Ability Score | Ability Modifier | Ability Score | Ability Modifier |
1 | -5 | 18-19 | +4 |
2-3 | -4 | 20-21 | +5 |
4-5 | -3 | 22-23 | +6 |
6-7 | -2 | 24-25 | +7 |
8-9 | -1 | 26-27 | +8 |
10-11 | +0 | 28-29 | +9 |
12-13 | +1 | 30-31 | +10 |
14-15 | +2 | 32-33 | +11 |
16-17 | +3 | ... | ... |
Score | Cost | Score | Cost |
9 | -1 * | 14 | 5 |
10 | 0 (2) | 15 | 7 |
11 | 1 | 16 | 9 |
12 | 2 | 17 | 12 |
13 | 3 | 18 | 16 |
Defender Enforcer, Star LawmanDefenders have the highest defenses in the game andgood close-up offense. They are the party’s front-line combatants; wherever they’re standing, that’s wherethe action is. Defenders have abilities and powers that make it difficult for enemies to move past them or toignore them in battle.Leader Commander
Leaders inspire, heal, and aid the other characters in an adventuring group. Leaders have good defenses,but their strength lies in powers that protect their companions and target specific foes for the party to concentrate on. CommanderStriker Agent, Rouge
Strikers specialize in dealing high amounts of damageto a single target at a time. They have the most concentratedoffense of any character in the game. Strikers rely on superior mobility and trickery to move around tough foes and single out the enemy they want to attack. Explorer, SpacerSupport SciSpec, TechEx
Skilled experts in the scient
Careful Attack | Agent Attack 1 |
At-Will | Martial * Weapon |
Standard Action | Melee or Ranged weapon |
Target: | One creature |
Attack: | Melee: Str +2 vs AC Ranged: Dex +2 vs AC |
Hit: | 1 weapon damage |
Inspiring Word | Commander Feature |
Encounter | Martial, Healing |
Special: | You can use this power twice per enounter, but only once per round. |
Minor Action: | Close burst 5 |
Target: | You or one ally in burst. |
Effect: | The target can spend a healing surge and regain an additional 1d6 hit points. |
Light Feet | Enforcer Encounter |
Immediate Reaction | Personal |
Trigger: | You are hit by an attack |
Effect: | Make a DEX check to avoid the attack |
Cave Bear Medium beast | Level 6 Elite Brute XP 500 |
HP 170; Bloodied 85 AC 20, Fortitude 21, Reflex 17, Will 18 Speed 8 Action Points 1 | Initiative +4 Perception +5 darkvision |
Claw * At-Will | |
Attack: Melee 1 (one creature) +8 vs. AC Hit: 1d8+5 damage. | |
Cave Bear Frenzy (recharge 5-6) | |
Attack: Close burst 1 (enemies in burst) +10 vs. AC Hit: 1d8+5 damage. | |
Str 20 (+8) Dex 13 (+4) Wis 15 (+5) Con 15 (+5) Int 2 (-1) Cha 12 (+4) |
Extra Limb | Dralasite Racial Power |
Encounter | |
Minor Action | Personal |
Prerequsite: | You must be a member of the dralasite race. |
Effect: | As a minor action, your character can grow an extra limb that remains until the end of your next turn. The utility of the extra limb grants you +2 to a choice of one of the following;
|
Reflexive Skuttle | Vrusk Racial Power |
Encounter | |
Move Action | Personal |
Prerequsite: | You must be a member of the vrusk race. |
Effect: | You shift 5 squares. |
Battle Rage | Yazirian Racial Power |
Encounter | |
Free Action | Personal |
Prerequsite: | You must be a member of the yazirian race. |
Effect: | When you activate your Battle Rage, you gain a +2 to your attack and damage bounus for 2d10 turns. |
Battle Rage | Yazirian Racial Power |
Encounter | |
Free Action | Personal |
Prerequsite: | You must be a member of the yazirian race. |
Effect: | When you activate your Battle Rage, you gain a +2 to your attack and damage bounus for 2d10 turns. |
Hypnotic Trance | Sathar Racial Power |
Encounter | Psychic, Charm |
Standard Action | Ranged: 3 |
Prerequsite: | You must be a member of the sathar race. |
Target: | One enemy within range. |
Attack: | Charisma vs. Will |
Hit: | The target is dominated until the end of your next turn. |
Miss: | No effect. |