Leadership Talent Tree

The Charismatic hero has a talent for leadership and inspiration.

Coordinate: The Charismatic hero has a knack for getting people to work together. When the hero can spend a full round directing his or her allies and makes a Charisma check (DC 10), the hero provides any of his or her allies within 30 feet a +1 morale bonus on their attack rolls and skill checks. The bonus lasts for a number of rounds equal to the hero’s Charisma modifier. The hero can coordinate a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).

Improved Coordinate: Using your coordinate ability becomes a standard action. You must possess the Coordinate ability to select this.

Inspiration: The Charismatic hero can inspire his or her allies, bolstering them and improving their chances of success. An ally must listen to and observe the Charismatic hero for a full round for the inspiration to take hold, and the hero must make a Charisma check (DC 10). The effect lasts for a number of rounds equal to the hero’s Charisma modifier.

An inspired ally gains a +2 morale bonus on attack rolls, saving throws, and damage rolls.

A Charismatic hero can’t inspire him or herself. The hero can inspire a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).

Prerequisites: Coordinate.

Greater Inspiration: The Charismatic hero can inspire his or her allies to even greater heights, bolstering them and improving their chances of success. An ally must listen to and observe the Charismatic hero for a full round for the greater inspiration to take hold, and the hero must make a Charisma check (DC 10). The effect lasts for a number of rounds equal to the hero’s Charisma modifier.

An inspired ally gains an additional +1 morale bonus on saving throws, attack rolls, and damage rolls, which stacks with the bonus from inspiration for a total of a +3 morale bonus.

A Charismatic hero can’t inspire him or herself. The hero can inspire a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).

Prerequisites: Coordinate, inspiration.

Inspire heroics: The Charismatic hero knows how to inspire his allies to use superhuman feats of ability and progress. As a full round action, the Charismatic hero can inspire another ally to do more in a round. Select a single ally within 30 feet, that ally can take a move or standard action instantly. This ability cannot be used to effect the same creature more than once in a single encounter. This can be used once per day for every 5 Charismatic hero levels you possess.

To select this talent you must possess the Inspiration ability.

Greater Inspire heroics: You can use your inspire heroics ability as an instant action, however afterwards you are stunned. To select this talent, you must possess the Inspire Heroics ability.

Inspire Resolve: As a standard action, you can touch a creature and try to break them out of any sort of mental trauma they may be facing. That creature gains another saving throw against any ongoing effect that grants a will save. This can be used once per day for every point in your Charisma modifier.

Inspire Greatness: Upon taking this talent, you gain a greatness pool. This Greatness pool can be utilized by the Charismatic hero to aid his allies in and out of combat. Your Greatness pool is an amount equal to 1/2 of your Charismatic hero level+ Charisma modifier. Spending a point from your Greatness pool is a swift action. Using the Inspire Greatness ability grants one ally within 30 feet one of the following abilities. The effects last for a number of rounds equal to your charisma modifier, or until it's expended. Some abilities have a different duration listed below.

* +10 foot bonus to land speed for 1 round.

* +4 bonus to next attack roll.

* +1 to saving throw DC's.

* +4 bonus to armor class for 1 round.

* +2 bonus to saving throws for 1 round.

To select this ability, you must possess the Coordinate talent.

Greater Inspire Greatness: When using your inspire greatness ability, you can instead spend a point to gain one of the following effects.

* Your ally can immediately make a feint attempt against an enemy within reach.

* Your ally can immediately make a single attack against an enemy.

* Increase an ally's range by 5 feet for a single attack.

* Ally can move 5 feet further on a 5 foot step.

To select this ability you must possess the Inspire Greatness talent.

Advanced Inspire Greatness: You can use up to 2 points from your greatness pool as a part of a single swift action to gain an additional effect. This effect cannot be the same effect as the first, unless it's for an ability that is expended after one use or immediately happens. (Such as the +4 bonus to next attack roll, or the instant attack.)

You must possess the Inspire greatness ability to select this.