Editing
Paragon Path
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=Primal Paragon Paths= ==Barbarian== ===Ancestral Weapon=== This path is allowed for only PHB2 barbarians, whom possess Rampage (That extra attack whenever you crit), though Cha-focused barbarians would benefit most. What differentiates this path is its dedication to marks, a feature mostly seen on defenders. Starting off is ''Battle Spirit's Touch'', which allows for a healing surge when an AP is spent on an attack that hits, and ''Strong Spirit'' to add Cha to healing surges. ''Lethal Rampage'' adds to the Rampage feature by allowing you to use any at-will after critting rather than just using a MBA. Blood-Splattered Fury marks an enemy while also making you and the enemy deal bonus damage. Ancestor's Presence adds Cha to damage for a turn and permamarks an enemy. Ancestral Weapon's Rage is a beefy rage that marks an enemy while also stacking extra damage on all marked enemies. ===Bear Warrior=== You pick this path because you wanna be beefy. You wanna be STRONK LIKE RUSSIAN BEAR. It's pretty much listed with ''Bear Form'', granting a +1 bonus to AC and free-action Second Winds whenever you rage while also allowing both a surge and action be used on the same AP with ''Bear's Toughness''. ''Wild Push'' just pushes an enemy Str squares away whenever you crit while raging. Your attacks also emulate aspects of the bear, with Mauling Bear proning an enemy and then granting an opportunity attack whenever they attempt to get up, Bestial Vigor granting THP and a save, and Rampaging Bear not only attacks two foes and shoving them back on their asses, but it also has a rage that grants regen and drops all forced movement by one. This is a decent choice for any barbarian who likes to be a meatsponge while also being a beatstick. ===Building Thunder=== This path requires Thunderborn Wrath and, as the name implies, has you mastering the powers of lightning and thunder in the way angry dudes who smack folks with improbably huge swords do. ''Thunder Rolls In'' uses an AP to turn a Thunder power's range from Blast 3 to Blast 5 for tons of coverage. ''Thunderous Echo'' deals Con to damage against the first enemy hit whenever you trigger a Thunder power. ''Lightning Flash'' finally allows your Thunder powers to deal Thunder + Lightning damage, possibly subverting immunities. Finishing Thunder is a basic hit with a blast that does some cruel damage to bloodied enemies within it. Storm Gathering could make for a decent end-of-day damage as it adds the number of surges you spent that day as additional damage for one turn. Storm Dragon Rage is another hit-with-blast that stuns the guys you didn't whack at first while also entering a rage that grants a fly speed and makes all at-wills deal AoE damage so you can mess up hordes harder. ===Calm Fury=== Restricted to PHB2 barbarians with Rage Strike (That one daily that can blow other Rages while raging for a big blow). Unlike most barbarians, you decided that being [[Angry Marines|always angry all the time]] might not always be the best life strategy. ''Certain Savagery'' pretty much turns the Rage Strike into any other attack, dropping the rage prerequisite, allowing it to be used again if it doesn't hit anyone at the cost of removing the half-damage clause. ''Strength in Action'' heals up 1/2 level + Str HP, which would always be quite a deal. ''Relentless Pace'' makes Rage Strike usable 3/day while also adding an additional 1[W] damage to each attack. Furious Calm is a strong healing attack that enables surges, Deliberate Rampage replaces the MBA usually used when following up a crit with Furious Calm even when it was used, and Lethal Ancestor Rage is a basic attack, but it also boosts hit rolls for at-wills and rage strike while also giving THP if those moves hit. This path is a survivor's path, granting ways to heal up after taking blows, but it doesn't offer much to survive any more than you normally would. ===Death's Thane=== This particular Thunderborn-exclusive path fuses you with the power of death, so you can now effectively shout things to death or shout loud enough to rouse yourself from dying, making sure that the killings always continue. ''Death Shout'' does the former by making anyone shoved by your War Cry eat necrotic damage. ''Death's Right Hand'' is a bit complicated in that it uses an AP and if you kill one enemy, you gain a +2 to hit and +Con to damage with your next attack. ''Inevitability of Death'' then allows you to roll death saves earlier and hurt anyone near you when you flub a death save. Death Cry makes for a rather poor attack, but it does have a big blast that weakens anyone inside it. Killing Ground is an instantaneous AoE that triggers when you kill a dude, now gaining +! to hit and +4 to damage anyone in the AoE. Reaper's Rage then wraps it up with a blast that save-ends immobilizes anyone caught while also giving you the ability to shift right next to an enemy withing range. ===Fearbringer Thane=== While sounding like a Thaneborn Barbarian-only path, this one is actually quite open to all, offering a few leader-like tricks to the beatstick chassis. ''Inspire Ferocity'' certainly makes it sound like that by giving nearby allies a damage boost if they hit an enemy with an MBA. ''Staggering Fury'' penalizes enemies hit with an AP-built attack while raging. ''Dominating Presence'' then makes crits grant allies a bonus to hit that enemy. Screaming Hawk Strike makes an enemy easier to hit while also gaining a regen chance if used during a rage. Fearbringer Stance just boosts defenses, which is unusual but gives a helpful asset. Tide of Battle is a leader-style hit and heal an ally by letting them spend a surge. ===Frenzied Berserker=== This acts as the basic Barbarian path, dedicated to raw damage above all else, including their well-being. ''Frenzied Blood'' guarantees that an AP spent on an attack will at least do half damage on a miss if it doesn't already, ''Warpath'' deals extra damage while raging, but demands that you hit the nearest enemy or else be stunned (a major turn-off), and ''Unfeeling Rage'' gives Resist 5 all when bloodied and raging. Persistent Frenzy is another burst attack, though this one can be recovered if used during a rage. Deathless Frenzy allows you to keep fighting even below 0 HP, but you still suffer from death saves. Final Confrontation is a messy as hell attack, ending a potentially lifesaving mark so they can hit you, so you can hit them with a horrific 7[W] damage, so they can hit you, so they can hit them, and so on and so on. Really only useful on BBEGs or bit tanky bastards that could possibly kill anyone else. Though it does have merits, the fact that it can cost you turns if you try to be strategic with your foes and an attack that just acts as death or glory does make it less appealing than it should. ===Stonefire Rager=== While Winter Fury was an ice path, this path makes you more akin to a volcano, building before exploding in fiery rage. ''Calm Before the Flame'' uses an AP to add fire damage equal to Con to an attack as well as knocking them prone. ''Resilience of Stone'' adds a 50-50 chance to ignore a crit. ''Fire's Wrath'' makes bloodying a bad idea, granting both Resist 10 fire and +2 