Charms....
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Charms....
General Information
Charms use innate magic rather than channeled magic, and so can be carried without fear of detection
Charms look like everyday objects
Identifying a charm requires a successful DC 15 Knowledge (arcana) or Knowledge (nature) check
All charms except true charms are single-use items; a true charm's ability is always active
Activating a charm is a free action
A character can only benefit from one charm effect and one true charm effect at any given time
Charm Effects
When a charm is in use, charm effects all detect as Transmutation magic, with caster levels as follows:
Charm Type ----Caster Level
Minor ---------------1st
Lesser --------------5th
Greater ------------10th
True ---------------15th
Creating Charms
Creating charms does not require spellcasting ability, nor does it require expensive components or expenditure of personal energy. A character must have the Craft Charms feat and a Craft skill appropriate to the medium in which he works. Most charms are made with Craft checks representing one day of work.
To create a charm, the character must master his awareness of the world and its inherent energies as well as his understanding of how the rise of evil has affected the world over the years. Awareness is represented by the Knowledge (arcana) and Knowledge (nature) skills, while understanding is represented by Knowledge (history) and Knowledge (spirits). When creating a charm, the character's total ranks in the awareness skills must equal or exceed the prerequisite for the type of charm he is creating. The same applies to the understanding skills. So, a character with four ranks in Knowledge (arcana) and two ranks in Knowledge (nature) has an awareness of six; he meets the awareness prerequisite to create minor and lesser charms, but not greater or lesser charms.
Charm Creation Prerequisites
Minor Charm
Craft DC 15
Prerequisites: awareness 1 rank, understanding 1 rank.
Example Benefits: +2 luck bonus to any single skill check, attack roll, or saving throw made within one round of activation.
Value: 5vp.
Lesser Charm
Craft DC 20
Prerequisites: awareness 4 ranks, understanding 6 ranks.
Example Benefits: +1 luck bonus for one minute to a single skill, all attack rolls, AC, or a single saving throw; mimics a 0-level spell effect at Caster Level 1.
Value: 25vp.
Greater Charm
Craft DC 25
Prerequisites: awareness 12 ranks, understanding 8 rank.
Example Benefits: +4 luck bonus to any single skill check, attack roll, or saving throw; +2 luck bonus for one minute to a single skill, all attack rolls, AC, or a single saving throw; +1 luck bonus to all checks modified by a single ability score for one minute; mimics a 1st-level spell effect at Caster Level 1.
Value: 100vp.
True Charm
Craft DC 30
Prerequisites: awareness 18 ranks, understanding 12 ranks.
Example Benefits: +4 luck bonus to a specific type of saving throw (compulsion spells and effects, fear effects, poison, disease, etc.); immunity to a specific type of disease or poison (lycanthropy, monstrous spider venom, etc.); grants energy resistance 3 against one energy type; other effects at DM's discretion.
Value: 2,500vp.
Charms use innate magic rather than channeled magic, and so can be carried without fear of detection
Charms look like everyday objects
Identifying a charm requires a successful DC 15 Knowledge (arcana) or Knowledge (nature) check
All charms except true charms are single-use items; a true charm's ability is always active
Activating a charm is a free action
A character can only benefit from one charm effect and one true charm effect at any given time
Charm Effects
When a charm is in use, charm effects all detect as Transmutation magic, with caster levels as follows:
Charm Type ----Caster Level
Minor ---------------1st
Lesser --------------5th
Greater ------------10th
True ---------------15th
Creating Charms
Creating charms does not require spellcasting ability, nor does it require expensive components or expenditure of personal energy. A character must have the Craft Charms feat and a Craft skill appropriate to the medium in which he works. Most charms are made with Craft checks representing one day of work.
To create a charm, the character must master his awareness of the world and its inherent energies as well as his understanding of how the rise of evil has affected the world over the years. Awareness is represented by the Knowledge (arcana) and Knowledge (nature) skills, while understanding is represented by Knowledge (history) and Knowledge (spirits). When creating a charm, the character's total ranks in the awareness skills must equal or exceed the prerequisite for the type of charm he is creating. The same applies to the understanding skills. So, a character with four ranks in Knowledge (arcana) and two ranks in Knowledge (nature) has an awareness of six; he meets the awareness prerequisite to create minor and lesser charms, but not greater or lesser charms.
Charm Creation Prerequisites
Minor Charm
Craft DC 15
Prerequisites: awareness 1 rank, understanding 1 rank.
Example Benefits: +2 luck bonus to any single skill check, attack roll, or saving throw made within one round of activation.
Value: 5vp.
Lesser Charm
Craft DC 20
Prerequisites: awareness 4 ranks, understanding 6 ranks.
Example Benefits: +1 luck bonus for one minute to a single skill, all attack rolls, AC, or a single saving throw; mimics a 0-level spell effect at Caster Level 1.
Value: 25vp.
Greater Charm
Craft DC 25
Prerequisites: awareness 12 ranks, understanding 8 rank.
Example Benefits: +4 luck bonus to any single skill check, attack roll, or saving throw; +2 luck bonus for one minute to a single skill, all attack rolls, AC, or a single saving throw; +1 luck bonus to all checks modified by a single ability score for one minute; mimics a 1st-level spell effect at Caster Level 1.
Value: 100vp.
True Charm
Craft DC 30
Prerequisites: awareness 18 ranks, understanding 12 ranks.
Example Benefits: +4 luck bonus to a specific type of saving throw (compulsion spells and effects, fear effects, poison, disease, etc.); immunity to a specific type of disease or poison (lycanthropy, monstrous spider venom, etc.); grants energy resistance 3 against one energy type; other effects at DM's discretion.
Value: 2,500vp.
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