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Paragon Warmage[edit]
Level |
Feats Known |
Class Features and Powers
|
11 |
+1 |
Ability score increase Paragon Path Features Paragon Path Power
|
12 |
+1 |
Paragon Path Power
|
13 |
|
Encounter Power
|
14 |
+1 |
Ability score increase
|
15 |
|
Daily Power
|
16 |
+1 |
Utility Power Paragon Path Feature
|
17 |
|
Encounter Power
|
18 |
+1 |
Ability score increase
|
19 |
|
Daily Power
|
20 |
+1 |
Paragon Path Power
|
Level 11: Ability Score Increase[edit]
Your improved physical and mental prowess highlights your entrance into the paragon tier.
Benefit: Each of your ability scores increases by 1.
Level 11: Paragon Path Features[edit]
Benefit: You gain the level 11 features of your chosen paragon path.
Level 11: Paragon Path Power[edit]
Benefit: You gain the level 11 power of your chosen paragon path.
Level 12: Paragon Path Power[edit]
Benefit: You gain the level 12 power of your chosen paragon path.
Level 13: Encounter Power[edit]
Benefit: You gain one of the following encounter attack powers.
Coldwing's Bite
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Warmage Attack 13
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A vicious maw materializes in front of an enemy and clamps down, injecting your enemy with a bone-chilling venom and restricting their movement.
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Encounter Arcane, Cold, Implement
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Standard Action
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Ranged 20
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Target: One creature
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Attack: Intelligence Vs. Fortitude
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Hit: 3d6+Intelligence modifier cold damage, and the target takes ongoing 5 poison damage and is restrained (save ends both). If the target saves, it takes ongoing 3 poison damage and is immobilized (save ends both).
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Frostsheen Strike
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Warmage Attack 13
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You lash out at your enemy, attempting to freeze them to the bone. Following your attack, a frozen blast of ice and wind sweep in and cover your surroundings in a chilling layer of frost.
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Encounter Arcane, Cold, Weapon
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Standard Action
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Melee weapon
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Primary Target: One creature
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Attack: Strength Vs. AC or Dexterity Vs. AC
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Hit: 2[W]+Strength modifier cold damage or 2[W]+Dexterity modifier cold damage and the target is restrained (save ends). Make a secondary attack.
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Secondary Target: Each creature within 2 squares of your target.
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Secondary Attack: Intelligence Vs. Fortitude.
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Hit: 2d8+Intelligence modifier cold damage and the target is slowed (save ends).
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Prismatic Bolt
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Warmage Attack 13
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A brilliantly colored bolt of energy jets from your weapon, striking your enemy with tremendous force.
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Encounter Arcane, Cold, Fire, Implement, Teleportation
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Standard Action
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Ranged 20
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Target: One creature
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Attack: Intelligence Vs. Fortitude, Reflex, Will
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Hit: The effect of the attack varies based on the defense overcome. Hit (Fortitude): If the attack hits the target’s Fortitude defense, the target takes 2d6 + Intelligence modifier cold damage, pushed up to an amount of squares equal to your Wisdom modifier, and slowed (save ends). Hit (Reflex): If the attack hits the target’s Reflex defense, the target takes 2d6 + Intelligence modifier fire damage, ongoing 5 fire damage, and is knocked prone (save ends both). Hit (Will): If the attack hits the target’s Will defense, the target is teleported up to an amount of squares equal to your Wisdom modifier and is surprised (save ends).
|
Special: You make only one attack, but compare that attack result against all three defenses. The target might be subject to any, all, or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against each ongoing effect separately.
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Toban's Shock Pulse
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Warmage Attack 13
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A pulse of lightning and pure energy erupts from you, chaining to nearby enemies as they undergo a similar explosion of power.
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Encounter Arcane, Force, Implement, Lightning
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Standard Action
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Close burst 3
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Primary Target: Each creature in burst
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Attack: Intelligence Vs. Fortitude
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Hit: 4d6+Intelligence modifier lightning damage. Make a secondary attack.
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Miss: Half damage.
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Secondary Target: Each enemy within 2 squares of the target.
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Secondary Attack: Intelligence Vs. Reflex.
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Hit: 2d6+Intelligence modifier force damage and the target is pushed up to an amount of squares equal to half of your Wisdom modifier.
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Note: Forced movement resulting from this ability is performed after all damage has been dealt.
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Level 14: Ability Score Increase[edit]
Each new challenge only makes you stronger in body and mind.
