(ENG) D&D 3.5 Ed. - Epic Level Handbook - Flip eBook Pages 1-50 (2024)

ADDITIONAL DESIGN JOHN D. RATELIFF, THOMAS REID, JAMES WYATT EDITORS GWENDOLYN F. M. KESTREL, DAVID NOONAN MANAGING EDITOR KIM MOHAN CREATIVE DIRECTOR ED STARK BUSINESS MANAGER ANTHONY VALTERRA VICE PRESIDENT OF RPG R&D BILL SLAVICSEK VICE PRESIDENT OF PUBLISHING MARY KIRCHOFF PROJECT MANAGER MARTIN DURHAM PRODUCTION MANAGER CHAS DELONG ART DIRECTOR DAWN MURIN COVER ART ARNIE SWEKEL INTERIOR ARTISTS DAREN BADER,, BROM, DAVID DAY, BRIAN DESPAIN, LARRY DIXON, MICHAEL, DUTTON, JEFF EASLEY, LARS GRANT-WEST, REBECCA QUAY, JEREMY JARVI’S ALTON LAWSON, TODD LOCKWOOD, DAVID MARTIN, RAVEN MIMURA, MATTHEW MITCHELL, VINOD RAMS, WAYNE REYNOLDS, DARRELL RICHE, RICHARD SARDINHA, MARC SASSO, MARK SMYLIE, ARNIE SWEKEL, ANTHONY WATERS GRAPHIC DESIGNERS ROBERT CAMPBELL, CYNTHIA FLIEGE, SHERRY FLOYD, SEAN GLENN CARTOGRAPHER TODD GAMBLE TYPOGRAPHER ERIN DORRIES EPIC LEVEL HANDBOOK ANDY COLLINS AND BRUCE R. CORDELL Based on the original DUNGEONS & DRAGONS rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This WIZARDS OF THE COAST® game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Gaming License and the d20 System® License, please visit www.wizards.com/d20. Sources include Defender of the Faith, Monsters of Faerûn, Sword and Fist, Tome and Blood, High Level Handbook, Will and the Way, Masters of the Wild, The Psionic Handbook, Lord of the Iron Fortress and The Living Greyhawk Journal. Valuable advice provided by Mike Selinker, Ed Stark, Owen K.S. Stephens, and Michael S. Webster. Azu D’morr’s epic sentiments provided by Stephen Radney-MacFarland. 620-88169-001-EN FIRST PRINTING: JULY 2002

3 Contents Introduction . . . . . . . . . . . . . . . . . . . . . . . . .4 What Is an Epic Character? . . . . . . . . . . . . . . . . . . . . . . .4 The Epic Level Handbook . . . . . . . . . . . . . . . . . . . . . . . . . . .4 Chapter 1: Characters, Skills, and Feats . . . . . . . . . . . . . . . . . . . . . . . . . .5 On Beyond 20th! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 Class and Level Bonuses . . . . . . . . . . . . . . . . . . . . . .5 Class Features . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 Epic Barbarian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8 Epic Bard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9 Epic Cleric . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Epic Druid. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Epic Fighter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Epic Monk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Epic Paladin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Epic Ranger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Epic Rogue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Epic Sorcerer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Epic Wizard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Epic Arcane Archer . . . . . . . . . . . . . . . . . . . . . . . . . 17 Epic Assassin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Epic Blackguard . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Epic Dwarven Defender . . . . . . . . . . . . . . . . . . . . 20 Epic Lore-master . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Epic Shadowdancer . . . . . . . . . . . . . . . . . . . . . . . . . 21 Epic Psion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Epic Psychic Warrior . . . . . . . . . . . . . . . . . . . . . . . 23 New Epic Prestige Classes . . . . . . . . . . . . . . . . . . . . . . 24 Agent Retriever . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Cosmic Descryer . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Divine Emissary . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Epic Infiltrator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 Guardian Paramount . . . . . . . . . . . . . . . . . . . . . . . . 30 High Proselytizer . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 Legendary Dreadnought . . . . . . . . . . . . . . . . . . . . 35 Perfect Wight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 Union Sentinel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 Epic Leadership . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Epic Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 Combining Skill Attempts . . . . . . . . . . . . . . . . . . 38 Skill Descriptions . . . . . . . . . . . . . . . . . . . . . . . . . . 38 Psionic Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 Epic Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 Acquiring Epic Feats . . . . . . . . . . . . . . . . . . . . . . . . 46 Epic Feat Descriptions . . . . . . . . . . . . . . . . . . . . . . 50 Nonepic Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69 Chapter 2: Epic Spells . . . . . . . . . . . . . . .71 Beyond 9th-Level Spells . . . . . . . . . . . . . . . . . . . . . . . . 71 What Are Epic Spells? . . . . . . . . . . . . . . . . . . . . . . 71 Acquiring Epic Spells . . . . . . . . . . . . . . . . . . . . . . . 72 Epic Spell Development . . . . . . . . . . . . . . . . . . . . 72 Epic Spellcasting . . . . . . . . . . . . . . . . . . . . . . . . . . . 72 Epic Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73 Epic Spells by Spellcraft DC . . . . . . . . . . . . . . . . . 73 Developing Your Own Epic Spells . . . . . . . . . . . . . . 88 Example of Development and Casting . . . . . . . 90 Seed Descriptions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92 Chapter 3: Running an Epic Game .103 Epic Expectations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103 Advancing to 21st Level . . . . . . . . . . . . . . . . . . . . . . . 103 Retool Behind the Scenes . . . . . . . . . . . . . . . . . . 104 The First Epic Characters . . . . . . . . . . . . . . . . . . 104 Leave the Old World Behind . . . . . . . . . . . . . . . 104 The Epic Adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . 105 The Epic Dungeon . . . . . . . . . . . . . . . . . . . . . . . . 105 The Epic Wilderness . . . . . . . . . . . . . . . . . . . . . . 107 Planar Travel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108 Average Damage . . . . . . . . . . . . . . . . . . . . . . . . . . 108 Dealing with Time Stop . . . . . . . . . . . . . . . . . . . . . 108 Narrowing Challenge Ratings . . . . . . . . . . . . . . 108 Intelligent Adversaries . . . . . . . . . . . . . . . . . . . . 109 Sudden Jeopardy . . . . . . . . . . . . . . . . . . . . . . . . . . 110 Variant Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110 The Epic Campaign . . . . . . . . . . . . . . . . . . . . . . . . . . . 111 Designing Site-Based Adventures . . . . . . . . . . 112 Designing Event-Based Adventures . . . . . . . . 112 Character Motivation . . . . . . . . . . . . . . . . . . . . . . 112 Demographics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113 Managing Wealth . . . . . . . . . . . . . . . . . . . . . . . . . 114 More Use from Old Magic Items . . . . . . . . . . . 114 Reutilizing Important NPCs . . . . . . . . . . . . . . . 114 Running a Mixed-Levels Campaign . . . . . . . . 115 Divinations and Keeping Secrets . . . . . . . . . . . 115 Handling Wish . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116 Celebrity Breeds Opportunity . . . . . . . . . . . . . . 116 Lords of Their Personal Plane . . . . . . . . . . . . . . 117 Divine Ascension . . . . . . . . . . . . . . . . . . . . . . . . . . 117 100 Epic Adventure ideas . . . . . . . . . . . . . . . . . . . . . . 117 Epic Encounters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119 Rewards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120 Experience Awards . . . . . . . . . . . . . . . . . . . . . . . . 120 Treasure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121 Chapter 4: Epic Magic Items . . . . . . .123 Creating Epic Magic Items . . . . . . . . . . . . . . . . . . . . 1 24 Caster Level . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124 Prerequisites . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124 Marker Price . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124 Experience Point Cost . . . . . . . . . . . . . . . . . . . . . 124 Magic Item Descriptions . . . . . . . . . . . . . . . . . . . . . . 125 Random Epic Magic Items . . . . . . . . . . . . . . . . . 125 Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125 Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129 Rings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135 Rods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137 Scrolls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140 Staffs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 142 Wondrous Items . . . . . . . . . . . . . . . . . . . . . . . . . . 144 Intelligent Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146 Artifacts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 150 Minor Artifacts . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151 Major Artifacts . . . . . . . . . . . . . . . . . . . . . . . . . . . . 152 Chapter 5: Monsters . . . . . . . . . . . . . . .155 Level Adjustment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155 Monsters by Challenge Rating . . . . . . . . . . . . . 156 Monsters by Type (and Subtype) . . . . . . . . . . . 156 Abomination . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157 BUILDING ABOMINATIONS . . . . . . . . . . . . . . . . . . . . 157 Anaxim . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 158 Atropal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159 Chichimec . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160 Dream Larva . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 161 Hecatoncheircs . . . . . . . . . . . . . . . . . . . . . . . . . . . 162 Infernal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164 Phaethon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 165 Phane . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166 Xixecal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 167 Behemoth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 169 Brachyurus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170 Colossus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170 Demilich . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174 Creating a Demilich . . . . . . . . . . . . . . . . . . . . . . . 175 Devastation Vermin . . . . . . . . . . . . . . . . . . . . . . . . . . . 177 Dragon, Advanced . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 179 Dragon, Epic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 181 Force Dragon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 182 Prismatic Dragon . . . . . . . . . . . . . . . . . . . . . . . . . . 184 Elemental, Primal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 186 Genius Loci . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190 Gibbering Orb . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 191 Gloom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 192 Golem . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 193 Ha-Naga . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 195 Hagunemnon (Protean) . . . . . . . . . . . . . . . . . . . . . . . 196 Hoary Hunter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 197 Hoary Steed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 198 Hunefer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 198 Lavawight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 200 Legendary Animal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 201 LeShay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 202 Living Vault . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 203 Mercane . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 204 Mu Spore . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 205 Neh-Thalggu (Brain Collector) . . . . . . . . . . . . . . . . . 206 Paragon Mind Flayer . . . . . . . . . . . . . . . . . . . . . . . . . . 208 Creating a Paragon Creature . . . . . . . . . . . . . . . 209 Prismasaurus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 210 Pseudonatural Troll . . . . . . . . . . . . . . . . . . . . . . . . . . . 211 Creating a Pseudonatural Creature . . . . . . . . . 212 Ruin Swarm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 213 Shadow of the Void . . . . . . . . . . . . . . . . . . . . . . . . . . . 214 Shape of Eire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 215 Sirrush . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 216 Slaad . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 217 White Slaad . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 218 Black Slaad . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 219 Tayellah . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 220 Thorciasid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 220 Titan, Elder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 221 Treant, Elder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 223 Umbral Blot (Blackball) . . . . . . . . . . . . . . . . . . . . . . . 223 Uvuudaum . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 224 Vermiurge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 226 Winterwight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 227 Worm that Walks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 228 Creating a Worm that Walks . . . . . . . . . . . . . . . 229 Chapter 6: An Epic Setting . . . . . . . . .231 Epic Organizations . . . . . . . . . . . . . . . . . . . . . . . . . . . . 231 The Garrote . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 232 The Gleaners . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 234 The Godkissed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 236 The Order of the Book . . . . . . . . . . . . . . . . . . . . . . . . . 238 The Order of the Shield . . . . . . . . . . . . . . . . . . . . . . . 240 Planar Cartographic Society . . . . . . . . . . . . . . . . . . . 242 The Regulators . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 244 The Union Sentinels . . . . . . . . . . . . . . . . . . . . . . . . . . 246 City of Union . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 248 The Islands of Union . . . . . . . . . . . . . . . . . . . . . . . . . . 254 Enemies and Allies . . . . . . . . . . . . . . . . . . . . . . . . . . . . 268 Epic Adventures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 270 Kerleth’s Tower . . . . . . . . . . . . . . . . . . . . . . . . . . . 270 Adventure Concentrate . . . . . . . . . . . . . . . . . . . . 286 Appendix I: Epic NPCs of Faerûn . .291 Elminster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 291 Storm Silverhand . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 292 Gerti Orelsdottr . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 294 Halaster Blackcloak . . . . . . . . . . . . . . . . . . . . . . . . . . . 294 The Simbul . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 296 Szass Tarn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 297 Epic Red Wizard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 298 Khelben “Blackstaff” Arunsun . . . . . . . . . . . . . . . . . 299 Alustriel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 300 Manshoon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 301 Iyraclea . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 302 Shuruppak . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 304 Appendix II: Epic NPCs of Greyhawk . . . . . . . . . . . . . . . . . . . . 305 Cat Lord . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 305 Eclavdra . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 306 Lord Robilar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 307 Mordenkainen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 308 Appendix III: Epic NPCs . . . . . . . . . . .310 Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .318 TABLE OF CONTENTS

4 Introduction The rules in the DUNGEONS & DRAGONS® core rulebooks are not enough for you. Your game promises more than what the rules can contain. Your plots run deeper and your imagination burns stronger. Twenty levels of power are too few, character options are too limited, and the monsters are too weak. Until now. Welcome to the next level of power. WHAT IS AN EPIC CHARACTER? Put plainly, an epic character is one who has achieved 21st character level. Though the Player’s Handbook describes character progression up to 20th level, legend and literature are replete with heroes and villains who have gone beyond normal limits. Now your character gets to join them and assume a role in legend. THE EPIC LEVEL HANDBOOK This book gives you everything you need to create and play epic characters, including epic items, epic spells, and even epic foes. It features the following chapters: Characters, Skills, and Feats (Chapter 1): This chapter provides instructions for developing epic progressions for nearly any class or prestige class. It also provides specific epic progressions for the classes in the Player’s Handbook, as well as the prestige classes found in the DUNGEON MASTER’S Guide and the psion and psychic warrior from the Psionics Handbook. Chapter 1 also reveals epic tasks for many of the skills in the Player’s Handbook, offering skill check Difficulty Classes (DCs) only an epic character could hope to make. Finally, Chapter 1 provides more than 150 new epic feats—enough feats to provide well over one hundred levels of advancement for any character. Epic Spells (Chapter 2): Chapter 2 reveals how to leave the standard levels of magical power behind and begin to cast epic spells. A few dozen epic spells are provided as a sample, but Chapter 2 gives player characters (PCs) the ability to create their own epic spells. Sample epic spells include damnation, time duplicate, eidolon, and contingent resurrection. Running an Epic Game (Chapter 3): This chapter discusses how epic characters and creatures can best be handled in the game. Advice ranges from specifics such as information on walls of epic strength to general tips on how to structure your campaign and handle characters who accumulate significant wealth. The Encounters and Rewards sections provide tables for constructing epic encounters and awarding experience points to characters who overcome the epic challenges you set for them. Epic Magic Items (Chapter 4): The difference between epic magic items and artifacts is that artifacts are unique items generated by a one-of-a-kind event or forging. Many epic magic items are just as powerful as artifacts, but epic characters know how to make them, and such items have established prices in epic markets. Epic magic items include armor, weapons, scrolls, rods, rings, staffs, and wondrous items. And because epic characters often find themselves in the presence of artifacts, Chapter 4 includes more artifacts to use in your epic campaign. Monsters (Chapter 5): Here you will find monsters of sufficient power to challenge, awe, and perhaps even scare epic characters. Favorites from earlier versions of the D&D® game include the demilich and the winterwight. Mostly, new monsters are provided, including many abominations (a new grouping of outsider), bigger dragons, stronger golems, and creatures born directly of nightmare. A few templates such as the paragon are also provided so you can create epic monsters from their lesser kin in the Monster Manual and other sources. An Epic Setting (Chapter 6): To help start up an epic campaign, you’ll find epic organizations that develop the prestige classes from Chapter 1; the city of Union, which provides a base of operations; an adventure starting in the city; and several other adventure ideas. Appendices: If you include epic rules in your game, you’ll want the nonplayer characters (NPCs) from your campaign to be likewise enhanced. That’s why we're done the work for you and provided versions of such illustrious figures as Elminster (from the FORGOTTEN REALMS Campaign Setting) and Mordenkainen (from the GREYHAWK campaign setting) in all their epic level glory. Finally, NPCs from all the classes in the Player’s Handbook are provided from levels 21st to 30th in the style of the NPCs in Chapter 2 of the DUNGEON MASTER’S Guide. WHAT’S NEW? There’s no ceiling to the levels you can attain anymore, and no limits on the power of the foes you face. You’ll find enough feats, spells, items, and abilities to provide endless play. Now no matter how good your character gets, there’s always something more. There’s something more for your character to strive for, and something more to stand in your way. That said, you’ll find a lot of the Epic Level Handbook familiar. Epic feats work like regular feats, and epic magic items work like their more ordinary counterparts. They’re just better. Likewise, the experience and treasure tables look like the ones you’re already using. The biggest departure from the D&D rules you’re familiar with is the Spell Seeds section in Chapter 2. If you’ve played high-level rules for previous editions of the D&D game, you may notice a few elements from previous systems. Most notably, the section on epic spells was inspired in part by true dweomers in the High Level Handbook. D&D is such a vital, resilient, and versaltile system that we discovered that we could go further than we ever could before. The rules inherent to the D&D game provide the essential ballast for the Epic Level Handbook, ensuring balance no matter how wild or crazy the epic abilities become. Do not fear the Epic Level Handbook. Rather, embrace it and all the power it offers. INTRODUCTION

Baba Yaga. Conan the Barbarian. Cu Chulainn. Elminster of Shadowdale. Elric of Melniboné. Fafhrd and the Gray Mouser. Gandalf. Gilgamesh. Hiawatha. Odysseus. These are names of power. Names of glory. Epic names. These heroes are examples of epic characters: heroes who have gone beyond the normal limits of skill, battle prowess, and magical might. While still mortal beings, these individuals—and those like them—wield powers that other characters (even 20th-level ones) can only dream about. Epic characters can cast spells that kill without a gesture or sound, wield their weapons so superbly mat whole schools try to emulate their techniques, slip into and out of impenetrable fortresses, challenge a god’s moral authority, and write songs that will be sung a thousand years hence. Epic characters set their feet upon the road of omnipotence. Given time, they rival the powers of gods. This book is about those powers, and now your character can do more than dream about them. ON BEYOND 20TH! When a character reaches 20th level, your normal progression ends. However, this is by no means the end of the character’s career. But how can a character achieve 21st level? Some Dungeon Masters (DMs) might simply allow a character to reach 21st level by gaining the 210,000 XP indicated on Table 1–2: Experience and Level-Dependent Benefits. However, this option may be too mundane for some players and DMs, who prefer that the transition to epic gaming be accompanied by a suitable event such as a holy quest, series of tests, or similar great challenge. Chapter 3: Running an Epic Game has more information on this topic. CLASS AND LEVEL BONUSES Regardless of the method by which you achieve 21st level, once you reach that point you are considered an epic character. Epic characters—those whose character level is 21st or higher—are handled slightly differently from nonepic characters. While you continue to gain most of the benefits of gaining levels, some benefits are replaced by alternative gains. Despite the 20th-level limit indicated in the Player’s Handbook, you can advance a class level beyond 20th by using the rules in this book. You can also advance the class level of a ten-level prestige class (such as those presented in the DUNGEON MASTER’S Guide) 5 CHARACTERS, SKILLS & FEATS CHAPTER ONE

6 beyond 10th level, but only if your character level is already 20th or higher. You cannot advance the class level of a class with fewer than ten levels beyond the maximum described for that class, regardless of your character level. Epic Save Bonus: Your base save bonus does not increase after your character level reaches 20th. However, you do receive a cumulative +1 epic bonus on all saving throws at every even-numbered level beyond 20th, as shown on Table 1–1: Epic Save and Epic Attack Bonuses. In other words, you have a +1 epic bonus on all saving throws at 22nd level, a +2 epic bonus on all saving throws at 24th level, and so on. Any time feat, prestige class, or other rule refers to your base save bonus, use the sum of your base save bonus and epic save bonus. Epic Attack Bonus: Similarly, your base attack bonus does not increase after your character level reaches 20th. However, you do receive a cumulative +1 epic bonus on all attacks at every odd-numbered level beyond 20th, as shown on Table 1–1: Epic Save and Epic Attack Bonuses. Any time feat, prestige class, or other rule refers to your base attack bonus (except for gaining additional attacks), use the sum of your base attack bonus and epic attack bonus. Experience Points: This column on Table 1–2: Experience and Level-Dependent Benefits shows the experience point total needed to achieve a given character level. For multiclass characters, experience points determine overall character level, not individual class levels. Though Table 1–2 only shows experience point totals through 30th level, you can easily calculate the experience points needed to reach 31st level and higher. Simply add your current level times 1,000 XP to the experience points required for your current level. For instance, reaching 31st level would require an additional 30 × 1,000 XP (or 30,000 XP), taking the character’s XP total from 435,000 to 465,000. Class Skill Max Ranks: The maximum number of ranks a character can have in a class skill is equal to his or her character level +3. Cross-Class Skill Max Ranks: For cross-class skills (skills neither associated with nor forbidden to the character’s class), the maximum number of ranks is one-half the maximum for a class skill. Feats: Every character gains one feat (which may be an epic or nonepic feat at the player’s choice) at every level divisible by three (21st, 24th, 27th, and so on). These feats are in addition to any bonus feats granted in the class descriptions later in this chapter. Ability Increases: Upon gaining any level divisible by four (20th, 24th, 28th, and so on), a character increases one of his or her ability scores by 1 point. The player chooses which ability score to improve. For multiclass characters, feats and ability increases are gained according to character level, not class level. Thus, a 13th-level wizard/11th-level fighter is a 24thlevel character and eligible for both a feat and an ability score increase. TABLE 1–1: EPIC SAVE AND EPIC ATTACK BONUSES Character Epic Save Epic Attack Level Bonus Bonus 21st +0 +1 22nd +1 +1 23rd +1 +2 24th +2 +2 25th +2 +3 26th +3 +3 27th +3 +4 28th +4 +4 29th +4 +5 30th +5 +5 BEHIND THE CURTAIN: EPIC LEVELS AND PRESTIGE CLASSES 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. If you could gain additional levels in a prestige class with only five levels, for instance, 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. Epic class progressions are described later in the chapter. 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 (see the Behind the Curtain: Building an Epic Progression sidebar later in this chapter). NO LIMITS Although most of the tables in this book only snow information up to a certain level (often 30th), that level is by no means the limit of a character’s advancement. Because of space limitations, we generally show advancement only ten levels beyond what’s given in the Player’s Handbook. Once you’ve read this chapter, you should know how to calculate the proper values for levels beyond those shown on the tables. You can generally assume that any patterns on a particular table continue infinitely. CHAPTER 1: CHARACTERS, SKILLS & FEATS

