Real Sorceror
First Post
Forgive me for being newbish, but is this there a sub-forum for posting user-made epic material? Or is this the best place to put it? Either way, I'll unload and hope the mods can move it later if needed. Basically just looking for constructive criticism.
Anyways, I was thinking about how epic can kind of continue on into infinity and how much more powerful epic characters are compared to their non-epic counterparts. Then I started thinking about how level 30 epic characters and level 60 epic characters are not really all that different from eachother, outside of the obvious; more HP, higher saves, better loot,
etc. Their wish spells still have the same effect and all that jazz.
Deities, on the other hand, continue to become significantly more powerful as they advance in rank. Even if they have the same number of HD, a rank 16 deity is a heck of a lot more powerful than a rank 12, and the difference only becomes more apparent when you start getting to overgods and whatnot.
I don't know how many of you have actually played past level 40, but if the DM is doing his job and has access to appropriate material, it can get a little hairy.
So I wrote up a beta for an "exalted tier" that basically kicks in when a mortal character hits level 41. I'm not really worried about it being overpowered, I'm more or less worried that it might be a "too little too late", uncreative, or redundant.
NOTE: Also, keep in mind that I'm using rules found in both Ascension and Dicefreaks rather than Deities and Demigods, so this might not be your cup of tea.
++ Exalted Characters (Variant rule)
New Term – **Exalted:** refers to any character or being with 41 or greater hit dice or character levels. Damage reduction of the /exalted type can only be overcome by weapons with an enhancement bonus of +12 or greater.
The Exalted system is in many ways a lesser version of the Power template. It is an attempt to give mortal characters a small boost in power over the course of their progression in order to better combat high epic level threats.
An exalted character gains rank differently from Powers, and in fact the two progressions do not stack. In general, rank gained from quintessence overlaps all other rank and related bonuses.
Characters without rank become exalted automatically upon reaching level 41. They effectively count as rank 1 for all intents and purposes, including countering supernal abilities and determining the effect of esoteric powers.
Every 20 levels thereafter (61, 81, 101, etc) they count as another rank higher.
Hit Dice: An exalted character’s hit die improves by one step each time they gain a rank, to a maximum of d12s. A character who already has d12’s for HD instead gains 1 hit point per level each time they gain an effective rank, until they have the maximum possible hit points for their HD.
Speed: All of an Exalted character’s speeds improve by 5 feet per rank.
Perfection Bonus (Ex): Exalted characters add their rank to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks, and rank checks); initiative, saving throws and spell resistance.
Skills: Exalted characters treat all skills as class skills, gaining the +3 bonus on skill checks for any check they make, as well as adding their rank as a perfection bonus to skill checks. Exalted characters of level 101 and higher gain the Maven (Ex) ability, meaning they are treated as having maximum ranks in all of their class skills.
Ability Scores: Exalted characters gain a perfection bonus to all ability scores equal to double their rank. Their base ability scores increase to their inherent maximums (this is done before applying all other modifiers, except racial modifiers).
Grant Spells (Sl): Exalted characters with the Leadership feat can grant spells to their followers and cohorts. Starting out, a character can grant only 0 and 1st level divine spells. Rank 2 characters can grant spells up to 3rd level, and every rank thereafter enables the character to grant spells 2 levels higher. When granting spells to a cohort, the character counts as 1 rank higher to determine what level of spells she can grant.
Domain Powers (Sl): Upon reaching rank 3, and every rank after that, the exalted may choose a single domain. The character is then able to grant the spells and the associated domain power to her followers and cohorts. In addition, the character can use any domain spell she can grant as a spell-like ability at will. She may also use any domain powers she can grant, adding her rank to the number of uses per day when applicable.
++ New Feats
Exalted feats work exactly like Epic feats, except they only become available once a character has reached level 41 or higher. Exalted feats generally imitate abilities common to true immortals and represent the maximum potential a mortal can accomplish.
Automatic Enhance Spell [Exalted, Metamagic]
The character’s spells are especially potent.
Prerequisite: Level 41, Enhance Spell.
Benefit: The character may cast all 0-, 1st-, 2nd-, and 3rd-level spells as enhanced spells without using higher-level spell slots. The damage cap such spells increases by 10 dice (for spells that deal a number of dice of damage equal to caster level) or by 5 dice (for spells that deal a number of dice of damage equal to half caster level). This feat has no effect on spells that don’t specifically deal a number of dice of damage equal to the caster’s level or half level, even if the spell’s effect is largely dictated by the caster’s level.
