Majinized

You've sold your very soul for power, the mark of the majin emblazoned on your forehead. Your karma falls to 5% regardless of what it was before. The sorcery that has enslaved your body has given it the ability to fight on despite injury or fatigue. Should the character be killed, he loses all of the path features of this path until Majinized again, but may keep all powers. Androids and Majins can not take this path.

Path features:

Majin Emblem (Level 21): The majin emblem appears on your head. Your karma is immediately set to 5%. You immediately gain 3 power surges. When you spend a surge, one of your damage dice increases 1 category, this effect can break damage dice cap.

Majin body (level 25): You've become incredibly difficult to put down. When bloodied, you do not take negatives to your defenses. When you suffer fatigue, it lasts only half the time.

Majin Power (level 29): Once per day you may spend your standard action to give yourself a +4 transformation bonus. This transformation bonus does not stack with any other transformation bonuses. It may be activated once per day and lasts until the end of the encounter.

Majinized powers

Level 21 at will powers

Charging Knee

At-Will ✦ Martial, Unarmed,

Standard Action    Melee 4

Target: One creature

Special: shift 4 squares before attacking. This can be used as part of a charge

Attack: Speed vs Reaction

Hit: 3[P] + strength damage. On crit opponents are knocked prone

Dark impact

At-Will ✦ Martial, Ki

Standard Action    Melee

Target: One creature

Attack: Instinct vs Repulse

Hit: 3[P] + Spirit damage and the target is pushed backwards Spirit squares.

Level 21 encounter powers

Flying Combination

Encounter ✦ Martial, Unarmed,

Standard Action    Melee

Target: One creature

Attack: Strength vs Reaction

Hit: 2[P] + strength damage. Make a second attack

Secondary target: Same as primary

Secondary attack: Strength +2 vs Repulse

Hit: 2[p] + strength damage. If both attacks hit, the target is weakened

Meteor Burst

Encounter ✦ Martial, Ki

Standard Action    Ranged 12

Target: One creature

Attack: Instinct vs Reaction

Hit: 4[k] + spirit damage. This attack can not be deflected. On crit, the enemy is immobilized

Level 24 Utility powers

Monster Swing

Encounter ✦ Martial, Unarmed,

Immediate Reaction    Melee

Trigger: An enemy declares a charge on you

Effect: Make an attack, Strength +2 vs reaction. On success you deal 3[p] damage and push the enemy strength times 2 squares backwards.

Combo Finish

Encounter ✦ Martial, Unarmed,

Immediate Reaction    Melee

Trigger: You land all the attacks in a multi attack melee power

Effect: Make a final attack using the same criteria as the power in question. On success you deal twice the damage.

Headstrong

Daily ✦ Martial, Shout

Standard action    Power-up

Effect: Spend a power surge. You regain body healing surges and may spend four of them now. Any amount of healing from the surges that wouldn't become hit points due to being at full health is instead converted into temporary hitpoints subject to max THP. This ability nullifies the dominated condition, and you may activate it while dominated.

Level 26 Daily powers

Majin Rush

Daily ✦ Martial, Unarmed,

Standard Action    Melee

Target: One creature

Attack: Strength vs Reaction

Hit: 3[P] + strength damage. Make a second attack

Secondary target: Same as primary

Secondary attack: Strength+2 vs Repulse

Hit: 2[p] + strength damage. If both attacks hit, target must make a save. On failure they're knocked out for [1d4] rounds

Miss: If the first attack misses, the second deals 2 additional damage dice. If both attacks miss, you may shift your speed away from the enemy.

Final Blaster

Daily ✦ Martial, Ki

Standard Action    Cone 5

Target: all creatures in range

Attack: Tenacity vs Repulse

Hit: 5[P] + damage, and targets are knocked prone.

miss: Half damage, no prone.

Level 30 Ultimate power

All out

Daily ✦ Martial, Unarmed,

Standard Action    Melee

Target: One creature

Attack: Strength vs Reaction

Hit: 1[P] + strength damage.

Special: After the first blow of this attack, continue making attacks until you miss. The damage dice increase by 1 every attack until it reaches 7. Every two attacks your too hit suffers a -1 penalty. If you miss any attack, the rush ends immediately.