My 4Eberron campaign is set primarily around a Sharn theatre, with the players taking various roles such as actors, stage hands, playwrights, and special effects directors. As such, I’m considering creating some theatrically themed Paragon Paths, such as The Player, which I present here for some constructive criticism before offering it to my group.
Paragon Path: The Player
”All the world’s a stage and you, sir, merely a heckler.”
Prerequisites: Trained in at least two skills from Acrobatics, Athletics, Bluff, Diplomacy, History, and Intimidate; have a background in the theatre (plum enunciation of the word is optional).
The Player Path Features
Veteran of the Boards (11th level): You are considered trained for any skill check pertaining to staging, preparing, writing, or performing a theatrical presentation. This includes situations in which you are pretending to be another person, real or fictional, outside of a theatrical setting. If you are already trained in the skill, you gain a +2 bonus to such checks. If you are in the role of director or writer of a theatrical performance, then you confer these bonuses to anyone who can see or hear you, or for anyone who had been able to see or hear you for at least two of the rehearsals for the final performance.
Take Your Cue (11th level): When an ally you can see and hear spends an action point to take an extra action you may also spend one of your action points in order to take an action as an immediate interrupt or as an immediate reaction. This benefit can be taken in addition to the usual spending of an action point on your own turn, but you may only gain the benefit of take your cue once per encounter.
Putting Down the Hecklers (16th level): Whenever an enemy suffering from the penalty inflicted by a rattling power begins its turns adjacent to you, it suffers damage equal to your Charisma modifier.
The Player Exploits
Paragon Path: The Player
”All the world’s a stage and you, sir, merely a heckler.”
Prerequisites: Trained in at least two skills from Acrobatics, Athletics, Bluff, Diplomacy, History, and Intimidate; have a background in the theatre (plum enunciation of the word is optional).
The Player Path Features
Veteran of the Boards (11th level): You are considered trained for any skill check pertaining to staging, preparing, writing, or performing a theatrical presentation. This includes situations in which you are pretending to be another person, real or fictional, outside of a theatrical setting. If you are already trained in the skill, you gain a +2 bonus to such checks. If you are in the role of director or writer of a theatrical performance, then you confer these bonuses to anyone who can see or hear you, or for anyone who had been able to see or hear you for at least two of the rehearsals for the final performance.
Take Your Cue (11th level): When an ally you can see and hear spends an action point to take an extra action you may also spend one of your action points in order to take an action as an immediate interrupt or as an immediate reaction. This benefit can be taken in addition to the usual spending of an action point on your own turn, but you may only gain the benefit of take your cue once per encounter.
Putting Down the Hecklers (16th level): Whenever an enemy suffering from the penalty inflicted by a rattling power begins its turns adjacent to you, it suffers damage equal to your Charisma modifier.
The Player Exploits
Exit, Stage Right
The Player Attack 11
You can gauge your audience well and know when a quick departure is called for
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Encounter ~ Martial, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Dexterity vs. Reflex
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Hit: 2[W] + Dexterity modifier damage.
Effect: Shift up to your speed in a direction away from the target.
The Player Attack 11
You can gauge your audience well and know when a quick departure is called for
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Encounter ~ Martial, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Dexterity vs. Reflex
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Hit: 2[W] + Dexterity modifier damage.
Effect: Shift up to your speed in a direction away from the target.
And, Jazz Hands!
The Player Utility 12
It’s not how you do it, it’s how much of a show you can make it.
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Daily ~ Martial
Standard Action
Close burst 10
Target: Special: One creature in burst (in combat); all creatures in burst (when not in combat).
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Effect: Make an Acrobatics, Athletics, or Bluff check vs. each targets’ Will defence. If you succeed, all allies not currently adjacent to you are considered to have total concealment from the target(s) until the end of your next turn, or until any of the intended targets are attacked.
The Player Utility 12
It’s not how you do it, it’s how much of a show you can make it.
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Daily ~ Martial
Standard Action
Close burst 10
Target: Special: One creature in burst (in combat); all creatures in burst (when not in combat).
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Effect: Make an Acrobatics, Athletics, or Bluff check vs. each targets’ Will defence. If you succeed, all allies not currently adjacent to you are considered to have total concealment from the target(s) until the end of your next turn, or until any of the intended targets are attacked.
Uncanny Mimicry
The Player Attack 20
You ability to adopt your foes mannerisms, movement, and speech puts those you face ill at ease.
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Daily ~ Martial, Psychic, Rattling
Standard Action
Ranged 3
Target: One enemy within range.
Attack: Charisma vs. Will, Dexterity vs. Will, or Wisdom vs. Will.
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Hit: 5[W] + Charisma, Dexterity, or Wisdom psychic damage. Miss: Half damage.
Special: If this attack is used as part of the take your cue path feature, the ally who spent the original action point may make a basic attack against the target without incurring an opportunity attack from the target.
Special: This power may be sacrificed in order to re-roll any skill or ability check that is being used in attempt to pass yourself off as another existing sentient creature. You must chose to sacrifice the power in this manner before knowing the result of the original roll, but you may chose which of the two rolls made is eventually used.
The Player Attack 20
You ability to adopt your foes mannerisms, movement, and speech puts those you face ill at ease.
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Daily ~ Martial, Psychic, Rattling
Standard Action
Ranged 3
Target: One enemy within range.
Attack: Charisma vs. Will, Dexterity vs. Will, or Wisdom vs. Will.
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Hit: 5[W] + Charisma, Dexterity, or Wisdom psychic damage. Miss: Half damage.
Special: If this attack is used as part of the take your cue path feature, the ally who spent the original action point may make a basic attack against the target without incurring an opportunity attack from the target.
Special: This power may be sacrificed in order to re-roll any skill or ability check that is being used in attempt to pass yourself off as another existing sentient creature. You must chose to sacrifice the power in this manner before knowing the result of the original roll, but you may chose which of the two rolls made is eventually used.