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=Shadow Paragon Paths= ==Assassin== ===Gloaming Dancer=== This particular path specializes in teleportation. Being mobile is the most important factor in order to get the most of this path. ''Dancing Action'' lets you teleport whenever you spend an AP, ''Sinister Shadows'' gives a +2 to Stealth and a +1 boost to any teleport distance offered by your powers. ''Shadow Blend'' requires an enemy to have at least three shrouds on them before spending two to grant you lasting Combat Advantage and concealment against the enemy until you switch targets for your shrouds. Penumbral Leap is very weak, but it weakens an enemy and permits you to spend a minor for Shadow Step. Shadow Dance is a stance that triggers whenever you use a Shadow Step and thereafter lets it only cost a minor whenever you're within 2 spaces of anyone. Flickering Shadow is the real deal, giving an AoE that obscures, lets you teleport whenever you use an assassin power so you can hide, and grants you insubstantial to attacks when hidden. ===Obsidian Stalker=== This path is your more about keeping close to your target while being able to always hit them where they're weakest. ''Stalker's Action'' lets an AP turn you insubstantial and phasing for a turn while ''Stalker's Form'' gives your insubstantial form +5 to defenses against Opportunity Attacks and gain phasing 1/day when you use Shade Form. ''Stalker's Tread'' makes you incredibly mobile by making you walk through opponents' spaces for immediate flanks. Blade from the Mist gives you a free full-speed shift with phasing before or after the attack, which deals bonus damage if the enemy couldn't see you. Hunter's Eye targets the last victim of Assassin's Shroud and gain +2 to hit them as well as the ability to track them practically anywhere. Grasp of the Obsidian Tomb is pretty wicked in that it stacks a save-ends immobilize and no-teleport condition on the target as well as permitting you to use up to four shrouds on their ass for super kill. ===Shadowblade=== This edgy-sounding path is a little special in that it forces you to use a particular weapon that's provided to you. This ''Weapon of the Night'' is essentially a light blade that you can throw, deals appreciable damage, and has a +3 proficiency mod. Unfortunately, this shadowblade has no way of being improved, locking you into ki foci for any implements. ''Master of Shadows'' gives your shadowblade a neat little trick whenever your shadowblade kills someone: you gain a gloom shard which you can then spend on a few thematic little perks. ''Shadowblade Action'' uses an AP to grant you instant Combat Advantage for your turn as well as the ability to spend your last action that turn for a range 10 teleport in case you needed to be somewhere urgently. ''Eyes of the Night''...just gives you darkvision, which is wasted on many of the races. Soul Reaver is a basic attack with your shadowblade that gives you an instant shard. Veil of Unsight grants you or an ally instant invisibility. Shadow Curse is an attack that could use the shadowblade if you wanted to hit Reflex rather than AC and as a result you gain the ability to spend a gloom shard each turn to inflict damage and gain Combat Advantage. Compares to the Soul Thief, this path dedicates you not only to a mundane-ish weapon, but also to the idea of softening up enemies. While the damage is decent, your bigger advantage is your ability to run around and use shards for Combat Advantage or hiding in darkness. ===Soul Thief=== Compared to the Shadowblade, this path focuses more on the kill than the setup. ''Soul Killer'' may be just fluff that negates any attempts to resurrect your kills by lower-level casters, but it plays into ''Soul Theft'' which takes a kill and turns it into a gloom shard; these ones have more direct applications, stacking a new shroud, gaining +1 to any roll, or even regaining Shade Form for the cost of 3 shards. ''Soul Thief's Action'' uses an AP to give you a bonus to attack and damage equal to 2+gloom shard quantity, which could hinge to either meh to decent depending on your kills. ''Soul Reaper'' then lets any enemy who dies around you become a shard. Soul Shadow is a rather basic attack, though spending a shard allows it to maintain Shade Form in case you wanted the sneaking. Stalking Phantom is your Shade Form at-will that gives you the ability to full-speed shift and ignore enemy placement. Final Ending is a more impressive attack that curses an enemy so you can spend a shard for +2 to hit them. This path gives you more direct ways to kill compared to the Shadowblade, though the other path does give better sneaks and gain easy Combat Advantage. ===Venomed Soul=== This path is a poison-centric path, which while sounding cool does pale in comparison to teleporting around or grabbing weapons of literal darkness. ''Poisoned Soul'' does at least give poison resistance and ''Master of Poisons'' gives you a chance to