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=Racial Paragon Paths= ==Changeling== ===Chameleon=== Restricted to [[changeling]]s, boosts the changeling's natural talent for shapeshifting and makes even their abilities take on a new form by copying abilities from allies. ''Coordinating Action'' permits the Chameleon to spend an AP as an immediate reaction after an ally spends their own AP for a spare action. ''Shifting Skill'' allows the Chameleon to have training in a skill an ally is trained in after an extended rest, while ''Power Focus'' allows them to swap out their Imitating Strike (Their level 11 action that imitates an ally's encounter power of level 11 or lower) with another ally's Level 11 power. Imitating Strike also uses Cha for the attack/damage stat, while Perfect Mimicry has them copy a Utility power of level 12 or lower and Deadly Duplication copies a daily power of level 20 or lower. All said, this is a very strange path to pick, as there's nothing unique to it, but instead the ability to copy other powers. Especially for Implement powers (which can be an issue when the Chameleon lacks implement proficiency), it can potentially become an issue if these powers can't be used. ==Deva== ===Ancestral Incarnate=== Restricted to [[deva]]s, this path focuses on tapping into and enhancing the deva's connection to its many past incarnations as resources. ''Resurgent Action'' uses an AP to recover an encounter action of a lower level and then use it immediately, while ''Serene Countenance'' gives +2 to saving throws against dazing and stuns. ''Past-Life Acolytes'' gives access to several past lives as minions for any rituals, each granting a +2 to a check or pay a healing surge if the ritual demands it, making classes with Ritual Magic as a feature a preference. For powers, it has Past-Life Guardian to summon a past life to make an attack when summoned or for an opportunity attack, Past-Life Servant to recreate Unseen Servant, and Past-Life Vanguard makes a burst attack that hits nearby enemies before restoring HP for each hit. This does make it a bit of a choice as to how to proceed with proceeding into this path considering how none of the powers have any power words but do use implements. Similarly, if rituals aren't a big thing, there's a whole feature that won't see much use. ===Dark Star=== Restricted to [[deva]]s who want to redeem themselves for a past lifetime of evil. Several abilities benefit off using the deva racial power, with some abilities granting necrotic damage. ''Horrifying Action'' uses an AP to make a free Memory of a Thousand Lifetimes power which then locks anyone from making an opportunity attack, while ''Maddening Delusion'' makes a use of that power that makes a hit inflict -2 to attack on the target and makes them grant Combat Advantage. ''Vile Rebirth'', meanwhile, gives the Dark Star a chance to make a death save with a +10 in exchange for their radiant resistance. Excruciating Transposition forcibly teleports an enemy that hurt them, Tangled Fate gives a d6 to add or take away from a roll on the turn after using the racial power, and Soul Scourge deals both radiant and necrotic damage. ===Heavenly Deceiver=== Restricted to [[deva]]s who want to travel the less honorable path. All the powers focus on making illusions while moving about to confuse the enemy further. ''Deceitful Action'' spends an AP to grant invisibility for a turn, ''Snake-Tongued Mastery'' gives +2 to Bluff, and ''Deceitful Terrain'' gives a free action to shift to a nearby square. This path also grants four powers: Deceitful Image to build an illusion, Illusion-Sheathed Strike to boost an at-will attack's damage and shift the victim 3 squares, Duplicate Image to grant +5 to defenses vs Opportunity Attacks and +2 vs anything else while also allowing an enemy to re-roll a successful hit with a penalty, and Illusion of Solitude to daze and block off allies on top of the extra damage granted to the triggering at-will, with a final insult of making the enemy unable to see the Deceiver. While Controllers are a very obvious choice considering how many other ways you can screw over enemies with conditions, but the ability to shove folks around and the invisibility can also make a sorta neat theme for a rogue or assassin. ==Dragonborn== ===Adamant Instructor=== Restricted to [[Dragonborn]] in any divine class, this grants them some support and leader-like abilities as taught by a legendary dragon who fought in the underdark. ''Thunderous Teachings'' makes Dragon Breath deal thunder damage on top of dealing bonus damage and pushing 1 square and ''Instructed Action'' makes everyone within 5 squares of the Instructor gain +2 to their next attack. ''Insightful Negotiator'' meanwhile gives +3 to Insight and allows it to be used in place of Diplomacy. Thunderous Blast is an AoE attack that gives combat advantage against all enemies that got hit, while Great Speech gives all nearby allies +2 to all defenses, and Demand Fealty can potentially dominate a victim on top of ongoing damage. This path is particularly handy for Clerics and Invokers in particular, who especially benefit from the Insight for Diplomacy on top of all the powers being Cha or Wis focused. ===Argentum Alliance=== This particular path signifies the player as an agent of a powerful silver dragon. This path does focus on more defender stuff, between ''Argent Action'' marking all nearby enemies for an AP and ''Argent Protection'' granting Cold resistance, while ''Argent Breath'' makes Dragon Breath deal cold damage and slow enemies. The powers are a mix between martial and cold: Argent Judgment is both and restrains an enemy, while Defend the Fallen is a martial power that makes the dragonborn rush over to a fallen ally and grant +2 to defenses, and Sephitherax's Breath restrains and possibly slows an enemy that gets hit by the cold. As mentioned, the chance for mass-marking like this can definitely be of use for a particular defender, though the ability to slow can give anyone a possible glance over. ===Fear Walker=== Restricted to [[dragonborn]] who have the Dragonfear ability and want to scare all the things. This path is rather frontloaded with ''Fear Mastery'' giving +2 to damage with Fear attacks, ''Fear Walker's Action'' forbidding any one enemy from hitting them upon spending an AP, and ''Understanding of Fear'' giving +2 to Insight and Intimidate while becoming immune to frightful presence. ''Walking with Terror'' just gives +2 to Fear attacks against nearby enemies. Wave of Terror is a burst that smacks enemies prone and forbids them from standing up while next to them, Aura of Fear is a stance that forces anyone nearby to flee or take damage, and Dragonfear Overwhelming deals damage, stuns, and penalizes any attacks afterwards. With the attacks keying off Str or Cha, the options for classes is rather diverse, from Thaneborn Barbarians and Paladins rushing in and making sure everything eats the damage and terror to Bards and Clerics who want to use the path as a means for crowd control. ===Glee-born=== Restricted to [[dragonborn]] of arcane classes and an uncharacteristically cheery demeanor. Joining in gives ''Glib Tongue'' for a +3 Bluff and Diplomacy bonus and ''Insulting Action'' to spend an AP to re-roll a missed attack against an enemy granting Combat Advantage while also giving a +2 bonus to hit. ''Captive Audience'' meanwhile makes anyone nearby an enemy hit by an arcane attack grant combat advantage. Flip and Blast is a move-and-shoot power that puts a penalty to the enemy's next attack. Revealing Feint just denies granting combat advantage for a turn while the Glee-born attempts to slide out of danger, and Set a Riddle is a stunning attack based on wordplay. While all the powers are keyed off Int or Cha, the Dragonborn's innate bonus to Cha makes Bard and Sorcerer ideal options that play well with it. ===Honorable Blade=== Found in the Player's Handbook Races: Dragonborn splatbook, the '''Honorable Blade''' is the Martial Dragonborn PP for that booklet. Backstory-wise, Honorable Blades are members of dragonborn warrior-societies that revere dragons and seek to celebrate their own "inner dragon". Through secret martial techniques, they learn to tap into the draconic magic that lies within their fundamentum, the organ that all dragons use to produce their breath weapon, and channel that energy through their limbs and weapons, letting them achieve superhuman physical feats with a distinctly draconic cast. Membership in this PP is easy to qualify for; you just gotta be a dragonborn and belong to a Martial class - that means [[Fighter]]s, [[Ranger]]s, [[Rogue]]s and [[Warlord]]s all qualify. Flavorwise, it arguably meshes best with the Fighter, although the Warlord is also a good qualifier (and mechanically meshes better with the dragonborn's stats). ''Draconic Blade'' turns the weapon into inflicting that damage type while ''Dragon Breath Action'' gives a free use of Dragon Breath whenever an AP is spent and ''Draconic Resistance'' boosts resistance to that damage type. Draconic Sidestep is a reaction that foils an attempt to flank and then gives them a dose of free Dragon Breath. Draconic Leap is gives a temporary fly speed, but it's more fluffed as a super-jump. Whirling Dragon is a weapon-using burst that inflicts breath-typed damage. ===Inner