Epic Destiny: Self-Perfected

Post/Author/DateTimePost
#1

Tiggurix

Jul 08, 2011 18:21:51
Lately I've thought about a fitting follow-up to the Self-Forged paragon path, one of my favourite paragon paths. It always irritated me that Self-Forged didn't get a feature that turned the PC into a living construct, so I've decided to make an epic destiny to grant a PC this boon. I present to you; the Self-Perfected epic destiny. It is not a finished product, so I wish your feedback regarding it so that we can craft an excellent epic destiny.

Self-Perfected
You finally shed your prison of flesh. For a long time you have shaped yourself, and now you transcend into a new, mightier form, with the power to seize your destiny.

There are many reactions to the peculiar Warforged. Some are fascinated by their being, viewing their durable, mechanical nature as preferable to their own forms. Some of these take up the path of the Self-Forged, seeking to improve their own form in any way possible. You are one of these seekers, and furthermore, you are one of the rare few who have reached the end of this path. You have finally transcended your born nature, and through your long process of metamorphosis into something nobler, you have become greater than any mere construct. You have become a scion of progress, advancement and self-improvement. You have become Self-Perfected.

Immortality.
With your final quest completed, and with the ultimate accomplishment of your physical being, you look forward to a long existence, and you may be wondering what you will filll this long life with? Perhaps you are the first of your kind, and you may very well have no examples to look to. Regardless, your further destiny is entirely for you to choose, and here is a possible option.
Father of Machines: With your final quest completed, you look upon the world, and see that it may be improved as you have improved yourself. So you take up the mantle of greater guidance, for the entire world. Perhaps you create guilds and organizations to further your influence. Perhaps you found an entire empire to further your cause. In any case, you are a herald for a new age of advancement and progress. Advancement of technology, magic, and, presumably, the good life of every commoner. After centuries or even millennia under your guidance, you may sense that the world is ready to go on without you, and you may retreat to a far off corner of the planes. Or perhaps you may find a way to transcend mortal existence itself, and become a new god of progress. Whatever your ultimate destiny may be, the world will be forever changed by your presence.

Prerequisite: Must have selected the Self-Forged paragon path.

Self-Perfected features.


Perfection of Form (21st level): Choose two; +2 to Constitution, +2 to Intelligence, +2 to Strength.

Steel Ascendant(21st level): You become a Living Construct, and you gain the Unsleeping Watcher racial feature (Warforged racial features).

Fist of Steel(21st level): You gain a second Battlefist.

Bodily Enhancement(24th level): At the end of each extended rest, you may choose to benefit from one augmentation and two modifications until next time you change it. You may have any number of allies with the living construct trait or construct keyword gain the benefits of one augmentation and one modification with a successful hard arcana check and a successful dungeoneering, heal, history, nature or religion check, as appropriate to each ally.
 Augmentations: Adamantine Plating: You gain resist 10 to all damage. If you already had resistance equal to or exceeding 10 in one area, you increase it by 5.
Vicious Blades: As long as you are able to make opportunity attacks, enemies that enters a space or start their turn adjacent to you take 10 damage. You have the vicious blades power.

Vicious Blades
Self-Perfected Attack Power
As you attack, you twist your body and let the blades that cover it slice your nearby foes.
At-Will
Free Action    Close
burst 1
Trigger: You make an opportunity or basic attack.
Target: Each creature in burst.
Effect:
Each target takes 3d6 damage.

Spike Battery: As long as you are able to make opportunity attacks, enemies that enters a space or start their turn adjacent to you take 5 damage. You have the spike battery power.

Spike Battery
Self-Perfected Attack Power
As you attack, you launch the spikes that cover your body at a nearby area.
At-Will
Free Action    Area
burst 1
Trigger: You make an opportunity or basic attack.
Target: Each creature in burst.
Effect: Each target takes 2d4 damage and 5 ongoing damage (save ends).

 Modifications: Change size: You can change your size one step up or down from your natural size, with a maximum size limit of large and a minimum size limit of tiny. You can change your natural size to medium or small.
Extra arm: You gain an extra arm. Each extra arm can hold an item and use a weapon as if it were your off-hand. Once per turn, you can pick up, take out and stow away an item as a free action, and you can open doors and perform other actions, at your DM's discretion, as a free action.
Extra leg: You gain an extra leg. You gain +1 speed with each extra leg. You can stand up as a free action.
Long-Armed: You gain +1 reach.
Long-Legged: You are 1 square higher than normal for your size type. You can always jump as if you had a running start, and you can jump 1 square farther than normal.

You also gain the steel over flesh ritual.

Steel over Flesh
Level:
25
Category: Creation.
Time: 1 hour
Duration: 24 hours
Component Cost: 25000
Market Price: NA
Key Skill: Arcana

You turn a number of living beings equal to the degrees of success into living constructs for the duration of the ritual. Any being affected by the ritual may, with a second casting of the ritual, become living constructs permanently.

Utility Power(26th level):(I am considering three different options here.)

Construct Subservience

Self-Perfected Utility Power
Daily
Standard Action    Close
touch
Target: One creature with the construct keyword.
Effect: Your target becomes dominated by you (save ends). First failed saving throw: The target becomes your ally, loses the dominated condition, and you decide its actions on its own turn.
During your next short rest, you may dismantle the target to allow you use its components in a ritual up to its level. The target fully supplies enough components for such a ritual. Alternately, you must simply deactivate it (doing this counts as destroying it, but you may reroute it to serve you and your alllies in a more permanent way later).

