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Charmed[edit]

Charmed are characters that are extremely lucky, maybe it the ability to subconsciously
manipulate the odds or maybe a higher power took an interest in them, no matter a
charmed is extremely fortunate and those who oppose her tend to be jinxed. Charmed
while lucky are not without skills, most of them train themselves to be great combatants,
although limited to light armor and weapons than other fighting classes.

Making a Charmed[edit]
Charmed are essentially fighters with class features, [luck] feats instead of [fighter] feats
and lighter armor and weapons (unless you take a particular specialty). A charmed will
play differently from one another due to their feat selection, race and multiclassing if any.
Abilities: Charmed only have the slightest dependency on charisma for class abilities,
otherwise it all depends on how they spend their feats and how they gear themselves.
Races: Lady Luck is not a racist.
Alignment: Any.
Starting Gold: As rogue.
Starting Age: Simple
Table: The Charmed
Hit Die: d8

Base Savi
Leve Atta
ng
ck Thr
l Bon
us ows
Fort Ref Will
1st

+1

+2

+2

+2

Bonus Luck Feat, Expanded Luck Pool, Fortune, Gambler's Luck

2nd +2

+3

+3

+3

All Luck, Specialized Ability

3rd +3

+3

+3

+3

Bonus Luck Feat

4th +4

+4

+4

+4

Score Big

5th +5

+4

+4

+4

Bonus Luck Feat, Untouchable Luck

6th +6/+
+5
1

+5

+5

Specialized Ability

7th +7/+
+5
2

+5

+5

Bonus Luck Feat

8th +8/+ +6

+6

+6

Lucky Kill

3
9th +9/+
+6
4

+6

+6

Bonus Luck Feat

10th +10/
+5 +7

+7

+7

Specialized Ability

+11/
11th +6/+ +7
1

+7

+7

Bonus Luck Feat

+12/
12th +7/+ +8
2

+8

+8

Greater Fortune

+13/
13th +8/+ +8
3

+8

+8

Bonus Luck Feat

+14/
14th +9/+ +9
4

+9

+9

Specialized Ability

+15/
15th +10/ +9
+5

+9

+9

Bonus Luck Feat

+16/
16th +11/
+6/+ +10 +10 +10 Chance's Chosen
1
+17/
17th +12/
+7/+ +10 +10 +10 Bonus Luck Feat
2
+18/
18th +13/
+8/+ +11 +11 +11 Specialized Ability
3
+19/
19th +14/
+9/+ +11 +11 +11 Bonus Luck Feat
4
+20/
20th +15/
+10/ +12 +12 +12 Fate Conspiracy
+5
Class Skills (4 + Int modifier per level, 4 at 1st level)

Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha),
Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha),
Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int),
Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope
(Dex).
Class Features[edit]
All of the following are class features of the Charmed.
Weapon and Armor Proficiency: Charmed are proficient with all simple weapons, plus
the shortbow, long sword and short sword. Charmed are proficient with light and medium
armor, but not with shields.
Bonus Luck Feat: At 1st level and each odd level afterward, a charmed receives one
[luck] feat she meets the prerequisite for.
Expanded Luck Pool (Su): A charmed gains a number of extra luck reroll equal to her
class levels or her charisma modifier whichever is lower.
Fortune (Su): A 1st level charmed is capable of subconsciously manipulating
probabilities, she may treat any roll she make as if she rolled one higher. This makes her
immune to any unwanted natural 1 and allows a natural 20 on a 19-20. If she ever
multiclasses, she loses this ability unless she has 4 or more level in charmed.
At 6th level she can treat any roll made against her specifically (an opposed check or
attack roll) as one lower.
At 12th level she can have her allies treat any roll they make as if she roll one higher.
This ability work as long as her allies remain within the charmed's line of sight.
Gambler's Luck (Ex): As a swift action, a charmed can replicate the effect of
cheatdraconomicon at will.
All Luck (Su): A 2nd level charmed gains a luck bonus on all her saves, equal to her
charisma modifier (minimum of +1). Additionally if she succeeds a saving throw on a
natural 20 she gains the effect of evasion (in any armor) and mettle for 1 round.
Specialized Ability: A 2nd level charmed develops skills that are not related to luck,
because it one thing to be lucky but it's no excuse for being lazy and not developing skills
on one's own. At 2nd level and each 4 levels thereafter, a charmed may pick one ability
from the following list. She must meet the listed prerequisite in order to take a particular
ability.
Anger Issues (Ex): You gain the ability to rage as the spell as a swift action at will. While
raging you may spend one luck reroll as part of any attacks to completely ignore hardness
or DR for the attack.
Armored in Luck (Ex): You gain Armour Training feat as a bonus.
Burglar (Ex): You have the skill of a burglar or thief, you gain a +4 bonus on disable
device, hide, move silently, and open lock. These skills are always class skills for you.
Additionally you may spend a single luck reroll to replicate the effect of knock.
Con Man: You gain a +4 bonus on bluff and |forgery, additionally you can take a standard

action to recall some of the tricks you learned, coming under the effect of the cheatDra
spell. This ability can be used at will.
Exceptionally Skilled: You gain ridiculously skilled fellow as a bonus feat.
Jack of All Trade, Master of None: You gain Jack of All Trades and Master of None as
bonus feats even if you do not meet the prerequisites.
Seducer: You gain the benefits of the too hot traits without the penalties, additionally you
gain the seduce to learn ability.
Showgirl (Ex): or showman, whatever. You have all the skills of a Vegas showgirl, which
means you always have ranks in two perform skills of your choice equal to your character
level +3. Additionally you gain a +4 bonus diplomacy and gather information skill checks
as well as the fascinate of a bard of your character level.
Soldiering (Ex): You became quite good at using weapons. You gain all martial weapons
proficiency and the learned weapon proficiency feat as a bonus feat.
Sublime Supernatural Talents: You gain one 1st level maneuver-like ability of a
discipline of your choice. You gain one 1st level psi-like ability from any power list and
one 1st level spell-like ability from any spell list, both usable at will. You need to be at
least 6th level before taking this ability.
Share Luck (Su): A 3rd level charmed may use her [luck] feats on willing allies within
line of sight, she must use her own luck rerolls.
Score Big (Ex): A 4th level charmed always scores big, she is not content with mere
success, she needs to set the bar while she is at it. Whenever she rolls a natural 20 on a
skill or ability check she adds an additional +20 bonus on that check. Whenever she rolls
a natural 20 on the attack, she gains a +8 bonus on the confirmation roll and the critical
hit multiplier is increased by 1.
Untouchable Luck: A 5th level charmed may spend one luck reroll as a free action or
immediate action to gain your charisma modifier as a luck bonus to your AC for 1 turn.
Lucky Kill (Ex): A 8th level charmed gains the death attack ability of an assassin with
the following changes. The DC is 10 + 1/2 HD + the charmed's charisma modifier and
each death attack attempt consumes a luck reroll (you may not use lucky kill if you are
out of luck reroll). On the other hand, lucky kills can be used with a ranged weapon as
long as you are within 60 feet on your target. This ability count as death attack for the
purpose of interacting with feats and special abilities.
Chance's Chosen: A 16th level charmed makes half of her luck reroll usable per hour
instead of per day.
Fate Conspiracy (Su): A 20th level charmed can never roll below half on any given die.
Whenever she would roll below that half of the die number (like a 8 on a d20, or a 5 on a
d12) she instead counts as having rolled half the number of sides on the die.

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