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CHARISMATIC HERO TALENTS

Charm Talent Tree


The Charismatic hero has an innate talent for being charming and captivating.

Charm: The Charismatic hero gets a competence bonus on all Charisma-based skill checks made to influence
members of his chosen gender. (Some characters are charming to members of the opposite gender, others to
members of the same gender.) The bonus is equal to the characters Charismatic level. A Charismatic hero can
only charm Gamemaster characters with attitudes of indifferent or better. The charm bonus cant be used against
characters who are unfriendly or hostile. This ability can be taken more than once (for another gender).

Favor: The Charismatic hero has the ability to acquire minor aid from anyone he or she meets. By making a
favor check, a Charismatic hero can gain important information without going through the time and trouble of
doing a lot of research. Favors can also be used to acquire the loan of equipment or documents, or to receive
other minor assistance in the course of an adventure. A Charismatic hero spends 1 action point to activate this
talent. To make a favor check, roll a d20 and add the characters favor bonus, equal to the characters
Charismatic level. The GM sets the DC based on the scope of the favor being requested. The DC ranges from 10
for a simple favor to as high as 30 for formidable and highly dangerous, expensive, or illegal favors. A
Charismatic hero cant take 10 or 20 on this check, nor can the hero retry the check for the same (or virtually the
same) favor. Favors should help advance the plot of an adventure. A favor that would enable a character to avoid
an adventure altogether should always be unavailable to the character, regardless of the result of a favor check.
The GM should carefully monitor a Charismatic heros use of favors to ensure that this ability isnt abused. The
success or failure of a mission shouldnt hinge on the use of a favor, and getting a favor shouldnt replace good
roleplaying or the use of other skills. The GM may disallow any favor deemed to be disruptive to the game.
Prerequisite: Charm.

Captivate: The Charismatic hero has the ability to temporarily beguile a target through the use of words and
bearing. The target must have an Intelligence score of 3 or higher to be susceptible to a captivate attempt, must
be within 30 feet of the hero, must be flat-footed or not in combat, and must be able to see, hear, and understand
the hero. To captivate a target, the hero must use an attack action and make a Charisma check (DC 15), adding
his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist. The target
resists the captivation attempt by making a Will saving throw (DC 10 + Charismatic heros class level +
Charismatic heros Cha bonus). If the saving throw fails, the hero becomes the targets sole focus. The target
pays no attention to anyone else for 1 round and remains flat-footed. This focusing of the targets attention
allows other characters to take actions of which the captivated target is unaware. The effect ends immediately if
the target is attacked or threatened. A Charismatic hero can concentrate to keep a target captivated for additional
rounds. The Charismatic hero concentrates all his or her effort on the task, and the target gets to make a new
Will save each round. The effect ends when the hero stops concentrating, or when the target succeeds on the
save. This is a Mind-Affecting ability. Prerequisites: Charm, Favor.

Misdirect: The Charismatic hero can encourage opponents to ignore him by making himself appear to be
harmless and unthreatening. The target must have an Intelligence score of 3 or higher to be susceptible to a
misdirect attempt, must be within 30 feet of the Charismatic hero, and must be able to see, hear, and understand
the hero. To misdirect a target, the hero must use an attack action to make a Charisma check (DC 15), adding his
Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist. The target resists the
misdirection attempt by making a Will saving throw (DC = 10 + Charismatic heros class level + Charismatic
heros Cha bonus). If the saving throw fails, the target pays no attention to the hero, deciding that he is harmless,
worthless, or otherwise not worthy of regard. The target completely ignores the hero until the end of the
Charismatic heros next turn. This allows the Charismatic hero to take actions of which the misdirected target is
unaware. The effect ends immediately if the Charismatic hero performs any attack action. The Charismatic hero
can concentrate to keep a target misdirected for additional rounds. The Charismatic hero must spend an attack
action on the task, and the target gets to make a new Will save each round. The effect ends when the hero stops
concentrating, or when the target succeeds on the save. Prerequisites: Charm, favor.
Greater Charm: The Charismatic hero can attempt to improve the attitude of an unfriendly target (GM
character). The target must have an Intelligence score of 3 or higher, must be within 30 feet of the Charismatic
hero, and must be able to see, hear, and understand the hero. The hero may not be holding a weapon or
threatening the target in any way. The hero and target make opposed Will saving throws. Each character receives
a bonus on this saving throw equal to his or her Charismatic level. If the hero succeeds, the targets attitude
immediately becomes indifferent toward the hero. If the hero fails, the targets attitude immediately becomes
hostile toward the hero. Prerequisites: Charm, favor, captivate, misdirect.

Facetious Talent Tree


Heroes with this talent tree are proficient with humorous entertainment. They have quick wits and sharp tongues
and can bring an audience to rollicking, helpless laughter.

