Charmed (3.5e Class)

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You are one of the luckiest person alive. 1 Other Full


Charmed

Charmed are characters that are extremely lucky, maybe it the ability to subconsciously manipulate the odds or maybe a higher power took an interest in them, no matter a charmed is extremely fortunate and those who oppose her tend to be jinxed. Charmed while lucky are not without skills, most of them train themselves to be great combatants, although limited to light armor and weapons than other fighting classes.

Making a Charmed

Charmed are essentially fighters with class features, [luck] feats instead of [fighter] feats and lighter armor and weapons (unless you take a particular specialty). A charmed will play differently from one another due to their feat selection, race and multiclassing if any.

Abilities: Charmed only have the slightest dependency on charisma for class abilities, otherwise it all depend on how they spend their feats and how they gears themselves.

Races: Lady Luck is not a racist.

Alignment: Any.

Starting Gold: As rogue.

Starting Age: Simple

Table: The Charmed

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +2 Bonus Luck Feat, Expanded Luck Pool, Fortune, Gambler's Luck
2nd +2 +3 +3 +3 All Luck, Specialized Ability
3rd +3 +3 +3 +3 Bonus Luck Feat
4th +4 +4 +4 +4 Score Big
5th +5 +4 +4 +4 Bonus Luck Feat, Untouchable Luck
6th +6/+1 +5 +5 +5 Specialized Ability
7th +7/+2 +5 +5 +5 Bonus Luck Feat
8th +8/+3 +6 +6 +6 Lucky Kill
9th +9/+4 +6 +6 +6 Bonus Luck Feat
10th +10/+5 +7 +7 +7 Specialized Ability
11th +11/+6/+1 +7 +7 +7 Bonus Luck Feat
12th +12/+7/+2 +8 +8 +8 Greater Fortune
13th +13/+8/+3 +8 +8 +8 Bonus Luck Feat
14th +14/+9/+4 +9 +9 +9 Specialized Ability
15th +15/+10/+5 +9 +9 +9 Bonus Luck Feat
16th +16/+11/+6/+1 +10 +10 +10 Chance's Chosen
17th +17/+12/+7/+2 +10 +10 +10 Bonus Luck Feat
18th +18/+13/+8/+3 +11 +11 +11 Specialized Ability
19th +19/+14/+9/+4 +11 +11 +11 Bonus Luck Feat
20th +20/+15/+10/+5 +12 +12 +12 Fate Conspiracy

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Class Features

All of the following are class features of the Charmed.

Weapon and Armor Proficiency: Charmed are proficient with all simple weapons, plus the shortbow, long sword and short sword. Charmed are proficient with light and medium armor, but not with shields.

Bonus Luck Feat: At 1st level and each odd level afterward, a charmed receive one [luck] feat she meet the prerequisite for.

Expanded Luck Pool (Su): A charmed gain a number of extra luck reroll equal to her class levels or her charisma modifier whichever is lower.

Fortune (Su): A 1st level charmed is capable of subconsciously manipulate probabilities, she may treat any roll she make as if she roll one higher. This make her immune to unwanted natural 1 and allow a natural 20 on a 19-20. If she ever multiclass she lose this ability unless she has 4 or more level in charmed.

At 6th level she can treat any roll made against her specifically (an opposed check or attack roll) as one lower.

At 12th level she can have her allies treat any roll they make as if she roll one higher. This ability work as long as her allies remain within the charmed's line of sight.

Gambler's Luck (Ex): As a swift action, a charmed can replicate the effect of cheatdraconomicon at will.

All Luck (Su): A 2nd level charmed gain a luck bonus on all her saves equal to her charisma modifier (minimum of +1). Additionally if she succeed a saving throw on a natural 20 she gain the effect of evasion (in any armor) and mettle for 1 round.

Specialized Ability: A 2nd level charmed develop skills that are not related to luck, that because it one thing to be lucky but it no excuse for being lazy and not developing skills on their own. A 2nd level and each 4 level thereafter a charmed may pick one ability from the following list. She must meet the listed prerequisite in order to take a particular ability.

