The Arch-fiend (Like the insta-skill challenge, but complexity 1 is 4 wins before 3 failures, love the real summon and really like the the flavor), Bladewind Dancer (a few editing issues which leads to powers that are easier misunderstandable, love ability to always target dex or increase die for SA, but WTF is up with basing duration of a power on the amount of SA-dice - can you even deal anything but 5 die at level 26?), Champion of Slaughter (Kinda weak, with his level 30 power being a tad most and only working when he kills monsters that are higher level - but on the other hand, slaughtering strike is just brutal. Brutal i say. On a crit, target saves with -7 penalty or dies. Simple and brutal), Chosen of Mother Hyena (Awesome flavor of the gnoll out to save gnolls from the big bad demons, but sick broken with allies gaining your wis bonus to all their attacks against your quarry. Pack frenzy will get lethal too, giving allies free action attacks as a minor every round.. And Scavenger's Soul, the level 26 power is just broken, seriously? Who doesn't want an easy 400+ temporary hit points?), Knight of the Unfettered Path (Pretty sick that he cant die except by the hand of an unaligned - not quite sure what to think about that - but otherwise a very flavorful destiny), Radiant Master (Undeads, you better stay the hell away), Sidhe (Sweet and nasty), Winterheart Warlock (like the recharge mechanic of the power, just like monsters, but Wintry blast might be too rough - Eldritch Blast which slows and weakens is a tad much for an at-will I think) and finally Wyrm Brother (crazy stuff here too) make up the epic destinies in Immortal Heroes.
Epic destinies are over the top in general and so are these, and yet I am not quite sure what to make of this product. There is some nice innovative (read different from average) mechanics such as the recharge of powers (first used by Dreamscarred Press afaik), the increase in SA-dice and the summoning of real monsters, but there are also some weird stuff, like durations based on stats and a few totally broken powers. Overall I am gonna risk my neck and say that it's overall worth the $5 cost. The flavor of most of the destinies is great, although you might need to tweak a couple or 4 of the powers/abilities presented in this product.
Rating:* * * *
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One thing that I noticed (having picked this up on Free RPG Day) is that the Wyrm Brother has Draconic Resistance as a prerequisite. It has an asterisk next to it, but I couldn't find what the asterisk was supposed to be referring to, though I suspected it meant that that feat was in a Goodman book. I decided to take a flip through Hero's Handbook: Dragonborn just to check, and, lo! It was in the feat section.
ReplyDeleteNot a big problem for me, considering I own HH:D, but, still...