XDMC #16 : Design a Paragon Path


"The soft skinned cannot understand the power of the metal."

Prerequisite: Warforged, Wizard class

Many wizards scoff at wearing bulky armor confident that their magic will protect them. You know better. You are made of metal and can feel the pull of power contained within.

Ferromage Path Features

Strengthen Metal (11th level): When you spend an action point to take an extra action you also gain resist all 5 until the end of your next turn.
One with Metal (11th level): You gain proficiency with plate armor.
Magnetic Repulsion (16th level): When you use your second wind, enemies within 5 squares are pushed beyond 5 squares if they can.

Crushing Magnetism Ferromage Attack 11
Strong magnetic force crushes opponents.
Encounter ♦ Arcane, Implement
Standard Action - Area burst 3 within 10 squares
Target: Each enemy in burst
Attack: Intelligence vs. Fortitude
Hit: 2d6 + Intelligence modifier damage and the target is pulled one square towards the center of the burst if possible.

Swirling Armor Ferromage Utility 12
Your metal plates detach and began swirling around you and your allies.
Daily ♦ Arcane, Zone
Minor Action - Close burst 2
Effect: The burst creates a zone of swirling metal plates that lasts until the end of your next turn. Allies within the zone gain a +2 power bonus to AC. If you move the zone moves as well.
Sustain Minor: The zone persists.

Electro Magnetize Ferromage Attack 20
Lighting courses through the targets magnetizing any metal on them.
Daily ♦ Arcane, Implement, Lighting
Standard Action - Area burst 3 within 20 squares
Target: Each enemy in burst
Attack: Intelligence vs. Reflex
Hit: 6d6 + Intelligence lightning damage and allies gain a +2 power bonus to attacks against the target (save ends).
Miss: Half damage and no power bonus.

Prerequisite and Theme Elements
5. Elemental. The Path is thematically linked to one of the classic elements of Eastern or Western philosophies (air, earth, fire, metal, water, or wood).
11. Race. The Path requires the character to be any of one, two, or three specific races.

Feature and Power Elements
4. Helpful. One of more powers of the Path targets allies, and not the character or enemies.
7. Proficient. The Path grants proficiency in one or more armor types, implements, or weapons, to characters of classes that do not grant proficiency in those armor types, implements, or weapons.
13. Zonal. One or more powers granted by the Path has the Zone keyword.