Editing
Paragon Path
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=Divine Paragon Paths= ==Avenger== ===Agent of the Unbroken Circle=== Taking this path pretty much makes you an unofficial [[Inquisitor (Pathfinder)]] with enough features to practically mandate Censure of Unity. ''Incorruptible'' nets you training in insight and streetwise, ''Unity Unbroken'' has you spend an AP to grant allies a +5 to damage when they flank your Oath-foe (thereby negating Retribution Avengers), and ''Exorcise Corruption'' lets everyone roll a save with +Wis every time you crit your Oath-foe. Your first attack is the rather specific Carve Out Corruption, which penalizes any attacks your target has that attacks Will pretty heavily. Sanctity of the Ring is a stance that gives everyone near your Oath-foe a +2 to saves, upping to +4 if you and two buds gang up. Judgment of the True King has you and your friends shift up as much as possible so you can maximize the damage, which scales up if you have 2+ friends near the target. ===Ardent Champion=== A dedicated Pursuit Avenger path, all this focuses on is in getting you more ways to hurt your foes. ''Ardent Action'' has your AP give you two options: either a save or a free shift Dex spaces before or after your next attack. ''Holy Ardor'' makes rolling your two die because of Oath of Emnity score a crit only if both die roll the same number (except 1). ''Ardent Fury'' stacks onto this by letting you shift and MBA any time you crit. Fanatical Flurry is a basic burst that hits your Oath-foe and anyone around you at a -2 AC penalty in case you want them stuck there. Battle Rapture is...baffling; it demands that you are the only one who hurts your Oath-foe or else you take damage, but hitting personally nets you extra damage. Irresistible Ardor smashes and then gives you both a second use of an Encounter power and +2 to defenses vs your Oath-foe until you attack anyone else. ===Dervish of Dawn=== This particular path is a bit strange to work with, but it essentially gives you some means to shake off whatever you have and keep fighting. ''Celerity of Dawn'' lets you spend an AP and roll a saving throw with with +Wis. ''Radiant Blessing'' lets you add +2 to all defenses whenever you use a radiant encounter or daily attack. ''Dervish Ecstasy'' then lets you use Channel Divinity twice an encounter whenever you get bloodied. Whirling Assault is a basic move and hit that also lets you and an ally either break free from a grab or roll a save vs a stun/immobilize/daze/slow effect. Wild Hope is another sacrificial power, giving +Wis health for hitting and -3 HP for missing. Dance of Sunrise is another move-and-hit, though this time you now add +1d8 radiant damage on every at-will for the rest of the encounter. ===Dread Imperator=== This Unity Avenger-centric path gives you means to manipulate enemies and allies in a way that might give a dip in leader. ''Deceptive Control'' gives your allies Combat Advantage whenever your Oath-foe misses you, ''Imperious Action'' lets you spend an AP and slide an ally or enemy around, and ''Templar Reaction'' gives you an Opportunity Attack with +Int damage whenever an ally crits your Oath-foe. Soul Stab is your key move, letting you hit an enemy, slide them around, and then have them attack a foe of your choosing. Crown of Souls is a stance that gives an ally a minor +1 to hit and defenses whenever you would hit with all of your dice from Oath of Emnity. Imperator's Judgment dominates allies while recharging your use of Soul Stab. ===Favored Soul=== Contrary to prior beliefs, this has nothing to do with Sorcerers. This path just gives you a flight speed and some neat attacks. ''Favored Action'' lets you spend an AP and let you or an ally spend a surge for free, ''Heaven's Shield'' gives a rather circumstantial +1 to defenses if you have max HP, and ''Heaven's Boon'' gives you a legit fly speed, though it bans the use of any medium+ armors. Radiant Rush is a charge-friendly attack that hits your Oath-foe, shoves them, and dazes them (though you gain concealment if you miss), which is quite a bit to throw. Wings of Angels gives you a hovering fly speed (Though it's only at 4 until level 16) as well as regen if you aren't bloodied. Celestial Skirmish makes for a rather cool image, darting about from foe to foe, belting them with your weapons: You gain +6 to AC from any Opportunity attacks you will inevitably provoke as part of your mandated move and you can attack three foes, though only the second will be dazed and the third will be stunned, both with save ends. ===Hammer of Judgment=== Selecting this path will guarantee you some tools to become a part-time controller with how you can shove things around, especially if you have an actual hammer. ''Avalanche Action'' shows as much when you spend an AP to attack and then push the target back Int squares. ''Bone Crusher'' has you penalize an enemy's AC by -2 every time you hit with a Daily. ''Bloodthirsty Hammer'' then improves your forced movement by adding +2 to any power's forced movement if you hit a bloodied foe. Thunder Hammer gives you an option to either prone an enemy or shove them back (ranging from 2 to 3+Int if you pick up a hammer). Resolve of Steel just gives you a turn's worth of Resist 10 all. Hammer of the Final Pronouncement smashes your target and then shoves them back with a case of immobilizing (Save-ends if it hits, one turn otherwise). ===Oathsworn=== Considering how central the Oath of Emnity is to an Avenger, it would only make sense that there's a path that has you focus on this over other features. Every feature here either has you emulate features of the Oath in circumstances where they wouldn't show or give you ways to make the Oath slam harder on an enemy. ''Blood Oath'' bolsters your defenses by +1 against your Oath-foe. ''Sworn Action'' lets you spend an AP to gain your double-die feature vs all targets of a particular attack, making bursts and blasts more reliable. ''Enduring Oath'' lets you spend a surge when you kill your Oath-Foe, giving you a chance to wipe up any other big foes. Oath of Weakness sticks your Oath-foe with weakened, protecting your team a little. Sworn Crusade lets all allies copy your double-die feature vs your Oath-foe, which would make for some killer bursts of damage. Oath Bond also screws your Oath-foe by throwing a save-ends Vulnerable 5 to you on them, guaranteeing that they'll drop quickly. ===Relentless Slayer=== Relentless Slayer is similar to Oathsworn in that both give new ways to put the Oath of Emnity in use under unusual circumstances, but this path focuses on giving you more new ways to hurt an enemy over utility. ''Lethal Action'' in particular has you spend an AP so you can crit on an 18+ on your next attack against your Oath-foe. ''Slayer's Oath'' is a bit of a twofer: You can declare your Oath on one normal foe and one special foe (as decided by your GM), and when you attack your Oath-foe, you can give up your re-roll to add +2d6 damage. ''Relentless Determination'' gives all attack powers a +5 to damage when you're under a condition caused by an enemy, which is a bit neat. Your first power is Slayer's Gambit, which lets you move to your Oath-foe and then slam them, adding damage for any Opportunity Attack you provoked along the way. Relentless Fervor is a bit unusual for a stance in that it lets you roll your double die one at a time and if the first hits, the second can hit another nearby enemy. Slayer's Ascendancy is another stance with a more kickass effect: not only can you attack your Oath-foe normally, but you also gain the power to spend a minor to smack them with an MBA each turn. ===Serene Initiate=== To a class that already rolls twice to hit a target, needing a bit of a security net would normally sound a bit silly. This path is the attempt to contest that claim. ''Calm Eye'' is the one feature that doesn't involve missing, but it instead adds +2d10 damage if you use an AP to attack with an at-will. ''Serene Edge'' deals damage equal to Dex if you miss your Oath-foe with an Encounter power, and ''Certain Cut'' does the same if you miss with an At-Will. Quite frankly, the only reason you'd want this is if you pick fights with foes far tougher than you or you decided to focus your build on Power Attack. Defining Cut lets you whack up to two foes, treating both as Oath-foes if one of them is and making both take damage if they use a non-basic attack next turn. Deadly Calm lets you add 1/2-level to damage if you hit your Oath-foe with both die. Heaven's Edge acts as a bit of a desperation move since it gains Reliable if you used up all your Encounter powers, but in any case you gain the power to roll three die on your Oath-foe for the rest of the encounter...if you hit. ===Unveiled Visage=== This path is rather similar to Favored Soul in that both involved inheriting some measure of divine power. The unfortunate bit is that this path doesn't measure to having a constant fly speed and has a less clear idea on what it wants besides a dedication to Implements. ''Soaring Charge'' only lets you fly on a charge and boosts all defenses by +2 when you provoke an Opportunity Attack. ''Unveiled Action'' lets you spend an AP