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==Fighter== ===Avenging Slayer=== The Avenging Slayer is an offensively-oriented path, built upon rattling and being terrifying. ''Bloodied Edge'' adds Cha to all damage vs enemies you have combat advantage against, ''Slayer's Action'' grants Combat Advantage against an enemy for the price of an AP, and ''Brutal Justice'' gives a bonus to hit whenever you kill an enemy. Comeuppance Strike is a rattling blow that not only hits an enemy, but it also hits all nearby enemies with a penalty to all defenses. Looming Justice is your means of control, sliding a marked foe whenever they attack someone other than you, and Ruthless Outburst is a deadly burst that not only inflicts ongoing damage, but also has rattling on it to penalize any retaliation. This path is quite effective for anyone who likes making messes out of enemy tactics and laying on the hurt while at it. ===Bladestorm Duelist=== Restricted to tempest fighters with proficiency in rapiers, thus turning you into a swashbuckler in your own right. To start with, ''Canny Defense'' not only adds +2 to AC and Reflex when wearing light armor and no shield, but it also adds Wis to Initiative without a feat. ''Precise Action'' allows you to re-roll one or two hits you make whenever you spend an AP on an attack. ''Bladestorm Technique'' is a very interesting benefit, as you need to wield both a rapier and an off-hand light blade in order to gain both +1 to hit and damage as well as the high crit property to your rapier. Blade Feint is an amusing double hit, with the first softening an enemy with Combat Advantage while the second penalizes their hit rolls. Nimble Step allows you to shift as a free action whenever your marked foe provokes you with their movement or hits an enemy attacks anyone else but you. Elaborate Assault is a reliable triple combo, slicing an enemy before shifting around and penalizing them in different ways with each step. This path has a lot off fun with being flittering and fancy and screwing around with enemies, and it allows for some unique ways to score multiple hits on an enemy. ===Blood-Crazed Berserker=== Debuting in 4e's [[Book of Vile Darkness]], this path is locked to only EVIL fighters who want to go further with their art of killing, which might be an issue on most campaigns as it is. You're not quite a barbarian, but you got some vicious tricks on you for more damage -- chanting [[Khorne|Maim, Kill, Burn!]] is optional. ''Blood-Crazed Action'' embodies this with a boost to both charge distance and damage when you use an AP to attack. ''Unstoppable Killer'' improves saves against any of the real bad ongoing conditions (dazed, dominated, restrained, etc), and wrapping this up is ''Bloodied Aggression'', which adds +1 to hits and increases the crit range when bloodied. Mutilating Strike is a rather basic rider, dealing double damage on an MBA while also stunning a foe. Foaming Wrath is a personal response against bloodying filled with THP and Combat Advantage against the perp for the turn, which might stack well with Dragonborn shenanigans. Maniacal Fury is a really big bad stance, doubling damage on all MBA while also forcing immediate attacks on anyone nearby you. Really, this path abandons the concept of marking, so if you want to go to barbarian murder-kill-fuck-ville (which you might be considering this came from the 4E Book of Vile Darkness), this is up your alley. ===Doomguard Marauder=== Heavily offensive fighters will enjoy this path for all the ways they can hurt an ally with only a weapon. ''Destructive Action'' adds 1d12 (2d12 on Epic) to an attack's damage upon using an AP, ''Ruin's Reward'' recovers +Con HP whenever you crit, and ''Inevitable Doom'' adds +2 to hit an enemy if you missed them the previous turn. Your powers are equally nice too, with Entropic Blow dealing -2 AC on any nearby enemy, Strike of Unmaking stripping away resistances, and Arm of Dissolution slapping ongoing damage as well as the chance to improve your odds of hitting when they fail the save. ===Draeven Marauder=== This path requires only that you love spears and 3-square shifts enough to go here, and considering the many many people who crow on about polearm shenanigans, this seems like a good fit. ''Fleet Skirmisher'' allows for a 3-square shift after using an AP just before an action to help with mobility, ''Marauder Precision'' makes spears crit on a 19+, and and ''Press the Advantage'' turns a crit against a bloodied enemy into a free bonus attack against his closest friend (A rather specific setup that also requires you to be up against a bunch of goons circling you). Impaling Strike is a thematically fun move, giving a 3-square shift before striking and immobilizing the foe. Exultant Withdrawal shifts you 3 after killing someone. Taunting Press