The material below is designated as Open Game Content.
For centuries charismatics have wandered the worlds as agents of deities and powers. They are often confused with clerics at first sight, but those who associate with them soon discover a fervour within them that is best described as being a living manifestation of the essence of the deities and powers they worship. They, like their deities, are varied in their nature and range from benevolent to indifferent to malevolent and everything in between.
Adventurers: Charismatics commonly adventure due to a desire to do their deity or power’s will. They believe themselves to have a mission within the world to further their deity or power’s influence over the world and seek to nurture their inborn connection with the divine. They are less organised than clerics and do not consider themselves as bound to the norms of clerical life. At times however they may receive requests for aid from fellow believers and though they are under no obligation they rarely turn down such requests without an important reason. Good charismatics can be great boons to those around them, while evil ones can cause ruin to their enemies.
Characteristics: Charismatics cast divine spells through their inborn connection to their deities or powers rather than simple prayer. They know fewer spells than clerics and take more experience to mature in their spell casting abilities, but they gain access to more spells per day and have no need to select or prepare spells ahead of time. Charismatics also have special talents that help form their approach to the world. They, like clerics, can also channel divine energy and affect undead creatures by either turning or rebuking them. Charismatics have knowledge of the use of simple weapons, but do not normally train in the use of armour heavier than light.
Alignment: Charismatics are varied in alignment as the deities and powers they serve. Unlike clerics, no alignment dominates the charismatics as they are not trained, but born. They also must be the same alignment as their chosen deities and powers.
Religion: Almost every deity and power has charismatics devoted to them. Seeing as charismatics are not trained they rarely involve themselves in the politics of their own faith preferring instead to grow in their personal connection with their deity or power.
Background: Charismatics are born, not bred. Though some charismatics come to accept their calling later in life they all feel the call from birth to become the mouthpiece and agent of their deity or power. They are free to conduct themselves as they see fit and live outside the laws governing the acts of clerics, so long as they live according to the tenets of the particular deity or power they worship.
Races: Charismatics can be of any of the common and uncommon humanoids and, unlike clerics, they are quite common as adventurers since they rarely tie themselves to a specific church or religious organisation.
Other Classes: Charismatics see sorcerers and bards as kith and kin in many ways due to their similarities in casting and usually gregarious personalities, though sometimes charismatics will find themselves at odds with these two classes when their means or goals do not match. Charismatics often find themselves in a sometimes-heated competition with clerics and paladins to determine who will be a party’s ‘moral’ compass.
Game Rule Information
Abilities: Charisma is the most important ability for charismatics; it determines the potency of spells and how frequently you can cast them. Charisma also affects the charismatic’s ability to turn undead. A high Constitution improves the charismatic’s hit points and Concentration score.
Alignment: Any. If the Charismatic serves a specific deity the charismatic’s alignment must be within one step of his deity’s, and it may not be neutral unless the deity’s alignment is neutral. Choosing to serve a specific deity is optional.
Hit Die: d8
The charismatic’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int) and Survival (Wis).
Domains and Class Skills: A charismatic who chooses Animal or Plant as one of his domains also has Knowledge (nature) (Int) as a class skill. A charismatic who chooses Knowledge as one of his domains also has all Knowledge (Int) skills as class skills. A charismatic who chooses Trickery as one of his domains also has Bluff (Cha), Disguise (Cha) and Hide (Dex) as class skills. See Deity, Domains and Domain Spells, below, for more information.
Skill Points per level: 4 + Int modifier.
All of the following are class features of the charismatic.
Armour and Weapon Proficiency: Charismatics are proficient with all simple weapons and with light armour, but not shields. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand and Tumble.
Some deities have favoured weapons, and charismatics consider it a point of pride to wield them. A charismatic whose deity’s favoured weapon is a martial weapon and who chooses War as one of his domains receives the Martial Weapon Proficiency feat related to that weapon for free, as well as the Weapon Focus feat related to that weapon.
Aura (Ex): A charismatic of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to his deity’s alignment. Charismatics who do not worship a specific deity, but choose the Chaotic, Evil, Good or Lawful domain have a similarly powerful aura of the corresponding type.
Spells: A charismatic casts divine spells. To cast a spell a charismatic must have a Charisma score of 10 + the spell’s level. The Difficulty Class for a saving throw against a charismatic’s spell is 10 + the spell’s level + the charismatic’s Charisma modifier.
The number of spells a charismatic knows is not affected by his Charisma bonus. The charismatic is considered to know his domain spells and a number of spells chosen from the charismatic’s spell list.
A charismatic is limited to casting a certain number of spells of each level per day, but he need not prepare his spells in advance. The number of spells he can cast per day is improved by any bonus spells gained from a high Charisma.
A charismatic takes more time to cast metamagic spells than he does to cast regular spells as per the bard and sorcerer classes. A charismatic may use a higher-level slot to cast a lower-level spell if he so chooses. The spell is still treated as its actual level, not the level of the slot used to cast it. Each charismatic must choose a time each day at which he regains his daily allotment of spells. Time spent resting has no effect on whether a charismatic can prepare spells and unlike clerics no prayerful devotion is necessary.
