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==Ranger== ===Avalanche Hurler=== The reason you pick this path is because you went all-in on specializing with thrown weapons. Dual wielders in particular benefit from this path, since most light thrown weapons can be off-hand anyways. ''Throwing Action'' in particular gives you a free RBA with a thrown weapon when they spend an AP before making your new action. ''Throwing Master'' improves the damage die of any thrown weapon by a step, turning daggers into hurting as much as a sword. ''Uncanny Thrower'' goes a step further by negating any range penalties for throwing your weapons. Landslide Strike shifts you a bit before throwing two times, damaging with both Str and Dex. Quick Draw Trick is your at-will ability to reload multiple weapons, which is your greatest gain. Eruption of Steel is a versatile trick that's melee or ranged, giving you the chance to hit one foe before targeting up to two more. ===Blade Dancer=== This here is another path dedicated to running with dual-wielding and slashing things while dancing around like a prissypants. Starting off, ''Dancing Defense'' gives you a +2 to AC and Reflex if you hit with two weapons. ''Dual Blade Action'' burns your AP to make a double attack with a bonus of Wis to damage. ''Cutting Steps'' just gives +1 to attack and damage while dual wielding. Cross-Body Parry interrupts an attack with two light attacks that weaken if both hits land and add Dex to damage if both weapons are either light or heavy weapons. Misleading Bladework shifts around, dealing -2 to attack and gaining Combat Advantage against any enemies that are near that path. Blade Dance is a triple strike that can target multiple foes and deals Dex to damage when wielding light and/or heavy blades. ===Battlefield Archer=== The natural tie-in for archery style rangers, this paragon path is all about enhancing your ability to deal death from afar. Your ''Archer's Action'' feature lets you spend an action point to reroll a ranged attack's attack roll or damage roll, ''Battlefield Experience'' feature lets you mark multiple creatures as a quarry (and get an attack roll bonus against your quarry), and your ''Battle'' Surge feature means that taking an extra action or Archer's Action gives you +5 AC against opportunity attacks. For powers, you get Combined Fire (freely shoot a target that an ally just attacked for triple damage), Archer's Glory (gain a bonus action point once per encounter by shooting an enemy dead) and Quarry's Bane (get to make a triple-damage on hit, knock prone if miss attack against all marked enemies in range). ===Beast Stalker=== Another archery style exclusive path, these rangers specialize in killing beasts and magical beasts. ''Beast Stalker's Action'' means you get a +4 bonus to attack rolls vs. quarry when you spend an action point, ''Chosen Prey ''lets you select either Beast or Magical Beasts and get +2 damage to all attacks against them, and ''Action Shift'' means that after you spend an action point, you get to shift across the battlefield as a minor action for the rest of the encounter. For powers, you get Pinpointing Arrow (a double-damage ranged attack that ignores cover, concealment, total concealment and invisibility), Hunter's Grace (you can use the result of a Stealth check instead of an Initiative roll once per day) and Beast Stalker's Target (quadruple damage and mark the target). ===Darkstrider=== Available to any ranger trained in dungeoneering, this is a path that specializes in sneaking around with concealment while having ways to ignoring enemies with it. ''Dark Action'' somehow uses an AP to grant +4 to all defenses. ''Darkstrider Edge'' gives you Combat Advantage over enemies that haven't acted yet on the first turn while also giving enemies you hit before their turn and enemies you hid from a damage bonus. ''Blindsense'' just grants an ability to see in any condition, including invisibility. Darkstrider Ambush is a basic attack that dazes a target you have Combat Advantage over. Cloaked In Shadow lets you hide from everyone by sneaking around some materials and you remain hidden until you fight or leave. Death in the Dark is a concealment-ignoring attack that guarantees damage, but only deals ongoing damage and blindness on a hit. ===Feral Spirit=== Restricted to beastmaster rangers, you really just pick this path because you want to focus more on the companion but lack the requisites for any of the other pet-paths. ''Fearsome Partnership'' at least grants some handy benefits by granting a +2 damage whenever you're around your pet. ''Feral Action'' allows for your pet to gain +4 to hit whenever you spend an AP and ''Spirit Link'' allows your pet to spend one of your healing surges rather than spend its own. Feral Diversion acts as a cutting-off maneuver as the pet shifts around to flank your enemy before pulling away. Swiftness of Spirit grants your pet either a free move or a bonus