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The Swordsage (not to be confused with the SwordMAGE)
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<blockquote data-quote="ziegander" data-source="post: 4378340" data-attributes="member: 72250"><p>Reserved for Swordsage Feats, Paragon Paths, etc...</p><p></p><p>[sblock=Paragon Paths (COMPLETE!)]</p><p></p><p><strong><span style="font-size: 15px">The Azure Knight</span></strong></p><p><strong></strong><em>"Let my insight serve as your shield my lords."</em></p><p><em></em></p><p><em></em>Prerequisite: Swordsage class, Enemy Skill at-will power</p><p><strong></strong></p><p><strong>Azure Knight Path Features</strong></p><p> - Azure Challenge (11th level): Whenever an enemy you have marked makes an attack which does not include you as the target it is dealt psychic damage equal to your wisdom modifier. If that attack included an ally that granted the enemy combat advantage the enemy is dazed until the end of your next turn.</p><p> - Azure Action (11th level): Whenever you use an action point to take an extra action you gain the ability to copy an extra encounter power using Enemy Skill this encounter.</p><p> - Martial Power (16th level): Whenever you use a martial power that is only martial you gain a +1 bonus to the attack roll and a +4 bonus to the damage roll and if you hit an enemy with the power you regain hitpoints equal to your wisdom modifier.</p><p></p><p><strong>Sapphire Nightmare Blade</strong> Azure Knight Attack 11</p><p>Encounter * Martial, Weapon</p><p>Standard Action - Melee weapon</p><p>Target: One creature</p><p>Attack: Dexterity vs. AC</p><p>Hit: 2[W] + Dexterity modifier damage.</p><p>Effect (Hit or Miss): If target is marking any of your allies you mark it. You and all allies within 3 squares gain a +2 power bonus to AC against the target's attacks until the end of your next turn.</p><p></p><p><strong>Astral Parry</strong> Azure Knight Utility 12</p><p>Encounter * Martial, Weapon</p><p>Immediate Reaction - Melee close</p><p>Trigger: An ally within range takes damage from an attack.</p><p>Effect: Reduce the damage by an amount equal to your dexterity modifier.</p><p></p><p><strong>Staunch Sapphire Blow</strong> Azure Knight Attack 20</p><p>Daily * Healing, Martial, Reliable, Weapon</p><p>Standard Action - Melee weapon</p><p>Target: One creature</p><p>Attack: Dexterity +2 vs AC</p><p>Hit: 3[W] + Dexterity modifier damage and if target is marked reduce the damage it deals to your allies by an amount equal to your wisdom modifier (save ends).</p><p>Effect: You can spend a healing surge.</p><p><strong></strong></p><p><strong><span style="font-size: 15px">The Crimson Caster</span></strong></p><p><strong></strong><em>"My friends, with your techniques I will paint this world red!"</em></p><p><em></em></p><p><em></em>Prerequisite: Swordsage class, Friendly Fire at-will power</p><p></p><p><strong>Crimson Caster Path Features</strong></p><p> - Arcane Flourish (11th level): You may use your choice between the orb, the staff, or the wand arcane implement instead of a weapon anytime you use an arcane power. If you do, the damage changes from X[W] to Xd6. Additionally, you gain the Wizard's Implement Mastery class feature.</p><p> - Crimson Action (11th level): Whenever you spend an action point to take an extra action you gain the ability to copy an extra encounter power using Friendly Fire this encounter.</p><p> - Crimson Control (16th level): Whenever you use an arcane power with a range of Close Burst 2 or higher you can change the range to Close Blast 2 (or vice versa). Whenever you use an arcane power with a range of Ranged 5 or higher you can change the range to Close Burst or Blast 3.</p><p></p><p><strong>Red Wizardry</strong> Crimson Caster Attack 11</p><p>Encounter * Arcane, Implement</p><p>Standard Action - Ranged 10</p><p>Target: One creature</p><p>Special: You gain a +1 power bonus to this power's attack roll for each adjacent ally (max +4).</p><p> Special: Choose acid, cold, fire, or lightning before you make the attack roll with this power. This attack gains the chosen keyword and deals damage of the chosen type.</p><p>Attack: Dexterity vs Reflex</p><p>Hit: 2d8 + Dexterity modifier damage and an adjacent ally can spend a healing surge and regains additional hit points equal to your intelligence modifier.</p><p>Special: If you score a critical hit with this power all adjacent allies can spend a healing surge and regains additional hit points equal to your intelligence modifier.</p><p></p><p><strong>Scarlet Link</strong> Crimson Caster Utility 12</p><p>At-Will * Arcane, Healing</p><p>Immediate Reaction</p><p>Trigger: An ally scores a critical hit.