Description: You are a force for change, whether as a leader on the battlefield, a voice of reason in a debate, a peasant hero fighting for freedom, or an outlaw contending with a tyrannical government. The champion is trying to change things for the better by attacking what is wrong, inspire others to make a stand, spread a belief or idea, kindle hope and faith, and change the world.
Prerequisite: You must be trained in any of Bluff, Diplomacy, Insight, History, or Streetwise.
Benefit: You gain the Rallying Surge power.
Daily Power – Free Action, Healing
Trigger: You use your second wind.
Effect: Each ally in a close burst 5 gains temporary hit points equal to 2 per tier + your highest ability modifier. At the end of each affected ally’s next turn, he or she may lose any number of temporary hit points to regain an equal number of hit points as a free action.
|Focus||Focus 1||Focus 2||Focus 3|
|Confrontation||Heroic Drive: Encounter, No Action, Trigger: You hit an enemy with a charge attack, Effect: You may make a basic attack against the enemy you charged as a free action.||Undermine: Whenever your attack bloodies a creature, you may knock it prone.||Everywhere at Once: Daily Power, Move Action, Effect: Shift up to your speed. When you end this movement, allies you are adjacent to gain temporary hit points equal to your highest ability modifier, and enemies you are adjacent to grant combat advantage until the end of your next turn.|
|Leadership||Leader of Men: You gain a follower companion character. If that follower ever dies, you can acquire a new one in a major city, but not more than once per month.||Inspiring Presence: Encounter, Standard Action, Healing, Close Burst 3 + 2 per tier, 1 bloodied ally in burst, Effect: The target may use his or her second wind as a free action. Special: If you discard a hero card, the target regains +1d10 additional hit points per tier.||Leader of Heroes: Your follower improves to champion status, gaining a theme song, and improved capabilities.|
|Ordeals||No Retreat: When you first become bloodied in an encounter, one ally of your choice within 5 may shift his or her speed or make a basic attack as a free action.||Bear the Burden: Encounter, Minor Action, Effect: Until the end of your next turn, you gain vulnerability 5 per tier to all damage, and each ally within 5 has damage resist 5 per tier against enemy attacks.||Share the Pain: Daily Power, Healing, Immediate Reaction, Trigger: An ally within 5 becomes bloodied, Effect: You lose a healing surge, and the target regains hit points as though he or she had spent a healing surge. Special: You also regain 5 hit points for each hero card you hold when you use this power.|
|Pinnacle||Uprising: When you use your second wind, allies that can see you may shift three squares or stand up from prone as a free action.||Undaunted: Encounter Power, Immediate Reaction, Trigger: You gain an effect that a save can end, Effect: You may making a saving throw against the triggering effect as a free action with a +1 per tier bonus.||An Example to Us All: Daily Power, Free Action, Trigger: You would draw a Hero card. Effect: Draw two Hero cards instead.|
|Rally||The Time Is Now: Your gain a +2 per tier bonus to Initiative, and while you are surprised, you may still take a move action.||On Your Feet: Daily Power, Healing, Close burst 3 + 2 per tier, Target: One ally, Effect: The target may spend a healing surge and stand up from prone as a free action.||Turning the Tide: Encounter Power, Minor Action, Close burst 5, Target: You or one ally, Effect: The target looks at the top two hero cards and chooses one to take into his or her hand and discards the other.|