Charmers use their Charisma as their primary weapon, but their foes often don’t even realise they’ve been “defeated” because the Charmer makes them think they’re acting voluntarily, or in their own interest, or that they thought of it themselves. The ultimate victory for a Charmer is to walk away with a smile on her face knowing that she just made an ally, inverted a defeat into a victory, fell into a pile of shit and came out smelling like a rose. Mental-manipulation powers, like Charismatic Aura, are the main powers of a Charmer, but a combination of Amazing Diplomacy and the Skill Aptitude feat tree can produce a character who is so “diplomatic” that as soon as she opens her mouth, the battle is over. If your GM allows Tongue-In-Cheek feats, a Charmer can effectively buff herself and debuff her enemies on a regular basis.
Charmers try to do everything they can to avoid combat, not necessarily because they have low or no combat abilities, but instead because a verbal victory is more efficient. When push comes to shove, a combat-skilled Charmer will defend herself, but even getting to the point where violence is necessary is a bit of a defeat in and of itself, for a true Charmer.
The best classes for your Charmer are those that rely on Charisma anyway, such as the Champion or the Mastermind, although if you have the points to spend, a “Charming Thinker” can be very powerful indeed: a brain to think your way out of difficult situations and the mouth to talk your way out. Such a character might never have to even throw a punch.
- Move Action
- 10 ft. radius
- Variable Aura: Repulsion