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Epic level in Balmuria:

Started by Anastasia, March 18, 2009, 01:26:40 AM

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Anastasia

REDUNDANT AND OUTDATED. USE FOR REFERENCE ONLY

Epic in Balmuria:

It looks like we're going to hit these levels, so here are the rules we're going to use. Before I begin, thanks to everyone over on Dicefreaks. Some of this material is from there and they've been helpful with my own questions about epic.

THE BASICS:

Epic Save Bonus: As per written. Saves start really breaking down past about level 30 if you don't standarize them. The gaps between good and poor save situations becomes crippling and really messes with game balance.

Epic Attack Bonus: We are going to continue BAB progression as normal. Shoehorning everyone into caster BAB makes for serious to-hit problems for warriors later on. You do not gain extra iterative attacks at BAB +21 or any other number.

EPIC SKILLS:

These are generally fine as written. We'll deal with any problems there as they arise.

EPIC FEATS:

Any feat gained at level 21 or higher is considered an epic feat. You need not use a feat gained at level 21+ on an epic feat. Please keep track of your total epic feats, especially if you use some of them for non epic feats, so that we'll be able to keep it straight if you retrain. List epic feats under normal feats, in it's own column. For example:

Feats: Power Attack, Cleave, Toughness, Toughness, Toughness, Toughness, Toughness
Epic feats: Epic Toughness, Epic Toughness.

Creating Epic Feats: The list of epic feats is narrow and does not account for the large majority of non SRD material. Feel free to make and propose your own epic feats. As a rule of thumb, an epic feat does the following:

Expands on a class power for epic.
Allows ala carte increases of abilities, such as sneak attack.
Expands a previous feat that stopped before epic into epic.
Continues a feat chain into epic or further into epic.
Provides a bonus normal feats generally do not, such as fast healing, energy resistance, attribute score gain and so forth.

Epic feats should not:

Let you get class powers from a class you have no levels in.
Give you improved versions of non epic feat chains without taking the non epic chain. (Exceptions exist, like Epic Fortitude and the like.)
Add entirely new rule systems.

In general, aim for interesting over another flat +2 bonus for epic feats. An example of various new epic feats will be attached at the end of this document.

Skills and epic feats: Many epic feats have skill requirements that border on the absurd and punish anyone who doesn't max out skills. You can assume epic feats require only half of the listed skills to obtain. There may be certain exceptions to this, like with the bardic music feats, but I don't think any are going to come up with us.

Rule zero and stacking epic feats: Many epic feats allow you to stack them indefinitely. This is usually not a problem and it's often suboptimal to do so. However, certain builds and certain stacked feats can get out of hand. I may temporarily disallow stacking any more of an epic feat if I feel game balance is being upset.

Changed epic feats:

Armor Skin: The bonus to natural armor increases to +2.
Automatic Quicken Spell: Talk to me if you want to take this.
Bane of Enemies: Reduce the prerequisite to three or more favored enemies. The bonus damage stacks with bane weapons.
Blinding Speed: You can act if hasted for up to 25 rounds a day.
Chaotic Rage: Reduce the prerequisite to rage 3/day. The bonus damage stacks with similar abilities.
Craft feats: Don't worry about these, since crafting has been regulated to NPC duty.
Death of Enemies: Removed.
Devastating Critical: Strike it's power as written. It instead increases your critical hit multiplier by 1 for your chosen weapon. Remove the prerequisites of cleave and great cleave.
Dire Charge: Add a prerequisite of dexterity 19. You may full attack at the end of any charge, not only in the first or surprise round. The AC penalty you take on charging increases by two points, up to -4 on standard. Add special: True dragons do not need to meet the dexterity prerequisite for this feat.
Efficient Item Creation: Don't worry about it, item crafting feat.
Epic Dodge: Remove the prerequisites of tumble, improved evasion and defensive roll. Add a prerequisite of dodge. This feat now grants a +2 dodge bonus, this stacks with itself and the dodge bonus from dodge. You may take this feat multiple times, it's effects stack.
Epic Leadership: Removed.
Epic Spellcasting: Removed. See Epic magic below for details.
Epic Toughness: Add prerequisite of toughness. You gain +2 HP per hit die. You can gain this feat multiple times, it's effects stack.
Forge Epic Ring: Don't worry about it, item creation feat.
Great Strength, Charisma, ectera: The bonuses provides by these feats increases to +2 per feat. This is to make them competitive with other feats, please don't abuse these.
Holy Strike: The bonus 2d6 damage stacks with holy weapons and like effects.
Improved Arrow of Death: Removed.
Improved Death Attack: Removed.
Improved Favored Enemy: Reduce the prerequisite to three favored enemies.
Improved Metamagic: Removed.
Improved Sneak Attack: Reduce the prerequisite to sneak attack +4d6.
Improved Spell Capacity: Altered, see Epic Magic below.
Legendary Commander: Removed.
Legendary Wrestler: Remove the prerequisite of escape artist.
Lingering Damage: Reduce prerequisite to sneak attack +6d6 and crippling strike.
Multispell: Removed. Bending the economy of actions may be possible in epic, but not in a way that only benefits casters.
Permanent Enamination: Removed. If you're interested in something like that, talk to me.
Righteous Strike: The bonus damage stacks with axiomatic weapons and similiar powers.
Ruinous Rage: Reduce the prerequisite to rage 3/day.
Sneak Attack of Opportunity: Reduce the prerequisite to sneak attack +6d6.
Terrifying Rage: Reduce the prerequisite to rage 3/day.
Thundering Rage: Reduce the prerequisite to rage 3/day.
Unholy Strike: The bonus damage stacks with unholy weapons and similiar abilites.
Vorpal Strike: Remove.