and regain your Channel Divinity usage. ''Bloodied Might'' has you recover Radiant Visage whenever you get bloodied. What Radiant Visage is amounts to a rather big blast. Divine Vigilance is just a full-speed shift that denies Combat Advantage. Divine Aspect is your only means of true flight and it requires a burst and stacks on a +2 to defenses for a fight. ===Watcher of Vengeance=== This path...is a rather confused one, with some focus on being a counter-attacker. The first part of it is that it demands an Avenger trained in Insight or Perception. After that come the features, none of which really mesh together: ''Vengeful Action'' lets you spend an AP as an immediate reaction to an ally getting hit so you can make a basic attack towards the enemy who hurt them and add +2d6 damage to that hit. ''Watcher's Insight'' adds +2 to insight, perception, and stealth as well as saves vs charm, fear, and illusion effects. ''Witnessed Weakness'' is your assassin-foil, giving you Combat Advantage if an enemy fails to hit you while you're concealed. Hidden Danger, which lets you attack an enemy while remaining hidden, sounds decent, but is the one power that does so. Clarity of Purpose lets you use a minor or move if you get hit and if that target ever hits someone else, you get +2 to hit them. Just Punishment acts as your guaranteed 1/day counterattack that lets you smack back an enemy with extra damage and a teleport. ===Watchful Shepherd=== Avengers going this path work as part-leaders on top of their roles as strikers. While this offers some deals of healing, it's far from the amount of healing a Cleric or Paladin can offer. ''Shepherd's Guard'' lets everyone next to you heal HP up to Int, which makes for a pick-me-up. ''Stronger and Stronger'' also heals you 1d6+1/5 level HP whenever you spend an AP. ''Humble Determination'' demands that you be bloodied and if you get hit again by your Oath-foe, you gain a small bonus to damage. Shepherd's Aegis acts as a decent defense ability by not only harming them outright, but also threatening them with more damage if they ever try to attack you or an ally close to you. Hidden Strength gives you a decent boost of +1 to all attack and defenses, doubled if you hit a Milestone during the day. Quell the Hateful makes for a neat assist, not only inflicting a -4 to all the target's attacks until they make a save, but also allowing you and any allies to take a surge as well. ===Weapon of Fortune=== This path does it's own share of luck manipulation like Serene Initiate, but it should be noted that this path never tries to do any sort of assurance policy but instead enforce a very risky style to maximize returns. ''Fortune Favors the Fortunate'', for example, gives you a 1/6 chance to score a second use of an AP for the fight after using it once. ''I'll Take That Bet'' is a reaction to your Oath-foe critting you: roll a 1 and you eat +2d6 additional damage, roll a 5 or 6 and the crit's negated. ''Luck is on My Side'' lets you end two conditions if your nat 20 a save. Luck, Not Skill is reminiscent of a Power Attack, what with the -4 to attack for a +2[W] payoff. Signs of Favor is another stance that hurts you if you miss, but it heals you +Wis HP with every hit so you can potentially even out. Gambler's Flourish is another risky attack: while it normally can daze the target (becoming save-ends on a hit), if you take a -5 to hit, you not only daze the target but you also stack a -2 to all saves. If you miss that big gamble, you get Combat Advantage for the turn. ===Zealous Assassin=== Selecting this path requires an avenger trained in stealth. This path is pretty much made to be some sort of holy ninja, so Retribution would be a fitting censure. ''Divine Shroud Action'' gives you both concealment and a free teleport whenever you spend an AP, ''Finishing Technique'' gives a piddly +1d6 extra damage when you hit an enemy that's bloodied and granting Combat Advantage, and ''Zealot's Veil'' gives you a chance to roll stealth when you charge to gain free Combat Advantage. Strike from Empty Air is a teleport and strike, gaining an extra +1[W] if you had Combat Advantage on the target. Avenging Shadow renders you invisible to one enemy, becoming save-ends if that enemy was your Oath-foe. Blade of the Zealot has you inflicting ongoing damage and gaining combat advantage over an enemy, both tied to one save, even if you miss. ==Cavalier== ===Daring Cavalier=== The exclusive Cavalier path is one that shares almost no features between the two virtues, but amplifies their focuses - Sacrifices get more support in exchange for martyrdom, Valors become more like leaders. The one thing they share is ''Enduring Champion'' so you can add Cha to your Surge value. Sacrifice Cavaliers use ''Sacrificial Action'' to spend their AP and one surge to heal allies. Beacon of Sacrifice lets you burst with an option to inflict self-harm to grant allies resist 10 all. Banner of Sacrifice gives you an aura 2 that heals allies inside it whenever you get hit, but the payoff can be dismal without everyone grouped up by you. Burden of Sacrifice has you hit and spend a surge to heal an ally, but doing so at least lets you get resist 10 all for the fight. Valor Cavaliers get ''Valorous Action'', which gives +2 to attack when you spend an HP and doubles when an ally is bloodied. Beacon of Valor is a burst that immobilizes enemies and gives allies +2 to attack. Banner of Valor gives an aura 2 that lets you give allies +2 to attack and defenses whenever you hit. Burden of Valor gives you something of an uber-mark, gaining +2 to hit the target and making the target eat -5 to hit if they don't target you - and this only goes away when you don't attack them for a turn. ==Cleric== ===Angelic Avenger=== You get to take on the aspect of angels, making you a much more deadly fighter. ''Angelic Action'' gives you a damage bonus when you spend an action point. ''Astral Vibrance'' lets you select Lightning, Radiant, or Thunder at level 11 and deal that kind of damage to any bloodied enemy who gets too close; ''Weapon Training'' gives you free proficiency with a Heavy Blade type weapon, and ''Blood & Radiance'' means that any enemy that bloodies you is made easier to hit until the next turn. For powers, you get Astral Wave (a blast of damage based on your Astral Vibrance), Angelic Presence (scare the shit out of enemies for the rest of the encounter or until you get bloodied) and Angel Ascendant (smack someone for quintuple your normal weapon damage and gain the ability to fly for the rest of the fight). ===Anointed Champion=== This particular path is interesting in that it grants you a particularly pimping set of specialized gear on top of your ranged support powers. ''Anointed Action'' is the only non-gear feature, using an AP to add Cha to your next attack and damage roll. ''Anointed Regalia'' is your main gig: One special piece of gear (with ''Extra Anointed Regalia'' giving the last two options) that gives a special benefit until you either use a path power or spend a short rest to sanctify a new piece: Armor (+1 AC), Weapon (Gain Resist equal to Cha to either radiant, necrotic, fire, or thunder damage), Amulet (+1 to NADs), Holy Symbol (Give THP equal to Cha to yourself or an ally when you hit with a divine power), or Helm (+2 to saves). Blessed Blade is an attack that gives your allies the benefit of your Regalia for a turn, Exaltation gives an ally the chance to either spend a surge or make a save while also gaining +2 to their next attack roll and all defenses. ''Anointed Army'' is your massive booster, not only hitting everyone in the burst, but also giving all allies within range +4 to all defenses and +2 to all attack and damage rolls for the encounter. ===Astral Savant=== Another supporting PP, only this time, you've become so adept at using the powers of the [[Astral Sea]] that it's kinda changed you as a result. ''Astral Mask'' turns you into an Immortal creature while ''Radiant Healing'' makes enemies near your target for Healing Word take Cha damage and ''Savant's Action'' lets an ally spend a surge when you spend an AP. ''Divine Resurgence'' just recharges your Channel Divinity power or give +2 to defenses at any point where you or an ally gets critted. Astral Flood is a unique power in that you can either make it radiant or cold damage and grant a bonus effect: Cold damage forces all enemies to eat a penalty to hit, Radiant makes them blind to anything beyond a certain distance. Swim the Astral Sea gives you and an ally a full-speed shift that ignores practically anything. Astral Terrain is a sustainable AoE that also has special effects depending on damage type: Cold reduces enemy defenses, Radiant gives +2d6 bonus HP to any allies who spend a surge. ===Battle Chaplain=== Another combat-based PP for the cleric, though this one focuses more upon support than straight-up face-smacking. ''Battle Chant'' marks an enemy who hurt a nearby ally for a turn, allowing you to shift an enemy if their next attack doesn't target you. ''Shielded Priest'' gives proficiency with all shields, while ''Stirring Action'' uses an AP to grant you or an ally next to either you or a target makes a free MBA with a bonus equal