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Omen of Peace

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Epic Compendium
« on: June 14, 2008, 03:57:23 AM »
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 Benefits
AC 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 Progressions

Master 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]
« Last Edit: September 06, 2008, 01:32:27 PM by Omen of Peace »
The Malazan Book of the Fallen, Steven Erikson

Omen of Peace

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Re: Epic Compendium
« Reply #1 on: June 14, 2008, 03:57:31 AM »
Epic Chameleon and associated feats by Jaerom Darkwind [Original thread]
[spoiler]
Code: [Select]
LVL  SPECIAL
11   --
12   Mimic class feature 4/day
13   --
14   Bonus feat
15   Aptitude focus 4/day (+6), mimic class feature 5/day
16   --
17   --
18   Bonus feat, mimic class feature 6/day
19   --
20   Aptitude focus 5/day (+6)
EPIC CHAMELEON

Hit Die: d8.
Skill Points at Each Additional Level: 4 + Int modifier.
Ability Boon (Ex): The epic chameleon does not increase her competence bonus to an ability score after 10th level.
Aptitude Focus (Ex): The epic chameleon can adopt one additional aptitude focus per day at 10th level and every 5 levels thereafter. The bonuses associated with each aptitude focus increase by +2 at 15th level and every 10 levels thereafter. The epic chameleon's caster levels and manifester level are equal to 10 + her class level.
Mimic Class Feature: You may mimic a class feature one additional time per day at 12th level and every 3 levels thereafter.
Bonus Feats: The epic chameleon gains a bonus feat (selected from the list of epic chameleon bonus feats) every four levels higher than 20th.
Epic Chameleon Bonus Feat List: Additional Magic Item Space, Augmented Alchemy, Blinding Speed, Damage Reduction, Epic Ability Boon, Epic Bonus Feat, Epic Prowess, Epic Skill Focus, Epic Speed, Extra Aptitude Focus*, Extra Mimicry*, Fast Healing, Focused Bonus Feat, Integrated Aptitude Focus, Integrated Class Feature, Lightning Refocus, Mimic Greater Class Feature, Penetrate Damage Reduction, Polyglot, Superior Initiative, Triple Aptitude.
* Non-epic feat.

EPIC ABILITY BOON [Epic]
You are remarkably adaptable to your various aptitudes.
. Prerequisites: Ability boon +6 class feature, mimic class feature 4/day class feature.
. Benefits: Your competence bonus to an ability score gained when adopting an aptitude focus increases by +1.
. Special: You can gain this feat multiple times. Its effects stack.
. Classes: Chameleon.

EPIC BONUS FEAT [Epic]
You can emulate even more advanced feats.
. Prerequisites: Bonus Feat class feature, Focused Bonus Feat.
. Benefits: One of your chameleon bonus feats can be epic. Alternately, you may choose one additional non-epic bonus feat.
. Classes: Chameleon.

FOCUSED BONUS FEAT [Epic]
You can emulate feats based on your aptitude focus.
. Prerequisites: Bonus Feat class feature.
. Benefits: You may choose one additional bonus feat each day, depending on your aptitude focus. If you change your focus such that the feat is no longer approved, then you lose access to the feat for the rest of the day.
. Arcane Focus: You can use your arcane spellcasting as a prerequisite. You may select any wizard bonus feat as your focused bonus feat.
. Combat Focus: You can use your rage or smite class feature as a prerequisite. You may select any fighter bonus feat or [forthcoming] as your focused bonus feat.
. Divine Focus: You can use your smite or turn/rebuke class features or divine spellcasting as a prerequisite. You may select any divine or metamagic feat as your focused bonus feat.
. Psychic Focus: You can use your psionic manifesting as a prerequisite. You may select any psionic or metapsionic feat as your focused bonus feat.
. Stealth Focus: You can use your sneak attack or improved uncanny dodge class feature as a prerequisite. You may select [forthcoming] as your focused bonus feat.
. Wild Focus: You can use your wild empathy class feature as a prerequisite. You may select any wild feat or [forthcoming] as your focused bonus feat.
. Classes: Chameleon.