EPIC MAGIC:

What is epic magic: Epic magic is any spell 10th level or higher. It is magic that is beyond even the mightiest normal mortal, it is the domain of outsiders, the divine, and the rare, true epic mortals that push past the boundaries of their limited existence. It requires complete mastery of mundane magic to even attempt.

We will be using a modified form of the Feanmerc epic casting system. The relevant PDFs are attached below, go download those before continuing on. Anyway, this system provides a basis for developing and slotting epic magic. Epic magic will be slotted using the Epic Spell Capacity feat. This feat now works as the following:

Epic Spell Capacity[Epic]

Prerequisite

Ability to cast spells of the normal maximum level in at least one spellcasting class, caster level 20th.

Benefit

You can cast spells of 10th level and higher. See the tables below for further progression.

You must still have the requisite ability score(10 + spell level) in order to cast any spell stored in these slots. If you have a high enough ability modifier to gain one or more bonus spells for this spell level, you also gain the bonus spells for this spell level. You must use this slot as a member of the class in which you can already cast spells of the normal maximum spell level.

You may prepare 10th level or higher spells with these slots or metamagiced spells of 10th level or higher.

Epic magic spell levels and spell creation:

The Feanmerc system provides a sampling of standard and new epic spells sorted by spell level. These serve as a decent base to work with. Review these and see what the typical power of spells of that level might look like. This being said? The biggest factor in creating epic spells is rule zero. No matter how it's reorganized, this is a system that hinges entirely on DM approval. It's an art and not a science. Use it reasonably and don't break the system wide open and we should be okay. I'm going to review each epic spell you want, be it original or from another source. The only exception will be if you find any epic spells in play, these are assumed to have been reviewed by me already.

For creation costs, use the method elaborated and quarter the final cost. For epic spells that use experience points as a mitigating factor, talk to me and we'll work out something there on a spell by spell basis.

Epic magic does not need a spellcraft check to cast, nor does it need a spellcraft check in the making. The spellcraft system in Feanmerc is used because it's handy to help determine guidelines and pricing.

EPIC MAGIC ITEMS:

Costs: Most epic magic items have price bloat, due to a 10x multiplier imposed during epic magical item creation. The worst offenders are magical weapons and armor, which can jump up from 200k GP for a +10 weapon to over two million for a +11 weapon.

Most epic magic items simply drop a zero from the end of the GP cost. This punctures the artificial inflation of magical items and makes weapon and armor costs sane again. A few magical items don't really work as written with a straight reduction, such as the ring of adamant law. Such will be noted below.

Armor:

Note that by rule, non epic armor cannot exceed +5 enhancement bonus and +5 add on bonus until it passes +10 and into epic. All epic armor special abilites are reduced in enhancement bonus by 1, with the exception of negating.

...
+8 armor/shield: 64,000 GP.
+9 armor/shield: 81,000 GP.
+10 armor/shield: 100,000 GP.
+11 armor/shield: 121,000 GP.
+12 armor/shield: 144,000 GP.
+13 armor/shield: 169,000 GP.
+14 armor/shield: 196,000 GP.
+15 armor/shield: 225,000 GP.
+16 armor/shield: 256,000 GP.
+17 armor/shield: 289,000 GP.
+18 armor/shield: 324,000 GP.
+19 armor/shield: 361,000 GP.
+20 armor shield: 400,000 GP.

