April 28, 2011
Key Abilities: Charisma, Dexterity, Intelligence

Submitted by Smaug

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April 26, 2011


Marée de fer
Guerrier Attaque 1
Après une puissante attaque, vous repoussez votre adversaire avec votre bouclier.
À-volonté * Martiale, Arme
Action simple                 Corps à Corps 1
Condition: vous devez utiliser un bouclier.
Cible : Une créature
Attaque : Force contre CA
Réussite: 1[W] + Strength modifier damage. Increase damage to 2[W] + Strength modifier at 21st level.

Submitted by Kanzaki

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April 17, 2011


Cat’s Vengeance
Racial Power
Your vengeance is as swift and sure as it is violent.
Encounter
Immediate Reaction                 Personal
Trigger: An enemy which is not marked by you hits you with an attack
Effect: Until the end of your next turn, when you make an attack against the target, you make two attack rolls and use the better result.

Submitted by Emmissary

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Deceptive Veil
Utility 1
An illusory aura surrounds you, hiding your true disturbing form.
At-Will * Illusion
Minor Action                 Personal
Effect: Using an illusion, you can disguise yourself as any medium humanoid, including a specific individual. You gain neither the abilities nor mannerisms of the chosen form, nor the tactile or audible properties of the chosen form. You can dispel the illusion as a free action. A successful insight check opposed by your bluff check penetrates the disguise.

Submitted by Emmissary

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April 14, 2011


Boon of the Benevolent Dictator
DM Racial Power
“A benevolent man should allow a few faults in himself, to keep his friends in countenance.” B. F. Ranklin
Encounter
Free Action                 Personal
Prerequisite: You arrive at the session on time.
Requirement: You must have your character sheet updated and mailed to me before the session starts.
Effect: Reroll an attack roll. Use the second roll, even if it’s lower.
Special: This power is only useable once per encounter and must be spent before you attain your next level.

Submitted by NoobieDM

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April 13, 2011
"Pray that you escape my grasp, for if you do not, great pain shall follow."

Key Abilities: Strength, Intelligence

A strong combination of strength and intelligence as well as mastery of unarmed combat, the Grappler embodies the spirit of fierce competition. The grappler seeks to control the battlefield by executing feats of superior knowledge and strength, and by striking awe into the hearts and minds of his foes..

Submitted by benicetodan

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April 12, 2011
"I am a traveling puppeteer. Would you like a performance? It will be your last."

Key Abilities: Dexterity, Intelligence, Charisma

The Puppetmaster has devoted himself to his art, binding arcana to his strings, creating a soul within his work. He leans primarily toward being a Controller, but his arcane Automatons may turn him toward being a Striker or a Leader for a secondary role.

Your nimble fingers lead Dexterity to be your primary ability, using Intelligence as your second and Charisma as your third important ability. The Automaton’s abilities are based around the Puppetmaster’s own, so it’s recommended to keep your scores in a balance if you plan to harness the entire variety of frames the Automaton has to offer.

Submitted by Vinta

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