The Demented One
2009-03-01, 10:35 AM
Given how warm a reception my Exalted epic destinies have gotten in the last week or so, it seems a fertile time to try this out. Ideally, given a couple of weeks, we'll have one hell of an epic destiny (http://www.wizards.com/default.asp?x=dnd/drfe/20080428). As made by you.
Rules of Voting and Submission (Read before Posting!)
1. Only a single vote per person per aspect is allowed. Multiple voting will not be counted. For submission rounds, however, feel free to submit as many ideas as you like.
2. Post both votes in this thread. For submissions, please send them to me via PM.
3. Please do not criticize or disparage the votes of other forum members. Let the votes fall where they may. Just be patient, and allow other voters to voice their own opinions.
4. Changing of votes is not permitted. Just because something has a lot of votes at some point, doesn't mean you have to hop on the bandwagon.
6. If your vote cannot be tallied due to violation of any of these rules, I will post to inform you of that before voting ends. I will also ask you to modify your vote, so that it may be changed.
7. Unless otherwise stated, each poll's result will be winner-takes-all.
8.Upon commencing each vote I will announce the deadline by which time votes must be in. Voting rounds will last about a week, submission rounds will last until I get a goodly number of submissions. All times are by the Central Time Zone.
Order of Rounds
Type of Destiny Voting
Destiny Concept
Name
Destiny Features
Immortality
Past Rounds
Round 1: Type of Destiny/Concept Submission
To get things started, we need concepts. Please send them in by PM. All I need is a brief description of your idea, ranging from one line to a paragraph. If you want to go ahead and specify which of the below categories the destiny fits into, go ahead; if not, just leave it generic. When we decide on the winning category, I'll include every concept that even loosely fits the category in the voting.
In addition, we need to pick out a category for our destiny to fit into. The six loosely-defined categories we'll be using are below. Vote for one of them. Voting will end at 7:30, central time, on Wednesday night.
Martial: A destiny designed for characters who specialize in combat, be it melee or ranged. Martial adept-focused destinies are included within the purview of this. Examples include the Blade of Ragnarok (http://www.wizards.com/default.asp?x=dnd/drfe/20080428), Mythic Sovereign (http://www.giantitp.com/forums/showpost.php?p=5691781&postcount=5), or Dawn Caste Solar (http://www.giantitp.com/forums/showpost.php?p=5802263&postcount=2).
Skilled: A destiny designed for characters who make use of stealth or are focused on the use of skills. Examples include the Mythic Shadow (http://www.wizards.com/default.asp?x=dnd/drfe/20080428), Eternal Seeker (http://www.giantitp.com/forums/showpost.php?p=5691763&postcount=3), , or Changing Moon Caste Lunar (http://www.giantitp.com/forums/showpost.php?p=5806571&postcount=3).
Arcane: A destiny designed for arcane spellcasters or invocation-users. This type of destiny is probably the one most easily adapted for alternate magic systems, such as psionics or infusions. Examples include the Artifact Lord (http://www.wizards.com/default.asp?x=dnd/drfe/20080428), High Mage (http://www.giantitp.com/forums/showpost.php?p=5691772&postcount=4), or Chosen of Secrets Sidereal (http://www.giantitp.com/forums/showpost.php?p=5804061&postcount=5).
Divine: A destiny designed for divine spellcasters, often specializing in either Cleric or Druid class features. Examples include the Demigod (http://www.wizards.com/default.asp?x=dnd/drfe/20080428), Force of Nature (http://www.wizards.com/default.asp?x=dnd/drfe/20080428), or Midnight Caste Abyssal (http://www.giantitp.com/forums/showpost.php?p=5805528&postcount=3).
Psionic: A destiny designed for psionic manifesters or soulknives. Examples include the Arch-Psion (http://www.giantitp.com/forums/showpost.php?p=5691758&postcount=2) and...that's about it.
Other: Anything that doesn't fit into any of the above categories. Wanna make an epic destiny for Binders, Artificers, or Dragon Shamans? This is what you're voting for.