Anger Issues (Ex): You gain the ability to rage as the spell as a swift action at will. While raging you may spend one luck reroll as part of any attacks to completely ignore hardness or DR for the attack.

Armored in Luck (Ex): You gain Armour Training feat as a bonus.

Burglar (Ex): You have the skill of a burglar or thief, you gain a +4 bonus on disable device, hide, move silently, and open lock. These skills are always class skills for you. Additionally you may spend a single luck reroll to replicate the effect of knock.

Con Man: You gain a +4 bonus on bluff and |forgery, additionally you can take a standard action to recall some of the tricks you learned, coming under the effect of the cheatDra spell. This ability can be used at will.

Exceptionally Skilled: You gain ridiculously skilled fellow as a bonus feat.

Jack of All Trade, Master of None: You gain Jack of All Trades and Master of None as bonus feats even if you do not meet the prerequisite.

Seducer: You gain the benefits of the too hot traits without the penalties, additionally you gain the seduce to learn ability.

Showgirl (Ex): or showman, whatever. You have all the skill of a Vegas showgirl, which mean you always have ranks in two perform skills of your choice equal to your character level +3. Additionally you gain a +4 bonus diplomacy and gather information skill checks as well as the fascinate of a bard of your character level.

Soldiering (Ex): You became quite good at using weapons. You gain all martial weapons proficiency and the learned weapon proficiency feat as a bonus feat.

Sublime Supernatural Talents: You gain one 1st level maneuver-like ability of a discipline of your choice. You gain one 1st level psi-like ability from any power list and one 1st level spell-like ability from any spell list, both usable at will. You need to be at least 6th level before taking this ability.

Share Luck (Su): A 3rd level charmed may use her [luck] feats on willing allies within line of sight, she must use her own luck rerolls.

Score Big (Ex): A 4th level charmed always score big, she is not content with mere success she need to set the bar while she is at it. Whenever she roll a natural 20 on a skill or ability check she add an additional +20 bonus on that check. Whenever she roll a natural 20 on the attack she gain a +8 bonus on the confirmation roll and the critical hit multiplier is increased by 1.

Untouchable Luck: A 5th level charmed may spend one luck reroll as a free action or immediate action to gain your charisma modifier as a luck bonus to your AC for 1 turn.

Lucky Kill (Ex): A 8th level charmed gain the death attack ability of an assassin with the following changes. The DC is 10 +1/2 HD + the charmed's charisma modifier and each death attack attempt consume a luck reroll (you may not use lucky kill if you are out of luck reroll). On the other hand lucky kill can be used with a ranged weapon as long as you are within 60 feet on your target. This ability count as death attack for the purpose of interacting with feats and special abilities.

Chance's Chosen: A 16th level charmed make half of her luck reroll usable per hour instead of per day.

Fate Conspiracy (Su): A 20th level charmed can never roll below half on any given dice. Whenever she would roll below that half of the dice number (like a 8 on a d20, or a 5 on a d12) she instead count as having rolled half the number of side on the dice.



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Leziad's Homebrew (4456 Articles)
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Facts about "Charmed (3.5e Class)"
Article BalanceHigh +
AuthorLeziad +
Base Attack Bonus ProgressionGood +
Class AbilityOther +
Class Ability ProgressionFull +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
RatingUndiscussed +
Reflex Save ProgressionGood +
SkillAppraise +, Balance +, Bluff +, Climb +, Craft +, Diplomacy +, Disguise +, Escape Artist +, Gather Information +, Hide +, Intimidate +, Jump +, Listen +, Move Silently +, Perform +, Profession +, Search +, Sense Motive +, Sleight of Hand +, Spot +, Swim +, Tumble + and Use Rope +
Skill Points4 +
SummaryYou are one of the luckiest people alive. +
TitleCharmed +
Will Save ProgressionGood +