Dire Human
First Post
Douchebag
“What are you going to do about it, punk? Yeah, that’s what I thought.”
Class Traits
Role: Controller. You force your will on your foes in a myriad of ways, obstructing them, weakening their resolve, and generally making them wish they could stick their hand in a dragon’s mouth instead of dealing with you.
Power Source: Martial. Your power comes from sheer resolve, your determination in proving that you are right and they are wrong in the loudest manner possible.
Key Abilities: Charisma, Constitution, Strength
Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Simple melee, simple ranged
Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will
Hit Points at 1st Level: 12 + Constitution Score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Intimidate. From the class skills list below, choose three more trained skills at 1st level.
Class Skills: Athletics (Str), Bluff (Cha), Endurance (Con), Intimidate (Cha), Perception (Wis), Thievery (Dex)
Class Features: Sense of Entitlement, Douchebaggery
Douchebag Overview
Characteristics: You are a master of imposing yourself on your enemies. It’s your way or the highway, and with the large and varied collection of forced movement and weakening powers at your disposal, you can sometimes even back up your poorly thought-out ultimatums. Many of your powers only work at close range; however, you are also tougher than most controllers, able to confidently enter melee and get down with your bad self.
Religion: Good douchebags (if they could be called that) tend to worship deities that try to make them feel like unique, special snowflakes, such as Kord, Sehanine, and Avandra. Evil douchebags fully give in to their self-absorption; Asmodeus, Bane, and Tiamat are perfect fits.
Races: The rough and cruel among each race find themselves drawn to become douchebags, but some more than others. Dragonborn and teiflings love to throw their weight around and show off their long, thick tails to mask their inadequacy, while dwarven and half-elven douchebags hunker down and stand defiant through any situation, no matter how inappropriate. Humans, halflings, and gnomes, on the other hand, tend to forgo specialization and try to be an all-around douchebag; a jerk of all trades, if you will.
Douchebag Class Features
Douchebags have the following class features.
Sense of Entitlement
Douchebags do not use implements. Why should they have to? Implements are stupid, something other people should be forced into. Of course, douchebags still want the bonuses associated with implements, even if they don’t use them. You gain a +1 enhancement bonus to attack and damage rolls to douchebag and douchebag paragon path powers. This bonus increases by 1 at 6th level, and every 5 levels afterwards. In addition, your critical hits with douchebag and douchebag paragon path powers deal additional damage equal to 1d6 times this bonus.
Douchebaggery
Douchebags go about their business with their own unique style. Choose either Overcompensating Douchebaggery or Stubborn Douchebaggery. The choice you make grants you specific features and also provides bonuses to certain douchebag powers, as detailed in those powers.
Overcompensating Douchebaggery
Audacious Resilience: While you are not wearing heavy armor, have both hands free, and are flipping the bird, you can use your Strength modifier in place of your Dexterity or Intelligence modifier to determine your AC.
Make Up for Inadequacy: You add your Strength modifier to damage you deal while dazed, restrained, or weakened.
Supersize Me: You gain the supersize me power.
Stubborn Douchebaggery
Irrational Determination: While you are not wearing heavy armor, have both hands free, and cross your arms angrily, you can use your Constitution modifier in place of your Dexterity or Intelligence modifier to determine your AC.
Unable to Be Swayed: You gain a +2 bonus to all defenses against attacks that would push, pull, or slide you on a hit.
Unbearable Frustration: You gain the unbearable frustration power.
Douchebag Powers
Your douchebag powers are called exploits, because you exploit the compassion and patience of others to get what you want.
Class Feature
Your choice of Douchebaggery class feature grants you one of the following powers.
Supersize Me: Douchebag Feature
To you, your attacks can never be big enough; you need more, always more.
Encounter * Martial
Free Action, Personal
Trigger: You use a blast or burst power
Effect: Increase the size of the blast or burst by 1.
Unbearable Frustration: Douchebag Feature
The incredible stress of your mere presence causes your foes to become even more determined to kill you.
Encounter * Martial
Free Action, Personal
Effect: Until the end of your turn, your attacks mark their targets until the end of your next turn, hit or miss. In addition, you gain temporary hit points equal to your Charisma modifier.
Level 1 At-Will Exploits
Fake Lunge: Douchebag Attack 1
You thrust your chest out as if to suddenly attack, and your foes jump back out of reflex.
