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Started by Anastasia, August 06, 2011, 10:56:41 AM

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Anastasia

Bad news: AC's broke and new one won't be in until next week. Boo.

Good news: Finally finished epic skills. It's in the spoiler below. I'm going to do a tad more polishing over the next day or two and post them on R&S then. They're official as of this post, so feel free to use them. The full post will have some info on creating new epic skill usages and other things.

These use the SRD's epic skill usages as a base and build on them.

[spoiler]

Epic Skills

The goal of this is to create interesting epic skill usages that reward people for investing 24 or more ranks into a skill. These abilities are balanced around epic level play and assume that you have 10th level or higher magic as a factor in the campaign. These abilities blur the line between skill and sorcery. At this point, a typical character is well past being mundane, so this is meant to match that reality.

All epic skill usages are non magical unless noted otherwise, even if they mimic the effects of a spell. If an epic skill usage mimics a spell, the caster level is equal to the character's hit dice.

Requirements

To use epic skill usages, a character must have 24 or more ranks in that skill. A character who does not have those ranks may be able to make the DC of various epic skill usages, but they lack the training and insight to achieve those tasks, regardless of the check.

Reading the Tables

Tasks in italics are non epic skill tasks and may be accomplished by a character with less than 24 ranks in the skill. A skill in bold is a supernatural ability.

---

Epic Skills

Appraise



   
   
   
   
   
TaskDC
Detect Magic30
Identify40
Discern Curse50
Item History60

An epic appraiser can learn almost anything about an item, rivaling the divinations of mages and the wise words of sages.

Detect Magic

You can sense if an item is magical. You can then use Spellcraft to learn more about the item, as if you had already cast detect magic. This is a full round action.

Identify

You can analyze an item to learn more about it. This is identical to an identify spell and takes 5 minutes.

Discern Curse

You can safely identify cursed items when you appraise them. You learn if the item is cursed or not and the nature of the curse, plus you are not affected by the curse while appraising the item. This action is part of a normal appraise check. In essence, a check of 50 or higher prevents the appraiser from being cursed by an item while they appraise it. For the sake of interacting with more powerful curses and effects, treat this ability as analyze dweomer.

Item History

You can learn the history of an item by appraising it. This is equivalent to a legend lore spell and requires 10 minutes of appraising the item.

Balance



   
   
   
   
   
   
   
   
   
Narrow SurfaceDC
7-12 inches wide10
2-6 inches wide15
1-2 inches wide20
1/4th inch to 1 inch wide30
Hair-thin40
Liquid50
Cloud 60
Air70

A character this sure of foot can defy gravity in increasingly obvious ways. At high levels of skill, they can balance on thin air and use that to fly like a bird.

Extended Narrow Surface DCs

You can balance and move on surfaces of the width noted above. A DC 50 Balance check allows walking on liquids. A DC 60 Balance check allows walking on clouds, mist or anything insubstantial. A DC 70 allows you to walk on air. This grants you a fly speed equal to your land speed with perfect maneuverability for one round. Those that have chance of failing the DC 70 check are treated as having a permanent fly speed and are never at risk of losing their balance on account of taking damage.

Bluff



   
   
   
   
   
   
TaskDC
Instill Suggestion45
Display False Alignment50
Disguise Surface Thoughts50
Disguise Lies60
Assume False Alignment85

Bluffers of this skill can make people act as if enchanted, defeat spells that show the truth and even bluff well enough to temporarily take on a new alignment.

Instill Suggestion

You can bluff so convincingly that you overwhelm weaker minds. This is identical to a suggestion spell, except that it lasts for only 10 minutes. The save DC is 10 + 1/2 your hit dice + your Charisma modifier; the target may substitute a Sense Motive check in place of the Will save. Instilling a suggestion is a full round action. A suggestion that is saved against cannot be repeated in the same encounter, but a different one can. Instilling a suggestion is a standard action.

Display False Alignment

You can display a false alignment and mislead various effects that discern your alignment, such as detect evil. You choose an alignment and you register as that alignment to such effects. A false alignment lasts as long as the character is awake or until they dismiss it. Setting or dismissing false alignment is a full round action.

Disguise Surface Thoughts

You can trick mind-reading spells such as detect thoughts by projecting false surface thoughts. You can't entirely mask your thoughts, but you can change your apparent Intelligence score and can set your detected surface thoughts to whatever you wish. If someone attempts to use Sense Motive to detect your surface thoughts, this becomes an opposed check, though any result of 49 or lower on Sense Motive automatically fails.

Disguise Lies

You know how to lie so well that magic can't discern your lies. Spells such as detect lies and discern lies are ineffective against you, they do not detect your lies as lies. Opposed Sense Motive checks are not affected by this usage.

Assume False Alignment

You can maintain a bluff that fools reality. This is identical to display false alignment, except that you are treated as having that alignment for the sake of effects. A lawful evil character assuming a chaotic good alignment would be immune to the extra damage fro a holy weapon and take extra damage from an unholy weapon. A creature that suspects that you have assumed a false alignment can overcome this effect with a successful opposed Sense Motive check against your Bluff check.

This ability has no effect on qualifying for feats, prestige classes or other personal abilities, which continue to use your true alignment.

