- can reroll the reaction of any intelligent being at any time, limited only by awareness and communication ability;
- gets a level-based bonus on reaction rolls and maximum number of followers.
First, that since the bonus applies to a reaction roll instead of to more generally useful actions, the Charmer's bonus also applies to the related factor of followers. Charmers get more followers than normal, since their whole schtick is that they get things done through friends, allies, or henchmen instead of through direct action. I was a little slow to add this bonus, because I'm toying with the idea that "max followers" should be dropped, but this really fits the archetype of the inspiring leader or the schemer with a web of spies.
Second, that the reaction reroll allows the Charmer to do uncanny things, like sooth angry savages in the middle of combat or befriend assassins who have been hired to kill the character; however, it doesn't allow the Charmer to do supernatural things, like order new-found followers to perform complex tasks without the benefit of knowing their language, or communicating with friends telepathically; there would be supernatural equivalents with powers like this, but they would not be considered Charmer variants.
For comparison, here's my proposed Cleric (faithful lover) variant:
- can sense the urgent need of the True Love over any distance;
- can perform limited miracles in the quest to save the True Love, with a level-based bonus (treat as Cleric miracle.)
But it gets tricky to distinguish the two, because the Charmer and the Lover are very prone to "multiclassing" or hybridization. Consider the example of Orpheus raised previously: he loves Eurydice and storms the gates of Hades to reclaim her, which certainly smacks of supernatural elements; but even before he meets her, and after he loses her forever, he has the ability to persuade and inspire others. He's a Charmer/Lover hybrid. John Carter, the Warlord of Mars, is also a Charmer/Lover or possibly Charmer/Lover/Fighter, able to win friends at the drop of a hat, recover from situations that would kill another man because of his need to save Dejah Thoris, and also able to fight three or four opponents simultaneously.
The Charmer has some variants, such as the Charmer (beasts) or Beast-Friend mentioned in the Thief post, which might fit either the innocent soul who's always surrounded by squirrels and birds, or the woodsy animal tamer; combine the latter into a Thief/Charmer (beasts) hybrid and you get a Tarzan clone. If the setting includes artificial intelligence, Charmer (robots) might be a viable option as well, and if you use a mildly supernatural version of the class with increased experience requirements, you can have Supernatural Charmer (plants) or (element) as further variants.
Any of the Charmer variants has a wide choice on how to interpret or use the ability. Followers might be dedicated because they are impressed by the Charmer's kindness, or they might follow because of the Charmer's aura of fear. The Charmer can focus on acquiring followers, or just on inspiring peace without worrying over making friends. The ability to stop combat might actually be a trick so that the Charmer can make a surprise attack, and might be portrayed as a clever lie or a hypnotic stare. The Charmer might only use the ability for con games and fast-talking his way past authorities, in a sense becoming another derivative of the Thief.
What I have to think about some more is what other options could replace the reaction reroll ability; that could provide a few more class variants and make this a richer archetype.