Votes
{table=head;sort=2d]
Type|
Votes
Martial|5
Skilled|0
Arcane|1
Divine|0
Psionic|5
Other|12
[/table]
Round 2: Destiny Concept
All right, it looks like the Other option wins by a landslide. So, for the next round, you'll be voting on one of the following destiny concepts. However! In order for your vote to be counted, your post must include at least two ideas for destiny features. You don't have to have any mechanical specifics, just two things you think they should be able to do. Like "blocking everything (http://imago.hitherby.com/?p=960)," or "building giant necromantic robots out of a bunch of zombies and skeletons." A one-liner is all I need (if you want to submit more than two ideas, or if you want to submit ideas for destinies other than the one you vote for, that's fine. More ideas are always good). Also, note that the names here are only placeholders; the real names will be voted on later. With that settled, here they are:
Adamant Juggernaut: Heroes capable of calling on colossal suits of animated armor, using these giant fighting machines to fight armies and gods themselves. An epic destiny for Artificers.
Doomsday Cultist: Insane mages who call upon great Elder Evils, invoking their apocalyptic wrath. An epic destiny for Binders and other users of pact magic.
Dragonheart Scion: Dragonblooded heroes who gain great power from their heritage, becoming more and more like their true dragon ancestors. An epic destiny for Dragon Shamans or Dragonfire Adepts.
Ebon Sun Harbinger: Occult spreaders of darkness who want no more to destroy all light in all the multiverse. An epic destiny for Shadowcasters and other users of shadow magic.
Esoteric Occultist: Mages who have specialized in spell-like and supernatural abilities, whether through unholy vows, pacts with otherworldly beings, or other strange magics. An epic destiny suitable for a wide range of different supernatural classes including Binders, Warlocks, Truenamers, and others.
Exul: Masters of pact magic who are able to create epic pacts with vestiges, tapping much more of their power. In time, their forbidden arts lead them to become more and more like the vestiges they revere. An epic destiny for binders and other users of pact magic.
Forbidden Avatar: Binders who call upon the Lady of Pain, making a forbidden pact with the mysterious queen of Sigil for unspeakable power. An epic destiny for Binders and other users of pact magic.
Great Old One: Avatars of the Far Realm, these madmen take on twisted, alien forms that grant them horrific power. An epic destiny for Binders and other pact magic users.
Legacy Archon: The ultimate master of a weapon of legacy, capable of drawing even greater power from their chosen item. An epic destiny for anyone using legacy weapons.
True Genius: Heroes inspired to achieve feats of greatness, capable of doing the impossible simply because they do not know it can’t be done. An epic destiny for Factotums.
Votes
{table=head;sort=2d]
Type|
Votes
Adamant Juggernaut|3
Doomsday Cultist|0
Dragonheart Scion|1
Ebon Sun Harbinger|0
Esoteric Occultist|0
Exul|3
Forbidden Avatar|0
Great Old One|1
Legacy Archon|2
True Genius|4
[/table]
Round 3: True Genius Name and Destiny Features
All right, it looks like the True Genius wins by a nose (as for the Adamant Juggernaut and Exul, they'll both be showing up sometime soon). We're down to picking out the destiny's proper name and its destiny features.
For the destiny's name, please vote for one of the following:
Heroic Exalted
Heroic Paragon
Master Adventurer
Sum of All Men
True Genius
For the destiny features, please vote for your favorite four of the following. Note that the four that get picked may not necessarily be the ones with the highest votes–while I'll take that into account, making sure the destiny's balanced will be a big thing. Also, none of the features have any specific level they would appear at; I'll decide that once voting's done.
Cunning Brilliance (Ex)
If you have the inspiration class feature, then you gain an additional number of inspiration points per encounter equal to half your character level. In addition, whenever you would make an attack roll, skill check, or saving through, you may instead spend 5 inspiration points. If you do, then you are treated as though you had rolled a natural 20. If you do not, then you gain the inspiration class feature, and all other Factotum class features that use inspiration points, as a Factotum of half your character level.
Death Denied (Ex)
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.
Epic Competence (Ex)
At XXth level, you may use your highest ability score modifier in place of any other ability score's modifier for all purposes.
Genius Talent (Ex)
At XXth level, you are treated as having maximum skill ranks in all skills, and all skills are class skills for you. In addition, choose one skill. You do not roll when you make checks with that skill–instead, you are treated as having received a roll of 20 on all checks with that skill. At 24th, 27th, and 30th levels, you may choose an additional skill to have this ability apply to.
