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Tequila Sunrise's Epic Level Handbook 3.75
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<blockquote data-quote="Tequila Sunrise" data-source="post: 3925012" data-attributes="member: 40398"><p>With some of us seriously talking about house ruling the worst parts of 3e rather than switch to 4e in May, I decided to make my own contribution. Here I will be fixing or replacing the problems that I see with the 3.0 ELH; the rampant power disparity that it encourages between optimizers and non-optimizers, its clunky epic spell casting system, the truncation at 20th level of abilities that should progress beyond and the continuation of abilities that should end at 20th and its dysfunctional wealth and equipment system. I’ll also be sneaking a few things in that I use in games of any power level. In any case, this little project isn’t complete so I’ll be adding to it and editing it as I have time and as suggestions come in, so discuss away!</p><p></p><p><strong>Epic Saves and Attack Bonuses</strong></p><p>[code]</p><p>Character Epic Epic</p><p>Level Save Bonus Attack Bonus</p><p>21 +0 +1</p><p>22 +1 +2</p><p>23 +1 +3</p><p>24 +2 +4</p><p>25 +2 +5</p><p>26 +3 +6</p><p>27 +3 +7</p><p>28 +4 +8</p><p>29 +4 +9</p><p>30 +5 +10</p><p>[/code]</p><p></p><p><strong>Epic Save and Attack Bonuses</strong></p><p>After 20th level, all characters gain the same bonuses to all their saves and their base attack bonus, rather than continuing their class’ bonus progressions. To calculate a character’s total save bonuses and attack bonus add up the bonuses derived from the character’s 20 non-epic levels and then add the epic bonuses shown on the table above. In the case of a multiclassed character, a player should mix and match the best of their 20 non-epic levels before adding their epic bonuses. For example Raniard is a 20th level wizard who decides to multiclass into the fighter class. Each time Raniard gains a level, he chooses the best of his non-epic save and attack bonuses and then adds his epic bonuses. So when Raniard reaches 40th level as a Fighter 20/Wizard 20, he has base bonuses as follows: Fort +22, Ref +16, Will +22, Attack +40.</p><p></p><p><strong>Epic Barbarian</strong></p><p>Rage: An epic barbarian gains no further rages per day, but the potency of his rage does increase. The numbers on the table below represent the Strength and Constitution bonuses that a barbarian of a given level gains while in rage; half of the listed bonus applies to his will saves while in rage.</p><p>[code]</p><p>Level Special</p><p>21 Trap Sense +7</p><p>22 Damage Reduction 6/--</p><p>23</p><p>24 Trap Sense +8</p><p>25 Damage Reduction 7/--, Rage +10</p><p>26</p><p>27 Trap Sense +9</p><p>28 Damage Reduction 8/--</p><p>29</p><p>30 Rage +12, Trap Sense +10</p><p>[/code]</p><p></p><p><strong>Epic Bard</strong></p><p>Bardic Music: An epic bard continues to gain uses of this ability per day, and its potency increases as noted below.</p><p>Spells: An epic bard’s caster level continues to equal his class level and he continues to gain spell levels, spells per day and spells known. It is recommended that 7th level bard spells be added at level 19, as this fits the class’ level pattern.