Homebrew Paragon Paths and Epic Destinies

Post/Author/DateTimePost
#42

lord_karsus

Jul 01, 2008 20:54:07
I am not sure if high magic being ritual magic is so bad

-High Magic spells are already rituals, so...
#43

merrikcale

Jul 01, 2008 20:55:52
-High Magic spells are already rituals, so...

exactly
#44

merrikcale

Jul 03, 2008 11:58:37
I wonder if they will turn 3.5 classes into Paragon Paths like the Beguiler or Dragon Shaman
#45

lord_karsus

Jul 03, 2008 12:11:51
I wonder if they will turn 3.5 classes into Paragon Paths like the Beguiler or Dragon Shaman

-Variations on the theme (because you cannot copy things 100%), I'm sure.
#46

nymrohd

Jul 03, 2008 12:26:36
Hehe seems that WotC already thought of multiclass-only classes I was considering for spellfire and dragonmarks, and are planning to use them for spellscars.
#47

merrikcale

Jul 03, 2008 23:53:58
dragonmarks = spellscars
#48

nymrohd

Jul 05, 2008 10:27:11
I'm gonna post some rituals when I am satisfied with the format.


Elven High Mage
Prerequisite: Eladrin or Elf, wizard, Spell Focus

Elven High Mage Features
Rituals of High Magic (21st level): You learn an elven high magic ritual of your level or lower. Learn one additional ritual at every level thereafter.
While performing an elven high magic ritual you can expend a wizard daily power: You gain a power bonus on your next Arcana skill check equal to the level of the expended power.
Word of Potency (24th level): Once per encounter when using a wizard attack power, do not make an attack roll. That power scores a succesful critical hit.
Mastery of Magic (30th level): Your intimate understanding of the workings of magic allows you to apply its greatest effects unerringly and reliably. All your wizard attack powers gain the reliable keyword (area attacks that hit at least one target count as hits). Creatures that attempt saving throws against your wizard powers take a -5 penalty to the rolls.

Circle Leader Elven High Mage Utility 26
Daily ♦ Arcane, Stance
Standard Action Close burst 10
Effect: You and a number of willing allies within range that have access to at least one arcane power join in a circle. The number of allies that join you in a circle cannot exceed your Intelligence modifier. Any allies that move out of range of this power are no longer a part of the circle. All allies that are part of the circle can use the Circle Assistant power.

Circle Assistant
At-Will ♦ Arcane
Immediate Interrupt Ranged 10
Special: You cannot use circle assistant if you have acted this round.
Trigger: The Circle Leader uses an arcane power
Target: The Circle Leader
Effect: Expend an arcane power. The level of the power you expend must be 10 levels lower than the triggering power or higher. If the triggering power is a daily power, you must expend a daily power. If the triggering power is an encounter power, you must expend an encounter or daily power. You cannot take any standard actions this round. The target gains one effect of his choice on his or her next arcane attack. The same target can be affected by circle assistant any number of times in one turn.
The effects the target can choose from are the following. All effects are cumulative.
You gain a +2 power bonus on attack rolls on your next arcane attack
You gain a +2 power bonus on damage rolls on your next arcane attack
You can increase the size of a blast or a burst by 1 on your next arcane attack
You can increase the range of your next arcane attack by 5,
You can extend the duration of an effect created by your next arcane attack that would end at the end of your current turn so that it ends at the end of your next turn.
#49

lord_karsus

Jul 05, 2008 10:37:56
-Well, being as that I don't know anything about 4e, I can't say that I approve or disapprove. That being said, it seems to be missing the most important feature of Selu'Taar: The ability to enter into a Circle. Is this something that the 4e rules cover yet, augmenting someone else's spellcasting with your own, or group spellcasting?
#50

nymrohd

Jul 05, 2008 10:49:13
Well that is part of Elven High Magic rituals. But I guess I can make a modification.
#51

nymrohd

Jul 05, 2008 11:35:20
This is so overpowered . . . Anyway I'm making N'Quor'Khaor first.
#52

lord_karsus

Jul 05, 2008 11:41:24
Well that is part of Elven High Magic rituals. But I guess I can make a modification.

-Looks better now.
#53

merrikcale

Jul 05, 2008 22:46:23
Nice
#54

nymrohd

Jul 06, 2008 5:51:43
Btw I did a Barbarian
http://forums.gleemax.com/showthread.php?p=16276112#post16276112
Check him out
#55

merrikcale

Jul 07, 2008 21:23:38
I like it. They have said the 4e barbarian will be very rage-based
#56

lord_karsus

Jul 09, 2008 18:58:04
-What were they before?
#57

merrikcale

Jul 09, 2008 19:14:30
-What were they before?

I mean the at-will, enouncter and daily powers will be based on rage
#58

lord_karsus

Jul 09, 2008 19:23:58
-Well, yeah. Like I was "snarkily" saying, Barbarians have always had their emphasis on the ability to Rage.
#59

merrikcale

Jul 10, 2008 19:59:39
-Well, yeah. Like I was "snarkily" saying, Barbarians have always had their emphasis on the ability to Rage.

thought I was the snarky one
#60

lord_karsus

Jul 10, 2008 21:10:49
-I have my moments.
#61

merrikcale

Jul 11, 2008 22:34:24
anybody want to show us one of their PPs?
#62

merrikcale

Aug 06, 2008 11:22:37
move this one Lord Karsus as well
#63

18DELTA

Aug 06, 2008 11:57:16
-Diffan I will put this thread in my 4E FR Handy link Thread. I will put it in the Fan-Link section.


18DELTA ;)
#64

Diffan

Aug 06, 2008 12:14:57
-Diffan I will put this thread in my 4E FR Handy link Thread. I will put it in the Fan-Link section.


18DELTA ;)

Sounds good man.
#65

lord_karsus

Aug 06, 2008 14:10:58
-The order was already put in, it just hasn't been moved yet.
#66

merrikcale

Aug 09, 2008 22:58:28
moved I see
#67

Diffan

Sep 24, 2008 20:32:32
Now that the FRPG is here, we should be getting more frequent ideas about Paragon Paths/ Epic Destinies for FR.
#68

dariusredraven

Sep 24, 2008 21:40:26
I posted a very preliminary PP for Chauntea here, if you'd like to look at it.

Any suggestions would be greatly appreciated

http://forums.gleemax.com/showthread.php?t=1092950
#69

krownhunter07

Sep 29, 2008 11:47:02
I really like the Bladesinger PP, but shouldn't the powers key off Intelligence instead of Strength? Also, In place of critting on a Martial power, why not allow it to key off any attack power?

Other then that, pure awesome.

Maybe like this;

Show

Bladesinger

Prerequisite: At least one power from the arcane power source, proficiency with the longsword. Must be an Eladrin, Elf or Half-Elf.

Bladesinger's Sword (11th level): When wielding a longsword in one hand and nothing in the other, you may use a longsword as an arcane implement for any arcane powers. (Cool ability, but worthless to a non-MC Swordmage. I'm not sure what would be good in it's place, however. Maybe something like the CG PP's extra point of AC for Warding?)
Bladesong Style (11th level): When you spend an action point to take an extra action, you also add your Intelligence modifier to the attack roll of any of your standard action attacks this turn.
Bladesong Adept (16th level): You treat chainmail as light armor.

Song of Fury; Bladesinger Attack 11
Daily * Martial, Weapon
Standard Action; Melee Weapon
Requirement: You must be wielding a longsword in one hand (and nothing in the other).
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier damage. Make a secondary attack against the same target.
Secondary Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier. If both attacks hit, the target takes ongoing damage equal to your Intelligence modifier (save ends)

Song of Celerity; Bladesinger Utility 12
Encounter (Special) * Arcane, Weapon
Special: You can use this power a number of times per day equal to your Intelligence modifier (minimum 1).
Requirement: You must be wielding a longsword in one hand (and nothing in the other).
Free Action; Personal
Effect: Until the end of your turn, use one arcane power that requires a standard action as a minor action.

