SonataMaginvox
First Post
Our the last couple of weeks I've decided to create some of my own paragon paths. I've only done three of them at this point, and I have no idea if they'll ever be used, but I've had a lot of fun making them. If anyone's interested, I'd love to share what I've come up with (to get feedback, criticism or whatever) and would fascinated to see what other people have dredged up. Or if people prefer, we could turn this thread into a discussion about anything concerning paragon paths whatsoever. Either way, I'd love to hear what the crazy and brilliant creative minds of enworld have to say on this topic. 
Ah, what the heck, I'll just copy and paste my favourite one. I'm not nearly as sharp and knowledgable about workable game mechanics as a lot of players/DM's so I'm pretty sure it will under or overpowered in some senses, but I think the concept is cool.
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Boogeyman (Assassin, trained in Intimidate)
“I am a living nightmare – a horrid and merciless creature from out of a demons dream - and very soon I shall teach you to fear me.”
The very antithesis of an assassin who would prefer to cultivate anonymity, you wield terror every bit as skillfully as you would any other weapon. In fact, the fear you command is often enough to frighten your foes out of fighting back, and can weaken the resolve of your prey even before you begin to stalk them. Knowing full well the value of your reputation, you often prefer to eliminate your quarry in exceptionally memorable and harrowing ways – partly out of a desire to use your abilities creatively, but also in order to advertise your skills to enemies and potential employers alike. Although you are more than capable of performing a surprise kill, you often make your quarry aware of your presence first in order to throw it off balance – and you can even employ shadow magic to do so. Whether you strike fear into the hearts out of a sadistic pleasure or because you choose to weaken the resolve of evil individuals, one thing is certain – the more kills you rack up, the more your name becomes synonymous with death. You are the menacing shadow at the end of the hallway, the monster under the bed, and only the blood of your prey can quench your unholy thirsts.
BOOGEYMAN PATH FEATURES
Silent as a Scream (11th level): When you use an action point to take an extra action, you become invisible and gain a +2 bonus to stealth checks until the end of your next turn.
Horrid Presence (11th level): You gain a +2 bonus to any intimidate checks you make, and a +4 bonus to intimidate checks on a creature you are hidden from.
Killer’s Fury(16th level): When you hit deal a critical hit to an enemy, that enemy takes 1d12 extra damage and is immobilized (save ends).
Thing from out of the dark- Boogeyman Attack 11
Like a bat out of hell, you appear out of nowhere and go for your prey’s throat before it can even begin to react.
(Encounter, Shadow, Weapon, Teleportation,)
Standard Action
Target: One enemy
Attack: Dexterity vs. Reflex (Dexterity + 2 vs. Reflex if you are hidden from the target before making this attack)
Hit: 3[W] + Dexterity Modifier, target is restrained (save ends).
Special: You must teleport (up to 6 spaces) next to an adjacent enemy to make this attack. In addition to taking the usual -2 to its attack rolls while it is restrained, the target also takes a -2 to all of its defenses.
Coming for You – Boogeyman Utility Power 12
Using shadow magic to change the very atmosphere of the area surrounding your foe, you grip its and its allies’ heart with abject terror.
(Daily, Shadow, Ranged, Burst, Zone, Enemies Only)
Minor Action Ranged 10, Burst 2
Effect: Each enemy in the burst takes a -2 penalty to its attack rolls and is dazed (save ends both).
Special: While in the burst zone, each enemy perceives total darkness and their light sources (if any) are extinguished.
Scream! Scream for me!! – Boogeyman Attack Power 20
Unleashing a terrifying flurry of strokes, your whole body begins to seethe and bristle with shadow energy until your whole form becomes dark and wraithlike. For the rest of the encounter, your foe apprehends you not as yourself, but as something truly horrible from out of its worst nightmares.
(Daily, Shadow, Stance Weapon)
Standard Action Melee 1
Target: One enemy
Attack: Dexterity vs. AC
Hit: 5[W] + Dexterity Modifier.
Miss: No damage, but still apply the bonuses detailed in “Special”.
