Dire Human
First Post
Hello! I'm making a series of Paragon Paths for Paladins, each one themed after a different deity to better focus the themes of their respective gods. Unfortunately I'm still a little shaky on the balance issues, so I figured I'd throw a couple of examples and see if I can't stress test them with you guys. Any comments? Too weak? Too strong?
Moradin: Ancestral Champion
“What I do is for my people, my homeland—my family.”
Prerequisite: Paladin class, channel divinity class feature, must worship Moradin
Ancestral Champion Path Features
Ancestor’s Action (11th Level): When you spend an action point to take an extra action, you can immediately use your channel divinity class feature as a free action without expending it, even if you’ve already used it this encounter.
Inherited Insight (11th Level): You gain a bonus to Charisma- and Intelligence-based skill checks equal to one-half your Wisdom modifier.
Selfless Shield (16th Level): Whenever an adjacent enemy attacks an adjacent ally and deals damage, you can choose to take a portion of the damage dealt equal to your Strength modifier.
Ancestral Champion Prayers
Ancestral Warding, Ancestral Champion Attack 11
Your strike marks your foe with a long-forgotten ward, making it difficult to maneuver.
Encounter * Divine, Implement, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target treats all squares adjacent to it at the start of its turn as difficult terrain (save ends).
Guidance of the Ancestors, Ancestral Champion Utility 12
Though long dead, your prayer invokes the skill of your ancestors to flow through you and your allies.
Daily * Divine, Zone
Standard Action, Close burst 5
Target: You and each ally in burst
Effect: The burst creates a zone of guiding spirits until the end of your next turn. You and allies within the zone gain a bonus to attack rolls and skill checks equal to your Wisdom modifier.
Sustain Minor: The zone persists. Each time you sustain this power, reduce the bonuses granted by this power by 1.
Fire of the Forge and Hearth, Ancestral Champion Attack 20
The flames that forged your weapons unite with the fire in your hearts, making sure that your foe knows that you are more than allies; you are family.
Daily * Divine, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 3[W] + Strength modifier fire damage, and the target takes ongoing 5 fire damage (save ends).
Miss: Half damage, and the target takes ongoing 2 fire damage (save ends).
Effect: Until the end of the encounter, attacks from your allies that deal damage to the target deal extra fire damage equal to your Strength modifier. This extra damage cannot be reduces by any resistances or immunities.
Torog: Dread Jailor
“No, friend. There will be no escape for you this day.”
Prerequisite: Paladin class, divine challenge class feature, must worship Torog
Dread Jailor Path Features
Grasp of the Jailor (11th Level): Whenever an enemy triggers your divine challenge or divine sanction, you may pull the target 1 square as a free action.
Imprisoning Action (11th Level): When you spend an action point to take an extra action, each enemy adjacent to you is immobilized until the end of your next turn.
Jailor’s Reward (16th Level): Once per round, when an ally within 10 squares deals damage to an enemy that you’ve marked, or deals damage to an enemy that is slowed, immobilized, or restrained, you can grant that ally temporary hit points equal to 5 + your Wisdom modifier as a free action.
Dread Jailor Prayers
Make Them Crawl, Dread Jailor Attack 11
Just as your king crawls through the Underdark, so must the unjust crawl before you.
Encounter * Divine, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Charisma or Strength vs. AC
Hit: 1[W] + Charisma or Strength modifier damage. You knock the target prone, and it can’t stand up (save ends).
Incarcerating Aura, Dread Jailor Utility 12
Your call to Torog is answered by coils of clattering, ghostly manacles, eager to shackle those who flee.
Daily * Divine, Implement, Zone
Minor Action, Close burst 5
Effect: The burst creates a zone of astral manacles until the end of the encounter. Enemies within the zone that attempt to move or shift more than one square, or teleport, take 1d8 + Wisdom modifier force damage and are slowed until the end of their next turn at the end of their movement, whether or not they end the movement within the zone.
Chains of Dread, Dread Jailor Attack 20
You bind yourself to your foe with your very soul. Chains of divine magic slowly draw tighter as your judgment is carried out.
Daily * Divine, Force, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Charisma or Strength vs. Will
Hit: 2[W] + Charisma or Strength modifier damage.
Miss: Half damage.
Effect: The target is slowed (save ends).
