💾 Archived View for spam.works › mirrors › textfiles › rpg › cl-charm.d&d captured on 2023-11-14 at 11:55:11.
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:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.: -----=====Earth's Dreamlands=====----- (313)558-5024 {14.4} - (313)558-5517 A BBS for text file junkies RPGNet GM File Archive Site .:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:. By: Frank Steven Gimenez Re: Charmer Kit & Spell I had this real good concept for an Enchanter PC that I wanted to run in 2nd ed AD&D which I would like to share with y'all. Basically this is a PC who believes that everybody should be their friend. Of course what this person thinks what a friend should be could be considered a master-slave relationship. The role of this Enchanter is that of an adventurer who travels around finding interesting or powerful NPCs so that she or he may 'collect' them and add that NPC to her or his group of 'followers'. This enchanter severely hates (but will never show it) anyone who can resist her/his charms, magical or otherwise, or any other person who is exactly like this enchanter. This kit can work with: - any Mage, specificaly the Enchanter specialist, who enjoys using Charm Person extensivly for their own benefit, - any Specialty Priest who's god emphisises charm spells and/or grants the Charm/Facinate ability, or - any Psionicists who routinely use the Telepathic Devotions/Sciences like Domination. The alignment of the charmer can be any non-Good, as taking possesion of people just because the charmer thinks that its their right-by- beauty/power/charisma/etc. is not commonly known as a nice thing to do. The most workable PC alignments would be True Neutral, Chaotic Neutral, and Lawful Evil. Anyway, here it is: NEW KIT (Charmer): + Bonus Nonweapon Proficiency: Ediquette. + Charmer gains the comliness characteristic, which is fully described in the Unearthed Arcana, at base 14. [ Or 1d8 + 10, whichever the DM considers more fair ] - Any creature fighting for the Charmer gains (read: sucks) a full share of the party's experience points. For those of you without Unearthed Arcana, here is a paraphrase: "Comeliness: Comliness reflects physical attractiveness, social grace and personal beauty of the character. It is used to determine initial reactions to the character, and characters with a high comliness may affect the wills and actions of others. While charisma deals specifically with leadership and interactions between characters, comeliness deals with attractiveness and first impressions." [ I never really liked how this was used in 1st edition but I thought that the higher point effects were particually well suited for the Charmer kit since this is a person who specifically works for it. ] Charisma and race will affect comelines as follows: Charisma: Comliness adj: Race adjustments: COM adj: less than 3 -8 Half-orcs: -3 3 -5 Dwarves, Gnomes: -1 4 or 5 -3 Halflings, Humans: 0 6 to 8 -1 Half-elves, sylvan elves: +1 9 to 12 0 Gray elves, high elves: +2 13 to 15 +1 16 or 17 +2 The racial adjustment only 18 +3 applies when the character is more than 18 +5 dealing with other races. [ Charmer mages will routinely use the Friends spell to boost their charisma so that comliness will also be enhanced. ] Quick description of effects: (Read UA for more detail) 14 to 17: +3 on reaction rolls; opposite sex will be Facinated (see below) unless target's wisdom is greater than or equal to half of comliness score. 18 to 21: +5 on reaction rolls; opposite sex will be Facinated unless target's wisdom is greater than 2/3 of comliness score; same sex will be Facinated unless target's wisdom is greater than half of comliness score. Rejection by the charmer will make the target react very negativly or hostile toward the charmer. 22 to 25: +9 on reaction rolls; any person who's wisdom does not equal or exceed 2/3 of their wisdom will be Facinated; opposite sex targeted by the Charmer will be Facinated unless wisdom is 18 or greater. Rejection is as above. FACINATION: If the intended target has failed the appropiate wisdom check, he still gets a saving throw vs spell. If he fails that, then he will be captivated by the Charmer, and treat him or her as a trusted friend, mentor, and companion. Facinated creatures will follow the orders of the charmer, provided a roll of 3d6 [ I'd say a d20 would be more appropiate ] does not exceed the comeliness of the character. Requests that are not in the best interest of the creature get a +1 to the die, while