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My humble attempt at some epic rules


Suggestions/House Rules/Homebrew


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

This is a set of epic rules I have been working on for a couple of days, that I wanted to share with the community. This is just a rough draft of my basic ideas, but I would still like some feedback and ideas from the community.

I have taken a vastly different approach than the old 3.0 mess. The basic idea is that once you hit level 20 you stop progressing in normal levels and instead gain mythic levels and start to gain divinity points and mythic abilities. Eventually you will gain the option to ascend to godhood, immortality or some other form of higher being.

Mythic characters no longer gets to increase their base attack bonus, skill ranks, hit dice, saving throws or caster level. They do gain the +1 ability point for every four levels and a new feat every two levels as usual. Class abilities reliant on levels are capped at level 20 and can only be improved by taking mythic abilities.

Mythic creatures attacks, spells and abilities may surpass the immunities of any creature with less divine points than them, but they gain a bonus to any saving throws against such equal to their divine points. Creatures with elemental immunity reduces damage from that element by 10 per hit dice and 10 more for each divine point.
An antimagic field will only affect your magic if it was cast by a creature with divine points. Even so, if the caster has less divine points than you, you may try to cast the spell by making a concentration check DC 32 + the divine points of the caster.

Mythic levels:

Level Effect
21 Bonus feat, Divine point
22 Mythic ability
23 Bonus feat, Divine point
24 Ability score bonus, Mythic ability
25 Bonus feat, Divine point
26 Mythic ability
27 Bonus feat, Divine point
28 Ability score bonus, Mythic ability
29 Bonus feat, Divine point
30 Mythic ability, Ascenscion-Demi God
31 Bonus feat, Divine point
32 Ability score bonus, Mythic ability
33 Bonus feat, divine point
34 Mythic ability
35 Bonus feat, divine point
36 Ability score bonus, Mythic ability
37 Bonus feat, divine point
38 Mythic ability
39 Bonus feat, divine point
40 Ability score bonus, Mythic ability, Ascenscion-God hood

Divine point: At these level the mythic character gains a divine point. Divine points determine where the character stands in the hierarchy of Gods and other ascended and mythic beings, and also grants access to mythic abilities and divine bonuses. Mythic characters add a +1 divine bonus to skill checks, saving throws and attack rolls for every divine point they possess. All creatures with more than 20 HD are assumed to have one divine point at 21 hd plus one divine point for every four hit dice thereafter.

Mythic ability: Allows the mythic character to gain a mythic ability he meets the requirements of. A mythic ability is similar to a feat but usually much more powerful.

Ascenscion-Demi-God: At this point the character starts to transcend his mortality. He may choose a path of ascenscion from the list below and will gain all the abilities of that path. Once chosen he can never switch path, not even with the most powerful magic. Only a greater deity can change this path. Usually to reach this point requires a quest to unlock your true potential. Sample quests are listed below.

Path of immortality
You become immortal, either by the grace of the Gods or through some rare happenstance. You stop to age and any penalties you have from old age disappear but your physical appearance does not change. You never need to sleep, eat, drink or breathe. You gain regeneration equal to your divine points. This regeneration can be overcome by creatures with more divine points than you, by artifacts and spells and attacks with an alignment descriptor diametrically opposed to you. Wholly neutral creatures can choose a single energy or material which bypasses their regeneration.

God-hood: You become a true immortal. Only a greater God can ever really destroy you. When you die you are affected by true resurrection after 1d100 years have passed.
Sample Quest: You must journey deep into the heart of the first world to learn the secrets of immortality from the elder beings that lives there. The price for immortality is often steep however.

Path of divinity
You join the ranks of the Gods as a lesser deity or hero God. You gain all outsider traits and access to a single domain of your choice. You may cast all spells and use the domain granted abilities from that domain as if you were a 20th level cleric. You also gain an aura as if you were a cleric and outsider equal to your total level. You can only choose an alignment domain if it matches your alignment. Upon touch you may grant a creature access to one or more of your domain spells as if you had used the imbue with spell-ability spell. This is a spell-like ability and you may use it a number of times per day equal to your divine points.

