Satyr Piper (4E)

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

Satyr Piper is a paragon path for 4th edition Dungeons & Dragons.

This will be fun! Dance to this!

You have mastered Satyr musical magic. It is traditional to use pipes, but you can use other instruments as well, or even sing.


Satyr Piper Paragon Path Features

Prerequisites: Satyr or Bard.

Piper Frenzy (11th level): You can spend an Action Point to turn Circle Dance into an at-will power for you until the end of the encounter instead of taking an extra action.

Revitalizing Dance (11th level): When you take a Second Wind action, you can shift three squares.

Piper's Implement (11th level): You can use any implement you know how to use from another class with your Satyr Piper powers. You can also use wands and musical instruments that work as implements for all your powers, not only your Satyr piper powers. You can magically transform a wand into a flute as a free action; this transformation has no game effects and lasts as long as you are holding the wand.

Piper's Insight (16th level): At the beginning of your turn you gain a saving throw against effects with the Domination, Fear, and Charm keyword that a save can end. On a save, the effect immediately ends, preventing it from affecting you on your current turn. If you save against being stunned or dazed, you can act normally on your turn. If you save against ongoing damage, you avoid taking the damage. This is in addition to the regular saving trow end of your turn.

Satyr Piper Spells (Alt 2)

Circle Dance Satyr Piper Attack 11
You make people dance to your tune.
EncounterArcane, Implement, Charm, Thunder
Standard Action      Close burst 5
Target:: Each enemy in burst. Deafened creatures are immune.

Attack: Charisma vs Will.
Hit: You slide the target Charisma modifier squares and target is slowed until the end of your next turn.

Pipe Variations Satyr Piper Utility 12
You can play a variety of magical tunes.
DailyArcane, Charm
Minor Action      Close burst 5
Targets: You and allies in burst, deafened targets are immune.

Effect: Choose one of the following effects and apply it to all targets.

  • Feral Overture: Targets gain a +1 power bonus to attack rolls and a +2 power bonus to damage rolls until the end of your next turn.
  • Leaping Stag Dance: Target can shift 2 squares immediately.
  • Song of Freedom: Target can make a free saving throw against an effect that a save can end. You cannot sustain this variant of the power.

Sustain Minor: The same effect repeats.

Dazing Melody Satyr Piper Attack 20
Your music overwhelms your audience.
DailyArcane, Charm, Implement, Thunder
Standard Action      Close burst 5
Targets: Enemies in burst, deafened targets are immune.

Attack: Charisma vs Will
Hit: The target is dazed until the end of your next turn.
Sustain Standard: Repeat the attack.

Satyr Piper Spells (Alternate)

Dazing Melody Satyr Piper Attack 11
Your music overwhelms your audience.
EncounterArcane, Charm, Implement
Standard Action      Close burst 5
Effect: You slide all creatures in burst 2 squares, deafened targets are immune.

Targets: Enemies in burst, deafened targets are immune.
Attack: Charisma vs Will
Hit: The target is dazed until the end of your next turn.

Leaping Stag dance Satyr Piper Utility 12
Your music inspires wild exuberance in your allies.
EncounterArcane
Standard Action      Close burst 5
Targets: You and allies in burst, deafened targets are immune.

Effect: The target makes a saving throw against an effect that a save can end and you slide the target 2 squares.

Feral Overture Satyr Piper Attack 20
You inspire a wild frenzy in allies.
DailyArcane, Charm, Stance, Zone
Minor Action      Close burst 5
Effect: The burst creates a zone of rousing music until the end of the encounter. When you move, the zone moves with you, remaining centered on you. You and allies in burst gain a +1 power bonus to attack roll and +2 power bonus to damage.

Satyr Piper Spells

Dazing Melody Satyr Piper Attack 11
Your music overwhelms your audience.
EncounterArcane, Charm, Implement, Zone
Standard Action      Close burst 5
Effect: The burst creates a zone of hypnotizing music that lasts until the end of your next turn. When you move, the zone moves with you, remaining centered on you.

Targets: Enemies in burst, deafened targets are immune.
Attack: Charisma vs Will
Hit: The target is dazed until the end of your next turn.
Sustain Standard: Affected targets in the zone are affected until the end of your next turn. You must make a new attack roll when you sustain this effect. Targets you miss become unaffected.

Master Piper Satyr Piper Utility 12
You can play a variety of magical tunes on your pipes.
At-WillArcane
Standard Action      Close burst 5
Targets: You and allies in burst, deafened targets are immune.

Effect: Choose one of the following effects and apply it to all targets.

  • Feral Overture: Targets gain a +1 bonus to attack rolls and a +2 bonus to damage rolls until the end of your next turn.
  • Leaping Stag Dance: Targets can shift 2 squares immediately.
  • Song of Freedom: Targets can make a free saving throw against an effect that a save can end.
Pied Piper Satyr Piper Attack 20
You make people dance to your pipes.
DailyArcane, Implement, Charm, Zone
Standard Action      Close burst 5
Effect: The burst creates a zone of hypnotizing music that lasts until the end of your next turn. When you move, the zone moves with you, remaining centered on you.

Target:: Each creature in burst. Deafened creatures are immune.
Attack: Charisma vs. Will.
Hit: Target is stunned, and you can slide the target 3 squares. The effect is broken if the target is attacked or notices one of its allies being attacked.
Sustain Standard: All affected creatures still in the zone remain affected until the end of your next turn.