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Epic Level Rules

Started by Anastasia, June 07, 2014, 01:54:31 PM

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Anastasia

Epic level rules cover characters with more than 20 class levels or hit dice. If you aren't familiar with the epic rules, go read the SRD's epic section or the Epic Level Handbook first. This presumes that anyone who reads further is familiar with those rules. What's presented here isn't an exhaustive listing of all the epic level rules, but instead the modifications used in Balmuria. When an epic level rule isn't contradicted here, it can be assumed that it still applies.

Epic Level Basics

1. The epic save bonus progression is reduced to level 23 and every 3 levels thereafter. So you gain a +1 bonus to all saves at 23, 26 and so on.
2. Epic base attack bonus is not used. Instead, base attack bonus growth continues on. That is, a class with good base attack bonus (fighter, paladin, ranger, monk) has a base attack bonus equal to the class level, a class with fair base attack bonus (cleric, bard) has a base attack bonus equal to the class level times .75 and a class with poor base attack bonus (sorcerer, wizard) has a base attack bonus equal to the class level times .50. For example, a 24th level fighter has a base attack bonus of +24, while a 28th level wizard has a base attack bonus of +14, while a fighter 12/cleric 15 has a base attack bonus of +23. No further iterative attacks are gained at +21 base attack bonus or higher.

Epic Class Features

1. As epic base attack bonus is not used, the base attack bonus of classes continues to rise past level 20 (or level 10 in the case of a prestige class).
2. Spellcasters cease to improve past level 20 in their casting class as written. However, at that point, the character may take the Epic Spell Capacity feat, which begins the epic spell progression. See the post Epic Magic Overview, below.

Epic Class Progressions

1. An epic monk gains a bonus feat at level 23 and every 3 levels thereafter. As monks are houseruled to gain good base attack bonus in Balmuria, they continue this progression into epic levels.
2. An epic paladin's special mount improves at level 21 and every 5 levels thereafter. Each improvement increases the mount's hit dice by two, the mount's natural armor by two, the mount's Strength score by 1 and the mount's Intelligence score by 1. It's mentioned that special mounts continue to improve, so this is just setting the pace.
3. An epic ranger gains a new favored enemy at level 25 and every 5 levels thereafter, and can improved a favored enemy by +2. This is updating the 3.0 favored enemy rules for epic ranger.
4. An epic dragon disciple gains a bonus spell at level 11 and every level thereafter.

Epic Skills

Epic skills can be found below in their own post.

Epic Feats

1. Epic feats are your normal feats gained at level 21 and every 3 levels thereafter. Bonus feats gained from standard classes of level 21 or a non-epic prestige class of level 11 or higher are epic feats and must be used to select epic feats unless noted otherwise. Bonus feats from a standard class of level 20 or lower or a non-epic prestige class of 10 or lower may not be used to select epic feats, no matter what your character level is.
2. Track your epic feats separately from your non-epic feats. This is to make organization easier.
3. Creating new epic feats is encouraged, as the amount of content for epic beyond the Epic Level Handbook is spotty. It comes with the territory. Most epic prestige class progressions posted here have a handful of new epic feats to go with them.
4. Epic feats usually require extreme amounts of skills. Unless noted otherwise, assume any WoTC printed epic feat requires half the skill ranks stated. The gate to taking epic feats is reaching 21 levels or hit dice, not having a bunch of skill ranks. It's redundant and further hurts characters that spread skill points around.
5. It's possible to break certain epic feats if you keep stacking them. It's expected that players and the DM will cooperate to prevent that from happening.

Epic Spells and Psionic Powers

1. Epic spells and psionic powers use a different system from the ELH. The normal spell level progression continues - at level 21 full casters get 10th level spells, bards get 7th level spells and paladins and rangers get 5th level spells. See the post Epic Magic Overview, below.
2. Epic domain spells are spotty. If you don't have one available, you can fill that domain slot with a domain spell of a lower level.

Epic Magic Items

1. Epic magic items are overpriced due to an arbitrary 10x price multiplier. Unless stated otherwise, assume an item's price is reduced in kind. For example, a 10,000,000 gold epic sword now only costs 1,000,000 gold.
2. Epic magic weapons, armor and shields have a caster level limit to how high you can increase them. Check the table in that section.

Epic Essentia

1. Essentia capacity increases by +1 to 5 at level 24 and by +1 at every 6 levels thereafter (30, 36, 42 and so on).
<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
Epic Feats Overview

Banned Epic Feats:
Spoiler: ShowHide


Several existing epic feats are banned. The reasons vary and are listed after each banned feat. Generally, it's because the feat violates a houserule, is replaced by a different feat doing the same thing or some sort of redundancy. A feat that is replaced by a new feat can be found in new epic feats, below.

Automatic Quicken Spell (Replaced by automatic metamagic)
Automatic Silent Spell (Replaced by automatic metamagic)
Automatic Still Spell (Replaced by automatic metamagic)
Craft Epic Magic Arms and Armor (Replaced by epic crafting)
Craft Epic Rod (Replaced by epic crafting)
Craft Epic Staff (Replaced by epic crafting)
Craft Epic Wondrous Item (Replaced by epic crafting)
Death of Enemies (Ban on instant death abilities)
Epic Leadership (Ban on leadership)
Epic Spellcasting (Banned, a different feat and epic spellcasting system is used.)
Forge Epic Ring (Replaced by epic crafting)
Great Charisma (Replaced by great ability)
Great Constitution (Replaced by great ability)
Great Dexterity (Replaced by great ability)
Great Intelligence (Replaced by great ability)
Great Strength (Replaced by great ability)
Great Wisdom (Replaced by great ability)
Improved Arrow of Death (Ban on instant death abilities)
Improved Death Attack (Ban on instant death abilities)
Improved Manifesting (Not needed with epic PP progressions. It's a boring treadmill feat.)
Improved Spell Capacity (Banned, a different feat and epic spellcasting system is used.)
Legendary Commander (Ban on leadership.)
Mighty Rage (Redundant with 3.5 barbarian, see the new Epic Rage feat below.)
Multispell (Replaced by multiaction to be friendly to non-mage swift action users.)
Scribe Epic Scroll (Replaced by epic crafting)
Vorpal Strike (Ban on instant death abilities)


Revised Epic Feats:
Spoiler: ShowHide


Armor Skin: Increase the natural armor bonus gained to +2 each time you take the feat.
Bane of Enemies: Change prerequisites to Survival 12 ranks and three or more favored enemies. This feat applies to natural weapons and weapon-like spells as well, and stacks with bane weapons and similar abilities.
Blinding Speed: Change prerequisite to Dex 19. Increase the number of rounds you can act as hasted to 25 per day. Considering 3.0's version used 3.0 haste, it's reasonable to boost this version for 3.5's nerfed haste.
Chaotic Rage: Change prerequisite to rage 3/day and chaotic alignment. This feat applies to natural weapons and weapon-like spells as well, and stacks with anarchic weapons and similar abilities.
Devastating Critical: Remove cleave and great cleave as prerequisites. Change the benefit to the following: Your critical multiplier with your chosen weapon increases by 1.
Dire Charge: Change the prerequisites to power attack and Str 21. Change the benefit to the following: When you charge, your attacks deal double damage, as if you were wielding a valorous weapon. This ability stacks with similar abilities. Remember that two doublings equal a tripling and so forth.
Epic Dodge: Change prerequisites to Dex 25 and dodge. Change the benefit to the following: You gain a +2 dodge bonus to armor class. This stacks with the dodge bonus from the dodge feat. Add a special line that reads as follows: A character may select this feat more than once. Its effects stack.
Epic Toughness: Add a prerequisite of toughness. Change the benefit to: Your Constitution modifier is considered two points higher to determine your hit points. In essence, you gain two hit points per hit die. Add a special line that reads as follows: A character can gain this feat multiple times. Its effects stack.
Holy Strike: This feat applies to natural weapons and weapon-like spells as well, and stacks with holy weapons and similar abilities.
Improved Favored Enemy: Change the prerequisite to three or more favored enemies. Increase the bonus to Bluff, Listen, Sense Motive, Spot, Survival checks and damage rolls against all your favored enemies to 2.
Intensify Spell: Change the spell level adjustment from seven levels higher to five levels higher.
Legendary Wrestler: Remove the prerequisite of escape artist 15 ranks. Change the benefit to: You gain a +10 bonus to CMB on grapple attempts and a +10 bonus to CMD against grapple attempts.
Lingering Damage: Decrease the sneak attack prerequisite to +5d6.
Overwhelming Critical: Remove cleave and great cleave as prerequisites. Increase the bonus damage to 2d6 for a x2 weapon, 4d6 for a x3 weapon and so on.
Righteous Strike: This feat stacks with axiomatic weapons and similar abilities.
Ruinous Rage: Decrease the rage prerequisite to 3/day.
Self Concealment: Reduce the hide and tumble ranks required to 15, reduce the dex prerequisite to 25.
Sneak Attack of Opportunity: Decrease the sneak attack prerequisite to +5d6.
Spell Opportunity: Reduce the spellcraft prerequisite to 12 ranks.
Terrifying Rage: Reduce the rage prerequisite to 3/day and the intimidate prerequisite to 12 ranks.
Thundering Rage: Reduce the rage prerequisite to 3/day. This feat applies to natural weapons and weapon-like spells as well, and stacks with thundering weapons and similar abilities.
Unholy Strike: This feat applies to natural weapons and weapon-like spells as well, and stacks with unholy weapons and similar abilities.
Vile Smite: Remove the prerequisites of power attack and unholy strike. Remove the prerequisite of evil alignment, since that's redundant with it being a vile feat.



New Epic Feats: [spoiler]

General feats

Aura of Allied Defense [Epic]
Prerequisite: Allied Defense, Improved Combat Expertise, cha 25
Benefit: Whenever you use the combat expertise feat, all allies within 20ft of you gain the same bonus to armor class (but not the penalty to attack rolls). This replaces (does not stack) the bonus from allied defense.

Automatic Metamagic [Epic, Metamagic]
Prerequisite: Any metamagic feat, spellcraft 15 ranks, ability to cast 9th level arcane or divine magic.
Benefit: Choose a non-epic metamagic feat you possess. All of your 0, 1st, 2nd and 3rd level spells are automatically affected by this metamagic without using higher level spell slots.
Special: You can gain this feat multiple times. Each time you take this feat, you may either select a different metamagic you possess and apply it to your 0, 1st, 2nd and 3rd level spells or apply it to the next three levels of spells of a metamagic feat that you already possess this feat for.. For example, a sorcerer with Automatic Metamagic(Empowerx2) would automatically empower all spells from 0 to 6th level.

Axiomatic Strike [Axiomatic, Epic]
Prerequisite: Ability to smite chaos, cha 25
Benefit: Any weapon you wield is treated as an axiomatic weapon (is lawfully-aligned and deals an extra 2d6 points of damage against creatures of chaotic alignment). This ability stacks with similar abilities.

Death Poison [Epic]
Prerequisite: Virulent Poison, Deadly Poison, Fast Poison, Relentless Poison.
Benefit: Your poison can now damage creatures otherwise immune to poison. Such creatures are affected, but they gain a +5 bonus to any saving throws to resist the poison and any damage or negative effects are halved. Magic such as delay poison is still effective.

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. Its enhancement bonus is counted as +2 higher and deals an extra +2d6 damage against demons. This stacks with similar effects. This bonus extends to natural weapons but not to spells or spell-like abilities.
Special: This feat has been developed in the Blood War by the devils, but a few mortals have learned its secrets and spread it to Creation.

Destructive Presence [Epic]
Prerequisite: Able to cause spiritual wounds
Benefit: Your presence is more straining on the Prime than normal. You raise the severity of the spiritual wounds you cause by one category. If you already cause the maximum level of spiritual wound available, increase the effect of the wound in some way (see rules in the spiritual wounds article).

Embrace of the Pale Mother [Epic, Vile, Anarchic]
Prerequisite: Iron Will, Epic Will, wis 29, must have Pale Night as a patron.
Benefit: Pale Night has gifted you with a glimpse of what lies beyond her ever-shifting veil. Through impossible willpower you have survived, mind forever twisted beyond mortal comprehension. You are immune to mind-affecting abilities of all types. In addition you now see flashes of the truth behind things. Once per day as a swift action on your turn, you may gain the benefits of a true seeing spell. This lasts for 6 minutes with a caster level equal to your hit dice.

