XCrawl:Sparkle Motion:Despair

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A character for XCrawl: Sparkle Motion.

Background[edit]

Despair is an athletic looking tiefling with an attractive, if obviously fiendish face, not all that dissimilar to the face of the Devil in Sinfest. He wears expensive business suits modified to let his tail poke out the back. His skin would be white if it weren't for a scarlet tint to it, his black hair is cropped short, and his eyes are a golden yellow.

He's been friends with Luka since high school, who was one of the few people who tolerated Despair's dour attitude long enough to actually get to know him, possibly because Despair had a van that they could use to get lunch off campus. They've been friends since then, and although Despair will still sometimes express overly dramatic exasperation with Luka's hijinks, he's steadfastly loyal and is always willing to let himself be 'dragged' into helping Luka out with his latest disaster.

Since graduation from high school, he's been studying to become a high school math teacher, since, as he points out, "most kids think math class is hell anyways." He's due to start his first assistant teaching training job next fall.

He does not like to talk about his parents: his father is a successful human businessman and adventurer, and the only thing he'll say about his mother is that she has offered a job for him after he dies.

Profile[edit]

  • Tags: Melodramatic, MINDTAKING, I'm In Despair the X Has Left Me In Despair, Teacher
  • Likes: Complaining, Melodrama, Expensive Things, Cats, Helping
  • Dislikes: Not being taken seriously, Talking about his parents, Messes, Clothing Damage

Stats[edit]


Despair, Tiefling Psion (Telepathy) 7

Theme: Psychic Helper (reskinned Noble Adept)

Initiative +10
Speed 6

AC: 21, Fort 16, Ref 19, Will 21

HP: 48; Bloodied 24; Surge Value 12
Healing Surges: 7

Perception: +3, Low-Light vision

Resitances: 8 fire.

*** Attributes

| Attribute    | Value | Natural Bonus | Total Bonus |
|--------------+-------+---------------+-------------|
| Strength     |    14 |            +2 |          +5 |
| Constitution |    12 |            +1 |          +4 |
| Dexterity    |     8 |            -1 |          +2 |
| Intelligence |    20 |            +5 |          +8 |
| Charisma     |    16 |            +3 |          +6 |
| Wisdom       |    10 |            +0 |          +3 |

*** Trained Skills

| Name       | Bonus |
|------------+-------|
| Arcana     |   +13 |
| Athletics  |   +10 |
| Bluff      |   +13 |
| History    |   +13 |

*** Powers (powers are standard actions and non-basic unless noted otherwise)

**** At-Will

- Melee Basic Attack: Melee 2 (one creature) +10 vs AC Hit: 1d8+4 damage.

- Dishearten: Area Burst 1 Within 10 (each creature in burst)  +12 vs Will, Hit: 1d6 +7 psychic damage and the 
target takes a -2 penalty to attack rolls until the end of your next turn.
   -Augment 1:  And the target cannot make opportunity attacks 
    until the end of your next turn
   -Augment 2:  And the target takes a penalty to attack rolls equal to your charisma modifier (-3) until the 
    end of your next turn

- Betrayal: Ranged 10 (one enemy) +12 vs Will, Hit: You slide the enemy one square to a square adjacent to 
an enemy.  The target then makes a melee basic attack as a free action against that enemy, with a bonus 
to the attack roll equal to your charisma modifier (+3)
   -Augment 1:  The target also gets your charisma modifier (+3) as a bonus to damage
   -Augment 2:  Slide the target your charisma modifier in squares (+3) to a square adjacent to an enemy.
    The target then makes a melee basic attack against that enemy with a bonus to the attack and damage roll
    equal to your charisma modifier (+3).  The target is also dazed until the end of your next turn.

- Force Grasp: Ranged 10 (one creature) +12 vs Fort, Hit: 1d8+7 force damage, and the target is slowed 
until the end of your next turn.
   -Augment 1:  As above, but targeting one or two creatures adjacent to each other
   -Augment 2: Ranged 10 (one or two creatures) +12 vs Fort, Hit: 2d8+7 force damage, and the target
    is immobilized until the end of your next turn.

**** Encounter

- Power Points (7)

- Adept's Insight (free):  Close Burst 5, Trigger: You or an ally in the burst makes an attack roll, 
saving throw, or skill check. Effect: Add 1 to the triggering roll
   -Augment 1: Same, except add 1d4+1

- Infernal Wrath (free):  Close Burst 10, Trigger: An enemy within 10 squares hits you.  
Effect:  The triggering enemy takes 1d6 + 5 fire damage

- Distract (minor):  Ranged 10 (one creature) Effect: The target grants combat advantage to 
the next creature that attacks it before the end of your next turn.

- Send Thoughts (free):  Ranged 20 (one creature that shares a language with you) Effect: You send 
a mental message of 25 words or fewer to the target.  The target can respond in kind as a free action.

