Siren (4e Future Origin)

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Siren[edit]

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Borderlands 2 by NebulalubeN, on Flickr

Sirens are females with mystical, unknown backgrounds and incredible powers, and are distinguishable by the tattoos running down one half of their body. Only six Sirens can exist at any given time.

Appearance: All known sirens have been athletic female humanoids born with tattoos running down the left side of their body, in particular their left arm through which they channel their powers. At the height of their ability, the ghostly image of a pair of feathered wings appears to extend from their backs.

Siren Traits
Ability: Charisma
Power Source: Psi; +2 to Psi overcharge.
Skill Bonus (Level 1): Gain a +4 bonus to Athletics checks.
Ward (Level 1): When you roll for initiative or take a second wind, you gain 2 temporary hit points.
Pheonix (Level 1): When you make an attack that reduces an enemy to 0 hit points, you deal thermal damage equal to your level to all creatures adjacent to you.
Siren Critical (Level 2 or 6): When you score a critical hit, you gain Resist to all damage equal to your level. Enemies that hit you with ranged attacks take damage equal to the amount you resisted. This lasts until the end of your next turn.


Phase Strike Siren Novice
Your tatooed arm crackles with energy, a swift palm strike sends flames through your foe's armor.
At-Will Star.gif Thermal
Standard Action Melee 1
Target: One creature
Attack: Charisma + your level vs. Reflex
Hit: 1d10 + Charisma modifier + twice your level thermal damage.


When you choose to gain a Siren Utility Power, you may select phaselock, phaseshift or phasewalk.

Phaselock Siren Utility
Your target is locked, helplessly suspended in a dimensional sphere.
Encounter
Minor Action Ranged 10
Target: One creature
Effect: The target is stunned until the end of its next turn. While it is stunned it is immune to forced movement, being knocked prone or falling.



Phasewalk Siren Utility
With a blast of energy you partially slip into another dimension.
Encounter Star.gif Teleport, Electric
Move Action Personal
Effect: You deal your Charisma modifier electric damage to all creatures adjacent to you. You teleport a number of squares equal to your speed.



Phaseshift Siren Utility
You reach out and interface with technology.
Encounter
Standard Action Ranged 10
Target: One computer, or device connected to a computer.
Effect: You make a hacking check to access that device, making a Charisma check instead of a Science check. You do not need a comm link or computer to do this, and you gain a +6 bonus to this check.



Phase Cloud Kill Siren Expert
You summon a cloud of corrosive vapour.
Encounter Star.gif Corrosive, Zone
Standard Action Area burst 1 within 10
Target: All creatures in burst
Attack: Charisma + your level vs. Fortitude
Hit: 3d6 + Charisma modifier + your level corrosive damage.
Effect: Squares in the burst create a zone of corrosive vapour. Creatures starting their turn in the zone or entering it take 10 corrosive damage.


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