Swiftblade Paragon Path

RyvenCedrylle

First Post
Here, for your entertainment and enjoyment, is a translation of the 3.5E Swiftblade prestige class to the 4E paragon path format. Comments?

Swiftblade Paragon Path
You have learned to tap into small amounts of arcane energy for one purpose and one purpose only – raw, unadulterated speed.
Requirements: Rogue, trained in Arcana

Swiftblade Path Features
Stitch in Time (11th Level): When you spend an action point to take an extra action, you gain an extra minor action to be used on your turn once until the end of the encounter.
Hastened Step (11th Level): You gain a permanent +1 to speed.
Blur of Motion (16th Level): If you move at least 4 squares on your turn, you gain a +3 speed bonus to AC until the start of your next turn. The movement does not provoke attacks of opportunity.


Swiftblade Spells
Haste Swiftblade Attack 11
An arcane word of power gives you the quickness to deliver an extra blow to your opponent.
_______________________
Encounter Arcane, Weapon
Minor Action Melee
Target: special
_______________________

Effect: This power mimics the effects of one of your melee at-will attack powers, chosen when this power is activated. It behaves exactly like that at-will power, except for the action cost. You may choose a different at-will power you currently have each time you activate this power.

Slow-Motion Missile Swiftblade Utility 12
The constant use of speed-enhancing magic allows you to see ranged attacks coming at you with clarity. You react to dodge the attack.
_______________________
Immediate Reaction Arcane
Personal
_______________________

Trigger: You are hit with a ranged, single-target attack
Effect: You force the enemy to reroll the attack. They must take the worse of the two rolls.

Sonic Boom Swiftblade Attack 20
You explode forward in an arcanely assisted assault. Your target has no time to react to the sheer velocity with which you strike and pays for dearly it. A deafening roar follows you.
_______________________
Daily Arcane, Weapon, Thunder
Standard Action Melee
Primary Target: One creature
Attack: Dexterity vs. AC
Requirement: You must be attacking with a light blade to use this power.
Effect: You may shift up to 4 squares before the attack and up to 4 squares after the attack. The target of your attack grants you combat advantage.
Hit: 5[W] + Dexterity modifier damage. The target is stunned until the end of your next turn. The target is also deafened (save ends.)
Miss: Half damage and your target is deafened until the end of your next turn.
Aftereffect: All creatures adjacent to a square you shifted through take 1d6 thunder damage. No creature may take more than 1d6 thunder damage from this effect.
__________________
 
Last edited:

log in or register to remove this ad

I like it. The Swiftblade was the last thing that I wanted to play in 3.5. I've been hoping that it would find a way to 4th. This is definitely on the way. There may be a few parts that are a little too powerful, though. I don't know.
 

probably. I tend to shoot high and then lower rather than low and have to hike later.

Stitch in Time is similar to other 'spend an action point, get a move action' so I think that's fair. The rogue doesn't even use minor actions that much.
The Boots of Striding are level 9 and give you +1 speed, so Hastened Step is actually slightly underpowered, except that it's permanent.
Blur of Motion is kind of like the fighter's(?) Pass Forward from MP. Perhaps the movement OR the +3 AC but not both? I think I'd keep the AC if that were the case.

An at-will as a minor once per encounter is fairly safe, I think. It's like having another action point.. sort of. Similarly "You get hit"-"No I don't" powers are a dime a dozen.

Sonic Boom is admittedly big and nasty. I wanted to give the Swiftblade an "in and out" technique with a little control to it. Maybe the thunder should be burst 1 centered around the target?
 

Pets & Sidekicks

Remove ads

Top