Encouraging leader/description
Class Trick
You gain the following trick:
Prerequisites:
Encouraging Leader
Target:
You and each conscious ally within 5 squares that can see or hear you, or one adjacent ally.
Effect:
Each target may spend a healing reserve , and may make a single saving throw as an automatic reaction with a stance bonus equal to your Charisma modifier.
Leveling Up
At each even level, you choose a new at-will Trick. You may choose maneuvers from this class feature or any of your other class features.
At each odd level, you choose a new class feature . Some class features allow you to choose one or more ranked Trick; you may choose ranked Tricks from this class feature or any of your other class features.
At-Will Tricks
(Level 0+)
Prerequisites:
Encouraging Leader
Trigger:
An ally that can hear you becomes marked .
Effect:
The target is no longer marked , and gains a bonus to their next damage roll equal to your Charisma modifier.
Prerequisites:
Encouraging Leader
Trigger:
You hit an unmarked target with a ranged attack (Bluff vs. Sense ).
Effect:
The target becomes marked by one of your allies within 5 paces until the end of your next turn. While marked, the target suffers a -2 penalty to all attacks that do not include that ally as a target.
Prerequisites:
Encouraging Leader
Target:
One creature within 5 paces who can hear and see you (Bluff vs. Will ).
Hit:
Charisma modifier psychic damage, and you pull the target a number of paces equal to your Intelligence modifier.
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Rank 1 Tricks
(Level 1+)
Prerequisites:
Encouraging Leader
Trigger:
You make a Bluff , Diplomacy , Intimidate or Streetwise skill check and dislike the result.
Effect:
Reroll the skill check and take the higher result.
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Rank 2 Tricks
(Level 3+)
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Rank 3 Tricks
(Level 7+)
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