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Harder than a Rock: The Fighter's Handbook (By lorduskblade)
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<blockquote data-quote="Veep" data-source="post: 6707799" data-attributes="member: 6793297"><p style="text-align: center"><span style="font-size: 18px"><strong>Paragon Paths: Exemplars of the Rock</strong></span></p><p></p><p>Fighters have a pretty awesome selection of Paragon Paths, so you won't be hurting for options within your own repertoire. If for some reason you can't find something you like, the Multiclass section is where you can find my picks from other classes.</p><p></p><p><strong>Fighter Paragon Paths</strong></p><p> </p><p><strong><span style="color: #800080">Arena Champion</span> (D 368)</strong> - The features don't really pander to what you want to do with your character, and the powers are solid but unexceptional, with the only exception being the revival Utility. I wouldn't be looking for something my Fighter would want here.</p><p></p><p><strong>Avenging Slayer (MP)</strong> - While some of the features are a bit unorthodox in their requirements (Charisma? Really?), it can be effective if you make a Fighter that can take advantage of them, and the powers are certainly solid.</p><p></p><p><strong>Bladestorm Duelist (D 378)</strong> - This Paragon Path makes an otherwise suboptimal combination (Tempest Fighter with Rapiers, who do not benefit from Tempest Technique) viable by offering a sweet defensive bonus as well as making up for the lack of bonuses on your Rapier. The powers are also pretty neat, but the fact of the matter is that what this Path doesn't offer that much to expand your abilities.</p><p></p><p><strong><span style="color: #0000ff">Blood-Crazed Berserker</span> (BoVD)</strong> - Not a fan of the alignment restriction, but the Path itself offers some very interesting bloodied abuse benefits, as well as some very good, universally useful powers.</p><p></p><p><strong>Doomguard Marauder (MOTP)</strong> - A Paragon Path with a marked offensive bent, it offers a strong AP feature and a nice "pick up after your miss" feature in addition to way to pierce any sort of resistance. While it's decent on you (especially if you like making a lot of close burst attacks in succession), this is probably best in the hands of a nova-happy Striker.</p><p></p><p><strong><span style="color: #0000ff">Draeven Marauder</span> (D 365)</strong> - It has good strong powers for Spear users, and the enhanced critical range means you can invest your ability scores pretty much wherever you want. A pretty good path for Spear users.</p><p></p><p><strong>Dread Reaper (MP)</strong> - A path that focuses on two-handed weapons, it unfortunately only has one feature and one power worth having (that said, the power I'm referring to is <span style="color: #00ccff"><strong>very worth having</strong></span>). A rather average Path overall.</p><p></p><p><strong><span style="color: #00ccff">Dreadnought</span> (MP)</strong> - An excellent durability-based path, it employs all sorts of abilities to keep you in the fight (Invigorating powers, extra HP, resist all, end effects by paying HP, you name it), and as such is highly prized by a Fighter.</p><p></p><p><strong>Giantslayer (MP)</strong> - Given how many enemies are Large or larger later on in your career, you don't really have to worry about this path being all that conditional. That said, the only thing that really attracts attention to it are the attack powers, so it's a pretty average choice overall.</p><p></p><p><strong><span style="color: #00ccff">Gladiator Champion</span> (DSCS)</strong> - While most of the features and powers this path has to offer are kind of odd (they seem to affect enemies adjacent to you other than the target for the most part), the final feature is a fantastic stickiness upgrade, and as such this PP is most definitely worth worth looking at.</p><p></p><p><strong><span style="color: #0000ff">Glorious Myrmidon</span> (MP 2)</strong> - While the features don't improve your Defender capacity directly, they do help out in just about every other aspect, and the powers are straight awesome for a Defender. A pretty good choice.</p><p></p><p><strong><span style="color: #ff0000">Great Weapon Master</span> (D 379)</strong> - The features are weak, and the powers get away from what you're supposed to be doing, and that is defending (Ending your mark? Really?). Quite simply a bad idea.</p><p></p><p><strong><span style="color: #0000ff">Iron Vanguard</span> (PHB)</strong> - This is a strong well-rounded Paragon Path for the Con-based Fighters in the audience. Extra damage on forced movement and a smidgen of healing on a kill are good features, and the AP feature is excellent on the defensive front. The powers are solid enough to not detract from this being a strong pick.</p><p></p><p><strong><span style="color: #0000ff">Ironstar Mauler</span> (MP 2)</strong> - A Path built similarly to Kensei, it trades the straight damage feature for a (rather conditional) penalty to saves. Though the powers are a bit better overall, the requirement of an entry feat and the conditional feature makes me not like this Path quite as much, though it's certainly a good choice overall.