Paragons of Prophecy

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The following are Eberron specific Paragon Paths I use in my game. Some of them are very similar to Paragon paths created by WotC. I have taken the liberty to change the flavor and powers slightly to better reflect the original material. I am not a fan of the way the Foulborn feats and Paragon Path are written, especially. So instead, I present the Impure Prince, below. For the others, I was either requested by a player or saw something from 3.5e that didn't make it into the 4E material. So I fixed it.

Contents

Aberrant Heritor

"I bear the spirit of the Earthshaker, the Lady of the Plague, and Cursed Venom. I am a child of Khyber as my Aberrant Mark bears witness."

Prerequisites: Any Aberrant Dragonmark feat

Ever since the War of the Mark, aberrant dragonmarks have been discriminated against and killed, sometimes unjustly. Many choose to hide their aberrant dragonmarks from greater Khorvaire for fear that they will be killed. But in recent years there has been a rise in the number of aberrant marks appearing and a rise in the power of those which have appeared. This event is unprecedented since the time of the War of the Mark. Should enough of them band together again, it may once again provoke a purgatos by the Twelve Houses, and another guerrilla war in the spirit of Halas Tarkanan. In any case, the Aberrant Heritors are there to protect their own, and possibly tear down the Twelve Houses if necessary. No one knows why the aberrant marks appear any more than they understand the true dragonmarks. But what is even less understood is the rise in apparent power level of these new marks. And perhaps what is more worrisome, what will this bode for Eberron?

Aberrant Heritor Path Features

Aberrant Blessing (11th level)
You gain a +1 on saving throws.
Warped Mark (11th Level)
When you spend an action point, every target you hit with an attack until the end of your next turn is dazed and slowed until the end of your next turn. If the power you attack with dazes or slows the target, the target is instead stunned until the end of your next turn.
Prophecy’s Left Hand (16th Level)
When you hit an enemy with any power that has the necrotic keyword, that enemy is immobilized (save ends). After a successful save, that enemy is then weakened (save ends).
Mark of Vengeance Aberrant Heritor Attack 11
Your aberrant dragonmark cuts at the heart of those who persecute you, and returns some of their strength to you.
Encounter * Weapon, Healing, Necrotic
Free Melee 1
Prerequisites: You hit with a melee attack.
Benefit: Fill in the benefits of this power
Target: One creature
Attack: Strength, Wisdom, or Charsima vs Fortitude
Hit: The attack deals an additional 2d6 + Constitution or Intelligence modifier necrotic damage and you regain 5 + your Constitution or Intelligence modifier hitpoints.


Mark of Xoriat Aberrant Heritor Utility 12
Your aberrant mark turns purple and black. Warped by exposure to the horrors of Khyber, it lends you great resilence—just as the Hags of Droaam predicted.
Encounter *
Minor Personal 1
Benefit: Fill in the benefits of this power
Target: Personal
Effect: You gain resist damage 10 until the end of your next turn and you may make a saving throw against any one effect that a saving throw can end.

Utility Power for Aberrant Heritor.


Mark of Destruction Aberrant Heritor Attack 20
You unleash your vengeance against all those who persecute you, and they are consumed in the explosion of cursed power that runs in your veins.
Daily * Necrotic, Fire, Cold, Lightning
Standard Close Blast 5
Benefit: Fill in the benefits of this power
Target: All creatures within the blast
Attack: Strength, Wisdom or Charisma vs Reflex
Hit: The attack deals 2d8 + Constitution or Intelligence modifier fire, cold, or lightning (your choice) and necrotic damage and ongoing 10 necrotic damage (save ends).
Miss: Half damage and 5 ongoing necrotic damage (save ends).



Dancer of Dreams

"Kalashtar don't dream. But I've learned to dance the Path of Shadows between the waking and the night."

Prerequisite: Kalashtar, Summon Spirit Companion power

Kalashtar who devote their full attention to studying Dal Qor, the Realm of Dreams in Eberron, can fashion themselves a dream form capable of acting in the waking world. They tap into that latent power of the quori bonded to their family line and fuse it with a piece of their own psychic power. The result is a summoning similar to a shard of a quori often used by the Dreaming Dark to infect potential spies. The difference, however, is that this particular shard is under the full control of the summoning kalashtar. With these constructs of physical dreams, the Dancer can sense, move, and attack as if they were truly outside of their own bodies. As this dream is more tied to the real world than the normal spirit companion, it brings new dangers. Such a real nightmare is far easier to attack with, now no longer an ephemeral spirit, but instead a deadly creature. This makes the spirit companion now much easier to attack by opponents. But those who choose this path ultimately care little for the repercussions. They simply wish to bring forth the darkest parts of their psyche to light.

