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 Post subject: Re: New Paragon Paths
PostPosted: February 28th, 2010, 12:46 pm 
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Joined: August 2nd, 2009, 7:39 pm
Posts: 369
Location: Kent, England
Blightbark Stalker
The jungles home to the Yuan-ti Half-Castes are filled with dangers, not least the Yuan-ti themselves.

Prerequisites: Yuan-ti Half-Caste

You may be far from the jungles in which your brood was raised, but the lessons your kind have learned to survive in that inhospitable land are instinctive now, as much a part of you as the venom that surges through your blood.

Drawing on those instincts, you have become a survivor and a fearsome predator, at home in dangerous environments no matter their nature, a serpentine threat to any who would cross you and your companions.

Blightbark Stalker Path Features
Stalker's Methods (11th Level): You gain a +2 bonus to Endurance and Perception, and a +2 bonus to Initiative checks.
Serpent Action (11th level): When you spend an action point to take an extra action, you gain a +2 bonus to Speed until the end of your next turn, and can shift up to half your Speed before you take the extra action. If the extra action is an attack, you gain a +1 bonus to all attack rolls for that attack.
Pure Venom (16th level): Your attacks with the Poison keyword ignore Immunity and Resistance to Poison.

Blightbark Stalker Powers
Quote:
Leaping Lunge, Blightbark Stalker Attack 11
You spring from one foe to another, sinking your weapon in and marking them as your prey.
Encounter + Fear, Poison, Weapon
Standard Action; Melee or Ranged weapon
Target: One creature.
Attack: Strength or Dexterity vs. AC.
Hit: 2[W] + Strength or Dexterity modifier Poison damage, and the target takes a -2 penalty to all defenses until the end of your next turn.
Effect: You can shift up to 3 squares and make a secondary attack.
    Secondary Target: One creature other than the primary target.
    Secondary Attack: Strength or Dexterity vs. AC.
    Hit: 2[W] + Strength or Dexterity modifier Poison damage, and the target takes a -2 penalty to all defenses until the end of your next turn.


Quote:
Rattling Warning, Blightbark Stalker Utility 12
You utter a threatening rattle or hiss, warning potential attackers away.
Daily + Poison, Stance
Minor Action, Personal
Effect: You enter the rattling warning stance. While you are in this stance, enemies adjacent to you take a -2 penalty to attack rolls. In addition, you can make the following attack:
    Immediate Interrupt, Melee touch
    Requirement: You must be in the rattling warning stance.
    Trigger: An adjacent enemy attacks you.
    Attack: Strength or Dexterity vs. Reflex
    Hit: The target takes Ongoing Poison damage equal to 5 + your Strength or Dexterity modifier (save ends) and is Weakened until the end of your next turn.


Quote:
Finish the Prey, Blightbark Stalker Attack 20
You unleash a crippling strike that punches through your prey's defenses, leaving them helpless and hastening the inevitable.
Daily + Poison, Weapon
Standard Action; Melee or Ranged weapon
Attack: Strength or Dexterity vs. Fortitude
Hit: 3[W] + Strength or Dexterity modifier Poison damage and the target is Immobilized and Weakened (save ends both).
Miss: Half damage.
Effect: The target takes a -2 penalty to saving throws (save ends).


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 Post subject: Northern Raider
PostPosted: July 6th, 2010, 4:12 pm 
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Joined: February 29th, 2008, 4:17 pm
Posts: 2076
Northern Raider
"Friend or enemy, in the end its back to the mud for all of us."
By frost, blood and fire the men of Esslan live and die. Those who live in the Northmen's shadow serve often as their prey. The people of the North are known for their savage and merciless way,
Prerequisite: Barbarian or Ranger class.

Northern Raider Features:
Merciless Blows (11th Level): Your Barbarian and Ranger powers crit on attack rolls of 19-20 when wielding axes or spears.
Reaver's Action (11th Level): After spending an action point make a melee basic attack as a free action.
Blood and Fire (16th Level): While bloodied you gain a +4 bonus to damage for all close and melee attacks.