</p><p></p><p><strong><span style="color: #00ccff">Kensei</span> (PHB)</strong> - The classic Fighter Paragon Path. While the only thing appealing on the power front is the L20 Daily, the bonuses are very substantial for any Fighter that's wielding the same weapon throughout his career.</p><p></p><p><strong>Knight Protector (MP)</strong> - A decent defensive Paragon Path, it has one flagship feature at L11, but most of the things that surround it are pretty unexceptional. An average pick.</p><p></p><p><strong>Kulkor Arms Master (MP 2)</strong> - Given the editing made on this build's meat-and-potatoes feature, the audience of builds it appeals to has been greatly diminished, though it still has a couple of nice things that will attract some attention.</p><p></p><p><strong><span style="color: #00ccff">Pit Fighter</span> (PHB)</strong> - Given the most recent batch of errata eliminated the bonus to damage on MBA's (which includes OA's and your CC attacks), this Paragon Path's stock has taken a bit of a hit when compared to options like the Son of Mercy and the Kensei. It's still one of the best ones around, though, especially if your Fighter wants to be aggressive.</p><p></p><p><strong><span style="color: #00ccff">Polearm Master</span> (MP)</strong> - It extends your forced movement effects as well as your Combat Challenge, and it provides a way to gain threatening reach. One of the dominant options for a Polearm Fighter, if not the dominant option.</p><p></p><p><strong><span style="color: #800080">Purple Dragon Knight</span> (FRPG)</strong> - The features are not all that appealing, and the powers don't really look like they're designed with the style most Fighters play in mind. Not my path of choice.</p><p></p><p><strong><span style="color: #0000ff">Rakehell Duelist</span> (MP 2)</strong> - A pretty good mix of defensive and offensive features make this a pretty good choice for a Tempest Fighter.</p><p></p><p><strong>Rampaging Brute (MP 2)</strong> - A charging-centric Paragon Path, it also has the secondary goal of knocking people prone while you do it. Rather risky, but it can be effective.</p><p></p><p><strong>Ravager (MP)</strong> - A solid offensive path for a Battlerager, it has some fairly neat features, but the powers are kind of uninspiring. Still a workable choice, though.</p><p></p><p><strong><span style="color: #800080">Scale-Breaker</span> (D 369)</strong> - Apart from a pretty good setup Daily power, this Path is just too conditional on facing dragons to truly be a good universal choice.</p><p></p><p><strong>Shield Adept (MP)</strong> - A defensively-oriented Paragon Path with nice, but ultimately forgettable powers and features. While it can be used, it really doesn't have that high of a ceiling IMHO.</p><p></p><p><strong><span style="color: #00ccff">Shock Trooper</span> (MP)</strong> - One of the great Path options for a Tempest (or any Light Blade user, really), it offers up helpings of damage along with a nod toward defense. Though quite Striker-y in outlook, it's certainly a powerful tool in the Fighter's arsenal.</p><p></p><p><strong><span style="color: #0000ff">Siegebreaker</span> (D 379)</strong> - A pretty nice Paragon Path for a two-handed weapon Fighter, it offers plenty of offensive goodies to take advantage of, even if they are a bit specific in how you have to use them.</p><p></p><p><strong><span style="color: #ff0000">Snapping Testudo</span> (D 385)</strong> - Fighting with two shields grants no real benefits (and plenty of drawbacks) as an offensive style, and this Paragon Path does not do enough to compensate. Strictly a flavor pick if you ask me.</p><p></p><p><strong><span style="color: #0000ff">Steel Vanguard Master</span> (MP 2)</strong> - A pretty nice Path for a two-handed Heavy Blade user, it has a nice mix of abilities geared toward making you a better Defender.</p><p></p><p><strong><span style="color: #00ccff">Son of Mercy</span> (D 370)</strong> - Though it is a bit single-target focused, this is a brutal option to combine damage and lockdown potential on a Defender (and it does have the option of going multitarget, albeit a limited one). One of the prime choices for a Fighter who favors Wisdom.</p><p></p><p><strong><span style="color: #0000ff">Swordmaster</span> (PHB)</strong> - While this Paragon Path is limited in that not all Fighters will be able to use it, it provides an extremely powerful set of abilities to those who can use it, especially in the power recovery department, though charging At-Wills are awesome too. Highly recommended.</p><p></p><p><strong>Warhound of Bane (MP 2)</strong> - A self-healing-focused Paragon Path, it provides a nice mix of features and one pretty neat Encounter Stance power, and as such is a solid universal option.</p><p></p><p><strong><span style="color: #0000ff">Wrathbearer</span> (D 378)</strong> - A nice Paragon Path for Battleragers, it offers some nice offensive and defensive benefits, including a Daily that is solid gold given the proper setup. A fairly good choice.