Dragon=== Restricted to [[dragonborn]] fighters who want to merge all the bloodied boons of dragonborn with the tankiness of fighters. ''Breath Action'' makes an AP spent while bloodied grant a free action breath weapon, while ''Improved Dragonborn Fury'' makes all attacks gain a +2 bonus rather than the race's +1 while bloodied. ''Eternal Breath'', meanwhile, makes anyone hit by Dragon Breath take ongoing damage, which is kickass. ''Dragon Blast'' makes anyone nearby the chump who hurt the Dragon eat boiling blood. Ancestral Manifestation drops HP to bloodied, but whatever HP was lost returns as THP and while that THP exists, the Dragon gains Resist All equal to Con Mod. Battleragers would probably just take this to cheese off the THP and Invigoration while still enjoying the boons of being bloodied. ===Mercurial Assassin=== Restricted to [[dragonborn]] who are trained in Bluff or Stealth, making them prime agents to become freaky liquid-metal dragon-men. ''Mercurial Action'' lets an AP give a free move action while ''Quicksilver Speed'' gives +1 to speed and +3 to stealth. ''Fluid Shape'' forces anyone making an opportunity attack reroll the hit and take the lowest. Fluid Counterattack is an interrupt that shifts the liquid-dragon around to make a counter. Mercurial Disguise is a classic T-1000 type "Turn into someone else" trick and Streaking Mercury coats a weapon in poison to hurt one guy while blinding another guy within range. Both these attacks key off Dex, so a very obvious route is to be a rogue, who fits both without much effort, as could a bard. ===Mithral Arm=== Resticted to [[dragonborn]] who serve the Pentad of Five, a cabal of mithral dragons who seek to slay their evil kin. ''Astral Knowledge'' grants a bonus Encounter Power from a lesser level, while ''Astral Luck'' makes a nat 20 to attack heal the dragon-man, and ''Prophetic Insight'' makes spending an AP grant a +2 to attack. ''Astral Step'' grants a teleport speed of 2 while ''Commune with the Pentad'' gives a test with a chance to ask some questions of your bosses. ''Prophetic Defenses'' gives an interrupting boost to all defenses and the chance to teleport if the attack now misses, and ''Dimension Strike''gives teleportation and a free use of any Encounter power. This whole path if pretty generalized in focus, with the real focus being on having teleporting everywhere. ===Ninefold Master=== Found in the Player's Handbook Races: Dragonborn splatbook, the '''Ninefold Master''' seeks to emulate the spellcasting powers of [[dragon]] [[mage|magi]], learning to blend the arcane powers they draw upon from without with the draconic magic that boils and seethes in their fundamentum, allowing them greater versatility with their draconic breath as they learn how to produce uniquely sorcerous exhalations. In addition to being a dragonborn of the Arcane classes ([[Artificer]], [[Bard]], [[Sorcerer (Dungeons & Dragons)|Sorcerer]], [[Swordmage]], [[Warlock]] or [[Wizard]]), a character needs the feat Draconic Spellcasting (Arcane Powers you cast that have the same damage type as your Draconic Breath gain +1/+2/+3 damage) to qualify for this PP. Thematically, this works best with Draconic Sorcerers, but its powers are a good fit for almost anything except maybe the Artificer and Bard. ''Breath Expertise'' turns Dragon Breath into an Arcane Implement power, while ''Dragon Breath Action'' recharges the racial with an AP. ''Draconic Resistance'' gives the Ninefold a boost to the resistance to the breath weapon's type. Dragon Weapon makes the breath weapon as an AoE burst, Countering Blast nullifies an attack that shares the damage type the breath weapon deals, and Dragon Tempest makes the breath weapon become an ongoing hot-zone. ===Platinum Templar=== Found in the Player's Handbook Races: Dragonborn splatbook, the '''Platinum Templar''' is a dragonborn champion of [[Bahamut]] who strives to emulate the Platinum Dragon with such fervor that their draconic lineage literally reshapes itself, turning them into platinum dragonborn. Naturally, this requires the Dragonborn race, a Divine class ([[Avenger]], [[Cleric]], [[Invoker]], [[Paladin]]) and that you worship [[Bahamut]] to qualify for it. It arguably works best with the Paladin. ''Bahamut's Warning'' grants +2 to defenses whenever the Templar uses Channel Divinity and''Focused Action'' uses an AP to give an immediate Saving Throw with a Cha bonus. ''Polar Breath'' is unlike other breath-altering PP's as this makes Dragon Breath do only cold damage and slow enemies when hit. This does hurt its viability considering how other PPs give multi-typing damage. ''Platinum Wings'' also grants a temporary fly speed and an attack that pushes and ''Misty Breath'' slams an enemy with penalties and turns them immaterial while turning the blast zone into a danger zone. The only iffy power is Bahamut's Voice, which grants proficiency in Supernal and a boost in Diplomacy once per day, so...it's not going to see much use. ===Scion of Arkhosia=== Restricted to [[dragonborn]], this power taps into their draconic might, making them increasingly dragon-like. Its Versatile Breath feature lets a dragonborn do two kinds of damage with its breath weapon, with both of its attack powers likewise augmenting the versatility of said weapon (Dragon's Wrath allowing it to spit a fireball-like ranged burst of breath weapon once per encounter, Clinging Breath allowing its breath weapon to do ongoing damage once per day) and with its action point feature, Draconic Overburst, causing all adjacent foes to take breath weapon damage when a dragonborn uses an action point to make an extra attack. Meanwhile, the Blood of Io feature gives a dragonborn an Overland Flight speed of 12, building on from its Dragon Wings (at-will short-ranged flight) utility power. ===Storm Dragon=== Found in the Player's Handbook Races: Dragonborn splatbook, the '''Storm Dragon''' is a dragonborn devotee of the [[Primal Spirits]] who worships the spirits of the storm, thunder and lightning, through their living draconic avatars in the [[Chromatic Dragon|Blue Dragon]] and the [[Catastrophic Dragon|Typhoon Dragon]]. Like the Platinum Templar, the Storm Dragon's worship fundamentally reshapes their draconic lineage, altering their magic and thusly their flesh to make them resemble their draconic totems. Uniquely amongst the dragonborn PPs, not only does this require a Primal class ([[Barbarian]], [[Druid]], [[Shaman]], [[Seeker]], [[Warden]]), it also requires a specific breath weapon, in the form of Lightning. Although the Thunderborn Wrath Barbarian is the most obvious fit, it's not the only one; the Warden also meshes well with this. Restricted to [[dragonborn]] of any primal class with lightning breath and a desire to become the storm. ''Storm Spirit'' grants immediate resistance 10 to thunder and lightning damage while ''Thundering Action'' makes an AP-spent attack push an enemy back by Cha squares and knock them prone (While always nice, the only class with a need for Cha would be a Thaneborn Barbarian). ''Soul of the Storm Dragon'' gives a much-needed ignoring of any resistances to thunder or lightning while ''Storm Dragon Wings'' gives a permanent overland flight speed of 8. Storm's Rebuke is a burst power that clears an escape route to fly off from. Storm Wings gives a mass flight speed to the whole part, which is awesome. Dragon Storm is the big AoE capstone with a big thunderstorm zone that can push things around. This path offers plenty to any of the primal classes (with exception to the poor seeker, and even then Spiritbond has Str as a worthwhile secondary or tertiary), with most classes wanting to exploit that speed. ==Drow== ===Curseborn=== Restricted to [[drow]] that find themselves in [[Lolth]]'s service. ''Clinging Shadows'' amplifies Cloud of Darkness by making anyone in the area count as in difficult terrain and ''Darkfire Conflagration'' boosts Darkfire by making it hit multiple people, while ''Curseborn Action'' is the basic AP to recharge a racial power. Accursed Flames is also an amped-up Darkfire that dazes a target, denies them concealment, and makes them grant Combat Advantage. Drow Shadow Stride gives a shift and concealment. Alluring Lights is a trap-sort of power that makes anyone nearby immobilized so they can be dragged about. Controllers would probably benefit the most from these abilities, with Wizards, Sorcerers, and Devoted Clerics benefiting heavily from it. ===Dread Fang=== Restricted to [[drow]] rogues, it's pretty recommended that the rogue specialize in light blades and crossbows (Proficiencies granted to all drow). ''Dread Sneak Action'' makes spending an AP for an attack against an enemy granting Combat Advantage also inflict Sneak Attack damage with no regard to prior usage, while ''Spider Assassin'' gives another Sneak die to use on a Sneak Attack made against an enemy that couldn't see the attacker. ''Sinister Presence'' is for keeping the momentum, as it grants Combat Advantage against a second enemy once the first dies. Fang and Web Strike is a double attack that can be used with either crossbow or light blade (and it requires wielding both) that can split the attacks. What makes this more special is how it doesn't provoke, meaning you can point-blank unload a bolt through the head on someone. Spider Feint is meant for any point-blank fire