Enhance Mount [Epic]
Prerequisite: Special Mount
Benefit: Your special mount gains a +2 bonus to Strength and Constitution, as well as a +1 bonus to attack rolls and armor class.
Special: You may select this feat more than once. Its effects stack.

Epic Ability Focus [Epic]
Prerequisite: Ability Focus for the ability you wish to select for Epic Ability Focus.
Benefit: Add +4 to the DC for all saving throws against the special attack on which the creature focuses. This stacks with the benefit from Ability Focus.
Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat it applies to a different special attack.

Epic Agile Shield Fighter [Epic]
Prerequisite: Agile Shield Fighter
Benefit: When you make a full attack, you may make a second attack with your shield, but with a -5 penalty.
Special: You may select this feat up to three times. The second time grants you a third attack with your shield a -10 penalty and the third time grants you a fourth attack with your shield with a -15 penalty.

Epic Blindsight [Epic]
Prerequisite: Blindsight 30ft or greater.
Benefit: Your blindsight doubles in range.
Special: This feat may be taken more than once. It's effects stack. Remember that two doubling equal a tripling, and so forth.

Epic Cold Focus [Epic]
Prerequisite: Greater Cold Focus
Benefit: Add +2 to the DC for all saving throws against spells you cast with the cold descriptor. This bonus stacks with similar bonuses, such as those granted by Spell Focus and Greater Spell Focus.

Epic Crafting [Epic]
Prerequisite: Any two item creation feats.
Benefit: You can create items that exceed 200,000 gold or items that exceed the normal limits for non-epic equipment. You must still have the normal, non epic feat to create an item in the first place, such as Craft Wondrous Item, Craft Ring and so on.

Epic Disarm [Epic]
Prerequisite: Improved Disarm, dex 23
Benefit: You gain a +6 bonus on the CMB check you make to disarm your opponent, as well as a +6 bonus to CMD to resist being disarmed. This stacks with the bonus from Improved Disarm. When you successfully disarm a foe, you may send the weapon up to 30ft away in a direction of your choice. At your choosing, you may take the weapon if you have a free hand or send it flying at an ally or enemy within 30ft. If sent at an ally and they have a free hand, they may catch the weapon as a free action and use it.  If sent at an enemy, it is treated as an improvised weapon. Resolve this as if you had thrown the weapon at them.

Epic Divine Might [Divine, Epic]
Prerequisite: Divine Might, cha 21
Benefit: When you use Divine Might, you deal twice your charisma modifier as bonus damage.

Epic Divine Shield [Epic]
Prerequisite: Blinding Speed, Divine Shield, cha 23
Benefit: You may use divine shield as a swift action.

Epic Favored Dodge [Epic]
Prerequisite: Favored Dodge, at least four favored enemies
Benefit: The benefits of your favored dodge feat apply to all of your favored enemies. You use the bonus for each favored enemy for that respective type of favored enemy.

Epic Inspire Heroics
Prerequisite: Inspire Heroics (4 targets), Perform 24 ranks
Benefit: Inspire Heroics can now be used as a swift action and it now provides all allies with Spell Resistance equal to 11 + your effective bard level for as long as it lasts in addition to its normal effects.

Epic Manifesting [Epic]
Prerequisite: Ability to manifest powers of the normal maximum level in at least one manifesting class.
Benefit: You can manifest powers of a higher level than the normal maximum. See the tables below for further progression. You must still have the requisite ability score (10 + power level) in order to manifest these powers.

Epic Master of Knowledge [Epic]
Prerequisite: Master of Knowledge, int 23
Benefit: You gain a +4 bonus to all knowledge checks. This stacks with the bonus from master of knowledge, skill focus and other such bonuses.

Epic Maximize Spell Like Ability [Epic]
Prerequisites: Maximize Spell Like Ability, cha 23
Benefit: Choose an ability to which you have selected maximize spell like ability for. You may maximize this spell like ability 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.

Epic Nemesis [Epic, Exalted]
Prerequisite: Nemesis, at least four favored enemies, wis 25
Benefit: The benefits of your nemesis feat apply to all of your favored enemies. You can discern between different types of favored enemies when you sense them.

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.

Epic Overrun [Epic]
Prerequisite: Improved Overrun, str 23
Benefit: You gain a +6 bonus on the CMB check to overrun a creature, as well as a +6 bonus to CMD to resist being overrun. This stacks with the bonus from Improved Overrun. You may overrun as many creatures as you like during your move, as long as you do not fail a CMB check to overrun a creature.

Epic Rage [Epic]
Prerequisites: Mighty Rage, str 21, con 21
Benefit: The bonuses to strength, constitution and will saves from your rage rise by +4.

Epic Rapidshot [Epic]
Prerequisite: Rapidshot, Improved Rapidshot, dex 25
Benefit: When you use your rapidshot attack, you get a second extra attack. The attack is at your highest base attack bonus and follows all the rules for Rapidshot.

Epic Shieldmate [Epic]
Prerequisite: Improved Shieldmate
Benefit: The shield bonus your shieldmate feat grants friendly adjacent creatures equals your shield bonus to armor class. If you have the shield barrier and shield evasion feats, they apply to friendly adjacent creatures as well.

Epic Spell Capacity [Epic]
Prerequisite: Ability to cast spells of the normal maximum level in at least one spellcasting class.
Benefit: You can cast spells of a higher level than the normal maximum. 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 spells of these new levels or metamagic spells or this level as normal.

Epic Spell Focus (Good) [Epic, Exalted]
Prerequisite: Spell Focus (Good)
Benefit: Add +2 to the DC for any spell you cast with the good descriptor. This stacks with the bonus from Spell Focus (Good).

Epic Sunder [Epic]
Prerequisite: Improved Sunder, str 23
Benefit: You gain a +6 bonus on the CMB check you make to sunder a creature's equipment, as well as a +6 bonus to CMD to resist your equipment being sundered. This stacks with the bonus from Improved Sunder. When you successfully destroy a creature's worn or carried equipment by sundering, you may choose to deal any damage in excess of the amount needed to sunder the equipment to the creature instead.

Epic Tactical Advantage [Epic]
Prerequisite: Tactical Advantage, at least four favored enemies, wis 23
Benefit: The benefits of your tactical advantage feat apply to all of your favored enemies. You use the bonus for each favored enemy on that respective type of favored enemy.

Epic Trip [Epic]
Prerequisite: Improved Trip, str 23
Benefit: You gain a +6 bonus on the CMB check you make to trip your opponent, as well as a +6 bonus to CMD to resist being tripped. This stacks with the bonus from Improved Trip. When you deal damage to a creature you tripped with your extra attack from Improved Trip, they must make a Fortitude save (DC 10 + 1/2 hit dice + strength modifier) or be unable to move or rise from being prone for one round. They may still act otherwise.

Epic Zen Archery [Epic]
Prerequisite: Zen Archery, wis 23
Benefit: You may apply your Wisdom modifier place of your Strength modifier for ranged attack damage rolls.

Fast Poison [Epic]
Prerequisites: Virulent Poison, Blinding Speed
Benefit: Your poison deals secondary damage one round after infection, instead of one minute.

Final Blitz [Epic]
Prerequisite: Rapid Blitz, dex 23
Benefit: You can designate a fourth target for your spring attack feat. In addition to the third attack you gain from your rapid blitz feat, you may make a fourth attack at a -15 penalty.

Heavenly Turning [Epic, Exalted]
Prerequisite: Exalted Turning, cha 25
Benefit: When you channel positive energy, you treat evil outsiders as undead. They take damage from your turning, even if they would normally heal from positive energy.

Honeydip's Charge [Epic]
Prerequisite: Dire Charge, Superior Initiative, dex 25
Benefit: When you charge and a creature makes an attack of opportunity against you, that creature is denied their dexterity bonus to armor class until the beginning of your next turn. Creatures with uncanny dodge are immune to the effects of this feat.

Improved Intuitive Attack [Epic, Exalted]
Prerequisite: Intuitive Attack, wis 19
Benefit: With a simple weapon of your size or a natural weapon, you may use your Wisdom modifier instead of your Strength modifier on weapon damage rolls.

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.

Inspire Health [Epic]
Prerequisites: Perform 24 ranks
Benefit: You can use song or poetics to draw out the inner health in yourself and your allies within 50ft. Any creature who can hear you perform within that range gains temporary hit points equal to their hit dice x 10, up to a maximum of double their total hit points, for 5 rounds and for 5 rounds after the bard stops singing. In addition, they are healed of effects such as fatigue and exhaustion, and any dying creature who hears this song is stabilized. Inspire Health is a mind-affecting ability.

Inspire Mobility [Epic]
Prerequisite: Perform 24 ranks
Benefit: You can use song or poetics to inspire mobility in yourself and your allies within 50ft. Any creature who can hear you perform within that range gains the benefits of a Haste and Freedom of Movement spells (caster level equal to your bard level). This lasts for as long as you perform and 5 rounds after. Inspire Mobility is a mind-affecting ability.

Jormugandr's Charge [Epic]
Prerequisites: Combat Reflexes, Dire Charge, Epic Overrun, str 31
Benefit: You may overrun opponents as part of a charge. These overrun attempts are free actions as part of your charge. In addition, you may choose to make a melee attack against any creature you successfully overrun in this manner. Make the attack at your highest base attack bonus. Each attack you make in this fashion counts as one of your attacks of opportunity for the round.

Magic Bane [Epic]
Prerequisite: Pierce Magical Concealment, Pierce Magical Protection
Benefit: Your weapons are treated as being magebane. Against any creature with spellcasting, your weapon's enhancement bonus is treated as two points higher and you deal an extra 2d6 points of damage per hit. This stacks with similar abilities.
Special: Taking this feat reduces your caster level for all your spells and spell-like abilities by 4.

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.

Order Incarnate [Axiomatic, Epic]
Prerequisite: Spurn disorder, cha 21
Benefit: The powerful order you represent grants you a +6 circumstance bonus to Bluff and Intimidate checks versus chaotic creatures. Such creatures recognize you for what you are and act appropriately.

Persistent Divine Might [Divine, Epic]
Prerequisite: Divine Might, cha 21
Benefit: When you use Divine Might, it lasts for a number of rounds equal to your charisma modifier.

Psionic Crush [Epic, Psionic]
Prerequisite: Greater Psionic Fist, str 21, base attack bonus+21
Benefit: When you use your psionic fist feat, you also deal damage to the target's power point reserve. They take damage to their power point reserve equal to the damage the attack dealt. For example, an attack that deals 50 points of damage also deals 50 points of power point damage.

Pulverize [Epic]
Prerequisites: Great Ability (Strength), Power Attack, base attack bonus+21, str 29
Benefit: You deal 1.5 times your Strength modifier with the damage of melee and ranged attacks. If you use a two handed weapon, you instead deal two times your Strength modifier. If you have secondary natural weapons that deal one half of your Strength modifier to damage, they now deal your full Strength modifier to damage.
Normal: You deal your normal Strength modifier to damage for melee and ranged attacks. If you use a two handed weapon, you deal 1.5 times your Strength modifier for damage.

Relentless Poison [Epic]
Prerequisite: Deadly Poison
Benefit: If the victim of your poison fails it's secondary save against your poison, it must save again in another minute or again suffer secondary damage from the poison. This continues until the victim is incapacitated, killed, is cured of the poison or passes a saving throw against the poison.
Special: If you possess the fast poison feat, the time between saves is reduced to one round.

Selune's Fall [Epic]
Prerequisite: Epic Disarm, Epic Trip
Benefit: Whenever you succeed on a disarm or trip maneuver against a target, you also automatically succeed on the other maneuver. For example, if you successfully trip an opponent, you also disarm them. This counts as making both maneuvers for the sake of benefits from feats, such as the extra attack from improved trip.

Sever the Weave [Epic]
Prerequisite: Mage Slayer, Magic Bane, str 25
Benefit: Spellcasters are not aware that they may not cast defensively near you. In addition, anyone you hit with an attack of opportunity must make a Will save (DC 10 + your Str modifier + 1/2 your hit dice) or be unable to cast spells or spell-like abilities for 1 minute.
Special: Taking this feat reduces your caster level for all your spells and spell-like abilities by 4.

Shield Barrier [Epic]
Prerequisites: Shield Specialization, Shield Ward.
Benefit: You may apply your shield bonus to armor class as a bonus to Reflex saves.

Shield Evasion [Epic]
Prerequisites: Shield Barrier, dex 19
Benefit: Whenever you are using a shield, you are treated as having the evasion special quality. This evasion works in any type of armor, including heavy armor.

