Thrall of Graz’zt
Arcane Paragon Path
Prerequisite: Evil alignment, Arcane Power Source.
By engaging in a vile rite known as the Hollow Feast, those with a lust for power and a penchant for depravity and betrayal attract the attention of agents of Graz’zt and enter into foul pacts. Traded secrets of power and given demonic servents these fallen souls carry out the creed of the Dark Prince – seduce and betray.
Path Features
Spell Betrayal (11th level) – Once a round, when you hit a target with an arcane power against whom you have combat advantage you deal an extra 1d8 damage.
Dark Charisma (11th level) – You gain a +2 vile bonus on Diplomacy and Bluff checks against evil creatures. This bonus increases to +4 at 21st level.
Spellstrike (16th level) – When you spend an action point to cast an arcane power at a foe who is engaged in melee, you deal an additional 1d12 damage with the power.
Powers
Summon Minor Demon – 11th level Attack
Encounter – Minor Action (Minor Sustain)
You summon* a quasit that has Speed: 4, fly 6 and the following powers:
- Venomous Claws – Standard ✦ Poison
Inteligence vs. AC; 1d8 + Inteligence Modifier damage, and the quasit makes a secondary
attack against the same target.
Secondary Attack: +Inteligence – 3 vs. Fortitude; the target takes ongoing 5 poison damage and a –2 penalty to
Will defense (save ends both). - Vanish (standard; at-will) ✦ Illusion
The quasit becomes invisible until the end of its next turn or until it attacks.
Silver Tounge – 12th level Utility
Encounter – Arcane – Minor Action
You gain a +5 power bonus to Bluff and Diplomacy checks until the end of your next turn.
Summon Seducer – 20th level Attack
Daily – Minor Action (Minor sustain)
You summon* a succubus that has Speed: 6, fly 6 and the following powers:
- Corrupting Touch (standard; at-will)
+Int. vs. AC; 1d6 + Int. Modifier damage. - Dominate (standard; at-will) ✦ Charm
Ranged 5; +12 vs. Will; the target is dominated until the end of the succubus’s next turn. - Change Shape (minor; at-will) ✦ Polymorph
The succubus can alter its physical form to take on the appearance of any Medium humanoid, including a unique individual (see Change Shape, page 280).
* Per the summoning rules detailed in Arcane Power, p. 98.
Posted in Uncategorized and tagged Paragon Path, subplot: the Shan'n'nur by Adam A. Thompson with no comments yet.
Dragonrider Paragon Path
Ride the Dragon toward the Crimson eye/ Flap the wings under Mars’ red sky/The reptile pushes itself out into space/Leaving behind the human race – Hakius, Pike, and Cisneros
Dragonrider
“Once more to battle, my faithful friend!”
Prerequisite: Mounted Combat Feat and either Weapon Focus Feat with spear, or training in Nature.
You and your mount have developed an extraordinary bond of friendship and trust. You fight as one with each other, protect each other, live and die together.
Dragonrider Path Features
Furious Onslaught (11th level): When you spend an action point to attack, your mount can also make an attack.
Two Hearts as One (11th level): When spending a healing surge for a Second Wind, you or your mount may chose to spend an additional healing surge to also allow your mount to use Second Wind as a free action.
Threatening Jaws (16th level): When your mount attacks a target you may choose to have your mount mark that target. The mark lasts until the end of your next turn. Any attacks by marked targets that do not include your mount take a -2 penalty.
Soulbound Mount (11th level): Chose one of the mount categories from the below list.
A mount’s category determines most of its game statistics, although all mounts share a few characteristics.
Level: Your mount’s level is always equal to yours. The mount’s defenses, hit points, and attack bonus improve with level.
Ability Scores: Your mount’s category determines its ability scores, which go up with level.
Add 1 to two of your mount’s ability scores at 14th, 18th, 24th, and 28th level. All of your mount’s ability scores improve by 1 at 21st level.
