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The T equila Sunrise Epic Level Handbook for Dungeons & Dragons 3rd Edition

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Preface: Whats Different? Chapter 1: Epic Classes Chapter 2: Epic Feats Chapter 3: Epic Spells

Contents

3 3 30 39 46

Chapter 5: The Path to Divinity

Preface: Whats Different?


Many D&D players assume that epic play, that is games which support players of 21st level and higher, is fundamentally different from pre-epic play. There is an adage which is very appropriate for this assumption--when you assume, you make an ass of you and I. Although the Dungeon Master Guide and the original Epic Level Handbook set forth a set of rules which give the impression of an important landmark between 20th and 21st level, the fact is that those ill-conceived rules themselves are all that set epic play apart from pre-epic play. The only real difference between 20th and 21st level is that the former is a part of the basic game rules and relatively well supported, while the latter is an afterthought of supplemental material with little support. The level at which D&D can be said to become epic is actually more like 11th level, rather than 21st level. At 11th level, characters are able to annihilate entire armies of lesser foes, travel around the world and to other planes of existance, raise the dead and perform countless other incredible feats. If there is anything that the rules do not explicitly allow such characters to do, such as restoring youth or changing the very face of their world, it is only because the rules of the game are focused on combat rather than the games storytelling element, which is left up to the DMs discretion. If a player wants to perform such an epic feat, there is nothing unbalancing about a DM giving him the means to do so before 21st level. It is only a matter of which level the DM feels that such an undertaking is suitable for and then assigning an appropriate spell level or creating an appropriate quest. So if characters of 21st level and higher are not inherently different from those of lower level, whats the difference between an epic game and a pre-epic game? The simple answer is that there is none--characters have bigger bonuses and more options but it is entirely up to the DM and players to play their epic game differently than a pre-epic game if they so choose. There are many ways to do this but the only one which I will detail rules for is The Path to Divinity, which can be found at the end of this handbook.

Chapter 1: Epic Classes


Epic Save Bonuses
Epic Character Save Level Bonus 3 Epic Character Save Level Bonus

21 +0 31 +5 22 +1 32 +6 23 +1 33 +6 24 +2 34 +7 25 +2 35 +7 26 +3 36 +8 27 +3 37 +8 28 +4 38 +9 29 +4 39 +9 30 +5 40 +10 After 20th level, all characters gain the same bonuses to all their saves, rather than continuing their class bonus progressions. T calculate a characters total save bonuses o add up the bonuses derived from the characters 20 non-epic levels and then add the epic bonuses shown on the table above. In the case of a multiclassed character, a player should mix and match the best of their 20 non-epic levels before adding their epic save bonuses. For example Raniard is a 20th level wizard who decides to multiclass into the fighter class. Each time Raniard gains a level, he chooses the best of his non-epic save bonuses and then adds his epic save bonuses. So when Raniard reaches 40th level as a Fighter 20/Wizard 20, he has base save bonuses as follows: Fort +22, Ref +16, Will +22.

Epic Saves and Attack Bonuses


Character Level 21 22 23 24 25 26 27 28 29 30 31 32 33 4 XP 210,000 231,000 253,000 276,000 300,000 325,000 351,000 378,000 406,000 435,000 465,000 496,000 528,000 Class Skill Max Ranks 24 25 26 27 28 29 30 31 32 33 34 35 36

Cross-Class Skill Max Ranks Feats 12 8th 12-1/2 13 13-1/2 9th 14 14-1/2 15 10th 15-1/2 16 16-1/2 11th 17 17-1/2 18 12th

Ability Score Increases

6th

7th

8th

34 35 36 37 38 39 40

561,000 595,000 630,000 666,000 703,000 741,000 780,000

37 38 39 40 41 42 43

18-1/2 19 19-1/2 20 20-1/2 21 21-1/2

13th

9th

14th

10th

The Epic Barbarian

Rage: An epic barbarian gains no further rages per day, but the potency of his rage does increase. The numbers on the table below represent the Strength and Constitution bonuses that a barbarian of a given level gains while in rage; half of the listed bonus applies to his will saves while in rage. Level 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 Base Attack Bonus +21/+16/+11/+6 +22/+17/+12/+7 +23/+18/+13/+8 +24/+19/+14/+9 +25/+20/+15/+10 +26/+21/+16/+11 +27/+22/+17/+12 +28/+23/+18/+13 +29/+24/+19/+14 +30/+25/+20/+15 +31/+26/+21/+16 +32/+27/+22/+17 +33/+28/+23/+18 +34/+29/+24/+19 +35/+30/+25/+20 +36/+31/+26/+21 +37/+32/+27/+22 +38/+33/+28/+23 +39/+34/+29/+24 +40/+35/+30/+25 Special T rap Sense +7 Damage Reduction 6/-T rap Sense +8 Damage Reduction 7/--, Rage +10 T rap Sense +9 Damage Reduction 8/-Rage +12, T rap Sense +10 Damage Reduction 9/-T rap Sense +11 Damage Reduction 10/-Rage +14 T rap Sense +12 Damage Reduction 11/-T rap Sense +13 Damage Reduction 12/--, Rage +16

The Epic Bard


5

Bardic Music: An epic bard continues to gain uses of this ability per day, and its potency increases as noted below. Spells: An epic bards caster level continues to equal his class level and he continues to gain spell levels, spells per day and spells known. Level 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 Level 19 20 21 22 23 24 25 26 6 Base Attack Bonus +15/+10/+5 +16/+11/+6 +17/+12/+7 +18/+13/+8 +18/+13/+8 +19/+14/+9 +20/+15/+10 +21/+16/+11 +21/+16/+11 +22/+17/+12 +23/+18/+13 +24/+19/+14 +24/+19/+14 +25/+20/+15 +26/+21/+16 +27/+22/+17 +27/+22/+17 +28/+23/+18 +29/+24/+19 +30/+25/+20 Spells per Day 7 8 9 0 --1 --2 --3 0 -4 1 -4 2 -4 3 1 4 4 2 10 --------Special

Inspire Courage +5

Inspire Courage +6

Inspire Courage +7

Inspire Courage +8 11 --------12 --------13 --------14 ---------

27 28 29 30 31 32 33 34 35 36 37 38 39 40 Level 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 7

4 4 4 4 4 4 4 4 4 4 4 4 4 4

4 4 4 4 4 4 4 4 4 4 4 4 4 4

3 4 4 4 4 4 4 4 4 4 4 4 4 4

-1 2 3 4 4 4 4 4 4 4 4 4 4 10 ---------2 3 4 5 5 5 5 5 5 5 5

----1 2 3 4 4 4 4 4 4 4 11 ------------1 2 3 4 5 5 5 5

-------1 2 3 4 4 4 4 12 ---------------1 2 3 4 5

----------1 2 3 4 13 ------------------1 2

-------------1 14 ---------------------

Spells Known 7 8 9 2 --3 --4 --5 2 -5 3 -5 4 -5 5 2 5 5 3 5 5 4 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5

