"With the power of the Astral Sea flowing through me, and my faith as powerful as a weapon, I fight as my god wills."Prerequisite:
You become a literal weapon for your god, imbued with an extra dose of divine power emanating from the Astral Sea. As an astral weapon, there are no enemies you won’t oppose, no challenge you won’t take on, for your faith is strong and your weapon sings with power from on high. When you accept this path, the weapon you wield forevermore glows with the silvery light of the Astral Sea.
ASTRAL WEAPON PATH FEATURES Astral Judgment (11th level)
: Enemies currently marked by you that attack your allies without attacking you take a -2 penalty to all defenses until they are no longer marked by you. Astral Rejuvenation Action (11th level)
: You can spend an action point to regain one paladin encounter power you have already used, instead of taking an extra action. Courage from on High (16th level)
: You gain a +2 bonus to saving throws against fear effects.
Astral Weapon Attack 11Carving a Path of Light
Your weapon glows with astral light, and as it strikes your enemy, that glow spreads to encompass all enemies adjacent to you, temporarily coating them with a glowing target your allies can see.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and until the end of your next turn, your allies have combat advantage against any enemy adjacent to you.
Astral Weapon Utility 12Pray for More
You strike your enemy, but you pray to increase the amount of damage you deal.
Free Action Personal
Effect: If you don’t like the damage you have rolled with one of your attacks, reroll your damage. You must use the result of the second roll.
Astral Weapon Attack 20Astral Whirlwind
Your faith directs you into a whirling attack that strikes out at every foe within reach, instilling them with fear and weakening their defenses.
Daily Divine, Fear, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst you can see
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. In addition, the target takes a –2 penalty to all defenses (save ends).
Special: If this attack kills one or more evil or chaotic evil creatures, roll a d20. On a roll of 10 or higher, you can use this power again during this encounter.
Published in Player's Handbook, page(s) 100.