to hit an enemy. Twin Soul Strike is your double-hitter with your pet gaining Combat Advantage over your target and you gaining Combat Advantage over your pet's target if they aren't the same. This path is best suited for those pets with higher Dex scores, as both attack powers key off a Dex, while only Twin Soul Strike adding both Str and Dex to the pet's damage. ===Harrowing Swarm Archer=== This path builds off the Harrowing Swarm Student feat (+2 to nature and gain Rattling on Nimble Strike) which means that you'd best specialize in archery. ''Sniper's Action'' lets you spend an AP to deal ongoing damage to a Quarry. ''Tormenting the Prey'' then works off that by gaining +2 to hit those suffering ongoing damage. ''Glancing Shot'' helps Quarry also by making that damage a constant even if you miss. Savage Sting is a pretty effective starter, dealing not only 3[W] damage but also ongoing damage. Wasp's Evasion halves damage from any attack. Deadly Swarm is impressive in that it targets up to four enemies, though the damage is lacking and all it does is stick -2 to all saves until the next turn, and even that's only on a hit. ===High Forest Scout=== A [[Forgotten Realms]] exclusive path for archer rangers, this path is a bit conflicting in its intentions, and a bit of a controller theme. ''Binding Sight'' uses an AP to block a target from teleporting, ''Plagueslayer'' adds +2 to hit and Wis to damage when you hit Spellplagued enemies, and ''Forest Walk'' ignores difficult terrain made by the forest. Argent Arrow is a cover-negating shot that also teleports the target one square. Unrestricted Movement negates all difficult terrain for you and all allies. Binding Arrows targets three nearby squares, slowing an enemy until a save ends them and slowing them too if they're next to a square they filled with arrows. ===Horizon Walker=== This Ranger path doesn't really give much of a preference for fighting style, but it instead gives various planar-themed powers, a case that might not always show up in a campaign. ''Shadowfell Sight'' gives Darksight but also gives you +5 to perception when inside the [[Shadowfell]]. ''Wanderer's Action'' uses an AP to grant a free move at any point. ''Astral Infusion'' grants Wis to death saves and the Surge value; in addition, you can't die whenever you fail all saves in the [[Astral Sea]]. Worldly Strike is a pretty simple attack that deals bonus damage and dazes any enemy that isn't of natural origin. Fey Strider gives a teleport with a bonus to distance while in the [[Feywild]] and allows your pet to teleport to you if you own one. Elemental Chaos Smite deals damage of near any type and deals ongoing damage on a hit, which doubles when in the [[Elemental Chaos]]. ===Huntsmaster=== This path requires the Hunting Spear Student feat (+2 to athletics, and slows when you hit using Fading Strike with a spear), requiring just about any specialization that isn't archery. Picking this path means specializing in any sort of way to lock down the enemy. ''Huntsmaster's Action'' uses an AP to add 1/2 level to the quarry damage. ''Intrepid Hunter'' gives you a +2 to hit your Quarry while also gaining +5 to track the enemy. ''Wary Hunter'' just denies any surprise. ''Crimson Spear Strike'' is a reach attack that immobilizes your foe, Brace for the Charge gives you an immediate interrupt to hit anyone who gets near you with an MBA that insta-crits, Transfixing Spear immobilizes your Quarry and allows you to reuse the power again. ===Impiluritan Demonslayer=== Like the High Forest Scout, this is also a [[Forgotten Realms]] exclusive path for Rangers, only this one is for two-blade rangers who hate demons extra hard and want them to die extra fast. ''Demonslayer Blade'' adds +1d6 to Quarry damage if you target a demon and you get +5 to Arcana to ID demons. ''Demonslayer's Wrath'' uses an AP to drop all nearby enemy AC by 1, with demons eating double. ''Demon's Misfortune'' lets you strip a demon's resistances on a hit while critting strips any creature of their resistances. Demonslayer's Hindrance is a simple double strike that slows an enemy, while demons eat double the damage and get immobilized. Demonward grants a turn-long resistance to one damage type. Demonbane Flurry is another double-hitter that deals save-ends ongoing damage, with demons permanently losing all resistances and dealing ongoing damage to all nearby enemies every turn they suffer it. ===Lone Wolf=== In the event that you have a ranger that just has no friends and doesn't want to, you can pick this path and revel in your friendlessness by specializing on one-on-one smackings. ''Focused Hunter'' gives you a +2 to hit your Quarry the moment you're totally alone. ''Overwhelming Action'' adds on your Quarry by weakening them whenever you hit them. ''Vanishing Chase'' then gives you both a shift the moment you hit your Quarry. Single Combat Assault is strange, being Str-based but ranged (so thrown weapons?) that