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==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.
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