apply an effect (Bonus damage, immobilization, or a reduced field of vision) to your first attack after taking a rest. ''Venomous Action'' lets you spend an AP to add Con to ant attacks against those suffering ongoing damage as well as getting to use Master of Poisons again. ''Persistent Poison'' then just makes it so that the abovementioned poison power doesn't get wasted if you miss. Inescapable Venom just gives an enemy Vulnerable 5 poison while Venomous Kiss adds poison damage to your next attack. Soul Venom marks your enemy so that your next attack can deal ongoing poison damage that eats a -5 save penalty if under your shrouds. ==Blackguard== ===Grim Blackguard=== The only path exclusive to blackguards. ''Grim Blackguard's Action'' is an AP feature that keys itself off of your chosen vice (Domination gives a bonus to hit based on how many allies are nearby, Fury gives Combat Advantage against all foes), ''Vice's Strength'' gives +2 to all saving throws, only doubling when suffering from a fear effect, and ''Dark Blessing'' gives you a random perk whenever you kill someone: either a bonus to attack, a bonus to defense, THP, or a small heal.<br> Blackguards of Domination gives you features that keep the enemy suffering. Proof of Domination is an burst that weakens enemies inside it while also gaining THP. Altar of Fury has you set up a small patch of difficult terrain with an aura that gives you +2 to hit while inside it. Mortal Dread is particularly evil in that when successful, it stacks the enemy with ongoing damage that it can never make a save against while any ally is next to them.<br> Blackguards of Fury gives you opportunities to make more damage if you set your foes up properly. Slave to Fury seems like a trap by making you grant Combat Advantage for the turn, but if nobody hits you your next attack deals 1[W] extra damage, meanwhile doing so provokes a secondary attack that dazes the attacker. Altar of Fury has a small patch of difficult terrain make an aura that gives you a bonus to damage based on how many enemies are inside it, capping at your Cha bonus. Uncontrolled Fury inflicts a save-ends dazed condition on the target, but for every turn the condition persists, it gains a secondary effect that lasts for the turn. ==Executioner== ===Guild Executioner=== The lone path open to the Executioners. ''Blindside'' gives you +4 to hit enemies who don't see you during the first turn, ''Devastating Assassination'' ups Assassin's Strike to +2d10 damage, and ''Executioner's Action'' uses an AP to ensure that your next attack never rolls below 4 on the damage die. ''Vital Strike'' makes for a nifty trick by making any at-will weapon attacks deal half-damage on a miss. ''Poisoner's Secrets'' not only nets you a new Poison as your new Daily power, but you also get the chance to prep up a second L20 poison as a free slot. Your u12 power is Daring Escape, which has you kill someone for an immediate full-speed shift, while your d20 is Wyvern Venom, which deals either 25 Necrotic+Poison damage on a weapon or 'gifts' the victim to reduce their max HP by half their bloodied value for the day. ==Vampire== ===Vampire Noble=== The only paragon path exclusive to vampires, since [[vryloka]] lack any. ''Blood Lord'' gives a second usage of Blood Drinker each Encounter. The ''Bloodline Features'' for levels 11 and 16 are defined by the bloodline chosen: Beguilers gain a +2 to bluff (+3 if you want to pass off as someone of your own race) as well as the ability to spend a minor to test bluff for Combat Advantage (where you find out that you get a +3 damage bonus when you have Combat Advantage) and eventually a +2 to Stealth (doubling outside of combat or when moving under half speed) and a resistance to sunlight so it no longer hurts you and get Cha to saves caused by it. Stalkers gain a +2 to Intimidate as well as a +2 to damage with any class or path attacks with an eventual +2 to nature (doubled when calming a beast) and a resistance to sunlight's damage and Cha to saves caused by it. ''Vampiric Action'' uses an AP to grant you +4 to attack if you have THP or an excess of surges.<br> Aura of Grandeur grants Beguilers an aura that negates any Opportunity Attacks made by enemies and allows you to slide enemies around when inside the aura. Darkwolf Form is a burst that pushes enemies back and immobilizes them while you turn into a wolf. While this form is faster an stealthier, it only has a single attack - thankfully you can switch back and forth after using it.<br> Stalkers get Hunter's Frenzy, which has you bloody or kill an enemy so you can get a free full-speed shift and Combat Advantage to anyone near you once you move. Predatory Splendor is a burst that deals save-ends immobilize and Combat Advantage to all foes (downgraded to save-ends slowed and Combat Advantage on a miss) while also gaining an Aura that either harms or knocks down anyone who dares leave it.
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