Target: One creature in burst
Effect: All targets are taunted until you use this power again.
AKA: Warlord, Emissary, Battle Mage
Role: Defender Threshold: 2 + Vitality Defense: +1 to Reflex if your power source is Guile; otherwise +1 to Willpower. Power Sources: (Choose your primary)
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Stamina: 8 + Vitality Trained Skills:
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Tactitions control the battlefield by staying between the enemy and his party. They differ from soldiers in how they achieve that. A tactition with either stand back and move the oppoenents about using arcane techniques; charge forth and deliver divine fury in close combat, or focus on reactions and countering with keen perception of the enemy.
Tactitions can take advantage of magical Arcane, keen situational Guile, or supernatural Divine.
Tactitions specializing in Arcane favor range and subtley over brute force. They are secondary controllers.
A Tactition can focus on movement and reactions to changes on the battlefield. Near or far, they already know what move you will make and how to counter it.
Whether championing the cause of a divine entity like a Paladin, or focusing oneself as a bastion of truth and justice, a Divine Tactition will charge forth into battle. He will act as a secondary leader to bolster his allies as he strikes his foes with divine ferver.
Tactic Points: As a tactician is fighting, they will remember cues and weaknesses from thier enemy. By exploting what they have remembered, they can enhance the power of thier attacks.
A tactician has a pool of points, called ‘tactic points’. Any at will with the tactical keyword will generate 1 tactic point on a hit if it was not enhanced using the tactic pool.
The tactic pool starts at 0. It is maxed out at 3. The limit increases to 5 at level 11, and finally reaches 7 at level 21.
The pool automatically empties during a short rest.
Some powers will have a ‘tactic’ cost. Either before or after the attack roll has been made, the tactician my choose to pay the tactic cost listed to gain the effect. The tactician must have enough tactic points to cover the cost. Entries in the tactic cost section overwrite previous entries. A power enhanced this way will not generate tactic points, even if it hits.
Target: One creature in burst
Effect: All targets are taunted until you use this power again.
Trigger: A creature taunted by you makes an attack that does not include you as a target.
Attack: (Arcane, Divine, or Guile) vs Willpower
Hit (Arcane): Intellect + damage, and the attacker takes on the attack.
Hit (Guile): Presence + damage, and the attacker takes on the attack.
Hit (Divine): Wisdom + damage, and the attacker takes on the attack.
Miss: damage.
Recharge: When you move one step up the condition track.
Trigger: The tactition takes damage that would move him one step down the condition track.
Effect: The tactition does not go down the condition track as a result of the damage.
Target: One creature in blast
Attack: (Arcane, Divine, or Guile) vs Willpower
Hit: Melee Weapon + ability + success damage and slide the target 1 square.
Target: One creature
Attack: Divine vs Willpower
Hit: Melee Weapon + Wisdom + success damage and push the target 1 square.
Target: One creature
Attack: Arcane vs Willpower
Hit: intellect + success damage and pull the target 1 square.
Trigger: An ally within 5 is the target of an attack.
Target: The attacking creature
Effect: Move up to your speed adjacent to the target.
Attack: Guile vs Reflex
Hit: Weapon + Presence + success damage, and the target takes on the attack.
Effect: You cannot take an action on your next turn; nor can you skip your action to take a second manueuver.
Hit: Weapon + Presence + sucess damage, and you become the target of the attack.
Trigger: Instead of within 5, the targetted ally must be within 7.
Effect: You take your turn as normal next round.
Target: One creature in burst
Attack: Divine vs Willpower
Hit: Weapon + Wisdom + successes damage, and you create an area in the burst. Any enemy that starts thier turn in the area gain vulnerability all 1. The zone disappates at the end of your next turn.
Hit: Only does Weapon + successes damage.
Effect: Create a zone in the burst. Any enemy that starts thier turn in the area gains vulnerablity all 2. The Zone disappates at the end of your next turn.
Sustain Maneuver: The zone created lasts until the end of your next turn.
Effect: Eneimies that start thier turn in the zone are taunted until the end of thier turn.
Effect: Allies that start thier turn in the zone gain soak 1 vs all.
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Trigger: One creature taunted by you moves farther than 5 squares away (it needs to have started closer than 5).
Attack: (Arcane or Guile) vs Reflex
Hit: weapon + Ability + successes damage, and the target is slowed until the end of your next turn.
Trigger: Instead of 5 squares away, the creatured taunted by you only needs to move 3 squares away (it needs to have started closer than 3).
Hit: The target is immobilized instead.
Hit (Arcane): You may teleport up to 3 squares.
Hit (Guile): You may shift up to 5 squares.
Hit (Arcane): You may teleport adjacent to the target.
Hit (Guile): You may shift your speed + 2.
Target: One creature
Attack: Divine vs Willpower
Hit: 2 weapon + 2 Wisdom + success damage.
