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.