Clowning: The charismatic hero can engage in comical antics and silly gesticulations either as an attempt to
mock another person or even to mock himself. The targets must have an Intelligence score of 3 or higher, must
be within 30 feet of the hero, and must be able to see the hero to be susceptible to a clowning attempt. To
engage in a bout of clowning, the hero must use a full attack action and make a perform check (DC 15). The
target can try to resist the influence of the clowning attempt by making a Will saving throw (DC 10 +
Charismatic heros class level + Charismatic heros Cha bonus). If the saving throw fails, the targets (a number
of creatures less than or equal to the heros Charismatic class level) become filled with mirth and find it difficult
to take the hero seriously. This causes them to underestimate the hero and fail to react appropriately against his
attacks. They suffer a penalty to AC that is equal to the Charismatic heros Charisma modifier and they take an
equal amount of extra damage from all of his attacks. This condition persists for a number of rounds equal to the
heros Charismatic class level. Whether the targets saving throw fails or succeeds, they cannot be affected again
by the same heros clowning for 24 hours. Prerequisite: Perform 4 ranks.

Razor Tongue: Heroes with this talent are skilled at hurling scathing, bitter insults and humiliating jeers. This
barrage of vituperation causes that target creature to become unsure of himself, overly self-conscious, and more
prone to making mistakes. To use this talent, the hero must use an attack action and make a Charisma check (DC
15). The target must have an Intelligence score of 3 or higher, must be within 30 feet of the hero, and must be
able to hear and understand the hero to be susceptible to this ability. The target can try to resist the attempt by
making a Will saving throw (DC 10 + Charismatic heros class level + Charismatic heros Cha bonus). If the
save fails, the target suffers 2 morale penalties to all attacks, weapon damage rolls, saves and skill checks for a
number of rounds equal to the Charismatic heros class level. Prerequisites: Intimidate 4 ranks.

Hysterics: The hero can utter such surprising and hilarious quips that those who hear him collapse into fits of
laughter. The hero can affect a number of targets equal to his Charismatic hero level. The targets must have an
Intelligence score of 3 or higher, must be within 30 feet of the hero, and must be able to hear and understand the
hero to be susceptible to this ability. A creature whose type (such as humanoid or dragon) is different from the
heros receives a +4 bonus on its saving throw, because the humor doesnt translate well. To use this talent,
the hero must spend an Action Point, make a Perform check (DC 15), and use an attack action. The targets can
try to resist the attempt by making a Will saving throw (DC 10 + Charismatic heros class level + Charismatic
heros Cha bonus). If the saving throw fails, the subjects are overcome with fits of laughter. They fall prone and
can take no actions for a number of rounds equal to the heros Charisma modifier. A defender who is prone
gains a +4 bonus to Armor Class against ranged attacks, but takes a 4 penalty to AC against melee attacks.
Standing up is a move-equivalent action that provokes an attack of opportunity. Whether the targets saving
throw fails or succeeds, they cannot be affected again by the same heros hysterical comments for 24 hours.
Prerequisites: Perform 4 ranks, Clowning, Razor Tongue.
Fancy Fighter Talent Tree
Warriors with this talent tree have spent more time learning how to perform fancy theatrics with their weapons
than actually fight with them. However, their opponents do not know that. Professional wrestlers,
stunt men, and some Hollywood martial arts actors are typical examples of this combat style.

Armed and Dangerous: With this talent, the Charismatic Hero adds a bonus equal to his Charismatic Hero
class level to all Intimidate checks while brandishing or displaying his weapon.

Weapon Display: With this talent, a character can spend an Action Point to perform a flashy, intimidating
display of prowess with his weapons. This causes a single opponent to make a Will save (DC 10 + the
Charismatic Heros Charisma modifier + half the Charismatic Heros class level) or become shaken. The target
must be within 30 feet of the hero, must have an Intelligence of 3 or more, and be able to see the hero. Creatures
with 6 or more Hit Dice are immune to this ability. If the targets save fails, he suffers a 2 morale penalty on
attack rolls, weapon damage rolls, and saving throws. The target also flees from the hero as well as it can. If
unable to flee, the target may fight. This effect lasts for a number of rounds equal to the Charismatic Heros total
character level. Prerequisite: Armed and Dangerous

Greater Weapon Display: This talent functions just like Weapon Display, except that it can affect a number of
creatures equal to the heros Charisma modifier and creatures above 6 HD are not immune to the effects.
Prerequisite: Armed and Dangerous, Weapon Display