Climb



   
   
   
   
   
TaskDC
A perfectly smooth, flat, vertical surface40
A perfectly smooth, flat, overhang or ceiling50
A surface or ceiling that can't support you60
Air70

Characters with this level of climbing acumen can use anything to climb, even empty air.

Extended Climbing DCs

The character can climb surfaces as noted above. A DC 40 Climb check allows climbing a perfectly smooth, flat, vertical surface. A DC 50 Climb check enables climbing a perfectly smooth, flat overhang or ceiling. A DC 60 Climb check allows climbing things that won't be able to support you normally, such as mist, cobwebs or the sand in a sandstorm.

A DC 70 Climb check allows the character to climb air. This allows them to climb virtually anywhere.

Concentration

Concentration does not possess an epic usage.

QuoteBehind the Curtain: Why no epic usages for Concentration?

Concentration is a skill that greatly rewards the characters that want it. It's generally considered mandatory for a character with spellcasting or spell-like abilities of any note. It already gives out a greatly useful benefit and continues to scale up to provide protection against being disrupted while casting. There's not a lot of room to design or add to that; moreover, Autohypnosis occupies related niches that Concentration could claim. There isn't much room or need for Concentration to provide for new skill usages. If you wish, you could allow Concentration to borrow Autohypnosis skill usages that you feel fit.

Craft

Epic usages of Craft skills are divided into subgroups for each type of crafting. Some Craft skills use set DCs for unique effects while others add to the DC of an existing task.

Craft (Armorsmithing)



   
   
   
   
   
   
TaskDC modifier
Improved Armor Check Penalty+10
Improved Maximum Dexterity Cap+10
Improved Arcane Spell Failure+10
Improved Armor Bonus+20
Ethereal Armor+40

Master armorers can make armor far superior to that of normal smiths.

You can add multiple effects from the following options. The increases to DC stack. For example, improving the maximum dexterity cap and armor bonus of a set of armor once each increases the total DC by 30. Any armor modified must be masterwork.

Improved Armor Check Penalty

You can make armor a step above masterwork armor. Improved armor check penalty reduces the armor check penalty of the armor by 2. This can be applied multiple times to a single set of armor, each time reducing the armor check penalty of the armor by 2 (minimum 0) and increasing the total DC by an additional 10.

Improved Maximum Dexterity Cap

Your crafted armors are easier to move in. The maximum dexterity cap of the armor rises by 2. This stacks with special materials that also raise an armor's maximum dexterity cap, such as mithral. This can be applied multiple times to a single set of armor, each time increasing the maximum dexterity cap of the armor by 2 and increasing the total DC by an additional 10.

Improved Arcane Spell Failure

Your armors are suited to mages. This reduces the arcane spell failure of the armor by 10%. This can be applied multiple times to a single set of armor, each time reducing the arcane spell failure of the armor by 10% (minimum 0%) and increasing the total DC by an additional 10.

Improved Armor Bonus

You create armor that is tougher than the norm. The armor's armor bonus to armor class increases by 1. This stacks with any enhancement bonus the armor has. This can be applied multiple times to a single set of armor, each time increasing the armor bonus of the armor by 1 and increasing the total DC by an additional 20.

Ethereal Armor

You can make armor so solid that it can stop ghosts and touch attacks. The armor's armor bonus now applies to touch armor class. This includes any enhancement bonus the armor possesses.

Craft (Painting)



   
   
   
   
   
TaskDC
Photorealistic Painting50
Create Objects60
Paint Door70
Paint Demiplane90

Artists of this skill eliminate the line between artistic wonder and magic, combining the two through a mix of talent and skill.

Note

This skill is provided as an example of unusual or non standard craft skills.

Photorealistic Painting

You can make a painting that is an exact replica of what you sees. All details are fully correct, no matter how small, so long as you can perceive them. Creating a photorealistic painting takes one day's work.

Create Objects

Your ability to portray reality becomes indistinguishable from it. With a DC 60 Craft (Painting) check, you may replicate the effects of one pot of marvelous pigments. Creating objects takes one day's work. You cannot create items worth more than 100 gold in value.

Paint Door

You can draw a door, portal or other passage on a solid material and cause it to become real. With this, you can paint his own doors through walls as she sees fit. This ability works on any material or object, so long as it is not more than 10ft thick, an artifact or the work of a deity. This ability does not function on creatures. Painting a door takes one minute and lasts for one day.

Paint Demiplane

Your art is now capable of creating a world of pure imagination, a small demiplane that the painting is the portal to. The demiplane created has a radius in feet equal to the result of the skill checks times two. For example, a DC 90 result creates a demiplane 180ft in radius.

You determine the environment within the demiplane when you begin painting, reflecting most any desire you can visualize. You determines factors such as atmosphere, water, temperature, planar traits and the general shape of the terrain. This ability can create vegetation, but not animals or intelligent life. It can create construction of anything you can visualize, however, anything created must be non magical.

Once finished, the painting is the only portal into the demiplane. The demiplane is destroyed if the painting is destroyed. Creatures within the demiplane when it is destroyed suffer 10d6 points of damage and are ejected to a random location within the Astral Plane.

The time trait of a demiplane created in this way cannot be changed. It is always identical to the native plane of the artist.

