To anyone who bought the EPIC LEVEL HANDBOOK


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Re: Re: Epic Spells

Avarice said:
A ring of jumping grants a +30 bonus to jump checks for instance; no epic alterations required. And for the bargain basement price of 2k gp, no less! Get 'em before your DM sobers up! :D

The trick with the Ring of Jumping though is that the Jump skill doesn't benefit from bonuses on a 1 to 1 ratio like the rest of the skills.

Technically, any +30 bonus to a skill would cost a mere 18,000gp, but I tweak that price based on the skill. For example, I would price a +30 bonus to Swim checks at roughly 18,000gp (sticking with the formula), but I would price a Diplomacy bonus at roughly 36,000gp (the normal price doubled, mostly because a really high Diplomacy skill bonus grants you an awful lot of power in regards to influencing the NPCs around you). Sure, following the formula is pretty cheap, but you have to remember that there are a lot of skills, and you only have so many slots to place items, and unslotted items are double the cost. Let me illustrate what I mean...

1) An amulet that grants +30 to Hide would technically cost 18,000gp. However, if you then add an addition power, +30 to Move Silently, the cost jumps to 54,000gp (the Move Silently bonus is doubled because it's a similar power on a slotted item). So, the price just keeps jumping higher and higher.

2) The same amulet, unslotted, would cost 72,000gp (18,000gp <hide> + 18,000gp <move silently> x 2 <unslotted item>)
 
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Re: Re: Re: Re: Re: Epic Spells

zhouj said:


Under the spell listing in the ELH epic spells section.

If you say so... I can't find it.

It doesn't say in the Dragon Strike epic spell that you and 10 other people need to be in on the development. the 500 DC is for one developer.
 

Re: Epic Spells

mikebr99 said:


If you say so... I can't find it.

It doesn't say in the Dragon Strike epic spell that you and 10 other people need to be in on the development. the 500 DC is for one developer.

No, the development has the mitigating factor of it takes 10 other people with 9th level slots to cast, which reduces the Spellcarft DC of the spell, which is 1) the number used to figure the development cost, and 2) the Spellcraft DC to cast the spell. There's no difference between the values for 1 and 2.

Do you have the book? It's right there on page 77.
 

I just picked this up and read through it. Not too bad. It's obvious that the most powerful thing is going to be the magic. So as long as you keep control of what magical items the players have, I think power levels will not be so bad. Sure, some of the feats are majorly impressive, but it's the magic that will get you in the end. The art, what little there is, was well done. Overall, I'm happy with this and I think it wioll get some use.
 

I just leveled my "epic Character" and he's not overwhelmingly more powerful than before. He was a fighter14/sorcerer6 i had earned enough xp to make him 23 so now he's Fighter 16/ sorcerer 7 all he got was 10 hp's, one ability increase, +1 to saves, +2 att bonus, and two feats(haven't picked them yet.
It seems to me that as promissed the power curve stays rather constant.

Although i've yet to look through the magic info.


So far i'd say this is definatly NOT the munchin level handbook.
 

mikebr99 said:


Do you mean the Mace of Devastation?


No, the Holy Devastator is a Paladin Weapon. I don't have the book in front of me at the moment, but I recall that in the hands of a Paladin, it becomes a +7 Holy sword with additional abilities, but I don't recall exactly which.


I have to disagree about the art, though. It is, IMHO, fairly uneven. Some excellent art, and then an occasional really bad piece, like the paladin riding on horseback, for example.
 

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