</p><p> </p><p></p><p><strong>Racial Paragon Paths</strong></p><p> </p><p>Here, I'll be marking the race that corresponds to the Path along with the source. We'll only be concerning ourselves with the recommended Paragon Paths here, that is to say, those rated Black or higher. If it's not on the list and it's in my sources, it's not a good idea.</p><p></p><p><strong><span style="color: #00ccff">Adroit Explorer</span> (Human - PHB 2)</strong> - Durability-oriented features and getting to use your powers additional times in an encounter are the two main selling points of this path, and they're good ones. A prime path, and a major selling point for Humans.</p><p></p><p><strong><span style="color: #0000ff">Beastblooded Minotaur</span> (Minotaur - D 369)</strong> - A Paragon Path with plenty of nice tools for a Minotaur, including some major perks in extra reach and speed.</p><p></p><p><strong><span style="color: #0000ff">Bloodfury Savage</span> (Half-Orc - PHB 2)</strong> - If you like doing more damage, this is the Paragon Path for you. All the powers are geared toward increasing your damage output, and the features are decent enough.</p><p></p><p><strong><span style="color: #0000ff">Bloodknight</span> (Vampiric Heritage - D 371)</strong> - The bad news is that you're going to have to burn a feat for this Paragon Path, and that it's rather average unless you're a Brawler (which is not a style known for having a whole lot of free feats lying around). That said, it does offer some nice self-healing options as well as a <span style="color: #00ccff"><strong>very nice</strong></span> Daily. You can make this work.</p><p></p><p><strong><span style="color: #0000ff">Dwarven Defender</span> (Dwarf - MP)</strong> - While this path seems a bit plain at first glance, it virtually eliminates forced movement effects against you (a major plus), and it has a quality defensive Utility power, and that's enough to make it a pretty darn good path.</p><p></p><p><strong>Earthheart Defender (Dwarf - FRPG)</strong> - A decent Dwarf racial path, its focus is a bit too much on being bloodied and using your second wind for my taste, though it does have some cool stuff.</p><p></p><p><strong><span style="color: #0000ff">Goliath Juggernaut</span> (Goliath - D 386)</strong> - A solid paragon Path, it packs a set of pretty decent durability-related toys for a Fighter.</p><p></p><p><strong>Half-Giant Thug (Goliath - DSCS)</strong> - While the features are most certainly pedestrian, the powers are nice and strong, so this is not a bad pick.</p><p></p><p><strong><span style="color: #0000ff">Halfling Bounder</span> (Halfling - MP)</strong> - While Halfling is certainly not my number one Fighter pick, this racial path has plenty of nice goodies, and as such is at least worth pointing out.</p><p></p><p><strong>Honorable Blade (Dragonborn - PHR: DB)</strong> - If you're not finding access to elemental weapons to be a slam dunk, this Path gets it done for you, and offers some decent powers while it's at it.</p><p></p><p><strong>Inner Dragon (Dragonborn - MP)</strong> - While you probably don't want to invest as much into Dragon Breath as this PP seemingly wants you to, it does have a thing or two you can use.</p><p></p><p><strong><span style="color: #00ccff">Mithral Arm</span> (Dragonborn - D 385)</strong> - The Dragonborn's version of the Adroit Explorer, the features and powers here are every bit as good for you as the other path, and as such this is a prime choice.</p><p></p><p><strong><span style="color: #0000ff">Moonstalker</span> (Shifter - PHB 2)</strong> - A nice setup path for your allies if you favor the Brawler or Polearm styles, and it can provide some pretty sweet extra damage for yourself, too.</p><p></p><p><strong>Scion of Arkhosia (Dragonborn - PHB 2)</strong> - While the features are frankly marginal, the powers hold enough appeal for you to at least make this worth taking.</p><p></p><p><strong><span style="color: #0000ff">Stoneblessed</span> (Goliath - PHB 2)</strong> - A nice way for Fighters to pick up some extra threat range (especially those with non-reach two-handed weapons, which is the style that the Goliath's racial abilities favor).</p><p></p><p><strong><span style="color: #0000ff">Storvakal</span> (Githzerai - D 378)</strong> - Having mass attacking powers is nice on a Fighter, and ignoring attack roll penalties can be neat (especially if you plan to use Power Attack, since this essentially turns it into a flat damage bonus).</p><p></p><p><strong><span style="color: #00ccff">Tiefling Warfiend</span> (Tiefling - MP)</strong> - While I'm personally not the biggest fan of Tiefling Fighters, there's no disguising that this is an excellent Fighter Paragon Path. The features are extremely good on a Fighter, and while the powers aren't all that special, they don't have to be.</p><p></p><p><strong><span style="color: #0000ff">Warforged Juggernaut</span> (Warforged - EPG)</strong> - A sweet Paragon Path for Fighters, the charging emphasis can help start encounters with a bang, and the extra durability is certainly appreciated.</p><p></p><p><strong><span style="color: #0000ff">Wildfire Genasi</span> (Genasi - FRPG)</strong> - The features and powers are all very applicable to what you want to be doing (especially the automatic punishment aura at L16). A very good choice.