7 TABLE 1–2: EXPERIENCE AND LEVEL-DEPENDENT BENEFITS Character Class Skill Max Cross-Class Skill Max Ability Level XP Ranks Ranks Feats Increases 20th 190,000 23 11 1/2 — 5th 21st 210,000 24 12 8th* — 22nd 231,000 25 12 1/2 — — 23rd 253,000 26 13 — — 24th 276,000 27 13 1/2 9th* 6th 25th 300,000 28 14 — — 26th 325,000 29 14 1/2 — — 27th 351,000 30 15 10th* — 28th 378,000 31 15 1/2 — 7th 29th 406,000 32 16 — — 30th 435,000 33 16 1/2 11th* — +1 +1,000 × +1 +1/2 +1* per 3 +1 per 4 current level *You can choose an epic feat or nonepic feat. CLASS FEATURES Because the Player’s Handbook only contains information on advancement up to 20th level in any class, this book expands each class’s progression of class features beyond 20th level. In addition, this book presents an expanded advancement for each of the prestige classes presented in the DUNGEON MASTER’S Guide. Many, but not all, class features continue to accumulate after 20th level. The following guidelines describe how the epic class progressions in this section work. • As noted earlier, your base save bonuses and base attack bonus don’t increase after 20th level. Thus, there are no columns for base save bonuses or base attack bonuses for these classes. Instead, use Table 1–1: Epic Save and Epic Attack Bonuses to determine the character’s epic bonus on saving throws and attacks. • You continue to gain Hit Dice and skill points as normal beyond 20th level. • Generally speaking, any class feature that uses your class level as part of a mathematical formula, such as a paladin’s lay on hands ability, the Difficulty Class (DC) to resist a monk’s stunning fist attack, or a bard’s bardic knowledge check, continues to increase using your class level in the formula. A 22nd-level paladin with a Charisma of 20 (+5 bonus) can use lay on hands for (22 × 5) 110 hit points per day. The DC to resist a 24thlevel monk’s stunning attack would be 10 + 12 (half the monk’s level) + Wisdom modifier. A 30th-level bard would add +30 (plus his Intelligence modifier) to bardic knowledge checks. Any prestige class feature that calculates a save DC using the class level (such as the assassin’s death attack) should add only half the character’s class levels above 10th. Thus, the death attack of a 24thlevel assassin with an Intelligence of 18 (+4 bonus) would have a save DC of 31: 10 (base) + 4 (Int) + 10 (first ten class levels) + 7 (fourteen class levels beyond 10th at 1/2 per level). • For spellcasters, your caster level continues to increase after 20th level. Thus, a 23rd-level wizard casts as a 23rd-level character, while a 24th-level paladin’s caster level is 12th (one-half her class level). However, your spells per day don’t increase after 20th level. The only way to gain additional spells per day (other than the bonus spells gained from a high ability score) is to select the Improved Spell Capacity epic feat. • The powers of familiars, special mounts, and fiendish servants continue to increase as their masters gain levels. BEHIND THE CURTAIN: A LIMIT TO ATTACKS AND SAVES Why don’t base attack bonus and base save bonus increase after 20th level? Ultimately, these are game play issues. If base attack bonuses continued to increase, every character would eventually have so many attacks per round that the game would slow to a crawl. What’s worse, only the first few attacks would be significant, because the drop-off in attack bonuses means that later attacks have almost no chance to hit. For this reason, the rules establish a cap on a character’s base attack bonus, because the base attack bonus determines the number of attacks per round a character can make. After 20th level, your base attack bonus never improves. You gain epic and other bonuses to your attack roll, but these don’t ever increase your base attack bonus and thus never grant you additional attacks. This limit doesn’t apply to the base attack bonus derived strictly from a monster’s Hit Dice. For instance, a titan with 21 HD using the monster advancement rules in the Monster Manual has a base attack bonus of +21. Thus, another cap exists: A high base attack bonus never grants a creature more than four attacks with any given weapon using the full attack option. Other effects (such as haste, certain feats, and class abilities such as the monk’s special unarmed attack progression) may grant additional actions or attacks that exceed this limit. But regardless of how high a creature’s base attack bonus gets, it can never make more than four attacks with that weapon using a full attack action. The limit to the base saving throw bonuses is also a game play issue. Because saving throw bonuses progress at different rates (“higher” versus “lower” saves), the difference between a character’s base save bonuses will eventually grow so great that two different situations with the same save DC would present two threats of wildly differing magnitude. The difference between the higher and lower saving throw bonuses for a 60th-level character, for example, is 12 points (+32 versus +20). Add in the bonuses from high ability scores and magic items that a character probably has, and you can expect the gap to widen further. This leads to situations where a character might succeed at a given Fortitude save with a die roll of 2 or higher, but might require a roll of 20 to succeed at a Reflex save against the same DC. For this reason, base save bonuses don’t increase after 20th level, although the epic save bonus increases at a fixed rate for all epic characters. SKILLS & FEATS CHARACTERS, CHAPTER 1:

8 • Any class features that increase or accumulate as part of a repeated pattern (such as a rogue’s sneak attack or the number of times per day a barbarian can rage) also continue to increase or accumulate after 20th level at the same rate. A 27th-level rogue adds +14d6 damage to her sneak attacks. A 32nd-level barbarian can rage nine times per day. An exception to this rule is any bonus feat granted as a class feature. If you get bonus feats as part of a class feature (such as the feats gained by fighters and wizards), these do not increase with epic levels. Instead, these classes get bonus feats at a different rate (described in each class below). • In addition to the class features retained from nonepic levels, each class gains a bonus feat every two, three, four, or live levels after 20th. This augments each class’s progression of class features, because not all classes otherwise improve class features after 20th level. You must select these feats from the list of bonus feats for that class, much like the nonepic fighter selects his bonus feats from the specific list in the Player’s Handbook. These bonus feats are in addition to the feat that every character gets every three levels (as per Table 1–2: Experience and Level Dependent Benefits). You aren’t limited to selecting from your class list when you select feats from Table 1–2. • You don’t gain any new class features, because there aren’t any new class features described for these levels. Class features with a progression that slows or stops before 20th level (such as the monk’s unarmed damage) and features that have a limited list of options (such as the rogue’s special abilities) do not improve as you gain epic levels. Likewise, class features that are gained only at a single level (such as a barbarian’s fast movement) do not improve. Adding a Second Class When your single-class epic character gains a level, you may choose to increase the level of your current class or pick up a new class at 1st level. The standard rules for multiclass characters in the Player’s Handbook still apply, but epic characters must keep in mind the rules for epic advancement. The epic character gains all the 1st-level class skills, weapon proficiency, armor proficiency, spells, and other class features of the new class, as well as a Hit Die of the appropriate type. In addition, the character gets the usual skill points from the new class. Just as with standard multiclassing, adding the second class does not confer some of the benefits tor a 1st-level character, including maximum hit points from the first Hit Die, quadruple the perlevel skill points, starting equipment, starting gold, or an animal companion. An epic character does not gain the base attack bonuses and base save bonuses normally gained when adding a second class. Instead, an epic character uses the epic attack bonus and epic save bonus progression shown on Table 1–1: Epic Save and Epic Attack Bonus. Whenever an epic character is allowed to pick up a feat as part of character level advancement, he can choose either a nonepic feat or an epic feat (see Table 1–2: Experience and Level-Dependent Benefits). All class descriptions provide a list of bonus feats that characters must choose from. When you have to choose from a list of bonus feats in your second class, you can also choose from the bonus epic feats described for each specific class below. EPIC BARBARIAN The epic barbarian is a terror to behold. The very incarnation of rage, this furious warrior can cut his opponents to ribbons with awe-inspiring ease. Focus on increasing the power of your rage while picking up other feats that boost your overall damage-dealing (and damage-resisting) power. Chaotic Rage, Thundering Rage, and other rage-boosting fears are tailor-made for the epic barbarian. Epic Toughness, Damage Reduction, and Fast Healing allow you to continue fighting long after others have dropped dead, while the leaps of a barbarian with Legendary Leaper are truly stupendous. Ability increases should go into Strength and Constitution, unless you need ability boosts to qualify for other feats. Other Options: Consider selecting feats from the Power Attack feat path, eventually taking Devastating Critical. If your saves are poor, think about Energy Resistance. And if you really want a frightening barbarian, Blinding Speed is the way to go. Hit Die: d12. CHAPTER 1: CHARACTERS, SKILLS & FEATS

9 TABLE 1–3: THE EPIC BARBARIAN Barbarian Level Special 21st — 22nd Uncanny dodge (+5 against traps) 23rd Damage reduction 5/– 24th Rage 7/day, bonus feat 25th Uncanny dodge (+6 against traps) 26th Damage reduction 6/– 27th — 28th Uncanny dodge (+7 against traps), bonus feat 29th Damage reduction 7/– 30th — Skill Points at Each Additional Level: 4 + Int modifier. Barbarian Rage: The epic barbarian gains one use of rage per day every four levels after 20th (24th, 28th, 32nd, and so on). Uncanny Dodge: The bonus on the barbarian’s saving throws against traps increases by +1 every three levels above 19th (22nd, 25th, and so on). Damage Reduction: The epic barbarian’s damage reduction increases by 1 point every three levels above 20th (23rd, 26th, 29th, and so on). Bonus Feats: The epic barbarian gains a bonus feat (selected from the list of epic barbarian bonus feats) every four levels after 20th (24th, 28th, 32nd, and so on). Epic Barbarian Bonus Feat List: Armor Skin, Chaotic Rage, Damage Reduction, Devastating Critical, Dire Charge, Epic Endurance, Epic Prowess, Epic Speed, Epic Toughness, Epic Weapon Focus, Fast Healing, Incite Rage, Legendary Climber, Legendary Leaper, Legendary Rider, Legendary Tracker, Legendary Wrestler, Mighty Rage, Overwhelming Critical, Ruinous Rage, Terrifying Rage, Thundering Rage. EPIC BARD The epic bard’s music can move even the cruelest, most soulless creature, or inspire his allies to the heights of power and bravery. First and foremost, you must focus on improving your epic bard’s ability to perform his bardic music. Epic Skill Focus (Perform) is the obvious choice, but Lasting Inspiration and Inspire Excellence are crucial as well. Gaining additional spellcasting ability is useful. Don’t forget that you’ll still be in combat from time to time, so Epic ProweSS is a good selection. Put most if not all your ability increases in Charisma, because that’s the key to most of your powers. Of course, an occasional boost to Dexterity or Intelligence is never a bad idea. Other Options: If you already have combat-related feats such as Weapon Focus or Point Blank Shot, consider picking up the epic feats that use them as prerequisites. Improved Spell Capacity lets you work your way toward 9th-level spells (and that in turn allows access to the automatic metamagic feats). Hit Die: d6. Skill Points at Each Additional Level: 4 + Int modifier. Spells: The bard’s caster level is equal to his class level. The bard’s number of spells per day does not increase after 20th level. The bard does not learn additional spells unless he selects the Spell Knowledge feat (see the Feats section below). Bardic Music: The bard gains no new bardic music effects from his Perform ranks. However, he may select epic feats that grant new bardic music effects (see the Bonus Feats section below). Bardic Knowledge: Add the bard’s class level + Intelligence modifier to all bardic knowledge checks, as normal. Bonus Feats: The epic bard gains a bonus feat (selected from the list of epic bard bonus feats) every three levels after 20th. Epic Bard Bonus Feat List: Augmented Alchemy, Deafening Song, Epic Inspiration, Epic Leadership, Epic Reputation, Epic Skill Focus, Group Inspiration, Hindering Song, Improved Combat Casting, Improved Metamagic, Improved Spell Capacity, Inspire Excellence, Lasting Inspiration, Master Staff, Master Wand, Music of the Gods, Permanent Emanation, Polyglot, Ranged Inspiration, Rapid Inspiration, Reactive Countersong, Spell Knowledge, Spell Stowaway, Spell Opportunity, Tenacious Magic. TABLE 1–4: THE EPIC BARD Bard Level Special 21st — 22nd — 23rd Bonus feat 24th — 25th — 26th Bonus feat 27th — 28th — 29th Bonus feat 30th — SKILLS & FEATS CHARACTERS, CHAPTER 1:

10 EPIC CLERIC In a typical world, the epic cleric stands as one of his deity’s most elite servants. In an adventuring party, he must also stand as the solid center of the group, providing power and assistance to his companions. Like most spellcasters, you should consider improving your spellcasting ability at regular intervals. Epic Spellcasting is a must, and metamagic feats help fill your higher-level spell slots. Think strongly about increasing your turning ability as well, such as with Planar Turning. Epic Skill Focus (Diplomacy) can help you change enemies into allies. Your Wisdom controls your spellcasting power, so that’s where you should put your ability increases. Charisma is a reasonable second option, particularly if you use your turning or rebuking powers frequently. Other Options: A combat-oriented cleric can look to Epic Weapon Focus, Epic Toughness, and Armor Skin to enhance his fighting capability. Efficient Item Creation can help you pump out powerful magic items at an increased rate. If your cleric rebukes undead rather than turning them, he should consider Undead Mastery and Zone of Animation. Hit Die: d8. Skill Points at Each Additional Level: 2 + Int modifier. Spells: The cleric’s caster level is equal to his class level. The cleric’s number of spells per day does not increase after 20th level. Turn or Rebuke Undead: Use the cleric’s class level to determine the most powerful undead affected by a turn or rebuke check and the turning damage, just as normal. Bonus Feats: The epic cleric gains a bonus feat (selected from the list of epic cleric bonus feats) every three levels after 20th. Epic Cleric Bonus Feat List: Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Bonus Domain, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Ignore Material Components, Improved Alignment-Based Casting, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Negative Energy Burst, Permanent Emanation, Planar Turning, Positive Energy Aura, Spectral Strike, Spell Stowaway, Spell Opportunity, Spontaneous Domain Access, Spontaneous Spell, Tenacious Magic, Undead Mastery, Zone of Animation. TABLE 1–5: THE EPIC CLERIC Cleric Level Special 21st — 22nd — 23rd Bonus feat 24th — 25th — 26th Bonus feat 27th — 28th — 29th Bonus feat 30th — EPIC DRUID The epic druid is a mighty symbol of the power of the natural world, able to focus the primal forces of the elements to do her bidding. Take Improved Spell Capacity to gain higher-level spell slots. Broaden your wild shape horizons by picking up Beast Shape, Improved Elemental Wild Shape, and other wild feats. To improve your ability to cast spells while in another form, focus on the Automatic Still Spell and Ignore Material Components feats (or pick up Improved Metamagic). Boost your Wisdom to improve your spellcasting power. Most other abilities are reasonable second choices, but they all pale beside Wisdom. Other Options: If you don’t care about spellcasting while in wild shape, consider picking up different metamagic feats, such as Automatic Quicken Spell. Weapon Focus (claw) and Epic Weapon Focus (claw) can apply to the natural attacks of a wide variety of wild shapes. Hit Die: d8. Skill Points at Each Additional Level: 4 + Int modifier. TABLE 1–6: THE EPIC DRUID Druid Level Special 21st — 22nd Wild shape 7/day 23rd — 24th Bonus feat 25th — 26th Wild shape 8/day 27th — 28th Bonus feat 29th — 30th Wild shape 9/day CHAPTER 1: CHARACTERS, SKILLS & FEATS

11 Spells: The druid’s caster level is equal to her class level. The druid’s number of spells per day does not increase after 20th level. Animal Companion: The druid may have a maximum number of animal companions equal to twice her class level, as normal. Wild Shape: The epic druid can use this ability to take the form of an animal one additional time per day every four levels after 18th (22nd, 26th, and so on Note that an epic druid gains the extraordinary abilities of whatever creature she becomes. Bonus Feats: The epic druid gains a bonus feat (selected from the list of epic druid bonus feats) every four levels after 20th. Epic Druid Bonus Feat List: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Beast Companion, Beast Shape, Colossal Wild Shape, Diminutive Wild Shape, Dragon Shape, Energy Resistance, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Fast Healing, Fine Wild Shape, Gargantuan Wild Shape, Ignore Material Components, Improved Combat Casting, Improved Elemental Wild Shape, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Magical Beast Shape, Multispell, Perfect Health, Permanent Emanation, Plant Shape, Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic, Vermin Shape. EPIC FIGHTER The epic fighter is a combat machine, a master of more battle maneuvers than any other character in the game. More than a mere sword-swinger, the epic fighter knows how to best his opponents in any arena. Like the class name says, you’re all about fighting, so there’s no point in ignoring Epic Weapon Focus and Epic Weapon Specialization. However, the epic fighter who forgets to pick up defensive abilities may not live to regret it. Think about Epic Toughness and Armor Skin (or Damage Reduction and Fast Healing if you meet the prerequisites). Because your saving throws, particularly against most spells, are your weak point, consider and Energy Resistance. Strength is the ability score you should increase, though you should boost Dexterity if you favor ranged combat. Extra hit points always help, so Constitution is a good occasional choice as well. Other Options: The fighter who focuses on ranged weapons can ignore a little defense in favor of offensive feats such as Uncanny Accuracy and Swarm of Arrows. You might also consider pursuing the Dodge and Expertise feat progressions if you’ve previously disdained them. Eventually you can gain Improved Whirlwind Attack. Hit Die: d10. Skill Points at Each Additional Level: 2 + Int modifier. Bonus Feats: The epic fighter gains a bonus feat (selected from the list of epic fighter bonus feats) every two levels after 20th. Epic Fighter Bonus Feat List: Armor Skin, Combat Archery, SKILLS & FEATS CHARACTERS, CHAPTER 1:

12 TABLE 1–7: THE EPIC FIGHTER Fighter Level Special 21st — 22nd Bonus feat 23rd — 24th Bonus feat 25th — 26th Bonus feat 27th — 28th Bonus feat 29th — 30th Bonus feat Damage Reduction, Devastating Critical, Dire Charge, Distant Shot, Epic Endurance, Epic Leadership, Epic Prowess, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Exceptional Deflection, Improved Combat Reflexes, Improved Manyshot, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection. Instant Reload Legendary Commander, Legendary Rider. Legendary Wrestler, Overwhelming Critical, Penetrate Damage Reduction Perfect Two-Weapon Fighting, Reflect Arrows, Spellcasting Harrier, Storm of Throws, Superior Initiative, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy. In addition to the feats on this list, the fighter may treat any feat designated as a fighter bonus feat, but not listed here, as being on his bonus feat list. EPIC MONK The epic monk has achieved an inner tranquility that lesser characters can't even dream of. Her speed, power, grace, and force of will are unmatched by mortal beings. Your epic monk has a wide variety of options available to her, so it's best for you to focus on a few areas of improvement, at least early in your epic career. Improved Ki Strike means you don't have to rely on anything other than your fists and feet to damage creatures, while defensive feats such as Exceptional Deflection, Armor Skin, Damage Reduction, and Fast Healing allow you to stick around longer in a fight. Improved Stunning Fist and Keen Strike make your unarmed attacks truly epic in nature, and the maneuverability provided by Blinding Speed is pretty awesome. The only ability scores you shouldn't worry about boosting are Intelligence and Charisma, unless you're playing a very atypical monk. Wisdom, Dexterity, Strength, and Constitution are all viable places to put your ability increases. Other Options: Beef up your staying power with Epic Toughness, Damage Reduction, and Fast Healing. Epic Prowess and Epic Weapon Focus (unarmed strike) let you keep up with the fighters. Shattering Strike is great at kicking through doors and walls, as well as destroying your opponents' weapons and shields. Legendary Climber lets you scamper up a wall faster than most characters can run. Hit Die: d8. Skill Points at Each Additional Level: 4 + Int modifier. Armor Class Bonus: The monk's bonus to Armor Class when unarmored increases by +1 every five levels after 20th (25th, 30th, and so on). Unarmed Strike: The damage for a monk's unarmed strike does not increase after 16th level. Stunning Attack: Use the monk's class level when determining the DC to resist this attack, as normal. Fast Movement: The epic monk's speed when wearing no armor increases by 10 feet at 21st level and every three levels thereafter (24th, 27th, 30th, and so on). The unarmored speed of Small and dwarven monks increases by 5 feet instead of 10 feet. Wholeness of Body: The epic monk can cure up to twice her class level in hit points each day, as normal. Ki Strike: The monk's ki strike ability does not automatically increase with class level after 16th level. However, the monk can select the epic feat Improved Ki Strike to increase the effective enhancement bonus of her unarmed strikes. Abundant Step: Use the monk's class level when determining the effective caster level of this ability, as normal. Diamond Soul: The epic monk's spell resistance is equal to her class level +10, as normal. Quivering Palm: Use the monks class level when determining the DC to resist this attack, as normal. Empty Body: Use the monk's class level when determining the duration of this effect, as normal. CHAPTER 1: CHARACTERS, SKILLS & FEATS

13 TABLE 1–8: THE EPIC MONK Monk Level AC Bonus* Unarmored Speed** Special 21st +4 100 ft. (65 ft.) 22nd +4 100 ft. (65 ft.) 23rd +4 100 ft. (65 ft.) 24th +4 110 ft. (70 ft.) 25th +5 110 ft. (70 ft.) Bonus feat 26th +5 110 ft. (70 ft.) 27th +5 120 ft. (75 ft.) 28th +5 120 ft. (75 ft.) 29th +5 120 ft. (75 ft.) 30th +6 130 ft. (80 ft.) Bonus feat *This figure plus the monk’s Wisdom modifier is added to the monk’s Armor Class (if this figure plus the monk’s Wisdom modifier is not a positive number, do not add it). The Armor Class bonus is 1/5 the monk’s level. **The number in parentheses indicates the speed of Small and dwarven monks. Bonus Feats: The epic monk gains a bonus feat (selected from the list of epic monk bonus feats) every five levels after 20th. Epic Monk Bonus Feat List: Armor Skin, Blinding Speed, Damage Reduction, Energy Resistance, Epic Prowess, Epic Speed, Epic Toughness, Exceptional Deflection, Fast Healing, Improved Combat Reflexes, Improved Ki Strike, Improved Spell Resistance, Improved Stunning Fist, Infinite Deflection, Keen Strike, Legendary Climber, Legendary Wrestler, Reflect Arrows, Righteous Strike, SelfConcealment, Shattering Strike, Vorpal Strike. EPIC PALADIN The epic paladin stands at the forefront of the battle against chaos and evil in the world, shining as a beacon of hope to all who fight the good fight. As an epic paladin, you’ll want to improve your combat ability (Epic Weapon Focus and Holy Strike) while not forgetting about defense (Epic Toughness, Armor Skin and Energy Resistance). Planar Turning lets you deal with those pesky fiends that keep getting in your way. Charisma, Strength, and Wisdom are all good choices for ability increases. Other Options: If you enjoy spellcasting, consider Improved Spell Capacity and metamagic feats. Epic Leadership can get you a pretty big dragon to ride, and that’s something few paladins refuse. If you have a high Constitution score, consider Fast Healing and Damage Reduction. Epic Skill Focus (Diplomacy) can turn would-be enemies into allies to the cause. Hit Die: d10. Skill Points at Each Additional Level: 2 + Int modifier. Lay on Hands: Each day a paladin can cure a total number of hit points equal to her Charisma bonus (if any) times her class level, as normal. Smite Evil: The epic paladin adds her class level to damage with any smite evil attack, as normal. Remove Disease: The epic paladin can use remove disease one additional time per week for every three levels above 18th (21st, 24th, 27th, and so on). Turn Undead: The paladin turns undead as a cleric of two levels lower, as normal. Spells: The paladin’s caster level is equal to one-half her class level, as normal. The paladin’s number of spells per day does not increase after 20th level. Special Mount: The epic paladin’s special mount continues to increase in power. Every five levels after 20th (25th, 30th, 35th, and so on), the special mount gains +2 bonus Hit Dice, its natural armor increases by +2, its Strength adjustment increases by +1, and its Intelligence increases by +1. The mount’s spell resistance equals the paladin’s class level + 5. Bonus Feats: The epic paladin gains a bonus feat (selected from the list of epic paladin feats) every three levels after 20th (23rd, 26th, 29th, and so on). Epic Paladin Bonus Feat List: Armor Skin, Devastating Critical, Epic Leadership, Epic Prowess, Epic Reputation, Epic Toughness, Epic Weapon Focus, Great Smiting, Holy Strike, Improved Aura of Courage, Improved Combat Casting, Improved Spell Capacity, Legendary Commander, Legendary Rider, Overwhelming Critical, Perfect Health, Permanent Emanation, Planar Turning, Positive Energy Aura, Spectral Strike, Spontaneous Spell, Widen Aura of Courage. TABLE 1–9: THE EPIC PALADIN Paladin Level Special 21st Remove disease 7/week 22nd — 23rd Bonus feat 24th Remove disease 8/week 25th — 26th Bonus feat 27th Remove disease 9/week 28th — 29th Bonus feat 30th Remove disease 10/week SKILLS & FEATS CHARACTERS, CHAPTER 1:

14 EPIC RANGER Whether cunning protector of the wild or cold-blooded hunter of the weak, the epic ranger is one with the wilderness, moving with deadly grace and keen mind through the natural world. Like the epic paladin, you should divide your efforts between improving your offensive prowess (Epic Weapon Focus, Bane of Enemies, and Death of Enemies) while remembering the value of defense (Epic Toughness and Fast Healing). Epic Skill Focus (Wilderness Lore) is a must for any serious tracker. Improve your Dexterity and Wisdom with most ability increases, while throwing an occasional boost to Strength or Constitution. Other Options: If you like to cast spells, think about picking up Epic Spellcasting and one or more metamagic feats. Epic Skill Focus (particularly for Spot, Listen, and other scouting skills) can be quite useful as well. If you prefer thrown weapons to archery, try Storm of Throws, and Distant Shot works equally well with any ranged weapon. Hit Die: d10. Skill Points at Each Additional Level: 4 + Int modifier. Spells: The ranger's caster level is equal to one-half his class level, as normal. The ranger's number of spells per day does not increase after 20th level. Favored Enemy: The epic ranger gains one additional favored enemy (and his bonuses against all existing favored enemies go up by +1) every five levels after 20th (25th, 30th, and so on). Bonus Feats: The epic ranger gains a bonus feat selected from the list of epic ranger feats) every three levels after 20th. Epic Ranger Bonus Feat List: Bane of Enemies, Blinding Speed, Combat Archery, Death of Enemies, Distant Shot, Epic Endurance, Epic Prowess, Epic Speed, Epic Toughness, Epic Weapon Focus, Fast Healing, Improved Combat Casting, Improved Favored Enemy, Improved Manyshot, Improved Spell Capacity, Legendary Climber, Legendary Rider, Legendary Tracker, Perfect Health, Perfect Two-Weapon Fighting, Permanent Emanation, Spontaneous Spell, Storm of Throws, Swarm of Arrows, TwoWeapon Rend, Uncanny Accuracy. TABLE 1–10: THE EPIC RANGER Ranger Level Special 21st — 22nd — 23rd Bonus feat 24th — 25th 6th favored enemy 26th Bonus feat 27th — 28th — 29th Bonus feat 30th 7th favored enemy EPIC ROGUE The epic rogue is a trickster and a thief, a trap-detector and a tale-spinner. Her skills are legendary, and her tales of derring-do even more so. If you listen to the stories, there's nothing she can't do. Your epic rogue must split her attention among three goals: offense, defense, and skills. Improved Sneak Attack, Lingering Damage, and Sneak Attack of Opportunity are all great feats for the battle-minded rogue. Epic Dodge and Self-Concealment help protect you from danger. Epic Skill Focus is useful in any number of skills (particularly Hide), while other skillbased feats such as Trap Sense and Legendary Climber come in very handy. TABLE 1–11: THE EPIC ROGUE Rogue Level Special 21st Sneak attack +11d6 22nd — 23rd Sneak attack +12d6, uncanny dodge (+5 against traps) 24th Bonus feat 25th Sneak attack +13d6 26th Uncanny dodge (+6 against traps) 27th Sneak attack +14d6 28th Bonus feat 29th Sneak attack +15d6, uncanny dodge (+7 against traps) 30th — CHAPTER 1: CHARACTERS, SKILLS & FEATS

15 For most rogues, it’s all about the Dexterity score. However, don’t neglect Intelligence and Wisdom, because many key rogue skills use, those abilities. Fast-talking rogues should improve Charisma as well. Other Options: Trap-minded rogues should pick up Epic Skill Focus (Search) and Epic Skill Focus (Disable Device). If you find yourself in combat frequently, think about Epic Prowess and Epic Toughness. Consider completing the Dodge and Expertise feat progressions if you haven’t already, eventually reaching Improved Whirlwind Attack. The various ranged attack feats (Distant Shot Uncanny Accuracy, and so on) are useful for rogues who prefer to fight from a distance. Hit Die: d6. Skill Points at Each Additional Level: 8 + Int modifier. Sneak Attack: The epic rogue’s sneak attack damage increases by +1d6 at every odd-numbered level (21st, 23rd, and so on). Uncanny Dodge: The bonus on the rogue’s saving throws against traps increases by +1 every three levels above 20th (23rd, 26th, and so on). Special Abilities: The rogue does not gain additional rogue special abilities after 19th level, but can choose a rogue special ability from the Player’s Handbook (crippling strike, defensive roll, improved evasion, opportunist, skill mastery, or slippery mind) instead of a bonus feat. Bonus Feats: The epic rogue gains a bonus feat (selected from the list of epic rogue feats) every four levels after 20th. Epic Rogue Bonus Feat List: Blinding Speed, Combat Archery, Dexterous Fortitude, Dexterous Will, Epic Dodge, Epic Reputation, Epic Skill Focus, Epic Speed, Improved Combat Reflexes, Improved Sneak Attack, Legendary Climber, Lingering Damage, Self-Concealment, Sneak Attack of Opportunity, Spellcasting Harrier, Superior Initiative, Trap Sense, Uncanny Accuracy. The rogue may choose a special rogue ability from the Player’s Handbook instead of a bonus feat. EPIC SORCERER The epic sorcerer has honed his natural arcane ability to mythical levels, but the need for ever greater power never ceases. At first glance, your epic sorcerer’s path is clear: improve your spellcasting ability through Epic Spell Focus, Epic Spellcasting, Spell Knowledge, and metamagic feats. But you must also give at least a passing nod to defensive feats FAMILIARS AT EPIC LEVEL Special abilities granted to a familiar continue to grow as the level of its master increases beyond 20th, as shown on Table 1–13: Epic Familiar Special Abilities. Even though the table shows advancement only to 42nd level, that is not the limit. The patterns in the table continue infinitely. Familiar special abilities gained at less than 20th level also continue to improve. For instance, the familiar’s spell resistance is 26 if her master is 21st level. Familiar Spell: The familiar gains the benefit of the Familiar Spell epic feat for the spell you choose. TABLE 1–13: EPIC FAMILIAR SPECIAL ABILITIES* Master Class Level Natural Armor Int Special 21st–22nd +11 16 Familiar Spell 23rd–24th +12 17 25th–26th +13 18 27th–28th +14 19 29th–30th +15 20 31st–32nd +16 21 Familiar Spell 33rd–34th +17 22 35th–36th +18 23 37th–38th +19 24 39th–40th +20 25 41st–42nd +21 26 Familiar Spell *A psion’s psicrystal uses part of this table. Natural armor does not increase, but the psicrystal’s hardness increases by 1 point at 21st level and every additional two levels thereafter (23rd, 25th, 27th, and so on). The psicrystal’s Intelligence improves as indicated. Familiar Spell is gained in its “psionically flavored” version: Psicrystal Power. SKILLS & FEATS CHARACTERS, CHAPTER 1:

16 TABLE 1–12: THE EPIC SORCERER Sorcerer Level Special 21st — 22nd — 23rd Bonus feat 24th — 25th — 26th Bonus feat 27th — 28th — 29th Bonus feat 30th — such as Epic Toughness. Finally, Epic Skill Focus (Spellcraft) isn't a bad choice. A sorcerer's success begins and ends with his Charisma score, though an occasional boost to Dexterity and Constitution can help long-term survival. Other Options: If you favor spells that require ranged attacks, think about Epic Weapon Focus (Ray) Armor Skin works just as well for a sorcerer as for a fighter, and Energy Resistance can help protect against those pesky meteor swarms. If you ever want to pick up Multispell, you'll have to "waste" a feat slot on Quicken Spell first. Hit Die: d4. Skill Points at Each Additional Level: 2 + Int modifier. Spells: The sorcerer's caster level is equal to his class level. The sorcerer's number of spells per day does not increase after 20th level. The sorcerer does not learn additional spells unless he selects the Spell Knowledge feat. Familiar: The sorcerer's familiar continues to increase in power. Every two levels beyond 20th (22nd, 24th, 26th, and so on), the familiar's natural armor and Intelligence each increase by +1. The familiar's spell resistance is equal to the master's class level + 5. Bonus Feats: The epic sorcerer gains a bonus feat (selected from the list of epic sorcerer bonus feats) every three levels after 20th. Epic Sorcerer Bonus Feat List: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Energy Resistance, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Familiar Spell, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Master Staff, Master Wand, Multispell, Permanent Emanation, Spell Knowledge, Spell Stowaway, Spell Opportunity. EPIC WIZARD To the epic wizard, knowledge is power, and the quest for knowledge is never-ending. The secrets of greater magic and the creation of artifacts tempt the epic wizard, who pursues these secrets across the planes. Your epic wizard has more options than an epic sorcerer. In addition to the obvious (Epic Spell Focus, Epic Spellcasting, and metamagic feats), Efficient Item Creation is extremely useful. Multispell is an absolute must-have; if you don't already have Quicken Spell, get it first. Don't forget some defense, such as Epic Toughness. The wizard must place most or all of her ability increases in Intelligence. Constitution and Dexterity can help survival prospects, but without Spellcasting, you're useless. Other Options: Epic Weapon Focus (ray) can be useful, depending on what your favorite spells are. Energy Resistance are strong defensive feats, and Permanent Emanation can make invisible dangers a thing of the past. Spontaneous Spell means you're never without your favorite spell. Hit Die: d4. Skill Points at Each Additional Level: 2 + Int modifier. Spells: The wizard's caster level is equal to her class level. The wizard's number of spells per day does not increase after 20th level. Each time the wizard achieves a new level, she learns two new spells of any spell levels that she can cast (according to her new level). TABLE 1–14: THE EPIC WIZARD Wizard Level Special 21st — 22nd — 23rd Bonus feat 24th — 25th — 26th Bonus feat 27th — 28th — 29th Bonus feat 30th — CHAPTER 1: CHARACTERS, SKILLS & FEATS

17 Familiar: The wizard’s familiar continues to increase in power. Every two levels after 20th (22nd, 24th, 26th, and so on) the familiar’s natural armor and Intelligence each increase by +1. The familiar’s spell resistance is equal to the master’s level + 5. Bonus Feats: The epic wizard gains a bonus feat (selected from the list of epic wizard feats) every three levels after 20th. Epic Wizard Bonus Feat List: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Familiar Spell, Forge Epic Ring, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Permanent Emanation, Scribe Epic Scroll, Spell Focus, Spell Knowledge, Spell Mastery, Spell Penetration Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic. In addition to the feats on this list, the wizard may select any item creation feat or metamagic feat not listed here. EPIC ARCANE ARCHER The epic arcane archer is a living extension of the bow, capable of achieving wonders of archery that cause lesser beings to gape in awe. As an epic arcane archer, the path you pursue depends greatly on the path you took to qualify for the class. This example assumes that you focused on combat abilities, picking up spellcasting only as an afterthought. In this case, Epic Weapon Focus is your first stop, with Distant Shot and Uncanny Accuracy coming soon after. While any archer hopes to never need defense, you don’t have the luxury of ignoring feats such as Epic Toughness and Energy Resistance. For ability increases, the arcane archer has three good choices—and all of them are Dexterity. If you’re determined to look elsewhere, a Constitution boost can give much-needed hit points. Other Options: if your spellcasting powers are more than a mere afterthought, look to additional Improved Spell Capacity and metamagic feats. You might also need to improve your defensive capabilities more than noted here, in which case you should consider Armor Skin. Also, consult the epic paths for your other class or classes for alternative options. Hit Die: d8. Skill Points at Each Additional Level: 4 + Int modifier. Enchant Arrow: For every two levels beyond 9th, the potency of the arrows fired by the arcane archer increases by +1 (+6 at 11th, +7 at 13th, and so on). Hail of Arrows: In lieu of her regular attacks, once per day the arcane archer can fire an arrow at each and every target within range, with a maximum number of targets equal to her arcane archer class level, as normal. Bonus Feats: The arcane archer gains a bonus feat (selected from the list of epic arcane archer feats) every four levels after 10th. Epic Arcane Archer Bonus Feat List: Blinding Speed, Combat Archery, Distant Shot, Epic Prowess, Epic Speed, Epic Toughness, Epic Weapon Focus (any bow other than a crossbow), Improved Arrow of Death, SKILLS & FEATS CHARACTERS, CHAPTER 1:

18 Improved Combat Casting, Improved Low-Light Vision, Improved Manyshot, Swarm of Arrows, Uncanny Accuracy. TABLE 1–15: THE EPIC ARCANE ARCHER Arcane Archer Level Special 11th Enchant arrow +6 12th — 13th Enchant arrow +7 14th Bonus feat 15th Enchant arrow +8 16th — 17th Enchant arrow +9 18th Bonus feat 19th Enchant arrow +10 20th — EPIC ASSASSIN The epic assassin flits from shadow to shadow, lying in wait until his target is vulnerable, then striking like a cobra and leaving only a cold corpse behind. Like the epic rogue, the epic assassin must pay attention to offense, defense, and skill improvement as he plots his path to power. It's easy to see the power of Improved Death Attack and Improved Sneak Attack, but don't forget the usefulness of Lingering Damage and Blinding Speed as well. Epic Toughness gives you some staying power in a fight (at least enough to get away from your foes), while Epic Skill Focus (Disguise, Hide, and Move Silently) can ensure that you don't get into a fight until you choose to. The assassin can use ability increases in a variety of scores, including Dexterity, Intelligence, Wisdom, and Charisma. Other Options: An epic assassin who finds himself in the midst of combat with frequency should consider giving up some sneak attack capability in favor of Armor Skin, Self-Concealment, and other defensive feats. Improved Spell Capacity and one or more metamagic feats TABLE 1–16: THE EPIC ASSASSIN Assassin Level Special 11th Sneak attack +6d6 12th +6 save against poison 13th Sneak attack +7d6 14th +7 save against poison, bonus feat 15th Sneak attack +8d6 16th +8 save against poison 17th Sneak attack +9d6 18th +9 save against poison, bonus feat 19th Sneak attack +10d6 20th +10 save against poison can greatly improve your spellcasting capability. Depending on which other skills you favor, additional Epic Skill Focus feats can greatly improve your aptitudes. Also, consult the epic paths for your other class or classes for alternative options. Hit Die: d6. Skill Points at Each Additional Level: 4 + Int modifier. Sneak Attack: The epic assassin's sneak attack damage increases by +1d6 every two levels after 9th (11th, 13th, and so on). Death Attack: The assassin counts only half his class levels beyond 10th when determining the DC to resist this attack. Spells: The assassin's caster level is equal to his class level. The assassin's number of spells per day does not increase after 10th level. Each time the assassin achieves a new level, he learns two new spells of any spell levels that he can cast (according to his new level). Uncanny Dodge: The assassin's uncanny dodge bonus on saves against traps doesn't increase after 10th level, because it shows no pattern during the normal tenlevel progression. Saving Throw Bonus against Poison: The assassin's bonus on saves against poison increases by +1 every two levels after 10th (12th, 14th, and so on). Bonus Feats: The epic assassin gains a bonus feat (selected from the list of epic assassin feats) every four levels after 10th. Epic Assassin Bonus Feat List: Dexterous Fortitude, Dexterous Will, Improved Combat Casting, Improved Death Attack, Improved Sneak Attack, Improved Spell Capacity, Legendary Tracker, Lingering CHAPTER 1: CHARACTERS, SKILLS & FEATS

19 Damage, Sneak Attack of Opportunity, Spell Knowledge, Spontaneous Spell, Superior Initiative, Tenacious Magic, Uncanny Accuracy. EPIC BLACKGUARD The epic blackguard is a twisted reflection of the epic paladin, radiating evil power from every pore of his body. The epic blackguard should focus on his combat prowess, including such feats as Epic Weapon Focus, Unholy Strike, and Improved Sneak Attack. He can boost his ability to command undead by picking up Undead Mastery and Planar Turning, allowing him to lead an army of undead and fiends. Finally, defensive feats such as Epic Toughness and Armor Skin ensure that he’ll survive the battle and plague the forces of good on yet another day. The blackguard needs a high Charisma score, but Strength and Wisdom can also use ability increases from time to time. Other Options: An epic blackguard interested in commanding more mundane armies should look to Epic Leadership. Improved Spell Capacity expands the blackguard’s meager spell ability. Also, consult the epic paths for your other class or classes for alternative options. Hit Die: d10. Skill Points at Each Additional Level: 2 + Int modifier. Spells: The blackguard’s caster level is equal to his class level. The blackguard’s number of spells per day does not increase after 10th level. Smite Good: The epic blackguard adds his class level to damage with any smite good attack, as normal. Command Undead: The blackguard commands undead as a cleric of two levels lower, as normal. Sneak Attack: The epic blackguard’s sneak attack damage increases by +1d6 every three levels after 10th (13th, 16th, 19th, and so on). Fiendish Servant: Up to 20th character level, a fiendish servant’s powers depend on its master’s character level, not his blackguard class level. After that, they depend on his blackguard level. For every five blackguard levels above 10th (15th, 20th, and so on), the fiendish servant gains +2 bonus Hit Dice, its natural armor increases by +2, and its Strength and Intelligence each increase by +1. Fallen Paladins: A blackguard who trades in more than ten levels of paladin can gain more than ten levels of blackguard, but only if his character level is 21st or higher. Bonus Feats: The epic blackguard gains a bonus feat (selected from the list of epic blackguard feats) every three levels after 10th. Epic Blackguard Bonus Feat List: Armor Skin, Devastating Critical, Epic Leadership, Epic Prowess, Epic Reputation, Epic Toughness, Epic Weapon Focus, Great Smiting, Improved Aura of Despair, Improved Combat Casting, Improved Sneak Attack, Improved Spell Capacity, Legendary Commander, Legendary Rider, Lingering Damage, Negative Energy Burst, Overwhelming Critical, Perfect Health, Permanent Emanation, Planar Turning, Spontaneous Spell, Undead Mastery, Unholy Strike, Widen Aura of Despair, Zone of Animation. TABLE 1–17: THE EPIC BLACKGUARD Blackguard Level Special 11th — 12th — 13th Sneak attack +4d6, bonus feat 14th — 15th — 16th Sneak attack +5d6, bonus feat 17th — 18th — 19th Sneak attack +6d6, bonus feat 20th — SKILLS & FEATS CHARACTERS, CHAPTER 1:

20 EPIC DWARVEN DEFENDER The epic dwarven defender becomes the very definition of immovable object. This stalwart warrior can stand his ground against virtually any foe imaginable Your epic dwarven defender's first priority is improving his already impressive defensive capabilities with feats such as Epic Toughness, Fast Healing, and Damage Reduction. Boost the power of your defensive stance with Bulwark of Defense and Mobile Defense (you'll probably have to spend a feat slot on Spring Attack as well). Don't forget to increase your offensive ability with Epic Weapon Focus as well. While Constitution seems the default choice for the dwarven defender, chances are good that you've already got more hit points than anybody else in the group. Consider Strength or even Wisdom (the better to spot or hear your foes). Other Options: Take a close look at other defensive feats, such as Energy Resistance and Spell Resistance. If you have Weapon Specialization, pick up , Epic Weapon Specialization as well. Also, consult the epic paths for your other class or classes for alternative options. Hit Die: d12. TABLE 1–18: THE EPIC DWARVEN DEFENDER Dwarven Defender Level AC Bonus Special 11th +4 Defensive stance 6/day 12th +4 — 13th +5 Defensive stance 7/day, bonus feat 14th +5 Damage reduction 9/— 15th +5 Defensive stance 8/day 16th +6 Bonus feat 17th +6 Defensive stance 9/day 18th +6 Damage reduction 12/— 19th +7 Defensive stance 10/day, bonus feat 20th +7 — Skill Points at Each Additional Level: 2 + Int modifier. Defensive Stance: The epic dwarven defender gains one additional defensive stance per day every two levels above 9th (11th, 13th, and so on). Defensive Awareness: The dwarven defender's defensive awareness bonus on saves against traps doesn't increase after 10th level, because it shows no pattern during his normal ten-level progression. Damage Reduction: The epic dwarven defender's damage reduction increases by 3 points every four levels above 10th (14th, 18th, and so on). Bonus Feats: The epic dwarven defender gains a bonus feat (selected from the list of epic dwarven defender feats) every three levels after 10th. Epic Dwarven Defender Bonus Feat List: Armor Skin, Bulwark of Defense, Damage Reduction, Devastating Critical, Energy Resistance, Epic Endurance. Epic Prowess, Epic Toughness, Epic Weapon Focus, Fast Healing, Improved Combat Reflexes, Improved Darkvision, Instant Reload, Mobile Defense, Overwhelming Critical, Perfect Health, Spellcasting Harrier. EPIC LOREMASTER If the epic loremaster doesn't know something, it probably isn't worth knowing. This champion of secret tales stores the teachings of the ancients in her mind. You need to balance the need for more spell power (with Epic Spellcasting and metamagic feats) with the improvement of your skills :with Epic Skill Focus). Other feats that expand your powers include Permanent Emanation (for your wide variety of divination spells), Spontaneous Spell (so you're never caught without a scrying or legend lore), and Polyglot (to help decipher that strange map you just found). CHAPTER 1: CHARACTERS, SKILLS & FEATS