Creating a demiplane takes one day per 5ft of the demiplane's radius. For example, a 180ft radius demiplane would take 36 days of work.

This is a supernatural ability.

Craft (Poisonmaking)



   
   
   
   
TaskDC modifier
Undetectable Poison+10
Stealthy Poison+20
Alter Delivery+25

Epic poisoners can make poisons that defy expectations and excel at stealth.

Note

In addition to other usages here, 24 ranks in this skill allow the creation of epic poisons. More information on epic poisons can be found here.

You can add multiple effects from the following options. The increases to DC stack. For example, making a poison undetectable and stealthy increases the total DC by 30.

Undetectable Poison

You can create poisons that are undetectable by typical magic. An undetectable poison cannot be detected with detect poison or similar divinations. A magical or otherwise supernatural poison will likewise not show to detect magic or similar spells. Non magical clues can still give away the poison, such as taste or smell. Knowledge checks are also unaffected.

Stealthy Poison

Your poisons are masterpieces of deception, allowing them to fool the senses. A stealthy poison's feel, smell, appearance or taste may be changed to whatever the character wishes. Only one such trait may be changed.

Alter Delivery

You can change a poison's method of delivery. The character may choose between contact, ingested, inhaled and injury. The poison created becomes a poison of that type.

Craft (Weaponsmithing)



   
   
   
   
   
   
TaskDC modifier
Improved Masterwork Weapon+15
Improved Design+15
Improved Range+20
Improved Damage Type+20
Improved Critical Multiplier+40

The character's weapons are unbelievably well made and downright deadly.

You can add multiple effects from the following options. The increases to DC stack. For example, improved masterwork weapon and improved design increases the total DC by 30. Any weapon modified must be masterwork.

Improved Masterwork Weapon

Your weapons are superior to masterwork weapons. The weapon's enhancement bonus to attack rolls rises by 1. This can be applied multiple times to a single weapon, each time increasing the weapon's enhancement bonus to attack rolls by 1 and increasing the total DC by an additional 15.

Improved Design

Your weapons are deadlier and strike with great force. The weapon's damage dice increase by one die size. For example, an improved design longsword deals a base of 1d10 damage instead of 1d8 damage. A weapon that deals damage by d12s instead converts to d6s, with 2d6 for each 1d12 of damage converted. This can be applied multiple times to a single weapon, each time increasing the weapon's damage dice size by 1 and increasing the total DC by an additional 15.

Improved Range

You can make weapons that fly far and true. The weapon's range increment doubles. A weapon without an existing range increment gains no benefit from this effect. This can be applied multiple times to a single weapon, each time doubling the weapon's range increment and increasing the total DC by an additional 20. Remember that two doublings equal a tripling and so forth.

Improved Damage Type

You know how to modify weapons to deal a different type of damage than normal. The weapon gains the ability to deal a second type of damage from the following list: bludgeoning, piercing and slashing. A weapon that already deals all three types of damage cannot be further improved with this effect.

Improved Critical Multiplier

Your weapons are extraordinarily deadly when they hit true. The weapon's critical multiplier increases by 1. For example, a longsword would deal x3 damage on a critical hit.

Decipher Script



   
   
   
TaskDC modifier
Full Comprehension+20
Fast Decipher+20

Codes are as easy to read as uncoded pages to a master decipherist.

Full Comprehension

Your understanding of deciphered texts rises to perfection. Instead of understanding the general content of a piece, you understands it fully. In essence, you can use this skill to read almost anything.

Fast Decipher

You can decipher material far faster than the norm. Deciphering script now happens at your normal reading speed, rather than at a speed of 1 minute per page deciphered. It is now a free action or a part of another action that involves reading.

Diplomacy



   
   
   
   
   
TaskDC
Instill Charm45
Inspire Fanaticism50
Instill Fearlessness65
Instill Domination80

An epic diplomat's silver tongue can manipulate people as surely as the strongest enchantment.

Instill Charm

You are so charming that you can force people to like you. This is identical to the effect of the charm monster spell, except that it lasts only 10 minutes. The Will save is 10 + 1/2 your hit dice + your Charisma modifier. Instilling charm is a standard action. A character that successfully saves against this charm is immune to further instill charm attempts for the rest of the encounter.

Inspire Fanaticism

You can inspire friendly or helpful NPCs to new heights. A fanatic character gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus to Will saves and a -1 morale penalty to armor class. Fanatics will do almost anything you ask, even if it's highly lethal.

Inspiring fanaticism requires 10 minutes time and lasts for one day. You may inspire fanaticism to any number of NPCs, but they all must be able to see and hear you in person.

Instill Fearlessness

You can give such a rousing speech that NPCs that hear it are undaunted by any horror. The targets gain immunity to any fear effect, except for an Intimidate check that equals or exceeds the Diplomacy check to instill fearlessness.

Instilling fearlessness takes one minute and lasts for one hour. You may inspire fearlessness to any number of NPCs, but they must all be able to see and hear him in person. This is a mind-affecting effect.

