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==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.
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