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The Mind's Eye: A Psion's Handbook (svendj)
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<blockquote data-quote="Jessica" data-source="post: 6702455" data-attributes="member: 6796107"><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Culmination of the Mind: Paragon Paths and Epic Destinies</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">The most important thing to remember about choosing your paragon path is that only the psionic paragon paths offer you 2 additional power points. This means that other paragon paths have to offer something truly amazing to compete with them. And even then, not multiclassing to Druid for a paragon path means you lose out on power swapping for Serpent's Cunning, which you want if at all possible. But there are some paragon paths out there that can compete. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p>[h=3]Psion paragon paths[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #00CCFF">Dreamwalker</span>: PHB3</strong>. This is the go-to paragon path for Psions of almost every stripe. At first glance a conjuration that’s a simulacrum of you might not seem very powerful, but it opens up an unimaginable amount of tactical options. Let’s go over them one by one:</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><a href="http://www.enworld.org/forum/" target="_blank">Dream form tactics</a>1. Throughout this guide I keep referencing powers, feats etc. that suddenly become very good if you’re a Dreamwalker. That’s because most of those, like Kinetic Buffer for example, require that you stand near enemies. Usually that’s extremely dangerous, so those good powers go to waste. But because you can use powers through your dream form as if you were in the dream form’s square, that danger disappears and a new avenue of power selection opens up for you.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">2. When you use an area burst, the level 16 feature lets you target one creature outside the burst but next to your dream form. To truly grasp how this changes things for you, do a quick browse through all the Psion area burst powers. Good powers like Dishearten, Living Barrage and Mindfire Explosion let you control an additional target elsewhere on the map; the augment 2 on Fuse Form absolutely freezes two enemies in place; and Dimensional Scramble lets you teleport a target outside the burst all over the map, or even up into the air.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">3. Your dream form occupies its square so it blocks the way for enemies (but not for your allies). This lets you control tight corridors a little better.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">4. Like I said, the dream form lets you see, hear and use powers as if you were in its square. If you’re built for Stealth, it makes hiding and staying hidden infinitely easier if there’s any blocking terrain on the map whatsoever.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">5. Your dream form is a flanking partner for your allies, and it even lets you flank with them. This gives you combat advantage where it might otherwise be hard to come by, and the best part is: it doesn’t even provoke opportunity attacks if you use powers from your dream form’s square!</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">6. Although the dream form can be attacked to make it disappear, it has your defenses. If you invested a little in keeping them up, you can actually do some work as a pseudo-defender by drawing attacks to your dream form that would otherwise have gone to your allies.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">7. Manifest Dream Form has an annoying trigger (spending a power point to augment a psionic power) which means you can't use your level 16 feature on your first attack each fight. But fortunately you can start a fight with your dream form already in play, since it lasts until you fall unconscious or dismiss it. If your DM somehow doesn't allow this, look for the level 2 utility power of the Escaped Thrall theme for a minor action augmentable power that you can use Manifest Dream Form on as well.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">The powers are okay but don’t offer much control, except for the amazing instinctive effect of the daily power that lets you use two at-will powers each turn.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Time Bender</span>: PHB3</strong>. This path has a lot of interesting features, just nothing that makes you go WOW! The level 11 feature lets you preroll one d20 roll in combat, so even if you preroll something like a 1 you can use it to replace a hit (or a saving throw!) from an enemy. An attack bonus when you use an action point is always good, as is the free teleport. The extra move action at level 16 can be used to set up some kind of nova sequence where you need multiple minor or move powers, or just to get across the map a little quicker. The powers are all good too, just nothing mindblowing. A nice collection of goodies that together are a very good paragon path for you.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Alienist: PsP</strong>. The features are pretty random, but if you’re just looking for some good powers to add to your arsenal, you could do far worse than this. The encounter power shuts down a group of enemies, the utility grants you the rare ability to regain power points, and the daily power is one of the best summons in the Psion’s entire arsenal because it’s the only one with an instinctive attack. Still, a paragon path that makes you not want to use your action point loses rating just for that.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Uncarnate: PHB3</strong>. Who you gonna call? Ghostbusters! Uncarnate will make you the undisputed champion of taking out insubstantial creatures. It also gives you a couple of ways to turn insubstantial yourself, which is a good way to dissuade enemies from ever attacking you.