39 40

5 5

5 5

5 5

5 5

5 5

5 5

3 4

-1

The Epic Cleric

Turn Undead: A clerics effective turning level continues to rise with his class level. I highly recommend the variant rules for turning undead found in the Players Handbook II, as it remains useful against any epic undead unlike the standard turning rules. Spells: An epic clerics caster level continues to equal his class level and he continues to gain spell levels and spells per day. Level 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 Level 19 20 21 22 8 Base Attack Bonus +15/+10/+5 +16/+11/+6 +17/+12/+7 +18/+13/+8 +18/+13/+8 +19/+14/+9 +20/+15/+10 +21/+16/+11 +21/+16/+11 +22/+17/+12 +23/+18/+13 +24/+19/+14 +24/+19/+14 +25/+20/+15 +26/+21/+16 +27/+22/+17 +27/+22/+17 +28/+23/+18 +29/+24/+19 +30/+25/+20 Spells per Day 10 11 12 1+1 --2+1 --3+1 1+1 -4+1 2+1 -13 ----14 ----15 ----16 ----17 ----18 ----19 ----20 -----

23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40

4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1

3+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1

1+1 2+1 3+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1

--1+1 2+1 3+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1

----1+1 2+1 3+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1

------1+1 2+1 3+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1

--------1+1 2+1 3+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1

----------1+1 2+1 3+1 4+1 4+1 4+1 4+1 4+1

------------1+1 2+1 3+1 4+1 4+1 4+1

--------------1+1 2+1 3+1 4+1

----------------1+1 2+1

The Epic Druid

Wildshape: This ability does not improve after 20th level. Shapeshift: (Variant from PHBII) At each even level after 20th, a druids enhancement bonuses improve while in any shapeshift form. These improved bonuses are shown below; the first bonus is added to a forms Strength bonus, the second bonus is added to a forms natural armor bonus and the third bonus is added to a forms save Fortitude and/or Reflex bonuses. (If the form does not already grant a bonus to a save, this ability improvement has no effect on that save.) Spells: An epic druids caster level continues to equal her class level and she continues to gain spell levels and spells per day. Level 21 22 23 24 25 26 9 Base Attack Bonus +15/+10/+5 +16/+11/+6 +17/+12/+7 +18/+13/+8 +18/+13/+8 +19/+14/+9 Special Shapeshift +0/+1/+0 Shapeshift +2/+2/+0 Shapeshift +2/+3/+0 Shapeshift +4/+4/+1 Shapeshift +4/+5/+1 Shapeshift +6/+6/+1

27 28 29 30 31 32 33 34 35 36 37 38 39 40 Level 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 10

+20/+15/+10 +21/+16/+11 +21/+16/+11 +22/+17/+12 +23/+18/+13 +24/+19/+14 +24/+19/+14 +25/+20/+15 +26/+21/+16 +27/+22/+17 +27/+22/+17 +28/+23/+18 +29/+24/+19 +30/+25/+20 Spells per Day 10 11 12 1 --2 --3 1 -4 2 -4 3 1 4 4 2 4 4 3 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 13 ------1 2 3 4 4 4 4 4 4 4 4 4 4 4

Shapeshift +6/+7/+1 Shapeshift +8/+8/+2 Shapeshift +8/+9/+2 Shapeshift +10/+10/+2 Shapeshift +10/+11/+2 Shapeshift +12/+12/+3 Shapeshift +12/+13/+3 Shapeshift +14/+14/+3 Shapeshift +14/+15/+3 Shapeshift +16/+16/+4 Shapeshift +16/+17/+4 Shapeshift +18/+18/+4 Shapeshift +18/+19/+4 Shapeshift +20/+20/+5 14 --------1 2 3 4 4 4 4 4 4 4 4 4 15 ----------1 2 3 4 4 4 4 4 4 4 16 ------------1 2 3 4 4 4 4 4 17 --------------1 2 3 4 4 4 18 ----------------1 2 3 4 19 ------------------1 2 20 ---------------------

39 40

4 4

4 4

4 4

4 4

4 4

4 4

4 4

4 4

4 4

3 4

1 2

Animal Companions Level HD 21 +14 24 +16 27 +18 30 +20 33 +22 36 +24 39 +26

Armor +14 +16 +18 +20 +22 +24 +26

Str/Dex +7 +8 +9 +10 +11 +12 +13

T ricks 8 9 10 11 12 13 14

The Epic Fighter


Level 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 Base Attack Bonus +21/+16/+11/+6 +22/+17/+12/+7 +23/+18/+13/+8 +24/+19/+14/+9 +25/+20/+15/+10 +26/+21/+16/+11 +27/+22/+17/+12 +28/+23/+18/+13 +29/+24/+19/+14 +30/+25/+20/+15 +31/+26/+21/+16 +32/+27/+22/+17 +33/+28/+23/+18 +34/+29/+24/+19 +35/+30/+25/+20 +36/+31/+26/+21 +37/+32/+27/+22 +38/+33/+28/+23 +39/+34/+29/+24 +40/+35/+30/+25 Special Bonus Feat Bonus Feat Bonus Feat Bonus Feat Bonus Feat Bonus Feat Bonus Feat Bonus Feat Bonus Feat Bonus Feat

The Epic Monk


11

Unarmed Damage: At 24th level, a monks unarmed damage improves to 4d6. Every four levels thereafter, it improves by another d6. Miscellaneous Abilities: An epic monk gains no further uses per day of any class abilities, but her level for determining the potency of such abilities continues to equal her class level. Level 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 Base Attack Bonus +15/+10/+5 +16/+11/+6 +17/+12/+7 +18/+13/+8 +18/+13/+8 +19/+14/+9 +20/+15/+10 +21/+16/+11 +21/+16/+11 +22/+17/+12 +23/+18/+13 +24/+19/+14 +24/+19/+14 +25/+20/+15 +26/+21/+16 +27/+22/+17 +27/+22/+17 +28/+23/+18 +29/+24/+19 +30/+25/+20 Unarmed Damage 2d10 2d10 2d10 4d6 4d6 4d6 4d6 5d6 5d6 5d6 5d6 6d6 6d6 6d6 6d6 7d6 7d6 7d6 7d6 8d6 AC +4 +4 +4 +4 +5 +5 +5 +5 +5 +6 +6 +6 +6 +6 +7 +6 +6 +6 +6 +7 Speed +70 +70 +70 +80 +80 +80 +90 +90 +90 +100 +100 +100 +110 +110 +110 +120 +120 +120 +130 +130

The Epic Paladin

Smite Evil: An epic paladin gains no further smites per day, but her extra smite damage continues to equal her class level. Lay on Hands: The potency of this ability continues to improve with paladin levels. Turn Undead: A paladins effective turning level continues to rise with her class level. I highly recommend the variant rules for turning undead found in the Players Handbook II, as it remains useful against any epic undead unlike the standard turning rules. Remove Disease: A paladin gains no further uses of this ability per week. 12

Spells: At each epic class level, a paladins caster level rises by 1 and she continues to gain spell levels and spells per day. Level 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 Base Attack Bonus +21/+16/+11/+6 +22/+17/+12/+7 +23/+18/+13/+8 +24/+19/+14/+9 +25/+20/+15/+10 +26/+21/+16/+11 +27/+22/+17/+12 +28/+23/+18/+13 +29/+24/+19/+14 +30/+25/+20/+15 +31/+26/+21/+16 +32/+27/+22/+17 +33/+28/+23/+18 +34/+29/+24/+19 +35/+30/+25/+20 +36/+31/+26/+21 +37/+32/+27/+22 +38/+33/+28/+23 +39/+34/+29/+24 +40/+35/+30/+25 Armor +12 +14 +16 +18 +20 Spells per Day 5 6 7 0 --1 --1 --2 --2 0 -2 1 -3 1 -3 2 -3 2 0 3 2 1 3 3 1 3 3 2 3 3 2 3 3 2 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 Str +5 +6 +7 +8 +9 Int 10 11 12 13 14 8 ------------0 1 1 2 2 2 3 3 9 ----------------0 1 1 2