Spellsong; Bladesinger Attack 20
Daily * Arcane, Martial, Stance
Minor Action; Personal
Effect: When you score a critical hit, you regain the use of one arcane attack power of your choice.
#82

lord_karsus

Oct 10, 2008 17:30:21
-Evereskan Tomb Guardians get the bonus to their spellcasting every level, but personally, I don't like that part, and the requirement to be able to cast 2nd Level spells. To me, that doesn't make too much sense, other than stressing that most Elves have some knowledge of magic. But, that's neither here nor there. They get tracking bonuses, dodge bonuses, and Hide/Move Silently/etc. bonuses. That's their main thing.

-As for powers...You can add touches like, "Sehanine's Blessing", that gives them some pluses against Undead, maybe, "Shevarash's Vengeance", that gives them the bonuses for tracking those who desecrate the tombs, "Labelas' Patience", for things like the standing vigil in the tombs. Stuff like that, why not?
#83

Diffan

Oct 10, 2008 17:32:44
-Evereskan Tomb Guardians get the bonus to their spellcasting every level, but personally, I don't like that part, and the requirement to be able to cast 2nd Level spells. To me, that doesn't make too much sense, other than stressing that most Elves have some knowledge of magic. But, that's neither here nor there. They get tracking bonuses, dodge bonuses, and Hide/Move Silently/etc. bonuses. That's their main thing.

OK, thanks for the info. I think the prerequisites are going to be Eladrin, elf, or half-elf and affiliated with Evereska with no spells but exploits.
#84

lord_karsus

Oct 10, 2008 17:38:14
-Most Evereskan Tomb Guardians, in 3e, were multiclass Rogues/Arcane Spellcasters or Ranger/Arcane Spellcasters. I don't know, by virtue of not being 4e-familiar, about either class in 4e, but the class certainly still should be open to them.

-I know that 4e has the multiclass rules that are different from 3e, so why not drop the spellcasting all together. Like I said, it never really fit fully, in my book. I mean, the premise of the PrC/PP is of a guardian who watches over a crypt, not of any kind of spellcaster.
#122

lord_karsus

Oct 25, 2008 13:58:01
With the Wild Mage in mind, anyone know if there are still Wild Areas of magic in Faerun or did the un-binding of the Weave destroy those too?

-I would rule that they don't exist. Wild Magic zones were areas where the Weave was "frazzled". Without the Weave, there isn't anything to be "frazzled". You can easily fix this, though. In theory, in all of the chaos, you can have areas where the transdimensional barriers between the Prime Material Plane and Limbo are weak, and some of Limbo has leaked into the Prime Material. Thus, area of Wild Magic.
#123

Mr_Miscellany

Oct 25, 2008 20:02:23
With the Wild Mage in mind, anyone know if there are still Wild Areas of magic in Faerun or did the un-binding of the Weave destroy those too?

Anywhere there is active Spellplague, natch.

That was easy. Give me another one. ;)
#124

Diffan

Oct 30, 2008 8:42:40
So I wrote up the Wild Mage paragon path last night along with my 4e's version of the Rod of Wonder. If the rod of wonder already exists in the Adventurer's Vault, could someone let me know? Anyways, after converting this class, i've realized just how crazy this class is. Just.....wow. btw, no fluff yet. *NOTE~ This Paragon Path has been described in the Player's Handbook 2 and therefore supercedes my version. I rather like their version better, but I think my Rod of Wonder is still pretty cool. Use what you like though, this is just a forward of information. WILD MAGE
Prerequisites: Any arcane class, trained in Arcana

WILD MAGE PATH FEATURES 
    Wild Magic (11th level): From now on, any power you use with the Arcane keyword, you treat the power's primary ability modifier as 3   points lower. However, when you use that Arcane power, the use of wild magic adds 1d6 points to the primary modifier of the power.
    Student of Chaos (11th level): Whenever a magical item or power affects a randomly determined effect, you can roll twice and chose between the two results. In addition, you gain immunity to any domination effect.
    Reckless Dweomer (16th level): As a standard action, you may create an effect similar to a rod of wonder a number of times per day equal to your Intelligence or Charisma modifier. Your student of chaos ability applies when this ability is used. This effect uses up one of your daily or utility powers.

WILD MAGE SPELLS
Wildstrike; Wild Mage Attack 11
This attack surrounds the creature in an aura of shimmering rainbow colors.
Encounter - Arcane, Implement, Radiant
Standard Action; Ranged 10
Target: One creature
Attack: Intelligence +2 vs. Reflex, Wisdom +2 vs. Reflex, or Charisma +2 vs. Reflex
Hit: 2d6 + Intelligence, Wisdom, or Charisma modifier radiant damage, and for the next 1d4 rounds, any power with the Arcane keyword the target uses has a 50% chance of failing.

Random Deflection; Wild Mage Utility 12
As the spell flies toward you, a quick shield is summoned, deflecting the attack to some place else.
Encounter - Arcane
Immediate Reacton; Personal
Trigger: Target of a ranged attack
Effect: This spell redirects the ranged attack or effect so that they instead attack or affect a random target within 5 squares of you. This random effect is determined by a random dice roll and you include your allies among the possible new targets. This spells lasts until the end of your next turn.

Uncontrollable Arcana
Eldritch energies swirl in your hand, creating a chaotic pattern that has unknown powers you can't even decipher.
Daily - Arcane, Implement
Standard Action; Ranged 20
Target: One creature
Attack: Intelligence vs. Will, Wisdom vs. Will, or Charisma vs. Will
Hit: 3d8 + Intelligence, Wisdom, or Charisma modifier damage.
Effect: One of the following effects occurs with a percentage die roll:
01-20%: Target takes ongoing 10 psychic damage (save ends) and dazed until the end of your next turn.
21-40%: Target is blinded (save ends).
41-60%: Target begins dancing, making it stunned (save ends).
61-80%: Target is polymorphed into a Medium harmless animal until the end of your next turn.
81-100%: Target is petrified (save ends).


Now for the Rod of Wonder
 [Rod of Wonder] Rod of Wonder
Lvl 20 +4 125,000 gp Lvl 25 +5 625,000 gp
Implement (Rod)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (Daily): Free Action. When you use the rod, it has a random effect generated on a percentage die roll. See table below:
d%- Effect:
01-05: Creature is Slowed (save ends).
06-10: Darkfire surrounds the target, as the drow's racial power until end of your next turn.
11-15: Deludes wielder for 1 round into believing the rod functions as indicated by a second die roll.
16-20: Gust of wind that makes physical ranged attack impossible until the end of your next turn.
21-25: Wielder learns target's surface thoughts (save ends).
26-30: Stinking Cloud, as the wizard's stinking cloud power.
31-33: Heavy rain falls for 1 round in 10 square burst centered on wielder.
34-36: Summon an animal- a bulette (01-40 on d%), spectral panther (41-75 on d%) or dire bear (76-100 on d%).
37-46: Lightning Bolt, as the wizard's lightning bolt power.
47-49: Stream of 600 large butterflies pours forth and flutter around for two rounds, blinding everyone (including wielder) within burst 5.
50-53: Gives one creature within 10 foot range reach 2, +2 to Strength score and doubles it's weight and size until end of wielder's next turn.
54-58: Cloud of darkness, as the drow's racial cloud of darkness power.
59-62: Grass grows in a burst 30 centered on wielder, or existing grass grows to ten times it's normal size.
63-65: Turn ethereal any nonliving object of up to 1,000 lb. mass and up to 30 cu. ft in size.
66-69: Reduce wielder's size by 1/12 height.
70-79: Fireball, as the wizard's fireball power.
 80-84: Invisibility, as the wizard's invisibility power.
85-87: Leaves grow from target if within 10 squares of wielder. This effect last for 24 hours.
88-90: 10-40 gems, value 1gp each, shoot forth dealing 1 damage each in blast 5. Roll 5d4 for the number of hits and divide them among available targets.
91-95: Shimmering colors dance and play over a blast 10 area. Creatures within area are blinded for 1d6 rounds.
96-97: Wielder (50% chance) or target (50% chance) turns permanently blue, green, or purple. 98-100: Target within range 10 become petrified (or un-petrified if target is stone already).
#125

lord_karsus

Oct 30, 2008 10:15:16
-The 'Random Deflection' power mentions that who it effects includes enemies and allies, and is completely random. You don't mention how the targets are resolved- ie, DM's choice, random roll, whatever. I'd mention how to resolve the issue in the write-up.
#126

keveras

Oct 31, 2008 12:49:28
If the rod of wonder already exists in the Adventurer's Vault, could someone let me know?