or escape ploys by giving +5 AC against opportunity attacks from a single enemy. Venomous Sting is rather handy between being Reliable, usable with either blade or crossbow, and inflicting 2[W] damage while also giving a second attack that can deal ongoing poisonous damage. ===Drow Wanderer=== Restricted to [[drow]] (DUH) who are trained in Dungeoneering. This path focuses more on survival and gaining advantages over the opposition, though without any real ties to any class. ''Ambusher Action'' makes spending an AP to attack an enemy while invisible gain a +2 to hit while ''Stone Sense'' only grants +2 to Initiative, Perception, and Dungeoneering when underground. ''Firemotes'' gives +5 against enemies hit by Darkfire, meaning anyone taking Cloud of Darkness are SOL. From Out of Nowhere is a decent starting power, being not only dependent on either Str, Dex, or Con, but also stunning the target if they're granting Combat Advantage. Strength in Darkness is mega-situational (like most of this Path), granting a bonus to a Healing Surge equal to Con Mod. Darkblade as a power not only inflicts an absurd 5[W] damage, but also puts a Cloud of Darkness on the enemy, slowing them down. It's tough to really pin an ideal class to enter from, since no one class would benefit any more from this than any other. Rangers might benefit the best from this, as might Druids or Barbarians. However, there are features that require both racial powers, and it requires that the campaign spend lots of time underground to be useful. Honestly, don't pick this unless you're really dedicated to it. ==Dwarf== ===Dwarven Defender=== Restricted to [[dwarf]] fighters, building upon the theme of the stalwart protector, though with less focus on stones and more upon toughness. ''Defensive Action'' grants +2 to AC and Fort when an AP is spent, ''Stalwart Defender'' give adjacent allies +1 AC and the ability to reduce any forced movement by 1, and ''Roots of the Earth'' boosts the dwarf's natural resistance to forced movement to resist moves by 5. Press Forward is a burst that knocks anyone back and then opens them to a follow-through, with the rather simple damage boosted by Con Mod if the fighter has a hammer, pick, or axe. Forge Fire Heart grants a big boost to all defenses, with allies picking up a bit of that boost. Keystone Collapse is a tough power with big damage, a shove, AND knocking them prone, with bonus damage for using certain weapons. ===Earthheart Defender=== Restricted to [[dwarf]] fighters and paladins, granting the dwarf the strength and durability of stone. ''Earthheart Determination'' kicks things off by making an AP spent on an action grant saves vs two effects, while ''Heart of Earth'' makes using a Second Wind while bloodied grant +2 to attack for the rest of the turn and ''Great Heart'' makes any nearby allies gain +1 to hit. Gain Heart is not only a beefy attack but it also heals on hit (though only 1/2 level+Con Mod). Earthsight grants a turn-long +5 to Perception to see invisible things while on solid ground, which sounds a bit less than Tremorsense but at least this is an Encounter and not a Daily Utility. Earthsurge is a fierce capstone power that not only slams all enemies around the Defender, but also makes an aura that slows enemies that start a turn within it. ===Fireforged Champion=== This path requires the Forgeborn Heritage feat (dwarf-exclusive feat that gives resistance to fire/cold/acid/lightning and an encounter power that adds typed damage to an attack), which builds even further on the dwarf's burning fury over the unyielding tankiness. With attacks keying off Str, Con, or Wis (aka the stats dorfs get boosts to), you have a pretty hefty list of classes to use. ''Forged in Flame'' makes the fire resistance go up to half your level while letting you ignore an equivalent amount of fire resistance, ''Scorching Action'' deals splash damage to any attack you use when you spend an AP, and ''Fire for Blood'' grants you an aura of fire damage when bloodied. Forge Strike is an attack that deals splash damage around you and then gives light concealment. Burning Recollection lets you instantly roll a 20 on a death save in case you really don't feel like making one. Form of the Forge Spirit turns you into a fiery version of you with +5 fire damage and an exclusive attack that shoves everyone back and always deals ongoing fire damage (though the amount is halved on a miss). ===Firstborn of Moradin=== Restricted to [[dwarf|dwarves]], this path builds on the legendary durability and determination of their kind. The obvious choices for this path are Wardens, Paladins, and Fighters, who all have some fierce defensive abilities and benefit from the simplified action economy, as do Barbarians. ''Stonebones'' gives a chance to shrug off crits like they were ordinary hits, while ''Strength of the Earth'' spares some AP economy by allowing an AP to grant both a heal and an extra action. ''Dwarven Resilience'' furthers the power of heals by making a Second Wind action also permit rolling a save vs all conditions. Receive the Charge is a pretty neat defensive move by moving around an advancing enemy before decking them. Earthsense grants Tremorsense, which is neat. Mountain Stance Stike is a big tanky hit that not only floors the target but also makes standing up provoke Opportunity Attacks and granting the dorf +2 to AC and immunity to forced movement until they change stances. ===Stone Keeper=== Restricted to [[dwarf]] clerics trained in History, it's probably a good idea to say that this path sort of reminds people of [[dwarf (Warhammer Fantasy)|of another sort of dwarf]] known for writing down grudges. Difference here is that the grudges are written in stone with the rest of the history, and these guys are more magical. ''Memorable Action'' makes spending an AP for an action grant +1[W] to all attacks during the turn, ''None So Great'' prones any enemies that the Keeper crits if they're bigger, and ''Unfailing Fortune'' boosts Divine Fortune's boost to +3 and grants a spare use if the attack misses. Rancorous Smite is a late-battle strike that has a better chance to hit if allies are bloodied. Scrape the Sky not only boosts reach and speed, but it also boosts melee damage. Every Wrong Righted is a terrifying attack that not only deals major damage, but also allows everyone adjacent to heal up. ==Eladrin== ===Azure Guard=== Restricted to [[elf|elves]] or [[eladrin]] who worship [[Corellon]] to fight off the enemies of all pointy ears. There's a blend of arcane and divine present, and a lot of the powers focus on teleporting. Thankfully, you also gain a boost to Initiative as part of the shindig. ===Blade Banshee=== Restricted to [[eladrin]] rangers, though this path prefers those who dual-wield. All the powers require use of a longsword and another weapon (though only one of them really has a chance of using those weapons), with all the features granting more damage whenever you use both weapons. ===Blade of Cendriane=== Restricted to [[eladrin]] rangers, serving as the last members of a lost kingdom. Though this path has less preference for what style is used, one power requires use dual wielding. This path instead focuses on teleportation, with each power either teleporting the ranger or his enemies, while spending an AP grants a teleport of its own. ===Bralani Wintersoul=== Restricted to [[eladrin]] with a wintry mix. Everything this path does has cold damage and other penalties to enemies. Even standing near the Wintersoul can be dangerous as enemies get slower when nearby. Combine with Frost cheese for maximum evil. ===Seladrine Dedicate=== Restricted to [[eladrin]] and [[elf]] clerics who can shoot bows, because now all of Arvandor can be of use. The bow can now be used as an implement. The attacks all inflict something on the enemy. ===Shiere Knight=== Restricted to [[eladrin]], this path increases their inherent fae powers, and commonly signifies nobility amongst their kind. This translates into an AP-fueled teleport, a daily power that teleports the Knight out of danger as it arrives, and two attacks that mess with the opponent's head. ===Spiral Tactician=== Restricted to [[eladrin]] warlords with the Tactical Presence ability. Each power involved teleporting everyone where they need to be while also giving some hefty boosts to Initiative for allies. Tactical Presence also grants a bonus equal to the Tactician's Intelligence Bonus, which is neat. ===Watcher of the Night=== Restricted to [[eladrin]] rogues who want to strike from hiding and a preference (though not fully mandatory) for light blades. Of particular interest is the daily power that grants vulnerabilty to fire, cold, or lightning damage, which can open up some new strategies for allies or so they can exploit it later with their Encounter power which deals elemental damage. ==Elf== ===Darkening Blade=== Restricted to those with the Dusk Elf Stealth feat, (thus meaning you need either an [[elf]], [[half-elf]], or possibly even a [[revenant]] elf) now with some extra tricks to use all underhandedly and sneakily. The powers grant either invisibility or concealment, and one ability grants insubstantial when running or charging. ===Keeper of the Past=== Restricted to [[elf]] bards, shamans, or warlords who worship the Spirits of the Past for their guidance. This furthers their