</p><p>Effect: Instead of maximizing the damage of it's attack the triggering ally may choose to spend a healing surge.</p><p></p><p><strong>Red Sun Rises</strong> Crimson Caster Attack 20</p><p>Daily * Arcane, Implement, Radiant, Fire</p><p>Standard Action - Area burst 3 within 10</p><p>Target: Each enemy within burst</p><p>Attack: Intelligence vs Fortitude</p><p>Hit: 5d8 + Intelligence modifier radiant damage, target takes ongoing fire damage 5 (save ends), and target is pushed a number of squares up to your dexterity modifier.</p><p>Effect: Allies within burst gain a +2 power bonus to attacks and to damage for the rest of the encounter.</p><p></p><p><span style="font-size: 15px"><strong>The Astral Watcher</strong></span></p><p><em>"I have walked the Astral Sea and plundered its secrets. If only you could see what I have seen!"</em></p><p><em></em></p><p>Prerequisite: Swordsage class</p><p></p><p><strong>Astral Watcher Path Features</strong></p><p><strong></strong> - Divination (11th level): Whenever you win initiative, you gain a +4 bonus to all defenses against the first attack that targets you during that encounter.</p><p> - Astral Action (11th level): Whenever you spend an action point to take an extra action you become insubstantial and invisible until the beginning of your next turn.</p><p> - Astral Insight (11th level): Whenever go from being insubstantial to substantial you gain a +2 bonus to attacks and defenses until the end of your next turn, or until you make an attack.</p><p> - Ghostly Insight (16th level): Whenever you attack AC roll the attack twice and use the higher of the two results. If the attack misses you become weakened and take a -2 penalty to AC until the end of your next turn.</p><p></p><p><strong>Ghost Touch</strong> Astral Watcher Attack 11</p><p>Encounter * Arcane, Weapon</p><p>Standard Action - Melee or Ranged weapon</p><p>Target: One creature</p><p>Special: Before you make this attack choose Ref, Fort, or Will.</p><p>Attack: Dexterity vs Your choice</p><p>Hit: 2[W] force damage. If you chose Ref the target is slowed until the end of your next turn. If you chose Fort the target is weakened until the end of your next turn. If you chose Will the target is dazed until the end of your next turn.</p><p></p><p><strong>Behind the Sea</strong> Astral Watcher Utility 12</p><p>Encounter * Arcane</p><p>Immediate Reaction</p><p>Trigger: An enemy scores a critical hit on you.</p><p>Effect: You become insubstantial and the triggering enemy becomes weakened both until the end of your next turn.</p><p></p><p><strong>Wraithstrike</strong> Astral Watcher Attack 20</p><p>Daily* Arcane, Martial, Weapon</p><p>Standard Action - Melee or Ranged weapon</p><p>Requirement: You or the target must be insubstantial</p><p>Target: One creature</p><p>Attack: Dexterity vs AC</p><p>Hit: 4[W] + Dexterity modifier damage, you or the target becomes insubstantial (whichever is not already) until the end of your next turn.</p><p>Miss: Half damage, no insubstantiality.</p><p>Special: This attack deals full damage whether or not you or the target is insubstantial.</p><p></p><p><span style="font-size: 15px"><strong>The Wizard of War</strong></span></p><p><em>"Do you truly think I have not seen this done a hundred times before. Allow me to show you the error of your ways."</em></p><p><em></em></p><p><em></em>Prerequisite: Swordsage class</p><p></p><p><strong>Wizard of War Path Features</strong></p><p><strong></strong> - Sagely Action (11th level): Whenever you spend an action point to take an additional action you gain the ability to use either or Enemy Skill or Friendly Fire (whichever you didn't choose at character creation) until the end of your next turn.</p><p> - Fog of War (11th level): Whenever you would shift a number of squares you may instead slide an adjacent enemy an equal number of squares.</p><p> - Blitzkrieg (16th level): If you win initiative you may slide all enemies you can see a number of squares equal to your speed.</p><p></p><p><strong>Misplace Aggression</strong> Wizard of War Attack 11</p><p>Encounter * Martial, Weapon</p><p>Standard Action - Close blast 4</p><p>Target: One adjacent enemy</p><p>Attack: Dexterity vs AC</p><p>Hit: 1[W] + Dexterity modifier damage, slide each enemy in blast a number of squares equal to your Wisdom modifier.</p><p>Effect: Allies may make basic attacks against any enemy that was slid into or through their threatened area with a power bonus to attack rolls equal to your Intelligence modifier. These attacks deal no damage, but knock targets prone instead.</p><p></p><p><strong>Attune Style</strong> Wizard of War Utility 12</p><p>Encounter * Arcane</p><p>Minor Action - Personal</p><p>Special: You must use this power on your first turn during an encounter.