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=Other Paragon Paths= ==Feat-Exclusive Paths== ===Bloodknight=== This path is exclusive to any defender who has the Vampire Heritage feat (Vampire typing, +2 to perception and insight against vampires and ghouls, gaain Drain Blood Power (attack a grabbed foe to spend a surge)). This path doesn't offer much in the terms of controlling, but it does grant you ways to soften up opponents more for your killing blow. ''Blood Calling Action'' lets you spend an AP and mark anyone within 2 spaces of you when you attack, ''Taste for Blood'' recharges Blood Drain when you kill a marked enemy, and ''Marked Blood'' lets you use Blood Drain on a marked for as a free action. Bloodseeking Strike is a basic attack that grabs, ideal for setting up a Blood Drain while also giving +2 to Fortitude and Reflex against attempts to break the grapple. Mistblood Form gives you phasing while letting you deal full damage to insubstantial enemies. Dance of Blood is a stance that lets you slide an enemy 1 space closer before making an MBA as a free action each turn. ===Cannith Mastermaker=== An [[Eberron]]-exclusive path for those with the Mark of Making feat (Gain a stronger version of the Alchemist feat and Enchant Magic Item ritual while also gaining use of a few others) who intend to use a lot of their items. The most obvious of these is ''Item Affinity'', which allows you to use more item powers per day (3 at level 11, 5 at 21), while ''Mastermaker Action'' spends an AP on recharging an item power's use and ''Arcane Rechanneling'' lets you sacrifice a daily power to recharge an item power. Power Siphon is a basic ranged attack that lets you give your team either +2 to attack or to defenses. Item Resurgence allows an ally to use an item power without spending it. Lightning Infusion is a big burst that shoves enemies back and gives summons THP, which works wonders for a conjurer wizard or summoning alchemist (Your ideal options for entering this class since both demand Int as a primary and can summon). ===Deneith Protector=== An [[Eberron]]-exclusive path for those with the Mark of Sentinel feat (You shift whenever an enemy provokes Opportunity Attacks and you can perform a few rituals). You get a bundle of tanky powers to keep you always moving. Defenders are the optimal choices for this path, with priority going to any that focus on Str and Int, as all attacks key off those two stats (Read: anything not named "Battlemind"). ''Bodyguard's Resolve'' starts you off with the ability to roll a save vs dazed or stunned whenever a marked enemy's about to attack an ally - saving ends it before the hit lands so you can trigger whatever interrupts you got. ''Sentinel Action'' uses your AP to mark everyone next to you and ''Deneith Mark'' just ends any marks on you the moment you mark someone. Bodyguard's Link lets you hit an enemy and then take the brunt of that enemy's next attack if it's not hitting you. Globe of Warding is a sustainable AoE that gives you and everyone within your aura 2 a +2 bonus to all defenses against ranged and area attacks. Punish the Assailant is an immediate interrupt that has you take the place of an ally under attack and, if the attack doesn't hit you, you can use an MBA to slap them silly. ===Medani Trueseer=== An [[Eberron]]-exclusive path for those with the Mark of Detection feat (You can re-roll perception checks and use perception for arcana when sensing magic, plus some rituals) who want to ignore all the nonsense about invisibility and surprise. The reliance on Wis or Cha and its ability to screw with cover makes it a rather handy addition to a Bard or Rogue, with chances for use on Rangers. ''Blindless Sight'' already does a lot by making you immune to blindness and granting +2 to initiative and perception, then ''Trueseer Action'' lets you spend an AP to get Combat Advantage over anyone you see, and ''Medani Targeting'' allows you to ignore cover and concealment (but not the superior versions) when attacking someone you have Combat Advantage over. Medani True Strike is a means to ferret out invisible enemies for a turn while also hitting one guy whom gets no benefits to save his ass. Medani Foretelling lets you store a d20 roll and replace any attack roll with it. Disruptive Premonition is an immediate interrupt that lets you hit an enemy attacking your side and then gain Combat Advantage and a save-ends penalty to attack you. ===Orien Swiftblade=== An [[Eberron]]-exclusive path for those with the Mark of Passage feat (Add +1 to the distance your powers let you shift/teleport and you can use certain rituals). ''Swiftblade Action'' lets you teleport for an AP, ''Vigilant Sprinter'' lets you run without giving Combat Advantage, and ''Swift Foot'' gives +1 speed and +1 to AC and Reflex against Opportunity Attacks. ''Shifting Charge'' lets you shift at full speed before hitting someone. Orien Unbound is remarkable for it's ability to end immobilized or marked effects and then giving a free teleport. Flurry of Teleportation lets you bounce around and hit up to three different enemies before bouncing out. This path's reliance on Str or Int does grant some curious means to get in. One way is to be a Fighter or Spellblade, someone who already has a need to deal lots of damage and now just wants a means to improve their mobility. The other means is as a Cleric or another class that offers plenty of means to move around but now wants to mix that into their attacks. ===Phiarlan Phantasmist=== An [[Eberron]]-exclusive path to those trained in stealth and with the Mark of Shadow feat (You aren't exposed if you fail to hit anyone while hidden/invisible and you