Zil'anai (4e Paragon Path)

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Zil'anai, the Feral Avatar[edit]

So you believe yourself strong enough, smart enough, instinctual enough? Then come to the heart of the wild and we will see who survives.

Prerequisite: You must be an Agent of Ah'Zil (Five Towers Supplement)

The beast domain, a realm based upon survival of the fittest, raw instinct, and carnivorous leanings is the realm of Ah'Zil, at times referred to as "The Wyld". Within his realm, Ah'Zil manages the greatest, and the least, of animals, favoring the strongest and most ferocious, ever keen to guide their progress in a manner that ensures both the magical and mortal world are never out of his reach; that such hunters never fail to pose a grave threat to all things outside of primal nature. Those closest to Ah'Zil's ideals, exhibiting reverence and respect for the kingdom of claw and fang, are rewarded with the title of "Zil'anai", or to the common races "Feral Avatars"; they express and exemplify the qualities and traits which narrow the gap between mortal and immortal nature. Those who are Zil'anai are either particularly animal-esque in traits and behavior, have a spiritual bond to animals, are shapeshifters in some vein, or some combination there of; regardless of just how close they are to the Wyld's realm, they, as Zil'anai, are envoys of the bestial nature to the civilized and uncivilized world.

You, as an agent of Ah'Zil, are the embodiment of the primal, animal world in mortal form; an ambassador of sorts for all things beastly predatory. Gifted with a killer's nature, physical might, inborn wisdom, marked guile, and pure instinct, it is your duty to bring the untamed beasts of the world into a position of power.

Zil'anai Path Features[edit]

Grant of the Beasts of Legend (11th Level):
When you expend an action point to take an additional action, a portion of your spirit reaches out to countless epic beasts of legend and beseeches just a fragment of their animal might, which they loan to you without question. If you utilize your action point to make an attack, you may roll the attack roll twice (this effect can only occur for one target if this attack strikes multiple targets), and take the higher result, in addition to treating your attack as if you had combat advantage against the subject(s) of the attack. Any damage dice rolled for the attack made during the additional action granted by the action point must display a value higher than 2, or be rerolled until they display such a value.
Beast Tongue (11th Level):
Where your words would regularly fail you in the presence of animals, whose ears fall deaf to many mortal tongues, the Wyld replaces each utterance with supernatural dialogue. When dealing with animals and magical beasts who are similar to animals, such as natural magical beasts or fey beasts, you receive a +2 bonus to Nature checks and may utilize Nature checks to communicate with them verbally or semantically and or influence them by your mere presence. These creatures take a -2 penalty to attack rolls made against you, as they realize you are an ally of sorts; despite whatever hostility they might hold against you, they are less willing to fight with you, preferring other targets if available.
Beast Echoes (11th Level):
As an agent of Ah'Zil, you represent the might of wild beasts, their killer nature, their cunning, their instinct. You begin to emulate the same force you draw on, permanently increasing one of the following ability scores by +2; Strength, Dexterity, Wisdom or Constitution. In addition, you may take on one Beast Echo aspect of your choosing at the start of each Encounter, which lasts until the end of the Encounter:
Echo of the Alpha Wolf:
A phantasmal howl runs through your mind, and a spectral presence intertwines with your flesh as the spirit of an alpha wolf descends upon you. While flanking, you gain an additional +1 to attack and damage rolls against enemies who are slowed or prone until the end of the Encounter.
Echo of the Graceful Raptor:
With a fierce cry, a grand sovereign of the sky descends into you, wings extended; its translucent blue shimmer fading away when it contacts your body. When you shift, you shift 1 additional square, and you gain +2 AC against all opportunity attacks until the end of the Encounter.
Echo of the Mighty Bison:
The earth beneath you seemingly trembles, and a rush of unimaginable power takes over your thoughts as the soul of a bison lends you its strength. Whenever you make a charge or bull rush attempt, you ignore difficult terrain, and your charge gains a +1 to its attack rolls, and your bull rush gains a +2 bonus to succeed until the end of the Encounter.
Echo of the Great Cat:
A rumbling growl attracts your attention, but the origin of the sound is fleeting; with a glimpse, a ghostly tiger of fearsome scale makes contact with you before fading from existence. When you attack a target which you have combat advantage against, your damage rolls deal +2 damage and bypass temporary hit points; these effects last until the end of the Encounter.
Killer Instinct (16th Level):
Something savage stirs in your very fibers, an uncanny, and innate knowledge of how to finish off your weakened foes, or exploit their careless mistakes with animal finesse. The critical range of all your attacks against bloodied targets is increased by 1; attacks which normally threaten a critical on a 20 now threaten on a 19, and attacks which threaten a critical on 19 now threaten on 18, and so on. Creatures which reach 10 or less hit points after being the subject of one of your attacks immediately die, or are instantly incapacitated; this effect is determined by you at the time following your attack.