Instill Domination

You are so persuasive and overwhelming that people obey your every whim. This identical to the effect of a dominate monster spell, except that it only lasts for 10 minutes.

except it is non-magical and lasts for only 10 minutes. It can be sensed as if it were an enchantment effect (Sense Motive DC 25). The target is allowed a Will save to resist (DC is 10 + 1/2 your hit dice + your Charisma modifier). Instilling charm takes one minute (10 consecutive full-round actions). The Will save is 10 + 1/2 your hit dice + your Charisma modifier. Instilling domination is a standard action. A character that successfully saves against this domination is immune to further instill domination attempts for the rest of the encounter.

Disable Device



   
   
   
   
   
ReductionDC Modifier
1 step+20
2 steps+40
3 steps+60
4 steps+80

A master trapsmith moves far faster and disables traps in a blink of the eye.

Fast Disarm

You can disarm traps faster in exchange for making the task more difficult. The trap is reduced by a number of steps, with the steps being 2d4 rounds, 1d4 rounds, 1 round, a move action and a free action. For example, a trap that takes 2d4 rounds to disable reduced by 2 steps would only take 1 round.

Traps that take more than 2d4 rounds to disarm may be reduced at the DM's discretion.

Disguise



   
   
   
   
TaskDC
Illusory Appearance40
Alter Self50
Permanent Disguise80

Masters of disguise can make disguises so potent that they become magical illusions, or change the actual form of a creature since the disguise is more real than the creature's form.

Illusory Appearance

You can create disguises that transcend reality and become minor illusions. The disguised creature can be changed to anything of the same size category. The disguise is perfect to sight. Touch, smell and extraordinary senses and abilities that defeat illusions foil this skill usage. This illusion lasts until the the disguised character changes his appearance (such as removing or adding clothing), which causes the illusion to end. For the sake of interacting with effects, illusory appearance is an illusion effect.

This is a supernatural ability.

Alter Self

Your disguises are so effective that you can change the actual details of the disguised creature. This functions as an alter self spell except that the effect lasts until the disguised creature changes his appearance.

Permanent Disguise

You can make disguise so real that they become the new truth for the disguised character. This functions as alter self, except that the effect is instantaneous. Once disguised, the creature's new base form is the disguise. A wish or miracle spell can undo this change, as can another permanent disguise.

Escape Artist



   
   
   
   
TaskDC
Extremely Tight Space55
Wall of Force65
Prismatic Effect75

Expert escape artists are able to slip into absurdly small spaces and even elude magical effects.

Extremely Tight Space

This allows you to get through extremely tight spaces smaller than your head. This is as small as 2 inches square for a Medium creation. For each size category below Medium, halve the limit. For each one above Medium, double it.

This ability cannot be used on creatures.

Wall of Force

You are able to find a weakness in a wall of force or similar force effect. You are able to squeeze through it and bypass the effect.

Prismatic Effect

You can locate a tiny gap in a prismatic sphere, wall or similar effect. You are able to pass through and bypass the effect.

Forgery

Forgery does not possess an epic usage.

Gather Information



   
   
   
TaskDC Modifier
Avoid Suspicion+20
Rouse Suspicion-20

Skilled information gathers can deflect or focus attention keenly.

Avoid Suspicion

You can discreetly ask around about sensitive information, eliminating any chance that your questions raise suspicion. A failed check can still raise suspicion.

Rouse Suspicion

You can brazenly seek what he wishes and ensure you gets attention. This ensures that you will be noticed and draw attention.

Handle Animal



   
   
   
   
TaskDC ModifierTime Modifier
Train magical beast+30x2
Train vermin+40x3
Train other+50x3

The character can raise and train almost anything with enough skill.

You can teach, train or rear the creature type indicated above. Only a creature with an Intelligence score of 2 or lower can be taught, trained or reared. The time of any task is multiplied by the time modifier.



   
   
   
   
   
Reduce Time ByDC Modifier
1 step+20
2 steps+40
3 steps+60
4 steps+80

You can accept a higher DC in exchange for decreasing the time required for a task. If a task takes 2 weeks or more, each step reduces it by one week. If a task takes more than one day but less than two weeks, each success reduces it by a day. If a task has a time modifier from above, each step reduces the modifier by one multiple, to a minimum of x1.

Heal



   
   
   
   
   
   
TaskDC
Quicken Recovery40
Treat Blindness and Deafness45
Treat Limb Loss60
Perfect Recovery60
Resuscitate100

The greatest healers can manage feats that only magic can otherwise and even bring back the dead.

Quicken Recovery

You help a character regain hit points in an hour equal to long term care for a day. Up to six creatures can be treated at a time, though no one can benefit from quicken recovery more than once per day.

Treat Blindness and Deafness

You can restore damaged or lost sight and hearing. This takes one hour's time and cures the blinded and deafened conditions. You can treat the blindness and deafness of up to six patients at a time. For the sake of interacting with effects, treat this ability as heal.

Treat Limb Loss

Your skill allows them to recover lost extremities in a single hour of treatment. This restores lost fingers, toes, arms, legs and other such extremities. For the sake of interacting with effects, treat this ability as regenerate.

Perfect Recovery

This ability is identical to quicken recovery, except that creatures affected recover hit points equal to a week of long term care.

Resuscitate

You can bring back the recently dead with ten minutes of treatment. You can revive a character that has been dead for no more than 24 hours and a resurrection chance roll is required. A character resurrected by this effect is placed at -1 hit points and is stable. A character's body must relatively intact for this usage to be effective. Lost limbs and other unusual damage are not restored by this effect. Effects that prevent resurrection also stop resuscitate.

