------------------------------
TOUGH HERO
------------------------------
Remain Conscious.
James’s fortitude and resolve allows him to continue to perform actions when others would be unconscious and dying.
When James's hit points reach -1, he can perform as though he were disabled, making either a standard action or a move action every round until he reaches negative hit points equal to his Constitution (and dies) or his hit points return to 1 or higher. Taking a standard action causes James to take 1 damage, as does any other action deemed strenuous (for example, if he were to make an Acrobatics check as part of his move action to avoid AoO). He can choose to succumb to unconsciousness if he thinks that doing so might prevent him from taking more damage.
This ability has the same effect as the Diehard feat.
Current Effects: May remain conscious until -16 hit points, whereupon he dies.
----------------------------------
CHARISMATIC HERO
----------------------------------
Coordinate. James has a knack for getting people to work together.
When he can spend a full round directing his allies and makes a Charisma check (DC 10), James provides a number of allies equal to one-half his Charismatic level, rounded down (to a minimum of one ally) within 30 feet a +1 bonus on their attack rolls and skill checks. The bonus lasts for a number of rounds equal to James’s Charisma modifier.
Current Effects: +1 to hit & skill checks to 1 ally for 2 rounds.