to hit. Pyroclastic Tide smashes one enemy while also adding burst damage. Serenity of Stone gives Resist 10 all until you rage, giving some reason to hold off on a rage. Volcanic Rage is a new rage power that gives a burning AoE effect centered on you and a +2 to hit back anyone who hurt you. ===Twinclaw Slayer=== Available only to Whirling Slayer barbarians, this path gives many ways to benefit dual wielding while not sacrificing the raw damage output a barbarian is known for. ''Close Destruction'' spends an AP to add a bonus equal to all adjacent enemies to the next attack roll, making it ideal to any bursts. ''Threshing Mists'' gives a shift whenever an attack using both weapons hits. ''Bloody Price'' grants a re-roll to one Opportunity Attack. Twinclaw Rend is an MBA-replacing power that does two attacks as well as adding +2 to hit the target for a turn. Dangerous Blur makes a hit on you turn into more damage as your next hit deals damage equal to your offhand weapon. Twinclaw Berserker Range doesn't only deal double damage, but it also gives a free offhand weapon burst at the top of each turn. ===Wildrunner=== Restricted to barbarians trained in nature, this path is a mobile barbarian's calling, granting new ways to move about the field. ''Hunter's Fury'' allows for a Str-square shift after using an AP to attack, ''Wildrunner's Swiftness'' boosts speed with that boost doubling while raging, and ''Wild Resilience'' boosts saves while raging. Shifting Wilds Strike makes for a decent hit-and-run affair by being able to shift 3 after hitting and being rechargeable if used while raging. Press the Kill gives you a shift after killing someone. Wildrunner's Rage hits and immobilizes two targets while also granting you several other bonuses: +2 to AC and Reflex, ignoring difficult terrain, and the ability to shift 2 squares rather than just one. Yeah, that's neat. ===Winter Fury=== If you like dealing cold damage but feel like you need to spend your cash on things besides frost weapons, then this path can back you up. ''Ice Heart Reaper'' may just give you +1 to hit and +2 to damage immobilized targets, but ''Surging Ice'' uses an AP action to immobilize the first person hit by the new attack and everyone nearby. ''Frost Reaver'' is the real deal by granting both Resist 10 cold and the ability to turn your typeless damage into cold damage attacks. Clutch of Winter is another means to trigger Ice Heart by immobilizing an enemy and Armor of Glaciers is a temporary Resist 20 all that drops by 5 for each hit taken and melts entirely if hit by fire. World's End Rage is the most powerful of them though, not only imposing a save-ends restraining condition on the target but also making all at-will attacks immobilize enemies. ==Berserker== ===Deadly Berserker=== The berserker's exclusive path, this is simply an advancement upon the core tenets of being killy and tanky. You have ''Berserker's Action'' dealing +1d12 damage to all attacks when you use an AP, ''Reaping Fury'' adds +Str to damage for your next attack if you miss an at-will or encounter, and ''Supreme Stamina'' gives you THP whenever you kill non-minion enemies. A Thousand Ways to Die is simply a rider off any MBA or at-will that adds damage and inflicts the enemy with either immobilize or prone. Surge of Strength gives you THP equal to your surge value while also letting you roll twice for an attack if you're under Berserker Fury (that thing that requires you to use any barbarian power to cancel your aura and gain new benefits to attacks). Slake the Rage is another rider off an MBA or at-will that adds +2[W] damage and inflicts either 10 ongoing damage or save-ends dazed and slowed. ==Druid== ===Blightbeast=== The undead-style path, this gives you a focus on necrotic damage, gaining ways to deal it at all costs and ways to resist it. ''Blight Action'' in particular uses an AP to force anyone to either back up or eat ongoing necrotic damage. ''Blighted Wild Shape'' acts as both your fluff to look undead-ish, but it also gives your beast form Resist 5 necrotic (Upped to 10 in Epic) as well as adding necrotic damage equal to Con whenever you use a beast form attack. ''Blightborn'' then negates all necrotic resistances while also making those not resistant gain Vulnerable 5 necrotic for the turn. Blighted Agony acts as a standard attack that slides a target and dazes them. Maggot Form is a handy movement trick, giving you a potentially sizable boost in movement that ignores all the movement penalties and halves any incoming damage for the turn. Blight Locus is a death-curse that not only deals ongoing damage and shifts a target, but it also makes anyone near the target eat necrotic damage. Guardian druids are the best picks for this path because of their focus on Con, which means that they'll have that much more ways to shove enemies around and curse them with damage. ===Blood Moon Stalker=== This path is a very striker-themed power, meant for those who use their wild shape with abandon and little else. ''Blood Moon Action'', for example, uses an AP to grant a free MBA while in beast form. ''Blood Moon Hunger'' allows you to use Second Wind as a free action whenever you kill an enemy up close. ''Frenzied Claws'' then just gets your beast powers to crit on a 19+. Blood Moon Frenzy is a basic burst, hurting bloodied enemies harder. Feral Accuracy allows for a re-roll on any beast powers. Nature's Grave requires either you or an enemy to be bloodied, but in return you get a gruesome amount of damage. ===Coiled Serpent=== This is a path you pick because you think it's awesome to become a snake and use poison damage. ''Serpent Form'' immediately gives you +5 to stealth and Resist 15 poison (20 in Epic) whenever you go beast mode. ''Snake Fang Action'' uses an AP to afflict every target of your new attack with ongoing poison damage. ''Serpent's Poison'' adds +2d6 poison damage to your wild shaped melee attacks, making you even deadlier. Constricting Coils has you wrapping around the target, grabbing them and gaining +5 to all defenses for the turn if successful. If anyone tries to hit you and fails, they'll instead hit your victim. Serpent's Dash is a free bit of mobility, shifting three squares and then gaining concealment. Fazing Fangs is a bust power that dazes and deals ongoing poison damage whenever they attack until they make a save. This makes the path rather effective for wild-shape exclusive druids who specialize in poison, though it does make you feel a bit useless the moment the enemy comes up with resistance or immunity to poison. ===Formless Predator=== Despite not explicitly being for druids, it does require the Wild Shape ability, meaning you either have to be a PHB2 druid, be a Sentinel with the Beastwalker Circle feat (Gaining Wild Shape and the ability to sacrifice a use of Summon Nature's Ally to gain normal Druid powers), or be multiclassed in Druid. This path focuses on granting some unusual properties with a few features for any build. ''Aberrant From'' is just flavouring, turning your Wild Shape to look aberrant, ''Jagged Metamorphosis'' adds +4 to damage the first time you hit with a beast power, and ''Reinstating Action'' uses an AP to end a single ongoing effect while also shifting for free. ''Fluid