Specific armors from the epic SRD will be priced on a case by case basis. IF you're interested in any of them, ask me.

Weapons:

Note that by rule, non epic weapons cannot exceed +5 enhancement bonus and +5 add on bonus until it passed +10 and into epic. Most epic weapon enhancements are essentially extensions of previous abilities. These do not stack; a holy weapon enhanced into a holy power weapon does not retain the holy enchantment, though the previous enchantment counts as part of the new enchantment. Said holy power weapon would only need +6 instead of +8 on a weapon that already has holy.

All epic weapon special abilities are reduced in enhancement bonus by 1. Dread weapons are reduced by 2 and lose the instant death effect.

...
+8 weapon: 128,000 GP.
+9 weapon: 162,000 GP.
+10 weapon: 200,000 GP.
+11 weapon: 242,000 GP.
+12 weapon: 288,000 GP.
+13 weapon: 338,000 GP.
+14 weapon: 392,000 GP.
+15 weapon: 450,000 GP.
+16 weapon: 512,000 GP.
+17 weapon: 578,000 GP.
+18 weapon: 648,000 GP.
+19 weapon: 722,000 GP.
+20 weapon: 800,000 GP.

Specific weapons from the epic SRD will be priced on a case by case basis. If you're interested in any of them, ask me.

Rings: Epic rings of protection qualify for the standard epic price decrease. Ask me about other rings, they're a complete mish-mash of sanely priced things and very poorly priced things.

Rods: Most rods will qualify for the price decrease.

Staves: Case by case basis, as many staves have add on powers that make pricing difficult. Most are overpriced and will get at least a partial discount.

Wondrous items: Most things here qualify, ask me. The bad ones tend to stand out anyway(SR 40 item for 29k? Hi!)

Note that Elle may not be able to make epic magical items the moment you reach level 21.

EPIC MONSTERS AND OBSTACLES:

Do be aware that I may be revising many of the monsters posted in the epic SRD, as well as adding other creations. Do have fun with them.

<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#1
The following is a list of feats, accumulated from here and there on the 'net(Largely including Dicefreaks, thank 'em again.). None of these are approved, official feats. These are examples of what new epic feats might be like. Some of them are good, some of them aren't. Pay attention and learn from them. You can submit one if a particular feat here really catches your fancy, I'll consider it like any other original epic feat.

<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#2
Feanmerc PDF 1 and 2 as well as the current epic level spell advancement table.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#3
New epic feats:

Feats in green are approved and may be taken.
Feats in orange require asking me first. This is due to balance concerns, being an experimental feat I haven't really examined deeply(Throwing shit against the wall will go in orange) or are highly unusual for you to take. I also make some weird combination feats, they'll go into orange.
Feats in red are not selectable by PCs at this time. A reason why will be provided with each one.

Improved Weapon Finesse [Epic]
Prerequisite: Weapon Finesse, dex 25
Benefit: You may use any one handed weapon with weapon finesse as well as a light weapon. You may use your dexterity modifier instead of your strength modifier for damage.
Normal: You may only use weapon finesse with a light weapon, a rapier, whip or spiked chain of your size category. You use your strength modifier to determine damage.
Inspired by: Lady Honeydip.

Epic Quicken Spell Like Ability [Epic]
Prerequisites: Quicken Spell Like Ability, cha 25
Benefit: Choose an ability to which you have selected quicken spell like ability for. You may use this spell like ability as a swift action an unlimited amount of times per day.
Special: You can gain this feat multiple times. It's effects do not stack, choose a different qualifying spell each time.

Multiaction [Epic]
Prerequisites: Improved Initiative, Blinding Speed, dex 25
Benefit: You gain another swift action per round. This may be spent paying for an immediate action, leaving you with one swift action to use that round or you may take two swift actions in the same round.
Special: This feat replaces multispell.

Limitless Breath [Epic, Metabreath]
Prerequisites: Breath weapon, recover breath, con 31.
Benefit: You reduce the interval between uses of your breath weapon by 1. This stacks with the gain from recover breath and functions as recover breath does for interacting with metabreath feats.
Special: If you have multiple heads with breath weapons, all breath weapons use the reduced interval.
Special: You may take this feat multiple times. It's effects stack.
Inspired by: Ajan.

