National Paragon Paths - Ideas?

Post/Author/DateTimePost
#1

ieattrollsforbreakfast

Sep 16, 2008 10:54:19
So I'd like to write up a few paragon paths for the Five Nations and beyond, to inject a bit of national character. Any ideas for themes? I've listed a few below:

Aundair
-Knight Arcane
-Knight Phantom
-Royal Eye of Aundair

Breland
-Dark Lantern (similar to Royal Eye, maybe a catch-all spy path?)
-Revolutionary
-Sharn Sky Mage
-Citadel Elite

Cyre
-Cyran Avenger
-Mourner
-Something to do with Cyre's royal past

Karrnath
-Bone Knight
-Necromancer of some sort
-Rekkenmark based fighter or warlord path

Thrane
-Silver Pyromancer
-Knight Templar

---

Lhazaar Principalities
-Lhazaar Reaver

Shadow Marches
-Something for swamplanders/orcs
-Something for Gatekeepers (might be better waiting until primal source released)

Zilargo
-Zil Informant

If anyone has any idea for abilities, please share those too!
#2

nymrohd

Sep 16, 2008 11:21:20
Honestly only a few of these look to me like paragon path material. Some can be dealt with by giving players who meet certain background criteria access to some additional powers.
The spies are going to be done in Martial Power, though Aundair's Royal Eyes are more likely to use arcane means of spying than the brelish are for instance.
Sharn skymages should just be one or two wizard utility spells that can only be used in Sharn. It really is the only class that can afford to waste slots on circumstantial powers anyway.

The ones that are certainly worthwhile PrPs are the Silver Pyromancer and the Bone Knight. Maybe the Knight Phantom as well.
#3

RedRider

Sep 16, 2008 12:11:29
Hmm.

Thrane:
-Excorcist of the Silver Flame.

Cyre:
-Knight of the Bitter Blade.

I was going to suggest some kind of expansion of Aundair's "Dragonhawk riptoise" into a path, but I think that's better as a group of fighter powers.
#4

Alas

Sep 16, 2008 12:18:02
Forge of War mentions a Brelish military unit called the Roses of Sharn (obvious reference) composed entirely of wand-wielding women. I have plans to stat them out as low-level artillerists, but this could easily be a paragon path for warlocks and wizards. (Actually, a wand-specialist path could work for Cannith heirs, too).

For Knight Phantoms, I'd steal a few ideas from the Darkwalker path in the FR Player's Guide: bonus to attacks and damage while insubstantial would keep the spirit of their original phasing abilities. I know the shadow steed has turned into a ritual, but how about a daily utility that lets them call up a tactical version?

Would the Zil Informant double as an agent of The Trust? I'd look for Intelligence and Dexterity synergizing powers that would benefit a rogue or a wizard (to tempt the clever types). Hmm, maybe the class could play off the gnome's Fade Away power? Perhaps gain an extra use for a power point? I'd like to see a power for them like "Make It Look Like an Accident," in which they can make an attack without disrupting their reactive stealth ability...
#5

ieattrollsforbreakfast

Sep 16, 2008 14:34:10
Good ideas, everyone.

Nymrohd - What makes a good paragon path is pretty vague. I think so long as you have a coherent theme you can make a paragon path out of it. Not all paragon paths have to be of the same important background or character-wise.
You bring up a good point about the sky mage powers, though. Either they should be regular wizard powers, or they should be usable outside of Sharn, too. Perhaps they could have an add-on when they're in Sharn, like the fighter's powers have bonuses with certain weapon groups.

RedRider - I had thought of doing something with dragonhawks, but we'd need dragonhawk stats too, and I imagine flying mounts are fairly high level.

Alas - I like your suggestion for the Zil informant. "Make It Look Like an Accident" is a great name :D

I'm working on the Knight Phantom at the moment, I'll give you a look when I have everything in shape.
#6

Nived

Sep 16, 2008 16:50:47
I don't know, I just can't see that many paragon level people walking around.
#7

nymrohd

Sep 16, 2008 17:02:09
I don't know, I just can't see that many paragon level people walking around.

Have to agree with Nived. I'd rather have additional powers that one can gain at the late heroic levels.
#8

ieattrollsforbreakfast

Sep 16, 2008 17:18:13
I don't know, I just can't see that many paragon level people walking around.

There doesn't have to be. Paragon Paths are purely for PCs after all.
#9

nymrohd

Sep 16, 2008 17:21:54
There doesn't have to be. Paragon Paths are purely for PCs after all.

Check the Mithrendain Dragon article. NPCs can be designed around their PrP. I mean if you wanted to make Darro ir'Lain in 4E, would you not expect him to have at least one Phantom Knight power?
#10

RedRider

Sep 16, 2008 17:22:41
RedRider - I had thought of doing something with dragonhawks, but we'd need dragonhawk stats too, and I imagine flying mounts are fairly high level.

Actually "Dragonhawk Riptoise" is a popular Aundairian fencing move (I think in "5 things every Aundarian knows" in Five Nations it's a fencing move kids try to mimic with sticks.) so it was more along the lines of being a path based on fancy fencing moves.
#11

ieattrollsforbreakfast

Sep 16, 2008 17:24:53
Leichenreiter - Nice work on the Knight Phantom. I took a slightly different route:

Knight Phantom

The Knights Phantom are an elite order of the Aundairian military with mastery over their phantom steeds.

Prerequisite: Mastered the phantom steed ritual

Knight Phantom Path Features
Bolster Phantom (11th level): A phantom steed ridden by you has hit points equal to your bloodied value. It has one healing surge in the heroic tier, two in the paragon tier, and three in the epic tier.
Conjure Steed (11th level): You can spend an action point to conjure a single phantom steed as a move action. You can mount the steed as part of the same move action. This ability is otherwise identical to the phantom steed power, except that there is no component cost.
Blade of the Phantom (16th level): Your melee attacks deal full damage against insubstantial enemies, and any melee weapon you wield gains the high crit property.

Knight Phantom Spells

Spectral Charge Knight Phantom Attack 11
With a cry of allegiance, you summon a phantom steed and run down the enemies of the crown.
Encounter • Arcane, Weapon
Standard Action Melee
weapon
Target: One creature
Attack: Shift a number of squares equal to your speed +1 then make a basic attack against the enemy.
Special: Gain a power bonus to your basic attack roll equal to your Strength modifier.

Aspect of the Phantom Knight Phantom Utility 12
With an arcane call you take on the spectral countenance of your steed.
Daily • Arcane
Standard Action Personal

Effect: You become insubstantial until the end of the encounter.

Phantom Tide Knight Phantom Attack 20
You trample your enemies beneath the hooves of your phantom steed, then bring the full momentum of your charge against a single foe.
Daily • Arcane, Weapon
Standard Action Melee
weapon
Requirement: You must be mounted on a phantom steed.
Target: One creature
Special: Before you attack, you may shift a number of squares equal to your steed’s speed, and can move through your enemies’ spaces as if they were difficult terrain. Each enemy you move through takes damage equal to your Strength modifier and is knocked prone.
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage and the target is knocked prone.
#12

ieattrollsforbreakfast

Sep 16, 2008 17:28:34
Actually "Dragonhawk Riptoise" is a popular Aundairian fencing move (I think in "5 things every Aundarian knows" in Five Nations it's a fencing move kids try to mimic with sticks.) so it was more along the lines of being a path based on fancy fencing moves.

So it is. An Aundairian Duelist might make for a good path, actually, if not a selection of rogue or ranger powers.
#13

nymrohd

Sep 16, 2008 19:51:58
Well both interesting ideas, but they really are nothing like what the knight phantom in Five Nations is. That is, spellcasting infantry with superb mobility.

Knight Phantom

Prerequisite: Must have access to a power with the arcane keyword, a power with the martial keyword, and must have mastered the phantom steed ritual.

Knight Phantom Path Features
Improved Phantom Steed (11th level): You gain a +10 bonus on Arcana checks made in conjuction with the phantom steed ritual. The creature you conjure has defenses equal to your level + 4 and hit points equal to your healing surge value. You can perform the phantom steed ritual in 1 minute.
Somatic Prowess (11th level): You can use any military melee weapon as an arcane implement.

Knight Phantom Powers

Countenance of the Phantom Knight Phantom Attack 11
Encounter • Arcane, Fear, Weapon
Standard Action Close Burst 2
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: 3d8 + Intelligence modifier, and the target is dazed (save ends)

Aspect of the Phantom Knight Phantom Utility 12
Daily • Arcane, Stance
Standard Action Personal
Effect: You gain the phasing quality. You ignore difficult terrain and can move through obstacles and other creatures, but you must end your movement in an unoccupied square. As a minor action, you can become insubstantial and gain a fly speed equal to your land speed until the end of your next turn. If you do so, end this stance.

