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==Miscellaneous== ===Alchemist Savant=== This path is one meant for those dedicated to alchemical crafting, so you need a mean to do so, be it from the Alchemist theme or Alchemist feat. This starts you off with ''Alchemical Action'' adding +Int to your next attack when using an AP, ''Alchemical Innovator'' lets you learn two new alchemical items at various levels (11, 15, 21,25), ''Resourceful Alchemist'' lets you use alchemical items as materials for making others, and ''Alchemy Master'' gives you +2 to hit with alchemical items. Quick Admixture lets you use a minor in order to use any alchemical item without using any further actions. Secret Recipe lets you duplicate an alchemical item you use, though this copy's only good for the encounter. Spell Magnet is deploys a column with an aura 3 that deals -2 to all enemy defenses against your arcane attacks and -2 to all saves. On top of this all is a special at-will attack that's a burst 5 centered on the column that shocks, deals ongoing lightning damage, and pulls them right into the column. ===Contract Killer=== The ''[[Book of Vile Darkness]]'' gives you another evil-aligned path, this time for anybody trained in stealth. What do you get from this? An [[assassin]] who's really bent on killing a dude. ''Killer's Action'' lets you spend an AP to gain Combat Advantage over nearby enemies, while ''Killer's Aggression'' gives you +1d6 damage on your first attack over anyone you have Combat Advantage over (anyone for a CRB rogue thanks to First Strike) and ''Hidden Threat'' adds +1 to hit enemies you're hidden from and a second use of the path's encounter power each encounter. That power is ''Fulfill Contract'', a rider to any at-will that you make with Combat Advantage, adds +3 to the attack and +2d6 damage, and grants THP when you kill the target. Next to Die gives you permanent Combat Advantage over one target and lets you shift 2 spaces when they move, but you take a -2 penalty to attack anyone other than them. Certainty of Death is another rider on an at-will that you use when hidden, dealing a bunch of extra damage and gain Combat Advantage against the target...but only for the next turn, which would be wasted if you actually killed your target. ===Herald of Madness=== Open to barbarians, monks, and rangers, this is the path for anyone wanting to portray someone corrupted by some Lovecraftian madness. ''Befouled Mind'' lets you deal damage to anyone attacking your Will, ''Infectious Madness Action'' lets you spend an AP to force whoever you hit to attack someone else, and ''Recovery through Pain'' lets an ally re-roll a saving throw at the cost of some HP. Disorienting Strike is a charge-friendly strike that can make an enemy (and anyone near them) provoke Opportunity Attacks, even when shifting or teleporting. Maddening Redirection is a stance that can let you distribute some damage between you and anyone near you when you get punched. Babbling Rage is a Rage power that targets Will and grants Combat Advantage to anyone nearby for the whole fight. ===Phantasmagoric Scoundrel=== Now here's an absolutely strange path that's only been seen in Dragon Magazine - all you need is training in arcana and either bluff or thievery and you qualify. ''Blinding Action'' makes crits on anyone you have Combat Advantage over blind when you spend an AP, ''Combat Illusionist'' lets you learn any arcan illusion powers below level 7 (which can be retrained to any power below level 13 when you reach epic), ''Expert Phantasmagorist'' lets you perform deception rituals with a 1/day waiving of any material cost aside from a focus (with ''Master Phantasmagorist'' granting a second use of this waiving), and ''Illusory Communication'' lets you use arcana in place of any bluff or thievery check. Corner of the Eye is your u12 power that forms a small ranged burst that you can move and counts as difficult terrain for enemies and grants Combat Advantage over anyone trapped inside. Deadly Visions is a rider attack that can use implements or weapons and gives an at-will extra damage and a save-ends condition that gives Combat Advantage to everyone and forces them to either take ongoing damage or be dazed. ===Ocular Adept=== Available to rangers, seekers, and hunters, this is perhaps the most hardcore archery path available with a strange psionic bent. The focus of this entire path is your ''Spiriteye Manifestation'', a transformation that makes your ranged weapon no longer use ammo or reloads, while ''Blasting Action'' lets you use an AP when you make one ranged attack to make a second, and ''Spiriteye Perfection'' makes your new weapon fire hands-free and no longer provoke Opportunity Attacks for firing. Totem Eye Beams has your spiriteye shoot two enemies, each dealing a random effect (dazing, immobilizing, taking extra damage, or sliding) while also giving you a temporary fly speed. Soaring, All-Seeing gives you a temporary fly speed of 4 and makes flanking a non-issue. Rapid Eye Rays of Doom gives you no attack, but it's a stance that lets you make an RBA with your spiriteye as a minor while letting you shift as a free action, giving you an insane amount of utility. ===Purple Dragon Knight=== This title famous to the [[Forgotten Realms]] setting is open to fighters, paladins, and warlords affiliated with Cormyr. The powers all dedicate to helping allies out, but the features focus more on the user. ''Cormyrean Knight Training'' adds +1 to attack when you use second wind, ''Purple Dragon Focus'' lets you use second wind as a free action when you spend an AP, and ''Purple Dragon Aura'' gives nearby allies +2 to saves. Rallying Attack just gives allies +2 to hit your target. Rallying Cry gives you and everyone in range +2 to speed and +1 to saves. For Cormyr may be a burst, but it harms nobody and instead guarantees a save-ends -2 to attacks, saves, and defenses with a hit only shoving enemies back while also