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==Deva== ===Ancestral Incarnate=== Restricted to [[deva]]s, this path focuses on tapping into and enhancing the deva's connection to its many past incarnations as resources. ''Resurgent Action'' uses an AP to recover an encounter action of a lower level and then use it immediately, while ''Serene Countenance'' gives +2 to saving throws against dazing and stuns. ''Past-Life Acolytes'' gives access to several past lives as minions for any rituals, each granting a +2 to a check or pay a healing surge if the ritual demands it, making classes with Ritual Magic as a feature a preference. For powers, it has Past-Life Guardian to summon a past life to make an attack when summoned or for an opportunity attack, Past-Life Servant to recreate Unseen Servant, and Past-Life Vanguard makes a burst attack that hits nearby enemies before restoring HP for each hit. This does make it a bit of a choice as to how to proceed with proceeding into this path considering how none of the powers have any power words but do use implements. Similarly, if rituals aren't a big thing, there's a whole feature that won't see much use. ===Dark Star=== Restricted to [[deva]]s who want to redeem themselves for a past lifetime of evil. Several abilities benefit off using the deva racial power, with some abilities granting necrotic damage. ''Horrifying Action'' uses an AP to make a free Memory of a Thousand Lifetimes power which then locks anyone from making an opportunity attack, while ''Maddening Delusion'' makes a use of that power that makes a hit inflict -2 to attack on the target and makes them grant Combat Advantage. ''Vile Rebirth'', meanwhile, gives the Dark Star a chance to make a death save with a +10 in exchange for their radiant resistance. Excruciating Transposition forcibly teleports an enemy that hurt them, Tangled Fate gives a d6 to add or take away from a roll on the turn after using the racial power, and Soul Scourge deals both radiant and necrotic damage. ===Heavenly Deceiver=== Restricted to [[deva]]s who want to travel the less honorable path. All the powers focus on making illusions while moving about to confuse the enemy further. ''Deceitful Action'' spends an AP to grant invisibility for a turn, ''Snake-Tongued Mastery'' gives +2 to Bluff, and ''Deceitful Terrain'' gives a free action to shift to a nearby square. This path also grants four powers: Deceitful Image to build an illusion, Illusion-Sheathed Strike to boost an at-will attack's damage and shift the victim 3 squares, Duplicate Image to grant +5 to defenses vs Opportunity Attacks and +2 vs anything else while also allowing an enemy to re-roll a successful hit with a penalty, and Illusion of Solitude to daze and block off allies on top of the extra damage granted to the triggering at-will, with a final insult of making the enemy unable to see the Deceiver. While Controllers are a very obvious choice considering how many other ways you can screw over enemies with conditions, but the ability to shove folks around and the invisibility can also make a sorta neat theme for a rogue or assassin.
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