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==Warlord== ===Arcane Battlemaster=== This path is only available to warlords trained in arcana, which would give you some elemental powers, but the variety is stifling when compared to an alchemist and flat-out demands that you make an archer warlord. ''Elemental Action'' lets you spend an AP to deal ongoing typed damage to a target, ''Transmuting Strike'' lets you strip resistances when you use an at-will, and ''Energizing Inspiration'' lets you grant the target of your Inspiring Word bonus typed damage. Crackling Nimbus gives a ranged burst that not only shocks enemies but gives them another jolt if they attack your allies for the turn. Transmuter's Boon lets you grant typed resistance the moment they encounter it, but it's only for a turn. Hurl the Spark is a shot that not only deals ongoing damage to the target, but also does lower ongoing damage to anyone near the initial target. ===Arkhosian Blademaster=== This path requires a warlord with the Arkhosian Fang Student feat (+2 to endurance and +2 to attack a bloodied enemy with Wolf Pack Tactics when using a broadsword/bastard sword/greatsword), giving you the power to uphold the glory of old [[Arkhosia]] by swinging big swords and supporting allies from the front. It requires the most from Str and Cha, making Inspiring and Resourceful warlords work the best. You get a good buff with ''Resilient Blade'' granting two extra surges and ''Conclusive Action'' using an AP to grant allies +Str to damage against bloodied enemies. ''Battle Recovery'' then gives you a recharge on your lowest-used encounter power whenever you use second wind. Shout of Challenge handily adds +Str and +Cha to damage on top of giving allies THP and marking if the target is bloodied. Heart of Dragons is an immediate reaction that lets an ally that just got bloodied roll a save and gain THP. Inspiring Blade isn't much for an attack, being just a burst that marks, but it allows an ally (+1 per time you spent Inspiring Word) to recover an Encounter power, making it quite nice. ===Arrowhead Commander=== This path is open to warlords with the Adamant Arrow Student feat (+2 to perception and allows Paint the Bullseye to push 1 square when using a longbow or greatbow) and thus pretty much demands an archer Warlord, but this grants you new opportunities to control the battlefield with an arrow. ''Seeking Action'' lets you spend an AP to attack and then grant an ally the power to ignore cover/concealment on your target and ''No Escape'' lets an ally gain +2 to attack a target you move into or out of their reach, while ''Tactical Adept'' adds +2 to push distance on your ranged attacks. Line of Fire is a basic shot that makes a target grant Combat Advantage before attacking up to two enemies covering that first target. Strike Here is a stance that lets an ally attacking someone you hit negate resistances. Follow Through is a unique power, dealing a bit of damage on enemies covering the main target, but missing either lets you keep the power (if nobody's covering the enemy) or gives a second attack that's a repeat of the first. ===Battle Captain=== Specializing in inspiring his party to get the best out of them, the Battle Captain path makes your warlord better at bolstering their allies with its features, whilst still capable of cracking skulls with its powers. Burn an action point to give all allies boosted attack rolls with ''Battle Action'', ''Cry Havoc'' gives you and your allies have a bonus to attack rolls on the first turn of combat, and ''Battle Inspiration'' gives your Inspiring Word power boosts attack rolls and speed when you use it. For powers, you can either knock a group of enemies flying with Force Retreat, restore an ally's spent encounter power with Bolt of Genius, or smack the skulls of every enemy next to you with Cunning Flurry. ===Borderlands Marshal=== This path is restricted to warlords who muliclassed into ranger with the Warrior of the Wild feat (Giving the Hunter's Quarry feature for one turn an encounter and training in a ranger skill), meaning that this class should work on coordinated priority removal. ''Grim Satisfaction'' lets enemies benefit off your quarry by getting +1 to hit them, ''Reinforcing Action'' lets you spend an AP to give an ally +4 to their lowest defense, and ''Open Quarry'' lets you or any ally make any enemy their quarry rather than the closest one. Tag Quarry is a decent move that requires you to either swing