Master Armored Mage [Epic]
Prerequisite: Armored Mage(Medium Armor and heavy shields), con 19, concentration 12 ranks.
Benefit: You may wear heavy armor without suffering arcane spell failure.
Inspired by: Donald.

Crushing Furious Strike[Epic]
Prerequisites: Furious Strike ability, cha 21.
Benefits: You deal an extra 1d6 damage on a successful furious strike. This damage stacks with the normal extra damage dice from furious strike.
Special: This feat may be taken more than once. It's bonuses stack.
Inspired by: Antenora

Spread Holy Fury[Epic]
Prerequisites: Divine Succor ability, cha 23.
Benefits: Anyone healed by your divine succor ability gains some the benefit of your holy fury. Any weapons they use count as good aligned and they are immune to fear. Both of these benefits last for the duration of the encounter.
Inspired by: Antenora

Fiendstriker [Epic]
Prerequisites: Crushing Furious Strike, cha 25.
Benefits: When a fiend takes damage from your furious strike, they must make a saving throw(DC 10+1/2 HD+cha modifier) or be unable to use spell-like abilities for one round.
Special: This does not prevent the fiend from using any innate spellcasting it has or any supernatural abilities.
Inspired by: Antenora

Unstoppable Crusade[Epic]
Prerequisites: Spread Holy Fury, cha 31.
Benefits: Allies within a 30 foot radius of you are shielded against evil. As an immediate action, you may spend 10 holy fury points to energize allies within 30ft. They gain the benefits of improved divine shield, improved divine resolve and holy succor(including the benefits granted from spread holy fury). The benefits of improved divine resolve and improved divine shield last for one round or until the next attack received or saving throw required expends them, whichever comes first.
Inspired by: Antenora

Improved Mettle [Epic]
Prerequisites: Mettle ability, con 19, wis 19
Benefits: If subjected to an effect that allows a Fortitude save or Will save for a partial or half effect, you take only the partial or half effect on a failed save (and no effect on a successful save, just as with mettle).
Inspired by: Eudard, Antenora.

Unwavering Champion [Epic]
Prerequisites: Improved Mettle, Pious Templar level 16th, con 25
Benefits: Three times per day, you may take 10 on a saving throw. This does not guarantee success, only that you may take 10.
Inspired by: Eudard.

Divine Energy [Epic]
Prerequisites: Pious Templar smite 4/day, cha 23
Benefits: When you make a successful smite attack, you gain fast healing equal to your Pious Templar class level. This lasts for a number of rounds equal to your Pious Templar class level. This does not stack with other sources of fast healing.
Inspired by: Eudard.

Divine Restoration [Epic]
Prerequisites: Pious Templar smite 5/day, cha 27
Benefits: When you make a successful smite attack, you may choose to expend an extra smite. If you do so, you gain the benefits of a greater restoration spell at a caster level equal to your Pious Templar level.
Inspired by: Eudard.

Automatic Empower Spell [Epic, Metamagic]
Prerequisites: Empower Spell, spellcraft 13 ranks, ability to cast 9th level divine or arcane spells.
Benefit: All of your 0, 1st, 2nd and 3rd level spells are automatically empowered without using higher level spell slots.
Special: You can gain this feat multiple times. Each time you take the feat, the spells of your next three lowest levels are automatically empowered. This feat doesn't increase the casting time for those spells that normally become full round actions when cast in metamagic form, or for sorcerer metamagic.
Inspired by: Seira

Sacred Light [Epic, Exalted]
Prerequisites: Consecrated Presence, Holy Radiance, cha 21
Benefit: You now count as an altar for your deity, doubling the benefits of your Consecrated Presence. Within your consecrated presence, all undead take 1d12 damage per round. This damage overlaps(Does not stack) with the damage from Holy Radiance. Living creatures within your aura are bolstered, gaining fast healing 1 while within range.
Inspired by: Alicia.

Sudden Enhance [Epic, Metamagic]
Prerequisites: Sudden Maximize.
Benefit: Once per day, you may apply the benefits of the Enhance Spell feat to any spell you cast, without increasing its casting time or slot level, or specially preparing it ahead of time. You may still use Enhance Spell normally if you have it.
Inspired by: Seira.

Celestial Smiting [Epic, Exalted]
Prerequisites: Outsider hit dice, good subtype, paladin level 3rd, cha 23
Benefit: Your racial hit dice stack with your paladin level to determine how many times you may smite evil per day and to determine bonus smite damage.
Inspired by: Romiel.