Phantom Blade Knight Phantom Attack 20
Daily • Arcane, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter when you use a power with the weapon keyword that requires you to make an attack roll vs. AC, you make an attack roll vs. Reflex instead.

I still need some idea for a lvl 16th feature.
#14

Alas

Sep 17, 2008 8:36:24
The Phantom Knight is popular, innit? That's fine-- let them have the limelight. That just makes the job at hand easier for the...

Zilargo Trustee
(This is an untested brainstorm of a first draft. The mechanics for the 20th level daily are particularly awkward, and could do with some revision. Hopefully, though, you can see that I'm going for a gnome who gets things done without getting her hands dirty...)

Prerequisites: Gnome

(11th) Better Than Action: You may spend an action point to regain the use of your Fade Away power instead of taking an extra action.

(11th) Innocent Bystander: You gain +2 AC against all attacks of opportunity.

(16th) False Compliance: Whenever an enemy action would push, pull, or slide you, you may instead as an immediate interrupt shift the same number of squares that action would have caused.

I Was Never Here (Zilargo Trustee Attack 11)
Encounter * Arcane
Standard * Burst 3
Special: You must be invisible to use this power.
Effect: You grant an ally within the burst a basic melee or basic ranged attack against an enemy within the burst. If the attack hits, it deals extra damage equal to your Charisma bonus (minimum 1).

Little Breather (Zilargo Trustee Utility 12)
Daily * Arcane
Minor * Personal
Special: You must be invisible to use this power.
Effect: You may spend a healing surge and regain extra hit points equal to your Charisma modifier (minimum 1).

Make It Look Like an Accident (Zilargo Trustee Attack 20)
Daily * Arcane, Implement
Immediate Interrupt * Close burst 1
Trigger: You are hit by an enemy’s attack.
Effect: You become invisible until the end of your next turn. Make a secondary attack against another enemy adjacent to you.
Secondary Attack: Cha vs. Ref
Hit: The target takes the damage from the triggering attack instead of you.
Miss: You take half the damage of the triggering attack.
#15

Cyber-Dave

Sep 17, 2008 20:34:11
I just wanted to point out, the "sword mage" from the FR campaign guide pretty much screams Aundair.
#16

Wizardman

Sep 17, 2008 23:09:15
I don't know, I just can't see that many paragon level people walking around.

I don't know. A lot of the higher end NPC's would probably be Epic level in 4E. I'm talking about people like Erandis d'Vol, Oalian, Jaela Daran (whilst in Flamekeep), the Daughters of Sora Kell, Mordain the Fleshweaver, etc. They would be relatively low-Epic for the most part, but Epic notwithstanding. With that being the case (if it is in fact the case) then most characters would get something of a bump. Therefore, a fair amount of characters would be low to mid Paragon, and high Paragon and up would be reserved for those characters who are noticeably above the norm. Like the PC's.

(Besides: as I see it, Dragonmarked Heir will probably be a PP, and Heir of Siberys an ED)
#17

ieattrollsforbreakfast

Sep 18, 2008 7:28:12
Alas - I like what you have for the Zil Trustee, particularly the Make it Look Like and Accident power. One comment though: you have Cha vs. Dex on the Attack line, should that be Cha vs. Ref?

Leichenreiter - Nice work on the Bone Knight, very complete. Ghastly Action, the 11th level feature, looks of very limit use, though. I don't think there are any Necrotic paladin powers, so you'd only be using the feature with the 3 paragon path powers. Perhaps the feature could change radiant powers to necrotic as well?

Anyone who has or will make a paragon path here: Would you mind if I collected these together on the Dragon Above? You will be credited, of course, with your username here or your actual name.
#18

Alas

Sep 18, 2008 8:07:08
Alas - I like what you have for the Zil Trustee, particularly the Make it Look Like and Accident power. One comment though: you have Cha vs. Dex on the Attack line, should that be Cha vs. Ref?

Doh! Yeah, that would be the term now, wouldn't it. The power still needs some work: should it be implement, or Cha +2? Is a burst range appropriate, or should it be close? The core idea is that the Trustee disappears and redirects an incoming attack at an enemy-- how is that best described mechanically? It'll take some revision.

Anyone who has or will make a paragon path here: Would you mind if I collected these together on the Dragon Above? You will be credited, of course, with your username here or your actual name.

I have no objection. Shareware, innit?
#19

Gilo

Sep 18, 2008 9:42:19
Zilargo Trustee
(This is an untested brainstorm of a first draft. The mechanics for the 20th level daily are particularly awkward, and could do with some revision. Hopefully, though, you can see that I'm going for a gnome who gets things done without getting her hands dirty...)

Prerequisites: Gnome

(11th) Better Than Action: You may spend an action point to regain the use of your Fade Away power instead of taking an extra action.

(11th) Innocent Bystander: You gain +2 AC against all attacks of opportunity.
...

I was thinking of another option for the Zilargo Trustee (inspired by the "To the Pain" scene from The Princess Bride movie).

(11th)Drop you're sword!: You may use Intimidate as a minor action.

I think it emphasis there use of non-physical means to accomplish things (they can use Intimidate to force a blooded enemy to surrender with a minor action instead of the usual standard action).
#20

need_a_life

Sep 20, 2008 13:15:27
Reading... :P

Particularly like the Zilargo PP... though one or two of the Phantom Knight PPs were nice to read. I'd likely mix and match a few of the abilities were I to use them myself, though.
#21

douglas_zuver_dup

Sep 21, 2008 9:06:41
Interesting reading, please continue!
#22

Gilo

Sep 21, 2008 13:15:50
Cyran Avenger
“Everything I love has been destroyed. All that’s left is my revenge"

Prerequisites: a former native of Cyre, skilled in Endurance

Cyran Avenger Features:

Heroic Spirit (11th Level): You gain an action point each encounter (instead of each two encounters).

Discern Lies (11th Level): Whenever you spend an action point you also get a +5 skill bonus to Insight until the end of the encounter.

Enemy Region (16th Level): You can spend an action point (free action) to select an enemy region (Aundair, Breland, Darguun, Karrnath, the Mournland,the Talenta Plains, Thrane, Valenar, Zilargo). when in that selected region you gain +3 bonus to Bluff, Streetwise, Intimidate, Insight, Endurance and Stealth until your next extended rest.

Cyran Avenger Exploits:

Avenging Strike Cyran Avenger Attack 11
strike back an enemy who has dealt damage to your ally
_____________________________________________________
Encounter ✦ Martial
Immediate Reaction An enemy damage an ally Melee or Ranged weapon
Target: one creature
Special: you can shift a number of squares equal to your Wisdom modifier +1 before attacking.
Attack: Strength vs. AC or Dexterity vs AC
Hit: 2[W] + strength or dexterity modifier
Miss: damage equals to your strength or dexterity modifier


Almost Dead Cyran Avenger Utility 12
you make one last strike at your enemy from death's door
_____________________________________________________
Daily ✦ Martial
Immediate Reaction Melee or Ranged
Trigger: When reduced to 0 hit points.
Special: You can make one basic attack against an enemy if you hit you can spend a healing surge.

Shall not fall again Cyran Avenger Attack 20
In dire circumstances you retaliate against your enemies
_____________________________________________________
Daily ✦ Martial Weapon
Minor Action Close Burst 10
Target: Each ally in burst
Effect: You and your allies gain +1 bonus to attack rolls and damage for every blooded ally in the group (up to +4) until the end of the encounter.
#23

Alas

Sep 22, 2008 7:37:58
Enemy Region (16th Level): You spend two action points to select an enemy region (Aundair, Breland, Darguun, Karrnath, the Mournland,the Talenta Plains, Thrane, Valenar, Zilargo). when in that region you gain +2 bonus to Bluff, Streetwise, Intimidate, Insight, Endurance and Attack rolls.

Normally a character can only spend one action point per encounter. I understand that this feature is shaping up to be an exception, but it could still use a clarification. Is this a free or minor action? What's the duration? What if the character is in a contested region? Also, a +2 bonus to attack rolls is pretty serious. Is it appropriate?
#24

Gilo

Sep 22, 2008 8:56:34
Normally a character can only spend one action point per encounter. I understand that this feature is shaping up to be an exception, but it could still use a clarification...

I'll try and simplify it:

Enemy Region (16th Level): You can spend an action point (free action) to select an enemy region (Aundair, Breland, Darguun, Karrnath, the Mournland,the Talenta Plains, Thrane, Valenar, Zilargo). when in that selected region you gain +3 bonus to Bluff, Streetwise, Intimidate, Insight, Endurance and Stealth until your next extended rest.

