1
Pathfinder Epic-Level Handbook, v1.6
Introduction ...............................................................2
Chapter 1 - Basics .......................................................3
Chapter 2 - Universal Advancement Rules.................4
Chapter 3 - Class Features .........................................5
Epic Class Progression ...........................................6
Universal Class Features ........................................7
Alchemist ...............................................................8
Barbarian ...............................................................9
Bard .....................................................................10
Cavalier ................................................................11
Cleric....................................................................12
Druid ....................................................................12
Fighter .................................................................13
Gunslinger ...........................................................14
Inquisitor .............................................................15
Magus ..................................................................16
Monk ...................................................................17
Oracle ..................................................................18
Paladin .................................................................19
Ranger .................................................................20
Rogue ..................................................................21
Sorcerer ...............................................................22
Summoner ...........................................................23
Witch ...................................................................24
Wizard .................................................................25
Spells per Day / Spells Known .............................26
Advanced Companions ........................................28
Archetypes ..........................................................29
Prestige Classes ...................................................30
Multiclassing .......................................................30
Mythic Characters ...............................................30
Chapter 4 - Epic Skills ...............................................31
Skill Descriptions .................................................31
Acrobatics .......................................................31
Appraise..........................................................31
Bluff ................................................................31
Climb...............................................................31
Craft ................................................................32
Diplomacy .......................................................32
Disable Device ................................................32
Disguise ..........................................................32
Escape Artist ...................................................32
Fly ...................................................................32
Handle Animal ................................................32
Heal ................................................................33
Intimidate .......................................................33
Knowledge ......................................................33
Linguistics .......................................................33
Perception ......................................................33
Perform ..........................................................33
Profession .......................................................33
Ride .................................................................33
Sense Motive ..................................................34
Sleight of Hand ...............................................34
Spellcraft ........................................................ 34
Stealth ............................................................ 34
Survival ........................................................... 34
Swim ............................................................... 35
Use Magic Device ........................................... 35
Chapter 5 - Epic Feats .............................................. 36
Alchemical Feats ................................................. 38
Channeling Feats ................................................. 41
Combat Feats ...................................................... 47
General Feats ...................................................... 62
Item Creation Feats ............................................. 69
Ki Feats ................................................................ 71
Magic Feats ......................................................... 75
Metamagic Feats ................................................. 82
Morale Feats ....................................................... 90
Rage Feats ........................................................... 94
Skill Feats ............................................................ 97
Summoning Feats ............................................. 100
Wild Feats ......................................................... 103
Chapter 6 - Epic Magic Items ................................. 106
Creating Epic Magic Items................................. 106
Epic Armor ........................................................ 106
Epic Armor and Shield Base Price ................. 106
Epic Armor and Shield Special Ability Descriptions
..................................................................... 107
Specific Epic Armor and Shields ................... 111
Epic Weapons ................................................... 113
Epic Weapon Base Price ............................... 113
Epic Weapon Special Ability Descriptions .... 113
Specific Epic Weapons.................................. 123
Epic Rings .......................................................... 126
Epic Ring Descriptions .................................. 126
Epic Rods ........................................................... 128
Epic Rod Descriptions ................................... 128
Epic Scrolls ........................................................ 133
Epic Staffs .......................................................... 134
Epic Staff Descriptions .................................. 134
Epic Wondrous Items ........................................ 136
Epic Wondrous Item Descriptions ................ 136
Chapter 7 - Epic Spellcasting .................................. 168
Metamagic Feats ............................................... 168
True Dweomers ................................................ 170
Creating Spells .............................................. 170
Creating Epic Spells ...................................... 170
What About Wish? ....................................... 170
Time ............................................................. 171
Example Epic Spells ...................................... 171
Chapter 8 - House Rules ........................................ 179
Naming Magic Items ......................................... 179
Death and Dying ............................................... 179
Spell Power and Magic Item Crafting ................ 180
Metamagic and Magic DCs ............................... 181
2
Introduction
In 1997, Renton, WA-based Wizards of the Coasta
company then famous primarily for the collectible card game
Magic: the Gatheringpurchased failing Dungeons & Dragons
publisher TSR and there-by irrevocably changed the history of
table-top role-playing. They launched D&D 3
rd
edition in 2000
to critical acclaim, resurrecting gaming groups the world over.
Under the aegis of their d20 Open License, they consolidated
the fractured gaming market and returned D&D to its historic
place as the industry's standard bearer.
Unfortunately, though revolutionary for its time, 3
rd
edition is acknowledged for having many faults that have been
addressed over the intervening decade. First was Wizards'
own D&D 3.5 released in 2003. Then came their controversial
decision in 2005 to scrap the entire d20 system and move to
4
th
edition, which was released in 2008. With updates for the
beloved d20 system drying up, many players began creating
their own hodgepodge of official and house rules, creating a
sort of 'D&D 3.75' that differed from one group to the next.
Then, in 2009 there came the Pathfinder system, produced by
Redmond, WA-based Paizo Publishing and drawing primarily
on the old D&D 3.5 system.
Since then, Pathfinder has taken the gaming world by the
proverbial storm, capturing the hearts and wallets of many
gamers disillusioned by 4
th
edition D&D's reduced focus on
role-playing in favor of slick, MMO-based combat mechanics.
Since their debut, Pathfinder has been releasing a constant
stream rulebooks, modules, and expansions that provide rules
for gaming in any environment as well as information about
their proprietary setting: the world of Golarion.
However, there remains one important area that has yet
to be addressed by any official Pathfinder material.
In 2002, Wizards of the Coast released the Epic-Level
Handbook; a book with rules covering characters who
advanced beyond the normal 20-level progression given in all
books to that point. It included spells of unrivalled power,
feats that allowed characters to become super-human (or
elven, dwarven, etc.), monsters that shook the heavens with
their ferocity, and the sundry magical gear necessary for that
level of play.
This book was never formally updated to D&D 3.5, instead
receiving a small, online-only errata update late in 2003 that
addressed a few of the book's issues. With the changeover to
Pathfinder, the materials available have fallen even further
behind the times. Though there has been some talk of creating
epic-level rules for Pathfinder by Paizo staff, they confirmed in
2012 that they would instead be pursuing a 'mythic' ruleset
that will allow for increasing power in tandem with the
standard 20 levels.
To that end, I have taken it upon myself to use the D&D
3
rd
edition rules, the 3.5 errata, and my own knowledge of
Paizo's system to create an epic-level guide for Pathfinder. I
will be limiting this book to character advancement, feats,
skills, spells, magic items, monsters, and some house rules
used in my own games; there will be little or no material on
setting. If you ever have questions about any information
herein contained, I suggest you consult the online Pathfinder
System Resource Documents (d20pfsrd.com) or the Dungeons
& Dragons 3.5 System Resource Documents (d20srd.org), the
latter including sections about their epic level rules.
Finally, I would like to thank the wonderful folks at both
Wizards of the Coast and Paizo Publishing. If you had not all
created systems so rich in imagination and high in quality, I
would never have been motivated to work on the rules
contained here-in.
Truly!,
Jesse Jack Jones
http://www.jessejackjones.com
07-23-2015
INTRODUCTION
3
Chapter 1 - Basics
Obviously, knowledge of the Pathfinder gaming system is
necessary to use the rules and concepts outlined in the rest of
this document. I am designing this expansion as a personal
project without need or desire for compensation of any sort
and all relevant copyrights are held by Paizo Publishing (for the
system basics) and Wizards of the Coast (for the fundamental
idea of 'epic-level play'). Anything that does not fall under one
of these two ownerships is my own. Feel free to distribute
anything presented here as widely and freely as you desire, but
I ask that no part of this document be changed for purposes of
redistribution by a third party. Comments and criticisms are
welcomed.
As the purpose of this document is to augment existing
rules and not to create a new gaming system, I consider it
necessary that interested parties keep on hand at least a copy
of the Pathfinder Core Rulebook. The character creation rules
are derived from this source and there are many places in
where the reader will be directed to the appropriate places in
the Pathfinder material in lieu of my repeating the
information. You may also find it useful to keep copies of the
Advanced Player Guide, Ultimate Magic, and Ultimate Combat
rule books on hand, as these are also consulted.
Additionally, you can view the Pathfinder System
Resource Documents, available for free online at
http://www.d20pfsrd.com.
The term 'epic' or 'epic level' in the context of Dungeons
& Dragons and Pathfinder are used to refer to any character
who has surpassed the regular 20-level spectrum that most
rulebooks assume is the full limit of character advancement.
For many games, this is sufficient, with characters achieving
20
th
level going on to retire and make room for the next
generation to grow in their wake. But for some campaigns,
they want something more...
They wish to challenge the gods in their heavens, to fight
greater battles against the greatest foes, and seek truly
amazing treasures lost to time. They are not content to be
heroes; they want to become legends.
An epic-level game has no upper ceiling of power. The
rules that will be presented here form a basis for expanding
infinitely into the unknown, for creating characters of level 30
or 50 or 100, if you have the time and imagination to carry your
adventures that far.
Bear in mind, however, that the open-ended nature of the
rules presented here will inevitably lead to the possibility of
their abuse. If you have a group that gets to 20
th
level and still
wants to continue their adventures, I would hope the GM
understands them well enough to either keep their
enthusiasm from wrecking the balance of the game or else
sufficient imagination to keep up with their attempts to do just
that, if that's what your table enjoys.
Another problem is one of scale. Not scale in terms of
plots or foesthat's the GM's provenancebut the scale of
the powers the players will have access to. Though these rules
endeavor to keep every player type viable, there will come
some point where the difference between various classes may
become insurmountable: where any foe that can hit your
armored fighter cannot miss any other party member; where
anything that can survive a round against your wizard's most
damaging magic can survive a week of being assaulted by the
party's warriors.
It is important to never let the rules get in the way of the
group's enjoyment of the game and face the fact that, sooner
or later, even the greatest heroes will have to retire. This book
and its rules simply try to move that sorrowful day to a more
distant future.
This guide is broken into sections that will detail the
various aspects of creating an epic character, from universal
character rules and changes to specific classes to new uses for
skills, epic feats, and outfitting characters with new tiers of
magical equipment. It will also provide information on epic
monsters (and templates to apply to regular monsters) and
some house rules I use in my own games. These latter are, of
course, entirely optional and can be disregarded at your
discretion.
CHAPTER 1 BASICS
4
Chapter 2 - Universal Advancement Rules
Upon reaching level 20, characters cease to advance in the
fashion they have up to this point. At 21
st
level and beyond,
staple numeric advancements such as base attack bonus and
saving throws no longer improve automatically based on
character class. Instead, they begin to gain an epic bonus to
these class features. Characters also cease to gain non-epic
class abilities, which will be addressed in Chapter 3. The
universal rules for epic character advancement are shown in
Table 2-1: Experience and Level-Dependent Benefits below.
Experience: Characters continue to gain experience as
they adventure. The precise XP requirements for leveling up
in Pathfinder are determined by an algorithm which requires a
PC to overcome 5 encounters of a Challenge Rating (CR) equal
to their current level. Totals for levels above 30
th
and an
examination of the mechanics are available in Table 2-2:
Extended Experience Chart.
Epic Attack Bonus (Su): Rather than continuing to gain an
additional base attack bonus at a rate based on their class,
characters of 21
st
level and higher gain an epic bonus to their
attack rolls, CMB, and CMD. This bonus is +1 at level 22 and
increases by an additional +1 for every 4 levels. This bonus
stacks with all other bonuses to attack, CMB, and CMD and is
included as part of your base attack bonus when calculating
the effects of abilities that rely on your BAB or for the purposes
of qualifying for feats. Despite this, you never gain additional
attacks from an epic attack bonus and it does not stack with
other epic bonuses to attack received from other sources.
Epic Saving Throw Bonus (Su): As with attack bonuses,
characters of 21
st
level and higher gain an epic bonus to all
three of their saving throws: Fortitude, Reflex, and Will. This
bonus is +1 at level 22 and increases by an additional +1 for
every 3 levels. This bonus stacks with all other bonuses to
saving throws but not with other epic bonuses.
Ability Score Increase: Your ability scores continue to
increase just as they did at non-epic levels. You gain a +1 to
one ability score of your choice at 24
th
level and every four
levels thereafter.
Max Skill Ranks: The maximum number of ranks that can
be invested in a skill remains equal to your character level,
even at epic levels.
Bonus Character Feats: You continue to gain bonus
character feats every odd-numbered level. However, starting
at 21
st
level you can select epic feats. Unlike the bonus feats
gained from your class, character feats gained from leveling up
can be used to select any epic feat for which you qualify. They
can also be used to select non-epic feats you qualify for if you
wish. A complete list of epic feats can be found in Chapter 5.
Table 2-1: Experience and Level-Dependent Benefits
Character
Level
Slow XP Track
Median XP Track
Epic Attack
Bonus
Epic Saving Throw
Bonus
Ability Score
Increase
Max Skill
Ranks
Bonus Character
Feats
21
st
7,730,000
5,150,000
+1
21
11
th
22
nd
10,800,000
7,200,000
+1
+1
22
23
rd
15,400,000
10,250,000
+1
+1
23
12
th
24
th
21,500,000
14,350,000
+1
+2
+1
24
25
th
30,500,000
20,350,000
+1
+2
25
13
th
26
th
42,500,000
28,350,000
+2
+2
26
27
th
61,300,000
40,850,000
+2
+3
27
14
th
28
th
86,000,000
57,350,000
+2
+3
+1
28
29
th
123,000,000
81,850,000
+2
+3
29
15
th
30
th
172,000,000
114,850,000
+3
+4
30
+1
See Table 2-2
See Table 2-2
+1/4 per level
+1/3 per level
+1/4 per level
+1 per level
+ 1 every odd level
CHAPTER 2 UNIVERSAL ADVANCEMENT RULES
Pathfinder Unchained and Automatic Bonus Progression
In 2015, Paizo introduced a new book titled Pathfinder Unchained which
was filled with alternate rulesets and ideas for customizing aspects of one's
Pathfinder experience. One of these was an idea called Automatic Bonus
Progression, which was designed to ween players off reliance on "standard"
magic items such as rings of protection or belts/headbands that boosted
stats. It does this by granting them automatic bonuses as they increase in
level, freeing up those item slots for more interesting or flavorful pieces of
equipment. I have enjoyed success with this ruleset in my own campaigns,
and strongly encourage GMs to consider the epic expansion for these rules
found in Chapter 8 of this document.
5
Table 2-2: Extended Experience Chart
Character
Level
Slow XP Track
Median XP Track
Fast XP Track
21
st
7,730,000
5,150,000
3,430,000
22
nd
10,800,000
7,200,000
4,800,000
23
rd
15,400,000
10,250,000
6,830,000
24
th
21,500,000
14,350,000
9,570,000
25
th
30,500,000
20,350,000
13,600,000
26
th
42,500,000
28,350,000
18,900,000
27
th
61,300,000
40,850,000
27,200,000
28
th
86,000,000
57,350,000
38,200,000
29
th
123,000,000
81,850,000
54,600,000
30
th
172,000,000
114,850,000
76,600,000
31
st
246,000,000
163,850,000
109,000,000
32
nd
344,000,000
229,350,000
153,000,000
33
rd
494,000,000
329,350,000
220,000,000
34
th
689,000,000
459,350,000
306,000,000
35
th
982,000,000
654,350,000
436,000,000
36
th
1,370,000,000
914,350,000
610,000,000
37
th
1,960,000,000
1,309,350,000
873,000,000
38
th
2,750,000,000
1,834,350,000
1,220,000,000
39
th
3,950,000,000
2,634,350,000
1,760,000,000
40
th
5,530,000,000
3,684,350,000
2,460,000,000
41
st
7,850,000,000
5,234,350,000
3,490,000,000
42
nd
11,000,000,000
7,334,350,000
4,890,000,000
43
rd
15,730,000,000
10,484,350,000
6,990,000,000
44
th
22,030,000,000
14,684,350,000
9,790,000,000
45
th
31,480,000,000
20,984,350,000
13,990,000,000
46
th
44,230,000,000
29,484,350,000
19,660,000,000
47
th
62,980,000,000
41,984,350,000
27,990,000,000
48
th
88,480,000,000
58,984,350,000
39,320,000,000
49
th
126,000,000,000
83,984,350,000
55,990,000,000
50
th
176,200,000,000
117,484,350,000
78,320,000,000
51
st
252,000,000,000
167,984,350,000
112,000,000,000
52
nd
349,500,000,000
232,984,350,000
155,300,000,000
53
rd
499,500,000,000
332,984,350,000
222,000,000,000
54
th
702,000,000,000
467,984,350,000
312,000,000,000
55
th
1,002,000,000,000
667,984,350,000
445,300,000,000
56
th
1,407,000,000,000
937,984,350,000
625,300,000,000
57
th
2,014,500,000,000
1,342,984,350,000
895,300,000,000
58
th
2,817,000,000,000
1,877,984,350,000
1,252,000,000,000
59
th
4,024,500,000,000
2,682,984,350,000
1,788,700,000,000
60
th
5,637,000,000,000
3,757,984,350,000
2,505,300,000,000
61
st
8,052,000,000,000
5,367,984,350,000
3,578,700,000,000
62
nd
11,269,000,000,000
7,512,984,350,000
5,008,700,000,000
63
rd
16,099,000,000,000
10,732,984,350,000
7,155,300,000,000
64
th
22,542,000,000,000
15,027,984,350,000
10,019,000,000,000
65
th
32,202,000,000,000
21,467,984,350,000
14,312,000,000,000
66
th
45,102,000,000,000
30,067,984,350,000
20,045,000,000,000
67
th
64,452,000,000,000
42,967,984,350,000
28,645,000,000,000
68
th
90,252,000,000,000
60,167,984,350,000
40,112,000,000,000
69
th
128,877,000,000,000
85,917,984,350,000
57,279,000,000,000
70
th
180,402,000,000,000
120,267,984,350,000
80,179,000,000,000
71
st
257,727,000,000,000
171,817,984,350,000
114,545,000,000,000
72
nd
360,777,000,000,000
240,517,984,350,000
160,345,000,000,000
73
rd
515,427,000,000,000
343,617,984,350,000
229,079,000,000,000
74
th
721,602,000,000,000
481,067,984,350,000
320,712,000,000,000
75
th
1,030,830,000,000,000
687,217,984,350,000
458,145,000,000,000
76
th
1,443,180,000,000,000
962,117,984,350,000
641,412,000,000,000
77
th
2,061,630,000,000,000
1,374,417,984,350,000
916,279,000,000,000
78
th
2,886,250,000,000,000
1,924,167,984,350,000
1,282,780,000,000,000
79
th
4,123,230,000,000,000
2,748,817,984,350,000
1,832,550,000,000,000
80
th
5,772,480,000,000,000
3,848,317,984,350,000
2,565,550,000,000,000
81
st
8,246,350,000,000,000
5,497,567,984,350,000
3,665,050,000,000,000
82
nd
11,544,850,000,000,000
7,696,567,984,350,000
5,131,050,000,000,000
83
rd
16,492,680,000,000,000
10,995,117,984,350,000
7,330,080,000,000,000
84
th
23,089,750,000,000,000
15,393,167,984,350,000
10,262,110,000,000,000
85
th
32,985,330,000,000,000
21,990,217,984,350,000
14,660,150,000,000,000
86
th
46,179,330,000,000,000
30,786,217,984,350,000
20,524,150,000,000,000
87
th
65,970,330,000,000,000
43,980,217,984,350,000
29,320,150,000,000,000
88
th
92,358,330,000,000,000
61,572,217,984,350,000
41,048,150,000,000,000
Epic Experience (or: How I Learned to Stop Worrying and Love Big Numbers)
Hold on to your hats, because the numbers are about to get ludicrous.
As stated on the previous page, experience totals required to level up can
be calculated as follows:
Previous Total + (5 x the XP for CR encounter equal to current level)
The experience value associated with a given CR can be calculated by
taking the experience provided by an encounter of the CR 2 and doubling
that value.
But when calculating the experience totals based off of these CRs, the
Pathfinder leveling mechanic introduces an element of rounding before the
CR is multiplied by 5. This first starts at 10
th
level, when the CR is rounded
to the nearest thousand before multiplying. Then, after a strange hiccup at
17
th
level, from 18
th
level onwards, it rounds to the nearest ten-thousand
prior to multiplying.
If we wish to keep up with this rounding, I suggest the following
milestones:
25
th
level: nearest hundred-thousand
32
nd
level: nearest million
38
th
level: nearest ten-million
45
th
level: nearest hundred-million
51
st
level: nearest billion
65
th
level: nearest ten-billion
85
th
level: nearest hundred-billion
105
th
level: nearest trillion
Following on from that process, I have gone ahead and done the math
for you out to level 125, which should probably be enough for the vast
majority of epic campaigns. If you dare take it further than that, I'm afraid
you will have to extend the process further on your own. Good luck!
Character
Level
Slow XP Track
Median XP Track
Fast XP Track
89
th
131,941,100,000,000,000
87,960,717,984,350,000
58,640,480,000,000,000
90
th
184,717,800,000,000,000
123,145,217,984,350,000
82,096,810,000,000,000
91
st
263,882,600,000,000,000
175,921,717,984,350,000
117,281,100,000,000,000
92
nd
369,435,300,000,000,000
246,290,217,984,350,000
164,193,500,000,000,000
93
rd
527,764,800,000,000,000
351,843,217,984,350,000
234,562,100,000,000,000
94
th
738,871,100,000,000,000
492,580,717,984,350,000
328,387,100,000,000,000
95
th
1,055,530,100,000,000,000
703,686,717,984,350,000
469,124,500,000,000,000
96
th
1,477,742,600,000,000,000
985,161,717,984,350,000
656,774,500,000,000,000
97
th
2,111,061,300,000,000,000
1,407,374,217,984,350,000
938,249,500,000,000,000
98
th
2,955,486,300,000,000,000
1,970,324,217,984,350,000
1,313,549,500,000,000,000
99
th
4,222,123,800,000,000,000
2,814,749,217,984,350,000
1,876,499,500,000,000,000
100
th
5,910,973,800,000,000,000
3,940,649,217,984,350,000
2,627,099,500,000,000,000
101
st
8,444,248,800,000,000,000
5,629,499,217,984,350,000
3,752,999,500,000,000,000
102
nd
11,821,949,000,000,000,000
7,881,299,217,984,350,000
5,254,199,500,000,000,000
103
rd
16,888,498,000,000,000,000
11,258,998,717,984,400,000
7,505,999,100,000,000,000
104
th
23,643,897,000,000,000,000
15,762,598,217,984,400,000
10,508,399,000,000,000,000
105
th
33,776,997,000,000,000,000
22,517,997,717,984,400,000
15,011,998,000,000,000,000
106
th
47,287,797,000,000,000,000
31,525,197,717,984,400,000
21,016,798,000,000,000,000
107
th
67,553,997,000,000,000,000
45,035,997,717,984,300,000
30,023,998,000,000,000,000
108
th
94,575,597,000,000,000,000
63,050,397,717,984,300,000
42,033,598,000,000,000,000
109
th
135,107,997,000,000,000,000
90,071,997,717,984,300,000
60,047,998,000,000,000,000
110
th
189,151,189,000,000,000,000
126,100,792,717,984,000,000
84,067,195,000,000,000,000
111
th
270,215,982,000,000,000,000
180,143,987,717,984,000,000
120,095,992,000,000,000,000
112
th
378,302,374,000,000,000,000
252,201,582,717,984,000,000
168,134,388,000,000,000,000
113
th
540,431,959,000,000,000,000
360,287,972,717,984,000,000
240,191,982,000,000,000,000
114
th
756,604,744,000,000,000,000
504,403,162,717,984,000,000
336,268,775,000,000,000,000
115
th
1,080,863,910,000,000,000,000
720,575,942,717,984,000,000
480,383,962,000,000,000,000
116
th
1,513,209,480,000,000,000,000
1,008,806,317,717,980,000,000
672,537,545,000,000,000,000
117
th
2,161,727,820,000,000,000,000
1,441,151,882,717,980,000,000
960,767,922,000,000,000,000
118
th
3,026,418,950,000,000,000,000
2,017,612,632,717,980,000,000
1,345,075,090,000,000,000,000
119
th
4,323,455,640,000,000,000,000
2,882,303,762,717,980,000,000
1,921,535,840,000,000,000,000
120
th
6,052,837,900,000,000,000,000
4,035,225,267,717,980,000,000
2,690,150,180,000,000,000,000
121
st
8,646,911,280,000,000,000,000
5,764,607,522,717,980,000,000
3,843,071,680,000,000,000,000
122
nd
12,105,675,800,000,000,000,000
8,070,450,532,717,980,000,000
5,380,300,360,000,000,000,000
123
rd
17,293,822,570,000,000,000,000
11,529,215,047,718,000,000,000
7,686,143,370,000,000,000,000
124
th
24,211,351,600,000,000,000,000
16,140,901,067,718,000,000,000
10,760,600,710,000,000,000,000
125
th
34,587,645,150,000,000,000,000
23,058,430,097,718,000,000,000
15,372,286,730,000,000,000,000
6
Chapter 3 - Class Features
Normal Pathfinder rules cover 11 core classes from level 1
to level 20, while the Advanced Player's Guide adds a further 6
base classes, and Ultimate Magic and Ultimate Combat each
add an additional base class. These 19 classes are the focus of
this document; we will not be addressing variations such as the
Anti-Paladin, Ninja, or Samurai, or any Prestige Classes. Using
the rules in this book as a framework, you can work out with
your GM appropriate class features and feats to select if you
wish to pursue one of these alternate options.
Additionally, I have no desire to dabble in the hybrid
classes released in the Advanced Class Guide, as I view them as
emblematic of the sort of power creep that defined the
twilight years of D&D 3.5. With Occult Adventures and the
forthcoming Ultimate Intrigue, however, there is a possibility
that up to 7 more base classes could be added to the system.
Future editions of this handbook will likely take these new
classes into account, but for the moment, I will content myself
with the 19 listed above.
Another issue to be addressed are the four 'Unchained'
class variations; those optional modifications for Barbarian,
Monk, Rogue, and Summoner introduced in Pathfinder
Unchained. From an epic standpoint, these classes are quite
similar to their non-Unchained (Chained?) versions, but I direct
anyone interested in using these to Chapter 8 for any tweaks
needed to make them compatible with this handbook.
This chapter will also briefly address the epic rules for
animal companions (and eidolons and familiars), archetypes,
multiclassing.
Epic Class Progression
Many class features continue to grow after 20
th
level, but
always make sure to consult the relevant class entry for details.
Provided below are the guidelines that describe how epic class
progression generally worksand can be used to plan epic
progressions for prestige classes or other classes not included
in this handbookbut the information in an individual class
entry always supersedes what is presented here:
Hit Dice and hit points continue to accrue as normal. Your
Hit Die type never increases or decreases as a result of
achieving epic levels.
Skill points are gained as normal. Your base skill points per
level and class skills remain unchanged.
The bonuses for leveling in your favored class continue to
accrue as normal.
Your base attack bonus and base saving throws no longer
increase automatically.
Class features that use your class level as part of a
mathematical formula, such as the duration of a barbarian's
rage or the size of a monk's ki pool, continue to improve at
their regular rate.
The DC of abilities based on character level, such as a monk's
stunning fist or witch's hex, continue to increase at the
normal rate.
The caster level of spellcasting classes continues to increase,
as do spells per day and spells known for spontaneous
casters. Slots above 9
th
level are often filled with spells
modified by metamagic feats or used to cast lower-level
spells (i.e., casting a 7
th
-level spell with an 11
th
-level slot).
Characters can develop spells of 10
th
level and higher by
following the rules in Chapter 7: Epic Spellcasting.
The powers of eidolons, familiars, special mounts, and
animal companions continue to increase with level.
Any class feature that increases or accumulates as part of a
repeated pattern, such as an alchemist's bomb damage or a
rogue's sneak attack, continues to grow at the same rate.
Regularly accruing new abilities such as a ranger's favored
enemies or a rogue's rogue talents are no longer gained
automatically. It should be noted that non-epic feats are
already available that grant many of these class features and
can still be taken at epic levels.
Most classes gain new features specific to that class beyond
20
th
level. These are often iterative improvements to non-
epic class features, allowing them to scale up with the class
regardless of the level which the character achieves.
CHAPTER 3 CLASS FEATURES
7
Universal Class Features
While the various epic classes detailed below each have
their own unique characteristics, all of them share certain
similar features. Note that they do not all gain these bonuses
at the same rate, so it is still important to consult the individual
class entries or see Table 3-1: Universal Class Features. Below
are the rules that many or all classes have in common:
Hit Die (HD): All character classes continue to increase in
HD at the same rate as they did as non-epic characters. A
character's Hit Die type never increases or decreases as a
result of achieving epic levels.
Skill Points: Every time an epic character increases in level,
they gain a number of skill points equal to the number they
would have gained upon increasing a non-epic level, including
any bonuses from their Intelligence modifier. Their maximum
skill rank in any one skill is still determined by their character
level, as shown in Table 2-1: Experience and Level-Dependent
Benefits.
Favored Class Bonus: If a character gains an epic level in
their favored class, they continue to accrue their favored class
bonuses as normal: +1 hit point, +1 skill point, or a specific race
or class option.
Bonus Class Feat: Separate and apart from the bonus
character feats mentioned in Chapter 2, every class gains a
bonus class feat at 22
nd
level and another every 2, 3, or 4 levels
thereafter. Each class is limited in what type of epic feats it
can select with this bonus class feat, based on feat type.
Individual class entries specify which feat types can be selected
with a bonus class feat. Chapter 5 details these feat types and
what epic feats they include.
Bonus class feats can also be spent on any non-epic feat
for which the character qualifies.
Prowess (Ex): All epic characters gain increased combat
prowess as they advance. Depending on a character's class,
they will gain a +1 bonus to one attack every level, every 2
levels, or every 4 levels. These attack bonuses are different
from the epic attack bonuses gained at 22
nd
level and every 4
levels; they apply only when the character makes a full attack
action and to only one attack.
Every time a character gains a level that provides this
feature, they choose one of their iterative attacks in a full
attack action and add this bonus to that attack's base attack
bonus with a few caveats:
It cannot be added to your primary attack
It can only increase an attack bonus that is not already
equal to your primary attack
It can never grant you an additional attack
For example, at 20
th
level, a fighter's base attack bonus is
+20/+15/+10/+5. At 21
st
level, they gain a +1 bonus, which
they choose to add to their fourth attack, now giving them a
BAB of +20/+15/+10/+6. At 22
nd
level, they now have a total
of +2 and decide to add their new +1 to their third attack,
giving them a BAB of +20/+15/+11/+6.
Eventually, every class will find that all their attacks in a
full attack action are at the same bonus as their primary attack.
At this point, characters no longer gain a prowess bonus.
Damage Bonus (Ex): Many classes gain a bonus to damage
they inflict with physical attacks. This bonus stacks with all
other bonuses to damage, being a synthesis of the character's
skill and insight. It applies to all melee or ranged weapons with
which the character is proficient (including unarmed attacks
if they have Improved Unarmed Strikeor natural attacks) and
is multiplied in the event of a successful critical. It can even be
applied if the character inflicts nonlethal damage, provided
they are using a weapon with the nonlethal quality.
Table 3-1: Universal Class Features
Class
HD
Skill Points
Prowess
Damage Bonus
Alchemist
d8
4 + Int mod
+1 per 2 levels
Barbarian
d12
4 + Int mod
+1 per level
+1 per 2 levels
Bard
d8
6 + Int mod
+1 per 2 levels
+1 per 4 levels
Cavalier
d10
4 + Int mod
+1 per level
+1 per 3 levels
Cleric
d8
2 + Int mod
+1 per 2 levels
+1 per 3 levels
Druid
d8
4 + Int mod
+1 per 2 levels
+1 per 3 levels
Fighter
d10
2 + Int mod
+1 per level
+1 per 2 levels
Gunslinger
d10
4 + Int mod
+1 per level
Inquisitor
d8
6 + Int mod
+1 per 2 levels
+1 per 3 levels
Magus
d8
2 + Int mod
+1 per 2 levels
+1 per 3 levels
Monk
d8
4 + Int mod
+1 per 2 levels
+1 per 2 levels
Oracle
d8
4 + Int mod
+1 per 2 levels
Paladin
d10
2 + Int mod
+1 per level
+1 per 2 levels
Ranger
d10
6 + Int mod
+1 per level
+1 per 2 levels
Rogue
d8
8 + Int mod
+1 per 2 levels
+1 per 4 levels
Sorcerer
d6
2 + Int mod
+1 per 4 levels
Summoner
d8
2 + Int mod
+1 per 4 levels
Witch
d6
2 + Int mod
+1 per 4 levels
Wizard
d6
2 + Int mod
+1 per 4 levels
8
Alchemist
The epic alchemist is an unrivalled master of concoctions,
brewing alchemical items with a speed and potency un-
imaginable to lesser minds. Their bombs are as destructive as
any wizard's evocation while their mutagens can produce truly
terrifying abominations.
Extracts (Su): An alchemist's epic levels are included when
determining their caster level. They continue to gain more
extracts per day as they increase in level. See Table 3-22:
Extracts or Spells per Day for Epic Alchemists, Bards,
Inquisitors, Magi, and Summoners.
Discovery (Su): Epic alchemists no longer gain Discoveries
automatically as they increase in level. They can still gain
additional Discoveries using the non-epic feat Extra Discovery.
Bomb (Su): An epic alchemist's bomb damage continues
to increase by +1d6 damage every odd-numbered level.
Epic Alchemy (Ex): Beginning at 21
st
level, an epic al-
chemist gains the ability to enhance normal alchemical items
with secret techniques acquired throughout their career. They
select any three normal alchemical items they can produce and
then apply one enhancement from the list below to each item.
Some of the enhancements can only apply to certain items,
which are denoted with parenthesis in their description:
Boosted: The damage increases, becoming equal to the
alchemist's Bomb class ability of their level 10.
Distilled: The DC is now equal to 10 + 1/2 the alchemist's
class level + their Intelligence modifier.
Explosive: The radius of effect doubles for both primary
and splash effects.
Incalescent (alchemist's fire, tar ball, or unstable ac-
celerant): The item now burns with an implacable flame,
damaging the primary target for a number of rounds equal to
the Alchemist's Intelligence modifier.
Marinade (armor ointment, bladeguard, sunderblock, or
weapon blanch [adamantine, cold iron, ghost salt, or silver]):
Regular exposure makes the effects permanent. If applied to
an item once per day for 10 days, that item will gain the
benefits permanently. No single item can benefit from the
effects of more than one alchemical marinade.
Perfect (antiplague, antitoxin, mellowroot, soothe syrup,
stillgut, or twitch tonic): When consumed, it renders the target
immune to the condition it normally grants a bonus against.
The enhanced effect lasts for half the original duration, then it
provides the normal effects for the rest of the duration.
Vitriolic (alchemical solvent, bone paste, quick-freeze oil,
smog smoke pellet, stonechipper salve, or tanglefoot bag):
Coated with a caustic concoction, in addition to its regular
function, this item also inflicts acid damage equal to the
alchemist's Bomb class ability of their level 20 for a number
of rounds equal to the Alchemist's Intelligence modifier if the
target fails their saving throw.
Voltaic (flash powder, tanglefoot bag, or thunderstone):
Delivers a violent shock to the victims upon first activating. If
they fail their saving throw, they are Paralyzed for a number of
rounds equal to the alchemist's Intelligence modifier. Once
per round, they can attempt a new save to break the effect,
but the DC of this new save is equal to 10 + 1/2 the alchemist's
class level + their Intelligence modifier.
Brewing these enhanced versions takes the same amount
of time, but the DC increases by +10 and they cost twice as
much. The alchemist can select the same item more than once
to learn multiple versions, but when they initially gain this
ability, they cannot stack multiple enhancements on a single
preparation of the item.
At 22
nd
level and every level thereafter, the alchemist
selects an additional enhanced alchemical item to add to their
repertoire.
Beginning at 25
th
level, the alchemist can begin enhancing
items they have already been improved, adding a second
enhancement to the recipe. The alchemical item cannot have
Table 3-2: The Epic Alchemist
Level
Prowess
Special
21
st
Bomb (11d6) , epic alchemy
22
nd
+1
Bonus class feat, epic alchemy
23
rd
+1
Bomb (12d6) , epic alchemy
24
th
+2
Epic alchemy
25
th
+2
Bomb (13d6), bonus class feat, epic alchemy
26
th
+3
Epic alchemy
27
th
+3
Bomb (14d6) , epic alchemy
28
th
+4
Bonus class feat, epic alchemy
29
th
+4
Bomb (15d6) , epic alchemy
30
th
+5
Epic alchemy
9
the same enhancement applied to it more than once while the
DC and cost increases stack, becoming a total of +20 to the DC
and costing three times as much (since two doublings equal a
tripling in Pathfinder). Selecting this option allows the
alchemist to make either enhanced version of the recipe or the
doubled version. At 30
th
level and every five levels, the al-
chemist can add one additional enhancement to a recipe, with
the DC and creation cost continuing to increase.
Special: Alchemical items enhanced with this ability can
also be boosted with the Augmented Alchemy epic feat, but
interact in different ways. Boosted items have their damage
increased to the alchemist's level 6 and Vitriolic items to the
alchemist's level 18. Explosive items have their radius trip-
led, if they don't qualify for a different benefit.
Bonus Class Feat: Epic alchemists gain a bonus class feat
as described in the Universal Class Features section of this
chapter at 22
nd
level and an additional bonus class feat every
three levels (25
th
, 28
th
, 31
st
, etc.). These class feats can be
selected from Alchemical, Item Creation, Magic, or Metamagic
feats.
Barbarian
The epic barbarian is a terror to behold. The very
incarnation of rage, this furious warrior can cut his foes to
ribbons with awe-inspiring ease.
Rage (Ex): An epic barbarian continues to increase the
number of rounds per day that he can rage by 2 rounds for
every level beyond 20
th
.
Rage Power: An epic barbarians no longer gain rage
powers automatically as he increases in level. He can still gain
more rage powers using the non-epic feat Extra Rage Power.
Damage Bonus (Ex): An epic barbarian gains a +1 bonus to
all physical damage rolls at 21
st
level and every two levels.
Improved Power: Starting at 21
st
level, an epic barbarian
is able to improve the utility of his rage powers. He selects any
one rage power he currently knows and applies all of the
following improvements that apply:
A single-use power can now be activated once per rage
for every 5 class levels
Increase saving throw DC by +1
Any numeric bonuses are increased by 50%
Reduce the action required to use the power by one
step: full round > standard > move > swift > free
At 24
th
level and every three levels, the barbarian can
select another rage power to improve or select the same rage
power multiple times, with the bonuses stacking. Remember,
in Pathfinder, doubling a number twice results in a tripling.
Single-use powers that have been improved no longer count
as single-use if this bonus is selected more than once.
Trap Sense (Ex): An epic barbarian's bonus to Reflex saves
and dodge bonus to AC against attacks made by traps
continues to increase by +1 at 21
st
level and every three levels.
Bonus Class Feat: The epic barbarians gains a bonus class
feat as described in the Universal Class Features section of this
chapter at 22
nd
level and an additional bonus class feat every
three levels (25
th
, 28
th
, 31
st
, etc.). These class feats can be
selected from Combat and Rage feats.
Damage Reduction (Ex): An epic barbarian's DR continues
to increase by +1 at 22
nd
level and every three levels.
Epic Rage (Ex): At 23
rd
level, an epic barbarian can improve
the benefits provided by his rage. He selects one of the fol-
lowing bonuses to apply every time he enters a rage:
Weapon damage die increases by 1 step
+4 to CMB and CMD
+15 temporary hit points
+2 to Will saves
Once this improvement has been selected, it cannot be
changed. At 26
th
level and every three levels, the barbarian
can select another bonus. Multiple instances of the same
bonus stack with each other.
Table 3-3: The Epic Barbarian
Level
Prowess
Damage Bonus
Special
21
st
+1
+1
Improved power, trap sense +7
22
nd
+2
+1
Bonus class feat, DR 6/
23
rd
+3
+2
Epic rage
24
th
+4
+2
Improved power, trap sense +8
25
th
+5
+3
Bonus class feat, DR 7/
26
th
+6
+3
Epic rage
27
th
+7
+4
Improved power, trap sense +9
28
th
+8
+4
Bonus class feat, DR 8/
29
th
+9
+5
Epic rage
30
th
+10
+5
Improved power, trap sense +10
10
Bard
Few can stand against the power of their music, for the
epic bard's performances can move even the cruelest, most
soulless creature, or inspire his allies to the heights of power
and bravery.
Spells: A bard's epic levels are included when determining
his caster level. He continues to gain more spells per day as he
increases in level. See Table 3-22: Extracts or Spells per Day for
Epic Alchemists, Bards, Inquisitors, Magi, and Summoners. He
receives one additional spell known for every level he gains
beyond 20
th
level. This can be selected from any spell level the
bard has access to.
Bardic Knowledge (Ex): A bard's epic levels count towards
his total class level when calculating the bonus to all Know-
ledge checks provided by this ability.
Bardic Performance: An epic bard continues to increase
the number of rounds per day he can perform by 2 for every
level beyond 20. His epic levels also count when calculating
the DCs of his Fascinate, Suggestion, Frightening Tune, Mass
Suggestion, and Deadly Performance songs and when calcu-
lating how many allies Inspire Greatness or Inspire Heroics can
affect.
Damage Bonus (Ex): An epic bard gains a +1 bonus to all
physical damage rolls at 21
st
level and every four levels.
Epic Performance (Su): Beginning at 21
st
level, an epic
bard's performances transcend anything a non-epic bard could
dream of. The bard selects one group of bardic performances
and then selects a single bonus from the associated list. The
benefits of this bonus are applied to all the performances in
that group.
The first group consists of those performances that
enhance their ally's abilities and include Inspire Courage,
Inspire Competence, Inspire Greatness, and Inspire Heroics.
The bard can choose one of the following bonuses, which will
affect all targets of the ability and last as long as the perfor-
mance's normal bonuses persist. Note that these bonuses
stack with any morale bonuses already provided by the song:
+2 morale bonus to damage
+2 morale bonus to CMB/CMD
+1 morale bonus to AC
+10 temporary hit points
+1 morale bonus to saving throws
+10 feet to base movement speed
The second group are those performances that affect the
bard's enemies and include Fascinate, Suggestion, Dirge of
Doom, Frightening Tune, Mass Suggestion, and Deadly
Performance. He can select one of the following bonuses, but
note that not all necessarily apply to all performances:
+1 to the DC to resist
Increase number of targets by +1
Increase the radius of effect by 10 feet
Increase Dirge of Doom effect to Frightened and
Frightening Tune effect to Panicked
If target succeeds on their saving throw to resist, the
performance can be used against them one additional
time within a 24 hour period
Finally, the third group consists only of Soothing Perfor-
mance. The bard can pick one of the following bonuses:
Cures Nausea
Cures Exhaustion
Cures Frightened or Panicked
Cures poison as neutralize poison
Cures disease as remove disease
Upgrade healing to mass cure critical wounds
Rounds of performance reduced by 1 (minimum 1)
At 25
th
level and every four levels, the bard can select an
additional group of performances to improve or apply an
improvement to an already-enhanced group with multiple
instances of the same bonus stacking.
Table 3-4: The Epic Bard
Level
Prowess
Damage Bonus
Special
21
st
+1
Epic performance
22
nd
+1
+1
Bonus class feat
23
rd
+1
+1
Inspire competence +8, inspire
courage +5, lore master (4/day)
24
th
+2
+1
Bonus class feat
25
th
+2
+2
Epic performance
26
th
+3
+2
Bonus class feat
27
th
+3
+2
Inspire competence +10
28
th
+4
+2
Bonus class feat
29
th
+4
+3
Epic performance, inspire
courage +6, lore master (5/day)
30
th
+5
+3
Bonus class feat
11
Bonus Class Feat: The epic bard gains a bonus class feat as
described in the Universal Class Features section of this
chapter at 22
nd
level and an additional bonus class feat every
two levels (24
th
, 26
th
, 28
th
, etc.). These class feats can be
selected from Magic, Morale, and Skill feats.
Inspire Competence (Su): An epic bard's Inspire Com-
petence increases by +2 at 23
rd
level and every four levels.
Inspire Courage (Su): An epic bard's Inspire Courage
increases by +1 at 23
rd
level and every six levels.
Lore Master (Ex): An epic bard can use his Lore Master
class feature one additional time per day at 23
rd
level and every
six levels.
Cavalier
The epic cavalier is a master rider and a peerless leader of
men. Her challenges can shake foes to their core and entire
armies will break when they see her banner borne fearlessly
aloft.
Mount (Ex): An epic cavalier's mount continues to grow in
power as she increases in level. See Table 3-26: Animal
Companions and Mounts at Epic Levels.
Order (Ex): A cavalier's epic levels count towards her total
class level when calculating the bonuses granted by her Order
abilities.
Banner (Ex): At 25
th
level, the bonuses provided by an epic
cavalier's banner increase by +1, providing +6 to saving throws
against fear and +5 to attack rolls made as part of a charge.
These bonuses continue to improve by +1 every five levels.
Damage Bonus (Ex): An epic cavalier gains a +1 bonus to
all physical damage rolls at 21
st
level and every three levels.
Epic Challenge (Su): Upon reaching 21
st
level, an epic
cavalier is able to add effects to her Challenge. When she
makes her first successful attack against a Challenged foe, that
foe must succeed on a saving throw (DC of 10 + 1/2 the class
level + Charisma modifier) or suffer an adverse effect. The
cavalier selects one of the effects below to inflict. Once she
has made her choice, it cannot be changed:
Bleed 5 (Fort save)
Dazzled (Will save)
Deafened (Fort save)
Fatigued (Fort save)
Shaken (Will save)
Sickened (Fort save)
The Bleed effect lasts until the target receives magical
healing or a Heal check with a DC equal to 10 + the saving
throw DC. All other effects last until the end of the cavalier's
next turn. All effects are renewed automatically every round
she succeeds on another attack against the Challenged target.
The target receives an additional saving throw against the
renewed effect, but with a 4 penalty on their save.
At 25
th
level and every four levels, the cavalier can do one
of three things to improve their Epic Challenge: (1) select an
additional effect to add to their first attack; (2) inflict the same
condition with their second attack (in case the target made
their initial save); or (3) improve the type of condition inflicted
with their initial attack. Conditions can be improved up to
three times as follows:
Bleed 5 > Bleed 10 > Bleed 15
Dazzled > Dazed > Paralyzed
Deafened > Deaf & Blind > Deaf, Blind, & Cowering
Fatigued > Exhausted > Stunned
Shaken > Frightened > Panicked
Sickened > Staggered > Nauseated
If the cavalier chooses to improve a condition or to inflict
multiple conditions with their first attack, then later selects to
inflict a condition with their second attack, that attack will only
inflict the lowest tier of one of the conditions. Secondary
attacks must have their inflicted conditions improved or
doubled up separately from the primary attack.
Table 3-5: The Epic Cavalier
Level
Prowess
Damage
Bonus
Special
21
st
+1
+1
Epic challenge
22
nd
+2
+1
Bonus class feat, challenge (8/day)
23
rd
+3
+1
Epic banner
24
th
+4
+2
Bonus class feat
25
th
+5
+2
Challenge (9/day), epic challenge,
tactician (6/day)
26
th
+6
+2
Bonus class feat
27
th
+7
+3
Epic banner
28
th
+8
+3
Bonus class feat, challenge (10/day)
29
th
+9
+3
Epic challenge
30
th
+10
+4
Bonus class feat, tactician (7/day)
12
Bonus Class Feat: The epic cavalier gains a bonus class feat
as described in the Universal Class Features section of this
chapter at 22
nd
level and an additional bonus class feat every
two levels (24
th
, 26
th
, 28
th
, etc.). These class feats can be
selected from Combat, Morale, and Skill feats.
Epic Banner (Ex): At 23
rd
level, the bonuses provided by a
cavalier's Banner ability improve. She can select one of the
following abilities:
+2 morale bonus to all Will saves
+3 bonus to damage on attacks while charging
+10 feet to movement speed when charging
Ignore 1 attack of opportunity while charging
+30 feet to Banner's radius of effect
At 27
th
level and every four levels, the cavalier selects an
additional improvement. The same improvement can be
selected multiple times, with the effects stacking.
Challenge (Ex): An epic cavalier can issue an additional
challenge per day at 22
nd
level and every three levels. Her epic
levels are included when calculating the damage bonus against
targets of her challenge.
Tactician (Ex): An epic cavalier can use her tactician ability
an additional time per day at 25
th
level and every five levels.
Cleric
The epic cleric stands as one of his deity's most elite
servants, an inspiration to churches and the guiding light to
whole systems of belief. He is also the solid center of an
adventuring party, providing aid and comfort to his fellows.
Spells: A cleric's epic levels are included when determining
his caster level. He continues to gain more spells per day as he
increases in level. See Table 3-21: Spells per Day for Epic
Clerics, Druids, Witches, and Wizards. Clerics do not receive
bonus domain spells for spell levels beyond 9
th
.
Domain: A cleric includes his epic levels when calculating
the effects of his domain powers.
Channel Energy (Su): An epic cleric's channel energy
power continues to increase by +1d6 damage at 21
st
level and
every odd-numbered level thereafter.
Bonus Class Feat: The epic cleric gains a bonus class feat
as described in the Universal Class Features section of this
chapter at 22
nd
level and an additional bonus class feat every
three levels (25
th
, 28
th
, 31
st
, etc.). These class feats can be
selected from Channeling, Item Creation, Magic, and
Metamagic feats.
Epic Aura (Su): Beginning a 22
nd
level, an epic cleric's
closeness to his deity provides him and his allies with a degree
of protection. This manifests itself as an aura that radiates out
30 feet from the cleric and grants a +1 bonus to AC and saving
throws in certain circumstances. These bonuses increase by
an additional +1 at every even-numbered level.
Clerics who channel positive energy treat this as a holy
bonus against attacks or spells with the evil descriptor or by
evil outsiders, creatures with an aura of evil, or undead. Good
or neutral allies within their aura also gain these benefits.
Clerics who channel negative energy treat this as an
unholy bonus against attacks or spells with the good descriptor
or by good outsiders or creatures with an aura of good. Evil or
neutral allies within their aura also gain these benefits.
Druid
The epic druid is a mighty symbol of the power of the
natural world, able to focus the primal forces of the elements
to do her bidding and adopt the form of any being alive.
Spells: A druid's epic levels are included when determining
her caster level. She continues to gain more spells per day as
she increases in level. See Table 3-21: Spells per Day for Epic
Clerics, Druids, Witches, and Wizards.
Nature Bond (Ex): A druid's nature bond abilityeither
the granted power from her chosen domain or her animal
companioncontinues to improve. For domain powers,
Table 3-6: The Epic Cleric
Level
Prowess
Special
21
st
Channel energy (11d6)
22
nd
+1
Bonus class feat, epic aura +1
23
rd
+1
Channel energy (12d6)
24
th
+2
Epic aura +2
25
th
+2
Bonus class feat, channel energy (13d6)
26
th
+3
Epic aura +3
27
th
+3
Channel energy (14d6)
28
th
+4
Bonus class feat, epic aura +4
29
th
+4
Channel energy (15d6)
30
th
+5
Epic aura +5
13
include the druid's epic levels when calculating their effects.
For animal companions, see Table 3-26: Animal Companions
and Mounts at Epic Levels.
Wild Empathy (Ex): A druid's epic levels count towards her
total class level for wild empathy.
Damage Bonus (Ex): An epic druid gains a +1 bonus to all
physical damage rolls at 21
st
level and every three levels.
Wild Feat (Ex): Beginning at 21
st
level, a druid's wild shape
form begins to take on a life of its own, with new powers and
talents that come to the druid as instinct. The druid selects
one non-epic Combat or Monster feat for which she can meet
all the prerequisites in at least one wild shape form. Any time
she wild shapes into a form that meets the prerequisites, the
druid automatically gains the benefits of the chosen feat. At
24
th
level and every three levels, the druid may select an
additional non-epic Combat or Monster feat for their wild
shape form to know. Feats selected with this ability can serve
as prerequisites for other feats also taken with this ability.
Bonus Class Feat: The epic druid gains a bonus class feat
as described in the Universal Class Features section of this
chapter at 22
nd
level and an additional bonus class feat every
three levels (25
th
, 28
th
, 31
st
, etc.). These class feats can be
selected from Magic, Metamagic, and Wild feats.
Epic Ally (Su): At 23
rd
level, when an epic druid casts
summon nature's ally, all summoned creatures gain 2 bonus
HD (as well as any hit points and improvements to base attack
bonus, saving throw, skill points, etc.). The bonus HD also
grant the creatures an extra feat of the druid's choice,
provided they qualify for it. At 26
th
level and every three levels,
they gain an additional +2 HD and all the additional bonuses
and feats that go along with it.
Fighter
The epic fighter is a combat machine, a master of more
tactics than any other character. More than a mere warrior,
the epic fighter knows how to best an opponent in any arena.
Bravery (Ex): A fighter's bravery ability continues to
improve by +1 at 22
nd
level and every four levels.
Armor Training (Ex): A fighter's armor training ceases to
improve after 20
th
level.
Damage Bonus (Ex): An epic fighter gains a +1 bonus to all
physical damage rolls at 21
st
level and every two levels.
Warrior (Ex): At 21
st
level, the epic fighter can focus their
martial might into a single moment of extraordinary prowess.
Once per day as a swift action, they can activate one of the
following powers:
Make an additional attack at their highest base attack
bonus as part of full attack action; this stacks with the
extra attack granted by spells like haste or a weapon of
speed.
Apply their Weapon Mastery class ability to any
qualifying weapon for 1 hour.
Roll twice and select the highest result on all attack rolls
until the beginning of their next turn. If one of the
attacks is a threat for a critical hit, they must use the
second roll result as the conformation.
Ignore attacks of opportunity until the beginning of
their next turn.
Reduce all damage sustained from any source by 50%
until the beginning of their next turn. The first attack
that would reduce them to 0 hit points them instead
leaves them with 1 hit point.
Table 3-7: The Epic Druid
Level
Prowess
Damage Bonus
Special
21
st
+1
Wild feat
22
nd
+1
+1
Bonus class feat
23
rd
+1
+1
Epic ally (+2HD)
24
th
+2
+2
Wild feat
25
th
+2
+2
Bonus class feat
26
th
+3
+2
Epic ally (+4HD)
27
th
+3
+3
Wild feat
28
th
+4
+3
Bonus class feat
29
th
+4
+3
Epic ally (+6HD)
30
th
+5
+4
Wild feat
Table 3-8: The Epic Fighter
Level
Prowess
Damage
Bonus
Special
21
st
+1
+1
Warrior (1/day), weapon training
22
nd
+2
+1
Bonus class feat, bravery +6
23
rd
+3
+2
Warrior (2/day)
24
th
+4
+2
Bonus class feat
25
th
+5
+3
Warrior (3/day), weapon training
26
th
+6
+3
Bonus class feat, bravery +7
27
th
+7
+4
Warrior (4/day)
28
th
+8
+4
Bonus class feat
29
th
+9
+5
Warrior (5/day), weapon training
30
th
+10
+5
Bonus class feat, bravery +8
14
Automatically succeed on one saving throw before the
beginning of their next turn and completely negate any
secondary effects as if they had an Evasion-like ability
for the chosen save.
If they have Cleave: add a free Bull Rush attempt against
each Cleave target, blasting them away with the attack.
This attempt does not provoke an attack of opportunity.
This check gains a +4 bonus to CMD if the fighter has
Great Cleave.
If they have Vital Strike: add a free Trip attempt against
the target, smashing them into the ground at the
fighter's feet. This attempt does not provoke an attack
of opportunity. This check gains a +4 bonus to CMD if
the fighter has Improved Vital Strike and a +8 bonus if
they have Greater Vital Strike. If the target provokes an
attack of opportunity from the fighter by attempting to
stand before the beginning of the fighter's next turn,
they can treat that attack as a second Vital Strike.
If they have Precise Shot: add a free Dirty Trick attempt,
putting an arrow in a vulnerable spot. This check gains
a +4 bonus to the attempt if the fighter has Improved
Precise Shot. Rather than relying on their CMD, the
fighter uses their attack roll plus any relevant CMD
modifiers (such as the Improved Dirty Trick or Epic
Technique feats) for the attempt.
The epic fighter can use this ability a second time per day
at 23
rd
level and an additional time per day for every two levels,
but never more than once per round.
Weapon Training (Ex): An epic fighter continues to add
weapon groups every four levels as normal, with a new group
at 21
st
level gaining a +1 bonus to attack and damage, while
the previous groups' bonuses increase by an additional +1. The
maximum bonus any group can achieve is +4, gaining no
further bonuses to attack or damage at that point.
Bonus Class Feat: The epic fighter gains a bonus class feat
as described in the Universal Class Features section of this
chapter at 22
nd
level and an additional bonus class feat every
two levels (24
th
, 26
th
, 28
th
, etc.). These class feats can be
selected from Combat feats.
Gunslinger
The epic gunslinger is an exemplar of iron and powder.
Part peerless warrior and part master craftsman, there is
nothing about firearms that they do not know and no target
they cannot strike.
Deeds (Ex): A gunslinger includes their epic levels when
calculating the DCs of their Menacing Shot, Death Shot, and
Stunning Shot.
Nimble (Ex): A gunslinger's nimble ability ceases to
improve after 20
th
level.
Gun Training (Ex): A gunslinger's gun training ceases to
improve after 20
th
level.
Tinker (Ex): At 21
st
level, an epic gunslinger can spend one
week tinkering with the workings of their firearm. They can
add one of the following improvements as a permanent bonus
that functions only when the gunslinger uses the weapon:
Increase range increment by +5'
Add +1 to critical hit confirmation rolls
Increase weapon hardness by 2
Double weapon hit points
The epic gunslinger can give a bonus to more than one
firearm by spending a week on each, but only the gunslinger
that improved the firearm can benefit from the effects of this
class ability. At 24
th
level and every three levels, the epic
gunslinger can select an additional improvement to add.
Multiple iterations of the same bonus stack.
Bonus Class Feat: The epic gunslinger gains a bonus class
feat as described in the Universal Class Features section of this
chapter at 22
nd
level and an additional bonus class feat every
three levels (25
th
, 28
th
, 31
st
, etc.). These class feats can be
selected from Combat feats.
Table 3-9: The Epic Gunslinger
Level
Prowess
Special
21
st
+1
Tinker
22
nd
+2
Bonus class feat
23
rd
+3
Shooter's stance +1d6
24
th
+4
Tinker
25
th
+5
Bonus class feat
26
th
+6
Shooter's stance +2d6
27
th
+7
Tinker
28
th
+8
Bonus class feat
29
th
+9
Shooter's stance +3d6
30
th
+10
Tinker
15
Shooter's Stance (Ex): At 23
rd
level, an epic gunslinger can
elect to sacrifice the dodge bonus to AC from their Nimble class
ability to add +1d6 points of damage to every attack they make
with a gun until the beginning of their next turn. This is
precision-based damage and is therefore not multiplied in the
event of a successful critical hit. The gunslinger also recovers
1 point of grit for every successful attack made against them
during this round. The extra damage increases by +1d6 at 26
th
level and every three levels.
Inquisitor
The epic inquisitor can root out corruption wherever it
hides, from the allies of slums to the throne rooms of empires.
They bring judgment down on demon lords and fallen angels
as easily as their brethren might on merely mortal perils.
Spells: An inquisitor's epic levels are included when
determining their caster level. They continue to gain more
spells per day as they increase in level. See Table 3-22: Extracts
or Spells per Day for Epic Alchemists, Bards, Inquisitors, Magi,
and Summoners. They receive one additional spell known for
every level they gain beyond 20
th
level. This can be selected
from any spell level the inquisitor has access to.
Domain: An inquisitor includes their epic levels when
calculating the effects of their domain powers.
Stern Gaze (Ex): An inquisitor includes their epic levels
when calculating the effects of their stern gaze ability.
Track (Ex): An inquisitor includes their epic levels when
calculating the effects of their track ability.
Bane (Su): An inquisitor includes their epic levels when
calculating the duration of their bane ability.
Discern Lies (Sp): An inquisitor includes their epic levels
when calculating the duration of their discern lies ability.
Damage Bonus (Ex): An epic inquisitor gains a +1 bonus to
all physical damage rolls at 21
st
level and every three levels.
Reckoning (Su): Once per day beginning at 21
st
level, the
epic inquisitor can spend a standard action that provokes an
attack of opportunity to end all active Judgements and invoke
a Reckoning against a single target. If they succeed on a melee
touch attack, the inquisitor inflicts a penalty on the target
based on the Judgement being used:
Destruction: Each piece of equipment on the target is
subject to an individual Sunder attempt using the inquisitor's
CMB. A successful Sunder inflicts 1d6 points of physical
damage per 2 inquisitor levels.
Healing: The target cannot recover hit points either
magically or naturally for a number of rounds equal the
inquisitor's Wisdom bonus (minimum 1).
Justice: All magical bonuses to a target's attack rolls are
suppressed for a number of rounds equal to the inquisitor's
Wisdom bonus (minimum 1).
Piercing: The target's spell resistance is suppressed for a
number of rounds equal the inquisitor's Wisdom bonus
(minimum 1).
Protection: All magical bonuses to a target's AC are
suppressed for a number of rounds equal to the inquisitor's
Wisdom bonus (minimum 1).
Purity: All magical bonuses to a target's saving throws are
suppressed for a number of rounds equal to the inquisitor's
Wisdom bonus (minimum 1).
Resiliency: The target loses any DR or hardness for a
number of rounds equal to the inquisitor's Wisdom bonus
(minimum 1).
Resistance: The target loses any energy resistance or
immunity for a number of rounds equal to the inquisitor's
Wisdom bonus (minimum 1).
Smiting: All physical attacks that threaten a critical against
the target have their confirmation rolled twice and the higher
result taken for a number of rounds equal to the inquisitor's
Wisdom bonus (minimum 1).
Table 3-10: The Epic Inquisitor
Level
Prowess
Damage
Bonus
Special
21
st
+1
Reckoning (1/day)
22
nd
+1
+1
Bonus class feat, Judgment (8/day)
23
rd
+1
+1
Epic judgement
24
th
+2
+2
Bonus class feat
25
th
+2
+2
Judgment (9/day)
26
th
+3
+2
Bonus class feat, epic judgement
27
th
+3
+3
Reckoning (2/day)
28
th
+4
+3
Bonus class feat, judgment (10/day)
29
th
+4
+3
Epic judgement
30
th
+5
+4
Bonus class feat
16
The target can attempt a saving throw (DC 10 + 1/2 the
inquisitor's level + their Wisdom modifier) to reduce the
duration of the Reckoning to 1 round (or limit the effects of the
Destruction Reckoning to a single, random piece of equip-
ment). If an inquisitor has more than one Judgement active,
they select one of the associated Reckonings, but end all active
Judgements. Regardless of the effect, the target is immune to
all further Reckonings or the effects of Judgements for 24
hours. At 27
th
level and every six levels, the epic inquisitor can
call down an additional Reckoning per day.
Bonus Class Feat: The epic inquisitor gains a bonus class
feat as described in the Universal Class Features section of this
chapter at 22
nd
level and an additional bonus class feat every
two levels (24
th
, 26
th
, 28
th
, etc.). These class feats can be
selected from Combat, Magic, and Skill feats.
Judgment (Su): An inquisitor can invoke an additional
judgment per day at 22
nd
level and every three levels. An
inquisitor's judgements cease to improve automatically
beyond 20
th
level.
Epic Judgement (Su): At 23
rd
level, the epic inquisitor
selects one of the bonuses from the list below. Whenever they
invoke a Judgement, they gain the selected bonus in additional
to the effects of their Judgement:
Gain 10 temporary hit points
+2 sacred bonus on skill checks
+2 sacred bonus to CMB & CMD
+1 sacred bonus to spell DCs
Reroll 1 saving throw (though the inquisitor must accept
the results of the second roll, even if they are lower)
Immunity to the Confused condition
Immunity to the Dazzled condition
Immunity to Fatigue
Immunity to the Shaken condition
Immunity to the Sickened condition
At 26
th
level and every three levels, they select an
additional bonus. They can select the same bonus multiple
times, with the effects stacking. Any action or ability that ends
the Judgement (such as using True Judgement or Reckoning)
also ends the provided bonus.
Magus
The epic magus is the ultimate synthesis of the martial and
the magical, able to command steel with flawless finesse even
as he invokes the most esoteric of arcana.
Spells: A magus's epic levels are included when
determining his caster level. He continues to gain more spells
per day as he increases in level. See Table 3-22: Extracts or
Spells per Day for Epic Alchemists, Bards, Inquisitors, Magi, and
Summoners.
Arcane Pool (Su): A magus includes his epic levels when
calculating the size of his arcane pool. The maximum
enhancement bonus increases to +6 at 21
st
level and by an
additional +1 every four levels, up to a maximum of +10. The
magus still cannot grant his weapon an enhancement bonus to
attack and damage greater than +5 or any weapon property
with an enhancement bonus greater than +5.
Fighter Training (Ex): A magus includes his epic levels
when calculating his virtual fighter level for feat prerequisites.
Magus Arcana: An epic magus no longer gains new Magus
Arcana automatically as he increases in level. He can still gain
more Magus Arcana using the non-epic feat Extra Arcana.
Damage Bonus (Ex): An epic magus gains a +1 bonus to all
physical damage rolls at 21
st
level and every three levels.
Epic Spell Access (Su): A 21
st
level, the epic magus adds 1
additional spell of any level he is capable of casting from the
wizard's spell list into his spellbook as a magus spell of the
same level, including spells of greater than 6
th
level if he is able
to cast them. See Table 3-22: Extracts or Spells per Day for Epic
Alchemists, Bards, Inquisitors, Magi, and Summoners for when
these spells become available. At 23
rd
level and every two
levels, he adds an additional spell.
Table 3-11: The Epic Magus
Level
Prowess
Damage Bonus
Special
21
st
+1
Epic spell access, epic arcana
22
nd
+1
+1
Bonus class feat
23
rd
+1
+1
Epic spell access
24
th
+2
+2
Bonus class feat, epic arcana
25
th
+2
+2
Epic spell access
26
th
+3
+2
Bonus class feat
27
th
+3
+3
Epic spell access, epic arcana
28
th
+4
+3
Bonus class feat
29
th
+4
+3
Epic spell access
30
th
+5
+4
Bonus class feat, epic arcana
17
Epic Arcana (Su): At 21
st
level, the epic magus gains the
ability to enhance his arcana by selecting one of the following
benefits that applies every time he spends a point from his
Arcane Pool. If the ability includes a specific trigger, it only
activates when the appropriate conditions are met:
When enhancing a weapon, the duration increases from
1 minute to 10 minutes. If the magus has the Enduring
Blade arcana, the duration increases from 1 minute per
magus level to 5 minutes per magus level.
When enhancing a weapon, the total weapon property
enhancement cost is reduced by 1 (minimum of 1).
When using Improved Spell Recall, the DC of any
recalled spell increases by +1.
Choose one Magus Arcana with an Arcane Pool cost.
The cost is reduced by 1 (minimum 1).
If the magus has the Arcane Redoubt or Greater Arcane
Redoubt arcanas, the bonus to touch AC and Reflex
saves increase by +2.
If the magus has the Dispelling Strike arcana, the dispel
check gains a +2 bonus and the attack can dispel spells
of a level equal to twice the number of points expended
to activate the ability.
If the magus has the Pool Strike arcana, the damage
inflicted increases by +1d6.
Once selected, the bonus cannot be changed. At 24
th
level
and every three levels, the magus can select an additional
bonus. If he chooses multiple iterations of the same bonus,
the effects stack.
Bonus Class Feat: The epic magus gains a bonus class feat
as described in the Universal Class Features section of this
chapter at 22
nd
level and an additional bonus class feat every
two levels (24
th
, 26
th
, 28
th
, etc.). These class feats can be
selected from Combat, Item Creation, Magic, and Metamagic
feats.
Monk
The epic monk has achieved an inner tranquility that
lesser characters can't even dream of. Her speed, power,
grace, and force of will are unmatched by mortal beings.
AC Bonus (Ex): A monk's bonus to AC and CMD increases
by +1 at 24
th
level and every four levels.
Flurry of Blows (Ex): A monk's flurry of blows ability ceases
to improve automatically after 20
th
level. Her epic attack
bonus improvements will affect her attacks with the flurry of
blows, but she does not gain any additional attacks.
Unarmed Strike (Ex): A monk's unarmed strike damage
ceases to improve automatically after 20
th
level.
Stunning Fist (Ex): A monk includes her epic levels when
calculating how many times per day she can use her stunning
fist ability and when determining its DC. She no longer gains
new conditions to apply to her stunning fist automatically after
20
th
level.
Fast Movement (Ex): A monk's enhancement bonus to
speed increases by 10 feet at 21
st
level and every three levels.
Maneuver Training (Ex): A monk includes her epic levels
when calculating her CMB.
Ki Pool (Su): A monk includes her epic levels when
calculating the size of her ki pool.
High Jump (Ex): A monk includes her epic levels when
calculating the bonus to Acrobatics checks made while
jumping.
Wholeness of Body (Su): A monk includes her epic levels
when calculating the number of hit points healed.
Abundant Step (Su): A monk includes her epic levels when
calculating her caster level for this ability.
Diamond Soul (Ex): A monk includes her epic levels when
calculating her spell resistance.
Quivering Palm (Su): A monk includes her epic levels when
calculating the duration which this ability can remain active
and the Fortitude DC needed to resist it.
Table 3-12: The Epic Monk
Level
Prowess
Damage
Bonus
AC
Bonus
Fast
Movement
Special
21
st
+1
+5
+70 ft.
Epic insight
22
nd
+1
+1
+5
+70 ft.
Bonus class feat
23
rd
+1
+2
+5
+70 ft.
Epic insight
24
th
+2
+2
+6
+80 ft.
Bonus class feat
25
th
+2
+3
+6
+80 ft.
Epic insight
26
th
+3
+3
+6
+80 ft.
Bonus class feat
27
th
+3
+4
+6
+90 ft.
Epic insight
28
th
+4
+4
+7
+90 ft.
Bonus class feat
29
th
+4
+5
+7
+90 ft.
Epic insight
30
th
+5
+5
+7
+100 ft.
Bonus class feat
18
Damage Bonus (Ex): An epic monk gains a +1 bonus to all
physical damage rolls at 21
st
level and every two levels.
Epic Insight (Su): Beginning at 21
st
level, so long as the epic
monk has at least one point in her ki pool, she gains a
supernatural awareness of the world around her. She can
select one of the following bonuses to receive:
+8 insight bonus to all checks with one of the following
skills: Acrobatics, Climb, Escape Artist, Fly, Heal,
Perception, Perform [Choose One], Ride, Sense Motive,
Sleight of Hand, Stealth, Survival, or Swim; can only be
selected once per skill for every 12 levels above 20
th
+4 insight bonus to CMB for one combat maneuver
+1 insight bonus to all damage rolls with flurry of blows
+1 bonus to Stunning Fist DC; can only be selected once
for every 8 levels above 20
th
Increase duration of Sickness, Stagger, or Paralysis
caused by Stunning Fist by 1 round; can only be selected
once per condition for every 6 levels above 20
th
When using ki pool to grant a dodge bonus to AC,
increase the bonus by +2; can only be selected once for
every 8 levels above 20
th
When using ki pool to increase speed, increase the
bonus by +10 feet
Wholeness of Body heals 8 additional hit points and 2
points of ability score damage
+1 bonus to SR granted by Diamond Soul; can only be
selected once for every 8 levels above 20
th
Increase DR/chaos by 2
Once the epic monk has decided on a bonus, it cannot be
changed. If the bonus applies to an activated ability, the monk
benefits from it even if triggering the ability reduces her ki pool
to 0. At 23
rd
level and every two levels, she may select an
additional bonus. Unless otherwise stated, if she selects the
same bonus multiple times, the effects stack.
Bonus Class Feat: The epic monk gains a bonus class feat
as described in the Universal Class Features section of this
chapter at 22
nd
level and an additional bonus class feat every
two levels (24
th
, 26
th
, 28
th
, etc.). These class feats can be
selected from Combat, Ki, and Skill feats.
Oracle
The epic oracle is a direct conduit for the divine
quintessence that drives creation. He speaks with the voice of
the whole of causality and acts with the will of entire
pantheons.
Spells: An oracle's epic levels are included when
determining his caster level. He continues to gain more spells
per day as he increases in level. See Table 3-23: Spells per Day
for Epic Oracles and Sorcerers. He receives one additional spell
known for every level he gains beyond 20
th
level. This can be
selected from any spell level the oracle has access to.
Revelation: An epic oracle no longer gains new Reve-
lations automatically as he increases in level. He can still gain
more Revelations using the non-epic feat Extra Revelation.
Unraveled Mystery (Su): Upon reaching 21
st
level, an
oracle's proficiency with the Mystery Spells granted by their
Revelation begins to improve. He can now add metamagic
feats to any of his Mystery Spells as a free action (instead of a
full-round action as normal for spontaneous casters). This
ability affects only those spells added to his spell list from his
Mystery class feature; it still requires a full-round action for the
epic oracle to apply metamagic feats to his regular spells.
Additionally, when applying metamagic feats to a Mystery
Spell, the total level adjustment for the combined feats added
is reduced by 1. At 24
th
level and every three levels, the total
level adjustment is reduced by another 1 level.
Finally, any Mystery Spell the epic oracle casts gains a +1
bonus to all saving throw DCs, checks to penetrate Spell
Resistance, or any opposed rolls the caster is required to make.
At 27
th
level and every six levels, this bonus increases by an
additional +1.
Table 3-13: The Epic Oracle
Level
Prowess
Special
21
st
Unraveled mystery (-1/+1)
22
nd
+1
Bonus class feat
23
rd
+1
Epic revelation
24
th
+2
Unraveled mystery (-2/+1)
25
th
+2
Bonus class feat
26
th
+3
Epic revelation
27
th
+3
Unraveled mystery (-3/+2)
28
th
+4
Bonus class feat
29
th
+4
Epic revelation
30
th
+5
Unraveled mystery (-4/+2)
19
Bonus Class Feat: The epic oracle gains a bonus class feat
as described in the Universal Class Features section of this
chapter at 22
nd
level and an additional bonus class feat every
three levels (25
th
, 28
th
, 31
st
, etc.). These class feats can be
selected from Item Creation, Magic, and Metamagic feats.
Epic Revelation (Su): At 23
rd
level, the epic oracle uses his
spiritual awareness to enhance the power of his Revelations.
He selects one of his Revelations (but not his Final Revelation)
and it gains all of the following benefits that apply:
Its duration doubles
Its range increases by 50%
Its area of effect increases by 5 feet in radius or 10 feet
in length
Saving throw DCs increase by +1
Any damage inflicted or healed increases by +4
Any bonus to AC, CMD, saving throws, or initiative
increases by +1
Any bonus to skill checks increases by +2
Once the oracle has selected a Revelation to enhance, it
cannot be changed. At 26
th
level and every three levels, he can
select one additional Revelation to enhance. If he selects the
same revelation, the benefits stack. For duration, remember
that two doublings equal a tripling, three a quadrupling, etc.
