Unbreakable Talent Tree

A Hero must stand strong in the face of adversity. He uses his own will power to encourage his allies to stand against their foes, relying on them as much as they rely on him.

***Bravery (Ex):*** The Hero gains a +2 bonus to will saving throws. This bonus increases to +4 vs. Fear effects.

***Improved Bravery (Ex):*** The bravery ability becomes a +4 bonus to will saving throws and +8 vs. Fear effects. In addition, his allies within 30 feet gain a +2 bonus. You must possess bravery to select this talent.

***Banish Fear (Ex):*** When effected by a fear effect, you immediately drop the severity of the fear by one step with rattled being reduced to no effect. You must possess bravery to select this talent.

***Stand Strong (Ex):*** As a full round action, you can muster your courage and strength, and grant yourself another saving throw vs a mind effecting ability. This can be taken even when paralyzed, taking other actions, or running from its influence. This can only be performed once per day for every point in your constitution modifier and once per effect. You must possess bravery to select this talent.

***Withstand (Ex):*** When targeted with an ability that allows a reflex saving throw for half damage, you can instead  make a concentration check against the DC. This ends any other concentration effects you are currently making. If successful, you are treated as having made the reflex saving throw and take 1/2 damage. On a failed save you take damage as usual. This ability can be used once per day for every 3 levels you possess. If you have access to the secret skill adaptation and have ranks In it, you can make an adaptation check instead of a concentration check.

***Improved withstand (Ex):*** When using Withstand, you can negate all damage dealt on a successful concentration check. You must possess withstand and two other unbreakable talents to select this talent.

***Turn the Tables (Ex):*** When you successfully succeed on a save vs. a fear effect, if you beat the DC by 5 points, you can force a creature within 30 feet of you to make the saving throw or be affected by the fear effect instead. For every 5 points by which you beat the DC you can target another creature within 30 feet with this effect. You must possess the bravery talent to select this.

***Remain Conscious (Ex)*:** The Hero gains the ability to continue to perform actions when he or she would otherwise be considered unconscious and dying. The hero does not take damage from moving while at negative hitpoints, and increases the number of hitpoints it can reach before it dies by an amount equal to ½ of it’s character level. The hero is considered staggered while below 0 hitpoints. If the hero possesses the diehard feat, the hero is not considered to be staggered while remaining conscious in this way.

**Red Alert (Ex):** When the hero is at 50% of it’s health or less, it gains a +4 bonus to attack and damage rolls as well as +2 to each of it’s saving throws. If the hero is below 0 health these bonuses are both increased by +2 and all damage that the hero deals is increased by +1 damage dice.  The hero must possess remain conscious to select this. If the hero is healed beyond the markers that grant these abilities they will fade. The creature must possess the Remain conscious ability to select this.

***Stamina (Ex):*** The Hero recovers an amount of hitpoints equal to it’s constitution modifier whenever it is healed by a creature with the heal skill or when full resting.

***Heroic Recovery (Ex):*** You gain the Heroic Recovery feat as a bonus feat. You must meet the feat's prerequisites to select this talent.

***Improved Heroic Recovery (Ex):*** You can use your Heroic Recovery feat an additional time per day. You must possess the Heroic Recovery talent to utilize this ability. (If you received the Heroic Recovery feat by other means you can select this ability as well).

***Heroic Defiance (Ex):*** You gain the Heroic Defiance feat as a bonus feat. When using heroic defiance it lasts for a number of rounds equal to your constitution modifier. You must meet the feat's prerequisites to select this talent.

***Quick Recovery (Ex):*** The Hero only requires 15 minutes of rest to recover from the fatigued condition.

***Unlimited Endurance (Ex):*** When exhausted, the hero only suffers effects from being fatigued. This still requires an hour of rest to bring the condition down to the actual fatigued condition. You must possess the Quick Recovery talent to select this talent.

***Shock Absorption (Ex):*** When taking falling damage, you can make a strength or constitution check to help to absorb the blow. You must beat a DC equal to 10+2 for every 10 feet fallen. If successful, you take minimum damage from your falling damage. If you possess the secret skill Adaptation, you can make an adaptation check instead.