Healing Surges: Your mount has two healing surges. The mount’s healing surge value is equal to a quarter of its maximum hit points, as normal.
Vision: Your mount has low-light vision.
Mount Categories:
Rage Drake
Your furious draconic companion dominates every battlefield you set foot on.
RAGE DRAKE STATISTICS
Ability Scores:
Strength 20, Constitution 16, Dexterity 13, Intelligence 7, Wisdom 15, Charisma 7
Size: Large
Speed: 8 squares
Defenses: AC 14 + level, Fortitude 14 + level, Reflex 11 + level, Will 11 + level
Hit Points: 16 + 8 per level
Attack Bonus: Level + 4
Melee Basic Attack: Bite; level + 4 vs. AC; 1d10 + Strength modifier damage.
or Claw; level +4 vs. AC; 1d6 + 4 damage; see also bloodied rage.
M Raking Charge (standard; at-will)
When the rage drake charges, it makes two claw attacks against a single target.
Bloodied Rage (while bloodied)
The rage drake gains a +2 bonus to attack rolls and deals an extra 5 damage per attack.
Raging Mount (while bloodied and mounted by a friendly rider of 5th level or higher; at-will) – Mount
The rage drake grants its rider a +2 bonus to attack rolls and damage rolls with melee attacks.
Trained Skills: none
Dragon
The fierce elemental heart of your dragon companion infuses you with might.
Pick either fire, cold, lightning, or posion for your dragon’s breath weapon damage and its resistance.
DRAGON STATISTICS
Ability Scores:
Strength 17, Constitution 16, Dexterity 16, Intelligence 7, Wisdom 15, Charisma 7
Size: Large
Speed: 8, fly 10, overland flight 15 squares
Defenses: AC 13 + level, Fortitude 12 + level, Reflex 13 + level, Will 12 + level. Resist level + 5 fire, cold, lightning, or poison.
Hit Points: 16 + 8 per level
Attack Bonus: Level + 4
Melee Basic Attack: Bite; level + 4 vs. AC; 1d8 + Strength modifier damage + 1/2 level fire, cold, lightning, or poison damage.
Breath Weapon (standard; recharge 5-6 ) – fire, cold, lightning, or poison
Close blast 5; level + 4 vs. Fortitude; 1d10 + 3 fire, cold, lightning, or poison damage, and the target takes ongoing 5 fire, cold, lightning, or poison damage.
Bloodied Breath (free, when first bloodied; encounter) -fire, cold, lightning, or poison
The dragon’s breath weapon recharges, and the dragon uses it immediately.
C Frightful Presence (standard; encounter) – Fear
Close burst 5; targets enemies; level + 4 vs. Will; the target is stunned until the end of the dragon’s next turn. Aftereffect: The target takes a –2 penalty to attack rolls (save ends).
Trained Skills: none.
Griffon
Wild as the mountain winds, your griffon’s screech fills your foes with terror.
GRIFFON STATISTICS
Ability Scores:
Strength 20, Constitution 15, Dexterity 14, Intelligence 7, Wisdom 15, Charisma 7
Size: Large
Speed 6, fly 10, overland flight 15
Defenses: AC 14 + level, Fortitude 14 + level, Reflex 12 + level, Will 10 + level
Hit Points: 15 + 8 per level
Attack Bonus: Level + 4
Melee Basic Attack: Claws; level + 4 vs. AC; 2d6 + Strength modifier damage.
+10 vs. AC; 2d6 + 7 damage.
Rabid Charger (while mounted by a friendly rider of 7th level or higher; at-will) – Mount
When it charges, the griffon makes two claws attacks in addition to its rider’s charge attack.
Blood Frenzy (only while bloodied)
The griffon can take an extra move action each turn. It also gains a +2 bonus to attack rolls and takes a –2 penalty to all defenses.
Thunder Charge (standard; only while flying; at-will)
When the griffon charges, it gains a +4 bonus to its attack roll instead of the normal +1 bonus.
Trained Skills: none
Celestial Charger
Your horse has fought with you through many a battle, and you have come to think of it as a gift from the gods.
