This material is Open Game Content, and is licensed for public use under
the terms of the Open Game License v1.0a.
EPIC CHARACTERS
Regardless of the method used to attain 21st level, once a character
reaches that point he or she is considered an epic character.
Epic
characters—those characters whose character level is 21st or
higher—are handled slightly differently than nonepic characters. While
they continue to gain most of the customary benefits of gaining levels, some
benefits are replaced by alternative gains.
Despite the twenty-level limit
indicated in the class descriptions a class can be advanced beyond 20th level by
using these rules. A ten-level prestige class beyond can also be advanced beyond
10th level, but only if the character level of the advancing character is
already 20th or higher. A class with fewer than ten levels cannot be advanced
beyond the maximum described for that class, regardless of the character level
of the advancing character.
Epic Save Bonus: A character’s
base save bonus does not increase after his character level reaches 20th.
However, he does receive a cumulative +1 epic bonus on all saving throws every
even-numbered level after 20th, as shown on Table: Epic Save and Epic Attack
Bonuses.
Epic Attack Bonus: A character’s base attack bonus
does not increase after his character level reaches 20th. However, he does
receive a cumulative +1 epic bonus on all attack rolls every odd-numbered level
after 20th, as shown on Table: Epic Save and Epic Attack Bonuses. Only base
attack bonus is used to calculate iterative attacks. In addition, base attack
bonus never grants a creature more than four attacks with any given weapon using
the full attack option, though special abilities and class features may provide
additional attacks.
Class Skill Max Ranks: The maximum number of skill
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, the
maximum ranks are one-half the maximum for a class skill.
Feats:
Characters continue to gain feats based on character level as normal. Note that
these feats are in addition to any bonus feats granted in the class
descriptions.
Ability Increases: Characters continue to gain ability
score increases based on character level as normal.
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Table: Epic Save and Epic Attack Bonuses
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Character Level
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Epic Save Bonus
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Epic Base Attack Bonus
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21st
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+0
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+1
|
|
22nd
|
+1
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+1
|
|
23rd
|
+1
|
+2
|
|
24th
|
+2
|
+2
|
|
25th
|
+2
|
+3
|
|
26th
|
+3
|
+3
|
|
27th
|
+3
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+4
|
|
28th
|
+4
|
+4
|
|
29th
|
+4
|
+5
|
|
30th
|
+5
|
+5
|
For multiclass characters, feats and ability increases are gained
according to overall character level, not class level.
EPIC CLASS
FEATURES
Many, but not all, class features continue to accumulate after 20th
level. The following guidelines describe how the epic class progressions
work.
• Class-related base save bonuses and base attack bonus
don’t increase after 20th level. Thus, these class tables have no columns
for base save bonuses or base attack bonus. Instead, use Table: Epic Save and
Epic Attack Bonuses to determine the character’s epic bonus on saving
throws and attacks.
• A character continues to gain Hit Dice and skill
points as normal beyond 20th level.
• Generally speaking, any class
feature that uses the character’s class level as part of a mathematical
formula continues to increase using the character’s class level in the
formula.
• Any prestige class feature that calculates a save DC using
the class level should add only half the character’s class levels above
10th.
• For spellcasters, caster level continues to increase after 20th
level. However, a character’s spells per day don’t increase after
20th level.
• The powers of familiars, special mounts, and fiendish
servants continue to increase as their masters gain levels, if they’re
based on a formula that includes the caster’s level.
• Any class
features that increase or accumulate as part of a repeated pattern also continue
to increase or accumulate after 20th level at the same rate. An exception to
this rule is any bonus feat progression granted as a class feature. If a
character gets bonus feats as part of a class feature these do not increase with
epic levels. Instead, these classes get a new bonus feat progression (described
in each class summary below).
• In addition to the class features
retained from lower levels, each class gains a bonus feat every two, three,
four, or five levels after 20th. This benefit augments each class’s
progression of class features, because not all classes otherwise improve class
features after 20th level. These bonus feats are in addition to the feats that
every character gets from level advancement.