Paladin Mounts Level HD 21 +10 25 +12 29 +14 33 +16 37 +18

The Epic Ranger

Spells: At each epic class level, a rangers caster level rises by 1 and he continues to gain spell levels and spells per day. 13

Level 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40

Base Attack Bonus +21/+16/+11/+6 +22/+17/+12/+7 +23/+18/+13/+8 +24/+19/+14/+9 +25/+20/+15/+10 +26/+21/+16/+11 +27/+22/+17/+12 +28/+23/+18/+13 +29/+24/+19/+14 +30/+25/+20/+15 +31/+26/+21/+16 +32/+27/+22/+17 +33/+28/+23/+18 +34/+29/+24/+19 +35/+30/+25/+20 +36/+31/+26/+21 +37/+32/+27/+22 +38/+33/+28/+23 +39/+34/+29/+24 +40/+35/+30/+25

Special

6th Favored Enemy

7th Favored Enemy

8th Favored Enemy

9th Favored Enemy

Spells per Day 5 6 7 0 --1 --1 --2 --2 0 -2 1 -3 1 -3 2 -3 2 0 3 2 1 3 3 1 3 3 2 3 3 2 3 3 2 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

8 ------------0 1 1 2 2 2 3 3

9 ----------------0 1 1 2

The Epic Rogue


Level 21 22 23 24 25 26 27 28 29 14

Special Abilities: An epic rogue can choose a rogue special ability or can gain an epic or non-epic feat at 22nd level and every three levels thereafter. Base Attack Bonus +15/+10/+5 +16/+11/+6 +17/+12/+7 +18/+13/+8 +18/+13/+8 +19/+14/+9 +20/+15/+10 +21/+16/+11 +21/+16/+11 Special Sneak Attack +11d6, T rap Sense +7 Special Ability Sneak Attack +12d6 T rap Sense +8 Special Ability, Sneak Attack +13d6 Sneak Attack +14d6, T rap Sense +9 Special Ability Sneak Attack +15d6

30 31 32 33 34 35 36 37 38 39 40

+22/+17/+12 +23/+18/+13 +24/+19/+14 +24/+19/+14 +25/+20/+15 +26/+21/+16 +27/+22/+17 +27/+22/+17 +28/+23/+18 +29/+24/+19 +30/+25/+20

T rap Sense +10 Sneak Attack +16d6, Special Ability Sneak Attack +17d6, T rap Sense +11 Special Ability Sneak Attack +18d6 T rap Sense +12 Sneak Attack +19d6, Special Ability Sneak Attack +20d6, T rap Sense +13 Special Ability

The Epic Sorcerer

Spells: An epic sorcerers caster level continues to equal his class level and he continues to gain spell levels, spells per day and spells known. Level 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 15 Base Attack Bonus +10/+5 +11/+6 +11/+6 +12/+7 +12/+7 +13/+8 +13/+8 +14/+9 +14/+9 +15/+10 +15/+10 +16/+11 +16/+11 +17/+12 +17/+12 +18/+13 +18/+13 +19/+14 +19/+14

40 Level 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 Level 20 21 22 23 24 25 26 27 28 16

+20/+15 Spells per Day 10 11 12 3 --4 --5 3 -6 4 -6 5 3 6 6 4 6 6 5 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 Spells Known 10 11 12 1 --2 --2 1 -3 2 -3 2 1 3 3 2 4 3 2 4 3 3 4 4 3 13 ------3 4 5 6 6 6 6 6 6 6 6 6 6 6 6 13 ------1 2 2 14 --------3 4 5 6 6 6 6 6 6 6 6 6 6 14 --------1 15 ----------3 4 5 6 6 6 6 6 6 6 6 15 ---------16 ------------3 4 5 6 6 6 6 6 6 16 ---------17 --------------3 4 5 6 6 6 6 17 ---------18 ----------------3 4 5 6 6 18 ---------19 ------------------3 4 5 19 ---------20 --------------------3 20 ----------

29 30 31 32 33 34 35 36 37 38 39 40 Familiars Level 21 23 25 27 29 21 23 25 27 29

4 4 4 4 4 4 4 4 4 4 4 4

4 4 4 4 4 4 4 4 4 4 4 4

3 4 4 4 4 4 4 4 4 4 4 4

3 3 3 4 4 4 4 4 4 4 4 4

2 2 3 3 3 4 4 4 4 4 4 4

-1 2 2 3 3 3 4 4 4 4 4

---1 2 2 3 3 3 4 4 4

-----1 2 2 3 3 3 4

-------1 2 2 3 3

---------1 2 2

-----------1

Natural Armor +11 +12 +13 +14 +15 +16 +17 +18 +19 +20

Int 16 17 18 19 20 21 22 23 24 25

The Epic Wizard

Spells: An epic wizards caster level continues to equal his class level and he continues to gain spell levels and spells per day. Level 21 22 23 24 17 Base Attack Bonus +10/+5 +11/+6 +11/+6 +12/+7 Special

25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 Level 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 18

+12/+7 +13/+8 +13/+8 +14/+9 +14/+9 +15/+10 +15/+10 +16/+11 +16/+11 +17/+12 +17/+12 +18/+13 +18/+13 +19/+14 +19/+14 +20/+15 Spells per Day 10 11 12 1 --2 --3 1 -4 2 -4 3 1 4 4 2 4 4 3 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4

Bonus Feat

Bonus Feat

Bonus Feat

Bonus Feat 13 ------1 2 3 4 4 4 4 4 4 4 4 4 14 --------1 2 3 4 4 4 4 4 4 4 15 ----------1 2 3 4 4 4 4 4 16 ------------1 2 3 4 4 4 17 --------------1 2 3 4 18 ----------------1 2 19 ------------------20 -------------------

37 38 39 40

4 4 4 4

4 4 4 4

4 4 4 4

4 4 4 4

4 4 4 4

4 4 4 4

4 4 4 4

4 4 4 4

3 4 4 4

1 2 3 4

--1 2

Behind the Curtain: Class Progressions Class benefits should follow a simple and definable pattern, rather than an arbitrary hodge-podge of abilities, so that scaling epic levels doesnt become overwhelmingly complex and confusing. Further, class abilities should be locked-in rather than just a series of bonus feats that may or may not increase a characters effectiveness. Judging CRs for monsters is already more an art than a science, without creating the likely possibility of epic characters with wildly varied levels of effectiveness. Behind the Curtain: per Day Abilities Game balance is based on encounters per day. As class abilities are often already usable more times per day than the recommended four encounters at 20th level, adding uses per day to those abilities would only degrade the shaky balance that high- and epic-level play already possess. Spells improve beyond 20th level because only a casters highest spell levels effectively constitute their per day abilities.

