Charismatic Hero

Charismatic Heroes are often times the party face. Many times leaders or sometimes simply negotiators, the Charismatic hero puts in the work to be a notable member of the group and is often has the most force of personality or the most liked in a room. They can take many forms however, as some charismatic heroes are seductive infiltrators while others are physically intimidating or possess a threatening aura. Either way they use their fast talking and quick wit to navigate both social situations and the battlefield.

**Ability**: Charisma

**Hit Die**: 1d6

**Class Skills**: The Charismatic hero’s class skills (and the key ability for each skill) are: Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, history, popular culture, streetwise, theology and philosophy) (Int), Perform (Cha), Profession (Wis), Linguistics (Int).

Also, the starting occupation selected can provide additional class skills to choose from.

**Skill Points at Each Level**: 7 + Int modifier.

**Starting Feats**

In addition to the two feats all characters get at 1st level, a Charismatic hero begins play with the Simple Weapons Proficiency feat.

**Table: The Charismatic Hero**

**Class Features**

All of the following are class features of the Charismatic hero.

**Talents**

At 1st, 3rd, 5th, 7th, and 9th level, the Charismatic hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.

·        Charm Talent Tree

·        Combat Maneuver Talent Tree

·       Defense Talent Tree

·        Fast Talk Talent Tree

·        Force of Personality Talent Tree

·        Leadership Talent Tree

·        Special Technique Talent Tree

·        Unarmed Combat Talent Tree

**Bonus Feats**

At 2nd, 4th, 6th, 8th, and 10th level, the Charismatic hero gains a bonus feat. This feat must be selected from the following list, and the Charismatic hero must meet any prerequisites.

*Bonus Feat list*: Animal Affinity, Agile Riposte, Artistic, Combat Reflexes, Confident, Creative, Deceitful, Dodge, Focused, Frightful Presence, Improved Iron Will, Iron Will, Lightning Reflexes, Low Profile, Point Blank Shot, Renown, Trustworthy, Windfall.

**Charismatic Capstone (Ex)**

Upon reaching 20th level, the Charismatic hero has reached the pinnacle of charisma and force of personality.

The Charismatic Hero can now add their charisma modifier to attack rolls and armor class against any creature it has effected with intimidate or diplomacy within the last hour. In addition once per day the Charismatic Hero can roll twice and combine the d20 rolls on a single, Charisma check, or Charisma based skill check. If it is possible to critically succeed on the check, if either one is a natural 20, it is treated as a critical, though if one is a natural 1 but the other is not, it is not a critical failure. In addition, the duration of any ability that you use on yourself or otherwise is increased by an amount of equal increments equal to your charisma modifier. (For instance if you have a charisma modifier of 5 and an ability lasts for 5 minutes you would add 5 minutes to it’s duration, whereas if it had a duration of 1 round it would last 5 additional rounds.)