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Lots of shit changes when you hit level 11, and also you're all having a month of (in

game) time to do shopping for better equipment, and also you were all given a lot of
money to go shopping with as a reward for your services. Woohoo! Rather than make
you all wait until we're online at the same time for you to ask me shit I thought I'd
rather make this. It's gonna talk about feats and paragon paths and some advice on
each. I'm also going to introduce a few new rules that probably should have been in
the game already but tbh I am a new DM and was taking my time. Ya got a contents
list here so you can CTRL+F to find what you're looking for if you need it. You got
any questions just ask, I am totally happy to help you with stuff but I thought this
might be helpful for when I'm not on, is all

Contents:
1: New rules
1a: Assisting and interfering
1b: Flanking
1c: Alchemy & Rituals
1d: Charge attacks
1e: How death is going to work
1f: Hirelings
2: Feats
2a: Feat rules
2b: Good choices for all of you
2c: Multiclassing
3: Paragon Paths
3a: Declan's recommendations
3b: Danielle's recommendations
3c: Sam's recommendations
3d: Train's recommendations
3e: Josh's recommendations
3f: Jordan's recommendations
3g: Toby's recommendations
3h: Yuki's recommendations
1: New Rules
I wanted to add a couple of things to the game to spice it up a little, fix a few things that I wasn't
liking at the moment and hopefully give you guys more options. I might even do something about
the stupid number of healing surges everyone gets one day

1a: Assisting and interfering


So sometimes people don't have super good uses of their minor actions. I also feel like people aren't

making as many knowledge checks as they should? And I get that, if all the checks you want done
are wisdom based and the wisdom guy is last in the turn order, fuck it you could do half the battle
by then. With assisting and interfering, when player A makes some kind of skill check, ability check
or saving throw on their turn, player B can try to assist or interfere. For assisting, they add the right
ABILITY MODIFIER (the little numbers next to your stats) and for interfering they take it away.
Player B will then not have a minor action when it comes round to their turn, as they used it on the
assisting/interfering. There will be times assist/interfere won't be available (e.g constitution checks
to endure poison you swallowed). This hopefully makes skill checks more viable, minor actions less
wasted, initiative order less wow fuck you I'm going last brb for half an hour and the game a little
more interactive? Idk if we hate this rule we can always scrap it

1b: Flanking
If two players/allies of the players stand opposite sides of the same enemy and are both next to it,
both of them get combat advantage against that enemy. Enemies can do the same to you. This is
actually a proper D&D rule but I've been forgetting to use it. Combat advantage is +2 to hit and also
for Josh it's a gateway to shit tonnes of damage. You can't get combat advantage on the same thing
multiple times

1c: Alchemy & Rituals


This is another one of those things that's always been there but frankly I didn't really start feeling
confident enough as a DM to try it. In the shopping bit later there's gonna be a list of rituals and
alchemy items you can buy. Anyone can use the ritual/alchemy item as a single-use thing no
problem. If you have the ALCHEMIST or RITUAL CASTER feats you also learn the formula for
the alchemy item/the inscription for the ritual. From then on, you can make extra versions of the
alchemy item for half the cost, and a ritual for the tenth of the cost. Alchemy items tend to be
instant use, some can even be used in battle as attacks. Rituals tend to do a fair bit more, but they
have a fair bit of casting time (it'll say on each ritual). As such they're gonna be outside of battle
only.

1d: Charge attacks


This is again a rule that should have been in the game since the start but I feel it'd have made melee
attacking OP if it was. A charge attack costs a standard action. BEFORE the attack, you can move
up to your speed, but you must move towards the target, who you have to declare before you start
moving. You can then do a melee basic attack at the end of said charge. So yes, you can move as a
move action and then move as part of the charge. Now that some creatures will be flying, or
swimming, or be the kinds of things you don't want to go near/can't get near, I'm adding in charge
attacks to balance it a little. If you have a good attack which says this can be used as a melee basic
attack this is a jackpot.