to Str. ''Deeds Not Words'' is a rather vast boost, requiring you to bloody an enemy, kill them, or crit with a melee attack in order to give an ally a damage bonus to their next attack equal to Str. Revelation of Battle is a basic hit that gives all allies +2 to hit and damage your target, which is a handy setup. Battle Hymn adds +1d8 to all friendlies' damage rolls whenever they charge this turn. Deny Defeat will only be used when shit goes south, as it's an attack that gets boosted for all dying allies you see and then you get to make all of them spend a surge to stop dying. ===Compassionate Healer=== Another healer-centric PP, this path also dedicates itself to your allies, but this one is also a very martyr-driven path with powers that siphon damage onto you, so make sure you got plenty of HP and surges to spare or else you just might die for the cause. ''Compassionate Blessing'' lets you take damage to boost an ally's surge healing by +2d6 while also granting you +2 to all defenses while ''Selfless Action'' lets an ally spend a surge when you spend an AP. ''Healer's Sacrifice'' is a last-resort issue by letting you give a healing surge to an ally you heal if they're out of surges themselves. So Others Might Live is a flat debuff that weakens one enemy, but if they attack someone, you eat the damage and that safe ally can blow a surge. Bear the Wounds allows you to take a massive amount of damage (up to your bloodied value) and any conditions and heals an ally you touch by that much. Martyr's Cry demands that you be bloodied or hurt while bloodied in order to immediately inflict a save-ends weakened condition on the perp. ===Divine Oracle=== Because of your divine connections, you're a prophet in the literal sense, making you capable of telling the future. In crunch, this means you can't be surprised (nor can any allies close by), you get to roll twice for your initiative, you get an extra move action when you burn an action point, and you get to roll twice when attacking against Will. For powers, you get Prophecy of Doom (bestow a free critical hit on a nearby target), Good Omens (you and any ally within 10 squares gets +5 to all D20 rolls for the next turn, but at the cost of being unable to inflict critical hits), and Hammer of Fate (big attack vs. Will, but if you miss, then you get to turn back time to before you used the power, at the cost of not being able to use this power again until the next encounter). ===Luckbringer of Tymora=== This path makes for a peculiar build in that it plays to getting re-rolls while also throwing you in dangerous situations. ''Luck Blade'' gives you proficiency with a single heavy blade which acts as an implement as well. ''Probability Control'' gives you a 1/encounter re-roll of a d20, which makes it worth more than an AP. This is doubled with ''Divine Fortune'', which allows you to spend an AP any time you or an ally misses for a re-roll at +2. Divine Tilt acts as a setup for some reckless explosions as it gives anyone inside the burst +5 to defenses while also attacking enemies to shoot their defenses by -5. Luckbolt makes you or an ally make a save with a +4 bonus. Inauspicious Vulnerability is your only legit attack (and an Encounter one no less) that gives enemies a save-ends Vulnerable condition to several forms of typed damage. ===Messenger of Peace=== Only for clerics trained in diplomacy. They then use their gifted tongues in ways that can do more damage than swords ever could. Mechanically though, this path works by stacking penalties like a controller rather than dealing upfront damage, and thus benefits more to a moveset that deals more conditions than attacks. ''Peacemaker's Action'' exemplifies this by using an AP to grant the next non-damaging attack a +4 bonus to hit. ''Vow of Nonviolence'' adds to that by giving a +2 to all defenses whenever you hit with a nondamaging attack. ''Aura of Peace'' then deals -2 to all enemy attack rolls if they get within range of you. Pacify is pretty much a guaranteed stun so long as your target tries to hurt someone next turn. Peacemaker's Pronouncement allows you to prolong one penalty or bonus that might have ended this turn for a turn longer. End To Strife is a mack-daddy of this philosophy, as it literally makes all enemies incapable of fighting until someone else attacks them (or at least heavily penalizes future attacks if you miss). ===Miracle Worker=== This path requires clerics to be trained in heal, so this path obviously is meant for the healers and supporters rather than blasters or warpriests. ''Miracle Worker Healing Action'' starts by using an AP on a divine healing power to dish out d6+Wis (2d6+Wis in Epic) HP in additional heals to nearby allies while ''Word of Life'' makes Healing Word use d8s rather than d6s. ''Aura of Health'' is a big passive buff as that allows any ally using Second Wind to gain 3d6 additional HP. Reversal of Fortunes is a revenge power that hits an enemy attacking an ally while also letting them spend a surge to gain 2d10 additional HP. Miraculous Grace saves an ally from death by permitting an immediate free surge +2d6 additional HP as well as getting a saving throw against anything they're suffering. Reap What You Sow is another potentially vicious attack as it takes any save ends effects nearby allies are suffering and stack them (or at least one if you miss) onto one enemy. ===Paragon of Victory=== The focus of this path is being support in any way with new ways to attack. ''Paragon's Action'' uses an AP to give you or one ally a +5 to either damage or a saving throw. ''Turning the Tide'' gives other perks if you drop a nonminion enemy, either shoving all closeby enemies or give yourself or an ally 10 THP. ''Relentless Rebuke'' triggers an Opportunity Attack from you any time an ally bloodies or kills an ally. Fanatic Energy lets you spend a minor to use another at-will, ''Battle Resolve'' is a ranged AoE that gives everyone hit a chance to use a surge as well as +1 to hit and to all defenses for the battle. Victory Prayer lets you and up to two nearby allies to spend a minor to use an at-will. ===Radiant Servant=== This is what you want if you're trying to play the Laser Cleric. You want to burn shit up with your beams of holy light, you take this fucker right here. Better chance of scoring critical hits with radiant powers, fry an enemy with ongoing radiant damage when you burn an action point, and undead & demons have a harder time shaking off your nasty mojo. For powers, you can disintegrate everybody around you with Solar Wrath, make a zone of holy light that heals your friends and fries undead & demons with Healing Sun, or shoot an enemy with a laser so strong that it then explodes into more lasers with Radiant Brilliance. ===Scourge of Io=== Similar to the Soul Guide, this path is another anti-X path, this time looking to working over dragons. ''Draconic Anathema'' is your new Channel Divinity power, immobilizing dragons while also granting your allies resistance to one damage type for a turn. ''Dragon-Slayer's Action'' burns your AP to re-roll an attack against a dragon or re-roll a save against an effect a dragon caused. ''Wyrm-Bane'' then inflicts a -2 to all saves dragons make against conditions you deal. Wrath Upon Dragons is a simple penalty to their attacks, doubling in magnitude if the foe's a dragon. On top of that, that doubled penalty always lands, even if you miss. Primal Bottle grants you +5 to all defenses against close attacks but also negates any damage if it misses. Fire With Fire not only deals almost any sort of damage but it also gives you a hovering fly speed that for the encounter. ===Soul Guide=== This path is a Blaster variant focused mostly on blowing up the undead through control rather than upfront damage. Top of this list is the ''Rebuke Soul'' Channel Divinity power to immobilize any undead or shadow-origin creatures, harming any with both keywords. ''Spiritual Guidance'' then burns an AP to recharge a radiant encounter power or Channel Divinity. ''Weighty Soul'' then strips a creature of insubstantial for a turn. Soul's Entrallment pulls your foe while also dazing anyone undead or shadow origin. Shadowbane Circle is a sustainable AoE that both becomes difficult terrain for those same creatures while also raising their vulnerability to radiant damage by 10. Soulbrand doesn't care about any typing, but it does deal ongoing damage and a save-ends condition of becoming a flashlight that disorients enemies. ===Tactical Warpriest=== The blunt instrument of the PHB Cleric paths, this is for Clerics who know what they want; to get up in somebody's face, crushing skulls and ripping off balls and generally kicking ass, like a fighter, but this guy's doing it FOR THE LAWD. You deal more damage after using an action point, you can call for a reroll of a missed melee/close attack once per encounter, you get +1 to AC when wearing heavy armor, and you get a pseudo-marking ability that lets you stand in as a Defender. For powers, you get Battle Cry (smack a foe and let you & your buddies use a [[healing surge]]), Battle Favor (1/day you can regain HP as per two healing surges or recover a spent daily power by landing a critical hit) and