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Titolo: QUARTA edizione 4th - Excerpts Paragon Paths

http://www.wizards.com/default.asp?x=dnd/4ex/20080423a&pf=true
Excerpts: Paragon Paths
4th Edition Player's Handbook
While we continue to present excerpts and previews from the core
rulebooks every Monday, Wednesday, and Friday leading up to 4th
Edition’s release, we’ve also asked members of R&D to help introduce
these previews—to explain in brief what these materials bring to the
game.
For today’s excerpts, we asked R&D’s Julia Martin to introduce the
concept of paragon paths:
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Your paragon path is college after high school, the second job you
take after you leave the first one, the worthy cause you volunteer
your time to help with while you are working full time. If you’re
coming to Dungeons & Dragons from the 3rd edition/v3.5 edition,
paragon paths are somewhat similar to prestige classes. In 4th edition
terms, paragon paths let you further tweak and refine your character
within the more general concep-tual space of class, even as you
continue to gain features from your class.
To think of them another way, paragon paths are like snack-size
packets of character concept—just enough, but not so much you’ve
ruined your dinner with either bloat or an unhappy mixture of class
concepts for your taste. Dip into one flavor by selecting your path
for 11th to 20th, and then select another course again from 21st to
30th with an epic destiny. (Alternatively if you wish, you can also
select powers from a second class in place of a paragon path. That’s
described in the information on multiclassing, and something we’ll
cover in a future preview article.)
The Player’s Handbook supplies many paragon paths (you’ll find one for
each class, previewed below), plus upcoming products and Dragon
Magazine features will include even more paths as time goes on. That
gives you lots of snack-size packets to choose from in order to craft
the perfect character and differentiate your par-ticular class build
from the many others in the Dungeons & Dragons game.
Here are the fundamentals: You select a paragon path at 11th level.
You gain access to two or more paragon path features at 11th level,
including a paragon path feature that let’s you broaden the use of an
action point with an additional benefit. You also gain another paragon
path feature at 16th level. In addition, selecting a paragon path
gives you access to one encounter power at 11th, one utility power at
12th, and a daily power at 20th. All of which looks like this:
11th: Paragon path feature
11th: Paragon path action point feature
11th: Paragon path encounter power
12th: Paragon path utility power
16th: Paragon path feature
20th: Paragon path daily power
--Julia Martin
You have survived and thrived through ten levels of adventure.
You’ve explored dank dungeons, defeated vile monsters, and learned
priceless secrets. You’ve started making a name for yourself.
Now you’re ready to take the next step: you’re ready to choose a
paragon path.
As your class describes your basic role in the party, your paragon
path represents a particular area of expertise within that role. It’s
a form of specialization beyond even what a build choice represents.
You might be a battle cleric and specialize in melee powers, but
starting at 11th level you can be a warpriest and specialize in battle
prayers.
As shown on the Character Advancement table on page 29 of the Player's
Handbook, your paragon path gives you new capabilities from 11th level
through 20th level. But adopting a paragon path doesn’t mean you stop
advancing in your class. All the powers and features you gain from
your paragon path come in addition to your class powers and features,
not instead of them. You don’t stop being a cleric when you become a
radiant servant. Instead, you gain new capabilities that extend,
enhance, and complement the abilities of your class.
Paragon paths also broaden the use of action points in different ways.
Each paragon path features a different, extra capability that
characters can unlock by spending action points. So, once you pick
your paragon path, you can still spend an action point to take an
extra action. But you’ll also have a new capability for action points
that is unique to your path. Some of these capabilities come in
addition to the extra action you get for spending an action point,
some are used instead of getting an extra action.
When you reach 11th level, choose a paragon path. All paths have
prerequisites, conditions you have to fulfill before you can adopt
that path.
Paragon Tier Feats
Any feat in the following section is available to a character of 11th
level or higher who meets the prerequisites. A sampling of paragon
tier feats:
Name Prerequisites Benefit
Armor Specialization (Chainmail) Dex 15, training with chainmail +1 to
AC with chainmail, reduce check penalty by 1
Danger Sense — Roll twice for initiative, use the higher result
Deadly Axe Str 17, Con 13 Treat all axes as high crit weapons
Devastating Critical — Deal additional 1d10 damage on a critical hit
Empowered Dragon Breath Dragonborn, dragon breath racial power Dragon
breath uses d10s
Lasting Frost — Target hit with cold power gains vulnerable cold 5
Scimitar Dance Str 15, Dex 17 Deal Dex modifier damage on miss
