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==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.
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