Special: A character can gain this feat multiple times. Each time a character takes the feat, the spells of his or her next three lowest spell levels can now be enhanced with no adjustment to their spell slots. If the character uses the Enhance Spell metamagic feat on an already enhanced spell, the effects stack.
Create Aspect [Exalted]
You can create lesser versions of yourself.
Prerequisite: Level 41, Reincarnate
Benefit: With sheer will power, you can create copies of yourself as you where long ago. You can create one copy per rank, each with a maximum level equal to level divided by 20. They appear exactly as you did at that level, with the same feats, skills, and equipment, except that they gain a bonus on their ability scores equal to their rank. You can give them additional equipment, but they are incapable of gaining further experience points. Your aspects are effectively extensions of yourself, even though they are capable of acting independently from you. You are aware of anything they are.
If your primary body is destroyed, any surviving aspects gain 10% of your total experience points, divided equally among them. They loose this bonus experience if you are ever brought back to life.
Special: This ability allows non-spellcasting characters to be in multiple places at once. It is also an interesting option for characters who want to adventure with a lower level party.
Energy Immunity [Exalted]
The character ignores damage from a certain source.
Prerequisite: Level 41, Energy Resistance (x3) or Resistance 30.
Benefit: The character takes no damage from a particular type of energy, which must be of the same type as their Energy Resistance 30.
Special: This feat can be taken multiple times, each time choosing a different type of energy. Common choices are Acid, Cold, Fire, Electric, Radiant, and Sonic.
Epic Incantation [Epic]
You know how to create powerful magical effects without being a spellcaster.
Prerequisite: Knowledge (Arcana) 21, Ritual Magic
Benefit: You gain the ability to use and create Incantations. These elaborate rituals function in many ways like epic spells and can accomplish many of the same effects, except they are keyed solely to Knowledge (Arcana). You are not limited to a certain number of Incantations per day, although Incantations have a minimum casting time of an hour or more, and often require multiple participants and special materials and other requirements. Furthermore, they take time and money to research or create, just like spells.
Normal: Only spellcasters can craft and cast spells.
Exalted [Ability] [Exalted]
The character is incredibly adept.
Prerequisite: Level 41, Great [Ability].
Benefit: The character gains a permanent +2 bonus to the chosen ability score.
Special: This feat can be taken a total of eight times, each time choosing a different ability score.
Exalted Initiative [Exalted]
The character is supremely quick
Prerequisite: Level 41, Superior Initiative.
Benefit: The character is always able to act before non-epic characters and creatures with fewer than 20 hit dice.
Exalted Toughness [Exalted]
The character is supremely tough.
Prerequisite: Level 41, Legendary Toughness, or Epic Toughness and d12 HD.
Benefit: The character gains a number of hit points equal to her rank x hit dice.
Exalted Weapon Mastery [Exalted]
The character is supremely tough.
Prerequisite: Level 41, Weapon Supremacy.
Benefit: With her chosen weapon, the character gains a bonus on attack and damage rolls equal to twice her rank
Special: This feat stacks with all other Weapon Focus and Specialization feats.
Favored Enemy (Abomination) [Exalted]
The character is the bane of immortal beings.
Prerequisite: Level 41, Defiant or Ranger lvl 20.
Benefit: Abominations, such as atropals, infernals, and tarrasques are added to your favored enemy list. Anytime you face an abomination, you gain a +2 bonus on Bluff, Perception, Sense Motive, and Survival checks against them. Likewise, you gain a +2 bonus on weapon attack and damage rolls against abominations.
Special: Any other favored enemy feats and abilities the character has also appliy to abominations, and your bonus against such creatures can be increased just like any other favored enemy.
Note: The plural on tarrasques is not a typo.
Favored Enemy (Immortal) [Exalted]
The character is the bane of immortal beings.
Prerequisite: Level 41, Defiant or Ranger lvl 20.
Benefit: You may select a type of Power from the following list - (Arcane, Cosmic, Divine, Nature, Primal, and Void). The character then gains a +2 bonus on Bluff, Perception, Sense Motive, and Survival checks when using these skills against Powers of the selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against such Powers.
Special: This feat may be taken multiple times, and its affects stack. Any other favored enemy feats and abilities the character has also applies to the chosen type of immortal.
Immediate Spell [Epic, Metamagic]
Your spells are supernaturally fast.
Prerequisite: Level 21, Quicken Spell.
Benefit: Casting an immediate spell is an immediate action. 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 eight levels higher than the spell’s actual level. Casting an immediate spell doesn’t provoke an attack of opportunity.
