
Scott Andrews |
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I have been running a Kingmaker campaign for a while now, and it looks like the players will want to keep playing the campaign after the AP ends,so I have been thinking about how to do mechanics for play past 20th level. Looking around, I came across the concept of E6, where characters continue to gain feats with XP after hitting the level cap and thought that should work for my game until Paizo releases an epic book.
So I went and compiled and created some feats to go with the Corebook and the APG, and I would like the messageboard's thoughts and suggestions on them, and the concept in general.
Rules
Character progression from level 1 to level 20 is as per PFRPG. Upon attaining 20th level, the character consults the chart below to see how much additional experience is required to earn an additional feat.
For the purpose of designing encounters, treat each additional 5,000,000 XP as +1 CR (or level).
Feat Type Normal Epic Destiny
XP per feat 1,000,000 2,500,000 5,000,000
ADDITIONAL MAGIC ITEM SPACE
Prerequisites: Knowledge Arcana 12 ranks or Use Magic Device 12 ranks.
Benefit: Choose one type of magic item from that has a limit on the number a character can simultaneously wear and gain its benefit from the following list; amulet, belt, ring, shirt, vest. The character can now wear one more magic item of this type and also gain its benefit.
Normal: Without this feat, a character is limited to one headband, hat, or helmet; one pair of eye lenses or goggles; one cloak, cape, or mantle; one amulet, brooch, medallion, necklace, periapt, or scarab; one suit of armor; one robe; one vest, vestment, or shirt; one pair of bracers or bracelets; one pair of gloves or gauntlets; two rings; one belt; and one pair of boots.
Special: A character can gain this feat multiple times. Each time the character takes the feat, it applies to a new type of wearable magic item.
AUGMENTED ALCHEMY
Prerequisites: Int 21, Craft(alchemy) 11 ranks.
Benefit: Whenever creating an alchemical item or substance, the character can choose to make it more powerful than normal by adding +20 to the DC required to create it and multiplying its price by 5. If the item or substance deals damage, double the damage dealt. If the item or substance doesn’t deal damage, double the duration of its effect. If the item or substance doesn’t deal damage and doesn’t have a specific listed duration (or has an instantaneous duration), double all dimensions of its area. If the item or substance doesn’t fit any of these categories, then it cannot be affected by this feat. See the Craft (alchemy) skill description.
AUTOMATIC QUICKEN SPELL
Prerequisites: Quicken Spell, Spellcraft 23 ranks, ability to cast 9th-level arcane or divine spells.
Benefit: The character may cast all 0-, and 1st spells as quickened spells without using higher-level spell slots. The normal limit to the number of quickened spells a character may cast per round applies. Spells with a casting time of more than 1 full round can’t be quickened.
Special: A character can gain this feat multiple times. Each time a character takes the feat, the spells of his or her next lowest spell level can now be quickened with no adjustment to their spell slots.
AUTOMATIC SILENT SPELL
Prerequisites: Silent Spell, Spellcraft 20 ranks, ability to cast 9th-level arcane or divine spells.
Benefit: The character may cast all 0-, 1st, 2nd, and 3rd-level spells as silent spells without using higher-level spell slots.
Special: A character can gain this feat multiple times. Each time a character takes the feat, the spells of his or her next 3 lowest spell levels can now be silenced with no adjustment to their spell slots. This feat doesn’t increase the casting time for those spells that normally become full-round actions when cast in metamagic form. However, since bard spells can’t be enhanced with the Silent Spell feat, they can’t be affected by this feat either.
AUTOMATIC STILL SPELL
Prerequisites: Still Spell, Spellcraft 20 ranks, ability to cast 9th-level arcane or divine spells.
Benefit: The character may cast all 0-, 1st, and 2nd-level spells as stilled spells without using higher-level spell slots.
Special: A character can gain this feat multiple times. Each time a character takes the feat, the spells of his or her next 2 lowest spell levels can now be stilled with no adjustment to their spell slots. This feat doesn’t increase the casting time for those spells that normally become full-round actions when cast in metamagic form.
AWESOME REPUTATION
Prerequisite: 20 ranks either Bluff, Diplomacy, Intimidate, or Perform.
Benefit: The character gains a +4 bonus on Bluff, Diplomacy, Intimidate, and Perform checks. This bonus stacks with all other bonuses.
BLOOD RAGE
The more wounded you are the greater your rage.
Prerequisites: Con 25, Mighty Rage.
Benefit: When reduced to below 50% of your hit points your Strength, while raging, increases by +4. When reduced to below 25% of your maximum hit points your Strength, while raging, increases by a further +4.
BONUS DOMAIN
Prerequisites: Wis 21, ability to cast 9th-level divine spells.
Benefit: Choose an additional domain from the character’s deity’s domain list. The character now has access to that domain’s spells as normal for his or her domain spells and the domain’s granted powers.
Special: A character can gain this feat multiple times. Each time he or she takes the feat, it applies to a different domain.
BURSTING WITH POWER
Prerequisites: Ability to cast 0th-level spells, Quicken Spell, caster level 11th.
Benefit: You may now cast 0th level spells as a free action once per round. This does not increase the level of the spell or count toward the one quickened spell per round limit
COMBAT INSIGHT [COMBAT]
Your keen intellect allows you to place melee attacks where they will inflict the most damage.
Prerequisites: Int 17, Combat Expertise, base attack bonus +10.
Benefit: When wielding a melee weapon, add your Intelligence modifier in addition to your Strength modifier to the weapon’s damage rolls. This additional damage does not affect creatures not subject to critical hits.
DEAFENING SONG
Prerequisites: Perform 20 ranks, bardic performance class feature.
Benefit: The character can use song or poetics to temporarily deafen all enemies within a 30-foot spread from him or her. A successful Fortitude save (DC 10 + 1/2 the character’s class level + the character’s Charisma modifier) negates the effect. The deafening effect lasts for as long as the character continues the deafening song. The character can choose to exclude any characters from this effect. The character may sing, play, or recite a deafening song while taking other mundane actions, but not magical ones (see the bard’s inspire courage ability for more details). The character may keep up the deafening song for a maximum of 10 rounds. Using the deafening song counts as using rounds of bardic performance for the day.
DIVINE HEALING [DIVINE]
You can harness divine power to better heal others.
Prerequisites: Channel Energy class feature, Wis 17.
Benefit: As a swift action you can expend one of your channel energy uses to add +1 hp/ class level to any healing spell or ability (such as Lay on Hands).
DIVINE PROVIDENCE [DIVINE]
You have been gifted with insights into the future.
Prerequisites: Channel Energy class feature, Wis 17.
Benefit: As a swift action you can expend one of your channel energy uses to re-roll any dice roll you made that round. You must accept the consequences of that dice roll regardless of whether it is more favorable (than the initial roll) or not.
Special: You can only re-roll one die each round.
EFFICIENT ITEM CREATION [ITEM CREATION]
Prerequisites: 3 Item creation feats, Knowledge (arcana) 20 ranks, Spellcraft 20 ranks.
Benefit: Creating a magic items feat requires one day per 10,000 gp of the item’s market price, with a minimum of one day.
Normal: Without this feat, creating a magic item requires one day for each 1,000 gp of the item’s market price.
EMPOWER INSPIRATION
Prerequisites: Cha 25, Perform 20 ranks, bardic music class feature.
Benefit: All competence bonuses, dodge bonuses, and morale bonuses granted by the character’s bardic performance ability increase by +1. If you have the inspire greatness bardic performance ability, it grants one additional bonus HD.
Special: A character can gain this feat multiple times. Each time the Perform prerequisite increases by one. Its effects stack.
ENHANCE SPELL [METAMAGIC]
Prerequisites: Maximize Spell, Spellcraft 11 ranks.
Benefit: The damage cap for your spells increases by 10 dice for spells that deal a number of damage equal to your caster level (such as fireball) or by 5 dice for spells that deal a number of damage equal to half your caster level (such as searing light). An enhanced spell uses up a spell slot four levels higher than the spell’s actual level (or as modified by any other metamagic feats).
For damaging spells that are affected by your level in other ways, treat the damage cap as if it were 10 levels higher. For example, an enhanced magic missile cast by a 19 level caster would fire 10 missiles.
EXTENDED LIFE SPAN
Prerequisite: Base Fortitude save bonus +12 or able to cast 9th level spells.
Benefit: Add one-half the maximum result of the character’s race’s maximum age modifier to the character’s normal middle age, old, and venerable age categories. Calculate the character’s maximum age using the new venerable number. This feat can’t lower the character’s current age category.
Special: A character can gain this feat multiple times. Its effects stack.
EXTRA DEFLECTION [COMBAT]
Prerequisites: Dex 23, Combat Reflexes, Deflect Arrows, Improved Unarmed Strike.
Benefit: The character may perform additional deflections each round, each one uses up one of the character’s attacks of opportunity for the round.
FOLLOW THROUGH [COMBAT]
Prerequisites: Character level 20th.
Benefit: When determining your base attack bonus, attacks after the first gain a +1 bonus. For example if your base attack bonus is +20, the new base attack bonus is +20/+16/+11/+6. This feat may never increase the bonus higher than that of the first attack.
Special: A character can gain this feat multiple times. Its effects stack.
GREAT SMITING
Prerequisites: Cha 19, smite ability (from class feature or domain granted power).
Benefit: Whenever the character makes a successful smite attack, add 2 to the damage roll.
Special: A character may select this feat multiple times. Each time the Charisma prerequisite increases by 1. Its effects stack.
GREATER ENDURANCE
Prerequisites: Con 21, Endurance.
Benefit: Whenever the character makes a check for performing a physical action that extends over a period of time, he or she gets a +10 bonus on the check.
GRITTY TOUGHNESS [COMBAT]
Prerequisite: Base attack bonus +10.
Benefit: The character gains +12 hit points.
Special: A character can gain this feat multiple times. Its effects stack.
HINDERING SONG
Prerequisite: Deafening Song, Perform 20 ranks, bardic performance class feature.
Benefit: The character can use song or poetics to hinder enemy spellcasters within a 30-foot spread from the character. To successfully cast a spell within this area, a spellcaster must make a Concentration check as if he or she were casting defensively, and all such checks have a penalty equal to half the character’s level. The character can choose to exclude any characters from this effect. The character may sing, play, or recite a hindering song while taking other mundane actions, but not magical ones (see the bard’s inspire courage ability for more details). The character may keep up the hindering song for a maximum of 10 rounds. Using the hindering song counts as a round of the character’s bardic performance for the day.
IMMEDIATE SPELL [METAMAGIC]
Your spells are supernaturally fast.
Prerequisite: Quicken Spell, Combat Reflexes
Benefit: The casting time of an immediate spell is an immediate action (see page 189 of the PFRPG Corebook). You can perform another action, even casting another spell, in the same round as you cast an immediate spell. However, this uses your swift action for the round, and you cannot cast an immediate or quickened spell if you have no swift actions available. A spell whose casting time is more than 1 full round action cannot be altered by this feat. An immediate spell uses up a spell slot five levels higher than the spell’s actual level. Casting an immediate spell doesn’t provoke an attack of opportunity.
IMPROVED AURA
Prerequisite: Cha 18, aura .
Benefit: The character’s aura if it grants a morale bonus to a saving throw to others, increase that bonus by 3.
IMPROVED CASTING
Prerequisite: Knowledge arcana 11 ranks, Spellcraft 11 ranks, able to cast 4th level spells.
Benefit: Choose a spellcasting class that character is capable of casting 4th level spells. The caster level of that class increases by 1.
Special: A character can gain this feat multiple times. Each time the prerequisite Knowledge arcana and Spellcraft ranks increases by one. Its effects stack.
IMPROVED DARKVISION
Prerequisite: Darkvision.
Benefit: The range of the character’s darkvision increase by 30 feet. This feat does not stack with darkvision granted by magic items or nonpermanent magical effects.
Special: This feat may be taken multiple times. Its effects stack.
IMPROVED LOW-LIGHT VISION
Prerequisite: Low-light vision.
Benefit: The range of the character’s low-light vision increase by 30 feet. This feat does not stack with low-light vision granted by magic items or nonpermanent magical effects.
Special: This feat may be taken multiple times. Its effects stack.
IMPROVED MANA CAPACITY
You increase your mana pool.
Prerequisites: Ability to cast 9th level spells, mana pool.
Benefit: When you select this feat, your mana pool increases by 17.
Special: You can gain this feat multiple times. Each time the increase increases by an additional 2.
IMPROVED MANYSHOT [COMBAT]
Prerequisites: Dex 19, base attack bonus +20, Many-shot, Point Blank Shot, Rapid Shot
Benefits: As Manyshot, but the number of arrows the character fires with his first attack is 3 instead of 2.
IMPROVED SPELL RESISTANCE
Prerequisite: Must have spell resistance from a feat, class feature, or other permanent effect.
Benefit: The character’s spell resistance increases by +2.
Special: A character can gain this feat multiple times. Its effects stack.
IMPROVED SUMMONING
Summon tougher monsters than others.
Prerequisites: Augmented Summoning, Spellcraft 11 Ranks.
Benefit: Any creatures you summon have maximum hit points. This only applies to generic monsters, not specific individuals. It does not increase a monsters hit dice, it merely summons monsters with greater hit points.
Normal: Typically summoned creatures have average hit points.
IMPROVED WHIRLWIND ATTACK [COMBAT]
Prerequisites: Int 13, Dex 19, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack.
Benefit: As a standard action, the character can make one melee attack for every five points of his or her base attack bonus (round fractions down).
The character cannot attack any one opponent more than once as part of this action. These attacks (as well as all other attacks made until the start of the character’s next turn) suffer a –4 penalty.
When using the Improved Whirlwind feat, the character also forfeits any bonus or extra attacks granted by other spells or abilities (such as Cleave or the haste spell).
Since these attacks are made as part of a standard action the character can’t make a 5-foot step between any two of the attacks.
Normal: Without this feat, using the Whirlwind Attack feat requires a full attack action, and the character can take a 5-foot step between any two of the attacks.
INTENSIFY SPELL [METAMAGIC]
Prerequisites: Empower Spell, Maximize Spell, Spellcraft 20 ranks, ability to cast 9th-level arcane or divine spells.
Benefit: All variable, numeric effects of an intensified spell are maximized, then doubled. An intensified spell deals twice maximum damage, cures twice the maximum number of hit points, affects twice the maximum number of targets, and so forth, as appropriate. Saving throws and opposed rolls are not affected. An intensified spell uses up a spell slot seven levels higher than the spell’s actual level. A character can’t combine the effects of this feat with any other feat that affects the variable, numeric effects of a spell.
KEEN STRIKE
Prerequisites: Str 23, Wis 23, Improved Critical (unarmed strike), Improved Unarmed Strike, Stunning fist, ki strike (adamantine).
Benefit: The character’s unarmed strike has a critical threat range of 18-20 and deals slashing damage (at the character’s option any attack can deal bludgeoning damage. This ability doesn’t stack with other abilities that expand that character’s unarmed strike’s threat range.
LEGENDARY CLIMBER
Prerequisites: Dex 21, Acrobatics 12 ranks, Climb 12 ranks.
Benefit: The character can ignore any check penalties applied for accelerated climbing or rapid climbing.
Normal: Without this feat, a character takes a –5 penalty on Climb checks when attempting to cover his or her full speed in climbing distance in a round, or a –20 penalty when attempting to cover twice his or her speed in climbing distance in a round.
LEGENDARY COMMANDER
Prerequisites: Cha 25, Leadership, Diplomacy 20 ranks, must rule own kingdom and have a stronghold.
Benefit: Multiply the number of followers of each level that the character can lead by 10. This has no effect on cohorts.
LEGENDARY RIDER
Prerequisite: Ride 11 ranks.
Benefit: The character doesn’t take a penalty on Ride checks when riding a mount without a saddle (bareback). The character never needs to make a Ride check to control a mount in combat (and even controlling a mount not trained for combat doesn’t require an action).
Normal: Without this feat, a character takes a –5 penalty on Ride checks without a saddle, and must make a Ride check to control a mount in combat (and controlling a mount not trained for combat requires a move action).
MASTER WAND
Prerequisite: Craft Wand, Spellcraft 12 ranks.
Benefit: When the character activates a wand, he or she can substitute a spell slot instead of using a charge. The spell slot must be one the character has not used for the day, though he or she may lose a prepared spell to emulate a wand charge (the character may not lose prepared spells from his or her school of specialty, if any). The spell slot lost must be equal to or higher in level than the spell stored in the wand, including any level-increasing metamagic enhancements.
MUSIC OF THE GODS
Prerequisites: Cha 25, Perform 20 ranks, bardic performance class feature.
Benefit: The character’s bardic music can affect even those normally immune to mind-affecting effects. However, such creatures gain a +10 bonus on their Will saves to resist such effects.
OPEN MINDED
Benefit: You gain 5 skill points.
Special: A character can gain this feat multiple times. Its effects stack.
PERFECT HEALTH
Prerequisite: Con 25, Great Fortitude.
Benefit: The character is immune to all nonmagical diseases, as well as to all poisons whose Fortitude save DC is 25 or less.
PERFECT TWO-WEAPON FIGHTING (COMBAT)
Prerequisites: Dex 21, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +16.
Benefit: The character can make as many attacks with his or her off-hand weapon as with his or her primary weapon, using the same base attack bonus. The character still takes the normal penalties for fighting with two weapons.
Normal: Without this feat, a character can only get a single attack with an off-hand weapon (or two attacks with an off-hand weapon if he or she has Improved Two-Weapon Fighting, or three attacks with an off-hand weapon if he or she has Greater Two-Weapon Fighting).
QUICKEN WILD SHAPE [WILD]
You can change forms using wild shape as a free action.
Prerequisites: Quicken Spell, Knowledge (nature 18 ranks), wild shape 8 times/day.
Benefit: The act of changing forms using the wild shape ability is now a free action for you. You can change forms only once per round, and you cannot also cast a quickened spell or use another quickened ability during a round when you use quickened wildshape.
REFLECT ARROWS [COMBAT]
Prerequisites: Dex 25, Deflect Arrows, Improved Unarmed Strike, base attack bonus +15.
Benefit: When the character deflects an arrow or other ranged attack, the attack is reflected back upon the attacker at the character’s base ranged attack bonus.
RUINOUS RAGE
Prerequisites: Str 25, Improved Sunder, Power Attack, Mighty Rage.