Northern Raider Exploits:
Quote:
Savage Cry - Northern Raider Attack 11
Striking two horrifying blows against your foe you let out a terrible warcry unsettling all who stand against you.
Encounter - Primal, Weapon
Standard - Melee Weapon

Target: One Creature
Attack: Strength vs. AC (two attacks).
Hit: 1[W] + Strength modifier damage
Effect: If both attacks hit all enemies within a close blast 3 including the target creature are weakened until the end of your next turn.


Quote:
Blood of the Warrior - Northern Raider Utility 12
The old gods watch over you and are unlikely to let one of their chosen tools fall in battle.
Encounter - Primal
Free Action - Personal

Trigger: You score a critical hit.
Effect: You gain temporary hit points equal to one-half your level + your Strength modifier


Quote:
Deathless Fury - Northern Raider Attack 20
You are the eye of the storm and around you the world burns, one enemy at a time.
Daily - Primal, Rage, Weapon
Standard Action - Melee Weapon

Requirement: You must be bloodied.
Target: One Creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage and your target is weakened (save ends). If this attack is made with an axe or spear it deals an additional 1[W] damage.
Effect: You enter the rage of the Deathless Fury. Until the rage ends you deal an additional 1[W] damage with all encounter and daily powers. In addition when you hit an enemy with an at-will or encounter attack power, you gain temporary hit points equal to one-half your level + your Strength modifier.


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 Post subject: Shade Speaker
PostPosted: Today, 5:36 pm 
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Joined: February 29th, 2008, 4:17 pm
Posts: 2076
Shade Speaker
"The flame of life is a fragile thing, snuffed as easily as a candle, let me show you."
Prerequisite: Wizard
Across the world, many cultures of mankind practice the most ancient and horrible of arcane arts. The same men known as "Shade Speakers" in the hills of Dunheim are dubbed "Necromancers" by the folk of Sul and "Servants of the Gate" in the deserts of Liet. The world of man has been a dark one since the first days life was breathed into it and some scholars argue that perhaps the short and brutal lives of men have lent the race a natural aptitude toward the Shadowfell. Though most other peoples of the world abhorr necromancy, the talent of Shade Speaking is not human alone.

Shade Speaker Features
Tainted by Shadow: Enemies without necrotic resistance who are targeted by your attacks gain necrotic vulnerability 5 until the end of your next turn.
Shadowed Step (11th Level): When you spend an action point to take an extra action you are insubstantial until the end of your next turn and may teleport your intelligence modifier in squares as a free action.
Servant of Draal (16th Level): You may choose for any of your attacks to deal Necrotic damage in addition to their normal type.
Shadowed Essence (16th Level): You gain necrotic resistance 10, if you already had necrotic resistance instead increase your current reisistance by 5.

Shade Speaker Spells:
Quote:
Stolen Essence - Shade Speaker Attack 11
Reaching beyond the veil of the Shadowfell you sap your foe's will to live.
Encounter - Arcane, Implement, Necrotic
Standard Action - Ranged 10

Target: One or Two Creatures in range.
Attack: Intelligence vs. Fortitude
Hit: 1d10 + Intelligence modifier Necrotic damage.
Effect: You heal 5 + Intelligence Modifier damage.


Quote:
Bolstering Shadow - Shade Speaker Utility 12
The flame lives within you and so you may call upon it at will, to keep its siblings at bay or to consume those who stand against you.
Daily - Arcane
Minor Action - Ranged 5

Target: One ally in range.
Effect: Target gains your 10 + Intelligence modifier temporary hit points and resistance 10 to necrotic damage until the end of the encounter.


