Shadow Avatar (MC Paragon Path)

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Author: Xeadin (talk)
Date Created: 4-2-11
Status: Shadow Avatar Tables
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Shadow Avatar

Shadow Avatar

With the downfall of our home, we have become avatars of the darkness—we crave the light, but we must also embrace our fears.
—Darcey, Shadowcon druid of Enori Towers
Prerequisite: Shadowcon 

Masters of the darkness-- mysterious individuals whom invoke the shadows of the world. Many shadowcon fear the darkness that their home world had protected them by—which was also a shroud to worsen their fears. Since the destruction of their home, some have been left scarred by this belief that the darkness is Catastrophe reincarnated. Some shadowcon, however, have found a way around this fear—using the darkness to their advantage. With this knowledge, they have become the darkness themselves—an avatar of Catastrophe. Shadow Avatars are powerful, and they use the darkness to transpose themselves or imprison their foes in orbs of darkness full of dark memories.

As powerful as they seem, their power comes at a limit. Many Shadow Avatars have developed a use to combine martial or arcane powers with their shadow powers to create a plethora of combinations to enhance their effectiveness. However, this consumes their internal energy source. Like that of Catastrophe, Shadow Avatars have a life force within them. When this life force becomes unbalanced, it can tear them apart like what had befallen their home. You can use this life force to augment your powers in one way or another.

Shadow Avatar Path Features[edit]

Avatar's Power (11th level): Shadow Avatars acquire the use of power points that function like action points. Using a power point gives you a variety of benefits, but will also bring about temporary weakness. When you run out of power points, your weakness becomes greater until you regain power points. See the tables below.
Shadow Action (11th level): When you spend an action point to take another action, you also gain concealment until the end of your next turn.
Shadow's Wrath (16th level): You can extend the range of all of your melee or close burst attack powers by 1, and you can also deal an additional 2d6 Necrotic damage on a successful hit with such powers.



Shadow Avatar Path Powers

Shadow Sphere
Shadow Avatar Attack 11
You trap your foe in an orb of darkness—full of your darkest memories—that torments your foe.
Encounter ✦ Augmentable, Fear, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier Necrotic damage, and the target is immobilized until the end of your next turn.
Aftereffect: The target suffers a -2 penalty to attack rolls (save ends).

Augment 1
Hit: As above, plus ongoing 5 Necrotic damage (save ends).
Augment 2
Hit: 3d8 + Charisma modifier Necrotic damage, and the target becomes insubstantial until the start of your next turn.
Shadow Jaunt
Shadow Avatar Utility 12
You transpose yourself to another area of shadow.
Encounter ✦ Augmentable, Teleportation
Move Action Personal
Effect: You teleport your speed to another area of shadow, and you become insubstantial until the start of your next turn.

Augment 1
Effect: Increase the teleportation speed a number of squares equal to your Intelligence modifier.
Shadow Tendrils
Shadow Avatar Attack 20
Tendrils of darkness flows from you and across the floor—ensnaring your foes and filling them with the curse of your wrath.
Daily ✦ Augmentable, Fear, Necrotic
Standard Action Close Burst 4
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 3d8 + Charisma modifier Necrotic damage, and the target is restrained (until escape).
Miss: Half damage and the target is dazed (save ends).

Augment 1
Hit: As above, and ongoing 10 Necrotic damage
Miss: As above, and ongoing 5 Necrotic damage
Aftereffect: The target is weakened until the end of the encounter.
Augment 2
Hit: 4d8 + Charisma modifier Necrotic damage, and the target also suffers a -2 penalty to attack rolls.
Aftereffect: As above, and the target suffers a -1 penalty to all defenses.

Shadow Avatar PP[edit]

Power Points[edit]

Level Power Points
11 Gain 3
14 Gain 2 (Total 5)
18 Gain 2 (Total 7)
21 Gain 1 (Total 8)
24 Gain 2 (Total 10)
27 Gain 2 (Total 12)
30 Gain 1 (Total 13)

You regain all expended power points when you take an extended rest, and you regain 3 power points when you take a short rest. You can gain an additional power point by expending each individual class feature power that are not at-will powers, or utility powers that are not at-will powers. This does not include racial powers or any other type of power. The number of power points you gain cannot exceed your maximum value.

Power Point Augmentations[edit]

When you augment power points to... Power Point Augment Augmentation effect
Improve effect or power 1 (Max 3) Add an additional effect to the power
Increase Damage 1 (Max 3) Increase damage of attack by one hit die
The above augmentations last until the end of your turn.
You can only spend a maximum of 1 power point on at-will powers for increasing damage or adding an effect.
You can augment a power with both effects for 1 power point each (max 2). This can only be applied to attack powers (including at-will).