No rod of wonder in Adventure's Vault. Just to let you know ;)
#127

Diffan

Nov 01, 2008 10:45:22
-The 'Random Deflection' power mentions that who it effects includes enemies and allies, and is completely random. You don't mention how the targets are resolved- ie, DM's choice, random roll, whatever. I'd mention how to resolve the issue in the write-up.

Good point, though there's no mention of who or whats to resolve the randomly effected target in 3.5 either. I'm going to go with the random roll idea.

No rod of wonder in Adventure's Vault. Just to let you know ;)

Thanks for the info. I do have the Adventurer's Vault on my other computer, which btw, is still being fixed
#128

Diffan

Nov 03, 2008 7:40:06
Heres my version of the Arcane Archer, enjoy.

Note: There may be a different version when the Martial Powers supplement comes out.

ARCANE ARCHER

Arcane archers are skilled in using wizardry to supplement their combat prowess. Beyond the cities of the eladrin and the woods of the elves, arcane archers gain great renown for their skill in both the arcane and archery. While at home, arcane archers make up a large number of scouts within their society as well as masters of their warbands.

Prerequisites: Ranger class, archer fighting style, eladrin, elf, or half-elf, Arcane Initiate feat, and must know one wizard daily, encounter, or utility power.

ARCANE ARCHER PATH FEATURES
Implement of the Archer (11th level): Choose an arcane implement that you specialize in, whether the orb, staff, or wand. You can use a longbow or shortbow as if it were that type of arcane implement when casting your spells.
Enhance Weapon (11th level): Any bow an arcane archer uses becomes magical, gaining a +2 bonus to attack and damage rolls. This ability stacks with any existing magical enhancements but does not count towards any critical hit bonuses. At 21st level, the bonus increases to +3.
Arcane Study (16th level): Your intense training of the Art has taught you the basic tactics of wizards. You may choose and use one wizard at-will power.

ARCANE ARCHER EXPLOITS

Arrowstorm; Arcane Archer Attack 11
You unleash an arcane storm of arrows at your foes as each shaft crackles with magical lightning.
Encounter - Arcane, Lightning, Weapon
Standard Action; Ranged weapon
Target: Each enemy in range
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier lightning damage, and each creature is slowed until the end of your next turn.

Imbue Arrow; Arcane Archer Utility 12
You whisper an arcane spell to the arrow and it glows with eldritch power.
Encounter - Arcane
Minor Action; Personal
Effect: You may imbue one of your arrows with an arcane power that has a blast or burst area. If the power targets enemies, the imbued arrow may only be delivered with a ranged basic attack. This ability allows arcane archers to use the bow's range instead of the spells range.

Arrow of Vital Wounding; Arcane Archer Attack 20
This black arrow literally glows with necrotic power, giving you the satisifaction of knowing that it will gravely wound your enemy.
Daily - Arcane, Necrotic, Weapon
Standard Action; Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: Target's hit points drop to half, and the target is weakend until the end of your next turn. Resistance or immunity to necrotic damage doesn't apply.
Miss: Target's hit points drop one-quarter and is dazed until the beginning of your next turn
#129

keveras

Nov 03, 2008 13:18:18
Heres my version of the Arcane Archer, enjoy.

Damn
I knew I probably should have waited with my build for Ilsevele.
#130

sfdragon

Nov 03, 2008 17:07:50
well change it
#131

Diffan

Nov 09, 2008 13:23:46
I finished 3 more Paragon Path conversions this past week. Hope you like them, enjoy!

ABJURANT CHAMPION

Abjurant champions are swordmages who revel in melee, yet use their abjurer abilities to protect their allies and themselves in battle. Using their talents to both augment personal defenses and hinder enemy spellcasters, abjurant champions are something to be feared by mages and warriors alike.

Prerequisites: Swordmage, aegis of shielding

ABJURANT CHAMPION PATH FEATURES
Abjurant Armor (11th level): When you use your aegis of shielding immediate reaction, one ally adjacent to you when you end your teleport receives a +2 bonus to AC until the beginning of your next turn.
Martial Arcanist (11th level): Whenever you make a melee attack with the Arcane keyword, you may add you Strength modifier to the damage roll. If the Strength modifier is already included, the bonus from this ability stacks.
Arcane Boost (16th level): You gain the ability to burn arcane energy to empower your martial abilities. As a minor action, you can spend an encounter power of a specific tier to grant yourself one of the following bonuses - (Heroic: +3, Paragon: +6, Epic: +9). This bonus lasts until the end of your next turn.
  • Bonus on attack rolls
  • Bonus on damage rolls
  • Bonus to AC
  • Bonus to your Fortitude, Reflex, and Will defenses
  • Gain resist variable


ABJURANT CHAMPION SPELLS

Tenacious Dispelling; Abjurant Champion Attack 11
Your weapon cuts through their defenses and body like a hot knife, wounding and suppressing magical effects.
Encounter - Arcane, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier damage, and any magical bonuses the target has to attack rolls, AC, or defenses are supressed until the end of your next turn. If no magical bonuses are present, the target instead receives a -2 penalty to attack rolls, AC, or defenses until the end of your next turn.

Counterspell; Abjurant Champion Utility 12
As your foe goes through the intricate words to form a spell, you quickly unleash a blast of magical force, disrupting their energies.
Daily - Arcane
Immediate Interrupt; Ranged 10
Trigger: An enemy uses a power with the Arcane keyword or an effect with the Arcane keyword targets you or any of your allies within range.
Effect: The power's effect fails. If the power was an attack, it is treated as an automatic miss.

Arcane Turmoil; Abjurant Champion Attack 20
Your attack not only physically harms, but disrupts the mind as well and completly scrambles spells your enemy might have used.
Daily - Arcane, Implement, Psychic
Standard Action; Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 3d6 + Intelligence modifier psychic damage. In addition, the target loses one randomly determined daily, encounter, or recharge power. This is determined by a random die roll. This effect treats any power lost in this fashion as if it were used.
Miss: Half-damage and the target cannot use one randomly determined encounter or recharge power until the beginning of your next turn. This is determinded by a random die roll.
#132

Diffan

Nov 09, 2008 13:44:44
Heres Another, this time a FR specific one (no fluff yet). Enjoy!

SPUR LORD

Prerequisites: Any martial class, any non-good alignment, must worship Cyric

SPUR LORD PATH FEATURES
Implement of Liars (11th level): You may use a holy symbol when using prayers of the Spur Lord.
Dark Bond (11th level): You are immune to any harmful effects from powers with the Divine keyword that originates from a worshipper of Cyric and gain a +2 bonus to saving throws against ongoing effects from divine powers.
Secret Blade (11th level): You have the ability to magically hide any one handed weapon or item weighing no more than six pounds. Only one item can be concealed in this manner and you can cause the item to reappear in either hand as a free action.
Flesh of the Prince (16th level): The first time you become bloodied in an encounter, the unholy aura of Cyric infuses you with dark power. The weapon you currently wield gains the flaming ability (trailing dark flames), you gain a +2 bonus to your defenses, and deal an additional 2d6 damage with any melee Martial power. This effect ends when you are no longer bloodied, become unconscious, or fall to 0 hit points or fewer. When this effect ends you lose one healing surge, or if no surges remain, immediately drop to 0 hit points.