God-hood: You become a true deity. Your physical body cease to exist and your divine essence is bound to an avatar and deific realm created by your divine will. In your own realm you are nearly omnipotent, but also bound. You can only venture outside of your realm through an avatar, and creating an avatar is both time consuming and eats at your divine essence. You can now start to grant spells to your followers. See statistics of sample avatars in the bestiary section later on.
Sample Quest: You must perform the test of divinity by entering into the tower of ascenscion alone and succeed in all the trials within.

Path of transcendence
You transcend your mortal body and are reborn into a new form. This new entity is an outsider and has all the normal outsider traits. You retain all your class levels, skills and abilities, but any racial abilities you may have had are lost. Instead you may create your new body using the rules for creating an Eidolon. For the purpose of creating your new body you are assumed to have a number of evolution points equal to that granted by a 20th level summoner, plus an additional number of evolution points equal to your divine points. Once chosen this form cannot be altered and it is not considered an eidolon for any purpose.

God-hood: You create an entirely new species by dividing your essence into thousands of new bodies. You cease to exist as a sentient being but your legacy will remain for as long as this species exists.
Sample Quest: You must travel to were all life started to find the secret of creation, then harness its power for yourself.

Path of omniscience
You start to become one with everything and your physical form is starting to fade away. You gain the incorporeal subtype with all the benefits and drawbacks of that subtype. You add your divine points as a bonus to any int and wis based skill checks and to your initiative score, you can never be surprised and don’t need to sleep, eat, drink or breathe. You gain low-light vision and darkvision equal to 60 feet per divine point and blindsense up to 10 feet per divine point. Once per day for every divine point you posses you may use commune and true seeing as a spell like ability at caster level 20.

God-hood: You have finally achieved true omniscience and become one with everything. You truly now everything, but by doing so you cease to exist and you become only a vestige an omniscient spirit upon which pact makers can call for magical aid.

Sample Quest: You must travel to the great black library of the astral plane and persuade its timeless guardians to teach you the secrets of the universe.

Path of the pariah
You spit in the face of Gods and immortals. You remain mortal, but still collect divinity points and gain mythic abilities. You gain a bonus mythic ability. You neither loose nor gain any other new abilities.

God-hood: You never reach god-hood or any other form of ascenscion. When your time is up you die and will be judged by the Gods just as everyone else unless you find some unnatural means to avoid it.

Path of the undying
You choose to gain immortality in a different way by embracing undeath. You may choose to gain the lich template, the vampire template or the Graveknight template. At the Gm’s option you may choose another appropriate undead template. Anyone choosing this path becomes irredeemably evil.

Sample Quest: You build your phylactery, consort with vile fiends and perform horrid rituals to deny the Gods your soul. Or maybe you are just cursed.

God-hood: A lich becomes a demi-lich. A Graveknight becomes a greater Graveknight (will be detailed later) and a vampire becomes an elder vampire (will be detailed later)


Pathfinder Adventure Path, Campaign Setting, Companion, Pawns Subscriber

A quick parse of this thread indicates I'd like to read it in more detail soon. Hence, "•."

Mortagon,

Love the title too. I think "Epic-ness" should be approached with humility. This looks like a good read, I'm looking forward to spending time with it soon.

-- Andy


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Mythic abilities

Each time the character gains a divine point he may choose one mythic ability he meets the requirement of.

Mythic strike (Ex)
Requirements: Bab +16, 1 divine point
Description: By combining all your martial strength into one mighty blow you may instantly slay a foe.
Effect: As a full round action you may focus all your might into an extremely powerful blow. Any creature with a lower divine rank than you struck by this blow must make a fortitude save (DC 10+1/2 your level +your str modifier + your divine points) or be instantly slain in a gory display. Its body utterly destroyed such that only a creature with more divine points than you may bring it back to life via resurrection or better magic. If the creature succeeds in this save he still takes 10 points of additional damage per divine point you have in addition to the regular damage of your attack. Even a creature with more divine points than you may be affected by this ability, although he will only take the extra damage on a failed save and half that on a successful save (same DC as above).

