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Tequila Sunrise's Epic Level Handbook 3.75
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<blockquote data-quote="Tequila Sunrise" data-source="post: 3925022" data-attributes="member: 40398"><p><strong>Epic Magical Items</strong></p><p></p><p><strong>Attunement:</strong> At epic levels, characters become so familiar with magical items that they can directly improve, or attune, their items without the aid of magic. To attune an item a character must spend the necessary wealth and must spend one day per improvement in solitude with the item. For example Thedros is a 21st level fighter and wishes to improve Desert Sirocco, a +5 flaming burst ghost touch icy burst scimitar. To improve Desert Sirocco's enhancement bonus to +6, Thedros must spend 284,000 gp and spend 1 day is solitude with it. A character's attuned items operate at a caster level equal to the character's current level.</p><p></p><p><strong>Wealth by Level:</strong> I like to give characters enough money to have a limited number of items which increase in power at a steady rate, rather than a few one-shot items to begin with and then a few dozen powerful items later. Rather than calculating wealth by level with some arbitrary percentage formula, I add up how much wealth a character would need at every fourth level to have an appropriately powerful repertoire of items: two weapons, a booster item, armor with special properties, a ring of deflection, a vestment of natural armor, bracers of shielding and a ring of resistance. These items reflect what a dual wielding character would have, which is the most expensive style to maintain. So I take those numbers and the divide each four-level wealth increment by four to come up with each level’s wealth by level guideline.</p><p></p><p>[code]</p><p>Level Wealth</p><p>1 8,000</p><p>2 16,000</p><p>3 24,000</p><p>4 32,000</p><p>5 56,000</p><p>6 80,000</p><p>7 104,000</p><p>8 128,000</p><p>9 168,000</p><p>10 208,000</p><p>11 248,000</p><p>12 288,000</p><p>13 344,000</p><p>14 400,000</p><p>15 456,000</p><p>16 512,000</p><p>17 584,000</p><p>18 656,000</p><p>19 728,000</p><p>20 800,000</p><p>21 1,176,000</p><p>22 1,552,000</p><p>23 1,928,000</p><p>24 2,304,000</p><p>25 2,904,000</p><p>26 3,504,000</p><p>27 4,104,000</p><p>28 4,704,000</p><p>29 5,576,000</p><p>30 6,448,000</p><p>31 7,320,000</p><p>32 8,192,000</p><p>33 9,384,000</p><p>34 10,576,000</p><p>35 11,768,000</p><p>36 12,960,000</p><p>37 13,720,000</p><p>38 14,480,000</p><p>39 15,240,000</p><p>40 16,000,000</p><p>[/code]</p><p></p><p><strong>Armor and Shields</strong></p><p>[code]</p><p> Market Minimum</p><p>Bonus Price Level</p><p>+11 242,000 21</p><p>+12 288,000 23</p><p>+13 507,000 25</p><p>+14 588,000 27</p><p>+15 900,000 29</p><p>+16 1,024,000 31</p><p>+17 1,445,000 33</p><p>+18 1,620,000 35</p><p>+19 1,805,000 37</p><p>+20 2,000,000 39</p><p>[/code]</p><p></p><p><strong>Weapons</strong></p><p>[code]</p><p> Market Minimum</p><p>Type Price Level</p><p>+11 484,000 21</p><p>+12 576,000 23</p><p>+13 1,014,000 25</p><p>+14 1,176,000 27</p><p>+15 1,800,000 29</p><p>+16 2,048,000 31</p><p>+17 2,890,000 33</p><p>+18 3,240,000 35</p><p>+19 3,610,000 37</p><p>+20 4,000,000 39</p><p>[/code]</p><p></p><p><strong>Staffs:</strong> A staff holds a number of spell charges equal to its type, with each charge holding a spell one level higher than the last. For example a type III staff might hold charm person, invisibility and fireball. Each charge is usable once per day, though higher level charges can be used to power lower level spells. Each time a staff is improved one of its spells may be traded out for another, though the new spell may not be of a higher level than the old one.</p><p>[code]</p><p> Market Minimum</p><p>Type Price Level</p><p>XI 484,000 21</p><p>XII 576,000 23</p><p>XIII 1,014,000 25</p><p>XIV 1,176,000 27</p><p>XV 1,800,000 29</p><p>XVI 2,048,000 31</p><p>XVII 2,890,000 33</p><p>XVIII 3,240,000 35</p><p>XIX 3,610,000 37</p><p>XX 4,000,000 39</p><p>[/code]</p><p></p><p><strong>Tattoos of Ability Enhancement</strong></p><p>[code]</p><p> Market Minimum</p><p>Bonus Price Level</p><p>+12 288,000 21</p><p>+14 588,000 25</p><p>+16 1,024,000 29</p><p>+18 1,620,000 33</p><p>+20 2,000,000 37</p><p>[/code]</p><p></p><p><strong>Bracers of Shielding, Rings of Resistance, Robes of Armor</strong> (Bracers of Shielding and Robes of Armor cannot be enchanted with special properties)</p><p>[code]</p><p> Market Minimum</p><p>Bonus Price Level</p><p>+6 72,000 21</p><p>+7 147,000 25</p><p>+8 256,000 29</p><p>+9 405,000 33</p><p>+10 500,000 37</p><p>[/code]</p><p></p><p><strong>Gauntlets of Mighty Fists, Rings of Protection, Vestments of Natural Armor</strong> (Guantlets