Path of the Leader

The Path of the Leader trains you to be a charming individual of persuasion, rhetoric, and diplomacy, bringing out the best in your allies. This Path is recommended for CHA-focused support characters who love calling the shots.

**Requirements:** Cooperation (Scholar)

**Path Completion Bonus**: +1 Charisma

## Core Abilities

**Leader's Morale**

**Cost**: 300 XP

**Expedited for**: Charm

**Activation**: Passive

At the start of each Rest, your allies gain 1 Armor for every 6 abilities you've purchased in the Path of the Leader. This buff lasts until the next Rest or until you lose any HP, whichever comes first.

**Ad Hominem**

**Cost**: 300 XP

**Expedited for**: Charm

**Activation**: 1 Action

*You remind your enemy that they are, in fact, a butt-face.*

Choose an enemy. Until the start of your next turn, abilities they use which cost MP or Vim cost 1 more, respectively. They must be able to hear and understand you for this effect to occur. This ability is usable once per turn.

**Discount Finder**

**Cost**: 300 XP

**Expedited for**: Charm

**Activation**: Passive

Whenever you or an ally makes a purchase of 10sp or more, it costs 10% less, rounded down. This stacks with other cost reduction discounts.

**Independent Stance**

**Cost**: 300 XP

**Expedited for**: Charm

**Activation**: Passive

*You are strong on your own and suffocated by your allies.*

If you are at least 4 meters away from all of your allies, you gain +20 Accuracy. For each of your allies, they also gain this bonus if they are similarly distant from all other allies. You may have one Stance active at a time. This ability may be toggled on or off as a Free Action between Encounters.

**Commanding Presence**

**Cost**: 300 XP

**Expedited for**: Charm

**Activation**: Passive

*Your stature demands respect, which is met by compliance.*

You gain an aura, granting +10 Accuracy and +1 on all damage rolls to all nearby allies excluding yourself. Additionally, at the start of each of your turns, you may spend 1 MP to instead grant +20 Accuracy and +4 on all damage rolls until the start of your next turn. You may have one aura active at a time. Your aura can be switched during a Rest.

**Joyful Presence**

**Cost**: 300 XP

**Expedited for**: Charm

**Activation**: Passive

*Your happy-go-lucky being spreads hope to those around you.*

You gain an aura, granting +1 Spirit to all nearby allies excluding yourself. Additionally, at the start of each of your turns, you may spend 1 MP to give 1 Reaction and an additional +1 Spirit to all allies in your aura until the start of your next turn. You may have one aura active at a time. Your aura can be switched during a Rest.

**Reassuring Presence**

**Cost**: 300 XP

**Expedited for**: Charm

**Activation**: Passive

*Your cool and calm demeanor empowers others.*

You gain an aura, granting +1 Strength to all nearby allies excluding yourself. Additionally, affected allies add your CHA to all checks made to resist fear and intimidation. You may have one aura active at a time. Your aura can be switched during a Rest.

**Awake Presence**

**Cost**: 300 XP

**Expedited for**: Charm

**Activation**: Passive

*Your vigor brings others to attention and keep them at their sharpest.*

You gain an aura, granting +1 Perception to all nearby allies excluding yourself. Additionally, at the start of each of your turns, you may spend 1 MP to give 1 Alert to allies in your aura until the start of your next turn. You may have one aura active at a time. Your aura can be switched during a Rest.

**Emboldened Presence**

**Cost**: 300 XP

**Expedited for**: Charm

**Activation**: 1 Action, 6 Vim

Choose a **Presence** ability that you have purchased but is not active. Until the end of the Encounter, that **Presence** is active in addition to your current aura. This ignores the usual limit of one active aura at a time. You may use this ability once per Encounter.

**Demoralize**

**Cost**: 300 XP

**Expedited for**: Charm

**Activation**: 1 Action, 2 MP

*You know how to invigorate a fighting spirit, just do that in reverse.*

Choose a target within 12 meters and line of sight. They lose one buff of your choosing. This ability cannot target a buff being continuously applied, such as due to environmental factors. This is a magical effect; the target does not need to be able to hear or understand you for the effect to occur.

**Enraging Shout**

**Cost**: 300 XP

**Expedited** **for**: Charm

**Activation**: 1 Action, 3 Vim

*You raise spirits and aggression.*

Until the end of the Encounter, you and your allies gain either +10 Accuracy or +3 to all damage rolls. This ability is usable once per turn up to CHA times per Encounter. The effects stack.

**Rallying Shout**

**Cost**: 300 XP

**Expedited for**: Charm

**Activation**: 1 Action, 2 Vim

All allies within 12 meters gain 1 Reaction.

