Paragon Path: Frontline Battlemage

the Jester

Legend
FRONTLINE BATTLEMAGE
“Wizards to the front!”

Prerequisite: Wizard class

Some would call your tactics foolhardy or even crazy, but you are a wizard that likes to be in the front ranks of battle. Certainly it violates traditional doctrine, but you are tougher than most wizards and are not afraid to step up when it is called for.

FRONTLINE BATTLEMAGE PATH FEATURES

Frontline Action (11th level):
When you spend an action point, until the end of your next turn, each creature that you hit with an attack is also pushed a number of squares equal to your Wisdom bonus.

Hands of Doom (11th level): When you cast a ranged attack spell with a target of one creature, you may choose instead to use it as a melee attack with a range equal to your reach. If you do so, you score a critical hit on an 18-20

Wizards to the Front (16th level): When you are adjacent to two or more enemies, you gain a +1 bonus on arcane attacks.

FRONTLINE BATTLEMAGE SPELLS

Telekinetic Wave--- Frontline Battlemage Attack 11
The blast of concussive force that you unleash blows your enemies back and moves the front of the fight itself.
Encounter; Arcane, Force, Implement
Standard Action; Close
blast 5
Attack: Intelligence vs. Reflex; Target: Each enemy in blast
Hit: 2d6 + Intelligence modifier force damage, and you push the target 3 squares and knock it prone. If you were adjacent to the target, you deal an extra 1d6 points of damage to it.

Roll With It--- Frontline Battlemage Utility 12
Even as you take damage, you take heart in knowing that you are sturdy enough to withstand anything your foes can throw at you.
Encounter; Arcane
Immediate Reaction; Personal
Trigger:
You become bloodied.
Effect: You gain temporary hit points equal to your healing surge value.

Jerakai’s Embrace--- Frontline Battlemage Attack 20

You utter a spell that causes you to grow an extra pair of arms!
Daily; Arcane, Implement
Minor Action; Personal
Effect:
You grow an extra set of demonic-looking arms that remain until the end of your next turn. As long as you have the extra arms, when you make an arcane melee or close attack, you may target one extra creature with it (included in the attack below). You may spend a standard action to attack with the arms:
-- Standard Action; Melee reach
-- Target: One or two enemies
-- Attack: Intelligence vs. Fortitude
-- Hit: 3d6 + Intelligence bonus damage and the target itches (save ends). While the target itches, it must spend a minor action every round to scratch itself.
Sustain Minor: The effect persists.
 

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Some would call your tactics foolhardy or even crazy, but you are a wizard that likes to be in the front ranks of battle. Certainly it violates traditional doctrine, but you are tougher than most wizards and are not afraid to step up when it is called for.

Should some of said toughness be a part of the paragon path? Right now, its not. I think this path could sue a bit more synergy.
 

Should some of said toughness be a part of the paragon path? Right now, its not. I think this path could sue a bit more synergy.

I tried to account for that via the utility power. I had originally thought of simply giving the pp extra hit points- but then I realized that could be really good for a multiclassed fighter. The more I thought about it, the more I realized that I had to be very careful with the class features because of this possibility.

That said, I'm open to ideas. :)
 

Should some of said toughness be a part of the paragon path? Right now, its not. I think this path could sue a bit more synergy.

I tried to account for this with the utility power. I was originally going to just give them more hit points, but I realized that was too good of a choice for a multiclassed fighter. I thought I'd better be very careful with the features because of this.

That said, I am open to ideas and suggestions. :)
 

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