• A character
doesn’t gain any new class features beyond 20th level. Class features with
a progression that slows or stops before 20th level and features that have a
limited list of options do not improve as a character attains epic
level.
Likewise, class features that are gained only at a single level do not
improve.
Adding a Second Class
When an epic character with levels in
only one class attains a new level, she may choose to increase the level of her
current class or pick up a new class at 1st level. The standard rules for
multiclassing still apply, but epic characters must keep in mind the rules for
epic advancement.
An epic character gains the class skills, weapon
proficiency, armor proficiency, spells, and other class features of the new
class, as well as a Hit Die of the appropriate size. In addition, the character
gets the usual skill points from the new class
An epic character does not
gain the base attack bonuses and base save bonuses normally gained when adding a
second class. Instead, the character uses the epic attack bonus and epic save
bonus progression shown on Table: Epic Save and Epic Attack Bonus.
EPIC
BARBARIAN
Hit Die: d12.
Skill Points at Each Additional
Level: 4 + Int modifier.
Barbarian Rage: The epic barbarian gains
one use of rage per day every four levels higher than 20th.
Trap Sense
(Ex): The epic barbarian’s bonus increases by +1 every three levels
higher than 18th.
Damage Reduction (Ex): The epic barbarian’s
damage reduction increases by 1 point every three levels higher than
19th.
Bonus Feats: The epic barbarian gains a bonus feat every four
levels higher than 20th.
EPIC BARD
Hit Die: d6.
Skill
Points at Each Additional Level: 6 + 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.
Bardic Music: The bard gains no new bardic music
effects from his Perform ranks.
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 every three
levels higher than 20th.
Inspire Courage (Su): The epic bard’s
bonus when this ability is used increases by +1 every six levels higher than
20th.
EPIC CLERIC
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 every three
levels higher than 20th.
EPIC DRUID
Hit Die: d8.
Skill
Points at Each Additional Level: 4 + Int modifier.
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 epic druid’s animal companion continues to increase in
power. Every three levels higher than 20th the animal companion’s gains 2
bonus hit dice, +1 strength and dexterity, and an additional trick.
Wild
Shape (Su): The druid can use this ability to take the form of an animal one
additional time per day every four levels higher than 18th. The druid’s
ability to wild shape into an elemental does not improve.
Bonus Feats:
The epic druid gains a bonus feat every four levels higher than
20th.
EPIC FIGHTER
Hit Die: d10.
Skill Points at Each
Additional Level: 2 + Int modifier.
Bonus Feats: The epic fighter
gains a bonus feat every two levels higher than 20th (22nd, 24th, 26th, and so
on).
EPIC MONK
Hit Die: d8.
Skill Points at Each
Additional Level: 4 + Int modifier.
AC Bonus (Ex): The
monk’s bonus to Armor Class when unarmored increases by +1 every five
levels higher than 20th.
Unarmed Strike: The damage for a monk’s
unarmed strike does not increase after 16th level.
Stunning Fist: If
the monk has the Stunning Fist feat use the monk’s class level when
determining the DC to resist this attack, as normal.
Unarmored Speed
Bonus: The epic monk’s speed when wearing no armor increases by 10
feet every three levels higher than 18th.
Ki Strike (Su): The
monk’s ki strike ability does not automatically increase with class
level after 20th level.
Wholeness of Body (Su): The epic monk can cure
up to twice her class level in hit points each day, as normal.
Abundant
Step (Su): Use the monk’s class level when determining the effective
caster level of this ability, as normal.
Diamond Soul (Ex): The epic
monk’s spell resistance is equal to her class level +10, as
normal.
Quivering Palm (Su): Use the monk’s class level when
determining the DC to resist this attack, as normal.
Empty Body (Su):
Use the monk’s class level when determining the duration of this effect,
as normal.
Bonus Feats: The epic monk gains a bonus feat every five
levels higher than 20th.
EPIC PALADIN
Hit Die: d10.
Skill
Points at Each Additional Level: 2 + Int modifier.
Lay on Hands
(Su): Each day the epic paladin can cure a total number of hit points equal
to her Charisma bonus (if any) times her class level, as normal.