</p><p> </p><p></p><p><strong>Dragonmarked Paragon Paths (EPG)</strong></p><p> </p><p>Again, we will only concern ourselves with Paths that would make you stronger as a Fighter. I also note the expected (note: not required) race for the Path, as well as the Dragonmark Feat you have to take to gain access.</p><p></p><p><strong><span style="color: #00ccff">Lyrandar Wind-Rider</span> (Half-Elf - Mark of Storm)</strong> - While you likely won't get that much use out of the Implement powers, the extra damage and accuracy if you choose a Lightning weapon single-handedly makes this Paragon Path very worth having.</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong>Epic Destinies: The Mythical Rock</strong></span></p> <p style="text-align: center"><span style="font-size: 18px"></span></p><p><strong>Fighter Epic Destinies</strong></p><p> </p><p>As is the norm, we'll only talk about Epic Destinies worth having (<strong>Black</strong> or higher) here.</p><p></p><p><strong><span style="color: #0000ff">Adamantine Soldier</span> (MP)</strong> - If you like Heavy Armor and Constitution, this Epic Destiny offers a lot of defensive incentive. A pretty good pick.</p><p></p><p><strong><span style="color: #00ccff">Ceaseless Guardian</span> (D 387)</strong> - Arguably stronger than Demigod for a pure Defender, the ability to continue to do your job in the face of otherwise crippling conditions and spreading your surges around to anyone who needs them more than you makes this a prime choice.</p><p></p><p><strong><span style="color: #0000ff">Champion of Prophecy</span> (EPG)</strong> - Very similar to Demigod, but with an increased emphasis on milestones. That extra swinginess makes it a bit less awesome, but it's still effective.</p><p></p><p><strong><span style="color: #00ccff">Chosen</span> (DP)</strong> - Built the same way as Demigod, but with a larger array of Utility powers to choose from.</p><p></p><p><strong>Darklord (D 372)</strong> - While the Grim Reaper fluff is cool, I don't feel there's enough meat on the features to make it a top pick.</p><p></p><p><strong><span style="color: #00ccff">Demigod</span> (PHB)</strong> - The classic Epic Destiny in 4e. Bonuses to two attributes are a godsend for most Fighter builds, and the durability enhancers only strengthen the case.</p><p></p><p><strong><span style="color: #00ccff">Destined Scion</span> (HotFK)</strong> - Another off-shoot from the Demigod tree, a straight-up attack and save bonus along with the two ability score bonuses make it a strong choice.</p><p></p><p><strong><span style="color: #0000ff">Eternal Defender</span> (MP)</strong> - Despite its name, this is one of the most aggressively inclined Epic Destinies available to the Fighter. Reach, bigger weapons, and more strength make a good case, and the power sweetens the deal. A good pick.</p><p></p><p><strong><span style="color: #0000ff">Eternal Seeker</span> (PHB)</strong> - A nice collection of mix-and-match features can help you make a pretty powerful choice, if you choose wisely.</p><p></p><p><strong>Free Soul (D 376)</strong> - A racial Epic Destiny geared to fight off status effects can be pretty nice on a Fighter, even if the race (Revenant) is not one of the top choices for a Fighter.</p><p></p><p><strong><span style="color: #00ccff">Heir of Siberys</span> (D 388)</strong> - A branch off the Demigod ED tree, this one offers a variety of effects to choose from as a Utility power. A Fighter will probably be looking at the Healing or Scribing powers the most.</p><p></p><p><strong><span style="color: #00ccff">Hordemaster</span> (DSCS)</strong> - An interesting spin on the classic Demigod Epic Destiny, this one has some nice Leader-y flavor and powers you could use to good effect.</p><p></p><p><strong><span style="color: #00ccff">Indomitable Champion</span> (HotFL)</strong> - Essentially an expansion of the Demigod chassis, this ED offers some hefty extra HP and a bonus to NAD's, in addition to some neat defensive abilities and the traditional double stat boost.</p><p></p><p><strong><span style="color: #0000ff">Invincible Vanguard</span> (MP 2)</strong> - Some pretty nice features for a charging Fighter, especially if he favors Constitution. A nice pick.</p><p></p><p><strong><span style="color: #00ccff">Keeper of the Everflow</span> (HoS)</strong> - A quality ED, it gives an ability score bump along with a variety of effects you can mix-and-match to fit the situation (and there's a good straight standby effect you can rock, too).</p><p></p><p><strong>Legendary Sovereign (MP 2)</strong> - Apart from Sword of Kings (the L30 ED feature), this choice is rather unexceptional. That said, Sword of Kings can allow for some pretty crazy combinations.</p><p></p><p><strong><span style="color: #00ccff">Marshal of Letherna</span> (HoS)</strong> - Er... wow. You get the ability bump of your choice, and every square within 2 of you is difficult terrain? Where do I sign up?</p><p></p><p><strong>Martial Archetype (MP)</strong> - While it does take some work to make it effective, this offers plenty of extra juice on a Fighter.</p><p></p><p><strong><span style="color: #0000ff">Prison of the Winds</span> (D 371)</strong> - While the attribute bonuses go to secondary ability scores, a bonus to speed, revival, flight, and being insubstantial while bloodied, so it does just about everything else right.