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<blockquote data-quote="glass" data-source="post: 8634561" data-attributes="member: 12251"><p>Apart from the new feat types, the first chapter introduces some other new terminologies, but I will talk about them when we come to them in actual use.</p><p></p><p>Since a couple of the Epic feats can lead to mixing preparing and spontaneous casting in the same class, there is a bit of guidance on how that works. Basically, you can prepare a spell in any given slot or leave it open. If it is open, it can have a spell prepared in it later as usual, or used to cast a spontaneous spell. Stuff like a Cleric’s CLW, can use either slots with spells prepared in them or without.</p><p></p><p>Epic characters a bit of extra toughness, because it would be annoying if a character you had been playing for twenty levels went down too easily: Advantage* on saves (and an extra bonus if you already have advantage). A wider margin between the hp totals indicating “fine” and “dead”. “Epic Recoveries”, which look superficially like 4e healing surges, although of course they do not act as a semi-hard limit on total healing like actual HSs do. Mostly they are an aesthetic thing, as characters can easily afford to use a wand or two of CLW after every fight.</p><p></p><p>Epic level character also live a lot longer before they die of old age (without having to spend a feat on it). This is a ribbon in most campaigns, but it could matter in the longest-running of campaigns.</p><p></p><p> A note about powerful species (ones with racial HD and/or LA, although PF1 does not officially use the latter) says that by default these do not count towards being Epic by default, but then says the GM might decide they do count if doing otherwise would be make a mess of things (for example, if they had PCs in a campaign with widely disparate number of RHD).</p><p></p><p>Epic character count as Mythic for the purposes of defending against the attacks of and overcoming the defences of Mythic characters, but do not otherwise get any of the benefits of being Mythic (unless they actually are Mythic as well, of course).</p><p></p><p>Since they only get actual class levels by being taking a feat (and also because 20 levels of doubled classes is probably enough), gestalt stops at 20th level. Because you get two levels at a time, you can still take stuff like my homebrew Wide classes, but you don’t get as many of them. On the bright side, you are no longer prevented from taking things like Mystic Theurge.</p><p></p><p>Exemplars is some other homebrew of mine, which is outside the scope of this thread. </p><p></p><p>Tomorrow, I will start looking at the Epic feats themselves. Lets see how many more mistakes I can spot!</p><p></p><p>_</p><p>glass.</p><p></p><p><span style="font-size: 12px">* In the 5e sense; roll 2d20 and take the better result. Although I do not call it “advantage” in the document.</span></p></blockquote><p></p>
[QUOTE="glass, post: 8634561, member: 12251"] Apart from the new feat types, the first chapter introduces some other new terminologies, but I will talk about them when we come to them in actual use. Since a couple of the Epic feats can lead to mixing preparing and spontaneous casting in the same class, there is a bit of guidance on how that works. Basically, you can prepare a spell in any given slot or leave it open. If it is open, it can have a spell prepared in it later as usual, or used to cast a spontaneous spell. Stuff like a Cleric’s CLW, can use either slots with spells prepared in them or without. Epic characters a bit of extra toughness, because it would be annoying if a character you had been playing for twenty levels went down too easily: Advantage* on saves (and an extra bonus if you already have advantage). A wider margin between the hp totals indicating “fine” and “dead”. “Epic Recoveries”, which look superficially like 4e healing surges, although of course they do not act as a semi-hard limit on total healing like actual HSs do. Mostly they are an aesthetic thing, as characters can easily afford to use a wand or two of CLW after every fight. Epic level character also live a lot longer before they die of old age (without having to spend a feat on it). This is a ribbon in most campaigns, but it could matter in the longest-running of campaigns. A note about powerful species (ones with racial HD and/or LA, although PF1 does not officially use the latter) says that by default these do not count towards being Epic by default, but then says the GM might decide they do count if doing otherwise would be make a mess of things (for example, if they had PCs in a campaign with widely disparate number of RHD). Epic character count as Mythic for the purposes of defending against the attacks of and overcoming the defences of Mythic characters, but do not otherwise get any of the benefits of being Mythic (unless they actually are Mythic as well, of course). Since they only get actual class levels by being taking a feat (and also because 20 levels of doubled classes is probably enough), gestalt stops at 20th level. Because you get two levels at a time, you can still take stuff like my homebrew Wide classes, but you don’t get as many of them. On the bright side, you are no longer prevented from taking things like Mystic Theurge. Exemplars is some other homebrew of mine, which is outside the scope of this thread. Tomorrow, I will start looking at the Epic feats themselves. Lets see how many more mistakes I can spot! _ glass. [SIZE=3]* In the 5e sense; roll 2d20 and take the better result. Although I do not call it “advantage” in the document.[/SIZE] [/QUOTE]
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