The Epic Arcane Archer


Base Attack Bonus +11 +12 +13 +14 +15 +16 +17 +18 +19 +20 +21

Arrow of Death: The DC for this ability increases by 1 for every two epic arcane archer level you possess.

Level 11 12 13 14 15 16 17 18 19 20 21 19

Special Enhance Arrow +6

Enhance Arrow +7

Enhance Arrow +8

22 23 24 25 26 27 28 29 30

+22 +23 +24 +25 +26 +27 +28 +29 +30

Enhance Arrow +9

Enhance Arrow +10

The Epic Arcane T rickster


Level 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 Base Attack Bonus +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 +12 +13 +13 +14 +14 +15 Special Sneak Attack +6d6 Sneak Attack +7d6 Sneak Attack +8d6 Sneak Attack +9d6 Sneak Attack +10d6 Sneak Attack +11d6 Sneak Attack +12d6 Sneak Attack +13d6 Sneak Attack +14d6 Sneak Attack +15d6 Spells per Day +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class

The Epic Assassin


20

Level 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 Level 11 12 13 14 15 16 17 18 19 20 21 21

Base Attack Bonus +8 +9 +9 +10 +11 +12 +12 +13 +14 +15 +15 +16 +17 +18 +18 +19 +20 +21 +21 +22

Special SneakAttack +6d6 +6 save against poison SneakAttack +7d6 +7 save against poison SneakAttack +8d6 +8 save against poison SneakAttack +9d6 +9 save against poison SneakAttack +10d6 +10 save against poison SneakAttack +11d6 +11 save against poison SneakAttack +12d6 +12 save against poison SneakAttack +13d6 +13 save against poison SneakAttack +14d6 +14 save against poison SneakAttack +15d6 +15 save against poison 8 -----------9 ------------

Spells per Day 5 6 7 0 --1 --1 --2 --2 0 -2 1 -3 1 -3 2 -3 2 0 3 2 1 3 3 1

22 23 24 25 26 27 28 29 30 Level 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30

3 3 3 3 3 3 3 3 3

3 3 3 3 3 3 3 3 3

2 2 2 3 3 3 3 3 3

-0 1 1 2 2 2 3 3 8 ------------2 3 3 4 4 4 4 4

-----0 1 1 2 9 ----------------2 3 3 4

Spells Known 5 6 7 2 --3 --3 --4 --4 2 -4 3 -4 3 -4 4 -4 4 2 4 4 3 4 4 3 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4

The Epic Blackguard


Level 22 Base Attack Bonus Special

11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 Level 11 12 13 14 15 16 17 18 19 20 21 22 23 24 23

+11 +12 +13 +14 +15 +16 +17 +18 +19 +20 +21 +22 +23 +24 +25 +26 +27 +28 +29 +30

Sneak Attack +4d6

Sneak Attack +5d6

Sneak Attack +6d6

Sneak Attack +7d6

Sneak Attack +8d6

Sneak Attack +9d6

Spells per Day 5 6 7 0 --1 --1 --2 --2 0 -2 1 -2 1 -2 2 -2 2 0 2 2 1 2 2 1 2 2 2 2 2 2 2 2 2

8 ------------0 1

9 ---------------

25 26 27 28 29 30

2 2 2 2 2 2

2 2 2 2 2 2

2 2 2 2 2 2

1 2 2 2 2 2

--0 1 1 2

The Epic Dragon Disciple


Base Attack Bonus +8 +9 +9 +10 +11 +12 +12 +13 +14 +15 +15 +16 +17 +18 +18 +19 +20 +21 +21 +22

Breath Weapon: The DC for the epic dragon disciples breath weapon is 20 + 1/2 epic class levels + Con modifier.

Level 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30

Special Natural Armor Bonus (+5) Breath Weapon (7d8) Ability Boost (Str +2) Breath Weapon (8d8) Natural Armor Bonus (+6) Breath Weapon (9d8) Ability Boost (Con +2) Breath Weapon (10d8) Natural Armor Bonus (+7) Breath Weapon (11d8) Ability Boost (Str +2) Breath Weapon (12d8) Natural Armor Bonus (+8) Breath Weapon (13d8) Ability Boost (Con +2) Breath Weapon (14d8) Natural Armor Bonus (+9) Breath Weapon (15d8) Ability Boost (Str +2) Breath Weapon (16d8)

Bonus Spells 0 1 1 1 0 1 1 1 0 1 1 1 0 1 1 1 0 1 1 1

The Epic Duelist


Base 24

Level 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30

Attack Bonus +11 +12 +13 +14 +15 +16 +17 +18 +19 +20 +21 +22 +23 +24 +25 +26 +27 +28 +29 +30

Special Improved Reaction +5

Precise Strike +3d6 Improved Reaction +6

Precise Strike +4d6 Improved Reaction +7

Precise Strike +5d6 Improved Reaction +8

Precise Strike +6d6

The Epic Dwarven Defender

Defensive Stance: An epic dwarven defender gains no further defensive stances per day, but the potency of his defensive stance does increase. The numbers on the table below represent the Strength/Constitution/resistance/dodge bonuses that a dwarven defender of a given level gains while in defensive stance. Base Attack Bonus +11 +12 +13 +14 +15

Level 11 12 13 14 15 25

Special

+2/+4/+2/+5

16 17 18 19 20 21 22 23 24 25 26 27 28 29 30

+16 +17 +18 +19 +20 +21 +22 +23 +24 +25 +26 +27 +28 +29 +30

+2/+6/+3/+6

+2/+6/+3/+7

+4/+8/+4/+8

The Epic Eldritch Knight


Level 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 26 Base Attack Bonus +11 +12 +13 +14 +15 +16 +17 +18 +19 +20 +21 +22 +23 +24 +25 +26 Special +1 level of existing arcane spellcasting class +1 level of existing arcane spellcasting class +1 level of existing arcane spellcasting class +1 level of existing arcane spellcasting class +1 level of existing arcane spellcasting class +1 level of existing arcane spellcasting class +1 level of existing arcane spellcasting class +1 level of existing arcane spellcasting class +1 level of existing arcane spellcasting class +1 level of existing arcane spellcasting class +1 level of existing arcane spellcasting class +1 level of existing arcane spellcasting class +1 level of existing arcane spellcasting class +1 level of existing arcane spellcasting class +1 level of existing arcane spellcasting class +1 level of existing arcane spellcasting class

27 28 29 30

+27 +28 +29 +30

+1 level of existing arcane spellcasting class +1 level of existing arcane spellcasting class +1 level of existing arcane spellcasting class +1 level of existing arcane spellcasting class

The Epic Horizon Walker


Base Attack Bonus +11 +12 +13 +14 +15 +16 +17 +18 +19 +20 +21 +22 +23 +24 +25 +26 +27 +28 +29 +30

Terrain Mastery: An epic horizon walker can take the same terrain mastery more than once. Each time he does so, the benefits granted by that mastery stack with itself.

