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==Tiefling== ===Broken Mirror=== Restricted to [[tiefling]]s with the Mantle of Misfortune feat (an encounter power that makes enemies miss more often and get slid around for failing) and going the next step with a newfound non-demonic power. ''Additional Misfortune'' grants a new use for the ability, ''Mirror Action'' adds an entirely new ability to spend AP on (Shifting an enemy 2 squares or 1 and knock them prone), and ''Deadly Misfortune'' makes this feat deal damage. Turathi Assault is a rather basic rider effect, making the next at-will deal bonus damage and prone an enemy. Aura of Flawed Fortune is a sustain effect that penalizes all nearby enemies while also permitting the man-devil to shift around any enemies that dare get close. Cloud of Misfortune is a different rider for an at-will that can't stack with Turathi Assault, though it also deals damage and prones an enemy - and that's on top of the now constant curse of having you shift them around if they fail to hit. This path is very class-agnostic, though controllers are probably the ones with the most interest in these abilities. ===Hell's Keeper=== Restricted to [[tiefling]]s of any divine class who want to lock up all the bad things in hell while also having a restraining fetish. As in, most of the class focuses on the restrained condition. ''Heaven's Keys'' gives a swell defensive start with a +2 to saves vs dazing, stunning, immobilizing, and restraint. ''Jailor's Strength'' uses an AP used for an attack and makes the attack restrain the target rather than immobilize or slow, guaranteeing Combat Advantage. ''Chains of their Sins'' also restrains, but now it's on any crits, while also forbidding teleportation and stripping devils of their damage resistance. Yoke of Heaven is a basic restraining power that can dominate devils, Hell's Shackles is an AoE blast that counts as difficult terrain and penalizing anyone inside it (-2 to hit for anyone in it, while devils not only lose their resistances, but also gain vulnerable 10 to fire), and To Hell With You literally sends the opponent to Hell to get sodomized (Or the banisher could just fail and it just burns and immobilizes) until they make a save. Though this path is far from bad to pick, the thing that makes it a deciding factor is how often you're planning to hit devils. If you aren't hitting devils often enough, then it's probably okay to choose something else. ===Hellborn Shadow=== Restricted to [[tiefling]] rangers with the Hunter's Quarry feature and a preference for dual-wielding and sneaking around. ''Hunter's Feast'' just grants 1+Con Mod THP whenever the devil kills a foe, while ''Immolation Action'' uses an AP to auto-wound an enemy with Quarry. ''Hellfire Caress'' is just a simple stripping of fire resistance, but only when hitting the Quarry. Shadowbite Strike is an interesting double strike that damages using both Str and Cha while also granting concealment and inflicting Vulnerable 5. Wings of Devilry is an encounter-based flight power that also acts as concealment. Balefire Scourge acts as the burst, inflicting both normal damage and ongoing fire damage that strips resistances to fire and grants concealment as well. As a path, this particular one really works best if you want to be some sort of cross between Rogue and Ranger with all the concealment going on. That said, the one strangeness of using one power that keys off Cha in a Wis-dependent class is unusual. ===Infernal Eye=== Restricted to [[tiefling]]s of any psionic class who went all Nietzsche by staring into the abyss of hell. ''Infernal Visions'' is probably the big draw, allowing them to nullify a power they spent an AP to cast in order to regain that AP and power. ''Mantic Eye'' is the big utility power, keying Intimidate, Insight, and Perception off Cha, while ''Paragon Power Points'' just grants 2 extra PP to use. Vision of Death is a basic psychic attack that can has Augment 2 to make the enemy count as bloodied. Prescient Thought allows an ally to re-roll an attack or skill roll with a bonus. Hellfire Gaze is a fabulous capstone, inflicting constant damage to any one target they wish. Since most psionic classes can go with Cha as a key stat, any of the psionic classes can make their way in. ===Lost Soul=== Restricted to [[tiefling]]s of any arcane class who sold their soul to the devil, acting as an all-rounder path. ''Infernal Retribution'' is a decent revenge attack, making sure that an enemy will suffer whenever they eat ongoing damage, and ''Secrets of Arcane Might'' adds Int or Cha Mod as damage to any attack made using an AP. ''Secrets of Arcane Mastery'' is the survivability booster by gaining THP whenever they kill an enemy. Hellish Escape is the bail-out switch, hitting and teleporting out of a sticky situation. Infernal Respite grants a re-roll on a save with a bonus, but failing will suck up a Surge. As a Capstone, Iron Wall of Dis is an insane piece of terrain control, not only blocking anything, but also burning anyone closeby or touching it and turning into difficult terrain if it breaks. The diverse features of this path make it work for any class, ===Redeemer of the Damned=== Restricted to [[tiefling]]s of any primal class who seeks redemption for their Turathi forefathers. This path kicks off with ''Calling Souls to Battle'' which uses an AP to teleport the redeemer and nearby allies to an enemy, whom they then get Combat Advantage over. ''Redeemer's Reward'' gifts the Redeemer (or an ally) with free THP whenever they kill someone. ''Spirit Shielding'', however, just grants Resist 5+1/2 level Necrotic, which is rather meager. Your Doom Awaits is a power that's rather unclearly worded, being a Burst Power, but has an effect that only mentions a target