Form'' allows you to use one at-will whenever you're in normal form or beast form, which finally permits your beast form to get some at-will ranged combat. Confounding Pseudopod gives an interesting bit of mobility alongside dazing an enemy. Amorphous Return immediately ends one petrifying or polymorph effect while also gaining 10 THP. Touch of Dissolution dumps an enemy with blinded and an ongoing damage condition that worsens with each turn that it persists. ===Guardian of the Living Gate=== This path acts as a control-based path, granting you several different ways to ensure your allies' survival against any conditions or attack one enemy while affecting others. ''Entwining Evocation'' allows you to gain Combat Advantage whenever you fight an enemy with nobody next to them, granting you some solo usage. ''Guardian Action'' uses an AP to give you or an ally +5 to a saving throw and ''Enduring Spirit'' allows any ally to make a save whenever you fail yours. First Ward of the Living Gate is a pretty decent ranged attack that gives you a +2 to hit with any primal attacks you make at the same target or anyone around them. Second Ward of the Living Gate grants everyone a +4 to saves against conditions caused by one target. Third Ward of the Living Gate is a long-ranged attack that inflicts ongoing damage (halved if you miss) that knocks the target down if they take the damage and deals damage to those nearby. ===Keeper of the Hidden Flame=== This path taps into the Hidden Flame, that predatory instinct that drives all creatures to combat, and uses it to hamper enemies and aid allies. ''Fury of the Hidden Flame'' adds +1 to hit with any attack targeting the nearest foe. ''Keeper's Action'' uses an AP and allows a re-roll for the next attack if it misses. ''Leap into the Fray'' is a stranger feature, allowing you and any nearby allies to shift when one ally makes a charge. Summon the Beast makes for a silly power, yanking an enemy forward 5 and proning and dazing them as well. Spark of Fury grants you and all allies +1 to hit and +2 damage. Spirit of the Beast makes a rather dicey proposition, inflicting a massive list of issues with the save-ends tag: Combat Advantage to all, restriction to only MBAs, and the need to hit the nearest foe. However, it can't save if someone whacks on them. Missing with this power just grants Combat Advantage against the target, still with save-ends. Really, this path is meant to ruin archers or artillery or casters who can't punch worth a shit, as any melee fighter worth their salt won't care as much about being locked into MBAs. ===Luminescent Swarm=== One of two Primal Swarm paths, this path turns you into a bunch of fireflies that glow hard enough to deal radiant damage. ''Luminescent Lantern'' gives you the basic glowing aura that adds +2 to saves for anyone inside it. ''Radiant Swarm Action'' has you spend an AP to add +1/2 level to an attack's damage as radiant. ''Blaze of Light'' adds a bit of incentive to turn from swarm to man as you can inflict a -2 to hit you on a nearby enemy when you wild shape. Mystifying Lights has you smash and slide each enemy caught in the blast while also shifting for each hit. Light of Clarity is a beast-friendly sustainable aura that denies concealment. Brilliant Swarm is really remarkable, attacking several enemies on every NAD, dealing a separate effect for each defense you break through on top of the damage. ===Pack Lord=== One of two summoning-centric paths, this one offers you more supporting ways to help your pets. ''Natural Pack Member'' gives you +1 to attack and all defenses at any time you have a pet summoned while ''Pack Intensity'' uses an AP to give you a free minor to command your pet or waste to provoke an Instinctive Action. ''Natural Vitality'' gives pets that get bloodied a regen value. ''Great Summoning'' acts in place of your Level 20 power, granting another level 19 summoning power. Alpha's Command lets you punch an enemy while also giving a pet (or an ally's basic attack if you roll high enough) a chance to punch too. Full Pack lets you spend a minor to order a pet to attack for the encounter, which can give some serious boosts in damage if given to the right pet. ===Primal Summoner=== This path is focused on summoning, giving ways to support them as well as a unique summon, though it loses out in the mass damage potential. ''Feral Ways'' makes triggering an Instinctual Action heal the pet and give +2 to any involved attacks. ''Primal Summoner Action'' uses an AP to grant a free attack for a pet, but nothing else. ''Move as One'' grants you the ability to move a pet at the same time as you. Redfang Prophecy shoots a fool while also giving any pets bonus damage vs the target. Tightened Control is a stance that adds +2 to attack and damage for any ordered attacks. Summon Primal Slayer gives you a beast that can either be a big digger or a medium flyer. Either way, you get to attack at any time, even if you let an Instinctual Action take effect. ===Sky Hunter=== While most druids just settle for being some sort of land animal, you decided to go more avian with your wild shape, resulting in this path. ''Master of Wings'' grants +2 to hit flying enemies, ''Sky Hunter's Action'' grants a free move when you spend an AP. ''Beast Senses'' is less astounding, using a Beast Form daily to gain +5 to Perception. Blinding Talons turns you into an eagle who flies at double speed and blinds one enemy before they could ever get an Opportunity Attack. Soaring Falcon gives you a third wild shape: a tiny falcon with a fly speed, +5 perception, and +4 AC vs opportunity attacks but an inability to do anything else. This form's really useful for mobility's sake. Primal Eagle is a fly-and-burst, slowing enemies with a save-ends effect and granting you the eagle's flight 1/turn for the remainder of the encounter. Though far from the ideal of flying all the time, it does offer some unique ways to go about the battlefield in a hit-and-fade sense. ===Spiral Wind's Ally=== The druids who pick this path are those who prefer to stay normal and support your allies with more healing and ways to control enemies. ''Healing Spiral'' makes bloodied allies who use a surge while within range of you outside of wild shape gain Wis in additional HP. ''Spiral Wind Action'' then spends an AP outside of beast form to give an ally the ability to use a surge. ''Allied Winds'' is the only bit that doesn't assist anyone, as it only grants you a free 2-square shift whenever you use a Surge. Spiral Gust makes for a decent blast that also heals any allies near the enemies in range. Releasing Breath makes for a mild booster that makes one ally that spent a surge the centerpoint and gives everyone within range of that ally concealment. Three Shifting Winds gives you variable damage in a blast dealing damage regardless of type - Cold damage deals save-ends slowing, Radiant heals any allies in the blast, and Thunder dazes one foe in the area. While the Path only keys off Wisdom, thus making any subclass viable, the reliance on remaining normal-shaped does make Primal Swarm less than effective while Guardian and Predator have functionalities that never suffer because of mode. Sentinels also benefit from this path, as they never get