Level 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30

Special Any T errain Mastery Any T errain Mastery Any T errain Mastery Any T errain Mastery Any T errain Mastery Any T errain Mastery Any T errain Mastery Any T errain Mastery Any T errain Mastery Any T errain Mastery Any T errain Mastery Any T errain Mastery Any T errain Mastery Any T errain Mastery Any T errain Mastery Any T errain Mastery Any T errain Mastery Any T errain Mastery Any T errain Mastery Any T errain Mastery

The Epic Loremaster


Level 27 Base Attack Bonus Special Spells per Day

11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30

+5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 +12 +13 +13 +14 +14 +15

Secret Bonus Language Secret Secret Bonus Language Secret Secret Bonus Language Secret Secret Bonus Language Secret Secret Bonus Language Secret

+1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class

The Epic Mystic Theurge


Level 11 12 13 14 15 16 17 18 19 20 21 28 Base Attack Bonus +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 Spells per Day +1 level of existing arcane and divine spellcasting class +1 level of existing arcane and divine spellcasting class +1 level of existing arcane and divine spellcasting class +1 level of existing arcane and divine spellcasting class +1 level of existing arcane and divine spellcasting class +1 level of existing arcane and divine spellcasting class +1 level of existing arcane and divine spellcasting class +1 level of existing arcane and divine spellcasting class +1 level of existing arcane and divine spellcasting class +1 level of existing arcane and divine spellcasting class +1 level of existing arcane and divine spellcasting class

22 23 24 25 26 27 28 29 30

+11 +11 +12 +12 +13 +13 +14 +14 +15

+1 level of existing arcane and divine spellcasting class +1 level of existing arcane and divine spellcasting class +1 level of existing arcane and divine spellcasting class +1 level of existing arcane and divine spellcasting class +1 level of existing arcane and divine spellcasting class +1 level of existing arcane and divine spellcasting class +1 level of existing arcane and divine spellcasting class +1 level of existing arcane and divine spellcasting class +1 level of existing arcane and divine spellcasting class

The Epic Red Wizard


Level 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 Base Attack Bonus +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 +12 +13 +13 +14 +14 +15 Special Spells per Day +1 level of existing arcane class +1 level of existing arcane class +1 level of existing arcane class +1 level of existing arcane class +1 level of existing arcane class +1 level of existing arcane class +1 level of existing arcane class +1 level of existing arcane class +1 level of existing arcane class +1 level of existing arcane class +1 level of existing arcane class +1 level of existing arcane class +1 level of existing arcane class +1 level of existing arcane class +1 level of existing arcane class +1 level of existing arcane class +1 level of existing arcane class +1 level of existing arcane class +1 level of existing arcane class +1 level of existing arcane class

Spell Power +6 Specialist Defense +5

Spell Power +7 Specialist Defense +6 Spell Power +8

Specialist Defense +7 Spell Power +9

Specialist Defense +5, Spell Power +10

29

The Epic Shadowdancer


Base Attack Bonus +8 +9 +9 +10 +11 +12 +12 +13 +14 +15 +15 +16 +17 +18 +18 +19 +20 +21 +21 +22

Terrain Mastery: An epic horizon walker can take the same terrain mastery more than once. Each time he does so, the benefits granted by that mastery stack with itself.

Level 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30

Special

Shadow Jump 320 ft.

Shadow Jump 640 ft.

Shadow Jump 1,280 ft.

Shadow Jump 2,560 ft.

Shadow Jump 5,120 ft.

Chapter 2: Epic Feats


Epic Feats
Additional Magical Item Space Benefit: You gain an extra magical item space. This space is not tied to any particular body slot, so it can be used to wear any single extra item. Special: You can gain this feat multiple times. Its effects stack. Aligned Strike 30

Prerequisite: Appropriately opposed alignment. Benefit: You deal an extra 1d6 damage against chaotic, evil, good or lawful creatures. Special: You can gain this feat once at 21st level and once every ten levels thereafter. Its effects stack. Automatic Metamagic Prerequisite: Appropriate metamagic feat. Benefit: The effects of the appropriate metamagic feat are applied to all spells of certain spell levels, depending on how much the metamagic effect adjusts spell level. Metamagic effects which add 1 to spell level are automatically applied to all 4th level spells you cast and below. Metamagic effects which add 2 to spell level are automatically applied to all 3rd level spells you cast and below. Metamagic effects which add 3 to spell level are automatically applied to all 2nd level spells you cast and below. Metamagic effects which add 4 to spell level are automatically applied to all 1st level spells you cast and below. Special: You may gain this feat multiple times, even for the same metamagic effect. Each time this feat is gained for the same metamagic effect, that effect is applied to an additional appropriate number of spell levels automatically. Bane Strike Benefit: You deal an extra 2d6 damage against a particular type of foe. (See the rangers favored enemy list for examples.) Special: You can gain this feat once at 21st level and once every ten levels thereafter. Its effects stack. Blinding Speed Benefit: You can act as if under the effects of a haste spell for 5 minutes per day. Activating this ability is a free action. Once this ability is activated and then deactivated, it cannot be used again that day even if the full 5 minutes were not used. Special: You can gain this feat multiple times. Each time you gain this feat, you gain another use per day. Bonus Domain Benefit: You gain access to an extra domain from your deitys domain list. You now have access to this domains spells and granted powers as normal. Special: You can gain this feat multiple times. Each time you take this feat, it applies to a new domain. Damage Reduction Benefit: You gain damage reduction 2/-- or your permanent damage reduction increases 31

by 2. Special: You can gain this feat once at 21st level and once every ten levels thereafter. Its effects stack. Efficient Item Creation Benefit: Creating items via item creation feats or craft skills takes you only one tenth as long as normal. Energy Resistance Benefit: You gain energy resistance 10 against one of the five elements or your permanent energy resistance against that element increases by 10. Special: You can gain this feat once at 21st level and once every ten levels thereafter. Its effects stack. Energy Strike Benefit: Choose one of the five energy types: acid, cold, electricity, fire or sonic. If you chose acid, cold, electricity or fire you deal an extra 1d6 damage of that type. If you chose sonic, you deal an extra 1d4 sonic damage. Special: You can gain this feat once at 21st level and once every ten levels thereafter. Its effects stack. Epic Alertness Benefit: You gain a bonus to Listen and Spot equal to 1 + 1/eight levels. Additionally, Spot and Listen become class skills for all your classes if they are not already. Special: You can gain this feat once at 21st level and once every twenty levels thereafter. Its effects stack. Epic Blind-Fight Prerequisite: Blind-Fight Benefit: In melee, you do not suffer miss chances because of concealment. You take no penalty to speed for being unable to see. Epic Combat Reflexes Prerequisites: Dex 21, Combat Reflexes Benefit: You can make any number of attacks of opportunity each round, though you still cannot make more than one attack of opportunity against each opponent. Epic Critical Benefit: The threat range for your chosen weapon is doubled. (Remember that two doublings is a tripling, and so forth.) 32

