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!
==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.
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