Do you enjoy playing mind games with individuals who rely on you so heavily that they struggle to hold back the temptation to get rid of you? If so, the path of the Charmer could be the perfect Adventurer Class for you. Charmers are pranksters who introduce a creative flair of magic to the group. They possess a variety of spells to disrupt their foes, companions, and that vendor nearby who refuses to offer you a reasonable deal on potions. Moreover, this class is equipped with numerous supportive spells to assist your allies in dealing with said merchant.
This is a magic-dependent class. Some might even go as far as to say that Charmers are obsessed with magic. In numerous situations, this perception may not be entirely inaccurate. Should a Charmer find themselves devoid of magic, they would essentially be rendered useless. It is precisely for this reason that these cunning tricksters are bestowed with an impressively sizable reservoir of spell power, comparable to Magicians.
A Charmer's ability to cast spells does not come to them innately, nor does it come to them through divine worship. They utilize Radiant magic to cast their spells, but they have obtained this capability through a different avenue than a Priest. To become a Charmer, one must forge a pact with a deity. As long as the terms of the pact are upheld, the deity will grant the Charmer access to Radiant power. When choosing for your character to follow this Adventurer Class, you must choose what deity to make a deal with. How you ended up making this deal should be included in your backstory. Good things to ask yourself include; What deal was made? What does this mean for your character short term, as well as long term? What happens if the deal is broken? Was this deal made out of fear, or are your thankful to this deity? This is a very important part of your character as a Charmer. After-all, you are involving yourself in a divine affair.
Charmer
Becoming a Charmer
When you become a level 1 Charmer, you will gain the following.
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How much damage you can take before dying or becoming unconscious
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Determines how much damage you deal with melee weapons.
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Determines how much damage you deal with ranged weapons.
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Determines how well you mitigate incoming damage.
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Determines how potent your magical abilities are.
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How many meters of distance you can move during each of your turns.
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Roll 1 six-sided die and add 2 to the result. The total will be your characters starting Life stat.
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Roll 1 four-sided die. The total will be your characters starting Melee Attack Stat
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Roll 1 eight-sided die. The total will be your characters starting Ranged Attack Stat
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Roll 1 eight-sided die, and add 2 to the result. The total will be your characters starting Defense Stat
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Roll 2 six-sided die, then add them together. The result will be your characters starting Magic Stat.
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This is a Charmers starting Movement. Add this to any Movement Increase you gain from your Race. The total is your characters starting Movement Stat
5 skill points in your Deception skill
5 skill points in your Persuasion skill
8 skill points to distribute freely
Starting Skill Bonuses
You gain 1 new Ability
Efficient with bows and one-handed weapons
You learn 1 Elemental Art
You start with a spell power maximum equal to 2d20+20
Six Tier 1 spells from the Charmer spell list
Other Things
Divine Connection: Your relationship with your deity allows you to reach out to them for assistance. The type of aid you recieve will be determined by the deity that you made a pact with. Every god and goddess governs a different aspect of existence, giving them access to certain things.
Astrigonia: Once per full rest, you may use your Perform Phase to reach out to Astrigonia, and gain 1d6 temporary spell power, per Charmer level. This spell power will be of a universal type that can be used to cast any spells you know, from any school of magic. This spell power will last for up to 1 hour or until used.
Megnara: Once per full rest, you may invoke the powers of Megnara during your Perform Phase, or as your Reaction, and make yourself immune to death for 1 minute. Your Life will still decreased, and you can still become unconscious. If your Life is at a negative value that could kill you, when this effect wears off, you must make a Constitution Feature check against death or die.
Calvar: Three time per full rest, when you hit a target with a Charm or Attack type spell, you may call upon the powers of Calvar to deal additional Divine damage equal to 1d10 (+1d10 per 120 Mag). This damage type bypasses all Defense, and deals 2x damage to Anathema, Demons, and Undead.
Masenkai: You are resistant to Wind damage, at all times. Once per full rest, you may spend 10 minutes to meditate and connect with Masenkai. When you do this, you may ask them any single question. They will answer truthfully with either “yes”, “no”, or “unsure”.
Trelucion: Once per full rest, when you hit an entity with an Unarmed Fighting attack, you may have that entity attempt a Curse Resistance check. The RR for this resistance check will be equal to your base spellcasting RR. If the target fails, roll 1d100. The result will be what percentage of the target max Life is dealt as divine damage. This damage will also be a hindrance to the targets max Life until they complete a full rest.