Benefit: While in a rage, the character ignores the hardness of any object he or she strikes. Also, double the character’s Strength bonus for the purposes of any Strength check made to break an object with sudden force rather than by dealing normal damage (including bursting bindings, such as ropes or manacles).
SPELL STOWAWAY
Prerequisites: Spellcraft 18 ranks, caster level 10th.
Benefit: Choose a spell-like ability the character knows, or a spell the character can cast. The character is attuned to the magic he or she chooses. If another spellcaster within 300 feet of the character uses this magic, the character also immediately gains the magic’s effect as if it had been used on the character by the same caster. The character must have direct line of effect to the spellcaster in order to gain the benefit of the attuned magic (though the character does not have to know the spellcaster is present, and he or she can be flat-footed). The magic’s duration, effect, and other specifics are determined by its original caster’s level.
Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different spell or spell-like ability.
STAFF EXPERTISE
You can activate staffs with the speed that an archer fires arrows.
Prerequisites: Craft Staff, Combat Casting, Quicken Spell, Spellcraft 18 ranks.
Benefits: You may activate a staff in place of an attack instead of as a standard action. As a full-round action, you could thus make as many staff activations as you could normally make ranged attacks. For instance, if your base attack bonus is +11, you could activate a staff three times as a full-round action. If you also had the Rapid Shot feat, you could activate the staff four times as a full-round action.
STORM OF THROWS [COMBAT]
Prerequisite: Dex 23, Point Blank Shot, Quick Draw, Rapid Shot, base attack bonus +15.
Benefit: As a full-round action, the character may throw a light weapon at his or her full base attack bonus at each opponent within 30 feet. All light weapons thrown need not be the same type.
SUBTLE BODY
You have mastered ancient breathing techniques that render your body virtually weightless.
Prerequisites: Acrobatics 20 Ranks, Dex 21, Wis 21.
Benefit: You can balance on any (liquid or solid) objects that could not naturally support your weight such as water or flimsy tree branches.
SUPERIOR CHARGE [COMBAT]
You can time your charges to deliver incredibly powerful blows.
Prerequisites: Ride 20 Ranks, Spirited Charge.
Benefit: You deal triple damage on a charge, or quadruple damage while charging with a lance.
Special: This ability overlaps with Spirited Charge; it does not stack with it.
SUPERIOR FORTITUDE
Prerequisites: Great Fortitude, Character level 20th.
Benefit: The character gains a +4 bonus on all Fortitude saving throws.
SUPERIOR INITIATIVE
Prerequisite: Improved Initiative, character level 11th.
Benefit: The character gets a +4 bonus on initiative checks. This bonus stack with the bonus from Improved Initiative.
SUPERIOR REFLEXES
Prerequisites: Lightning Reflexes, Character level 20th.
Benefit: The character gains a +4 bonus on all Reflex saving throws.
SUPERIOR SPELL FOCUS
Prerequisites: Greater Spell Focus and Spell Focus in the school selected, ability to cast at least one 9th-level spell of the school to be chosen.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic the character selects to focus on. This stacks with the bonuses from Spell Focus and Greater Spell Focus.
Special: A character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a different school of magic.
SUPERIOR SPELL PENETRATION
Prerequisites: Greater Spell Penetration, Spell Penetration.
Benefit: The character gets a +2 bonus on caster level checks to beat a creature’s spell resistance. This stacks with the bonuses from Spell Penetration and Greater Spell Penetration.
SUPERIOR WEAPON FOCUS [COMBAT]
Prerequisite: Weapon Focus and Greater Weapon Focus in the chosen weapon, base attack bonus +16.
Benefit: Add a +1 bonus to all attack rolls the character makes using the selected weapon.
Special: A character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat it applies to a different type of weapon.
SUPERIOR WEAPON SPECIALIZATION [COMBAT]
Prerequisites: Superior Weapon Focus, Greater Weapon Focus, Weapon Focus, Weapon Specialization, Greater Weapon Specialization, (all in the chosen weapon), 20th level fighter.
Benefit: Add +2 to all damage the character deals using the selected weapon.
Special: A character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a different type of weapon.
SUPEROIR WILL
Prerequisite: Iron Will, 20th level character.
Benefit: The character gains a +4 bonus on all Will saving throws.
SWARM OF ARROWS [COMBAT]
Prerequisites: Dex 23, Point Blank Shot, Rapid Shot, Weapon Focus (type of bow used), base attack bonus +15.
Benefit: As a full-round action, the character may fire an arrow at his or her full base attack bonus at each opponent within 30 feet.
SWIFT PREPERATION
Prerequisite: Knowledge arcana 2 ranks, Spellcraft 2 ranks, able to prepare spells with a spellbook.
Benefit: It only takes you 10 minutes to prepare spells from a spellbook, instead of one hour.
TERRIFYING RAGE
Prerequisites: Intimidate 20 ranks, Mighty Rage
Benefit: While you are raging, any enemy that views you must make a Will save opposed by your Intimidate check of become panicked (if it have HD less than your character level) or shaken (if it has HD equal to or up to twice your character level) for 4d6 rounds. An enemy with Hit Dice greater than twice your character level is not affected by this feat.
TENACIOUS MAGIC
Prerequisites: Spellcraft 15 ranks.
Benefit: Choose one spell the character knows or spell-like ability the character possesses. Whenever the chosen form of magic would otherwise end due to a dispel effect, the magic is instead only suppressed for 1d4 rounds. The magic still ends when its duration expires, but the suppressed rounds do not count against its duration. The character can dismiss his or her own spell or spell-like ability (if dismissible) or dispel his or her own tenacious magic normally.
Special: A character can gain this feat multiple times. Each time he or she takes the feat, it applies to a different spell or spell-like ability.
TELLING BLOW [COMBAT]
Prerequisites: Weapon Focus(chosen weapon), base attack bonus +4.
Benefit: Whenever you deal damage with the selected weapon and roll maximum on any damage die, reroll that die and add that roll to the total as well. If you roll maximum on rerolls, continue to reroll, adding to the damage each time. This only applies to dice that come from the weapon itself, additional dice from sneak attack or magical weapon properties like flaming do not get rerolled. Additional dice from critical hits and Vital Strike do get rerolled.
Special: A character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a different type of weapon.
TENSEGRITY
You are a veritable beast of burden.
Prerequisites: Con 21.
Benefit: Your carrying capacity is doubled for someone with your strength score.
TIMELY DODGE
You can time your dodges to place opponents in harms way.
Prerequisites: Dex 21, Wis 17, Dodge, Mobility, Spring Attack.
Benefit: Any opponent who misses you in melee has a chance of hitting an adjacent opponent within their reach of your choice. Use the same attack roll, but give the adjacent foe a +10 circumstance bonus to its Armor Class. Any opponent who misses you with a ranged attack has a chance of hitting a opponent that is further along the attack’s path. Use the same attack roll, but give the opponent a +4 circumstance bonus to its Armor Class. This ability can affect one opponent per missed attack.
TWO-WEAPON MASTERY [COMBAT]
You have mastered the two-weapon fighting style.
Prerequisites: Base Attack Bonus +20, Dex 23, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Perfect Two-Weapon Fighting, Two-Weapon Fighting.
Benefit: You reduce the attack penalty by 2 for two-weapon fighting.
Normal: Typically with the two-weapon fighting feat you suffer a -4 attack penalty to both hands, unless the offhand weapon is lighter in which case the attack penalty is only -2.
UNCANNY ACCURACY [COMBAT]
Prerequisites: Dex 21, base attack bonus +15, Point Blank Shot, Precise Shot, Improved Precise Shot, Perception 15 ranks.
Benefit: The character’s ranged attacks ignore the miss chance granted to targets by total concealment. The character must aim his or her attacks at the correct square to gain advantage of this feat.
Normal: Without this feat, characters suffer a 50% miss chance when making a ranged attack against a target with total concealment.
Special: A character with at least 11 levels of ranger can qualify for this feat even if he or she does not have the prerequisites for it, but can only use it when wearing light or no armor.
UNCANNY POWER ATTACK [COMBAT]
You have the uncanny knack of balancing skill with power.
Prerequisites: Power Attack, base attack bonus +11, Str 19.
Benefit: You can choose to power attack after making an attack roll but before the GM announces the success or failure of the attack. You still follow the rest of rules of Power Attack.
WAND EXPERTISE
You can activate wands with the speed that an archer fires arrows.
Prerequisites: Craft Wand, Combat Casting, Quicken Spell, Spellcraft 15 ranks.
Benefits: You may activate a wand in place of an attack instead of as a standard action. As a full-round action, you could thus make as many wand activations as you could normally make ranged attacks. For instance, if your base attack bonus is +11, you could activate a wand three times as a full-round action. If you also had the Rapid Shot feat, you could activate the wand four times as a full-round action.
WIELD OVERSIZED WEAPON [COMBAT]
You can use larger than normal weapons with ease.
Prerequisites: Str 21, base attack bonus +11.
Benefit: You can treat any weapon as if it were one size category smaller than normal for the purpose of wielding it in combat.
Special: You can’t use this feat in conjunction with Weapon Finesse.
[spoiler=EPIC FEATS]
Epic feats are more powerful than normal feats, and are only available after a character has attained 20th level and require more experience to learn.
ANY-FEAT [EPIC]
You gain one feat which you can change at will.
Prerequisites: 40 total ranks in any combination of Knowledge, Craft, and/or Profession skills.
Benefit: You gain a single normal feat slot; however, you can change this feat to any other with 5 minutes of practicing the new feat or meditation. You cannot change the any-feat while you have a previous use of the any-feat in effect. You must still meet the feat prerequisites of any feat you chose to benefit from it.
Special: You can gain this feat multiple times and its effects stack. Each time it is taken you gain a new feat which can be changed with 5 minutes of practicing the new feat or meditation.
APPORT [EPIC]
Your equipment always teleports back to you.
Prerequisites: Able to cast instant summons, arcane mark.
Benefit: You can summon objects you have arcane marked as per instant summons as a swift action. This ability does not require you to cast instant summons nor have and crush a gem. In addition, if the marked object is another’s possession, you may make a contested Charisma ability check to have the summons work anyway, if you fail you still gain knowledge as per instant summons.
ARMOR SKIN [EPIC]
Prerequisites: Con 21, Character level 20th.
Benefit: The character gains a +1 natural armor bonus to Armor Class, or his or her existing natural armor bonus increases by 1.
Special: A character can gain this feat multiple times. Its effects stack.
ARMY OF ONE [EPIC]
Prerequisites: Wis 15, Base Attack Bonus +10, Profession (Soldier) 20 ranks.
Benefit: Whenever you engage in army combat as a Fine sized army, treat your Army CR as 2 higher. In normal combat, you cannot be flanked by creatures of a CR equal or less than your ranks in Profession (Soldier). Those creatures also gain no benefit from using the aid another action against you in combat. When all adjacent squares are occupied with enemies of a CR equal to or less than your ranks in Profession (Soldier), when making a full-attack action you gain a number of additional attacks equal to the number of epic and or destiny feats you have. These extra attacks are made at your highest base attack bonus.
BANE OF ENEMIES [EPIC]
Prerequisites: Survival 20 ranks, five or more favored enemies.
Benefit: Any weapon the character wields against one of his or her favored enemies is treated as a bane weapon for that creature type (thus, its enhancement bonus is increased by +2 and it deals +2d6 points of damage). This ability stacks with the magic weapon ability of the same name.
BLINDING SPEED [EPIC]
Prerequisite: Dex 25.
Benefit: The character can act as if hasted for 5 rounds each day. The duration of the effect need not be consecutive rounds. Activating this power is a free action.
Special: A character can gain this feat multiple times. Each time he or she takes the feat, it grants an additional 5 rounds of haste per day.
CHAOTIC RAGE [EPIC]
Prerequisites: Mighty Rage, chaotic alignment.
Benefit: Any weapon the character wields while in a rage is treated as an anarchic weapon (it is chaos-aligned and deals an extra 2d6 points of damage against creatures of lawful alignment). This ability stacks with the magic weapon ability of the same name.
DEATH OF ENEMIES [EPIC, CRITICAL]
Prerequisites: Bane of Enemies, Survival 20 ranks, five or more favored enemies.
Benefit: Any time the character scores a critical hit against one of his or her favored enemies, it must make a Fortitude save (DC 10 + 1/2 character’s ranger class level + character’s Wisdom modifier) or die instantly. In addition, critical threats (even if they are not confirmed) against a favored enemy deal an additional 1d12 damage.
Special: Creatures immune to critical hits can’t be affected by this feat.
DEVASTATING CRITICAL [EPIC, CRITICAL]
Prerequisites: Str 25, Cleave, Great Cleave, Improved Critical (chosen weapon), Power Attack, Weapon Focus (chosen weapon), Fighter level 20th
Benefit: Whenever the character scores a critical hit with the chosen weapon, the target must make a Fortitude save (DC 10 + 1/2 character level + character’s Strength modifier) or die instantly. (Creatures immune to critical hits can’t be affected by this feat.) In addition, critical threats (even if they are not confirmed) made with the chosen weapon deal an additional 1d12 damage.
Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different type of weapon.
DISTANT SHOT [EPIC]
Prerequisites: Dex 25, Far Shot, Point Blank Shot, Spot 20 ranks.
Benefit: The character may throw or fire a ranged weapon at any target within line of sight, with no penalty for range.
DIVINE INFUSION [DIVINE] [EPIC]
You can channel divine energy into your body and mind to temporarily transform yourself into a half-celestial or half-fiend. This means you gain wings that allow you to fly at twice your land speed (good maneuverability), receive a +1 to natural armor, can cast daylight or darkness at will, and can smite evil or good once each day.
Prerequisites: Wis 21, Knowledge (the planes) 20 ranks, ability to channel energy.
Benefit: Spend one of your channel energy uses to infuse your mind and body with potent energies pulled directly from the realm of your deity. You use a standard action to channel your energy, during which time you transform. For a number of rounds equal to your Charisma modifier (minimum of 1 round), you gain either the half-celestial (if you channel positive energy) or the half-fiend (if you channel negative energy) template. You gain the native subtype while you're an outsider. The spell-like abilities of the half-celestial or half-fiend are based on your Intelligence and Hit Dice. Daily use limits apply per day, not per use of this feat.
DRAGON WILD SHAPE [WILD] [EPIC]
Prerequisites: Wis 30, Knowledge (nature) 20 ranks, wild shape 8/day.
Benefit: The character may use wild shape to change into a dragon (black, blue, green, red, white, brass, bronze, copper, gold, or silver). This functions as form of the dragon III.
ENHANCED ARCHERY [EPIC]
Combine the magic of bow and arrow or crossbow and bolt.
Prerequisites: Use Magic Device 20 Ranks.
Benefit: You can stack the enhancement bonuses of magic item missile weapons and magic item missiles. This ability has no effect on items that have been temporally enhanced with spells.
Normal: Typically you use the highest enhancement bonus between either the missile weapon or the missile.
EPIC COUNTERSPELL [EPIC]
You can counterspell any number of spells each round.
Prerequisites: Spellcraft 21 ranks, Combat Reflexes, Improved Counterspell, Improved Initiative, Quicken Spell, Reactive Counterspell.
Benefit: Any number of times per round, you can Counterspell an opponent’s spell even if you have not readied an action to do so. Such a Counterspell doesn’t count against your later actions for the round. You can even use this feat when flat-footed.
Normal: Without this feat, a character must ready an action in each round that she wishes to use a Counterspell. A character with the Reactive Counterspell feat can Counterspell an opponent’s spell if she hasn’t readied an action, but only once per turn and not when flat-footed.
EPIC DODGE [EPIC]
Prerequisites: Dex 25, Dodge, Tumble 20 ranks, improved evasion, defensive roll class feature.
Benefit: The character may attempt to use defensive roll once per round instead of once per day.
EPIC KI STRIKE [EPIC]
Prerequisites: Wis 21, Ki strike (adamantine).
Benefit: The character’s unarmed strikes are treated as epic magic weapons for the purposes of damage reduction. In addition, the character ignores hardness of less than 20 of objects. If the character has the Keen Strike feat, the character’s unarmed strike bypasses all forms of damage reduction.
EPIC LEADERSHIP [EPIC]
Prerequisites: Cha 25, Leadership, Leadership score 25, Character level 20th.
Benefit: The character attracts a cohort and followers as shown below on Table: Epic Leadership. In all other ways Epic Leadership functions as the Leadership feat.
Normal: The Leadership feat provides no benefit for leadership scores beyond 25.
EPIC SKILL FOCUS [EPIC]
Prerequisite: 20 ranks in the skill selected.
Benefit: The character gains a +10 bonus on all skill checks with that skill. This stacks with Skill Focus, if the character has it.
Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different skill.
EPIC SPEED [EPIC]
Prerequisites: Dex 21, Run.
Benefit: The character’s speed increases by 30 feet. This benefit does not stack with increased speed granted by magic items or nonpermanent magical effects.
Special: This feat only functions when the character is wearing medium armor, light armor, or no armor.
EPIC SPELL [EPIC]
Prerequisite: Improved Spell Capacity plus special, Knowledge arcana 20 ranks, Spellcraft 20 ranks.
Benefit: When the character selects this feat, he chooses one of the epic spells listed below, he must has taken Improved Spell Capacity enough times to have a spell slot of sufficient level to prepare that spell and add that spell to his spell list (and spellbook as appropriate).
Special: A character can gain this feat multiple times. Each time he chooses a new epic spell to learn.
Animus Blast
Evocation, Necromancy [Cold]
Level: wizard 10, witch 10
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius hemisphere burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
When this spell is cast, enemies within range are dealt 1d6 points of cold damage per caster level. However, up to twenty of those victims that perish as a result of this blast are then instantly animated as Medium skeletons. These skeletons serve the character indefinitely. The character cannot exceed the normal limit for controlling undead through use of this spell, but other means that allow the character to exceed the normal limit for controlled undead work just as well with undead created with animus blast.
Animus Blizzard
Evocation, Necromancy [Cold]
Level: wizard 11, witch 11
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 40-ft.-radius hemisphere burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
When this spell is cast, enemies within range are dealt 1d6 points of cold damage per caster level. However, up to five victims that perish as a result of this blast are then instantly animated as wights. These five wights serve the character indefinitely. The character cannot exceed the normal limit for controlling undead through use of this spell, but other means that allow the character to exceed the normal limit for controlled undead work just as well with undead created with animus blizzard.