At-Will * Martial, Fear, Implement, Psychic
Standard Action, Close blast 3
Target: All enemies in blast
Attack: Charisma vs. Reflex
Hit: 1d6 + Charisma modifier psychic damage, and you slide the target 1 square.
Incessant Whining: Douchebag Attack 1
Your sheer annoyance saps your enemy’s will to live.
At-Will * Martial, Implement, Thunder
Standard Action, Area burst 1 within 10
Target: All enemies in burst
Attack: Charisma vs. Fortitude
Hit: Charisma modifier thunder damage, and the target is slowed until the end of your next turn.
Off-Color Remark: Douchebag Attack 1
Your insensitive comment surprises even your enemies, and they slink away, not wanting to be even remotely associated with you.
At-Will * Martial, Implement, Psychic
Standard Action, Close burst 2
Target: All enemies in burst
Attack: Charisma vs. Will
Hit: Charisma modifier psychic damage, and you push the target a number of squares equal to your Strength modifier.
Icy Glare: Douchebag Attack 1
You’re clearly not a serious threat, but you dare your foe to admit it.
At-Will * Martial, Implement, Cold
Standard Action, Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1d8 + Charisma modifier cold damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Level 1 Encounter Exploits
Blatant Lie: Douchebag Attack 1
Your attempt to avoid responsibility is so transparent that your enemies can only stare in silence.
Encounter * Martial, Implement, Psychic
Standard Action, Close blast 3
Target: All creatures in blast
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage, and the target is dazed until the end of your next turn.
Head-Banging Stupidity: Douchebag Attack 1
Your foes, overwhelmed, throw themselves to the ground and begin bashing their heads against it.
Encounter * Martial, Implement, Force
Standard Action, Ranged 5
Target: One, two, or three creatues
Attack: Charisma vs. Reflex
Hit: 1d8 + Charisma modifier force damage, or 2d8 + Charisma modifier force damage if you target only one creature. In addition, the target is knocked prone.
Obnoxious Ringtone: Douchebag Attack 1
The cacophony that issues forth causes foes to clutch their ears in pain, leaving them defenseless.
Encounter * Martial, Implement, Thunder
Standard Action, Close burst 3
Target: All enemies in burst
Attack: Charisma vs. Fortitude
Hit: 1d6 + Charisma modifier thunder damage, and the target takes a -2 penalty to AC until the end of your next turn.
Overcompensating: The penalty to AC equals 1 + your Strength modifier.
Insistent Refusal: Douchebag Attack 1
Arguing with you is an uphill battle, and you refuse to give any ground.
Encounter * Martial, Implement, Force
Standard Action, Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1d10 + Charisma modifier force damage, and the target takes 2 force damage for each square it moves nearer to you on its next turn.
Stubborn: The target is pushed a number of squares equal to your Constitution modifier.
Level 1 Daily Exploits
Impede the Impeded: Douchebag Attack 1
Your callousness knows no bounds, your self-indulgence no limits: you park in the handicapped spot.
Daily * Martial, Implement, Zone
Standard Action, Close burst 3
Effect: The burst creates a zone of blocked traffic and hurt feelings that lasts until the end of your next turn. Enemies that are blinded, bloodied, deafened, helpless, immobilized, slowed, or weakened treat all squares within the zone as difficult terrain.
Sustain Move: The zone persists.
Hey, Watch This!: Douchebag Attack 1
Your very words strike fear into all that hear them, and even your allies scramble for cover.
Daily * Martial, Implement, Fear, Psychic
Standard Action, Close burst 5
Target: All creatures in burst
Attack: Charisma vs. Will
Hit: 1d12 + Charisma modifier psychic damage, and you slide the target 2 squares and knock it prone.
Effect: Until the end of the encounter, whenever you move adjacent to a creature, you can push that creature 1 square as a free action.
Let Me Speak to Your Manager: Douchebag Attack 1
Your foe looks on with impotent rage as you appeal to a higher power: his boss.
Daily * Martial, Implement, Necrotic
Standard Action, Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d10 + Charisma modifier necrotic damage, and the target is stunned (save ends).
Miss: Half damage, and the target is weakened and slowed (save ends both).
Level 2 Utility Exploits
Pop the Collar: Douchebag Utility 2
With a quick jerk of your hands, you show them you mean business.
Daily * Martial
Minor Action, Personal
Effect: Until the end of the encounter, you gain a power bonus to Charisma-based skill checks equal to your Strength modifier, and a power bonus to Strength-based skill checks equal to your Charisma modifier.
