This thread is about saving the cool (and generally homebrew) stuff that was lying around the Epic board on the WotC forums. Now that the Epic board is gone it's going to fade pretty quickly into oblivion...
I won't ask for individual permission so I will simply do a verbatim reproduction with due credits given.
Please only post relevant material in this thread. Thanks.
You can start
there. To discuss new material, start another thread or drop by
Dicefreaks.
Much credit goes to Jaerom Darkwind who maintained the resources on the Epic board. Epic Level FAQ by Jaerom Darkwind
[spoiler]
When is my character considered epic?Okay, this is a complicated question. Being epic comes in stages, like so: When your ECL reaches 21, you begin using epic experience tables and epic wealth guidelines.
When you have 21 total HD, you may begin gaining epic feats.
When you have 21 character levels, you begin using the epic base attack bonus and save progressions. Note that racial HD are not included in this calculation--they do not use epic attack and save progressions.
When you have 21 levels in a particular class, you begin using the appropriate epic class progression.
When you have 20 total HD, including 10 levels in a prestige class, you may begin gaining epic levels in that prestige class.
When the Epic Level Handbook makes statements like "[class] does not [class ability] after 20th level," they are referring to your 20th class level, not your 20th character level. Specific examples of this are spells per day for spellcasters, and unarmed damage for monks.
When is my weapon considered epic?A weapon is considered epic for the purpose of defeating damage reduction X/epic only if it has a +6 enhancement bonus or higher. A weapon with an effective enhancement bonus of +6 against certain monsters (such as a +4 aberration bane longsword against aberrations) also defeats this type of damage reduction. However, any weapon with more than a +10 total bonus, or an ability with an effective bonus of more than +5, uses epic pricing charts.
Where can I find the epic progression for the ____________?Where can I find epic progressions for classes with less than 10 levels, like the Archmage?These rules allow you to go beyond the normal level limit in a prestige class, but only if it is a ten-level class.
Why can't you add levels to a prestige class with fewer than ten levels?It's Too Easy: Maxing out a ten-level prestige class takes a lot of time and effort, detracting significantly from your pursuit of the Player's Handbook classes. When you max out a five level class, on the other hand, you haven't taken more than a short detour from your main class or classes.
It's Not Significant Enough: Characters with ten levels in the blackguard prestige class undoubtedly think of themselves as blackguards, regardless of the fact that they also have ten levels in one or more other classes. If you've taken fewer than ten levels in a prestige class, those levels represent a smaller fraction of your character's identity.
It's Hard to Build an Epic Progression: With only a few levels to guide you, it's hard to determine what an appropriate progression of class features would be for the class. The rate of improvement of a special ability might be too fast to extrapolate over an infinite number of levels, or there might simply be too few class features to build a unique epic progression.
That said, if your DM wants to allow a character to gain epic levels in a prestige class with fewer than ten levels in its progression, that's okay. Work together with your DM to create an epic progression for the class.
Is there a minimum DC for epic spells? Can I research a spell with a DC of 0? Or even a negative DC?No, the rules list no minimum. DC 0 spells are certainly possible for those willing to pay the price in mitigating factors, and require 4,500 gp, 1 day, and 180 XP to research. Negative DCs, while theoretically possible, are definitely a bad idea. But due to the absence of an explicit rule, the DM is the final judge.
Can a character with the Improved Metamagic and the Heighten Spell (and/or Improved Heighten Spell) feats use them to gain free increases to the DCs of her spells?These are pretty tough. For the paragon template, +16 and +18 are popular numbers. The problem is that the power of the template is much less significant at lower levels than at higher. You should think twice about giving it to characters with less than 15 or 20 Hit Dice.
DvR 0 is easier. The general consensus is +6, though adding extraneous elements like ability score bonuses can boost it significantly.
Why are my epic characters more powerful than the deities from Deities & Demigods?
Because WotC kind of dropped the ball on deity stats. Their policy at the time was to make each book they released a stand-alone work, and so they were bound by their own rules to build deities without using rules from the Epic Level Handbook. Obviously, in retrospect this was a very bad idea. Many people have tried their hands at rebuilding deities using epic rules. Most of this work happens at Dicefreaks (
http://community.dicefreaks.com/).
Why are my epic characters more powerful than the archfiends from the Book of Vile Darkness, the archangels from the Book of Exalted Deeds, and the Elder Evils from Champions of Ruin?My party just killed a deity. Does this make us gods?!No. Merely killing a deity does not allow one to ascend to godhood in any official campaign setting. The process is always more complex than that, and completely under the control of the DM. Talk to her for details.