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Master Summoner: PsP</strong>. Let’s get one thing out of the way first: most Psion summons are bad and you generally shouldn’t take them. If that doesn’t deter you, this path gives your summons some much-needed durability and some additional movement modes. What saves this path from a purple rating is the daily power, which summons a Huge creature with <em>threatening reach 3</em>! It costs a standard action to summon, but believe me, you’ll get your action’s worth of damage out of it. Or everything just stops moving, which is also totally fine by you.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Thrallherd: PsP</strong>. This is an evil, evil paragon path. If you’ve always wanted to be a mindflayer, this is the way to do it. Mechanically, Thrallherd grants you what is basically a bad summon that doesn’t go away at the end of a fight. So it’s useful just for putting an extra body on the field, and you get a few free attacks out of it when you use an action point or the daily power. It becomes a little stronger if you use it as a bodyguard, especially after level 16 when it raises your defenses by 2. It’s automatically proficient with whatever weapon you give it, so letting it wield a fullblade, execution axe or mordenkrad increases its usefulness. The thrall has one other very interesting property: it can hold one magic item for you, and can use the item’s powers. This is a small list of useful items to give the thrall:</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><a href="http://www.enworld.org/forum/" target="_blank">Items for the thrall</a>Antipathy Gloves: turn the thrall into a patch of difficult terrain.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Armor of Sacrifice: let the thrall take over your and your allies’ status effects.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Cold/Flaming/Githyanki Silver/Lightning/Radiant weapon: benefit from vulnerabilities that you and your allies impose.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">Cerulean Adept</span>: PHB3</strong>. Though not horrible, this path has mediocrity written all over it. The doubled crit rate with augmented powers at level 16 is the only reason you take this path, but only if you’re into critical hit optimization. A little better if you regularly face off against aberrant creatures.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">Firestarter</span>: PsP</strong>. The idea behind this paragon path (be a Fire Blaster) is fun, but the execution is really poor. The features and powers are almost completely worthless. The only way this paragon path is viable is if you are a Tiefling and regularly use force powers, so you can take the Hellfire Blood feat and the Infernal Prince theme for increased accuracy and Fiery Blood for a damage boost.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #FF0000">Anathema</span>: PsP</strong>. The features of this path are absolutely useless, and the powers are not far behind (an attack that makes the target insubstantial, really?!). Avoid.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p>[h=3]Psionic paragon paths of note[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Mind General: DSCS, Noble Adept theme</strong>. If you want to get some more leader capabilities, this could be the paragon path you’re looking for. It lets you move allies around the battlefield and increase their defenses, and the encounter power even lets you grant melee basic attacks. The level 16 feature increases one ally’s NADs and lowers another’s, but you can circumvent this disadvantage by having a Fey Beast for example whose defenses you can decrease. Illegal for LFR because of the prerequisite.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Catalyst: PsP, Ardent</strong>. Another leader-like paragon path that lets you grant a lot of free attacks if that’s what you’re looking for. The encounter power combines very nicely with Forced Opportunity to let three allies make two out of turn attacks, and granting an attack when you use an action point is also good. Nothing particularly atttractive beyond level 11 though.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">Incandescent Champion</span>: PsP</strong>. The only reason you take this paragon path is if one of your partymembers is a Morninglord and you want to join in on the radiant fun. Spending a power point to let all your powers deal 1d6+10 extra damage is sweet. But aside from that and the utility power, the rest of this path is useless.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p>[h=3]Multiclass paragon paths of note[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #00CCFF">Divine Oracle</span>: PHB, Cleric</strong>. Rolling twice on any attack against Will is one of the craziest features available. In addition to that, your party can’t be surprised anymore, you get Danger Sense for free, and you get an encounter power that will make your Barbarian friend very, very happy.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #00CCFF">Malec-Keth Jannisary</span>: MotP, Swordmage</strong>. Elemental damage isn’t the Psion’s strong point, but the level 16 feature of this path changes all that. This path allows you to start using Resounding Thunder to increase the size of all your bursts and blasts. You can also become a half-decent blaster this way. The best part is that the extra damage type doesn’t replace any other types your attacks have, so Psychic Lock still works. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Entrancing Mystic</span>: AP, Warlock</strong>. If you’re into mind control powers like Betrayal, Sudden Control and dominating dailies, this is the path you’re looking for. The huge saving throw penalty ensures dominated enemies stay dominated, and the attack bonus raises your chances of hitting them in the first place. Powers are meh, but I’ve seen worse.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Flame of Hope</span>: PHB2, Invoker</strong>. The action point feature of this path is utterly amazing. Granting all allies an attack bonus equal to your Intelligence modifier should ensure they only miss on a 1 that round. The perfect time for your strikers to pull out all the stops and apply the best status effect: dead. The rest of the path is okay, but not really amazing.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Life Singer</span>: AP, Bard</strong>. Like Divine Oracle, you can take this path to increase your accuracy if you attack Will a lot. The features are a bit worse, but the powers are awesome for a controller, provided your Charisma is any good.