at them or use a heavy thrown weapon to hit and mark them as quarry. Pack Hunter Stance lets you or any ally shift whenever you hit your quarry. New Victim is a means of keeping up the momentum by using the death of your quarry to strike the next one (either in melee or with a heavy thrown weapon) and make them the new quarry. ===Captain of Fortune=== This path is a support-focused one, dedicated to granting all sorts of re-rolls to your party and to yourself. ''Know Your Strength'' is evidence of the latter, making all damage die you roll have a minimum result of 3, ''Seize the Day'' lets you spend an AP to attack and either grant yourself or your your allies THP based on whether your attack roll was odd or even, and ''Presence of Greatness'' allows you to use two APs per fight, which is silly considering you won't get another without some feat shenanigans. Lady Luck Smiles is a basic and flexible attack that lets any ally within range re-roll their damage rolls. Favored Fortune also lets damage be re-rolled, but for only one person. Strike of Foul Fate permamarks the enemy, forcing them to re-roll their hit rolls and take the lower result if they attack your allies. ===Chainbinder=== Exclusive to Warlords with the Rending Chains Warmaster feat (If you're proficient with flails, your enemy takes +Wis damage if they shift after you hit them, and Bolstering Blow, Deadly Returns, Inspiring War Cry, Into the Breach!, Warlord's Doom, and Wounding Focus all can substitute for MBAs), this path already expects you to be dedicated to this style and work further as a controller with a flail. ''Binding Action'' has you spend an AP to hit someone with a flail and grab them, ''Hindering Grasp'' grants you Combat Advantage over those you grab, ''Warlord's Chains'' lets you make one power (Brash Assault, Intuitive Strike, or Wolf Pack Tactics) qualify for the Reaving Chains Student feat (+2 Intimidate and using Viper's Strike with a flail lets you pull the target 1 space closer on a hit), and ''Shredding Escape'' lets you replace the damage inflicted from the Rending Chains Warmaster feat with save-ends ongoing +Str damage. Ensnaring Chains lets you grab an enemy and then let nearby allies use an MBA as a free action. Dance of the Flail is a stance that lets you make a free MBA whenever you forcibly move an enemy. Grab and Smash lets you snag up to two enemies and slide them 3 spaces to somewhere near you, adding +Str damage if you got both of them. ===Combat Veteran=== An experienced warrior who inspires through his talents at surviving whatever his enemies may throw at him, and the knowledge he can provide to those willing to listen. Shift an ally by burning an action point (Combat Veteran's Action), +1 [[healing surge]] and heal more when you spend one (Tough as Nails), and grant an ally a saving throw in addition to health when you use Inspiring Word (Battle Healer). You can daze a foe and knock them towards your ally with Skirmish Ploy, give all your allies combat advantage against an attacker who misses you with Miss Me Once, and smack an enemy whilst giving an ally an extra action point with Superior Tactics. ===Dragon Marshal=== Just like Fighters, Paladins, and Rangers have paths that targeted dragons, so too can warlords fight dragons with this path. While not as horribly gimped against other enemies, it's still far from the best when dragons are a some-of-the-time enemy. ''Dragon-Slayer's Action'' is the same AP to re-roll attacks on dragons or re-roll saves on effects from dragons schtick other anti-dragon paths own, ''Vengeance for All'' adds +1 to attack whoever hit you with an area attack (doubled if the target's a dragon), and ''Unflagging Spirit'' grants an ally THP when they spend an AP which turns to HP when facing a dragon. Beast-Surrounding Maneuver lets you and an ally double-tap an enemy while shifting around for a better angle for flanking. Hit Him Where It Hurts pretty much lets an ally crit on a 19+ (16+ on a dragon). Breath-Taking Slam practically forces all of an enemy's close attacks to provoke opportunity attacks while you're nearby, penalizing the attack for dragons when any hit. ===Dujun of [[Erathis]]=== Despite the name, this path doesn't require you to worship Erathis by any capacity, just that you hold fast to the beliefs of community and teamwork - which is a good thing for warlords because that's their specialty. You start with ''Communal Aid'', which lets anyone benefiting from Inspiring Word take