Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Ardent Admiration: An Ardent Handbook (by Dedekine)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Nibelung" data-source="post: 6703909" data-attributes="member: 74499"><p><strong>Originally posted by Dedekine:</strong></p><p></p><p><span style="font-size: 15px"><strong>Themes</strong></span></p><p></p><p>Themes never cost you power points. Even if you choose to take a theme encounter power instead of an augmentable at-will, you will still gain the power points you would normally have gained at that level. However, ardents cannot choose encounter theme attack powers.</p><p></p><p>The rating of themes does not include an assessment of any paragon paths or epic destinies that theme might enable, as they will be assessed separately in the sections below.</p><p></p><p><strong>Themes</strong></p><p>[sblock]</p><p><strong>Alchemist</strong> (Dragon 399): This theme is the most viable way to use alchemical items, which can represent a decent amount of versatility.</p><p></p><p><span style="color: #ff00ff"><strong>Animal Master</strong></span> (Dragon 399): Even with scaling defences, the minion is going to die very easily, and you can do nothing with this theme without putting it at risk. The hawk is the best of a bad bunch -- flight makes it easier to keep out of danger, and the Perception bonus is useful. Just be clear, though: you choose this theme because you think animal companions are cool, not because the theme is useful.</p><p></p><p><strong>Athasian Minstrel</strong> (DSCS): The feature power is quite useful for ardents, keeping an enemy close and passive to make it easier to take it down. The only other power of note is the level 10 utility, which will help a great deal with reach and range issues.</p><p></p><p><span style="color: #0000ff"><strong>Chevalier</strong></span> (Dragon 399): Combine Valiant Charge with Forward-Thinking Cut to make your life easier, and the level 10 feature helps prevent you from being crippled by status effects.</p><p></p><p><strong>Dune Trader</strong> (DSCS): Most of the powers are related to mobility, which is always nice. The feature power is either good mobility for you or lots of shifts granted to allies, and this is an area that ardents can be quite weak. None of the other powers really stand out, though.</p><p></p><p><span style="color: #0000ff"><strong>Elemental Priest</strong></span> (DSCS): This theme is a huge benefit to the ardent, because it provides the one thing that the ardent has real problems with: boosting allies at a remove from you. Summon elementals near your ranged allies and stand close to your melee friends, and you're almost a reverse shaman. Particularly worth looking at is Elemental Justice. Note that this is an implement-based theme, so make sure that is dealt with.</p><p></p><p><strong>Explorer</strong> (Dragon 399): Lots of mobility here, which doesn't hurt but probably wasn't your primary concern.</p><p></p><p><span style="color: #0000ff"><strong>Escaped Slave</strong></span> (Dragon 390): A free Cha-based skill training and a defensive slant on the powers makes this a great choice for the ardent. The feature power is a subtle but fun defensive power that ardents can easily use, and the level 2 utility power is extremely useful for a class with limited ranged attack options. </p><p></p><p><span style="color: #0000ff"><strong>Gladiator</strong></span> (DSCS): Described as defender-role theme, it's actually mostly about damage dealing. For the ardent, the real appeal here are the utility exploits, which are all about getting combat advantage or equivalents against enemies. This is very handy for debuff lockdowns: for example, get combat advantage using Go with the Flow to help land the first Demoralizing Strike on an enemy, which essentially perpetuates the combat advantage. The real gem here is Perceive Weakness, that grants +2 to hit, +1[W] damage, and is effectively reliable.</p><p></p><p><span style="color: #0000ff"><strong>Guardian </strong></span>(Dragon 399): If you take this theme and Intent Laid Bare, you'll do a decent job as a secondary defender.</p><p></p><p><strong>Guttersnipe</strong> (Dragon 399): The utilities are defensive, which isn't bad, though the feature attack overlaps more than you probably want with Forward-Thinking Cut.</p><p></p><p><span style="color: #0000ff"><strong>Hospitaler</strong></span> (Dragon 399): Another theme that's great for making a secondary defender -- basically, you are now a miniature swordmage.</p><p></p><p><strong>Mercenary</strong> (Dragon 399): The feature attack is a decent way to add more damage to your build. On one hand, you need the help; on the other hand, you're never going to be good at it, so a theme that plays to your strength might be preferable.</p><p></p><p><span style="color: #0000ff"><strong>Noble</strong></span> (Dragon 399): The feature is is move-action party mobility, the utilities are all leaderish, the skills synergize with ardents, and a free magic item.</p><p></p><p><span style="color: #0000ff"><strong>Noble Adept</strong></span> (DSCS): An extra power point is automatically nice. The feature power is fantastic, as is the level 6 utility Enforced Competence. Psionic Sustenance is a great way to recover power points if you have a surge-rich party member, and all of the powers are ranged versus Will, meaning they are great complements to the ardent power set. Once again, it's an implement-based theme, so make sure that this is not an issue for you. </p><p></p><p><span style="color: #0000ff"><strong>Ordained Priest</strong></span> (Dragon 399): Be more of a leader! A new mini-mantle that tacks with your current one, and a weapon-based attack that doesn't need your ally to be adjacent. A solid addition to any ardent.</p><p></p><p><strong>Order Adept </strong>(Dragon 399): The bonus to Will is nice, but it's an implement path, ardents already have good utilities, and your Arcana score is never going to be remarkable.</p><p></p><p><strong>Outlaw</strong> (Dragon 399): Adding a dazed rider to any at-will attack once per encounter is a good deal, but beyond that this doesn't really complement your core competencies.</p><p></p><p><strong>Primal Guardian</strong> (DSCS): A defender theme, but ardents will have a hard time exploiting it fully. If you're trying to build a secondary-defender ardent, the feature power gives you some mark punishment, which you'll want. Beyond that, the power of note is Balm of the Guardian, which lets you spend a surge and give THP to your allies -- in the case of the ardent, along with all your Bolstering Mantle benefits.</p><p></p><p><span style="color: #ff00ff"><strong>Scholar</strong></span> (Dragon 399): The utility of languages is campaign-dependent, so this theme is as well. It doesn't help that the skills that see synergy with the Scholar are skills you do poorly with.</p><p></p><p><strong>Seer</strong> (Dragon 399): Cast Fortune boils down to, "will you waste your encounter powers/power points?" and that's a great thing to know. The utilities are flavourful and more useful in non-combat situations, but no one has ever regretted re-rolling Perception.</p><p></p><p><span style="color: #0000ff"><strong>Templar</strong></span> (DSCS): The feature power is a big accuracy boost. All the powers of this path are good, but especially of note are the level 2 utility (surge and saving throw for standing next to an enemy), the level 3 attack (automatically make a saving throw), and the level 10 utility (deals with a whole host of bad status conditions at once). Once again, an implement theme, so be careful to sort that out.