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==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.
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