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A Rock and A Hard Place: A Warden Handbook (By Alphaant)
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<blockquote data-quote="Veep" data-source="post: 6708002" data-attributes="member: 6793297"><p><span style="font-size: 18px"><strong>Epic Tier Powers: Channeling nature's heart</strong></span></p><p></p><p><span style="font-size: 12px"><strong>Level 23 Encounter</strong></span></p><p></p><p>This level has a few good choices, especially for polearm users with Guardian's Wrath and Sky's Reach. Wildbloods can go for Startling Savagery, and Earthstrength will like Darkforest Vines. The rest of you can peruse the wares, or pick up a good lower level power.</p><p></p><p><strong>Level 23 Encounter</strong></p><p> </p><p><span style="color: #0000ff">Darkforest Vines</span> (PP): We like restrained, though it's too bad that it's no longer one of the status effects targetted by Crippling Crush thanks to the word immobilized being removed from Restrained's discription. Oddly enough, the adjacent enemies get the extra damage from CC.</p><p></p><p><span style="color: #0000ff">Desert Winds</span> (PP): The controller-style zone that blocks line of sight, but probably largely outclassed by what an actual controller can do at this level. Still, it blinds, does a small amount of damage, and is a weapon attack vs reflex, so it's not all bad.</p><p></p><p>Guardian's Wrath (PH2): Good damage, and you get a OA swipe on it if it ignores your mark. <span style="color: #00ccff">Awesome</span> for polearm users who don't need to be adjacent. Remember, Warden's Fury is an Immediate, and this is an OA, so you get to do both.</p><p></p><p><span style="color: #800080">Nature's Ally</span> (PH2): The two-roll thing is kind of frustrating, though you can pull someone all the way to you, and slow him for good measure. An upgraded Thorn Strike, though it's kinda lackluster for this level.</p><p></p><p>Primal Rebuke (PP): Use this at the start of combat, and watch all the enemy melee combatants look like a bird flying into a sliding glass door. Unfortunately, this would have been much better when enemies had smaller arms.</p><p></p><p><span style="color: #0000ff">Sky's Reach</span> (PP): Huge range, and a lot of forced movement against <em>two</em> enemies (and a prone if you have <span style="color: #00ccff">Polearm Momentum</span>).</p><p></p><p>Snowy Grasp (PP): Locks down everyone you marked, and then some. I don't see your marks moving too far though unless you kite away, so don't look for the Stormheart kicker to go off too often.</p><p></p><p>Startling Savagery (PH2): The kicker is a huge step up from the base power, which just dazes. That should be a huge bonus to attack rolls for you <span style="color: #0000ff">Wildbloods</span>.</p><p></p><p><span style="color: #800080">Whirlwind Assault</span> (PH2): Why is this power epic? I see stuff like this in heroic-tier!</p><p></p><p><span style="color: #800080">Wicked Flames</span> (D 383): I like the flavor of this, you actually explode into a fireball zone that burns and slides people around. Unfortunately, that's all you can do while it's active, and you effectively lose your next turn.</p><p></p><p> </p><p> </p><p></p><p><span style="font-size: 12px"><strong>Level 25 Daily</strong></span></p><p></p><p>Form of the Entangling Spider and Form of the Night Hunter stick out here the most, the former for it's extreme stickiness, and the latter for its flight ability.</p><p></p><p><strong>Level 25 Daily</strong></p><p> </p><p>Form of Earth's Beneficience (PP): This form really doesn't help you too much. Sure, they can't move you, but you probably can't keep them nearby.</p><p></p><p><span style="color: #0000ff">Form of the Autumn Reaper</span> (PH2): If you're maximizing damage, all your attacks just got your primary stat added onto them, and you got reach. That's pretty much it.</p><p></p><p>Form of the Blood Wolf (PH2): If you're looking for damage, look elsewhere. Sure, the attack power is 5[W], but Autumn Reaper does more overall.