</p><p>[code]</p><p>Level Special</p><p>21</p><p>22</p><p>23</p><p>24</p><p>25 Inspire Courage +5</p><p>26</p><p>27</p><p>28</p><p>29</p><p>30 Inspire Courage +10</p><p>[/code]</p><p></p><p><strong>Epic Bard Spells per Day</strong></p><p>[code]</p><p>Level 8 9 10</p><p>21 -- -- --</p><p>22 0 -- --</p><p>23 1 -- --</p><p>24 2 -- --</p><p>25 3 1 --</p><p>26 4 2 --</p><p>27 4 3 --</p><p>28 4 4 1</p><p>29 4 4 2</p><p>30 4 4 3</p><p>[/code]</p><p></p><p><strong>Epic Bard Spells Known</strong></p><p>[code]</p><p>Level 8 9 10</p><p>21 -- -- --</p><p>22 2 -- --</p><p>23 3 -- --</p><p>24 4 -- --</p><p>25 5 2 --</p><p>26 5 3 --</p><p>27 5 4 --</p><p>28 5 5 2</p><p>29 5 5 3</p><p>30 5 5 4</p><p>[/code]</p><p></p><p><strong>Epic Cleric</strong></p><p>Turn Undead: A cleric’s effective turning level continues to rise with his class level. I highly recommend the variant rules for turning undead found in the Player’s Handbook II, as it remains useful against any epic undead unlike the standard turning rules.</p><p>Spells: An epic cleric’s caster level continues to equal his class level and he continues to gain spell levels and spells per day. It is recommended that 9th level cleric spells be added at level 19, as this fits the class’ level pattern.</p><p><strong>Epic Cleric Spells per Day</strong></p><p>[code]</p><p>Level 11 12 13 14 15</p><p>21 1+1 -- -- -- --</p><p>22 2+1 -- -- -- --</p><p>23 3+1 1+1 -- -- --</p><p>24 4+1 2+1 -- -- --</p><p>25 4+1 3+1 1+1 -- --</p><p>26 4+1 4+1 2+1 -- --</p><p>27 4+1 4+1 3+1 1+1 --</p><p>28 4+1 4+1 4+1 2+1 --</p><p>29 4+1 4+1 4+1 3+1 1+1</p><p>30 4+1 4+1 4+1 4+1 2+1</p><p>[/code]</p><p></p><p><strong>Epic Druid</strong></p><p><strong>Shapeshift:</strong> (Variant from PHBII) At 24th level and each 4 levels thereafter, a druid's enhancement bonus to Strength and natural armor improves by +2 while the druid is in any shapeshift form.</p><p>Spells: An epic druid’s caster level continues to equal her class level and she continues to gain spell levels and spells per day. It is recommended that 9th level druid spells be added at level 19, as this fits the class’ level pattern.</p><p>[code]</p><p>Level Special</p><p>21</p><p>22</p><p>23</p><p>24 Shapeshift +2</p><p>25</p><p>26</p><p>27</p><p>28 Shapeshift +4</p><p>29</p><p>30</p><p>[/code]</p><p></p><p><strong>Epic Druid Spells per Day</strong></p><p>[code]</p><p>Level 11 12 13 14 15</p><p>21 1 -- -- -- --</p><p>22 2 -- -- -- --</p><p>23 3 1 -- -- --</p><p>24 4 2 -- -- --</p><p>25 4 3 1 -- --</p><p>26 4 4 2 -- --</p><p>27 4 4 3 1 --</p><p>28 4 4 4 2 --</p><p>29 4 4 4 3 1</p><p>30 4 4 4 4 2</p><p>[/code]</p><p></p><p><strong>Epic Fighter</strong></p><p>[code]</p><p>Level Special</p><p>21</p><p>22 Bonus Feat</p><p>23</p><p>24 Bonus Feat</p><p>25</p><p>26 Bonus Feat</p><p>27</p><p>28 Bonus Feat</p><p>29</p><p>30 Bonus Feat</p><p>[/code]</p><p></p><p><strong>Epic Monk</strong></p><p>Unarmed Damage: At 24th level, a monk’s unarmed damage improves to 4d6. Every four levels thereafter, it improves by another d6.</p><p>Miscellaneous Abilities: An epic monk gains no further uses per day of any class abilities, but her level for determining the potency of such abilities continues to equal her class level.</p><p>[code]</p><p> Unarmed</p><p>Level Damage AC Speed</p><p>21 2d10 +4 +70</p><p>22 2d10 +4 +70</p><p>23 2d10 +4 +70</p><p>24 4d6 +4 +80</p><p>25 4d6 +5 +80</p><p>26 4d6 +5 +80</p><p>27 4d6 +5 +90</p><p>28 5d6 +5 +90</p><p>29 5d6 +5 +90</p><p>30 5d6 +6 +100</p><p>[/code]</p><p></p><p><strong>Epic Paladin</strong></p><p>Smite Evil: An epic paladin gains no further smites per day, but her extra smite damage continues to equal her class level.