Requip Warrior[edit]
“
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Perhaps this will do the trick.
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”
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Class Traits
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Role: Versatile. You have versatile attacks that can overcome any enemy. (Switch between Striker/Defender/Controller during combat).
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Power Source: Martial and Arcane. You combine a powerful ability to magically switch equipment multiple times per battle with physical prowess.
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Key Abilities: Strength, Dexterity, Charisma
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Armor Proficiencies: Cloth, Leather, Hide, light shield, heavy shield
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Weapon Proficiencies: Simple Melee, Military Melee
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Implements: Requip weapons
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Bonus to Defense: +2 Fortitude
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Hit Points at 1st Level: 12 + Constitution score
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Hit Points per Level Gained: 5
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Healing Surges per Day: 6 + Constitution modifier
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Trained Skills: From the class skills list below, choose 4 trained skills at 1st level. Class Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Dungeoneering (Int), Endurance (Con), Heal (Wis), Intimidate (Cha), Insight (Wis), Stealth (Dex)
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Build Options: Martial Adept, Monster Hunter
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Class Features: Requip, Versatile Warrior, Master of all combat, Requip conventional
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Requip Warrior Overview
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Characteristics: Requip warriors are versatile warriors that can and will use multiple different armours and weapons as is best needed to overcome their foes, switching between armaments in the blink of an eye.
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Religion: Requip warriors have no specific ties to religion, but many follow a strict code of conduct.
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Races: As a class that relies on it's at wills for a significant amount of it's power, Human and Half elf make excellent choices for a requip warrior. Any race that gives a bonuses to two of strength, dexterity and charisma also make excellent requip warriors.
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Creating a Requip Warrior[edit]
You can choose any requip warrior powers you like for your character, but requip warriors generally fall into two different groups.
- Martial Adept
Martial Adepts have honed their own body to the point where their strength is their speed; and their speed is their strength. They are masters at wielding all requip powers to their full potential, and adapting that potential to the situation at hand. Martial adepts should focus on either strength or dexterity, as well as charisma. Having constitution as a tertiary stat is also good, as it gives more hit points and healing surges.
- Monster Hunter
Monster hunters seek out worthy foes; and in defeating them, become stronger and better ready to face greater challenges in the future. They craft themselves a unique set of powers to have an answer to any adversity. Monster hunters should focus on both Strength and dexterity as their primary stats, dexterity gives them hit chance with most powers, and strength gives them damage. They use Charisma as a tertiary stat to power their utility powers. DM warning: Monster hunters are more work for the player and the DM to run with, as they often have the player creating a new power that they feel is balanced, and run it by the DM to okay it.
- Feats
Requip warriors gain many of the "feat tax" melee feats for free, and have trouble slotting weapon specific feats, as they switch around weapons that they're using so often.
As frontline warriors who can take some heat, Requip warriors benefit from having additional health, thus making feats such as toughness a solid choice.
As requip warriors can travel around in common clothing and be ready for a fight at any time; taking improved initiative or another initiative boosting feat can help them make sure they're armored before the enemies can get the jump on them.
While many combat styles do not work well for a requip warrior, there is a custom combat style feat specifically created for this class which they can take.
As requip warriors can have versatile stat spreads which reflect many other classes, they can benefit greatly from multiclass feats.
- Feat Option
A requip warrior has the option to take the following heroic tier feats:
Worldly Knowledge (Lesser style):
Requirement: Must be a requip warrior
Benefit: gain +1 to all untrained skills.
When an ally gives you a free attack with one of their powers, you may use an at-will in place of a melee basic attack.
The right tool for the job (Greater style):
Requirement: Must have the Wordly Knowledge (Lesser style) feat
Gain a benefit depending on the requip equipment you're currently wearing
Striker Requip: +1 damage per tier.
Defender Requip: +1 Fort, Ref and Will defenses.
Controller Requip: +1 Move Speed.
- Equipment
Requip warriors do not need starting weapons or armor; as they get such from their powers. DM's may want to rule that requip warriors have to spend a significant amount of their starting wealth on creating their original requips. As they level, some requip warriors can use exceptionally powerful magic weapons or armors to create new requips.
Requip Warrior Class Features[edit]
- Requip Powers
A requip warrior’s main ability is their encounter powers which allow them to change their weapons, armour and neck slot items in combat. Each encounter power also grants them a unique daily power for that set of weapons/armour.
A requip warrior gains two encounters at level 1, but is only allowed to use one requip encounter power per encounter. At level 3, a requip warrior is allowed to use two requip encounter powers per encounter, and at level 7 they're allowed to use three requip encounter powers per encounter.
A every requip encounter power has a daily power associated with it, however at level 1 they're only allowed to use one requip daily power per day. At level 5 they are allowed to use two per day, and at level 9 they're allowed to use three per day. However, each specific requip warrior daily power can only be used once per day, unless the use is regained.
At level 15, 19, 25 and 29, some requip daily powers upgrade to have additional effects, as detailed on the power in question.
Requip warriors start with 4 at will powers at level 1, from the requip warrior at will attack power list.
A requip warrior can use a maximum of 1 encounter or daily powers granted by weapons and 1 encounter or daily power granted by armour and 1 encounter or daily power granted by neck-slot items per encounter, however if they are dual wielding weapons they can use the encounter/daily power of both weapons as their weapon power for the encounter.
When a requip warrior is not using a set of clothing or armour granted by one of their powers, that clothing/armour is transported to a magical pocket dimension where it does not deteriorate.
Whenever a requip warrior uses any requip; they can start/stop wearing any non-weapon non-armor magical items, no matter which slot it goes in, as long as they are either wearing the item, are holding it, or have it in their pocket dimension.
Additionally; requip warriors work on repairing, enchanting and upgrading their weapons in their downtime. All of their encounter powers have an X in the calculation of the magical bonus of their weapons, necklaces and armor. This bonus starts at +0 at level 1, increases to +1 at level 3, +2 at level 8, +3 at level 13, +4 at level 18, +5 at level 23 and +6 at level 28.
- Master of all combat
A requip warrior is an expert at using all weapons and armour. Therefore, a requip warrior is always treated as proficient in weapons and armor granted by their requips. They treat the weapons granted by their requips as casting implements and they treat all weapons granted by their requip as having the weapon focus and weapon expertise feats with these weapons.