Special: A character can gain this feat multiple times. Each time a character takes the feat, the spells of his or her next three lowest spell levels can now be enhanced with no adjustment to their spell slots. If the character uses the Enhance Spell metamagic feat on an already enhanced spell, the effects stack.
Innate Silent Spell [Exalted, Metamagic]
You have mastered casting spells without sound.
Prerequisite: Level 41, Automatic Silent Spell.
Benefit: Your spells no longer require verbal components.
Special: A character that also has Innate Still Spell shows no outward sign that they are casting a spell unless they choose to do so or the spell has some other special property.
Innate Still Spell [Exalted, Metamagic]
You have mastered casting spells without movement.
Prerequisite: Level 41, Automatic Still Spell.
Benefit: Your spells no longer require somatic components.
Special: A character that also has Innate Still Spell shows no outward sign that they are casting a spell unless they choose to do so or the spell has some other special property. Such characters can always cast spells while grappled.
Legendary Toughness [Epic]
The character is made of greater stuff than other mortals.
Prerequisite: Level 21.
Benefit: The character’s hit dice is now 1 die size higher for all classes, to a maximum of d12.
Normal: A character’s hit die is based on their class.
Special: A character may take this feat multiple times.
Perfect Toughness [Exalted]
The character is made of greater stuff than other mortals.
Prerequisite: Level 41, Legendary Toughness, or Epic Toughness and d12 HD.
Benefit: The character gains maximum hit points for all current and future hit die.
Perfect Mortal [Exalted]
The character is a paragon of mortal existence.
Prerequisite: Level 41, Epic Mortal.
Benefit: The character’s effective rank increases by 1, to a maximum of 1 rank per 20 character levels/HD that the character possesses.
Special: A character can take this feat multiple times, its affects stack.
Perfect Paladin [Exalted]
You are the pinnacle of mortal champions.
Prerequisite: Paladin 20, Diplomacy 40.
Benefit: The paladin’s detect evil is constant, as the first round of the spell. The bonuses granted by all of her auras increase by twice her rank and she gains an additional use of smite evil per rank. Lastly, she adds her rank to the multiplier of her lay on hands ability.
Perfect Ranger [Exalted]
You are the pinnacle of mortal hunters.
Prerequisite: Ranger 20, Survival 40.
Benefit: The ranger's favoured enemy and favoured terrain bonuses are increased by her rank and she can select an additional number of quarries equal to her rank at a single time. Lastly, the ranger may add twice her rank to her level when determining the powers and abilities of her animal companion, and when determining what sorts of companions are available.
Reincarnate [Exalted]
Death’s power over you is greatly weakened.
Prerequisite: Level 41
Benefit: Anytime you are slain, you may choose to return as a character with a level equal to your rank. You appear much as you did at that level, and your ability scores, class features, and other powers revert to those of your lower level self. Anyone who knew you at that time easily recognizes you, and your animal companions, special mounts, familiars, etc automatically know who you are. You can choose to reincarnate in any place that was important to during life, near an ally, or at the location where you died. Receiving the affects of true resurrection spell will restore you to your full power.
If your soul is trapped or destroyed, you will be unable to use this ability.
Normal: In order to be permanently destroyed, your reincarnated self must also be killed.
Regeneration [Exalted]
You just don’t stay down.
Prerequisite: Level 41, Epic Toughness, Fast Healing.
Benefit: The character gains regeneration 1. When reduced to negative hit points, the character does not truly die. Instead, they regain 1 hit point per round until they are brought back to 0 hp, at which point they regain consciousness and their fast healing takes affect. This regeneration can only be overcome by two of the following damage types, chosen when the feat is first gained (Acid, Cold, Fire, Electricity, or Radiant).
Special: A character may take this feat multiple times, its affects stack. Each time it is taken your regeneration improves by 1.
Supreme Spell Capacity [Exalted]
You have unlocked new heights of magical ability.
Prerequisite: Improved Spell Capacity (x5)
Benefit: You can gain bonus spells of any level up to 24th, provided you have a high enough ability modifier to cast such spells. You do not automatically learn higher level spells, which must be researched or gained through feats or level advancement. You can still use these higher level slots for metamagic feats such as Heighten Spell or Fortify Spell.
Normal: You must take the Improved Spell Capacity feat for each level above 9th to gain higher level slots.
Vanguard Leadership [Exalted]
The character is a paragon of mortal existence.
Prerequisite: Level 41, Epic Leadership.
