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==Barbarian== ===Ancestral Weapon=== This path is allowed for only PHB2 barbarians, whom possess Rampage (That extra attack whenever you crit), though Cha-focused barbarians would benefit most. What differentiates this path is its dedication to marks, a feature mostly seen on defenders. Starting off is ''Battle Spirit's Touch'', which allows for a healing surge when an AP is spent on an attack that hits, and ''Strong Spirit'' to add Cha to healing surges. ''Lethal Rampage'' adds to the Rampage feature by allowing you to use any at-will after critting rather than just using a MBA. Blood-Splattered Fury marks an enemy while also making you and the enemy deal bonus damage. Ancestor's Presence adds Cha to damage for a turn and permamarks an enemy. Ancestral Weapon's Rage is a beefy rage that marks an enemy while also stacking extra damage on all marked enemies. ===Bear Warrior=== You pick this path because you wanna be beefy. You wanna be STRONK LIKE RUSSIAN BEAR. It's pretty much listed with ''Bear Form'', granting a +1 bonus to AC and free-action Second Winds whenever you rage while also allowing both a surge and action be used on the same AP with ''Bear's Toughness''. ''Wild Push'' just pushes an enemy Str squares away whenever you crit while raging. Your attacks also emulate aspects of the bear, with Mauling Bear proning an enemy and then granting an opportunity attack whenever they attempt to get up, Bestial Vigor granting THP and a save, and Rampaging Bear not only attacks two foes and shoving them back on their asses, but it also has a rage that grants regen and drops all forced movement by one. This is a decent choice for any barbarian who likes to be a meatsponge while also being a beatstick. ===Building Thunder=== This path requires Thunderborn Wrath and, as the name implies, has you mastering the powers of lightning and thunder in the way angry dudes who smack folks with improbably huge swords do. ''Thunder Rolls In'' uses an AP to turn a Thunder power's range from Blast 3 to Blast 5 for tons of coverage. ''Thunderous Echo'' deals Con to damage against the first enemy hit whenever you trigger a Thunder power. ''Lightning Flash'' finally allows your Thunder powers to deal Thunder + Lightning damage, possibly subverting immunities. Finishing Thunder is a basic hit with a blast that does some cruel damage to bloodied enemies within it. Storm Gathering could make for a decent end-of-day damage as it adds the number of surges you spent that day as additional damage for one turn. Storm Dragon Rage is another hit-with-blast that stuns the guys you didn't whack at first while also entering a rage that grants a fly speed and makes all at-wills deal AoE damage so you can mess up hordes harder. ===Calm Fury=== Restricted to PHB2 barbarians with Rage Strike (That one daily that can blow other Rages while raging for a big blow). Unlike most barbarians, you decided that being [[Angry Marines|always angry all the time]] might not always be the best life strategy. ''Certain Savagery'' pretty much turns the Rage Strike into any other attack, dropping the rage prerequisite, allowing it to be used again if it doesn't hit anyone at the cost of removing the half-damage clause. ''Strength in Action'' heals up 1/2 level + Str HP, which would always be quite a deal. ''Relentless Pace'' makes Rage Strike usable 3/day while also adding an additional 1[W] damage to each attack. Furious Calm is a strong healing attack that enables surges, Deliberate Rampage replaces the MBA usually used when following up a crit with Furious Calm even when it was used, and Lethal Ancestor Rage is a basic attack, but it also boosts hit rolls for at-wills and rage strike while also giving THP if those moves hit. This path is a survivor's path, granting ways to heal up after taking blows, but it doesn't offer much to survive any more than you normally would. ===Death's Thane=== This particular Thunderborn-exclusive path fuses you with the power of death, so you can now effectively shout things to death or shout loud enough to rouse yourself from dying, making sure that the killings always continue. ''Death Shout'' does the former by making anyone shoved by your War Cry eat necrotic damage. ''Death's Right Hand'' is a bit complicated in that it uses an AP and if you kill one enemy, you gain a +2 to hit and +Con to damage with your next attack. ''Inevitability of Death'' then allows you to roll death saves earlier and hurt anyone near you when you flub a death save. Death Cry makes for a rather poor attack, but it does have a big blast that weakens anyone inside it. Killing Ground is an instantaneous AoE that triggers when you kill a dude, now gaining +! to hit and +4 to damage anyone in the AoE. Reaper's Rage then wraps it up with a blast that save-ends immobilizes anyone caught while also giving you the ability to shift right next to an enemy withing range. ===Fearbringer Thane=== While sounding like a Thaneborn Barbarian-only