Aerolord (4e Paragon Path)

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There are three dimensions, yet those on the ground only use two... why should I keep to that practice?

You have never understood the thoughts of the land-locked races-- why only walk and tunnel, with oh-so-limited space, when you can instead use the vast expanses of the sky? After much careful thought on this subject, you have come to the conclusion that they do so out of fear. You have no such fears-- you were designed to rule the skies, so why not do so?

Prerequisite: Aeroforged, Flight Form power

Aerolord path features[edit]

Jetstream (11th Level): While you are not within 2 squares of solid ground, your flight speed increases by 1. If your Flight Form stance would end due to taking damage, you can instead roll a saving throw with a -2 penalty against the stance ending. The penalty to the saving throw ends when you reach 21st level.
Sky Tyrant (11th Level): While you are in your flight form, and are not within 4 squares of solid ground, you gain a +1 bonus to attack and damage rolls. This bonus increases to +2 at 21st level. Additionally, if you are wielding a melee weapon in midair your reach extends by 1.
Maneuverability (16th Level): You may spend a move action to fly 2 squares while in your Flight Form. Doing so does not provoke opportunity attacks.
Who needs the ground? (16th Level): Your maximum altitude increases by 5 squares. At 26th level, you have no maximum altitude.

Air Strike Aerolord Attack 11
Using your superior vantage point, you strike at the target's weak points from above.
Encounter Star.gif Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be at least 2 squares away from the ground.
Target: One creature
Attack: Strength(melee) or Dexterity(ranged) Vs. AC or Reflex
Hit: 2[W] + Strength or Dexterity modifier damage.
Effect: For as long as you remain airborne until the end of the encounter, you get a +1 to attack rolls and +2 to damage rolls against the target.

Evasive Maneuver Aerolord Utility 12
A quick burst of speed to your side allows you to dodge an attack that would have brought you down.
Immediate Interrupt Personal
Trigger: An enemy would hit with an attack against your AC or Reflex.
Requirement: You must be at least 2 squares away from the ground.
Effect: You fly up to half your flight speed. If you end this movement 3 or more squares from where you were and you are outside the area of the triggering attack, the attack misses you. This movement does not provoke opportunity attacks.

Carpet Bomb Aerolord Attack 20
When conventional tactics fail, explosions always work... usually.
Daily Star.gif Arcane, Fire
Standard Action Ranged Burst 3 in 30
Requirement: You must be at least 6 squares away from the ground.
Target: Everything in burst
Attack: Dexterity Vs. AC, Fortitude and Reflex
Hit: AC: 3d10 damage. Fortitude: 1d10 damage and the target is dazed until the end of your next turn. Reflex: 1d10 Fire damage and ongoing 10 fire damage (save ends).
Special: You must be within 5 squares horizontally of the origin of the burst to use this power. Vertical distance does not matter.

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