Wild Shape naturally. ===Storm Speaker=== This is your basic lightning-and-thunder class, giving a few perks on top of that. ''Storm Speaker's Action'' has you spend an AP for a free 8-space fly with no provoking. ''Storm Touched'' gives you the requisite Resist 5 Lightning & Thunder with an added bonus of +5 THP and +1 to hit whenever you get hit by lightning or thunder. ''Dancing Tempest'' just gives you a free shift whenever you hit with a lightning or thunder power. Storm Beast is your one beast attack and it's a big blast that dives you +2 to hit anyone caught inside that blast. Shield of Gales is a wind-shield that gives +2 to all defenses and the ability to shift any enemy next to you. Storm Child is an attack that triggers a transformation that's in effect for the whole fight and opens a new at-will that can be used in any mode, though it'll lack any tricks your normal at-wills possess. ===Vermin Lord=== Predictably, being an evil druid in the [[Book of Vile Darkness]] makes you able to pick this path full of pest-themed powers. ''Vermin Action'' makes an AP deal immediate poison damage to nearby enemies and a +2 to defenses for nearby allies. ''Vermin Friend'' grants Resist 10 (15 on Epic) poison. ''Wings of the Swarm'' gives you a fly speed whenever you expend a primal encounter or daily. Maggots to Flies adds a bunch of sick things to anyone hit by it: damage, a slide for enemies, Combat Advantage, and Vulnerable 5 all. Hive Mind makes for a very unique leader-like power by granting allies instant telepathy, immunity to flanking, and the ability to shift an ally around instead of taking a move. From One to Many turns you into a literal swarm, gaining all the benefits as well as a new attack, inflicting 20 ongoing poison damage while also shifting around. Honestly, this path is a rather incredible grab, hampered only by alignment since otherwise everyone would want it. ===Whirling Samara=== This is the second exclusive path for swarm druids, though this one works upon giving new uses for the swarm shape. ''Parting Swarm'' starts swarm by making your swarm form immune to any sort of forced movement. ''Shed Bulk for Speed'' lets you spend an AP to gain two re-rolls for your next two attacks, but using one deals a rather decent amount of damage. ''Spinning Wings'' gives you a flight speed on the turn you Wild Shape into swarm form. Protective Spiral is a beast attack that attacks two enemies while also giving allies within range some THP. Dark Wings doubles with your flying feature by giving your swarm form insubstantial and the ability to move through occupied spaces. Great Winged Samara is your great big blast, putting in a save-ends blind on anyone and adding two new powers while in swarm form: a minor to shift 2 and a new dose of save-ends blinding when you crit. ==Protector== ===Inner Circle Initiate=== This is the exclusive path for protectors, those druids who gave up wildshaping to make terrain and summon monsters, who now get a few pieces of ranged crowd management. ''Initiate's Action'' lets you spend an AP to deal extra damage equal to how many targets for the attack (ideal for large bursts or blasts), ''Sheltering Growth'' grants one ally near your Nature's Growth power THP equal to their healing surge value, and ''Fury of the Raging Storm'' gives security in dealing constant damage to anyone near you each turn. Thorny Vines gives a ranged burst that grants Combat Advantage to anyone inside it. Speak with Animals and Plants gives you a rather cosmetic ability to talk to wildlife and a less-cosmetic +5 to perception and inability to become surprised. Call Cyclone is another ranged burst that you don't need to sustain and can move whenever you need it to hurt someone. ==Seeker== ===Crimson Hunter=== This is probably the seeker equivalent to the Kensei, mostly because it gives the most upfront benefits ever: ''Accurate Arrow'' (+1 to RBA), ''Keen Missile'' (RBAs crit on 19+), and ''Crimson Hunter's Action'' (+1 to speed when you spend an AP). Ravaging Shot is an RBA-alike that deals Vulnerable 5 all for a turn, Hunter's Mobility gives you a half-speed shift whenever an enemy is bloodied, and Bloody Despair slaps a bloodied creature with a save-ends weakened and a turn-long -5 to saves in case someone else hit them with something big. ===Death Arrow=== Restricted to Bloodbond seekers, it gives you a couple new ways to hurt, but not much to redeem the class it comes from. ''Brutal Arrows'' lets you spend an AP to re-roll 1s or 2s for damage rolls, ''Rattling Arrows'' is an oddly specific setup requiring that you be hidden before attacking and all for a -2 for their allies to hit (Which is all subject to fear immunity on top of not being put on the actual target itself) and to trigger ''Death Arrows'', which crits anyone subject to that effect on an 18+. Savage Archery is a ranged burst that slaps -2 to Fort and AC, which makes for an okay setup. Binding Aim is a 1/encounter +6 to shoot, which is nice, but nothing else. Cloud of Doom is a larger burst that not only pins any flyers, but also makes that area an AoE that deals 5 damage to anyone inside it. ===Moonrise Stalker=== If you're looking for a path that actually deals decent control and has mobility options, then you've got this path. ''Entangling Moonlight'' slows enemies you teleport, ''Sly as Twilight'' uses an AP to exchange any forced movement to teleporting at half the distance, which is a bit less convenient but still useful, and ''Anchoring Spotlight'' denies any teleportation when you hit a target with an RBA. Lunar Transposition is an RBA-alike that lets you swap places with an enemy 10 spaces away, so you can make an escape button or set up a beatdown. Moonbeam Step teleports you 5 spaces and has places an aura that puts -2 to all enemy attacks. Distant Echo does some really lackluster damage, but it splashes onto enemies and lets you switch places with an enemy you hit, dazing them in the process. ===Seven Fates Archer=== This path is something of a protecting path, but as with most things about the Seeker it doesn't really compare to the actual Defenders. ''Guarding Shot'' lets you take -2 to hit to add +2 to the AC of an ally hitting them, which is...iffy and demands that the ally be punching someone. ''Pinning Action'' spends an AP to slap on Immobilize and Combat Advantage on the target, which is pretty awesome. ''Opportunity Shot'' lets you shoot for an Opportunity Attack without provoking again, which honestly should have been available as by default or as a feat. Spirit Shackles targets in a burst and slows anyone inside it while also adding a bit of extra damage. Intercepting Shot lets you make a shot the instant someone hits a nearby ally, letting you shoot at -2 for the chance to add +5 to all defenses and halving damage if it still hits, but it demands that the hit be at range. Storm of the Five Spirits also hits in a ranged burst, but it also summons a bunch of ghosts who immediately slap a nearby foe while also penalizing enemy attacks. ===Swift Strider=== Restricted to Spiritbond seekers, this path adds to your mobility. ''Defensive Shift'' adds +2 to AC and Ref whenever you shift, which can be practically all the time considering you can shift as a minor, ''Escaping