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==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.
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