This is a supernatural ability.

Hide

Hide does not possess an epic usage.

QuoteBehind the Curtain: Why no epic usages for Hide?

In the case of Hide (as well as Move Silently), the skills are already well designed. As skill modifiers continue to rise in epic, Hide remains relevant as it is opposed by Spot. There's not much room or need to expand on this.

Intimidate



   
   
   
   
TaskDC
Instill Terror45
Force Helpfulness50
Instill Mass Terror70

Epic intimidators can spread terror just as a dragon's roar terrifies lesser creatures.

Instill Terror

Your mere glance can send another character into a panic. This is identical to the effect of the fear spell, except that it is nonmagical and lasts for only 1 minute. The Will save is 10 + 1/2 your hit dice + your Charisma modifier. Instilling terror takes a standard action.

Force Helpfulness

Your Intimidation attempts net greater aid than normal. This is identical to a normal Intimidate check, except that if your Intimidate check equals 50 or higher, you treat the target as helpful instead of friendly. 

Instill Mass Terror

You can look about and glare all enemies within 30ft into a mindless panic. This is identical to instill terror, except that it affects all enemies within 30ft.

Jump

Jump does not possess an epic usage.

QuoteBehind the Curtain: Why no epic usages for Jump?

In the case of Jump, there's not a lot of room to work with. Jumping is a limited skill by its nature, as doing something like allowing it to grant temporary flight changes is well away from jumping. At the DM's discretion, it may be possible to mimic other epic skill usages with Jump, such as from Balance or Climb.

Knowledge

Knowledge does not possess an epic usage.

QuoteBehind the Curtain: Why no epic usages for Knowledge?

Knowledge skills are well designed and equipped to continue into epic. The DCs to obtain knowledge about epic subjects naturally scales up appropriately. However, it is appropriate to allow knowledge checks to reveal epic skill usages related to that knowledge. For example, a Knowledge (Religion) check may reveal that an epic preacher's powerful sermons rely on epic uses of diplomacy.

Listen



   
   
   
   
   
TaskDC
Hear Ethereal Creatures50
Pinpoint Unseen Creatures60
Defeat Audible Illusion 70
Mimic Blindsight80

Those trained in the deepest secrets of listening can hear the faintest noise.

Hear Ethereal Creatures

Your hearing is so sharp that you can hear the subsonic whispers of ethereal movement. This allows you to hear an ethereal character's movement and actions. If the ethereal character cannot be seen, you can pinpoint what square it is in, though it still has total concealment. If an ethereal character uses Move Silently and exceeds DC 50 with its check, your Listen check must match or exceed the result of that check to detect it.

Pinpoint Unseen Creatures

You can detect where invisible creatures are by the slightest noise they make. You are aware of what square they are in. You may strike accurately and ignore the penalties for total concealment against the invisible character. If an invisible character uses Move Silently and exceeds DC 60 with its check, your Listen check must match or exceed the result of that check to detect it.

Defeat Audible Illusion

You can defeat illusions with an auditory component. You detect a slight imprecision in the illusion's sound which alerts you to the nature of the illusion. You do not need to make a Will save nor do you need to directly interact with it.

Mimic Blindsight

Your hearing is so sharp that nothing escapes you. You can concentrate to gain the benefit of blindsight 60ft for one round. Mimicking blindsight takes a move action. Characters that already have blindsight gain no benefit from this ability, though it may help if they have blindsight that relies on other senses that are blocked.

Move Silently

Move Silently does not possess an epic usage.

QuoteBehind the Curtain: Why no epic usages for Move Silently?

In the case of Move Silently (as well as Hide), the skills are already well designed. As skill modifiers continue to rise in epic, Move Silently remains relevant as it is opposed by Listen. There's not much room or need to expand on this.

Perform



   
   
TaskDC
Instill Fanaticism50

The epic performer can make those that watch him fanatic, as well as make a great deal of money in a single day.

Inspire Fanaticism

Your performance can drive friendly or helpful NPCs to sheer fanaticism. A fanatic character gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus to Will saves and a -1 morale penalty to armor class. Fanatics will do almost anything you ask, even if it's highly lethal.

Inspiring fanaticism requires 10 minutes time and lasts for one day. You may inspire fanaticism to any number of NPCs, but they all must be able to see and hear you in person.

Extended Performance Results Chart



   
   
   
   
Perform DCPerformance
40Once in a lifetime performance. In a prosperous city, you can earn 10d6 gp/day. In time, you may attract of extraplanar patrons.
60Otherworldly performance. In a prosperous city, you can earn 30d6 gp/day. In time, you will attract the attention of extraplanar beings and even deities.
80Impossible performance. In a propserous city, you can earn 60d6 gp/day. You will immediately attract the attention of deities related to performance.

Profession

Profession does not have any set epic usages. However, depending on the profession, a character may be able to mimic appropriate epic usages from other skills. For example, someone with Profession (Acrobat) may be able to use Balance's epic skill usages with Profession. These epic usages are left to the DM's discretion.

Ride



   
   
   
   
   
TaskDC
Stand on Mount40
Calm Mount45
Automatic Control50
Attack from Cover60

The best riders can control mounts and use them to a degree lesser riders cannot imagine.

