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!
=Psionic Paragon Paths= ==Ardent== ===Anarchic Adept=== Here be another random-chance benefits path, though it never seems to actively harm you. You get your default +2 ''Paragon Power Points'', ''Anarchic Surge'' improves your Ardent Surge by a 50/50 shot of either teleporting or healing an ally, ''Chaotic Action'' uses an AP and gives an ally a random benefit, and ''Clarity in Confusion'' denies Combat Advantage when you're dazed or stunned while also gaining a minor for use when stunned. Anarchic Strike hits an enemy and slides them over to hit another enemy with an Augment 2 to improve the damage and movement. Chaos Unbound is a sustainable AoE that forces anyone who rolls to roll a 1d4, adding on evens and subtracting on odds. Chaos Breach can save-ends immobilize an enemy and then let you teleport them around for priority control. ===Argent Soul=== This is the path you select if you want to dedicate on healing by giving many opportunities for recovery. +2 ''Paragon Power Points'' are there as always, ''Restoring Critical'' gives an ally a chance to spend a surge if you crit, ''Vitalizing Action'' spends an AP to give you and anyone in range some THP, and ''Argent Devastation'' makes your powers crit on a 19+. Argent Strike has plenty of utility, giving you and an ally a shot at either a Surge or 10 THP on top of a free shift; the Augment 2 just gives this benefit to more allies while upping the damage. Burgeoning Reserves is your resurrect ability, permitting the ally to burn a surge to stop dying while also gaining regeneration 5 so long as you sustain it until they're no longer bloodied. Argent Flood is your big hitter while also giving your allies either a chance to use a surge or gain THP equal to a surge. ===Awakened Visionary=== If you need to add a few more marks for your party and help set up some punishment through teleports, you can pick this path for some decent support. Alongside your +2 ''Paragon Power Points'', you get ''Dimensional Action'' to teleport whenever you spend an AP to attack, ''Unnerving Vision'' to mark whenever you hit an enemy with an unaugmented at-will power, and ''Instant Adjustment'' to teleport a marked enemy nearby you to a slightly more advantageous position. Yawning Portals doesn't just mark an enemy, but it also lets you teleport them when they move and the Augment 2 increases the damage and the teleport distance. Clear Horizon swaps places with an ally while also gaining Combat Advantage against anyone near the ally for a decent escape button. Warping Landscape is a bit confusing, first swapping places with an ally so you can target a nearby enemy and permamark them, then you can swap the ally and target if you hit, making for some complex working. ===Catalyst=== Selecting this particular path turns you into a pseudo-warlord, gaining abilities that let you smack enemies with allies or just make allies better. You get ''Adaptive Expertise'' to gain training in any skill once per long rest, ''Goading Action'' has you spend an AP to follow your attack with one nearby ally shifting and another one making a basic attack, your default +2 ''Paragon Power Points'', and ''Erupting Critical'' to boost allied damage whenever you crit. Violent Impulse lets you use up to three allies to smack someone, but if you use less than three, you gain bonus damage and an Augment 2 to make everyone deal extra damage. Serene Mind gives an ally Resist 10 psychic, +2 to untrained skills, +2 to Opportunity Attacks, and the chance to spend a minor and the power for a Healing Surge. Unleash the Power Within also boosts an ally with +2 to speed, Opportunity Attacks, and defenses while also letting them end it to add extra damage and save-ends dazing on an unaugmented at-will attack. ===Contemplative Ardent=== Telepathic Control's the name of the game here, as everything in this path focuses mostly on either getting things to your allies just when they need it or denying enemies their mobility. In addition to your mandatory +2 ''Paragon Power Points'', you get ''Telepathic Mind'' to get telepathy 5 as well as giving your allies a +2 bonus to hit if you drop, ''Contemplative Action'' to add a bonus to hit equal to the amount of bloodied creatures around whenever you spend an AP, and ''Inverted Corona'' to pull up to two allies two spaces whenever you spend a surge. Thought Harvest rides off an unaugmented at-will attack, dealing additional damage (Doubled with Augment 2), denying them shifting and penalizing any attack or defense against allies you can contact