For range, 50% twice would increase the range by 100% (or
double it), three times would increase it by 150%, etc.
Paladin
The epic paladin stands at the forefront of the battle
against chaos and evil in the world, shining as a beacon of hope
to all who fight the good fight.
Spells: A paladin's epic levels are included when
determining their caster level. They continue to gain more
spells per day as they increase in level. See Table 3-24: Spells
per Day for Epic Paladins and Rangers.
Aura of Good (Ex): A paladin includes their epic levels
when calculating the strength of their aura of good.
Smite Evil (Su): A paladin can smite evil an additional time
per day at 22
nd
level and every three levels thereafter. They
include their epic levels when calculating the damage bonus
against evil creatures.
Lay On Hands (Su): A paladin includes their epic levels
when calculating the number of times per day they can use this
ability and the number of hit points it heals or inflicts.
Mercy (Su): An epic paladin no longer gains new Mercies
automatically as they increase in level. The paladin can still
gain more Mercies using the non-epic feat Extra Mercy.
Channel Energy (Su): A paladin includes their epic levels
when calculating how many hit points their Channel Energy
ability heals or inflicts.
Divine Bond (Sp): A paladin's divine bond ability continues
to improve. If they selected the ability enhance their weapon,
they include their epic levels when calculating the duration and
number of times per day it can be used. The maximum
enhancement bonus increases to +7 at 23
rd
level and by an
additional +1 every three levels, to a maximum of +10. The
paladin cannot grant their weapon an enhancement bonus to
attack and damage greater than +5 or any single weapon
property with an enhancement bonus greater than +5. For
animal companions, see Table 3-26: Animal Companions and
Mounts at Epic Levels.
Holy Champion (Su): A paladin includes their epic levels
when calculating their caster level for the banishment effect.
Damage Bonus (Ex): An epic paladin gains a +1 bonus to all
physical damage rolls at 21
st
level and every two levels.
Epic Smite (Su): At 21
st
level, an epic paladin is capable of
tremendous displays of faith. Once per day, when declaring
the use of their Smite Evil ability against an appropriate target,
the paladin can gain additional powers from their conviction.
They do so by selecting one of the five paths detailed below:
Table 3-14: The Epic Paladin
Level
Prowess
Damage
Bonus
Special
21
st
+1
+1
Epic smite (1/day)
22
nd
+2
+1
Bonus class feat, smite evil (8/day)
23
rd
+3
+2
Divine mercy
24
th
+4
+2
Bonus class feat
25
th
+5
+3
Epic smite (2/day), smite evil (9/day)
26
th
+6
+3
Bonus class feat
27
th
+7
+4
Divine mercy
28
th
+8
+4
Bonus class feat, smite evil (10/day)
29
th
+9
+5
Epic smite (2/day)
30
th
+10
+5
Bonus class feat
20
Diligence: Implacable in their conviction, the paladin will
never falter. They ignore the effects of difficult terrain from
natural and magical sources and cannot be restrained, as if
under the effects of freedom of movement with a caster level
equal to their paladin class level. Additionally, their movement
speed increases by +10 feet. This bonus stacks with other
effects that increase speed and increases by an additional +10
feet at 23
rd
level and every two levels.
Faith: Girded by their piety, the paladin can withstand any
trial. The bonus to saving throws provided by their Divine
Grace increases by +2. This bonus increases by an additional
+1 at 23
rd
level and every two levels. Additionally, the bonuses
provided to allies by the Aura of Courage, Aura of Resolve, and
Aura of Righteousness increase by the same amount.
Glory: No target can remain standing in the face of this
righteous juggernaut. The paladin receives a bonus to CMB
and CMD equal to their class level and can attempt combat
maneuvers against targets up to 2 size categories larger than
themselves. At 23
rd
level and every two levels, they can
increase the maximum size category by 1.
Honor: The paladin is fearless in battle. They gain a bonus
equal to their Charisma bonus to their AC, including both their
touch and flat-footed ACs. This bonus increases by +1 at 23
rd
level and every two levels. Additionally, they gain a number of
bonus temporary hit points equal to their class level.
Temperance: The epic paladin becomes an implacable
wall, inured to the attacks of their foes. The DR provided by
Holy Champion becomes equal to the paladin's class level and
they gain an equal amount of energy resistance against acid,
cold, electricity, and fire damage.
Regardless of the ideal selected, the benefits last for a
number of rounds equal to the paladin's Charisma bonus
(minimum 1) or until they slay the target of their Smite Evil.
These benefits are applied before the initial smite attack that
invoked them is resolved. Once a paladin has chosen their
path, it can only be changed through a week-long ritual
involving prayer, fasting, and communing with one's deity. At
25
th
level and every four levels, they can use this ability an
extra time per day.
Bonus Class Feat: The epic paladin gains a bonus class feat
as described in the Universal Class Features section of this
chapter at 22
nd
level and an additional bonus class feat every
two levels (24
th
, 26
th
, 28
th
, etc.). These class feats can be
selected from Channeling, Combat, and Morale feats.
Divine Mercy (Su): Beginning at 23
rd
level, the epic
paladin's Lay on Hands ability girds the target against negative
conditions. The paladin selects a Mercy that cures one
condition when they Lay on Hands to become a Divine Mercy.
The target becomes immune to this condition for a number of
rounds equal to the paladin's level. At 27
th
level and every four
levels, the paladin selects an additional Mercy to become a
Divine Mercy and grant immunity. Once the paladin has
selected all the Mercies they have access to, further iterations
of this ability grant a cumulative +1 holy bonus to all the saving
throws of the Lay on Hands ability's target.
Ranger
Whether cunning protector of the wild or cold-blooded
hunter of the weak, the epic ranger is one with the wilderness,
moving with deadly grace and keen mind through the natural
world.
Spells: A ranger's epic levels are included when
determining their caster level. They continue to gain more
spells per day as they increase in level. See Table 3-24: Spells
per Day for Epic Paladins and Rangers.
Favored Enemy (Ex): A ranger ceases to automatically gain
new favored enemies after 20
th
level. At 25
th
level and every
five levels, they can select one of their existing favored
enemies and increase their bonus by +2. No favored enemy
can have their bonus increased to greater than +10 this way.
Table 3-15: The Epic Ranger
Level
Prowess
Damage Bonus
Special
21
st
+1
+1
Epic combat style
22
nd
+2
+1
Bonus class feat
23
rd
+3
+2
Wild hunter (1/day)
24
th
+4
+2
Bonus class feat
25
th
+5
+3
Epic combat style
26
th
+6
+3
Bonus class feat
27
th
+7
+4
Wild hunter (2/day)
28
th
+8
+4
Bonus class feat
29
th
+9
+5
Epic combat style
30
th
+10
+5
Bonus class feat
21
Track (Ex): A ranger includes their epic levels when
determining their bonus to Survival skill checks made to follow
or identify tracks.
Wild Empathy (Ex): A ranger's epic levels count towards
their total class level for wild empathy.
Favored Terrain (Ex): A ranger ceases to automatically gain
new favored terrains after 20
th
level. At 23
rd
level and every
five levels, they can select one of their existing favored terrains
and increase their bonus by +2. No favored terrain can have
their bonus increased to greater than +8 this way.
Hunter's Bond (Ex): A ranger's hunter's bond ability
continues to improve. If the ranger selected an animal com-
panion, it continues to improve as shown on Table 3-26:
Animal Companions and Mounts at Epic Levels.
If they selected a bond with their companions, the bonus
provided increases as the Favored Enemy ability improves.
Additionally, the bonus granted by this ability gains half the
benefits of any feat or ability that improves the Favored Enemy
ability, such as from the Extra Favored Enemy epic feat.
Damage Bonus (Ex): An epic ranger gains a +1 bonus to all
physical damage rolls at 21
st
level and every two levels.
Epic Combat Style (Ex): Beginning at 21
st
level, any time an
epic ranger is using one of the weapons from their chosen
Combat Style, the ranger gains a bonus selected from the
following list:
+2 bonus to damage
+2 bonus to CMB and CMD
+4 bonus to confirm critical hits
+10 feet to the range increment (archery, crossbow, or
thrown weapon only)
+1 bonus to AC (mounted combat, natural weapon,
two-handed weapon, two-weapon combat, or weapon
and shield only)
+2 bonus to Reflex saves (archery, crossbow, mounted
combat, natural weapon, thrown weapon, or two-
weapon combat only)
+2 bonus to Fortitude saves (mounted combat, natural
weapon, two-handed weapon, or weapon and shield
only)
Reduce attack penalty by 1 (mounted combat, two-
weapon combat, or weapon and shield only)
+1 to the DC of the master hunter class ability's instant
death attack.
Once the ranger has selected a bonus, it cannot be
changed. At 25
th
level and every four levels, they may select
an additional bonus. If they select the same bonus multiple
times, the effects stack.
Bonus Class Feat: The epic ranger gains a bonus class feat
as described in the Universal Class Features section of this
chapter at 22
nd
level and an additional bonus class feat every
two levels (24
th
, 26
th
, 28
th
, etc.). These class feats can be
selected from Combat and Skill feats.
Wild Hunter (Ex): At 23
rd
level, the epic ranger becomes a
hunter the likes of which no prey can evade. Once per day,
when they have selected a Quarry using their Improved Quarry
class ability, they can activate their Wild Hunter ability to gain
additional bonuses against them. First, they gain the effects of
true seeing with regards to the target. Second, they gain a
bonus to all their saving throws and to their CMD equal to their
Wisdom bonus against any attack, spell, or ability the target
uses against them. Finally, the ranger automatically confirms
any critical hits they threaten against the target. These
bonuses last for a number of rounds equal to 1/2 the ranger's
class level + their Wisdom bonus. The effect also ends if they
switch the target of their quarry or the target is slain. At 27
th
level and every four levels, the epic ranger can use this ability
an additional time per day.
Rogue
The epic rogue is a trickster and a thief, a trap-detector
and a tale-spinner. Her skills are legendary, and her bravado
even more so. If you listen to the stories, there is nothing she
cannot do.
Sneak Attack: A rogue's sneak attack increases by +1d6 at
21
st
level and by +1d6 every odd-numbered level.
Trapfinding: A rogue includes her epic levels when
calculating her bonus to Perception checks made to locate
traps and all Disable Device checks.
22
Rogue Talent: An epic rogue no longer gains new Rogue
Talents automatically as she increases in level. She can still
gain more Rogue Talents using the non-epic feat Extra Rogue
Talent.
Trap Sense (Ex): A rogue's bonus from trap sense increases
by +1 at 21
st
level and by +1 every three levels.
Damage Bonus (Ex): An epic rogue gains a +1 bonus to all
physical damage rolls at 21
st
level and every four levels.
Epic Skill (Ex): Beginning at 21
st
level, the epic rogue
becomes increasingly skilled at the intricacies of their craft. To
reflect this, they select one of the following bonuses:
+2 bonus to a single class skill; can only be selected once
for the same skill for every 6 levels
+2 bonus to CMB for a single combat maneuver
+2 bonus on rolls to confirm critical hits
+1 bonus to the DC of any poison used
+2 bonus to sneak attack damage
+10-foot bonus to movement speed; can only be
selected once for every 6 levels
One additional attack of opportunity per round; can
only be selected once for every 6 levels
Once the rogue has selected a bonus, she cannot change
it. At 23
rd
level and every two levels, she may select an ad-
ditional bonus. If she selects the same bonus more than once,
the effects stack unless they specifically say they do not.
Bonus Class Feat: The epic rogue gains a bonus class feat
as described in the Universal Class Features section of this
chapter at 22
nd
level and an additional bonus class feat every
two levels (24
th
, 26
th
, 28
th
, etc.). These class feats can be
selected from Combat and Skill feats.
Sorcerer
The epic sorcerer has honed his natural arcane ability to
mythical levels, but the need for ever-greater power never
ceases.
Spells: A sorcerer's epic levels are included when
determining his caster level. He continues to gain more spells
per day as he increases in level. See Table 3-23: Spells per Day
for Epic Oracles and Sorcerers. He receives one additional spell
known for every level he gains beyond 20
th
level. This can be
selected from any spell level the sorcerer has access to.
Bloodline: A sorcerer includes his epic levels when
determining any level-dependent effects of his bloodline
powers. They no longer automatically gain new bloodline
spells, bloodline feats, or bloodline powers.
Arcane Conversion (Su): As the epic sorcerer's power
increases, the utility of lower-level spells wanes, but the magic
energy required for those spells is still a potent resource. At
21
st
level, the sorcerer can designate a number of daily spell
slots equal to his Charisma bonus (minimum 1) as convertible.
These slots can be of any level up to 4
th
and the slot can still be
used to cast a spell as normal, if the sorcerer wishes. However,
whenever he casts a spell, the sorcerer has the option to use a
swift action to activate one of the convertible slots. This
consumes the convertible spell slot for the day as if it had been
used to cast a spell as normal, but the sorcerer can utilize the
additional power to enhance the original spell he cast. When
activating the convertible slot, he chooses one of the following
bonuses to apply to the spell that activated the conversion:
Apply one metamagic feat with a maximum level
adjustment equal to 1/2 the spell level of the converted
slot (rounded down)
Table 3-16: The Epic Rogue
Level
Prowess
Damage Bonus
Special
21
st
+1
Epic skill, sneak attack +11d6, trap
sense +7
22
nd
+1
+1
Bonus class feat
23
rd
+1
+1
Epic skill, sneak attack +12d6
24
th
+2
+1
Bonus class feat, Trap sense +8
25
th
+2
+2
Epic skill, sneak attack +13d6
26
th
+3
+2
Bonus class feat
27
th
+3
+2
Epic skill, sneak attack +14d6, trap
sense +9
28
th
+4
+2
Bonus class feat
29
th
+4
+3
Epic skill, sneak attack +15d6
30
th
+5
+3
Bonus class feat
Table 3-17: The Epic Sorcerer
Level
Prowess
Special
21
st
Arcane conversion
22
nd
Bonus class feat, epic bloodline +2
23
rd
Arcane conversion
24
th
+1
Epic bloodline +3
25
th
+1
Arcane conversion
26
th
+1
Bonus class feat, epic bloodline +4
27
th
+1
Arcane conversion
28
th
+2
Epic bloodline +5
29
th
+2
Arcane conversion
30
th
+2
Bonus class feat, epic bloodline +6
23
Gain a bonus to the saving throw DC equal to 1/2 the
spell level of the converted slot (rounded down)
Increase the caster level of the spell by the spell level of
the converted slot
Gain a bonus to penetrate SR equal to twice the spell
level of the converted slot
Increase the DC necessary to dispel the spell by twice
the spell level of the converted slot
If the spell has level-dependent effects that max out at
a certain level (such as damage rolls or maximum HD of
targets effected), raise the cap by a number levels equal
to twice the spell level of the converted slot
Only one conversion is allowed per round. Any effect that
allows the sorcerer to recover a spell slot can be used to
recover a convertible slot. Once the decision is made, it
requires a week of solitude and meditation to change a single
spell slot. At 23
rd
level and every two levels thereafter, the
sorcerer can designate 2 additional spell slots as convertible
and the maximum spell level of eligible slots increases by 1.
Bonus Class Feat: The epic sorcerer gains a bonus class
feat as described in the Universal Class Features section of this
chapter at 22
nd
level and an additional bonus class feat every
four levels (26
th
, 30
th
, 34
th
, etc.). These class feats can be
selected from Item Creation, Magic, and Metamagic feats.
Epic Bloodline (Su): Beginning at 22
nd
level, the epic
sorcerer gains the ability to enhance his bloodline powers.
When activating a bloodline power, as a swift action he can
apply any metamagic feats he knows with a combined level
adjustment of +2 or less. He can also trigger this ability on
passive bloodline powers, spending a full-round action to
apply the metamagic feats as if the power was the effect of a
spell granting the passive bonus. Metamagic feats applied in
this way last for a number of rounds equal to the sorcerer's
class level, but he can only have a single passive power boosted
by metamagic feats active at one time. The sorcerer can use
this ability a number of times per day equal to his Charisma
modifier (minimum 1). At 24
th
level and every two levels, the
combined level adjustment of the metamagic feats provided
by this ability increases by +1.
Summoner
None understand the planes like the epic summoner; he
can call forth beings normal men could scarcely fathom while
his eidolon is a truly wondrousor horrendousexample of
the illimitable horizons of its master's imagination.
Spells: A summoner's epic levels are included when
determining his caster level. He continues to gain more spells
per day as he increases in level. See Table 3-22: Extracts or
Spells per Day for Epic Alchemists, Bards, Inquisitors, Magi, and
Summoners. He receives one additional spell known for every
level he gains beyond 20
th
level. This can be selected from any
spell level the sorcerer has access to.
Eidolon: An epic summoner's eidolon continues to im-
prove. See Table 3-27: Eidolons at Epic Levels.
Summon Monster (Sp): A summoner's epic levels are
included when calculating the number of minutes that
summoned monsters remain as well as the total HD of
creatures that can be summoned and controlled when using
the gate spell-like ability.
Bond Senses (Su): A summoner's epic levels are included
when calculating the number of rounds per day he can share
senses with his eidolon.
Maker's Call (Su): A summoner's epic levels are included
when calculating the number of times per day he can call his
eidolon to his side.
Merge Forms (Su): The summoner's epic levels are
included when calculating the number of rounds per day he
can merge with his eidolon.
Twin Eidolon (Su): The summoner's epic levels are in-
cluded when calculating the number of rounds per day he can
assume the shape of his eidolon.
Table 3-18: The Epic Summoner
Level
Prowess
Special
21
st
Improved summons +1
22
nd
+1
Bonus class feat
23
rd
+1
Epic summons (1/day)
24
th
+2
Improved summons +2
25
th
+2
Bonus class feat
26
th
+3
Epic summons (2/day)
27
th
+3
Improved summons +3
28
th
+4
Bonus class feat
29
th
+4
Epic summons (3/day)
30
th
+5
Improved summons +4
24
Improved Summons (Sp): At 21
st
level, when the epic
summoner uses his summon monster spell-like ability at any
level, he increases the number of creatures summoned by +1.
If the summoner uses his gate spell-like ability to summon a
type of creature (rather than a specific entity), he reduces the
material component cost by 2,000 gold. Alternately, at the
time of casting he can elect to forgo these bonuses and choose
to apply any number of metamagic feats with a combined level
adjustment of +1 or less to either summon monster or gate. At
24
th
level and every three levels, the summoner increases the
number of creatures summoned by summon monster by +1,
reduces the material component cost of gate by 2,000 gold (to
a minimum of 0 gold), or increases the combined level adjust-
ment of metamagic feats he can add by +1.
Bonus Class Feat: The epic summoner gains a bonus class
feat as described in the Universal Class Features section of this
chapter at 22
nd
level and an additional bonus class feat every
three levels (25
th
, 28
th
, 31
st
, etc.). These class feats can be
selected from Item Creation, Magic, Metamagic, and
Summoning feats.
Epic Summons (Sp): Beginning at 23
rd
level, the epic
summoner can enhance the creatures he calls forth with
summon monster or gate once per day as a swift action made
when initially activating the spell-like ability. Creatures
summoned in this way gain several benefits:
Maximum hit points per hit die
Bonus hit points equal to the summoner's class level
Natural attacks bypass DR/epic
Insight bonus to attack, CMB, and damage rolls equal to
the summoner's total prowess bonus
Deflection bonus to AC and CMD equal to the
summoner's Charisma bonus
Insight bonus to saving throws equal to the summoner's
Charisma bonus
Creatures summoned in this way are obviously superior
examples of their species while on the forehead of each glows
a copy of the rune that adorns the summoner and his eidolon.
At 26
th
level and every three levels, the epic summoner can use
this ability one additional time per day.
Witch
The epic witch cares nothing for the fear of the common
mandeserved or notbecause she controls powers that can
humble mobs and hold entire inquisitions at bay if they are
foolish enough to challenge her.
Spells: A witch's epic levels are included when determining
her caster level. She continues to gain more spells per day as
she increases in level. See Table 3-21: Spells per Day for Epic
Clerics, Druids, Witches, and Wizards.
Hex: A witch's epic levels are included when calculating
any level-dependent bonuses or modifiers for her hexes. An
epic witch no longer gains new Hexes automatically as she
increases in level. She can still gain more Hexes using the non-
epic feat Extra Hex.
Patron Spells: An epic witch no longer gains new Patron
Spells automatically as she increases in level.
Witch's Familiar (Ex): A witch's familiar continues to
improve beyond 20
th
level. See Table 3-28: Familiars at Epic
Levels.
Epic Hex (Su): At 21
st
level, the epic witch's connection to
her patron has grown powerful enough to begin strengthening
her hexes. She selects one of her hexes, which gains all of the
following bonuses that are applicable:
Use the hex an additional time per day
Increase any DCs by +1
Range and area of effect increase by +10 feet
Duration increases by 1 round
Penalties inflicted on target increase by 2
Bonuses increase by +2
Damage inflicted increases by +2
Ability score damage inflicted increases by +1
Table 3-19: The Epic Witch
Level
Prowess
Special
21
st
Epic hex
22
nd
Bonus class feat, metahex (+1, 3/day)
23
rd
Epic hex
24
th
+1
Metahex (+2, 4/day)
25
th
+1
Epic hex
26
th
+1
Bonus class feat, metahex (+2, 5/day)
27
th
+1
Epic hex
28
th
+2
Metahex (+3, 6/day)
29
th
+2
Epic hex
30
th
+2
Bonus class feat, metahex (+3, 7/day)
25
Once the witch has selected a hex to enhance, it cannot
be changed. At 23
rd
level and every two levels, she can select
an additional hex to enhance. If she selects the same hex, the
bonuses provided by this ability stack.
Bonus Class Feat: The epic witch gains a bonus class feat
as described in the Universal Class Features section of this
chapter at 22
nd
level and an additional bonus class feat every
four levels (26
th
, 30
th
, 34
th
, etc.). These class feats can be
selected from Item Creation, Magic, and Metamagic feats.
Metahex (Su): Starting at 22
nd
level, the epic witch learns
to enhance her hexes with the power of metamagic feats. Up
to 3 times per day, when she activates a hex, the witch can add
the effects of any metamagic feats she knows up to a com-
bined level adjustment of +1. She can also trigger this ability
on passive hexes, spending a full-round action to apply the
metamagic feats as if the hex was the effect of a spell granting
the passive bonus. Metamagic feats applied in this way last for
a number of rounds equal to the witch's class level, but she can
only have a single passive hex boosted by metamagic feats
active at one time. At 24
th
level and every two levels, she can
use this ability 1 additional time per day. At 24
th
level and
every four levels, the maximum combined level adjustment of
the metamagic feats she can apply increase by +1.
Wizard
To the epic wizard, knowledge is power, and the quest for
knowledge is never-ending. The secrets of greater magic and
the creation of artifacts tempt the epic wizard, who pursues
these secrets across the planes.
Spells: A wizard's epic levels are included when
determining their caster level. They continue to gain more
spells per day as they increase in level. See Table 3-21: Spells
per Day for Epic Clerics, Druids, Witches, and Wizards.
Arcane Bond (Ex or Sp): Depending on the type of arcane
bond a wizard has selected, it continues to improve in different
ways. A bonded object can use its daily extra spell to cast spells
of 10
th
level and above, if the epic wizard has one in their
spellbook and is capable of casting it. If the epic wizard
selected the familiar for their arcane bond, it continues to
improve. See Table 3-28: Familiars at Epic Levels.
Arcane School: A wizard includes their epic levels when
calculating the effects level-dependent abilities from their
arcane school.
Spell Boost (Su): Beginning at 21
st
level, the epic wizard
has focused their energies on improving the magical powers at
their disposal. This can result in the preparation and casting
technique of a specific spell becoming so precisely attuned to
an individual wizard's magical energies that they can
substantially improve the spell without need for any additional
arcane power. The epic wizard selects one spell from their
spellbook that they can cast and it gains all of the following
bonuses:
The spell's DC is now equal to 10 + 1/2 the wizard's class
level + their Intelligence modifier
Any bonuses the spell grants to ability scores, armor
class, attack rolls, or saving throws increases by +2
Any bonuses the spell grants to CMB, CMD, damage, or
skill checks increases by +4
+4 bonus to penetrate SR
+4 bonus to concentration checks
Once the wizard has chosen a spell to be boosted, they
cannot change it. At 23
rd
level and every two levels, they may
select an additional spell to boost. No individual spell can be
boosted more than once; the wizard must select a different
spell to boost each time.
Epic Cantrip (Sp): At 21
st
level, the epic wizard gains
tremendous insight into the inner workings of the arcane,
enabling them to tap into truly unprecedented levels of
magical energy. They can select any one 1
st
-level spell in their
spellbook that they can cast and, from this point on, treat it as
Table 3-20: The Epic Wizard
Level
Prowess
Special
21
st
Spell boost, epic cantrip (1
st
)
22
nd
Bonus class feat, epic cantrip (1
st
)
23
rd
Spell boost, epic cantrip (1
st
)
24
th
+1
Epic cantrip (2
nd
)
25
th
+1
Spell boost, epic cantrip (2
nd
)
26
th
+1
Bonus class feat, epic cantrip (2
nd
)
27
th
+1
Spell boost, epic cantrip (2
nd
)
28
th
+2
Epic cantrip (3
rd
)
29
th
+2
Spell boost, epic cantrip (3
rd
)
30
th
+2
Bonus class feat, epic cantrip (3
rd
)
26
if it were a cantrip. The wizard gains one additional 0
th
-level
spell slot, which must be filled with the spell chosen for this
ability. When casting the spell as a cantrip, it is treated as a
normal 0
th
-level spell when determining any associated saving
throw DCs, but retains any enhancements from the base spell,
such as from the Spell Boost ability. The wizard must still
provide any material components for the spell and it can still
be cast normally by devoting a spell slot of the appropriate
level to memorizing it.
Once a spell has be learned as a cantrip in this fashion, it
requires a week of uninterrupted study and attunement to
switch it out for a new spell. If the wizard does so, they lose
access to the cantrip version of the first spell but learn a
second spell of the same level as a cantrip in its place. At 22
nd
level and every level thereafter, the epic wizard can select an
additional 1
st
-level spell to convert into a cantrip, each new
spell gaining its own 0
th
-level spell slot to occupy. At 24
th
level,
the wizard can begin converting spells of 1
st
or 2
nd
level into
cantrips. At 28
th
level and every four levels, the maximum spell
level that can be converted increases by 1.
Bonus Class Feat: The epic wizard gains a bonus class feat
as described in the Universal Class Features section of this
chapter at 22
nd
level and an additional bonus class feat every
four levels (26
th
, 30
th
, 34
th
, etc.). These class feats can be
selected from Item Creation, Magic, and Metamagic feats.
Spells per Day / Spells Known
As a spellcasting character advances through epic levels,
their mastery over magicarcane or divinecontinues to
increase. This is reflected by their access to increasingly
powerful spell levels.
As spellcasters gain access to higher spell levels, the new
slots that become available are usually filled with spells
modified by metamagic feats. For instance, a silent meteor
swarm or a quickened heal are both 10
th
-level spells.
Alternately, if the caster does not have any applicable
metamagic feats, they can simply use the higher level slot to
prepare or spontaneously cast a lower-level spell. That same
heal above could be cast unmodified as a 10
th
-level spell.
Boosting a spell with metamagic feats (other than the
Heighten Spell feat) or using a higher slot to cast a lower-level
spell never increases the base spell's DC; you could cast a
fireball as a 15
th
-level spell, and it would still only have the
same Reflex save DC as if you had cast it as the 3
rd
-level spell it
actually is.
Classes that cast spontaneouslybards, inquisitors,
oracles, sorcerers, and summonersalso receive additional
spells known as they increase in level. For every level above
20
th
, they add one new spell of any level they can cast from
their class spell list to their spells known.
Table 3-21: Spells per Day for Epic Clerics, Druids, Witches, and Wizards
Level
10
th
11
th
12
th
13
th
14
th
15
th
16
th
17
th
18
th
19
th
21
st
1
22
nd
2
23
rd
2
1
24
th
3
2
25
th
3
2
1
26
th
3
3
2
27
th
4
3
2
1
28
th
4
3
3
2
29
th
4
4
3
2
1
30
th
4
4
3
3
2
31
st
4
4
4
3
2
1
32
nd
4
4
4
3
3
2
33
rd
4
4
4
4
3
2
1
34
th
4
4
4
4
3
3
2
35
th
4
4
4
4
4
3
2
1
36
th
4
4
4
4
4
3
3
2
37
th
4
4
4
4
4
4
3
2
1
38
th
4
4
4
4
4
4
3
3
2
39
th
4
4
4
4
4
4
4
3
2
1
40
th
4
4
4
4
4
4
4
3
3
2
Table 3-22: Extracts or Spells per Day for Epic Al-
chemists, Bards, Inquisitors, Magi, and Summoners
Level
7
th
8
th
9
th
10
th
11
th
12
th
13
th
21
st
1
22
nd
2
23
rd
3
24
th
3
1
25
th
4
2
26
th
4
3
27
th
4
3
1
28
th
4
4
2
29
th
5
4
3
30
th
5
4
3
1
31
st
5
4
4
2
32
nd
5
5
4
3
33
rd
5
5
4
3
1
34
th
5
5
4
4
2
35
th
5
5
5
4
3
36
th
5
5
5
4
3
1
37
th
5
5
5
4
4
2
38
th
5
5
5
5
4
3
39
th
5
5
5
5
4
3
1
40
th
5
5
5
5
4
4
2
27
Prepared casters who have a full, 9-level spell progression
in non-epic levels are covered in Table 3-21: Spells per Day for
Epic Clerics, Druids, Witches, and Wizards. Casters that use this
chart gain access to a new spell level when their character level
is equal to twice the spell level + 1. At this level, they gain 1
slot. The next level they gain a second slot, two levels later
they gain a third slot, and three levels later they gain their
fourth and final slot.
Casters who have a 6-level spell progression in non-epic
levels are covered in Table 3-22: Extracts or Spells per Day for
Epic Alchemists, Bards, Inquisitors, Magi, and Summoners.
Casters that use this chart gain access to a new spell level when
their character level is equal to three times the spell level. At
this level, they gain 1 slot. The next level they gain a second
slot, one level later they gain a third slot, two levels later they
gain their fourth slot, and three levels later they gain their fifth
and final slot.
Spontaneous casters who have a full, 9-level spell
progression in non-epic levels are covered in Table 3-23: Spells
per Day for Epic Oracles and Sorcerers. Casters that use this
chart gain access to a new spell level when their character level
is equal to twice the spell level + 2. At this level, they gain 3
slots. The next level they gain a fourth slot, one level later they
gain a fifth slot, and one more level later they gain their sixth
and final slot.
Casters who have a 4-level spell progression in non-epic
levels are covered in Table 3-24: Spells per Day for Epic
Paladins and Rangers. Casters that use this chart gain access
to a new spell level when their character level is equal to 6 +
three times the spell level. At this level, they gain no slots, but
are eligible for bonus spells from an exceptional intelligence.
The next level they gain one slot, four levels later they gain a
second slot, four levels later they gain their third slot, and four
levels later they gain their fourth and final slot.
Each table covers the increase in available spell slots up to
40
th
class level, though characters who proceed further than
this will continue to increase their spells per day based on the
specific formula for their class.
Classes never automatically gain more spells for their class
spell list. A paladin only has spells up to 4
th
level, for instance;
even if she can cast 5
th
-level magic, she does not gain 5
th
-level
spells even though those exist on other divine caster spell lists.
For increased spell access, there are epic feats that can
broaden some classes' spell lists, or you can research your
own, as detailed in Chapter 7.
Additionally, casters continue to gain additional spells per
day for high scores in their relevant ability: Intelligence,
Wisdom, or Charisma. These additional spells are shown in
Table 3-25: Ability Modifiers and Epic Bonus Spells.
Table 3-23: Spells per Day for Epic Oracles and Sorcerers
Level
10
th
11
th
12
th
13
th
14
th
15
th
16
th
17
th
18
th
19
th
21
st
22
nd
3
23
rd
4
24
th
5
3
25
th
6
4
26
th
6
5
3
27
th
6
6
4
28
th
6
6
5
3
29
th
6
6
6
4
30
th
6
6
6
5
3
31
st
6
6
6
6
4
32
nd
6
6
6
6
5
3
33
rd
6
6
6
6
6
4
34
th
6
6
6
6
6
5
3
35
th
6
6
6
6
6
6
4
36
th
6
6
6
6
6
6
5
3
37
th
6
6
6
6
6
6
6
4
38
th
6
6
6
6
6
6
6
5
3
39
th
6
6
6
6
6
6
6
6
4
40
th
6
6
6
6
6
6
6
6
5
3
Table 3-24: Spells per Day for Epic Paladins and
Rangers
Level
5
th
6
th
7
th
8
th
9
th
10
th
11
th
21
st
0
22
nd
1
23
rd
1
24
th
1
0
25
th
1
1
26
th
2
1
27
th
2
1
0
28
th
2
1
1
29
th
2
2
1
30
th
3
2
1
0
31
st
3
2
1
1
32
nd
3
2
2
1
33
rd
3
3
2
1
0
34
th
4
3
2
1
1
35
th
4
3
2
2
1
36
th
4
3
3
2
1
0
37
th
4
4
3
2
1
1
38
th
4
4
3
2
2
1
39
th
4
4
3
3
2
1
0
40
th
4
4
4
3
2
1
1
28
Advanced Companions
From a druid's animal companion to a witch's familiar,
from a paladin's trusty steed to a summoner's otherworldly
eidolon, many characters have an ally that has stood by their
side for the last twenty levels; they are as much a part of that
character's identity as a fighter's weapon or a wizard's spells.
These companions continue to improve as outlined in the
tables below.
When a companion of any type gains the "Epic" special
qualitythat is, when they reach 21 HDthey are eligible to
select epic feats whenever they could otherwise select a
normal feat. Additionally, their base attack bonus and saving
throws begin following the typical epic progression: gaining a
+1 epic bonus to attack rolls at 22 HD and every four HD
thereafter while their saving throws gain a +1 epic bonus at 21
HD and every three additional HD.
Table 3-25: Ability Modifiers and Epic Bonus Spells
Score
Modifier
10
th
11
th
12
th
13
th
14
th
15
th
16
th
17
th
18
th
19
th
20
th
21
st
22
nd
23
rd
24
th
30-31
+10
1
32-33
+11
1
1
34-35
+12
1
1
1
36-37
+13
1
1
1
1
38-39
+14
2
1
1
1
1
40-41
+15
2
2
1
1
1
1
42-43
+16
2
2
2
1
1
1
1
44-45
+17
2
2
2
2
1
1
1
1
46-47
+18
3
2
2
2
2
1
1
1
1
48-49
+19
3
3
2
2
2
2
1
1
1
1
50-51
+20
3
3
3
2
2
2
2
1
1
1
1
52-53
+21
3
3
3
3
2
2
2
2
1
1
1
1
54-55
+22
4
3
3
3
3
2
2
2
2
1
1
1
1
56-57
+23
4
4
3
3
3
3
2
2
2
2
1
1
1
1
58-59
+24
4
4
4
3
3
3
3
2
2
2
2
1
1
1
1
60-61
+25
4
4
4
4
3
3
3
3
2
2
2
2
1
1
1
+2
+1
+1/4
+1/4
+1/4
+1/4
+1/4
+1/4
+1/4
+1/4
+1/4
+1/4
+1/4
+1/4
+1/4
+1/4
+1/4
Table 3-26: Animal Companions and Mounts at Epic Levels
Class
Level
HD
BAB
Fort
Ref
Will
Skills
Feats
Natural
Armor
Str/Dex
Bonus
Bonus
Tricks
Special
21
st
17
+12
+10
+10
+5
17
9
+14
+7
8
22
nd
18
+13
+11
+11
+6
18
9
+14
+7
8
23
rd
18
+13
+11
+11
+6
18
9
+14
+7
8
24
th
19
+14
+11
+11
+6
19
10
+16
+8
9
25
th
20
+15
+12
+12
+6
20
10
+16
+8
9
Ability score increase
26
th
21
+15
+12
+12
+6
21
11
+16
+8
9
Epic
27
th
21
+16
+13
+13
+7
21
11
+18
+9
10
28
th
22
+16
+13
+13
+7
22
11
+18
+9
10
29
th
23
+16
+13
+13
+7
23
12
+18
+9
10
30
th
24
+16
+14
+14
+8
24
12
+20
+10
11
Ability score increase
+1
+3/4 every
level
+1 every
4 HD
+1 every
3 HD
+1 every
3 HD
+1 every
3 HD
+1 every
HD
+1 every
odd HD
+2 every
3 levels
+1 every
3 levels
+1 every
HD
Ability score increase
every 4 HD
Table 3-27: Eidolons at Epic Levels
Class
Level
HD
BAB
Good
Saves
Bad
Saves
Skills
Feats
Armor
Bonus
Str/Dex
Bonus
Evolution
Pool
Max
Attacks
Special
21
st
16
+16
+10
+5
64
8
+18
+8
27
7
Ability score increase
22
nd
17
+17
+10
+5
68
9
+18
+9
28
7
23
rd
18
+18
+11
+6
72
9
+20
+9
29
7
24
th
18
+18
+11
+6
72
9
+20
+9
31
8
25
th
19
+19
+11
+6
76
10
+20
+10
32
8
26
th
20
+20
+12
+6
80
10
+22
+10
33
8
Ability score increase
27
th
21
+21
+12
+6
84
11
+22
+11
34
8
Epic
28
th
21
+21
+12
+6
84
11
+22
+11
35
8
29
th
22
+21
+13
+7
88
11
+24
+11
37
9
30
th
23
+22
+13
+7
92
12
+24
+12
38
9
+1
+3/4 every
level
+1 every
4 HD
+1 every
3 HD
+1 every
3 HD
+4 every
HD
+1 every
odd HD
+2 every
even HD
+2/5 every
level
+1 1/5
every level
+1 every
5 levels
Ability score increase
every 4 HD
29
Just like player characters, companions continue to accrue
hit points and skill points as normal for every HD past 20
th
.
Since they do not have class levels, companions do not receive
a prowess bonus or an epic damage bonus.
When charting a companion's growth beyond 30
th
level,
be sure to note the difference between an increase based on
level, which refers to the class level of the character the
companion follows, and one based on HD, which refers to the
companion's total Hit Die.
Archetypes
Archetypesalternate classes produced by modifying a
base class's abilitiesare one of the Pathfinder system's more
far-reaching changes, designed to make it easier and more
desirable for players to stick with a single class throughout
their character's lifespan. It removes the focus that D&D 3.5
had placed on multiclassing and prestige classes. These
archetypes can achieve epic levels as easily as the classes they
are derived from. Archetypes earn epic bonus class feats at
the same rate and on the same schedule as their base class and
gain the same prowess and epic damage bonuses. Class
features they share in common with the base class continue to
improve (or not improve) in identical fashion.
For new class features, it is best to work with your GM to
determine their epic progression. If an archetype uses a class
feature borrowed from different classsuch as the Wild
Stalker, a ranger archetype which gains the barbarian's Rage
class abilitythen you can consult the epic progression of the
class which the new ability comes, though you will still want to
confirm with your GM that the two abilities advance in the
same way. You can also look at the criteria listed in the
beginning of this chapter to get an idea about how new class
features might improve at epic levels.
All character classes also grant new benefits upon
reaching epic levels, such as a cavalier's Epic Challenge or a
witch's Metahex. Archetypes should also gain these abilities,
unless they are thematically inappropriate or apply to a
mechanic that has been replaced by the archetype's features.
If that is the case, then you will need to work even more closely
with your GM to determine exactly how you wish to
compensate for the change. Look at related epic class features
from other classes to see if any will work as a substitute but, if
not, be prepared to develop your own as necessary.
One of the major roles of epic feats is to complement non-
epic class abilities, improving a rogue's sneak attack, granting
summoners more options for their eidolons, or enabling a
cleric to use their Channel Energy against a greater variety of
targets. While archetypes that use existing abilities from
different classes are able to select epic feats that apply to
these new abilities, if an archetype introduces a completely
new ability, there exist no epic feats tailored to those powers.
In these cases, consider consulting with your GM to design
some custom epic feats to meet your needs.
Additionally, when an archetype replaces one of a class's
key features, the replacement feature should serve the same
role as a prerequisite for epic feats that required the old class
feature, unless there is a mechanical or thematic reason for it
not to (such as the feat granting extra uses of the specific
ability that is replaced). For instance, an epic monk with the Ki
Pool (Adamantine) class feature could select either Improved
Ki Strike or Ki Channel if they meet the other prerequisites.
Meanwhile, the martial artist archetype for the monk does not
gain the Ki Pool class feature, instead gaining Exploit Weak-
ness. This represents the martial artist's eschewal of the
mystic elements of the normal monk, replacing ki with physical
ability. Without access to ki, it is obvious that they would not
meet the prerequisites for Ki Channel, but an argument could
be made for their selecting Improved Ki Strike, as it changes
their ability to overcome damage reduction (an ability Exploit
Weakness already grants) to include epic DR. Some changes
might need to be made to the featperhaps as simple as
renaming itbut it works, mechanically and thematically.
Table 3-28: Familiars at Epic Levels
Class Level
Natural Armor
Intelligence
Special
21
st
- 22
nd
+11
16
23
rd
- 24
th
+12
16
25
th
- 26
th
+13
17
27
th
- 28
th
+14
17
29
th
- 30
th
+15
18
+1
+1 every 2 levels
+1 every 4 levels
30
Prestige Classes
Despite Pathfinder's preference for the archetype over
the prestige class, the latter still exist within the system. As
such, they need to be addressed, but because they are a
relatively small subsection of the available options, I do not
wish to spend a great deal of time and effort on fleshing out
the options that could be available for them.
Any prestige class with a 10-level progression is eligible to
become epic provided the character's total class level is
greater than 20. They begin to gain the bonuses outlined in
Table 2-1: Experience and Level-Dependent Benefits based on
their total class level. They should also gain a prowess bonus
based on their non-epic BAB progression as described at the
beginning of this chapter. Your GM should determine their
epic damage bonus (if any), epic feat progression, and decide
how their class features will react to epic levels. I suggest
looking at any related class features from the base classes as a
starting point.
Prestige classes should also gain epic class features, such
as the fighter's Warrior or the wizard's Epic Cantrip: abilities
that boost the utility of preexisting class features and provide
the player options in how the powers grow. While some ideas
can be lifted from existing classes, many of them will need to
be tailored to the prestige class's features. One thing to bear
in mind is that these should never provide a bonus to attack
rolls, instead favoring damage or flexibility.
Multiclassing
When a single-class epic character gains a level, you may
choose to increase the level of your current class or pick up a
new class at 1
st
level. The standard rules for multiclass
characters in the Core Rulebook still apply, but epic characters
must keep in mind the rules for epic advancement.
The epic character gains all the 1
st
-level class skills,
weapon proficiencies, armor proficiencies, spells, and other
class features of the new class, as well as a Hit Die of the
appropriate type. In addition, the character gets the usual skill
points from the new class. Just as with standard mutliclassing,
adding the second class does not confer some of the benefits
of a 1
st
-level character, including starting equipment, starting
gold, or an automatic animal companion.
An epic character does not gain the base attack bonuses
and base save bonuses normally gained when adding a second
class. Instead, an epic character uses the epic attack bonus and
epic save bonus progression shown on Table 2-1: Experience
and Level-Dependent Benefits, using their total character level
to determine what benefits they receive. Multiclass characters
also do not gain the prowess or epic damage bonuses or any
epic class features of the chosen class.
Epic class descriptions list bonus feats a character can
choose from. Whenever you have the option to choose from
a list of bonus feats in your second class (such as a fighter's
bonus feats or a ranger's combat styles), you can also choose
from the bonus epic class feats for that specific class.
Mythic Characters
In August of 2013, Paizo introduced a new mechanic for
Pathfinder called Mythic Adventures, designed to enhance the
powers and capabilities of PCs in a way related to, but
ultimately different from, the epic advancement scale. It is a
10-level parallel progression system that allows you to gain
power in tandem with the regular 20-level character
progression. It is designed to permit high-powered gameplay
essentially from the get-go, if you want.
I believe that mythic and epic games serve different
purposes and different gaming styles. There is room for both
in the community, but I feel it important to note here that I am
not taking mythic rules into consideration in this document.
This may create areas of overlap or else rulings where the two
systems contradict one-another. If you wish to run a mythic
campaign that also enters epic levels, that is your prerogative,
but know that nothing in this document is optimized for such
a style of play.
I am not ruling out future editions of the Epic Pathfinder
Handbook that have a dedicated section for epic-mythic play,
but for now, I do not have enough experience with mythic
games, nor do I want to distract from fine-tuning the regular
epic ruleset.
31
Chapter 4 - Epic Skills
Despite the near-magical nature of some epic level skill
uses, all uses of skills are considered exceptional abilities
(unless otherwise indicated) and thus function normally even
within areas of antimagic.
Skill Descriptions
This section describes new DCs and new modifiers for
skills.
Acrobatics
The character can stand instantly, leap up adjacent
surfaces, and keep their balance on almost any surface.
Free Stand: The character can stand up from prone as a
free action (instead of as a move-equivalent action).
Climb Vertical Surface: The character can climb up to their
base speed by jumping and bouncing off walls, trees, or similar
vertical surfaces. The character must have at least two vertical
surfaces to bounce off, and the two must be within 10 feet of
each other.
Special: If you have 23 or more ranks in Acrobatics, you
gain a +5 dodge bonus to AC when fighting defensively instead
of the usual +2 (or +3 for having 3 or more ranks), and a +8
dodge bonus to AC when taking the total defense action
instead of the usual +4 (or +6 for having 3 or more ranks). This
bonus increases by +1 for every additional 10 ranks above 23
the character has.
Appraise
The character can sense magical auras in objects.
With a successful appraise check against a DC 50, the
character can sense if an item has a magical aura as if using
detect magic. This requires a full-round action.
Bluff
The character can implant a non-magical suggestion in a
target, display a false alignment, or disguise his or her surface
thoughts.
Instill Suggestion in Target: This is identical to the effect of
the suggestion spell, except that it is non-magical and lasts for
only 10 minutes.
Display False Alignment: The character can fool
alignment-sensing effects by displaying a false alignment of his
or her choice. Once set, a false alignment remains as long as
the character remains conscious and awake. Setting or
changing a false alignment requires a full-round action.
Disguise Surface Thoughts: The character can fool spells
such as detect thoughts or similar effects by displaying false
surface thoughts. While the character can’t completely mask
the presence of his or her thoughts, he or she can change his
or her apparent Intelligence score (and thus the character’s
apparent mental strength) by as much as 10 points and can
place any thought in his or her “surface thoughts” to be read
by such spells or effects. If a character attempts to use Sense
Motive to detect his or her surface thoughts (see the Sense
Motive skill description), this becomes an opposed check.
Climb
The character can climb otherwise unclimbable surfaces.
Rapid Climbing: A character can climb his or her speed as
a move-equivalent action, or double his or her speed as a full-
round action (requiring two Climb checks), but the character
takes a -20 penalty on his or her check.
Special: The Legendary Climber feat allows a character to
ignore any penalties for accelerated or rapid climbing.
DC
Task
35
Free stand.
40
Balance on a surface up to 1 inch wide
50
Climb vertical surface.
60
Balance on a hair-thin surface
90
Balance on a liquid surface
120
Balance on cloud
DC
Task
vs target's Sense Motive + 50
Instill suggestion in target
70
Display false alignment
100
Disguise surface thoughts
DC
Surface
70
A perfectly smooth, flat, vertical surface
100
A perfectly smooth, flat, overhang or ceiling
+20
Rapid climbing
CHAPTER 4 EPIC SKILLS
32
Craft
The character can craft items more quickly than normal.
A character can voluntarily increase the DC of crafting an
item by any multiple of 10. This allows the character to create
an item more quickly (since he or she will be multiplying this
higher DC by his or her skill check result to determine
progress). The character must decide the increase to the DC
before making the check.
Diplomacy
The character can shift a character's attitude by more than
2 steps, turn a person into a fanatic follower, and avoid
suspicion while gathering information.
Fanatic: A fanatic will give life to serve you, fighting to the
death against overwhelming odds or throwing themselves in
front of onrushing dragon. In addition to the obvious effects,
any NPC whose attitude is fanatic gains a +2 morale bonus to
Strength and Constitution scores, a +1 morale bonus on Will
saves, and a -1 penalty to AC whenever fighting for the
character or his or her cause. This attitude will remain for one
day plus one day per point of the character’s Charisma bonus,
at which point the NPC’s attitude will revert to its original
attitude.
Treat the fanatic attitude as a mind-affecting
enchantment effect for purposes of immunity, save bonuses,
or being detected by the Sense Motive skill. Since it is non-
magical, it can’t be dispelled; however, any effect that
suppresses or counters mind-affecting effects will affect it
normally. A fanatic NPC’s attitude cannot be further adjusted
by the use of skills.
Avoid Suspicion: By accepting a -20 penalty on his or her
check, a character can avoid any suspicions that might
otherwise be aroused by someone pursuing sensitive
information.
Disable Device
The character can rush his or her attempt, reducing the
amount of time it takes to disable a device or open a lock.
Disguise
Disguise does not possess an epic usage.
Escape Artist
The character can pass through spaces smaller than his or
her head, or even through a wall of force.
Extremely Tight Space: This is the DC for getting through a
space when one’s head shouldn’t be able to fit; this can be as
small as 2 inches square for Medium-size creatures. Halve this
limit for each size category less than Medium-size; double it
for each size category greater than Medium-size. If the space
is long, such as in a chimney, multiple checks may be called for.
Pass Through Wall of Force: This allows a character to find
a gap of weakness in a wall of force (or similar force effect) and
squeeze through it.
Fly
Fly does not possess an epic usage.
Handle Animal
The character can handle creatures other than animals,
and can teach or train in much less time than normally
required.
Reduce Teaching/Training Time: Normally, teaching a
creature a trick takes a week; training it for a purpose requires
two to six weeks. A character can accelerate the, reducing the
time required to the listed time, by adding the DC modifier to
the base DC for teaching or training the creature. A character
can’t reduce the required time to less than 1 minute.
DC Modifier
Task
+5
Shift attitude by 2 step
+10
Shift attitude by 3 step
+20
Shift attitude by 4 step
+40
Shift attitude by 5 step
+50
Shift attitude from helpful to fanatic (in addition to DC
increase for shifting attitude by multiple steps, if
applicable)
DC Modifier
Task
+20
Disable device as a full-round action
+30
Open lock as a move-equivalent action
+50
Disable device as a move-equivalent action
+60
Open lock as a free action
+100
Disable device as a free action
DC
Surface
80
Extremely tight space
120
Pass through wall of force
33
Heal
The character can simulate curative magic or greatly
speed a patient’s recovery of hit points.
Cure: As a full-round action, the character can simulate
the effects of a cure spell on a target. No character can receive
the effects of being healed by this skill more than once per day.
Quicken Recovery: The character can allow a character to
regain hit points in a single hour as if he or she had provided
long-term care for a full day. The character can quicken the
recovery of up to six patients at a time. No character’s
recovery can be quickened more than once per day.
Perfect Recovery: The character can allow a character to
regain hit points in a single hour as if he or she had provided
long-term care for a full week. The character can use perfect
recovery on up to six patients at a time. No character’s
recovery can be perfected more than once per day, nor can
perfect recovery and quicken recovery both be used on the
same patient in the same day.
Intimidate
Intimidate does not possess an epic usage, though it can
be affected by an epic use of Diplomacy.
Special: The DC to intimidate any creature whose attitude
has been made fanatic through use of Diplomacy or Perform is
increased by +20.
Knowledge
Knowledge does not possess an epic usage.
Linguistics
The character can decipher magic scrolls and forge
handwriting he or she hasn't even seen.
Forge Document without Sample: The character can forge
a document without having seen a similar document or having
a sample of the handwriting to be copied.
Perception
The character can see magic auras or defeat illusions.
Sense Magic: The character can sense the presence of
active magical effects in the area being searched, though not
the number, strength, or type of the effects.
Defeat Illusion: The character can automatically detect
any illusion for what it truly is. No Will save is required, and
the character doesn’t have to interact with the illusion.
Perform
The character can sway an audience’s attitude with his or
her performance.
Sway Audience: You can use Perform as Diplomacy, but
increase the DCs by +20.
Profession
Profession does not possess an epic usage.
Ride
The character can stand upon his or her mount in combat,
control it with a thought, or use it for cover while riding.
Stand on Mount: The character stands on his or her
mount’s back even during movement or combat. The
character takes no penalties to actions while doing so.
DC
Task
Time
30 + HD
Rear non-animal
1 year
40 + HD
Train non-animal
2 months
+50
Reduce time to teach a trick to...
1 day
+50
Reduce time to train for a purpose to...
1 week
+75
Reduce time to teach a trick to...
1 hour
+75
Reduce time to train for a purpose to...
1 day
+100
Reduce time to teach a trick to...
1 minute
+100
Reduce time to train for a purpose to...
1 hour
+120
Reduce time to train for a purpose to...
1 minute
DC
Surface
50
Cure light wounds (1d8+5)
50
Quicken recovery
75
Cure moderate wounds (2d8+10)
100
Perfect recovery
100
Cure serious wounds (3d8+15)
125
Cure critical wounds (4d8+20)
DC
Surface
50 + (spell
level x 5)
Decipher a written spell (such as a scroll) without
using read magic; one try per day
+50
Forge document without sample
DC
Task
60
Sense magic
70 + Spell DC
Defeat illusion
DC
Surface
40
Stand on mount
50
Unconscious control
60
Attack from cover
34
Unconscious Control: As a free action, the character can
attempt to expertly control their mount while in combat
without any outward signs of activity on their part. If the
character fails, he or she controls the mount as a move-
equivalent action.
Attack from Cover: The character can drop down and hang
alongside his or her mount as an immediate action, using it as
a shield. Doing so provides the character with cover. If they
exceed the check DC by +5 or more, they instead gain the
benefits of improved cover. They can attack and cast spells
while using his or her mount as cover without penalty. If the
character fails, they may still act as normal, but he or she does
not gain the cover benefit.
Sense Motive
The character can discern a target’s alignment and even
detect surface thoughts.
Discern Partial Alignment: This use of this skill allows a
character to discern one component of a target’s alignment.
When making the check, the character states whether he or
she is trying to discern the law-chaos or good-evil component.
A character can’t retry the check, and he or she can’t use this
to discern more than one component of the target's
alignment. The target must be visible and within 30 feet of the
character.
Discern Full Alignment: This use of the skill lets a character
determine both components of a target’s alignment. The
character can’t retry the check. The target must be visible and
within 30 feet of the character.
Detect Surface Thoughts: This lets a character read the
surface thoughts of a single target (as the 3rd-round effect of
the detect thoughts spell). There is no saving throw to resist
this effect, though the target can use Bluff to disguise his or
her surface thoughts, in which case this becomes an opposed
check; any result lower than 100 automatically fails. The target
must be visible and within 30 feet of the character.
Sleight of Hand
The character can lift another’s weapon and perform
major feats of legerdemain.
Spellcraft
The character can identify properties of a magic item
without use of detect magic.
Identify Magic Item: By increasing the DC by +60 and with
one minute of inspection, the character identifies all
properties of a single magic item (including command words
and charges remaining) without the use of detect magic. A
character can’t attempt this on the same item more than once.
Stealth
The character can hide others along with him or herself.
Hide Another: By accepting a -30 penalty on his or her
Hide check, a character can hide another adjacent creature
whose size is no more than one category larger than the
character’s own. Modifiers to the check for the size of the
creature still apply, as do all other penalties, including those
for moving faster than half speed. Likewise, a character can
only hide another creature when it is not under direct
observation by a third party. The creature the character hides
remains hidden until it is spotted or it takes some other action
that breaks its concealment, as normal.
Survival
The character can ignore the effects of terrain on
movement, withstand even the harshest weather, and
determine the direction to a location on the same plane. If the
character is capable of tracking, he or she can identify the races
of creatures being tracked.
DC
Surface
60
Discern partial alignment
80
Discern full alignment
100
Detect surface thoughts
DC
Task
50
Lift a medium object from a person, such as a one-handed
weapon.
70
Lift a large object from a person, such as a two-handed weapon
or shield.
80
Make an adjacent, willing creature or object of the character’s
size or smaller “disappear” while in plain view. In fact, the
willing creature or object is displaced up to 10 feet away; make
a separate Stealth check to determine how well the
“disappeared” creature or object is hidden.
+30
Lift an attached object from a person, such as a backpack or
piece of clothing.
35
Wherever the character is, he or she can determine the
direction to a location on the same plane.
With a successful check, the character knows the direction
to the desired location. This merely points the character in the
direction of the location; it doesn’t provide him or her with
information on how to get there, nor does it take into account
any obstacles in the path. “Very familiar” represents a place
where the character has been very often and where he or she
feels at home. “Studied carefully” represents a place the
character knows well, either because he or she has been there
often or has used other means to study the place. “Seen
casually” is a place that the character has viewed more than
once, but which he or she has not studied. “Viewed once” is a
place that the character has seen once, possibly using magic.
“Description only” is a place whose location and appearance
the character knows through someone else’s description.
Swim
The character can swim up vertical surfaces or swim much
faster than normal.
Swim up Waterfall: This use of the skill allows a character
to swim an angled or vertical surface, as long as he or she
remains completely or mostly immersed in water. Other
examples might include swimming up a whirlpool or an
incredibly large wave.
Speed Swimming: By taking a -20 penalty on the check, a
character can swim his or her speed as a move-equivalent
action, or double his or her speed as a full-round action.
Use Magic Device
Use Magic Device does not possess an epic usage.
DC
Task
80
Swim up waterfall
+20
Rapid swimming
DC
Familiarity with Location
40
Very familiar
60
Studied carefully
80
Seen casually
100
Viewed once
120
Description only
DC
Task
40
Get along in the wild while moving at full speed. The character
can provide food and water for one other person for every 2
points by which the check result exceeds 40.
60
Automatically succeed on all Fort saves against severe weather.
The character can extend this benefit to one other character for
every 2 points by which the check result exceeds 60.
60
Ignore overland movement penalties of terrain. The character
can move at full overland speed regardless of terrain. The
character can extend this benefit to one other character for
every 5 points by which the check result exceeds 60.
60
Identify race/kind of creature(s) by tracks.
36
Chapter 5 - Epic Feats
Perhaps more than any other single aspect, it is feats that
make an epic character. They are the primary method of
gaining new powers, augmenting your considerable strengths,
or eliminating what few of your weaknesses remain. You can
learn to project magic with a thought, slice through steel as
easily as flesh, or feather your foes from a mile away.
Like normal feats, epic feats give your characters new
abilities or improve existing ones. These abilities transcend the
ordinary, however, instead entering into the legendary. Even
the most "mundane" epic character is capable of acts that defy
belief, be it leaping across canyons and outrunning galloping
horses or calling upon the arcane power of true dweomers.
The feats listed in this chapter are designed to address not
only epic characters in general but to present at least a few
options specific to each of the 19 character classes covered in
this document. That being said, you should not consider this
list definitive; the scope of an epic campaign is tremendous
and the potential for character growth should be equally
without limits. If there is something specific you wish your
character to accomplish, discuss it with your GM and see if you
can work out a feat or series of feats to make it happen. If you
can dream of doing it, it can probably become an epic feat.
Acquiring Epic Feats
Epic feats are acquired just like normal feats, except that
they can never be acquired by a character below 21
st
level.
There are two methods of gaining epic feats:
At 21
st
level and every two levels afterwards (23
rd
, 25
th
, 27
th
,
etc.), a character's bonus feat can be used for either a
regular feat or for any epic feat that the character meets the
prerequisites of.
Each character gains bonus epic class feats based on their
class description in Chapter 3 or via multiclassing at 21
st
level
or beyond. These feats must be selected either from the list
of bonus epic class feats for that class or any non-epic feat
for which they meet the prerequisites.
Prerequisites
Most epic feats have prerequisites (in addition to the
universal prerequisite of a character being level 21 or higher).
You must have the listed feats and/or class features and meet
or exceed any indicated ability score, skill rank, and attack
modifier in order to select the feat. For ability scores, you can
include non-temporary bonuses from magic items such as
those granted by belts or headbands, though if you lose those
bonuses later and your ability score falls below the minimum
necessary, you lose access to the feat's benefits until you have
again raised your relevant ability score. Attack modifiers
include the sum of both your base attack bonus and your epic
attack bonus.
A character can select an epic feat at the same level which
he or she meets the prerequisites, just as with regular feats.
Unless otherwise indicated, a prerequisite expressed as a
numerical value is a minimum; any value higher than the one
given also meets the prerequisite.
You cannot use an epic feat if you've lost any of the
prerequisites. Upon regaining them, you immediately restore
access to the relevant feat(s).
Archetypes and Feat Prerequisites
The subject was touched upon in Chapter 3, but it bears a
more thorough examination here: many epic feats require
specific class features as prerequisites but many of those
features can be altered or replaced by the various archetypes
that exist for every class. Unless there are thematic or
mechanical reasons not to, any archetype class feature that
replaces a base class feature should be allowed to serve in its
place as a prerequisite for an epic feat.
This is an especially important consideration with the
'capstone' abilities that most classes receive at 20th level, such
as a fighter's Weapon Mastery or a magus's True Magus class
features. In almost every case, these are included as
prerequisites for epic feats as a stand-in for explicitly stating
CHAPTER 5 EPIC FEATS
37
that the character must have a full 20-level progression in a
specific class, rather than because the feat requires the ability.
Indeed, many of these epic feats do not even affect the
abilities or bonuses provided by the capstone class feature.
In these situations, the archetype's capstone ability should
be allowed to serve in place of the original class's feature (once
again, unless there is some reason related either to game
mechanics or the fluff associated with the archetype).
A Note About Prestige Classes
Unlike archetypes, prestige classes are distinct from the
base classes taken to qualify for them. That being said, there
are some situations where it could be argued that a prestige
class's abilities are similar enough to existing class features to
be allowed to stand in for the prerequisites for an epic feat.
In all situations, I would argue that a character must have
taken at least the full, 10-level progression of a prestige class
before considering it as a replacement for a base class's
capstone ability. This is a decision that is ultimately the GM's
to make, however, and I would encourage any interested
players to broach the subject with theirs.
Retraining Epic Feats
If your campaign allows the retraining rules introduced in
Ultimate Campaign, it is important to note that epic feats
follow different rules than their non-epic counterparts and are
significantly more difficult to retrain.
Retraining an epic feat requires a full 30 days of devoted
attention and costs an amount of gold equal to 3,000 x your
character level. Otherwise, the process follows all the normal
retraining rules and the retraining requirements for non-epic
feats. Often times, characters will discover that, rather than
the cost, the true difficulty lies in finding another epic
character with the feat you want to learn who is willing to take
a month out of their busy schedule.
Additionally, even if a character is 21
st
level or higher, they
cannot retrain a non-epic feat gained during the first 20 levels
of character progression into an epic feat, though feats gained
after 21
st
level can be retrained even if the character originally
selected a non-epic feat. For instance, if a 22
nd
-level barbarian
had selected the non-epic feat Extra Rage Power for their
bonus character feat gained at 19
th
level, they could choose to
retrain it into another non-epic feat such as Toughness or
Improved Initiative, but could not retrain it into an epic feat.
However, if they had selected Extra Rage Power for their 21
st
-
level bonus character feat, they could retrain it either into
another non-epic feat (using the normal feat retraining rules)
or into an epic feat like Mightier Rage (using the epic feat
retraining rules above).
Feat Types
Both for ease of use and to help keep characters them-
atically distinct, epic feats are divided into 12 categories, which
are used to determine which classes can select them as bonus
epic class feats. The categories are as follows:
Alchemical: Feats having to do with bombs, extracts, and
mutagens.
Channeling: Feats that relate to the ability to channel
positive or negative energy.
Combat: A broad category of feats related to offensive
and defensive abilities in battle.
General: Feats that do not fall into any other category.
They usually have to do with improving a character in some
basic way. They are the only category of feat that cannot be
selected as an epic class feat by any class.
Item Creation: Feats that are used to craft magic items.
Ki: Feats that require the user to possess a ki pool.
Magic: Non-metamagic feats related to using magic.
Metamagic: Feats that modify spell effects in return for
increasing their spell level.
Morale: Feats that bolster your allies or hinder your foes.
Rage: Feats that affect characters while they are raging.
Skill: Feats that affect a character's skills.
Summoning: Feats that relate to eidolons and the
summoning of creatures.
Wild: Feats that affect a character's ability to wildshape.
38
Alchemical Feats
Artillery [Alchemical]
Prerequisites: Dexterity 21, Explosive Bomb alchemist
discovery.
Benefit: The thrown range increment of your bombs
increases by +20 feet.
Special: You can gain this feat multiple times. Its effects
stack.
Augmented Alchemy [Alchemical]
Prerequisites: Intelligence 21, Craft [Alchemy] 23 ranks.
Benefit: Whenever you create an alchemical item or
substance, you can choose to make it more powerful than
normal by adding +20 to the DC required to create it and
multiplying its price by 5. If the item or substance deals
damage, double the damage dealt. If the item or substance
doesn’t deal damage, double the duration of its effect. If the
item or substance doesn’t deal damage and doesn’t have a
specific listed duration (or has an instantaneous duration),
double all dimensions of its area. If the item or substance
doesn’t fit any of these categories, then it cannot be affected
by this feat.
Special: If you have the Epic Alchemy epic class feature,
the effects and costs of this feat stack with the benefits and
costs of that class feature, but certain improvements interact
in different ways. Boosted items have their damage increased
to the alchemist's level 6 and Vitriolic items to the alchemist's
level 18. Explosive items have their radius tripled, if they
don't qualify for a different benefit.
Bomb Mastery [Alchemical]
Prerequisites: Intelligence 25, Knowledge [Alchemy] 24
ranks, any 3 Bomb alchemist discoveries.
Benefit: All DCs associated with your bombssplash
damage and special effectsincrease by +1.
Special: You can gain this feat multiple times. Its effects
stack.
Table 5-1: Epic Alchemical Feats
Feat Name
Prerequisites
Benefits
Artillery
1
Dex 21, Explosive Bomb alchemist discovery
Bomb range increment increases by +20'.
Augmented Alchemy
Int 21, Craft [Alchemy] 21 ranks
Create more potent alchemical items.
Bomb Mastery
1
Int 27, Craft [Alchemy] 24 ranks, Any 3 Bomb
alchemist discoveries
+1 to all bomb DCs.
Compound Bomb
1
Int 25, Craft [Alchemy] 24 ranks, Any 5 Bomb
alchemist discoveries
Apply multiple exclusive bomb discoveries to one bomb.
Deadly Bomb
Craft [Alchemy] 32 ranks, Any 3 Bomb alchemist
discoveries
Bomb inflicts full damage as splash.
Epic Extracts
1
Ability to brew 6
th
-level extracts
Add higher-level extracts to your extract list.
Epic Mutagen
Craft [Alchemy] 25 ranks, True Mutagen grand
alchemist discovery
Mutagen bonuses increase.
Extract Bomb
Craft [Alchemy] 23 ranks, Bomb 10d6 class feature,
Infusion alchemist discovery
Replace bomb damage with the effects of an extract.
Meta-Extract Bomb
Craft [Alchemy] 27 ranks, Extract Bomb, Meta-Extract
Apply metamagic feats to your extract bombs.
Improved Bomb
1
Bomb 8d6 class feature
Add +1d6 to your bomb damage.
Flawless Mutagen
Craft [Alchemy] 23 ranks, True Mutagen grand
alchemist discovery
Removes the mental penalties from mutagen.
Meta-Extract
Int 21, Craft [Alchemy] 21 ranks
Apply metamagic feats to extracts.
Mutagen Bomb
1
Craft [Alchemy] 25 ranks, Bomb 10d6 class feature,
Infuse Mutagen alchemist discovery
Replace bomb damage with the effects of a mutagen.
Persistent Bomb
Craft [Alchemy] 24 ranks, Sticky Bomb alchemist
discovery
Bomb lingers, detonating on contact.
Poisoner
1
Craft [Alchemy] 21 ranks, Poison Use class feature
Any poisons you create gain a +2 to their save DC.
Prismatic Bomb
1
Craft [Alchemy] 25 ranks, Acid Bomb alchemist
discovery, Madness Bomb alchemist discovery, Poison
Bomb alchemist discovery, Shock Bomb alchemist
discovery, Sticky Bomb alchemist discovery
Replace bomb damage with the effects of prismatic spray.
Second Breakthrough
Craft [Alchemy] 27 ranks, Grand alchemist discovery
Gain a second grand alchemist discovery.
1
- Feat can be selected multiple times; the effects stack.
ALCHEMICAL FEATS
39
Compound Bomb [Alchemical]
Prerequisites: Intelligence 25, Knowledge [Alchemy] 24
ranks, any 5 Bomb alchemist discoveries.
Benefit: You can now apply two non-stacking discoveries
you possesses to the same bomb. These discoveries function
as normal. In the case of a conflict between the two abilities
selected, the alchemist chooses which takes priority.
Special: You can gain this feat multiple times. Every time
you select it, you may add one additional exclusive bomb
discovery to your bombs.
Deadly Bomb [Alchemical]
Prerequisites: Knowledge [Alchemy] 32 ranks, Any 3 Bomb
alchemist discoveries.
Benefit: A deadly bomb inflicts splash damage equal to the
bomb's direct hit damage. Targets of the splash damage are
still allowed a Reflex saving throw for half damage. Deadly
bombs do not stack with other non-stacking bomb discoveries.
Epic Extracts [Alchemical]
Prerequisite: Ability to brew 6
th
-level extracts.
Benefit: You gain access to 7
th
-level extracts. This feat
does not grant extra extracts per day or give you access to
extracts of a higher level than normal. To see when you gain
access to these spells, see Table 3-21: Extracts or Spells per Day
for Epic Alchemists, Bards, Inquisitors, Magi, and Summoners.
You can choose extracts of the appropriate level from the
Sorcerer/Wizard spell list from the Abjuration, Necromancy,
and Transmutation schools.
Special: You can gain this feat multiple times. The second
time you select it, you gain access to 8
th
-level spells, and the
third time you select it, you gain access to 9
th
-level spells.
Epic Mutagen [Alchemical]
Prerequisite: Craft [Alchemy] 25 ranks, True Mutagen
grand alchemist discovery.
Benefit: Your mutagen now grants a +10 natural armor
bonus and a +10 alchemical bonus to Strength, Dexterity, and
Constitution. The alchemist takes a -2 penalty to his Intel-
ligence, Wisdom, and Charisma as long as the effects persist.
Extract Bomb [Alchemical]
Prerequisite: Craft [Alchemy] 23 ranks, Bomb 10d6 class
feature, Infusion alchemist discovery.
Benefit: Rather than inflicting damage, you can craft
bombs that affect all targets as if they had just imbibed one of
your extracts. As a standard action, you can imbue one of your
bombs with the effects of an extract and throw it at your
highest base attack bonus. Doing so requires you to expend
one of your daily uses of said extract (or an empty slot of the
same spell level or higher). Extract bombs do not stack with
other non-stacking bomb discoveries.
Special: If you have the epic feat Meta-Extract, it cannot
be used in conjunction with this feat.
Flawless Mutagen [Alchemical]
Prerequisite: Craft [Alchemy] 23 ranks, True Mutagen
grand alchemist discovery.
Benefit: Your mutagen no longer imposes a penalty to
Intelligence, Wisdom, or Charisma when imbibed.
Improved Bomb [Alchemical]
Prerequisite: Bomb 8d6.
Benefit: Add +1d6 to your bomb damage.
Special: You can gain this feat multiple times. Its effects
stack.
Meta-Extract [Alchemical]
Prerequisite: Intelligence 21, Craft [Alchemy] 21 ranks.
Benefit: Choose one metamagic feat you meet the
prerequisites for. You can now apply that metamagic feat to
your extracts while brewing them. The extract slot used
increases just as applying a metamagic feat to a normal spell
increases the spell slot, and any feat or class feature you have
that applies to metamagic feats also applies to your meta-
extracts.
40
Special: You can gain this feat multiple times. Its effects
do not stack. Instead, choose a different metamagic feat each
time.
Meta-Extract Bomb [Alchemical]
Prerequisite: Craft [Alchemy] 27 ranks, Extract Bomb,
Meta-Extract.
Benefit: You can now imbue your bombs with the effects
of extracts that have had metamagic feats applied to them.
Mutagen Bomb [Alchemical]
Prerequisites: Craft [Alchemy] 25 ranks, Infuse Mutagen
alchemist discovery, Bomb 10d6 class feature.
Benefit: A mutagen bomb is created using the rules for
mutagens, taking the alchemist 1 hour to complete. He can
only have one mutagen bomb at a time. It follows all the
normal rules for a bomb, except instead of inflicting damage,
all targets affected by the bomb gain the benefits and penalties
of the alchemist's basic Mutagen class feature (without the
benefit of any discoveries the alchemist may have gained). The
nature of the physical bonus and mental penalty are
determined when the bomb is being created and cannot be
changed afterwards; a new mutagen bomb must be made to
replace the old one. Mutagen bombs do not stack with other
non-stacking bomb discoveries.
Persistent Bomb [Alchemical]
Prerequisites: Craft [Alchemy] 24 ranks, Sticky Bomb
alchemist discoveries.
Benefit: A persistent bomb does not inflict splash damage.
Instead, the bomb is used to target a specific 5-foot square,
coating it in a barely-perceptible sheen (Perception DC equal
to caster Craft [Alchemy] check to notice). The effect lasts for
a number of rounds equal to 1/2 the character's alchemist
level. Every creature that begins its turn in that square or
moves into or through that square during the duration suffers
the effects of the bomb as if subject to a direct hit. Targets can
attempt a Reflex save against the normal bomb DC (10 + 1/2
alchemist's level + alchemist's Int modifier) for half damage.
Persistent bombs do not stack with other non-stacking bomb
discoveries.
Poisoner [Alchemical]
Prerequisites: Craft [Alchemy] 25 ranks, Poison Use class
feature.
Benefit: Any poison you create with a Craft [Alchemy]
check has its associated saving throw DC increased by +2.
Special: You can gain this feat multiple times. Its effects
stack.
Prismatic Bomb [Alchemical]
Prerequisite: Craft [Alchemy] 25 ranks, Acid Bomb
alchemist discovery, Madness Bomb alchemist discovery,
Poison Bomb alchemist discovery, Shock Bomb alchemist
discovery, Sticky Bomb alchemist discovery.
Benefit: You can manufacture prismatic bombs, which
behave in most ways like normal bombs, except instead of
inflicting bomb damage, targets react as if subject to a
prismatic spray with the save DCs the same as the alchemist's
other bomb effects. A prismatic bomb takes 1 minute to craft
and remains usable for 24 hours. An alchemist can only
prepare a number per day equal to their Intelligence modifier
(minimum 1). Prismatic bombs do not stack with other non-
stacking bomb discoveries.
