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==Cleric== ===Angelic Avenger=== You get to take on the aspect of angels, making you a much more deadly fighter. ''Angelic Action'' gives you a damage bonus when you spend an action point. ''Astral Vibrance'' lets you select Lightning, Radiant, or Thunder at level 11 and deal that kind of damage to any bloodied enemy who gets too close; ''Weapon Training'' gives you free proficiency with a Heavy Blade type weapon, and ''Blood & Radiance'' means that any enemy that bloodies you is made easier to hit until the next turn. For powers, you get Astral Wave (a blast of damage based on your Astral Vibrance), Angelic Presence (scare the shit out of enemies for the rest of the encounter or until you get bloodied) and Angel Ascendant (smack someone for quintuple your normal weapon damage and gain the ability to fly for the rest of the fight). ===Anointed Champion=== This particular path is interesting in that it grants you a particularly pimping set of specialized gear on top of your ranged support powers. ''Anointed Action'' is the only non-gear feature, using an AP to add Cha to your next attack and damage roll. ''Anointed Regalia'' is your main gig: One special piece of gear (with ''Extra Anointed Regalia'' giving the last two options) that gives a special benefit until you either use a path power or spend a short rest to sanctify a new piece: Armor (+1 AC), Weapon (Gain Resist equal to Cha to either radiant, necrotic, fire, or thunder damage), Amulet (+1 to NADs), Holy Symbol (Give THP equal to Cha to yourself or an ally when you hit with a divine power), or Helm (+2 to saves). Blessed Blade is an attack that gives your allies the benefit of your Regalia for a turn, Exaltation gives an ally the chance to either spend a surge or make a save while also gaining +2 to their next attack roll and all defenses. ''Anointed Army'' is your massive booster, not only hitting everyone in the burst, but also giving all allies within range +4 to all defenses and +2 to all attack and damage rolls for the encounter. ===Astral Savant=== Another supporting PP, only this time, you've become so adept at using the powers of the [[Astral Sea]] that it's kinda changed you as a result. ''Astral Mask'' turns you into an Immortal creature while ''Radiant Healing'' makes enemies near your target for Healing Word take Cha damage and ''Savant's Action'' lets an ally spend a surge when you spend an AP. ''Divine Resurgence'' just recharges your Channel Divinity power or give +2 to defenses at any point where you or an ally gets critted. Astral Flood is a unique power in that you can either make it radiant or cold damage and grant a bonus effect: Cold damage forces all enemies to eat a penalty to hit, Radiant makes them blind to anything beyond a certain distance. Swim the Astral Sea gives you and an ally a full-speed shift that ignores practically anything. Astral Terrain is a sustainable AoE that also has special effects depending on damage type: Cold reduces enemy defenses, Radiant gives +2d6 bonus HP to any allies who spend a surge. ===Battle Chaplain=== Another combat-based PP for the cleric, though this one focuses more upon support than straight-up face-smacking. ''Battle Chant'' marks an enemy who hurt a nearby ally for a turn, allowing you to shift an enemy if their next attack doesn't target you. ''Shielded Priest'' gives proficiency with all shields, while ''Stirring Action'' uses an AP to grant you or an ally next to either you or a target makes a free MBA with a bonus equal to Str. ''Deeds Not Words'' is a rather vast boost, requiring you to bloody an enemy, kill them, or crit with a melee attack in order to give an ally a damage bonus to their next attack equal to Str. Revelation of Battle is a basic hit that gives all allies +2 to hit and damage your target, which is a handy setup. Battle Hymn adds +1d8 to all friendlies' damage rolls whenever they charge this turn. Deny Defeat will only be used when shit goes south, as it's an attack that gets boosted for all dying allies you see and then you get to make all of them spend a surge to stop dying. ===Compassionate Healer=== Another healer-centric PP, this path also dedicates itself to your allies, but this one is also a very martyr-driven path with powers that siphon damage onto you, so make sure you got plenty of HP and surges to spare or else you just might die for the cause. ''Compassionate Blessing'' lets you take damage to boost an ally's surge healing by +2d6 while also granting you +2 to all defenses while ''Selfless Action'' lets an ally spend a surge when you spend an AP. ''Healer's Sacrifice'' is a last-resort issue by letting you give a healing surge to an ally you heal if they're out of surges themselves. So Others Might Live is a flat debuff that weakens one enemy, but if they attack someone, you eat the damage and that safe ally can blow a surge. Bear the Wounds allows you to take a massive amount of damage (up to your bloodied value) and any conditions and heals an ally you touch by that much. Martyr's Cry demands that you be bloodied or hurt while bloodied in order to immediately inflict a save-ends weakened condition on the perp. ===Divine Oracle=== Because of your divine connections, you're a prophet in the literal sense, making you capable of telling the future. In crunch, this means you can't be surprised (nor can any allies close by), you get to roll twice for your initiative, you get an extra move action when you burn an action point, and you get to roll twice when attacking against Will. For powers, you get Prophecy of Doom (bestow a free critical hit on a nearby target), Good Omens (you and any ally within 10 squares gets +5 to all D20 rolls for the next turn, but at the cost of being unable to inflict critical hits), and Hammer of Fate (big attack vs. Will, but if you miss, then you get to turn back time to before you used the power, at the cost of not being able to use this power again until the next encounter). ===Luckbringer of Tymora=== This path makes for a peculiar build in that it plays to getting re-rolls while also throwing you in dangerous situations. ''Luck Blade'' gives you proficiency with a single heavy blade which acts as an implement as well. ''Probability Control'' gives you a 1/encounter re-roll of a d20, which makes it worth more than an AP. This is doubled with ''Divine Fortune'', which allows you to spend an AP any time you or an ally misses for a re-roll at +2. Divine