Epic Darkvision Prerequisites: Darkvision as a racial ability or class feature Benefit: The range of your darkvision doubles. Special: You can gain this feat once at 21st level and once every twenty levels thereafter. Its effects stack. (Remember that two doublings equal a tripling, and so forth.) Epic Deadly Critical Prerequisites: Deadly Critical with selected weapon, Epic Critical with selected weapon. Benefit: When you attack with the selected weapon and roll a natural 19 or 20, the defender must succeed on a Fortitude save (DC 10 + 1/2 Base Attack Bonus + Strength modifier [melee weapon] or Dexterity modifier [ranged weapon]) or die. This effect is not dependant on critical confirmation, so a natural 19 or 20 attack roll might result in the defenders death even if the critical confirmation fails. Epic Eschew Materials Benefit: You no longer require material components or foci to cast spells. Epic Far Shot Prerequisites: Far Shot, Point Blank Shot Benefit: When using a bow or a thrown weapon, your maximum number of range increments equal your base attack bonus. Epic Fortitude Benefit: You gain a +2 bonus to fortitude saves. Special: You can gain this feat once at 21st level and once every twenty levels thereafter. Its effects stack. Epic Initiative Benefit: You gain a +4 bonus to initiative checks. Special: You can gain this feat once at 21st level and once every twenty levels thereafter. Its effects stack. Epic Item Creation Prerequisite: Appropriate item creation feat. Benefit: You can create epic magical items of the appropriate type. Epic Leadership Benefit: You gain additional benefits for a leadership score above 25. Your cohort gains four levels for every five points by which your leadership score improves. After your leadership score reaches 27, you gain 50 1st level followers for each point by which your score improves. You have a tenth as many 2nd level followers as 1st level followers and half 33

as many followers of each higher level as the last. Lead. Cohort Number of Followers by Level Score Level 1st 2nd 3rd 4th 5th 6th 26 18 165 16 8 4 2 1 27 19 200 20 10 5 2 1 28 20 250 25 12 6 3 1 29 21 300 30 15 7 3 1 30 22 350 35 17 8 4 2 31 22 400 40 20 10 5 2 32 23 450 45 22 11 5 2 33 24 500 50 25 12 6 3 34 25 550 55 27 13 6 3 35 26 600 60 30 15 7 3 etc...

7th ----1 1 1 1 1 1

Epic Low-Light Vision Prerequisites: Low-Light Vision as a racial ability or class feature Benefit: The range of your low-light vision doubles. Special: You can gain this feat once at 21st level and once every twenty levels thereafter. Its effects stack. (Remember that two doublings equal a tripling, and so forth.) Epic Metamagic Prerequisite: Appropriate metamagic feat. Benefit: You can apply the effects of the appropriate metamagic feat twice, rather than once, albeit at twice the spell slot cost. Obviously, there is no use in feats such as Epic Quicken Spell. Epic Reflexes Benefit: You gain a +2 bonus to reflex saves. Special: You can gain this feat once at 21st level and once every twenty levels thereafter. Its effects stack. Epic Skill Focus Benefit: You gain a bonus to the chosen skill equal to 2 + 1/four levels. Additionally, the chosen skill becomes a class skill for all your classes if it is not already. Special: You can gain this feat once at 21st level and once every twenty levels thereafter. Its effects stack. Epic Speed 34

Benefit: Your base speed improves by +10 feet. This bonus stacks with other improvements to your base speed. Special: You can gain this feat multiple times; once at 21st level and every twenty levels thereafter. Its effects stack. Epic Spell Focus Benefit: The save DCs against your chosen schools increase by +1. Special: You can gain this feat once at 21st level and once every twenty levels thereafter. Its effects stack. Epic Spell Penetration Benefit: You gain a +2 bonus on caster level checks to overcome spell resistance. Special: You can gain this feat once at 21st level and once every ten levels thereafter. Its effects stack. Epic Spell Resistance Prerequisites: Spell Resistance as a racial ability or class feature Benefit: Your spell resistance increases by +2. Special: You can gain this feat once at 21st level and once every ten levels thereafter. Its effects stack. Epic Spell Focus Benefit: The save DCs against your chosen schools increase by +1. Special: You can gain this feat once at 21st level and once every twenty levels thereafter. Its effects stack. Epic Toughness Benefit: You gain hit points equal to 2 + your level. Special: You can gain this feat once at 21st level and once every twenty levels thereafter. Its effects stack. Epic Weapon Focus Benefit: You gain a +2 bonus on attack rolls with your chosen weapon. Special: You can gain this feat once at 24th level and once every eight levels thereafter. Its effects stack. Epic Weapon Specialization Benefit: You gain a +4 bonus on damage rolls with your chosen weapon. Special: You can gain this feat once at 28th level and once every eight levels thereafter. Its effects stack. 35

Epic Will Benefit: You gain a +2 bonus to will saves. Special: You can gain this feat once at 21st level and once every twenty levels thereafter. Its effects stack. Fast Healing Benefit: You gain fast healing 2 or your permanent fast healing increases by 2. Special: You can gain this feat once at 21st level and once every ten levels thereafter. Its effects stack. Great Ability Benefit: Choose one of your ability scores. That score increases by 2. Special: You can gain this feat once for each ability score at 21st level and once every twenty levels thereafter. Its effects stack. Permanent Emanation Prerequisites: Ability to cast spell to be made permanent Benefit: Choose a spell whose area is an emanation from you. This spell becomes permanent, though you can dismiss it or resume it as a free action. Effects that would normally dispel it instead suppress it for 5 minutes. Special: You can take this feat multiple times. Each time you take this feat, it applies to a new spell. Planar Turning Prerequisites: Ability to turn or rebuke undead Benefit: You can turn evil outsiders and rebuke nonevil outsiders (if you turn undead) or turn good outsiders and rebuke nongood outsiders (if you rebuke undead). Outsiders have turn resistance +10. Sneak Attack of Opportunity Benefit: Any attack of opportunity you make is considered to be a sneak attack. Spectral Strike Prerequisites: Ability to turn or rebuke undead Benefit: You do not suffer miss chances against incorporeal foes. Spell Knowledge Benefit: Add one spell, of any level you can cast, to your list of spells known. If you later gain access to higher spell levels, you can trade out this spell known for a higher level one. 36

Spell Opportunity Prerequisites: Combat Casting, Quicken Spell Benefit: You can cast (and attack with) a touch spell as your attack of opportunity. This does not provoke an attack of opportunity from the opponent who provoked an attack of opportunity from you, but it does provoke attacks of opportunity from other threatening opponents as normal. Spontaneous Spell Prerequisites: Ability to cast chosen spell Benefit: Choose a spell. You can spontaneously convert prepared spells of that spells level or lower into that spell, just as a cleric converts spells into cure or inflict spells. If you later gain access to higher spell leverls, you can trade out this spontaneous spell for a higher level one. Trap Sense Prerequisites: Search 24 ranks Benefit: If you pass within 5 feet of a trap, you are entitled to a Search check as if you were actively looking for it.

