Lead command
| Activates the Paladin Lead combat ability, or begins and ends leading a supported mount. |
| LEAD — Paladin ability (weakest result) You see: You meekly call your comrades to battle like a clueless squire. LEAD — Paladin ability LEAD — Paladin ability LEAD — Paladin ability (strongest result) LEAD <mount> — begin leading LEAD <mount> — stop leading |
Syntax
- LEAD
- For a Paladin of at least second circle, activates the guild's group combat ability. The Paladin must be leading at least one eligible group member and be engaged in combat.
- LEAD <MOUNT>
- Toggles leading a supported mount, including a horse. The mount needs a halter, bridle, or lead rope, and the character needs one free hand.
The separate GROUP LEAD <PERSON> form of the GROUP command transfers leadership of an adventuring group; it does not activate the Paladin ability or cause an animal to follow.
Paladin ability
A Paladin learns Lead automatically at second circle. It grants the Paladin and eligible members of the group being led a percentage bonus to offense and defense. The bonuses affect all three defenses, melee and missile accuracy, and melee weapon damage. The Paladin must be facing a person or creature to activate the ability.
The bonuses depend on the Paladin's circle, soul state, Charisma, and group size. A larger group improves the leader's bonus. The Paladin receives a larger bonus, but both bonuses are capped at approximately 20%. A follower whose circle exceeds the Paladin's receives a reduced bonus. Marshal Order can improve followers' bonuses and extend the duration.
The base duration is:
- 180 + (Charisma × 3) + (circle × 3) seconds
Marshal Order increases that duration by one third.
Each affected follower produces the message:
- <Group member> looks to you for guidance.
The effect ends early if the Paladin is no longer leading any group members. When it expires while the Paladin is conscious and alive, the Paladin sees:
- You feel your leadership wane.
Followers who leave the Paladin's group or room lose the effect and see:
- You no longer feel inspired.
If the Paladin dies, a follower can receive:
- You flinch as <Paladin> collapses, but vow <he/she> shall not have died in vain. Revenge!
Joining after Lead begins
A character who joins the Paladin's group after Lead begins can receive a bonus after remaining with the group through several checks. This later bonus is three percentage points lower than the Paladin's current bonus, subject to a minimum bonus.
- As <Paladin>'s leadership stirs the fire of your courage, you face the battle with a stronger will.
- You feel encompassed by <Paladin>'s leadership and follow <him/her> boldly into the battle, pressing forward with a fierce determination.
- <Paladin>'s leadership is infectious! You match <his/her> rallying cry with a shout of your own and burst forward, your bravery truly inspired!
Conditional messaging
The Paladin form can produce the following messages when its requirements are not met:
| Condition | You see |
|---|---|
| Already under the leader effect | But you are already leading! |
| Dead | Hmm, martyrdom can't be all THAT bad... |
| Following someone in the same room | How do you expect to lead when you're following <Name>? |
| Following someone elsewhere | You must first leave <Name>'s group. |
| Sitting or prone | An inspiring leader would at least stand up instead of sitting on <his/her> duff, <Name>. |
| Not engaged | A Paladin must not command from the rear echelons like a coward, but lead by <his/her> example. Get in there and fight! |
| Hidden | Lead from the shadows? I think not, <Name>. |
| No eligible followers | Leading usually implies that someone is following you, <Name>. |
| Insufficient spiritual strength | You do not feel up to the task of leading right now. |
Other characters hear the soft whimper of someone cowering in the shadows when a hidden Paladin tries to Lead. An invisible Paladin instead sees YOUR INVISIBILITY FAILS., becomes visible, and continues the attempt.
Poor soul state can prevent Lead with progressively stronger messaging:
| Severity | You see |
|---|---|
| Low | You summon the leadership power, but recall the Elders' admonishments not to abuse your holy gifts. Wisely, you relinquish your burgeoning might. |
| Lower | You sense the rush of leadership hovering well beyond your grasp. |
| Very low | You draw upon your holy strength, but feel it torn from your clutches! An ill taint seeps into your bones as a deafening voice reproaches you, "Attone thy conduct, <Name>, lest thy heart and soul molder in Darkness!" |
| Lowest | A thunderous voice cracks through your skull, "Thy actions hast dishonoured thee and thy God, <Name>. Thou art not fit to lead nor serve the cause of righteousness! Repent!" You fall to the ground writhing in pain! |
The strongest soul-state failure knocks the Paladin prone and causes held items to be dropped. Other characters see the corresponding recoil or collapse.
Leading mounts
The targeted form starts or stops a supported mount following the character. It is available independently of the Paladin ability. Repeating LEAD <MOUNT> on the mount being led stops leading it.
| Condition | You see |
|---|---|
| The mount lacks suitable tack | Before you do that you need to put a halter, bridle, or lead rope on the <mount>. |
| In combat | You realize that would be next to impossible while in combat. |
| Mounted | That wouldn't be a good idea to do while mounted. |
| Both hands occupied | You need to have one hand free to do that. |
| Already leading another nearby mount | Appears you are already leading a <mount> in this room. |
| Another character is leading the target | Appears someone is already leading the <mount>. |
| A living owner objects | The owner of the <mount> would not appreciate you doing that. |
When a led mount catches up after movement, the leader sees:
- The <mount> just arrived, following you.
Others see:
- The <mount> just arrived, following behind <Name>.
See Also