- Versatile Warrior
Choose either Versatile Adept or Versatile Hunter.
- Versatile Adept
At levels 1, 3, and 7 you gain 2 encounter powers from the requip encounter power list. At levels 13, 17, 23 and 27, replace 2 of your existing requip encounter powers, with new encounter requip encounter powers.
For any requip warrior powers which use strength or dexterity; you man substitute the other stat with a -1 penalty to the final result. This works for to hit, damage or tertiary effects.
When in a requip warrior striker equipment, you add 2 damage results with requip powers. At level 11 this bonus increases to +4, and at level 21 this bonus increases to +6.
- Versatile Hunter
At level 1, gain 2 encounter powers from the requip encounter power list. At levels 3 and 7, gain one encounter power from the requip encounter power list, and gain one "empty slot" for that level. At levels 13, 17, 23 and 27, upgrade one encounter power with a power from the requip encounter power list, and pick one other power to have it's "slot value" increased to the relevant level.
If a versatile hunter slays or helps slay a suitably powerful enemy they may make a set of weapons and armour from the enemy, gaining a new encounter power. This new set of weapons and armour may be those used by the enemy (often the case with humanoid enemies), or it may be made from parts of their hide/bones/other materials (often the case with dragons or other monsters). This encounter power replaces an encounter power or an empty slot appropriate for it's power level, the power level should be agreed upon between the player and the DM.
When in a requip warrior striker equipment, you add 2 damage results per tier with requip powers. Additionally, you gain +2 to the defense related to the striker stat detailed in the requip.
Heroic Requip Warrior[edit]
Level |
Feats Known |
Class Features and Powers
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1 |
1 |
Requip, Versatile Warrior, Master of all combat, Requip Conventional, 4 at will powers, 2 encounter powers
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2 |
+1 |
Utility Power
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3 |
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Requip Equipment +1, 1 or 2 encounter powers (depending on versatile warrior), Use 2 requip encounter powers per encounter.
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4 |
+1 |
Ability score increase
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5 |
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Use 2 requip daily powers per day.
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6 |
+1 |
Utility Power
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7 |
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1 or 2 encounter powers (depending on versatile warrior), Use 3 requip encounter powers per encounter.
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8 |
+1 |
Ability score increase, Requip Equipment +2
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9 |
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Use 3 requip daily powers per day.
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10 |
+1 |
Utility Power
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Level 1: Requip Conventional[edit]
Benefit: You can use Requip Conventional
Requip Conventional
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Requip Warrior Class Feature
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Who needs to do all that work getting into clothes and stuff?
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At-Will Arcane, Requip
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Minor Action
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Personal
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Effect: Change your clothing instantly to any mundane clothing that you own.
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Special: When a requip warrior acquires new clothing, they may carry it or send it to their pocket dimension as they desire.
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Level 1: At-Will Powers[edit]
Benefit: You gain four of the following powers.
Cleave
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Requip Warrior Attack 1
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You strike with such force your attack carries into another foe.
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At-Will Martial, Weapon
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Standard Action
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Melee
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Requirement: You cannot be dual wielding
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Target: One Creature
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Attack: Strength Vs. AC
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Hit: 1[w]+Strength modifier damage, an enemy adjacent to you other than the target takes half damage.
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Special: Increase damage to 2[w]+Strength modifier damage at level 21.
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Dual Strike
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Requip Warrior Attack 1
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You strike with each weapon.
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At-Will Martial, Weapon
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Standard Action
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Melee
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Requirement: You must be wielding 2 melee weapons
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Target: 1 or 2 Creatures
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Attack: Dexterity Vs. AC, 2 attacks (Main hand and off hand)
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Hit: 1[w]
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Special: Increase damage to 2[w] at level 21.
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Bladework Lure
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Requip Warrior Attack 1
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You press the attack, engaging your enemy before falling back and drawing him after you
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At-Will Martial, Weapon
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Standard Action
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Melee
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Requirement: You must be using a light blade and/or a shield
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Target: One Creature
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Attack: Dexterity Vs. AC
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Hit: 1[w] + Strength modifier damage. You can shift 1 square and slide the target into the space you left. If you are wielding a light blade without a shield, add your Dexterity modifier to damage. If you are wielding a shield gain combat advantage over the target until the end of your next turn.
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Special: Increase damage to 2[w] + Strength modifier at level 21.
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Exploit weakness
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Requip Warrior Attack 1
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Quickly assess your enemy and strike where it will hurt most.
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At-Will Martial, Weapon
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Standard Action
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Melee
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Target: One Creature
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Attack: Dexterity Vs. AC
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Hit: 1[w] + Strength modifier damage. If you have combat advantage on this attack, halve enemy resistances and double enemy vulnerabilities against this attack. If you are wielding a two handed weapon, this attack deals an additional 1d6 damage.
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Special: Increase damage to 2[w] + Strength modifier at level 21.
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Harrying Assault
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Requip Warrior Attack 1
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You relentlessly pester your foe with a tirade of blows, preventing them from maneuvering.
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At-Will Martial, Weapon
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Standard Action
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Melee
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Requirement: Cannot be using a 2 handed weapon.
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Target: One Creature
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Attack: Dexterity Vs. AC
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Hit: 1[w] + Strength modifier damage and the target is slowed until the end of your next turn. If you are wielding a shield, you can also pick a defense for your opponent to get -2 to until the end of your next turn.
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Special: Increase damage to 2[w] + Strength modifier at level 21.
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Tactical Thrust
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Requip Warrior Attack 1
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Using your superior range; you push around your opponent and force them to dance into a worse situation.
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At-Will Martial, Weapon
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Standard Action
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Melee
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Requirement: Must be wielding a polearm; staff or spear
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Target: One Creature
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Attack: Dexterity Vs. AC
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Hit: 1[w] + Strength modifier damage and slide the target 1 square. If you are wielding a shield, gain +2 AC against the target until the end of your next turn. If you are not wielding a shield; you may shift 1 before this attack.
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Special: Increase damage to 2[w] + Strength modifier at level 21.
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Smashing Strikes
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Requip Warrior Attack 1
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You smash your foe with your heavy weapon; the force of your blow ignoring their armor.
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At-Will Martial, Weapon
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Standard Action
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Melee
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Requirement: Must be using a Flail, Mace, Hammer or Heavy Blade
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Target: One Creature
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Attack: Strength Vs. Ref
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Hit: 1[w] + Strength modifier damage.
