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=Martial Paragon Paths= ==Fighter== ===Avenging Slayer=== The Avenging Slayer is an offensively-oriented path, built upon rattling and being terrifying. ''Bloodied Edge'' adds Cha to all damage vs enemies you have combat advantage against, ''Slayer's Action'' grants Combat Advantage against an enemy for the price of an AP, and ''Brutal Justice'' gives a bonus to hit whenever you kill an enemy. Comeuppance Strike is a rattling blow that not only hits an enemy, but it also hits all nearby enemies with a penalty to all defenses. Looming Justice is your means of control, sliding a marked foe whenever they attack someone other than you, and Ruthless Outburst is a deadly burst that not only inflicts ongoing damage, but also has rattling on it to penalize any retaliation. This path is quite effective for anyone who likes making messes out of enemy tactics and laying on the hurt while at it. ===Bladestorm Duelist=== Restricted to tempest fighters with proficiency in rapiers, thus turning you into a swashbuckler in your own right. To start with, ''Canny Defense'' not only adds +2 to AC and Reflex when wearing light armor and no shield, but it also adds Wis to Initiative without a feat. ''Precise Action'' allows you to re-roll one or two hits you make whenever you spend an AP on an attack. ''Bladestorm Technique'' is a very interesting benefit, as you need to wield both a rapier and an off-hand light blade in order to gain both +1 to hit and damage as well as the high crit property to your rapier. Blade Feint is an amusing double hit, with the first softening an enemy with Combat Advantage while the second penalizes their hit rolls. Nimble Step allows you to shift as a free action whenever your marked foe provokes you with their movement or hits an enemy attacks anyone else but you. Elaborate Assault is a reliable triple combo, slicing an enemy before shifting around and penalizing them in different ways with each step. This path has a lot off fun with being flittering and fancy and screwing around with enemies, and it allows for some unique ways to score multiple hits on an enemy. ===Blood-Crazed Berserker=== Debuting in 4e's [[Book of Vile Darkness]], this path is locked to only EVIL fighters who want to go further with their art of killing, which might be an issue on most campaigns as it is. You're not quite a barbarian, but you got some vicious tricks on you for more damage -- chanting [[Khorne|Maim, Kill, Burn!]] is optional. ''Blood-Crazed Action'' embodies this with a boost to both charge distance and damage when you use an AP to attack. ''Unstoppable Killer'' improves saves against any of the real bad ongoing conditions (dazed, dominated, restrained, etc), and wrapping this up is ''Bloodied Aggression'', which adds +1 to hits and increases the crit range when bloodied. Mutilating Strike is a rather basic rider, dealing double damage on an MBA while also stunning a foe. Foaming Wrath is a personal response against bloodying filled with THP and Combat Advantage against the perp for the turn, which might stack well with Dragonborn shenanigans. Maniacal Fury is a really big bad stance, doubling damage on all MBA while also forcing immediate attacks on anyone nearby you. Really, this path abandons the concept of marking, so if you want to go to barbarian murder-kill-fuck-ville (which you might be considering this came from the 4E Book of Vile Darkness), this is up your alley. ===Doomguard Marauder=== Heavily offensive fighters will enjoy this path for all the ways they can hurt an ally with only a weapon. ''Destructive Action'' adds 1d12 (2d12 on Epic) to an attack's damage upon using an AP, ''Ruin's Reward'' recovers +Con HP whenever you crit, and ''Inevitable Doom'' adds +2 to hit an enemy if you missed them the previous turn. Your powers are equally nice too, with Entropic Blow dealing -2 AC on any nearby enemy, Strike of Unmaking stripping away resistances, and Arm of Dissolution slapping ongoing damage as well as the chance to improve your odds of hitting when they fail the save. ===Draeven Marauder=== This path requires only that you love spears and 3-square shifts enough to go here, and considering the many many people who crow on about polearm shenanigans, this seems like a good fit. ''Fleet Skirmisher'' allows for a 3-square shift after using an AP just before an action to help with mobility, ''Marauder Precision'' makes spears crit on a 19+, and and ''Press the Advantage'' turns a crit against a bloodied enemy into a free bonus attack against his closest friend (A rather specific setup that also requires you to be up against a bunch of goons circling you). Impaling Strike is a thematically fun move, giving a 3-square shift before striking and immobilizing the foe. Exultant Withdrawal shifts you 3 after killing someone. Taunting Press is an unusual control move, sliding an enemy 3 before whacking them and then giving you the chance to shift them again if you ever hit this foe every turn after. ===Dread Reaper=== This path is a path to pick if you choose to specialize in polearms or greatweapons, two-handed weapons which focus more upon being killy than being defensive. For starters, ''Impending Slaughter'' knocks prone any marked enemy you hit with an Opportunity Attack while ''Reaper's Action'' deals Str damage to all adjacent foes when using an AP to attack. ''Reaping Cleave'' acts in a similar fashion, dealing Str damage to one nearby enemy when using any basic attack with a two-hander while inflicting that damage to all nearby enemies when using Cleave. For attacks, you start with Reaping Lunge, which attacks with reach while also allowing for an immediate shift+MBA if they try to attack anyone besides you. Reaper's Warning is a permamark on all enemies, lasting for the encounter so you can make all sorts of shenanigans. Blood Harvest is pretty much a big dumb swing with ongoing damage which is unsavable if the enemy moves on their turn. ===Dreadnought=== The dreadnought is the biggest force of unmovable tankery that can exist for the fighter, though it can also benefit anyone who uses hammers, mauls, and axes with bonus Con to damage. The start is already pretty fierce, as ''Dreadnought Action'' gives them Resist 10 all when an AP is spent on an attack. ''Unfailing Resolve'' gives extra HP as well as the ability to spend HP to end an ongoing effect. ''Critical Hardening'' also grants its own Resist 10 all whenever you score a crit. Inorexable Advance acts as a very simple double attack with a shift added in. Blood Iron just grants Resist 5 all whenever you get bloodied. Line-Breaker Assault is a mix of both powers, being a shove and stun against any enemies while also granting Resist 5 all. ===Gladiator Champion=== This requires either a Fighter or the Gladiator theme from [[Dark Sun]] to be available that specializes in gaining any advantage over the opposition. ''Halo of Destruction'' smacks any enemy near you after bloodying someone, ''Undaunted Action'' lets you roll twice for an attack when you use an AP while bloodied, and ''Whirlwind of Destruction'' flat-out denies any ability to move away from you. Opening Ploy lets you shove an enemy back, giving everyone Combat Advantage over the enemy and get +4 to damage against anyone near the target. Fail to Disappoint is your at-will shift-around that gives Combat Advantage, but it's only usable when you're bloodied and hit by an enemy. Finishing Strike is a reliable stance attack that immobilizes anyone near your target. ===Glorious Myrmidon=== Available to fighters trained in athletics, this path pushes for a new level of acrobatic flair that few can match. ''Battle Agility'' makes for an eye-popper by ignoring all penalties to chain and scale mail and ''Myrmidon's Action'' adds for both a 3-square shift and a +2 to the next attack made with an AP. ''Myrmidon Athleticism'' goes a step further by adding to speed and giving a bonus to athletics, acrobatics, and endurance checks. Charge to Glory is a rather easy-to-use power: it prones people and it can be used in a charge. Exult in Glory allows a free Second Wind and a boost to hit whenever you kill an enemy. Moment of Triumph is a seriously defensive stance, adding to defenses while also doubling the penalties marked enemies take to hit anyone besides you. This path is an interesting one to go through if you see mobility and defense being equal priority and have no problem with waiting until you can start backflipping in scale mail. ===Great Weapon Master=== This path requires you to have the Weapon Talent feature for two-handed weaponry. While you still focus on the big damage, this does offer you some added utility within your role, especially in regard to marks. ''Infectious Dread'' slaps an enemy next to your target with a fear-based -2 to hit, ''Parrying Action'' has an AP to boost your AC, and ''Opening Seized'' penalizes a marked enemy missing you by adding Con to the damage for your next attack. Grim Warning serves as a reaction-based Reckless Strike that adds Str+Con to damage against whoever attacks you. Blocking Maneuver adds +4 to AC and Reflex against a marked enemy's attack on you at the cost of being unable to prolong that mark for the turn. Scattering Strike isn't very impressive damagewise. but it inflicts a save-ends weakened condition as well as shoving nearby enemies back. ===Iron Vanguard=== You specialise in taking a beating and being the last man standing. ''Enduring Warrior'' allows you to heal HP when you drop a foe, ''Ferocious Reaction'' has an action point boost all defenses and allows for an action before falling unconscious at 0 HP, and ''Trample the Fallen'' damages anyone you knock prone or push back. Frontline Surge is a simple strike, shoving an enemy back and allowing nearby allies to follow you in the push. Inorexable Shift just allows you to shift and shove off anyone in the way. Indomitable Strength, though, is a triple-decker: alongside some meaty damage, it also shoves, stuns, and knocks the enemy prone - AND it can also use a surge. This path gives some degree of Controller-tier manipulation, with all the ways you can shove about enemies, so it would work best with other moves like it and moves that force enemies into bad locations. ===Ironstar Mauler=== Restricted to fighters with the Ironstar Student Feat (Gives +2 to Acrobatics and when using maces and flails, you force enemies granting Combat Advantage hit by your Reaping Strike to eat -2 to their next hit roll), you pick this path because you want to bust heads real hard. ''Ironstar Action'' kicks things off by granting a crit on an 18+ and the High Crit weapon property when you use an AP to use