</p><p>Lay on Hands: The potency of this ability continues to improve with paladin levels.</p><p>Turn Undead: A paladin’s effective turning level continues to rise with her class level. I highly recommend the variant rules for turning undead found in the Player’s Handbook II, as it remains useful against any epic undead unlike the standard turning rules.</p><p>Remove Disease: A paladin gains no further uses of this ability per week.</p><p>Spells: An epic paladin’s caster level continues to equal half her class level and she continues to gain spell levels and spells per day.</p><p><strong>Epic Paladin Spells per Day</strong></p><p>[code]</p><p>Level 5 6 7</p><p>21 0 -- --</p><p>22 1 -- --</p><p>23 1 -- --</p><p>24 2 -- --</p><p>25 2 0 --</p><p>16 2 1 --</p><p>27 3 1 --</p><p>28 3 2 --</p><p>29 3 2 0</p><p>30 3 2 1</p><p>[/code]</p><p></p><p><strong>Epic Ranger</strong></p><p>Spells: An epic ranger’s caster level continues to equal half his class level and he continues to gain spell levels and spells per day.</p><p>[code]</p><p>Level Special</p><p>21</p><p>22</p><p>23</p><p>24 </p><p>25 6th Favored Enemy</p><p>26 </p><p>27</p><p>28</p><p>29</p><p>30 7th Favored Enemy</p><p>[/code]</p><p></p><p><strong>Epic Ranger Spells per Day</strong></p><p>[code]</p><p>Level 5 6 7</p><p>21 0 -- --</p><p>22 1 -- --</p><p>23 1 -- --</p><p>24 2 -- --</p><p>25 2 0 --</p><p>16 2 1 --</p><p>27 3 1 --</p><p>28 3 2 --</p><p>29 3 2 0</p><p>30 3 2 1</p><p>[/code]</p><p></p><p><strong>Epic Rogue</strong></p><p>[code]</p><p>Level Special</p><p>21 Sneak Attack +11d6, Trap Sense +7</p><p>22 Special Ability</p><p>23 Sneak Attack +12d6</p><p>24 Trap Sense +8</p><p>25 Special Ability, Sneak Attack +13d6</p><p>26</p><p>27 Sneak Attack +14d6, Trap Sense +9</p><p>28 Special Ability</p><p>29 Sneak Attack +15d6</p><p>30 Trap Sense +10</p><p>[/code]</p><p></p><p><strong>Epic Sorcerer Spells per Day</strong></p><p>Spells: An epic sorcerer’s caster level continues to equal his class level and he continues to gain spell levels, spells per day and spells known. It is recommended that 9th level sorcerer spells be added at level 20, as this fits the class’ level pattern.</p><p>[code]</p><p>Level 11 12 13 14 15</p><p>21 -- -- -- -- --</p><p>22 3 -- -- -- --</p><p>23 4 -- -- -- --</p><p>24 5 3 -- -- --</p><p>25 6 4 -- -- --</p><p>26 6 5 3 -- --</p><p>27 6 6 4 -- --</p><p>28 6 6 5 3 --</p><p>29 6 6 6 4 --</p><p>30 6 6 6 5 3</p><p>[/code]</p><p></p><p><strong>Epic Sorcerer Spells Known</strong></p><p>[code]</p><p>Level 11 12 13 14 15</p><p>21 -- -- -- -- --</p><p>22 1 -- -- -- --</p><p>23 2 -- -- -- --</p><p>24 2 1 -- -- --</p><p>25 3 2 -- -- --</p><p>26 3 2 1 -- --</p><p>27 3 3 2 -- --</p><p>28 4 3 2 1 --</p><p>29 4 3 3 2 --</p><p>30 4 4 3 2 1</p><p>[/code]</p><p></p><p><strong>Epic Wizard</strong></p><p>Spells: An epic wizard’s caster level continues to equal his class level and he continues to gain spell levels and spells per day. It is recommended that 9th level sorcerer spells be added at level 19, as this fits the class’ level pattern.