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

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==Harrower==
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[[Paragon paths (4E)|Paragon paths]] and [[epic destinies (4E)|epic destinies]] are paths of character customization introduced in {{4EDD}}. A character may choose a paragon path upon reaching the paragon tier at level 11. Paragon paths are often class-specific, and some have additional prerequisites.
''I see doom in the cards!''
 
  
'''Prerequisites''': Harrow Reading feat
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General rules for paragon paths are described in the Player's Handbook. Additional options are presented below.
  
===Harrower Paragon Path Features===
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==Rules==
'''Harrower Action (11th level)''': You can use an action point to reroll any die roll you have just made. Use the better roll.
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===Paragon Multiclassing===
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At level 11, a paragon multiclass character gains am at-will power of his second class as an at-will power, in addition to any at-will powers currently held.  
  
'''Ritual Insight (11th level)''': You and allies within 5 squares get a +2 power bonus to skill checks involving scrying and divination rituals.
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===Path Feats===
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These are special heroic tier feats geared towards a particular paragon path and give limited abilities similar to those of paragon path available in the heroic tier. You can only take one path feat. If you have a path feat and take a paragon path that gives the same ability, you can automatically retrain your path feat. This does not count as your retraining option for that level. You can still choose to take another paragon path and keep the path feat. This is similar to multi-classing, but for paragon paths.
  
'''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.
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==Paragon Paths==
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* [[Daggermaster (4E)|Daggermaster]]
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* [[Harrower (4E)|Harrower]]
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* [[Loremaster (4E)|Loremaster]]
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* [[Metamagician(4E)|Metamagician]] [Wizard]
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* [[Psychic Channeler (4E)|Psychic Channeler]]
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* [[Ritualist (4E)|Ritualist]]
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* [[Shapedancer (4E)|Shapedancer]]
  
===Harrower Pacts===
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===Specialized===
Momentary Opportunity Harrower Attack 11
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* [[Aerie Harrier (4E)|Aerie Harrier]]
 
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* [[Satyr Piper (4E)|Satyr Piper]]
''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.
 
# (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 Reflex defense and ranged attack rolls until the end of the encounter.
 
# (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.
 
# (Star) Target gains a +5 power bonus to Insight and Perception until the end of the encounter.
 
# (Book) Target gains a +2 power bonus to Armor Class and area attack rolls until the end of the encounter.
 
# (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.
 
# (Hammer) Target takes a -2 power penalty to Fortitude defense. Save ends.
 
# (Key) Target takes a -2 power penalty to Reflex defense. Save ends.
 
# (Shield) Target gains takes continuing damage equal to half your level. Save ends.
 
#(Star) Target takes a -2 power penalty to Insight and Perception. Save ends.
 
#(Book) Target takes a -2 power penalty to Armor Class. Save ends.
 
#(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.
 
  
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===In Progesss ===
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* [[Paragon Multiclassing (4E)|Paragon Multiclassing]] using dual-class rules
  
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== See also ==
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* [[:Category:4E paragon paths|List of paragon path]]
 
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Latest revision as of 09:12, 13 November 2009

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

Paragon paths and epic destinies are paths of character customization introduced in 4th edition Dungeons & Dragons. A character may choose a paragon path upon reaching the paragon tier at level 11. Paragon paths are often class-specific, and some have additional prerequisites.

General rules for paragon paths are described in the Player's Handbook. Additional options are presented below.

Rules

Paragon Multiclassing

At level 11, a paragon multiclass character gains am at-will power of his second class as an at-will power, in addition to any at-will powers currently held.

Path Feats

These are special heroic tier feats geared towards a particular paragon path and give limited abilities similar to those of paragon path available in the heroic tier. You can only take one path feat. If you have a path feat and take a paragon path that gives the same ability, you can automatically retrain your path feat. This does not count as your retraining option for that level. You can still choose to take another paragon path and keep the path feat. This is similar to multi-classing, but for paragon paths.

Paragon Paths

Specialized

In Progesss

See also