gain a few rituals) that works more on deception than assassinating like the Thuranni Shadowblade. ''Mind Fire'' stacks -2 to any saves your enemies take against illusion, fear, or psychic powers, ''Phantasmist Action'' lets you spend an AP to turn someone invisible, and ''Phase-Mist Shroud'' gives you invisibility and +1 to hit with fear, illusion, and psychic powers when you use an illusion power. Disturbing Visions is a ranged burst that slides enemies back and penalizes their attacks. Taunting Decoy sets up a sustainable decoy that can mark enemies and doesn't break when attacked, just shoved back with their mark undone. Phantasmist Stalker is a summon that is insubstantial when moving and can deal ongoing damage when it has Combat Advantage. The path's reliance on Int or Cha pretty much makes it clear how well Wizards or Bards fit, considering their reliance on both stats, though a particular sort of Cleric might also see use here. ===Psionic Incarnate=== This path requires the [[Elan]] heritage feat (Gain immortal origin, telepathy 5, Elan Resilience power (Reduce damage 1/encounter)) to access, and when you consider what feats it has access to, you'd figure your best bets would lie upon the Psion or Wilder, with the Battlemind and Monk following behind. +2 ''Paragon Power Points'' are here as always, ''Psionic Resilience'' adds resist psychic equal to 5+1/2xlevel, ''Repletion'' makes you immune to starvation or suffocation while also making you awake while asleep, ''Resurging Action'' uses an AP and your turn to recover +2 PP, and ''Perfect Resilience'' adds resist 5 all when you first get bloodied during the encounter. Discorporate Retaliation is an immediate interrupt triggered by you taking damage and is a blast that renders you insubstantial for the rest of the turn with an uagment 2 that grows the blast's size. Elan Recovery adds a flat +5 to all saves, helped by being an encounter power. Hidden Reserves lets you use any at-will with max augments and dealing +5 damage, with missing dealing half-damage. ===Sivis Truenamer=== An [[Eberron]]-exclusive path for those with the Mark of Scribing feat (Speak 4 new languages a, +2 to Diplomacy, and can do rituals while speeding up scroll-making) and the ability to speak Supernal. Despite sharing a name with [[Truenamer|a very controversial class]], this isn't nearly as wildly imbalanced and focuses on Charms. It's reliance on Intelligence or Charisma also makes it ideal for Wizards, and certain builds of Divine Classes ''Supernal Linguist'' lets you get +2 to knowledge checks, ''Truenamer Action'' allows you to spend an AP to recharge Channel Divinity or Implement Mastery, ''Word of Life'' increases your Healing Surges by Int or Cha, and ''True Word Healing'' lets allies within range spend a surge whenever you do. Utterance of Mockery is your first attack that makes people hit themselves. Sigil of Repulsion is a sustainable AoE that slows anyone approaching the center of the area. Utterance of Domination not only hurts the enemy again (this time not by themselves), but it also save-ends dominates, missing reducing this to a daze. ===Vistani Execrator=== This path requires the [[Vistani]] Heritage feat (+2 to perception/insight on other Vistani and a power that gives Combat Advantage over the target while forbidding them from approaching you) and either an arcane class or the Invoker's Covenant of Malediction, as this path focuses on cursing. ''Cursed Action'' lets you spend an AP to gain Combat Advantage over anyone you attack, ''Sight Beyond Sight'' lets you immediately roll a save vs blindness and ignore concealment within 5 spaces, and ''Master of the Vistani Curse'' lets you use your Vistani power twice per encounter. Isolating Curse grants Combat Advantage over the target while also inflicting -4 to all defenses for anyone around them and blocks them from healing. Fumbling Curse interrupts an attack on you and places a save-ends curse that subtracts 1d6 on all attacks. Deadly Repurcussions also deals a save-ends Combat Advantage and 10 ongoing damage while also forcing them to take -1d6 on the save if they hit an ally of yours. ===Thuranni Shadowkiller=== An [[Eberron]]-exclusive path to those trained in stealth and with the Mark of Shadow feat (You aren't exposed if you fail to hit anyone while hidden/invisible and you gain a few rituals) so you can become a proppa assassin. ''Shadow-Fade Action'' allows you to spend an AP for a turn's worth of invisibility, ''Thuranni Silence'' allows allies around you to gain +3 to stealth if untrained, and ''Shadow Wound'' lets an attack on an enemy you have Combat Advantage over deal ongoing necrotic damage. You get a double-whammy in Descending Shadows, which targets both Reflex and Will and can either slow or blind based on what you hit. Shadowstep builds a small sustainable zone of darkness that blocks people's vision and lets you teleport inside it. Spectral Garrote is a fun trick in that it not only attacks an enemy but you can then grab that enemy to keep on doing damage and use them as cover for any attack against AC or Reflex. Due to how this class keys so much off Dex, it only makes sense that you build it off a Rogue or Assassin, or possibly even a Ranger who has a thing for stealth. ==Theme-Exclusive Paths== ===Arms-Troubadour=== Restricted to PCs with the [[Dark Sun|Athasian]] Misntrel theme and a fancy to light/heavy blades. This particular path plays more on being the graceful performer, a dancer who deftly swings enemies about with ease moreso than the poisoner. ''Uncanny Grace'' grants you Combat Advantage whenever an enemy misses with a swing or a close attack, ''Skillful Action'' uses an