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  1. #1
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    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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  2. #2
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    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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