</p><p>Effect: You gain a +4 power bonus to your choice of Intelligence or Wisdom and take an equal penalty to the other score for the rest of the encounter.</p><p></p><p><strong>Leveling Blast</strong> Wizard of War Attack 20</p><p>Daily * Arcane, Weapon</p><p>Standard Action - Area burst 5 within 20</p><p>Target: Each enemy within burst</p><p>Attack: Dexterity vs AC</p><p>Hit: 4d10 force damage and targets are knocked prone. If a target was prone prior to this attack it is dealt 4d10 additional force damage.</p><p>Miss: Half damage, target is knocked prone.</p><p></p><p>[/sblock]</p><p></p><p>Oh, by the way, if anyone wants to comment now, that'd be fine.</p></blockquote><p></p>
[QUOTE="ziegander, post: 4378340, member: 72250"] Reserved for Swordsage Feats, Paragon Paths, etc... [sblock=Paragon Paths (COMPLETE!)] [B][SIZE=4]The Azure Knight[/SIZE] [/B][I]"Let my insight serve as your shield my lords." [/I]Prerequisite: Swordsage class, Enemy Skill at-will power [B] Azure Knight Path Features[/B] - Azure Challenge (11th level): Whenever an enemy you have marked makes an attack which does not include you as the target it is dealt psychic damage equal to your wisdom modifier. If that attack included an ally that granted the enemy combat advantage the enemy is dazed until the end of your next turn. - Azure Action (11th level): Whenever you use an action point to take an extra action you gain the ability to copy an extra encounter power using Enemy Skill this encounter. - Martial Power (16th level): Whenever you use a martial power that is only martial you gain a +1 bonus to the attack roll and a +4 bonus to the damage roll and if you hit an enemy with the power you regain hitpoints equal to your wisdom modifier. [B]Sapphire Nightmare Blade[/B] Azure Knight Attack 11 Encounter * Martial, Weapon Standard Action - Melee weapon Target: One creature Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage. Effect (Hit or Miss): If target is marking any of your allies you mark it. You and all allies within 3 squares gain a +2 power bonus to AC against the target's attacks until the end of your next turn. [B]Astral Parry[/B] Azure Knight Utility 12 Encounter * Martial, Weapon Immediate Reaction - Melee close Trigger: An ally within range takes damage from an attack. Effect: Reduce the damage by an amount equal to your dexterity modifier. [B]Staunch Sapphire Blow[/B] Azure Knight Attack 20 Daily * Healing, Martial, Reliable, Weapon Standard Action - Melee weapon Target: One creature Attack: Dexterity +2 vs AC Hit: 3[W] + Dexterity modifier damage and if target is marked reduce the damage it deals to your allies by an amount equal to your wisdom modifier (save ends). Effect: You can spend a healing surge. [B] [SIZE=4]The Crimson Caster[/SIZE] [/B][I]"My friends, with your techniques I will paint this world red!" [/I]Prerequisite: Swordsage class, Friendly Fire at-will power [B]Crimson Caster Path Features[/B] - Arcane Flourish (11th level): You may use your choice between the orb, the staff, or the wand arcane implement instead of a weapon anytime you use an arcane power. If you do, the damage changes from X[W] to Xd6. Additionally, you gain the Wizard's Implement Mastery class feature. - Crimson Action (11th level): Whenever you spend an action point to take an extra action you gain the ability to copy an extra encounter power using Friendly Fire this encounter. - Crimson Control (16th level): Whenever you use an arcane power with a range of Close Burst 2 or higher you can change the range to Close Blast 2 (or vice versa). Whenever you use an arcane power with a range of Ranged 5 or higher you can change the range to Close Burst or Blast 3. [B]Red Wizardry[/B] Crimson Caster Attack 11 Encounter * Arcane, Implement Standard Action - Ranged 10 Target: One creature Special: You gain a +1 power bonus to this power's attack roll for each adjacent ally (max +4). Special: Choose acid, cold, fire, or lightning before you make the attack roll with this power. This attack gains the chosen keyword and deals damage of the chosen type. Attack: Dexterity vs Reflex Hit: 2d8 + Dexterity modifier damage and an adjacent ally can spend a healing surge and regains additional hit points equal to your intelligence modifier. Special: If you score a critical hit with this power all adjacent allies can spend a healing surge and regains additional hit points equal to your intelligence modifier. [B]Scarlet Link[/B] Crimson Caster Utility 12 At-Will * Arcane, Healing Immediate Reaction Trigger: An ally scores a critical hit. Effect: Instead of maximizing the damage of it's attack the triggering ally