Forums DS 4

Paragon Path: True Defiler

Subscribe to Paragon Path: True Defiler 1 post, 1 voice

 
Avatar fallenakriel 72 posts

TRUE DEFILER
Prerequisite: Access to arcane power source, non-good alignment.
You have mastered the art of defiling with your spells and have survive the hardship of that obvious discipline from the law.
DEFILER FEATURES
Defiling Mastery (level 11): Now as a master Defiler, you may affect your defiling zone as a free action. Double the defiling radius to gain a +2 to that spell or reduce the zone to a single square but take a -2 to attack with it.
Defiling the land with Arcane Rituals now get you a +2 bonus on the roll.
Defiling Vitality (level 11): With an action point, you can defile your own body instead of the land. When you do that, you lose an healing surge. You appear sickly-gray but without penalty for the encounter.
Ranged Defiling (level 16): With a minor action, you defiling zone is now a Blast with Range 10. That can help make other falsely pass as defiler or hide the defiling effect from the line of sight of a suspicious templar.
DEFILER SPELLS
Touch the Black [Encounter Attack 11]
A gate open and pure shadows flow trough, leeching the life of those unfortunate standing there.
Encounter Arcane, Conjuration, Necrotic, Shadow, Implement
Standard Action Area Blast 5 within 15 squares
Targets: Each enemy in blast
Attack: Intelligence vs. Fortitude
Hit: 2d10 + Intelligence modifier necrotic and cold damage.
Effect: Until the end of your next turn, enemies that begin
their turn in the blast take 10 cold damage.
Defiling Regeneration [Daily Utility 12]
Defiling energies return to you, granting the life of those who have taste the wrath of your magic.
Daily Necrotic, Healing, Stance, Implement
Minor Action Personal
Effect: Until the end of the encounter, when you damage with a spell, you heal HP equal to your Int modifier.
Death Wall [Daily Attack 20]
A wall made of grey mist appear and anyone feel the cold calling of their death.
Daily Arcane, Conjuration, Necrotic, Implement
Standard Action Area wall 8 within 10 squares
Effect: You conjure a wall that consists of contiguous squares filled with a defiling gray mist. 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 necrotic damage. If a creature moves into the wall’s space or starts its turn there, the creature takes 3d8 + Intelligence modifier necrotic damage plus ongoing 10 necrotic damage (save ends). Entering a square occupied by the wall costs 2 extra squares of movement. The wall blocks line of sight.
Sustain Minor: The wall persists.

Forums DS 4