Shift Blame: Douchebag Utility 2
It’s not your fault, of course. How could it be your fault?
Encounter * Charm, Martial
Immediate Interrupt, Personal
Trigger: You are targeted by an attack
Effect: The attack instead targets the ally nearest to you within the attack’s range. If no other allies can be targeted by the attack, or if the ally is already targeted, you can’t use this power.
The Rules Don’t Apply to Me: Douchebag Utility 2
Rules are what other people have to follow.
Daily * Martial
Free Action, Personal
Trigger: You are subjected to an effect that a save can end
Effect: You make a saving throw against the triggering effect with a +2 power bonus.
Yell Louder: Douchebag Utility 2
What you lack in subtlety, you make up for in volume.
Daily * Martial, Thunder
Free Action, Personal
Trigger: You miss an enemy with an attack
Effect: Each enemy missed by the triggering attack takes thunder damage equal to your Constitution modifier.
Level 3 Encounter Exploits
Lasting Impression: Douchebag Attack 3
You only get one chance at a first impression. Make it a memorable one.
Encounter * Martial, Implement, Psychic
Standard Action, Close blast 5
Target: All enemies in blast
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage, and the target takes ongoing 5 psychic damage (save ends).
Smoldering Hatred: Douchebag Attack 3
Even the most inconsequential slight against you provokes your ire.
Encounter * Martial, Fire, Implement
Free Action, Personal
Trigger: You take damage from an attack
Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma modifier fire damage, and the target takes 5 fire damage each time it attacks until the end of its next turn.
Stubborn: The fire damage equals 4 + your Constitution modifier.
Excessive Swearing: Douchebag Attack 3
You pepper your speech with such vile profanity that your enemies can’t shake it from their minds.
Encounter * Martial, Implement, Necrotic
Standard Action, Area burst 1 within 10
Target: All enemies in burst
Attack: Charisma vs. Will
Hit: 2d4 + Charisma modifier necrotic damage, and the target takes a -2 penalty to Will defense and saving throws until the end of your next turn.
Overcompensating: The penalty to Will defense equals 1 + your Strength modifier.
“What are you going to do about it, punk? Yeah, that’s what I thought.”
Class Traits
Role: Controller. You force your will on your foes in a myriad of ways, obstructing them, weakening their resolve, and generally making them wish they could stick their hand in a dragon’s mouth instead of dealing with you.
Power Source: Martial. Your power comes from sheer resolve, your determination in proving that you are right and they are wrong in the loudest manner possible.
Key Abilities: Charisma, Constitution, Strength
Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Simple melee, simple ranged
Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will
Hit Points at 1st Level: 12 + Constitution Score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Intimidate. From the class skills list below, choose three more trained skills at 1st level.
Class Skills: Athletics (Str), Bluff (Cha), Endurance (Con), Intimidate (Cha), Perception (Wis), Thievery (Dex)
Class Features: Sense of Entitlement, Douchebaggery
Douchebag Overview
Characteristics: You are a master of imposing yourself on your enemies. It’s your way or the highway, and with the large and varied collection of forced movement and weakening powers at your disposal, you can sometimes even back up your poorly thought-out ultimatums. Many of your powers only work at close range; however, you are also tougher than most controllers, able to confidently enter melee and get down with your bad self.
Religion: Good douchebags (if they could be called that) tend to worship deities that try to make them feel like unique, special snowflakes, such as Kord, Sehanine, and Avandra. Evil douchebags fully give in to their self-absorption; Asmodeus, Bane, and Tiamat are perfect fits.
Races: The rough and cruel among each race find themselves drawn to become douchebags, but some more than others. Dragonborn and teiflings love to throw their weight around and show off their long, thick tails to mask their inadequacy, while dwarven and half-elven douchebags hunker down and stand defiant through any situation, no matter how inappropriate. Humans, halflings, and gnomes, on the other hand, tend to forgo specialization and try to be an all-around douchebag; a jerk of all trades, if you will.
Douchebag Class Features
Douchebags have the following class features.
Sense of Entitlement
Douchebags do not use implements. Why should they have to? Implements are stupid, something other people should be forced into. Of course, douchebags still want the bonuses associated with implements, even if they don’t use them. You gain a +1 enhancement bonus to attack and damage rolls to douchebag and douchebag paragon path powers. This bonus increases by 1 at 6th level, and every 5 levels afterwards. In addition, your critical hits with douchebag and douchebag paragon path powers deal additional damage equal to 1d6 times this bonus.