INTEGRATED APTITUDE FOCUS [Epic]
Choose one aptitude focus you can access. You have mastered its granted abilities.
. Prerequisite: Aptitude focus 3/day class feature.
. Benefit: You may use the abilities granted by your selected aptitude focus to qualify for other feats and prestige classes. However, if you change your focus, you suffer the normal drawbacks for no longer meeting a prerequisite or requirement.
. Certain integrated aptitude focuses also grant effective class levels as follows: combat focus confers a fighter level equal to your chameleon level, stealth focus confers a rogue level equal to your chameleon level, and wild focus confers a druid level equal to your chameleon level. These effective class levels grant no additional abilities or features, but do allow you to qualify for feats and classes that have such requirements.
. Special: You can gain this feat six times. Its effects do not stack. Each time you take the feat, it applies to a new aptitude focus.
. Classes: Chameleon.

INTEGRATED CLASS FEATURE [Epic]
Choose one class feature you can mimic. You have mastered this ability.
. Prerequisite: Mimic class feature 4/day class feature.
. Benefit: You may use your selected class feature to qualify for other feats and prestige classes.
. Special: You can gain this feat five times. Its effects do not stack. Each time you take the feat, it applies to a new class feature.
. Classes: Chameleon.

LIGHTNING REFOCUS [Epic]
Switching between your various aptitudes is almost second nature.
. Prerequisites: Aptitude focus (+6) class feature, rapid refocus class feature.
. Benefit: You can change your aptitude focus in only 1 minute.
. Classes: Chameleon.

MIMIC GREATER CLASS FEATURE [Epic]
You can mimic more powerful class features.
. Prerequisite: Mimic Class Feature 4/day class feature.
. Benefits: Your mimic class feature options increase in power as follows:
. Greater Rage: You can mimic a greater rage. See the barbarian class feature, except that the duration of the rage is 1 round + 1 round per point of your (newly improved) Constitution modifier.
. Great Smiting: Your smite attacks deal 2 extra points of damage per class level. See the paladin smite evil class feature.
. Improved Evasion: You can mimic improved evasion. Not only can you avoid certain attacks completely with a successful Reflex save, but you can partially avoid many attacks even on a failed save. You can activate this ability aftr you have rolled a Reflex save, but before you have taken damage. This ability lasts for 1 minute. See the monk class feature.
. Improved Sneak Attack: You can deal an extra 1d6 points of damage per two class levels when flanking an opponent or any time the target would be denied its Dexterity bonus to AC. See the rogue class feature.
. Planar Turning: You can turn or rebuke outsiders as if they were undead (your choice when activating the ability). An outsider has effective turn resistance equal to half of its spell resistance. See the cleric class feature. Treat your cleric level as equal to your class level.
. Classes: Chameleon.

TRIPLE APTITUDE [Epic]
You can assume even more abilities simultaneously.
. Prerequisites: Aptitude focus (+6) class feature, double aptitude class feature.
. Benefit: You can adopt three aptitude focuses in the same amount of time it previously took for you to adopt two. You can't adopt the same aptitude focus multiple times simultaneously. You can still only adopt as many focuses per day as indicated by your aptitude focus ability.
. Classes: Chameleon.[/spoiler]

Epic Green Star AdeptEpic Kensai
Look at skydragonknight's first post on this page.

Gone:
- Epic Mindbender
- Epic Spirit Shaman by Yue Ryong
- Epic Sublime Chord
 :mad

3.5 Epic SRD Revision by bluemage55


More to come... Feel free to contribute !
« Last Edit: July 25, 2008, 01:48:12 AM by Omen of Peace »
The Malazan Book of the Fallen, Steven Erikson

Omen of Peace

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Epic Spellcasting
« Reply #2 on: June 14, 2008, 03:57:45 AM »
Epic Spell Compendium

Epic Spell Creativity: a collection of official and homebrew ad-hoc and mitigating factors.