Dancer of Dreams Path Features

Dreaming Advantage (11th level):
When you spend an action point to make a primal attack, you gain combat advantage for that attack against any enemy adjacent to your dream form.
Manifest Dream Form (11th level):
You gain the Manifest Dream Form power.
Dream's Fortitude (16th level):
You gain resist 10 radiant and resist 10 psychic. If you already have resistance to radiant damage or psychic damage, the resistance increases by 10.
Manifest Dream Form Dancer of Dreams Utility 11
A hazy image of your quori companion, your dreaming form manifests nearby. The more force of will you put into it, the more real it becomes, for good and ill.
At-Will * Conjuration, Primal, Spirit
Minor Close Burst 10
Benefit: Fill in the benefits of this power
Target: Unoccupied square within range
Effect: You conjure your dream form in an unoccupied square in the burst. It lasts until you fall unconscious, until you dismiss it as a minor action, or until you use this power again. Your dream form occupies its square, and you and your allies can move through it. When you take a move action, you can also move your dream form a number of squares equal to your speed. You can see and hear as if you were in your dream form’s square, and you can use powers as if you were there. Your dream form can flank with your allies, and you gain combat advantage against any target your dream form is flanking.
Your dream form can be attacked in the normal fashion as if it were an ally, although it lacks hit points. It is immune to your attacks. If a single attack deals damage to the spirit equal to 10 + one-half your level or higher, the spirit disappears, and you take damage equal to 5 + one-half your level. Otherwise, the spirit is unaffected by the attack. Unlike a normal spirit companion, the dream form may be attacked with close and area attacks as well as melee and ranged.
Special: This cannot be used in conjunction with Spirit Companion. If one is present, the other must be dismissed with a minor action in order to use the one. Any feats which improve your Spirit Companion or powers with the conjuration keyword affect your dream form. Any of your powers which contain the Spirit keyword will also work with your dream form.


Siphoned Spirit Dancer of Dreams Attack 11
When an enemy attacks your friend, your Quori Form leeches life from it and gives it back to your ally.
Encounter * Healing, Implement, Necrotic, Primal, Spirit
Immediate Interrupt Ranged 5
Prerequisites: An enemy within 5 squares of you hits an ally
Benefit: Fill in the benefits of this power
Target: The triggering enemy
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier necrotic damage, and the triggering ally can spend a healing surge and gain additional hit points equivalent to the damage dealt after resistances are applied.
Special: May be used in conjunction with dream form.


Dream Dance Dancer of Dreams Utility 12
Stepping briefly through the realm of dreams, you and your dream form switch places.
Encounter * Psionic, Teleportation
Move Personal Self
Benefit: Fill in the benefits of this power
Effect: You and your dream form teleport, swapping positions
Special: Your dream Form must already be active in order to use this power, using the Spirit Companion version of it does not apply.


Quori Soul Unchained Dreamwalker Attack 20
You fashion a replica of your waking dreams, using it to attack where your other forms were insufficient, splitting your consciousness just as your Quori ancestor did.
Daily * Implement, Psionic, Psychic, Summoning
Standard Ranged 20
Benefit: Fill in the benefits of this power
Target: Target(s)
Attack: Intelligence vs. Reflex
Effect: You summon your quori soul in an unoccupied square within range. Your quori soul is Medium and has speed 6 and fly 6 (hover). You can see and hear as if you were in your quori soul's space, and you can use powers as if you were there. Your quori soul can flank with your allies, and you gain combat advantage against any target your quori soul is flanking. You can give your quori soul the following special command. On the turn you summon your quori soul, you give that command as part of using this power.

Standard Action: Melee 1; targets one creature

Hit: 3d8 + Intelligence modifier psychic damage, and ongoing 5 psychic damage (save ends).
Special: Instinctive Effect: If you haven’t given your quori soul any commands by the end of your turn, it uses one of your at-will attack powers that has the spirit keyword against an enemy of your choice.



Impure Prince

"My father is a nameless horror from the beyond, my mother was forcibly impregnated by a vampiric slug, and all my siblings are stark raving mad. And you think you've got family issues."