Douchebaggery
Douchebags go about their business with their own unique style. Choose either Overcompensating Douchebaggery or Stubborn Douchebaggery. The choice you make grants you specific features and also provides bonuses to certain douchebag powers, as detailed in those powers.
Overcompensating Douchebaggery
Audacious Resilience: While you are not wearing heavy armor, have both hands free, and are flipping the bird, you can use your Strength modifier in place of your Dexterity or Intelligence modifier to determine your AC.
Make Up for Inadequacy: You add your Strength modifier to damage you deal while dazed, restrained, or weakened.
Supersize Me: You gain the supersize me power.
Stubborn Douchebaggery
Irrational Determination: While you are not wearing heavy armor, have both hands free, and cross your arms angrily, you can use your Constitution modifier in place of your Dexterity or Intelligence modifier to determine your AC.
Unable to Be Swayed: You gain a +2 bonus to all defenses against attacks that would push, pull, or slide you on a hit.
Unbearable Frustration: You gain the unbearable frustration power.
Douchebag Powers
Your douchebag powers are called exploits, because you exploit the compassion and patience of others to get what you want.
Class Feature
Your choice of Douchebaggery class feature grants you one of the following powers.
Supersize Me: Douchebag Feature
To you, your attacks can never be big enough; you need more, always more.
Encounter * Martial
Free Action, Personal
Trigger: You use a blast or burst power
Effect: Increase the size of the blast or burst by 1.
Unbearable Frustration: Douchebag Feature
The incredible stress of your mere presence causes your foes to become even more determined to kill you.
Encounter * Martial
Free Action, Personal
Effect: Until the end of your turn, your attacks mark their targets until the end of your next turn, hit or miss. In addition, you gain temporary hit points equal to your Charisma modifier.
Level 1 At-Will Exploits
Fake Lunge: Douchebag Attack 1
You thrust your chest out as if to suddenly attack, and your foes jump back out of reflex.
At-Will * Martial, Fear, Implement, Psychic
Standard Action, Close blast 3
Target: All enemies in blast
Attack: Charisma vs. Reflex
Hit: 1d6 + Charisma modifier psychic damage, and you slide the target 1 square.
Incessant Whining: Douchebag Attack 1
Your sheer annoyance saps your enemy’s will to live.
At-Will * Martial, Implement, Thunder
Standard Action, Area burst 1 within 10
Target: All enemies in burst
Attack: Charisma vs. Fortitude
Hit: Charisma modifier thunder damage, and the target is slowed until the end of your next turn.
Off-Color Remark: Douchebag Attack 1
Your insensitive comment surprises even your enemies, and they slink away, not wanting to be even remotely associated with you.
At-Will * Martial, Implement, Psychic
Standard Action, Close burst 2
Target: All enemies in burst
Attack: Charisma vs. Will
Hit: Charisma modifier psychic damage, and you push the target a number of squares equal to your Strength modifier.
Icy Glare: Douchebag Attack 1
You’re clearly not a serious threat, but you dare your foe to admit it.
At-Will * Martial, Implement, Cold
Standard Action, Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1d8 + Charisma modifier cold damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Level 1 Encounter Exploits
Blatant Lie: Douchebag Attack 1
Your attempt to avoid responsibility is so transparent that your enemies can only stare in silence.
Encounter * Martial, Implement, Psychic
Standard Action, Close blast 3
Target: All creatures in blast
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage, and the target is dazed until the end of your next turn.
Head-Banging Stupidity: Douchebag Attack 1
Your foes, overwhelmed, throw themselves to the ground and begin bashing their heads against it.
Encounter * Martial, Implement, Force
Standard Action, Ranged 5
Target: One, two, or three creatues
Attack: Charisma vs. Reflex
Hit: 1d8 + Charisma modifier force damage, or 2d8 + Charisma modifier force damage if you target only one creature. In addition, the target is knocked prone.
Obnoxious Ringtone: Douchebag Attack 1
The cacophony that issues forth causes foes to clutch their ears in pain, leaving them defenseless.
Encounter * Martial, Implement, Thunder
Standard Action, Close burst 3
Target: All enemies in burst
Attack: Charisma vs. Fortitude
Hit: 1d6 + Charisma modifier thunder damage, and the target takes a -2 penalty to AC until the end of your next turn.
