Paragon Paths -- Voice of Command
“The minds of mortal men are my playground. Let me show you what I mean.” 

Prerequisite: Loreman

Some loremen focus their efforts on the manipulation of the mind and the control of others. While it can be a dark and evil path, there are those who follow it out of mere intellectual curiosity, or out of the desire to turn wickedness against itself.

Voice of Command Path Features

Honeyed Words (11th level): Saves against any effects you create with the charm keyword suffer a -1 penalty.

Mesmerizing Action (11th level): When you spend an action point, you may use the extra action to use an encounter power with the charm keyword that you have already expended in this encounter. If you use the extra action to use an encounter or daily power with the charm keyword, that power gains the reliable keyword.

Overpowering Dominion (16th level): You learn the Ritual of Control ritual if you do not already know it and can use it once per day without paying to component cost.

VOICE OF COMMAND POWERS

Charming Aria
Voice of Command Attack 11
You like me! You really like me!
Encounter • Discarnate, Charm, Psychic, Implement
Standard Action - Ranged 10
Target:
One creature
Attack:
Charisma vs. Will
Hit:
2d8 + Charisma modifier psychic damage. The target cannot attack you or an ally of your choice (save ends).
Effect:
The target takes a -2 penalty to attack rolls against you or an ally of your choice until then end of the encounter.

Rabble Rouse
Voice of Command Utility 12
A tiny suggestion in a large mob is a very powerful thing.
Encounter • Discarnate, Charm, Psychic
Standard Action - Area burst 7 within 10
Target:
All creatures in burst
Effect:
Diplomacy, Bluff and Intimidate checks made against the target by anyone but you or your allies suffer a -2 penalty until the end of the encounter.

Word of Dominance
Voice of Command Utility 20
Give me your will.
Daily • Discarnate, Charm, Psychic
Standard Action - Ranged 10
Target:
One creature
Attack:
Charisma vs. Will
Hit:
4d8 + Charisma modifier psychic damage and the target is dominated (save ends).
Miss:
Half damage
Effect:
If the target is reduced to 0 hit points by this attack, it does not die. At the end of the encounter, it regains 1 hit point and is enslaved to your will. While enslaved, the target cannot regain hit points, acts on your initiative, can only make basic attacks and takes no actions unless ordered to do so by you. Ordering an enslaved creature to take an action is a minor action.

The target remains enslaved until you are reduced to 0 hitpoints or release it from your control as a free action. While you have a creature enslaved by this power, you cannot use this power.


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