Paragon Paths
Table of Contents
- Council Sentinel (Defender Role)
- Longbowman (Ranger)
- Master of the Phalanx (Warlord)
- Shadow Walker (Ranger or Rogue)
- Spellbinder (Arcane)
Council Sentinel
"I would give my life for my charge... or yours, if you threaten him."
Prerequisite: Defender role
The history of the Council Sentinel extends all the way back to Seldorius and the second Cadre of the Wise. Attacked by unknown assailants, the archmage Seldorius of Farland recruited elite warriors to watch over the cadre meetings. Seldorius took great care to train and magically enhance these guardians. His teachings became the basis for the elite school of Council Sentinels. Although the Cadre has long since passed into legend, Council Sentinels can still be found standing guard over kings or treasure troves, and they still insist upon the full title of their order, out of pride in their ancient lineage. In fact, employing a Council Sentinel has long been a mark of prestige among kings and nobles of the Eastern Alliance Kingdoms.
Council Sentinel Path Features
The power source for your Council Sentinel powers is the same as the defender class you used to qualify for this paragon path.
After an extended rest, a Council Sentinel may designate a charge, an ally that he has sworn to protect. A Council Sentinel may only have one charge at a time.
Charge's Ward (11th level): While your charge is visible to you and within reach, you may spend an action point as an immediate interrupt when your ally is attacked. That attack misses.
Sentinel's Charge (11th level): While you are within reach of your charge, you may make an opportunity attack against any creature that attacks your charge with a melee attack, even if you are not within reach of that creature.
Sentinel's Vengeance (16th level): When your charge is within reach and an enemy hits your charge, you get a +2 bonus to attack rolls and a +4 bonus to damage rolls against that creature until the end of your next turn (This occurs after the opportunity attack granted by Sentinel's Charge.)
Council Sentinel Powers
Parrying Riposte Council Sentinel Attack 11 |
When an enemy attacks your charge, you turn aside the blow and deliver one in return. |
Encounter ◊ Weapon Immediate Reaction Close Burst 3 Trigger: Your charge is attacked by a creature Target: The attacking creature |
Attack: Strength or Charisma vs Reflex |
Hit: The attack misses. You may use an at-will power against the same target. |
Sharpened Senses Council Sentinel Utility 12 |
You have an incredible awareness of your environment, noting any possible danger to your charge. |
Daily ◊ Stance Move Action Personal |
Effect: You gain a +2 bonus to your defenses against any attack made while you grant combat advantage, you gain a +5 power bonus to Perception checks, and you can pinpoint the location of any invisible creatures within 5 squares of both you and your charge. Invisible creatures still have total concealment. |
Sentinel's Wrath Council Sentinel Attack 20 |
Your response to a threat to your charge grows even more deadly. |
Daily ◊ Stance Standard Action Personal |
Effect: When you make an opportunity attack due to Sentinel's Charge, you may use any power instead of your melee basic attack. |
Longbowman
"I bend my bow and you fall."
Prerequisite: Ranger, Prime Shot class feature
The archers of Kelerak are known throughout the continent for their skill with a longbow. This powerful weapon is feared by enemy infantry and knights alike, for it has been known to put an arrow through an armored man's thigh and sink it a foot into the horse on which he rides. Some archers are, however, feared in a way that the average archer is not, for they have honed a skill with their chosen bow that seems superhuman. These are the Kelerite Longbowman.
Longbowman Path Features
Longbowman's Focus (11th level): When you spend an action point to make an attack with a longbow, one of the targets of your attack becomes your quarry. This does not end existing quarries, and using your Hunter's Quarry ability to quarry a different creature does not end this quarry. In addition, you gain a bonus equal to half your wisdom modifier to attacks with a longbow against this creature until the start of your next turn.
Improved Prime Shot (11th level): Prime Shot class feature grants an additional +2 bonus to ranged attacks.
Ranged Precision (16th level):Enemies count as one square closer to you for all abilities dependent on range. This also applies to Prime Shot.
