Battle captains are frontline commanders and officers, warlords who feel most confident leading their troops into battle personally. A battle captain is good for morale in a company of warriors, obtaining a hard-earned devotion through their own accomplishments rather than merely titles or tactical brilliance. Few can inspire devotion in those following them as can a well-trained and courageous battle captain.
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rdfs:label
| - Battle Captain
- Battle captain
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rdfs:comment
| - Battle captains are frontline commanders and officers, warlords who feel most confident leading their troops into battle personally. A battle captain is good for morale in a company of warriors, obtaining a hard-earned devotion through their own accomplishments rather than merely titles or tactical brilliance. Few can inspire devotion in those following them as can a well-trained and courageous battle captain.
- "Follow me, and victory will be ours!"[PH:153] Prerequisite: Warlord Battle Action (11th level): When you spend an action point to take an extra action, your allies gain a +1 bonus to attack rolls until the start of your next turn. Your allies need to be able to see and hear you to gain this bonus. Cry Havoc (11th level): On the first round of combat (or both the first and the surprise round if your allies gain a surprise round), allies who start their turn within 10 squares of you gain a +2 bonus to attack rolls.
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Source
| - Player's Handbook 4th edition
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abstract
| - Battle captains are frontline commanders and officers, warlords who feel most confident leading their troops into battle personally. A battle captain is good for morale in a company of warriors, obtaining a hard-earned devotion through their own accomplishments rather than merely titles or tactical brilliance. Few can inspire devotion in those following them as can a well-trained and courageous battle captain.
- "Follow me, and victory will be ours!"[PH:153] Prerequisite: Warlord Battle Action (11th level): When you spend an action point to take an extra action, your allies gain a +1 bonus to attack rolls until the start of your next turn. Your allies need to be able to see and hear you to gain this bonus. Cry Havoc (11th level): On the first round of combat (or both the first and the surprise round if your allies gain a surprise round), allies who start their turn within 10 squares of you gain a +2 bonus to attack rolls. Battle Inspiration (16th level): When you use your inspiring word power, allies you heal gain a +1 power bonus to attack rolls and a +1 power bonus to speed until the end of your next turn. If you selected the Tactical Presence class feature, the ally gains bonuses equal to your Intelligence modifier instead.
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