a power tied to the Ironstar Student or Ironstar Crusher feats while ''Ironstar Master'' gives +1 to hit with flails and maces. ''Ironstar Expertise'' forces an enemy hit by a mace or flail and suffering a save-ends effect to suffer -2 on their save. Devastating Smash is a rather strong attack, dazing and stunning your foe. Ironstar Stance grants THP at any turn where there is none. Crushing Fury may hit one foe and push them back, but it dazes and slows two enemies with save-ends effects. This path works on being a bit of a controlling influence, softening up an enemy to eat other things whether or not that other thing is you. ===Kensei=== Your basic [[samurai]]-inspired weapon master, with features revolving around getting souped-up benefits from a single specialty weapon. ''Kensei Control Action'' makes for a very handy AP feature by allowing it to re-roll any attack, damage, or skill, or any other roll that isn't a save. ''Kensei Weapon Focus'' adds +1 to hit with one single weapon with ''Kensei Mastery'' later improving the damage by 4. For attacks, you have the rather basic Masterstroke, the protective Ultimate Parry to reduce damage from one blow, and the Weaponsoul Dance to immobilize up to three different enemies in the same room. This path is rather flat, with not much to go against it, but not much to go for it besides the weapon focus. ===Knight Protector=== A rather basic defensive path. ''Devoted Protector'' lets you interrupt a marked enemy's attack by shifting an ally, ''Protector's Action'' adds +5 to one ally's AC, and ''Knight's Focus'' lets you exchange the attack from Combat Challenge or an Opportunity Attack so you can add +2 to nearby allied AC. ''Protector's Strike'' slaps a marked enemy, dealing extra damage and stun if they attacked any allies. Knightly Bulwark lets an ally shift all the way towards you while also gaining +2 AC. ''Blood Justice'' counters a nearby foe who bloodies an ally, sliding them backward while then taking moving over and giving the ally +2 AC. ===Kulkor Arms Master=== Restricted to fighters with the Kulkor Battlearm Student feat (+2 to athletics and +2 to damage when hitting an enemy you have Combat Advantage over with an axe/hammer/versatile mace with Tide of Iron), those that select this path seek to assert combat superiority, though what this means isn't always clear. ''Kulkor Master'' turns tables by hitting an enemy with an axe/hammer/versatile mace and turning their Combat Advantage into also giving Combat Advantage towards you. ''Kulkor Persistence'' lets you re-roll an attack if it fails to hit anyone for the cost of an AP, and ''Smite the Fallen'' deals extra damage equal to 1/2 level when you knock one (and ONLY one) foe prone. Arms Master Challenge has some uses in multitasking, letting you hit two foes and then marking either your second target or a third one you didn't hit. Tempered in Blood is a handy survival move, immediately spending a second wind when you get bloodied. Subjugation of Steel is just a burst that knocks foes prone. ===Pit Fighter=== Specializing in surviving no matter the odds, a Pit Fighter is a blunt and brutal opponent. For features, you get increased AC bonus, super-charge your damage when you burn an action point, and a general boost to damage. For powers, you get All Bets Are Off (hit the same target twice in a row), Deadly Payback (gain a temporary bonus to attack and damage against the last person to damage you), and Lion of Battle (quadruple damage and, if you drop your target, you can potentially spook all enemies nearby). ===Rakehell Duelist=== A rather interesting move for a Tempest Fighter, it gives you a few components to be decent all around. ''Duelist's Guard'' adds +1 to AC against marked enemies while wearing chainmail or light armor, ''Main Gauche Action'' lets you spend an AP to attack with your off-hand weapon, and ''Marked Opportunity'' gives Combat Advantage when a nearby marked enemy shifts or attacks an ally. Sly Charge is a multipurpose charge, letting you throw a weapon before charging for Combat Advantage, charging, and hitting for Combat Advantage (though if you had it before, you just add +Dex to damage). Main Gauche Parry lets you add +4 to AC and Ref if you have an off-hand light blade on hand. Stay Mobile not only deals hefty damage, but it also lets you shift any time that target misses you for the remainder of the fight. ===Rampaging Brute=== Restricted to fighters with the Ogremight Student feat (+2 to intimidate and enemies hit with Brash Strike using a two-handed hammer or mace take -1 to defenses), you can expect that this path is centered on overpowering your enemies. What this path excels in, however, is in giving new and deadlier features on your charge, something better benefited by the Ogremight Bruiser feat (Two-handed hammers/maces crit on a 19+ and you can charge and attack with the following powers: Anvil of Doom, Crushing Blow, Harrowing Hammer, Indomitable Battle Strike, Mountain Breaking Blow, Reckless Strike). ''Brute Charge'' lets you knock anyone who Opportunity Attacks you during a charge prone, ''Rapmager's Charge'' adds that an AP spent during a charge can either add +2[W] damage on an attack or deal +Str damage on a miss. ''Trampling Rampager'' then adds that you can charge through enemies, meaning your charge movement will only ever be harried by terrain. Barreling Swing is a charge-and-burst that goes through enemies, smacking enemies with +Con damage if using two-handed hammers/mauls. Tumbling Trample makes for a decent dick move, moving away from an enemy and then pushing and knocking them prone. Brutal Fury might sound familiar to barbarians, as it lets you charge just after killing someone and adds Str and Con to the attacks damage. ===Ravager=== This is an obvious choice for the Battlerager, considering that this path is locked exclusively to them. You get multiple ways to attack groups while also benefiting off the Invigorating keyword. ''Ravaging Action'' lets you spend an AP and then use your new action to make MBAs at everyone nearby, adding +Con to damage for each. ''Strive to Slay'' keeps up the momentum by adding +2 to hit whenever you kill someone. ''Marauding Fury'' lets you attack again whenever you miss while bloodied, but this is only with an MBA. Driven Before you makes for a room-clearer, letting you shove enemies within a radius back, but it locks the enemy you just hit. Blood-Soaked Fury drops your defenses by -2 whenever you get bloodied, but you get +2 to hit and you regain +Con HP whenever you kill. Marked Savagery is a reliable attack deals some ferocious ongoing damage that's worsened when they're marked: that mark means they take -2 to any saves against it. ===Scale Breaker=== The path meant for slaying dragons. Literally everything here is built with the explicit purpose of fucking over a dragon. ''Dragon Slayer's Action'' uses an AP to re-roll an attack or end a condition dealt by a dragon. ''Guardian Ally'' grants nearby allies +2 Shield to Reflex against Close or Area attacks, ideal for blocking breath attacks. ''Dragon Hammer'' knocks any enemy hit by you with -1 Fortitude for a turn, but it also takes -1 AC from a dragon as well. Grounding Strike can either deal neat damage or halt an enemy from flying and send them crashing down. Bear the Brunt is your martyr maneuver, taking a blow meant for a nearby friend. Scale-Shattering Strike is a reliable attack with some really vicious save-ends penalties: -4 AC and Vulnerable 5 all, both doubled on a dragon for the next turn. While this path can work on any monster, there are enough factors dependent on punching dragons specifically that it kinda sours the neatness of this path if you don't fight that many dragons. ===Shield Adept=== Not all warriors are renowned for their weapons; the shield adept instead opts to make themself known by their indomitable shield. Unlike the Snapping Testudo, which goes for all the shields all the time with dual wielding, this path works with both grant some reactive attacks. ''Covering Action'' makes an impressive start by using an AP to grant superior cover against any ranged attacks, ''Shield Bearer's Payback'' is a simple boost to hit anyone that hits you, and ''Shielded Stamina'' has shields improve Fort as well. Sudden Shield Bash is a reaction that stuns any marked enemy that tries to escape or hit anyone but you. Shield Wall is a stance that grants you and all nearby allies partial cover, which can be handy. Reverberating Shield stuns and weakens an enemy with a save-ends effect if they dare miss an attack. ===Shock Trooper=== IF you want to specialize in swift and devastating attacks, the shock trooper works in that department in spades. Perhaps most standout with this class is ''Deadly Soldier'', which benefits Tempest fighters by making their off-hand weapon's damage die go up a step - now you can effectively dual-wield longswords. However, ''Footwork Action'', which lets you spend an AP for +2 to AC and Ref (as well as shifting whenever the enemy misses), and ''Quicker Death'''s ability to add +Dex to damage against an enemy you have Combat Advantage over are equally impressive. Shocking Twister lets you skid around, slicing an enemy from three angles with an endgame of dazing. The Assault Footwork Stance lets you either shift or get +1 AC whenever your enemy whiffs. Shocking Skewer is also a bit unique in that it requires you to grab your enemy and then impale them with the off-hand weapon and dealing save-ends dazing. ===Siegebreaker=== Another path requiring Weapon Talent that specializes on two-handers. The difference between this and Great Weapon Master is that this one focuses almost entirely on making the pain train hurt as much as possible. ''Bonerender'' adds Con to damage vs one enemy you have Combat Advantage over while ''Brutal Action'' spends an AP to add extra damage to one blow. ''You're Next'' pretty much targets your next foe, using the death of one foe to make another grant Combat Advantage to you. Bitter Strike is a Fear power that makes an enemy grant Combat Advantage against all allies. Brutal Momentum adds +2 to hit an enemy you've hit before, which is a a very easy boost to net. Shattering Blow makes the enemy suffer save-ends penalties in stunned and ongoing 10 damage, but it also prones the enemy if they granted Combat Advantage to you. This path adds nothing to make you last longer, but with how much you do to hurt the enemy, that fear might never even be there. ===Snapping Testudo=== If you ever thought "Gee, I wish I knew ways to use two shields for absolutely everything!", then this path is right up your alley. It requires proficiency in shields and pretty