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<blockquote data-quote="Insight" data-source="post: 5273013" data-attributes="member: 11437"><p>Without giving away the farm, I can give you a very basic description of each and their associated paragon paths.</p><p></p><p>Note 1: all of the attacks for the paragon paths listed below use (primary ability score), like do the theme powers. I hope this is a trend that will continue.</p><p></p><p>Note 2: Neither of the psionic themes use Power Points to augment their powers. Instead, they have encounter and daily powers (which obviously don't have the <em>augmentable</em> keyword).</p><p></p><p><strong>Athasian Minstrel</strong>: <em>Bards</em>, <em>rogues</em>, <em>warlocks</em>, and <em>assassins</em> seem the best fit for this sorta sneaky, sorta social theme. A lot of poison effects. It has the paragon paths <em>arms troubadour</em> (good for melee <em>strikers</em>) and <em>unwelcome guest</em> (more poison stuff, some acid powers).</p><p><strong>Dune Trader</strong>: Some Cha-based skill utilities and generally <em>leader</em> kinda powers (mostly moving people around and granting extra attacks). It has the paragon paths <em>caravan master</em> (more <em>leader</em> stuff, mostly on the <em>warlord</em> side of the ledger) and <em>shady dealer</em> (more Cha-based skill stuff, more of the <em>bard</em> type <em>leader</em> powers).</p><p><strong>Elemental Priest</strong>: This theme has an awful lot of <em>conjurations</em>. I imagine this fits best with <em>shamans</em>, but I could definitely see <em>controllers</em> going for this theme. Its paragon paths are <em>rainbringer</em> (an excellent <em>healer</em>, to be honest), and <em>smoking crown initiate</em> (some <em>leader</em> stuff, but mostly fire attacks).</p><p><strong>Gladiator</strong>: Obviously a melee combatant. Probably best for <em>defenders</em>. Its paragon paths are <em>gladiator champion</em> (lots of <em>bloodied</em> effects, gains a nice stance at 20; note: <em>fighters</em> can take this PP without the theme) and <em>jazst dancer</em> (more of a <em>striker</em> with light blade sort of powers).</p><p><strong>Noble Adept</strong>: A <em>psionic</em> theme with a <em>controller</em> bent to it. More effects than big AoE powers. Its paragon paths are <em>mind general</em> (more <em>leader</em> than <em>controller</em>, on the <em>warlord</em> and <em>bard</em> side of things) and <em>psionic scholar</em> (more AoE <em>controller</em> stuff; this might be a neat way to give the <em>monk</em> more of a "psionic" feel than it currently has - if you want that sort of thing).</p><p><strong>Primal Guardian</strong>: Surprisingly, a <em>primal defender</em>. Its paragon paths are the blandly named <em>guardian of the land</em> (which has some nice area powers) and <em>voice for the ravaged</em> (energy based and some healing powers).</p><p><strong>Templar</strong>: While this has obvious implications within the campaign setting, the theme is actually a <em>leader</em>, which I found an odd choice, but after looking at the theme, it makes sense. Quite a bit more healing than I would have expected. Its paragon paths are <em>master defiler</em> (more defiling goodies) and <em>praetor legate</em> (mostly <em>controller</em>-y; available to <em>sorcerer-pact warlocks</em> without the theme).</p><p><strong>Veiled Alliance</strong>: Another <em>arcane controller</em>, but definitely one that fits into the setting. They can spend minor actions to enhance their powers (!). Its paragon paths are <em>master preserver</em> (lose <em>arcane defiling</em>, more <em>leader</em>/healing powers, nice healing zone at 20; any <em>arcane</em> class can take this PP without the theme) and <em>veiled guardian</em> (<em>defender</em> sort of powers with marking abilities).</p><p><strong>Wasteland Nomad</strong>: A <em>primal striker</em>. Is more effective when no allies are adjacent. Its paragon paths are <em>dune strider</em> (some <em>striker</em> effectiveness and movement abilities) and <em>sand reaver</em> (more <em>striker</em> stuff, focused on mainly on being <em>bloodied</em> or attacking <em>bloodied</em> enemies).</p><p><strong>Wilder</strong>: A <em>psionic striker</em>. Some extra riders based on scoring critical hits. Some <em>controller</em> sort of powers. Its paragon paths are <em>resurgent wilder</em> (more critical hit stuff, in line with the theme) and <em>wielder of the way</em> (one of its powers is reminiscent of the <em>soulknife</em>, but other than that, it's mostly generic <em>striker</em> stuff; note that <em>battleminds</em> can take this PP without the theme).</p><p></p><p>Whew.</p></blockquote><p></p>