</p><p></p><p><strong><span style="color: #0000ff">Punisher of the Gods</span> (D 372)</strong> - Though it is more of a single-target basher than anything else, it makes rolling criticals pay off in a big way, and Fighters have ways to take advantage of that.</p><p></p><p><strong><span style="color: #0000ff">Reborn Champion</span> (D 365)</strong> - While it has plenty of cool stuff, it's missing that one feature it needs to establish itself as a top-tier option. Still a worthy pick, though.</p><p></p><p><strong>Star-Favored Champion (MP 2)</strong> - While it doesn't favor an attack stat, it has a decent enough collection of features to make it worth mentioning.</p><p></p><p><strong>Storm Sovereign (D 372)</strong> - A collection of solid, but unexceptional benefits.</p><p></p><p><strong><span style="color: #0000ff">Undying Warrior</span> (MP)</strong> - You might go down, but you're never truly out, which is nice to have on a Defender.</p><p></p><p><strong><span style="color: #00ccff">Unyielding Sentinel</span> (D 388)</strong> - While the ability score bonuses only align perfectly with Str/Con Fighters, rolling your saves twice, having a stance that ignores forced movement, CA, ongoing damage, and auras, and being able to heal every time you drop an enemy are excellent on a Fighter.</p></blockquote><p></p>
[QUOTE="Veep, post: 6707799, member: 6793297"] [CENTER][SIZE=5][b]Paragon Paths: Exemplars of the Rock[/b][/SIZE][/CENTER] Fighters have a pretty awesome selection of Paragon Paths, so you won't be hurting for options within your own repertoire. If for some reason you can't find something you like, the Multiclass section is where you can find my picks from other classes. [b]Fighter Paragon Paths[/b] [b][COLOR=#800080]Arena Champion[/COLOR] (D 368)[/b] - The features don't really pander to what you want to do with your character, and the powers are solid but unexceptional, with the only exception being the revival Utility. I wouldn't be looking for something my Fighter would want here. [b]Avenging Slayer (MP)[/b] - While some of the features are a bit unorthodox in their requirements (Charisma? Really?), it can be effective if you make a Fighter that can take advantage of them, and the powers are certainly solid. [b]Bladestorm Duelist (D 378)[/b] - This Paragon Path makes an otherwise suboptimal combination (Tempest Fighter with Rapiers, who do not benefit from Tempest Technique) viable by offering a sweet defensive bonus as well as making up for the lack of bonuses on your Rapier. The powers are also pretty neat, but the fact of the matter is that what this Path doesn't offer that much to expand your abilities. [b][COLOR=#0000ff]Blood-Crazed Berserker[/COLOR] (BoVD)[/b] - Not a fan of the alignment restriction, but the Path itself offers some very interesting bloodied abuse benefits, as well as some very good, universally useful powers. [b]Doomguard Marauder (MOTP)[/b] - A Paragon Path with a marked offensive bent, it offers a strong AP feature and a nice "pick up after your miss" feature in addition to way to pierce any sort of resistance. While it's decent on you (especially if you like making a lot of close burst attacks in succession), this is probably best in the hands of a nova-happy Striker. [b][COLOR=#0000ff]Draeven Marauder[/COLOR] (D 365)[/b] - It has good strong powers for Spear users, and the enhanced critical range means you can invest your ability scores pretty much wherever you want. A pretty good path for Spear users. [b]Dread Reaper (MP)[/b] - A path that focuses on two-handed weapons, it unfortunately only has one feature and one power worth having (that said, the power I'm referring to is [COLOR=#00ccff][b]very worth having[/b][/COLOR]). A rather average Path overall. [b][COLOR=#00ccff]Dreadnought[/COLOR] (MP)[/b] - An excellent durability-based path, it employs all sorts of abilities to keep you in the fight (Invigorating powers, extra HP, resist all, end effects by paying HP, you name it), and as such is highly prized by a Fighter. [b]Giantslayer (MP)[/b] - Given how many enemies are Large or larger later on in your career, you don't really have to worry about this path being all that conditional. That said, the only thing that really attracts attention to it are the attack powers, so it's a pretty average choice overall. [b][COLOR=#00ccff]Gladiator Champion[/COLOR] (DSCS)[/b] - While most of the features and powers this path has to offer are kind of odd (they seem to affect enemies adjacent to you other than the target for the most part), the final feature is a fantastic stickiness upgrade, and as such this PP is most definitely worth worth looking at. [b][COLOR=#0000ff]Glorious Myrmidon[/COLOR] (MP 2)[/b] - While the features don't improve your Defender capacity directly, they do help out in just about every other aspect, and the powers are straight awesome for a Defender. A pretty good choice. [b][COLOR=#ff0000]Great Weapon Master[/COLOR] (D 379)[/b] - The features are weak, and the powers get away from what you're supposed to be doing, and that is defending (Ending your