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==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.
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