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===Eberron=== Ironically, at least half of these Epic Destinies have a flavor sufficiently generic that it could work for any setting, and even the Eberron Player's Guide admits this. ====Champion of Prophecy==== You always knew that you were special. And your feelings have been proven true. You are a character chosen by destiny - in Eberron, your coming was foretold in the [[Draconic Prophecy]] itself. You shall achieve great things, and your deeds shall foretell the coming of future champions, weaving a story that stretches back and forth through time. This Epic Destiny appeared in the ''Eberron Player's Guide''. To qualify for it, you need to be ''21st level''. Your 21st level features are '''Prophetic Blessing''', which grants you a +2 to both one Physical Stat (Str/Dex/Con) and to one Mental Stat (Int/Wis/Cha) of your choice, and '''Unstoppable Prophecy''', which means you gain a +2 bonus to attack rolls until encounter's end whenever you fail a death saving throw. Your 24th level feature is '''Critical Junction''', which lets you spend a [[Healing Surge]] whenever you land a critical hit. Your 26th level Utility Power is '''Prophetic Certainty''', an Encounter Utilty which can be triggered as a minor action and which grants you a bonus to the next attack roll that you make before the end of your next turn; this bonus equals +2 per milestone that you've reached since your last extended rest. Your 30th level feature is '''Prophetic Renewal''', which lets you opt to regain an expended daily attack power instead of an action point when you reach a milestone. ====Dispossessed Champion==== [[Fallout|War. War never changes.]] Across the many worlds and throughout the many [[plane]]s, war brings ruin and destruction, leaving peoples dispossessed; cast out from their homes and set adrift to roam the land at the whims of fate and the mercy of others. You arose from such a people, and have sworn to do something about it. Whether by sword or by spell, diplomacy or force, you shall found a nation to let your people have hope and prosperity once more. Should you succeed, then truly you shall be a '''Dispossessed Champion''', your name going down in the legends of your people, becoming a symbol of hope eternal and promise for a better future. This Epic Destiny appeared in the ''Eberron Player's Guide''. To qualify for it, you need to be ''21st level''. Your 21st level feature is '''Lead to Victory''', which means that whenever you shift, each ally within your line of sight can shift closer to you as a free action, shifting the same number of squares that you did. Your 24th level feature is '''Burden of Leadership''', which lets you spend a healing surge to heal an adjacent enemy equal to their healing surge value whenever they are bloodied by an enemy attack. Your 26th level Utility Power is '''Legendary Defense''', a Daily Utility which lets you enter a Stance as a Minor Action. Until this stance ends, all allies within 3 squares have Resistance (10) to All Damage and are Immune to Fear, whilst you can use a minor action once per round to grant an ally within 3 squares the ability to use a melee or ranged basic attack as a free action. Your 30th level feature is '''Driven by Duty''', which means that the first time you drop to 0 hit points after an extended rest, you can spend a healing surge as an immediate interrupt. If you do, all allies who can see you regain 2d6 HP, with HP beyond their maximum hit points score being retained as temporary HP. ====Mourning Savior==== When the Day of Mourning dawned and the [[Mournland]] was created, Khorvaire was devastated. None yet know whence the Mourning came, or why. But the [[Draconic Prophecy]] speaks of one who shall come; a '''Mourning Savior''', who shall battle the monsters that plague the ravaged ruins of Cyre and ultimately sacrifice themselves to cleanse the Mournland and breathe life back into the ravaged lands once more. This Epic Destiny appeared in the ''Eberron Player's Guide''. To qualify for it, you need to be ''21st level''. Your 21st level feature is '''Mournland Dedicate''', which grants you a +5 bonus to skill challenges related to the Mournland, makes you immune to Mournland affliction, lets you ignore obstacles and fantastic terrain unique to the Mournland, and lets you and all allies within 5 squares of you benefit from healing powers whilst within the Mournland. Outside of the Mournland, healing powers targeting you or an ally within 5 squares of you heal a further +2d6 hit points. Your 24th level feature is '''Memory of Cyre''', which means that when you spend an action point to take an extra action, all non-undead and non-construct enemies adjacent to you suffer a -2 penalty to their attack rolls and all of their defenses (save ends). Your 26th level Utility Power is '''Cleansing Presence''', a Daily Utility you can use as a Standard Action to affect a Close Burst 20; all allies within the area of effect can spend a