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==Runepriest== ===Hammer of Vengeance=== This path is dedicated to taking revenge on anyone who hits your allies with prejudice. ''Avenging Action'' is a bonus burst of damage to anyone within range and attacking allies at any time you spend an AP. ''Bloody Vengeance'' grants the Rune of Vengeance as a new state, allowing for one MBA whenever an ally hits a nearby enemy before ending, with ''Inescapable Vengeance'' upping both the hit and damage rolls of this attack. Avenging Hammer looks easy enough to implement, but it also can be recharged once per encounter whenever an ally is hit before your next turn, not to mention the ability to either teleport an enemy or deal another attack based on the rune in use. Shield of Vengeance gives a boost to an ally so they can take revenge against the enemy who just hurt them. Vengeance's End is your desperation attack, requiring you to be bloodied but granting a massive 5[W] damage that re-rolls all 1s or 2s. ===Light Bringer=== This path is a very radiant-based path with multiple supporting ways that can blend together with combat. ''Holy Radiance'' is a rather simplistic Light cantrip, ''Invigorating Light'' allows an AP to grant a nearby ally a free action, and ''Twelve Runes of the Sun'' grants the new rune state of the Light Bringer, denying concealment to nearby enemies while ''Undeniable Light'' makes allies within range immune to blinding. Mote of the Sun is an attack that blinds rather than hurts, though depending on rune state it can either harm or grant allies concealment once the blinding ends. Anthem of the Dawn allows anyone to use a surge and also gain THP and a cure for blindness. Dawning Light not only shoves an enemy back, but also gives nearby allies THP and a chance to shift around. ===Master of the Forge=== This path is a very support-based one with every feature giving ways to either protect allies or make them hit harder. ''Forge Rune Action'' is one of the latter options, as an AP will give you and your close allies a bonus to damage. ''Runes of the Blade Smith'' is of a similar vein, but instead of an AP it instead just grants a +1 damage boost to one weapon until the next rest. ''Indomitable Steel'' is the same thing, except now adding +1 to any heavy armor's AC. Call of Iron is a potent attack that boosts either damage or AC depending on the rune state in use. Blessing of the Forge is just an instant boost to AC that can be exploited since it's a minor at-will, though it requires the target to be right next to you. Fury of the Forge is the most offensive of the abilities, dealing ongoing fire damage and giving allies the shot to deal bonus damage while on fire. ===Rune Shield=== Whereas Master of the Forge has to split between either being defensive or offensive, the Rune Shield dedicates itself entirely on being protection-first. ''Guardian Shield'' starts with a new rune state which boosts everyone's defenses by +2, but only if you don't move. ''Protective Action'' does the same thing for an AP, though it lacks the movement restriction. ''Mighty Guardian'' just doubles these defenses. Battering Rune is a rather strange power that emits a blast zone and shoves enemies, but what that zone does depends on the rune state: Destruction gives your party a bonus to hit enemies outside the zone, Protection turns it into difficult terrain for enemies while also giving protection to allies. Rune of Shielding is an instant sustainable deadzone that halts any movement towards it, useful in cornering enemies. Hounding Shield of Radiance is a permamarking ability with a special caveat: whenever that mark hits an ally, you get to hit the mark while also halving the damage taken. ===Enlightened Word=== This path is available to any non-evil runepriests, seeking to act as support through their powers. ''Cloud Step'' adds a new rune state that allows adjacent allies to shift 2 squares when they hit an enemy once per turn, while ending it with a minor gives you a fly speed for a turn. ''Shared Enlightenment Action'' uses an AP for you to use a class power originating from an ally's space, thus giving them THP. ''Radiant Step'' adds phasing and insubstantial to your flying. Celestial Lightning is a burst attack centered on an ally, who then can deal lightning/radiant damage with their attacks as well as either a damage or healing surge bonus based on rune state. Touch of Hope grants a free save against all effects as well as a free heal and a free stand if needed. Words of Celestial Heaven is rather odd in that it lacks a focus on allies, instead adding save-ends stunning on an enemy, who then attacks an enemy while also gaining extra damage every time thereafter when you hit this target with an at-will.
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