</p><p></p><p><span style="color: #800080">Form of the Displacer Beast</span> (PH2): Not much to this. Autumn Reaper weakens, and everything else about it is better.</p><p></p><p><span style="color: #00ccff">Form of the Entangling Spider</span> (PH2): The ultimate in stickiness (pun intended). Remember, the 3 square radius applies above you too, if your DM is inclined to throw you into 3D combat. If they don't come to you, go to them with your new spider legs.</p><p></p><p><span style="color: #0000ff">Form of the Jungle Lord</span> (PH2): If sliding enemies is your thing, this adds onto all of them, even if they don't slide at all. You also get a climb speed, which may be able to get you up to flying enemies.</p><p></p><p><span style="color: #00ccff">Form of the Night Hunter</span> (PP): If they don't want to come to you, fly to them. At the epic level, that's pretty huge.</p><p></p><p>Form of the Seething Sandstorm (D 383): You get a toughness boost and a grab attack, but once you've spent your attack, there's not much there.</p><p></p><p>Form of the Shifting Ancestor (PP): It's flexible, but never singularly powerful. Your best hope is that you guess correctly as to what you'll need each turn.</p><p></p><p><span style="color: #0000ff">Form of the World Forger</span> (PP): Fire damage kinda sucks, but you can dish some out when your enemies hit your allies without even having to have them marked.</p><p></p><p> </p><p> </p><p></p><p><span style="font-size: 12px"><strong>Level 27 Encounter</strong></span></p><p></p><p>Screaming Wind Strike is the clear favorite, though other powers certainly are good choices as well.</p><p></p><p><strong>Level 27 Encounter</strong></p><p> </p><p>Blood of Nature's Foes (PP): Certainly better for Wildblood if they second wind right before or after they use the power, as their marks will follow them all over the place. Beyond that, it's not special.</p><p></p><p><span style="color: #0000ff">Crimson Agony Tide</span> (D 383): I like the mass-blinding, but be careful, it's not ally-friendly.</p><p></p><p><span style="color: #800080">Earth Tomb</span> (PH2): This doesn't really have any business being an epic level power. It's very similar to Earthgrasp Strike, which is level 3.</p><p></p><p><span style="color: #0000ff">Glacial Hammer</span> (PP): This restrains in burst 1 on the target. Use when you have extended reach for maximum fun. Your ranger will also love the inflicted vulnerability if you're <span style="color: #00ccff">Earthstrength</span>.</p><p></p><p>Guardian's Storm (PH2): Thematically more appropriate for Stormheart, the damage kicker is improved for Wildblood. Though since Wildblood are so mobile, they're more likely to force the enemy to trigger. It can be a good amount of damage, but it's just damage.</p><p></p><p><span style="color: #0000ff">Lightning Explosion</span> (PP): Punish those enemies that moved away from you by sustaining the mark and pumping them for a bit of lightning damage. I don't see why the damage itself wasn't the Stormheart kicker instead of a piddly 3 extra damage, but there it is.</p><p></p><p><span style="color: #800080">Ravenous Earth</span> (PP): It seems good, but look closer. Enemies that start in the zone aren't affected.</p><p></p><p><span style="color: #0000ff">Sacrificial Assault</span> (PP): Use when you've got your enemies locked firmly in place for the best effect. Any attack on you gives your allies a serious boost. The damage on the base attack is also the highest at this level.</p><p></p><p><span style="color: #00ccff">Screaming Wind Strike</span> (PH2): Low damage, but a finite length stun vs. reflex is worth it. It's basically a free round against solos.</p><p></p><p><span style="color: #800080">Strengthening Gift</span> (PP): Again, not really epic enough for this level.