mark? Really?). Quite simply a bad idea. [b][COLOR=#0000ff]Iron Vanguard[/COLOR] (PHB)[/b] - This is a strong well-rounded Paragon Path for the Con-based Fighters in the audience. Extra damage on forced movement and a smidgen of healing on a kill are good features, and the AP feature is excellent on the defensive front. The powers are solid enough to not detract from this being a strong pick. [b][COLOR=#0000ff]Ironstar Mauler[/COLOR] (MP 2)[/b] - A Path built similarly to Kensei, it trades the straight damage feature for a (rather conditional) penalty to saves. Though the powers are a bit better overall, the requirement of an entry feat and the conditional feature makes me not like this Path quite as much, though it's certainly a good choice overall. [b][COLOR=#00ccff]Kensei[/COLOR] (PHB)[/b] - The classic Fighter Paragon Path. While the only thing appealing on the power front is the L20 Daily, the bonuses are very substantial for any Fighter that's wielding the same weapon throughout his career. [b]Knight Protector (MP)[/b] - A decent defensive Paragon Path, it has one flagship feature at L11, but most of the things that surround it are pretty unexceptional. An average pick. [b]Kulkor Arms Master (MP 2)[/b] - Given the editing made on this build's meat-and-potatoes feature, the audience of builds it appeals to has been greatly diminished, though it still has a couple of nice things that will attract some attention. [b][COLOR=#00ccff]Pit Fighter[/COLOR] (PHB)[/b] - Given the most recent batch of errata eliminated the bonus to damage on MBA's (which includes OA's and your CC attacks), this Paragon Path's stock has taken a bit of a hit when compared to options like the Son of Mercy and the Kensei. It's still one of the best ones around, though, especially if your Fighter wants to be aggressive. [b][COLOR=#00ccff]Polearm Master[/COLOR] (MP)[/b] - It extends your forced movement effects as well as your Combat Challenge, and it provides a way to gain threatening reach. One of the dominant options for a Polearm Fighter, if not the dominant option. [b][COLOR=#800080]Purple Dragon Knight[/COLOR] (FRPG)[/b] - The features are not all that appealing, and the powers don't really look like they're designed with the style most Fighters play in mind. Not my path of choice. [b][COLOR=#0000ff]Rakehell Duelist[/COLOR] (MP 2)[/b] - A pretty good mix of defensive and offensive features make this a pretty good choice for a Tempest Fighter. [b]Rampaging Brute (MP 2)[/b] - A charging-centric Paragon Path, it also has the secondary goal of knocking people prone while you do it. Rather risky, but it can be effective. [b]Ravager (MP)[/b] - A solid offensive path for a Battlerager, it has some fairly neat features, but the powers are kind of uninspiring. Still a workable choice, though. [b][COLOR=#800080]Scale-Breaker[/COLOR] (D 369)[/b] - Apart from a pretty good setup Daily power, this Path is just too conditional on facing dragons to truly be a good universal choice. [b]Shield Adept (MP)[/b] - A defensively-oriented Paragon Path with nice, but ultimately forgettable powers and features. While it can be used, it really doesn't have that high of a ceiling IMHO. [b][COLOR=#00ccff]Shock Trooper[/COLOR] (MP)[/b] - One of the great Path options for a Tempest (or any Light Blade user, really), it offers up helpings of damage along with a nod toward defense. Though quite Striker-y in outlook, it's certainly a powerful tool in the Fighter's arsenal. [b][COLOR=#0000ff]Siegebreaker[/COLOR] (D 379)[/b] - A pretty nice Paragon Path for a two-handed weapon Fighter, it offers plenty of offensive goodies to take advantage of, even if they are a bit specific in how you have to use them. [b][COLOR=#ff0000]Snapping Testudo[/COLOR] (D 385)[/b] - Fighting with two shields grants no real benefits (and plenty of drawbacks) as an offensive style, and this Paragon Path does not do enough to compensate. Strictly a flavor pick if you ask me. [b][COLOR=#0000ff]Steel Vanguard Master[/COLOR] (MP 2)[/b] - A pretty nice Path for a two-handed Heavy Blade user, it has a nice mix of abilities geared toward making you a better Defender. [b][COLOR=#00ccff]Son of Mercy[/COLOR] (D 370)[/b] - Though it is a bit single-target focused, this is a brutal option to combine damage and lockdown potential on a Defender (and it does have the option of going multitarget, albeit a limited one). One of the prime choices for a Fighter who favors Wisdom. [b][COLOR=#0000ff]Swordmaster[/COLOR] (PHB)[/b] - While this Paragon Path is limited in that not all Fighters will be able to use it, it provides an extremely powerful set of abilities to those who can use it, especially in the power recovery department, though charging At-Wills are awesome too. Highly recommended. [b]Warhound of Bane (MP 2)[/b] - A self-healing-focused Paragon Path, it provides a nice mix of features and one pretty neat Encounter Stance power, and as such is a solid universal option. [b][COLOR=#0000ff]Wrathbearer[/COLOR] (D 378)[/b] - A nice Paragon Path for Battleragers, it offers some nice offensive and defensive benefits, including a Daily that is solid gold given the proper setup. A fairly good choice. [b]Racial Paragon Paths[/b] Here, I'll