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Starfox
10-19-2002, 08:23 AM
Lord Rahvin <lordrahvin@SOFTHOME.NET> wrote at 02-10-19 09.15:

> Whether you plan to get d20 Modern or not, if any of you are interested in
> seeing this as a Birthright product, please feel free to send me any of your
> comments or suggestions. My email address is LordRahvin@softhome.net.

Whether I want to play Birthright with d20modern or not (probably not), you
have still made an effective sales pitch for it.

/Carl

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Lord Rahvin
10-19-2002, 08:23 AM
There are some people on this list (including myself) who have previously
debated whether there should be a "Noble" PC class in Birthright and, if so,
what should that class be like? Below is the latest information posted on
Wotc`s website regarding the d20-Modern "Charismatic Hero". I`m not
suggesting that we use it as a Noble class per se, but I think if this is a
basic class in the core system with which we run a Birthright game, there`s
a lot less need for a Noble class.

---

The Charismatic Hero

The Charismatic Hero uses his Charisma score to best advantage. Taking a
level in this class demonstrates a knack for connecting with others,
developing proficiency at influencing their actions, and improving your
ability to win their support through debate, compromise, or seduction.
Personal magnetism, applied interaction techniques, and a touch of charm
combine to define the Charismatic Hero.

The Charismatic Hero might be charming or engaging, he might be strikingly
handsome or possessed of a great personal magnetism. He might be alluring or
fascinating. He might be captivating or compelling, and definitely appealing
on a number of different levels.

Examples of Charismatic Heroes
Persuasive leaders, attractive celebrities and personalities, inspiring
politicians, adept negotiators, entertainers, seducers, flirts,
fast-talkers, con artists, flamboyant spies, and suave gamblers are some of
the professional choices available to the Charismatic Hero.

****
Hit Die
Charismatic Heroes gain 1d6 hit points per level. The character`s
Constitution modifier applies. At character creation, a Charismatic Hero
receives maximum hit points, 6, plus any bonus for a high Constitution
score.

****
Action Points
Charismatic Heroes gain a number of action points equal to 5 plus one-half
their character level, rounded down, every time they advance a level in this
class.

****
Class Skills
Bluff (Cha), Craft (visual art, writing) (Int), Diplomacy (Cha), Disguise
(Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha),
Knowledge (arcane lore, art, behavioral sciences, business, civics, current
events, popular culture, streetwise, theology and philosophy) (Int), Perform
(act, dance, keyboards, percussion instruments, sing, stand-up, stringed
instruments, wind instruments) (Cha), Read/Write Language (none), Speak
Language (none).
Also, the starting occupation you select can provide you with additional
class skills to choose from.

Skill Points at 1st Level: (7 + Int modifier) x 4.
Skill Points at Each Additional Level: 7 + Int modifier

****
Starting Feats
In addition to the two feats all characters get at 1st level (see Table
1-2), the Charismatic Hero begins play with the Simple Weapons Proficiency
feat.


****
Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Charismatic Hero selects a talent
from the following talent trees. Some trees have a set order that must be
followed, while others provide a list to choose from. As long as the hero
qualifies, you can select freely from any and all talent trees. No talent
can be selected more than once unless expressly indicated.

Talents at 1st Charismatic Level: The Charismatic Hero can choose from
charm, fast-talk, and coordinate.

---CHARM TALENT TREE
The Charismatic Hero has an innate talent for being charming and
captivating.

-
CHARM: The Charismatic Hero gets a bonus to 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 hero`s Charismatic levels.

The Charismatic Hero can only charm GM characters with attitudes that are
Indifferent or better. The charm bonus can`t be used against characters who
are Unfriendly or Hostile.

FAVOR: The Charismatic Hero has the ability to wrangle favors to acquire
minor aid from anyone he meets. By making a favor check, the 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.

The Charismatic Hero spends an action point to activate this talent. To make
a favor check, roll a d20 and add the character`s favor bonus, equal to the
hero`s 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. The
Charismatic Hero can`t take 10 or 20 on this check, nor can he retry the
check for the same (or virtually the same) favor. (See Chapter Two: Skills
for information on taking 10 and taking 20.)

Favors should help advance the plot of an adventure. A favor that would
enable a character to circumvent an adventure should always be unavailable
to the character, regardless of the result of a favor check.

The GM should carefully monitor the Charismatic Hero`s use of favors to
ensure that this ability isn`t abused. The success or failure of a mission
shouldn`t hinge on the use of a favor, and wrangling a favor shouldn`t
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, through words and bearing, can beguile any
(GM) character with an Intelligence score of 3 or better. To captivate a
character, the Charismatic Hero uses an attack action. The target must be
within 30 feet of the hero and able to see, hear, and understand the hero.