Contingent Resurrection
Conjuration (Healing)
Level: Cleric 10
Components: V, S , D F
Casting Time: 1 minute
Range: Touch
Target: You or creature touched
Duration: Contingent until expended, then instantaneous
Saving Throw: None (see text)
Spell Resistance: Yes (harmless)
Contingent resurrection returns the subject to life if he or she is slain. Once cast, the spell remains quiescent and does not activate until the trigger conditions have been met (but each day it remains untriggered, it uses up a spell slot, even if the character cast it on another creature). Once triggered, the spell is expended. If the subject is killed (the trigger), he or she is restored to life and complete health 1 minute later, so long as even a tiny bit of dust remains for contingent resurrection to act upon. A shaft of light shines down from the heavens, illuminating the subject and everything within 20 feet. The creature is restored to full hit points, vigor, and health, with no loss of prepared spells. However, the subject gain one negative level (or 1 point of Constitution if the subject was 1st level). Contingent resurrection does not work on a creature that has died of old age.
Damnation
Conjuration,Enchantment (Compulsion) [Teleportation] [Mind-Affecting]
Level: Cleric 10, Wizard 11
Components: V, S
Casting Time: 1 standard action
Target: Creature touched
Duration: Instantaneous (20 hours for compulsion)
Saving Throw: Will negates (see text)
Spell Resistance: Yes
The character sends his or her foe to hell. If the character succeeds at a melee touch attack, the target must succeed at a Will saving throw . If he or she fails this saving throw, he or she is sent straight to a layer of a lawful evil plane (or a chaotic evil plane, at the character’s option) swarming with fiends. The subject will not willingly leave the plane for 20 hours, believing that his or her predicament is a just reward for an ill-spent life. Even after the compulsion fades, he or she must devise his or her own escape from the plane. Unless the GM devises a specific location and scenario in Hell, the subject encounters a group of 1d4 pit fiends (or balors, if in a chaotic evil plane) every hour he or she spends in hell.
Demise Unseen
Necromancy (Death, Evil), Illusion (Figment)
Level: Wizard 10
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level).
Target: One creature
Duration: Instantaneous
Saving Throw: Fort negates
Spell Resistance: Yes
The character instantly slays a single target and at the same moment animate the body so that it appears that nothing has happened to the creature. The target’s companions (if any) do not immediately realize what has transpired. The target receives a Fortitude saving throw to survive the attack. If the save fails, the target remains in its exact position with no apparent ill effects. In reality, it is now a ghoul under the character’s control. The target’s companions notice nothing unusual about the state of the target until they interact with it, at which time each companion receives a Will saving throw to notice discrepancies. The ghoul serves the character indefinitely. The character cannot exceed the normal limit for controlling undead through use of this spell, but other means that allow the character to exceed the normal limit for controlled undead work just as well with undead created with demise unseen.
Dire Winter
Evocation [Cold]
Level: Druid 10, Witch 10
Components: V, S
Casting Time: 1 minute
Range: 1,000 ft.
Area: 1,000-ft.-radius emanation
Duration: 20 hours
Saving Throw: None
Spell Resistance: None
The creature or object targeted emanates bitter cold to a radius of 1,000 feet for 20 hours. The emanated cold deals 2d6 points of damage per round against unprotected creatures (the target is susceptible if not magically protected or otherwise resistant to the energy). The intense cold freezes water out of the air, causing constant snowfall and wind. The snow and wind produce a blizzard effect within the area.
Dragon Knight
Conjuration (Summoning) [Fire]
Level: Cleric 10, Druid 10, Wizard 10, Witch 10
Components: V, S
Casting Time: 1 standard action
Range: 75 ft.
Effect: One summoned adult gold dragon
Duration: 20 rounds (D)
Saving Throw: None (see text)
Spell Resistance: No
This spell summons an adult gold dragon (Bestiary pg 108). It appears where the character designates and acts immediately. It attacks the character’s opponents to the best of its abilities. The character can direct the dragon not to attack, to attack particular enemies, or to perform other actions.
Dragon Strike
Conjuration (Summoning) [Fire]
Level: Cleric 12, Druid 12, Wizard 12, Witch 12
Components: V, S
Casting Time: 1 standard action
Range: 75 ft.
Effect: Ten summoned adult gold dragons
Duration: 20 rounds (D)
Saving Throw: None (see text)
Spell Resistance: No
This spell summons ten adult gold dragons (Bestiary pg 108). They appear where the character designates and act immediately. They attack the character’s opponents to the best of their abilities. The character can direct the dragons not to attack, to attack particular enemies, or to perform other actions.
Eclipse
Conjuration (Creation) [Transportation]
Level: Cleric 10, Wizard 10
Components: V, S
Casting Time: 1 standard action
Range: 100 miles
Area: 5-mile radius, centered on you
Duration: Up to 8 hours (D)
Saving Throw: None
Spell Resistance: No
With this spell, the character can create a limited eclipse, as though a heavenly body moves between the sun and the earth. The landscape within a five-mile radius of the character’s location experiences the dimming of the sun as a disk the character creates passes in front of it, culminating in a complete blackout and accompanying coronal ring. The eclipse follows the character across the landscape for up to 8 hours, or until the sun goes down, or until the character dismisses the eclipse. The character does not need to concentrate on the eclipse while it lasts.
Epic Mage Armor
Conjuration (Creation) [Force]
Level: Wizard 10, Witch 10
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 24 hours (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
An invisible but tangible field of force surrounds the subject of epic mage armor, providing a +10 armor bonus to Armor Class. Unlike mundane armor, epic mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Because epic mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.
Epic Repulsion
Abjuration
Level: Cleric 12, Wizard 11
Components: V, S
Casting Time: 10 minutes
Range: Touch
Target: Object or creature touched
Duration: Permanent
Saving Throw: None
Spell Resistance: Yes
The character can create a permanent ward against a specific creature type. Any creature of the specified type cannot attack or touch the warded creature or object. The protection ends if the warded creature makes an attack against or intentionally moves to within 5 feet of a specified creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
Glorious Light of Renewal
Conjuration (Healing)
Level: Cleric 11
Components: V, S , D F
Casting Time: 1standard action
Range: 100 ft.
Target: Up to five dead creatures
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (harmless)
Up to five dead creatures are restored to life and complete vigor so long as any portion of each creature’s body remains. The targets can have been dead for no longer than two hundred years.
Greater Spell Resistance
Transmutation
Level: Cleric 11
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Additional Prerequisites: Knowledge (arcana) 10 ranks.
The character grants the subject touched spell resistance 20 + caster level until the duration expires. The spell resistance granted does not stack, but overlaps with, any previous spell resistance.
Greater Ruin
Transmutation
Level: Wizard 11
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One creature, or up to a 10-foot cube of nonliving matter
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
The character deals 2d10 points of damage per caster level to a single target within range and line of sight. If the target is reduced to 0 hit points or less it is utterly destroyed as if disintegrated. Only a trace of fine dust remains.
Hellball
Evocation [Acid, Fire, Electricity, Sonic]
Level: Wizard 10
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 40-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A hellball deals 10d6 points of acid damage, 10d6 points of fire damage, 10d6 points of electricity damage, and 10d6 points of sonic damage to all creatures within the area. Unattended objects also take this damage. A sun-bright, fist-sized globe of energy streaks forth and, unless it impacts a material body or solid barrier prior to attaining the indicated range, expands into its full area.
Kinetic Control
Abjuration
Level: Druid 11, wizard 10
Components: V, S
Casting Time: 1 minute
Range: Personal; touch
Target: You; creature or object touched
Duration: 12 hours or until discharged
Once a character has cast this spell, he or she can absorb, store, and redirect the energy contained in any physical (melee or ranged) attack. The character absorbs 20 points of each separate slashing, bludgeoning, and piercing attack made against him or her, saving it for later. A character can absorb up to 200 points of damage in this fashion; however, if the stored damage is not discharged prior to reaching the 200-point limit, the spell automatically discharges, dealing the 200 points of damage to the character. The character keeps track of the number of points of damage he or she has absorbed (the character doesn’t have to keep track of the type of damage). At any time during the spell’s duration, the character can make a touch attack against another creature or object. If successful, the character deals the target some or all (character’s choice) of the points of damage he or she has stored. The damage delivered is considered bludgeoning damage. A character can absorb and discharge damage any number of times during the spell’s duration, so long as the character doesn’t absorb more than 200 points at a time. When the spell expires, any stored damage the character has not redirected is discharged into the character.
Let Go of Me
Transmutation
Level: Witch 10, Wizard 10
Components: None
Casting Time: 1 immediate action
Range: Touch (see text)
Target: One creature or force grappling you
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
The character deals 1d6 points of damage per caster level to any creature grappling him or her. The damage dealt is of no particular type or energy—it is a purely destructive impulse. If grappled by a magical force the force is automatically destroyed.
Nailed to the Sky
Conjuration [Teleportation]
Level: Witch 10, wizard 10
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Creature or object weighing up to 1,000 lb.
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Nailed to the sky actually places the target so far from the surface of the world and at such a speed that it keeps missing the surface as it falls back, so it enters an eternal orbit. Unless the target can magically fly or has some other form of non-physical propulsion available, the target is stuck until someone else rescues it. Even if the target can fly, the surface is 2 to 4 hours away, assuming a fly spell, which allows a maximum speed of 720 feet per round while descending. The target may not survive that long. Depending on the world where nailed to the sky is cast, conditions so far from its surface may be deadly. Deleterious effects include scorching heat, cold, and vacuum. Targets subject to these conditions take 2d6 points of damage each from heat or cold and 1d4 points of damage from the vacuum each round. The target immediately begins to suffocate.
Move Mountain
Transmutation
Level: Wizard 12
Components: V, S
Casting Time: 7 days
Range: 1 mile
Target: Mountain (rough cone of earth 1 mile tall and 1 mile in radius at the base)
Duration: Permanent
Saving Throw: None
Spell Resistance: No
You shear off the top of a mountain, levitate it into the air, and invert it, creating a floating mass of earth with a smooth surface suitable for construction. You control the movement, both vertical and horizontal (fly speed 20 ft.(poor) and can hover), of the floating mountain.
Should the spell be dispelled while the mountain is still aloft, the magic fails slowly. The mountain floats downward 60 feet per round
for 2d10 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance.
Peripety
Abjuration
Level: Cleric 10, wizard 10
Components: V, S
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 24 hours
Ranged attacks targeted against the character rebound on the original attacker. Any time during the duration, ten attacks are automatically reflected back on the original attacker; the character decides which attacks before damage is rolled. The reflected attack rebounds on the attacker using the same attack roll. Once ten attacks are so reflected, the spell ends.
Rain of Fire
Evocation [Fire]
Level: Druid 11
Components: V, S
Casting Time: 1 standard action
Range: 0 ft.
Area: 2-mile-radius emanation
Duration: 24 hours
Saving Throw: Reflex negates (see text)
Spell Resistance: Yes
This spell summons a swirling thunderstorm that rains fire rather than raindrops down on the character and everything within a two-mile radius of him or her. Everything caught unprotected or unsheltered in the flaming deluge takes 1d6 point of fire damage each round. A successful Reflex save results in no damage, but the save must be repeated each round. Unless the ground is exceedingly damp, all vegetation is eventually blackened and destroyed, leaving behind a barren wasteland similar to the aftermath of a grass or forest fire. The fiery storm is stationary and persists even if the caster leaves.
Raise Island
Conjuration (Creation)
Level: Druid 10, wizard 10
Components: V, S
Casting Time: 1 day
Range: 0 ft.
Area: 100-ft.-radius hemispherical island
Duration: Permanent
Saving Throw: None
Spell Resistance: No
The character can literally raise a new island from out of the sea, bringing to the surface a sandy or rocky but otherwise barren protrusion that is solid, stable, and permanently established. The island is roughly circular and about 200 feet in diameter. Raise island only works if the ocean is less than 1,000 feet deep where the spell is cast.
Safe Time
Conjuration [Teleportation]
Level: Wizard 12
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: You or creature touched
Duration: Contingent until expended, then 1 round of safe time
Saving Throw: None
Spell Resistance: No
Safe time can move the character (or the target) out of harm’s way by shunting him or her into a static time stream. Once cast, the spell remains quiescent and does not activate until the trigger conditions have been met. Each day it remains untriggered, it uses up a spell slot, even if you cast it on another creature. Once triggered, the spell is expended normally. When the character would otherwise be subject to any instantaneous effect that would deal him or her 50 or more points of damage, he or she is instead transported to a static time stream where time ceases to flow. The character’s condition becomes fixed—no force or effect can harm him or her until 1 round of real time has passed. Thus, the character avoids the damage he or she would otherwise receive, but the character also misses out on one round of activity. To the character, no time passes at all, but to onlookers who are part of real time, the character stands frozen and fixed in space for 1 full round.
Soul Dominion
Divination, Enchantment (Compulsion) [Mind-Affecting]
Level: Witch 12, Wizard 12
Components: V, S
Casting Time: 10 minutes
Range: See text
Target: One other living creature
Duration: 20 minutes (D)
Saving Throw: Will negates (see text)
Spell Resistance: No
When a character casts this spell, he or she is temporarily able to take control of another sentient creature with whom the character is familiar (by meeting, observing, or successfully scrying the subject). The target receives a Will save, and if successful, prevents the character from making the telepathic connection. The target is aware of the attempted takeover as a strange, momentary tingling. If the Will save fails, the character is able to control the subject’s body as if it were his or her own, hearing, seeing, feeling, smelling, and tasting everything the target senses. Once the character dismisses the spell or its duration ends, the target resumes control of its body, fully aware of all events that occurred, having been a helpless witness trapped inside its own body. The target knows the name and general nature of its possessor if it succeeds at an additional Will saving throw. A character cannot control undead or incorporeal creatures with soul dominion.
Soul Scry
Divination
Level: Witch 11, Wizard 11
Components: V, S
Casting Time: 10 minutes
Range: See text
Target: One other living creature
Duration: 20 minutes (D)
Saving Throw: Will negates
Spell Resistance: No
When a character casts this spell, he or she is temporarily able to tap the consciousness of another sentient creature with whom the character is familiar (by meeting, observing, or successfully scrying the subject), experiencing everything he or she does with all five senses. The target receives a Will save, and if successful, prevents the character from making the telepathic connection. Whether the saving throw is successful or not, the target is unaware of the attempted intrusion. Once the subject is tapped, the character is able to hear, see, feel, smell, and taste everything the subject senses. The character cannot control the subject, however. The character can only see what the subject chooses to look at, and the character tastes something only if the subject eats or drinks it during the spell’s duration. During this time, the character’s own body remains in a trance-like state. If the subject takes damage, the character senses the injuries, although his or her own body does not actually suffer any ill effects. If the subject is knocked unconscious or killed, the spell immediately ends.
Starshine upon the People
Conjuration (Healing)
Level: Cleric 10
Components: V, S
Casting Time: 1 minute
Range: 40 ft.
Area: All creatures within a 40-ft.-radius spread, centered on you
Duration: Instantaneous and 24 hours; see text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You lead a number of your allies in a ritual of chant and dance that cleanses the participants and spiritually. A shower of glittering stardust descends over the area, settling upon the participants and channeling positive energy to heal and empower them. The starshine removes all dirt and grime from creatures and equipment in the spell’s area. It also cures all diseases, blindness, deafness, hit point damage, and temporary ability damage that afflicts the subjects, and it offsets feeblemindedness and cures mental disorders caused by spells or effects or injuries to the brain. Furthermore, it neutralizes poisons in the subject’s systems so that they suffer no additional damage or ill effects from those toxins. In addition, it dispels all magical effects penalizing the subjects’ abilities.
Once the ritual is complete, a blessing settles upon all participants, granting each a +1 morale bonus on attack rolls for the next 24 hours.
Verdigris
Conjuration (Creation)
Level: Druid 10
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 100-ft.-radius hemisphere
Duration: 24 hours
Saving Throw: Reflex half
Spell Resistance: No
This spell creates a tsunami of grass, shrubs, and trees that overgrows the area like a tidal wave. The plant growth creeps and curls across every-thing in the area, ensnaring it and coiling around it as if it had been growing there for a century or more. Creatures in the area must make a Reflex saving throw to avoid the fast-moving growth, which otherwise deals 20d6 points of damage from the crushing press. Buildings are engulfed and they likewise take 20d6 points of damage. Those destroyed by the damage have their foundations uprooted and walls crumbled. The plant growth remains for 24 hours, after which it vanishes.
Verdigris Tsunami
Conjuration (Creation)
Level: Druid 12
Components: V, S
Casting Time: 1 standard action
Range: 1,500 ft.
Area: 1,000-ft.-radius hemisphere
Duration: Permanent
Saving Throw: Reflex half
Spell Resistance: No
This spell creates a tsunami of grass, shrubs, and trees that overgrows the area like a tidal wave. The plant growth creeps and curls across every-thing in the area, ensnaring it and coiling around it as if it had been growing there for a century or m

