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Revision as of 07:18, 29 September 2008
4th Edition Dungeons & Dragons |
Rules
Paragon Feats
These are special feats geared towards a particular paragon path. You can only take paragon feats from one particular paragon path. If you have a paragon feat and take the associated paragon path, you can automatically retrain your paragon feat, it does not count as your retraining for that level. You can still choose to take another paragon path and keep the paragon feat, this is similar to multi-classing, but for paragon paths.
Harrower
I see doom in the cards!
Harrow Reading [Paragon]
Prerequisites: You (both player and character) must have access to a Harrow deck.
Benefit: During a long rest, you can make a harrow reading, and the effects apply until the next long rest. Use the technique described on p. 3 of the Harrow divination book. If a card appears as a true match, one ally taking part in the reading receives a power bonus on (or against) a single action. You activate this bonus as a free action. If an ally’s role card appears in the reading, that character gains an additional action point, and also gains the suit bonus until the end of his next round after spending the action point.
- Hammer Target gains a +2 power bonus to Fortitude defense and melee attack rolls until the end of the encounter.
- Key Target gains a +2 power bonus to one ranged attack roll.
- Shield Target gains target gains a +2 power bonus to one close attack roll.
- Star Target gains a +5 power bonus to Insight and Perception.
- Book Target gains a +2 power bonus to one area attack rolls.
- Crown Target gains a +2 power bonus to any one skill check.
Harrower Paragon Path Features
Harrower Action (11th level): You can use an action point to reroll any die roll you have just made. Use the better roll.
Ritual Insight (11th level): You and allies within 5 squares get a +2 power bonus to skill checks involving scrying and divination rituals.
Harrow’s Favor (16th level): Once per encounter, when you draw or deal a harrow card or make a roll for a random Harrower ability, you can reroll or redraw. You must accept the result of the second roll or draw.
Harrower Pacts
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You gain insight and power from the cards. | ||
Encounter ✦ Shadow | ||
Minor Action Personal | ||
Effect: Randomly select one daily attack power you know, including ones you have already used and powers you know which are not ready (like those in a spell book). You can use the randomly selected power once before the end of your turn, and this use does not count against your limit on daily uses of this power. If you choose not to use the randomly selected power in time, the opportunity is lost, and Momentary opportunity has still been used. |
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You draw a single card and interpret it favorably. | ||
Encounter ✦ Shadow | ||
Standard Action Ranged 10 | ||
Effect: Roll 1d6 and read the table below. then decide to apply the benefit to yourself or an ally in range. If you have a Harrow deck prop, draw a card instead of rolling the die.
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You draw a single card and find a foe’s weakness. | ||
Encounter ✦ Shadow | ||
Standard Action Ranged 10 | ||
Effect: Roll 1d6 and read the table below If you have a Harrow deck prop, draw a card instead of rolling the die.
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Loremaster
Ask, I shall know!
Prerequisites: Training in Arcana, History, Nature, and Religion.
Your knowledge and expertise gives you an advantage in almost any situation.
Lore [Paragon]
Benefit: As a standard action you can make a knowledge check, even if you already failed at this same knowledge check.
Loremaster Paragon Path Features
Loremaster Action (11th level): When you or an ally within sight spend an action point to get an extra action, you can make any knowledge check that would be helpful in this situation. This is an extra chance to know something in addition to normal knowledge checks.
Lore Mastery (11th level): You gain a +2 bonus to Arcana, Dungeoneering, History, Nature, and Religion checks.
Loremaster Tactics (16th level): Once you have fully identified a particular creature with a the proper knowledge roll (DC 25 for heroic creatures, DC 30 for paragon creatures, DC 35 for epic creatures) you score a critical hit against that creature on a roll of 19-20.
Loremaster Exploits
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You point out a weakness in the target’s defenses. | ||
Encounter ✦ Martial | ||
Minor Action Target: One creature | ||
Effect: Target suffers a -2 penalty to all defenses until the end of your next turn. |
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Hm… Didn’t I read about this somewhere? | ||
At-Will ✦ Martial | ||
Minor Action Personal | ||
Effect: Make a knowledge check, even if you already failed at this same knowledge check. |
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Sandalwood fire! Add this sandalwood to the fire! The creature cannot stand sandalwood! | ||
Daily ✦ Martial | ||
Minor Action Burst 10 Target: All enemies in burst. | ||
Effect: Select one type of damage. All targets with a vulnerability to that type of damage increase that vulnerability by 10 for the rest of the encounter and targets with resistance to that damage have that resistance negated until the end of the encounter. |
Metamagician [Arcane, Cleric]
Just a dump of ideas for now
Metamagic Mastery
Others may throw spells about with callous abandon, but the wizard is the true master of spell casting and shows off this talent through the control he wields over his own spells.
Choose one of the following abilities as a daily power for the wizard:
All metamagic abilities must be chosen before casting the spell to be altered. Only one metamagic ability can be used per day, even if you have multiple abilities through a feat or paragon path or epic destiny feature.
Extend Spell
Wizard Class Feature You extend the reach of your spell. Daily • Arcane Free Action Personal Effect: Add 5 squares of range to any ranged spell.
Enlarge Spell
Wizard Class Feature You enlarge the area of effect of your spell. Daily • Arcane Free Action Personal Effect: Add burst 1 to any burst spell.