Special: You can gain this feat multiple times. Every time
you do, the alchemist can produce two additional prismatic
bombs per day.
Second Breakthrough [Alchemical]
Prerequisite: Craft [Alchemy] 27 ranks, Grand alchemist
discovery class feature.
Benefit: You may select a second grand alchemist
discovery and apply its benefits in addition to your first. You
cannot select the same grand discovery twice. This feat only
grants you the grand discovery itself; not the two normal
discoveries the alchemist learned upon reaching 20th level.
41
Channeling Feats
Absolute Channel [Channeling]
Prerequisite: Wisdom 29, Alignment Channel, Elemental
Channel.
Benefit: Whenever you use your Channel Energy class
feature, you can choose to have it affect elementals and/or
outsiders of your chosen alignment from Alignment Channel in
addition to either the living or undead. Additionally, the
amount of damage healed or dealt and the DC are not reduced
against elementals and outsiders.
Bolster the Faithful [Channeling]
Prerequisite: Charisma 18, Selective Channeling.
Benefit: Whenever you use your Channel Energy class
feature, you can designate as many targets as you wish to
avoid affecting.
Colloquy of Nostrum [Channeling]
Prerequis ites: Wisdom 27, Word of Panacea.
Benefit: When you channel positive energy to heal hit
points, you can spend an additional daily use of the ability as a
swift action to automatically affect all targets within the area
of effect with the restoration spell at your caster level.
Divine Interposition [Channeling]
Prerequisite: Reach Spell, ability to channel energy.
Benefit: By spending one daily use of your Channel Energy
class feature, you can call down your divine power at a
distance. As a standard action that provokes an attack of
opportunity, you create a 30' burst effect originating from a
square you designate within the reach of a close-range spell
(25 feet + 5 feet/2 levels). You can spend an additional use of
Table 5-2: Epic Channeling Feats
Feat Name
Prerequisites
Benefits
Absolute Channel
Wis 29, Alignment Channel, Elemental
Channel
Affect undead, elementals, and outsiders at the same time.
Perfect Channeler
Wis 31, Absolute Channel, Bolster the
Faithful, Channel Surge, Flesh and Bones,
Improved Channel, Maximize Spell
Channeled energy uses d8s, you can maximize the damage, and you can combine other
channel-enhancing feats.
Bolster the Faithful
Cha 18, Selective Channeling
Affect only the targets you designate
Divine Interposition
Reach Spell, ability to channel energy
Use Channel Energy as a medium-range spell with a 30' burst
Empower Channel
1
Empower Spell, ability to channel energy
Increase the power of your channeled energy by +1d6.
Flesh and Bones
Wis 23, ability to channel energy
Affect living and undead with channeled energy at the same time.
Indomitable Channel
1
Wis 25, Improved Channel
Increase Channel Energy DC by +1.
Instant Channel
Wis 27, Quick Channel, Quicken Spell
Channel Energy as a swift action.
Light of Blessing
Ability to channel positive energy, ability to
cast 3
rd
-level divine spells
Add the effects of bless to your channeled energy.
Light of Faith
Wis 25, Light of Blessing, ability to cast 6
th
-
level divine spells
Add the effects of prayer to your channeled energy.
Light of Fervor
Wis 27, Light of Faith, ability to cast 9
th
-
level divine spells
Add the effects of blessing of fervor to your channeled energy.
Negative Energy Aura
Cha 23, ability to channel negative energy
Surround yourself with an aura of negative energy that injures nearby creatures.
Overchannel
Cha 23, ability to channel positive energy
Grant allies temporary hit points when channeling positive energy.
Positive Energy Aura
Wis 23, ability to channel positive energy
Surround yourself with an aura of positive energy that heals nearby creatures.
Presence of Fear
Ability to channel negative energy, ability
to cast 3
rd
-level divine spells
Add the effects of cause fear to your channeled energy.
Shadow of Night
Wis 25, Presence of Fear, ability to cast 6
th
-
level divine spells
Add the effects of blindness to your channeled energy.
Winds of Agony
Wis 27, Shadow of Night, ability to cast 9
th
-
level divine spells
Add the effects of terrible remorse to your channeled energy.
Spectral Strike
Wis 19, ability to channel positive energy
Your attacks deal damage normally against incorporeal creatures.
Widen Channel
1
Widen Spell, ability to channel energy
Increase the radius of your channeled energy by 15'.
Wings of Fire
Cha 25, ability to channel negative energy
You sprout wings of flame, gaining demonic abilities.
Wings of Light
Cha 25, ability to channel positive energy
You are wrapped in wings of light, gaining angelic abilities.
Word of Panacea
Wis 23, ability to channel positive energy
Add the effects of lesser restoration to your channeled energy.
Colloquy of Nostrum
Wis 27, Word of Panacea
Add the effects of restoration to your channeled energy.
Heaven's Song
Wis 31, Colloquy of Nostrum
Add the effects of greater restoration to your channeled energy.
1
- Feat can be selected multiple times; the effects stack.
CHANNELING FEATS
42
Channel Energy to grant it the reach of a medium-range spell
(100 feet + 10 feet per level) instead.
The burst produced in this way interacts normally with any
feats or abilities that affect your Channel Energy class feature
except for those that affect the radius of the effect. Reduce
any bonuses to the radius by 50% when applying them to the
burst effect produced by this feat.
Empower Channel [Channeling]
Prerequisite: Empower Spell, ability to channel energy.
Benefit: The amount of damage healed or dealt by your
Channel Energy class feature is increased by +1d6.
Special: You can gain this feat multiple times. Its effects
stack.
Enlarge Channel [Channeling]
Prerequisite: Wisdom 27, ability to channel energy.
Benefit: The radius of your Channel Energy class feature
increases by 15 feet.
Special: You can gain this feat multiple times. Its effects
stack.
Flesh and Bones [Channeling]
Prerequisites: Wisdom 23, ability to channel energy.
Benefit: When you use your Channel Energy class feature,
you can choose to affect both the living and undead targets
with the same burst, healing one and harming the other
simultaneously depending on the type of energy you are
capable of channeling. If you have the Absolute Channel feat,
you can also affect elementals and/or outsiders of your chosen
alignment from Alignment Channel at the same time.
Heaven's Song [Channeling]
Prerequisites: Wisdom 31, Colloquy of Nostrum.
Benefit: When you channel positive energy to heal hit
points, you can spend 2 additional daily use of the ability as a
swift action to automatically grant all affected allies the
benefits of the greater restoration spell at your caster level.
Indomitable Channel [Channeling]
Prerequisite: Wisdom 25, Improved Channel.
Benefit: The DC to resist the effects of your Channel
Energy class ability increases by +1.
Special: You can gain this feat multiple times. Its effects
stack.
Instant Channel [Channeling]
Prerequisite: Wisdom 27, Quick Channel, Quicken Spell.
Benefit: You can now automatically channel positive or
negative energy as a move action or you can choose to spend
one additional daily use of your Channel Energy class ability to
channel energy as a swift action. You cannot channel energy
more than once per round with this ability.
Light of Blessing [Channeling]
Prerequisites: Ability to channel positive energy, ability to
cast 3
rd
-level divine spells.
Benefit: When you channel positive energy to heal hit
points, you can use a swift action to automatically grant all
affected allies the benefits of the bless spell at your caster
level.
Light of Faith [Channeling]
Prerequisites: Wisdom 25, Light of Blessing, ability to cast
6
th
-level divine spells.
Benefit: When you channel positive energy to heal hit
points, you can spend an additional daily use of the ability as a
swift action to automatically affect all targets within the area
of effect with the prayer spell at your caster level.
Light of Fervor [Channeling]
Prerequisites: Wisdom 27, Light of Faith, ability to cast 9
th
-
level divine spells.
Benefit: When you channel positive energy to heal hit
points, you can spend 2 additional daily uses of the ability as a
swift action to automatically grant all affected allies the
benefits of the blessing of fervor spell at your caster level.
43
Negative Energy Aura [Channeling]
Prerequisites: Charisma 23, ability to channel negative
energy.
Benefit: As a standard action, you can spend one use of
your Channel Energy class feature to generate a 15-foot aura
around you that lasts for one minute. Every round, all
creatures you designate in this zone take 1 point of negative
energy damage for every d6 your Channel Energy burst would
normally inflict. The save DC for half damage is the same as if
you had just channeled a burst of negative energy. You can
also choose to have this effect heal undead instead of harm
the living.
Overchannel [Channeling]
Prerequisites: Wisdom 23, ability to channel positive
energy.
Benefit: When you use your Channel Energy class feature
to heal injuries, you can spend an additional use as a swift
action to let any hit points you heal above a target's maximum
become temporary hp that last for 1 minute per d6 of
channeled energy. No target can benefit from more than one
overchannel at the same time. If they already have temporary
hp from one use of this ability and are exposed to a second,
they keep whichever current total is higher.
Perfect Channeler [Channeling]
Prerequisites: Wisdom 31, Absolute Channel, Bolster the
Faithful, Channel Surge, Flesh and Bones, Improved Channel,
Maximize Spell.
Benefit: You increase the damage die healed or inflicted
by your channeled energy to d8s instead of d6s. You can
maximize the effects of your channeled energy as a swift
action that costs 2 additional uses of your Channel Energy.
Finally, if you have any feats that allow you to expend
additional uses of your Channel Energy class feature as a swift
action to enhance the ability's effect such as Instant Channel,
Overchannel, or Word of Panacea, you can combine any
number of these feats into one effect. Doing so still requires
that you expend a number of daily uses of Channel Energy
equal to the total of all the effects, but only require a single
swift action to apply them all.
Positive Energy Aura [Channeling]
Prerequisites: Charisma 23, ability to channel positive
energy.
Benefit: As a standard action, you can spend one use of
your Channel Energy class feature to generate a 15-foot aura
around you that lasts for one minute. Every round, all
creatures you designate in this zone heal 1 point of damage for
every d6 your Channel Energy burst would normally recover.
You can also choose to have this effect harm undead instead
of heal the living. The save DC for half damage is the same as
if you had just channeled a burst of positive energy.
Presence of Fear [Channeling]
Prerequisites: Ability to channel negative energy, ability to
cast 3
rd
-level divine spells.
Benefit: When you channel negative energy to inflict
damage, you can use a swift action to automatically afflict all
targets who fail their saving throw against the negative energy
with the effects of the cause fear spell at your caster level.
Unlike the normal cause fear, the maximum HD that this ability
can effect increases by +1 for every d6 of damage your
channeled energy inflicts.
Regardless of whether or not the target succeeds on their
saving throw, they cannot be affected by this ability more than
once every 24 hours.
Shadow of Night [Channeling]
Prerequisites: Wisdom 25, Presence of Fear, ability to cast
6
th
-level divine spells.
Benefit: When you channel negative energy to inflict
damage, you can spend an additional daily use of the ability as
a swift action to automatically afflict all targets who fail their
saving throw against the negative energy with the effects of
the blindness spell at your caster level.
44
Regardless of whether or not the target succeeds on their
saving throw, they cannot be affected by this ability more than
once every 24 hours.
Spectral Strike [Channeling]
Prerequisites: Wisdom 19, ability to channel positive
energy.
Benefit: Your attacks with both melee and ranged
weapons and your unarmed strikes deal damage normally
against incorporeal creatures. Additionally, any incorporeal
creature exposed to the effects of your channeled positive
energy used to injure undead must succeed on a saving throw
versus your Channel Energy DC or be treated as corporeal for
1 round for every d6 of damage your Channel Energy heals or
inflicts.
Widen Channel [Channeling]
Prerequisite: Widen Spell, ability to channel energy.
Benefit: The radius of your Channel Energy class feature
increases by 15 feet.
Special: You can gain this feat multiple times. Its effects
stack.
Winds of Agony [Channeling]
Prerequisites: Wisdom 27, Shadow of Night, ability to cast
6
th
-level divine spells.
Benefit: When you channel negative energy to inflict
damage, you can spend 2 additional daily uses of the ability as
a swift action to automatically afflict all targets who fail their
saving throw against the negative energy with the effects of
the terrible remorse spell at your caster level.
Regardless of whether or not the target succeeds on their
saving throw, they cannot be affected by this ability more than
once every 24 hours.
Wings of Fire [Channeling]
Prerequisite: Charisma 25, ability to channel negative
energy.
Benefit: By expending 3 uses of your Channel Energy
ability, you transform into a demonic being, sprouting a pair of
fiery wings and gaining the following bonuses:
Fly speed 90, good maneuverability.
Low-light vision and darkvision, 60 feet.
Immunity to electricity, fire, and poison.
+4 racial bonus on saves against petrification.
Unholy aura with a radius of 20 feet (using your caster level
and Wisdom modifier to set the DC).
The wings last for 1 minute for every d6 of damage your
Channel Energy would normally heal or inflict. The wings
cannot be dispelled except by the channeler (or the direct
intervention of a deity), who can dismiss them as a free action.
Wings of Light [Channeling]
Prerequisite: Charisma 25, ability to channel positive
energy.
Benefit: By expending 3 uses of your Channel Energy
ability, you transform into an angelic being, sprouting a pair of
luminous feathered wings and gaining the following bonuses:
Fly speed 90, good maneuverability.
Low-light vision and darkvision, 60 feet.
Immunity to acid, cold, and petrification.
+4 racial bonus on saves against poison.
Magic circle against evil and lesser globe of invulnerability,
both with a radius of 20 feet (using your caster level).
The wings last for 1 minute for every d6 of damage your
Channel Energy would normally heal or inflict. The wings
cannot be dispelled except by the channeler (or the direct
intervention of a deity), who can dismiss them as a free action.
Word of Panacea [Channeling]
Prerequisites: Wisdom 23, ability to channel positive
energy.
Benefit: When you channel positive energy to heal hit
points, you can use a swift action to automatically grant all
affected allies the benefits of the lesser restoration spell at
your caster level.
45
Table 5-3: Epic Combat Feats
Feat Name
Prerequisites
Benefits
Absolute Attack
Your attacks automatically slay any target whose HD is equal to half your
level.
Absolute Judgment
Cha 21, True Judgment class feature
When invoking true judgment, activate other judgments.
Anklebreaker
Dex 21, Greater Trip
+8 bonus to CMB and CMD when tripping.
Last One Standing
Str 23, Dex 23, Anklebreaker, Bull of War
A successful bull rush automatically trips the target as well.
Bane of Enemies
Survival 21 ranks, Master Hunter class feature
Treat weapons used against favored enemies as a bane weapons.
Death of Enemies
Bane of Enemies, Survival 27 ranks
Automatically confirm critical threats against favored enemies.
Beneath Your Heels
Str 21, Greater Overrun
+8 bonus to CMB and CMD when overrunning.
Bounding Assault
1
Dex 21, Combat Reflexes, Spring Attack
Make an additional attack while moving.
Bull of War
Str 21, Greater Bull Rush
+8 bonus to CMB and CMD when bull rushing.
Brutal Slam
Str 25, Tripping Strike
Automatically knock foes prone with critical hits.
Brutal Blast
Str 27, Brutal Slam, Bull Rush Strike
Automatically send foes flying with critical hits.
Contemptible Combatant
Dex 21, Greater Dirty Trick
+8 bonus to CMB and CMD when using dirty trick.
Cutpurse
Dex 21, Greater Steal
+8 bonus to CMB and CMD when stealing.
Crowd Control
Str 25, Cleaving Finish, Great Cleave
When you slay a target, extra damage carries over to your next attack.
Deadly Ally
1
You can flank all targets and the bonuses you provide increase by +2.
Dire Charge
Improved Initiative
Use full attack on a charge.
Dispelling Slash
Power Attack, Skill Focus [Spellcraft], Spellcraft 21
ranks
Physically attack spells to dispel them.
Dispelling Parry
Dispelling Slash, Spellcraft 26 ranks
Ready an attack to dispel targeted spells with a physical attack.
Distant Shot
1
Dex 23, Far Shot, Perception 16 ranks
Double the distance of your ranged attacks.
Earth Breaker
Str 25, BAB +20, Weapon Focus
Attack a 5' burst.
Shaking the Foundations
Anklebreaker, Earth Breaker
Automatic trip attempt against targets.
World Breaker
Str 27, BAB +21, Earth Breaker
Attack a 10' burst.
God Breaker
Str 29, BAB +22, World Breaker
Attack a 20' burst.
Empowered Judgment
1
Wis 21, True Judgment class feature
Effects of all of your judgments increase by +1.
Epic Brutality
Gain a +2 bonus on all damage rolls.
Epic Dodge
Dex 25, Dodge, Acrobatics 27 ranks, Improved
Evasion class feature
Once per round, automatically avoid all damage from an attack.
Epic Penetrating Strike
1
Greater Penetrating Strike
Your attacks ignore 15 points of damage reduction.
Epic Power Attack
Str 21, Power Attack
Inflict extra damage based on epic attack bonus.
Indelible Blow
Str 31, Epic Power Attack, Supreme Vital Strike
Inflict damage that cannot be magically healed.
Epic Prowess
1
Gain a +1 bonus on all attacks.
Epic Technique
1
Gain a +2 bonus to CMB and CMD.
Epic Weapon Focus
2
Greater Weapon Focus
+2 bonus on attack rolls with one weapon.
Armed Deflection
Dex 21, Wis 19, Combat Expertise, Epic Weapon
Focus
Deflect ranged attacks with your chosen weapon.
Epic Weapon Specialization
2
Epic Weapon Focus, Greater Weapon
Specialization
+4 bonus on damage rolls with one weapon.
Weapon Supremacy
2
Epic Weapon Specialization
Gain bonuses with chosen weapon.
Warlord
2
BAB +22, Weapon Supremacy, Weapon Training
class feature
Gain extra attack with chosen weapon.
Battlegod
BAB +23, Warlord, Weapon Mastery class feature
Gain ultimate mastery with chosen weapon.
Thousand Arms
2
Battlegod
Master one weapon group
Tide of Iron
Thousand Arms
Inspire allies to fight better with your mastered weapon group.
Comet Shot
Warlord with a ranged weapon
Your ranged attacks cannot be deflected.
Exceptional Deflection
Dex 21, Wis 21, Deflect Arrows, Improved
Unarmed Strike
Deflect any type of ranged attack.
Extraordinary Shot
Dex 23, True Grit class feature
Counter attacks with a readied action.
Spell Shot
Dex 25, Extraordinary Shot
Counterspell spells with a readied action.
Furious Charge
Str 21, Furious Focus, Spirited Charge
Mount can contribute damage to power attack on a mounted charge.
Roaring Charge
Furious Charge
Damage multiplier for lances on a charge increase by +1.
Great Smiting
1
Cha 25, Smite class feature
Double your level bonus to damage on a successful smite.
Great Wall
Greater Shield Focus, Greater Shield Specialization
Use total defense to negate attacks.
Grit Burn
True Grit class feature
Expend grit points to gain a bonus on any check or roll.
Holy Strike
Good alignment, Smite Evil class feature
Any weapon held treated as a holy weapon.
Divine Strike
Cha 25, Holy Strike, Knowledge [Religion] 27 ranks
Any weapon held treated as a holy power weapon.
Celestial Strike
Cha 29, Divine Strike, Knowledge [Religion] 34
ranks
Any weapon held treated as a celestial grandeur weapon.
Implacable Maneuver
Str 25
Treat targets as one size category smaller when using maneuvers.
Unstoppable Force
Str 27, Implacable Maneuver
No limit to the size of targets you can use combat maneuvers against.
Mad Juggernaut
Str 31, Unstoppable Force
Targets gain no size bonus to their CMD against your combat maneuvers.
1
- Feat can be selected multiple times; the effects stack.
2
- Feat can be selected multiple times; the effects do not stack. Each time it is selected, it applies to something different.
46
Table 5-3: Epic Combat Feats, cont.
Feat Name
Prerequisites
Benefits
Improved Combat Reflexes
Dex 21, Combat Reflexes
No limit to the number of attacks of opportunity you can make in one
round.
Improved Favored Enemy
1
Five or more favored enemies
Increase bonuses against favored enemies.
Improved Manyshot
Dex 19, BAB +21, Manyshot
Fire a second arrow with every attack.
Perfect Manyshot
Dex 23, BAB +23, Improved Manyshot
Fire a third arrow with every attack.
Improved Sneak Attack
1
Sneak Attack +8d6 class feature
Add +1d6 to your sneak attack damage.
Improved Stunning Fist
1
Dex 19, Wis 19, Improved Unarmed Strike,
Stunning Fist
Stunning Fist DC increases by 2.
Improved Whirlwind Attack
Dex 23, Whirlwind Attack
Whirlwind attack as a standard action.
Bloodwind
Greater Vital Strike, Improved Whirlwind Attack
Inflict vital strike damage with whirlwind attack.
In Control
Str 21, Greater Reposition
+8 bonus to CMB and CMD when repositioning.
Indomitable Challenge
Demanding Challenge class feature
Immune to fatigue and exhaustion while challenging.
Relentless Challenge
Indomitable Challenge
Recover hit points when issuing a challenge.
Infinite Deflection
Dex 25, Combat Reflexes, Deflect Arrows
Spend attacks of opportunity from Combat Reflexes to deflect arrows.
Instantaneous Reload
Dex 21, Rapid Reload
Reload any crossbow or firearm as a free action.
Launching Palm
Improved Bull Rush, Improved Unarmed Strike
Send targets flying with unarmed strikes.
Void Palm
Launching Palm, Void Step
Follow targets and continue attacking as they go flying.
Legendary Fencer
Dex 21, Greater Disarm
+8 bonus to CMB and CMD when disarming.
Unconstrained Panoply
Str 23, Dex 23, Legendary Fencer, Shattering
Smash
Use disarm and sunder against targets immune to these maneuvers.
Legendary Wrestler
Str 21, Dex 21, Greater Grapple
+8 bonus to CMB and CMD when grappling.
Hideous Grasp
Str 23, Dex 23, Legendary Wrestler, Rapid
Grappler
A successful grapple check lets you automatically attempt to pin the
target at a -5 penalty.
Lingering Damage
Sneak attack +8d6 class feature, Crippling Strike
advanced rogue talent
Target takes extra damage the round following a successful sneak attack.
Lone Gunman
Shooter's Stance class feature
Increase damage for Shooter's Stance by +1d6.
Onslaught
BAB +22, Combat Expertise
Make a second attack at your full bonus as part of a standard action.
Overwhelming Critical
2
Str 23, Improved Critical, Weapon Focus
Add +1d6 damage on successful critical hit.
Devastating Critical
2
Str 25, Great Cleave, Overwhelming Critical
A successful critical with chosen weapon against an initial target
automatically threatens all successful cleave targets.
Massive Critical
2
Str 31, Overwhelming Critical, Power Attack
Increase critical multiplier by +1.
Piercing Critical
1
Overwhelming Critical
Reduce a target's chance to ignore critical hits.
Penetrate Damage Reduction
2
Automatically bypass one type of special material damage reduction.
Perfect Flurry of Blows
Dex 21, Flurry of Blows class feature, Ki pool
(adamantine) class feature
Gain a fourth bonus attack when using your flurry of blows.
Perfect Two-Weapon Fighting
Dex 25, Greater Two-Weapon Fighting
Gain a fourth attack with your off-hand weapon.
Absolute Two-Weapon
Fighting
Dex 29, Perfect Two-Weapon Fighting
Gain an additional attack with your off-hand weapon in special situations.
Perfect Vital Strike
Greater Vital Strike
Use vital strike on a charge or spring attack.
Phantom
Greater Feint, Bluff 21 ranks
Feint as a swift action.
Piercing Thrust
Dex 25, BAB +20, Weapon Focus
Attack a 30' line.
Rushing Thunder
Bull of War, Piercing Thrust
Automatic bull rush attempt against targets.
Spear of Wind
Dex 27, BAB +21, Piercing Thrust
Attack a 60' line.
Lance of Heaven
Dex 29, BAB +22, Spear of Wind
Attack a 120' line.
Reaper Saber
Str 21, All-Consuming Swing, Cleave, Vital Strike
Combine cleave and vital strike as a standard action.
Reflect Arrows
Dex 25, Deflect Arrows
You can deflect ranged attacks back at the attacker.
Righteous Strike
Wis 19, Stunning Fist, Lawful alignment
Unarmed strike treated as an axiomatic weapon.
Ruination
1
+10 bonus on damage rolls against objects, +2 bonus to burst checks.
Shattering Smash
Str 23, Greater Sunder
+8 bonus to CMB and CMD when sundering.
Shield Smash
Shield Master
Shields become more effective weapons.
Smite Chaos
Holy Champion class feature, Smite Evil class
feature
Use Smite Evil against chaotic targets.
Sneak Attack of Opportunity
Sneak Attack +8d6 class feature, Opportunist
advanced rogue talent
Attacks of opportunity are automatically sneak attacks.
Spellcasting Harrier
Combat Reflexes, Disruptive
Spellcasters who cast defensively around you provoke attacks of
opportunity.
Storm of Throws
Dex 23, Quick Draw, Rapid Shot
Make one attack against each surrounding foe with thrown weapons.
Supreme Cleave
Str 25, BAB +21, Cleave Through, Great Cleave
You can take one 5-foot step between every successful Cleave attempt.
Supreme Vital Strike
1
BAB +21, Devastating Strike, Greater Vital Strike,
Power Attack
Add extra damage to your additional damage dice from vital strike.
Swarm of Arrows
Dex 23, Rapid Shot, Weapon Focus
Make one attack against each surrounding foe with a bow.
Towline
Str 21, Greater Drag
+8 bonus to CMB and CMD when dragging.
1
- Feat can be selected multiple times; the effects stack.
2
- Feat can be selected multiple times; the effects do not stack. Each time it is selected, it applies to something different.
47
Combat Feats
Absolute Attack [Combat]
Benefit: Any time you strike a living target with a physical
attack using a weapon you are proficient with (or unarmed
attacks, if you have Improved Unarmed Strike), if that target's
HD is equal to or less than half your total character level
(rounded down), then the target dies immediately. They do
not receive a saving throw against this ability, but it does not
affect any creature that is normally immune to critical hits.
Absolute Judgment [Combat]
Prerequisite: Charisma 21, True Judgment class feature.
Benefit: Whenever you invoke your True Judgment, you
can also select any three judgments available to you. These
become active until the end of your next turn.
Absolute Two-Weapon Fighting [Combat]
Prerequisite: Dexterity 29, Perfect Two-Weapon Fighting.
Benefit: Any time you make a single attack with your
primary weaponsuch as attacking as a standard action or on
attacks of opportunityyou may also strike with your off-hand
weapon. Additionally, any time you gain an extra attack with
your primary weaponsuch as from the spells haste or
blessing of fervoryou can also make an extra attack with your
offhand weapon. This bonus does not apply if you have a
speed weapon for your primary weapon only.
Anklebreaker [Combat]
Prerequisite: Dexterity 21, Greater Trip.
Benefit: You gain a +8 bonus to your CMB when tripping
and to your CMD to resist being tripped. It improves by an
additional +2 for every point of epic attack bonus a character
gains. This bonus stacks with the one provided by Improved
Trip and Greater Trip.
Armed Deflection [Combat]
Prerequisites: Dexterity 21, Wisdom 19, Combat Exper-
tise, Epic Weapon Focus.
Benefit: You must be wielding a weapon with which you
have Epic Weapon Focus to gain the benefits of this feat. Once
per round when you would normally be hit with an attack from
a ranged weapon, you may automatically deflect it so that you
take no damage from the attack. You must be aware of the
attack and not flat-footed. Attempting to deflect a ranged
attack does not count as an action. Unusually massive ranged
weapons (such as boulders or ballista bolts) and ranged attacks
generated by natural attacks or spell effects cannot be
deflected.
Special: This feat is treated the same as Deflect Arrows for
the purposes of qualifying for other feats. To employ any feat
that uses Armed Deflection as a prerequisite, you must be
wielding a weapon with which you have Epic Weapon Focus.
Table 5-3: Epic Combat Feats, cont.
Feat Name
Prerequisites
Benefits
Uncanny Accuracy
Dex 21, BAB +16, Improved Precise Shot,
Perception 17 ranks
Ignore miss chance granted by total concealment.
Vacuum Slash
Str 23, Dex 23, BAB +20, Weapon Focus
Attack a 15' cone.
Peacebond
Legendary Fencer, Vacuum Slash
Automatic disarm attempt against targets.
White Lotus Gale
Str 25, Dex 25, BAB +21, Vacuum Slash
Attack a 30' cone.
Breath Through the
Temple Gates
Str 27, Dex 27, BAB +22, White Lotus Gale
Attack a 60' cone.
Vicious Vital
1
Str 25, Devastating Strike, Greater Vital Strike
Inflict an additional +1d6 damage when using vital strike
Power Overwhelming
Str 29, Perfect Vital Strike, Vicious Vital
For every 4 points you beat the target's AC, add additional damage.
Weapon Aficionado
2
BAB +15
Receive attack and damage bonus with one weapon group. Qualify for
fighter-only feats.
Wield Oversized Weapon
Str 25
Treat all weapons as being one size category smaller.
1
- Feat can be selected multiple times; the effects stack.
2
- Feat can be selected multiple times; the effects do not stack. Each time it is selected, it applies to something different.
COMBAT FEATS
48
Bane of Enemies [Combat]
Prerequisites: Survival 21 ranks, Master Hunter class
feature.
Benefit: Any weapon you wield against one of your
favored enemies is treated as a bane weapon for that creature
type (increasing its enhancement bonus by +2 and allowing it
to deal +2d6 points of damage). This ability does not stack with
similar abilities.
Battlegod [Combat]
Prerequisites: Base attack bonus +30, Warlord with the
chosen weapon, Weapon Mastery class feature with the
chosen weapon.
Benefit: You have acquired absolute mastery with a single
weapon type, an unrivaled skill that the merely mortal will
never be able to approach. You gain the following abilities
while wielding your chosen weapon:
+2 competence bonus to AC and Reflex saves;
+4 competence bonus to CMB and CMD;
Increase the threat range of weapon by +1 (stacks with but
is not increased by the Improved Critical feat, keen weapon
quality, or similar abilities);
Ignore object hardness and material-based DR (adamantine,
cold iron, silver, etc.);
Cannot be caught flat-footed or flanked while armed;
Blindsense out to the reach of your weapon (or 15 feet for
ranged weapons).
Note: Unlike the other feats in the Weapon Focus/
Specialization tree, Battlegod can only be selected once, for
one type of weapon. It represents a degree of focus and
training so intense that it is impossible for any mortal creature
to have it with more than one type of weapon.
Beneath Your Heels [Combat]
Prerequisites: Strength 21, Greater Overrun.
Benefit: You gain a +8 bonus to your CMB when
overrunning a target and to your CMD to resist being overrun.
It improves by an additional +2 for every point of epic attack
bonus a character gains. This bonus stacks with the one
provided by Improved Overrun and Greater Overrun.
Bloodwind [Combat]
Prerequisites: Greater Vital Strike, Improved Whirlwind
Attack.
Benefit: When making a whirlwind attack, you can choose
to do so as a full-attack action (instead of as a standard action,
as allowed by Improved Whirlwind Attack). If you do so, each
target is subject to a vital strike attack instead of a normal
attack. Any feats or abilities you possess that improve your
vital strike also apply to these attacks.
Bounding Assault [Combat]
Prerequisites: Dexterity 21, Combat Reflexes, Spring
Attack.
Benefit: You gain the ability to make a second attack while
performing a spring attack. In addition to all the restrictions of
a normal spring attack, you must move at least 10 feet
between the two attacks and cannot direct more than one
attack per individual target. You do not provoke attacks of
opportunity from either target.
Special: You can take this feat multiple times, up to a
number of times equal to your Dexterity modifier. The effects
stack, each time adding an additional attack to your spring
attack. Regardless of how many attacks you gain this way, you
must move at least 10 feet between each attack and no two
attacks can be directed at the same target.
Breath Through the Temple Gates [Combat]
Prerequisites: Strength 27, Dexterity 27, Base attack
bonus +23, White Lotus Gale.
Benefit: When using your Vacuum Slash, the cone now
reaches 60 feet.
Special: A monk that selects Weapon Focus with their
unarmed strike or a monk weapon treats their base attack
bonus as 5 points higher for the purposes of qualifying for this
feat.
49
Brutal Blast [Combat]
Prerequisite: Strength 27, Brutal Slam, Bull Rush Strike.
Benefit: Upon confirming a critical strike with a melee
weapon, natural weapon, or unarmed strike (if you have
Improved Unarmed Strike) against a target of your size or
smaller, you can choose to automatically move the target as if
they were subject to a bull rush combat maneuver. The attack
sends the target flying 5 feet for every 5 points of CMB you
normally have when bull rushing (minimum 5 feet). Regardless
of the distance traveled, you do not move with the target and
they are left prone at the end.
Brutal Slam [Combat]
Prerequisite: Strength 25, Tripping Strike.
Benefit: Upon confirming a critical strike with a melee
weapon, natural weapon, or unarmed strike (if you have
Improved Unarmed Strike) against a target of your size or
smaller, you can choose to automatically knock the target
prone as if you had succeeded on a trip combat maneuver.
Bull of War [Combat]
Prerequisite: Strength 21, Greater Bull Rush.
Benefit: You gain a +8 bonus to your CMB when bull
rushing a target and to your CMD to resist being bull rushed.
It improves by an additional +2 for every point of epic attack
bonus a character gains. This bonus stacks with the one
provided by Improved Bull Rush and Greater Bull Rush.
Celestial Strike [Combat]
Prerequisites: Charisma 29, Divine Strike, Knowledge
[Religion] 34 ranks.
Benefit: Any weapon you wield while your Smite Evil is in
effect is treated as a celestial grandeur weapon. This ability
does not stack with similar abilities.
Comet Shot [Combat]
Prerequisites: Warlord with a ranged weapon.
Benefit: When using a ranged weapon with which you
have Warlord, your attacks cannot be automatically deflected
unless the target has a CR (for physical deflection) or caster
level (for spells) greater than your total character level + 4.
This applies to deflection by spells such as windwall, adverse
environmental conditions, and feats such as Deflect Arrows.
Contemptible Combatant [Combat]
Prerequisite: Dexterity 21, Greater Dirty Trick.
Benefit: You gain a +8 bonus to your CMB when employing
a dirty trick against a target and to your CMD to resist having a
dirty trick used against you. It improves by an additional +2 for
every point of epic attack bonus a character gains. This bonus
stacks with the one provided by Improved Dirty Trick and
Greater Dirty Trick.
Crowd Control [Combat]
Prerequisites: Strength 25, Cleaving Finish, Great Cleave.
Benefit: When you reduce a target's hit points enough to
kill it with a melee attack, any damage inflicted beyond that
carries over to your next melee attack before the end of your
turn. If the attack misses, the extra damage is wasted.
Cutpurse [Combat]
Prerequisite: Dexterity 21, Greater Steal.
Benefit: You gain a +8 bonus to your CMB when stealing
and to your CMD to resist being stolen from. It improves by an
additional +2 for every point of epic attack bonus a character
gains. This bonus stacks with the one provided by Improved
Steal and Greater Steal.
Deadly Ally [Combat]
Benefit: You can provide flanking against targets that are
normally immune (such as those with Improved Uncanny
Dodge), unless their CR is greater than your total character
level + 4. Additionally, the flanking bonus provided to your
allies increases by +2.
Special: You can gain this feat multiple times. The
increased bonus you provide when flanking stacks.
50
Death of Enemies [Combat]
Prerequisites: Bane of Enemies, Survival 27 ranks.
Benefit: Any time you threaten a critical hit against one of
your favored enemies, you automatically confirm.
Special: Creatures immune to critical hits cannot be
affected by this feat.
Devastating Critical [Combat]
Prerequisites: Strength 25, Great Cleave, Overwhelming
Critical with chosen weapon.
Benefit: Choose one weapon for which you have Over-
whelming Critical. Any time you make a cleave attempt while
wielding this weapon, if you confirm a critical strike against the
initial target, you automatically threaten critical strikes against
all other cleave targets you successfully hit.
Special: You can gain this feat multiple times. Its effects
do not stack. Each time you take the feat, it applies to a
different type of weapon.
Dire Charge [Combat]
Prerequisite: Improved Initiative.
Benefit: Whenever you charge during combat, you can
make a full attack against the opponent charged, as if you had
the Pounce ability.
Dispelling Parry [Combat]
Prerequisites: Dispelling Slash, Spellcraft 26 ranks.
Benefit: You can ready an action to use a Dispelling Slash
against any spell that targets you with a touch, ranged touch,
or ray. You can also use this readied action against any area of
effect spell that includes you as a target, but only if the origin
(for lines and cones) or center (for bursts and emanations) of
the effect is within your threatened area.
Dispelling Slash [Combat]
Prerequisites: Skill Focus [Spellcraft], Power Attack,
Spellcraft 21 ranks.
Benefit: As a full round action, you can make a melee
attack against a continuous spell effect. Treat this as a dispel
magic attempt, with the dispel check equal to your attack roll.
Special: A character with the Dispelling Strike magus
arcana can gain a +4 bonus on the check for every point from
their arcane pool they spend.
Distant Shot [Combat]
Prerequisites: Dexterity 23, Far Shot, Perception 16 ranks.
Benefit: You double the range increments of all thrown
and fired ranged weapons you employ. This bonus stacks with
other effects that increase the range increments of ranged
weapons, such as the distance weapon quality.
Special: You can gain this feat multiple times. Its effects
stack. Remember that two doublings equal a tripling, etc.
Divine Strike [Combat]
Prerequisites: Cha 25, Holy Strike, Knowledge [Religion] 27
ranks.
Benefit: Any weapon you wield while your Smite Evil is in
effect is treated as a holy power weapon. This ability does not
stack with similar abilities.
Earth Breaker [Combat]
Prerequisites: Strength 26, Base attack bonus +20,
Weapon Focus with a weapon from the Axe, Heavy Blade,
Close, Flail, Hammer, Natural, or Polearm weapon group.
Benefit: When using a weapon from one of the Fighter
weapon groups listed above with which you have Weapon
Focus, you can use a standard action to forgo striking a target
and instead strike the ground at your feet. This sends out a
blast that strikes all targets within a 5-foot burst. Resolve your
attack normally against each target to see if the strike is
successful. These attack rolls ignore cover and invisibility.
When making your attack, you can also decide if you wish to
damage the terrain, rolling damage automatically. If your
damage exceeds the ground's hardness, you can transform the
area within your burst into difficult terrain. You can only use
this ability once every 1d4 rounds.
51
Special: A monk that selects Weapon Focus with their
unarmed strike or a monk weapon that also falls into one of
the allowed categories treats their base attack bonus as 5
points higher for the purposes of qualifying for this feat.
Empowered Judgment [Combat]
Prerequisites: Wisdom 21, True Judgment class feature.
Benefit: The effects of all your judgments increase by +1.
Special: You can gain this feat multiple times. Its effects
stack.
Epic Brutality [Combat]
Benefit: Gain a +2 bonus on all damage rolls for physical
attacks.
Special: You can gain this feat multiple times. Its effects
stack.
Epic Dodge [Combat]
Prerequisites: Dexterity 25, Dodge, Acrobatics 27 ranks,
Improved Evasion class feature.
Benefit: Once per round, when struck by any attack, you
may automatically avoid all damage from it.
Epic Penetrating Strike [Combat]
Prerequisite: Greater Penetrating Strike
Benefit: Any attack you make ignores 5 additional points
of DR from any source. This ability affects both regular and
untyped DR and stacks with the effects of Penetrating Strike
and Greater Penetrating Strike.
Special: This feat can be taken multiple times. Each time,
you ignore 5 additional points of DR.
Epic Power Attack [Combat]
Prerequisites: Strength 21, Power Attack.
Benefit: When calculating your damage bonus for a power
attack, you take a -1 penalty and gain a +4 bonus to your
damage rolls for every point of epic attack bonus. As with a
normal power attack, this bonus to damage is increased by half
(+50%) if you are making an attack with a two-handed weapon,
a one handed weapon using two hands, or a primary natural
weapon that adds 1-1/2 times your Strength modifier on
damage rolls. This bonus to damage is halved (50%) if you are
making an attack with an off-hand weapon or secondary
natural weapon.
Epic Prowess [Combat]
Benefit: You gain a +1 bonus on all attack rolls.
Special: You can gain this feat multiple times. Its effects
stack.
Epic Technique [Combat]
Benefit: You gain a +2 bonus to your CMB and CMD.
Special: You can gain this feat multiple times. Its effects
stack.
Epic Weapon Focus [Combat]
Prerequisite: Greater Weapon Focus with the chosen
weapon.
Benefit: Add a +1 bonus to all attack rolls you make using
the selected weapon. This bonus stacks with other bonuses on
attack rolls, including those from Weapon Focus and Greater
Weapon Focus.
Special: You can gain this feat multiple times. Its effects
do not stack. Each time you take the feat it applies to a
different type of weapon.
Epic Weapon Specialization [Combat]
Prerequisites: Epic Weapon Focus with the chosen wea-
pon, Greater Weapon Specialization with the chosen weapon.
Benefit: Add +4 to all damage rolls you make using the
selected weapon. This bonus stacks with other bonuses on
damage rolls, including those from Weapon Specialization and
Greater Weapon Specialization.
Special: You can gain this feat multiple times. Its effects
do not stack. Each time you take the feat, it applies to a
different type of weapon.
52
Exceptional Deflection [Combat]
Prerequisites: Dexterity 21, Wisdom 21, Deflect Arrows,
Improved Unarmed Strike.
Benefit: You can deflect any ranged attacks directed at
you as if they were arrows. This includes bullets from firearms,
projectiles from siege equipment, and even spells that require
a ranged touch attack.
Special: This fear behaves in all ways like the Deflect
Arrows feat, including its interactions with other epic feats
such as Infinite Deflection and Reflect Arrows.
Extraordinary Shot [Combat]
Prerequisites: Dexterity 23, True Grit class feature.
Benefit: When you have a loaded firearm, you can ready
an action to attack. At any point during the round, you can
trigger your action to fire at an attacking foe's weapon,
automatically causing their strike to miss its target and ending
their turn if they are taking multiple attacks.
This shot can stop ranged attacks (but not ranged touch
spells or those of extraordinary size such as thrown boulders
or the projectiles of siege weapons) and even knock other
bullets out of the air.
Furious Charge [Combat]
Prerequisites: Strength 21, Furious Focus, Spirited Charge.
Benefit: When performing a power attack during a
mounted charge, you can combine your mount's base attack
bonus with your own when calculating the damage bonus the
power attack provides. The attack penalty is unaffected.
God Breaker [Combat]
Prerequisites: Strength 30, Base attack bonus +22, World
Breaker.
Benefit: The radius of Earth Breaker increases to 20 feet.
Special: A monk that selects Weapon Focus with their
unarmed strike or a monk weapon that also falls into one of
the allowed categories treats their base attack bonus as 5
points higher for the purposes of qualifying for this feat.
Great Smiting [Combat]
Prerequisites: Charisma 25, Smite Good/Evil/Law/Chaos
class ability.
Benefit: Whenever you make a successful smite attack,
add twice the appropriate level to damage.
Special: You may select this feat multiple times. Its effects
stack. Remember that two doublings equals a tripling, and so
forth.
Great Wall [Combat]
Prerequisites: Greater Shield Focus, Greater Shield
Specialization.
Benefit: Whenever you are equipped with a shield and use
a total defense action, you can deflect a number of attacks
directed at you equal to the number of attacks you could take
with a shield on a full attack action (including the effects of a
weapon of speed, the spell haste, or any other effects that
would increase your number of attacks per round with your
shield). This includes spell effects that require a touch or
ranged touch, bullets from firearms, and projectiles from siege
equipment.
Grit Burn [Combat]
Prerequisites: True Grit class feature.
Benefit: Whenever you make a d20 roll for any reason, you
can elect to spend any number of grit points to grant yourself
a morale bonus to that roll equal to the number of points
spent. The choice must be made before the die is rolled and
cannot be changed, regardless of the outcome.
Hideous Grasp [Combat]
Prerequisites: Strength 23, Dexterity 23, Legendary
Wrestler, Rapid Grappler.
Benefit: Any time you succeed on a successful grapple
check against a target, you may attempt a second grapple
check as an immediate action to pin the target. This second
attempt does not benefit from the +5 bonus for grapple checks
against grappled foes and takes an additional -5 penalty.
53
Holy Strike [Combat]
Prerequisites: Smite Evil class feature, any good align-
ment.
Benefit: Any weapon you wield is treated as a holy
weapon. If the weapon already has an alignment, this feat has
no effect on the weapon.
Implacable Maneuvers [Combat]
Prerequisites: Strength 25.
Benefit: Whenever you make a combat maneuver check
against a target, that target is treated as one size category
smaller when determining if you can use the maneuver against
them and for purposes of determining their bonus or penalty.
Improved Combat Reflexes [Combat]
Prerequisites: Dexterity 21, Combat Reflexes.
Benefit: There is no limit to the number of attacks of
opportunity you can make in one round, though you can still
only take one attack per target per round.
Improved Favored Enemy [Combat]
Prerequisite: Five or more favored enemies.
Benefit: Add +1 to the bonus on Bluff, Knowledge,
Perception, Sense Motive, and Survival checks and +2 on
attack and damage rolls against all your favored enemies.
Special: You can gain this feat multiple times. Its effects
stack.
Improved Manyshot [Combat]
Prerequisites: Dexterity 19, Base attack bonus +21, Many-
shot.
Benefits: When using Manyshot, you can fire two arrows
with every attack instead of only the first. Apply precision
damage (such as sneak attack) and critical hit damage only
once per pair. Damage bonuses from using a high-Strength
composite bow apply to each arrow, as do other damage
bonuses, such as a ranger's favored enemy bonus. Damage
reduction and resistances apply separately to each arrow.
Improved Sneak Attack [Combat]
Prerequisite: Sneak attack +8d6.
Benefit: Add +1d6 to your sneak attack damage.
Special: You can gain this feat multiple times. Its effects
stack.
Improved Stunning Fist [Combat]
Prerequisite: Dexterity 19, Wisdom 19, Improved Unar-
med Strike, Stunning Fist.
Benefit: Add +2 to the DC of your stunning attack.
Special: You can gain this feat multiple times. Its effects
stack.
Improved Whirlwind Attack [Combat]
Prerequisites: Intelligence 13, Dexterity 23, Whirlwind
Attack.
Benefit: Your Whirlwind Attack is now only a standard
action, instead of a full attack action. Additionally, you may
make one 5-foot adjustment during the action, though you can
only strike an individual creature once per whirlwind attack.
In Control [Combat]
Prerequisites: Strength 21, Greater Reposition.
Benefit: You gain a +8 bonus to your CMB when reposi-
tioning a target and to your CMD to resist being repositioned.
It improves by an additional +2 for every point of epic attack
bonus a character gains. This bonus stacks with the one
provided by Improved Reposition and Greater Reposition.
Indelible Blow [Combat]
Prerequisites: Epic Power Attack, Supreme Vital Strike.
Benefit: As a standard action, you can make a single
physical melee attack. If successful, the target cannot
magically heal the damage inflicted by the attack unless the
healer succeeds on a caster level check against the results of
your attack roll. The damage heals naturally over time, but is
always the last damage to heal if the target has also sustained
injuries from other sources.
54
Indomitable Challenge [Combat]
Prerequisites: Demanding Challenge class feature.
Benefit: You are immune to the effects of Fatigue and
Exhaustion as long as you have an active challenge issued.
Infinite Deflection [Combat]
Prerequisites: Dexterity 25, Combat Reflexes, Deflect
Arrows.
Benefit: You may spend attacks of opportunity granted by
Combat Reflexes to deflect additional arrows as per the Deflect
Arrows feat.
Special: If you have Improved Combat Reflexes, you can
deflect a number of arrows equal to twice the attacks of oppor-
tunity you would normally be granted by Combat Reflexes.
Instantaneous Reload [Combat]
Prerequisites: Dexterity 21, Rapid Reload.
Benefit: You can reload any crossbow or firearm as a free
action, allowing you to make multiple attacks per round if you
have sufficient ammunition.
Lance of Heaven [Combat]
Prerequisites: Dexterity 30, Base attack bonus +22, Spear
of Wind.
Benefit: The line of Piercing Thrust now reaches 120 feet.
Special: A monk that selects Weapon Focus with their
unarmed strike or a monk weapon that also falls into one of
the allowed categories treats their base attack bonus as 5
points higher for the purposes of qualifying for this feat.
Last One Standing [Combat]
Prerequisites: Strength 23, Dexterity 23, Anklebreaker,
Bull of War.
Benefit: Whenever you successfully bull rush a target, you
can make a trip attempt as an immediate action at the end of
the movement. You do not need to follow the target when
they are bull rushed, instead allowing the force of the push to
topple them.
Launching Palm [Combat]
Prerequisites: Improved Bull Rush, Improved Unarmed
Strike.
Benefit: Whenever you hit a target with an unarmed
strike, you may attempt a bull rush against them as an
immediate action. You gain a +4 bonus on this bull rush
attempt. Unlike normal, you do not have the option of moving
with the target if they are bull rushed in this fashion.
Legendary Fencer [Combat]
Prerequisite: Dexterity 21, Greater Disarm.
Benefit: You gain a +8 bonus to your CMB when disarming
a target and to your CMD to resist being disarm. It improves
by an additional +2 for every point of epic attack bonus a
character gains. This bonus stacks with the one provided by
Improved Disarm and Greater Disarm.
Legendary Wrestler [Combat]
Prerequisite: Strength 21, Dexterity 21, Greater Grapple.
Benefit: You gain a +8 bonus to your CMB when grappling
a target and to your CMD when grappled. It improves by an
additional +2 for every point of epic attack bonus a character
gains. This bonus stacks with the one provided by Improved
Grapple and Greater Grapple.
Lingering Damage [Combat]
Prerequisite: Sneak attack +8d6, Crippling Strike advanced
rogue talent.
Benefit: Any time you deal damage with a sneak attack,
that target takes damage equal to your bonus sneak attack
damage on your next turn as well.
Lone Gunman [Combat]
Prerequisite: Shooter's Stance class feature.
Benefit: The extra damage inflicted by your Shooter's
Stance class feature increases by +1d6.
Special: You can gain this feat multiple times. Its effects
stack.
55
Mad Juggernaut [Combat]
Prerequisite: Strength 31, Unstoppable Force.
Benefit: Targets gain no size bonuses to their CMD when
attempting to resist combat maneuvers you initiate against
them.
Massive Critical [Combat]
Prerequisite: Strength 31, Overwhelming Critical with the
chosen weapon, Power Attack.
Benefit: Choose one weapon with which you have
Overwhelming Critical. When using this weapon, its damage
multiplier for critical hits increases by +1. This also increases
the bonus damage from Overwhelming Critical by an
additional +1d6.
Special: You can gain this feat multiple times. Its effects
do not stack. Each time you take this feat, it applies to a
different type of weapon.
Onslaught [Combat]
Prerequisite: Base attack bonus +22, Combat Expertise.
Benefit: When making a single regular attack as a standard
action (such as when moving and then attacking), you can
instead make two regular attacks, both at your highest base
attack bonus.
Overwhelming Critical [Combat]
Prerequisites: Strength 23, Improved Critical with the
chosen weapon, Weapon Focus with the chosen weapon.
Benefit: Choose one weapon with which you have
Improved Critical and Weapon Focus. When using this
weapon, you deal an extra +1d6 points of bonus damage on a
successful critical hit. If the weapon’s critical multiplier is ×3,
add +2d6 points of bonus damage instead, and if the multiplier
is ×4, add +3d6 points of bonus damage instead. Creatures
immune to critical hits can’t be affected by this feat.
Special: You can gain this feat multiple times. Its effects
do not stack. Each time you take this feat, it applies to a
different type of weapon.
Peacebond [Combat]
Prerequisite: Legendary Fencer, Vacuum Slash.
Benefit: When using Vacuum Slash, you can initiate an
automatic disarm attempt against every target that you
successfully strike. Reduce your CMB by -2 for every 5 feet
away from you the target is.
Penetrate Damage Reduction [Combat]
Benefit: Select one type of special material, such as silver
or adamantine. Your melee and natural weapons (including
unarmed attacks if you have Improved Unarmed Strike) are
treated as being crafted from the chosen special material for
the purposes of overcoming the damage reduction of any
creature you strike. None of the other special properties of
special materials are gained by your melee weapons.
Special: You can gain this feat multiple times. Each time
the feat is selected you select a different special material. Your
melee attacks are treated as being crafted of all chosen
materials for the purposes of overcoming damage reduction.
Perfect Flurry of Blows [Combat]
Prerequisites: Dexterity 21, Flurry of Blows class feature,
Ki Pool (Adamantine) class feature.
Benefit: You can make four additional attacks when using
flurry of blows, as if using Perfect Two-Weapon Fighting (even
if you do not meet the prerequisites for the feat).
Perfect Manyshot [Combat]
Prerequisites: Dexterity 23, Base attack bonus +23, Imp-
roved Manyshot.
Benefits: When using Manyshot, you can fire three arrows
with every attack instead of two, though doing so incurs a -2
penalty to attack on all your attacks. Apply precision damage
(such as sneak attack) and critical hit damage only once per
trio. Damage bonuses from using a high-Strength composite
bow apply to each arrow, as do other damage bonuses, such
as a ranger's favored enemy bonus. Damage reduction and
resistances apply separately to each arrow.
56
Perfect Two-Weapon Fighting [Combat]
Prerequisites: Dexterity 25, Greater Two-Weapon Fight-
ing.
Benefit: You gain a fourth attack with your off-hand
weapon when making a full attack, albeit at a -15 penalty.
Perfect Vital Strike [Combat]
Prerequisites: Greater Vital Strike.
Benefit: You can now use your vital strike as the attack at
the end of a charge or during a spring attack.
Phantom [Combat]
Prerequisites: Greater Feint, Bluff 21 ranks.
Benefit: You can now feint as a swift action.
Piercing Critical [Combat]
Prerequisites: Overwhelming Critical.
Benefit: When you threaten a critical hit against a target
that has a chance to negate critical hits, reduce their resistance
by -10%. Treat targets that are immune to critical hits from a
non-natural source (such as armor of absolute fortification or
the spell ironskin) as having a base chance of 100%. This feat
does not affect creatures that are immune to critical hits
because of their creature type.
Special: You can gain this feat multiple times. Its effects
stack.
Piercing Thrust [Combat]
Prerequisites: Dexterity 26, Base attack bonus +20,
Weapon Focus with a weapon from the Light Blade, Bow,
Close, Crossbow, Natural, Polearm, or Spear weapon group.
Benefit: When using a weapon from one of the Fighter
weapon groups listed above with which you have Weapon
Focus, you can use a standard action to forgo striking a target
and instead attack through a square adjacent to you, sending
out a blast that tears through all targets in a 30-foot line.
Resolve your attack normally against each target. If there are
barriers blocking the line (such as doors, trees, or walls), you
can make an attack against these as well. Regardless of the
weapon used, this attack inflicts damage as normal against the
object and if you inflict enough to pierce the obstacle, the
attack will continue for the full 30 feet. If you fail to inflict
enough damage, the attack is stopped by the barrier. This
ability can only be used once every 1d4 rounds.
Special: A monk that selects Weapon Focus with their
unarmed strike or a monk weapon that also falls into one of
the allowed categories treats their base attack bonus as 5
points higher for the purposes of qualifying for this feat.
Power Overwhelming [Combat]
Prerequisites: Strength 29, Perfect Vital Strike, Vicious
Vital.
Benefit: When you succeed on a vital strike against a
target, roll your weapon damage an additional time for every
4 points by which your attack exceeded their armor class.
Regardless of what feats you have that modify your vital strike
damage, the extra damage from this feat does not include
bonuses from Strength, weapon abilities (such as flaming),
precision-based damage, or other damage bonuses. These
extra weapon damage dice are not multiplied on a critical hit.
Reaping Saber [Combat]
Prerequisites: Strength 21, All-Consuming Swing, Cleave,
Vital Strike.
Benefit: As a standard action, you may combine the
effects of Cleave and Vital Strike. Every target you strike with
your cleave attack is hit as if you had used your vital strike
against them. If you have advanced versions of either feat
Great Cleave, Improved Vital Strike, etc.you may include the
benefits from these feats.
Reflect Arrows [Combat]
Prerequisites: Dexterity 25, Deflect Arrows.
Benefit: When you deflect an arrow or other ranged
attack, the attack is reflected back upon the attacker at your
highest base ranged attack bonus.
57
Relentless Challenge [Combat]
Prerequisites: Indomitable Challenge.
Benefit: Once per day, when issuing a challenge, you
recover a number of hit points equal to your character level
and gain fast healing equal to your character level / 5 for the
duration of your challenge.
Righteous Strike [Combat]
Prerequisites: Wisdom 19, Stunning Fist, any lawful align-
ment.
Benefit: Your unarmed strike is treated as an axiomatic
weapon. If your unarmed strike already has an alignment, this
feat has no effect.
Roaring Charge [Combat]
Prerequisites: Furious Charge.
Benefit: The damage multiplier for lances used in a
mounted charge increases by +1.
Ruination [Combat]
Benefit: You gain a +10 bonus to any damage rolls against
unattended inanimate objects and a +2 bonus to all Strength
checks made to break or burst an object with sudden force.
Special: You can gain this feat multiple times. Its effects
stack.
Rushing Thunder [Combat]
Prerequisites: Bull of War, Piercing Thrust.
Benefit: When using Piercing Thrust, you can initiate an
automatic bull rush attempt against every target that you
successfully strike. Reduce your CMB by -2 for every 10 feet
away from you the target is.
Shaking the Foundations [Combat]
Prerequisites: Anklebreaker, Earth Breaker.
Benefit: When using Earthbreaker, you can initiate an
automatic trip attempt against every target that you
successfully strike.
Shattering Smash [Combat]
Prerequisites: Strength 23, Greater Sunder.
Benefit: You gain a +8 bonus to your CMB when sundering
a target's gear and to your CMD to avoid a sunder attempt. It
improves by an additional +2 for every point of epic attack
bonus a character gains. This bonus stacks with the one
provided by Improved Sunder and Greater Sunder.
Shield Smash [Combat]
Prerequisites: Shield Master.
Benefit: Treat any shield you wield as being one size
category larger when determining its damage. Additionally,
any shield your wield gains a base critical multiplier of x3.
Finally, add your shield bonus as a bonus to your CMB when
attempting a bull rush, disarm, overrun, sunder, or trip combat
maneuver.
Smite Chaos [Combat]
Prerequisites: Holy Champion class feature, Smite Evil
class feature.
Benefit: You can now use your Smite Evil ability against
chaotic targets as well.
Sneak Attack of Opportunity [Combat]
Prerequisites: Sneak attack +8d6, Opportunist advanced
rogue talent.
Benefit: Any attack of opportunity you make is considered
a sneak attack.
Spear of Wind [Combat]
Prerequisites: Dexterity 28, Base attack bonus +21,
Piercing Thrust.
Benefit: When using your Piercing Thrust, the line now
reaches 60 feet.
Special: A monk that selects Weapon Focus with their
unarmed strike or a monk weapon that also falls into one of
the allowed categories treats their base attack bonus as 5
points higher for the purposes of qualifying for this feat.
58
Spell Shot [Combat]
Prerequisite: Dexterity 25, Extraordinary Shot.
Benefit: When you have a readied action for your
Extraordinary Shot, you can also use it to automatically
counterspell a spell or spell-like ability.
Spellcasting Harrier [Combat]
Prerequisite: Combat Reflexes, Disruptive.
Benefit: Any spellcaster you threaten in melee provokes
an attack of opportunity if he or she tries to cast defensively.
You get a +4 bonus on this attack roll.
Storm of Throws [Combat]
Prerequisite: Dexterity 23, Quick Draw, Rapid Shot.
Benefit: As a full-round action, you may throw a light
weapon of any type at your full base attack bonus at each
opponent within 30 feet. The weapons do not have to all be
of the same type.
Supreme Cleave [Combat]
Prerequisite: Strength 25, Base attack bonus +21, Cleave
Through, Great Cleave.
Benefit: When you make a cleave attempt, you are
allowed to shift up to 5 feet between every successful cleave
attack up to your base movement speed, provided you can
reach at least one target from your new position. You cannot
use this ability to make a cleave attack against any single target
more than once, even if you disengage with them and then
move back into range of them. These movements do not
provoke attacks of opportunity.
Supreme Vital Strike [Combat]
Prerequisite: Base attack bonus +21, Devastating Strike,
Greater Vital Strike, Power Attack.
Benefit: Whenever you make a vital strike against a target,
add the bonus damage from Strength, weapon abilities (such
as flaming), and other damage bonuses to your second
damage dice roll as well. However, you still do not add precise-
based damage (such as sneak attack damage) to any weapon
damage roll except the first.
Special: You can gain this feat one additional time for
every extra attack you have in a full attack action. Its effects
stack.
Swarm of Arrows [Combat]
Prerequisites: Dexterity 23, Rapid Shot, Weapon Focus
(type of bow used).
Benefit: As a full-round action, you may fire an arrow at
your full base attack bonus at each opponent within 30 feet.
Thousand Arms [Combat]
Prerequisites: Battlegod.
Benefit: Choose one fighter Weapon Group that your
chosen Battlegod weapon falls into. You can apply the benefits
of any feat that applies only to that weapon (such as Improved
Critical or Weapon Specialization) to all weapons in that group,
except for Battlegod itself.
Special: If your chosen weapon falls into more than one
Weapon Group, you can select this feat multiple times until
you have it for all applicable Weapon Groups.
Tide of Iron [Combat]
Prerequisites: Thousand Arms.
Benefit: Inspired by your legendary mastery, all allies with
line of sight to you gain a +2 insight bonus to hit and a +4 bonus
to damage when using a weapon from the Weapon Group you
chose for the Thousand Arms feat. This bonus increases to +4
insight bonus to hit and a +8 bonus to damage if they are using
the same weapon you chose for the Battlegod feat. If any of
your allies possess them, this bonus stacks with the bonuses
granted by a fighter's Weapon Training or from feats in the
Weapon Focus/Specialization tree.
Towline [Combat]
Prerequisite: Strength 21, Greater Drag.
Benefit: You gain a +8 bonus to your CMB when dragging
59
a target and to your CMD to resist being dragged. It improves
by an additional +2 for every point of epic attack bonus a
character gains. This bonus stacks with the one provided by
Improved Drag and Greater Drag.
Uncanny Accuracy [Combat]
Prerequisites: Dexterity 21, Base attack bonus +16,
Improved Precise Shot, Perception 17 ranks.
Benefit: Your ranged attacks ignore the miss chance
granted to targets by total concealment. You must aim your
attacks at the correct square to take advantage of this feat.
Unconstrained Panoply [Combat]
Prerequisites: Strength 23, Dexterity 23, Legendary
Fencer, Shattering Smash.
Benefit: You can attempt to disarm or sunder targets that
are normally immune (such as a Fighter with the Weapon
Mastery class ability), unless their CR or class level is greater
than your total character level + 4.
Unstoppable Force [Combat]
Prerequisites: Strength 27, Implacable Maneuver.
Benefit: You can attempt a combat maneuver against any
target, regardless of how many size categories larger than you
it may be. Targets still receive their size bonuses to their CMD
as normal.
Vacuum Slash [Combat]
Prerequisites: Strength 23, Dexterity 23, Base attack
bonus +20, Weapon Supremacy with a weapon from the Axe,
Heavy Blade, Light Blade, Flails, Natural, Polearm, or Spear
weapon group.
Benefit: When using a weapon from one of the Fighter
weapon groups listed above with which you have Weapon
Focus, you can use a standard action to forgo striking a target
and instead slash your weapon with enough force to project a
wave of air pressure that strikes all targets within a 15-foot
cone. Resolve your attack normally against each target. If
there are barriers blocking the line (such as doors, trees, or
walls), you can make an attack against these as well.
Regardless of the weapon used, this attack inflicts damage as
normal against the object and if you inflict enough to pierce
the obstacle, the attack will continue for the full 15 feet. If you
fail to inflict enough damage, the attack is stopped by the
barrier. This ability can only be used once every 1d4 rounds.
Special: A monk that selects Weapon Focus with their
unarmed strike or a monk weapon that also falls into one of
the allowed categories treats their base attack bonus as 5
points higher for the purposes of qualifying for this feat.
Vicious Vital [Combat]
Prerequisite: Strength 25, Devastating Strike, Greater Vital
Strike.
Benefit: Whenever you make a Vital Strike, you inflict an
additional +1d6 damage. This extra damage is not multiplied
on a critical.
Special: This feat can be taken multiple times. Its effects
stack.
Void Palm [Combat]
Prerequisites: Launching Palm, Void Step.
Benefit: When making a full attack action or flurry of blows
with your unarmed strike, you can choose to use Launching
Palm to bull rush a target and use the movement granted by
Void Step to follow them and continue with your full attack.
The CMB for each additional bull rush attempt uses the same
base attack bonus as the attack that it precedes. The process
can be repeated as long as you do not exceed your base speed
as a total distance moved.
Warlord [Combat]
Prerequisites: Base attack bonus +25, Weapon Supremacy
with the chosen weapon, Weapon Training class feature in a
Weapon Group including the chosen weapon.
Benefit: When making a full attack with your chosen
weapon, you gain one additional attack at your highest base
60
attack bonus. This ability does not stack with magical effects
that duplicate the effect (such as a weapon of speed or the
haste spell).
Special: This feat can be taken multiple times. Its effects
do not stack; instead apply the feat to a new weapon each
time.
Weapon Aficionado [Combat]
Prerequisites: Base attack bonus +15.
Benefit: Select one Fighter Weapon Group (see the
Fighter's Weapon Training class feature). You receive a +1 to
hit and damage with all weapons in this group. These bonuses
do not stack with the bonus from a Fighter's Weapon Training
class feature.
Additionally, treat yourself as a Fighter of half your
character level for the purpose of qualifying for feats such as
Weapon Specialization. Any Fighter levels a character may
have are not divided when figuring your qualifications for
feats.
Special: This feat can be selected multiple times. Its
effects do not stack. Every time it is chosen, it applies to a new
weapon group. Weapons falling into more than one group still
only receive the bonus to hit and damage once.
Note: A Magus with the Fighter Training class ability who
selects this feat counts his total magus level as his fighter level
for the purpose of qualify for feats. If they also have the True
Magus class ability, treat their base attack bonus as 5 points
higher for the purposes of qualify for feats.
Weapon Supremacy [Combat]
Prerequisites: Epic Weapon Focus in the chosen weapon,
Epic Weapon Specialization in the chosen weapon.
Benefit: You gain a +1 bonus to attack rolls and a +2 bonus
to damage with your chosen weapon. These bonuses stack
with those from the Weapon Focus/Specialization progression.
You also gain a +2 bonus to your CMB for any combat
maneuvers you attempt with this weapon and to your CMD
while wielding your chosen weapon. Finally, while wielding
your chosen weapon, you cannot be disarmed and your
weapon cannot be sundered. If you have the Weapon
Supremacy class ability, treat your class level as 4 levels higher
for the purposes of resisting the feat Unconstrained Panoply.
Special: This feat can be taken multiple times. Its effects
do not stack; instead apply the feat to a new weapon each
time.
White Lotus Gale [Combat]
Prerequisites: Strength 25, Dexterity 25, Base attack
bonus +22, Vacuum Slash.
Benefit: When using your Vacuum Slash, the cone now
reaches 30 feet.
Special: A monk that selects Weapon Focus with their
unarmed strike or a monk weapon that also falls into one of
the allowed categories treats their base attack bonus as 5
points higher for the purposes of qualifying for this feat.
Wield Oversized Weapon [Combat]
Prerequisites: Strength 25.
Benefit: You can choose treat any weapon you wield as
being one size category smaller. This allows a medium-sized
character to wield large-sized weapons without penalty.
Additionally, you can wield two-handed weapons of your own
size category as one-handed weapons or one-handed weapons
as light weapons. This feat only affects the penalties for
wielding a weapon; the damage it inflicts is still determined by
the weapons actual size category.
World Breaker [Combat]
Prerequisites: Strength 28, Base attack bonus +22, Earth
Breaker.
Benefit: When using your Earth Breaker, the burst now
reaches 10 feet.
Special: A monk that selects Weapon Focus with their
unarmed strike or a monk weapon that also falls into one of
the allowed categories treats their base attack bonus as 5
points higher for the purposes of qualifying for this feat.
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Table 5-4: Epic General Feats
Feat Name
Prerequisites
Benefits
Additional Magic Item Space
2
Gain additional slots for wearing magic items.
Armor Skin
1
Increase your Natural Armor bonus by 2.
Ascent
Character level 30
Character begins to move beyond their mortal limits
Greater Ascent
Character level 40, Ascent
Character advances further beyond their mortal limits.
Absolute Ascent
Character level 50, Greater Ascent
Character reaches the pinnacle of mortality.
Blinding Speed
1
Dex 25
Act as if hasted for 5 rounds per day.
Void Step
Dex 27, Blinding Speed
Move once per round as a swift action.
Void Dodge
1
Dodge, Void Step
AC bonus from dodge increases by +1 when you don't Void Step
Walk on Water
Blinding Speed
Don't sink while moving
Damage Reduction
1
Con 21
Increase DR by 3/
Energy Resistance
1, 2
Increase your Energy Resistance by 10 against one type of energy.
Epic Endurance
Con 25, Endurance
Gain a +10 bonus on certain tasks.
Epic Fortitude
Gain a +4 bonus on all Fortitude saves.
Enduring Fortitude
1
Epic Fortitude
Gain an additional +2 bonus on all Fortitude saves.
Epic Leadership
Cha 25, Leadership, Leadership score 25
You begin to attract more powerful followers.
Boon Cohort
Cha 27, Epic Leadership
Your cohort can be your character level 1.
Commanding Presence
1
Epic Leadership
Increase Leadership score by +2.
Legendary Commander
Cha 29, Epic Leadership, Diplomacy 27 ranks
Multiply number of followers attracted by 10.
Epic Reflexes
Gain a +4 bonus on all Reflex saves.
Agile Reflexes
1
Epic Reflexes
Gain an additional +2 bonus on all Reflex saves.
Epic Speed
Dex 21, Run
Your speed increases by 30 feet.
Lightning Speed
Epic Speed
Run at 6 times your normal speed.
Stormstride
Blinding Speed, Lightning Speed
Run at 10 times your normal speed.
Limitless Speed
1
Epic Speed
Your speed increases by 10 feet.
Epic Toughness
1
Toughness
You gain +1 hit points per level.
Epic Will
Gain a +4 bonus on all Will saves.
Disciplined Will
1
Epic Will
Gain an additional +2 bonus on all Will saves.
Extended Life Span
1
Increase your life span.
Fast Healing
1
Con 25
Increase your Fast Healing by 3.
Great Charisma
1
Your Charisma increases by 1 point.
Great Constitution
1
Your Constitution increases by 1 point.
Great Dexterity
1
Your Dexterity increases by 1 point.
Great Intelligence
1
Your Intelligence increases by 1 point.
Great Strength
1
Your Strength increases by 1 point.
Great Wisdom
1
Your Wisdom increases by 1 point.
Implacable Will
Con 25
Use Fortitude save in place of a Will save.
Impossible Courage
Iron Will, Bravery +6 class feature
Immunity to Fascinated and Shaken conditions
Without Fear
Impossible Courage, Bravery +8 class feature
Immunity to Frightened and Panicked conditions
Adamantine Will
Without Fear, Bravery +10 class feature
Immunity to Mind-Affecting Effects
Improved Darkvision
1
Darkvision
Range of your darkvision doubles.
Improved Low-Light Vision
1
Low-Light Vision
Range of your low-light vision doubles.
Improved Spell Resistance
1
Spell Resistance
Your Spell Resistance increases by 2.
Indomitable Fortitude
Wis 25
Use your Will save in place of a Fortitude save.
Inviolate
You are immune to instant-death effects from some sources.
Improved Inviolate
1
Inviolate
Your death immunity improves.
Inured
2
Inviolate
You become immune to one status effect.
Improved Inured
2
Inured
Upgrade your status effect immunity.
Magic Item Focus
Your magic items are harder to damage or destroy.
Magic Item Specialization
Magic Item Focus
Your magic items are harder to suppress or dispel.
Magic Item Mastery
Magic Item Specialization
The benefits granted by your magic items improve.
Internalize Power
Magic Item Mastery
Gain the benefits of certain magic items without wearing them.
Perfect Health
Con 25, Great Fortitude
Immune to nonmagical diseases and most poisons.
Polyglot
Int 25, Linguistics 5 ranks
You can speak all languages.
Glossator
Polyglot, Linguistics 15 ranks
You can read and write all languages.
Sublime Luck
1
Once per day, you can reroll any roll.
Fortune's Favor
Sublime Luck
Whenever you reroll, choose the better of the two results.
Superior Initiative
Improved Initiative
Gain a +10 bonus on all initiative checks.
Timeless
1
Reduce penalties from aging.
Tremendous Size
Str 25, Near the maximum size for your size
category
Increase your size category.
Well of Power
1
Naturally enchant any weapon or armor you use.
Withstand Tribulation
Con 25
Use Fortitude save in place of a Reflex save.
1
- Feat can be selected multiple times; the effects stack.
2
- Feat can be selected multiple times; the effects do not stack. Each time it is selected, it applies to something different.
62
General Feats
Absolute Ascent [General]
Prerequisite: Character level 50, Greater Ascent.
Benefit: You have grown in power to the absolute limits a
mortal being can attain, warping reality simply by existing.
Select some supernatural effect that constantly surrounds you:
perhaps plants spring up wherever you trod or clouds
constantly occlude the sun in your vicinity. This effect is purely
cosmetic, but no being that sees it can be in doubt of your
power.
You will live for a tremendous time, your lifespan doubling
to twice the normal maximum for your species. This multiplies
any other effects that alter your lifespan as well (such as the
Extended Life Span feat). Additionally, you gain a +2 inherent
bonus to any one ability score of your choice.
Adamantine Will [General]
Prerequisite: Without Fear, Bravery (+10) class feature.
Benefit: You are completely immune to all mind-affecting
effects unless they are produced by a creature with a CR equal
to or greater than your character level + 4 or a spell with a
caster level of the same.
Additional Magic Item Space [General]
Benefit: Choose one magic item slot from belts, body,
chest, eyes, feet, hands, head, headband, neck, ring, shield,
shoulders, or wrists. You can now wear one more magic item
of this type (if it will physically fit) and gain its benefit.
Special: You can gain this feat multiple times. Its effects
do not stack. Each time you take the feat, it applies to a new
type of magic item.
Agile Reflexes [General]
Prerequisite: Epic Reflexes.
Benefit: You gain a +2 bonus to all Reflex saves.
Special: You can gain this feat multiple times. Its effects
stack.
Armor Skin [General]
Benefit: You gain a +2 natural armor bonus to Armor Class,
or your existing natural armor bonus increases by 2.