Quote:
Summon Shade - Shade Speaker Attack 20
You call upon the Shadowfell summoning an ancient and horrible powerand offering it a peek into the world of the living.
Daily - Arcane, Implement, Summoning
Minor Action - Ranged 20

Effect: You summon a large shade in an unoccupied 2-square by 2-square space within range. The shade has a land and fly(hover) speed of 6. It has a +2 bonus to AC and is insubstantial. You can give the shade the following commands:
    Standard Action: Baleful Howl Close Blast 3; targets each creature in blast; Intelligence vs. Reflex 2d6 + Intelligence modifier necrotic damage and the target is dazed until the end of your next turn.
    Opportunity Attack: Shadowed Blade Melee 1; targets one creature; Intelligence vs. Reflex d6 + Intelligence modifier necrotic damage and the target is weakened until the end of your next turn. The summoned shade can make this opportunity attack against a creature that attacks you.
    Minor Action: Bonded Servitude The shade teleports adjacent to you.


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 Post subject: Crimson Tides Pirate
PostPosted: Today, 5:42 pm 
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Posts: 2076
Crimson Tides Pirate
"Theres riches and fame to be found out here, plenty have carved their histories out of the sea of stars and I intend to be one of them!"
The pirates of the Black Isles are not known for flashy swashbuckling. Their practice moving about on ships at sea improves their footwork, allowing them to build momentum in combat to blend offense and defense.
Prerequisite: Fighter, Ranger, or Rogue Class

Crimson Tides Pirate Features:
Flashing Steel Defense (11th Level): While you have a melee weapon in each hand, you gain a +1 bonus to all defenses. This bonus increases to +2 at the 21st Level.
Steady Bound (11th Level): When you spend an action point to take an extra action, you may jump 3 squares as a free action before doing so, furthermore all enemies you hit during the round are knocked prone.
Flashing Steel Momentum (16th Level): Your martial melee multi-attacks do an additional 1[W] damage.

Crimson Tides Pirate Exploits:
Quote:
Unbalancing Thrust - Crimson Tides Pirate Attack 11
You drive hard against your enemy with one weapon, opening him up to a dizzying blow from your off-hand.
Encounter - Martial, Weapon
Standard - Melee Weapon

Prerequisite: You must be wielding a melee weapon in each hand.
Target: One Creature
Attack: Strength or Dexterity vs. AC (main-hand weapon).
Hit: 1[W] + Strength or Dexterity Modifier damage.
Effect: If the attack hits, the target grants you combat advantage to you until the end of your next turn, and you make a secondary attack.
    Secondary Attack: Strength or Dexterity vs. AC (off-hand weapon).
    Hit: 1[W] damage.
    Effect: The target is dazed until the end of your next turn.
Note: When you choose this power, you must choose either Strength or Dexterity to make the attack and damage rolls with.


Quote:
Corsair's Stance- Crimson Tides Pirate Utility 12
Years of moving on a ship leave you sure-footed, able to prevent or punish enemies' attempts to control you.
Daily - Stance
Minor Action - Personal

Effect: You enter the corsair's stance. While you are in this stance, you gain a +2 bonus to AC and Reflex defenses. Further you may stand up as a free action, if you are subjected to forced movement, you may instead shift 1 square. If you do, you gain +3 to the next attack roll you make.


Quote:
Powerful Advance - Crimson Tides Pirate Attack 20
You drive your enemy back with a savage, well-aimed blow, and then close in for a vicious, deep stab.
Daily - Martial, Weapon
Standard - Melee Weapon

Prerequisite: You must be wielding a melee weapon in each hand.
Target: One Creature
Attack: Strength or Dexterity vs. AC (main-hand weapon).
Hit: 2[W] + Strength or Dexterity Modifier damage.
Effect: Push the target 1 square, and then slide into an adjacent square. Make a secondary attack.
    Secondary Attack: Strength or Dexterity vs. AC (off-hand weapon).
    Hit: 2[W] damage.
    Effect: The target takes ongoing 10 damage (save ends)
Note: When you choose this power, you must choose either Strength or Dexterity to make the attack and damage rolls with.


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