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====Dark Wanderer==== The '''Dark Wanderers''' are the stuff of story and legend; roaming cats-paw of fate who unwittingly bring luck and ruin in equal measure with them wherever they go. Some of these go on to become symbols of how fortune favors the bold. Others, grim arguments as to the inescapable pull of destiny. Some Dark Wanderers become figures revered as patrons (or prayed to for intercession) in matters of seeking or avoiding fate. Others become allies - or enemies - to gods of luck, fate and predestination. And others still? Nobody knows what happens to them... This Epic Destiny is found in Martial Power 1 and is open to ''[[Ranger]]s and [[Rogue]]s''. At 21st level, you gain the '''Not My Destiny''' feature, which causes creatures of your level or lower that hit you to suffer a -4 penalty to all attacks against you until the end of the encounter. At 24th level, you gain the '''Dark Road''' feature, which allows you to mystically teleport to any single ''specified'' destination you want by spending 24 hours doing nothing but walk. If your specified destination is inside of a particular building, your path will end at the front door of that structure. Otherwise, you can go '''anywhere''' that you want, even if your location lies on a different [[plane]]; the [[multiverse]] literally bends around you, twisted and tugged by your destiny so that your focused march always brings you where you want to go. You can take a number of companions with you on the Dark Road, equal to 5 + your Wisdom multiplier, and on the Dark Road you are not subject to any hazards, attacks or other dangers, and do not need rest, food or water. At 26th level, you gain the '''Never At A Loss''' Daily Utility power, which lets you regain a previously expended daily utility power as a minor action. At 30th level, you gain the '''Long Walk Back''' feature, which means that when you die, your body and possessions all vanish after 12 hours, and then at 12 hours from that point, you walk up to your companions, the place where you died, or at any specific place that you consider home; your condition is as if you were subjected to a Raise Dead ritual, but you do not suffer any death penalties.
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