Special: You can gain this feat multiple times. Its effects
stack.
Ascent [General]
Prerequisite: Character level 30.
Benefit: You begin to surpass the limits of mortal
creatures, gaining an indefinable quality of otherworldliness.
No one who looks upon you can fool themselves into thinking
you are anything less than a truly powerful existence.
You no longer take penalties to your ability scores for
aging and cannot be magically aged. Any such penalties that
have already been gained, however, remain in place. Age
bonuses still accrue, and you still die of old age when your time
is up. You also gain an immediate +1 inherent bonus to all your
saves and a +1 inherent bonus to your AC.
Blinding Speed [General]
Prerequisite: Dexterity 25.
Benefit: You can act as if affected by the haste spell for 5
rounds per day. The duration of the effect need not be
consecutive rounds. Activating this power is a free action.
Special: You can gain this feat multiple times. Its effects
stack, granting an additional 5 rounds of haste per day.
Boon Cohort [General]
Prerequisite: Charisma 27, Epic Leadership.
Benefit: Your cohort can now have a maximum level equal
to your character level 1. Their actual level is still governed
by your Leadership score; this fear does not automatically
grant you a cohort of this level. If a cohort gains enough XP to
bring it equal to your level, the cohort does not gain the new
level; its new XP total is 1 less than the amount needed to
attain the next level.
GENERAL FEATS
63
Commanding Presence [General]
Prerequisite: Epic Leadership.
Benefit: Your Leadership score increases by +2 points.
Special: You can gain this feat multiple times. Its effects
stack.
Damage Reduction [General]
Prerequisite: Constitution 21.
Benefit: You gain damage reduction 3/, which reduces
all damage from physical sources (but not magical or energy
damage). This does not stack with damage reduction granted
by magic items or nonpermanent magical effects, but it does
stack with any damage reduction granted by permanent
magical effects, class features, or this feat itself.
Special: You can gain this feat multiple times. Its effects
stack.
Disciplined Will [General]
Prerequisite: Epic Will.
Benefit: You gain a +2 bonus to all Will saves.
Special: You can gain this feat multiple times. Its effects
stack.
Enduring Fortitude [General]
Prerequisite: Epic Fortitude.
Benefit: You gain a +2 bonus to all Fortitude saves.
Special: You can gain this feat multiple times. Its effects
stack.
Energy Resistance [General]
Benefit: Choose a type of elemental energy: acid, cold,
electricity, fire, or sonic. You gain resistance 10 to that type of
energy, or your existing resistance to that type of energy
increases by 10. This feat does not stack with energy
resistance granted by magic items or nonpermanent magical
effects.
Special: You can gain this feat multiple times. If the same
type of energy is chosen, the effects stack.
Epic Endurance [General]
Prerequisites: Constitution 25, Endurance.
Benefit: Whenever you perform a task to which your
Endurance bonus applies, you get an additional +10 bonus on
the check. You may also sleep in heavy armor without
becoming fatigued.
Epic Fortitude [General]
Benefit: You gain a +4 bonus on all Fortitude saving
throws.
Epic Leadership [General]
Prerequisites: Cha 25, Leadership score 25.
Benefit: You attract a cohort and followers as shown in
Table 5-5: Epic Leadership. In all other ways Epic Leadership
functions as the Leadership feat.
Epic Reflexes [General]
Benefit: You gain a +4 bonus on all Reflex saving throws.
Epic Speed [General]
Prerequisite: Dexterity 21, Run.
Benefit: When wearing light armor or carrying a light load,
your speed increases by 30 feet. If you are wearing medium or
heavy armor or carrying a medium or heavy load, your speed
increase by only 20 feet. This benefit is an enhancement bonus
and does not stack with increased speed granted by effects
that also grant enhancement bonuses to speed.
Table 5-5: Epic Leadership
Leadership
Score
Cohort
Level
Followers by Level
1
st
2
nd
3
rd
4
th
5
th
6
th
7
th
8
th
9
th
10
th
25
17
th
135
13
7
4
2
2
1
26
18
th
160
16
8
4
2
2
1
27
18
th
190
19
10
5
3
2
1
28
19
th
220
22
11
6
3
2
1
29
19
th
260
26
13
7
4
2
1
30
20
th
300
30
15
8
4
2
1
31
20
th
350
35
18
9
5
3
2
1
32
21
st
400
40
20
10
5
3
2
1
33
21
st
460
46
23
12
6
3
2
1
34
22
nd
520
52
26
13
6
3
2
1
35
22
nd
590
59
30
15
8
4
2
1
36
23
rd
660
66
33
17
9
5
3
2
1
37
23
rd
740
74
37
19
10
5
3
2
1
38
24
th
820
82
41
21
11
6
3
2
1
39
24
th
910
91
46
23
12
6
3
2
1
40
25
th
1000
100
50
25
13
7
4
2
1
+1
+1/2
+100
1
1
1
1
1
1
1
1
1
1 - A character can command one-tenth as many 2
nd
-level followers as 1
st
-level followers. A
character can command one-half as many 3
rd
-level followers as 2
nd
-level followers, one-half as many
4
th
-level followers as 3
rd
-level followers, and so on. Round all fractions greater than 1 up.
64
Epic Toughness [General]
Benefit: You gain +1 hit point per character level.
Special: You can gain this feat multiple times. Its effects
stack.
Epic Will [General]
Benefit: You gain a +4 bonus on all Will saving throws.
Extended Life Span [General]
Benefit: Add one-half the maximum result of your race’s
maximum age modifier to your normal middle age, venerable,
and old age categories. Calculate your maximum age using the
new venerable age. This feat cannot lower your current age
category.
Special: You can gain this feat multiple times. Its effects
stack.
Fast Healing [General]
Prerequisite: Constitution 25.
Benefit: You gain fast healing 3, or your existing fast
healing increases by 3. This does not stack with fast healing
granted by magic items or nonpermanent magical effects, but
does stack with fast healing gained from class features.
Special: You can gain this feat multiple times. Its effects
stack.
Fortune's Favor [General]
Prerequisite: Sublime Luck.
Benefit: Any time you are given the option to make a reroll
but must select the second result even if it is lower (such as
with the Sublime Luck feat), you can instead choose either
option.
Glossator [General]
Prerequisite: Polyglot, Linguistics 15 ranks.
Benefit: You can read any language or script (excluding
magical scripts). If you have come into contact with a written
language at least once, you can also write it.
Great Charisma [General]
Benefit: Your Charisma increases by 1 point.
Special: You can gain this feat multiple times. Its effects
stack.
Great Constitution [General]
Benefit: Your Constitution increases by 1 point.
Special: You can gain this feat multiple times. Its effects
stack.
Great Dexterity [General]
Benefit: Your Dexterity increases by 1 point.
Special: You can gain this feat multiple times. Its effects
stack.
Great Intelligence [General]
Benefit: Your Intelligence increases by 1 point.
Special: You can gain this feat multiple times. Its effects
stack.
Great Strength [General]
Benefit: Your Strength increases by 1 point.
Special: You can gain this feat multiple times. Its effects
stack.
Great Wisdom [General]
Benefit: Your Wisdom increases by 1 point.
Special: You can gain this feat multiple times. Its effects
stack.
Greater Ascent [General]
Prerequisite: Character level 40, Ascent
Benefit: Your aspect begins to take on supernatural
qualities: unnaturally bright eyes that shine in the darkness, a
constant and sourceless wind that plays at your hair, an aura
that attracts or repels wild animals, or some other unmis-
takably supernatural quality. This effect is purely cosmetic, but
no being that sees it can be in doubt of your power.
65
Your life span is now at the maximum for your race;
barring a traumatic death, you can expect a long life.
Additionally, your physical attacks gain a +1 inherent bonus to
attack and a +2 inherent bonus to damage. Any spells or spell-
like, extraordinary, or supernatural abilities have their DCs
increased by +1 as an inherent bonus.
Implacable Will [General]
Prerequisites: Constitution 25.
Benefit: Once per round, when targeted by an effect that
requires a Will saving throw, you may make a Fortitude save
instead to avoid the effect.
Impossible Courage [General]
Prerequisites: Iron Will, Bravery (+6) class feature.
Benefit: You are completely immune to the Fascinated
and Shaken conditions unless they are produced by a creature
with a CR equal to or greater than your character level + 4 or a
spell with a caster level of the same.
Improved Darkvision [General]
Prerequisite: Darkvision.
Benefit: The range of your darkvision doubles. This feat
does not stack with darkvision granted by magic items or
nonpermanent magical effects.
Special: You can gain this feat multiple times. Its effects
stack. Remember that two doublings equals a tripling, and so
on.
Improved Inured [General]
Prerequisites: Inured.
Benefit: Select one condition for which you have the
Inured feat and upgrade it by one step. The upgrade steps are
as follows:
Dazed > Stunned > Paralyzed
Dazzled > Blinded
Fascinated > Confused
Fatigued > Exhausted > Staggered
Shaken > Frightened > Panicked
Sickened > Nauseated
Special: You can gain this feat multiple times. Its effects
do not stack for certain categories. In others, each time you
select a new Inured condition to upgrade.
Improved Inviolate [General]
Prerequisite: Inviolate.
Benefit: Your immunity to any effect that would instantly
kill you increases to equal your character level + 1.
Special: You can gain this feat multiple times. Its effects
stack, improving your immunity by an additional +1 each time.
Improved Low-Light Vision [General]
Prerequisite: Low-light vision.
Benefit: The range of your low-light vision doubles. This
feat does not stack with low-light vision granted by magic
items or nonpermanent magical effects.
Special: You can gain this feat multiple times. Its effects
stack. Remember that two doublings equals a tripling, and so
on.
Improved Spell Resistance [General]
Prerequisite: Must have spell resistance from a feat, class
feature, or other permanent effect.
Benefit: Your spell resistance increases by +2.
Special: You can gain this feat multiple times. Its effects
stack.
Indomitable Fortitude [General]
Prerequisites: Wisdom 25.
Benefit: Once per round, when targeted by an effect that
requires a Fortitude saving throw, you may make a Will save
instead to avoid the effect.
Internalize Power [General]
Prerequisites: Magic Item Mastery.
Benefit: You are now able to absorb the power of certain
66
magic items: amulets of natural armor, cloaks of resistance,
rings of protection, and any belt or headband that boosts
physical and mental ability scores. If you equip any one of
these items, you can spend one hour focusing on the power,
drawing it out of the item and instead storing it within yourself.
When this is done, you gain all the benefits of the item as if you
were wearing it, except that you no longer need the physical
item to do so. The item itself grows quiescent, useless to
anyone else who tries to put it on, and even if it is stolen or
destroyed, you still retain its power.
This frees up the original item slot and allows you to gain
the benefits of another item in that slot, though the usual rules
about stacking benefits applies. You can have one of each type
of itemamulet, belt, cloak, headband, and ringstored at
one time. If you wish, you can replace the internalized power
of any individual item with a new item's power. If you do, the
power of the old item is expelled, placed into whatever item
you are drawing the new power out of. You can also
voluntarily return the power to its original receptacle by
spending ten minutes focusing on the item.
Inured [General]
Prerequisites: Inviolate.
Benefit: Select one of the following conditions: Dazed,
Dazzled, Deafened, Fascinated, Fatigued, Shaken, or Sickened.
You become immune to all non-epic sources of this condition,
including spells of 9
th
level or lower and the extraordinary,
supernatural, or spell-like abilities of creatures with fewer than
21 HD. Even against epic sources of this condition, you gain an
additional +8 epic bonus to any saving throw or ability check
made to resist it.
Special: You can gain this feat multiple times. Its effects
do not stack. Instead, each time you select a condition.
Inviolate [General]
Benefit: You become immune to any effect that would
instantly kill you (such as a critical strike with a vorpal weapon,
the spell phantasmal killer, or a coup de grace attempt) unless
that effect is the result of a spell with a caster level greater
than your character level or the extraordinary, supernatural,
or spell-like ability of a creature whose CR is greater than your
character level.
Legendary Commander [General]
Prerequisites: Charisma 28, Epic Leadership, Diplomacy 27
ranks.
Benefit: Multiply the number of followers you gain at each
level from Epic Leadership by 10. This has no effect on cohorts.
Lightning Speed [General]
Prerequisites: Epic Speed.
Benefit: When running, you move six times your normal
speed (if wearing medium, light, or no armor and carrying no
more than a medium load) or five times your speed (if wearing
heavy armor or carrying a heavy load). If you make a jump
after a running start, you gain a +8 bonus on your Acrobatics
check. These bonuses supersede (do not stack with) the
bonuses granted by the Run feat.
Limitless Speed [General]
Prerequisites: Epic Speed.
Benefit: When wearing light armor or carrying a light load,
your speed increases by 10 feet. If you are wearing medium or
heavy armor or carrying a medium or heavy load, your speed
increase by only 5 feet. This benefit is an enhancement bonus,
but it stacks with the bonuses provided by Epic Speed.
Special: You can gain this feat multiple times. Its effects
stack.
Magic Item Focus [General]
Benefit: Any magic item that you are wearing or holding
that is subject to a sunder attempt provides a +8 circumstance
bonus to your CMD. Additionally, their hardness is treated as
being 5 points higher and they have double the normal amount
of hit points. Finally, they naturally recover from damage at a
rate of 1 hit point per hour.
67
Magic Item Mastery [General]
Prerequisites: Magic Item Specialization.
Benefit: All magic items in your character's possession
become more potent. If the item emulates any spells or spell-
like abilities that increase with caster level, then increase the
caster level by +8 for non-epic magic items and +4 for epic
magic items. If not, then any effects that require a saving
throw increase in DC by +1. If the item has no saving throw
effects, then any powers that can be used 2 or more times per
day can be used one additional time per day. If none of these
apply, then any bonuses to skill checks, ability checks, or caster
level checks the item provides improve by +4. Finally, if none
of those apply, then any effect with a duration of 1 round or
greater have that duration doubled. If none of these bonuses
apply, then the benefits provided by Magic Item Focus double,
increasing the items hardness by 10, tripling its total hit points,
and allowing it to recover 2 hit points per hour.
Magic Item Specialization [General]
Prerequisites: Magic Item Focus.
Benefit: All magic items in your character's possession
become more difficult to suppress. They now use your
character level rather than the caster level (provided your
character level is higher) when resisting the effects of dispel
magic, greater dispel magic, or any similar effect. They also
gain a +8 epic bonus to Will saves made to resist mage's
disjunction, antimagic field, or any other effect that would
suppress their power. Additionally, they are no longer auto-
matically destroyed when a saving throw roll against mage's
disjunction results in a natural 1. They can still be destroyed
by a targeted disjunction, but the epic bonus to Will saves
increases to +12.
Perfect Health [General]
Prerequisite: Constitution 25, Great Fortitude.
Benefit: You are immune to all nonmagical diseases, as
well as to all poisons whose Fortitude save DC is equal to or
lower than your character level + 4.
Polyglot [General]
Prerequisites: Intelligence 25, Linguistics 5 ranks.
Benefit: You can speak all languages that you come into
contact with at least once.
Stormstride [General]
Prerequisites: Blinding Speed, Lightning Speed.
Benefit: When running, you can choose boost your speed
at the cost of endurance. Doing so allows you to run for a
number of rounds equal to half your Constitution score
(rounded down), and running longer than this requires a DC 12
Constitution check. Every round you succeed on this check,
the DC increases by +2 for the next round. The effects of failing
this check are the same as the standard running penalties.
Doing this allows you to move at ten times your normal
speed (if wearing medium, light, or no armor and carrying no
more than a medium load) or eight times your speed (if
wearing heavy armor or carrying a heavy load). If you make a
jump after a running start, you gain a +24 bonus on your
Acrobatics check. These bonuses supersede (do not stack
with) the bonuses granted by the Run or Lightning Speed feats.
Sublime Luck [General]
Benefit: Once per day, whenever you roll dice for any
reasonattack rolls, saving throws, spell damage, a percentile
roll for a reincarnation, or anything else requiring a roll of the
dicebefore the results of the roll are calculated, you can
elect to roll a second time. You must take the results of the
second roll, even if they are lower.
Special: You can gain this feat multiple times. Each time
you take this feat, you gain an additional reroll attempt. No
individual dice roll can be rerolled more than once.
Superior Initiative [General]
Prerequisite: Improved Initiative.
Benefit: You gain a +10 bonus on all initiative checks. This
bonus supersedes (does not stack with) the bonus from
Improved Initiative.
68
Timeless [General]
Benefit: Reduce the penalties to your Strength, Dexterity,
and Constitution scores that have accrued from aging by 1
point each, to a minimum of 0.
Special: You can take this feat multiple times. Its effects
stack.
Tremendous Size [General]
Prerequisite: Strength 25, Near the maximum height or
weight for your size category.
Benefit: You permanently increase your size category by
one step. Your Strength naturally increases by 2 points while
your Dexterity is reduced by -2 points. If you have a natural
armor bonus to AC from a permanent, non-magical source, it
increases by +1. You gain all the standard effects of an increase
in size category, as well: your AC and attack rolls are reduced,
your penalty to Fly and Stealth skill checks worsens, your
natural reach and space grows, your modifier to CMB/CMD
increases, and the damage dice for any natural or unarmed
attacks increases by one step.
Void Dodge [General]
Prerequisites: Dodge, Void Step.
Benefit: Any round in which you do not use your Void Step
ability, the AC bonus from the Dodge feat increases to +3 until
the beginning of your next turn.
Special: You can take this feat multiple times. Every time
you do, the AC bonus from the Dodge feat increases by +1.
Void Step [General]
Prerequisites: Dexterity 27, Blinding Speed.
Benefit: Once per round, you may move up to your base
speed as a swift action. This movement does not provoke
attacks of opportunity even if you move through squares
threatened by an enemy. Void Stepping is too fast for the
target to follow, but it is still physical movement and cannot
pass through obstacles. Any round you move in this way, you
cannot also take a 5-foot step.
Walk on Water [General]
Prerequisites: Blinding Speed.
Benefit: Any round in which you move at least your base
movement speed, you will not sink into liquids, including
water, acid, and lava. You treat the surfaces of these liquids as
normal terrain and are immune to effects of submersion while
standing on them, though you are still susceptible to any
radiating effects (such as the heat damage from lava).
Well of Power [General]
Benefit: Choose either weapons or armor. Weapons grant
you a pool of 1 point, armor a pool of 2 points. You can spend
24 hours attuning yourself to a weapon or piece of armor.
When complete, you can spend points to grant it weapon or
armor qualities whose total bonus is less than or equal to the
size of your pool. You can also spend points from the pool to
grant it an enhancement bonus equal to the number of points
spent, which will supersede the item's normal bonus if it is
magical. If you have multiple weapons or a suit of armor and
a shield, you can divide the pool between them. Removing the
energy from an item takes 1 hour and it must be re-attuned to
return the energy to it.
Special: You can take this feat multiple times. Its effects
stack, your pool increasing by +1 for weapons or +2 for armor.
Without Fear [General]
Prerequisites: Impossible Courage, Bravery (+8) class
feature.
Benefit: You are completely immune to the Frightened
and Panicked conditions unless they are produced by a
creature with a CR equal to or greater than your character level
+ 4 or a spell with a caster level of the same.
Withstand Tribulation [General]
Prerequisites: Constitution 25.
Benefit: Once per round, when targeted by an effect that
requires a Reflex saving throw, you may make a Fortitude save
instead to avoid the effect.
69
Item Creation Feats
Cannibal Crafting [Item Creation]
Prerequisite: Any 3 item creation feats.
Benefit: When crafting a new magic item, you can draw
the spell energy out of existing magic items and use it to
accelerate your item creation. Both the item you are creating
and the one (or ones) you are draining must be types that you
have the relevant item creation feats for (though they do not
have to be the same item type as one another) and your caster
level must be high enough to create all of them, though you do
not need to have any other creation prerequisites for the
item(s) you are draining.
When crafting the new item, you pay the creation cost as
normal, but when translating that cost into how long you must
work on it (i.e., one day per 1,000 gold) subtract half of the
sacrificed item's creation cost (or a quarter of its market value)
from the total. Thus, if you wished to make a staff of tricks
(market price 8,000 gp), you would pay 4,000 gold and it would
take you four days to craft it. However, if you decided to
sacrifice a ring of counterspells (market price 4,000 gp), you
would still pay 4,000 gold, but it would only take you 3 days to
create your staff.
Magic items consumed in this way cannot be restored by
any conventional means short of recreating them with the
relevant item creation feat as if you were making a new magic
item. If you sacrifice an item that is sufficiently more powerful
than the one you are creating, you may have leftover energy;
this energy is wasted. It cannot be conserved for later use or
used to restore the sacrificed item. It always take a minimum
of 1 day to craft a magic item, no matter how much power you
siphon off of other items. You cannot sacrifice an artifact to
make a magic item using this feat.
Craft Epic Magic Arms and Armor [Item Creation]
Prerequisites: Craft Magic Arms and Armor, Spellcraft 21
ranks.
Benefit: You can craft magic arms and armor using epic
rules. See Chapter 6 for details.
Craft Epic Rod [Item Creation]
Prerequisites: Craft Rod, Spellcraft 23 ranks.
Benefit: You can craft rods using epic rules. See Chapter 6
for details.
Craft Epic Staff [Item Creation]
Prerequisites: Craft Staff, Spellcraft 25 ranks.
Benefit: You can craft staves using epic rules. See Chapter
6 for details.
Craft Epic Wondrous Item [Item Creation]
Prerequisites: Craft Wondrous Item, Spellcraft 21 ranks.
Benefit: You can craft wondrous items using epic rules.
See Chapter 6 for details.
Table 5-6: Epic Item Creation Feats
Feat Name
Prerequisites
Benefits
Cannibal Crafting
Any 3 item creation feats
Consume existing magic items to accelerate creation speed.
Craft Epic Magic Arms and Armor
Craft Magic Arms and Armor, Spellcraft 21 ranks
You can craft epic weapons and armor.
Craft Epic Rod
Craft Rod, Spellcraft 23 ranks
You can craft epic rods.
Craft Epic Staff
Craft Staff, Spellcraft 25 ranks
You can craft epic staffs.
Craft Epic Wondrous Items
Craft Wondrous Item, Spellcraft 21 ranks
You can craft epic wondrous items.
Efficient Item Creation
2
Any item creation feat, Spellcraft 21 ranks
Create magic items in 1/10
th
the time.
Epic Cooperation
Cooperative Crafting, Craft [Any] 21 ranks
Provide an ally substantial bonuses when crafting an item.
Forge Epic Ring
Forge Ring, Spellcraft 25 ranks
You can forge epic rings.
Master Brewer
1
Brew Potion, Spellcraft 21 ranks
You can brew potions from spells above 3
rd
level.
Prudent Crafter
1
Ignore Material Components
Reduce the costs of crafting an item.
Scribe Epic Scroll
1
Scribe Scroll, Spellcraft 21 ranks
You can scribe epic scrolls.
Skillful Augmentation
Any 3 item creation feats
Enchant existing magic items more easily.
Wand Savant
1
Craft Wand, Spellcraft 23 ranks
You can craft wands from spells above 4
th
level.
1
- Feat can be selected multiple times; the effects stack.
2
- Feat can be selected multiple times; the effects do not stack. Each time it is selected, it applies to something different.
ITEM CREATION FEATS
70
Efficient Item Creation [Item Creation]
Prerequisites: Item creation feat to be selected, Spellcraft
21 ranks.
Benefit: Select an item creation feat or epic item creation
feat. Creating a magic item using that feat requires one day
per 10,000 gold of the item’s market price, with a minimum of
one day.
Special: You can gain this feat multiple times. Its effects
do not stack. Each time you take the feat, it applies to a
different item creation feat.
Epic Cooperation [Item Creation]
Prerequisites: Cooperative Crafting, 21 ranks in any Craft
skill.
Benefit: Your ability to assist another character in crafting
mundane and magical items is legendary. You must both
possess the relevant Craft skill, item creation feat, or epic item
creation feat, but either one of you can fulfill any other
prerequisites for crafting the item. You provide a +8
circumstance bonus on any Craft or Spellcraft checks related
to making an item, and your assistance triples the gp value of
items that can be crafted each day.
Forge Epic Ring [Item Creation]
Prerequisites: Forge Ring, Spellcraft 25 ranks.
Benefit: You can forge magic rings using epic rules. See
Chapter 6 for details.
Master Brewer [Item Creation]
Prerequisite: Brew Potion, Spellcraft 21 ranks.
Benefit: You can brew potions from spells up to 5
th
level.
Your potions can also incorporate metamagic feats, though the
modified spell level still cannot exceed 5
th
level. Doing so
follows all the normal rules for brewing potions except the
creation cost and market value are both increased by x10.
Special: You can gain this feat multiple times. Every time
you select this feat, you increase the maximum spell level of
potion you can create by 2.
Prudent Crafter [Item Creation]
Prerequisites: Ignore Material Components.
Benefit: When crafting a magic item with the appropriate
item creation feat or epic item creation feat, you reduce the
creation cost by 10%. Additionally, when crafting items such
as rings that duplicate spells or staves that that normally
require you to pay 50 times the material component cost of
any spells put into them, you ignore these costs if the
components cost less than 15,000 gp per spell.
Special: You can gain this feat multiple times. Its primary
effect stacks, to a maximum reduction in the item creation cost
of 50%.
Scribe Epic Scroll [Item Creation]
Prerequisites: Scribe Scroll, Spellcraft 21 ranks.
Benefit: You can scribe scrolls using epic rules. See
Chapter 6 for details. Even this feat does not allow you to
scribe a scroll with an epic spell.
Skillful Augmentation [Item Creation]
Prerequisite: Any 3 item creation feats.
Benefit: When improving the abilities of a magic item
(such as turning a +6 longsword into a +6 longsword of speed),
you double the gp value of the work that can be crafted each
day. When adding new abilities to an item on a restricted body
slot (such as adding invisibility to a ring of protection +6), you
no longer multiply the new enchantment's cost by 1.5.
Wand Savant [Item Creation]
Prerequisite: Craft Wand, Spellcraft 23 ranks.
Benefit: You can craft wands from spells up to 6
th
level.
Your wands can also incorporate metamagic feats, though the
modified spell level still cannot exceed 6
th
level. Doing so
follows all the normal rules for crafting wands except the
creation cost and market value are both increased by x10.
Special: You can gain this feat multiple times. Every time
you select this feat, you increase the maximum spell level of
wand you can create by 2.
71
Ki Feats
Absolute Ki Strike [Ki]
Prerequisite: Wisdom 25, Improved Ki Strike.
Benefit: As your entire body begins to burn with a blue-
white fire, you can expend 4 ki points as a swift action to allow
you to make all your unarmed attacks or your attacks with
monk weapons until the beginning of your next turn against
your target's touch AC.
Channel Positive Ki [Ki]
Prerequisite: Wisdom 23, Perfect Self class feature, Heal
22 ranks.
Benefit: You gain the ability to Channel Positive Energy in
a manner identical to a cleric equal to your total level in
whatever class or classes grants you your ki pool 4 by
spending 2 ki points as a standard action. You can increase
your virtual cleric level by 2 for every additional ki point you
spend when channeling, to a maximum equal to your total
level in whatever class or classes grants you your ki pool. You
can only use this energy to heal living creatures, not harm
undead.
Special: This ability allows you to qualify for Channeling
Feats except those that increase the number of times per day
you can channel (such as Extra Channel) or require you to
channel negative energy.
Font of Ki [Ki]
Prerequisites: Wisdom 21, Perfect Self class feature.
Benefit: Your ki pool permanently increases by an amount
equal to your Wisdom modifier. If your Wisdom increases, this
bonus also increases retroactively.
Special: You can gain this feat multiple times. Its effects
stack.
Hardened Aura [Ki]
Prerequisites: Constitution 21, Wisdom 21, Perfect Self
class feature.
Benefit: As a swift action, you can spend 1 point from your
ki pool to grant yourself a damage reduction 3/ for 1 minute.
You can increase this by +3 for every additional ki point you
spend, up to a maximum DR equal to your total level in
whatever class or classes grant you your ki pool. If you class
level is not a multiple of 3, you can still gain a partial increase
in DR by spending the requisite number of ki points.
Improved Ki Strike [Ki]
Prerequisites: Wisdom 21, Ki pool (adamantine) class
feature.
Benefit: Your ki strikes are treated as epic magic weapons
for the purposes of bypassing damage reduction.
Table 5-7: Epic Ki Feats
Feat Name
Prerequisites
Benefits
Channel Positive Ki
Wis 23, Perfect Self class feature, Heal 22 ranks
Expend ki points to channel positive energy.
Font of Ki
1
Wis 21, Perfect Self class feature
Ki pool increases.
Hardened Aura
Con 21, Wis 21, Perfect Self class feature
Use ki pool to gain DR.
Improved Ki Strike
Wis 21, Ki Pool (Adamantine) class feature
Ki strikes treated as epic for overcoming Damage Reduction.
Absolute Ki Strike
Wis 25, Improved Ki Strike
Use ki pool to make attacks touch attacks.
Keen Strike
Dex 23, Ki Pool (Adamantine) class feature
Treat unarmed attacks as slashing, with increased critical bonuses.
Ki Armor
Wis 23, Perfect Self class feature
Use ki pool to gain deflection bonus to AC.
Ki Blast
Dex 21, Wis 21, Perfect Self class feature
Fire blasts of pure ki energy at a target.
Ki Bomb
Wis 23, Ki Blast
Ki blast detonates on impact.
Ki Wave
Dex 23, Ki Blast
Project a line of pure ki energy to damage multiple targets.
Lion's Roar
Wis 25, Improved Bull Rush, Perfect Self class feature
Send targets surrounding you flying away.
Nirvana
Int 25, Wis 25, Cha 25, Perfect Self class feature
Burn ki to temporarily enter a state of heightened awareness and ability
Poison Ki
Wis 23, Diamond Body class feature
Damage target's internal organs with ki energy.
Shattering Strike
Str 23, Ki Pool (Adamantine) class feature
Improve your unarmed strike's critical bonuses.
Transfixing Strike
Wis 23, Ki Pool (Adamantine) class feature
Treat unarmed attacks as piercing, with increased critical bonuses.
Zen Focus
Wis 26, Timeless Body class feature
Restore ki points by meditating.
1
- Feat can be selected multiple times; the effects stack.
KI FEATS
72
Keen Strike [Ki]
Prerequisites: Dexterity 23, Ki Pool (Adamantine) class
feature.
Benefit: As long as you have at least one point in your ki
pool, you can choose to allow your unarmed strikes to deal
slashing damage. When doing so, they have a critical threat
range of 18-20 and are treated as having the Blocking and
Disarm weapon qualities. The benefits of this feat stack with
other abilities that expand your unarmed strike’s threat range,
such as Improved Critical or the keen weapon quality.
Special: You cannot have the benefits of this feat active at
the same time as the Shattering Strike or Transfixing Strike epic
feats.
Ki Armor [Ki]
Prerequisite: Wisdom 23, Perfect Self class feature.
Benefit: As a swift action, you can spend 1 point from your
ki pool to grant yourself a +2 deflection bonus to AC for 1
minute. You can increase this bonus by +2 for every additional
ki point you spend, up to a maximum deflection bonus equal
to 1/2 your total level in whatever class or classes grant you
your ki pool.
Ki Blast [Ki]
Prerequisite: Dexterity 21, Wisdom 21, Ki Pool (Adaman-
tine) class feature.
Benefit: As a standard action, you can spend 2 points from
your ki pool to fire a blast of spiritual energy up to 100 feet +
10 feet/level in whatever class grants you your ki pool. Make
a ranged touch attack against a target, inflicting 10d6 energy
damage on a successful strike. You can elect to spend an
additional point from your ki pool and allow the energy blast
to Bull Rush, Disarm, or Trip the target. In this instance, your
CMB uses your Wisdom modifier instead of your Strength.
Unlike most projectiles, if the ki blast misses its target it
continues in a straight line. Make an attack roll with a -4
penalty to hit against any additional targets or obstructions
along the line of attack, out to the limits of its range.
Ki Bomb [Ki]
Prerequisite: Wisdom 23, Ki Blast.
Benefit: When you use your ki blast, you can spend extra
ki points to cause the energy to explode outwards, inflicting
the original blast damage to each target (except for the original
ki blast target). They can make a Reflex save with a DC equal
to 10 + 1/2 your total level in whatever class or classes grant
your ki pool + your Wisdom modifier for half damage.
The number of ki points spent determines the radius of
the blast: 1 point produces a 10-foot burst, 3 points produces
a 20-foot burst, and 5 points produces a 40-foot burst.
If the ki blast misses its original target, it will still detonate
if it hits a secondary target or obstruction.
Note: If you choose to add a Bull Rush, Disarm, or Trip
attempt to the ki blast, it only affects the original target.
Ki Wave [Ki]
Prerequisite: Dexterity 23, Ki Blast.
Benefit: As a standard action, you can spend 4 points from
your ki pool to fire a blast of spiritual energy in a tearing wave
120 feet long. Any target caught in the wave suffer 1d6 points
of energy damage for every two levels you have in whatever
class or classes grant your ki pool. They can make a Reflex save
with a DC equal to 10 + 1/2 your total level in whatever class
or classes grant your ki pool + your Wisdom modifier for half
damage. You can elect to spend an additional 2 points from
your ki pool and either double the wave's length to 240 feet or
double its width to 10 feet.
Lion's Roar [Ki]
Prerequisites: Wisdom 25, Improved Bull Rush, Perfect
Self class feature.
Benefit: As a standard action, you can expend 2 points
from your ki pool to attempt a Bull Rush against every target
in a 5-foot burst, adding your Wisdom modifier as a bonus to
your CMB. You can expend 2 additional ki points to increase
the burst to 10 feet. You can also spend 4 more ki points to use
this ability as a swift action.
73
Nirvana [Ki]
Prerequisites: Intelligence 25, Wisdom 25, Charisma 25,
Perfect Self class feature.
Benefit: A distillation of inner peace and inner power, you
cause their spiritual power to blossom, permeating every fiber
of your being. While in a state of Nirvana, you radiate light
with the intensity of a torch, your eyes crackle with power, and
your hair stands on end, glowing like molten gold. Maintaining
this form consumes 3 ki points per round, but grants a suite of
powers as well as several new ki abilities:
Devastation Wave: If you have the Ki Blast, Ki Bomb, or Ki
Wave feats, you now inflict 1d6 damage per character level.
Flight: Gain the ability to fly at your land speed with good
maneuverability. By expending an additional ki point per
round you can increase your flight speed by +60 feet and
upgrade your maneuverability to perfect.
Iron Aura: If you have the Hardened Aura feat, it now grants
DR 6/ for the duration and can increase it by 6/ for every
additional point of ki you spend.
Spiral Shield: If you have the Ki Armor feat, you can expend
additional ki points to improve your defense. You become
immune all spells of a level equal to the number of ki points
you spend for the duration, as if you had undefeatable spell
resistance.
Star Fist: Your limbs are engulfed in energy. Unarmed strikes
or attacks with monk weapons add +1d10 energy damage.
Poison Ki [Ki]
Prerequisite: Wisdom 23, Diamond Body class feature.
Benefit: As a swift action, you can spend 2 ki points to
envelope your hands in sickly green light. Every target
damaged by your unarmed strike until the beginning of your
next turn must make a Fortitude save (DC equal to 10 + 1/2
your total level in whatever class or classes grant your ki pool
+ your Wisdom modifier) or become infected with corrupted
ki energy.
This takes the form of a supernatural contact poison that
ignores all poison immunities derived from non-epic sources.
It has an immediate onset time and a frequency of once per
round for a number of rounds equal to your Wisdom modifier.
The effect is 2 points of Strength, Dexterity, and Constitution
damage and it is cured by 2 consecutive saves.
Shattering Strike [Ki]
Prerequisites: Strength 23, Ki Pool (Adamantine) class
feature.
Benefit: As long as you have at least one point in your ki
pool, you can choose to allow your normal unarmed strikes to
improve. When doing so, they have a critical threat range of
19-20, a x3 critical multiplier, and are treated as having the
Blocking and Sunder weapon qualities. The benefits of this
feat stack with other abilities that expand your unarmed
strike’s threat range, such as Improved Critical or the keen
weapon quality.
Special: You cannot have the benefits of this feat active at
the same time as the Keen Strike or Transfixing Strike epic
feats.
Transfixing Strike [Ki]
Prerequisites: Strength 23, Ki Pool (Adamantine) class
feature.
Benefit: As long as you have at least one point in your ki
pool, you can choose to allow your unarmed strikes to deal
piercing damage. When doing so, they have a x4 critical
multiplier and are treated as having the Distracting weapon
qualities. As a free action, you can also choose to increase your
natural reach by +5 feet, though doing so imposes a -2 penalty
on all attacks made during that round.
Special: You cannot have the benefits of this feat active at
the same time as the Keen Strike or Shattering Strike epic feats.
Zen Focus [Ki]
Prerequisites: Wisdom 26, Timeless Body class feature.
Benefit: Up to three times per day, you can spend a full-round
action meditating to recover a number of ki points equal to
your Wisdom modifier.
74
Table 5-8: Epic Magic Feats
Feat Name
Prerequisites
Benefits
Arcane Savant
Int 23 or Cha 21, Arcane caster level 21
st
Multiclassing continues to improve arcane caster level.
Bonus Domain
2
Wis 21, Divine caster level 21
st
Choose additional domain from deity's domain list.
Cataclysmic Mastery
2
Int 31, Cataclysmic Spell
Keep multiple versions of a spell's cataclysmic effects.
Deep Pool
Int 21, True Magus class feature
Empower weapons with epic enhancement bonus.
Vast Pool
Int 25, Deep Pool
Empower weapons with some epic abilities.
Fathomless Pool
Int 29, Vast Pool
Empower weapons with ultimate epic abilities.
Divine Savant
Wis 23, Divine caster level 21
st
Multiclassing continues to improve divine caster level.
Dual Spell
Perfect Two-Weapon Fighting, True Magus
class feature
Deliver two touch spells instead of attacking
Epic Spell Focus
1
Greater Spell Focus, caster level 23
rd
+1 to spell DCs in one school of magic.
Epic Spell Penetration
1
Greater Spell Penetration
+2 on caster level checks to beat a creature's spell resistance.
Expanded Spell List: Bard
1
Cha 21, Caster level 21
st
Gain access to higher level spells.
Expanded Spell List: Inquisitor
1
Wis 21, Caster level 21
st
Gain access to higher level spells.
Expanded Spell List: Magus
1
Int 21, Caster level 21
st
Gain access to higher level spells.
Expanded Spell List: Paladin
1
Cha 21, Caster level 18
th
Gain access to higher level spells.
Expanded Spell List: Ranger
1
Wis 21, Caster level 18
th
Gain access to higher level spells.
Expanded Spell List: Summoner
1
Cha 21, Caster level 21
st
Gain access to higher level spells.
Expanded Spell Selection
2
Int 25/Wis 25/Cha 25, Caster level 24
th
,
Knowledge [Arcana/Religion], 24 ranks
Add a spell of your choice to your list of class spell list.
Familiar Spell
2
Int 25 or Cha 25, Familiar class feature
Familiar can use a spell as a spell-like ability 1/day.
Ignore Material Components
Eschew Materials, Spellcraft 23 ranks,
caster level 21
st
You may cast most spells without any material components or especially
expensive spells for free once per day.
Improved Alignment-Based Casting
2
Access to domain of Chaos, Evil, Good, or
Law, Divine caster level 21
st
+3 to caster level when casting alignment-based spell of chosen descriptor.
Improved Combat Casting
Combat Casting, caster level 22
nd
You no longer incur attacks of opportunity for casting while threatened.
Improved Metamagic
1
4 metamagic feats, Spellcraft 24 ranks
Reduce level increase of metamagic feats by 1.
Improved Spell Capacity
1
Caster level 21
st
Increase your Spells per Day.
Interconnected Truth
Unraveled Mystery epic class feature
Treat additional spells as Mystery Spells for purposes of class bonuses
Master Staff
Craft Staff, Spellcraft 12 ranks
Use spell slot instead of staff charge to cast spell through staff.
Master Wand
Craft Wand, Spellcraft 12 ranks
Use spell slot instead of wand charge to cast spell through wand.
Multispell
1
Quicken Spell, caster level 21
st
Cast an additional quickened spell per round.
Mysterious Insight
2
Cha 21, Final Revelation class feature
Gain revelations from a second mystery.
Mysterious Epiphany
Cha 23, Mysterious Insight
Gain the Final Revelation from a second mystery.
Reactive Counterspell
Spellcraft 22 ranks
Counter a spell as an attack of opportunity.
Research Mastery
Improved Counterspell, Spellcraft 21 ranks
Reduce time to create new spells.
Ring Lore
Use your own ability scores to set ring DCs.
Ring Mastery
Ring Lore, caster level 21
st
Use your caster level for rings.
Magic Item Mastery
Ring Mastery, Scroll Mastery, Wand
Mastery, Wondrous Item Mastery
Boost the abilities of your allies' magic items.
Scroll Lore
Cypher Magic
Use your own ability scores to set scroll DCs.
Scroll Mastery
Scroll Lore, caster level 21
st
Use your caster level for scrolls and improve existing scrolls.
Spell Knowledge
1
Spontaneous caster, caster level 21
st
Learn two new spells of any level.
Spell Opportunity
Combat Casting, Combat Reflexes, Quicken
Spell, Spellcraft 23 ranks
Cast a touch spell as an attack of opportunity.
Spell Stowaway
2
Spellcraft 21 ranks, caster level 12
th
Gain the benefits of a chosen spell when it is cast near you.
Spell Superiority
2
Greater Spell Focus, Greater Spell
Specialization, Preferred Spell, Spell Focus,
Spell Mastery, Spell Perfection, Spell
Specialization, caster level 21
st
Draw out the epic potential of a spell.
Spell Supremacy
Spell Superiority, caster level 25
th
Gain ultimate mastery over a single spell.
Spontaneous Domain Access
2
Wis 25, Spellcraft 21 ranks, caster level 23
rd
Spontaneously cast domain spells.
Spontaneous Metamagic
Spontaneous caster, Spellcraft 21 ranks
Apply metamagic feats to spontaneously cast spells as a swift action.
Tenacious Magic
Spellcraft 12 ranks
Dispelled magic is instead only suppressed briefly.
Vicious Hex
Int 23, At least 11 hexes
Whenever a character makes a save against one of your hexes, they must
roll twice and take the worse of the two results.
Wand Lore
Use your own ability scores to set wand DCs.
Wand Mastery
Wand Lore, caster level 21
st
Use your caster level for wands.
Warmage
Ignore arcane spell failure in light armor.
Warcaster
Warmage
Ignore arcane spell failure in medium armor.
Vatic Bastion
Warcaster
Ignore arcane spell failure in heavy armor.
Wide Pool
Int 21, True Magus class feature
Arcane pool increases by Intelligence modifier.
Wondrous Item Lore
Use your own ability scores to set wondrous item DCs.
Wondrous Item Mastery
Wondrous Item Focus, , caster level 21
st
Use your own caster level to set wondrous item caster levels.
1
- Feat can be selected multiple times; the effects stack.
2
- Feat can be selected multiple times; the effects do not stack. Each time it is selected, it applies to something different.
75
Magic Feats
Arcane Savant [Magic]
Prerequisites: Intelligence 23 or Charisma 23, Arcane
caster level 21
st
.
Benefit: Select one arcane caster class with a caster level
of 21 or higher. When multiclassing, use your total character
level to determine your caster level in that class. This does not
affect any other level-dependent benefits such as bonus feats
or spells per day, only your caster level.
Bonus Domain [Magic]
Prerequisites: Wisdom 21, Divine caster level 21
st
.
Benefit: Choose an additional domain from your deity’s
domain list. You now have access to that domain’s spells and
granted powers as normal for your domain spells and the
domain’s granted powers.
Special: You can gain this feat multiple times. Each time
you take the feat, it applies to a different domain.
Cataclysmic Mastery [Magic]
Prerequisites: Intelligence 31, Cataclysmic Spell.
Benefit: You can now create a second version of
cataclysmic spell for every spell you apply the Cataclysmic Spell
feat to. This second version is determined in the same fashion
as the original. You select which version you wish to use when
you cast the spell. This second version uses the same spell
level adjustment as the Cataclysmic Spell feat.
Special: You can gain this feat multiple times. Each time
you take the feat, you can learn an additional version of each
spell you can apply the Cataclysmic Spell metamagic feat to.
Deep Pool [Magic]
Prerequisites: Int 21, True Magus class feature.
Benefit: You can now use your arcane pool to empower a
weapon with an epic enhancement bonus. As with its non-epic
counterpart, it costs 1 point from your spell pool per point of
enhancement bonus.
Divine Savant [Magic]
Prerequisite: Wisdom 23, Divine caster level 21
st
.
Benefit: Select one divine caster class with a caster level
of 21
st
level or higher. When multiclassing, use your total
character level to determine your caster level in that class.
This does not affect any other level-dependent benefits such
as bonus feats or spells per day, only your caster level.
Dual Spell [Magic]
Prerequisite: Perfect Two-Weapon Fighting, True Magus
class feature.
Benefit: Whenever you use spell combat, you can cast a
second spell that would normally qualify for this class feature
as an immediate action and deliver it with a second touch
attack. This is equivalent to two-weapon fighting, with the
second spell being your second offhand attack.
Epic Spell Focus [Magic]
Prerequisites: Greater Spell Focus in the school to be
selected, caster level 23
rd
.
Benefit: Add +1 to the Difficulty Class for all saving throws
against spells from the school of magic you select to focus on.
This stacks with the bonuses from Spell Focus and Greater
Spell Focus.
Special: You can gain this feat multiple times. Its effects
stack if you select the same school of magic multiple times or
you can select a new school of magic in which you have Greater
Spell Focus.
Epic Spell Penetration [Magic]
Prerequisites: Greater Spell Penetration.
Benefit: You get a +2 bonus on caster level checks to beat
a creature’s spell resistance. This stacks with the bonuses from
Spell Penetration and Greater Spell Penetration.
Special: You can gain this feat multiple times. Its effects
stack.
MAGIC FEATS
76
Expanded Spell List: Bard [Magic]
Prerequisites: Bard, Charisma 21, Caster level 21
st
.
Benefit: You add some 7
th
-level spells to your class spell
list. See Table 3-21: Extracts or Spells per Day for Epic
Alchemists, Bards, Inquisitors, Magi, and Summoners for when
you gain the relevant spell slots.
You can select spells of the appropriate level from the
Sorcerer/Wizard spell list from the Divination, Enchantment,
and Illusion schools.
Special: You can gain this feat multiple times. The second
time you select it, you gain access to spells at 8
th
level, and the
third time you select it, you gain access to spells at 9
th
level.
Expanded Spell List: Inquisitor [Magic]
Prerequisites: Inquisitor, Wisdom 21, Caster level 21
st
.
Benefit: You add some 7
th
-level spells to your class spell
list. See Table 3-21: Extracts or Spells per Day for Epic
Alchemists, Bards, Inquisitors, Magi, and Summoners for when
you gain the relevant spell slots.
You can select spells of the appropriate level from the
Cleric/Oracle spell list.
Special: You can gain this feat multiple times. The second
time you select it, you gain access to spells at 8
th
level, and the
third time you select it, you gain access to spells at 9
th
level.
Expanded Spell List: Magus [Magic]
Prerequisites: Magus, Intelligence 21, Caster level 21
st
.
Benefit: You add some 7
th
-level spells to your class spell
list. See Table 3-21: Extracts or Spells per Day for Epic
Alchemists, Bards, Inquisitors, Magi, and Summoners for when
you gain the relevant spell slots.
You can learn spells of the appropriate level from the
Sorcerer/Wizard spell list from the Conjuration, Evocation, and
Transmutation schools. These spells can be selected as part of
the two spells you learn when leveling.
Special: You can gain this feat multiple times. The second
time you select it, you gain access to spells at 8
th
level, and the
third time you select it, you gain access to spells at 9
th
level.
Expanded Spell List: Paladin [Magic]
Prerequisites: Paladin, Charisma 21, Caster level 18
th
.
Benefit: You add some 5
th
-level spells to your class spell
list. See Table 3-23: Spells per Day for Epic Paladins and
Rangers for when you gain the relevant spell slots.
You can select spells of the appropriate level from the
Cleric/Oracle spell list.
Special: You can gain this feat multiple times. The second
time you select it, you gain access to spells at 6
th
level, and
every additional time you select it, you gain access to the next
highest level of spells, to a maximum of 9
th
level.
Expanded Spell List: Ranger [Magic]
Prerequisites: Ranger, Wisdom 21, Caster level 18
th
.
Benefit: You add some 5
th
-level spells to your class spell
list. See Table 3-23: Spells per Day for Epic Paladins and
Rangers for when you gain the relevant spell slots.
You can select spells of the appropriate level from the
Druid spell list.
Special: You can gain this feat multiple times. The second
time you select it, you gain access to spells at 6
th
level, and
every additional time you select it, you gain access to the next
highest level of spells, to a maximum of 9
th
level.
Expanded Spell List: Summoner [Magic]
Prerequisites: Summoner, Charisma 21, Caster level 21
st
.
Benefit: You add some 7
th
-level spells to your class spell
list. See Table 3-21: Extracts or Spells per Day for Epic
Alchemists, Bards, Inquisitors, Magi, and Summoners for when
you gain the relevant spell slots.
You can select spells of the appropriate level from the
Sorcerer/Wizard spell list from the Abjuration, Conjuration,
Enchantment, and Transmutation schools. This does not affect
your summon monster/gate spell-like ability.
Special: You can gain this feat multiple times. The second
time you select it, you gain access to spells at 8
th
level, and the
third time you select it, you gain access to spells at 9
th
level.
77
Expanded Spell Selection [Magic]
Prerequisites: Intelligence 25 or Wisdom 25 or Charisma
25, Caster level 24
th
, Knowledge [Arcana or Religion] 24 ranks
Benefit: Select any spell you wish. It is now considered to
be on your class spell list at its normal spell level + 2. In the
event that the spell has multiple normal spell levels depending
on the caster class, use whichever spell level is the highest.
If it is originally an arcane spell, you must meet both the
Intelligence or Charisma requirement and the Knowledge
[Arcana] requirement to select this feat; if it is originally a
divine spell, you must meet the Wisdom and Knowledge
[Religion] requirements to select this feat. Regardless of what
type of spell it was originally, you cast it as whatever type of
spell your primary caster class uses.
Familiar Spell [Magic]
Prerequisite: Intelligence 25 or Charisma 25, Familiar class
feature
Benefit: Choose one arcane spell you know of 8
th
level or
lower. Your familiar can now use this spell once per day as a
spell-like ability, at a caster level equal to your caster level.
Your cannot bestow a spell to your familiar if the spell normally
has a material component cost of more than 1 gold.
Special: You can gain this feat multiple times. Each time
you take the feat, you can give your familiar a different spell-
like ability or another daily use of the same spell-like ability.
Fathomless Pool [Magic]
Prerequisites: Intelligence 29, Vast Pool.
Benefit: You can now empower a weapon with any of the
following epic weapon properties: cacophony, glacier, inferno,
tempest, calamity, mummification, or annihilation. As with its
non-epic counterparts, it costs 1 point from your spell pool per
point of enhancement bonus.
Ignore Material Components [Magic]
Prerequisites: Eschew Materials, Spellcraft 23 ranks,
caster level 21
st
.
Benefit: You may cast spells without any material
components valued at less than 15,000 gold. Once per day,
you can cast any spell you know without material components.
This feat does not affect the need for a focus.
Improved Alignment-Based Casting [Magic]
Prerequisites: Access to domain of Chaos, Evil, Good, or
Law, alignment must match domain chosen, Divine caster level
21st.
Benefit: Select an alignment-based domainChaos, Evil,
Good, or Lawto which you have access. You cast spells with
that alignment descriptor at +4 caster level.
Special: This benefit overrides (does not stack with) the
granted powers of the Chaos, Evil, Good, and Law domains.
You may select this feat multiple times. Its effects do not stack.
Each time you take the feat, it applies to a different alignment-
based domain to which you have access.
Improved Combat Casting [Magic]
Prerequisites: Combat Casting, caster level 22
nd
.
Benefit: You do not incur attacks of opportunity for casting
spells when threatened.
Improved Metamagic {Magic]
Prerequisites: Four metamagic feats, Spellcraft 24 ranks.
Benefit: The spell slot modifier of all your metamagic feats
is reduced by one level, to a minimum of +1. This feat has no
effect on metamagic feats whose spell slot modifier is +1 or
less.
Special: You can gain this feat multiple times. The effects
stack, though you can’t reduce any metamagic feat’s spell slot
modifier to less than +1.
Improved Spell Capacity [Magic]
Prerequisite: Caster level 21
st
.
Benefit: When you select this feat, you gain a number of
slots for new Spells per Day equal to your current maximum
spell level. You can distribute these slots however you wish,
78
but it costs a number of slots equal to the spell level to gain an
additional spell per day of a given level.
For example, a 21
st
-level wizard is able to cast spells of up
to 10
th
level. Upon selecting this feat, she gains 10 slots to
distribute. She could select 1 additional 10
th
-level spell per
day; 2 additional 5
th
-level spells; or a 9
th
-level spell and a 1
st
-
level spell. She could even select 10 additional 1
st
-level spells
per day, if she wished; any combination so long as the total
spell level is equal to or less than her current maximum spell
level.
You cannot save spell slots; any not assigned at the time
the feat is chosen are lost. Once assigned, the slots cannot be
reassigned.
Special: You can gain this feat multiple times.
Magic Item Mastery [Magic]
Prerequisites: Ring Mastery, Scroll Mastery, Wand
Mastery, Wondrous Item Mastery.
Benefit: You can perform a ritual on any non-intelligent
magic item which will change its caster level to be equal to
yours and use your Intelligence, Wisdom, or Charisma score to
determine DCs. You can also apply the benefits of feats from
the Spell Focus or Spell Penetration chains. Once the bonuses
are set, they are permanent and a second ritual is required to
replace them. The ritual takes 24 uninterrupted hours and
uses up materials equal to 1/25
th
the item's creation cost.
Master Staff [Magic]
Prerequisite: Craft Staff, Spellcraft 12 ranks.
Benefit: When you activate a staff, you can substitute a
spell slot instead of using a charge. The spell slot must be one
you have not used for the day, though you may lose a prepared
spell. You may not use a school specialization or domain spell
slot unless the spell in the staff would normally qualify to be
cast from that slot. The spell slot lost must be equal to or
higher in level than the specific spell stored in the staff. You
cannot emulate a charge for a staff function that does not
match a specific spell.
Master Wand [Magic]
Prerequisites: Craft Wand, Spellcraft 12 ranks.
Benefit: When you activate a wand, you can substitute a
spell slot instead of using a charge. The spell slot must be one
you have not used for the day, though you may lose a prepared
spell. You may not use a school specialization or domain spell
slot unless the spell in the staff would normally qualify to be
cast from that slot. The spell slot lost must be equal to or
higher in level than the specific spell stored in the staff.
Activating a wand in this way uses your caster level and ability
score modifier to affect the relevant spell variables.
Multispell [Magic]
Prerequisites: Quicken Spell, caster level 21
st
.
Benefit: You may cast one additional quickened spell in a
round.
Special: You can gain this feat multiple times. Its effects
stack.
Mysterious Epiphany [Magic]
Prerequisites: Charisma 23, Mysterious Insight.
Benefit: You gain the Final Revelation from whatever
Mystery you pursued with Mysterious Insight.
Mysterious Insight [Magic]
Prerequisites: Charisma 21, Final Revelation class feature.
Benefit: Select a Mystery other than the one you pursued
as an oracle. You gain two Revelations from this new Mystery.
Special: You can gain this feat multiple times. Each time,
choose two more Revelations from the same Mystery you
selected when you first gained this feat.
Reactive Counterspell [Magic]
Prerequisites: Improved Counterspell, Spellcraft 22 ranks.
Benefit: You can attempt a counterspell as an immediate
action by expending an attack of opportunity, without having
to ready an action to do so. This allows you to counter another
caster's spell as long as you have a free attack of opportunity,
79
though it otherwise follows standard counterspell rules. If you
have more than one attack of opportunity per round and
enough applicable spells, you can counter multiple spells.
Research Mastery [Magic]
Prerequisite: Intelligence 19, Spellcraft 24.
Benefit: When researching a new epic or non-epic spell,
you reduce the time required in weeks to time required in
days. See Chapter 7: Epic Magic for more information.
Ring Lore [Magic]
Benefit: Your character can elect to substitute their
Charisma score when determining the DC of any effects caused
by a ring they have equipped. If your character has the ability
to cast spells using their Intelligence or Wisdom, they can
instead choose to use that ability score.
Ring Mastery [Magic]
Prerequisites: Ring Lore, caster level 21
st
.
Benefit: Your character can elect to substitute their caster
level when determining level-dependent effects for a ring they
have equipped such as spell effects or dispel checks.
Scroll Lore [Magic]
Prerequisites: Cypher Magic.
Benefit: Your character can elect to substitute their
Charisma score when determining the DC of any effects caused
by a spell cast from a scroll. If your character has the ability to
cast spells using their Intelligence or Wisdom, they can instead
choose to use that ability score.
Scroll Mastery [Magic]
Prerequisites: Scroll Lore, caster level 21
st
.
Benefit: Your character can elect to substitute their caster
level when casting a spell from a scroll. You can also apply the
effects of this feat and Scroll Lore to the scroll by spending 24
hours of work and 1/10
th
the creation cost, updating the
scribed spell to use your save DC and caster level.
Spell Knowledge [Magic]
Prerequisite: Spontaneous caster, caster level 21
st
.
Benefit: You select two new spells of any level from your
class list and add them to your spells known. This feat does
not grant any additional spell slots.
Special: You can gain this feat multiple times.
Spell Opportunity [Magic]
Prerequisites: Combat Casting, Combat Reflexes, Quicken
Spell, Spellcraft 23 ranks.
Benefit: Whenever you are allowed an attack of oppor-
tunity, you may cast (and attack with) a touch spell with a
casting time of one standard action or less as your attack of
opportunity. This incurs attacks of opportunity just as if you
had cast the spell normally.
Spell Stowaway [Magic]
Prerequisites: Spellcraft 21 ranks, caster level 12
th
.
Benefit: Choose a spell-like ability you have or a spell you
can cast, attuning yourself to it. If the spell or a spell-like ability
is used within 300 feet of you, you immediately gain the
magic’s effects as if it had been used on you by the same
caster. You must have direct line of effect to the spellcaster in
order to gain the benefit of the attuned magic, even if you are
unaware of their presence. The magic’s duration, effect, and
other specifics are determined by its original caster’s level.
Special: You can gain this feat multiple times. Its effects
do not stack. Each time you take this feat, it applies to a
different spell or spell-like ability.
Spell Superiority [Magic]
Prerequisites: Greater Spell Focus, Greater Spell
Specialization, Preferred Spell, Spell Focus, Spell Mastery, Spell
Perfection, Spell Specialization, caster level 21
st
.
Benefit: Select one spell you know that benefits from the
effects of all the listed prerequisite feats. It is now considered
an epic-level spell and any effects it produces are considered
epic effects when interacting with epic feats or class features.
80
If it inflicts physical damage, that damage will bypass epic
damage reduction. Any saving throws associated with this
spell are now equal to 10 + 1/2 your caster level + your casting
ability score's modifier.
If the spell provides numeric bonuses to the target's ability
scores, AC, saving throws, hit die, CMB/CMD, initiative, skill
checks, movement speed, and/or damage, these bonuses
increase by 50%. At 26
th
caster level and every 5 caster levels
thereafter, these bonuses increase by an additional 50%.
Additionally, if any effects provided by the spell increase
with your level but stop progressing at a certain point, that cap
no longer applies as if you had used multiple instances of the
Intensify Spell metamagic feat at no cost.
Finally, you can apply the effects of the Silent Spell and
Still Spell metamagic feats at no cost.
Special: You can gain this feat multiple times. Each time
you take the feat, it applies to a different spell.
Spell Supremacy [Magic]
Prerequisites: Spell Superiority, caster level 25
th
.
Benefit: You achieve undisputed mastery of a single spell.
Select one spell for which you have the Spell Superiority feat.
When you cast this spell, it cannot be counterspelled or
dispelled except by a caster with Spell Supremacy in the same
spell or in dispel magic, greater dispel magic, or mage's dis-
junction. Additionally, the effects of this spell bypass any spell
resistance or energy resistance the target may have.
If the spell requires you make a touch attack or a ranged
touch attack, you treat your non-epic levels as having a full
base attack progression, giving you a BAB of +20 before
factoring in epic attack bonuses.
Additionally, if targets are permitted a saving throw
against the effects, they must roll twice and accept the lower
of the two results. If the spell calls for any dice rollscaster
level checks, determining a random effect, etc.you may roll
twice and select whichever result of the two is most favorable.
If there is a chance the spell can fail during casting, such as
teleport or augury, it automatically succeeds.
If the spell has a Mythic version, you gain those benefits
when casting the spell. If it also has an augmented Mythic use,
you can also apply this effect as if it were a metamagic feat
with a level adjustment equal to the number of mythic points
required to activate the ability. If the spell does not have a
Mythic version, look at the Mythic versions of other spells and
work with your GM to develop an appropriate improvement
(and possibly an augment, at their discretion).
Finally, the spell gains effects similar to the following
metamagic feats if they apply: damage is maximized as by
Maximize Spell, spell variables are increased by 50% as by
Empower Spell, duration is doubled as by Extend Spell, range
is doubled as by Enlarge Spell, and area is doubled as by Widen
Spell. These bonuses do not increase the spell level.
Spontaneous Domain Access [Magic]
Prerequisites: Wisdom 25, Spellcraft 21 ranks, caster level
23
rd
.
Benefit: Select a domain you have access to. You may
spontaneously convert any prepared cleric spell into a domain
spell of the same level in the selected domain.
Special: You can gain this feat multiple times. Each time
you take this feat, it applies to a different domain.
Spontaneous Metamagic [Magic]
Prerequisite: Spontaneous caster, Spellcraft 21 ranks.
Benefit: You can apply metamagic feats to spells you cast
spontaneously as a swift action. You can apply as many feats
in one action as you wish, if you can afford the level cost.
Tenacious Magic [Magic]
Prerequisites: Spellcraft 12 ranks.
Benefit: Whenever a spell active on you would otherwise
end due to a dispel effect, the magic is instead only suppressed
for 1d4 rounds. The duration continues during this time and
the magic still ends when its duration expires. You can dismiss
your own spell or spell-like ability (if dismissible) or dispel your
own tenacious magic normally.
81
Vast Pool [Magic]
Prerequisites: Intelligence 25, Deep Pool.
Benefit: You can now use your arcane pool to empower a
weapon with any of the following epic weapon properties:
flaming blast, icy blast, shocking blast, thundering blast,
desiccation, force, shredding, warping, or everdancing. As with
its non-epic counterparts, it costs 1 point from your spell pool
per point of enhancement bonus.
Vatic Bastion [Magic]
Prerequisite: Warcaster.
Benefit: You no long suffer an arcane spell failure chance
when wearing any armor with which you are proficient and/or
using any shield (including tower shields) with which you are
proficient.
Special: If you select this feat without Warmage because
of a class ability to ignore the arcane spell failure chance of
light armor, it is subject to the same limitations as Warcaster.
Vicious Hex [Magic]
Prerequisite: Intelligence 23, 11 hexes.
Benefit: Up to 3 times per day, when a target must make
a saving throw against the effects of one of your hexes, you
can make them roll twice and take the worse result.
Benefit: You can gain this feat multiple times. Each time,
you gain an additional 3 uses of this feat per day.
Wand Lore [Magic]
Benefit: Your character can elect to substitute their
Charisma score when determining the DC of any effects caused
by a spell cast from a wand. If your character has the ability to
cast spells using their Intelligence or Wisdom, they can instead
choose to use that ability score.
Wand Mastery [Magic]
Prerequisites: Wand Lore, caster level 21
st
.
Benefit: Your character can elect to substitute their caster
level when casting a spell from a wand.
Warcaster [Magic]
Prerequisite: Warmage.
Benefit: You no long suffer an arcane spell failure chance
when wearing light or medium armor with which you are
proficient and/or using a buckler, light shield, or heavy shield
with which you are proficient.
Special: You can qualify for this feat if you have levels in a
class that ignores the arcane spell failure chance of light armor,
such as the Bard. However, if you have arcane casting from
more than one source, you only gain the benefits of this feat
for spells cast from the qualifying class.
Warmage [Magic]
Benefit: You no long suffer an arcane spell failure chance
when wearing light armor with which you are proficient and/or
using a buckler or light shield with which you are proficient.
Wide Pool [Magic]
Prerequisites: Intelligence 21, True Magus class feature.
Benefit: Your arcane pool increases by an amount equal to
your Intelligence modifier. If your Intelligence increases, this
bonus is increased retroactively.
Special: You can gain this feat multiple times. Its effects
stack.
Wondrous Item Lore [Magic]
Benefit: Your character can elect to substitute their
Charisma score when determining the DC of any effects caused
by a wondrous item they have equipped. If your character has
the ability to cast spells using their Intelligence or Wisdom,
they can instead choose to use that ability score.
Wondrous Item Mastery [Magic]
Prerequisites: Wondrous Item Lore, caster level 21
st
.
Benefit: Your character can elect to substitute their caster
level when determining level-dependent effects for a won-
drous item they have equipped such as spell effects or dispel
checks.
82
Metamagic Feats
Absolute Spell [Metamagic]
Prerequisites: Perfect Spell, Spellcraft 28 ranks.
Benefit: The spell becomes charged with incredible
magical energies, gaining the following benefits:
All random variables are maximized and doubled as if by the
Perfect Spell feat.
All non-variable numbers (size of effect, number of creatures
affected, maximum hit die affected, etc.) are doubled.
Table 5-9: Epic Metamagic Feats
Feat Name
Prerequisites
Benefits
Anathema Spell
Spellcraft 24 ranks, Knowledge [Arcana]
24 ranks
Spell damages target's spell power instead of hit points.
Armoring Spell
Spellcraft 23 ranks
Target gains defense bonus in addition to spell effects.
Grand Spell
Armoring Spell, Bolstering Spell
Spell provides targets with numerous benefits.
Aura Spell
Spellcraft 24 ranks
A spell with an area of effect becomes an aura around the caster.
Automatic Quicken Spell
2
Quicken Spell, Spellcraft 25 ranks, caster
level 25
th
Apply Quicken Spell metamagic feat for free to certain spells.
Automatic Silent Spell
2
Silent Spell, Spellcraft 21 ranks, caster
level 21
st
Apply Silent Spell metamagic feat for free to certain spells.
Automatic Still Spell
2
Still Spell, Spellcraft 23 ranks, caster
level 23
rd
Apply Still Spell metamagic feat for free to certain spells.
Banishing Spell
Spellcraft 23 ranks
Spell effect accompanied by dispel magic.
Blackened Spell
Spell Focus (Necromancy)
Change a spell's damage type to negative energy.
Bolstering Spell
Spellcraft 21 ranks
Target gains temporary hp in addition to spell effects.
Carnage Spell
Collateral Spell, Cutting Spell, Shredding
Spell
Spell leaves an area that damages all who enter it.
Cataclysmic Spell
Any 3 epic metamagic feats, Spellcraft
30 ranks
Spell distorts the world around it.
Collateral Spell
Intensified Spell
Increases damage against terrain and creates difficult terrain.
Cutting Spell
Spellcraft 23 ranks
A spell now inflicts bleed damage.
Deadly Spell
Spellcraft 23 ranks
Targets slain by spell reduced to dust.
True Death Spell
Deadly Spell
Targets slain by spell cannot be raised from the dead.
Delay Spell
Extend Spell
Causes spell to trigger a predetermined time after casting.
Distort Spell
Selective Spell
Change the shape of a spell's area of effect.
Enduring Spell
Extend Spell
Change a non-instantaneous spell's duration to permanent.
Enhance Spell
Maximize Spell
Increase a spell's damage die by 1 step.
Force Spell
Spellcraft 23 ranks
Change a spell's damage type to force energy
Gilded Spell
Healing domain class feature
Change a spell's damage type to positive energy.
Golembane Spell
Craft Construct
Spell affects golems normally.
Guardian Spell
Spellcraft 24 ranks
Spell remains with caster until triggered by predefined event.
Hasten Spell
Spellcraft 23 ranks, Quicken Spell
Cast spells with longer casting times more swiftly.
Imprisoning Spell
Spellcraft 25 ranks
Spell's area of effect enclosed in wall of force.
Improved Heighten Spell
Heighten Spell, Spellcraft 17 ranks
Increase a spell's level to improve DC.
Ineffable Spell
Spellcraft 25 ranks
Spell affects creatures normally immune to its effects.
Linked Spell
Spellcraft 21 ranks
Join all affected targets to resist dispelling.
Living Spell
Bouncing Spell
Non-instantaneous spells become sentient.
Macabre Spell
Spell Focus (Necromancy)
Targets slain by spell are raised as undead.
Maelstrom Spell
Elemental Spell
Damage inflicted as fire, cold, acid, electricity, and sonic.
Perfect Spell
Empower Spell, Maximize Spell,
Spellcraft 25 ranks
Numerical effects of a spell are maximized and then doubled.
Absolute Spell
Perfect Spell, Spellcraft 28 ranks
Spell is supercharged, gaining numerous benefits
Pestilent Spell
Spell Focus (Conjuration)
Spell summons vermin swarms in addition to spell effects.
Prismatic Spell
Elemental Spell
Spell damage accompanied by effects of prismatic spray.
Project Spell
Reach Spell
Increase a spell's range from Personal to Touch.
Shredding Spell
Spellcraft 25 ranks
Spell damages items and equipment.
Split Spell
Spellcraft 24 ranks
Divide spell effects in half and aim at separate targets.
Stealth Spell
Silent Spell, Still Spell
Magical effects of the spell are invisible.
Unseen Spell
Spell Focus (Illusion), Stealth Spell
An illusion is put in place to hide the spell effects.
Summoned Spell
Augment Summoning
Summoned creatures appear with additional spell effects.
Vast Spell
Widen Spell
Spell area increased by an order of magnitude.
Verdigris Spell
Knowledge [Nature] 24 ranks
Spell causes plant life in the area of effect to grow.
Warp Spell
Spell Focus (Conjuration)
Spell uses dimension door once before activating.
2
- Feat can be selected multiple times; the effects do not stack. Each time it is selected, it applies to something different.
METAMAGIC FEATS
83
Any DCs associated with the spell gain a +2 bonus.
Any attempts to overcome Spell Resistance gain a +6 bonus.
Attempts to dispel or counterspell the spell receive a -6
penalty.
An absolute spell uses up a spell slot ten levels higher than
the spell's actual level.
Anathema Spell [Metamagic]
Prerequisites: Spellcraft 24 ranks, Knowledge [Arcana] 24
ranks.
Benefit: Instead of inflicting physical or energy damage, an
anathema spell damages the spell power of a target. Every
prepared spell (or spell slot for spontaneous casters) is worth
an amount of spell power equal to its spell level. The
anathema spell inflicts a number of points of spell power
damage equal to half the amount of damage the spell would
have normally inflicted. This damage is taken from the lowest
spell levels first and works its way up. The spells lost are
random and creatures without spell power (i.e., non-
spellcasters) are unaffected. If the spell normally allows a
saving throw, success on the throw always reduces the
damage by half. An anathema spell uses up a spell slot six
levels higher than the spell's actual level.
Armoring Spell [Metamagic]
Prerequisites: Spellcraft 23 ranks.
Benefit: In addition to the normal effects of the spell,
targets of this effect are encased in a glittering shell of arcane
or divine energy. This effect acts like armor, though does not
suffer any of the associated drawbacks. An armoring spell
grants targets a +2 armor bonus to their AC (or their existing
armor bonus increases by +2). This bonus lasts for either the
spell's duration or 1 round per caster level, whichever is higher.
No single target can benefit from more than one armoring spell
at a time. An armoring spell normally uses up a spell slot three
levels higher than the spell's actual level, but you can choose
to increase the level even higher. For every additional level
you increase the spell slot, increase the bonus to AC by +1.
Aura Spell [Metamagic]
Prerequisites: Spellcraft 24 ranks.
Benefit: An area of the spell's effect surrounds the caster,
moving with them and affecting all who enter it. The caster
can choose whether or not to be affected by the spell at the
time of casting. The size of the aura is equal to half the size of
the original spell's area of effect if it has a radius or 5 feet per
2 spell levels if it has a line, cone, or other original area of
effect. The aura remains for either half the original spell's
duration or 1 round per 2 caster levels, whichever is higher.
This can even be used on spells with an instantaneous
duration, such as fireball or meteor swarm; creatures exposed
to such an aura suffer the effects of the spell when entering
the aura and every round, at the beginning of the caster's turn.
An aura spell uses up a spell slot six levels higher than the
spell's actual level.
Automatic Quicken Spell [Metamagic]
Prerequisites: Quicken Spell, Spellcraft 25 ranks, caster
level 25
th
.
Benefit: You may cast all applicable 0
th
-, 1
st
- and 2
nd
-level
spells as quickened spells without using higher-level spell slots.
The normal limit to the number of quickened spells you may
cast per round applies.
Special: You can gain this feat multiple times. Each time
you take the feat, the spells of your next two lowest spell levels
can now be quickened with no adjustment to their spell slots.
Automatic Silent Spell [Metamagic]
Prerequisites: Silent Spell, Spellcraft 21 ranks, caster level
21
st
.
Benefit: You may cast all 0
th
-, 1
st
-, 2
nd
-, and 3
rd
-level spells
as silent spells without using higher-level spell slots.
Special: You can gain this feat multiple times. Each time
you take the feat, the spells of your next three lowest spell
levels can now be silenced with no adjustment to their spell
slots. This feat doesn’t increase the casting time for those
spells that normally become full-round actions when cast in
84
metamagic form, such spells cast spontaneously. Since bard
spells can’t be enhanced with the Silent Spell feat, they can’t
be affected by this feat either.
Automatic Still Spell [Metamagic]
Prerequisites: Still Spell, Spellcraft 23 ranks, caster level
23
rd
.
Benefit: You may cast all 0
th
-, 1
st
-, 2
nd
-, and 3
rd
-level spells
as stilled spells without using higher-level spell slots.
Special: You can gain this feat multiple times. Each time
you take the feat, the spells of your next three lowest spell
levels can now be stilled with no adjustment to their spell slots.
This feat doesn’t increase the casting time for those spells that
normally become full-round actions when cast in metamagic
form, such spells cast spontaneously.
Banishing Spell [Metamagic]
Prerequisites: Spellcraft 23 ranks.
Benefit: In addition to the normal effects of the spell, all
targets of a banishing spell are affected as if they were struck
by the targeted dispel of dispel magic or greater dispel magic.
A banishing spell uses up a spell slot six levels higher than the
spell's actual level when emulating dispel magic and nine levels
higher when emulating greater dispel magic.