much requires you to dual wield them to do anything. ''Two Shield Action'' starts off with adding to all defenses whenever an AP is spent, ''Two-Fold Defense'' raises AC for wielding both shields, and ''Behind the Shell'' makes you count as superior cover against ranged attacks aimed at anyone behind you. Steel Jaws is a double strike that stuns the target, though it can also clump two foes together if two enemies are hit by sliding. Shielded Aggression just improves any shoves that your powers contain or grants a slide if you do hit an enemy with a shield. Paddlewheel is a full-on whirlwind strike, hitting multiple enemies around you and possibly even flooring bystanders. If conflicted between this path and Shield Adept, do remember how you NEED two shields to be useful here and shields aren't exactly considered weapons, while shield adept just requires one and still has a weapon to deal damage. ===Swordmaster=== Your basic [[Swashbuckler]] type paragon path. Quick, agile, and an expert with light or heavy blades. ''Steel Defense Action'' gives you a bonus to AC and Reflex when you spend an action point on an attack, ''Steel Grace'' lets you use Cleave, Reaping strike, Sure Strike, or Tide of Iron when you charge, and a critical hit with a light/heavy blade triggers ''Steel Blitz'', which restores a depleted encounter power. Precision Cut is a strike that makes for a nasty Opportunity Attack, Fantastic Flourish marks an enemy hit with any light/heavy blade, and Combat Crescendo acts as a deceptive move, while weak, it can either recover a Daily or Encounter power depending on whether or not it hits anyone in the burst. This path is pretty simple and only requires that you want to use swords and knives while having an assurance that all your powers can always be available. ===Warhound of Bane=== If you want to dedicate yourself to [[Bane]] without going divine or just want some extra boosts, this path could serve well. For one, ''Determined Action'' can have an AP recover 1/2 level+Wis in HP rather than spending a needed surge. ''Revitalized Offensive'' then uses either that or a surge to give +2 to attack, and ''Iron Determination'' gives the shield's bonus to will as well. Warhound's Wrath is a simple healing attack, but when bloodied, both damage and recovery are all improved. Bane's Fortune is a stance that gives a small benefit to nearby allies while penalizing enemies, but it hinges upon never getting hit and even then, both aren't too big and won't stack on any further boosts. Triumphant Strike is a beefy as hell attack that not only permamarks an enemy and inflicts ongoing damage, but also dents the defenses, and both the ongoing damage and save dents are save-ends effects. ==Ranger== ===Avalanche Hurler=== The reason you pick this path is because you went all-in on specializing with thrown weapons. Dual wielders in particular benefit from this path, since most light thrown weapons can be off-hand anyways. ''Throwing Action'' in particular gives you a free RBA with a thrown weapon when they spend an AP before making your new action. ''Throwing Master'' improves the damage die of any thrown weapon by a step, turning daggers into hurting as much as a sword. ''Uncanny Thrower'' goes a step further by negating any range penalties for throwing your weapons. Landslide Strike shifts you a bit before throwing two times, damaging with both Str and Dex. Quick Draw Trick is your at-will ability to reload multiple weapons, which is your greatest gain. Eruption of Steel is a versatile trick that's melee or ranged, giving you the chance to hit one foe before targeting up to two more. ===Blade Dancer=== This here is another path dedicated to running with dual-wielding and slashing things while dancing around like a prissypants. Starting off, ''Dancing Defense'' gives you a +2 to AC and Reflex if you hit with two weapons. ''Dual Blade Action'' burns your AP to make a double attack with a bonus of Wis to damage. ''Cutting Steps'' just gives +1 to attack and damage while dual wielding. Cross-Body Parry interrupts an attack with two light attacks that weaken if both hits land and add Dex to damage if both weapons are either light or heavy weapons. Misleading Bladework shifts around, dealing -2 to attack and gaining Combat Advantage against any enemies that are near that path. Blade Dance is a triple strike that can target multiple foes and deals Dex to damage when wielding light and/or heavy blades. ===Battlefield Archer=== The natural tie-in for archery style rangers, this paragon path is all about enhancing your ability to deal death from afar. Your ''Archer's Action'' feature lets you spend an action point to reroll a ranged attack's attack roll or damage roll, ''Battlefield Experience'' feature lets you mark multiple creatures as a quarry (and get an attack roll bonus against your quarry), and your ''Battle'' Surge feature means that taking an extra action or Archer's Action gives you +5 AC against opportunity attacks. For powers, you get Combined Fire (freely shoot a target that an ally just attacked for triple damage), Archer's Glory (gain a bonus action point once per encounter by shooting an enemy dead) and Quarry's Bane (get to make a triple-damage on hit, knock prone if miss attack against all marked enemies in range). ===Beast Stalker=== Another archery style exclusive path, these rangers specialize in killing beasts and magical beasts. ''Beast Stalker's Action'' means you get a +4 bonus to attack rolls vs. quarry when you spend an action point, ''Chosen Prey ''lets you select either Beast or Magical Beasts and get +2 damage to all attacks against them, and ''Action Shift'' means that after you spend an action point, you get to shift across the battlefield as a minor action for the rest of the encounter. For powers, you get Pinpointing Arrow (a double-damage ranged attack that ignores cover, concealment, total concealment and invisibility), Hunter's Grace (you can use the result of a Stealth check instead of an Initiative roll once per day) and Beast Stalker's Target (quadruple damage and mark the target). ===Darkstrider=== Available to any ranger trained in dungeoneering, this is a path that specializes in sneaking around with concealment while having ways to ignoring enemies with it. ''Dark Action'' somehow uses an AP to grant +4 to all defenses. ''Darkstrider Edge'' gives you Combat Advantage over enemies that haven't acted yet on the first turn while also giving enemies you hit before their turn and enemies you hid from a damage bonus. ''Blindsense'' just grants an ability to see in any condition, including invisibility. Darkstrider Ambush is a basic attack that dazes a target you have Combat Advantage over. Cloaked In Shadow lets you hide from everyone by sneaking around some materials and you remain hidden until you fight or leave. Death in the Dark is a concealment-ignoring attack that guarantees damage, but only deals ongoing damage and blindness on a hit. ===Feral Spirit=== Restricted to beastmaster rangers, you really just pick this path because you want to focus more on the companion but lack the requisites for any of the other pet-paths. ''Fearsome Partnership'' at least grants some handy benefits by granting a +2 damage whenever you're around your pet. ''Feral Action'' allows for your pet to gain +4 to hit whenever you spend an AP and ''Spirit Link'' allows your pet to spend one of your healing surges rather than spend its own. Feral Diversion acts as a cutting-off maneuver as the pet shifts around to flank your enemy before pulling away. Swiftness of Spirit grants your pet either a free move or a bonus to hit an enemy. Twin Soul Strike is your double-hitter with your pet gaining Combat Advantage over your target and you gaining Combat Advantage over your pet's target if they aren't the same. This path is best suited for those pets with higher Dex scores, as both attack powers key off a Dex, while only Twin Soul Strike adding both Str and Dex to the pet's damage. ===Harrowing Swarm Archer=== This path builds off the Harrowing Swarm Student feat (+2 to nature and gain Rattling on Nimble Strike) which means that you'd best specialize in archery. ''Sniper's Action'' lets you spend an AP to deal ongoing damage to a Quarry. ''Tormenting the Prey'' then works off that by gaining +2 to hit those suffering ongoing damage. ''Glancing Shot'' helps Quarry also by making that damage a constant even if you miss. Savage Sting is a pretty effective starter, dealing not only 3[W] damage but also ongoing damage. Wasp's Evasion halves damage from any attack. Deadly Swarm is impressive in that it targets up to four enemies, though the damage is lacking and all it does is stick -2 to all saves until the next turn, and even that's only on a hit. ===High Forest Scout=== A [[Forgotten Realms]] exclusive path for archer rangers, this path is a bit conflicting in its intentions, and a bit of a controller theme. ''Binding Sight'' uses an AP to block a target from teleporting, ''Plagueslayer'' adds +2 to hit and Wis to damage when you hit Spellplagued enemies, and ''Forest Walk'' ignores difficult terrain made by the forest. Argent Arrow is a cover-negating shot that also teleports the target one square. Unrestricted Movement negates all difficult terrain for you and all allies. Binding Arrows targets three nearby squares, slowing an enemy until a save ends them and slowing them too if they're next to a square they filled with arrows. ===Horizon Walker=== This Ranger path doesn't really give much of a preference for fighting style, but it instead gives various planar-themed powers, a case that might not always show up in a campaign. ''Shadowfell Sight'' gives Darksight but also gives you +5 to perception when inside the [[Shadowfell]]. ''Wanderer's Action'' uses an AP to grant a free move at any point. ''Astral Infusion'' grants Wis to death saves and the Surge value; in addition, you can't die whenever you fail all saves in the [[Astral Sea]]. Worldly Strike is a pretty simple attack that deals bonus damage and dazes any enemy that isn't of natural origin. Fey Strider gives a teleport with a bonus to distance while in the [[Feywild]] and allows your pet to teleport to you if you own one. Elemental Chaos Smite deals damage of near any type and deals ongoing damage on a hit, which doubles when in the [[Elemental Chaos]]. ===Huntsmaster=== This path requires the Hunting Spear Student feat (+2 to athletics, and slows when you hit using Fading Strike with a spear), requiring just about any specialization that isn't archery. Picking this path means specializing in any sort of way to lock down the enemy. ''Huntsmaster's Action'' uses an AP to add 1/2 level to the quarry