</p><p></p><p><span style="color: #ff00ff"><strong>Veiled Alliance</strong></span> (DSCS): The bad news is that it's an implement theme. The good news with this theme is that it's geared towards putting status effects on enemies at range, which is a nice complement to the ardent's usual function. The problem is to make best use of this power, you need to use a lot of minor actions. At early levels, that's not a big problem, but at later levels, where you'll have zones to sustain and minor action healing powers, the competition could get frustrating.</p><p></p><p><span style="color: #ff00ff"><strong>Wasteland Nomad</strong></span> (DSCS): The theme is based around not being adjacent to allies, but this is exactly where the ardent needs to be most of the time. You won't take any of the theme powers, but the feature power is okay even if you are adjacent to an ally.</p><p></p><p><span style="color: #ff00ff"><strong>Wilder</strong></span> (DSCS): If this wasn't an implement theme, it might be a good damage boost. If you're prepared to invest in solving the implement problem, the utility powers are defensive and can really be a help, especially for Wis ardents.</p><p></p><p><span style="color: #ff00ff"><strong>Wizard's Apprentice</strong></span> (Dragon 399): Solve the implement problem, and Color Orb is a good ranged attack to add to your arsenal. </p><p>[/sblock]</p><p></p><p><span style="font-size: 15px"><strong>Paragon Paths</strong></span></p><p></p><p>When choosing a paragon path, remember that choosing a non-psionic paragon path will lose you 2 power points. That's a fairly steep price, and needs to be approached with caution. To simplify things, I have only rated non-ardent paragon paths with a rating of at least <strong>black.</strong></p><p></p><p><strong>Ardent Paragon Paths</strong></p><p>[sblock]</p><p><strong>Anarchic Adept</strong> (PsP): This is a path for those who want to play up the random, wild nature of ardents. The features are good: no secondary stat dependence, the level 11 benefits are random, but always beneficial, and the level 16 feature is fantastic. Not granting combat advantage when dazed is okay, but the real benefit is being able to sustain zones or use ardent surge and not give up your standard when dazed. Sadly, the powers aren't good. Chaos Unbound is flat-out horrible, as it can debuff your allies and buff your enemies as easily as the opposite. Chaos Breach, despite having an Effect line, has no effect if you miss all targets. Anarchic Strike is okay, but if you're taking this path, take it for the features.</p><p></p><p><span style="color: #0000ff"><strong>Argent Soul</strong></span> (PHB3): Leaders love to heal, right? That's the premise of this path, but it is an enormous boost in that regard, though sadly no surgeless healing is on offer. The extended crit range is a very nice bonus on top of that. The only Con rider on this path comes with the action point feature, which determines the amount of THP that your allies get. Wis ardents can probably give up on this feature without too many tears, and make good use of the rest of the Argent Soul path.</p><p></p><p><strong><span style="color: #0000ff">Awakened Visionary</span></strong> (PsP): Don't be confused by the number of marks this path hands out. It's not really a good secondary defender path, as you don't get any help with mark punishment. What this power is about is mobility, giving it to yourself and denying it to the enemy. You can teleport on action points, the level 12 utility is an immensely improved Dimension Swap, and the level 20 attack first swaps you with an ally, then swaps your target with another ally. The level 16 feature will make it very hard for enemies to flank you and easy for you to flank them. It's a solid path by itself for Wis ardents, and an obvious choice for hybrid ardent|defenders. It's less appealing for Con ardents, as the teleports are going to be very short range.</p><p></p><p><strong>Catalyst</strong> (PsP): The appeal to this no-secondary-stat path is the powers. The level 11 attack power is solid attack enabling, granting three allies a chance to hit with bonuses to damage if something of them miss. The utility and the level 20 daily both give reasonable buffs that the target to expend to turn into healing or damage plus dazing, respectively. The features are a little hit and miss. The action point feature is more good ally enabling, and the chance to train a new skill every extended rest can be useful depending on the campaign. The level 16 feature depends on scoring a critical hit, though, so you need to get an extended crit range to make that worthwhile.</p><p></p><p><strong>Contemplative Ardent</strong> (Dragon 395): The level 11 attack power is nice, as is giving out an attack bonus when you hit zero power points. Telepathy is flavourful, and the action point feature will be inconsistent but on the extremes quite potent. The problem is there's very little to recommend this after level 11. </p><p></p><p><span style="color: #0000ff"><strong>Incandescent Champion</strong></span> (PsP): Radiant is one of the best damage types, and this path lets you do bonus radiant damage on your staple attacks. Better yet, the action point feature lets you hand out radiant vulnerability. The powers are all solid as well. If your aim is to boost damage output, then this is probably the best ardent path. However, it is extremely Con dependent, so <span style="color: #ff0000"><strong>Wis ardents</strong></span> need to look elsewhere.</p><p></p><p><span style="color: #0000ff"><strong>Phrenic Invader</strong></span> (PsP): The point of this path is very simple: increase your defenses by punishing those who attack you. It doesn't have secondary stats, which is nice. You can use an action point to retaliate against a melee attack with an unaugmented at-will, and at level 16 you get an accuracy boost for all opportunity and immediate attacks. The level 11 attack power is an immediate reaction that lets you daze someone who hit you, and you can't easily be blinded or deafened. Telepathy is flavourful if of unclear usefulness, and the level 20 attack is solid punishment. The utility is underwhelming, though. It's a zone centered on you, but it slows you. Monsters will quickly move out of your attack range, entirely negating the power. The one thing is that you absolutely need a good opportunity attack to make best use of this path.</p><p></p><p><strong><span style="color: #ff00ff">Psionic Binder</span></strong> (PHB3): Look under Sample Builds to see how this path can be used. Basically, this path becomes effective if combined with World Serpent's Grasp and a party that can really take advantage of proned enemies. It requires a lot of specialization, but it can be a solid paragon path choice.</p><p></p><p><strong><span style="color: #33cccc">Siphon</span></strong> (PsP): Learning the lessons from Psionic Binder, we have a path that benefits from enemies that are slowed, dazed, or stunned, and also slows and dazes enemies! Essentially the path revolves around inflicting status effects on enemies and then granting hit points or THP to yourself or allies. The powers are set up in such a way that the conditions are easy to meet. Most of the hit points are derived from your Wis modifier, so this is a heavily Wis-dependent path. For the first time, I get to say, "<span style="color: #ff00ff"><strong>Con ardents should look elsewhere.