What if the character is in a contested region?

I guess this will be up to the DM to decide if this region falls into the selected enemy region or not.
#25

ieattrollsforbreakfast

Sep 24, 2008 9:11:50
Anybody still reading or did I bury you all under the PP's ? :D

Yes and no. I'm without internet at home at the moment, so I haven't been keeping up. I am reading right now, though...
As soon as I get the internet back at home, I'll collect all that have been posted into Paragon Path Pack I on the Dragon Above.

Gilo - I like the first set of abilities you have for the Cyran Avenger. The Utility and Attack 20 don't seem quite right, though. You have Almost Dead as an attack power, and Shall Not Fall Again as a utility power, rather than the other way around. I'd switch them round (I think Shall Not Fall Again is fine as a daily utility 12), and beef up Almost Dead a bit. Maybe deal more damage, rather than just allowing a basic attack.
#26

Gilo

Sep 24, 2008 10:48:44
Gilo - I like the first set of abilities you have for the Cyran Avenger. The Utility and Attack 20 don't seem quite right, though. You have Almost Dead as an attack power, and Shall Not Fall Again as a utility power, rather than the other way around. I'd switch them round (I think Shall Not Fall Again is fine as a daily utility 12), and beef up Almost Dead a bit. Maybe deal more damage, rather than just allowing a basic attack.

How about the following power changes?:

Avenging Strike Cyran Avenger Attack 11
you avenge the attacks on your allies
________________________________________________
Encounter✦ Martial
Immediate Reaction Melee or Ranged
Trigger: When you or an ally become blooded
Target: one attacking creature
Attack: strength vs. AC or dexterity vs AC
Hit: 1[W] + strength or dexterity modifier, an ally gain 1D6 temporary hit points

Shall not fall again Cyran Avenger Utility 12
In dire circumstances you retaliate against your enemies
_____________________________________________________
Encounter ✦ Martial Weapon
Minor Action Close Burst 10
Target: Each ally in burst
Effect: You and your allies gain +1 bonus to attack rolls and damage for every blooded ally in the group (up to +4) until the end of the encounter.

Whispers of the Mournland Cyran Avenger Attack 20
You unnerve your enemies with tales of the Mournland
________________________________________________
Encounter✦ Psychic
Standard Action, Burst 10
Special: make an Intimidate+2 skill check against any enemy in burst
Hit: enemy is weakend and takes 10 psychic ongoing damage (save ends)
Miss: no ongoing damage
#27

douglas_zuver_dup

Sep 26, 2008 19:00:56
Anyone who has or will make a paragon path here: Would you mind if I collected these together on the Dragon Above? You will be credited, of course, with your username here or your actual name.

We would be honored :D
#28

leowulf

Sep 26, 2008 20:47:05
I don't know, I just can't see that many paragon level people walking around.

This could be an issue for moving Eberron into 4e - the setting is constructed with few PC-classed individuals and few high-level individuals. I personally love the idea of Paragon Paths in 4e being what Prestige Classes were in 3.5 but in an area where the most powerful NPC in a town might be a Fighter 2 or whatever is currently equivalent to a Commoner 6, or the head of the local arm of the Church is an Expert 8, individuals with Paragon Paths would be very few and very far between.

I don't mean to start anything bad by this, but I want to ask: does this indicate level creep? That is, is a PC of level 11 in 4e the equivalent of a PC of level 6 in 3.5 - because both are the expected level to begin each edition's Paragon Path/Prestige Class?
#29

douglas_zuver_dup

Sep 26, 2008 21:53:18
Healer of the Silver Flame
“I harness the power of the silver flame to purge sickness from the land of Thrane and beyond.”

Prerequisite: Cleric Class, the feat “Healing Touch”, and the feat "Silver Purge".

Healer of the Silver Flame Features
Bolster Healing (11th level): Gain an additional use of your Healing Word. All of your Healer of the Silver Flame prayers are also considered to be Clerical prayers and therefore will have Healer’s Lore applied to them.
Healer’s Action (11th level): When you spend an action point to take an extra action, each ally within 9 squares of you regains hit points equal to your Charisma modifier.
Healer’s Care (16th level): Once per a day, a Healer of the Silver Flame can use the Ritual Remove Affliction without paying the component cost. Also, any ally within 9 squares of you gains a +1 bonus to saving throws.

Healer of the Silver Flame’s Prayers

Aura of the Silver Flame Healer of the Silver Flame Attack 11
”A brilliant silver light dominates the battlefield.”
Encounter • Divine, Healing, Radiant, Implement
Standard Action Close burst 9

Target: Each enemy in burst
Attack: Wisdom vs. Will
Hit: The target is blinded until the end of your next turn.
Special: Each ally in the burst regains hit points equal to your charisma modifier and can make a free saving throw against one effect that a save can end.

Healer of the Silver Flame’s Font Healer of the Silver Flame Utility 12
"You imbue yourself with a silver radiant energy that has healing power so that as you strike at an enemy, the power of the attack heals an ally."
Daily • Healing
Minor Action Personal

Effect: Until the end of the encounter, when you attack on your turn and hit at least one enemy with an attack that has the radiant keyword, you heal an ally. Choose one ally within 9 squares of you. This ally regains a number of hit points equal to your Charisma modifier.

Life Giving Glow Healer of the Silver Flame Attack 20
"You surround yourself with a silver glow that heals those near you and greatly increases your healing powers."
Daily • Divine, Healing, Radiant, Implement
Standard Action Close Burst 9

Target: Each enemy in burst.
Attack: Wisdom vs. Will
Hit: The target is dazed and weakened (save ends both).
Effect: You and all allies in the burst regain 5 hit points + charisma modifier, and all your other powers with the healing keyword restore +5 hit points + charisma modifier until the end of the encounter.
Sustain minor: You and any one ally adjacent to you regain hit points equal to your charisma modifier.


Healing Touch Feat
“Your hand glow with a soft light when you heal others.”
Benefit: You gain a +1 feat bonus to the hp healed when you use a power with the healing keyword. If the power grants regeneration, apply this healing once immediately along with any other applicable bonuses when this power is used.
At 11th level, this bonus increases to +2. At 21st level, this bonus increases to +3


Silver Purge Divinity
Prerequisites: Channel Divinity Class Feature, must worship Silver Flame.
Benefit: You can invoke the power of your deity to use Silver Purge.

Channel Divinity: Feat Power
Silver Purge
Silver Flame’s radiance flares to aid the faithful.
Encounter <> Divine, Implement, Radiant
Standard Action Close bust 2
(4 at 11th level, 9 at 21st level)
Target: Each devil creature and each creature with an attack that has the disease keyword inside the burst.
Attack: Wisdom vs. Will
Hit: 1d12 + Wisdom modifier radiant damage, and the target is stunned until the end of the next turn.
Increase damage to 2d12 at 5th level, 3d12 at 11th level, 4d12 at 15th level, 5d12 at 21st level, and 6d12 at 25th level.
Special: You must take the Silver Purge feat to use this power.
#30

Ogiwan

Sep 27, 2008 10:36:37
I'm pretty well buried. This one isn't national, but my favorite PrC from Eberron would have to be the Thunder Guide. It's just so wonderfully pulpy.
#31

Ogiwan

Sep 27, 2008 22:08:50
It made me cackle.
#32

Gilo

Sep 28, 2008 9:36:36
IN a good or a bad way? ;)

I like it (in a good way), I just have some amusing name suggestions:

change the name of "Everybodies Hero (11th Level):" to "Parlay. I invoke the right of parlay (11th Level)"

change the name of "Saving Maneuvre Thunder Guide Utility 12" to "Run forest! Run Thunder Guide Utility 12"
#33

douglas_zuver_dup

Sep 28, 2008 14:02:16
House Jorasco Healer
“We specialize in the business of healing.”

Prerequisite: Cleric Class, the Mass Cure Light Wounds Clerical Utility Power, and Halfling trained at the Sharn House Jorasco Healing Guild thru invitation by membership in House Jorasco.

House Jorasco Healer Features
Jorasco Lore (11th level): Your Healer’s Lore ability now is the total of both your Wisdom and Charisma bonuses and it applies to all your powers with the healing keyword.
Jorasco Action (11th level): When you spend an action point to take an extra action, you also regain use of one of your Healing Word powers that has already been expended.
Jorasco Battle Healer (16th level): When you use your healing word power, the target can also make a saving throw.