is an unusual control move, sliding an enemy 3 before whacking them and then giving you the chance to shift them again if you ever hit this foe every turn after. ===Dread Reaper=== This path is a path to pick if you choose to specialize in polearms or greatweapons, two-handed weapons which focus more upon being killy than being defensive. For starters, ''Impending Slaughter'' knocks prone any marked enemy you hit with an Opportunity Attack while ''Reaper's Action'' deals Str damage to all adjacent foes when using an AP to attack. ''Reaping Cleave'' acts in a similar fashion, dealing Str damage to one nearby enemy when using any basic attack with a two-hander while inflicting that damage to all nearby enemies when using Cleave. For attacks, you start with Reaping Lunge, which attacks with reach while also allowing for an immediate shift+MBA if they try to attack anyone besides you. Reaper's Warning is a permamark on all enemies, lasting for the encounter so you can make all sorts of shenanigans. Blood Harvest is pretty much a big dumb swing with ongoing damage which is unsavable if the enemy moves on their turn. ===Dreadnought=== The dreadnought is the biggest force of unmovable tankery that can exist for the fighter, though it can also benefit anyone who uses hammers, mauls, and axes with bonus Con to damage. The start is already pretty fierce, as ''Dreadnought Action'' gives them Resist 10 all when an AP is spent on an attack. ''Unfailing Resolve'' gives extra HP as well as the ability to spend HP to end an ongoing effect. ''Critical Hardening'' also grants its own Resist 10 all whenever you score a crit. Inorexable Advance acts as a very simple double attack with a shift added in. Blood Iron just grants Resist 5 all whenever you get bloodied. Line-Breaker Assault is a mix of both powers, being a shove and stun against any enemies while also granting Resist 5 all. ===Gladiator Champion=== This requires either a Fighter or the Gladiator theme from [[Dark Sun]] to be available that specializes in gaining any advantage over the opposition. ''Halo of Destruction'' smacks any enemy near you after bloodying someone, ''Undaunted Action'' lets you roll twice for an attack when you use an AP while bloodied, and ''Whirlwind of Destruction'' flat-out denies any ability to move away from you. Opening Ploy lets you shove an enemy back, giving everyone Combat Advantage over the enemy and get +4 to damage against anyone near the target. Fail to Disappoint is your at-will shift-around that gives Combat Advantage, but it's only usable when you're bloodied and hit by an enemy. Finishing Strike is a reliable stance attack that immobilizes anyone near your target. ===Glorious Myrmidon=== Available to fighters trained in athletics, this path pushes for a new level of acrobatic flair that few can match. ''Battle Agility'' makes for an eye-popper by ignoring all penalties to chain and scale mail and ''Myrmidon's Action'' adds for both a 3-square shift and a +2 to the next attack made with an AP. ''Myrmidon Athleticism'' goes a step further by adding to speed and giving a bonus to athletics, acrobatics, and endurance checks. Charge to Glory is a rather easy-to-use power: it prones people and it can be used in a charge. Exult in Glory allows a free Second Wind and a boost to hit whenever you kill an enemy. Moment of Triumph is a seriously defensive stance, adding to defenses while also doubling the penalties marked enemies take to hit anyone besides you. This path is an interesting one to go through if you see mobility and defense being equal priority and have no problem with waiting until you can start backflipping in scale mail. ===Great Weapon Master=== This path requires you to have the Weapon Talent feature for two-handed weaponry. While you still focus on the big damage, this does offer you some added utility within your role, especially in regard to marks. ''Infectious Dread'' slaps an enemy next to your target with a fear-based -2 to hit, ''Parrying Action'' has an AP to boost your AC, and ''Opening Seized'' penalizes a marked enemy missing you by adding Con to the damage for your next attack. Grim Warning serves as a reaction-based Reckless Strike that adds Str+Con to damage against whoever attacks you. Blocking Maneuver adds +4 to AC and Reflex against a marked enemy's attack on you at the cost of being unable to prolong that mark for the turn. Scattering Strike isn't very impressive damagewise. but it inflicts a save-ends weakened condition as well as shoving nearby enemies back. ===Iron Vanguard=== You specialise in taking a beating and being the last man standing. ''Enduring Warrior'' allows you to heal HP when you drop a foe, ''Ferocious Reaction'' has an action point boost all defenses and allows for an action before falling unconscious at 0 HP, and ''Trample the