In addition to his standard spell slots, a charismatic gets two domain spell slots of each spell level, starting at 1st. When a charismatic casts a spell from one of these domain spell slots it must come from one of his two domains.
Upon reaching 4th level and at every even-numbered level thereafter (6th, 8th, and so on), a charismatic can choose a new spell in place of one he already knows. In effect, the charismatic loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged and must be at least two levels lower than the highest level charismatic spell he can cast.
Deities, Domains and Domain Spells: When your character becomes a charismatic, you may choose to have your character serve a specific deity. The charismatic’s deity influences his alignment, what magic he can perform, his values, and how others see him. Choose two from among the deity’s domains for your charismatic’s domains. You can only select an alignment domain (such as Good) for your charismatic if his alignment matches that domain. If your charismatic is not devoted to a particular deity, you still select two domains to represent his spiritual inclinations and abilities (but the restriction on alignment domains still applies).
Each domain gives your charismatic access to two domain spell slots at each spell level, from 1st on up, as well as a granted power. Your charismatic gets the granted powers of all the domains selected. With access to two domain spell slots at a given spell level the charismatic can cast either of the spells made available by his domain in those slots. The charismatic may not use his domain spell slots to cast spells not on his domain spell list.
Chaotic, Evil, Good and Lawful Spells: A charismatic cannot cast spells of an alignment opposed to his own or to his deity’s.
Turn or Rebuke Undead: A good charismatic (or a neutral charismatic who worships a good deity) has the supernatural ability to turn undead. Evil charismatics (and neutral charismatics who worship evil deities) can rebuke such creatures. Neutral charismatics of neutral deities can do one or the other (player’s choice), depending on whether the charismatic is more proficient at wielding positive or negative energy. Once the player makes this choice, it cannot be reversed. This choice also determines whether the neutral charismatic can cast spontaneous cure or inflict spells (see above). A charismatic may attempt to turn or rebuke undead a number of times per day equal to three plus his Charisma modifier.
Extra Turning: As a feat, a charismatic may take Extra Turning. This feat allows the charismatic to turn undead four more times per day than normal. A charismatic can take this feat multiple times, gaining four extra daily turning attempts each time.
Talent Path (Ex): At 2nd level, a charismatic must select one of the following talent paths to pursue: exorcist, inquisitor, persuader, messenger or wanderer.
If the charismatic selects exorcist he gains Extra Turning as a bonus feat.
If the charismatic selects inquisitor he gains Investigator as a bonus feat.
If the charismatic selects messenger he gains Negotiator as a bonus feat.
If the charismatic selects persuader he gains Persuasive as a bonus feat.
If the charismatic selects wanderer he gains Self Sufficient as a bonus feat.
Improved Talent Path (Ex): At 6th level, a charismatic’s aptitude in his talent path improves and he gains one of the following benefits depending upon his chosen path:
If the charismatic selected exorcist he gains a +2 bonus to his turn checks.
If the charismatic selected inquisitor he gains the ability to reroll a Gather Information or Search check once per day before the Games Master declares whether the roll results in success or failure. You must take the result of the reroll even if it is worse than the original roll.
If the charismatic selected messenger he gains the ability to reroll a Diplomacy or Sense Motive once per day before the Games Master declares whether the roll results in success or failure. You must take the result of the reroll even if it is worse than the original roll.
If the charismatic selected persuader he gains the ability to reroll a Bluff or Intimidate once per day before the Games Master declares whether the roll results in success or failure. You must take the result of the reroll even if it is worse than the original roll.
If the charismatic selected wanderer he gains the ability to reroll a Heal or Survival check once per day before the Games Master declares whether the roll results in success or failure. You must take the result of the reroll even if it is worse than the original roll.
Talent Path Mastery (Ex): At 11th level, a charismatic’s aptitude in his talent path improves and he gains one of the following benefits depending upon his chosen path:
If the charismatic selected exorcist he gains a +2 bonus to his turn damage.
If the charismatic selected inquisitor he gains the ability to once per day add an insight bonus to a Gather Information or Search check equal to his levels in the charismatic class.
If the charismatic selected messenger he gains the ability to once per day add an insight bonus to a Diplomacy or Sense Motive check equal to his levels in the charismatic class.
If the charismatic selected persuader he gains the ability to once per day add an insight bonus to a Bluff or Intimidate check equal to his levels in the charismatic class.
If the charismatic selected wanderer he gains the ability to once per day add an insight bonus to a Heal or Survival checks equal to his levels in the charismatic class.
Bonus Languages: A charismatic’s list of bonus languages includes Celestial, Abyssal and Infernal, in addition to the bonus languages available to the character because of his race.
Ex-Charismatics: A charismatic who grossly violates the code of conduct expected by his god (generally acting in ways opposed to the god’s alignment or purposes) loses all spells and class features and cannot gain levels as a charismatic of that god until he atones.
