Droid Commander Talents
Automated Strike: As a swift action, you can make a DC 15 Knowledge (tactics) check. If successful, all droid allies able to hear and understand you gain the benefits of the Double Attack feat for one weapon group or exotic weapon group with which you are proficient.
Prerequisite: Double Attack with chosen weapon.
Droid Defense: As a standard action, you can transmit tactical information to all droid allies that can hear and understand you, granting them a bonus equal to your Intelligence to one of their defenses until the beginning of your next turn.
Droid Mettle: As a swift action once per turn, you can designate a single droid ally within line of sight. That droid ally gains bonus HP equal to (10+class level).
Prerequisite: Droid Defense.
Expanded Sensors: if you or any of your any of your droid allies has line of sight to and is aware of a target, all droid allies that can hear and understand you are also considered to have line of sight (but not line of effect) to that target.
Inspire Competence: As a swift action once per turn, you can grant one droid ally within line of sight a competence bonus to their next attack roll equal to ½ your class level. Additionally, any droid that is targeted by your Networked Mind class feature is considered to have a heuristic processor whenever it is beneficial.
Prerequisite: Expanded Sensors.
Maintain Focus: As a swift action once per turn, you can grant all droid allies within your line of sight the ability to take the recover action as 2 swift actions until the start of your next turn.
Overclocked Troops: You can spend a swift action once per turn to allow each of your networked allies to immediately move up to their speed.
Prerequisite: Droid Defense.
Reinforced Commands: When you use an ability that grants a droid ally a morale or insight bonus, the bonus increases by 1.
Prerequisite: Droid Defense.
Beloved: Your allies hold you in such esteem that when you are threatened or injured, you can impel them to action. You can use each of the following abilities once per encounter:
*Guardian: Choose one ally as a swift action. As long remain within 6 squares of that ally, you gain a +2 bonus to your Reflex defense until the start of your next turn.
*Reprisal: Make a single melee or ranged attack against any target within your range as a standard action. If your attack roll succeeds and if that target attacks you before the end of your next turn, one ally within 6 squares can make an attack against that target as a reaction.
*To Me!: Spend a swift action. Whenever you take damage before the beginning of your next turn, each ally within line of sight can move 2 squares as a reaction. This movement does not provoke attacks of opportunity.
Prerequisites: Bolster Ally, Inspire Confidence.
Bolster Ally: As a standard action, you can bolster an ally within line of sight, moving them +1 step on the condition track, and giving them a number of temporary HP equal to their character level. If their at half their maximum Hp or less. You can't bolster the same ally more than once in the same encounter, and you can't bolster yourself.
Ignite Fervor: Whenever you hit an opponent with a melee or ranged attack, you can (as a free action) choose to give one ally within line of sight a bonus to damage on their next attack equal to their character level. Once their fervor has been ignited, they don't need to remain in line of sight to gain the damage bonus.
Prerequisite: Bolster Ally, Inspire Confidence
Inspire Confidence: As a standard action, you can inspire confidence in all allies in line of sight, granting a +1 morale bonus on attack rolls and skill checks for the rest of the encounter or until you're until you're unconscious or dead. Once inspired, your allies, don't need to remain in line of sight. You can't inspire yourself.
Inspire Haste: As a swift action, you can encourage one of your allies within line of sight to make haste with a skill check. On that ally's next turn, that ally can make a skill check that requires a standard action as a move action instead.
Inspire Zeal: Whenever an ally within line of sight of you makes an attack that moves an opponent down the condition track that ally moves the target down the target an additional an additional -1 step down the condition track.
Prerequisites: Bolster Ally, Inspire Confidence, Ignite Fervor
Willpower: You can share your strength of will with your allies. Once per encounter as a swift action, you can grant all allies within line of sight a +2 morale bonus to Will Defense. This bonus lasts for the remainder of the encounter, and once it is granted your allies do not need to remain in line of sight. You do not affect yourself.
Prerequisite: inspire Confidence.
All of the talents are mind-affecting effects which can't effect yourself.
Born Leader: Once per encounter, as a swift action, you grant all alles within line of sight a +1 insight bonus to attack rolls. This effect lasts as long as they remain in line of sight to you. This effect ends if you are killed or knocked unconscious.
Coordinate: A noble with this talent has knack for getting people to work together. When you use this talent as a standard action, all allies within line of sight your line of sight grant an additional +1 bonus with the aid another action until the start of next turn.
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).
Distant Command: Any ally who gains the benefit of your Born Leader talent does not lose the benefit if line of sight 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 of they lose line of sight to you, or if you are knock unconscious or killed.
Prerequisite: Born Leader
Rally: Once per encounter, you can rally your allies and bring them back from the brink of defeat. As a swift action, any allies in line of sight who has less than half their total HP remaining gain a+2 morale bonus to their Reflex and Will Defenses and a +2 bonus to all damage rolls for the remainder of the encounter.
Prerequisites: Born Leader, Distant Command
Trust: You can give up your standard action to give one ally in line of sight an extra standard action or move action on their next turn. The ally does not lose the action if line of sight is later broken.
Prerequisites: Born Leader, Coordinate.