I have Epic Leadership, and a ton of followers. If I make them worship me, do I become a god?When can we expect an Expanded Epic Level Handbook?Epic Vow of Poverty by WizO_Negathael [
Original thread]
[spoiler]
Epic Vow of Poverty (Epic, Exalted)You have renewed your vow to forswear material possessions.
Prerequisites: Sacred Vow, Vow of Poverty, character level 21+.
Benefit: You continue to gain bonuses to your Armour Class, attacks, ability scores and saving throws, as well as bonus feats, all depending on your character level. See the table below for details.
Special:Epic Vow of Poverty BenefitsAC Bonus (Su): An epic ascetic's exalted bonus to AC continues to increase by +1 for every 3 character levels beyond 18th (+11 at 21st level, +12 at 24th level, +13 at 27th level, and so forth).
Resistance (Ex): An epic ascetic's resistance bonus to saving throws increases by +1 for every 4 character levels beyond 17th (+4 at 21st, +5 at 25th, +6 at 29th, and so forth).
Bonus Feats: An epic ascetic gains a bonus feat every 2 levels over 20th (22nd, 24th, 26th, and so forth). These bonus feats must be selected from the following list, and the character must still meet all pre-requisites for the feats:
Epic Ascetic Bonus Feats: Any exalted feat, plus Armour Skin*, Bonus Domain**, Damage Reduction*, Energy Resistance*, Epic Toughness*, Extended Life Span*, Fast Healing*, Great Charisma*, Great Constitution*, Great Dexterity*, Great Intelligence*, Great Smiting, Great Strength*, Great Wisdom*, Improved Alignment-Based Casting (good), Improved Aura of Courage, Improved Spell Resistance*, Music of the Gods, Penetrate Damage Reduction***, Perfect Health, Planar Turning, Positive Energy Aura, Spontaneous Domain Access**, Widen Aura of Courage.* This feat can be taken multiple times, its effects stack.
** This feat can be taken multiple times, applying to a new domain each time.
*** This feat can be taken multiple times, applying to a different type of special material each time.
Holy Wake (Ex): Once he attains 22nd level, an epic ascetic character does not need to sleep and is immune to all natural and magical sleep effects. An epic ascetic spellcaster still requires eight hours of rest before he can replenish his spells, usually spending the time in a meditative trance.
Exalted Strike (Su):Ability Score Enhancement (Ex): An epic ascetic's ability score enhancements continue to increase beyond 20th level. At 23rd level, his existing bonuses increase by +2 and he gains a +2 bonus to a fifth ability score. At 27th level, he gains a +2 bonus to those five scores and a +2 bonus to a sixth ability score. The bonus for each ability score then increases by +2 for every 4 character levels he achieves.Damage Reduction (Su):Deflection (Su): An epic ascetic's deflection bonus to AC increases by +1 at 24th level, and every 6 levels thereafter.
Inherent Bonus (Ex): Upon reaching 24th level, an epic ascetic gains a +1 inherent bonus to all of his ability scores. This bonus increases by +1 for every 2 levels the ascetic achieves beyond 24th (+2 at 26th level, +3 at 28th level, +4 at 30th level, to a maximum of +5 at 32nd level).
Natural Armour (Ex): An epic ascetic's natural armour bonus to AC increases by +1 for every 8 character levels beyond 16th (24th, 32nd, 40th, and so forth).
Holy Aura (Su): An epic ascetic of 25th level and above is surrounded at all times by the effects of the holy aura spell. This aura provides all of the usual benefits of the spell to any good creature within 20 feet of the ascetic.
Energy Resistance (Ex): At 28th level, an epic ascetic's energy resistance increases to 30. Beginning at 35th level, an epic ascetic chooses one energy type (acid, cold, electricity, fire or sonic). The epic ascetic is now immune to that energy type. An epic ascetic chooses another energy type for every 5 levels beyond 35th (40th, 45th, 50th and 55th).
Timeless Body (Ex): Upon attaining 29th level, an epic ascetic no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the ascetic still dies of old age when his time is up.
Fast Healing (Ex):Swiftness (Su):Tongues (Ex): At 39th level, an epic ascetic can communicate with any creature, as though under the effects of a tongues spell.
Divine Ascension (Ex): Upon reaching 40th level, the ascetic is rewarded with a small measure of divine power for his faith and endurance. He gains a divine rank of 0, which grants him the following benefits:
* His hit points are increased to the maximum possible for his Hit Dice.
* His base land speed increases to 60 feet (50 feet if he is Small)
* His deflection bonus to AC is increased by his Charisma bonus.
* He is rendered immune to polymorph, petrification and any other effect that alters his form (though he may forgo this immunity at his option).