Leader abilities with ways to grant allies advantages while also having a way to boost themselves. ===Sylvan Archer=== Restricted to [[elf]] rangers who focus mostly on archery. One power or AP can ignore all cover against an attack, while two of the powers also make the target the Archer's quarry. To top this all off, the Quarry takes damage equal to Wis whenever it's hit. ===Twilight Guardian=== Restricted to [[Elf|elves]], this path strengthens an elf's connection to the wilderness, building into their lore as mysterious and magical defenders of the woods. The attacks restrain enemies by means of using the forest, while ==Genasi== ===Concordant Leader=== Restricted to [[genasi]] warlords, this path focuses on the elemental chaos prevalent in the genasi. The Leader now has an additional elemental manifestation and can focus on messing with the elemental resistances of others. An ally can even benefit from a manifestation and power for a battle in order to bolster a certain type of damage. ===Desert's Voice=== Restricted to [[genasi]], though this path grants a new manifestation like the Concordant Leader, this one grants only a limited choice of powers and actually grants a boost based on which one you chose. The Voice also gains proficiency with Totems, which a lot of their powers use, so enjoy some good ol' AOE. ===Element Unchained=== Restricted to [[genasi]] who want to avoid being locked down anywhere. Each power and several abilities all focus on either teleporting, vanishing from the field, or removing effects that would hamper movement. The only real elemental abilities are level 11 attack and the ability to make all encounter and daily attacks inflict the damage type the Element resists. ===Elemental Tempest=== Restricted to [[genasi]] with the Extra Manifestation feat (so they can choose one of two types of damage to resist). Well, now they can resist both damage types and use either racial power, while spending an AP can turn them into yet another type. The powers granted by this path also grant a specific damage type based on the present manifestation. ===Enemy of the Abyss=== Restricted to [[genasi]] with corrupted manifestations (so caustic, cinder, plague, and voidsouls) who seek revenge on the abyss that corrupted them. This path gives a little bit of everything with each ability, and can hurt demons even harder by ignoring resistances. ===Scion of Absence=== Restricted to voidsoul [[genasi]] touching at the principle of nothingness. Enemies that miss it get hurt, Scions of Absence can banish enemies if they don't want to make the damage they inflict null and void, and they can even force those foes into a lose-lose situation. ===Soul of Erosion=== Restricted to [[genasi]] with watersoul and causticsoul that wish to merge the two powers together. Two of the powers involve inflicting ongoing acid damage (and one is via literally jumping into a person), while the level 16 ability grants insubstantial whenever they move. ===Whirlwind Genasi=== Restricted to windsoul [[genasi]] who want more wind power. There are two ways to grant fly speeds (both being encounters and one being the racial power), while the rest involves forcing enemies to move wherever by the force of a gust. ===Wildfire Genasi=== Restricted to firesoul [[genasi]] who want to go full pyromania. Allies can gain the firesoul's resistance via the racial power, while enemies will find themselves getting burned no matter what they do. ==Githzerai== ===Rrathmal=== Restricted to [[githzerai]] who learn the skills of legendary warriors. Your features are rather good, with ''Psychic Resistance'' set to 10 (15 by epic) and ''Unfettered Action'' ending immobilize, restrain, daze, and slow effects with an AP, while ''Preternatural Instinct'' lets you re-roll initiative. Trace Chance lets you add +2 to your next at-will against a target and if it hits, it's an auto-crit. Rrathmal Pursuit is a kickass at-will that lets you always keep up with a fleeing enemy. Vengeance Shroud is a sustainable AoE that deals ongoing damage whenever an enemy tries to attack while allies can take 10 for their attacks while inside. This power also reveals a Dex or Wis dependency (Native to the race) which makes Dex- and Wis-dependent races the way to go, such as rogue. ===Storvakal=== Restricted to [[githzerai]] with a focus on enforcing order on themselves and the world around them. ''Rebalanced Mind'' lets you reduce all penalties you take by 2. ''Restoring Action'' lets you roll a save when you use an AP, and ''Mind Bar'' adds +2 to your defenses against charm, fear, and psychic attacks. Probability Travel blasts your enemies and then lets you teleport both your enemies and allies wherever you want. Wind of Reprisal interrupts any failed ranged attack against you and forces them to shoot someone else while you teleport close enough to whack the enemy next turn. Excoriating Strands is a spectacular power by both ignoring insubstantial and resistances while also stripping away resistance and immunity until they make a save. ==Gnome== ===Fey Beguiler=== Restricted to [[gnome]]s, this path builds on their natural talents for illusion and misdirection, combined with their intelligence, for a truly sneaky and deceptive being. They gain a few tricks from the Rogue and Wizard, one ability allows them to vanish, and the other recharges their racial power, so all they need is to be annoying more than threatening...though that would certainly help too. ===Gnome Nightcloak=== Restricted to [[gnome]] paladins trained in stealth (weird combo). This path strikes a curious balance between being sneaky like a gnome is wont to do with the defensive power a paladin offers. What results is the ability to teleport around to strike enemies or make allies invisible. ==Goliath== ===Goliath Juggernaut=== Restricted to [[goliath]]s who have a massive hankering for chaos. These brutes gain extra HP and defenses while also learning how to knock enemies down for the count. ===Goliath Thug=== Restricted to [[goliath]]s who want to be more sturdy. They are prone to gaining resistances and finding ways to make enemies scared to take the Thug on. Rogues might find good uses from these abilities. ===Stoneblessed=== Restricted to [[goliath]]s, this path strengthens their connection to the earth, making them more like living stone. ==Half-Elf== ===Half-Elf Emissary=== Restricted to [[half-elf]] bards, this path works a lot with making an advantage out of every situation. ''Skilled Speech'' makes for a powerful start by making Group Diplomacy grant Cha as a bonus to all Cha-based skills. ''Valorous Action'' boosts all defenses by +2 when an AP is spent on a new attack while also recharging the Dilettante power and ''Heal the Besieged'' boosts the heals for any outnumbered foes by giving +1d6 bonus HP per adjacent enemy to the ally. Emissary's Onslaught makes for a softening hit by granting a bonus to hit a single target (though this bonus is tied to Con) with further benefits when outnumbered. Emissary's Gambit is just a boost that's best for either massive battles or to deter early flops as it boosts an ally's attack or save roll based on how many allies and enemies are around. Army of the Emissary is another attack built upon a coordinated hit, as all allies gain a boost to their next attack equal to how many allies are in the AoE. While all bards would be down for the boosts provided, they do require that everyone be within range for any of them to be of the best use, while the two weapon attacks pretty much sell that the best Bards for the job are the Valor bards, with Cunning and Skald being behind them in use. ===Half-Elf Polymath=== Restricted to [[half-elf|half-elves]] who make a lot of use from their dilettante ability. For starters, ''Dabbler's Action'' grants a free move whenever an AP is spent on the Dilettante power and ''Well-Rounded'' grants training in two skills, which boosts their utility. ''Broad Dilettante'' pushes it even further by granting the polymath a new at-will from any class that isn't the base class. ''Practiced Dilettante'' is pretty much a slap-on booster to the Dilettante power by adding 2[W] or 2d8 more damage, ''Skill Dabbler'' gives training in one skill for the encounter, and ''Infinite Reflections'' brings this to a head by permitting the copying of any ally's at-will power, though this depends on the party comp. While there's not much to go wrong with a free at-will and some new skills to work with, this class truly excels whenever the team itself is built around it. This means knowing which at-wills focus on which stats and figuring out how to compensate for a mismatch (or absence thereof) of implement proficiencies. ===Soaring Rake=== Restricted to [[half-elf]] warlocks with the fey pact, whether main class or multiclassed, and training in Acrobatics. Rather than any sort of trickery, this class focuses on high-flying swashbuckling and less on magical powers. For starters, ''Fear No Heights'' boosts Acrobatics while also halving all falling damage and ''Soaring Action'' grants a turn-long Fly Speed whenever an AP is spent. ''Soaring'' Combatant is the only offensive feature here, and all that does is make non-flying or poor-flying enemies easier to hit. For attacks, there's Soaring Strike, which is a basic swoop-and-strike with a flying speed. Flight Burst provides an