</strong></span>"</p><p></p><p><span style="color: #00ccff"><strong>Stygian Adept</strong></span> (PHB3): The ardent doesn't have many fear powers, but the joy of the augmentable class feature is that you only need one. Demoralizing Strike combined with a staggering weapon will give you a single power combining a great debuff with fantastic battlefield shuffling. Fearsome Zone is also a huge bonus, giving enemies a -2 to hit in every zone you have (and you have quite a few). The encounter power doesn't look like much, but if you've increased your forced movement, you can just about eject an enemy from the battlefield with it. All told, this is probably the top choice for any Con ardent who's willing to stick with Demoralizing Strike for the whole game. Sadly, there are a couple of Con riders and they're very nice, so this isn't a good choice for <strong><span style="color: #ff00ff">Wis ardents</span></strong>.</p><p></p><p><span style="color: #0000ff"><strong>Talaric Strategist</strong></span> (PHB3): It's not sexy, but this is an extremely solid path. The action point feature is fantastic defense, and the party initiative modifier isn't overwhelming but is nothing to sneer at. The level 20 attack is a highly accurate way to deliver dazed, which is great. The meat of the path, though, is in sliding your party around. If you've got a highly mobile party, this path is a top choice. As an added benefit, the path has no secondary stat riders at all, so it's good for all ardents.</p><p>[/sblock]</p><p></p><p><strong>Other Paragon Paths</strong></p><p>[sblock]</p><p></p><p><strong>Caravan Master</strong> (dune trader theme; DSCS): Mobility and defense are the theme of this thread. For the ardent, who depends on heavy armour but has a hard time with armour specialization feats, what really stands out is the +1 to speed, which you get to spread to allies as well. Another subtle but important benefit is the ability to make Insight and Perception rolls twice. Also worth noting is the Merchant's Strategy utility, which is one of the rare tools for shedding marks. </p><p></p><p><span style="color: #0000ff"><strong>Dark Watcher</strong></span> (HoS; requires good or lawful good alignment): This is a very solid choice for leaders looking to be an off-defender. With the nerfed Melee Training, giving up damage for a status effect is a no-brainer, and your other powers are a mix of ally buffing, healing, and some decent stand-ins for mark punishment.</p><p></p><p><span style="color: #ff00ff"><strong>Half-Elf Emissary</strong></span> (half-elf, bard; Arcane Power): In most respects this paragon path is distinctly underwhelming for the ardent. However, with the Skilled Speech features of this path, the Mantle of Elation, and the Elated Instincts feat, you would be handing out obscene skill check bonuses on all Charisma-based skills, and game-breaking ones for Diplomacy and Intimidate. You're giving up quite a bit to achieve this combination, but in the right campaign this can be so potent that the path deserves mention.</p><p></p><p><strong>Fear Walker</strong> (dragonborn with dragonfear; Dragon 388): Another paragon path for those who want to specialize in Demoralizing Strike. This trades away the power points and the general versatility of Fearsome Zone to replace the slide of Stgyian Adept with +2 attack/damage. Off-defenders or other characters more interested in DPR than in support should consider this; otherwise you'd probably be best off with Stygian Adept. </p><p></p><p><strong>Impure Scion</strong> (Foulborn Heritage feat; PsP): This is a damage-dealing path, and especially useful in a campaign with lots of aberrations. However, it doesn't really have any compelling synergy with the ardent. </p><p></p><p><strong>Iron Guardian</strong> (battlemind; PHB3): The selling point of this path are the features, which are huge defensive boosts. The utility power would be amazing if it wasn't a standard action, but you could heal on minor actions. The attacks are all Con-based, of course, so you need to be a Con ardent with a maxed-out secondary stat.</p><p></p><p><strong><span style="color: #0000ff">Psionic Incarnate</span></strong> (Elan Heritage feat; PsP): Psychic resistance, no need to breathe, eat, sleep or drink, use action points to regain power points, and resist all when bloodied are all fantastic features. The powers are equally good, but are mostly defensive in nature, and not very leader-ish. This path is the only reason to take Elan Heritage, but it's a compelling reason.</p><p></p><p><span style="color: #0000ff"><strong>Psionic Scholar</strong></span> (noble adept theme; DSCS): Psychic resistance is nice, as is dazing with action points. The level 11 attack lets you negate resistances, and that's a big deal. Scholar's Analysis is a subtle but handy ability, and both the other powers are good as well. Sadly, no power points. </p><p></p><p><span style="color: #0000ff"><strong>Quicksilver Demon</strong></span> (battlemind; PsP): This is path geared around mobility, and that's a huge deal for the ardent, where positioning is vital. You'll get enormous shifts with action points, and a big defensive boost against opportunity attacks. At level 16, you can shift three squares and shed the slow status at-will. The utility is a great reaction, punishing forced movement with increased speed. The powers are Con-based, which isn't great, and the level 20 power is an Aspect power, which means you can't achieve its full effect without access to battlemind at-wills. However, both powers have Effect lines that are good enough you could use them even with diminished accuracy and not feel too much a loss.</p><p></p><p><span style="color: #0000ff"><strong>Rainbringer</strong></span> (elemental priest theme; DSCS): The features of this path are amazing, and the powers are all solid leader abilities. It's a very healing-oriented path, which means it's competing with Argent Soul. What this power offers is surgeless healing and easy THP, and it's competitive with Argent Soul's extended crit range and extra power points.</p><p></p><p><strong>Resurgent Wilder</strong> (wilder theme; DSCS): This path is very close to the Argent Soul path: healing and critical hit oriented. However, here the inclination is much more towards the critical hits. The healing surges on critical hits go to you, which means Bolstering Mantle benefits. You get a hefty extended crit range, and most importantly you can give extended crit ranges to others. A very fun path, bf your dice tend to fail you, look elsewhere. This path has very little to offer with rolls below 18.</p><p></p><p><span style="color: #0000ff"><strong>Wielder of the Way</strong></span> (wilder theme or battlemind; DSCS): Reduced power point use on action point, extra damage, bonus to saving throws, and added status effects to attacks. These would be okay by itself, but the level 20 power is incredible: dominate a monster and give it your Cha mod as a bonus to attack rolls. Sadly, there's nothing leaderish in this path at all, but if you want to be a more significant prescence on the battlefield front line, give this a look.</p><p>[/sblock]</p><p></p><p><span style="font-size: 15px"><strong>Epic Destinies</strong></span></p><p></p><p>Unlike paragon paths, there's no real reason to stick to psionic classes when choosing epic destinies, as they don't generally hand out power points. However, one thing to remember when choosing destinies is that psionic classes aren't built around encounter powers -- which means <strong><span style="color: #ff00ff">Demigod</span></strong></p><p><strong></strong>isn't a great choice. I've only rated epic destinies that are reasonable choices.