* He is no longer subject to energy drain, ability drain, ability damage or mind-affecting effects.
* He gains spell resistance 32, or his existing spell resistance increases by 5.
Aura of Menace (Su):Special Ability:constructive comments and feedback on the changes, however, this thread is for the discussion of additional Special Abilities that can be added to the list. From the previous thread we have the following to consider:
Call the Ascetic (Su)
Once per day the ascetic character can call Pistis Sophia The Ascetic, she help the ascetic character for 5 hours, she arrive 2d6 Min. after she is called, if the ascetic character is dead by then (for some reason, monsters, traps etc.), there happen something special, she begins to search after those who killed the ascetic, and when she finds them, and fight them, then after 1d6 rounds the least champion of celestia arrive, and after that have arrived, then 1d6 rounds after the second least champion of celestia arrive, this continue untill every champion of celestia has arrived. Except one: the watcher, he shall watch over the layers they have leaved behind, untill they comes back. When they are done with those who killed the ascetic, they take home to their layer of celestia again. Maybe it should be Min. per ascetic character level/5 or maybe even rounds per ascetic level/5, but in this kind of case i think he/she could divide the time out to several times per day.
Exalted Resurrection (Su)
Once per month the ascetic character is brought back to life as though by a
true resurrection spell.
Exalted Grace (Ex)
The Ascetic's pre-Epic base save bonuses increase to Fort +12, Ref +12, Will +12.
Greater Exalted Grace (Ex or Su?)
The Ascetic may add his Charisma modifier as a Sacred bonus to saving throws. Prerequisite: Exalted Grace.
Spell-like Ability
The Ascetic gains a spell-like ability. He may choose any 0-3rd level spell to be usable at will, any 4th-6th level spell usable 3/day, or any 7th-9th level spell usable 1/day. The spell chosen may not have the Evil descriptor, and gains the Good descriptor in addition to any it may already possess. You may select a spell modified by a metamagic feat, but the spell's adjusted level is used for determining daily uses (spells whose adjusted level is over 9th may be used 1/week), and the total metamagic adjustment of all spell-like abilities may never be more than the Ascetic's Charisma modifier. You may not select spells using Heighten, Fortify, or similar metamagics. A spell-like ability may be seleced multiple times to gain additional uses. The ability's caster level is equal to the Ascetic's HD, and its save DC is Charisma based. If Wish, Limited Wish, or Miracle is selected, the XP cost must be payed in full for each use.
Exalted Magic (Ex or Su?)
Any damaging spell the Ascetic casts is treated as Purifed and Consecrated, without increasing the casting time or using a higher-level spell slot. In addition, he recieves a +2 bonus to overcome the spell resistance of evil creatures; this stacks with Spell Penetration and similar effects. The benefits of this power do not apply to any Spell-like or Supernatural abilities the Ascetic may possess.
Epic Exalted Companion (Ex)
The Ascetic's familiar, animal companion, or special mount gains the Half-Celestial template, and recieves Epic Planar Creature and Legendary Planar Creature as bonus feats (both found here). (
http://boards1.wizards.com/showthread.php?t=158114) If the Ascetic has more than one of these creatures (for example, a multiclass Wizard/Druid, with both a familiar and an animal companion), he must select only one to recieve the benefit (though he can select this ability again to grant it to another).
Exalted Cohort (Ex)
A powerful creature of good, such as a Celestial, high-level Paladin, or metallic dragon, pledges itself to the Ascetic's service. The creature's exact level of power is determined by the Ascetic's Leadership score, as defined under the Leadership and Epic Leadership feats, with the exception that its effective level is considered three lower than normal (for Leadership purposes only). The Ascetic does not attract followers by selecting this ability. The cohort gained thus is in addition to any he may already have by virtue of taking the aforementioned feats.
Exalted Lifespark (Su?)
You are constantly under the effects of Deathward. Additionally, you may Turn Undead, as a Cleric of 1/2 your level, a number of times each day equal to your Charisma modifier. If you can already Turn Undead, you Turn as if you were 5 levels higher in the class that granted the ability, and you recieve Extra Turning as a bonus feat.
Improved Exalted Strike (Su)
You may select a number of weapon enhancements, whose total "plus value" cannot exceed your Charisma modifier, to be applied to any weapon you wield, including natural weapons and unarmed strikes. You need not spend the entire amount at once, and may select new enhancements if your Charisma permanantly increases in the future. Once chosen, these enhancements cannot be changed; this ability cannot be taken more than once. Note that selecting Holy or Holy Power would be redundant. Example: an Ascetic with 30 Cha (+10 modifier) could choose to make his weapons (and fists, claws, etc.) Speed (+4), Brilliant Energy (+4), and Flaming Burst (+2). If his Charisma later permanantly increases to 32, he could add the Spell-storing property, as well.[/spoiler]
Class Epic ProgressionsMaster of the Sevenfold Veil PrC and
Prismatic Power feat by Jaerom Darkwind [Original thread disappeared ?]