Expand Spell
Wizard Class Feature You expand the area of effect of your spell. Daily • Arcane Free Action Personal Effect: Add blast 1 to any blast spell.
Empower Spell
Wizard Class Feature You increase the power of your spell. Daily • Arcane Free Action Personal Effect: Reroll any 1's rolled for damage.
Feats
Metamagic Masteries (heroic)
Prerequisite: Wisdom 13, metamagic mastery class feature.
Benefit: Gain one extra Metamagic Mastery. This feat can only be taken once.
Maximise Spell (paragon)
Prerequisite: Constitution 13, metamagic mastery class feature, empower spell.
Benefit: Maximise the dice of any damage that hits its target when using the empower spell metamagic mastery class feature.
Ritualist
They say no-one can memorize this ritual? I can!
Prerequisites: Ritual Caster feat
Ritualist Paragon Path Features
Ritualist Action (11th level): You can spend an action point to reroll a skill roll you just made for a ritual. Use the better roll.
Ritual Mastery (11th level): You use rituals as if you were two levels higher than your actual level.
Ritual Power (16th level): You can perform a ritual at half the normal cost in time and components.
Ritualist Spells
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A short ritual, and your power is complete! | ||
Encounter ✦ Arcane | ||
Standard Action Personal | ||
Effect: One roll you make before the end of your next turn receives a +5 power bonus. |
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They say this is impossible! | ||
Daily ✦ Arcane | ||
Standard Action Personal | ||
Effect: Activate the effect of a ritual you know with a normal casting time of 10 minutes or less. |
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You take out a small idol and link it to the target. Now the true battle begins! | ||
Daily ✦ Arcane | ||
Standard Action Ranged 20 | ||
Effect: Until the end of your next turn, you have a ritual link to the target. You can use any standard action ranged or melee attack as if the target was standing next to you, with no benefit for cover or concealment. Ignore the normal rules for range, line of sight and line of effect. If the target cannot see you, you have combat advantage. Sustain Move: You can sustain this power as long as the target remains in range, even if it moves out of line of sight or line of effect. |
Shapedancer
I am everyone!
You become a master of many forms, a face dancer and body shifter who adapts to every situation.
Alter Form [Paragon]
Benefit: Once per day as a standard action you change shape into any shape of the same basic build and size, but not a specific individual. This shape resembles you, and can be recognized with an Insight roll against a DC of your Bluff. You are not limited to types of creatures that exist. You must keep the same form for the entire duration, but can end the effect as a minor action. See Monster Manual p. 280 for more on Change Shape.
Shapedancer Paragon Path Features
Shapedancer Action (11th level): When you spend an action point to gain an extra action, you also gain a free use of Shapedancer Focus that counts neither as an action or against the limit on uses per encounter.
Shapedancer Restoration (11th level): When you use Second Wind, you can use any Shapedancer paragon power as a part of the same action.
Shapedancer Flight (16th level): You can use Shapedancer Adaptation to get a flight speed equal to your normal speed instead of one of the regular benefits. You are a poor flier and cannot fly more than ten feet off the ground (which leaves you in reach of Small and larger opponents).
Shapedancer Spells
All shapedancer powers involve changing your shape, and the following applies to all of them: You change shape into any shape of the same basic build and size, but not a specific individual. This shape resembles you, and can be recognized with an Insight roll against a DC of your Bluff. You are not limited to types of creatures that exist. You must keep the same form for the entire duration, but can end the effect as a minor action. See Monster Manual p. 280 for more on Change Shape.
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Your form becomes malleable and shifting as you assume the shape most suited to the attack. | ||
Encounter ✦ Arcane, Stance, Alter Form | ||
Minor Action Personal | ||
Effect: You change your shape into one suitable for a specific skill or attack. Chose one attack power or skill appropriate to the shape assumed when activating Shapedance Focus; you gain a +2 power bonus to attack rolls or skill checks (as appropriate) when using this specific power or skill until the end of the encounter. |
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Suddnely, you grow fins! | ||
Daily ✦ Arcane, Alter Form | ||
Minor Action Personal | ||
Effect: You change your shape into one that lets you move more freely. The change lasts until you rest. You gain one of the following benefits.
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Your body blurs and changes into a monstrous, armored form suitable for combat! | ||
Daily ✦ Arcane, Stance, Alter Form | ||
Minor Action Personal | ||
Effect: You alter your own shape into one rippling with power. In this shape, you gain a +2 power bonus to all damage inflicted and to Armor Class until the end of the encounter. See Monster Manual p. 280 for more on Change Shape. |
Wizard of the Spiral Tower
Sword Implement [Wizard, Paragon]
Prerequisites: Wizard, proficient with longsword.
Benefit: Choose an arcane implement, whether the wand, staff, or orb. You can use a longsword as if it were that type of arcane implement.
4th Edition Dungeons & Dragons | |
Classes | Artificer • Avenger • Barbarian • Bard • Cleric • Druid • Fighter • Invoker • Paladin • Ranger • Rogue • Shaman • Sorcerer • Swordmage • Warden • Warlock • Warlord • Wizard |
Core | Characters • Feats • Skills • Paragon paths • Weapons • Magic Items • Rituals • Rules • Glossary |
Extra | Traits • Talents • Craft |