</p><p></p><p><strong>Ardent Destinies</strong></p><p>[sblock]</p><p><span style="color: #0000ff"><strong>Champion of Prophecy</strong></span> (EPG): You can boost your Con and your Cha, you get bonuses to accuracy, you get to spend more healing surges (and thus hand out more benefits using Bolstering Mantle), and you can refresh your dailies. Con ardents will give this careful though, but <strong><span style="color: #ff00ff">Wis ardents</span></strong> can't boost both Wis and Cha, so will want likely want to pick one of the other paths.</p><p></p><p><strong><span style="color: #ff00ff">Cosmic Soul</span></strong> (PsP): The best part of this path is the level 30 feature, and you don't have many ranged or area powers.</p><p></p><p><span style="color: #0000ff"><strong>Demiurge</strong></span> (PsP): A boost to Cha and one other stat is exactly what you want. The extra action points, and the ability to spend more than one action point in an encounter, is always a great thing. Being able to spend a healing surge when you're bloodied is a big boon, especially with Bolstering Mantle shenanigans. The "immune to attacks of creatures level 20 or less" is flavourful, but not likely to be a real factor, and the utility is only really impressive combined with saving throw bonuses.</p><p></p><p><span style="color: #33cccc"><strong>Destined Scion</strong></span> (HotFK): Dual stat boosts, gains to accuracy, and a functional do-not-die power make this the more offensive of the two top-tier generic destinies.</p><p></p><p><span style="color: #0000ff"><strong>Eighth Seal</strong></span> (PsP): Right away: if you are playing in a campaign with <strong><span style="color: #ff00ff">few or no aberrations</span></strong>, this is path is nowhere near as good. Having said that, it's a path with strong defensive features, and can let you spend a lot of healing surges so as to make best use of Bolstering Mantle. The utility is an absolutely amazing leader power. The only real downside to this path is the lack of stat boosts.</p><p></p><p><strong>Eternal Seeker</strong> (PHB): It's always an okay option, but if your DM will let you choose powers from other classes instead of your augmentable at-wills, this is <span style="color: #0000ff"><strong>much better</strong></span> -- epic tier ardent powers are the weakest of the bunch.</p><p></p><p><span style="color: #0000ff"><strong>Godmind</strong></span> (PHB3): Lay Bare the Mind would be better if you could deal psychic damage, but hopefully one of your party members can. But you get a huge accuracy boost when you use your second wind, a utility power that refreshes your powers, and this epic destiny grants power points. If only it had a stat bump.</p><p></p><p><strong>Guardian of the Void</strong> (HoS): Functional. There are feats that are better than the level 24 feature, but it's a stat boost, regeneration, and the level 26 utility is pretty solid. This destiny looks a little better if there's more than one person in the party taking it.</p><p></p><p><strong>Harbinger of Doom</strong> (PHB2): Added accuracy, bonus when you miss, more chance to spend surges (and benefit everyone via Bolstering Mantle), and a debuffing zone. It's a solid choice for a leader.</p><p></p><p><span style="color: #33cccc"><strong>Hordemaster</strong></span> (DSCS): This destiny is worth taking just for the immortality feature, which is the most flavourful in the game. Luckily, it's also a fantastic leader destiny in all other respects: choice of two stat boosts, at-will attack enabling, shift enabling, and a nice healing zone power.</p><p><span style="color: #0000ff"><strong></strong></span></p><p><span style="color: #0000ff"><strong>Indomitable Champion</strong></span> (HotFL): The more defensively oriented of the two top-tier generic destinies. This unfortunately puts it in the shadow of Topaz Crusader, but the dual stat boost keeps Indomitable Champion in contention.</p><p></p><p><span style="color: #0000ff"><strong>Keeper of the Everflow</strong></span> (HoS): Luckily, the best part of this destiny is right up front. Choosing your origin gives you a variety of benefits, all at least okay, some quite good -- but the one that's going to catch people's attention is the Immortal origin, because radiant damage abuse is a big thing. Even without that trick, though, this is a reasonable choice.</p><p></p><p><span style="color: #ff00ff"><strong>Marshal of Letherna</strong></span> (HoS): Eh. If you could move the zone in Clarion of Sorrow, or if it was more ally-friendly, it would be a lot better. As it is, there's nothing in this destiny to pull the eye away from Topaz Crusader or Destined Scion.</p><p></p><p><strong><span style="color: #0000ff">Master of Moments</span></strong> (PsP): The Epic Destiny that makes rogues and rangers multiclass psionic, it's not quite as nice for ardents. The ritual-related features aren't that great ("master rituals of any level" at level 26 is pretty pointless), but the real point is the extra actions -- a full turn of actions with an action point, which is amazing, and an extra minor action every turn, with the ability to turn two minors into a move. Those extra minors are the real virtue of the destiny: ardents appreciate the extra mobility from two move actions, or the ease of healing and sustaining zones. The lack of stat boosts hurts the destiny.</p><p></p><p><strong>Mind Lord of the Order</strong> (DSCS): The extra 6 power points is good, but only shows up at level 30, and the attack enabling of the level 26 utility is amazing. The resist 15 psychic is okay, as is the immortality feature, since it basically allows you to heal yourself back up. The stat boosts are of limited use, and then only to Wis ardents. You can work with this destiny, but there's nothing in it that shouts out.</p><p></p><p><strong><span style="color: #33cccc">Topaz Crusader</span></strong> (PsP): A boost to Cha (or Con), huge defensive boosts, extra power points, outright immunity to a bunch of status effects are great reasons to choose this destiny. There are few aberration-specific benefits, but the path is solid even if they don't come into play. Sadly, there are no immortality/resurrection features.</p><p></p><p><span style="color: #ff00ff"><strong>Twilight Tribune</strong></span> (HoS): A great capstone feature, a level 24 feature that meshes with Wind of Sympathy... too bad you're boosting the wrong stat.</p><p></p><p><span style="color: #0000ff"><strong>War Master</strong></span> (PHB3): It's a bit boring, like Argent Soul mushed into Talaric Strategist. However, every one of its features will come into constant play.</p><p>[/sblock]</p><p></p><p><strong>Other Destinies</strong></p><p>[sblock]</p><p><span style="color: #33cccc"><strong>Avangion</strong></span> (any arcane; DSCS): Boost to Cha and Wis, bonus against death saving throws, radiant damage on all attacks, and the ability to spend healing surges (triggering Bolstering Mantle) whenever you or an ally drops to 0 all make this a fantastic choice for Wis ardents. The utility is great too.</p><p></p><p><span style="color: #0000ff"><strong>Disincarnate</strong></span> (Deva; Dragon 385): Wis ardents can boost Wis and Cha. Deceptive Veil is of DM-dependent usefulness, but Fate Manipulation is a solid debuff. Bodiless Dreaming and Fate of the Fallen Star are great defensive powers, and Rakshasa Incarnation gives you decent attack enabling. Con ardents <strong><span style="color: #ff00ff">have better choices</span></strong>.</p><p></p><p><strong>Draconic Incarnation</strong> (any arcane; Dragon 388): Boost to Cha and another stat plus turning into a dragon make this pretty cool. Unfortunately, the capstone power is going to be difficult for you to use, and there isn't anything really leaderish about the path, or anything to match the pure utilitarianism of Destined Scion and crew.