Twiceborn Leader

"My story will live on. Will yours?"

Prerequisite: Warlord

The folktale of Jarret the Twiceborn is told throughout the lands. Although humans and elves cherish this celebrated figure, many other peoples speak of him with reverence. Tales differ about his actual heritage, human or half-elf. It is known that he was born to common folk outside elf lands in a kingdom that would one day be part of the empire of Nerath.
    Jarret’s natural charm won him friends above his station, including young nobles with little or no chance of inheritance. As a result, Jarret gained martial training and took to forming groups of do-gooders and fortune seekers. His ability to lead these small bands to success against all odds came to be well documented. He and his comrades traveled widely and are credited with making life safer in many places. Jarret’s companions seldom left the adventuring life for any reason other than significant wealth; certainly death was not the primary reason.
    Jarret wasn’t so lucky. He fell in battle against the mind flayers of Thoon deep within the Underdark. No magic could bring him back.
    The story doesn’t end there, however. Many believe Jarret was reborn as a lad of the same name who grew up in nearly the same place. This perhaps-reincarnated Jarret became an inspiring leader and hero like his namesake. He performed similar deeds, and never refuted claims that he was the same Jarret. Instead, he used the rumor to his advantage, renewing former ties of friendship and striking fear into old enemies. He became known for taking special interest in opposing aberrant creatures, such as mind flayers. Those who knew and loved him eventually dubbed him Jarret the Twiceborn. Yarns say he lives still in the heavens, alongside great generals from times past.
    Jarret’s accomplishments and methods are recorded in story, history, and song. From these, many venturesome souls draw inspiration and try to duplicate Jarret’s feats. Some successful imitators even claim to teach his methods.
    Maybe your natural talents led you on a road similar to Jarret’s. You’ve taken what you could from folktales and, perhaps, teachers. In your travails, you carry on Jarret’s folk-hero tradition. In doing so, perhaps you’ll become even greater than the Twiceborn.

TWICEBORN LEADER PATH FEATURES

    Assault Action (11th level): When you spend an action point to take an extra action, each ally within 10 squares of you gains a +2 power bonus to attack rolls until the start of your next turn.
    Twiceborn Recovery (11th level): When you use inspiring word, you can choose two targets instead of one. Each target can spend a healing surge but doesn’t gain extra dice of healing normally granted by the power. When you use this path feature, you can’t choose yourself as a target.
    Twofold Defense (16th level): Each ally who can see and hear you when he or she uses second wind gains a +4 bonus to all defenses (instead of the usual +2) until the end of his or her next turn.

Twiceborn Leader Attack 11Reminiscent Assault

You attack in the name of Jarret, taking the action to new heights if you strike your enemy down.

Encounter        Martial, Weapon
Standard Action      Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage. If the target is an aberrant creature, you and your allies gain a +4 power bonus to attack rolls against the target until the end of your next turn. If this attack reduces the target to 0 hit points, you or one ally within 10 squares of you can make a basic attack as a free action.


Twiceborn Leader Utility 12Twinning Ploy

You and a chosen ally engage in a complex maneuver that distracts your enemies enough to assure the success of your attacks.

Daily        Martial, Stance
Minor Action      Personal

Effect: Choose an ally within 5 squares of you. Both you and the ally, on your own turns, can roll an extra d20 and choose the higher result for one attack roll each turn. Until the stance ends, this effect applies only when you are both conscious and within 5 squares of each other.


Twiceborn Leader Attack 20Seconded Smite

When the going is rough, you are at your best, allowing an ally to mirror your ruinous attack.

Daily        Martial, Weapon
Standard Action      Melee weapon

Target: One creature

Attack: Strength vs. AC. You gain a bonus to the attack roll equal to the number of conscious allies within 10 squares of you who have already used second wind during this encounter (maximum bonus of +4).

Hit: 4[W] + Strength modifier damage.

Miss: Half damage.

Effect: One ally within 10 squares of you who has already used second wind during this encounter can shift a number of squares equal to your Charisma modifier and then make a melee basic attack as a free action.


Published in Martial Power, page(s) 129.