CELESTIAL CHARGER STATISTICS
Ability Scores:
Strength 18, Constitution 17, Dexterity 14, Intelligence 7, Wisdom 15, Charisma 7
Size: Large
Speed: 8 squares
Defenses: AC 14 + level, Fortitude 13 + level, Reflex 12 + level, Will 11 + level
Hit Points: 17 + 8 per level
Attack Bonus: Level + 4
Damage: 1d8 + Strength modifier
Melee Basic Attack: Kick; level + 4 vs. AC; 1d8 + Strength modifier damage.
Trained Skills: Endurance
Trample (standard; at-will)
The celestial charger can move up to its speed and enter enemies’ spaces. This movement provokes opportunity attacks, and the celestial charger must end its move in an unoccupied space. When it enters an enemy’s space, the charger makes a trample attack: level +4 vs. Reflex; 1d8 + Strength modifier damage, and the target is knocked prone.
Celestial Charge (while mounted by a friendly rider of 10th level or higher; at-will) – Mount, Radiant
On charge attacks, a celestial charger’s rider deals an extra 2d6 radiant damage.
Zephyr Footing
The celestial charger ignores diffi cult terrain and can move across
any solid or liquid surface.
Nightmare
Your mount’s dark spirit smolders with a flame equal to your burning ambition.
NIGHTMARE STATISTICS
Ability Scores:
Strength 18, Constitution 18, Dexterity 13, Intelligence 7, Wisdom 15, Charisma 7
Size: Large
Speed: 8, fly 10 (hover) squares
Defenses: AC 14 + level, Fortitude 14 + level, Reflex 10 + level, Will 12 + level. Resist 20 fire.
Hit Points: 18 + 8 per level
Attack Bonus: Level + 4
Melee Basic Attack: Hooves; level + 4 vs. AC; 1d8 + Strength modifier damage and ongoing 5 fire damage (save ends).
Hell’s Ride (while mounted by a friendly rider of 13th level or higher; at-will) – Fire, Mount
The nightmare’s rider gains resist 10 fire.
Underworld Leap (move; encounter; while mounted by a friendly rider of 13th level or higher; at-will) – Teleport, Mount
The nightmare and its rider teleport 10.
Hooves of Hell (standard; recharge 5-6 ) – Fire
The nightmare moves up to 10 squares. Each square the nightmare leaves is fi lled with fi re to a height of 10 feet until the end of the nightmare’s next turn. Any creature that hits the nightmare with a melee attack during this move, or that enters one of the flaming squares, takes 10 fire damage.
Trained Skills: Endurance
Wolf
The hunt’s thrill howls through your veins every time you ride your furry friend.
WOLF STATISTICS
Ability Scores:
Strength 17, Constitution 17, Dexterity 15, Intelligence 7, Wisdom 15, Charisma 7
Size: Large
Speed: 8 squares
Defenses: AC 14 + level, Fortitude 13 + level, Reflex 12 + level, Will 11 + level
Hit Points: 17 + 8 per level
Attack Bonus: Level + 4
Melee Basic Attack: Bite; level + 4 vs. AC; 1d8 + Srength modifier damage, or 2d8 + Strength modifier damage against a prone target.
Combat Advantage
The dire wolf gains combat advantage against a target that has one or more of the dire wolf’s allies adjacent to it. If the dire wolf has combat advantage against the target, the target is also knocked prone on a hit.
Pack Hunter (while mounted by a friendly rider of 5th level or higher; at-will) – Mount
The dire wolf’s rider gains combat advantage against an enemy if it has at least one ally other than its mount adjacent to the target.
Trained Skills: none.
Boar
As gruff and strong as the earth itself, you and your boar can withstand any onslaught.
