Kabuto Guardian (4e Paragon Path)

Kabuto Guardian

Even the most dramatically furious warrior doesn't always stand a chance to be the victor in battle. If that was so, then trolls and orcs would have already taken over the world centruies ago.
—The Legendary Ikazuchi Raiko , human tsuku-master, quote from the ancient manuscript "The Quantity of Nil"

Prerequisite: Tsuku-Master

Having reached this far in their career as tsuku-masters, a Kabuto Guardian is someone who has vowed a code of honor and protection to the lives of themselves and all of their country. They are literally the watchdog guardians of many feudal societies, keeping watch day and night to ward off all invaders who would try to take over or destroy the cities they are trying to protect.

Having trained specifically to not be taken down in battle, Kabuto Guardians rely on their defenses and wits to get rid of foes, even if that means going right up in the center of the fight. (Most) Kabuto Guardians regard not running away from a battle as a key to honoring their society, and won't back down until either they or their enemies have been slain. However, it should be noted that for certain battles, mainly ones where the Kabuto Guardian's country or its citizens are not at risk, that the Kabuto Guardian will sometimes choose to run away if the situation is not in their favor.

Kabuto Guardian Path Features

Samurai Watchdog Resiliances (11th Level):Your max hit points increase by 10, and you gain a +2 bonus to your passive insight and perception.
Yokai Barkskin (11th Level):When you spend an action point to take an extra action, you gain a +2 bonus to all defenses until the start of your next turn.
Aura of the Kabuto (16th Level):While you aren't bloodied, each ally within 5 squares of you gains a +1 bonus to their AC and Fortitude defenses against all opportunity attacks.

Yokai Storm Kabuto Guardian 4e Power Type::Attack 11
Hundreds of thousands of small spirits emit from your hands to disorient your enemies, allowing you to strategically choose where you want your enemies to be standing.
4e Power Usage::Encounter  Divine, Implement, Force
4e Power Action Type::Standard Action Close blast 5
Target: Each enemy in blast
Attack: Intelligence or Charisma Vs. Fortitude
Hit: 2d6 + Intelligence or Charisma modifier force damage, and you slide the target 3 squares.
Special: You get to choose whether to use your Intelligence or Charisma modifier for this attack.

Resistance of the Rhinoceros Kabuto Guardian 4e Power Type::Utility 12
Your enemy may think it hit you hard enough to take you down, but it will watch in horror when it sees that you were barely even phased from its attack.
4e Power Usage::Daily  Divine
4e Power Action Type::Immediate Interrupt Personal
Trigger: An enemy must hit you with an attack that deals an ongoing effect.
Effect: Subtract an amount of damage from the attack equal to 5 + your Constitution modifier, and you don't take the ongoing effect (if the attack deals multiple types of ongoing effects at once, then just choose one of them to ignore.)

Celebration of the Hyakki Yako Kabuto Guardian 4e Power Type::Attack 20
You summon a burst of divine light, then a parade of hundreds- no, thousands, of singing, dancing, and music-playing yokai and demon spirits go across all of the land with joy as your enemies struggle just to get through the busy crowd. A great way to boost you and your allies chances of defending yourselves, plus this power proves that even the most honorable guardians like to party.
4e Power Usage::Daily  Divine, Radiant
4e Power Action Type::Standard Action Close burst 6
Target: Each enemy in burst
Attack: Constitution +3 Vs. Fortitude
Hit: 2d6 + Constitution modifier radiant damage.
Effect: The burst creates a zone of busy, singing, dancing, music-playing, and altogether merry yokai spirit creatures who range in all shapes and sizes. The zone is centered around you and moves with you whenever you move. All creatures within the zone can run into these spirit creatures and somewhat interact with them, but cannot communicate with them or hurt them in any way. At the beginning of each enemies turn, that enemy must make an athletics check of 10 + your half level + your Constitution modifier, or else they are slowed until the start of their next turn. Enemies within the zone also lose line of sight to you and all allies not within 5 squares of them, and get a -5 penalty to all perception and insight checks they make. All allies within the zone get a -1 penalty to speed, a +2 bonus to all stealth checks they make, and you are counted as having a total running speed of 2 (but are not technically slowed). Thus, you may use an extra move action of 2 squares in place of your standard action on your turn.
Sustain 4e Sustain Action Type::Minor: The zone persists.



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