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==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).
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