Tilt acts as a setup for some reckless explosions as it gives anyone inside the burst +5 to defenses while also attacking enemies to shoot their defenses by -5. Luckbolt makes you or an ally make a save with a +4 bonus. Inauspicious Vulnerability is your only legit attack (and an Encounter one no less) that gives enemies a save-ends Vulnerable condition to several forms of typed damage. ===Messenger of Peace=== Only for clerics trained in diplomacy. They then use their gifted tongues in ways that can do more damage than swords ever could. Mechanically though, this path works by stacking penalties like a controller rather than dealing upfront damage, and thus benefits more to a moveset that deals more conditions than attacks. ''Peacemaker's Action'' exemplifies this by using an AP to grant the next non-damaging attack a +4 bonus to hit. ''Vow of Nonviolence'' adds to that by giving a +2 to all defenses whenever you hit with a nondamaging attack. ''Aura of Peace'' then deals -2 to all enemy attack rolls if they get within range of you. Pacify is pretty much a guaranteed stun so long as your target tries to hurt someone next turn. Peacemaker's Pronouncement allows you to prolong one penalty or bonus that might have ended this turn for a turn longer. End To Strife is a mack-daddy of this philosophy, as it literally makes all enemies incapable of fighting until someone else attacks them (or at least heavily penalizes future attacks if you miss). ===Miracle Worker=== This path requires clerics to be trained in heal, so this path obviously is meant for the healers and supporters rather than blasters or warpriests. ''Miracle Worker Healing Action'' starts by using an AP on a divine healing power to dish out d6+Wis (2d6+Wis in Epic) HP in additional heals to nearby allies while ''Word of Life'' makes Healing Word use d8s rather than d6s. ''Aura of Health'' is a big passive buff as that allows any ally using Second Wind to gain 3d6 additional HP. Reversal of Fortunes is a revenge power that hits an enemy attacking an ally while also letting them spend a surge to gain 2d10 additional HP. Miraculous Grace saves an ally from death by permitting an immediate free surge +2d6 additional HP as well as getting a saving throw against anything they're suffering. Reap What You Sow is another potentially vicious attack as it takes any save ends effects nearby allies are suffering and stack them (or at least one if you miss) onto one enemy. ===Paragon of Victory=== The focus of this path is being support in any way with new ways to attack. ''Paragon's Action'' uses an AP to give you or one ally a +5 to either damage or a saving throw. ''Turning the Tide'' gives other perks if you drop a nonminion enemy, either shoving all closeby enemies or give yourself or an ally 10 THP. ''Relentless Rebuke'' triggers an Opportunity Attack from you any time an ally bloodies or kills an ally. Fanatic Energy lets you spend a minor to use another at-will, ''Battle Resolve'' is a ranged AoE that gives everyone hit a chance to use a surge as well as +1 to hit and to all defenses for the battle. Victory Prayer lets you and up to two nearby allies to spend a minor to use an at-will. ===Radiant Servant=== This is what you want if you're trying to play the Laser Cleric. You want to burn shit up with your beams of holy light, you take this fucker right here. Better chance of scoring critical hits with radiant powers, fry an enemy with ongoing radiant damage when you burn an action point, and undead & demons have a harder time shaking off your nasty mojo. For powers, you can disintegrate everybody around you with Solar Wrath, make a zone of holy light that heals your friends and fries undead & demons with Healing Sun, or shoot an enemy with a laser so strong that it then explodes into more lasers with Radiant Brilliance. ===Scourge of Io=== Similar to the Soul Guide, this path is another anti-X path, this time looking to working over dragons. ''Draconic Anathema'' is your new Channel Divinity power, immobilizing dragons while also granting your allies resistance to one damage type for a turn. ''Dragon-Slayer's Action'' burns your AP to re-roll an attack against a dragon or re-roll a save against an effect a dragon caused. ''Wyrm-Bane'' then inflicts a -2 to all saves dragons make against conditions you deal. Wrath Upon Dragons is a simple penalty to their attacks, doubling in magnitude if the foe's a dragon. On top of that, that doubled penalty always lands, even if you miss. Primal Bottle grants you +5 to all defenses against close attacks but also negates any damage if it misses. Fire With Fire not only deals almost any sort of damage but it also gives you a hovering fly speed that for the encounter. ===Soul Guide=== This path is a Blaster variant focused mostly on blowing up the undead through control rather than upfront damage. Top of this list is the ''Rebuke Soul'' Channel Divinity power to immobilize any undead or shadow-origin creatures, harming any with both keywords. ''Spiritual Guidance'' then burns an AP to recharge a radiant encounter power or Channel Divinity. ''Weighty Soul'' then strips a creature of insubstantial for a turn. Soul's Entrallment pulls your foe while also dazing anyone undead or shadow origin. Shadowbane Circle is a sustainable AoE that both becomes difficult terrain for those same creatures while also raising their vulnerability to radiant damage by 10. Soulbrand doesn't care about any typing, but it does deal ongoing damage and a save-ends condition of becoming a flashlight that disorients enemies. ===Tactical Warpriest=== The blunt instrument of the PHB Cleric paths, this is for Clerics who know what they want; to get up in somebody's face, crushing skulls and ripping off balls and generally kicking ass, like a fighter, but this guy's doing it FOR THE LAWD. You deal more damage after using an action point, you can call for a reroll of a missed melee/close attack once per encounter, you get +1 to AC when wearing heavy armor, and you get a pseudo-marking ability that lets you stand in as a Defender. For powers, you get Battle Cry (smack a foe and let you & your buddies use a [[healing surge]]), Battle Favor (1/day you can regain HP as per two healing surges or recover a spent daily power by landing a critical hit) and Battle Pyres (zap all the fuckers around you, and then keep on zapping them with super-lasers until they shake off the divine target lock).
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