Effect: Until the end of the encounter, whenever you make an Fitness check, you can roll two d20s and take the total result.
When you use this tech, you can roll a d20.
Roll 3d20 for your Fitness checks instead.
9 or less:
This one's expired. Take 5 damage, and you're dazed and slowed (single save ends both).
Spontaneous Monotreme Generation
Dungeons & Dragons & Knuckles!
Encounter ♦ Primal, Beast No Action ♦ Personal
Whenever you miss an attack, a Small-sized monotreme is generated in a space adjacent to you. Decide the variety of monotreme and the space it occupies at the time of its generation. If there is no empty space adjacent to you, monotreme generation does not occur. The monotreme will be very confused by this event and is in no mood to attack anybody, so don't ask. At the beginning of your next turn the monotreme will do its best to flee for safety.
When you create a monotreme, you can roll a d20.
You generate 8 monotremes instead, completely surrounding you.
9 or less:
You retroactively become a monotreme, changing the past and badly upsetting your parents.
Appropriate Restraints 5' Drakehide Bullwhip (1H Light Melee), Socketed Monogrammed Cat O' Nine Tails (1H Light Melee), Aluminum Sporting Chance Stadium-Strength Apparel Imperiler (2H Light Gun), light team jumpsuit, pre-Mistake heirloom compound longbow, Spatula City 5-piece "Anniversary Assortment", Plaster Master No Scabs! liquid bandage kit, 2-liter bottle of euphemistic blue fluid, a child's bicycle, 16 bottles of distressingly strong Albion beer, 8 baffling cone-shaped pizzas, tiny plastic spoon of elf detection, 2 timid chinchillas
Vryloka Ability Bonus: +2 to Charisma. Skill Bonus: +2 Perception, +2 Skulduggery. Defense Bonus: Resist 5+ 1/2 level Necrotic. Exsanguinated: When you're bloodied, gain 2 HP less from healing effects. Just Naturally Pale: +5 to Social when attempting to pass as Human. Living Dead Girl: If an effect applies to you which treats the living and the undead differently, choose how the effect should treat you.
Vampire Primary Ability: Dexterity Shadow: +2 to Shadow overcharge. Defense Bonus: +1 Fortitude, +1 Will; +2 AC if wearing light armor and no shield. Child of the Night: You can see just fine in the dark, and you don't need to breathe. Vulnerable 5 Radiant. Take 5 Radiant damage every round your skin is exposed to direct sunlight. If this damage knocks you unconscious, you're dust. I Endure: When you're bloodied, gain regeneration equal to your Charisma modifier. Radiant damage disables this regeneration until the end of your next turn. Stronger Than I Look: Add your Charisma modifier to damage dealt by powers granted by the Vampire class.
Empath Primary Ability: Charisma Psionic: +2 to Psionic overcharge. Skill Bonus: +4 to Social. Random Skill Bonus: +4 to Esoterica. See It Coming: You and adjacent allies never grant combat advantage. Stay With Me: Adjacent allies gain +5 to death saves.
Outlaw Esperansita lives a life on the run, marked for death by a powerful cabal of elven aristocrats. Level 1: Gain the Surprise! power. Level 2: Gain the Just Leaving power.
When you reduce an enemy to 0 hit points, gain +1 to all defenses until the end of your next turn.
You teleport to a square in the blast and are invisible until the end of your next turn.
Outlaw Attack 1
It's funny because serious brain damage.
Encounter ♦ Martial No Action ♦ Special
When using a basic attack or an at-will weapon attack power, you hit an enemy that is granting combat advantage to you.
The enemy is dazed until the end of your next turn.
Outlaw Utility 2
Late for an appointment, wouldn't you just know it.
Encounter ♦ Martial Move Action ♦ Personal
You shift one square, then move up to your speed. If you end your movement in a square with partial cover or partial concealment, you can make a Skulduggery check as a free action to hide from nonadjacent enemies.