Battle Pyres (zap all the fuckers around you, and then keep on zapping them with super-lasers until they shake off the divine target lock). ==Invoker== ===Adept of Whispers=== This path is one dedicated to the power of your voice. With a whisper you can grant miracles, while a shout only brings ruin. ''Adept's Action'' starts you off with a handy +2 to all attacks as well as the ability to increase the size of bursts and blasts by +1, ''Silent Presence'' adds +2 to stealth, insight, and intimidate while being invisible to tremorsense but deals -2 to diplomacy and bluff, and ''Raised Voice'' lets you make any attack crit on a 19+ and deal -2 to save rolls, but it dazes you for a turn in exchange. Admonishing Whisper gives you a burst that deafens and shoves back enemies while also dazing those close to a bloodied ally. Restorative Word is a touch power that lets an ally spend two surges and roll a save. Whisper of Doom is another burst, this one dealing ongoing damage and save-ends weakened. ===Angelic Aspect=== This path is but the first step in your ascension into the vaunted halls of your deity. Now your divine nature peers through the veil of mortality. You start off with ''Angelic Resistance'' granting resistance 10 to both radiant and necrotic damage and ''Wings of Action'' gives you both a free fly move of 8 spaces and +2 to AC when you spend an AP, while ''Angelic Emanation'' gives everyone a flat -2 to attack you when you're not bloodied. Angelic Blades gives you a burst that slows and gives a fly speed of 8 for the turn. Shielding Nimbus gives you resistance 10 to any one type or +5 to a pre-existing one. Coldfire Pillar is rather unimpressive, being just a burst that deals fire and cold damage while granting you immunity to both for one turn. ===Arbiter of Forgotten Justice=== Exclusive to those Invokers of Amoth's precepts, you dedicate yourself to the concept of retribution in the name of justice and those who have fallen in its name. ''Retributive Action'' lets you spend an AP as a reaction whenever an ally is bloodied or at 0 HP and grants +2 to attack and damage rolls, ''Sliver of Justice'' heals an ally by 5+Wis HP whenever you crit, and ''Beacon of Justice'' lets your powers crit on a 19+ (18+ on devils and demons). Smiting Blades is a ranged burst that can slow and knock enemies prone if they dare attack a friendly after you hit. Favor the Faithful gives you an immediate interrupt that has you spend a surge to negate any damage one ally takes from an attack. Soulfire Mantle gives you a long-range attack that deals ongoing radiant damage that teleports an enemy if they fail the save. ===Blightspeaker=== This particular path is a rather strange one, not only thematically but also mechanically. You now take the roll of agent of the gods' anger with the use of necrotic powers, a lot of them being single-target in a class built on crowd management. You start with ''Blighting Action'', which adds necrotic damage to your attacks while making enemis within 5 spaces get vulnerable 5 necrotic, and ''Dissolution's Call'', which heals you 5+Wis HP whenever you crit, while ''Echoed Malediction'' makes anyone who fails a save from your attacks take 10 necrotic damage. Chain of Death is a ranged attack that restrains a target, which is decent, but limiting. False Life gives you THP with the amount increasing if you hit someone last turn. Endbringer gives yet another ranged attack that deals save-ends blinding and ongoing necrotic damage. ===Crimson Arbiter=== Crimson Arbiters are the judge, jury, and executioner - they judge as dictated by their faith and declare their judgments with slips of paper marked with glyphs. You start with ''Arbiter's Action'' using an AP to inflict -2 to all attacks from a target of the next attack, ''Just Presence'' makes crits grant a +2 to attack anyone within 2 spaces for the rest of the fight, and ''Justice's Wrath'' lets you re-roll damage against the first person who hits you. Sign of Guild forces a -5 on the target's next attack and forces them to hit a nearby foe if they miss. No Rest for the Wicked is a sustainable curse that deals a save-end -2 to all NADs for anyone who hurts you. Sign of Penance is an attack with a follow-up that gives splash damage to anyone that deals save-ends slowed and, if it kills the original target, makes the splash difficult terrain. ===Devoted Orator=== This path is an enhancement of the divine speech. Your words inch closer to the divinity you serve and proclaim. Your first features are ''Brilliant Rhetoric'', which makes Diplomacy depend on Int rather than Cha, and ''Fearsome Oration'', which uses an AP to let you push or pull one enemy +Int spaces, while ''Thundering Prayer'' makes a close attack deal +Int/2 thunder damage and push targets a space. Legion Rebuke is a blast that forces enemies away from you. Chastisement makes any one enemy who attacks become vulnerable 10 thunder for a turn. Thunderous Oration is a big blast that dazes and deafens enemies and allows a repeat performance for the next turn. ===Divine Hand=== You have caught the attention of your deity and have been tasked with a great deed. You are now a divine soldier and bringer of fear to their enemies. However, if you face a lot of enemies immune to fear, prepare to be hosed. This begins with ''Inspire Terror'', which uses an AP to end slow or immobilize conditions on you while also giving a fear-based immobilized condition to the target of your next attack, ''Undaunted'' adds +2 to saves against fear effects and +2 to defenses against fear powers, and ''Quell the Fearful'' makes anyone you hit with a fear power take -2 to hit you next turn. Harvest the Craven is a ranged burst that slows the targets and forces -2 to all defenses while they're all separate - which can make for some fun setup for an ally. Tenor of Wrath gives a sustainable aura 5 that adds an extra space of movement for any enemies moving towards you. Cascade of Terror knocks enemies prone with a hit adding a save-ends daze with a penalty to the save equal to your Con mod. ===Divine Philosopher=== You have become aware of how the gods are the ultimate vessels for knowledge and thus seek to study their words in order to understand how to shape reality. As such, this path is suited for those Invokers with an Int-secondary and trained in plenty of Knowledge skills. You begin with ''Student of the Gods'' allowing you to claim another divine class' at-will as an encounter power and ''Insight of the Ancients'' allowing you to re-roll an attack for an AP, with level 16 giving ''Knowledge is Power'' lets you make a knowledge check once daily against a creature and gain a bonus to attack and damage that scales by tier. Hit the Weak Spot is a ranged attack that reduces resistances while increasing any vulnerabilities. Uncanny Insight lets you take an action just as an enemy does as long as you are trained in the knowledge skill necessary for identifying this creature. Word of Anathema is a burst that targets any creatures identified by skills you're trained in and inflicts save-ends weakened and vulnerable to all damage. ===Flame of Hope=== You have been given the responsibility of guarding the fires of hope and learning how to stoke them into infernos of action and heroism. The two keys here are fire and radiant damage, and you've got ways to work with both. You begin with ''Enduring Hope'', allowing allies within 5 spaces to add +1 to saves while you're not bloodied, and ''Inspiring Attack Action'', which uses an AP to give you and allies within 5 spaces +Int to attack, while eventually getting ''Righteous Resurgence'', which triggers upon using a Second Wind and deals 1d6+Int damage to enemies within range while granting allies THP of the same amount. Numinous Cascade is a ranged attack that hits up to two enemies and lets allies gain +2 to hit either. Blinding Ward interrupts an enemy's attack and blinds them. Sunburst Bulwark immobilizes enemies inside it while letting allies spend healing surges and add +Int for their heals. ===Hammer of Vengeance=== During the [[Dawn War]], there was a hammer forged by [[Moradin]] and [[Kord]]. This hammer was a mighty instrument of divine vengeance, as many gods who were wronged by the primordials swore revenge upon this hammer before striking out. You are now taking after the hammer, a weapon of the gods' vengeance. This starts you off with ''Enduring Castigation'', which deals -2 to enemy saves while within 5 spaces of you, while ''Lingering Rebuke'' uses an AP to let you deal 1d6+Con thunder damage to anyone who attacks you or an ally within 5 spaces, and ''Penance'' dazes an enemy you crit. Mark of Castigation is a ranged attack that deals silly amounts of damage if the enemy misses their next attack. Thundering Summons teleports up to two allies away from some issue and right to your side. Warding Thunder is a ranged burst that leaves a sustainable zone that lets you make an Opportunity Attack against anyone in there who attacks one designated ally - which is a bit of a hamstring. ===Keeper of the Nine=== Only available to Invokers trained in History, this class teaches you that there will be nine great catastrophes that will spell the end of all