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Information on this page is for reference only. It's not stealing!

Last updated June 4th, 2008

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Alignment

Alignment and Unaligned

 

Archons

Archons

 

Minions

Minions

 

Non-Epic Epic Destinies

The information regarding epic destinies and blah-blah are all taken from this article on the Wizards of the Coast website and are for reference only. You can't use this information to build a character or anything, just so you know.

Artifact Lord

 

Impossible Activation (Ex): At 12th 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 12th 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 15th 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 18th 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 20th 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.

 

Blade of Ragnarok

 

Unbreakable Body (Ex): At 12th level, you gain damage reduction 5/--. Unlike most damage reduction, this stacks with all other DR. You automatically succeed on saving throws when you take massive damage.

 

Weapon of Ruin (Su): At 12th level, your attacks have abilities that let them bypass some damage reduction. You gain the aligned strike (corresponding to your alignment), epic strike, and magic strike qualities (Rules Compendium, pages 100-101).

 

You can also emulate a material or damage type on all your attacks. Only one can be in effect at a time, and changing it is a move action. The effect is continuous. You can treat your attacks as bludgeoning, piercing, slashing, adamantine, cold iron, or silver (with no damage penalty).

 

You also gain the ability to make a Sense Motive check (opposed by the target's Bluff) to determine the damage reduction type (but not amount) of a creature you can see.

 

Slayer's Fury (Su): At 15th level, you gain the ability to make devastatingly accurate attacks. Twice per day as a swift action, you gain a +20 luck bonus on all attack rolls you make on your current turn, and your critical hit range is doubled. Furthermore, you suffer no miss chance on the attacks and can re-roll any 1 you roll on an attack or damage roll.

 

Unstoppable Tenacity (Ex): At 18th level, you can fight when you should be dead. You don't die when you reach -10 hit points. Instead, you die when you have negative hit points equal to half your full normal hit points.

 

Furthermore, you can keep fighting when you are below 0 hit points. When reduced to -1 or fewer hit points, you automatically become stable and can choose to keep fighting. If you keep fighting while below 0 hit points, you take a -1 penalty on attacks, saves, and checks.

 

Destiny Strike (Su): At 20th level, you can make attacks that strip away the defenses of powerful enemies. You can use this ability three times per day. Before making an attack, you can declare it to be a destiny strike (a free action). If you hit, the DM lists all of the following the hit creature possesses: damage reduction, fast healing, immunities, miss chance (including from incorporeality), regeneration, resistance to energy, spell resistance, and turn resistance. You can suppress one of those benefits for 3 rounds. If it has multiple types of immunities or resistances, choose only one. The DM lists only the types, not the amounts. For example, the DM would tell you a monster has fast healing, fire resistance, and spell resistance, not that it has fast healing 23, fire resistance 10, and spell resistance 35.

 

The Long Wait of Immortality: Your destiny quest has been fulfilled. Most likely, you fought off an evil that could have destroyed your world, your plane, or all of creation. Your work done, you pass into hibernation in an unknown place, sleeping until you are needed once more. You've become a legendary, godlike figure. The one who is prophesied to return when needed once again. When another threat arises that is as powerful as the last, you might rise to stop it . . . but you might need to be awakened. A group of adventurers could seek you out to tap into the deep well of your martial power. And perhaps your new character can be one of these brave souls.

 

Demigod

 

Divine Spark: At 12th level, you gain either a +1 inherent bonus to each of two ability scores or a +2 inherent bonus to one ability score.

 

Death Denied: At 12th level, you become resistant to attacks that would instantly kill you. You gain a +5 luck bonus on saving throws against necromancy effects and saving throws against massive damage. If you roll a 1 on one of these types of saving throws, you can re-roll the die. If you succeed on a save against a necromancy spell, you suffer no effect, even if you would normally suffer a partial effect.

 

Regenerative Touch (Sp): At 15th level, you gain the ability to use regenerate at will (caster level 20).

 

Divine Surge (Su): At 18th level, you can restore yourself to fighting form. Once per day as an immediate action, you can use this ability to restore yourself to full maximum hit points and gain the benefit of greater restoration.

