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Titolo: QUARTA edizione 4th - destini epici per la 3.5

in pratica una versione per la 3.5 dei destini epici per la 4'
sappiamo per certo che in 4' non si consumano xp quindi questa cosa
non sarà vera nella 4' edizione
http://www.wizards.com/default.asp?x=dnd/drfe/20080428&pf=true
Epic Destinies in D&D 3.5
by Logan Bonner, Art by Eric Deschamps and John Moriarty
One of the new concepts of 4th Edition D&D is the epic destiny, which
determines what you are fated to become, your role on the stage of
history, and how people across the planes will remember you for all
time. Epic characters are incredibly powerful, but those with epic
destinies go beyond what normal people can even imagine attaining.
With an epic destiny, you might bind powerful artifacts to your will,
fight back danger that would destroy the world, attain divine power,
find your place in a cycle of great heroes, become a force of nature,
or become a ghost story that gets told forevermore.
Immortality
Every epic destiny gives you immortality -- either true everlasting
life or a legacy that will live forever. One way or another, you will
move beyond mortal affairs. You might leave the world, be reincarnated
as a new hero, die a glorious death, or enter the realm of the deities
and assume divine power. This is the end of your adventuring career,
and it provides a satisfying ending to your character's story. Which
is not to say that your story might not have an epilogue . . . there
are many ways you might return and find adventure once again. The
forms of immortality listed here include ways in which the DM might
incorporate the legacy of your epic hero into a future campaign.
Destiny Quests
You don't fulfill your epic destiny by chance or by gaining
experience. Your final adventure, carefully crafted by your DM, takes
you on to immortality. If everybody in the group has an epic destiny
(which is recommended if you're using epic destinies in your
campaign), the DM can end the campaign with one extraordinary
adventure. You'll be working toward your destiny quest in subtle ways
long before you reach 30th level. Keep an eye out for clues that might
point toward your destiny quest.
Forge Your Own Destiny
You have many options when using epic destinies. Not every group wants
to end the campaign at 30th level, and not every DM wants to end a
campaign in a way that will mesh with your destiny. All the details
for immortality and suggestions for destiny quests are entirely
optional. What happens to you when you finish your destiny quest (or
if you just keep playing) is up to you and your DM.
Epic Destinies in 4th Edition
As a part of the core 4th Edition rules, epic destinies are an iconic
facet of epic play. The epic tier of play is built to have an
endpoint, unlike 3rd Edition's epic levels. Usually, this means taking
on an immense threat to the world, such as Orcus, or perhaps even an
evil deity.
See if you can guess which of the epic destinies in this article is
also featured in the 4th Edition Player's Handbook!
Gaining an Epic Destiny
Normally, you can gain an epic destiny by taking the Epic Destiny
feat. Doing so takes up your 21st-, 24th-, 27th-, and 30th-level feat
slots. (You gain bonus feats from your class normally.) Your DM might
decide that, if everybody in the group is taking an epic destiny, the
epic destiny doesn't use up any feats. Ask your DM how epic destinies
work in his campaign.
An epic destiny has four parts:
One or more 21st-level features
A 24th-level feature that makes you harder to kill
A 27th-level special power
A 30th-level feature
Any effect that applies to class features also applies to epic destiny
features.
New Feat: Epic Destiny
You have a destiny beyond that of other adventurers.
Prerequisite: 21st level, any other requirements listed in the epic
destiny's description.
Benefit: Choose an epic destiny. You gain that epic destiny's benefits
at 21st, 24th, 27th, and 30th level. When you have this feat, you do
not gain additional feats at 24th, 27th, or 30th level.
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.
Blade of Ragnarok
When powerful forces desire to end the world or to snuff out
existence, you will be there. With power that is destined to be under
your command, you can fight off any threat. There is no danger you
cannot face, and on the battlefields where the fate of everyone and
everything is decided, you will stand victorious. You can fight the
most powerful of creatures -- those regarded as invincible by almost
everyone.
Requirements: 21st level.
Blade of Ragnarok
Level Benefit
21st Unbreakable body, weapon of ruin
24th Slayer's fury
27th Unstoppable tenacity
30th Destiny strike
Unbreakable Body (Ex): At 21st 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 21st 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 24th 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 27th 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 30th 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
Over the course of adventuring, you have attained some small degree of
inherent divine power. This initial spark is different from what
divine spellcasters tap into, because it comes from within, not
through worship or from the great deeds you have accomplished. As you
travel through this epic destiny, you gain a small following of
worshipers, which grows with each level until you become a full-
fledged deity, and enhances your inherent divine power.