be marking the race that corresponds to the Path along with the source. We'll only be concerning ourselves with the recommended Paragon Paths here, that is to say, those rated Black or higher. If it's not on the list and it's in my sources, it's not a good idea. [b][COLOR=#00ccff]Adroit Explorer[/COLOR] (Human - PHB 2)[/b] - Durability-oriented features and getting to use your powers additional times in an encounter are the two main selling points of this path, and they're good ones. A prime path, and a major selling point for Humans. [b][COLOR=#0000ff]Beastblooded Minotaur[/COLOR] (Minotaur - D 369)[/b] - A Paragon Path with plenty of nice tools for a Minotaur, including some major perks in extra reach and speed. [b][COLOR=#0000ff]Bloodfury Savage[/COLOR] (Half-Orc - PHB 2)[/b] - If you like doing more damage, this is the Paragon Path for you. All the powers are geared toward increasing your damage output, and the features are decent enough. [b][COLOR=#0000ff]Bloodknight[/COLOR] (Vampiric Heritage - D 371)[/b] - The bad news is that you're going to have to burn a feat for this Paragon Path, and that it's rather average unless you're a Brawler (which is not a style known for having a whole lot of free feats lying around). That said, it does offer some nice self-healing options as well as a [COLOR=#00ccff][b]very nice[/b][/COLOR] Daily. You can make this work. [b][COLOR=#0000ff]Dwarven Defender[/COLOR] (Dwarf - MP)[/b] - While this path seems a bit plain at first glance, it virtually eliminates forced movement effects against you (a major plus), and it has a quality defensive Utility power, and that's enough to make it a pretty darn good path. [b]Earthheart Defender (Dwarf - FRPG)[/b] - A decent Dwarf racial path, its focus is a bit too much on being bloodied and using your second wind for my taste, though it does have some cool stuff. [b][COLOR=#0000ff]Goliath Juggernaut[/COLOR] (Goliath - D 386)[/b] - A solid paragon Path, it packs a set of pretty decent durability-related toys for a Fighter. [b]Half-Giant Thug (Goliath - DSCS)[/b] - While the features are most certainly pedestrian, the powers are nice and strong, so this is not a bad pick. [b][COLOR=#0000ff]Halfling Bounder[/COLOR] (Halfling - MP)[/b] - While Halfling is certainly not my number one Fighter pick, this racial path has plenty of nice goodies, and as such is at least worth pointing out. [b]Honorable Blade (Dragonborn - PHR: DB)[/b] - If you're not finding access to elemental weapons to be a slam dunk, this Path gets it done for you, and offers some decent powers while it's at it. [b]Inner Dragon (Dragonborn - MP)[/b] - While you probably don't want to invest as much into Dragon Breath as this PP seemingly wants you to, it does have a thing or two you can use. [b][COLOR=#00ccff]Mithral Arm[/COLOR] (Dragonborn - D 385)[/b] - The Dragonborn's version of the Adroit Explorer, the features and powers here are every bit as good for you as the other path, and as such this is a prime choice. [b][COLOR=#0000ff]Moonstalker[/COLOR] (Shifter - PHB 2)[/b] - A nice setup path for your allies if you favor the Brawler or Polearm styles, and it can provide some pretty sweet extra damage for yourself, too. [b]Scion of Arkhosia (Dragonborn - PHB 2)[/b] - While the features are frankly marginal, the powers hold enough appeal for you to at least make this worth taking. [b][COLOR=#0000ff]Stoneblessed[/COLOR] (Goliath - PHB 2)[/b] - A nice way for Fighters to pick up some extra threat range (especially those with non-reach two-handed weapons, which is the style that the Goliath's racial abilities favor). [b][COLOR=#0000ff]Storvakal[/COLOR] (Githzerai - D 378)[/b] - Having mass attacking powers is nice on a Fighter, and ignoring attack roll penalties can be neat (especially if you plan to use Power Attack, since this essentially turns it into a flat damage bonus). [b][COLOR=#00ccff]Tiefling Warfiend[/COLOR] (Tiefling - MP)[/b] - While I'm personally not the biggest fan of Tiefling Fighters, there's no disguising that this is an excellent Fighter Paragon Path. The features are extremely good on a Fighter, and while the powers aren't all that special, they don't have to be. [b][COLOR=#0000ff]Warforged Juggernaut[/COLOR] (Warforged - EPG)[/b] - A sweet Paragon Path for Fighters, the charging emphasis can help start encounters with a bang, and the extra durability is certainly appreciated. [b][COLOR=#0000ff]Wildfire Genasi[/COLOR] (Genasi - FRPG)[/b] - The features and powers are all very applicable to what you want to be doing (especially the automatic punishment aura at L16). A very good choice. [b]Dragonmarked Paragon Paths (EPG)[/b] Again, we will only concern ourselves with Paths that would make you stronger as a Fighter. I also note the expected (note: not required) race for the Path, as well as the Dragonmark Feat you have to take to gain access. [b][COLOR=#00ccff]Lyrandar Wind-Rider[/COLOR] (Half-Elf - Mark of Storm)[/b] - While you likely won't get that much use out of the Implement powers, the extra damage and accuracy if you choose a Lightning weapon single-handedly makes this Paragon Path very worth having. [CENTER][SIZE=5][b]Epic Destinies: The Mythical Rock[/b] [/SIZE][/CENTER] [b]Fighter