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==Theme-Exclusive Paths== ===Arms-Troubadour=== Restricted to PCs with the [[Dark Sun|Athasian]] Misntrel theme and a fancy to light/heavy blades. This particular path plays more on being the graceful performer, a dancer who deftly swings enemies about with ease moreso than the poisoner. ''Uncanny Grace'' grants you Combat Advantage whenever an enemy misses with a swing or a close attack, ''Skillful Action'' uses an AP to give +5 to any skill checks you make, and ''Clever Footwork'' lets you re-roll athletics, acrobatics, and stealth checks while also ensuring that you doing ever get a narrow failure (any result that's 5 below the DC). Elegant Blade lets you shift around after hitting an enemy, giving you the chance to interrupt the enemy if they try to hit someone or flee you and then slide both you and the enemy anywhere you want. Deadly Deflection is a Daily interrupt that redirects a melee swing to go wherever you want. Poetic Flourish triples the damage of an at-will and save-ends dazes an enemy while putting you in a stance to trigger a special Daily that gives allies a chance to re-roll damage whenever you hit. ===Caravan Master=== Open to anyone with the [[Dark Sun]] exclusive Dune Trader theme and decides to double down on the leadership aspect of this theme. ''Master's Action'' lets you spend an AP to either gain +2 to all defenses or grant an ally a saving throw, ''Road Hardened'' gives you and your friends +1 speed, and ''Sharp Customer'' makes you both immune to flanking and able to re-roll insight and perception checks. Desert Skirmish is a unique ability that's both denial and enabling, giving two allies (or you and an ally) a free shift and basic attack while preventing anyone from moving around them. Merchant's Strategy lets you end a mark and give the ally (and yourself) an inability to grant Combat Advantage. Fighting Retreat gives you a basic attack that slows and a chance to evacuate your party, though you can limit it to just yourself and an ally and make one more attack. ===Demon-Bound=== Available to anyone non-good or anyone with the Demon-Spawn theme, this path corrupts you with demonic power to use to become even deadlier. ''Abyssal Action'' uses an AP to gain THP and +2 to attack, ''Demonic Bloodlust'' gives you Combat Advantage ovver an enemy you bloody in melee, and ''Vile Possession'' makes you uncontrollably insane with +2 to damage and the need o attack anyone who provokes an Opportunity Attack - including your friends. Abyssal Frenzy explodes whenever you score a hit in melee and shoves everyone nearby back with 10 damage, Demonic Resilience reduces any damage you take once bloodied and then uses it to deal more melee damage. Demonic Stigmata is kinda like the [[Warden]]'s guardian forms in that it shapeshifts you, giving THP, a recharge for Demonic Resilience, and a special attack that adds a second attack to your first for extra damage. ===Doomlord=== Exclusive to those with the Ironwrought theme or anyone with proficiency in scale armor and military melee weapons. ''Doomlord's Action'' allows you to spend an AP and use your action to deal 1d10+Main Stat necrotic damage to all nearby enemies while also granting them Vulnerable 5 necrotic, ''Entropic Surge'' lets you halve the healing from a surge to get +2 to hit with your next attack, and ''Entropic Harbinger'' is a u16 power that gives you an aura of healing-denial whenever you kill someone. Entropic Strike doubles an attack's damage with necrotic and denies the target any healing for a turn. Doomlord's Advance is a escape-teleport that pushes -2 to hit and save on anyone next to where you just were. Hasten the End is another deadly attack that triples another melee attack's damage and deals ongoing necrotic damage that instakills anyone below 10 HP. With the many means of denying heals and dependency on melee attacks, your best bets for class are really any defender or melee striker. ===Dune Strider=== This path is exclusive to the [[Dark Sun]] Wasteland Nomad background, this path enables a bit of durability by handicapping enemies with the power of the desert. ''Dune Strider Action'' uses an AP to give +2 to all defenses and negate terrain, ''Waste Walker''adds +2 to nature and endurance checks, adds your primary stat to Fort against disease, and makes overland travel slightly faster and require less resources, and then there's ''Shifting Sands'', which gives concealment to anyone near you when you shift. Screaming Sand Strike deals a double whammy of blindness and concealment against the target at the expense of being essentially a basic attack. Dust Storm Dance lets you swap places with up to two different enemies, gaining Combat Advantage over both of them. Bane of the Crimson Sun is another flexible attack with piddly damage, but it deals save-ends weakened with the price of failing a save being 10 fire damage and prone, while missing just weakens for a turn. ===Jaszt Dancer=== A [[Dark Sun]] exclusive path for anyone with the Gladiator theme, turning them into graceful and acrobatic combatants who specialize in light blades. ''Dancer's Grace'' lets you ignore rerrain while running, charging, or moving as part of an attack, while ''Slicing Action'' deals ongoing damage when you use an AP to attack with a light blade and ''Painful Wounds'' sticks -2 to any saves against the ongoing damage you inflict. Principle of the Razor uses a light blade to daze an enemy or deal extra damage to the dazed. Arena Dancer is a stance that adds +2 to AC and Reflex while gaining Combat Advantage over anyone who misses you in melee. Dance of the Whirling Razors has you slide around, attacking up to three enemies and dealing ongoing damage and save-ends dazing to those targets you hit. ===Mind General=== A [[Dark Sun]] path restricted to PCs with the Noble Adept theme, meaning this path plays incredibly well with psionic classes - especially Psion and Ardent. Alongside the +2 ''Paragon Power Points'', you get ''Reward Victory'' to slide an ally who killed someone to their next prey, ''Commanding Action'' to shift an ally and give them +2 AC/Reflex for an AP, and ''Telepathic Gestalt'' to link allies so that one suffers -2 to all NADs to gift that +2 to another ally. Direct Order dazes an enemy, allowing a nearby ally (Augment 2 ups this to two) to either flee or attack with a +2 bonus to hit. Legion's Press lets an ally shift up to half-speed, but if you used it on turn 1 this extends to everyone within range. Unequaled Command is a big psionic burst that slides enemies and then puts you in a stance that lets you slide allies or enemies by a space. ===Psionic Scholar=== A [[Dark Sun]] path restricted to the Noble Adept theme by granting all sorts of debuffs for any Controller, though all the powers are keyed to psionic. ''Dazing Action'' uses an AP to daze whoever you hit, ''Guarded Mind'' grants Resist psychic, and ''Scholar's Analysis'' lets you figure out resistances and which of a target's NADs are the weakest. Psionic Capture lets you immobilize a target and then either strip off a resistance or hit an NAD with a penalty. Mental Juxtaposition lets you interrupt an enemy's attack by penalizing both the attack roll and the defense that attack was targeting. Perfected Discipline is impressive, targeting up to three enemies and any of the three NAD's for save-ends shenanigans: Hitting Fort weakens, hitting Reflex restrains, and hitting Will deals ongoing damage. ===Resurgent Wilder=== This particular path depends on the [[Dark Sun]] Wilder theme, riding upon the class' inherent need to critfish. ''Reinvigorating Surge'' lets you spend a surge whenever you crit, ''Volatile Action'' uses an AP to make attacks crit on a 19+, and ''Volatile Surges'' make your psionic at-wills crit on an 18+. Resurgent Repulsion gives you a ranged attack that slows and deals -2 to attacks against you while critting deals save-ends dazing. Critical Insight lets you target one enemy and allow any one attack you or an ally makes auto-crit. Shards of Strength is a small burst that deals ongoing damage and a save-ends condition that makes your attacks crit on an 18+. ===Sand Reaver=== This path requires the [[Dark Sun]] Wasteland Nomad theme to be far more up-front and offensive. Your goal here is to kill without hesitation. You get ''Bloodlust Action'' to get +2 to hit bloodied enemies whenever you spend an AP and ''Relentless Reaver'' to add your primary stat to your healing surge value, while deals -2 to attack on any bloodied creature you hit. Reckless Fury is a burst that gives Combat Advantage to all enemies, but anyone who does approach you provokes Opportunity Attacks. Bloody Harvest is a rather minor stance that adds your primary stat to your next attack's damage after killing an enemy. Reaving Brutality is a big attack that deals save-ends inability to shift and permits a healing surge if the attack doesn't kill. ===Shady Dealer=== This path requires the [[Dark Sun]] Dune Trader theme, dedicating more on being the deceiver and con-master with shades of a leader. You start with the handy ''Swindling Action'' to prevent Opportunity Attacks for an AP and ''Well-Traveled'' gives extra languages and re-rolls for bluff, diplomacy, or streetwise, while level 16 nets ''Skilled Negotiator'' to ensure that minor failures on bluff, diplomacy, and streetwise are never an issue. Your first power is Convincing Deception, a deceptive set-up that pulls an enemy in for a free attack by you and a possible ally. Convincing Deception lets you give an ally Combat Advantage over one foe while another ally slides up next to the same enemy. Unwitting Ally lets you save-ends dominate one enemy and then make them not only less likely to hit your side, but also make them count as an ally for flanking and gives you a special attack that lets them attack someone for you. ===Unwelcome Guest=== Restricted to PCs with the [[Dark Sun|Athasian]] Misntrel theme who really love poisoning things. ''Duplicitous Nature'' gives you both the Alchemist feat (To craft various alchemical items and poisons) and a formula book with a few things, chiefly Blooodspike Poison, ''Condemning Action'' spends an AP to immobilize and gain Combat Advantage over enemies you hit, and ''Foolproof Poison'' just makes your poison powers from the theme and path deal acid + poison damage. Noxious Strike is a flexible attack with a deadly surprise: if the enemy moves or attacks, you get to deal damage and either deal even more damage, daze, or immobilize the enemy. Pernicious Poison is an extra rider on a melee weapon that weakens and save-ends dazes an enemy. Burning Venom is another flexible attack that deals ongoing poison damage and strips away any resistance or immunity to poisons without recovery. ===Veiled Guardian=== Another [[Dark Sun]] path for those with the Veiled Alliance theme and intend to be preservers and hardcore mark-reliant defenders. ''Alliance-Trained Mind'' gives a decent start with +1 Will and +2 to Insight and Perception, ''Veiled Guardian's Action'' spends an AP to curse an enemy with save-ends marking and Combat Advantage, and ''Marked Preservation'' lets you mark someone an ally hit with an arcane attack. Soul-Veiling Strike is interesting in that it marks an enemy and forces them to only use at-wills and deny power recharging - and this is before mentioning how you can also spend a minor on this action, letting an ally near the target shift away on a hit. Guardian Dash is a sudden rush, marking one guy while also knocking anyone else in the way prone and using Resist 10 all against Opportunity Attacks. Veiled Guardian Stance is a basic burst that save-ends marks anyone you hit and just normally marks everyone else, then puts you in a stance that immediately attacks anyone leaving your presence and locking them down - spending a minor here just adds +2 to these attacks.
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