AP to give +5 to any skill checks you make, and ''Clever Footwork'' lets you re-roll athletics, acrobatics, and stealth checks while also ensuring that you doing ever get a narrow failure (any result that's 5 below the DC). Elegant Blade lets you shift around after hitting an enemy, giving you the chance to interrupt the enemy if they try to hit someone or flee you and then slide both you and the enemy anywhere you want. Deadly Deflection is a Daily interrupt that redirects a melee swing to go wherever you want. Poetic Flourish triples the damage of an at-will and save-ends dazes an enemy while putting you in a stance to trigger a special Daily that gives allies a chance to re-roll damage whenever you hit. ===Caravan Master=== Open to anyone with the [[Dark Sun]] exclusive Dune Trader theme and decides to double down on the leadership aspect of this theme. ''Master's Action'' lets you spend an AP to either gain +2 to all defenses or grant an ally a saving throw, ''Road Hardened'' gives you and your friends +1 speed, and ''Sharp Customer'' makes you both immune to flanking and able to re-roll insight and perception checks. Desert Skirmish is a unique ability that's both denial and enabling, giving two allies (or you and an ally) a free shift and basic attack while preventing anyone from moving around them. Merchant's Strategy lets you end a mark and give the ally (and yourself) an inability to grant Combat Advantage. Fighting Retreat gives you a basic attack that slows and a chance to evacuate your party, though you can limit it to just yourself and an ally and make one more attack. ===Demon-Bound=== Available to anyone non-good or anyone with the Demon-Spawn theme, this path corrupts you with demonic power to use to become even deadlier. ''Abyssal Action'' uses an AP to gain THP and +2 to attack, ''Demonic Bloodlust'' gives you Combat Advantage ovver an enemy you bloody in melee, and ''Vile Possession'' makes you uncontrollably insane with +2 to damage and the need o attack anyone who provokes an Opportunity Attack - including your friends. Abyssal Frenzy explodes whenever you score a hit in melee and shoves everyone nearby back with 10 damage, Demonic Resilience reduces any damage you take once bloodied and then uses it to deal more melee damage. Demonic Stigmata is kinda like the [[Warden]]'s guardian forms in that it shapeshifts you, giving THP, a recharge for Demonic Resilience, and a special attack that adds a second attack to your first for extra damage. ===Doomlord=== Exclusive to those with the Ironwrought theme or anyone with proficiency in scale armor and military melee weapons. ''Doomlord's Action'' allows you to spend an AP and use your action to deal 1d10+Main Stat necrotic damage to all nearby enemies while also granting them Vulnerable 5 necrotic, ''Entropic Surge'' lets you halve the healing from a surge to get +2 to hit with your next attack, and ''Entropic Harbinger'' is a u16 power that gives you an aura of healing-denial whenever you kill someone. Entropic Strike doubles an attack's damage with necrotic and denies the target any healing for a turn. Doomlord's Advance is a escape-teleport that pushes -2 to hit and save on anyone next to where you just were. Hasten the End is another deadly attack that triples another melee attack's damage and deals ongoing necrotic damage that instakills anyone below 10 HP. With the many means of denying heals and dependency on melee attacks, your best bets for class are really any defender or melee striker. ===Dune Strider=== This path is exclusive to the [[Dark Sun]] Wasteland Nomad background, this path enables a bit of durability by handicapping enemies with the power of the desert. ''Dune Strider Action'' uses an AP to give +2 to all defenses and negate terrain, ''Waste Walker''adds +2 to nature and endurance checks, adds your primary stat to Fort against disease, and makes overland travel slightly faster and require less resources, and then there's ''Shifting Sands'', which gives concealment to anyone near you when you shift. Screaming Sand Strike deals a double whammy of blindness and concealment against the target at the expense of being essentially a basic attack. Dust Storm Dance lets you swap places with up to two different enemies, gaining Combat Advantage over both of them. Bane of the Crimson Sun is another flexible attack with piddly damage, but it deals save-ends weakened with the price of failing a save being 10 fire damage and prone, while missing just weakens for a turn. ===Jaszt Dancer=== A [[Dark Sun]] exclusive path for anyone with the Gladiator theme, turning them into graceful and acrobatic combatants who specialize in light blades. ''Dancer's Grace'' lets you ignore rerrain while running, charging, or moving as part of an attack, while ''Slicing Action'' deals ongoing damage when you use an AP to attack with a light blade and ''Painful Wounds'' sticks -2 to any saves against the ongoing damage you inflict. Principle of the Razor uses a light blade to daze an enemy or deal extra damage to the dazed. Arena Dancer is a stance that adds +2 to AC and Reflex while gaining Combat Advantage over anyone who misses you in melee. Dance of the Whirling Razors has you slide around, attacking up to three enemies and dealing ongoing damage and save-ends dazing to those targets you hit. ===Mind General=== A [[Dark Sun]] path restricted to PCs with the Noble Adept theme, meaning this path plays incredibly well with psionic classes - especially Psion and Ardent. Alongside the +2 ''Paragon Power Points'', you get ''Reward Victory'' to slide an ally who killed someone to their next prey, ''Commanding Action'' to shift an ally and give them +2 