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.
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.