</p><p>[code]</p><p>Level Special</p><p>21</p><p>22</p><p>23</p><p>24 </p><p>25 Bonus Feat</p><p>26 </p><p>27</p><p>28</p><p>29</p><p>30 Bonus Feat</p><p>[/code]</p><p></p><p><strong>Epic Wizard Spells per Day</strong></p><p>[code]</p><p>Level 11 12 13 14 15</p><p>21 1 -- -- -- --</p><p>22 2 -- -- -- --</p><p>23 3 1 -- -- --</p><p>24 4 2 -- -- --</p><p>25 4 3 1 -- --</p><p>26 4 4 2 -- --</p><p>27 4 4 3 1 --</p><p>28 4 4 4 2 --</p><p>29 4 4 4 3 1</p><p>30 4 4 4 4 2</p><p>[/code]</p><p></p><p><strong>Behind the Curtain: Class Progressions</strong></p><p>Class benefits should follow a simple and definable pattern, rather than an arbitrary hodge-podge of abilities, so that scaling epic levels doesn’t become overwhelmingly complex and confusing. Further, class abilities should be locked-in rather than just a series of bonus feats that may or may not increase a character’s effectiveness. Judging CRs for monsters is already more an art than a science, without creating the likely possibility of epic characters with wildly varied levels of effectiveness.</p><p></p><p><strong>Behind the Curtain: per Day Abilities</strong></p><p>Game balance is based on encounters per day. As class abilities are often already usable more times per day than the recommended four encounters at 20th level, so adding uses per day to those abilities would only degrade the shaky balance that high- and epic-level play already possess. Spells improve beyond 20th level because only a caster’s highest spell levels effectively constitute their per day abilities.</p><p></p><p>Animal Companions: Though I try to discourage players from having pets, and in fact the druid shapeshift variant which I use removes this druid class ability, I do allow any character to spend a [non-epic] feat to get an animal companion if they really want one.</p><p>[code]</p><p>Level HD Armor Str/Dex Tricks</p><p>21 +14 +14 +7 8</p><p>24 +16 +16 +8 9</p><p>27 +18 +18 +9 10</p><p>30 +20 +20 +10 11</p><p>33 +22 +22 +11 12</p><p>36 +24 +24 +12 13</p><p>39 +26 +26 +13 14</p><p>[/code]</p><p></p><p>Paladin Mount</p><p>[code]</p><p>Level HD Armor Str Int</p><p>21 +10 +12 +5 10</p><p>25 +12 +14 +6 11</p><p>29 +14 +16 +7 12</p><p>33 +16 +18 +8 13</p><p>37 +18 +20 +9 14</p><p>[/code]</p><p></p><p>Familiar</p><p>[code]</p><p>Level Armor Int</p><p>21 +11 16</p><p>23 +12 17</p><p>25 +13 18</p><p>27 +14 19</p><p>29 +15 20</p><p>21 +16 21</p><p>23 +17 22</p><p>25 +18 23</p><p>27 +19 24</p><p>29 +20 25</p><p>[/code]</p><p></p><p><strong>Behind the Curtain: Massive Damage</strong></p><p>I myself don’t even use death from massive damage because it becomes just a wrist exercise in high level and epic play. (Save against massive damage? Okay, I rolled a 2 so I pass…*yawn*) If you use this rule though, I recommend modifying it. To do so, add 2 to an epic character’s massive damage threshold for each epic level he/she possesses. Then add 1 to the Fortitude DC for each 5 points by which the damage exceeds 50.</p></blockquote><p></p>