at-will fly speed, and Soaring Fellowship is a sustainable group flight plan with some damage tacked on. With such a specific criteria for availability, it's pretty obvious that the ones who would want this are those Warlocks who make extensive use of pact blades (or Hexblades), as the two attacks at your disposal are both implement and weapon attacks. ==Half-Orc== ===Bloodfury Savage=== Restricted to [[half-orc]]s, this path allows them to truly master and hone the savage fury and bloodlust they inherit from their [[orc]]ish progenitors. Since this path relies on melee with Str or Dex, you have quite a variety of options available to get in. You start with ''Eager Action'' to add +Dex to your speed when spending an AP and ''Fearsome Disposition'' to re-roll intimidate checks, while eventually you get ''Savage Resilience'' to gain resist 10 all when using Half-Orc Resilience. Unbound Assault is an attack that lets you shift 3 spaces before swinging and getting +4 to damage on your next attack against the target. Frothing Madness is a simple stance that only gives +2 to damage and +5 to saves, held back by it being a daily. Murderous Rage is a flexible attack that gives you a simple +1 to any future damage against the target, but adds to that bonus with every future attack you score in melee. ===Lightning Blitzer=== Restricted to [[half-orc]] paladins and clerics who want to go front-lining in heavy armor with remarkable speed. You start with the remarkable ''Armored Swiftness'' negating any speed penalty from heavy armor and adding +1 to Reflex while wearing it, ''Repositioning Action'' lets you shift half your speed when you spend an AP on an attack, and ''Thunder God's Blessing'' adds +Wis thunder damage as splash damage when you use Furious Assault on a divine weapon power. Prophecy of Reprisal may be a simple attack that dazes, but it has the added perk of recharging Furious Assault when bloodied. Charging Rebuke penalizes an Opportunity Attack by -2 and then shoves them back 2 spaces, removing one obstacle from a charge or run. Catastrophic Impact is a charge-friendly hit that stacks on save-ends blinded and deafened while also giving back Furious Assault when bloodied. ===Mighty Judge=== Restricted to [[half-orc]] avengers with Censure of Pursuit and a serious need to utilize Furious Assault. You start with ''Furious Judgment'' letting you sacrifice Censure of Pursuit's bonus to regain Furious Assault and ''Refocusing Action'' spending an AP to make Oath of Emnity move to whoever you attack next, while you eventually get ''Jailer of the Gods'' to banish slain enemies to a prison in a deific domain and ''Relentless Advance'' to let you use Bond of Pursuit, Bond of Retribution, or Leading Strike on a charge against the oath-foe. Overpowering Retribution is a counterattack that can negate the triggering attack's damage if you deal more damage while letting you gain +2 to the next attack if you use Furious Assault. Ameliorating Onslaught is a stance that lets an ally gain THP whenever you trigger Censure of Pursuit's damage bonus. Sentence of Banishment is an attack that banishes the target if they don't attack you for an entire turn, recharging your Oath of Emnity and adding +2 the next attack if you use Furious Assault. ===Sharakim Blademaster=== Exclusive to [[half-orc]] swordmages, this path gives you a balance between the defensive role of swordmages and the natural aggression of the half-orcs. You start with ''Flurry of Action'' to spend an AP to use an attack and use Furious Assault even when it was used, ''Sharakim Gravitas'' gives training in Intimidate and Diplomacy while making any success in a check with either count as 2 successes, and ''Expansive Aegis'' makes Aegis of Assault burst 5. Blade Flows Like Water lets you shift 4 spaces and attack anyone near you, marking whoever you hit and adding +Str to the damage if you still have Furious Assault. Ghost Lion's Step is the ultimate move-protection power, negating Opportunity Attacks, ignoring terrain, and resisting Dazed, Slowed, and Immobilized. Enforced Peace has you teleport to a marked enemy that hits an ally and make a strike that targets all three NADs, inflicting conditions that last a turn (weakened, dazed, slowed) and adding +Str to damage if you still have Furious Assault. ==Halfling== ===Halfling Bounder=== Restricted to [[halfling]] fighters. This path makes use of the halfling's mobility by giving ways to shift around and sticking to enemies when they least want it. ===Halfling Quickblade=== Restricted to [[halfling]] rogues who focus on the alpha strike. Between a Charisma boost to Initiative, a bonus to First Strike, and a power that hits two enemies, the Quickblade's goal is to soften things up early and then make themselves as annoying as possible after turn 1. ===Halfling Scoundrel=== Restricted to [[halfling]]s, this path enhances a halfling's ability to charm, swindle and sneak their way out of danger. Their abilities can give boosts to skill checks and attacks that distract the enemy from bigger threats. ==Human== ===Adroit Explorer=== Restricted to [[human]]s, this path focuses on promoting a human's natural traits; ambition, courage, and sheer bloody-minded determination. ''Ambitious Effort'' starts things off with a free bonus Encounter power (which can be a re-use of one already known), ''Bloody Determination'' gives the humie +5 to hit whoever bloodied them for a turn, and ''Heroic Action'' grants anyone who uses an AP for an action Resist 10 (boosted to 20 in Epic) all while ''Champion of Humanity'' grants them a shiny new AP to gain and spend (thus meaning they'll always have two APs after any extended rest). Destined for Greatness is a re-roll for Saves with a +4 tied to a Heal, while Bloodied Greatness uses an Encounter power against an enemy who bloodies them with absolutely no cost. This path is one of those universal paths which is pretty much a good fit for anyone, as the benefits have no dependencies and everyone can make use of a free AP and an extra Encounter. (Unless you play a Psionic class that doesn't have any Encounter power.) ==Kalashtar== ===Lightwalker=== Restricted to [[kalashtar]] who worship the Path of Light and wish to vanquish evil where it lives. ''Lightwalker Action'' serves as a decent start by healing one ally when an AP is spent on a power dealing radiant damage, then ''Walk the Bright Path'' grants one ally Combat Advantage vs the target of any Radiant power. ''Radiant Renewal'', meanwhile, just grants resistance to radiant and psychic damage. Illuminate the Adversary is an attack that not only penalizes an enemy's AC and Reflex, but also serves to illuminate a room (a very fringe benefit). Path of Light serves to build an sort of platform or pathway while also granting regen to an ally who uses the path, which can serve as a neat fallback plan. Call of Light is a simple attack that heals an ally as well, with missing halving the heal. The reliance of Wis for attacks as well as the religious prerequisite would narrow the pool of classes already, but the fact that the two attacks this path offers are also Implement attacks pretty much locks your class choices to some Clerics, Avengers, and Invokers, with Runepriest as a possible second and Paladins being left out altogether. ==Minotaur== ===Beastblooded Minotaur=== Restricted to [[minotaurs]], this path emphasizes their connection to [[Baphomet]] as he gifts you with incredible strength and rage. ''Beastly Action'' starts off by letting you charge as a free action after using an AP, ''Bloodied Outburst'' lets you make a free attack the first time you get bloodied in an encounter, and ''Savage Apotheosis'' makes you bigger with reach and +2 speed. Sweeping Gore is a charge-friendly attack that uses your horns to slide them 2 spaces. Thrashing Horns is a stance that adds +1d6 damage and a 1-space push whenever you trigger an Opportunity Attack. Giant's Sweep is a burst that shoves enemies back and knocks them prone on a hit. ===Blooded Champion=== Restricted to [[minotaurs]] who want to go all-in with the horns and your racial power. ''Aggressive Resurgence'' lets you replace Second Wind by recharging Goring Charge and giving +2 to hit and damage rolls, ''Vigorous Action'' lets you gain THP equal to Con score when you use an AP while bloodied, and ''Never Say Die'' makes you fall unconscious when you fail a death save rather than when you hit 0 HP. Follow-Up Gore is two attacks in one, adding +1[W] and +2d6 horn damage while also sliding the target and knocking them prone. Bloodthirsty Shift gives you a full-speed shift whenever you kill someone. Driving Gore is a charge attack that uses your horns to shove the target back and then to the ground on a hit. ===Champion of the Labyrinth=== Restricted to [[minotaurs]] who want something less all-offense and want to follow the Greek myth of the minotaur more closely with surprising mobility. You start with ''Maze Adept Action'' granting you +2 AC and +5 to athletics when you spend an AP, ''Uncanny Mobility'' grants you +4 to save against slow or immobilize effects while also giving you a standard, minor, or move action on a surprise round, and ''Clear the Path'' makes Goring Charge go through occupied spaces and slide or knock down any enemies that take Opportunity Attacks. Dead End Strike is a flexible attack that