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Pack Lord</span>: PP, Druid</strong>. Chances are you've multiclassed to Druid anyway to powerswap for Serpent's Cunning, so this paragon path is open to you anyway. And if your dailies are summons, this becomes quite a good paragon path. Mostly due to the level 11 feature that gives you a +1 bonus to attacks and defenses if you have a summon out. The encounter power and utility power increase the number of attacks you can make, so that's also decent. The rest of the features and the daily summon power leave much to be desired, but at least they combine nicely with each other. And while you're powerswapping anyway, might as well trade in a Psion daily for another Druid summon to make the path even better. I'd advice a Giant Toad (1) or a Crocodile (9).</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Traveler’s Harlequin: DR382, trained in Bluff, more than one class, worships the Traveler</strong>. If you want more than one multiclass, this is the way to get it. There are some tricks you can do with this, and it also grants you any level 19 or 20 daily power you qualify for. The rest of the path is also decent enough.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">Morninglord</span>: FRPG, any divine, must worship Amaunator</strong>. This paragon path is for radiant blaster Psions only. Yes, those exist thanks to the level 13 power Brilliant Thought. The augment 4 is a double attack in itself, so you immediately benefit from the level 16 vulnerability feature. It also sets up the vulnerability for your partymembers nicely. The rest of the path is useful, apart from the Militant Dawn feature because you probably won't have Channel Divinity.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p>[h=3]Racial paragon paths of note[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><a href="http://www.enworld.org/forum/" target="_blank">Genasi</a><strong>Scion of Absence: DR380, Voidsoul Genasi</strong>. This paragon path is all about protecting yourself by removing yourself from play, reducing damage and getting a bonus to saving throws. The encounter power is also superb control. Too bad you gain no power points from it though.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><a href="http://www.enworld.org/forum/" target="_blank">Gnome</a><strong>Fey Beguiler: DR384</strong>. You take this path for the features. Gaining a level 10 or lower Wizard utility is very good, and rolling twice for Stealth ensures you’ll never fail a roll again. No extra power points though, so that hurts the rating a little.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><a href="http://www.enworld.org/forum/" target="_blank">Human</a><strong><span style="color: #FF0000">Adroit Explorer</span>: PHB2</strong>. Normally a good option for all humans, but not so much or psionic characters since they have no encounter powers. Becomes a good option if you’re a <span style="color: #0000FF"><strong>hybrid</strong> </span>though.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><a href="http://www.enworld.org/forum/" target="_blank">Shardmind</a><strong>Shard Disciple: PHB3</strong>. If you really, really like your Shardswarm racial power, this paragon path may be just what you’re looking for. It’s even a psionic paragon path, so you won’t fall behind in power points by taking it.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><a href="http://www.enworld.org/forum/" target="_blank">Tiefling</a><strong>Broken Mirror: DR383, Mantle of Misfortune feat</strong>. Mantle of Misfortune is a very reliable way to apply attack penalties for a minor action, and getting another use out of it is pretty nice. The powers also work well with your class since at-will powers are all you use.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">With over 100 epic destinies to choose from, it’s kind of shocking that only twelve of them are really any good. Look for epic destinies that boost your main stats, but don’t count out the others because they’re listed here for a reason.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p>[h=3]Psionic epic destinies[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #00CCFF">Demiurge</span>: PsP</strong>. More Int, more Cha, more action points and nigh-invincibility against save ends effects makes for a nice, clean package that most Psions should consider. No death features, but that’s far from required for an epic destiny to be good.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #00CCFF">Mind Lord of the Order</span>: DSCS</strong>. Some nice goodies here. +2 Int and Wis at 21, another use of an augment 6 powers at 30, a very interesting but dangerous mechanic that ensures you’ll never skip a turn due to being reduced to zero HP again at 24, and an incredible daily utility at 26 that will make your party leader green with envy. A definite pick if Wisdom is your secondary stat and you’re not a deva.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Master of Moments</span>: PsP</strong>. If you have a lot of minor action powers that you need to activate, look no further. Getting a standard, move and minor when you use an action point and having teleport 5 at level 30 is also not a bad deal. And lo and behold, the Freeze in Time utility power finally gives you more control from your epic destiny! Believe it or not, that’s actually rare, even if you only get it as a daily power.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Topaz Crusader</span>: PsP</strong>. Don’t like debilitating status effects? Then take this epic destiny and be forever rid of dazed, dominated, immobilized and restrained. You also get awesome defense bonuses and 2 additional power points, which are useful if they put you over the 18 point threshold at level 27 or even 23 so you can use your augment 6 powers three times per encounter. The Cha-bonus is nice, although you’d rather have more Int. Oh, and a daily 11x11 zone that gives all allies regeneration 18 and +2 to attack rolls is nothing to sneeze at either.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">If you face aberrants on a daily basis, this epic destiny gets a little more awesome.