</p><p></p><p><span style="color: #0000ff"><strong>Pyreen</strong></span> (any primal class or theme; DSCS): Boost to Cha and Wis, the ability to bounce back up when you get knocked down to 0, and automatic saving throw granting is great leader material. The utility clinches it, with in-combat healing surge reassignment, saving throw granting, surgeless healing, and defensive boosts all in a sustainable zone.</p><p>[/sblock]</p><p></p><p><span style="font-size: 15px"><strong>Multiclassing</strong></span></p><p></p><p>Ignoring individual builds, there are two reason for an ardent to multiclass: access to more healing, or access to feats.</p><p></p><p>The artifcer's Healing Infusion is probably the best addition to the ardent's repetoire, with two possible effects based on the ardent's secondary stat. The bard's Majestic Word is close behind, as the slide is always useful and the extra healing is Cha-based. The warlord's Inspiring Word has no additional healing, but multiclassing opens up martial feats, which are extremely useful to the ardent. Getting healing out of multiclassing shaman takes two feats, but the spirit companion could be worth it. The cleric and the runepriest are the worst options, as their healing powers give you no additional benefits at all.</p><p></p><p>As mentioned above, the feats that the ardent really wants are all martial ones. Multiclassing warlord is generally a good option, as it gives the best of both worlds, but some of the best weapon feats are fighter-specific.</p></blockquote><p></p>
[QUOTE="Nibelung, post: 6703909, member: 74499"] [b]Originally posted by Dedekine:[/b] [Size=4][b]Themes[/b][/size] Themes never cost you power points. Even if you choose to take a theme encounter power instead of an augmentable at-will, you will still gain the power points you would normally have gained at that level. However, ardents cannot choose encounter theme attack powers. The rating of themes does not include an assessment of any paragon paths or epic destinies that theme might enable, as they will be assessed separately in the sections below. [b]Themes[/b] [sblock] [b]Alchemist[/b] (Dragon 399): This theme is the most viable way to use alchemical items, which can represent a decent amount of versatility. [COLOR=#ff00ff][b]Animal Master[/b][/COLOR] (Dragon 399): Even with scaling defences, the minion is going to die very easily, and you can do nothing with this theme without putting it at risk. The hawk is the best of a bad bunch -- flight makes it easier to keep out of danger, and the Perception bonus is useful. Just be clear, though: you choose this theme because you think animal companions are cool, not because the theme is useful. [b]Athasian Minstrel[/b] (DSCS): The feature power is quite useful for ardents, keeping an enemy close and passive to make it easier to take it down. The only other power of note is the level 10 utility, which will help a great deal with reach and range issues. [COLOR=#0000ff][b]Chevalier[/b][/COLOR] (Dragon 399): Combine Valiant Charge with Forward-Thinking Cut to make your life easier, and the level 10 feature helps prevent you from being crippled by status effects. [b]Dune Trader[/b] (DSCS): Most of the powers are related to mobility, which is always nice. The feature power is either good mobility for you or lots of shifts granted to allies, and this is an area that ardents can be quite weak. None of the other powers really stand out, though. [COLOR=#0000ff][b]Elemental Priest[/b][/COLOR] (DSCS): This theme is a huge benefit to the ardent, because it provides the one thing that the ardent has real problems with: boosting allies at a remove from you. Summon elementals near your ranged allies and stand close to your melee friends, and you're almost a reverse shaman. Particularly worth looking at is Elemental Justice. Note that this is an implement-based theme, so make sure that is dealt with. [b]Explorer[/b] (Dragon 399): Lots of mobility here, which doesn't hurt but probably wasn't your primary concern. [COLOR=#0000ff][b]Escaped Slave[/b][/COLOR] (Dragon 390): A free Cha-based skill training and a defensive slant on the powers makes this a great choice for the ardent. The feature power is a subtle but fun defensive power that ardents can easily use, and the level 2 utility power is extremely useful for a class with limited ranged attack options. [COLOR=#0000ff][b]Gladiator[/b][/COLOR] (DSCS): Described as defender-role theme, it's actually mostly about damage dealing. For the ardent, the real appeal here are the utility exploits, which are all about getting combat advantage or equivalents against enemies. This is very handy for debuff lockdowns: for example, get combat advantage using Go with the Flow to help land the first Demoralizing Strike on an enemy, which essentially perpetuates the combat advantage. The real gem here is Perceive Weakness, that grants +2 to hit, +1[W] damage, and is effectively reliable. [COLOR=#0000ff][b]Guardian [/b][/COLOR](Dragon 399): If you take this theme and Intent Laid Bare, you'll do a decent job as a secondary defender. [b]Guttersnipe[/b] (Dragon 399): The utilities are defensive, which isn't bad, though the feature attack overlaps more than you probably want with Forward-Thinking Cut. [COLOR=#0000ff][b]Hospitaler[/b][/COLOR] (Dragon 399): Another theme that's great for making a secondary defender -- basically, you are now a miniature swordmage. [b]Mercenary[/b] (Dragon 399): The feature attack is a decent way to add more damage to your build. On one hand, you need the help; on the other hand, you're never going to be good at it, so a theme that plays to your strength might be preferable. [COLOR=#0000ff][b]Noble[/b][/COLOR] (Dragon 399): The feature is is move-action party mobility, the utilities are all leaderish, the skills synergize with ardents, and a free magic item. [COLOR=#0000ff][b]Noble Adept[/b][/COLOR] (DSCS): An extra power point is automatically nice. The feature power is fantastic, as is the level 6 utility Enforced Competence. Psionic Sustenance is a great way to recover power points if you have a surge-rich party member, and all of the powers are ranged versus Will, meaning they are great complements to the ardent power set. Once again, it's an implement-based theme, so make sure that this is not an issue for you. [COLOR=#0000ff][b]Ordained Priest[/b][/COLOR] (Dragon 399): Be more of a leader! A new mini-mantle that tacks with your current one, and a weapon-based attack that doesn't need your ally to be adjacent. A solid addition to any ardent. [b]Order Adept [/b](Dragon 399): The bonus to Will is nice, but it's an implement path, ardents already have good utilities, and your Arcana score is never going to be remarkable. [b]Outlaw[/b] (Dragon 399): Adding a dazed rider to any at-will attack once per encounter is a good deal, but beyond that this doesn't really complement your core competencies. [b]Primal Guardian[/b] (DSCS): A defender theme, but ardents will have a hard time exploiting it fully. If you're trying to build a secondary-defender ardent, the feature power gives you some mark punishment, which you'll want. Beyond that, the power of note is Balm of the Guardian, which lets you spend a surge and give THP to your allies -- in the case of the ardent, along with all your Bolstering Mantle benefits. [COLOR=#ff00ff][b]Scholar[/b][/COLOR] (Dragon 399): The utility of languages is campaign-dependent, so this theme is as well. It doesn't help that the skills that see synergy with the Scholar are skills you do poorly with. [b]Seer[/b] (Dragon 399): Cast Fortune boils down to, "will you waste your encounter powers/power points?" and that's a great thing to know. The utilities are flavourful and