Benefit: You increase two ability scores of your choice by 1.
Level 15: Daily Power[edit]
Benefit: You gain one of the following daily attack powers.
Mystic Storm
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Warmage Attack 15
|
A torrent of arcane energy surrounds one of your Mystic Orbs until it breaks apart, releasing a powerful explosion of pure energy.
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Daily Arcane, Force, Implement, Zone
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Standard Action
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Area burst 5 within 15 squares
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Target: Each creature in burst
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Attack: Intelligence Vs. Fortitude
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Hit: 3d8+Intelligence modifier force damage, and the target is pushed a number of squares equal to twice your Wisdom modifier.
|
Effect: The burst creates a zone of arcane turbulence that lasts until the end of your next turn. A creature that enters the zone or starts its turn there takes 1d8 + Intelligence modifier force damage. As a move action, you can move the zone up to a number of squares equal to your Wisdom modifier.
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Sustain Minor: The zone persists.
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Special: The Mystic Orb used for this power is destroyed.
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Pirion's Metamirror
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Warmage Attack 15
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You reform one of your Mystic Orbs into a shining spherical mirror and use it to engulf an enemy, lifting it into the air. While inside, the target is subjected to painful visions of its own demise before the shimmering globe smashes into the ground.
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Daily Arcane, Conjuration, Fear, Implement
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Standard Action
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Ranged 15
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Target: One creature
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Attack: Intelligence Vs. Will
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Hit: 4d8+Intelligence modifier damage, and the target is rendered unconscious (save ends).
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Miss: Half damage, and the target is stunned (save ends).
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Special: The Mystic Orb used for this power is destroyed.
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Quaren's Fire Pillar
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Warmage Attack 15
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You move one of your Mystic Orbs and bathe it in flame, causing a chain reaction that engulfs its surroundings in a brilliant column of fire.
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Daily Arcane, Fire, Implement
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Standard Action
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Area burst 5 within 15 squares
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Target: Each creature in burst
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Attack: Intelligence Vs. Reflex
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Hit: 4d6+Intelligence modifier fire damage, and ongoing 10 fire damage (save ends).
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Miss: Half damage, and ongoing 5 fire damage (save ends).
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Special: The Mystic Orb used for this power is destroyed.
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Spectral Weapon
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Warmage Attack 15
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You strike your enemy and call one of your Mystic Orbs to aid you in your assault, quickly transforming it into a spectral copy of your weapon and lashing out at your foe with it from behind.
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Daily Arcane, Weapon
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Standard Action
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Melee weapon
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Primary Target: One creature
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Attack: Strength Vs. AC or Dexterity Vs. AC
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Hit: 2[W]+Strength modifier damage or 2[W]+Dexterity modifier damage and your secondary attack has a +3 power bonus to its attack roll.
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Secondary Target: The same target
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Secondary Attack: Intelligence Vs. AC.
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Hit: 1[W]+Intelligence modifier damage and target is surprised (save ends).
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Sustain Standard: You may attack the same target or switch to a new target in range. Make an attack (as above) and shift up to an amount of squares equal to your Wisdom modifier.
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Special: The Mystic Orb used for this power is destroyed if not sustained.
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Toban's Stormfront
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Warmage Attack 15
|
Lightning courses through your body and arcs to one of your Mystic Orbs, collapsing it and engulfing its surroundings in a tumultuous storm. After the initial burst of lightning, a thunderous blast echoes from the collapsed Mystic Orb.
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Daily Arcane, Implement, Lightning, Thunder
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Standard Action
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Area burst 3 within 15 squares
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Primary Target: Each creature burst
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Attack: Intelligence Vs. Reflex
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Hit: 5d6+Intelligence modifier lightning damage.
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Miss: Half damage.
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Secondary Target: Each creature within 5 squares of center square of burst
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Secondary Attack: Intelligence Vs. Fortitude.
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Hit: 2d6+Intelligence modifier thunder damage and target is pushed an amount of squares equal to your Wisdom modifier.
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Special: The Mystic Orb used for this power is destroyed.
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Level 16: Utility Power[edit]
Benefit: You gain one of the following utility powers.
Toban's Jaunt
|
Warmage Utility 16
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You leap into the air, either into or out of the fray, and generate an immobilizing static field before or after your flight.
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Encounter Arcane, Zone
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Move Action
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Close blast 3
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Effect: The blast creates a zone that, until the end of your next turn, immobilizes each enemy caught within (save ends) and you fly a number of squares equal to twice your speed. The order of these actions is not restricted.