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Special: This attack can be used in place of a MBA on a charge or opportunity attack. Increase damage to 2[w] + Strength modifier at level 21.
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Level 1: Encounter Powers[edit]
Benefit:: You gain two of the following encounter powers.
Knight Requip
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Requip Warrior 1
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You incant some words, you are surrounded by light, it fades to reveal a full suit of armour
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Encounter Arcane, Requip, Defender
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Minor Action
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'
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Target: Personal
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Effect: Equip the following equipment:
Weapon: Long sword +x, Heavy Steel Shield +x
Armour: Plate +x
Neck: Amulet of Physical Resolve +x
Your attacks mark one target as a free action. The target of the mark takes a -3 penalty to attacks that do not include you as a target instead of the usual -2.
Grants the ability to use the Knight’s Charge power.
The first healing surge spent in this requip in combat does not cost a healing surge.
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Knight's Charge
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Knight Requip Attack 1
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You ram your opponent, knocking them senseless
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Daily Martial, Weapon, Reliable
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Standard Action
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Melee Weapon
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Requirement: Must be in the Knight Requip
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Special: You can use this attack in place of an MBA on a charge.
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Target: One Creature
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Attack: Strength Vs. AC
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Hit: 2[w]+Strength modifier damage, you push the target 1 square and the target is dazed (save ends).
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Special: Level 15: If target is in or pushed into difficult terrain; a wall or off a ledge; knock target prone. Level 25: Increase damage to 4[w] and while the target is dazed from this ability; they get -3 on saving throws.
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Highlander Requip
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Requip Warrior 1
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You harness the fury of the highlanders in a few words of power
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Encounter Arcane, Requip, Striker
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Minor Action
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'
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Target: Personal
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Effect: Equip the following equipment:
Weapon: Great sword +x
Armour: Earthhide Armour +x
Neck: Amulet of health +x
Gain Striker requip bonuses from Versatile Warrior. Versatile Hunter striker stat is Strength.
The first time you drop an enemy in this requip; charge a different enemy as a free action.
Grants the ability to use the Great cleave power.
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Great Cleave
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Highlander Requip Attack 1
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You swing a mighty blow; cleaving through your foes like butter.
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Daily Martial, Weapon
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Standard Action
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Melee Weapon
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Requirement: Must be in the Highlander Requip.
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Target: One Creature
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Attack: Strength+2 Vs. AC
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Hit: 1[w]+Strength modifier damage.
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Effect: Each time you hit with this attack, you can repeat it against another target in range.
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Special: Level 15: +1 hit, +2 damage. Deal half damage on miss. Level 25: An additional +1 hit, +2 damage. Before each attack you can shift 1.
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Ankheg Champion Requip
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Requip Warrior 1
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Slayer of Ankhegs, you’ve re-purposed their corpses to slay your foes
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Encounter Arcane, Requip, Controller
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Minor Action
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'
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Target: Personal
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Effect: Equip the following equipment:
Weapon: Maul +x
Armour: Ankheg Chitin +x
Neck: Amulet of protection +x
While in this requip, once per round if you drop an enemy, you can have them explode in a blast of acid as a free action. This attack is Charisma + Implement vs reflex and deals 1d6+2 acid damage to all creatures caught in the burst. This increases to 1d6+3 at level 11, and 1d6+4 at level 21.
Grants burrowing at half speed.
Grants the ability to use the Acid Spray power.
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Special: Ankheg Chitin = Scale armor with an additional 5 resistance to acid/poison
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Acid Spray
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Ankheg Chitin Requip Attack 1
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You ram your opponent, knocking them senseless
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Daily Arcane, Implement, Acid
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Standard Action
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Melee Weapon
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Requirement: You must be in the Ankheg Champion Requip
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Special: You can use this attack in place of an MBA on a charge.
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Target: All creatures in a close burst 3
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Attack: Dexterity Vs. Ref
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Hit: 1d8+Charisma modifier acid damage, the target is slowed and takes 5 ongoing acid damage (save ends both)
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Special: Level 15: Target becomes all creatures in a close blast 4. Level 25: Increase damage 2d8+Charisma modifier and increase ongoing to 10.
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Level 2: Utility Powers[edit]
Benefit: You gain one of the following utility powers.
Shrug it off
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Requip Warrior Utility 2
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You just can’t keep a good man (or woman) down!
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Daily Arcane
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Minor Action
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'
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Target: Personal
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Effect: Make a saving throw with a bonus equal to your charisma modifier.
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Distracting Requip
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Requip Warrior Utility 2
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You sure aren’t distracted by changing in the middle of battle. But it can be distracting for those less used to it.
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Daily Arcane
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Free Action
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'
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Trigger: You use an encounter Requip Power
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Target: Personal
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Effect: All enemies within a close bust 3 grant combat advantage to your allies (but not yourself), until the start of your next turn.
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Level 3: Encounter Powers[edit]
Benefit: For your requip encounter powers, your treat +x as +1 to deturmine the magical plus of your equipment.
Benefit: You can now use two requip encounter powers per encounter.
Benefit: Gain one requip encounter power from the following list. If you're a Versatile Adept, gain a second requip encounter power from the following list. If you're a Versatile Hunter, gain an empty level 3 encounter requip slot.
Dragon-Slayer Requip
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Requip Warrior 3
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A suit of armour specifically made to cut down fire drakes
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Encounter Arcane, Requip, Striker
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Minor Action
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'
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Target: Personal
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Effect: Equip the following equipment:
Weapon: Battle axe of frost +x, Light war pick of frost +x
Armour: Black Iron Drakescale Armour +x
Neck: Safewing Amulet +x
Gain Striker requip bonuses from Versatile Warrior. Versatile Hunter striker stat is Dexterity.
Grants the ability to use the Tempest Dance power.
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Tempest Dance
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Dragon-Slayer Requip Attack 3
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You dance through your foes, stinging each with cold determination
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Daily Martial, Weapon
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Standard Action
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Melee Weapon
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Requirement: Must be in the Dragon-Slayer Requip.
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Special: Between each of the attacks you may shift 1 square. Level 15: Shift increased to 2 squares.
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Target: 1, 2 or 3 Creatures, you may only target the same creature more then once with this power if you target a new square it is occupying.
