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Roughly two years ago, I brought you version 1.5 of a project I've worked on for ages: the Pathfinder Epic Level Handbook, based on the old Epic level Handbook that Wizards published for D&D 3.0.

Today, I'm happy to announce that version 1.6 is live!

The main revision of this 185-page guide is the elimination of dead levels. As one forum user said of the previous version, "I couldn't imagine grinding for millions of xp to just get an extra skill point and 1d8 HP."

Now, every class gains something at every level, be it a bonus class feat (now working off a standardized system to avoid low-feat-progression classes actually ending up with more feats in the short term), an iterative improvement of existing class features, or new, epic improvements to class abilities or spellcasting.

Other improvements in this edition include:

  • Reworking the universal class advancement bonuses
  • A "prowess bonus" that classes automatically get, to improve the utility of iterative attacks
  • A ton of new feats, bringing the total up to 445 epic feats (nearly three times as many as in the original Epic Level Handbook), with a new organization scheme to make the section more convenient
  • A new epic armor quality and three new epic weapon qualities
  • A new, across-the-board focus on boosting damage output rather than to-hit bonuses, with the aim of making combat more dynamic and much quicker

    Please bear in mind that this is a living document and if you have any suggestions or corrections you'd like to bring to my attention, I'm always eager to improve what I can. That being said: please enjoy!


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    Good afternoon, everyone! Some of you may recognize me as the author of the Pathfinder Epic-Level Handbook.

    I'm here today to announce the next major Pathfinder supplement I've released:

    The Pathfinder Combat Styles Guide!

    Contained within this 86-page document is a new system designed for use in non-magical campaign settings. It introduces combat styles, which allow the non-magical characters to perform feats of prowess with weapons or skills.

    There are an assortment of techniques that players can learn to provide passive bonuses, active abilities, and even attack chains that can be pulled off in combat. There are 45 different combat styles divided into three categories:


      - Offensive combat styles are based around inflicting extra damage, gaining additional attacks, and crippling targets.
      - Utility combat styles focus more on self-defense, controlling the battlefield, and inflicting ailments on enemies.
      - Skill styles grant players new abilities or actions based on the skills or non-combat class abilities they're specializing in.

    This guide also talks about certain mechanics systems that the group I game with has developed over the years to make non-magic play work, such as a system of fatigue and wounds that compensates for the lack of healing magic and the combat styles' own passive AC bonuses to compensate for the disproportionate growth in BAB relative to AC at higher levels.

    The styles also include a lot of fluff from the setting in which they were developed, a campaign world created by our GM called Cerenth. Of course, these details can be changed to fit whichever world you would prefer to play in.

    While these combat styles saw fairly heavy use when they were played with in D&D 3.5, the adaptation to Pathfinder is new and required some fairly major rewrites in places, so I would be thrilled to hear any feedback or critiques you might have. I hope you all enjoy and maybe you'll find a place for this document around your gaming table.


    Several months ago, I released the Pathfinder Epic-Level Handbook, v1.4, complete with progressions beyond 20th level for all 11 core classes and 8 base classes. It provided epic spells, skill uses, house rules, and over 300 epic feats. It also included hundreds of magic items for epic level play.

    The handbook is back now with version 1.5 (PDF warning), which includes a half-dozen new feats, a few more spells, and a number of corrections and edits based on comments from this and other forums. But most of all, it includes more than 150 new magic items, including specific weapons and armors as well as a plentitude of wondrous items for every slot on the body. Wield the tooth of the orm king or gird yourself in the obsidian tor; bind your warrior in dreadnought cords, trap your foes with walking caltrops, or maybe just don a pair of forever pants.

    A new arsenal awaits your PCs, ready to add to any epic-level Pathfinder campaign.


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    Based on my experience with epic Pathfinder campaigns, I've written a handbook for epic-level Pathfinder. (PDF warning)

    These rules start with those from the D&D 3.0 Epic Level Handbook, but expand on areas that I thought were strong and replace others that just didn't work for me or my players.

    - Includes epic progressions for all 11 core classes and 8 base classes.
    - Includes over 300 epic feats, many focused on keeping non-caster characters both viable and interesting.
    - Epic-level magic now focuses on metamagic (with over 40 new, epic metamagic feats)

    This material is 100% free and I always welcome criticism and feedback. While I have run games using these rules and done my best to edit the document, there are doubtless both typos and oversights in game mechanics that I've missed.

    For my other Pathfinder materials (of which there is admittedly only one, right now), you can stop by my website: http://www.jessejackjones.com/pathfinder

    I hope you enjoy!