Six Monkey Slap-Slap
*Name: Sleet, the Secretly Evil Snowman
Origins: Cryokinetic Nightmare
Cryokinetic: Psi; +2 on psi overcharge; +4 on Stealth checks; +1 bonus to Fortitude and Reflex; resist 15 cold
Nightmare: +2 to psi overcharge; +4 on Interaction checks; +2 to will; On hit with psi attack, slide target 2 squares
STR: 10 (0)
CON: 13 (+ 1)
DEX: 12 (+ 1)
INT: 16 (+ 3)
WIS: 10 (0)
CHA: 18 (+ 4)
-Novice Primary: Icy Grasp
At-Will Cold, Psi
Standard Action Melee touch
Target: One creature
Attack: Charisma + level vs. Fortitude (5)
Hit: 1d6+Charisma+twice level cold damage (6), and the target is slowed until the end of your next turn. If the target is already slowed, it takes 1d6 extra cold damage.
-Novice Secondary: Fear Manifested
At-Will Psi, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence + level vs. Will (4)
Hit: 1d8+Intelligence+twice level psychic damage(5) and until the end of your next turn the target grants combat advantaged and takes a -2 penalty to attack rolls
- Two-Handed Light Gun (Revamped Super Soaker) (+ 8 to hit, 1d12 + 4 damage, ranged 20)
- One-Handed Light Melee Weapon (Bladed Umbrella) (+ 7 to hit, 1d8 + 4 damage, melee)
- Light Armor (Frost covered top hat and accessories)
- riding horse (reindeer)
- Wagon (sleigh)
- Fuel (5 gallons)
- explorer’s kit
- Alpha Mutations: Stoke Resentment (Psi, Psychic)
You choose the time for the “Airing of Grievances”
Close Burst 5
Target: Each enemy in burst
Attack: Level+3 vs. Will
Hit: 2d 8+ Charisma modifier+twice your level psychic damage, and the target can’t benefit from flanking an enemy or benefit from powers that target allies (save ends both).
Overcharge: When you start your turn, you can roll a d20.
10+: At the start of the target’s turn, if one of its allies is nearer to it than an enemy, it attacks that ally during its turn.
9 or less: You also attack each ally in the burst.
- Dream Grenade (Ishtar Tech)
“Sweet dreams, suckers!”
Weapon: 1-hand ranged
Area burst 1 within 10
Target: Each creature in burst
Attack: Level+6 vs. Fortitude
Hit: The target falls unconscious (save ends)
Miss: The target is dazed until the end of your next turn.
Effect: Roll a d20. On a 4 or less, the burst is larger than you anticipated, and the dream grenade instead targets each creature in an area burst 10 using the same origin square.