Epic Destinies[/b] As is the norm, we'll only talk about Epic Destinies worth having ([b]Black[/b] or higher) here. [b][COLOR=#0000ff]Adamantine Soldier[/COLOR] (MP)[/b] - If you like Heavy Armor and Constitution, this Epic Destiny offers a lot of defensive incentive. A pretty good pick. [b][COLOR=#00ccff]Ceaseless Guardian[/COLOR] (D 387)[/b] - Arguably stronger than Demigod for a pure Defender, the ability to continue to do your job in the face of otherwise crippling conditions and spreading your surges around to anyone who needs them more than you makes this a prime choice. [b][COLOR=#0000ff]Champion of Prophecy[/COLOR] (EPG)[/b] - Very similar to Demigod, but with an increased emphasis on milestones. That extra swinginess makes it a bit less awesome, but it's still effective. [b][COLOR=#00ccff]Chosen[/COLOR] (DP)[/b] - Built the same way as Demigod, but with a larger array of Utility powers to choose from. [b]Darklord (D 372)[/b] - While the Grim Reaper fluff is cool, I don't feel there's enough meat on the features to make it a top pick. [b][/b] [b][COLOR=#00ccff]Demigod[/COLOR] (PHB)[/b] - The classic Epic Destiny in 4e. Bonuses to two attributes are a godsend for most Fighter builds, and the durability enhancers only strengthen the case. [b][COLOR=#00ccff]Destined Scion[/COLOR] (HotFK)[/b] - Another off-shoot from the Demigod tree, a straight-up attack and save bonus along with the two ability score bonuses make it a strong choice. [b][COLOR=#0000ff]Eternal Defender[/COLOR] (MP)[/b] - Despite its name, this is one of the most aggressively inclined Epic Destinies available to the Fighter. Reach, bigger weapons, and more strength make a good case, and the power sweetens the deal. A good pick. [b][COLOR=#0000ff]Eternal Seeker[/COLOR] (PHB)[/b] - A nice collection of mix-and-match features can help you make a pretty powerful choice, if you choose wisely. [b]Free Soul (D 376)[/b] - A racial Epic Destiny geared to fight off status effects can be pretty nice on a Fighter, even if the race (Revenant) is not one of the top choices for a Fighter. [b][/b] [b][COLOR=#00ccff]Heir of Siberys[/COLOR] (D 388)[/b] - A branch off the Demigod ED tree, this one offers a variety of effects to choose from as a Utility power. A Fighter will probably be looking at the Healing or Scribing powers the most. [b][COLOR=#00ccff]Hordemaster[/COLOR] (DSCS)[/b] - An interesting spin on the classic Demigod Epic Destiny, this one has some nice Leader-y flavor and powers you could use to good effect. [b][COLOR=#00ccff]Indomitable Champion[/COLOR] (HotFL)[/b] - Essentially an expansion of the Demigod chassis, this ED offers some hefty extra HP and a bonus to NAD's, in addition to some neat defensive abilities and the traditional double stat boost. [b][COLOR=#0000ff]Invincible Vanguard[/COLOR] (MP 2)[/b] - Some pretty nice features for a charging Fighter, especially if he favors Constitution. A nice pick. [b][COLOR=#00ccff]Keeper of the Everflow[/COLOR] (HoS)[/b] - A quality ED, it gives an ability score bump along with a variety of effects you can mix-and-match to fit the situation (and there's a good straight standby effect you can rock, too). [b]Legendary Sovereign (MP 2)[/b] - Apart from Sword of Kings (the L30 ED feature), this choice is rather unexceptional. That said, Sword of Kings can allow for some pretty crazy combinations. [b][COLOR=#00ccff]Marshal of Letherna[/COLOR] (HoS)[/b] - Er... wow. You get the ability bump of your choice, and every square within 2 of you is difficult terrain? Where do I sign up? [b]Martial Archetype (MP)[/b] - While it does take some work to make it effective, this offers plenty of extra juice on a Fighter. [b][COLOR=#0000ff]Prison of the Winds[/COLOR] (D 371)[/b] - While the attribute bonuses go to secondary ability scores, a bonus to speed, revival, flight, and being insubstantial while bloodied, so it does just about everything else right. [b][COLOR=#0000ff]Punisher of the Gods[/COLOR] (D 372)[/b] - Though it is more of a single-target basher than anything else, it makes rolling criticals pay off in a big way, and Fighters have ways to take advantage of that. [b][COLOR=#0000ff]Reborn Champion[/COLOR] (D 365)[/b] - While it has plenty of cool stuff, it's missing that one feature it needs to establish itself as a top-tier option. Still a worthy pick, though. [b]Star-Favored Champion (MP 2)[/b] - While it doesn't favor an attack stat, it has a decent enough collection of features to make it worth mentioning. [b]Storm Sovereign (D 372)[/b] - A collection of solid, but unexceptional benefits. [b][COLOR=#0000ff]Undying Warrior[/COLOR] (MP)[/b] - You might go down, but you're never truly out, which is nice to have on a Defender. [b][COLOR=#00ccff]Unyielding Sentinel[/COLOR] (D 388)[/b] - While the ability score bonuses only align perfectly with Str/Con Fighters, rolling your saves twice, having a stance that ignores forced movement, CA, ongoing damage, and auras, and being able to heal every time you drop an enemy are excellent on a Fighter. [/QUOTE]
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Harder than a Rock: The Fighter's Handbook (By lorduskblade)
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