[QUOTE="Tequila Sunrise, post: 3925012, member: 40398"] With some of us seriously talking about house ruling the worst parts of 3e rather than switch to 4e in May, I decided to make my own contribution. Here I will be fixing or replacing the problems that I see with the 3.0 ELH; the rampant power disparity that it encourages between optimizers and non-optimizers, its clunky epic spell casting system, the truncation at 20th level of abilities that should progress beyond and the continuation of abilities that should end at 20th and its dysfunctional wealth and equipment system. I’ll also be sneaking a few things in that I use in games of any power level. In any case, this little project isn’t complete so I’ll be adding to it and editing it as I have time and as suggestions come in, so discuss away! [b]Epic Saves and Attack Bonuses[/b] [code] Character Epic Epic Level Save Bonus Attack Bonus 21 +0 +1 22 +1 +2 23 +1 +3 24 +2 +4 25 +2 +5 26 +3 +6 27 +3 +7 28 +4 +8 29 +4 +9 30 +5 +10 [/code] [b]Epic Save and Attack Bonuses[/b] After 20th level, all characters gain the same bonuses to all their saves and their base attack bonus, rather than continuing their class’ bonus progressions. To calculate a character’s total save bonuses and attack bonus add up the bonuses derived from the character’s 20 non-epic levels and then add the epic bonuses shown on the table above. In the case of a multiclassed character, a player should mix and match the best of their 20 non-epic levels before adding their epic bonuses. For example Raniard is a 20th level wizard who decides to multiclass into the fighter class. Each time Raniard gains a level, he chooses the best of his non-epic save and attack bonuses and then adds his epic bonuses. So when Raniard reaches 40th level as a Fighter 20/Wizard 20, he has base bonuses as follows: Fort +22, Ref +16, Will +22, Attack +40. [b]Epic Barbarian[/b] Rage: An epic barbarian gains no further rages per day, but the potency of his rage does increase. The numbers on the table below represent the Strength and Constitution bonuses that a barbarian of a given level gains while in rage; half of the listed bonus applies to his will saves while in rage. [code] Level Special 21 Trap Sense +7 22 Damage Reduction 6/-- 23 24 Trap Sense +8 25 Damage Reduction 7/--, Rage +10 26 27 Trap Sense +9 28 Damage Reduction 8/-- 29 30 Rage +12, Trap Sense +10 [/code] [b]Epic Bard[/b] Bardic Music: An epic bard continues to gain uses of this ability per day, and its potency increases as noted below. Spells: An epic bard’s caster level continues to equal his class level and he continues to gain spell levels, spells per day and spells known. It is recommended that 7th level bard spells be added at level 19, as this fits the class’ level pattern. [code] Level Special 21 22 23 24 25 Inspire Courage +5 26 27 28 29 30 Inspire Courage +10 [/code] [b]Epic Bard Spells per Day[/b] [code] Level 8 9 10 21 -- -- -- 22 0 -- -- 23 1 -- -- 24 2 -- -- 25 3 1 -- 26 4 2 -- 27 4 3 -- 28 4 4 1 29 4 4 2 30 4 4 3 [/code] [b]Epic Bard Spells Known[/b] [code] Level 8 9 10 21 -- -- -- 22 2 -- -- 23 3 -- -- 24 4 -- -- 25 5 2 -- 26 5 3 -- 27 5 4 -- 28 5 5 2 29 5 5 3 30 5 5 4 [/code] [b]Epic Cleric[/b] Turn Undead: A cleric’s effective turning level continues to rise with his class level. I highly recommend the variant rules for turning undead found in the Player’s Handbook II, as it remains useful against any epic undead unlike the standard turning rules. Spells: An epic cleric’s caster level continues to equal his class level and he continues to gain spell levels and spells per day. It is recommended that 9th level cleric spells be added at level 19, as this fits the class’ level pattern. [b]Epic Cleric Spells per Day[/b] [code] Level 11 12 13 14 15 21 1+1 -- -- -- -- 22 2+1 -- -- -- -- 23 3+1 1+1 -- -- -- 24 4+1 2+1 -- -- -- 