Hit: 2 weapon + + 2 Wisdom + success damage to the target. All enemies in close burst 2 are taunted until the end of your next turn.
Hit: All allies adjcent to you gain soak 2 vs all until the end of your next turn.
Recharge: 1 Stamina
Target: One creature
Attack: Divine vs Willpower
Hit: weapon + Wisdom + success damage. Until the end of your next turn, you gain soak vs all 1.
Hit: 2 weapon + 2 Wisdom + success damage to the target. Until the end of your next turn, you gain soak vs all 1.
Hit: All enemies in close burst 2 are taunted until the end of your next turn.
Recharge: 1 Stamina
Target: All creatures in burst.
Attack: Arcane vs Willpower
Hit: intellect + success damage.
Hit: intellect + success damage, and all targets grant combat advantage until the end of your next turn.
Range: Area burst 2 within 10
Hit: an additional intellect worth of damage.
Recharge: Stamina
Target: All creatures in blast.
Attack: Arcane vs Willpower
Hit: intellect + success damage, and all targets grant combat advantage until the end of your next turn.
Hit: 2 intellect + success damage, and all targets grant combat advantage until the end of your next turn.
Range: Close burst 2
Target: All enemies in blast or burst.
Recharge: 1 Stamina
Trigger: An enemy taunted by you in range does a close or area attack that includes one of your allies as a target.
Target: The triggering enemy
Attack: Guile vs reflex
Hit: weapon + Presence + successes damage, and the target takes damage equal to the damage it dealt to an ally of your choice it hit.
Hit: 2 weapon + 2 Presence + success damage.
Range: Melee: weapon or Range: weapon
Hit: weapon + Presence + success damage, and the target takes damage eqaul to the damage it deal to all allies it hit.
Recharge: 1 Stamina
Target: one creature.
Attack: Guile vs Reflex
Hit: weapon + Presence + successes damage, and the target takes a to retaliate attacks until the end of your next turn.
Hit: as above, and the target cannot retaliate against targets that are not adjacent to it.
Range: Melee: weapon or Range: weapon
Hit: weapon + Prsence + successes, and the target cannot take retaliate attacks until the end of your next turn.
Special: “Until the end of your next turn” becomes “save ends”.
Recharge: 1 Stamina
Target: one creature.
Attack: Divine vs fortitude
Hit: 2 weapon + 2 Wisdom + successes damage.
Hit: Target is blinded until the end of thier next turn. Undead take 3 additional damage.
Range: Close: burst weapon
Target: All enemies in burst
Special: The effect of the tactic cost for at wills changes to “Target is blinded (save ends). Undead take 5 additional damage.
Effect: You go up 2 steps on the condition track.
Target: one creature.
Attack: Divine vs wilpower
Hit: 2 weapon + 2 Wisdom + successes damage.
Hit: target is slid 2 squares.
Range: Close: burst weapon
Target: All enemies in burst
Effect: Until the end of the encounter, allies that begin thier turn adjacent to you gain soak 2 vs all until the end of thier next turn.
Hit: Whenever an enemy taunted by you is hit by an ally, that ally is no longer staggered.
Target: All creatures in burst.
Attack: Arcane vs willpower
Hit: 2 Intellect + successes damage.
Hit: You gain a fly speed equal to your intellect until the end of your next turn.
Target: All enemies in burst
Special: The fly speed granted by the tactic cost option is twice your intellect.
Range: Area burst 2 within 15.
Target: one creature.
Attack: Arcane vs willpower
Hit: 2 Intellect + successes damage, and slide the target 2 squares.
Effect: Until the end of the encounter, if an enemy you have taunted that started thier turn less then 10 squares away from you, but more than 5, you may pull that enemy as a free action 2 squares.
Range: 10/20
Effect: Instead of the minimum range being 5, the minimum range is 3; the enemy must be less than 10 but more than 3.
Effect: instead of pulling the enemy, you may slide the enemy 3.
Effect: Before this attack, you may move up to your speed as a free action.
Attack: Guile vs reflex
Hit: 2 weapon + 2 Presence + successes damage, and the target is taunted until the end of your next turn.
Effect: Before the attack, you may move up to your speed as a free action.
Range: melee: weapon or Range: weapon
Special: The free movement available for this attack and the tactic cost granted by the attack becomes “shift up to 3” rather than a move.
Special: The tactic cost is reduced to 2.
Target: One creature.
Attack: Guile vs reflex
Hit: 2 weapon + 2 Presence + successes damage.
Effect: Until the end of the encounter, You and adjacent allies have cover.
Range: Close: burst weapon
Target: All enemies in burst
Miss: Weapon + Presence +
Effect: As an incidental, you can stop granting cover to yourself and adjacent allies. If you do, you gain soak vs all 3 until the end of your next turn.