Smite
Evil (Su): The epic paladin adds her class level to damage with any smite
evil attack, as normal. She can smite one additional time per day for every five
levels higher than 20th.
Turn Undead (Su): 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 higher than 20th, 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.
Remove Disease (Sp): The epic paladin can use remove
disease one additional time per week for every three levels higher than
18th.
Bonus Feats: The epic paladin gains a bonus feat every three
levels higher than 20th.
EPIC RANGER
Hit Die: d8.
Skill
Points at Each Additional Level: 6 + 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 (Ex): The epic ranger gains one additional
favored enemy, and his bonuses against one category of favored enemies go up by
+2, every five levels higher than 20th.
Animal Companion: The epic
ranger’s animal companion continues to increase in power. The
ranger’s effective druid level is half his ranger level.
Bonus
Feats: The epic ranger gains a bonus feat every three levels higher than
20th.
EPIC ROGUE
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
(+11d6 at 21st, +12d6 at 23rd, and so on).
Special Abilities: The
rogue does not gain additional rogue special abilities after 19th level, but can
choose a rogue special ability (crippling strike, defensive roll, improved
evasion, opportunist, skill mastery, and slippery mind) instead of a bonus
feat.
Bonus Feats: The epic rogue gains a bonus feat every four levels
higher than 20th.
EPIC SORCERER
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.
Familiar: The epic sorcerer’s
familiar continues to increase in power. Every two levels higher than 20th the
familiar’s natural armor bonus and Intelligence each increase by +1. The
familiar’s spell resistance is equal to the master’s level + 5. At
21st level and again every ten levels higher than 21st, the familiar gains the
benefit of the Familiar Spell epic feat for a spell of its master’s
choice.
Bonus Feats: The epic sorcerer gains a bonus feat every three
levels higher than 20th.
EPIC WIZARD
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 attains a new level, she learns two new spells of any level or levels
that she can cast (according to her new level).
Familiar: The epic
wizard’s familiar continues to increase in power. Every two levels higher
than 20th the familiar’s natural armor bonus and Intelligence each
increase by +1. The familiar’s spell resistance is equal to the
master’s level + 5. At 21st level and again every ten levels higher than
21st, the familiar gains the benefit of the Familiar Spell epic feat for a spell
of its master’s choice.
Bonus Feats: The epic wizard gains a
bonus feat every three levels higher than 20th.
MONSTERS AS EPIC
CHARACTERS
These epic rules work for monsters with character levels, using
the creature’s effective character level (ECL) instead of just its class
levels.
EPIC FEATS
The following feats are available only to epic
characters. Whenever an epic character gains a new feat, it can be from among
the standard list of feats or one of the feats described below.
Familiar
Spell [Epic]
Prerequisite: Int 25 (if your spellcasting is controlled
by Intelligence) or Cha 25 (if your spellcasting is controlled by
Charisma).
Benefit: Choose one spell you know of 8th level or lower.
Your familiar can now cast this spell once per day as a spell-like ability as a
caster of a level equal to your caster level. You cannot bestow a spell upon
your familiar if the spell normally has a material component cost of more than 1
gp, or any XP cost.
Special: You can gain this feat multiple times.
Each time you take the feat, you can give your familiar a new spell-like
ability, or another daily use of the same spell-like ability.
Great
Smiting [Epic]
Prerequisites: Cha 25, smite ability (from class
feature or domain granted power).
Benefit: Whenever you make a
successful smite attack, add twice the appropriate level to
damage.
Special: You may select this feat multiple times. Its effects
stack.
(Remember that two doublings equals a tripling, and so
forth.)
Improved Elemental Wild Shape [Epic]
Prerequisites: Wis 25, ability to wild shape into an
elemental.
Benefit: Your ability to wild shape into an elemental is
expanded to include all elemental creatures (not just air, earth, fire, and
water elementals) of any size that you can take when wild shaping into an
animal. You gain all extraordinary and supernatural abilities of the elemental
whose form you take.
Normal: Without this feat, you may only take the
shape of a Small, Medium, or Large air, earth, fire, or water
elemental.
Improved Favored Enemy [Epic]
Prerequisites: Five or
more favored enemies.