1e: How death will work


I wanted to put some proper rules in place for how character death is gonna work. As we step into
level 11, it's a new tier of play and I'm going to be playing about more with ranged attackers, nasty
conditions, shitty stage elements etc. You've had a chance to start making lots of choices to build
your character how you want, so I'm happier to step up my end. First of all, death will not mean
you're out of the group. If your character dies, you can play as a character who's two levels lower

than the rest of the group. This will make you weaker than them, and make death suck, but not so
much weaker that you wanna quit (like the official rules say, which would make you start as a level
1).They have to be a different class and race, for the sake of avoiding I have a new character who
is literally a clone of my old one. If your NEW character dies, you won't go down another two
levels, you'll just be another character that is two levels lower than the 'main party', otherwise you
could just keep dying and become endlessly shitty. You can decide whether you're going to simply
continue as this character (I will EVENTUALLY let you catch up level-wise but it will by no means
be quick) or whether this character is just trying to revive the one you lost. I have a list of good
aspects and bad aspects that will permanently affect your character if they come back from the dead,
because the idea of coming back exactly as you were like death ain't no thang is bollocks. I will
decide which you get based on how your character died and who they were and things like that.
Also if you die, just before it happens I will give your character one action they can take as their
'dying breath'. On this one action, any d20 roll needed can be treated as a natural 20. Use this to
make your death epic pls

1f: Hirelings & Pets


Now that you've hit paragon level, you are recognised people, and you are making some good
money. As well as all the other stuff you'll be able to buy from shops, you will also get options to
pick out different hirelings or pets, who will have an upfront fee to start and then smaller continued
fees as they work with you. They will never fight for you, although how much danger they put
themselves in and how out of their way they go to help you may differ based on how much you pay
them and how well you treat them.

2: Feats
Everyone SHOULD be getting two new feats jumping from 10 to 11. As y'all know there's like 50
billion feats so I wanted to offer a LITTLE advice about stuff as it's daunting. One thing to mention
is that the biggest things that affect what feats are available to you are your LEVEL and your
CLASS. You will have more options for your level 11 feat than you had before, as level 11 is a big
level change in D&D. Also if you MULTICLASS you will get access to feats from that class

2a: Feat rules


I don't wanna be a cunt and make loads of rules about what to pick like most DMs do. You can only
multiclass once, you can only take one 'heritage' feat, and only one 'dragonmark' feat. Otherwise go
nuts and do what ya like

2b: Good choices for all of you


If you don't know what to take and don't wanna look at class specific stuff, this is a solid list of feats
any one of you can take.

Improved defenses - +2 to Fortitude/Reflex/Will, increases to +3 at level 21


Toughness - +10 max hp, +15 at level 21
Improved initiative - +4 to your initiative
Ritual caster & alchemist
Mounted combat for if you want to fight on a mount. Don't have a mount? Buy one
Multiclass feats see the next bit of the guide

Heritage feats different benefits based on which one you pick, but generally pretty good
Dragonmark feats- same as heritage, but the best ones are MARK OF STORM (sliding with
lightning/thunder powers + improve your flight), MARK OF HEALING (grant saving
throws when you heal), MARK OF MAKING (like the alchemist feat but better), MARK
OF HANDLING (like mounted combat but better) and MARK OF WARDING (your marks
are -3 to enemies attacks instead of -2, whenever you'd buff someone's defences you buff
them by an extra 1)
Expertise feats more likely to hit, with other effects which vary from weapon to
implement, but search up whatever equipment you use and there's an expertise feat for it. If
you're a weapon user it'll be done in 'families' (so like there's not 'short sword expertise' but
there is 'light blade expertise' which covers all light blades. You can find what kinda weapon
you use in equipment but if unsure just ask)
Focus feats do more damage, same categories as the expertise feats
Wild talent get access to 3 non-combat at-will spells with interesting uses for 1 feat
Superior implement if you use implements, might be worth getting access to better stuff
Weapon proficiency if you use weapons, this is how you get better weapons
Arcane admixture okay this isn't for EVERYONE, only people who have an arcane class,
but changing the type of damage one of your at-wills can be can be really good and I felt I
had to mention it somewhere

