Dead Walker (4e Paragon Path)
Jump to navigation
Jump to search
Dead Walker[edit]
“ | Just because you're dead doesn't mean that you shouldn't be able to have fun! | ” |
Over your adventuring, your being dead has seen many opportunities for messing with people. After some thought, you've figured out that the best way to screw with someone is to do it when they can't see you!
Prerequisite: Phantom, Ghost Walk Racial power
Dead Walker path features[edit]
- Cloaked Trickster (11th Level): Your Ghost Walk power no longer damages you when you sustain it. Your Ghost Walk is also sustained if you hit with an attack and the attack die roll is a natural 15 or higher.
- Cloaking Action (11th Level): Whenever you spend an action point to take an extra action, you may become invisible until the end of your next turn.
- Freed from the Real (16th Level): While you are using your Ghost Walk racial power, you can ignore the Dazed, Stunned, Slowed, and Immobilized effects, and get a +2 to all defenses. In addition, you can determine line of sight and line of effect from a square adjacent to you.
- Walk the Walk (16th Level): When you are using your Ghost Walk or Ghostly Passage powers, your speed is increased by 1. Additionally, you may use your Ghost Walk power as an immediate interrupt whenever an attack would hit you.
Ghostly Passage | Dead Walker Utility 12 |
"Oh, don't mind me. Just the friendly neighborhood ghost walkin' on through." | |
At-Will | |
Move Action | Personal |
Effect: Until the end of your next turn, you are insubstantial and phasing, and creatures can't make opportunity attacks against you. Additionally, you move half your speed. |
Back to Main Page → 4e Homebrew → Classes, Paragon Paths, and Epic Destinies → Paragon Paths