dsmiles
2010-08-24, 04:40 AM
Good morning, Playgrounders. I'd like to present to you a little class I've been working on for my Lovecraftian Steampunk 4e DnD setting. Comparable in power to the wizards of my campaign world, this class was heavily influenced by CoC 6th edition, and Dragon Magazine #330's Cerebrant. Without further ado (and without an imperfect sanity mechanic), I give you:
Cerebrant
"Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn. Ia! Ia! Cthulhu fhtagn!"
http://users.skynet.be/fabricelavollay/images/cthulhu.jpg
Class Traits
Role: Controller. You control the battlefield by summoning horrifying creatures from beyond the gulf of madness, or by debilitating your foes with madness, poison, and horrible withering.
Power Source: Cerebrotic. Your madness gives you insight into what exists in the aether beyond reality.
Key Abilities: Intelligence, Charisma, Constitution
Armor Proficiencies: Cloth
Weapon Proficiencies: Club, dagger, quarterstaff
Implements: Orbs, Rods
Bonus to Defense: +2 Will
Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day:6
Trained Skills: Arcana. From the class skills listed below, choose three more trained skills at first level.
Class Skills: Arcana (Int), Bluff (Cha), Endurance (Con), Insight (Wis), Intimidate (Cha), Perception (Wis), Religion (Int)
Build Options: Dominator, Summoner
Class Features: Cerebrotic Escalation, Mad Spark, Ritual Casting
Study too long the limitless abysses of inexplicably colored twilight and bafflingly disordered sound that holds sway beyond the dimensions of the sane, and one might eventually come down with a brain fever. The study of cerebrosis is birthed of such a fever.
Beyond simple death and madness, cerebrosis allows the mentally hardy, or already crazed, a chance to siphon power from the “other-where,” abysses crowded with indescribably angled massed of alien-hued substance and unknowable intent.
Creating a Cerebrant
Cerebrants have a range of powers, but tend to specialize in one of two character builds: Dominator Cerebrant or Summoner Cerebrant. Every cerebrant relies on Intelligence for attack powers, and secondarily on Charisma or Constitution.
Dominator Cerebrant
Your favorite powers restrict or control your enemies in various ways – controlling their minds, trapping them inside of a nightmare, or shunting them into alternate realities. Intelligence drives your attack powers, so make it your highest ability score. Charisma can help you maintain control over your enemies. Constitution should be your third highest ability score, as it increases your Endurance skill and raises your chances of successfully escalating your powers. Select powers that help you control the battlefield and make the best use of your high Charisma score.
Suggested Feat: Improved Cerebrotic Escalation (Human Feat: Human Perseverance)
Suggested Skills: Arcana, Bluff, Endurance, Intimidate
Suggested At-Will Insights: Bolt of Madness, Wave of Nausea
Suggested Encounter Insight: Aching Dread
Suggested Daily Insight: Snare Mind
Summoner Cerebrant
You delight in powers that summon alien entities, both real and quasi-real, from beyond reality. Chitinous war machines and amorphous devourers alike do your bidding. Intelligence is your most important ability score. Constitution should be your second best ability score, as it helps you withstand the rigors of summoning and cerebrotic escalation. Select powers that summon creatures to do your will.
Suggested Feat: Improved Cerebrotic Escalation (Human Feat: Toughness)
Suggested Skills: Arcana, Endurance, Perception, Religion
Suggested At-Will Insights: Bolt of Madness, Poison Mist
Suggested Encounter Insight: Venomous Touch
Suggested Daily Insight: Call Amoebic Crawler
Cerebrant Class Features
You have the following Class Features.
Cerebrotic Escalation
You gain the Ancient Tongue as a bonus language. You may attempt to escalate your insights through the use of the cerebrotic escalation power.
Cerebrotic Escalation (Cerebrant Class Feature)
With a few words in the Ancient Tongue, your insights pull from farther beyond reality than even you could have expected.
Encounter * Cerebrotic
Free Action * Personal
Effect: Make and Endurance check against the Escalation DC of the next insight you use. On a success, you escalate the insight with no ill effects. On a failure, you suffer the consequences listed in the Failure block of that insight.
Special: If an insight can be sustained, only the initial use of that power is escalated. Any effects created by sustaining the power are unaffected.
You may use this power twice per encounter, but only once per turn. At 21st level, you may use this power three times per encounter, but only once per turn.
Mad Spark
The madness of a cerebrant also imbues him or her with just a touch of genius. This genius manifests itself in one of two ways.
