| Real Sorceror |
Hey, hey! I just started working on this again and thought I'd post a few more ideas. These are going to be more toned down compared to the previous builds I'd posted and will only run from 21-30th level. I'm also hoping to possibly get these printed in Wayfinder #4 so they will be sticking closer to actual PF.
Obviously these are not complete yet. The Paladin is the most polished, although depending on reactions I'm willing to change things. Comments are welcome and needed! Monk, Sorc, and Wizard will be posted as they are completed.
Advancement: The rate at which characters gain bonus feats and ability points continues unchanged. Similarly, a character’s base attack bonus, saving throws, and class features or abilities with level dependent effects continue to advance. Remember that a character cannot have more than 4 attacks based on its base attack bonus.
Spells: A character’s caster level continues to improve every time she takes a level in a spellcasting class. If a characters advances beyond 20th level in a spellcasting class, the rate at which they gain spells per day changes. Every odd-numbered level the spellcaster gains a single spell slot one level higher than her previous maximum level. These slots can be used to prepare lower level spells or spells augmented by metamagic feats. Every even-numbered level, a spellcaster gains additional spell slots equal to the highest level spell he can currently cast. These slots can then be divided among the spell levels he currently has access to. Alternatively, the character can forgo gaining new spells per day in exchange for learning two more spells of any level they can currently cast.
Epic Barbarian
Alignment: Any nonlawfulHit Die: d12
Skill Ranks per level: 4 + Int modifier
Rage (Ex): An epic Barbarian continues to gain 2 additional rounds of rage per day for every level after 20th.
Rage Powers: A Barbarian gains a new rage power at 22nd level and every two levels thereafter. Any rage powers with effects based on the Barbarian’s level continue to advance at the same rate. In addition, the Barbarian can also choose from the following epic rage powers:
Bear Warrior (Su): Once per rage, the Barbarian can use the Wild Shape ability of a Druid of her level to take the shape of a bear or dire bear. At the GM’s discretion, other animals may be possible as well.
Deathless Frenzy (Ex): The Barbarian cannot die from hit point loss while raging, though she still takes damage. At the end of her rage, if the Barbarian is at -10 hit points or lower, she instantly dies.
Primal Intuition (Ex): The barbarian gains blindsense to a range of 60 feet while raging. This requires that the Barbarian have the Scent or Night Sight rage powers.
Storm Rage (Su): Any weapon the Barbarian wields while raging is treated as an Anarchic Thundering weapon. In addition, if the Barbarian scores a critical hit, the target is affected as if by the Deafening Critical feat.
Trap Sense (Ex): The Barbarian’s trap sense improves by +1 at 21st, 24th, 27th, and 30th level.
Damage Reduction (Ex): The Barbarian’s DR improves by 1 at 22nd, 25th, and 28th level.
Epic Bard
Hit Dice: d8
Skill Ranks per level: 6 + Int modifier
Spellcasting: The Bard’s caster level continues to improve and she gains additional spells per day as shown above.
Bardic Performance (Ex): An epic Bard continues to gain 2 additional rounds of performance per day for every level after 20th. Any performances with effects based on the Bard’s level continue to advance at the same rate.
Versatile Performance (Ex): The Bard can choose a new associated skill at 21st, 25th, and 29th level.
Lore Master (Ex): The Bard can use this ability one additional time at 23rd and 29th level.
Epic Cleric
Alignment: A cleric's alignment must be within one step of her deity's.
Hit Dice: d8
Skill Ranks per level: 4 + Int modifier
Spellcasting: The Cleric’s caster level continues to improve and she gains additional spells per day as shown above.
Channel Energy (Su): The Cleric’s number of channel energy dice improves by 1 at 21st level and every two levels thereafter. At 22nd level, the Cleric gains the ability to affect more types of creatures when she channel's energy, based on her chosen domain. Clerics who chose an elemental domain (Air, Fire, Earth, Water) can heal creatures with the associated elemental subtype and harm those with the opposed subtype. Clerics with alignment-based domains (Chaos, Evil, Good, Law) heal outsiders with the same alignment and harm outsiders with the opposed alignment. At the DM’s desertion, other options may be available as well, such as a Cleric with the Artifice Domain affecting creatures of the Construct type.
