Half-Elf Emissary

"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 (Half-Elf Emissary) (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 Attack 11Emissary's Onslaught

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.


Half-Elf Emissary Utility 12Emissary's Gambit

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.


Half-Elf Emissary Attack 20Army of the Emissary

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.


Published in Arcane Power, page(s) 21.