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Attack: Dexterity Vs. AC (up to 3 attacks)
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Hit: 1[w]+Strength modifier damage, if you have combat advantage against your target, this attack deals bonus damage equal to your dexterity modifier.
Level 25: Your first attack of this power against each target slows the target until the end of your next turn; additional attacks against the target with this power deal +6 damage.
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Lone Raider Requip
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Requip Warrior 3
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A cowboy hat, bandoleer and leather jacket shows that you’re ready for anything
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Encounter Arcane, Requip, Controller
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Minor Action
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'
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Target: Personal
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Effect: Equip the following equipment:
Weapon: Aura Removing Dagger +x+1
Armour: Snakeskin Armor +x
Neck: Cape of the Mountebank +x
While in this requip, your attacks gain “Hit: slide target (weapon bonus) squares”.
Grants the ability to shift 1 as a minor action.
Grants the ability to use the Feedback power.
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Special: Aura removing dagger: Gain +1 to hit with this dagger. As a daily free action this can remove the aura of one enemy hit by the dagger.
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Feedback
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Lone Raider Requip Attack 3
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Channeling the power of the dagger to perfection, you shatter an aura and cause backlash against all those it had once benefited
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Daily Martial, Weapon, Reliable
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Standard Action
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Melee Weapon
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Requirement: Must be in the Lone Raider Requip.
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Target: One Creatures.
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Attack: Dexterity Vs. AC
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Hit: 2[w] + Strength modifier damage. If the target of this attack had an aura, destroy it and deal 1[w] psychic damage to all enemies that were benefiting from the aura.
Level 15: Damage increased to 3[w]+str to primary target and 1[w]+2 psychic to enemies benefitting from the aura.
Level 25: After this attack; shift 1 and repeat the attack against another target. Second attack is not reliable and does not grant another attack.
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Cosmic Requip
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Requip Warrior 3
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One should not meddle in ancient technology. Unless it’s useful.
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Encounter Arcane, Requip, Controller
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Minor Action
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'
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Target: Personal
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Effect: Equip the following equipment:
Weapon: Pair of Lightning Claw Katars+x
Armour: Earthhide Armor +x
Neck: Solar System +x
While in this requip, your attacks gain “Hit: target gets -2 on all attacks until the end of your next turn.” (non stacking). This is increased to -4 on an action point.
Once per round in combat, if you have a condition that causes you to lose any of your actions (such as dazed, stunned or unconscious), you create a wisp as a free action in a square adjacent to you.
Wisps have 1 health and all defenses = your lowest defense. On your turn they can move 4 squares and may self-destruct; a Close burst 1 attack (your cha vs Ref) that deals 6 radiant damage (half on miss), and destroys the wisp. This damage is increased to 9 at level 11, and 12 at level 21.
Grants the ability to use the Flame Dash power.
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Special: Lightning Claw Katars: Damage with these katars can be swapped between lightning or physical as a free action.
Solar System (necklace): As a daily minor action, this can create a wisp within 2 of the wielder. As an at-will move action, the user can swap places with any of their wisps created by this item or the cosmic requip.
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Flame Dash
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Cosmic Requip 3
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Charge forwards like a giant ball of fire and leave destruction in your wake.
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Daily Arcane
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Move Action
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'
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Requirement: Must be in the Cosmic Requip.
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Target: Personal
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Effect: Move up to your speed +2 squares. During this movement you take half damage from AoO’s and ignore non-damaging effects from AoOs. Additionally; deal 1d8+charisma modifier fire damage to enemies who AoO you.
Every square you enter or are adjacent to during this movement becomes a zone of lingering fire. Enemies that enter or start their turn in this zone take 5 fire damage.
The zone lasts until the end of your next turn (sustain minor).
Level 15: Increase move to +3 squares.
Level 25: Increase retaliation damage to 2d8+cha; lingering fire to 10 damage.
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Special: This action can be used in place of movement for a charge.
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Vampire Hunter Requip
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Requip Warrior 3
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Some people say hand crossbows are useless. But you don’t care because it looks badass.
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Encounter Arcane, Requip, Defender
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Minor Action
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'
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Target: Personal
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Effect: Equip the following equipment:
Weapon: Silvered Longsword +x
Offhand: Silvered Hand Crossbow +0
Armour: Versatile Chainmail +x+1
Neck: Amulet of False Life +x
While in this requip; once per turn, mark a target that you attacked as a free action. If the target defies the mark; make a free ranged basic attack with the hand crossbow against the target.
The first healing surge spent in this requip in combat does not cost a healing surge.
Grants the ability to use the Sunbeam power.
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Special: Silvered weapons: This holy weapon bypasses any damage reduction against skeletons, zombies, vampires and werewolves.
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Sunbeam
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Vampire Hunter Requip Attack 3
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You call down a beam of sunlight to burn away the imperfections in your foe.
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Daily Arcane, Implement, Radiant
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Standard Action
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Ranged 10
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Requirement: Must be in the Vampire Hunter Requip.
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Target: One Creature
Level 25: Target becomes all creatures in a burst 1
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Attack: Charisma +2 Vs. Fortitude
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Hit: 2d6 + Charisma modifier radiant damage and the target cannot gain temporary hit points, make gaze attacks or shapeshift in any way. (Save ends).
Level 15: Becomes 2 saves to end.
Level 25: Damage increased to 3d8+Charisma modifier and the target is blinded on a hit (one save ends).
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Miss: Half damage and the target cannot gain temporary hit points, make gaze attacks or shapeshift until the end of your next turn.
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Level 4: Ability Score Increase[edit]
Your constant training hones your body and mind.
Benefit: You increase two ability scores of your choice by 1.
Level 5: Daily Power Increase[edit]
Benefit: You can now use two requip daily powers per day.
Level 6: Utility Powers[edit]
Benefit: You gain one of the following utility powers.
Stay Resolute
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Requip Warrior Utility 6
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Your resolve in the face of danger is contagious
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Daily Arcane, Healing
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Minor Action
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'
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Target: You and each ally in a close burst 5
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Effect: The targets regain hit points equal to 5 + your Charisma modifier.
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Stand Tough
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Requip Warrior Utility 6
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You stand firmly weathering a blow as if nothing had happened at all
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Daily Arcane, Healing
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Immediate Interrupt
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'
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Trigger: You are hit by an attack
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Target: Personal
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Effect: Spend a healing surge to get DR equal to your surge + your Charisma modifier against this attack.