AC/Reflex for an AP, and ''Telepathic Gestalt'' to link allies so that one suffers -2 to all NADs to gift that +2 to another ally. Direct Order dazes an enemy, allowing a nearby ally (Augment 2 ups this to two) to either flee or attack with a +2 bonus to hit. Legion's Press lets an ally shift up to half-speed, but if you used it on turn 1 this extends to everyone within range. Unequaled Command is a big psionic burst that slides enemies and then puts you in a stance that lets you slide allies or enemies by a space. ===Psionic Scholar=== A [[Dark Sun]] path restricted to the Noble Adept theme by granting all sorts of debuffs for any Controller, though all the powers are keyed to psionic. ''Dazing Action'' uses an AP to daze whoever you hit, ''Guarded Mind'' grants Resist psychic, and ''Scholar's Analysis'' lets you figure out resistances and which of a target's NADs are the weakest. Psionic Capture lets you immobilize a target and then either strip off a resistance or hit an NAD with a penalty. Mental Juxtaposition lets you interrupt an enemy's attack by penalizing both the attack roll and the defense that attack was targeting. Perfected Discipline is impressive, targeting up to three enemies and any of the three NAD's for save-ends shenanigans: Hitting Fort weakens, hitting Reflex restrains, and hitting Will deals ongoing damage. ===Resurgent Wilder=== This particular path depends on the [[Dark Sun]] Wilder theme, riding upon the class' inherent need to critfish. ''Reinvigorating Surge'' lets you spend a surge whenever you crit, ''Volatile Action'' uses an AP to make attacks crit on a 19+, and ''Volatile Surges'' make your psionic at-wills crit on an 18+. Resurgent Repulsion gives you a ranged attack that slows and deals -2 to attacks against you while critting deals save-ends dazing. Critical Insight lets you target one enemy and allow any one attack you or an ally makes auto-crit. Shards of Strength is a small burst that deals ongoing damage and a save-ends condition that makes your attacks crit on an 18+. ===Sand Reaver=== This path requires the [[Dark Sun]] Wasteland Nomad theme to be far more up-front and offensive. Your goal here is to kill without hesitation. You get ''Bloodlust Action'' to get +2 to hit bloodied enemies whenever you spend an AP and ''Relentless Reaver'' to add your primary stat to your healing surge value, while deals -2 to attack on any bloodied creature you hit. Reckless Fury is a burst that gives Combat Advantage to all enemies, but anyone who does approach you provokes Opportunity Attacks. Bloody Harvest is a rather minor stance that adds your primary stat to your next attack's damage after killing an enemy. Reaving Brutality is a big attack that deals save-ends inability to shift and permits a healing surge if the attack doesn't kill. ===Shady Dealer=== This path requires the [[Dark Sun]] Dune Trader theme, dedicating more on being the deceiver and con-master with shades of a leader. You start with the handy ''Swindling Action'' to prevent Opportunity Attacks for an AP and ''Well-Traveled'' gives extra languages and re-rolls for bluff, diplomacy, or streetwise, while level 16 nets ''Skilled Negotiator'' to ensure that minor failures on bluff, diplomacy, and streetwise are never an issue. Your first power is Convincing Deception, a deceptive set-up that pulls an enemy in for a free attack by you and a possible ally. Convincing Deception lets you give an ally Combat Advantage over one foe while another ally slides up next to the same enemy. Unwitting Ally lets you save-ends dominate one enemy and then make them not only less likely to hit your side, but also make them count as an ally for flanking and gives you a special attack that lets them attack someone for you. ===Unwelcome Guest=== Restricted to PCs with the [[Dark Sun|Athasian]] Misntrel theme who really love poisoning things. ''Duplicitous Nature'' gives you both the Alchemist feat (To craft various alchemical items and poisons) and a formula book with a few things, chiefly Blooodspike Poison, ''Condemning Action'' spends an AP to immobilize and gain Combat Advantage over enemies you hit, and ''Foolproof Poison'' just makes your poison powers from the theme and path deal acid + poison damage. Noxious Strike is a flexible attack with a deadly surprise: if the enemy moves or attacks, you get to deal damage and either deal even more damage, daze, or immobilize the enemy. Pernicious Poison is an extra rider on a melee weapon that weakens and save-ends dazes an enemy. Burning Venom is another flexible attack that deals ongoing poison damage and strips away any resistance or immunity to poisons without recovery. ===Veiled Guardian=== Another [[Dark Sun]] path for those with the Veiled Alliance theme and intend to be preservers and hardcore mark-reliant defenders. ''Alliance-Trained Mind'' gives a decent start with +1 Will and +2 to Insight and Perception, ''Veiled Guardian's Action'' spends an AP to curse an enemy with save-ends marking and Combat Advantage, and ''Marked Preservation'' lets you mark someone an ally hit with an arcane attack. Soul-Veiling Strike is interesting in that it marks an enemy and forces them to only use at-wills and deny power recharging - and this is before mentioning how you can also spend a minor on this action, letting an ally near the target shift away on a hit. Guardian Dash is a sudden rush, marking one guy while also knocking anyone else in the way prone and using Resist 10 all against Opportunity Attacks. Veiled Guardian Stance is a basic burst that save-ends marks anyone you hit and just normally marks everyone else, then puts you in a stance that immediately attacks anyone leaving your