Soothing Presence [Epic]
Prerequisite: Able to cause spiritual wounds
Benefit: Your presence is less straining on the Prime than normal. You lower the severity of the spiritual wounds you cause by one category, to a minimum of no wound caused.

Specialized Metamagic [Epic, Metamagic]
Prerequisite: Easy Metamagic, Spellcraft 15 ranks.
Benefit: Select a metamagic feat that you possess. The level adjustment of this metamagic feat decreases by 2, to a minimum of +0. This stacks with the benefit from Easy Metamagic.

Stygian Critical [Epic]
Prerequisites: Overwhelming Critical, Staggering Critical, str 23
Benefit: When you confirm a critical hit with a weapon for which you have the Improved Critical feat, the target is also slowed for 3 rounds. This overlaps (does not stack) with the benefits from the Staggering Critical feat. In addition, the target must make a Will save (DC 10 + 1/2 your hit dice + Strength modifier) or be confused for 3 rounds as well due to sudden, brief amnesia.

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.

Supernatural Disruption [Epic]
Prerequisite: Supernatural Instincts, dex 23
Benefit: When you successfully deal damage on an attack of opportunity caused by a supernatural ability (from your Supernatural Instincts feat), the target must make a concentration check or lose the action, as if it was a disrupted spell. The DC for this check is equal to the damage you inflict with your attack of opportunity. Supernatural abilities disrupted in this way are lost and wasted, plus if the ability has a limited number of uses, this disrupted use counts against the limit for it.

Vile Divine Might [Divine, Epic, Vile]
Prerequisite: Divine Might, cha 25
Benefit: The extra damage from your divine might ability is vile damage.

Vile Sunder [Epic, Vile]
Prerequisite: Epic Sunder, Vile Martial Strike, cha 25
Benefit: Objects that you damage or destroy by sundering are more difficult to repair. Objects that are damaged or destroyed by your sunder can only be repaired within an area that has been consecrated or hallowed. Additionally, the Craft DC to repair the item increases by a number equal to your hit dice. If magic is used to repair the item (including using item creation feats), the caster must succeed on a caster level check with a DC equal to your hit dice to repair the item, otherwise the spell fails.

Vile Sneak Attack [Epic, Vile]
Prerequisite: Sneak attack+6d6, any one of Vile Martial Strike, Vile Ki Attack or Vile Natural Attack
Benefit: The extra damage from your sneak attack is vile damage.

Vivacious Spell [Epic, Exalted, Metamagic]
Prerequisite: Consecrate Spell, Energize Spell
Benefit: A spell modified this feat is transformed into pure bright, life-filled energy. Any damage the spell inflicts becomes divine typed damage and the spell gains the good descriptor. In addition, the spell deals double damage to undead and evil outsiders. A vivacious spell uses a spell slot three levels higher than the actual spell's level.

From epic progressions and epic classes

Adaptable Diplomat [Epic]
Prerequisite: Three or more favored embassies
Benefit: The time needed to change a favored embassy is reduced to one week. In addition, during this time, you do not lose the benefit of the favored embassy you are abandoning. Instead, you lose this benefit when you gain the benefits to your new favored embassy.

Adept Stowaway [Epic]
Prerequisite: Stowaway
Benefit: You gain a +5 bonus to the level check to determine if you can successfully stow away on a conjuration (teleportation) spell or spell-like ability.
Special: You may select this feat more than once. Its effects stack.

Aligned Damage Reduction [Epic]
Prerequisite: Favored Soul level 21st, must worship a deity with a lawful, chaotic, good or evil component to his alignment.
Benefit: Choose a non neutral alignment component you possess. You gain the opposite as a qualifier to bypass your favored soul damage reduction. For example, a lawful good favored soul may choose to add the chaotic or evil qualifier to her favored soul damage reduction.

Arcane Knowledge [Epic]
Prerequisite: Arcane Dilettante (6 spells), int 23
Benefit: You gain an additional two spells per day with Arcane Dilettante.
Special: You may select this feat more than once. Its benefits stack.

Arcane Mastery [Epic]
Prerequisite: Arcane Dilettante (6 spells), int 25
Benefit: Select two spells from an arcane spell list that do not appear on the sorcerer/wizard spell list. You may now prepare these two spells with Arcane Dilettante. You may not select a spell of a higher level than you can cast with Arcane Dilettante.

Archfiend's Gift [Epic]
Prerequisite: Dark Gift, cha 25
Benefit: The bonus to save DCs from your dark gift ability rises by two. In addition, this bonus now applies to your mortalbane shout and condemn mortal abilities.

Armor Mastery [Epic]
Prerequisite: Heavy Armor Optimization, dex 15
Benefit: When you are wearing heavy armor, raise the maximum dexterity bonus of the armor by 3.
Special: You may select this feat more than once. Its benefits stack.

Armor Melter [Epic]
Prerequisite: Dragon's Heat, Searing Dragonfire Strike
Benefit: As a standard action, you may fire a single arrow. If it is a dragonfire strike and activates your dragon's heat ability, the heat metal spell it creates deals damage to anything it heats. The objects take full damage from the fire and ignore the equipment's hardness. Equipment reduced to 0 hit points through this are reduced to molten metal and worthless.
Normal: Heat metal does not deal damage to objects it affects.

Armor of Faith [Epic]
Prerequisite: Armor Skin, Favored Soul level 23rd.
Benefit: The protection of your deity surrounds you at all times. You gain a +2 sacred bonus to armor class if good or neutral. If you are evil, you gain a +2 profane bonus to armor class instead.

Aura of Inspiration [Epic]
Prerequisite: Source of Inspiration, cha 25
Benefit: Your inspiration is like an aura, affecting all those close to you. This functions as Source of Inspiration, except as noted here. All allies within 30ft gain the benefit of your inspiration. Doing this is extraordinarily taxing and requires an additional 6 points of inspiration per use, on top of what the ability already costs.

Aura of Numbers [Epic]
Prerequisite: Share Numerology.
Benefit: All allies within 30ft, including yourself, gain the benefit of a numerology when you use it. Unwilling allies are not affected.

Automatic Quick Cast [Epic]
Prerequisite: Quick Cast 3/day
Benefit: Your 1st and 2nd level duskblade spells are automatically quickened. You need not use a daily use of Quick Cast to cast them as a swift action.
Special: You may select this feat more than once. Each time you do, the next two levels of duskblade spells are automatically quickened.

Barrier Piercer [Epic]
Prerequisite: Epic Dispelling Shot
Benefit: Your dispelling shots ignore various magical barriers that would normally stop them, such as wind wall, wall of force, solid fog, prismatic wall or prismatic sphere, so long as they were cast by one of your favored enemies. This does not apply to barriers created by spells with an instantaneous duration.

Blending the Two Schools of Strategy [Epic]
Prerequisite: Dance of Divine Might (Maximize), cha 25
Benefit: When you use your Dance of Divine Might ability, you may choose to both empower and maximize the divine caster's next spell. You must make a successful Spellcraft check (DC 20 + spell level) to enhance the spell. All other rules regarding this ability follow as described in Dance of Divine Might.

Butcher's Glee [Epic, Vile]
Prerequisite: Mutilation class feature.
Benefit: Whenever you successfully use your scarring strike or mutilation class feature, you gain a +2 profane bonus to armor class, attack rolls, damage rolls and saving throws. This bonus lasts until the end of the encounter. Multiple bonuses from successful scarring strikes or mutilations stack, to a maximum of +8.

Cloak of Numbers [Epic]
Prerequisite: Balance class feature.
Benefit: You gain a new numerology to use. By combining numbers together, you create a shield of numbers to protect you. This functions as a holy aura spell with two exceptions. First, you gain spell resistance 25 against spells with any alignment descriptor (good, evil, lawful and chaotic) or from a non neutral spellcaster (any alignment but neutral). Second, you may select from holy aura, unholy aura, shield of law and cloak of chaos for the effect that happens to creatures who strike you. This effect works any non neutral person that strikes you. This must be chosen at the time of using the numerology. Regardless of your choice, the DC for this ability is 10 + your Charisma modifer + 1/2 your hit dice.

Combat Insight [Epic]
Prerequisite: Sharp-Shooting, Ranged Precision+4d8, wis 19
Benefit: You may add your Wisdom modifier to the damage you deal with successful ranged attacks with your bow.

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. Its benefits stack.

Curse of the Guilty [Epic]
Prerequisite: Inescapable Guilt, cha 23
Benefit: When you successfully smite the guilty, the target is also cursed, as if by a bestow curse spell. The caster level equals your hit dice. The exact conditions of the curse are chosen at the time of your smite. The target must survive your smite the guilty for this ability to work. Creatures slain by smite the guilty are not affected, even if later raised. Due to the vehemence of your conviction against the guilty, this curse can only be removed by a wish, miracle or a remove curse with a caster level equal to your hit dice. This is a supernatural ability, spell resistance applies.

Dance of the Hunting Raptor [Epic]
Prerequisite: Dance of the Soaring Eagle, Dire Charge, Tumble 24 ranks
Benefit: You are able to swoop down and deliver utterly devastating blows. Whenever you charge an opponent beneath you, the benefit from Dance of the Soaring Eagle improves. Your charge now grants you a +6 bonus to hit and a +4 bonus to damage. If you successfully hit, the target is knocked prone. Further, unless the target passes a will save (DC 10 + 1/2 hit dice + strength modifier), they are shaken for 3 rounds by your fearsome display of martial prowess.

Dawnstrike [Epic]
Prerequisite: Sword of Light, Divine Strike, cha 21
Benefit: Whenever you successfully sneak attack undead with your divine strike ability, you deal an extra point of damage per die of sneak attack. This is a supernatural ability.

Deathless Body [Epic]
Prerequisite: Deathless Frenzy, con 25
Benefit: You are much harder to kill. Lower the amount of damage needed to kill you by 40 points. For example, taking this feat means that you do not die until you reach -50 hit points, rather than -10 hit points. All other rules for being reduced to below zero hit points continue to apply.
Special: You may select this feat more than once. Its benefits stack.

Divine Rejection [Epic]
Prerequisite: Divine Interference, cha 19
Benefit: The DC to cast a divine spell within 30ft of you increases by 4. If a divine spell fails due to this ability, the caster is momentarily stunned and drops his defenses. Treat this as the caster provoking an attack of opportunity.
Special: This feat may be taken more than once. The increase to the DC to cast a divine spell stacks.

Divine Temptation [Epic]
Prerequisite: Eternal Control, cha 25
Benefit: Your charm, suggestion, adjust morality and domination temptation abilities can affect creatures immune to mind-affecting abilities. They gain a +5 bonus to any saving throw the ability allows.

Draconic Fortitude [Epic]
Prerequisite: Dragonshape, con 25
Benefit: Your study of draconic power floods the natural resiliency of dragons into your body. You gain immunity to paralysis and sleep effects.

Emergency Skirmish [Epic]
Prerequisite: Skirmish+4d6/+4 AC, dex 25
Benefit: Once per day you may make an emergency skirmish. On your turn you may declare an emergency skirmish. You count as having moved 10ft for the sake of skirmish, even if you do not move that round.
Special: This feat may be taken more than once. Each time you take it, you may use emergency skirmish another time per day.

Embrace of Wings [Epic]
Prerequisite: Dragonshape, con 19
Benefit: You blur the line between your normal form and your draconic form, causing you to sprout dragon wings. This grants you a fly speed equal to two times your base land speed.

Endless Cuts [Epic]
Prerequisite: A Thousand Cuts, dex 21
Benefit: You may use your a thousand cuts ability an additional two times per day.
Special: You may select this feat more than once. Its benefits stack.

Epic Ability Boon [Epic]
Prerequisite: Ability Boon+6
Benefit: The ability score bonus from Ability Boon rises by 2.
Special: You may select this feat more than once. Its benefits stack.

Epic Coordinate [Epic]
Prerequisites: Coordinate+3
Benefit: The bonus you grant with your coordinate ability rises by 2.
Special: You may select this feat more than once. Its benefits stack.

Epic Dancer's Strike [Epic]
Prerequisite: Dancer's Strike, cha 21
Benefit: You now gain the benefit of your Dancer's Strike ability at all times. You do not need to use a standard action to activate it. In addition, your Dancer's Strike now counts as epic to bypass damage reduction.

Epic Dispelling Shot [Epic]
Prerequisite: Greater Dispelling Shot
Benefit: Your dispel check for greater dispelling shot gains a +2 bonus.
Special: You may select this feat more than once. Its benefits stack.

