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==Sorcerer== ===Arcane Wellspring=== Taking this path allows for you to specialize in two different sorts of damage for your spells. ''Double Resistance'' lets you gain resistance to two different sorts of energy (selected for Dragon Sorcerers, randomized for Wild Sorcerers. Cosmics, Storms, and Elementalists, you're SOL) while ignoring any resistances to your two types that are lesser than your own. ''Split Spell Action'' meanwhile lets you target one more target with a non-area power for the cost of an AP, while ''Antagonistic Transposition'' lets you swap the places of two different enemies in a burst or blast's area in the situational instance where this matters. Twin Bolt's a basic attack that hits with both types of damage, though you can sacrifice your resistance for the battle so you can hit two targets for extra damage. Sorcerous Wings gives you a temporary fly speed which hits anyone who tries an Opportunity Attack on you. Sorcerous Metamorphosis is your big transformation, turning you insubstantial and phasing while dealing damage whenever you get attacked or when you go through someone...but it's only for a turn. ===Blizzard Mage=== As the name suggests, these sorcerers focus on ice [[elementalism]], conjuring personalized blizzards to shatter their foes with icy gale-force winds and utter cold. This gives them a certain Controllery slant. ''Icy Action'' empowers any Action Point-fueled attack so that it automatically slows all target. The feature ''Walk Through Winter'' means a Blizzard Mage can shift 1 square when immobilized and their speed is reduced to 3 when slowed, instead of the normal 2. Finally, ''Chill Winds'' let them slide a single creature within 10 squares of them for a distance of 1 square whenever they score a critical hit with a sorcerer spell. For powers, they get Winter's Clutch to hit one target and immobilize them, whilst all allies within 20 squares can shift 2 squares. Cloak of Freezing Wind gives you an encounter-long ability ato hurt and shove back anyone attacking you. Blizzard drops a close burst 10 of cold damage that knocks its victims prone and grants allies Cold Resistance 10 for the rest of the encounter, as well as granting you a personal blizzard for the same, which chills and pushes all enemies in the area. ===Celestial Scholar=== These master Cosmic Magic sorcerers have taken to studying the powers of the heavens with almost [[wizard]]-like diligence, honing their powers to a greater level and developing both a particularly strong affinity for one celestial object and a greater ability to manipulate which celestial object they are attuned to. ''Celestial Action'' allows you to spend an AP to add to your cold, psychic, and radiant powers (all powers Cosmic Sorcs can key to based on phase), ''Cosmic Concordance'' allows you to change to any phase when you're forced to (by using a daily or getting bloodied) instead of going to the next step, ''Phase Focus'' lets you improve one of your phases, which also adds +2 to all defenses when using ''Celestial Defense''. Celestial Sigil is a basic attack that keys itself to a phase with special effects. Celestial Resistance lets you either improve the resistance a phase gives you or swap the resistance to that of another phase. Celestial Seal is another ranged attakc that does dual-typed damage, save-ends immobilizes, and deals another perk based on the phase. ===Demonskin Adept=== This power suggests that you've ripped your power from the forces of the Abyss, and for what it offers that may be right - it's really damn good. ''Demon Fury'' spends an AP to grant everyone +3 to hit (though enemies only get it on attacking you), ''Variable Resistance'' lets you swap around your resistance for a fight, and ''Glimpse of the Abyss'' blinds both you and your target if you crit, which would suck if you have no means to fix it. Demon-Soul Bolts doesn't look too impresive at first, but that's before reading that you get to do this up to three times, enabling you to stack up the damage or split your fire. Demonic Wrath requires you to be bloodied so you can add extra damage, which stacks well with a Dragonborn. Swords of the Marilith gives you an AoE of pain that can be lowered to give allies an AC bonus, which is really killer. ===Dragon Guardian=== Arcane Power's revisit of the Dragon Sorcerer path, these Dragon Magic sorcerers seek to harness the raw vitality and physical potency of the dragons they feel a connection to, granting them far greater durability and offensive capabilities than others of their ilk. ''Dragon Breath Action'' spends an AP to make your blasts crit on a 16+ (holy shit), ''Guardian's Resistance'' grants you a second type to resist, and ''Indomitable Breath'' lets your blasts ignore resistances. Guardian's Breath is a blast that marks everyone in it and grants vulnerability while also hurting anyone who doesn't hit you. Shield of Dragon Might rocks not only because of it's bonus to all