Kasanai (4e Paragon Path)

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Kasanai, Aspect of the Unifier[edit]

Like the very roots beneath you, I am the force which binds all others; that which unifies, making the whole more than the sum of it's parts.
Unknown

Prerequisite: You must be an Agent of Kasaoul (Five Towers Supplement)

Kasaoul, the youngest among the powers and that which is the woods, is most often called by his title, "The Unifier", for where others may have concerns primarily for themselves, or those who sacrifice themselves for others, Kasaoul places himself in the position to bring all parts together. All are viewed as family, and this is no place for a game of favorites. After all, there is nothing so grand that can be accomplished by a lone power when compared to what can be accomplished by a group as a whole. To Kasaoul's elite, the Kasanai, synergy between themselves and their companions is of great focus; just as Kasaoul provides a lending hand to his siblings, he does so to his agents, and in turn they provide much the same to their companions, who ultimately benefit Kasaoul in a sort of perfect cycle. Kasaoul, often quiet, observant and contemplative, reflecting on the best course of action, imbues these traits on his chosen.

As an agent of Kasaoul you are the force which connects and unites the whole, you are the one to further the ideals of the whole, above the plans of the few.

Kasanai Path Features[edit]

Nature Ward (11th Level):
Blessed by Kasaoul, you gain Resist Acid 10 and Resist Poison 10, and all Natural Animates with the Plant keyword and Natural Beasts take a -2 penalty to their attacks rolls made against you, while allied animals and animate plants gain a +1 bonus to their attacks while they remain within burst 3 of you.
Commanding Presence of the Forest (11th Level):
When you walk among men, including your allies, your presence carries with it an authority uncommon as you seemingly tower over them; when you speak, others listen, not because they fear you, but they respect what it is you simply are. Whenever an ally within burst 3 of you makes an Opportunity Attack you grant them a +2 bonus to the attack and damage roll, and when any ally within that same burst expends a healing surge, you may choose one ally within 10 squares to also expend one of their healing surges.
Verdant Surge (11th Level):
Upon expending an action point to take an action, you move with the startling speed of a crashing tree, commanding one ally of your choosing within 10 squares of you to take one action immediately; they may expend one healing surge, At-Will, Encounter or Daily power of their choosing. Mighty Surge is a Free Action which you can take upon utilizing an action point, in addition to any other actions regularly granted by the use of an action point.
Uproot (16th Level):
Enemies who become complacent with their position are awed as the ground beneath them sways, massive roots ripping from the soil and entangling them; upon you or an ally succeeding in a critical hit, you immediately Restrain the target and any other enemies within burst 3 of the creature which was critically struck, and grant damage resistance equal to one half of your Constitution modifier to all allies in burst 3 of you until the end of your next turn. In order to free themselves, the Restrained creatures must succeed in a saving throw.


Wild Growth Kasanai Attack 11
With a sudden shuddering of the earth beneath the feet of your foes, massive woody streamers snake from the soil and erupt into sharp, poisonous leaves and thorns, slashing at them and hampering their movement.
Encounter Star.gif Primal, Acid, Poison, Force, Zone
Standard Action Area burst 3 within 20 squares
Target: Each enemy in burst
Attack: Strength, Intelligence, Wisdom or Charisma Vs. Reflex
Hit: 1d10 + Strength, Intelligence, Wisdom or Charisma modifier Acid, Poison or Force damage
Miss: No initial damage
Effect: The ground erupts into an area densely packed with poisonous thorn bushes, which rake at all enemies that start their turn in the area or move into it for 1d10 + Strength, Intelligence, Wisdom or Charisma modifier damage Acid, Poison or Force damage and deal an additional 5 Poison or Acid damage per square of movement they take. While enemies are within the zone summoned by Wild Growth they are slowed, and take a penalty to their attack rolls of -2. As a Minor Action, you may persist the zone created by Wild Growth.
Sustain Minor: The zone persists.



Ironwood Pine Kasanai Utility 12
Seeing your comrade in peril, you beckon a tremendous pine with bark harder than iron into reality; springing at your command, the grand tree provides much needed concealment and cover.
Encounter Star.gif Primal, Conjuration, Force
Immediate Reaction Area burst 2 within 20 squares
Trigger: An allied creature within 20 squares of you is bloodied.
Effect: Summoning an ironwood pine from the earth, the burst of your target location is now occupied by a massive pine tree, which provides total concealment and heavy obscuration to your allies provided they stand within its squares. Should the location of the tree be occupied by a hostile creature upon its summons, it takes 2d6 Force damage and is pushed 3 squares back. An ironwood pine cannot be summoned in any location not large enough for its burst. Allies who are within the burst of the ironwood pine benefit from the total concealment and heavy obscuration until the end of your next turn, but lose these benefits upon leaving that location or the tree's disappearance at the end of your next turn. Enemies may not enter the burst of an ironwood pine, and the tree summoned is immune to all forms of damage.
Special: Allies within the burst of the tree regain hit points equal to your Constitution modifier immediately, and again at the start of their next turn.



Ent's Strike Kasanai Attack 20
With a roar like the crashing of branches, felling of timber, and uprooting of trees, you level your weapon upon your enemy in a mighty blow. Following your strike, your complexion briefly becomes bark-like and hardened before fading away to normal as you take on the aspect of a forest ent.
Daily Star.gif Primal, Polymorph, Healing
Standard Action Melee weapon
Target: One creature
Attack: Strength, Intelligence, Wisdom or Charisma Vs. Fortitude
Hit: 4[W] + Strength, Intelligence, Wisdom or Charisma damage
Miss: Half damage
Effect: Upon dealing damage you take on the qualities of the most ancient forest guardians, the ents, increasing all of your defenses by +2, granting damage resistance to all damage of +2, along with making you immune to petrification, domination, and being knocked prone for the rest of the Encounter. As part of this attack, you grant each ally within burst 3 of you a free healing surge equal to your surge value plus your Constitution modifier.
Special: Creatures slain by you while under the effects of Ent's Strike invigorate your allies within burst 3, for you share a portion of the returned natural energies, healing your companions your Constitution modifier in hit points.




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