Second Implement Wizard, Arcane Implement Mastery class feature Gain
mastery with second arcane implement
Seize the Moment Dex 17 Gain combat advantage over foe with lower
initiative
Sly Hunter Wis 15 +3 damage with bow against isolated target
Spear Push Str 15, Dex 13 Add 1 square to distance pushed with spear
or polearm
Steady Shooter Con 15 +3 damage with crossbow if you don’t move
Twofold Curse Warlock, Warlock’s Curse class feature Curse the two
nearest enemies
Underfoot Halfling, trained in Acrobatics Move through spaces of Large
or larger creatures
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Cleric: Warpriest
“Let loose the gift of battle!”
Prerequisite: Cleric class
Your god demands battle to accomplish the tenets of your faith, and
you are the chosen priest at the forefront of the war. When you call
upon your divine powers, your weapons glow with holy light.
Warpriest Path Features
Extra Damage Action (11th level): When you spend an action point to
take an extra action, you also add one-half your level to the damage
dealt by any of your standard action attacks this turn.
Warpriest’s Strategy (11th level): Once per encounter, if you or an
adjacent ally rolls a 1 when making a melee attack or a close attack,
you can call for a reroll.
Warpriest’s Training (11th level): You receive a +1 bonus to AC when
wearing heavy armor.
Warpriest’s Challenge (16th level): When you hit an enemy with an at-
will melee attack, you can choose to mark that enemy for the rest of
the encounter. The next time that enemy shifts or attacks a creature
other than you, you can make an opportunity attack against that enemy.
If you mark a new enemy with this feature, any previous marks you have
made with this feature end.
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Fighter: Kensei
“My weapon and I are as one.”
Prerequisite: Fighter class
You study an ancient form of martial training that makes you one with
your chosen weapon, creating a combination of destruction that few
foes can long stand against.
Kensei Path Features
Kensei Control Action (11th level): You can spend an action point to
reroll one attack roll, damage roll, skill check, or ability check,
instead of taking an extra action.
Kensei Focus (11th level): You gain a +1 bonus to attack rolls with a
melee weapon of your choice.
Kensei Mastery (16th level): You gain a +4 bonus to damage rolls with
the same weapon you selected for Kensei Focus. If you ever use a
different type of weapon, you lose this benefit, and the benefit for
Kensei Focus, until you take a short rest, during which time you
reattune yourself to your chosen weapon with a short meditation.
--------------------------------------------------------------------------------
Paladin: Justiciar
“I fight for justice, my faith and my strong arm defending those in
need.”
Prerequisite: Paladin class
You become the embodiment of justice, a champion of righteousness and
fairness—at least as viewed from the perspective of your particular
faith. You are granted the ability to shelter and protect your allies
and others in need, while also receiving powers that help you do the
right thing according to the faith you have embraced.
Justiciar Path Features
Just Action (11th level): When you spend an action point to take an
extra action, each enemy adjacent to you is weakened until the end of
its next turn.
Just Spirit (11th level): Each ally adjacent to you can reroll one
saving throw at the end of his or her turn.
Just Shelter (16th level): Allies adjacent to you are immune to fear
and charm effects and receive a +1 bonus to saving throws.
--------------------------------------------------------------------------------
Ranger: Stormwarden
“I have accepted the burden of the stormwardens of the Feywild, and
this region is under my protection.”
Prerequisite: Ranger class, two-blade fighting style
Your role as a warden and defender of the wild takes on new heights as
you learn the ancient ways of the stormwardens of the Feywild. These
techniques turn your whirling blades into a storm of destruction that
rains down punishing blows on your enemies. With each slash of your
weapon, the wind howls in anticipation of the coming storm.
Stormwarden Path Features
Blade Storm (11th level): As long as you are armed with a melee weapon
and are capable of making an opportunity attack, one adjacent enemy
(your choice) takes damage equal to your Dexterity modifier at the end
of your turn.
Stormstep Action (11th level): When you spend an action point to take
an extra action, you can teleport 3 squares either before or after you
use the extra action.
Twin-Blade Storm (16th level): As long as you are armed with a melee
weapon and are capable of making an opportunity attack, two adjacent
enemies (your choice) take lightning damage equal to your Dexterity
modifier at the end of your turn.
Stormwarden Exploits
Clearing the Ground Stormwarden Attack 11
You sweep your blades in mighty arcs around you, cutting foes that get
too close and thrusting them back.
EncounterMartial,Weapon
Standard Action Close burst 1
Requirement: You must be wielding two melee weapons.
Target: Each enemy in burst you can see
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you push the target 1
square.
Throw Caution to the Wind Stormwarden Utility 12