Action'' uses an AP to permit you to shift as a minor as compensation for not going Bloodbond, and ''Swift Stride Assault'' adds +Str to damage on thrown weapons, though it demands that you move at least 3 spaces. Blurring Offensive is a pretty flexible move, usable either in melee or at range and ending any marks before shifting, then giving you a shift and a slide on the target (whom now gives Combat Advantage) once you hit. Swift Vengeance gives you a response to enemies by shifting once you get hit, then gaining Combat Advantage and the ability to crit on a 19+ on this enemy. Striding Barrage is your other flexible move, letting you shift around and hit up to three enemies, though each hit is harder and all it does is save-ends slowing. All in all, while this path gives some decent mobility options, you get very little in terms of actual controlling power. It just adds to the question on whether or not the Seeker was really supposed to be a Controller. ==Sentinel== ===Steadfast Sentinel=== This is your exclusive path for the Sentinel variant, giving various sorts of perks that could be useful for a friend or for your pet. ''Landwalker'' lets you ignore terrain, ''Improved Combined Attack'' adds yet another charge to your exclusive Combined Attack, and ''Sentinel's Action'' lets you spend an AP so an ally can shift around without regard to terrain. Bounty of Spring lets you and one ally gain Regen 5 when bloodied, which they can end at any time to use a surge and gain +Wis additional HP. A Thousand Faces is unusual as it's a level 16 utility power (where most usually get another feature), but the use is pretty familiar - you can shapeshift into any other person with a +3 to bluff added on. Verdant Harmony gives you an aura 2 that lets allies ignore terrain and add +5 to surges while enemies get 10 necrotic damage each turn. ==Shaman== ===Animus Predator=== The Animus Predator acts as the last word in the matter of debuffing. Every ability you possess is meant to shut down something your enemy holds dear. ''Breaching Spirit'' negates insubstantial and regeneration when enemies near your spirit, ''Predator Action'' slaps an enemy with vulnerable 5 all when you spend an AP to attack, and ''Spiritual Piercing'' lets you and anyone near your spirit ignore 10 points of resistance to one type and count immunity as resist 20 - and this type can change each long rest! Exposing Spirit is a spirit attack that inflicts vulnerable 5 to one damage type for the turn. Symbiotic Spirits is a spirit-centered zone that grants allies inside it resist 10 to any types one enemy has resistance/immunity to. Animus Strike is another spirit attack that deals ongoing damage of any type as well as dealing a sliver of extra damage whenever the target hits anyone else. ===Disciple of Winds=== This is another control-based path, focused on moving people around to get them in the right place at the right time. For example, ''Disciple of the Winds Action'' lets you move all allies within range 3 spaces whenever you spend an AP, ''Wind Shroud'' shifts an ally you healed with your powers a space, and ''Wind's Resilience'' lets you shift an ally after they got moved by an enemy. Snatching Winds is a spirit attack that snaps up two enemies and then lets allies move through their spots without triggering anything. Shielding Winds allows one ally to shift the instant an enemy gets close to them. Hurricane's Fury is a blast that slides all enemies and save-ends dazes enemies. The fact that allies get slid a little further means that they can move up and smash faster. ===Disciple of the World Serpent=== This path empowers you with two things: poison and lockdown, but mostly the latter. ''Grasping Spirit'' already starts off well by making enemies near your spirit count as in difficult terrain, ''Spirit Shaman's Bounty'' lets allies near your spirit spend a surge when you use an AP, and ''Spirit Venom'' deals 10 poison damage whenever an enemy makes a save against your daily powers. Serpent's Rebuke immobilizes an enemy while hitting anyone who gets close to them. Seal of the Serpent kicks ass by enabling one person to negate cover, concealment, and line of sight on one ranged attack. Crush of the Serpent works well by doing save-ends immobilize and ongoing damage, with the only difference between hitting and missing being the amount of damage and immobilize becoming slowed. ===Everflame Guardian=== Your elemental focus here is on fire, though you aren't the one that starts the fire - you just make sure that it catches on faster and without opposition. ''Everflame Action'' in particular embodies this by granting allies a bit of health while also stripping away any enemy's fire resistance or immunity and instead replacing it with vulnerable 5 fire, ''Guardian of the Flame'' stacks you with a small Resist 5 fire, and ''Renewing Flames'' burns someone next to an ally you just healed. Spark of Life gives you a ranged burst that burns the ally while giving a small heal to bloodied allies caught in it. Guardian's Shield is a burst that's best for first-turn protection with resist 5 all and the power to burn anyone attacking your team. Elder Flame lets you summon a little asset that grants nearby allies extra fire damage and can also explode on enemies. ===Ghost Panther=== If you want a path that focuses on going on the offense, then you'll find plenty to like with this path. You start with ''Ghost Panther Action'' giving Combat Advantage over anyone near your spirit whenever you spend an AP and ''Ghost Panther's Wisdom'' giving +5 to stealth whenever near the spirit, and then you get ''Panther's Ancestors'' to add Wis to acrobatics, athletics, and stealth. Predator Spirit slaps enemies and then makes bloodied enemies near your spirit also weakened, which works handily with Panther or Eagle shamans. Great Cat's Dodge merely gives you a 3-space-shift whenever you get missed, which might make for a handy escape button. Ghost Panther Spiral is a big burst that opens a lasting AoE that allows any allies inside it to teleport towards enemies also trapped inside. ===Great Bear Shaman=== In the event that you wanted to dedicate towards being more of a defender alongside being a leader, the Great Bear Shaman offers quite a bit to protect your lot. You start with ''Great Bear's Action'' to spend an AP for someone else to use an MBA and ''Great Protector's Prowess'' lets allies gain +2 to damage against marked enemies near your spirit, while ''Looming Presence'' lets allies near your spirit add +5 to hit with Opportunity Attacks. Bear Fang Defense makes for a useful attack that marks an enemy and knocks them prone if they stay near the spirit and attack. Galvanizing Bellow lets all allies shift 2 spaces. Call to the Great Bear is a devastating spirit attack that deals a save-ends penalty to attack and extra damage if the target does hit. ===Great Elder=== Exclusive to World Speaker shamans, this is a very spirit-focused path that works by enabling mass-benefits. This main instrument is through ''Elder Presence'', the ability to spend a minor to make your spirit to grow to large with all the benefits that implies, while ''Great Elder's Action'' gives everyone near your spirit a +2 to defenses when you spend an AP and ''Elder