SPUR LORD PRAYERS

Dark Flames; Spur Lord Attack 11
Encounter - Divine, Fire, Implement, Necrotic
Standard Action; Ranged 10
Target: One creature
Attack: Intelligence +2, Wisdom +2, or Charisma +2 vs. Reflex
Hit: 2d6 + Intelligence, Wisdom, or Charisma modifier fire necrotic damage, and takes ongoing 5 fire necrotic damage (save ends)
Effect:the target is marked until the end of your next turn.

Cyric's Glory; Spur Lord Utility 12
Daily - Divine
Minor Action; Personal
Effect: Until the end of the encounter or for 5 minutes, you can increase your presence and determination by gaining a +4 power bonus to Charisma and a +2 bonus to Will defense.

Skull Eyes; Spur Lord Attack 20
Daily - Divine, Fear, Implement, Psychic
Standard Action; Close burst 5
Targets: Each enemy in burst
Attack: Intelligence +2, Wisdom +2, or Charisma +2 vs. Will
Hit: 4d10 + Intelligence, Wisdom, or Charisma modifier psychic damage and each creature treats any attacks against you as if they were weakened for the duration of the encounter.
Miss: Half-damage and each creature takes a penalty to damage rolls against you equal to your Intelligence, Wisdom, or Charisma modifier.
#133

Diffan

Nov 09, 2008 14:03:01
Another FR specific paragon path (fluff coming soon).

TRIADIC KNIGHT

Prerequisites: Any divine class, lawful good alignment, must worship Bahamut, Ilmater, or Torm and have the deity's corresponding Channel Divinity Feat (Armor of Bahamut, Ilmater's Martydom, Torm's Justice) respectively.

TRIADIC KNIGHT PATH FEATURES
Hands of Ilmater (11th level): You receive a +5 bonus to Endurance skill checks to improve your condition on any disease track and to saving throws against poison (this bonus does not stack with the dwarven Cast Iron Stomach racial bonus).
Scales of Bahamut (11th level): When you spend an action point to take an extra action, you or one ally adjacent to you gains a bonus to AC equal to one-half your level until the end of your next turn.
Heart of Torm (16th level): You gain immunity to any power with the fear keyword and each ally within sight gains a bonus to AC and defenses equal to your Wisdom modifier against powers with the Fear keyword.

TRIADIC KNIGHT PRAYERS

Shout; Triadic Knight Attack 11
Encounter - Divine, Force, Implement, Thunder
Standard Action; Area blast 5
Target: Each creature in blast
Attack: Wisdom, or Charisma vs. Reflex
Hit: 3d6 + Wisdom or Charisma modifier thunder damage, and the target is knocked prone and deafened until the end of your next turn.

Holy Shield; Triadic Knight Utility 12
Encounter - Divine, Radiant
Minor Action; Personal
Effect: For a number of rounds equal to you Charisma modifier, you gain resist 10 necrotic damage and can spend one of your healing surges as a minor action.

Threefold Smite; Triadic Knight Attack 20
Daily - Divine, Radiant, Weapon
Standard Action; Melee weapon
Target: One, two, or three creatures
Attack: Strength vs. AC, three attacks
Hit: 3[W] + your Strength modifier radiant damage (first attack), 2[W] + twice your Strength modifier radiant damage (second attack), 1[W] + three times your Strength modifier radiant damage (third attack). A target hit once is marked until the end of your next turn. A target hit twice is marked and stunned until the end of your next turn. A target hit three times is marked, knocked prone, and weakened until the end of your next turn.
Miss: Half-damage per attack, and the target is not stunned, knocked prone, or weakened.
#134

keveras

Nov 10, 2008 12:44:43
ABJURANT CHAMPION

  • Gain resist variable


How long does this last? Until the end of your next turn?

Anyway, I like the Abjurant Champion, and it is as powerful as the 3e one was.
#135

Diffan

Nov 10, 2008 17:41:02
How long does this last? Until the end of your next turn?

Anyway, I like the Abjurant Champion, and it is as powerful as the 3e one was.

Fixed, thanks for pointing that out. Yea, It's a bit on the powerful end, but I'm only just converting.
#136

Diffan

Dec 17, 2008 7:01:18
It's been a while, but I got my computer back in order and I figured i'd post my newest conversion.

KNIGHT-ERRANT OF SILVERYMOON
“We are all that stand between victory and ruin for Silverymoon.”

Prerequisites: Fighter, Paladin, or Warlord; affiliated with Luruar; must have the Mounted
Combat feat.

Even though the Lady Alustriel is gone, the city of Silverymoon is still a beacon of hope for the region of Lurue. Charged with the safety for this region are a fighting force called the Knights in Silver. This elite group of warriors is called upon to undertake dangerous missions like warfare, reconnaissance and disaster relief as well as be a diplomat between the various cities.

KNIGHT-ERRANT OF SILVERYMOON FEATURES
Homeland (11th level): You receive a +2 bonus to Diplomacy, Insight, Nature, and Stealth skill checks within the city of Silverymoon or within fifty miles of its walls. At 21st level, the range increases to one-hundred miles of Silverymoon’s walls.
Fast March (11th level): When you spend an action point to take an extra action, yourself and allies within 5 squares of you may double the amount of squares they can move until the end of your next turn.
Expert Rider (11th level): You are not impeded by difficult terrain while mounted.
Loyal Heart (16th level): You and allies within 5 squares of you receive a +2 bonus to saving throws within the walls of Silverymoon or within fifty miles of its walls. As 21st level, the range increases to one-hundred miles of Silverymoon’s walls.

KNIGHT-ERRANT OF SILVERYMOON POWERS
Sworn Enemy; Knight-Errant of Silverymoon Attack 11
You point you weapon at the target and denounce him as a foe to the nation of Luruar.
Encounter - Martial, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target is marked and grants combat advantage to your allies (save ends).

Faultless Navigation; Knight-Errant of Silverymoon Utility 12
Your constant study of maps and terrain gives you knowledge of the most hidden paths and ways throughout the region.
Encounter
Minor Action; Personal
Effect: You gain a +5 power bonus to any one skill for the duration of a skill challenge regarding direction or navigation within the area of Luruar and Grey Vale.

Knightly Surge; Knight-Errant of Silverymoon Attack 20
You attack your foes with the strength and hope of your beloved city as it dazzles them and inspires your allies.
Daily - Martial, Healing, Weapon
Standard Action; Close burst 1
Target: Each enemy in burst
Attack: Strength vs. AC (one attack per target)
Hit: 3[W] + Strength modifier damage, and the target is dazed (save ends).
Miss: Half-damage and the target is dazed until the end of your turn.
Effect: Yourself and each ally within 3 squares can use a healing surge and adds your Charisma modifier to the result.

Let me know what you think. I know the 12th level Utility isn't all that great, but I think it adds to the Path's unique qualities (espically since I'm basically taking it right from the source book).
#137

Diffan

Dec 17, 2008 7:16:26
I was looking over some requests...

For the Runescarred Berserker, I'd really like to wait and see what the PH2 does for the barbarian. With it, I can get a better feel for how the class works and how to adapt the 3.5 stuff for it. I'd rather not have multipul powers that generally do the same thing.

As for the Raumathari Battlemage, it'll be......different. I'm still not sure how to convert the Sword Focus and Channeling Spells but I'm working on it. It'll take some time.

In the meantime, any other requests? I'd rather like to work on FR specific paragon paths rather than conversions from the Complete books.
#138

keveras

Dec 17, 2008 8:29:56
Let me know what you think. I know the 12th level Utility isn't all that great, but I think it adds to the Path's unique qualities (espically since I'm basically taking it right from the source book).

I like it, Diffan. Especially that the guy moves faster and ignores difficult terrain is a welcome change to the often used '+2 bonus to AC' etc. bonuses.