Aw, what the hell. You only live once.
EncounterMartial, Stance
Minor Action Personal
Effect: You take a –2 penalty to all defenses and gain a +2 bonus to
attack rolls.
Cold Steel Hurricane Stormwarden Attack 20
You rush into the midst of your enemies and, like a freezing wind,
flay them alive.
DailyMartial, Weapon
Standard Action Close burst 1
Requirement: You must be wielding two melee weapons.
Special: Before you attack, shift a number of squares equal to your
Wisdom modifier.
Target: Each enemy in burst you can see
Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks
per target
Hit: 1[W] + Strength modifier damage per attack.
Effect: You regain your second wind if you have already used it during
this encounter.
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Rogue: Shadow Assassin
“When you need something dead, you’ll be hard pressed to find someone
better at the job than me.”
Prerequisite: Rogue class
You become a killing machine, striking from the shadows with deadly
and bloody efficiency, and turning attacks against you into pain and
suffering for your enemies. You believe in doing unto others before
they can do unto you, and you know how to deliver punishment as only a
striker can.
Shadow Assassin Path Features
Shadow Assassin’s Action (11th level): When you spend an action point
to take an extra action, you also gain a +4 bonus to attack rolls
until the start of your next turn.
Shadow Assassin’s Riposte (11th level): Any adjacent enemy that misses
you with a melee attack takes damage equal to your Dexterity modifier.
Bloody Evisceration (16th level): Gain an extra 1d6 Sneak Attack
damage when attacking a bloodied enemy.
--------------------------------------------------------------------------------
Warlock: Doomsayer
“I speak for the cold darkness beyond the stars. I see the myriad ways
that doom comes upon you.”
Prerequisite: Warlock class, star pact
You wrap yourself in the fear of the darkness beyond the stars and use
it as a shield against your enemies. In addition, you examine the
strands of fate to issue proclamations of doom to all who stand
against you.
Doomsayer Path Features
Doomsayer’s Action (11th level): When you spend an action point to
take an extra action, you also deal the extra damage of your Warlock’s
Curse to all of your enemies currently affected by it.
Doomsayer’s Proclamation (11th level): Enemies within 10 squares of
you must roll two dice when rolling saving throws against fear
effects. They must use the lower of the two rolls.
Doomsayer’s Oath (16th level): When you are bloodied, you gain a +2
power bonus to attack rolls when you use a power that has the fear
keyword.
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Warlord: Sword Marshal
“This weapon is my symbol of office, and it shines over the field of
battle as I wield it against our enemies.”
Prerequisite: Warlord class, proficiency with heavy blade
You have extensively studied the use of light blades and heavy blades,
and your weapon of choice has become a symbol of your power and
leadership. You never enter a battle without your blade in hand, and
your allies know to look for the gleaming weapon when they need help
or inspiration.
Sword Marshal Path Features
Disciplined Blade (11th level): When you miss with a melee attack when
using a heavy blade, you gain a +2 bonus to your next attack roll
against the same enemy.
Sword Marshal’s Action (11th level): You can spend an action point to
regain one warlord encounter power you have already used, instead of
taking an extra action.
Skewer the Weak (16th level): When you score a critical hit using a
heavy blade, you and all your allies gain combat advantage against the
enemy you struck until the end of your next turn.
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Wizard: Battle Mage
“You think I’m just a simple scholar, my head buried amid my scrolls
and books? Think again!”
Prerequisite: Wizard class
You didn’t leave behind the thrill of battle when you took up the
mantle of wizard, so why should you stand back and let the fighters
have all the fun? You have developed skills and techniques that have
turned you into a true battle mage, ready to deal damage up close and
personal or from afar, depending on the situation and how the mood
strikes you. You have even learned of a technique for using arcane
energy to temporarily stave off death—and you can’t wait to try it out
in battle!
Battle Mage Path Features
Arcane Riposte (11th level): Imbued with magical might, your hands
bristle with arcane energy in the heat of battle. When a creature
provokes an opportunity attack from you, make an opportunity attack
with one of your hands (Dexterity vs. AC). Choose cold, fire, force,
or lightning. You deal 1d8 + Intelligence modifier damage of that type
with this attack.
Battle Mage Action (11th level): When you spend an action point to
take an extra action, you also gain a +4 bonus to attack rolls until
the start of your next turn.
Battle Edge (16th level): When you first become bloodied in an
encounter, you can use any at-will power you know as an immediate
reaction.
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Be sure to return Friday for a look at power cards!
©1995-2008 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc.
All Rights Reserved.
--
Fabio