Stand on Mount

You can stand on your mount's back at any time, even when it moves or in combat, at no penalty.

Calm Mount

You can control a mount to ignore anything but its own orders. The mount ignores any mind affecting and fear effects when this effect is used. Calm mount lasts for 10 minutes or until you dismount. Calming a mount is a free action.

Automatic Control

You can control a mount while in combat as a free action. If you fail, you control the mount with a move action as normal.

Attack from Cover

You can use his mount as cover at any time. You can attack, cast spells and other such actions without penalty while doing so.

Search

Search does not possess an epic usage.

QuoteBehind the Curtain: Why no epic usages for Search?

Many of Search's possible applications are superceded by Spot. At the DM's discretion, some of those usages may also be used by Search.

Sense Motive



   
   
   
   
   
TaskDC
Overcome Mirror Image40
Discern Alignment50
Detect Surface Thoughts50
Defeat Personal Illusion70

The wisest can discern a man's thoughts and deeds from a mere glance.

Overcome Mirror Image

You can spot tiny tells and automatically defeat the mirror image spell as well as similar spells, such as greater mirror image. You automatically know which images are the illusion and which is the creature. Overcome mirror image is a swift action.

Discern Alignment

You can discern a character's alignment. The target must be both visible and within 30ft. If the character targeted is displaying a false alignment with the Bluff skill, this becomes an opposed check. Success reveals the true alignment of the character, a failure with a check total of 50 or above shows the false alignment and a failure with a check total of 49 or less shows nothing. Discerning alignment is a swift action.

Detect Surface Thoughts

You are able to read the surface thoughts of others, as the third round of the detect thoughts spell. A Will save is allowed, the DC is 10 + 1/2 your hit dice + your Charisma modifier; the target may substitute a Bluff check in place of the Will save (see disguise surface thoughts in Bluff, above).

Defeat Personal Illusion

You can defeat any illusion that mimics a creature. You don't need to make a Will save or directly interact with the illusion, though you must be able to see it. Defeat personal illusion is a swift action.

Sleight of Hand



   
   
   
TaskDC
Steal Weapon30
Steal Creature50

The character can steal anything, even other creatures.

Steal Weapon

You can steal a sheathed weapon from another creature. It can't be more than one size category larger than you.

Steal Creature

You can steal another character, so long as that character is the same size or smaller as the original character. This displaces them up to 10ft. Treat this as a Hide check with a result of the character's Sleight of Hand check. There must be cover to hide unless the hidden character has the hide in plain sight ability. The stolen creature is free to move unless you take further measures.

Spellcraft



   
   
   
   
   
TaskDC
Quick Identification50
Discern Command Word55
Invoke Cantrip60
Discover Caster85

Epic Spellcrafters can discover great secrets or weave basic magic through manipulating the Weave.

Quick Identification

You can identify magical items as a standard action instead of over three rounds. Items that require a check result of 50 or higher to identify require a check that meets or exceeds that value.

Discern Command Word

You can puzzle out the command word of a magical item. This reveals the command word as well as any other factors in properly using an item. At the DM's discretion, this may not work on an artifact.

Invoke Cantrip

You can manipulate the strands of magic to mimic any single cantrip from the sorcerer/wizard spell list. They need not know the spell or even be able to cast magic, but they must have knowledge of the cantrip to be mimicked. Any save DCs are 10 + your Intelligence or Charisma modifier (your choice). Invoking a cantrip is a standard action.

Discover Caster

You can study the unique signature of a spell that's already in place and effect to discern who the spellcaster is. This reveals the name of the spellcaster, though no other information is provided. Spells cast by magic items or other inanimate objects reveal nothing. Discovering the caster of a spell takes one minute of study.

Spot



   
   
   
   
   
   
   
TaskDC
Notice an Active Invisible Creature20
Notice Stationary Living Creature30
Notice Invisible Object40
Notice Stationary Unliving Creature40
Defeat Visual Illusion70
Mimic Darkvision80

Eyes as keen as an eagle's see through almost anything.

Notice an Active Invisible Creature

You can notice the location of an active invisible creature. You can pinpoint the square the creature is in, though it still has total concealment from you.

Notice Stationary Living Creature

You can notice the location of a stationary living creature. You can pinpoint the square the creature is in, though it still has total concealment from you.

Notice Invisible Object

You can notice the location of an invisible object. You can pinpoint the square the object is in, though it has total concealment from you.

Notice Stationary Unliving Creature

You can notice the location of a stationary unliving creature. You can pinpoint the square the creature is in, though it still has total concealment from you.

Defeat Visual Illusion

You can notice tiny flaws in an illusion and see it for what it really is. The illusion must have a visual component.

Mimic Darkvision

You can focus his vision on parts of the spectrum not normally visible and see in darkness. You can concentrate to see in darkness, including magical darkness, at a range of 60ft. Mimicking darkvision takes a move action.

Survival



   
   
   
   
   
   
   
   
TaskDC
Full Speed Travel30
Automatic Safety45
Overcome Pass Without Trace50
Bypass Terrain55
Identify Creature60
Find Direction80
Figure Distance100


The character can get along in the wild as easily as in civilization.