Blackened Spell [Metamagic]
Prerequisites: Spell Focus (Necromancy).
Benefit: Any spell that causes energy damage of any type
(acid, cold, electricity, fire, force, sonic, etc.) inflicts all that
damage as negative energy instead, harming living things and
healing undead. A blackened spell uses up a spell slot two
levels higher than the spell's actual level.
Bolstering Spell [Metamagic]
Prerequisites: Spellcraft 21 ranks.
Benefit: In addition to the normal effects of the spell,
targets of a bolstering spell gain 2 temporary hit points per
caster level. This bonus lasts for either the spell's duration or
1 minute per caster level, whichever is higher. No single target
can benefit from more than one bolstering spell at a time. If a
bolstered target is struck with a second bolstering spell, they
use whichever temporary hit point total is highest. A
bolstering spell uses up a spell slot two levels higher than the
spell's actual level.
Carnage Spell [Metamagic]
Prerequisites: Collateral Spell, Cutting Spell, Shredding
Spell.
Benefit: Spells with an area of effect transform that area
into a no man's land for 1 minute for every spell level of the
original spell. Every creature and unattended object or that
enters or begins its turn it during the duration automatically
takes 1 point of damage per caster level and suffers 1 point of
bleed damage per original spell level. If the spell had an energy
type, the damage is of that type. If it did not, it is a force effect
that ignores object hardness up to 30. The area of effect
becomes difficult terrain and requires an Acrobatics check
equal to the spell's DC to move at all; failure renders the target
prone. The area also provides cover for creatures inside the
area or on opposite sides of it. A carnage spell uses up a spell
slot eight levels higher than the spell's actual level.
Cataclysmic Spell [Metamagic]
Prerequisites: Any 3 epic metamagic feats, Spellcraft 30
ranks.
Benefit: The ultimate expression of metamagic manipu-
lation, a cataclysmic spell distorts the world around it, creating
permanent effects based on the spell in question. No known
catalogue of the effects exists; apply it to a spell and try it out
if you want to know what will happen. When a spell has this
feat applied to it, the effects are always the same for you when
you cast that specific spell. For example, if you cast a
cataclysmic fireball and the effect creates a storm of fire a
thousand feet across that lasts until the next sunset, then your
cataclysmic fireball will always produce that effect. A different
spell you castsuch as a cataclysmic delayed blast fireball or
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cataclysmic mage armorwill produce a different result not
necessarily related to any other cataclysmic effect you
produce, while a different caster's cataclysmic fireball will
produce a unique result not necessarily related to your casting
of the spell. A cataclysmic spell uses up a spell slot twelve
levels higher than the spell's actual level.
Note: Your GM will ultimately decide what the effects of
any given cataclysmic spell you produce are. I provide my
method for determining the effects of a cataclysmic spell in
Chapter 8.
Collateral Spell [Metamagic]
Prerequisites: Intensified Spell.
Benefit: A collateral spell inflicts only half damage upon
living targets, but causes double damage against unattended
objects and terrain. If the spell has terrain-based side effects
such as igniting flammable objects, it is twice as likely to do so
and has the DCs for stopping or fixing the damage doubled.
Any terrain affected by a collateral spell is rendered difficult
until repaired, which requires a check made against the spell's
DC. A collateral spell uses up a spell slot four levels higher than
the spell's actual level.
Cutting Spell [Metamagic]
Prerequisites: Spellcraft 23 ranks
Benefit: In addition to the normal effects of the spell,
targets of a cutting spell suffer from bleed damage equal to the
spell's original spell level. If the spell allows a Reflex save,
success on that save negates the bleed damage as well. A
cutting spell uses up a spell slot three levels higher than the
spell's actual level.
Deadly Spell [Metamagic]
Prerequisites: Spellcraft 23 ranks.
Benefit: Targets slain by a deadly spell have their bodies
reduced to a fine dust, as if slain by a disintegrate spell. A
deadly spell uses up a spell slot three levels higher than the
spell's actual level.
Delay Spell [Metamagic]
Prerequisites: Extend Spell.
Benefit: A delayed spell can be set to activate at some
point in the future, up to one day. The target area of the spell
is determined at the time of casting, using the spell's range and
the caster's position at the time. A delayed spell with a range
of touch is discharged at the time of casting with the effect
activating against the target when the delay is over. Once the
delay is set, it cannot be changed except to cancel the spell.
Delayed spells appear to detect magic, arcane sight, and
similar abilities as a ghostly aura where the effect is centered;
once located, they can be dispelled by a targeted dispel magic
and an opposed caster level check. A delayed spell uses up a
spell slot four levels higher than the spell's actual level.
Distort Spell [Metamagic]
Prerequisites: Selective Spell.
Benefit: A distorted spell changes its shape from radius,
cone, or line, to one of the other two types. For every 5 feet
of cone length, 10 feet of radius, or 30 feet of line length, the
spell can take the shape of one of the other two types with an
equal number of distance units. Thus, a 120-foot lightning bolt
could become a 40-foot-radius lightning sphere or a 20-foot
cone of lightning. Alternately, you can select up to 2
contiguous 5-foot squares per original spell level for the
distorted spell to affect. This does not affect the spell's range,
only its shape. A distorted spell uses up a spell slot two levels
higher than the spell's actual level.
Enduring Spell [Metamagic]
Prerequisites: Extend Spell.
Benefit: An enduring spell takes any non-instantaneous
spell and makes it effectively permanent. The spell remains in
effect constantly, but every day that it is active, it auto-
matically uses a spell slot of the appropriate level. Dispelling
the enduring spell ends the effect; the spell must be re-cast to
regain the benefits. An enduring spell uses up a spell slot six
levels higher than the spell's actual level.
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Enhance Spell [Metamagic]
Prerequisite: Maximize Spell.
Benefit: The damage dice for spells you cast increase by
one step (i.e., d6s become d8s, d8s become 2d6s, etc.), as if
increasing the damage dice of a weapon that increases in size
category. An enhanced spell uses up a spell slot four levels
higher than the spell’s actual level. This feat has no effect on
spells that don’t specifically deal damage.
Force Spell [Metamagic]
Prerequisites: Spellcraft 23 ranks.
Benefit: A force spell converts all damage inflicted by a
spell into force damage. Force damage ignores all damage
reduction and energy resistances that are not force-specific
and ignores object hardness of less than 30. Spells that
creature enduring features such as ice storm or wall of fire also
function as a wall of force, if a target wishes to try and break
through or dispel the effect. Any square with an enduring
force effect in it provides cover. A force spell uses up a spell
slot three levels higher than the spell's actual level.
Gilded Spell [Metamagic]
Prerequisites: Healing domain class feature.
Benefit: A gilded spell turns any energy damage inflicted
by the original spell into positive energy, healing living
creatures and harming undead. A gilded spell uses up a spell
slot three levels higher than the spell's actual level.
Golembane Spell [Metamagic]
Prerequisites: Craft Construct.
Benefit: A golembane spell affects constructs normally,
though they receive a +8 to any saving throws made against
the effects. This does not automatically allow spells to affect
golems if they would be immune to the effects for other
reasons, such as mind-affecting effects (as most golems are
mindless) or spells like transmute blood to acid (as golems do
not have blood). A golembane spell uses up a spell slot six
levels higher than the spell's actual level.
Grand Spell [Metamagic]
Prerequisites: Armoring Spell, Bolstering Spell.
Benefit: A grand spell provides numerous benefits to the
targets. Any creature affected by a grand spell gains the
following bonuses:
+2 armor bonus to AC, +1 per 2 levels of the original spell, as
per the Armoring Spell feat
2 bonus hit points per caster level as per the Bolstering Spell
feat
+1 insight bonus per 3 levels of the original spell on all attack
rolls
+1 insight bonus per 2 levels of the original spell on all saving
throws
+10 feet to all forms of base movement speed
Reroll any 1 die roll once during the spell's duration
A grand spell's bonuses last for either half the duration of
the original spell or 1 round per 2 caster levels, whichever is
higher. A grand spell uses up a spell slot eight levels higher
than the spell's actual level.
Guardian Spell [Metamagic]
Prerequisites: Spellcraft 24 ranks.
Benefit: A guardian spell remains dormant on the caster
until triggered by a specific event determined at the time of
casting or dismissed by the caster. All other effects of the spell
are determined when the spell is activated. If the guardian
spell is set to be triggered by another individual's action, such
as an attack or an attempt to grapple, the spell activates
immediately, interrupting the action that triggered it. As long
as the spell remains dormant, it continues to use up a spell slot
of the appropriate level. A guardian spell uses up a spell slot
six levels higher than the spell's actual level.
Hasten Spell [Metamagic]
Prerequisites: Spellcraft 23 ranks, Quicken Spell.
Benefit: A hastened spell can affect any spell with a casting
time longer than 1 full-round action. The spell has its casting
time reduced in half, to a minimum of 1 full-round action. A
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hastened spell uses up a spell slot four levels higher than the
spell's actual level. Alternately, you can have it use up a spell
slot six levels higher and reduce its casting time to one-quarter
normal or use up a spell slot eight levels higher and reduce its
casting time to one-tenth normal.
Note: A spell that has been hastened to 1 full-round action
can then have Quicken Spell applied to it normally.
Imprisoning Spell [Metamagic]
Prerequisites: Spellcraft 25 ranks.
Benefit: The effects of an imprisoning spell is identical to
the original, except that the boundaries of its area of effect are
encased within a wall of force. The effects and duration are
identical to the wall of force spell using your caster level.
Targets are allowed a Reflex save against the spell's DC to avoid
being trapped, shifting outside the area enclosed by the wall if
doing so is within the limits of their base movement speed.
Doing so sacrifices their move action their following turn. An
imprisoning spell uses up a spell slot eight levels higher than
the spell's actual level.
Improved Heighten Spell [Metamagic]
Prerequisites: Heighten Spell, Spellcraft 17 ranks.
Benefit: The effects of this feat are identical to the non-
epic Heighten Spell feat, but there is no limit to the level to
which you can heighten the spell. An improved heightened
spell uses up a spell slot equal to the increase in spell level.
Ineffable Spell [Metamagic]
Prerequisites: Spellcraft 25 ranks.
Benefit: Targets of this spell that are normally immune to
specific effects such as energy immunity or immunity to
specific conditions such as stunning or paralysis. This feat does
not affect a target's spell resistance. It does not allow the spell
to affect aspects of a creature that it does not physically
possess, such as using flesh to stone on a stone golem that has
no flesh. An ineffable spell uses up a spell slot seven levels
higher than the spell's actual level.
Linked Spell [Metamagic]
Prerequisites: Spellcraft 21 ranks.
Benefit: A linked spell that affects multiple targets cannot
be dispelled unless all instances of the spell are dispelled
within the same round. At the beginning of every round, the
linked spell will restore itself if even one of the original targets
still has the spell active on them. A linked spell uses up a spell
slot three levels higher than the spell's actual level.
Living Spell [Metamagic]
Prerequisites: Bouncing Spell.
Benefit: A living spell is a non-instantaneous spell with a
range greater than personal that gains limited sentience when
cast. The spell will respond to its caster's mental commands
or can be set to act independently, much like a summoned
monster. It can travel via physical contact or by moving up to
its original range or 30 feet per round, whichever is greater. If
it has a range of touch, it must end each round in the same
square as another creature. If it is normally an area of effect,
it can move however it wishes. A living spell uses up a spell
slot six levels higher than the spell's actual level.
Macabre Spell [Metamagic]
Prerequisites: Spell Focus (Necromancy).
Benefit: A macabre spell raises any victims slain by the
spell as undead. It raises any number of undead up to an HD
total equal to twice the user's caster level. It can raise them as
any type of undead, though no one individual can have more
HD than the spell's original level. A macabre spell uses up a
spell slot six levels higher than the spell's actual level.
Maelstrom Spell [Metamagic]
Prerequisites: Elemental Spell.
Benefit: A maelstrom spell changes any energy damage
inflicted by the original spell into a combination of fire, acid,
cold, electricity, and sonic damage. After determining the
original spell's damage, divide the total by 4. Each of the five
different types of energy inflicts this reduced damage for a
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total of 125% of the original spell's damage. A maelstrom spell
uses up a spell slot five levels higher than the spell's actual
level.
Perfect Spell [Metamagic]
Prerequisites: Empower Spell, Maximize Spell, Spellcraft
25 ranks.
Benefit: All variable, numeric effects of a perfected spell
are maximized, then doubled. A perfected spell deals twice
maximum damage, cures twice the maximum number of hit
points, affects twice the maximum number of targets, and so
forth, as appropriate. Saving throws and opposed rolls are not
affected. A perfected spell uses up a spell slot six levels higher
than the spell’s actual level.
Pestilent Spell [Metamagic]
Prerequisites: Spell Focus (Conjuration).
Benefit: A pestilent spell summons vermin swarms within
its area of effect. It summons a number of HD worth of vermin
swarms of the caster's choice equal to the user's caster level,
no one of which can have a total HD higher than the spell's
original level. A pestilent spell uses up a spell slot six levels
higher than the spell's actual level.
Prismatic Spell [Metamagic]
Prerequisites: Elemental.
Benefit: A prismatic spell adds the effects of a prismatic
spray to the effects of the original spell. Every target within
the original spell's area of effect must succeed on a Reflex save
against the spell's DC or be affected as if they had been struck
by a prismatic spray in addition to the spell's normal effects. If
the original spell affects specific targets and lasts more than
one round, targets of a prismatic spell only suffer the effects of
the prismatic spray on the initial attack. If, instead, the original
spell fills an area for multiple rounds, then targets only suffer
the effects of the prismatic spray once per round, when they
first suffer the original spell's effects. A prismatic spell uses up
a spell slot nine levels higher than the spell's actual level.
Project Spell [Metamagic]
Prerequisites: Reach Spell.
Benefit: A projected spell has its range increased from
personal to touch. All spell effects behave as if the target of
the touch were the original caster. This also allows it to be
affected by the Reach Spell metamagic feat as if it were a touch
spell. A projected spell uses up a spell slot four levels higher
than the spell's actual level.
Shredding Spell [Metamagic]
Prerequisites: Spellcraft 25 ranks.
Benefit: A shredding spell affects a target's equipment or
unattended objects rather than creatures. It inflicts damage
or causes effects only to objects. Remember that objects being
held use their holder's saving throws instead of their own if
they are superior. A shredding spell uses up a spell slot four
levels higher than the spell's actual level.
Split Spell [Metamagic]
Prerequisites: Spellcraft 24 ranks.
Benefit: A split spell has all of its numeric properties
except range and areadamage, duration, number of targets,
etc.split in half. The caster can then project two separate
instances of the spell, such as throwing a pair of half-powered
fireballs at two different targets. A split spell uses up a spell
slot three levels higher than the spell's actual level.
Stealth Spell [Metamagic]
Prerequisites: Silent Spell, Still Spell.
Benefit: A stealth spell's visible magical effects are ren-
dered silent and invisible. Any visible aspect of the spell are
undetectable, though its aftereffects are still visible. For
instance, a stealth fireball would have its explosion rendered
silent and invisible, but the effects of that detonationpeople
being tossed about, objects catching fire, and suchwould still
be visible. Targets take a -2 penalty against stealth spells that
normally allow a Reflex saving throw. A stealth spell uses up a
spell slot four levels higher than the spell's actual level.
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Summoned Spell [Metamagic]
Prerequisites: Augment Summoning.
Benefit: When cast, a summoned spell is bound to another
spell the caster has memorized (or an available spell slot) that
summons a creature, such as summon monster or summon
nature's ally. When the bound summoning spell is used, the
summoned spell is also triggered and automatically affects the
summoned creature(s). If it is a spell with an area of effect,
one summoned creature of the caster's choice is the center of
the area of effect. A summoned spell remains bound for up to
one day after being cast. A summoned spell uses up a spell slot
three levels higher than the spell's actual level.
True Death Spell [Metamagic]
Prerequisites: Deadly Spell.
Benefit: A true death spell is one of the most fearsome
metamagic abilities available. Any creature slain by such a
spell is reduced physically to nothingness and cannot be raised
by anything less than the direct, physical intervention of a
deity. A true death spell uses up a spell slot ten levels higher
than the spell's actual level.
Unseen Spell [Metamagic]
Prerequisites: Spell Focus (Illusion), Stealth Spell.
Benefit: An unseen spell is not only invisible and silent, but
it replaces the entire area of effect with an illusion that shows
the area as it was. Even targets of the spell itself are unable to
tell that anything is wrong except for their own pain and injury
(if any). Anyone viewing the scene must make a Will save
against the spell's DC to notice the illusion. Targets of the spell
itself gain a +2 bonus on this save. An unseen spell uses up a
spell slot seven levels higher than the spell's actual level.
Vast Spell [Metamagic]
Prerequisites: Widen Spell.
Benefit: A vast spell has its area of effect increased by x10
in all dimensions. A vast spell uses up a spell slot six levels
higher than the spell's actual level.
Verdigris Spell [Metamagic]
Prerequisites: Knowledge [Nature] 24 ranks.
Benefit: A verdigris spell causes plant life to spring forth in
profusion inside its area of effect. The spell's effects occur as
normal, except that all plant life in the area is restored to
perfect health from any damage it may have taken (from the
original spell or any other source) and is cured of any mundane
or magical diseases or poisons.
Plant growth suitable for the environment spreads across
everything in the area, ensnaring it and coiling around it as if it
had been growing there for a century or more, turning the area
into non-magical difficult terrain. Targets in the area must
make a Reflex save against the spell's DC to avoid becoming
trapped. If they fail, they take 1d6 points of crushing damage
per level of the original spell and become entangled. A
strength check with a DC equal to the spell's save DC is
required to break free.
Buildings and other artificial structures are also engulfed
by tendrils of creepers, thick roots, and branches, suffering 2d6
points of damage per level of the original spell. Those
destroyed by the damage have their foundations uprooted and
their walls crumbled. After the spell is cast, the vegetation
remains, though it is non-magical. A verdigris spell uses up a
spell slot six levels higher than the spell's actual level.
Warp Spell [Metamagic]
Prerequisites: Spell Focus (Conjuration).
Benefit: A warp spell is identical to the original spell except
that at any one point along its trajectory, it can teleport as if
affected by dimension door. This allows it to strike targets that
the caster does not have line of sight on, though this often
requires the caster to simply choose a square and hope the
target is within the area of effect. Spells with a line area of
effect can have the teleportation act anywhere along the
length of the line; part of the effect extending from the caster
and another part continuing on the other side of the dimension
door. A warp spell uses up a spell slot six levels higher than the
spell's actual level.
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Morale Feats
Aura of Conviction [Morale]
Prerequisites: Charisma 25, Diplomacy 21 ranks.
Benefit: As a swift action, you can project an aura with a
radius of 30 feet. Every creature you designate within the area
of effect gains DR 5/ or has their existing DR improve by 5.
The targets must be able to see and hear you for this effect to
function. You can maintain this aura as long as you wish and
turning it off is a free action.
Special: You can gain this feat multiple times. The aura's
effects improve by +2 every time.
Note: You can only have one aura active at any one time.
Aura of Glory [Morale]
Prerequisites: Charisma 25, Perform [Any] 21 ranks.
Benefit: As a swift action, you can project an aura with a
radius of 30 feet. Every creature you designate within the area
of effect gains a +6 morale bonus to all damage rolls. The
targets must be able to see and hear you for this effect to
function. You can maintain this aura as long as you wish and
turning it off is a free action.
Special: You can gain this feat multiple times. The aura's
effects improve by +3 every time.
Note: You can only have one aura active at any one time.
Table 5-10: Epic Morale Feats
Feat Name
Prerequisites
Benefits
Aura of Conviction
1
Cha 25, Diplomacy 21 ranks
Project an aura that fortifies your allies.
Aura of Glory
1
Cha 25, Perform [Any] 21 ranks
Project an aura that inspires your allies.
Aura of Gold
1
Cha 29
Project an aura that enriches the luck of your allies.
Aura of Misery
1
Cha 25, Intimidate 21 ranks
Project an aura that demoralizes your foes.
Aura of Protection
1
Cha 25, Spellcraft 21 ranks
Project an aura that shields your allies.
Aura of Shadow
1
Cha 25, Stealth 21 ranks
Project an aura that masks your allies.
Aura of Truth
1
Cha 25, Sense Motive 21 ranks
Project an aura that improves the insight of your allies.
Aura of Winds
1
Cha 25, Acrobatics 21 ranks
Project an aura that boosts the speed of your allies.
Banner of Crowns
1
Cha 21, Greater Banner class feature
Increase banner bonuses by 1.
Banner of the Golden Sun
Cha 21, Greater Banner class feature
Banner provides allies a +2 bonus to AC and Reflex saves.
Banner of the Red Path
Cha 21, Greater Banner class feature
Banner provides allies a +2 bonus on attack and damage rolls.
Banner of the White Blossom
Cha 21, Greater Banner class feature
Banner provides allies temporary hit points.
Boundless Bond
1
Cha 23, Divine Bond (weapon) class
feature, Holy Champion class feature
Improve enhancement bonus to weapon from Divine Bond by +1.
Depthless Bond
Cha 25, Boundless Bond
Select epic weapon properties for Divine Bond weapon.
Deafening Song
Perform 21 ranks, Bardic Performance
class feature
Deafen foes surrounding you.
Hindering Song
Deafening Song, Perform 24 ranks
Disrupt enemy spellcasters around you.
Dual Aura
Cha 27, Aura class feature or any two
'Aura' Morale feat
You can now keep two auras active simultaneously.
Epic Inspiration
1
Cha 25, Perform 24 ranks, Bardic
Performance class feature
Increase some Bardic Performance bonuses by 1.
Group Inspiration
1
Perform 27 ranks, Bardic Performance
class feature
Increase the number allies affected by some Bardic Performances.
Improved Aura of Courage
Cha 25, Aura of Courage class feature
+8 to aura's saving throw vs fear effects bonus.
Inspire Excellence
Perform 30 ranks, Bardic Performance
class feature
Increase one ability score of nearby allies by +4.
Lasting Inspiration
Perform 22 ranks, Bardic Performance
class feature
The effects of some Bardic Performances last after performance ends.
Music of the Gods
Cha 25, Perform 27 ranks, Bardic
Performance class feature
Your Bardic Performances affect creatures normally immune to mind-
affecting effects.
Ranged Inspiration
1
Perform 21 ranks, Bardic Performance
class feature
Doubles the range of some Bardic Performances.
Rapid Inspiration
Perform 21 ranks, Bardic Performance
class feature
You can begin a Bardic Performance as a free action.
Reactive Countersong
Combat Reflexes, Rapid Inspiration,
Perform 27 ranks
You can begin a countersong at any time.
Widen Aura
2
Cha 25, Aura class feature or any 'Aura'
Morale feat
Aura radius doubles.
1
- Feat can be selected multiple times; the effects stack.
2
- Feat can be selected multiple times; the effects do not stack. Each time it is selected, it applies to something different.
MORALE FEATS
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Aura of Gold [Morale]
Prerequisites: Charisma 29.
Benefit: As a swift action, you can project an aura with a
radius of 30 feet. Every creature you designate within the area
of effect gains a +1 luck bonus to attack rolls, saving throws,
ability checks, and skill checks. The targets must be able to see
and hear you for this effect to function. You can maintain this
aura as long as you wish and turning it off is a free action.
Special: You can gain this feat multiple times. The aura's
effects improve by +1 every time.
Note: You can only have one aura active at any one time.
Aura of Misery [Morale]
Prerequisites: Charisma 25, Intimidate 21 ranks.
Benefit: As a swift action, you can project an aura with a
radius of 30 feet. Every creature you designate within the area
of effect must succeed on a Will save against a DC equal to 10
+ 1/2 your HD + your Charisma modifier. If they fail, they suffer
a -2 penalty to all attack rolls and saving throws. This is a mind-
affecting effect. The targets must be able to see and hear you
for this effect to function. You can maintain this aura as long
as you wish and turning it off is a free action.
Special: You can gain this feat multiple times. The aura's
effects improve by -2 to attack rolls and saving throws every
time.
Note: You can only have one aura active at any one time.
Aura of Protection [Morale]
Prerequisites: Charisma 25, Spellcraft 21 ranks.
Benefit: As a swift action, you can project an aura with a
radius of 30 feet. Every creature you designate within the area
of effect gains a +2 insight bonus to AC. The targets must be
able to see and hear you for this effect to function. You can
maintain this aura as long as you wish and turning it off is a
free action.
Special: You can gain this feat multiple times. The aura's
effects improve by +2 every time.
Note: You can only have one aura active at any one time.
Aura of Shadow [Morale]
Prerequisites: Charisma 25, Stealth 21 ranks.
Benefit: As a swift action, you can project an aura with a
radius of 30 feet. Every creature you designate within the area
of effect gains a +6 circumstance bonus to Disguise, Sleight of
Hand, and Stealth checks. Unlike all other auras, the targets
merely need to have line of effect on you; they do not need to
be able to see or hear you. You can maintain this aura as long
as you wish and turning it off is a free action.
Special: You can gain this feat multiple times. The aura's
effects improve by +3 every time.
Note: You can only have one aura active at any one time.
Aura of Truth [Morale]
Prerequisites: Charisma 25, Sense Motive 21 ranks.
Benefit: As a swift action, you can project an aura with a
radius of 30 feet. Every creature you designate within the area
of effect gains a +2 insight bonus to all saving throws. The
targets must be able to see and hear you for this effect to
function. You can maintain this aura as long as you wish and
turning it off is a free action.
Special: You can gain this feat multiple times. The aura's
effects improve by +2 every time.
Note: You can only have one aura active at any one time.
Aura of Winds [Morale]
Prerequisites: Charisma 25, Acrobatics 21 ranks.
Benefit: As a swift action, you can project an aura with a
radius of 30 feet. Every creature you designate within the area
of effect gains a +10-foot morale bonus to their base land
speed. If targets have other permanent forms of movement
(not from temporary spells), these also increase. The targets
must be able to see and hear you for this effect to function.
You can maintain this aura as long as you wish and turning it
off is a free action.
Special: You can gain this feat multiple times. The aura's
effects improve by +10 feet every time.
Note: You can only have one aura active at any one time.
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Banner of Crowns [Morale]
Prerequisites: Charisma 21, Greater Banner class feature.
Benefit: All morale bonuses granted by your banner
increase by 1.
Special: This feat may be selected multiple times. Its
effects stack.
Banner of the Golden Sun [Morale]
Prerequisites: Charisma 21, Greater Banner class feature.
Benefit: Your banner provides all allies within 60 feet a +2
morale bonus to AC and Reflex saves as long as it is visible.
Banner of the Red Path [Morale]
Prerequisites: Charisma 21, Greater Banner class feature.
Benefit: Your banner provides all allies within 60 feet a +4
morale bonus on all damage rolls as long as it is visible.
Banner of the White Blossom [Morale]
Prerequisites: Charisma 21, Greater Banner class feature.
Benefit: Your banner provides all allies within 60 feet 2
temporary hit points per hit die as long as it is visible. No
individual can benefit from this more than once per day.
Boundless Bond [Morale]
Prerequisites: Charisma 23, Divine Bond (Weapon) class
feature, Holy Champion class feature.
Benefit: The enhancement bonus granted by your Divine
Bond class feature increases by +2. Additionally, you can now
increase your weapon's enhancement bonus higher than +5.
Special: You can gain this feat multiple times. Its effects
stack.
Deafening Song [Morale]
Prerequisites: Perform 21 ranks, Bardic Performance class
feature.
Benefit: As part of a bardic performance, you can
temporarily deafen all enemies within a 30-foot burst centered
on you. A successful Fortitude save (DC 10 + 1/2 your HD +
your Charisma modifier) negates the effect. The deafening
effect lasts for as long as you continue the deafening song plus
1d4 rounds. You can choose to exclude as many characters as
you wish from this effect.
Depthless Bond [Morale]
Prerequisites: Charisma 25, Boundless Bond.
Benefit: You can now add any of the following weapon
properties to your weapon using your Divine Bond: Angelic
Glory, Axiomatic Power, Celestial Grandeur, Flaming Blast,
Holy Power, Indomitable, or Inferno. These follow the normal
rules for adding weapon properties using the Divine Bond class
feature.
Dual Aura [Morale]
Prerequisites: Charisma 27, Aura class feature or any 2
'Aura' Morale feats.
Benefit: Any time you active an aura, you may select two
auras. You project both benefits simultaneously.
Epic Inspiration [Morale]
Prerequisites: Charisma 25, Perform 27 ranks, Bardic
Performance class feature.
Benefit: All competence, dodge, and morale bonuses and
bonus HD granted by your Bardic Performance abilities
increase by +1.
Special: You can gain this feat multiple times. Its effects
stack.
Group Inspiration [Morale]
Prerequisite: Perform 27 ranks, Bardic Performance class
feature.
Benefit: The number of allies you can affect with your
inspire competence or inspire greatness Bardic Performance
ability doubles. When inspiring competence in multiple allies,
you can choose different skills to inspire for different allies.
Special: You can gain this feat multiple times. Its effects
stack. Remember that two doublings equals a tripling, etc.
93
Hindering Song [Morale]
Prerequisite: Deafening Song, Perform 24 ranks.
Benefit: As part of a bardic performance, you can hinder
enemy spellcasters within a 30-foot spread centered on you.
To successfully cast a spell within this area, a spellcaster must
make a Concentration check against your Performance check.
You can choose to exclude as many characters as you wish
from this effect.
Improved Aura of Courage [Morale]
Prerequisite: Charisma 25, Aura of Courage class feature.
Benefit: Your aura of courage grants a +8 morale bonus on
saving throws against fear effects.
Inspire Excellence [Morale]
Prerequisite: Perform 30 ranks, Bardic Performance class
feature.
Benefit: As part of a bardic performance, you can grant a
bonus to one ability score to your allies. To be affected, an ally
must hear you perform for 1 full round. Each ally to be inspired
gains a +4 competence bonus to the same ability score, which
you must choose before you begin inspiring. Inspire excellence
is a supernatural, mind-affecting ability.
Lasting Inspiration [Morale]
Prerequisite: Perform 22 ranks, Bardic Performance class
feature.
Benefit: The effects of inspire courage, inspire
competence, dirge of doom, inspire greatness, frightening
tune, and inspire heroics last for ten rounds after you stop
performing. If you begin a new performance in that time,
targets can only be affected by one of them.
Music of the Gods [Morale]
Prerequisites: Charisma 25, Perform 27 ranks, Bardic
Performance class feature.
Benefit: Your bardic performances can affect even those
normally immune to mind-affecting effects, such as constructs,
oozes, or mindless undead. However, such creatures gain a +8
bonus on their Will saves to resist such effects.
Ranged Inspiration [Morale]
Prerequisite: Perform 21 ranks, Bardic Performance class
feature.
Benefit: Double the range of any bardic performance
ability that has a range, though targets must still be able to see
or hear you to gain the benefits.
Special: You can gain this feat multiple times. Its effects
stack. Remember that two doublings equals a tripling, etc.
Rapid Inspiration [Morale]
Prerequisite: Perform 21 ranks, Bardic Performance class
feature.
Benefit: You can begin your bardic performances as a free
action, though you are still only able to begin one bardic
performance per round.
Reactive Countersong [Morale]
Prerequisite: Combat Reflexes, Rapid Inspiration, Perform
27 ranks.
Benefit: You can begin a countersong at any time, even
when it isn’t your turn, without having to ready an action to do
so. This allows you to countersong even instantaneous sonic
or language-dependent magical attacks, provided they allow a
saving throw. You can’t use Reactive Countersong at the same
time you are using another bardic performance ability, though
you could stop the other bardic music ability to begin Reactive
Countersong if so desired.
Widen Aura [Morale]
Prerequisite: Charisma 25, Aura class feature to be chosen
or any 'Aura' Morale feat.
Benefit: Select one of your auras. Its range doubles.
Special: This feat can be selected multiple times. Its
effects stack. Remember that two doublings equals a tripling,
etc.
94
Rage Feats
Arctic Rage [Rage]
Prerequisite: Constitution 25, Primal Rage, Greater Ele-
mental Rage rage power.
Benefit: By spending 3 rounds of rage every round, you
can gain the benefits of the spell ice body while raging. You
must use the cold energy for your Greater Elemental Rage
while this ability is active. This ability does not stack with
similar abilities.
Bear's Rage [Rage]
Prerequisites: Mighty Rage class feature.
Benefit: The morale bonus to Constitution granted when
you rage increases by +2.
Special: You can gain this feat multiple times. Its effects
stack.
Bull's Rage [Rage]
Prerequisites: Mighty Rage class feature.
Benefit: The morale bonus to Strength granted when you
rage increases by +2.
Special: You can gain this feat multiple times. Its effects
stack.
Cat's Rage [Rage]
Prerequisites: Mighty Rage class feature.
Benefit: Becoming more nimble and sharpening your
instincts, when raging you now gain a +4 morale bonus to your
Dexterity in addition to the normal benefits.
Special: You can gain this feat multiple times. Its effects
stack, granting you an additional +2 morale bonus to Dexterity
every time you take it.
Table 5-11: Epic Rage Feats
Feat Name
Prerequisites
Benefits
Bear's Rage
1
Mighty Rage class feature
Increase Con score while raging.
Bull's Rage
1
Mighty Rage class feature
Increase Str score while raging.
Cat's Rage
1
Mighty Rage class feature
Increase Dex score while raging.
Enduring Vitality
Raging Vitality, Mighty Rage class feature
Avoid death from excess damage when rage ends.
Gentle Fury
Mighty Rage class feature
Inflict additional damage when using nonlethal damage.
Guillotine Grapple
Str 31, Deadly Grappler, Unfair Grip, Bloody Fist
rage power
Tear off an opponent's head with a successful grapple.
Immaculate Rage
Internal Fortitude rage power, Fearless Rage rage
powers
Immune to Daze, Stun, and Paralysis while raging.
Perfect Rage
Immaculate Rage
Resist any condition that requires a Fortitude or Will save while raging.
Incite Rage
Cha 25, Mighty Rage class feature
Allow allies to enter rage alongside you.
Mad Movement
Raging Climber rage power, Raging Leaper rage
power, Raging Swimmer rage power
Movement improves when raging.
Mighty Surge
Strength Surge rage power
The power of your strength surge increases.
Monstrous Rage
Greater Animal Fury rage power or Greater Beast
Totem rage power
Natural attacks while raging improve.
Mountain Hurler
Str 29, Greater Hurling rage power
The size and distance you can hurl objects increases.
Primal Rage
Str 21, Con 21, Mighty Rage class feature
Gain bonuses while raging.
Arctic Rage
Con 25, Primal Rage, Greater Elemental Rage rage
power
Gain the benefits of ice body while raging.
Obdurate Rage
Con 27, Arctic Rage
Gain the benefits of iron body while raging.
Incandescent Rage
Con 29, Obdurate Rage
Gain the benefits of fiery body while raging.
Chaotic Rage
Chaotic alignment, Primal Rage
Any weapon held treated as a chaotic power weapon while raging.
Cursebreaker Rage
Primal Rage
Gain SR while raging.
Thundering Rage
Str 25, Primal Rage
Any weapon held treated as a sonic blast weapon while raging.
Towering Rage
Str 27, Primal Rage
Gain the benefits of giant form I while raging.
Titan Rage
Str 29, Towering Rage
Gain the benefits of giant form II while raging.
Ruinous Rage
Str 25, Improved Sunder, Mighty Rage class feature
Ignore object hardness while raging.
Shattering Blow
Powerful Blow rage power
Your powerful blow increases in power.
Terrifying Rage
Intimidate 21 ranks, Mighty Rage class feature
Enemies who see you raging may become panicked or shaken.
1
- Feat can be selected multiple times; the effects stack.
RAGE FEATS
95
Chaotic Rage [Rage]
Prerequisites: Chaotic alignment, Primal Rage.
Benefit: Any weapon you wield while in a rage is treated
as a chaotic power weapon. This ability does not stack with
similar abilities.
Cursebreaker Rage [Rage]
Prerequisites: Primal Rage.
Benefit: By spending 2 rounds of rage every round, you
gain SR equal to 10 + your level in whatever class provides you
with your rage.
Enduring Vitality [Rage]
Prerequisites: Raging Vitality, Mighty Rage class feature.
Benefit: When you drop out of a rage, the first time every
day that your total remaining hit points would render you
unconscious or dead, you are instead reduced to 1 hit point.
Gentle Fury [Rage]
Prerequisites: Mighty Rage class feature.
Benefit: When inflicting nonlethal damage while raging,
double your Strength bonus to damage.
Guillotine Grapple [Rage]
Prerequisites: Strength 31, Deadly Grappler, Unfair Grip,
Bloody Fist rage power.
Benefit: When you have a target grappled, you can use a
standard action to force the target to make a Fortitude save
(DC 10 + 1/2 your character level + your Strength modifier). If
they fail, you literally rip the target's head from its shoulders,
killing it instantly. This ability does not work against targets
that have no discernable head or are immune to critical hits.
Immaculate Rage [Rage]
Prerequisites: Internal Fortitude rage power, Fearless
Rage rage powers.
Benefit: When raging, you are immune to the Dazed,
Stunned, and Paralyzed conditioned.
Incandescent Rage [Rage]
Prerequisite: Constitution 29, Obdurate Rage.
Benefit: By spending 3 rounds of rage every round, you
can gain the benefits of the spell fiery body while raging. You
must use the fire energy for your Greater Elemental Rage while
this ability is active. This ability does not stack with similar
abilities.
Incite Rage [Rage]
Prerequisites: Charisma 25, Mighty Rage class feature.
Benefit: When you enter a rage, you can incite rage in any
or all willing allies within 60 feet. Any ally who doesn’t wish to
become enraged is unaffected. The ally gains +4 to Strength,
+4 to Constitution, and a +2 morale bonus on Will saves, but
takes a -2 penalty to AC, for as long as you remain raging. The
rage of affected allies lasts a number of rounds equal to 3 +
their Constitution modifier, regardless of whether they remain
within 60 feet of you. This is otherwise identical with normal
barbarian rage (including the fatigue at its end).
Special: Bonuses from the Bear's Rage, Bull's Rage, and
Cat's Rage epic feats will also improve the bonuses granted to
allies by this feat.
Mad Movement [Rage]
Prerequisites: Raging Climber rage power, Raging Leaper
rage power, Raging Swimmer rage power.
Benefit: When raging, your movement speed for all forms
of movement increases by +20 feet and you ignore all non-
magical difficult terrain. Additionally, when running you move
at five times your movement speed.
Special: The effects of this feat stack with the Run feat,
allowing you to move at six times your movement speed when
raging.
Mighty Surge [Rage]
Prerequisites: Strength Surge rage power.
Benefit: The bonus from your Strength Surge is now equal
to twice your level in the class that grants you your rage.
96
Monstrous Rage [Rage]
Prerequisites: Greater Animal Fury rage power or Greater
Beast Totem rage power.
Benefit: When raging, any natural attacks you have inflict
damage as if you were one size category larger. Additionally,
their threat range increases by +1, which stacks with other
similar abilities, like Improved Critical. Finally, their critical
multiplier increases by +1 and their attacks are considered epic
for purposes of overcoming damage reduction.
Mountain Hurler [Rage]
Prerequisites: Strength 29, Greater Hurling rage power.
Benefit: This feat acts as Greater Hurling, but you can
increase the range increment to 60 feet or increase the size of
a hurled object by four size categories.
Obdurate Rage [Rage]
Prerequisite: Constitution 27, Arctic Rage.
Benefit: By spending 3 rounds of rage every round, you
can gain the benefits of the spell iron body while raging. This
ability does not stack with similar abilities.
Perfect Rage [Rage]
Prerequisites: Immaculate Rage.
Benefit: When raging, any time you make a Fortitude or
Will save, you roll twice and take the higher of the two results.
Primal Rage [Rage]
Prerequisites: Strength 21, Constitution 21, Mighty Rage
class feature.
Benefit: When raging, you tap into the power of your over-
powering will to enhance your body. While raging:
Your damage reduction granted by class levels doubles;
Your Strength bonus to damage increases by x1.5;
Ruinous Rage [Rage]
Prerequisites: Strength 25, Improved Sunder, Mighty Rage
class feature.
Benefit: While in a rage, you ignore the hardness of any
object you strike. Also, double your Strength bonus for the
purposes of any Strength check made to break an object with
sudden force rather than by dealing normal damage.
Shattering Strike [Rage]
Prerequisites: Powerful Blow rage power.
Benefit: The bonus from your Powerful Blow is now equal
to twice your level in the class that grants you your rage.
Terrifying Rage [Rage]
Prerequisites: Intimidate 21 ranks, Mighty Rage class
feature.
Benefit: While you are raging, any enemy that views you
must make a Will save opposed by your Intimidate check or
become panicked (if it has HD less than your character level)
or shaken (if it has HD equal to or greater than your character
level) for 4d6 rounds.
Thundering Rage [Rage]
Prerequisites: Strength 25, Primal Rage.
Benefit: Any weapon you wield while in a rage is treated
as a sonic blast weapon. On a critical hit, targets must make a
Fortitude save with a DC equal to 10 + 1/2 your level in
whatever class provides your rage + your Strength modifier or
go deaf. This ability does not stack with similar abilities.
Titan Rage [Rage]
Prerequisites: Strength 29, Towering Rage.
Benefit: By spending 3 rounds of rage every round, you
can gain the benefits of the spell giant form II while raging.
This ability does not stack with similar abilities.
Towering Rage [Rage]
Prerequisites: Strength 27, Primal Rage.
Benefit: By spending 2 rounds of rage every round, you
can gain the benefits of the spell giant form I while raging. This
ability does not stack with similar abilities.
97
Skill Feats
Epic Reputation [Skill]
Prerequisite: Charisma 21.
Benefit: You gain a +6 bonus on all Diplomacy, Intimidate,
and Perform checks. If you have 26 ranks in one or more of
these skills, the bonus for those skills increases by +3, and by a
further +3 for every additional 5 ranks.
Epic Skill Focus [Skill]
Prerequisite: 21 ranks in the skill selected.
Benefit: Select one skill in which you have invested at least
31 ranks. You gain a +12 bonus on all skill checks with that skill.
If you have 31 ranks in your chosen skill, the bonus increases
by an additional +6, and by a further +6 for every additional 10
ranks above 31. This bonus stacks with the benefits provided
by the non-epic Skill Focus.
Special: You can gain this feat multiple times. Its effects
do not stack. Each time you take the feat, it applies to a
different skill.
Epic Trapfinding [Skill]
Prerequisites: Perception 22 ranks, Trapfinding class
feature.
Benefit: If you pass within 10 feet of a trap or secret door,
you are entitled to an immediate Perception check to notice it.
Expert Aid [Skill]
Prerequisite: Intelligence 21 or Wisdom 21.
Benefit: When using the Aid Another action on a skill
check, you provide a bonus equal to 1/2 your ranks in the skill.
Normal: You normally provide only a +2 bonus.
Legendary Athlete [Skill]
Prerequisite: Strength 21, Dexterity 21.
Benefit: You gain a +6 bonus on all Acrobatics, Climb, and
Swim checks. If you have 26 ranks in one or more of these
skills, the bonus for those skills increases by +3, and by a
further +3 for every additional 5 ranks.
Table 5-12: Epic Skill Feats
Feat Name
Prerequisites
Benefits
Epic Reputation
Cha 21
Gain a +6 bonus on Diplomacy, Intimidate, and Perform checks.
Epic Skill Focus
2
21 ranks in skill selected
You gain a +12 bonus on all skill checks with one skill.
Skill Mastery
2
Epic Skill Focus in skill selected
When making your skill check, roll twice and take the better result.
Skill Perfection
1, 2
Skill Perfection in skill selected
Treat one skill check per day as a natural 20.
Epic Trapfinding
Perception 22 ranks, Trapfinding class
feature
Automatic Perception check when passing within 5 feet of a trap.
Expert Aid
Int 21 or Wis 21
Provide a bonus equal to 1/2 your ranks in a skill when using Aid Another
Legendary Athlete
Str 21, Dex 21
Gain a +6 bonus on Acrobatics, Climb, and Swim checks.
Legendary Climber
Dex 21, Balance 12 ranks, Climb 21 ranks
Climb at twice your base speed per round without penalty.
Legendary Craftsman
2
Gain a +6 bonus on any three Craft checks.
Legendary Leaper
Acrobatics 21 ranks
Always considered to have a running start when jumping. Reduce fall height
by 20 feet.
Weightless Step
Dex 21, Legendary Leaper
Soften your falls from any height.
Meteor Landing
Dex 23, Weightless Step
Inflict your fall damage on a target.
Legendary Merchant
2
Wis 21
Gain a +6 bonus on Appraise, Sense Motive, and any one Profession checks.
Legendary Rider
Ride 21 ranks
No penalties for bareback riding. Never make checks to control mount in
combat.
Legendary Scholar
2
Int 21
Gain a +6 bonus on any three Knowledge checks.
Legendary Tracker
Wis 25, Knowledge [Nature] 25 ranks,
Survival 25 ranks
You can follow tracks across water, underwater, and through the air.
Master Mage
Int 21
Gain a +6 bonus on all Fly, Spellcraft, and Use Magic Device checks.
Master Thief
Dex 21
Gain a +6 bonus on all Disable Device, Stealth, and Sleight of Hand checks.
Outdoor Master
Wis 21
Gain a +6 bonus on Handle Animal, Heal, and Survival checks.
Second Skin
Medium Armor Proficiency
Eliminate armor check penalties on skill checks.
Self-Concealment
Dex 30, Acrobatics 27 ranks, Stealth 27
ranks, Improved Evasion class feature
Automatic miss chance against all attacks.
Thousand Faces
Cha 21
Gain a +6 bonus on all Bluff, Disguise, and Escape Artist checks.
1
- Feat can be selected multiple times; the effects stack.
2
- Feat can be selected multiple times; the effects do not stack. Each time it is selected, it applies to something different.
SKILL FEATS
98
Legendary Climber [Skill]
Prerequisites: Dexterity 21, Balance 12 ranks, Climb 21
ranks.
Benefit: You gain a climb speed equal to half your base
land speed. This grants you a +8 racial bonus on all Climb
checks. While you must still make a Climb check to climb any
wall or slope with a DC higher than 0, you can always choose
to take 10, even if rushed or threatened while climbing.
Legendary Craftsman [Skill]
Benefit: Choose any three Craft skills. You gain a +6 bonus
all skill checks with these three. If you have 26 ranks in one or
more of these skills, the bonus for those skills increases by +3,
and by a further +3 for every additional 5 ranks.
Special: This feat can be selected multiple times. Its
effects do not stack. Instead, each time, you can select three
more Craft skills to apply it to.
Legendary Leaper [Skill]
Prerequisite: Acrobatics 21 ranks.
Benefit: You are always considered to have a running start
when making a jump. Additionally, if you are doing a full run
action and move more than 20 feet before jumping, you can
double the results of the total Acrobatics check made to jump.
Finally, when using Acrobatics to soften a fall, a successful
check allows you to ignore the first 20 feet fallen, though you
still end up prone if you take damage.
Legendary Merchant [Skill]
Prerequisite: Intelligence 21, Wisdom 21.
Benefit: Choose any one Profession skill. You gain a +6
bonus on all Appraise and Sense Motive checks and all checks
with your chosen Profession skill. If you have 26 ranks in one
or more of these skills, the bonus for those skills increases by
+3, and by a further +3 for every additional 5 ranks.
Special: This feat can be selected multiple times. Its
effects do not stack. Instead, each time, you can select three
more Profession skills to apply it to.
Legendary Rider [Skill]
Prerequisite: Ride 21 ranks.
Benefit: You no longer take the -5 penalty on Ride checks
when riding a mount without a saddle (bareback) or a creature
that is ill suited as a mount. Additionally, you never need to
make a Ride check to fast mount and dismount or control a
mount in combat, even if the mount is not combat-trained.
Legendary Scholar [Skill]
Prerequisite: Intelligence 21.
Benefit: Choose any three Knowledge skills. You gain a +6
bonus on all checks made with any three Knowledge skills. If
you have 26 ranks in one or more of these skills, the bonus for
those skills increases by +3, and by a further +3 for every
additional 5 ranks.
Special: This feat can be selected multiple times. Its
effects do not stack. Instead, each time, you can select three
more Knowledge skills to apply it to.
Legendary Tracker [Skill]
Prerequisites: Wisdom 25, Track, Knowledge [Nature] 25
ranks, Survival 25 ranks.
Benefit: You can follow tracks across water, under-water,
or through the air. See Chapter 4 for DCs.
Master Mage [Skill]
Prerequisite: Intelligence 21.
Benefit: You gain a +6 bonus on all Fly, Spellcraft, and Use
Magic Device checks. If you have 26 ranks in one or more of
these skills, the bonus for those skills increases by +3, and by a
further +3 for every additional 5 ranks.
Master Thief [Skill]
Prerequisite: Dexterity 21.
Benefit: You gain a +6 bonus on all Disable Device, Stealth,
and Sleight of Hand checks. If you have 26 ranks in one or more
of these skills, the bonus for those skills increases by +3, and
by a further +3 for every additional 5 ranks.
99
Meteor Landing [Skill]
Prerequisites: Dexterity 23, Weightless Step.
Benefit: When falling from a height greater than 10 feet,
you can attempt to land on a target. Make a ranged touch
attack against a target adjacent to your destination square. If
the attack is successful, make an Acrobatics check to soften
your fall. The target takes damage equal to the amount of
falling damage by which you softened your fall and you may
make a free Trip combat maneuver to knock them prone. You
take the remainder of the falling damage (if any) and end up in
your target square. If your initial ranged touch attack fails, you
take the full attack damage and end up prone in your target
square.
Outdoor Master [Skill]
Prerequisite: Wisdom 21.
Benefit: You gain a +6 bonus on all Handle Animal, Heal,
and Survival checks. If you have 26 ranks in one or more of
these skills, the bonus for those skills increases by +3, and by a
further +3 for every additional 5 ranks.
Second Skin [Skill]
Prerequisite: Medium Armor Proficiency.
Benefit: You no longer incur armor check penalties on
Acrobatics, Climb, Disable Device, Escape Artist, Fly, Ride,
Sleight of Hand, Stealth, and Swim checks from armor with
which you are proficient. Additionally, you can sleep in any
type of armor without becoming Fatigued.
Self-Concealment [Skill]
Prerequisites: Dexterity 30, Acrobatics 27 ranks, Stealth 27
ranks, Improved Evasion class feature.
Benefit: Attacks against you have a 10% miss chance. You
lose this benefit whenever you would lose your Dexterity
bonus to AC.
Special: You can gain this feat multiple times. Each time it
is taken, the miss chance increases by 10% to a maximum of
50% after it has been taken five times.
Skill Mastery [Skill]
Prerequisite: Epic Skill Focus in the skill selected.
Benefit: Select one skill with which you have Epic Skill
Focus. Whenever you make a check with your selected skill,
you can roll twice and select the higher of the two results.
Special: You can gain this feat multiple times. It's effects
do no stack. Instead, each time it applies to a new skill.
Any ability that allows you to reroll a check does not
benefit from this feat on the reroll.
Skill Perfection [Skill]
Prerequisite: Skill Mastery in the skill selected.
Benefit: Select one skill for which you have Skill Mastery.
Once per day, no matter the circumstances, you can auto-
matically treat the results of a check with that skill as if you had
rolled a natural 20.
Special: You can gain this feat multiple times. Its effects
can stack, allowing you to take 20 with your selected skill one
additional time per day. Alternately, you can select a different
skill for which you have Skill Mastery and use the ability once
per day.
Thousand Faces [Skill]
Prerequisite: Charisma 21.
Benefit: You gain a +6 bonus on all Bluff, Disguise, and
Escape Artist checks. If you have 26 ranks in one or more of
these skills, the bonus for those skills increases by +3, and by a
further +3 for every additional 5 ranks.
Weightless Step [Skill]
Prerequisites: Dexterity 21, Legendary Leaper.
Benefit: You can attempt to use Acrobatics to soften your
fall regardless of the height. It is a DC 15 Acrobatics check to
ignore the first 20 feet fallen and for every 5 points by which
you exceed 15, you ignore another 10 feet. If you manage to
avoid damage from at least half of the fall distance, you are
also not rendered prone upon landing, even if you end up
taking damage.
100
Summoning Feats
Assemble Summons [Summoning]
Prerequisites: Ability to cast gate as a spell-like ability.
Benefit: When using summon monster or gate as a spell-
like ability, you can keep a second instance of the ability active
at the same time. Alternately, you can active your spell-like
abilities even when your eidolon is summoned.
Special: This feat can be selected multiple times. Its
effects stack, allowing you to have one additional instance of
summon monster or gate active at the same time or while your
eidolon is summoned.
Chivalric Summoning [Summoning]
Prerequisites: Charisma 25, non-chaotic alignment, Sum-
moning Perfection.
Benefit: Whenever you summon a creature or creatures
with summon monster or gate, the summoned creature(s) gain
the Resolute template.
Note: This feat cannot be used at the same time as any
other epic feat with Summoning Perfection as a prerequisite.
If you have two or more of these feats, you select which one is
active when you use summon monster or gate.
Colossal Summoning [Summoning]
Prerequisites: Charisma 25, Summoning Perfection.
Benefit: Whenever you summon a creature or creatures
with summon monster or gate, the summoned creature(s) gain
the Giant template.
Note: This feat cannot be used at the same time as any
other epic feat with Summoning Perfection as a prerequisite.
If you have two or more of these feats, you select which one is
active when you use summon monster or gate.
Devilish Summoning [Summoning]
Prerequisites: Charisma 27, evil alignment, Ebon Sum-
moning.
Benefit: Whenever you use Ebon Summoning to summon
a creature or creatures with summon monster or gate, you can
choose for the summoned creature(s) to gain the Half-Fiend
template in addition to the Shadow Creature template.
Note: This feat cannot be used at the same time as any
other epic feat with Summoning Perfection as a prerequisite.
If you have two or more of these feats, you select which one is
active when you use summon monster or gate.
Table 5-13: Epic Summoning Feats
Feat Name
Prerequisites
Benefits
Assemble Summons
1
Ability to cast gate as a spell-like ability
Have eidolon and summon monster or gate active at the same time.
Enhanced Summoning
1
Cha 21, Ability to cast summon monster
IX as a spell-like ability
Add more creatures to your summon monster list and make it easier to
summon less powerful monsters.
Epic Eidolon
Twin Eidolon class feature
Select from epic Eidolon evolutions.
Empower Eidolon
1
Empower Eidolon
Increase Eidolon's evolution point pool by 3.
Prolonged Summons
Ability to cast gate as a spell-like ability
Summoned creatures remain longer.
Summon Companion
Cha 21, Prolonged Summons
Once per day, summoned creature(s) remain until dismissed.
Summoning Perfection
Cha 23, Ability to cast gate as a spell-like
ability
Summoned creatures gain Advanced template.
Chivalric Summoning
Cha 25, non-chaotic alignment,
Summoning Perfection
Summoned creatures gain the Resolute template.
Colossal Summoning
Cha 25, Summoning Perfection
Summoned creatures gain the Giant template.
Draconic Summoning
Cha 27, Colossal Summoning
Summoned creatures gain the Half-Dragon template.
Ebon Summoning
Cha 25, non-good alignment,
Summoning Perfection
Summoned creatures gain the Shadow Creature template.
Devilish Summoning
Cha 27, evil alignment, Ebon Summoning
Summoned creatures gain the Half-Fiend template.
Guardian Summoning
Cha 25, non-evil alignment, Summoning
Perfection
Summoned creatures gain the Foo Creature template.
Divine Summoning
Cha 27, good alignment, Guardian
Summoning
Summoned creatures gain the Half-Celestial template.
Sylvan Summoning
Cha 25, non-lawful alignment,
Summoning Perfection
Summoned creatures gain Fey Creature template.
1
- Feat can be selected multiple times; the effects stack.
SUMMONING FEATS
101
Divine Summoning [Summoning]
Prerequisites: Charisma 27, good alignment, Guardian
Summoning.
Benefit: Whenever you use Guardian Summoning to sum-
mon a creature or creatures with summon monster or gate,
you can choose for the summoned creature(s) to gain the Half-
Celestial template in addition to the Foo Creature template.
Note: This feat cannot be used at the same time as any
other epic feat with Summoning Perfection as a prerequisite.
If you have two or more of these feats, you select which one is
active when you use summon monster or gate.
Draconic Summoning [Summoning]
Prerequisites: Charisma 27, Colossal Summoning.
Benefit: Whenever you use Colossal Summoning to
summon a creature or creatures with summon monster or
gate, you can choose for the summoned creature(s) to gain the
Half-Dragon template in addition to the Giant template.
Note: This feat cannot be used at the same time as any
other epic feat with Summoning Perfection as a prerequisite.
If you have two or more of these feats, you select which one is
active when you use summon monster or gate.
Ebon Summoning [Summoning]
Prerequisites: Charisma 25, non-good alignment, Sum-
moning Perfection.
Benefit: Whenever you summon a creature or creatures
with summon monster or gate, the summoned creature(s) gain
the Shadow Creature template.
Note: This feat cannot be used at the same time as any
other epic feat with Summoning Perfection as a prerequisite.
If you have two or more of these feats, you select which one is
active when you use summon monster or gate.
Empower Eidolon [Summoning]
Prerequisites: Epic Eidolon.
Benefit: Your Eidolon's evolution point pool permanently
increases by 3.
Special: You can gain this feat multiple times. Its effects
stack.
Enhanced Summoning [Summoning]
Prerequisite: Charisma 21, Ability to cast summon monster
IX as a spell-like ability.
Benefit: You create a new tier of monsters that can be
accessed by your summon monster spell-like abilities. Choose
up to four creatures, each of whose HD is lower than your
caster level. You can now summon these creatures as normal,
including applying templates from other epic summoning
feats. Treat this new tier the same way you would a theoretical
summon monster X, including allowing you to summon 1d3
creatures from summon monster IX and 1d4+1 creatures from
summon monster VIII and lower. As you create new tiers,
these effects extend to all lower tiers.
Special: You can gain this feat multiple times. You can
either add more creatures to a previous tier provided their
HD does not exceed the limit set when that tier was madeor
you can create a new tier one level higher, provided your
caster level is at least twice the new tier's numerical
designation (i.e., caster level 22 for summon monster XI, caster
level 24 for summon monster XII, etc.).
Epic Eidolon [Summoning]
Prerequisites: Twin Eidolon class feature.
Benefit: You can now select from the following evolutions
for your Eidolon:
Advanced Eidolon (5 points): Your Eidolon gains the
Advanced Creature template.
Colossal (12 points, Requires Gargantuan evolution): Your
Eidolon grows to its largest possible size, becoming Colossal.
The eidolon gains a +32 bonus to Strength, a +16 bonus to
Constitution, and a +14 bonus to its natural armor. It takes a
-4 penalty to its Dexterity. This size change also give the
creature a -8 size penalty to its AC and attack rolls, a +8
bonus to its CMB and CMD, a -8 penalty on Fly skill checks,
and a -16 penalty on Stealth skill checks. If the eidolon has
102
the biped base form, its reach increases to 30 feet (20 feet
for all other base forms). Any reach evolutions the eidolon
possesses are added to this total. These bonuses and
penalties replace, and do not stack with, those gained from
other size-increasing evolutions.
Epic Damage Reduction (5 points): Your Eidolon gains DR
5/epic. This evolution can be taken at 21
st
level and again,
every 4 levels beyond.
Gargantuan (8 points, Requires Large evolution x2): Your
Eidolon grows to incredible size, becoming Gargantuan. The
eidolon gains a +24 bonus to Strength, a +12 bonus to
Constitution, and a +9 bonus to its natural armor. It takes a
-4 penalty to its Dexterity. This size change also give the
creature a -4 size penalty to its AC and attack rolls, a +4
bonus to its CMB and CMD, a -6 penalty on Fly skill checks,
and a -12 penalty on Stealth skill checks. If the eidolon has
the biped base form, its reach increases to 20 feet (15 feet
for all other base forms). Any reach evolutions the eidolon
possesses are added to this total. These bonuses and
penalties replace, and do not stack with, those gained from
other size-increasing evolutions.
Metamagic Ability (Special): Select one non-epic metamagic
feat for a number of evolution points equal to 4 + the feat's
level adjustment. You can apply this feat to any spell-like
ability our Eidolon can use.
Regeneration (6 points): Your Eidolon gains regeneration 1.
This regeneration can be increased by 1 for every 4
additional points spent. Select two energy types that your
eidolon is not immune or resistant to; these cause the
regeneration to stop functioning. You can spend 2
additional evolution points to only select one energy type.
Unlimited Ability (6 points): Select one Eidolon evolution
that can only be used once per day. You can now use it once
every 1d4 rounds.
Guardian Summoning [Summoning]
Prerequisites: Charisma 25, non-evil alignment, Sum-
moning Perfection.
Benefit: Whenever you summon a creature or creatures
with summon monster or gate, the summoned creature(s) gain
the Foo Creature template.
Note: This feat cannot be used at the same time as any
other epic feat with Summoning Perfection as a prerequisite.
If you have two or more of these feats, you select which one is
active when you use summon monster or gate.
Prolonged Summons [Summoning]
Prerequisite: Ability to cast gate as a spell-like ability.
Benefit: When using a summoning spell, the summoned
creature or creatures remain for 1 minute per caster level.
When summoning as a spell-like ability, they remain for 10
minutes per level in whatever class granted the ability.
Summon Companion [Summoning]
Prerequisite: Charisma 21, Prolonged Summons.
Benefit: Once per day, a creature or creatures summoned
with one use of summon monster remain until they are slain,
are dismissed, or 24 hours has elapsed.
Summoning Perfection [Summoning]
Prerequisites: Charisma 23, Ability to cast gate as a spell-
like ability.
Benefit: Whenever you summon a creature or creatures
with summon monster or gate, the summoned creature(s) gain
the Advanced template.
Sylvan Summoning [Summoning]
Prerequisites: Charisma 25, non-lawful alignment, Sum-
moning Perfection.
Benefit: Whenever you summon a creature or creatures
with summon monster or gate, the summoned creature(s) gain
the Fey Creature template.
Note: This feat cannot be used at the same time as any
other epic feat with Summoning Perfection as a prerequisite.
If you have two or more of these feats, you select which one is
active when you use summon monster or gate.
103
Wild Feats
Absolute Shape [Wild]
Prerequisites: Armored Shape, Colossal Wild Shape, Dire
Shape, Dragon Wild Shape, Fine Wild Shape, Grotesque Shape,
Improved Elemental Wild Shape, Magical Beast Wild Shape,
Sylph Shape.
Benefit: Your form gains an aspect of otherworldliness of
your choosing. It could be a radiant celestial beauty, darkly
malevolent hideousness, fey incomprehensibility, or some
other immediately and physically apparent distinctiveness that
announces to all who see you that you are both of the natural
world and that you stand above it, as its protection and
embodiment. You gain several benefits when using wild
shape:
You can now apply the benefits of Armored Shape, Dire
Shape, Grotesque Shape, and Sylph Shape simultaneously;
You double the effectiveness of any of the following abilities
provided by your form: blindsense, damage reduction,
darkvision, energy resistance, fast healing, regeneration,
and tremorsense;
Any ability that comes from your wild shape gains a +2 to its
DC or a +4 to its CMB as appropriate;
Your base speed and any movement types your new form
grants (burrow, fly, swim, etc.) improve by 20 feet;
If your new form allows you to fly, your maneuverability
improves by 1 step;
Any natural armor bonus granted by your new form
improves by +1 for every 8 levels you have in the class that
granted you your wild shape ability.
Armored Shape [Wild]
Prerequisites: Wild Shape at will class feature.
Benefit: You gain a +3 natural armor bonus to Armor Class
when wild shaped or your shape's existing natural armor
bonus increases by 3. Your form appears obviously tougher
than normal, with bony plates, a thick hide, rigid protrusions,
or other indications of your improved physical defenses.
Special: You can gain this feat multiple times. Its effects
stack.
Note: This feat cannot be used at the same time as Dire
Shape, Grotesque Shape, or Sylph Shape. If you have two or
more of these feats, you select which one is active when you
change your shape.
Table 5-14: Epic Wild Feats
Feat Name
Prerequisites
Benefits
Absolute Shape
Armored Shape, Colossal Wild Shape,
Dire Shape, Dragon Wild Shape, Fine
Wild Shape, Grotesque Shape, Improved
Elemental Wild Shape, Magical Beast
Wild Shape, Sylph Shape
You gain numerous bonuses while wild shaped.
Armored Shape
1
Wild Shape at will class feature
Your wild shape's natural armor bonus increases by +2.
Companion Shape
Wild Shape at will class feature, Animal
Companion class feature
Your animal companion can also use your wild shape ability.
Dire Shape
1
Str 21, Wild Shape at will class feature
Your wild shape's bonus to Strength increases by +2.
Dragon Wild Shape
1
Wis 30, Knowledge [Nature] 25 ranks,
Wild Shape at will class feature
Wild shape into a dragon as form of the dragon II.
Fine Wild Shape
Wild Shape at will class feature
Wild shape into an animal of fine size.
Gargantuan Wild Shape
Powerful Shape
Wild shape into an animal of gargantuan size.
Colossal Wild Shape
Gargantuan Wild Shape
Wild shape into an animal of colossal size.
Grotesque Wild Shape
1
Con 21, Wild Shape at will class feature
Your wild shape's bonus to Constitution increases by +2.
Improved Elemental Wild Shape
Wis 25, Wild Shape at will class feature
Wild shape into additional elemental forms.
Magical Beast Wild Shape
Wis 25, Knowledge [Nature] 24 ranks,
Wild Shape at will class feature
Wild shape into a magical beast as beast shape IV.
Rapid Shape
Quick Wild Shape
You can wild shape as a swift action.
Instant Shape
Quicken Shape
You can wild shape as an immediate action
Sylph Shape
1
Dex 21, Wild Shape at will class feature
Your wild shape's bonus to Dexterity increases by +2.
1
- Feat can be selected multiple times; the effects stack.
WILD FEATS
104
Colossal Wild Shape [Wild]
Prerequisite: Gargantuan Wild Shape.
Benefit: You can use your wild shape to take the shape of
a Colossal animal. This is identical to using the spell beast
shape III to transform into an animal except your form receives
a +16 size bonus to Strength, a -4 penalty to Dexterity, a +10
size bonus to Constitution, and a +12 natural armor bonus.
Companion Shape [Wild]
Prerequisites: Wild Shape at will class feature, Animal
Companion class feature.
Benefit: Your animal companion gains the ability to wild
shape at will. If they choose to wild shape into another animal
form of their same size, they gain no bonuses to Strength,
Dexterity, or Constitution, though they gain all other benefits
of the ability. If they choose to wild shape into an animal form
of a different size or a non-animal form, they gain the ability
score bonuses as normal.
Note: This only grants the companion access to wild
shape, not any feats your character may have that affect the
ability. However, one you have selected this feat, your
companion is treated as having the 'Wild Shape at will class
feature' and can select both epic and non-epic feats that
require the ability to wild shape as a prerequisite.
Dire Shape [Wild]
Prerequisites: Strength 21, Wild Shape at will class
feature.
Benefit: You gain a +2 size bonus to Strength when wild
shaped or your shape's existing size bonus to Strength
increases by 2. Your form appears larger and bulkier than
normal, thickly muscled and obviously stronger.
Special: You can gain this feat multiple times. Its effects
stack.
Note: This feat cannot be used at the same time as
Armored Shape, Grotesque Shape, or Sylph Shape. If you have
two or more of these feats, you select which one is active when
you change your shape.
Dragon Wild Shape [Wild]
Prerequisites: Wisdom 30, Knowledge [Nature] 25 ranks,
Wild Shape at will class feature.
Benefit: You may use wild shape to change into a metallic
or chromatic dragon. This is identical to the spell form of the
dragon II.
Special: This feat can be selected a second time. Doing so
upgrades its effects to form of the dragon III.
Fine Wild Shape [Wild]
Prerequisite: Wild Shape at will class feature.
Benefit: You can use your wild shape to take the shape of
a Fine animal. This is identical to using the spell beast shape III
to transform into an animal except your form receives a +12
size bonus to Dexterity, a -6 penalty to Strength, and no natural
armor bonus.
Gargantuan Wild Shape [Wild]
Prerequisite: Powerful Shape.
Benefit: You can use your wild shape to take the shape of
a Gargantuan animal. This is identical using to the spell beast
shape III to transform into an animal except your form receives
a +10 size bonus to Strength, a -4 penalty to Dexterity, a +6 size
bonus to Constitution, and a +8 natural armor bonus.
Grotesque Shape [Wild]
Prerequisites: Constitution 21, Wild Shape at will class
feature.
Benefit: You gain a +2 size bonus to Constitution when
wild shaped or your shape's existing size bonus to Constitution
increases by 2. Your form appears distorted and unearthly, its
features terrible to look upon.
Special: You can gain this feat multiple times. Its effects
stack.
Note: This feat cannot be used at the same time as
Armored Shape, Dire Shape, or Sylph Shape. If you have two
or more of these feats, you select which one is active when you
change your shape.
105
Improved Elemental Wild Shape [Wild]
Prerequisites: Wisdom 25, Wild Shape at will class feature.
Benefit: Your ability to wild shape into an elemental is
expanded to include aether, cold iron, ice, lightning, magma,
and mud elementals of any size that you can take when using
wild shape to become an animal. This ability is identical to
using elemental body IV, except you gain the following abilities
based on which elemental form you choose:
Aether Elemental: Use the same ability bonuses as an air
elemental of the same size. You gain darkvision 60 feet, force
resistance 20, and the Telekinetic Invisibility and Telekinetic
Maneuver abilities. You gain the Telekinetic Throw ability
based on your size.
Cold Iron Elemental: Use the same ability bonuses as an
earth elemental of the same size. You gain all the abilities of
an appropriately-sized earth elemental, except that your
natural attacks bypass cold iron damage reduction.
Ice Elemental: Use the same ability bonuses as an earth
elemental of the same size. You gain darkvision 60 feet, cold
resistance 20, and the Ice Glide, Icewalking, and Snow Vision
abilities. You gain the Numbing Cold ability based on your size.
Lightning Elemental: Use the same ability score bonuses
as an air elemental of the same size. You gain darkvision 60
feet, lightning resistance 20, and the Metal Mastery and Spark
Leap abilities. Small, medium, and large lightning elementals
gain a fly speed of 60 feet (perfect); this increases to 120 feet
(perfect) for huge elementals.
Magma Elemental: Use the same ability score bonuses as
a fire elemental of the same size. You gain darkvision 60 feet,
fire resistance 20, and the Earth Glide and Lava Puddle
abilities. You also gain the fire elemental's Burn ability based
on your size, but with a -2 to the DC.
Mud Elemental: Use the same ability score bonuses as a
water elemental of the same size. You gain darkvision 60 feet
and the Earth Glide and Entrap abilities.
Instant Shape [Wild]
Prerequisites: Rapid Shape.
Benefit: You can now wild shape as an immediate action,
even in response to an incoming attack. You must be aware of
the attack; any time that you would normally be denied your
Dexterity bonus to AC, you cannot activate this ability
Magical Beast Wild Shape [Wild]
Prerequisites: Wisdom 25, Knowledge [Nature] 24 ranks,
Wild Shape at will class feature.
Benefit: You can use your normal wild shape ability to take
the form of a magical beast. The size limitation is the same as
your limitation on animal size. This ability is identical to the
spell beast shape IV, but can be used to transform into either
an animal or a magical beast.
Note: This feat can be used in conjunction with the
Colossal Animal, Fine Animal, and Gargantuan Animal Wild
Shape feats, allowing you to become a Colossal, Fine, or
Gargantuan magical beast. You still use the ability score and
natural armor modifiers of those feats, but can draw on the
magical animal abilities listed in beast shape IV.
Rapid Shape [Wild]
Prerequisites: Quick Wild Shape.
Benefit: You can now wild shape as a swift action with no
penalties.
Sylph Shape [Wild]
Prerequisites: Dexterity 21, Wild Shape at will class
feature.
Benefit: You gain a +2 size bonus to Dexterity when wild
shaped or your shape's existing size bonus to Dexterity
increases by 2. Your form appears lithe and agile, obviously
swifter than normal.
Special: You can gain this feat multiple times. Its effects
stack.
Note: This feat cannot be used at the same time as
Armored Shape, Dire Shape, or Grotesque Shape. If you have
two or more of these feats, you select which one is active when
you change your shape.
106
Chapter 6 - Epic Magic Items
While not truly an artifact, the epic magic item is a
creation of such power that it far and away outstrips non-epic
magic items. Epic magic items are objects of great power and
value. The following are typical characteristics of an epic magic
item. In general, an item with even one of these characteristics
is considered epic:
Weapons, armor, or shields with an enhancement bonus
greater than +5 and/or a special quality with a market price
modifier greater than +5;
Non-armor items that grant an armor bonus of greater than
+10;
Items that grant a natural armor, deflection, or resistance
bonus greater than +5;
Items that grant an enhancement bonus to at least one
ability score greater than +6;
Items that grant a competence bonus on a skill check of +20
or greater;
Items that mimic a spell of 10
th
effective level or higher;
Items that have a caster level above 20
th
;
Enchantments on an item that have a market price greater
than 200,000 gold.
An epic magic item has a higher market price than
indicated by the formulas for non-epic items and follows the
creation rules outlined below instead.
Epic magic items are not artifacts. They are not unique,
though they are certainly very rare, and anyone with the
proper item creation feats can build them. Even an epic magic
item can never grant a dodge bonus and the maximum
inherent bonus that can be applied to an ability score is +5.
Creating Epic Magic Items
The process of creating an epic magic item is very similar
to creating a non-epic magic item. However, certain important
differences exist:
Caster Level: Spells with an effective level of 10 or higher
are possible at epic levels, mostly through the use of
metamagic feats. The minimum caster levels for spells above
9
th
level are available in Chapter 3, on Tables 3-20 through 3-
23, depending on the class casting the spell. No epic item has
a minimum caster level lower than 21.
Prerequisites: In addition to the spells, materials, and
tools required for non-epic magic items, any epic magic item
requires at least two Item Creation feats: the epic and non-epic
versions.
Market Price: The magic items included in this document
all have market prices attached to them. When designing
custom epic magic items, you use the guidelines for non-epic
magic items provided in the Pathfinder rules to determine
their market price, with one addition: If the item gives a bonus
beyond the limit allowed for normal, non-epic magic items,
multiply the final price by 10.
Magic Item Descriptions
In the following sections, each general type of magic item,
such as armor or scrolls, has an overall description, followed
by descriptions of specific items, if any. Each magic item
description and table follows the same format used for non-
epic magic items. Specific exceptions are noted as necessary.
Epic Armor
Except when otherwise stated, epic magic armor and
shields follow the rules for non-epic magic armor and shields.
There is no limit to the enhancement bonus to armor class
of epic magic armor or shields, to the market price modifier of
epic magic armor or shield special abilities, or to the total
enhancement bonus and market price modifier of epic magic
armor or shields.