presence and locking them down - spending a minor here just adds +2 to these attacks. ==Multiclass== ===Avernian Knight=== A path that crosses fighter and infernal warlocks, the Avernian Might puts together hellish power and martial mastery into a blend of withering hellfire and steel. You begin with ''Avernian Action'' using an AP to add +5+Con fire damage to your next attack and ''Melee Implement'' letting you use a weapon as a warlock implement by exchanging its proficiency bonus for preventing Opportunity Attacks for using it in an attack, and you eventually get ''Hellish Mark'' deals fire damage on your marks whenever they don't hit you. Curse Strike is a set-up, making your next attack deal +2d6 damage and giving -2 to the target's attack. Avernian Challenge is a bit iffy in that it teleports you 5 spaces and then immediately marks whoever's next to you for the turn. Hellforged Blade is a burst that slaps on a bunch of things, all ended with one save: 10 ongoing fire damage, marking, and -2 to all defenses, while missing just deals 5 ongoing fire damage. ===Covenant Agent=== A slightly unusual path, this combines avenger and assassin so long as you have either Assassin's Shroud or Oath of Emnity. What you now need to learn is how to be the perfect killing instrument. ''Bleeding Defeat Action'' lets you spend an AP to make an attack deal ongoing radiant+necrotic damage, ''Shadow of the Gods'' has you deal -3 to any saves your target makes when you hit with a radiant or necrotic power, and ''Harbinger'' has your shroud or oath strip any radiant or necrotic resistances your target has. Withering Onslaught allows you to deal both radiant and necrotic damage as well as put the target under your oath/shroud without caring about limits. Precision Gait is a stance that lets you shift at full-speed, which is useful for pursuing a target. Covenant of Assassination lets all your powers from either class deal radiant+necrotic damage instead of any other type. ===Dragonfoe Ragespell=== A strange combination of sorcerer and barbarian, you need the Tymanther background to even begin considering this path. You become a hybrid of arcane might and furious power, hellbent on destroying the wicked. It is unfortunately a bit difficult to get a good build from this, as you're required to have a sorcerer's at-will power but also have a melee weapon and implement (daggers can cut the time if you don't mind the damage being piddly). ''Ragespell's Action'' lets you add +1d10 damage against one target (+2d10 if they're large), ''Sorcerous Rage'' lets your sorcerer at-wills deal +1d6 damage and crit on a 19+ whenever you're raging, and ''Sorcerer's Rampage'' lets you use an at-will whenever you crit (replacing the barbarian's Rampage). Sorcerer's Fury is a basic whack that shoves anyone near the target away. Resilient Denial grants you Resist 15 against one damage type whenever you're bloodied. Arcane Overload is a rather unimpressive attack that deals save-ends weakened, but it does let you attack with a sorcerer at-will whenever you hit with a weapon without worrying about provoking. ===Sainted General=== Now for a case of two classes who couldn't be any more fitting if they were made to: in this case, paladin and warlord. Combining both grants plenty of new supporting options while leaving opportunities to excel in combat. ''Sacrificial Action'' lets you spend an AP after hitting with a power from either class and let an ally spend a surge and gain +Str bonus HP, ''Sainted Challenge'' lets allies add +Cha to any melee damage against the target of Divine Challenge, and ''Inspired Revival'' lets anyone you heal make their attacks count as radiant damage for the turn. Blazing Corona is a burst that either blinds anyone inside it or leaves them open to a free MBA. Heaven's Warriors grants a big aura that lets allies inside either deal extra fire+radiant damage on their next attack, add +Cha to all defenses for a turn, or spend a surge to recover +Cha HP. Radiant Crusade is a burst 5 that allows every ally to make an MBA and from then onward, everyone's attack either deals +Cha radiant damage to all melee attacks or regain +Cha HP on a miss. ===Tharos Impostor=== Another [[Forgotten Realms]] exclusive, this path a rogue and warlock with the infernal pact and the Impiltur regional benefit and places you as a spy within the demonic cult of the Fraternity of Tharos, using your wits and unholy knowledge to one day topple them from within. Both attacks from this path demand a light blade in your possession, you'd best be either all about using weapons or (ideally) own a Pact Blade. You start with ''Accomplished Liar'' letting you re-roll bluffs and having feints be a minor action, while ''Terrifying Wrath'' deals -2 to all saves for enemies within range when you spend an AP, and you can eventually use ''Hellbound Fury'' to gain Combat Advantage over anyone hit by Hellish Rebuke. Hellfire Blade is a flexible attack that slows the target and ignores resistances. Ashen Compact devours one of your healing surges, but it teleports you out of harm's way and grants you fire resistance equal to your surge value. Demon-Fueled Vengeance is a dangerous and flexible attack that save-ends negates all resistances, making it a dangerous set-up. ===Thay Infiltrator=== You are one of the few who have ventured into the undead realm of Thay, relying only on your instincts and holy patron for protection. You're now responsible for their survival. This class requires a mix between ranger and any class with Healing Word (Meaning clerics and maybe a sentinel, though you really get nothing for the latter) with the Algarond regional benefit and a focus on