House Jorasco Healer’s Prayers

Symbol of the House House Jorasco Healer Attack 11
”A radiant symbol of the House Jorasco forms above an enemy then explodes in a shower of radiant blessings.”
Encounter • Divine, Healing, Radiant, Implement
Standard Action Ranged 10

Target: One creature
Attack: Wisdom vs. Will
Hit: 2d8 + Wisdom modifier radiant damage
Special: You and each ally within 10 squares can spend a healing surge.

Veteran Knowledge House Jorasco Healer Utility 12
"We understand healing power better than most."
Daily • Healing
Minor Action Personal

Effect: You regain use of your Mass Cure Light Wounds power that has already been expended.

Jorasco Beacon House Jorasco Healer Attack 20
"A large burst of divine energy dazzles your foes. The radiant energy lingers around your holy symbol and continues healing thru out the rest of the battle."
Daily • Divine, Healing, Radiant, Implement
Standard Action Close Burst 5

Target: Each enemy in burst.
Attack: Wisdom vs. Will
Hit: 2d6 + Wisdom Modifier Radiant damage. The target is dazed, cannot make opportunity attacks and takes a penalty to attack rolls equal to your charisma modifier until the end of your next turn.
Effect: Any creatures in the burst that you choose regain hit points equal to your Charisma bonus.
Sustain Minor: Choose any creature within 5 squares of you. This creature regains hit points equal to your Charisma bonus.
#34

viktor_von_doom

Sep 28, 2008 22:03:10
Right now I'm working on PP for Spell Carved Soilder, Moonspeaker Druid, Atavist, Nightmare Spinner, and Renegade Mastermaker.

Atavist and Nightmare Spinner might be a bit of a problem seeing how we haven't seen the Kalash yet.
#35

douglas_zuver_dup

Sep 30, 2008 9:43:09
IMAGE(http://www.wizards.com/dnd/images/RacesNClasses_Gallery/111145.jpg)

Breland Generalist Paragon Option

“I train to be the best that I can be, at what I already am.”

Prerequisites: Not having taken any multiclass feats.

You study the fundamentals, knowing that a solid foundation is paramount to a great leader. You are looked up to by your class peers who admire your dedication to your class.

You can choose this in place of a Paragon Path. If you choose this option, you gain the following benefits:

Paragon Training (11th level) You gain a bonus Class Feat, Channel Divinity Feat, or Racial Feat of your choice.

Paragon Attack (11th level) When you spend an action point to take an extra action, you also gain a +4 bonus to attack rolls until the start of your next turn.

Novice Specialization (11th level) In place of the paragon path encounter power gained at 11th level, you can select any encounter power of 7th level or lower from your main class that you do not already know.

Acolyte Specialization (12th level) In place of the paragon path utility power gained at 12th level, you can select any utility power of 10th level or lower from your main class that you do not already know.

Paragon Defense (16th level) You gain one of these three feats: Great Fortitude, Iron Will, or Lightning Reflexes.

Adept Specialization (20th level) In place of the paragon path daily power gained at 20th level, you can select any daily power of 19th level or lower from your main class that you do not already know.
#36

viktor_von_doom

Oct 01, 2008 17:41:04
Spellcarved Soilder
"Fear magic? I am magic."

Prerequisites: 11th-level; Warforged

Warforged who have engraved thier bodies with magical runes, all ready inherently magic, these Warforged have gained incredible defensive abilities.

Thunder Guide Path Features

Rune of Extension (11th Level): Whenever you are granted a bonus to any defense that would end at the beginning of your next turn, it instead last until the end of your next turn.

Rune of Fortification (11th Level): Whenever you spend an action point, you gain a power bonus to a defense of your choice equal to your con until the end of your next turn

Rune of Resistance(16th Level): You gain resistance to Fire, Ice, Thunder, Lightning, or Acid eual to 5+Half Your level


Spellcarved Soldier Exploits

I'll have the rest up soonish, trying to think of some powers that fit.
#37

ieattrollsforbreakfast

Oct 08, 2008 9:35:01
Just letting you guys know I'm in the process of uploading these to the Dragon Above. I've only uploaded 3 so far, but here's a preview:

http://www.dragon-above.com/index.php?p=features/ppp1

I know you've seen it all before in this thread, but this way has better formatting :D
#38

douglas_zuver_dup

Oct 08, 2008 13:44:27
;) :D
#39

ieattrollsforbreakfast

Oct 12, 2008 17:15:55
http://www.dragon-above.com/index.php?p=features/ppp1

More updates, I've now included all posted up to Gilo's Cyran Avenger (which I've cleaned up a bit, hope you don't mind).
There's still Doug's and a couple of Leichenreiter's to come.
#40

Gilo

Oct 12, 2008 18:12:55
http://www.dragon-above.com/index.php?p=features/ppp1

More updates, I've now included all posted up to Gilo's Cyran Avenger (which I've cleaned up a bit, hope you don't mind).
There's still Doug's and a couple of Leichenreiter's to come.

looks good - but the description of the The Dark Lantern got pasted into the Cyran Avenger one.
#41

ieattrollsforbreakfast

Oct 12, 2008 18:24:28
looks good - but the description of the The Dark Lantern got pasted into the Cyran Avenger one.

Ah, good catch. It should be fixed now.
#42

douglas_zuver_dup

Oct 13, 2008 1:13:41
I reviewed my three and made a few changes, particularly trying to make sure that they are not overpowered.
#43

ieattrollsforbreakfast

Oct 14, 2008 16:55:21
Phew, all finished! That's 15 new paragon paths in all. Plenty to get going with

http://www.dragon-above.com/index.php?p=features/ppp1

I included another one of mine that I haven't posted in the thread, the Syrk Freedom Fighter.
#44

douglas_zuver_dup

Oct 15, 2008 14:57:42
Phew, all finished! That's 15 new paragon paths in all. Plenty to get going with

http://www.dragon-above.com/index.php?p=features/ppp1

I included another one of mine that I haven't posted in the thread, the Syrk Freedom Fighter.

#45

douglas_zuver_dup

Oct 18, 2008 8:28:34
Thanks again, that was great fun!
#46

ieattrollsforbreakfast

Oct 18, 2008 10:36:08
Thanks again, that was great fun!

You make it sound like we're done here! :D

I think if we broaden our horizons away from a general national theme, we can get another 15 fairly easily! There are plenty of organisations left to work with.
#47

Gilo

Oct 18, 2008 14:19:20
Its not a national paragon path (or a specific PrC for that matter) but here goes:

btw: should I remove the prerequisite?

Deathless
“Rumors of my death have been...true!”
IMAGE(http://www.wizards.com/dnd/images/eb_gallery/tn_82165_jpg.jpg)IMAGE(http://www.wizards.com/dnd/images/eb_gallery/tn_82164_jpg.jpg)
Prerequisite: Aerenal elf

Deathless Features

Undead traits: (11th level): gains darkvision, resist 5 disease, vulnerable 5 necrotic

Death less: (11th level): +2 to Death Saving Throws. The Deathless can use an action point to spend a healing surge (even at 0 hit points).

Will of the Deathless (16th level): gains +1 bonus to Will defense, gains resist 5 poison

Deathless Powers:

Unsetteling sight (Deathless Attack 11)
Encounter * Psychic
Standard * Close Burst 5
Target: All enemies in burst
Attack: Charisma vs. Will
Hit: target is feared and moves its speed away from the Deathless by the safest route possible
and takes a –2 penalty to attack rolls (save ends).

Crystal bones (Deathless Utility 12)
Encounter
Minor * Personal
Effect: all ongoing damage is removed and the Deathless becomes Insubstantial (PHB p.277) until the end of his next round.

Cleansing Curse (Deathless Attack 20)
Daily * Self
Special: until the end of the encounter when hitting with a melee or range attack - the Deathless can make a secondary attack: Charisma vs. Fort; hit: 5 ongoing radiant damage (save ends)
#48

Gilo

Oct 18, 2008 15:01:38
Oh wow, not meant offensive, but the Deathless is as Overpowered as it gets. Really. Let me show you...

you have a point - I'll scale it down.

...done
#49

Gilo

Oct 18, 2008 15:50:50
Silver Pyromancer

nice. a few ideas/comments:

* Silverflame Action - since using an action point normally gives another standard action. maybe the reroll attack should get something extra like a +2 bonus to the next attack roll.

* Silvering the Flame Silver Pyromancer Utility 12 - how about having fire as a secondary damage to every attack of the Pyromancer (not just radiant) it will open the paragon path to more variation of class + cleric multiclassing.
#50

Gilo

Oct 18, 2008 17:30:52
I'll probably do that.



Don't exactly know what you mean here. Any fire spell now does fire+radiant damage and any radiant spell does radiant+fire. That makes a big difference already, as you only may reduce the damage if you have resistance to both and if you are vulnerable to one, you take the additional damage.

