Nualanai (4e Paragon Path)

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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.
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.
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.
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.
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.

Death Gate Nualanai 4e Power Type::Attack 11
A mass of bloodied flesh, sundered bone, and broken steel drags itself from the ground which it had laid bleeding upon moments earlier before appearing in another location and staggering towards your horrified enemies.
4e Power Usage::Encounter  Arcane, Necrotic, Fear
4e Power Action Type::Standard Action Ranged 10
Target: One slain humanoid creature
Effect: You create a mindless zombie out of a slain humanoid creature (no larger than Large), which is of the same size as the dead creature, in an unoccupied space within range, provided the corpse is within 10 squares of you. The raised zombie doesn’t change its game statistics or movement modes regardless of the specific physical qualities or traits it had in life. The Death Gate Zombie has a movement speed of 4, and is immune to poison, disease and fear. You can give the risen Death Gate Zombie the following special command. On the turn you raise the zombie, you give that command as part of using this power.
Standard Action: Melee 1; targets one creature; highest ability score modifier vs Fortitude; 1d6 damage, and the Death Gate Zombie gains 3 hit points.
Instinctive Effect:If you haven't given the Death Gate Zombie any commands by the end of your turn, it attacks an enemy within melee range if it can. If it can't do that, the Death Gate Zombie will move its maximum speed toward an enemy, ignoring any dangers in its way. Provided you have not given the risen zombie any instructions this round, all enemies who are adjacent to the zombie take a -1 penalty to Fortitude and Will.
Special: As a Minor Action you can detonate the Death Gate Zombie, causing it to deal 2d6 + your Constitution modifier Acid or Necrotic damage to all creatures adjacent to the zombie; this action destroys the zombie and ends this power's effects.

Summon Infernal Defiler Nualanai 4e Power Type::Attack 12
A spiteful, wicked voice wracked with flame bellows to all ears within the conflict, "Burn, all of you pathetic mortals, burn before me!"
4e Power Usage::Daily  Arcane, Fire, Fear
4e Power Action Type::Standard Action Ranged 5
Effect: You summon a Large demon, an Infernal Defiler, in an unoccupied space within range. The Infernal Defiler has a movement speed of 6, and a fly speed speed of 5, and will always fly over difficult terrain. Whenever the summoned Infernal Defiler is the subject of an attack that deals Fire damage to it, it instead gains your Constitution modifier in hit points in place of taking damage. You can give the summoned Infernal Defiler the following special command. On the turn you summon this demon, you give that command as part of using this power.
Standard Action: Melee 1; targets one creature; highest ability score modifier vs Will; 2d4 + highest ability score modifier damage as Fire, and up to two targets adjacent to the target take 5 Fire damage.
Instinctive Effect: If you haven't given the Infernal Defiler any commands by the end of your turn, it attacks an enemy within melee range if it can, preferring bloodied targets, which it gains a +1 bonus to attack rolls against. If it can't do that, the Infernal Defiler will set itself ablaze with an Immolation Aura, dealing 5 Fire damage to any creature other than you or itself within burst 2 of its location at the start of every one the effected creatures' turns until the end of the Encounter or when it dies. If it cannot attack and is already utilizing its Immolation Aura, the Infernal Defiler will move closer to the nearest enemy with the lowest Will.
Special: You can destroy your pact with the Infernal Defiler as a Minor Action, instantly killing it and allowing you to expend a healing surge.

Deceitful Exchange Naulanai 4e Power Type::Attack 20
With a lucrative promise, you bargain in the mind of your victim, offering a deal just too good to pass up. All it will take is just a bit of blood to sign the deal...
4e Power Usage::Daily  Necrotic, Fear, Psychic
4e Power Action Type::Standard Action Ranged 10
Target: One creature
Attack: Wisdom, Intellect, Charisma or Constitution Vs. Will
Hit: See effect
Effect: You expend a healing surge, dealing an equal value to an enemy in irresistible damage and granting it temporary hit points of that same value. Until the end of the Encounter, the target creature takes 2 + your highest ability modifier in hit point damage, ignoring temporary hit points, at the start of every one of its turns, in addition to having all of its saving throws reduced by -2 (save ends). If the creature saves against this effect, it is immediately stunned until the end of your next turn and takes 3d8 Necrotic or Psychic damage.
Special: You gain hit points equal to your healing surge value if the target of your Deceitful Exchange dies before it succeeds in a saving throw against this effect.



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gollark: Also #17.
gollark: I did #1.
gollark: Me!
gollark: Yes, it's #15.
gollark: Which one is mine then, apart from #11?
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