**Command Haste**

**Cost**: 300 XP

**Expedited for**: Charm

**Activation**: 1 Action, X Vim

*You rouse your allies to mobilize.*

All allies excluding yourself gain the buff *Haste Command*: +1 Action per turn. This ability may be used only once per Rest and costs 4 Vim per ally affected.

## Gift Exclusives

**Surrounded By Friends**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Gift of Charm

**Cost**: 300 XP

**Activation**: 1 Action

Gain 1 Alert for each ally adjacent to you when you activate this ability.

**Sidekick**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Gift of Charm

**Cost**: 300 XP

**Activation**: Passive

*You have a companion who follows you on your adventures.*

You gain an ally. The nature of your initial relationship and their backstory is up to you. Create this ally as another player character (starting from Character Creation); your Sidekick has No Gift. Your ally starts at Level 1 and, while accompanying you on adventures, gains half as much XP as you do up to Level CHA. Outside of Tactical Scenes, the ally is roleplayed by the GM. During a Tactical Scene, you can command the ally as a Free Action on your turn, but the ally may choose to disobey your orders if your command is unreasonable. This ally is subject to all rules of a player character. Your ally can die and may abandon you if subjected to great duress. Whether you can gain another **Sidekick** after such an event is decided by the GM and may require a great sacrifice or atonement.

## Course of Heroism

**Command Ally**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Heroism

**Cost**: 400 XP

**Expedited** **for**: Charm

**Activation**: 1 Action

*You instruct an ally to take a certain action.*

Choose an ally and declare an action, such as attacking a specified enemy, moving to a certain location, or using a certain ability. You must be able to pass information to them, such as by shouting to them or using non-verbal commands while they look at you. On their turn, if the ally chooses to take this action, it costs 1 Action less (if it previously required 1 Action, it now requires 1 Reaction). Alternatively, if the ally chooses to take a different action, they are Supported. This ability is usable once per turn. An ally can benefit from this ability only once per turn.

**Rally**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Heroism

**Cost**: 400 XP

**Expedited** **for**: Charm

**Activation**: 1 Action, X MP

*You rally your allies with inspiring words.*

X allies within 12 meters (excluding yourself) gain 3d6 Vim and are Supported**.** This ability is usable once per Rest.

**Wingman**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Heroism

**Cost**: 400 XP

**Expedited** **for**: Charm

**Activation**: 1 Reaction, 2 Vim

This ability may be activated in response to a nearby ally making an attack. The ally gains +30 Accuracy for the triggering attack and is Supported**.**

**Lasting Encouragement**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Heroism

**Cost**: 400 XP

**Expedited** **for**: Charm

**Activation**: 5 minutes

You give an ally a supportive speech. They are Supported for the entirety of the next Encounter. You can apply this effect to only one ally at a time.

**You Have My Command**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Heroism

**Cost**: 400 XP

**Expedited** **for**: Charm

**Activation**: 1 Action, 3 Vim

Choose an ally. They are Supported. Until the start of your next turn, any buffs you are granting them are doubled.

**You Have My Words**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Heroism

**Cost**: 400 XP

**Expedited** **for**: Charm

**Activation**: 1 Reaction, 3 Vim

This ability is usable when you Assist an ally's Charisma check. They are Supported and add your CHA to their roll, regardless of the outcome of the assist.

## Course of Combat

**Snap Out of It!**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Combat

**Cost**: 400 XP

**Expedited** **for**: Charm

**Activation**: 1 Action, 2 Vim

You and your adjacent allies are no longer Threatened.

## Course of Damages

**Call to Action**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Damages

**Cost**: 400 XP

**Expedited for**: Charm

**Activation**: 1 Action, 2 Vim

An adjacent ally removes all stun and paralysis damage.

## Course of Wounds

**Awakening Shout**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Wounds

**Cost**: 400 XP

**Expedited for**: Charm

**Activation**: 1 Action, 10 Vim

*Your commanding order brings the field to attention.*

This shout wakes all creatures within 12 meters who are asleep or unconscious, and removes all stun and paralysis damage from allies within range. Allies within range who are Dying can take 3 Actions per turn until they are no longer Dying.

## Course of Surroundings

**Show the Way**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Surroundings

**Cost**: 400 XP

**Expedited for**: Charm

**Activation**: 1 Action, 3 Vim

You try to help your allies navigate through difficult terrain. Mark a CHA-meter line within 30 meters of you. For these hexes, you and your allies ignore rough, Pushing, and Slippery effects until the end of the Encounter.