of Mighty Fists cannot be enchanted with special properties)</p><p>[code]</p><p> Market Minimum</p><p>Bonus Price Level</p><p>+6 144,000 21</p><p>+7 294,000 25</p><p>+8 592,000 29</p><p>+9 810,000 33</p><p>+10 1,000,000 37</p><p>[/code]</p><p></p><p><strong>Behind the Curtain: Epic Pricing and Level Requirements</strong></p><p>Epic items should be significantly more valuable than non-epic items, but a flat x10 price modifier is too sudden. It encourages the ‘Christmas tree syndrome’ where players obtain items that grant non-standard bonuses or it encourages the ‘it’s like we’re first level again’ situation, neither of which I like. I like characters to have a steady progression of a limited number of bonuses, because it makes the game simpler for both players and DMs. Players don’t have to find or make obscure items to boost the stats they need to stay alive and DMs can at least roughly estimate what items his players should have and how challenging his monsters will be. Level requirements further ensure that most characters will have the right number of bonuses for their level, but they also give item creation feats a place in the game as a method to create truly spectacular items. Epic items which characters can expect to have at 21st to 24th level have a x2 cost multiplier beyond their base cost formula, items which characters can expect to have at 25th to 28th level have a x3 cost multiplier, items which characters can expect to have at 29th to 32nd level have a x4 cost multiplier, and items which characters can expect to have at higher levels have a x5 cost multiplier.</p><p></p><p><strong>Behind the Curtain: Item Oddities</strong></p><p>Some items don’t fit well into the epic levels. Most notable are Bracers of Armor, because of the rate at which their bonuses rise. A +1 bonus per two caster levels works fine in non-epic play, but in epic play they eventually outstrip even full plate armor in AC bonus. So I changed the bonus rate to +1 per three caster levels like other standard items, changed the form of the item to a more appropriate body slot and finally added Bracers of Shielding to the standard item list to make up for those lost AC bonuses.</p><p></p><p>Another item oddity are the Tattoos of Ability Enhancement. I made these items tattoos rather than their usual forms just so that they don't interfere with other important items; if you prefer their standard form, feel free to change them back. I start epic ability boosters at +12 because I allow non-epic boosters of up to +10, but I don't allow inherent bonuses. The most important reason being that I like PCs to be able to advance their items and stats at a steady and consistent pace rather than scraping for a +2 booster at low levels but then ending up with a +6 booster plus a +5 tome at later levels almost all at once. Also, three increments of +2 just doesn’t fit neatly into 20 levels.</p></blockquote><p></p>
[QUOTE="Tequila Sunrise, post: 3925022, member: 40398"] [b]Epic Magical Items[/b] [b]Attunement:[/b] At epic levels, characters become so familiar with magical items that they can directly improve, or attune, their items without the aid of magic. To attune an item a character must spend the necessary wealth and must spend one day per improvement in solitude with the item. For example Thedros is a 21st level fighter and wishes to improve Desert Sirocco, a +5 flaming burst ghost touch icy burst scimitar. To improve Desert Sirocco's enhancement bonus to +6, Thedros must spend 284,000 gp and spend 1 day is solitude with it. A character's attuned items operate at a caster level equal to the character's current level. [b]Wealth by Level:[/b] I like to give characters enough money to have a limited number of items which increase in power at a steady rate, rather than a few one-shot items to begin with and then a few dozen powerful items later. Rather than calculating wealth by level with some arbitrary percentage formula, I add up how much wealth a character would need at every fourth level to have an appropriately powerful repertoire of items: two weapons, a booster item, armor with special properties, a ring of deflection, a vestment of natural armor, bracers of shielding and a ring of resistance. These items reflect what a dual wielding character would have, which is the most expensive style to maintain. So I take those numbers and the divide each four-level wealth increment by four to come up with each level’s wealth by level guideline. [code] Level Wealth 1 8,000 2 16,000 3 24,000 4 32,000 5 56,000 6 80,000 7 104,000 8 128,000 9 168,000 10 208,000 11 248,000 12 288,000 13 344,000 14 400,000 15 456,000 16 512,000 17 584,000 18 656,000 19 728,000 20 800,000 21 1,176,000 22 1,552,000 23 1,928,000 