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| #1joni-sanMay 12, 2008 17:17:14 | So, has anybody looked at how epic destinies might effect Eberron? The Epic Destinies in D&D 3.5 and 4E Epic Destiny Excerpt should be plenty enough material to get that hamsterwheel spinning. Well, right from the start I can see the Artifact Lord being used by many Artificer and Cannith fans. The Archmage should be easy to fit in. The Demigod might be a harder fit but I wouldn't be surprized if we used it in statting Jaela Daran and Erandis d'Vol. Force of Nature fits Oalian to a tree. I'm having a bit harder to find a place for the Blade of Ragnarok, Eternal Hero and Mythic Shadow at the moment. Any ideas? -Joni |
| #2ChaoticGoodMay 12, 2008 23:32:55 | I don't have DDI yet, but based on the names, I would say: Blade of Ragnarok: Lord of Blades? Eternal Hero: I would guess that this is one that should be reserved for PCs in Eberron. ;) Mythic Shadow: An avatar of the Traveler? Perhaps one of the great scions of House Phiarlan or Thuranni? |
| #3raniaMay 13, 2008 0:00:06 | Eternal Hero: I would guess that this is one that should be reserved for PCs in Eberron. ;) There is that, but think more of Michael Moorcock's Eternal Champion. I could post the descriptions here if you'd like.... |
| #4ChaoticGoodMay 13, 2008 1:02:34 | If it's not a CoC violation, I would appreciate it. I assumed that Eternal Champion meant something along those lines, but the only idea I could really come up with was something like the Thunder Guides. Now that I think of it, though, do you think King Boranel might fit the description? |
| #5joni-sanMay 13, 2008 11:00:54 | Someone joked that the Eternal Hero is the Link destiny :P -Joni |
| #6raniaMay 13, 2008 19:51:26 | Artifact Lord Artifact Lord The power of magic items lures you, and you learn to command them with great ease. When you hold an item, you can trace the paths of the magic that formed it, and understand it like no one else -- not even its creator, unless the creator also is an artifact lord -- is able to. The more you use magic items, the closer your connection to them, and you gain the ability to protect them and even place your very soul within them. Eventually, even artifacts consider you their master. Requirements: 21st level. Artifact Lord Level Benefit 21st Impossible activation, charge item 24th Disjunction ward 27th Soul transfer 30th Artifact dominion Impossible Activation (Ex): At 21st level, you disregard effects that prevent you from activating magic items. For example, you can speak a command word even when silenced, or activate a mental command item while dominated or unconscious. This does not apply to items for which you don't meet the requirements, but you automatically get a result of 20 on all Use Magic Device checks. In addition, you never provoke attacks of opportunity for activating a magic item. Charge Item (Ex): At 21st level, you get the most out of your magic items. Once per day as a swift action, you can add one charge to an item that has charges or get an extra use out of an item that has a limited number of uses per day. If the item has multiple functions that have charges (such as a staff) or multiple functions that have a number of uses per day, you choose which one to increase or restore. Disjunction Ward (Su): At 24th level, magic items you possess are protected against magical disjunction. If an effect (such as Mordenkainen's disjunction) would cause an item you hold, wear, or have on your body to become nonmagical, you can choose to negate that effect (for your items only) and to cause the effect's caster (if within line of effect) to suffer the effect himself. This feature also offers some protection to items you own, but don't have with you. An item you own that is not being worn or held by someone else gets a bonus on its saving throws equal to half your level. Soul Transfer (Su): At 27th level, you can transfer your soul to an item when you die. This ability functions once per day. When you are reduced to 0 hit points, choose a magic item you possess. Your body blazes with cold blue light, then transforms into adamantine as the object becomes your soul's new home. As the object you have a fly speed of 30 feet (perfect), though if you transfer into an item your body's wearing, you won't be able to move. You can cast spells in this form, activate the item, and attack with it if it's a weapon (or similar item). Anything you do using this item functions as it normally would, and you still count the bonuses for magic items your body's wearing. In this form, you can be attacked only as an item, not a creature (mind-affecting effects are an exception). If the item is destroyed, you die. Artifact Dominion (Su): At 30th level, you can call upon the power of various artifacts. An artifact called by artifact dominion appears, assists you briefly, then returns to the location from which it came. Choose three of the options from the list below. You can activate each effect once per day as a swift action. If at any time you possess one of these artifacts, you gain one extra use of the listed effect (and the artifact dominion effect doesn't prevent you from using the artifact normally). Book of Exalted Deeds: You can use this effect only if you are lawful good, neutral good, or chaotic good. For 1 hour, you cast good spells and use good abilities at +2 caster level. During this time, you can also make a melee touch attack that deals 1d6 points of damage per character level to an evil creature. Book of Vile Darkness: You can use this effect only if you are lawful evil, neutral evil, or chaotic evil. For 1 hour, you cast evil spells and use evil abilities at +2 caster level. During this time, you can also make a melee touch attack that deals 1d6 points of damage per character level to a good creature. Olidamarra's Dice: Choose a creature within 20 feet (or yourself). Roll 1d6 and consult the table to determine the effect upon the creature. There is no saving throw. Roll Result 1 -1 penalty on attacks, saves, and checks for 1 hour 2 -4 penalty to AC for 10 minutes 3 +1 morale bonus on attacks and on saves against fear for 10 minutes 4 Gain effects of blur for 10 minutes 5 +1 insight bonus on all attacks, saves, and checks for 1 hour 6 Gain effects of freedom of movement for 1 hour Sphere of Annihilation: Duplicate the effects of disintegrate, caster level 20. Staff of the Magi: You gain spell resistance equal to 10 + your level for 1 hour, and you're invisible (as the greater invisibility spell) for 5 rounds. Immortality of Metal and Stone: With your destiny complete, you can rest in a new form that can survive for eons, through any sort of calamity. You disperse your essence into artifacts of your own design. Perhaps you transfer fragments of your persona to twelve amulets that wait to be picked up by the next generation of epic heroes. Or you could become an adamantine vessel that travels the skies, using supernatural senses to seek out danger and end it. Maybe your bones become artifacts, imbuing those who come upon them with some of your power. And if your next campaign is a 4th Edition game, you can use the artifact rules (in the Dungeon Master's Guide) to model your character's new incarnation. |