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.

  • How much damage you can take before dying or becoming unconscious

  • Determines how much damage you deal with melee weapons.

  • Determines how much damage you deal with ranged weapons.

  • Determines how well you mitigate incoming damage.

  • Determines how potent your magical abilities are.

  • How many meters of distance you can move during each of your turns.

  • Roll 1 six-sided die and add 2 to the result. The total will be your characters starting Life stat.

  • Roll 1 four-sided die. The total will be your characters starting Melee Attack Stat

  • Roll 1 eight-sided die. The total will be your characters starting Ranged Attack Stat

  • Roll 1 eight-sided die, and add 2 to the result. The total will be your characters starting Defense Stat

  • Roll 2 six-sided die, then add them together. The result will be your characters starting Magic Stat.

  • 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.

  • Roll 1 eight-sided die. Your base Life stat will be increased by the result

  • Roll 1 four-sided die. Your base Melee Attack will be increased by the result

  • Roll 1 eight-sided die. Your base Ranged Attack stat will be increased by the result

  • Roll 1 four-sided die. Your base Defense stat will be increased by the result

  • Roll 1 eight-sided die. Your base Magic stat will be increased by the result

  • 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

    1. Blind

    2. Charmed Vulnerability

    3. Climb

    4. Confusion

    5. Cure

    6. Daze

    7. Detect Magic

    8. Detect Poison

    9. Disguise

    10. Destroy Undead

    11. Exhaustion

    12. Fearless

    13. Feeble

    14. Fleet of Foot

    15. Free Movement

    16. Gills

    17. Harden

    18. Haste

    19. Invisivision

    20. Jump

    21. Light Weight

    22. Listen

    23. Mental Protection

    24. Mislead

    25. Mist

    26. No Door

    27. Reduce Poison

    28. Remove Curse

    29. Remove Stun

    30. Resist Magic

    31. Restrain

    32. Retreat

    33. Rock Body

    34. Scramble

    35. Shield

    36. Tough Skin

    37. Wound

    1. Blur

    2. Curse of Bad Luck

    3. Darkness

    4. Duplicity

    5. Halt Undead

    6. Invisibility

    7. Magic Protection

    8. Magic Weapon

    9. Mental Pinnacle

    10. Metal Body

    11. Moderate Cure

    12. Paralysis

    13. Probe Thoughts

    14. Reduction

    15. Repel

    16. Resistance

    17. Secure Shelter

    18. Shambled Shout

    19. Shell of Retention

    20. Sleep

    21. Slow

    22. Spell Gate

    23. Telepathic Bond

    24. Temporal Stasis

    25. Terrorize

    26. Toxic

    27. Wound II

    1. Anti-Gravity

    2. Break Magic

    3. Burning Shield

    4. Charmed Weapon

    5. Deep Sleep

    6. Everlasting Healing

    7. Evolved Restrain

    8. Extra Vitality

    9. Fear

    10. Flash

    11. Forced Blink

    12. Freedom

    13. Pantomath

    14. Self-Replication

    15. Shades

    16. Silly Touch

    17. Sour Tongue

    18. Spell Protection

    19. Twin Cast

    20. Water Walk

    21. Weakness

    1. Barrier of Missile Snare

    2. Burst Cure

    3. Charmed Summon

    4. Dismagicment

    5. Enervation

    6. Gigantify

    7. Spell Regen

    8. Spell Retainer

    9. Wound III

    1. Energy Drain

    2. Enthrallment

    3. Hypnosis

    4. Life Drain

    5. Planar Binding

    6. Do-Over

    7. 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