Epic Enchant Weapon [Epic]
Prerequisite: Enchant Weapon+2
Benefit: The enchantment bonus that Enchant Weapon grants rises by 2.
Special: You may select this feat more than once. Its benefits stack.

Epic Favor [Epic]
Prerequisites: Favor+4
Benefit: You gain a +2 bonus to checks to call in a favor with your favor ability. In addition, you may call in an additional favor per week.
Special: You may select this feat more than once. Its benefits stack.

Epic Fiendslaying [Epic]
Prerequisite: Fiendslaying +3/+3d6
Benefit: Your fiendslaying bonuses increase by +1 and +1d6.
Special: You may select this feat more than once. Its benefits stack.

Epic Font of Inspiration [Epic]
Prerequisite: Font of Inspiration, int 19
Benefit: Your maximum inspiration rises by four points.
Special: You may select this feat more than once. Its benefits stack.

Epic Heavy Armor Optimization [Epic]
Prerequisite: Greater Heavy Armor Optimization, con 19
Benefit: When you are wearing heavy armor, lessen the armor check penalty of the armor by 4 and increase the armor bonus by 3. Both of these effects stack with the benefit of the Heavy Armor Optimization and Greater Heavy Armor Optimization feats, for a total lessening of the armor check penalty by 7 and a total increase to the armor bonus of 5.

Epic Knowledge of the Wyrm [Epic]
Prerequisite: Knowledge of the Wyrm, int 23
Benefit: Choose two knowledge skills besides knowledge: arcana. These two knowledge skills now gain the benefit of your knowledge of the wyrm ability.

Epic Mortal Hunting [Epic]
Prerequisite: Mortal Hunting+3
Benefit: Your mortal hunting bonuses rises by two.
Special: You may select this feat more than once. Its benefits stack.

Epic Poison Touch [Epic]
Prerequisite: Poison Touch, reached maximum level on the Poison Touch table, con 21
Benefit: The poison you can generate with poison touch and related abilities that use the poisons from it increases. See the table below.



   
   
Str or Dex damageCon damageInt, Wis or Cha damage
2d61d62d4

Epic Power Dive [Epic]
Prerequisite: Power Dive, Dire Charge, dex 25
Benefit: Whenever you make a Power Dive, you deal triple normal damage at the end of your charge. This replaces the benefit of double normal damage from Dire Charge.

Epic Rip Portal [Epic]
Prerequisite: Rip Portal, str 23
Benefit: When you rip a portal open, you show expert precision. When you use rip portal, you may choose an exact location and your portal will take you there, instead of 5-500 miles away.

Epic Shield Ally [Epic]
Prerequisite: Improved Shield Ally
Benefit: You may now absorb all the damage directed at an adjacent ally. You need not use an immediate action to use your shield ally ability and may choose to absorb an attack as a free action. In addition, you now have the ability to absorb damage from spells and other effects (but not ongoing effects, such as being on fire or poisoned).

Epic Skirmish [Epic]
Prerequisite: Skirmish+3d6/+3 AC
Benefit: If the bonus to AC granted when you use your skirmish ability is equal to or higher than the number of dice of extra damage granted by your skirmish ability, your extra damage on skirmish attacks increases by 1d6. If the bonus to AC granted by your skirmish ability is less than the number of dice of extra damage granted by your skirmish ability, the bonus to AC when skirmishing increases by 1 instead.
Special: This feat may be taken more than once. Its effects stack.

Epic Swoop [Epic]
Prerequisite: Swoop, dex 23
Benefit: Your swoop ability improves in two aspects. You may now move double your normal movement speed when making a swoop. Each attack after the first no longer suffers a cumulative -1 penalty to hit.

Epic Vision of the Skies [Epic]
Prerequisite: Vision of the Skies
Benefit: The blindsight granted from Vision of the Skies increases by 120ft.
Special: You may select this feat more than once. Its benefits stack.

Eternal Dragonshape [Epic]
Prerequisite: Dragonshape 2/day, Extra Dragonshape
Benefit: You may use your dragonshape ability at will and its duration does not expire. The temporary hit points you gain by transforming only function a number of times per day equal to the number of dragonshape transformations you could make without this feat.

Expanded Esoterica [Epic]
Prerequisite: Major School Esoterica, int 19
Benefit: You may use your major school esoterica and your epic school esoterica (if you have that feat) an additional three times per day.
Special: You may select this feat more than once. Its benefits stack.

Extended Numerology [Epic]
Prerequisite: Numerology 6/day, Extend Spell.
Benefit: Your numerology ability now lasts for one hour instead of ten minutes.

Extra Confidence [Epic]
Prerequisite: Confidence of the Fated 2/day
Benefit: You may use your confidence of the fated ability 1 additional time per day.
Special: You can gain this feat multiple times. Its effects stack.

Extra Deific Foe [Epic]
Prerequisite: 3th Deific Foe
Benefit: You may select a new deific foe.
Special: You may select this feat more than once. Its benefits stack.

Extra Dragonshape [Epic]
Prerequisite: Dragonshape
Benefit: You may use your dragonshape an additional two times per day.

Extra Meltdowns [Epic]
Prerequisite: Cleansing Meltdown
Benefit: You may use your cleansing meltdown ability an additional two times per day.

Extra Mimic Class Feature [Epic]
Prerequisite: Mimic Class Feature 3/day
Benefit: You may use your Mimic Class Feature ability an additional two times per day.
Special: You may select this feat more than once. Its benefits stack.

Extra Missiles [Epic]
Prerequisite: Magic Missile Mastery
Benefit: You now produce another missile when you cast magic missile. This is identical to magic missile mastery, raising the number of missiles you can produce by one and the caster level needed to do so by 2. For example, a caster who can produce up to 6 missiles at caster level 11th can now produce up to 7 missiles at caster level 13th.
Special: You may select this feat more than once. Its benefits stack.

Extra Rip Portal [Epic]
Prerequisite: Rip Portal, str 21
Benefit: You may use your rip portal ability two more times per day.
Special: You can gain this feat multiple times. Its effects stack.

Extra Speed Burst [Epic]
Prerequisite: Speed Burst 2/day, dex 23
Benefit: You may use your speed burst ability an additional two times per day.
Special: You can gain this feat multiple times. Its effects stack.

Extra Telekinetic Overload [Epic]
Prerequisite: Telekinetic Overload
Benefit: You may use your telekinetic overload special ability an additional time per day.
Special: You may select this feat more than once. Its benefits stack.

Extra Terrain [Epic]
Prerequisite: Any planar terrain mastery
Benefit: You may select a new planar or non-planar terrain mastery.
Special: You may select this feat more than once. Each time you take this feat, select a new mastery.

Extra Thralls [Epic]
Prerequisite: Eternal Control, cha 25
Benefit: The number of creatures you can affect at one time with eternal control rises by 2.
Special: You may select this feat more than once. Its benefits stack.

Far Reaching Assistance [Epic]
Prerequisite: Skill Assistance (20ft), int 19
Benefit: The range of your skill assistance ability is doubled.
Special: You may select this feat more than once. Its benefits stack. Remember that two doubling equal a tripling and so forth.

Favored Hunter [Epic]
Prerequisite: Favored Enemy, Track, Survival 15 ranks, wis 21
Benefit: You gain a +10 bonus to Survival checks to track creatures that are one of your favored enemies. This stacks with the bonus to Survival checks from favored enemy. You may track creatures protected by a pass without trace spell or similar measures, so long as they are one of your favored enemies.

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 your hit dice + your Cha modifier) or be unable to use spell-like abilities for one round per hellreaver level you possess.
Special: This does not prevent the fiend from using any innate spellcasting it has or any supernatural abilities.

Fire Terrain Master [Epic]
Prerequisite: Desert terrain mastery, fiery planar terrain mastery
Benefit: You no longer require water to survive.

Fist of Anarchy [Epic]
Prerequisite: Dancer's Strike (Chaotic)
Benefit: Your fists are imbued with a shard of pure chaos, as wild and unpredictable as your dances. Your unarmed strikes count as anarchic weapons, dealing an extra 2d6 points to creatures of lawful alignment. This ability stacks with similar abilities.

Flood [Epic]
Prerequisite: Melody of Water (Rise), cha 25
Benefit: You are more than you were before when you are within your melody of water. You gain a +4 bonus to all ability scores when in melody of water. This stacks with the other benefits of melody of water.

Foebane [Epic]
Prerequisite: 3rd Deific Foe
Benefit: When you attack creatures who qualify for your deific foe ability, you treat any weapon you wield (including natural weapons) as a bane weapon. This stacks with bane weapons and similar abilities.

Force Breaker [Epic]
Prerequisite: Unstoppable 2/day, str 25
Benefit: You can break walls of force and similar force effects without using unstoppable. The DC to do so remains the same, though you do not gain unstoppable's +20 bonus when doing so. In addition, a successful melee attack against a creature with a force effect granting it a bonus to armor class automatically ends the effect.

Great Ability [Epic]
Benefit: Choose any ability score. You gain a +2 bonus to that ability score.
Special: You may select this feat multiple times. You may choose a different ability score each time or the same one. If you choose the same ability score more than one, the effects stack.

Great Ego [Epic]
Prerequisite: Ego Manifestation 1/day.
Benefit: The power of your ego can overwhelm your lessers. You may use your ego manifestation power as a swift action and the bonus to Intimidate checks rises by +4 to a total of +8.

Greater Blur [Epic]
Prerequisite: Blur class feature, cha 23
Benefit: When you use your blur class feature from Arcane Duelist, the miss chance it grants is now 50%. Further, creatures who bypass this miss chance with special senses, such as tremorsense or blindsight, suffer a 20% miss chance against you. True Seeing still overcomes this effect.

Greater Mirror Image [Epic]
Prerequisite: Mirror Image class ability, cha 21
Benefit: Your mirror image ability is now treated as greater mirror image. It is now an immediate action to use and each round on your turn, another image is created up to the maximum of eight images.

Greater Poison Gaze [Epic]
Prerequisite: Poison Gaze, con 19
Benefit: Select a single type of poison you can generate from the poison touch table. Any creature that comes within 30ft of you is affected by this poison and must save as normal. A creature must save against this poison each round it remains within 30ft of you. This follows all the rules for gaze attacks. You may deactivate or activate your gaze as a free action at any time.

Greater Shadow Servant [Epic]
Prerequisite: Improved Shadow Servant.
Benefit: The shadows you summon gain the benefit of the evolved template. These shadows always gain unholy blight as a spell-like ability, do not roll to determine what spell-like ability they gain.

Great Wyrm's Might [Epic]
Prerequisite: Dragonshape, con 23
Benefit: When you use your dragonshape ability, increase the form's age category by one. Increase hit dice and all abilities as normal. For example, selecting this feat once would change your dragonshape from a mature red dragon to an old red dragon. If you
Special: You may select this feat more than once. Its benefits stack.

Group Aid [Epic]
Prerequisite: Inspire Confidence 3/day, cha 21
Benefit: The amount of people you can affect with Inspire Confidence and Inspire Greatness is doubled. This is applied after all other modifiers to the number of people you can affect.

Improved Aligned Strike [Epic]
Prerequisite: Aligned Strike 2/day, cha 19
Benefit: When you align a weapon with align strike, you may choose two alignments (chaotic, evil, good or lawful) for the weapon to count as. You may not choose opposing alignments (good and evil, lawful and chaotic). In addition, the duration of aligned strike is doubled.

Improved Aura of Confidence [Epic]
Prerequisite: Aura of Confidence (+2), cha 21
Benefit: The benefit granted by your aura of confidence increases by +1.
Special: You can gain this feat multiple times. Its effects stack.

Improved Aura of Entropy [Epic]
Prerequisite: Aura of Entropy, cha 25
Benefit: Your aura of entropy causes a -2 penalty on all saving throws and armor class.

Improved Banishment [Epic]
Prerequisite: Censure Demons, cha 25
Benefit: When you censure demons, you may attempt to dismiss as many demons as you stun. In addition, demons of any hit dice are eligible to be dismissed if they fail the Will save versus stunning.

Improved Cunning Insight [Epic]
Prerequisite: Cunning Insight, int 21
Benefit: The bonus you gain from using Cunning Insight now equals your Intelligence modifier + 2.
Special: You may select this feat more than once. Each time you choose this feat, the bonus to Cunning Insight rises by 2.