Choose one of the following options.
Dominating Presence: Once per encounter, you may apply your Charisma modifier as a penalty to one opponent's saving throws against any ongoing effect that you created through the use of one of your powers.
Summoning Medium: All of your summoned creatures gain a bonus to attack and damage rolls equal to your Constitution modifier.
Ritual Casting
You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. You own a ritual book, and it contains one cerebrotic ritual.
Cerebrant Powers
Your cerebrotic powers are called Insights, and call upon the madness of the realms beyond reality to destroy your enemies.
Level 1 At-Will Insights
Bolt of Madness (Cerebrant Attack 1)
You launch a bolt of pure psychic energy at your foe.
At-Will * Cerebrotic, Implement, Psychic
Standard Action * Ranged 20
Target: One creature
Attack: Intelligence vs. Will
Hit: 2d4 + Intelligence modifier psychic damage. At 21st level, increase the damage to 4d4 + Intelligence modifier psychic damage.
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you may instead use this power.
Cloud of Sickness (Cerebrant Attack 1)
You create a small area of necrotic energy that sickens all who enter it.
At-Will * Cerebrotic, Implement, Necrotic
Standard Action * Area 1 square within 10 squares
Target: Each creature in square
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier necrotic damage, and the target is dazed until the end of your next turn. At 21st level, increase damage to 2d6 + Intelligence modifier necrotic damage.
Effect: The power's area is filled with sickening necrotic energy. Any creature that enters the area, or starts its turn there, takes necrotic damage equal to your Charisma modifier (minimum 1 damage) and dazed until the start of its next turn. This effect lasts until the end of your next turn.
Poison Mist (Cerebrant Attack 1)
You bring into existence a cloud of toxic gas that instantly surrounds your enemy.
At-Will * Cerebrotic, Implement, Poison
Standard Action * Area burst 1 within 10 squares
Target: All creatures in burst
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier poison damage and ongoing 2 poison damage (save ends). At 21st level, increase the damage to 2d6 + Intelligence modifier poison damage and ongoing 5 poison damage.
Special: The power's area is filled with noxious gasses. Any creature entering, or starting its turn in, the area takes poison damage equal to your Charisma modifier. Creatures within the cloud have concealment from those on the outside of it, and creatures outside have concealment from those within. The cloud lasts until the end of your next turn.
Wave of Nausea (Cerebrant Attack 1)
You create a wave of necrotic energy that sickens those it strikes.
At-Will * Cerebrotic, Implement, Necrotic
Standard Action * Close Blast 3
Target: Each creature in blast
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier necrotic damage, and the target is dazed until the end of your next turn. At 21st level, increase the damage to 2d6 + Intelligence modifier necrotic damage.
Level 1 Encounter Insights
Aching Dread (Cerebrant Attack 1)
Your mere presence alters the psychological landscape of the surrounding aether, injecting it with unseen phantasms and suggestions of danger born of cyclopean vistas.
Encounter * Cerebrotic, Fear, Implement, Psychic
Standard Action * Close Burst 2
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: 2d8 + Intelligence modifier psychic damage, and the target is dazed until the end of your next turn.
Escalation DC: 20
Escalation: Instead of dazed, the target is stunned until the end of your next turn.
Failure: Target takes damage as normal, but is not dazed. You are stunned until the end of your next turn.
Evil Eye (Cerebrant Attack 1)
You cause your enemy to suffer from ill luck with nothing more than a glance.
Encounter * Cerebrotic, Charm, Implement, Psychic
Standard Action * Ranged 20
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d10 + Intelligence modifier psychic damage, and the target takes a -2 penalty to attack rolls, damage rolls, saving throws, and skill checks (save ends).
Escalation DC: 20
Escalation: Increase damage to 2d8 + Intelligence modifier psychic damage, and increase the penalty to -4 (save ends).
Failure: Target takes normal damage, but not penalties. You take 1d6 psychic damage and suffer a -2 penalty to all attack rolls, damage rolls, saving throws, and skill checks (save ends).
Lame (Cerebrant Attack 1)
You send necrotic energy into the limbs of your enemy, causing them to become useless.
Encounter * Cerebrotic, Implement, Necrotic
Standard Action * Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d6 + Intelligence modifier necrotic damage, and the target is slowed until the end of your next turn.
Escalation DC: 20
Escalation: Increase duration of slowed condition to slowed (save ends).