Benefit: The character’s followers and cohorts add her rank to their attack rolls, armor class, and saving throws so long as they can see or hear her.
Anyways, I was thinking about how epic can kind of continue on into infinity and how much more powerful epic characters are compared to their non-epic counterparts. Then I started thinking about how level 30 epic characters and level 60 epic characters are not really all that different from eachother, outside of the obvious; more HP, higher saves, better loot,
etc. Their wish spells still have the same effect and all that jazz.
Deities, on the other hand, continue to become significantly more powerful as they advance in rank. Even if they have the same number of HD, a rank 16 deity is a heck of a lot more powerful than a rank 12, and the difference only becomes more apparent when you start getting to overgods and whatnot.
I don't know how many of you have actually played past level 40, but if the DM is doing his job and has access to appropriate material, it can get a little hairy.
So I wrote up a beta for an "exalted tier" that basically kicks in when a mortal character hits level 41. I'm not really worried about it being overpowered, I'm more or less worried that it might be a "too little too late", uncreative, or redundant.
NOTE: Also, keep in mind that I'm using rules found in both Ascension and Dicefreaks rather than Deities and Demigods, so this might not be your cup of tea.
++ Exalted Characters (Variant rule)
New Term – **Exalted:** refers to any character or being with 41 or greater hit dice or character levels. Damage reduction of the /exalted type can only be overcome by weapons with an enhancement bonus of +12 or greater.
The Exalted system is in many ways a lesser version of the Power template. It is an attempt to give mortal characters a small boost in power over the course of their progression in order to better combat high epic level threats.
An exalted character gains rank differently from Powers, and in fact the two progressions do not stack. In general, rank gained from quintessence overlaps all other rank and related bonuses.
Characters without rank become exalted automatically upon reaching level 41. They effectively count as rank 1 for all intents and purposes, including countering supernal abilities and determining the effect of esoteric powers.
Every 20 levels thereafter (61, 81, 101, etc) they count as another rank higher.
Hit Dice: An exalted character’s hit die improves by one step each time they gain a rank, to a maximum of d12s. A character who already has d12’s for HD instead gains 1 hit point per level each time they gain an effective rank, until they have the maximum possible hit points for their HD.
Speed: All of an Exalted character’s speeds improve by 5 feet per rank.
Perfection Bonus (Ex): Exalted characters add their rank to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks, and rank checks); initiative, saving throws and spell resistance.
Skills: Exalted characters treat all skills as class skills, gaining the +3 bonus on skill checks for any check they make, as well as adding their rank as a perfection bonus to skill checks. Exalted characters of level 101 and higher gain the Maven (Ex) ability, meaning they are treated as having maximum ranks in all of their class skills.
Ability Scores: Exalted characters gain a perfection bonus to all ability scores equal to double their rank. Their base ability scores increase to their inherent maximums (this is done before applying all other modifiers, except racial modifiers).
Grant Spells (Sl): Exalted characters with the Leadership feat can grant spells to their followers and cohorts. Starting out, a character can grant only 0 and 1st level divine spells. Rank 2 characters can grant spells up to 3rd level, and every rank thereafter enables the character to grant spells 2 levels higher. When granting spells to a cohort, the character counts as 1 rank higher to determine what level of spells she can grant.
Domain Powers (Sl): Upon reaching rank 3, and every rank after that, the exalted may choose a single domain. The character is then able to grant the spells and the associated domain power to her followers and cohorts. In addition, the character can use any domain spell she can grant as a spell-like ability at will. She may also use any domain powers she can grant, adding her rank to the number of uses per day when applicable.
++ New Feats
Exalted feats work exactly like Epic feats, except they only become available once a character has reached level 41 or higher. Exalted feats generally imitate abilities common to true immortals and represent the maximum potential a mortal can accomplish.
Automatic Enhance Spell [Exalted, Metamagic]
The character’s spells are especially potent.
Prerequisite: Level 41, Enhance Spell.
Benefit: The character may cast all 0-, 1st-, 2nd-, and 3rd-level spells as enhanced spells without using higher-level spell slots. The damage cap such spells increases by 10 dice (for spells that deal a number of dice of damage equal to caster level) or by 5 dice (for spells that deal a number of dice of damage equal to half caster level). This feat has no effect on spells that don’t specifically deal a number of dice of damage equal to the caster’s level or half level, even if the spell’s effect is largely dictated by the caster’s level.
