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==Artificer== ===Battle Engineer=== Most artificers are content sitting away from the action and just giving boosts and potions. Some find that shit weaksauce. Battlesmiths are those that do. For starters, ''Aggressive Action'' gives slight boosts to the accuracy and damage of weapon attacks whenever an AP is spent on a new action. ''Brutal Enhancement'' grants any weapon improved by the engineer's powers the Brutal property, though this cannot stack. ''Accurate Enhancement'' is another rider to all boosts, as boosts to allied weapons is raised by 2. Greater Magic Weapon makes for a pretty basic but effective attack, boosting the hit and damage rolls of all allies by either Con or Wis, Fleeting Dweomer grants one ally's weapon or implement some bonus typed damage equal to Int and also inflicts ongoing damage when that weapon crits. Persistent Spheres is an excellent lockdown tool. See, it starts off as just damage, then the enemy gets an AOE locked in around it which they will only hurt them if they move less than two squares, and then any nearby enemies who end up in that zone get an unfortunate little zap. Even missing is a pretty hefty effect, as the enemy still has that curse on it, though the damage from not moving is halved. If you have an artificer that's dedicated to staying at the front and boosting allies, then there's not much that can go wrong with this path. Keep boosting allies and making things hurt. ===Clockwork Engineer=== Yep, that's right. You got clockwork powers. Sadly, you yourself aren't clockwork, go use Self-Forged for something of that type. ''Clockwork Coordinated Action'' makes for a hefty start as it allows an AP to grant two bonus minor actions to command summons with. ''Durable Artifice'' gives a summons +2 to all defenses, and then ''Superior Minions'' boosts their speed by +2 and attacks by +1. Despite sounding like a kickass summon power, Clockwork Soldiers just brings up a turn-long blast that slows all targets and turns the area into difficult terrain that attacks anyone within it. Aid Artifice is basically a boosted heal to any summon. Clockwork Companion is the only real summon, but it doesn't disappoint; it's fast as hell and has a vastly improved AC and Reflex, plus it grants THP to nearby allies and can mark allies or do bonus damage to those it marked. Truth be told, this is one path that focuses on getting the right tools ready and making the best of your summons. ===Spell Commander=== Spell Commanders sound like they'd compete with Battle Engineers, what with being up-front with boosting allies, but the execution is what matters. The Spell Commander's gig is giving allies another shot at attacking. These guys are also not dedicated to melee. For starters, ''Arcane Weaponmaster'' turns any bow or crossbow into an implement for ranged powers and boosts the range of those powers by 5. ''Spell Commander's Action'' uses an AP spent on an attack to grant an ally a bonus basic or at-will attack against the commander's target. ''Unleash Spell Power'' is an incredible benefit, allowing adjacent allies to consider ANY at-will as a basic attack rather than just specific ones. While not immediately notable, this can make for some fun interactions with Opportunity attacks or a charge into an attack. ''Spell Tracer'' is a simple shoot-and-ally-shoots power, but the attack deals Force damage and the ally gains +2 to hit if the attack has the Arcane tag (Which pretty much means if the ally sits next to the commander). ''Alter Spell Power'' turns an adjacent ally's attack into any sort off typed damage, which kicks ass, and it deals bonus Int damage of that type. ''Living Gate'' is a pure mobility spell, with an initial attack made from an ally's position to making an entire zone around that ally made for teleporting. The best benefits of this path are the ways it can set up allies to use their best attacks when possible. Though this also requires a specific setup to make the best of those setups, the rewards can be quite enjoyable. ===Familiar Bloodsmith=== Restricted to any artificer with a familiar feat, and thus is really useful if you focused a lot on them like with feats. ''Bloodsmith Action'' is a neat little trick by allowing an active familiar be used as the starting point of any arcane attack for the cost of an AP. ''Familiar Blood Bond'' boosts any healing surge by Con whenever the familiar is in passive mode. ''Second Familiar'' is pretty simple, it grants a second familiar so long as one of them is always a Heroic-tier one - however, only one familiar can provide any benefit, and a minor action can switch them around. Bloodbound Rebuke is a starting security policy, making an attack that deals Con and Int damage while also shoving back anyone who attacks a familiar. ''Rescue Familiar'' then acts as an immediate rescue, instantly turning familiar into passive mode before it gets killed. Bloodbond Swarm is the only active attack this path offers, turning an active familiar into a zone full of tinier copies that deal constant damage and slows anyone inside the zone. ===Arcane Armorer=== Only available to artificers with the shielding elixir. Rather than granting new and stronger ways to hurt people, this path focuses more upon finding ways to boost allied durability. ''Arcane Armorer's Action'' certainly does so when an AP used on an action also grants an ally Resist 10 to one type for a turn. ''Protective Spell Shield'' makes any ally subject to a healing infusion immune to Combat Advantage for the turn. ''Practiced Armorer'' then just adds Wis to any resist values. Defense Siphon is a rather curious attack by not only dealing necrotic damage, but also stealing from one defense and granting what was lost to one ally for a turn. Protective Recall acts as an escape button, teleporting an ally just as they get hit and granting them Resist 20 all. Armor of Force is the landmark power, granting Resist 5 all to an ally while also making them a vector to a burst attack that knocks back all enemies. This path locks you into a very support-based role, though if you were looking for anything more direct in hurting things, you might be interested elsewhere. ===Self-Forged=== Restricted to any artificer so long as they aren't [[warforged]]. This path instead turns the artificer into a sorta faux-warforged, though it does have its issues. For starters, the self-forged gains a brand-new ''Battlefist'' (a Mace with +3 proficiency and the ability to hold things too), ''Fortifying Action'' grants THP whenever an AP is used for an action, and ''Supporting Construction'' grants +2 to saves against ongoing damage. As you can guess, all of these are effectively identical to the Warforged's racial powers. ''More Metal Than Flesh'' then makes them more like the bots by granting the ability to use implanted components like them. Battlefist Smash is a pretty tough attack that also pushes the target Con squares back and grants Combat Advantage to all allies. Self-Repair grants a free double-dose of a surge and Flailing Gauntlet is a ranged punch that knocks the target prone as well as granting that fist reach. In a way, this path demands that getting right in business, though it doesn't really offer much besides some ways to survive that. This would be one of those paths you pick because becoming a robot sounds kickass.
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