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Switch to Forum Live View Homebrew Paragon Paths and Epic Destinies
5 years ago  ::  Jun 29, 2008 - 7:05PM #1
Diffan
Date Joined: Sep 19, 2006
Posts: 3,450

NOTE: Some of the links here don't work properly yet. Still working out the bugs of this new system.


Index


Forgotten Realm Paragon Paths:


Arcane Devotee- Diffan, Page 4
Battlerager- Diffan, Page 6
Black Flame Zealot- Diffan, Page 6
Bladesinger- Various support, started by Nymrohd Page 3
Dweomerkeeper- Diffan, Page 6
Evereskan Tomb Guardian- Diffan, Page 4
Hammer of Moradin- Diffan, Page 3
Hathran- Diffan, Page 3, additional spell by KainHighwind, Page 4
Holy Champion- Diffan, Page 3
Justice of Weald and Woe- Diffan, Page 4
Knight of the Red Falcon- Diffan, Page 4
Knight-Errant of Silverymoon- Diffan Page 5
Silvermaid- Kensan Oni, Page 4
Silverstar- Nymrohd, Page 1
Shadow Adept- Diffan, Page 3
Spur Lord- Diffan, Page 5
Sunmaster- Diffan, Page 5
Telflammar Shadowlord- Diffan, Page 5
Thayan Knight- Diffan, Page 3
Thayan Slaver- Diffan, Page 6
Triadic Knight- Diffan, Page 5


*I'm updating the Paragon Paths to include the base classes from the PH2. It may take some time.


General Paragon Paths:


Abjurant Champion- Diffan, Page 5
Arcane Archer- Diffan, Page 5
Cavalier- Diffan, Page 1
Champion of Corellon Larethian- Diffan, Page 5
Elemental Savant- Diffan, Page 1
Frost Mage- Diffan, Page 4
Rainbow Servant- Diffan, Page 7
Tempest- Diffan, Page 3
Warsling Sniper- Nymrohd, Page 1
War Weaver- Diffan, Page 7
Wild Mage- Diffan, Page 5


Epic Destinies:


Elven High Mage- Naex, Page 2
Netherese Arcanist- Diffan, Page 6


CAVALIER
“For the glory of battle, Charge!”

Prerequisite: Fighter, Paladin or Warlord class, Mounted Combat feat

You represent the ultimate in combat warfare. Your charge is among the most devastating weapons any culture can hope to field. Often you command from your steed in open battle against your enemies and charge first into the fray with valor and steel. Your combat skills rely heavily on mobility, harrying your opponents with quick passes through their lines to scatter their defense. When room restricts your movement, you charge into their ranks and hack at them from your mighty mount, giving you an advantage against lower adversaries.


CAVALIER PATH FEATURES


Mounted Weapon Bonus (11th level): You gain a +2 bonus on attack and damage rolls when using a polearm or heavy blade while mounted.
Cavalier’s Action (11th level): When you spend an action point to make an attack, your mount can also make a melee basic attack against an opponent adjacent to you.
Cavalier’s Bond (16th level): When you are mounted, you cannot be immobilized and you and your mount receive a +1 bonus to saving throws.

CAVALIER EXPLOITS

Ride-by-Attack Cavalier Attack 11
You ride into the thicket of your enemies, attacking as you pass through.
Encounter ♦ Martial, Weapon
Standard Action       Melee weapon
Requirement: You must be mounted.
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: You may shift 2 squares before and after you initiate this attack. You mount may make a melee basic attack against the same target.




Healing Bond Cavalier Utility 12
The healing you receive flows through your body and your mount gains health through the bond you share.
Encounter ♦ Martial, Healing
Requirement: You must be mounted
Immediate Reaction
Trigger: You spend a healing surge
Effect: Your mount also regains hit points equal to your healing surge value.




Unstoppable Charge Cavalier Attack 20
You charge into the ranks of your enemy with such valor and force that nothing can stand in your way.
Daily ♦ Martial, Weapon
Standard Action - Melee weapon
Requirement: You must be mounted
Special: You must charge as part of this attack
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and you knock the target prone.
Effect: You make a secondary attack against the target and shift 2 squares.
  Secondary Attack: Strength vs. AC
  Hit: 2[W] + Strength modifier damage
Miss: Half-damage on each attack
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5 years ago  ::  Jun 29, 2008 - 7:13PM #2
MerrikCale
Date Joined: May 11, 2006
Posts: 3,574
excellent. Once I get my damn core books from amazon I might try my hand at this. Maybe my Moonhunter
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5 years ago  ::  Jun 30, 2008 - 1:27PM #3
Diffan
Date Joined: Sep 19, 2006
Posts: 3,450
I hope you get your books soon. I'm anticipating how the Moonhunter will work and look forward to it.

Last night I was figuring out how to turn the Elemental Savant into a Paragon Path. I've created the Elemental Savant Path Features but i'll need some help with it's 11th level attack, 12th level utility, and 20th level attack spells. Heres what I have so far.....