damage. ''Intrepid Hunter'' gives you a +2 to hit your Quarry while also gaining +5 to track the enemy. ''Wary Hunter'' just denies any surprise. ''Crimson Spear Strike'' is a reach attack that immobilizes your foe, Brace for the Charge gives you an immediate interrupt to hit anyone who gets near you with an MBA that insta-crits, Transfixing Spear immobilizes your Quarry and allows you to reuse the power again. ===Impiluritan Demonslayer=== Like the High Forest Scout, this is also a [[Forgotten Realms]] exclusive path for Rangers, only this one is for two-blade rangers who hate demons extra hard and want them to die extra fast. ''Demonslayer Blade'' adds +1d6 to Quarry damage if you target a demon and you get +5 to Arcana to ID demons. ''Demonslayer's Wrath'' uses an AP to drop all nearby enemy AC by 1, with demons eating double. ''Demon's Misfortune'' lets you strip a demon's resistances on a hit while critting strips any creature of their resistances. Demonslayer's Hindrance is a simple double strike that slows an enemy, while demons eat double the damage and get immobilized. Demonward grants a turn-long resistance to one damage type. Demonbane Flurry is another double-hitter that deals save-ends ongoing damage, with demons permanently losing all resistances and dealing ongoing damage to all nearby enemies every turn they suffer it. ===Lone Wolf=== In the event that you have a ranger that just has no friends and doesn't want to, you can pick this path and revel in your friendlessness by specializing on one-on-one smackings. ''Focused Hunter'' gives you a +2 to hit your Quarry the moment you're totally alone. ''Overwhelming Action'' adds on your Quarry by weakening them whenever you hit them. ''Vanishing Chase'' then gives you both a shift the moment you hit your Quarry. Single Combat Assault is strange, being Str-based but ranged (so thrown weapons?) that dazes a fool and then yanks them to you if they're close enough. Escape the Trap is your at-will minor shift to bail you out of a gangbang. Disperse the Horde is a burst that does bonus damage to your Quarry but knocks back anyone else on their asses. ===Pack Runner=== Another beastmastery-exclusive path, only now it requires a wolf pet. This path really doubles down upon the teamwork aspect on the class, though it offers little besides hitting and a few means to set up flanking for hitting (the one thing the wolf can call its specialty). All ''Pack Chase'' does is grant a +1 to hit whenever you and your dog move more than 2 squares, which is at least easy to achieve. ''Runner's Action'' gives you a free shift at half-speed at any point before or after your AP-using bonus action. ''Canine's Cunning'' lets you spend a minor to let both you and your pet shift a square if you're within range and need to set up a flank. Pack Runner's Assault is your basic team-up attack where hitting gives your pet Combat Advantage for their attack that knocks the target prone. Wolfskin has more out-of-combat utility with +5 to stealth and perception, though the +2 to speed that lasts a whole hour does sound tempting. Neck Bite Pounce is a full pet attack that knocks an enemy down and inflicts save-ends ongoing damage, while missing just slows an enemy and deals ongoing damage with a save ending both ===Pathfinder=== Restricted to two-weapon style rangers, this paragon path is kind of a muddle about what it's supposed to be, with the fluff talking about how it's a scout, but not really supporting that in crunch. For features, you get ''Battlehoned'' (+2 healing surges), ''Pathfinder's Action'' (gain an extra move action when you burn an action point), and ''Cruel Recovery'' (gain temporary hit points when you hit a marked enemy). For powers, you get Wrong Step (punish an adjacent enemy for moving/shifting with an attack that damages + immobilizes), Act Together (gain a temporary action point if an ally burns one), and Slasher's Mark (you can spend a healing surge and then chop down two enemies, marking them both). ===Reaving Axe Savant=== This path requires the Reaving Axe Student feat (+2 to athletics and the ability to deal damage equal to Con when you hit an enemy that moves more than 2 squares with Marauder's Rush). ''Raider's Action'' uses an AP to make a free MBA to hit an enemy that's prone, slowed, immobilized, or restrained. ''Unfair Advantage'' gives Combat Advantage vs slowed and immobilized enemies as well as a +2 bonus vs prone enemies. ''Turn the Tables'' gives you Combat Advantage vs your Quarry whenever you make a save. Raider's War Cry lets you prone an enemy, even when you charge. Dread Quarry lets you mark your nearest foe as Quarry while also letting you deal an extra die of damage for as long as the Quarry's alive. Cheap Shot is a big whack, dealing save-ends weakened and dazed conditions (missing just dazes if you have Combat Advantage). ===Ruthless Punisher=== Sometimes, you might think that killing animals is a bit played out. Sometimes, you think that the real menaces walk on two legs and use tools. At those times, this path sounds like a good idea. ''Most Dangerous Prey'' emphasizes this right out by adding Wis to your Quarry damage if you're targeting a humanoid. ''Ruthless Action'' then has you burn your AP for a chance to re-roll a missed hit against this Quarry and not something like a new attack or second wind. ''Ongoing Punishment'' then adds Wis to any ongoing damage you cause and gives you Combat Advantage against those sorry chumps suffering constantly. Crippling Shot looks rather weak, being effectively an MBA that also slows, but it also weakens humanoids, softening them up for any further pain. Named Dread is a rather vast AoE, penalizing any foolish humies who heard you from attacking you while also giving you Combat Advantage if you're trained in intimidate. Bleed Away is also rather weak, granting a shift for both parties - however, there is a catch: if the target wants, they can deny the move and instead eat 10 ongoing damage per square they rejected. This path can be really handy in an intrigue-themed campaign which makes you a bounty hunter or one where you only focus on a particular mundane foe like an orc-massacring campaign. ===Sharpshooter=== In the event that you want to use crossbows or like firing more than firing accurately, you can consider this a potential path. ''Opportunity Fire'' starts decent with the chance to make an RBA as an Opportunity Attack with no chance for provoking anything, ''Rapid Fire Action'' has you spend an AP for a free RBA before making another action, and ''Seeking Arrow'' gives you the ability to ignore partial concealment when firing at your Quarry. Stab and Shoot makes for a rather fun trick, stabbing one fucker with an arrow and dazing them before shooting someone else a little further away. Perfect Aim gives you Wis to your next attack and damage roll, but demands that you stand still for that to work. Escalating Barrage is a flurry of shots, each with increasing lethality. ===Snow Tiger=== This is another dual-wielding path, though this one focuses particularly on lighter weapons: the dagger, the kukri, and the katar (Which ''Claw Fighter'' gives a +2 to damage with, scaled to +4 when in Epic). ''Snow Tiger Action'' gives a free MBA when you spend the AP. ''Tundra Strider'' is a bigger boost, giving 2 surges on top of Resist 10 cold and immunity to difficult terrain based upon cold. Tiger Jump is a charge-friendly attack that hits once and then lets you drop prone to hit again and daze. Iron Resolve responds to an attack by either spending a surge to heal or making a save with a +2 bonus. Slashing Frenzy is a burst that penalizes every enemy's next attack by how many people you hit. ===Stormwarden=== Restricted to two-weapon style rangers, this paragon path is simple and elegant: chop shit to pieces. Enjoy. ''Stormwarden'' requires you have a melee weapon and be capable of making an opportunity attack, but if you are, then you can automatically cut an adjacent enemy. ''Stormstep Action'' lets you teleport a short distance after you spend an action point. ''Twin-Blade Storm'' is basically the same as Stormwarden, but lets you zap two adjacent enemies for lightning damage instead. For powers, you get Clearing the Ground (close burst of damage and push all enemies), Throw Caution To The Wind (once per encounter, enter a stance that trades -2 Defences for +2 to attack rolls) and Cold Steel Hurricane (shift, deal two attacks to all enemies in a close burst, regain a spent second wind). ===Tharashk Wayfinder=== An [[Eberron]]-exclusive path, this path only demands the Hunter's Quarry feature (mandatory to practically all rangers) and the Mark of Finding feat (You can shift whenever an enemy you had Combat Advantage over shifts and you can use some rituals). ''Quarry's Arrest'' spends your Quarry to slow an enemy and block off their shifting. ''Wayfinder Action'' uses an AP to shift at your speed after attacking your Quarry. ''Wayfinder's Quarry'' then lets Quarry grant Combat Advantage to you. Path of Least Resistance is a really versatile power, usable either in melee or at range, and targeting the weakest NAD while also knocking that defense down by -2 as well. Distant Quarry just permits you to mark any enemy you see as your Quarry. Path of Destruction is another versatile attack, giving two attacks that render their opponents with a permanent Vulnerable 1 all (or Vulnerable 2 all if one enemy got hit twice). This path works incredibly well as a lockdown path, dealing ways to deny opponents and hitting your Quarry. ===Vadalis Griffonmaster=== An [[Eberron]]-exclusive path, this requires that you have both the Beast Mastery style and the Mark of Handling feat (Allows use of mount powers, +1 to AC and +2 to the speed of any mount or companion, and some rituals). For picking this path, you get the kickass ''Vadalis Griffon'' (Your only flying mount with a badass attack) while ''Griffonmaster Action'' allows this griffon to either move or strike an ally with extra damage after you spend an AP. ''Vadalis Rituals'' grants you two extra rituals: Commune with Nature and Phantom Steed. Griffon's Pull makes for a decent isolation move, giving you both an opportunity to strike and the chance to move an enemy away. Invigorating Dive is effectively a free Surge spent when you make a charge. Griffon's Snatch is an interesting power in that it always does the full damage as listed, but hitting also makes the griffon grab your target and drag them without having to make any checks. The Beastmaster subclass is fraught with its own difficulties from having to manage two different characters with one never being quite as good as the other, but this path