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Excerpt: Paragon paths (merged)

Arcane Riposte is really nice, especially since you can choose the damage type on the fly. Especially with feats out there like Lasting Frost.

1d8+5+Int Mod is a nice bit of freebie damage.
 

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DandD said:
I don't think it works that way. The way I read it, he simply uses an attack that deals 1d8+Intelligence Modifier with a energy type by choice when he makes an Opportunity Attack. The Battle Mage doesn't make an 'extra-attack' against an enemy that makes an Opportunity Attack against him. It's just an unarmed Opportunity Attack with fancy ligh-shows. Of course, being 1d8+Int Modifier and free choosable energy type might be leagues above all the other classes who don't have the luxury to choose if they had to do it unarmed too.
It's also nice in that the Wizard has a number of choices in the energy damage he deals so he can tailor the attack to a specific monster vulnerability (if it has one).
 



Hmm this is going to take some getting used to, from my part. Some of those melee powers are just a tad over the top, at least at first glance.
 

I'm really interested in reading about multiclassing stuff simply because of the way a class is required for the path. Could a level nine fighter grab a level of ranger to rock the warden exploits? Also, does anyone think that there will be skill/feat based Paths? Assuming one multi-classes at 11 instead of taking a path, would they then be allowed to take either class's epic destiny?

...things I consider with glee.
 

As Incenjucar noted, combined with Lasting Frost, if the Battle Mage gets to make an Opportunity Attack, he might add an elemental weakness. There might be other feats, like if you get hit by fire damage, you continue to burn and take 1d6 damage (save ends). That makes his Opportunity Attack quite powerful. And should the buddies of the Battlemage happen to have the same energy type-attacks (Ice) like their fellow Wizard-companion, they might even all do some more extra-damage. :D
Party-synergies could truly well up the damage in heights not imagined until now.
Imagine a Fighter Kensei hitting at a suddenly ice-vulnerable enemy with some kind of Frostblade... Uuuuuhhhh...
 

Well the War Priest also shows that you should be able to make a highly effective Melee Cleric.

The other thing is that given the wording of :

Extra Damage Action (11th level): When you spend an action point to take an extra action, you also add one-half your level to the damage dealt by any of your standard action attacks this turn.


and

Shadow Assassin’s Action (11th level): When you spend an action point to take an extra action, you also gain a +4 bonus to attack rolls until the start of your next turn.


there is encouragement to spend the AP for the extra action first and then apply the bonus to your normal "Standard Action" as well. The SA's one also applies to any OAs or additional attacks prompted by say a Warlord power :) - Nasty
 


A normal wizard is making OAs at Str v AC for [W]+str damage.

A battlemage is making OAs at Dex v AC for 1d8+Int damage.

Assuming a normal wizard's weapon does less than 1d8 damage, and that a wizard is more likely to have good Dex than Str, the advantages are pretty clear. It changes wizard OAs from something trivial (I'd guess a flat 1d4 for a lot of wizards) into something meaningful.
 

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