21 The loremaster’s choice for ability increases depends wholly on which ability score controls her spellcasting: Intelligence, Wisdom, or Charisma. Other Options: Loremasters who focus on combat may want to sacrifice some knowledge for offensive and defensive capabilities (such as additional metamagic feats or Epic Toughness). Those who like to create magic items should consider Efficient Item Creation and the various epic magic item feats. Also, consult the epic paths for your other class or classes for alternative options. Hit Die: d4. Skill Points at Each Additional Level: 4 + Int modifier. Spells: The epic loremaster’s caster level increases by 1 for each new loremancer level she attains. If she has more than one spellcasting class, she must decide, which class receives the increase in caster level. The epic loremancer’s number of spells per day (and number of spells known, if applicable) does not automatically increase after 10th level. Secret: The loremaster doesn’t gain additional secrets after 10th level, because there is a built-in limit to the number of secrets that can be gained, but you can choose a lore master secret instead of a bonus feat. Remember that you can’t select the same secret twice. Lore: Add the loremaster’s class level + Intelligence modifier to all lore checks, as normal. Bonus Feats: The epic loremaster gains a bonus feat (selected from the list of epic loremaster feats) every three levels after 10th. Epic Loremaster Bonus Feat list: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Forge Epic Ring, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Master Staff, Master Wand, Multispell, Permanent Emanation, Polyglot, Scribe Epic Scroll, Spell Knowledge, Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic. In addition to the feats on this list, the loremaster can select a loremaster secret instead of a bonus feat. TABLE 1–19: THE EPIC LOREMASTER Loremaster Level Special 11th — 12th — 13th Bonus feat 14th — 15th — 16th Bonus feat 17th — 18th — 19th Bonus feat 20th — EPIC SHADOWDANCER While the epic assassin uses the shadows, the epic shadowdancer becomes the shadows, indistinguishable from the darkness cloaking her. Your best bet is to focus on stealth and defense with feats such as Epic Dodge, Self-Concealment, and Epic Skill Focus, leaving combat for the less subtle. However, Blinding Speed and Improved Combat Reflexes make you a formidable opponent for anyone. Dexterity is a shadowdancer’s best choice for ability increases, though Strength and Constitution can be useful, too. Other Options: Other Epic Skill Focus feats might be appropriate, based on your skill selection. Epic Prowess can help in combat, and if you started out as a rogue, Improved Sneak Attack makes an attractive choice. Also, consult the epic paths for your other class or classes for alternative options. Hit Die: d8. Skill Points at Each Additional Level: 6 + Int modifier. Uncanny Dodge: The shadowdancer’s uncanny dodge bonus on saves against traps doesn’t increase after 10th level, because it shows no pattern during her normal ten-level progression. Summon Shadow: Every three levels after 9th (12th, 15th, and so on), the shadowdancer may summon an additional shadow and adds +2 Hit Dice (and the requisite base attack and base save bonus increases) to all her shadow companions. Shadow Jump: The total distance of a shadowdancer’s shadow jump doubles every two levels after 10th (12th, 14th, and so on). Bonus Feats: The epic shadowdancer gains a bonus feat (selected from the list of epic shadowdancer feats) every three levels after 20th. SKILLS & FEATS CHARACTERS, CHAPTER 1:

22 TABLE 1–20: THE EPIC SHADOWDANCER Shadowdancer Level Special 11th — 12th Summon shadow (four of 9 HD each), shadow jump (320 ft.) 13th Bonus feat 14th Shadow jump (640 ft.) 15th Summon shadow (five of 11 HD each) 16th Shadow jump (1 ,280 ft.), bonus feat 17th — 18th Summon shadow (six of 13 HD each), shadow jump (2,560 ft.) 19th Bonus feat 20th Shadow jump (5,120 ft.) Epic Shadowdancer Bonus Feat List: Blinding Speed, Dexterous Fortitude, Dexterous Will, Epic Dodge, Epic Skill Focus, Epic Speed, Exceptional Deflection, Improved Combat Reflexes, Improved Darkvision, Improved Whirlwind Attack, Infinite Deflection, Legendary Leaper, Reflect Arrows, SelfConcealment, Spellcasting Harrier, Superior Initiative. EPIC PSIONICS The Psionics Handbook has information on creating and playing psionic characters. If you have the Psionics Handbook, use the following epic progressions for the psion and psychic warrior. Epic Psion The epic psion has evolved his inborn mental abilities, achieving mental mastery of lesser mentalities. But the path of the mind beckons still. As a psion, you are a specialist in one of six disciplines, but no matter which discipline you follow, you'll want to enhance your manifesting ability through Improved Manifestation, as well as psionic versions of Epic Spellcasting, Spell Knowledge, and metamagic feats. Don't forget to continue to improve your key ability score, which provides power points, increased DCs to avoid your psionic powers, and all the usual benefits of a high score. Other Options: If you favor powers that require ranged attacks, think about Epic Weapon Focus (ray). Energy Resistance is also likely to be useful. Hit Die: d4. Skill Points at Each Additional Level: 4 + Int modifier. Powers: The psion's manifester level is equal to his class level. The psion's number of power points per day does not increase after 20th level, but the limit on power points spent on a metapsionic power is 19 (though feats such as Improved Manifestation extend this limit). Each time the psion achieves a new level, he learns a new power of any power level that he can manifest (according to his new level) that is within his primary discipline. Psions continue to gain bonus power points for high ability scores. Psicrystal: The psion's psicrystal continues to increase in power. Every two levels after 20th (22nd, 24th, 26th, and so on), the psicrystal's hardness and Intelligence each increase by +1. The psicrystal's power resistance is equal to the master's level +5. Bonus Feats: The epic psion gains a bonus feat (selected from the list of epic psion feats) every three levels after 20th. Epic Psion Bonus Feat List: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff Craft Epic Wondrous Item, Efficient Item Creation, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Familiar Spell, Forge Epic Ring, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Manifestation, Intensify Spell, Multispell, Permanent Emanation, Scribe Epic Scroll, Spell Focus, Spell Knowledge, Spell Mastery, Spell Penetration, Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic. In addition to the feats on this list, the psion may select any item creation feat or metapsionic feat not listed here. For example, a feat called Craft Epic Crystal Capacitor, which does not appear in this book but which might eventually be published or developed by the DM, could conceivably allow a psion to create a crystal capacitor with higher power point storage limits. As noted in the Epic Feats section later in this chapter, psions learn "psionically flavored" versions of feats, as appropriate. TABLE 1–21: THE EPIC PSION Psion Level Special 21st — 22nd — 23rd Bonus feat 24th — 25th — 26th Bonus feat 27th — 28th — 29th Bonus feat 30th — CHAPTER 1: CHARACTERS, SKILLS & FEATS

23 Epic Psychic Warrior You are a meld of mental and martial prowess. All fear your psionically enhanced blade. As a warrior, you should divide your efforts between improving your offensive potency (Epic Weapon Focus, Overwhelming Critical, and Devastating Critical) and defensive prowess (Epic Toughness and Fast Healing). Improve your Strength with most ability increases, but occasionally boost Dexterity and Constitution. Other Options: So your psionic skills do not languish, consider taking a few more Inner Strength feats (from the Psionics Handbook) to really pump up your power point reserve. If you prefer thrown weapons to archery, try Storm of Throws. Distant Shot works equally well with any ranged weapon. Hit Die: d8. Skill Points at Each Additional Level: 2 + Int modifier. TABLE 1–22: THE EPIC PSYCHIC WARRIOR Psychic Warrior Level Special 21st Bonus feat 22nd — 23rd — 24th Bonus feat 25th — 26th — 27th Bonus feat 28th — 29th — 30th Bonus feat Spells: The psychic warrior’s caster level is equal to her class level. The psychic warrior’s number of power points per day does not increase after 20th level. The psychic warrior does not learn additional powers unless she selects the Spell Knowledge feat, though in psionic parlance, the feat would be called Power Knowledge. Bonus Feats: The epic psychic warrior gains a bonus feat (selected from the list of epic psychic warrior bonus feats) at 21st level and every three levels thereafter. Epic Psychic Warrior Bonus Feat List: Armor Skin, Combat Archery, Damage Reduction, Devastating Critical, Dire Charge, Distant Shot, Epic Endurance, Epic Leadership, Epic Prowess, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Exceptional Deflection, Improved Combat Reflexes, Improved Stunning Fist, Improved Manifestation, Improved Whirlwind Attack, Infinite Deflection, Instant Reload, Legendary Commander, Legendary Rider, Legendary Wrestler, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Reflect Arrows, Spellcasting Harrier, Storm of Throws, Spell Knowledge, Superior Initiative, Swarm of Arrows, TwoWeapon Rend, Uncanny Accuracy. In addition to the feats on this list, the psychic warrior may select any feat designated as a fighter or psychic warrior bonus feat but not listed here. As noted in the Epic Feats section later in this chapter, psychic warriors learn “psionically flavored” versions of feats, as appropriate. CREATING CHARACTERS ABOVE 20TH LEVEL When creating a character above 20th level, use Table 1–23: Starting Equipment for PCs above 20th Level to assign a value for the character’s starting gear. For game play purposes, your DM might wish to rule that no newly created character can select any single item that represents more than 25% of that character’s starting wealth, and no more than three items worth more than 10% of his starting wealth. Thus, a newly created 22nd-level character couldn’t have any single item worth more than 400,000 gp and could have no more than three items worth more than 120,000 gp. This prevents characters from loading up with a few ultrapowerful items (which probably isn’t a very realistic picture of the average character). Of course, this doesn’t apply to characters who reach that level through normal play. TABLE 1–23: STARTING EQUIPMENT FOR PCS ABOVE 20TH LEVEL Character Level Wealth Character Level Wealth 21st 975,000 gp 31st 4,900,000 gp 22nd 1,200,000 gp 32nd 5,600,000 gp 23rd 1,500,000 gp 33rd 6,300,000 gp 24th 1,800,000 gp 34th 7,000,000 gp 25th 2,100,000 gp 35th 7,900,000 gp 26th 2,500,000 gp 36th 8,800,000 gp 27th 2,900,000 gp 37th 9,900,000 gp 28th 3,300,000 gp 38th 11,000,000 gp 29th 3,800,000 gp 39th 12,300,000 gp 30th 4,300,000 gp 40th 13,600,000 gp SKILLS & FEATS CHARACTERS, CHAPTER 1:

24 NEW EPIC PRESTIGE CLASSES There are prestige classes, and then there are truly prestigious classes—epic prestige classes, to be exact. These are classes that characters cannot pursue until they have already become epic characters in some other fashion. Characters add levels of epic prestige classes using the same rules as when multiclassing into a new character class at epic levels. In other words, base save and attack bonus progressions are replaced by epic save and attack bonus progressions. As with other epic classes, you can take as many levels in an epic prestige class as you desire. AGENT RETRIEVER Finding items, especially long-lost ones, is an agent retriever's specialty. A member of this class has a knack for hunting down unique and valuable items, unrelentingly following every clue, every whispered rumor, and every trail, no matter how cold, until the object for person) is in hand. He is the ultimate bounty hunter, able to move among the planes in his quest. Although a focused set of skills paves the way to becoming an agent retriever, several classes exhibit the talents needed to excel at this endeavor. Rangers, bards, and rogues most commonly take this epic prestige class, but spellcasters, especially those with scrying capabilities, also make good agent retrievers. Other classes rarely become agent retrievers. While many agent retrievers function independently, working for hire on a freelance basis, most work with the Gleaners (see Chapter 6), an organization that trains them in their unique abilities. Hit Die: d6. Requirements To qualify to become an agent retriever, a character must fulfill all the following criteria. Alignment: Any lawful. Skills: Gather Information 24 ranks, Knowledge (the planes) 15 ranks. Feats: Track. Class Skills The agent retriever's class skills (and the key ability for each skill) are Appraise (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Intuit Direction (Wis), Knowledge (arcana) (Int), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (the planes; (Int), listen (Wis), Search (Int), and Spot (Wis). See Chapter 4: Skills in the Player's Handbook for skill descriptions. Skill Points at Each Level: 6 + Int modifier. Class Features The following are class features of the agent retriever prestige class. Weapon and Armor Proficiency: An agent retriever gains no proficiency with any weapons, armor, or shields. Spells per Day/Spells Known: At each agent retriever level, the character gains new spells per day and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. If already an epic spellcaster, the character gains only the benefit noted under the Spells entry for that epic class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on;. If the character had more than one spellcasting class before becoming an agent retriever, the player must decide to which class to add the new level for the purpose of determining spells per day. Uncanny Location (Sp): When a agent retriever spends one day attuning himself to a person or object he is seeking BEHIND THE CURTAIN: BUILDING AN EPIC PROGRESSION Even though the classes are relatively balanced at levels 1st through 20th, simply continuing normal progression after 20th level would severely unbalance the classes. That's because not all class features continue to accumulate after 20th level. For example, many of the monk's special abilities are gained only at a certain level and never improve after that point. That's why every class gets a bonus feat progression in addition to the class features that accumulate. For some classes, such as the fighter, this bonus feat progression is essentially the only class feature available at epic levels, so it is very rapid at one feat every other level. For other classes, such as the monk or rogue, this feat progression is only one of several class features, so it is much slower at only one feat every four levels. If you're creating an epic progression for a class other than the ones described in this book, you'll need to compare it to the classes here to assign an appropriate bonus feat progression. For example, if your class has essentially no class features (or a few very weak features) after 20th level, it's probably similar to the fighter. Thus, you might assign it a bonus feat progression of one feat per two levels. A class with plenty of features (or extremely powerful features) after 20th level might have a bonus feat progression of one feat per four or even five levels. The size of the bonus epic feats list is also significant, but not nearly as important as the rate a class gains bonus feats. A larger list (such as the druid's) is worth more than a smaller list (such as the arcane archer's). CHAPTER 1: CHARACTERS, SKILLS & FEATS

25 (speaking with others who knew the person or object, examining items that belonged to that person or written descriptions of the object, researching histories, or the like), he automatically determines that person’s or item’s location as the discern location spell. Once he has established a sense of the location, the agent retriever can maintain this uncanny link even if the target moves, but only so long as he hunts down this person or item to the exclusion of all other pursuits. If he ever turns aside to undertake a second pursuit, the uncanny location ends, and the agent retriever must spend another day to reattune himself to the target. Tracking Bonus (Ex): The agent retriever develops a keen sense of the path his quarry is likely to take and a better understanding of how that quarry will attempt to shake pursuit. This keen sense gives the agent retriever a +10 insight bonus on Wilderness Lore checks to track the quarry. This bonus increases by +10 every five levels thereafter (+20 at 6th level, +30 at 11th level, +40 at 16th level, and so on). Plane Shift (Sp): The agent retriever can use plane shift as a 14th-level caster once per day starting at 2nd level, plus one additional time per day every five levels thereafter (7th, 12th, 17th, and so on). Force Sphere (Sp): Without the ability to capture a target, finding it does no good. Gleaner training allows the agent retriever to call forth a force sphere. The agent retriever can attempt to enclose any creature or object he can see within 30 feet. The target is allowed a Reflex saving throw (DC 20 + 1/2 the class level of the agent retriever + the agent retriever’s Dexterity modifier). Those who fail are then encapsulated in a sphere of force with a radius of up to 50 feet (the sphere is only as large as it needs to be, up to its maximum radius). Those trapped inside cannot escape except with methods that can bypass or destroy a wall of force. The sphere persists as long as the agent retriever desires, up to a maximum of seven days. A captured target does not count toward the capacity of the agent retriever’s plane shift ability, and the agent retriever can plane shift with the target despite the presence of the force sphere. The agent retriever can use this power once per day at 3rd level, plus one additional time per day every five levels thereafter (8th, 13th, and so on). Ethereal Jaunt (Sp): The agent retriever can use ethereal jaunt as a 14th-level caster once per day at 4th level, plus one additional time per day every five levels thereafter (9th, 14th, 19th, and so on). Bonus Feats: The agent retriever gets a bonus feat at 5th level and an additional bonus feat every five levels thereafter (10th, 15th, 20th, and so on). These bonus feats must be selected from the following list: Epic Endurance, Epic Prowess, Epic Speed, Epic Toughness, Epic Weapon Focus, Fast Healing, Improved Combat Casting, Improved Spell Capacity, Legendary Climber, Legendary Rider, Legendary Tracker, Perfect Health, Permanent Emanation, Spontaneous Spell, Storm of Throws, Swarm of Arrows, and Uncanny Accuracy. TABLE 1–24: THE AGENT RETRIEVER Agent Retriever Level Special Spells per Day 1st Uncanny location, tracking bonus +10 +1 level of existing class 2nd Plane shift 1/day +1 level of existing class 3rd Force sphere 1/day +1 level of existing class 4th Ethereal jaunt 1/day +1 level of existing class 5th Bonus feat +1 level of existing class 6th Tracking bonus +20 +1 level of existing class 7th Plane shift 2/day +1 level of existing class 8th Force sphere 2/day +1 level of existing class 9th Ethereal jaunt 2/day +1 level of existing class 10th Bonus feat +1 level of existing class EPIC CHARACTERS IN THE FORGOTTEN REALMS CAMPAIGN SETTING The FORGOTTEN REALMS Campaign Setting presents basic rules for characters above 20th level. While those basic rules formed a starting point for the rules in this book, characters created using the material in that book won’t match characters created with the Epic Level Handbook. If you are using such FORGOTTEN REALMS characters in your campaign, feel free to change their abilities to take full advantage of the new rules presented here (particularly the epic feats). If you don’t want to change the characters, that’s fine too. The characters adhere closely enough to these rules that you shouldn’t have problems. If they’re only interacting with other characters of 21st level or higher who were also created using those basic rules, they’ll be relatively balanced against one another. Updated versions of the epic characters in the FORGOTTEN REALMS Campaign Setting are presented in Appendix 1 of this book. You’ll also find bonus GREYHAWK campaign setting NPCs of renown in Appendix 2 of this book. MONSTERS AS EPIC CHARACTERS As first introduced in the FORGOTTEN REALMS Campaign Setting (and discussed in detail in Savage Species), the effective character level (ECL) of any creature more powerful than the standard races in the Player’s Handbook is equal to the creature’s Hit Dice and class levels (if any) plus its level adjustment. This replaces the rule in the Monster Manual that states that a creature’s “monster level” is equal to its Hit Dice. Regardless of its ECL, a monster with class levels uses the base attack bonus and base save bonus progressions of its class (rather than the progression shown on Table 1–1) until it has 20 character levels. Beginning with its 21st character level, it uses the progressions shown on Table 1–1. In any other place in this book where “character level” is indicated, you can use effective character level instead. For example, a creature with a level adjustment of +5 who is also a 13th-level fighter/3rd-level blackguard is ECL 21 and eligible to select an epic feat provided he meets the prerequisites. Savage Species has level adjustments for most monsters in the Monster Manual. Use these modifiers to estimate appropriate modifiers for other nonstandard PC races that you might choose to include. SKILLS & FEATS CHARACTERS, CHAPTER 1:

26 COSMIC DESCRYER The cosmic descryer is interested in the infinite variety of the planes and fascinated by the different layers of the multiverse. She uses experimentation to grow knowledgeable in the whirl and gyre of the cosmos, developing an extraordinary affinity for all things planar. Furthermore, she derives power from that fundamental understanding. She is particularly adept in the summoning arts, able to call and command the most powerful outsiders known. She can travel to other planes with ease, adapting herself to those otherworldly environments no matter how alien. By necessity, spellcasters are the only classes eligible to become cosmic descryers. But most spellcasters, whether divine or arcane in nature, can eventually advance into this epic prestige class. The cosmic descryer can serve a variety of capacities in an ongoing campaign. She is a useful part of an adventuring group that travels to different planes of existence or that has frequent need of an outsider's help. Even if she doesn't travel very often, a cosmic descryer can help anyone who seeks knowledge through scrying or communication with outsiders. The Gleaners employ cosmic descryers, as does the Planar Cartographic Society (see Chapter 6). Hit Die: d4. Requirements To qualify to become a cosmic descryer, a character must fulfill all the following criteria. Skills: Knowledge (the planes) 24 ranks. Feats: Spell Focus (Conjuration). Epic Feats: Energy Resistance. Spells: Ability to cast gate and any planar ally or planar binding spell. Special: Must have previously traveled to any other plane of existence. Class Skills The cosmic descryer's class skills (and the key ability for each skill) are Alchemy (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Scry (Int), Sense Motive (Wis), and Spellcraft (Int). See Chapter 4: Skills in the Player's Handbook for skill descriptions. Skill Points at Each Level: 2 + Int modifier. Class Features The following are class features of the cosmic descryer prestige class. Weapon and Armor Proficiency: A cosmic descryer gains no proficiency with any weapons, armor, or shields. Spells per Day/Spells Known: At every other cosmic descryer level, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. If already an epic spellcaster, the character gains only the benefit noted under the Spells entry for that epic class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If the character had more than one spellcasting class before becoming a cosmic descryer, the player must decide to which class to add the new level for the purpose of determining spells per day. Superior Planar Summoning (Ex): Beginning at 1st level, the cosmic descryer can increase the power of any of the following spells—elemental swarm, gate, greater planar ally, greater planar binding, summon monster IX, or summon nature's ally IX—to affect or summon outsiders of 4 Hit Dice higher than the spell's normal limit or conjure creatures with 4 Hit Dice of advancement. Thus, greater planar binding summons an outsider of 28 HD rather than just 24 HD. Every four levels thereafter, the cosmic descryer can increase the number of extra Hit Dice by 4. Naturalization (Ex): Starting at 2nd level, the cosmic descryer develops a natural affinity for one plane that she has visited, becoming resistant to any spells and spell-like effects that would normally affect any creature not native to that plane (such as banishment). Every two levels thereafter, the cosmic descryer gains naturalization to one additional plane (two planes at 4th, three planes at 6th, four planes at 5th, and so on). Enduring Gate (Su): Starting at 3rd level, as a fullround action, the cosmic descryer can make any casting of the gate spell remain for a full day, rather than disappearing after 1 round per caster level. Every three levels thereafter, the cosmic descryer can increase the duration of gate by one additional day (two days at 6th, three days at 9th, four days at 12th, and so on,. Bonus Feat (Ex): The cosmic descryer gains a bonus feat at 5th level and an additional bonus feat every five levels thereafter (10th, 15th, 20th, and so on). These bonus feats must be selected from the following list: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Familiar Spell, Forge Epic Ring, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Permanent Emanation, Scribe Epic Scroll, Spell Focus, Spell Knowledge, Spell Mastery, Spell Opportunity, Spell Penetration, Spell Stowaway, Spontaneous Spell, Tenacious Magic. Cosmic Connection (Su): At 7th level, the cosmic descryer may join with the massive energy of the multiverse once per day, plus one additional time per day every five levels thereafter (12th, 17th, 22nd, and so on). The cosmic descryer can remain connected for a number of CHAPTER 1: CHARACTERS, SKILLS & FEATS

