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==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.
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