Scott Andrews |

Soul Dominion
Divination, Enchantment (Compulsion) [Mind-Affecting]
Level: Witch 12, Wizard 12
Components: V, S
Casting Time: 10 minutes
Range: See text
Target: One other living creature
Duration: 20 minutes (D)
Saving Throw: Will negates (see text)
Spell Resistance: No
When a character casts this spell, he or she is temporarily able to take control of another sentient creature with whom the character is familiar (by meeting, observing, or successfully scrying the subject). The target receives a Will save, and if successful, prevents the character from making the telepathic connection. The target is aware of the attempted takeover as a strange, momentary tingling. If the Will save fails, the character is able to control the subject’s body as if it were his or her own, hearing, seeing, feeling, smelling, and tasting everything the target senses. Once the character dismisses the spell or its duration ends, the target resumes control of its body, fully aware of all events that occurred, having been a helpless witness trapped inside its own body. The target knows the name and general nature of its possessor if it succeeds at an additional Will saving throw. A character cannot control undead or incorporeal creatures with soul dominion.
Soul Scry
Divination
Level: Witch 11, Wizard 11
Components: V, S
Casting Time: 10 minutes
Range: See text
Target: One other living creature
Duration: 20 minutes (D)
Saving Throw: Will negates
Spell Resistance: No
When a character casts this spell, he or she is temporarily able to tap the consciousness of another sentient creature with whom the character is familiar (by meeting, observing, or successfully scrying the subject), experiencing everything he or she does with all five senses. The target receives a Will save, and if successful, prevents the character from making the telepathic connection. Whether the saving throw is successful or not, the target is unaware of the attempted intrusion. Once the subject is tapped, the character is able to hear, see, feel, smell, and taste everything the subject senses. The character cannot control the subject, however. The character can only see what the subject chooses to look at, and the character tastes something only if the subject eats or drinks it during the spell’s duration. During this time, the character’s own body remains in a trance-like state. If the subject takes damage, the character senses the injuries, although his or her own body does not actually suffer any ill effects. If the subject is knocked unconscious or killed, the spell immediately ends.
Starshine upon the People
Conjuration (Healing)
Level: Cleric 10
Components: V, S
Casting Time: 1 minute
Range: 40 ft.
Area: All creatures within a 40-ft.-radius spread, centered on you
Duration: Instantaneous and 24 hours; see text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You lead a number of your allies in a ritual of chant and dance that cleanses the participants and spiritually. A shower of glittering stardust descends over the area, settling upon the participants and channeling positive energy to heal and empower them. The starshine removes all dirt and grime from creatures and equipment in the spell’s area. It also cures all diseases, blindness, deafness, hit point damage, and temporary ability damage that afflicts the subjects, and it offsets feeblemindedness and cures mental disorders caused by spells or effects or injuries to the brain. Furthermore, it neutralizes poisons in the subject’s systems so that they suffer no additional damage or ill effects from those toxins. In addition, it dispels all magical effects penalizing the subjects’ abilities.
Once the ritual is complete, a blessing settles upon all participants, granting each a +1 morale bonus on attack rolls for the next 24 hours.
Verdigris
Conjuration (Creation)
Level: Druid 10
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 100-ft.-radius hemisphere
Duration: 24 hours
Saving Throw: Reflex half
Spell Resistance: No
This spell creates a tsunami of grass, shrubs, and trees that overgrows the area like a tidal wave. The plant growth creeps and curls across every-thing in the area, ensnaring it and coiling around it as if it had been growing there for a century or more. Creatures in the area must make a Reflex saving throw to avoid the fast-moving growth, which otherwise deals 20d6 points of damage from the crushing press. Buildings are engulfed and they likewise take 20d6 points of damage. Those destroyed by the damage have their foundations uprooted and walls crumbled. The plant growth remains for 24 hours, after which it vanishes.
Verdigris Tsunami
Conjuration (Creation)
Level: Druid 12
Components: V, S
Casting Time: 1 standard action
Range: 1,500 ft.
Area: 1,000-ft.-radius hemisphere
Duration: Permanent
Saving Throw: Reflex half
Spell Resistance: No
This spell creates a tsunami of grass, shrubs, and trees that overgrows the area like a tidal wave. The plant growth creeps and curls across every-thing in the area, ensnaring it and coiling around it as if it had been growing there for a century or more. Creatures in the area must make a Reflex saving throw to avoid the fast-moving growth, which otherwise deals 40d6 points of damage from the crushing press. Buildings are engulfed and they likewise take 40d6 points of damage. Those destroyed by the damage have their foundations uprooted and walls crumbled. The plant growth is permanent.
EPIC SPELL SECRET [EPIC]
Choose a single spell that you know. You can apply one of your metamagic feats to that spell without altering the spell’s level.
Prerequisite: Caster level 20th, Spellcraft 20 ranks, three or more metamagic feats.
Benefits: You choose a spell that you know, which becomes permanently modified as though affected by any one of your metamagic feats. The spell’s level does not change, and once the choice of spell and modification are chosen, they cannot be changed.
Special: A character can gain this feat multiple times. Each time a character takes the feat, it applies to a different spell, or a different metamagic feat to affect that spell.
EPIC TRANSIENT [EPIC]
Your powers of mobility are so potent that you can travel between dimensions with a thought.
Prerequisites: Knowledge (the planes) 21 ranks, able to cast fly, teleport, plane shift.
Benefit: Your flight speed from spells such as fly and overland flight that you cast increases by 30 feet and its maneuverability increases to perfect.
You have achieved mastery over the powers of transdimensional travel. You can transport great distances with a single thought (as greater teleport, self and personal equipment only). You can also transport other creatures, but if you do, there is a chance of error (as teleport).Activating this ability requires a standard action and does not consume any of your spells per day.
You can use plane shift with perfect accuracy (self and personal equipment only). You can also transport other creatures, but you then suffer the inaccuracies normally incurred when using this spell. Activating this ability requires a standard action and does not consume any of your spells per day. The teleport and plane shift abilities are spell-like abilities.
EXCEPTIONAL DEFLECTION [EPIC]
Prerequisites: Dex 21, Wis 21, Deflect Arrows, Improved Unarmed Strike, Spell Resistance, base reflex save bonus+12.
Benefit: The character can deflect any ranged attacks (including spells that require ranged touch attacks) as if they were arrows.
EXPANDED POTENTIAL [EPIC]
Prerequisites: 20 ranks in any skill.
Benefit: Your maximum skill ranks increases by one. Treat the number of class levels you have as one higher for the purpose of class features that class has that are dependent on level. In addition you treat your class level or your character level as one higher for feat purposes, whichever is more beneficial. You also gain skill points equal to your Intelligence modifier.
Special: A character can gain this feat multiple times. Its effects stack.
GREAT CHARISMA [EPIC]
Benefit: The character’s Charisma increases by 1 point.
Special: A character can gain this feat multiple times. Its effects stack.
GREAT CONSTITUTION [EPIC]
Benefit: The character’s Constitution increases by 1 point.
Special: A character can gain this feat multiple times. Its effects stack.
GREAT DEXTERITY [EPIC]
Benefit: The character’s Dexterity increases by 1 point.
Special: A character can gain this feat multiple times. Its effects stack.
GREAT INTELLIGENCE [EPIC]
Benefit: The character’s Intelligence increases by 1 point.
Special: A character can gain this feat multiple times. Its effects stack.
GREAT STRENGTH [EPIC]
Benefit: The character’s Strength increases by 1 point.
Special: A character can gain this feat multiple times. Its effects stack.
GREAT WISDOM [EPIC]
Benefit: The character’s Wisdom increases by 1 point.
Special: A character can gain this feat multiple times. Its effects stack.
HOLY STRIKE [EPIC]
Prerequisites: Smite evil class feature, Holy Champion Class feature.
Benefit: Any weapon the character wields is treated as a holy weapon (is good-aligned and deals an extra 2d6 points of damage against creatures of evil alignment).If the weapon already has a non-good alignment, this feat has no effect on the weapon. This ability stacks with the magic weapon ability of the same name.
IGNORE MATERIAL COMPONENTS [EPIC]
Prerequisites: Eschew Materials, Spellcraft 20 ranks, ability to cast 9th-level arcane or divine spells.
Benefit: The character may cast spells without any material components. This feat does not affect the need for a focus or divine focus.
IMPROVED SNEAK ATTACK [EPIC]
Prerequisite: Sneak attack +8d6.
Benefit: Add +1d6 to the character’s sneak attack damage.
Special: This feat may be taken multiple times. Its effects stack.
IMPROVED SPELL CAPACITY [EPIC]
Prerequisite: Ability to cast spells of the normal maximum spell level in at least one spellcasting class.
Benefit: When the character selects this feat, he or she gains one spell slot per day of any level up to one level higher than the highest-level spell the character can already cast in a particular class. The character must still have the requisite ability score (10 + spell level) in order to cast any spell stored in this slot. If the character has a high enough ability modifier to gain one or more bonus spells for this spell level, he or she also gains the bonus spells for this spell level. The character must use the spell slot as a member of the class in which he or she can already cast spells of the normal maximum spell level.
Special: A character can gain this feat multiple times.
Spell Slots Above 9th Level
The Improved Spell Capacity feat allows characters to gain spell slots above 9th level (which can be used to hold lower-level spells or spells whose level has been increased beyond 9th by the use of metamagic feats).
A character with a very high score in the ability associated with his or her spellcasting (Intelligence for wizards; Wisdom for clerics, druids, paladins, and rangers; or Charisma for bards) may receive bonus spells of those levels, as shown on Table: Expanded Ability Modifiers and Bonus Spells, but only if they already have at least one spell slot of that level (such as from the Improved Spell Capacity feat). A character without any spell slots of a level can’t receive any bonus spells of that level, even if the appropriate ability score is high enough to award them.
Even though the table only includes ability scores up to 61 and spell slots up to 25th level, the progression continues infinitely in both directions. For ability scores beyond 61, or for spell slots above 25th level, expand the table to follow the same patterns as shown.
INCITE RAGE [EPIC]
Prerequisites: Cha 25, greater rage class feature.
Benefit: When the character enters a rage, he or she can incite a barbarian rage in any or all allies within 60 feet. (Any ally who doesn’t wish to become enraged is unaffected.) The ally gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but takes a –2 penalty to AC, for as long as the character remains raging. The rage of affected allies lasts while the character is raging, regardless of whether they remain within 60 feet of the character. This is otherwise identical with normal barbarian rage (including the fatigue at its end).
Special: This is a mind-affecting effect.
LEGENDARY WRESTLER [EPIC]
Prerequisite: Str 21, Dex 21, Improved Unarmed Strike, Escape Artist 15 ranks.
Benefit: The character gains a +10 bonus on all grapple checks.
LINGERING DAMAGE [EPIC]
Prerequisite: Sneak attack +8d6, crippling strike class feature.
Benefit: Any time the character deals damage with a sneak attack, that target takes damage equal to the character’s sneak attack bonus damage on the character’s next turn as well.
MASTER OF THE ELEMETS [EPIC]
You have achieved mastery of the four elements -- air, earth, fire, and water.
Prerequisites: Spellcraft 22 ranks, Elemental Focus x4, able to cast summon monster IX and dominate monster, able to cast spells with the air, earth, fire, and water descriptors.
Benefit: As a full-round action, you can summon a single creature from the summon monster I-IX list that is an elemental or has the air, earth, fire, or water subtype. The monster serves you till you dismiss it or it is killed. Activating this ability requires a standard action and is a spell-like ability. You may only have 1 creature summoned with this ability at a time, if you activate this ability again any previously summoned summon is dismissed.
You can use dominate monster on elementals and creatures with the air, earth, fire, or water subtype. This effect lasts for a number of days equal to your caster level. Activating this ability requires a standard action and is a spell-like ability. The save DC for this ability is 10+ ½ your level+ your Cha modifier.
You gain energy resistance 10 to acid, cold, electricity, fire, and sonic. This is an extraordinary ability.
Elementals and creatures with the earth, air, fire, or water subtype view you as one of their kind. These creatures react to you as if their attitude is two steps better than the situation otherwise warrants. This is an extraordinary ability.
METAMAGIC FREEDOM [EPIC]
You can stack the same metamagic feat multiple times.
Prerequisites: Four metamagic feats, Spellcraft 20 Ranks.
Benefit: You can apply the same metamagic feat any number of times to the same spell, provided you have a spell slot of adequate level e.g. With this feat you could use a 9th-level spell slot to triple empower a fireball spell (for +150% damage).
Normal: Without this feat you can only apply the same metamagic feat once to a single spell.
MULTISPELL [EPIC]
Prerequisites: Quicken Spell, ability to cast 9th-level arcane or divine spells.
Benefit: The character may cast one additional quickened spell in a round.
Special: A character can gain this feat multiple times. Its effects stack.
PARAGON VISIONARY [EPIC]
Your powers of perception are beyond mortal ken.
Prerequisites: Spellcraft 21 ranks, able to cast darkvision, greater arcane sight, see invisibility, true seeing.
Benefit: You can see through illusions, magical darkness, shapechangers, and other effects (as true seeing). This is a supernatural ability.
You are automatically aware of all spells or magical effects you see. Simply by looking at a creature, you can determine if it is a divine or arcane caster, whether it has any spell-like abilities, and the level of the highest spell or spell-like abilities it knows. This is a supernatural ability.
You receive a +6 bonus on all Perception and Sense Motive checks. This is an extraordinary ability.
PERMANENT EMANATION [EPIC]
Prerequisites: Spellcraft 20 ranks, ability to cast the spell to be made permanent.
Benefit: Designate any one of the character’s spells whose area is an emanation from the character. This spell’s effect is permanent (though the character can dismiss or restart it as a free action). Effects that would normally dispel this spell instead suppress it for 2d4 rounds.
Special: This feat may be taken multiple times. Each time, select a different spell to become permanent.
POSITIVE ENERGY AURA [EPIC]
Prerequisites: Cha 25, ability to channel energy, ability to cast dispel evil.
Benefit: Every undead creature that comes within 15 feet of the character is automatically affected as if the character had channeled energy against it. This doesn’t cost a channel energy use. Just as with normal channel energy, the character can’t affect undead that have total cover relative to him or her. Undead creatures that remain within 15 feet of the character are affected once per round on their turn. Living creatures that come within 15 feet are not healed damage, but do enjoy a +4 sacred bonus on saving throws against death effects, fear effects, and negative energy effects.
RIGHTEOUS STRIKE [EPIC]
Prerequisites: Wis 19, Improved Unarmed Strike, Stunning Fist, any lawful alignment, Perfect Self class feature.
Benefit: The character’s unarmed strike is treated as an axiomatic weapon (it is lawfully aligned and deals an extra 2d6 points of damage against creatures of chaotic alignment). This ability stacks with the magic weapon ability of the same name.
SELF-CONCEALMENT [EPIC]
Prerequisites: Dex 30, Stealth 20 ranks, Acrobatic 20 ranks, improved evasion.
Benefit: Attacks against the character have a 10% miss chance, similar to the effect of concealment. The character loses this benefit whenever he or she would lose his or her Dexterity bonus to AC.
Special: This feat may be taken multiple times. Each time it is taken, the miss chance increases by 10% to a maximum of 50% after it has been taken five times.
SNEAK ATTACK OF OPPORTUNITY [EPIC]
Prerequisites: Sneak attack +8d6, opportunist class feature.
Benefit: Any attack of opportunity the character makes is considered a sneak attack.
SPELL OPPORTUNITY [EPIC]
Prerequisites: Combat Casting, Combat Reflexes, Quicken Spell, Spellcraft 20 ranks.
Benefit: Whenever the character is allowed an attack of opportunity, he or she may cast (and attack with) a touch spell as the character’s attack of opportunity. This incurs attacks of opportunity just as if the character had cast the spell normally.
Normal: Without this feat, a character can only make a melee attack as an attack of opportunity.
STICKY STRIKE [EPIC]
You are knowledgeable in the ways of spider-fist kung fu.
Prerequisites: Dex 25, Improved Unarmed Strike, Wis 25.
Benefit: Once you successfully hit an opponent, all future attacks against that opponent use your highest Base Attack Bonus. As soon as you attempt to strike a different opponent, you lose this benefit.
SUPREME ARCHITECT [EPIC]
You can create faster than others. Also your items are more potent in your hands.
Prerequisites: Efficient Item Creation, Int 30, Spellcraft 21 Ranks.
Benefit: Your creation times are measured in hours rather than days for items you have Efficient Item Creation applied to. In addition, items made by you when used by you may use your caster level instead of their own and use your casting ability score modifier instead of the minimum for setting DC when used by you.
Normal: The time taken to create magic items is equal to one day per 1000 gp of the item’s market cost.
TENACIOUS BODY [EPIC]
You have mastered breathing techniques which allow you to partially defy gravity.
Prerequisites: Acrobatics 21 Ranks, Dex 25, Subtle Body, Wis 25.
Benefit: You can walk up walls or on ceilings as if they were floors. This is not climbing in the sense that you must hang on, instead the wall or ceiling becomes your new gravity.
VETERAN OF A THOUSAND BATTLES [EPIC]
Prerequisites: Wis 15, base attack bonus +15.
Benefit: Any weapon you wield has it critical hit range improved by 1. Apply this increase after Improved Critical or the keen weapon ability and it stacks with Improved Critical or keen.
VETERAN OF OVER NINE THOUSAND BATTLES [EPIC]
Prerequisites: Wis 17, base attack bonus +15, Veteran of a thousand battles.
Benefit: Any weapon you wield has it critical multiplier improved by 1.
VIGOROUS RAGE [EPIC]
Your rage is exceptionally powerful.
Prerequisites: Rage class feature.
Benefit: While raging you gain an additional +1 bonus to Strength and Constitution.
Special: This feat can be taken multiple times and its effects stack. Each time it is taken your rage gains an additional +1 to Strength and Constitution.
WIDEN AURA [EPIC]
Prerequisite: Cha 25, Diplomacy 20 ranks, aura class ability.
Benefit: The character’s aura abilities that affect allies extends to all allies within 100 feet of the character.