may choose to spend a healing surge. [B]Red Sun Rises[/B] Crimson Caster Attack 20 Daily * Arcane, Implement, Radiant, Fire Standard Action - Area burst 3 within 10 Target: Each enemy within burst Attack: Intelligence vs Fortitude Hit: 5d8 + Intelligence modifier radiant damage, target takes ongoing fire damage 5 (save ends), and target is pushed a number of squares up to your dexterity modifier. Effect: Allies within burst gain a +2 power bonus to attacks and to damage for the rest of the encounter. [SIZE=4][B]The Astral Watcher[/B][/SIZE] [I]"I have walked the Astral Sea and plundered its secrets. If only you could see what I have seen!" [/I] Prerequisite: Swordsage class [B]Astral Watcher Path Features [/B] - Divination (11th level): Whenever you win initiative, you gain a +4 bonus to all defenses against the first attack that targets you during that encounter. - Astral Action (11th level): Whenever you spend an action point to take an extra action you become insubstantial and invisible until the beginning of your next turn. - Astral Insight (11th level): Whenever go from being insubstantial to substantial you gain a +2 bonus to attacks and defenses until the end of your next turn, or until you make an attack. - Ghostly Insight (16th level): Whenever you attack AC roll the attack twice and use the higher of the two results. If the attack misses you become weakened and take a -2 penalty to AC until the end of your next turn. [B]Ghost Touch[/B] Astral Watcher Attack 11 Encounter * Arcane, Weapon Standard Action - Melee or Ranged weapon Target: One creature Special: Before you make this attack choose Ref, Fort, or Will. Attack: Dexterity vs Your choice Hit: 2[W] force damage. If you chose Ref the target is slowed until the end of your next turn. If you chose Fort the target is weakened until the end of your next turn. If you chose Will the target is dazed until the end of your next turn. [B]Behind the Sea[/B] Astral Watcher Utility 12 Encounter * Arcane Immediate Reaction Trigger: An enemy scores a critical hit on you. Effect: You become insubstantial and the triggering enemy becomes weakened both until the end of your next turn. [B]Wraithstrike[/B] Astral Watcher Attack 20 Daily* Arcane, Martial, Weapon Standard Action - Melee or Ranged weapon Requirement: You or the target must be insubstantial Target: One creature Attack: Dexterity vs AC Hit: 4[W] + Dexterity modifier damage, you or the target becomes insubstantial (whichever is not already) until the end of your next turn. Miss: Half damage, no insubstantiality. Special: This attack deals full damage whether or not you or the target is insubstantial. [SIZE=4][B]The Wizard of War[/B][/SIZE] [I]"Do you truly think I have not seen this done a hundred times before. Allow me to show you the error of your ways." [/I]Prerequisite: Swordsage class [B]Wizard of War Path Features [/B] - Sagely Action (11th level): Whenever you spend an action point to take an additional action you gain the ability to use either or Enemy Skill or Friendly Fire (whichever you didn't choose at character creation) until the end of your next turn. - Fog of War (11th level): Whenever you would shift a number of squares you may instead slide an adjacent enemy an equal number of squares. - Blitzkrieg (16th level): If you win initiative you may slide all enemies you can see a number of squares equal to your speed. [B]Misplace Aggression[/B] Wizard of War Attack 11 Encounter * Martial, Weapon Standard Action - Close blast 4 Target: One adjacent enemy Attack: Dexterity vs AC Hit: 1[W] + Dexterity modifier damage, slide each enemy in blast a number of squares equal to your Wisdom modifier. Effect: Allies may make basic attacks against any enemy that was slid into or through their threatened area with a power bonus to attack rolls equal to your Intelligence modifier. These attacks deal no damage, but knock targets prone instead. [B]Attune Style[/B] Wizard of War Utility 12 Encounter * Arcane Minor Action - Personal Special: You must use this power on your first turn during an encounter. Effect: You gain a +4 power bonus to your choice of Intelligence or Wisdom and take an equal penalty to the other score for the rest of the encounter. [B]Leveling Blast[/B] Wizard of War Attack 20 Daily * Arcane, Weapon Standard Action - Area burst 5 within 20 Target: Each enemy within burst Attack: Dexterity vs AC Hit: 4d10 force damage and targets are knocked prone. If a target was prone prior to this attack it is dealt 4d10 additional force damage. Miss: Half damage, target is knocked prone. [/sblock] Oh, by the way, if anyone wants to comment now, that'd be fine. [/QUOTE]
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