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Attempts at Paragon Paths
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<blockquote data-quote="lolwatzor" data-source="post: 4419614" data-attributes="member: 72843"><p>Here are a few paragon paths I attempted to make, neither has been playtested yet, and I want some honest opinions on powers, features and overall fell of the PP. Any feed back would be appriciated, even if the feed back is "You suck, don't quit your day job".</p><p> </p><p><strong><span style="font-size: 12px">Sentinel of the High Forest</span></strong></p><p> </p><p><em>"My ancestors grew with these trees, they are as much my kin as is my family. With eternal vigilence, they must be watched, allowing no harm, natural or beyond, to come."</em></p><p> </p><p><strong>Prerequisites</strong>:race Elf; role Defender; training in Perception</p><p> </p><p>Guardian of the ancient elven forest, you're the silent sentinel roaming the forest floor guarding it against all attackers. You are looked at as the ideal of heroics in the eyes of most elves, laying your life down to protect the forest of your people. You are the anger of the forest given form, and vengence has waited too long.</p><p> </p><p><strong>Sentinel Action (11th level)</strong>: When you spend an action point to take an extra action, you gain a +4 your reflex defense and a speed until the end of your next turn. This includes move actions taken as the extra action.</p><p><strong>Sentinel Mark (11th level)</strong>: Your marking abilities gain range 5 if they do not already have so (meaning a fighter with a bow or javeling, could mark a target assuming he hits), in addition, when attacking your marked target you gain a +1 to hit.</p><p><strong>Sentinel Vigilence (16th level)</strong>: When an enemy gains CA against an adjacent ally, you can make an oppurtunity attack against them, even if this violates the number of oppurtunity attacks aloud, and can be a ranged attack up to range 5.</p><p> </p><p><strong>Leave My Home</strong> Sentinel of the High Forest Attack 11</p><p><em>Angered by the intursion of centuries into the forest, you surge forward, in a twirling flash, pushing back intruders.</em></p><p><strong>Encounter ✦ Weapon</strong></p><p><strong>Standard Action</strong></p><p><strong>Close</strong> burst 1 </p><p><strong>Special</strong>: You can shift up to 4 squares before you attack.</p><p><strong>Target</strong>: Each enemy in burst you can see</p><p><strong>Attack</strong>: Dex vs. AC</p><p><strong>Hit</strong>: 1 [W] + Strength modifier+Dex modifier damage.</p><p><strong>Secondary Attack</strong>: Str or Cha vs. Fort</p><p><strong>Hit</strong>: The target is pushed 2 squares.</p><p> </p><p> </p><p><strong>Sentinel's Grace</strong> Sentinel of the High Forest Utility 12</p><p><em>With keen sense and your elven grace, you swiftly seize the oppurtunity your enemy presents you with.</em></p><p><strong>Daily</strong></p><p><strong>No Action</strong></p><p><strong>Personal</strong> </p><p><strong>Effect</strong>: Make a Perception check, and use that as your initiative check result. On the first round of combat, you get a +2 to hit on all attacks against creatures that have yet to act in the encounter. </p><p> </p><p> </p><p><strong>Begone Now</strong> Sentinel of the High Forest Attack 20</p><p><em>You find yourself running short of options, beaten and bloodied, you remember what it is your fighting for. Using that to strengthen your body and your slash.</em></p><p><strong>Daily✦ Healing, Weapon</strong></p><p><strong>Standard Action</strong></p><p><strong>Melee</strong> weapon </p><p><strong>Special</strong>: You must be bloodied, and spend a healing surge.</p><p><strong>Target</strong>: One creature</p><p><strong>Attack</strong>: Dex vs. AC </p><p><strong>Hit</strong>: 6 [W] + Strength modifier+Dex modifier damage.</p><p><strong>Miss</strong>: Half damage.</p><p><strong>Effect</strong>:You regain healing as if you had spent a healing surge and a +2 to all defenses until the end of your next turn.</p><p><strong>Secondary Attack</strong>: Str or Cha vs. Will</p><p><strong>Hit</strong>: The target must move its speed away from you.</p><p> </p><p> </p><p> </p><p><strong><span style="font-size: 12px">Sword of the White Tower</span></strong></p><p> </p><p><em>"Some people seek enlightenment through meditation, others through tome. I myself find true knowledge comes from knowing I hold death in my hands, and the wailing of doom to come."