Nveryll: Twice per full rest, you may pull forth the powers of Nveryll, and release a breath attack, similar to a Draemon. This will be done on your Perform Phase. This breath attack will deal 1d12 damage (+1d12 per 100 Mag), and will have a range of: Blast (2) = 10 meters. Any entity that makes a successful Evasion Feature check will take 1/2 damage. The RR for this Feature check will be equal to your base spell casting RR. The type of damage dealt from this attack will be random. You will roll 1d20 and refer to the chart below to determine what type of damage is dealt.
Charmer Gift
Scared: 5
Hinder: 7
Freeze: 4
Burn: 5
Charm: 10
Curse: 9
Starting Natural Resistances
Poison: 3
Bleed: 3
Sleep: 8
Stun: 6
Infection: 7
Luck: 9
Leveling as a Charmer
Anytime your Charmer level increases by 1, you will gain the following.
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Roll 1 eight-sided die. Your base Life stat will be increased by the result
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Roll 1 four-sided die. Your base Melee Attack will be increased by the result
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Roll 1 eight-sided die. Your base Ranged Attack stat will be increased by the result
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Roll 1 four-sided die. Your base Defense stat will be increased by the result
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Roll 1 eight-sided die. Your base Magic stat will be increased by the result
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Roll 3 ten-sided die, and add them together. Your maximum Spell Power will be increased by the result
2 skill points to distribute freely every 8th Charmer level
1 new Ability every 18th Charmer level
Additional Bonuses
Charmer use Radiant magic to cast their spells, and can recover spell power from a Radiant Magic spell book. Charmers learn spells according to the chart below.
Spell Casting
Charmer Spells
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Blind
Charmed Vulnerability
Climb
Confusion
Cure
Daze
Detect Magic
Detect Poison
Disguise
Destroy Undead
Exhaustion
Fearless
Feeble
Fleet of Foot
Free Movement
Gills
Harden
Haste
Invisivision
Jump
Light Weight
Listen
Mental Protection
Mislead
Mist
No Door
Reduce Poison
Remove Curse
Remove Stun
Resist Magic
Restrain
Retreat
Rock Body
Scramble
Shield
Tough Skin
Wound
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Blur
Curse of Bad Luck
Darkness
Duplicity
Halt Undead
Invisibility
Magic Protection
Magic Weapon
Mental Pinnacle
Metal Body
Moderate Cure
Paralysis
Probe Thoughts
Reduction
Repel
Resistance
Secure Shelter
Shambled Shout
Shell of Retention
Sleep
Slow
Spell Gate
Telepathic Bond
Temporal Stasis
Terrorize
Toxic
Wound II
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Anti-Gravity
Break Magic
Burning Shield
Charmed Weapon
Deep Sleep
Everlasting Healing
Evolved Restrain
Extra Vitality
Fear
Flash
Forced Blink
Freedom
Pantomath
Self-Replication
Shades
Silly Touch
Sour Tongue
Spell Protection
Twin Cast
Water Walk
Weakness
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Barrier of Missile Snare
Burst Cure
Charmed Summon
Dismagicment
Enervation
Gigantify
Spell Regen
Spell Retainer
Wound III
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Energy Drain
Enthrallment
Hypnosis
Life Drain
Planar Binding
Do-Over
Spell Immunity
Level 25 = Charmed Focus: You will automaticaly succeed vs Dexterity Feature checks to cast Charm type spells while within melee range of an enemy. Unless you are unconscious, you cannot fail Concentration checks to maintain concentration on Charm type spells.
Level 50 = Way with People: While talking to people, you will have a +8 modifier to your Deception, Insight, Performance, and Persuasion skills. This modifier is not active if another entity is assisting you with these skill checks.
Level 75 = Charm Immunity: Whenever you complete a full rest, roll 1d4+1. The result will be how many immunity counters you will have until you begin a full rest. Whenever you are prompted to make Charm or Curse Resistance check, you may choose not to roll, and use one of your immunity counters to automatically succeed that resistance check.
Level 100 = Twin Caster: Any time you cast a spell, you may spend 1 AC. If you do, an illusory copy of yourself will appear in the closest unnoccupied space from you, and cast that same spell, at the same Tier you cast it, at any target you choose within their spells range. This copy will not consume any of your resources, such as material components, and spell power, cannot cast spells that require concentration, and cannot cast spells with a casting time greater than 2 Phases. This copy will use your Battle Caliber and spell casting RR for its spells. After the copy has cast their spell, they will vanish as if they were never there. If something stops you from casting your spell, the copy will not appear.
Charmer Talents