Longbowman Exploits
Piercing Shot Longbowman Attack 11 |
You shoot with deadly power. |
Encounter ◊ Martial, Weapon Standard Action Ranged weapon Attack: Dexterity + 2 vs. Reflex Target: One creature |
Hit: 2[W]+Dexterity modifier damage and this power is not expended. You are dazed until the end of your next turn. |
Close-Range Evasion Longbowman Utility 12 |
While in the face of danger, you fearlessly attack with your bow. |
At-will ◊ Martial Move Action Personal |
Prerequisite: You must have the Defensive Mobility feat. |
Effect: You gain a +4 bonus to AC against opportunity attacks provoked by a ranged or area attack until the end of your turn. |
True Shot Longbowman Attack 20 |
Your accuracy is incredible. |
Daily ◊ Martial, Reliable, Weapon Standard Action Ranged weapon |
Target: One creature Special: Ignore cover(including superior cover, but not total cover) and concealment (including total concealment). |
Attack: Dexterity +4 vs. AC |
Hit: 4[W]+Dexterity modifier damage. |
Master of the Phalanx
"Give me my pike and my men, and I'll give you a skewered foe."
Prerequisite: Warlord
The Pikeman is a specialized soldier trained in the use of the pike or polearm, and these soldiers are most effective in a Phalanx formation. A Phalanx is downright deadly when led by a trained Warlord who specializes in combat with a Polearm. This is the Master of the Phalanx. These specialized Warlords are as adept at close range fighting with their weapon as they are at long range fighting; in the hands of a Master of the Phalanx, a polearm becomes a versatile and especially deadly weapon. But the Master of the Phalanx is doubly lethal, because his tactical expertise directs his companions to make the most of their own weapons, even extending their reach. The city of Wyvernia has long been famous for its deadly pikemen and for the Masters of the Phalanx that lead them.
Master of the Phalanx Path Features
Strike Early (11th level): When you spend an action point to take an extra action, the melee weapons of your allies gain reach 2 property until the start of your next turn. Your allies need to be able to see and hear you for their weapons to gain this property. Weapons that already have reach are unaffected.
Polearm Gamble (11th level): You gain Polearm Gamble as a bonus feat.
Phalanx Shield (16th level): When you score a critical hit using a polearm, you and all your allies gain a +1 power bonus to attacks and a +2 bonus to all defenses until the end of your next turn.
Master of the Phalanx Exploits
Break Their Line Master of the Phalanx Attack 11 |
Your tactical direction causes your allies to devastate the enemy line. |
Encounter ◊ Martial, Weapon Standard Action Melee weapon Prerequisite: Must be currently wielding a polearm. Target: One creature |
Attack: Strength vs AC |
Hit: 2[W] + strength modifier damage, and until the end of your next turn, all allies that can see and hear you gain the ability to push any target they successfully hit a number of squares equal to your intelligence modifier. |
Set for a Charge Master of the Phalanx Utility 12 |
You set your pike to impale a charging foe. |
Encounter ◊ Weapon Immediate Interrupt Melee 1 |
Prerequisite: Must be currently wielding a polearm. Trigger: You are hit by a charging foe. |
Effect: The charging foe takes 1[W] + strength modifier damage from your pike. The charging foe is pushed 1 square and the attack misses. |
Strike Together Master of the Phalanx Attack 20 |
You direct your companions to strike in unison. |
Daily ◊ Standard Action Standard Action Melee weapon |
Prerequisite: Must be currently wielding a polearm. Target: One creature Attack: Strength vs AC |
Hit: 3[W]+ strength modifier damage, and three allies within 5 squares of you make melee basic attacks against targets of your choice as a free action. The allies add your Charisma modifier to their damage. |
Miss: Half damage. |
Shadow Walker
I look at everything about you: Who you are, where you've been, and where you'll be.
Prerequisite: Eladrin, elf, or half-elf; ranger or rogue
The Shadow Walker is a defender of Elven lands, skilled in scouting, reconnaissance, and defense. Shadow Walkers are a brotherhood of twilight and shadow, ranging abroad in secret service to the Elven homeland. The Shadow Walkers account for much of the military and societal information the elves have about the outside world, and they are often the first, and sometimes last, line of Elven defense.
