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The Eternal Seeker's Guide to the Galaxy (by Litigation)
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<blockquote data-quote="LightWarden" data-source="post: 6744810" data-attributes="member: 6803540"><p><strong>Originally posted by Litigation:</strong></p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><u>What's Really Your Destiny: Seeking Destiny</u></strong></span></p><p></p><p>A list of the 24th-level features of the other Epic Destinies.</p><p></p><p><strong>General EDs</strong></p><p>[sblock]</p><p><strong><span style="color: Blue">Trickster's Control (Deadly Trickster)</span> (PHB)</strong>: You get the best part of this destiny, a 15% chance to prevent an encounter or daily power from being expended when you use it. Good for you. Requires DEX 21 or CHA 21 and training in Acrobatics, Bluff, Stealth or Trickery.</p><p></p><p><strong><span style="color: Purple">Divine Recovery (Demigod/Chosen)</span> (PHB)</strong>: You get the least appealing part of this controversial destiny. Pretty low-end as far as the near-death recovery features go.</p><p></p><p><strong>Return from the Shadowfell (Darklord) (D 372)</strong>: Decent death-recovery.</p><p></p><p><strong><span style="color: Red">Traveler's Tricks (Keybearer)</span> (D 372)</strong>: Weak.</p><p></p><p><strong>Astral Critical (Planeshaper) (D 372)</strong>: A crit can remove the enemy from the battle for a round. Not bad, actually.</p><p></p><p><strong><span style="color: Purple">Hellfire Master (Prince of Hell)</span> (D 372)</strong>: Ignore fire resistance and add the fire keyword to an encounter power. You can do better.</p><p></p><p><strong><span style="color: Red">Devourer of Fate (Punisher of the Gods)</span> (D 372)</strong>: Irrelevant to you.</p><p></p><p><strong>Thunder and Lightning (Storm Sovereign) (D 372)</strong>: Probably the best part of this destiny. A decent death-triggered feature.</p><p></p><p><strong><span style="color: Red">Winter's Bite (Winter Sovereign)</span> (D 372)</strong>: Weak.</p><p></p><p><strong><span style="color: Purple">Master of Ill Fortune (Harbinger of Doom)</span> (PHB2)</strong>: An underwhelming part of an underwhelming destiny.</p><p></p><p><strong>Lorekeeper's Cunning (Lorekeeper) (PHB2)</strong>: If you're into rituals, this one's not bad. Requires INT 21 or WIS 21 and training in two knowledge skills.</p><p>[/sblock]</p><p></p><p><strong>Forgotten Realms EDs</strong></p><p>[sblock]</p><p><strong><span style="color: Red">Sustained by Magic (Elf High Mage)</span> (D 367)</strong>: Horrible. Just horrible.</p><p></p><p><strong><span style="color: DeepSkyBlue">Blessing of Mielikki (Harper of Legend)</span> (D 367)</strong>: Described in the "For Every Action" section above, this one is awesome for letting you break the one-per-encounter limit on action point usage, letting you take greater advantage of Eternal Action.</p><p></p><p><strong>This is Not My Fate (Mythic Sovereign) (D 367)</strong>: Another near-death recovery. Quite a bit better than the Demigod's/Chosen's, actually.</p><p>[/sblock]</p><p></p><p><strong>Eberron EDs</strong></p><p>[sblock]</p><p><strong>Burden of Leadership (Dispossessed Champion) (EPG)</strong>: Basically a Lay on Hands-type ability that happens whenever an ally gets bloodied. Not bad if you're a Defender class.</p><p></p><p><strong>Memory of Cyre (Mourning Savior) (EPG)</strong>: Impose a save-ends -2 penalty on enemies' attack rolls and defenses on action point use, as long as they're not constructs or undead. Fair.</p><p></p><p><strong>Argent Vessel (Sublime Flame) (EPG)</strong>: Decent near-death recovery for divine classes who worship the Silver Flame.</p><p>[/sblock]</p><p></p><p><strong>Arcane EDs</strong></p><p>[sblock]</p><p><strong><span style="color: Purple">Mastery over Death (Archlich)</span> (AP)</strong>: Not one of the better death-triggered features.