Failure: Target takes normal damage, but is not slowed. You take 1d6 necrotic damage, and are slowed until the end of your next turn.
Venomous Touch (Cerebrant Attack 1)
Your very touch becomes anathema to life.
Encounter * Cerebrotic, Implement, Poison
Standard Action * Melee Touch
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier poison damage, and the target takes ongoing 5 poison damage (save ends).
Escalation DC: 20
Escalation: Increase ongoing damage to 10 poison (save ends).
Failure: Both you and the target take 1d8 poison damage, with no ongoing damage.
Level 1 Daily Insights
Call Amoebic Crawler (Cerebrant Attack 1)
Out of the rift between realities, a wriggling shape pulses forward, at least 10 feet in length. It is a nauseatingly textured, translucent worm, whose head gradually narrows into two ominously long, questing tentacles.
Daily * Cerebrotic, Summoning
Minor Action * Ranged 5
Effect: You summon a large Amoebic Crawler into any unoccupied square within range. The crawler has a speed of 6 and the vile touch power. You can give the crawler the following command:
~Standard Action: Melee 2; targets one creature; Intelligence vs. AC; 2d6 acid damage.
Vile Touch: Immediate reaction; triggered when the crawler hits with an opponent with its melee attack; Intelligence vs. Will; target takes 1d8 psychic damage and is dazed (save ends).
Escalation DC 25
Escalation: Instead of summoning one Amoebic Crawler, you summon two.
Failure: The extra creature becomes uncontrolled, and attacks you. This creature does not use your actions to attack, but has all the same statistics as a summon that you control, including the effects when the summon is killed. You cannot dismiss the extra creature.
Snare Mind (Cerebrant Attack 1)
You trap your enemy's mind for a brief time, manipulating his body like a puppet.
Daily * Cerebrotic, Charm, Implement, Psychic
Standard Action * Ranged 5
Target: One creature
Attack: Intelligence vs. Will
Hit: 2d8 + Intelligence modifier psychic damage, and the target is dominated until the end of your next turn.
Escalation DC: 25
Escalation: Increase duration of dominated effect to dominated (save ends).
Failure: Both you and the target take 1d10 psychic damage, the target is not dominated, but you are stunned (save ends).
Spectral Razor (Cerebrant Attack 1)
You summon an invisible, razor sharp blade from the aether.
Daily * Cerebrotic, Implement
Standard Action * Melee 1
Target: One creature
Attack: Intelligence vs. AC
Hit: 2d8 + Intelligence modifier damage, and you may make the attack again as a standard action on your next turn, if you so desire.
Miss: Half damage, and the blade dissipates immediately.
Escalation DC: 25
Escalation: The blade persists until the end of the encounter. You may make this attack as a standard action each round, but only once on your turn. The use of this power in this way counts as a melee basic attack. When a power allows you to make a melee basic attack, you may instead use this power until the end of the encounter.
Failure: Target takes half damage. You take 2d6 psychic damage, and the blade dissipates immediately.
Level 2 Utility Insights
Chant of Thoth (Cerebrant Utility 2)
You chant, in the Ancient Tongue, a prayer to a lost god of knowledge.
Encounter * Cerebrotic
Minor Action * Ranged 5
Target: You or one ally
Effect: Target gains a +5 power bonus on the next Intelligence-based skill check he or she makes.
Deflect Harm (Cerebrant Utility 2)
You toughen your body for a short time.
Daily * Cerebrotic, Healing
Immediate Reaction * Personal
Trigger: You take damage from an attack.
Effect: Until the end of the encounter, you gain a +2 power bonus to your AC and Fortitude defenses, and 10 temporary hit points.
Escalation DC: 26
Escalation: Until the end of the encounter, you gain a +4 power bonus to all defenses, and 20 temporary hit points.
Failure: Until the end of the encounter, you gain a +1 power bonus to your AC and Fortitude defenses and take 1d8 damage.
Dimension Rift (Cerebrant Utility 2)
You shred the thin membrane separating this reality from the next, slip through the Ameobic Sea, and re-appear at another location.
Daily * Cerebrotic, Teleportation
Move Action * Personal
Effect: You may teleport up to 5 squares.
Escalation DC: 26
Escalation: You do not expend the use of this power.
Failure: You may teleport up to 5 squares, you take 2d6 acid damage, and you expend the use of this power.
Level 3 Encounter Insights
Cause Blindness (Cerebrant Attack 3)
You touch your enemy, and he immediately goes blind.