Scott Andrews |

Destiny feats represent your characters transition from mortal to immortal, any character with 4 destiny feats no longer has a maximum age and will not die of old age. Destinies are usually singular; taking destiny feats in chain besides the first one a character takes require twice as much experience. Very powerful abilities, they require much dedication and experience to learn.
ARTIFACT LORD I [DESTINY]
The power of magic items lures you, and you learn to command them with great ease. When you hold an item, you can trace the paths of the magic that formed it, and understand it like no one else -- not even its creator, unless the creator also is an artifact lord -- is able to. The more you use magic items, the closer your connection to them, and you gain the ability to protect them and even place your very soul within them. Eventually, even artifacts consider you their master.
Prerequisites: Use Magic Device 20 ranks, Knowledge Arcana 10 ranks, must have used 3 different minor artifacts or 1 major artifact.
Benefit: You gain the following abilities:
Impossible Activation (Ex): You disregard effects that prevent you from activating magic items. For example, you can speak a command word even when silenced, or activate a mental command item while dominated or unconscious. This does not apply to items for which you don't meet the requirements, but you automatically get a result of 20 on all Use Magic Device checks.
In addition, you never provoke attacks of opportunity for activating a magic item.
Charge Item (Ex): You get the most out of your magic items. Once per day per destiny feat you have as a swift action, you can add one charge to an item that has charges or get an extra use out of an item that has a limited number of uses per day. If the item has multiple functions that have charges (such as a staff) or multiple functions that have a number of uses per day, you choose which one to increase or restore.
ARTIFACT LORD II [DESTINY]
Prerequisites: Use Magic Device 20 ranks, Knowledge Arcana 13 ranks, must have used 3 different minor artifacts or 1 major artifact, Artifact Lord I.
Benefit: You gain the following abilities:
Disjunction Ward (Su): Magic items you possess are protected against magical disjunction. If an effect (such as Disjunction) would cause an item you hold, wear, or have on your body to become nonmagical, you can choose to negate that effect (for your items only) and to cause the effect's caster (if within line of effect) to suffer the effect himself. This feature also offers some protection to items you own, but don't have with you. An item you own that is not being worn or held by someone else gets a bonus on its saving throws equal to half your level.
Item Bond (Su): You gain a +10 bonus to your CMD against disarm and sunder attempts that would affect your magic items. Magic items you hold, wear, or have on your body have their hardness increased by 10. An item you own that is not being worn has their hardness increased by 5. You gain damage reduction of 1/-- for each magic item slot you have filled with a magic item. For example if you are wearing 2 magic rings, a magic amulet, magic gloves, and magic boots, you would have DR 5/--. This damage reduction stacks with any damage reduction you have from magic items, but not with other forms of damage reduction.
ARTIFACT LORD III [DESTINY]
Prerequisites: Use Magic Device 20 ranks, Knowledge Arcana 15 ranks, must have used 3 different minor artifacts or 1 major artifact, Artifact Lord I, Artifact Lord II.
Benefit: You gain the following abilities:
Soul Transfer (Su): You can transfer your soul to an item when you die. This ability functions once per day. When you are reduced to 0 hit points, choose a magic item you possess. Your body blazes with cold blue light, then transforms into adamantine as the object becomes your soul's new home. As the object you have a fly speed of 30 feet (perfect), though if you transfer into an item your body's wearing, you won't be able to move. You can cast spells in this form, activate the item, and attack with it if it's a weapon (or similar item). Anything you do using this item functions as it normally would, and you still count the bonuses for magic items your body's wearing. Spells that restore you to life place your soul back in body, which transforms back into its normal state.
In this form, you can be attacked only as an item, not a creature (mind-affecting effects are an exception). If the item is destroyed, you die. For every 4 epic and/or destiny feats you have, you gain an additional use of this ability per day, and may jump from magic item to magic item with a use of this ability.
Resist Artifice (Ex): You can substitute a Use Magic Device check instead of rolling a saving throw for any saving throw caused by a magic item or artifact.
ARTIFACT LORD IV [DESTINY]
Prerequisites: Use Magic Device 20 ranks, Knowledge Arcana 17 ranks, must have used 3 different minor artifacts or 1 major artifact, Artifact Lord I, II, and III.
Benefit: You gain the following ability:
Artifact Dominion (Su): You can call upon the power of various artifacts. An artifact called by artifact dominion appears, assists you briefly, and then returns to the location from which it came.
Each day, you can choose three of the minor artifacts, and one of the major artifacts options from the list below. You can activate each effect once per day as a swift action. If at any time you possess one of these artifacts, you gain one extra use of the listed effect (and the artifact dominion effect doesn't prevent you from using the artifact normally). You need not choose an artifact till you need to use an ability, you cannot choose the same artifact more than once in the same day, unless you possess said artifact. The caster level of these effects is your level+ the number of epic and destiny feats you have. Any DCs of these effects is 10 + 1/2(your level+ the number of epic and destiny feats you have) + your Charisma modifier. Any creatures summoned by Artifact Dominion serve you and will not attack you.
Minor Artifacts:
Azlanti Sealstone: Duplicate the effects of foresight for one day.
Bone House: Duplicate the effects of summon monster IX, except the monsters summoned also have the skeletal champion template. The monsters remain for 1 hour or until slain.
Book of Infinite Spells: Duplicate the effects of limited wish.
Book of the Damned: Demonic: Duplicate the effects of Gate. May only target the Abyss.
Book of the Damned: Diabolic: Duplicate the effects of Gate. May only target Hell.
Deck of Many Things: Duplicate the effects of blade barrier. The effect manifests as a cloud of razor sharp playing cards.
Eye of Rapture: Duplicate the effects of any one illusion spell. The effect lasts for one hour instead of its normal duration.
Flame of Guidance: You gain the fire subtype for one hour. All weapons you wield and unarmed strikes you make gain the flaming burst quality.
Mantis Blade: Gain the ability to make sneak attacks for +1d6 for one day or increase your existing sneak attack by 1d6 for one day.
Necropyre Crystal: You heal your level+ the number of epic and destiny feats you have hit points whenever you slay a creature with a soul.
Sihedron Tome: Treat your Intelligence Score as 6 higher for one hour.
Sphere of Annihilation: Duplicate the effects of disintegrate, caster level 20 your level+ the number of epic and destiny feats you have.
Staff of the Magi: You gain spell resistance equal to 10 + your level+ the number of epic and destiny feats you have for 1 hour, and you're invisible (as the greater invisibility spell) for 5 rounds.
Talisman of Pure Good: You can use this effect only if you are lawful good, neutral good, or chaotic good. For 1 hour, you cast good spells and use good abilities at +2 caster level. During this time, you can also make a melee touch attack that deals 1d6 points of damage per character
level to an evil creature. The touch attack is useable for the full hour.
Talisman of Ultimate Evil: You can use this effect only if you are lawful evil, neutral evil, or chaotic evil. For 1 hour, you cast evil spells and use evil abilities at +2 caster level. During this time, you can also make a melee touch attack that deals 1d6 points of damage per character
level to a good creature. The touch attack is useable for the full hour.
Torc of Kostchtchie: You gain the cold subtype for one hour. All weapons you wield and unarmed strikes you make gain the frost burst quality.
True Seal of Sulesh: Summons a Genie of CR 20 for one hour.
Major Artifacts:
Argental Font: Duplicate the effects of enhanced mass heal.
Asheia, Sword of Lust: Duplicate the effects of extended dominate monster.
Axe of the Dwarvish Lords: Summons a CR 12 dwarven army for the duration of one battle.
Bellwether Brooch: Summons a shield guardian adamantine golem for 1 hour; you are treated as possessing the appropiate amulet for the golem.
Celestial Lens: Duplicate the effects of an enhanced intensified flame strike, caster level 20 your level+ the number of epic and destiny feats you have.
Chellan, Sword of Greed: Gives you 1,000 gp.
Codex of the Infinite Planes: Duplicate the effects of plane shift at will for one day.
Crown of Fangs: Gain regeneration 20 + the number of epic and destiny feats you have (epic) for one hour.
Demonscope: You emit a dimensional lock effect within one mile for one hour.
Greatcube of Jayalakshmi: Metamagic feats that do not increase the level of spells cast with 300 feet of you for one hour. Casters that prepare spells may add any metamagic feats they know to spells as they cast them. The Greatcube will not appear more once per month unless you already posses the Greatcube. Characters with the Metamagic Freedom feat may only apply a metamagic feat once to a spell for free.
Howling Horn: Duplicate the effects of an enhanced intensified shout.
Id Portrait: A duplicate of you appears for one hour, the duplicate does not possess your epic and destiny feats, or any artifacts you possess. The duplicate possess copies of your gear, however any limited use items that are used are depleted from your gear, as well as the charges and similar abilities.
Oculus of Abaddon: You may use any spell with the scrying descriptor at will for one hour.
Orbs of Dragonkind: Summons a CR 20 dragon of the appropriate color for one hour.
Ovinrbaane, Enemy of All Enemies: All attacks you make gain the Bane weapon quality for one day.
The Shadowstaff: Duplicate the effects of shadow evocation or shadow conjuration as a swift action. Usable at will for one hour.
The Ihystear: Your attacks bypass all forms of damage reduction for one day.
The Last Theorem: Treat your Intelligence, Wisdom, and Charisma scores as 6 higher for one hour
Staff of the Slain: Duplicate the effects of lightning bolt as a swift action, useable at will for one hour.
Vesper’s Rapier: You may dimension door at will as a swift action for one hour.
BLADE OF RAGNAROK I [DESTINY]
When powerful forces desire to end the world or to snuff out existence, you will be there. With power that is destined to be under your command, you can fight off any threat. There is no danger you cannot face, and on the battlefields where the fate of everyone and everything is decided, you will stand victorious. You can fight the most powerful of creatures -- those regarded as invincible by almost everyone.
Prerequisites: Must have help defeat a CR 21 or better monster, base attack bonus +15.
Benefit: You gain the following abilities:
Unbreakable Body (Ex): You gain damage reduction 5/--. Unlike most damage reduction, this stacks with all other DR. You automatically succeed on saving throws when you take massive damage.
Weapon of Ruin (Su): Your attacks have abilities that let them bypass some damage reduction. You gain the aligned strike (corresponding to your alignment), epic strike, and magic strike qualities.
You can also emulate a material or damage type on all your attacks. Only one can be in effect at a time, and changing it is a move action. The effect is continuous. You can treat your attacks as bludgeoning, piercing, slashing, adamantine, cold iron, or silver (with no damage penalty).
You also gain the ability to make a Sense Motive check (opposed by the target's Bluff) to determine the damage reduction type (but not amount) of a creature you can see.
You also gain a +10 bonus to your CMD against disarm attempts and sunder attempts.
BLADE OF RAGNAROK II [DESTINY]
Prerequisites: Must have help defeat a CR 23 or better monster, base attack bonus +15, Blade of Ragnarok I.
Benefit: You gain the following abilities:
Slayer's Fury (Su): You gain the ability to make devastatingly accurate attacks. Once per day for each destiny feat you have as a swift action, you gain a +20 luck bonus on all attack rolls you make on your current turn, and your critical hit range is doubled. Furthermore, you suffer no miss chance on the attacks and can re-roll any 1 you roll on an attack or damage roll.
Deadly Weapon (Ex): You gain the benefits of the Weapon Strike feat with all weapons, even if you do not have Weapon Focus. In addition you gain a +1 dodge bonus to your armor class for each attack you hit with till the beginning of your next turn. This dodge bonus stacks with itself.
BLADE OF RAGNAROK III [DESTINY]
Prerequisites: Must have help defeat a CR 25 or better monster, base attack bonus +15, Blade of Ragnarok I and II.
Benefit: You gain the following abilities:
Unstoppable Tenacity (Ex): You can fight when you should be dead. You don't die when you reach your Con score in negative hit points. Instead, you die when you have negative hit points equal to half your full normal hit points.
Furthermore, you can keep fighting when you are below 0 hit points. When reduced to -1 or fewer hit points, you automatically become stable and can choose to keep fighting. If you keep fighting while below 0 hit points, you take a -1 penalty on attacks, saves, and checks.
Better Lucky than Good (Ex): You treat natural 1’s on your attack rolls as Natural 20’s instead. You still need to roll to confirm critical hits and 1’s are treated normally on these confirmation rolls.
BLADE OF RAGNAROK IV [DESTINY]
Prerequisites: Must have help defeat a CR 27 or better monster, base attack bonus +15, Blade of Ragnarok I, II, and III.
Benefit: You gain the following abilities:
Destiny Strike (Su): You can make attacks that strip away the defenses of powerful enemies. You can use this ability three times per day. Before making an attack, you can declare it to be a destiny strike (a free action). If you hit, the DM lists all of the following the hit creature possesses: damage reduction, fast healing, immunities, miss chance (including from incorporeality), regeneration, resistance to energy, spell resistance, and turn resistance. You can suppress one of those benefits for 3 rounds. If it has multiple types of immunities or resistances, choose only one. The DM lists only the types, not the amounts. For example, the DM would tell you a monster has fast healing, fire resistance, and spell resistance, not that it has fast healing 23, fire resistance 10, and spell resistance 35.
Supreme Unstoppable Tenacity (Ex): Your tenacity improves. You don't die when you reach your Con score in negative hit points. Instead, you die when you have negative hit points equal to your full normal hit points.
Furthermore, your fighting improves you are below 0 hit points. You no longer take a penalty for fighting while below 0 hit points. In addition, if you keep fighting while below 0 hit points, you gain a +1 bonus to Armor Class (this applies to flat-footed and touch ACs) and saving throws.
DEMIGOD I [DESTINY]
Over the course of adventuring, you have attained some small degree of inherent divine power. This initial spark is different from what divine spellcasters tap into, because it comes from within, not through worship or from the great deeds you have accomplished. As you travel through this epic destiny, you gain a small following of worshipers, which grows with each level until you become a full-fledged deity, and enhances your inherent divine power.
Prerequisites: 20th level, Leadership, have completed the Starstone quest or have Divine Sponsorship.
Benefit: You gain the following abilities:
Divine Spark: You gain either a +1 bonus to each of two ability scores or a +2 bonus to one ability score. In addition, your leadership score increases by 5 for each destiny feat you have.
Death Denied: You become resistant to attacks that would instantly kill you. You gain a +5 luck bonus on saving throws against necromancy effects and saving throws against massive damage. If you roll a 1 on one of these types of saving throws, you can re-roll the die. If you succeed on a save against a necromancy spell, you suffer no effect, even if you would normally suffer a partial effect.
DEMIGOD II [DESTINY]
Prerequisites: 20th level, Leadership, have completed the Starstone quest or have Divine Sponsorship, Demigod I.
Benefit: You gain the following abilities:
Regenerative Touch (Sp): You gain the ability to use regenerate at will (caster level 20).
Divine Aura (Su): You gain a deflection bonus to your Armor Class equal to your Charisma bonus.
DEMIGOD III [DESTINY]
Prerequisites: 20th level, Leadership, have completed the Starstone quest or have Divine Sponsorship, Demigod I and II.
Benefit: You gain the following abilities:
Divine Surge (Su): You can restore yourself to fighting form. Once per day as an immediate action, you can use this ability to restore yourself to full maximum hit points and gain the benefit of greater restoration.
Divine Immunities (Su): You become immune to Energy Drain and Ability Drain.
DEMIGOD IV [DESTINY]
Prerequisites: 20th level, Leadership, have completed the Starstone quest or have Divine Sponsorship, Demigod I, II, and III.
Benefit: You gain the following abilities:
Miracle (Sp): You can use miracle once per day. You choose what happens, using your own divine power instead of making a request of a deity. You must still pay any component costs required by the miracle spell. Caster level 20 plus the number of epic and destiny feats you have.
Divine Speed (Su): Your base land speed doubles, apply this doubling before adding any enhancement bonuses to speed.
Divine Form (Su): You gain Damage Reduction 10/epic.
DEMIGOD V [DESTINY]
Prerequisites: 20th level, Leadership, have completed the Starstone quest or have Divine Sponsorship, Demigod I, II, III and IV.
Benefit: You become a god with divine rank 1.
ETERNAL HERO I [DESTINY]
Over many eons, in many bodies, with many names, you have adventured and conquered. In an endless cycle of death and rebirth, you have attained the name "hero" in many lands and many incarnations. When you die, you always return again, as a new hero. You might be very different in each form, but a common thread binds one soul to all these manifestations. You learn to draw on the strength and resolve of your past selves to fight off death itself.
Prerequisites: 20th level, must have been brought back from the dead once.
Benefit: You gain the following abilities:
Continual Resurrection: You gain the ability to return from the dead. At dawn each day, if you are dead, you are restored to life (as true resurrection). You can set a place where you want to be resurrected. (You must be standing in that place when you make the choice.) When you are resurrected, you can choose to be resurrected in the place you choose or in the place you died. You can choose a new location for your place of resurrection whenever you gain a feat.
Death Denied: You become resistant to attacks that would instantly kill you. You gain a +5 luck bonus on saving throws against necromancy effects. If you succeed on a save against a necromancy spell, you suffer no effect, even if you would normally suffer a partial effect.
You gain a +10 luck bonus on saving throws against death attacks and saving throws against massive damage. If you roll a 1 on one of these types of saving throws, you can re-roll the die.
