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