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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.
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General rules for paragon paths are described in the Player's Handbook. Additional options are presented below.
  
 
==Rules==
 
==Rules==
===Paragon Feats===
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===Paragon Multiclassing===
These are special feats geared towards a particular paragon path. You can only take paragon feats from one particular paragon path, and if you have a paragon feat when choosing your paragon path, you must choose the path associated with the feat.
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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.  
 
 
==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===
 
{{4E power
 
|name=Momentary Opportunity
 
|class=Harrower
 
|type=Attack
 
|level=11
 
|fluff=You gain insight and power from the cards.
 
|use=Encounter
 
|keywords=Shadow
 
|action=Minor Action
 
|target=Personal
 
|text=
 
'''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.
 
}}
 
{{4E power
 
|name=Fortunate Fates
 
|class=Harrower
 
|type=Utility
 
|level=12
 
|fluff=You draw a single card and interpret it favorably.
 
|use=Encounter
 
|keywords=Shadow
 
|action=Standard Action
 
|target=Ranged 10
 
|text=
 
'''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.
 
}}
 
{{4E power
 
|name=Doom Draw
 
|class=Harrower
 
|type=Attack
 
|level=20
 
|fluff=You draw a single card and find a foe’s weakness.
 
|use=Encounter
 
|keywords=Shadow
 
|action=Standard Action
 
|target=Ranged 10
 
|text=
 
'''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===
 
{{4E power
 
|name=Chink in Armor
 
|class=Loremaster
 
|type=Attack
 
|level=11
 
|fluff=You point out a weakness in the target’s defenses.
 
|use=Encounter
 
|keywords=Martial
 
|action=Minor Action
 
|target=Target: One creature
 
|text=
 
'''Effect:''' Target suffers a -2 penalty to all defenses until the end of your next turn.
 
}}
 
{{4E power
 
|name=Introspection
 
|class=Loremaster
 
|type=Utility
 
|level=12
 
|fluff=Hm… Didn’t I read about this somewhere?
 
|use=At-Will
 
|keywords=Martial
 
|action=Minor Action
 
|target=Personal
 
|text=
 
'''Effect:''' Make a knowledge check, even if you already failed at this same knowledge check.
 
}}
 
{{4E power
 
|name=Exploit Weakness
 
|class=Loremaster
 
|type=Attack
 
|level=20
 
|fluff=Sandalwood fire! Add this sandalwood to the fire! The creature cannot stand sandalwood!
 
|use=Daily
 
|keywords=Martial
 
|action=Minor Action
 
|target=Burst 10<br>Target: All enemies in burst.
 
|text=
 
'''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.
 
}}
 
 
 
==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===
 
{{4E power
 
|name=Ritual Preparation
 
|class=Ritualist
 
|type=Attack
 
|level=11
 
|fluff=A short ritual, and your power is complete!
 
|use=Encounter
 
|keywords=Arcane
 
|action=Standard Action
 
|target=Personal
 
|text=
 
'''Effect:''' One roll you make before the end of your next turn receives a +5 power bonus.
 
}}
 
{{4E power
 
|name=Battle Ritual
 
|class=Ritualist
 
|type=Utility
 
|level=12
 
|fluff=They say this is impossible!
 
|use=Daily
 
|keywords=Arcane
 
|action=Standard Action
 
|target=Personal
 
|text=
 
'''Effect:''' Activate the effect of a ritual you know with a normal casting time of 10 minutes or less.
 
}}
 
{{4E power
 
|name=Ritual Proxy
 
|class=Ritualist
 
|type=Utility
 
|level=20
 
|fluff=You take out a small idol and link it to the target. Now the true battle begins!
 
|use=Daily
 
|keywords=Arcane
 
|action=Standard Action
 
|target=Ranged 20
 
|text=
 
'''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.<br>
 
'''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] ===
 
'''Prerequisites''': Elemental, Fey, Shapechanger, Primal, or Arcane racial keyword or a power with the primal or arcane origin.
 
 
 
'''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.
 
  
{{4E power
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===Path Feats===
|name=Shapedance Focus
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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.
|class=Shapedancer
 
|type=Attack
 
|level=11
 
|fluff=Your form becomes malleable and shifting as you assume the shape most suited to the attack.
 
|use=Encounter
 
|keywords=Arcane, Stance
 
|action=Minor Action
 
|target=Personal
 
|text=
 
'''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.
 
}}
 
{{4E power
 
|name=Shapedance Mobility
 
|class=Shapedancer
 
|type=Utility
 
|level=12
 
|fluff=Suddnely, you grow fins!
 
|use=Daily
 
|keywords=Arcane
 
|action=Minor Action
 
|target=Personal
 
|text=
 
'''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. 
 
*Climb speed equal to your normal speed.
 
*Aquatic keyword and swim speed equal to your normal speed.
 
*Forest Walk
 
*Swamp Walk
 
*Ice Walk
 
*Racial +5 bonus to Jump and the ability to make running jumps when standing still
 
}}
 
{{4E power
 
|name=Shapedance Avatar
 
|class=Shapedancer
 
|type=Attack
 
|level=20
 
|fluff=Your body blurs and changes into a monstrous, armored form suitable for combat!
 
|use=Daily
 
|keywords=Arcane, Stance
 
|action=Minor Action
 
|target=Personal
 
|text=
 
'''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 ==
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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]]
  
===Sword Implement [Wizard]===
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===Specialized===
'''Prerequisites''': Wizard, proficient with longsword.
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* [[Aerie Harrier (4E)|Aerie Harrier]]
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* [[Satyr Piper (4E)|Satyr Piper]]
  
'''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.
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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