The thing you are describing (adding narrative power to characters who don't have it) doesn't require paragon paths. It requires adding narrative power to classes without significant supernatural abilities.
The most straight forward example I can think of is in one of my games my rogue has a network of contacts and underlings in the region the party is operating in. This allows her to make skill checks at a distance with a bonus based on how influence her network has in the region. So as an example, the party was pulling into a port looking for a traitorous noble the party was tasked with finding, before they docked as they were in character discussing their plan, she was able to after receiving a bird (that's the element we describe for her being able to send messages by mundane means, ala Game of thrones style ravens), the ship the noble arrived at, where he was staying and who he had seen (after making a number of relevant skill checks by proxy through her network).
Paragon paths that are designed to fit within the framework of existing pathfinder abilities don't fix the issue of narrative power. Changing the framework for mundane classes does that.