grants you a full-speed shift if the enemy moves away from you and stops their movement with 5 extra damage. Unwavering Vigilance grants +10 to spot one target. Labyrinth of Foes is a full-speed shift that lets you hit any enemy you approach, slide them back 3 spaces, and then daze those you hit. ===Minotaur Kinspeaker=== Restricted to [[minotaur]] leaders stuck between civility and animal savagery, this path calls upon ancient spirits to aid in the battles ahead. You start with ''Ancestral Allies'', which makes enemies you hit with Opportunity Attacks grant Combat Advantage, and ''Counseled Action'', which uses an AP to let all allies re-roll their skill checks and must take this new result, while eventually getting ''Lend Spiritual Aid'' to grant concealment to an ally who spends an AP. Unleashed Beast lets an ally use a basic attack and gain resist all 10 if it hits. Ancestral Congress is a stance that conceals allies near you while sliding enemies near you. Ancestral Possession curiously is a psionic attack that save-ends dominates the target. ===Scion of Leng=== Exclusive to [[minotaur]]s. Leng was once a powerful city of labyrinths. However, once it descended into bloodbaths and demonic incursions, your ancestor fled that place. Now you have awoken to the truth of Leng's downfall, and your ancestor now begs you to seek the Iron Crown of Leng, the inheritance of the ruler. You begin with ''Ancestor's Insight'' granting +2 to initiative, perception, and insight, ''Madness of Leng'' has you spend an AP to make enemies within 2 spaces attack a random nearby enemy, and ''Relentless Bloodlust'' lets you shift the instant a bloodied enemy shifts away from you. Blood Fugue is lets you full-speed shift, attacking enemies you come across for a pittance and knocking them prone, but once you're done, you're dazed for the turn. Enthroned in Blood is a stance that gives +2 to hit bloodied enemies and allowing you to spend a healing surge when an enemy is bloodied right next to you. Lost in the Labyrinth City has you banish the enemy and take 15 ongoing psychic damage and dazing them when they break out, though missing still does some damage and slides them around. ==Mul== ===Mul Battle Slave=== Restricted to [[mul]]s who might be gladiators, and thus depend on being able to survive all sorts of trouble. ''Battle Slave Action'' makes for a good start, as an AP for an attack adds +4 for that attack's hit, while ''Pain is Weakness'' adds +2 to saves when bloodied. ''Battle Experience'', meanwhile, prevents wasted moves by allowing the last Encounter power available to not count as used if it misses every target. Challenge of Blades is a a neat way to mark and slow two enemies while also relying on either Str, Con, or Wis (Stats boosted by the Mul). Sudden Strength is of dubious utility, as it boosts Str and Athletics checks while also pushing enemies it hits, which can be confusing to a crowded room unless there's some mark setups. Made of Iron is a rather neat capstone stance, not only granting Resist 5 all, but also granting an attack that will perma-mark that target until the stance ends. Defenders are clearly the ones meant to benefit from this power, considering how two powers grant marks that would otherwise not be of use. ==Revenant== ===Avenging Haunt=== Restricted to [[revenant]]s, this path focuses on the unnatural durability being undead grants with little-to-no focus on any particular role. ''Ghostly Action'' is a kickass starter, using an AP to grant Phasing and Insubstantial for a turn. ''Death Reprisal'' is the first point on the not-dying focus, granting +2 to hit whoever manages to drop the spook to 0 for a turn, while ''Unkillable'' makes it impossible to fall unconscious due to HP loss. Deathly Retort is a fun revenge attack, dedicated to any stat and able to inflict all the damage it just suffered to the dealer, but this still requires that the revenant hit. Haunting Form, while awesome-looking by granting Insubstantial, Phasing, and a fly speed, suffers by requiring a Standard Action to sustain the form - therefore meaning all the spooky scary ghostie can do as a ghost is run around, pissing people off and spending Minors. Death Locus makes for a fun curse, not only harming, but also forcing a save-ends effect that makes any attacks to the haunt deal half-damage back as necrotic (with missing halving the damage and only making the curse last the turn). ==Shadar-Kai== ===Doomspeaker=== Restricted to [[shadar-kai]], this path can be better summarized as "Rattling: The PP". No, seriously, all the features and powers either have the Rattling keyword or give benefits to those that do have it. The neatest part of this path is the level 12 utility, which rolls Intimidate vs. Will to grant Combat Advantage to the Doomspeaker, and the power's regained when a crit is scored. ==Shardmind== ===Crystalmind=== Restricted to [[shardmind]]s with the Shard Swarm racial (meaning any of them), this path brings about a special sort of unity formed by assembling thousands of splinters of willpower into a grander being. The most blatant of these is ''Psychic Network'', granting two new skill proficiencies, while ''Shard Swarm Reflex'' grants a free use of the racial power whenever an AP is spent on another action. ''Psychic Channel'' is a rather less-than-interesting feature, turning any at-will power that is used unaugmented into psychic damage. Saw it Coming serves as a neat retribution power, foiling an attempted flank and making a basic attack on the enemy with some extra punishment. Crystal Duplicate forms, well, a duplicate; it can walk around and interact, but it's only good for one hit before falling apart while granting the original a round of invisibility. Perfect Knowledge acts as a setup by granting an enemy Vulnerable 10 all for a turn. When looking between this and Gatekeeper, it's easy to see this as less useful from a purely combative standpoint. A lot of the parts here require setup to work properly and there's a less clear focus on what the goal is. Ultimately, this path is probably only served for people who like the idea of more skills or the tricks it offers. ===Gatekeeper=== Restricted to [[shardmind]]s who have pieces of the Living Gate inside them. This path is very defender-themed, as it does everything it can to make being nearby the Living Gate irritating. ''Dangerous Threshold'' inflicts Combat Advantage vs anyone who enters or exits the gate's reach, while ''Gatekeeper's Action'' uses an AP spent on an Action to turn all adjacent squares into difficult terrain. ''Gate Ward'' then ties into the Chosen Threshold power, granting a free use when bloodied and also inflicting Combat Advantage vs anyone to those near the wall. You Shall Not Pass, rather than [[Lord of the Rings|collapsing bridges to stop fire monsters]], immobilizes an enemy who dares escape the party. Chosen Threshold erects a big wall to use as a doorway, granting plenty of mobility options. Gate to Nowhere is a good way to remove a nuisance, making an attempt to flee the party into instant imprisonment in some pocket dimension until the save ends it, plopping it back somewhere else. Unlike Shard Disciple, this path is more open to a variety of classes by having the powers key off of any mental stat. Defenders and Controllers in particular can have fun with additional ways of locking people down from escaping less than ideal situations. ===Shard Disciple=== Restricted to [[shardmind]]s who want to be more like a swarm of crystals. ''Paragon Power Points'' and ''Perfect Shard Swarm'' start this off with 2 free PP and a boost in range and speed for the Shard Swarm racial power. ''Shard Swarm'' also halves any damage taken from direct attacks when the shard spends an AP on a new action. ''Constant Swarm'', meanwhile, is a typical twice/day racial feature. Irruption of the Living Gate is a basic blast that has the site where it hit turn into difficult terrain, though using those two PP to not only boost the blast radius but also teleport to wherever that may be. ''Recrystallize'' is a surprising cheat-death ability, spending a surge and a teleporting, a feature most Epic Destinies would envy. Shard Storm is then left to be Racial +1, not only being a burst, but also a sustained ability that is difficult terrain to any that step within and constant damage to those who dare stay and granting the owner several perks. Since this power depends on Int for its powers, a Wizard or Psion are the first choices to come into mind. While the Psion sounds obvious with the PP, the one power that has an Augment is already given PP by entering this path. A Swordmage, for example, might find interest in having ways to deny an enemy with all the difficult terrain. ==Shifter== ===Bloodfury Hunter=== Restricted to [[shifter]] rangers with no preference to variant or class features with a predilection towards reckless savagery. ''Dynamic Transformation'' lets you shift 2 squares whenever you use your racial, ''Shifter's Action'' uses an AP to give Wis to the damage of your next attack as well as THP if you're bloodied, and ''Bestial Accuracy'' grants +2 to damage your Quarry when shifted. Blood for Blood is a tricky power in that 1) it either knocks the target prone or gives you a shift as determined by your subrace, and 2) you can inflict damage to yourself so you can