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Godmind: PHB3</strong>. Not a bad destiny by any means, but most features come up just short. The thing that’s most obviously missing is a death feature. Vulnerable 5 psychic is not enough at this level, even if you can deliver it as a minor action. Rolling twice for attack rolls, saving throws and skill checks is awesome, but having to use your second wind in order to get it is not. And 4 extra power points at level 30 are only amazing if it puts you over the 18 point threshold so you can use your augment 6 powers three times per encounter. This destiny becomes better if you can use your <strong><span style="color: #0000FF">second wind as a minor action</span></strong> (dwarf, Herbal Healing utility power) and/or if you have <strong><span style="color: #0000FF">less than 18 power points at level 30</span> </strong>and no good way to get up to 18 over the course of an encounter.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Anyway, what saves this epic destiny is the level 26 utility power that lets you either regain all your power points or <em>all your daily powers!</em> That’s downright insane, especially if you’ve powerswapped with a Wizard power.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">Eight Seal</span>: PsP</strong>. This is purple because if you’re fighting aberrant creatures on a daily basis, the mileage you’ll get out of this epic destiny is <strong><span style="color: #0000FF">great</span></strong>. If not, then you’re only in it for the Superior Will feature and the utility power, which is basically the ultimate leader power but suffers from costing a standard action to activate.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #FF0000">Cosmic Soul</span>: PsP</strong>. Don’t go for this. Although truesight 5, +5 initiative and “ranged: sight” for all your powers is interesting, there are just so many better destinies you could take. Especially the death utility is boring, because it lets others take a turn instead of you. If that was what you wanted, you would’ve played a leader, right?</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p>[h=3]Other epic destinies of note[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #00CCFF">Avangion</span>: DSCS, arcane class</strong>. Though the features of this epic destiny are more leader- and striker-related, they're great nonetheless. A stat boost to your two main stats, a good bonus to death saves and not aging anymore start you off good. Then at 24 you get a fly speed equal to your speed (saves you money for Zephyr Boots) and all your attacks do radiant damage in addition to their normal types. Psychic and radiant is the best possible combo for you if you have/are a Morninglord. The level 26 utility and 30 feature are things your allies will thank you for.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #00CCFF">Draconic Incarnation</span>: DR388, arcane class</strong>. Two main stat boosts at level 21, two daily arcane powers of your choice at 30, and the ability to turn into a <em>friggin’ dragon!</em> If you want cool while still having a good epic destiny, this is definitely what you should go for.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #00CCFF">Planeshaper</span>: DR372</strong>. +2 Int is lovely, and the level 24 feature that lets you banish a creature if you crit it gives you a very good reason to take Psion Implement Expertise. The other level 21 feature that lets you use one encounter power twice totally depends on the power of your utilities or paragon path attack power, but can be nice. I’m a little hesitant regarding the utility power that lets you banish yourself and any willing allies as a standard action, since it’s easy for enemies to either beat on the remaining players or ready their attacks on your return. And the level 30 feature is just crazy, I’m really <em>not</em> looking forward to the Planeshaper Wizard player reaching level 30 in my campaign.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #00CCFF">Soul of the World</span>: DR385, Deva only</strong>. So let me get this straight. You can now take tiefling feats as well as deva feats, get Heroic Effort, get an Int and Wis-bonus, and swap your dailies for Wizard dailies? If you’re a deva, you don’t even look at other epic destinies.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #00CCFF">Destined Scion</span>: HoFK</strong>. Boring, but effective. Boosts to your two main stats, an attack and saving throw bonus, an anti-death daily power and a nice level 30 daily power. The gold standard if you don’t like to bother with overly complicated epic destinies.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Indomitable Champion</span>: HoFL</strong>. The more defense-oriented version of Destined Scion. Where Destined Scion focuses on making your attacks hit, this makes sure you are a hard target to take down. The anti-death power is better since it triggers immediately upon you dropping to zero HP instead of waiting until your initiative rolls around again, but that’s not enough to raise to the highest level.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Archmage</span>: PHB, Wizard only</strong>. This assumes you’ve multiclassed into Wizard to get some higher quality daily powers, since this epic destiny is all about using your dailies more often. Wizard dailies are about as good as control powers get, but using Far Realm’s Embrace (23), Thrall (23) or Living Barrage (15) multiple times per day is also something you can look forward to.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Heir to the Empire</span>: PHRT, Tiefling only</strong>. Like Royal Command of Asmodeus? Then this is the epic destiny for you! Increasing your main stats is always good, but the level 26 utility is what it's all about. Whenever something dies, you can resurrect it once per encounter as an interrupt to make it serve you until it dies again (or saves against dominate). What could be more fun, I ask you?</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Reincarnate Champion</span>: PP, primal class</strong>. Not a tiefling? You are now. Go look at the feat list and then pick your jaw up off the floor when you see the possibilities that have now opened up to you. If you’re Wis secondary, Deva isn’t a bad second race to choose at level 24. Otherwise the Human’s Heroic Effort is never bad.