Greenwyrm Scion (4e Paragon Path)

From D&D Wiki

Jump to: navigation, search
Scales.png This page is of questionable balance. Reason: Tail Sweep's miss effect is too powerful. Frightful Presence's effect is that of an Attack power, not a Utility. Luring Glare needs a cap on the slide, or make it a pull, otherwise the player can move the enemy indefinitely. If the target ends up more than 3 squares away from the player (because, say, the player moved away or the target was teleported), it can't move at all (since even moving towards the player will be "more than 2 squares"). Careful rewording will fix this.

You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

Recycle.png This page was marked as abandoned on 17:22, 22 September 2018 (MDT) because: balance issues still present (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Greenwyrm Scion[edit]

The blood of the great green dragons flows through me. Much more will flow out of you.
—Daaro, drakkoth battlemind, personal account of the Slaughter of Madenn

Prerequisite: Drakkoth

The blood of green dragons is in all dracotaurs, and you have embraced it. What's more, you have learned to channel its power. Much as a sorcerer derrives magic from draconic blood in her veins, you call upon your own blood to make you even more powerful. You terrorize your enemies with amazing strength and powers otherwise reserved only for the great dragons.

Greenwyrm Scion Path Features[edit]

Burning Blood (11th Level): You have resist acid 5 + one-half your level.
Charging Action (11th Level): When you spend an action point and use it to move, you move 8 squares and do not provoke any attacks of opportunity. You may make a basic-melee or basic-ranged attack at the end of this movement.
Wyrmling Scales (16th Level): You gain a +2 natural bonus to armor class permanently.

Tail Sweep Attack 11
You send your enemies to the ground with a mighty sweep of your tail.
Encounter Star.gif Martial
Standard Action Close Burst 1
Target: All creatures within burst
Attack: Constitution Vs. Reflex
Hit: 3d8 + Constitution modifier damage and all targets are knocked prone.
Miss: All targets are knocked prone.

Frightful Presence Utility 12
You exude the same aura as your great dragon cousins, inspiring terror in all who see you.
Daily Star.gif Martial
Minor Action Personal
All targets within close burst 5 whose will is less than your level + your Constitution modifier are stunend until the end of your next turn, and they take a -2 penalty to attack rolls (save ends).

Luring Glare Attack 20
Unable to resist your willpower, your enemy is drawn helplessly closer to you. When he is within range, you strike.
Daily Star.gif Martial
Standard Action Ranged 5
Target: One creature
Attack: Constitution Vs. AC, Before making the attack, you slide the target within your reach..
Hit: 4[W] + Constitution modifier damage, and the target may not move more than 2 squares away from you (save ends).
Miss: 3[W] + Constitution modifier damage.

Back to Main Page4e HomebrewClasses, Paragon Paths, and Epic DestiniesParagon Paths

Home of user-generated,
homebrew pages!
system ref. documents

admin area
Terms and Conditions for Non-Human Visitors