| Frontiersman - martial striker (ranged) |
| Poker Face Frontiersman Attack 7 |
| Years out on the Frontier have made you inscrutable. It is very difficult to read your intentions. |
| Daily * Stance Minor Action Personal Effect: Until the stance ends, you get a +4 power bonus to Bluff checks and creatures you haven’t attacked yet during this encounter grant you combat advantage. |
| Engineer - tech controller |
| Minefield Preparation Kit Engineer Attack 5 |
| You throw out a box containing several mines that spread out in a burst and arm themselves upon landing. |
| Daily * Tech, Fire, Zone Standard Action Area Burst 2 within 10 squares |
| Effect: Until the end of the encounter, any
creature that enters or starts its turn in the zone takes 2d10 + your
Wisdom modifier fire damage and is knocked prone. Level 19: 3d10 + your Wisdom
modifier fire damage.
|
| Supporter [TO BE RENAMED] - tech leader |
| Remote Injection Supporter Utility |
| You activate a previously positioned medpad stimulant on your ally via your personal communicator. |
| Encounter (Special)
*Healing Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally in the burst |
| Effect: The target can spend a healing surge and regain 1d6 additional hit points. |
|
Level
6: 2d6 additional hit points
Level 11: 3d6 additional hit points Level 16: 4d6 additional hit points Level 21: 5d6 additional hit points Level 26: 6d6 additional hit points |
| Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter. |
| Psion - psi controller |
| Twisting Tune Psion Attack 11 |
| Your mind reaches deep into that of your target to twist its allegiances. |
| Encounter * Psionic,
Charm,
Enchantment Standard Action Ranged 10 Target: One enemy Attack: Intelligence vs. Will |
| Hit: You slide the target up to its speed. The target then makes a basic attack against a creature of your choice as a free action. |
| Effect: The target is dazed until the end of your next turn. |
| Soldier - martial defender/striker |
| Clear Headed Soldier Utility 10 |
| Your experience and training lets you shake off an effect that hinders you. |
| Encounter * Martial No Action Personal Prerequisite: You must have training in Endurance. Trigger: You start your turn dazed, dominated, or stunned by an effect that a save can end. |
| Effect: You make a saving throw with a +5 power bonus against the triggering effect. |
| Scoundrel - martial striker |
| Acrobat's Escape Scoundrel Utility 10 |
| As an enemy tries to close in, you slip away and leave him off-balance. |
| Encounter * Martial Immediate Reaction Melee 1 Prerequisite: You must have training in Acrobatics. Trigger: An enemy moves into a square adjacent to you. Target: The triggering enemy. |
| Effect: The target is immobilized until the start of its next turn. You shift a number of squares up to your Dexterity modifier to a square that is not adjacent to the target. |