24 2,304,000 25 2,904,000 26 3,504,000 27 4,104,000 28 4,704,000 29 5,576,000 30 6,448,000 31 7,320,000 32 8,192,000 33 9,384,000 34 10,576,000 35 11,768,000 36 12,960,000 37 13,720,000 38 14,480,000 39 15,240,000 40 16,000,000 [/code] [b]Armor and Shields[/b] [code] Market Minimum Bonus Price Level +11 242,000 21 +12 288,000 23 +13 507,000 25 +14 588,000 27 +15 900,000 29 +16 1,024,000 31 +17 1,445,000 33 +18 1,620,000 35 +19 1,805,000 37 +20 2,000,000 39 [/code] [b]Weapons[/b] [code] Market Minimum Type Price Level +11 484,000 21 +12 576,000 23 +13 1,014,000 25 +14 1,176,000 27 +15 1,800,000 29 +16 2,048,000 31 +17 2,890,000 33 +18 3,240,000 35 +19 3,610,000 37 +20 4,000,000 39 [/code] [b]Staffs:[/b] A staff holds a number of spell charges equal to its type, with each charge holding a spell one level higher than the last. For example a type III staff might hold charm person, invisibility and fireball. Each charge is usable once per day, though higher level charges can be used to power lower level spells. Each time a staff is improved one of its spells may be traded out for another, though the new spell may not be of a higher level than the old one. [code] Market Minimum Type Price Level XI 484,000 21 XII 576,000 23 XIII 1,014,000 25 XIV 1,176,000 27 XV 1,800,000 29 XVI 2,048,000 31 XVII 2,890,000 33 XVIII 3,240,000 35 XIX 3,610,000 37 XX 4,000,000 39 [/code] [b]Tattoos of Ability Enhancement[/b] [code] Market Minimum Bonus Price Level +12 288,000 21 +14 588,000 25 +16 1,024,000 29 +18 1,620,000 33 +20 2,000,000 37 [/code] [b]Bracers of Shielding, Rings of Resistance, Robes of Armor[/b] (Bracers of Shielding and Robes of Armor cannot be enchanted with special properties) [code] Market Minimum Bonus Price Level +6 72,000 21 +7 147,000 25 +8 256,000 29 +9 405,000 33 +10 500,000 37 [/code] [b]Gauntlets of Mighty Fists, Rings of Protection, Vestments of Natural Armor[/b] (Guantlets of Mighty Fists cannot be enchanted with special properties) [code] Market Minimum Bonus Price Level +6 144,000 21 +7 294,000 25 +8 592,000 29 +9 810,000 33 +10 1,000,000 37 [/code] [b]Behind the Curtain: Epic Pricing and Level Requirements[/b] Epic items should be significantly more valuable than non-epic items, but a flat x10 price modifier is too sudden. It encourages the ‘Christmas tree syndrome’ where players obtain items that grant non-standard bonuses or it encourages the ‘it’s like we’re first level again’ situation, neither of which I like. I like characters to have a steady progression of a limited number of bonuses, because it makes the game simpler for both players and DMs. Players don’t have to find or make obscure items to boost the stats they need to stay alive and DMs can at least roughly estimate what items his players should have and how challenging his monsters will be. Level requirements further ensure that most characters will have the right number of bonuses for their level, but they also give item creation feats a place in the game as a method to create truly spectacular items. Epic items which characters can expect to have at 21st to 24th level have a x2 cost multiplier beyond their base cost formula, items which characters can expect to have at 25th to 28th level have a x3 cost multiplier, items which characters can expect to have at 29th to 32nd level have a x4 cost multiplier, and items which characters can expect to have at higher levels have a x5 cost multiplier. [b]Behind the Curtain: Item Oddities[/b] Some items don’t fit well into the epic levels. Most notable are Bracers of Armor, because of the rate at which their bonuses rise. A +1 bonus per two caster levels works fine in non-epic play, but in epic play they eventually outstrip even full plate armor in AC bonus. So I changed the bonus rate to +1 per three caster levels like other standard items, changed the form of the item to a more appropriate body slot and finally added Bracers of Shielding to the standard item list to make up for those lost AC bonuses. Another item oddity are the Tattoos of Ability Enhancement. I made these items tattoos rather than their usual forms just so that they don't interfere with other important items; if you prefer their standard form, feel free to change them back. I start epic ability boosters at +12 because I allow non-epic boosters of up to +10, but I don't allow inherent bonuses. The most important reason being that I like PCs to be able to advance their items and stats at a steady and consistent pace rather than scraping for a +2 booster at low levels but then ending up with a +6 booster plus a +5 tome at later levels almost all at once. Also, three increments of +2 just doesn’t fit neatly into 20 levels. [/QUOTE]
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