telepathically. Sleeper Awakens is a stance that adds +5 to Insight and makes you immune to flanking while also gaining a reaction to shift whenever you or a nearby ally gets hit. Open the Floodgates is a blast that slams enemies with ongoing damage and save-ends weakening while also gaining a free shift to close the gap with your victims. ===Phrenic Invader=== Whereas the Contemplative Adept used telepathy to lock enemies and boost allies, this one just goes for pure mindrape. You get ''Opened Mind'' for telepathy 5, ''Reflexive Action'' to spend an AP whenever injured to make an immediate unaugmented at-will, ''Shared Senses'' to ignore blindness and deafness whilst near someone else who can see/hear, your requisite +2 ''Paragon Power Points'', and ''Wary Mind'' to add +2 to Opportunity Attacks and immediate action attacks. Phrenic Strike hits back at an enemy who hurt you and gain Combat Advantage (or dazing on an Augment 2) for the turn. Mind's Bitter Betrayal slows you, but you get an aura 3 that gains Combat Advantage vs all enemies inside the aura and gives allies +2 to defenses. Thought Interloper is the most mindrapey, cursing the target with a save-ends condition that provokes Opportunity Attacks whenever they attack or fail their save. ===Psionic Binder=== Selecting this path gives you a bit of Controller potential, giving a new way to set up enemies, but little else. Alongside your +2 ''Paragon Power Points'', ''Constant Jailer'' makes you reject any saves whenever you hit an immobilized enemy with a close or melee power, ''Imprisoning Action'' uses an AP to add a save-ends restrained condition to an attack, and ''Crushing Walls'' gives Combat Advantage against any immobilized enemies. Binding Strike gives you a turn-long immobilize while the Augment 2 just ups damage. Executioner's Summons needs you to be near an immobilized enemy and find an ally you can call over so they can smack it with your gift of +2 to hit and +Wis to damage. Perfect Prison summons an AoE that dazes and slows targets while also locking them in while the AoE exists. ===Siphon=== Congratulations! You are now a psionic vampire! Now you can take health from enemies. You get ''Psychic Vampire'' to gain +Wis THP when you hit someone dazed, stunned, slowed, or taking persistent psychic damage with an unaugmented at-will, ''Torpid Action'' to slow enemies around you when you use an AP and hit someone, the requisite ''Paragon Power Points'', and ''Draining Surge'' to add +Wis to your Ardent Surge heal when someone dies or gets dazed, stunned, or weakened. Insidious Distraction is your setup for other things as it dazes and slows (or dazes and immobilizes on an Augment 2). Feast of Death gives you +Cha THP, but anyone near you just gets +Wis THP. Emotion Leech is your terrifying curse, dealing save-ends slowed and weakened on top of giving you and nearby allies +Wis HP every turn you see the target. ===Stygian Adept=== Wanna be terrifying? The Stygian Adept does that. In addition to your mandatory +2 ''Paragon Power Points'', ''Fleeing Fear'' lets you push anyone you hit with a Fear power, ''Unraveling Action'' slaps vulnerability to any fear power when you use an AP, and ''Fearsome Zone'' puts -2 to the attack rolls of any enemy inside the zone (unless they're immune to fear). ''Stygian Strike'' serves as an attack that shoves, while the Augment 2 lets you or an ally make an Opportunity Attack while moving that target. Haunting Shadows is a bit of a support element, being a sustainable AoE that conceals any allies against enemies inside it. Subconscious Horror is your sustainable pseudo-summon that can't attack, but everyone who notices it has to GTFO or eat damage and grant Combat Advantage. With all the powers using Con as a rider, it's pretty easy to see that you'd be best served with a Con-secondary and powers make act more like a controller. ===Talaric Strategist=== The Talaric Strategist is a rather basic but effective Ardent Path, giving some all-rounding utility. ''Anticipatory Action'' lets you spend an AP to interrupt any enemy next to you with an attack, ''Battle Instinct'' gives a +2 bonus to Initiative for all allies, which can be handy alongside other perks like a Warlord, you get your +2 ''Paragon Power Points'', and ''Tactician's Surge'' lets you slide any allies affected by Ardent Surge. Anticipation Tactics allows you to slide an ally around to attack someone attacking them while the Augment 2 gives you the chance to give another ally the same benefits while also doubling the movement range of your allies. Insightful Command