does grant you a badass mount worthy of your troubles. ===Wildcat Stalker=== Available only to beastmasters with pet cats, rangers choosing this path find a bit of concealment to be useful while also getting a few tricks for their kitty. ''Neck Seeker'' gives both you and the cat +1 to hit and damage any bloodied quarry. ''Prowling Action'' uses an AP to gain concealment for the turn, allowing for some tricks. ''Cat's Quarry'' requires that the cat kills anyone, but gains the power to mark Quarry as a free action that turn. Cat-Eyed Strike, while weak and not requiring your cat, at least is as versatile to loadout and deals extra damage if you had Combat Advantage vs the target. Lurk Unseen requires you and your pet to have concealment and be right next to each other (difficult circumstances outside of combat), but doing so grants total concealment for the turn. Panther Pounce is a pet attack, dealing 1[B] bonus damage if the pet was hidden before striking, and giving the cat a free full-speed shift before and after hitting. ==Rogue== ===Arcane Trickster=== This is for any rogue with training in arcana so there's no need to go multiclassing if it you don't want to, but it does give you extra mileage from your dagger. The centerpiece of this whole deal is ''Arcane Larceny'', which allows you to treat daggers as implements and substitute arcana for athletics, while ''Fading Action'' lets you spend an AP to turn invisible to one enemy you attack, and ''Dagger Spell'' lets you treat ranged spells as being melee spells when using your dagger as the implement. Blinding Flare is a small burst that lets you blind everyone before backing out. Cat Burglar's Veil summons a wall that blocks your enemies from reaching you but your enemies still get Line of Sight. Confounding Teleport teleports you to an enemy you hit and gain Combat Advantage over, giving you a teleport speed for the encounter as well as getting Combat Advantage over anyone you teleport near. ===Cat Burglar=== This is your basic acrobatics-focused rogue, excelling at moving and dodging hits. Naturally, it specializes in light blades, so focus on wielding them. For features, you get ''Acrobatic Action'' to gain a bonus move action after you burn an action point, ''Body Control'' so you can reduce the distance you are moved when you get targeted by a push, pull or slide by -1 square, and ''Athletic Master'' to re-roll athletics checks. For powers, you got Cat Burglar's Gambit (shift to a target, strike for triple damage, then shift to any square adjacent to target), Instant Escape (once per encounter, automatically end immobilized, restrained or slowed effect and then shift 2 squares) and Redirected Death (if an enemy hits you, but there's another enemy in its reach, make that attack hit the second enemy instead and shift 1 square). ===Cloaked Sniper=== As one could guess from the title, this path requires two pieces: Training in stealth (a necessity for rogues) and a love for the crossbow and it's means of killing without getting your hands dirty. ''Crossbow Savant'' gives you the most potent features, giving a bonus to the ranges of any crossbow, giving the hand crossbow the off-hand property, and letting you reload all crossbows as a free action, while ''Sniper Action'' lets you always add Sneak Attack damage to an RBA you make with an AP as well as a free shift and ''Versatile Combatant'' makes sure you don't provoke when firing your off-hand hand crossbow. Sudden Bolt is a basic shot that dazes an enemy if you were hidden from them. Unseen Shot gives you the at-will means to keep hidden and moving whenever you miss your shot. Bolt From Nowhere gives you a shot with a follow-up for anyone around the target with the Fear keyword that deals -2 to any attacks they make and grants Combat Advantage over the targets. ===Daggermaster=== In case you didn't figure it out, this path is all about being the best rogue you can be with the humble stabbing implement. So if you're not wielding a dagger, you're not much good at this path. Daggermaster's Action lets you spend an action point to reroll a dagger's damage roll, Dagger Precision lets you crit with daggers on an 18+, and Dagger Advantage means a dagger critical hit gives you combat advantage against the mook you stabbed for a turn. For powers, you get Critical Opportunity (stab the same mook you just scored a critical hit against a second time, this time dealing triple damage), Meditation of the Blade (once per day, make your dagger's damage die increase by +1 size - so from D4 to D6, D6 to D8, etc) and Deep Dagger Wound (quadruple damage and ongoing 10 (20 on a crit) damage on a hit, double damage on a miss). ===Daring Acrobat=== Obviously, this path requires a rogue trained in acrobatics. What you get from this is a lot of mobility and tricks whenever you charge so long as you specialize in light blades. ''Acrobatic Action'' nets you an extra move whenever you spend an AP, ''Tumbling Positions'' makes you not grant Combat Advantage when climbing, balancing, or prone, and ''Agile Charge'' grants +1 to AC and Reflex whenever you charge as well as the ability to take other actions when you charge if you have any left. Wild Tumble Cut is a charge attack that deals decent damage and gives Combat Advantage over the target. Flawless Stunt just adds +5 to acrobatics and athletics. Dramatic Finish is an interesting charge friendly attack that adds extra damage if either you or the target is bloodied and, if it doesn't kill, permits either a double-tap MBA or a healing surge. ===Flying Blade Adept=== This path requires a rogue with the Quick Draw feat (+2 to initiative and you can draw and attack in the same action), with a specific preference in thrown light blades. ''Deadeye Blade'' gives you high crit on a light blade you throw, ''Flying Blade Action'' gives you a free RBA with a light blade when you spend an AP, and ''Armor-Piercing Blade'' makes your first crit with a thrown light blade deal -2 to the target's AC. Ricochet Blade is a basic ranged attack that hurts the target and one guy near them. Nimble Deflection gives you a chance to negate the damage a ranged attack does by throwing your blade at it. Blade Fusillade gives you mass damage in a close blast 5. ===Guildmaster Thief=== If you're looking for a leader-like bent for the rogue, then you can consider the Guildmaster Thief your ticket onto there. Though you're not quite as powerful as a legit leader, you do give opportunities for your allies to open all sorts of doors - so long as you have a light blade, crossbow, or sling. You get ''Guildmaster's Action'' to let you steal APs from allies and vice versa, though you gain a +2 to attack when you use someone else's AP, ''Thieving Crew'' grants everyone a +2 on thievery and stealth, and ''Thick as Thieves'' lets allies who flank with you deal +Cha to damage. Guild Beatdown allows you and an ally to hit an enemy, with the ally dealing extra damage if they have Combat Advantage. Shifty Direction allows an ally who just evaded an attack to shift around +Cha spaces for a setup. Biting Repositioning gives you a mass-movement ability, allowing your team to shift around regardless of what your attack does. ===Jack of All Trades=== One of the less-celebrated aspects of the rogue is their massive repertoire of available skills to train. What the Jack of All Trades does is put this skill diversity into the forefront. You get a bonus in ''Dabbler'' granting a flat +2 to all skills, ''Expert Assault'' allows you to spend an AP to add +5 to a skill check, and ''Advanced Dabbler'' trains you in three more skills, ensuring that you know how to do pretty much anything. Your first attack is Scoundrel's Philosophy, which is a basic hit with a follow-up that attacks Will to daze. Always a Natural allows you to re-roll any skill. Every Trick in the Book is a massive deal in that it attacks EVERY DEFENSE and deals a different effect for each defense it beats. And to top it all off, you then shift away 3 spaces (adding another space for each defense you break). ===Master Infiltrator=== Specializing in sneaking around, rogues on this path gain the benefits of ''Infiltrator's Action'', which gives free move action after spending an action point, ''Skillful Infiltrator'' for a +2 to all Acrobatics, Athletics and Stealth checks, and ''Invisible Infiltrator'' grants invisibility for a turn after killing or critical hitting a target of equal or higher level. For powers, they get Distracting Wound (target an enemy granting combat advantage for double damage and to extend that advantage to all allies for a turn), Impossible To Catch (become invisible for a turn once per encounter) and Painful Puncture (triple damage and ongoing 10 damage). Both of its attacks only work for a crossbow, light blade or sling, since these are fairly "stealthy" weapons. ===Master of Poisons=== In the event that you've been planning on specializing in using poisons but consider the poisons available to be way too wasteful, this is a path that lets you add poison to your attacks, but do beware how common poison resistance is. You begin with ''Poison Maven'' adding bonus damage to your poison attacks equal to your Int mod (something that's bound to be dismal based on how little you need it) and gaining Combat Advantage over those under your poison effects, ''Venomous Action'' uses an AP to make your next attack deal 10 ongoing poison damage, and ''Acidic Poisons'' has you punch through poison resistance, though it falls flat before those immune to poison. Blinding Dust is a small blast that blinds anyone you hit. Persistent Poison requires that an enemy suffers from your poison effects, but it makes sure that they need to make two saves before they can be rid of it. Insidious Poison is a flexible attack using a light blade or crossbow to fire an attack with a follow-up that deals not only 15 ongoing poison damage, but another 5 damage every time they move 2 or more spaces or attack. ===Master Spy=== Martial Power 1's attempt at a sneak-focused Rogue path is a lot more intricate with a particular addition of using the enemy's tools against them. ''Cover Action'', for example, gives you concealment for an AP and lets you move any distance that turn without penalty on the stealth check to remain concealed, ''Deadly Bluff'' lets you use Bluff as a minor action against an enemy's Insight to gain Combat Advantage, and ''Double Agent'' lets you hijack an enemy's benefits as if you were one of them once per encounter. Lingering Revelation is a flexible attack that uses a crossbow, light blade, or sling to strike and make the enemy so easy to follow that they can't hide that turn. Quick Change lets you use a