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==Swordmage== ===Anarch of Shyr=== Exclusive to swordmages with the Aegis of Assault. This particular style hails from a sect of [[genasi]] who merged their swordplay with the power of [[Elemental Chaos]]. You get ''Blade Flurry Action'', which lets you use an AP to do an action and make an MBA at the same time, ''Empowered Aegis'' to add +2 to your Aegis of Assault reaction, and ''Extended Aegis'' to double the range of your aegis. Lightning Clutch is a double-strike of sorts, hitting once before triggering Aegis of Assault as a free action and possibly letting two targets be marked if you hit someone you didn't mark. Stance of Chaos is a bit dicey, hitting your AC by -2 but giving 1d12 extra typed damage. Shyran Cataclysm does your big blast that deals multiple flavors of damage, just in case you needed to hit someone with something but forgot what they're weak to, though missing only makes them eat damage of just one type. ===Arcane Hunter=== Exclusive to swordmages with the Aegis of Ensarement. Using this means you seek to master the Aegis of Ensnarement, honing your ability to set up and exploit weaknesses in enemies to the point of possible overspecialization. For this end, you get ''Knowing Strike'' to negate resistances and insubstantial when you spend an AP, ''Perfect Strike'' to add extra damage equal to the biggest vulnerability in an enemy you crit, and ''Exploitive Eye'' to reduce any resistance you face by 10. Your powers aren't much different - Exploit Weakness just adds Perfect Strike's benefit on a single attack, Elemental Stance adds a Vulnerable 5 to one type whenever you hit someone, and Flaw-Seeking Strike deals ongoing damage of a type the enemy is vulnerable to (Or just any type if they lack a weakness). ===Coronal Guard=== Though not explicitly demanding the Aegis of Shielding, this path does have a feature that requires it on top of your other mega-defensive features. ''Improved Silver Shield'' gifts you THP whenever you use the Aegis of Shielding that scales by tier, ''Swordshield Action'' gives you +2 to your defenses when you spend an AP, and ''Improved Swordmage Armor'' adds +1 to your AC whenever you have a hand free, making one-handed Swordmages get +4 AC out of the deal. Countering Thunderclap is a new interrupt you can rely upon without using the aegis, shoving an enemy out of the way and potentially even foiling an attack when the enemy's out of reach. Dragon Scales is a rather basic +2 to AC. Avaunt Foe gives you the power to slap a foe so hard they teleport to a new location that's away from you, though this can't send them off a cliff or into a bottomless pit. ===Ghost Blade=== The closest thing amongst the ranks of the swordmage to a [[Conjurer]], this path specializes in using your unique mix of wizardry and swordplay to literally cut through reality and swipe at things thought unreachable or untouchable. To accomplish this, you have ''Here nor There'' to give you Combat Advantage on your next attack after teleporting, ''Slip the Weave'' to become insubstantal once you spend an AP, and ''Stalker of the In-between'', a +2 boost to teleport distances and the ability to gain Combat Advantage to enemies while insubstantial or phasing. Ghost Sword is a prety basic attack that negates insubstantial, though this power does have the benefit of being usable as part of the Aegis of Assault instead of an MBA. Phase Evasion counters an attack by gaining +2 to AC and Reflex against the attack and then getting insubstantial and phasing for the rest of the turn. Omnipresent Assault then springs off this insubstantiality by teleporting to ALL enemies and slapping them once before going to the next. This path gives some interesting options through teleportation and insubstantial, but it offers rather minimal in the way of becoming a defender - rather, all these powers make it more of a flighty striker of a rogue's like. ===Malec-Keth Janissary=== As Janissaries are elite bodyguards, so too does this path specialize in protecting your allies and delivering just retribution. You have ''Chant of War'', which more than doubles the range of your initial marking for the Aegis of Shielding/Assault, ''Devshirme Training'' to gain training in another class skill or training in two languages, ''Malec-Keth Training'' to ignore resistances when you spend an AP, and ''Primordial Blade'', which lets you add +1d4 elemental damage whenever you take a long rest. Loyal Unto Death lets you swap places with an ally while giving both of you Combat Advantage over any nearby enemies and you can also smack someone. Ever-Present Escort lets you teleport to an ally whenever someone slaps their AC and boost the ally's AC by +4. Elemental Scourge is a bit multi-type burst that lets your allies teleport while inside the area. ===Sage of Fate's Bonds=== Restricted to swordmages with Aegis of Ensnarement. Through extensive studies, you learn how to manipulate the unseen bonds connecting creatures to the world around them. ''Bond of Fury'' is an extra penalty to your aegis-marked foe, dealing damage if they don't attack you. ''Bond of Transport'' lets you spend an