Special: A character can gain this feat multiple times. Each time a character takes the feat, the spells of his or her next three lowest spell levels can now be enhanced with no adjustment to their spell slots. If the character uses the Enhance Spell metamagic feat on an already enhanced spell, the effects stack.
Create Aspect [Exalted]
You can create lesser versions of yourself.
Prerequisite: Level 41, Reincarnate
Benefit: With sheer will power, you can create copies of yourself as you where long ago. You can create one copy per rank, each with a maximum level equal to level divided by 20. They appear exactly as you did at that level, with the same feats, skills, and equipment, except that they gain a bonus on their ability scores equal to their rank. You can give them additional equipment, but they are incapable of gaining further experience points. Your aspects are effectively extensions of yourself, even though they are capable of acting independently from you. You are aware of anything they are.
If your primary body is destroyed, any surviving aspects gain 10% of your total experience points, divided equally among them. They loose this bonus experience if you are ever brought back to life.
Special: This ability allows non-spellcasting characters to be in multiple places at once. It is also an interesting option for characters who want to adventure with a lower level party.
Energy Immunity [Exalted]
The character ignores damage from a certain source.
Prerequisite: Level 41, Energy Resistance (x3) or Resistance 30.
Benefit: The character takes no damage from a particular type of energy, which must be of the same type as their Energy Resistance 30.
Special: This feat can be taken multiple times, each time choosing a different type of energy. Common choices are Acid, Cold, Fire, Electric, Radiant, and Sonic.
Epic Incantation [Epic]
You know how to create powerful magical effects without being a spellcaster.
Prerequisite: Knowledge (Arcana) 21, Ritual Magic
Benefit: You gain the ability to use and create Incantations. These elaborate rituals function in many ways like epic spells and can accomplish many of the same effects, except they are keyed solely to Knowledge (Arcana). You are not limited to a certain number of Incantations per day, although Incantations have a minimum casting time of an hour or more, and often require multiple participants and special materials and other requirements. Furthermore, they take time and money to research or create, just like spells.
Normal: Only spellcasters can craft and cast spells.
Exalted [Ability] [Exalted]
The character is incredibly adept.
Prerequisite: Level 41, Great [Ability].
Benefit: The character gains a permanent +2 bonus to the chosen ability score.
Special: This feat can be taken a total of eight times, each time choosing a different ability score.
Exalted Initiative [Exalted]
The character is supremely quick
Prerequisite: Level 41, Superior Initiative.
Benefit: The character is always able to act before non-epic characters and creatures with fewer than 20 hit dice.
Exalted Toughness [Exalted]
The character is supremely tough.
Prerequisite: Level 41, Legendary Toughness, or Epic Toughness and d12 HD.
Benefit: The character gains a number of hit points equal to her rank x hit dice.
Exalted Weapon Mastery [Exalted]
The character is supremely tough.
Prerequisite: Level 41, Weapon Supremacy.
Benefit: With her chosen weapon, the character gains a bonus on attack and damage rolls equal to twice her rank
Special: This feat stacks with all other Weapon Focus and Specialization feats.
Favored Enemy (Abomination) [Exalted]
The character is the bane of immortal beings.
Prerequisite: Level 41, Defiant or Ranger lvl 20.
Benefit: Abominations, such as atropals, infernals, and tarrasques are added to your favored enemy list. Anytime you face an abomination, you gain a +2 bonus on Bluff, Perception, Sense Motive, and Survival checks against them. Likewise, you gain a +2 bonus on weapon attack and damage rolls against abominations.
Special: Any other favored enemy feats and abilities the character has also appliy to abominations, and your bonus against such creatures can be increased just like any other favored enemy.
Note: The plural on tarrasques is not a typo.
Favored Enemy (Immortal) [Exalted]
The character is the bane of immortal beings.
Prerequisite: Level 41, Defiant or Ranger lvl 20.
Benefit: You may select a type of Power from the following list - (Arcane, Cosmic, Divine, Nature, Primal, and Void). The character then gains a +2 bonus on Bluff, Perception, Sense Motive, and Survival checks when using these skills against Powers of the selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against such Powers.
Special: This feat may be taken multiple times, and its affects stack. Any other favored enemy feats and abilities the character has also applies to the chosen type of immortal.
Immediate Spell [Epic, Metamagic]
Your spells are supernaturally fast.
Prerequisite: Level 21, Quicken Spell.
Benefit: Casting an immediate spell is an immediate action. 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 eight levels higher than the spell’s actual level. Casting an immediate spell doesn’t provoke an attack of opportunity.