more useful in non-combat situations, but no one has ever regretted re-rolling Perception. [COLOR=#0000ff][b]Templar[/b][/COLOR] (DSCS): The feature power is a big accuracy boost. All the powers of this path are good, but especially of note are the level 2 utility (surge and saving throw for standing next to an enemy), the level 3 attack (automatically make a saving throw), and the level 10 utility (deals with a whole host of bad status conditions at once). Once again, an implement theme, so be careful to sort that out. [COLOR=#ff00ff][b]Veiled Alliance[/b][/COLOR] (DSCS): The bad news is that it's an implement theme. The good news with this theme is that it's geared towards putting status effects on enemies at range, which is a nice complement to the ardent's usual function. The problem is to make best use of this power, you need to use a lot of minor actions. At early levels, that's not a big problem, but at later levels, where you'll have zones to sustain and minor action healing powers, the competition could get frustrating. [COLOR=#ff00ff][b]Wasteland Nomad[/b][/COLOR] (DSCS): The theme is based around not being adjacent to allies, but this is exactly where the ardent needs to be most of the time. You won't take any of the theme powers, but the feature power is okay even if you are adjacent to an ally. [COLOR=#ff00ff][b]Wilder[/b][/COLOR] (DSCS): If this wasn't an implement theme, it might be a good damage boost. If you're prepared to invest in solving the implement problem, the utility powers are defensive and can really be a help, especially for Wis ardents. [COLOR=#ff00ff][b]Wizard's Apprentice[/b][/COLOR] (Dragon 399): Solve the implement problem, and Color Orb is a good ranged attack to add to your arsenal. [/sblock] [Size=4][b]Paragon Paths[/b][/size] When choosing a paragon path, remember that choosing a non-psionic paragon path will lose you 2 power points. That's a fairly steep price, and needs to be approached with caution. To simplify things, I have only rated non-ardent paragon paths with a rating of at least [b]black.[/b] [b]Ardent Paragon Paths[/b] [sblock] [b]Anarchic Adept[/b] (PsP): This is a path for those who want to play up the random, wild nature of ardents. The features are good: no secondary stat dependence, the level 11 benefits are random, but always beneficial, and the level 16 feature is fantastic. Not granting combat advantage when dazed is okay, but the real benefit is being able to sustain zones or use ardent surge and not give up your standard when dazed. Sadly, the powers aren't good. Chaos Unbound is flat-out horrible, as it can debuff your allies and buff your enemies as easily as the opposite. Chaos Breach, despite having an Effect line, has no effect if you miss all targets. Anarchic Strike is okay, but if you're taking this path, take it for the features. [COLOR=#0000ff][b]Argent Soul[/b][/COLOR] (PHB3): Leaders love to heal, right? That's the premise of this path, but it is an enormous boost in that regard, though sadly no surgeless healing is on offer. The extended crit range is a very nice bonus on top of that. The only Con rider on this path comes with the action point feature, which determines the amount of THP that your allies get. Wis ardents can probably give up on this feature without too many tears, and make good use of the rest of the Argent Soul path. [b][COLOR=#0000ff]Awakened Visionary[/COLOR][/b] (PsP): Don't be confused by the number of marks this path hands out. It's not really a good secondary defender path, as you don't get any help with mark punishment. What this power is about is mobility, giving it to yourself and denying it to the enemy. You can teleport on action points, the level 12 utility is an immensely improved Dimension Swap, and the level 20 attack first swaps you with an ally, then swaps your target with another ally. The level 16 feature will make it very hard for enemies to flank you and easy for you to flank them. It's a solid path by itself for Wis ardents, and an obvious choice for hybrid ardent|defenders. It's less appealing for Con ardents, as the teleports are going to be very short range. [b]Catalyst[/b] (PsP): The appeal to this no-secondary-stat path is the powers. The level 11 attack power is solid attack enabling, granting three allies a chance to hit with bonuses to damage if something of them miss. The utility and the level 20 daily both give reasonable buffs that the target to expend to turn into healing or damage plus dazing, respectively. The features are a little hit and miss. The action point feature is more good ally enabling, and the chance to train a new skill every extended rest can be useful depending on the campaign. The level 16 feature depends on scoring a critical hit, though, so you need to get an extended crit range to make that worthwhile. [b]Contemplative Ardent[/b] (Dragon 395): The level 11 attack power is nice, as is giving out an attack bonus when you hit zero power points. Telepathy is flavourful, and the action point feature will be inconsistent but on the extremes quite potent. The problem is there's very little to recommend this after level 11. [COLOR=#0000ff][b]Incandescent Champion[/b][/COLOR] (PsP): Radiant is one of the best damage types, and this path lets you do bonus radiant damage on your staple attacks. Better yet, the action point feature lets you hand out radiant vulnerability. The powers are all solid as well. If your aim is to boost damage output, then this is probably the best ardent path. However, it is extremely Con dependent, so [COLOR=#ff0000][b]Wis ardents[/b][/COLOR] need to look elsewhere. [COLOR=#0000ff][b]Phrenic Invader[/b][/COLOR] (PsP): The point of this path is very simple: increase your defenses by punishing those who attack you. It doesn't have secondary stats, which is nice. You can use an action point to retaliate against a melee attack with an unaugmented at-will, and at level 16 you get an accuracy boost for all opportunity and immediate attacks. The level 11 attack power is an immediate reaction that lets you daze someone who hit you, and you can't easily be blinded or deafened. Telepathy is flavourful if of unclear usefulness, and the level 20 attack is solid punishment. The utility is underwhelming, though. It's a zone centered on you, but it slows you. Monsters will quickly move out of your attack range, entirely negating the power. The one thing is that you absolutely need a good opportunity attack to make best use of this path. [b][COLOR=#ff00ff]Psionic Binder[/COLOR][/b] (PHB3): Look under Sample Builds to see how this path can be used. Basically, this path becomes effective if combined with World Serpent's Grasp and a party that can really take advantage of proned enemies. It requires a lot of specialization, but it can be a solid paragon path choice. [b][COLOR=#33cccc]Siphon[/COLOR][/b] (PsP): Learning the lessons from Psionic Binder, we have a path that benefits from enemies that are slowed, dazed, or stunned, and also slows and dazes enemies! Essentially the path revolves around inflicting status effects on enemies and then granting hit points or THP to yourself or allies. The powers are set up in such a way that the conditions are easy to meet. Most of the hit points are derived from your Wis modifier, so this is a heavily Wis-dependent path. For the first time, I get to say, "[COLOR=#ff00ff][b]Con ardents should look elsewhere.