Feral Charge Zil'Anai Utility 11
Like a beacon of primal energy, you bristle with animal vigor, breaking through your enemy's ranks and defenses with startling speed and agility.
Encounter Star.gif Primal
Minor Action Personal
Effect: For the remainder of the Encounter whenever you move 4 or more squares as part of a charge, your movement is treated as if you were shifting, and your charge may change its direction 1 time.

Summon Beast of Legend Zil'Anai Attack 12
You call out to the echoes of the mightiest beasts to have ever lived, and they respond with a fragment of their true glory; stepping from a cool, cloudy mist, a partially spectral form with frigid blue eyes and a ghostly white shine answers your call.
Daily Star.gif Primal, Summoning
Standard Action Ranged 5
Effect: You summon a Large primeval Beast of Legend of your choosing in an unoccupied space within range. The summoned Beast of Legend doesn’t change its game statistics or movement modes regardless of its specific physical qualities or traits. The Beast of Legend has a movement speed of 8, and a swim speed of 6, and ignores difficult terrain. A summoned Beast of Legend gains damage resistance to all damage equal to one half of your Constitution modifier. You can give the summoned Beast of Legend the following special command. On the turn you summon the Beast of Legend, you give that command as part of using this power.
Standard Action: Melee 1 or 2; targets one creature; highest ability score modifier vs Will; 2d8 + highest ability score modifier damage, and the target grants combat advantage until the start of your next turn.
Instinctive Effect: If you haven't given the Beast of Legend any commands by the end of your turn, it attacks an enemy within 1 or 2 squares if it can. If it can't do that, it will shift up to its maximum movement speed as part of a charge, and attack an enemy of its choosing, preferring bloodied targets, and knocking it prone if it succeeds on its attack. If the Beast of Legend can do neither, it becomes insubstantial and invisible until the start of its next turn, and moves its maximum speed to a location closest to any enemy it can.
Special: The summoned Beast of Legend's attacks deal their damage as Psychic or Force if their regular melee damage cannot deal damage to the chosen target.

Roar of the Immortal Beast Zil'anai Attack 20
Unleashing a tremendous and furious roar of strength so grand that it strikes the very souls of your enemies, you draw in their vital essence which your roar shook loose into the air.
Daily Star.gif Primal, Fear, Psychic, Thunder, Force
Standard Action Close blast 5
Target: Each enemy in blast
Attack: Highest ability score modifier Vs. Will
Hit: 2d10 + highest ability score modifier damage as Psychic, Thunder or Force, and the target is deafened, dazed and slowed until the end of your next turn, and you push the target 2 squares.
Miss: Half damage, and the target is dazed and deafened until the end of your next turn and and you push the target 2 squares.
Effect: For each enemy you damage through Roar of the Immortal Beast, you gain temporary hit points equal to your Constitution modifier, up to your healing surge value.
Special: Immobilized or restrained enemies who are struck by Roar of the Immortal Beast are knocked prone.

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