27 minutes equal to her class level. The cosmic connection is a transcendent experience for the devotee, and she is transfigured by it. While connected, she is immune to critical hits, is a native on any plane she visits, and can use dimension door at will as a 20th-level caster. Using her exceptional knowledge, the cosmic descryer can draw off excess energy from the multiverse itself to increase her effective caster level or enhance any attack roll, saving throw, skill check, or ability check. Drawing off excess energy from the multiverse is dangerous, and it deals the cosmic descryer 5 points of damage for each +1 bonus applied to a single roll or +1 caster level on a single spell. For instance, a cosmic descryer could add a +5 bonus on her next attack roll or saving throw, but in doing so she takes 25 points of damage. TABLE 1–25: THE COSMIC DESCRYER Cosmic Descryer Level Special Spells per Day 1st Superior planar summoning (+4 HD) 2nd Naturalization (1 plane) +1 level of existing class 3rd Enduring gate (1 day) 4th Naturalization (2 planes) +1 level of existing class 5th Bonus feat, superior planar summoning (+8 HD) 6th Naturalization (3 planes), enduring gate (2 days) +1 level of existing class 7th Cosmic connection 1/day 8th Naturalization (4 planes) +1 level of existing class 9th Superior planar summoning (+12 HD), enduring gate (3 days) 10th Naturalization (5 planes), bonus feat +1 level of existing class DIVINE EMISSARY Deities have need of powerful servants, many of whom are epic clerics, paladins, and other characters. Some gods also have special, handpicked agents who speak with their authority. However, the same deities may choose a single proxy through whom a little of their own power flows. Called divine emissaries, these characters are second to none in the god’s favor. They act with that god’s full blessing and some of its divine power. Divine emissaries who abuse their powers (in the eyes of the deity) may be stripped of them. Divine emissaries are often instruments of war, and thus paladins and blackguards are often chosen to serve this role. However, some deities also choose clerics. Despite being the highest representative of a deity, a divine emissary usually travels with comrades who supplement the emissary’s strength. When a deity gives an important decree to mortals, lesser agents often serve as that deity’s voice. But when a god needs to back up its decrees with force, a divine emissary has a new mission. Hit Die: d10. Requirements To become a divine emissary, the character must fulfill all the following criteria. Base Attack Bonus: +23. Feats: Weapon Focus (deity’s favored weapon). Epic Feat: Great Smiting. Skills: Knowledge (religion) 10 ranks. Special: Must have a patron deity. Furthermore, the potential divine emissary must complete some quest that furthers his deity’s goals so much that it impresses the deity. If the deity has no other divine emissary (or is willing to oust the current divine emissary), the god may choose the character. The DM makes this choice, not the player. Class Skills The divine emissary’s class skills (and the key ability for each) are: Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha). See Chapter 4: Skills in the Player’s Handbook for skill descriptions. Skill Points at Each Level: 4 + Int modifier. Class Features All the following are features of the divine emissary prestige class. Spells per Day/Spells Known: At each divine emissary level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. If already an epic spellcaster, the character gains only the benefit noted under the Spells entry for that epic class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If the character had more than one spellcasting class before becoming a divine emissary, the player must decide to which class to add the new level for the purpose of determining spells per day. Special Mount: if he has one, the divine emissary’s special mount continues to increase in power. Every five levels after 1st (6th, 11th, 16th, and so on), the special mount gains +2 bonus Hit Dice, its natural armor increases by +2, its Strength adjustment increases by +1, and its Intelligence increases by +1. The mount’s spell resistance equals the divine emissary’s class level + the class level that provided the special mount + 5. SKILLS & FEATS CHARACTERS, CHAPTER 1:

28 Granted Domain (Ex): A divine emissary gains access to one of his deity's domains, as well as the granted power of that domain. The extra domain expands a paladin's selection of spells, but he does not gain the ability to cast higher-level spells than he otherwise could. Clerics gain an additional domain but otherwise use the rules for preparing spells from their domains normally. Divine Inspiration (Sp): A divine emissary gains a +2 luck bonus on his attack and damage rolls for 10 rounds, once per day at 1st level, plus one additional time per day every three levels thereafter (4th, 7th, 11th, and so on). Extra Smite (Su): A divine emissary can use his smite ability two extra times per day, plus one additional time per day every three levels thereafter (5th, 8th, 11th, and so on). To determine the damage with any smite attack, a divine emissary adds together his divine emissary levels and class levels that originally conferred the smite ability. Greater Planar Ally (Sp): The emissary can call a greater planar ally (as the spell) once per day at 3rd level, plus one additional time per day every ten levels thereafter (13th, 23rd, 33rd, and so on). The ally does not request a return favor when a divine emissary uses this ability. Bonus Feats: The divine emissary gains a bonus feat at 6th level and an additional bonus feat every ten levels thereafter (16th, 26th, 36th and so on). These bonus feats must be selected from the following list: Armor Skin, Devastating Critical, Epic leadership, Epic Prowess, Epic Reputation, Epic Toughness, Epic Weapon Focus, Great Smiting, Holy Strike, Improved Aura of Courage, Improved Combat Casting, Improved Spell Capacity, Legendary Commander, Legendary Rider, Overwhelming Critical, Perfect Health, Permanent Emanation, Planar Turning, Positive Energy Aura, Spectral Strike, Spontaneous Spell, Widen Aura of Courage. Divine Hand (Su): Sometimes the divine emissary feels the touch of his deity. As a free action, the emissary gains a +20 sacred (or profane if appropriate) bonus on his next melee or ranged attack roll, as long as the attack is made with the deity's favored weapon. The emissary can use divine hand once per day at 9th level, plus one additional time per day every ten levels thereafter (19th, 29th, and so on). TABLE 1–26: THE DIVINE EMISSARY Divine Emissary Level Special 1st Divine inspiration 1/day, granted domain 2nd Extra smite 2/day 3rd Greater planar ally 1/day 4th Divine inspiration 2/day 5th Extra smite 3 /day 6th Bonus feat 7th Divine inspiration 3/day 8th Extra smite 4/day 9th Divine hand 1/day 10th Divine inspiration 4/day EPIC INFILTRATOR The epic infiltrator is an agent of espionage, an undercover operative, and sometimes a saboteur. He is the plant in the enemy's forces, going incognito to retrieve secret battle plans or steal a valuable item. He excels at pretending to be someone other than he is, convincing everyone around him through disguises and an uncanny ability to tell people what they want to hear. He may use special equipment to aid him in his mission, but his most important tool is his own ability to stay calm in a tight spot. His grace under pressure helps him get the information he needs to succeed without getting caught. Rogues and bards are best suited for becoming epic infiltrators, but fighters, wizards, and sorcerers also work well undercover. Other classes turn to espionage less often. Barbarians, druids, and paladins do not usually work well as spies except in very unusual circ*mstances. Epic infiltrators often work for governments or powerful merchant lords. Sometimes they accept short-term, oneshot missions, but often they engage in long-term infiltration operations. Many epic infiltrators operate freelance, taking contracts through a third party. Occasionally, an epic infiltrator may be found as part of an adventuring group, I putting his talents to use as a scout. The Regulators have many epic infiltrators among their ranks, and the Gleaners, the Garrote, and the Godkissed all employ them from time to time (see Chapter 6). Hit Die: d6. Requirements To qualify to become an epic infiltrator, a character must fulfill all the following criteria. Alignment: Any nonchaotic. CHAPTER 1: CHARACTERS, SKILLS & FEATS

29 Skills: Bluff 24 ranks, Diplomacy 10 ranks, Disguise 24 ranks, Read Lips 10 ranks. Feats: Alertness. Epic Feat: Polyglot. Special: Must have successfully spent one month using the Disguise skill to pose as someone else. Class Skills The epic infiltrator’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Pick Pocket (Dex), Profession (Wis), Read Lips (Int), Scry (Int), Sense Motive (Wis), and Spot (Wis). See Chapter 4: Skills in the Player’s Handbook for skill descriptions. Skill Points at Each Level: 8 + Int modifier. Class Features The following are class features of the epic infiltrator prestige class. Weapon and Armor Proficiency: An epic infiltrator is proficient with all simple and martial weapons, all armor, and shields. Improved Cover Identity (Ex/Su): At 1st level, an epic infiltrator establishes three specific cover identities, plus one additional cover identity every four levels thereafter (5th, 9th, 13th, and so on). An epic infiltrator at work must keep his true identity secret, so he pretends to be a merchant, a stable boy, or an innkeeper, or possibly a fighter, a low-level wizard, or some other class. A cover identity allays others’ suspicions and leads opponents to underestimate the epic infiltrator until it is too late. While operating in a cover identity, the epic infiltrator gains a +4 circ*mstance bonus on Disguise checks and a +2 circ*mstance bonus on Bluff and Gather Information checks. When the epic infiltrator has the option of adding a new cover identity, he may instead work on further perfecting a cover identity already possessed. An improved cover identity grants a +6 circ*mstance bonus on Disguise checks and a +4 circ*mstance bonus on Bluff and Gather Information checks while operating in that identity. A specific cover identity may be improved again and again, each time adding +2 to the bonuses. The web of different cover identities inside the epic infiltrator’s mind makes it impossible to detect his alignment with any form of divination. This ability functions exactly like an undetectable alignment spell, except that it is always active as a supernatural ability. Only divinations are confounded; spells that function only against certain alignments, such as protection from evil and holy smite, affect the epic infiltrator normally. Should the epic infiltrator wish to “retire” a cover identity and develop a new one, he must spend one week rigorously practicing subtle vocal intonations and body language before he earns the bonuses. Cover identities do not in themselves provide the epic infiltrator with additional skills, proficiencies, or class features that others might expect of the pretended professions; however, a successful Bluff check at the right time is enough to deter suspicion. The epic infiltrator can switch cover identities or don a disguise using the Disguise skill in 1d3 minutes. He can also put on or take off armor in one-half the normal time. Sneak Attack: If an epic infiltrator can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage. Basically, any time the epic infiltrator’s target would be denied her Dexterity bonus to AC (whether she actually has a Dexterity bonus or not), the epic infiltrator’s attack deals +1d6 points of damage. This extra damage increases by +1d6 points every three levels (+2d6 at 4th level, +3d6 at 7th level, +4d6 at 10th level, and so on). Should the epic infiltrator score a critical hit with a sneak attack, this extra damage is not multiplied. It takes precision and penetration to hit a vital spot, so ranged attacks can only count as sneak attacks if the target is 30 feet away or less. With a sap or an unarmed strike, the epic infiltrator can make a sneak attack that deals subdual damage instead of normal damage. He cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual –4 penalty, because he must make optimal use of his weapon in order to execute the sneak attack. An epic infiltrator can only sneak attack living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally, any creature immune to critical hits is similarly immune to sneak attacks. Also, the epic infiltrator must also be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The epic infiltrator cannot sneak attack while striking at a creature with concealment or by striking the limbs of a creature whose vitals are beyond reach. If an epic infiltrator gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack. Specialist Training (Ex): At 2nd level, the epic infiltrator gains the benefit of focusing his craft on a particular type of work, specializing in one of the following categories and receiving a +3 bonus on all checks with the listed skills. Every three levels thereafter (5th, 8th, 11th, and so on), the epic infiltrator gains specialist training again. He may select the same category more than once. Concealment: Bluff, Disguise, Forgery, and Innuendo. SKILLS & FEATS CHARACTERS, CHAPTER 1:

30 Subterfuge: Hide, Move Silently, Open Lock, and Pick Pocket. Espionage: Listen, Read Lips, Search, and Spot. Interaction: Diplomacy, Gather Information, Intimidate, and Sense Motive. Read Thoughts (Su): Beginning at 3rd level, the epic infiltrator can "hear" the surface thoughts, once per day, of any single target he selects. Every four levels thereafter (7th, 11th, 15th, and so on), the epic infiltrator can perform this ability one additional time per day. This ability functions as the detect thoughts spell cast by a 15th-level caster, except that it targets a single mind. Far Senses (Su): Starting at 4th level, the epic infiltrator can extend his vision or hearing into an area beyond his normal range, once per day, to a distance of 20 feet plus an additional 20 feet per epic infiltrator level. The epic infiltrator must have personally visited the physical location earlier to use far senses on it. Barriers do not impede far senses, and low-light vision or darkvision function normally if the epic infiltrator has one or both of those abilities. Far senses can also apply to the epic infiltrator's read thoughts ability. Every two levels beyond 4th (6th, 8th, 10th, and so on), the epic infiltrator can perform this ability one additional time per day. This ability functions as the clairaudience/clairvoyance spell cast by a 15th-level caster, except for the limit on range, the need to know the locale beforehand, and the ability to use the read thoughts ability. Mind Blank (Sp): At 3rd level, the epic infiltrator can become immune to all mind-affecting spells and divinations by rigorously silencing his mind once per day, plus one additional time per day every eight levels thereafter (11th, 19th, 27th, and so on). This ability works as the mind blank spell cast by a 15th-level caster. TABLE 1–27: THE EPIC INFILTRATOR Epic Infiltrator Level Special 1st Improved cover identity (3), sneak attack +1d6 2nd Specialist training 3rd Read thoughts 1/day, mind blank 1/day 4th Far senses 1/day, sneak attack +2d6 5th Specialist training, improved cover identity (4) 6th Far senses 2/day 7th Read thoughts 2/day, sneak attack +3d6 8th Far senses 3/day, specialist training 9th Improved cover identity (5) 10th Far senses 4/day, sneak attack +4d6 GUARDIAN PARAMOUNT The guardian paramount is an extraordinary bodyguard, a protector of others who is skilled in preventing harm to his charge. He often places himself in danger, taking the brunt of attacks meant for the person he is protecting. He displays unparalleled prowess in defending his charge, keeping her from harm and returning her to health should she be injured. Guardian paramounts most often come from the ranks of rogues, rogue/fighters, and rogue/clerics, Rogue/wizards, sorcerers, and druids rarely answer the call to defend, because their martial skills are not up to the demands of such work. The guardian paramount is a valued member of society, a mercenary willing to accept the dangers of attack in I exchange for payment. Most guardian paramounts work independently, although some belong to the Order of the Shield (see Chapter 6). It is fairly uncommon to have a guardian paramount as part of an adventuring group, although a wizard or a sorcerer may employ one or recruit a guardian paramount as a cohort. Hit Die: d10. Requirements To qualify to become a guardian paramount, a character must fulfill all the following criteria. Base Attack Bonus: +15. Skills: Spot 13 ranks. Feats: Alertness, Lightning Reflexes. Epic Feats: Blinding Speed, Superior Initiative. Special: Uncanny dodge, evasion. Class Skills The guardian paramount's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Diplomacy (Cha), Innuendo (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), and Spot (Wis). See Chapter 4: Skills in the Player's Handbook for skill descriptions. Skill Points at Each Level: 4 + Int modifier. Class Features The following are class features of the guardian paramount prestige class. Weapon and Armor Proficiency: A guardian paramount is proficient with all simple and martial weapons, all armor, and shields. Bonus Feats: The guardian paramount gets a bonus feat at 1st level and an additional bonus feat every three levels thereafter (4th, 7th, 10th and so on). These bonus feats must be selected from the following list: Bulwark of Defense, Combat Archery, Damage Reduction, Dexterous Fortitude, Dexterous Will, Epic Dodge, Epic Fortitude, Epic Reflexes, Epic Reputation, Epic Skill Focus, Epic Speed, Epic Toughness, Epic Will, Exceptional Deflection, Fast Healing, Great Dexterity, Improved Combat Reflexes, Improved Sneak Attack, Improved Spell Resistance, Infinite Deflection, Legendary Climber, Lingering Damage, Mobile Defense, Perfect Health, Reflect Arrows, SelfConcealment, Sneak Attack of Opportunity, Spellcasting Harrier, Trap Sense, and Uncanny Accuracy. Uncanny Dodge Enabler (Ex): The guardian paramount must have the uncanny dodge class feature to quality for the prestige class, so at a minimum the guardian paramount has the extraordinary ability to CHAPTER 1: CHARACTERS, SKILLS & FEATS

31 retain his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. It is possible that the character has higher-level aspects of the uncanny dodge ability, such as a bonus to avoid traps. Whatever the level of uncanny dodge attained by the character, the guardian paramount can extend the features of his uncanny dodge ability to include any one creature he designates within 5 feet of him (he can designate a creature or change designations as a free action once per round). Thus, if a guardian paramount retains his Dexterity bonus to AC when flatfooted, the designated target retains it as well. The guardian paramount can extend his uncanny dodge ability three times per day at 1st level, plus one additional time per day every three levels thereafter (4th, 7th, 10th, and so on). Evasive Preceptor (Ex): The guardian paramount must have the evasion class feature, which allows the character to take no damage from an area attack with a successful Reflex save. He may also have improved evasion, though this is not a prerequisite. The character can extend evasion or improved evasion to include any one creature he designates within 5 feet of him. The guardian paramount can extend his evasion ability once per day at 2nd level, plus one additional time per day every three levels thereafter (5th, 8th, 11th, and so on). Protective Aura (Sp): Starting at 3rd level, the guardian paramount can use a special form of shield other once per day, plus one additional time per day every three levels thereafter (6th, 9th, 12th, and so on). When a guardian paramount creates a protective aura, the transferred wounds are dealt to the guardian paramount as subdual damage, not normal damage, as with the shield other spell. Otherwise, the guardian paramount's protective aura functions like the shield other spell cast by an 8thlevel cleric. Adjust Probability (Ex): On reaching 5th level, the guardian paramount gains the ability to affect probability twice per day, plus one additional time per day per three levels thereafter (8th, 11th, 14th, and so on). The guardian paramount can force a reroll of one attack roll, check, or saving throw that another creature within 25 feet—friend or enemy—just made. The guardian paramount often uses this ability to allow his ward to reroll a saving throw, but he could also use the ability to make an enemy striking his ward reroll a successful attack. The guardian paramount can find out whether the attack roll, check, or save would have succeeded before using this ability. The recipient must take the second roll, whether it's better or worse than the original roll. The use of this ability takes place outside the normal initiative order, but the paramount guardian can't use it if he is flat-footed or unable to see the situation resulting in the roll. The guardian paramount must decide whether to reroll as soon as the result of the attack roll, check, or save is known; otherwise he must wait for another opportunity. When possible, the guardian paramount player should notify the DM prior to another character's roll, stating his intention to use this ability immediately if the outcome appears undesirable. Call Back (Sp): On reaching 6th level, the guardian paramount gains the ability to return a dead creature that he has previously used any of his other class abilities on back to life, as if he had cast true resurrection as a 20th-level cleric. The character can use this ability once per day, plus one additional time per day every six levels (12th, 18th, 24th, and so on). TABLE 1–28: THE GUARDIAN PARAMOUNT Guardian Paramount Level Special 1st Bonus feat, uncanny dodge enabler 3/day 2nd Evasive preceptor 1/day 3rd Protective aura 1/day 4th Bonus feat, uncanny dodge enabler 4/day 5th Adjust probability 2/day, evasive preceptor 2/day 6th Call back 1/day, protective aura 2/day 7th Bonus feat, uncanny dodge enabler 5/day 8th Evasive preceptor 3/day, adjust probability 3/day 9th Protective aura 3/day 10th Bonus feat, uncanny dodge enabler 6/day HIGH PROSELYTIZER The high proselytizer is the holy inspiration that begins religious movements. She is the word of her deity, spreading the teachings of her god and sharing her beliefs in a truly stirring display of rapture and fervor. All who listen to her preaching find it easy to accept her words as truth. They come to understand that committing themselves to the dogma of the high proselytizer's order will grant them enlightenment in her deity's name. Entire nations have fallen under the glorious sway of a high proselytizer's ardent zeal. Clerics most often command the attention of the people well enough to begin the work of a high proselytizer, and paladins sometimes hear the calling as well. Druids and rangers rarely experience such a calling, and other characters simply do not have the proper relationship with their deities. High proselytizers generally work within a society already worshiping the character's deity, although it is not uncommon for a high proselytizer to be at odds with the established religious leaders of the temple. Often, a high proselytizer's deity takes a particularly active role in the events of her world and leads the deity's followers to action. Hit Die: d8. Requirements To qualify to become a high proselytizer, a character must fulfill all the following criteria. Skills: Diplomacy 12 ranks and either Knowledge (religion) 24 ranks or Knowledge (nature) 24 ranks. Feats: Leadership. Epic Feats: Epic Leadership. SKILLS & FEATS CHARACTERS, CHAPTER 1:

32 Spells: Ability to cast 5th-level divine spells. Special: Must have a patron deity. Class Skills The high proselytizer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Scry (Int), Sense Motive (Wis), and Spellcraft (Int). See Chapter 4: Skills in the Player's Handbook for skill descriptions. Skill Points at Each Level: 2 + Int modifier. Class Features The following are class features of the high proselytizer prestige class. Weapon and Armor Proficiency: High proselytizers are proficient with all simple weapons, all armor, and all shields. Spells per Day: At every other high proselytizer level, the character gains new spells per day as if she had also gained a level in a divine spellcasting class to which she belonged before adding the prestige class level. If already an epic spellcaster, the character gains only the benefit noted under the Spells entry for that epic class. She does not, however, gain any other benefit a character of that class would have gained (such as an improved chance of turning undead). If the character had more than one divine spellcasting class before becoming a high proselytizer, the player must decide to which class to add each high proselytizer level for the purpose of determining spells per day. Proselytize (Sp): At 1st level, the high proselytizer gains the ability to preach the word of her deity to large crowds with great effect. She may speak in such a manner once per day, plus one additional time per day per ten class levels thereafter (11th, 21st, 31st, and so on). Proselytize has three effects. First, any time the high proselytizer is speaking in this manner, she is treated as though affected by a sanctuary spell. Second, her voice can be heard clearly by anyone within a radius of 100 feet plus 50 feet per class level, regardless of background noise, and her speech can be understood as though the audience were affected by a comprehend languages spell. Finally, everyone in the range of the high proselytizer's voice immediately has a chance of becoming enraptured: Type of Listener Effect Followers of the same deity Automatic if 10 or fewer HD, otherwise Will save (DC 20 + 1/2 high proselytizer's class level + Wis modifier) Others of the same alignment Automatic if 5 or fewer HD, otherwise Will save (as above) All others Will save (as above) Enraptured audience members act as though affected by a symbol of persuasion (see the symbol spell), changing alignment as appropriate and otherwise functioning according to the charm person spell. The high proselytizer can inspire the crowd to take any of a number of actions depending on her alignment. She might urge an army to fight with courage or convince an urban crowd to do good deeds in the streets of the city. In the case of a chaotic or evil high proselytizer, she might incite a mob to wreak havoc and vandalize the city or seek out and punish nonbelievers. Any suicidal suggestion grants audience members a new saving throw to break the rapture 'with the exception of low-level followers of the same deity, who never got a save in the first place). This rapture lasts for 10 minutes plus an additional 5 minutes per high proselytizer level. At 3rd level, the high proselytizer’s proselytize ability includes deific touch once per day, plus one additional time per day per ten levels thereafter (13th, 23rd, 33rd, and so on). During her speech, she can move among the enraptured, shaking hands, caressing brows, and otherwise making contact with audience members. Anyone so touched is healed of 1d4 points of damage and cured of any natural disease or poison. Up to six individuals per round can be so affected. An audience member can benefit from deific touch only once per proselytize session. The high proselytizer can use deific touch as long as her proselytize ability lasts. At 5th level, the proselytize ability includes deific word once per day, plus one additional time per day per ten levels thereafter (15th, 25th, 35th, and so on). The words spoken by the high proselytizer can, if she chooses, function as a triple-strength sound burst spell (3d8 points of sonic damage and a Will save to avoid being stunned for 3 rounds) to all who are not enraptured, as the spell cast by a 20th-level cleric. The deific word can occur at any point during her proselytize speech. At 7th level, the proselytize ability includes deific face once per day, plus one additional time per day per ten levels thereafter (17th, 27th, 37th, and so on). When the high proselytizer speaks, she can cause a blinding burst to shine from her face. Deific face functions against all in the audience who are not enraptured as the sunburst spell cast by a 20th-level cleric. The deific face can occur at any point during her speech. At 9th level, the proselytize ability includes deific aura once per day, plus one additional time per day per ten levels thereafter (19th, 29th, 39th, and so on). When the high proselytizer speaks, she can cause a rolling wave of deific power to spring from her body that functions as either a blasphemy, dictum, holy word, or word of chaos spell (as appropriate for her alignment), affecting only those in the audience who have resisted becoming enraptured. Deific aura otherwise functions as the relevant spell cast by a 20th-level cleric. The deific aura can occur at any point during her speech. Heal (Sp): At 2nd level, the high proselytizer can use heal on herself or another creature once per day, plus one additional time per day per four levels thereafter (6th, 10th, 14th, and so on). Bonus Feats: The high proselytizer gets a bonus feat at 4th level and an additional bonus feat every four CHAPTER 1: CHARACTERS, SKILLS & FEATS

