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==Miscellaneous== ===Academy Master=== This is your basic Universal path for any arcane class that's built to amp up your at-wills to silly heights. ''Arcane Underpinning'' adds +2 to Arcana and whenever you hit with an arcane at-will, you gain +1 to your next attack, ''Educated Action'' lets you spend an AP on a re-roll for an attack, and ''Fundamental Mastery'' adds extra flat damage to all at-wills. Learned Boost adds another 2 dice to any at-will's damage. Refined Recall lets you save any wasted encounter power. Master's Surge gives you one free swing with an encounter power, adding +2 die to the damage and converting any effects to save-ends, which can prove to be devastating with the right powers. ===Battleweaver=== This path is available to any Arcane class with at least two Illusion Encounter or At-Will powers and makes you even more potent an illusionist. ''Hindering Illusion'' slows anyone hit by an Illusion At-Will, ''Weaver's Action'' uses an AP to gain Combat Advantage over targets of an Illusion power and the ability to shift for every hit, and ''Pierce Illusion'' pins a -2 on any enemy rolling their first saves against your illusions. Battleweave gives you a ranged bust that slows and grants Combat Advantage over the targets. Illusory Shelter gives a ranged burst AoE that partially conceals allies and lets you put difficult terrain that allies ignore and a big wall. Reshape Battlefield is a bigger ranged burst that offers a bevy of options to throw around in there and doesn't require you to sustain it. ===Demonologist=== The obligatory Arcane PP from the [[Book of Vile Darkness]], the Demonologist is what happens when any member of an Arcane class gets a little too interested in demonic research. Which is to say, they end up corrupted by the infernal powers they court; taking this path means you've chosen to ignore the warning signs about evil shit going down. Your prime instrument in this path is the ''Demonic Companion'', which summons a Quasit that's controlled like the Fey Beast Tamer's companion or the Ranger/Protector's pet and is only loyal to you whilst you still control it, ''Demonic Action'' deals 5 damage of either acid, cold, fire while gaining resistance 10 to that type, and ''Demonic Summons'' gives your Quasit and any summons a +2 to attack and resistance 5 to either acid, fire, lightning, or thunder. Demonic Possession lets you control an enemy near your Quasit and have them slide over and slap someone, giving Combat Advantage and a +4 bonus to hurting it if you hit with both attacks and dazing if the second attack misses. Unnerving Gaze is an immediate interrupt that penalizes whoever hit you and gives you Combat Advantage. Demonic Hordes summons a blast that knocks enemies prone and will keep on knocking fuckers down as you spend standard actions. ===Familiar Keeper=== This arcane path is one that builds upon your familiar, which you spent at least one feat on. In fact, since this path demands your familiar be active to be useful, you'd best feed feats on making it last. At least you got ''Familiar Action'' to allow you to resurrect your familiar if it dies for an AP, you have ''Familiar Forms'' to let you shapeshift your familiar for different benefits, and ''Familiar Movement'' makes sure its movement doesn't provoke Opportunity Attacks. Familiar Surge is a burst or blast coming from the familiar and grants Combat Advantage on the targets to all allies. Transpose Familiar lets you swap places with your active familiar and then have it move on. Familiar's Command lets your pet attack and then save-ends dominate the target, but this comes with the price of forcing the familiar to go passive until the condition breaks. ===Master Defiler=== A [[Dark Sun]] path that demands the Arcane Defiling power (sucking life from allies so you can re-roll an arcane daily power's hit roll) and demands that you use it with reckless abandon. You can use Arcane Defiling on any power with ''Defiling Action'' and an AP, ''Offensive Defiling'' lets you harm a non-minion enemy with Arcane Defiling, and ''Defilier's Addiction'' lets you use Arcane Defiling on one Encounter power per fight. Defiling Alacrity adds necrotic damage to an at-will while also giving the chance to re-roll your attack next turn. Defiling Recovery is an Encounter-based save button if an encounter power hits nobody. Enemies to Ashes also rides off an at-will, dealing ongoing necrotic damage and allows you to leech off them for Arcane Defiling - with the bonus of not being wasted if you miss! ===Master of Flame=== This pyromanic path is pretty much the same as the psion's. That is, you become obsessed with burning things to the ground. You start with ''Combustive Action'', which deals fire damage in a radius when you spend an AP, and ''Critical Conflagration'', which deals ongoing fire damage when you crit with a fire attack, while ''Swath of Destruction'' increases the sizes of fire burst/blast attacks. Fanning the Flames isn't a direct attack - it just lets you intensify ongoing fire damage with a bit of a spike and then share that damage with some neighboring enemies. Burning Transformation turns into a fire being with a ton of new benefits, including being insubstantial and a bonus to fire damage. Furious Immolation is a ranged burst that sets up a sustainable burning zone that flares up every turn for additional fire. ===Master Preserver=== The opposite of the Master Defiler, this [[Dark Sun]] path has you learn better ways to give life to the landscape and avoid the various stigmas wizards are known for. ''Blessing of the Land'' removes Arcane Defiling as a power, but gives a +2 to nature, endurance, and perception checks, ''Master Preserver's Action'' replaces the benefits of defiling by letting you spend an AP to re-roll a hit or damage roll from an attack, and ''Surging Vitality'' means that whenever you spend a healing surge, an ally gains some HP and you gain +1 to hit. Vital Spell gives an at-will extra damage and lets you or an ally spend a surge. Life Shield is an immediate Interrupt that drops the damage an ally takes from one attack. Light of the Lost Sun gives you a burst that gives a save-ends -2 to attack and inability to recharge powers while also giving an aura that lets allies either deal extra damage or gain HP when they hit. ===Ravenkin=== This is another familiar-focused path, open only to arcane classes worshiping the [[Raven Queen]], but it does not offer a choice for familiars or any utility beyond it. Since its powers key off Wis or Cha, using it for is best suited by Warlocks with Cha-primary, or perhaps any of the classes with Wis as a secondary stat. You are now stuck with a ''Shadow Raven Familiar'', ''Murderous Action'' to use an AP and make the next attack originate from the familiar, ''Sight of the Raven'' lets you get darkvision when your familiar is passive, and ''Bonded Raven'' gives telepathy with it as well as +2 to all the raven's defenses. Winter's Raven is a counter against a ranged attack that summons the familiar next to them in active mode and deals -2 to the target's next attack. Raven Harrier gives you Combat Advantage over one enemy near your familiar. An Unkindness of Ravens gives a ranged burst centered on the familiar and deals save-ends immobilized, followed by save-ends slowed (which missing deals as well). ===Shadowthief=== While this doesn't peg you as a shadow class (and honestly, why would you with the shit classes available), this is a way to give you the edgy darkstuffs thanks to ''Heroes of Shadow''. You start with ''Shadow Feast'' letting you gain a stacking resource whenever you kill a guy that you can spend for a +1-+4 bonus on attack, damage, or saves, while ''Harvest of Shadows'' lets you spend an AP and net 2 shadow resources on a kill, ''Shadowcursed'' gives +2 to all defenses against shadow and undead creatures/powers, and ''Decisive Shadow'' grants a shadow whenever you bloody or crit someone. Shadow Lance is a ranged attack and reliable shadow gainer (+1 for using it, +1 on hitting). Shadow Walk has you spend shadows in order to teleport. Shadowcurse Cataclysm is a ranged burst that hurts multiple folks based on how many shadows you burn and save-ends immobilizes them.
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