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Coldwing's Resolve
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Warmage Utility 16
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You brace yourself with arcane energy, increasing your resilience for a short time.
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Daily Arcane
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Minor Action
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Personal
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Effect: You gain temporary hit points equal to 25 + your Intelligence modifier and a +2 power bonus to all defenses until the end of the encounter or for 5 minutes.
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Mystic Guard
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Warmage Utility 16
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One of your Mystic Orbs intercepts an enemy's attack against you and shatters, creating a defensive barrier of glistening dust around you.
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Daily Arcane
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Immediate Interrupt
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Personal
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Trigger: You are hit by an enemy's melee or ranged attack.
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Effect: You receive no damage from the attack and gain resist 6 to all damage until the end of the encounter or for 5 minutes.
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Special: The Mystic Orb used for this power is destroyed.
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Phase Shift
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Warmage Utility 16
|
You use arcane floes to the best of your ability, arriving elsewhere within the blink of an eye and becoming out of phase with reality for a short while.
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Daily Arcane, Teleport
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Move Action
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Personal
|
Effect: Teleport up to twice your speed. Until the end of the encounter, enemies 5 or more squares away from you cannot see you.
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Level 17: Encounter Power[edit]
Benefit: You gain one of the following encounter powers.
Arcane Bolt
|
Warmage Attack 17
|
You channel the arcane through your weapon, blasting away an enemy and anything behind it.
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Encounter Arcane, Force, Implement
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Standard Action
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Ranged 20
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Special: Upon reaching the primary target, the bolt explodes in a Close blast 3 in the bolt's direction, using the primary target's location as the origin square for the area of effect. An Arcane Bolt can be redirected in a desired direction by using a Mystic Orb, Empowering it in the process as per the Warmage class feature 'Empower Orb'.
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Primary Target: One creature
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Attack: Intelligence Vs. Reflex
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Hit: 3d8 + Intelligence modifier force damage
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Secondary Target: Each creature in blast
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Secondary Attack: Intelligence Vs. Fortitude.
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Hit: 1d8 + Intelligence modifier force damage and target is pushed a number of squares equal to your Wisdom modifier
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Miss: Half damage
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Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power. Any active effects on your weapon also apply upon a successful hit as if you struck the target with a melee attack.
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Force Barrier
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Warmage Attack 17
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A pulse of pure energy emanates from you, knocking back enemies and shielding you from potential harm.
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Encounter Arcane, Force, Implement
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Standard Action
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Close burst 4
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Target: Each creature in burst
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Attack: Intelligence Vs. Fortitude
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Hit: 4d6+Intelligence modifier force damage, the target is pushed an amount of squares equal to twice your Wisdom modifier, and knocked prone (save ends).
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Miss: Half damage and the target is pushed an amount of squares equal to your Wisdom modifier.
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Effect: You are surrounded by a field of protective force energy, granting resist 5 to all damage and allowing you to phase an amount of squares equal to your Wisdom modifier if hit by a melee or ranged attack until the end of your next turn.
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Sustain Minor: The effect persists.
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Shock Fist
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Warmage Attack 17
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You conjure a giant floating fist made of sparking lightning that envelops foes and shocks them relentlessly.
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Encounter Arcane, Conjuration, Implement, Lightning
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Standard Action
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Ranged 20
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Special: You conjure a 5-foot-tall fist of electricity in an unoccupied square within range, and the hand attacks. As a move action, you can move the hand up to 6 squares.
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Target: Each creature adjacent to the fist
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Attack: Intelligence Vs. Reflex
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Hit: 4d6+Intelligence modifier lightning damage, and the fist immobilizes the target (save ends).
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Sustain Minor: A target immobilized by the fist takes 2d6 + Intelligence modifier lightning damage when you sustain this power. As a standard action, you can attack another target with the fist.
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Wall of Force
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Warmage Attack 17
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An arcane wall of force materializes at your command.
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Encounter Arcane, Conjuration, Force, Implement
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Standard Action
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Area wall 10 within 10 squares
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Effect: You conjure a wall that consists of contiguous squares filled with arcane force. It can be up to 8 squares long and up to 4 squares high. The wall lasts until the end of your next turn. Any creature that starts its turn adjacent to the wall takes 2d6 + Intelligence modifier force damage and is pushed an amount of squares equal to your Wisdom modifier (save prevents push). If a creature moves into the wall’s space or starts its turn there, the creature takes 4d6 + Intelligence modifier force damage and is pushed an amount of squares equal to your Wisdom modifier (save prevents push). Entering a square occupied by the wall costs 3 extra squares of movement. The wall blocks line of sight.
