Harpoon Pin |
Weapon Power |
You hurl your harpoon, sticking an opponent to the floor or wall. |
At-Will ♦ Weapon |
Standard Action |
Ranged weapon |
Requirement: You must be wielding a harpoon. |
Target: One creature |
Attack: Strength vs. Reflex |
Hit: Strength modifier damage, and the target is immobilized until the start of your next turn. |
Special: While a creature is immobilized by this power, you are not wielding the harpoon and cannot use it to make attacks. |
Caber Toss |
Weapon Power |
Your caber flies through the air, clearing the way for your allies. |
At-Will ♦ Weapon |
Standard Action |
Area burst 1 within 5 |
Requirement: You must be wielding a caber. |
Target: Each creature in burst |
Attack: Strength vs. Fortitude |
Hit: The target is knocked prone. |
Armor Breach |
Weapon Power |
You puncture an opponent's armor, opening it up for later attack. |
At-Will ♦ Weapon |
Standard Action |
Melee 2 |
Requirement: You must be wielding a lucerne hammer. |
Target: One creature |
Attack: Strength vs. AC |
Hit: The target takes a -2 penalty to AC until the end of your next turn. |
Goad Shove |
Weapon Power |
Your weapon prods an enemy, maneuvering them to a more advantageous place. |
At-Will ♦ Weapon |
Standard Action |
Melee 1 |
Requirement: You must be wielding a goad. |
Target: One creature |
Attack: Strength vs. Will |
Hit: You push the target 1 square. |
Elegant Distraction |
Weapon Power |
Your battle fan obscures your movements, making it easier for you to escape or attack. |
At-Will ♦ Weapon |
Standard Action |
Melee 1 |
Requirement: You must be wielding a battle fan. |
Target: One creature |
Attack: Dexterity vs. Will |
Hit: The target cannot make attacks of opportunity against you until the end of your next turn. |
Kneebreaker |
Weapon Power |
Your nunchaku hits your enemy in a sensitive area, knocking it senseless. |
Encounter ♦ Weapon |
Standard Action |
Melee weapon |
Requirement: You must be wielding a nunchaku. |
Target: One creature |
Attack: Dexterity vs. Reflex |
Hit: The target is dazed until the start of your next turn. |
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Guisarme Trip |
Weapon Power |
You hook your weapon around the target's leg, pulling it off-balance. |
At-Will ♦ Weapon |
Standard Action |
Melee weapon |
Requirement: You must be wielding a guisarme. |
Target: One creature |
Attack: Strength vs. Reflex |
Hit: The target is knocked prone. |
Mancatcher Drag |
Weapon Power |
You attach your mancatcher to an enemy and pull it within your reach. |
At-Will ♦ Weapon |
Standard Action |
Melee weapon |
Requirement: You must be wielding a mancatcher. |
Target: One creature |
Attack: Strength vs. Fortitude |
Hit: The target is pulled 1 square to a square adjacent to you. |
Lariat |
Weapon Power |
Your lasso wraps around a target, keeping them close to you. |
At-Will ♦ Weapon |
Standard Action |
Ranged 5 |
Requirement: You must be wielding a lasso. |
Target: One creature |
Attack: Dexterity vs. Reflex |
Hit: Until the start of your next turn, the target is unable to move farther from you than where they started their turn. The target can make an escape attempt to end this effect. |
Sustain Standard: The effect persists. |
Special: While a creature is affected by this power, you are not wielding the lasso and cannot use it to make attacks. |
Manti Defense |
Weapon Power |
Your manti lets you defend against incoming enemies. |
At-Will ♦ Weapon |
Immediate Interrupt |
Melee weapon |
Requirement: You must be wielding a manti. |
Trigger: A charging enemy enters a square adjacent to you. |
Target: The triggering creature. |
Attack: Constitution vs. Fortitude |
Hit: The target does not gain any bonus to its attack or damage from charging. |
Shield Cover |
Weapon Power |
You hide behind your shield, increasing your defenses against one enemy in particular. |
At-Will ♦ Weapon |
Standard Action |
Close burst 5 |
Requirement: You must be wielding a tower shield. |
Target: One creature within burst |
Effect: Until the start of your next turn, you gain total cover against the target and cover against all other creature within the burst. |
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