deal additional damage. Unleash the Beast demands you to be bloodied so you can give everyone perma-Combat Advantage all so you can get Wis to damage. Bloodfury Ravage demands you to be shifted to use it, though being bloodied AND shifted lets it target the lowest of your target's NADs rather than just AC...and the payoff isn't that spectacular. ===Moonstalker=== Restricted to [[shifter]]s, this path focuses on tapping into their primordial ancestry, allowing them increased powers of shapeshifting and an eye for opportunity. ''Go For the Throat'' nets you +1d6 extra damage on any prone opponents (Upped to 2d6 in Epic), ''Hunter Action'' uses an AP to give a free shift equal to Wis before or after your new attack, and ''Pack Tactics'' gives anyone near a prone enemy Wis to damage. Call to the Moon is a weak burst, but it's got range and anyone hit by it grants Combat Advantage for the turn. Unleash the Silent Predator is a new transformation that gives you Wis to speed on top of a free shift whenever you move. Circle the Prey is a weapon attack (thereby negating any implement-centric classes like Wizard or Psion) that deals ongoing damage and knocks them prone if it hits. On top of that, you get a free shift and gain Combat Advantage vs the target. Considering the fact that it keys off Wis so much with an attack that needs a weapon, classes like Rangers, Clerics, Sentinel Druids, and certain Monks become forefront choices for entry. ==Thri-Kreen== ===Thri-Kreen Predator=== Restricted to [[thri-kreen]] who focus on attacking with any means necessary, even if it's with their own strange anatomy. ''Leap Into Action'' makes an AP not only grant a spare action, but also a free Athletics check to leap distances. ''Strong Claws'' gives the bug a natural climb speed and +2 to the racial power's damage. ''Entrapping Pack'' makes it so that any allies can flank any enemy the Predator is also nearby, which is fabulous. Grappling Claws is a grabbing attack which also includes some ongoing damage while grappling and the ability to move a bit. ''Insect's Spring'' is just a get in/out of jail free card by forcing an Athletics check to jump while being immune to provoking. Paralyzing Bite, while far from deadly as an attack, does grant not only a stunned enemy, but ongoing bonus damage to boot as well. This Path is another strange one to key into, though Rogues are a standout contender with their needs to bounce around. Any non-casting class would probably find something of use here, though it might be advised to not try going if heavy armor is part of the build. ==Tiefling== ===Broken Mirror=== Restricted to [[tiefling]]s with the Mantle of Misfortune feat (an encounter power that makes enemies miss more often and get slid around for failing) and going the next step with a newfound non-demonic power. ''Additional Misfortune'' grants a new use for the ability, ''Mirror Action'' adds an entirely new ability to spend AP on (Shifting an enemy 2 squares or 1 and knock them prone), and ''Deadly Misfortune'' makes this feat deal damage. Turathi Assault is a rather basic rider effect, making the next at-will deal bonus damage and prone an enemy. Aura of Flawed Fortune is a sustain effect that penalizes all nearby enemies while also permitting the man-devil to shift around any enemies that dare get close. Cloud of Misfortune is a different rider for an at-will that can't stack with Turathi Assault, though it also deals damage and prones an enemy - and that's on top of the now constant curse of having you shift them around if they fail to hit. This path is very class-agnostic, though controllers are probably the ones with the most interest in these abilities. ===Hell's Keeper=== Restricted to [[tiefling]]s of any divine class who want to lock up all the bad things in hell while also having a restraining fetish. As in, most of the class focuses on the restrained condition. ''Heaven's Keys'' gives a swell defensive start with a +2 to saves vs dazing, stunning, immobilizing, and restraint. ''Jailor's Strength'' uses an AP used for an attack and makes the attack restrain the target rather than immobilize or slow, guaranteeing Combat Advantage. ''Chains of their Sins'' also restrains, but now it's on any crits, while also forbidding teleportation and stripping devils of their damage resistance. Yoke of Heaven is a basic restraining power that can dominate devils, Hell's Shackles is an AoE blast that counts as difficult terrain and penalizing anyone inside it (-2 to hit for anyone in it, while devils not only lose their resistances, but also gain vulnerable 10 to fire), and To Hell With You literally sends the opponent to Hell to get sodomized (Or the banisher could just fail and it just burns and immobilizes) until they make a save. Though this path is far from bad to pick, the thing that makes it a deciding factor is how often you're planning to hit devils. If you aren't hitting devils often enough, then it's probably okay to choose something else. ===Hellborn Shadow=== Restricted to [[tiefling]] rangers with the Hunter's Quarry feature and a preference for dual-wielding and sneaking around. ''Hunter's Feast'' just grants 1+Con Mod THP whenever the devil kills a foe, while ''Immolation Action'' uses an AP to auto-wound an enemy with Quarry. ''Hellfire Caress'' is just a simple stripping of fire resistance, but only when hitting the Quarry. Shadowbite Strike is an interesting double strike that damages using both Str and Cha while also granting concealment and inflicting Vulnerable 5. Wings of Devilry is an encounter-based flight power that also acts as concealment. Balefire Scourge acts as the burst, inflicting both normal damage and ongoing fire damage that strips resistances to fire and grants concealment as well. As a path, this particular one really works best if you want to be some sort of cross between Rogue and Ranger with all the concealment going on. That said, the one strangeness of using one power that keys off Cha in a Wis-dependent class is unusual. ===Infernal Eye=== Restricted to [[tiefling]]s of any psionic class who went all Nietzsche by staring into the abyss of hell. ''Infernal Visions'' is probably the big draw, allowing them to nullify a power they spent an AP to cast in order to regain that AP and power. ''Mantic Eye'' is the big utility power, keying Intimidate, Insight, and Perception off Cha, while ''Paragon Power Points'' just grants 2 extra PP to use. Vision of Death is a basic psychic attack that can has Augment 2 to make the enemy count as bloodied. Prescient Thought allows an ally to re-roll an attack or skill roll with a bonus. Hellfire Gaze is a fabulous capstone, inflicting constant damage to any one target they wish. Since most psionic classes can go with Cha as a key stat, any of the psionic classes can make their way in. ===Lost Soul=== Restricted to [[tiefling]]s of any arcane class who sold their soul to the devil, acting as an all-rounder path. ''Infernal Retribution'' is a decent revenge attack, making sure that an enemy will suffer whenever they eat ongoing damage, and ''Secrets of Arcane Might'' adds Int or Cha Mod as damage to any attack made using an AP. ''Secrets of Arcane Mastery'' is the survivability booster by gaining THP whenever they kill an enemy. Hellish Escape is the bail-out switch, hitting and teleporting out of a sticky situation. Infernal Respite grants a re-roll on a save with a bonus, but failing will suck up a Surge. As a Capstone, Iron Wall of Dis is an insane piece of terrain control, not only blocking anything, but also burning anyone closeby or touching it and turning into difficult terrain if it breaks. The diverse features of this path make it work for any class, ===Redeemer of the Damned=== Restricted to [[tiefling]]s of any primal class who seeks redemption for their Turathi forefathers. This path kicks off with ''Calling Souls to Battle'' which uses an AP to teleport the redeemer and nearby allies to an enemy, whom they then get Combat Advantage over. ''Redeemer's Reward'' gifts the Redeemer (or an ally) with free THP whenever they kill someone. ''Spirit Shielding'', however, just grants Resist 5+1/2 level Necrotic, which is rather meager. Your Doom Awaits is a power that's rather unclearly worded, being a Burst Power, but has an effect that only mentions a target being affected; regardless, it stuns. Spirit of Sacrifice teleports anyone that gets get hit and then granting THP. Firesoul Salvation is the big AoE attack, summoning four big spirits that not only boost any healing surges made near them, but also deal ongoing fire damage to enemies near them. The Shaman or Druid turn up as decent first calls, what with both already being dependent on control on this level, though the Seeker might find something depending on what they want and the Barbarian might appreciate the new AoE. ===Seer of Endings=== Restricted to [[tiefling]]s with the Gaze of Ruin racial power, but now with a dose of prophetic power so everyone can see dead people. ''Death-Seer's Action'' inflicts Vulnerable equal to Int Mod on an enemy until next turn for the cost of an AP. ''Weakness of the Hale'' is a seriously dangerous boon, granting Combat Advantage against all non-minion non-bloodied creatures. ''Puissant Gaze'' boosts the Gaze itself by upping the Vulnerable condition by Int Mod, the AC penalty by 1, and the