ranged warfare (such as the Archery Ranger style). You begin with ''Blinded by the Light'' granting full concealment against quarry you hit with radiant damage and ''Sacred Stealth'' granting a free move ans stealth check to hide after spending an AP, while ''Rise and Fire'' lets you make a free RBA after using Healing Word to save a dying ally. Blessed Shot is a basic ranged shot that deals radiant damage. Divine Veil gives your party an immediate use of a surge and grants them both total concealment and a chance to hide from one enemy of their choosing. Holy Barrage is a ranged burst that deals middling damage, but lets an ally pick a benefit (spend a surge, +2 to all defenses for a turn, or regen 5 for the fight). ===Traveler's Harlequin=== This is an [[Eberron]] path for anyone trained in bluff, has a multiclass feat, and worships [[The Dark Six#The Traveler|The Traveler]] and thus acts as a vessel of multifarious trickery. Your first gift is ''Master of Many Paths'', which lets you multiclass in multiple paths, and ''Traveler's Gift of Action'', which uses an AP to let you re-roll an test to pick the higher but forces you to roll the next test and take the lower, then you get ''Traveler's Fickle Favor'', which has you roll a d12 (why not a d20 is beyond us) and lets you re-roll another test where you roll this number once per day, and ''Traveler's Unpredictable Power'' has you poach the d20 power of another Paragon Path you qualify for or a d19 of your class. Traveler's Mummery is a ranged burst that shifts anyone in the area, friend and foe alike. Shape of the Traveler is pretty much a shapeshift, letting you look like another person and get a +5 to bluff checks made to pass off as the guise. ===Underchasm Darkwatcher=== If you ever needed an award for "classes least likely to fit together", then here you go: a class open to warlocks and wardens with the East Rift background. You are among those who dedicate themselves to some extraplanar entities in order to protect survivors of the Great Rift collapse against the perils of the Underchasm. You start with ''Pierce the Darkness'' granting darkvision or a +2 to perception if they already have darkvision, ''Stoneform Curse'' uses an AP to mark enemies you curse, and ''Darkstone Tendrils'' grants you Combat Advantage over those you curse and mark. Deepdark Strike is a rather abysmal Con-based melee attack that blinds its target. Cursefire Light is a stance that lets you either gain THP or a save whenever you get hit by a cursed enemy. Form of the Umber Hulk is a warden polymorph power that grants +2 to AC and Fort while also giving tremorsense and a short burrow speed; the exclusive attack is a con-or-cha-based blast that guarantees a slide on all targets and save-ends dazes those you hit. ===Warpath Berserker=== A rather curious yet fitting combination, this path demands some mix between barbarian and warlord - both classes whom require particular builds to maximize Str and Cha to work ideally (Thaneborn and Bravura in this instance). This leads to a combatant who can hit hard while in the thick of combat with pals and a lot of gambling. You get ''Awakened Wrath'', which grants you Combat Advantage over everyone when you crit (Tying into the Barbarian's Rampage), ''Inciting Action'' spends an AP to make an ally charge with +Cha to attack and damage or grant Combat Advantage to everyone (Bravura Presence except that you're paying for it), and ''Infectious Rage'' lets allies get +2 to damage whenever you're raging, be it legit rage or multiclassed rage from the Berserker's Fury feat (You can add +2 to damage for an entire fight once per long rest). Crush Them is an incredibly nifty power, letting up to two nearby allies charge - if they hit, you can use this again, if they miss, you're dazed. Test of Mettle is an interesting option, letting a nearby ally either spend a healing surge to get half the healing or make an attack to change getting double the value of your surge...oh, and they're now immune to fear for the fight. Warpath Rage shoves the target back and on the floor before entering a rage where any nearby ally can make an MBA whenever you bloody someone. ===Witchmaster=== This particular path proposes to be a path for a mix of warlocks and warlords, but looking at how everything falls together, it seems that the easiest way to blend them together is a archery warlord multiclassed with warlock, with powers keyed on Str and requiring distance. ''Adaptable Witchery'' lets you fire ranged warlock powers from an ally's position as if they used it, ''Bewitching Action'' lets you slide away nearby enemies whenever you or an ally spends an AP to use an arcane power, and ''Arcane Presence'' lets anyone under your Commanding Presence teleport +Int squares. Eldritch Missile is a ranged attack that deals +Cha splash damage to enemies near the target, while allies near you gain +Int THP. No Wasted Opportunity gives an ally who missed an Opportunity Attack a free AP, which is a rather overcompensatory gift that's always welcome. Eldritch Allies save-ends curses the target with an aura 2 that lets allies gain +Cha to damage on any enemies inside it. ==Miscellaneous== ===Alchemist Savant=== This path is one meant for those dedicated to alchemical crafting, so you need a mean to do so, be it from the Alchemist theme or Alchemist feat. This starts you off with ''Alchemical Action'' adding +Int to your next attack when using an AP, ''Alchemical Innovator'' lets you learn two new alchemical items at various levels (11, 15, 21,25), ''Resourceful Alchemist'' lets you use alchemical items as materials for making others, and ''Alchemy Master'' gives you +2 to hit with