a surge from your pool if they're out, and ''Organizing Action'' to give all allies the free action whenever you spend an AP, and ''Solidarity's Virtue'' allows your team a +1 bonus whenever they flank or aid another. Graded Assault is a rather token attack (only Str damage), but it dazes the target and lets allies hit them with at-wills as if they rolled a 10. Unification Stance allows for allies to make saves at the end of your turns. Diplomacy of Steel is an attack that targets Will, gets a bonus to hit based on how many allies are near you, and gives you a follow-up MBA, either against the target, or at someone 2 spaces away (after gaining 10+Int THP from killing the first target). ===Earthfast Brigadier=== In the name of a famous dwarf general, this path gives some extra durability and dedication to axes and hammers, the traditional weapons, with +Con to damage. ''Earthfast Recovery'' starts off by gifting your team 1/2*level+Con HP whenever they spend a surge, ''Enduring Action'' lets your team make a saving throw when you spend an AP, and ''Dwarven Payback'' capitalizes on anyone failing to hit you by giving an ally +Con to hit that enemy. Earthfast Assault is a shield-dependent attack gives your party Combat Advantage over the target if they move. Press the Advantage forces a penalty equal to Con on your target, making it an ideal follow-up to a daily. Stonechannel Strike is an ideal medic's attack by not only healing on a hit but also giving back Second Wind for everyone. ===Flamebrow Commander=== Exclusive to Bravura warlords, using this path is a one-way path to turning into an absolute all-out wild beast that capitalizes on the do-or-die mentality that Bravura Presence embodies. ''Flamebrow Revival'' gives you an early save by adding +Cha to any heals and death saves when dying, ''Relentless Action'' lets you benefit from your own Bravura Presence when you spend an AP, and ''Roaring Recovery'' adds +2 to attack when you heal while bloodied. Flamebrow Assault lets your ally make an MBA with +Cha to hit before you attack, adding +/- 2 to your attack depending on if they hit or not. Rallying Lure is a stance that gains Combat Advantage to everyone and heals +Cha HP to bloodied allies, but it only lasts as long as there are bloodied allies. Renewal Smite is a reliable attack that lets an ally recover one encounter. ===Freedom Fighter=== This path is open to Warlords, but it's also for anyone who has the Escaped Slave theme that is very reactive/defense based. ''Comrade's Help'' lets you use Aid Another as a move action while also giving double bonuses when using it on something involving liberating people. ''Fight For Your Freedom'' uses an AP to either let everyone attack to break any marks/grapples or just give an ally a basic attack if the former can't be done. ''Freedom Requires Vigilance'' adds +2 to Initiative, Perception, and Insight for you and anyone within 3 spaces, which is useful for anyone except Warlords, who already get this for at least one of these instances and now just get it for all of them and are locked to a small area. Self-Sacrificing Strike is a rather dramatic if not flexible immediate interrupt, diving in to shove an ally out of the way and then striking back while also becoming the target of the very attack. Inspiring Example lets you roll a free save and, if successful, let everyone else roll a save. Vicious Guardian has you hit up to two foes and perma-mark them, attacking any time they don't fight you. ===Infernal Strategist=== The exclusive path to Resourceful warlords, this has you follow the teachings of one of Bael Turath's most powerful generals - and it's damned good. Like holy shit, take this path. ''Felling Action'' lets you spend an AP and let an ally re-roll an attack, ''Infernal Pincer'' grants you and any ally you flank with +Int/Cha to damage for the attack, and ''Pliable Command'' allows you to use a second Commanding Presence (you know, those subclasses for Warlords which benefit allies who spend an AP?), but restricts you to use one per AP. Deceiver's Ploy is a basic attack that deals -2 to the target's attack, but using a shield gives you Combat Advantage on the attack. Flexible Authority gives you several options to offer when an ally spends an AP: Heal them by +1/2xlevel+Cha, add +1/2*Int to the next hit or damage roll, or give them a free attack or move while giving Combat Advantage to all allies. Smite of Devil's Luck is a reliable attack with the most incredible