Charmed (3.5e Class)

Summary::You are one of the luckiest person alive. Minimum Level::1 Class Ability::Other Class Ability Progression::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

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.



 : A charmed gain a number of extra luck reroll equal to her class levels or her charisma modifier whichever is lower.

 : 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.

 : As a swift action, a charmed can replicate the effect of cheatdraconomicon at will.

 : 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.

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.

 : 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.

 : You gain Armour Training feat as a bonus.

 : 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.

This ability can be used at will.







 : 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.

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

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.

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

 : 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.



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

 : 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.