things. Though these catastrophes were sealed away as part of the formation of reality, that is no guarantee that they will remain so. As a Keeper of the Nine, your duty is to ensure that these seals are not broken and to silence those who attempt to control what they do not understand. ''Dooming Action'' starts you off by letting spend an AP as a follow-up to an attack that damages an enemy to render them Vulnerable 5 for the turn, ''Ruining Prayer'' adds onto any Close powers you have by making area around you turn into difficult terrain, giving you area denial, and ''Keeper's Vengeance'' adds +1 to the size of any burst power you use. Glyph of Warning is a large burst that forces enemies to flee, while boosting any Opportunity Attacks they might provoke. Keeper's Mantle teleports you away if you are hurt while bloodied, and any enemies near you now grant Combat Advantage. The Tenth Seal places a glyph that attacks anyone within Burst 3, stunning on the first turn, and then dazing anyone else each subsequent turn should you sustain it. ===Speaker of the Word=== You are beholden to the Word, a word so utterly powerful that even uttering its syllables can cause disastrous power...so you're essentially [[Skyrim|using the Thu'um]]. ''Influencing Syllable'' lets you add +2 to all Charisma skill checks, ''Speaker's Action'' lets you spend an AP so you can re-roll any one test you want, and ''Empowering Syllable'' grants a +2 power bonus to your next attack after using a Path power. Symbol of Light is a close burst that temporarily deafens and blinds enemies while boosting ally defenses. Guiding Syllable slides each of your allies around and lets their next attack slide their target if they hit. The Spoken Word is a big burst that deals ongoing psychic damage and forces every target's next saving throw to fail. ===Stonecaller=== You have become capable of bending the very earth beneath you with the power of your voice. While this has obvious ties to the Earth Domain feats, you could also make an excuse to use this if you have multiclassed with Druid as well for a more primal feel. ''Stonecaller's Action'' lets you spend an AP to make a close burst (the size of which you can pick between 2, 5, and 10) that becomes difficult terrain for the round and lets you knock anyone inside prone with your next attack, ''Strong Footing'' lets you roll a save against going prone and grants you immunity to difficult terrain caused by stone or earth, and ''Earthsight'' grants you tremorsense 5 while touching the ground - quite strong. Earthbolt is a ranged burst that knocks enemies prone and also turns the area into difficult terrain for the rest of the round. Rooted to the Earth is short ranged, but it lets you or a nearby ally who gets bloodied and/or forcibly moved spend a Healing Surge and negate the movement. The Black Obelisk of Doom is a pesudo-summon that weakens anyone next to it and has its own attack that immobilizes (save ends) and pulls an unfortunate target closer. ===Theurge of the Compact=== Restricted to Invokers with the Covenant of Wrath. You have begun studying the Compact Infernal, a dangerous document that was written by the fiends of the Nine Hells. You now command the powers of hellfire and demons, but you must make sure you remain devoted to your faith - A perfect hook for [[Edgy|Edgelords seeking some sort of attempt at inner conflict]]. ''Bringer of Despair'' is a rider on any attack you make that's a crit: you can take 5 damage to force the target to take -2 to all attacks (save ends), ''Incendiary Action'' uses an AP to make your targets gain Vulnerable 5 Fire, and ''Fiery Wrath'' turns your Covenant Manifestation to instead deal 2 Fire damage. Hellfire Unleashed is a ranged attack that deals splash damage around your target and forces anyone in there to grant Combat Advantage. Infernal Guardian is a sustainable summons that, while useless in combat, does grant some nice advantages: Resist 10 Fire and immunity to charm and fear effects. Fiery Companions is another summon, though these ones can only attack those near them - including allies - and all their attacks (including opportunity attacks) deal ongoing fire damage. ===Vessel of Ichor=== Exclusive to Invokers with Covenant of Wrath. You have partaken in the ichor, the blood of the gods. This essence of divinity would normally be too much for a mortal to withstand, but you have somehow managed to pull through and now have divine blood in your veins. You begin with ''Invoker's Blood'' making Armor of Wrath deal +2d6 damage when bloodied, and ''Vessel's Action'' grants a free minor action whenever you spend an AP (upgraded to a move when you're bloodied), while ''Vessel's Resistance'' grants resist all 5 when bloodied. Fiery Glance is a ranged attack with a follow-up burst on anyone around the first target. Holy Vigor is an immediate reaction against an ally being injured, giving you and that ally +2 to hit the triggering enemy, letting them spend a surge if they're bloodied. Silver Rain is a sustainable ranged burst with bonuses to hit based on how many members of your party are bloodied and deals ongoing damage to enemies while allies heal. ==Paladin== ===Astral Weapon=== You swear yourself totally to your god, becoming their avatar of wrath and vengeance upon the battlefield. ''Astral Judgment'' makes your mark more effective by penalizing defenses, ''Astral Rejuvenation'' Action lets you burn an action point to restore a paladin encounter power, and ''Courage From On High'' gives you a +2 bonus to saving throws against fear. For powers, you get Carving A Path Of Light (double damage melee strike, enemies adjacent to you give combat advantage for a turn), Pray For More (you can reroll the damage of one of your attacks once per encounter), and Astral Whirlwind (slash every enemy around you for double damage and penalized defenses, 50% chance you don't expend the power if you succeed in killing someone with it). ===Champion of Corellon=== Exclusive to paladins of [[Corellon]], this path focuses on being fast while also wearing heavy-ass armor. Thus, this path is better suited for those who focus more on the Cha side than the Str side. ''Restorative Action'' uses an AP to spend a surge without wasting an action, which is kickass. ''Superior Defense'' gives either a +1 or +2 to AC based on how high your Dex is while wearing heavy armor. ''Light Footed Warrior'' then negates any speed penalty heavy armor grants while also granting a free shift whenever you bloody or kill an enemy. Elegant Strike is a Cha-based strike that locks out shifting and uses Dex as a rider if you use a light or heavy blade. Graceful Step is a full-speed shift that ignores terrain and adds +5 to athletics and acrobatics checks. Corellon's Wrath slaps an enemy with save-ends blindness as well as adding 1d10 radiant damage to every opportunity attack. ===Champion of Order=== Attempting to emphasize the Lawful Good tradition of paladins without, you know, being a lawful stupid twat, your ''Champion's Action'' means you inflict a penalty on enemy defenses if you spend an action point, ''In Defense of Order'' lets you get opportunity attacks against marked targets that don't attack you and also means you do +2D6 radiant damage against demons and elementals, and ''Champion's Hammer'' lets you ignore the resistances of demons and elementals. For powers, you get Certain Justice (smack a target and, if it was marked, you make them weak and dazed until the mark is removed), None Shall Pass (once per day, you can mark 2 enemies with Divine Challenge until the encounter ends) and Rule of Order (quadruple damage, push and weaken the target on a hit, normal damage and weaken on a miss, +2 to attack roll and +2D10 radiant damage if target has dealt a critical hit to you or an ally during this encounter). ===Demonslayer=== Divine Power's anti-demon path is a lot more up-front combat capable and also a lot less dependent on fighting demons, though fighting them does make things a lot more effective. ''Demonslayer's Action'' uses an AP to negate resistances for one attack and deal damage equal to half-your level for a bigger nova while ''Demonslayer's Presence'' damages any nearby demons while also denying them the ability to shift. ''Suppress Resistance'' allows you to also suppress variable resistances, though now only with a melee attack. Demonslayer's Smite is a direct strike that strips resistances with the added benefit of recharging whenever a demon crits or spends an AP. Demonslayer's Resistance grants Resist 5 (10 at Epic) to one attack, with that resistance doubling if the attacker's a demon and then inflicting said demon with a Sanction. Edict of Destruction traps the target with a save-ends effect that changes each round, with demons suffering two of the effects. ===Dragonslayer=== Despite the name, none of the effects listed actually require hitting dragons - they work as well on dragons as they do any other creature. ''Dragonslayer's Action'' just uses an AP to raise your AC by 2 against any marked foes, ''Dragonslayer's Challenge'' just gives +2 to damage a target (+4 in Epic) when you first mark them in a battle, and ''True Heart'' only grants +2 vs Fear. Challenging