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Charismatic

Level Ability
1 Charm person 1/day
2 Remove fear 1/day
3 Hypnotism 1/day
4 Inspiring Oration 1/day
5 +1 Cha
6 Leadership bonus feat
7 Aid 1/day
8 Daze Monster 1/day
9 Inspiring oration 2/day
10 +1 Cha
11 Heroism 1/day
12 Natural leader +1
13 Charm Monster 1/day
14 Inspiring oration 3/day
15 +1 Cha
16 Suggestion 1/day
17 Greater Heroism 1/day
18 Natural leader +1
19 Inspiring oration 4/day
20 +1 Cha

Charismatic Ability Descriptions

Inspiring Oration (Su): Once per day starting at 4th level, a charismatic can deliver an inspiring speech as a full-round action. At the beginning of the charismatic's next turn, all allies within 60 ft. may gain the benefits of one of the beneficial spell-like abilities the charismatic character is able to cast at his current level. The charismatic may assign different spell effects to different allies, if desired.

This is a sonic, language-dependent effect and may not be used on unwilling targets.

Natural Leader: The charismatic gains a +1 bonus on his Leadership score each time this ability is gained.