However, how about the Telflammar Shadowlord or the Nar Demonbinder?
#139

sfdragon

Dec 17, 2008 13:05:55
i was going to suggest the Nature's Warrior.

but the druid is in the phb 2, and unless you have the druid preview....




okay here is one, Champion of Corellon LArethian
#140

Diffan

Dec 18, 2008 7:21:13
Here ya go sfdragon, one champ of Corellon coming up...(fluff to be added soon).


CHAMPION OF CORELLON LARETHIAN

Prerequisites: Eladrin, elf, or half-elf; any non-evil alignment; must be proficient with at least one type of heavy armor.

[b]CHAMPION OF CORELLON FEATURES[/b]
Elegant Strike (11th level): You may apply your Dexterity modifier as a bonus on damage rolls (in addition to any Strength bonuses) with any power that has the weapon keyword.
Superior Defense (11th level): When you spend an action point to take an extra action, you and each ally within 4 squares of you gains a +2 bonus to AC until the end of your next turn.
Unimpeded Movement (16th level): You no longer take a penalty to speed while wearing heavy armor. In addition, you ignor the check penalty while wearing heavy armor.

[b]CHAMPION OF CORELLON POWERS[/b]

Corellon's Blessing; Champion of Corellon Attack 11
Encounter - Divine, Healing, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Strength +2, Dexterity +2, or Constitution +2 vs. AC
Hit: 2[W] + Strength, Dexterity, or Constitution modifier damage, and the target is marked until the end of your next turn.
Effect: You regain hit points as if you had spent a healing surge and you may add your Charisma modifier to the total.

Gift of the Creator; Champion of Corellon Utility 12
Encounter
Minor Action; Personal
Effect: If you are an eladrin or elf, you may regain the use of your fey step or elven accuracy racial power (respectively) if it has already been expended. If you are a half-elf, you may regain the use of the power you've chosen for your dilettante racial feture if it has already been expended.

Corellon's Wrath; Champion of Corellon Attack 20
Daily - Divine, Radiant, Weapon
Standard Action; Melee or Ranged weapon
Target: One or two creatures
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged), two attacks
Hit: 3[W] + Strength modifier radiant damage (melee) or 3[W] + Dexterity modifier radiant damage (ranged) per attack.
Effect: The attack is not subject to any resistance. In addition, if both attacks hit, make a third attack.
Third Target: One creature
Third Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)
Hit: 1[W] and the target becomes dazed until the end of your next turn


Hope that conversion does the Champ of CL good. Next up is going to be Keveras's Telflammar Shadowlord
#141

sfdragon

Dec 18, 2008 19:56:22
looks good.
after the shadowlord, can you do the sunlord afterwords?
#142

Diffan

Dec 18, 2008 20:14:51
looks good.
after the shadowlord, can you do the sunlord afterwords?

I'm glad you like it.

If by sunlord, you meant Sunmaster from the Lost Empires of Faerun supplement, then yes. That was actually going to be the next one I was going to convert, good guess.
#143

sfdragon

Dec 19, 2008 5:08:05
i noticed that you did the frostmage.

and it looks good too.

though a thought accord on something, would a good aligned drow me the requirements for the champion of CL.
#144

Diffan

Dec 19, 2008 6:48:22
Here's the Telflammar Shadowlord

TELFLAMMAR SHADOWLORD
"I have come to be one with the shadows."

Prerequisites: Rogue class; must have the shadow stride utility

The Shadowmasters of Telflamm are still one of Faerun's most notorious thieves guilds. Even after the destruction in wake of the Spellplague, they've since made a stronger bid for the control of Thesk's port city. Though they've gained power, there has long since been a power struggle within it's hierarchy between the followers of Mask, who remains suspiciously silent, and a the clergy of Shar, who believes the shadows are her domain alone. Still, it's members are as deadly as ever and people are still freightened of the lurking shadows of this city.

TELFLAMMAR SHADOWLORD FEATURES
Shadow Sight (11th level): You gain darkvision and the ability to see through any form of normal or magical darkness without hinderance.
Shadow Blur (11th level): Anytime you are not in daylight or the illuminated radius of a light source, you gain concealment.
Shadow Discorporation (16th level): If you are in shadow or darkness, any damage that would drop you to 0 hit points or fewer instead has a chance to discorporate you. On a successful saving throw, you vanish along with anything you are carrying for a number of rounds equal to your Wisdom modifier. You may reappear at a spot of your choosing within 1 mile of the place where you were forced to discorporate.

TELFLAMMAR SHADOWLORD EXPLOITS

Shadow Pounce; Telflammar Shadowlord Attack 11
The shadows around you seem to surge, engulfing and teleporting you to your foe.
Encounter - Shadow, Teleportation
Standard Action; Melee weapon
Requirement: You must be wielding a light blade
Target: One creature
Attack: Dexterity vs. AC
Special: You may teleport up to 5 squares before attacking
Hit: 2[W] + Dexterity modifier
Effect: If you teleported to an adjacent square of the target and the attack was successful, make a secondary basic attack against the same target. The target grants you combat advantage for the basic attack.

Shadow Jaunt; Telflammar Shadowlord Utility 12
A cloud of shadows envelops you, spins into a tiny mote, and disappears. A moment later, this shadowy cloud appears across the battlefield and expels you from it.
Daily - Shadow, Teleportation
Minor Action; Personal
Effect: You may teleport yourself and one other creature up to 10 squares away. The creature must be touching you for them to be teleported in this manner.

Death in the Dark; Telflammar Shadowlord Attack 20
You catch your foe unaware, allowing you to deal a single, deadly strike that slays instantly.
Daily - Shadow
Standard Action; Melee weapon
Requirement: You must have combat advantage against the target and wielding a light blade
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 5[W] + Dexterity modifier shadow damage, and the target is weakened (save ends).
Miss: Half-damage and the target is weakened until the end of your next turn.


Since I'm not 100% sure of other powers/sources out there, if anything I've created is the same or almost the same as another power in existance, please let me know so that I can create a more original ability/power/etc. Thank you.
#145

Diffan

Dec 19, 2008 6:55:19
i noticed that you did the frostmage.

and it looks good too.

though a thought accord on something, would a good aligned drow me the requirements for the champion of CL.

Thank you about the Frost Mage

About drow champs of CL, I'd have to say no. This is really because of their Racial Powers that stem from Lolth as well as not really being his children. As for dark elves (those who've been redeemed and such) I don't see why they couldn't qualify for this paragon path. Also, drow in 4e aren't considered Eladrin or elves, they're considered Drow (Drow are a decadent race of dark elves..... p.8 FRPG) so i'm guessing they're really their own race now. *shruggs* anyone care to clarify?
#146

lord_karsus

Dec 19, 2008 9:22:33
-Dark Elves would be "Wild" Elves (AGHotR), so they'd be Elves, in 4e mechanics terminology.
#147

Diffan

Dec 19, 2008 13:38:24
-Dark Elves would be "Wild" Elves (AGHotR), so they'd be Elves, in 4e mechanics terminology.

right, so a "dark elf" would qualify for the Champion of Corellon paragon path because he has the stats of an Elf as per the PHB but a drow (a separate race of dark elves) would not. Thanks for clearing that up LK.
#148

lord_karsus

Dec 19, 2008 16:02:55
-Right. Lore-wise, they are technically the same thing (one "cursed", the other not), mechanics-wise, they are two separate things.
#149

Diffan

Dec 22, 2008 15:24:58
Heres the Sunmaster conversion from the Lost Empires of Faerun supplement.

SUNMASTER
Amaunator, God of the eternal sun, grant me thy fiery power!"

Prerequisites: Any divine class, any non-evil alignment; must worship Amaunator

Sunmasters are the enforcing members of Amaunator's church. Before the Spellplague, they were a sect of within the church of Lathander, and though they served Lathander faithfully for fifteen centuries, their doctrinal differences with the rest of the Morninglord's clergy created a schism. That rift has now been closed with the coming of Amaunator's noontime reign. Now, both ideals of the church have come together to forge a new light withing the growing darkness that has covered Faerun.