Mythic smite (Su)
Description: You fuel your smiting abilities with divine power to unleash wrath upon your hated foes.
Requirements: Ability to use the smite evil, smite good or other smite ability, 1 divine point
Effect: Whenever you invoke your smite ability against a foe the effect will also target a number of additional foes equal to your charisma bonus as long as those creatures are within 10 feet per divine point you have next to each other. In addition you add your divine points to your class levels to determine the damage of your smiting.

Mythic power attack (Ex)
Description: Your powerful blows can easily cleave a man in twain.
Requirements: Power attack, 1 divine point, Str 20+, Bab 16+
Effect: Reduce the penalty for power attacking by one for every divine point you have. Increase your power attack damage by +2 (+3 with two-handed weapons) for every divine point you have.

Mythic Deadly aim (Ex)
Description: Your arrows always strike true.
Requirements: Deadly aim, 1 divine point, Dex 20+, Bab 16+
Effect: Reduce the penalty for using the deadly aim feat by one for every divine point you have. Increase your deadly aim damage by +2 for every divine point you have.

Mythic aura (Ex)
Description: Your divine presence is projected from you.
Requirements: Aura ability, 1 divine point, Can’t be true neutral
Effect: You are constantly protected as if under a protection from evil/law/chaos good spell corresponding to your alignment. You can turn this aura on and off as a free action and suppress it as long as you like. The radius of the aura extends in a 5 foot radius from you per divine point you have. If you have more than one corresponding aura you can choose which aura to project each time you renew this ability.

Mythic toughness (Ex)
Description: You can stand a beating from the toughest foes.
Requirements: Toughness, 1 divine point
Effect: you gain 20 bonus hit points, plus an additional amount of bonus hit points equal to ten per your divine points.

Mythic vigor (Ex)
Description: Your divine essence makes you extremely though to kill
Requirements: Toughness, Endurance, Diehard, 2 divine points, Mythic toughness
Effect: You gain bonus hit points equal to 10x your divine points plus your constitution modifier. In addition all damage you take from a creature with less divine points than you is halved. You automatically stabilize at -1 hit points and may continue to fight normally until you reach a negative number equal to your constitution score plus your divine points.

Mythic rage (Ex)
Description: Your fury holds no bounds.
Requirement: Ability to rage like a barbarian, 1 divine point
Effect: You gain an additional amount of rage points equal to your divine points. Whenever you rage you gain an additional +2 to strength and constitution and will saves for every divine point you have.

Mythic magic (Su)
Description: You have unlocked some of the secrets of cosmic magic.
Requirements: Caster level 20, ability to cast 9th level spells, 1 divine point
Effect: Add your divine points to the DC and caster level checks against creatures with less divine points than you.

Mythic inspiration (Su)
Description: Your divine essence infuses your performance with great power.
Requirements: Bard level 20, Inspire courage, Fascinate (bard performance), Inspire competence, 1 divine point
Effect: Add your divine points as an additional bonus to those granted by inspire courage. You may opt to fascinate any creature with less divine points than you whenever you use a performance skill. Those creatures must make a will save or be fascinated for as long as you continue to perform and a number of hours equal to your charisma bonus plus your divine points thereafter.

Mythic metamagic (Ex)
Description: You have an almost unsurpassed skill with metamagic.
Requirements: Any one metamagic feat, 1 divine point, ability to cast 2nd level spells
Effect: You may also reduce the amount it costs to add metamagic feats to your spells by an amount equal to your divine points. This reduction can only be applied once per spell regardless of how many metamagic feats you opt to add to that spell.

Endless strikes (Ex)
Description: Using your incredible speed and finesse you slay your foes at lightning speed.
Requirements: Weapon finesse, Improved weapon finesse*, Greater weapon finesse*, Dex 20+, Bab 16+, 1 divine point
Effect: When using the full-attack option in conjunction with the weapon finesse feat you gain a number of additional attacks at your highest attack bonus, equal to your divine points.

