Stone Soul (4e Paragon Path)

No enemy will pass through the mountains that are my home
—Bjerbarb the Stoneborn, Dwarf Stonesoul

Prerequisite: Dwarf, 11th level

You have travelled through cold mountain tops so much that such conditions can hardly harm you. The powers you have learned to use show your true heart and unforgettable dwarven endurance. Those who dare face you are easily weakened with your powers.

Stone Soul Path Features

Heart of the Mountain (11th Level): You gain a +5 path bonus to Endurance checks while suffering cold or frigid cold conditions
Stone Soul Action (11th Level): When you spend an action point to take an extra action, you gain +3 to AC until the start of your next turn
Pitless Stomach: You can make savethrows against poison effects at the start of your turn rather than at the end of it

Deafening Thunder Stone Soul 4e Power Type::Attack 11
You raise your weapon, and then you hit the ground with it releasing the pure energy of earth that affect any nearby enemy
4e Power Usage::Encounter  Martial, Thunder, Weapon
4e Power Action Type::Standard Action Close Burst 1
Target: Any creature in the burst
Attack: Strength Vs. Fortitude
Hit: The target takes 2[W] + Strength modifier thunder damage and is dazed until the end of its next turn

Stone Weapon Stone Soul 4e Power Type::Utility 12
You call to your stone nature to deal more damage next time you hit an enemy
4e Power Usage::Encounter  Martial, Thunder, Weapon
4e Power Action Type::Minor Action Personal
Effect: When next time you hit an enemy with a weapon attack before the start of your next turn, you deal it 1d6 additional thunder damage

Tempest Weapon Stone Soul 4e Power Type::Attack 20
You raise your weapon that seems to have no weight in your hands and throw it into the target that dares fight with you
4e Power Usage::Daily  Martial, Thunder, Weapon
4e Power Action Type::Standard Action Ranged 5
Target: Single creature
Attack: Dexterity Vs. Fortitude
Hit: The target takes 3[W] + Dexterity modifier damage and is stunned(save ends)
Miss: Half damage and the target is stunned until the end of your next turn.
Special: After the attack is resolved, the weapon returns into your hand and you are not obliged to use thrown weapon to use this power



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