[/b][/COLOR]" [COLOR=#00ccff][b]Stygian Adept[/b][/COLOR] (PHB3): The ardent doesn't have many fear powers, but the joy of the augmentable class feature is that you only need one. Demoralizing Strike combined with a staggering weapon will give you a single power combining a great debuff with fantastic battlefield shuffling. Fearsome Zone is also a huge bonus, giving enemies a -2 to hit in every zone you have (and you have quite a few). The encounter power doesn't look like much, but if you've increased your forced movement, you can just about eject an enemy from the battlefield with it. All told, this is probably the top choice for any Con ardent who's willing to stick with Demoralizing Strike for the whole game. Sadly, there are a couple of Con riders and they're very nice, so this isn't a good choice for [b][COLOR=#ff00ff]Wis ardents[/COLOR][/b]. [COLOR=#0000ff][b]Talaric Strategist[/b][/COLOR] (PHB3): It's not sexy, but this is an extremely solid path. The action point feature is fantastic defense, and the party initiative modifier isn't overwhelming but is nothing to sneer at. The level 20 attack is a highly accurate way to deliver dazed, which is great. The meat of the path, though, is in sliding your party around. If you've got a highly mobile party, this path is a top choice. As an added benefit, the path has no secondary stat riders at all, so it's good for all ardents. [/sblock] [b]Other Paragon Paths[/b] [sblock] [b]Caravan Master[/b] (dune trader theme; DSCS): Mobility and defense are the theme of this thread. For the ardent, who depends on heavy armour but has a hard time with armour specialization feats, what really stands out is the +1 to speed, which you get to spread to allies as well. Another subtle but important benefit is the ability to make Insight and Perception rolls twice. Also worth noting is the Merchant's Strategy utility, which is one of the rare tools for shedding marks. [COLOR=#0000ff][b]Dark Watcher[/b][/COLOR] (HoS; requires good or lawful good alignment): This is a very solid choice for leaders looking to be an off-defender. With the nerfed Melee Training, giving up damage for a status effect is a no-brainer, and your other powers are a mix of ally buffing, healing, and some decent stand-ins for mark punishment. [COLOR=#0000ff][b][/b][/COLOR][COLOR=#ff00ff][b]Half-Elf Emissary[/b][/COLOR] (half-elf, bard; Arcane Power): In most respects this paragon path is distinctly underwhelming for the ardent. However, with the Skilled Speech features of this path, the Mantle of Elation, and the Elated Instincts feat, you would be handing out obscene skill check bonuses on all Charisma-based skills, and game-breaking ones for Diplomacy and Intimidate. You're giving up quite a bit to achieve this combination, but in the right campaign this can be so potent that the path deserves mention. [b]Fear Walker[/b] (dragonborn with dragonfear; Dragon 388): Another paragon path for those who want to specialize in Demoralizing Strike. This trades away the power points and the general versatility of Fearsome Zone to replace the slide of Stgyian Adept with +2 attack/damage. Off-defenders or other characters more interested in DPR than in support should consider this; otherwise you'd probably be best off with Stygian Adept. [b]Impure Scion[/b] (Foulborn Heritage feat; PsP): This is a damage-dealing path, and especially useful in a campaign with lots of aberrations. However, it doesn't really have any compelling synergy with the ardent. [b]Iron Guardian[/b] (battlemind; PHB3): The selling point of this path are the features, which are huge defensive boosts. The utility power would be amazing if it wasn't a standard action, but you could heal on minor actions. The attacks are all Con-based, of course, so you need to be a Con ardent with a maxed-out secondary stat. [b][COLOR=#0000ff]Psionic Incarnate[/COLOR][/b] (Elan Heritage feat; PsP): Psychic resistance, no need to breathe, eat, sleep or drink, use action points to regain power points, and resist all when bloodied are all fantastic features. The powers are equally good, but are mostly defensive in nature, and not very leader-ish. This path is the only reason to take Elan Heritage, but it's a compelling reason. [COLOR=#0000ff][b]Psionic Scholar[/b][/COLOR] (noble adept theme; DSCS): Psychic resistance is nice, as is dazing with action points. The level 11 attack lets you negate resistances, and that's a big deal. Scholar's Analysis is a subtle but handy ability, and both the other powers are good as well. Sadly, no power points. [COLOR=#0000ff][b]Quicksilver Demon[/b][/COLOR] (battlemind; PsP): This is path geared around mobility, and that's a huge deal for the ardent, where positioning is vital. You'll get enormous shifts with action points, and a big defensive boost against opportunity attacks. At level 16, you can shift three squares and shed the slow status at-will. The utility is a great reaction, punishing forced movement with increased speed. The powers are Con-based, which isn't great, and the level 20 power is an Aspect power, which means you can't achieve its full effect without access to battlemind at-wills. However, both powers have Effect lines that are good enough you could use them even with diminished accuracy and not feel too much a loss. [COLOR=#0000ff][b]Rainbringer[/b][/COLOR] (elemental priest theme; DSCS): The features of this path are amazing, and the powers are all solid leader abilities. It's a very healing-oriented path, which means it's competing with Argent Soul. What this power offers is surgeless healing and easy THP, and it's competitive with Argent Soul's extended crit range and extra power points. [b]Resurgent Wilder[/b] (wilder theme; DSCS): This path is very close to the Argent Soul path: healing and critical hit oriented. However, here the inclination is much more towards the critical hits. The healing surges on critical hits go to you, which means Bolstering Mantle benefits. You get a hefty extended crit range, and most importantly you can give extended crit ranges to others. A very fun path, bf your dice tend to fail you, look elsewhere. This path has very little to offer with rolls below 18. [COLOR=#0000ff][b]Wielder of the Way[/b][/COLOR] (wilder theme or battlemind; DSCS): Reduced power point use on action point, extra damage, bonus to saving throws, and added status effects to attacks. These would be okay by itself, but the level 20 power is incredible: dominate a monster and give it your Cha mod as a bonus to attack rolls. Sadly, there's nothing leaderish in this path at all, but if you want to be a more significant prescence on the battlefield front line, give this a look. [/sblock] [Size=4][b]Epic Destinies[/b][/size] Unlike paragon paths, there's no real reason to stick to psionic classes when choosing epic destinies, as they don't generally hand out power points. However, one thing to remember when choosing destinies is that psionic classes aren't built around encounter powers -- which means [b][COLOR=#ff00ff]Demigod[/COLOR] [/b]isn't a great choice. I've only rated epic destinies that are reasonable choices. [b]Ardent Destinies[/b] [sblock] [COLOR=#0000ff][b]Champion of Prophecy[/b][/COLOR] (EPG): You can boost your Con and your Cha, you get bonuses to accuracy, you get to spend more healing surges (and thus hand out more benefits using Bolstering Mantle), and you can refresh your dailies. Con ardents will give this careful though, but [b][COLOR=#ff00ff]Wis ardents[/COLOR][/b] can't boost both Wis and Cha, so will want likely want to pick one of the other paths. [b][COLOR=#ff00ff]Cosmic Soul[/COLOR][/b] (PsP): The best part of this path is the level 30 feature, and you don't have many ranged or area powers. [COLOR=#0000ff][b]Demiurge[/b][/COLOR] (PsP): A boost to Cha and one other stat is exactly what you want. The extra action points, and the ability to spend more than one action point in an encounter, is always a great thing. Being