Alternate epic spellcasting systems

The ELH's spellcasting system suffers from numerous problems, so that it does not really fulfill its role. Consider the following instead:

1) We present the FeanMerc epic spellcasting system, a joint creation of Mercucio and Spirit of Fire over on the Dicefreaks boards. It is based on Improved Spell Capacity instead of a single Epic Spellcasting feat. It closes many loopholes of the original ELH system and permits the use of non-epic spells as pseudo-seeds. Take a look !  :study

2) Belial's metamagic-based system. It seems nice ; it is very different from the ELH one.

3) Yet Another system. I have barely looked at this one.
« Last Edit: July 25, 2008, 01:29:17 AM by Omen of Peace »
The Malazan Book of the Fallen, Steven Erikson

Omen of Peace

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Re: Epic Compendium
« Reply #3 on: June 14, 2008, 03:58:29 AM »
Epic Tome of Battle material

Quote
RAPID MARTIAL STRIKE
You can initiate martial strikes faster than normal.
. Prerequisites: Dex 17, Wis 13, base attack bonus +16, five martial strikes from any discipline.
. Benefit: You can initiate any two martial strikes that you have readied as a single full attack action. Neither strike can have an initiation time greater than 1 standard action. The strikes are initiated in any order you choose, and take effect consecutively. Both strikes you initiate are expended normally.


LIGHTNING MARTIAL STRIKE [EPIC]

You can initiate martial strikes with incredible speed.
. Prerequisites: Dex 25, base attack bonus +21, Rapid Martial Strike, nine maneuvers from any discipline.
. Benefits: Once per round, you can initiate any martial strike with an initiation time no greater than 1 standard action as an attack action, as in a standard or full attack. You can still choose to make a normal full-attack action, or to mix martial strikes and standard attacks. Martial strikes that require an attack roll default to the bonus of the attack they replace, rather than your highest base attack bonus.
. In addition, you can now initiate any two martial strikes as a single full-round action, as long as neither strike's initiation time is greater than 1 full-round.
. All strikes you initiate are expended normally.
. Special: You can gain this feat more than once. Each time, you can initiate one additional martial strike as an attack action. This does not allow you to make more attacks in a round than you would normally be capable of, though effects like haste may increase your normal maximum number of attacks. When you initiate multiple martial strikes in a full attack, they may be initiated in any order you choose, and take effect consecutively.


EPIC ADAPTIVE STYLE [EPIC]
You can change your maneuvers and tactics to meet a new threat with amazing speed.
. Prerequisites: Initiator level 21st, Adaptive Style.
. Benefits: You can change your readied maneuvers at any time by taking a move action. If you're a crusader, your current granted maneuvers are lost and you gain new granted maneuvers as if you had just readied your maneuvers for the day.
. Normal: With the Adaptive Style feat, you can change maneuvers only by spending a full-round action to do so.

Superior Stance Usage [Epic]
Prerequisites - 2 or more stances, Char level 21
effect - you can now use 1 more stance at the same time as another stance, and you can switch All currently used stances with the same swift action. This feat can be taken more then once, each time increasing the number of stances that can be used at the same time by 1. This feat also stack with any additional effect that allow usage of more then 1 stance (warblade level 20 ability, master of nine etc).

Multi maneuver [Epic]
Prerequisites - Ability to use 9th level maneuvers in 1 or more schools, char level 21.
Gain - you can use an additional maneuver Per round that takes up an activation time of 1 Swift, 1 immediate or 1 standard action. Exception - you can not use a second standard action maneuver in a round you used a full round action (like a full attack, charge etc) or initiated a full round maneuver.
« Last Edit: September 23, 2008, 10:44:11 AM by Omen of Peace »
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Re: Epic Compendium
« Reply #4 on: June 14, 2008, 08:44:44 AM »
Epic level...  I'm for it!

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Re: Epic Compendium
« Reply #5 on: June 14, 2008, 11:45:50 AM »
Uhh, I think that RAW you start epic saves and BAB at ECL 21, not character level 21 (as in class level 21).  That way racial HD can't allow you to make 15 attacks from BAB alone.  And so it's capped at +20 BAB.  Same thing goes for feats.  This doesn't make some sense (the BAB and save ones) so I HR that BAB and saves don't start epic progression until HD of 21.