</em></p><p> </p><p><strong>Prerequisites</strong>:race Eladrin; defender; Eladrin soldier feat</p><p> </p><p>While many of your race turns its attention to elignment through arcane study, you found that truth comes only at the end of a blade. You spend years mastering sword techniques that only the life-time of an eladrin can afford, using your races intellect and dexterity influence the the way you fight. You and your sword learn to weave a dance of death few have seen, and even fewer can live to tell the tale. </p><p> </p><p><strong>Leaping Action (11th level)</strong>: When you spend an action point to take an extra action, you may leap a number a number of squares equal to your dex modifier. (Treat a leap as shifting, but can ignore abscence of terrain and enemies, but you still must end your move on solid ground)</p><p><strong>Heavy Blade Mastery (11th level)</strong>: Eladrin Soldier applies to all heavy blades, and when wielding a heavy blade with two-hands, either through veratility or because it requires two hands, it becomes a high crit weapon.</p><p><strong>Master of the White Blade (16th level)</strong>: Mastering cutting techniques through years of training and battle, you have learned to add an extra lethality to your attacks, adding a number equal to your Dexterity modifier (minimum of +1) to damage. </p><p> </p><p> </p><p><strong>Blade of Leaping Gold</strong> Sword of the White Tower Attack 11</p><p><em>Taking a mighty leap into the air, using the momentum of the jump, you twist yourself into a devasting slashing maneuver, which gouges a deep wound into your foe.</em></p><p><strong>Encounter ✦ Arcane, Martial, Weapon</strong></p><p><strong>Standard Action</strong></p><p><strong>Melee</strong> weapon </p><p><strong>Special</strong>: You can leap up to 3 squares before attacking.</p><p><strong>Requirement</strong>: Must be wielding a two handed heavy blade (not polearm).</p><p><strong>Target</strong>: One Creature</p><p><strong>Attack</strong>: Str vs. AC</p><p><strong>Hit</strong>: 2 [W] + Strength modifier, and the target takes ongoing damage equal to 5 (save ends ).</p><p> </p><p> </p><p><strong>Stances of the White</strong> Tower Sword of the White Tower Utility 12</p><p><em>Constantly changing the grip on your weapon, your footing and many other aspects of your fighting technique, you excel in catching opponents off-guard.</em></p><p><strong>Encounter ✦ Martial, Stance</strong></p><p><strong>Minor Action</strong></p><p><strong>Personal</strong> </p><p><strong>Effect</strong>: +1 to hit, AC and Reflex Defense</p><p> </p><p> </p><p><strong>Blade of Darting Steel</strong> Sword of the White Tower Attack 20</p><p><em>With speed and grace unrivaled, you slash, jab, thrust, slice and otherwise hack at your opponent, making him unable to make a proper retaliation.</em></p><p><strong>Daily ✦ Arcane, Martial, Weapon</strong></p><p><strong>Standard Action</strong></p><p><strong>Melee</strong> weapon </p><p><strong>Target</strong>: One creature</p><p><strong>Attack</strong>: Str vs. AC</p><p><strong>Hit</strong>: 1 [W] damage</p><p><strong>Miss</strong>: Half damage.</p><p><strong>Special</strong>:You can make a number of attack rolls equal to your Dexterity or Intelligence modifier (whichever is highest).</p><p><strong>Effect</strong>: If one attack hits, the target recieves a -2 to hit until the end of your next turn.</p></blockquote><p></p>
[QUOTE="lolwatzor, post: 4419614, member: 72843"] Here are a few paragon paths I attempted to make, neither has been playtested yet, and I want some honest opinions on powers, features and overall fell of the PP. Any feed back would be appriciated, even if the feed back is "You suck, don't quit your day job". [B][size=3]Sentinel of the High Forest[/size][/B] [I]"My ancestors grew with these trees, they are as much my kin as is my family. With eternal vigilence, they must be watched, allowing no harm, natural or beyond, to come."[/I] [B]Prerequisites[/B]:race Elf; role Defender; training in Perception Guardian of the ancient elven forest, you're the silent sentinel roaming the forest floor guarding it against all attackers. You are looked at as the ideal of heroics in the eyes of most elves, laying your life down to protect the forest of your people. You are the anger of the forest given form, and vengence has waited too long. [B]Sentinel Action (11th level)[/B]: When you spend an action point to take an extra action, you gain a +4 your reflex defense and a speed until the end of your next turn. This includes move actions taken as the extra action. [B]Sentinel Mark (11th level)[/B]: Your marking abilities gain range 5 if they do not already have so (meaning a fighter with a bow or javeling, could mark a target assuming he hits), in addition, when attacking your marked target you gain a +1 to hit. [B]Sentinel Vigilence (16th level)[/B]: When an enemy gains CA against an adjacent ally, you can make an oppurtunity attack against them, even if this violates the number of oppurtunity attacks aloud, and can be a ranged attack up to range 5. [B]Leave My Home[/B] Sentinel of the High Forest Attack 11 [I]Angered by the intursion of centuries into the forest, you surge forward, in a twirling flash, pushing back intruders.