Encounter ♦ Psi, Psychic Standard Action ♦ Ranged 10
Level +3 vs. Will
1d10 + your Charisma modifier + twice your level psychic damage, and during its turn, the target must attack the nearest creature if possible (save ends).
The target is dazed (save ends)
When you hit with this power, you can roll a d20.
The target takes a -5 penalty to saving throws against this power.
9 or less:
The target gains a +5 bonus to attack rolls against you while this power is readied.
Spellgun, ammo, leather armor, explorer's kit, mascara bottle, umbrella, plastic storage bag full of rubber bands, cassette single (The Go-Go's Vacation), depleted tire iron of nebulous arcane power
Shapeshifter Charisma; Bio; +2 to bio overcharge; +4 bonus to Interaction checks; +2 bonus to Reflex; You can shift 1 square as a minor action.
Alien Intelligence; Dark; +2 to dark overcharge; +4 bonus to Science checks; +2 bonus to Will.
Pending (Level 4)
This 5-foot-long weapon projects lethal vibrations that emanate at a distance.
Weapon ♦ Two-handed ranged Encounter ♦ Sonic Standard Action ♦ Area Burst 1 within 10
Each creature in burst
Level +6 vs. Fortitude
3d8 + Constitution modifier + your level sonic damage, and the target is dazed (save ends).
A 4th-level character can salvage the disruptor pike. It becomes a heavy 2-hand melee weapon: Str/Con; +2 accuracy; 2d12 sonic damage.
You take on your victim’s appearance to confuse your enemies.
At-Will ♦ Bio, Physical Standard Action ♦ Melee weapon
You assume the form of any Medium humanoid until you change form again. You retain your
statistics in your new form, and your clothing, armor, and possessions do not change. You
gain a +5 power bonus to Interaction checks to fool others with your disguise. You can choose
not to make the attack.
Charisma + your level vs. Reflex
1[W] + Charisma modifier + your level physical damage. If you changed your form to
resemble the target, you gain a +2 power bonus to all defenses until the end of your next
turn while the target is within 2 squares of you.
Drawing on your alien training, you modify a weapon to function at greater strength.
At-Will ♦ Dark, Radioactive Standard Action ♦ Melee 1
You or one ally
The target’s next weapon attack before the end of the encounter gains a +2
bonus to the attack roll and deals 5 + your Intelligence modifier + your level extra