Benefit: Add +1 to the bonus on Bluff, Listen,
Sense Motive, Spot, and Survival checks and damage rolls against all your
favored enemies.
Special: This feat may be taken multiple times. Its
effects stack.
Improved Metamagic [Epic]
Prerequisites: Four
metamagic feats, Spellcraft 30 ranks.
Benefit: The spell slot you must
use to cast a metamagic spell is one level lower than normal (to a minimum of
one level higher than normal).
This feat has no effect on a metamagic feat
that requires a spell slot one level higher than normal or does not require a
higher level slot.
Special: You can gain this feat multiple times. The
effects stack, though you can’t lower the level of any metamagic
spell’s slot to less than one level higher than normal.
Improved
Sneak Attack [Epic]
Prerequisite: Sneak attack
+8d6.
Benefit: Add +1d6 to your sneak attack
damage.
Special: This feat may be taken multiple times. Its effects
stack.
Improved Spell Capacity [Epic]
Prerequisite: Ability to
cast spells of the normal maximum spell level in at least one spellcasting
class.
Benefit: When you select this feat, you gain one spell slot per
day of any level up to one level higher than the highest level spell you can
already cast in a particular class. The character must have the requisite
ability score (10 + spell level) in order to cast a spell stored in such a slot.
If the character has a high enough ability modifier to gain one or more bonus
spells for this spell level, she also gains those bonus spells for this spell
level.
This feat can’t grant spellcasting ability to a class that
doesn’t have spellcasting ability. A character must use the spell slot in
a class of which she can already cast the maximum normal spell
level.
Special: You can gain this feat multiple times.
Improved
Stunning Fist [Epic]
Prerequisite: Dex 19, Wis 19, Improved Unarmed
Strike, Stunning Fist.
Benefit: Add +2 to the DC of your stunning
attack.
This feat may be taken multiple times. Its effects
stack.
Lasting Inspiration [Epic]
Prerequisite: Perform (any one) 25 ranks, bardic music class
feature.
Benefit: The effects of your bardic music inspiration
abilities last for ten times as long as normal after you stop singing. This has
no effect on inspiration abilities that have no duration after you stop
singing.
Overwhelming Critical [Epic]
Choose one type of melee weapon.
With that weapon, you do more damage on a critical hit.
Prerequisites: Str 23, Cleave, Great Cleave, Improved Critical (weapon to be
chosen), Power Attack, Weapon Focus (weapon to be chosen).
Benefit:
When using the weapon you have selected, you deal an extra 1d6 points of damage
on a successful critical hit. If the weapon’s critical multiplier is x3,
add an extra 2d6 points of damage instead, and if the multiplier is 4, add an
extra 3d6 points of damage instead. (Creatures immune to critical hits
can’t be affected by this feat.)
Special: You can gain this feat
multiple times. Its effects do not stack. Each time you take the feat, it
applies to a new type of weapon.
Planar Turning
[Epic]
Prerequisites: Wis 25, Cha 25, ability to turn or rebuke
undead.
Benefit: You can turn or rebuke outsiders as if they were
undead. An outsider has effective turn resistance equal to half its spell
resistance (round down).
If you can turn undead, you turn (or destroy) all
evil outsiders and rebuke (or command) all nonevil outsiders. If you can rebuke
undead, you rebuke (or command) all evil outsiders and rebuke
(or command)
all nonevil outsiders.
Spell Knowledge [Epic]
Prerequisites:
Ability to cast spells of the maximum normal spell level of an arcane
spellcasting class.
Benefit: You learn two new arcane spells of any
level up to the maximum level you can cast. This feat does not grant any
additional spell slots.
Special: You can gain this feat multiple
times.
Terrifying Rage [Epic]
Prerequisites: Intimidate 25
ranks, rage 5/day.
Benefit: While you are raging, any enemy that views
you must make a Will save opposed by your Intimidate check or become panicked
(if it has HD less than your character level) or shaken (if it has HD equal to
or up to twice your character level) for 4d6 rounds. An enemy with Hit Dice
greater than twice your character level is not affected by this feat.