</p><p></p><p><span style="color: #0000ff">Weight of the Mountain</span> (PH2): The primary attack is not much, but the secondary is a close burst 5 that slows (*cough*Crippling Crush*cough*)</p><p></p><p> </p><p> </p><p></p><p><span style="font-size: 12px"><strong>Level 29 Daily</strong></span></p><p></p><p>Take Form of the Imperious Phoenix. Don't even bother looking at the others.</p><p></p><p><strong>Level 29 Daily</strong></p><p> </p><p><span style="color: #ff0000">Form of Spring Renewal</span> (PH2): Outclassed in every way by the elephant in the room.</p><p></p><p><span style="color: #ff0000">Form of the Chimera</span> (PH2): You might already have Uncanny Dodge, so the form is kind of a waste. The attack power is also not special.</p><p></p><p>Form of the Erupting Volcano (D 383): You might actually petrify one or two enemies, but you also run the risk of petrifying your allies too.</p><p></p><p><span style="color: #0000ff">Form of the Grim Harvester</span> (PP): The guaranteed vulnerability from the attack is pretty nice, and you can get a few free basic attacks out of the form. It's dimmed by the company it keeps though.</p><p></p><p><span style="color: #ff9900">Form of the Imperious Pheonix</span> (PP): Gold doesn't begin to describe the awesomeness of this form. You fly/hover from the form, and the attack power does everything. First you teleport to another group of enemies, and attack everything in burst 3 plus those marked foes you left behind. They all get some damage and a significant amount of ongoing. You also heal up to your bloodied value if it's less than that (so you'll want to wait until it's less), and all effects on you are now gone. Oh, did I mention that it's an immediate interrupt (CB is wrong) weapon attack at +6 <em>vs reflex</em>, so it's <em>extremely</em> accurate?</p><p></p><p>Form of the Lightning Lord (D 379): The avenger would <em>love </em>this power's isolation ability, but for you it's just ok.</p><p></p><p><span style="color: #0000ff">Form of the Soul Serpent</span> (PH2): The form is pretty decent, though tremorsense does nothing against flyers. The attack dazes as an effect though.</p><p></p><p><span style="color: #00ccff">Form of the Starmetal Warrior</span> (PH2): This form is actually pretty nasty to flying creatures. That's enough to make it sky blue.</p><p></p><p><span style="color: #0000ff">Form of the Thunderstorm</span> (PP): The form makes you mobile, though not upwardly so. The attack power stuns, and that's always useful.</p><p></p><p>Form of the Unruly Earth (PP): Your mark now slows and slaps a bit target on their chest. The attack holds them down, something pretty nasty against solos.</p><p></p><p>Form of Verdant Growth (PP): You grant your allies regeneration and you get a resurrection ability, but it doesn't do anything else to make you more durable.</p></blockquote><p></p>
[QUOTE="Veep, post: 6708002, member: 6793297"] [Size=5][b]Epic Tier Powers: Channeling nature's heart[/b][/size] [Size=3][b]Level 23 Encounter[/b][/size] This level has a few good choices, especially for polearm users with Guardian's Wrath and Sky's Reach. Wildbloods can go for Startling Savagery, and Earthstrength will like Darkforest Vines. The rest of you can peruse the wares, or pick up a good lower level power. [b]Level 23 Encounter[/b] [COLOR=#0000ff]Darkforest Vines[/COLOR] (PP): We like restrained, though it's too bad that it's no longer one of the status effects targetted by Crippling Crush thanks to the word immobilized being removed from Restrained's discription. Oddly enough, the adjacent enemies get the extra damage from CC. [COLOR=#0000ff]Desert Winds[/COLOR] (PP): The controller-style zone that blocks line of sight, but probably largely outclassed by what an actual controller can do at this level. Still, it blinds, does a small amount of damage, and is a weapon attack vs reflex, so it's not all bad. Guardian's Wrath (PH2): Good damage, and you get a OA swipe on it if it ignores your mark. [COLOR=#00ccff]Awesome[/COLOR] for polearm users who don't need to be adjacent. Remember, Warden's Fury is an Immediate, and this is an OA, so you get to do