Improved Domain (Su): The Cleric can now use her first granted powers at will. In addition, she may now convert any prepared spell into a domain spell of the same level.
Epic Druid
Alignment: Any neutral
Hit Dice: d8
Skill Ranks per level: 4 + Int modifier
Spellcasting: The Druid’s caster level continues to improve and she gains additional spells per day as shown above.
Wild Empathy (Ex): The Druid continues to add her full class level to Wild Empathy checks.
Supreme Bond: The Druid’s Nature Bond improves. Druids who chose a domain may now use their first level granted power at will and spontaneously convert prepared spells into domain spells of the same level.
If the Druid chose to have an Animal Companion, her companion gains the Advanced creature template and Spell Resistance 11 + her Druid level.
Wild Shape (Su): At 22nd level, the Druid’s wild shape now functions as Beast Shape IV in addition to other available forms. At 24th, the Druid can use wild shape to take any form allowed by Giant Form II and Form of the Dragon II. At 26th level, the Druid’s wild shape improves to include Form of the Dragon III.
Toxin Immunity (Ex): At 23rd level, the Druid gains immunity to all diseases.
Nature's Champion: At 30th level, The Druid gains the benefits of the Half-Fey template.
Epic Fighter
Hit Dice: d10
Skill Ranks per level: 2 + Int modifier
Weapon Training (Ex): At 21st level and every four levels thereafter, a Fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group, and the bonuses granted by previous weapon groups increase by +1 each (maximum of +5).
Bonus Feat: At 22nd level and every two levels thereafter, the Fighter gains an additional combat feat. In addition, the Fighter may now choose from the list of Epic combat feats that she qualifies for.
Epic Paladin
Alignment: Lawful Good
Hit Dice: d10
Skill Ranks per level: 2 + Int modifier
Spellcasting: The Paladin’s caster level continues to improve and she gains additional spells per day as above.
Mercy: The Paladin may choose a new Mercy at 21st, 24th, 27th, and 30th level from any of those available to her on the non-epic list or from the following options: Atonement, Restoration, Raise Dead.
Smite Evil: The paladin gains a new use of her Smite Evil ability at 22nd, 25th, and 28th level. At 27th level, the Paladin’s Smite Evil also functions against Chaotic-aligned beings.
Aura of Supremacy: At 23rd lvl all of the Paladin’s auras have the radius improved to 30ft. 1/ day per aura the Paladin may use a swift action to grant her allies immunity to the affect her aura grants resistance to for 1 round.
Supreme Bond: At 24th level, a Paladin who chose a spiritual weapon has its enhancement bonus improved to +7. It then gains an additional +1 enhancement every even level thereafter. She can also choose from the following additional properties when enhancing the weapon: Dancing, Holy Power, Sharpness, and Vorpal.
A Paladin who has chosen to have a special mount may now choose from the following options when summoning a new mount: Half-Celestial Unicorn, Lammasu, Quoatl, Young Silver Dragon. Subtract their CR from the Paladin’s level when determining the benefits they would gain for being a special mount.
Aura of Life: At 26th, the Paladin becomes immune to death affects. All allies within her aura receive a +4 bonus on saving throws against death affects and any attack that would instantly kill them.
Divine Champion: At 30th level, The Paladin gains the benefits of the Half-Celestial template.
Epic Ranger
Hit Dice: d10
Skill Ranks per level: 6 + Int modifier
Spellcasting: The Ranger’s caster level continues to improve and she gains additional spells per day as above.
Supreme Bond: The Ranger’s Hunter’s Bond improves. If she chose the Companion Bond, she can now grant the bonus to any ally that can see or hear her, regardless of distance. In addition, she can grant the bonus against any number of targets so long as they are of the same type.
A Ranger who chose an Animal Companion uses her full Ranger level as her effective Druid level and her companion gains the Advanced creature template and Spell Resistance 11 + her Ranger level.
Wild Empathy (Ex): The Ranger continues to add her full class level to Wild Empathy checks.
Combat Style Feat: At 22nd, 26th, and 30th level, a Ranger can choose a new combat style feat, either from the non-epic list or from the following epic options. Rangers who selected archery can choose: (list pending)
Rangers who selected two-weapon fighting can choose: Perfect Two-Weapon Fighting, (list pending)
Favored Terrain: At 23rd and 28th level the Ranger may choose a new Favored Terrain from the list, and increase the bonus of another Favored Enemy by +2 (to a maximum of +10).