alchemical items. Quick Admixture lets you use a minor in order to use any alchemical item without using any further actions. Secret Recipe lets you duplicate an alchemical item you use, though this copy's only good for the encounter. Spell Magnet is deploys a column with an aura 3 that deals -2 to all enemy defenses against your arcane attacks and -2 to all saves. On top of this all is a special at-will attack that's a burst 5 centered on the column that shocks, deals ongoing lightning damage, and pulls them right into the column. ===Contract Killer=== The ''[[Book of Vile Darkness]]'' gives you another evil-aligned path, this time for anybody trained in stealth. What do you get from this? An [[assassin]] who's really bent on killing a dude. ''Killer's Action'' lets you spend an AP to gain Combat Advantage over nearby enemies, while ''Killer's Aggression'' gives you +1d6 damage on your first attack over anyone you have Combat Advantage over (anyone for a CRB rogue thanks to First Strike) and ''Hidden Threat'' adds +1 to hit enemies you're hidden from and a second use of the path's encounter power each encounter. That power is ''Fulfill Contract'', a rider to any at-will that you make with Combat Advantage, adds +3 to the attack and +2d6 damage, and grants THP when you kill the target. Next to Die gives you permanent Combat Advantage over one target and lets you shift 2 spaces when they move, but you take a -2 penalty to attack anyone other than them. Certainty of Death is another rider on an at-will that you use when hidden, dealing a bunch of extra damage and gain Combat Advantage against the target...but only for the next turn, which would be wasted if you actually killed your target. ===Herald of Madness=== Open to barbarians, monks, and rangers, this is the path for anyone wanting to portray someone corrupted by some Lovecraftian madness. ''Befouled Mind'' lets you deal damage to anyone attacking your Will, ''Infectious Madness Action'' lets you spend an AP to force whoever you hit to attack someone else, and ''Recovery through Pain'' lets an ally re-roll a saving throw at the cost of some HP. Disorienting Strike is a charge-friendly strike that can make an enemy (and anyone near them) provoke Opportunity Attacks, even when shifting or teleporting. Maddening Redirection is a stance that can let you distribute some damage between you and anyone near you when you get punched. Babbling Rage is a Rage power that targets Will and grants Combat Advantage to anyone nearby for the whole fight. ===Phantasmagoric Scoundrel=== Now here's an absolutely strange path that's only been seen in Dragon Magazine - all you need is training in arcana and either bluff or thievery and you qualify. ''Blinding Action'' makes crits on anyone you have Combat Advantage over blind when you spend an AP, ''Combat Illusionist'' lets you learn any arcan illusion powers below level 7 (which can be retrained to any power below level 13 when you reach epic), ''Expert Phantasmagorist'' lets you perform deception rituals with a 1/day waiving of any material cost aside from a focus (with ''Master Phantasmagorist'' granting a second use of this waiving), and ''Illusory Communication'' lets you use arcana in place of any bluff or thievery check. Corner of the Eye is your u12 power that forms a small ranged burst that you can move and counts as difficult terrain for enemies and grants Combat Advantage over anyone trapped inside. Deadly Visions is a rider attack that can use implements or weapons and gives an at-will extra damage and a save-ends condition that gives Combat Advantage to everyone and forces them to either take ongoing damage or be dazed. ===Ocular Adept=== Available to rangers, seekers, and hunters, this is perhaps the most hardcore archery path available with a strange psionic bent. The focus of this entire path is your ''Spiriteye Manifestation'', a transformation that makes your ranged weapon no longer use ammo or reloads, while ''Blasting Action'' lets you use an AP when you make one ranged attack to make a second, and ''Spiriteye Perfection'' makes your new weapon fire hands-free and no longer provoke Opportunity Attacks for firing. Totem Eye Beams has your spiriteye shoot two enemies, each dealing a random effect (dazing, immobilizing, taking extra damage, or sliding) while also giving you a temporary fly speed. Soaring, All-Seeing gives you a temporary fly speed of 4 and makes flanking a non-issue. Rapid Eye Rays of Doom gives you no attack, but it's a stance that lets you make an RBA with your spiriteye as a minor while letting you shift as a free action, giving you an insane amount of utility. ===Purple Dragon Knight=== This title famous to the [[Forgotten Realms]] setting is open to fighters, paladins, and warlords affiliated with Cormyr. The powers all dedicate to helping allies out, but the features focus more on the user. ''Cormyrean Knight Training'' adds +1 to attack when you use second wind, ''Purple Dragon Focus'' lets you use second wind as a free action when you spend an AP, and ''Purple Dragon Aura'' gives nearby allies +2 to saves. Rallying Attack just gives allies +2 to hit your target. Rallying Cry gives you and everyone in range +2 to speed and +1 to saves. For Cormyr may be a burst, but it harms nobody and instead guarantees a save-ends -2 to attacks, saves, and defenses with a hit only shoving enemies back while also giving allies a fixed value of HP. ===Silverstar=== This is a [[Forgotten Realms]] path is exclusive for any divine or arcane class that uses implements and worships [[Selune]]. This gives a set of divine powers and a few ways to circumvent lycanthropy. You start with ''Goddess of