Full Speed Travel

You can forage in the wild at full speed (no food or water supplies needed). You can provide the same benefit for a creature that travels with you for every 2 points your check exceeds 30.

Automatic Safety

You automatically succeeds on all Fortitude saves caused by severe weather. You can provide the same benefit for a creature with you for every 2 points your check exceeds 45.

Overcome Pass Without Trace

You can track trails obscured by pass without trace. You ignore the spell and use what the DC without the spell would be without it.

Bypass Terrain

You are able to pass through any terrain efficiently. You ignore the overland movement penalties of terrain. You can provide the same benefit for a creature that travels with you for every 2 points your check exceeds 55.

Identify Creature

You can analyze a creature by the tracks it left. You identify the race of the creature, such as human or elf.

Find Direction

You can study where you are and figure out the direction of where you wish to go. A successful check allows you to discern the direction to a location of the character's choice. This location must be one you has seen or have a good description of and must be on the same plane. Find direction is a full round action.

Figure Distance

This ability is identical to find direction, except that you also figure out how far it is to the location. Figure distance is a full round action.

Swim



   
   
   
   
TaskDC
Swim Up40
Swim Speed60
Aquatic Grace70

Water is as easy to move on as dry land for an epic swimmer.

Swim Up

You can swim up a waterfall or sharply angled surface, though you must stay mostly in the water or fully submerged.

Swim Speed

You are so skilled in the water it becomes second nature to you. A DC 60 Swim check grants a swim speed equal to one half of their land speed for one round. Characters that have no chance of failing the DC 60 check are treated as having a permanent swim speed.

Aquatic Grace

You are so graceful in the water that you move like it isn't there. You can concentrate to be able to move underwater freely. This is equivalent to a freedom of movement spell except is is non magical and lasts for 1 round. Aquatic grace takes a move action.

Tumble



   
   
   
   
   
TaskDC
Reduce Fall40
Free Stand45
Wall Climb50
Ignore Fall60

Inhuman grace and agility signify epic tumblers, as they can land safely from any fall and rise in the blink of an eye.

Reduce Fall

You can land nimbly and take the edge off almost any fall. You treat a fall as being half of the distance it actually was to determine damage.

Free Stand

You can stand up as a free action instead of a move action, though you still provoke an attack of opportunity.

Wall Climb

You can bounce between two walls to climb upward swiftly. The walls must be within 10ft of each other and you can move up to your land speed.

Ignore Fall

You can land from anything safely. You ignore fall damage, no matter how long of a fall it was. This only helps with the fall, not with anything damaging you land in, such as lava.

Use Magic Device

Use Magic Device does not possess an epic usage.

QuoteBehind the Curtain: Why no epic usages for Use Magic Device?

Use Magic Device can continue to scale up into epic, with artifacts and epic magic items providing appropriate challenges and rewards for this skill. There's little need to expand it, as more powerful magical items provide epic usages for it.

Use Rope



   
   
   
   
TaskDC
Animate Rope40
Quick Knot50
Powerful Knot60

The character can make ropes act to his every whim and tie knots in the blink of an eye.

Animate Rope

You can make a rope they hold do as they wish, as if alive. This is treated as an animate rope spell. Once animated, you do not need to keep holding it for it be animated.

Quick Knot

You rope work is uncannily fast. Tying a knot, tying a special knot or tying a rope around yourself is a swift action, binding a character is a standard action and splicing a rope together takes 1 minute.

Powerful Knot

You can knot a rope in such a way to greatly enhance its ability to hold weight. This doubles the amount of weight the rope can hold before breaking. You can tie two or more ropes together and there is no chance the knots will come undone.
<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?

Iron Dragoon

To do: find some more practical use things for Craft: Weaving. There's gotta be something.
This is not the greatest post in the world, no... this is just a tribute.

Anastasia

Quote from: Iron Dragoon on September 01, 2016, 03:06:47 AM
To do: find some more practical use things for Craft: Weaving. There's gotta be something.

Well, weaving's primarily used to make clothes, rugs and similar things, right? What could it produce along those lines that would fit epic skills?
<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?

Iron Dragoon

Not sure. Special nets? Bow strings? Special threads or clothes that add bonuses to like camouflage/hide type stuff? Scarves that give special temperature/survival bonuses? Bags or knapsacks that imitate bag of holding? I'm not really sure.
This is not the greatest post in the world, no... this is just a tribute.

Anastasia

Well, let's get into the design theory of epic skills. Epic skills tend to be applications of the skill taken to a superhuman level.

- An epic appraiser can learn the legend of an item by studying it, as a legend lore spell.
- An epic balancer can balance on mist and even thin air, able to fly like a bird by doing that.
- An epic painter can make photorealistic paintings, make paintings that turn into real objects and even paint a demiplane into existence.
- An epic healer can cause you to heal equivalent to a week's bed rest in an hour, restore lost vision and even raise the dead.
- An epic user roper can make a rope come alive as if animated by magic, tie complex knots with barely an effort and make ropes able to hold a great deal more weight simply by tying them just so.

It's not making anything new, it's taking what's there to mythical levels. Look at some old myths, what would someone who weaves like that be able to do? That's really the question to ask and extrapolate the answer from. I think you're on the right track there, just toss it over a bit and read the epic skills article with an eye for that in mind.
<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?