Smite just slaps an enemy and stacks extra damage to your challenge and Sanction for the turn, which might be handy if you can get someone to draw attention. Deflect the Blast uses a shield to halve the damage dealt to you and a nearby ally by a close or blast attack hitting AC or Reflex. Ground the Foe is pretty incredible, grounding a foe, immobilizing them, slowing them, and removing their flight, requiring two saves to end them all, while missing just slows the target and messes with their flight on a save-ends effect. ===Faithful Shield=== When you wanna go all-in on that Defender role, this path is your pick for making sure everyone makes it through. Balanced Paladins or Melee Cha-ladins would be the top options to use this path, since all powers use Cha to hit, but also one attack requires a weapon attack. ''Sheltering Hands'' gives a +2 to all defenses to whoever you use Lay on Hands on until their next turn, ''Shielding Action'' uses an AP to give all nearby allies +2 to AC and Reflex for a turn, and ''Defensive Presence'' deals automatic damage whenever an enemy hits an ally within range who just spent their second wind. Protecting Smite also deals +2 to all defenses to all allies within range. Constant Shield is a stance that adds +2 to AC and Reflex on top of your shield as well as reducing forced movement on you or a nearby ally by 1. Rampart of Strength is a burst that shield bashes folks and shoves them back, but you also gain an automatic +4 to all defenses every turn thereafter if you don't move at all. ===Gray Guard=== Perhaps you're tired of the "ALWAYS LAWFUL GOOD/NEUTRAL" spiel and you're a paladin trained in insight and intimidate. Well, this path decides to let you explore that gray morality, understand that the ends justify the means through a path full of mixed features. ''Gray Guard Action'' grants a 3-square-shift and a +2 to hit the next enemy while ''Gray Guard Vigilance'' gives training in perception and streetwise while also denying enemies you mark any concealment from you. ''Demoralizing Critical'' just makes a crit saddle the enemy closest to your target with a -2 to attack and all defenses for a turn. Debilitating Strike dazes and stuns the enemy, but it also has a means to prolong the daze a bit: if the target attacks again before your next turn, it gets a new daze that lasts until the next turn. Relentless Justice can restore an Encounter you just missed with, though it can also restore a bigger one if you feel like it's important enough to waste another Encounter on. Devastating Smite burns a use of Lay On Hands/Virtue's Touch/Ardent Vow to inflect extra damage equal to your Surge value while also making it give Combat Advantage to a nearby ally. ===Holy Conqueror=== A path exclusive to Ardent Vow paladins, this path acts more on assault than defending. ''Divine Fortification'' sanctions anyone in range when you use an AP, ''Holy Rebuke'' shifts an enemy hit by Ardent Vow, with the option to shift right afterwards, and ''Hold the Line'' considerably drops the forced movement of any nearby ally. Charge of the Conqueror is a reaction counter-charge that triggers once someone else is hit. Sacrificial Intervention starts off with swapping places with an ally just as they're getting hurt, but then you get to sanction the provoking baddie any time you're near them. Take the Keep pulls a bunch of enemies near you while allowing allies within that same range to shift around multiple squares as a free turn so long as they're no closer to you than before, which is a bit tricky and requires some smarter planning on using this power. ===Hospitaler=== Dabbling in the Leader role, the Hospitaler is a paladin who develops a knack for healing. ''Hospitaler's Blessing'' means that marked enemies actually heal your allies if they try to attack them, ''Hospitaler's Action'' means that you heal allies close by whenever you burn an action point, and ''Hospitaler's Care'' boosts the health restored by your Lay On Hands ability. For powers, you get Warding Blow (attack a marked enemy for double damage and let your allies make a saving throw), Healing Font (once per day, bolster yourself for the encounter so that you can freely heal an ally whenever you hit an enemy), and Life-Giving Smite (strike a foe for quadruple your weapon's damage in radiant damage, then let an ally spend a healing surge). ===Questing Knight=== Questing Knights go on adventures in order to prove their worth in great journeys, overcoming any odds to get there. ''Questing Knight Resolute Action'' starts that off with giving you a free Saving Throw with a +2. ''Truth Sense'' grants +2 to Insight and +2 to Will vs charm, fear, and illusion powers. ''Knight's Resurgence'' can make a hefty save to the action budget by making a second wind a free action when bloodied. Strength of Ten is an impressive blast that pushes enemies back while also sanctioning each of them before letting you shift to any square inside the blast. Quester's Discipline is a daily ignore against any blind, daze, stun, dominate, or weaken condition. Virtuous Wrath is a hefty attack, shoving an enemy back 5 and inflicting a save-ends weakened condition on them. ===Justicar=== Trying to live up to the "knight who crusades for justice" part of the paladin theme, the Justicar gets ''Just Action'' to weaken adjacent enemies when you spend an action point, ''Just Spirit'' so adjacent allies get a free saving throw re-roll each turn, and ''Just Shelter'', which makes adjacent allies immune to fear and charm, while getting +1 to saving throws. For attacks, they can use Just Radiance (sear all marked enemies in a close burst for radiant damage and lock them into attacking you), Strike Me Instead (you can force an enemy's attack to miss a nearby ally, at the cost of being hit by it yourself, once per day) and Challenge The Unjust (huge burst of radiant damage and temporarily marking). ===Knight of Celestia=== This path is dedicated to upholding the tenets of the realm of Celestia, with paladins acting as defenders and support. You get ''Aura of Menace'' to make enemies who eat your Divine Challenge's damage light up the room for a bit and grant Combat Advantage, ''Aura of the Gods'' to use an AP and gain +2 to all defenses for the turn, and ''Dedicated Foe'' makes a crit against a foe you used Divine Challenge on take damage as if it invoked the challenge and can't use resistances. Celestia's Challenge is a double-hit that marks two different enemies with Divine Challenge for a turn. Brilliant Guardians summons two copies that act as defense nodes for your allies by granting those nearby +2 to AC and Will while also acting as flashlights. Purifying Radiance is a rather weak attack, but it not only inflicts ongoing damage, but every time the target takes that ongoing damage, nearby enemies also eat some splash damage as well. Though this path is more dedicated to Str than Cha for support, it does rely a lot on special effects and using Divine Challenge. ===Knight of the Chalice=== Paladins of this path fight in the name of the god slain by [[Asmodeus]]'s treachery and seek to protect the world from devils. To start, you gain the Channel Divinity power ''Censure Devils'' (Weakening all devils in the area for a turn). ''Saving Action'' uses an AP to grant a saving throw, adding a +2 if the condition was caused by a devil. Ensaring Smite is far from strong, but it ensnares for a turn, though a devil will not only take double damage, but now it cannot teleport until it makes a save. Heavenly Courage re-rolls a save vs a charm or fear effect and if they pass, they inflict Cha radiant damage on the one who caused the condition. Blessing of the Chalice adds a save-ends -2 penalty to all attacks, but if the target's a devil, they also take ongoing radiant damage. This path is another Cha-centric path with the added need to specialize vs devils if you want the most out of it. ===Knight of Unyielding Bastion=== Unlike the Dragonslayer, which can work on any particular foe though everything works particularly for dragons, this path is considered a bit more dedicated to fighting dragons. This path is also a more defensive-oriented path, focused on protecting allies from dragons rather than crushing dragons. ''Dragon-Slayer's Action'' burns an AP to either re-roll an attack against a dragon or a save against a condition a dragon caused rather than an attack. ''Dragon's Challenge'' doubles the attack penalty whenever you mark a dragon with Divine Challenge and deals extra damage equal to Wis whenever they don't fight you. ''Partake of My Strength'' gives you the option to interrupt with a use of Lay on Hands whenever you and an ally are hit by a close or area attack. Divine Deflection is a reaction that whacks an enemy just as they hit an ally with a close attack and grants every ally within range a bonus to all defenses, though you aren't included. Dragon Flame Sacrifice lets you intercept a close burst about to hit an ally by swapping places and gaining a +2 to all defenses for that attack. Beast-Punishing Strike gives one rather dangerous skill if used properly: it bans any recharge power until it makes a save. ===Scion of Sacrifice=== One of the two paths exclusive