Note that the demigod epic destiny does not use the demigod traits
outlined in Deities and Demigods. This is to keep the demigod's
abilities more in line with the rest of the party, and for
simplicity's sake.
Requirements: 21st level.
Demigod
Level Benefit
21st Divine spark, death denied
24th Regenerative touch
27th Divine surge
30th Miracle
Divine Spark: At 21st 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 21st 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 24th level, you gain the ability to use
regenerate at will (caster level 20).
Divine Surge (Su): At 27th 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 30th 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
Over many eons, in many bodies, with many names, you have adventured
and conquered. In an endless cycle of death and rebirth, you have
attained the name "hero" in many lands and many incarnations. When you
die, you always return again, as a new hero. You might be very
different in each form, but a common thread binds one soul to all
these manifestations. You learn to draw on the strength and resolve of
your past selves to fight off death itself.
Requirements: 21st level.
Eternal Hero
Level Benefit
21st Continual resurrection, death denied
24th Quickening
27th Eternal renewal
30th Nexus of many lives
Continual Resurrection: At 21st 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 21st 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 24th 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 27th 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 30th level.
Nexus of Many Lives: At 30th 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
Your connection to nature has always been strong, but now it grows
deeper still. Wherever you go, your essence infuses the landscape all
around you, and you are likewise affected by your surroundings. You
can manifest the power of the weather and call upon all the animal and
plant life of the terrain to defend you or strike your foes. The
strength of stone, the fluidity of water, and the life force of the
trees are all a part of you. In time, it becomes difficult to separate
you from the land, as it and your soul merge into one.
Requirements: 21st level, wild shape class feature
Force of Nature
Level Benefit
21st Boon of nature
24th Improved boon of nature
27th Storm suffusion
30th Environment shape
Boon of Nature (Su): At 21st 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 24th level, you gain access to one
additional boon of nature.
Storm Suffusion (Su): At 27th 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 30th 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
Legends of your exploits have traveled the world, but they seem so
unreal that most consider your very existence a rumor. An enemy might,
if he's lucky, catch a glimpse of you in the shadows before he feels
your blade in his back. Those who bring the fight to you find you an
elusive opponent -- almost impossible to keep in one place or to hit
effectively. Being a mythic shadow means you won't get all the glory
you deserve, so you'll have to take comfort in being the one person
who knows how good you really are.
Requirements: 21st level
Mythic Shadow
Level Benefit
21st Improved precision damage, phantom visage
24th Spectral stride
27th Spurn death
30th Shadow strike
Improved Precision Damage (Ex): At 21st 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 21st level, you are under a constant greater
invisibility effect. You can suppress or resume this effect as a swift
action.
Spectral Stride (Su): At 24th 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 27th 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 30th 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.
How to Implement Epic Destinies
If you decide to use epic destinies in your campaign, you'll need to
dedicate yourself to working closely with your players, and you may
possibly need to give up some of your control as a DM (but if you're
playing epic level, you've probably gotten used to that anyway). The
epic destiny a player chooses gives you a good idea of what she
expects to get out of the final stages of a campaign.
As a DM, epic destinies are a great tool for crafting the last
adventures of your campaign. If you've already plotted out the
endgame, try tying destiny quests into the story. Let's say you're
using Atropus from Elder Evils as a threat in your game (either a
version you've modified to epic levels or one you're fighting using
the "Non-Epic Epic Destinies" variant). This undead planetoid can
obliterate all on an entire world if it's not stopped. A blade of
Ragnarok character thrills at the prospect of a battle to decide the
fate of the world. The force of nature must stop the destruction of
natural life. The demigod sees the failure of the deities to stop the
incoming destruction, and vows to become a deity who will be prepared
for such extreme dangers. The eternal hero's previous incarnation is
the one who inadvertently called Atropus to your world, and must stop
the creature to redeem himself.
The immortality section of each epic destiny also includes ways you
can create continuity between campaigns. By linking the epic
characters from previous campaigns to your next campaign, you can give
players a sense of a larger world and give their characters a more
important role within it. This approach works especially well if you
plan to do multiple campaigns in the same world.
