Nualanai (4e Paragon Path)
Nualanai, Hand of the Deceiver
“ | I promise you, there is no need to fear the dark. That is only an overly large dog who's wandered by. You will be safe in the darkness, I give you my word. | ” |
—Unknown |
Prerequisite: You must be an Agent of Siknual (Five Towers Supplement)
"Hand of the Deceiver"; the Nualanai are the twisted agents of Siknual. Where Death is the natural step beyond life, Siknual is the perversion of all things natural. Demons, aberrations, the monstrous creatures that roam the nightmares of children; all of these are aspects of Siknual. Constantly plotting and scheming, he is not above bald faced lies to get what he wants; twisting any deal, corrupting any innocent, moving beyond any boundary with a skip in his step and a song in his heart if he believes it will net him the power he craves.
You, as an agent of Siknual are the manifestation of his will in physical form. You are the corrupters, the tormentors, the deceivers in his name; loosed upon the world.
Nualanai Path Features
- Dark Bargain (11th Level):
- When you expend an action point to make an additional attack, you expend a healing surge to gain a +2 bonus to the attack roll, and add the Necrotic and Fear keywords to the attack. In the event the attack fails, your Dark Bargain ensures that your next successful At-Will attack made against that target deals maximum damage as Necrotic damage, and an additional amount equal to 5 + your Constitution modifier as Necrotic damage. If you have no healing surges to expend on your Dark Bargain, you gain temporary hit points equal to your surge value, but gain no other effects of Dark Bargain.
- Aberration of Mortal Form (11th Level):
- You begin to become aberrant, shadowed, demonic, or undead in form, and take on some of their greater qualities, but find your manifestations haphazard and present only when combat initiates. At the start of an Encounter select one of the following features:
- Shadow Transformation:
- Your skin darkens and gains an insubstantial, transparent quality to it, your legs fade from existence and you waiver in and out of reality at random. Until the end of the Encounter, you gain a +2 bonus to Stealth checks, and gain an additional +1 to attack and damage rolls whenever you attack a target while you have combat advantage against it. When in darkness lower than torch light, your movement speed is increased by +2, and you gain Dark Vision.
- Shadow Transformation:
- Aberrant Transformation:
- Your body contorts and twists in unusual ways, terrible eyes and teeth replace your own, every fiber of your being becomes disproportionate to its counterpart, while writhing tentacles spawn from you. Until the end of the Encounter, you gain a +2 bonus to Arcana checks, and all attacks which you make that include the Fear or Psychic keyword reduce the target's Will by -2 upon landing (save ends), in addition to dealing 3 more damage as Necrotic; this penalty to the target's Will does not stack with itself. You radiate an aura around you, causing enemies to treat burst 1 from your person as difficult terrain; only creatures immune to Fear effects can ignore this aura.
- Aberrant Transformation:
- Demonic Transformation:
- Your feet shape into hooves set aflame, your eyes glint with hellfire, your hue becomes red, and you spawn a fiendish tail to compliment your new horns. Until the end of the Encounter, you gain a +2 bonus to Intimidate checks, and your Manipulation of Form's temporary hit point effect now extends to Fire damage you take instead of Necrotic. Enemies adjacent to your person take 3 Fire damage at the start of their turn, and grant you a +1 bonus to damage rolls against them.
- Demonic Transformation:
- Unliving Transformation:
- Your flesh rots and sloughs free of you, causing no harm, but leaving you partially skeletal in places, but decaying in others as your eyes lick with cold blue flames. Until the end of the Encounter, you gain a +2 bonus to Endurance checks, and become immune to Poison, Disease and Fear effects. Whenever you land a melee strike or deal Necrotic damage, you gain 3 hit points.
- Unliving Transformation:
- Manipulation of Form (16th Level):
- Siknaul extends his twisted influence into your flesh, permanently increasing one of the following Ability Scores by +2; Intelligence, Wisdom, Charisma or Constitution. All attacks made by you gain the Necrotic key word, even if they do not deal Necrotic damage, but may now deal their damage as Necrotic if you choose to do so. Any Necrotic damage you take now grants you temporary hit points equal to your Constitution modifier following the attack which dealt Necrotic damage to you.
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