path, this one is actually quite open to all, offering a few leader-like tricks to the beatstick chassis. ''Inspire Ferocity'' certainly makes it sound like that by giving nearby allies a damage boost if they hit an enemy with an MBA. ''Staggering Fury'' penalizes enemies hit with an AP-built attack while raging. ''Dominating Presence'' then makes crits grant allies a bonus to hit that enemy. Screaming Hawk Strike makes an enemy easier to hit while also gaining a regen chance if used during a rage. Fearbringer Stance just boosts defenses, which is unusual but gives a helpful asset. Tide of Battle is a leader-style hit and heal an ally by letting them spend a surge. ===Frenzied Berserker=== This acts as the basic Barbarian path, dedicated to raw damage above all else, including their well-being. ''Frenzied Blood'' guarantees that an AP spent on an attack will at least do half damage on a miss if it doesn't already, ''Warpath'' deals extra damage while raging, but demands that you hit the nearest enemy or else be stunned (a major turn-off), and ''Unfeeling Rage'' gives Resist 5 all when bloodied and raging. Persistent Frenzy is another burst attack, though this one can be recovered if used during a rage. Deathless Frenzy allows you to keep fighting even below 0 HP, but you still suffer from death saves. Final Confrontation is a messy as hell attack, ending a potentially lifesaving mark so they can hit you, so you can hit them with a horrific 7[W] damage, so they can hit you, so they can hit them, and so on and so on. Really only useful on BBEGs or bit tanky bastards that could possibly kill anyone else. Though it does have merits, the fact that it can cost you turns if you try to be strategic with your foes and an attack that just acts as death or glory does make it less appealing than it should. ===Stonefire Rager=== While Winter Fury was an ice path, this path makes you more akin to a volcano, building before exploding in fiery rage. ''Calm Before the Flame'' uses an AP to add fire damage equal to Con to an attack as well as knocking them prone. ''Resilience of Stone'' adds a 50-50 chance to ignore a crit. ''Fire's Wrath'' makes bloodying a bad idea, granting both Resist 10 fire and +2 to hit. Pyroclastic Tide smashes one enemy while also adding burst damage. Serenity of Stone gives Resist 10 all until you rage, giving some reason to hold off on a rage. Volcanic Rage is a new rage power that gives a burning AoE effect centered on you and a +2 to hit back anyone who hurt you. ===Twinclaw Slayer=== Available only to Whirling Slayer barbarians, this path gives many ways to benefit dual wielding while not sacrificing the raw damage output a barbarian is known for. ''Close Destruction'' spends an AP to add a bonus equal to all adjacent enemies to the next attack roll, making it ideal to any bursts. ''Threshing Mists'' gives a shift whenever an attack using both weapons hits. ''Bloody Price'' grants a re-roll to one Opportunity Attack. Twinclaw Rend is an MBA-replacing power that does two attacks as well as adding +2 to hit the target for a turn. Dangerous Blur makes a hit on you turn into more damage as your next hit deals damage equal to your offhand weapon. Twinclaw Berserker Range doesn't only deal double damage, but it also gives a free offhand weapon burst at the top of each turn. ===Wildrunner=== Restricted to barbarians trained in nature, this path is a mobile barbarian's calling, granting new ways to move about the field. ''Hunter's Fury'' allows for a Str-square shift after using an AP to attack, ''Wildrunner's Swiftness'' boosts speed with that boost doubling while raging, and ''Wild Resilience'' boosts saves while raging. Shifting Wilds Strike makes for a decent hit-and-run affair by being able to shift 3 after hitting and being rechargeable if used while raging. Press the Kill gives you a shift after killing someone. Wildrunner's Rage hits and immobilizes two targets while also granting you several other bonuses: +2 to AC and Reflex, ignoring difficult terrain, and the ability to shift 2 squares rather than just one. Yeah, that's neat. ===Winter Fury=== If you like dealing cold damage but feel like you need to spend your cash on things besides frost weapons, then this path can back you up. ''Ice Heart Reaper'' may just give you +1 to hit and +2 to damage immobilized targets, but ''Surging Ice'' uses an AP action to immobilize the first person hit by the new attack and everyone nearby. ''Frost Reaver'' is the real deal by granting both Resist 10 cold and the ability to turn your typeless damage into cold damage attacks. Clutch of Winter is another means to trigger Ice Heart by immobilizing an enemy and Armor of Glaciers is a temporary Resist 20 all that drops by 5 for each hit taken and melts entirely if hit by fire. World's End Rage is the most powerful of them though, not only imposing a save-ends restraining condition on the target but also making all at-will attacks immobilize enemies.
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