Eternal Deceiver (4e Paragon Path)

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Eternal Deceiver[edit]

Really?! That's the oldest trick in the book. In fact, I invented it.

Prerequisite: Rakshasa or Jester

Eternal Deceiver Path Features[edit]

Deceiver's Claws (11th Level): When you hit a target you have combat advantage against with your claws (or dagger), deal an extra 2d8 damage against the target. The bonus increases to 3d8 at 21st level.
Trick Action (11th Level): When you spend an action point to make an attack, you gain combat advantage against the target(s) of that attack until the end of your turn.
Master of Disguise (16th Level): You get a +10 to Bluff checks made to maintain a disguise. This bonus increases to +15 at 26th level.


Veil of Force Eternal Deceiver Attack 11
An aura of force surrounds and conceals you from your foes.
Encounter Star.gif Psionic, Implement
Standard Action Close burst 1
Target: Each enemy in burst
Attack: Charisma Vs. Reflex
Hit: 2d10 + Charisma modifier force damage, and the target is blinded until the end of your next turn.
Effect: You may shift to any unoccupied square within burst.
Special: You may use an enchanted Light Blade that you are proficient with as an implement for this power rather than one from your class.



Deceiver's Rebirth Eternal Deceiver Utility 12
No one can truly slay a rakshasa nor can a Jester truly die.
Daily Star.gif Psionic, Teleportation
Immediate Reaction Personal
Trigger: You are reduced to 0 or fewer hit points
Requirement: You must spend two healing surges without regaining any hit points.
Effect: Teleport up to 6 squares. You stand up from prone with hit points equal to your bloodied value, and you gain total concealment until the end of your next turn.



Unseen Blade Eternal Deceiver Attack 20
An invisible blade appears behind your foe and cuts him to rivets.
Daily Star.gif Psionic, Implement
Standard Action Ranged 15
Target: One creature
Attack: Charisma Vs. AC
Hit: 5d8 + Charisma modifier force damage, and the target takes ongoing 5 force damage and grants combat advantage (save ends both).
Miss: Half damage, and the target grants combat advantage (save ends).
Special: You may use an enchanted Light Blade that you are proficient with as an implement for this power rather than one from your class.




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