Pulverize [Epic]
Prerequisites: Great Strength, Power Attack, base attack bonus+21, str 29
Benefit: You deal one and one half times your strength modifier to damage instead of your strength modifier. If you use a two handed weapon, you instead deal double your strength modifier to damage.
Inspired by: Strength of Light.

Superior Rapid Swimming [Epic]
Prerequisite: Rapid Swimming, Dex 25
Benefit: Your swim speed doubles. This is calculated after the bonus from rapid swimming.
Inspired by: Lady Sanzha.

Flames of the Sun [Epic]
Prerequisite: Cha 25, Sun Devotion, ability to turn undead.
Benefit: When you turn undead, brilliant sunfire fills the area. This fire has no effect on living beings, but undead turned take extra damage equal to your hit dice. Undead vulnerable to sunlight take double damage from these flames.
Inspired by: Valar.

Power Stun [Epic]
Prerequisites: Power Attack, racial stun ability, str 21
Benefit: When using power attack, the amount subtracted from your attack bonus is added to the DC of your stun ability. Furthermore, you can stun with any bludgeoning weapon.
Inspired by: Syala.

Demonslayer [Epic]
Prerequisites: Str 25, non-chaotic alignment,  must have slain a demon with at least 21 hit dice.
Benefit: Any weapon you wield is far more effective against demons. It's enhancement bonus is counted as +2 higher and deals an extra +2d6 damage against demons. This stacks with similar effects.
Special: This feat has been developed in the Blood War by the devils, but a few mortals have learned it's secrets and spread it to Creation.
Inspired by: Aularos.

Epic Practiced Spellcaster [Epic]
Prerequisites: Practiced Spellcaster
Benefit: Choose a spellcasting class you have chosen for practiced spellcaster. Your casting level in that class gains an additional +4 bonus. This stacks with practiced spellcaster. In all other regards this acts as practiced spellcaster.
Inspired by: Spawn of Jormugandr.


Epic Dilate Aura [Epic]
Prerequisites: Dilate Aura
Benefit: You may dilate your aura one additional time per encounter.
Special: You may select this feat more than once. It's effects stack.

Exalted Radiance [Epic, Exalted, Domain]
Prerequisite: Exalted Spell Resistance, Sun Devotion, cha 21
Benefit: When an evil spell or spell like ability fails to penetrate your spell resistance, a halo of sacred light manifests around your weapon. You are automatically under the effect of Sun Devotion. Further, you gain fast healing equal to the level of the spell resisted for one minute.
Special: This use of Sun Devotion does not count against your daily uses of Sun Devotion.
Inspired by: Latha.

Iron Law Mind [Epic]
Prerequisites: Lawful alignment, Epic Will
Benefit: You gain an additional +2 bonus to saving throws against enchantment spells. This bonus increases to +4 if the caster is chaotic in alignment. Once per day, you may make a second saving throw against an enchantment spell cast by a chaotic creature the round after the first save fails.

Devoted Prayers [Epic, Exalted]
Prerequisites: Any one of Servant of Heaven, Favored of the Chosen or Knight of Stars, Wis 19
Benefit: Once per day, you may cast Commune as a spell like ability to better understand the will of the Heavens Above. The caster level equals your character level.

Energy Replenishment [Epic]
Prerequisites: Immunity to an energy type, con 25
Benefit: Choose an energy type you are immune to. Any time you are exposed to that type of energy, you heal one-half of the damage instead. For example, a red dragon who dives into a lava flow would recover half of 20d6 each round while within the lava.

Vitalize Potion [Epic]
Benefit: You gain double the effect of any potion you drink. A potion of cure light wounds restores 2d8+2 instead of 1d8+1, a potion of haste grants double the bonuses and lasts double the duration and so forth.
Special: This also applies to oils you may use, such as an oil of magic weapon.

Superior Trip[Epic]
Prerequisites: Improved Trip, Str 23.
Benefit: You gain a +4 bonus to trip checks that stacks with the bonus from improved trip. You may treat a target as one category smaller to determine if you can trip them. Finally, you may no longer be tripped after a failed trip attempt.
Inspired by: Brachyurus.