Epic Armor and Shield Base Price
To find the base price of an epic suit of magic armor or an
epic magic shield, consult Table 6-1: Epic Armor and Shields.
Note that the +6 to +10 rows apply only to armor and shields
CHAPTER 6 EPIC MAGIC ITEMS
107
that provide an enhancement bonus to armor class of +6 to
+10 or armor and shields with a single special ability whose
market price modifier is +6 or greater. Magic armor and
shields with a total effective bonus of less than +10 that have
an enhancement bonus to armor class of +5 or less and special
abilities whose individual market price modifiers are +5 or less
use the table for non-epic magic armor to determine price.
Epic Armor and Shield Special Ability Descriptions
Most magic armor and shields only have enhancement
bonuses. Such items can also have special abilities, such as
those detailed below and non-epic abilities. Armor or a shield
with a special ability must have at least a +1 enhancement
bonus.
Caster Level for Epic Armor and Shields: The caster level of
an epic magic shield or epic magic armor with a special ability
is given in the ability's description. If an item has more than
one special ability, use the highest prerequisite caster level.
For an item with only an enhancement bonus, the caster level
is three times the enhancement bonus. If an item has both an
enhancement bonus and special abilities, the highest caster
level requirement must be met.
Black Silver Inlay [strong necromancy, CL 25
th
]
This network of black metal is inlaid into armor in eye-
straining sigils that seem to depict abstractions of misery and
suffering. If the wearer is able to able to channel negative
energy to harm the living or heal undead, they channel an
additional +2d6 points of damage.
Prerequisites: Craft Epic Magic Arms and Armor, harm
Market Price: +240,000 gold
Crisis [strong abjuration, CL 27
th
]
Normally dormant, crisis armor activates when its wearer
is knocked unconscious, at which point the wearer is put into
a state of suspended animation as by temporal stasis and the
armor is magically animated, becoming a medium animated
object for 1 hour. In this condition, it will carry out up to five
specific tasks, the nature and sequence of which are deter-
mined by the wearer when the armor is donned the first time
and require an hour of concentration to change once set.
Table 6-1: Epic Armor and Shields
Enhancement
Bonus
Market Price (gold)
+6
+360,000
+7
+490,000
+8
+640,000
+9
+810,000
+10
+1,000,000
+11
+1,210,000
+12
+1,440,000
+13
+1,690,000
+14
+1,960,000
+15
+2,250,000
+16
+2,560,000
+17
+2,890,000
+18
+3,240,000
+19
+3,610,000
+20
+4,000,000
+1 to existing bonus
+(enhancement bonus squared) x 10,000
Table 6-2: Epic Armor and Shield Special Abilities
Price Modifier
Special Ability
+5
Invulnerability, Improved
1
+5
Negating
1
+240,000 gold
Black Silver Inlay
+240,000 gold
White Gold Inlay
+6
Energy Warding
+6
Graceful
+6
Invulnerability, Greater
1
+6
Obdurate
+6
Spell Resistance, Epic (SR 21)
+6
Infinite Arrow Deflection
2
+400,000 gold
Shadow, Epic
1
+400,000 gold
Slick, Epic
1
+7
Crisis
1
+7
Everanimate
2
+7
Invulnerability, Epic (5/epic)
1
+7
Fluid
+7
Spell Resistance, Epic (SR 23)
+8
Energy Warding, Greater
+8
Exceptional Arrow Deflection
2
+8
Invulnerability, Epic (10/epic)
1
+8
Reflex (+1)
1
+8
Unbreakable
+8
Spell Resistance, Epic (SR 25)
+9
Fortification, Absolute
+9
Invulnerability, Epic (15/epic)
1
+9
Reflex (+2)
1
+9
Spell Resistance, Epic (SR 27)
+900,000 gold
Shadow, Absolute
1
+900,000 gold
Slick, Absolute
1
+10
Energy Immunity
+10
Invulnerability, Epic (20/epic)
1
+10
Reflex (+3)
1
+10
Spell Resistance, Epic (SR 29)
+12
Energy Absorption
1
+12
Golem Armor
1
1
- Armor Only
2
- Shield Only
108
These commands are usually used to extricate the wearer
from the situation (such as by use of a scroll of teleportation or
simply running away) and deliver them somewhere safe to
recover naturally or be healed. The armor has access to all the
character's resources and can use any of the character's skills
or class abilities to activate magic items in the character's
possession (such as scrolls or a wand).
Included in these commands should be the criteria for
ending the temporal stasis (such as in response to healing
magic or when arriving at a certain destination), though it will
end automatically when the hour is up. If the armor is
destroyed, the temporal stasis also ends.
While crisis armor can accomplish fairly complex tasks, it
cannot fight effectively. If, at any point during its animation,
the wearer regains consciousness, the armor returns to
dormancy and will not reactive for the next 24 hours.
Prerequisites: Craft Epic Magic Arms and Armor, animate
objects, temporal stasis
Market Price: +7 bonus
Energy Absorption [strong abjuration, CL 31
st
]
As energy warding, except that, instead of harming the
wearer, energy damage of the designated type heals both the
armor and the wearer. If the armor has any damage, then it
recovers hit points equal to half the energy damage inflicted
by the attack. Any energy damage remaining after the armor
is repaired then heals the wearer, restoring hit points equal to
one-quarter of the energy damage.
Prerequisites: Craft Epic Magic Arms and Armor, heal,
mending, protection from energy
Market Price: +12 bonus
Energy Immunity [strong abjuration, CL 27
th
]
As energy warding, except that it absorbs all energy
damage per attack of its designated energy type.
Prerequisites: Craft Epic Magic Arms and Armor, protec-
tion from energy
Market Price: +10 bonus
Energy Warding [strong abjuration, CL 21
st
]
A suit of armor or a shield with this property protects
against one type of energy: acid, cold, electricity, fire, or sonic.
The armor absorbs the first 50 points of energy damage per
attack that the wearer would normally take.
Prerequisites: Craft Epic Magic Arms and Armor, protec-
tion from energy
Market Price: +6 bonus
Energy Warding, Greater [strong abjuration, CL 24
th
]
As energy warding, except that it absorbs the first 100
points of energy damage per attack of its designated energy
type.
Prerequisites: Craft Epic Magic Arms and Armor, protec-
tion from energy
Market Price: +8 bonus
Everanimate [strong transmutation, CL 26
th
]
An everanimate shield is identical to an animated shield,
except that the wielder can loose it as a swift action and it
remains active for as long as desired.
Prerequisites: Craft Epic Magic Arms and Armor, animate
objects, fly
Market Price: +7 bonus
Exceptional Arrow Deflection [strong abjuration, CL 23
rd
]
This shield functions like a shield of arrow deflection
except that it can deflect any type of ranged attack (including
spells that require a ranged touch attack) as if it were an arrow.
Prerequisites: Craft Epic Magic Arms and Armor, shield,
wall of force
Market Price: +8 bonus
Fluid [strong abjuration, CL 22
nd
]
Shimmering and seemingly only semi-solid, fluid armor
has no armor check penalty, no Maximum Dexterity, and the
Spell Failure is reduced by 20%. Medium fluid armor does not
reduce the wearer's speed.
109
Special: Armor cannot have the fluid and obdurate or
unbreakable qualities at the same time.
Prerequisites: Craft Epic Magic Arms and Armor, freedom
of movement
Market Price: +7 bonus
Fortification, Absolute [strong abjuration, CL 26
th
]
This suit of armor or shield produces a magical force that
protects vital areas of the wearer more effectively. When a
critical hit or sneak attack is scored on the wearer, it is negated
and damage is instead rolled normally. This also makes the
wearer immune to special abilities and spells that do not affect
creatures immune to critical hits.
Prerequisites: Craft Epic Magic Arms and Armor, wish or
miracle
Market Price: +9 bonus
Golem [strong abjuration, CL 40
th
]
Massive and battle-scarred, this armor is actually forged
from the body of a defeated construct and grants the wearer
abilities based on the type of golem. Metal armors are made
from the bodies of iron, adamantine, or mithral golems while
leather and hide armors are made from flesh golems.
When wearing golem armor, a character is immune to
bleed, paralysis, and stunning. They are also not subject to
nonlethal damage. Finally, and most potently, they gain a
golem's Immunity to Magic extraordinary ability. This
functions in a manner identical to the type granted by their
specific golem material. When an effect would cause the
golem to heal, this heals only the armor, not the wearer.
In addition to the requirements listed below, the creator
of golem armor must also provide the prerequisites for crafting
a golem of the appropriate type. If available, a golem manual
of the appropriate type may be substituted, though it is
consumed in the creation process.
Prerequisites: Craft Epic Magic Arms and Armor, Craft
Construct, wish or miracle
Market Price: +12 bonus
Graceful [strong abjuration, CL 21
st
]
Worked with ornamentation of exceeding intricacy, grace-
ful armor is so flexible that the wearer suffers from no armor
check penalties. Further, the armor's Maximum Dexterity is
increased by 1 and the Spell Failure is reduced by 10%.
Prerequisites: Craft Epic Magic Arms and Armor, freedom
of movement
Market Price: +6 bonus
Infinite Arrow Deflection [strong abjuration, CL 21
st
]
This shield functions like a shield of arrow deflection,
except it can deflect any number of projectiles each round.
Prerequisites: Craft Epic Magic Arms and Armor, protec-
tion from arrows, shield
Market Price: +6 bonus
Invulnerability, Epic [strong abjuration, CL 22
nd
]
This suit of armor or shield grants the wearer damage
reduction 5/epic or higher; it increases by increments of 5. The
required caster level and market price increase by +1 for every
additional increment of damage reduction.
Prerequisites: Craft Epic Magic Arms and Armor, stone-
skin, wish or miracle
Market Price: +7 bonus
Invulnerability, Greater [strong abjuration, CL 21
st
]
This suit of armor or shield grants the wearer damage
reduction 15/magic.
Prerequisites: Craft Epic Magic Arms and Armor, stone-
skin, wish or miracle
Market Price: +6 bonus
Invulnerability, Improved [strong abjuration, CL 20
th
]
This suit of armor or shield grants the wearer damage
reduction 10/magic.
Prerequisites: Craft Epic Magic Arms and Armor, stone-
skin, wish or miracle
Market Price: +5 bonus
110
Negating [strong abjuration, CL 20
th
]
Immediately after the wearer of this armor is hit with a
magic weapon, the armor casts greater dispel magic on the
weapon. (In the case of projectile weapons, the armor casts
greater dispel magic on the weapon that fired the projectile if
it is in range. If it is out of range, the armor does nothing.) No
weapon can be affected by the armor more than once per day
(regardless of the success of the dispel check).
Prerequisites: Craft Epic Magic Arms and Armor, greater
dispel magic
Market Price: +5 bonus
Obdurate [strong transmutation, CL 22
nd
]
Turning dull and gritty, obdurate armor is significantly
tougher than normal armor, gaining a hardness of 25 and
doubling its hit points.
Special: Armor cannot have either the fluid or reflex
quality at the same time as it has the obdurate quality.
Prerequisites: Craft Epic Magic Arms and Armor,
hardening
Market Price: +6 bonus
Reflex [strong abjuration, CL 24
th
]
Smooth, skin tight, and often worked with striated
patterns like muscle fiber, reflex armor wears like a second skin
of metal or leather. It provides all the benefits of fluid armor,
except that it has no Maximum Dexterity or Spell Failure.
Reflex armor of any type does not reduce the wearer's speed.
Reflex armor seems almost to predict the wearer's
actions, granting a +1 or higher circumstance bonus to any skill
check normally affected by an armor check penalty; it
increases by increments of +1. The required caster level and
market price increase by +1 for every additional increment.
Finally, reflex armor provides an enhancement bonus to
the wearer's land speed of +5 feet for every increment of
bonus. This increase is also a circumstance bonus.
Special: Armor cannot have the reflex and obdurate or
unbreakable qualities at the same time.
Prerequisites: Craft Epic Magic Arms and Armor, freedom
of movement
Market Price: +8 bonus
Shadow, Absolute [strong illusion, CL 23
rd
]
As epic shadow, except that the competence bonus to
Stealth is +30.
Prerequisites: Craft Epic Magic Arms and Armor,
invisibility, silence
Market Price: +900,000 gold
Shadow, Epic [strong illusion, CL 21
st
]
This armor blurs the wearer whenever he or she tries to
hide, while also dampening the sound around him or her,
granting a +20 competence bonus on Stealth checks. The
armor's armor check penalty still applies normally.
Prerequisites: Craft Epic Magic Arms and Armor,
invisibility, silence
Market Price: +400,000 gold
Slick, Absolute [strong conjuration, CL 23
rd
]
As epic slickness, except that the competence bonus to
Escape Artist is +30.
Prerequisites: Craft Epic Magic Arms and Armor, grease
Market Price: +900,000 gold
Slick, Epic [strong conjuration, CL 21
st
]
This armor secrets a thin, slippery fluid whenever the
wearer is restrained, either by bonds or in a grapple, granting
a +20 competence bonus on Escape Artist checks. The fluid
evaporates within 1 round. The armor's armor check penalty
still applies normally.
Prerequisites: Craft Epic Magic Arms and Armor, grease
Market Price: +400,000 gold
Spell Resistance, Epic [strong abjuration, CL 21
st
]
This suit of armor or shield grants the wearer spell
resistance 21 or higher; it increases by increments of 2. The
111
required caster level and market price increase by +1 for every
additional increment of spell resistance.
Prerequisites: Craft Magic Arms and Armor, Craft Epic
Magic Arms and Armor, spell resistance
Market Price: +6 bonus
Unbreakable [strong transmutation, CL 24
th
]
Rigid and unyielding, glittering as bright as a polished
mirror without the slightest scratch marring its immaculate
surface, unbreakable armor is almost impossible to damage by
normal means, gaining a hardness of 40 and increasing its hit
points by x10. Additionally, it is immune to the effects of any
spell that causes physical damage and specifically targets
items, such as disintegrate or heat metal.
Special: Armor cannot have either the fluid or reflex
quality at the same time as it has the unbreakable quality.
Prerequisites: Craft Epic Magic Arms and Armor, iron
body, polymorph any object
Market Price: +8 bonus
White Gold Inlay [strong conjuration, CL 25
th
]
This network of white metal is inlaid into armor in
soothing patterns that seem to depict abstractions of charity
and bliss. If the wearer is able to able to channel positive
energy to heal the living or harm undead, they channel an
additional +2d6 points of damage.
Prerequisites: Craft Epic Magic Arms and Armor, heal
Market Price: +240,000 gold
Specific Epic Armor and Shields
The following specific suits of armor and shields usually
are preconstructed with exactly the qualities described here.
Some may have been considered artifacts before the secrets
of their construction were discovered.
Antimagic Armor [strong abjuration, CL 21
st
]
This +1 negating full plate armor of invulnerability is
crafted of adamantine (and thus has damage reduction 3/).
The armor provides a -5 penalty on dispel checks made against
it or its wearer.
Prerequisites: Craft Epic Magic Arms and Armor, greater
dispel magic, stoneskin, wish or miracle
Market Price: 871,500 gold
Armor of the Abyssal Horde [strong conjuration, CL 20
th
]
This+6 full plate armors clawed gauntlets are effectively
+4 keen weapons (1d10/19-20, x2) that afflict the target as if
she had been struck by an energy drain spell (Fortitude negates
DC 23). The armor bestows two negative levels on any nonevil
creature wearing it. These negative levels persist as long as the
armor is worn and disappear when the armor is removed. The
negative levels never result in actual level loss, but they cannot
be overcome in any way (including restoration spells) while the
armor is worn.
Prerequisites: Craft Epic Magic Arms and Armor, creator
must be evil, energy drain
Market Price: 768,260 gold
Armor of the Celestial Battalion [strong conjuration, CL 20
th
]
This +7 chainmail is so fine and light that it can be worn
under normal clothing without revealing its presence. It has a
maximum Dexterity bonus of +10, no armor check penalty, and
an arcane spell failure chance of 10%. It is considered light
armor, and it allows the wearer to fly at will (as the fly spell).
Furthermore, the wearer is at all times surrounded by a magic
circle against evil effect (as the spell) which, if dispelled, can be
created again as a free action.
Table 6-3: Specific Epic Armor and Shield
Armor
Price (gold)
Shapeshifter's Armor
400,165
Warlord's Breastplate
416,200
Dragonskin Armor
564,550
Armor of the Celestial Battalion
616,300
Fanged Armor
632,750
Armor of the Abyssal Horde
768,260
Antimagic Armor
871,500
Owlback
940,160
Bulwark of the Great Dragon
1,612,970
Hide of the Fox
1,770,165
Obsidian Tor
4,002,150
112
Prerequisites: Craft Epic Magic Arms and Armor, creator
must be good, magic circle against evil
Market Price: 616,300 gold
Bulwark of the Great Dragon [strong evocation, CL 20
th
]
This +6 heavy shield bears the image of a dragon’s head.
Three times per day, the bearer of the shield can command it
to belch forth a breath weapon of the appropriate type as a
standard action. The range of this breath weapon is 120 feet
(if a line) or 60 feet (if a cone). The breath weapon deals 20d6
points of damage (Reflex DC 24 for half). In addition, the shield
provides the bearer with resistance 50 to the energy type that
matches its breath weapon. To determine what type of dragon
shield is found, roll d% and consult Table 6-4: Bulwark of the
Great Dragon.
Prerequisites: Craft Epic Magic Arms and Armor, dragon's
breath, protection from energy
Market Price: 1,612,970 gold
Dragonskin Armor [strong transmutation, CL 24
th
]
This +5 full plate armor is crafted from the hide of a great
wyrm dragon. At the wearer’s command, the armor sprouts
enormous dragon wings, allowing the wearer to fly at a speed
of 90 feet (clumsy) for a total of 4 hours each day. The armor
also grants immunity to a specific type of energy, based on the
color of dragon that supplied the armor. Roll d% on Table 6-5:
Dragonskin Armor to determine the color and immunity.
The wearer of the armor takes a -4 circumstance penalty
on Diplomacy checks with dragons, but gains a +4 circum-
stance bonus on Intimidate checks against dragons.
Prerequisites: Craft Epic Magic Arms and Armor, protec-
tion from energy, shapechange
Market Price: 564,550 gold
Fanged Armor [strong conjuration, CL 21
st
]
This +6 banded mail is studded with incredibly long,
viciously sharp +5 keen armor spikes, which inflict 2d6 damage
(as if they were size Huge). Additionally, whenever the wearer
of the fanged armor succeeds in grappling or pinning a foe, the
CMD that the target must defeat to break free increases by +8.
Prerequisites: Craft Epic Magic Arms and Armor, spiked pit
Market Price: 632,750 gold
Hide of the Fox [strong abjuration, CL 30
th
]
This +4 reflex (+2) hide armor is fantastically supple and
can be worn under any clothing without difficulty. It grants the
wearer an untyped +2 bonus to Dexterity.
Prerequisites: Craft Epic Magic Arms and Armor, freedom
of movement
Market Price: 1,770,165 gold
Obsidian Tor [strong transmutation, CL 28
th
]
This +2 obdurate full plate armor of fire immunity is
seemingly crafted of volcanic glass. In addition to its normal
abilities, the wearer is immune to all effects associated with
the spell obsidian flow and, once per day as a standard action,
can produce a vast obsidian flow centered on the armor.
Prerequisites: Craft Epic Magic Arms and Armor, vast
obsidian flow
Market Price: 4,002,150 gold
Table 6-4: Bulwark of the Great Dragon
d%
Color
Breath
01-10
Black
Line of acid
11-20
Blue
Line of lightning
21-30
Brass
Line of fire
31-40
Bronze
Line of lightning
41-50
Copper
Line of acid
51-60
Gold
Cone of fire
61-70
Green
Cone of corrosive (acid) gas
71-80
Red
Cone of fire
81-90
Silver
Cone of cold
91-100
White
Cone of cold
Table 6-5: Dragonskin Armor
d%
Color
Immunity
01-10
Black
Acid
11-20
Blue
Lightning
21-30
Brass
Fire
31-40
Bronze
Lightning
41-50
Copper
Acid
51-60
Gold
Fire
61-70
Green
Acid
71-80
Red
Fire
81-90
Silver
Cold
91-100
White
Cold
113
Owlback [strong divination, CL 21
st
]
Seemingly composed of thick brown feathers, this +8
leather armor allows the wearer to treat all light levels
(including darkness) as bright light. This includes illusions and
any non-epic spell that affects light level.
Prerequisites: Craft Epic Magic Arms and Armor, true
seeing
Market Price: 940,160 gold
Shapeshifter’s Armor [strong transmutation, CL 21
st
]
This suit of +6 hide armor grants its full Armor Class bonus
regardless of any form the wearer takes (with polymorph,
shapechange, wild shape, or similar abilities).
Prerequisites: Craft Epic Magic Arms and Armor, shape-
change or wild shape ability
Market Price: 400,165 gold
Warlord’s Breastplate [strong enchantment, CL 21
st
]
This +6 mithral breastplate has an armor check penalty of
-1, a maximum Dexterity bonus of +5, and an arcane spell
failure chance of 15%. It is considered light armor and weighs
15 pounds. It grants the wearer a +4 enhancement bonus to
Charisma and allows the wearer to attract and lead a number
of followers as if he or she had the Leadership feat (though this
power doesn’t allow the wearer to attract a cohort). If the
wearer already has the Leadership feat, this armor grants a +2
competence bonus to their Leadership score for the purposes
of attracting followers (but not for determining the maximum
level of cohort they can attract).
Prerequisites: Craft Epic Magic Arms and Armor, charm
monster, sympathy
Market Price: 416,200 gold
Epic Weapons
Except when otherwise stated, epic magic weapons follow
the rules for non-epic magic weapons. There is no limit to an
epic magic weapon’s enhancement bonus, to the market price
modifier of an epic magic weapon special ability, or to the total
of an epic magic weapon’s enhancement bonus and market
price modifier.
Epic Weapon Base Price
To find the base price of an epic magic weapon, roll on
Table 6-6: Epic Weapons. Note that the +6 to +10 rows apply
only to weapons that provide an enhancement bonus of +6 to
+10 or weapons with a single special ability whose market
price modifier is +6 to +10. Magic weapons with a total
effective bonus of +6 to +10 but that have an enhancement
bonus of +5 or less and special abilities whose individual
market price modifiers are +5 or less use the table for non-epic
magic weapons to determine price.
Epic Weapon Special Ability Descriptions
Most magic weapons only have enhancement bonuses.
They can also have special abilities, such as those detailed
below and non-epic abilities. A weapon with a special ability
must have at least a +1 enhancement bonus.
Caster Level for Epic Weapons: The caster level of an epic
magic weapon with a special ability is given in the ability's
description. If a weapon has more than one special ability, it
uses the highest prerequisite caster level. For a weapon with
only an enhancement bonus, the caster level is three times the
enhancement bonus. If a weapon has both an enhancement
bonus and special abilities, the highest caster level require-
ment must be met.
Table 6-6: Epic Weapons
Enhancement Bonus
Market Price (gold)
+6
+720,000
+7
+980,000
+8
+1,280,000
+9
+1,620,000
+10
+2,000,000
+11
+2,420,000
+12
+2,880,000
+13
+3,380,000
+14
+3,920,000
+15
+4,450,000
+16
+5,120,000
+17
+5,780,000
+18
+6,480,000
+19
+7,220,000
+20
+8,000,000
+1 to existing bonus
+(enhancement bonus squared) x 20,000
114
Anarchic Power [strong evocation, CL 23
rd
]
This weapon is chaos-aligned and thus bypasses the
corresponding damage reduction. When a weapon of anarchic
power strikes a lawful target, this power deals +3d6 points of
bonus chaotic damage to the target and the target gains one
negative level (Fortitude DC 23 to remove 24 hours later). On
a successful critical hit it instead deals +6d6 points of chaotic
damage and bestows two negative levels (or +9d6 and three
negative levels if the critical multiplier is ×3, or +12d6 and four
negative levels if the critical multiplier is ×4). It bestows three
permanent negative levels on any lawful creature attempting
to wield it. These negative levels remain as long as the weapon
is in hand and disappears when the weapon is no longer
wielded. This negative level cannot be overcome in any way
(including restoration spells) while the weapon is wielded.
Bows, crossbows, and slings with this special ability bestow the
anarchic power upon their ammunition.
Prerequisites: Craft Epic Magic Arms and Armor, word of
chaos
Market Price: +8 bonus
Angelic Glory [strong evocation, CL 23
rd
]
This crystalline weapon is both good-aligned and chaos-
aligned and thus bypasses the corresponding damage
reductions. At the wielder's command, it can shed light as by
the daylight spell. A weapon of angelic glory acts as both a
weapon of anarchic power and a weapon of holy power. These
bonuses to damage stack; for instance, a normal attack against
an evil and lawful creature deals +6d6 points of bonus damage
and bestows two negative levels. The Fortitude saves against
these negative levels are DC 25.
Prerequisites: Craft Epic Magic Arms and Armor, daylight,
holy word, word of chaos
Market Price: +11 bonus
Annihilation [strong transmutation, CL 27
th
]
A weapon of annihilation appears normal until its power
is activated, at which point the entire weapon is replaced by a
terrible construct of absolute blackness. Every motion of the
weapon bends light and tears apart anything it touches while
attacks devour matter and energy with equal completeness,
though the wielder remains unaffected. A weapon of
annihilation deals +5d6 points of bonus untyped energy
damage. On a successful critical hit it instead deals +10d6
points (or +15d6 if the critical multiplier is ×3, or +20d6 if the
critical multiplier is ×4). Any creature slain by a weapon of
annihilation is utterly destroyed, leaving not even dust to mark
its passing. Only the direct intervention of a major deity can
revive an annihilated character.
Additionally, once every 2d4 rounds, the wielder of a
weapon of annihilation can unleash the barely-constrained
destructive force of their weapon for a single heartbeat,
Table 6-7: Epic Weapon Special Abilities
Price Modifier
Special Ability
+6
Corrosive Blast
+6
Distant Shot
2
+6
Flaming Blast
+6
Icy Blast
+6
Indomitable
+6
Shocking Blast
+6
Spellbound
+6
Thundering Blast
+6
Triple-Throw
2
+6
Unerring Accuracy
2
+6
Vital
1
+7
Desiccation
+7
Dread
+7
Force
+7
Shredding
1
+7
Warping
1
+8
Anarchic Power
+8
Axiomatic Power
+8
Everdancing
1
+8
Feasting
1
+8
Holy Power
+8
Living
1
+8
Unholy Power
+9
Vampiric
1
+10
Cacophony
+10
Glacier
+10
Inferno
+10
Piercing Critical
+10
Tempest
+10
Vitriol
+11
Angelic Glory
+11
Calamity
+11
Celestial Grandeur
+11
Demonic Horror
+11
Diabolic Misery
+11
Mummification
+12
Annihilation
1
1
- Melee Only
2
- Ranged Only
115
making the weapon and its wielder the center of a howling
vortex as earth, air, and enemies are all dragged into the
weapon and consumed. In that moment, everything within a
40-foot radius is pulled towards the weapon. Targets must
make a Reflex save DC 21 or be dragged in; flying or floating
creatures receive a -8 penalty to this save. Any object or
creature that comes into contact with the weapon at this point
must make a Fortitude save DC 38 or be utterly destroyed as
described above. On a successful save, targets instead take
10d6 points of untyped energy damage. So long as they
maintain a firm grip on the weapon, the wielder is immune to
these effects.
A weapon of annihilation has a few weaknesses. If a gate
spell is cast upon it, there is a 75% chance that the weapon is
harmlessly destroyed and a 25% chance that a gap is torn in
space, catapulting everything within a 180-foot radius into a
random plane. Everyone within the affected area except the
wielder is allowed a Reflex save DC 38 to avoid the effect. If a
rod of epic cancellation touches a weapon of annihilation, they
negate each other in a tremendous explosion. Everything
within a 60-foot radius takes 20d6 points of damage. A Reflex
save DC 21 will halve this damage. If a weapon of annihilation
is wielded during one of these attempts, it counts as an
attended object and can use its wielder's saving throws if they
are better than the weapon's. Even though the gate spell does
not normally allow a saving throw, the object is allowed a Will
save against the caster's DC for a spell of the appropriate level
if it is used in this fashion.
Prerequisites: Craft Epic Magic Arms and Armor,
imprisoned disintegrate
Market Price: +12 bonus
Axiomatic Power [strong evocation, CL 23
rd
]
This weapon is lawful-aligned and thus bypasses the
corresponding damage reduction. When a weapon of
axiomatic power strikes a chaotic target, this power deals +3d6
points of bonus lawful damage to the target and the target
gains one negative level (Fortitude DC 23 to remove 24 hours
later). On a successful critical hit it instead deals +6d6 points
of lawful damage and bestows two negative levels (or +9d6
and three negative levels if the critical multiplier is ×3, or
+12d6 and four negative levels if the critical multiplier is ×4). It
bestows three permanent negative levels on any chaotic
creature attempting to wield it. These negative levels remain
as long as the weapon is in hand and disappears when the
weapon is no longer wielded. This negative level cannot be
overcome in any way (including restoration spells) while the
weapon is wielded. Bows, crossbows, and slings with this
special ability bestow the axiomatic power upon their
ammunition.
Prerequisites: Craft Epic Magic Arms and Armor, dictum
Market Price: +8 bonus
Cacophony [strong evocation, CL 25
th
]
A cacophony weapon appears normal until its power is
activated, at which point the entire weapon is replaced by a
quasi-material construct of pure sound. Every motion of the
weapon sounds like the rumbling of distant thunder while
attacks are as loud as a cannon fire, though the wielder
remains unaffected. A cacophony weapon acts as a thundering
blast weapon, except that whenever a target is struck, they are
deafened for a number of rounds equal to the sonic damage
inflicted. A Fortitude save DC 23 negates this effect. While the
cacophony weapon is activated, the wielder is immune to sonic
damage.
Additionally, once every 2d4 rounds, the wielder of a
cacophony weapon can unleash a 60-foot cone of sonic energy
as a standard action that inflicts 20d6 points of sonic damage.
It also causes creatures to be stunned for 1 round and
deafened for 4d6 rounds. A creature in the area of the cone
can negate both the stunning and deafness with a successful
Fortitude save DC 26. A successful Reflex save DC 26 reduces
the sonic damage by half.
Prerequisites: Craft Epic Magic Arms and Armor,
empowered greater shout
Market Price: +10 bonus
116
Calamity [strong evocation, CL 26
th
]
A weapon of calamity appears normal until its power is
activated, at which point the entire weapon is replaced by a
translucent construct of pure force. Every motion of the
weapon is utterly soundless and almost imperceptible while
attacks slice through targets effortlessly, though the wielder
remains unaffected. A weapon of calamity acts as a force
weapon, except that whenever a target is struck, it inflicts
bleed damage equal to the force damage inflicted. While the
weapon of calamity is activated, the wielder is immune to
force damage.
Additionally, once every 2d4 rounds, the wielder of a
weapon of calamity can unleash a 20-foot burst of slashing,
tearing force as a standard action that inflicts 20d6 points of
damage. A successful Reflex save DC 26 reduces the damage
by half. Every square of the burst area is filled with a blade
barrier effect heightened to 11
th
spell level and cast at caster
level 26, with a Reflex DC 26. If the burst ability is activated
again before the previous blade barrier expires, the old barrier
winks out of existence. Being immune to force effects, the
wielder can move through the blade barrier without injury.
Prerequisites: Craft Epic Magic Arms and Armor, mage's
sword, heightened blade barrier
Market Price: +11 bonus
Celestial Grandeur [strong evocation, CL 23
rd
]
This golden weapon is both good-aligned and law-aligned
and thus bypasses the corresponding damage reductions. At
the wielder's command, it can shed light as by the daylight
spell. A weapon of celestial grandeur acts as both a weapon of
axiomatic power and a weapon of holy power. These bonuses
to damage stack; for instance, a normal attack against an evil
and chaotic creature deals +6d6 points of bonus damage and
bestows two negative levels. The Fortitude saves against these
negative levels are DC 25.
Prerequisites: Craft Epic Magic Arms and Armor, daylight,
dictum, holy word
Market Price: +11 bonus
Corrosive Blast [strong evocation, CL 21
st
]
On command, a corrosive blast weapon drips acid, though
this deals no damage to the wielder. On any hit, this acid
splashes the creature struck, dealing +3d6 points of bonus acid
damage. On a successful critical hit it instead deals +6d6 points
of acid damage (or +9d6 if the critical multiplier is ×3, or +12d6
if the critical multiplier is ×4). Bows, crossbows, and slings with
this special ability bestow the bonus acid damage upon their
ammunition.
Prerequisites: Craft Epic Magic Arms and Armor, acid fog
Market Price: +6 bonus
Demonic Horror [strong evocation, CL 23
rd
]
This pitch-black weapon is both evil-aligned and chaos-
aligned and thus bypasses the corresponding damage
reductions. At the wielder's command, it can blanket an area
in shadows as by the deeper darkness spell, though the welder
remains able to see so long as they hold the weapon. A
weapon of demonic horror acts as both a weapon of anarchic
power and a weapon of unholy power. These bonuses to
damage stack; for instance, a normal attack against an evil and
chaotic creature deals +6d6 points of bonus damage and
bestows two negative levels. The Fortitude saves against these
negative levels are DC 25.
Prerequisites: Craft Epic Magic Arms and Armor, deeper
darkness, word of chaos, unholy word
Market Price: +11 bonus
Desiccation [strong necromancy, CL 23
rd
]
On command, a weapon of desiccation shimmers as
though seen through a heat haze, though this deals no damage
to the wielder. On any hit against a living target, the weapon
draws moisture out of the target, dealing +3d6 points of bonus
dehydration damage (or +3d8 against plant or water
creatures). The target must also make a DC 23 Fortitude save
or become fatigued On a successful critical hit it instead deals
+6d6 points of dehydration damage (or +9d6 if the critical
multiplier is ×3, or +12d6 if the critical multiplier is ×4) and
117
must make a DC 26 Fortitude save or become exhausted.
Bows, crossbows, and slings with this special ability bestow the
bonus fire damage upon their ammunition.
Prerequisites: Craft Epic Magic Arms and Armor, horrid
wilting
Market Price: +7 bonus
Diabolic Misery [strong evocation, CL 23
rd
]
This blood-red weapon is both evil-aligned and law-
aligned and thus bypasses the corresponding damage
reductions. At the wielder's command, it can blanket an area
in shadows as by the deeper darkness spell, though the welder
remains able to see so long as they hold the weapon. A
weapon of diabolic misery acts as both a weapon of axiomatic
power and a weapon of unholy power. These bonuses to
damage stack; for instance, a normal attack against a good and
chaotic creature deals +6d6 points of bonus damage and
bestows two negative levels. The Fortitude saves against these
negative levels are DC 25.
Prerequisites: Craft Epic Magic Arms and Armor, deeper
darkness, dictum, unholy word
Market Price: +11 bonus
Distant Shot [strong divination, CL 21
st
]
A distant shot weapon can be used against any target
within line of sight at no penalty for range.
Prerequisites: Craft Epic Magic Arms and Armor, discern
location
Market Price: +6 bonus
Dread [strong conjuration, CL 22
nd
]
A dread weapon excels at attacking one, specific type of
creature. Against its designated type of foe, its effective
enhancement bonus increases to +4 better than its normal
enhancement bonus. Further, it deals an additional +4d6
points of bonus damage against the foe, and if it scores a
successful critical hit against the foe, that creature must make
a Fortitude save (DC 27) or be destroyed instantly and turned
to dust. This ability even affects creatures immune to critical
hits or death magic.
Prerequisites: Craft Epic Magic Arms and Armor, summon
monster IX
Market Price: +7 bonus
Everdancing [strong transmutation, CL 23
rd
]
An everdancing weapon is much like a dancing weapon,
though it can be loosed with a free action and will fight as long
as desired. It can move up to 60 feet away from its owner. Its
owner can instruct it to move to a different target as a move-
equivalent action. If its owner is rendered unconscious or
otherwise unable to direct it, it will fight the same opponent as
long as that opponent is conscious and within range. The
owner of an everdancing weapon can grasp it again as a free
action (assuming it is within reach).
Prerequisites: Craft Epic Magic Arms and Armor, animate
objects
Market Price: +8 bonus
Feasting [strong abjuration, CL 25
th
]
If a feasting weapon is used to sunder another magic
weapon, it gains all the magical properties of the sundered
weapon for a number of rounds equal to total enhancement
bonus of the destroyed weapon. If any of the properties would
normally not apply to the feasting weapon for any reason, then
that property is not absorbed.
Prerequisites: Craft Epic Magic Arms and Armor, greater
spell absorbtion
Market Price: +8 bonus
Fiery Blast [strong evocation, CL 21
st
]
On command, a fiery blast weapon is sheathed in fire,
though this deals no damage to the wielder. On any hit, this
fire engulfs the creature struck, dealing +3d6 points of bonus
fire damage. On a successful critical hit it instead deals +6d6
points of fire damage (or +9d6 if the critical multiplier is ×3, or
+12d6 if the critical multiplier is ×4). Bows, crossbows, and
118
slings with this special ability bestow the bonus fire damage
upon their ammunition.
Prerequisites: Craft Epic Magic Arms and Armor, fireball
Market Price: +6 bonus
Force [strong evocation, CL 23
rd
]
The striking surface of a force weapon is replaced by an
invisible, almost two-dimensional replica composed of
laminated layers of pure force. On any hit, a force weapon cuts
easily through foes, subtle vibrations in each individual force
layer dealing +3d6 points of bonus force damage. On a
successful critical hit it instead deals +6d6 points of force
damage (or +9d6 if the critical multiplier is ×3, or +12d6 if the
critical multiplier is ×4). Additionally, the threat range of a
force weapon is increased by +1. This ability stacks with feats
such as Improved Critical or the keen special ability, though the
bonus is only added after the other abilities have been
factored in. Finally, a force weapon ignores the hardness of
objects up to hardness 30. Bows, crossbows, and slings with
this special ability bestow the bonus fire damage upon their
ammunition. Force can only be applied to slashing or piercing
weapons.
Prerequisites: Craft Epic Magic Arms and Armor, wall of
force
Market Price: +7 bonus
Glacier [strong evocation, CL 25
th
]
A weapon of the glacier appears normal until its power is
activated, at which point the entire weapon is replaced by a
smoking, translucent construct of pure ice. Every motion of
the weapon produces a drifting trail of snowflakes while
attacks leave targets rimed with frost, though the wielder
remains unaffected. A weapon of the glacier acts as an icy
blast weapon, except that whenever a target is struck, they are
slowed for a number of rounds equal to the cold damage
inflicted. A Fortitude save DC 23 negates this effect. While the
weapon of the glacier is activated, the wielder is immune to
cold damage.
Additionally, once every 2d4 rounds, the wielder of a
weapon of the glacier can unleash a 120-foot line of cold
energy as a standard action that inflicts 20d6 points of cold
damage. It also causes 1d4 points of Dexterity drain and slows
all targets for 4d6 rounds. A creature caught in the line can
negate the Dexterity drain and slowness with a successful
Fortitude save DC 26. A successful Reflex save DC 26 reduces
the cold damage by half.
Prerequisites: Craft Epic Magic Arms and Armor, enlarged
polar ray
Market Price: +10 bonus
Holy Power [strong evocation, CL 23
rd
]
This weapon is good-aligned and thus bypasses the
corresponding damage reduction. When a weapon of holy
power strikes an evil target, this power deals +3d6 points of
bonus holy damage and the target gains one negative level
(Fortitude DC 23 to remove 24 hours later). On a successful
critical hit, it instead deals +6d6 points of holy damage and
bestows two negative levels (or +9d6 and three negative levels
if the critical multiplier is ×3 or +12d6 and four negative levels
if the critical multiplier is ×4). It bestows three permanent
negative levels on any evil creature attempting to wield it. The
negative levels remain as long as the weapon is in hand and
disappear when the weapon is released. These negative levels
cannot be overcome in any way while the weapon is wielded.
Ranged weapons with this special ability bestow the holy
power upon their ammunition.
Prerequisites: Craft Epic Magic Arms and Armor, holy word
Market Price: +8 bonus
Icy Blast [strong evocation, CL 21
st
]
On command, an icy blast weapon is sheathed in icy cold,
though this deals no damage to the wielder. On any hit, this
cold washes over the creature struck, dealing +3d6 points of
bonus cold damage. On a successful critical hit it instead deals
+6d6 points of cold damage (or +9d6 if the critical multiplier is
×3, or +12d6 if the critical multiplier is ×4). Bows, crossbows,
119
and slings with this special ability bestow the bonus cold
damage upon their ammunition.
Prerequisites: Craft Epic Magic Arms and Armor, cone of
cold
Market Price: +6 bonus
Indomitable [strong enchantment, CL 21
st
]
The wielder of an indomitable weapon is immune to fear
when the weapon is drawn. All allies within 30 feet who have
line of sight on the wielder are also immune to fear.
Prerequisites: Craft Epic Magic Arms and Armor, heroism,
remove fear
Market Price: +6 bonus
Inferno [strong evocation, CL 25
th
]
A weapon of the inferno appears normal until its power is
activated, at which point the entire weapon is replaced by an
incandescent construct of obsidian and magma. Every motion
of the weapon produces swirling clouds of ash and cinder while
attacks cause the weapon to flare as brightly as the noon sun,
though the wielder remains unaffected. A weapon of the
inferno acts as a fiery blast weapon, except that it constantly
sheds light equal to that of a daylight spell and whenever a
target is struck, they are blinded for a number of rounds equal
to the fire damage inflicted. A Fortitude save DC 23 negates
this effect. While the weapon of the inferno is activated, the
wielder is immune to fire damage.
Additionally, once every 2d4 rounds, the wielder of a
weapon of the inferno can unleash a 20-foot radius burst of
flame as a standard action that inflicts 20d6 points of fire
damage. It also ignites all flammable objects and blinds all
targets for 4d6 rounds. A creature caught in the burst can
negate the blindness with a successful Fortitude save DC 26. A
successful Reflex save DC 26 reduces the fire damage by half
and negates the ignition of flammables.
Prerequisites: Craft Epic Magic Arms and Armor, flaring
meteor swarm
Market Price: +10 bonus
Living [strong necromancy and transmutation, CL 27
th
]
A macabre construct, a living weapon was once a regular
weapon of metal and wood before dark magic twisted it.
Metal is replaced with overlapping plates of a bone-like
substance as hard as adamantine, while any wood or leather is
a hideous blend of knotted cartilage and uncomfortably warm
flesh kept rigid by some powerful skeleton beneath. The entire
weapon is unnaturally discomforting to the touch and the
fleshy portions still pulse as if at the whim of some half-dead
heart. Though lacking mouth, it will occasionally emit soft
moans or bleats, wordless cries that hold no meaning but
suffering.
Whenever a living weapon successfully injures a foe, the
wound is left infested with dozens of tiny needles of some
organic, bone-like substance that animate, squirming about in
the wound, tearing at the target's flesh. Every round that they
remain, the spurs of bone inflict damage equal to the base
(non-magical) damage of the weapon from which they came.
Multiple wounds each inflict damage separately and, if the
target has DR or resistance from some other source, it is
applied separately to each wound. The bone spurs are
considered magic, adamantine, and evil for the purposes of
overcoming damage reduction.
Additionally, every round that the bone spurs remain
untreated, the target is wracked by terrible pain as they
continually tear away at him or her. The target must make a
Will save DC 17 for every active wound or be dazed for that
round, overwhelmed by the pain. Even if they succeed, they
are left shaken for 1 round.
Any spell effect that recovers hit points, such as cure light
wounds, regenerate, or raise dead will also expel any bone
splinters in a character. Once expelled, the bone needles
immediately fall quiescent and, a round later, dissolve into a
fine powder.
Prerequisites: Craft Epic Magic Arms and Armor, animate
objects, create greater undead, polymorph any object, symbol
of pain
Market Price: +8 bonus
120
Mummification [strong necromancy, CL 26
th
]
A weapon of mummification appears normal until its
power is activated, at which point the entire weapon is
replaced by a glittering construct of shifting, gem-like sand.
Every motion of the weapon throws out gritty clouds of dust
while attacks cause the weapon blast sweeping blooms of the
drying sand over the target, though the wielder remains
unaffected. A weapon of mummification acts as a weapon of
desiccation, except that the target's fatigue or exhaustion lasts
for a number of rounds equal to the dehydration damage
inflicted. A Fortitude save DC 23 negates this effect. While the
weapon of mummification is activated, the wielder is immune
to dehydration effects and fatigue. Any effect that would
make the wielder exhausted instead only makes them
fatigued.
Additionally, once every 2d4 rounds, the wielder of a
weapon of mummification can unleash a 20-foot radius burst
of howling dust as a standard action that inflicts 20d6 points of
dehydration damage. It also exhausts all targets for 4d6
rounds. A creature caught in the burst can reduce the
dehydration damage by half and negate the exhaustion with a
successful Fortitude save DC 26. Any creature slain by this
effect is raised the following round as a mummy loyal to the
wielder, which persists for up to 1 hour (or until dismissed), at
which point it crumbles to dust. The wielder can only have a
number of mummies at one time whose HD total is equal to or
less than their own HD, choosing to either dismiss older
mummies or not raise new ones if doing so would cause them
to exceed this limit.
Prerequisites: Craft Epic Magic Arms and Armor, sickening
horrid wilting
Market Price: +11 bonus
Piercing Critical [strong transmutation, CL 27
th
]
A piercing critical weapon ignores any resistance or
immunity to critical hits the target may have.
Prerequisites: Craft Epic Magic Arms and Armor, keen edge
Market Price: +10 bonus
Shocking Blast [strong evocation, CL 21
st
]
On command, a lightning blast weapon crackles with
electrical energy, though this deals no damage to the wielder.
On any hit, lightning coruscates around the creature struck,
dealing +3d6 points of bonus electricity damage. On a
successful critical hit it instead deals +6d6 points of electricity
damage (or +9d6 if the critical multiplier is ×3, or +12d6 if the
critical multiplier is ×4). Bows, crossbows, and slings with this
special ability bestow the bonus electricity damage upon their
ammunition.
Prerequisites: Craft Epic Magic Arms and Armor, lightning
bolt
Market Price: +6 bonus
Shredding [strong evocation, CL 22
nd
]
Whenever a target is struck by a shredding weapon, it
deals 1d6 points of bleed damage in addition to its regular
damage. Multiple hits from a shredding weapon stack, each
increasing the total bleed damage. Bleeding creatures take the
bleed damage at the start of their turns. Bleeding can be
stopped by a successful DC 25 Heal check or through the
application of any spell that recovers hit point damage. A
critical hit does not multiply the bleed damage. Creatures
immune to critical hits are immune to the bleed damage dealt
by this weapon.
Prerequisites: Craft Epic Magic Arms and Armor, blade
barrier
Market Price: +7 bonus
Spellbound [strong abjuration, CL 21
st
]
Beloved of magi, eldritch knights, warpriests, and all other
manner of front-line casters, a spellbound weapon can be
enchanted to not only serve as a normal melee weapon, but as
a magic staff regardless of what type of weapon it is. It
functions in all ways like both a regular magic weapon (with
whatever other enhancements and special qualities have been
applied to it) and a regular magic staff. This enchantment
cannot be applied to ammunition.
121
The staff is created at the same time as the weapon
receives this enchantment. It follows the same rules for
crafting a magic staff, except that when the crafter pays for the
raw materials, they either reduce the amount paid by half or
by 180,000 gold, whichever is lower. The crafting time is also
reduced accordingly.
Special: Magic staffs usually count as quarterstaffs or
cudgels (clubs) when used as weapons. At your GMs
discretion, they do not need to be spellbound to be enchanted
as magic weapons, though they do not generally meet the
requirement of being masterwork weapons.
Prerequisites: Craft Epic Magic Arms and Armor, Craft
Staff or Craft Epic Staff
Market Price: +6 bonus
Tempest [strong evocation, CL 25
th
]
A tempest weapon appears normal until its power is
activated, at which point the entire weapon is replaced by a
crackling construct of pure lightning. Every motion of the
weapon produces arcing sparks while attacks cause the
weapon to shower the target with leaping tendrils of
electricity, though the wielder remains unaffected. A tempest
weapon acts as a shocking blast weapon, except that
whenever a target is struck, they are left shaken for a number
of rounds equal to the electricity damage inflicted. A Fortitude
save DC 23 negates this effect. While the tempest weapon is
activated, the wielder is immune to electricity damage.
Additionally, once every 2d4 rounds, the wielder of a
tempest weapon can unleash a 120-foot line of lightning as a
standard action that inflicts 20d6 points of electricity damage.
It also causes all targets to be paralyzed for 1 round and shaken
for 4d6 rounds. A creature caught in the line can negate the
paralysis and prevent becoming shaken with a successful
Fortitude save DC 26. A successful Reflex save DC 26 reduces
the electricity damage by half.
Prerequisites: Craft Epic Magic Arms and Armor, still
stormbolts
Market Price: +10 bonus
Thundering Blast [strong evocation, CL 21
st
]
On command, a thundering blast weapon emits a low
thrumming hum, though this deals no damage to the wielder.
On any hit, this becomes a thunderous roar that deals +3d6
points of bonus sonic damage to the creature struck. On a
successful critical hit it instead deals +6d6 points of sonic
damage (or +9d6 if the critical multiplier is ×3, or +12d6 if the
critical multiplier is ×4). Bows, crossbows, and slings with this
special ability bestow the bonus sonic damage upon their
ammunition.
Prerequisites: Craft Epic Magic Arms and Armor, shout
Market Price: +6 bonus
Triple-Throw [strong illusion, CL 21
st
]
This special ability can only be placed on a weapon that
can be thrown. A triple-throw weapon creates two duplicates
of itself that are indistinguishable from the original when
thrown. Both the original and the duplicate weapons attack
separately, though all use the same attack bonus.
Regardless of the success or failure of any of the attacks,
the duplicates immediately disappear after the attack is
completed. Any bonuses on damage due to accuracy or
precision (including those from sneak attacks, the Precise Shot
feat, or the ranger’s favored enemy bonus) or the effects of
the Deadly Aim feat apply only to the original weapon’s
damage, not to the duplicates.
Prerequisites: Craft Epic Magic Arms and Armor, shades
Market Price: +6 bonus
Unerring Accuracy [strong divination, CL 21
st
]
Ranged attacks made with this weapon negate the AC
bonus granted by any cover short of total cover. The weapon’s
ranged attacks also ignore any miss chance from concealment,
including total concealment, though the wielder must still aim
his or her attacks at the correct square.
Prerequisites: Craft Epic Magic Arms and Armor, true
seeing
Market Price: +6 bonus
122
Unholy Power [strong evocation, CL 23
rd
]
This weapon is evil-aligned and thus bypasses the
corresponding damage reduction. When a weapon of unholy
power strikes a good target, this power deals +3d6 points of
bonus unholy damage and the target gains one negative level
(Fortitude DC 23 to remove 24 hours later). On a successful
critical hit it instead deals +6d6 points of unholy damage and
bestows two negative levels (or +9d6 and three negative levels
if the critical multiplier is ×3 or +12d6 and four negative levels
if the critical multiplier is ×4). It bestows three permanent
negative levels on any good creature attempting to wield it.
The negative levels remain as long as the weapon is in hand
and disappears when the weapon is released. These negative
levels cannot be overcome in any way while the weapon is
wielded. Ranged weapons with this special ability bestow the
unholy power upon their ammunition.
Prerequisites: Craft Epic Magic Arms and Armor, unholy
word
Market Price: +8 bonus
Vampiric [strong necromancy, CL 24
th
]
Whenever a living creature is struck with a vampiric
weapon, some of the damage is funneled out of the target and
infuses wielder with positive energy. The wielder recovers 1d6
points of damage with every successful attack, similar to the
spell cure light wounds. This ability cannot cure more than the
attack inflicts, including damage reduction. On a successful
critical hit it instead recovers 2d6 damage (or 3d6 if the critical
multiplier is ×3, or 4d6 if the critical multiplier is ×4).
Prerequisites: Craft Epic Magic Arms and Armor, vampiric
touch
Market Price: +9 bonus
Vital [strong transmuation, CL 21
st
]
A vital weapon only reveals its true power when used to
perform a vital strike. For each additional weapon die added
to the attack, include the weapon's enhancement bonus and
the effects of any weapon qualities when calculating damage.
Prerequisites: Craft Epic Magic Arms and Armor, trans-
formation
Market Price: +6 bonus
Vitriol [strong evocation, CL 25
th
]
A weapon of vitriol appears normal until its power is
activated, at which point the entire weapon is replaced by a
dripping construct of yellow-green liquid. Every motion of the
weapon sprays hissing droplets while attack baths the target
in a caustic spray, though the wielder remains unaffected. A
weapon of vitriol acts as a caustic blast weapon, except that
whenever a target is struck, they are left sickened for a number
of rounds equal to the acid damage inflicted. A Fortitude save
DC 23 negates this effect. While the weapon of vitriol is
activated, the wielder is immune to acid damage.
Additionally, once every 2d4 rounds, the wielder of a
weapon of vitriol can unleash a 60-foot cone of acidic spray as
a standard action that inflicts 20d6 points of acid damage. It
also causes all targets to be exhausted and sickened for 4d6
rounds. A creature caught in the cone can negate the
exhaustion and prevent becoming sickened with a successful
Fortitude save DC 26. A successful Reflex save DC 26 reduces
the acid damage by half.
Prerequisites: Craft Epic Magic Arms and Armor,
intensified vitriolic mist
Market Price: +10 bonus
Warping [strong conjuration, CL 22
nd
]
When making a full attack with a warping weapon, you
can teleport up to 60 feet between each attack as per
dimension door, except that the teleporting is an immediate
action that does not end your turn. There are no limits to the
number of times you can teleport per round, except that each
time you do so, you must follow it up with an attack against a
target.
Prerequisites: Craft Epic Magic Arms and Armor,
dimension door
Market Price: +7 bonus
123
Specific Epic Weapons
The following specific weapons usually are prebuilt with
the qualities described here. The only difference between
these weapons and many of what are considered 'artifacts' is
that the processes for creating these weapons are known.
Backstabber [strong necromancy, CL 21
st
]
This +6 short sword adds +2d6 to the wielder’s Sneak
Attack damage. If the wielder does not have the Sneak Attack
ability, this weapon does not grant it.
Prerequisites: Craft Epic Magic Arms and Armor, inflict
moderate wounds
Market Price: 770,310 gold
Chaosbringer [strong enchantment, CL 23
rd
]
This +6 greataxe of anarchic power grants its wielder the
ability to fly into a rage (identical to a barbarian’s Rage class
ability) up to 8 rounds per day (or for eight additional rounds
per day if the wielder already has the Rage class feature). If the
wielder has the Greater Rage class feature, the weapon also
grants the wielder the Incite Rage epic feat.
Prerequisites: Craft Epic Magic Arms and Armor, rage,
mass charm monster
Market Price: 4,025,350 gold
Elven Greatbow [strong transmutation, CL 23
rd
]
In the hands of any non-elf, this bow performs only as a +2
composite longbow. In the hands of an elf, this weapon
functions as a +5 composite longbow of unerring accuracy with
a Strength bonus that matches its elven wielder’s current
Strength at all times. Furthermore, any arrows loosed from the
bow are considered keen, regardless of the enhancement
bonus of the arrow fired.
Prerequisites: Craft Epic Magic Arms and Armor, bull’s
strength, keen edge, true seeing
Market Price: 2,900,400 gold
Everwhirling Chain [strong transmutation, CL 23
rd
]
This +4 defending everdancing spiked chain of speed
continuously twitches in its wielder’s hands. The wielder of the
everwhirling chain can use it to make any number of attacks of
opportunity per round (as if he or she had the Improved
Combat Reflexes feat).
Prerequisites: Craft Epic Magic Arms and Armor, animate
objects, haste, shield or shield of faith
Market Price: 5,220,325 gold
Finaldeath [strong necromancy, CL 22
nd
]
This +5 undead dread ghost touch morningstar also grants
its wielder immunity to energy drain attacks. Furthermore, if
its wielder is capable of channeling positive energy, he or she
gains a +4 bonus to their DCs when channeling positive energy
to harm undead.
Prerequisites: Craft Epic Magic Arms and Armor, ability to
channel positive energy, death ward, plane shift, summon
monster IX
Market Price: 3,580,308 gold
Gripsoul [strong enchantment, CL 27
th
]
Gripsoul is a +6 keen longsword, but instead of dealing
additional damage on a critical hit, the weapon imprisons the
victim in a gem set in the pommel of the sword as per a binding
spell heightened to 16th level (DC 30). The same is true of any
Table 6-8: Specific Epic Weapons
Weapon
Price (gold)
Stormbrand
235,350
Quarterstaff of Alacrity
462,600
Souldrinker
478,335
Noose Leather Whip
614,301
Backstabber
770,310
Longshot
821,300
Liquid Sword
823,325
Mace of Ruin
1,000,312
Gripsoul
1,856,500
Maidenedge
2,420,315
Elven Greatbow
2,900,400
Spear of the World
2,980,305
Finaldeath
3,580,308
Rib of Shamal
3,580,350
Holy Cannon
3,881,800
Voidshard
3,940,318
Chaosbringer
4,025,350
Tooth of the Orm King
4,107,015
Holy Devastator
4,620,315
Unholy Despoiler
4,650,315
Everwhirling Chain
5,220,325
Magnum Opus
9,681,300
124
blow that would otherwise kill a foe or knock him or her
unconscious. Only one creature can be so held, but the wielder
can release the bound soul at any time with a command word.
Prerequisites: Craft Epic Magic Arms and Armor, binding
Market Price: 1,856,500 gold
Holy Cannon [strong abjuration, CL 25
th
]
Any time this +5 musket of holy power confirms a critical
strike against an evil creature, the target is affected as if it had
entered the radius of a mage's disjunction, Will DC 23. Any
magic items with the evil descriptor receive a -8 penalty to this
save. Permanent magic items that fail their save remain
suppressed for 1d4 rounds.
Prerequisites: Craft Epic Magic Arms and Armor, holy
smite, mage's disjunction
Market Price: 3,881,800 gold
Holy Devastator [strong abjuration, CL 23
rd
]
In the hands of any character other than a paladin, this
sword performs as a +3 holy longsword. In the hands of a
paladin, this weapon functions as a +7 longsword of holy power
and grants a +5 sacred bonus on the wielder’s saving throws
against spells with the evil descriptor or spells cast by evil
characters. If the paladin wielder smites evil with the holy
devastator, he or she adds 1 additional point of damage per
paladin level.
Prerequisites: Craft Epic Magic Arms and Armor, holy
aura, holy smite, holy word
Market Price: 4,620,315 gold
Liquid Sword [strong transmutation, CL 21
st
]
This +6 mithral rapier is actually composed of a mithral-
like metal that can be either solid or fluid at the wielder's
command. When liquid, it cannot be used to inflict damage,
though it will do its best to maintain its sword shape. The liquid
sword cannot be sundered or otherwise damaged unless its
liquefying magic is suppressed or dispelled, and the weapon's
wielder cannot be disarmed.
Prerequisites: Craft Epic Magic Arms and Armor, fluid form
Market Price: 823,315 gold
Longshot [strong divination, CL 22
nd
]
This +6 pistol grants the wielder a +1 luck bonus to all
saving throws. Additionally, once per day the wielder may
automatically reroll an attack before the results are calculated.
If the wielder possesses grit points from any source, they may
spend an additional 2 grit points to make additional rerolls,
though they cannot reroll more than one attack per round.
Prerequisites: Craft Epic Magic Arms and Armor, foresight
Market Price: 821,300 gold
Mace of Ruin [strong transmutation, CL 21
st
]
This +7 heavy mace ignores the hardness or damage
reduction of any object or creature it strikes. Furthermore, the
weapon can deal critical hits to objects and amorphous
creatures as if they were normal creatures.
Prerequisites: Craft Epic Magic Arms and Armor, dis-
integrate
Market Price: 1,000,312 gold
Magnum Opus [strong transmutation, CL 38
th
]
A pinnacle of guncraft, this +6 keen distant shot impact
pistol of unerring accuracy never jams or misfires. If the
wielder has grit points from any source, when making a full
attack action, they can expend two points of grit to
automatically reload their weapon and gain one additional
attack at their highest base attack bonus as if the magnum
opus also had the speed weapon ability.
Prerequisites: Craft Epic Magic Arms and Armor, discern
location, enlarge person, haste, keen edge, true seeing
Market Price: 9,681,300 gold
Maidenedge [strong transmutation, CL 24
th
]
Only females can use this +8 keen mithral longsword, in
whose hands its threat range becomes 15-20, x4. Any male
attempting to wield the weapon find it functioning as a mere
125
+1 mithral longsword and gain three permanent negative
levels. The negative levels remain as long as the weapon is in
hand and disappears when the weapon is released. These
negative levels cannot be overcome in any way while the
weapon is wielded.
Prerequisites: Craft Epic Magic Arms and Armor, keen
edge, lover's vengeance
Market Price: 2,420,315 gold
Noose Leather Whip [strong transmutation, CL 27
th
]
This +2 whip of speed recalls the deaths it inflicted on
helpless prisoners, innocent and guilty alike. Now it hungers
to add more souls to its ledger. Unlike normal whips, this
weapon inflicts lethal damage and can injure creatures even
when they have a natural armor bonus greater than +3 or are
wearing armor. Whenever the noose leather whip confirms a
critical strike against a living target with a neck, it immediately
instigates a grapple check using the wielder's CMB +8. If
successful, the target is grappled and is unable to cast spells
that require a verbal component. They must also begin making
Constitution checks to avoid unconsciousness and death as per
the suffocation rules (without the 2 rounds per point of
Constitution to hold their breath, as the whip is cutting off the
blood to the brain, not just oxygen to their lungs).
So long as the wielder grips the noose leather whip with at
least one hand and does not stray more than 15 feet from the
grappled target (the weapon's reach), the can continue to act
freely and independently of the whip. They cannot, however,
use the whip to attack another target while it is grappling,
though they can have it release a target as a free action and
continue using it to attack.
Prerequisites: Craft Epic Magic Arms and Armor, haste,
telekinesis
Market Price: 614,301 gold
Quarterstaff of Alacrity [strong transmutation, CL 21
st
]
Both ends of this +5 quarterstaff of speed have equal
enhancement and special powers, meaning that it allows an
additional attack with each end every round. While the
quarterstaff of alacrity is held, it grants its wielder a +5
resistance bonus on Reflex saves. It also deflects ranged
weapons as if the wielder had the Deflect Arrows and Infinite
Deflection feats.
Prerequisites: Craft Epic Magic Arms and Armor, protec-
tion from arrows, shield
Market Price: 462,600 gold
Rib of Shamal [strong transmutation, CL 31
st
]
This +6 greatsword of desiccation is carved from the
bleached bone of a single, massive rib. While wielding the
weapon, its owner is immune to the effects of exhaustion and
fatigue as well as any spell that inflicts dehydration damage
such as horrid wilting.
Prerequisites: Craft Epic Magic Arms and Armor, horrid
wilting, sirocco
Market Price: 3,580,350 gold
Souldrinker [strong necromancy, CL 21
st
]
This +5 bastard sword bestows 2d4 negative levels on its
target whenever it deals damage, just as if its target had been
struck by the energy drain spell. Each negative level bestowed
grants the wielder 5 temporary hit points. One day after being
struck, the subject must make a Fortitude save (DC 25) for each
negative level or lose a level. If this sword’s power causes a
character to have negative levels at least equal to his or her
current level, the character is instantly slain and the wielder
gains an additional 10 temporary hit points. Temporary hit
points gained from this weapon last for a maximum of 1 hour.
Prerequisites: Craft Epic Magic Arms and Armor, Spell
Focus (Necromancy), energy drain
Market Price: 478,335 gold
Spear of the World [strong transmutation, CL 21
st
]
This +12 longspear appears like a normal magic weapon at
first. But when the wielder attempts to strike at a target
outside their reach, the weapon magically telescopes
126
outwards, striving to reach the target. The spear of the world
can reach beyond a regular longspear's 10' reach, but for every
10 feet further it extends, its enhancement bonus decreases
by 1, to a minimum of +1 at 120 feet out.
Prerequisites: Craft Epic Magic Arms and Armor, shape-
change
Market Price: 2,980,305 gold
Stormbrand [strong evocation, CL 21
st
]
This +4 thundering shocking burst greatsword allows its
wielder to fly at will (as the fly spell). Furthermore, the wielder
can move normally (including flying) even in the strongest
winds. When the weapon is drawn, the wielder gains electricity
resistance 30 and sonic resistance 30.
Prerequisites: Craft Epic Magic Arms and Armor, blindness
/deafness, call lightning or lightning bolt, control winds, fly,
protection from energy
Market Price: 235,350 gold
Tooth of the Orm King [strong necromancy, CL 21
st
]
Crafted from a single massive, yellowed tooth, this +5
vampiric scimitar is a boon to all those who hunt. Any wielder
with the Favored Enemy class feature increases the tooth of
the orm king's threat range and multiplier against their
Favored Enemies, the weapon threatening on 15-20 as if the
weapon were keen and inflicting x4 damage on a successful
critical (with the vampiric ability curing 4d6 points of damage).
Prerequisites: Craft Epic Magic Arms and Armor, hunter's
howl, keen edge, vampiric touch
Market Price: 4,107,015 gold
Unholy Despoiler [strong abjuration, CL 23
rd
]
In the hands of any character other than a blackguard, this
sword performs as a +3 unholy longsword. In the hands of a
blackguard, this weapon functions as a +7 longsword of unholy
power and grants a +5 profane bonus on the wielder’s saving
throws against spells with the good descriptor or spells cast by
good characters. If a blackguard wielder smites good with the
unholy despoiler, he or she adds twice his or her blackguard
level to damage (rather than his or her blackguard level).
Prerequisites: Craft Epic Magic Arms and Armor, blas-
phemy, unholy aura, unholy blight
Market Price: 4,650,315 gold
Voidshard [strong transmutation, CL 21
st
]
This +2 falcata of annihilation is even more unstable than
most weapons of its type. Though it cannot be destabilized by
casting a gate on the weapon, there is also a chance every time
it successfully strikes a foe that it will trigger its vortex ability.
Every time the weapon strikes a target successfully, there is a
cumulative 1% chance that the ability will automatically
trigger. The total percentage chance of activation is reset
whenever the vortex ability triggers (either accidentally or on
purpose) and if the weapon does not strike a new target for at
least 1 hour, the field stabilizes and the percent chance is reset.
Prerequisites: Craft Epic Magic Arms and Armor, dis-
integrate
Market Price: 3,940,318 gold
Epic Rings
Except when otherwise stated, epic magic rings follow the
rules for non-epic magic rings.
Epic Ring Descriptions
Standard epic rings are described below.
Adamant Law [strong abjuration, CL 21
st
]
The wearer of this ring is constantly affected by shield of
law. It bestows one negative level on any chaotic creature that
puts it on. The negative level remains as long as the ring is
worn and disappears when the ring is removed. This negative
level cannot be overcome in any way (including restoration
spells) while the ring is worn.
Prerequisites: Forge Epic Ring, shield of law, creator must
be lawful
Market Price: 336,000 gp
127
Chaotic Fury [strong abjuration, CL 21
st
]
The wearer of this ring is constantly affected by cloak of
chaos. It bestows one negative level on any lawful creature
that puts it on. The negative level remains as long as the ring
is worn and disappears when the ring is removed. This
negative level cannot be overcome in any way (including
restoration spells) while the ring is worn.
Prerequisites: Forge Epic Ring, cloak of chaos, creator
must be chaotic
Market Price: 336,000 gp
Energy Immunity [strong abjuration, CL 21
st
]
This band continually provides the wearer with immunity
to a single type of energy: fire, cold, electricity, acid, or sonic.
The wearer takes no damage from the energy of the specific
type.
Prerequisites: Forge Epic Ring, protection from energy
Market Price: 280,000 gp
Epic Regeneration [strong conjuration, CL 22
nd
]
This ring is identical to a ring of regeneration, but grants a
living wearer regeneration 2 or higher; it increases by
increments of 1. The required caster level increases by 3 for
every additional increment and the market price is equal to the
regeneration squared x 100,000.
Prerequisites: Forge Epic Ring, regenerate
Market Price: 400,000 gp
Protection [strong abjuration, CL 18
th
]
This ring offers continual magical protection in the form of
a deflection bonus to Armor Class of +6 or higher; it increases
by increments of +1. The required caster level is three times
the deflection bonus and the market price is equal to the
deflection bonus squared x 20,000.
Prerequisites: Forge Epic Ring, shield of faith
Market Price: 720,000 gp
Epic Wizardry [strong no school, CL 23
rd
]
Like the ring of wizardry, the wearer’s arcane spells per
day are doubled, but for one particular spell level of 5
th
or
higher. The required caster level increases by 3 for every extra
spell level and the market price is equal to the bonus spell level
squared x 20,000. Bonus spells from high ability scores, school
specialization, or any other source are not doubled.
Prerequisites: Forge Epic Ring, wish
Market Price: 500,000 gp
Ineffable Evil [strong abjuration, CL 21
st
]
The wearer of this ring is constantly affected by unholy
aura. It bestows one negative level on any good creature that
puts it on. The negative level remains as long as the ring is
worn and disappears when the ring is removed. This negative
level cannot be overcome in any way (including restoration
spells) while the ring is worn.
Prerequisites: Forge Epic Ring, unholy aura, creator must
be evil
Market Price: 336,000 gp
Table 6-9: Epic Rings
Ring
Market Price (gold)
Energy Immunity
280,000
Rapid Healing, 3
300,000
Sequestering
322,000
Adamant Law
336,000
Chaotic Fury
336,000
Ineffable Evil
336,000
Virtuous Good
336,000
Impact Ring
340,000
Epic Regeneration, 2
400,000
Ironskin
400,000
Epic Wizardry (V)
500,000
Rapid Healing, 6
600,000
Epic Protection +6
720,000
Epic Wizardry (VI)
720,000
Weaponbreaking
750,000
Epic Regeneration, 3
900,000
Rapid Healing, 9
900,000
Epic Protection +7
980,000
Epic Wizardry (VII)
980,000
Fast Healing, 12
1,200,000
Epic Protection +8
1,280,000
Epic Wizardry (VIII)
1,280,000
Fast Healing, 15
1,500,000
Epic Regeneration, 4
1,600,000
Epic Protection +9
1,620,000
Epic Wizardry (IX)
1,620,000
Fast Healing, 18
1,800,000
Epic Protection +10
2,000,000
Epic Wizardry (X)
2,000,000
Fast Healing, 21
2,100,000
Universal Energy Immunity
2,160,000
128
Impact Ring [strong transmutation, CL 21
st
]
While wearing this ring, the user's punches inflict 2d6
lethal damage (1d8 if small) and ignore hardness of less than
20 as if their fists were adamantine weapons. As long as the
ring is worn, the wearer is considered armed.
If the wearer has the Unarmed Strike class feature and
would normally inflict more damage, they instead treat their
punch attacks as one size category larger, as if they had the
impact weapon ability.
Prerequisites: Forge Epic Ring, giant form I
Market Price: 340,000 gp
Ironskin [strong transmutation, CL 21
st
]
This ring grants its wearer DR 15/adamantine.
Prerequisites: Forge Epic Ring, iron body
Market Price: 400,000 gp
Rapid Healing [strong conjuration, CL 21
st
]
This ring grants a living wearer fast healing 3 or higher; it
increases by increments of 3. The required caster level
increases by 3 for every additional increment and the market
price is equal to the healing x 100,000. It must be worn for 24
hours before its powers activate, and if removed it will not
function again until it has been worn for a further 24 hours.
Prerequisites: Forge Epic Ring, regenerate
Market Price: 300,000 gp
Sequestering [strong abjuration, CL 23
rd
]
This ring becomes invisible when worn. Upon command,
the wearer is affected by the sequester spell (though he or she
does not become comatose as normal for the spell).
Prerequisites: Forge Epic Ring, sequester
Market Price: 322,000 gp
Universal Energy Immunity [strong abjuration, CL 25
th
]
This ring functions as a ring of energy immunity for all
types of energy: fire, cold, electricity, acid, and sonic. The
wearer takes no damage from energy of any of these types.
Prerequisites: Forge Epic Ring, protection from energy
Market Price: 2,250,000 gp
Virtuous Good [strong abjuration, CL 21
st
]
The wearer of this ring is constantly affected by holy aura.
It bestows one negative level on any evil creature that puts it
on. The negative level remains as long as the ring is worn and
disappears when the ring is removed. This negative level
cannot be overcome in any way (including restoration spells)
while the ring is worn.
Prerequisites: Forge Epic Ring, holy aura, creator must be
good
Market Price: 336,000 gp
Weaponbreaking [strong transmutation, CL 23
rd
]
A ring of weaponbreaking is identical to a ring of ironskin,
and has one additional power. Any weapon that successfully
strikes the wearer must also make a Fortitude saving throw
(DC 20) or be shattered into pieces.
Prerequisites: Forge Epic Ring, iron body, shatter
Market Price: 750,000 gp
Epic Rods
Except when otherwise stated, epic rods follow the rules
for non-epic rods.
Epic Rod Descriptions
Standard epic rods are described below.
Epic Metamagic Rods: Any rod that allows the wielder to
use an epic metamagic feat, multiple non-epic metamagic
feats, or affect spells above 9
th
level is an epic rod.
To construct an epic metamagic rod, the caster must
possess the metamagic feat or feats to be used. The caster
level required to produce the epic rod is equal to 20 + the level
adjustment of the metamagic feat or the total level
adjustments of the multiple metamagic feats. Use the base
level adjustment or the sum of the base level adjustments of
the multiple feats, unmodified by feats such as Improved
129
Metamagic or class features such as Metamagic Mastery. The
cost depends on if you are creating a minor, normal, major, or
absolute epic metamagic rod.
A minor epic metamagic rod can affect spells of up to 3
rd
level and costs an amount equal to the base level
adjustment(s) squared x 30,000.
An epic metamagic rod can affect spells of up to 6
th
level
and costs an amount equal to the base level adjustment(s)
squared x 60,000.
A major epic metamagic rod can affect spells of up to 9
th
level and costs an amount equal to the base level
adjustment(s) squared x 90,000.
An absolute epic metamagic rod can affect spells of any
level and costs an amount equal to the base level
adjustment(s) squared x 200,000.
Besiegement [strong transmutation, CL 24
th
]
This rod functions as a +3 light mace. In addition, it is
useful for besieging fortifications. When the wielder makes a
charge attack, the rod improves to a +6 weapon. Twice per
day, the rod can create a battering ram that lasts for 24 rounds
and can strike once per round, dealing 20 points of damage
with each hit. It cannot be used to target individuals, only
fortifications. It can be damaged by normal means (65 hp, AC
22); disintegrate or dispel magic destroys it. The rod also has
the following powers:
Siege Engine: One heavy catapult, two light catapults, or
three siege towers may be generated with each use of this
power. Each weapon created lasts for 12 hours. The power
can be used three times per day. Ammunition for 20 shots is
included with each weapon created.
