Wingman
“I’ve got your back. Always.”
The Wingman (or woman) values their team over individual talents. They might be part of a military unit, a paranormal team or half of a close partnership. Whether through training, a shared history, or natural synergy, a wingman increase the effective of their allies, protects them and knows how to save things when they inevitably screw up.
That doesn’t mean they’re not their own person. Quite the contrary, these characters often compliment or contrast highly with the rest of their team. They’ve got a unique past and set of abilities, but they’re almost always willing to put their team first.
Examples include Robin, Dr. Watson, and Chewbacca.
Starting Feature
You’ve got your friends back, and sometimes that means making sure people focus on you while they get their butts out of the way. Whether you prefer to blast with a gun or swing a huge sword, it should draw your enemies ire, giving your allies a moment to flee.
Benefit: You gain the Cover Fire power.
Cover Fire Wingman Attack
You unleash a wide, but weak attack, to anger as many foes as possible.
Encounter * Martial, Weapon
Standard Action Close blast 4 or Close burst 1
Target: Each creature in blast or burst
Attack: Highest ability modifier vs. Reflex
Hit: Highest ability modifier damage and the target is marked until the end of your next turn.
Special: This attack is a close blast when used with a melee weapon or a close burst when used with a melee weapon.
Additional Features
Level 5 Feature
Your experience with your allies has made it clear you need to look out for them. Your always looking over their shoulders and ready to step in if they need you to loom nearby.
Benefit: You gain a +2 bonus to Intimidate and Perception.
Level 10 Feature
Your allies represent a wealth of skills and knowledge but everyone needs a little help now and then. You’re always willing to lend a hand, and have gotten adept at assisting even in areas where you don’t normally shine.
Benefit: When you successfully use Aid Another the bonus increases to +3, instead of the usual +2.
Optional Powers
Level 2 Utility Power
Your allies are always getting themselves into trouble. If they’re not pointing their guns where they don’t belong, then they’re probably running their mouths. It’s up to you to smooth things over.
Quick Save Wingman Utility 2
I think what my associate meant to say was. . .
Encounter * Martial
Immediate Interrupt Close burst 5
Trigger: An ally in the burst makes a bluff or diplomacy check
Effect: The ally can reroll the check with a +2 bonus.
Level 6 Utility Power
Sometimes a missed opportunity opens up options for another person. You’ve learned to work in concert with your allies so that when they fail, you can respond doubly quick.
Sudden Opening Wingman Utility 6
As the enemy ducks under the magical bolt he twists, revealing to you the hole in his armor.
Encounter * Martial, Weapon
Immediate Reaction Close burst 10
Trigger: An ally in the burst misses with an attack
Effect: You make a basic attack against the missed enemy. You have combat advantage against the enemy for this attack.
Level 10 Utility Power
Even though it seems like you’re always cleaning up after your allies you wouldn’t trade this team for another. Your allies inspire you. When they succeed, your chances to succeed raise in response.
Call to Glory Wingman Utility 10
You see a spray of blood fly across the battlefield and you surge forward to finish the job.
Daily * Martial, Stance, Weapon
Minor Action Personal
Effect: Until the stance ends, whenever an ally you can see scores a critical hit, the critical hit range of your weapon doubles until the end of your next turn.