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Martial Controller: The Douchebag
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<blockquote data-quote="Dire Human" data-source="post: 4831168" data-attributes="member: 57504"><p><strong>Here's a preview of one of the Douchebag's upcoming paragon paths.</strong></p><p></p><p><span style="font-family: 'Verdana'"><span style="font-size: 18px">Internet Troll</span></span><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><em>“Your wrong!!!!111!!11.”</em></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Prerequisite:</strong> Douchebag class, <em>unbearable frustration</em> class feature</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"> Like the trolls that lurk in jagged hillsides and under rotting bridges, you are a tenacious foe; impossible to wear down and impossible to ignore. While true trolls are handicapped by their extreme ignorance, you instead revel in it. To you, it’s not about being right or winning: it’s about your opponent losing. Your attention-getting nature makes you a large, loud target, but thankfully you’re also tough enough to keep causing strife even as your enemies bear down on you.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong><span style="font-size: 15px">Internet Troll Path</span></strong></span> <span style="font-family: 'Verdana'"><span style="font-size: 15px"><strong> Features</strong></span></span><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Action Ad Hominem (11th Level):</strong> Whenever you spend an action point to take an extra action, you can mark an enemy of your choice within 5 squares as a free action.</span></p><p><span style="font-family: 'Verdana'"><strong>Argumentum Ad Baculum (11th Level):</strong> Whenever you mark an enemy, you gain a +1 bonus to all defenses against that enemy for the duration of the mark. In addition, the first time the marked enemy makes an attack that does not include you, you gain a bonus to attack and damage rolls against that enemy equal to your Constitution modifier until the end of your next turn.</span></p><p><span style="font-family: 'Verdana'"><strong>Argumentum Ex Silentio (16th Level):</strong> Whenever you are missed by an attack, you gain a number of temporary hit points equal to the number of rounds since you were last hit by an attack. This number resets at the beginning of each encounter, and increases to a maximum of your Constitution modifier.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span> <span style="font-family: 'Verdana'"><span style="font-size: 12px"><strong>Internet Troll Exploits</strong></span></span><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Argumentum Ad Populum, Internet Troll Attack 11</strong></span></p><p><span style="font-family: 'Verdana'"><em>If everyone believes that it’s true, then it must be true.</em></span></p><p><span style="font-family: 'Verdana'"><strong>Encounter * Martial, Implement</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Standard Action</strong>, <strong>Area</strong> burst 1 within 10</span></p><p><span style="font-family: 'Verdana'"><strong>Target:</strong> All enemies in burst</span></p><p><span style="font-family: 'Verdana'"><strong>Attack:</strong> Charisma vs. Will</span></p><p><span style="font-family: 'Verdana'"><strong>Special:</strong> You gain a power bonus to the attack roll equal to the number of allies who agree that your attack should hit.</span></p><p><span style="font-family: 'Verdana'"><strong>Hit:</strong> 2d6 + Charisma modifier psychic damage, and the target is marked.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Conjure Strawman, Internet Troll Utility 12</strong></span></p><p><span style="font-family: 'Verdana'"><em>You create a helpless, defenseless scarecrow. Despite not being a true threat, your foes find it a irresistible target.</em></span></p><p><span style="font-family: 'Verdana'"><strong>Daily * Charm, Conjuration, Martial</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Standard Action</strong>, <strong>Close</strong> burst 10</span></p><p><span style="font-family: 'Verdana'"><strong>Effect: </strong>You conjure a strawman in an unoccupied square in the burst. The strawman lasts until you fall unconscious or until you dismiss it as a minor action. The strawman occupies 1 square. Enemies cannot move through its space, but allies can.</span></p><p><span style="font-family: 'Verdana'"></span><span style="font-family: 'Verdana'">The strawman can be targeted by attacks, although it lacks hit points. If a single attack deals damage to the strawman equal to your Charisma modifier + one-half your level or higher, the strawman disappears, and you take damage equal to 5 + one-half your level. Otherwise, the strawman is unaffected by the attack.</span></p><p><span style="font-family: 'Verdana'"> Whenever an enemy begins its turn next to the strawman, make the following attack, using the square containing the strawman as the origin square.</span></p><p><span style="font-family: 'Verdana'"></span><span style="font-family: 'Verdana'"><strong>Free Action, Melee</strong> 1</span></p><p><span style="font-family: 'Verdana'"></span><span style="font-family: 'Verdana'"><strong>Trigger</strong>: An enemy starts it turn adjacent to the strawman</span></p><p><span style="font-family: 'Verdana'"></span><span style="font-family: 'Verdana'"><strong>Target</strong>: The triggering enemy</span></p><p><span style="font-family: 'Verdana'"></span><span style="font-family: 'Verdana'"><strong>Attack</strong>: Charisma + Constitution vs. Will</span></p><p><span style="font-family: 'Verdana'"></span><span style="font-family: 'Verdana'"><strong>Hit</strong>: The target immediately spends a standard action to attack the strawman. If it cannot, this attack does nothing.