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Level 7: Encounter Powers[edit]
Benefit: You can now use three requip encounter powers per encounter.
Benefit: Gain one requip encounter power from the following list. If you're a Versatile Adept, gain a second requip encounter power from the following list. If you're a Versatile Hunter, gain an empty level 3 encounter requip slot.
Heaven’s Halberd Requip
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Requip Warrior 7
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If arcane and martial powers aren’t enough
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Encounter Arcane, Requip, Defender
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Minor Action
|
'
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Target: Personal
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Effect: Equip the following equipment:
Weapon: Radiant Halberd +x+1
Armour: Sunleaf cloth Armour +x+1
Neck: Cloak of Distortion +x+1
Your attacks mark one target as a free action. This target does not incur the usual -2 penalty to attack. Gain threatening reach against marked targets, gain use of the Heaven's Retribution power at will.
The first healing surge spent in this requip in combat does not cost a healing surge.
Grants the ability to use the Blessed Reach power.
|
Heaven's Retribution
|
Heaven's Halberd Requip Attack 7
|
Their misguided actions have clouded their vision
|
At-Will Arcane, Implement
|
Immediate Interrupt
|
Anywhere
|
Trigger: One marked creature makes an attack that does not include you in its targets.
|
Requirement: Must be in the Heaven's Halberd Requip.
|
Target: The triggering creature.
|
Attack: Charisma Vs. Will
|
Hit: Target is blinded until the end of your next turn.
|
Blessed Reach
|
Heaven's Halberd Requip Attack 7
|
Your mind’s eye anticipates your enemy’s movement and you intercept them as soon as they are in range
|
Daily Martial, Weapon, Reliable
|
Immediate Interrupt
|
Melee Weapon
|
Trigger: An enemy moves within range
|
Requirement: Must be in the Heaven's Halberd Requip.
|
Target: One Creatures.
|
Attack: Dexterity Vs. AC
|
Hit: 1[w] + Strength modifier damage. The target ends its move action immediately
Level 29: Increase the damage to 2[w] + Strength modifier damage and the target is blinded for the rest of their current turn.
|
Special: This power deals double damage to enemies that were charging. This power can be recharged, regaining use of this power and regaining a use of a daily power, if the Requip warrior spends a standard action in combat to do something that does not grant them any movement or attacks (such as spending a second wind). Level 19: This power is also recharged at the end of a requip warrior's turn, if they did not deal damage during their turn.
|
Demon Soldier Requip
|
Requip Warrior 7
|
With great power comes all consuming demonic fire
|
Encounter Arcane, Requip, Striker
|
Minor Action
|
'
|
Target: Personal
|
Effect: Equip the following equipment:
Weapon: Latent Demon Flail +x
Shield: Latent Demon Heavy shield +x
Armour: Black Iron Chain armor +x
Neck: Fiery Hate pendant +x
Gain Striker requip bonuses from Versatile Warrior. Versatile Hunter striker stat is Strength.
The Shield can be used as an offhand weapon with +2 proficiency bonus and 1d8 base damage.
Grants the ability to use the Infernal Power exploit.
|
Special: Latent Demon = Gain a bonus equal to the item's plus to intimidate (passive, doesn't stack with additional latent demon items). Critical damage is 2d6 fire damage per plus.
Fiery Hate = Your first attack each turn deals bonus fire damage equal to the plus of this item, if the target of your attack damaged you since the end of your last turn.
|
Infernal Power
|
Demon Soldier Requip Attack 7
|
You smash a foe into oblivion, and use it to fuel your otherworldly rage.
|
Daily Martial, Weapon
|
Standard Action
|
Melee Weapon
|
Requirement: You must be in the Demon Soldier Requip
|
Target: One Creature
|
Attack: Strength Vs. AC, 2 attacks (Main hand and shield)
|
Hit: 1[w]+Strength modifier damage, plus 1d6 fire damage.
|
Effect: If the target is dropped before the beginning of your next turn, enter the infernal rage stance detailed below.
Level 29: Before the attack; target gets 5 vulnerability to fire until the beginning of your next turn.
|
Infernal Rage
|
Demon Soldier Requip 7
|
You smash a foe into oblivion, and use it to fuel your otherworldly rage.
|
Daily Martial, Stance
|
Free Action
|
'
|
Trigger: The target of your Infernal Power drops to 0 HP
|
Requirement: You must be in the Demon Soldier Requip
|
Special: This stance can only be entered through use of the Infernal Power Daily.
|
Target: Personal
|
Effect: Every time you make a melee basic attack or use an at will attack power, you can choose between dealing 1d6 bonus fire damage to all targets hit, or giving/increasing the target's fire vulnerability by 2 until the end of your next turn.
Level 19: Fiery hate pendant deals bonus damage regardless of if the enemy had damaged you.
Level 29: Damage choice is increased to 1d8 bonus fire damage; vulnerability choice is increased to 3.
|
Special: This ends immediately if you are not in the Demon Soldier Requip
|
Daitengu Requip
|
Requip Warrior 7
|
With a technique learned from a felled bird demon; harness the power of the wind to disrupt your foes every plan
|
Encounter Arcane, Requip, Controller
|
Minor Action
|
'
|
Target: Personal
|
Effect: Equip the following equipment:
Weapon: Pair of Claw Katars +x
Armour: Extra Light Jacket +x+1
Neck: Feather Cape +x
While in this requip, your attacks gain “Hit: slide target (weapon bonus) square”. melee basics on a charge and single target at will powers slide +1 square.
While in the requip, gain an close burst 2 aura that allows you to deflect 1 (physical) missile per turn.
Grants the ability to use the Divebomb power.
|
Special: Claw Katars = As a free action, choose whether these weapons deal force or physical damage
Extra Light Jacket = Cloth armor with a -1 armor check penalty (makes armor-check-penalty skills better).