Encounter * Cerebrotic, Implement
Standard Action * Melee Touch
Target: One creature
Attack: Intelligence vs. Reflex
Hit: Target takes 1d10 damage and is blinded (save ends).
Escalation DC: 22
Escalation: You impose a penalty to the target's saving throws against this power's effects equal to your Charisma modifier.
Failure:Target takes 1d10 damage, and you are both blinded until the end of your next turn.
Cause Disease (Cerebrant Attack 3)
You touch your foe, and he contracts a feverish illness with nausea, vomiting, dehydration, and loss of concentration.
Encounter * Cerebrotic, Implement, Necrotic
Standard Action * Melee Touch
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d6 necrotic damage and ongoing 5 necrotic damage. The target is stunned until the end of your next turn.
Escalation DC: 22
Escalation: Increase ongoing damage to 10 necrotic, and the target is helpless until the end of your next turn.
Failure: Both you and the target take 2d6 necrotic damage, with no other effects.
Necrotic Blot (Cerebrant Attack 3)
You launch a ball of necrotic energy at your foe, and detonate it.
Encounter * Cerebrotic, Implement, Necrotic
Standard Action * Ranged 10
Target:One creature
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier necrotic damage, and you make a secondary attack.
Secondary Target: Burst 3; Each creature in burst
Secondary Attack: Intelligence vs. Fortitude
Hit: 2d6 + Intelligence modifier necrotic damage, and the target is knocked prone.
Miss: half damage, and the target is not knocked prone.
Escalation DC: 22
Escalation: Increase initial damage to 2d8 + Intelligence modifier, and increase secondary attack area to Burst 5.
Failure: After the initial attack, the necrotic blot rebounds and the secondary attack is centered on you instead of the target.
Level 5 Daily Insights
Call Cranial Encyster (Cerebrant Attack 5)
You summon several ghastly creatures which cross humanoid faces with obscenely bloated ticks; with legs each tapering to needle points. From the creatures' backs, the faces howl, scream, grunt, and gibber in eager hunger.
Daily * Cerebrotic, Summoning
Minor Action * Ranged 10
Effect: You summon 1d3+1 tiny Cranial Encysters into an equal number of unoccupied squares within range. The encysters each have a speed of 6. They have the death urge and disquieting powers. You can give the encysters the following command:
~Standard Action: Melee 1; each encyster targets one creature; Intelligence vs. AC; 1d4 + Intelligence modifier damage.
Death Urge: Immediate reaction; triggered by a successful melee attack; Intelligence +2 vs. Will; On a hit, the encyster implants a death urge into the target (save ends). The target must then look for the quickest method to end its life, and attempt to do so. If armed, the target attacks itself. If unarmed, the target moves adjacent to the closest enemy and provokes an opportunity attack. If the target is unarmed, and no enemy is within its speed (in squares), it simply does nothing at all.
Disquieting: Aura 1; targets all creatures in aura; Charisma vs Will; Target is dazed until the end of your next turn.
Escalation DC: 27
Escalation: Instead of summoning 1d3+1 encysters, you summon 5.
Failure: You summon 5 encysters, but 1d3 become uncontrolled, and attack you. These creatures do not use your actions to attack, but have all the same statistics as a summon that you control, including the effects when the summon is killed. You cannot dismiss the extra creatures.
Far Realm Visitation (Cerebrant Attack 5)
You extract lurking horror from the wavering interstice that protects reality from the Far Realm and thrust it at your target: a nightmare of eyes, tentacles, dripping slime, and gnashing mouths, all screaming atonally.
Daily * Cerebrotic, Implement, Psychic
Standard Action * Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 3d6 + Intelligence modifier psychic damage, and the target is weakened and dazed until the end of your next turn.
Escalation DC: 27
Escalation: Increase damage to 3d8 + Intelligence modifier psychic damage. Instead of weakened and dazed until the end of your next turn, the target is weakened (save ends) and dazed (save ends).
Failure: Both you and the target take 3d6 psychic damage, and are dazed until the end of your next turn.
Song of Hastur (Cerebrant Attack 5)
You voice a wailing ululation and your enemies' skin begins to bubble and fester, bursting and spewing vile fluids.
Daily * Cerebrotic, Implement, Necrotic
Standard Action * Close Burst 3
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 3d6 + Intelligence modifier necrotic damage, and the target is weakened until the end of your next turn.
