|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.|
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,
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.|