Erlwarrior (4e Paragon Path)
Erlwarrior
“ | <-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.
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