So, what exactly do you mean, I can't really read it from your post (no offense it's late over here *g*)

I was just thinking of a Warlock/cleric or Wizard/cleric classes (and possibly other class combination that may come later on) taking this paragon path and not necessary having radiant/fire damage spells to use - but on second thought I redraw my comment on this subject - its better as it is.
#51

Gilo

Oct 18, 2008 17:40:34
The Eldeen Master Ranger looks fun

I just think - "Rooting Strike Eldeen Master Ranger Attack 20" should be scaled up bit. I suggest to increase the number of targets / ranged burst 1 / add damage / and a miss option.
#52

Gilo

Oct 18, 2008 18:30:44
The big thing about Rooting Strike is that it's a "Move Action" and not Standart. I'll think about making it 2[W] instead, but that would be the maximum of it...

umm, a move action - I missed that.
#53

Gilo

Oct 18, 2008 23:53:52
How about making it similar to the Goblin Warrior's "Mobile Ranged Attack" power (MM p.137, combining a move and an attack) it will be in the spirit of the ranger's hit&run tactic:

"The Eldeen Master Ranger moves down from his concealment in the trees, attacks the Emerald Claw soldier at the end of the column and disappear at the top of another tree."

then a interesting Miss for this attack will be a few extra shifts/move so he can get away when the attack fails.
#54

douglas_zuver_dup

Oct 19, 2008 11:00:51
:lightbulb :lightbulb -- I agree

Thanks Trolls

Deleted
#55

douglas_zuver_dup

Oct 19, 2008 14:38:30
Sacred Archer Paragon Path
“The elves have long valued the bow and learned many uses for it. I expand the long diverse history of the bow by combining healing with archery.”

Prerequisites: Elf, Cleric, Multiclass Ranger with the power swap feats: Novice Power, Acolyte Power, and Adept Power.

You combine your divine magic and your archery skills with a potential that no one else can surpass. You meet often with the Ranger martial experts to discuss things in great detail trying to unlock their secrets.

Sacred Archer Path Features

Medic Emergency (11th level): You may spend an action point to recharge two of your Healing Word Powers that have been expended.

Medic Wisdom (11th level): You may apply your Wisdom modifier in place of your charisma modifier when using your Sacred Flames power.

Archery Dexterious Touch (16th level): You also add you Dexterity bonus to the range of any of your at-will ranged attacks.

Sacred Archer Powers

Courageous Twin Shot (11th level):
"If the first attack does not hit, the second one might!"
Encounter <> Martial, Weapon
Standard Action Ranged Bow Weapon
Targets: One or two creatures
Attack: Dexterty vs AC, two attacks
Hit: 1[W] + Dexterity modifier damage
Effect: You gain temporary hit points equal to your wisdom modifier.

Healing Bow (12th level):
"Your bow glows with light while protecting others."
Daily <> Divine, Weapon
Move Action Bow Weapon

Target: One bow weapon that you are holding.
Effect: Until the end of this encounter or until you no longer holding this bow, when this bow hits an enemy with an attack, the ally nearest to this enemy (choose one if more than one applies) gains temporary hit points equal to your Wisdom modifier. Also your bow sheds bright light in a radius of 5 squares.

Sacred Arrows (20th level):
"Sacred light swirls around your arrows, searing a single enemy with its radiance while at the same time aiding your allies with its beneficial powers."
Daily <> Divine, Weapon
Standard Action Ranged Bow Weapon
Target: One Creature
Attack: Dexterity vs. AC, two attacks.
Hit: 1[W] + Dexterity modifier damage + 1d6 + Wisdom modifier radiant damage per attack.
Miss: Wisdom modifier radiant damage per attack.
Effect: Two allies of your choice adjacent to the enemy each choose either to gain temporary hit points equal to your wisdom modifier + one half your level or to make a saving throw.
#56

douglas_zuver_dup

Oct 19, 2008 14:45:07
I think if we broaden our horizons away from a general national theme, we can get another 15 fairly easily! There are plenty of organisations left to work with.



If anyone can think of a better name/organization for the archery combat medic, let me know.
Although it could be fairly widespread throughout the elven empire...

I fixed the level 20 power, that one is always the hardest to do.
#57

ieattrollsforbreakfast

Oct 19, 2008 14:47:17
Doug - I think your 'Jack of All Trades' path is far too powerful. It's pretty much better in every way than regular paragon multiclassing, and since it opens up a third class there's much more room for abuse.
#58

douglas_zuver_dup

Oct 20, 2008 10:03:20
Totally reformated with different focus:


Jack of All Trades Paragon Path
“Jack of all trades, master of none…”

Prerequisites: Training in Arcana. Having taken the feat: “Skill Training” twice.
You are skilled in a variety of talents, able to adapt to different situations with ease. You fill in where best needed and help round out the party.

Jack of All Trades Path Features

Versatile Action (11th level): You may spend an action point to gain a +3 bonus on a single skill check. Increase this bonus to +5 if the skill is untrained.

Versatile Training (11th level): You gain the bonus feats “Jack of All Trades” and “Linguist.”

Versatile Experiments (16th level): You gain the bonus feat “Alchemist” or the bonus feat “Ritual Caster”.

Jack of All Trades Powers

Encouraging Attack (11th level): Jack of All Trades Attack 12
“With a warcry you inspire your friends.”
Encounter <> Martial
Standard Action Personal
Effect: Make an attack with one of your at-will powers. Also as an extra effect, one ally within 5 squares of you can spend a healing surge. The ally must be able to see or hear you to gain this bonus.

Encouraging Help (12th level): Jack of All Trades Utility 12
“With a few gestures or simple advice, you help guide your friends.”
Daily <> Martial
Immediate Interrupt Ranged
10
Trigger: Any ally with 10 squares of you who attempts an untrained check with a skill in which you are trained.
Target: One ally
Effect: The ally gains a +5 power bonus to checks used with this skill until the end of the encounter or for 5 minutes. The ally must be able to see or hear you to gain this bonus.

Primary Daily Training (20th level): Select any daily attack power of 19th level or lower from your primary class that you do not already know.
#59

douglas_zuver_dup

Oct 20, 2008 19:43:34
thanks
#60

douglas_zuver_dup

Oct 22, 2008 7:04:54
Finished archer path, making it less strong.

EDIT:
Anyone wants to request a specific PP?
Either pick one from my list or tell me a new one:

- Guardian of the Woodlands (Wardens of the Wood)
- Ally of the Couatl (Anti Lords-of-Dust)
- Xen'Drik Explorer (Daring Explorer Type)
- Knight Templar

How about these?
#61

douglas_zuver_dup

Oct 22, 2008 8:22:05
Combat Medic Paragon Path
“You fearlessly stride forward, healing your foes in the midst of battle.”

Prerequisites: Cleric with the “Courageous Boost” and “Healing Touch” feats.

You use your divine magic where it is needed most. Learning to use your charm to defend and aid you against danger, you master the arts of a Combat Medic.

Combat Medic Path Features

Medic Emergency (11th level): You may spend an action point to recharge two of your Healing Word Powers that have been expended.

Combat Charm (11th level): You may apply your Charisma modifier in place of your Strength modifier when making basic melee attacks. If you do this and this attack hits, you may grant 1 temporary hit point to any ally that you can see.

Charm Companion (11th level): A small glowing ball of light follows you around, warning you against danger and comforting you in times of trouble. You have a friend that only you can hear and talk to. This ball of light is immune to all attacks. It flitters hither and yon in a random fashion and ignores any commands to scout ahead. It cannot be seem from more than 5 squares away. It enters your Medic Lantern when you conjure it until the Lantern disappears. This faintly glowing ball of light does not grant any benefits except this one: add your Charisma Modifier as a bonus to your Initiative rolls unless your Medic Lantern is active.

Artful Dodger (16th level): You gain a bonus to AC equal to your Charisma modifier against opportunity attacks.

Combat Medic Prayers

Charm Strike (11th level):
Divine radiance gleams from your weapon. When you smite your enemy, your deity bestows a blessing in the form of healing for your allies.
Encounter <> Divine, Healing, Weapon
Standard Action Melee
Weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage, and you and each ally adjacent to the target can spend a healing surge. Add your Wisdom modifier to the hit points regained.

Medic Lantern (12th level):
A conjured beacon of divine light shines like a bright lantern, piercing shadows and deception.
At-will <> Conjuration, Divine
Move Action Range
5
Effect: You conjure a lantern that appears in 1 square within range and sheds light 10 squares in all directions. You and allies in the light gain a bonus equal to your Charisma modifier to Heal, Insight, and Perception checks. You can move the lantern up to your speed as a minor action. The lantern lasts for 10 hours, but you can only have a single medic lantern active at a time.