Counsel'' lets anyone near your spirit take your buffed up Will instead of theirs if someone attacks their Will defense. Great Reaching Spirit lets you slap two enemies with your spirit (gaining reach if it's big) while letting nearby allies gain +2 to defenses. Great Hymn of Nature requires you to test Nature and let an ally use the result of your test as a substitute for their defenses when nearby your spirit. An End to Tolerance gives a big blast with save-ends dazing that then makes your spirit a debuff beacon that either dazes or harms enemies with no means of saving. ===Keen Eagle=== Available only to Watcher shamans, this path's big draw is making all your team's ranged attacks be even better. ''Eagle Summons the Fire'' kicks things off by letting your ranged and area powers start from the spirit rather than you, ''Keen Eagle Action'' lets you summon a second spirit that lasts a turn for an AP, and ''Eagle's Reach'' does the insane by making any ranged powers with a reach below 20 go to range 20. This pretty much means that you can sit back and shoot everything without ever leaving your seat. Winged Spirit Strike is pretty awesome in that it lets an ally crit the target on a 16+. Hunting Eagle lets your spirit move to an enemy your ally's about to shoot and give them +2 to hit for anyone near the spirit. Flurry of Spirit Talons always makes allies crit enemies in range of your spirit on an 18+ so long as it lives while also giving a burst that hits and save-ends dazes on a crit. ===Phrenic Master=== This path requires the Summon Spirit Companion power, which essentially means that you need to be a shaman or be multiclassed into shaman. Selecting this path gives a bundle of features to improve your spirit's usefulness.''Enervating Action'' lets you spend an AP to deal -2 to any attacks your target makes and also making them grant Combat Advantage, ''Spiteful Retaliation'' dazes anyone who kills your spirit, and Twin-Souled Projection lets you use your spirit as the origin point for any ranged or area powers without provoking. Intellect Pummel gives you a blast that can be used by your spirit that shoves and dazes anyone inside. Minion's Shield requires your spirit to be near you, letting it take the blow for one attack. Total Subjugation is a spirit attack that gives either save-ends dominated or save-ends dazed, both enabling your spirit to shove the target around. ===Scarred Healer=== As noted by the name, this particular path is meant for shamans who want to maximize their healing prowess - a matter that's already pretty handy by Healing Spirit. You start with ''Scar's Gift'', which lets an ally near your spirit gain +Con HP whenever you use a healing power, and ''Scarred Healer Action'', which uses an AP to let an ally near your spirit gain 1/2 x level +Wis THP, while ''Healing Paths'' gives you and your spirit an aura 5 that lets allies spending a surge for HP gain +Wis HP. Sharing the Kill is a spirit attack that heals anyone near it. Spirit's Touch lets your spirit grant an ally THP and +2 to any saves they'd have to take. The Burning Dance is a spirit-centered burst that deals ongoing fire and radiant damage, which your allies can benefit from by healing 10 HP whenever an enemy fails their save. ===Soul Igniter=== This is another fire-focused path, but unlike the Everflame Guardian, this path's focus is upon energizing your allies as it focuses upon one power: Soulfire, which lets any ally who crits gain +2 Speed, +2 Reflex, and +Wis fire damage on any further attacks. ''Soulfire Action'' then lets you trigger this power with an AP and benefit yourself and two other allies, while ''Fiery Spirit'' makes your spirit explode upon death, dealing 1d6+Wis fire damage to anyone nearby. Soul Flare is a ranged burst that lets you trigger Soulfire on one ally in the burst. Soul Furnace makes it so that anyone who gets near your friends while they're under Soulfire gets a burn. Spirit Detonation is a spirit burst that doesn't deal much, but slightly improves if you have an ally using Soulfire within the burst. ===Spirit Tempest=== This is another path that capitalizes upon the usefulness of your spirit. ''Spirit Guides'' maximizes Healing Spirit by also letting it heal anyone near your zones or summons, ''Spirit Wind Action'' lets allies teleport 2 spaces when they're near your spirit, and ''Spirit Combatant'' gives you instant Combat Advantage for any at-wills with the Spirit keyword. Spirit Tide is a spirit attack that deals splash damage to a rather wide area from the target. Spirit Flow lets you swap the positions of an an ally and your spirit as a saving move. Spirit Storm is a ranged burst 2 hitting one target but it summons a zone that gives allies +1 to attack and damage while also letting them swap places with each other. ===Voice for the Ravaged=== This [[Dark Sun]] path is not only available to Shamans, but also to anyone with the Primal Guardian theme. Considering the shithole that Athas is, it's little surprise that you get corrupted by their anger as well and become more destructive through giving the spirits fleshy prisoners to ride about and crash. ''Spirit Ride'' enables you to gift an ally with Resist 10 to a type of elemental damage as well as +1 to attacks dealing that same type, ''Wrathful Action'' deals multiple types of damage to nearby foes when you use an AP, and ''Bountiful Returns'' enables you to shift around and grant allies THP whenever you use a Daily. You can manipulate enemies with Hateful Binding, forcing them to whack another enemy once you hit them. Restorative Wind gives everyone a free heal as if they used a Surge and +2 to defenses. World's Vengeance is especially nasty, dealing save-ends stunned for the first turn and upgrades to dominated once the save fails. The issue is that this domination isn't explicitly save-ends in itself (or at least the wording could be better edited), which does kick in the teeth. ===Warrior of Spring=== Unlike the more direct Scarred Healer, this path offers plenty of ways to help your allies, but not through direct heals. You get ''Revitalizing Presence'' to add +1d6 HP to any healing you give, ''Warrior of Spring Action'' enables a bloodied ally to spend a surge whenever you spend an AP, and ''Spring's Vigor'' allows an ally to spend an AP whenever you let them spend a surge, which can have some good setups. Spring's Dawning is a spirit burst that lets allies make saves with a +2 bonus if this is the first time you hit them with this power. Hope Beyond Death is an instant save for an ally, letting them turn a failure into a nat 20. Spring's Resurgence is a ranged burst centered on an enemy that dies and summons a zone that heals bloodied allies and heals everyone when another enemy dies inside it. ==Warden== ===Bloodwrath Guardian=== This is a quite basic assault-centric path with a few extra tricks laid in, but nothing truly standout. ''Bloodwrath Stride'' adds +2 to movement when you're in a guardian form, ''Furious Action'' adds a rather mundane +Wis to attack, and ''Bloodwrath Fury'' adds +2 damage when you hit an enemy you marked. Bloodwrath Strike's your generic attack, Warding Frenzy is a stance that marks anyone near you, and Form of the Primal Beast adds reach to your attacks and