Favored Enemy: At 25th and 30th level the Ranger may choose a new Favored Enemy from the list, and increase the bonus of another Favored Enemy by +2 (to a maximum of +10).
Epic Rogue
Hit Dice: d8
Skill Ranks per level: 8 + Int modifier
Sneak Attack (Ex): At 21st level and every other level after that, the Rogue’s Sneak Attack improves by +1d6.
Trap Sense (Ex): The Rogue’s trap sense improves by +1 at 21st, 24th, 27th, and 30th level.
Rogue Talents: At 22nd level and every even level thereafter, the Rogue can select a new Rogue Talent. This can be one from the non-epic list, or one of the following Epic Rogue Talents:
Bonus Feat: The Rogue may choose any epic or non-epic feat for which she qualifies for.
Dispelling Strike: (Prereq: Dispelling Attack) The Rogue's Dispelling Attack now functions as a Greater Dispel Magic spell, targeting the lowest level affects first.
Critical Strike: Whenever the Rogue scores a critical hit on a Sneak Attack, his extra Sneak Attack damage is maximized.
| gbonehead Owner - House of Books and Games LLC |
Here's one case where I think the ELH handbook had it right and Paizo has it wrong.
Keeping the BAB and save progressions the same for epic levels will inevitably result in broken combats where some characters only fail on a 1 and other characters only save on a 20 unless ridiculous amounts of magic come into play.
While I think the ELH's epic magic system was junk, I do think they got that part of it right - they had a sidebar in there talking about epic progressions and why they changed after 20.
Granted, I only have my game as evidence to go on, but I think that switch in progression was spot on.
| Maeloke |
Here's one case where I think the ELH handbook had it right and Paizo has it wrong.
Keeping the BAB and save progressions the same for epic levels will inevitably result in broken combats where some characters only fail on a 1 and other characters only save on a 20 unless ridiculous amounts of magic come into play.
While I think the ELH's epic magic system was junk, I do think they got that part of it right - they had a sidebar in there talking about epic progressions and why they changed after 20.
Granted, I only have my game as evidence to go on, but I think that switch in progression was spot on.
Ditto this. After 20, it's far more sensible to keep BAB and saves progressing at +1 per 2 levels, and cap iterative attacks where they stand at 20. The numbers can't handle the disparity that emerges when the variable progressions get pushed into epic levels.
| Real Sorceror |
Cleric Skill Ranks per Level should be 2 + Int modifier not 4 + Int modifier.
I'm going by what the Core Rulebook and srd say. I'm not here to change the non-epic rules. I'm just adding epic on top of them.
Here's one case where I think the ELH handbook had it right and Paizo has it wrong.
Keeping the BAB and save progressions the same for epic levels will inevitably result in broken combats where some characters only fail on a 1 and other characters only save on a 20 unless ridiculous amounts of magic come into play.
In that I agree. Thats why I stopped my progressions at 30th. Anything beyond that and the difference between good and bad BAB and saves becomes far too extreme. I also don't know whether piazo intends to allow epic to progress into infinity or if they just want it to end at some point (30th or 40th lvl is probably the best bet).
While I think the ELH's epic magic system was junk, I do think they got that part of it right - they had a sidebar in there talking about epic progressions and why they changed after 20.
In the ELH, everyone got a +1 to BAB and saves every other level. Basically you were treated as having slow BAB and good saves. This helped control the number but it almost treated epic as a whole different game. It also made you metagame your first 20lvls so you didn't screw up your saves when you multiclassed.
Granted, I only have my game as evidence to go on, but I think that switch in progression was spot on.
Same here. Of course, with all the old 3.5 stuff available, we usually had a way of getting all good BAB and saves by 40th lvl and ignored whatever rules we were using.
| Can'tFindthePath |
Skullking wrote:Cleric Skill Ranks per Level should be 2 + Int modifier not 4 + Int modifier.I'm going by what the Core Rulebook and srd say. I'm not here to change the non-epic rules. I'm just adding epic on top of them.
I think that's what he meant. The Core Rulebook and SRD have the cleric at 2 skill points per level.