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==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.
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