25 4+1 3+1 1+1 -- -- 26 4+1 4+1 2+1 -- -- 27 4+1 4+1 3+1 1+1 -- 28 4+1 4+1 4+1 2+1 -- 29 4+1 4+1 4+1 3+1 1+1 30 4+1 4+1 4+1 4+1 2+1 [/code] [b]Epic Druid[/b] [b]Shapeshift:[/b] (Variant from PHBII) At 24th level and each 4 levels thereafter, a druid's enhancement bonus to Strength and natural armor improves by +2 while the druid is in any shapeshift form. Spells: An epic druid’s caster level continues to equal her class level and she continues to gain spell levels and spells per day. It is recommended that 9th level druid spells be added at level 19, as this fits the class’ level pattern. [code] Level Special 21 22 23 24 Shapeshift +2 25 26 27 28 Shapeshift +4 29 30 [/code] [b]Epic Druid Spells per Day[/b] [code] Level 11 12 13 14 15 21 1 -- -- -- -- 22 2 -- -- -- -- 23 3 1 -- -- -- 24 4 2 -- -- -- 25 4 3 1 -- -- 26 4 4 2 -- -- 27 4 4 3 1 -- 28 4 4 4 2 -- 29 4 4 4 3 1 30 4 4 4 4 2 [/code] [b]Epic Fighter[/b] [code] Level Special 21 22 Bonus Feat 23 24 Bonus Feat 25 26 Bonus Feat 27 28 Bonus Feat 29 30 Bonus Feat [/code] [b]Epic Monk[/b] Unarmed Damage: At 24th level, a monk’s unarmed damage improves to 4d6. Every four levels thereafter, it improves by another d6. Miscellaneous Abilities: An epic monk gains no further uses per day of any class abilities, but her level for determining the potency of such abilities continues to equal her class level. [code] Unarmed Level Damage AC Speed 21 2d10 +4 +70 22 2d10 +4 +70 23 2d10 +4 +70 24 4d6 +4 +80 25 4d6 +5 +80 26 4d6 +5 +80 27 4d6 +5 +90 28 5d6 +5 +90 29 5d6 +5 +90 30 5d6 +6 +100 [/code] [b]Epic Paladin[/b] Smite Evil: An epic paladin gains no further smites per day, but her extra smite damage continues to equal her class level. Lay on Hands: The potency of this ability continues to improve with paladin levels. Turn Undead: A paladin’s effective turning level continues to rise with her class level. I highly recommend the variant rules for turning undead found in the Player’s Handbook II, as it remains useful against any epic undead unlike the standard turning rules. Remove Disease: A paladin gains no further uses of this ability per week. Spells: An epic paladin’s caster level continues to equal half her class level and she continues to gain spell levels and spells per day. [b]Epic Paladin Spells per Day[/b] [code] Level 5 6 7 21 0 -- -- 22 1 -- -- 23 1 -- -- 24 2 -- -- 25 2 0 -- 16 2 1 -- 27 3 1 -- 28 3 2 -- 29 3 2 0 30 3 2 1 [/code] [b]Epic Ranger[/b] Spells: An epic ranger’s caster level continues to equal half his class level and he continues to gain spell levels and spells per day. [code] Level Special 21 22 23 24 25 6th Favored Enemy 26 27 28 29 30 7th Favored Enemy [/code] [b]Epic Ranger Spells per Day[/b] [code] Level 5 6 7 21 0 -- -- 22 1 -- -- 23 1 -- -- 24 2 -- -- 25 2 0 -- 16 2 1 -- 27 3 1 -- 28 3 2 -- 29 3 2 0 30 3 2 1 [/code] [b]Epic Rogue[/b] [code] Level Special 21 Sneak Attack +11d6, Trap Sense +7 22 Special Ability 23 Sneak Attack +12d6 24 Trap Sense +8 25 Special Ability, Sneak Attack +13d6 26 27 Sneak Attack +14d6, Trap Sense +9 28 Special Ability 29 Sneak Attack +15d6 30 Trap Sense +10 [/code] [b]Epic Sorcerer Spells per Day[/b] Spells: An epic sorcerer’s caster level continues to equal his class level and he continues to gain spell levels, spells per day and spells known. It is recommended that 9th level sorcerer spells be added at