[spoiler]
MASTER OF THE SEVENFOLD VEIL (Msv)
LVL SPECIAL
1 Kaleidoscopic doom 1/day
2 Sevenfold veil 1/day
3 Unlimited abjuration
4 Sevenfold veil 2/day
5 --
6 Kaleidoscopic doom 2/day,
sevenfold veil 3/day
7 Bonus feat
8 Sevenfold veil 4/day
9 --
10 Baleful veil, sevenfold veil 5/day
Requirements
To qualify to become a Master of the Sevenfold Veil, a character must fulfill all the following criteria.
. Skills: Knowledge (arcana) 24 ranks, Knowledge (nature) 8 ranks, Spellcraft 24 ranks.
. Feats: Epic Spell Focus (abjuration), Greater Spell Focus (abjuration), Skill Focus (spellcraft), Spell Focus (abjuration).
. Spells: Able to cast at least 10 abjuration spells, including prismatic wall and prismatic sphere.
Class Skills
The Master of the Sevenfold Veil's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
Class Features
All of the following are class features of the Master of the Sevenfold Veil prestige class.
Weapon and Armor Proficiencies: Masters of the Sevenfold Veil gain no proficiency with any weapon or armor.
Spellcasting: At each level, a Master of the Sevenfold Veil gains new spells per day (and spells known, if applicable) as if she had also gained a level in an arcane spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (such as the bonus feats gained by a wizard). If she had more than one arcane spellcasting class before becoming a Master of the Sevenfold Veil, she must decide to which to add each level for the purpose of determining spells per day and spells known.
Kaleidoscopic Doom (Sp): Once per day, a Master of the Sevenfold Veil can strike at her enemies with kaleidoscopic doom. As a standard action, she designates one creature within 60 feet and turns magical effects currently affecting the creature against it. This effect functions like a targeted greater dispel magic, except that for every spell or effect negated on the target, the effect of one layer of the sevenfold veil (see the prismatic wall spell) is visited on the victim as if the subject had crossed it. The veils created around the victim proceed through the spectrum from red to violet, with one veil activated per spell negated. The subject is still entitled to the normal saving throws allowed by each veil. This is the equivalent of a 9th-level spell.
At 6th level and every five levels thereafter, the Master of the Sevenfold Veil can invoke this ability one additional time per day. If she already has access to the kaleidoscopic doom from another source, such as the Initiate of the Sevenfold Veil prestige class, uses of the ability stack.
Sevenfold Veil (Sp): A Master of the Sevenfold Veil of 2nd level or higher can invoke the Sevenfold Veil as a spell-like ability once per day. This is identical to a prismatic sphere or prismatic wall spell (caster's choice), but if the character has the Warding ability, she can shape the Veil as if it were a ward. If the character has the Reactive Warding ability, she can choose to invoke a Sevenfold Veil instead of a normal warding as an immediate action. The caster level of the Veil is equal to the character's highest arcane caster level, and the save DC is equal to 20 + 1/2 class level + Cha modifier. A Master of the Sevenfold Veil can use this ability one additional time per day for every two levels above 2nd.
Unlimited Abjuration: Beginning at 3rd level, a Master of the Sevenfold Veil adds her class level to the caster level maximum of dispel checks. For example, a 5th-level Veil Master can add up to +25 to all dispel checks made with greater dispel magic.
Bonus Feat: At 7th level and every seven levels thereafter, a Master of the Sevenfold Veil gains a bonus feat, chosen from the Master of the Sevenfold Veil bonus feat list.
Master of the Sevenfold Veil Bonus Feat List: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Enhance Spell, Epic Counterspell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Permanent Emanation, Prismatic Power*, Spell Focus, Spell Knowledge, Spell Mastery, Spell Penetration, Spell Stowaway, Spontaneous Spell, Tenacious Magic.
* New feat, see below.
Baleful Veiling: A Master of the Sevenfold Veil of 10th level or higher can turn the power of the Sevenfold Veil against her opponents. Whenever she invokes a Sevenfold Veil or Warding, she can choose to center it on any opponent within 70 feet, and turn the Veil inwards. In order to leave the area of the Veil, the target must pass through all of its layers. The opponent is allowed saving throws and spell resistance as normal.
PRISMATIC POWER [Epic]