giving allies a fixed value of HP. ===Silverstar=== This is a [[Forgotten Realms]] path is exclusive for any divine or arcane class that uses implements and worships [[Selune]]. This gives a set of divine powers and a few ways to circumvent lycanthropy. You start with ''Goddess of Changes'' rendering immune to diseases from lycanthropes and makes weapon/implement attacks count as using silvered weapons, ''Moonsparked'' uses an AP to negate concealment and invisibility within 5 spaces, ''Open Disciple'' pretty much makes all the powers key off your best mental stat and assure that arcane implements still work, and ''Moon Oracle'' lets all allies get +2 to saves when you hit. Tears of Selune is a ranged attack that either dazes or deals hefty damage based on whether or not you're bloodied. Moonglow just gives a zone of dim light. Moonfire is a ranged attack that heals on a hit, while missing deals splash damage to bloodied enemies within a big range of 5 spaces. ===Silver-Tongued Scoundrel=== Available to absolutely anyone trained in bluff and diplomacy, which is easiest carried out by the bard and rogue. If you pick this path, it's not because of the combat potential, but because you want ways to mess around with enemies. ''Deceptive Action'' lets you spend an AP to gain Combat Advantage against a target that you can also crit on an 18+, ''Fast Talker'' gives an ally a +5 on bluff or diplomacy when you pass a similar test, and ''Deceptive challenge'' lets you roll bluff or diplomacy for initiative. Diverting Taunt gives you Combat Advantage over someone the instant you roll to hit and if successful blocks the enemy from Opportunity Attacks. Master Negotiator just lets you re-roll either bluff or diplomacy for the encounter. Silver Tongue, Silver Blade is a fun screwer, making every hit including the initial attack either force -2 to any attacks from the target or to give Combat Advantage to everyone with no means of removal. ===Steelsky Liberator=== Restricted to [[dragonborn]], [[genasi]], [[half-orc]]s, and [[human]]s, who all want to slay evil dragons. ''Draconic Enemy'' gives +2 to defenses when attacked by dragons, while ''Steelsky Heritage'' gives an AP-fueled recharge of a racial ability (or +1 to the next attack for a human with a bonus At-Will) and ''Liberator's Resolve'' gives +5 to saves vs. charmed and fear effects. Liberator's Blow is a basic ranged attack that permits an ally near a large target to shift around. Steelsky Stance weakens any dragon or elemental that gets hit, while Break the Chains is a big attack that allows a save vs a charm or fear effect immediately. While it does give some decent effects, it's kind of hard to recommend this to any particular build, especially considering how many races have access to this and how one attack does melee and the other is ranged. ===Son of Mercy=== This is a path open to all defenders (Wardens, Swordmages, Fighters, and Battleminds) with a dedication on nailing targets using a unique mark that sits on top of ordinary marking. This is called ''Lawbreaker's Doom'', and it adds +Wis to damage and slowing to your attacks against one marked target as well as being reusable the moment the target dies. Your other features are ''Immobilizing Action'', which immobilizes when you use an AP to attack the target of your Lawbreaker's Doom, and ''Strength of Conviction''. which gives THP when you kill the target of your Lawbreaker's Doom. Dispensed Justice is just a basic attack that deals -2 on the target's next attack, though it can work as an immediate interrupt if the target of Lawbreaker's Doom attacks anyone aside from you. Red Death is a small burst that mass marks and deals Lawbreaker's Doom to everyone. Blood Oath Fulfilled Blood Oath Fulfilled isn't much as an attack, being just a burst, but it knocks fuckers prone with save-ends and adds +Wis on the attack if you hit the target of Lawbreaker's Doom. ===Soul Binder=== This particular path has broad qualifications, needing arcane, divine, and shadow classes to worship [[Nerull]], reaper of souls. Using this path requires that you use the souls of the dead as minions. ''Soul-Bound Action'' lets you use an AP to let these souls take an action, ''Touch of Pluton'' makes necrotic attacks deal radiant damage instead, and ''Death is the Source'' lets you gain THP (split between you and the soul however you like) when either you or the soul kill a non-minion foe. Call Bound Soul is the crux of this entire path, an Encounter summon with an unremarkable attack but has insubstantial and an aura of partial concealment. Overflowing Soul is a soul-centered burst that kills the soul but gives 10 THP to all friendlies inside the burst. Grey Legionnaires summons three of the bastards, each of which must be commanded by you. ===White Horn Knight=== This path is open to absolutely anyone trained in heavy armor and an interest in mounted combat, which is a calling card for the paladin, especially the cavalier. This path is one of the few to grant three level 11 features, ''Unicorn's Action'' to heal one nearest you for an AP, ''Unicorn's Advance'' to ignore terrain while charging (which the mount benefit from), and ''Unicorn's Blood'' to get +2 to saves vs disease and poison (shared to the mount), while level 16 offers ''Graceful Serenity'' to add +2 to defenses during a surprise round and share it to those nearest you. While Fierce Respite is a decent hit+heal attack keen to all paladins, your main feature is Summon Unicorn Destrier. This is your mount, your new partner, and your charge upon which your greatest benefits lie upon. It can stomp, it has the eladrin's fey step, it grants a free saving throw per encounter, and its mount power (which you need the Mounted Combat feat for) lets you charge, push, and knock the target prone. Level 20 provides Blessing of the Unicorns, a burst that knocks baddies prone and gives allies extra healing.
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