Advanced Weapon Display: With this talent, the Charismatic Hero spends 1 Action Point to handle his
weapons in such an intimidating and professional manner that one selected opponent can not help but begin
cowering in fear. The opponent must make a Will save (DC 10 + the Charismatic Heros Charisma modifier +
half the Charismatic Heros class level) or begin to cower. The target must be within 30 feet of the hero, must
have an Intelligence of 3 or more, and must be able to see the hero. Prerequisites: Weapon Display, Greater
Weapon Display

Grand Weapon Display: This talent functions just as Advanced Weapon Display, detailed above, except that it
affects a number of creatures equal to the Charismatic Heros class level. Prerequisites: Weapon Display,
Greater Armed and Dangerous, Weapon Display, Advanced Weapons Display

Intimidating Weapon Display: With this talent, a Charismatic Hero can wield his weapon in such an
intimidating fashion that it convinces his opponents to fight defensively. A number of opponents equal to or less
than the heros Charisma modifier can be forced to make a Will save (DC 10 + the heros Charisma modifier +
half the heros class level) or begin fighting defensively. Opponents with the Expertise feat who fail the save
begin using their expertise to maximum benefit for their Defense. This effect continues for 1 round per class
level of the Charismatic Hero. Those characters that are in a state of rage and those with an Intelligence score
less than 3 are immune to this effect. A creature that successfully saves cannot be affected again by the same
heros Intimidating Weapon Display for 24 hours. Prerequisites: Weapon Display, Armed and Dangerous.

Fancy Fighter: Heroes with this talent can use their weapon in creative and unusual ways that grant them a
bonus to their Defense. Either using the weapon to parry, or using it offensively to shield oneself with an
assault, using this talent adds a dodge bonus to the heros Defense equal to the heros Charismatic Hero class
level. The hero only gains this bonus while actively engaged in combat. If he does anything other than attack or
move and attack on his turn, he does not gain the Defense bonus from this talent. Prerequisite: Armed and
Dangerous

Fast-Talk Talent Tree


The Charismatic hero has an innate talent for bending the truth and dazzling others with a combination of
words, mannerisms, and charm.

Fast-Talk: The Charismatic hero has a way with words when attempting to con and deceive. With this talent, he
or she applies his or her Charismatic level as a competence bonus on any Bluff, Diplomacy, or Gamble checks
the hero makes while attempting to lie, cheat, or otherwise bend the truth.
Dazzle: The Charismatic hero has the ability to dazzle a target through sheer force of personality, a winning
smile, and fast-talking. The target must have an Intelligence score of 3 or higher to be susceptible to a dazzle
attempt, must be within 30 feet of the hero, and must be able to see, hear, and understand the hero. To dazzle a
target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Charismatic
level as a bonus. If the Charisma check succeeds, the target can try to resist. The target resists the dazzle attempt
by making a Will saving throw (DC 10 + Charismatic heros class level + Charismatic heros Cha bonus). If the
save fails, the target receives a 1 penalty on attack rolls, ability checks, skill checks, and saving throws for a
number of rounds equal to the characters Charismatic level. This talent can be selected multiple times, each
time worsening the dazzled penalty by 1. This is a Mind-Affecting ability. Prerequisite: Fast-talk.

Taunt: The Charismatic hero has the ability to temporarily rattle a target through the use of insults and goading.
The target must have an Intelligence score of 3 or higher to be susceptible to a taunt, must be within 30 feet of
the hero, and must be able to hear and understand the hero. To taunt a target, the hero must use an attack action
and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the Charisma check
succeeds, the target can try to resist. The target resists the taunt by making a Will saving throw (DC 10 +
Charismatic heros class level + Charismatic heros Cha bonus). If the save fails, the target becomes dazed
(unable to act, but can defend normally) for 1 round. A taunt can be played on an opponent any number of times.
This is a Mind-Affecting ability. Prerequisites: Fast-talk, dazzle.

Heroic Deeds Talent Tree


Unlike the Fancy Fighter, who specializes in impressive tricks and stunts, the hero with these talents specializes
in powerful and well-choreographed combat maneuvers.

Heroic Deeds: With this talent, the Charismatic Hero adds his Charisma modifier to the following skills,
Balance, Climb, Drive, Escape Artist, Jump, Pilot, Ride, Swim, and Tumble. The hero doesnt just perform these
actions; he looks good doing them.

Heroic Combat: With this talent, the Charismatic Hero adds his Charisma modifier as a morale bonus to all
damage
rolls. Prerequisite: Heroic Deeds

Heroic Defense: With this talent, the Charismatic Hero adds a dodge bonus to Defense equal to his Charisma
modifier. Prerequisite: Heroic Deeds

Improved Heroic Deeds: Characters with this talent add their Charisma bonus to all Strength checks made to
break or burst objects. They also use their Charisma score instead of their Strength score to determine their
lifting and carrying capacity. Prerequisite: Heroic Deeds

Heroic Attack: With this talent, the Charismatic Hero can spend an Action Point to add his Charisma modifier
as a Morale bonus to
all his attack rolls for 1 round per character level of Charismatic Hero that he has attained. Prerequisites: Heroic
Deeds, Heroic Combat

Intimidating Talent Tree


The Charismatic hero can develop a powerful force of character, becoming highly skilled at intimidating others.

