Fusion

When the power of a single warrior doesn't seem to be enough, certain species are able to perform the metamorese fusion dance, combining their bodies, minds, and spirits, into a single much more powerful being. Both characters in question must be have three compatable descriptors (For example Humanoid, Mortal, Gender), and must be within 4 levels of each other. Additionally, only two characters who posses this path may use the fusion dance. Powers from this path can only be used while fused.

Path Features:
Fuuu... Level 21: As a readied action, you and any compatable allies in range can perform the fusion dance. Roll  a d20, choosing either evens or odds. On your chosen number type you successfully fuse for 1 minute (10 rounds). The fused character uses the class of whoever readied the action. The stats should use the highest for each category from among the two, +4. On the other number type, however, you fail to perform the dance correctly, becoming a fat blob. Use the worst stats from among the two -4.

SION! Level 25: Decrease Die size to a D10, failure now occurs on a roll of 3 or lower. Reduce the penalty for a failed dance to -2. Fusion now lasts for 2 minutes (20 rounds). Choose three attacks from the other characters powers, the fusion may now use these.

HA!  Level 29: Decrease Die size to a D6, Failure now occurs only on a roll of 1. Fusion lasts for 3 minutes (30 rounds). You have access to all attacks from across both characters, and may use any transformations available to you from either part.

Miracle Super punch

A super ultimate punch!

At-Will ✦ Martial, Unarmed

Standard Action    Melee

Target: One creature

Attack: Strength vs Reaction

Hit: 3[P] + strength damage. If your strength is higher than the opponents speed, they take an additional die of damage.

Nuclear Kick

A powerful kick aimed at the neck.

At-Will ✦ Martial, Unarmed

Standard Action    Melee

Target: One creature

Attack: Speed vs Repulse

Hit: 2[P] +1[k]+ strength damage.

Level 21 encounter powers

Daikaiten kick

A spinning kick

Encounter ✦ Martial, Unarmed

Standard Action    Melee

Target: One creature, two attacks

Attack: Speed vs Reaction

Hit: 4[P] + strength damage.

Rolling thunder Punch

You spin your fist in place, charging all enemies

Encounter ✦ Martial, Unarmed

Standard Action    Cone 3

Target: All creatures in range

Attack: Strength vs Repulse

Hit: 4[P] + strength damage.

Level 24 Utility powers

Vice Shout

You unleash a powerful shout

Encounter ✦ Martial, Sonic

Immediate interrupt    Cone 3

Trigger: An enemy damages you with a melee attack

Effect: Make an attack roll

Attack: Strength vs Resolve

Hit: The enemy is dazed

Over whelm

With an enemy trapped, you unleash your overwhelming power

Daily ✦ Martial, Power up

Immediate interrupt    Personal

Trigger: You damage an enemy with a ki attack

Effect: Spend a power surge, Your attack deals an additional 2 damage dice.

Level 26 Daily powers

Killer spray

You unleash a spray of ki blasts from one hand

Daily ✦ Martial, Ki

Standard Action    Cone 5

Target: All creatures in range

Attack: Instinct vs Repulse

Hit: 5[K] + Spirit damage. If you hit a number of targets equal to your instinct, you may spend a healing surge

Miss: Half damage

Explosion line

You hurl a ki blast to the left of an enemy, the explosion engulfing everything as it expands to the right.

Daily ✦ Martial, Ki

Standard Action    Area horizontal Line 5

Target: One enemy in 10, line begins there.

Attack: Discipline vs Repulse

Hit: 5[K] + Spirit damage, and all targets are knocked prone

Miss: Targets are still knocked prone.

Level 30 Ultimate Power

Super Ghost Kamikaze Attack

Daily ✦ Martial, Ki

Fullround Action    Ranged 5

Target: one creature in range, five attacks

Special: This attack generates 5 “ghosts”. They can all be fired at the same, or different, targets as part of the same action, or used over the course of 5 rounds. After five rounds, if the shots are not all used, they are lost.

Attack: Speed vs Reaction

Hit: 2[K] + spirit damage (Per ghost), and target is weakened.

Miss: If any of the ghosts miss, so long as there is still time left for the attack to be up, they return to you and may be fired again.