Fallen Paladin (4e Paragon Path)

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Scales.png This page is of questionable balance. Reason: Unholy Brightness: "range" should be "melee"; "rangemod" should be "weapon"; encounter powers should not cause ongoing conditions. Relative Light: needs an effect, looks like "range" should be "close" and "rangemod" should be "burst 10"? Candle In the Night: needs weapon keyword; is this "ranged 10" or "close burst 10"? "Strength Vs. Armor Class, +2." needs clarification - is that +2 to strength or ac? What's the range of the bright light?


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[edit] Fallen Paladin

Aye, once I served Pelor. Then he betrayed my faith, and now I fight against his warriors, using the power he seeks to destroy. Want to see?
—Thalad, dragonborn paladin

Prerequisite: You must be a Paladin. Your alignment must not be Lawful Good.

You passed the tests. You served your god faithfully and with devotion. However, somewhere, somehow, you made a slip and something went wrong. In that moment, your god and the church have branded you a criminal, a heretic. Adepts and aspiring devoted have pledged their dedication to bring you to justice. You are on the run now. However, the powers given to you upon becoming a paladin still remain with you, and now your anger, desire to avoid capture, and other emotions have brought to light new powers, one that your former comrades fear with reason, for these powers will soon be used in your revenge...

[edit] Fallen Paladin Path Features

Fall from Light (11th Level): Your alignment becomes neutral. You gain a +2 bonus to Strength, and take a -2 penalty to Wisdom. You gain a +1 bonus to Armor Class when wearing heavy armor.
Fallen Resurgence (11th Level): Whenever you spend an Action point to take an extra action, you can instead regain hit points as if you had spent two healing surges. Whenever you do this, you are unable to make opportunity actions until the end of your next turn.
Tainted Light (16th Level): Whenever you use an attack that deals radiant damage, you may instead deal necrotic damage. If the attack scores a critical hit, you may deal both radiant and necrotic damage.


Unholy Brightness Fallen Paladin Attack 11
The sins of your past are beginning to leech into your most holy strength.
Encounter Star.gif Radiant, Necrotic, Weapon
Standard Action Weapon
Primary Target: One creature
Attack: Strength Vs. Fortitude
Hit: 1[W] radiant damage + Strength modifier + Charisma modifier. The target is blinded (save ends) Make a secondary attack
Secondary Target: Each enemy within 5 squares of the primary target.
Secondary Attack: Charisma Vs. Fortitude.
Hit: 1d6 + Charisma modifier damage. The square of every target hit is now obscured in total darkness that clings to the target.
Special: If this attack is used against a good or lawful good target, deal an extra 1d4 damage on each attack.



Relative Light Fallen Paladin Utility 12
While your companions are illuminated, the darkness just beyond the light seems much darker.
Daily Star.gif Radiant
Minor Action 10 squares
Target: Each ally within 10 squares.
Effect: {{{effect}}}
Special: Any Lawful Good or Good enemy creatures see your allies as having an aura 4 of total darkness.



Candle in the Night Fallen Paladin Attack 20
Even after darkness is complete, there is always a slight glimmer of light. In the darkness, that light can be extremely painful.
Daily Star.gif Radiant
Standard Action 10 squares
Prerequisite: You must be in dim light or total darkness to use this power
Target: One creature within 10 squares
Attack: Strength Vs. Armor Class, +2.
Hit: 3[W] + Strength modifier radiant damage. Target rolls a d20. On a roll of 11-20, deal an extra 1d6 radiant damage.
Miss: The attack is not spent, and you are surrounded by bright light
Special: If used against a Lawful Good or Good enemy, they are also blinded (save ends)




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