</p><p></p><p><strong><span style="color: Red">Returning Spell (Archspell)</span> (AP)</strong>: Irrelevant to you.</p><p></p><p><strong><span style="color: Purple">Eternal King on an Eternal Throne (Feyliege)</span> (AP)</strong>: Another death-triggered feature that's not too impressive.</p><p></p><p><strong><span style="color: Blue">Spirit of Energy (Immanence)</span> (AP)</strong>: Near-death recovery, and one of the better ones of that type. Insubstantial and phasing for the rest of the encounter, and you also deliver some solid free damage to adjacent enemies when you use this.</p><p></p><p><strong><span style="color: Purple">Balanced Sum (Lord of Fate)</span> (AP)</strong>: The errata has made this near-death recovery feature very not-capstone worthy. Probably not a bad thing, as it used to be arguably broken.</p><p></p><p><strong><span style="color: Purple">Return of the Magister (Magister)</span> (AP)</strong>: This near-death recovery is pretty weak.</p><p></p><p><strong><span style="color: DeepSkyBlue">Keeper's Prescience (Sage of Ages)</span> (AP)</strong>: Roll a d20 at the start of all your turns, which you may use to replace an upcoming d20 roll (attack, save or skill check). This one is very impressive.</p><p>[/sblock]</p><p></p><p><strong>Divine EDs</strong></p><p>[sblock]</p><p><strong><span style="color: Blue">Manifest the Divine (Revered One)</span> (PHB2)</strong>: Easily the best part of this destiny. Makes all your Divinity powers separate encounter powers, and you can pick any Divinity feat regardless of domain or deity. If you were a serious Divinity user, you probably had the Glorious Channeler feat before Lv. 30; retrain that one out for a new Divinity feat you may want.</p><p></p><p><strong><span style="color: Purple">Deadly Revival (Avatar of Death)</span> (DP)</strong>: Not impressive at all. Requires Death Knell.</p><p></p><p><strong><span style="color: Purple">Liberating Revival (Avatar of Freedom)</span> (DP)</strong>: Also not impressive. The ally benefits are rather situational. Path of Freedom required.</p><p></p><p><strong>Hopeful Revival (Avatar of Hope) (DP)</strong>: This one's actually pretty decent. 20 temp HPs are always welcome, at least. Hope Remains required.</p><p></p><p><strong><span style="color: Purple">Just Revival (Avatar of Justice)</span> (DP)</strong>: Would be decent, but requires a rather unimpressive divinity feat in Immediate Justice.</p><p></p><p><strong>Vital Revival (Avatar of Life) (DP)</strong>: Healing surge triggers for all allies in range. Decent. Pulse of Life required.</p><p></p><p><strong><span style="color: Purple">Thundering Revival (Avatar of Storm)</span> (DP)</strong>: If you don't have a high CON, don't bother. Probably the least impressive part of this destiny anyway. Requires Storm Sacrifice.</p><p></p><p><strong><span style="color: Red">Invoker of War (Avatar of War)</span> (DP)</strong>: Sorry, a damage bonus just for the qualifying Divinity feat is not a proper capstone.</p><p></p><p><strong><span style="color: Purple">Reborn in Light (Exalted Angel)</span> (DP)</strong>: Save-ends blinding is good by itself, but NOT when you're removed from the fight for the rest of the encounter.</p><p></p><p><strong>Sanctified Touch (Saint) (DP)</strong>: A Cleric or Paladin could get some use out of this, even if it's slightly underwhelming for a capstone.</p><p>[/sblock]</p><p></p><p><strong>Martial EDs</strong></p><p>[sblock]</p><p><strong><span style="color: DeepSkyBlue">Unbreakable Skin (Adamantine Soldier)</span> (MP)</strong>: Must be a Fighter or a Warlord. CON-mod damage resistance while in heavy armor is simply awesome if you do wear that type of armor.</p><p></p><p><strong><span style="color: Blue">Dark Road (Dark Wanderer)</span> (MP)</strong>: Must be a Ranger or Rogue. An excellent adventuring benefit for the party.</p><p></p><p><strong>Reliable Warrior (Martial Archetype) (MP)</strong>: Depending on your arsenal, you might find this useful.