to those paladins with Ardent Vow, this path is your dedicated damage-dealing path, sacrificing health for certain perks when using powers. ''Devastating Action'' makes for a fierce start, adding Cha to damage when using an AP, with Wis getting stacked on top when you're bloodied. ''Unflinching Persistence'' gives a second use of Ardent Vow. ''Martyr's Strike'' is a ferocity feature, granting the use of one at-will before dying. Scion's Sanction is a basic burst that sanctions anyone within range, though you can also sacrifice some HP to double the damage. Scion's Healing eats some of your health equal to your level, but gives an ally a free surge. Punishing Flame is an implement-based burst power that also deals fire damage any time a target hits someone that isn't you. ===Slayer of the Dead=== This path is your dedicated anti-undead corpse-killer path, really requiring a constant stream of undead enemies to make the most of its repertoire. ''Incandescent Action'' uses AP to deal bonus radiant damage on your next attack, ''Scorn the Dead'' gives you a scaling resistance to necrotic damage, and ''Slayer's Presence'' scares all undead enemies into a -2 to attack for a turn any time you bloody or kill another undead. Light of the Living smacks one foe while dealing decent splash damage to all nearby undead and also sanctioning them for the turn. ''Life and Death Entwined'' negates one undead enemy's attack and then lets you reflect half the damage you might have taken back with your next attack, which would kill it when used against a really tough boss attack. Bury the Dead is a burst that also slaps save-ends restrained condition on any undead in range. ===Vengeful Crusader=== For the paladin trained in insight or perception, this is a path that does away with the goody-goody image of a paladin and goes all-in on taking revenge against those who commit wrongs with prejudice. ''Vengenace's Imperative'' shifts an enemy that doesn't fight you, ''Vengeful Action'' uses an AP to use Divine Sanction on all nearby enemies for a turn, and ''Vengeful Shield'' forces enemies attacking nearby allies take damage equal to Str regardless of whether or not you sanction or use Divine Challenge. Your first attack is Driving Force, which hits a marked foe and shoves them backwards. If they attempt to hit anyone but you next turn, you can immediately charge their ass. Crusader Stance is an obvious power-up, gaining +1 to hit and damage every time you see an ally hurt, going up to +5. Crusader's Vengeance is another form of challenge, making the target take damage equal to Str every time they don't target you. ==Runepriest== ===Hammer of Vengeance=== This path is dedicated to taking revenge on anyone who hits your allies with prejudice. ''Avenging Action'' is a bonus burst of damage to anyone within range and attacking allies at any time you spend an AP. ''Bloody Vengeance'' grants the Rune of Vengeance as a new state, allowing for one MBA whenever an ally hits a nearby enemy before ending, with ''Inescapable Vengeance'' upping both the hit and damage rolls of this attack. Avenging Hammer looks easy enough to implement, but it also can be recharged once per encounter whenever an ally is hit before your next turn, not to mention the ability to either teleport an enemy or deal another attack based on the rune in use. Shield of Vengeance gives a boost to an ally so they can take revenge against the enemy who just hurt them. Vengeance's End is your desperation attack, requiring you to be bloodied but granting a massive 5[W] damage that re-rolls all 1s or 2s. ===Light Bringer=== This path is a very radiant-based path with multiple supporting ways that can blend together with combat. ''Holy Radiance'' is a rather simplistic Light cantrip, ''Invigorating Light'' allows an AP to grant a nearby ally a free action, and ''Twelve Runes of the Sun'' grants the new rune state of the Light Bringer, denying concealment to nearby enemies while ''Undeniable Light'' makes allies within range immune to blinding. Mote of the Sun is an attack that blinds rather than hurts, though depending on rune state it can either harm or grant allies concealment once the blinding ends. Anthem of the Dawn allows anyone to use a surge and also gain THP and a cure for blindness. Dawning Light not only shoves an enemy back, but also gives nearby allies THP and a chance to shift around. ===Master of the Forge=== This path is a very support-based one with every feature giving ways to either protect allies or make them hit harder. ''Forge Rune Action'' is one of the latter options, as an AP will give you and your close allies a bonus to damage. ''Runes of the Blade Smith'' is of a similar vein, but instead of an AP it instead just grants a +1 damage boost to one weapon until the next rest. ''Indomitable Steel'' is the same thing, except now adding +1 to any heavy armor's AC. Call of Iron is a potent attack that boosts either damage or AC depending on the rune state in use. Blessing of the Forge is just an instant boost to AC that can be exploited since it's a minor at-will, though it requires the target to be right next to you. Fury of the Forge is the most offensive of the abilities, dealing ongoing fire damage and giving allies the shot to deal bonus damage while on fire. ===Rune Shield=== Whereas Master of the Forge has to split between either being defensive or offensive, the Rune Shield dedicates itself entirely on being protection-first. ''Guardian Shield'' starts with a new rune state which boosts everyone's defenses by +2, but only if you don't move. ''Protective Action'' does the same thing for an AP, though it lacks the movement restriction. ''Mighty Guardian'' just doubles these defenses. Battering Rune is a rather strange power that emits a blast zone and shoves enemies, but what that zone does depends on the rune state: Destruction gives your party a bonus to hit enemies outside the zone, Protection turns it into difficult terrain for enemies while also giving protection to allies. Rune of Shielding is an instant sustainable deadzone that halts any movement towards it, useful in cornering enemies. Hounding Shield of Radiance is a permamarking ability with a special caveat: whenever that mark hits an ally, you get to hit the mark while also halving the damage taken. ===Enlightened Word=== This path is available to any non-evil runepriests, seeking to act as support through their powers. ''Cloud Step'' adds a new rune state that allows adjacent allies to shift 2 squares when they hit an enemy once per turn, while ending it with a minor gives you a fly speed for a turn. ''Shared Enlightenment Action'' uses an AP for you to use a class power originating from an ally's space, thus giving them THP. ''Radiant Step'' adds phasing and insubstantial to your flying. Celestial Lightning is a burst attack centered on an ally, who then can deal lightning/radiant damage with their attacks as well as either a damage or healing surge bonus based on rune state. Touch of Hope grants a free save against all effects as well as a free heal and a free stand if needed. Words of Celestial Heaven is rather odd in that it lacks a focus on allies, instead adding save-ends stunning on an enemy, who then attacks an enemy while also gaining extra damage every time thereafter when you hit this target with an at-will. ==Warpriest== ===Devout Warpriest=== This is the path exclusive to the Warpriest, pretty much building off of what you already have with each domain. ''Devout Action'' is the AP feature that has different effects based on what domain you started with, ''Transcendent Blessing'' trains you in Supernal and grants a domain-specific perk that keys off a single power, and ''Devout Warpriest Domain Feature'' adds yet another thing to your domain. Divine Resurgence is the only power universal to the warpriest and for good reason - it recovers the usage of Second Wind to anyone in range and recharges an Encounter power exclusive to your domain. The u12 and d20 powers, being exclusive to domain, will probably not be covered here because of how fucking many there are. ==Miscellaneous== ===Arrow of the Moonbow=== Exclusive to any class with Channel Divinity (read, all divine classes save runepriest or the Divine Channeler feat) and proficiency with a bow who worships [[Sehanine]]. As expected, this is a part of a cult dedicated to changing the flow of destiny when they see fit. You begin with ''Moonkissed Action'' using an AP to let you re-roll a bow attack, ''Walker in Twilight'' gives low-light vision and training in stealth (or the skill focus feat for stealth if you're already trained), and ''Break the Bonds'' is a Channel Divinity power that ends any dominated, immobilized, petrified, or restrained effects. Three Moonbeams targets up to three enemies (though targeting one gives a bonus +1[W] damage) with cold+radiant damage and lets allies near them shift away. Moon Eye gives you darkvision and immunity to blindness. Moon Shot deals a generous amount of cold+radiant damage to one target and lets allies near the target use a surge. ===Chromatic Bane=== This is yet another anti-dragon path, though now this one is for any divine class. It also has you outright declare