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Qualifying for this epic destiny shouldn’t be hard, provided you went with a Druid multiclass for Serpent’s Cunning. Deva take Soul of the World instead.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Sage of Ages</span>: AP, arcane class</strong>. The level 24 feature is like being an Avenger, that’s how much it increases your accuracy. And since your Arcana should already be pretty decent, the level 26 utility power makes you pretty invincible, as does the level 30 feature.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Hordemaster: DSCS</strong>. The stat bump is nice, but there are more than enough epic destinies that do the same. No, you take this one if you want to be practically unkillable. And the flavor on this one is beyond fun (although maybe a bit impractical for a plane-traveling adventurer). Did you die? Then someone from your entourage will pick up where you left off. And so on, into infinity. At the very least, this allows you to be a lot more reckless in and out of combat. Don't forget to have some fun with the level 30 feature and Blood Fury weapons, by the way.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Thief of Legend: DR388</strong>. This is mostly for stealth builds, but it's so much fun I couldn't resist including it in the list for everyone to enjoy. Vanish from sight. Never die. Go anywhere. Steal everything.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p></blockquote><p></p>
[QUOTE="Jessica, post: 6702455, member: 6796107"] [COLOR=#333333][FONT=Open Sans]Culmination of the Mind: Paragon Paths and Epic Destinies The most important thing to remember about choosing your paragon path is that only the psionic paragon paths offer you 2 additional power points. This means that other paragon paths have to offer something truly amazing to compete with them. And even then, not multiclassing to Druid for a paragon path means you lose out on power swapping for Serpent's Cunning, which you want if at all possible. But there are some paragon paths out there that can compete. [/FONT][/COLOR] [h=3]Psion paragon paths[/h][COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B][COLOR=#00CCFF]Dreamwalker[/COLOR]: PHB3[/B]. This is the go-to paragon path for Psions of almost every stripe. At first glance a conjuration that’s a simulacrum of you might not seem very powerful, but it opens up an unimaginable amount of tactical options. Let’s go over them one by one: [URL="http://www.enworld.org/forum/"]Dream form tactics[/URL]1. Throughout this guide I keep referencing powers, feats etc. that suddenly become very good if you’re a Dreamwalker. That’s because most of those, like Kinetic Buffer for example, require that you stand near enemies. Usually that’s extremely dangerous, so those good powers go to waste. But because you can use powers through your dream form as if you were in the dream form’s square, that danger disappears and a new avenue of power selection opens up for you. 2. When you use an area burst, the level 16 feature lets you target one creature outside the burst but next to your dream form. To truly grasp how this changes things for you, do a quick browse through all the Psion area burst powers. Good powers like Dishearten, Living Barrage and Mindfire Explosion let you control an additional target elsewhere on the map; the augment 2 on Fuse Form absolutely freezes two enemies in place; and Dimensional Scramble lets you teleport a target outside the burst all over the map, or even up into the air. 3. Your dream form occupies its square so it blocks the way for enemies (but not for your allies). This lets you control tight corridors a little better. 4. Like I said, the dream form lets you see, hear and use powers as if you were in its square. If you’re built for Stealth, it makes hiding and staying hidden infinitely easier if there’s any blocking terrain on the map whatsoever. 5. Your dream form is a flanking partner for your allies, and it even lets you flank with them. This gives you combat advantage where it might otherwise be hard to come by, and the best part is: it doesn’t even provoke opportunity attacks if you use powers from your dream form’s square! 6. Although the dream form can be attacked to make it disappear, it has your defenses. If you invested a little in keeping them up, you can actually do some work as a pseudo-defender by drawing attacks to your dream form that would otherwise have gone to your allies. 7. Manifest Dream Form has an annoying trigger (spending a power point to augment a psionic power) which means you can't use your level 16 feature on your first attack each fight. But fortunately you can start a fight with your dream form already in play, since it lasts until you fall unconscious or dismiss it. If your DM somehow doesn't allow this, look for the level 2 utility power of the Escaped Thrall theme for a minor action augmentable power that you can use Manifest Dream Form on as well. The powers are okay but don’t offer much control, except for the amazing instinctive effect of the daily power that lets you use two at-will powers each turn. [B][COLOR=#0000FF]Time Bender[/COLOR]: PHB3[/B]. This path has a lot of interesting features, just nothing that makes you go WOW! The level 11 feature lets you preroll one d20 roll in combat, so even if you preroll something like a 1 you can use it to replace a hit (or a saving throw!) from an enemy. An attack bonus when you use an action point is always good, as is the free teleport. The extra move action at level 16 can be used to set up some kind of nova sequence where you need multiple minor or move powers, or just to get across the map a little quicker. The powers are all good too, just nothing mindblowing. A nice collection of goodies that together are a very good paragon path for you. [B]Alienist: PsP[/B]. The features are pretty random, but if you’re just looking for some good powers to add to your arsenal, you could do far worse than this. The encounter power shuts down a group of enemies, the utility grants you the rare ability to regain power points, and the daily power is one of the best summons in the Psion’s entire arsenal because it’s the only one with an instinctive attack. Still, a paragon path that makes you not want to use your action point loses