Overcompensating: The penalty to AC equals 1 + your Strength modifier.
Insistent Refusal: Douchebag Attack 1
Arguing with you is an uphill battle, and you refuse to give any ground.
Encounter * Martial, Implement, Force
Standard Action, Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1d10 + Charisma modifier force damage, and the target takes 2 force damage for each square it moves nearer to you on its next turn.
Stubborn: The target is pushed a number of squares equal to your Constitution modifier.
Level 1 Daily Exploits
Impede the Impeded: Douchebag Attack 1
Your callousness knows no bounds, your self-indulgence no limits: you park in the handicapped spot.
Daily * Martial, Implement, Zone
Standard Action, Close burst 3
Effect: The burst creates a zone of blocked traffic and hurt feelings that lasts until the end of your next turn. Enemies that are blinded, bloodied, deafened, helpless, immobilized, slowed, or weakened treat all squares within the zone as difficult terrain.
Sustain Move: The zone persists.
Hey, Watch This!: Douchebag Attack 1
Your very words strike fear into all that hear them, and even your allies scramble for cover.
Daily * Martial, Implement, Fear, Psychic
Standard Action, Close burst 5
Target: All creatures in burst
Attack: Charisma vs. Will
Hit: 1d12 + Charisma modifier psychic damage, and you slide the target 2 squares and knock it prone.
Effect: Until the end of the encounter, whenever you move adjacent to a creature, you can push that creature 1 square as a free action.
Let Me Speak to Your Manager: Douchebag Attack 1
Your foe looks on with impotent rage as you appeal to a higher power: his boss.
Daily * Martial, Implement, Necrotic
Standard Action, Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d10 + Charisma modifier necrotic damage, and the target is stunned (save ends).
Miss: Half damage, and the target is weakened and slowed (save ends both).
Level 2 Utility Exploits
Pop the Collar: Douchebag Utility 2
With a quick jerk of your hands, you show them you mean business.
Daily * Martial
Minor Action, Personal
Effect: Until the end of the encounter, you gain a power bonus to Charisma-based skill checks equal to your Strength modifier, and a power bonus to Strength-based skill checks equal to your Charisma modifier.
Shift Blame: Douchebag Utility 2
It’s not your fault, of course. How could it be your fault?
Encounter * Charm, Martial
Immediate Interrupt, Personal
Trigger: You are targeted by an attack
Effect: The attack instead targets the ally nearest to you within the attack’s range. If no other allies can be targeted by the attack, or if the ally is already targeted, you can’t use this power.
The Rules Don’t Apply to Me: Douchebag Utility 2
Rules are what other people have to follow.
Daily * Martial
Free Action, Personal
Trigger: You are subjected to an effect that a save can end
Effect: You make a saving throw against the triggering effect with a +2 power bonus.
Yell Louder: Douchebag Utility 2
What you lack in subtlety, you make up for in volume.
Daily * Martial, Thunder
Free Action, Personal
Trigger: You miss an enemy with an attack
Effect: Each enemy missed by the triggering attack takes thunder damage equal to your Constitution modifier.
Level 3 Encounter Exploits
Lasting Impression: Douchebag Attack 3
You only get one chance at a first impression. Make it a memorable one.
Encounter * Martial, Implement, Psychic
Standard Action, Close blast 5
Target: All enemies in blast
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage, and the target takes ongoing 5 psychic damage (save ends).
Smoldering Hatred: Douchebag Attack 3
Even the most inconsequential slight against you provokes your ire.
Encounter * Martial, Fire, Implement
Free Action, Personal
Trigger: You take damage from an attack
Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma modifier fire damage, and the target takes 5 fire damage each time it attacks until the end of its next turn.
Stubborn: The fire damage equals 4 + your Constitution modifier.
Excessive Swearing: Douchebag Attack 3
You pepper your speech with such vile profanity that your enemies can’t shake it from their minds.
Encounter * Martial, Implement, Necrotic
Standard Action, Area burst 1 within 10
Target: All enemies in burst
Attack: Charisma vs. Will
Hit: 2d4 + Charisma modifier necrotic damage, and the target takes a -2 penalty to Will defense and saving throws until the end of your next turn.
Overcompensating: The penalty to Will defense equals 1 + your Strength modifier.
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