2c: Multiclassing
A multiclass feat is one of the best feats you can get, and except bards, you tend to only get to do it
once. Not only are they great feats by themselves but they also open up doors to feats from that
class, as well as the paragon paths for that class. It will never make more of a difference to have a
good multiclass choice than it does now, so it's a good idea to have your multiclass picked. If you've
already multiclassed I am happy to let you rechoose what your other class is at this point because it
matters big time. After the first feat you can also spend more on swapping powers from your first
class with ones from your second (don't like your level 9 daily as a paladin? Use a level 9 daily
from a wizard).
If you don't know what to multiclass into, three different ways to help you pick:

Power source (better if from a different category than the one you're in)
Martial: Barbarian berserker, skald-bard, fighter, ranger, rogue, warlord
Arcane: Artificer, bard, sorcerer, swordmage, warlock, wizard
Divine: Invoker, paladin, cleric, avenger, runepriest
Primal: Barbarian, druid, scout ranger, hunter ranger, seeker, shaman, warden
Psionic: Psion, Battlemind, Ardent, Monk
Shadow: Assassin, executioner, vampire

Best ability (better if from a category where you already have a high score)
Charisma: Ardent, bard, skald-bard, sorcerer, elementalist sorcerer, warlock
Constitution: Battlemind
Dexterity: Assassin, executioner, monk, any kind of ranger, any kind of rogue, vampire
Intelligence: Artificer, psion, swordmage, any kind of wizard
Strength: Barbarian, berserker-barbarian, templar clerics, fighters, any kind of paladin, normal
rangers, runepriests, wardens, warlords

Wisdom: Avenger, warpriest cleric, any kind of druid, invoker, seeker, shaman

Multiclass options that give an extra heal:


Bardic dilettante bard - needs 13 charisma
Fervent talent ardent- needs 13 charisma
Initiate of the faith cleric needs 13 wisdom
Master of stories skald bard needs 13 charisma
Sentinel initiate druid needs 13 wisdom
Student of artifice artificer needs 13 intelligence
Student of battle warlord needs 13 strength
Student of divine runes runepriest needs 13 strength
Every character is able to take one of these options if they want a heal power

3: Paragon Paths
This is probably the most important choice in character levelling up that you ever make. Paragon
paths are a thing you pick at level 11 which can make two identical level 10 characters work very
differently. This is what you get:

An 'always active' feature which forever changes you at level 11


A thing that happens whenever you use an action point at level 11
An encounter power at level 11
A utility power at level 12
Another 'always active' feature which forever changes you at level 16
A daily power at level 20

And your paragon path will tie it all together. All 6 of those things will come in one package. It's a
REALLY good idea to think about which paragon path you want, and it's one of the main reasons
I'm giving you all so much time to pick stuff, but I'll recommend some if you don't wanna read
Your available picks for paragon paths are normally based on your class (this is why multiclassing
is good), but you might have some based on your power source (another reason multiclassing is
good), or your race, or your theme, or your heritage feats if you have any and some are based on
random shit like your alignment or which deity you worship

3a: Declan's recommendations


Adept of whispers An amazing action point feature, some nasty effects on the attacks and at level
16 you can make your attacks more deadly whenever you want (including crits on 19-20) by dazing
yourself
Flame of hope a path built around making your allies more accurate, better at saving throws and a
little bit of healing. A really defensive-nature paragon path if you're looking for that
Heavenly deceiver based on your race, the level 11 feature is the ability to conjure an illusion of
up to burst 10 (so roughly 60 ft by 60 ft), which has all sorts of potential if you think it through. At
level 16 you get to slide enemies as free actions if they go near you, and the level 11 encounter
power buffs an at will power of your choice (including your triple-hitting-hand-of-radiance)

Keeper of the nine a weird choice as it doesn't have a theme to it. You can soften enemies up,
make them flee from you on mass, make your burst attacks bigger, teleport, make difficult terrain
and also do a fairly big-burst attack which stuns all the people it hits. Everything in there is great
but it's very varied, is all
Divine oracle you would need to multiclass cleric for this. Your level 11 passive feature is kind of
weak, but everything else is golden. Extra move action when you action point, a utility which gives
you and all allies +5 to all d20 rolls until the end of your next turn and being able to put a big
marker on a creature's head which can turn a normal hit into a critical one just by you wanting it to
be one. At 16 you get to roll twice for ALL attacks vs will (as long as you don't mind being dazed if
both miss)