Escalation DC: 27
Escalation: As a free action on your next turn, make the attack again.
Failure: Targets take 2d6 necrotic damage, and you take 2d6 + Intelligence modifier necrotic damage.
More to follow!
Cerebrant
"Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn. Ia! Ia! Cthulhu fhtagn!"
http://users.skynet.be/fabricelavollay/images/cthulhu.jpg
Class Traits
Role: Controller. You control the battlefield by summoning horrifying creatures from beyond the gulf of madness, or by debilitating your foes with madness, poison, and horrible withering.
Power Source: Cerebrotic. Your madness gives you insight into what exists in the aether beyond reality.
Key Abilities: Intelligence, Charisma, Constitution
Armor Proficiencies: Cloth
Weapon Proficiencies: Club, dagger, quarterstaff
Implements: Orbs, Rods
Bonus to Defense: +2 Will
Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day:6
Trained Skills: Arcana. From the class skills listed below, choose three more trained skills at first level.
Class Skills: Arcana (Int), Bluff (Cha), Endurance (Con), Insight (Wis), Intimidate (Cha), Perception (Wis), Religion (Int)
Build Options: Dominator, Summoner
Class Features: Cerebrotic Escalation, Mad Spark, Ritual Casting
Study too long the limitless abysses of inexplicably colored twilight and bafflingly disordered sound that holds sway beyond the dimensions of the sane, and one might eventually come down with a brain fever. The study of cerebrosis is birthed of such a fever.
Beyond simple death and madness, cerebrosis allows the mentally hardy, or already crazed, a chance to siphon power from the “other-where,” abysses crowded with indescribably angled massed of alien-hued substance and unknowable intent.
Creating a Cerebrant
Cerebrants have a range of powers, but tend to specialize in one of two character builds: Dominator Cerebrant or Summoner Cerebrant. Every cerebrant relies on Intelligence for attack powers, and secondarily on Charisma or Constitution.
Dominator Cerebrant
Your favorite powers restrict or control your enemies in various ways – controlling their minds, trapping them inside of a nightmare, or shunting them into alternate realities. Intelligence drives your attack powers, so make it your highest ability score. Charisma can help you maintain control over your enemies. Constitution should be your third highest ability score, as it increases your Endurance skill and raises your chances of successfully escalating your powers. Select powers that help you control the battlefield and make the best use of your high Charisma score.
Suggested Feat: Improved Cerebrotic Escalation (Human Feat: Human Perseverance)
Suggested Skills: Arcana, Bluff, Endurance, Intimidate
Suggested At-Will Insights: Bolt of Madness, Wave of Nausea
Suggested Encounter Insight: Aching Dread
Suggested Daily Insight: Snare Mind
Summoner Cerebrant
You delight in powers that summon alien entities, both real and quasi-real, from beyond reality. Chitinous war machines and amorphous devourers alike do your bidding. Intelligence is your most important ability score. Constitution should be your second best ability score, as it helps you withstand the rigors of summoning and cerebrotic escalation. Select powers that summon creatures to do your will.
Suggested Feat: Improved Cerebrotic Escalation (Human Feat: Toughness)
Suggested Skills: Arcana, Endurance, Perception, Religion
Suggested At-Will Insights: Bolt of Madness, Poison Mist
Suggested Encounter Insight: Venomous Touch
Suggested Daily Insight: Call Amoebic Crawler
Cerebrant Class Features
You have the following Class Features.
Cerebrotic Escalation
You gain the Ancient Tongue as a bonus language. You may attempt to escalate your insights through the use of the cerebrotic escalation power.
Cerebrotic Escalation (Cerebrant Class Feature)
With a few words in the Ancient Tongue, your insights pull from farther beyond reality than even you could have expected.
Encounter * Cerebrotic
Free Action * Personal
Effect: Make and Endurance check against the Escalation DC of the next insight you use. On a success, you escalate the insight with no ill effects. On a failure, you suffer the consequences listed in the Failure block of that insight.
Special: If an insight can be sustained, only the initial use of that power is escalated. Any effects created by sustaining the power are unaffected.
You may use this power twice per encounter, but only once per turn. At 21st level, you may use this power three times per encounter, but only once per turn.
Mad Spark
The madness of a cerebrant also imbues him or her with just a touch of genius. This genius manifests itself in one of two ways.
Choose one of the following options.
Dominating Presence: Once per encounter, you may apply your Charisma modifier as a penalty to one opponent's saving throws against any ongoing effect that you created through the use of one of your powers.