both. [COLOR=#800080]Nature's Ally[/COLOR] (PH2): The two-roll thing is kind of frustrating, though you can pull someone all the way to you, and slow him for good measure. An upgraded Thorn Strike, though it's kinda lackluster for this level. Primal Rebuke (PP): Use this at the start of combat, and watch all the enemy melee combatants look like a bird flying into a sliding glass door. Unfortunately, this would have been much better when enemies had smaller arms. [COLOR=#0000ff]Sky's Reach[/COLOR] (PP): Huge range, and a lot of forced movement against [i]two[/i] enemies (and a prone if you have [COLOR=#00ccff]Polearm Momentum[/COLOR]). Snowy Grasp (PP): Locks down everyone you marked, and then some. I don't see your marks moving too far though unless you kite away, so don't look for the Stormheart kicker to go off too often. Startling Savagery (PH2): The kicker is a huge step up from the base power, which just dazes. That should be a huge bonus to attack rolls for you [COLOR=#0000ff]Wildbloods[/COLOR]. [COLOR=#800080]Whirlwind Assault[/COLOR] (PH2): Why is this power epic? I see stuff like this in heroic-tier! [COLOR=#800080]Wicked Flames[/COLOR] (D 383): I like the flavor of this, you actually explode into a fireball zone that burns and slides people around. Unfortunately, that's all you can do while it's active, and you effectively lose your next turn. [Size=3][b]Level 25 Daily[/b][/size] Form of the Entangling Spider and Form of the Night Hunter stick out here the most, the former for it's extreme stickiness, and the latter for its flight ability. [b]Level 25 Daily[/b] Form of Earth's Beneficience (PP): This form really doesn't help you too much. Sure, they can't move you, but you probably can't keep them nearby. [COLOR=#0000ff]Form of the Autumn Reaper[/COLOR] (PH2): If you're maximizing damage, all your attacks just got your primary stat added onto them, and you got reach. That's pretty much it. Form of the Blood Wolf (PH2): If you're looking for damage, look elsewhere. Sure, the attack power is 5[W], but Autumn Reaper does more overall. [COLOR=#800080]Form of the Displacer Beast[/COLOR] (PH2): Not much to this. Autumn Reaper weakens, and everything else about it is better. [COLOR=#00ccff]Form of the Entangling Spider[/COLOR] (PH2): The ultimate in stickiness (pun intended). Remember, the 3 square radius applies above you too, if your DM is inclined to throw you into 3D combat. If they don't come to you, go to them with your new spider legs. [COLOR=#0000ff]Form of the Jungle Lord[/COLOR] (PH2): If sliding enemies is your thing, this adds onto all of them, even if they don't slide at all. You also get a climb speed, which may be able to get you up to flying enemies. [COLOR=#00ccff]Form of the Night Hunter[/COLOR] (PP): If they don't want to come to you, fly to them. At the epic level, that's pretty huge. Form of the Seething Sandstorm (D 383): You get a toughness boost and a grab attack, but once you've spent your attack, there's not much there. Form of the Shifting Ancestor (PP): It's flexible, but never singularly powerful. Your best hope is that you guess correctly as to what you'll need each turn. [COLOR=#0000ff]Form of the World Forger[/COLOR] (PP): Fire damage kinda sucks, but you can dish some out when your enemies hit your allies without even having to have them marked. [Size=3][b]Level 27 Encounter[/b][/size] Screaming Wind Strike is the clear favorite, though other powers certainly are good choices as well. [b]Level 27 Encounter[/b] Blood of Nature's Foes (PP): Certainly better for Wildblood if they second wind right before or after they use the power, as their marks will follow them all over the place. Beyond that, it's not special. [COLOR=#0000ff]Crimson Agony Tide[/COLOR] (D 383): I like the mass-blinding, but be careful, it's not ally-friendly. [COLOR=#800080]Earth Tomb[/COLOR] (PH2): This doesn't really have any business being an epic level power. It's very similar to Earthgrasp Strike, which is level 3. [COLOR=#0000ff]Glacial