healing surge (with excess HP being retained as temporary HP), and all magical or supernatural-based fantastic terrain within the area of effect is permanently negated. Your 30th level feature is '''Cyran Vengeance''', which causes you to gain an action point the first time that you become bloodied in an encounter; this action point must be spent before the end of your next turn, but it doesn't count against your normal action point limits, and if you use this action point to attack an [[undead]] or [[aberration]] type creature, gain a bonus to the attack and damage rolls equal to your Charisma modifier. ====Sublime Flame==== The [[Silver Flame]] was born from the souls of virtuous heroes, and it constantly seeks out like-minded souls. Those who prove worthy are scourged clean of darkness, filled with its purifying light and imbued with the power to serve as a vessel for the Silver Flame. These are the '''Sublime Flames''', and whilst their ultimate fate shall be to merge with the fires of righteousness and fuel them to burn against the darkness of evil and sorrow, until that time, they shall wield the Flame's power to punish the agents of evil. This Epic Destiny appeared in the ''Eberron Player's Guide''. To qualify for it, you need to be ''21st level'', have a ''Divine Class'' and ''Worship the [[Silver Flame]]''. Your 21st level feature is '''Chosen of the Flame''', which lets you select one of your Daily attack powers with the Fire or Radiant keyword at the end of each extended rest; the chosen power can be used 2/day. Your 24th level feature is '''Argent Vessel''', which comes into play the first time you drop to 0 hit points after an extended rest. When this happens, each adjacent enemy takes 10 fire damage and 10 Radiant damage, and each adjacent ally regains 20 hit points, whilst at the start of your next turn, you regain hit points equal to your healing surge value. Your 26th level Utility Power is '''Silver Flame's Embrace''', a Daily Utility which lets you enter a stance as an Immediate Reaction to being bloodied by an enemy. In this stance, you gain +2 to all defenses and saving throws, and whenever an enemy hits you with a melee attack, it must succeed on a saving throw or become blinded until the start of its next turn. Your 30th level feature is '''Wrath of the Silver Flame''', which causes your Radiant attack powers to deal +2d6 Fire damage and your Fire attack powers to deal +2d6 Radiant damage. ====Reborn Champion==== This is not the first life that you have lived. You achieved great things - if not necessarily virtuous ones - in your first life. Guided by the memory of who you was, you once more walk the path to greatness as a '''Reborn Champion'''. In [[Eberron]], you are probably one of the champion-clones crafted by Mordain the Fleshweaver, and probably spent your childhood (or what passed for it) hidden in the village of Dolurrh's Dawn with other such clones and guarded from the hostile world by the Forest of Flesh... or perhaps you were brought back by the [[Draconic Prophecy]] itself. On other worlds, who knows what brought you back from the dead; a divine blessing, a loose stitch in the fabric of destiny, a curse, perhaps your own will. Whatever the cause, the reality is that you are here. And when you have achieved your goals, and faded from the world's eye, who knows? You already cheated death at least once: maybe you will return again... This Epic Destiny appeared in ''Dragon #365''. To qualify for it, you need to be ''21st level''. Your 21st level feature is '''Deeds of Song and Story''', which lets you replace the results of a skill check with a 20 three times per day. Your 24th level feature is '''Legends Never Die''', which replaces the Death Saving Throw table from the PHB with this alternative one: ::7 or less: You slip one step closer to death. If you get this result four times before you take a rest, you die. ::8-17: No change. ::18+: Spend a healing surge. When you do so, you are considered to have 0 hit points, and then your healing surge restores hit points as normal. You are no longer dying, and you are conscious but still prone. If you roll 18 or higher but have no healing surges left, your condition doesn’t change. Your 26th level Utility Power is '''Stance of Legend''', a Daily Utility which lets you enter a stance as a Minor Action. In this stance, you gain a +2 bonus to all attack rolls, skill checks, ability checks and saving throws. You can end this stance at any time during your turn as a free action, which lets you either regain your healing surge value in hit points or end all "save ends" conditions you are under. Your 30th level feature is '''Legendary Action''', which lets you take an extra standard action as a free action whenever you score a critical hit on your turn. ====Heir of Siberys==== [[Dragonmark]]s are the building blocks from which the [[demihuman]] peoples of [[Eberron]] have risen to their present glory. But not all Dragonmarks are created equal. Some souls are chosen