gives allies a half-speed shift and +3 to all defenses. Combined Effort is your only real attack, adding to your attack roll if you have allies nearby the enemy while also save-ends dazing on a hit. ==Battlemind== ===Blackstone Guardian=== Once, in a bygone age, a massive edifice was built and marked with psionic seals meant to lock away the Far Realm. Somehow, you have been chosen by this edifice and now it is your duty to continue their battle. Aside from the initial +2 ''Paragon Power Points'', you also get ''Blackstone Action'' to gain resist all 3+Wis when you use an AP, ''Monolithic Vision'' has Mind Spike slide the target 3 spaces and then slows them, and ''Blackstone Chains'' immobilizes marked enemies when you kill another enemy. Blackstone Curse is a basic MBA that immobilizes with an Augment 2 that instead petrifies for the turn. Monolithic Action is a sustainable buff that gives tremorsense 5 and resist all 10. Aspect of the Blackstone Gaoler is a complicated bit: it's an attack that deals 10 ongoing psychic damage, with the first failed save save-ends restraining it and the second petrifying with a -2 to save. Then you transform while pushing back any nearby enemies and gain an Augment 2 to all at-wills: this gives you resist all equal to con and restrains one target of your at-will. ===Eternal Blade=== The Order of the Eternal Blade is a secretive group of psionic warriors whose minds have been touched by the psychic energy of the order's founders. The founders have taught you new techniques, meaning that now you too may be able to teach future descendants of these powers. You get the mandatory +2 ''Paragon Power Points'' and ''Blade Guide'' (an encounter power that gives +2 to Opportunity Attacks against the nearest creature to you and gives Combat Advantage over it if you're the only one near it. If you kill them, you recharge the power), while level 16 gives ''Eternal Warrior'', which gives you an extra turn of activity between reaching 0 HP and falling down. Eternal Vigilance is an MBA that makes shifting away provoke an Opportunity Attack with an Augment 2 that doubles the damage. Blade Guide's Counsel trains you in one skill until your next short rest. Guided Aggression lets you knock the target prone, recover 2 PP, and lets you use Eternal Vigilance as an at-will against the target. ===Iron Guardian=== This path is the absolute choice you want if you're hellbent on becoming a tank. With your mandatory ''Paragon Power Points'' are ''Indomitable Iron'', adding +4 to AC and damage when you spend an AP, ''Iron Control'', which slides an enemy 2 spaces after you get forcibly moved, and ''Impenetrable Iron'', which gives a 50-50 chance of ignoring crits. Guardian's Might might have limited damage (Though adding Con and Wis), but it also knocks the target prone, lets you slide, and grants you +2 AC with an Augment 2 that allows an extra target. Iron Defense is an at-will ability that trades your attack for a chance to either nullify damage or halve it. Aspect of the Iron Guardian is a burst that knocks enemies prone while also giving an Augment 1 to all at-wills that adds +2 to AC, deals +Con damage to prone foes, and adds +Wis to the target of the at-will. ===Steel Ego=== ===Wielder of the Way=== A [[Dark Sun]] path exclusive to battleminds and those with the Wilder theme, you gain the power to empower your equipment using psionic powers and scraps of your own psyche. +2 ''Paragon Power Points'' are given as always, ''Fragment of the Way'' lets you spend 1 PP each rest to empower your weapon to deal +1[W] damage on the next hit, ''Wielder's Action'' recovers 1 PP when you spend an AP, and ''The Way Made Real'' adds +2 to saves whenever you hit with an augmented psionic weapon attack. Impose Your Will is a basic attack that makes the target give Combat Advantage to everyone with an augment 2 that adds that their every action provokes Opportunity Attacks. Rebind Your Will lets your next weapon attack daze enemies. Subjugate the Will is a lacking attack, but it grants save-ends dominate and adds your primary stat to any attacks your mind-slave makes. ===Zephyr Blade=== ==Monk== ===Basilisk's Fury Adept=== This path fills itself with a variety of ways to debuff with the ability to strip mobility from your enemies. ''Baleful Action'' lets you spend an AP to grant slow to all enemies within range, though anyone you hit that turn gets save-ends slowed instead, ''Basilisk's Boon'' adds +2 to saves vs slowed, immobilized, and restrained while also allowing saves vs petrification, and ''Basilisk's Fury'' gives you the kickass