We Must Go On

You can inspire your allies to carry on, despite danger and exhaustion.

Prerequisites: Charisma 13

Benefits: When you and your companions roll recoveries, you can try to inspire them.

Roll a skill check to inspire them (diplomacy to rouse allies to courage, bluff to convince your hirelings its not as bad as it is, perform to steady them with music, etc). The DC of this check is determined by the GM, based on the morale of the party (DC 15 for a dangerous but not extreme situation). You can't inspire someone who is unconscious or otherwise unaware of you (obviously).

If you fail, they gain no benefit, and you may not try again until the circumstances have changed significantly. If you succeed, you expend a recovery die, and each companion may roll one of their recovery die for free. They get an added bonus on this roll equal to your Charisma Bonus.

A character can only benefit from this feat once per day--any additional uses have no benefit.