ETERNAL HERO II [DESTINY]
Prerequisites: 20th level, must have been brought back from the dead once, Destiny: Eternal Hero I.
Benefit: You gain the following abilities:
Quickening: Your body begins to heal at an amazing rate. At the start of your turn, you gain a number of temporary hit points equal to 20+the number of Epic and Destiny feats you have. If you already have any temporary hit points when you gain these temporary hit points, they do not stack -- use only the higher value.
Deja Vu: Your past lives bleed into the present. Three times per day, you may reroll any die roll you just made, using the more beneficial of the two.
ETERNAL HERO III [DESTINY]
Prerequisites: 20th level, must have been brought back from the dead once, Destiny: Eternal Hero I and II.
Benefit: You gain the following abilities:
Eternal Renewal (Su): You gain the ability to immediately come back from death's door. When you take damage that reduces you to below 0 hit points (even if would be fatal), you can use this ability as an immediate action. You go to 0 hit points, then regain a number of hit points equal to half your maximum hit points. You can use this ability twice per day, increasing to four times per day if you have the Destiny: Eternal Hero IV feat.
Past Memories: You wake up each morning with particularly clear memories of one of your past lives. Choose a class, you gain the class features of a 6th level character of that class. You may change this choice each day at dawn. You still need any gear those class features require to use them.
ETERNAL HERO IV [DESTINY]
Prerequisites: 20th level, must have been brought back from the dead once, Destiny: Eternal Hero I, II, and III.
Benefit: You gain the following ability:
Nexus of Many Lives: This functions as Past Memories, except the class features are that of a 10th level character. If you choose the same class for Past Memories and Nexus of Many Lives, they stack for the class features of a 16th level character.
ETERNAL HERO V [DESTINY]
Prerequisites: 20th level, must have been brought back from the dead once, Destiny: Eternal Hero I, II, III, and IV.
Benefit: You gain the following ability:
Power Recalled: You gain a single epic feat slot; however, you can change this feat to any other with 5 minutes of practicing the new feat or meditation. You cannot change the epic feat while you have a previous use of the epic feat in effect. You must still meet the feat prerequisites of any feat you chose to benefit from it.
Special: You can gain this feat multiple times and its effects stack. Each time it is taken you gain a new feat which can be changed with 5 minutes of practicing the new feat or meditation.
FORCE OF NATURE I [DESTINY]
Your connection to nature has always been strong, but now it grows deeper still. Wherever you go, your essence infuses the landscape all around you, and you are likewise affected by your surroundings. You can manifest the power of the weather and call upon all the animal and plant life of the terrain to defend you or strike your foes. The strength of stone, the fluidity of water, and the life force of the trees are all a part of you. In time, it becomes difficult to separate you from the land, as it and your soul merge into one.
Prerequisites: 20th level, wild shape, favored enemy, or rage class feature
Benefit: You gain the following abilities:
Boon of Nature (Su): You gain a continuous benefit that gets better in certain types of environments. You have access to two of the different boons listed below (chosen when you acquire this class feature), and can swap out boons as a swift action. The benefit applies in both your normal form and when wild shaped (or otherwise in an alternate form).
Boon of Life: At will, you can use a swift action to heal a creature within close range (25 ft. + 5 ft./2 levels). This effect cures a number of points of damage equal to your character level + the number of epic and destiny feats. While you are in an area where plant growth is pervasive (such as a forest or meadow), you have fast healing 10.
Boon of Stone: You have DR 5/adamantine while this boon is active. If you're in an area where stone is common (such as a mountain or stone-walled structure), you can trigger a minor tremor as a swift action. The range is long (400 ft. + 40 ft./level) and affects any creature standing on the ground within a 30-foot-radius spread. An affected creature must make a Reflex save (DC your level + your Wisdom or Strength modifier) or fall prone.
Boon of Storms: At will, you can use a swift action to tap into the power of lightning or wind. You can call down a streak of lightning against a creature within medium range. It requires a ranged touch attack to hit and deals 10d6 points of electricity damage plus 1d6 per epic feat and destiny feat you have. If you're under an open sky, you gain concealment (20% miss chance) while this boon is active.
Boon of Water: While this boon is active, you gain DR 10/magic and resistance to fire 10. While you are in an aquatic environment, you gain the benefits of freedom of movement and water breathing.
FORCE OF NATURE II [DESTINY]
Prerequisites: 20th level, wild shape, favored enemy, or rage class feature, Destiny: Force of Nature I.
Benefit: You gain access to three boons at the same time instead of 2. In addition you may use summon nature’s ally IX as a spell-like ability as swift action at will. You may only have one use of this spell-like ability active at one time, using the ability again dismisses any previous uses of the ability.
FORCE OF NATURE III [DESTINY]
Prerequisites: 20th level, wild shape, favored enemy, or rage class feature, Destiny: Force of Nature I and II.
Benefit: You gain the following abilities.
Storm Suffusion (Su): You take on the form of an immense storm when you are in danger of dying. When you are reduced to 0 hit points or fewer, you become a storm. This duplicates the effects of a storm of vengeance, with the radius of the effect centered on the square where you were. Use your character level for the caster level and your Wisdom modifier for the ability bonus. This effect lasts for 5 rounds (it's not dismissable when used this way), at which time you return to your natural form at 0 hit points and become stable. You can use this ability once per day.
One with the Elements (Su): You become resistant to the elements, you gain energy resistance of your level + the number of epic and destiny feats you have against the acid, cold, electricity, and fire energy types.
FORCE OF NATURE IV [DESTINY]
Prerequisites: 20th level, wild shape, favored enemy, or rage class feature, Destiny: Force of Nature I, II and III.
Benefit: You gain the following abilities.
Environment Shape (Su): You can assume the form of the terrain around you when you wild shape. When you do so, choose one of the forms listed below that is applicable in your current environment. You fuse with the terrain, taking up a 15-foot cube of space within the terrain type you choose (this cube must be adjacent to you when you change shape). This makes you fill the same amount of space as a Huge creature, and attacks against you can target any square in that space (though you don't take any of the modifiers for being Huge). If you do not have wild shape, you may assume the forms below as per the wild shape rules as a standard action, at will.
You can "move" at your normal speed, though you're actually moving your essence from one part of the environment to another. Consequently, this movement doesn't provoke attacks of opportunity.
Unlike with other uses of wild shape, your physical ability scores do not change and gear you wear still functions, though you can't activate items. If you are targeted by a spell that would affect the terrain (such as transmute rock to mud or whirlwind), you get a Fortitude saving throw.
If you fail, you return to your natural form in a square adjacent to the space you occupied as the terrain.
Form of Life: You must be in an area where plant growth is pervasive. You gain the benefits of boon of life (see above). You can make a grapple check as a swift action that doesn't provoke attacks of opportunity. You can use a slam attack as a swift action or a standard action. You can use control plants and entangle at will, as supernatural abilities.
Form of Stone: You must be in an area where stone is common. You gain the benefits of boon of stone (see above). You gain a melee touch attack that knocks the target prone. You can use this attack as a swift action or a standard action. You can use earthquake as a supernatural ability, using your character level as the caster level. You can do this once per round as a standard action. You can also cast spells with the earth descriptor normally while in this form (as the Natural Spell feat), and you use them as though you were three caster levels higher.
Form of Storms: Only while under an open sky, you gain the benefits of boon of storms (see above), plus the following additional features. You gain a slam attack that deals 2d8 (plus your Strength modifier) points of damage and knocks the target back 20 feet. You can use this slam attack as a swift action or a standard action. You can use call lightning storm as a supernatural ability while in this form. This is an at-will ability, but you can have only one in effect at a time. You can also cast spells with the air or electricity descriptor normally while in this form (as the Natural Spell feat), and you use them as though you were three caster levels higher.
Form of Water: You must be in an aquatic environment. You gain the benefits of boon of water (see above). You gain a slam attack that deals 2d10 (plus your Strength modifier) points of damage and knocks the target back 10 feet. You can use this slam attack as a swift action or a standard action. You can use waterspout (Spell Compendium 236) as a supernatural ability, using your character level as the caster level. This is an at-will ability, but you can have only one waterspout active at a time. Unlike the normal spell, this waterspout has a 10-foot radius and can suck in Large and Huge creatures. You can also cast spells with the water descriptor normally while in this form (as the Natural Spell feat), and you use them as though you were three caster levels higher.
Elemental Healing (Su): Any damage prevented by the One with the Elements ability now heals you an equal amount of hit points.
MYTHIC SHADOW I [DESTINY]
Legends of your exploits have traveled the world, but they seem so unreal that most consider your very existence a rumor. An enemy might, if he's lucky, catch a glimpse of you in the shadows before he feels your blade in his back. Those who bring the fight to you find you an elusive opponent -- almost impossible to keep in one place or to hit effectively. Being a mythic shadow means you won't get all the glory you deserve, so you'll have to take comfort in being the one person who knows how good you really are.
Prerequisites: Stealth 20 ranks.
Benefit: You gain the following abilities.
Improved Precision Damage (Ex): Any attack you make that gets extra precision damage becomes more powerful. Increase the size of your precision damage dice by one step.
Phantom Visage (Su): You are under a constant greater invisibility effect. You can suppress or resume this effect as a swift action.
MYTHIC SHADOW II [DESTINY]
Prerequisites: Stealth 20 ranks, Mythic Shadow I.
Benefit: You gain the following abilities.
Spectral Stride (Su): You gain the ability to move through solid objects. Doing so requires you to have a 10-foot running start. Additionally, you treat these objects as difficult terrain (each square of movement counts as 2 squares, each diagonal square counts as 3), and you can't end your movement inside a solid object. This movement provokes attacks of opportunity normally, but you have concealment (20% miss chance) against such attacks.
Mythic Dodge (Ex): If you would be hit by an attack, you may make a Reflex save as an immediate action and substitute that value for your Armor Class against that attack.
MYTHIC SHADOW III [DESTINY]
Prerequisites: Stealth 20 ranks, Mythic Shadow I and II.
Benefit: You gain the following abilities.
Spurn Death (Su): You can usually avoid being killed or disabled. If you would be reduced to 0 hit points or fewer by an attack or die from massive damage from an attack, you can use an immediate action to attempt to spurn death. You have a 50% chance to avoid all damage from the attack.
Greater Precision Damage (Ex): Any attack you make that gets extra precision damage becomes more powerful. Increase the size of your precision damage dice by one step. This increase stacks with Improved Precision Damage.
MYTHIC SHADOW IV [DESTINY]
Prerequisites: Stealth 20 ranks, Mythic Shadow I, II, and III.
Benefit: You gain the following ability.
Shadow Strike: Your attacks with weapons, natural weapons, or unarmed strikes become touch attacks.
Living Shadow: Your touch armor class now includes all of your armor class bonuses, even ones that normally wouldn’t be factored into your touch armor class. You also gain a +4 dodge bonus to armor class.
MYTHIC SOVEREIGN I [DESTINY]
You are the rightful heir to a great kingdom or vast empire, and fate has chosen you to ascend to the throne. However, to safely rule over your people, you must adventure out into the world and slay some great threat or enemy to your rightful kingdom.
Prerequisites: Leadership score of 25 or higher, have a Kingdom.
Benefit: You gain the following abilities.
Royal Domain (Ex): You are recognized as the rightful ruler of a kingdom or empire, and celebrated throughout the land. All of your subjects have a base attitude of two steps higher (to a maximum of fanatical) towards you, and you gain a +20 bonus on all Charisma-based skill checks made to influence one of your followers. Your rule is solid, your kingdom does not suffer any vacancy penalties for a number of months equal to your Charisma modifier when any of the leadership roles are empty. Your kingdom also gains a bonus to Economy, Loyalty, and Stability checks equal to the number of destiny feats you have. In addition, your leadership score increases by 5 for each destiny feat you have.
True King (Ex): Your mere presence on the battlefield inspires your allies. All allies gain a +5 morale bonus on attacks rolls, damage rolls, and saving throws as long as they are within 60 ft. of you. In addition, all allies within 60 ft. of you gain immunity to fear. You gain these benefits as well as long as 3 or more allies are within 60 ft. of you.
MYTHIC SOVEREIGN II [DESTINY]
Prerequisites: Leadership score of 25 or higher, have a Kingdom, Mythic Sovereign I.
Benefit: You gain the following abilities.
Commander of Armies (Ex): Any armies you control increase their CR by 1, any armies you personally lead into battle have their CR increased by your Charisma modifier. In addition, your allies within 60 feet gain use of any teamwork feats you have.
Crown of Life (Su): Your presence on the battlefield empowers your allies. All allies gain fast healing 5 while in combat as long as they are within 60 ft. of you. You gain this benefit as well as long as 3 or more allies are within 60 ft. of you.
MYTHIC SOVEREIGN III [DESTINY]
Prerequisites: Leadership score of 25 or higher, have a Kingdom, Mythic Sovereign I and II.
Benefit: You gain the following abilities.
Sacrifice for the King (Su): Anytime you would be rendered unconscious or killed by a spell, effect, or damage, an ally within 60 feet can as an immediate action choose to suffer the spell, effect or damage instead of you.
Here I Rule (Su): You ignore difficult terrain for movement purposes, while enemies treat all space within 60 feet of you as difficult terrain. (This includes underground and in the air.)
MYTHIC SOVEREIGN IV [DESTINY]
Prerequisites: Leadership score of 25 or higher, have a Kingdom, Mythic Sovereign I, II, and III.
Benefit: You gain the following ability.
Sword of Kings (Ex): Your attacks and that of all allies within 60 feet ignore all forms of damage reduction.
Once and Future King (Su): Your kingdom statistics continue to use your Charisma to determine Economy, Loyalty, and Stability check even if you no longer rule (such as from leaving or dying). In addition, if you are dead, subjects from your Kingdom may quest to restore you to life as per true resurrection, regardless of how long you have been dead. In addition, you may return to life in this way if some force, event, or creature threatens to destroy your kingdom.
SUPREME ARCANIST I [DESTINY]
You have mastered the deepest of arcane lore, the fundamental power of the cosmos bowing to your will. The mystic craft you practice is your legacy, and the spells you shape shall still remain when all who ever knew your name have perished.
Prerequisites: Ability to cast 9th level arcane spells, Knowledge (arcana) 20 ranks, Spellcraft 20 ranks.
Benefit: You gain the following abilities.
Arcane Defense (Su): You gain spell resistance of 10 + your level + the number of epic and destiny feats you have. You also gain a bonus on Concentration checks equal to the number of epic and destiny feats you have.
Arcane Sight (Su): You gain the benefit of a constant greater arcane sight spell. You are treated as having rolled a natural 20 on all Spellcraft checks made in relation to your Arcane Sight. This ability even operates even if you are unconscious; possibly waking you if magic comes within range.
Arcane Insight (Ex): You can gain epic spells as normal feats instead of epic feats.
SUPREME ARCANIST II [DESTINY]
Prerequisites: Ability to cast 9th level arcane spells, Knowledge (arcana) 20 ranks, Spellcraft 20 ranks, Supreme Arcanist I.
Benefit: You gain the following abilities.
Arcane Healing (Su): As an immediate action, you may expend one or more of your arcane spells to heal yourself. You heal 1d6 hit points per spell level expended.
Spellblood (Ex): Your flesh is suffused with magic, and the arcane running through your veins sustains you. You add your Intelligence or Charisma modifier to your hit dice at each level instead of your Constitution modifier to determine how much hp you receive (this applies to hit dice from past levels). In addition, you may apply your Intelligence or Charisma modifier in place of your Constitution modifier on all Fortitude saves.
SUPREME ARCANIST III [DESTINY]
Prerequisites: Ability to cast 9th level arcane spells, Knowledge (arcana) 20 ranks, Spellcraft 20 ranks, Supreme Arcanist I and II.
Benefit: You gain the following abilities.
Diversified Magic (Su): Each day when you ready spells, you may choose one arcane school or sorcerer bloodline. You gain the abilities of that arcane school or sorcerer bloodline as a 20th level wizard or sorcerer as appropriate for that day. If you already have the arcane school or bloodline that you pick, the abilities stack.
Spellsurge (Su): Anytime you roll dice for an arcane spell and roll maximum on any die, reroll that die and add that roll to the total as well. If you roll maximum on rerolls, continue to reroll, adding to the damage time. This only applies to dice that come from the spell itself.
SUPREME ARCANIST IV [DESTINY]
Prerequisites: Ability to cast 9th level arcane spells, Knowledge (arcana) 20 ranks, Spellcraft 20 ranks, Supreme Arcanist I, II, and III.
Benefit: You gain the following abilities.
Arcana Unlimited: Your 1st, 2nd, and 3rd level arcane spells no longer expended when cast and may be used again. Spells modified with metamagic feats are still expended unless the slot used is 3rd level or less. If you are a mana user this ability instead reduces the mana cost of your 0th, 1st, 2nd, and 3rd level spells by 5. This cannot reduce the mana cost below 0.
Spell Mantle (Sp): You may use Mantle as a spell-like ability 1/day with a duration of 24 hours with a caster level equal to your arcane casting level. The mantle does not require hit points when used in this way.