ability to save-ends petrify whenever you crit. Eyes of the Basilisk is a discipline with an attack that shoves and immobilizes enemies and a move that grants extra distance and slows anyone who dares make an Opportunity Attack on you. Basilisk Nature Defense turns any stun or unconscious effect into a petrify effect that grants you +2 to any saves until you break the effect - and then you get to spend a surge afterwards. Stone-Shatter Strike is a ranged attack that save-ends immobilizes an enemy and then petrifies them if they don't make a save; then you get a second attack that's usable on a charge and knocks the target prone and inflicts save-ends prone (and extra damage if the enemy's petrified). ===Falling Needle Itinerant=== While the Falling Needle Itinerant offers a passable array of movement abilities with a few defensive perks, it offers little in the main role of a monk - that is, it doesn't really deal damage in a striker class. ''Falling Needle Training'' starts you off by adding +1 to any shifts made in an attack, ''Itinerant Action'' adds +4 to all defenses when you spend an AP as an immediate interrupt, ''Path of the Itinerant Monk'' adds +2 to endurance and gives a boost to overland movement, and ''Falling Needle Mastery'' adds a flat +1 to AC and Reflex. Fallen from the Thread has an attack that lets you shift before or after attacking two blokes and a move that breaks any grab and lets you step away. Wind-Blown Pine gives you a double-speed shift that works as your instant escape key. Threading the Eye gives you an attack and then permits you to use any movement technique you have for the turn for free, even if you already spent it. ===Four Winds Master=== Anyone taking this path does so because they are interested in dealing elemental damage, but in truth the elemental aspects is rather absent and you instead get some more mobility options with some defenses. You have ''Gusting Action'' to grant you a shift after attacking with an AP, ''Mystery of the Four Winds'' gives you one of four benefits (all of them granting resistance to one damage type and one other benefit), and ''Mysteries Unveiled'' improves by letting all shifts count as flying and enabling two mysteries to work at once. Four Winds Assault is a discipline that can either immobilize an enemy and shift away their friends or grant a flying speed. ''Breath of the Four Winds'' is an immediate interrupt that turns you insubstantial and gives you a free fly speed to escape the attack. Four Winds Tempest has you fly and then smack someone with a save-ends condition that deals a random damage type and another affect for every turn. ===Ghostwalker=== This path is keyed to a very mobile and sneaky sort of monk, the sort who wants to dart around and hurt many rather than focus on one. ''Ghostwalker's Action'' weakens an enemy granting Combat Advantage when you hurt them with an AP attack. ''Of Two Worlds'' grants you concealment against enemies granting Combat Advantage while also allowing a free shift whenever an enemy misses you while under concealment. ''Ride the Spirit'' is your move-after-kill, teleporting towards the next targets and gaining Combat Advantage against those near you when you teleport. Tormented Spirit is a discipline with an attack that weakens and a move that teleports you and an enemy while also gaining Combat Advantage against that enemy. Soul Dance is a stance that gives concealment as well as a free teleport and Combat Advantage against an enemy if they miss. Vengeful Ghost stuns a target (Dazing if they miss) with a save-ends while also dazing them until they either hurt you or get hurt, making it best to lock up a foe for a while. ===Initiate of the Dragon=== If you want a kickass fire-based offensive build for your monk, then the Initiate of the Dragon works wonders. You get ''Dragon's Action'' to deal fire damage (scaling on Str, so points for Stone Fist monks) in a Blast 3 faux dragon's breath when you spend an AP, ''Strength of the Dragon'' grants resist 5 fire and gives +2 to damage if you get hit by fire, and you eventually gain ''Dragon's Claws'', which adds +2 to Flurry of Fists and makes it ignore resistances. Draconic Torrent is a straightforward discipline, giving either a blast 5 of fire or a fly speed. Dragon's Vengeance is a stance that deals fire damage to nearby enemies while you're bloodied (a plus on dragonborn or longtooth shifters). Draconic Avatar is a sick attack that turns you into a goddamn dragon with +2 AC, +4 to damage on all attacks, and a fly speed. ===Mountain Devotee=== This path is exclusive