</p><p>[/sblock]</p><p></p><p><strong>Primal EDs</strong></p><p>[sblock]</p><p><strong><span style="color: Purple">Seeker of Foes (Glorious Spirit)</span> (PHB2)</strong>: Per-encounter teleport next to an enemy. Meh.</p><p></p><p><strong>Spirit Boon (Primal Avatar) (PHB2)</strong>: In proper execution, this will be a permanent +1 bonus to attack rolls. Not bad.</p><p>[/sblock]</p><p></p><p><strong>Bard EDs</strong></p><p>[sblock]</p><p><strong><span style="color: Blue">Fate's Clarity (Fatesinger)</span> (PHB2)</strong>: The best part of this destiny. The Majestic Word target rolling twice on all attacks is extremely powerful if he/she is in position to nova. Only a real Bard will make use of this one, though.</p><p>[/sblock]</p><p></p><p><strong>Fighter EDs</strong></p><p>[sblock]</p><p><strong><span style="color: Blue">Godlike Stature (Eternal Defender)</span> (MP)</strong>: The best part of this solid destiny. Have fun with oversized weapons and greater melee reach.</p><p></p><p><strong><span style="color: Purple">Undying Stamina (Undying Warrior)</span> (MP)</strong>: Meh. By this point, extra surges per milestone are diminishing returns, unless perhaps you were a Paladin with Lay on Hands who multiclassed Fighter. The least important part of this destiny, for sure.</p><p>[/sblock]</p><p></p><p><strong>Ranger EDs</strong></p><p>[sblock]</p><p><strong><span style="color: Purple">Fused Fate (Beastlord)</span> (MP)</strong>: You get the least impressive part of this destiny. Must have a beast companion.</p><p>[/sblock]</p><p></p><p><strong>Swordmage EDs</strong></p><p>[sblock]</p><p><strong><span style="color: Blue">Sword's Vengeance (Arcane Sword)</span> (AP)</strong>: Flavorful, and actually one of the better death-triggered features. Since you're already dead, the enemy can't keep targeting you, and your sword can't be targeted with attacks, allowing you to attack without fear of dying again. And if your body is around at the end of the fight, you live again.</p><p>[/sblock]</p><p></p><p><strong>Warlord EDs</strong></p><p>[sblock]</p><p><strong><span style="color: Blue">Legendary Tactical Action (Legendary General)</span> (MP)</strong>: Pooling the party's action points and breaching the normal action point use limitations is pretty powerful.</p><p></p><p><strong><span style="color: DeepSkyBlue">Shock and Awe (Warmaster)</span> (MP)</strong>: This one's incredible for you. With this, your action points now give the party a total of 3 extra actions (your regular extra action, your Eternal Action, and the action this feature grants your ally). Now that is some awesome synergy.</p><p>[/sblock]</p><p></p><p><strong>Wizard EDs</strong></p><p>[sblock]</p><p><strong>Arcane Spirit (Archmage) (PHB)</strong>: Decent death-triggered feature.</p><p></p><p><strong><span style="color: Red">Never Really There (Parable)</span> (AP)</strong>: If you could do without Evasion and Mettle, you can easily do without this.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="LightWarden, post: 6744810, member: 6803540"] [b]Originally posted by Litigation:[/b] [CENTER][SIZE=5][b][u]What's Really Your Destiny: Seeking Destiny[/u][/b][/SIZE][/CENTER] A list of the 24th-level features of the other Epic Destinies. [b]General EDs[/b] [sblock] [b][COLOR=Blue]Trickster's Control (Deadly Trickster)[/COLOR] (PHB)[/b]: You get the best part of this destiny, a 15% chance to prevent an encounter or daily power from being expended when you use it. Good for you. Requires DEX 21 or CHA 21 and training in Acrobatics, Bluff, Stealth or Trickery. [b][COLOR=Purple]Divine Recovery (Demigod/Chosen)[/COLOR] (PHB)[/b]: You get the least appealing part of this controversial destiny. Pretty low-end as far as the near-death recovery features go. [b]Return from the Shadowfell (Darklord) (D 372)[/b]: Decent death-recovery. [b][COLOR=Red]Traveler's Tricks (Keybearer)[/COLOR] (D 