Hammer[/COLOR] (PP): This restrains in burst 1 on the target. Use when you have extended reach for maximum fun. Your ranger will also love the inflicted vulnerability if you're [COLOR=#00ccff]Earthstrength[/COLOR]. Guardian's Storm (PH2): Thematically more appropriate for Stormheart, the damage kicker is improved for Wildblood. Though since Wildblood are so mobile, they're more likely to force the enemy to trigger. It can be a good amount of damage, but it's just damage. [COLOR=#0000ff]Lightning Explosion[/COLOR] (PP): Punish those enemies that moved away from you by sustaining the mark and pumping them for a bit of lightning damage. I don't see why the damage itself wasn't the Stormheart kicker instead of a piddly 3 extra damage, but there it is. [COLOR=#800080]Ravenous Earth[/COLOR] (PP): It seems good, but look closer. Enemies that start in the zone aren't affected. [COLOR=#0000ff]Sacrificial Assault[/COLOR] (PP): Use when you've got your enemies locked firmly in place for the best effect. Any attack on you gives your allies a serious boost. The damage on the base attack is also the highest at this level. [COLOR=#00ccff]Screaming Wind Strike[/COLOR] (PH2): Low damage, but a finite length stun vs. reflex is worth it. It's basically a free round against solos. [COLOR=#800080]Strengthening Gift[/COLOR] (PP): Again, not really epic enough for this level. [COLOR=#0000ff]Weight of the Mountain[/COLOR] (PH2): The primary attack is not much, but the secondary is a close burst 5 that slows (*cough*Crippling Crush*cough*) [Size=3][b]Level 29 Daily[/b][/size] Take Form of the Imperious Phoenix. Don't even bother looking at the others. [b]Level 29 Daily[/b] [COLOR=#ff0000]Form of Spring Renewal[/COLOR] (PH2): Outclassed in every way by the elephant in the room. [COLOR=#ff0000]Form of the Chimera[/COLOR] (PH2): You might already have Uncanny Dodge, so the form is kind of a waste. The attack power is also not special. Form of the Erupting Volcano (D 383): You might actually petrify one or two enemies, but you also run the risk of petrifying your allies too. [COLOR=#0000ff]Form of the Grim Harvester[/COLOR] (PP): The guaranteed vulnerability from the attack is pretty nice, and you can get a few free basic attacks out of the form. It's dimmed by the company it keeps though. [COLOR=#ff9900]Form of the Imperious Pheonix[/COLOR] (PP): Gold doesn't begin to describe the awesomeness of this form. You fly/hover from the form, and the attack power does everything. First you teleport to another group of enemies, and attack everything in burst 3 plus those marked foes you left behind. They all get some damage and a significant amount of ongoing. You also heal up to your bloodied value if it's less than that (so you'll want to wait until it's less), and all effects on you are now gone. Oh, did I mention that it's an immediate interrupt (CB is wrong) weapon attack at +6 [i]vs reflex[/i], so it's [i]extremely[/i] accurate? Form of the Lightning Lord (D 379): The avenger would [i]love [/i]this power's isolation ability, but for you it's just ok. [COLOR=#0000ff]Form of the Soul Serpent[/COLOR] (PH2): The form is pretty decent, though tremorsense does nothing against flyers. The attack dazes as an effect though. [COLOR=#00ccff]Form of the Starmetal Warrior[/COLOR] (PH2): This form is actually pretty nasty to flying creatures. That's enough to make it sky blue. [COLOR=#0000ff]Form of the Thunderstorm[/COLOR] (PP): The form makes you mobile, though not upwardly so. The attack power stuns, and that's always useful. Form of the Unruly Earth (PP): Your mark now slows and slaps a bit target on their chest. The attack holds them down, something pretty nasty against solos. Form of Verdant Growth (PP): You grant your allies regeneration and you get a resurrection ability, but it doesn't do anything else to make you more durable. [/QUOTE]
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A Rock and A Hard Place: A Warden Handbook (By Alphaant)
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