to Stone Fist monks, with those best suited being the ones who went all-in on melee damage. As proof, ''Inorexable Mountain's Action'' adds your Str again to your Flurry of Blows when you spend an AP, ''Shattering Fists'' adds +2 to the damage of your unarmed attacks and Flurry of Blows (adding +Str as well if you hit constructs), while ''Avalanche Flurry'' lets you knock down an enemy who wasn't the initial target of your Flurry of Blows. Tumbling Boulder is a discipline that either knocks an enemy prone for a turn or gives a half-speed shift and +2 to all defenses. Root the Mountain is a stance that slows you, but it also flat-out denies any forced movement. Avalanche Throw is an immediate reaction that has you shove back the enemy (and knock them prone on a hit) and then lets you jump ahead and strike them again, dealing a save-ends daze if successful. ===Radiant Fist=== This path (obviously) has you focus on radiant damage, but all you need to get in is a monk with training in religion. No multiclass needed. ''Channel Divinity - Radiant Fist'' grants you both a Channel Divinity Encounter power and a Divinity feat so you don't need to worry about feats. ''Radiant Fist's Action'' not only uses an AP to heal you, but it also adds an additional amount of radiant damage equal to Wis to any attacks you make for the turn, benefiting Centered Breath monks heavily. ''Radiant Hammer Fists'' then makes your Flurry of Blows deal radiant damage as well as blinding a foe whenever you crit with a power. Divine Sun is a discipline with an attack that deals Vulnerable 5 radiant for a turn and a move that teleports you and an ally a rather far distance. Undimmed Sun is a free surge that's used whenever bloodied, but it also grants Resist all equal to Wis. Blinding Sun Technique is a big setup, making you add +4 damage, a crit on 19+, and a save-ends blind effect on the target. Though a monk's specialty isn't in single-target damage, this does allow you to take the pressure off needing to seriously hurt one big enemy while also managing his goons. ===Soaring Blade=== This path only requires a monk to be trained in acrobatics, but to maximize your benefits, you'd want to have an Iron Soul monk because you use weapons a lot, though not so much for damage. ''Soaring Blade Style'' grants you +3 to acrobatics with the ability to use it in place of athletics, ''Soaring Blade Training'' gives proficiency in simple and military heavy blades while also letting them be used on any powers keyed for light blades, ''Focused Attack Action'' lets you spend an AP to attack and then get +Con to all defenses until you attack next, and ''Ki Blade'' lets you deal +Con in typed damage with a heavy blade while also adding +2d10 extra damage when you crit. Sword Fall Leap lets you either swipe at people next to you or make a leap with some insane bonuses. Charge the Clouds grants a flying speed that can't provoke Opportunity Attacks. Storm of Raining Blades is the a ridiculous attack, having you hop back and forth to swat enemies before making a burst with fixed damage. ===Tiger Claw Master=== The Tiger Claw Master is another path that focuses on dealing a lot of damage using Str and being a bit of a tank, though this one is not exclusive to Stone Fist monks. You get ''Pouncing Action'' so you can spend an AP for a charge (with extra distance and Opportunity-nullification) and attack with a re-roll, you have ''Tiger Claw Style'' to act as a Power Attack analog that deals -2 to hit for +4 damage on Flurry, and ''Tiger's Endurance'' adds +Str HP and +Str to all defenses when using second wind. Tiger Claw Rake gives you either an attack that penalizes the target's attacks on top of hurting if they move or a terrain-ignoring move that hits and marks anyone taking Opportunity Attacks. Tiger Frenzy is a stance that gives you an aura of constant damage while you're bloodied. Awaken The Celestial Tiger is a double attack (dealing more damage if both hit) that turns you into a literal tiger with immunity to fear, +2 speed and adding +Str to Flurry. ===Transcendent Perfection=== In case you've forgotten why the hell monks are considered psionic, this path manages to give you some interesting amounts of mindfuckery, chiefly in that this path gives you abilities that target will in a primarily melee-based class. Your most powerful feature is ''Enlightened Action'', which uses an AP to turn you insubstantial, shift you at full speed, and grant you the ability to ignore terrain and walk on water, though you also get ''Riddle of Conversation'' to grant +2 Bluff, Diplomacy, Insight, and