Eternal Deceiver (4e Paragon Path)
Eternal Deceiver
| “ | Really?! That's the oldest trick in the book. In fact, I invented it. | ” |
Prerequisite: Rakshasa or Jester
Eternal Deceiver Path Features
- 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 4e Power Type::Attack 11 |
| An aura of force surrounds and conceals you from your foes. | |
| 4e Power Usage::Encounter Psionic, Implement | |
| 4e Power Action Type::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 4e Power Type::Utility 12 |
| No one can truly slay a rakshasa nor can a Jester truly die. | |
| 4e Power Usage::Daily Psionic, Teleportation | |
| 4e Power Action Type::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 4e Power Type::Attack 20 |
| An invisible blade appears behind your foe and cuts him to rivets. | |
| 4e Power Usage::Daily Psionic, Implement | |
| 4e Power Action Type::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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