bluff check against the target's insight to see if you can count as their ally for the turn. Spymaster's Edge lets you turn an enemy's failed attack against you right back at them, letting you exploit Sneak Attack and nabbing their weapon. ===Raven Herald=== This path is only for those rogues who worship the [[Raven Queen]], for this path is all about ensuring the natural order of life and death is undisturbed. You specialize in hastening the transition from bloodied to dead and killing the undead. ''Death Rites'' kicks you off with the Ritual Caster feat, training in religion, and a +4 to death saves, ''Slaying Action'' lets you spend an AP to get +2 to an MBA against a bloodied or undead enemy, and ''Radiant Striker'' makes your sneak attacks deal radiant damage. Unraveling Blow isn't much of an attack, though it adds +1[W] against bloodied or undead foes and if it triggers Sneak Attack, it adds another die. Death's Veil is an immediate reaction that renders you insubstantial and invisible when you get bloodied. Herald the End is a rather nice attack that deals save-ends dazing (or stunning if the target's undead). ===Rakish Swashbuckler=== This path in particular is a rather mark-heavy path, making worthwhile for any multiclassing with a defender class or just working with a defender. It also requires that you dedicate yourself entirely to light blades. ''Incorrigible Action'' uses an AP to make enemies take -2 to hit you for the turn, ''Vexing Foe'' doubles the penalties of attacking you if the enemy was marked by an ally while your marks give allies Combat Advantage, and ''Dastardly Opportunist'' lets you make a free MBA when an ally crits an enemy next to you. Abashing Stab is an attack that marks the enemy, but while they have a -2 to hit you, they get a +5 to damage if they do hit. Mocking Footwork is a stance that lets you shift either you or an enemy every time you hit them while you have Combat Advantage over them. Cutting Assault is a double-hit, first going Charisma vs Will to save-ends weaken and slow the enemy, then the actual attack that perma-marks (with Combat Advantage if the first attack hit, but they'll be slowed if they aren't). ===Red Cloak=== This is a path for Rogues with the Red Cloak Student feat (+2 to acrobatics and when using Riposte Strike with a longsword, shortsword, or rapier against an enemy you have Combat Advantage over, you gain +1 to AC and Reflex for the turn), making this a path best suited for those who know how to make the most of their opportunities and knows their way around rapiers or shortswords. ''Crimson Brutality'' kicks things off by spending an AP and letting an attack benefiting from Sneak Attack deal maximized Sneak Attack damage, ''Roof Runner'' lets you shift 2 spaces every time someone misses you, and ''Red Cloak Reaction'' lets any immediate action attack that misses all targets not count as using your immediate action. Dance of the Cloak is an immediate counterattack with reliable. Scarlet Maneuver gives you Combat Advantage over anyone who misses you in melee. Crimson Rebuttal also lets you respond to a missed attack with a reliable attack that knocks the attacker prone with no way to get up until its next turn. ===Shadow Assassin=== This paragon path is all about killing people quickly and efficiently, as only a rogue can. Like the Master Infiltrator, its path attack powers only work for a wielder using a crossbow, light blade or sling. For features, it grants Shadow Assassin's Action (gain +4 to attack rolls after spending an action point), Shadow Assassin's Riposte (inflict damage on an adjacent enemy that misses an attack against you) and Bloody Evisceration (increase Sneak Attack damage by +1d6 when attacking a Bloodied target). For powers, you got Killer's Eye (a double-damage attack that increases to triple damage if the target hasn't made any actions this encounter yet), Bad Idea, Friend (once per day, if an adjacent foe makes a melee attack against you, increase all defenses against that attack by +10, and double the damage of Shadow Assassin's Riposte) and Final Blow (target a Bloodied enemy for quintuple damage and shift towards it). ===Strong-Arm Enforcer=== This particular path is for Rogues trained in intimidate, specializing in the Rattling keyword and a few marking abilities with a light blade. ''Promise of Pain'' lets you spend an AP for your attacks gain the Rattling keyword for the turn, ''Vicious Courage'' makes any rattling attacks that hit an enemy you have Combat Advantage over give you THP equal to Cha Mod, and ''Strong-Arm Mark'' adds onto that by letting you mark that target while letting you gain +Cha to damage against this foe. Painful Reminder is a Will attack against someone you hurt last turn that you then mark - and if you have Ruthless Ruffian, they slide a space as well. Implied Threat lets you add Str to your intimidate rolls for the encounter, which can also help as a Ruffian, but you could also do so as a Brutal Scoundrel. Callous Strike is an attack with a Cha-based follow-up that has the Fear keyword and can make them move back a space if it hits. ===Verdant Stalker=== Being a path exclusive to Rogues trained in stealth, this sounds like a blatant shoo-in, right? After all, if you aren't a Rogue already, there are two multiclass feats that provide training in stealth if you don't already have it. There's another catch: this path is exclusively shooting with an unusual set of tools (hand crossbow, repeating crossbow, shortbow, shuriken, or sling) which makes any dagger, longbow, or plain-crossbow-focused rogues useless. ''Delicate Shot'' gives a neat trick by letting you roll a minimum of 3 on your Sneak Attack rolls if you were shooting while hidden, ''Vanishing Action'' spends an AP to let you hide with stealth (and you get a bonus if you also spend your move action to hide), and ''Light Footed'' makes terrain a non-issue for you. Shadow to Shadow lets you shift 3 spaces and hide before and after your shot. Forest Specter lets you turn invisible for a turn while hiding behind total concealment or superior cover. Leaves of Steel shifts you 3 spaces before firing at everyone within a ranged burst 2. ==Warlord== ===Arcane Battlemaster=== This path is only available to warlords trained in arcana, which would give you some elemental powers, but the variety is stifling when compared to an alchemist and flat-out demands that you make an archer warlord. ''Elemental Action'' lets you spend an AP to deal ongoing typed damage to a target, ''Transmuting Strike'' lets you strip resistances when you use an at-will, and ''Energizing Inspiration'' lets you grant the target of your Inspiring Word bonus typed damage. Crackling Nimbus gives a ranged burst that not only shocks enemies but gives them another jolt if they attack your allies for the turn. Transmuter's Boon lets you grant typed resistance the moment they encounter it, but it's only for a turn. Hurl the Spark is a shot that not only deals ongoing damage to the target, but also does lower ongoing damage to anyone near the initial target. ===Arkhosian Blademaster=== This path requires a warlord with the Arkhosian Fang Student feat (+2 to endurance and +2 to attack a bloodied enemy with Wolf Pack Tactics when using a broadsword/bastard sword/greatsword), giving you the power to uphold the glory of old [[Arkhosia]] by swinging big swords and supporting allies from the front. It requires the most from Str and Cha, making Inspiring and Resourceful warlords work the best. You get a good buff with ''Resilient Blade'' granting two extra surges and ''Conclusive Action'' using an AP to grant allies +Str to damage against bloodied enemies. ''Battle Recovery'' then gives you a recharge on your lowest-used encounter power whenever you use second wind. Shout of Challenge handily adds +Str and +Cha to damage on top of giving allies THP and marking if the target is bloodied. Heart of Dragons is an immediate reaction that lets an ally that just got bloodied roll a save and gain THP. Inspiring Blade isn't much for an attack, being just a burst that marks, but it allows an ally (+1 per time you spent Inspiring Word) to recover an Encounter power, making it quite nice. ===Arrowhead Commander=== This path is open to warlords with the Adamant Arrow Student feat (+2 to perception and allows Paint the Bullseye to push 1 square when using a longbow or greatbow) and thus pretty much demands an archer Warlord, but this grants you new opportunities to control the battlefield with an arrow. ''Seeking Action'' lets you spend an AP to attack and then grant an ally the power to ignore cover/concealment on your target and ''No Escape'' lets an ally gain +2 to attack a target you move into or out of their reach, while ''Tactical Adept'' adds +2 to push distance on your ranged attacks. Line of Fire is a basic shot that makes a target grant Combat Advantage before attacking up to two enemies covering that first target. Strike Here is a stance that lets an ally attacking someone you hit negate resistances. Follow Through is a unique power, dealing a bit of damage on enemies covering the main target, but missing either lets you keep the power (if nobody's covering the enemy) or gives a second attack that's a repeat of the first. ===Battle Captain=== Specializing in inspiring his party to get the best out of them, the Battle Captain path makes your warlord better at bolstering their allies with its features, whilst still capable of cracking skulls with its powers. Burn an action point to give all allies boosted attack rolls with ''Battle Action'', ''Cry Havoc'' gives you and your allies have a bonus to attack rolls on the first turn of combat, and ''Battle Inspiration'' gives your Inspiring Word power boosts attack rolls and speed when you use it. For powers, you can either knock a group of enemies flying with Force Retreat, restore an ally's spent encounter power with Bolt of Genius, or smack the skulls of every enemy next to you with Cunning Flurry. ===Borderlands Marshal=== This path is restricted to warlords who muliclassed into ranger with the Warrior of the Wild feat (Giving the Hunter's Quarry feature for one turn an encounter and training in a ranger skill), meaning that this class should work on coordinated priority removal. ''Grim Satisfaction'' lets enemies benefit off your quarry by getting +1 to hit them, ''Reinforcing Action'' lets you spend an AP to give an ally +4 to their lowest defense, and ''Open Quarry'' lets you or any ally make any enemy their quarry rather than the closest one. Tag Quarry is a decent move that requires you to either swing at them or use a heavy thrown weapon to hit and mark them as quarry. Pack Hunter Stance