33 levels thereafter (8th, 12th, 16th, and so on). These bonus feats must be chosen from the following list: Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Bonus Domain, Enhance Spell, Epic Reputation, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Epic Will, Extended Life Span, Great Charisma, Great Wisdom, Ignore Material Components, Improved Alignment-Based Casting, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Legendary Commander, Multispell, Negative Energy Burst, Permanent Emanation, Planar Turning, Polyglot, Positive Energy Aura, Spectral Strike, Spell Stowaway, Spell Opportunity, Spontaneous Domain Access, Spontaneous Spell, Tenacious Magic, Undead Mastery, Zone of Animation. TABLE 1–29: THE HIGH PROSELYTIZER High Proselytizer Level Special Spells per Day 1st Proselytize 1/day 2nd Heal 1/day +1 level of divine spellcasting class 3rd Proselytize (deific touch) 1/day 4th Bonus feat +1 level of divine spellcasting class 5th Proselytize (deific word) 1/day 6th Heal 2/day +1 level of divine spellcasting class 7th Proselytize (deific face) 1/day 8th Bonus feat +1 level of divine spellcasting class 9th Proselytize (deific aura) 1/day 10th Heal 3/day +1 level of divine spellcasting class LEGENDARY DREADNOUGHT The legendary dreadnought is the ultimate foot soldier, an absolute force of destruction, a total warrior who excels at sheer combat prowess. While some rely on cunning and reflexes in a fight, and others uphold a code of honor or engage in combat from horseback, the legendary dreadnought simply wades into battle, completely bent on relentless, steady destruction. When the tide of combat flows against him, he stands like a rock. It is the legendary dreadnought who has the might to breach the seemingly unbreachable gates. Fighters, rangers, and barbarians most often seek to become legendary dreadnoughts, as do ex-paladins and blackguards. Clerics, paladins, and monks may occasionally change their focus and become legendary dreadnoughts, but druids, rogues, sorcerers, and wizards seldom do. Legendary dreadnoughts may function as brute force in an adventuring group, but small groups of them make up the most devastating combat units in an army. On occasion, a legendary dreadnought might serve as a champion for a prominent ruler or noble, acting as a strong-arm or engaging in staged combats tor money. Hit Die: d12. Requirements To qualify to become a legendary dreadnought, a character must fulfill all the following criteria. Base Attack Bonus: +23. Skills: Intimidate 15 ranks. Feats: Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Critical. Class Skills The legendary dreadnought's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), and Swim (Str). See Chapter 4: Skills in the Player's Handbook for skill descriptions. Skill Points at Each Level: 2 + Int modifier. Class Features The following are class features of the legendary dreadnought prestige class. Weapon and Armor Proficiency: A legendary dreadnought is proficient with all simple and martial weapons, all armor, and all shields. Unstoppable (Ex): At 1st level, the legendary dreadnought can concentrate his power, turning himself into an unstoppable force once per day, plus one additional time per day every five levels thereafter (6th, 11th, 16th, and so on). This ability grants the character a +20 bonus on his Strength check to break or burst a door or item (see Breaking Open Doors in Chapter 4: Skills and Breaking Items in Chapter 8: Combat in the Player's Handbook). As a special use of this ability, the legendary dreadnought can attempt to break a wall of force (Strength DC 32, and the character applies his unstoppable bonus to this check as well). Alternatively, the legendary dreadnought can apply the +20 bonus to a single attack roll. Unmovable (Ex): At 2nd level, the legendary dreadnought can concentrate his power, making himself unmovable once per day, plus one additional time per day every five levels thereafter (7th, 12th, 17th, and so on). This power grants the character a +20 bonus on any one of the following: • A grapple check made to avoid being grabbed with the improved grab ability. • A Strength check to avoid the effects of a bull rush, trip attempt, or similar effect. • A Strength check against any effect that would move the character either physically or magically. • Any one saving throw. If an effect that would move the character either physically or magically does not normally allow a saving throw, the legendary dreadnought can use this ability to gain a Will saving throw. He still gains the +20 bonus on the saving throw in such a case. SKILLS & FEATS CHARACTERS, CHAPTER 1:

34 Shrug off Punishment (Ex): The legendary dreadnought grows more and more able to withstand the injuries that would fell lesser men, gaining 12 bonus hit points at 3rd level and 12 more every live levels thereafter (8th, 13th, 18th, and so on;. Thick Skinned (Ex): At 4th level, the legendary dreadnought learns to ignore the minor nicks and cuts of battle, gaining damage reduction 3/–. This does not stack with damage reduction granted by magic items or nonpermanent magical effects, but it does stack with any damage reduction granted by permanent magical effects, class features, the Damage Reduction feat, and this ability itself. The damage reduction improves by 3 points every five levels thereafter (9th. 14th, 19th, and so on). Bonus Feats: The legendary dreadnought gets a bonus feat at 5th level and an additional bonus feat every five levels thereafter (at 10th, 15th, 20th, and so on). These bonus feats must be selected from the following list: Armor Skin, Devastating Critical, Dire Charge, Epic Fortitude, Epic Prowess, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Fast Healing, Great Constitution, Great Strength, Improved Combat Reflexes, Overwhelming Critical, Penetrate Damage Reduction. TABLE 1–30: THE LEGENDARY DREADNOUGHT Legendary Dreadnought Level Special 1st Unstoppable 1/day 2nd Unmovable 1/day 3rd Shrug off punishment 4th Thick skinned 5th Bonus feat 6th Unstoppable 2/day 7th Unmovable 2/day 8th Shrug off punishment 9th Thick skinned 10th Bonus feat PERFECT WIGHT The perfect wight is a master of skulking, the ultimate prowler and thief. She has transcended the extraordinary, honing her talents to supernatural levels. She can bypass any protection and slip through any defense. Few see her coming, and she does not leave evidence of her passing. She quite literally is a shadow in the night. Only the sneakiest and stealthiest of characters can become a perfect wight, so rogues are the most likely candidates. Assassins sometimes enhance their own skills by spending some time as a perfect wight, although the perfect wight's focus on stealth and evasion comes at the expense of some offensive abilities. Few other classes ever excel at the talents necessary to become perfect wights, although the occasional sorcerer or wizard might find herself in a position to do so. Perfect wights are true thieves, cat burglars in the extreme. They have heightened the art of breaking and entering to a new level, and they consider it an exciting challenge to test their mettle against the best security to multiverse has to offer. Most operate solo, although some may work with a group or perhaps use their talents to aid in protecting rather than stealing. Hit Die: d6. Requirements To qualify to become a perfect wight, a character must fulfill all the following criteria. Skills: Hide 24 ranks, Move Silently 24 ranks. Epic Feats: Self-Concealment. Special: Sneak attack +10d6. Class Skills The perfect wight's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Intuit Direction (Wis), Jump (Str), Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spot (Wis), Tumble (Dex), and Use Rope (Dex). See Chapter 4: Skills in the Player's Handbook for skill descriptions. Skill Points at Each Level: 8 + Int modifier. Class Features The following are class features of the perfect wight prestige class. Weapon and Armor Proficiency: A perfect wight gains no proficiency with any weapons, armor, or shields. Improved Invisibility (Su): Starting at 1st level, the perfect wight gains the benefit of improved invisibility once per day, plus one additional time per day every five levels thereafter (6th, 11th, 16th, and so on). The improved invisibility is as the spell cast by a 20th-level caster. Improved Legerdemain (Su): A perfect wight can perform the following class skills at a range of 30 feet: Disable Device, Open Lock, Pick Pocket, and Search. If desired, the perfect wight can take 10 on the check. Any object manipulated during the skill check must weigh 100 pounds or less. Alternatively, the perfect wight can use improved legerdemain to make one melee sneak attack against any creature within 30 feet. The perfect wight executes the sneak attack (or death attack, if applicable) as if attacking from a flanking position. If the attack is successful, the victim is dealt the appropriate sneak attack damage despite the fact that the perfect wight and her weapon do not physically cross the intervening distance. A perfect wight can use improved legerdemain once per day at 2nd level, plus one additional time per day every five levels thereafter (7th, 12th, 17th, and so on). Incorporeal (Su): At 3rd level, the perfect wight can become incorporeal once per day, plus one additional time per day every five levels thereafter (8th, 13th, 18th, and so on). A perfect wight can remain incorporeal CHAPTER 1: CHARACTERS, SKILLS & FEATS

35 TABLE 1–31: THE PERFECT WIGHT Perfect Wight Level Special 1st Improved invisibility 1/day 2nd Improved legerdemain 1/day 3rd Incorporeal 1/day 4th Shadow form 1/day 5th Bonus feat 6th Improved invisibility 2/day 7th Improved legerdemain 2/day 8th Incorporeal 2/day 9th Shadow form 2/day 10th Bonus feat for a number of rounds equal to 20 + her perfect wight level. As an incorporeal creature, the perfect wight can be harmed only by other incorporeal creatures, +1 or better magic weapons, and spells, spell-like abilities, and supernatural abilities. She is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, the perfect wight has a 50% chance to ignore any damage from a corporeal source (except for force effects, such as magic missile, or attacks made with ghost touch weapons). An incorporeal perfect wight has no natural armor but has a deflection bonus equal to her Charisma modifier (always at least +1, even if her Charisma score does not normally provide a bonus). An incorporeal perfect wight can pass through solid objects at will, but not force effects. Her attack passes through (ignores) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. An incorporeal perfect wight moves silently and cannot be heard with Listen checks if she doesn't wish to be. While incorporeal, the perfect wight has no Strength score, so her Dexterity modifier applies to both her melee and her ranged attacks. Shadow Form (Su): At 4th level, the perfect wight can take shadow form once per day, plus one additional time per day every five levels thereafter (9th, 14th, 19th, and so on). The perfect wight's shadow form lasts 1 minute per level of the prestige class. The shadow form is the ultimate expression of the perfect wight's power. She is incorporeal (see above), she is immune to critical hits, and she can fly at a speed of 100 feet (good). The perfect wight can also use the substance of her own shadow to enhance her effective level on any attack roll, check, or saving throw. Drawing power from her own shadow form deals the perfect wight 7 points of damage for each + 1 bonus on a single roll or +1 effective level for any other single use. For example, a perfect wight could add a +5 bonus on her next attack roll or saving throw, but in doing so she takes 35 points of damage. Bonus Feats: The perfect wight gets a bonus feat at 5th level and an additional bonus feat every five levels thereafter (10th, 15th, 20th, and so on). These bonus feats must be selected from the following list: Blinding Speed, Combat Archery, Dexterous Fortitude, Dexterous Will, Epic Dodge, Epic Reputation, Epic Skill Focus, Epic Speed, Improved Combat Reflexes, Improved Sneak Attack, Legendary Climber, Lingering Damage, Self-Concealment, Sneak Attack of Opportunity, Spellcasting Harrier, Superior Initiative, Trap Sense, Uncanny Accuracy. UNION SENTINEL A Union Sentinel is a member of an elite police force that guards the demiplanecity of Union (see Chapter 6). Union Sentinels patrol the city streets, enforcing the laws of Union and ensuring that peace reigns supreme. A Union Sentinel is trained to capture lawbreakers and imprison them for trial rather than killing them. A Union Sentinel uses lethal force only as a last resort, or he calls in higher beings to aid him when his own power proves ineffective. Union Sentinels often come from fighter, ranger, or cleric backgrounds, and paladins occasionally take up the mantle of union sentinel, too. Rogues and monks occasionally have enough battle prowess to serve as Union Sentinels, but druids, sorcerers, wizards, and barbarians lack either the raw fighting skill or the discipline necessary to serve in Union. Union Sentinels are regular sights in Union, appearing in small units of two to five. They are stoically true to the law, serving the mercanes that run the city with unswerving loyalty. Off-duty Union SKILLS & FEATS CHARACTERS, CHAPTER 1:

36 Sentinels occasionally take up other professions and might even agree to join adventuring groups if the task at hand doesn't interfere with their duty. But in any case, they rarely leave the city. Hit Die: d10. Requirements To qualify to become a Union Sentinel, a character must fulfill all the following criteria. Alignment: Any lawful. Base Attack Bonus: +21. Skills: Diplomacy 8 ranks, Knowledge (local) 3 ranks. Feats: Alertness, Improved Disarm. Epic Feats: Armor Skin. Special: Must reside in the demiplane-city of Union. Class Skills The Union Sentinel's class skills (and the key ability for each skill) are Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (local) (Int), Listen (Wis), Profession (Wis\ Search (Int), Sense Motive (Wis), and Spot (Wis). See Chapter 4: Skills in the Player's Handbook for skill descriptions. Skill Points at Each Level: 2 + Int modifier. Class Features The following are class features of the Union Sentinel prestige class. Weapon and Armor Proficiency: Union Sentinels are proficient with all simple and martial weapons, all armor, and all shields. Sending (Sp): At 1st level, the Union Sentinel gains the use of the sending spell as a spell-like ability once per day, plus one additional time per day every seven levels thereafter (8th, 15th, 22nd, and so on). Union Sentinels normally use sending to contact their superiors if their patrol meets a threat they can't handle. This ability functions as the spell cast by a 15th-level caster. Shield of Law (Sp): At 1st level, the Union Sentinel gains the use of the shield of law spell as a spell-like ability once per day, plus one additional time per day every three levels thereafter (4th, 7th, 10th, and so on). Union Sentinels normally use shield of law prior to confronting a threat in the streets. This ability functions as the spell cast by a 15th-level caster. Freedom (Sp): At 2nd level, the Union Sentinel gains the use of the freedom spell as a spell-like ability once per day, plus one additional time per day every six levels thereafter (8th, 14th, 20th, and so on). This ability functions as the spell cast by an 18th-level caster. Knock (Sp): At 2nd level, the Union Sentinel gains the use of the knock spell as a spell-like ability once per day, plus one additional time per day every four levels thereafter (6th, 10th, 14th, and so on). This ability functions as the spell cast by a 15th-level caster. Dimensional Anchor (Sp): At 3rd level, the Union Sentinel gains the use of the dimensional anchor spell as a spell-like ability once per day, plus one additional time per day every three levels thereafter (6th, 9th, 12th, and so on). This ability functions as the spell cast by a 15thlevel caster. Portal Guardian (Su): A 4th-level Union Sentinel can become a portal guardian once per day, plus one additional time per day every six levels thereafter (10th, 16th 22nd, and so on). The Union Sentinel must position himself within 5 feet of a portal or gate, and while he remains, the portal cannot be activated from either side by any means. The Union Sentinel can defend himself and use any of his other abilities normally, as long as he remains adjacent to the blocked portal. This ability only functions against portals and the gate spell, not against creatures with other spell-like or supernatural interplanar traveling abilities. Forcecage (Sp): At 5th level, the Union Sentinel gains the use of the forcecage spell as a spell-like ability once per day, plus one additional time per day every five levels thereafter (10th, 15th, 20th, and so on). This ability functions as the spell cast by a 20th-level caster. Imprisonment (Sp): At 7th level, the Union Sentinel gains the use of the imprisonment spell as a spell-like ability once per week, plus one additional time per week every five levels thereafter (12th, 17th, 22nd, and so on). This ability functions as the spell cast by a 20thlevel caster. TABLE 1–32: THE UNION SENTINEL Union Sentinel Level Special 1st Sending 1/day, shield of law 1/day 2nd Freedom 1/day, knock 1/day 3rd Dimensional anchor 1/day 4th Portal guardian 1/day, shield of law 2/day 5th Forcecage 1/day 6th Dimensional anchor 2/day, knock 2/day 7th Imprisonment 1/day, shield of law 3/day 8th Freedom 2/day, sending 2/day 9th Dimensional anchor 3/day 10th Knock 3/day, forcecage 2/day, portal guardian 2/day, shield of law 4/day EPIC LEADERSHIP In the DUNGEON MASTER's Guide, Table 2–25 notes that no additional effects are achieved with a Leadership score of greater than 25. However, by selecting the Epic Leadership feat, a character gains access to Table 1–33: Epic Leadership. All epic characters should automatically qualify for the “reputation of special power” Leadership modifier as noted on Table 2–26 in the DUNGEON MASTER's Guide, and most also qualify for the “reputation of great prestige” modifier as well. Table 1–34: Example Special Epic Cohorts presents some powerful creatures that make good cohorts for epic characters. CHAPTER 1: CHARACTERS, SKILLS & FEATS

37 TABLE 1–33: EPIC LEADERSHIP Leadership Cohort –––––––––––––––––––––––––––––––––– Number of Followers by Level ––––––––––––––––––––––––––––––––––––– Score Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 25 17th 135 13 7 4 2 2 1 — — — 26 18th 160 16 8 4 2 2 1 — — — 27 18th 190 19 10 5 3 2 1 — — — 28 19th 220 22 11 6 3 2 1 — — — 29 19th 260 26 13 7 4 2 1 — — — 30 20th 300 30 15 8 4 2 1 — — — 31 20th 350 35 18 9 5 3 2 1 — — 32 21st 400 40 20 10 5 3 2 1 — — 33 21st 460 46 23 12 6 3 2 1 — — 34 22nd 520 52 26 13 6 3 2 1 — — 35 22nd 590 59 30 15 8 4 2 1 — — 36 23rd 660 66 33 17 9 5 3 2 1 — 37 23rd 740 74 37 19 10 5 3 2 1 — 38 24th 820 82 41 21 11 6 3 2 1 — 39 24th 910 91 46 23 12 6 3 2 1 — 40 25th 1,000 100 50 25 13 7 4 2 1 — per +1 +1/2* +100** † † † † † † † † † Leadership score: A character’s Leadership score equals his level plus any Charisma modifier. Outside factors can affect a character's Leadership score, as detailed in Table 2–26: Leadership Modifiers in the DUNGEON MASTER's Guide. Cohort Level: The character can attract a cohort of up to this level. Regardless of the character's Leadership score, he can't recruit a cohort of his level or higher. Number of Followers by Level: The character can lead up to the indicated number of characters of each level. For example, a character with a Leadership score of 31 can lead up to 350 1st-level followers, 35 2nd-level followers, and so on. *Your maximum cohort level increases by 1 for every 2 points of Leadership above 40. **Your number of 1st-level followers increases by 100 for every point of Leadership above 40. †You can command one-tenth as many 2nd-level followers as 1st-level followers. You can command one-half as many 3rd-level followers as 2nd-level followers, one-half as many 4th-level followers as 3rd-level followers, and so on (round fractions up, except any fraction less than 1 rounds to 0). You can't have a follower of higher than 20th level (or whose effective follower level is greater than 20th; see Exceptional Followers section above). TABLE 1–34: EXAMPLE SPECIAL EPIC COHORTS Creature Alignment Level Equivalent Astral deva Any good 22nd Ancient silver dragon Lawful good 30th Couatl Lawful good 18th Cloud giant Neutral good 19th Ghaele eladrin Chaotic good 21st Storm giant Chaotic good 20th Wyrm brass dragon Chaotic good 27th Dragon turtle Neutral 17th Hydra, 12-headed Neutral 19th Roc Neutral 17th Ancient green dragon Lawful evil 28th Gelugon (devil) Lawful evil 21st Cloud giant Neutral evil 19th Glabrezu (demon) Chaotic evil 23rd Succubus (demon) Chaotic evil 18th Wyrm white dragon Chaotic evil 26th OPTIONAL RULE: EXCEPTIONAL FOLLOWERS Though followers are normally warriors, experts, or commoners, your DM might allow you to have characters of other classes as followers. If you use this optional rule, adept or aristocrat followers count as followers of two levels higher than their actual character level. A follower with any levels in a PC class counts as a follower three levels higher than his character level. A follower with any levels in a prestige class counts as a follower five levels higher than his character level. This reflects the fact that such characters are rarely followers and are much more likely to be unique characters in their own right. For example, a 6th-level commoner, warrior, or expert counts as a 6th-level follower. A 6th-level adept or aristocrat would count as an 8th-level follower. A 6th-level fighter or 3rd-level aristocrat/3rd-level wizard would count as an 9th-level follower. A 5thlevel rogue/1st-level assassin would count as an 11thlevel follower. EPIC SKILLS Lidda the epic rogue can hustle across a hair-thin thread, put her ear to a door, and hear a cat breathing three rooms away. Ember the epic monk can scramble up a perfectly smooth surface faster than a normal person can run. Devis the epic bard can fast-talk a lich into giving up its phylactery, and Jozan the epic cleric can turn a pack of snarling barbarians into diehard fanatics for Pelor. These are examples of epic level skill use. Some are merely logical extensions of the skill descriptions in the Player's Handbook, while others seem almost mystical in their execution. Skill checks work just as they always have: Roll 1d20 and add your skill modifier. Tasks either have a particular Difficulty Class (DC) or are opposed by another roll (usually a skill check of the same or an opposing skill). Your maximum skill rank is equal to your character SKILLS & FEATS CHARACTERS, CHAPTER 1:

38 level +3 (for class skills) or half that number (for crossclass skills). Characters gain skill points each level based on their class (see the appropriate class description for details). Despite the near-magical nature of some epic level skill uses, all uses of skills are considered exceptional abilities (except if noted otherwise), and thus function normally even within areas of antimagic. COMBINING SKILL ATTEMPTS When more than one character tries the same skill at the same time and for the same purposes, their efforts may overlap. Optional Rule: Cooperation The Player's Handbook describes how characters can cooperate to increase the chance of success at a task. Since rolling a 10 or higher on a skill check becomes almost meaningless for an epic character, you can use this optional rule to allow epic characters to achieve even greater results through cooperation. Increase the circ*mstance bonus granted by cooperation by +1 for every 10 points of the helper's skill check above 10. Thus, a roll of 10–19 would grant a +2 circ*mstance bonus (as normal), a roll of 20–29 would grant a +3 circ*mstance bonus, 30–39 a +4 circ*mstance bonus, and so on. (To determine the circ*mstance bonus quickly, simply divide the helper's check by 10, round down, and add 1.) Since this optional rule has the potential of dramatically increasing the results of some skill checks, consider it carefully before adding it to your game. You may want to limit strictly the types of skill checks that can gain this level of bonus. You can use this same optional rule in nonepic play as well, if you want to encourage cooperation between characters. Skill Synergy Many skills are noted as granting a synergy bonus to the use of another skill when you have 5 or more ranks in the first skill. This synergy bonus increases by +2 for every additional 20 ranks you have in the skill. For instance, the Player's Handbook notes that if you have 5 or more ranks in Tumble, you get a +2 synergy bonus on Balance checks. If you have 25 or more ranks in Tumble, this synergy bonus increases to +4, with 45 or more ranks to +6, and so forth. SKILL DESCRIPTIONS This section describes new DCs and new modifiers for the familiar skills of the Player's Handbook. Of course, it's truer than ever before that characters will come up with uses for skills that aren't covered in the rulebook. The DM should use his or her best judgment in assigning DC for such a task. Don't be afraid to set a DC of 60, of 100, or more for a truly mythical task. See the Player's Handbook for full skill descriptions. Alchemy You can create more powerful alchemical substances create alchemical substances more quickly than before and identify substances in seconds. Task DC (or DC Modifier) Quick creation +10 or more to DC Quick identification DC 50 Create augmented substance +20 or more to DC Quick Creation: You can voluntarily increase the DC of creating an alchemical item or substance by any multiple of 10. This allows you to create an item more quickly (since you'll be multiplying this higher DC by yours skill check result to determine progress). You must decide the increase to the DC before you make the check. Quick Identification: You can identify a substance of potion in the field as a full-round action, without an alchemical lab or any cost. You can't retry this check (or take 20); if you fail, you must use your alchemical lab to identify the substance. Create Augmented Alchemical Item or Substance: This requires the Augmented Alchemy feat, and allows you to create alchemical items and substances of greater power than normal. To augment an alchemical substance, add +20 to the DC required to create the item and multiply the cost by 5. If the item or substance deals 1 damage, double the damage dealt. If the item or substance doesn't deal damage, double the duration of its effect. If the item or substance doesn't deal damage and doesn't have a specific listed duration (or has an instantaneous CHAPTER 1: CHARACTERS, SKILLS & FEATS