Prerequisites: Daelkyr Half-Blood, or Symbiont Master, or Foulborn Heritage (Psionic Power, pp 142) feats

According to some, aberrations from the Far Realms are considered to be the most significant threat that the Five Kingdoms, and even all of Eberron, currently face. Some of those who feel this way go beyond simply fighting back. Those few who believe that they can turn the corrupt tools against their former owners become Impure Princes. These hunters of all things aberrant will stop at nothing to drive back the maddening hordes of Xoriat. They warp their own bodies with the creations of the Daelkyr in order to better fight them. They risk their sanity, bodies and even the reality around them in order to follow this path. Few walk this fine line, and many fall to madness or worse. Of those who tread this dark path, Daelkyr-Half Bloods make up a significant number of them. The rest are those who for some reason can maintain the strenuous mental and physical bonds with their symbionts. Only the strongest manage to survive the changes that come with turning one’s own body into an amalgamation and one’s own mind into a hive-like collective.

Impure Prince Path Features

Aberrant Mind Over Body (11th level)
You gain a +1 to Fortitude and Will defenses. You may use your Wisdom modifier in place of your Constitution or Strength modifier to determine your Fortitude defense.
Might of Xoriat (11th Level)
When you spend an action point and use a symbiont power as an attack or to augment an attack, you deal an extra +1d8 damage with that attack of the same type as specified by the power’s keywords. The target is also immobilized and dazed until the end of your next turn.
Control Symbionts (12th Level)
You may cast the Remove Symbiont, Call Symbiont and Ward Symbiont rituals as if you had the Ritual Caster feat.
Together We Are Strong (16th Level)
Any power you use which is augmented by or originates from a symbiont deals an extra +1d8 damage of the same type as that specified by the power, this applies even if the symbiont power does not deal damage. In addition you may activate a symbiont twice for every healing surge you spend instead of the usual one activation.
Touch of Xoriat Impure Prince Attack 11
Reality begins to melt at your touch and your enemies find out the hard way why the Far Realms are so dangerous.
Encounter * Psychic, Force
Standard Melee or Range 10
Prerequisites: You must be wearing a symbiont
Benefit: Fill in the benefits of this power
Target: One creature
Attack: Strength, Dexterity, or Wisdom vs Fortitude
Hit: 2d8 + Intelligence or Charisma modifier psychic and force damage, and the target is dazed.
Miss: Half damage and the target is not dazed
Effect: The target is slowed (save ends)


Aberrant Anatomy Impure Prince Utility 12
Your internal anatomy twists and shapes as you become more and more akin to the aberrant creatures you hate--lawyers.
Encounter *
Immediate Reaction Personal 1
Prerequisites: You are hit by a melee or ranged attack.
Benefit: Fill in the benefits of this power
Target: Target(s)
Effect: You negate the damage of the triggering attack.


Legion Salvo Impure Prince Attack 20
In a flurry of tentacles, claws and energy blasts you and your symbionts lash out at your enemies ripping them into smaller pieces.
Daily *
Standard Close Blast 5
Prerequisites: You must be wearing a symbiont
Benefit: Fill in the benefits of this power
Target: All creatures in the area
Attack: Strength, Dexterity, or Wisdom vs Reflex
Hit: 2d8 + Intelligence or Charsima modifier damage
Miss: No damage but the target is knocked prone
Special: You may activate a symbiont attack against every target you hit with this power by spending a single healing surge. You may activate the same or a different symbiont against each target hit, but you may affect each target with a symbiont attack only once during the activation of this power.



Keeper of the Past

A reworking of a Paragon Path featured in Dragon 385 to fit into my game just a little bit better, on account of me liking the flavor a great deal, but disliking the mechanical prereq's. Changes to Paragon Path features:

  • Replace Prerequisite: bard, shaman, or warlord with Prerequisite: bard, shaman, warlord, cleric or warlock with Vestige Pact; Valenar elf

Silver Flame Pilgrim

This is simply a rework and slight reflavoring of the Seldarine Dedicate'from Divine Power to better fit the material from Eberron Campaign Setting. This was done at a player's request, but given that the favored weapon for the Church of the Silver Flame is the longbow, it makes sense.

Pilgrims, in the vernacular of the Silver Flame, are those priests from the Order of Friars who travel doing missionary work. All those who serve in the Order of Friars are no longer bound by geography or congregation. They travel and they serve, bringing light to the dark places of Eberron, and converting those who are willing. The main difference between a Pilgrim and a Friar (even within their shared order) is their focus. Whereas those with the rank Friar are basically traveling seminarians, Pilgrims wander from place to place, but instead of typical missionary work, they lead by example, conduct services when requested and offer aid to those in need. Often, however, the entire order is still called "priests errant" by the older Purified.