Feather Cape = +2 Speed when running or charging. +5 on jump checks while running or charging.
|
Divebomb
|
Daitengu Requip Attack 7
|
Like a giant bird, I take off into the air to dive down on my unsuspecting prey. Ok, maybe not so unsuspecting. But prey nonetheless.
|
Daily Martial, Weapon
|
Move Action
|
Ranged 10
|
Requirement: You must be in the Daitengu Requip
|
Special: At level 29, Range is increased to 15, and target is increased to blast 3.
|
Target: Blast 2
|
Attack: Dexterity Vs. Fort
|
Hit: 1[w] + Strength modifier damage. You may choose to knock the target prone instead of sliding them.
Level 29: Damage increased to 2[w] + Strength modifier damage.
|
Effect: Each time you are damaged before your next turn grants DR 5/- and grants this attack, and the first other attack you make (on the turn of landing) +3 damage, up to a maximum of +9.
Level 19: Increase DR to 6/- and bonus damage to +4 per hit, up to a maximum of +12
|
Special: When you use this attack, it has no immediate effect. At the start of your next turn, move to the center of the blast and make the attack against all creatures in the blast as a free action.
If you’re grappled, prone or immobilized at the beginning of your turn when this would activate, it fails to go off but you regain use of the power.
|
Shadow Striker Requip
|
Requip Warrior 7
|
The cravens fear what they cannot see. For what they cannot see can hurt them.
|
Encounter Arcane, Requip, Striker
|
Minor Action
|
'
|
Target: Personal
|
Effect: Equip the following equipment:
Weapon: Dust Scythe +x+1
Armour: Mindweave Robes of Laughing Death +x
Neck: Gloaming Shroud +x
Gain Striker requip bonuses from Versatile Warrior. Versatile Hunter striker stat is Dexterity.
(At will) At any point during a move action; make an attack stealth vs passive perception (any number of targets; any range);
Hit: Become invisible to the target until the end of your turn.
Grants the ability to use the Shadow Darts daily.
|
Special: Dust Scythe = As a free action, choose whether these weapons deal force or physical damage. While moving holding this, you are insubstantial. No penalties for attacking invisible enemies, and deal full damage to insubstantial enemies.
|
Shadow Darts
|
Shadow Striker Requip Attack 7
|
With a wave of your hand, small missiles of pure darkness fly forth, consuming what they hit and leaving lingering shadows.
|
Daily Arcane, Implement
|
Standard Action
|
Ranged 8
|
Requirement: You must be in the Shadow Striker Requip
|
Special: At level 19, Target 6 squares within range 10.
|
Target: All creatures in 5 squares you can see within range
|
Attack: Dexterity Vs. Fort
|
Hit: 2d6 + Charisma modifier necrotic damage.
Level 29: Increase damage to 3d6 + Charisma modifier necrotic damage.
|
Effect: Create a zone in the target squares. Until the end of the encounter enemies that end their turn in this zone take 2d6+Charisma modifier necrotic damage and you can move between these squares as if they were adjacent while you are in the shadow striker requip.
Level 29: Increase damage to 3d6 + Charisma modifier necrotic damage. And you may move 1 zone 1 square per turn as a free action.
|
Level 8: Ability Score And Equipment Increase[edit]
You reap the reward of constant challenge by increasing your physical and mental well-being.
Benefit: You increase two ability scores of your choice by 1.
As you get stronger, you enchant your equipment to become better then before.
Benefit: For your requip encounter powers, your treat +x as +2 to determine the magical plus of your equipment.
Level 9: Daily Power Increase[edit]
Benefit: You can now use three requip daily powers per day.
Level 10: Utility Powers[edit]
Benefit: You gain one of the following utility powers.
Team Play
|
Requip Warrior Utility 10
|
You ward yourself and jump in front of an attack aimed at an ally, taking the hit for them
|
Encounter Arcane
|
Immediate Interrupt
|
Ranged 3
|
Trigger: An ally within range is hit by an attack
|
Effect: Slide the ally 1 square, and shift into the square vacated by your ally. Take all damage and effects of the attack instead of your ally, but reduce the damage of the attack by 5 + your Charisma modifier.
|
Adaptive Defenses
|
Requip Warrior Utility 10
|
You constantly equip small charms and protections to defend you in the way you need most
|
Daily Arcane, Stance
|
Minor Action
|
'
|
Target: Personal
|
Effect: Gain DR 2+Charisma modifier against the element of your choice (but not physical). Once per turn you can change the element of the DR as a free action. (this DR does not stack with elemental DR granted by items).
|
Paragon Requip Warrior[edit]
Level |
Feats Known |
Class Features and Powers
|
11 |
+1 |
Ability score increase Paragon Path Features Paragon Path Power
|
12 |
+1 |
Paragon Path Power
|
13 |
|
Requip Equipment +3 Replace Encounter Requip Powers
|
14 |
+1 |
Ability score increase
|
15 |
|
Upgrade Daily Powers
|
16 |
+1 |
Paragon Path Feature
|
17 |
|
Replace Encounter Requip Powers
|
18 |
+1 |
Ability score increase Requip Equipment +4
|
19 |
|
Upgrade Daily Powers
|
20 |
+1 |
Paragon Path Power
|
Requip Warrior Class Paragon Paths[edit]
Requip Veteran: https://www.dandwiki.com/w/index.php?title=Requip_Veteran_(4e_Paragon_Path)
Relentless Warrior: https://www.dandwiki.com/wiki/Relentless_Warrior_(4e_Paragon_Path)
Level 11: Ability Score Increase[edit]
Your improved physical and mental prowess highlights your entrance into the paragon tier.
Benefit: Each of your ability scores increases by 1.
Level 11: Paragon Path Features[edit]
Benefit: You gain the level 11 features of your chosen paragon path.
Level 11: Paragon Path Power[edit]
Benefit: You gain the level 11 power of your chosen paragon path.
Level 12: Paragon Path Power[edit]
Benefit: You gain the level 12 power of your chosen paragon path.
Level 13: Encounter Powers[edit]
Benefit: For your requip encounter powers, your treat +x as +3 to determine the magical plus of your equipment.
Benefit: Replace one of your requip encounter powers with one requip encounter power from the following list. If you're a Versatile Adept, replace a second requip encounter power from the following list. If you're a Versatile Hunter, pick one other power to be using a level 13 requip slot. (This allows it to be replaced with a more powerful requip through the versatile hunter class feature).