372)[/b]: Weak. [b]Astral Critical (Planeshaper) (D 372)[/b]: A crit can remove the enemy from the battle for a round. Not bad, actually. [b][COLOR=Purple]Hellfire Master (Prince of Hell)[/COLOR] (D 372)[/b]: Ignore fire resistance and add the fire keyword to an encounter power. You can do better. [b][COLOR=Red]Devourer of Fate (Punisher of the Gods)[/COLOR] (D 372)[/b]: Irrelevant to you. [b]Thunder and Lightning (Storm Sovereign) (D 372)[/b]: Probably the best part of this destiny. A decent death-triggered feature. [b][COLOR=Red]Winter's Bite (Winter Sovereign)[/COLOR] (D 372)[/b]: Weak. [b][COLOR=Purple]Master of Ill Fortune (Harbinger of Doom)[/COLOR] (PHB2)[/b]: An underwhelming part of an underwhelming destiny. [b]Lorekeeper's Cunning (Lorekeeper) (PHB2)[/b]: If you're into rituals, this one's not bad. Requires INT 21 or WIS 21 and training in two knowledge skills. [/sblock] [b]Forgotten Realms EDs[/b] [sblock] [b][COLOR=Red]Sustained by Magic (Elf High Mage)[/COLOR] (D 367)[/b]: Horrible. Just horrible. [b][COLOR=DeepSkyBlue]Blessing of Mielikki (Harper of Legend)[/COLOR] (D 367)[/b]: Described in the "For Every Action" section above, this one is awesome for letting you break the one-per-encounter limit on action point usage, letting you take greater advantage of Eternal Action. [b]This is Not My Fate (Mythic Sovereign) (D 367)[/b]: Another near-death recovery. Quite a bit better than the Demigod's/Chosen's, actually. [/sblock] [b]Eberron EDs[/b] [sblock] [b]Burden of Leadership (Dispossessed Champion) (EPG)[/b]: Basically a Lay on Hands-type ability that happens whenever an ally gets bloodied. Not bad if you're a Defender class. [b]Memory of Cyre (Mourning Savior) (EPG)[/b]: Impose a save-ends -2 penalty on enemies' attack rolls and defenses on action point use, as long as they're not constructs or undead. Fair. [b]Argent Vessel (Sublime Flame) (EPG)[/b]: Decent near-death recovery for divine classes who worship the Silver Flame. [/sblock] [b]Arcane EDs[/b] [sblock] [b][COLOR=Purple]Mastery over Death (Archlich)[/COLOR] (AP)[/b]: Not one of the better death-triggered features. [b][COLOR=Red]Returning Spell (Archspell)[/COLOR] (AP)[/b]: Irrelevant to you. [b][COLOR=Purple]Eternal King on an Eternal Throne (Feyliege)[/COLOR] (AP)[/b]: Another death-triggered feature that's not too impressive. [b][COLOR=Blue]Spirit of Energy (Immanence)[/COLOR] (AP)[/b]: Near-death recovery, and one of the better ones of that type. Insubstantial and phasing for the rest of the encounter, and you also deliver some solid free damage to adjacent enemies when you use this. [b][COLOR=Purple]Balanced Sum (Lord of Fate)[/COLOR] (AP)[/b]: The errata has made this near-death recovery feature very not-capstone worthy. Probably not a bad thing, as it used to be arguably broken. [b][COLOR=Purple]Return of the Magister (Magister)[/COLOR] (AP)[/b]: This near-death recovery is pretty weak. [b][COLOR=DeepSkyBlue]Keeper's Prescience (Sage of Ages)[/COLOR] (AP)[/b]: Roll a d20 at the start of all your turns, which you may use to replace an upcoming d20 roll (attack, save or skill check). This one is very impressive. [/sblock] [b]Divine EDs[/b] [sblock] [b][COLOR=Blue]Manifest the Divine (Revered One)[/COLOR] (PHB2)[/b]: Easily the best part of this destiny. Makes all your Divinity powers separate encounter powers, and you can pick any Divinity feat regardless of domain or deity. If you were a serious Divinity user, you probably had the Glorious Channeler feat before Lv. 30; retrain that one out for a new Divinity feat you may want. [b][COLOR=Purple]Deadly Revival (Avatar of Death)[/COLOR] (DP)[/b]: Not impressive at all. Requires Death Knell. [b][COLOR=Purple]Liberating Revival (Avatar of Freedom)[/COLOR] (DP)[/b]: Also not impressive. The ally benefits are rather situational. Path of Freedom required. [b]Hopeful Revival (Avatar of Hope) (DP)[/b]: This one's actually pretty decent. 