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==Psion== ===Alienist=== In the battle against the aberrant threats of the Far Realm, you decided to touch into that Far Realm, gazing into the abyss...and then getting messed up in a rather peculiar way. ''Insane Action'' is the most blatant of them, giving one of four different effects whenever you spend an AP (two of them bad, two of them pretty good, though you'll never get to choose which). ''Alien Perspective'' gives you a neat +1 to Will and Resist Psychic equal to half your level and you get the requisite 2 ''Paragon Power Points''. ''Alien Summoning'' gives all summons +2 to defenses, +5 psychic damage to all attacks, but they give Combat Advantage when facing enemies immune to fear (a total downer). Far Realm's Gift turns the enemy into a horrible abomination with plenty of penalties for the turn with an Augment 2 sharing the love with a few friends. Mad Certainty has you sacrifice 2 to all defenses for a turn to gain +2 PP. Summon Far Realm Abomination has you summon a very complex fiend which can grab and suffocate enemies or just daze everyone when left to its own devices. ===Anathema=== This path is very conflicting between intent and practicality. See, a lot of the features key off Charisma, a secondary used by Telepathy Psions, yet the fluff and powers all talk about reshaping reality and shutting down enemies. ''Entropic Recovery'' has you deal psychic+necrotic damage to those nearby when you use a surge, ''Eroding Action'' uses an AP to deal vulnerability to psychic+necrotic whenever you use an AP to hit an enemy (and that's quite specific to find), ''Paragon Power Points'' give the mandatory +2, and ''Abhorrent Devotee'' gives one of two effects if you use an at-will while out of PP: Either you +Cha deal extra necrotic damage (odd roll) or you pull the target a space (even roll). Scattered Discorporation makes the target insubstantial as part of the attack (baffling as it sounds) before shoving them away, hurting anyone in the way of the ghostly enemy while the Augment 2 just boosts the range of this throw. ''Magical Disruption'' just dispels any summons or zones (a power the Wizard gets by level 6 rather than level 12 using a specific PP) and locks the enemy into basic attacks for the turn. Oblivion Sphere is an enemy-lockdown that restrains the target while dealing ongoing damage to the target and those nearby that doubles while the target is bloodied (though the ongoing damage is lessened on a miss), but both are solved by one save. If you decide on this path, you need to have a very specific reason to take this. None of the powers exactly stand out among the paths and the Cha focus is just confusing. ===Cerulean Adept=== A rather basic path with a few perks for fighting aberrants, but little else. ''Cerulean Action'' has you spend an AP to use an At-Will with Augment 1 at no cost, ''Cerulean Sign Focus'' adds +1 to Will, ''Paragon Power Points'' is your requisite +2 PP, and ''All-Seeing Eye'' lets you either crit on a 19+ with an augmented power or on an 18+ when you hit an aberrant with an unaugmented power. Cerulean Blaze is a basic attack that knocks back and prones the target with an augment 2 to turn that single target into a burst. Harden Mind gives you a response to psychic damage by giving a temporary Resist Psychic equal to 5+1/2 level. Seal the Threshold is a rather basic attack that deals some decent damage, some ongoing damage that doubles against aberrants, and a recovered PP. ===Firestarter=== Another legacy Prestige Class, this one gives a rather manic focus on fire, a matter mostly appreciated by the tiefling. ''Fear No Fire'' gives scaling fire resistance, ''Paragon Power Points'' give the +2 PP all psionic PPs give, ''Force and Flame'' lets you deal fire damage any time you deal force damage, ''Wildfire Action'' uses an AP to deal +Wis fire damage to anyone nearby and +Int fire damage to the sap who's attacked, and ''Fiery Nimbus'' has a crit deal +Wis fire damage to closeby enemies near the target while also gaining a damaging aura that gives access to a free at-will that does more fire damage. Hungry Flames summons 2 bonfires (4 when using Augment 2) that attack nearby suckers. Fire Walk gives an increased move for the turn with a trail of mildly-harmful flame behind them (a shame it can't be used more than once per encounter). Spontaneous Combustion marks (though not with a real mark like a defender) an enemy with Vulnerable 10 Fire and the chance to trigger a massive explosion that sets the target to explode and burn in flames that increase in power with each failed save against the ongoing damage inflicted. ===Uncarnate=== Those who recall this path would expect to hear the ability to become immaterial and fight ghosts on their field just like the Prestige Class of yore. Well, they'd be right. ''Flicker Into Nothing'' lets you spend an AP on an attack to become insubstantial, ''Misty Step'' negates anyone attempting to use insubstantial on you, you get 2 mandatory ''Paragon Power Points'', and ''Disincarnate Form'' gives you insubstantial whenever you spend 4 PP on a power. Phantom Hook lets you negate insubstantial on an enemy while also yanking them forward with an augment 2 to improve both the pull and damage. Shed Body gives you the advertised immaterial form, replete with fly 6, insubstantial, and +2 on AC and Will, but now can't use standard actions to negate fighting potential. Dissolve the Flesh is your basic blast of ongoing damage, adding dazed on the first failed save if you hit. ===Dreamwalker=== This particular path focuses almost entirely on the summoning of a proxy that you can use for a greater range for your powers. This power is ''Manifest Dream Form'', which allows you to summon a duplicate whenever you spend PP on an augment that can see everything you can, flank enemies when you can, and use powers as if you did. The one flaw to this is that any attack that isn't from you can unmake it. ''Dreaming Advantage'' lets you spend an AP and gain Combat Advantage over anyone near your duplicate. Your 2 ''Paragon Power Points'' are next, and then there's ''Dreaming Manifestation'' which triggers when you use an area burst and lets you hit an enemy near the duplicate as if they were in the blast. Dream Blade makes for a melee attack that whacks an enemy near the copy with an Augment 2 to make it hit everyone nearby. Dream Stride just lets you swap places with the copy. True Dream Form is the true summoning spell, allowing the copy to finally do things without you doing it first as well as being able to do at-wills without you ordering it to. ===Time Bender=== Know what's fun about time? Getting the ability to tamper with it. This particular path gives you several ways to influence time for your own benefit, either for support or to screw with enemies. Aside from your mandatory 2 ''Paragon Power Points'', you get ''Loan from the Past'' to gain a floating d20 to replace any roll during a fight, ''Time Lapse'' to spend an AP for +1 to hit and a teleport, and ''Borrow from the Future'' to steal a move from the next turn. Bonds of Time locks enemies into making only one move with an Augment 2 to daze enemies. Time Strider gives you a +2 to all rolls as well as adding Wis to your speed. Lost of Time knocks an enemy out of time and into a place where they eat ongoing damage until they make a save, where they take some more damage and save-ends dazing.
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