[QUOTE="Insight, post: 5273013, member: 11437"] Without giving away the farm, I can give you a very basic description of each and their associated paragon paths. Note 1: all of the attacks for the paragon paths listed below use (primary ability score), like do the theme powers. I hope this is a trend that will continue. Note 2: Neither of the psionic themes use Power Points to augment their powers. Instead, they have encounter and daily powers (which obviously don't have the [i]augmentable[/i] keyword). [b]Athasian Minstrel[/b]: [i]Bards[/i], [i]rogues[/i], [i]warlocks[/i], and [i]assassins[/i] seem the best fit for this sorta sneaky, sorta social theme. A lot of poison effects. It has the paragon paths [i]arms troubadour[/i] (good for melee [i]strikers[/i]) and [i]unwelcome guest[/i] (more poison stuff, some acid powers). [b]Dune Trader[/b]: Some Cha-based skill utilities and generally [i]leader[/i] kinda powers (mostly moving people around and granting extra attacks). It has the paragon paths [i]caravan master[/i] (more [i]leader[/i] stuff, mostly on the [i]warlord[/i] side of the ledger) and [i]shady dealer[/i] (more Cha-based skill stuff, more of the [i]bard[/i] type [i]leader[/i] powers). [b]Elemental Priest[/b]: This theme has an awful lot of [i]conjurations[/i]. I imagine this fits best with [i]shamans[/i], but I could definitely see [i]controllers[/i] going for this theme. Its paragon paths are [i]rainbringer[/i] (an excellent [i]healer[/i], to be honest), and [i]smoking crown initiate[/i] (some [i]leader[/i] stuff, but mostly fire attacks). [b]Gladiator[/b]: Obviously a melee combatant. Probably best for [i]defenders[/i]. Its paragon paths are [i]gladiator champion[/i] (lots of [i]bloodied[/i] effects, gains a nice stance at 20; note: [i]fighters[/i] can take this PP without the theme) and [i]jazst dancer[/i] (more of a [i]striker[/i] with light blade sort of powers). [b]Noble Adept[/b]: A [i]psionic[/i] theme with a [i]controller[/i] bent to it. More effects than big AoE powers. Its paragon paths are [i]mind general[/i] (more [i]leader[/i] than [i]controller[/i], on the [i]warlord[/i] and [i]bard[/i] side of things) and [i]psionic scholar[/i] (more AoE [i]controller[/i] stuff; this might be a neat way to give the [i]monk[/i] more of a "psionic" feel than it currently has - if you want that sort of thing). [b]Primal Guardian[/b]: Surprisingly, a [i]primal defender[/i]. Its paragon paths are the blandly named [i]guardian of the land[/i] (which has some nice area powers) and [i]voice for the ravaged[/i] (energy based and some healing powers). [b]Templar[/b]: While this has obvious implications within the campaign setting, the theme is actually a [i]leader[/i], which I found an odd choice, but after looking at the theme, it makes sense. Quite a bit more healing than I would have expected. Its paragon paths are [i]master defiler[/i] (more defiling goodies) and [i]praetor legate[/i] (mostly [i]controller[/i]-y; available to [i]sorcerer-pact warlocks[/i] without the theme). [b]Veiled Alliance[/b]: Another [i]arcane controller[/i], but definitely one that fits into the setting. They can spend minor actions to enhance their powers (!). Its paragon paths are [i]master preserver[/i] (lose [i]arcane defiling[/i], more [i]leader[/i]/healing powers, nice healing zone at 20; any [i]arcane[/i] class can take this PP without the theme) and [i]veiled guardian[/i] ([i]defender[/i] sort of powers with marking abilities). [b]Wasteland Nomad[/b]: A [i]primal striker[/i]. Is more effective when no allies are adjacent. Its paragon paths are [i]dune strider[/i] (some [i]striker[/i] effectiveness and movement abilities) and [i]sand reaver[/i] (more [i]striker[/i] stuff, focused on mainly on being [i]bloodied[/i] or attacking [i]bloodied[/i] enemies). [b]Wilder[/b]: A [i]psionic striker[/i]. Some extra riders based on scoring critical hits. Some [i]controller[/i] sort of powers. Its paragon paths are [i]resurgent wilder[/i] (more critical hit stuff, in line with the theme) and [i]wielder of the way[/i] (one of its powers is reminiscent of the [i]soulknife[/i], but other than that, it's mostly generic [i]striker[/i] stuff; note that [i]battleminds[/i] can take this PP without the theme). Whew. [/QUOTE]
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