3b: Danielle's recommendations


Blood moon stalker your action points become any action of your choice + an extra use of
grasping claws for free. When you kill things, you second wind for free. Your attacks are all about
using your beast forms as much as possible, and after level 16 while you're in your beast form you
will be able to crit on 19-20
Coiled serpent you can buddy up with Toby now, this paragon path lets you stack poison damage
lots. Ongoing 10 poison to anyone you hit as you action point, at level 16 all of your beast form
attacks will do 2d6 extra poison damage, and the level 11 encounter lets you hold an enemy in a
grab, which is a pretty excellent thing
Vermin lord you need to set your alignment to 'evil' to use it. I REALLY like this path. At level
16, whenever you use a primal encounter or daily power, you gain a fly speed of 6 until the end of
the turn, no matter what form you have. I insta-love it. You can also soften up enemies in a burst,
grant telepathy to allies and your level 20 daily turns you into a swarm of whatever-you-like-that-issmall-and-might-swarm. Mechanically it's not the BEST path but it's the one with the most roleplay
opportunity I think
Sky Hunter if you read the flight thing and just wanted more more flight, this is it. You fly when
you action point (as well as the action) and all 3 of the powers give you abilities to turn into flying
creatures. You also get options to blind and to slow enemies, but really, this is the path for flying
Nocturnal hunter this is all about embracing the beastly nature of a druid and giving yourself
various buffs. You can charge more, you gain PHASING when you charge (going through solid
objects) and the level 12 feature lets you turn yourself into a hunting pack of yourselves. This path
is exactly as good as how many creative uses you can think of for phasing through solid objects

3c: Sam's recommendations


Shadow dancer You know how you teleport a lot? This is the teleportation on steroids path. You
can Armathor's step for free before or after an action point, you gain combat advantage whenever
you teleport on your turn, the level 11 encounter is armathor's step+a melee basic attack+you
teleport them+you daze them. We would talk about replacing the level 20 power from this path with
something else because its effect is to do with 'zones', which are hard to remember without a map,
but we'd find something for you.
Malec-keth Janissary an skill trained, your aegis burst radius turns to 5 when you're bloodied and

you can switch places with an ally up to 10 squares away by teleport, and that's just the stuff you
start with. At level 16 you get to choose an element and deal an extra d4 of that type of damage on
ALL of your attacks (including off-turn ones like your aegis strikes). That might not seem much but
it's a way of triggering enemy vulnerabilities, and it's flexible
Wandering swordmage this is the other way to make your swordmage aegis bigger. It also gives
you teleporting action points, being crit makes you hit the enemy harder, the level 11 encounter
power hits AC for a primary hit then any of reflex/will/fortitude for its secondary hit, and the level
20 daily is one of the best stances I've seen. It buffs the AC and reflex of your allies near you by 1
(2 if you took mark of warding) and lets you do 2d6+wisdom modifier of force damage to an enemy
within 5 squares of you, every turn, without having to roll to hit, as a minor action.
Sword of assault you know your basic attack when you react with your aegis? It is now a
swordmage at-will instead, right from the get-go. When you action point to use a charge attack, you
can use a swordmage at-will or encounter at the end of the charge. At level 16 you pick one of your
at-wills each encounter, and you get a once-per-encounter use of said power as a minor action, not a
standard. The powers are not amazing but the features can amplify your damage so much you may
not mind
Shadowthief so right now I am writing this the day after you absorbed 7 souls from Deborah, the
slime-beast. This paragon path is in a similar vein to your helmet. You collect shadows when you
kill things, and these shadows can be spent to make your attacks more accurate. Your utility is an
aramthor's step whose range can be buffed by spending shadows, your daily is a MASSIVE burst
which can hit extra enemies by spending shadows, at level 16 you gain shadows when you crit, you
gain double-shadows on an action point turn. If you wanted to play up this idea of Zalbaarg getting
like an addiction to death itself, I thought I'd throw this in as a cool way to do it.