Shadow Walker Path Features
Shadow Armor (11th level): When you spend an action point to take an extra action, you gain concealment until the end of your next turn.
Speak with Animals (11th Level): You can speak with any animal of natural, fey, or shadow origin with an Intelligence score of at least 3.
Shadow Jaunt (16th Level): If you have concealment or cover against at least one enemy at the start of your turn, you can shift up to your speed as a move action. You can move through enemies' squares during this movement.
Shadow Walker Exploits
Shadow Blade Shadow Walker Attack 11 |
From the darkness, a darker knife strikes out. |
Encounter ◊ Martial, Weapon Standard Action Melee or Ranged Weapon Target: One creature that you are hidden from Attack: Strength vs AC (melee) or Dexterity vs AC (ranged) |
Hit: 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged), and you can make a stealth check against your target's active perception check to remain hidden. |
Miss: You can make a stealth check against your target's active perception check to remain hidden. |
Shadow Jump Shadow Walker Utility 12 |
You part the shadows like a veil and step through them. |
Daily ◊ Martial Move Action Personal |
Requirement: You must have concealment or cover from at least one enemy. |
Effect: You can teleport up to 10 squares. You become hidden to any enemies from whom you have concealment or cover. |
Liason's Knife Shadow Walker Attack 20 |
From the shadows, you strike your enemy in the weakest spot. |
Daily ◊ Martial, Weapon Standard Action Melee weapon |
Target: One creature Attack: Dexterity vs Will Hit: You gain combat advantage against the target for your secondary attack, and your target gains vulnerability 5 to all your attacks for the rest of the encounter. Make a secondary attack. Miss: Make a secondary attack. Secondary Attack: Strength vs AC |
Hit: 4[W] + Strength modifier damage. |
Miss: Half damage. |
Spellbinder
"Your mind is a tool for my ambitions."
Prerequisite: Arcane Power Source
Deception, misdirection and domination: These are the tools of the Spellbinder. From their earliest memories, these individuals have tricked and conned others into doing things for them, reaping the rewards of others' hard work.
Desire to increase their magical abilities to control others have brought the Spellbinder to the worship of Salystra, queen of deceivers. Great power awaits the chosen few Spellbinders whom Salystra blesses with her insight into the arts of deception and mind control.
Spellbinder Path Features
Spellbinding (11th level): When you use an action point to make an attack with the Charm keyword against a single opponent and hit, any effect that would end at the end of either your next turn or the target's next turn lasts an extra round.
Resilient Spellbinding (11th level): Once per encounter, when a creature succeeds on its save against an effect you caused with the Charm keyword, the effect persists until the end of that creature's next turn.
Controlling Spellbinding (16th level): When you hit with an attack that has a single target and cause the target to be stunned, you may dominate that creature until the end of your next turn instead of stunning it.
Spellbinder Spells
Strands of Thought Spellbinder Attack 11 |
You bruise your target's mind, turning its thoughts astray. |
Encounter ◊ Arcane, Charm, Implement Standard Action Ranged 10 Target: One creature Attack: Intelligence or Charisma vs Will |
Hit: 2d6+Intelligence or Charisma modifier damage, and the target is dazed and immobilized until the end of your next turn. |
Spellwoven Binding Spellbinder Utility 12 |
You have an incredible awareness of your environment, noting any possible danger to your charge. |
Daily ◊ Arcane, Charm Free Action Ranged sight |
Trigger: You daze or stun a creature (save ends). Effect: You instead dominate the creature (save ends; the creature gets a +2 bonus on saving throws against this effect). You are dazed until the creature succeeds on its save. |
Special: At the end of the target's turn each round, you may choose to end this effect. If you do, the effect that caused the daze or stun also ends. |
Insidious Domination Spellbinder Attack 20 |
Instead of stopping your target, you control it. |
Daily ◊ Arcane, Charm, Implement Standard Action Ranged 10 |
Target: One creature Attack: Intelligence or Charisma vs Will Hit: The target is immobilized (save ends). |
Aftereffect:The target is dominated (save ends). |
Miss:The target is dazed until the end of your next turn. |