Sacred Flamethrower (20th level):
Sacred light shines from your hand, searing all enemies with its radiance, while at the same time aiding nearby allies with its beneficial power.
Daily <> Divine, Implement, Radiant
Standard Action Close blast 5
Target: Each enemy in blast.
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier radiant damage
Miss: Half damage
Effect: You and each ally within 5 squares gains temporary hit points equal to your Charisma modifier + one half your level.


Courageous Boost
Tier: Heroic
Benefit: You gain a +1 feat bonus to the temporary hit points granted when you use a power that grants temporary hit points.
At 11th level, this bonus increases to +2. At 21st level, this bonus increases to +3.

(already on website)
Healing Touch
Tier: Heroic
Benefit: You gain a +1 feat bonus to the hit points healed when you use a power with the Healing keyword. If the power grants regeneration, apply this healing once immediately along with any other applicable bonuses when this power is used.
At 11th level, this bonus increases to +2. At 21st level, this bonus increases to +3.
#62

douglas_zuver_dup

Oct 29, 2008 18:15:14
Considering a Mystic Theurge Paragon Path...
#63

douglas_zuver_dup

Oct 30, 2008 12:50:25
I lowered the levels of the spells gained from PMC as well as dropping the at-will.
Then I added some class features that are not easily abused.
Cleric into Wizard has less potential for abuse than Wizard into Cleric…


Mystic Theurge Paragon Path
“I merge the Arcana and the Divine, blending the two in harmony.”

Prerequisites: Cleric multiclass Wizard with the feats Novice Power, Acolyte Power, and Adept Power.

Studying late at night, you grow in power and learn greater depth in the arcane arts. Though you don’t equal a wizard, you grow closer and closer to your goal of mastering both the divine and arcane arts.

Mystic Theurge Path Features

Arcane Versatility (11th level): You may spend an action point to recharge one of your Arcane Encounter Powers that has been expended.

Divine Focus (11th level): You may use a Holy Symbol as if it were an arcane implement when casting wizard spells.

Cantrips Mastery (11th level): You gain the Wizard’s class feature Cantrips.

Arcana Research (16th level): You gain the Wizard’s class feature Spellbook. You gain bonus rituals at 21st and 25th level per normal. You do not gain bonus rituals for earlier levels. Choose and add extra daily and utility spells to your Spellbook for all your Wizard spells that you already know just as a Wizard normally would.

Mystic Theurge Spells

Arcana Novice (11th level): Select any Wizard encounter attack power of 3rd level or lower that you do not already know.

Arcana Acolyte (12th level): Select any Wizard utility power of 6th level or lower that you do not already know.

Arcana Adept (20th level): Select any Wizard daily power of 15th level or lower that you do not already know.
#64

douglas_zuver_dup

Nov 01, 2008 8:07:55
Perhaps Mystic Theurge could be a class of its own?

But I guess in earlier version(s) it was a multiclass prestigue class which would make it an ideal multiclass paragon path for 4E.

Hopefully, I made it balanced but attractive to use?

A wizard/MC cleric approaching this concept probably should use Divine Oracle or Paragon Multiclassing...
#65

ieattrollsforbreakfast

Nov 01, 2008 11:46:37
To be honest, I think the path you posted is better off as a set of feats for a multiclassed characters. The only reason to take it is to get the class features, the powers are pretty useless being so low level compared to what even a paragon multiclassed character would be using.
#66

douglas_zuver_dup

Nov 03, 2008 7:21:09
That makes a lot of sense to me!
I think you are on to something big here too!


Cantrips Mastery Heroic Tier [Multiclass Wizard]
Benefit: You gain the Wizard’s class feature Cantrips.



Arcana Research Heroic Tier [Multiclass Wizard]
Prerequisite: Cantrips Mastery.
Benefit: You gain the Wizard’s class feature Spellbook. You gain bonus rituals at higher levels per normal. You do not gain bonus rituals for earlier levels. Choose and add extra Daily and Utility spells to your Spellbook for all your Wizard spells that you already know just as a Wizard normally would.



Divine Focus Paragon Tier [Multiclass Wizard]
Prerequisite: Cantrips Mastery and Arcana Research.
Benefit: You may use a Holy Symbol as if it were an arcane implement when casting Wizard spells.
#67

Gilo

Nov 03, 2008 7:42:48
That makes a lot of sense to me!
I think you are on to something big here too!
...

Just wanted to comment that the new Bard class seem to have a "Multiclass Versatility" class feature - which means it can choose multiclass feats from several classes.
#68

douglas_zuver_dup

Nov 03, 2008 9:53:16
Taken from Faiths of Eberron page 32:
(including some of its fluff text)

Sovereign Speaker Paragon Path
“To ignore even one of our divine Sovereigns is to ignore a part of the world before you. I serve all the Sovereigns with equal zeal, and thus does the world itself bend to my needs.”

Prerequisites: Cleric, two Channel Divinity Feats, worship the Sovereign Host.

Although devotion to a single god enables some individuals to gain additional power, overriding faith in the entire Host grants other fantastic abilities.

Sovereign Speaker Path Features

Understanding the Host (11th level): You gain a bonus Channel Divinity Feat.

Action of the Host (11th level): When you spend an action point to take an extra action, you automatically gain a temporary use of Channel Divinity: Divine Fortune that must be used before the end of your next turn.

Mysteries of the Host (16th level): Your Channel Divinity Power can now be used twice per an encounter.

Sovereign Speaker Prayers

Proclaim the Way (11th level):
A pulse of energy moves out from your holy symbol in a wave.
Encounter <> Divine, Implement, Psychic
Standard Action Close
burst 5
Target: Each enemy in burst that does not believe in the Sovereign Host.
Attack: Wisdom vs. Will
Hit: 2d8 + Wisdom modifier Psychic damage, and if you have the feat ‘Psychic Lock’ its penalty increases by 1 when you hit with this attack.

Speak to the Masses (12th level):
You speak with such compelling conviction that others find it difficult to refute your beliefs.
Daily <> Divine
Minor Action Personal

Effect: You gain a +6 power bonus to Diplomacy checks until the end of the encounter.

Lesser Sacred Word (20th level):
A single word of divine power damages and stuns nearby foes.
Daily <> Divine, Implement, Psychic
Standard Action Close burst 3
Target: Each enemy in blast.
Attack: Wisdom vs. Fort.
Hit: 2d10 + Wisdom modifier radiant damage, and the target is stunned until the end of your next turn.
Miss: Half damage, and the target is not stunned.
#69

douglas_zuver_dup

Nov 03, 2008 11:21:46
Just wanted to comment that the new Bard class seem to have a "Multiclass Versatility" class feature - which means it can choose multiclass feats from several classes.

And what is a bard without Cantrips???

Yes a little adjustment needs to be made for the Prerequisites.

I will do that now.

Thanks,
DZ
#82

douglas_zuver_dup

Oct 13, 2008 1:13:41
I reviewed my three and made a few changes, particularly trying to make sure that they are not overpowered.
#83

ieattrollsforbreakfast

Oct 14, 2008 16:55:21
Phew, all finished! That's 15 new paragon paths in all. Plenty to get going with

http://www.dragon-above.com/index.php?p=features/ppp1

I included another one of mine that I haven't posted in the thread, the Syrk Freedom Fighter.
#84

douglas_zuver_dup

Oct 15, 2008 14:57:42
Phew, all finished! That's 15 new paragon paths in all. Plenty to get going with

http://www.dragon-above.com/index.php?p=features/ppp1

I included another one of mine that I haven't posted in the thread, the Syrk Freedom Fighter.

#85

douglas_zuver_dup

Oct 18, 2008 8:28:34
Thanks again, that was great fun!
#86

ieattrollsforbreakfast

Oct 18, 2008 10:36:08
Thanks again, that was great fun!

You make it sound like we're done here! :D

I think if we broaden our horizons away from a general national theme, we can get another 15 fairly easily! There are plenty of organisations left to work with.
#87

Gilo

Oct 18, 2008 14:19:20
Its not a national paragon path (or a specific PrC for that matter) but here goes:

btw: should I remove the prerequisite?

Deathless
“Rumors of my death have been...true!”
IMAGE(http://www.wizards.com/dnd/images/eb_gallery/tn_82165_jpg.jpg)IMAGE(http://www.wizards.com/dnd/images/eb_gallery/tn_82164_jpg.jpg)
Prerequisite: Aerenal elf

Deathless Features

Undead traits: (11th level): gains darkvision, resist 5 disease, vulnerable 5 necrotic

Death less: (11th level): +2 to Death Saving Throws. The Deathless can use an action point to spend a healing surge (even at 0 hit points).