New Non-Epic Feats


Deadly Critical [General] Prerequisites: Improved Critical with selected weapon, base attack bonus +15. Benefit: When you attack with the selected weapon and roll a natural 20, the defender must succeed on a Fortitude save (DC 10 + 1/2 Base Attack Bonus + Strength modifier [melee weapon] or Dexterity modifier [ranged weapon]) or die. This effect is not dependant on critical confirmation, so a natural 20 attack roll might result in the defenders death even if the critical confirmation fails. Pounce [General] Prerequisites: Quick Draw, base attack bonus +6 Benefit: You may make a full attack at the end of a charge or as a standard action after you move (you cannot move after making a full attack). Superior Two-Weapon Defense [General] Prerequisites: Dex 21, Greater T wo-Weapon Defense, Greater T wo-Weapon Fighting, Improved Two-Weapon Defense, Improved T wo-Weapon Fighting, Superior T wo-Weapon Fighting, T wo-Weapon Defense, base attack bonus +11. Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +3 shield bonus to your AC. 37

When you are fighting defensively or using the total defense action, this shield bonus increases to +6. Special: A fighter may select Greater T wo-Weapon Defense as one of his fighter bonus feats. Spellcasting Harrier [General] Benefit: Spellcasters you threaten take a -4 penalty to concentration checks made to cast defensively. Special: A fighter may select Spellcasting Harrier as one of his fighter bonus feats. Superior Two-Weapon Fighting [General] Prerequisites: Dex 21, Greater T wo-Weapon Fighting, Improved T wo-Weapon Fighting, Two-Weapon Fighting, base attack bonus +16. Benefit: You gain a fourth attack with your off-hand weapon, albeit at a -15 penalty. Special: A fighter may select Superior T wo-Weapon Fighting as one of his fighter bonus feats. Superior Weapon Focus [General] Prerequisites: Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, fighter level 16th. Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus and Greater Weapon Focus. Special: You can gain Superior Weapon Focus multiple times. Its effects do not stack. Each time you take this feat, it applies to a new type of weapon. A fighter must have Superior Weapon Focus with a given weapon to gain the Superior Weapon Specialization feat for that weapon. A fighter may select Superior Weapon Focus as one of his fighter bonus feats. Superior Weapon Specialization [General] Prerequisites: Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Greater Weapon Specialization with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, fighter level 20th. Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Specialization and Greater Weapon Specialization. Special: You can gain Superior Weapon Specialization multiple times. Its effects do not stack. Each time you take this feat, it applies to a new type of weapon. A fighter may select Superior Weapon Specialization as one of his fighter bonus feats. 38

Chapter 3: Epic Spells


Epic spells can be handled in one of two following ways. Rather than a hodge podge of individual spells with disparate requirements and effects, this document provides progressions for many classic spell types and guidelines for creating new spell progressions which can easily be extrapolated into the epic levels. In a game which has exclusively used the Spell Book from 1st level, casters should should gain spell levels as shown in Chapter 1: Epic Classes. This option is much better than using standard spells because it provides epic casters with a better sense of advancement and ensures that their spells are neither too weak nor too powerful. However, some groups might not want to accustom themselves to a slightly different magic standard or they might be reading this document after having used standard spells for twenty levels already. For such groups, the Standard Spells option can work almost as well. In a game which uses standard published spells, casters should not gain spell levels as shown in Chapter 1: Epic Classes. Clerics, druids and wizards should gain a single 10th level spell slot at 21st level, and a single higher spell slot every four levels thereafter. Sorcerers should gain their spell slots one level later. Bards should gain a single 7th level spell slot at 22nd level, and a single higher spell slot every six levels thereafter. Paladins and rangers should gain a single 5th level spell slot at 22nd level, and a single higher spell slot every eight levels thereafter. These epic spell slots can be used to cast lower level spells, enhance lower level spells with metamagic feats or, at the DMs option, to cast new and unique epic spells.

The T equila Sunrise Spell Book

Standard Spells

Chapter 4: Epic Equipment


Epic Wealth by Level Guidelines
The following wealth guidelines allow for an epic character of any level to have a full suite of permanent magical items appropriate for their level. T calculate wealth by level o beyond 40th level, use the following formula. At every fourth level after 40th, calculate the value of a Cloak of Resistance appropriate for that level (see Level Guide, below) and multiply that value by 30. This is the wealth guideline for every fourth level. T calculate o the wealth guideline for the three intermediate levels, simply divide the difference between each fourth level by 4 and add that value to the previous levels wealth guideline. Level Wealth Level Wealth 39

21 22 23 24 25 26 27 28 29 30

1,110,000 1,460,000 1,810,000 2,160,000 2,722,500 3,285,000 3.847,500 4,410,000 5,227,500 6,045,000

31 32 33 34 35 36 37 38 39 40

6,862,500 7,680,000 8,797,500 9,915,000 11,032,500 12,150,000 13,612,500 15,075,000 16,537,500 18,000,000

Epic Magical Items

Level Guide: The level guide serves two purposes. First, it serves as a guide for the DM for the appropriate level at which PCs should gain access to any given magical item. Second, it dictates an epic magical items Epic Cost Modifier: Epic Level Cost Guide Modifier 21-24 X2 25-28 X3 29-32 X4 33-36 X5 37-40 X6 etc... Armor and Shields The formula for determining the market price of epic armor and shields is: 1,000 gp X the effective bonus X the effective bonus X the epic cost multiplier. Effective Level Bonus Guide +11 21 +12 23 +13 25 +14 27 +15 29 +16 31 +17 33 40

+18 +19 +20

35 37 39

Weapons The formula for determining the market price of an epic weapon is: 2,000 gp X the effective bonus X the effective bonus X the epic cost multiplier. Effective Level Bonus Guide +11 21 +12 23 +13 25 +14 27 +15 29 +16 31 +17 33 +18 35 +19 37 +20 39 Potions The formula for determining the market price of an epic potion is: 50 gp X the level of the spell X the level of the caster X the epic cost multiplier. Spell Level Level Guide 11 21 12 23 13 25 14 27 15 29 16 31 17 33 18 35 19 37 20 39 Rings The formula for determining the market price of an epic ring of energy resistance is: 41

4,000 gp X the level of the caster X the epic cost multiplier. Resistance Caster Level Value Level Guide 40 23 23 50 27 29 60 31 37 The formula for determining the market price of an epic ring of universal energy resistance is: 20,000 gp X the level of the caster X the epic cost multiplier. Resistance Caster Level Value Level Guide 40 23 23 50 27 29 60 31 37 The formula for determining the market price of an epic ring of protection is: 2,000 gp X the deflection bonus X the deflection bonus X the epic cost multiplier. Deflection Level Bonus Guide +6 21 +7 25 +8 29 +9 33 +10 37 Rods The formula for determining the market price of an epic metamagic rod is: 1,500 gp X the metamagic feats spell level adjustment X metamagic feats spell level adjustment X maximum spell level which the rod affects X the epic cost multiplier. Max Spell Level Level Guide 11 21 12 23 13 25 14 27 15 29 16 31 17 33 42

18 19 20

35 37 39

Scrolls The formula for determining the market price of an epic scroll is: 25 gp X the level of the spell X the level of the caster X the epic cost multiplier. Spell Level Level Guide 11 21 12 23 13 25 14 27 15 29 16 31 17 33 18 35 19 37 20 39 Staffs The formula for determining the market price of an epic staff is: 750 gp X the level of the highest-level spell X the level of the caster X the epic cost multiplier, plus 75% of the value of the next most costly ability (562.5 gp X the level of the spell X the level of the caster X the epic cost multiplier), plus half of the value of any other abilities (375 gp X the level of the spell X the level of the caster X the epic cost multiplier). Spell Level Level Guide 11 21 12 23 13 25 14 27 15 29 16 31 17 33 18 35 19 37 43