of powers: granting a spare freaking AP for the fight. ===Knight Commander=== Specializing in leading from the front, the Knight Commander is all about leading the charge and getting up close and personal, requiring that you have proficiency with Heavy Armor to take it. Adjacent allies get an attack roll boost (Honor and Glory), burn an action point to give higher defenses to all your allies (Knight Commander's Action), and increase the damage your allies do when making opportunity attacks whilst close to you (Press of Arms). You can use Slash and Press to hit a foe for triple damage and then knock all foes adjacent to you back, use Break Their Nerve to mark an enemy, or Control the Field to hit a foe and inflict marking + ongoing damage on all enemies close by. ===Longarm Marshal=== This is the path that centers everything around using the spear. Its features all key off Int, so Skirmishing or Tactical warlords are best suited for this. Your spear gets +1 to hit with ''Accurate Thrust'', ''Longarm Action'' adds +1 to your reach with a spear for an AP, and ''Bristling Reach'' lets you spend an Opportunity Attack to deal guaranteed +Int damage whenever an enemy walks out of your reach or shoots with an RBA. Driving Spear's a flexible attack that lets you push an enemy back +Int spaces. Whirling Spear is a stance that adds +1 to AC when using a spear (+2 when two-handing). Vital Rend is another flexible attack that deals 5+Int ongoing damage and keeps doing that damage whenever someone hits them until they save. ===Pack Master=== This particular path is exclusive to good warlords, which is helpful because it has some really helpful features for support. These warlords seek to drive their allies onward in their hunt for evil wherever it hides. You gain ''Maldeen's Hunt'', which lets you shift for free whenever within 2 spaces of an enemy as well as a few fluff bits (+4 to track and a slightly faster overland speed), and ''Pack Master's Action'', which lets you spend an AP to give an ally a free action, while ''Beacon for the Pack'' lets an ally who uses an action given by an AP either move 3 spaces or shift as a free action. Manticore-and-Wyvern is a circumstantial yet fun power that moves one enemy to hit another while letting an ally hit the target as well. Casting Ripples gives you a means to push allies forward or push them aside from a threat. Straw Soldiers is an attack that has the sustainable side-effect of giving the team concealment, which has ways of being very ridiculous. ===Platinum Warlord=== While this path only requires a warlord to be of good/lawful good alignment, the details around this path make it pretty clear that this path is meant to those who plan to dedicate themselves to [[Bahamut]]. The path's purpose, however, is a bit confused between bolstering defenses and offering healing like a pseudo-paladin. ''Platinum Scales'' also confuses things by granting proficiency to scale armor, ''Protector's Action'' gives allies +1 to all defenses when you spend an AP (+2 when they're bloodied), and ''Righteous Inspiration'' makes Inspiring Word a bit of a bomb by hitting and marking enemies near your target. Platinum Blood Smite is a basic attack that lets an ally use second wind when you're bloodied. Bahamut's Liberation only ends an ally's ongoing damage, doing nothing for any other condition or spreading the love to anyone. Exemplar's Talon requires you to be bloodied, but if successful it heals every bloodied ally by your armor bonus + cha, making its usefulness a bit suspect. ===Prince of Knaves=== This path requires warlords trained in stealth, so the natural conclusion would be that this path tries in a way to emulate the sneakiness better seen in rogues, right? Well...it tries, but it's not making you a rogue anytime soon. You get ''Distracting Action'', letting allies shift their speed and hide whenever you spend an AP, ''Generous Flanker'' lets any enemy you flank grant Combat Advantage to the party, while ''Lord of Scoundrels'' makes nearby allies immune to flanking. Clever Maneuver is an attack that slides the target and opens them up to a free MBA by an ally right next to them. Run for It lets you and an ally move and then hide. Kneel to the Prince also shoves the enemy, but it also leaves them save-ends prone with no hope of getting up (missing just knocks them prone). ===Shadow Captain=== This particular path grants you the assistance of ghosts and other spooky things, while you yourself don't gain