The Body is a Plaything of the Mind
Self-Perfected Utility Power
Daily
Minor Action    Personal
Effect:
Choose one of the following effects; you increase your size by one. If there is not enough room to expand, the power has no effect and is not expended. Or; you split into three clones of yourself one size smaller than yourself or five clones two sizes smaller than yourself. The minimum size is Tiny. If your clones would be smaller than Tiny you cannot choose that option. While you are split, all your clones share your turns. They can all take a move action when you take a move action. The weapon damage of each clone is reduced to the appropriate level, or the minimum. This effect lasts until the end of the encounter.

March of the Machines
Self-Perfected Utility Power
Daily
Minor Action    Close
burst 10
Effect: The burst creates a zone centered on you and that moves with you. Any allied living constructs or constructs within the zone receives a +1 bonus to attack rolls, damage rolls, defenses and saving throws for each other living construct or construct within the zone. As a move action, an allied living construct or construct within the zone can teleport into another allied living construct's or construct's space, and the other living construct or construct can teleport into the former living construct's or construct's space. This power lasts until the end of the encounter.

Mastery of the Form(30th level): You can benefit from up to two augmentations and four modifications at the end of each extended rest, and your allies can benefit from one augmentation and two modifications.
                                                                                      
As always, I appreciate your feedback.
#2

Tiggurix

Jul 08, 2011 18:22:07
Reserved.
#3

alitain

Jul 08, 2011 22:47:25

Okay yeah...overpowered.

But first I'll just comment on this; Steel Ascendency, just type it out.  Or if you don't want to do that, SAY where the Unsleeping Watcher racial feature can be located.  I mean some people will know, but still its just kind of sloppy to write it that way as if expecting everyone to know where the racial feature is located.  Not a huge thing, just saying.

Alright Bodily Enhancement and by default Mastery of Form are definitely OP. Then the fact that allies that are constructs/living constructs etc can gain nearly the exact same class feature for a skill check?  Yeah...but regardless there's the whole fact of the skill check; the way you have it written seems to require the other player to roll not only an arcana check but then also choose from dungeoneering, heal, history, nature or religion meaning two checks.  Also, you basically are just saying that hey, roll whatever skill you have the highest bonus in that way you're almost sure to get the ability.  Mind you I'm sure some of this is incomplete, but you also don't give the DC for said skill checks.

But regardless, OP.  Doesn't matter if you only get one augment until lv30, a resist 10 to all is pretty strong alone, auto damage for adjacent enemies can be powerful.  Now there are items that do that, but they're items.  They require a sacrifice of an item slot, this doesn't, this is on top of that.  Someone with such an item could get maybe 15 or 20 auto damage for adjacent enemies from that kind of combo.

Now the other thing is what are the at will powers?  You have at will powers ON TOP of already strong features.  Except that Spike Battery does basically the same thing as Vicious Blades, except less.  Minusing the at will power, but the feature itself would be pointless, just take Vicious Blades, so you should at least change Spike Battery to something else.

Alright, noticed the modifications didn't initially.  The size change...well kinda weird.  I mean it seems like this ED is about making yourself more machine like with modifications and all.  Size adjustment doesn't really suit.  I mean I could kinda see something maybe to increase one size category, but to also shrink yourself to Tiny on top of that...I don't know.  I mean thena gain, you're also somehow granting this mechanical augmentations to your allies so whatever, just seems weird for an ED that seems situated on mechanics.

The other thing is with the additional arm and leg modification.  I'm just not getting your line "You gain an extra arm/leg, up to twice your normal set".  The "twice your normal set" part is really it.  Now does this mean that a person could take say, the Extra Arm/Leg mod twice so they'll get two arms/legs?  This is what I intially thought but twice your normal set on any PC race but Thri-kreen would be two arms, so twice that would be four.  Do you mean that with this mod you can gain up to four addition arms/legs then?  And on that note, the Thri-kreen would then be able to gain eight additonal arms?

Maybe it isn't that confusing, just the wording makes me question the exact limit.  I would suggest just simply having it say, "You gain an extra arm/leg" and that's it.  The other thing I just kinda see an issue with the extra limb mods is that anyone who's use to two arms/legs all their lives suddenly adding a third of fourth limb wouldn't just be able to use them with precision let alone getting say a speed bonus.  Just seems weird.  Probably thinking about the "fluff" on it more than needed, but if suddenly a third leg was added to you, I don't imagine you could just instantly run with ease let alone get faster.  But I guess that's kinda part of the progress of the class and all, just kind of an odd thought there.

The extra arm is kinda odd though, the part where it can do things as free actions at the DM's discretion.  Opening doors and such shouldn't use any different actions then it normally would with just two hands.  I just don't see how having an extra arm would suddenly give you the ability to open doors as a free action.  I mean generally speaking though that kinda thing is mostly done out of combat anyway, so I guess it wouldn't really matter.  The stowing thing I don't think would be that big a deal.

Long-Legged, I would probably drop the increase to height.  Maybe I'm wrong, just don't see the purpose in suddenly being one square taller other than I guess reach.  But then again, if you're legs are long enough to raise you up into a second square, your arms(w/out mod) wouldn't be long enough, and it would seem that melee wise at least, it would impair your ability to hit adjacent enemies on the ground.  Again, thinking too much on that just picture a really tall guy flailing uselessly at enemies at his feet because his arms don't reach, haha.  But the jumping part seems fine.

Over all, I'd suggest toning down the augmentations, those seem to be the strong part of this class, and maybe adjust some of the mods.  And get rid of the at will powers with the augments.  Oh yeah, another thing.  You don't have a lv26 utility.  Is this on purpose as a way to balance out the features?  Just curious, I mean with this class I wouldn't suggest a utility personally, but wanted to mention it.      

#4

Tiggurix

Jul 09, 2011 8:09:05
I do intend to incorporate a utility. In fact, I have three different ideas in total for a utility power. I just didn't add them last nigt because I was tired. I'm going to add them now.