Leadership
A born leader, you know how to take charge and lead your companions and followers to success.
All of the talents in this tree are mind-affecting effects. Moreover, you can’t use any of these talents on yourself.
Born Leader
Once per encounter, as a swift action, you grant all allies within your line of sight a +1 insight bonus on attack rolls. This effect lasts for as long as they remain within line of sight of you. Anally loses this bonus immediately if line of sight is broken or if you are unconscious or dead.
Commanding Presence
You excel at leading others into battle, issuing quick commands, demonstrating a gift for strategy, decimating your enemies, and impressing your peers. You can use each of the following actions once per encounter as a standard action:
- Hold the Line!: Make a single melee or ranged attack against any target within your range. If your attack hits, all allies within 6 squares of you gain a +2 morale bonus to their Defense scores until the end of your next turn.
- Lead the Assault: Make a single melee or ranged attack against any target within your range. If your attack hits, all allies within 6 squares of you and within your line of sight gain a +2 morale bonus to their attack rolls and damage rolls until the end of your next turn.
- Turn the Tide: Make a single melee or ranged attack against any target within your range. If you successfully damage the target, a number of allies equal to your Charisma modifier (minimum 1) can immediately move up to half their speed as a free action.
- Prerequisites: Born Leader, Tactical Savvy
Coordinate
A expert with this talent has a knack for getting people to work together. When you use this talent as a standard action, all allies within your line of sight grant an additional +1 bonus when they use the aid another action until the start of your next turn (see Aid Another, in the Combat Rules). You may select this talent multiple times; each time you do, the bonus granted by the coordinate ability increases by +1 (to a maximum of +5).
Coordinated Leadership
You coordinate your actions with other leaders. Choose one talent you possess from the Leadership talent tree. The bonuses you provide with this talent are now considered to be untyped bonuses, allowing them to stack with the bonuses granted by your allies.
- Prerequisites: Born Leader, Coordinate
Distant Command
Any ally who gains the benefit of your Born Leader talent (see above) does not lose the benefit if their line of sight to you is broken.
- Prerequisite: Born Leader
Fearless Leader
As a swift action you can provide a courageous example for your allies. For the remainder of the encounter, your allies receive a +5 morale bonus to their Will Defense against any fear effect. Your allies lose this benefit if they lose line of sight to you, or if you are killed at knocked unconscious.
- Prerequisite: Born Leader
Rally
Once per encounter, you can rally your allies and bring them back from the edge of defeat. As a swift action, any allies within your line of sight who have less than half their total hit points remaining gain a +2 morale bonus to their Reflex Defense and Will Defense and a +2 bonus to all damage rolls for remainder of the encounter. Rally affects both allied vehicles and characters with less than half their hit points. The vehicle gains a +2 bonus to its Reflex Defense, all crewmembers gain a +2 bonus to their Will Defense so long as they are on board, and all gunners gain a +2 bonus on damage with vehicle weapons (before multiplier, if any). Any crewmember who has less than half its hit points also gains the normal benefits of this talent even if they leave the vehicle, but note that the bonuses do not stack.
- Prerequisites: Born Leader, Distant Command
Reactionary Attack
Once per encounter, as a reaction to an attack made against you or an ally, you can direct an ally within 6 squares to make an immediate attack as a reaction against the attacking enemy. The ally you choose must be capable of making an attack against the target.
- Prerequisites: Born Leader, Trained in Persuasion
Tactical Savvy
When an ally whom you can see spends a Hero Point to enhance an attack roll, the ally gains a bonus to the Hero Point roll equal to your Intelligence modifier.
- Prerequisite: Born Leader
Trust
You can give up your standard action to give one ally within your line of sight an extra standard action or move action on his next turn, to do with as he pleases. The ally does not lose the action if line of sight is later broken.
- Prerequisites: Born Leader, Coordinate
Unwavering Ally
Once per turn, as a swift action, you can designate one ally within your line of sight who can hear and understand you. Until the start of your next turn, that ally becomes immune to all effects that render the ally flat-footed or that deny the ally a Dexterity bonus to his or her Reflex Defense.