much in those powers. ''Shadow Captain's Action'' lets you and an ally deal some necrotic damage (1d6 on paragon, 2d6 on epic), ''Shadow's Reconnoitering'' gives +2 to perception and insight, and ''Inspiring the Invisible Legion'' makes anyone you crit grant Combat Advantage to the party. Underworld Gambit is an MBA that gives a follow-up attack that's Cha dependent and deals +Cha necrotic damage on top of weakening them. Shadow Guardians summons +Int shadowy figures that you sustain and who act as cover and save-ends immobilizes anyone who walks through them. Shadow Turncoat lets you summon a shadowy doppelganger of your target who fights just like them and is always summoned every time you hit your target, though it dies like nothing. ===Sword Marshal=== Focused on carving through the ranks of enemies, this path requires proficiency with the Heavy Blade category of weapons, and all of its powers and features key off of your using one. ''Disciplined Blade'' lets you get a damage boost against targets you initially missed, ''Sword Marshal's Action '' says you can spend an action point to regain a spent encounter power, ''Skewer the Weak'' means that scoring a critical hit grants you and your allies combat advantage against the enemy you hit. For powers, you can strike at two foes with Blade Flurry, use Sword Marshal's Boon to share a power that normally only affects allies, and by using Diamond Blade of Victory, you gain bonus damage based on how many allies you have nearby. ===Twiceborn Leader=== This is a peculiar path that lends itself to connecting with other members of the party and rousing those who used their Second Wind, with a special preference towards fighting aberrant enemies. You start off with ''Assault Action'' giving all allies +2 to attack whenever you spend an AP and ''Twiceborn Recovery'' letting you use Healing Word on two allies at once (though it costs any extra healing the power would normally give), while ''Twofold Defense'' lets allies who use Second Wind gain +4 to all defenses instead of +2. Reminiscent Assault starts off as a basic attack, then letting one member of the team make a basic attack if this kills the target - if the target's an aberrant, gives everyone a +4 to hit the target. Twinning Ploy is a stance that lets you and one ally re-roll an attack each turn so long as you remain within 5 spaces of each other. Seconded Smite is an attack that has a bonus to hit based on how many allies used Second Wind and then lets one of those allies shift +Cha spaces and attack. ===White Raven=== The focus of this path is on pack tactics, as each of your powers depends on having everyone packed as close as possible to maximize this path's effectiveness. Of course, this isn't always as easy or as convenient as it sounds, but with your new abilities and some planning, you can pull this off. ''Loyal Support'' lets whoever you heal or grant THP gain extra health based on how many people are around you, ''White Raven Tactics'' gives a bonus to attack based on how many allies are near you when you spend an AP, and 'Bold Company'' gives you extra damage based on how many allies are near you. Inspirational Assault gives you a swing and then gives an ally a bonus on their next attack based on how many are near you. Order from Chaos gives your whole party a full-speed shift and Combat Advantage over everyone. White Raven's Gambit lets you and an ally swing, giving your ally +Wis to damage, which would only be useful to resourceful warlords. ===Zephyr Warchief=== This is exclusive to warlords with the Desert Moon Student feat (requires proficiency with a heavy blade with the high crit property, gives +2 to acrobatics and lets you shift 2 spaces after hitting Viper's Strike with such a weapon) and grants your party several maneuverability options. You start with ''Desert Wind'' giving +2 to allied run or charge speeds when they're within range, ''Warchief's Favor'' lets you spend an AP and have an ally shift their speed and make a free MBA, and ''Nomad's Blessing'' eventually lets you shift an extra space. Scouring Strike is a charge-friendly attack that lets you and your allies near the target shift 2 spaces. Desert Glide lets you and allies around you move at full speed +2 as a free action. One Thousand Cuts is a charge-friendly attack that always deals 10 ongoing damage, though hitting makes it so that the target has a -2 to saving whenever an ally hits.
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