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Excerpt: Paragon paths (merged)

This update was an easy one for me to love. Paragon Paths are pretty much how I made house-ruled versions of PrCs in a 3.5 game and this is like... like wanting something really badly, but knowing you couldn't get it... and then suddenly Wizards is like, "Yeah, we do want your money... but here's that awesome thing you wanted."

.....Just pretend that made sense, okay?
 

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Hmm, I wonder how Multiclassing will function. Also, I thought that two classes could always share one paragon path. Well, at least, you get additional stuff, it seems.
But I somehow wonder if you're even more restricted into your class-role. I guess we just need to see more.
 

Overall very nice!

However, I'm not sure all the Paragon powers are balanced. Look at this level 11 power for the Battle Mage:

Arcane Riposte (11th level): Imbued with magical might, your hands bristle with arcane energy in the heat of battle. When a creature provokes an opportunity attack from you, make an opportunity attack with one of your hands (Dexterity vs. AC). Choose cold, fire, force, or lightning. You deal 1d8 + Intelligence modifier damage of that type with this attack.

Um... So the mage gets an opportunity attack? A) When is a monster going to try moving PAST the mage to provoke an OA? B) Isn't d8 +(4/5) kind of wussy for a "power"?

Compare that to the Warlords power:

Disciplined Blade (11th level): When you miss with a melee attack when using a heavy blade, you gain a +2 bonus to your next attack roll against the same enemy.

How many times will a Warlord likely use this power? Probably at least every battle! Everyone misses on occasion and an extra 10% bonus to hit afterwards is pretty dang useful. Much more useful than "oh no! the level 11 monster better think twice about moving past the wizard... it might get hit for 12 damage!!"

:)

But over all... very nice!
 

Vaeron said:
The paladin paragon path is amazing... saving throw rerolls for all allies, allies immune to charm and fear, using an action point weakens all adjacent enemies. Crazy!

No kidding. Obviously we haven't seen the encounter ones yet, but this one seemed to be the strongest of the paths by far. Automatic saves, and weakening of all your enemies, that's awesome!!

My second favorite is the doomsayer's fear ability. An aura of 10 squares!! Reroll all fear saving throws and take the lowest one...ouch!! And of course the action point to deal damage to all your curse victims. If you had that doublecurse feat, you could do 3 minor actions to curse 6 people, and drop some bomb with an action point that hurts all 6 and then does some area damage on them as well (if warlocks get any area effects later on).

Further, this article gave us a lot more incite into feats. Looks like many feats will have ability point prereqs. I think that whole Str X, Con Y style will be common, it gives some benefit to a big strength person who still throws some points into con even though it doesn't help his fort defense.
 


Rechan said:
Some things I noticed:


Spears and polearms push!


We also get confirmation of "Off hand" weapon. Hmm.

I wonder what "and are capable of making an opportunity attack" means? When you can take one, or that you haven't all ready made one this round?

There are certain things (Stunned for sure. I believe Dazed and Staggered too) that prevent one from making an opportunity attack. Thus, I think it means that as long as you could make an OA, you can do that little damage.
 
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Not only does the Kensei get a +1, he also get +4 to damage. That's pretty nifty. By 16th level, a Dragonborn Kensei with max strength could be getting +11 on his damage rolls. With the right weapon and a good power, we're looking at some serious power being thrown around. That's not even taking magic items or weapons into account. Just straight strength plus bonus. I love it.
I also really liked the Stormwarden. I definitely want to see if the powers for other paths are as good as those. I also wonder if an Eladrin Stormwarden could teleport twice in a round. I haven't really paid attention to actions and stuff.
 


Novem5er said:
However, I'm not sure all the Paragon powers are balanced. Look at this level 11 power for the Battle Mage:

Arcane Riposte (11th level): Imbued with magical might, your hands bristle with arcane energy in the heat of battle. When a creature provokes an opportunity attack from you, make an opportunity attack with one of your hands (Dexterity vs. AC). Choose cold, fire, force, or lightning. You deal 1d8 + Intelligence modifier damage of that type with this attack.

Um... So the mage gets an opportunity attack? A) When is a monster going to try moving PAST the mage to provoke an OA? B) Isn't d8 +(4/5) kind of wussy for a "power"?

I may be reading it wrong... But given the name and the way it is written. I think Arcane Riposte is really powerful actually, whenever the Wizard is attacked from causing a OA. He gets to do damage to his attacker.
 

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