Fey Requip Requip
|
Requip Warrior 13
|
You use magic to allow you to attack your foes from any angle, stinging like an angered bee
|
Encounter Arcane, Requip, Striker
|
Minor Action
|
'
|
Target: Personal
|
Effect: Equip the following equipment:
Weapon: Farslayer Short Sword +x+1
Armour: Feyhide Armour of Resist Acid +x+1
Neck: Amulet of Resolution +x+1
Gain Striker requip bonuses from Versatile Warrior. Versatile Hunter striker stat is Dexterity.
While in this requip hover up to 6 inches from the ground (or other solid/liquid surface).
Grants the ability to use the Fey Strike power.
|
Fey Strike
|
Fey Requip Attack 13
|
You strike from unseen directions, leading your target on and pushing them around
|
Daily Martial, Weapon
|
Standard Action
|
Melee 5
|
Requirement: Must be in the Fey Requip.
|
Target: One Creatures.
|
Attack: Dexterity Vs. Ref (2 attacks)
|
Hit: 1[w] + 2 x Dexterity modifier damage, Choose to either slide the target 2 squares or knock the target prone with each hit.
Level 29: Increase the damage to 2[w] + 2 x Dexterity modifier damage.
|
Special: Level 19: Until the end of the encounter, while you are in the fey requip your melee basic attacks and at will attacks against the target have melee range 5.
Level 29: Until the end of the encounter, while you are in the fey requip your melee basic attacks and at will attacks have melee range 5.
|
Phalanx Requip
|
Requip Warrior 13
|
The best defense is a good defense
|
Encounter Arcane, Requip, Defender
|
Minor Action
|
'
|
Target: Personal
|
Effect: Equip the following equipment:
Weapon: Opportunistic Spear +x
Shield: Heavy Steel Shield of Deflection
Armour: Champion’s Plate Armor +x
Neck: Cloak of Walking Wounded +x
While in this requip mark one enemy you attack per turn as a free action. The target of this mark does not receive a penalty to hit; but if they defy the mark or shift you or any ally may make a melee basic attack against them as an opportunity action.
The first surge spent in this requip in combat does not cost a healing surge.
Grants the ability to use the Schiltron power.
|
Schiltron
|
Fey Requip 13
|
Your take a stance to protect your allies from any incoming threat; no matter how large it is.
|
Daily Martial, Stance
|
Minor Action
|
'
|
Requirement: Must be in the Phalanx Requip.
|
Target: Personal
|
Effect: Adjacent allies gain +3 to all defenses against attacks where you are not farther away from the origin of the attack then the ally. You gain reach and threatening reach.
Level 19: You and adjacent allies may reduce forced movement by 2 squares.
Level 29: Gain reach 3 and threatening reach 3 and aura additionally grants +2 to saves and stacking DR 2/-
|
Special: If you exit the Phalanx Requip, this stance ends.
|
Chainfighter Requip
|
Requip Warrior 13
|
Drawing on the expertise of the shardarkai; you dance through the battlefield and no one is safe
|
Encounter Arcane, Requip, Controller
|
Minor Action
|
'
|
Target: Personal
|
Effect: Equip the following equipment:
Weapon: Spiked chain of Frost +x
Armour: Frozen heart leather armor +x
Neck: Cloak of Displacement +x
You cannot use the cleave at will in this requip. Your melee basic and at will attacks backlash on hit; dealing half damage to an additional target beside you and/or the target.
You may shift 1 square before performing any at will attack.
You treat spiked chain as a double weapon and a light blade, as per spiked chain training.
Grants the ability to use the Whirling Chain power.
|
Special: Frozen heart armor gives +10 resist cold and poison at +3/+4 bonus; +15 resist cold/poison at +5/+6.
|
Whirling Chain
|
Chainfighter Requip Attack 13
|
You begin spinning your chain around so quickly that everything around you becomes dangerous.
|
Daily Martial, Weapon
|
Standard Action
|
'
|
Requirement: Must be in the Chainfighter Requip.
|
Special: Pick a direction, either clockwise or counterclockwise.
|
Target: All Creatures in a close burst 3 Level 29: All enemies in a close burst 3.
|
Attack: Dexterity Vs. AC
|
Hit: 1[w]+Strength modifier damage. Slide target 3 in the chosen direction.
Level 19: Target also takes -2 on all attacks until the end of your next turn. If they already have this debuff it is refreshed and they take 3 extra damage.
Level 29: Increase damage to 2[w]+Strength modifier damage.
|
Miss: deal no damage Level 29: Deal half damage.
|
Special: As a move + standard action next turn you may shift 1 square and repeat this attack. (This can be repeated indefinately as long as it is maintained).
Level 29: may shift 2 instead of 1.
|
Level 14: Ability Score Increase[edit]
Each new challenge only makes you stronger in body and mind.
Benefit: You increase two ability scores of your choice by 1.
Level 15: Upgrade Daily Powers[edit]
Benefit: Many of your requip daily powers now have additional effects.
Level 16: Paragon Path Feature[edit]
Benefit: You gain the level 16 feature of your chosen paragon path.
Level 17: Encounter Powers[edit]
Benefit: Replace one of your requip encounter powers with one requip encounter power from the following list. If you're a Versatile Adept, replace a second requip encounter power from the following list. If you're a Versatile Hunter, pick one other power to be using a level 17 requip slot. (This allows it to be replaced with a more powerful requip through the versatile hunter class feature).
Kensai Requip
|
Requip Warrior 17
|
From Seeking inner perfection you have become one with the blade.
|
Encounter Arcane, Requip, Striker
|
Minor Action
|
'
|
Target: Personal
|
Effect: Equip the following equipment:
Weapon: Luckblade Falcheon +x+1
Armour: Wildleaf Earthhide +x
Neck: Amulet of Elusive Prey +x
Gain Striker bonuses from Versatile Warrior in this requip. Versatile hunter stat is Strength
Gain an additional +1 to hit and +2 damage in this requip.
Grants the ability to use the Masterful Dance power.
|
Masterful Dance
|
Kensai Requip Attack 17
|
Many fighters are able to match the right tool to the right situation; but very few can solve multiple situations at once.
|
Daily Martial, Weapon
|
Standard Action
|
Melee Weapon
|
Requirement: Must be in the Kensai Requip.
|
Target: One Creature
|
Attack: Dexterity Vs. Ref
|
Hit: 1[w]+Strength modifier damage, and target is knocked prone and immobilized until the end of your next turn.