 

Miracle (Sp): At 20th level, you can use miracle once per day. You choose what happens, using your own divine power instead of making a request of a deity. You must still pay any XP and component costs required by the miracle spell. Use your character level to determine the caster level.

 

Divine Immortality: When you reach the end of your destiny quest, you become a true deity (if a minor one). Perhaps you create your own divine domain and portfolio, or perhaps a deity you had a close connection with gives you a piece of his power in respect for your incredible service. You might want to design a divine portfolio, holy symbol, and other trappings of your own faith before the campaign ends, and share those with the group when you finish your destiny quest. When you reach godhood, the adventuring life seems quaint compared to the power you wield. Your character's need to travel and battle mortal threats is finished, but her influence on other adventurers might not be. Perhaps the deity you've become will even be a major player in your next campaign.

 

Eternal Hero

 

Continual Resurrection: At 12th level, you gain the ability to return from the dead. At dawn each day, if you are dead, you are restored to life (as true resurrection). You can set a place where you want to be resurrected. (You must be standing in that place when you make the choice.) When you are resurrected, you can choose to be resurrected in the place you choose or in the place you died. You can choose a new location for your place of resurrection once per level.

 

Death Denied: At 12th level, you become resistant to attacks that would instantly kill you. You gain a +5 luck bonus on saving throws against necromancy effects. If you succeed on a save against a necromancy spell, you suffer no effect, even if you would normally suffer a partial effect.

 

You gain a +10 luck bonus on saving throws against death attacks and saving throws against massive damage. If you roll a 1 on one of these types of saving throws, you can re-roll the die.

 

Quickening: At 15th level, your body begins to heal at an amazing rate. At the start of your turn, you gain a number of temporary hit points equal to your level. If you already have any temporary hit points when you gain these temporary hit points, they do not stack -- use only the higher value.

 

Eternal Renewal (Su): At 18th level, you gain the ability to immediately come back from death's door. When you take damage that reduces you to below 0 hit points (even if you go below -10 hit points), you can use this ability as an immediate action. You go to 0 hit points, then regain a number of hit points equal to half your maximum hit points. You can use this ability twice per day, increasing to four times per day at 20th level.

 

Nexus of Many Lives: At 20th level, you can tap into the power of one of your past incarnations. You can use this ability once per day. When you do, choose which incarnation to activate and use the effect listed. Upon gaining this class feature, you must choose a weapon type for the warrior incarnation, the arcane spell for the arcanist incarnation, the divine spell for the disciple incarnation, and up to three options for the traitor incarnation.

 

The Warrior (Su): Make a full attack as a standard action. For the purpose of this attack, you have a +25 base attack bonus, a +11 Strength modifier, and a magic weapon with up to a +8 enhancement bonus and special properties equaling up to a total +5 bonus equivalent (you must choose the weapon's bonus and properties when you gain this epic destiny feature). You can apply any spells affecting you or feats you have to these attacks.

 

The Arcanist (Sp): Duplicate the effect of any 7th-level arcane spell from any class list. Your caster level is equal to your character level for this spell. While casting this spell, you do not suffer arcane spell failure, you automatically succeed on Concentration checks, and you gain a +10 bonus on caster level checks to overcome spell resistance.

 

The Disciple (Sp): Duplicate the effect of any 7th-level divine spell from any class list. Your caster level is equal to your character level for this spell. While casting this spell, you automatically succeed on Concentration checks and you gain a +10 bonus on caster level checks to overcome spell resistance.

 

The Traitor (Sp): Duplicate the effect of any 8th-level evil spell from any class list. This can include spells that can attain the evil descriptor if used in certain ways, such as summon monster spells, but must be cast as the evil version if used in this way. When you use the traitor manifestation, you might become evil if you are not already. Make a Charisma check (DC 20) after you use the manifestation. If you fail and are good, change the good axis of your alignment to neutral. If you are not good or evil, change neutral to evil. Your caster level is equal to your character level for this spell. While casting this spell, you automatically succeed on Concentration checks and you gain a +10 bonus on caster level checks to overcome spell resistance.

