+5 to saves vs. Fear (Corgi) +1 Fortitude, +1 Will (Warden), +2 Fortitude, Resist 10 Sonic (Saurian), Resist 6 Cold (Lustrous Coat), +1 AC, -1 Speed (Kevlar Vest)
2d8 + 7
+9 vs AC
Mammoth Femur (Melee 1, Accuracy 2)
2d8 + 7
+9 vs AC
(Ranged 10, Accuracy 2)
Making fetch happen.
Encounter ♦ Primal, Charm Standard Action ♦ Ranged 15
One creature in range Attack:
Level + Charisma + 2 vs. Will
Select a square within range and toss the Ultimate Frisbee to that square. The target is compelled to retrieve the frisbee from wherever it has landed and return it to you (save ends).
When you use this tech, you can roll a d20.
Extend the range of Ultimate Frisbee to 20. You may add an additional target within range.
9 or less:
Looks like the stabilizers are busted. Reduce the range of Ultimate Frisbee to 2.
Good gracious, how sebaceous
Encounter ♦ Primal No Action ♦ Ranged 10
You're very slippery. When you move, you can choose to move at double your normal speed. If you do so, immediately fall prone at the end of your move. You can pass through an enemy's square when moving in this way; if they are Medium size or smaller, they are also knocked prone. If your move would end in an enemy-occupied square, instead choose an unoccupied adjacent square. In addition, enemies attempting to grab you suffer a -2 penalty.
When go slip slidin' away, you can roll a d20.
You can remain standing at the end of your movement. If you end your move adjacent to an enemy, you may make a melee basic attack as a free action.
9 or less:
Much too slippery! When you reach the end of your movement, continue sliding in the direction of your last movement until you reach a wall or other solid obstacle.
Petrified Mammoth Femur (2H Heavy Melee), Cinderblock (2H Heavy Ranged), kevlar-lined heavy team jumpsuit, 32-oz package of freeze-dried Astronaut Bacon, 1 pair rubber swim fins, oversized novelty monocle, hacksaw, well-chewed Popsicle Pete plush doll
Corgi Ability Bonus: +2 to Charisma. Skill Bonus: +2 Social, +2 Survival. Guard Dog: +5 to saving throws against fear. Occasional Quadruped: You can push, carry and drag 25% more than your Strength would normally allow.
Warden Primary Ability: Strength Primal: +2 to Primal overcharge. Defense Bonus: +1 Fortitude, +1 Will Lifespirit: When not wearing heavy armor, you can use your Wisdom modifier instead of your Dexterity or Intelligence modifier to determine your AC. When you use your Second Wind, an ally within 5 squares may recover HP equal to their second wind and make a saving throw. Nature's Wrath: Once during each of your turns, you can mark each adjacent enemy as a free action. This mark lasts until the end of your next turn.
Saurian Primary Ability: Strength Primal: +2 to Primal overcharge. Skill Bonus: +4 to Survival. Random Skill Bonus: +4 to Survival. Defense Bonus: +2 to Fortitude. Sonic Resistance: Resist 10 Sonic. Saurian Critical: When you score a critical hit, the attack deals 1d10 extra damage, and you can use Tyrannosaur Charge as a free action.
Iron Werewolf Cliff's time with the ill-fated Iron Werewolves taught him a few things about being a screaming lunatic. Level 1: Gain the Iron Werewolf Charge power. Level 2: Gain the Giving 110% power.
+4 to speed during the first round of an
1[W] + Strength modifier + level electricity damage, and one enemy within 2 squares of you that is marked by you takes sonic damage equal to your Constitution modifier.
More of a rapid tumble than a charge, but your heart's in the right place.
At-Will ♦ Primal. Physical, Weapon Standard Action ♦ Melee weapon
Move up to 6 squares and make the following attack.
Strength + level vs. AC
1[W] + Strength modifier + level physical damage. If you moved at least 2 squares during this action, you also push the target 1 square.
Corgi Racial Power
Cannot... harm. Too... adorable.
Encounter Immediate Interrupt ♦ Personal
The attacking creature
Charisma + level + 2 vs Will
You are hit by a close attack or melee attack.
The target's attack fails without expending their power.
The target's attack hits you.
Warden Attack 1
Gather 'round while these skeletons punch me.
Encounter Standard Action ♦ Melee weapon
Strength + level + accuracy vs AC
2[W] + Strength + level physical damage. Until the end of your next turn, when any enemy hits you, an ally within 3 squares of you gains 5 hit points.
Add your Wisdom modifier to the hit points gained by your allies.
Form of the Swamp Hunter
Warden Attack 1
Haters get gatored.
Encounter ♦ Primal, Polymorph Minor Action ♦ Personal
You assume the guardian form of the swamp hunter until the end of the encounter. While you are in this form, you gain swamp walk, a swim speed equal to your speed, and a +2 bonus to attack rolls against immobilized creatures. In addition, when you reduce any enemy marked by you to 0 hit points with an attack, you mark one enemy within 5 squares of you until the end of your next turn. Once during this encounter, you can use the Form of the Swamp Hunter Attack power while you are in this form.
Swamp Hunter Attack
No, you can't get friendly with a crocodile.
Encounter ♦ Primal, Weapon, Physical, Polymorph Standard Action ♦ Melee weapon Target:
Attack: Strength + level + accuracy vs. Reflex
2[W] + Strength modifier damage, and you grab the target. If the target is dazed, immobilized, slowed, or stunned, the attack deals 1[W] extra damage.
The power Form of the Swamp Hunter must be active in order to use this attack.
Iron Werewolf Charge
Iron Werewolf Attack 1
Let's do this for Johnny! And Johnnies 2-15!
Encounter ♦ Martial, Primal, Fear No Action ♦ Close Burst 2
You hit an enemy with a charge attack.
That enemy takes 1d6 extra damage from the triggering attack, and you make the following attack.
Strength + level vs. Will
You push the target up to 2 squares. The target takes a -2 penalty to attack rolls until the end of your next turn.
Iron Werewolf Utility 2
Not a problem, I think I've got two of those.
Encounter ♦ Martial, Primal Minor Action ♦ Personal
Until the end of the encounter, whenever you make an Athletics check or an Endurance check, you can roll twice and use either result.