Hero With A Thousand Faces (Ex or Su)
At XXth level, you become the sum of all heroes. As a swift action, you may choose any class feature offered by a base class at 20th level or lower, and gain that class feature. Your effective class level is treated as being equal to your character level. If the class feature has subsidiary abilities (as with a Bard’s bardic music, a Druid’s wild shape, or a Factotum’s inspiration), you gain them as well (but not improved versions of that class feature, as with evasion). You may change which class feature you have gained as a swift action. At 30th level, you can also use this ability to gain destiny features from any epic destiny, as long as they are available at 27th level or lower.
I Cannot Fail! (Ex)
At XXth level, your brilliance shines to brightly to ever fade. As long as you have at least one inspiration point remaining, you do not die from being reduced to -10 hp or lower, nor do you become disabled when reduced to below 0 hp. However, if your actual hit point total is reduced to -10 or lower, then you begin losing an inspiration point each round, and may only take a single standard or move action each round.
Just As Planned (Ex)
Your strategies are cunning and unforeseen. At the beginning of each encounter, you formulate a plan that relies on taking advantage of your enemy’s actions, their strategy playing right into your hands. You must state a specific action to be taken by any of your foes, such as casting a specific spell (but not just casting a spell), or attempting to trip you (but not just attacking you). When those circumstances are met, you may take a full round of action before the enemy can actually take that action. Once this ability is triggered, you may set a new condition (since your enemies will have realized the nature of your prior scheme, you cannot reuse a condition). You may also change the current condition set as a standard action.
More Than Mortal
At XXth level, you possess a heroic vigor beyond any other mortal man. You no longer need to eat, drink, sleep, or breathe (although you must rest for 8 hours in order to prepare spells). You are also immune to fatigue and exhaustion. Difficult terrain never impedes you. You gain a +30 ft. bonus to your base land speed, and you are treated as having a Climb and Swim speed of 30 ft. (which gives you a +8 bonus on Climb and Swim checks and allows you to always take 10 on such checks). You can exist comfortably in any environment, regardless of temperature (although you gain no resistance to heat or cold), and any environmental damage that would be dealt to you is halved. You are never impeded by planar traits that would damage you or impair your spellcasting.
Perfect Evasion (Ex)
Whenever an enemy attacks you, you may spend an inspiration point as a free action. If you do, the attack misses. You must use this ability before they make their attack roll. Attacks made with artifact weapons, attacks made by deities, or attacks enhanced by a destiny feature cannot be affected by this ability.
Spontaneous Versatility (Ex)
After resting for eight hours, you may exchange any number of feats you have for any feat you meet the prerequisites for. In addition, you may re-distribute any number of skill ranks you have (however, moving a rank from a class skill to a cross-class skill causes it to become a half-rank, and moving a half-rank from a cross-class skill to a class skill causes it to become a full rank). At 30th level, you may exchange any number of class levels you have for levels in other base or prestige classes. However, you may never exchange feats, skill ranks, or class levels in such a way that causes you to fail to meet the prerequisites of any feat, prestige class, epic destiny, or similar abilities you may have.
Surge of Brilliance (Ex)
Once per round, you may take a single additional swift, move, or standard action. However, you cannot use this additional action to perform the same action you took with your normal action of that type that round: for example, you could take two standard actions in one round to attack and cast a spell, but not to attack twice or cast two spells (even if they are different ones).
Tactical Cunning (Ex)
At XXth level, you have utterly mastered warfare. Every attack you make, melee or ranged, is considered a touch attack, and you may add your Intelligence modifier to all attack and damage rolls you make. Whenever an attack you make threatens a critical hit, you automatically confirm it. Attacks you make ignore miss chances from concealment and (for ranged attacks) distance penalties.
Uncanny Senses (Ex)
You gain the uncanny dodge and improved uncanny dodge class features, and gain blindsight out to 100 ft. You also gain the benefits of a constant true seeing. You do not roll when you make Spot or Listen checks–instead, you are treated as having received a roll of 20 on all Spot and Listen checks. The blindsight and true seeing automatically overcomes any magical attempt at stealth, save for those provided by epic spells, artifacts, and other destiny features.
Name
{table=head;sort=2d]
Type|
Votes
Heroic Exalted|0
Master Adventurer|1
Heroic Paragon|1
Sum of All Men|1
True Genius|3
[/table]
Destiny Features
{table=head;sort=2d]
Type|
Votes
Cunning Brilliance|1
Death Denied|0
Epic Competence|5
Genius Talent|4
Hero With A Thousand Faces|5
I Cannot Fail!|3
Just As Planned|3
More Than Mortal|0
Perfect Evasion|1
Spontaneous Versatility|2
Surge of Brilliance|0
Tactical Cunning|2
Uncanny Senses|2
[/table]
Rules of Voting and Submission (Read before Posting!)
