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!
==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.
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