has a special Encounter power that deals ongoing damage. ===Breach Warden=== Essentially what happens when a warden is corrupted by the primordial energies of the elemental chaos. The key feature of this path is the ''Elemental Breach'' which makes you deal one type of elemental damage (picked each long rest) equal to your Con mod to all marked enemies when you crit; ''Elemental Action'' just lets you do the same thing for an AP without needing a crit and ''Elemental Wind'' makes nearby enemies vulnerable to whatever type you picked. Your powers similarly depend on what type you pick. Venting Breach is a big burst that lets you deal typed damage and teleport away. Recall the Breach adds extra damage to a Guardian Form attack while also entering a stance that lets you deal back Con/Wis elemental damage to anyone who hits you in melee. Form of the Living Breach is your big transformation, adding +2 to all defenses and letting you pull and slow enemies within range plus access to the exclusive Living Breach Attack, a burst that deals ongoing elemental damage that makes victims like little bombs every time they fail a save. ===Child of the North Wind=== This particular path is a protective Warden, probably best matched with the Stormsoul's movement-based benefits. ''North Wind Action'' uses an AP to let your next attack either deal +5 extra damage or knock an enemy prone, ''North Wind Vortex'' lets you shift marked enemies by a space whenever you kill someone, and ''Staggering Critical'' lets you knock enemies prone when you crit with a melee attack. Call the Wind is a swing that pushes the target 2 spaces while also marking them and anyone next to them. North Wind's Embrace lets you summon a little sustainable whirlwind you can get on an Ally to add +2 to all defenses and Resist 10 all. Form of the Northern Whirlwind also gives you Resist 10 all, but it also adds +1 to all forced movement distances you make and doubles the reach of Nature's Wrath for marking- and this is before mentioning Form of the Northern Whirlwind Attack, which lets you slide every marked enemy in range and then teleport right next to one of them. ===Earth Shaker=== If you just wanna be a big brute who likes knocking bitches around like stacks of cans, you can't go wrong here. ''Full Impact'' in particular is really strong by adding +1 to all attacks against Fortitude, which you have a bunch of. ''Surging Earth'' lets you knock an enemy prone when you spend an AP while in a Guardian Form and hit, and ''Certain Gravity'' makes that first feature even stronger by making your at-wills target Fortitude, and thus qualify for that +1. Shake the Earth is a rather big burst that ignores cover and shifts around burrowing creatures. Tread Earth gives a ridiculous double-speed burrowing speed that also grants Combat Advantage over whoever you end up near. Form of the Primeval Bullette makes you the biggest tank who ever tanked by granting +3 Fort, a burrow speed, and +20 extra HP whenever you spend a surge alongside the exclusive attack that lets you burrow before smacking fools and knocking them prone (or doing ongoing damage if they're prone). Earthstrength probably synergizes best with this path, especially since using a surge means gaining an obscene lot of HP and extra armor. ===Emerald Guardian=== This path makes you a capable leader, probably best to work with Lifespirit Wardens. ''Distracting Action'' lets you spend an AP to allow an ally to shift around at full speed, ''Primal Blessing'' gifts an ally with a +2 to their next save when you make a save, and ''Emerald Fury'' has you shove an enemy 3 spaces with Warden's Fury while letting an ally next to that enemy gain 10 THP. Defiler's Doom is a decent lockdown attack that teleports an enemy right into your next attack if they try leaving. Preservation of the Wild just ruins all conjurations, zones, and necrotic damage you encounter. Form of the Life-Giver makes you large, gives Resist 20 necrotic, and gives allies free HP while also having a special power that always deals save-ends stunning (while letting allies spend a surge if the save fails) and knocks the bitch prone if it hits. ===First Hunter=== First Hunter is a very conflicted path, being dedicated to the warden, but specializing entirely on the spear as both a melee and thrown weapon (yeah, remember how many ranged attacks the warden has? Yeah, I though as much) and requires teamwork of a certain sort to be useful. What results is honestly hard to recommend to anyone. Maybe if you multiclassed into warden, but even then there could be better for you. ''First Hunter Action'' lets you spend an AP to give an ally Combat Advantage over whoever you hit, ''Spear's Master'' lets you throw any one-handed weapon while adding Con to damage and gaining +2 to hit when an ally's with the target, and ''Hunters Together'' lets you give an ally shooting your target +Con to damage. First Hunter's Spear makes you chuck your spear and give an ally Combat Advantage over your target. Marked Prey has you and an ally shift over to a fleeing marked foe at half-speed. Form of the First Hunter gives you +2 to saves and slows marked enemies (confusing combo) while also having a special power that's flexible with range and gives Combat Advantage over the target while letting allies add +Con to damage against them. ===Guardian of Two Worlds=== A Guardian of Two Worlds is a warden who seeks to cross over the purity of nature with the ingenuity and spirit of civilization. This results in giving a sort of mix between support and defense. ''Guardian Trick'' lets you spend an AP to re-use a guardian form's attack if you're in guardian form, ''Tangling Wild'' slows any marked enemies next to you as a guardian form, and ''The Warden of Two Worlds'' lets you roll a saving throw when you hit a marked enemy. Strike of the Sentinel hits one and immobilizes any marked enemy next to you. Stand of the Protector is a stance that lets nearby allies roll a save when you trigger Font of Life (your early save roll). Form of the Stag Knight only gives you reach on your marking, but it has a special attack that interrupts an enemy hitting an ally for beefy damage and gives the ally +4 to the targeted defense - something well worth the AP to restore. ===Horned Champion=== The Horned Champion makes for a more defensive-focused power with means to lock down enemies while also keeping up the offense. You have ''Fervent Pursuit'' to slow down anyone you hit with Opportunity Attacks (Essentially the Sudden Roots feat, lookie there at that free feat), ''Vicious Action'' spends an AP to re-roll an attack, and ''Blessing of Spring'' lets you use a Healing Surge whenever you spend a Polymorph Power. Zealous Strike is a pretty decent double attack that prones enemies with a minor boost on bloodied foes. Impetuous Stride is an intentional fire-target, throwing damage at those who throw Opportunity Attacks. Your daily is the crazy Form of Leaping Stag, which boosts your movement by +4, mark anyone you run over, and add +2 to AC vs Opportunity Attacks when you move - and this is on top of the special Encounter power that stuns after moving towards them. ===Icewrought Sentinel=== This is another frost-centric path, similar to the Barbarian's Winter