*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 represents that.
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 specifi c deity. The charismatic’s deity infl uences 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 profi cient 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 infl ict spells (see above). A charismatic may attempt to turn or rebuke undead a number of times per day equal to three plus his Charisma modifi er.
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 Suffi cient 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 benefi ts 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 benefi ts 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.