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==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.
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