Resist 5 against melee and ranged attacks, vulnerable 5 to area and close attacks (Rat Swarm), resist 10 fire (Pyrokinetic)
That's one nasty cough!
Encounter ♦ Bio, Poison Standard Action ♦ Ranged 10
Level +5 vs. AC
2d10+twice your level poison damage, and ongoing 10 poison damage (save ends).
When you hit or miss with this power, you can roll a d20.
You can use this power a second time while this power is readied.
9 or less:
You take 3d10 poison damage, and ongoing 10 poison damage (save ends). You can't save against this effect during the turn you overcharge it.
Clothes, rocks, explorer's kit, 100-count bottle of green pills, acoustic guitar (no strings), shrink-wrapped box of cheap cigars
Pyrokinetic Wisdom; Psi; +2 to psi overcharge; +4 bonus to Interaction checks; Resist 10 fire; Whenever a creature ends its turn adjacent to you, it takes 5 fire damage.
Rat Swarm Dexterity; Bio; +2 to bio overcharge; +4 bonus to Stealth checks; Resist 5 to all damage against melee and ranged attacks, and vulnerable 5 to damage from area and close attacks. You can't be knocked prone.
Pending (Level 4)
Omega (Area 52)
This metallic grenade is perfectly balanced for throwing into ponds.
Weapon ♦ One-handed ranged Consumable ♦ Force Standard Action ♦ Area Burst 1 within 10
Each creature in burst
Level +6 vs. Fortitude
1d8 + Dexterity modifier + twice your level force damage. If the target is an aquatic creature, also slide it 5 squares.
You fan the flames of your fiery aura.
At-Will ♦ Fire, Psi Standard Action ♦ Ranged 5
Wisdom + your level vs. Reflex
2d8 + Wisdom modifier + twice your level fire damage.
Rat Swarm Novice
You swarm across your foe, biting it dozens of times as you tangle its limbs.
Encounter ♦ Bio, Physical Standard Action ♦ Melee 1
Dexterity + your level vs. Reflex
1d8 + Dexterity modifier + twice your level physical damage, and the target is immobilized until the end of your next turn.