Also in the first epic spell question, you answer with the O-something fallacy: rule x is not inherently broken because your can rule 0 it.  It is still broken, whether or not DM fiat comes into play.  DM fiat makes it playable, but does not fix the rule itself.

Finally, check in the inspiration forum near the bottom, I have the Guide to Homebrewing, and it has tables.  And PrC templates.

Oh, almost forgot: thank you so much for bringing the epic VoPov somewhere nice!
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Re: Epic Compendium
« Reply #6 on: June 14, 2008, 04:47:00 PM »
In my experience, attempting a non-insane Epic game:

Combat classes should get a bonus feat every 2 levels
Combat classes should get a bonus feat every 3 levels, if class abilities are advanced
Combat classes with casting of 4's and 5's max, as if above

Caster classes of 6's and up, should get a bonus feat every 3 levels
Caster classes of 6's and up, should get a bonus feat every 4 levels, if class abilities are advanced

4's and 5's casters that take Improved Spell Casting to get higher level spells, including Epic Spells, are exempt because of the massive feat structure necessary to do it; this provides an easy fix for Wilders and Divine Minds, as a for instance.


And something/anything needs to be done with Epic Spells. Duh.

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Re: Epic Compendium
« Reply #7 on: June 14, 2008, 09:12:36 PM »
Note: I am not the author of the FAQ, I just copied it here. But I can answer your concerns anyway.

Uhh, I think that RAW you start epic saves and BAB at ECL 21, not character level 21 (as in class level 21).  That way racial HD can't allow you to make 15 attacks from BAB alone.  And so it's capped at +20 BAB.  Same thing goes for feats.  This doesn't make some sense (the BAB and save ones) so I HR that BAB and saves don't start epic progression until HD of 21.
No, the FAQ is correct. The RAW mentions "character level" which is the number of class levels, not the ECL. Otherwise the poor characters with LA would suck even more...

I didn't really get what you meant with the 2nd part, but check the epic dragons in the ELH : they keep getting +1 BAB/HD, but they do not gain extra attacks. That said, houseruling that BAB continues as normal for PCs too (w/o extra attacks) is fairly common I think.

Quote
Also in the first epic spell question, you answer with the O-something fallacy: rule x is not inherently broken because your can rule 0 it.  It is still broken, whether or not DM fiat comes into play.  DM fiat makes it playable, but does not fix the rule itself.
*sigh* Oberoni gets bandied around too much. In the case of the Epic Spellcasting system, DM approval is the explicit last step. It's nothing like saying "DMM(Persist) is not broken, I can houserule it away". I wouldn't have said 'perfectly balanced' myself but like I said I did not write this.

It doesn't make it any less true that Epic Spellcasting has tons of problems - that's the 2nd part of his answer.

Quote
Finally, check in the inspiration forum near the bottom, I have the Guide to Homebrewing, and it has tables.  And PrC templates.
Thanks. I'll check it out but my main concern is to try to save the content, not make it pretty. ;)

Quote
Oh, almost forgot: thank you so much for bringing the epic VoPov somewhere nice!
You're welcome. If you like epic & have time, you can try to help me bring some of the old threads here. :)


Maybe I'll add the Feanmerc pdfs (they did a fairly good modification of the spellcasting system) here - but I'll try to ask for permission first.
« Last Edit: June 14, 2008, 09:15:12 PM by Omen of Peace »
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Re: Epic Compendium
« Reply #8 on: June 14, 2008, 10:04:24 PM »
You do not gain any BAB after level 20.  You gain an epic bonus on attack rolls.  Since your iteratives are dependent on your BAB, a BAB of 30 would give you two extra iteratives, on top of the four normal.

Quote
base attack bonus does not increase after character level reaches 20th...a cumulative +1 epic bonus on all attacks...

Emphasis mine.