SUNMASTER FEATURES
Brilliant Eyes (11th level): Your eyes glow with the brilliant orange color of the sun. You can never be blinded by a power with the Arcane or Divine keyword.
Embrace the Sun (11th level): Your link to the sun gives you increasing resistance to it's fire. You gain resist 10 fire. At 21st level, you gain immunity to fire.
Sunform (16th level): Whenever you become bloodied, your body radiates the heat of the sun. You radiate bright illumination for 10 squares and each enemy adjacent to you takes 10 fire damage. In addition, any melee attack you make deals additional 5 fire damage (save ends). This ability lasts until you are no longer bloodied, fall unconscious, or die.

SUNMASTER PRAYERS

Fiery Vision; Sunmaster Attack 11
A flash of light bursts from your eyes, searing your opponents.
Encounter - Divine, Fire, Implement, Radiant
Standard Action; Ranged 10
Target: One or two creatures
Attack: Intelligence vs. Reflex, Wisdom vs. Reflex, or Charisma vs. Reflex
Hit: 2d8 + Intelligence, Wisdom, or Charisma modifier fire radiant damage, and the target is slowed until the end of your next turn.
If the creature is undead or has vulnerability to fire or radiance, it also takes ongoing 5 fire or radiant damage (save ends).

Radiant Distraction; Sunmaster Utility 12
Calling on the power of Amaunator, you summon a small glowing spirit that distracts your enemies.
Encounter - Divine, Radiant, Summoning
Minor Action; Ranged 5
Effect: You summon a divine spirit to threaten your enemy, providing you or an ally with the benefit of a flanking position. You can use this to place the spirit in any unoccupied space within range. The spirit threatenes all enemies within it's reach. The spirit cannot take actions and gives off light equal to that of a torch. This effect last until the end of your next turn.

Sun Bolt; Sunmaster Attack 20
A ray of blinding sunlight bursts from your hand, blasting your foes to the ground.
Daily - Divine, Fire, Implement, Radiant
Standard Action; Ranged 10
Target: One creature
Attack: Intelligence, Wisdom, or Charisma vs. Reflex
Hit: 4d10 + Intelligence, Wisdom, or Charisma modifier fire radiant damage.
Effect: Target is knocked prone and blinded until the end of your next turn.
If the target was undead or has vulnerability to fire or radiance, it is immobilized and blinded (save ends).


As always, criticism is appreciated.
#150

sfdragon

Dec 22, 2008 17:07:31
looks great




how about the divine champion??
or did you do that one already?







( offhand wonders where the Elemental Archon prc would fit in as a paragon path)
#151

Diffan

Dec 23, 2008 11:39:03
looks great


how about the divine champion??
or did you do that one already?


( offhand wonders where the Elemental Archon prc would fit in as a paragon path)

I didn't do the Divine Champion yet. Still unsure as to what to do with it. I'm open to suggestions.

The Elemental Archon is in the Faiths and Pantheons book right? I remember you gain some sort of Elemental creature, so it could use the rules of the Beastmaster Ranger from Martial Powers supplement.
#152

sfdragon

Dec 24, 2008 3:31:35
yes it is and it turns you into a half elemental in the end.


and yes that it does give a small army of one of the elemental demons, the fire quasit etc..

was for divine casters, once opened up for all castewrs, its much better than the savant
#153

Mirtek

Dec 25, 2008 13:10:17
Bladesinger's Sword (11th level): When you cast a spell with the Arcane keyword, until the end of your next turn you deal additional damage equal to the level of that spell with your next melee attack.

All swordmage powers, even their melee attacks, are spells in 4e. Is it intended to be always active from end of round 1 until the end of the encounter?
Bladesong Adept (16th level): You treat chainmail as light armor.

While I miss the chainshirt as a light metal armor, this feature is just broken. A swordmage in hide armor can already match/exceed the AC of someone wearing fullplate and using a heavy shield. Allowing to treat chainmail as light armor will make their AC break through the roof.

Fullplate and heavy shield:
10 (base) + 15 (half lvl) + 20 (+6 godplate) + 2 (heavy shield) + 1 (specialization) = +48

Swordmage with 26 Int in hide armor
10 (base) + 15 (half lvl) + 11 (+6 elderhide) + 3 (warding) + 1 (specialization) + 8 (int) = +48

Swordmage with 26 Int in chainmail treated as light armor
10 (base) + 15 (half lvl) + 18 (+6 spiritmail) + 3 (warding) + 1 (specialization) + 8 (int) = +55
SPUR LORD PRAYERS

Dark Flames; Spur Lord Attack 11
Encounter - Divine, Fire, Necrotic
Standard Action; Ranged 10
Target: One creature
Attack: Intelligence +2 vs. Reflex, Wisdom +2 vs. Reflex, or Charisma +2 vs. Reflex
Hit: 2d6 + Intelligence, Wisdom, or Charisma modifier fire necrotic damage, and takes ongoing 5 fire necrotic damage (save ends)
Effect:the target is marked until the end of your next turn.

[...]

Skull Eyes; Spur Lord Attack 20
Daily - Divine, Fear, Psychic
Standard Action; Close burst 5
Targets: Each enemy in burst
Attack: Intelligence +2 vs. Will, Wisdom +2 vs. Will, or Charisma +2 vs. Will
Hit: 4d10 + Intelligence, Wisdom, or Charisma modifier psychic damage and each creature treats any attacks against you as if they were weakened for the duration of the encounter.
Miss: Half-damage and each creature takes a penalty to damage rolls against you equal to your Intelligence, Wisdom, or Charisma modifier.
[/FONT]

At least the first needs either the implement or the weapon keyword. +2 makes up for the missing keyword at 11th lvl, however it will eventually fall to far behind the "hit curve" as the implement/weapon enhancement grows.

The last one would also benefit from on of these keywords, but at least has a miss effect which makes up for essentially being at -4 to hit (+2 vs. +6 implement/weapon)
#154

Diffan

Dec 26, 2008 20:41:22
All swordmage powers, even their melee attacks, are spells in 4e. Is it intended to be always active from end of round 1 until the end of the encounter?

Hmm, I'll have to change that because then you'd be receiving huge bonuses to damage with every round.

EDIT: Well, I changed the wording to ...until the end of your next turn you deal additional damage equal to the level of that spell with your next basic melee attack. That may make it more balanced. Or it might make it completely useless.

While I miss the chainshirt as a light metal armor, this feature is just broken. A swordmage in hide armor can already match/exceed the AC of someone wearing fullplate and using a heavy shield. Allowing to treat chainmail as light armor will make their AC break through the roof.

Fullplate and heavy shield:
10 (base) + 15 (half lvl) + 20 (+6 godplate) + 2 (heavy shield) + 1 (specialization) = +48

Swordmage with 26 Int in hide armor
10 (base) + 15 (half lvl) + 11 (+6 elderhide) + 3 (warding) + 1 (specialization) + 8 (int) = +48

Swordmage with 26 Int in chainmail treated as light armor
10 (base) + 15 (half lvl) + 18 (+6 spiritmail) + 3 (warding) + 1 (specialization) + 8 (int) = +55

I'm open to suggestion as to make it more balanced. Though I figured that because you have to spend 2 un-retrainable feats to gain proficiency with chainmail, the benefit was worth it.

Maybe something like you ignore the armor check penalty and speed restrictions? But to me, that benefit at 16th level is sorta lame.

At least the first needs either the implement or the weapon keyword. +2 makes up for the missing keyword at 11th lvl, however it will eventually fall to far behind the "hit curve" as the implement/weapon enhancement grows.