rating just for that. [B]Uncarnate: PHB3[/B]. Who you gonna call? Ghostbusters! Uncarnate will make you the undisputed champion of taking out insubstantial creatures. It also gives you a couple of ways to turn insubstantial yourself, which is a good way to dissuade enemies from ever attacking you. [B]Master Summoner: PsP[/B]. Let’s get one thing out of the way first: most Psion summons are bad and you generally shouldn’t take them. If that doesn’t deter you, this path gives your summons some much-needed durability and some additional movement modes. What saves this path from a purple rating is the daily power, which summons a Huge creature with [I]threatening reach 3[/I]! It costs a standard action to summon, but believe me, you’ll get your action’s worth of damage out of it. Or everything just stops moving, which is also totally fine by you. [B]Thrallherd: PsP[/B]. This is an evil, evil paragon path. If you’ve always wanted to be a mindflayer, this is the way to do it. Mechanically, Thrallherd grants you what is basically a bad summon that doesn’t go away at the end of a fight. So it’s useful just for putting an extra body on the field, and you get a few free attacks out of it when you use an action point or the daily power. It becomes a little stronger if you use it as a bodyguard, especially after level 16 when it raises your defenses by 2. It’s automatically proficient with whatever weapon you give it, so letting it wield a fullblade, execution axe or mordenkrad increases its usefulness. The thrall has one other very interesting property: it can hold one magic item for you, and can use the item’s powers. This is a small list of useful items to give the thrall: [URL="http://www.enworld.org/forum/"]Items for the thrall[/URL]Antipathy Gloves: turn the thrall into a patch of difficult terrain. Armor of Sacrifice: let the thrall take over your and your allies’ status effects. Cold/Flaming/Githyanki Silver/Lightning/Radiant weapon: benefit from vulnerabilities that you and your allies impose. [B][COLOR=#800080]Cerulean Adept[/COLOR]: PHB3[/B]. Though not horrible, this path has mediocrity written all over it. The doubled crit rate with augmented powers at level 16 is the only reason you take this path, but only if you’re into critical hit optimization. A little better if you regularly face off against aberrant creatures. [B][COLOR=#800080]Firestarter[/COLOR]: PsP[/B]. The idea behind this paragon path (be a Fire Blaster) is fun, but the execution is really poor. The features and powers are almost completely worthless. The only way this paragon path is viable is if you are a Tiefling and regularly use force powers, so you can take the Hellfire Blood feat and the Infernal Prince theme for increased accuracy and Fiery Blood for a damage boost. [B][COLOR=#FF0000]Anathema[/COLOR]: PsP[/B]. The features of this path are absolutely useless, and the powers are not far behind (an attack that makes the target insubstantial, really?!). Avoid. [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [h=3]Psionic paragon paths of note[/h][COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B]Mind General: DSCS, Noble Adept theme[/B]. If you want to get some more leader capabilities, this could be the paragon path you’re looking for. It lets you move allies around the battlefield and increase their defenses, and the encounter power even lets you grant melee basic attacks. The level 16 feature increases one ally’s NADs and lowers another’s, but you can circumvent this disadvantage by having a Fey Beast for example whose defenses you can decrease. Illegal for LFR because of the prerequisite. [B]Catalyst: PsP, Ardent[/B]. Another leader-like paragon path that lets you grant a lot of free attacks if that’s what you’re looking for. The encounter power combines very nicely with Forced Opportunity to let three allies make two out of turn attacks, and granting an attack when you use an action point is also good. Nothing particularly atttractive beyond level 11 though. [B][COLOR=#800080]Incandescent Champion[/COLOR]: PsP[/B]. The only reason you take this paragon path is if one of your partymembers is a Morninglord and you want to join in on the radiant fun. Spending a power point to let all your powers deal 1d6+10 extra damage is sweet. But aside from that and the utility power, the rest of this path is useless. [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [h=3]Multiclass paragon paths of note[/h][COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B][COLOR=#00CCFF]Divine Oracle[/COLOR]: PHB, Cleric[/B]. Rolling twice on any attack against Will is one of the craziest features available. In addition to that, your party can’t be surprised anymore, you get Danger Sense for free, and you get an encounter power that will make your Barbarian friend very, very happy. [B][COLOR=#00CCFF]Malec-Keth Jannisary[/COLOR]: MotP, Swordmage[/B]. Elemental damage isn’t the Psion’s strong point, but the level 16 feature of this path changes all that. This path allows you to start using Resounding Thunder to increase the size of all your bursts and blasts. You can also become a half-decent blaster this way. The best part is that the extra damage type doesn’t replace any other types your attacks have, so Psychic Lock still works. [B][COLOR=#0000FF]Entrancing Mystic[/COLOR]: AP, Warlock[/B]. If you’re into mind control powers like Betrayal, Sudden Control and dominating dailies, this is the path you’re looking for. The huge saving throw penalty ensures dominated enemies stay dominated, and the attack bonus raises your chances of hitting them in the first place. Powers are meh, but I’ve seen worse. [B][COLOR=#0000FF]Flame of Hope[/COLOR]: PHB2, Invoker[/B]. The action point feature of this path is utterly amazing. Granting all allies an attack bonus equal to your Intelligence modifier should ensure they only miss on a 1 that round. The perfect time for your strikers to pull out all the stops and apply the best status effect: dead. The rest of the path is okay, but not really amazing. [B][COLOR=#0000FF]Life Singer[/COLOR]: AP, Bard[/B]. Like Divine Oracle, you can take this path to increase your accuracy if you attack Will a lot. The features are a bit worse, but the powers are awesome for a controller, provided your Charisma is any good. [B][COLOR=#0000FF]Pack