Intensify Spell Like Ability [Epic]
Prerequisites: Spell like ability at caster level 16th or higher, cha 23.
Benefit: Choose a spell like ability you can use. Three times per day, you may intensify it. All variable, numeric effects of an intensified spell like ability are maximized, then doubled. An intensified spell deals twice maximum damage, cures twice the maximum number of hit points, affects twice the maximum number of targets, and so forth, as appropriate. Saving throws and opposed rolls are not affected. You can't combine the effects of this feat with any other feat that affects the variable, numeric effects of a spell like ability.

Table:

1st - 16
2nd - 18
3rd - 20
4th - 22
This table progresses indefinitely.

Special: You may select this feat more than one. Each time it applies to a different spell like ability.
Reason for red: Needs a revision, is broken as is. Intensify is nasty as some DM playtesting has reminded me.

Aura of Terror [Epic]
Prerequisites: Fear aura, Dilate Aura, cha 27
Benefit: When you dilate your aura, your fear aura may effect creatures that are immune to fear. This includes aura of courage paladins, constructs, undead and so forth. Any creature that has protection or immunity bypassed gains a +5 bonus to any saving throw to resist the effect and the duration of a successful infliction are halved. Divine immunities are not penetrated by this ability.
Reason for red: None of you are ever going to qualify for this. Ever. This is here for completeness.

Hell's Fury [Epic]
Prerequisites: Fear aura, Aura of Terror, devil subtype, cha 31.
Benefit: When you dilate your aura, targets of your fear aura take hellfire damage equal to 1d6 per 3 hit dice you possess. Those who save against your aura are not affected.
Special: A creature with the Brand of the Nine Hells feat may select this feat, even if they do not possess the devil subtype. They must still fulfill all other prerequisites of the feat.
Reason for red: None of you are going to qualify for this. Ever. This is here for completeness.

Damnation [Epic]
Prerequisites: Fear aura, Hell's Fury, must be a member of Baator's nobility, must possess the devil subtype, cha 35.
Benefit: When you dilate your aura, it inflicts the effects of a Morality Undone spell on any who fail the will save versus fear. This is a supernatural abililty. The Morality Undone effect uses a CL equal to your total hit dice.
Special: A creature with the Brand of the Nine Hells feat may select this feat, even if they do not possess the devil subtype. They must still fulfill all other prerequisites of the feat.
Reason for red: None of you are going to qualify for this. Ever. This is here for completeness.

Vile Wounds [Epic, Vile]
Prerequisite: Vile Natural Strike or Vile Martial Attack, cha 21
Benefit: When you deal vile damage with your natural or martial attack, you deal a corrupted wound. Such a wound deals an additional point of vile damage per round to the target. Further, they must pass a will save each round they take further damage or become sickened. The save DC is 10+str modifier.
Special: This ability does not stack with other abilities that make a bleeding wound, such a a bearded devil's glaive or a horned devil's tail. The attacker may choose which sort of bleeding wound to inflict if more than one is possible.
Reason for red: None of you are going to qualify for this. Ever. This is here for completeness.
Inspired by: Death.

Protected Concentration [Epic, Domain]
Prerequisite: Combat Casting, Protection Devotion, con 21
Benefit: When you use protection devotion, you and all allies within the radius gain a sacred bonus to concentration checks equal to the AC bonus from Protection Devotion.
Reason for red: Sucks beyond belief. Terrible, pointless, stupid waste of a feat. Included for completeness.
Inspired by: Donald. He apologizes for this.

Blade of Divinity [Epic]
Prerequisites: Pious Templar level 11, cha 23
Benefits: When you deal damage with the favored weapon of your deity, you deal an extra 1d6 points of non typed divine damage.
Special: You may select this feat more than once. It's effects stack.
Reason for red: Beta feat for epic Pious Templar. I went in a more defensive direction; I may recycle this later for another class or feat chain. 1d6 also isn't very exciting for an epic feat, even a pre-req.
Inspired by: Eudard.

Wrath of Divinity [Epic]
Prerequisites: Blade of Divinity, cha 27
Benefits: When you make a successful smite attack with the favored weapon of your deity, half the damage you deal is non typed divine damage. This does not apply to effects such as flaming, frost or other energy abilities, or other abilities that add extra types of damage.
Reason for red: Beta feat for epic Pious Templar. I went in in a more defensive direction. This may be a bit too good anyway.
Inspired by: Eudard.

Self-sustaining [Epic]
Prerequisites: Toughness, con 23
Benefit: You no longer need to eat or drink to live. You are immune to any effect that causes a need to eat or drink. You may still eat or drink if you desire to.
Reason for red: If this hasn't been done elseware(need to check), I may finish this into a set of epic feats. For now it's off the table.