Changes'' rendering immune to diseases from lycanthropes and makes weapon/implement attacks count as using silvered weapons, ''Moonsparked'' uses an AP to negate concealment and invisibility within 5 spaces, ''Open Disciple'' pretty much makes all the powers key off your best mental stat and assure that arcane implements still work, and ''Moon Oracle'' lets all allies get +2 to saves when you hit. Tears of Selune is a ranged attack that either dazes or deals hefty damage based on whether or not you're bloodied. Moonglow just gives a zone of dim light. Moonfire is a ranged attack that heals on a hit, while missing deals splash damage to bloodied enemies within a big range of 5 spaces. ===Silver-Tongued Scoundrel=== Available to absolutely anyone trained in bluff and diplomacy, which is easiest carried out by the bard and rogue. If you pick this path, it's not because of the combat potential, but because you want ways to mess around with enemies. ''Deceptive Action'' lets you spend an AP to gain Combat Advantage against a target that you can also crit on an 18+, ''Fast Talker'' gives an ally a +5 on bluff or diplomacy when you pass a similar test, and ''Deceptive challenge'' lets you roll bluff or diplomacy for initiative. Diverting Taunt gives you Combat Advantage over someone the instant you roll to hit and if successful blocks the enemy from Opportunity Attacks. Master Negotiator just lets you re-roll either bluff or diplomacy for the encounter. Silver Tongue, Silver Blade is a fun screwer, making every hit including the initial attack either force -2 to any attacks from the target or to give Combat Advantage to everyone with no means of removal. ===Steelsky Liberator=== Restricted to [[dragonborn]], [[genasi]], [[half-orc]]s, and [[human]]s, who all want to slay evil dragons. ''Draconic Enemy'' gives +2 to defenses when attacked by dragons, while ''Steelsky Heritage'' gives an AP-fueled recharge of a racial ability (or +1 to the next attack for a human with a bonus At-Will) and ''Liberator's Resolve'' gives +5 to saves vs. charmed and fear effects. Liberator's Blow is a basic ranged attack that permits an ally near a large target to shift around. Steelsky Stance weakens any dragon or elemental that gets hit, while Break the Chains is a big attack that allows a save vs a charm or fear effect immediately. While it does give some decent effects, it's kind of hard to recommend this to any particular build, especially considering how many races have access to this and how one attack does melee and the other is ranged. ===Son of Mercy=== This is a path open to all defenders (Wardens, Swordmages, Fighters, and Battleminds) with a dedication on nailing targets using a unique mark that sits on top of ordinary marking. This is called ''Lawbreaker's Doom'', and it adds +Wis to damage and slowing to your attacks against one marked target as well as being reusable the moment the target dies. Your other features are ''Immobilizing Action'', which immobilizes when you use an AP to attack the target of your Lawbreaker's Doom, and ''Strength of Conviction''. which gives THP when you kill the target of your Lawbreaker's Doom. Dispensed Justice is just a basic attack that deals -2 on the target's next attack, though it can work as an immediate interrupt if the target of Lawbreaker's Doom attacks anyone aside from you. Red Death is a small burst that mass marks and deals Lawbreaker's Doom to everyone. Blood Oath Fulfilled Blood Oath Fulfilled isn't much as an attack, being just a burst, but it knocks fuckers prone with save-ends and adds +Wis on the attack if you hit the target of Lawbreaker's Doom. ===Soul Binder=== This particular path has broad qualifications, needing arcane, divine, and shadow classes to worship [[Nerull]], reaper of souls. Using this path requires that you use the souls of the dead as minions. ''Soul-Bound Action'' lets you use an AP to let these souls take an action, ''Touch of Pluton'' makes necrotic attacks deal radiant damage instead, and ''Death is the Source'' lets you gain THP (split between you and the soul however you like) when either you or the soul kill a non-minion foe. Call Bound Soul is the crux of this entire path, an Encounter summon with an unremarkable attack but has insubstantial and an aura of partial concealment. Overflowing Soul is a soul-centered burst that kills the soul but gives 10 THP to all friendlies inside the burst. Grey Legionnaires summons three of the bastards, each of which must be commanded by you. ===White Horn Knight=== This path is open to absolutely anyone trained in heavy armor and an interest in mounted combat, which is a calling card for the paladin, especially the cavalier. This path is one of the few to grant three level 11 features, ''Unicorn's Action'' to heal one nearest you for an AP, ''Unicorn's Advance'' to ignore terrain while charging (which the mount benefit from), and ''Unicorn's Blood'' to get +2 to saves vs disease and poison (shared to the mount), while level 16 offers ''Graceful Serenity'' to add +2 to defenses during a surprise round and share it to those nearest you. While Fierce Respite is a decent hit+heal attack keen to all paladins, your main feature is Summon Unicorn Destrier. This is your mount, your new partner, and your charge upon which your greatest benefits lie upon. It can stomp, it has the eladrin's fey step, it grants a free saving throw per encounter, and its mount power (which you need the Mounted Combat feat for) lets you charge, push, and knock the target prone. Level 20 provides Blessing of the Unicorns, a burst that knocks baddies prone and gives allies extra healing.
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