Will of the Deathless (16th level): gains +1 bonus to Will defense, gains resist 5 poison

Deathless Powers:

Unsetteling sight (Deathless Attack 11)
Encounter * Psychic
Standard * Close Burst 5
Target: All enemies in burst
Attack: Charisma vs. Will
Hit: target is feared and moves its speed away from the Deathless by the safest route possible
and takes a –2 penalty to attack rolls (save ends).

Crystal bones (Deathless Utility 12)
Encounter
Minor * Personal
Effect: all ongoing damage is removed and the Deathless becomes Insubstantial (PHB p.277) until the end of his next round.

Cleansing Curse (Deathless Attack 20)
Daily * Self
Special: until the end of the encounter when hitting with a melee or range attack - the Deathless can make a secondary attack: Charisma vs. Fort; hit: 5 ongoing radiant damage (save ends)
#88

Gilo

Oct 18, 2008 15:01:38
Oh wow, not meant offensive, but the Deathless is as Overpowered as it gets. Really. Let me show you...

you have a point - I'll scale it down.

...done
#89

Gilo

Oct 18, 2008 15:50:50
Silver Pyromancer

nice. a few ideas/comments:

* Silverflame Action - since using an action point normally gives another standard action. maybe the reroll attack should get something extra like a +2 bonus to the next attack roll.

* Silvering the Flame Silver Pyromancer Utility 12 - how about having fire as a secondary damage to every attack of the Pyromancer (not just radiant) it will open the paragon path to more variation of class + cleric multiclassing.
#90

Gilo

Oct 18, 2008 17:30:52
I'll probably do that.



Don't exactly know what you mean here. Any fire spell now does fire+radiant damage and any radiant spell does radiant+fire. That makes a big difference already, as you only may reduce the damage if you have resistance to both and if you are vulnerable to one, you take the additional damage.

So, what exactly do you mean, I can't really read it from your post (no offense it's late over here *g*)

I was just thinking of a Warlock/cleric or Wizard/cleric classes (and possibly other class combination that may come later on) taking this paragon path and not necessary having radiant/fire damage spells to use - but on second thought I redraw my comment on this subject - its better as it is.
#91

Gilo

Oct 18, 2008 17:40:34
The Eldeen Master Ranger looks fun

I just think - "Rooting Strike Eldeen Master Ranger Attack 20" should be scaled up bit. I suggest to increase the number of targets / ranged burst 1 / add damage / and a miss option.
#92

Gilo

Oct 18, 2008 18:30:44
The big thing about Rooting Strike is that it's a "Move Action" and not Standart. I'll think about making it 2[W] instead, but that would be the maximum of it...

umm, a move action - I missed that.
#93

Gilo

Oct 18, 2008 23:53:52
How about making it similar to the Goblin Warrior's "Mobile Ranged Attack" power (MM p.137, combining a move and an attack) it will be in the spirit of the ranger's hit&run tactic:

"The Eldeen Master Ranger moves down from his concealment in the trees, attacks the Emerald Claw soldier at the end of the column and disappear at the top of another tree."

then a interesting Miss for this attack will be a few extra shifts/move so he can get away when the attack fails.
#94

douglas_zuver_dup

Oct 19, 2008 11:00:51
:lightbulb :lightbulb -- I agree

Thanks Trolls

Deleted
#95

douglas_zuver_dup

Oct 19, 2008 14:38:30
Sacred Archer Paragon Path
“The elves have long valued the bow and learned many uses for it. I expand the long diverse history of the bow by combining healing with archery.”

Prerequisites: Elf, Cleric, Multiclass Ranger with the power swap feats: Novice Power, Acolyte Power, and Adept Power.

You combine your divine magic and your archery skills with a potential that no one else can surpass. You meet often with the Ranger martial experts to discuss things in great detail trying to unlock their secrets.

Sacred Archer Path Features

Medic Emergency (11th level): You may spend an action point to recharge two of your Healing Word Powers that have been expended.

Medic Wisdom (11th level): You may apply your Wisdom modifier in place of your charisma modifier when using your Sacred Flames power.

Archery Dexterious Touch (16th level): You also add you Dexterity bonus to the range of any of your at-will ranged attacks.

Sacred Archer Powers

Courageous Twin Shot (11th level):
"If the first attack does not hit, the second one might!"
Encounter <> Martial, Weapon
Standard Action Ranged Bow Weapon
Targets: One or two creatures
Attack: Dexterty vs AC, two attacks
Hit: 1[W] + Dexterity modifier damage
Effect: You gain temporary hit points equal to your wisdom modifier.

Healing Bow (12th level):
"Your bow glows with light while protecting others."
Daily <> Divine, Weapon
Move Action Bow Weapon

Target: One bow weapon that you are holding.
Effect: Until the end of this encounter or until you no longer holding this bow, when this bow hits an enemy with an attack, the ally nearest to this enemy (choose one if more than one applies) gains temporary hit points equal to your Wisdom modifier. Also your bow sheds bright light in a radius of 5 squares.

Sacred Arrows (20th level):
"Sacred light swirls around your arrows, searing a single enemy with its radiance while at the same time aiding your allies with its beneficial powers."
Daily <> Divine, Weapon
Standard Action Ranged Bow Weapon
Target: One Creature
Attack: Dexterity vs. AC, two attacks.
Hit: 1[W] + Dexterity modifier damage + 1d6 + Wisdom modifier radiant damage per attack.
Miss: Wisdom modifier radiant damage per attack.
Effect: Two allies of your choice adjacent to the enemy each choose either to gain temporary hit points equal to your wisdom modifier + one half your level or to make a saving throw.
#96

douglas_zuver_dup

Oct 19, 2008 14:45:07
I think if we broaden our horizons away from a general national theme, we can get another 15 fairly easily! There are plenty of organisations left to work with.



If anyone can think of a better name/organization for the archery combat medic, let me know.
Although it could be fairly widespread throughout the elven empire...

I fixed the level 20 power, that one is always the hardest to do.
#97

ieattrollsforbreakfast

Oct 19, 2008 14:47:17
Doug - I think your 'Jack of All Trades' path is far too powerful. It's pretty much better in every way than regular paragon multiclassing, and since it opens up a third class there's much more room for abuse.
#98

douglas_zuver_dup

Oct 20, 2008 10:03:20
Totally reformated with different focus:


Jack of All Trades Paragon Path
“Jack of all trades, master of none…”

Prerequisites: Training in Arcana. Having taken the feat: “Skill Training” twice.
You are skilled in a variety of talents, able to adapt to different situations with ease. You fill in where best needed and help round out the party.

Jack of All Trades Path Features

Versatile Action (11th level): You may spend an action point to gain a +3 bonus on a single skill check. Increase this bonus to +5 if the skill is untrained.

Versatile Training (11th level): You gain the bonus feats “Jack of All Trades” and “Linguist.”

Versatile Experiments (16th level): You gain the bonus feat “Alchemist” or the bonus feat “Ritual Caster”.

Jack of All Trades Powers

Encouraging Attack (11th level): Jack of All Trades Attack 12
“With a warcry you inspire your friends.”
Encounter <> Martial
Standard Action Personal
Effect: Make an attack with one of your at-will powers. Also as an extra effect, one ally within 5 squares of you can spend a healing surge. The ally must be able to see or hear you to gain this bonus.

Encouraging Help (12th level): Jack of All Trades Utility 12
“With a few gestures or simple advice, you help guide your friends.”
Daily <> Martial
Immediate Interrupt Ranged
10
Trigger: Any ally with 10 squares of you who attempts an untrained check with a skill in which you are trained.
Target: One ally
Effect: The ally gains a +5 power bonus to checks used with this skill until the end of the encounter or for 5 minutes. The ally must be able to see or hear you to gain this bonus.

Primary Daily Training (20th level): Select any daily attack power of 19th level or lower from your primary class that you do not already know.
#99

douglas_zuver_dup

Oct 20, 2008 19:43:34
thanks
#100

douglas_zuver_dup

Oct 22, 2008 7:04:54
Finished archer path, making it less strong.

EDIT:
Anyone wants to request a specific PP?
Either pick one from my list or tell me a new one:

- Guardian of the Woodlands (Wardens of the Wood)
- Ally of the Couatl (Anti Lords-of-Dust)
- Xen'Drik Explorer (Daring Explorer Type)
- Knight Templar

How about these?
#101

douglas_zuver_dup

Oct 22, 2008 8:22:05
Combat Medic Paragon Path
“You fearlessly stride forward, healing your foes in the midst of battle.”

Prerequisites: Cleric with the “Courageous Boost” and “Healing Touch” feats.