Intimidate (plus training in one of them) as well as the ability to shift a nearby ally when you use Flurry, and ''Riddle of Awareness'' lets you see invisible things right near you and makes you require 3 enemies to be considered flanked. Riddle of Motion gives you either an attack that can either immobilize or push or a move that either doubles your speed and adds +2 to defenses or ignores forced movement. Riddle of Health lets one ally spend a surge and roll a saving throw (+5 if the save's vs poison). Riddle of Invulnerability is a small burst that forces save-ends vulnerable 5 all to enemies you hit while you enter a stance that grants resist 5 all. ===Unseen Hand=== Available only to monks trained in stealth, this is a rather peculiar path that opens rogue-like tricks to give you something akin to a ninja with weapon tricks fit for an Iron Soul monk. Your most unusual feature is ''Arms of the Unseen Way'', which grants proficiency in hand crossbows (and enables you to shoot it as part of a Flurry), while ''Unseen Action'' uses an AP to turn you invisible and ''Flit Through Shadows'' lets you add +2 to shift moves when you're concealed. Unseen Hunter's Pounce is a discipline that either gives you invisibility upon hitting (and adding +Con to damage when using a weapon to hit) or a move that grants a full-speed shift with concealment and gives a chance to hide with stealth at the end. Unseen Scrutiny lets you turn invisible to one enemy you're hidden from until you attack them and you can shift whenever this dope moves. Unseen Ambush teleports you in to attack (with Combat Advantage when using a weapon) and dealing save ends vulnerable 5 all and then teleporting out so you can hide. ==Psion== ===Alienist=== In the battle against the aberrant threats of the Far Realm, you decided to touch into that Far Realm, gazing into the abyss...and then getting messed up in a rather peculiar way. ''Insane Action'' is the most blatant of them, giving one of four different effects whenever you spend an AP (two of them bad, two of them pretty good, though you'll never get to choose which). ''Alien Perspective'' gives you a neat +1 to Will and Resist Psychic equal to half your level and you get the requisite 2 ''Paragon Power Points''. ''Alien Summoning'' gives all summons +2 to defenses, +5 psychic damage to all attacks, but they give Combat Advantage when facing enemies immune to fear (a total downer). Far Realm's Gift turns the enemy into a horrible abomination with plenty of penalties for the turn with an Augment 2 sharing the love with a few friends. Mad Certainty has you sacrifice 2 to all defenses for a turn to gain +2 PP. Summon Far Realm Abomination has you summon a very complex fiend which can grab and suffocate enemies or just daze everyone when left to its own devices. ===Anathema=== This path is very conflicting between intent and practicality. See, a lot of the features key off Charisma, a secondary used by Telepathy Psions, yet the fluff and powers all talk about reshaping reality and shutting down enemies. ''Entropic Recovery'' has you deal psychic+necrotic damage to those nearby when you use a surge, ''Eroding Action'' uses an AP to deal vulnerability to psychic+necrotic whenever you use an AP to hit an enemy (and that's quite specific to find), ''Paragon Power Points'' give the mandatory +2, and ''Abhorrent Devotee'' gives one of two effects if you use an at-will while out of PP: Either you +Cha deal extra necrotic damage (odd roll) or you pull the target a space (even roll). Scattered Discorporation makes the target insubstantial as part of the attack (baffling as it sounds) before shoving them away, hurting anyone in the way of the ghostly enemy while the Augment 2 just boosts the range of this throw. ''Magical Disruption'' just dispels any summons or zones (a power the Wizard gets by level 6 rather than level 12 using a specific PP) and locks the enemy into basic attacks for the turn. Oblivion Sphere is an enemy-lockdown that restrains the target while dealing ongoing damage to the target and those nearby that doubles while the target is bloodied (though the ongoing damage is lessened on a miss), but both are solved by one save. If you decide on this path, you need to have a very specific reason to take this. None of the powers exactly stand out among the paths and the Cha focus is just confusing. ===Cerulean Adept=== A rather basic path with a few perks for fighting aberrants, but little else. ''Cerulean Action'' has you spend an AP to use an At-Will with Augment 1 at no cost, ''Cerulean Sign Focus'' adds +1 to Will, ''Paragon Power Points'' is your requisite +2 PP, and ''All-Seeing Eye'' lets you either crit on a 19+ with an augmented power or on an 18+ when you hit an aberrant with an unaugmented power. Cerulean Blaze is a basic attack that knocks back and prones the target with an augment 2 to turn that single target into a burst. Harden Mind gives you a response to psychic damage by giving a temporary Resist Psychic equal to 5+1/2 level. Seal the Threshold is a rather basic attack that deals some decent damage, some ongoing damage that doubles against aberrants, and a recovered PP. ===Firestarter=== Another legacy Prestige Class, this one gives a rather manic focus on fire, a matter mostly appreciated by the tiefling. ''Fear No Fire'' gives scaling fire resistance, ''Paragon Power Points'' give the +2 PP all psionic PPs give, ''Force and Flame'' lets you deal fire damage any time you deal force damage, ''Wildfire Action'' uses an AP to deal +Wis fire damage to anyone nearby and +Int fire damage to the sap who's attacked, and ''Fiery Nimbus'' has a crit deal +Wis fire damage to closeby enemies near the target while also gaining a damaging aura that gives access to a free at-will that does more fire damage. Hungry Flames summons 2 bonfires (4 when using Augment 2) that attack nearby suckers. Fire Walk gives an increased move for the turn with a trail of mildly-harmful flame behind them (a shame it can't be used more than once per encounter). Spontaneous Combustion marks (though not with a real mark like a defender) an enemy with Vulnerable 10 Fire and the chance to trigger a massive explosion that sets the target to explode and burn in flames that increase in power with each failed save against the ongoing damage inflicted. ===Uncarnate=== Those who recall this path would expect to hear the ability to become immaterial and fight ghosts on their field just like the Prestige Class of yore. Well, they'd be right. ''Flicker Into Nothing'' lets you spend an AP on an attack to become insubstantial, ''Misty Step'' negates anyone attempting to use insubstantial on you, you get 2 mandatory ''Paragon Power Points'', and ''Disincarnate Form'' gives you insubstantial whenever you spend 4 PP on a power. Phantom Hook lets you negate insubstantial on an enemy while also yanking them forward with an augment 2 to improve both the pull and damage. Shed Body gives you the advertised immaterial form, replete with fly 6, insubstantial, and +2 on AC and Will, but now can't use standard actions to negate fighting potential. Dissolve the Flesh is your basic blast of ongoing damage, adding dazed on the first failed save if you hit. ===Dreamwalker=== This particular path focuses almost entirely on the summoning of a proxy that you can use for a greater range for your powers. This power is ''Manifest Dream Form'', which allows you to summon a duplicate whenever you spend PP on an augment that can see everything you can, flank enemies when you can, and use powers as if you did. The one flaw to this is that any attack that isn't from you can unmake it. ''Dreaming Advantage'' lets you spend an AP and gain Combat Advantage over anyone near your duplicate. Your 2 ''Paragon Power Points'' are next, and then there's ''Dreaming Manifestation'' which triggers when you use an area burst and lets you hit an enemy near the duplicate as if they were in the blast. Dream Blade makes for a melee attack that whacks an enemy near the copy with an Augment 2 to make it hit everyone nearby. Dream Stride just lets you swap places with the copy. True Dream Form is the true summoning spell, allowing the copy to finally do things without you doing it first as well as being able to do at-wills without you ordering it to. ===Time Bender=== Know what's fun about time? Getting the ability to tamper with it. This particular path gives you several ways to influence time for your own benefit, either for support or to screw with enemies. Aside from your mandatory 2 ''Paragon Power Points'', you get ''Loan from the Past'' to gain a floating d20 to replace any roll during a fight, ''Time Lapse'' to spend an AP for +1 to hit and a teleport, and ''Borrow from the Future'' to steal a move from the next turn. Bonds of Time locks enemies into making only one move with an Augment 2 to daze enemies. Time Strider gives you a +2 to all rolls as well as adding Wis to your speed. Lost of Time knocks an enemy out of time and into a place where they eat ongoing damage until they make a save, where they take some more damage and save-ends dazing.
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