Improved Cunning Knowledge [Epic]
Prerequisite: Cunning Knowledge, int 23
Benefit: You may now use your Cunning Knowledge skill up to three times per day on a single skill.
Normal: You can only use Cunning Knowledge once per day on a particular skill.

Improved Deific Foe [Epic]
Prerequisite: 3th Deific Foe
Benefit: Your morale bonus to attack and damage rolls against deific foes rises by 2.
Special: You may select this feat more than once. Its benefits stack.

Improved Discoveries [Epic]
Prerequisite: Draconic Discovery (4th), Improved Metamagic
Benefit: You may select any metamagic as the metamagic that draconic discoveries applies to your chosen spells.
Normal: You many only select a metamagic with a level adjustment of 4 or less.

Improved Dispelling Shot [Epic]
Prerequisite: Epic Dispelling Shot, dex 25
Benefit: Your dispelling shots ignore miss chance from spells, such as from a blur or displacement spell. Spells that produce multiple illusory targets, such as mirror image, do not affect your dispelling shot.

Improved Divine Cancellation [Epic]
Prerequisite: Divine Cancellation, cha 21
Benefit: You may use your divine cancellation ability without readying an action to do so. You may use it as many times per round as you wish, even if you are flat footed. Doing so does not count against your next turn's actions.

Improved Elemental Fury Form [Epic, Shapeshift]
Prerequisite: Shapeshift ability, Elemental Fury form with great cleave, wis 27
Benefit: Your elemental fury form gains even greater powers. While in elemental fury form, the bonuses to Strength, Fortitude saves, Reflex saves, Will saves and natural armor rise by 4.

Improved Embassy [Epic]
Prerequisite: Three or more favored embassies
Benefit: Add +2 to the bonus on Diplomacy, Gather Information, Knowledge(nobility and royalty) and Sense Motive for all your Favored Embassies.
Special: You can select this feat more than once. Its effects stack.

Improved Enchant Chosen Weapon [Epic]
Prerequisite: Enchant Chosen Weapon+3, cha 23
Benefit: The enhancement bonus for your chosen weapon rises by one.
Special: This feat may be selected more than once. Its benefits stack.

Improved Favor [Epic]
Prerequisite: Favor+4, cha 21
Benefit: You may re-attempt a failed favor check, consuming another weekly use of your favor ability.
Normal: You may only attempt a particular favor once, and may not try again on failure.

Improved Favored Plane [Epic]
Prerequisite: Three or more favored planes
Benefit: Add +2 to the bonus on Bluff, Diplomacy, Gather Information, Listen, Sense Motive, Spot, and Survival checks and damage rolls to all of your favored planes.
Special: You can gain this feat multiple times. Its effects stack.

Improved Fling Skyward [Epic]
Prerequisite: Fling Skyward
Benefit: You fling creatures skyward with vast force. A creature you fling skyward now takes 1d8 points of damage per 10ft fallen. This damage is no longer limited by the maximum falling damage.
Normal: A creature takes 1d6 points of damage per 10ft fallen. The maximum damage for this or any fall is 20d6 damage.

Improved Insightful Acclimation [Epic]
Prerequisite: Insightful Acclimation, wis 23
Benefit: You only need one minute of engaged conversation or close observation to use your Insightful Acclimation ability.

Improved Magic Missiles [Epic]
Prerequisite: Missile Might
Benefit: You gain a +1 bonus to the caster level of magic missile. This stacks with the bonus from missile might.
Special: You may select this feat more than once. Its benefits stack.

Improved Manifest Elemental [Epic]
Prerequisite: Manifest Elemental (Huge)
Benefit: When you use your manifest elemental ability, you may instead summon a greater earth elemental. This is the equivalent of an 8th level spell.

Improved Opportunistic Shot [Epic]
Prerequisite: Opportunistic Shot, Combat Reflexes, Extended Precision
Benefit: You threaten a range of 60 feet around you with your bow. You may make ranged attacks of opportunity with your bow in this range, by any action that would normally provoke an attack of opportunity. You may only shoot arrows to take these attacks of opportunity.

Improved Passionate Aura [Epic]
Prerequisite: Passionate Aura, cha 23
Benefit: The morale bonuses to attack rolls, weapon damage rolls and saving throws from your passionate aura increase to +6.

Improved Precise Strike [Epic]
Prerequisite: Precise strike+2d6
Benefit: Add 1d6 to your precise strike damage.
Benefit: You can select this feat more than once. Its benefits stack.

Improved Pyrosynthesis [Epic]
Prerequisite: Pyrosynthesis, con 19
Benefit: The amount of hit points restored by pyrosynthesis increases to three times the level of the fire descriptor spell cast. For example, casting fireball heals nine hit points.

Improved Quick Search and Hide [Epic]
Prerequisite: Quick Hide, Quick Search, dex 21
Benefit: You may search a 5-foot-by-5-foot area or a volume of goods 5 feet on a side or use Bluff to create a diversion to hide as a swift action, instead of a move action.

Improved Ranged Precision [Epic]
Prerequisite: Ranged Precision+3d8
Benefit: Your ranged precision damage rises by 1d8.
Special: You may select this feat more than once. It's benefits stack.

Improved Rapid Mutilation [Epic]
Prerequisite: Rapid Mutilation
Benefit: When making a full attack action, you may declare any one attack to be a mutilating attack. This functions as normal for a mutilating attack.

Improved Scarring Strike [Epic]
Prerequisite: Scarring Strike (2d4)
Benefit: Your scarring strikes no longer suffer a -2 penalty to hit and now deals 2d6 points of Charisma damage.

Improved Shadow Servant [Epic]
Prerequisite: Shadow Servant (Greater Shadow), cha 25
Benefit: You now summon 1d4+1 greater shadows with your shadow servant ability.
Normal: You can only summon 1 greater shadow with your shadow servant ability.

Improved Shapeshift Size [Epic, Shapeshift]
Prerequisite: Shapeshift ability
Benefit: When you shapeshift, you may choose to become one size larger than normal. This stacks with any size increases a shapeshift grants, up to a maximum size of Colossal.
Special: You can select this feat more than once. Its benefits stack.

Improved Song of Life [Epic, Exalted]
Prerequisite: Celestial Music (Song of Life), cha 23
Benefit: When you sing the song of life, your Singer of the Celestial Choir level is considered four levels higher to determine the fast healing rate it bestows.
Special: This feat can be selected more than once. Its effects stack.

Improved Strike of Oblivion [Epic]
Prerequisite: Strike of Oblivion (2d4)
Benefit: Add +1d4 to your strike of oblivion damage.
Special: You may select this feat more than once. Its benefits stack.

Improved Swift Surge [Epic]
Prerequisite: Swift Surge+2/20ft/+2d6
Benefit: Your swift surge improves by one step. If your dodge bonus and bonus damage are equal, your bonus to attack rolls and dodge bonuses increases by one. If your dodge bonus is higher than your bonus damage, your bonus damage and speed increases by +1d6 and 10ft, respectively.
Special: You can gain this feat multiple times. Its effects stack.

Improved Temptation [Epic]
Prerequisite: Temptation (Adjust Morality), cha 21
Benefit: Add +2 to the save DC of your temptation abilities.
Special: You may select this feat more than once. Its benefits stack.

Improved Terrain Bonus [Epic]
Prerequisite: Terrain bonus+2
Benefit: Your terrain bonus increases by 1.
Special: You may select this feat more than once. Its benefits stack.

Improved Terrifying Shriek [Epic]
Prerequisite: Terrifying Shriek, Ability Focus (Terrifying Shriek)
Benefit: Your Terrifying Shriek ability now affects all creatures within 150ft of your first target.

Inescapable Guilt [Epic]
Prerequisite: Smite the Guilty 3/day, cha 21
Benefit: Whenever you successfully smite the guilty, the target is also affected by a mark of justice spell.  The exact mark and conditions to manifest it are chosen at the time of your smite. The target must survive your smite the guilty for this ability to work. Creatures slain by smite the guilty are not affected, even if later raised. This is a supernatural ability, spell resistance applies.

Inspire Nobility [Epic]
Prerequisite: Inspire Greatness (3 allies), cha 25
Benefit: You can inspire the essence of nobility within allies, granting them great ability. This functions similarly to Inspire Confidence, except that you can affect one person per 3 Noble levels (round down). Each ally to be inspired gains a +4 competence bonus to the same ability score, which you must choose before you begin inspiring. You may Inspire Nobility once for every 5 levels of Noble you have (round down).
Special: If you have the Noble's Ego feat, you may affect yourself with Inspire Nobility.

Integrate Class Feature [Epic]
Prerequisite: Mimic Class Feature 3/day
Benefit: For the sake of prerequisites for feats and prestige classes, you are treated as having the following class features: evasion, rage, smite, sneak attack xd6(x=Chameleon level/3) and turn undead. Feats and class features that augment these abilities do so when you use them with Mimic Class Feature.  For example, Great Smiting makes your smites more effective and you could use a use of your Mimic Class Feature to power a divine feat. Feats and class features that grant extra uses of one of these abilities do not grant extra uses of Mimic Class Feature.

Integrated Aptitude Focus [Epic]
Prerequisite: Aptitude Focus 3/day, int 21.
Benefit: Select an aptitude focus. You gain the matching benefit below. You do not need to have this aptitude chosen to gain the benefits of this feat.
Arcane Focus: You may use your arcane spellcasting from Chameleon to qualify for feats and prestige classes. For example, an 11th level Chameleon has a caster level of 21 to qualify for feats and can qualify for a prestige class that has 4th level arcane casting as a prerequisite. If you take a prestige class that advances arcane spellcasting, it may either stack with pre-existing arcane spellcasting and progress it, such as if you have levels in wizard; if you do not have previous arcane spellcasting progression, you do not gain it, but you may stack levels of that prestige class with your Chameleon level to determine your Chameleon caster level for Arcane Focus.
Combat Focus: You gain an effective Fighter level equal to your Chameleon level to qualify for feats and prestige classes. For example, an 11th level Chameleon may qualify for Greater Weapon Focus. If you possess Fighter levels or levels in another class that stack with Fighter levels to determine your total Fighter level for feats, they stack with this feat. For example, an 11th level Chameleon and 2nd level Fighter would have an effective Fighter level of 13.
Divine Focus: You may use your divine spellcasting from Chameleon to qualify for feats and prestige classes. For example, an 11th level Chameleon has a caster level of 21 to qualify for feats and can qualify for a prestige class that has 4th level divine casting as a prerequisite. If you take a prestige class that advances divine spellcasting, it may either stack with pre-existing divine spellcasting and progress it, such as if you have levels in cleric; if you do not have previous divine spellcasting progression, you do not gain it, but you may stack levels of that prestige class with your Chameleon level to determine your Chameleon caster level for Divine Focus.
Stealth Focus: You gain an effective Rogue level equal to your Chameleon level to qualify for feats and prestige classes. For example, an 11th level Chameleon could successfully flank a 7th level rogue with Improved Uncanny Dodge. If you possess Rogue levels or levels in another class that stack with Rogue levels to determine your total Rogue level, they stack with this feat. For example, an 11th level Chameleon and 2nd level Rogue would have an effective Rogue level of 13. In addition, you gain an effective amount of virtual sneak attack dice equal to one half of your Chameleon level. This does not bestow actual sneak attack to you, but allows you to qualify for feats and prestige classes that require sneak attack, such as Arcane Trickster.
Wild Focus: You may use your Wild Empathy and Woodland Stride abilities to qualify for feats and prestige classes.

Knight's Presence [Epic]
Prerequisite: Fighting Challenge (Daunting Challenge), cha 19
Benefit: The DCs from your various fighting challenge abilities rises by 2. In addition, you may reduce the minimum Intelligence for your fighting challenge abilities to work by 1.
Special: You can select this feat more than once. The bonus to DCs stack. The bonus to minimum Intelligence stacks, to a minimum of 1.

Knight's Defense [Epic]
Prerequisite: Shield Block+3, Shield Evasion
Benefit: Your bonus from shield block rises by 2 and you gain a 25% miss chance whenever you use a shield. This applies to all attacks that target you, including spells, but not effects such as a spread or area attack.
Special: You can select this feat more than once. The bonus to shield block stacks. The miss chance stacks twice, to a maximum of 50%.

Knight's Will [Epic]
Prerequisite: Fighting Challenge (Loyal Beyond Death), con 25
Benefit: You may use your loyal beyond death ability to delay the effects of abilities that would utterly destroy you, such as disintegration. While you are under the effect of loyal beyond death, effects that would destroy your body do not do so until you cease to use loyal beyond death. You still take the damage these effects would deal, and sufficient healing will still prevent your death.