Fallen'' damages anyone you knock prone or push back. Frontline Surge is a simple strike, shoving an enemy back and allowing nearby allies to follow you in the push. Inorexable Shift just allows you to shift and shove off anyone in the way. Indomitable Strength, though, is a triple-decker: alongside some meaty damage, it also shoves, stuns, and knocks the enemy prone - AND it can also use a surge. This path gives some degree of Controller-tier manipulation, with all the ways you can shove about enemies, so it would work best with other moves like it and moves that force enemies into bad locations. ===Ironstar Mauler=== Restricted to fighters with the Ironstar Student Feat (Gives +2 to Acrobatics and when using maces and flails, you force enemies granting Combat Advantage hit by your Reaping Strike to eat -2 to their next hit roll), you pick this path because you want to bust heads real hard. ''Ironstar Action'' kicks things off by granting a crit on an 18+ and the High Crit weapon property when you use an AP to use a power tied to the Ironstar Student or Ironstar Crusher feats while ''Ironstar Master'' gives +1 to hit with flails and maces. ''Ironstar Expertise'' forces an enemy hit by a mace or flail and suffering a save-ends effect to suffer -2 on their save. Devastating Smash is a rather strong attack, dazing and stunning your foe. Ironstar Stance grants THP at any turn where there is none. Crushing Fury may hit one foe and push them back, but it dazes and slows two enemies with save-ends effects. This path works on being a bit of a controlling influence, softening up an enemy to eat other things whether or not that other thing is you. ===Kensei=== Your basic [[samurai]]-inspired weapon master, with features revolving around getting souped-up benefits from a single specialty weapon. ''Kensei Control Action'' makes for a very handy AP feature by allowing it to re-roll any attack, damage, or skill, or any other roll that isn't a save. ''Kensei Weapon Focus'' adds +1 to hit with one single weapon with ''Kensei Mastery'' later improving the damage by 4. For attacks, you have the rather basic Masterstroke, the protective Ultimate Parry to reduce damage from one blow, and the Weaponsoul Dance to immobilize up to three different enemies in the same room. This path is rather flat, with not much to go against it, but not much to go for it besides the weapon focus. ===Knight Protector=== A rather basic defensive path. ''Devoted Protector'' lets you interrupt a marked enemy's attack by shifting an ally, ''Protector's Action'' adds +5 to one ally's AC, and ''Knight's Focus'' lets you exchange the attack from Combat Challenge or an Opportunity Attack so you can add +2 to nearby allied AC. ''Protector's Strike'' slaps a marked enemy, dealing extra damage and stun if they attacked any allies. Knightly Bulwark lets an ally shift all the way towards you while also gaining +2 AC. ''Blood Justice'' counters a nearby foe who bloodies an ally, sliding them backward while then taking moving over and giving the ally +2 AC. ===Kulkor Arms Master=== Restricted to fighters with the Kulkor Battlearm Student feat (+2 to athletics and +2 to damage when hitting an enemy you have Combat Advantage over with an axe/hammer/versatile mace with Tide of Iron), those that select this path seek to assert combat superiority, though what this means isn't always clear. ''Kulkor Master'' turns tables by hitting an enemy with an axe/hammer/versatile mace and turning their Combat Advantage into also giving Combat Advantage towards you. ''Kulkor Persistence'' lets you re-roll an attack if it fails to hit anyone for the cost of an AP, and ''Smite the Fallen'' deals extra damage equal to 1/2 level when you knock one (and ONLY one) foe prone. Arms Master Challenge has some uses in multitasking, letting you hit two foes and then marking either your second target or a third one you didn't hit. Tempered in Blood is a handy survival move, immediately spending a second wind when you get bloodied. Subjugation of Steel is just a burst that knocks foes prone. ===Pit Fighter=== Specializing in surviving no matter the odds, a Pit Fighter is a blunt and brutal opponent. For features, you get increased AC bonus, super-charge your damage when you burn an action point, and a general boost to damage. For powers, you get All Bets Are Off (hit the same target twice in a row), Deadly Payback (gain a temporary bonus to attack and damage against the last person to damage you), and Lion of Battle (quadruple damage and, if you drop your target, you can potentially spook all enemies nearby). ===Rakehell Duelist=== A rather interesting move for a Tempest Fighter, it gives you a few components to be decent all around. ''Duelist's Guard'' adds +1 to AC against marked enemies while wearing chainmail or light armor, ''Main Gauche Action'' lets