attack penalty by 2. Deathly Glare adds either Weakened or 2d10 damage to an at-will if it hits one enemy, Foretold Death effectively grants a free Move action when a non-minion enemy dies, and Visions of Death is like Deathly Glare, only the damage (halved on a miss) and vulnerable 10 condition are both inflicted on a successful at-will. Since the class only really has a minor focus on Int, a good bundle of classes can manage with it, from Bards to Wizards to Battleminds, anyone who wants to inflict Vulnerable for their allies can see use for it. ===Tiefling Hellstalker=== Restricted to [[tiefling]] rogues with a need for darkness and sneaking around. Starting off is ''Hell's Shadows'', which grants +1 to all defenses when under concealment, and ''Hellstalker Action'', which uses an AP to gain concealment for the turn. ''Gloom Wrath'' makes the Infernal Wrath racial power grant Combat Advantage vs any target, which makes it a set-up for any sneak shenanigans. Dimming Blow makes for a flexible set-up as well, being an attack that can hit from either at range (using crossbows or slings) or up close (with light blades) and then grant invisibility vs the target. Devil's Vision ensures that this can't be used against the stalker by granting Darkvision and the ability to see invisible things. Wrapping this up is Blackfire Wind, a burst attack that deals ongoing fire damage and grants invisibility against those nearby foes. Fortunately, the powers of this build make it rather easy to fit into a rogue's build. Whether you plan on being a blur of darkness and hellfire or a punishing ambusher, there's not much to turn you away from this Path. ===Tiefling Warfiend=== Restricted to [[tiefling]] fighters with a need to use their unholy powers to make it hurt with the power of hellfire. For starters, ''Hellfire Retribution'' adds that anyone marked by the warfiend who doesn't hit him eats 3+Con Mod fire damage, ''Infernal Action'' is a basic "AP for Racial use" feature, and ''Infernal Opportunism'' ads fire damage to damage made using Combat Challenge or an OA. Hellfire Reprisal is a pretty simple power, only adding bonus damage if the target hit someone already. Infernal Resurgence gives a free Surge upon killing someone. Burning Wrath Smite is a basic attack with Reliable and ongoing fire damage. Compared to the Hell-Kite, this path focuses more with outlasting the enemy with a few ways to deal extra damage without needing to do anything, though it lacks any big flash like Flame Blade. ===Turathi Hell-Kite=== Restricted to [[tiefling]]s of any martial class who want to make use of their more esoteric features. ''Tail Sweep Action'' starts with some decent crowd management, making all enemies adjacent to the target of an attack made using an AP prone regardless of the base attack's result, and ''Turathi Tenacity'' not only adds Int or Cha mod to all Healing Surges, but also grants an additional Surge to use at any time. ''Turathi Vigor'' also helps with survivability by granting 10+Int/Cha Mod THP whenever Infernal Wrath is used. Hell's Ram is a simple but effective move, being an attack in a Swift action that can stun an enemy before starting an even bigger assault. Ride the Devil's Tail is a decent reaction power, shifting half-speed around an enemy that gets close. Flame Blade, however, is the big charmer, stacking Fire Damage to all attacks until the either the battle ends or the Hell-Kite decides to end it early to cash out with mega-damage. Warlords and Rogues are probably the first to come to mind for ways into the class with their innate dependencies on Int or Cha, but the Fighter can also see a use in this class with its bonus Surge and heals. ===Turathi Highborn=== Restricted to [[tiefling]]s, this path allows them to tap both the arrogant determination of Bael Turath and their infernal taint for greater power. ''Hellfire Action'' is a rather basic feature, making an AP-powered attack deal 2d6 fire damage, ''Turathi Frenzy'' gives additional damage to bloodied enemies, and ''Kneel Before the Turathi'' makes Infernal Wrath knock any targets prone. Bolts of Bedevilment is a sinister starting ability that manipulates enemies into hitting each other, with some versatility by using Con, Int, or Cha to hit the enemy's Will. Infernal Nova makes the highborn bleed fire on anyone nearby. Thrall of Turath is a dangerous capstone, dominating an enemy while also burning them. While these abilities all key off either Con, Int, or Cha and not need Implements to be useful, this path is not for those who prefer to get up close and personal. Sorcerers probably benefit the most from this path, since everything can key off Cha, as would Clerics or Warlocks. ==Warforged== ===Warforged Juggernaut=== Restricted to [[warforged]] who want to be the unstoppable force that crushes all underfoot. ''Charging Action'' grants +2 to speed and defenses when the juggernaut spends an AP to charge and ''Charging Strike'' deals bonus damage on a charge and shifts both the attacker and prey, while ''Construct Perfection'' adds +2 to saves and Endurance and ''Unstoppable'' makes spending an AP also give a save. Ruinous Onslaught is a charge-friendly attack that deals damage and stuns the foe, which might be fun for classes like the Barbarian or Fighter. Inorexable Momentum ignores terrain, occupied spaces, and even opportunity attacks with a +2 AC against those hits that they provoke. Crag of Steel shifts gears from unstoppable force to immovable object with Resist 5 all (ignoring additional effects if the damage is canceled), the ability to resist forced movement, and an aura of hitting against nearby foes. Pretty clearly, classes that fare well as either assaulter or tank benefit best from this tank, be they Barbarian, Paladin, or Fighter. The key thing is that they want more to do with charging or tanking blows. ===Warforged Lifeseeker=== Restricted to [[warforged]] leaders with a fascination with the living. ''Healing Action'' heals the bot or one of their allies if they spend an AP on an attack while ''Social Savant'' gives +1 to Wis and Cha skill checks and ''Empathic Healing'' makes sure that the 'forged heals some damage as well if they use a healing power. Verve Strike stuns while also giving one friendly unit some 5+Wis/Cha THP. Empathic Resonance gives the lifeseeker +2 to saves while also allowing allies to save as well if the seeker is successful. Unleashed Vigor is a pretty devious capstone, not only dealing ongoing damage, but also making it so that if anyone's nearby when the target takes that ongoing damage, they heal up. Not all leaders are exactly keen to follow this path, though the Warlord will almost never go wrong here. Clerics and Ardents may require some work to fit in, but the Shaman will probably suffer the most with only Int being a possible tertiary. ==Wilden== ===Nature's Avatar=== Restricted to [[wilden]] who embody nature's transitory aspects by empowering each racial power. ''Adaptive Action'' costs an AP to immediately change the avatar's racial power (though if the last one was used, you need to wait for a short rest to gain use for it), ''Bloodied Aspect'' boosts each racial differently (Aspect of the Ancients adds Wis Mod to the heal when bloodied, Destroyer grants +1 to attacks when bloodied, and Hunter grants +1 to speed when bloodied), and ''Bloodied Vigor'' adds +2 to damage on a turn where a Second Wind was used. For attacks, it pays to remember which aspect was used, as these impact the path's powers. Freezing Blast, for example, deals bonus damage to an at-will as standard ability, but then the Aspects add to it (Ancients dazes the power, Destroyer makes more damage, and Hunter restrains). Nature's Rebirth, while not a real attack influenced by the Aspect, does grant a saving throw and the ability to change the Aspect immediately. Nature's Purging Flame is another attack keyed off an at-will (though not on whether it hit or not) and dealing fire damage to the enemy and every adjacent ally and another Aspect-specific effect. This path is similarly independent of any key stat, though it does require a certain interest in the racial powers and a burning need to make them more useful. ===Treeborn=== Restricted to [[wilden]], though this one gives universal benefits to all racial abilities. ''Reaching for the Canopy'' grants all melee attacks extra reach after using the racial power, ''Reaching Limbs Action'' allows any successful melee attack made using an AP shift the target 4 squares, and ''Treeborn Action'' makes any melee attacks against enemies granting Combat Advantage crit on a 19+, which is...strange. Lashing Branches is a "shift the enemy" attack which at least is independent from a primary attack stat, though the shift distance is equal to Wis Mod. Root Sense is an epic Utility that allows the wilden to ignore most any cover or concealment (except superior cover), though it only lasts until you actually hit it. Walking Sentinel is an unimpressive capstone, only dealing big damage after shifting a bit and being a burst. Really, any melee-based class can make use of this path, as can a more offensively-minded Druid. With the powers being mostly stat-agnostic, there's no major benefit from using any class over another save for the shift distance of Lashing Branches.
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