Knight's Endurance [Epic]
Prerequisite: One of Epic Fortitude, Reflexes or Will, Impetuous Endurance
Benefit: Instead of automatically failing a saving throw on a natural 1, you treat the result as a 10 instead.

Lasting Aid [Epic]
Prerequisite: Inspire Confidence 3/day, cha 21
Benefit: The benefits of your Inspire Confidence and Inspire Greatness abilities last ten times as long.

Madalani's Skill [Epic]
Prerequisite: Melody of Water (Trickle), cha 25
Benefit: You gain a +2 bonus to the Constitution check at the end of melody of water. Additionally, you reduce the ability burn by 1 point (minimum 1 point of ability burn) on a failed Constitution check.

Magic Circle Against Evil [Epic]
Prerequisite: Protection from Evil, Skullclan Hunter level 4th, cha 21
Benefit: You now benefit from a permanent magic circle against evil effect centered on yourself. This replaces (does not stack with) your protection from evil class ability. This is a supernatural ability.

Mass Stowaway [Epic]
Prerequisite: Stowaway
Benefit: When you use your stowaway ability, you may take other creatures with you. The number of creatures you may take is equal to your Hellbreaker level divided by three, and no creature can be more than one size larger than you. All creatures to be stowed away must be within 30ft of the caster of the conjuration (teleportation) effect and they must be willing.

Mastery of the Elemental Dances [Epic]
Prerequisite: Dancing with the Elements+8, Dodge, cha 23
Benefit: You apply the bonus from Dancing with the Elements to your armor class (including touch armor class) as an insight bonus against spells and spell-like abilities. This applies only to spells or spell-like abilities that require an attack roll, such as shocking grasp or enervation.

Mighty Frenzy [Epic]
Prerequisite: Greater Frenzy, str 21
Benefit: Your bonus to strength during a frenzy increases to +14 from +10.

Mindless [Epic]
Prerequisite: Perfect Moment of All and Nothing, cha 29
Benefit: You have reached a state where your mind is naught, one with your instincts and faith. As a result, you gain the benefit of a mind blank spell at all times, with a caster level equal to your War Dancer level. This is a supernatural ability.

Mindless Fury [Epic]
Prerequisite: Greater Frenzy, Iron Will
Benefit: While in a frenzy your mind can only perceive violence and rage. As a result of this, you are immune to mind-affecting effects, save for those that directly lead to more violence. You would be immune to calm emotions or charm person, but not to a suggestion to kill a nearby goblin. You are still entitled to any saving throw as normal for abilities that still affect you.

Mislead [Epic]
Prerequisite: Greater Blur, cha 25
Benefit: Your arts of trickery grow greater, revealing to you another secret. You may use Mislead as a spell-like ability a number of times per day equal to your Arcane Duelist class level.

Natural Missiles [Epic]
Prerequisite: Combat Casting, Combat Reflexes, Innate Missiles
Benefit: In place of a melee attack, you may use your magic missile spell-like ability when a creature provokes an attack of opportunity from you.

No Escape for the Wicked [Epic]
Prerequisite: Curse of the Guilty, cha 25
Benefit: Your curses are almost impossible to remove. The caster level needed for remove curse to remove your curse rises by five. In addition, the caster of wish or miracle must make an opposed caster level check against your curse to remove the curse. Failure results in the curse not being removed.

Noble's Ego [Epic]
Prerequisite: Inspire Confidence 3/day, cha 25
Benefit: You may affect yourself with your Inspire Confidence and Inspire Greatness abilities.

Opportunistic Shot [Epic]
Prerequisite: Combat Archery, Ranged Precision+3d8
Benefit: You effectively threaten adjacent enemies with your bow. You can make attacks of opportunity using a ranged weapon.

Order Incarnate [Axiomatic, Epic]
Prerequisite: Spurn disorder, cha 21
Benefit: The powerful order you represent grants you a +6 circumstance bonus to bluff and intimidate checks versus chaotic creatures. Such creatures recognize you for what you are and act appropriately.

Perfect Parry [Epic]
Prerequisite: Elaborate Parry, dex 21
Benefit: The bonus granted to armor class from elaborate parry increases to +8.

Planar Bubble [Epic]
Prerequisite: Shared Planar Survival.
Benefit: Through long training at protecting others from the planes, you have developed the ability to project the qualities of the planes. You may use planar bubble three times per day as a spell-like ability. You may emulate your home plane or any of your favored planes with this ability, chosen at the time of casting. The protections of your planar survival ability still apply as normal.

Planar Diplomat [Epic]
Prerequisite: Three or more favored embassies, outsider or elemental type.
Benefit: You have trained yourself in the delicate art of negotiating with opposed primal forces. You gain a +4 bonus to Bluff, Diplomacy and Sense Motive checks against creatures part of courts that oppose your own. For the sake of this, the following alignments and elemental forces oppose each other: good and evil, law and chaos, fire and water, earth and air. For example, a diplomat from Arborea would gain this bonus when dealing with members of courts from Mount Celestia or Hades.

Planar Travel Master [Epic]
Prerequisite: Aligned planar terrain mastery, transitive planar terrain mastery, weightless terrain mastery, 3 other planar terrain masteries, cha 19
Benefit: You have figured out how outsiders cross distance in the blink of an eye. You may use greater teleport in place of dimension door with your transitive planar terrain mastery.

Precision Speed [Epic]
Prerequisite: Explosive Acceleration, dex 27
Benefit: You have superior control over your body, allowing you to control the shockwaves your speed causes. You may exclude any creatures you wish from your explosive acceleration.

Purified Blood [Epic]
Prerequisite: Perfect Health, Burn Impurity (Good Descriptor)
Benefit: You have channeled so much holy power that your blood has become sanctified. Whenever you take slashing or piercing melee damage from an evil creature within 10ft, a spray of your blood burns the wicked. This deals 2d6 points of fire damage. All the effects of burn impurity apply to this damage.

Quick Poison Creation [Epic]
Prerequisite: Blinding Speed
Benefit: You may now generate poison with poison touch as a swift action.

Quickened Numerology [Epic]
Prerequisite: Numerology 6/day, Quicken Spell.
Benefit: You may use your numerology ability as a swift action.

Rapid Mutilation [Epic]
Prerequisite: Mutilation class ability, Blinding Speed.
Benefit: Using your mutilation ability is is now only a standard action.

Rapture of the Prophet [Epic]
Prerequisite: Prophet's Sight 3/day, wis 19
Benefit: You are attuned to Selune's will, granting you visions and knowledge beyond mortal ken. Once per day as a swift action, you may ask a single question to Selune. It is answered as if by a commune spell.
Special: You may select this feat more than once. Each time you do, you gain another use of Rapture of the Prophet per day.

Return Mortal Magic [Epic]
Prerequisite: Spurn Mortal Magic, cha 23
Benefit: When you successfully make a saving throw against a spell or spell-like ability spurn mortal magic applies to, you may choose to reflect it back at the caster. This functions exactly like spell turning, except that the spell is always fully turned. The normal limitations of spell turning apply, you may not turn an effect, area or touch spells.

Sacred Moonfire [Epic]
Prerequisite: Moonfire 2/day, Consecrate Spell.
Benefit: Your moonfire ability is treated as being consecrated. In addition, the damage it causes raises by 10d8; living creatures take 20d8 damage and undead and shapechangers take 30d8 damage.

Sacred Spell [Epic]
Prerequisite: Favored Soul level 25th, cha 21.
Benefit: Select one spell you know from your favored soul spell list; it's spell level must not be greater than your favored soul level divided by 5. You gain a +2 bonus to caster level and DCs for this spell; further, you may once per day cast it without expending a spell slot.
Special: You may select this feat more than once. Each time you do, you must choose a different spell.

Share Numerology [Epic]
Prerequisite: Numerology 6/day.
Benefit: You may now apply your numerology ability on other people instead of yourself. You need not touch them, but they must be within 30 feet of you and willing. All other qualities of the numerology are unaffected. You may still choose to apply numerology to yourself.

Shared Planar Survival [Epic]
Prerequisite: Planar Survival, Knowledge(Planes) 15 ranks.
Benefit: Your ability to survive on the planes extends to your friends and allies. All friendly creatures within 60ft gain the benefit of your planar survival ability. You may choose to suppress or resume this ability as a free action. If you choose to suppress it, you do not lose the personal benefit of planar survival.

Shatter Armor [Epic]
Prerequisite: Sunder Specialist (+3/+3d4), Epic Sunder.
Benefit: You may now sunder worn armor. Half the damage you deal to worn armor is also dealt to the wearer. This stacks with the overflow damage from Epic Sunder.

Shatter Golem [Epic]
Prerequisite: Sunder Specialist (+3/+3d4), str 19
Benefit: Your skill at destroying objects extends into animated objects and golems. You add your bonus to sunder attempts from sunder specialist as a bonus to attack rolls against constructs, as well as the bonus damage from sunder specialist to damage rolls against constructs.

Shatter Spell Resistance [Epic]
Prerequisite: Break Spell Resistance
Benefit: Whenever you remove an opponent's spell resistance through your break spell resistance ability, you remove it for a number of minutes equal to the level of the prepared spell sacrificed.

Source of Inspiration [Epic]
Prerequisite: Font of Inspiration, cha 19
Benefit: Your inspiration is potent enough to aid other people. You may give the benefit of the following abilities to any ally within 30ft: Cunning Insight, Cunning Knowledge, Cunning Defense, Cunning Strike and Cunning Breach. You use your Intelligence or Factotum level where appropriate to determine bonuses from these abilities, not the target's. Using inspiration in this way is intensive and requires an additional 3 points of inspiration per use, on top of what the ability already costs. You can use the abilities in question at the appropriate time, such as when an ally attacks for Cunning Insight or when an ally makes a skill check for Cunning Knowledge.

Spell Parry [Epic]
Prerequisite: Elaborate Parry, Exceptional Deflection, dex 25
Benefit: Once per round as an immediate action, you may parry a spell cast at you. You may only parry spells that have you as a target. Effect and area spells are not affected, nor are touch range spells. A spell that is parried does not affect you.

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.

Superior Explosive Acceleration [Epic]
Prerequisite: Explosive Acceleration, dex 31
Benefit: Your explosive acceleration ability now deals 3/4ths of the shattering blow's damage. For example a shattering blow that travels 200ft deals 20d6 points of bonus damage to the target and 15d6 damage through explosive acceleration.

Superior Senses [Epic]
Prerequisite: Keen Senses, wis 21
Benefit: Your darkvision granted from Keen Senses increases in range to 120ft. In addition, you gain blindsense 60ft as your senses become incredibly sharp.

Superior Shattering Blow [Epic]
Prerequisite: Greater Shattering Blow, con 23
Benefit: You take no damage from a missed shattering blow.

Superior Telekinesis [Epic]
Prerequisite: Telekinesis as a spell-like ability at will, Telekinetic Focus+1
Benefit: You may use your choice of your Intelligence, Wisdom or Charisma modifiers to determine the DC of your telekinesis spell like ability.

Superior Telekinetic Force [Epic]
Prerequisite: Greater Force
Benefit: Double the amount of weight you can move with telekinesis, such as with the sustained force or violent thrust usage of telekinesis.
Special: You may select this feat more than once. Its benefits stack. Remember that two doublings equal a tripling and so forth.

Supreme Confidence [Epic]
Prerequisite: Aura of Confidence (+4), cha 25
Benefit: Your confidence is so great that it rallies those close to you to greater heights. Your aura of confidence ability now applies to weapon damage rolls and armor class.

Surpassing the Two Schools of Strategy [Epic]
Prerequisite: Blending the Two Schools of Strategy, cha 27
Benefit: You gain another option for your Dance of Divine Might. You may instead choose to intensify the divine caster's next spell. You must make a successful Spellcraft check (DC 50 + spell level) to enhance the spell. All other rules regarding this ability follow as described in Dance of Divine Might.

Supreme Lore [Epic]
Prerequiste: Analyze Arms Dweomer, wis 21
Benefit: As a standard action, you may fully discern the lore of a weapon or set of armor (including shields, helms and gauntlets). This functions as a combined Analyze Dweomer and Legend Lore spell, and you may also ask one question about the object and have it answered, as if by a Commune spell. You may use this ability a number of times per day equal to your Charisma modifier (minimum 1).

Swift Refocus [Epic]
Prerequisite: Rapid Refocus
Benefit: You now only need 1 minute to change your aptitude focus.