AP to teleport away a nearby enemy or an aegis-marked foe, while ''Bond of Escape'' lets you teleport away an enemy who hits your ally. Foe Binder lets you mark two different enemies (and only two) with the aegis while not overwriting the current target. Protective Bond lets you teleport away a single foe whenever they get hit during the fight. Deadly Ensnarement also interrupts an enemy's attack on an ally by teleporting the enemy to you so you can fight them. ===Sigil Carver=== Exclusive to swordmages with the Aegis of Shielding. Heirs to an [[eladrin]] tradition called ''bereg-arnadh'', these swordmages have learned to combine the art of blade calligraphy and the warding sigils mastered by those who practice the Aegis of Shielding to literally write enchanted glyphs with their blades, magical sigils which conjure, focus and enhance their protective spells to new heights of durability and potency. How this is accomplished is through hunkering down on the controlling aspects of this style. Your features are ''Bolstering Sigil'', which adds +2 to the defenses of nearby allies, ''Energizing Sigil'', which spends an AP to make an ally roll a save, and ''Punishing Sigil'', a reaction that permits you to make an Opportunity Attack whenever a marked enemy hits a nearby ally. Aegis Sigil lets you mark a second enemy if you didn't attack your marked enemy. Sigil of Safety lets you teleport an ally that got hurt while also letting them get a +4 to defenses on that attack. Your big hitter is Sigil of Emnity, not because of its damage (which is crap), but the part where it permanently curses an enemy to take additional damage when an ally hits them with no means of removing it. ===Sword of Assault=== The Aegis of Assault is sometimes regarded as a simple branch of the swordmage's art. The exclusive Sword of Assault path does nothing to dispel these preconceptions, but instead focuses magic and strength to the point of attacking things. All of your features involve adding flexibility on your attacks, from ''Assaulting Charge'' letting you spend an AP to use any at-will on a charge and ''Battlemage Readiness'' letting you exchange your Aegis of Assault attack for an at-will to ''Double Spell Assault'' letting you attack twice for a single turn. Spell Strike acts as a typical attack with typed damage. Aegis Reserve lets you mark two enemies with Aegis of Assault. Fire and Thunder slams an enemy with fire and thunder damage while also adding save-ends deafened and ongoing fire damage. ===Umbiri=== Because of course, you need to have a darkness-themed class. The issue is that this particular path was built with a style in mind over some mechanical purpose. You have ''Shadow Action'' to conceal everyone near you for a turn, ''Shadow Defense'' to give resistance to necrotic damage (which increases when you use an Aegis power and also adds some necrotic damage on your attack), and ''Shadow Shroud'', which gives Combat Advantage over an enemy if you're concealed...which is only possible by spending that AP. Assassin Shadow lets you set up a duplicate after the attack, which can do flanking or take Opportunity Attacks if needed. Concealing Umbra renders an ally invisible. Shadowed Psyche requires Combat Advantage to dominate the target and command it to do something that won't directly harm it. The issue with this is that this effect lasts for only one turn, which is a laughing stock for a daily attack when most others would have a save-ends effect on this sort of thing. ===Wandering Swordmage=== This path represents the swordmage as a world traveler, blending a style for themselves out of other schools they encounter. Its first and primary major benefit works with both the aegis of assault and the aegis of shielding, offering a substantial increase to the size of the burst, albeit one tied to a tertiary ability score, as well as a substantial array of abilities that improve mobility via teleportation and punish enemies for attacking with ripostes and parries. ===Ward Guardian=== All swordmages rely upon their magical wards to shield themselves from harm and free themselves of the need for mundane armor, but this path gives you a new means to improve your protection and even impart this protection to allies. This is emphasized in ''Spellshield'', which lets you add the Swordmage Warding bonus to a single NAD whenever you get bloodied, while ''Guardian's Action'' lets you spend an AP to give all allies this benefit for a turn and ''Reactive Spellshield'' adds this to an ally subject to an Opportunity Attack. Ward Force Assault has a decent utility, permitting you to either deal +Con+Warding Bonus in bonus damage or knocking the target prone. Sheltering Ward is a sustainable AoE gives nearby allies the Swordmage Warding, which does limit how you can support your allies. Unseen Entanglement impressively adds +Int and +Con to the attack's damage while also slapping a save-ends -3 penalty to the NAD you picked for Spellshield. While the concept is rather impressive, the means of spreading this to allies is quite lacking and limited in ways to prevent any attacks from happening.
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