Dragon of the Mid-Day Sun (4e Paragon Path)

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Dragon of the Mid-Day Sun[edit]

“ “My conviction has rewarded me with redemption. I will no longer stand within the shadows, I will face you in the light of the sun and you will be blinded by the glow of my conviction! ”

Prerequisite: Dragoon, cannot have any powers that have the necrotic keyword (sigil powers do not count)

You have fully rejected the heritage of the Shadowfell that many of your order have come to accept. While you still may participate in events at the few keeps that survive in the Shadowfell, you have wholly given your heart back to the reverence of dragons. You slough off all resemblance of the Shadowfell, including the necrotic powers that some dragoons have indulged in and even the shadow power source itself.

Dragon's Rebirth Path Features[edit]

Shining Sigil (11th Level): You can apply a sigil of your type to both your weapon and armor, though your amount of charges remains the same, also the time for one ritual to be completed is reduced to half.
Renewed Vigour (11th Level): So far, you, as a dragoon, have not indulged in your Shadowfell heritage. You have not yet chosen nor used any necrotic powers. From this point on, all your attacks are considered to come from a arcane power source, instead of shadow, and all powers that have the necrotic keyword and damage are changed to the power and damage type of your sigil's chosen power type.
Quickening Leap (12th Level): You can add your Dexterity modifier to your initiative roll and subtract the same from any "time" roll for a jump attack.
Paired Sigil (16th Level): When a sigil is applied to your weapon you may choose to gain a power bonus to the damage for both your selected power type and its opposite when used.

Glaring Strike Dragon of the Mid-Day Sun Attack 11
The ambient light reflects off of your weapon as you attack, magnifying in intensity and blinding your foes.
Encounter Star.gif Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength Vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: The target is blinded until the end of your nest turn. Apply this effect before you attack.

Sweeping Strike Dragon of the Mid-Day Sun Attack 12
As you shift away from your foes you trip them with your weapon.
Encounter Star.gif Martial, Weapon
Immediate Reaction Melee 1
Trigger: You shift away from an enemy
Target: One creature
Attack: Dexterity Vs. Reflex
Hit: 1[W]
Effect: The target is knocked prone.

Siege of the Dragon Dragon of the Mid-Day Sun Attack 20
Your sigil flares into life and the pale image of two small dragons appear next to you. As you attack your dragon compatriots breath their attack on all your foes.
Daily Star.gif Martial, Weapon, Impale, Varies
Standard Action (Special)"Standard Action (Special)" is not in the list (Minor Action, Standard Action, Free Action, Immediate Reaction, Immediate Interrupt, Move Action, No Action) of allowed values for the "4e Power Action Type" property. Melee weapon
Target: Up to three adjacent creatures
Attack: Strength +2 Vs. AC
Hit: 2[W] + Strength modifier damage, if this attack is used as a jump attack you can add your Dexterity modifier to the damage.
Weapon: If you are wielding a polearm or spear you can impale one of the primary targets.
Effect: So long as you have a sigil place on your weapon and there is at least one charge remaining, each enemy within two squares of any target, including the primary targets, takes either 2x strength modifier damage of you selected type or strength modifier damage of both your selected type and its opposite. Each secondary target has 5 vulnerability to your selected type of damage until the end of the encounter.
You gain a +1 to your AC until the end of your next turn for each enemy you hit. If you reduce any target to 0 hit points or fewer, you regain the use of one daily power that you have already used. If all your targets are reduced to 0 hit points or fewer you can also spend a healing surge and add your Constitution modifier to the damage healed.
Special: This attack can also be used as a jump attack requiring a move and standard action with a range equal to your speed +2

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