defenses, but because it can give resistance to a third type. Lasting Breath is a big blast that save-ends marks and deals ongoing damage as well as also hitting enemies not facing you. ===Dragonsoul Heir=== The PHB path for Dragon Sorcerers, which strangely went more for being defensive and durable on a Striker class meant for range. ''Draconic Durability'' grants two extra healing surges, which is a bit strange, ''Draconic Resilience Action'' only gives THP for an AP, and ''Dragon Soul Resistance'' improves your elemental resistance. Breath of the Dragon Soul is a basic blast. Dragon's Revenge lets you strike back against anyone targeting your AC, though not against your NADs. Veil of the Dragon is a pretty fierce attack, not only doing damage, but also giving a sustained ability to hit any attackers and a unique melee power which would be cooler if not for being an Encounter power. ===Essence Mage=== All sorcerers draw their power from an innate wellspring, but the Essence Mage seeks to truly become one with its magic, drawing forth greater power than any normal sorcerer can hope to wield. With how basic these features are, it makes it welcome for any subclass. You get ''Energy Essence'' to add extra damage whenever you deal two types of damage, ''Essential Action'' gives a big flat boost to attacks when you spend an AP, and ''Essential Resistance'' gives a minor bump to your resistances. Essence of Arcane Blood is a basic attack that does two types of damage and gives Combat Advantage towards all targets. Essence Form makes you immaterial and allows you to heal when you hit with an attack. Protective Burst is a burst that grants Resist 5 all and lets you hurt anyone next to you for the rest of the fight. ===Lightning Fury=== The epitome of power for the Storm Magic Sorcerer, these destructive mages focus on mastering their innate affinity for lightning, enhancing their ability to bring foes to their knees with cascades of crackling electrical energy. ''Electric Action'' lets you shock enemies whenever you spend an AP, ''Unstoppable Lightning'' ignores resistance to lightning while treating those immune to to just having resistance, and ''Lightning Field'' makes anyone near you after making an attack take more shocks. Furious Bolts starts as a basic attack, but it can cause a massive chain reaction of damage if you hit everything and then gain a bonus to your next attack based on your tally. Lightning in the Blood just makes your attacks deal even more damage. Bolt of Power is your jumbo attack that deals ongoing damage and then lets you be dazed for a turn (easily undone if you got a way to make free saves) so you can deal ongoing damage to the target's closest mates. ===Luckbender=== Another Wild Magic path, though this one works by countering the randomness with more rolls rather than working with it. ''Chaos Soul'' lets you re-roll your resistance, ''Luckbender's Action'' lets you use an AP to gain a 50% to recover your lowest-level Encounter power, and ''Lucky Number'' always lets you crit on a 19+. Fortunate Turn of Events makes a missed shot at you turn into an attack that either pushes or knocks the attacker and anyone they're near prone. Even the Odds lets you influence the rolls of one person by adding or subtracting 1d6 from a roll. You get another random chance shows up in Just Not Their Day, giving you a 50% to deal guaranteed extra damage while also sliding and knocking the enemy prone on a hit. ===Primordial Channeler=== These Wild Magic Sorcerers look beyond the mere randomness of [[Wild Magic]] and tease out its connection to the [[Elemental Chaos]], imbuing them with an affinity for a unique form of chaotic [[elementalism]] that may or may not be connected to the ancient [[Archomental|Primordials]]. ''Primordial Manifestation'' gives use to your randomized element and adds a perk to your attacks based on it, ''Primordial Action'' uses an AP to deal damage to nearby enemies, and ''Overwhelming Resistance'' lets you cut down resistances if you hit an enemy. Primordial Rage is a ranged attacks that adds something for whatever type you're using. Primordial Boon gives you Resist 15 to fire, cold, lightning, and thunder, which is neat. Primordial Wrath if a variable sized blast that dazes and gives you a temporary second element to benefit from. ===Wild Mage=== The PHB path for Wild Sorcerers, with all the rolls that entails. ''Chaos Action'' spends an AP for a random perk from a d6, ''Wild Surge'' gives a d6 if you roll a 1 on an attack if you don't like Unfettered Power (pushing things back), and ''Critical Surge'' deals extra damage on a crit. Tempest Surge is a ranged burst with a variable radius that can at least omit allies. Torrent of Power is pretty cool, giving you the ability to add another damage die if you roll max with one. Prismatic Surge is essentially a souped-up Chromatic Orb that can inflict one of a bundle of save-ends effects that happen even when you miss.
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