- There is strength in numbers, and I have many friends
who trust me and are willing to fight for me.”
Prerequisite: Half-elf, bard
You hate to be tied to any one location for too long;
you’d rather be on the road, meeting new creatures
and seeing new lands and nations. As a result, you
feel at home nearly anywhere. This same ability also
puts you in the good graces of people you meet along
the way.
Your inborn empathy and acquired diplomatic
skill allow you to fit into nearly any society—if not as
someone who has always lived there, then at least
as a trusted friend. By understanding many kinds of
people and creatures, you learn how to protect them—
or fight them, if need be.
When things turn rough, you can use your knowledge of other creatures to your advantage in a fight.
The more foes that try to stop you, the better you can
tangle their swords and spells, confounding their
attempts to hurt you.
Half-Elf Emissary
Path Features
Skilled Speech (11th level): Your bonus to
Diplomacy checks from your Group Diplomacy
racial trait equals your Charisma modifier. In addition, allies within 10 squares of you apply this bonus
to all checks with Charisma-based skills in which
you are trained.
Valorous Action (11th level): When you spend
an action point to take an extra action, allies you can
see gain a +2 power bonus to all defenses until the end
of your next turn. In addition, you regain the use of
the encounter power you gained from your Dilettante
racial feature if you have used it during this encounter.
Heal the Besieged (16th level): Whenever you
use a bard healing power on an ally, increase the
number of hit points regained by 1d6 for each enemy
that is adjacent to that ally.
Half-Elf Emissary Spells
Emissary’s Onslaught Half-Elf Emissary Attack 11
As your weapon clashes against your foe, a thunderclap resounds and empowers all your nearby allies.
Encounter ✦ Arcane, Thunder, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier thunder damage. Each ally
within 2 squares of the target gains a bonus to his or her
next attack roll against that target equal to your Constitution modifier.
Special: If there are more enemies than allies within 10
squares of you, the bonus to attack rolls increases by 2.
Count only active enemies and allies, not unconscious,
dead, or dying creatures.
Emissary’s Gambit Half-Elf Emissary Utility 12
You hearten your ally to turn the odds in the fight to your
advantage.
Daily ✦ Arcane
Minor Action Ranged 10
Target: One creature
Effect: Choose one of the following benefits.
✦ The target gains a bonus to its next attack roll equal
to the number of enemies and allies you can see
(maximum 10).
✦ The target rolls a saving throw with a bonus equal
to the number of enemies and allies you can see
(maximum 10).
Count only active enemies and allies, not unconscious, dead,
or dying creatures.
Army of the Emissary Half-Elf Emissary Attack 20
With a thrilling battle cry, you exploit your allies’ numbers to
defeat your foes swiftly.
Daily ✦ Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier damage.
Miss: Half damage.
Effect: Until the end of your next turn, each ally who starts
his or her turn within 5 squares of you gains a bonus to
attack rolls and to all defenses equal to the number of
your allies within 5 squares of you.