For my current game, I'm pondering ditching all paragon paths, and giving everyone the same PP. The characters are all part of an organization called Order of Destiny, I won't bore you with the fluff.
I'm merely entertaining the idea at the moment, I haven't made a decision one way or another, and will share the PP with my players and get their take at some point. But first I want to make sure I've covered my bases, so I would appreciate any feedback, too strong, too weak, too boring, whatever your first impressions, throw them at me.
Edit: Please see newer version in post #10 (this post). Leaving this one up just for version history.
[sblock=Destiny Master]
Destiny Master
"May destiny guide your way."
Prerequisite: You must be a PC in Mengu's game (you must be a Destiny Warrior).
Insert fluff here.
DESTINY MASTER PATH FEATURES
Destined Action (11th level): When you spend an action point to take an extra action, you ignore partial and total concealment, and any blinded condition on you, until the end of your turn. In addition, you score a critical hit on a natural roll of 18-20 until the end of your turn.
Destiny Warrior Training (11th level): You gain one of the following depending on your class role. If you have multiple roles, choose one at the time you select this paragon path.
Signature Maneuver (20th level): Choose a daily attack power you know from your class. You may use this power an additional time each day. Every time you gain a new daily attack power from your class, you may replace the chosen power.
Might of Destiny Destiny Master Attack 11
You masterfully manipulate the strings of destiny, imbuing it with surprising power.
Encounter * Reliable
Standard Action * Varies
Effect: Use one of your class at-will attack powers or a basic attack. The first target you hit, takes 2d8 additional damage. If you targeted a single creature, you may also slide the creature 1 square.
Iron Resolve Destiny Master Utility 12
The resolve of a destiny warrior is legendary.
Daily * Healing
Minor Action * Personal
Effect: You regain hit points equal to your level, and gain resist 5 to all damage until the end of your next turn.
[/sblock]
I'm merely entertaining the idea at the moment, I haven't made a decision one way or another, and will share the PP with my players and get their take at some point. But first I want to make sure I've covered my bases, so I would appreciate any feedback, too strong, too weak, too boring, whatever your first impressions, throw them at me.
Edit: Please see newer version in post #10 (this post). Leaving this one up just for version history.
[sblock=Destiny Master]
Destiny Master
"May destiny guide your way."
Prerequisite: You must be a PC in Mengu's game (you must be a Destiny Warrior).
Insert fluff here.
DESTINY MASTER PATH FEATURES
Destined Action (11th level): When you spend an action point to take an extra action, you ignore partial and total concealment, and any blinded condition on you, until the end of your turn. In addition, you score a critical hit on a natural roll of 18-20 until the end of your turn.
Destiny Warrior Training (11th level): You gain one of the following depending on your class role. If you have multiple roles, choose one at the time you select this paragon path.
Controller: When you hit a creature with an encounter attack power from your class, you may slide the target 1 square. If the power already slides the creature, increase the distance of the forced movement by 1 square.
Defender: First time you take damage in an encounter, reduce this damage by 10 hit points. Increase the damage reduced to 15 at 21st level.
Leader: When you use a healing power you gained as a class feature, you restore additional 5 hit points to one target of the power. Increase the additional damage healed to 10 at 21st level.
Striker: First time you make an attack roll against a creature in an encounter, you gain a +2 bonus to the attack roll. If the attack hits, you deal an additional 10 points of damage. Increase the additional damage to 15 at 21st level.
Bonds of the Destiny Master (16th level): When you attack a creature adjacent to another Destiny Master, you gain a +4 bonus to damage rolls.Defender: First time you take damage in an encounter, reduce this damage by 10 hit points. Increase the damage reduced to 15 at 21st level.
Leader: When you use a healing power you gained as a class feature, you restore additional 5 hit points to one target of the power. Increase the additional damage healed to 10 at 21st level.
Striker: First time you make an attack roll against a creature in an encounter, you gain a +2 bonus to the attack roll. If the attack hits, you deal an additional 10 points of damage. Increase the additional damage to 15 at 21st level.
Signature Maneuver (20th level): Choose a daily attack power you know from your class. You may use this power an additional time each day. Every time you gain a new daily attack power from your class, you may replace the chosen power.
Might of Destiny Destiny Master Attack 11
You masterfully manipulate the strings of destiny, imbuing it with surprising power.
Encounter * Reliable
Standard Action * Varies
Effect: Use one of your class at-will attack powers or a basic attack. The first target you hit, takes 2d8 additional damage. If you targeted a single creature, you may also slide the creature 1 square.
Iron Resolve Destiny Master Utility 12
The resolve of a destiny warrior is legendary.
Daily * Healing
Minor Action * Personal
Effect: You regain hit points equal to your level, and gain resist 5 to all damage until the end of your next turn.
[/sblock]
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