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!
==Dwarf== ===Dwarven Defender=== Restricted to [[dwarf]] fighters, building upon the theme of the stalwart protector, though with less focus on stones and more upon toughness. ''Defensive Action'' grants +2 to AC and Fort when an AP is spent, ''Stalwart Defender'' give adjacent allies +1 AC and the ability to reduce any forced movement by 1, and ''Roots of the Earth'' boosts the dwarf's natural resistance to forced movement to resist moves by 5. Press Forward is a burst that knocks anyone back and then opens them to a follow-through, with the rather simple damage boosted by Con Mod if the fighter has a hammer, pick, or axe. Forge Fire Heart grants a big boost to all defenses, with allies picking up a bit of that boost. Keystone Collapse is a tough power with big damage, a shove, AND knocking them prone, with bonus damage for using certain weapons. ===Earthheart Defender=== Restricted to [[dwarf]] fighters and paladins, granting the dwarf the strength and durability of stone. ''Earthheart Determination'' kicks things off by making an AP spent on an action grant saves vs two effects, while ''Heart of Earth'' makes using a Second Wind while bloodied grant +2 to attack for the rest of the turn and ''Great Heart'' makes any nearby allies gain +1 to hit. Gain Heart is not only a beefy attack but it also heals on hit (though only 1/2 level+Con Mod). Earthsight grants a turn-long +5 to Perception to see invisible things while on solid ground, which sounds a bit less than Tremorsense but at least this is an Encounter and not a Daily Utility. Earthsurge is a fierce capstone power that not only slams all enemies around the Defender, but also makes an aura that slows enemies that start a turn within it. ===Fireforged Champion=== This path requires the Forgeborn Heritage feat (dwarf-exclusive feat that gives resistance to fire/cold/acid/lightning and an encounter power that adds typed damage to an attack), which builds even further on the dwarf's burning fury over the unyielding tankiness. With attacks keying off Str, Con, or Wis (aka the stats dorfs get boosts to), you have a pretty hefty list of classes to use. ''Forged in Flame'' makes the fire resistance go up to half your level while letting you ignore an equivalent amount of fire resistance, ''Scorching Action'' deals splash damage to any attack you use when you spend an AP, and ''Fire for Blood'' grants you an aura of fire damage when bloodied. Forge Strike is an attack that deals splash damage around you and then gives light concealment. Burning Recollection lets you instantly roll a 20 on a death save in case you really don't feel like making one. Form of the Forge Spirit turns you into a fiery version of you with +5 fire damage and an exclusive attack that shoves everyone back and always deals ongoing fire damage (though the amount is halved on a miss). ===Firstborn of Moradin=== Restricted to [[dwarf|dwarves]], this path builds on the legendary durability and determination of their kind. The obvious choices for this path are Wardens, Paladins, and Fighters, who all have some fierce defensive abilities and benefit from the simplified action economy, as do Barbarians. ''Stonebones'' gives a chance to shrug off crits like they were ordinary hits, while ''Strength of the Earth'' spares some AP economy by allowing an AP to grant both a heal and an extra action. ''Dwarven Resilience'' furthers the power of heals by making a Second Wind action also permit rolling a save vs all conditions. Receive the Charge is a pretty neat defensive move by moving around an advancing enemy before decking them. Earthsense grants Tremorsense, which is neat. Mountain Stance Stike is a big tanky hit that not only floors the target but also makes standing up provoke Opportunity Attacks and granting the dorf +2 to AC and immunity to forced movement until they change stances. ===Stone Keeper=== Restricted to [[dwarf]] clerics trained in History, it's probably a good idea to say that this path sort of reminds people of [[dwarf (Warhammer Fantasy)|of another sort of dwarf]] known for writing down grudges. Difference here is that the grudges are written in stone with the rest of the history, and these guys are more magical. ''Memorable Action'' makes spending an AP for an action grant +1[W] to all attacks during the turn, ''None So Great'' prones any enemies that the Keeper crits if they're bigger, and ''Unfailing Fortune'' boosts Divine Fortune's boost to +3 and grants a spare use if the attack misses. Rancorous Smite is a late-battle strike that has a better chance to hit if allies are bloodied. Scrape the Sky not only boosts reach and speed, but it also boosts melee damage. Every Wrong Righted is a terrifying attack that not only deals major damage, but also allows everyone adjacent to heal up.
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