ELEMENTAL SAVANT
Prerequisite: Wizard class, Astral Fire feat, Burning Blizzard feat, or Raging Storm feat, must select 1 specific elemental type (acid, cold, fire, lightning, or thunder)

ELEMENTAL SAVANT PATH FEATURES
    Elemental Action (11th level): When you spend an action point to take an extra action, if you use your action to make an attack with your specific elemental type you gain a +2 bonus to attack and that attack deals ongoing 5 specific elemental damage (save ends).
    Elemental Substitution (11th level): Whenever you cast a spell with an elemental type in it's Keyword, you may change that type to your specific elemental type instead. In addition you gain a +1 bonus to saving throws against your specific elemental type of ongoing damage.
    Elemental Perfection (16th level): Through your long association with elemental entities and the channeling of its power, you transcend your mortal form to become an elemental creature. Your creature origin changes to Elemental and you gain Resist 20 against your specific elemental type. In addition you gain immunity to disease and poison and deal 1d6 elemental damage with your unarmed attacks or any melee weapon you wield.

ELEMENTAL SAVANT SPELLS
Orb of Elemental Energy Elemental Savant Attack 11
You summon an orb of pure elemental energy to hurl at your enemies.
Encounter ♦ Arcane, Implement; varies
Standard Action - Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Special: Damage type is the same as your selected elemental type.
Hit: 3d6 + Intelligence modifier elemental damage
Effect: Depending on what type you've selected, each type has a different effect:
     Acid: Target becomes sickend (-2 to attacks, damage, and
     saving throws) until the end of your next turn.
     Cold: Target becomes blinded until the end of your next 
     turn.
     Fire: Target becomes dazed until the end of your next
     turn.
     Lightning: Target becomes slowed until the end of your
     next turn.
     Thunder: Target is knocked prone.


Energy Immunity Elemental Savant Utility 12
You lend your resistance to the elemental forces to your allies.
Encounter ♦ Arcane
Standard Action - Area burst 5
Target: Each ally within burst
Effect: Each target receives immunity to your selected energy type for a number of rounds equal to your Intelligence modifier


Energy Vortex Elemental Savant Attack 20
You create a swirling whirlpool of energy and elemental chaos.
Daily ♦ Arcane, Implement; varies
Standard Action - Area burst 3 within 10
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Special: Damage type is the same as your selected elemental
  type.
Hit: 5d8 + Intelligence modifier elemental damage, and each creature is pushed pack a number of squares equal to your Intelligence modifier and knocked prone. In addition, each target is stunned until the end of your next turn.
Miss: Half-damage, and each target is pushed 1 square and knocked prone. Targets are not stunned.
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5 years ago  ::  Jun 30, 2008 - 1:35PM #4
Nymrohd
Date Joined: Dec 18, 2007
Posts: 766
Ah I see you intergrate my changes on those powers

Btw I'd change the Special on Unstoppable Charge to: You must charge as part of this attack.
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5 years ago  ::  Jun 30, 2008 - 1:58PM #5
Diffan
Date Joined: Sep 19, 2006
Posts: 3,450
Good advice, done. When creating something new that i'm really not yet familiar with I take all advice into consideration because I want a balance to it. Additional ideas and better syntax is always a boon and the more that participate, the better the idea, PrP, New Feat, etc.. becomes. For the Elemental Savant's 11th level attack spell I was thinking of dusting off the old school Chormatic Orb with obvious changes. Any suggestions on how to do this or different ideas all-together?
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5 years ago  ::  Jun 30, 2008 - 2:04PM #6
Nymrohd
Date Joined: Dec 18, 2007
Posts: 766
Well first off I'd add thunder as well in the damage type list. This is no longer the 4 elements world of 1-3E and elements mix and cooperate, including thunder.

Basically you want your attack powers to have multiple rider effects depending on the element (slowed/cold, dazed/lightning, weakened/acid, ongoing dmg/fire, prone/thunder would be my guess, though some of those conditions are stronger and should be till next turn while others can be on a save).
You could also go so far as make a PrP with multiple builts and powers so 5 of each (15 in total).
How would you do something like C.Orb? It depended on caster level to add effects.
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5 years ago  ::  Jul 01, 2008 - 9:13AM #7
MerrikCale
Date Joined: May 11, 2006
Posts: 3,574
lets get some more
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5 years ago  ::  Jul 01, 2008 - 9:17AM #8
Nymrohd
Date Joined: Dec 18, 2007
Posts: 766
Maybe it would be best to focus on FR PrPs?
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5 years ago  ::  Jul 01, 2008 - 9:43AM #9
Lord_Karsus
  • Master of the Obvious
Date Joined: Aug 2, 2003
Posts: 26,394
-Might I suggest the Bladesinger next?
Trolls in sheep's clothing have no redeeming qualities that are beneficial towards the health of the community.
My Artwork/Photography/Literature
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5 years ago  ::  Jul 01, 2008 - 9:49AM #10
Nymrohd
Date Joined: Dec 18, 2007
Posts: 766
Sorry LK but without the swordmage I don't see a point in trying to design a bladesinger PrP. I guess we can try ofc.
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