Fax Celestis
2009-10-09, 10:40 PM
Leader's Obligation [Style]
Prerequisites: Charisma 15
Benefit: The Leader's Obligation feat allows the following options, with enough prowess expenditure:
http://img.photobucket.com/albums/v216/FaxCelestis/leadersobligation.png
Battle Commands (3 Prowess): As a move action, you may gain a number of command points equal to your level. You may divide these points as you choose to provide a competence bonus to any attack, damage, save, or skill check roll an ally (other than yourself) makes within 30' of you before the start of your next turn. You may divide this bonus as many times as you like, but the bonus cannot provide a larger bonus than your Charisma modifier to any one roll.
Demoralizing Taunt (4 Prowess): Once per encounter, you may take an immediate action when you or an ally fells a foe within 30'. If you do so, you may immediately make an Intimidate check against an opponent in an attempt do demoralize them (as described in the skill). You gain a bonus on this check equal to the number of abilities you have purchased from this feat.
Hit Them While They're Down (4 Prowess): Once per encounter, you may take an immediate action when you or an ally fells a foe within 30'. If you do so, you may immediately make a single melee or ranged attack. You gain a bonus on your damage roll equal to one-half the number of abilities you have purchased from this feat, rounded down.
Leading the Charge (5 Prowess): Once per encounter, you may activate this ability as a free action while charging. If you strike the foe you charge, allies who were within 30' of you when you started the charge gain a +4 bonus on attack rolls against that foe until the start of your next turn.
Lead by Example (5 Prowess): Once per encounter, you may automatically succeed on a saving throw or automatically force an incoming attack roll to miss. Allies within 30' of you when you activate this ability gain a +1 morale bonus on saving throws and to Armor Class until the start of your next turn.
Fearless (4 Prowess): You become immune to fear.
Fearless Presence [Aura] (4 Prowess): Allies within 30' gain a morale bonus on Will saves versus mind-affecting effects equal to half the number of abilities you have purchased from this feat, rounded down.
Broad Influence (5 Prowess): Your [Aura] effects add 10' to their effective radius.
Bolstered Auras (5 Prowess): Any ally affected by at least one of your [Aura] effects also gains a +1 bonus on attack and damage rolls.
Combat Tactics (4 Prowess): Once per encounter, you may take a move action to allow all allies within 30' to immediately take a 5' step.
Shield Ally (4 Prowess): You provide adjacent allies a +1 dodge bonus to AC as long as you are not flat-footed. If you wield a shield, as an immediate action you may subtract an amount from your own Armor Class less than or equal to your shield's AC bonus and add that same amount to your ally's AC until you move, your ally moves, or your next turn begins.
Defensive Tactics [Aura] (5 Prowess): Allies within 30' of you gain one additional attack of opportunity per round.
Leader's Challenge (5 Prowess): Once per encounter, as a standard action, you may challenge an opponent with more than 3 Intelligence. They must make a Will save (DC 10 + ½ your level + your Charisma modifier) or be forced to include you in any attack they make. If they make a melee attack, you must be a target. If they make a ranged attack, you must be a target. If they cast a spell, you must be the spell's target or be included within its area of effect. The creature receives a new saving throw each round to resist the effect, but the ability persists until the creature makes a save.
Legendary Reputation (6 Prowess): Once per encounter as a free action, you may add your class level to Diplomacy or Intimidate checks for a number of rounds equal to your Charisma modifier. Further, whenever you activate your Battle Commands ability, double the number of points it provides.
Prerequisites: Charisma 15
Benefit: The Leader's Obligation feat allows the following options, with enough prowess expenditure:
http://img.photobucket.com/albums/v216/FaxCelestis/leadersobligation.png
Battle Commands (3 Prowess): As a move action, you may gain a number of command points equal to your level. You may divide these points as you choose to provide a competence bonus to any attack, damage, save, or skill check roll an ally (other than yourself) makes within 30' of you before the start of your next turn. You may divide this bonus as many times as you like, but the bonus cannot provide a larger bonus than your Charisma modifier to any one roll.
Demoralizing Taunt (4 Prowess): Once per encounter, you may take an immediate action when you or an ally fells a foe within 30'. If you do so, you may immediately make an Intimidate check against an opponent in an attempt do demoralize them (as described in the skill). You gain a bonus on this check equal to the number of abilities you have purchased from this feat.
Hit Them While They're Down (4 Prowess): Once per encounter, you may take an immediate action when you or an ally fells a foe within 30'. If you do so, you may immediately make a single melee or ranged attack. You gain a bonus on your damage roll equal to one-half the number of abilities you have purchased from this feat, rounded down.
Leading the Charge (5 Prowess): Once per encounter, you may activate this ability as a free action while charging. If you strike the foe you charge, allies who were within 30' of you when you started the charge gain a +4 bonus on attack rolls against that foe until the start of your next turn.
Lead by Example (5 Prowess): Once per encounter, you may automatically succeed on a saving throw or automatically force an incoming attack roll to miss. Allies within 30' of you when you activate this ability gain a +1 morale bonus on saving throws and to Armor Class until the start of your next turn.
Fearless (4 Prowess): You become immune to fear.
Fearless Presence [Aura] (4 Prowess): Allies within 30' gain a morale bonus on Will saves versus mind-affecting effects equal to half the number of abilities you have purchased from this feat, rounded down.
Broad Influence (5 Prowess): Your [Aura] effects add 10' to their effective radius.
Bolstered Auras (5 Prowess): Any ally affected by at least one of your [Aura] effects also gains a +1 bonus on attack and damage rolls.
Combat Tactics (4 Prowess): Once per encounter, you may take a move action to allow all allies within 30' to immediately take a 5' step.
Shield Ally (4 Prowess): You provide adjacent allies a +1 dodge bonus to AC as long as you are not flat-footed. If you wield a shield, as an immediate action you may subtract an amount from your own Armor Class less than or equal to your shield's AC bonus and add that same amount to your ally's AC until you move, your ally moves, or your next turn begins.
Defensive Tactics [Aura] (5 Prowess): Allies within 30' of you gain one additional attack of opportunity per round.
Leader's Challenge (5 Prowess): Once per encounter, as a standard action, you may challenge an opponent with more than 3 Intelligence. They must make a Will save (DC 10 + ½ your level + your Charisma modifier) or be forced to include you in any attack they make. If they make a melee attack, you must be a target. If they make a ranged attack, you must be a target. If they cast a spell, you must be the spell's target or be included within its area of effect. The creature receives a new saving throw each round to resist the effect, but the ability persists until the creature makes a save.
Legendary Reputation (6 Prowess): Once per encounter as a free action, you may add your class level to Diplomacy or Intimidate checks for a number of rounds equal to your Charisma modifier. Further, whenever you activate your Battle Commands ability, double the number of points it provides.