 from the many others in the Dungeons & Dragons game.
Si ha un'idea di quante Paragon Paths ci saranno nel PHB?
Sono sempre più tentato di ordinare il "cofanetto" coi tre core... ^^
salut
-- 
_______________________
l'Iran ha chiesto l'intervento dell'Onu contro gli Stati Uniti perché
loro hanno Chuck Norris 

Sono sempre più tentato di ordinare il "cofanetto" coi tre core... ^^
io ne ho ordinati 4 :D
-- 
 Domon

 io ne ho ordinati 4 :D
Per tutto il gruppo suppongo. Credo che i miei soci aspetteranno l'edizione 
italiana (anche perché uno è a secco), ma io non ce la faccio ad aspettare 
che esca tutto ^^


 cover in a future preview article.)
Mi piace l'idea secondo cui per personalizzare il personaggio hai
accesso ad un "pacchetto extra" senza necessariamente avere bisogno di
prendere un'intera classe extra (che duplichi o sostituisca quello che
avresti preso procedendo per quella originaria, il che tra l'altro
implica anche delle considerazioni riguardo a "quando" la prendi ecc.).
Non so se sono convintissima sull'applicazione di questo concetto al
multiclassing pero'.
Parvati V
-- 
"Cosa e' celvello? Pai non ha cosa del genele" - Pai, 3x3 occhi
UnaMoleDiDadi (TreEmme Torino): 
http://umdd.altervista.org/
http://parvatiquinta.blogspot.com/

  Domon
Posso chiederti dove li hai ordinati? su amazon?
grazie
avi

Posso chiederti dove li hai ordinati? su amazon?
amazon, spesa prevista con la spedizione più costosa: circa 53 euro a
box. anzi, meno visto che l'euro ha guadagnato ancora.
-- 
 Domon

 Posso chiederti dove li hai ordinati? su amazon?
Anch'io ho ordinato su Amazon, ma da sola. Infatti non ho scelto la
posta aerea, tanto faranno la SRD e per i primi giorni mi posso
accontentare.
Per comodita' di confronto con i manuali di WoW RPG (che ho tutti in
inglese) volevo la versione inglese come copia personale, e il
prezzaccio di Amazon era decisamente troppo ghiotto (con il dollaro
debole) per lasciarmelo sfuggire. Tanto accettano la Postepay :)


 Posso chiederti dove li hai ordinati? su amazon?
Io, nonostante il dollaro debole, mi sono abituato a fare acquisti su 
amazon.uk
 per via della rapidità delle consegne, dovrei cavarmela comunque 
con 60 ? tutto compreso


 multiclassing pero'.
Sinceramente vorrei leggere per ene com'è, quel che è certo è che con D&D3 
funzionava male, questo dovrebbe già essere più "equilibrato"


con 60 ? tutto compreso
io dagli usa 48 con consegna in 2-4 giorni
-- 
 Domon

 io dagli usa 48 con consegna in 2-4 giorni
Sei sicuro? Ho segnalato io per primo questa offerta mesi
fa, ma, a meno di altri sconti, 48 Euro per la spedizione
via corriere è impossibile (sono sempre 35 dollari di
corriere in quel caso). ;)
Ciao,
--
mao
"Che cosa può fare un buon Dungeon Master? Giocare." 8) 

corriere in quel caso). ;)
ordinati 4 box ;)
-- 
 Domon

 ordinati 4 box ;)
Ah, vi dividete la spesa? Ma ogni box in piů quanto costa
di spedizione? Controllerň...
Ciao,
--
mao
"Che cosa puň fare un buon Dungeon Master? Giocare." 8) 

di spedizione? Controllerò...
alla fine andiamo a spendere pochi euro in più a testa (sull'ordine
dei 4 circa), ma abbiamo i manuali 2 settimane prima...
-- 
 Domon

 io dagli usa 48 con consegna in 2-4 giorni
Alla fine ho fatto il preorder da amazon uk, consegna tra il 10 e il 16 
giugno. Spesa totale intorno ai 58 Euri (non avevo nessuno con cui dividere 
le spese di spedizione)