I think a very logical HR would be that numbers don't start being epic until HD of 21, and everything else is at ECL 21 in the case that i was wrong about the character level stuff.  'Cause that is pure bull that character level determines it.  In that case, racial HD monsters can get more attacks from iteratives, and can have a much higher attack bonus (full BAB is faster than epic attack bonus...).
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Re: Epic Compendium
« Reply #9 on: June 15, 2008, 06:38:54 AM »
I'm still not sure where the problem is. Characters stop gaining BAB after 20 class levels. Monsters keep gaining BAB (see the Great Wyrm Force Dragon: 75 HDs, BAB +75) but noone ever gets more than 4 iterative attacks.

I am not defending the system (which most agree makes little sense), but this is the RAW.
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Re: Epic Compendium
« Reply #10 on: June 18, 2008, 06:42:48 PM »
I managed to salvage the Epic Kensai Signiture Weapon Progression:

Quote from: Krispieman;12285641
I actually did this a while back, when I created my Epic Kensai progression (archived now). But I'll repost it here as it seems appropriate.

Code: [Select]
[b]Class   Weapon    Minimum Exp
level   Bonus     Cost[/b]
11th    +11       5640
12th    +12       8080
13th    +13       11320
14th    +14       15360
15th    +15       20200
16th    +16       25840
17th    +17       32280
18th    +18       39520
19th    +19       47560
20th    +20       56400
[+1]    [+1]      [+previous+800]

K-man :cool:

Also, every 4 levels after 8, the Ki Projection ability increased by .5 * Class level (1.5 * Class level at 12th, 2 * Class level at 16th and so on).
I won't argue the balance on that; it's just the way it was. I made an Epic Kensai once, so I have some memory of the progression.

The only part that's lost is the bonus feats. I'd suggest 1:4 on those, since you'll be getting some crazy weapon abilities, though I think the actual one was 1:3.

Feats I know were there: Armor Skin, Devastating Critical, Epic Leadership, Epic Prowess, Epic Reputation, Epic Toughness, Legendary Commander, Overwhelming Critical

Ones that might have been there: Epic Weapon Specialization, Epic Fortitude, Perfect Health, Damage Reduction, Fast Healing, Superior Initiative

So here's my recommendation, remaining pretty faithful to the original.
[Spoiler]
11 Epic Signiture Weapon
12 Ki Projection(1.5 * Class Level)
13
14 Bonus Feat
15
16 Ki Projection(2 * Class Level)
17
18 Bonus Feat
19
20 Ki Projection(2.5 * Class Level)

Epic Signiture Weapon - Use the chart for XP. Functions otherwise as normal. May select Epic Weapon Special Abilities.

Power Surge - Bonus = 1/2 Class level, as normal.

Withstand - As normal.

Instill - As normal. Note Epic Base Attack and Base Saves, which can also be transferred since they function as Base Attack and Base Saves(except only four attacks from BAB).

Ki Warlord - You can only boss around Kensais of 9th level and lower(they have a responsability to aid him if it does not violate any oaths of service or their alignment). Kensais of 10th level and higher whose class levels and character level are both lower than your own can still be petitioned, but as they each have their own agendas as Ki Warlords themselves they will very often say no.

Ki Projection - At every 4 levels beyond 8th, the bonus on these skills increases by .5 * Class Level (1.5 * Class Level at 12th, 2 * Class Level at 16th, and so on).

Bonus Feats*: At every 4 levels after 10th you get a bonus feat from the following list: Armor Skin, Devastating Critical, Epic Leadership, Epic Prowess, Epic Reputation, Epic Toughness, Legendary Commander, Overwhelming Critical

*If this list is too restrictive, consider adding one or more of the following: Epic Weapon Specialization, Epic Fortitude, Perfect Health, Damage Reduction, Fast Healing, Superior Initiative
[/Spoiler]
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Omen of Peace

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Re: Epic Compendium
« Reply #11 on: June 18, 2008, 10:10:28 PM »
Thanks ! I linked to your post. I also added some content about Epic Spellcasting (how to avoid using it).

