Satyr Piper (4E)
Path Feat
Piper [Satyr, Path]
Prerequisite: Satyr
Benefit: You can use Dazing Melody as a daily power.
Satyr Piper Paragon Path Features
Prerequisites: Satyr.
Piper Frenzy (11th level): When you use an action point to use a Satyr Piper power, you can shift 3 squares before or after using the power.
Piper's Insight (11th level): You gain a saving throw against effects with the Domination, Fear, and Charm keyword at the beginning of your turn instead of at the end of your turn.
Piper's Implement (11th level): You can use any other implement you know how to use from another class with your Satyr Piper powers. You can also use musical instruments that work as implements for all your powers, not only your Satyr piper powers.
Satyr pipes: You can use a non-magical set of pan pipes as an implement for your Satyr Piper powers (only) as if it had an enhancement bonus of +3 at level 11, +4 at level 16, +5 at level 21, and +6 at level 26. Satyr pipes must be held in one hand to work.
Song of Freedom (16th level): When you use an action point to use a Satyr Piper power, all allies in a Close Burst 5 can make a saving throw against an effect that an effect that a saving throw can end. This is in addition to the benefits of Piper's Frenzy.
Satyr Piper Spells
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Your music overwhelms your audience. | ||
Daily ✦ Arcane, Charm, Implement | ||
Standard Action Burst 5 | ||
Targets: Enemies in burst, deafened targets are immune.
Attack: Charisma vs Will |
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Skip and jump. | ||
Encounter ✦ Arcane | ||
Move Action Burst 5 | ||
Targets: You and allies in burst, deafened targets are immune.
Effect: Targets can shift 2 squares immediately. |
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You head-butt an enemy while playing furiously on your instrument. | ||
Daily ✦ Arcane, Implement | ||
Standard Action Melee | ||
Attack: Strength +2 vs AC. Hit: 2d8 + Strength modifier damage, and target is knocked prone. |
4th Edition Dungeons & Dragons | |
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