Damian Magecraft |

Interesting...
I have been toying around with the idea of Prestige classes that require the PC to be 20th level first.
The trouble being I have limited experience with creating Prestige Classes.
And there are so few that do not require a player to dip a handful of levels of another class first.
(But then I am also toying with a progression system that uses a branching prestige concept as well.)

Scott Andrews |

KM doesn't usually go up to 20th level, you should have a level or two to play with beyond the AP.
At a glance, gritty toughness is awful. Its worse than normal toughness. Consider it granting an additional 1HP/level and perhaps a secondary rider effect?
Unlike toughness, gritty toughness can be taken multiple times. Im not sure if 12 was a good number, I wanted it to be high enough to be worth taking, but not too high to cause excessive hit point bloat on a character.

Twin Agate Dragons |

Twin Agate Dragons wrote:Where is the Mana Pool feat from?Mana Pool is a homebrew class feature for sorcerers in my game, they use a spell point system instead of spell slots and can spend extra mana to augment their spells with "sorceries" to greater effect.
I'd like to know more about this. Would you mind starting a new thread detailing this?

Aranai |
Ooo, I might have to steal some of these feats and spells for the epic level game I'm running. If I do such again in the future, I may just use this instead of the funky homebrew thing I'm doing right now.
I'd like to know more about this. Would you mind starting a new thread detailing this?
I'm also quite interested in this.

Scott Andrews |

Ooo, I might have to steal some of these feats and spells for the epic level game I'm running. If I do such again in the future, I may just use this instead of the funky homebrew thing I'm doing right now.
Twin Agate Dragons wrote:I'd like to know more about this. Would you mind starting a new thread detailing this?I'm also quite interested in this.
I'll start a thread called mana sorcerer.

Scott Andrews |

So for the Epic Destiny feat chains I have to following so far:
ARTIFACT LORD: Master of magic items.
BLADE OF RAGNAROK: Killer of anything.
DEMIGOD: Divine Ascension.
ETERNAL HERO: Armed with past lives to save the present.
FORCE OF NATURE: Avatar of Nature.
MYTHIC SHADOW: Unseen shaker of the times.
MYTHIC SOVEREIGN: A leader of legend.
SUPREME ARCANIST: Master of the arcane arts.
Is there any other epic concepts I should flesh out with destiny feats?

Rathendar |

So for the Epic Destiny feat chains I have to following so far:
ARTIFACT LORD: Master of magic items.
BLADE OF RAGNAROK: Killer of anything.
DEMIGOD: Divine Ascension.
ETERNAL HERO: Armed with past lives to save the present.
FORCE OF NATURE: Avatar of Nature.
MYTHIC SHADOW: Unseen shaker of the times.
MYTHIC SOVEREIGN: A leader of legend.
SUPREME ARCANIST: Master of the arcane arts.Is there any other epic concepts I should flesh out with destiny feats?
I would be interested in something divine for progression options that did not involve ascension itself.
Conduit, Speaker, Champion or Chosen (for brainstorming ideas/examples) Could appeal to clerics, oracles, inquisitors, paladins, etc etc
Lathiira |

Scott Andrews wrote:So for the Epic Destiny feat chains I have to following so far:
ARTIFACT LORD: Master of magic items.
BLADE OF RAGNAROK: Killer of anything.
DEMIGOD: Divine Ascension.
ETERNAL HERO: Armed with past lives to save the present.
FORCE OF NATURE: Avatar of Nature.
MYTHIC SHADOW: Unseen shaker of the times.
MYTHIC SOVEREIGN: A leader of legend.
SUPREME ARCANIST: Master of the arcane arts.Is there any other epic concepts I should flesh out with destiny feats?
I would be interested in something divine for progression options that did not involve ascension itself.
Conduit, Speaker, Champion or Chosen (for brainstorming ideas/examples) Could appeal to clerics, oracles, inquisitors, paladins, etc etc
+1 to this. I've found the whole topic intriguing, so more of this is certainly warranted.

Peter Stewart |

This is a bad idea for a number of reasons, mostly related to implementation.
First, if there was anything that should have been learned from the original epic rules it is that stacking feats are a bad idea.
Armored skin, improved caster level, and all other feats along those lines are a bad idea. You end up producing characters with numbers that are far to widely skewed to be of any use for designing outside of a given campaign. Multispell as a feat needs to be dramatically restricted, if allowed at all, when using this variant.
This is by no means an exhaustive list of problematic things. I haven't had time to go down the list on its entirety.
Take it from someone who has worked a great deal with epic over at Dicefreaks, the epic problem is very complex. We've been working on a solution for years and still don't have one we like.
Generally speaking most of the thinking these days goes towards far more limited epic feats along with scaling offense and defense at a static level from 20 (e.g. every even level +1 AC/Saves/Ect, every odd +1 Attack/Caster Level/ect). Again, this is if you want anything designed by more than one person to have anything resembling continuity within the system.
This thread has most of the most recent discussion that is public, though a great deal has gone on belong closed doors.

gbonehead Owner - House of Books and Games LLC |

Take it from someone who has worked a great deal with epic over at Dicefreaks, the epic problem is very complex. We've been working on a solution for years and still don't have one we like.
Translation: He really knows what he's talking about. They've been wrestling with above 20th level 3.5e for close to a decade.
Generally speaking most of the thinking these days goes towards far more limited epic feats along with scaling offense and defense at a static level from 20 (e.g. every even level +1 AC/Saves/Ect, every odd +1 Attack/Caster Level/ect). Again, this is if you want anything designed by more than one person to have anything resembling continuity within the system.
Right. This is where I think the Pathfinder suggestions for beyond 20th level got it wrong (see the Core Rulebook pp406-407 or Beyond 20th Level), and that's probably one of the reasons why they think the system needs a level cap (I can certainly understand why Golarion would need a level limit of sorts - without it you'd never be able to stat the nastiest of the big bad guys).
Beyond 20th-level stuff is really challenging. I'm only dealing with a small group of players, and while we all enjoy it, I can say that's only because nobody is actively trying to break the system (of course, anyone trying to actively break the system will ruin most games).

Peter Stewart |

A huge part of the issue is the variability of the system by even 20th level. Two parties in two different campaigns using the same rules can produce vastly different power levels by the high teens. Now tack ten or twenty more levels on top and try to design an adventure that is in any way appropriate for both parties.
How then do you design coherently for a system with that kind of flexibility, which is a feature of the system as much as it is a flaw?
You cannot without radically changing advancement at epic. Take a look at anything designed by someone on Dicefreaks like Jaerom Darkwind vs. something drawn up by someone like Mercucio. You see vastly different ideas of what the power curve should be at epic, because depending on where you are willing to work within the rules you can produce wildly different numbers at epic levels. That is even without gamebreaking nonsense out of 3.5 epic like spells that give +40 to ability scores or armor class.
You have to start to standardize, which is a problem if you want to maintain diversity as well.
The problem at epic is not in the levels themselves, it is in other things that inflated specific numbers. I don't think E20 is the answer. That said, I think it gets near what many of us (at Dicefreaks) have come to believe is a better answer - something similar to the epic system in the 3.0 Forgotten Realms Campaign Setting.
I also think you need to overhaul epic magic items. Cut the bonuses down. No +10 gear. Maybe a single iteration of increases at epic (+12 total weapons +6 enchantment max, +8 ability boost items). Move towards artifact gear at epic. And cap the system. Probably at 40. 50 max.