The last one would also benefit from on of these keywords, but at least has a miss effect which makes up for essentially being at -4 to hit (+2 vs. +6 implement/weapon)

Good looks. I've given the paragon path the ability to use a holy symbol at 11th level for the use of Spur Lord prayers. That should help with the "hit curve" at later levels.

Thanks for the advice/criticism. I want to make the Paragon Paths i create as balanced and flavorful as possible.
#155

Mirtek

Dec 27, 2008 18:19:37
I think restriction to melee basic melee attacks is something that some other PP abilities handle the same, so it should be OK.

About the chainmail issue it would cost 2 feats, but it would bring +3.5 AC per feat. I don't know how to solve this issue. Maybe create a 4e chainshirt and change this feature to grant proficiency with that or change it to a flat +1 AC bonus while wearing light armor (again something that other PPs also do).

Last but not least I am really impressed with the effort you put into all these PPs and I hope you keep them comming
#156

Diffan

Dec 27, 2008 22:45:33
I think restriction to melee basic melee attacks is something that some other PP abilities handle the same, so it should be OK.

Right, with the re-wording it makes making a melee basic attack more tempting (espically when you use the Aegis abilities) and it will also add additional damage if ever you make an opportunity attack.

About the chainmail issue it would cost 2 feats, but it would bring +3.5 AC per feat. I don't know how to solve this issue. Maybe create a 4e chainshirt and change this feature to grant proficiency with that or change it to a flat +1 AC bonus while wearing light armor (again something that other PPs also do).

I've changed it so you ignore speed restictions and check penalties and I could add the flat +1 to AC while wearing chainmail.

Last but not least I am really impressed with the effort you put into all these PPs and I hope you keep them comming

I'm glad you like them. Honestly, it's been just conversion and adapting stuff though it does require some re-wording and an inventive flare. I should be converting some more FR specific paragon paths soon here.
#157

Diffan

Feb 08, 2009 13:31:20
BLACK FLAME ZEALOT
"We are the blade of the Firelord's faith."

Prerequisite: Avenger or Cleric and rogue; proficient with the Kukri; non-good alignment, and must worship Kossuth

The Order of the Black Flame is a secret society of holy slayers devoted to the worship of Kossuth. The society started in Thay but has branched out to other areas of Faerun to spread the word of Kossuth and eliminate those who give offence to the Lord of Flame.

BLACK FLAME ZEALOT PATH FEATURES
Sacred Flame (11th level): When you spend an action point to gain an extra action, until the end of your next turn, any attack you make gains the fire keyword and deals an additional 1d8 fire damage. At 21st level, this damage increases to 2d8.
Unholy Immolation (11th level): When you drop a creature to 0 hp or less, each enemy within 5 squares of that creature takes fire damage equal to half you level.
Zealous Heart (16th level): You gain a +5 bonus to saving throws against fear effects.

BLACK FLAME ZEALOT PRAYERS

Flames of Faith; Black Flame Zealot Attack 11
You sear your enemies with the power and strength of your faith in Kossuth
Encounter - Divine, Fire, Implement
Standard Action; Ranged 5
Target: One creature
Attack: Wisdom +2 vs. Will
Hit: 4d6 + Wisdom modifier fire damage, and the target takes ongoing 5 fire damage (save ends).

Fateful Stride; Black Flame Zealot Utility 12
A gate wreathed in flames opens in front of you, allowing you to teleport a short distance
Daily - Divine, Teleportation
Move Action; Personal
Effect: Teleport 10 squares. You can't take other creatures with you.

Zealot's Assault; Black Flame Zealot Attack 20
With your unquestionable conviction in Kossuth, you lash out at the order's foes
Daily - Divine, Weapon
Standard Action; Melee weapon
Requirement: You must be wielding a kukri
Target: One bloodied creature
Attack: Dexterity vs. AC
Hit: 4[W] + Dexterity and Wisdom modifier damage
Effect: The target is weakened (save ends) and is marked until the end of the encounter.
Miss: Half-damage, and the target is weakened until the end of your next turn.
#158

keveras

Feb 09, 2009 13:59:49
So we're finally getting a conversion of the PrCs from Unapproachable East. That's great.
#159

Diffan

Feb 15, 2009 0:40:30
So we're finally getting a conversion of the PrCs from Unapproachable East. That's great.

Yeppers, heres another (going to add in fluff for class and powers later):

THAYAN SLAVER

Prerequisites: Human, rogue, any evil alignment, trained in Intimidate, affiliated with Thay

THAYAN SLAVER PATH FEATURES
Ruthless Beating (11th level): When you drop an enemy to 0 hit points or more but choose to render them unconscious, you gain a +2 bonus to each damage die until the end of your next turn.
Break Will (11th level): When you spend an action point to take an extra action, any attack you make with the rattling keyword imposes a -4 penalty to attack rolls until the end of your next turn.
Stunning Blow (16th level): Once per encounter when you successfully make a melee attack against a creature that grants you combat advantage, the target is also stunned and weakened (save ends).

THAYAN SLAVER EXPLOITS

Enervating Strike; Thayan Slaver Attack 11
Encounter - Martial, Rattling, Weapon
Standard Action; Melee weapon
Requirement: You must be wielding a light blade
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and the target is weakened until the end of your next turn.

Incognito; Thayan Slaver Utility 12
Encounter - Martial
Free Action; Persoanl
Effect: You gain a +4 power bonus to your Bluff checks until the end of your next turn.

Crippling Strike; Thayan Slaver Attack 20
Daily - Martial, Weapon
Standard Action; Melee weapon
Requirement: You must be wielding a light blade
Target: One bloodied creature
Attack: Dexterity vs. AC
Hit: 4[W] + Dexterity modifier damage, and the target is immobilized and takes ongoing 10 damage (save ends both).
Miss: 1[W] + Dexterity modifier damage, and the target is immobilized until the end of your next turn
#160

ampithere

Feb 22, 2009 20:04:22
Anyone up for the challenge of adapting the Dweomerkeeper PC into a Paragon Path? The story being a group of mages and clerics who are opposed to Shar and Netheril, and seek to restore Mysta and the Weave. I would do it, but I'm not good at making homebrew rules that mesh well with official rules.
#161

Diffan

Feb 24, 2009 15:57:15
Anyone up for the challenge of adapting the Dweomerkeeper PC into a Paragon Path? The story being a group of mages and clerics who are opposed to Shar and Netheril, and seek to restore Mysta and the Weave. I would do it, but I'm not good at making homebrew rules that mesh well with official rules.

I'll have to take a gander at the Dweomerkeeper, though it might be difficult being that Mystra no longer exists and hasn't for over a century. Still, it couldn't hurt to give it a shot.
#162

Diffan

Feb 25, 2009 19:22:54
OK, here's my frist attempt at an Epic Destiny

NETHERESE ARCANIST

Prerequisites: 21st level, any arcane class

NETHERESE ARCANIST PATH FEATURES
Arcanist Power (21st level): At the beginning of each day, choose one daily attack spell that you know (and have prepared today, if you prepare spells). You get a +2 bonus to attack with that spell and the effects are maximized, as though the attack were a critical hit against each target.
Arcane Resistance (26th level): Choose a damage type keyword. From now on, you have Resist 10 against that keyword. In addition, you may spend an action point to end any ongoing effect that targets you.
Ritual Artisan (30th level): You gain a +5 bonus to any key skill check made to perform a ritual. Also, casting rituals takes you half the time indicated by the ritual.

NETHERESE ARCANIST SPELL

Spellmantle; Netherese Arcanist Utility 26
Daily - Arcane
Immediate Interrupt; Personal
Trigger: You are hit by an attack with an Arcane or Divine power source
Effect: Choose one effect:
Absorbtion: Treat the attack as a miss and suffer no after effects.
Counter-strike: Use any at-will power you know as an immediate reaction.
Recall: Regain one encounter or utility power you have already used.


Changed the Utility 26 power. Good looks LK, :D!