level 20, as this fits the class’ level pattern. [code] Level 11 12 13 14 15 21 -- -- -- -- -- 22 3 -- -- -- -- 23 4 -- -- -- -- 24 5 3 -- -- -- 25 6 4 -- -- -- 26 6 5 3 -- -- 27 6 6 4 -- -- 28 6 6 5 3 -- 29 6 6 6 4 -- 30 6 6 6 5 3 [/code] [b]Epic Sorcerer Spells Known[/b] [code] Level 11 12 13 14 15 21 -- -- -- -- -- 22 1 -- -- -- -- 23 2 -- -- -- -- 24 2 1 -- -- -- 25 3 2 -- -- -- 26 3 2 1 -- -- 27 3 3 2 -- -- 28 4 3 2 1 -- 29 4 3 3 2 -- 30 4 4 3 2 1 [/code] [b]Epic Wizard[/b] Spells: An epic wizard’s caster level continues to equal his class level and he continues to gain spell levels and spells per day. It is recommended that 9th level sorcerer spells be added at level 19, as this fits the class’ level pattern. [code] Level Special 21 22 23 24 25 Bonus Feat 26 27 28 29 30 Bonus Feat [/code] [b]Epic Wizard Spells per Day[/b] [code] Level 11 12 13 14 15 21 1 -- -- -- -- 22 2 -- -- -- -- 23 3 1 -- -- -- 24 4 2 -- -- -- 25 4 3 1 -- -- 26 4 4 2 -- -- 27 4 4 3 1 -- 28 4 4 4 2 -- 29 4 4 4 3 1 30 4 4 4 4 2 [/code] [b]Behind the Curtain: Class Progressions[/b] Class benefits should follow a simple and definable pattern, rather than an arbitrary hodge-podge of abilities, so that scaling epic levels doesn’t become overwhelmingly complex and confusing. Further, class abilities should be locked-in rather than just a series of bonus feats that may or may not increase a character’s effectiveness. Judging CRs for monsters is already more an art than a science, without creating the likely possibility of epic characters with wildly varied levels of effectiveness. [b]Behind the Curtain: per Day Abilities[/b] Game balance is based on encounters per day. As class abilities are often already usable more times per day than the recommended four encounters at 20th level, so adding uses per day to those abilities would only degrade the shaky balance that high- and epic-level play already possess. Spells improve beyond 20th level because only a caster’s highest spell levels effectively constitute their per day abilities. Animal Companions: Though I try to discourage players from having pets, and in fact the druid shapeshift variant which I use removes this druid class ability, I do allow any character to spend a [non-epic] feat to get an animal companion if they really want one. [code] Level HD Armor Str/Dex Tricks 21 +14 +14 +7 8 24 +16 +16 +8 9 27 +18 +18 +9 10 30 +20 +20 +10 11 33 +22 +22 +11 12 36 +24 +24 +12 13 39 +26 +26 +13 14 [/code] Paladin Mount [code] Level HD Armor Str Int 21 +10 +12 +5 10 25 +12 +14 +6 11 29 +14 +16 +7 12 33 +16 +18 +8 13 37 +18 +20 +9 14 [/code] Familiar [code] Level Armor Int 21 +11 16 23 +12 17 25 +13 18 27 +14 19 29 +15 20 21 +16 21 23 +17 22 25 +18 23 27 +19 24 29 +20 25 [/code] [b]Behind the Curtain: Massive Damage[/b] I myself don’t even use death from massive damage because it becomes just a wrist exercise in high level and epic play. (Save against massive damage? Okay, I rolled a 2 so I pass…*yawn*) If you use this rule though, I recommend modifying it. To do so, add 2 to an epic character’s massive damage threshold for each epic level he/she possesses. Then add 1 to the Fortitude DC for each 5 points by which the damage exceeds 50. [/QUOTE]
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Tequila Sunrise's Epic Level Handbook 3.75
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