 

Immortality in Rebirth: Despite your ability to avoid it, you will eventually face death. It might be from a foe too powerful to overcome, but whom you might face again in another life. Or, you might have finished your destiny quest and realized your work is done in this body and it is time to move on. In either case, your soul returns to its true essence, and you experience, briefly, knowledge beyond all mortal ken. Then, you find yourself once again in a new body. Does this manifestation know anything about its past lives now or will it learn more later on? Does this form resemble the last or are they far different? All these might be questions to explore with your next character.

 

Force of Nature

 

Boon of Nature (Su): At 12th level, you gain a continuous benefit that gets better in certain types of environments. You have access to two of the different boons listed below (chosen when you acquire this class feature), and can swap out boons as a swift action. The benefit applies in both your normal form and when wild shaped (or otherwise in an alternate form).

 

Boon of Life: At will, you can use a swift action to heal a creature within close range (25 ft. + 5 ft./2 levels). This effect cures a number of points of damage equal to half your character level. While you are in an area where plant growth is pervasive (such as a forest or meadow), you have fast healing 10.

 

Boon of Stone: You have DR 3/adamantine while this boon is active. If you have the ability to wild shape into an elemental, you can wild shape into any elemental with the earth subtype (within the normal size and HD restrictions). If you're in an area where stone is common (such as a mountain or stone-walled structure), you can trigger a minor tremor as a swift action. The range is long (400 ft. + 40 ft./level) and affects any creature standing on the ground within a 30-foot-radius spread. An affected creature must make a Reflex save (DC 20 + your Wisdom modifier) or fall prone.

 

Boon of Storms: At will, you can use a swift action to tap into the power of lightning or wind. You can call down a streak of lightning against a creature within medium range. It requires a ranged touch attack to hit and deals 1d6 points of electricity damage per two character levels. If you have the ability to wild shape into an elemental, you can wild shape into any elemental with the air subtype (within the normal size and HD restrictions). If you're under an open sky, you gain concealment (20% miss chance) while this boon is active.

 

Boon of Water: While this boon is active, you gain DR 3/magic and resistance to fire 10. If you have the ability to wild shape into an elemental, you can wild shape into any elemental with the water subtype (within the normal size and HD restrictions). While you are in an aquatic environment, you gain the benefits of freedom of movement and water breathing.

 

Improved Boon of Nature: At 15th level, you gain access to one additional boon of nature.

 

Storm Suffusion (Su): At 18th level, you take on the form of an immense storm when you are in danger of dying. When you are reduced to 0 hit points or fewer, you become a storm. This duplicates the effects of a storm of vengeance, with the radius of the effect centered on the square where you were. Use your character level for the caster level and your Wisdom modifier for the ability bonus. This effect lasts for 5 rounds (it's not dismissable when used this way), at which time you return to your natural form at 0 hit points and become stable. You can use this ability once per day.

 

Environment Shape (Su): At 20th level, you can assume the form of the terrain around you when you wild shape. When you do so, choose one of the forms listed below that is applicable in your current environment. You fuse with the terrain, taking up a 15-foot cube of space within the terrain type you choose (this cube must be adjacent to you when you change shape). This makes you fill the same amount of space as a Huge creature, and attacks against you can target any square in that space (though you don't take any of the modifiers for being Huge).

 

You can "move" at your normal speed, though you're actually moving your essence from one part of the environment to another. Consequently, this movement doesn't provoke attacks of opportunity.

 

Unlike with other uses of wild shape, your physical ability scores do not change and gear you wear still functions, though you can't activate items. If you are targeted by a spell that would affect the terrain (such as transmute rock to mud or whirlwind), you get a Fortitude saving throw. If you fail, you return to your natural form in a square adjacent to the space you occupied as the terrain.

 

Form of Life: You must be in an area where plant growth is pervasive. You gain the benefits of boon of life (see above). You can make a grapple check as a swift action that doesn't provoke attacks of opportunity. You can use a slam attack as a swift action or a standard action. You can use control plants and entangle at will, as supernatural abilities.