Special: A character can gain this feat multiple times. Each time a character takes the feat, the spells of his or her next three lowest spell levels can now be enhanced with no adjustment to their spell slots. If the character uses the Enhance Spell metamagic feat on an already enhanced spell, the effects stack.
Innate Silent Spell [Exalted, Metamagic]
You have mastered casting spells without sound.
Prerequisite: Level 41, Automatic Silent Spell.
Benefit: Your spells no longer require verbal components.
Special: A character that also has Innate Still Spell shows no outward sign that they are casting a spell unless they choose to do so or the spell has some other special property.
Innate Still Spell [Exalted, Metamagic]
You have mastered casting spells without movement.
Prerequisite: Level 41, Automatic Still Spell.
Benefit: Your spells no longer require somatic components.
Special: A character that also has Innate Still Spell shows no outward sign that they are casting a spell unless they choose to do so or the spell has some other special property. Such characters can always cast spells while grappled.
Legendary Toughness [Epic]
The character is made of greater stuff than other mortals.
Prerequisite: Level 21.
Benefit: The character’s hit dice is now 1 die size higher for all classes, to a maximum of d12.
Normal: A character’s hit die is based on their class.
Special: A character may take this feat multiple times.
Perfect Toughness [Exalted]
The character is made of greater stuff than other mortals.
Prerequisite: Level 41, Legendary Toughness, or Epic Toughness and d12 HD.
Benefit: The character gains maximum hit points for all current and future hit die.
Perfect Mortal [Exalted]
The character is a paragon of mortal existence.
Prerequisite: Level 41, Epic Mortal.
Benefit: The character’s effective rank increases by 1, to a maximum of 1 rank per 20 character levels/HD that the character possesses.
Special: A character can take this feat multiple times, its affects stack.
Perfect Paladin [Exalted]
You are the pinnacle of mortal champions.
Prerequisite: Paladin 20, Diplomacy 40.
Benefit: The paladin’s detect evil is constant, as the first round of the spell. The bonuses granted by all of her auras increase by twice her rank and she gains an additional use of smite evil per rank. Lastly, she adds her rank to the multiplier of her lay on hands ability.
Perfect Ranger [Exalted]
You are the pinnacle of mortal hunters.
Prerequisite: Ranger 20, Survival 40.
Benefit: The ranger's favoured enemy and favoured terrain bonuses are increased by her rank and she can select an additional number of quarries equal to her rank at a single time. Lastly, the ranger may add twice her rank to her level when determining the powers and abilities of her animal companion, and when determining what sorts of companions are available.
Reincarnate [Exalted]
Death’s power over you is greatly weakened.
Prerequisite: Level 41
Benefit: Anytime you are slain, you may choose to return as a character with a level equal to your rank. You appear much as you did at that level, and your ability scores, class features, and other powers revert to those of your lower level self. Anyone who knew you at that time easily recognizes you, and your animal companions, special mounts, familiars, etc automatically know who you are. You can choose to reincarnate in any place that was important to during life, near an ally, or at the location where you died. Receiving the affects of true resurrection spell will restore you to your full power.
If your soul is trapped or destroyed, you will be unable to use this ability.
Normal: In order to be permanently destroyed, your reincarnated self must also be killed.
Regeneration [Exalted]
You just don’t stay down.
Prerequisite: Level 41, Epic Toughness, Fast Healing.
Benefit: The character gains regeneration 1. When reduced to negative hit points, the character does not truly die. Instead, they regain 1 hit point per round until they are brought back to 0 hp, at which point they regain consciousness and their fast healing takes affect. This regeneration can only be overcome by two of the following damage types, chosen when the feat is first gained (Acid, Cold, Fire, Electricity, or Radiant).
Special: A character may take this feat multiple times, its affects stack. Each time it is taken your regeneration improves by 1.
Supreme Spell Capacity [Exalted]
You have unlocked new heights of magical ability.
Prerequisite: Improved Spell Capacity (x5)
Benefit: You can gain bonus spells of any level up to 24th, provided you have a high enough ability modifier to cast such spells. You do not automatically learn higher level spells, which must be researched or gained through feats or level advancement. You can still use these higher level slots for metamagic feats such as Heighten Spell or Fortify Spell.
Normal: You must take the Improved Spell Capacity feat for each level above 9th to gain higher level slots.
Vanguard Leadership [Exalted]
The character is a paragon of mortal existence.
Prerequisite: Level 41, Epic Leadership.
Benefit: The character’s followers and cohorts add her rank to their attack rolls, armor class, and saving throws so long as they can see or hear her.
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