BOAR STATISTICS
Ability Scores:
Strength 19, Constitution 18, Dexterity 12, Intelligence 7, Wisdom 15, Charisma 7
Size: Large
Speed: 8 squares
Defenses: AC 13 + level, Fortitude 14 + level, Reflex 12 + level, Will 12 + level
Hit Points: 18 + 8 per level
Attack Bonus: Level + 4
Melee Basic Attack: Gore; level + 4 vs. AC; 1d10 + Strength modifier damage, or 1d10 + Strength modifier + 5 damage against a prone target.
Death Strike (when reduced to 0 hit points)
The dire boar makes a gore attack.
Rabid Charger (while mounted by a friendly rider of 6th level or
higher; at-will) – Mount
When it charges, the dire boar makes a gore attack in addition to its rider’s charge attack; see also furious charge.
Furious Charge
When a dire boar charges, its gore deals an extra 5 damage, pushes the target 2 squares, and knocks the target prone on a hit.
Trained Skills: none.
For mounts not described here, use the following base stats and add the mount’s movement, skills and special attacks:
Ability Scores:
Strength 17, Constitution 16, Dexterity 16, Intelligence 7, Wisdom 15, Charisma 7
Size: Large
Speed: 8 squares
Defenses: AC 14 + level, Fortitude 12 + level, Reflex 12 + level, Will 12 + level
Hit Points: 16 + 8 per level
Attack Bonus: Level + 4
Melee Basic Attack: type; level + 4 vs. AC; 1d8 + Strength modifier damage.
Dragonrider Exploits
Twin Attack Dragonrider Attack 11
In a flurry of claws and teeth you and your mount fall upon your foe.
Encounter – Martial
Standard Action
Effect: You and your mount can both make either a melee basic or an At-Will attack that includes the same target.
Sacrificail Lunge Dragonrider Utility 12
Your or your mount dive forward and intercept a blow intended for the other.
Encounter – Martial
Immediate Interrupt
Effect: When an attack hits your or your mount you may chose to apply the damage to either yourself or your mount.
Rampant Assault Dragonrider Attack 20
You and your mount rear up and come crashing down upon your foe with unstoppable force.
Daily – Martial
Standard Action
Effect: You and your mount can both make either a melee basic, At-Will or Encounter attack that includes the same target. The powers used can already
be expended, and if they are not, using them through this power
doesn’t expend it.
Miss: Attacks used in this way do 1/2 damage on a miss.
If your mount is ever slain, you can resuscitate it with the following special ritual which you know and can use regardless of your ability to use normal rituals:
Raise Mount
Through prayer, magic, or medicine, you devote all of your energy to bring your bonded companion back to you.
Level: 1
Category: Restoration
Time: 4 hours
Duration: Instantaneous
Component Cost: 50 gp
Market Price: None
Key Skill: Nature (no check)
This ritual allows you to restore life to your slain mount. This ritual works only for characters who have chosen the Dragonrider Paragon Path.
The ritual functions as the Raise Dead ritual, with the following exceptions:
– You need not have any part of your mount’s corpse.
– The death penalty lasts until you have reached three milestones.
– A paragon tier mount costs 500 gp to raise, and an epic tier mount costs 5,000 gp to raise.
Using your mount: just as with normal mounts, animal companions or familiars, your and your mount share the same 3 actions every turn: a Standard, Move and Minor action each of which can be taken by either you or your mount.
Posted in Uncategorized and tagged Paragon Path by Adam A. Thompson with 1 comment.
Death Knight Paragon Path
We came up with the following Paragon Path for one of the PC’s that will be available at the game we’re running at GenCon this year: For Love of Evil. In that game, the players will be playing evil 30th level characters trying to free the evil god chained in the depths of the abyss.
One of those characters is Kard Bad-Dorum, an orcish paladin who has become a death knight.
Path Features
- 11th Level: Become Undead
Giving yourself over wholly to evil, your life ends in a vile ritual and your rise – immortal!
Your type changes to Undead. Gain Resist 15 necrotic, Immune to disease & poison, Vulnerable 10 radiant. - 11th level: Terrifying Onslaught
When you spend an action point to attack, adjacent enemies take -2 to AC until the end of your next turn. - 16th level: Undeath Mastery
Your attacks ignore the resistances of undead creatures (but not immunities).