by destiny to bear the Dragonmarks of Siberys; the greatest and most powerful versions of all Dragonmarks. Often, these individuals were not originally marked, but found the mark coming to them when they became the individual that destiny required them to be. No wonder then that these individuals are considered the '''Heirs of Siberys''', for their very existence is intertwined with the [[Draconic Prophecy]]. And perhaps this life shall not be their last... This Epic Destiny appeared in ''Dragon #388''. To qualify for it, you need to be ''21st level''. Your 21st level features are '''Blessing of Siberys''', which grants you +2 to two ability scores of your choice, and '''Will of Siberys''', which grants you a cumulative +2 bonus to saving throws each time that you fail a saving throw against an effect with the "save ends" trait. This bonus is lost when you do end that effect. Your 24th level feature is '''Lifeblood of Siberys''', which lets you spend 2 healing surges once per day when you are either reduced to 0 hit points or fail a death saving throw. Your 26th level Utility Power is '''Siberys Mark''', which grants you a single Siberys [[Dragonmark]] of your choice. All Siberys Dragonmarks are Daily Utility powers. * '''Siberys Mark of Detection:''' Grant yourself Blindsight 10 until the encounter's end as a minor action. * '''Siberys Mark of Finding:''' Target one creature within 20 squares as a minor action. Until the end of the encounter, the target grants combat advantage to you. Your attacks against the target deal 1d6 extra damage. The target does not benefit from cover or concealment against you as long as you can see the target, and you know the target’s precise location. If the target is more than 3 squares away from you at the start of your turn, you can teleport to any square within 5 squares of the target as a move action. * '''Siberys Mark of Handling:''' Invoke this power as a standard action to grant yourself a bonus standard action for each turn until the encounter's end, which can only be used to use an at-will beast power, command a summoned creature, or grant your mount an attack. * '''Siberys Mark of Healing:''' Invoke this power as a minor action to let yourself and each ally within a close burst 10 regain hit points as if you'd spent 2 healing surges (3 healing surges if bloodied). * '''Siberys Mark of Hospitality:''' Invoke this power as a standard action to create a zone in a close burst 2, which lasts until encounter's end or until you move. You and all allies within this zone gain +2 to all defenses and regain +20 HP when spending a healing surge. Allies can use a move action to teleport 10 squares to any square within the zone. * '''Siberys Mark of Making:''' Invoke this power as a minor action to automatically sustain all "minor action sustains" powers that you cast until encounter's end. After using this power, your powers will sustain themselves even if you are stunned or unconscious. * '''Siberys Mark of Passage:''' As a move action, you can teleport 20 squares to any destination that you like; all allies adjacent to your starting position can choose to teleport to a square adjacent to your new location. * '''Siberys Mark of Scribing:''' Invoke this power as a Standard Action to create a zone with an area of burst 1 within 10 squares. All enemies within this zone gain Vulnerable 10 against all damage and your allies can score critical hits against them on a natural attack roll of 19-20. The zone lasts until the end of the encounter. * '''Siberys Mark of Sentinel:''' Invoke this power as a Minor Action to grant yourself +5 to your Will defense and automatically succeed on saves against charm effects, both traits lasting until the encounter's end. * '''Siberys Mark of Shadow:''' Invoke this power as a minor action to become invisible to any creature that you have cover or concealment from until the end of the encounter. * '''Siberys Mark of Storm:''' Invoke this power as a Standard action to create a Zone in a close burst 3 that lasts until the end of the encounter. The zone is difficult terrain for creatures on the ground. When a creature flies to a square within the zone, you can slide that creature a number of squares equal to its fly speed as an opportunity action, and then its movement ends. You can fly your speed and hover while within the zone. In addition, thunder and lightning attacks deal 1d10 extra damage against targets within the zone. * '''Siberys Mark of Warding:''' Invoke this power as a Standard action to create a Zone in a close burst 3 that lasts until the end of your next turn (sustain minor). Enemies cannot enter this zone, and allies gain a +2 bonus to all defenses while within the zone, but the zone ends if a creature inside of it attacks a creature outside of it. Your 30th level feature is '''Speaker of Prophecy''', which means that when you use an encounter attack power and miss all targets, that power is not expended.
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