Difference between revisions of "Paragon paths (4E)"

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'''Target''': One creature
 
'''Target''': One creature
  
'''Effect''': Until the end of your next turn, you have a ritual link to the target.  You can use any standard action 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.
+
'''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. You can also shift one square as a part of this action.
 
'''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. You can also shift one square as a part of this action.

Revision as of 11:02, 28 August 2008

4ED&D 4E
4th Edition Dungeons & Dragons

Harrower

I see doom in the cards!

Prerequisites: Harrow Reading feat

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

Momentary Opportunity Harrower Attack 11

You gain insight and power from the cards.

Encounter · Shadow

Minor Action Personal

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.

Fortunate Fates Harrower Utility 12

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.

  1. (Hammer) Target gains a +2 power bonus to Fortitude defense and melee attack rolls until the end of the encounter.
  2. (Key) Target gains a +2 power bonus to Reflex defense and ranged attack rolls until the end of the encounter.
  3. (Shield) Target gains target gains his Con bonus + level temporary hit points and a +2 power bonus to close attack rolls until the end of the encounter.
  4. (Star) Target gains a +5 power bonus to Insight and Perception until the end of the encounter.
  5. (Book) Target gains a +2 power bonus to Armor Class and area attack rolls until the end of the encounter.
  6. (Crown) Target gains a +2 power bonus to Will defense and skill checks until the end of the encounter.

Doom Draw Harrower Attack 20

You draw a single card and find a foe’s weakness.

Daily · Shadow

Standard Action Ranged 10

Target: One creature Effect: Roll 1d6 and read the table below If you have a Harrow deck prop, draw a card instead of rolling the die.

  1. (Hammer) Target takes a -2 power penalty to Fortitude defense. Save ends.
  2. (Key) Target takes a -2 power penalty to Reflex defense. Save ends.
  3. (Shield) Target gains takes continuing damage equal to half your level. Save ends.
  4. (Star) Target takes a -2 power penalty to Insight and Perception. Save ends.
  5. (Book) Target takes a -2 power penalty to Armor Class. Save ends.
  6. (Crown) Target takes a -2 power penalty to Will defense. Save ends.

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.

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

Chink in Armor Loremaster Attack 11

You point out a weakness in the target’s defenses. Encounter · Martial

Minor Action Ranged 10

Target: One creature

Effect: Target suffers a -2 penalty to all defenses until the end of your next turn.

Introspection Loremaster Utility 12

Hm… Didn’t I read about this somewhere?

At Will · Martial

Minor Action Personal

Make a knowledge check, even if you already failed at this same knowledge check.

Exploit Weakness Loremaster Attack 20

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, or untyped 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.

Polymath

I am everything!

Prerequisites: Elemental, Fey, Shapechanger, Primal, or a power with the primal or arcane origin.

You become a master of many forms, a shape shifter who adapts to every situation.

Polymath Paragon Path Features

Polymath Action (11th level): When you spend an action point to gain an extra action, you also gain a free use of Polymath Focus that counts neither as an action or against the limit on uses per encounter.

Polymath Restoration (11th level): When you use Second Wind, you can use any Polymath paragon power as a part of the same action.

Polymath Flight (16th level): You can use Polymath 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). You can use Jump to temporarily gain greater altitude without crashing.

Polymath Spells

All polymath 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.

Polymath Focus Polymath Attack 11

Your form becomes malleable and shifting as you assume a new shape. Daily · Arcane, Polymorph

Minor Action Personal, Stance

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 Polymath Focus; you gain a +2 power bonus to attack rolls or skill checks (as appropriate) when using this specific power or skill.

Polymath Mobility Polymath Utility 12

Suddenly, you grow fins.

Daily · Arcane, Polymorph

Minor Action Personal

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. This lasts as long as you remain in the same form.

  • Climb speed equal to your normal speed.
  • Aquatic keyword and swim speed equal to your normal speed.
  • Forest Walk
  • Swamp Walk
  • Ice Walk
  • Jump +5 and the ability to make running jumps when standing still

Polymath Avatar Polymath Attack 20

Your body blurs and changes into a monstrous, armored form suitable for combat.

Daily · Arcane, Polymorph

Minor Action Personal, Stance

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. See Monster Manual p. 280 for more on Change Shape.

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

Ritual Preparation Ritualist Attack 11

A short ritual, and your power is complete!

Encounter · Arcane

Standard Action Personal

One roll you make before the end of your next turn receives a +5 power bonus.

Battle Ritual Ritualist Utility 12

They say this is impossible!

Daily · Arcane

Standard Action Personal

Use a ritual you know with a casting time of 10 minutes or less.

Ritual Proxy Ritualist Attack 20

You take out a small idol and link it to the target. Now the true battle begins!

Daily · Arcane

Standard Action Ranged 20

Target: One creature

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. You can also shift one square as a part of this action.