dazes a fool and then yanks them to you if they're close enough. Escape the Trap is your at-will minor shift to bail you out of a gangbang. Disperse the Horde is a burst that does bonus damage to your Quarry but knocks back anyone else on their asses. ===Pack Runner=== Another beastmastery-exclusive path, only now it requires a wolf pet. This path really doubles down upon the teamwork aspect on the class, though it offers little besides hitting and a few means to set up flanking for hitting (the one thing the wolf can call its specialty). All ''Pack Chase'' does is grant a +1 to hit whenever you and your dog move more than 2 squares, which is at least easy to achieve. ''Runner's Action'' gives you a free shift at half-speed at any point before or after your AP-using bonus action. ''Canine's Cunning'' lets you spend a minor to let both you and your pet shift a square if you're within range and need to set up a flank. Pack Runner's Assault is your basic team-up attack where hitting gives your pet Combat Advantage for their attack that knocks the target prone. Wolfskin has more out-of-combat utility with +5 to stealth and perception, though the +2 to speed that lasts a whole hour does sound tempting. Neck Bite Pounce is a full pet attack that knocks an enemy down and inflicts save-ends ongoing damage, while missing just slows an enemy and deals ongoing damage with a save ending both ===Pathfinder=== Restricted to two-weapon style rangers, this paragon path is kind of a muddle about what it's supposed to be, with the fluff talking about how it's a scout, but not really supporting that in crunch. For features, you get ''Battlehoned'' (+2 healing surges), ''Pathfinder's Action'' (gain an extra move action when you burn an action point), and ''Cruel Recovery'' (gain temporary hit points when you hit a marked enemy). For powers, you get Wrong Step (punish an adjacent enemy for moving/shifting with an attack that damages + immobilizes), Act Together (gain a temporary action point if an ally burns one), and Slasher's Mark (you can spend a healing surge and then chop down two enemies, marking them both). ===Reaving Axe Savant=== This path requires the Reaving Axe Student feat (+2 to athletics and the ability to deal damage equal to Con when you hit an enemy that moves more than 2 squares with Marauder's Rush). ''Raider's Action'' uses an AP to make a free MBA to hit an enemy that's prone, slowed, immobilized, or restrained. ''Unfair Advantage'' gives Combat Advantage vs slowed and immobilized enemies as well as a +2 bonus vs prone enemies. ''Turn the Tables'' gives you Combat Advantage vs your Quarry whenever you make a save. Raider's War Cry lets you prone an enemy, even when you charge. Dread Quarry lets you mark your nearest foe as Quarry while also letting you deal an extra die of damage for as long as the Quarry's alive. Cheap Shot is a big whack, dealing save-ends weakened and dazed conditions (missing just dazes if you have Combat Advantage). ===Ruthless Punisher=== Sometimes, you might think that killing animals is a bit played out. Sometimes, you think that the real menaces walk on two legs and use tools. At those times, this path sounds like a good idea. ''Most Dangerous Prey'' emphasizes this right out by adding Wis to your Quarry damage if you're targeting a humanoid. ''Ruthless Action'' then has you burn your AP for a chance to re-roll a missed hit against this Quarry and not something like a new attack or second wind. ''Ongoing Punishment'' then adds Wis to any ongoing damage you cause and gives you Combat Advantage against those sorry chumps suffering constantly. Crippling Shot looks rather weak, being effectively an MBA that also slows, but it also weakens humanoids, softening them up for any further pain. Named Dread is a rather vast AoE, penalizing any foolish humies who heard you from attacking you while also giving you Combat Advantage if you're trained in intimidate. Bleed Away is also rather weak, granting a shift for both parties - however, there is a catch: if the target wants, they can deny the move and instead eat 10 ongoing damage per square they rejected. This path can be really handy in an intrigue-themed campaign which makes you a bounty hunter or one where you only focus on a particular mundane foe like an orc-massacring campaign. ===Sharpshooter=== In the event that you want to use crossbows or like firing more than firing accurately, you can consider this a potential path. ''Opportunity Fire'' starts decent with the chance to make an RBA as an Opportunity Attack with no chance for provoking anything, ''Rapid Fire Action'' has you spend an AP for a free RBA before making another action, and ''Seeking Arrow'' gives you the ability to ignore partial concealment when firing at your Quarry. Stab and Shoot makes for a rather fun trick, stabbing one fucker with an arrow and dazing them before shooting someone else a little further away. Perfect Aim gives you Wis to