Powers
- Control Undead – Death Knight Attack 11
Encounter – Divine, Soul Weapon
Standard Action – Close Burst 5
Target: One undead creature within the burst.
Attack: Cha vs. Will
Hit: 2(w) + Charisma modifier psychic damage, and as a free action, the target charges your enemy nearest to it that it can charge and makes a melee basic attack. - Unholy Healing – Death Knight Utility 12
Daily – Divine, Implement
Minor Action – Personal
Gain Regeneration 5 until the end of the encounter. You do not regain hit points each round if you took radiant damage since your last turn. - Unholy Flames – Death Knight Attack 20
Diving, Fire, Necrotic
Daily – Close Burst 2
Attack: Constitution vs. Reflex
Hit: 6d8 + Constitution modifier necrotic and fire damage to non-undead targets and you deal an additional 2d6 fire damage with melee attacks until the end of your next turn.
Posted in Uncategorized and tagged creature type: undead, Paragon Path by Adam A. Thompson with no comments yet.
Magus of Setthera
“When it rained Ogion would not even say the spell that every weather-worker knows, to send the storm aside. In a land where sorcerers come thick, like Gont or the Enlades, you may see a raincloud blundering slowly from side to side and place to place as one spell shunts it on to the next, till at last it is buffeted out over the sea where it can rain in peace. But Ogion let the rain fall where it would. Ged crouched among the dripping bushes wet and sullen, and wondered what was the use of having power if you were too wise to use it.”
– Ursula K. Le Guin, A Wizard of Earthsea
Perquisite: Wizard and training in arcana, nature and religion.
The magi of Setthera Isle are an ancient order of wizards. Since time unremembered they have taught the arts of the magi from their white tower on their island home where they preserve ancient knowledge. The masters there – the maker, the namer, the warder, and the shaper – teach their pupils to honor the place of magic within the world’s balance, and to revere life and the natural order of the universe. Once their pupils become journeymen, they are sent out into the world to help people with their magics. Those of exceptional skill will return to the Isle of Setthera to become one of the teachers and masters there.
The central tenant of their magic rests upon the knowledge of the true names of things. Using the secret names of things they are able to make them change.
Magus Path Features
(11th level feature) – Shape of the Name – (Daily, Minor Action, Polymorph) – Using your knowledge of the true name of things, you change yourself into something else for a time. Shapechange to any natural animal of your level or lower and size tiny to large. You gain your new forms move and melee basic attack damage, but your stats are otherwise unchanged. The change remains until you choose to resume your normal form.
(11th level feature) – True Name’s Nature – When using magic against a creature, you can attempt to determine it’s true name. If you succeed, you have more power to effect it.
Use this power when you use an action point to cast a spell at a creature. If the spell hits, you receive a +1 insight bonus to attack rolls and skill checks against that specific creature permanently, and receive +1 to all your defenses against it.
(16th level feature) – Warder’s Defense -(Encounter, Immediate Interrupt) – spend two healing surges to reduce the damage of an attack targeting yourself or an ally within 5 squares by your healing surge value.
Magus Attacks
True Name’s Chains
Magus level 11 attack (Encounter, Standard Action) – one target in close burst 10
Intelligence vs. Will.
Hit: The target is Stunned (save ends).
Miss: The target is Restrained (save ends).
Effect: The target is Marked (sustain minor).
Counterspell
Magus utility – level 12 (Daily, immediate interrupt)
Intelligence attack vs Will of creature attacking with a power that has the Arcane keyword.
Hit: The interrupted power automatically misses.
Light’s Rebuke
Magus attack – level 20 (Daily, Standard Action) – One target within close burst 10
Int vs Fortitude, 3d10 + Intelligence modifier radiant damage and the target is weakened (save ends).
Posted in Uncategorized and tagged Paragon Path by Adam A. Thompson with no comments yet.