Summoning Medium: All of your summoned creatures gain a bonus to attack and damage rolls equal to your Constitution modifier.
Ritual Casting
You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. You own a ritual book, and it contains one cerebrotic ritual.
Cerebrant Powers
Your cerebrotic powers are called Insights, and call upon the madness of the realms beyond reality to destroy your enemies.
Level 1 At-Will Insights
Bolt of Madness (Cerebrant Attack 1)
You launch a bolt of pure psychic energy at your foe.
At-Will * Cerebrotic, Implement, Psychic
Standard Action * Ranged 20
Target: One creature
Attack: Intelligence vs. Will
Hit: 2d4 + Intelligence modifier psychic damage. At 21st level, increase the damage to 4d4 + Intelligence modifier psychic damage.
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you may instead use this power.
Cloud of Sickness (Cerebrant Attack 1)
You create a small area of necrotic energy that sickens all who enter it.
At-Will * Cerebrotic, Implement, Necrotic
Standard Action * Area 1 square within 10 squares
Target: Each creature in square
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier necrotic damage, and the target is dazed until the end of your next turn. At 21st level, increase damage to 2d6 + Intelligence modifier necrotic damage.
Effect: The power's area is filled with sickening necrotic energy. Any creature that enters the area, or starts its turn there, takes necrotic damage equal to your Charisma modifier (minimum 1 damage) and dazed until the start of its next turn. This effect lasts until the end of your next turn.
Poison Mist (Cerebrant Attack 1)
You bring into existence a cloud of toxic gas that instantly surrounds your enemy.
At-Will * Cerebrotic, Implement, Poison
Standard Action * Area burst 1 within 10 squares
Target: All creatures in burst
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier poison damage and ongoing 2 poison damage (save ends). At 21st level, increase the damage to 2d6 + Intelligence modifier poison damage and ongoing 5 poison damage.
Special: The power's area is filled with noxious gasses. Any creature entering, or starting its turn in, the area takes poison damage equal to your Charisma modifier. Creatures within the cloud have concealment from those on the outside of it, and creatures outside have concealment from those within. The cloud lasts until the end of your next turn.
Wave of Nausea (Cerebrant Attack 1)
You create a wave of necrotic energy that sickens those it strikes.
At-Will * Cerebrotic, Implement, Necrotic
Standard Action * Close Blast 3
Target: Each creature in blast
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier necrotic damage, and the target is dazed until the end of your next turn. At 21st level, increase the damage to 2d6 + Intelligence modifier necrotic damage.
Level 1 Encounter Insights
Aching Dread (Cerebrant Attack 1)
Your mere presence alters the psychological landscape of the surrounding aether, injecting it with unseen phantasms and suggestions of danger born of cyclopean vistas.
Encounter * Cerebrotic, Fear, Implement, Psychic
Standard Action * Close Burst 2
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: 2d8 + Intelligence modifier psychic damage, and the target is dazed until the end of your next turn.
Escalation DC: 20
Escalation: Instead of dazed, the target is stunned until the end of your next turn.
Failure: Target takes damage as normal, but is not dazed. You are stunned until the end of your next turn.
Evil Eye (Cerebrant Attack 1)
You cause your enemy to suffer from ill luck with nothing more than a glance.
Encounter * Cerebrotic, Charm, Implement, Psychic
Standard Action * Ranged 20
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d10 + Intelligence modifier psychic damage, and the target takes a -2 penalty to attack rolls, damage rolls, saving throws, and skill checks (save ends).
Escalation DC: 20
Escalation: Increase damage to 2d8 + Intelligence modifier psychic damage, and increase the penalty to -4 (save ends).
Failure: Target takes normal damage, but not penalties. You take 1d6 psychic damage and suffer a -2 penalty to all attack rolls, damage rolls, saving throws, and skill checks (save ends).
Lame (Cerebrant Attack 1)
You send necrotic energy into the limbs of your enemy, causing them to become useless.
Encounter * Cerebrotic, Implement, Necrotic
Standard Action * Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d6 + Intelligence modifier necrotic damage, and the target is slowed until the end of your next turn.
Escalation DC: 20
Escalation: Increase duration of slowed condition to slowed (save ends).
Failure: Target takes normal damage, but is not slowed. You take 1d6 necrotic damage, and are slowed until the end of your next turn.
Venomous Touch (Cerebrant Attack 1)
Your very touch becomes anathema to life.
