Twilight's Emissary (4e Paragon Path)

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Twilight's Emissary[edit]

Among those living in the light, interlopers who excelled at magic appeared. Wielding powerful sorcery, they tried to establish dominion over the Sacred Realm.
—Lanayru, Elf Historian, History of the Sacred Realm, Book XIII: The Twilight

Prerequisite: Twili

Long ago, when the land was in turmoil and gods walked the earth, a group of powerful sorcerers rose up. The sorcerers, known as the Dark Interlopers, tried to use ancient and forbidden dark magic to seize the gods' power and become omniscient beings. Their plan failed, and they were banished to the wasteland plane of the Twilight Realm. The Interlopers sworn revenge on the gods, and so did their descendants, the Twili.

Now, you are here in the world of light, a Twili who journeys throughout the land, defeating evil and finding magnificent treasures. You are the embodiment of Twilight in the world of light- the fear of the dark, the depression of dusk, the revels of the night. You are far from the wrathful, destructive people the Dark Interlopers were. Yet you still feel the urge, the inner need to destroy the light and reduce the world into twilight. But at the same time, you want to explore, to know, to achieve more knowledge than your ancestors did.

Soon after you adopt this path, your mind begins to refill with the forbidden knowledge the Interlopers locked in your blood so long ago, and with it, so do their powers. You begin to remember the complicated spells and techniques the Interlopers used to try and defeat the gods. Now you stand before a choice; should you try where the Interlopers failed and use this new knowledge, together with the information and skills you have developed on your adventures, to claim more power; or maybe you will use these forbidden techniques to become a hero, the likes of which have never been seen in the world of light before?

Twilight's Emissary Path Features[edit]

Forbidden Recollections (11th Level): Whenever you roll a natural 19 or 20 on an Arcana, History or Religion check, you regain the use of an expended Twili or Twilight's Emissary encounter power.
Interloper's Action (11th Level): You may spend an action point to regain the use of an expended encounter power rather than take an extra action.
Ancient Shadows (16th Level): While your Shadow Form racial power is active, the ally you are connected to gains a +4 bonus to Arcana, Intimidate, Dungeoneering and Stealth checks.

Horrifying Screech Twilight's Emissary Attack 11
You sound an awful screech that freezes your enemies in place, and makes your allies seem much scarier.
Encounter Star.gif Psionic
Standard Action Close burst 5
Target: Each enemy in burst
Attack: Intelligence + 4 Vs. Will, Level 21: Intelligence + 6 vs Will.
Hit: 2d8 + Intelligence modifier psychic damage, and the target is immobilized until the end of your next turn.
Effect: You and each ally in burst gain a +2 power bonus to Intimidate checks made against the targets until the end of your next turn.

Shadowed Maneuver Twilight's Emissary Utility 12
You are hit by a wave of dark energy, making your enemy think twice before striking.
Encounter Star.gif Arcane
Immediate Interrupt Personal
Trigger: An attack hits you.
Effect: The triggering attack's source must reroll the attack with a -2 penalty. If the attack misses, you may make a basic melee or ranged attack against the triggering attack's source.

Reduce to Twilight Twilight's Emissary Attack 20
You turn the area around you into a replica of the Twilight Realm, destabilizing enemies while you feel at home.
Daily, Zone
Standard Action Close burst 5
Target: Each enemy in burst
Attack: Intelligence + 6 Vs. Will
Hit: 2d10 + Intelligence modifier damage, and you slide the target 1 square and knock it prone.
Miss: Half damage, and you do not slide the target or knock it prone.
Effect: The burst creates a zone of twilight that lasts until the end of your next turn. Enemies treat the zone as difficult terrain, and any enemy starting its turn in the zone must make an athletics check with your Will defense as the DC. On a fail, the enemy falls prone.
Sustain Minor: The zone persists.

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