Lord[/COLOR]: PP, Druid[/B]. Chances are you've multiclassed to Druid anyway to powerswap for Serpent's Cunning, so this paragon path is open to you anyway. And if your dailies are summons, this becomes quite a good paragon path. Mostly due to the level 11 feature that gives you a +1 bonus to attacks and defenses if you have a summon out. The encounter power and utility power increase the number of attacks you can make, so that's also decent. The rest of the features and the daily summon power leave much to be desired, but at least they combine nicely with each other. And while you're powerswapping anyway, might as well trade in a Psion daily for another Druid summon to make the path even better. I'd advice a Giant Toad (1) or a Crocodile (9). [B]Traveler’s Harlequin: DR382, trained in Bluff, more than one class, worships the Traveler[/B]. If you want more than one multiclass, this is the way to get it. There are some tricks you can do with this, and it also grants you any level 19 or 20 daily power you qualify for. The rest of the path is also decent enough. [B][COLOR=#800080]Morninglord[/COLOR]: FRPG, any divine, must worship Amaunator[/B]. This paragon path is for radiant blaster Psions only. Yes, those exist thanks to the level 13 power Brilliant Thought. The augment 4 is a double attack in itself, so you immediately benefit from the level 16 vulnerability feature. It also sets up the vulnerability for your partymembers nicely. The rest of the path is useful, apart from the Militant Dawn feature because you probably won't have Channel Divinity. [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [h=3]Racial paragon paths of note[/h][COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][URL="http://www.enworld.org/forum/"]Genasi[/URL][B]Scion of Absence: DR380, Voidsoul Genasi[/B]. This paragon path is all about protecting yourself by removing yourself from play, reducing damage and getting a bonus to saving throws. The encounter power is also superb control. Too bad you gain no power points from it though. [URL="http://www.enworld.org/forum/"]Gnome[/URL][B]Fey Beguiler: DR384[/B]. You take this path for the features. Gaining a level 10 or lower Wizard utility is very good, and rolling twice for Stealth ensures you’ll never fail a roll again. No extra power points though, so that hurts the rating a little. [URL="http://www.enworld.org/forum/"]Human[/URL][B][COLOR=#FF0000]Adroit Explorer[/COLOR]: PHB2[/B]. Normally a good option for all humans, but not so much or psionic characters since they have no encounter powers. Becomes a good option if you’re a [COLOR=#0000FF][B]hybrid[/B] [/COLOR]though. [URL="http://www.enworld.org/forum/"]Shardmind[/URL][B]Shard Disciple: PHB3[/B]. If you really, really like your Shardswarm racial power, this paragon path may be just what you’re looking for. It’s even a psionic paragon path, so you won’t fall behind in power points by taking it. [URL="http://www.enworld.org/forum/"]Tiefling[/URL][B]Broken Mirror: DR383, Mantle of Misfortune feat[/B]. Mantle of Misfortune is a very reliable way to apply attack penalties for a minor action, and getting another use out of it is pretty nice. The powers also work well with your class since at-will powers are all you use. [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] With over 100 epic destinies to choose from, it’s kind of shocking that only twelve of them are really any good. Look for epic destinies that boost your main stats, but don’t count out the others because they’re listed here for a reason.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [h=3]Psionic epic destinies[/h][COLOR=#333333][FONT=Open Sans][B][COLOR=#00CCFF]Demiurge[/COLOR]: PsP[/B]. More Int, more Cha, more action points and nigh-invincibility against save ends effects makes for a nice, clean package that most Psions should consider. No death features, but that’s far from required for an epic destiny to be good.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [B][COLOR=#00CCFF]Mind Lord of the Order[/COLOR]: DSCS[/B]. Some nice goodies here. +2 Int and Wis at 21, another use of an augment 6 powers at 30, a very interesting but dangerous mechanic that ensures you’ll never skip a turn due to being reduced to zero HP again at 24, and an incredible daily utility at 26 that will make your party leader green with envy. A definite pick if Wisdom is your secondary stat and you’re not a deva. [B][COLOR=#0000FF]Master of Moments[/COLOR]: PsP[/B]. If you have a lot of minor action powers that you need to activate, look no further. Getting a standard, move and minor when you use an action point and having teleport 5 at level 30 is also not a bad deal. And lo and behold, the Freeze in Time utility power finally gives you more control from your epic destiny! Believe it or not, that’s actually rare, even if you only get it as a daily power. [B][COLOR=#0000FF]Topaz Crusader[/COLOR]: PsP[/B]. Don’t like debilitating status effects? Then take this epic destiny and be forever rid of dazed, dominated, immobilized and restrained. You also get awesome defense bonuses and 2 additional power points, which are useful if they put you over the 18 point threshold at level 27 or even 23 so you can use your augment 6 powers three times per encounter. The Cha-bonus is nice, although you’d rather have more Int. Oh, and a daily 11x11 zone that gives all allies regeneration 18 and +2 to attack rolls is nothing to sneeze at either. If you face aberrants on a daily basis, this epic destiny gets a little more awesome. [B]Godmind: PHB3[/B]. Not a bad destiny by any means, but most features come up just short. The thing that’s most obviously missing is a death feature. Vulnerable 5 psychic is not enough at this level, even if you can deliver it as a minor action. Rolling twice for attack rolls, saving throws and skill checks is awesome, but having to use your second wind in order to get it is not. And 4 extra power points at level 30 are only amazing if it puts you over the 18 point threshold so you can use your augment 6 powers three times per encounter. This destiny becomes better if you can use your [B][COLOR=#0000FF]second wind as a minor action[/COLOR][/B] (dwarf, Herbal Healing utility power) and/or if you have [B][COLOR=#0000FF]less than 18 power points at level 30[/COLOR] [/B]and no good way