[/I] [B]Encounter ✦ Weapon[/B] [B]Standard Action[/B] [B]Close[/B] burst 1 [B]Special[/B]: You can shift up to 4 squares before you attack. [B]Target[/B]: Each enemy in burst you can see [B]Attack[/B]: Dex vs. AC [B]Hit[/B]: 1 [W] + Strength modifier+Dex modifier damage. [B]Secondary Attack[/B]: Str or Cha vs. Fort [B]Hit[/B]: The target is pushed 2 squares. [B]Sentinel's Grace[/B] Sentinel of the High Forest Utility 12 [I]With keen sense and your elven grace, you swiftly seize the oppurtunity your enemy presents you with.[/I] [B]Daily[/B] [B]No Action[/B] [B]Personal[/B] [B]Effect[/B]: Make a Perception check, and use that as your initiative check result. On the first round of combat, you get a +2 to hit on all attacks against creatures that have yet to act in the encounter. [B]Begone Now[/B] Sentinel of the High Forest Attack 20 [I]You find yourself running short of options, beaten and bloodied, you remember what it is your fighting for. Using that to strengthen your body and your slash.[/I] [B]Daily✦ Healing, Weapon[/B] [B]Standard Action[/B] [B]Melee[/B] weapon [B]Special[/B]: You must be bloodied, and spend a healing surge. [B]Target[/B]: One creature [B]Attack[/B]: Dex vs. AC [B]Hit[/B]: 6 [W] + Strength modifier+Dex modifier damage. [B]Miss[/B]: Half damage. [B]Effect[/B]:You regain healing as if you had spent a healing surge and a +2 to all defenses until the end of your next turn. [B]Secondary Attack[/B]: Str or Cha vs. Will [B]Hit[/B]: The target must move its speed away from you. [B][size=3]Sword of the White Tower[/size][/B] [I]"Some people seek enlightenment through meditation, others through tome. I myself find true knowledge comes from knowing I hold death in my hands, and the wailing of doom to come."[/I] [B]Prerequisites[/B]:race Eladrin; defender; Eladrin soldier feat While many of your race turns its attention to elignment through arcane study, you found that truth comes only at the end of a blade. You spend years mastering sword techniques that only the life-time of an eladrin can afford, using your races intellect and dexterity influence the the way you fight. You and your sword learn to weave a dance of death few have seen, and even fewer can live to tell the tale. [B]Leaping Action (11th level)[/B]: When you spend an action point to take an extra action, you may leap a number a number of squares equal to your dex modifier. (Treat a leap as shifting, but can ignore abscence of terrain and enemies, but you still must end your move on solid ground) [B]Heavy Blade Mastery (11th level)[/B]: Eladrin Soldier applies to all heavy blades, and when wielding a heavy blade with two-hands, either through veratility or because it requires two hands, it becomes a high crit weapon. [B]Master of the White Blade (16th level)[/B]: Mastering cutting techniques through years of training and battle, you have learned to add an extra lethality to your attacks, adding a number equal to your Dexterity modifier (minimum of +1) to damage. [B]Blade of Leaping Gold[/B] Sword of the White Tower Attack 11 [I]Taking a mighty leap into the air, using the momentum of the jump, you twist yourself into a devasting slashing maneuver, which gouges a deep wound into your foe.[/I] [B]Encounter ✦ Arcane, Martial, Weapon[/B] [B]Standard Action[/B] [B]Melee[/B] weapon [B]Special[/B]: You can leap up to 3 squares before attacking. [B]Requirement[/B]: Must be wielding a two handed heavy blade (not polearm). [B]Target[/B]: One Creature [B]Attack[/B]: Str vs. AC [B]Hit[/B]: 2 [W] + Strength modifier, and the target takes ongoing damage equal to 5 (save ends ). [B]Stances of the White[/B] Tower Sword of the White Tower Utility 12 [I]Constantly changing the grip on your weapon, your footing and many other aspects of your fighting technique, you excel in catching opponents off-guard.[/I] [B]Encounter ✦ Martial, Stance[/B] [B]Minor Action[/B] [B]Personal[/B] [B]Effect[/B]: +1 to hit, AC and Reflex Defense [B]Blade of Darting Steel[/B] Sword of the White Tower Attack 20 [I]With speed and grace unrivaled, you slash, jab, thrust, slice and otherwise hack at your opponent, making him unable to make a proper retaliation.[/I] [B]Daily ✦ Arcane, Martial, Weapon[/B] [B]Standard Action[/B] [B]Melee[/B] weapon [B]Target[/B]: One creature [B]Attack[/B]: Str vs. AC [B]Hit[/B]: 1 [W] damage [B]Miss[/B]: Half damage. [B]Special[/B]:You can make a number of attack rolls equal to your Dexterity or Intelligence modifier (whichever is highest). [B]Effect[/B]: If one attack hits, the target recieves a -2 to hit until the end of your next turn. [/QUOTE]
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