 

Form of Stone: You must be in an area where stone is common. You gain the benefits of boon of stone (see above). You gain a melee touch attack that knocks the target prone. You can use this attack as a swift action or a standard action. You can use earthquake as a supernatural ability, using your character level as the caster level. You can do this once while in this form (returning to normal form, then using wild shape to return to form of stone allows you to use earthquake again). You can also cast spells with the earth descriptor normally while in this form (as the Natural Spell feat), and you use them as though you were three caster levels higher.

 

Form of Storms: Only while under an open sky, you gain the benefits of boon of storms (see above), plus the following additional features. You gain a slam attack that deals 2d8 (plus your Strength modifier) points of damage and knocks the target back 20 feet. You can use this slam attack as a swift action or a standard action. You can use call lightning storm as a supernatural ability while in this form. This is an at-will ability, but you can have only one in effect at a time. You can also cast spells with the air or electricity descriptor normally while in this form (as the Natural Spell feat), and you use them as though you were three caster levels higher.

 

Form of Water: You must be in an aquatic environment. You gain the benefits of boon of water (see above). You gain a slam attack that deals 2d10 (plus your Strength modifier) points of damage and knocks the target back 10 feet. You can use this slam attack as a swift action or a standard action. You can use waterspout (Spell Compendium 236) as a supernatural ability, using your character level as the caster level. This is an at-will ability, but you can have only one waterspout active at a time. Unlike the normal spell, this waterspout has a 10-foot radius and can suck in Large and Huge creatures. You can also cast spells with the water descriptor normally while in this form (as the Natural Spell feat), and you use them as though you were three caster levels higher.

 

Immortality of the Earth and Planes: Your life force pulses with the rhythms of the natural world, and in time you can no longer tell which is which. Your essence flows from place to place in the world, and from plane to plane. You see many things, but care little for events that don't harm the plants and animals of the planes. Over the eons, your name becomes forgotten -- heard only in the rustle of leaves, the crash of thunder, and the babbling of brooks.

 

Mythic Shadow

 

Improved Precision Damage (Ex): At 12th level, any attack you make that gets extra precision damage (because you're able to strike a vital spot with an ability such as the rogue's sneak attack, ninja's sudden strike, or scout's skirmish) becomes more powerful. Increase the size of your precision damage dice by one step.

 

Phantom Visage (Su): At 12th level, you are under a constant greater invisibility effect. You can suppress or resume this effect as a swift action.

 

Spectral Stride (Su): At 15th level, you gain the ability to move through solid objects. Doing so requires you to have a 10-foot running start. Additionally, you treat these objects as difficult terrain (each square of movement counts as 2 squares, each diagonal square counts as 3), and you can't end your movement inside a solid object. This movement provokes attacks of opportunity normally, but you have concealment (20% miss chance) against such attacks.

 

Spurn Death (Su): At 18th level, you can usually avoid being killed or disabled. If you would be reduced to 0 hit points or fewer by an attack or die from massive damage from an attack, you can use an immediate action to attempt to spurn death. You have a 50% chance to avoid all damage from the attack.

 

Shadow Strike: At 20th level, your attacks with weapons, natural weapons, or unarmed strikes become touch attacks.

 

Immortality in the Shadows: Many characters who achieve their epic destinies leave the world, but you might not want to. Ageless and always concealed from sight, you can find out many things you're not supposed to know. There are still so many places to go and things to see that you might not tire of earthly delights for some time. Occasionally, you might even hear a story about yourself and your exploits. Perhaps you'll even spread a few rumors of your own. There's something satisfying about watching tales of your legendary deeds grow and become well-known legends, and if there are a few exaggerations here and there, who does it hurt? When the bards sing tales of your first adventures, even if you're actually 3 feet shorter than they say and you didn't really kill 800 orcs with one swing of your blade, it still feels like old times. In time, as your tale becomes taller and taller, you can no longer remember whether you're a real person, or just an old story.

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