to get up to 18 over the course of an encounter. Anyway, what saves this epic destiny is the level 26 utility power that lets you either regain all your power points or [I]all your daily powers![/I] That’s downright insane, especially if you’ve powerswapped with a Wizard power. [B][COLOR=#800080]Eight Seal[/COLOR]: PsP[/B]. This is purple because if you’re fighting aberrant creatures on a daily basis, the mileage you’ll get out of this epic destiny is [B][COLOR=#0000FF]great[/COLOR][/B]. If not, then you’re only in it for the Superior Will feature and the utility power, which is basically the ultimate leader power but suffers from costing a standard action to activate. [B][COLOR=#FF0000]Cosmic Soul[/COLOR]: PsP[/B]. Don’t go for this. Although truesight 5, +5 initiative and “ranged: sight” for all your powers is interesting, there are just so many better destinies you could take. Especially the death utility is boring, because it lets others take a turn instead of you. If that was what you wanted, you would’ve played a leader, right? [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [h=3]Other epic destinies of note[/h][COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B][COLOR=#00CCFF]Avangion[/COLOR]: DSCS, arcane class[/B]. Though the features of this epic destiny are more leader- and striker-related, they're great nonetheless. A stat boost to your two main stats, a good bonus to death saves and not aging anymore start you off good. Then at 24 you get a fly speed equal to your speed (saves you money for Zephyr Boots) and all your attacks do radiant damage in addition to their normal types. Psychic and radiant is the best possible combo for you if you have/are a Morninglord. The level 26 utility and 30 feature are things your allies will thank you for. [B][COLOR=#00CCFF]Draconic Incarnation[/COLOR]: DR388, arcane class[/B]. Two main stat boosts at level 21, two daily arcane powers of your choice at 30, and the ability to turn into a [I]friggin’ dragon![/I] If you want cool while still having a good epic destiny, this is definitely what you should go for. [B][COLOR=#00CCFF]Planeshaper[/COLOR]: DR372[/B]. +2 Int is lovely, and the level 24 feature that lets you banish a creature if you crit it gives you a very good reason to take Psion Implement Expertise. The other level 21 feature that lets you use one encounter power twice totally depends on the power of your utilities or paragon path attack power, but can be nice. I’m a little hesitant regarding the utility power that lets you banish yourself and any willing allies as a standard action, since it’s easy for enemies to either beat on the remaining players or ready their attacks on your return. And the level 30 feature is just crazy, I’m really [I]not[/I] looking forward to the Planeshaper Wizard player reaching level 30 in my campaign. [B][COLOR=#00CCFF]Soul of the World[/COLOR]: DR385, Deva only[/B]. So let me get this straight. You can now take tiefling feats as well as deva feats, get Heroic Effort, get an Int and Wis-bonus, and swap your dailies for Wizard dailies? If you’re a deva, you don’t even look at other epic destinies. [B][COLOR=#00CCFF]Destined Scion[/COLOR]: HoFK[/B]. Boring, but effective. Boosts to your two main stats, an attack and saving throw bonus, an anti-death daily power and a nice level 30 daily power. The gold standard if you don’t like to bother with overly complicated epic destinies. [B][COLOR=#0000FF]Indomitable Champion[/COLOR]: HoFL[/B]. The more defense-oriented version of Destined Scion. Where Destined Scion focuses on making your attacks hit, this makes sure you are a hard target to take down. The anti-death power is better since it triggers immediately upon you dropping to zero HP instead of waiting until your initiative rolls around again, but that’s not enough to raise to the highest level. [B][COLOR=#0000FF]Archmage[/COLOR]: PHB, Wizard only[/B]. This assumes you’ve multiclassed into Wizard to get some higher quality daily powers, since this epic destiny is all about using your dailies more often. Wizard dailies are about as good as control powers get, but using Far Realm’s Embrace (23), Thrall (23) or Living Barrage (15) multiple times per day is also something you can look forward to. [B][COLOR=#0000FF]Heir to the Empire[/COLOR]: PHRT, Tiefling only[/B]. Like Royal Command of Asmodeus? Then this is the epic destiny for you! Increasing your main stats is always good, but the level 26 utility is what it's all about. Whenever something dies, you can resurrect it once per encounter as an interrupt to make it serve you until it dies again (or saves against dominate). What could be more fun, I ask you? [B][COLOR=#0000FF]Reincarnate Champion[/COLOR]: PP, primal class[/B]. Not a tiefling? You are now. Go look at the feat list and then pick your jaw up off the floor when you see the possibilities that have now opened up to you. If you’re Wis secondary, Deva isn’t a bad second race to choose at level 24. Otherwise the Human’s Heroic Effort is never bad. Qualifying for this epic destiny shouldn’t be hard, provided you went with a Druid multiclass for Serpent’s Cunning. Deva take Soul of the World instead. [B][COLOR=#0000FF]Sage of Ages[/COLOR]: AP, arcane class[/B]. The level 24 feature is like being an Avenger, that’s how much it increases your accuracy. And since your Arcana should already be pretty decent, the level 26 utility power makes you pretty invincible, as does the level 30 feature. [B]Hordemaster: DSCS[/B]. The stat bump is nice, but there are more than enough epic destinies that do the same. No, you take this one if you want to be practically unkillable. And the flavor on this one is beyond fun (although maybe a bit impractical for a plane-traveling adventurer). Did you die? Then someone from your entourage will pick up where you left off. And so on, into infinity. At the very least, this allows you to be a lot more reckless in and out of combat. Don't forget to have some fun with the level 30 feature and Blood Fury weapons, by the way. [B]Thief of Legend: DR388[/B]. This is mostly for stealth builds, but it's so much fun I couldn't resist including it in the list for everyone to enjoy. Vanish from sight. Never die. Go anywhere. Steal everything. [/FONT][/COLOR] [/QUOTE]
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