Encounter * Cerebrotic, Implement, Poison
Standard Action * Melee Touch
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier poison damage, and the target takes ongoing 5 poison damage (save ends).
Escalation DC: 20
Escalation: Increase ongoing damage to 10 poison (save ends).
Failure: Both you and the target take 1d8 poison damage, with no ongoing damage.
Level 1 Daily Insights
Call Amoebic Crawler (Cerebrant Attack 1)
Out of the rift between realities, a wriggling shape pulses forward, at least 10 feet in length. It is a nauseatingly textured, translucent worm, whose head gradually narrows into two ominously long, questing tentacles.
Daily * Cerebrotic, Summoning
Minor Action * Ranged 5
Effect: You summon a large Amoebic Crawler into any unoccupied square within range. The crawler has a speed of 6 and the vile touch power. You can give the crawler the following command:
~Standard Action: Melee 2; targets one creature; Intelligence vs. AC; 2d6 acid damage.
Vile Touch: Immediate reaction; triggered when the crawler hits with an opponent with its melee attack; Intelligence vs. Will; target takes 1d8 psychic damage and is dazed (save ends).
Escalation DC 25
Escalation: Instead of summoning one Amoebic Crawler, you summon two.
Failure: The extra creature becomes uncontrolled, and attacks you. This creature does not use your actions to attack, but has all the same statistics as a summon that you control, including the effects when the summon is killed. You cannot dismiss the extra creature.
Snare Mind (Cerebrant Attack 1)
You trap your enemy's mind for a brief time, manipulating his body like a puppet.
Daily * Cerebrotic, Charm, Implement, Psychic
Standard Action * Ranged 5
Target: One creature
Attack: Intelligence vs. Will
Hit: 2d8 + Intelligence modifier psychic damage, and the target is dominated until the end of your next turn.
Escalation DC: 25
Escalation: Increase duration of dominated effect to dominated (save ends).
Failure: Both you and the target take 1d10 psychic damage, the target is not dominated, but you are stunned (save ends).
Spectral Razor (Cerebrant Attack 1)
You summon an invisible, razor sharp blade from the aether.
Daily * Cerebrotic, Implement
Standard Action * Melee 1
Target: One creature
Attack: Intelligence vs. AC
Hit: 2d8 + Intelligence modifier damage, and you may make the attack again as a standard action on your next turn, if you so desire.
Miss: Half damage, and the blade dissipates immediately.
Escalation DC: 25
Escalation: The blade persists until the end of the encounter. You may make this attack as a standard action each round, but only once on your turn. The use of this power in this way counts as a melee basic attack. When a power allows you to make a melee basic attack, you may instead use this power until the end of the encounter.
Failure: Target takes half damage. You take 2d6 psychic damage, and the blade dissipates immediately.
Level 2 Utility Insights
Chant of Thoth (Cerebrant Utility 2)
You chant, in the Ancient Tongue, a prayer to a lost god of knowledge.
Encounter * Cerebrotic
Minor Action * Ranged 5
Target: You or one ally
Effect: Target gains a +5 power bonus on the next Intelligence-based skill check he or she makes.
Deflect Harm (Cerebrant Utility 2)
You toughen your body for a short time.
Daily * Cerebrotic, Healing
Immediate Reaction * Personal
Trigger: You take damage from an attack.
Effect: Until the end of the encounter, you gain a +2 power bonus to your AC and Fortitude defenses, and 10 temporary hit points.
Escalation DC: 26
Escalation: Until the end of the encounter, you gain a +4 power bonus to all defenses, and 20 temporary hit points.
Failure: Until the end of the encounter, you gain a +1 power bonus to your AC and Fortitude defenses and take 1d8 damage.
Dimension Rift (Cerebrant Utility 2)
You shred the thin membrane separating this reality from the next, slip through the Ameobic Sea, and re-appear at another location.
Daily * Cerebrotic, Teleportation
Move Action * Personal
Effect: You may teleport up to 5 squares.
Escalation DC: 26
Escalation: You do not expend the use of this power.
Failure: You may teleport up to 5 squares, you take 2d6 acid damage, and you expend the use of this power.
Level 3 Encounter Insights
Cause Blindness (Cerebrant Attack 3)
You touch your enemy, and he immediately goes blind.
Encounter * Cerebrotic, Implement
Standard Action * Melee Touch
Target: One creature
Attack: Intelligence vs. Reflex
Hit: Target takes 1d10 damage and is blinded (save ends).