39 duration), double all dimensions of its area. If the item or substance doesn’t fit any of these categories, then it cannot be improved in this manner. A list of the alchemical items and substances from the Player’s Handbook, along with the effects of augmenting them, appears below. You can create an item with multiple degrees of augmentation. For every additional multiplier applied to damage, duration, or area, add an additional +20 to the DC and add an additional 5 to the cost multiplier. For example, a twice-augmented flask of alchemist’s fire would deal triple damage, would have a +40 modifier to the DC required to create it, and would cost 10 times as much as normal alchemist’s fire. Item Effect of Augmenting Acid Direct hit 2d6, splash 2 Alchemist’s fire Direct hit 2d6, splash 2 Antitoxin Duration 2 hours Smokestick Smoke fills a 20-foot cube Sunrod Glows for 12 hours Tanglefoot bag Becomes brittle and fragile after 20 minutes Tindertwig No effect Animal Empathy You can turn an animal into a fanatic follower. Refer to the accompanying table. Initial –––––––––––––––––– New Attitude –––––––––––––––––– Attitude Hos Unf Indif Friend Help Fanatic Hostile Less than 20 20 25 35 50 150 Unfriendly Less than 5 5 15 25 40 120 Indifferent — Less than 1 1 15 30 90 Friendly — — Less than 1 1 20 60 Helpful — — — Less than 1 1 50 Hos: hostile. Unf: unfriendly. Indif: indifferent. Friend: friendly. Help: helpful. Fanatic: In addition to the attitudes listed in the DUNGEON MASTER's Guide, the attitude of fanatic is added here. In addition to the obvious effects, any animal whose attitude is fanatic gains a +2 morale bonus to Strength and Constitution scores, a +1 morale bonus on Will saves, and a –1 penalty to AC whenever fighting for you or your cause. This attitude will remain for one day plus one day per point of your Charisma bonus, at which point the animal’s attitude will revert to its original attitude (or indifferent, if no attitude is specified). Treat the fanatic attitude as a mind-affecting enchantment effect for purposes of immunity, save bonuses, or being detected by the Sense Motive skill. Since it is nonmagical, it can’t be dispelled; however any effect that suppresses or counters mind-affecting effects (such as calm emotions) will affect it normally. A fanatic animal’s attitude can’t be further adjusted by the use of skills (that is, you can’t use Animal Empathy to change an animal’s attitude from fanatic to something else). Attitude Means Possible Actions Fanatic Will give life to serve you Fight to the death against overwhelming odds, throw self in front of onrushing dragon Appraise You can sense magical auras in objects. Task DC Detect magic 50 Detect Magic: You can sense if an item has a magical aura. You can then use Spellcraft to learn more about the item as if you had already cast detect magic on the item. This requires a full-round action. Surface DC 1–2 inches wide 20 Up to 1 inch wide 40 Hair-thin 60 Liquid* 90 Cloud 120 *Includes any other surface that couldn’t support your weight, such as a fragile branch. Bluff You can implant a nonmagical suggestion in a target, display a false alignment, or disguise your surface thoughts. Example Circ*mstance Sense Motive Modifier Instill suggestion in target +50 “I’ll bet you could use a cooling swim. A dip in that pool of acid would be refreshing.” Task DC Display false alignment 70 Disguise surface thoughts 100 Instill Suggestion in Target: This is identical to the effect of the suggestion spell, except that it is nonmagical and lasts for only 10 minutes. It can be sensed as if it were an enchantment effect (Sense Motive DC 25). Display False Alignment: You can fool alignment-sensing effects by displaying a false alignment of your choice. Once set, a false alignment remains as long as you remain conscious and awake. Setting or changing a false alignment requires a full-round action. Disguise Surface Thoughts: You can fool spells such as detect thoughts (or similar effects) by displaying false surface thoughts. While you can’t completely mask the presence of your thoughts, you can change your apparent Intelligence score (and thus your apparent mental strength) by as much as 10 points and can place any thought in your “surface thoughts” to be read by such spells or effects. If a character attempts to use Sense Motive to detect your surface thoughts (see the Sense Motive skill description), this becomes an opposed check (though any result lower than 100 automatically fails). SKILLS & FEATS CHARACTERS, CHAPTER 1:

40 Climb You can climb otherwise unclimbable surfaces. DC Surface 70 A perfectly smooth, flat, vertical surface 100 A perfectly smooth, flat, overhang or ceiling Rapid Climbing: You can climb your speed as a moveequivalent action, or double your speed as a full-round action (requiring two Climb checks), but you take a –20 penalty on your check. Special: The Legendary Climber feat allows you to ignore any penalties for accelerated or rapid climbing. Concentration You can cast spells with somatic components even while grappled. Task DC Cast spell with somatic component while grappled 50 + spell level Craft You can craft items more quickly than normal. Task DC Quick creation +10 or more to DC Quick Creation: You can voluntarily increase the DC of crafting an item by any multiple of 10 (10, 20, 30, and so on). This allows you to create an item more quickly (since you'll be multiplying this higher DC by your skill check result to determine progress). You must decide the increase to the DC before you make the check. Decipher Script You can decipher magic scrolls. Task DC Decipher a written spell (such as a scroll) without using read magic. One try per day. 50 + 5 times spell level Diplomacy You can turn a person into a fanatic follower. Refer to the accompanying table. Initial ––––––––––––––––––––– New Attitude –––––––––––––––––– Attitude Hos Unf Indif Friend Help Fanatic Hostile Less than 20 20 25 35 50 150 Unfriendly Less than 5 5 15 25 40 120 Indifferent — Less than 1 1 15 30 90 Friendly — — Less than 1 1 20 60 Helpful — — — Less than 1 1 50 Hos: hostile. Unf: unfriendly. Indif: indifferent. Friend: friendly. Help: helpful. Fanatic: In addition to the attitudes listed in the DUNGEON MASTER's Guide, the attitude of fanatic is added here. In addition to the obvious effects, any NPC whose attitude is fanatic gains a +2 morale bonus to Strength and Constitution scores, a +1 morale bonus on Will saves, and a –1 penalty to AC whenever fighting for you or your cause. This attitude will remain for one day plus one day per point of your Charisma bonus, at which point the NPC's attitude will revert to its original attitude (or indifferent, if no attitude is specified). Treat the fanatic attitude as a mind-affecting enchantment effect for purposes of immunity, save bonuses, or being detected by the Sense Motive skill. Because it is nonmagical, it can't be dispelled; however, any effect that suppresses or counters mind-affecting effects (such as calm emotions) will affect it normally. A fanatic's attitude can't be further adjusted by the use of skills (that is, you can't use Diplomacy to change a person's attitude from fanatic to something else). Attitude Means Possible Actions Fanatic Will give life to serve you Fight to the death against overwhelming odds, throw self in front of onrushing dragon Disable Device You can rush your Disable Device attempt, reducing the amount of time it takes to perform the attempt. Reduce to DC Modifier 1 round +20 Move-equivalent action +50 Free action +100 CHAPTER 1: CHARACTERS, SKILLS & FEATS

41 Disguise You can change your apparent height and weight much more than normal. Disguise Modifier Change height and/or weight 11% to 25% –25* Change height and/or weight 26% to 50% –50* *Can be negated by any effect that can duplicate a height and/or weight change of this degree. For instance, alter self specifically allows a weight change of up to half your original weight. Escape Artist You can pass through spaces smaller than your head, or even through a wall of force. DC Task 80 Extremely tight space 120 Pass through wall of force Extremely Tight Space: This is the DC for getting through a space when one's head shouldn't even be able to fit; this can be as small as 2 inches square for Medium-size creatures. Halve this limit for each size category less than Medium-size; double it for each size category greater than Medium-size. (For instance, a Huge creature could pass through an 8-inch-by-8-inch space.) If the space is long, such as in a chimney, the DM may call for multiple checks. Pass through Wall of Force: This allows you to find a gap of weakness in a wall of force (or similar force effect) and squeeze through it. Forgery You can forge handwriting that you haven't even seen. Condition Reader's Check Modifier Forge document without sample +50 Forge Document without Sample: You can forge a document without having seen a similar document or having a sample of the handwriting to be copied. Gather Information You can gather information without eliciting suspicion. Task Check Modifier Avoid suspicion –20 Avoid Suspicion: By accepting a –20 penalty on your Gather Information check, you can avoid any suspicions that might otherwise be aroused by someone pursuing sensitive information. Handle Animal You can handle creatures other than animals, and can teach or train in much less time than normally required. Task Time DC Rear magical beast 1 year 30 + HD of magical beast Train magical beast 2 months 40 + HD of magical beast Rear vermin 6 months 35 + HD of vermin Train vermin 2 months 50 + HD of vermin Rear other creature* Varies 40 + HD of creature Train other creature* 2 months 60 + HD of creature *At the DM's discretion, other creatures that don't fall into these categories may be trainable. Reduce Teaching/Training to ... DC Modifier 1 month +25 1 day +50 1 hour +75 1 minute +100 Reduce Teaching/Training: Normally, teaching or training a creature requires two months of time. You can accelerate the process of teaching or training a creature, reducing the time required to the listed time, by adding the DC modifier to the base DC for teaching or training the creature. You can't reduce the required time to less than 1 minute. Heal You can greatly speed a patient's recovery of hit points. Task DC Quicken recovery 50 Perfect recovery 100 Quicken Recovery: You can allow a character to regain hit points in a single hour as if you had provided long-term care for a full day (2 or 3 hit points per level, based on activity). You can quicken the recovery of up to six patients at a time. No character's recovery can be quickened more than once per day (even by different healers). Perfect Recovery: You can allow a character to regain hit points in a single hour as if you had provided long-term care for a full week (2 or 3 hit points per level per day, based on activity). You can use perfect recovery on up to six patients at a time. No character's recovery can be perfected more than once per day, nor can perfect recovery and quicken recovery both be used on the same patient in the same day (even by different healers). Hide You can hide others as well as hiding yourself. Task Check Modifier Hide another –30 Hide Another: By accepting a –30 penalty on your Hide check, you can hide another adjacent creature whose size is no more than one category larger than your own. Modifiers to the check for the size of the creature still apply, as do all other penalties, including those for moving faster than half speed. Likewise, you can only hide another SKILLS & FEATS CHARACTERS, CHAPTER 1:

42 creature when it is not under direct observation by a third party. The creature you hide remains hidden until it is spotted or it takes some other action that breaks its concealment, as normal. Intimidate Intimidate does not possess an epic usage. Special: The DC to intimidate any creature whose attitude is fanatic (see the Diplomacy skill description, above) is increased by +20. Intuit Direction Wherever you are, you can determine the direction to a location on the same plane. DC Familiarity with Location 40 Very familiar 60 Studied carefully 80 Seen casually 100 Viewed once 120 Description only With a successful check, you know the direction to the desired location. This merely points you in the direction of the location; it doesn't provide you with information on how to get there, nor does it take into account any obstacles to your path. “Very familiar” represents a place where you have been very often and where you feel at home. “Studied carefully” represents a place you know well, either because you've been there often or you have used other means (such as scrying) to study the place. “Seen casually” is a place that you have viewed more than once, but which you have not studied. “Viewed once” is a place that you have seen once, possibly using magic. “Description only” is a place whose location and appearance you know through someone else's description. Jump Jump does not possess an epic usage. Special: If you have the Legendary Leaper feat (or if you're a monk), the distance of your jumps is not restricted by your height. Knowledge Knowledge does not possess an epic usage. Listen You can pinpoint the location of an invisible creature, or detect an illusion with an auditory component. DC Task 80 Defeat illusion with auditory component Defeat Illusion: You can automatically detect any illusion with an auditory component for what it truly is. No Will save is required, and you don't have to interact with the illusion (but you must be able to hear its auditory component). Special: You can use Listen to notice the presence of the invisible creature, as discussed in the DUNGEON MASTER's Guide (generally opposed by a Move Silently check). If you beat the DC by 20 or more, you can pinpoint the location of the invisible creature, though it still maintains total concealment from you (50% miss chance). Move Silently Move Silently does not possess an epic usage. Open Lock You can open locks more quickly than normal. Open lock as ... DC Modifier Move-equivalent action +20 Free action +50 Perform You can sway an audience's attitude with your performance. Initial –––––––––––––––––––New Attitude ––––––––––––––––––– Attitude Hos Unf Indif Friend Help Fanatic Hostile Less than 40 40 45 55 70 170 Unfriendly Less than 25 25 35 45 60 140 Indifferent — Less than 21 21 35 50 110 Friendly — — Less than 21 21 40 80 Helpful — — — Less than 21 21 70 Hos: hostile. Unf: unfriendly. Indif: indifferent. Friend: friendly. Help: helpful. Fanatic: In addition to the attitudes listed in the DUNGEON MASTER's Guide, the attitude of fanatic is added here. In addition to the obvious effects, any NPC whose attitude is fanatic gains a +2 morale bonus to Strength and Constitution scores, a +1 morale bonus on Will saves, and a –1 penalty to AC whenever fighting for you or your cause. This attitude will remain for one day plus one day per point of your Charisma bonus, at which point the NPC's attitude will revert to its original attitude (or indifferent, if no attitude is specified). Treat the fanatic attitude as a mind-affecting enchantment effect for purposes of immunity, save bonuses, or being detected by the Sense Motive skill. Because it is nonmagical, it can't be dispelled; however, any effect that suppresses or counters mind-affecting effects (such as calm emotions) will affect it normally. A fanatic's attitude can't be further adjusted by the use of skills (that is, you can't use Diplomacy to change a person's attitude from fanatic to something else). Attitude Means Possible Actions Fanatic Will give life to serve you Fight to the death against overwhelming odds, throw self in front of onrushing dragon Pick Pocket You can lift another's weapon and perform major feats of legerdemain. CHAPTER 1: CHARACTERS, SKILLS & FEATS

43 DC Task 50 Lift a sheathed weapon from another creature and hide it on your person, if the weapon is no more than one size category larger than your own size. 80 Make an adjacent, willing creature or object of your size or smaller "disappear" while in plain view. In fact, the willing creature or object is displaced up to 10 feet away — make a separate Hide check to determine how well the "disappeared" creature or object is hidden Profession Profession does not possess an epic usage. Read Lips Task DC Modifier Read lips while moving at up to full speed +20 Pronounce unfamiliar language +20 Pronounce Unfamiliar language: This use of the skill allows you to “parrot” the speech of an observed creature, potentially allowing a comrade to translate the speech. It doesn't grant you any ability to understand the language spoken. Ride You can stand upon your mount in combat. DC Task 40 Stand on mount 50 Unconscious control 60 Attack from cover Stand on Mount: This allows you to stand on your mount's back even during movement or combat. You take no penalties to actions while doing so. Unconscious Control: As a free action, you can attempt to control a light horse, pony, or heavy horse while in combat. If you fail, you control the mount as a moveequivalent action. You do not need to roll for warhorses or warponies. Attack from Cover: You can react instantly to drop down and hang alongside your mount, using it as one-half cover. You can attack and cast spells while using your mount as cover without penalty. If you fail, you don't get the cover benefit. Scry You can tell who is scrying on you, prevent scrying, and even scry back through the sensor created by the scryer. Task DC Learn scryer 50 Return scrying 70 Break scrying Opposed Scry check Learn Scryer: If you determine that you're being scried upon, you can attempt to learn the identity of the being scrying upon you. If successful, you learn the name, race, and location of the scryer. Return Scrying: If you determine that you're being scried upon, you can attempt to look back through the sensor at the scryer. This allows you to spy on the scrying being as if you had cast a scrying spell upon that person. This return scrying can be detected by your target as normal. Break Scrying: If you determine that you're being scried, you can make an opposed Scry check with the scryer. If you are successful, the scrying ends, and the scryer may not scry you again for a number of hours equal to your Intelligence modifier. Search You can sense the presence of magic in an area. Task DC Sense magic 60 Sense Magic: You sense the presence of any active magical effects in the area being searched. This might include an active spell, a magic trap, or even just a magic item lying amid a pile of mundane items. You can't determine the number, strength, or type of the effects. Sense Motive You can discern a target's alignment and even detect surface thoughts. Task DC Discern partial alignment 60 Discern full alignment 80 Detect surface thoughts 100 OPTIONAL RULE: OPPOSED SCRYING Rather than using the DCs presented here for learn scryer and return scrying, you can make all the tasks opposed Scry checks, with a bonus applying to the check of the scrying character (+30 to learn scryer, or +50 for return scrying). This makes success extremely difficult, particularly against highly skilled scryers. SKILLS & FEATS CHARACTERS, CHAPTER 1:

44 Discern Partial Alignment: This use of the skill lets you discern one component of a target's alignment. When making the check, you state whether you are trying to discern the law-chaos or good-evil component. You can't retry the check, and you can't use this to discern more than one component of the alignment (but see below). The target must be visible and within 30 feet of you. Discern Full Alignment: This use of the skill lets you determine both components of a target's alignment. You can't retry the check. The target must be visible and within 30 feet of you. Detect Surface Thoughts: This lets you read the surface thoughts of a single target (as the 3rd-round effect of the detect thoughts spell). There is no saving throw to resist this effect, though the target can use Bluff to disguise his surface thoughts (see the Bluff skill description), in which case this becomes an opposed check (any result lower than 100 automatically fails). The target must be visible and within 30 feet of you. Spellcraft You can identify properties of a magic item. DC Task 50 + caster level Identify basic property of magic item 70 + caster level Identify all properties of magic item Identify Basic Property of Magic item: This use of the skill requires one round of inspection, and functions exactly as if you had cast an identify spell on the item. You can't attempt this on the same item more than once. Identify All Properties of Magic Item: This requires one minute of inspection, and reveals all properties of a single magic item (including command words and charges remaining). You can't attempt this on the same item more than once. If an item has different caster levels for different properties, use the highest caster level. Spot You can pinpoint the location of an invisible creature, or detect an illusion with a visual component. DC Task 20 Notice presence of active invisible creature 30 Notice presence of unmoving, living invisible creature 40 Notice presence of inanimate invisible object 40 Notice presence of unmoving, unliving invisible creature 80 Defeat illusion You can use Spot to notice the pres ence of an invisible creature, as discussed in the DUNGEON MASTER's Guide. The relevant DCs are reprinted here. If you beat the DC by 20 or more, you can pinpoint the location of the invisible creature, though it still maintains total concealment from you (50% miss chance). Defeat Illusion: You can automatically detect any illusion with a visual component for what it truly is. No Will save is required, and you don't have to interact with the illusion (but you must be able to see it). Swim You can swim up vertical surfaces, or swim much faster than normal. DC Task 80 Swim up waterfall Swim up Waterfall: This use of the skill allows you to swim an angled or vertical surface, as long as you remain completely or mostly immersed in water. Other examples might include swimming up a whirlpool or an incredibly large wave. Circ*mstance DC Modifier Speed swimming –20 Speed Swimming: By taking a –20 penalty on the check, you can swim your speed as a move-equivalent action, or double your speed as a fullround action. Tumble You can fall from great heights without taking damage, move greater distances with an adjustment, or “climb” vertical surfaces with a series of bounces. DC Task 30 Treat a fall as if it were 20 feet shorter when determining damage 35 Free stand. 45 Treat a fall as if it were 30 feet shorter when determining damage 50 Climb vertical surface. 60 Treat a fall as if it were 40 feet shorter when determining damage. 100 Ignore falling damage. Free Stand: You can stand up from prone as a free action (instead of as a move-equivalent action). Climb Vertical Surface: You can climb up to 20 feet (as part of normal movement) by jumping and bouncing oft walls, trees, or similar vertical surfaces. You must have at least two vertical surfaces to bounce off, and the two must be within 10 feet of each other. Ignore Falling Damage: You can fall from any height and take no damage. Special: A character with 25 or more ranks in Tumble gains a +5 CHAPTER 1: CHARACTERS, SKILLS & FEATS

45 dodge bonus when executing the fight defensively standard or full-round action, instead of a +2 bonus (or the +3 bonus from having 5 or more ranks). Increase this dodge bonus by +1 for every 10 additional ranks above 25 the character has (+6 at 35 ranks, +7 at 45 ranks, and so forth). A character with 25 or more ranks in Tumble gains a +10 dodge bonus to AC when executing the total defense standard action, instead of a +4 bonus (or the +6 bonus from having 5 or more ranks). Increase this dodge bonus by +2 for every 10 additional ranks above 25 the character has (+12 at 35 ranks, +14 at 45 ranks, and so forth). Use Magic Device Use Magic Device does not possess an epic usage. Use Rope You can splice ropes together quickly, tie unique knots, and even animate a rope you hold. Task DC Quick splicing 50 Tie unique knot 60 Animate held rope 80 Quick Splicing: You can splice two ropes together as a move-equivalent action. Tie Unique Knot: You can tie a knot that only you know how to untie. This doesn't affect any Escape Artist checks made to escape your bindings (since knots aren't the only part of bindings). Animate Held Rope: You can command any rope you hold as if it had the animate rope spell cast upon it (except that using the skill in this way doesn't grant any bonus on Use Rope checks made with the animated rope). Each command requires a separate Use Rope check. Because the effect isn't magical, it can't be dispelled. Wilderness Lore You can ignore the effects of terrain on movement and withstand even the harshest weather. If you are capable of tracking, you can identify the races of creatures being tracked. DC Task 40 Get along in the wild while moving at full speed. You can provide food and water for one other person for every 2 points by which your check result exceeds 40. 60 Automatically succeed on all Fortitude saves against severe weather. You can extend this benefit to one other character for every 2 points by which your check result exceeds 60. 60 Ignore overland movement penalties of terrain. You and your mount can move at full overland speed regardless of terrain. You can extend this benefit to one other character for every 5 points by which your check result exceeds 60. 60 Identify race/kind of creature(s) by tracks.* *Requires the Track feat. PSIONIC SKILLS If you have the Psionics Handbook, you also have access to the following skills. Refer to the skills discussion above for information on Concentration, Knowledge, Psicraft (Spellcraft), Remote View (Scry), and Use Psionic Device (Use Magic Device). Autohypnosis You have trained your mind to ignore poison, resist mental influence, and convince your body that you are tougher than normal. DC Task Poison's DC + 5 When poisoned, you can make an Autohypnosis check on your next action. A successful check indicates you do not have to make a saving throw against the poison's secondary damage, which you instead automatically ignore. 50 If a failed saving throw indicates you are affected by any mind-affecting powers, spells, or spell-like effects, a successful Autohypnosis check allows an immediate second saving throw to resist the effect. If the mind-affecting effect normally does not allow a saving throw (such as a power or spell delivered via a touch attack), a successful Autohypnosis check allows a saving throw. 60 With a successful Autohypnosis check, you gain temporary hit points equal to 10 + your Wisdom modifier. The temporary hit points persist until lost. You cannot check for temporary hit points more than once per day. Temporary hit points gained through Autohypnosis do not stack with temporary hit points gained through any other source Stabilize Self Mortal wounds are less lethal for you. DC Task 30 If reduced to negative hit points but not dead, make a Stabilize Self check. If successful, you do not go unconscious and can continue taking actions until you bleed to death or stabilize (you can also continue making stabilization checks). If healed or stabilized, you continue to take actions normally. 60 On a successful Stabilize Self check, you gain damage reduction 2/–. The damage reduction lasts for 12 hours. You cannot check for damage reduction more than once per day. Damage reduction gained through Stabilize Self does not stack with damage reduction gained through any other source. EPIC FEATS Casting spells with a glance. Firing arrows at opponents standing at the horizon. Beheading opponents with your bare hands. Crafting mighty magic items of unsurpassed power. Charming liches with the power of song. This is the stuff of the epic feat. The epic character is largely defined by his selection of epic feats. Like the feat, the epic feat is a special feature that either gives your character a new capability or improves one he or she already has. However, the epic SKILLS & FEATS CHARACTERS, CHAPTER 1:

46 TABLE 1–36: EPIC FEATS Feat Name Prerequisites Additional Magic Item Space — Armor Skin — Augmented Alchemy Int 21, Alchemy 24 ranks Automatic Quicken Spell Quicken Spell, Spellcraft 30 ranks, ability to cast 9th-level arcane or divine spells Automatic Silent Spell Silent Spell, Spellcraft 24 ranks, ability to cast 9th-level arcane or divine spells Automatic Still Spell Still Spell, Spellcraft 27 ranks, ability to cast 9th-level arcane or divine spells Bane of Enemies Wilderness Lore 24 ranks, five or more favored enemies (as the ranger class feature) Death of Enemies Bane of Enemies, Wilderness Lore 30 ranks Beast Companion (W) Beast Wild Shape, Knowledge (nature) 24 ranks, wild shape 6/day Beast Wild Shape (W) Knowledge (nature) 24 ranks, wild shape 6/day Dragon Wild Shape (W) Wis 30, Beast Wild Shape, Knowledge (nature) 30 ranks, wild shape 6/day Magical Beast Wild Shape (W) Wis 25, Beast Wild Shape, Knowledge (nature) 27 ranks, wild shape 6/day Plant Wild Shape (W) Beast Wild Shape, Knowledge (nature) 24 ranks, wild shape 6/day Vermin Wild Shape (W) Beast Wild Shape, Knowledge (nature) 24 ranks, wild shape 6/day Blinding Speed Dex 25 Bonus Domain Wis 21, ability to cast 9th-level divine spells Bulwark of Defense Con 25, defensive stance 3/day Chaotic Rage Rage 5/day, chaotic alignment Combat Archery Dodge, Mobility, Point Blank Shot Craft Epic Magic Arms and Armor (1) Craft Magic Arms and Armor, Knowledge (arcana) 28 ranks, Spellcraft 28 ranks Feat Name Prerequisites Craft Epic Rod (1) Craft Rod, Knowledge (arcana) 32 ranks, Spellcraft 32 ranks Craft Epic Staff (1) Craft Staff, Knowledge (arcana) 35 ranks, Spellcraft 35 ranks Craft Epic Wondrous Item (1) Craft Wondrous Item, Knowl edge (arcana) 26 ranks, Spellcraft 26 ranks Damage Reduction Con 21 Deafening Song Perform 24 ranks, bardic music class feature Hindering Song Deafening Song, Perform 27 ranks, bardic music class feature Dexterous Fortitude Dex 25, slippery mind class feature Dexterous Will Dex 25, slippery mind class feature Diminutive Wild Shape (W) Ability to wild shape into a Huge animal Fine Wild Shape (W) Ability to wild shape into a Diminutive creature Dire Charge Improved Initiative Distant Shot Dex 25, Far Shot, Point Blank Shot, Spot 20 ranks Efficient Item Creation Item creation feat to be selected, Knowledge (arcana) 24 ranks, Spellcraft 24 ranks Energy Resistance — Enhance Spell (M) Maximize Spell Epic Dodge Dex 25, Dodge, Tumble 30 ranks, improved evasion, defensive roll class feature Epic Endurance Con 25, Endurance Epic Fortitude — Epic Inspiration Cha 25, Perform 30 ranks, bardic music class feature Epic Leadership Cha 25, Leadership, Leadership score 25 Legendary Commander Cha 25, Epic Leadership, Leadership, Diplomacy 30 ranks, must rule own kingdom and have a stronghold Epic Prowess — Epic Reflexes — feat moves the realm of capabilities from the mundane into the mythical. Epic feats allow your character to leap vast chasms, to cast many spells per round, or to take the form of a dragon. Though this book contains more than one hundred fifty epic feats, it can't hope to encompass all the powers that your imagination can create. Rather than seeing this list as a restrictive collection of what is allowed, use it to spur your creativity. If you can dream of an epic character doing it, it can probably become an epic feat. ACQUIRING EPIC FEATS Just like regular feats, epic feats are chosen rather than bought with points. Characters gain epic feats in the following ways: • At 21st level, and every three levels thereafter, the character may select an epic feat in place of a nonepic feat, • Each character class gains bonus epic feats according to the class description. These feats must be selected from the list of bonus epic feats for that class. PREREQUISITES Most epic feats have prerequisites. You must have the listed ability score, feat, skill, class feature, or base attack modifier in order to select or use that feat. A character can gain an epic feat at the same level at which he or she gains the prerequisite, just as with regular feats. A prerequisite expressed as a numerical value is a minimum; any value higher than the one given also meets the prerequisite. You can't use an epic feat if you've lost a prerequisite. CHAPTER 1: CHARACTERS, SKILLS & FEATS

47 TABLE 1–36: EPIC FEATS Feat Name Prerequisites Epic Reputation — Epic Skill Focus 20 ranks in the skill selected Epic Speed Dex 21, Run Epic Spell Focus Greater Spell Focus* and Spell Focus in the school selected, ability to cast at least one 9th-level spell of the school Epic Spell Penetration Greater Spell Penetration-, Spell Penetration Epic Spellcasting Spellcraft 24 ranks, Knowledge (arcana) 24 ranks, and ability to cast 9th-level arcane spells OR Spellcraft 24 ranks, Knowledge (religion) 24 ranks, and ability to cast 9thlevel divine spells OR Spellcraft 24 ranks, Knowledge (nature), and ability to cast 9th-level divine spells Epic Toughness — Epic Weapon Focus Weapon Focus in the weapon to be chosen Epic Weapon Specialization Epic Weapon Focus, Weapon Focus, Weapon Specialization (all in the weapon to be chosen) Epic Will — Exceptional Deflection Dex 21, Wis 19, Deflect Arrows, Improved Unarmed Strike Extended Life Span — Familiar Spell Int 25 (if your spellcasting is controlled by Intelligence) OR Cha 25 (if your spellcasting is controlled by Charisma) Fast Healing Con 25 Forge Epic Ring (I) Forge Ring, Knowledge (arcana) 35 ranks, Spellcraft 35 ranks Gargantuan Wild Shape (W) Ability to wild shape into a Huge animal Colossal Wild Shape (W) Ability to wild shape into a Gargantuan creature Great Charisma — Feat Name Prerequisites Great Constitution — Great Dexterity — Great Intelligence — Great Smiting Cha 25, smite ability (from class feature or domain granted power) Great Strength — Great Wisdom — Group Inspiration Perform 30 ranks, bardic music class feature Holy Strike Smite evil class feature, any good alignment Ignore Material Components Eschew Materials*, Spellcraft 25 ranks, ability to cast 9thlevel arcane or divine spells Improved Alignment-Based Casting Access to domain of Chaos, Evil, Good, or Law; alignment must match domain chosen, ability to cast 9th-level divine spells Improved Arrow of Death Dex 19, Wis 19, Point Blank Shot, Precise Shot, arrow of death class feature Improved Aura of Courage Cha 25, aura of courage class feature Improved Aura of Despair Cha 25, aura of despair class feature Improved Combat Casting Combat Casting, Concentration 25 ranks Improved Combat Reflexes Dex 21, Combat Reflexes Improved Darkvision Darkvision Improved Death Attack Death attack class feature, sneak attack +5d6 Improved Elemental Wild Shape (W) Wis 25, ability to wild shape into an elemental Improved Favored Enemy Five or more favored enemies Improved Heighten Spell (M) Heighten Spell, Spellcraft 20 ranks Improved Ki Strike Wis 21, Ki strike +3 Improved Low-Light Vision Low-light vision Improved Manifestation Ability to manifest powers of the normal maximum level in at least one psionic class Improved Metamagic Four metamagic feats, Spellcraft 30 ranks Improved Manyshot Dex 19, base attack bonus +21, Manyshot*, Point Blank Shot, Rapid Shot Improved Sneak Attack Sneak attack +8d6 Virtual Feats If you effectively have a feat as a class feature or special ability, then you can use that virtual feat as a prerequisite for other feats. For instance, if you have some class feature or ability that says, "This is the same as Ambidexterity," then you are considered to have the Ambidexterity feat for the purposes of acquiring the Perfect Two-Weapon Fighting feat. You are also treated as having any prerequisites of the virtual feat, but only for the purposes of acquiring other feats that require the virtual feat. If you ever lose the virtual prerequisite, you also lose access to any feats you acquired through its existence. Examples of Virtual Feats: The monk has the virtual feats Improved Unarmed Strike and Stunning Fist at 1st level. The ranger has the virtual feats Ambidexterity and Two-Weapon Fighting at 1st level (but loses them if he fights in medium or heavy armor or with a double weapon). TYPES OF EPIC FEATS Most epic feats are general, meaning that no special rules govern them as a group. Others may be item creation feats or metamagic feats, which follow all the normal rules for such feats as presented in the Player's Handbook, except as specified in the feat's description. SKILLS & FEATS CHARACTERS, CHAPTER 1:

48 TABLE 1–36: EPIC FEATS Feat Name Prerequisites Improved Spell Capacity Ability to cast spells of the normal maximum spell level in at least one spellcasting class Improved Spell Resistance Must have spell resistance from a feat, class feature, or other permanent effect Improved Stunning Fist Dex 19, Wis 19, Improved Unarmed Strike, Stunning Fist Improved Whirlwind Attack Int 13, Dex 23, Dodge, Expertise, Mobility, Spring Attack, Whirlwind Attack Incite Rage Cha 25, greater rage class feature Infinite Deflection Dex 25, Combat Reflexes, Deflect Arrows, Improved Unarmed Strike Inspire Excellence Perform 30 ranks, bardic music class feature Instant Reload Quick Draw, Rapid Reload*, Weapon Focus (crossbow type to be selected) Intensify Spell (M) Empower Spell, Maximize Spell, Spellcraft 30 ranks, ability to cast 9th-level arcane or divine spells Keen Strike Str 23, Wis 23, Improved Critical (unarmed strike), ki strike +3 Vorpal Strike Str 25, Wis 25, Improved Critical (unarmed strike), Improved Unarmed Strike, Keen Strike, Stunning Fist, ki strike +3 Lasting Inspiration Perform 25 ranks, bardic music class feature Legendary Climber Dex 21, Balance 12 ranks, Climb 24 ranks Legendary Leaper Jump 24 ranks Legendary Rider Ride 24 ranks Legendary Tracker Wis 25, Track, Knowledge (nature) 30 ranks, Wilderness Lore 30 ranks Legendary Wrestler Str 21, Dex 21, Improved Unarmed Strike, Escape Artist 15 ranks Feat Name Prerequisites Lingering Damage Sneak attack +8d6, crippling strike class feature Master Staff Craft Staff, Spellcraft 15 ranks Master Wand Craft Wand, Spellcraft 15 ranks Mighty Rage Str 21 , Con 21 , greater rage class feature Mobile Defense Dex 15, Dodge, Mobility, Spring Attack, defensive stance 5/day class feature Multispell Quicken Spell, ability to cast 9th-level arcane or divine spells Multiweapon Rend Dex 15, base attack bonus +9 three or more hands, Multidexterity, Multiweapon Fighting Music of the Gods Cha 25, Perform 30 ranks, bardic music class feature Negative Energy Burst (D) Cha 25, ability to rebuke or command undead, ability to cast inflict critical wounds, any evil alignment Overwhelming Critical Str 23, Cleave, Great Cleave, Improved Critical (weapon to be chosen), Power Attack, Weapon Focus (weapon to be chosen) Devastating Critical Str 25, Cleave, Great Cleave, Improved Critical (weapon to be chosen), Overwhelming Critical (weapon to be chosen), Power Attack, Weapon Focus (weapon to be chosen) Penetrate Damage Reduction — Perfect Health Con 25, Great Fortitude Perfect Multiweapon Fighting Dex 25, three or more hands, Greater Multiweapon Fighting*, Multidexterity, Multiweapon Fighting Perfect Two-Weapon Fighting Dex 25, Ambidexterity, Greater Two-Weapon Fighting*, Improved Two-Weapon Fighting, Two-Weapon Fighting In addition, some feats are defined as divine feats or as wild feats (first presented in Defenders of the Faith and Masters of the Wild respectively). Such feats are described below. Divine Feats The feats in this category share a few characteristics. First, they all have as a prerequisite the ability to turn (or, in most cases, rebuke) undead. Thus, they are open to clerics, paladins of 3rd level or higher, and any prestige class that has that ability. (An ability to turn other creatures, such as fire creatures or animals, does not qualify you to select one of these feats.) Second, the force that powers a divine feat is the ability to channel positive or negative energy to turn or rebuke undead. Each use of a divine feat costs the character one turn/rebuke attempt from his or her number of attempts each day. If you don't have any turn/rebuke attempts left, you can't use the feat. Since turning or rebuking is a standard action, activating any of these feats is also a standard action. Third, you can't use the Quicken Turning feat (presented in Defenders of the Faith) to speed up the use of a divine feat. Wild Feats The feats in this category share the characteristic of relating to the ability to use wild shape as a druid. These feats require the character to have the ability to use wild shape before acquiring the feat. CHAPTER 1: CHARACTERS, SKILLS & FEATS

49 TABLE 1–36: EPIC FEATS Feat Name Prerequisites Permanent Emanation Spellcraft 25 ranks, ability to cast the spell to be made permanent Planar Turning Wis 25, Cha 25, ability to turn or rebuke undead Polyglot Int 25, Speak Language (five languages) Positive Energy Aura Cha 25, ability to turn undead, ability to cast dispel evil Ranged Inspiration Perform 25 ranks, bardic music class feature Rapid Inspiration Perform 30 ranks, bardic music class feature Reactive Countersong Combat Reflexes, Perform 30 ranks, bardic music class feature Reflect Arrows Dex 25, Deflect Arrows, Improved Unarmed Strike Righteous Strike Wis 19, Improved Unarmed Strike, Stunning Fist, any lawful alignment Ruinous Rage Str 25, Power Attack, Sunder, rage 5/day Scribe Epic Scroll (I) Scribe Scroll, Knowledge (arcana) 24 ranks, Spellcraft 24 ranks Self-Concealment Dex 30, Hide 30 ranks, Tumble 30 ranks, improved evasion Shattering Strike Epic Weapon Focus (unarmed strike), Weapon Focus (unarmed strike), Concentration 25 ranks, ki strike +3 Sneak Attack of Opportunity Sneak attack +8d6, opportunist class feature Spectral Strike Wis 19, ability to turn or rebuke undead Spell Knowledge Ability to cast the maximum spell level of an arcane spellcasting class Spell Opportunity Combat Casting, Combat Reflexes, Quicken Spell, Spellcraft 25 ranks Spell Stowaway Spellcraft 24 ranks, caster level 12th Feat Name Prerequisites Spellcasting Harrier Combat Reflexes Spontaneous Domain Access Wis 25, Spellcraft 30 ranks, ability to cast 9th-level divine spells Spontaneous Spell Spellcraft 25 ranks, ability to cast the maximum normal spell level of at least one spellcasting class Storm of Throws Dex 23, Point Blank Shot, Quick Draw, Rapid Shot Superior Initiative Improved Initiative Swarm of Arrows Dex 23, Point Blank Shot, Rapid Shot, Weapon Focus (type of bow used) Tenacious Magic Spellcraft 1 5 ranks, ability to cast the spell to be made tenacious Terrifying Rage Intimidate 25 ranks, rage 5/day Thundering Rage Str 25, rage 5/day Trap Sense Search 25 ranks, Spot 25 ranks, ability to find traps as a rogue Two-Weapon Rend Dex 15, base attack bonus +9, Ambidexterity, Improved Two-weapon Fighting, TwoWeapon Fighting Uncanny Accuracy Dex 21, Point Blank Shot, Precise Shot, Spot 20 ranks Undead Mastery (D) Cha 21, ability to rebuke or command undead Zone of Animation (D) Cha 25, Undead Mastery, ability to rebuke or command undead Unholy Strike Smite good class feature, any evil alignment Widen Aura of Courage Cha 25, aura of courage class feature Widen Aura of Despair Cha 25, aura of despair class feature (D) = Divine feat. (I) = Item creation feat. (M) = Metamagic feat. (W) = Wild feat. *New nonepic feat described below. Variant: Epic Psionic Feats Psionic characters can acquire epic “psionically flavored” feats. Of course, many epic feats require no translation. At least one requires so much translation (Improved Spell Capacity) that we've done the translation for you (Improved Manifestation). Whenever a feat concerns conferring or altering a spell in some fashion, your psionic character must do some translation. Sometimes this translation is as straightforward as changing a few names, such as in the case of Familiar Spell—for your psionic character, this feat is Psicrystal Power. Likewise, Forge Epic Ring translates to Forge Epic Universal Item (which happens to be shaped like a ring). Translating epic metamagic feats to epic metapsionic feats requires that you read Spellcraft prerequisites as Psicraft. It also requires you to do a little math—instead of casting a spell at a higher level, a psionic character pays more power points. For every spell slot one level higher than the spell's actual level the metamagic feat requires, the metapsionic feat requires you to pay a power point cost equal to its standard cost +2. Thus, a metamagic feat that increases a spell's level by three levels would cost an additional 6 power points to manifest in the metapsionic version. Likewise, when a feat such as Improved Metamagic allows a spellcaster to “pay” one less level to use a metamagic feat, the hypothetical psionic version (Improved Metapsionics) allows you to pay 2 power points less for a given metapsionic feat you know. The Psionics Handbook has information on creating and playing psionic characters. SKILLS & FEATS CHARACTERS, CHAPTER 1:

50 EPIC FEAT DESCRIPTIONS Here is the format for epic feat descriptions. FEAT NAME [Type of Feat] Description of what the feat does or represents in plain language. Prerequisite: A minimum ability score, another feat, a minimum base attack bonus, a skill, a class feature, or some other ability that a character must have in order to acquire this feat. This entry is absent if a feat has no prerequisite. Many feats have more than one prerequisite. Benefit: What the feat enables you (the character) to do. If you have the same feat more than once, its benefits do not stack unless indicated otherwise in the description. In general, having a feat twice is the same as having it once. Normal: What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent. Special: Additional facts about the feat that may be helpful when you decide whether to acquire the feat. Additional Magic Item Space [Epic] You can wear more magic items. Benefit: Choose one type of magic item that has a limit on the number you can simultaneously wear and gain its benefit, such as ring or belt. You can now wear one more magic item of this type and also gain its benefit. Normal: Without this feat, a character is limited to one headband, hat, or helmet; one pair of eye lenses or goggles; one cloak, cape, or mantle; one amulet, brooch, medallion, necklace, periapt, or scarab; one suit of armor; one robe; one vest, vestment, or shirt; one pair of bracers or bracelets; one pair of gloves or gauntlets; two rings; one belt; and one pair of boots. Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new type of wearable magic item. Armor Skin [Epic] Your skin becomes like armor. Benefit: You gain a +2 natural armor bonus to Armor Class, or your existing natural armor bonus increases by 2. This feat does not stack with any natural armor bonus granted by magic items or nonpermanent magical effects. Special: A character can gain this feat multiple times Its effects stack. Augmented Alchemy [Epic] You can create alchemical items and substances that are much more powerful than normal. Prerequisites: Int 21, Alchemy 24 ranks. Benefit: Whenever creating an alchemical item or substance, you can choose to make it more powerful than normal by adding +20 to the DC required to create it and multiplying its price by 5. If the item or substance deals damage, double the damage dealt. If the item or substance doesn't deal damage, double the duration of [ its effect. If the item or substance doesn't deal damage and doesn't have a specific listed duration (or has an instantaneous duration), double all dimensions of its area. If the item or substance doesn't fit any of these categories, then it cannot be affected by this feat. See the Alchemy skill description earlier in this chapter for more information. Automatic Quicken Spell [Epic] You can cast any of your lesser spells with a moment's thought. Prerequisites: Quicken Spell, Spellcraft 30 ranks, ability to cast 9th-level arcane or divine spells. Benefit: You may cast all 0-, 1st-, 2nd-, and 3rd-level spells as quickened spells without using higher-level CHAPTER 1: CHARACTERS, SKILLS & FEATS


(ENG) D&D 3.5 Ed. - Epic Level Handbook - Flip eBook Pages 1-50 (2024)

FAQs

How many pages is the DND handbook? ›

Dungeons & Dragons 4th edition
AuthorsRob Heinsoo, Andy Collins, James Wyatt
Publication placeUnited States
Media typePrint
Pages320
ISBN0-7869-4867-1
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How long is the D&D player's handbook? ›

Our rough guess is there are 80000 words in this book. At a pace averaging 250 words per minute, this book will take 5 hours and 20 minutes to read.

What is the longest D&D game ever played? ›

Wardhaugh is a Canadian historian known as a host of the longest uninterrupted Dungeons & Dragons campaign. As of 2023, the game has been going on for 42 years, since 1982.

Can you play DnD without the handbook? ›

Yup. By default all you get is the SRD, which only has one subclass per class and about half the spells from the PHB (though it also has the spells that first showed up in the Elemental Evils player's guide, which make up around a third of the spells in Xanathar's Guide to Everything).

How many pages is the handbook? ›

How many pages should a company handbook be? A company handbook can range from 20 to 100 pages, depending on the size and complexity of the company and the information it wants to communicate to employees.

How many pages is a typical handbook? ›

Generally, employee handbooks are 10–50 pages, with an average of around 20 pages. It should be long enough to feel informative without going into too much detail. Using clear, concise language helps keep the page count down, while ensuring the handbook is fully read and understood by everyone at your company.

What is the page size of a DnD book? ›

(All units are inches) With some rough and quick measurements, I have found the page dimensions of the DnD 5e books (in particular, the PHB) to be 8 x 10.8125, with 0.625 margins, two collumns with a 1/2 gutter.

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