Sword of Twilight [Epic]
Prerequisite: Sword of Darkness
Benefit: Any weapon you wield is treated as an undead bane weapon, increasing the enchantment bonus by two and dealing an extra 2d6 points of damage against creatures of the undead type. This ability stacks with similar abilities. This is a supernatural ability.

Telepathic Sting [Epic]
Prerequisite: Telepathic Static, cha 21
Benefit: Creatures who attempt to use telepathy or divination spells or spell-like abilities are mentally damaged by your mental static. They take two points of intelligence damage. Additionally, the spellcraft DC to successfully cast a divination spell or spell-like ability within the static rises by 5. A creature can only be damaged by this feat once per round. A creature who takes damage from this ability is aware of what caused the damage.

Triple Focus [Epic]
Prerequisite: Aptitude Focus 3/day, Double Aptitude, int 21.
Benefit: You may select up to three aptitudes at once, in the time it takes you to select two. This follows all the other guidelines of Double Aptitude.

True Strike [Epic]
Prerequisite: Combat Insight, Ranged Precision+6d8, wis 21
Benefit: You become highly aware of your surroundings, gaining a intuitive insight into the future. Once per day as a free action, you may gain a +20 insight bonus to a single ranged attack roll with your bow, as per the spell true strike.
Special: You may select this feat more than once. Each time you select this feat, you may use this ability an additional time per day.

Unbound Prophet's Sight [Epic]
Prerequisite: Prophet's Sight 4/day, wis 25
Benefit: You are treated as always being under the effect of prophet's sight. This gives you true seeing at all times.

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 5 holy fury points to energize allies within 30ft. They gain the benefits of improved divine shield, improved divine resolve and divine 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.

Untouchable [Epic]
Prerequisite: Dervish Dance 3/day, Epic Dodge, dex 25
Benefit: You are not subject to attacks of opportunity provoked from moving while you are in a dervish dance.

Versatile Assistance [Epic]
Prerequisite: Skill Assistance (20ft), int 25
Benefit: Select any two skills. You may now use these skills with your skill assistance ability. You may select skills that are otherwise ineligible for skill assistance with this feat.

Vile Oblivion [Epic, Vile]
Prerequisite: Strike of Oblivion (2d4), Vile Martial Strike or Vile Natural Attack
Benefit: Your extra damage dice from strike of oblivion are treated as vile damage. This stacks with other sources of bonus vile damage, such as vile martial strike.

Vision of the Skies [Epic]
Prerequisite: Momentum+3
Benefit: Your ability to control and sense aerial currents grants you incredible sensitivity. You gain blindsight 120ft, but only while airborne. Solid ground foils this ability, as does solid matter 5ft thick or more (but not living creatures).

Water Terrain Master [Epic]
Prerequisite: Aquatic terrain mastery, marsh terrain mastery, watery planar terrain mastery
Benefit: You are treated as being under the effects of freedom of movement in regards to dealing with liquids. This also applies to your ranged attacks, such as arrows, but not to spells and supernatural abilities.

Widen Aura of Entropy [Epic]
Prerequisite: Aura of Entropy, 25 cha
Benefit:Your aura of entropy's radius affects all creatures (save for servants of Shar) within 100ft.

Widen Courage of Heaven [Epic]
Prerequisite: Courage of Heaven (Radius), cha 23
Benefit: The radius of your courage of heaven ability increases to 100ft. All allies within that range gain the benefits of that ability.

Widen Explosive Flames [Epic]
Prerequisite: Explosive Flames
Benefit: The radius of the explosion from your explosive flames ability increases by 30ft.
Special: You may select this feat more than once. Its benefits stack.

Widen Telepathic Static [Epic]
Prerequisite: Telepathic Static, cha 19
Benefit: Your Telepathic Static extends out to a range of 100ft.

Widen Words [Epic]
Prerequisite: Voice of the Triune, cha 25.
Benefit: The range of the various effects of your Words of the Triune abilities increases to 100ft. This has no effect on abilities that do not have a range or that target yourself. Abilities that have multiple ranges apply this section by section, as eligible.

Words of Salvation [Epic]
Prerequisite: Voice of the Triune(Words of Glory), cha 25
Benefit: You gain a new use of Words of the Triune. This ability has three effects, which occur at the same time and target all allies within 30ft. These effects are life's grace, restoration and heal. All three abilities have a caster level equal to the Voice of the Triune's hit dice.
<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
Epic magic overview

Epic Magic:
Spoiler: ShowHide


What is epic magic: Epic magic is magic gained past level 20. For clerics, druids, sorcerers and wizards, this is spells of 10th level or higher. For bards, this is spells of 7th level or higher. For paladins and rangers, it is spells of 5th level or higher. (placeholder for more info here)

To cast epic magic, you must have the following feat.

Epic Spell Capacity [Epic]
Prerequisite: Ability to cast spells of the normal maximum level in at least one spellcasting class.
Benefit: You can cast spells of a higher level than the normal maximum. 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 spells of these new levels or metamagic spells or this level as normal.

Note: Non-core classes, such as duskblade, can find their epic spell progression in its epic advancement writeup.

Sorcerer spells per day



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Level10th11th12th13th14th15th16th
213------
223------
234------
2453-----
2563-----
2664-----
27653----
28663----
29664----
306653---
316663---
326664---
3366653--
3466663--
3566664--
36666653-
37666663-
38666664-
396666653

Sorcerer spells known



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Level10th11th12th13th14th15th16th
211------
222------
233------
2431-----
2532-----
2633-----
27331----
28332----
29333----
303331---
313332---
323333---
3333331--
3433332--
3533333--
36333331-
37333332-
38333333-
393333331

Wizard spells per day



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Level10th11th12th13th14th15th16th
211------
222------
233------
2441-----
2542-----
2643-----
27441----
28442----
29443----
304441---
314442---
324443---
3344441--
3444442--
3544443--
36444441-
37444442-
38444443-
394444441

Cleric spells per day



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Level10th11th12th13th14th15th16th
211+1------
222+1------
233+1------
244+11+1-----
254+12+1-----
264+13+1-----
274+14+11+1----
284+14+12+1----
294+14+13+1----
304+14+14+11+1---
314+14+14+12+1---
324+14+14+13+1---
334+14+14+14+11+1--
344+14+14+14+12+1--
354+14+14+14+13+1--
364+14+14+14+14+11+1-
374+14+14+14+14+12+1-
384+14+14+14+14+13+1-
394+14+14+14+14+14+11+1


Favored soul spells per day



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Level10th11th12th13th14th15th16th
213------
223------
234------
2453-----
2563-----
2664-----
27653----
28663----
29664----
306653---
316663---
326664---
3366653--
3466663--
3566664--
36666653-
37666663-
38666664-
396666653

Favored soul spells known



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Level10th11th12th13th14th15th16th
213------
224------
235------
2463-----
2564-----
2665-----
27663----
28664----
29665----
306663---
316664---
326665---
3366663--
3466664--
3566665--
36666663-
37666664-
38666665-
396666663

Paladin spells per day



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Level5th6th7th8th9th
210----
221----
232----
243----
2530---
2631---
2732---
2833---
29330--
30331--
31332--
32333--
333330-
343331-
353332-
363333-
3733330
3833331
3933332

Bard Spells Known



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Level7th8th9th10th11th12th13th
211------
222------
233------
2441-----
2542-----
2643-----
27441----
28442----
29443----
304441---
314442---
324443---
3344441--
3444442--
3544443--
36444441-
37444442-
38444443-
394444441

Bard Spells per Day



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Level7th8th9th10th11th12th13th
210------
221------
232------
2430-----
2541-----
2642-----
27430----
28441----
29442----
304430---
314441---
324442---
3344430--
3444441--
3544442--
36444430-
37444441-
38444442-
394444430


Epic magic spell levels and spell creation:

Epic spells are free to develop, though often have pricey or rare arcane focuses and often take a great deal of time.

Epic magic does not need a spellcraft check to cast, nor does it need a spellcraft check in the making.


Epic Psionics:
Spoiler: ShowHide


A work in progress.

Epic Manifesting [Epic]
Prerequisite: Ability to manifest powers of the normal maximum level in at least one manifesting class.
Benefit: You can manifest powers of a higher level than the normal maximum. See the tables below for further progression. You must still have the requisite ability score(10 + power level) in order to manifest these powers.

Epic Power Points

Epic psionic classes continue to advance power points. This is change from power point progression ceasing at level 20. 

Epic Bonus Power Points

If needed, the formula is key ability modifier*manifester level*1/2.



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Ability score21st22nd23rd24th25th26th27th28th29th30th31st32nd33rd34th35th36th37th38th39th
20-2152555760626567707275778082858790929597
22-2363666972757881848790939699102105108111114117
24-257377808487919498101105108112115119122126129133137
26-2784889296100104108112116120124128132136140144148152156
28-299499103108112117121126130135139144148153157162166171175
30-31105110115120125130135140145150155160165170175180185190195
32-33115121126132137144149154160165171176182187193198203209214
34-35126132138144150156162168174180186192198204210216222228234
36-37136143149156162169175182188195201208214221227234240247253
38-39147154161168175182189196203210217224231238245252259266273
40-41157165172180187195202210217225232240247255262270277285292
42-43168176184192200208216224232240248256264272280288296304312
44-45178187195204212221229238246255263272280289297306314323331
46-47189198207216225234243252261270279288297306315324333342351
48-49199209218228237247256266275285294304313323332342351361370


Epic Spells: [spoiler]

New epic spells can be found here.
<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
Epic Skills: [spoiler]

The goal of this project is to create interesting epic skill usages that reward people for investing 24 or more ranks into a skill. These skills are balanced around the presumption of 9th+ level magic being a factor in the campaign, as well as the realities of epic level gameplay. Moreover, they attempt to capture a mythic feel by taking skills to a superhuman level. 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.

The root of these epic skill usages comes from the SRD's own epic skill list, though most are adjusted and almost all are added to. A few skills still lack epic skill usages, there will be a brief note to explain why and offer options. The reasons why vary, but it usually comes down to a skill not having any appropriate usages, being designed so that epic skill usages aren't needed or the possible usages being filled by a similar skill.

Requirements

To use epic skill usages, a character must have 24 or more ranks in the skill. A character who does not have those ranks may be able to achieve the DC of various epic skill usages, but they lack the training and insight to achieve those tasks, regardless of the check. This is meant to keep these usages in epic; while most won't break a higher level game, it's easier to keep them limited to epic than considering non-epic characters who can manage the DCs.

Additional Epic Skill Usages

The usages presented here are the baseline. It's possible for resourceful characters to create new epic skill usages for skills they have 24 or more ranks in. For instance, a handful of celestial smiths have developed an epic skill usage to imbue a mundane weapon with holy energy, allowing it to count as good aligned to overcome damage reduction.

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. These are rare and only for epic skill usages that achieve something that has to be done by supernatural powers for campaign reasons, such as raising the dead or creating a demiplane.

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 no 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 (Alchemy)

Alchemists of great skill can make alchemical items much stronger than the norm.



   
   
   
   
   
TaskDC modifier
Augmented Item+20
Increase Power+10
Increase Duration+10
Increase DC+10

Any item improved must first be augmented by the Augment Item epic skill usage. That is applied before any other modifiers.

Augmented Item

You can make alchemical items stronger than usual. This is identical to the benefits of items created with the Augmented Alchemy feat, except that you do not need that feat to do so.

Increase Power

The damage of your alchemical items is greater than the norm. Increase the damage your items deal by one die. For example, an item that deals 1d8 points of damage would deal 2d8 points of damage, while an item that deals 3d4 points of damage would now deal 4d4 points of damage. This can be applied multiple times to the same item, each time increasing the damage dealt by one die.

Increase Duration

Your alchemical items last longer than others. If your item has a duration measured in rounds, increase the number of rounds by five. If your item has a duration measured in minutes, increase the number of minutes by ten. If your item has a duration measured in tens of minutes, increase the number of minutes by sixty. If your item has a duration measured in hours, increase the number of hours by ten. This can be applied multiple times to the same item, each time increasing the duration by the same number.

Increase DC

You make alchemical items are that harder to resist. The save DC of your alchemical items increases by 3. This can be applied multiple times to the same item, each time increasing the DC by 3.

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 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 see. 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
Enthrall Masses70
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.

