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“By the honor of Sephitherax, you oppress these people no more!” [Dr385:6]

Argentum Agent is a Paragon path available to any dragonborn.

Prerequisites: Dragonborn

Background[]

High atop the mountains in Hoar Frost Castle, the mighty Sephitherax trains an elite corps of dragonborn so that they can defend the innocent. Honorable and decent people respect the Argentum Alliance, and the unscrupulous and corrupt fear it. All flights of chromatic dragons dread the justice of the Alliance, but the white dragons especially seek the destruction of Hoar Frost Castle. Backed by the power of the ancient silver dragon Sephitherax, the Alliance can help people overthrow evil despots or theocrats. They are the first to respond to volcanic eruptions or floods to maintain order and defend people from those who might prey upon weakness. An Argentum Agent is a savior and a welcome sight to the impoverished.

Many a fierce dragonborn, inspired by the tales of the bravery of the Alliance, makes his or her way to the summit of the tallest mountain to Hoar Frost Castle, where each expects to be judged by Sephitherax. In the bailey yard of the castle, with thick ice encrusting the flags and silverwork, each dragonborn kneels before the hundred steps before the citadel.

The ancient silver questions each supplicant. When Sephitherax raises his left claw, the candidate is banished from Hoar Frost Castle immediately. When the wise old dragon raises his right claw, the supplicant might one day become an Argentum Agent, but that day is not today. He or she is given a hot meal and sent down the mountain with the expectation that he or she will perform worthy tasks before returning to the Castle one year hence to be judged again. If the candidate is worthy, Sephitherax pronounces him or her an Argentum Agent by raising both claws and embracing the dragonborn. Rarely is a dragonborn raised the first time he or she is presented to Sephitherax; many are judged two or three times before Sephitherax declares the supplicant an Argentum Agent.

Brothers train at Hoar Frost Castle, and they learn to harness the frigid winds from Sephitherax. The color of the scales of an Argentum Agent fade over time and are replaced with a metallic gleam. None are sure if this transformation is due to the icy conditions or the proximity and blessing of the Heart of Sephitherax, an amulet artifact bestowed to the ancient silver by Bahamut.

Argentum Agent Path Features[]

Argent Action (11th level): When you spend an action point to make an attack, you mark each enemy within 5 squares of you until the end of your next turn.

Argent Breath (11th level): Your Dragon breath racial power deals cold damage in addition to any damage type it dealt previously. Also, when you hit a creature with dragon breath, the target takes 1d6 extra damage (2d6 extra at 21st level) and is slowed until the end of your next turn.

Argent Protection (16th level): You gain resist cold equal to 10 + half your level.

Argentum Agent Path Features[]

Argent Judgment
Argentum Agent Attack 11

With a vicious attack, the frost on your scales and weapon freezes your opponent in place and locks its wrath upon you.

Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier cold damage, and the target is restrained until the end of your next turn.

Defend the Fallen
Argentum Agent Utility 12

The cries of your ally call your attention and you rush to defend him or her.

Trigger: An ally within 10 squares of you falls prone or becomes unconscious.

Effect: You move twice your speed to a square adjacent to the fallen ally. Both you and the ally gain a +2 power bonus to all defenses until the end of your next turn.

Breath of Sephitherax
Argentum Agent Attack 20

You inhale deeply and blow out a frigid breath that turns the very bones of your enemies to ice.

Daily ✦ cold

Target: Each enemy in blast

Attack: Strength, Constitution, or Dexterity +9 vs. Reflex

Hit: 4d6 + Strength, Constitution, or Dexterity modifier cold damage, and the target is restrained (save ends).
Aftereffect: The target is slowed (save ends).

Miss: Half damage, and the target is restrained until the end of your next turn.

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