Is the Kensai progression balanced in your opinion ? What about slowing down the bonuses to the weapon ? As in: give +1 every 2 levels, or +2 every 3 levels, or...
I have never played a Kensai at all so I'm not in a position to evaluate it well.
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Re: Epic Compendium
« Reply #12 on: June 19, 2008, 12:17:19 AM »
Is the Kensai progression balanced in your opinion ? What about slowing down the bonuses to the weapon ? As in: give +1 every 2 levels, or +2 every 3 levels, or...
I have never played a Kensai at all so I'm not in a position to evaluate it well.
Can't pay the xp cost to get the next upgrade at some point.  It'll be fine.  Plus, past +15 effective or so the best option is enhancement bonuses.
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Re: Epic Compendium
« Reply #13 on: June 19, 2008, 11:56:57 AM »
Quote
Uhh, I think that RAW you start epic saves and BAB at ECL 21, not character level 21 (as in class level 21).  That way racial HD can't allow you to make 15 attacks from BAB alone.  And so it's capped at +20 BAB.  Same thing goes for feats.  This doesn't make some sense (the BAB and save ones) so I HR that BAB and saves don't start epic progression until HD of 21.

But then you face the problem of a vampire fighter PC never getting that 4th attack because he had only bab+12 at ECL20...

The ELH stated rather clearly that epic bab/saves accrue only when the sum of your racial HD and class lvs reach 21+, though you are allowed to select epic feats at ECL21+ (so your half dragon fighter18 can take an epic feat which he meets the requirements for). However, I had some extensive discussion with Kain Darkwind and we came to the conclusion that it was not without its flaws, as this would just penalize monsters with a large amount of racial HD with crappy bab progression.

Take for example the storm giant. As per the ELH rules, it would never get that 4th attack, and epic bab rules would make its bab scale too slowly with its cr to make it a credible threat. And woe betide the undead or fey with 20 or more racial HD, since they will never get more than 2 attacks (as their bab can never exceed +10).

Then there is also the issue of just about every epic PC outside of the ELH not adhering to this rule (the designers simply added the bab/saves from the class directly on top of the base monster's existing stats, but I cannot be sure if they did so out of pure laziness or if they were actually following what they thought to be the correct epic progression rules). ???
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Re: Epic Compendium
« Reply #14 on: September 06, 2008, 12:27:19 PM »
The Dicefreaks links in the OP are outdated, the new site is "http://dicefreaks.forumz.cc/index.php"
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[/spoiler]

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Re: Epic Compendium
« Reply #15 on: September 06, 2008, 01:41:27 PM »
Thanks. The old link didn't even point to the old dicefreaks - a copy-paste gone wrong.

Also, I knew I had seen your nick somewhere, evil freak ! ;)
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Re: Epic Compendium
« Reply #16 on: September 26, 2008, 09:29:07 PM »
Hallelujah !
The Epic forum is resurrected and many threads with it.

Just a delayed contingent True (?) Resurrection, then.
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Re: Epic Compendium
« Reply #17 on: January 05, 2009, 11:32:59 AM »
Has the Epic Chameleon posted on this thread been finished at all?

I'm interested in trying this out in an epic game.

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Re: Epic Compendium
« Reply #18 on: October 01, 2009, 06:25:47 AM »
Has there been anything excitingly new, epic-wise?
4e is a fine game.  It is not, however, the same type of game as 3.5.  For those of us who really liked the type of game 3.5 was, 4e just doesn't cut the mustard.  Yes, I tried playing it.  I was bored.  So was the rest of my gaming group.  I know there are people who love it... good for them.  But in the end, calling 4e a sequel of 3.5 is like calling checkers a sequel of chess.

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Re: Epic Compendium
« Reply #19 on: October 05, 2009, 11:20:09 AM »
Has the Epic Chameleon posted on this thread been finished at all?
Not sure what you mean by "finished", but I believe it's as finished as it will ever be.

Has there been anything excitingly new, epic-wise?
No.
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