Level 25: Increase the damage to 2[w]+Strength modifier damage, and push the target 1 square as well.
|
Effect: You can shift 2 squares, then make a secondary attack against a different target.
Target: One Creature in melee range other then the target of your primary attack.
Attack: Dexterity Vs. Fort Hit: 1[w]+Strength modifier damage. If the target is below 25% HP (after this damage) it takes an additional 40 damage that ignores DR. Level 25: Increase damage to 2[w]+Strength modifier, and if the target is below 25% HP, the bonus damage is increased to 60. Effect:You can shift 2 squares, then make a tertiary attack against a different target.
Target: One Creature in melee range other then the target of your primary or secondary attacks.
Attack: Dexterity+3 Vs. AC Special: This attack can critically hit on a roll of natural 18, 19 or 20. Hit: 1[w]+Strength modifier damage. This attack ignores half of the target’s damage reduction. Level 25: Increase damage to 2[w]+Strength modifier, and the attack can critically hit on a roll of 16 or 17.
|
Brawler Requip
|
Requip Warrior 17
|
Turns out that bullets are too slow.
|
Encounter Arcane, Requip, Defender
|
Minor Action
|
'
|
Target: Personal
|
Effect: Equip the following equipment:
Weapon: Acidic Spiked Gauntlets of Opportunity +x
Armour: Stormscale of Earthen Might +x+1
Neck: Safewing Amulet +x
Your attacks mark one target as a free action. If the target defies the mark; you may move up to your speed towards the target and grapple it as a reaction.
The first surge you spend in combat in this requip does not cost a healing surge.
Grants the ability to use the Punisher power.
|
Punisher
|
Brawler Requip Attack 17
|
You stick close to your foe; punishing its every move.
|
Daily Martial, Weapon
|
Standard Action
|
Melee Weapon
|
Requirement: Must be in the Brawler Requip.
|
Target: One Creatures.
|
Attack: Strength Vs. AC
|
Hit: 3[w]+Strength modifier damage, and the target is dazed (save ends). Level 25: Increase to 5[w]+Strength modifier damage, and target is dazed (2 saves end)
|
Effect: For the rest of the encounter; you treat the target as provoking an opportunity attack whenever it shifts; teleports or attacks. This continues regardless of what requip you are in. Level 25: You also mark the target for the rest of the encounter.
|
Commander Requip
|
Requip Warrior 17
|
Wars are not won by duels; they’re won by armies. And your army is the best
|
Encounter Arcane, Requip, Controller
|
Minor Action
|
'
|
Target: Personal
|
Effect: Equip the following equipment:
Weapon: Communal Mace +x
Armour: Finemail of Sacrifice +x
Neck: Amulet of Resolution +x
All enemies within 2 squares grant combat advantage to all allies, as if they were flanked (except the requip warrior).
Deflect one missile that flies within 5 squares of you once per turn.
Grants the ability to use the Elementary Tactics power.
|
Elementary Tactics
|
Commander Requip Attack 17
|
The’re vulnerable to fire. It’s elementary my dear
|
Daily Martial, Weapon
|
Standard Action
|
Melee Weapon
|
Requirement: Must be in the Commander Requip.
|
Target: One Creatures.
|
Attack: Strength Vs. AC
|
Hit: 3[w]+Strength modifier damage, this attack deals damage as if the target had double their usual vulnerability and half their usual resistances. Level 25: Increase damage to 5[w]+Strength modifier damage.
|
Miss: 1[w]+Strength modifier damage. Level 25: Increase damage to 3[w]+Strength modifier damage.
|
Effect: Before this attack, choose an element type (not physical). Give all enemies within a close burst 5 vulnerability 5 against this element and all allies within a close burst 5 including yourself 1d8 bonus damage of this element on their next attack. The vulnerability and any unused bonus damage is lost at the end of your next turn. Level 25: Increase the vulnerability to 8 and the bonus damage to 2d6.
|
Level 18: Ability Increases[edit]
You are a true paragon of physical and mental perfection.
Benefit: You increase two ability scores of your choice by 1.
You've honed your weapon maintenance and enchantment to a fine art.
Benefit:: For your requip encounter powers, your treat +x as +4 to determine the magical plus of your equipment.
Level 19: Daily Power Upgrades[edit]
Benefit:: Many of your daily powers now have additional effects.
Level 20: Paragon Path Power[edit]
Benefit: You gain the level 20 power of your chosen paragon path.
Epic Requip Warrior[edit]
Level |
Feats Known |
Class Features and Powers
|
21 |
+1 |
Ability score increase Epic Destiny Feature
|
22 |
+1 |
|
23 |
|
Requip Equipment +5
|
24 |
+1 |
Ability score increase Epic Destiny Feature
|
25 |
|
|
26 |
+1 |
Epic Destiny Power
|
27 |
|
|
28 |
+1 |
Ability score increase, Requip Equipment +6
|
29 |
|
|
30 |
+1 |
Epic Destiny Feature
|
Level 21: Ability Score Increase[edit]
You are an epic hero now, and your physical and mental acuity exceed all mortal limits.
Benefit: Each of your ability scores increases by 1.
Level 21: Epic Destiny Feature[edit]
Benefit: You gain the level 21 feature of your chosen epic destiny.
Level 21:[edit]
Benefit:
Level 22:[edit]
Benefit:
Level 23:[edit]
Benefit:
Level 24: Ability Score Increase[edit]
The threats of the epic challenges you face are countered by the perfection of your body and mind.
Benefit: You increase two ability scores of your choice by 1.
Level 24: Epic Destiny Feature[edit]
Benefit: You gain the level 24 feature of your chosen epic destiny.
Level 24:[edit]
Benefit:
Level 25:[edit]
Benefit:
Level 26: Epic Destiny Power[edit]
Benefit: You gain the level 26 power of your chosen epic destiny.
Level 26:[edit]
Benefit:
Level 27:[edit]
Benefit:
Level 28: Ability Score Increase[edit]
Training, practice, and experience have molded your abilities. Even as you near your final destiny, you continue to hone your talents for the tests you will soon face.
Benefit: You increase two ability scores of your choice by 1.
Level 28:[edit]
Benefit:
Level 29:[edit]
Benefit:
Level 30: Epic Destiny Feature[edit]
Benefit: You gain the level 30 feature of your chosen epic destiny.
Level 30:[edit]
Benefit:
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