When you add an additional effect to the power, you can select from the following lists or roll randomly for a chosen effect.

Effect (d20) – Encounter and Daily attack powers
1: The target is dazed until the end of your next turn (or until a save can end for a daily power).
2: The target takes ongoing 5 damage (damage type is the same as the power, if any; save ends).
3: The target is weakened until the end of your next turn (or until a save can end for a daily power).
4: The target takes a -1 penalty to all defenses until the end of your next turn (or until a save can end for a daily power).
5: The target is slowed until the end of your next turn (or until a save can end for a daily power).
6: The target is blinded until the start of your next turn (or until a save can end for a daily power).
7: The target takes a -1 penalty to attack and damage rolls until the end of your next turn (or until a save can end for a daily power).
8: The target takes ongoing 10 damage (damage type is the same as the power, if any; save ends).
9: The target is immobilized until the end of your next turn (or until a save can end for a daily power).
10: The target is deafened until the start of your next turn (or until a save can end for a daily power).
11: The target takes a -2 penalty to all defenses until the end of your next turn (or until a save can end for a daily power).
12: The target is stunned until the end of your next turn (or until a save can end for a daily power).
13: The target takes a -2 penalty to attack and damage rolls until the end of your next turn (or until a save can end for a daily power).
14: The target cannot benefit from cover or concealment until the end of your next turn (or until a save can end for a daily power).
15: The target takes ongoing 15 damage (damage type is the same as the power, if any; save ends).
16: You shift the target a number of squares equal to your Intelligence modifier.
17: The target’s speed is reduced by 2 until the end of your next turn (or until a save can end for a daily power).
18: The target cannot benefit from combat advantage until the end of your next turn (or until a save can end if it is a daily power).
19: Roll again. The effect lasts until the end of the encounter (except for ongoing damage).
20: Roll again. The effect lasts until the end of the encounter, including ongoing damage. If the effect moves a target, the target moves double the indicated speed.

The effects apply to all creatures hit by the selected power. If the power has a miss property, the effect has no use on creatures the power misses.

Effect (d12) – At-Will attack powers
1: The target is dazed until the end of your next turn.
2: The target takes ongoing 5 damage (damage type is the same as the power, if any; save ends).
3: The target is weakened until the end of your next turn.
4: The target takes a -1 penalty to all defenses until the end of your next turn.
5: The target is slowed until the end of your next turn.
6: The target is blinded until the start of your next turn.
7: The target takes a -1 penalty to attack and damage rolls until the end of your next turn.
8: You shift the target 1 square.
9: The target is immobilized until the end of your next turn.
10: The target is deafened until the start of your next turn.
11: The target cannot benefit from cover or concealment until the end of your next turn.
12: Roll again. The effect lasts until a save can end. If the effect moves a target, the target moves double the indicated speed.

The effects apply to all creatures hit by the selected power. If the power has a miss property, the effect has no use on creatures the power misses.

Effect (d12) – Utility powers
1: The target gains a +1 bonus to AC and one defense of their choice until the end of your next turn.
2: The target gains a +1 bonus to attack rolls until the end of your next turn.
3: The target gains a +2 bonus to damage until the end of your next turn.
4: The target can move 1 additional square until the end of your next turn (does not include shifting).
5: The target gains 1d6 temporary hit points for every power point spent on chosen power.
6: The target shifts half their speed.
7: The target regains +1d6 hit points for every power point spent on chosen power.
8: The target can deal +1d6 additional damage for every power point spent on chosen power until the end of your next turn.
9: The target gains a +2 bonus to attack rolls until the end of your next turn.
10: The target gains a +1 bonus to all defenses until the end of your next turn.
11: The target gains combat advantage until the end of your next turn.
12: Roll again. The effect lasts until the end of the encounter. If the effect moves a target, the target moves double the indicated speed. This does not apply to at-will utility powers.

The effects apply to all creatures affected by the selected power

After you resolve the effects of a power point augmentation effect, you take a -1 penalty to all defenses until the end of your next turn. When you have no power points left, you take a -2 penalty to all defenses until you gain more power points or until you take a short or extended rest. This includes augmenting powers presented in this paragon path.


Shadowcon
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Action TypeStandard Action + and Move Action +
AuthorXeadin +
IdentifierMC Paragon Path +
KeywordAugmentable +, Fear +, Necrotic + and Teleportation +
Level11 +, 12 + and 20 +
RaceShadowcon +
RangeRanged10 +, Personal + and Close Burst4 +
RatingUndiscussed +
SummaryMasters of the darkness-- mysterious individuals whom invoke the shadows of the world. +
TitleShadow Avatar +
TypeShadow Avatar Attack Power + and Shadow Avatar Utility Power +
UsageEncounter + and Daily +