your next attack and damage roll, but demands that you stand still for that to work. Escalating Barrage is a flurry of shots, each with increasing lethality. ===Snow Tiger=== This is another dual-wielding path, though this one focuses particularly on lighter weapons: the dagger, the kukri, and the katar (Which ''Claw Fighter'' gives a +2 to damage with, scaled to +4 when in Epic). ''Snow Tiger Action'' gives a free MBA when you spend the AP. ''Tundra Strider'' is a bigger boost, giving 2 surges on top of Resist 10 cold and immunity to difficult terrain based upon cold. Tiger Jump is a charge-friendly attack that hits once and then lets you drop prone to hit again and daze. Iron Resolve responds to an attack by either spending a surge to heal or making a save with a +2 bonus. Slashing Frenzy is a burst that penalizes every enemy's next attack by how many people you hit. ===Stormwarden=== Restricted to two-weapon style rangers, this paragon path is simple and elegant: chop shit to pieces. Enjoy. ''Stormwarden'' requires you have a melee weapon and be capable of making an opportunity attack, but if you are, then you can automatically cut an adjacent enemy. ''Stormstep Action'' lets you teleport a short distance after you spend an action point. ''Twin-Blade Storm'' is basically the same as Stormwarden, but lets you zap two adjacent enemies for lightning damage instead. For powers, you get Clearing the Ground (close burst of damage and push all enemies), Throw Caution To The Wind (once per encounter, enter a stance that trades -2 Defences for +2 to attack rolls) and Cold Steel Hurricane (shift, deal two attacks to all enemies in a close burst, regain a spent second wind). ===Tharashk Wayfinder=== An [[Eberron]]-exclusive path, this path only demands the Hunter's Quarry feature (mandatory to practically all rangers) and the Mark of Finding feat (You can shift whenever an enemy you had Combat Advantage over shifts and you can use some rituals). ''Quarry's Arrest'' spends your Quarry to slow an enemy and block off their shifting. ''Wayfinder Action'' uses an AP to shift at your speed after attacking your Quarry. ''Wayfinder's Quarry'' then lets Quarry grant Combat Advantage to you. Path of Least Resistance is a really versatile power, usable either in melee or at range, and targeting the weakest NAD while also knocking that defense down by -2 as well. Distant Quarry just permits you to mark any enemy you see as your Quarry. Path of Destruction is another versatile attack, giving two attacks that render their opponents with a permanent Vulnerable 1 all (or Vulnerable 2 all if one enemy got hit twice). This path works incredibly well as a lockdown path, dealing ways to deny opponents and hitting your Quarry. ===Vadalis Griffonmaster=== An [[Eberron]]-exclusive path, this requires that you have both the Beast Mastery style and the Mark of Handling feat (Allows use of mount powers, +1 to AC and +2 to the speed of any mount or companion, and some rituals). For picking this path, you get the kickass ''Vadalis Griffon'' (Your only flying mount with a badass attack) while ''Griffonmaster Action'' allows this griffon to either move or strike an ally with extra damage after you spend an AP. ''Vadalis Rituals'' grants you two extra rituals: Commune with Nature and Phantom Steed. Griffon's Pull makes for a decent isolation move, giving you both an opportunity to strike and the chance to move an enemy away. Invigorating Dive is effectively a free Surge spent when you make a charge. Griffon's Snatch is an interesting power in that it always does the full damage as listed, but hitting also makes the griffon grab your target and drag them without having to make any checks. The Beastmaster subclass is fraught with its own difficulties from having to manage two different characters with one never being quite as good as the other, but this path does grant you a badass mount worthy of your troubles. ===Wildcat Stalker=== Available only to beastmasters with pet cats, rangers choosing this path find a bit of concealment to be useful while also getting a few tricks for their kitty. ''Neck Seeker'' gives both you and the cat +1 to hit and damage any bloodied quarry. ''Prowling Action'' uses an AP to gain concealment for the turn, allowing for some tricks. ''Cat's Quarry'' requires that the cat kills anyone, but gains the power to mark Quarry as a free action that turn. Cat-Eyed Strike, while weak and not requiring your cat, at least is as versatile to loadout and deals extra damage if you had Combat Advantage vs the target. Lurk Unseen requires you and your pet to have concealment and be right next to each other (difficult circumstances outside of combat), but doing so grants total concealment for the turn. Panther Pounce is a pet attack, dealing 1[B] bonus damage if the pet was hidden before striking, and giving the cat a free full-speed shift before and after hitting.
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