3d: Train's recommendations


Adroit explorer Extra uses of encounter powers you have OR extra encounter powers from your
class, a utility which at this level will be useful so damn often, big bonuses the first time you're
bloodied and that cherry on top: 2 action points per game at level 16. It's human-only, and it's great.
Dragon guardian this path is all about close blasts, giving them extra damage, making them ignore
resistances, making them crit on as low as 16 once you action point, and dishing out different types
of damage to try and trigger different enemy vulnerabilities. 2D10 + ongoing 15 damage to every
enemy in a close blast of 5 is pretty big, too. Not only that but if the targets hit anyone but you, they
take 5d6 of further damage. This could be juicy once you use some escape options and attack at
range
Arcane wellspring trade in the action for your action point to make a single target spell hit two
targets. You might remember this is the path that gives you lots of creative options, with the utility
giving you flight and hovering (and even punishes opportunity attackers) and the daily gives you
insubstantial (you take half damage) and phasing (you go through solid objects). The encounter
power, twin bolt, is really fucking good, too.
I'd give you more but I remember we talked about paragon paths for a long time once and we
decided these were the top contenders. Unless something desperately changes that'll still probably
be true

3e: Josh's recommendations

Daggermaster you'd have to make your main weapon a dagger instead of a shortsword for this,
trading your d6s down to d4s. However, in the face of the +modifiers of around 10 you'll have by
then, that's not a huge deal. And here's what you get. For starters, your attacks crit on 20, 19 AND
18. All of the dagger ones. That's straight from level 11.
Guildmaster thief this path encourages a fair bit of teamwork, which I know can be shaky, but if
you can do it you get huge rewards. For starters, anyone can spend anyone else's action point (if
willing) and you gain a +2 to hit if you use someone else's. Allies near you get better at stealth and
thievery. At level 16, allies who flank with you (you know, flanking, that free combat advantage
generator, that thing you want for sneak attack damage) gain bonuses to their damage equal to your
charisma modifier, which should be about 5 or 6 by then. All your powers either grant extra attacks
to your ally or let them move (ideally to help you flank). It's all such good synergy with the combat
advantage the rogue so desperately wants
Shadow assassin you start auto-damaging enemies who miss you, your sneak attack gets buffed,
and the powers are really high damage. You get accuracy on an action point. It's all very simple but
it's all very good, too
Thuranni shadow killer requires you to take the mark of shadow feat. It's not rogue-specific but
you'd never know to look at it, what with its extra damage when you have combat advantage and
ways to gain combat advantage via invisibility and clouds of darkness. Your level 20 is a grab,
which itself is good because grabs are rare, and it is also reliable (meaning the power is not used up
if you miss). The biggest downside is that Toby might take it as well
Jack of all trades definitely a weird one but I wanted to mention it. +2 to all skills at level 11 is
great, and training in 3 more skills at 16 is nothing to shake a stick at. Your rogue already has more
skills than any other party member, if you wanted to gain even more skill options this is the way to
go. While the focus is definitely on skills, the encounter power can still daze and the level 20 daily
power attacks every defence of an enemy at once, dealing damage and different effects for each
defence and because it's reliable, is not used up if it misses. It's a gimmick but it's not a bad
gimmick
Traveler's Harlequin you'd need to worship the traveller for this. Everything else you'd need, you'd
already get. You gain the ability to multiclass infinite times, which to remind you each multiclass
feat is training in a skill AND you qualify for feats from that class AND something to do with the
class. It even gives you an extra feat to multiclass with from level 11 to get you started. The use of
this is pretty huge You've also got abilities to reroll and a chance to disguise your body AND
EQUIPMENT (your changeling ability doesn't do this) and can even shrink. The crowning jewel is
at level 20, instead of a daily given to you, you can take a daily from 1) ANY class you are/have
multiclassed into or 2) ANY other paragon path you'd qualify for (even if you were unable to take it
at level 11, say if you multiclassed into vampire but weren't vampire at level 11).