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Sustain Minor: The wall persists.
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Level 18: Ability Score Increase[edit]
You are a true paragon of physical and mental perfection.
Benefit: You increase two ability scores of your choice by 1.
Level 19: Daily Power[edit]
Benefit: You gain one of the following daily powers.
Astral Weapon
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Warmage Attack 19
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One of your Mystic Orbs fuses with your weapon and releases its energies as you attack, wracking your target and any nearby foes in a torrent of astral blades.
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Daily Arcane, Weapon
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Standard Action
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Melee weapon
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Primary Target: One creature
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Attack: Strength Vs. AC or Dexterity Vs. AC
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Hit: 3[W]+Strength modifier damage or 3[W]+Dexterity modifier damage and the target is dazed (save ends), make a secondary attack.
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Miss: Half damage, make a secondary attack.
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Secondary Target: Each enemy creature within 3 squares of primary target, three attacks
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Secondary Attack: Intelligence Vs. Reflex.
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Hit: 1[W]+Intelligence modifier damage per attack
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Sustain Standard: You may attack the same target or switch to a new target in range. Make an attack (as above) and shift up to an amount of squares equal to your Wisdom modifier.
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Special: The Mystic Orb used for this power is destroyed. If sustained, another Mystic Orb must be used.
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Pirion's Phaseblast
|
Warmage Attack 19
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One of your Mystic Orbs merges with an enemy, bursting from inside and teleporting your foe to another target, resulting in a final blast of pure energy.
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Daily Arcane, Force, Implement, Teleportation
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Standard Action
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Ranged 15
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Primary Target: One creature
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Attack: Intelligence Vs. Fortitude
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Hit: 4d6 + Intelligence modifier force damage, and the target is teleported adjacent to an enemy within 15 squares. Make a secondary attack.
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Miss: Half damage and the target is teleported to a square within 15 squares of you. The creature arrives at its destination prone and dazed.
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Secondary Target: Each creature within 5 squares of primary target
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Secondary Attack: Intelligence Vs. Reflex.
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Hit: 2d6+Intelligence modifier force damage and target is pushed an amount of squares equal to twice your Wisdom modifier.
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Miss: Half damage and target is pushed an amount of squares equal to your Wisdom modifier.
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Special: The Mystic Orb used for this power is destroyed.
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Prism Strike
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Warmage Attack 19
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One of your Mystic Orbs shimmers with a myriad of colors and hues as it crashes into a foe indicated by your strike.
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Daily Arcane, Weapon, Radiant
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Standard Action
|
Melee weapon
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Primary Target: One creature
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Attack: Strength Vs. AC or Dexterity Vs. AC
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Hit: 2[W]+Strength modifier damage or 2[W]+Dexterity modifier damage.
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Secondary Target: Each enemy creature within 2 squares of the primary target
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Secondary Attack: Intelligence Vs. AC.
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Hit: 2[W] + Intelligence modifier radiant damage and other effects of the attack vary based on the defense overcome. Hit (Fortitude): If the attack hits the target’s Fortitude defense, the target is pushed up to an amount of squares equal to your Wisdom modifier and slowed (save ends). Hit (Reflex): If the attack hits the target’s Reflex defense, the target takes ongoing 5 radiant damage and is knocked prone (save ends both). Hit (Will): If the attack hits the target’s Will defense, the target is teleported up to an amount of squares equal to your Wisdom modifier, the target is dazed and immobilized (save ends both).
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Special: The Mystic Orb used for this power is destroyed.
|
Quaren's Flashflame
|
Warmage Attack 19
|
One of your Mystic Orbs surrounds you and ignites around you, growing in brightness until it explodes, covering nearby enemies in its blinding flames.
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Daily Arcane, Fire, Implement
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Standard Action
|
Close blast 5
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Target: Each creature blast
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Attack: Intelligence Vs. Reflex
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Hit: 4d6+Intelligence modifier fire damage and ongoing 10 fire damage (save ends).
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Miss: Half damage and ongoing 5 fire damage (save ends).
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Effect: Targets blinded (save ends) and are pushed an amount of squares equal to your Wisdom modifier.
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Special: The Mystic Orb used for this power is destroyed.
|
Level 20: Paragon Path Power[edit]
Benefit: You gain the level 20 power of your chosen paragon path.