20 temp HPs are always welcome, at least. Hope Remains required. [b][COLOR=Purple]Just Revival (Avatar of Justice)[/COLOR] (DP)[/b]: Would be decent, but requires a rather unimpressive divinity feat in Immediate Justice. [b]Vital Revival (Avatar of Life) (DP)[/b]: Healing surge triggers for all allies in range. Decent. Pulse of Life required. [b][COLOR=Purple]Thundering Revival (Avatar of Storm)[/COLOR] (DP)[/b]: If you don't have a high CON, don't bother. Probably the least impressive part of this destiny anyway. Requires Storm Sacrifice. [b][COLOR=Red]Invoker of War (Avatar of War)[/COLOR] (DP)[/b]: Sorry, a damage bonus just for the qualifying Divinity feat is not a proper capstone. [b][COLOR=Purple]Reborn in Light (Exalted Angel)[/COLOR] (DP)[/b]: Save-ends blinding is good by itself, but NOT when you're removed from the fight for the rest of the encounter. [b]Sanctified Touch (Saint) (DP)[/b]: A Cleric or Paladin could get some use out of this, even if it's slightly underwhelming for a capstone. [/sblock] [b]Martial EDs[/b] [sblock] [b][COLOR=DeepSkyBlue]Unbreakable Skin (Adamantine Soldier)[/COLOR] (MP)[/b]: Must be a Fighter or a Warlord. CON-mod damage resistance while in heavy armor is simply awesome if you do wear that type of armor. [b][COLOR=Blue]Dark Road (Dark Wanderer)[/COLOR] (MP)[/b]: Must be a Ranger or Rogue. An excellent adventuring benefit for the party. [b]Reliable Warrior (Martial Archetype) (MP)[/b]: Depending on your arsenal, you might find this useful. [/sblock] [b]Primal EDs[/b] [sblock] [b][COLOR=Purple]Seeker of Foes (Glorious Spirit)[/COLOR] (PHB2)[/b]: Per-encounter teleport next to an enemy. Meh. [b]Spirit Boon (Primal Avatar) (PHB2)[/b]: In proper execution, this will be a permanent +1 bonus to attack rolls. Not bad. [/sblock] [b]Bard EDs[/b] [sblock] [b][COLOR=Blue]Fate's Clarity (Fatesinger)[/COLOR] (PHB2)[/b]: The best part of this destiny. The Majestic Word target rolling twice on all attacks is extremely powerful if he/she is in position to nova. Only a real Bard will make use of this one, though. [/sblock] [b]Fighter EDs[/b] [sblock] [b][COLOR=Blue]Godlike Stature (Eternal Defender)[/COLOR] (MP)[/b]: The best part of this solid destiny. Have fun with oversized weapons and greater melee reach. [b][COLOR=Purple]Undying Stamina (Undying Warrior)[/COLOR] (MP)[/b]: Meh. By this point, extra surges per milestone are diminishing returns, unless perhaps you were a Paladin with Lay on Hands who multiclassed Fighter. The least important part of this destiny, for sure. [/sblock] [b]Ranger EDs[/b] [sblock] [b][COLOR=Purple]Fused Fate (Beastlord)[/COLOR] (MP)[/b]: You get the least impressive part of this destiny. Must have a beast companion. [/sblock] [b]Swordmage EDs[/b] [sblock] [b][COLOR=Blue]Sword's Vengeance (Arcane Sword)[/COLOR] (AP)[/b]: Flavorful, and actually one of the better death-triggered features. Since you're already dead, the enemy can't keep targeting you, and your sword can't be targeted with attacks, allowing you to attack without fear of dying again. And if your body is around at the end of the fight, you live again. [/sblock] [b]Warlord EDs[/b] [sblock] [b][COLOR=Blue]Legendary Tactical Action (Legendary General)[/COLOR] (MP)[/b]: Pooling the party's action points and breaching the normal action point use limitations is pretty powerful. [b][COLOR=DeepSkyBlue]Shock and Awe (Warmaster)[/COLOR] (MP)[/b]: This one's incredible for you. With this, your action points now give the party a total of 3 extra actions (your regular extra action, your Eternal Action, and the action this feature grants your ally). Now that is some awesome synergy. [/sblock] [b]Wizard EDs[/b] [sblock] [b]Arcane Spirit (Archmage) (PHB)[/b]: Decent death-triggered feature. [b][COLOR=Red]Never Really There (Parable)[/COLOR] (AP)[/b]: If you could do without Evasion and Mettle, you can easily do without this. [/sblock] [/QUOTE]
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