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Godwin’s Law, Internet Troll Attack 20</strong></span></p><p><span style="font-family: 'Verdana'"><em>Out of options, you desperately invoke the only person more despised than yourself, cutting off whatever is left of your credibility in the process.</em></span></p><p><span style="font-family: 'Verdana'"><strong>Daily * Martial, Implement, Necrotic</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Standard Action</strong>, <strong>Ranged</strong> 10</span></p><p><span style="font-family: 'Verdana'"><strong>Target:</strong> One creature</span></p><p><span style="font-family: 'Verdana'"><strong>Attack:</strong> Charisma vs. Will</span></p><p><span style="font-family: 'Verdana'"><strong>Hit:</strong> 3d12 + Charisma modifier necrotic damage, and the target is stunned (save ends). You are stunned until the end of your next turn.</span></p><p><span style="font-family: 'Verdana'"></span><span style="font-family: 'Verdana'"><strong><em>Aftereffect</em></strong><em>: The target is dazed and slowed (save ends both).</em></span></p><p><span style="font-family: 'Verdana'"><strong>Miss:</strong></span> <span style="font-family: 'Verdana'"> Half damage, and the target is dazed and slowed (save ends both). You are dazed and slowed until the end of your next turn.</span></p><p><span style="font-family: 'Verdana'"></span></p></blockquote><p></p>
[QUOTE="Dire Human, post: 4831168, member: 57504"] [b]Here's a preview of one of the Douchebag's upcoming paragon paths.[/b] [FONT=Verdana][SIZE=5]Internet Troll[/SIZE][/FONT][FONT=Verdana] [I]“Your wrong!!!!111!!11.”[/I] [B]Prerequisite:[/B] Douchebag class, [I]unbearable frustration[/I] class feature Like the trolls that lurk in jagged hillsides and under rotting bridges, you are a tenacious foe; impossible to wear down and impossible to ignore. While true trolls are handicapped by their extreme ignorance, you instead revel in it. To you, it’s not about being right or winning: it’s about your opponent losing. Your attention-getting nature makes you a large, loud target, but thankfully you’re also tough enough to keep causing strife even as your enemies bear down on you. [B][SIZE=4]Internet Troll Path[/SIZE][/B][/FONT] [FONT=Verdana][SIZE=4][B] Features[/B][/SIZE][/FONT][FONT=Verdana] [B]Action Ad Hominem (11th Level):[/B] Whenever you spend an action point to take an extra action, you can mark an enemy of your choice within 5 squares as a free action. [B]Argumentum Ad Baculum (11th Level):[/B] Whenever you mark an enemy, you gain a +1 bonus to all defenses against that enemy for the duration of the mark. In addition, the first time the marked enemy makes an attack that does not include you, you gain a bonus to attack and damage rolls against that enemy equal to your Constitution modifier until the end of your next turn. [B]Argumentum Ex Silentio (16th Level):[/B] Whenever you are missed by an attack, you gain a number of temporary hit points equal to the number of rounds since you were last hit by an attack. This number resets at the beginning of each encounter, and increases to a maximum of your Constitution modifier. [/FONT] [FONT=Verdana][SIZE=3][B]Internet Troll Exploits[/B][/SIZE][/FONT][FONT=Verdana] [B]Argumentum Ad Populum, Internet Troll Attack 11[/B] [I]If everyone believes that it’s true, then it must be true.[/I] [B]Encounter * Martial, Implement[/B] [B]Standard Action[/B], [B]Area[/B] burst 1 within 10 [B]Target:[/B] All enemies in burst [B]Attack:[/B] Charisma vs. Will [B]Special:[/B] You gain a power bonus to the attack roll equal to the number of allies who agree that your attack should hit. [B]Hit:[/B] 2d6 + Charisma modifier psychic damage, and the target is marked. [B]Conjure Strawman, Internet Troll Utility 12[/B] [I]You create a helpless, defenseless scarecrow. Despite not being a true threat, your foes find it a irresistible target.[/I] [B]Daily * Charm, Conjuration, Martial[/B] [B]Standard Action[/B], [B]Close[/B] burst 10 [B]Effect: [/B]You conjure a strawman in an unoccupied square in the burst. The strawman lasts until you fall unconscious or until you dismiss it as a minor action. The strawman occupies 1 square. Enemies cannot move through its space, but allies can. [/FONT][FONT=Verdana]The strawman can be targeted by attacks, although it lacks hit points. If a single attack deals damage to the strawman equal to your Charisma modifier + one-half your level or higher, the strawman disappears, and you take damage equal to 5 + one-half your level. Otherwise, the strawman is unaffected by the attack. Whenever an enemy begins its turn next to the strawman, make the following attack, using the square containing the strawman as the origin square. [/FONT][FONT=Verdana][B]Free Action, Melee[/B] 1 [/FONT][FONT=Verdana][B]Trigger[/B]: An enemy starts it turn adjacent to the strawman [/FONT][FONT=Verdana][B]Target[/B]: The triggering enemy [/FONT][FONT=Verdana][B]Attack[/B]: Charisma + Constitution vs. Will [/FONT][FONT=Verdana][B]Hit[/B]: The target immediately spends a standard action to attack the strawman. If it cannot, this attack does nothing. [B]Godwin’s Law, Internet Troll Attack 20[/B] [I]Out of options, you desperately invoke the only person more despised than yourself, cutting off whatever is left of your credibility in the process.[/I] [B]Daily * Martial, Implement, Necrotic[/B] [B]Standard Action[/B], [B]Ranged[/B] 10 [B]Target:[/B] One creature [B]Attack:[/B] Charisma vs. Will [B]Hit:[/B] 3d12 + Charisma modifier necrotic damage, and the target is stunned (save ends). You are stunned until the end of your next turn. [/FONT][FONT=Verdana][B][I]Aftereffect[/I][/B][I]: The target is dazed and slowed (save ends both).[/I] [B]Miss:[/B][/FONT] [FONT=Verdana] Half damage, and the target is dazed and slowed (save ends both). You are dazed and slowed until the end of your next turn. [/FONT] [/QUOTE]
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