Eternal Deceiver[edit]
“
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Really?! That's the oldest trick in the book. In fact, I invented it.
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”
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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
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Eternal Deceiver Attack 11
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An aura of force surrounds and conceals you from your foes.
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Encounter Psionic, Implement
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Standard Action
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Close burst 1
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Target: Each enemy in burst
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Attack: Charisma Vs. Reflex
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Hit: 2d10 + Charisma modifier force damage, and the target is blinded until the end of your next turn.
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Effect: You may shift to any unoccupied square within burst.
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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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Deceiver's Rebirth
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Eternal Deceiver Utility 12
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No one can truly slay a rakshasa nor can a Jester truly die.
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Daily Psionic, Teleportation
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Immediate Reaction
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Personal
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Trigger: You are reduced to 0 or fewer hit points
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Requirement: You must spend two healing surges without regaining any hit points.
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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.
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Unseen Blade
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Eternal Deceiver Attack 20
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An invisible blade appears behind your foe and cuts him to rivets.
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Daily Psionic, 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: Charisma Vs. AC
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Hit: 5d8 + Charisma modifier force damage, and the target takes ongoing 5 force damage and grants combat advantage (save ends both).
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Miss: Half damage, and the target grants combat advantage (save ends).
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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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