Mythic spell (Metamagic, Cosmic) (Ex)
Description: You may imbue your spells with cosmic energy granting them exceptional power.
Requirements: Caster level 20, ability to cast 9th level spells, 1 divine point
Effect: A spell modified with this feat is heightened by an amount equal to your divine points with no limit just as if affected by the heighten spell metamagic feat. Any damage the spell does is increased by one die for every divine point you possess. Any numerical effect the spell might have is maximized and empowered. A spell which creates a number of effects such as magic missile and mirror image has its amount increased by your divine points. A spell which grants a flat numerical bonus to something has this bonus increased by a number of points equal to your divine points. A mythic spell is only affected by a mythic antimagic field. Finally anyone trying to dispel a mythic spell must roll twice and take the worse result. If he fails he takes backlash damage equal to 1d6 per level of the mythic spell and his dispel is returned back upon him as if deflected by a spell turning effect. Only a mythic spell can counterspell a mythic spell, any other attempt is deflected back on the counterspeller and causes a backlash just as a failed dispel attempt. A mythic spell takes up a spell slot 5 levels higher than a normal spell of its level.

Mythic spell mastery (Ex)
Description: Your mastery of simple spells has enabled you to use them at will
Requirements: Caster level 20, Ability to cast 6th level spells, 1st level 1 divine point, 2nd level 3 divine points (4 for a Spontane caster), 3rd level 5 divine points (6 for a Spontane caster), 4th level 7 divine points (8 for a Spontane caster), 5th level 9 divine points (10 for a Spontane caster)
Effect: You can use a certain level of spell at will just as if they were Cantrips. Casters who memorizes spells can only use spells he has prepared in this fashion while a Spontane caster can use any spells known in this fashion. Spells modified with metamagic feats take up a higher spell slot like normal and can only be used in this fashion if their new modified level is of an appropriate level.

Mythic two-weapon master (Ex)
Description: Your skill with two-weapons is the envy of war gods.
Requirements: Two-weapon fighting, Improved two-weapon fighting, Greater two-weapon fighting, Bab 16+, Dex 20+, 1 divine point
Effect: When fighting with two weapons you can strike with both weapons whenever you would normally only be allowed one attack such as during a charge, when you have moved, on attack of opportunities or in conjunction with feats like vital strike and cleave. Any effects of feats are applied to the attacks of both weapons.

Mythic vital strike (Ex)
Description: You can harness all your might into a single powerful blow.
Requirements: Vital strike, Improved vital strike, Greater vital strike, Bab 16+, 1 Divine point
Effect: Whenever you use the vital strike feat add one additional die of weapon damage for every divine point you possess.

Mythic sneak attack (Ex)
Description: You could slay Gods if you took them by surprise.
Requirements: Sneak attack class ability, 1 divine point
Effect: Increase your number of sneak attack dice by one for every divine point. As long as a creature posses lesser divine points than you, you can sneak attack it even if it would normally be immune.

Healing smite (Su)
Description: Whenever you smite evil you and your allies’ are healed from the divine backlash.
Requirements: Ability to smite evil, Ability to channel energy, 1 divine point
Effect: Whenever you successfully smite evil you and any allies within 30 feet are healed by an amount equal to your channel energy ability.

Inspire the masses (Ex)
Description: Your performance affects more people
Requirements: Bard level 1, Charisma 13+, 1 divine point
Effect: Any bardic performance you posses affecting a certain number of creatures may affect an additional number of creatures equal to your charisma bonus plus your divine points.

Reaving slash (Su)
Description: The power of your blow extends far beyond the reach of your weapon
Requirements: Power attack, Cleave, Great cleave, Bab 16+, 1 divine point
Effect: Your attacks affect a number of squares equal to 5 feet per divine point following a straight line from your primary target. Use the same attack roll to determine if you hit any additional creatures with this attack.

Mythic prowess (Ex)
Description: Your martial prowess exceeds your mortal limits
Requirements: 1 divine point, base attack bonus +5
Effect: Your base attack bonus increases by an amount equal to your divine points to a maximum of 20.

Mythic will (Ex)
Description: The strength of your will is divine.
Requirements: 1 divine point
Effect: Your base will save increases by an amount equal to your divine points to a maximum of +12.

Mythic Fortitude (Ex)
Description: The strength of your fortitude is divine.
Requirements: 1 divine point
Effect: Your base fortitude save increases by an amount equal to your divine points to a maximum of +12.

Mythic reflexes (Ex)
Description: Your reflexes are divine.
Requirements: 1 divine point
Effect: Your base reflex save increases by an amount equal to your divine points to a maximum of +12.

