Officer Talents

 

Commando

       Battle anaylysis: As a swift action, you can make a DC 15 Knowledge (Tactics) skill check. If successful, you know which allies and opponents in line of sight are at less than half their maximum normal HP.

         Cover Fire: When you make a ranged attack with a pistol or a rifle, all allies within 6 squares of you when the attack is made gain a +1 bonus to Reflex Defense until the start of your next turn. Allies don't need to be in line of sight to gain this bonus. The bonus increases to +2 if you make a ranged attack with a heavy weapon, and +3 with any autofire weapon.

         Demolitionist: When you use Mechanics to place an explosive device, the explosion deals +2 dice of damage. You may take this talent multiple times; its effects stack.

         Draw Fire: As a swift action make a persuasion check and compare the result to all opponents in line of sight. If the check result equals or exceeds an opponent's Will Defense, that target cannot attack any character within 6 squares of you unitl the start of your next turn as long as you do not have cover against cover aginst them.

         Harm's Way: Once per round, you may spend a swift action to shield a single adjacent ally from attacks, taking the damage and suffering the effects inyour ally's stead (the attack rolls are stiill compared to the ally's defenses). Until the start of your next turn, any attack made against the protected ally affects you instead. You may elect not to shield your ally against a given attack provided the decision is made before the attack roll is made. The ally must remain adjacent to you for this talent to remain in effect.

         Indomitable: Once per day as a swift action, you can move +5 steps on the condition track. This does not remove persistent conditions.

         You can take this talent multiple times. Each additional selection adds another use.

       Man Down: Whenever an ally within 6 squares is reduced to 0 HP, you can immediately move up to your speed toward that ally as a reaction. This movement does not provoke attacks of opportunity.

         Tough As Nails: You can catch a second wind one additional time per day.

 

Leadership

         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.

 

Military Tactics

     Assault Tactics: As a move action, you may designate a single creature or object as the target of an assault. If you succeed on a DC 15 Knowledge skill (Tactics) check, you and all allies able to hear and understand you deal +1d6 damage to the target with each succesful attack util the start of you next turn. This is a mind-affecting effect.

     Deployment Tactics: As a move action, you can make a DC 15 Knowledge (Tactics) skill check. If succesful, you and any allies that can see, hear, and understand you gain a +1 competence bonus on attack rolls against flanked opponents or a +! Dodge bonus to Reflex Defense against attacks of opportunity. The bonus lasts until the start of your next turn. This is a mind-affecting effect.

         If you have the Born Leader or Battle Analysis talents, the bonus increases to +2.

        

         Exploit Weakness: When you use the Assault Tactics talent, on the enemy, the target takes a cumulative -1 penalty to Reflex Defense each time it is damaged by one of your allies (maximum -5). This penalty applies until the end of your next turn.

         Prerequisite: Assault Tactics.

         Field Tactics: As a move action, make a DC 15 Knowledge (Tactics) skill check. If succesful, you and all allies within 10 squares and line of sight improve the protection granted by cover by one step, from cover to improved cover, and improved cover to to total cover, but not no cover to cover. This is a mind affecting effect.

         Grand Leader: As a swift action, once per encounter, you can grant bonus HP equal to (5+1/2 your character level) to all allies within 20 squares of you in line of sight.

         One For the Team: As a reaction, you can choose to take ½ or all the damage taken by an adjacent ally from a single attack. Similiarly, an adjacent ally can choose to take ½ or all the damage dealt to you by a single attack as a reaction.

         Prerequisite: Assault  Tactics or Deployment Tactics or Field Tactics.

         Outmaneuver: As a standard action, make a DC 15 Knowledge (Tactics) skill check. If succesful, all enemies in line of sight lose all competence, insight, and morale bonuses on attack rolls, as well as any to Reflex Defense, until the start of you next turn.

         If one or more enemy officers are in line of sight, the highest-level among them may oppose your Knowledge (Tactics) skill check as a reaction. If their skill check is higher then yours, your attempt to outmanuever your enemies fails.

         Prerequisite: Assault  Tactics or Deployment Tactics or Field Tactics.

       Shift Defense I: As a swift action, you can take a -2 to one defense in order to gain a +1 competence bonus to another defense.

         Shift Defense II: As Shift Defense I, but the bonus is +2.

         Prerequisite: Shift Defense I.

         Shift Defense III: As Shift Defense I, but the bonus is +5.

         Prerequisite: Shift Defense II.

         Tactical Edge: You can use any of Assault Tactics, Deployment Tactics, or Field Tactics as a swift action instead of a move action.

         Prerequisite: Assault Tactics or Deployment Tactics or Field Tactics.

         Uncanny Defense: Once per day, you can add ½ your officer class level to all defenses for one round. You must delcare that you are using this talent at the beginning of your turn. The benefits last until the beginning of your next turn.

 

Naval Officer

     Combined Fire: As a swift action, you may designate a single creature, vehicle or object in line of sight as the target of combined fire. Any weapon batteries attacking that target deal an extra die of damage for every 2 points that their attack roll exceeds the target's Reflex Defense instead of 3. Also, when using the tactical fire option for a capital ship. You may designate a weapon or weapon battery to make a single attack.

         Fleet Deployment: As a full-round action, you can designate a number of vehicles equal to your class level and in your line of sight. Those vehicles may immediately move up to their speed.

         Fleet Tactics: As a standard action, you may designate a single vehicle as the target of a large-scale assault. If you succeed on a DC 15 Knowledge (Tactics) skill check, all allied gunners in line of sight deal +1 die of damage to the target with succesful ranged attacks until the start of your next turn. This is a mind-affecting effect.

         Prerequisites: Charisma 13, Fleet Deployment.

         It's A Trap!: Once per encounter as a reaction, you can grant the pilot of any single vehicle in line of sight an immediate move action.

         Legendary Commander: When you are the commander of a capital ship, calculate its Reflex Defense using your heroic level plus ½ the ship's armor bonus, or the ship's armor bonus, whichever is greater. In addition, all gunners on your ship add ½ your heroic level or ½ their own heroic level on damage rolls with the ship's weapons. Finally you treat any generic crew as one quality level higher, to a maximum of ace.

         Prerequisites: Charisma 13, Intelligence 13, Born Leader.