Deep Pockets [Epic]
Prerequisites: ????
Benefit: You have your own portable hole connected to yourself. Whenever you reach into your pockets, you may access it. You may put in or remove objects at will.
Reason for red: Idea I haven't really figured out. It's a cool concept and nothing more.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#4
Edit: All of this is outdated now. See below.

I'm posting an example of how you might convert a splatbook PrC into an epic level progression. Hellreaver is an excellent example, since it combines easy to continue modular abilities with irregular abilities and one off abilities. Notice how the modular abilities continue apace in Furious Strike and Divine Succor, while the irregular abilities do not. Divine Resolve/Shield is arguable, as it gains a +2 AC/save and +1 FS point spent boost at level 9 but I chose not to have it continue. If I had allowed it to continue, it would gain +2 AC/save and +1 FS spent at level 14 and every 5 levels thereafter.

Mettle, Call to Judgment and other one off abilities are not improved, as there is nothing to improve them with. Improving non modular abilities is the domain of epic feats, not epic class progression. There are examples of epic feats to continue hellreaver powers below. Do note that none of this is official material, it's an unfinished product presented to provide an example.

Epic Hellreaver

Hit die: d10.

Skill points at each level: 2 + int mod.

Furious Strike(Su): This ability continues to improve at level 13 and every three levels thereafter, each time by +2/+1d6.

Divine Succor(Su): This ability continues to improve at level 11 and every three levels thereafter, each time by ten points healed.

Bonus feats: The epic hellreaver gains a bonus feat(Selected from the epic hellreaver bonus feat list) at 14th level and every four levels thereafter. Epic Hellreaver Bonus Feat List: (Mix of paladin and fighter epic feats+hellreaver specific epic feats below.)

The epic Hellreaver:

Level   BAB   Special
11   +11           Divine Succor(40 points)
12   +12   -
13   +13   Furious Strike +10/+5d6
14   +14   Bonus Feat, Divine Succor(50 points)
15   +15   -
16   +16   Furious Strike +12/+6d6
17   +17   Divine Succor(60 points)
18   +18   Bonus Feat
19   +19   Furious Strike +14/+7d6
20   +20   Divine Succor(70 points)

Epic Furious Strike[Epic]
Prerequisites: Furious Strike ability.
Benefits: You deal an extra 1d6 damage on a successful furious strike. This damage stacks with the normal extra damage dice from furious strike.
Special: This feat may be taken more than once. It's bonuses stack.

Epic Divine Succor[Epic]
Prerequisites: Divine Succor ability, charisma 23.
Benefits: Anyone healed by your divine succor ability becomes immune to fear until the end of the encounter.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

I've worked out solid progressions for two PrCs that are likely to see epic play. These are good examples if you plan to take a PrC into epic levels, like Sacred Exorcist. The continuation feats of each are likely subject to a bit more revising, but they're in the right zone.

Epic Hellreaver

Triel? I remember him... Soon his memory will rest. Forward! - Gathiel, epic hellreaver, before the Maedian Crusade to Maladomini.

Hit die: d10.

Skill points at each level: 2 + int mod.

Furious Strike(Su): This ability continues to improve at level 13 and every three levels thereafter, each time by +1/+1d6. (Design note: Dropping the progression rate to +1 hit for every boost to furious strike is for balance purposes. I'm not entirely sure to hit progression can continue without furious strike becoming unbalanced.)

Divine Succor(Su): This ability continues to improve at level 11 and every three levels thereafter, each time by ten points healed.

Bonus feats: The epic hellreaver gains a bonus feat(Selected from the epic hellreaver bonus feat list) at 14th level and every four levels thereafter. Epic Hellreaver Bonus Feat List: Armor Skin, Blinding Speed, Devastating Critical, Epic Prowess, Epic Reputation, Epic Toughness, Epic Weapon Focus, Holy Strike, Overwhelming Critical, Spectral Strike. Also any Hellreaver continuation feat listed below.

The epic Hellreaver:

Level   BAB   Special
11   +11   Divine Succor(40 points)
12   +12   -
13   +13   Furious Strike +9/+5d6
14   +14   Bonus Feat, Divine Succor(50 points)
15   +15   -
16   +16   Furious Strike +10/+6d6
17   +17   Divine Succor(60 points)
18   +18   Bonus Feat
19   +19   Furious Strike +11/+7d6
20   +20   Divine Succor(70 points)

Crushing Furious Strike[Epic]
Prerequisites: Furious Strike ability, cha 21.
Benefits: You deal an extra 1d6 damage on a successful furious strike. This damage stacks with the normal extra damage dice from furious strike.
Special: This feat may be taken more than once. It's bonuses stack.