Here are some suggestions for engaging characters who are using epic
destinies in your campaign.
Artifact Lords in Your Campaign
Item-related hooks can draw in the artifact lord player. You can use
an artifact lord character to bring artifacts into your game.
The party finds a deck of cards that looks much like a deck of many
things. However, instead of the normal faces, each of the 22 cards has
a message scrawled on it describing a mission. The PCs find that if
they complete a mission, the message transforms into a single letter.
What could the 22-letter message be?
One of the artifact lord's items, which seemed to be a normal magic
item, suddenly becomes intelligent. Its personality seems benign, even
helpful at times. But soon, other party members' items gain sentience,
too, and they all share the same personality. As it spreads, the items
grow rebellious, but you can't get rid of them. What is this being,
and why is it taking over your items?
Blades of Ragnarok in Your Campaign
Combat and world-ending threats are compelling to a blade of Ragnarok.
Only the biggest threats draw the notice of such a powerful warrior.
Signs of deadly portent abound. The night sky is filled with strange
phenomena, and a scourge upon the land brings drought, famine, and
disease (see "Signs of Apocalypse," Elder Evils pages 7-10). The signs
are clear, but there are so many. Is it possible many evils rise
against the world at the same time?
There is not just one blade of Ragnarok, and their numbers are split.
A blade of Ragnarok sits on the throne of a small empire in the
Outlands, far from other civilized life. He kidnaps beings from across
the planes and brings them here to serve as slaves. All manner of
creatures from solars to titans to great wyrm dragons toil, bound
magically to his command. They carry out many schemes, and if the PCs
can follow them to the Outlands and slay the corrupt blade of
Ragnarok, they can greatly influence the apocalyptic battle.
Demigods in Your Campaign
Adventure hooks for demigods usually deal with existing deities and
danger in good deities' domains.
Becoming a true deity requires great sacrifice and dedication. The
existing deities devise challenges for one who might join their
number, and there's no guarantee that Ehlonna or Pelor will be any
more lenient than Hextor or Gruumsh. These challenges can be folded
into other adventures (and much of the difficulty lies in discovering
when you are being challenged). Theme these challenges to the deities
who chose them. Kord might demand a test of courage in battle. Vecna
might want the demigod to infiltrate the power structure of one of his
followers he suspects of deception. Fharlanghn might send the demigod
traversing across the planes, gathering dust or useless trinkets from
every corner.
A deity needs to travel to a distant place. Perhaps it is beyond all
the planes, in a place difficult for anyone but a deity to fathom.
Perhaps the deity needs to assume a less powerful form for some time.
In any case, it's too dangerous to let others know of the deity's
absence. The demigod character must impersonate the deity, see to the
affairs of the divine domain, and generally maintain appearances. This
"trial run" for godhood might come with unwanted surprises . . .
Eternal Heroes in Your Campaign
Since eternal heroes all have deep histories, it's easy to incorporate
them into your campaign. Here are a few plot hooks related to eternal
heroes.
The PCs find a magic item or artifact that belonged to a previous
incarnation of the eternal hero. Inscribed on it is writing in a
secret language only the eternal hero can understand. It warns of
impending danger.
The eternal hero hears about a villain that gives her an odd mental
image. She discovers she encountered this villain in a previous
incarnation. Perhaps this was someone the eternal hero was unable to
defeat, an undead form of the original, or even an "eternal villain"
who will always return to plague the hero.
The party encounters a descendent of one of the previous incarnations
of the eternal hero. This descendent wields some of the power of that
incarnation. This could even be one of the PCs, if the players are
game.
Forces of Nature in Your Campaign
The secrets of the natural world are known to the force of nature, and
they can be a source of adventure ideas.
The grass, the animals, and the rock of the earth speak to the force
of nature. Every place of evil, and every dungeon in which aberrant
creatures live, is like a disease in nature's body. Nature's life
force is growing dim and could be snuffed out. Eons ago, shards of a
vast, green crystal -- a heart of the earth -- were wrenched from the
earth and scattered into hidden places across the planes by vile
beings. If the PCs can recover the pieces and reform this nexus of
nature's power, nature's resurgence can blot out the grotesque
mockeries that dot the surface of the world.
