||<-Some quote related to or from a character of this class->
|—<-NPC name->, <-race-> <-class->
Prerequisite: Fenrirborn, Claw Fighter, Initiate of the Old Faith
The savage god worshiped by the Fenrirborn is known as the Erlking. He tells his followers to preserve the wild parts of nature and abandon themselves to the chaos. While many view this as contradictory to Fenrir's teachings of preserving the Fenrirborn civilizations, but those who worship the God see that chaos and civilization can live side by side, much like how the Wolfs and Fenrirborn live together and are melded together.
The Fenrirborn blessed by the Erlking seek preserve the natural chaos of the world. There are many ways how these Erlwarriors--as they are called-- but the most common way is by becoming closer to the wolves that the can turn into.
Erlwarrior Path Features
- Wolfen Warrior (11th Level): You gain the Greater Lycanthropy feat and your claws deal 1d8 damage instead of 1d6. In addition, one of your At-Will powers gains the Beast Form Key Word, and your beast attacks use your Dexterity or Wisdom modifier for attack and damage rolls.
- Wolfen Agility (11th Level): When you spend an action point, you can shift half your speed as a free action
- Death Howl (16th Level): When you reduce a non-minion enemy to 0 hit points, you can spend a minor action to issue your death howl. Roll a d12 to determine the effect of your howl
1:You gain a +3 bonus to AC against Opportunity Attacks until the end of your next turn.
2:You gain a +2 bonus to all defenses until the end of your next turn.
3:You gain resist 5 to all damage until the end of your next turn.
4:Your next attack also dazes the target if it hits.
5:Your next attack also inflicts ongoing 1 damage (save ends).
6:You become invisible until the end of your next turn.
7:Your next attack deals an extra 5 damage.
8:You regain hit points equal to half your level.
9:Your next attack also deals your Dexterity modifier damage to all foes adjacent to you after the attack is resolved.
10:Your next attack can score a critical hit on a roll of one less.
11:You can make a melee basic attack as a free action
12:Your next attack also knocks all adjacent foes prone.
|Howl of Fury
||Erlwarrior Attack 11
|You howl to the the sky and maddness runs rampent among your foes.
|Encounter Primal, Thunder
||Close Burst 2
| Target: All foes in burst
|Attack: Wisdom +4
Level 21 Wisdom +6 Vs. AC, Reflex or Will(see below)
|Hit: Roll 1d6 to determine the effect
1:Target Will; 1d8+Wisdom modifier thunder damage and the target grants combat advantage until the end of your next turn.
2:Target Reflex; 3d8+ Dexterity modifier thunder damage.
3:Target AC; 2d8+ Wisdom modifier + Strength Modifier thunder damage.
4:Target AC; 2d8+ Strength Modifier thunder damage, an the Target is knocked Prone
5:Target Will; 2d6+ Wisdom modifier thunder damage damage, and the target makes an attack against an adjacent creature of your choice
6:Target Reflex; 3d6 + Wisdom Modifier thunder damage, and the target takes your Wisdom modifier damage at the start of its next turn
||Erlwarrior Utility 12
|Your howl inspires your allies to even greater actions
||Close Burst 3
|Trigger: You roll initiative
| Target: All allies in burst
|Effect: Roll a 1d6 to determine the effect of this power:
1:All allies in burst gain a +4 bonus to initiative.
2:All allies in burst are not affected by difficult terrain during the first round of combat.
3:All allies in burst gain a +2 bonus to their first attack and damage rolls.
4:All allies in burst have partial concealment until the end of their second turn.
5:All allies in burst gain a +1 bonus to speed
6:All allies gain temporary hit points equal to half your level.
||Erlwarrior Attack 20
||Close Burst 3
| Target: All enemies in burst
|Attack: Wisdom Vs. AC, Fortitude, Reflex or Will (See Below), +6.
|Hit: Roll a 1d8 to determine the effect
1:Target AC; 4d8 + Wisdom modifier damage, and you push the target and it is immobilized (save ends).
2:Target AC; 3d8 + Wisdom modifier damage, and the target gains vulnerable 5 to all damage (save ends).
3:Target Fortitude; 3d8 + Wisdom Modifier damage, and you push each target 1 square and it is knocked prone.
4:Target Fortitude; 4d10 + Wisdom modifier damage, and the target takes a -2 penalty to all attack rolls, and whenever the target hits with an attack, it takes 1d10 + your Wisdom modifier damage (save ends both).
5:Target Reflex; 5d8 + Wisdom modifier damage, and each ally in burst can spend a healing surge.
6:Target Reflex; 3d10 + Wisdom modifier damage, and all allies in burst gain resist 5 to all damage until the end of the encounter.
7:Target Will; 4d10 + Wisdom Modifier damage and ongoing 10 damage (save ends). Whenever the target takes the damage, it is knocked prone and each enemy within 5 squares of it takes 5 damage.
8:Target Will; 6d6 + Wisdom Modifier damage and the target takes ongoing 10 damage and is stunned (Save ends both).
|Miss: Half Damage
Back to Main Page → 4e Homebrew → Classes, Paragon Paths, and Epic Destinies → Paragon Paths