Transmute Rock to Mud: This power can be used three
times per day (save DC 17).
Prerequisites: Craft Epic Rod, Craft Magic Arms and
Armor, clenched fist, passwall, telepathic bond, transmute rock
to mud
Market Price: 447,745 gp
Epic Absorption [strong abjuration, CL 23
rd
]
Like a rod of absorption, this rod draws single-target or ray
spells and spell-like abilities into itself, nullifying the effect and
storing the potential spell levels until the wielder releases it in
the form of spells of his or her own. Spells of any level
(including those boosted beyond 9
th
level by metamagic) can
be absorbed, although epic spells cannot. The rod absorbs a
maximum of 150 spell levels and can thereafter only discharge
any remaining potential it might have. The rod cannot be
recharged.
Prerequisites: Craft Epic Rod, empowered maximized spell
turning
Market Price: 1,500,000 gp
Epic Cancellation [strong abjuration, CL 25
th
]
This rod’s touch drains an item of all magical properties,
including the magical energy in epic magic items (but not most
artifacts). The item touched gets a Will saving throw (DC 26).
If a creature is holding the magic item at the time, then the
item can use the holder’s Will save bonus in place of its own.
In such cases, contact is established by making a melee touch
Table 6-10: Epic Rods
Rod
Market Price (gold)
Grapple Shot, Basic
200,000
Nightmares
284,000
Epic Splendor
297,000
The Path
306,870
Epic Cancellation
330,000
Grapple Shot, Deluxe
400,000
Epic Negation
446,000
Besiegement
447,745
Fortification
465,665
Epic Rulership
575,000
Invulnerability
600,000
Paradise
610,000
Restless Death
625,000
Excellent Magic
650,000
Grapple Shot, Extreme
800,000
Wyrm (White)
1,216,700
Wyrm (Black)
1,382,400
Wyrm (Brass)
1,382,400
Epic Absorption
1,500,000
Wyrm (Copper)
1,562,500
Wyrm (Green)
1,562,500
Wyrm (Blue)
1,757,600
Wyrm (Bronze)
1,757,600
Wyrm (Red)
1,968,300
Wyrm (Silver)
1,968,300
Wyrm (Gold)
2,195,200
Epic Might
4,400,000
130
attack roll. Upon draining three items, the rod becomes brittle
and useless. Drained items can only be restored by wish,
miracle, or epic spells specifically designed to restore lost
power. A rod of epic cancellation can neutralize a normal
sphere of annihilation without itself being cancelled.
Prerequisites: Craft Epic Rod, mage's disjunction
Market Price: 330,000 gp
Epic Might [strong transmutation, CL 30
th
]
This rod is similar to a rod of lordly might, although it is far
more powerful. It is larger than its normal counterpart, and it
is constructed of adamantine rather than normal metal. It has
six buttons, several spell-like functions, and several mundane
uses, and it can also be used as a magic weapon of various
sorts.
In its normal form, the rod can be used as a +6 heavy
mace. When button 1 is pushed, the rod becomes a +3
longsword of fiery blasting. When button 2 is pushed, the rod
becomes a +8 keen battleaxe. When button 3 is pushed, the
rod becomes a +10 shortspear or +10 longspear.
The following spell-like functions of the rod can each be
used once per day:
Dominate Person: Touched foe is recipient of a dominate
person spell, if the wielder so commands (Will save DC 24).
The wielder must choose to use this power and then succeed
with a melee touch attack to activate the power. If the attack
fails, the effect is lost.
Stun: Upon command, all enemies viewing the rod are
stunned, as per the power word, stun spell (10-foot maximum
range, Will save DC 24). Invoking this power is a standard
action.
Damage: Upon command, the rod deals 10d8 points of
damage to an opponent on a successful touch attack and cures
the wielder of a like amount of damage (Will save DC 26). The
wielder must choose to use this power before attacking, as
with dominate person.
The following mundane uses of the rod also have no limits
on their use:
Climbing pole/ladder: When button 4 is pushed, a spike
that can anchor in granite is extruded from the ball, while the
other end sprouts three sharp hooks. The rod lengthens to
anywhere between 5 and 150 feet in a single round, stopping
when button 4 is pushed again. Horizontal bars 3 inches long
fold out from the sides, 1 foot apart, in staggered progression.
The rod is firmly held by the spike and hooks and can bear up
to 10,000 pounds. The wielder can retract the pole by pushing
button 5.
The ladder function can also be used to force open doors.
The wielder simply plants the rod’s base in a relatively secure
location 30 feet or less from the portal to be forced and in line
with it, then pushes button 4. The force exerted has a Strength
bonus of +24.
When button 6 is pushed, the rod indicates magnetic
north and gives the wielder knowledge of his or her
approximate depth beneath the surface or height above it.
Prerequisites: Craft Epic Rod, Craft Epic Magic Arms and
Armor, cure critical wounds, inflict critical wounds, bull’s
strength, fireball, dominate person, power word stun
Market Price: 4,400,000 gp
Epic Negation [strong abjuration, CL 24
th
]
This rod negates the spell or spell-like functions of magic
items, including epic magic items (but not artifacts). The
wielder points the rod at the magic item, and a beam shoots
forth to touch the target device, attacking as a ray (a ranged
touch attack).
The ray negates any currently active item function and has
a 75% chance to negate any other spell or spell-like functions
of that device, regardless of the level or power of the
functions, for 2d4 rounds. To negate instantaneous effects,
the rod wielder needs to have readied an action. The target
item gets no saving throw or means to resist this effect. The
rod can function three times per day.
Prerequisites: Craft Epic Rod, dispel magic, limited wish or
miracle
Market Price: 446,000 gp
131
Epic Rulership [strong enchantment, CL 25
th
]
This rod appears to be a royal scepter worth at least
25,000 gp in materials and workmanship alone. The wielder
can command the obedience of creatures within 360 feet
when he or she activates the device (a standard action).
Creatures totaling 900 Hit Dice can be ruled, but creatures with
Intelligence scores of 17 or higher are entitled to a Will saving
throw (DC 29) to negate the effect.
Ruled creatures obey the wielder as if he or she were their
absolute sovereign. Still, if the wielder gives a command that
is contrary to the nature of the creatures commanded, the
magic is broken. The rod can be used for 1,500 total minutes
before crumbling to dust. This duration need not be
continuous.
Prerequisites: Craft Epic Rod, improved heightened mass
charm
Market Price: 575,000 gp
Epic Splendor [strong transmutation, CL 21
st
]
This rod grants its wielder a +8 enhancement bonus to
Charisma for as long as he or she holds or carries the item.
Three times per day, the rod creates and garbs him or her in
clothing of the finest fabrics, plus adornments of fur and
jewels. Apparel created by the rod can remain in existence up
to 24 hours. The value of the garb ranges from 70,000 to
100,000 gp: 10,000 gp for the fabric, 50,000 gp for the furs, and
the rest for jewel trim (maximum of 40 gems, maximum value
1,000 gp each).
In addition, the rod can, once per week, create a palatial
mansion in any floor plan the user desires. The mansion is
palatial, able to accommodate up to 250 people, housing them
in private chambers and serving them fine banquets. The
mansion lasts for three days, after which time it, and
everything originally in it (including items removed from the
mansion), disappear.
Prerequisites: Craft Epic Rod, fabricate, mage’s
magnificent mansion
Market Price: 297,400 gp
Excellent Magic [strong divination, CL 27
th
]
Once per day when casting a nonepic or epic spell that has
a casting time of longer than 1 full round, the rod flares with
multicolored light, allowing the wielder to cast the spell as a
full-round action.
As a special use of the rod, the caster can substitute the
power inherent in the rod for the knowledge of an epic spell.
They do so by spending a standard action to shatter the rod,
inflicting 20d6 damage to themselves which cannot be healed
magically, only through natural healing. Upon doing so, they
can select any one epic spell of a level they can cast, slowly
gaining the knowledge as the damage recovers over time.
When they are fully healed, they also add the spell to their
spell list or spells known. No individual caster can benefit from
using a rod of excellent magic in this fashion more than once.
Prerequisites: Craft Epic Rod, Quicken Spell
Market Price: 650,000 gp
Fortification [strong conjuration, CL 24
th
]
This rod functions as a +3 light mace. In addition, it is
useful for the construction and defense of fortifications.
Whenever the wielder is benefiting from cover, the rod
improves that to total cover. Three times per day, the rod can
create food and water, as per the cleric spell, for twenty-four
people. The rod also has the following powers:
Fortify: Four times per day, a stone wall can be created
that is 12 inches thick, 10 feet high, and 30 feet long. This wall
has a parapet and battlements across the top. (Alternatively,
the power can be used to mend a broken existing wall. The
gap to be filled can be no more than 300 square feet in area.)
In addition, once per day, a great door of iron can be created
that is set into one of the newly created walls. This door, 4
inches thick, may be a double door, a drawbridge, or a
portcullis, as chosen by the wielder.
Siege Engine: One heavy catapult, two light catapults, or
three ballistae may be generated with each use of this power.
The power can be used four times per day. Ammunition for 20
shots is included with each weapon created.
132
Prerequisites: Craft Epic Rod, Craft Magic Arms and
Armor, interposing hand, create food and water, major
creation, wall of iron, wall of stone
Market Price: 465,665 gp
Grapple Shot [strong transmutation, CL 21
st
]
A curious adventuring tool, this rod comes in three styles:
basic, deluxe, and extreme. At their core, all three function in
essentially identical fashion, being rods that fasten securely to
one handvia straps, a handle, or some other mechanism
and launch a small grappling device as a move action that
adheres magically to almost any surface. The grapple and rod
are connected by a line that is normally stored in a tiny
portable hole secured in the rod's shaft, attached to a
mechanism that allows the wielder to retract the line as a swift
action, pulling them towards whatever the grapple has
anchored to. The wielder can detach the grapple as a free
action. A skilled user with a pair of grapple shots can even use
them to brachiate amidst trees, buildings, canyon walls, or any
other terrain where surfaces to adhere to are available.
The basic grapple shot can support up to 300 pounds and
its grapple is connected to the rod by a length of silk rope of
up to 60 feet in length. It can adhere to any non-enchanted
material, such as stone or wood, provided they are not
extremely smooth (such as polished metal or ice). The grapple
can be dislodged with a DC 24 Strength check.
The deluxe grapple shot can support up to 900 pounds and
its grapple is connected to the rod by a length of steel chain up
to 120 feet in length. It can adhere to every surface the basic
grapple shot can, in addition to materials that have been
magically enchanted or extremely smooth materials such as
polished metal or ice. The grapple can be dislodged with a DC
32 Strength check.
The extreme grapple shot can support up to 1,800 pounds
and its grapple is connected to the rod by a length of
adamantine chain up to 240 feet in length. It can adhere to
almost anything with physical substance and even some things
without form, such as force effects. The grapple can be
dislodged with a DC 40 Strength check.
Prerequisites: Craft Epic Rod, spider climb
Market Price: 200,000 gp (basic), 400,000 gp (deluxe),
800,000 gp (extreme)
Invulnerability [strong transmutation, CL 21
st
]
This rod grants its wielder the following powers:
+5 enhancement bonus to natural armor.
+5 resistance bonus on saving throws.
Damage reduction 15/adamantine.
Immunity to critical hits.
Spell resistance 32.
Prerequisites: Craft Epic Rod, iron body, resistance, spell
resistance
Market Price: 600,000 gp
Nightmares [strong illusion, CL 21
st
]
Anyone who comes within 20 feet of the wielder of this
rod feels a grave sense of unease. Each person so affected
must make a Will save (DC 17) or suffer the effects of a
nightmare spell the next time he or she falls asleep. The
wielder is immune to this effect. Three times per day, the
wielder can utter a command word that causes the rod to emit
a horrid, inhuman scream. Up to twenty of the closest
creatures within a 30-foot radius who hear this terrible wail
believe that their worst nightmares have become reality and
suffer the effects of a wail of the banshee spell (DC 23).
Prerequisites: Craft Epic Rod, nightmare, permanency,
wail of the banshee
Market Price: 284,000 gp
Paradise [strong conjuration, CL 24
th
]
This item creates a nondimensional space, similar in effect
to a rod of security. However, the rod’s possessor and up to
999 other creatures can stay in complete safety for up to 1,000
days divided by the number of creatures affected. Natural
healing takes place at five times the normal pace. The rod
functions like its non-epic counterpart in all other ways.
133
Prerequisites: Craft Epic Rod, improved heightened gate
Market Price: 610,000 gp
The Path [strong transmutation, CL 21
st
]
This rod serves as an aid to trailblazing and travel. It grants
the wielder a +30 enhancement bonus on Survival checks for
tracking. The handle of the rod is hollow, functioning like a
telescope. When the wielder peers through it, the limits of
vision are three times normal. In addition, the telescoping
handle enables the wielder to view things as though affected
by a true seeing spell.
The rod also has the following powers:
Map: Three times per day a section of the rod unrolls like
a scroll from a tube, revealing a map of the surrounding area,
centered on the location of the rod. The area shown on the
map covers an area as small as 50 feet to as large as 24 miles
in radius, zooming in or out with a set of command words. The
map reveals natural topography and all types of structures
(even hidden ones), but it will not show the location of
creatures.
Passage: Three times per day, this power allows the
wielder and up to five others in a 20-foot radius to move
unhindered through natural plant growth or bodies of water
(as per the freedom of movement spell).
Bridge: Once per day, this power allows the user to create
a 5-foot-wide, 40-foot-long stone causeway across chasms and
canyons. The bridge created lasts for 1 hour.
Pass without Trace: Once per day, this power can be used
on the wielder and twenty others, for 21 minutes. It is
otherwise as the spell pass without trace.
Prerequisites: Craft Epic Rod, find the path, freedom of
movement, pass without trace, wall of stone
Market Price: 306,870 gp
Restless Death [strong necromancy, CL 21
st
]
The holder of this rod can channel negative energy as if he
or she were four levels higher. The rod doesn’t grant the ability
to channel negative energy if the holder doesn’t already have
it. In addition, the wielder may speak a command word to cast
animate dead. Any skeletons or zombies animated by the
rod’s power are automatically controlled by the rod, up to the
rod’s maximum limit of 42 HD, and they follow the orders of
the rod’s wielder. These undead don’t count toward the
wielder’s limit of controlled undead. Finally, the wielder can
speak a second command word to cast slay living (heightened
to 10
th
level; DC 25).
Prerequisites: Craft Epic Rod, animate dead, command
undead, slay living
Market Price: 625,000 gp
Wyrm [strong transmutation, CL 33
rd
]
Any of the various rods in this series functions as a +5/+5
quarterstaff. Upon casting the rod to the ground as a standard
action and uttering a command word, the rod grows into a
specific type of dragon (depending on the specific type of rod)
by the end of the round. The dragon created is a wyrm and
obeys the commands of the owner. The dragon returns to rod
form as a full-round action whenever the wielder desires or
whenever it moves farther than 500 feet from the owner. If
the dragon form is slain, it returns to rod form and cannot be
activated again for three days. A wyrm rod only functions if
the possessor is of the same alignment as the dragon type.
The caster level of the rod is equal to 10 + the wyrm's Hit
Die and the market price is equal to the wyrm's Hit Die cubed
x 100 gold.
Prerequisites: Craft Epic Rod, Craft Epic Magic Arms and
Armor, improved heightened polymorph, creator must be
same alignment as dragon type
Market Price: 1,458,200 gp (brass or white), 1,562,600 gp
(black or copper), 1,670,600 gp (bronze or green), 1,782,200
gp (blue or silver), 1,897,400 gp (gold or red)
Epic Scrolls
Unlike other epic magic items, epic scrolls costs the same
as their non-epic counterparts: spell level x caster level x 25
gold. Epic scrolls can hold both epic spells and non-epic spells
134
modified by epic and non-epic metamagic feats, though the
creator must know both the spell being scribed and the
metamagic feat(s) being applied in addition to the Scribe Epic
Scroll feat. As with all epic magic items, the minimum caster
level for an epic scroll is 21
st
.
Epic Staffs
A staff is considered epic so long as at least one of the
spells it can cast is an epic spell, is a non-epic spell modified to
higher than 9
th
level by non-epic metamagic feats, or is modi-
fied by an epic metamagic feat. Epic staffs have 10 charges
when created and can be recharged just like non-epic versions.
Staffs use the wielder’s ability score and relevant feats to
set the DC for saves against their spells in such cases where
those values would be higher than the listed values for the
staffs. They also use the wielder's caster level, if it is higher
than the caster level of the staff.
Epic Staff Descriptions
Standard epic staffs are described below.
Cosmos [strong evocation, CL 27
th
]
This staff allows use of the following spells:
Intensified chain lightning (1 charge, DC 29)
Intensified meteor swarm (1 charge, DC 34)
Intensified sunburst (1 charge, DC 32)
Prerequisites: Craft Epic Staff, Intensify Spell, chain
lightning, meteor swarm, sunburst
Market Price: 683,437 gp
Domination [strong enchantment, CL 21
st
]
This staff allows use of the following spells:
Heightened dominate monster (1 charge, DC 33)
Heightened demand (1 charge, DC 32)
Heightened mass charm monster (1 charge, DC 32)
Heightened geas/quest (1 charge, DC 33)
Prerequisites: Craft Epic Staff, Heighten Spell, demand,
dominate monster, geas/quest, mass charm monster
Market Price: 464,400 gp
Fiery Power [strong evocation, CL 25
th
]
This +5 flaming quarterstaff grants its wielder fire
resistance 30 whenever held. In addition, it allows use of the
following spells:
Extended wall of fire (1 charge, DC 18)
Intensified delayed blast fireball (2 charges, DC 22)
Heightened meteor swarm (2 charge, DC 30)
Extended summon monster IX (2 charges, elder fire
elemental only)
A staff of fiery power can be broken in a retributive strike.
It must be purposeful, declared by the wielder, and the staff
must have at least one charge remaining. All charges currently
in the staff are expended, creating a 30-foot radius globe. All
targets within the area of detonation take 10d6 points of fire
damage for every charge remaining in the staff. A Reflex save
(DC 17) reduces the damage sustained by half. The character
breaking the staff has a 50% chance of being catapulted to a
random location on the Plane of Fire; if he or she does not,
they receive no save from the staff's damage.
Prerequisites: Craft Epic Arms and Armor, Craft Epic Staff,
Extend Spell, Heighten Spell, Improved Heighten Spell,
Intensify Spell, Spell Focus (Evocation), continual flame,
delayed blast fireball, meteor swarm, protection from energy,
summon monster IX, wall of fire
Market Price: 500,000 gp
Green Lady [strong conjuration, CL 27
th
]
This staff allows use of the following spells:
Table 6-11: Epic Staffs
Staff
Market Price (gold)
Spheres
228,375
Mighty Force
265,000
Walls
275,625
Winter
292,500
Prism
326,812
Rapid Barrage
417,750
Planar Might
460,000
Domination
464,400
Fiery Power
500,000
Nature’s Fury
500,000
Green Lady
501,187
Cosmos
683,487
Necromancy
1,505,312
135
Enlarged, extended creeping doom (1 charge, DC 23)
Enlarged, extended command plants (1 charge, DC 25)
Intensified elemental swarm (2 charges, DC 34)
Intensified shambler (2 charges, DC 34)
Prerequisites: Craft Epic Staff, Enlarge Spell, Extend Spell,
Intensify Spell, creeping doom, command plants, elemental
swarm, shambler
Market Price: 683,437 gp
Mighty Force [strong evocation, CL 21
st
]
This staff has three powers:
Quickened shield (1 charge)
Forcecage (1 charge)
Crushing hand (1 charge)
Prerequisites: Craft Epic Staff, Quicken Spell, crushing
hand, forcecage, shield
Market Price: 265,000 gp
Nature’s Fury [strong evocation, CL 21
st
]
This +5 aberration bane quarterstaff allows use of the
following spells:
Earthquake (1 charge)
Heightened whirlwind (1 charge, DC 25)
Heightened fire storm (1 charge, DC 25)
Prerequisites: Craft Epic Arms and Armor, Craft Epic Staff,
Heighten Spell, Improved Heighten Spell, earthquake, fire
storm, summon monster I or summon nature’s ally I, whirlwind
Market Price: 500,000 gp
Necromancy [strong necromancy, CL 27
th
]
This staff allows use of the following spells:
Intensified circle of death (2 charges, DC 29)
Create greater undead (1 charge)
Heightened finger of death (2 charges, DC 34)
Heightened soul bind (2 charges, DC 34)
The soul trapped through the use of the soul bind spell is
trapped in the staff rather than a gem. Only by breaking the
staff can the souls be freed.
Prerequisites: Craft Epic Staff, Intensify Spell, Heighten
Spell, Improved Heighten Spell, circle of death, create greater
undead, finger of death, soul bind
Market Price: 1,505,312 gp
Planar Might [strong conjuration, CL 21
st
]
The wielder of this powerful +5 outsider bane quarterstaff
is immune to the effects of any planar alignment traits, as well
as the positive-dominant and negative-dominant traits of a
plane. Randomly determine the subtype of outsider the bane
effect applies against. It also allows use of the following spells:
Greater planar ally (1 charge)
Greater planar binding (1 charge)
Gate (1 charge)
When using the greater planar ally power, the character
must still bargain with the called creature.
Prerequisites: Craft Epic Arms and Armor, Craft Epic Staff,
gate, greater planar ally, greater planar binding, protection
from energy
Market Price: 460,000 gp
Prism [strong evocation, CL 21
st
]
This staff allows use of the following spells:
Extended prismatic sphere (1 charge, DC 25)
Extended prismatic spray (1 charge, DC 22)
Extended prismatic wall (1 charge, DC 23)
Prerequisites: Craft Epic Staff, Extend Spell, prismatic
sphere, prismatic spray, prismatic wall
Market Price: 326,812 gp
Rapid Barrage [strong evocation, CL 25
th
]
The staff’s powers can be activated as a swift action:
Quickened, intensified magic missile (1 charge)
Enhanced, quickened, heightened fireball (1 charge, 20d6
damage, DC 19)
Prerequisites: Craft Epic Staff, Enhance Spell, Heighten
Spell, Intensify Spell, Quicken Spell, fireball, magic missile
Market Price: 417,750 gp
136
Spheres [strong evocation, CL 21
st
]
This staff allows use of the following spells:
Freezing sphere (1 charge, DC 19)
Resilient sphere (1 charge, DC 16)
Telekinetic sphere (1 charge, DC 22)
Prerequisites: Craft Epic Staff, freezing sphere, resilient
sphere, telekinetic sphere
Market Price: 228,375 gp
Walls [strong evocation, CL 30
th
]
This staff allows use of the following spells:
Widened wall of iron (1 charge)
Widened wall of stone (1 charge)
Widened wall of force (1 charge)
Prerequisites: Craft Epic Staff, Widen Spell, wall of force,
wall of iron, wall of stone
Market Price: 275,625 gp
Winter [strong evocation, CL 24
th
]
This staff allows the use of the following spells:
Intensified cone of cold (2 charges, DC 28)
Intensified ice storm (2 charges, DC 26)
Intensified freezing sphere (2 charges, DC 29)
Widened wall of ice (1 charge)
Prerequisites: Craft Epic Staff, Intensify Spell, Widen Spell,
cone of cold, ice storm, freezing sphere, wall of ice
Market Price: 292,500 gp
Epic Wondrous Items
Anyone can use a wondrous item unless specified
otherwise in the item’s description. Wondrous items are
broken up into categories depending on which slot they
occupy.
Epic Wondrous Item Descriptions
Standard epic wondrous items are described below.
Table 6-12: Epic Wondrous Items (Belt)
Wondrous Item
Market Price (gold)
Belt of Epic Giant Strength +8
640,000
Belt of Epic Incredible Dexterity +8
640,000
Belt of Epic Mighty Constitution +8
640,000
Infusion Belt
755,000
Blood Sash
900,000
Belt of Epic Giant Strength +10
1,000,000
Belt of Epic Incredible Dexterity +10
1,000,000
Belt of Epic Mighty Constitution +10
1,000,000
Belt of Epic Giant Strength +12
1,440,000
Belt of Epic Incredible Dexterity +12
1,440,000
Belt of Epic Mighty Constitution +12
1,440,000
Belt of Epic Physical Might +8
1,600,000
Belt of Epic Physical Might +10
2,500,000
Belt of Epic Physical Perfection +8
2,560,000
Belt of Epic Physical Might +12
3,600,000
Beast Belt
4,000,000
Belt of Epic Physical Perfection +10
4,000,000
Sash of the Wyrm
4,000,000
Belt of Epic Physical Perfection +12
5,760,000
Fiendcord
6,000,000
Table 6-14: Epic Wondrous Items (Chest)
Wondrous Item
Market Price (gold)
Mantle of Great Stealth
242,000
Mantle of Epic Spell Resistance
290,000
Dreadnought Cords
400,000
Armor Battery
820,000
Rallying Tabard
1,120,000
Storefront Vest
1,820,000
Gargant Shirt
2,000,000
Ironheart Tabard
2,000,000
Vest of the Moon
2,000,000
Table 6-15: Epic Wondrous Items (Eyes)
Wondrous Item
Market Price (gold)
Librarian Lenses
400,000
Elysian Visor
860,000
Astral Goggles
960,000
Safety Glasses
1,220,000
Gunner's Lens
1,320,000
Serpent's Eye
1,410,000
Assassin's Glass
1,440,000
Eyes of Fire
2,400,000
Blind Rage
3,060,000
Table 6-13: Epic Wondrous Items (Body)
Wondrous Item
Market Price (gold)
Eidolon Harness +2
400,000
Forever Pants
612,000
Bear's Coat
615,600
Potion Harness
750,000
High Noon Duster
830,000
Surplice of Surplus
980,000
Endless Robes
1,440,000
Eidolon Harness +4
1,600,000
Jack of Shadows
2,000,000
Quicksilver Vestments
2,730,000
Eidolon Harness +6
3,600,000
Sun Dress
4,440,000
Robe of the Master Magi
4,730,000
137
Amulet of Epic Mighty Fists [strong evocation, CL 21
st
]
This amulet grants an enhancement bonus of +6 or higher
on attack and damage rolls with unarmed attacks and natural
weapons; it increases by increments of +1. The required caster
level is equal to the enhancement bonus times three
(minimum 21
st
) and the market price is equal to the
enhancement bonus squared x 30,000.
Alternatively, this amulet can grant melee weapon epic
special abilities, so long as they can be applied to unarmed
attacks. See Table 6-4: Epic Weapon Special Abilities for a list
of abilities. Special abilities count as additional bonuses for
determining the market value of the item, but do not modify
attack or damage bonuses. An amulet of mighty fists does not
need to have a +1 enhancement bonus to grant a melee
weapon special ability. If an amulet has any epic special
abilities, it must also meet the prerequisites for that item's
production.
Slot: Neck
Prerequisites: Craft Epic Wondrous Item, greater magic
fang
Market Price: 1,080,000 gp
Amulet of Epic Natural Armor [strong transmutation, CL 21
st
]
This amulet toughens the wearer’s body and flesh, giving
them an enhancement bonus to his or her natural armor of +6
or higher; it increases by increments of +1. The required caster
level is equal to three times the armor bonus (minimum 21
st
)
and the market price is equal to the armor bonus squared x
20,000.
Slot: Neck
Prerequisites: Craft Epic Wondrous Item, barkskin
Market Price: 720,000 gp
Angelic Fanon [strong abjuration, CL 21
st
]
This silken doubled shoulder-cape is a symbol of the
church's highest levels of faith. While worn, a character cannot
die. No matter what injury, illness, or magic is used against
them, their hit points will merely keep decreasing, but they will
Table 6-16: Epic Wondrous Items (Feet)
Wondrous Item
Market Price (gold)
Horseshoes of the Peerless Steed
217,000
Boots of Swiftness
256,000
Battering Boots
290,000
Angel Rings
324,000
Bladed Boots
340,000
Cindersteps
624,000
Implacable Boots
1,340,000
Devil's Walk
2,000,000
Feet of Water
2,200,000
Entboot
2,920,000
Dancing Shoes
4,000,000
Table 6-17: Epic Wondrous Items (Hands)
Wondrous Item
Market Price (gold)
Armory Gloves
210,000
Titan Gauntlet
650,000
Dragonclaws
660,000
Gloves of the Defalcator
1,200,000
Lion's Paws
1,662,000
Hands of Earth
1,800,000
Prayer Gloves
6,000,000
Table 6-18: Epic Wondrous Items (Head)
Wondrous Item
Market Price (gold)
Crown of Stars
320,000
Hat of the Library
476,000
Painter's Beret
480,000
Gladiator's Mask
560,000
Mask of Shadows
817,000
Bunny Ears
912,000
Hangman's Cowl
1,340,000
Falcon Helm
1,446,000
Horns of the Wyrmlord
1,600,000
Crown of Sages
1,820,000
Worldcrown
2,000,000
Wig of Alarm
2,610,000
Incandescent Mask
3,616,000
Plague Mask
4,000,000
Table 6-19: Epic Wondrous Items (Headband)
Wondrous Item
Market Price (gold)
Headband of Epic Alluring Charisma +8
640,000
Headband of Epic Inspired Wisdom +8
640,000
Headband of Epic Vast Intelligence +8
640,000
Halo of Blades
870,000
Headband of Epic Alluring Charisma +10
1,000,000
Headband of Epic Inspired Wisdom +10
1,000,000
Headband of Epic Vast Intelligence +10
1,000,000
Laurel of the Victorious Dead
1,340,000
Headband of Epic Alluring Charisma +12
1,440,000
Headband of Epic Inspired Wisdom +12
1,440,000
Headband of Epic Vast Intelligence +12
1,440,000
Weeping Wreath
1,450,000
Headband of Epic Mental Prowess +8
1,600,000
Guiltless Halo
2,000,000
Headband of Epic Mental Prowess +10
2,500,000
Headband of Epic Mental Superiority +8
2,560,000
Vandal Bandana
2,576,000
Headband of Epic Mental Prowess +12
3,600,000
Headband of Epic Mental Superiority +10
4,000,000
Wreath of Wishes
4,000,000
Headband of Epic Mental Superiority +12
5,760,000
138
remain unconscious rather than dead, no matter how low
their total becomes. They are also immune to death effects.
Any non-good creature wearing the angelic fanon gains
five negatives levels and does not benefit from its abilities. The
negative levels remain as long as the fanon is worn and
disappear when it is removed. These negative levels cannot be
overcome in any way (including restoration spells) while the
fanon is worn.
Slot: Shoulders
Prerequisites: Craft Epic Wondrous Item, breath of life
Market Price: 2,830,000 gp
Angel Rings [strong transmutation, CL 24
th
]
A pair of solid mithral anklets that require the wearer's
feet to be otherwise bare to utilize, they triple the wearer's
movement speed and allow them to fly at that speed with
perfect maneuverability.
Slot: Feet
Prerequisites: Craft Epic Wondrous Item, fly
Market Price: 324,000 gp
Armor Battery [strong necromancy, CL 22
nd
]
This fist-sized red stone is set in a silver device that can be
attached to the chest portion of any suit of magical armor. As
a free action, the wearer of the armor can choose to invest any
number of hit points into the armor battery, causing it to turn
blue and begin crackling with energy. For every 5 hp invested,
the battery grants a +1 sacred bonus to AC until the beginning
of their next turn, supercharging the armor's protective magic
with the positive energy extracted from the wearer. Due to
the interference this field generates, no spell or class ability
that manipulates positive energy (namely cure magic or a
cleric's Channel Positive Energy class feature) can affect the
wearer while it is active.
This process is not without danger, for pouring too much
energy into magic armor can burn the magic out of it. For
every consecutive round after the first that the armor battery
is used, there is a cumulative 1% chance that the armor to
which it is connected will be disenchanted when the battery
finally powers down, as if it had failed its save against a
targeted mage's disjunction.
Slot: Body
Prerequisites: Craft Epic Wondrous Item, shield of faith,
vampiric touch
Market Price: 820,000 gp
Table 6-20: Epic Wondrous Items (Neck)
Wondrous Item
Market Price (gold)
Amulet of Epic Natural Armor +6
720,000
Bloody Ascot
760,000
Amulet of Epic Natural Armor +7
980,000
Amulet of Epic Mighty Fists +6
1,080,000
Periapt of Perfidy
1,200,000
Amulet of Epic Natural Armor +8
1,280,000
Amulet of Epic Mighty Fists +7
1,470,000
Amulet of Epic Natural Armor +9
1,620,000
Moonstone Choker
1,780,000
Amulet of Epic Mighty Fists +8
1,920,000
Amulet of Epic Natural Armor +10
2,000,000
Torque of Ascendancy
2,000,000
Typhoon Scarf
2,200,000
Amulet of Epic Mighty Fists +9
2,430,000
Amulet of Epic Mighty Fists +10
3,000,000
Titan Collar
4,000,000
Table 6-21: Epic Wondrous Items (Shoulders)
Wondrous Item
Market Price (gold)
Captain's Epaulets
320,000
Cloak of Epic Resistance +6
360,000
Swordcloak
420,000
Cloak of Epic Resistance +7
490,000
Cloak of Epic Resistance +8
640,000
Cloak of Epic Resistance +9
810,000
Roaring Shoulders
810,000
Cloak of Roaches
980,000
Cloak of Epic Resistance +10
1,000,000
Citadel Shoulders
1,120,000
Cloak of Epic Resistance +11
1,210,000
Griffon Cloak
1,320,000
Cloak of Epic Resistance +12
1,440,000
Lone Road Poncho
2,000,000
Wings of Air
2,000,000
Angelic Fanon
2,830,000
Moaning Pauldrons
4,000,000
Table 6-22: Epic Wondrous Items (Wrist)
Wondrous Item
Market Price (gold)
Scroll Bands
800,000
Bracers of Superior Force Shield
860,000
Bracers of Epic Armor +11
1,210,000
Stolen Bracelet
1,350,000
Bracers of Epic Armor +12
1,440,000
Strangling Wraps
1,520,000
Bracers of Epic Armor +13
1,690,000
Bracers of Epic Armor +14
1,960,000
Temple Wraps
2,000,000
Bracers of Epic Armor +15
2,250,000
Tornado Bracelet
2,600,000
Bracers of Relentless Might
4,384,000
139
Armor of Light [strong abjuration, CL 27
th
]
Normally a small glass disc with a holy symbol etched into
its surface, activating the armor of light cloaks the wearer in
overlapping plates of luminous energy that float suspended
several inches above the wearer's clothing or normal armor,
shedding pure white light with the same intensity as a torch.
While the armor is active, the wearer gains a +6 shield bonus
to AC; unlike most shield bonuses, the bonus from the armor
of light applies to the wearer's touch AC. All physical and
magical attacks made by the wearer affect incorporeal
creatures as if they were corporeal, similar to the ghost touch
weapon enchantment.
Slot:
Prerequisites: Craft Epic Wondrous Item, plane shift,
armoring shield
Market Price: 940,000 gp
Armory Glove [strong transmutation, CL 22
nd
]
A sleek, form-fitting leather glove designed and colored to
look like metal. On command, one item held in the hand
wearing the glove disappears. The item can weigh no more
than 50 pounds and must be able to be held in one hand.
While stored, the item has negligible weight. With a simple
gesture, the item reappears. An armory glove can store up to
ten items at a time, each in a separate tiny chambersimilar
to the extradimensional space created by a bag of holding
concealed in the glove's design. Storing or retrieving any item
is a free action. If all ten chambers are filled, the wearer can
elect to replace the contents of one chamber with the item
they are holding, swapping the two. Spell durations are not
suppressed, but continue to expire. If suppressed or dispelled,
the stored items appear instantly. An armory glove uses up
the wearer’s entire hands slot; the wearer may not use
another item that also uses the hands slot.
Slot: Hands
Prerequisites: Craft Epic Wondrous Item, secret chest,
telekinesis
Market Price: 210,000 gp
Arsenal Hall [strong conjuration, CL 21
st
]
This item appears to be a small cube several inches to a
side, with a small crest depicting a wardog with a sword
gripped in its jaws. When the crest is pressed and a command
word is spoken, a gate opens that will allow only the holder of
the cube to pass through, closing immediately upon their
entry.
Within, the owner finds themself within the arsenal hall,
a vast extradimensional training hall with all the weapons and
tools necessary for rigorous martial training with any sort of
melee or missile weapon short of siege equipment. Within the
hall, they can undertake one of three training regimes, which
will grant them specific bonuses until the next time they go to
sleep:
Combat Training: The character selects a specific weapon or
fighting style and spends all their time in the hall training
solely in that. When using that weapon or style, they gain a
+2 to hit and damage and a +2 to CMB and CMD.
Defensive Training: The character focuses on defensive
techniques and exercises. They gain a +2 to AC and a +2 to
Table 6-23: Epic Wondrous Items (Slotless)
Wondrous Item
Market Price (gold)
Powdered Metamagic
Varies
Minimap
260,000
Quill Tarp
270,000
Cabinet of Feasting
288,000
Faultless Mount
300,000
Decanter of Endless Horses
385,000
Black Sand Hourglass
400,000
Eisenhound
450,000
Blinding Stone
520,000
Dragonpipe
560,000
Ham of Glory
628,000
Skywagon
640,000
Tattooed Squirrel
780,000
Pocket Bastion
850,000
Tome of the Doyen
895,000
Door of Wonders
910,000
Armor of Light
940,000
Walking Caltrops
980,000
Force Door
1,020,000
Phylactery Doll
1,240,000
Choir Earrings
1,630,000
Book of the Word
1,800,000
Magnificent Number Engine
2,100,000
Portable Forge
2,400,000
Crystal of Revelation
3,000,000
Arsenal Hall
3,060,000
Ioun Henge
3,400,000
140
all saves.
General Training: The character prioritizes a well-rounded
approach to combat, gaining a +1 to hit and damage, a +1 to
AC, and 2 temporary hit points per hit die.
After an hour, the gate reopens to the same location and
the character must leave (or be forcefully ejected) and the
arsenal hall cannot be reopened for a period of one week. If a
character manages to stay awake through the whole week and
reenter the arsenal hall without sleeping, training again will
still cause their previous bonuses to be replaced by whatever
new bonuses they select.
Slot:
Prerequisites: Craft Epic Wondrous Item, gate, greater
create demiplane, transformation
Market Price: 3,060,000 gp
Assassin's Glass [strong divination, CL 27
th
]
This highly polished gold-and-glass monocle hides a
terrible gift for bringers of death: up to three times per day,
when the wearer uses a spell or ability that requires their
target to make a saving throw, they can force the target to roll
the save twice and accept the lower of the two results. If the
target has any abilities that allow them to reroll or
automatically succeed on a saving throw, the target can
expend a use of the ability to negate the effects of the
assassin's glass, allowing them to attempt their save normally.
Slot: Eyes
Prerequisites: Craft Epic Wondrous Item, prediction of
failure
Market Price: 1,440,000 gp
Astral Goggles [strong divination, CL 30
th
]
The wearer of these strange goggles with purple-tinted
lenses gains a +30 competence bonus to Perception checks
and is able to see invisible creatures.
Slot: Eyes
Prerequisites: Craft Epic Wondrous Item, see invisibility
Market Price: 960,000 gp
Battering Boots [strong transmutation, CL 24
th
]
Designed for destruction, these heavy iron boots allow the
wearer to more effectively deal with inanimate obstacles
through violent means. The wearer gains a +10 circumstance
bonus to any Strength check made to break an object through
sudden force or to their CMB when making a sunder attempt.
Additionally, when dealing damage to an unattended
inanimate object, if they use the boots to deliver an unarmed
attack, they instead inflict 2d10 (or 2d8 if Small) + 1 1/2
Strength modifier in damage and ignore any hardness less than
20.
Slot: Feet
Prerequisites: Craft Epic Wondrous Item, bull's strength,
disintegrate
Market Price: 290,000 gp
Bear's Coat [strong transmutation, CL 21
st
]
Thick with fur, this coat drapes over the wearer like an
adult's clothes over a child, though it does not interfere with
their movements. It grants the wearer a +6 enhancement
bonus to Strength and Constitution, a +5 natural armor bonus,
and a +20 competence bonus to Survival.
Additionally, three times per day, the wearer can use
summon monster VIII to summon 1d4+1 dire bears, which
remain for 20 minutes. As long as these bears are summoned,
the coat also grants the wearer speak with animals, though it
applies only to the summoned bears.
Slot: Body
Prerequisites: Craft Epic Wondrous Item, extended
summon monster VIII, speak with animals
Market Price: 400,000 gp
Beast Belt [strong transmutation, CL 35
th
]
When worn for at least 24 hours, this leather belt grants
the wearer all the benefits and drawbacks of the Animal Lord
template. The type of animal is determined by the source of
the leather of which the sash is composed.
Note that characters can only gain the benefit of one item
141
at a time that grants them a template.
Slot: Belt
Prerequisites: Craft Epic Wondrous Item, beast shape IV
Market Price: 4,000,000 gp
Belt of Epic Giant Strength [strong transmutation, CL 21
st
]
This belt adds an enhancement bonus of +8 or higher to
the wearer’s Strength score; it increases by increments of +2.
The required caster level increases by 3 for every increment
and the market price equals the enhancement bonus squared
x 10,000.
Slot: Belt
Prerequisites: Craft Epic Wondrous Item, bull’s strength
Market Price: 640,000 gp
Belt of Epic Incredible Dexterity [strong transmutation, CL 21
st
]
This belt adds an enhancement bonus of +8 or higher to
the wearer’s Dexterity score; it increases by increments of +2.
The required caster level increases by 3 for every increment
and the market price equals the enhancement bonus squared
x 10,000.
Slot: Belt
Prerequisites: Craft Epic Wondrous Item, cat's grace
Market Price: 640,000 gp
Belt of Epic Mighty Constitution [strong transmutation, CL 21
st
]
This belt adds an enhancement bonus of +8 or higher to
the wearer’s Constitution score; it increases by increments of
+2. The required caster level increases by 3 for every
increment and the market price equals the enhancement
bonus squared x 10,000.
Slot: Belt
Prerequisites: Craft Epic Wondrous Item, bear's
endurance
Market Price: 640,000 gp
Belt of Epic Physical Might [strong transmutation, CL 22
nd
]
This belt adds an enhancement bonus of +8 or higher to
two of the wearer’s physical scores (Strength/Dexterity/
Constitution); it increases by increments of +2. The required
caster level increases by 3 for every increment and the market
price equals the enhancement bonus squared x 25,000.
Slot: Belt
Prerequisites: Craft Epic Wondrous Item, bear's
endurance or bull's strength or cat's grace
Market Price: 1,600,000 gp
Belt of Epic Physical Perfection [strong transmutation, CL 23
rd
]
This belt adds an enhancement bonus of +8 or higher to
all three of the wearer’s physical scores (Strength/Dexterity/
Constitution); it increases by increments of +2. The required
caster level increases by 3 for every increment and the market
price equals the enhancement bonus squared x 40,000.
Slot: Belt
Prerequisites: Craft Epic Wondrous Item, bear's
endurance, bull's strength, cat's grace
Market Price: 2,560,000 gp
Black Sand Hourglass [strong abjuration, CL 21
st
]
This small hourglass protects the time of anyone who
holds it. Whenever the spell time stop is cast within 300 feet
of it or someone under the influence of time stop comes within
300 feet of it, the spell is instantly and automatically dispelled.
Slot:
Prerequisites: Craft Epic Wondrous Item, mage's
disjunction, time stop
Market Price: 400,000 gp
Bladed Boots [strong transmutation, CL 21
st
]
While wearing these iron-shod boots, the user's kicks
inflict 1d8 lethal slashing damage (1d6 if small) with a critical
multiplier of x3. As long as the boots are worn, the wearer is
considered armed.
If the wearer has the Unarmed Strike class feature and
would normally inflict more damage, they instead treat their
kick attacks as one size category larger, as if they had the
142
impact weapon ability. They still retain the x3 critical
multiplier.
Slot: Feet
Prerequisites: Craft Epic Wondrous Item, bull's strength,
keen edge
Market Price: 340,000 gp
Blind Rage [strong divination, CL 23
rd
]
A thick band of cloth fronted by an opaque iron visor,
dented and scratched as if from many battles, it blocks the
wearer's sight completely, leaving them blind. When the
wearer enters a rage from any source, the visor replaces their
missing vision with blindsight out to 60 feet.
Additionally, the blind rage grants the wearer a limited
form of the spell foresight: so long as they are wearing the
visor, a character will never be caught surprised or flat-footed,
instead being warned of danger beforehand. Unlike foresight,
the character gains no other bonuses, but, if they have the
Rage class ability, they can immediately enter a rage before the
action that triggered this ability occurs.
Slot: Eyes
Prerequisites: Craft Epic Wondrous Item, discern location,
foresight
Market Price: 3,060,000 gp
Blinding Stone [strong enchantment, CL 21
st
]
Though called a 'stone,' this item appears as any sort of
innocuous object: a small stone, a piece of garbage, a small
tool or other bit of everyday paraphernalia. It is designed to
be placed about unobtrusively and only shows its true nature
when a spell such as detect magic or arcane sight is used near
it. Any character with 200 hit points or fewer is automatically
blinded for as long as the offending spell is active plus 1d4+1
minutes. A character with 201 or more hit points must succeed
on a Will save DC 24 or be blinded for as long as the offending
spell is active plus 1d4+1 rounds. Once a character has
succeeded in their saving throw against a blinding stone, they
are immune to the effects of that particular stone for 24 hours.
Slot:
Prerequisites: Craft Epic Wondrous Item, detect magic,
power word blind
Market Price: 520,000 gp
Blood Sash [strong necromancy, CL 21
st
]
A sash of pure white cloth, it is vaguely cold to the touch.
Normally powerless, to activate its powers requires sacrifice:
the blood of the willing. When a character is wearing the sash,
his or her allies can cut themselves and press the open wounds
to it. By doing so, they can imbue the wearer of the blood sash
with temporary hit points equal to 1/2 the number of hit points
they sacrifice, the sash turning a dark red and growing hot to
the touch.
Unlike normal temporary hit points, these can be healed
by any effect that restores hit points, but the characters who
have sacrificed their vitality cannot recover it by any means so
long as the blood sash remains active. The only way to
deactivate the sash is to submerge it in clean water and wash
it, a process that takes at least 1 full minute of scrubbing, at
which point it returns to its pristine white condition and the
characters who sacrificed life energy can recover their hit
points as normal. If the sash is destroyed, the characters who
sacrificed their hit points cannot recover them for 24 hours.
Slot: Belt
Prerequisites: Craft Epic Wondrous Item, vampiric touch,
Market Price: 900,000 gp
Bloody Ascot [strong necromancy, CL 27
th
]
Red silk the color of blood, this fancy bit of cloth feeds on
the wearer's own blood to strengthen them when they should
be weakened. Any time the wearer of a bloody ascot is
affected by bleed damage, they instead gain fast healing equal
to that amount. Anything that would normally cure the bleed
condition (other than the ascot's own healing power) will end
the fast healing and additional bleed damage will replace the
old amount of fast healing with the new amount, even if the
bleed damage would normally stack with itself.
143
Slot: Neck
Prerequisites: Craft Epic Wondrous Item, vampiric touch
Market Price: 760,000 gp
Book of the Word [strong abjuration, CL 24
th
]
This beautifully-embossed, gold-inlaid, leather-bound
tome reveals incredible power in the hands of skilled spell-
caster. Up to three times per day, the owner of the book of
the word can automatically attempt to counterspell any other
magic-user's spell as if they had readied an action to counter-
spell.
The wielder must be aware of the spell and otherwise able
to react (not paralyzed, restrained, etc.), must be holding the
book in at least one hand, and must have either an appropriate
spell or dispel magic or greater dispel magic available to make
the counterspell attempt. If they meet all these requirements,
the actual counterspell attempt consumes no action on the
wielder's part. They can attempt more than one counterspell
per round, but no more than one attempt per spell.
Slot:
Prerequisites: Craft Epic Wondrous Item, quickened
greater dispel magic
Market Price: 1,800,000 gp
Boots of Swiftness [strong transmutation, CL 21
st
]
These luxurious, thigh-high boots with mithral filigree
grant their wearer a +6 enhancement bonus to Dexterity. The
wearer’s land speed doubles (this does not stack with any
magical or supernatural enhancement to speed) and he or she
gains the evasion ability (as the rogue class feature). The
wearer also gains a +20 competence bonus on Acrobatics and
Climb checks. Three times per day, the wearer can utter a
command word to activate the boots’ haste power (as the
haste spell, lasts 20 rounds).
Slot: Feet
Prerequisites: Craft Epic Wondrous Item, cat’s grace,
expeditious retreat, haste, jump
Market Price: 256,000 gp
Bracers of Epic Armor [strong conjuration, CL 22
nd
]
These items surround the wearer with an invisible but
tangible field of force just as though they were wearing armor,
granting him or her an armor bonus of +11 or higher; it
increases by increments of +1. The required caster level is
equal to twice the bracers' armor bonus and the market price
is equal to the armor bonus squared x 10,000. Both bracers
must be worn for the magic to be effective.
Slot: Wrists
Prerequisites: Craft Epic Wondrous Item, mage armor
Market Price: 1,210,000 gp
Bracers of Relentless Might [strong transmutation, CL 28
th
]
These massive, adamantine-studded iron bracers grant a
+12 enhancement bonus to the wearer’s Strength and
Constitution. Additionally, the wearer is treated as two size
categories larger than normal (to a maximum of size Colossal)
when calculating the size modifier for their CMD and CMB
scores.
Slot: Wrists
Prerequisites: Craft Epic Wondrous Item, bull’s strength,
bear’s endurance, enlarge
Market Price: 4,384,000 gp
Bracers of Superior Force Shield [strong evocation, CL 21
st
]
These jet-black adamantine bracers are set with discs of
pure obsidian. At a word, they can generate a pair of shield-
sized (and shield-shaped) walls of force that stay with the
bracers and can be wielded as if each were +1 heavy shield (+3
AC) while keeping the wearer's hands free or together as if
they were a +2 tower shield (+6 AC). This special creation has
no armor check penalty or arcane spell failure chance since it
is weightless and encumbrance-free. It can be activated and
deactivated at will as a free action.
Slot: Wrists
Prerequisites: Craft Epic Wondrous Item, armoring wall of
force
Market Price: 860,000 gp
144
Bunny Ears [strong transmutation, CL 21
st
]
A bizarre item crafted by a mysterious eastern sage, these
comical ears are white, fluffy, and do very little to make the
wearer look like a rabbit. While worn, however, they grant a
+30 competence bonus to Acrobatics and allow the wearer to
move at x8 speed when taking a full run (rather than x4 as
normal). If the wearer has the Run feat, they can instead move
at x10 speed when taking a full run. When moving at a full run,
they gain an additional +16 circumstance bonus to Acrobatics
checks made to jump.
Slot: Head
Prerequisites: Craft Epic Wondrous Item, jump, haste
Market Price: 912,000 gp
Cabinet of Feasting [strong conjuration, CL 40
th
]
This cabinet has the ability to produce a feast for up to
forty people, three times per day. Merely opening the doors
of the cabinet reveals platters of food of all types and flavors
of the very freshest sort. The meal has all the qualities and
benefits of that produced by heroes’ feast.
Slot:
Prerequisites: Craft Epic Wondrous Item, heroes’ feast
Market Price: 288,000 gp
Captain's Epaulets [strong conjuration, CL 21
st
]
The wearer of these white-and-yellow shoulderpads can
control ships, carriages, and most other forms of mechanical
conveyance without the need for a crew, the vehicle instead
operating itself at peak efficiency. They simply use their own
relevant skill with a +20 competence bonus.
Slot: Shoulders
Prerequisites: Craft Epic Wondrous Item, unseen crew
Market Price: 320,000 gp
Choir Earrings [strong abjuration, CL 25
th
]
These intricate crystal earrings produce a constant sound
like distant, achingly beautiful music and render the wearer
immune to all sonic damage, sound-based attacks, and
deafness. They also impose a -10 penalty to all Perception
checks based on listening.
Slot:
Prerequisites: Craft Epic Wondrous Item, silence, wall of
sound
Market Price: 1,630,000 gp
Cindersteps [strong evocation, CL 30
th
]
Knee-high boots of black dragon leather, warm to the
touch no matter the temperature. When worn, the obsidian
heels crackle with every step, leaving scorched boot prints
wherever the wearer treads. The wearer gains fire immunity.
Additionally, twice per day as a swift action, they can grant the
wearer a fly speed of 120 with good maneuverability for up to
30 minutes.
When flying no more than 20 feet above a solid surface,
the wearer can generate a wall of fire effect over every square
they pass as a free action for 1 round. The wall of fire persists
for 30 rounds. This ability can be used once every time a new
use of the boots' flight ability is activated.
Slot: Feet
Prerequisites: Craft Epic Wondrous Item, fiery body,
quickened fly, wall of fire
Market Price: 624,000 gp
Citadel Shoulders [strong conjuration, CL 26
th
]
Each of these comically oversized pauldrons has a
miniature fortress several feet tall atop it. Though they
possess no additional defensive abilities, the shoulders can be
loaded with any sort of medium-sized ranged weapon and
ammunitionbows and arrows, guns and bullets, slings and
stones, throwing knives, javelins, etc.of either a mundane or
magical nature, accepting as much as a normal quiver or
bandolier. At a verbal command, dozens of tiny animated
soldiers will appear at the windows and crenellations of either
citadel and attack any creature within one range increment of
the appropriate type using the wearer's attack bonuses, ability
scores, and any applicable feats they may have. The sum total
145
of the effect is the equivalent of one attack at the wearer's
highest base attack bonus. Using this ability is a swift action
and can be done every round until all the ammunition is
expended. It is a full-round action to reload the citadel
shoulders.
Slot: Shoulders
Prerequisites: Craft Epic Wondrous Item, animate objects,
create demiplane
Market Price: 1,120,000 gp
Cloak of Roaches [strong transmutation, CL 24
th
]
Wearing this slick, leathery cloak is an ordeal: any portion
of the body touching it feels a disturbing prickling sensation, as
if the spiny legs of roaches were walking across their skin.
Burglars and spies find the sensation a little-enough price to
pay for the benefits, however. Not only does the cloak provide
a +20 competence bonus to Stealth checks, but they act as if
permanently affected by both freedom of movement and
spider climb. Finally, while wearing the cloak, a character can
fit their entire body through any crack or opening that a
normal roach could pass through, albeit in a disconcerting
display of contortion and deformation. Even openings barred
by affects that stop teleportation or etherealness are no bar to
someone in a cloak of roaches, provided there is even the
smallest opening. If they must move through a passage or
crack longer than 20 feet while contorted, they can only
advance at 20 feet per round, regardless of any magic or items
that normally boost their speed.
Slot: Shoulders
Prerequisites: Craft Epic Wondrous Item, freedom of
movement, spider climb
Market Price: 980,000 gp
Cloak of Epic Resistance [strong abjuration, CL 21
st
]
These garments offer magic protection in the form of a +6
or higher resistance bonus on all saving throws (Fortitude,
Reflex, and Will); it increases by increments of +1. The
required caster level is equal to three times the resistance
bonus (minimum 21
st
) and the market price is equal to the
resistance bonus squared x 10,000.
Slot: Shoulders
Prerequisites: Craft Epic Wondrous Item, resistance
Market Price: 360,000 gp
Crown of Stars [strong abjuration, CL 24
th
]
Though it first appears to be a single, solid crown of silver
and mithral, closer inspection reveals the crown of stars to
actually be composed of hundreds of tiny, distinct pieces of
metal that remain unconnected to any of the others. The
wearer of the crown of stars is immune to cold damage and all
additional effects of any spell that inflicts cold damage as well
as any other side effects of being trapped in space or any other
sort of void or vacuum. If they have worn the crown for at least
24 hours, they also no longer need to eat, drink, or breathe.
Slot: Head
Prerequisites: Craft Epic Wondrous Item, life bubble, resist
elements
Market Price: 320,000 gp
Crown of the Sages [strong conjuration, CL 30
th
]
A winged golden crown set about with sapphires and
turquoise, trailed by a fine golden mesh. It actually drifts
slightly above the wearer's head (though it still occupies the
'head' magic item slot), and any who don it become immune
to all mind-affecting effects and cannot be detected by any
means, as if protected by a mindblank spell.
Slot: Head
Prerequisites: Craft Epic Wondrous Item, enduring
mindblank
Market Price: 1,820,000 gp
Crystal of Revelation [strong divination, CL 24
th
]
A tremendously powerful item, the user of a crystal of
revelation can use it to peer into the future, but only by a single
round. By gazing into the crystal as a standard action, they
know how to influence the flow of reality to secure desired
146
outcomes with their words or actions. Until the beginning of
their next turn, chosen allies automatically succeed at all
saving throws and skill checks, while anything else they
attempt that requires a d20 roll gains a +20 bonus. During this
round, natural 1s are not considered automatic failures.
Conversely, every foe they can see will automatically fail at all
attack rolls and CMB checks, while suffering a -20 to all other
d20 rolls: saving throws, spell resistance, etc. During this
round, an enemy cannot critically succeed on anything.
The turn after peering into a crystal of revelation, the
weight of the future comes slamming back into the character.
They are dazed for 1 round and left blind and deaf, bleeding
from the ears and nose. The blindness and deafness are
permanent until healed, which will not work for at least 1d4+1
rounds. There is no way of avoiding these effects. Afterwards,
the crystal of revelation remains quiescent for a period of 1
week, following which it can be used again.
Slot:
Prerequisites: Craft Epic Wondrous Item, foresight,
moment of prescience, prediction of failure
Market Price: 3,000,000 gp
Dancing Shoes [strong transmutation, CL 35
th
]
When worn for at least 24 hours, these soft silk shoes
grant the wearer all the benefits and drawbacks of the Fey
template.
Note that characters can only gain the benefit of one item
at a time that grants them a template.
Slot: Feet
Prerequisites: Craft Epic Wondrous Item, irresistible dance
Market Price: 4,000,000 gp
Decanter of Endless Horses [strong conjuration, CL 23
rd
]
Despite its name, this brown leather flask does not contain
an unlimited equine supply. What it can do is store an
unlimited number of horses. With a DC 18 Handle Animal
check, a character can convince any horse or horse-like animal
(such as a mule, donkey, zebra, etc.) to submit to a full-round
ritual that puts the animal into stasis and stores them within
the decanter. While in this state, the horse does not require
food, air, or water, and does not age.
The contents of the decanter can be released either
individually as a swift action (meaning that up to three horses
can be released individually per round) or all the horses can be
released as a herd as a full-round action. There must be
sufficient room for the horses to be released, or else the
attempt to free them fails automatically. If the decanter is
destroyed, all stored horses are automatically released if there
is room. If there is insufficient room, any horses that do not fit
near the decanter are teleported to a random location in the
Ethereal Plane.
If found as random treasure, a decanter of endless horses
generally has 3d6 generic horses stored within.
Slot:
Prerequisites: Craft Epic Wondrous Item, freedom,
imprisonment
Market Price: 385,000 gp
Devil's Walk [strong transmutation, CL 30
th
]
When worn for at least 24 hours, these bone-studded red
leather boots grant the wearer all the benefits and drawbacks
of the Fiendish template.
Note that characters can only gain the benefit of one item
at a time that grants them a template.
Slot: Feet
Prerequisites: Craft Epic Wondrous Item, unholy aura
Market Price: 2,000,000 gp
Door of Wonders [strong conjuration, CL 21
st
]
This fancifully carved oaken door is the ultimate vault. The
door can only be opened by its owner and it leads to an
extradimensional space which cannot be entered by any other
means short of the direct intervention of a deity. Within its
confines are a series of adjoining chambers that are perfectly
clean and utterly empty save for a breathable atmosphere
kept at a comfortable temperature for the owner. Most
147
owners of the door of wonder use its 4,000 square feet of area
to store their wealth and important possessions like a vault,
though others will set it up more like a museum.
The only downside to the door of wonders is the fact that
it is a full-sized door, roughly 7 feet tall and 4 feet wide. It
cannot be stored in a bag of holding or a portable hole (or any
other spell or item with similar effects) or the door of wonder
is suppressed and all its contents shoot out. Any attempt to
alter the door's size, shape, or weight produces a similar result,
spilling everything inside it out as a jumbled mass.
Slot:
Prerequisites: Craft Epic Wondrous Item, gate, mage's
magnificent mansion
Market Price: 910,000 gp
Dreadnought Cords [strong transmutation, CL 24
th
]
These thick cords of knotted leather wrap around the
user's torso and upper arms, cinched so tight as to be almost
painful. When properly secured, they permit the wearer to
utilize superhuman bursts of strength. Three times per day,
they can add +20 to any one Strength check, burst attempt, or
CMB roll. Additionally, three times per day, they can add +20
to their CMD when a combat maneuver is attempted against
them but before the results have been determined.
Slot: Chest
Prerequisites: Craft Epic Wondrous Item, bull's strength
Market Price: 400,000 gp
Dragonclaws [strong transmutation, CL 24
th
]
Crafted of fossilized dragonbone, these heavy gauntlets
permit the wearer to overcome any magical force that wishes
to bar their path. As a standard action, the wearer can deliver
a solid blow with one of the gauntlets to any of the following
spells, completely negating it: blade barrier, clenched fist,
crushing hand, forcecage, forceful hand, grasping hand,
interposing hand, prismatic sphere, prismatic wall, resilient
sphere, telekinetic sphere, wall of fire, wall of force, wall of ice,
wall of lava, wall of sound, wind wall, and any additional non-
epic spell subject to spell resistance that produces a similar
effect, at the GM's discretion.
Slot: Hands
Prerequisites: Craft Epic Wondrous Item, freedom of
movement, mage's disjunction
Market Price: 660,000 gp
Dragonpipe [strong evocation, CL 23
rd
]
A beautifully carved pipe made from a section of dragon's
horn, any time the pipe is lit, a character can spend a move
action to take a long drag on the pipe and inhale the smoke.
They can hold this smoke for 1d4+1 rounds, during which they
are immune to the appropriate elemental type. At any point
during that duration, they can release the smoke as the spell
dragon's breath as a standard action. The type of immunity
and breath weapon depend on the dragon's horn used to
create the pipe.
Slot:
Prerequisites: Craft Epic Wondrous Item, dragon's breath
Market Price: 560,000 gp
Eidolon Harness [strong transmutation, CL 22
nd
]
A boon to both summoners and the eidolons they partner
with, the eidolon harness is a rig of exotic leather and
unfamiliar bone. It can be altered to fit over either an eidolon
of any size or a summoner, seeming to grow or shrink as
needed. When attached to an eidolon, it increases their evo-
lution pool by an amount corresponding to the bonus. When
attached to a summoner, it instead adds its bonus to the pool
they can use for the Aspect or Greater Aspect class abilities.
The eidolon harness provides a bonus of +2 or higher; it
increases by increments of +2. The required caster level
increases by 4 for every increment and the market price is
equal to the bonus squared x 100,000.
Slot: Body
Prerequisites: Craft Epic Wondrous Item, greater
evolution surge
Market Price: 400,000 gp
148
Eisenhound [strong transmutation, CL 22
nd
]
A small iron figurine of a dog, it seems to weigh three or
four times as much as it should. When placed on the ground
and a command word is spoken, a trio of watchdogs appears.
These constructs patrol any area designated by their owner for
up to 12 hours, guarding against all threats or trespassers.
Gifted with a +40 to perception and true seeing, if they detect
an intruder they will begin to bark loud enough to rouse any
creature within 100 feet from their sleep and be heard easily
for up to a quarter of a mile.
If attackedor ordered to attack by their ownerthe
eisenhounds use the stats of an Iron Golem except that they
lack Magic Immunity and use only a single bite attack (use the
stats for the Golem's slam attack); instead, they have a
movement speed of 40 and the Trip ability with their bite.
After 12 hours, the eisenhounds return to being a single
statue and cannot be used again for at least 12 hours. If any
of the dogs are destroyed, then the statue cannot be used
against for at least 1 week, after which the eisehounds will
reappear fully repaired.
Slot:
Prerequisites: Craft Epic Wondrous Item, mage's faithful
hound, true seeing
Market Price: 450,000 gp
Elysian Visor [strong divination, CL 21
st
]
A curved arc of clear crystal set in a platinum frame that
sits over the eyes snugly, this ultimate eyepiece constantly
grants the wearer the benefits of all the following spells out to
a distance of 120 feet: detect chaos, detect charm, detect evil,
detect good, detect law, detect magic, detect poison, detect
scrying, detect secret doors, detect snares and pits, detect
thoughts, detect undead, discern lies, and discern value. All
saving throws against the elysian visor's abilities are against a
DC 21.
Slot: Eyes
Prerequisites: Craft Epic Wondrous Item, detect chaos,
detect charm, detect evil, detect good, detect law, detect
magic, detect poison, detect scrying, detect secret doors,
detect snares and pits, detect thoughts, detect undead, discern
lies, discern value
Market Price: 860,000 gp
Endless Robes [strong transmutation, CL 21
st
]
These periwinkle blue silk robes seem made entirely of
folds, creases, and pleats, containing an impossible volume of
cloth. In a given day, endless robes can extrude up to 1,000
feet of rope, 200 sacks, 100 bedrolls, 24 large tents, 4 pavilions,
12 sets each of any type of clothing worth no more than 50
gold apiece, and a complete set of sails for a ship of up to 3
masts. All the materials produced are silk and of the same blue
color. The material will remain until damaged beyond repair
or 24 hours have passed, at which point it will crumble into
useless dust.
Additionally, up to 3 times per day, the wearer can
command their robes to engulf an adjacent creature as a
standard action. This is identical to the maze spell.
Slot: Body
Prerequisites: Craft Epic Wondrous Item, major creation,
maze
Market Price: 1,440,000 gp
Entboot [strong transmutation, CL 34
th
]
A single boot of soft leather with a design of entwined
branches and reaching leaves embossed into it, when fitted
over a character's foot, it sprouts thick, knobbly branches that
encase the character up to the knee. As there is only one, it
makes walking quite awkward, reducing a character's land
speed by 5 feet and imposing a -4 penalty to Acrobatics and
Swim checks.
After being worn for 24 hours, the boot sends thin,
questing tendrils painlessly into the wearer's flesh, where the
living substance of the plant nurtures them. First, it filters the
wearer's blood, making them immune to poison and disease,
as well as the effects of drugs or alcohol. The returned blood
is also charged with powerful healing magic, granting the
149
wearer Regeneration 5 (fire). Finally, the entboot also washes
away all forms of weariness, making the wearer immune to
Fatigue or Exhaustion. Indeed, so long as the boot is worn, the
character does not even need to sleep, though many wearers
still choose to out of habit.
In a pinch, the boot can even sustain a character. With
access to sunlight and healthy soil, the character can allow the
entboot to drive roots into the ground. Being so rooted for an
hour's time will provide the character with enough food and
water for a day of strenuous activity. They also receive a +20
to their CMB to resist being bull rushed, dragged, repositioned,
or tripped during this time.
Slot: Feet
Prerequisites: Craft Epic Wondrous Item, plant shape III,
regeneration
Market Price: 2,920,000 gp
Eyes of Fire [strong evocation, CL 24
th
]
Part of the Primal Regalia, along with the feet of water,
hands of earth, and wings of air, it is a potent item that grows
in power when brought together with the rest of the Regalia.
The wearer of these obsidian lenses gains a gaze attack
that burns and blinds their target. Once per round, as a swift
action, the wearer can lock gazes with another creature within
30 feet, inflicting 6d6 points of fire damage and blinding the
target. A successful Reflex save DC 22 negates the blindness
and reduces the damage by half.
When at least one other piece of the Regalia is worn, the
eyes of fire also grant fire immunity to the wearer. When at
least two other pieces of the Regalia are worn, the wearer's
gaze attack inflicts 10d6 damage and the save DC increases to
26. When all four pieces of the Regalia are worn together, if
the wearer takes elemental damage of any kindacid, cold,
fire, or electricitythey are instead healed 1 hit point for every
3 points of damage the effect would have inflicted.
Slot: Eyes
Prerequisites: Craft Epic Wondrous Item, sunburst
Market Price: 2,400,000 gp
Falcon Helm [strong transmutation, CL 24
th
]
This mithral sallet helm gives off a beak-like impression,
with smoky grey glass set over the openings for the eyes. The
wearer of the falcon helm can see up to four times further in
all levels of light than a normal member of their race and treats
all light levels below 'bright' as being one higher. The helm also
grants a +20 competence bonus to Perception checks.
Its true powers are tied to its sister items: the lion's paws
and the griffon cloak. When all three items are worn at once,
the falcon helm grants its wearer constant true seeing out to
120 feet and increases the range of their sight up to ten times
normal.
Slot: Head
Prerequisites: Craft Epic Wondrous Item, aspect of the
falcon, true seeing
Market Price: 1,446,000 gp
Faultless Mount [strong transmutation, CL 32
nd
]
Though usually in the form of a horse, this mithral
construct can be modeled after any large-sized quadrapedal
creature. It has the same stats as a Mithral Golem, except that
it lacks the Fluid Form and Immunity to Magic abilities and can
only make a single slam attack. Instead, it has a movement
speed of 60, fast healing 5, and grants any rider a +20
competence bonus to Ride checks. Additionally, at a command
word, the faultless mount can deploy a pair of silvery wings,
granting it a fly speed of 120 with average maneuverability.
Slot:
Prerequisites: Craft Epic Wondrous Item, animate objects,
geas/quest, haste, overland flight, wish
Market Price: 300,000 gp
Feet of Water [strong transmutation, CL 40
th
]
Part of the Primal Regalia, along with the eyes of fire,
hands of earth, and wings of air, it is a potent item that grows
in power when brought together with the rest of the Regalia.
The wearer of these luxurious shark leather boots gains an
unshakeable foundation as powerful currents of water swirl
150
around their feet, providing support. They can literally 'skate'
several inches over the ground on constant geysers of water,
granting the wearer a +80 foot enhancement bonus to their
base land and speed (which also grants a +32 bonus to
Acrobatics checks made to jump) and the ability to move at x6
their speed on a full run (instead of x4; it also adds an
additional +8 bonus to Acrobatics checks made to jump).
When moving in such a fashion, the character is not taxing his-
or herself nearly as much and can run for ten times the normal
duration. They can also use their enhanced land speed as their
swim speed.
When at least one other piece of the Regalia is worn, the
feet of water also grant cold immunity to the wearer. When at
least two other pieces of the Regalia are worn, the wearer's
bonus to base land and swim speeds becomes +120 feet and
they can move at x8 their speed on a full run. When all four
pieces of the Regalia are worn together, if the wearer takes
elemental damage of any kindacid, cold, fire, or electricity
they are instead healed 1 hit point for every 3 points of damage
the effect would have inflicted.
Slot: Feet
Prerequisites: Craft Epic Wondrous Item, tsunami
Market Price: 2,200,000 gp
Fiendcord [strong transmutation, CL 40
th
]
When worn for at least 24 hours, this black sash of
unsavory leather grants the wearer all the benefits and
drawbacks of the Half-Fiend template.
Note that characters can only gain the benefit of one item
at a time that grants them a template.
Slot: Belt
Prerequisites: Craft Epic Wondrous Item, frightful aspect
Market Price: 6,000,000 gp
Force Door [strong evocation, CL 25
th
]
A golden knocker that can be attached to any door, from
a dog door to a castle's massive double-doors. When so
affixed, a magical effect spreads across the door and the
surrounding wall for 100 feet in all directions or until the wall
angles more than 45 degrees away from the original door's
orientation. This area is reinforced as if it were a wall of force
with 500 hit points. Unlike a normal wall of force, disintegrate
does not destroy it immediately (though it does inflict damage
as normal for the spell). Attempting to damage the door or
wall with a weapon will trigger the effects of the spell kinetic
reverberation (DC 13). Furthermore, each time someone
attempts to damage or destroy the wall by any means, they
are immediately struck by a magic missile for 5d4+5 points of
damage. No attacker can be subject to more than one magic
missile per round and they must be within 350 feet to be
affected by the spell.
The effects remain in place for 25 minutes or until the
original placer of the knocker uses it to rap on the door three
times. In either caseor if the wall of force is damaged
sufficientlythe spells will immediately end and the knocker
will detach from the door. Once the effect has ended, the
knocker cannot be attached to a new door for 24 hours.
Slot:
Prerequisites: Craft Epic Wondrous Item, kinetic
reverberation, magic missile, wall of force
Market Price: 1,020,000 gp
Forever Pants [strong transmutation, CL 21
st
]
Whenever the spell time stop is cast within 300 feet of a
character wearing forever pants, they gain the benefits of the
spell as well. They are also immune to the effects of
imprisonment and temporal stasis.
Slot: Body
Prerequisites: Craft Epic Wondrous Item, time stop
Market Price: 612,000 gp
Gargant Shirt [strong transmutation, CL 30
th
]
When worn for at least 24 hours, this coarse, poorly-
woven shirt grants the wearer all the benefits and drawbacks
of the Giant template.
Note that characters can only gain the benefit of one item
151
at a time that grants them a template.
Slot: Chest
Prerequisites: Craft Epic Wondrous Item, giant form II
Market Price: 2,000,000 gp
Gladiator's Mask [strong abjuration, CL 26
th
]
When this bronze mask is donned, it adheres to the
wearer's face and forms a perfect copy of their features, even
moving and shifting as the wearer's face beneath does. At will,
the wearer of the gladiator's mask can cause their voice to
carry up to ten times further than it normally would, while any
Perform check they make during combat to impress a crowd
during a bout or in an arena gains a +20 competence bonus.
They also receive a +20 competence bonus to any intimidation
checks made against opponents they are actively fighting and
have struck at least once with a melee attack. Finally, the
wearer is immune to being intimidated by any creature they
are engaged in combat with.
Slot: Head
Prerequisites: Craft Epic Wondrous Item, frightful aspect,
shout
Market Price: 560,000 gp
Gloves of the Defalcator [strong transmutation, CL 21
st
]
These black silken gloves not only feel like the wearer has
nothing on their hands, but grant them a +20 competence
bonus to Bluff, Linguistics, and Sleight of Hand.
Slot: Hands
Prerequisites: Craft Epic Wondrous Item, cat's grace,
eagle's splendor, fox's cunning
Market Price: 1,200,000 gp
Griffon Cloak [strong abjuration, CL 24
th
]
This heavy leather cloak is composed of overlapping
leather plates like the wings of a bird of prey. The wearer of
the griffon cloak gains the ability to fly effortlessly, gaining a
fly speed of 80 with perfect maneuverability.
Its true powers are tied to its sister items: the falcon helm
and the lion's paw. When all three items are worn at once, the
griffon cloak gains the ability to make an aerial charge when
flying. Doing so allows them to either strike the foe and then
withdraw as if they had the Spring Attack feat or else make a
full attack as part of the charge as if they had the Pounce
ability.
Slot: Shoulders
Prerequisites: Craft Epic Wondrous Item, fly,
transformation
Market Price: 1,320,000 gp
Guiltless Halo [strong transmutation, CL 30
th
]
When worn for at least 24 hours, this luminous golden
halo grants the wearer all the benefits and drawbacks of the
Celestial template.
