Special Paragon Paths
You area member of, or have the acoutrements of, the Ethercaste of warforged from Corelias. You have been fitted permenantly with a quantum reactor, as well as Etherium parts and the training to use them.
Etherium Upgrage(11th): You lose the ability to equip armor. You gain +9 AC, and are treated as if you are wearing heavy power armor. You can be enchanted with armor magics as if you were a peice of armor. Additionally, you gain proficency in, and have a shoulder mounted, Quantum Pistolier.
Quantum Action(11th): When you spend an action point to take an extra action, you get a free attack with the Quantum Pistolier.
Tracer Round(16th):Whenever you hit with your quantum pistolier, the target is marked by you.
Encounter(11):Defensive Shot In the heat of battle, you seek to protect yourself. However, you still manage to fire off a quick shot to discourage other enemies from ignoring you.
Standard Action Target: Each enemy in blast 3 Attack:Strength vs. AC
Effect: You gain a +2 bonus to all defenses until end of your next turn. Hit: 1[W] + Strength damage, and you mark each target you successfully hit. This attack does not provoke attacks of opportunity. This mark lasts until removed by another mark.
Utility(12), Daily Stance:Ethermind You shift into a stance that allows you to bring the full effectiveness of your transformation to bare. Minor Action
Effect: You gain a +2 bonus to your defenses, and whenever you use an attack power, you fire your quantum pistolier at a target of the attack.
Daily(20):Concussive Shot Target: One Enemy Attack: Strength vs. Fortitude Hit:2[W]+Strength modifier damage and the target is stunned until end of your next turn. Aftereffect: The target is dazed and takes a -5 penalty to attack rolls until end of your next turn. Aftereffect: The target takes a -2 penalty to attack rolls until end of encounter.
The Coreliasan Dragonknight is said to have originally rode dragons in the ages past. At this time, he makes due with whatever controlable mounts exist.
Dragonknight’s Weapon(11th): While mounted, you may use large weapons. This does not stack with the oversized body.
Dragonknight’s Action(11th): When you use an action point to use an attack power, you can charge as part of the attack.
Dragonknight’s Grace(16th): When you charge, you can attack any target within range of your movement, and continue to move to the end of your range.
You land a Glancing Blow on one target, and strike home on a second target.
Glancing Blow(11th) Encounter: Targets: One Enemy You must use this attack as part of a charge. Attack: Strength vs. AC Hit: You deal 2[W] + Strength to the target. The target is pushed 1 square. Effect: Make a secondary attack againts a different enemy you can strike during your charge. Hit:You deal 1[W] + Strength damage to the target, the target is tickled.
Dragonknight’s Respite(12th) Utility: Trigger: When damaged by an attack Effect: Spend a healing surge and gain a +2 bonus to AC until end of encounter.
Dragonknight’s Rage Daily (20th) Daily: You dare your enemies to strike at you whilst you roam the field of battle, lusting for blood. You may use this attack as part of a charge. Effect: Whenever an enemy attacks you while you charge, you get a free melee basic attack against them until the stance ends. Hit: 3[W] + Strength damage to the target.
Fatesealer A special subset within the Namers, the fatesealers use their knowledge to take their enemies down brutally.
Steal Fate(11th): For every 10 damage you deal with an arcane power, you gain 1 fate point. You can spend 2 fate points to gain a +1 to any d20 roll, spending a maximum of 10 points on any one roll.
Fate’s Action(11th): Whenever you spend an action point, you gain 5 fate points.
Fate Seal(16th): You can spend 10 fate points to seal a creature’s fate. Treat all d20 rolls by this creature as a natural 1, save ends.
Revealed Fate(11th) Encounter: With a psychic blast you reveal the impending doom for one of your enemies, making him more suspectible to your allies attacks. Target: 1 creature Attack:Charisma vs. Will Hit:3d10 + charisma modifier damage, and the target takes a -2 penaty to defenses unil the end of your next turn.
Fated Death(12th) Daily Utility Stance: Effect: Until this stance ends, you can spend 3 fate points to deal 1d10 extra damage to one target of an effect.
Fate Sealed(20th) Daily: With a call to the powers that be, use their power to end a powerful foe or several weaker creatures. Target: One creature Hit: 1d6 + Charisma modifier. Effect: Repeat this attack 5 times against any targets in range. Any creature hit 2 or more times by this power is dazed until end of your next turn. A creature hit 4 or more times by this attack is stunned until the end of your next turn.