Escalation DC: 22
Escalation: You impose a penalty to the target's saving throws against this power's effects equal to your Charisma modifier.
Failure:Target takes 1d10 damage, and you are both blinded until the end of your next turn.
Cause Disease (Cerebrant Attack 3)
You touch your foe, and he contracts a feverish illness with nausea, vomiting, dehydration, and loss of concentration.
Encounter * Cerebrotic, Implement, Necrotic
Standard Action * Melee Touch
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d6 necrotic damage and ongoing 5 necrotic damage. The target is stunned until the end of your next turn.
Escalation DC: 22
Escalation: Increase ongoing damage to 10 necrotic, and the target is helpless until the end of your next turn.
Failure: Both you and the target take 2d6 necrotic damage, with no other effects.
Necrotic Blot (Cerebrant Attack 3)
You launch a ball of necrotic energy at your foe, and detonate it.
Encounter * Cerebrotic, Implement, Necrotic
Standard Action * Ranged 10
Target:One creature
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier necrotic damage, and you make a secondary attack.
Secondary Target: Burst 3; Each creature in burst
Secondary Attack: Intelligence vs. Fortitude
Hit: 2d6 + Intelligence modifier necrotic damage, and the target is knocked prone.
Miss: half damage, and the target is not knocked prone.
Escalation DC: 22
Escalation: Increase initial damage to 2d8 + Intelligence modifier, and increase secondary attack area to Burst 5.
Failure: After the initial attack, the necrotic blot rebounds and the secondary attack is centered on you instead of the target.
Level 5 Daily Insights
Call Cranial Encyster (Cerebrant Attack 5)
You summon several ghastly creatures which cross humanoid faces with obscenely bloated ticks; with legs each tapering to needle points. From the creatures' backs, the faces howl, scream, grunt, and gibber in eager hunger.
Daily * Cerebrotic, Summoning
Minor Action * Ranged 10
Effect: You summon 1d3+1 tiny Cranial Encysters into an equal number of unoccupied squares within range. The encysters each have a speed of 6. They have the death urge and disquieting powers. You can give the encysters the following command:
~Standard Action: Melee 1; each encyster targets one creature; Intelligence vs. AC; 1d4 + Intelligence modifier damage.
Death Urge: Immediate reaction; triggered by a successful melee attack; Intelligence +2 vs. Will; On a hit, the encyster implants a death urge into the target (save ends). The target must then look for the quickest method to end its life, and attempt to do so. If armed, the target attacks itself. If unarmed, the target moves adjacent to the closest enemy and provokes an opportunity attack. If the target is unarmed, and no enemy is within its speed (in squares), it simply does nothing at all.
Disquieting: Aura 1; targets all creatures in aura; Charisma vs Will; Target is dazed until the end of your next turn.
Escalation DC: 27
Escalation: Instead of summoning 1d3+1 encysters, you summon 5.
Failure: You summon 5 encysters, but 1d3 become uncontrolled, and attack you. These creatures do not use your actions to attack, but have all the same statistics as a summon that you control, including the effects when the summon is killed. You cannot dismiss the extra creatures.
Far Realm Visitation (Cerebrant Attack 5)
You extract lurking horror from the wavering interstice that protects reality from the Far Realm and thrust it at your target: a nightmare of eyes, tentacles, dripping slime, and gnashing mouths, all screaming atonally.
Daily * Cerebrotic, Implement, Psychic
Standard Action * Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 3d6 + Intelligence modifier psychic damage, and the target is weakened and dazed until the end of your next turn.
Escalation DC: 27
Escalation: Increase damage to 3d8 + Intelligence modifier psychic damage. Instead of weakened and dazed until the end of your next turn, the target is weakened (save ends) and dazed (save ends).
Failure: Both you and the target take 3d6 psychic damage, and are dazed until the end of your next turn.
Song of Hastur (Cerebrant Attack 5)
You voice a wailing ululation and your enemies' skin begins to bubble and fester, bursting and spewing vile fluids.
Daily * Cerebrotic, Implement, Necrotic
Standard Action * Close Burst 3
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 3d6 + Intelligence modifier necrotic damage, and the target is weakened until the end of your next turn.
Escalation DC: 27
Escalation: As a free action on your next turn, make the attack again.
Failure: Targets take 2d6 necrotic damage, and you take 2d6 + Intelligence modifier necrotic damage.
More to follow!