A powerful group of mind flayers (similar to the mind flayers of
Thoon, Monster Manual V, pages 104-125) seeks a mysterious substance
called "quintessence." It exists in many places, and the mind flayers
are willing to extract it even from living creatures. Every time they
extract it, the earth -- and the force of nature -- feel pain. The
mind flayers are ruled by a thoon elder brain (MM5 144, advanced to 30
HD). The leaders of the group are ulitharid sorcerers (LoM 158), who
aspire to gain even more power by becoming alhoons (LoM 157) kept
alive with quintessence. You can use advanced versions of the thoon
creatures as rank and file.
Mythic Shadows in Your Campaign
When a mythic shadow hears about an impenetrable fortress or well-
guarded secret, she considers it a challenge. Sometimes, the reward
for pulling off an unlikely scheme is just being able to say you could
do it.
The city of Sigil (Dungeon Master's Guide 167) is vast, and no one
knows all its secrets. Several centuries ago, a sage began recording
every door in the city, and he actually almost completed his list.
However, he met with a messy end. His assassins failed to account for
all his magical countermeasures, and his vast folio of maps landed in
the hands of the mythic shadow, for unknown reasons. It seems like
someone wanted to keep the sage from completing the list. Can the PCs
discover why that is, and how the mythic shadow became involved?
The mythic shadow walks the thin line between reality and legend, as
does the Mazraghar Fortress. Tales bandied about between epic
adventurers say that the fortress was formed with giant bricks carved
from the substance of different planes and serving as a window into
each. One brick is a slice of Arboria, another a chunk of the Negative
Energy Plane, and so on. The fortress was created by a great dragon,
and all his friends and allies died while building the fortress. When
it was done, the dragon went inside and hasn't left. He now sits,
watching all areas on all the planes, but with no companionship.
Stories about the fortress are assumed to be fables, illustrating
moral concepts about how ambition and power bring only solitude. But
the mythic shadow character is not so sure they aren't true. What kind
of power rests in Mazraghar Fortress? How can the PCs get there? And
how does one get past a dragon who can see all places?
Variant: Non-Epic Epic Destinies
Despite the name, it's possible to use epic destinies at non-epic
levels. If you don't feel like playing in an epic campaign, you can
change the prerequisite of the Epic Destiny feat and the levels at
which you replace feats with epic destiny features.
Epic Level Non-Epic Level
21st 12th
24th 15th
27th 18th
30th 20th
*The 20th-level feature doesn't replace a feat.
Keep in mind that the epic destiny features are much more powerful
below epic level! Your game automatically has a higher power level
than normal, and the power between characters is very unbalanced
unless every character has an epic destiny. You can use tougher
monsters to compensate, though you can give XP as though the monsters
were lower CR to keep advancement at the rate you want.
About the Author
Logan Bonner joined Wizards of the Coast as in 2006 as an editor on
Dungeons & Dragons. He had no experience in the industry prior to
joining Wizards, and marvels that his clever ruse has lasted this
long. After doing some class design work for 4th Edition on the side,
he joined the mechanical design team. His previous editing products
include Magic Item Compendium and Monster Manual V, and he wrote about
half of the Eberron Survival Guide.
©1995-2008 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc.
All Rights Reserved.
--
Fabio

 non sarà vera nella 4' edizione
Molto, molto bello.
Al di la' del definire poteri straordinari per i personaggi, crea un
tema. I temi di per se' non sono "originali" se vogliamo, anzi alcuni di
essi sono topoi della letteratura epica vecchi di millenni ;)
Ma gli spunti presentati - l'idea stessa di rendere l'epicita' del
personaggio un "tema", l'idea di condurre le ultime avventure verso un
finale, da collegare magari alla successiva campagna con nuovi
personaggi che possano "raccogliere l'eredita'", sono idee narrative
solide e ben presentate.
I livelli epici, in se' e per se', non mi avevano mai attirata. Messi in
questa forma, pero', chissa'.
Parvati V
-- "Cosa e' celvello? Pai non ha cosa del genele" - Pai, 3x3 occhi
UnaMoleDiDadi (TreEmme Torino): 
http://umdd.altervista.org/
http://parvatiquinta.blogspot.com/

questa forma, pero', chissa'.
l'essenza di exalted, suvvia :)
-- 
 Domon

Mi ricorda molto il vecchio Immortal di DnD, e inoltre c'e' un
personaggio preso paro paro da Moorcock...
Un buon motivo per giocare DnD4E.
Campioni
\/\/\/||==o
Kriss