the Jester
Legend
Anyone else have any unique epic destinies they'd like to share? I'll post two. The pcs imc are just shy of epic- most of them are in the 17th to 18th level range- and we're starting to talk and think about them.
Chronomancer
Yesterday, today, tomorrow- they are all much more malleable than most people think. You know the truth.
Prerequisites: 21st level, arcane power source, Intelligence 21
Over the years, your arcane powers have grown from those of an apprentice to those of a master, yet there are areas of investigation that ordinary magic simply does not plumb- areas of such potential that you have ignored all the warnings against delving into them.
Your magical experiments have focused on time, and you have discovered why so many ancient tomes warn against tampering with such forces: time is malleable. Just as one can manipulate space, one can manipulate time. The terrible implications of this knowledge are not lost on you, but then again- neither are the opportunities.
Immortality
Of course, mastery over time includes the ability to arrest one’s own aging, or at least to slow it to a crawl. Once your destiny quest is complete, you spend some time putting your worldly affairs in order before retiring to the Plane of Time. From there, you can travel up and down the temporal stream. Eternity takes on new meaning for you. The cost is dear- you may never return to the world- but the benefits are well worth it.
Chronomancer Features
Manipulate Time (21st level): You gain resist 20 necrotic and can spend immediate and opportunity actions on your turn. You are still subject to the normal limit of one immediate action per round.
Sidestep through Time (24th level): The first time you would be reduced to 0 or fewer hit points each day, you instead take no damage and teleport 10 squares, then regain hit points equal to your bloodied value.
Timeslip (30th level): When you are subject to an ongoing effect at the start of your turn, you may choose to vanish from play until the start of your next turn. If you do so, at the start of any of your turns, you can return in any unoccupied square within 4 squares of where you vanished from and all effects and conditions are removed from you.
Compress Time --- Chronomancer Utility 26
You distort time, allowing your companions and yourself enough time to fully recuperate while only minutes pass in the outside world.
Daily
Short Rest; Close burst 10
Target: You and each ally in burst
Effect: Each target gains the benefit of an extended rest. This power does not recharge, and each target must spend two healing surges at the end of the rest.
Conqueror of the World
You have been an adventurer until now, perhaps even a hero. But now it is time for you to fulfill your destiny and become something more: a conqueror- and you intend to conquer nothing less than the world itself.
Prerequisites: 21st level
You are one of the mightiest people alive. You have excelled at your chosen path in life, overcoming every obstacle that has come before you. Now you have chosen the only truly worthy foe that remains to you: the world itself. By the time you are done, it will submit with your boot upon its back.
Immortality
When you complete your destiny quest, you spend some time putting your other affairs in order and then begin to gather a great host with which to start your conquest. Over time, you sweep across nation after nation, breaking your foes and forcing them to swear fealty to you. By the time you are done, statues of you will grace every large community. Cities, oceans and mountain ranges will bear your name. When your conquest is complete, your face, found on your coins, will be known for an incredible distance.
Conqueror of the World Features
Defeat Any Foe (21st level): If you miss an enemy with a melee attack, you get a +1 bonus to attacks against that enemy until you hit it or until the end of the encounter. This bonus stacks to a maximum to +5.
Resist Any Enemy (24th level): Once per day, you can choose to reroll a failed saving throw with a +5 bonus.
Inspiring Assault (30th level): When you hit an enemy with a melee attack, allies that can see you gain a +1 bonus on melee attacks against that enemy until the start of your next turn.
Conquering Blow --- Conqueror of the World Utility 26
When you drop a foe, you feel a surge of power.
Encounter, Healing
Free Action ; Personal
Trigger: You reduce an enemy to 0 hit points.
Effect: You can spend a healing surge and make a saving throw against each condition that a save can end affecting you.
Chronomancer
Yesterday, today, tomorrow- they are all much more malleable than most people think. You know the truth.
Prerequisites: 21st level, arcane power source, Intelligence 21
Over the years, your arcane powers have grown from those of an apprentice to those of a master, yet there are areas of investigation that ordinary magic simply does not plumb- areas of such potential that you have ignored all the warnings against delving into them.
Your magical experiments have focused on time, and you have discovered why so many ancient tomes warn against tampering with such forces: time is malleable. Just as one can manipulate space, one can manipulate time. The terrible implications of this knowledge are not lost on you, but then again- neither are the opportunities.
Immortality
Of course, mastery over time includes the ability to arrest one’s own aging, or at least to slow it to a crawl. Once your destiny quest is complete, you spend some time putting your worldly affairs in order before retiring to the Plane of Time. From there, you can travel up and down the temporal stream. Eternity takes on new meaning for you. The cost is dear- you may never return to the world- but the benefits are well worth it.
Chronomancer Features
Manipulate Time (21st level): You gain resist 20 necrotic and can spend immediate and opportunity actions on your turn. You are still subject to the normal limit of one immediate action per round.
Sidestep through Time (24th level): The first time you would be reduced to 0 or fewer hit points each day, you instead take no damage and teleport 10 squares, then regain hit points equal to your bloodied value.
Timeslip (30th level): When you are subject to an ongoing effect at the start of your turn, you may choose to vanish from play until the start of your next turn. If you do so, at the start of any of your turns, you can return in any unoccupied square within 4 squares of where you vanished from and all effects and conditions are removed from you.
Compress Time --- Chronomancer Utility 26
You distort time, allowing your companions and yourself enough time to fully recuperate while only minutes pass in the outside world.
Daily
Short Rest; Close burst 10
Target: You and each ally in burst
Effect: Each target gains the benefit of an extended rest. This power does not recharge, and each target must spend two healing surges at the end of the rest.
Conqueror of the World
You have been an adventurer until now, perhaps even a hero. But now it is time for you to fulfill your destiny and become something more: a conqueror- and you intend to conquer nothing less than the world itself.
Prerequisites: 21st level
You are one of the mightiest people alive. You have excelled at your chosen path in life, overcoming every obstacle that has come before you. Now you have chosen the only truly worthy foe that remains to you: the world itself. By the time you are done, it will submit with your boot upon its back.
Immortality
When you complete your destiny quest, you spend some time putting your other affairs in order and then begin to gather a great host with which to start your conquest. Over time, you sweep across nation after nation, breaking your foes and forcing them to swear fealty to you. By the time you are done, statues of you will grace every large community. Cities, oceans and mountain ranges will bear your name. When your conquest is complete, your face, found on your coins, will be known for an incredible distance.
Conqueror of the World Features
Defeat Any Foe (21st level): If you miss an enemy with a melee attack, you get a +1 bonus to attacks against that enemy until you hit it or until the end of the encounter. This bonus stacks to a maximum to +5.
Resist Any Enemy (24th level): Once per day, you can choose to reroll a failed saving throw with a +5 bonus.
Inspiring Assault (30th level): When you hit an enemy with a melee attack, allies that can see you gain a +1 bonus on melee attacks against that enemy until the start of your next turn.
Conquering Blow --- Conqueror of the World Utility 26
When you drop a foe, you feel a surge of power.
Encounter, Healing
Free Action ; Personal
Trigger: You reduce an enemy to 0 hit points.
Effect: You can spend a healing surge and make a saving throw against each condition that a save can end affecting you.