Iron Dragoon

#4445
Quote from: Anastasia on September 01, 2016, 11:28:56 PM
Well, let's get into the design theory of epic skills. Epic skills tend to be applications of the skill taken to a superhuman level.

- An epic appraiser can learn the legend of an item by studying it, as a legend lore spell.
- An epic balancer can balance on mist and even thin air, able to fly like a bird by doing that.
- An epic painter can make photorealistic paintings, make paintings that turn into real objects and even paint a demiplane into existence.
- An epic healer can cause you to heal equivalent to a week's bed rest in an hour, restore lost vision and even raise the dead.
- An epic user roper can make a rope come alive as if animated by magic, tie complex knots with barely an effort and make ropes able to hold a great deal more weight simply by tying them just so.

It's not making anything new, it's taking what's there to mythical levels. Look at some old myths, what would someone who weaves like that be able to do? That's really the question to ask and extrapolate the answer from. I think you're on the right track there, just toss it over a bit and read the epic skills article with an eye for that in mind.

What do you think of these? I have no idea how to assign an appropriate cost or DC to this kind of thing. Part of what I think might make these materials attractive to use/seek out is that the bonuses are non-magical, and thus non-detectable and stackable with magical effects.

Chameleon Silk: An article of clothing woven from this legendary, rare thread is able to be any color the wearer desires, in any pattern or effect they can imagine. When matched with a perceptive or telepathic wearer, they can ensure that they always stand out from the crowd. Or blend in perfectly.

Elemental Satin: An article of clothing woven from this material can imitate the protective thermal effects of a Planar Bubble. As long as the surrounding environment doesn't destroy the article, it will protect the wearer from environmental threats. The DC to overcome this protection is the Weaver's Craft: Weaving bonus.

Spider's Braid: This material is often used to serve as the grip of a weapon or to line the palms of gloves or boots. When used in this way, it grants a grip bonus. As a weapon grip, it grants a bonus against disarm attempts, equaling the Weaver's Craft: Weaving bonus. When used to line gloves, the wearer is granted a Climb check bonus equaling the Weaver's Craft: Weaving bonus. When used as the soles of boots, the wearer is granted a Balance bonus equaling the Weaver's Craft: Weaving bonus. When Spider's Braid Gloves and Boots are used in conjunction, the wearer is granted a climb speed of 10 feet, this bonus stacks with other bonuses to climb speed.

Dragon's Thread: This legendary thread is known for its sheer toughness and protective qualities. When a garment is made with this thread it provides the wearer with a 10 DR. This thread is difficult to make, so techniques have been developed to maximize the limited supply of it. If there is not enough thread to make a full garment, a skilled weaver can incorporate Dragon's Thread into other materials, granting that garment a 1-for-10% DR ratio (10% of the garment is Dragon's Thread = 1 DR).

Edit: Was also thinking about something like a special bandage. Something that could be made for the armies and doled out unit leaders to use to try and reduce casualties from like bleeding out and amputations. Maybe something using a material from the Hydras?
This is not the greatest post in the world, no... this is just a tribute.

Nephrite

You could also go the Rumpelstiltskin route of spinning straw into gold! Not really kidding about that.

Anastasia

Those are generally fine, but using your Craft (Weaving) bonus to determine save DCs and other things is a bad idea. Skill check modifiers rise extremely high and can be highly optimized for real absurdity. The ideas are all fine, the mechanics just need work. I'll fiddle with these tonight.
<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

<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

Oh yeah. Afina, do me a favor and check armor/weaponsmithing against what I posted for you in nagging awhile back. I don't think I changed anything between then and now, but a quick double check would help. (Beyond a style change.)
<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?

Ebiris


Yulia

Quickie: Did some cleaning near my computer that involved bleach spray. It's way stronger than we expected, so it needs time to air out. I may be a bit late on account of it.

Yuthirin

Numbered in order of importance to me as the PC, not to the characters.

1. Find a way to reliably obtain psionic items.

2. Need a proper PrC for Tryll's advancement. Something suitably epic and psionic, without doing something that another class does. Uniqueness! But also usefulness.

3. Figure out how to obtain the Paragon template (I am aware this may be impossible).
     -If this is unpossible, go full rainbow (but not like Afina because that's her thing, maybe contact Renbuu. Tryll's met him before)

4. Flesh out Irrigo race. (personal goal, not IC. Could be though, if you wanna.)

5. The Incredible Adventures of Calleigh and Rosa (plus Tryll)?

6. Acquire currency.

7. Calleigh wants a puppy. (this is probably not a good idea)

7a. Teach puppy psionics, because why not.

8. Write Muirfinn's Book
What if they're not stars at all? What if the night sky is full of titanic far-off lidless eyes, staring in all directions across eternity?

Anastasia

Quick notes.

1. Moonlight retrains Lathander's Rites into Skill Focus (Craft: Poisonmaking). She needs the latter for crafting, forgot it in char prep. Whoops.
2. Is a poison's craft DC isn't available (and many aren't), the Craft DC defaults to save DC + 10 as a working number. Craft DCs that are listed tend to be all over the place and I haven't noticed a theme, so I'm mostly winging it. I may adjust this later.
<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

<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?