HB Paragon paths

Post/Author/DateTimePost
#1

ifritus

Aug 09, 2009 12:29:34
yet another snag in the class creation process, creating paragon paths

what IS a paragon path?

what makes a paragon path?

how do you go about creating them, and thefore the "abilities" given by the paths?


a little help?
#2

matukal

Aug 09, 2009 15:17:48
Paragon paths have so far followed the formula:

One ability that increases power when an action point is spent at 11th level.
One or two special abilities, also at 11th level. Almost anything is fair game here, but there is usually only one really good ability, while the other one is something along the lines of a bonus feat or extra proficiencies or something minor to bring your character up to par with other members of the path.
One special ability at 16th level. This one can be substantial, possibly even a stat modifier to damage rolls (Pit Fighter). Go a little more nuts here than you did at 11th.

One 11th level encounter power, preferably supplementing the class or role the paragon path is intended for. Look at 7th level encounter powers for ideas.
One 12th level utility power. Look at 10th level utility powers for ideas.
One 20th level daily power. Look at 19th level daily powers.

There has been talk that a path might provide more than one power, รก la Channel Divinity and Lolthtouched, meaning you could use either power in a given encounter/day, but not both. Experiment with this idea if you want.
#3

ifritus

Aug 09, 2009 16:00:41
that is what i wanted to hear. Thanks a lot for that,
How bout some advice on creating Class-Only Feats, and how you can make sure they end up in the right teir, and what Prereqs you should give them.