Intimidating Presence: With this talent the Charismatic hero applies his Charismatic level as a bonus on any
Intimidate, Gamble, or Gather Information checks when attempting to bully or cow others into a state of unease
and submission.

Shake: Charismatic heroes can spend an Action Point to attempt to shake their opponents. A single use of this
ability can affect a number of creatures equal to the Charismatic heros class level. Those targeted by the
Charismatic hero must make a Will save (DC 10 + Charismatic heros class level + Charismatic heros Cha
bonus) or become shaken. A shaken creature suffers a 2 morale penalty on all attack rolls, saving throws, skill
checks, and ability checks. Prerequisite: Intimidating Presence.
Terrify: Charismatic heroes can spend an Action Point to attempt to terrify their opponents. A single use of this
ability can affect a number of creatures equal to the Charismatic heros class level. Those targeted by the
Charismatic hero must make a Will save (DC 10 + Charismatic heros class level + Charismatic heros Cha
bonus) or become terrified. A terrified creature suffers a 3 morale penalty on all attack rolls, saving throws,
skill checks, and ability checks. Prerequisites: Intimidating Presence, Shake.

Leadership Talent Tree


The Charismatic hero has a talent for leadership and inspiration.

Coordinate: The Charismatic hero has a knack for getting people to work together. When the hero can spend a
full round directing his or her allies and makes a Charisma check (DC 10), the hero provides any of his or her
allies within 30 feet a +1 bonus on their attack rolls and skill checks. The bonus lasts for a number of rounds
equal to the heros Charisma modifier. The hero can coordinate a number of allies equal to one-half his or her
Charismatic level, rounded down (to a minimum of one ally).

Inspiration: The Charismatic hero can inspire his or her allies, bolstering them and improving their chances of
success. An ally must listen to and observe the Charismatic hero for a full round for the inspiration to take hold,
and the hero must make a Charisma check (DC 10). The effect lasts for a number of rounds equal to the heros
Charisma modifier. An inspired ally gains a +2 morale bonus on saving throws, attack rolls, and damage rolls.
A Charismatic hero cant inspire him or herself. The hero can inspire a number of allies equal to one-half his or
her Charismatic level, rounded down (to a minimum of one ally). Prerequisite: Coordinate.

Greater Inspiration: The Charismatic hero can inspire his or her allies to even greater heights, bolstering them
and improving their chances of success. An ally must listen to and observe the Charismatic hero for a full round
for the greater inspiration to take hold, and the hero must make a Charisma check (DC 10). The effect lasts for a
number of rounds equal to the heros Charisma modifier. An inspired ally gains an additional +1 morale bonus
on saving throws, attack rolls, and damage rolls, which stacks with the bonus from inspiration for a total of a +3
morale bonus. A Charismatic hero cant inspire him or herself. The hero can inspire a number of allies equal to
one-half his or her Charismatic level, rounded down (to a minimum of one ally). Prerequisites: Coordinate,
inspiration.

Pulchritudinous Talent Tree


Heroes with these talents are blessed with incredible physical beauty and glowing personal magnetism.

Good Impression: The Charismatic heros remarkable beauty influences the judgments that other characters
make about him. Charismatic heroes with this talent gain a +3 circumstance bonus to all Diplomacy, Bluff, and
Perform checks.

Charm: The Charismatic hero gets a bonus on all Charisma-based skill checks made to influence members of
his chosen gender. (Some characters are charming to members of the opposite gender, others to members of the
same gender.) The bonus is equal to the characters Charismatic level. A Charismatic hero can only charm
Gamemaster characters with attitudes of indifferent or better. The charm bonus can not be used against
characters who are unfriendly or hostile.

Stunning Beauty: The hero possesses such amazing physical beauty that opponents can be stunned with a mere
smile. The targets must have an Intelligence score of 3 or higher, must be within 30 feet of the hero, and must be
able to see the hero to be susceptible to this ability. To stun a target, the hero must spend an Action Point and
use an attack action. The target can try to resist the stunning attempt by making a Will saving throw (DC 10 +
Charismatic heros class level + Charismatic heros Cha bonus). If the saving throw fails, the subject is stunned
for a number of rounds equal to the heros Charismatic hero class level. A stunned creature drops everything
held, can take no actions, takes a 2 penalty to AC, and loses his Dexterity bonus to AC (if any). Prerequisites:
Good Impression, Charm.

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