Dead Walker (4e Paragon Path)

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Dead Walker[edit]

Just because you're dead doesn't mean that you shouldn't be able to have fun!

Over your adventuring, your being dead has seen many opportunities for messing with people. After some thought, you've figured out that the best way to screw with someone is to do it when they can't see you!

Prerequisite: Phantom, Ghost Walk Racial power

Dead Walker path features[edit]

Cloaked Trickster (11th Level): Your Ghost Walk power no longer damages you when you sustain it. Your Ghost Walk is also sustained if you hit with an attack and the attack die roll is a natural 15 or higher.
Cloaking Action (11th Level): Whenever you spend an action point to take an extra action, you may become invisible until the end of your next turn.
Freed from the Real (16th Level): While you are using your Ghost Walk racial power, you can ignore the Dazed, Stunned, Slowed, and Immobilized effects, and get a +2 to all defenses. In addition, you can determine line of sight and line of effect from a square adjacent to you.
Walk the Walk (16th Level): When you are using your Ghost Walk or Ghostly Passage powers, your speed is increased by 1. Additionally, you may use your Ghost Walk power as an immediate interrupt whenever an attack would hit you.


Midnight Haunting Dead Walker Attack 11
You scare your target senseless.
Encounter Star.gif Psychic, Implement
Standard Action Ranged 5
Requirement: You must be using your Ghost Walk or Ghostly Passage power.
Target: One creature
Attack: Intelligence or Charisma Vs. Will
Hit: 2d6 + Intelligence or Charisma modifier psychic damage, and the target is dazed until the end of your next turn.
Miss: Half damage, and the target is not dazed.
Special: This power does not end your Ghost Walk power.



Ghostly Passage Dead Walker Utility 12
"Oh, don't mind me. Just the friendly neighborhood ghost walkin' on through."
At-Will
Move Action Personal
Effect: Until the end of your next turn, you are insubstantial and phasing, and creatures can't make opportunity attacks against you. Additionally, you move half your speed.



Ghastly Haunting Dead Walker Attack 20
Why settle for messing with someone when you can control them?.
Daily Star.gif Psychic, Implement
Standard Action Melee 1
Requirement: You must be using your Ghost Walk or Ghostly Passage power.
Target: One Creature
Attack: Intelligence or Charisma Vs. Will
Hit: You move into the target's space and dominate it for as long as you are in its space. As long as it is dominated by you, attacks against your AC, Fortitude or Reflex instead target the higher of you or the target's defenses, and the target takes half of the damage you take. Whenever the target moves, you can move with it, and vice versa. When you become bloodied, you teleport to the nearest unoccupied square of your choice.
Miss: the target is dazed until the end of your next turn.
Special: This attack doesn't end your Ghost Walk power.




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