Enthrall Masses

You can make even the most jaded listener hang on your every world. This is identical the effect of an enthrall spell, except that all creatures are considered friendly towards you while you perform, even those with 4 or more hit dice or 16 Wisdom. The targets are allowed a Will save to resist (DC is 10 + 1/2 your hit dice + your Charisma modifier). Enthralling masses takes one minute and lasts for as long as you speak. Enthralling masses is a standard action. A character that successfully saves against this enthrallment is immune to further enthrall masses attempts for the rest of the encounter.

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. 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 domination takes one minute (10 consecutive full-round actions). 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
Detect Magic Power40
Quick Identification50
Discern Command Word55
Invoke Cantrip60
Follow Plane Shift80
Discover Caster85

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

Detect Magic Power

You can discern the exact spell level of functioning spells and the precise caster level of magical items with detect magic. When you detect the strength of an aura with detect magic, you learn the exact spell level or caster level, as appropriate.

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.

Follow Plane Shift

You can follow the paths of magic that part dimension and study it to reveal the plane of destination for a plane shift, greater plane shift or similar spell. You may only do this when studying the lingering magic of an already cast spell. This reveals the plane and the layer, if applicable. Following plane shift takes a full round 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 from being prone 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?

Anastasia

#4
Epic Magic Items

These are as written, but with several adjustments.

- The 10x price multiplier is not used. See adjusted epic magic item costs.
- The maximium competence bonus to skill checks for non-epic items is +15, so any item with a competence bonus to skill checks above that is an epic magic item. This overwrites the text that notes the maximum enhancement bonus to skill is +30.
- Epic magic items can mimic epic spells, as this campaign uses a different epic magic system than standard.
- There is only one feat needed for epic item creation and it covers any non-epic item creation feats you have. Epic crafting can be found in the spoiler below.

Spoiler: ShowHide


Epic Crafting [Epic]
Prerequisite: Any two item creation feats.
Benefit: You can create items that exceed 200,000 gold or items that exceed the normal limits for non-epic equipment. You must still have the normal, non epic feat to create an item in the first place, such as Craft Wondrous Item, Forge Ring and so on.


Limits to Epic Magic Item Bonuses

There is a caster level limit how far you can increase the total bonuses of various epic items. Any patterns here continue infinitely unless noted otherwise.

Epic Weapons, Armor and Shields

This includes both the raw enhancement bonus as well as any special abilities on the weapon, such as frost or flaming. It does not include special abilities that cost a set amount of gold instead of an equivalent enchantment bonus.



   
   
   
   
   
Base Caster LevelMaximum Total Enhancement Bonus
21-25+11
26-30+12
31-35+13
36-40+14

Epic Skill Boost Items (Competence Bonus)

For items such as an epic Cloak of Elvenkind.



   
   
   
   
   
   
Base Caster LevelMaximum Competence Bonus
21-25+20
26-30+25
31-35+30
36-40+35
41-45+40

Adjusted Epic Magic Item Costs

As noted above, epic items do not have the arbitrary 10x price multiplier in this campaign. As such, a ring of protection+6 costs 72,000 gold instead of 720,000 gold. Any item not noted as having and adjusted price here should be considered to cost 1/10th of its SRD value.

Note that most specific weapons, armors and shields have adjusted prices due various changes and having unique abilities.

A few entries have additional rulings and changes besides price adjustments.

Adjusted Armors:

Spoiler: ShowHide


Epic Armor and Shield Base Price

+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.

This pattern continues indefinitely. The formula to calculate armor prices is the total enhancement bonus of the armor squared, times 1000. Example:

A +12 suit of armor's price is: (12*12)*1000=144000 gold.

Note that many epic special abilities are improvements over non-epic special abilities. In those cases, armor should be allowed to upgrade to those, with the cost of the non-epic special ability as a discount to the price of the epic ability. For example, armor with greater acid resistance that is to be upgraded to acid warding should only cost 40,000 gold to do so. (84,000 gold base price minus the 44,000 gold price of greater acid resistance.)

Acid Warding: This absorbs per attack rather than the first 50 points each round. Change the market price to +84,000 gold.
Cold Warding: This absorbs per attack rather than the first 50 points each round. Change the market price to +84,000 gold.
Exceptional Arrow Deflection: Change the market price to +7.
Fire Warding: This absorbs per attack rather than the first 50 points each round. Change the market price to +84,000 gold.
Great Invulnerability: Change the range of options and the market prices to the following: 10/magic (+2), 15/epic (+3), 20/epic (+4).
Great Reflection: The free action to let a spell through can be done at any time, even when it isn't your turn. Change the market price to +9.
Great Spell Resistance: The spell resistance granted is now equal to a number + the wearer's hit dice. Change the range of options and the market prices to the following: 5 + hit dice (+5 bonus), 8 + hit dice (+8 bonus), 10 + hit dice (+10 bonus).
Infinite Arrow Deflection: Change the market price to +7.
Lightning Warding: This absorbs per attack rather than the first 50 points each round. Change the market price to +84,000 gold.
Negating: The dispel check used by this armor is +21.
Sonic Warding: This absorbs per attack rather than the first 50 points each round. Change the market price to +84,000 gold.

Antimagic Armor: Replace this armor with the following: This armor is adamantine full plate+6, negating. Three times per day as a swift action, the wearer can invoke an antimagic field around herself for one round. Change the market price to 250,000 gold.
Armor of the Abyssial Horde: Change the market price to 442,000 gold.
Armor of the Celestial Battalion: Change the market price to 421,000 gold.
Bulwark of the Great Dragon: Change the market prices to 228,000 gold.
Dragonskin Armor: Change the enhancement bonus to +6. Change the market price 582,000 gold.
Shapeshifter's Armor: Change the market price to 206,000 gold.
Warlord's Breastplate: Removed, as the item focuses on leadership, which is not used in this campaign.


Adjusted Weapons:

Spoiler: ShowHide


Epic Weapon Base Price

+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.

This pattern continues indefinitely. The formula to calculate weapon prices is the total enhancement bonus of the armor squared, times 2000. Example:

A +12 weapon's price is: (12*12)*2000=288000 gold.

Note that many epic special abilities are improvements over non-epic special abilities. In those cases, weapons should be allowed to upgrade to those, with the cost of the non-epic special ability as a discount to the price of the epic ability. For example, a weapon with holy that is upgrade to holy power should only cost +4 to do so (+6 base price minus the +2 price of holy).

Acidic Blast: Change the market price to +4.
Anarchic Power: Change the market price to +6.
Axiomatic Power: Change the market price to +6.
Distant Shot: Change the market price to +4. Change the spell used in item creation to sniper's shot.
Dread: Remove the save or die aspect of this weapon property. Change the market price to +4.
Everdancing: Change the market price to +6.
Fiery Blast: Change the market price to +4.
Holy Power: Change the market price to +6.
Icy Blast: Change the market price to +4.
Lightning Blast: Change the market price to +4.
Mighty Disruption: Removed, as this campaign does not use instant death.
Sonic Blast: Change the market price to +4.
Triple Throw: Change the market price to +5.
Unerring Accuracy: Change the market price to +5.
Unholy Power: Change the market price to +6.

Backstabber: Change the market price to 162,000 gold. This is a non-epic magic item.
Chaosbringer: Change the market price to 450,000 gold.
Elven Greatbow: Change the market price to 394,000 gold.
Finaldeath: Replace this weapon with the following: This weapon is a morning star+7, undead dread and ghost touch. The wielder is immune to energy drain. Treat the wielder's cleric level as 4 higher for the sake of channeling energy. Change the market price to 400,000 gold.
Gripsoul: Increase the save DC to 37. Change the market price to 289,500 gold.
Holy Devastator: The bonus to smiting damage does not stack with the great smiting epic feat. Change the market price to 320,000 gold.
Mace of Ruin: Change the market price to 350,000 gold.
Quarterstaff of Alacrity: Change the market price to 313,100 gold.
Souldrinker: Change the enhancement bonus to +6. Change the market price to 550,000 gold.
Stormbrand: Change this to a +6 thundering lightning blast weapon. Change the market price to 500,000 gold.
Unholy Despoiler: The bonus to smiting damage does not stack with the great smiting epic feat. Change the market price to 320,000 gold.


Adjusted Rings:

Spoiler: ShowHide


Adamant Law: Change market price to 336,000 gold.
Chaotic Fury: Change market price to 336,000 gold.
Energy Immunity: Change the market price to 420,000 gold.
Epic Wizardry: Change the market price to 140,000 gold (V), 180,000 gold (VI), 230,000 gold (VII), 280,000 gold (VIII), 340,000 gold (IX)
Ineffable Evil: Change the market price to 336,000 gold.
Ironskin: Change the market price to 210,000 gold.
Universal Energy Immunity: Change the market price to 2,100,000 gold.
Greater Universal Energy Resistance: Change the market price to 300,000 gold.
Virtuous Good: Change the market price to 336,000 gold.
Weaponbreaking: Change the market price to 325,000 gold.
Epic Psionics: Removed, as epic cognizance crystals fill this role.


Adjusted Rods:

Spoiler: ShowHide


Besiegement: Change the market price to 220,000 gold.
Epic Absorption: Epic spells can be absorbed with this rod, as this campaign uses a different epic magic system. Change the market price to 300,000 gold.
Epic Cancellation: Change the market price to 240,000 gold.
Epic Might: Change the market price to 2,000,000 gold.
Epic Negation: Change the market price to 285,100 gold.
Epic Rulership: Change the market price to 400,000 gold.
Epic Spellcasting: Removed, as this campaign uses a different system for epic magic.
Epic Splendor: Change the market price to 300,000 gold.
Excellent Magic: Removed, as experience points are not used in this campaign.
Fortification: Change the market price to 210,000 gold.
Invulnerability: Change the market price to 315,000 gold.
Nightmares: Removed, as the main power is instant death and this campaign does not use instant death.
The Path: Change the enhancement bonus to Survival checks to a competence bonus.
Restless Death: Removed, as the item requires considerable changes for the campaign.
Wyrm: Change the market prices of the following: 300,000 gold (brass or white), 350,000 gold (black or copper), 400,000 gold (bronze or green), 500,000 gold (blue or silver), 600,000 gold (gold or red).


Adjusted Scrolls:

Spoiler: ShowHide


Epic scrolls follow the non-epic rules for scrolls in all ways. A list of standard prices (barring spells with expensive components or other reasons for a higher price) is provided below.

10th: 5,250 gold.
11th: 6,600 gold.
12th: 8,100 gold.
13th: 9,750 gold.
14th: 11,500 gold.
15th: 13,500 gold.
16th: 15,600 gold.
17th: 17,850 gold.
18th: 20,250 gold.
19th: 22,800 gold.
20th: 25,500 gold.



Adjusted Staves:

Spoiler: ShowHide


Necromancy: Banned due to a campaign rule against instant death.


Adjusted Wondrous Items:

Spoiler: ShowHide


Boots of Swiftness: Remove the ability to give the wearer evasion.
Bracers of Relentless Might: Change the market price to 500,000 gold.
Mantle of Spell Resistance: Removed.
Mantle of Great Stealth: The bonus to Hide and Move Silently checks is a competence bonus.


Formulas

The formulas for certain epic magic items are noted here for reference. Any theoretical is merely a theoretical, no promise of such an item being available is implied or intended.

Acid Warding (includes other warding properties):

Spoiler: ShowHide


Each 10 points of improvement raises the CL needed by 4. The exception is to reach 50, which requires a boost from 19 to 21. Otherwise, the formula uses is for a continuous effect with no other modifiers, including any stacking modifiers.

A theoretical resistance 60 property would be 2*24*2000=96,000 gold.


Great Invulnerability:

Spoiler: ShowHide


Each 5 points of damage reduction raises the market price by +1. A theoretical 25/epic would be +5.


Great Spell Resistance:

Spoiler: ShowHide


The market price is equal to the number added to your hit dice. For example, a theoretical 11 + hit dice property would be +11.


Epic Wizardry:

Spoiler: ShowHide


The market price improves by a fixed amount each spell level. This starts at 20,000 gold and increases by 10,000 gold every two levels. For example, a ring of wizardry 1 is 20,000 gold, a ring of wizardry II is 40,000 gold. At that point, the modifier rises by 10,000 to 30,000, so a ring of wizardry (III) is 70,000 gold and a ring of wizardry (IV) is 100,000 gold.

For reference, a theoretical ring of wizardry X would be 400,000 gold and a theoretical ring of wizardry XI would be 470,000 gold.


Rods:

Spoiler: ShowHide


There generally aren't any formulas. The SRD doesn't try to, so I'm winging it and slapping numbers together.
<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?