Eric The Pipe |

Please note: there is no anger in my words, I'm just debating your points. No flame war intended.
A huge part of the issue is the variability of the system by even 20th level. Two parties in two different campaigns using the same rules can produce vastly different power levels by the high teens. Now tack ten or twenty more levels on top and try to design an adventure that is in any way appropriate for both parties.
But this system doesn't have levels, at most the feats add +2 levels or so. You just buy the feats with xp, instead of leveling. Your caster level only increases with an epic-feat, which costs twice as much as a normal feat.
How then do you design coherently for a system with that kind of flexibility, which is a feature of the system as much as it is a flaw?
agreed
You cannot without radically changing advancement at epic.
Which this system does!
I also think you need to overhaul epic magic items. Cut the bonuses down. No +10 gear. Maybe a single iteration of increases at epic (+12 total weapons +6 enchantment max, +8 ability boost items). Move towards artifact gear at epic. And cap the system. Probably at 40. 50 max.
I absolutely agree with this, I've been beating this drum with Scott for a while now, +5 is max inherent (with exceptions of class abilities, see sorcerer), +5 is the best weapon/armor (not including other abilities), and +6 is the best enhancement item you can get. It gets far to silly/stupid to go above that level.
Side note: Scott just introduced the epic spell stuff, I haven't seen or heard of that before he posted it.

Peter Stewart |

Please note: there is no anger in my words, I'm just debating your points. No flame war intended.
No, sure. I'm not trying to be a dick or flame either.
I'm as interested in a working fix to what are very problematic things that occur at epic levels as anyone. I'm simply expressing my misgivings about this possible solution, and offering some suggestions in terms of ways of thinking.
But this system doesn't have levels, at most the feats add +2 levels or so. You just buy the feats with xp, instead of leveling. Your caster level only increases with an epic-feat, which costs twice as much as a normal feat.
Sure, but as I said the issue was never with the levels. Levels themselves at epic slip into a normal scaling. Getting rid of levels actively creates new problems because hit points no longer advance, nor do skills, while offense continues to improve, particularly on the spell front.
You are better off standardizing epic progression (attack bonus, armor class, saves, spell dc, sr, caster level) and continuing to advance levels. This offers the added benefit of letting you throw new more powerful foes at the PCs, without blowing the system out of the water.
Unless you really don't want to go past 20 levels.
Which this system does!
Yes, but I'm not certain of its use in the way that I mean. It doesn't balance itself well. Feats that stack are a bad idea when they are going to only further extend the gap between things.

Eric The Pipe |

No, sure. I'm not trying to be a dick or flame either.
I'm as interested in a working fix to what are very problematic things that occur at epic levels as anyone. I'm simply expressing my misgivings about this possible solution, and offering some suggestions in terms of ways of thinking.
I didn't think you where, based on your other posts, but conflicting opinions can get intense. Its a game, it should be fun, I'm smiling on this end, I hope you are too. :) It's always frustrating when things explode.
To make sure I understand your concern I'm reiterating it: (I've missed points in the past and I'm sure I'll do so again)
- The feat system suggested causes a huge disparity by allowing stacking. If someone can get a +x^x to any stat (including AC and hit bonuses) they will. And it's better if these bonuses just add on automatically, so they even out.
My argument with this is, that E20 by having a max limit of 20 skill ranks (with the exception of a feat, that increases the max without giving you a whole lot more skill points) and effectively 20th level maximums the +x^x becomes nigh on impossible, and only a problem in groups that are out of control already. That anyone that works towards a +x^x to a stat would be giving up other abilities to do so.
Also that spell-casting level doesn't increase either, without a feat, and extra spells per day are not increased via that feat, only the allowance of more powerful effects, IE greater ranges, etc.
---
Unfortunately, I can't argue with you much more except in theory crafting, which is borderline useless. So for now I'll take what you say and see what happens when we get to that level to play-test this stuff.
Side note: +x^x is basically infinity, it's sorta a mathematical notation so that the numbers increase for ever, without say all the extra words. It's done so that -infinity +1. oh yeah, infinity +2- arguments don't happen.

Peter Stewart |

My concerns are two fold.
First, increasing to hit, damage, spells per round, damage on given spells, and so forth, without increasing hit points is a setup for making combat exceptionally lethal. I don't think that is the goal, given how lethal combat is at high levels as is.
Second, including stacking feats that increase core system numbers, like AC or attack bonus at an uneven rate are very problematic. You don't even have to be attempting to break the game to break large aspects open. Consider a defensively minded fighter that uses a shield taking some AC boosting feats. He's already 7-8 points ahead of everyone else in terms of armor class, and given his commitment to defense logically he's going to want to keep that as a focus against more powerful beings. There is already a 40% swing in odds of hitting him, and that will grow with defensive feats here.
Look at the other side, the offensively minded fighter who snags feats to increase his iterative attacks first (along with things like epic weapon focus), and how his damage output is going to be dramatically higher than the first fighters, while his defenses are going to fall progressively behind. Eventually (sooner rather than later) you reach the point where the two cannot work together in a cosmology, without everything auto missing the first and hitting the second, and with the first unable to do harm to things effectively while the second one rounds enemies.
That is under melee classes alone, which should be easy to balance. The spellcasting end of this system is a thousand times more complex.
Consider the spellcasting options. Feats to improve caster level vs. feats to give higher level spells vs. feats that improve metamagic vs. feats that let you get off more spells a round. Consider what happens if a caster choose to focus on one of these aspects. Improved spell capacity a few times suddenly produce DCs that are much higher for one PC than they would be for a spellcaster dedicated to quicken and multispell, but that same character produces major issues in possible damage output (or in sheer volume of save or dies in a round).
How do you begin to balance that in a system that goes beyond your group? How do you design modules, or a continuity for epic level opponents and cosmological beings? If you are asking about this system in your weekly game, then sure, it could work in the short term. If you are asking in general for design, probably not.
And keep in mind that I'm not one of the "it could potentially be broken so we should change it" crowd. People trying to break any system as free form as Pathfinder can do it, so trying to design around them is pointless. I am however aware of how easy it is to break systems within this without even meaning to. That is where my concern lies.
If you want to provide bonuses to things like attack bonus, AC, caster level, spell resistance, saves, and spell DCs at all post 20, you need to do so in a uniform way if you want anything resembling a universally functional system.
Other benefits gained in the place of epic feats should be those that give you more options, or more staying power, or new abilities instead of just adding numbers. A feat that gives you an extra spell per spell level you have for instance. The exception is damage increasing feats, which are necessary if you want to continue to scale hit points up.

Peter Stewart |

Peter Stewart wrote:StuffOnly replying so you know you are not blowing smoke into air, your arguments are valid and are thoughtful. But I do not have any reply at this time.
Appreciate it.
Like I suggested earlier on the thread, poke around this thread. A lot of this has been covered, and attached to it is a first generation version of an epic rule set we most recently worked with. Even if you don't like all the ideas, there should be some interesting ideas to mine for your own purposes.

Sethvir |

While I have only played in one Epic level campaign, it did get a little more crazy past 20th level, using the ELH. I played an Epic Shadowcaster, from Tome of Magic and then Epic'd with some stuff we found on the web. All of us were these crazy permutations of classes. We partnered with the DM to flesh the concepts out and then he put us through the Quicksilver Hourglass. We both succeeded and failed all at the same time at the end and my character ended the world.
That being said, it was pretty wonky at the end.
On a related note, over on ENworld Ari Marmell posted an article regarding Epic Level play, primarily I think in regard to 4E, but I thought he had some interesting things to say. YMMV.
The link, posted incorrectly I know, but not sure if have correctly linkified it.
Fixed link to show correctly!
Go to Epic Yes Fail Maybe

Scott Andrews |

I would be interested in something divine for progression options that did not involve ascension itself.
Conduit, Speaker, Champion or Chosen (for brainstorming ideas/examples) Could appeal to clerics, oracles, inquisitors, paladins, etc etc
Coming soon,
VESSEL I [DESTINY]
A fundamental power of the cosmos, for whatever reason, has chosen to empower you , to help shape reality. The divine power you wield will change history forever, and peoples’ faith will change when you are near.

Scott Andrews |

This is a bad idea for a number of reasons, mostly related to implementation.
First, if there was anything that should have been learned from the original epic rules it is that stacking feats are a bad idea.
Armored skin, improved caster level, and all other feats along those lines are a bad idea. You end up producing characters with numbers that are far to widely skewed to be of any use for designing outside of a given campaign. Multispell as a feat needs to be dramatically restricted, if allowed at all, when using this variant.
This is by no means an exhaustive list of problematic things. I haven't had time to go down the list on its entirety.
Armored skin in the original draft was limited to the number of times it could be taken, I was talked into droping the limitation.
Multispell I was thinking of yanking and replacing it with a feat the gave a character a second swift action per round but would not be a stackable feat, mainly just to keep a player's turn in combat from getting too long.

Scott Andrews |

The problem at epic is not in the levels themselves, it is in other things that inflated specific numbers. I don't think E20 is the answer. That said, I think it gets near what many of us (at Dicefreaks) have come to believe is a better answer - something similar to the epic system in the 3.0 Forgotten Realms Campaign Setting.
I also think you need to overhaul epic magic items. Cut the bonuses down. No +10 gear. Maybe a single iteration of increases at epic (+12 total weapons +6 enchantment max, +8 ability boost items). Move towards artifact gear at epic. And cap the system. Probably at 40. 50 max.
I also preferred the 3.0 Forgotten Realms Campaign Setting epic system, just using that was my first thought for my kingmaker game before I starting working on the E20 system.
I was considering using epic magic items at first, but other than maybe some artifacts, I wasn't going to bother with them.
I hadn't worried too much about capping the system, if the campaign lasts to where the character's have 30 million xp, that's most likely years of play, and the characters have either added 25 feats to their characters, or 12 epic feats, or some combination there of.
That said, I do hope that when a comprehensive epic play book comes out, that it does have levels and and is capped at 36th or 40th character level.
I do wish to refine E20 in the meantime however, suggestions on how increase the playability and fun of E20 are appreciated. I will be taking a look at the thread you have been pointing too.

gbonehead Owner - House of Books and Games LLC |

I also think you need to overhaul epic magic items. Cut the bonuses down. No +10 gear. Maybe a single iteration of increases at epic (+12 total weapons +6 enchantment max, +8 ability boost items). Move towards artifact gear at epic. And cap the system. Probably at 40. 50 max.
+1
This is the single rule-based thing, I think, that has allowed my campaign to function in a semi-normal manner. My players tell me that people are astonished at how little magic they have, but that's intentional on my part, and it keeps the nutty christmas tree of magic thing from happening.
In fact, I gave a new player (a ranger) a +4 bow (the highest bonus in the party) so that he'd be one of only two players in the group capable of overcoming epic DR - before that only the monk could do so. And it is only a bow, therefore not exactly doing massive damage (though he's a ranger 20/scout 28, so the +12d6 skirmish damage per arrow can make a huge difference).
Personally, I'd love to remove a few items (for example those STUPID weapon crystals from Magic Item Compendium); they're not gamebreaking but they do overwhelm things sometimes.
The other factors that prevent our epic campaign from imploding have nothing to do with the rule system:
- There is a fixed plot and specific goal for the players, one with a known and relatively short timeline.
- There is a rationale in the game for the hyper-inflated levels of the characters, rather than it just being "well, we have just done a lot of adventuring!"
Since there's very little magic and very little time and they have a specific (and to some extent yet unknown) task to accomplish, they are not randomly wandering the countryside obliterating everything in their path.
I also preferred the 3.0 Forgotten Realms Campaign Setting epic system, just using that was my first thought for my kingmaker game before I starting working on the E20 system.
I've seen epic spells in the Forgotten Realms books - but I just thought that FR used the straight ELH rules. What's different about FR?
I hadn't worried too much about capping the system, if the campaign lasts to where the character's have 30 million xp, that's most likely years of play, and the characters have either added 25 feats to their characters, or 12 epic feats, or some combination there of.
That said, I do hope that when a comprehensive epic play book comes out, that it does have levels and and is capped at 36th or 40th character level.
I personally don't like there being a cap that is a sort of "you shall not pass" sort of thing. However, I fully support a system that only supports levels up to 36th, or 40th, or 42nd, or whatever is chosen - so long as it doesn't pull the 4e "you automatically retire after 30th level" garbage.
If I want to run a table up to 60th level or something, then I'll do it, and that sort of arbitrary junk just makes it even tougher than it already is.

Scott Andrews |

I've seen epic spells in the Forgotten Realms books - but I just thought that FR used the straight ELH rules. What's different about FR?on the E20 system.
The Forgotten Realms Campaign Setting book for 3.0 came out before the ELH was released, it had a side bar for characters above 20th level on page 289. Basically, each time you leveled up past 20th, instead of gaining a level, you gain an epic level benefit.
Selections include:
+1 effective level for class features in a class (max 20th).
+1 to an ability score.
+1 to base attack, no additional attacks gained.
+1 spell slot one above the highest you can cast (only selectable if has 20 levels in a spell casting class).

Scott Andrews |

VESSEL I [DESTINY]
A fundamental power of the cosmos, for whatever reason, has chosen to empower you , to help shape reality. The divine power you wield will change history forever, and people faith will change when you are near.
Prerequisites: Able to cast divine spells, Knowledge (religion) 20 ranks.
Benefit: You gain the following abilities.
Granted Power (Sp): Choose a spell of each level of levels 1 through 9 that fits the theme of the source of your divine spells. You may now cast each of those spells as a spell-like ability once per day each.
Spiritual Fortitude (Su): You gain a +4 bonus to Constitution.
Divine Insight (Ex): You can gain epic spells as normal feats instead of epic feats.
Vessel I,II,and III coming soon.

Eric The Pipe |

Granted Power (Sp): Choose a spell of each level of levels 1 through 9 that fits the theme of the source of your divine spells. You may now cast each of those spells as a spell-like ability once per day each.
You should have it be picking a domain of your chosen god, you gain access to the domain power and can cast each of the spells as spell-like abilities once per day. If you already have a domain access pick a new one you don't already have.
You also need to put down what the caster level is for these spells and I'd tie the domain ability to this.

Scott Andrews |

Scott Andrews wrote:Granted Power (Sp): Choose a spell of each level of levels 1 through 9 that fits the theme of the source of your divine spells. You may now cast each of those spells as a spell-like ability once per day each.You should have it be picking a domain of your chosen god, you gain access to the domain power and can cast each of the spells as spell-like abilities once per day. If you already have a domain access pick a new one you don't already have.
You also need to put down what the caster level is for these spells and I'd tie the domain ability to this.
Domains are good idea of what spell themes should look like, however not all divine casters are tied to a specific god, so I didn't want to limit it domains.
My bad, caster level should be 20+number of epic and destiny feats you have, DCs are Charisma based.

Eric The Pipe |

Domains are good idea of what spell themes should look like, however not all divine casters are tied to a specific god, so I didn't want to limit it domains.
Then I'd suggest limiting it to domains, but not limit to a god. and keep that you can't duplicate ones you already have.
The choosing of any spell per level in the books, including wizard spells is just a little too open, and limiting it, but adding a themed domain ability makes it a little more..... theme based.

Rathendar |

Scott Andrews wrote:Domains are good idea of what spell themes should look like, however not all divine casters are tied to a specific god, so I didn't want to limit it domains.Then I'd suggest limiting it to domains, but not limit to a god. and keep that you can't duplicate ones you already have.
The choosing of any spell per level in the books, including wizard spells is just a little too open, and limiting it, but adding a themed domain ability makes it a little more..... theme based.
I like the domain idea as well. I'd even suggest if you worshipped a diety it had to be one of theirs, and if you didn't, you picked a single one.