Special: Until this stance ends, you gain a +1 bonus to your attack rolls and a + 2 to intimidate checks against the target until you or it has been defeated. Additionally, for the rest of the encounter, you reduce the targets AC by 1 each time you hit it, and if you hit the previous turn, this penalty cumulatively stacks (up to a maximum of 5).

Ah, what the heck, I'll just copy and paste my favourite one. I'm not nearly as sharp and knowledgable about workable game mechanics as a lot of players/DM's so I'm pretty sure it will under or overpowered in some senses, but I think the concept is cool.
--------------------
Boogeyman (Assassin, trained in Intimidate)
“I am a living nightmare – a horrid and merciless creature from out of a demons dream - and very soon I shall teach you to fear me.”
The very antithesis of an assassin who would prefer to cultivate anonymity, you wield terror every bit as skillfully as you would any other weapon. In fact, the fear you command is often enough to frighten your foes out of fighting back, and can weaken the resolve of your prey even before you begin to stalk them. Knowing full well the value of your reputation, you often prefer to eliminate your quarry in exceptionally memorable and harrowing ways – partly out of a desire to use your abilities creatively, but also in order to advertise your skills to enemies and potential employers alike. Although you are more than capable of performing a surprise kill, you often make your quarry aware of your presence first in order to throw it off balance – and you can even employ shadow magic to do so. Whether you strike fear into the hearts out of a sadistic pleasure or because you choose to weaken the resolve of evil individuals, one thing is certain – the more kills you rack up, the more your name becomes synonymous with death. You are the menacing shadow at the end of the hallway, the monster under the bed, and only the blood of your prey can quench your unholy thirsts.
BOOGEYMAN PATH FEATURES
Silent as a Scream (11th level): When you use an action point to take an extra action, you become invisible and gain a +2 bonus to stealth checks until the end of your next turn.
Horrid Presence (11th level): You gain a +2 bonus to any intimidate checks you make, and a +4 bonus to intimidate checks on a creature you are hidden from.
Killer’s Fury(16th level): When you hit deal a critical hit to an enemy, that enemy takes 1d12 extra damage and is immobilized (save ends).
Thing from out of the dark- Boogeyman Attack 11
Like a bat out of hell, you appear out of nowhere and go for your prey’s throat before it can even begin to react.
(Encounter, Shadow, Weapon, Teleportation,)
Standard Action
Target: One enemy
Attack: Dexterity vs. Reflex (Dexterity + 2 vs. Reflex if you are hidden from the target before making this attack)
Hit: 3[W] + Dexterity Modifier, target is restrained (save ends).
Special: You must teleport (up to 6 spaces) next to an adjacent enemy to make this attack. In addition to taking the usual -2 to its attack rolls while it is restrained, the target also takes a -2 to all of its defenses.
Coming for You – Boogeyman Utility Power 12
Using shadow magic to change the very atmosphere of the area surrounding your foe, you grip its and its allies’ heart with abject terror.
(Daily, Shadow, Ranged, Burst, Zone, Enemies Only)
Minor Action Ranged 10, Burst 2
Effect: Each enemy in the burst takes a -2 penalty to its attack rolls and is dazed (save ends both).
Special: While in the burst zone, each enemy perceives total darkness and their light sources (if any) are extinguished.
Scream! Scream for me!! – Boogeyman Attack Power 20
Unleashing a terrifying flurry of strokes, your whole body begins to seethe and bristle with shadow energy until your whole form becomes dark and wraithlike. For the rest of the encounter, your foe apprehends you not as yourself, but as something truly horrible from out of its worst nightmares.
(Daily, Shadow, Stance Weapon)
Standard Action Melee 1
Target: One enemy
Attack: Dexterity vs. AC
Hit: 5[W] + Dexterity Modifier.
Miss: No damage, but still apply the bonuses detailed in “Special”.
Special: Until this stance ends, you gain a +1 bonus to your attack rolls and a + 2 to intimidate checks against the target until you or it has been defeated. Additionally, for the rest of the encounter, you reduce the targets AC by 1 each time you hit it, and if you hit the previous turn, this penalty cumulatively stacks (up to a maximum of 5).