you spend an AP to attack with your off-hand weapon, and ''Marked Opportunity'' gives Combat Advantage when a nearby marked enemy shifts or attacks an ally. Sly Charge is a multipurpose charge, letting you throw a weapon before charging for Combat Advantage, charging, and hitting for Combat Advantage (though if you had it before, you just add +Dex to damage). Main Gauche Parry lets you add +4 to AC and Ref if you have an off-hand light blade on hand. Stay Mobile not only deals hefty damage, but it also lets you shift any time that target misses you for the remainder of the fight. ===Rampaging Brute=== Restricted to fighters with the Ogremight Student feat (+2 to intimidate and enemies hit with Brash Strike using a two-handed hammer or mace take -1 to defenses), you can expect that this path is centered on overpowering your enemies. What this path excels in, however, is in giving new and deadlier features on your charge, something better benefited by the Ogremight Bruiser feat (Two-handed hammers/maces crit on a 19+ and you can charge and attack with the following powers: Anvil of Doom, Crushing Blow, Harrowing Hammer, Indomitable Battle Strike, Mountain Breaking Blow, Reckless Strike). ''Brute Charge'' lets you knock anyone who Opportunity Attacks you during a charge prone, ''Rapmager's Charge'' adds that an AP spent during a charge can either add +2[W] damage on an attack or deal +Str damage on a miss. ''Trampling Rampager'' then adds that you can charge through enemies, meaning your charge movement will only ever be harried by terrain. Barreling Swing is a charge-and-burst that goes through enemies, smacking enemies with +Con damage if using two-handed hammers/mauls. Tumbling Trample makes for a decent dick move, moving away from an enemy and then pushing and knocking them prone. Brutal Fury might sound familiar to barbarians, as it lets you charge just after killing someone and adds Str and Con to the attacks damage. ===Ravager=== This is an obvious choice for the Battlerager, considering that this path is locked exclusively to them. You get multiple ways to attack groups while also benefiting off the Invigorating keyword. ''Ravaging Action'' lets you spend an AP and then use your new action to make MBAs at everyone nearby, adding +Con to damage for each. ''Strive to Slay'' keeps up the momentum by adding +2 to hit whenever you kill someone. ''Marauding Fury'' lets you attack again whenever you miss while bloodied, but this is only with an MBA. Driven Before you makes for a room-clearer, letting you shove enemies within a radius back, but it locks the enemy you just hit. Blood-Soaked Fury drops your defenses by -2 whenever you get bloodied, but you get +2 to hit and you regain +Con HP whenever you kill. Marked Savagery is a reliable attack deals some ferocious ongoing damage that's worsened when they're marked: that mark means they take -2 to any saves against it. ===Scale Breaker=== The path meant for slaying dragons. Literally everything here is built with the explicit purpose of fucking over a dragon. ''Dragon Slayer's Action'' uses an AP to re-roll an attack or end a condition dealt by a dragon. ''Guardian Ally'' grants nearby allies +2 Shield to Reflex against Close or Area attacks, ideal for blocking breath attacks. ''Dragon Hammer'' knocks any enemy hit by you with -1 Fortitude for a turn, but it also takes -1 AC from a dragon as well. Grounding Strike can either deal neat damage or halt an enemy from flying and send them crashing down. Bear the Brunt is your martyr maneuver, taking a blow meant for a nearby friend. Scale-Shattering Strike is a reliable attack with some really vicious save-ends penalties: -4 AC and Vulnerable 5 all, both doubled on a dragon for the next turn. While this path can work on any monster, there are enough factors dependent on punching dragons specifically that it kinda sours the neatness of this path if you don't fight that many dragons. ===Shield Adept=== Not all warriors are renowned for their weapons; the shield adept instead opts to make themself known by their indomitable shield. Unlike the Snapping Testudo, which goes for all the shields all the time with dual wielding, this path works with both grant some reactive attacks. ''Covering Action'' makes an impressive start by using an AP to grant superior cover against any ranged attacks, ''Shield Bearer's Payback'' is a simple boost to hit anyone that hits you, and ''Shielded Stamina'' has shields improve Fort as well. Sudden Shield Bash is a reaction that stuns any marked enemy that tries to escape or hit anyone but you. Shield Wall is a stance that grants you and all nearby allies partial cover, which can be handy. Reverberating Shield stuns and weakens an enemy with a save-ends effect if they dare miss an attack. ===Shock Trooper=== IF you want to specialize in swift