Spells per Day
*In addition to the stated number of spells slots per day for 1st through 9th level spells, a charismatic gets two domain spell slots for each spell level, starting at 1st. The ‘+2’ on this list represents that. These spells are in addition to any bonus spell slots for having a high Charisma.
Variant Charismatic Spell List
The following list is an alternative charismatic spell list from that provided to the cleric. This list excludes a variety of spells that do not fit the role of the charismatic as an untrained mystic type of character. Thus, charismatics have no access to the bless water, consecrate, and similar spells, in order to reserve those spells to the cleric class. This list also excludes alignment specific spells to keep them in the hands of those charismatics that truly represent the domains of Chaos, Evil, Good and Law. Other spells have been dropped from the list due to other considerations most involving the feel of the charismatic class.
0-LEVEL CHARISMATIC SPELLS
Create Water; Cure Minor Wounds; Detect Magic; Detect Poison; Guidance; Inflict Minor Wounds; Light; Purify Food and Drink; Read Magic; Resistance; Virtue
1st LEVEL CHARISMATIC SPELLS
Bane; Bless; Cause Fear; Command; Comprehend Languages; Cure Light Wounds; Divine Favour; Doom; Endure Elements; Inflict Light Wounds; Magic Weapon; Remove Fear; Sanctuary; Shield of Faith; Summon Monster I
2nd LEVEL CHARISMATIC SPELLS
Aid; Align Weapon; Augury; Bear’s Endurance; Bull’s Strength; Calm Emotions; Cure Moderate Wounds; Darkness; Death Knell; Delay Poison; Eagle’s Splendour; Enthral; Hold Person; Inflict Moderate Wounds; Owl’s Wisdom; Remove Paralysis; Resist Energy; Restoration, Lesser; Shatter; Shield Other; Silence; Sound Burst; Spiritual Weapon; Summon Monster II; Zone of Truth
3rd LEVEL CHARISMATIC SPELLS
Animate Dead; Bestow Curse; Blindness/Deafness; Contagion; Continual Flame; Create Food and Water; Cure Serious Wounds; Daylight; Deeper Darkness; Dispel Magic; Inflict Serious Wounds; Invisibility Purge; Locate Object; Magic Vestment; Prayer; Protection from Energy; Remove Blindness/Deafness; Remove Curse; Remove Disease; Searing Light; Speak with Dead; Summon Monster III; Water Walk
4th LEVEL CHARISMATIC SPELLS
Air Walk; Control Water; Cure Critical Wounds; Death Ward; Discern Lies; Dismissal; Divination; Divine Power; Freedom of Movement; Imbue with Spell Ability; Inflict Critical Wounds; Magic Weapon, Greater; Neutralise Poison; Planar Ally, Lesser; Poison; Repel Vermin; Restoration; Sending; Spell Immunity; Summon Monster IV; Tongues
5th LEVEL CHARISMATIC SPELLS
Atonement; Break Enchantment; Command, Greater; Commune; Cure Light Wounds, Mass; Disrupting Weapon; Flame Strike; Inflict Light Wounds, Mass; Insect Plague; Mark of Justice; Plane Shift; Raise Dead; Righteous Might; Scrying; Slay Living; Spell Resistance; Summon Monster V; True Seeing
6th LEVEL CHARISMATIC SPELLS
Animate Objects; Antilife Shell; Banishment; Bear’s Endurance, Mass; Bull’s Strength, Mass; Create Undead; Cure Moderate Wounds, Mass; Dispel Magic, Greater; Eagle’s Splendour, Mass; Find the Path; Forbiddance; Geas/Quest; Harm; Heal; Heroes’ Feast; Inflict Moderate Wounds, Mass; Owl’s Wisdom, Mass; Planar Ally; Summon Monster VI; Undeath to Death; Wind Walk
7th LEVEL CHARISMATIC SPELLS
Control Weather; Cure Serious Wounds, Mass; Destruction; Ethereal Jaunt; Inflict Serious Wounds, Mass; Regenerate; Repulsion; Restoration, Greater; Resurrection; Scrying, Greater; Summon Monster VII
8th LEVEL CHARISMATIC SPELLS
Antimagic Field; Create Greater Undead; Cure Critical Wounds, Mass; Discern Location; Earthquake; Fire Storm; Planar Ally, Greater; Inflict Critical Wounds, Mass; Spell Immunity, Greater; Summon Monster VIII
9th LEVEL CHARISMATIC SPELLS
Astral Projection; Energy Drain; Etherealness; Gate; Heal, Mass; Implosion; Miracle; Soul Bind; Storm of Vengeance; Summon Monster IX; True Resurrection
*In addition to the stated number of spells known for 1st- through 9th-level spells, a charismatic is
considered to know the domain spells available for each spell level, starting at 1st. The ‘+2’ on this list
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|1st||+0||+2||+0||+2||Domains, turn or rebuke undead|
|6th||+4||+5||+2||+5||Improved talent path|
|11th||+8/+3||+7||+3||+7||Talent path mastery|