1. Only a single vote per person per aspect is allowed. Multiple voting will not be counted. For submission rounds, however, feel free to submit as many ideas as you like.
2. Post both votes in this thread. For submissions, please send them to me via PM.
3. Please do not criticize or disparage the votes of other forum members. Let the votes fall where they may. Just be patient, and allow other voters to voice their own opinions.
4. Changing of votes is not permitted. Just because something has a lot of votes at some point, doesn't mean you have to hop on the bandwagon.
6. If your vote cannot be tallied due to violation of any of these rules, I will post to inform you of that before voting ends. I will also ask you to modify your vote, so that it may be changed.
7. Unless otherwise stated, each poll's result will be winner-takes-all.
8.Upon commencing each vote I will announce the deadline by which time votes must be in. Voting rounds will last about a week, submission rounds will last until I get a goodly number of submissions. All times are by the Central Time Zone.
Order of Rounds
Type of Destiny Voting
Destiny Concept
Name
Destiny Features
Immortality
Past Rounds
Round 1: Type of Destiny/Concept Submission
To get things started, we need concepts. Please send them in by PM. All I need is a brief description of your idea, ranging from one line to a paragraph. If you want to go ahead and specify which of the below categories the destiny fits into, go ahead; if not, just leave it generic. When we decide on the winning category, I'll include every concept that even loosely fits the category in the voting.
In addition, we need to pick out a category for our destiny to fit into. The six loosely-defined categories we'll be using are below. Vote for one of them. Voting will end at 7:30, central time, on Wednesday night.
Martial: A destiny designed for characters who specialize in combat, be it melee or ranged. Martial adept-focused destinies are included within the purview of this. Examples include the Blade of Ragnarok (http://www.wizards.com/default.asp?x=dnd/drfe/20080428), Mythic Sovereign (http://www.giantitp.com/forums/showpost.php?p=5691781&postcount=5), or Dawn Caste Solar (http://www.giantitp.com/forums/showpost.php?p=5802263&postcount=2).
Skilled: A destiny designed for characters who make use of stealth or are focused on the use of skills. Examples include the Mythic Shadow (http://www.wizards.com/default.asp?x=dnd/drfe/20080428), Eternal Seeker (http://www.giantitp.com/forums/showpost.php?p=5691763&postcount=3), , or Changing Moon Caste Lunar (http://www.giantitp.com/forums/showpost.php?p=5806571&postcount=3).
Arcane: A destiny designed for arcane spellcasters or invocation-users. This type of destiny is probably the one most easily adapted for alternate magic systems, such as psionics or infusions. Examples include the Artifact Lord (http://www.wizards.com/default.asp?x=dnd/drfe/20080428), High Mage (http://www.giantitp.com/forums/showpost.php?p=5691772&postcount=4), or Chosen of Secrets Sidereal (http://www.giantitp.com/forums/showpost.php?p=5804061&postcount=5).
Divine: A destiny designed for divine spellcasters, often specializing in either Cleric or Druid class features. Examples include the Demigod (http://www.wizards.com/default.asp?x=dnd/drfe/20080428), Force of Nature (http://www.wizards.com/default.asp?x=dnd/drfe/20080428), or Midnight Caste Abyssal (http://www.giantitp.com/forums/showpost.php?p=5805528&postcount=3).
Psionic: A destiny designed for psionic manifesters or soulknives. Examples include the Arch-Psion (http://www.giantitp.com/forums/showpost.php?p=5691758&postcount=2) and...that's about it.
Other: Anything that doesn't fit into any of the above categories. Wanna make an epic destiny for Binders, Artificers, or Dragon Shamans? This is what you're voting for.
Votes
{table=head;sort=2d]
Type|
Votes
Martial|5
Skilled|0
Arcane|1
Divine|0
Psionic|5
Other|12
[/table]
Round 2: Destiny Concept
All right, it looks like the Other option wins by a landslide. So, for the next round, you'll be voting on one of the following destiny concepts. However! In order for your vote to be counted, your post must include at least two ideas for destiny features. You don't have to have any mechanical specifics, just two things you think they should be able to do. Like "blocking everything (http://imago.hitherby.com/?p=960)," or "building giant necromantic robots out of a bunch of zombies and skeletons." A one-liner is all I need (if you want to submit more than two ideas, or if you want to submit ideas for destinies other than the one you vote for, that's fine. More ideas are always good). Also, note that the names here are only placeholders; the real names will be voted on later. With that settled, here they are:
Adamant Juggernaut: Heroes capable of calling on colossal suits of animated armor, using these giant fighting machines to fight armies and gods themselves. An epic destiny for Artificers.