20

39

Wondrous Items The formula for determining the market price of an epic ability score enhancer is: 1,000 gp X the enhancement bonus X the enhancement bonus. (T put epic ability score o enhancers in context, I recommend allowing +8 and +10 enhancers to be non-epic items and removing all inherent bonuses from the game. Now reduce the level guide for all epic ability score enhancers by 8.) Enhancement Level Bonus Guide +8 21 +10 25 +12 29 +14 33 +16 37 The formula for determining the market price of an epic amulet of mighty fists is: 6,000 gp X the enhancement bonus X the enhancement bonus X the epic cost multiplier. Enhancement Level Bonus Guide +6 21 +7 25 +8 29 +9 33 +10 37 The formula for determining the market price of an epic amulet of natural armor is: 2,000 gp X the natural armor bonus X the natural armor bonus X the epic cost multiplier. Natural Armor Level Bonus Guide +6 21 +7 25 +8 29 +9 33 +10 37 The formula for determining the market price of epic bracers of armor is: 1,000 gp X the armor bonus X the armor bonus X the epic cost multiplier. (Epic bracers of armor eventually surpass epic armor, which many consider to be counter-intuitive. To remedy 44

this, I recommend limiting non-epic bracers of armor to a +5 bonus and allowing a similar item which grants a shield bonus of +1 to +5. Neither of these items should be able to hold armor and shield special properties. Epic versions of these items use the same level guide as cloaks of resistance.) Armor Level Bonus Guide +11 21 +12 23 +13 25 +14 27 +15 29 +16 31 +17 33 +18 35 +19 37 +20 39 The formula for determining the market price of an epic cloak of resistance is: 1,000 gp X the resistance bonus X the resistance bonus X the epic cost multiplier. Resistance Level Bonus Guide +6 21 +7 25 +8 29 +9 33 +10 37

Behind the Curtain: Magical Items, Bonuses and Challenge Ratings

Characters should have a relatively limited number of magical items, though the bonuses which these items grant should increase at a steady rate as levels are gained. The items listed above, and the bonuses which they grant, are those which the challenge rating system assumes that characters have ready access to. Other items, particularly those which grant other types of bonuses, should be rare, situational or even nonexistant. A common misconception is that armor class is supposed to keep up with attack bonuses--this assumption is wrong. Beyond low levels, armor class is meant to prevent opponents from using full power attack, not to actually prevent attacks from hitting. The challenge rating system assumes that characters will gain about 1 point of AC per level while monsters will gain anywhere from 1 to 3 points of attack bonus per CR. 45

Variant: Magical Item Attunement

As characters gain levels, it becomes more and more rediculous that they are somehow able to find and/or buy the many magical items which provide the bonuses which they need to survive. Even when looting the hoard of a great wyrm time dragon or bargaining with a mysterious and powerful merchant in Sigil, players will eventually wonder isnt it amazing that just the right number and potency of magical items seem to find their way into my characters hands? There are several ways to get around this; a DM can redesign every monster and NPC to his players abilities so he doesnt need the wealth by level guidelines, a DM can use the Character Points variant detailed in The Tequila Sunrise Tome of Collected House Rules and Variants, or a DM can use the Magical Item Attunement variant. Magical Item Attunement is a variant that allows players to get the magical items that their characters need to survive without losing their suspense of disbelief in the methods to do so. Using this variant, a character can create and improve magical items in much the same way that casters with item creation feats do. The only difference is that magical item attunement does not consume experience points, but it does require a character to spend 100% of a magical items market price (or improvement price).

Chapter 5: The Path to Divinity


The Path to Divinity is a campaign variant in which epic levels represent not only legendary skill and prowess, but the gradual ascent into godhood. All epic characters share the following traits.

Divine Qualities

Timeless Body: At 21st level, a character takes the first step on the path to divinity. As such, he ceases to physically age. He accrues no further age related penalties, but will die naturally when his time is up. Ageless: At 26th level, a character can see the end of his path to divinity. As such, he will never naturally die. Timeless Soul: At 31st level, a character passes the threshold into divinity and becomes truly immortal. As such he gains the ability ability to alter his physical age at will. If he has accrued any physical age related penalties, such are immediately removed. Even if he chooses to appear elderly, his abilities are not affected. Additionally, he does not need to drink, eat or sleep (though he must still rest as usual to regain spells). Immortal: At 36th level, a character becomes a true power bound inseparably to the life of the multiverse itself. Even if slain, he simply reforms in 5d20 days. 46

Divine Casters: An epic divine caster becomes more his deitys ally rather than follower. At 21st level, a divine character gains an intuitive understanding of magic and channels divine spells directly from the multiverse rather than through his god. This has no mechanical effect, except that at the DMs discretion, he may retain access to his spells in places which have been abandoned by the gods.

Divine Powers

In addition to the divine qualities shared by all epic characters, epic characters may choose a divine power at each epic level. Ability Score Enhancement (Ex): You gain an enhancement bonus to all of your ability scores according to the table below. Level Enhancement Bonus 21-24 +2 25-28 +4 29-32 +6 33-36 +8 37-40 +10 Alter Self (Su): You gain the ability to use an effect similar to this spell at will. You can grow a pair of wings to give yourself a fly speed of 40 feet (average maneuverability), grow gills and fins to give yourself the ability to breath water and a swim speed of 30 feet or grow rough claws to give yourself a natural weapon (1d4 damage) and a burrow speed of 10 feet. You must have the Enlarge/Reduce Person divine power to take Alter Self. Damage Reduction (Su): You gain damage reduction according to the table below. Level Damage Reduction 21-24 5/magic 25-28 10/magic 29-32 15/magic 33-36 20/magic 37-40 25/magic Death Ward (Ex): You gain the continuous benefits of this spell. Detect Auras (Su): You gain the continuous benefits of Detect Chaos, Detect Evil, Detect Good, Detect Law and Detect Magic. Dimension Door (Sp): You can Dimension Door yourself and 100 pounds of gear at will. Dispel Magic (Sp): You can use an effect similar to Dispel Magic at will. You may only use the targetted version, but there is no maximum caster level and any non-instantaneous magical effect can be affected. 47

Enlarge/Reduce Person (Su): You gain the continuous benefits of either of these spells. You can go from enlarged to reduced, or vice versa. Greater Teleport (Sp): You can Greater T eleport yourself and 100 pounds of gear at will. You must have the T eleport divine power to take Greater T eleport. Haste (Su): You gain the continuous benefits of this spell. Hit Point Increase (Ex): At each epic level you gain 1 extra hit point per hit die in addition to your usual increase. This increase is cumulative so at 21st level you gain 1 extra hit point per hit die, then at 22nd level you gain 2 extra hit points per hit die and so on. This divine power can never raise your hit points above the maximum for your hit dice and Constitution bonus. Mind Blank (Ex): You gain the continuous benefits of this spell. You must have the Nondetection divine power to take Mind Blank. No Automatic Failures (Ex): You never automatically fail any d20 roll when you roll a natural 1. Nondetection (Ex): You gain the continuous benefits of this spell. Plane Shift (Sp): You can Plane Shift yourself and 100 pounds of gear at will. You must have the T eleport divine power to take Plane Shift. See Invisibility (Su): You gain the continuous benefits of this spell. Spell Resistance (Ex): You gain spell resistance equal to 7 + your level. Teleport (Sp): You can T eleport yourself and 100 pounds of gear at will. You must have the Dimension Door divine power to take T eleport. Tongues (Su): You gain the continuous benefits of this spell. True Seeing (Su): You gain the continuous benefits of this spell. You must have the See Invisibility divine power to take T rue Seeing.

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