The hero makes a Charisma check with a bonus equal to his Charismatic
levels. The target makes a Will saving throw to avoid being captivated.

If the save fails, the hero becomes the target`s sole focus. The target pays
no attention to anyone else for 1 round. This allows other characters to
take actions of which the captivated target is unaware. The effect ends
immediately if the target is attacked or threatened.

The Charismatic Hero can captivate the same target repeatedly.

Prerequisites: Charm, favor.
-

---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 applies his Charismatic levels as a bonus
to any Bluff, Diplomacy, or Gamble checks he makes while attempting to lie,
cheat, or otherwise bend the truth.

-
DAZZLE: The Charismatic Hero has the ability to dazzle an opponent through
sheer force of personality, a winning smile, and fast-talk. To dazzle an
opponent, the hero uses an attack action and makes a Charisma check with a
bonus equal to his Charismatic levels. The opponent makes a Will saving
throw to avoid being dazzled.

If the save fails, the opponent receives a -1 penalty to task resolution
checks (attack rolls, ability and skill checks, and saving throws) for a
number of rounds equal to the hero`s Charismatic levels.

This special ability can be selected multiple times, each time increasing
the dazzle penalty by -1.

Prerequisite: Fast-talk.

-
TAUNT: The Charismatic Hero has the ability to temporarily rattle another
character (a Gamemaster character) through the use of insults and goading.
The opponent must have an Intelligence score of 3 or better to be
susceptible to a taunt. To make a taunt, the hero must use a full-round
action. The hero makes a Charisma check, adding his Charismatic levels as a
bonus. The result provides the DC for the opponent`s Will saving throw. If
the saving throw fails, the opponent becomes dazed (unable to act, but can
defend normally) for 1 round.

A taunt can be played on an opponent any number of times.

Prerequisites: Fast-talk, dazzle.
-


---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 allies and
makes a Charisma check (DC 10), he provides a +1 bonus to the task at hand.
The bonus lasts for a number of rounds equal to the hero`s Charisma modifier
and is applied to his allies` attack rolls and skill checks during that
time.

The hero can coordinate a number of allies equal to one-half his Charismatic
levels, rounded down (to a minimum of one ally).

-
INSPIRATION: The Charismatic Hero can inspire his 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 hero`s Charisma modifier.

An inspired ally gains a +2 morale bonus on saving throws and a +2 bonus on
attack and damage rolls.

The Charismatic Hero can`t inspire himself. He can inspire a number of
allies equal to one-half his Charismatic levels.

Prerequisite: Coordinate.
-

GREATER INSPIRATION: The Charismatic Hero can inspire his 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 hero`s
Charisma modifier.

An inspired ally gains an additional +1 morale bonus on saving throws and a
+1 bonus on attack and damage rolls, which stacks with the inspiration bonus
for a total of +3 to morale bonus and +3 to attacks and damage.

The Charismatic Hero can`t inspire himself. He can inspire a number of
allies equal to one-half his Charismatic levels.

Prerequisites: Coordinate, inspiration.
-


****
Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the Charismatic Hero gains a bonus
feat. This feat must be selected from the following list, and the
Charismatic Hero must meet any prerequisites.

Agile Riposte, Deceptive, Dodge, Extra Wealth, Fame, Frightful Presence,
Improved Initiative, Infamy, Iron Will, Lightning Reflexes, Low Profile,
Mimic, Point Blank Shot, Trustworthy.

****
Table 1-8: The Charismatic Hero
Class Base Fort Refl Will Def Rep Class
Level Atk Save Save Save Bonus Bonus Features
----- ---- ---- ---- ---- ----- ----- -------------
1st +0 +1 +1 +0 +0 +2 Talent
2nd +1 +2 +2 +0 +1 +2 Bonus Feat
3rd +1 +2 +2 +1 +1 +2 Talent
4th +2 +2 +2 +1 +1 +3 Bonus Feat
5th +2 +3 +3 +1 +2 +3 Talent
6th +3 +3 +3 +2 +2 +3 Bonus Feat
7th +3 +4 +4 +2 +2 +4 Talent
8th +4 +4 +4 +2 +3 +4 Bonus Feat
9th +4 +4 +4 +3 +3 +4 Talent
10th +5 +5 +5 +3 +3 +5 Bonus Feat

*********

-Lord Rahvin

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