lets you or any ally shift whenever you hit your quarry. New Victim is a means of keeping up the momentum by using the death of your quarry to strike the next one (either in melee or with a heavy thrown weapon) and make them the new quarry. ===Captain of Fortune=== This path is a support-focused one, dedicated to granting all sorts of re-rolls to your party and to yourself. ''Know Your Strength'' is evidence of the latter, making all damage die you roll have a minimum result of 3, ''Seize the Day'' lets you spend an AP to attack and either grant yourself or your your allies THP based on whether your attack roll was odd or even, and ''Presence of Greatness'' allows you to use two APs per fight, which is silly considering you won't get another without some feat shenanigans. Lady Luck Smiles is a basic and flexible attack that lets any ally within range re-roll their damage rolls. Favored Fortune also lets damage be re-rolled, but for only one person. Strike of Foul Fate permamarks the enemy, forcing them to re-roll their hit rolls and take the lower result if they attack your allies. ===Chainbinder=== Exclusive to Warlords with the Rending Chains Warmaster feat (If you're proficient with flails, your enemy takes +Wis damage if they shift after you hit them, and Bolstering Blow, Deadly Returns, Inspiring War Cry, Into the Breach!, Warlord's Doom, and Wounding Focus all can substitute for MBAs), this path already expects you to be dedicated to this style and work further as a controller with a flail. ''Binding Action'' has you spend an AP to hit someone with a flail and grab them, ''Hindering Grasp'' grants you Combat Advantage over those you grab, ''Warlord's Chains'' lets you make one power (Brash Assault, Intuitive Strike, or Wolf Pack Tactics) qualify for the Reaving Chains Student feat (+2 Intimidate and using Viper's Strike with a flail lets you pull the target 1 space closer on a hit), and ''Shredding Escape'' lets you replace the damage inflicted from the Rending Chains Warmaster feat with save-ends ongoing +Str damage. Ensnaring Chains lets you grab an enemy and then let nearby allies use an MBA as a free action. Dance of the Flail is a stance that lets you make a free MBA whenever you forcibly move an enemy. Grab and Smash lets you snag up to two enemies and slide them 3 spaces to somewhere near you, adding +Str damage if you got both of them. ===Combat Veteran=== An experienced warrior who inspires through his talents at surviving whatever his enemies may throw at him, and the knowledge he can provide to those willing to listen. Shift an ally by burning an action point (Combat Veteran's Action), +1 [[healing surge]] and heal more when you spend one (Tough as Nails), and grant an ally a saving throw in addition to health when you use Inspiring Word (Battle Healer). You can daze a foe and knock them towards your ally with Skirmish Ploy, give all your allies combat advantage against an attacker who misses you with Miss Me Once, and smack an enemy whilst giving an ally an extra action point with Superior Tactics. ===Dragon Marshal=== Just like Fighters, Paladins, and Rangers have paths that targeted dragons, so too can warlords fight dragons with this path. While not as horribly gimped against other enemies, it's still far from the best when dragons are a some-of-the-time enemy. ''Dragon-Slayer's Action'' is the same AP to re-roll attacks on dragons or re-roll saves on effects from dragons schtick other anti-dragon paths own, ''Vengeance for All'' adds +1 to attack whoever hit you with an area attack (doubled if the target's a dragon), and ''Unflagging Spirit'' grants an ally THP when they spend an AP which turns to HP when facing a dragon. Beast-Surrounding Maneuver lets you and an ally double-tap an enemy while shifting around for a better angle for flanking. Hit Him Where It Hurts pretty much lets an ally crit on a 19+ (16+ on a dragon). Breath-Taking Slam practically forces all of an enemy's close attacks to provoke opportunity attacks while you're nearby, penalizing the attack for dragons when any hit. ===Dujun of [[Erathis]]=== Despite the name, this path doesn't require you to worship Erathis by any capacity, just that you hold fast to the beliefs of community and teamwork - which is a good thing for warlords because that's their specialty. You start with ''Communal Aid'', which lets anyone benefiting from Inspiring Word take a surge from your pool if they're out, and ''Organizing Action'' to give all allies the free action whenever you spend an AP, and ''Solidarity's Virtue'' allows your team a +1 bonus whenever they flank or aid another. Graded Assault is a rather token attack (only Str damage), but it dazes the target and lets allies hit them with at-wills as if they rolled a 10. Unification Stance allows for allies to make saves at the end of your turns. Diplomacy of Steel is an attack that targets Will, gets a bonus to hit based on how many allies are near you, and gives you a follow-up MBA, either against the target, or at someone 2 spaces away (after gaining 10+Int THP from killing the first target). ===Earthfast Brigadier=== In the name of a famous dwarf general, this path gives some extra durability and dedication to axes and hammers, the traditional weapons, with +Con to damage. ''Earthfast Recovery'' starts off by gifting your team 1/2*level+Con HP whenever they spend a surge, ''Enduring Action'' lets your team make a saving throw when you spend an AP, and ''Dwarven Payback'' capitalizes on anyone failing to hit you by giving an ally +Con to hit that enemy. Earthfast Assault is a shield-dependent attack gives your party Combat Advantage over the target if they move. Press the Advantage forces a penalty equal to Con on your target, making it an ideal follow-up to a daily. Stonechannel Strike is an ideal medic's attack by not only healing on a hit but also giving back Second Wind for everyone. ===Flamebrow Commander=== Exclusive to Bravura warlords, using this path is a one-way path to turning into an absolute all-out wild beast that capitalizes on the do-or-die mentality that Bravura Presence embodies. ''Flamebrow Revival'' gives you an early save by adding +Cha to any heals and death saves when dying, ''Relentless Action'' lets you benefit from your own Bravura Presence when you spend an AP, and ''Roaring Recovery'' adds +2 to attack when you heal while bloodied. Flamebrow Assault lets your ally make an MBA with +Cha to hit before you attack, adding +/- 2 to your attack depending on if they hit or not. Rallying Lure is a stance that gains Combat Advantage to everyone and heals +Cha HP to bloodied allies, but it only lasts as long as there are bloodied allies. Renewal Smite is a reliable attack that lets an ally recover one encounter. ===Freedom Fighter=== This path is open to Warlords, but it's also for anyone who has the Escaped Slave theme that is very reactive/defense based. ''Comrade's Help'' lets you use Aid Another as a move action while also giving double bonuses when using it on something involving liberating people. ''Fight For Your Freedom'' uses an AP to either let everyone attack to break any marks/grapples or just give an ally a basic attack if the former can't be done. ''Freedom Requires Vigilance'' adds +2 to Initiative, Perception, and Insight for you and anyone within 3 spaces, which is useful for anyone except Warlords, who already get this for at least one of these instances and now just get it for all of them and are locked to a small area. Self-Sacrificing Strike is a rather dramatic if not flexible immediate interrupt, diving in to shove an ally out of the way and then striking back while also becoming the target of the very attack. Inspiring Example lets you roll a free save and, if successful, let everyone else roll a save. Vicious Guardian has you hit up to two foes and perma-mark them, attacking any time they don't fight you. ===Infernal Strategist=== The exclusive path to Resourceful warlords, this has you follow the teachings of one of Bael Turath's most powerful generals - and it's damned good. Like holy shit, take this path. ''Felling Action'' lets you spend an AP and let an ally re-roll an attack, ''Infernal Pincer'' grants you and any ally you flank with +Int/Cha to damage for the attack, and ''Pliable Command'' allows you to use a second Commanding Presence (you know, those subclasses for Warlords which benefit allies who spend an AP?), but restricts you to use one per AP. Deceiver's Ploy is a basic attack that deals -2 to the target's attack, but using a shield gives you Combat Advantage on the attack. Flexible Authority gives you several options to offer when an ally spends an AP: Heal them by +1/2xlevel+Cha, add +1/2*Int to the next hit or damage roll, or give them a free attack or move while giving Combat Advantage to all allies. Smite of Devil's Luck is a reliable attack with the most incredible of powers: granting a spare freaking AP for the fight. ===Knight Commander=== Specializing in leading from the front, the Knight Commander is all about leading the charge and getting up close and personal, requiring that you have proficiency with Heavy Armor to take it. Adjacent allies get an attack roll boost (Honor and Glory), burn an action point to give higher defenses to all your allies (Knight Commander's Action), and increase the damage your allies do when making opportunity attacks whilst close to you (Press of Arms). You can use Slash and Press to hit a foe for triple damage and then knock all foes adjacent to you back, use Break Their Nerve to mark an enemy, or Control the Field to hit a foe and inflict marking + ongoing damage on all enemies close by. ===Longarm Marshal=== This is the path that centers everything around using the spear. Its features all key off Int, so Skirmishing or Tactical warlords are best suited for this. Your spear gets +1 to hit with ''Accurate Thrust'', ''Longarm Action'' adds +1 to your reach with a spear for an AP, and ''Bristling Reach'' lets you spend an Opportunity Attack to deal guaranteed +Int damage whenever an enemy walks out of your reach or shoots with an RBA. Driving Spear's a flexible attack that lets you push an enemy back +Int spaces. Whirling Spear is a stance that adds +1 to AC when using a spear (+2 when two-handing). Vital Rend is another flexible attack that deals 5+Int ongoing damage and keeps doing that damage whenever someone hits them until they save. ===Pack Master=== This particular path is exclusive to good warlords, which is helpful because it has some really helpful features for support. These warlords seek to drive their allies onward in their hunt for evil wherever it hides. You gain ''Maldeen's Hunt'', which lets you shift for free