3f: Jordan's recommendations


Avandra's blessed okay I won't lie the entry requirement is high, you have to use your multiclass
to become divine and you have to worship Avandra. The main thing about this paragon path is you
gain things called Luck Tokens. You gain them whenever you roll a natural 1 or 20 on an attack or
saving throw, your action point feature/level 11 encounter power both give you access to extra Luck
Tokens. Whenever you make a D20 roll, you can spend a luck token to roll a d6. On 1-3 you gain
+1 to the roll, on 4-5 you gain +2 to the roll and on a 6 you get to reroll it. That's all nice. The utility

power also lets you reduce damage from an attack by of your max health, and a d20 more if you
spend a Luck Token. The daily power dazes, slows and puts ongoing damage on an enemy, and you
can spend Luck Tokens to make it reroll its saving throws against that effect. You're probably
wondering why the fuck I brought this path to you. Well, simply put, with twin-strike and all the
other multi-attacking powers that rangers get, you roll a LOT of attacking d20s and thus you can
build up way more Luck Tokens than anyone else. It's a weird option I know but I think it's really
worth thinking about
Darkstrider a more conventional ranger path, this is about getting the surprise on enemies who
haven't acted yet or don't know you're there, and tacks on big big damage for doing so. Your utility
lets you become hidden to enemies, without having to roll, just by being next to a wall or any other
big piece of terrain, which is a huge plus. Dazing on your encounter power and two attacks of 3[W]
damage which can blind the targets on your daily is good too
Sharpshooter when you'd get opportunity attacks, you get 2 opportunity attacks. Your action point
has a free ranged basic after it, your utility gives you a big old buff to accuracy and damage which
will never be wasted and that daily, once you hit level 20, has the chance of doing 9[W] across 3
attacks, which is just crazy.
Harrowing swarm archer this path is about causing ongoing damage, and getting advantages when
you do, such as +2 to hit on such enemies right off the bat. Doing your hunter's quarry damage on a
miss at level 16 is great for free guaranteed damage. I would say this is the best path to pick if
you're willing to pick ongoing damage powers to supplement it, but if you're not this isn't a good
option
Ruthless punisher this path has enemy-specific stuff, which I normally dislike. However,
'humanoid type' enemies by my definition would just be anything that is a sentient creature that
walks on two legs (I'd even count some creatures that aren't this, like centaurs). With that in mind,
your quarry targets take extra damage, your action point can reroll against them and you can do
some weakening to them to make them do half damage.

3g: Toby's recommendations


I won't lie to you mate, there are so few paragon paths for executioners, so a lot of these options
have a price of a feat to get in
Guild executioner requires nothing else. Your assassin's strike (the +3d10 thing) goes up to 5d10,
all of your damage dice of 1, 2 or 3 are turned into 4 on an action point and you gain extra poison
use at level 20 instead of a daily power. The most under-appreciated thing in this path is the level 12
utility. It's a shift (so doesn't provoke opportunity attacks) that is twice your speed and you can jump
and/or climb with a +5 bonus to athletics to do so during the move. That is such good movement. If
you don't think being able to move straight through the enemy line unprovoked is good, with your
skillset, you're not thinking hard enough
Thuranni shadow killer you gain extra damage when you have combat advantage, which you
automatically have for being invisible. You've got some slowing and blinding on the same power
out of the box. Your daily is a grab, which is rare, which is reliable, meaning you don't use it if you
miss. The utility is an excellent escape tool for when you inevitably do something bastardy. This
needs you to have your mark of shadow feat, so don't trade that out for any other mark. The big
disadvantage is that Josh might also end up picking this as it's actually better for him than it is for
yourselves