You use your divine magic where it is needed most. Learning to use your charm to defend and aid you against danger, you master the arts of a Combat Medic.

Combat Medic Path Features

Medic Emergency (11th level): You may spend an action point to recharge two of your Healing Word Powers that have been expended.

Combat Charm (11th level): You may apply your Charisma modifier in place of your Strength modifier when making basic melee attacks. If you do this and this attack hits, you may grant 1 temporary hit point to any ally that you can see.

Charm Companion (11th level): A small glowing ball of light follows you around, warning you against danger and comforting you in times of trouble. You have a friend that only you can hear and talk to. This ball of light is immune to all attacks. It flitters hither and yon in a random fashion and ignores any commands to scout ahead. It cannot be seem from more than 5 squares away. It enters your Medic Lantern when you conjure it until the Lantern disappears. This faintly glowing ball of light does not grant any benefits except this one: add your Charisma Modifier as a bonus to your Initiative rolls unless your Medic Lantern is active.

Artful Dodger (16th level): You gain a bonus to AC equal to your Charisma modifier against opportunity attacks.

Combat Medic Prayers

Charm Strike (11th level):
Divine radiance gleams from your weapon. When you smite your enemy, your deity bestows a blessing in the form of healing for your allies.
Encounter <> Divine, Healing, Weapon
Standard Action Melee
Weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage, and you and each ally adjacent to the target can spend a healing surge. Add your Wisdom modifier to the hit points regained.

Medic Lantern (12th level):
A conjured beacon of divine light shines like a bright lantern, piercing shadows and deception.
At-will <> Conjuration, Divine
Move Action Range
5
Effect: You conjure a lantern that appears in 1 square within range and sheds light 10 squares in all directions. You and allies in the light gain a bonus equal to your Charisma modifier to Heal, Insight, and Perception checks. You can move the lantern up to your speed as a minor action. The lantern lasts for 10 hours, but you can only have a single medic lantern active at a time.

Sacred Flamethrower (20th level):
Sacred light shines from your hand, searing all enemies with its radiance, while at the same time aiding nearby allies with its beneficial power.
Daily <> Divine, Implement, Radiant
Standard Action Close blast 5
Target: Each enemy in blast.
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier radiant damage
Miss: Half damage
Effect: You and each ally within 5 squares gains temporary hit points equal to your Charisma modifier + one half your level.


Courageous Boost
Tier: Heroic
Benefit: You gain a +1 feat bonus to the temporary hit points granted when you use a power that grants temporary hit points.
At 11th level, this bonus increases to +2. At 21st level, this bonus increases to +3.

(already on website)
Healing Touch
Tier: Heroic
Benefit: You gain a +1 feat bonus to the hit points healed when you use a power with the Healing keyword. If the power grants regeneration, apply this healing once immediately along with any other applicable bonuses when this power is used.
At 11th level, this bonus increases to +2. At 21st level, this bonus increases to +3.
#102

douglas_zuver_dup

Oct 29, 2008 18:15:14
Considering a Mystic Theurge Paragon Path...
#103

douglas_zuver_dup

Oct 30, 2008 12:50:25
I lowered the levels of the spells gained from PMC as well as dropping the at-will.
Then I added some class features that are not easily abused.
Cleric into Wizard has less potential for abuse than Wizard into Cleric…


Mystic Theurge Paragon Path
“I merge the Arcana and the Divine, blending the two in harmony.”

Prerequisites: Cleric multiclass Wizard with the feats Novice Power, Acolyte Power, and Adept Power.

Studying late at night, you grow in power and learn greater depth in the arcane arts. Though you don’t equal a wizard, you grow closer and closer to your goal of mastering both the divine and arcane arts.

Mystic Theurge Path Features

Arcane Versatility (11th level): You may spend an action point to recharge one of your Arcane Encounter Powers that has been expended.

Divine Focus (11th level): You may use a Holy Symbol as if it were an arcane implement when casting wizard spells.

Cantrips Mastery (11th level): You gain the Wizard’s class feature Cantrips.

Arcana Research (16th level): You gain the Wizard’s class feature Spellbook. You gain bonus rituals at 21st and 25th level per normal. You do not gain bonus rituals for earlier levels. Choose and add extra daily and utility spells to your Spellbook for all your Wizard spells that you already know just as a Wizard normally would.

Mystic Theurge Spells

Arcana Novice (11th level): Select any Wizard encounter attack power of 3rd level or lower that you do not already know.

Arcana Acolyte (12th level): Select any Wizard utility power of 6th level or lower that you do not already know.

Arcana Adept (20th level): Select any Wizard daily power of 15th level or lower that you do not already know.
#104

douglas_zuver_dup

Nov 01, 2008 8:07:55
Perhaps Mystic Theurge could be a class of its own?

But I guess in earlier version(s) it was a multiclass prestigue class which would make it an ideal multiclass paragon path for 4E.

Hopefully, I made it balanced but attractive to use?

A wizard/MC cleric approaching this concept probably should use Divine Oracle or Paragon Multiclassing...
#105

ieattrollsforbreakfast

Nov 01, 2008 11:46:37
To be honest, I think the path you posted is better off as a set of feats for a multiclassed characters. The only reason to take it is to get the class features, the powers are pretty useless being so low level compared to what even a paragon multiclassed character would be using.
#106

douglas_zuver_dup

Nov 03, 2008 7:21:09
That makes a lot of sense to me!
I think you are on to something big here too!


Cantrips Mastery Heroic Tier [Multiclass Wizard]
Benefit: You gain the Wizard’s class feature Cantrips.



Arcana Research Heroic Tier [Multiclass Wizard]
Prerequisite: Cantrips Mastery.
Benefit: You gain the Wizard’s class feature Spellbook. You gain bonus rituals at higher levels per normal. You do not gain bonus rituals for earlier levels. Choose and add extra Daily and Utility spells to your Spellbook for all your Wizard spells that you already know just as a Wizard normally would.



Divine Focus Paragon Tier [Multiclass Wizard]
Prerequisite: Cantrips Mastery and Arcana Research.
Benefit: You may use a Holy Symbol as if it were an arcane implement when casting Wizard spells.
#107

Gilo

Nov 03, 2008 7:42:48
That makes a lot of sense to me!
I think you are on to something big here too!
...

Just wanted to comment that the new Bard class seem to have a "Multiclass Versatility" class feature - which means it can choose multiclass feats from several classes.
#108

douglas_zuver_dup

Nov 03, 2008 9:53:16
Taken from Faiths of Eberron page 32:
(including some of its fluff text)

Sovereign Speaker Paragon Path
“To ignore even one of our divine Sovereigns is to ignore a part of the world before you. I serve all the Sovereigns with equal zeal, and thus does the world itself bend to my needs.”

Prerequisites: Cleric, two Channel Divinity Feats, worship the Sovereign Host.

Although devotion to a single god enables some individuals to gain additional power, overriding faith in the entire Host grants other fantastic abilities.

Sovereign Speaker Path Features

Understanding the Host (11th level): You gain a bonus Channel Divinity Feat.

Action of the Host (11th level): When you spend an action point to take an extra action, you automatically gain a temporary use of Channel Divinity: Divine Fortune that must be used before the end of your next turn.

Mysteries of the Host (16th level): Your Channel Divinity Power can now be used twice per an encounter.

Sovereign Speaker Prayers

Proclaim the Way (11th level):
A pulse of energy moves out from your holy symbol in a wave.
Encounter <> Divine, Implement, Psychic
Standard Action Close
burst 5
Target: Each enemy in burst that does not believe in the Sovereign Host.
Attack: Wisdom vs. Will
Hit: 2d8 + Wisdom modifier Psychic damage, and if you have the feat ‘Psychic Lock’ its penalty increases by 1 when you hit with this attack.

Speak to the Masses (12th level):
You speak with such compelling conviction that others find it difficult to refute your beliefs.
Daily <> Divine
Minor Action Personal

Effect: You gain a +6 power bonus to Diplomacy checks until the end of the encounter.

Lesser Sacred Word (20th level):
A single word of divine power damages and stuns nearby foes.
Daily <> Divine, Implement, Psychic
Standard Action Close burst 3
Target: Each enemy in blast.
Attack: Wisdom vs. Fort.
Hit: 2d10 + Wisdom modifier radiant damage, and the target is stunned until the end of your next turn.
Miss: Half damage, and the target is not stunned.
#109

douglas_zuver_dup

Nov 03, 2008 11:21:46
Just wanted to comment that the new Bard class seem to have a "Multiclass Versatility" class feature - which means it can choose multiclass feats from several classes.

And what is a bard without Cantrips???

Yes a little adjustment needs to be made for the Prerequisites.

I will do that now.

Thanks,
DZ