First Failed Save: The target takes ongoing 5 force damage and is immobilized (save ends both).
Second Failed Save: The target takes ongoing 5 force damage and is restrained (save ends both).
Moradin: Ancestral Champion
“What I do is for my people, my homeland—my family.”
Prerequisite: Paladin class, channel divinity class feature, must worship Moradin
Ancestral Champion Path Features
Ancestor’s Action (11th Level): When you spend an action point to take an extra action, you can immediately use your channel divinity class feature as a free action without expending it, even if you’ve already used it this encounter.
Inherited Insight (11th Level): You gain a bonus to Charisma- and Intelligence-based skill checks equal to one-half your Wisdom modifier.
Selfless Shield (16th Level): Whenever an adjacent enemy attacks an adjacent ally and deals damage, you can choose to take a portion of the damage dealt equal to your Strength modifier.
Ancestral Champion Prayers
Ancestral Warding, Ancestral Champion Attack 11
Your strike marks your foe with a long-forgotten ward, making it difficult to maneuver.
Encounter * Divine, Implement, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target treats all squares adjacent to it at the start of its turn as difficult terrain (save ends).
Guidance of the Ancestors, Ancestral Champion Utility 12
Though long dead, your prayer invokes the skill of your ancestors to flow through you and your allies.
Daily * Divine, Zone
Standard Action, Close burst 5
Target: You and each ally in burst
Effect: The burst creates a zone of guiding spirits until the end of your next turn. You and allies within the zone gain a bonus to attack rolls and skill checks equal to your Wisdom modifier.
Sustain Minor: The zone persists. Each time you sustain this power, reduce the bonuses granted by this power by 1.
Fire of the Forge and Hearth, Ancestral Champion Attack 20
The flames that forged your weapons unite with the fire in your hearts, making sure that your foe knows that you are more than allies; you are family.
Daily * Divine, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 3[W] + Strength modifier fire damage, and the target takes ongoing 5 fire damage (save ends).
Miss: Half damage, and the target takes ongoing 2 fire damage (save ends).
Effect: Until the end of the encounter, attacks from your allies that deal damage to the target deal extra fire damage equal to your Strength modifier. This extra damage cannot be reduces by any resistances or immunities.
Torog: Dread Jailor
“No, friend. There will be no escape for you this day.”
Prerequisite: Paladin class, divine challenge class feature, must worship Torog
Dread Jailor Path Features
Grasp of the Jailor (11th Level): Whenever an enemy triggers your divine challenge or divine sanction, you may pull the target 1 square as a free action.
Imprisoning Action (11th Level): When you spend an action point to take an extra action, each enemy adjacent to you is immobilized until the end of your next turn.
Jailor’s Reward (16th Level): Once per round, when an ally within 10 squares deals damage to an enemy that you’ve marked, or deals damage to an enemy that is slowed, immobilized, or restrained, you can grant that ally temporary hit points equal to 5 + your Wisdom modifier as a free action.
Dread Jailor Prayers
Make Them Crawl, Dread Jailor Attack 11
Just as your king crawls through the Underdark, so must the unjust crawl before you.
Encounter * Divine, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Charisma or Strength vs. AC
Hit: 1[W] + Charisma or Strength modifier damage. You knock the target prone, and it can’t stand up (save ends).
Incarcerating Aura, Dread Jailor Utility 12
Your call to Torog is answered by coils of clattering, ghostly manacles, eager to shackle those who flee.
Daily * Divine, Implement, Zone
Minor Action, Close burst 5
Effect: The burst creates a zone of astral manacles until the end of the encounter. Enemies within the zone that attempt to move or shift more than one square, or teleport, take 1d8 + Wisdom modifier force damage and are slowed until the end of their next turn at the end of their movement, whether or not they end the movement within the zone.
Chains of Dread, Dread Jailor Attack 20
You bind yourself to your foe with your very soul. Chains of divine magic slowly draw tighter as your judgment is carried out.
Daily * Divine, Force, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Charisma or Strength vs. Will
Hit: 2[W] + Charisma or Strength modifier damage.
Miss: Half damage.
Effect: The target is slowed (save ends).
First Failed Save: The target takes ongoing 5 force damage and is immobilized (save ends both).
Second Failed Save: The target takes ongoing 5 force damage and is restrained (save ends both).