being affected; regardless, it stuns. Spirit of Sacrifice teleports anyone that gets get hit and then granting THP. Firesoul Salvation is the big AoE attack, summoning four big spirits that not only boost any healing surges made near them, but also deal ongoing fire damage to enemies near them. The Shaman or Druid turn up as decent first calls, what with both already being dependent on control on this level, though the Seeker might find something depending on what they want and the Barbarian might appreciate the new AoE. ===Seer of Endings=== Restricted to [[tiefling]]s with the Gaze of Ruin racial power, but now with a dose of prophetic power so everyone can see dead people. ''Death-Seer's Action'' inflicts Vulnerable equal to Int Mod on an enemy until next turn for the cost of an AP. ''Weakness of the Hale'' is a seriously dangerous boon, granting Combat Advantage against all non-minion non-bloodied creatures. ''Puissant Gaze'' boosts the Gaze itself by upping the Vulnerable condition by Int Mod, the AC penalty by 1, and the attack penalty by 2. Deathly Glare adds either Weakened or 2d10 damage to an at-will if it hits one enemy, Foretold Death effectively grants a free Move action when a non-minion enemy dies, and Visions of Death is like Deathly Glare, only the damage (halved on a miss) and vulnerable 10 condition are both inflicted on a successful at-will. Since the class only really has a minor focus on Int, a good bundle of classes can manage with it, from Bards to Wizards to Battleminds, anyone who wants to inflict Vulnerable for their allies can see use for it. ===Tiefling Hellstalker=== Restricted to [[tiefling]] rogues with a need for darkness and sneaking around. Starting off is ''Hell's Shadows'', which grants +1 to all defenses when under concealment, and ''Hellstalker Action'', which uses an AP to gain concealment for the turn. ''Gloom Wrath'' makes the Infernal Wrath racial power grant Combat Advantage vs any target, which makes it a set-up for any sneak shenanigans. Dimming Blow makes for a flexible set-up as well, being an attack that can hit from either at range (using crossbows or slings) or up close (with light blades) and then grant invisibility vs the target. Devil's Vision ensures that this can't be used against the stalker by granting Darkvision and the ability to see invisible things. Wrapping this up is Blackfire Wind, a burst attack that deals ongoing fire damage and grants invisibility against those nearby foes. Fortunately, the powers of this build make it rather easy to fit into a rogue's build. Whether you plan on being a blur of darkness and hellfire or a punishing ambusher, there's not much to turn you away from this Path. ===Tiefling Warfiend=== Restricted to [[tiefling]] fighters with a need to use their unholy powers to make it hurt with the power of hellfire. For starters, ''Hellfire Retribution'' adds that anyone marked by the warfiend who doesn't hit him eats 3+Con Mod fire damage, ''Infernal Action'' is a basic "AP for Racial use" feature, and ''Infernal Opportunism'' ads fire damage to damage made using Combat Challenge or an OA. Hellfire Reprisal is a pretty simple power, only adding bonus damage if the target hit someone already. Infernal Resurgence gives a free Surge upon killing someone. Burning Wrath Smite is a basic attack with Reliable and ongoing fire damage. Compared to the Hell-Kite, this path focuses more with outlasting the enemy with a few ways to deal extra damage without needing to do anything, though it lacks any big flash like Flame Blade. ===Turathi Hell-Kite=== Restricted to [[tiefling]]s of any martial class who want to make use of their more esoteric features. ''Tail Sweep Action'' starts with some decent crowd management, making all enemies adjacent to the target of an attack made using an AP prone regardless of the base attack's result, and ''Turathi Tenacity'' not only adds Int or Cha mod to all Healing Surges, but also grants an additional Surge to use at any time. ''Turathi Vigor'' also helps with survivability by granting 10+Int/Cha Mod THP whenever Infernal Wrath is used. Hell's Ram is a simple but effective move, being an attack in a Swift action that can stun an enemy before starting an even bigger assault. Ride the Devil's Tail is a decent reaction power, shifting half-speed around an enemy that gets close. Flame Blade, however, is the big charmer, stacking Fire Damage to all attacks until the either the battle ends or the Hell-Kite decides to end it early to cash out with mega-damage. Warlords and Rogues are probably the first to come to mind for ways into the class with their innate dependencies on Int or Cha, but the Fighter can also see a use in this class with its bonus Surge and heals. ===Turathi Highborn=== Restricted to [[tiefling]]s, this path allows them to tap both the arrogant determination of Bael Turath and their infernal taint for greater power. ''Hellfire Action'' is a rather basic feature, making an AP-powered attack deal 2d6 fire damage, ''Turathi Frenzy'' gives additional damage to bloodied enemies, and ''Kneel Before the Turathi'' makes Infernal Wrath knock any targets prone. Bolts of Bedevilment is a sinister starting ability that manipulates enemies into hitting each other, with some versatility by using Con, Int, or Cha to hit the enemy's Will. Infernal Nova makes the highborn bleed fire on anyone nearby. Thrall of Turath is a dangerous capstone, dominating an enemy while also burning them. While these abilities all key off either Con, Int, or Cha and not need Implements to be useful, this path is not for those who prefer to get up close and personal. Sorcerers probably benefit the most from this path, since everything can key off Cha, as would Clerics or Warlocks.
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