able to spend a healing surge when you're bloodied is a big boon, especially with Bolstering Mantle shenanigans. The "immune to attacks of creatures level 20 or less" is flavourful, but not likely to be a real factor, and the utility is only really impressive combined with saving throw bonuses. [COLOR=#33cccc][b]Destined Scion[/b][/COLOR] (HotFK): Dual stat boosts, gains to accuracy, and a functional do-not-die power make this the more offensive of the two top-tier generic destinies. [COLOR=#0000ff][b]Eighth Seal[/b][/COLOR] (PsP): Right away: if you are playing in a campaign with [b][COLOR=#ff00ff]few or no aberrations[/COLOR][/b], this is path is nowhere near as good. Having said that, it's a path with strong defensive features, and can let you spend a lot of healing surges so as to make best use of Bolstering Mantle. The utility is an absolutely amazing leader power. The only real downside to this path is the lack of stat boosts. [b]Eternal Seeker[/b] (PHB): It's always an okay option, but if your DM will let you choose powers from other classes instead of your augmentable at-wills, this is [COLOR=#0000ff][b]much better[/b][/COLOR] -- epic tier ardent powers are the weakest of the bunch. [COLOR=#0000ff][b]Godmind[/b][/COLOR] (PHB3): Lay Bare the Mind would be better if you could deal psychic damage, but hopefully one of your party members can. But you get a huge accuracy boost when you use your second wind, a utility power that refreshes your powers, and this epic destiny grants power points. If only it had a stat bump. [b]Guardian of the Void[/b] (HoS): Functional. There are feats that are better than the level 24 feature, but it's a stat boost, regeneration, and the level 26 utility is pretty solid. This destiny looks a little better if there's more than one person in the party taking it. [b]Harbinger of Doom[/b] (PHB2): Added accuracy, bonus when you miss, more chance to spend surges (and benefit everyone via Bolstering Mantle), and a debuffing zone. It's a solid choice for a leader. [COLOR=#33cccc][b]Hordemaster[/b][/COLOR] (DSCS): This destiny is worth taking just for the immortality feature, which is the most flavourful in the game. Luckily, it's also a fantastic leader destiny in all other respects: choice of two stat boosts, at-will attack enabling, shift enabling, and a nice healing zone power. [COLOR=#0000ff][b] Indomitable Champion[/b][/COLOR] (HotFL): The more defensively oriented of the two top-tier generic destinies. This unfortunately puts it in the shadow of Topaz Crusader, but the dual stat boost keeps Indomitable Champion in contention. [COLOR=#0000ff][b]Keeper of the Everflow[/b][/COLOR] (HoS): Luckily, the best part of this destiny is right up front. Choosing your origin gives you a variety of benefits, all at least okay, some quite good -- but the one that's going to catch people's attention is the Immortal origin, because radiant damage abuse is a big thing. Even without that trick, though, this is a reasonable choice. [COLOR=#33cccc][b][/b][/COLOR] [COLOR=#ff00ff][b]Marshal of Letherna[/b][/COLOR] (HoS): Eh. If you could move the zone in Clarion of Sorrow, or if it was more ally-friendly, it would be a lot better. As it is, there's nothing in this destiny to pull the eye away from Topaz Crusader or Destined Scion. [b][COLOR=#0000ff]Master of Moments[/COLOR][/b] (PsP): The Epic Destiny that makes rogues and rangers multiclass psionic, it's not quite as nice for ardents. The ritual-related features aren't that great ("master rituals of any level" at level 26 is pretty pointless), but the real point is the extra actions -- a full turn of actions with an action point, which is amazing, and an extra minor action every turn, with the ability to turn two minors into a move. Those extra minors are the real virtue of the destiny: ardents appreciate the extra mobility from two move actions, or the ease of healing and sustaining zones. The lack of stat boosts hurts the destiny. [b]Mind Lord of the Order[/b] (DSCS): The extra 6 power points is good, but only shows up at level 30, and the attack enabling of the level 26 utility is amazing. The resist 15 psychic is okay, as is the immortality feature, since it basically allows you to heal yourself back up. The stat boosts are of limited use, and then only to Wis ardents. You can work with this destiny, but there's nothing in it that shouts out. [b][COLOR=#33cccc]Topaz Crusader[/COLOR][/b] (PsP): A boost to Cha (or Con), huge defensive boosts, extra power points, outright immunity to a bunch of status effects are great reasons to choose this destiny. There are few aberration-specific benefits, but the path is solid even if they don't come into play. Sadly, there are no immortality/resurrection features. [COLOR=#ff00ff][b]Twilight Tribune[/b][/COLOR] (HoS): A great capstone feature, a level 24 feature that meshes with Wind of Sympathy... too bad you're boosting the wrong stat. [COLOR=#0000ff][b]War Master[/b][/COLOR] (PHB3): It's a bit boring, like Argent Soul mushed into Talaric Strategist. However, every one of its features will come into constant play. [/sblock] [b]Other Destinies[/b] [sblock] [COLOR=#33cccc][b]Avangion[/b][/COLOR] (any arcane; DSCS): Boost to Cha and Wis, bonus against death saving throws, radiant damage on all attacks, and the ability to spend healing surges (triggering Bolstering Mantle) whenever you or an ally drops to 0 all make this a fantastic choice for Wis ardents. The utility is great too. [COLOR=#0000ff][b]Disincarnate[/b][/COLOR] (Deva; Dragon 385): Wis ardents can boost Wis and Cha. Deceptive Veil is of DM-dependent usefulness, but Fate Manipulation is a solid debuff. Bodiless Dreaming and Fate of the Fallen Star are great defensive powers, and Rakshasa Incarnation gives you decent attack enabling. Con ardents [b][COLOR=#ff00ff]have better choices[/COLOR][/b]. [b]Draconic Incarnation[/b] (any arcane; Dragon 388): Boost to Cha and another stat plus turning into a dragon make this pretty cool. Unfortunately, the capstone power is going to be difficult for you to use, and there isn't anything really leaderish about the path, or anything to match the pure utilitarianism of Destined Scion and crew. [COLOR=#0000ff][b]Pyreen[/b][/COLOR] (any primal class or theme; DSCS): Boost to Cha and Wis, the ability to bounce back up when you get knocked down to 0, and automatic saving throw granting is great leader material. The utility clinches it, with in-combat healing surge reassignment, saving throw granting, surgeless healing, and defensive boosts all in a sustainable zone. [/sblock] [Size=4][b]Multiclassing[/b][/size] Ignoring individual builds, there are two reason for an ardent to multiclass: access to more healing, or access to feats. The artifcer's Healing Infusion is probably the best addition to the ardent's repetoire, with two possible effects based on the ardent's secondary stat. The bard's Majestic Word is close behind, as the slide is always useful and the extra healing is Cha-based. The warlord's Inspiring Word has no additional healing, but multiclassing opens up martial feats, which are extremely useful to the ardent. Getting healing out of multiclassing shaman takes two feats, but the spirit companion could be worth it. The cleric and the runepriest are the worst options, as their healing powers give you no additional benefits at all. As mentioned above, the feats that the ardent really wants are all martial ones. Multiclassing warlord is generally a good option, as it gives the best of both worlds, but some of the best weapon feats are fighter-specific. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Ardent Admiration: An Ardent Handbook (by Dedekine)
Top