As always, suggestions and criticism are appreciated.
#163

lord_karsus

Feb 25, 2009 20:03:57
-What are utility spells? Support-type things? If so, Spell Mantles would work.
#164

sfdragon

Feb 25, 2009 21:34:57
I'd ditch the affiliation part, you could learn it from one that left new netheril, or met one and trained under him/her that traveled through time.

or in odd cases, take the path by researching it in books.

(on a side note: I despise the archmage epic destiny)
#165

Diffan

Mar 02, 2009 23:22:25
Heres a requested one:

DWEOMERKEEPER

Prerequisites: Invoker or cleric and wizard, weapon proficiency (shuriken), must still worship Mystra and be ordained in her clergy.

DWEOMERKEEPER PATH FEATURES
Weave Devotion (11th level): Even though the weave is no more, you still pay it tribute. From now on, you no longer may cast spells with the Shadow keyword. For this sacrifice, when you spend an action point to take an extra action, you also gain a +4 bonus to attack rolls with an Arcane or Divine power source until the start of your next turn.
Darkvision (11th level): You gain darkvision, so as to better perceive the trecheries of Shar.
Mystra's Lingering Touch (11th level): A number of times per day equal to 1 + you Intelligence or Wisdom modifier (minimum once per day), you may place a magical aura on a mundane item. Though this item isn't magical, it seems to appear so through any dectection means. If someone attempts to identify the item (Arcana skill check DC 15 + item's level), they discover it's true non-magical nature. The item's level cannot exceed your own level.
Swift Mantle (16th level): When you first become bloodied in an encounter, you can use any utility power as a minor action. If the utility's required action is already a minor action, you may cast it as a free action.

DWEOMERKEEPER PRAYERS

Holy Star; Dweomerkeeper Attack 11
Encounter - Divine, Implement, Fire, Radiant
Standard Action; Ranged 20
Target: One creature
Attack: Intelligence vs. Reflex or Wisdom vs. Reflex
Hit: 2d6 + Intelligence or Wisdom modifier fire radiant damage, and the target is marked until the end of your next turn.
Effect: For a number of rounds equal to your Intelligence or Wisdom modifier you shine, giving off bright light in a 5-square radius.

Spell Shield; Dweomerkeeper Utility 12
Encounter - Divine
Immediate Interrupt; Personal
Trigger: You are hit by an attack with the Arcane or Divine power source.
Effect: You gain a +4 power bonus to all your defenses, and Resist 10 against a particular damage type chosen by you until the end of your next turn. Chose the damage type from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, shadow, or thunder.

Mystra's Miasma; Dweomerkeeper Attack 20
Daily - Divine, Implement, Radiant, Zone
Standard Action; Area burst 2 within 20
Target: Each creature in burst
Attack: Intelligence vs. Will or Wisdom vs. Will
Hit: 4d8 + Intelligence or Wisdom modifier radiant damage.
Effect: The burst creates a zone that siphons magic and blocks line of sight until the end of your next turn. Creatures that enter the zone or start their turns there take 10 radiant damage and a -4 penalty to attack rolls and damage rolls when using a power with the Arcane or Divine power source.
Sustain Minor: The zone persists
#166

Diffan

Mar 07, 2009 23:51:18
So the changes to the Netherese Arcanist are good then? Also, is the Dweomerkeeper pretty on-par with the original version, or too under/over-powered?
#167

sfdragon

Mar 08, 2009 0:10:17
changes to the arcanist are good.
#168

krownhunter07

Mar 08, 2009 13:16:06
Heres a requested one:

[FONT="Palatino Linotype"]DWEOMERKEEPER

Prerequisites: Cleric and wizard, weapon proficiency (shuriken), must still worship Mystra and be ordained in her clergy.

...Only problem with this is Mystra, and her worship, is dead.

You can still have the PP work, but being devoted, and drawing power, from a being that's been dead for 100 years is iffy...

I like that 'against Shar' theme, however, but you should drop the need to worship something that doesn't exist anymore.
#169

sfdragon

Mar 08, 2009 14:29:43
yeah, you might want to give lip service to mystra.

the Dweomerkeeper could now function as librarians that hold copies of all known ritual spells......


btw: request for Nature's Warrior PP for druid and warden when phb2 is released
#170

Diffan

Mar 08, 2009 16:42:22
...Only problem with this is Mystra, and her worship, is dead.

You can still have the PP work, but being devoted, and drawing power, from a being that's been dead for 100 years is iffy...

I like that 'against Shar' theme, however, but you should drop the need to worship something that doesn't exist anymore.

Worshipping dead deities isn't anything new and with the fluff I'm going to include with the Dweomerkeeper's description, they seem more to worship the ideals and principles of what Mystra stood for and not just the goddess herself. They're also a force against Shar which could draw in initiates to their cause. Besides, I don't see why there still can't be small, roaming cells of cleric/wizards apposed to Shar and collectors of magical theories, spells, and rituals.

yeah, you might want to give lip service to mystra.

the Dweomerkeeper could now function as librarians that hold copies of all known ritual spells......

Yea, I'll include their voracious appetite for knowledge of the divine and arcane.

btw: request for Nature's Warrior PP for druid and warden when phb2 is released

You got it. As soon as I get my hands on the PH2 and start understanding how each class works, you'll have a few primal-based PrPs that are FR-specific such as the Battlerager, Black Blood Hunter, Forest Master, and Spellsinger if they don't already have similar type paths in the book.
#171

krownhunter07

Mar 08, 2009 17:21:32
Worshipping dead deities isn't anything new and with the fluff I'm going to include with the Dweomerkeeper's description, they seem more to worship the ideals and principles of what Mystra stood for and not just the goddess herself. They're also a force against Shar which could draw in initiates to their cause. Besides, I don't see why there still can't be small, roaming cells of cleric/wizards apposed to Shar and collectors of magical theories, spells, and rituals.

There is no way, rules wise, that you can worship a dead god and receive divine power from them.

Paying lip service and respecting the GoM's memory is just fine, but it just doesn't work (yet or maybe never) as written.
#172

sfdragon

Mar 08, 2009 20:59:13
http://wizards.com/dnd/files/excerpts/excerpt_ph2_toc.pdf

the druid and warden pps are less than interesting save the verdant lord


as for the bard, the only that holds any familiarity is the war chanter


now as to what is held in t he arcane poer, cant say yet, as its contents have not been released
#173

lord_karsus

Mar 11, 2009 21:33:03
-I added your last couple of PPs into the Homebrew thread.
#174

rauric

Mar 11, 2009 22:34:07
There is no way, rules wise, that you can worship a dead god and receive divine power from them.

Paying lip service and respecting the GoM's memory is just fine, but it just doesn't work (yet or maybe never) as written.

Probably should ignore the core religion rules when dealing with specific campaing wolrds. POL is differnet than FR and EB. The gods of Eberron are almost nonexistant when compared to FRs gods but clerics still gain spells. Just deal with it like that. Faith/belief powers divine magic, not an actual diety.
#175

Diffan

Mar 19, 2009 21:00:36
Probably should ignore the core religion rules when dealing with specific campaing wolrds. POL is differnet than FR and EB. The gods of Eberron are almost nonexistant when compared to FRs gods but clerics still gain spells. Just deal with it like that. Faith/belief powers divine magic, not an actual diety.

I thought core rules stated that divine powered classes gain their abilities from their church/faith rather than directly from their deity. If this is the case, then Dweomerkeepers who join the (rather small) church of Mystra can still benefit from that faith and thus, have power.

P.S.- sorry I haven't added all the fluff for the past few PrPs, life has been pretty busy and I just haven't the time. I'll add in the stuff soon though.
#176

Diffan

Mar 25, 2009 20:49:38
So, with the Player's Handbook 2 (now in my possession!!) I'm starting a list of Paragon Paths that will benefit classes from that supplement. I'm now taking your requests....

Coming Soon:
Nature Warrior- Druid, Warden
Forest Master- Warden
Battlerager- Dwarf barbarian