whenever within 2 spaces of an enemy as well as a few fluff bits (+4 to track and a slightly faster overland speed), and ''Pack Master's Action'', which lets you spend an AP to give an ally a free action, while ''Beacon for the Pack'' lets an ally who uses an action given by an AP either move 3 spaces or shift as a free action. Manticore-and-Wyvern is a circumstantial yet fun power that moves one enemy to hit another while letting an ally hit the target as well. Casting Ripples gives you a means to push allies forward or push them aside from a threat. Straw Soldiers is an attack that has the sustainable side-effect of giving the team concealment, which has ways of being very ridiculous. ===Platinum Warlord=== While this path only requires a warlord to be of good/lawful good alignment, the details around this path make it pretty clear that this path is meant to those who plan to dedicate themselves to [[Bahamut]]. The path's purpose, however, is a bit confused between bolstering defenses and offering healing like a pseudo-paladin. ''Platinum Scales'' also confuses things by granting proficiency to scale armor, ''Protector's Action'' gives allies +1 to all defenses when you spend an AP (+2 when they're bloodied), and ''Righteous Inspiration'' makes Inspiring Word a bit of a bomb by hitting and marking enemies near your target. Platinum Blood Smite is a basic attack that lets an ally use second wind when you're bloodied. Bahamut's Liberation only ends an ally's ongoing damage, doing nothing for any other condition or spreading the love to anyone. Exemplar's Talon requires you to be bloodied, but if successful it heals every bloodied ally by your armor bonus + cha, making its usefulness a bit suspect. ===Prince of Knaves=== This path requires warlords trained in stealth, so the natural conclusion would be that this path tries in a way to emulate the sneakiness better seen in rogues, right? Well...it tries, but it's not making you a rogue anytime soon. You get ''Distracting Action'', letting allies shift their speed and hide whenever you spend an AP, ''Generous Flanker'' lets any enemy you flank grant Combat Advantage to the party, while ''Lord of Scoundrels'' makes nearby allies immune to flanking. Clever Maneuver is an attack that slides the target and opens them up to a free MBA by an ally right next to them. Run for It lets you and an ally move and then hide. Kneel to the Prince also shoves the enemy, but it also leaves them save-ends prone with no hope of getting up (missing just knocks them prone). ===Shadow Captain=== This particular path grants you the assistance of ghosts and other spooky things, while you yourself don't gain much in those powers. ''Shadow Captain's Action'' lets you and an ally deal some necrotic damage (1d6 on paragon, 2d6 on epic), ''Shadow's Reconnoitering'' gives +2 to perception and insight, and ''Inspiring the Invisible Legion'' makes anyone you crit grant Combat Advantage to the party. Underworld Gambit is an MBA that gives a follow-up attack that's Cha dependent and deals +Cha necrotic damage on top of weakening them. Shadow Guardians summons +Int shadowy figures that you sustain and who act as cover and save-ends immobilizes anyone who walks through them. Shadow Turncoat lets you summon a shadowy doppelganger of your target who fights just like them and is always summoned every time you hit your target, though it dies like nothing. ===Sword Marshal=== Focused on carving through the ranks of enemies, this path requires proficiency with the Heavy Blade category of weapons, and all of its powers and features key off of your using one. ''Disciplined Blade'' lets you get a damage boost against targets you initially missed, ''Sword Marshal's Action '' says you can spend an action point to regain a spent encounter power, ''Skewer the Weak'' means that scoring a critical hit grants you and your allies combat advantage against the enemy you hit. For powers, you can strike at two foes with Blade Flurry, use Sword Marshal's Boon to share a power that normally only affects allies, and by using Diamond Blade of Victory, you gain bonus damage based on how many allies you have nearby. ===Twiceborn Leader=== This is a peculiar path that lends itself to connecting with other members of the party and rousing those who used their Second Wind, with a special preference towards fighting aberrant enemies. You start off with ''Assault Action'' giving all allies +2 to attack whenever you spend an AP and ''Twiceborn Recovery'' letting you use Healing Word on two allies at once (though it costs any extra healing the power would normally give), while ''Twofold Defense'' lets allies who use Second Wind gain +4 to all defenses instead of +2. Reminiscent Assault starts off as a basic attack, then letting one member of the team make a basic attack if this kills the target - if the target's an aberrant, gives everyone a +4 to hit the target. Twinning Ploy is a stance that lets you and one ally re-roll an attack each turn so long as you remain within 5 spaces of each other. Seconded Smite is an attack that has a bonus to hit based on how many allies used Second Wind and then lets one of those allies shift +Cha spaces and attack. ===White Raven=== The focus of this path is on pack tactics, as each of your powers depends on having everyone packed as close as possible to maximize this path's effectiveness. Of course, this isn't always as easy or as convenient as it sounds, but with your new abilities and some planning, you can pull this off. ''Loyal Support'' lets whoever you heal or grant THP gain extra health based on how many people are around you, ''White Raven Tactics'' gives a bonus to attack based on how many allies are near you when you spend an AP, and 'Bold Company'' gives you extra damage based on how many allies are near you. Inspirational Assault gives you a swing and then gives an ally a bonus on their next attack based on how many are near you. Order from Chaos gives your whole party a full-speed shift and Combat Advantage over everyone. White Raven's Gambit lets you and an ally swing, giving your ally +Wis to damage, which would only be useful to resourceful warlords. ===Zephyr Warchief=== This is exclusive to warlords with the Desert Moon Student feat (requires proficiency with a heavy blade with the high crit property, gives +2 to acrobatics and lets you shift 2 spaces after hitting Viper's Strike with such a weapon) and grants your party several maneuverability options. You start with ''Desert Wind'' giving +2 to allied run or charge speeds when they're within range, ''Warchief's Favor'' lets you spend an AP and have an ally shift their speed and make a free MBA, and ''Nomad's Blessing'' eventually lets you shift an extra space. Scouring Strike is a charge-friendly attack that lets you and your allies near the target shift 2 spaces. Desert Glide lets you and allies around you move at full speed +2 as a free action. One Thousand Cuts is a charge-friendly attack that always deals 10 ongoing damage, though hitting makes it so that the target has a -2 to saving whenever an ally hits. ==Miscellaneous== ===Arena Champion=== Available to any martial trained in Intimidate and with an <nowiki>[Arena Fighting]</nowiki> feat, this is a rather rounded-out path for anyone who wants to prove themselves in combat and has a really good basic attack. ''Study Foe'' gives a use to the oft-neglected Total Defense action by letting the next attack after using this add 1/2 your Wis/Cha to hit, ''Awing Action'' penalizes the attacks of anyone you hit when spending an AP. Seize Opening lets you hit someone as part of using bluff to gain Combat Advantage, which makes having that skill trained is also very handy. Taxing Strike rides off a basic attack and weakens the target. Hidden Reserves is your rescue card, spending a surge just as you hit 0 HP. Bloodletting Strike triples the damage of a basic attack and then slaps save-ends ongoing damage and -2 to all defenses, which is only made better by being a reliable attack. ===Battle Champion=== This particular path requires a multiclass between fighter and warlord, resulting in a playstyle that blends being an inspirational figure with being a gritty warrior who can take the worst anyone dishes out. ''Champion's Presence'' doesn't do anything for you, interestingly enough, but it does let an ally who spends an AP to re-roll their attack and crit on a 19+. ''Defensive Word'' lets anyone benefiting from Inspiring Word gain +2 to defenses until they attack, while ''Veteran Action'' lets a nearby ally make an MBA when you spend an AP and attack. End This is a handy one-two that shoves an enemy over to a waiting ally's clutches, then enabling that ally to make an MBA with Combat Advantage. Vigilant Defense gives a small aura that lets allies gain +Int to Opportunity Attacks (hereby demanding Resourceful, Skirmisher, or Tactical Warlords for max benefit), which is situational at times. Decisive Stratagem lets all allies slide a space before and after you attack while also letting them either gain THP or make an MBA. ===Oman Giantkiller=== This path requires a mix between fighter and a class with Hunter's Quarry (read: ranger) and the Moonshae Isles regional benefit, with some need to be flexible between throwing and swinging in order to take down greater adversaries. ''In the Thick of the Action'' lets you spend an AP for +2 speed and +4 damage on larger enemies, ''Northlander's Persistence'' lets you spend 2 surges when you use Second Wind, and ''One More Time'' lets you mark a target when you designate them as your quarry for the first time. Toss and Close has you throw a weapon before moving to the enemy and making a free MBA with a (potential) second weapon. Focused Assault lets you mark and quarry one enemy for the turn. Coordinated Devastation has you use both weapons on a target letting allies crit on an 18+ against the target (17+ for a larger enemy) when both hits land. ===Sword Coast Corsair=== A [[Forgotten Realms]] path built upon being a [[pirate]] who lives in his boat and enjoys being scary. ''Expert Mariner'' is your fluff-boost of multiple sorts: +2 to initiative while on a ship, Training or a +2 bonus on any skills involved with a ship's management, and the ability to share this with everyone. ''Sea Legs'' uses an AP to let you ignore terrain and +2 speed, and ''Bold Attacker'' gives +2 to Will when you hit in melee. Strike Terror is a Str-or-Dex reliant Fear attack that pushes back a shocking 5 squares. Nerves of Steel gives you a free save, adding +5 if you're under a Fear effect. Keelhaul whacks someone and then has you haul them three squares.
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