and devastating attacks, the shock trooper works in that department in spades. Perhaps most standout with this class is ''Deadly Soldier'', which benefits Tempest fighters by making their off-hand weapon's damage die go up a step - now you can effectively dual-wield longswords. However, ''Footwork Action'', which lets you spend an AP for +2 to AC and Ref (as well as shifting whenever the enemy misses), and ''Quicker Death'''s ability to add +Dex to damage against an enemy you have Combat Advantage over are equally impressive. Shocking Twister lets you skid around, slicing an enemy from three angles with an endgame of dazing. The Assault Footwork Stance lets you either shift or get +1 AC whenever your enemy whiffs. Shocking Skewer is also a bit unique in that it requires you to grab your enemy and then impale them with the off-hand weapon and dealing save-ends dazing. ===Siegebreaker=== Another path requiring Weapon Talent that specializes on two-handers. The difference between this and Great Weapon Master is that this one focuses almost entirely on making the pain train hurt as much as possible. ''Bonerender'' adds Con to damage vs one enemy you have Combat Advantage over while ''Brutal Action'' spends an AP to add extra damage to one blow. ''You're Next'' pretty much targets your next foe, using the death of one foe to make another grant Combat Advantage to you. Bitter Strike is a Fear power that makes an enemy grant Combat Advantage against all allies. Brutal Momentum adds +2 to hit an enemy you've hit before, which is a a very easy boost to net. Shattering Blow makes the enemy suffer save-ends penalties in stunned and ongoing 10 damage, but it also prones the enemy if they granted Combat Advantage to you. This path adds nothing to make you last longer, but with how much you do to hurt the enemy, that fear might never even be there. ===Snapping Testudo=== If you ever thought "Gee, I wish I knew ways to use two shields for absolutely everything!", then this path is right up your alley. It requires proficiency in shields and pretty much requires you to dual wield them to do anything. ''Two Shield Action'' starts off with adding to all defenses whenever an AP is spent, ''Two-Fold Defense'' raises AC for wielding both shields, and ''Behind the Shell'' makes you count as superior cover against ranged attacks aimed at anyone behind you. Steel Jaws is a double strike that stuns the target, though it can also clump two foes together if two enemies are hit by sliding. Shielded Aggression just improves any shoves that your powers contain or grants a slide if you do hit an enemy with a shield. Paddlewheel is a full-on whirlwind strike, hitting multiple enemies around you and possibly even flooring bystanders. If conflicted between this path and Shield Adept, do remember how you NEED two shields to be useful here and shields aren't exactly considered weapons, while shield adept just requires one and still has a weapon to deal damage. ===Swordmaster=== Your basic [[Swashbuckler]] type paragon path. Quick, agile, and an expert with light or heavy blades. ''Steel Defense Action'' gives you a bonus to AC and Reflex when you spend an action point on an attack, ''Steel Grace'' lets you use Cleave, Reaping strike, Sure Strike, or Tide of Iron when you charge, and a critical hit with a light/heavy blade triggers ''Steel Blitz'', which restores a depleted encounter power. Precision Cut is a strike that makes for a nasty Opportunity Attack, Fantastic Flourish marks an enemy hit with any light/heavy blade, and Combat Crescendo acts as a deceptive move, while weak, it can either recover a Daily or Encounter power depending on whether or not it hits anyone in the burst. This path is pretty simple and only requires that you want to use swords and knives while having an assurance that all your powers can always be available. ===Warhound of Bane=== If you want to dedicate yourself to [[Bane]] without going divine or just want some extra boosts, this path could serve well. For one, ''Determined Action'' can have an AP recover 1/2 level+Wis in HP rather than spending a needed surge. ''Revitalized Offensive'' then uses either that or a surge to give +2 to attack, and ''Iron Determination'' gives the shield's bonus to will as well. Warhound's Wrath is a simple healing attack, but when bloodied, both damage and recovery are all improved. Bane's Fortune is a stance that gives a small benefit to nearby allies while penalizing enemies, but it hinges upon never getting hit and even then, both aren't too big and won't stack on any further boosts. Triumphant Strike is a beefy as hell attack that not only permamarks an enemy and inflicts ongoing damage, but also dents the defenses, and both the ongoing damage and save dents are save-ends effects.
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