Fury. ''Cold Snap Action'' gives a handy start by using an AP to deal cold damage to marked or nearby enemies while also giving a +1 to cold attacks, ''Frigid Embrace''' grants scaling resistance to cold damage, and ''Winter's Winds'' slides enemies you hit with cold powers. Rime Shackles lets you freeze your target for a turn, giving you an extra chance to keep the freeze up a turn longer if you hit with another cold power. Icewrought Armor gives you or an ally a +2 to all defenses that can break upon getting hit and freeze the attacker. Form of the Icewrought Sentinel gives an aura of difficult terrain/no-running on top of +2 to AC and Fort with a special attack that save-ends blinds the target. ===Radiant Serpent=== Taking inspiration from the Couatl, the Radiant Serpent has you specializing in radiant damage and attracting attention from others. You start with ''Radiant Glow'', which gives quite a lot of crap (scaling resistance to radiant damage, +2 to saves vs immobilized or restrained, extra radiant damage when hit by radiant damage), ''Radiant Serpent Action'' gives you insubstantial, phasing, and flying when you spend an AP in a guardian form, and ''Mark of Sacrifice'' forces anyone you crit to attack you next turn. Radiant Coils gives you an attack and an equivalent of the paladin's divine challenge (marking and if the target tries move, they eat extra damage). Shining Pass lets you walk through an ally and sacrifice a healing surge so they can heal up instead. Form of the Radiant Couatl is a guardian form that grants a fly speed and a hefty save towards anything trying to steal your movement, with a special ranged burst lets an ally caught inside to spend a surge. ===Scion of the All-Spirit=== This path offers a few tricks here and there, but lacks a unifying theme aside from a devotion to the All-Spirit, a super-primal entity. ''All-Spirit Action'' grants insubstantial and phasing for an AP, ''All-Spirit Strike'' negates any resistance and insubstantial on a crit (but nothing about immunities, sorry), and ''Share the All-Spirit'' lets you grant an ally a saving throw with a +Con bonus when you spend a healing surge. Voice of the All Spirit is a burst with a few effects, knocking them prone, marking them, and deafening them. All-Spirit Step lets you mark any enemies near you and then lets you shift around to get out of a sticky situation while still in range of a mark. Form of the All-Spirit is a guardian form that grants Resist 5 all, +1 to all defenses, and a special attack that lets you teleport to an enemy and then save-ends dominate them. ===Storm Sentinel=== A rather basic path that themes itself upon thunder and lightning and all that stuff. ''Critical Jolt'' just adds +Str lightning damage whenever you crit, ''Invigorating Action'' conveniently lets you spend an AP for both a surge and an attack, and ''Undying Wind'' adds +Con to Surge recoveries, thereby making Stormheart and Earthstrength Wardens even more impossible to kill. You have Thunder Smash to be your basic burst that knocks foes prone, Storm Step to turn insubstantial and fly, and Form of Storm's Wrath, which marks and hits anyone nearby while also hitting someone else slightly harder before your turn starts. ===Tribal Champion=== The Tribal Champion is a power that builds around what the warden already has, but doesn't try to do anything different with them. ''Allied Champions'' lets you deal damage to marked enemies when you spend a second wind, ''Tribal Champion Action'' lets you spend an AP to enter a guardian form for a turn but unable to use the special power, and ''Ferocious Defender'' lets you add +1 to hit when a nearby ally is bloodied. Fell the Mighty is an attack that depends on how much stronger your enemy is; normally it's just a plain attack, but if they have more HP than you, the power crits on a 19+ and knocks the target prone. Pure Power just adds +2[W] to a guardian form's attack power. Form of the Tribal Champion nets you +1 to all defenses and doubles the penalties of marking, while the special attack doubles those penalties over again and guarantees that nobody wins when you mark. ===Verdant Lord=== This path takes on a more plantlike vibe, with ways to grow and make roots that mess with people. ''Reaching Action'' spends an AP to grant you reach (decent, but limiting) while ''Writhing Roots'' makes all nearby spaces difficult terrain while also giving allies +1 to AC in this area when using a Guardian Form and ''Iron Boughs'' just adds a basic +2 to damage when you hit a marked enemy. You have a basic strike prone with Falling Tree Strike. Awaken the Forest is a big AoE that makes cover for allies and difficult terrain for enemies, which is handy. Form of the Verdant Lord grants reach, heals allies, makes breaking shit easier, and has a sorta-passable power that save-ends immobilizes. ==Miscellaneous== ===Gatekeeper Mystagogue=== An [[Eberron]]-exclusive path to all primal characters allied with the Gatekeepers, you become aware of the terrors residing in Khyber, especially the daelkyr, and are now dedicated to sealing them away for good. You get ''Aberrant Bane'' to crit bloodied aberrants on a 19+, ''Resolute Action'', which uses an AP to grant you resist 20 psychic and allow anyone near you to roll a save against psychic effects, and ''Aberrant Disruption'' to stun aberrants you crit. Nature's Balance is a single-target attack that inflicts the target and anyone near them with vulnerable 5 all. Gate Seal is a large AoE that denies teleportation and gives allies a +2 to speed. Nature's Purge is a burst that save-ends dazes and stuns enemies while also stacking aberrants with a condition that makes them take damage when they use a psychic power. ===Nocturnal=== This particular primal-exclusive path isn't a very direct one. It works by messing around with phasing and shadows. ''Nightstrider'' starts you off by making you phasing during a charge, ''Nocturnal Frenzy'' lets you charge after using an AP to make a melee at-will and hitting, and ''Hunter of Two Worlds'' lets you sacrifice a standard for a move and spend a surge to gain phasing for the move. Savor the Black Blood rides off a melee attack, dealing +10 extra damage and gaining an equal amount of THP. Summon the Shadow Pack is a sustainable summon that gives you 5 immaterial pets to flank with. Tainted Predator makes your melee attacks deal 5 ongoing necrotic+poison damage, doubling on crits. ===Primal Mapper=== This primal-exclusive path gives you a few mobility-related bits and an interest in controlling terrain - matters better tied to druid and shamans than wardens and barabrians. ''Rerouted Action'' lets you move or shift at half-speed when you spend an AP while ''Revitalizing Run'' gives the same when you use Second Wind and ''Lay of the Land'' lets you flat-out ignore terrain. Pale Wolf's Lure rides off an at-will, dealing more damage and placing a pale wolf that injures anyone leaving its reach. Allied Terrain gives a sustainable aura that lets allies ignore terrain while enemies suffer difficult terrain. Lugos' Hunt also rides off an at-will and deals bigger damage, but it also lets you ignore any concealment for the rest of the fight.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information