Changes to Paragon Path features:

  • Replace Prerequisite: Elf or Eladrin with Prerequisite: must worship the Silver Flame. PC's must still meet the other prerequisites of the Paragon Path.
  • Replace any reference to "elf" or "elves" with "worshipper(s) of the Silver Flame".
  • Replace Footsteps of the Gods at 16th level, with Silver Exorcism from Exorcist of the Silver Flame Paragon Path, Eberron Players Guide, pp 62
  • Replace the name of the 11th level power Moonbeam with Argent Flame, and replace Cold damage and keywords with Fire damage and keywords. Mechanics remain the same.
A beam of blazing light from your bow finds your enemy, illuminating their movements for follow up attacks.
  • Replace the name Shroud of Stars with the name Silver Cloak. Mechanics remain the same.
Embers of silver fire swirl around you, hiding your exact location.
  • Replace the name Seldarine Wrath with the name Flame's Justice. Add the Radiant keyword. For the initial attack, change fire damage to radiant damage. Ongoing fire damage remains the same.

Vol Deathbringer

"After two thousand years . . . finally, revenge."

Prerequisites: Mark of Death

Once thought extinct, murdered at the hands of their own relatives in Aerenal, the remnants of the long lost line of Vol have returned to Khorvaire under a sinister guise. With the leadership of the newly formed dragonmarked House firmly in the grasp of the mysterious elf Lintan d'Vol, you've been asked to help push the Guild of Shrouds in every city on Khorvaire. After all, every Dragonmarked House needs a monopoly. And everyone dies. It's only right that the one House of Death should be allowed to profit from every funerary procession on the continent. Your job is to ensure the continued economic survival of this newest Thirteenth House, and the survival of its members, since their very presence means that the genocidal purge of the House was a failure. This failure is a thing that many powerful creatures will not tolerate. You had best be on your guard.

Vol Deathbringer Path Features

Vol's Blessing (11th level)
You gain a +1 to attack and damage rolls with any power that contains the Necrotic or Fear keywords.
Vol's Curse (11th Level)
When you spend an action point, all enemies you hit before the end of your next turn are weakened (save ends).
Fleeting Life (16th Level)
Any time an enemy takes ongoing damage within 5 squares of you, increase the amount of damage taken by your Intelligence or Charisma modifier.
Scything Mark Vol Deathbringer Attack 11
Your dragonmark flares with power injuring those enemies closest to you.
Encounter * Necrotic, Force
Standard Close Burst 1
Benefit: Fill in the benefits of this power
Target: Enemies in the burst
Attack: Constitution, Intelligence, or Charisma vs Reflex
Hit: 2d6 + Dexterity or Wisdom modifier force damage.
Effect: The target takes ongoing necrotic damage 5.


Shroud of the Dying Vol Deathbringer Utility 12
Your dragonmark fuels a haze of dark power which leeches the life out of your enemies while they are within it.
Daily * Necrotic, Zone
Standard Ranged 5
Benefit: Fill in the benefits of this power
Target: Zone 4
Effect: Creates a zone anywhere within range which lasts until the end of your next turn. All enemies within the zone are weakened and take a -1 to all defenses while they remain in the zone.
Sustain: Minor action, and the power lasts until the end of your next turn.
Special: You may move the Zone as a Move Action, up to your speed, once per round, but at least one square of the zone must remain within the power's range at all times.


Revenance Vol Deathbringer Attack 20
Your control over the energy of death increases by leaps and bounds. You rip the life force from one creature and give it to another with ease.
Daily * Healing, Necrotic, Implement
Standard Ranged 10
Benefit: Fill in the benefits of this power
Target: One enemy
Attack: Constitution, Intelligence, or Charisma vs Fortitude
Hit: 3d8 + Intelligence or Charsima modifier necrotic damage and the enemy is slowed (save ends).
Miss: Half damage and the target is not slowed.
Effect: The target is weakened (save ends)
Special: You allow one ally within the power's range to spend a healing surge on your turn. In addition that ally gains temporary hit points equal to your healing surge value and +1 to all attacks, damage dealt, and defenses until the end of the encounter. These are considered Power bonuses for the purpose of stackable effects.




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