Keyblade Knight Paragon (4E)

Post/Author/DateTimePost
#1

krosan_warchief

Apr 09, 2009 20:17:30
I'm pretty stumped for how I want to build this paragon. The base class is Avenger with Fighter multi.

The idea behind it is that there are 12 Keyblade Knights, and that they wield full blades with key-teeth cut in to them. Each of these blades unlocks a door somewhere on the world that has something extremely powerful behind it (Good or bad). My character's master has now died and it's time for my character to pick up the reigns.

If I fail to get inspired here, or through other means I'll most likely go Pit Fighter as it's extremely powerful.

If anyone could come up with some good Paragon powers to do with extremely high level swordplay that would give an Avenger more of a fighter feel (But still good damage) I'd greatly appreciate it.
#2

pigknight

Apr 09, 2009 20:47:14
We need more info.

Such as fluff or ideas for powers.
#3

krosan_warchief

Apr 09, 2009 21:14:32
We need more info.

Such as fluff or ideas for powers.

I think I gave some fluff...


I wanted to capture a bit of the ability a fighter has to control his opponent, and the whole "opportunity attack" thing Heavy Blades have going on.

I was also trying to work out rules for being able to unlock ethereal "gates" in combat that he could potentially walk or attack through. Maybe they give him some sort of buff for awhile when he comes out the other side.

Imagine a guy with a big fullblade with key teeth muttering some incantation, then holding his keyblade out in mid air and turning it like he's unlocking some sort of door. Then a door of some sorts rapidly materializes and opens, with a blinding light that the Keyblade Knight walks through.

I think I'd like to have the Encounter, Utility, and the Paragon Daily each be a different gate (Doing something different). Call them Gate One, Two, and Three. There's a lot of potential with this. Possibly creating a class within a class. Maybe certain bonuses for how many gates you activate in a single combat, I'm not sure.

I hope this is a bit more help.

I'll be refreshing every 15 minutes or so, answering any questions if you need to wrack my brain a bit more.


Thanks
#4

matthewswift

Apr 09, 2009 23:26:37
PEACH I like this PP. I want this to be a PP. Here's a new PP.


Key the First: Entrance (11th level): When you make a thievery check you may roll two dice and choose which result to use.
Unlocking Action (11th level): When you spend an action point to take an extra action, you also gain an extra use of one of your Channel Divinity powers during this encounter.
Key the Fourth: Twist (16th level): If you grant combat advantage to an enemy, that enemy also grants combat advantage to you and your allies.


Key the Second: Lock Attack 11 Keyblade Knight

You turn your blade, locking your enemy in place.

Encounter Divine, Weapon
Standard Action Melee weapon

Target: Your oath of enmity target

Attack: Wisdom vs. AC

Hit: 2[W] + Wisdom modifier damage, and the target is immobilized until the end of your next turn.




Key the Third: Door Utility 12 Keyblade Knight

You open a small dimensional portal and step through.

Encounter Divine
Move Action Personal

Effect: You teleport your speed. Until the end of your next turn you have combat advantage against your Oath of Enmity.



Key the Fifth: Open Attack 20 Keyblade Knight

You unlock a dimensional portal around your oath

Daily Divine, Radiant, Weapon
Standard Action Area Burst 1 within 10 squares

Target: Your Oath of Enmity

Attack: Wisdom vs. AC

Hit: 3[W] + Wisdom modifier radiant damage. The target and each adjacent enemy takes ongoing 10 radiant damage and is knocked prone.

Miss: Half damage. The target takes ongoing 5 radiant damage and is knocked prone.
#5

krosan_warchief

Apr 10, 2009 1:46:06
PEACH I like this PP. I want this to be a PP. Here's a new PP.


Key the First: Entrance (11th level): When you make a thievery check you may roll two dice and choose which result to use.
Unlocking Action (11th level): When you spend an action point to take an extra action, you also gain an extra use of one of your Channel Divinity powers during this encounter.
Key the Fourth: Twist (16th level): If you grant combat advantage to an enemy, that enemy also grants combat advantage to you and your allies.


Key the Second: Lock Attack 11 Keyblade Knight

You turn your blade, locking your enemy in place.

Encounter Divine, Weapon
Standard Action Melee weapon

Target: Your oath of enmity target

Attack: Wisdom vs. AC

Hit: 2[W] + Wisdom modifier damage, and the target is immobilized until the end of your next turn.




Key the Third: Door Utility 12 Keyblade Knight

You open a small dimensional portal and step through.

Encounter Divine
Move Action Personal

Effect: You teleport your speed. Until the end of your next turn you have combat advantage against your Oath of Enmity.



Key the Fifth: Open Attack 20 Keyblade Knight

You unlock a dimensional portal around your oath

Daily Divine, Radiant, Weapon
Standard Action Area Burst 1 within 10 squares

Target: Your Oath of Enmity

Attack: Wisdom vs. AC

Hit: 3[W] + Wisdom modifier radiant damage. The target and each adjacent enemy takes ongoing 10 radiant damage and is knocked prone.

Miss: Half damage. The target takes ongoing 5 radiant damage and is knocked prone.

You really inspired me MatthewSwift. I really liked the encounter power, but I felt it needed a slight synergistic boost and I made it Restrained instead of Immobilized (You can still push immobilized targets around, which didn't fit). I left the utility as is, but decided to redo the Daily (I liked yours, I just wanted a different flavour).

I also really liked "Unlocking Action" and will definately be keeping it. Right now I'm trying to think of another 11th level Paragon ability, and the 16th level one.

Here are the powers I went with.

Keyblade Knight Path Features
Unlocking Action (11th level): When you spend an action
point to take an extra action, you regain the use of one of
your Channel Divinity powers during this encounter.
(11th level):
(16th level):

Keyblade Knight Prayers

Gate One: Lock Keyblade Knight Attack 11
You open a dimensional gate in front of your enemy,
walking through and locking him in place with your
sudden boost in power.

Encounter ✦ Divine, Teleportation, Weapon
Standard Action Melee weapon
Target: One creature
Effect: Before the attack, you teleport up to 2 squares
adjacent to the enemy
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage, and the target is
restrained until the beginning of your next turn. If you have
combat advantage against the target, the attack deals 1[W]
extra damage.


Gate Two: Cognition Keyblade Knight Utility 12
You open a dimensional gate and step through.

Daily ✦ Divine, Teleportation
Move Action
Personal
Effect: You teleport your speed. Until the end of your next
turn you have combat advantage against your Oath of Enmity
target.


Gate Three: Annihilation Keyblade Knight Attack 20
You align your weapon with the tip of the blade vertical to the floor.
Twisting your hands you unlock Annihilation; a beacon of red energy
erupts from underneath your Oath of Enmity target, bathing it in
destruction. Only four Keyblade Knights have ever been able to unlock
Annihilation, and you feel satisfied that you are now the fifth.

Daily ✦ Divine, Radiant, Weapon
Standard Action Melee weapon
Target: Your Oath of Enmity
Attack: Wisdom vs. AC
Hit: 4[W] + Wisdom modifier radiant damage and the target is dazed (Save ends).
The attack deals an additional 1[W] extra damage per Gate unlocked previously
this combat.
Miss: Half damage and the target is dazed (Save ends).


Thanks!