Traveler's Harlequin you'd need to worship the traveller for this. Everything else you'd need, you'd
already get. You gain the ability to multiclass infinite times, which to remind you each multiclass
feat is training in a skill AND you qualify for feats from that class AND something to do with the
class. It even gives you an extra feat to multiclass with from level 11 to get you started. The use of
this is pretty huge, especially for a class like yours which doesn't have a great use for your feats
otherwise. You've also got abilities to reroll and a chance to disguise your body AND EQUIPMENT
(your changeling ability doesn't do this) and can even shrink. The crowning jewel is at level 20,
instead of a daily given to you, you can take a daily from 1) ANY class you are/have multiclassed
into or 2) ANY other paragon path you'd qualify for (even if you were unable to take it at level 11,
say if you multiclassed into vampire but weren't vampire at level 11).
Evermeet warlock literally a warlock's paragon path, but you've already multiclassed as warlock
and you already use charisma, which the warlock uses, so it actually works out weirdly well? When
you leave a square by teleporting, everyone who was next to you can no longer see you (you're not
invisible, just invisible to them). You also gain a move action on an action point, and at level 16 you
get to transport allies with you when you teleport. The powers are definitely weak by your
standards, but they are warlock powers which means they have massive range, which fleshes out a
big weakness you have at the moment. If you feel like you're not teleporting enough to make this
worth it, I can explain a way to gain (short distance) teleportation as an at-will power to fix that
with you sometime
Shadowblade you can give up the need for weapons because you can create them out of shadows.
Not only that, but this paragon path introduces 'gloom shards' you get when you kill people with
your shadowblade, which you can use to douse light sources, get better at stealth checks or gain
combat advantage. The path has a couple of fun uses for them as well that really give this idea that
you're harvesting the dead

Yuki's recommendations
Argent soul once you're at level 16, you crit from 19-20. That's definitely the best thing here.
From level 11 you or an ally can heal whenever you crit, and allies can gain temporary hitpoints
when you action point. Every power in the path grants extra healing or regeneration, with the
encounter and daily power both granting healing to each ally who's near you when you use it. It's
really good at the healing thing, but I don't like it when leaders are healbots, it's up to you though.
Also +2 power points
Psionic incarnate you'll need to take the 'elan heritage' feat for this (which gives you telepathy
with a range of 5). You gain psychic resistance, 2 power points and you stop functioning like a
normal person. What this means is you don't need to eat, drink or breathe. Instead of sleeping
(where your mind+body rest), you just go into a dormant stance (so only your body rests). This not
only takes 4 hours as opposed to a normal 6 hour sleep but also means you're completely aware of
everything during your sleep. The powers are all the sort of thing you'd always be finding a use for,
and that daily that lets you augment an at-will without using power points will become juicy later in
the game when some of your augments require 4 power points (level 13 and up) or even 6 (level 23
and up).
Contemplative ardent this path is really all about the mental strength that comes from psionic
classes like the ardent. You gain telepathy 5 (or increase it to 10 if you take elan heritage) which has
all sorts of RP uses. Your utility gives you a massive bonus to insight checks (these help you read a
person to see if they're truthful/emotional, v good skill) and also lets you shift as an immediate
reaction at will whenever an enemy would walk near you. Your encounter and daily power are both

about softening up enemies, hell the level 11 even says they are subject to your thought harvest.
This is as pure ardent as a path can get. Also +2 power points
Zephyr blade needs you to multiclass battlemind. Ignore the mention of 'speed of thought' at level
16, it's a battlemind thing, yet this is still an amazing path for you. Attacks vs dazed/slowed/stunned
enemies (you do these things way better than battleminds can) do charisma modifier damage
(higher than a battlemind's ever would be). You gain insubstantial (you take half damage) and
phasing (you can go through solid objects) when you action point, and you can gain it as an
immediate reaction on your utility power. You gain +2 speed at level 16, your level 11 encounter
can daze people, and the daily lets you pick an enemy to taxi around the battlefield with you as you
teleport them whilst attacking them whenever they'd try to move without shifting. And 2 power
points
Wielder of the way needs you to multiclass battlemind. Recharging a power point when you
action point is nice, as is being able to 'enchant' your own weapon to daze on the next hit you make
with it. You get your 2 power points too. The main reason I am including this path is because at
level 20, the daily power you gain lets you DOMINATE an opponent, until they save from
domination. Domination is the most powerful status, it lets you take the creature's turn for it, using
its powers and abilities however you see fit. Domination is the peak of thought control and it is ripe
with so much damn potential. It's not that the rest of the path is bad but it is definitely outshined by
a save-ends dominate.

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