Doomsday Cultist: Insane mages who call upon great Elder Evils, invoking their apocalyptic wrath. An epic destiny for Binders and other users of pact magic.
Dragonheart Scion: Dragonblooded heroes who gain great power from their heritage, becoming more and more like their true dragon ancestors. An epic destiny for Dragon Shamans or Dragonfire Adepts.
Ebon Sun Harbinger: Occult spreaders of darkness who want no more to destroy all light in all the multiverse. An epic destiny for Shadowcasters and other users of shadow magic.
Esoteric Occultist: Mages who have specialized in spell-like and supernatural abilities, whether through unholy vows, pacts with otherworldly beings, or other strange magics. An epic destiny suitable for a wide range of different supernatural classes including Binders, Warlocks, Truenamers, and others.
Exul: Masters of pact magic who are able to create epic pacts with vestiges, tapping much more of their power. In time, their forbidden arts lead them to become more and more like the vestiges they revere. An epic destiny for binders and other users of pact magic.
Forbidden Avatar: Binders who call upon the Lady of Pain, making a forbidden pact with the mysterious queen of Sigil for unspeakable power. An epic destiny for Binders and other users of pact magic.
Great Old One: Avatars of the Far Realm, these madmen take on twisted, alien forms that grant them horrific power. An epic destiny for Binders and other pact magic users.
Legacy Archon: The ultimate master of a weapon of legacy, capable of drawing even greater power from their chosen item. An epic destiny for anyone using legacy weapons.
True Genius: Heroes inspired to achieve feats of greatness, capable of doing the impossible simply because they do not know it can’t be done. An epic destiny for Factotums.
Votes
{table=head;sort=2d]
Type|
Votes
Adamant Juggernaut|3
Doomsday Cultist|0
Dragonheart Scion|1
Ebon Sun Harbinger|0
Esoteric Occultist|0
Exul|3
Forbidden Avatar|0
Great Old One|1
Legacy Archon|2
True Genius|4
[/table]
Round 3: True Genius Name and Destiny Features
All right, it looks like the True Genius wins by a nose (as for the Adamant Juggernaut and Exul, they'll both be showing up sometime soon). We're down to picking out the destiny's proper name and its destiny features.
For the destiny's name, please vote for one of the following:
Heroic Exalted
Heroic Paragon
Master Adventurer
Sum of All Men
True Genius
For the destiny features, please vote for your favorite four of the following. Note that the four that get picked may not necessarily be the ones with the highest votes–while I'll take that into account, making sure the destiny's balanced will be a big thing. Also, none of the features have any specific level they would appear at; I'll decide that once voting's done.
Cunning Brilliance (Ex)
If you have the inspiration class feature, then you gain an additional number of inspiration points per encounter equal to half your character level. In addition, whenever you would make an attack roll, skill check, or saving through, you may instead spend 5 inspiration points. If you do, then you are treated as though you had rolled a natural 20. If you do not, then you gain the inspiration class feature, and all other Factotum class features that use inspiration points, as a Factotum of half your character level.
Death Denied (Ex)
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.
Epic Competence (Ex)
At XXth level, you may use your highest ability score modifier in place of any other ability score's modifier for all purposes.
Genius Talent (Ex)
At XXth level, you are treated as having maximum skill ranks in all skills, and all skills are class skills for you. In addition, choose one skill. You do not roll when you make checks with that skill–instead, you are treated as having received a roll of 20 on all checks with that skill. At 24th, 27th, and 30th levels, you may choose an additional skill to have this ability apply to.
Hero With A Thousand Faces (Ex or Su)
At XXth level, you become the sum of all heroes. As a swift action, you may choose any class feature offered by a base class at 20th level or lower, and gain that class feature. Your effective class level is treated as being equal to your character level. If the class feature has subsidiary abilities (as with a Bard’s bardic music, a Druid’s wild shape, or a Factotum’s inspiration), you gain them as well (but not improved versions of that class feature, as with evasion). You may change which class feature you have gained as a swift action. At 30th level, you can also use this ability to gain destiny features from any epic destiny, as long as they are available at 27th level or lower.