Mythic armor mastery (Ex)
Description: You become one with any armor you wear
Requirements: Proficiency in all armors, Armor mastery special ability, 1 divine point
Effect: You reduce the armor check penalty of any armor you wear by one for every divine point you have. You also increase the AC bonus and DR from wearing armor by one for every divine point you have.

Mythic skill focus (Su)
Description: You have a Godly aptitude for a certain skill
Requirements: 20 ranks and skill focus in chosen skill, 1 divine point
Effect: Choose a skill in which you posses 20 ranks and have the skill focus feat in. You may now perform mythic skill uses with that skill. This Mythic ability may be taken more than once. Each time you take this mythic ability it applies to another skill with which you meet the requirements.

Mythic dodge (Su)
Description: You dodge blows with such ease at it seems you know when they are coming
Requirements: Dodge, Improved uncanny dodge, Dex 20+, Wind stance, Lightning stance, 2 divine points
Effect: Any time someone misses you with an attack roll you may move 5 feet per divine point you posses. In addition you gain a dodge bonus to AC equal to your divine points. As long as you can move and gain your dex bonus to AC you gain concealment.

Whirlwind of death (Ex)
Description: Your wild slashes creates a whirlwind of dust and blood obscuring your location.
Requirements: Whirlwind attack, Bab 16+, 2 divine points
Effect: Any time you use your whirlwind attack feat you may attack all opponents in reach twice. In addition your whirlwind creates a cloud of dust and blood which grants you concealment from all creatures further than 5 feet from you.

Muse (Su)
Description: Your performance leaves creatures with otherworldly inspiration
Requirements: Mythic inspiration, Inspire competence, 2 divine points
Effect: All creatures with less divine points than you affected by your mythic inspiration ability gain a bonus to all skill checks, attack rolls and saving throws equal to your inspire competence bonus plus your divine points for one day per point of charisma bonus you have plus one additional day for every divine point you posses.

Shatter the horde (Su)
Description: Your mighty swing scatters your foes to the wind
Requirements: Cleave, Great cleave, Power attack, Reaving slash, Bab 16+, 2 divine points
Effect: As a full round action you may make a single attack affecting all creatures within reach plus all creatures within 5 additional feet per divine point you posses as long as you beat their AC. All creatures suffer damage as if you had struck them and additionally must make a fortitude save DC 10 +1/2 your level + your strength modifier plus your divine points, or be tossed out to the epicenter of your blow and fall prone and be stunned for one round. Creatures with more divine points than you and flying creatures are immune to the knockback and stunning effects but still suffers damage if you hit them. This attack ignores concealment and effects like mirror image as it is considered an area attack.

Torrent of death (Ex)
Description: You become a living torrent of death as you slash through numerous foes with rapid determination.
Requirements: Whirlwind of death, 3 divine points
Effect: Using whirlwind attack is now a standard action for you and you can attack any creature you threaten in your path, in addition you don’t provoke attack of opportunities from any creatures you make an attack roll against while moving. You still get the benefits of the whirlwind of death mythic ability if you so choose.

Mythic exemplar (Ex)
Description: Your natural abilities are legendary.
Requirements: 1 Divine point
Effect: You gain a +1 increase in an ability score of your choice. This ability may be taken more than once and its effect stacks.

Deny gravity (Su)
Description: You can step on the wind as easily as you can on the ground.
Requirements: Acrobatics 20 ranks, Nimble steps, Acrobatic steps, 2 Divine points
Effect: You are immune to any gravity altering effects such as reverse gravity. You never take any fall damage. You can move as if constantly under the effect of an air walk spell which cannot be dispelled. You can also walk on walls and ceilings as if they were the ground. In addition you ignore difficult terrain.

Multispell (Ex)
Description: You can cast spells with supernatural speed
Requirements: Quicken spell, 4 divine points
Effect: You may cast up to two quickened spells each round as a single swift action.

