Develop Charisma and Become More Likable
Mur'gul are evil and ferocious creatures. They are also only partially amphibious they must return to the water fairly often. Therefore, few mur'gul depart from their society to become adventurers. Those who do earn the admiration of their fellows, for mur'gul delight in anything that causes pain to other creatures which is surely what the adventuring mur'gul is going to accomplish. +2 Strength, -2 Intellect, -2 Charisma. Mur'gul are strong, but not particularly intelligent and prone to subservience.
Strangers often confuse Jaina's independence and strength of spirit for a rash personality and headstrong disposition. However, the truth of the matter is that she has developed an uncanny ability to read people and identify their underlying motives and intentions. She is a true champion of her people and will do anything in her power, including laying down her own life, to ensure their survival. Jaina respects life in all its forms, and will refuse to see harm come to any innocent in her presence. She prefers action over words, leading her to develop a great admiration for Thrall's success in founding Durotar and a deep resentment of the unending, fruitless debate among the members of the High Council of Lordaeron.
Highlord Taelan Fordring (male human Ftr10 Pal2) Poor Taelan Fordring simply wanted to serve the Knights of the Silver Hand, learning about how to serve the less fortunate with his pure soul and his sword. Isillien taught him about the Holy Light and what it was to serve. When he saw the Scourge destroy his home, he could only watch, powerless, as each friend he saw struck down rose again in undeath. Blind with grief and seeking guidance, he fell under his old tutor's sway again and readily joined the new Crusade, eagerly offering his home to be their western base. He is honestly blind to the evil the Scarlet Crusade spreads and looks up to his leaders with respect and admiration. He regrets the innocent lives lost, but he's had enough years of war to know that some innocents always die. And that's what he considers this war. He is 34 years old and the epitome of the powerful and good paladin warrior. Tall and powerfully built, he has long brown hair and blue eyes.
Benefit You can distract an enemy into focusing totally on you, forgetting your fallen comrade or the magical item you are protecting. The enemy will follow you, dedicated only to killing you he will not stop until one of you is dead. You must be able to speak, and will not be able to communicate verbally with your allies while performing this feat. The attacker must make a Will save (DC 10 + 1 2 your character level + your Charisma modifier) each round to keep his focus on his original goal.
Special Attacks A crypt fiend retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1 2 the crypt fiend's racial HD + the crypt fiend's Charisma modifier unless noted otherwise. Poison (Su) While nerubians generate poison naturally, as spiders do, crypt fiends and crypt lords produce poison magically. This supernatural ability is a function of the Lich King's animating magic. This attack functions just as the base nerubian's poison attack, but its DC is based on Charisma instead of Stamina. Special Attacks Crypt Lord only A crypt lord retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1 2 the crypt lord's racial HD + the crypt lord's Charisma modifier unless noted otherwise. A crypt lord also receives a +2 bonus to Intellect and Charisma.
Banishing Strike (Su) At will, a Guardian of Tirisfal can make a melee touch attack against a demon with one normal attack. On a successful hit, the target must make a Will save (DC 10 + half the Guardian's character level or HD + the Guardian's Charisma modifier) or be banished instantly from the plane of Azeroth. Spell resistance does not function against a banishing strike. Smite Outsider (Su) A Guardian of Tirisfal adds his Charisma bonus (if any) to all attacks and melee damage rolls made against outsiders. Distant Sight (Su) A Guardian of Tirisfal can cast clairaudience clairvoyance a number of times per day equal to his Charisma bonus (if any) as a sorcerer of his character level, but he can hear and see the destination rather than needing to choose between hearing or seeing.
Only the backing of the priests and paladins (dark or otherwise) keep the order alive, both literally and figuratively. The impassioned speeches and charismatic leadership of the order's healers motivates their troops into battle, and their healing magic keeps their zealots whole. The military training of the order's paladins serves the crusade well, as the paladins train the members in basic troop formations and simple tactics that increase their odds of survival.
Character class Level Adjustment This feat is found in the Alliance Players Guide f This substance appears in More
Mortal Infection (Su) A wound left by a doomguard's attack may become infected with fel energy, weakening the effects of magical healing. A creature the takes damage from a doomguard's attack must make a DC 25 Fortitude save or be tainted for 2d4 rounds. Any curing spell or ability used on a tainted creature heals only half the normal amount of hit points. The save DC is Charisma-based. unholy aura (DC 24) 1 day hellfiref (DC 24), shadowburnf (DC 24). Caster level 18th save DCs are Charisma-based. unholy aura (DC 24) 1 day hellfiref (DC 24), shadowburnf (DC 24). Caster level 18th save DCs are Charisma-based.
Benefit When you destroy an enemy's spell or spell slot with a spellbreak attempt (as granted by the Spellbreakerf or Epic Spellbreaker feat), the spell is converted into raw magic energy that damages the opponent. The opponent takes 2d8 points of damage per spell level destroyed and 1d4 points of temporary ability damage to her primary spellcasting ability (i.e., Intelligence for wizards, Wisdom for healers, and Charisma for sorcerers). This damage is in addition to the damage caused by your attack.
Benefit Raise dead and reincarnate work normally on you. If you are 1st level and subject to raise dead or a similar effect, you lose a point of Charisma instead of Stamina. Resurrection, true resurrection and similar effects restore you to your undead life rather than to the being you were before you became undead.
Power Upon sitting in this chair for an hour, the user begins to feel an incredible sense of well-being, strength and readiness for battle. She begins to glow slightly with a white light and impresses her followers with a sense of awe. She gains a a +4 enhancement to Stamina, a +4 enhancement bonus to Charisma, and a +4 morale bonus on attack rolls, saves and skill checks, immunity to fear effects, and 10 temporary hit points (in addition to the hit points brought on by the temporary increase in Stamina).
Powers This +5 mithril half-plate of spell resistance (27) grants its wearer a +6 enhancement bonus to Charisma and damage reduction of 20 adamantine and epic. The wearer is not subject to critical hits or death from massive damage. If the wearer has the Endurance feat, he automatically gains the Diehard feat for free while wearing Doomhammer's plate.
Powers This pendant grants its wearer a +6 enhancement bonus to his Charisma, Intelligence and Wisdom scores, and protects against all mental attacks. The wearer is immune to mind-affecting spells and effects. The wearer is continuously affected as though by a true seeing spell. The wearer automatically succeeds at all saving throws against spells of the Illusion school.
Perenolde had since grown into a man as charismatic and ambitious as his father. With Lordaeron crippled in the aftermath of the Third War, he knew this was the time to strike. He convinced (or browbeat) the other nobles that this was the time for the Syndicate to attack openly and reclaim what was rightfully theirs.
Powers A dark ruby grants its wearer a +2 enhancement bonus to Charisma and resistance to fire 20. The item is also keyed to a particular fire elemental or other favored servant of Ragnaros. This specific creature can use clairaudience clairvoy-ance and scrying through the ruby at will, and can cast hold person on the wearer once per day as a spelllike ability with no saving throw allowed. The fire elemental can also teleport (as greater teleport) to the ruby's location once per week. If the fire elemental to which the ruby is keyed dies, the dark ruby loses all its powers and flashes into ash.
The Power Of Charisma
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