Martial Controller: The Douchebag

Wonderful work, very well done.

One thing rules-wise- a couple of the powers are immediate actions; keep in mind that you can't use immediate actions on your own turn, so some of these should probably be either free or no action.
 

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They like it, they really like it! Ok, looks like I'll have to do an encore; any requests? Powers up through Level 5 and the Drunken Frat Boy Paragon Path are on the way.
 


I'm considering changing the name to "The Jerk"; Douchebag seems a little too narrow-focused for the kind of person we're constructing. What do you guys think?

Level 5 Daily Exploits

Double Facepalm, Douchebag Attack 5
Your antics cause not one, but two of your enemies to bury their face in their hands in sheer incredulity. A little bit of their soul has died today.
Daily * Martial, Implement, Necrotic
Standard Action, Close burst 5
Target: One or two creatures in burst
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier necrotic damage, and the target is blinded (save ends).
Miss: Half damage, and the target is blinded until the end of your next turn.

Relentless Sarcasm, Douchebag Attack 5
Your foe's attacks, while amazing and totally not ineffective, are tossed aside in the face of your drawling, insincere defense.
Daily * Martial, Implement, Psychic, Zone
Standard Action, Close burst 3
Target: Each enemy in burst
Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier psychic damage, and the target totally doesn't take a penalty to attack rolls equal to your Charisma modifier until the end of your next turn.
Miss: Half damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. What a winner.
Effect: The burst creates a zone of relentless sarcasm until the end of your next turn, and remains centered on you even when you move. Enemies that enter or start their turns within the zone take a -2 penalty to attack rolls until the end of their next turn.
Sustain Minor: You roll your eyes, and the zone persists.

Show-Stopping Heckle, Douchebag Attack 5
You throw a sharp word and a sharper object as the next person takes their turn, ruining their entrance and hobbling their performance.
Daily * Martial, Implement, Reliable, Thunder
Immediate Interrupt, Ranged 10
Trigger: An enemy within range starts its turn
Target: The triggering enemy
Attack: Charisma vs. Reflex
Hit: 2d10 + Charisma modifier thunder damage, and the target loses its next standard action.


Level 6 Utility Exploits

Impenetrable Apathy, Douchebag Utility 6

With a book and a pair of earbuds, you can ignore anything.
Daily * Martial
Standard Action, Personal
Effect: Until the start of your next turn, you have line of effect to no creature, and no creature has line of effect to you. You still occupy a space, however.
Sustain Standard: The effect persists.

Laugh In Their Faces, Douchebag Utility 6
Ha ha, you missed!
Encounter * Martial
Free Action, Personal
Trigger: You are missed by an attack
Effect: You gain a +2 power bonus to attack and damage rolls against the source of the triggering attack until the end of your next turn.

Run And Hide, Douchebag Utility 6
Just as discretion is the better part of valor, so is cowardice the better part of discretion.
Encounter * Martial
Move Action, Personal
Effect: You shift one-half your speed to a square not adjacent to an enemy. You may then make a Stealth check to become hidden with no penalty for moving.


Level 29 Daily Exploits

Flip The Board Over, Douchebag Attack 29
Just as the game has turned against you, so do you turn against the game. Turn it upside-down, that is.
Daily * Martial, Implement
Standard Action, Close burst 20
Special: You must be bloodied
Target: Each creature in burst. If the target is an ally, they may choose to be automatically hit or missed by the attack and take no damage.
Attack: Charisma + 4 vs. Fortitude
Hit: 2d12 + Charisma modifier damage, and the target is removed from play until the start of your next turn. At the start of your next turn, the target returns to play in a square within the burst of your choice.
Miss: Half damage, and you may slide the target 3 squares.
Effect: Your turn ends, and you are removed from play until the start of your next turn. At the start of your next turn, you return to play in a square within the burst of your choice.
 
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Pity Party, Douchebag Utility 10
A little misdirection and a lot of crocodile tears cause your party to want to help you in any way they can.
Daily * Martial
Free Action, Personal

Trigger: You take damage
Effect: You count as bloodied until the end of your next turn. Until the end of the encounter, whenever you are bloodied, you gain a +2 power bonus to effects that cause you to regain hit points, and allies can make a Heal check to aid you as a minor action. Whenever you take damage before the end of the encounter, you can choose to count as bloodied until the end of your next turn.
 


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