Mythic sunder (Su)
Description: Your mighty blows can topple buildings.
Requirements: Power attack, Improved sunder, Greater sunder, Bab 16+, Str 20+, 2 divine points
Effect: You gain a bonus to CMB for the purposes of sundering and damage against objects equal to your divine points. Whenever you strike an object or structure up to large size (huge if you have 4-5 divine points, gargantuan if you have 6-7 divine points, colossal if you have 8-9 divine points or colossal+ if you have 10 or more divine points). That object must make a fortitude save DC 10 +1/2 your level + your strength modifier + your divine points or be utterly destroyed. Even if it succeeds at this save it still suffers double damage and gains the broken condition. Any creature within a structure destroyed by this effect takes 8d6 points bludgeoning damage (reflex DC 15 for half) and is buried.

Brew mythic poison (Ex)
Description: You can craft poisons strong enough to kill Gods.
Requirements: Craft (Alchemy) or (Poison) 20 ranks, 1 Divine point
Effect: Any poison you create has its DC, duration and damage (both initial and secondary) and the number of saves required to shake off the poison, increased by a number of points up to an amount equal to your divine points. In addition any mythic poison applied to a weapon lasts for a number of hits equal to one plus the divine points of the poisons creator. Mythic poisons can even affect creatures normally immune to poison, although they receive a bonus to saves against such poisons equal to +10 plus their divine points. Brewing a mythic poison costs ten times the normal amount and takes ten times as long as the divine points invested in the poison at its crafting.

Deny death (Ex)
Description: Even death does not scare you.
Requirements: Divine rank 1
Effect: Any effect that would instantly kill you instead deals only 10 points of damage per level or hd and 10 more for each divine point of the attacker plus any damage the attack might have normally done. You also gain a bonus on saves against death effects equal to your divine points. Once per day per divine point, any attack that would normally take you below 1 hp instead leaves you at 1 hp.

Extra class power (Ex)
Description: You may use your class abilities more often than normal.
Requirements: 1st to 5th level class ability 1 divine point, 6th to 10th level class ability 2 divine points, 11th-15th level class ability 3 divine points, 16th-20th level class ability 4 divine points.
Effect: Choose one class ability with limited uses such as a clerics channeling or a paladins smiting. You may use this ability a number of additional times or gain a number of additional points in that ability equal to your divine points. For example if you choose this ability for your monk ki pool your ki pool would increase by a number equal to your divine points. This ability may be taken more than once. Each time you take it, it applies to a new class ability.

Mythic spell focus (Ex)
Description: Your skill at a certain school of magic is legendary.
Requirements: 1 divine point, spell focus and greater spell focus in chosen school
Effect: Choose one school of magic in which you posses the greater spell focus feat. Your DC’s and caster level with spells from that school increase by a number equal to your divine points.

Mythic companion (Ex)
Description: Your animal companion is imbued with some of your divine power
Requirements: Animal companion, Mount, divine bond (mount), Eidolon or familiar class feature, 1 divine point
Effect: Your companion gains 10 bonus hit point per divine point you possess as well a +1 in all ability score, AC, attack, damage, SR, saves skill checks and ability checks for every divine point you possess. Only creatures who already possess and SR score gains an SR increase. Eidolons gain +1 evolution points for every divine point you possess.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
Andrew Tuttle wrote:

A quick parse of this thread indicates I'd like to read it in more detail soon. Hence, "•."

Mortagon,

Love the title too. I think "Epic-ness" should be approached with humility. This looks like a good read, I'm looking forward to spending time with it soon.

-- Andy

Thank you for taking interest. I will try to post here regularly with any new stuff I come up with. I'm looking forward to hearing your opinion.


What the... It goes all the way to 40th level! According to the Tome of Horrors, I can solo Lucifer (CR 39)by then!

I can see a great deal of effort was put into this, and I applaud you for that.

Right now I'm GMing a campaign (which is nowhere near epic level yet) and playing a 2nd one (which is at 17th level) and we are thinking about going epic. If such a thing were to happen, I'd love to use this!

Who knows, maybe some day my Sorcerer will turn Lamashtu into a frog or something.

Unfortunatelly, I can't comment on balance, as that gets retty wacky at epic level, although your work here might help with that.

Heh... A barbarian with reaving slash, whirlwind of death and whirlwind of death will have lots of fun!


:D Nice. I like this, if I'm ever in an epic level game I will suggest this.

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