- Second Wind: Healing surge/+2 defenses

- Intellect Fortress (immediate interrupt): Trigger: You are hit by an attack.  Effect: Choose a defense.
  Until the end of your next turn, you gain a power bonus to that defense equal to your charisma modifier (+3)

- Insightful Warning (immediate interrupt): Trigger: A creature you can see makes an attack roll for an area
 or a close attack that includes you as a target.  Effect:  You and each ally included as a 
target of the triggering attack gain a +2 power bonus to all defenses against it.

**** Daily

- Living Missile: Ranged 10 (one creature) Primary Attack +12 vs Fort Hit: Target is immobilized (save ends).  
Miss: Target is slowed (save ends).  Effect: While the target is immobilized or slowed by this power, you can 
use the Living Missile attack power once per round.
  - Living Missile Attack (minor): Ranged 10 (creature affected by Living Missile) +12 vs Reflex 
    Effect: Before the secondary attack, you may slide the primary target 10 squares.  
    Secondary Target: One creature adjacent to the primary target at any point during the slide.
    Secondary Attack: +12 vs Reflex.  Hit: 2d6 + 7 damage and the secondary target falls prone.  
    The primary target takes half damage and falls prone.  Miss: Half damage, and the primary target falls prone.

- Imperious Torture: Ranged 10 (one creature) +12 vs Will Hit: 2d6 + 7 psychic damage
 Effect: The target is affected by imperious torture (save ends).  While the target is affected by imperious torture,
once per round whenever an enemy within 5 squares of the target takes damage, the target takes psychic damage equal
to your primary ability modifier (+5).  If the enemy was bloodied by that damage, the target also falls prone.

*** Feats

- Ritual Caster - Master and Perform Rituals.  Granted for Free by class.
- Superior Will: +2 Will, make saving throw to end stunned or dazed at start of your turn even if not (save ends)
effect. Granted for Free as a Campaign House Rule.
- Staff Expertise:  +1 to staff attacks, ranged and area implement attacks do not provoke OAs.  +1 reach with staff
weapon attacks.  Granted for Free as a Campaign House Rule.
- Superior Implement Training (Accurate Staff)
- Improved Initiative: +4 feat bonus to initiative.
- Imperious Majesty:  Use Cha for initiative; when you hit a creature that has not yet acted, it takes Cha mod
penalty to attacks against you until end of your next turn.
- Unarmored Agility: +2 AC while wearing cloth armor or no armor.

*** Racial Features

- Low-Light Vision
- Infernal Wrath:  You have the infernal wrath power
- Fire Resistance:  You have fire resistance equal to 5 + 1/2 your level (8 total)
- Bloodhunt: +1 to attacks against bloodied enemies

*** Class Features

- Discipline Focus (Telepathy Focus): Gain Distract and Send Thoughts powers.
- Psionic Augmentantion: Gain augmentable at-wills instead of encounter powers
- Ritual Casting: Gain Ritual Caster as a bonus feat. 

*** Theme Features

- Starting Feature: Gain Adept's Insight power
- Level 5 Attack Power: Imperious Majesty

*** Equipment

- Ritual Book
- Large Slide Rule (reskinned +2 Manifester Accurate Staff)  +2d6 psychic damage on crit
daily power (minor) - gain 1 power point until the end of your next turn.  It can only be used to augment a psionic
attack power. 
- Adventurer's kit
- Dagger Boots
- Delver's Kit
- Sunrod (4)
- Fine Clothing (a very nice suit)
- 55 gp


*** Known Rituals
Sending:  Component Cost - 50 gp, Time - 10 minutes.  You convey a mental message of up to 25 words to a person you
know.  If the target is within range, he or she receives the message mentally and can respond likewise.
Range determined by arcana check.  9 or less: 10 miles.  10-19: 100 miles.  20-29: 500 miles.  30-39: 1000 miles. 
40+ Anywhere on the same plane.
Comrade's Succor:  Component Cost - 10 gp, Time - 5 minutes.  While performing the ritual, you and up to 
5 participants in the ritual can choose to lose any number of healing surges and select another participant to gain
an equal number of healing surges.  No participant can have more surges than his or her daily maximum.  Additionally,
you or one participant must lose 1 healing surge when performing the ritual.
Fastidiousness:  Component Cost - 10 gp, Time - 10 minutes, Duration - 24 hours.  You or a creature within 2 squares
of you is warded against becoming dirty.  No matter what the target does, touches, walks through, or experiences, the
target's person, clothes, and carried possessions are not soiled.  If the target is in any way soiled when the ritual
is completed, that filth is immediately shed.  Attacks or other effects that involve dirtying the character work as
normal but leave no lasting waste or residue.
Hold Portal: Component cost - 1 Healing Surge, Time - 1 Standard Action, Duration - 10 minutes or until discharged.
You magically hold shut one nonmagical door, gate, window, shutter, or similar device.  Your arcana check sets the DC
of the athletics or thievery check to force the held door open, which discharges the ritual.  A creature with
training in arcana can instead make an arcana check against the same DC to discharge the ritual.