I Cannot Fail! (Ex)
At XXth level, your brilliance shines to brightly to ever fade. As long as you have at least one inspiration point remaining, you do not die from being reduced to -10 hp or lower, nor do you become disabled when reduced to below 0 hp. However, if your actual hit point total is reduced to -10 or lower, then you begin losing an inspiration point each round, and may only take a single standard or move action each round.
Just As Planned (Ex)
Your strategies are cunning and unforeseen. At the beginning of each encounter, you formulate a plan that relies on taking advantage of your enemy’s actions, their strategy playing right into your hands. You must state a specific action to be taken by any of your foes, such as casting a specific spell (but not just casting a spell), or attempting to trip you (but not just attacking you). When those circumstances are met, you may take a full round of action before the enemy can actually take that action. Once this ability is triggered, you may set a new condition (since your enemies will have realized the nature of your prior scheme, you cannot reuse a condition). You may also change the current condition set as a standard action.
More Than Mortal
At XXth level, you possess a heroic vigor beyond any other mortal man. You no longer need to eat, drink, sleep, or breathe (although you must rest for 8 hours in order to prepare spells). You are also immune to fatigue and exhaustion. Difficult terrain never impedes you. You gain a +30 ft. bonus to your base land speed, and you are treated as having a Climb and Swim speed of 30 ft. (which gives you a +8 bonus on Climb and Swim checks and allows you to always take 10 on such checks). You can exist comfortably in any environment, regardless of temperature (although you gain no resistance to heat or cold), and any environmental damage that would be dealt to you is halved. You are never impeded by planar traits that would damage you or impair your spellcasting.
Perfect Evasion (Ex)
Whenever an enemy attacks you, you may spend an inspiration point as a free action. If you do, the attack misses. You must use this ability before they make their attack roll. Attacks made with artifact weapons, attacks made by deities, or attacks enhanced by a destiny feature cannot be affected by this ability.
Spontaneous Versatility (Ex)
After resting for eight hours, you may exchange any number of feats you have for any feat you meet the prerequisites for. In addition, you may re-distribute any number of skill ranks you have (however, moving a rank from a class skill to a cross-class skill causes it to become a half-rank, and moving a half-rank from a cross-class skill to a class skill causes it to become a full rank). At 30th level, you may exchange any number of class levels you have for levels in other base or prestige classes. However, you may never exchange feats, skill ranks, or class levels in such a way that causes you to fail to meet the prerequisites of any feat, prestige class, epic destiny, or similar abilities you may have.
Surge of Brilliance (Ex)
Once per round, you may take a single additional swift, move, or standard action. However, you cannot use this additional action to perform the same action you took with your normal action of that type that round: for example, you could take two standard actions in one round to attack and cast a spell, but not to attack twice or cast two spells (even if they are different ones).
Tactical Cunning (Ex)
At XXth level, you have utterly mastered warfare. Every attack you make, melee or ranged, is considered a touch attack, and you may add your Intelligence modifier to all attack and damage rolls you make. Whenever an attack you make threatens a critical hit, you automatically confirm it. Attacks you make ignore miss chances from concealment and (for ranged attacks) distance penalties.
Uncanny Senses (Ex)
You gain the uncanny dodge and improved uncanny dodge class features, and gain blindsight out to 100 ft. You also gain the benefits of a constant true seeing. You do not roll when you make Spot or Listen checks–instead, you are treated as having received a roll of 20 on all Spot and Listen checks. The blindsight and true seeing automatically overcomes any magical attempt at stealth, save for those provided by epic spells, artifacts, and other destiny features.
Name
{table=head;sort=2d]
Type|
Votes
Heroic Exalted|0
Master Adventurer|1
Heroic Paragon|1
Sum of All Men|1
True Genius|3
[/table]
Destiny Features
{table=head;sort=2d]
Type|
Votes
Cunning Brilliance|1
Death Denied|0
Epic Competence|5
Genius Talent|4
Hero With A Thousand Faces|5
I Cannot Fail!|3
Just As Planned|3
More Than Mortal|0
Perfect Evasion|1
Spontaneous Versatility|2
Surge of Brilliance|0
Tactical Cunning|2
Uncanny Senses|2
[/table]