Command |
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Core: 133 |
Gain 1 Bonus die when making leadership checks (or other checks to inspire, lead, or rally an audience) per rank of Command. Inspired targets also add 1 bonus die per rank to any subsequent Discipline checks they make over the next twenty-four hours. This does not increase with additional ranks of Command. |
Field command |
|
Core: 135 |
Take the Field Commander action. By successfully passing an Average Leadership check, a number of allies equal to his presence may immediately suffer 1 strain to perform 1 maneuver. This does not count against the number of maneuvers they may make during their turn. |
Point Blank (2) |
|
Core: 141 |
Add damage per rank of Point Blank to one hit of a successful Ranged attacks made while at short range or engaged. |
Second Wind (2) |
|
Core: 142 |
Once per encounter, the character may use a Second Wind incidental and recover an amount of strain equal to his ranks in Second Wind. |
Side Step |
|
Core: 142 |
Once per round on the character's turn, the character may perform a Side Step maneuver to side step and try to avoid incoming ranged attacks. He then suffers a strain no greater than his ranks in Side Step. Until the start of the character's next turn, upgrade the difficulty of all ranged combat checks targeting the character a number of times equal to the strain suffered by the character. |