war on [[Tiamat]] and any of its followers. You start with ''Inspired Bravery'', which lets an ally make a saving throw against a charm or fear effect each turn, ''Resilient Action'' has you spend an AP for resist 10 against an elemental type (upped to 15 in epic), and level 16 grants you ''Platinum Mantle'', a new Channel Divinity power. This is an instant interrupt against a close or area attack and gives you and any closeby allies a +3 on all defenses. Rolling Stab is a melee counterattack that has you shift around the target before doing at-will tier damage (doubled if fighting a dragon) and giving +2 to all defenses for the turn. Rousing Cry is a large burst that instantly ends one ally's stunned or dazed effect and gives them a free move. Heartstrike is a charge-friendly attack that has you strike, move both you and the target, and then perma-mark them. ===Doomguide=== This [[Forgotten Realms]] path is dedicated to any divine class in worship of [[Kelemvor]]. Though he usually dedicated to the end of life, he is also determined to destroy the undead wherever they reside and curtail their defiance of the end. You start with the rather meh ''Blessings of Kelemvor'', which grant +2 to all defenses when you spend an AP (rendering it useless when you use Second Wind) and the less-than-stellar ''Doomguide's Geas'' granting +2 extra HP from healing (upped to +5 when undead are around), while eventually reaching ''Doomguide's Resolve'', letting you roll one saving throw when you kill someone (or roll saves for all if you kill an undead). Kelemvor's Circle is a big burst that hits while also healing allies by 5 HP (doubled if an undead is hit). Unsullied Heart is an immediate interrupt that adds +5 to Fortitude or Will the instant an attack targets them. Kelemvor's Sword is an attack that heals your team by 15 HP while inflicting save-ends dazed on the target (upgraded to stunned on undead). ===Exorcist of the Silver Flame=== This [[Eberron]]-exclusive path is for those divine classes that worship the [[Silver Flame]]. This is the next step in the fanatic zealotry that the church espouses as you become bonded with the flame and become an agent of unyielding purity. You get ''Bolstered by Flame'', which gives you and an ally +Wis THP whenever you use a fire power, ''Silver Flame Action'' uses an AP to make your next attack deal +2d6 fire+radiant damage, and ''Silver Exorcism'' lets you re-roll a damage die of 1 or 2 when using a fire or radiant attack against a demon, devil, shapechanger, or undead foe. Flame of Censure is a burst that blinds enemies, but demons, devils, shapechangers, and undead take doubled damage and suffer a penalty to AC equal to +Cha. Warding Flame is a sustainable ranged burst that gives friendlies inside it Resist 5 fire+radiant and +2 to all defenses, while enemies take vulnerable 5 fire+radiant and -2 to all defenses. Silver Brand is a ranged attack that save-ends blinds and dazes the target while demons, devils, shapechangers, and undead also get ongoing damage of 10 fire and radiant each. ===Idol of Darkness=== Hailing from the [[Book of Vile Darkness]], this paragon path represents a [[paladin]] or a [[cleric]] who has embraced the powers of dark gods, staining their soul with the corrupting energies of evil spiritual energy until they have become an incarnate avatar of soul-shrivelling horror, an emissary for the darkest of entities. At level 11, they gain the features ''Unwholesome Resilience'' (Resist 10 Necrotic and Poison, Immune to diseases of your level or lower) and ''Vile Darkness Action'' (when you spend an action point, you emit a blinding cloud of manifest corruption; this cloud lasts until the end of your next turn and grants you partial concealment (total, if you were bloodied) against adjacent enemies and a +4 bpower bonus to damage rolls). At level 16, they gain the feature ''Death-Driven'', which lets them shift squares equal to their Charisma modifier when a creature within 5 squares drops to 0 HP as a free action, which they can do 1/round. Their level 11 encounter attack power is ''Font of Despair'', a close burst 1 Strength vs. AC attack that deals 2[W]+Str modifier damage to any creatures it hits, with struck creatures taking a -2 penalty to their attack rolls and all defenses until the end of the Idol's next turn. Regardless of any successful hits, the Idol also gets their choice of either of two boons; the ability to make an immediate saving throw with a power bonus equal to enemies hit with the attack, or gaining damage resistance (equal to Str modifier) until the start of their next turn. Their level 12 utility power is the daily-use ''Unholy Aura'', which they can activate as a minor action; it grants them an aura 1 that lasts until the encounter's end, and which enables them to push any creature which ends its turn within the aura 1 square as an opportunity action. Their level 20 daily attack power is ''Dark Burden''; a melee attack against a chosen foe that does 5[W]+Str modifier damage on a hit and half that on a miss. Additionally, each creature adjacent to the Idol other than the initial target starts taking ongoing 10 necrotic and psychic damage (save ends). At the start of each of the Idol's turns, they can slide each creature taking this ongoing damage a number of squares equal to their Charisma modifier. ===Morninglord=== One of the better-known paths from the [[Forgotten Realms]] Player's Guide, this path demands that any divine class worships [[Amauntor]] (the younger and more idealistic version of Lathander) and offers some remarkable cheese with radiant damage. You start off with ''Militant Dawn'' dealing +Cha radiant damage to one enemy when you use Channel Divinity and ''Unflagging Enemy'' using an AP to crit on an 18+, and you eventually get the fabulous ''Burning Radiance'', inflicting vulnerable 10 radiant any time you hit with a divine power. Pure Glow is a big burst that has the added perk of dealing extra damage to anyone who starts their turn on that area. Rising Sun gives you a sustainable aura of constant healing. Lance of Dawn is a ranged attack that deals ongoing radiant damage that amplifies with each failed save. ===Oak Shield=== Restricted to divine classes in service to [[Melora]], the Oak Shield is a path that gives the feeling of a divine-primal hybrid. You start with ''Sheltering Boughs'' spending an AP to grant a burst 5 that adds +2 to AC and Fort for the turn and ''Weather the Storm'' granting resist 10 thunder+lightning while also granting 10 THP to two allies whenever you're hit by either type, while level 16 gives ''Deep Roots'', which gives tremorsense 5 when touching the ground. Steadfast Resolve is an attack that shoves the target back and renders you or an ally immune to forced movement that turn. Whirling Leaves is a large burst that gives everyone concealment. Renewing Vines is a burst that deals poison damage and save-ends immobilizes targets (or save-ends slows on a miss) while also granting THP and a +2 to one roll to allies inside that. ===Soulforged=== Exclusive to anyone who worships Moradin and has the Moradin's Resolve Channel Divinity power, this is the result of drawing power from Moradin's Soulforge and bringing it forth in an incredible force able to shatter anything. ''Reforged Action'' uses an AP to recharge either Channel Divinity or recharge a level 11 or lower encounter attack, ''Weapon of the Dwarf-Father'' is an at-will power that gifts a held weapon to deal fire+radiant damage and ''Foe Hammer'' combines the Weapon of the Dwarf Father with Moradin's Resolve so that the later deals +1d10 fire+radiant damage and stunning on a crit when the latter is in effect. Forge Blast is a flexible attack that does stunning and splash damage. Tempered is an immediate interrupt that adds +4 to Fortitude and Will and +5 to the next save. Soul of the Dwarf-Father is another flexible attack that makes every attack afterward deal fire+radiant damage and makes you have an aura 1 of difficult terrain. ===Zealous Demagogue=== This path has some rather flexible requirements, as it requires either a Cleric or Invoker trained in either Insight or Perception. You have become the guiding beacon for those whose faith falters, warning them of the perils that will befall them if they stray. None of the passive abilities rely on any range beyond eyesight, which makes this quite powerful. ''captivating Presence'' gives you +2 to Diplomacy, Insight, and Intimidate checks while allies within eyeshot get +2 to charm and fear saves, ''Zealous Action'' uses an AP to give allies who see you THP equal to half your level and a +2 to hit for the next turn, and ''Martyr's Blood'' grants allies +1 to attack, damage, and save rolls while you're bloodied. Fanatic Charge lets an ally charge for free. Imperiled Leader lets you pull in an ally to take a melee attack meant for you, recharging Fanatic Charge if the attack still hits. Sudden Conversion enacts an immediate save ends condition, the worst being Dominated and a -2 penalty to save against it (downgraded to Weakened (Save Ends) after a successful save), while a miss deals Dazed and Weakened (Save ends).
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information