Spread Holy Fury[Epic]
Prerequisites: Divine Succor ability, cha 23.
Benefits: Anyone healed by your divine succor ability gains some the benefit of your holy fury. Any weapons they use count as good aligned and they are immune to fear. Both of these benefits last for the duration of the encounter.

Fiendstriker [Epic]
Prerequisites: Crushing Furious Strike, cha 25.
Benefits: When a fiend takes damage from your furious strike, they must make a saving throw(DC 10+1/2 HD+cha modifier) or be unable to use spell-like abilities for one round.
Special: This does not prevent the fiend from using any innate spellcasting it has or any supernatural abilities.

Unstoppable Crusade[Epic]
Prerequisites: Spread Holy Fury, cha 31.
Benefits: Allies within a 30 foot radius of you are shielded against evil. As an immediate action, you may spend 10 holy fury points to energize allies within 30ft. They gain the benefits of improved divine shield, improved divine resolve and holy succor(including the benefits granted from spread holy fury). The benefits of improved divine resolve and improved divine shield last for one round or until the next attack received or saving throw required expends them, whichever comes first.

---

Epic Pious Templar

For seven hours Nish held the gates to Temple Jalandra. Not a single demon set a hooved foot into the sacred ground. - Amarlin, elven bard.

Hit die: d10.

Skill points each level: 2 + int mod.

Smite (Su): The epic Pious Templar gains another smite attack at level 14 and every four levels thereafter. The epic Pious Templar adds his class level to damage with any smite attack, as normal.

Damage Reduction (Ex): The epic Pious Templar's damage reduction increases by one point at level 11 and every four levels after.

Bonus Feats: The epic Pious Templar gains a bonus feat(Selected from the Pious Templar bonus feat list.) at level 13 and every three levels thereafter. Epic Pious Templar bonus feat list: Armor Skin, Damage Reduction, Devastating Critical, Epic Prowess, Epic Reputation, Epic Toughness, Epic Weapon Focus*, Epic Weapon Specialization, Great Smiting, Holy Strike, Improved Combat Casting, Overwhelming Critical, Perfect Health, Spectral Strike. Also any Pious Templar continuation feat listed below.

* An epic Pious Templar may ignore the greater weapon focus prerequisite for epic weapon focus.

The Epic Pious Templar

Level   BAB   Special
11   +11   Damage Reduction 3/-
12   +12   -
13   +13   Bonus feat
14   +14   Smite 4/day
15   +15   Damage Reduction 4/-
16   +16   Bonus feat
17   +17   -
18   +18   Smite 5/day
19   +19   Bonus feat, Damage Reduction 5/-
20   +20   -

Improved Mettle [Epic]
Prerequisites: Mettle ability, con 19, wis 19
Benefits: If subjected to an effect that allows a Fortitude save or Will save for a partial or half effect, you take only the partial or half effect on a failed save (and no effect on a successful save, just as with mettle).

Unwavering Champion [Epic]
Prerequisites: Improved Mettle, Pious Templar level 16th, con 25
Benefits: Three times per day, you may take 10 on a saving throw. This does not guarantee success, only that you may take 10.

Divine Energy [Epic]
Prerequisites: Pious Templar smite 4/day, cha 23
Benefits: When you make a successful smite attack, you gain fast healing equal to your Pious Templar class level. This lasts for a number of rounds equal to your Pious Templar class level. This does not stack with other sources of fast healing.

Divine Restoration [Epic]
Prerequisites: Pious Templar smite 5/day, cha 27
Benefits: When you make a successful smite attack, you may choose to expend an extra smite. If you do so, you gain the benefits of a greater restoration spell at a caster level equal to your Pious Templar level.

---
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Post #4 being converted into a depository for epic feats I've created and that may be useful to you guys.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Added three new feats: Energy Replenishment(orange), Pulverize(red) and Deep Pockets(red). Automatic Empower spell was moved out of orange and into green.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#8
Twonew epic feats: Sacred Light is one that Eb had an idea for synergy. Vitalize Potion is an idea I'd been meaning to finish for awhile.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Added a slight edit to wondrous items pricing.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Locked, outdated topic. One last bump to let you guys know it's alive if you need anything.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?