Note that characters can only gain the benefit of one item
at a time that grants them a template.
Slot: Headband
Prerequisites: Craft Epic Wondrous Item, holy aura
Market Price: 2,000,000 gp
Gunner's Lens [strong divination, CL 28
th
]
Originally developed to aid gunslingers, users of all
manner of ranged weapons have discovered the value of these
thin, viridian-lensed spectacles. When making a ranged attack,
they enable the wearer to see and predict the distorting effect
of protective magic, effectively allowing them to ignore any
deflection bonuses to a target's AC, such as from a ring of
protection or spells such as bullet shield or cloak of chaos.
Slot: Eyes
Prerequisites: Craft Epic Wondrous Item, analyze
dweomer, named bullet
Market Price: 1,320,000 gp
Halo of Blades [strong abjuration, CL 30
th
]
Made up of dozens of tiny, whirling golden knives, the halo
slowly releases its armaments to defend its wearer. So long as
they have occupied a square for at least one full round, the
152
wearer of the halo of blades does not provoke attacks of
opportunity for any action they take. Upon moving from that
square, the blades retract to reform the halo and the wearer
must remain in a square for at least one full round again to gain
their benefit.
Slot: Headband
Prerequisites: Craft Epic Wondrous Item, wreath of blades
Market Price: 870,000 gp
Ham of Glory [strong abjuration, CL 31
st
]
Perfectly roasted and delightfully succulent, this pinnacle
of ham-ness grants powerful benefits to anyone who eats from
it. With enough magical meat to feed four medium-sized
creatures, eight small-sized or smaller, or a single large-sized,
any creature that spends 1d4 rounds to consume a complete
portion gains the benefits of heroes' feast and at any one point
in the next 12 hours they can trigger the effects of regenerate
as a swift action. Every day, at exactly noon, a new ham of
glory will spring forth from the denuded bone of the previous
day's ham.
Slot:
Prerequisites: Craft Epic Wondrous Item, heroes' feast,
quickened regenerate
Market Price: 628,000 gp
Hands of Earth [strong evocation, CL 24
th
]
Part of the Primal Regalia, along with the eyes of fire, feet
of water, and wings of air, it is a potent item that grows in
power when brought together with the rest of the Regalia.
The wearer of these heavy stone gauntlets gains a greater
connection with the world around them. Through this power,
the wearer can duplicate the effects of the spell stone shape at
will as a standard action, except affecting any sort of dirt, clay,
stone, wood, metal, or glass. Up to 25 cubic feet can be
affected at any one time and attended objects get a Will save
DC 14 to resist the effects. Remember that attended objects
use the saving throws of their owners or guardians if they are
higher.
When at least one other piece of the Regalia is worn, the
hands of earth also grant acid immunity to the wearer. When
at least two other pieces of the Regalia are worn, the wearer's
stone shape ability can now affect up to 50 cubic feet and can
create finely-detailed items by utilizing the appropriate Craft
skill and there is no chance that items with moving parts will
fail to work (unless the Craft check used to make them fails);
the Will save DC increases to 16. When all four pieces of the
Regalia are worn together, if the wearer takes elemental
damage of any kindacid, cold, fire, or electricitythey are
instead healed 1 hit point for every 3 points of damage the
effect would have inflicted.
Slot: Hands
Prerequisites: Craft Epic Wondrous Item, stone shape
Market Price: 1,800,000 gp
Hangman's Cowl [strong transmutation, CL 28
th
]
Witness to countless executions, this blighted black cowl
still has a length of noose rope wrapped around its neck and
will stop at nothing to see its wearer's targets slain.
Any time a character wearing a hangman's cowl renders a
target within 10 feet unconscious, the rope will slither from its
wearer's neck and wrap itself around the target's throat,
slowly tightening. It inflicts 6 points of damage per round, as
if a necklace of strangulation, tightening until the target is
dead.
Afterwards, the rope will crawl up to 20 feet per round
and navigate around obstacles (including other unconscious
targets) to rejoin its owner, where it will return to its perch and
await the next victim. It ignores any targets its owner may
have rendered unconscious while the cowl is not being actively
worn.
The rope is treated as a tiny animated object. If destroyed
or lost, the cowl will produce another rope after 24 hours.
Slot: Head
Prerequisites: Craft Epic Wondrous Item, animate rope,
deathwatch
Market Price: 1,340,000 gp
153
Hat of the Library [strong conjuration, CL 26
th
]
This tall, pointy hat speckled with gaudy tin stars and
crescent moons is the wizard's best friend, serving the role of
a spellbook. So long as it is worn, any spell read by an arcanist
who normally uses a spellbook is stored in the hat's memory,
be it from a spellbook, a scroll, or some other source.
When preparing his or her spells normally, the arcane
spellcaster can memorize any spell stored in the hat just as if
they had memorized it from their spellbook as normal. Only
the original wearer can access the spells stored in the hat in
this fashion. If it is donned by a new wearer who attempts to
store a spell in it, all of the previous wearer's spells are erased
and the new wearer's catalogue of spells is started.
Slot: Head
Prerequisites: Craft Epic Wondrous Item, mage's lucu-
bration
Market Price: 476,000 gp
Headband of Epic Alluring Charisma [strong transmutation, CL
21
st
]
This belt adds an enhancement bonus of +8 or higher to
the wearer’s Charisma score; it increases by increments of +2.
The required caster level increases by 3 for every increment
and the market price is equal to the enhancement bonus
squared x 10,000.
Slot: Headband
Prerequisites: Craft Epic Wondrous Item, eagle's splendor
Market Price: 640,000 gp
Headband of Epic Inspired Wisdom [strong transmutation, CL 21
st
]
This belt adds an enhancement bonus of +8 or higher to
the wearer’s Wisdom score; it increases by increments of +2.
The required caster level increases by 3 for every increment
and the market price equals the enhancement bonus squared
x 10,000.
Slot: Headband
Prerequisites: Craft Epic Wondrous Item, owl's wisdom
Market Price: 640,000 gp
Headband of Epic Vast Intelligence [strong transmutation, CL 21
st
]
This belt adds an enhancement bonus of +8 or higher to
the wearer’s Intelligence score; it increases by increments of
+2. The required caster level increases by 3 for every
increment and the market price equals the enhancement
bonus squared x 10,000.
Slot: Headband
Prerequisites: Craft Epic Wondrous Item, fox's cunning
Market Price: 640,000 gp
Headband of Epic Mental Prowess [strong transmutation, CL 22
nd
]
This belt adds an enhancement bonus of +8 or higher to
two of the wearer’s mental scores (Intelligence/Wisdom/
Charisma); it increases by increments of +2. The required
caster level increases by 3 for every increment and the market
price equals the enhancement bonus squared x 25,000.
Slot: Headband
Prerequisites: Craft Epic Wondrous Item, eagle's splendor
or fox's cunning or owl's wisdom
Market Price: 1,600,000 gp
Headband of Epic Mental Superiority [strong transmutation,
CL 22
nd
]
This belt adds an enhancement bonus of +8 or higher to
all three of the wearer’s mental scores (Intelligence/Wisdom/
Charisma); it increases by increments of +2. The required
caster level increases by 3 for every increment and the market
price equals the enhancement bonus squared x 40,000.
Slot: Headband
Prerequisites: Craft Epic Wondrous Item, eagle's splendor,
fox's cunning, owl's wisdom
Market Price: 2,560,000 gp
High Noon Duster [strong abjuration, CL 25
th
]
This ragged leather longcoat is the final word in gunslinger
apparel, protecting them from all sorts of dangers. It grants a
+2 luck bonus to initiative, AC, and Reflex saves. If the wearer
is a gunslinger or has the Amateur Gunslinger feat, they are
154
treated as always having at least 1 grit point for the purposes
of Gunslinger Deeds that require at least 1 grit point to work
(such as Gunslinger Initiative or Utility Shot).
Finally, up to 2 times per day but no more than once per
round, the wearer of the high noon duster can automatically
dodge any ranged attack made against them. If the wearer has
grit, they can spend 3 grit points to activate this ability
additional times (though still no more than once per round).
Slot: Body
Prerequisites: Craft Epic Wondrous Item, 5 ranks Ride skill,
bullet shield, haste
Market Price: 830,000 gp
Horns of the Wyrmlord [strong evocation, CL 24
th
]
This pitted iron helmet projects beautifully carved horns
of gemstone in one of the iconic styles of the chromatic
dragons. The horns grant energy immunity against one type of
energy as well as the ability to use a breath weapon attack
every 1d4 rounds as a standard action. This breath attack
causes 24d6 damage of the appropriate energy type. The
gemstone of the horns denotes the type of dragon and the
benefits of the helm:
Obsidian (Black): Immune to acid. 60-foot line of acid.
Pearl (White): Immune to cold. 30-foot cone of cold.
Ruby (Red): Immune to fire. 30-foot cone of fire.
Sapphire (Blue): Immune to electricity. 60-foot line of
lightning.
Slot: Head
Prerequisites: Craft Epic Wondrous Item, intensified
dragon's breath, resist energy
Market Price: 1,600,000 gp
Horseshoes of the Peerless Steed [strong transmutation, CL 21
st
]
These horseshoes magically adhere to the feet of any
hoofed creature. Anyone riding the creature gains a +10
competence bonus on Ride checks and is treated as having
ranks in the appropriate Ride skill (and thus does not take the
-5 penalty for riding an unfamiliar mount). The horseshoes
grant the creature (or its rider, as appropriate) the effects of
the Trample, Ride-By Attack, and Spirited Charge feats. The
wearer of the horseshoes gains spell resistance 32 against
enchantment effects. In addition, the ground speed of the
creature wearing the horseshoes doubles.
Slot: Feet
Prerequisites: Craft Epic Wondrous Item, 5 ranks Ride skill,
haste, spell resistance
Market Price: 217,000 gp
Implacable Boots [strong transmutation, CL 28
th
]
These heavy iron boots look several sizes too large for the
wearer, but do not interfere with their speed or agility.
Instead, the wearer becomes immune to fatigue and
exhaustion. Additionally, any character wearing implacable
boots gains a +8 circumstance bonus to their CMD any round
they move more than 5 feet.
Slot: Feet
Prerequisites: Craft Epic Wondrous Item, bull's strength,
greater restoration
Market Price: 1,340,000 gp
Incandescent Mask [strong transmutation, CL 21
st
]
When donning this obsidian mask, the wearer gains fire
resistance 20. Additionally, once per day the wearer can
transform into a being of living fire as per the fiery body spell
for up to one hour. While in their fiery form, the wearer can
use the following abilities:
Fireball, 3/day (10d6, DC 18)
Flame Blade, at will (1d8+10 fire damage)
Incendiary Cloud, 1/day (DC 23)
Wall of fire, 2/day (DC 19)
Wall of magma, 1/day (DC 23)
Slot: Head
Prerequisites: Craft Epic Wondrous Item, extended fiery
body, fireball, flame blade, incendiary cloud, wall of fire, wall
of magma
Market Price: 3,616,000 gp
155
Infusion Belt [strong conjuration, CL 21
st
]
A heavy leather belt with six small metal boxes spaced
evenly around its length, it is useful to any character that deals
with alchemical extracts. Each box can hold a single extract.
Once per day, each box can be activated as a swift action,
administering the stored infusion to the belt's wearer. This
essentially allows the wearer to 'cast' up to six extracts per day
as if utilizing the quickened spell metamagic feat.
Slot: Belt
Prerequisites: Craft Epic Wondrous Item, Quicken Spell
metamagic feat
Market Price: 755,000 gp
Ioun Henge [strong abjuration, CL 40
th
]
A massive stone plinth studded with numerous nodules of
some iridescent gem, the ioun henge is receptive to ioun
stones, which can be set in orbit around it as if it were a
character.
Every year, at the solstices (or some equally auspicious
celestial conjunction of the GM's choice), the owner of the
ioun henge can lead up to 100 willing creatures in a quasi-
religious ritual centered around it. Doing so will attune all of
them to the henge, meaning that so long as they remain within
1 mile of it, the characters will all receive the benefits of any
ioun stones orbiting the ioun henge.
Slot:
Prerequisites: Craft Epic Wondrous Item, sympathy
Market Price: 3,400,000 gp
Ironheart Tabard [strong transmutation, CL 30
th
]
When worn for at least 24 hours, this gold-trimmed red
knight's tabard grants the wearer all the benefits and
drawbacks of the Resolute template.
Note that characters can only gain the benefit of one item
at a time that grants them a template.
Slot: Chest
Prerequisites: Craft Epic Wondrous Item, shield of law
Market Price: 2,000,000 gp
Jack of Shadows [strong transmutation, CL 30
th
]
When worn for at least 24 hours, this dark green silk jacket
grants the wearer all the benefits and drawbacks of the
Shadow Creature template.
Note that characters can only gain the benefit of one item
at a time that grants them a template.
Slot: Body
Prerequisites: Craft Epic Wondrous Item, shadow
projection
Market Price: 2,000,000 gp
Laurel of the Victorious Dead [strong necromancy, CL 30
th
]
A laurel of jagged, white stone leaves with tiny skulls
peeking out of the foliage. The wearer is immune to bleed
damage, death effects, and damage to physical ability scores.
Additionally, they are not subject to nonlethal damage, ability
drain, or energy drain.
Slot: Headband
Prerequisites: Craft Epic Wondrous Item, energy drain,
enervation, finger of death
Market Price: 1,340,000 gp
Librarian Lenses [strong transmutation, CL 21
st
]
A boon to scholars everywhere, these pince-nez reading
glasses grant a +20 competence bonus to all Knowledge skills.
Slot: Eyes
Prerequisites: Craft Epic Wondrous Item, legend lore
Market Price: 400,000 gp
Lion's Paws [strong transmutation, CL 24
th
]
These gilded leather gauntlets are tipped with mithral
claws that can inflict 1d2 damage (20, x2) if used as a weapon,
though they are meant primarily for decoration. Instead, the
wearer of the lion's paws is immune to fear effects.
Its true powers are tied to its sister items: the falcon helm
and the griffon cloak. When all three items are worn at once,
the lion's paw gains the ability to produce an earth-shattering
roar. Three times per day as a standard action, the wearer can
produce an effect similar to greater shout, except that it inflicts
156
20d6 damage (or 40d6 against exposed brittle or crystalline
objects or crystalline creatures) and the save DC is 28.
Slot: Hands
Prerequisites: Craft Epic Wondrous Item, remove fear,
greater shout
Market Price: 1,662,000 gp
Lone Road Poncho [strong transmutation, CL 30
th
]
When worn for at least 24 hours, this dusty leather
poncho grants the wearer all the benefits and drawbacks of
the Entropic template.
Note that characters can only gain the benefit of one item
at a time that grants them a template.
Slot: Shoulders
Prerequisites: Craft Epic Wondrous Item, cloak of chaos
Market Price: 2,000,000 gp
Magnificent Number Engine [strong divination, CL 27
th
]
A gnomish contraption that is as much engineering as
magic, this chest-sized metallic box covered in blinking lights
has many applications in mathematics and science, granting a
+20 competence bonus to Knowledge [Engineering] and any
other skill that employs numbers.
It's most intricate use, however, is in aiding the alchemist
in their highly technical craft. When preparing their extracts,
an alchemist can use the magnificent number engine to
optimize the day's efforts. Doing so allows them to do one of
the following:
Prioritize: The alchemist can sacrifice 1 1
st
-level extract, 1
2
nd
-level extract, and 1 3
rd
-level extract to gain 1 additional
extract of any level they can produce.
Optimize: An alchemist can sacrifice any number of extracts
of any level, creating a pool of points equal to the combined
spell levels of all the sacrificed extracts. They can then
produce extracts of any level by drawing from this pool at a
rate of 2 spell levels of extract for every 3 spell levels drawn
from the pool (i.e., they could sacrifice 3 2
nd
-level extracts to
create a pool of 6 points, which could then be used to
produce 1 4
th
-level extract). Drawing an odd number of
spell levels for an extra sacrifices 3 spell levels for every 2
used and then sacrifices 2 spell levels for the last level used
(i.e., a 3
rd
-level extract would cost 5 spell levels from the
pool, rather than 6). Even if prepared at the same time, the
cost from the pool for each extract is calculated separately.
Diversify: An alchemist can select 1d4 extracts of any level
they can produce; they do not have to all be from the same
level. These extracts can be used to spontaneously generate
the effect of any extract of that level they can normally
produce.
The effects of the magnificent number engine apply only
to the day when the item was used to help the alchemist
prepare their extracts. If they wish to gain the benefits again
the following day, they must use the engine anew, when they
can select the same or a different benefit.
Slot:
Prerequisites: Craft Epic Wondrous Item, fox's cunning,
mage's lucubration
Market Price: 2,100,000 gp
Mantle of Epic Spell Resistance [strong abjuration, CL 29
th
]
This garment of shimmering silks and silver brocade is
worn over normal clothing or armor. It grants the wearer spell
resistance 40.
Slot: Chest
Prerequisites: Craft Epic Wondrous Item, spell resistance
Market Price: 290,000 gp
Mantle of Great Stealth [strong abjuration, CL 21
st
]
The wearer of this dark cloak gains a +30 bonus on Stealth
checks. The wearer’s outline is blurry and indistinct, granting
concealment (20% miss chance) at all times. The mantle also
grants nondetection to its wearer.
Slot: Chest
Prerequisites: Craft Epic Wondrous Item, blur, invisibility,
nondetection, silence
Market Price: 242,000 gp
157
Mask of Shadows [strong conjuration, CL 24
th
]
A masquerade mask of sable and silver, with a plume of
raven's feathers at either temple, it allows the wearer to see in
non-magical dim light and darkness as if it were average
illumination. Additionally, the wearer is able, as a move action,
to enter an area of dim light or shadows and teleport instantly
to another area with similar illumination characteristics in a
manner similar to the spell dimension door. The wearer can
move in this fashion up to 500 feet per day. They do not need
to expend all the distance in a single teleportation, but they
cannot teleport less than 10 feet in a single jump or more than
a total of 500 feet in a single day.
Slot: Head
Prerequisites: Craft Epic Wondrous Item, shadow walk
Market Price: 817,000 gp
Minimap [strong illusion, CL 21
st
]
A clear glass sphere about the size of an apple, it can emit
light like a torch. It's real power, however, is to record and
reproduce an image of everything its light has touched. So
long as its light is active, the minimap is recording images and
can play back small versions of them at varying degrees of
magnification from 2x magnification up to 100x magnification.
The most usual use for this item is to produce detailed maps of
dungeons and other locations adventurers may frequent.
While it will generally record everything, the minimap
produces still images and things that move around too much
usually living creatureswill not show up on the projections.
Slot:
Prerequisites: Craft Epic Wondrous Item, light, project
image
Market Price: 260,000 gp
Moaning Pauldrons [strong transmutation, CL 35
th
]
When worn for at least 24 hours, these ghastly iron
shoulderplates grant the wearer all the benefits and
drawbacks of the Lich template.
Note that characters can only gain the benefit of one item
at a time that grants them a template.
Slot: Shoulders
Prerequisites: Craft Epic Wondrous Item, undead anatomy
IV
Market Price: 4,000,000 gp
Moonstone Choker [strong transmutation, CL 35
th
]
A tight necklace of gold and pearlescent moonstones, the
wearer gains DR 15/silver and immunity to any polymorph
spell or effect. They are also immune to the curse of
lycanthropy effect.
Slot: Neck
Prerequisites: Craft Epic Wondrous Item, shapechange
Market Price: 1,780,000 gp
Painter's Beret [strong transmutation, CL 21
st
]
This floppy brown cap grants the wearer a +20
competence bonus to all Craft [Painting] checks. Additionally,
the wearer automatically succeeds on any checks made to
produce a copy of existing paintings or related works of art
provided they have a chance to closely study the original.
Slot: Head
Prerequisites: Craft Epic Wondrous Item, moment of
greatness
Market Price: 480,000 gp
Periapt of Perfidy [strong transmutation, CL 21
st
]
This charm grants the wearer a +20 competence bonus to
Bluff, Disguise, and Stealth.
Slot: Neck
Prerequisites: Craft Epic Wondrous Item, cat's grace,
eagle's splendor
Market Price: 1,200,000 gp
Phylactery Doll [strong divination, CL 27
th
]
A small effigy of its owner knit from yarn, cloth, and
leather, this potent piece of magic is a blessing when used
properly, but can be a dangerous item for adventurers. When
158
a magic item is brought in contact with the phylactery doll and
a command word is spoken, the item shrinks down and
attaches itself to the appropriate place on the doll. The
character bound to the doll gains all the benefits and abilities
of any item or items attached to the doll as if they were
wearing the items themselves.
The doll has the same number of magic item slots as the
character and if a character equips an item into the same slot
as the doll, the item they equip takes precedence. Thus, if a
character places a cloak of resistance +8 to their phylactery
doll, they will gain the +8 resistance bonus to all their saving
throws. But if they find a cloak of resistance +10 in their
adventures and put that item on themselves, they will then
gain the +10 resistance bonus instead of the +8.
If a magic item must be present to have an effect, such as
a weapon or a magic staff, then giving one to the phylactery
doll will have no effect. If an item has non-magical effects,
such as magic armor, the character will only gain the magic
benefits from the item. If a character equipped their
phylactery doll with +4 full plate of fire immunity, they would
gain a +4 enhancement bonus to AC and fire immunity, but not
the +9 armor bonus to AC from the full plate. They could equip
non-magic armor and gain its armor bonus in addition to the
magic bonuses the phylactery doll provided, but if they
equipped magic armor, they would only gain the benefits of
the armor they were wearing.
Very few effects are powerful enough to sever the
connection between a phylactery doll and its user. The effect
can only be suppressed by any spell that would normally affect
the effectiveness of magic items such as antimagic field or
mage's disjunction.
Slot:
Prerequisites: Craft Epic Wondrous Item, telepathic bond
Market Price: 1,240,000 gp
Plague Mask [strong transmutation, CL 35
th
]
When worn for at least 24 hours, this long-beaked ivory
mask grants the wearer all the benefits and drawbacks of the
Graveknight template.
Note that characters can only gain the benefit of one item
at a time that grants them a template.
Slot: Head
Prerequisites: Craft Epic Wondrous Item, undead anatomy
IV
Market Price: 4,000,000 gp
Pocket Bastion [strong conjuration, CL 31
st
]
An upgrade of the non-epic instant fortress, this item
appears as a small cube several inches to a side, with a small
crest depicting a trio of towers. When the crest is pressed and
a command word is spoken, it grows to form three towers 30
feet square and 60 feet high, with arrow slits on all sides and a
crenellated battlement atop it.
Crenellated metal walls 20 feet high and 5 feet thick form
a triangle 100 feet to a side, with a tower standing 10 feet
higher at each vertex. Walls and towers both extend 15 feet
into the ground, rooting it to the spot and preventing it from
being toppled. The bastion wall has a small door that opens
only at the command of the owner of the bastion; even knock
spells can't open the door. Additional doors to the towers are
situated facing inside the bastion and open or close as normal.
The adamantine walls of a pocket bastion are reinforced with
a wall of force with hardness 30 and 400 hit points, as well as
having 100 hit points and hardness 20. The bastion walls
regenerate from physical damage slowly, at a rate of 1 hit point
per hour.
The bastion springs up in just 1 round, with the owner at
the center of the triangle. The door opens and closes instantly
at their command. People and creatures nearby (except the
owner and any creatures within 10 feet that they designate)
must be careful not to be caught by the bastion's sudden
growth. Anyone so caught takes 20d10 points of damage
(Reflex DC 19 half).
The fortress is deactivated by speaking a command word
(different from the one used to activate it). It cannot be
deactivated unless it is empty.
159
Slot:
Prerequisites: Craft Epic Wondrous Item, mage's
magnificent mansion, wall of force
Market Price: 850,000 gp
Portable Forge [strong conjuration, CL 26
th
]
This item appears to be a small cube several inches to a
side, with a small crest depicting an anvil with crossed
hammer-and-tongs emblazed on one face. When the crest is
pressed and a command word is spoken, a gate opens that will
allow only the holder of the cube to pass through, closing
immediately upon their entry.
Within, the owner finds themselves stand amidst the
portable forge, a vast extradimensional workshop with all the
tools and facilities necessary for any sort of craft, though the
owner must provide raw materials themselves. Within the
hall, they can undertake any sort of Craft skill or the creation
of magic items with the provided tools (which are all of
masterwork quality).
If pursuing a regular Craft skill, the portable forge allows a
character to accomplish in a single hour what would normally
take an entire week of work, in addition to granting a +20
competence bonus to the Craft check.
If the character is making a magic item, the portable forge
allows them to create one item with a caster level of no more
than their character level 4 in the space of an hour and grants
a +20 competence bonus on the check made to determine if
an item is completed. Doing so leaves the character exhausted
(even if they are normally immune to exhaustion) and drained
of all magical power until they have a chance to rest for a
minimum of 8 hours.
After an hour, the gate reopens to the same location and
the character must leave (or be forcefully ejected) and the
portable forge cannot be reopened for a period of one week.
Slot:
Prerequisites: Craft Epic Wondrous Item, fabricate, gate,
greater create demiplane, polymorph any object, time stop
Market Price: 2,400,000 gp
Potion Harness [strong conjuration, CL 21
st
]
This complex web of straps and pouches can be loaded
with up to 12 potions at one time. Every round, at the user's
command, any potion in the harness can be administered to
the wearer as a free action. Alternately, up to three potions
can be administered as a swift action, up to six potions as a
move action, up to nine potions as a standard action, or up to
all twelve potions as a full-round action.
Slot: Body
Prerequisites: Craft Epic Wondrous Item, touch injection
Market Price: 750,000 gp
Powdered Metamagic [strong universal, CL 21
st
]
A small phial of magical powder, this substance can be
used as a material component when casting a spell. Doing so
consumes the powder and applies the metamagic feat con-
tained within to the spell without increasing its spell level.
Creating a powdered metamagic has a required caster level
equal to 20 + the metamagic feat's spell level adjustment and
costs 2,000 gold per spell level adjustment of the metamagic
feat. No single casting of a spell can be affected by more than
one powdered metamagic, but they can be combined freely
with metamagic feats applied directly to a spell.
Slot:
Prerequisites: Craft Epic Wondrous Item, relevant
metamagic feat
Market Price: Varies
Prayer Gloves [strong transmutation, CL 40
th
]
When worn for at least 24 hours, these white silk gloves
grant the wearer all the benefits and drawbacks of the Half-
Celestial template.
Note that characters can only gain the benefit of one item
at a time that grants them a template.
Slot: Hands
Prerequisites: Craft Epic Wondrous Item, overwhelming
presence
Market Price: 6,000,000 gp
160
Quicksilver Vestments [strong abjuration and conjuration, CL 28
th
]
These weightless robes are woven of a fluid, silvery
material like mercury that drape off the wearer in a constant
argent waterfall. They grant their wearer the following
benefits:
+20 competence bonus to Acrobatics checks
+2 circumstance bonus to Reflex saves
Immunity to petrification
Additionally, three times per day (but no more than once
per round), when the wearer would otherwise fail a Reflex
save or be subject to an unavoidable attack, they can instead
immediately take the effects of a quickened dimension door.
The range of this ability is limited to 120', so if they cannot
escape the area of whatever triggered the failed save, they are
still subject to its effects as normal. This effect does not
automatically end the wearer's turn, but it does consume their
next turn's swift action.
Slot: Body
Prerequisites: Craft Epic Wondrous Item, quickened
dimension door, freedom of movement, stone to flesh
Market Price: 2,740,000 gp
Quill Tarp [strong transmutation, CL 21
st
]
An innocuous piece of masterwork canvas on initial
inspection, a closer look will reveal that it possesses almost
invisible hair-like thorns. When a command-word is spoken,
the thorns will activate, at which point any contact with the
quill tarp will cause the thorns in the affected area to grow in
size, impaling the unwary target. They are treated as magic
weapons, have a +8 to their attack roll, and inflict 1d4+2
damage. If the quill tarp is placed on the ground, it effectively
functions as caltrops. If it is placed over something or
otherwise requires hand contact, then the target gets a +2 to
AC if wearing gauntlets (instead of boots, for caltrops) and
suffers a -8 penalty to all Skill checks that require the use of
hands and a -2 to all attack rolls for 24 hours or until healed.
The most insidious aspect of the quill tarp, however, is if a
target panics. After being impaled, a target must make a
Reflex save (DC 17) or else they accidentally brush against most
of the tarp, incurring an additional attack. Upon failing a save,
the target must make additional Reflex saves at a cumulative
+1 to DC until they succeed or end up completely entangled in
the tarp. Every square yard of quill tarp can be responsible for
up to 5 separate attacks. Removing an attached quill tarp
requires a Strength DC 20 + 1 for each additional failed save
and inflicts damage equal to the damage incurred when
impaled.
The price listed is for a single square yard of quill tarp; if
you wish to purchase larger pieces, simply multiple the market
price by the number of square yards you wish to purchase for
the final price.
Slot:
Prerequisites: Craft Epic Wondrous Item, black tentacles,
spiked pit
Market Price: 270,000 gp
Rallying Tabard [strong abjuration, CL 30
th
]
Once per day, the wearer of this silver-trimmed dark blue
knight's tabard can cry forth a rallying cry as a standard action.
All friendly creatures within a 120-foot burst can immediately
make a saving throw against all ongoing negative effects such
as poison, disease, paralysis, fear, charm, sleep, magical
restraint, etc. Success on this save ends all the effects, even if
a successful save would not normally do so. If a friendly
creature is grappled or pinned, they make an immediate CMB
check to break free. All these saving throws and checks gain a
+8 morale bonus. Finally, all prone allies come to their feet
without provoking an attack of opportunity.
Slot: Chest
Prerequisites: Craft Epic Wondrous Item, freedom, mage's
disjunction, repulsion
Market Price: 1,120,000 gp
Roaring Shoulders [strong abjuration, CL 25
th
]
A pair of massive, lion-headed pauldrons, they constantly
produce a low rumble that makes any sort of stealth
161
impossible against any foe that is not deaf. However, the
soundalong with other magical emanations produced by the
shouldersis designed to disrupt blindsense and blindsight.
Any creature that possesses either of those abilities cannot use
them so long as they are within 120 feet of a character wearing
roaring shoulders.
Slot: Neck
Prerequisites: Craft Epic Wondrous Item, greater shout
Market Price: 810,000 gp
Robe of the Master Magi [strong varied, CL 25
th
]
This gaudy garment of metallic cloth is attuned to one of
three types of alignment. It can be golden (good), silver
(neutral), or adamantine (evil). To most wearers, the robe
offers no powers or has no effects unless the wearer's
alignment matches that of the robe. Only an arcane
spellcaster can fully realize this potent magic item's powers
once the robe is donned. These powers are as follows:
+11 armor bonus to AC
Spell resistance 32
+6 resistance bonus on all saving throws
+4 enhancement bonus on caster level checks made to
overcome spell resistance
-1 to total level adjustment for metamagic feats applied to
every spell
If a golden robe is donned by an evil character, she
immediately gains six negative levels. The same is true with
respect to an adamantine robe donned by a good character.
An evil or good character who puts on a silver robe, or a neutral
character who dons either a golden or adamantine robe, gains
four negative levels. These negative levels remain as long as
the garment is worn and cannot be overcome in any way
(including through restoration spells). Negative levels are
immediately removed if the robe is removed from the wearer.
Slot: Body
Prerequisites: Craft Epic Wondrous Item, antimagic field,
extended mage armor or extended shield of faith
Market Price: 4,730,000 gp
Safety Glasses [strong abjuration, CL 24
th
]
So long as these lenses of smoked glass are worn, a
character is immune to all gaze attacks and any spells or
attacks that physically affect a character's eyesight (such as
blindness, power word blind, pyrotechnics, and sunburst).
Slot: Eyes
Prerequisites: Craft Epic Wondrous Item, power word
blind
Market Price: 1,220,000 gp
Sash of the Wyrm [strong transmutation, CL 35
th
]
When worn for at least 24 hours, this dragonhide sash
grants the wearer all the benefits and drawbacks of the Half-
Dragon template. The type of half-dragon is determined by
the hide of which the sash is composed.
Note that characters can only gain the benefit of one item
at a time that grants them a template.
Slot: Belt
Prerequisites: Craft Epic Wondrous Item, form of the
dragon III
Market Price: 4,000,000 gp
Scroll Bands [strong abjuration, CL 26
th
]
These black armbands seem innocuous at first, but when
the wearer reads a magic scroll, they can choose to store the
power of the spell within the bands instead, causing them to
glow with an incandescent light. Up to three spells of any level
can be stored in such a way at any one time.
Such spells can be released in tandem with an unarmed
attack as if the stored spell had been cast with the Quicken
Spell metamagic feat. The spell does not necessarily have to
affect the unarmed attackyou could just as easily cast a
shield or summon monster IXbut it must be cast at the same
time as an attack.
Slot: Wrists
Prerequisites: Craft Epic Wondrous Item, greater spell
absorption
Market Price: 800,000 gp
162
Serpent's Eye [strong divination, CL 25
th
]
A monocle cut from a thin, flawless sheet emerald that
makes the wearer's pupil appear to be a vertical slit like a
snake's when viewed through the lens. While worn, the
wearer is immune to all poisons and benefits from the effects
of true seeing. Additionally, 3 times per day, the wearer can
activate a quickened true strike that applies to their next
ranged touch attack.
Slot: Eyes
Prerequisites: Craft Epic Wondrous Item, quickened true
strike, true seeing
Market Price: 1,410,000 gp
Skywagon [strong transmutation, CL 21
st
]
Exactly what it sounds like, this is a magic heavy wagon
imbued with the powers of flight. The skywagon is able to fly
at a speed of 60 with clumsy maneuverability and carry loads
of up to 8,000 pounds. Among the conveyance's features are
a permanent alarm spell that informs the owner if anyone
approaches within 20 feet of the wagon and a wall of force
effect that can be deployed once per day, surrounding the
wagon and a sphere of up to 20 feet in all directions with a
barrier that has 400 hit points and hardness 30. The wagon is
also equipped with a bar of iron-banded chests that act in a
manner similar to a bag of holding, except that each can store
up to 3,000 pounds and 500 cubic feet (not included in the
wagon's carrying limit above).
Slot:
Prerequisites: Craft Epic Wondrous Item, alarm, overland
flight, secret chest, wall of force
Market Price: 640,000 gp
Stolen Bracelet [strong conjuration, CL 24
th
]
Designed for the discerning victim, this gaudy golden
bracelet is incredibly easy to filch. Any character that attempts
to do so can automatically succeed on a Sleight of Hand check
to purloin it. After an amount of time selected by the owner
when the bracelet is donned that day and ranging from five
rounds and 24 hours, the stolen bracelet will teleport back to
its original owner.
Every valuable object within 10 feet of the bracelet at that
point must succeed on a Will save DC 23 or be teleported back
to the owner as well, arranged in a pile at his or her feet. If the
stolen bracelet is being worn at the time, the clothing of
whoever is wearing it is included in the items being teleported.
Remember that attended objectssuch as those on the
unfortunate thief's personuse the attending character's
saving throws if those are higher.
Slot: Wrists
Prerequisites: Craft Epic Wondrous Item, teleportation
circle
Market Price: 1,350,000 gp
Storefront Vest [strong conjuration, CL 24
th
]
This gaudy, colorful vest is a boon to any keeper of shop
or merchant of wares. By using a special knock on any
available door or vaguely door-shaped opening (such as a cave
mouth or the passage between two tree trunks), they can
create an invisible, interdimensional portal through which they
and anyone they invite can enter.
Within awaits a spacious, well-kept store fit to display
whatever goods the owner has available. The display area can
comfortably accommodate forty browsing shoppers, while
behind the counter is access to a 10,000-square-foot
warehouse and an adjoining single-person bedroom with well-
stocked pantry for the shopkeeper's comfort. To aid in
stocking and assisting customers, up to four dozen unseen
servants are available, though at the owner's command, these
can become visible, appearing as affable-but-nondescript
translucent humanoids in appropriate attire.
The owner of the vest is responsible for keeping the store
stocked with whatever items or goods they wish to peddle.
Slot: Chest
Prerequisites: Craft Epic Wondrous Item, mage's
magnificent mansion
Market Price: 1,820,000 gp
163
Strangling Wraps [strong transmutation, CL 24
th
]
Woven from the burial shrouds of convicted murderers,
these filthy armbands long for nothing so much as the feel of
life extinguishing beneath them. Whenever the wearer
successfully grapples or pins a target, they can elect to allow
the wraps to begin strangling the target of their own accord.
To accomplish this, the wraps will slither free and affix
themselves around the target's neck, where they will begin to
tighten with bone-crushing force. The target immediately
begins to suffocate, taking 5d6 points of damage and making a
DC 12 Constitution check or instantly passing out and being
reduced to 0 hit points. To break free of the strangling wraps,
the target can attempt a CMB to break a grapple against the
wraps' CMD of 46, at which point the wraps will attempt to
restart the grapple with a CMB of +36 for as long as their
designated target remains within 5 feet of them. For every
round they remain grappled, the target takes an additional 5d6
points of damage and the DC of the Constitution check
increases by a cumulative +1.
The target or their friends can, instead, try to cut the
wraps physically, but doing so is difficult and dangerous as the
wrap is quite tightly adhered to its target. The wraps have an
AC of 12, hardness 10, 80 hit points, and fast healing 10.
However, any attack that connects against the wrap instead
has a 50% chance of hitting the grappled target.
Once the strangling wraps have affixed themselves to a
target, the wearer no longer needs to maintain the grapple and
can move on to a different target if they so choose. They can
collect the wraps from their victim afterwards at their leisure.
Slot: Wrists
Prerequisites: Craft Epic Wondrous Item, black tentacles
Market Price: 1,520,000 gp
Sun Dress [strong abjuration and enchantment, CL 40
th
]
This light, airy, pale yellow dress glows with a soft
luminescence identical to that of the daylight spell and cannot
be worn under anything else: no armor and nothing in the
chest or shoulders item slots. While it is worn and uncovered,
it provides powerful protection against the unliving. No
undead creature will willingly come within 20 feet of the
wearer (or attempt a melee attack against them, if their reach
puts them outside that area). If forced into that area, they will
attempt to flee at maximum speed or else cower helplessly. A
Will save DC 29 will allow them to overcome this effect, but
even if they manage to, upon coming within 10 feet of the
wielder or attempting a melee attack against them, they must
make a Will save DC 30 or be subject to overwhelming
presence, which affects them even though undead are
normally immune to mind-affecting effects. They will remain
groveling for up to 40 rounds. No individual creature can be
affected by the overwhelming presence more than once per
day.
Slot: Body
Prerequisites: Craft Epic Wondrous Item, absolute holy
aura, absolute overwhelming presence, sunlight
Market Price: 4,440,000 gp
Surplice of Surplus [strong transmutation, CL 21
st
]
A heavy, pure white ecclesiastical tunic with appropriate
holy symbols stitched along the hem and cuffs, depicting
scenes of wealth and plenty. When divine spells are prepared
for the day while the vestments are donned, upon casting
them while still wearing the surplice of surplus you ignore
material components valued at 10,000 gold or less. This has
no effect on arcane spells or spells that are cast spontaneously.
Slot: Body
Prerequisites: Craft Epic Wondrous Item, cat's grace,
eagle's splendor, fox's cunning
Market Price: 980,000 gp
Swordcloak [strong abjuration, CL 24
th
]
While this strangely-liquid cloak of thread-of-steel is worn,
a character is never considered unarmed, does not provoke
attacks of opportunity for fighting unarmed, and their
unarmed strikes inflict 1d8 points of damage, with a threat
range of 17-20, x2. If the wearer already has the improved
164
unarmed strike ability, their unarmed attacks are instead
considered keen and inflict +2 damage.
Slot: Shoulders
Prerequisites: Craft Epic Wondrous Item, keen weapon
Market Price: 420,000 gp
Tattooed Squirrel [strong abjuration, CL 26
th
]
A handy tool for any enemy of dark magic, this is a stone
figurine of a squirrel carved with protective sigils that appear
like whorling tattoos. Any time a character is affected by a
spell with detrimental effects that last longer than 1 round,
they can instead have the tattooed squirrel harmlessly hold the
magic. The squirrel can only hold one spell at a time and the
magic lingers for however long the duration is. If a character's
tattooed squirrel is already holding a spell and a character is
affected by a new spell, they can either accept the effects of
the new spell, or have the tattooed squirrel hold the new spell
and allow the old spell to resume its effects.
Slot:
Prerequisites: Craft Epic Wondrous Item, shield other
Market Price: 780,000 gp
Temple Wraps [strong transmutation, CL 30
th
]
When worn for at least 24 hours, these white bandages
embroidered with calming mantras grant the wearer all the
benefits and drawbacks of the Foo Creature template (even
though this template can normally only be applied to animals).
Note that characters can only gain the benefit of one item
at a time that grants them a template.
Slot: Wrists
Prerequisites: Craft Epic Wondrous Item, mage's faithful
hound
Market Price: 2,000,000 gp
Titan Collar [strong transmutation, CL 35
th
]
When worn for at least 24 hours, this spiked iron collar
which can only be affixed to animals or animal companions
grants the wearer all the benefits and drawbacks of the Dire
template.
Note that characters can only gain the benefit of one item
at a time that grants them a template.
Slot: Neck
Prerequisites: Craft Epic Wondrous Item, enlarge person
Market Price: 4,000,000 gp
Titan Gauntlet [strong transmutation, CL 25
th
]
This massive gauntlet fits easily over the wearer's hand
but nearly doubles the size of the appendage, though it does
not adversely affect the wearer's manual dexterity. While
wearing the gauntlet, the wielder can use weapons of one size
category larger without penalty. This does not stack with
similar effects such as the Wield Oversized Weapon feat.
Slot: Hands
Prerequisites: Craft Epic Wondrous Item, extended
enlarge
Market Price: 650,000 gp
Tome of the Doyen [strong transmutation, CL 30
th
]
A boon to spontaneous casters, this nondescript leather
book contains fifty blank pages. Scrolls can be transcribed into
the tome of the doyen, taking up a number of pages equal to
their spell level. From that point on, a spontaneous caster
adds all copied spells to their list of spells known, albeit at the
spell's original level + 1. The spell must be of the appropriate
typearcane casters can only use arcane spells and divine
casters can only use divine spellsand if a given spell is
available at multiple different spell levels depending on the
spell list, the tome uses the highest-level version of the spell.
A tome of the doyen does not grant the user extra spells per
day and does not give them access to levels of spell they could
not normally cast. A single character can only benefit from a
single tome of the doyen at any given time and must spend at
least 8 hours in dedicated study to switch between them. They
can freely erase and replace spells within a tome, however,
though it takes however long it would normally require to
write out a new spell.
165
Slot:
Prerequisites: Craft Epic Wondrous Item, mage's
lucubration
Market Price: 895,000 gp
Tornado Bracelet [strong conjuration, CL 28
th
]
A truly potent item, the wearer of this mithral mesh
bracelet can automatically apply the Quicken Spell metamagic
feat to any spell of the teleportation subschool up to six times
per day. Additionally, any time they are affected by a spell of
the teleportation subschool that would immediately end their
turn, such as dimension door, they can instead continue acting
normally.
Slot: Wrists
Prerequisites: Craft Epic Wondrous Item, walk through
space
Market Price: 2,600,000 gp
Torque of Ascendancy [strong transmutation, CL 30
th
]
This delicate mithral choker is worked with a pair of small,
sweeping wings and grants a non-evil wearer a +2 sacred
bonus to all six ability scores.
Slot: Neck
Prerequisites: Craft Epic Wondrous Item, miracle
Market Price: 2,000,000 gp
Typhoon Scarf [strong transmutation, CL 28
th
]
The product of a mad wizard obsessed with style, this
incredibly long, silken white scarf whips about as if in high
winds, even in the calmest of settings (though it never seems
to snag on anything and, indeed, no one but the wearer can
even grasp it). While worn, the character gains +60 feet to all
forms of movement they're naturally capable of, as well as a
+20 competence bonus to all Acrobatics checks. When using
Acrobatics to jump, the wearer of the typhoon scarf multiplies
the results by 10 and always completes their jump in the same
turn that they start it (even if they jump further than their
movement rate would allow). Finally, the wearer is immune to
falling damage, no matter the speed or distance at which they
fall, and instead always land safely on their feet.
Slot: Neck
Prerequisites: Craft Epic Wondrous Item, freedom of
movement, haste, time stop
Market Price: 2,200,000 gp
Vandal Bandana [strong transmutation, CL 35
th
]
This blood-red headgear is any rogue's best friend,
granting a number of potent powers that any master of stealth
or subterfuge can appreciate:
+1d6 to Sneak Attack class ability;
+10 feet to base movement speed;
+10 competence bonus to Acrobatics, Bluff, Climb, Disable
Device, Disguise, Escape Artist, Perception, Sleight of Hand,
Stealth, and Swim;
3 times per day as a free action, act for 1 subjective round as
if affected by time stop
Slot: Headband
Prerequisites: Craft Epic Wondrous Item, time stop
Market Price: 2,576,000 gp
Vest of the Moon [strong transmutation, CL 30
th
]
When worn for at least 24 hours, this somewhat worn
hide vest grants the wearer all the benefits and drawbacks of
the Natural Lycanthrope template. The type of lycanthrope is
determined by the hide of which the vest is made.
Note that characters can only gain the benefit of one item
at a time that grants them a template.
Slot: Chest
Prerequisites: Craft Epic Wondrous Item, monstrous
physique IV
Market Price: 2,000,000 gp
Walking Caltrops [strong transmutation, CL 23
rd
]
These ambulatory adamantine +5 anchoring caltrops
respond to simple commands from their owner and can move
at up to 20 feet per round as they hop and roll to seek targets
166
or position themselves where ordered. They can even climb
stairs or move over large chunks of rubble, hopping as high as
five feet to reach their destination.
Because of the nature of their manufacture, they bypass
magic and adamantine damage resistance, have a +5 to hit,
and inflict 6 points of damage on a successful attack.
Additionally, their anchoring special ability pins creatures in
place. Finally, at a command word, the owner can cause the
walking caltrops to teleport back into the leather satchel they
originally come in.
Slot:
Prerequisites: Craft Epic Wondrous Item, animate objects,
levitate, teleport
Market Price: 980,000 gp
Weeping Wreath [strong abjuration, CL 32
nd
]
The leaves of this wreath first appear to be smoky glass,
but closer inspection reveals they are composed of salt: the
dried tears of martyrs and innocent victims. The wearer of the
weeping wreath gains the power to stand stalwart in defense
of the innocent.
Any time the wearer is within reach of an unarmed or
helpless creature, they can devote themself to that creature's
defense as a swift action. So long as they remain within reach
of that creature, they gain immunity to blindness, confusion,
daze, deafness, exhaustion, fatigue, fear, nausea, paralysis,
petrification, sickness, and stunning. If another creature
attempts to attack the defended creature, the wearer
automatically takes any damage incurred by a successful
attack against their charge, who is uninjured.
As a free action, they can release their charge from their
protection. If they do so somewhere safe, they can
immediately use the weeping wreath again. If they do so
during battle or someplace equally dangerous, the weeping
wreath cannot be reactivated for 24 hours.
Slot: Headband
Prerequisites: Craft Epic Wondrous Item, shield other
Market Price: 1,450,000 gp
Wig of Alarm [strong transmutation, CL 34
th
]
Though it comes in as many styles, lengths, and colors as
there are ways of doing one's hair, they all appear to be
nothing but a sub-standard means of covering one's baldness
until activated. Once per day, the wearer can activate the wig
of alarm, giving it a command to watch for some sort of danger
(usually an attacker or someone/thing of a certain description
coming within a certain distance of the wearer). So long as it
is resting atop the head of whomever activated it, for the next
24 hoursor until it is told to stand downthe wig will
carefully monitor the surrounding 120-foot radius for the
threat it has been set to watch for.
During this period, the wig keeps a constant watch with a
+40 to its Perception check, as well as the benefits of arcane
sight, true seeing, and blindsight out to 120 feet. The first time
the chosen danger appears, the wig interrupts whatever other
actions are being taken and leaps from its wearer's head,
growing in size and wrapping itself around whatever creature
or creatures (up to 8 medium, 16 small or smaller, 4 large, or 2
huge, provided they are all adjacent) triggered its command.
It attempts to grapple the threat(s) with a +42 CMB.
If it successfully grapples at least one target, it will attempt
to pin the target and keep them pinned for up to 10 rounds.
After ten rounds or at any point after activating that it does not
have at least 1 creature grappled or pinned, the wig returns to
its normal size and flops harmlessly to the ground, unable to
be reactivated for 24 hours.
It should be noted that the wearer of a wig of alarm does
not actually have to be bald to wear it; they will simply look
quite silly with a bad wig on over their regular hair.
Slot: Head
Prerequisites: Craft Epic Wondrous Item, alarm, animate
objects, arcane sight, black tentacles, enlarge person, true
seeing
Market Price: 2,610,000 gp
Wings of Air [strong abjuration, CL 24
th
]
Part of the Primal Regalia, along with the eyes of fire, feet
167
of water, and hands of earth, it is a potent item that grows in
power when brought together with the rest of the Regalia.
The wearer of this gossamer cloak cannot be impeded by
any natural force or condition: they can walk through howling
winds, waist-deep snow, rushing tides, thick undergrowth,
dense scree, atop slick ice, or in any other natural condition
that would normally impair movement. They are affected
normally by any other properties of the condition such as cold
damage or suffocation, but their movement is never slowed or
halted.
When at least one other piece of the Regalia is worn, the
wings of air also grant electricity immunity to the wearer.
When at least two other pieces of the Regalia are worn, the
wearer's ability to move is not affected even by magical
methods of physically slowing or stopping them (though this
does not work against magical barriers such as a wall of force
or spells that mentally stop them such as hold person). When
all four pieces of the Regalia are worn together, if the wearer
takes elemental damage of any kindacid, cold, fire, or
electricitythey are instead healed 1 hit point for every 3
points of damage the effect would have inflicted.
Slot: Shoulders
Prerequisites: Craft Epic Wondrous Item, winds of
vengeance
Market Price: 2,000,000 gp
Worldcrown [strong transmutation, CL 30
th
]
When worn for at least 24 hours, this heavy gold and iron
crown grants the wearer all the benefits and drawbacks of the
Advanced template.
Note that characters can only gain the benefit of one item
at a time that grants them a template.
Slot: Head
Prerequisites: Craft Epic Wondrous Item, greater heroism
Market Price: 2,000,000 gp
Wreath of Wishes [strong transmutation, CL 35
th
]
When worn for at least 24 hours, this wreath of golden
leaves grants the wearer all the benefits and drawbacks of the
Half-Janni template.
Note that characters can only gain the benefit of one item
at a time that grants them a template.
Slot: Headband
Prerequisites: Craft Epic Wondrous Item, geniekind
Market Price: 4,000,000 gp
168
Chapter 7 - Epic Spellcasting
Spellcasting at epic levels is divided into two major facets:
metamagic feats and new spells. Much of epic-level
spellcasting is simply taking preexisting spells and applying
new or multiple metamagic feats to take advantage of the
higher-level spell slots casters have access to.
But it is also possible to craft entirely new spells of 10
th
-
level and higher, known as "True Dweomers." These powerful
spells are time- and resource-intensive to create, but their
effects can be truly phenomenal.
Metamagic Feats
Most of what an epic spellcaster does is finding the right
metamagic feat for the job or, failing that, piling enough of
them onto a spell that they can accomplish the task at hand
anyway. Pathfinder already provides almost 40 metamagic
feats at normal levels and this document more than doubles
that number with new epic metamagic feats.
Using this profusion of spell alteration abilities and access
to spell slots of 10
th
, 11
th
, 12
th
, and higher levels, the epic
spellcaster should never be found wanting for the right spell.
And even if they never want to muck about with metamagic
feats, their higher-level slots can still be used to hold lower-
level spells of particular utility to make sure they never run out
of anything they might need.
There are a few helpful things to keep in mind when
working with metamagic feats at epic levels:
Bonuses from metamagic feats are cumulative. You can
increase both the type of damage die a spell does and the
number of die it inflicts. It is perfectly fine to improve a
fireball to have it inflict 15d8 damage.
Metamagic feats stack with themselves unless they state
specifically otherwise. There are no restrictions to applying
a single metamagic feat to the same spell multiple times to
get more range, damage, or duration out of it. Of course,
not all feats make sense to have more than one of; you can
only maximize a spell once for instance. But if it looks like it
should work, put on as many iterations as you can afford.
Remember, where applicable, that in Pathfinder when you
double something twice you triple it, etc.
Metamagic feats use the DC of the original spell when
determining saving throws, not the DC of the spell slot it
uses. If you wish to improve a spell's DC, look at the feats
Heighten Spell and Improved Heighten Spell.
Metamagic-enhanced spells can be scribed on scrolls. If you
have some down time and your caster is planning on scribing
some scrolls for use later, remember that you can apply
metamagic feats to spells while scribing them to get some
extra punch out of your parchment.
Table 7-1: Metamagic Feats
M E T A M A G I C F E A T S
Feat Name
Level Increase
Benefits
Bouncing Spell
+1
You can direct a failed spell against a different target
Burning Spell
+2
Spell with the acid or fire descriptor deals extra damage the next round
Concussive Spell
+2
Spell with the sonic descriptor gains a debilitating concussive effect
Consecrate Spell
+2
Spell is maximized against evil creatures and creatures with the evil subtype
Dazing Spell
+3
You can daze creatures with the power of your spells
Disruptive Spell
+1
Your magical energies cling to enemies, interfering with their spellcasting
Echoing Spell
+3
Cast a spell a second time
Ectoplasmic Spell
+1
Your spells breach the gulf between dimensions, sending ghostly emanations into the ether
Elemental Spell
+1
You can manipulate the elemental nature of your spells
Empower Spell
+2
Increase spell variables by 50%
Enlarge Spell
+1
Double spell range
Extend Spell
+1
Double spell duration
Flaring Spell
+1
Spell with the fire, light, or electricity descriptor dazzles creatures it affects
Focused Spell
+1
When you cast a spell that affects more than one creature, one opponent finds it more difficult to resist
Heighten Spell
Special
Treat spell as a higher level
Intensified Spell
+1
Increase maximum damage dice by 5 levels
CHAPTER 7 EPIC SPELLCASTING
169
Table 7-1: Metamagic Feats, cont.
M E T A M A G I C F E A T S , c o n t .
Feat Name
Level Increase
Benefits
Lingering Spell
+1
Instantaneous area effect spell lasts for 1 round
Maximize Spell
+3
Maximize spell variables
Merciful Spell
+0
Spell inflicts nonlethal damage instead of lethal
Persistent Spell
+2
Creatures who saved against a spell must save again
Piercing Spell
+1
Affected spell treats creatures with SR as having an SR of 5 lower
Quicken Spell
+4
Cast spell as a swift action
Reach Spell
Special
Increase spell range to higher range category
Rime Spell
+1
Spell with the cold descriptor also entangles creatures if the spell damages them
Selective Spell
+1
Exclude targets from an area effect spell
Shadow Grasp
+1
Entangle creatures with spells you cast that have the darkness descriptor
Sickening Spell
+2
Sicken creature with spell damage
Silent Spell
+1
Cast spell without verbal components
Still Spell
+1
Cast spell without somatic components
Thanatopic Spell
+2
Affected spell’s death effects, energy drain, and negative levels affect undead
Tenebrous Spell
+0
Spells you cast in dim light or darkness are harder to resist or dispel
Threnodic Spell
+2
Change a mind-affecting spell so it can affect undead, but not living creatures
Thundering Spell
+2
Deafen creature with spell damage
Toppling Spell
+1
Spell with the force descriptor knocks targets prone
Umbral Spell
+2
Target of the spell radiates darkness in 10-foot radius while the spell is in effect
Widen Spell
+3
Double spell area
E P I C M E T A M A G I C F E A T S
Feat Name
Prerequisites
Benefits
Absolute Spell
+10
Spell is supercharged, gaining numerous benefits
Anathema Spell
+6
Spell damages target's spell power
Armoring Spell
+3
Target gains defense bonus in addition to spell effects
Aura Spell
+6
A spell with an area of effect becomes an aura around the caster for 1 round / 2 caster levels
Banishing Spell
Special
Spell effect accompanied by dispel magic
Blackened Spell
+2
A spell’s damage changes to negative energy
Bolstering Spell
+2
Target gains temporary hp in addition to spell effects
Carnage Spell
+8
Spell leaves an area that damages all who enter it
Cataclysmic Spell
+12
Spell distorts the world around it
Collateral Spell
+4
Increases damage against terrain and creates difficult terrain
Cutting Spell
+3
A spell inflicts bleed damage
Deadly Spell
+5
Targets slain by spell reduced to dust
Delay Spell
+4
Causes spell to trigger a predetermined time after casting
Distort Spell
+2
Change the shape of a spell's area of effect
Enduring Spell
+6
A non-instantaneous spell’s duration changes to permanent
Enhance Spell
+4
Increase spell’s damage die by 1 step
Force Spell
+3
A spell’s damage changes to force energy
Gilded Spell
+3
A spell’s damage changes to positive energy
Golembane Spell
+6
Spell affects golems as normal, though they receive a +10 bonus on saving throws against effects
Grand Spell
+8
Spell provides targets numerous benefits
Guardian Spell
+6
Spell surrounds caster until triggered by predefined event
Hasten Spell
+4 to +8
Reduces the casting time of spells with casting times higher than 1 full-round action.
Imprisoning Spell
+8
Spell's area of effect enclosed in wall of force
Improved Heighten Spell
Special
Treat a spell’s level as even higher
Ineffable Spell
+7
Spell can affect targets normally immune to its effects.
Linked Spell
+3
Join all affected allies so that no instance of a spell can be dispelled unless all are
Living Spell
+6
Non-instantaneous spells become sentient
Macabre Spell
+7
Raises victims as undead
Maelstrom Spell
+5
Damage inflicted as fire, cold, acid, electricity, and sonic damage
Perfect Spell
+8
Numerical effects of a spell are maximized and then doubled
Pestilent Spell
+6
Spell summons vermin swarms in addition to spell effects
Prismatic Spell
+10
Spell damage accompanied by effects of prismatic spray
Project Spell
+4
A spell’s range increases from Personal to Touch
Shredding Spell
+4
Spell damages items and equipment
Split Spell
+3
Divide spell effect in half and aim at separate targets
Stealth Spell
+4
Spell effects are invisible
Summoned Spell
+3
Binds a summon spell with another spell.
True Death Spell
+10
Targets slain by spell cannot be raised
Unseen Spell
+7
Illusion put in place to hide spell effects
Vast Spell
+6
Spell area increased by an order of magnitude
Verdigris Spell
+7
Heals and grows plant life
Warp Spell
+6
Spell uses dimension door once before activating
170
True Dweomers
Just as epic characters take their physical prowess and
skillful deeds beyond the realm of the merely mortal, there is
a domain of magic far removed from the mundane spellcraft
of the non-epic. In the realm of spells above 9
th
level,
previously insurmountable barriers are brushed easily aside,
opening the caster up to a potential unavailable to any other
characters. At this level, magic ceases to simply be the control
of magical energy and steps into the realm of the manipulation
of reality itself.
As talked about above, many epic characters will use their
epic spell slots for nothing more impressive than mundane
spells supercharged with metamagic feats. If that is the route
you wish to take, that is perfectly fine; it involves a lot of
material wealth and a dedication of time that not all characters
have at their disposal to craft epic spells. Even in the most
unhurried environments, it is unlikely that a character will
produce more than two or three epic spells in their lifetime.
Why?
Because epic spells require more than just an investment
of time and money: they need an idea. To justify the creation
of an entirely new spells, they need to be something amazing,
something that just slapping a metamagic feat onto an existing
spell won't cover. All epic spells have elements of the grand,
the terrible, or the earth-shaking to them. No one can see an
epic spell being cast at its full potential and not know they are
witnessing something beyond the ken of ordinary man.
Creating Spells
Normal Pathfinder rules are fairly loose when it comes to
the creation of new spells. Consulting the SRD (see specifically
http://www.d20pfsrd.com/magic#TOC-Research-and-
Designing-Spells) will give you the basic outline. Bear in mind
the strictures about the differences in arcane and divine magic
and the fact that almost all spells have verbal and somatic
components, unless there is a very good reason not to. The
most important details, mechanically, are the creation DCs
(Knowledge [Arcana], [Religion], or [Nature] and Spellcraft,
each with a DC of 20 + twice the spell level), the creation cost
(at least 1,000 gold per spell level), and the time required (1
st
-
3
rd
level: 1 week; 4
th
-6
th
level: 2 weeks; 7
th
-9
th
level: 4 weeks).
Creating Epic Spells
Epic spells build off the non-epic rules, which makes the
process very free-form and will require no small amount of
collaboration between the player and the GM to iron out all
the details. Mechanically, when crafting a new spell, the caster
must do all the following:
Appropriate Knowledge check, DC 40 + twice the spell level;
Spellcraft check, DC 40 + twice the spell level;
Pay 10,000 gold per spell level;
Spend 2 weeks per spell level researching.
Though you cannot reduce the spell research DC by adding
assistants with epic spells, you can modify the research DCs via
the following means:
What About Wish?
The spell wish can create some problems. Much has been
made elsewhere of its propensity for derailing campaigns or
getting its casters into trouble they can't get themselves out
of. Our concern, however, is how the spell-of-spells affects
epic-level magic.
First and foremost, you cannot wish an epic spell into
being. The delicate intricacies of epic magic are simply beyond
the gross reality-distorting properties of wish.
Second, you cannot simply create a higher-level version of
wish as an epic spell. Consider wish to be the gateway to epic
Table 7-2: Epic Spell Research Modifiers
Condition
DC Modifier
Minor spell material component
required (spell level x 10 gp)
-2
Moderate spell material component
required (spell level x 100 gp)
-4
Major spell material component
required (spell level x 1,000 gp)
-8
Focus required
-2 to -10 based on value
No verbal component
+15
No somatic component
+10
Additional research materials
-1 per 2,000 gp per spell
level (maximum -5)
171
spellcasting: in both, the caster has moved beyond simply
shaping magical energy and is impressing their very will upon
reality, forcing it to bend in ways pleasing to them. While wish
is potent, it is a child's first, toddling steps into the realm. Only
through the intensely focused manipulations of a specific epic
spell can the caster shape reality with a degree of accuracy
sufficient to achieve the spectacular results such spells are
known for.
Finally, wish cannot be used to undo the effects of an epic
spell. Any effects of an epic spell are effective or remain active
even if a wish is made specifically to counter those effects,
unless it is an effect that could otherwise be countered by
another non-epic spell that wish can emulate (such as energy
damage being countered by resistance to energy or ability
damage being countered by restoration). The only way to
counter an epic spell is with another epic spell.
Time
Throughout a spellcaster's career, they have manipulated
many of the forces of creation: energy, matter, spirit, and even
the planar boundaries. However, one force remains, for the
most part, completely beyond their grasp: time.
Even a non-epic arcanist's greatest weaponwish
allows you to only undo a single act of misfortune within six
seconds of its occurrence. This rule holds true for most epic
spells. Generally speaking, time is simply outside the ability of
even the gods to manipulate, except in spans measured in
seconds. The most potent example of this in the sample epic
spells below is time duplicate, which allows you to draw a
version of yourself from one round in the future.
One round is generally a good limit for the reach of even
epic spells. GMs should consider long and hard before they
allow anything more drastic, both for the story implications
and for the mechanical difficulty such effects can present.
Example Epic Spells
Below are example spells ranging from 10
th
to 15
th
level.
Remember that epic spells should be rare and personal things;
it is unlikely that players will just find them around. Rather, if
they are not creating their own, then they should only be gifted
such spells for doing great personal favors for another epic
spellcaster or as a reward at the end of especially harrowing or
lengthy quests.
Contingent Resurrection
School: Conjuration [Healing]; Level: cleric/oracle 11
Casting
Casting Time: 1 minute
Components: V, S, DF
Effect
Range: Touch
Target: You or creature touched
Duration: Contingent until expended, then instantaneous
Saving Throw: Yes (harmless); Spell Resistance: Yes
Contingent resurrection returns the subject to life if he or
she is slain. Once cast, the spell remains quiescent and does
not activate until the trigger conditions have been met. Each
day it remains untriggered, it uses up a spell slot of an
appropriate level, even if the character cast it on another
creature. Once triggered, the spell is expended. If the subject
is killed, he or she is restored to life and complete health 1
minute later, so long as even a tiny bit of dust remains for
contingent resurrection to act upon. A shaft of light shines
down from the heavens, illuminating the subject and
everything within 20 feet. The creature is restored to full hit
points, vigor, and health, with no loss of prepared spells, as if
subject to resurrection. However, the subject gains one
permanent negative level when it is raised. If the subject is 1
st
level, it takes 2 points of Constitution drain instead.
Contingent resurrection does not work on a creature that has
died of old age.
Crown of Vermin
School: Conjuration [Summoning]; Level: sorcerer/ wizard 11
Casting
Casting Time: 1 minute
172
Components: V, S
Effect
Range: Personal
Area: 10' aura
Duration: 1 round/level
Saving Throw: None (see text); Spell Resistance: No
After casting crown of vermin, one thousand venomous,
biting and stinging spiders, scorpions, beetles, and centipedes
erupt from the very air around the caster. This swarm forms a
living aura around the character to a radius of 10 feet. The
caster is immune to his or her own crown of vermin. The
swarm goes where the caster goes at his or her speed, even if
the caster takes to the air or water (though water drowns the
vermin after 1 full round of immersion, unless the spell is cast
underwater, in which case aquatic or marine vermin answer
the call and die 1 full round after leaving the water).
Each vermin in the crown of vermin bites a creature who
enters the area occupied by the effect (or the character forces
the effect into an area occupied by another creature) for 1
point of damage, and then dies. Each victim takes enough
points of damage to kill it, destroying that number of vermin
in the process. Victims get a Reflex saving throw each round
to avoid the full press, and if successful, take only 10d10 bites
(and 10d10 points of damage). A total of 1,000 points of
damage can be dealt to those who fall prey to the crown of
vermin. The vermin have damage reduction 1/epic, so the
vermin’s natural weapons are treated as epic for the purpose
of overcoming damage reduction. If there aren’t enough
vermin to kill all the creatures in the spell’s effect, the creature
with the fewest hit points is affected first, then the creature
with the second fewest hit points, and so on. After all
creatures that can be killed have been killed, any remaining
damage is distributed among the survivors equally.
The caster has utter control over the vermin in his or her
aura, and can force them into areas that would normally deter
common vermin. As a standard action, the caster can com-
pletely suppress his or her vermin aura so that no vermin are
visible at all. The time that vermin are suppressed does not
count toward the spell’s duration. Alternatively, the caster can
roughly shape and move the vermin in any fashion he or she
desires within the limits of the 10-foot radius spread as a
move-equivalent action. The vermin cannot be wrested from
the caster's control through any means. The vermin make all
saving throws to avoid damaging effects using the caster's
base saving throw bonuses. They gain the caster's spell
resistance, if any, and they get saving throws against spells that
would otherwise automatically slay vermin. A caster can see
through his or her crown of vermin without difficulty, but gains
concealment against enemy attacks launched both outside
and within the character’s crown of vermin.
Damnation
School: Enchantment [Compulsion] [Teleportation] [Mind-
Affecting]; Level: cleric/oracle 12, druid 13, sorcerer/wizard 12
Casting
Casting Time: 1 standard action
Components: V, S
Effect
Range: Touch
Target: Creature touched
Duration: Instantaneous for teleportation; 1 minute/level for
compulsion
Saving Throw: Will negates (see text); Spell Resistance: Yes
The caster sends his or her foe to Hell. The target must
succeed at a Will saving throw or be sent straight to a layer of
a lawful evil or chaotic evil plane (at the caster's choice)
swarming with fiends. The subject will not willingly leave the
plane for the spell's duration, believing their predicament is a
just reward for an ill-spent life. Even after the compulsion
fades, they must devise their own escape from the plane.
Unless the GM devises a specific location and scenario in the
Nine Hells, the subject encounters a group of 1d4 pit fiends or
balor every hour they spend in hell.
Déhézon's From Torment Be Released
School: Conjuration [Healing]; Level: cleric/oracle 10, druid 10
173
Casting
Casting Time: 1 standard action
Components: V, S
Effect
Range: 30' radius
Target: Two or more creatures
Duration: Instantaneous
Saving Throw: Will half; Spell Resistance: Yes
By mastering positive energy, the caster gains mastery
over life and death for all those around them. This spell allows
the caster to inflict damage on a target in a fashion similar to
the harm spell with a successful ranged touch attack, except
that it inflicts 200 points of damage and targets can be
dropped to below 0 hit points. For each target so affected, the
caster can select another target within the radius of effect and
transfer the sapped lifeforce as if affecting the second target
with a heal spell for an amount of healing equal to the amount
of damage the first target sustained.
The spell must be set up as a one-to-one transference; you
cannot harm a target without heal-ing another and vice-versa.
No creature can be targeted by the harm effect more than
once per castingeven if the first attempt failsand neither
can they be affected by more than one heal effect. Targets for
the harm effect must be beings with hit points derived from
possessing positive energy, not objects, constructs, or undead.
The heal effect has the same restrictions except that the
gathered positive energy can be used to damage undead.
Note: The harm effect described here is used only as a
comparison. This spell does not use negative energy in any
way, instead moving positive energy from one creature to
another.
Demise Unseen
School: Necromancy [Death]; Level: cleric/oracle 12,
sorcerer/wizard 12
Casting
Casting Time: 1 standard action
Components: V, S
Effect
Range: medium (100' + 10'/level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fort negates; Spell Resistance: Yes
The caster instantly slays a single target with no more than
10hp per caster level and at the same moment animates the
body so that it appears that nothing has happened to the
creature. The target’s companions (if any) do not realize what
has transpired. The target receives a Fortitude save to survive
the attack. If the save fails, the target remains in its exact
position with no apparent ill effects. In reality, it is now a ghoul
under the caster's control. The target’s companions notice
nothing unusual about the state of the target until they
interact with it, at which point each receives a Will save to
notice discrepancies. The ghoul serves the caster indefinitely.
The caster cannot exceed the normal limit for controlling
undead through use of this spell, but other means that allow
the caster to exceed the normal limit for controlled undead
work just as well with undead created with demise unseen.
Dire Winter
School: Evocation [Cold]; Level: druid 14, sorcerer/wizard 14
Casting
Casting Time: 1 minute
Components: V, S
Effect
Range: long (400' + 40'/level)
Area: 1,000' radius
Duration: 1 hour/level
Saving Throw: None; Spell Resistance: None
The creature or object targeted emanates bitter cold to a
radius of 1,000 feet for the spell's duration. The emanated
cold deals 2d6 points of damage per round against
unprotected creatures (including the target). The intense cold
freezes water out of the air, causing constant snowfall and
wind. The snow and wind produce blizzard conditions within
the area.
174
Eclipse
School: Conjuration [Creation]; Level: cleric/oracle 10
Casting
Casting Time: 10 minutes
Components: V, S,
Effect
Range: extreme (1 mile + 1 mile/level)
Area: 5-mile aura
Duration: Up to 8 hours
Saving Throw: None; Spell Resistance: No
With this spell, the caster creates a limited solar eclipse.
The landscape within a five-mile radius of the caster's location
experiences the dimming of the sun as a disk the caster creates
passes in front of it, culminating in a complete blackout and
accompanying coronal ring. The eclipse follows the caster
across the landscape for up to 8 hours, until the sun goes
down, or until the caster dismisses the eclipse. The caster does
not need to concentrate on the eclipse while it lasts.
Epic Counterspell
School: Abjuration; Level: sorcerer/wizard 11
Casting
Casting Time: 1 standard action
Components: V, S
Effect
Range: Medium (100' + 10'/level)
Target: One creature or object
Duration: Instantaneous
Saving Throw: None; Spell Resistance: No
This is the only spell capable of counterspelling epic spells.
To use epic counterspell, select an opponent as the target. The
caster does this by readying an action, electing to wait to
complete his or her action until the opponent tries to cast a
spell. The caster may still move his or her speed, because
readying a counterspell is a standard action. If the target tries
to cast a spell, make a dispel check as if using dispel magic. If
the check is successful, the character’s spell negates the foe’s
spell.
Lakrivarideyn's Cloak of Ravens
School: Abjuration [Evil]; Level: sorcerer/wizard 14
Casting
Casting Time: 1 standard action
Components: V, S, M (a raven's feather)
Effect
Range: Close (25' + 5' / 2levels)
Target: You plus 1 creature every 6 levels
Duration: 24 hours
Saving Throw: yes (harmless); Spell Resistance: yes (harmless)
A thick mantle of black feathers settles on your shoulders,
trailing down like an impossibly long cloak that flows about in
the slightest breeze. As you move, more dark feathers swirl
about you, coming from and returning to seemingly nowhere.
While affected by the cloak of ravens, you gain a number
of benefits:
You gain a +1 profane bonus to AC for every six caster levels,
including your touch and flatfooted ACs;
You gain a +1 profane bonus to all attack and damage rolls
for every ten caster levels;
You gain a +1 profane bonus to all saving throws for every
ten caster levels;
All spells cast gain a +1 profane bonus for every twelve
caster levels on spell DCs and on any checks made to
penetrate spell resistance;
You gain DR 10/good and silver;
You gain a circumstance bonus to all Stealth checks equal to
your caster level;
You are immune to detection from any magical source, as if
under the influence of a mindblank;
You are immune to the effects of mind-affecting spells, spell-
like abilities, or supernatural or extraordinary abilities;
You are immune to polymorph effects;
Whenever you fall more than 20 feet, you are automatically
affected by a featherfall spell.
Lakrivarideyn's Word of the Beast
School: Evocation [Evil] [Pain]; Level: cleric/mystic 14, druid 14
175
Casting
Casting Time: 1 standard action
Components: V
Effect
Range: 120'
Area: cone-shaped burst
Duration: instantaneous
Saving Throw: see text; Spell Resistance: yes
You take a deep breath and then, with a single, mighty
exhalation, you project a bone-shattering wave of magical
energy that cripples targets, tearing apart bodies and spells
with equal efficiency.
Any living thing within the area of effect suffers 1d6 points
of damage per caster level (maximum 40d6), 1d3 points of
damage to all their ability scores, and is left sickened for 1d4
minutes as pain writhes through them. A successful Will save
reduces this damage by half, negates the ability damage, and
the target is merely shaken for the duration. No physical
barrier can stop the wave; even a wall of force is permeable to
the Word. Only an antimagic field, mage's disjunction, or
other, similar effect can impede the spell, and only within the
radius of its effect.
Good outsiders, elementals, fey, and creatures that
project an aura of good instead take 1d8 points of damage per
caster level, 1d4 points of ability damage, and receive a -4
penalty to their Will save against the spell. Conversely, evil
outsiders, undead, and creatures that project an aura of evil
only take 1d4 points of damage per caster level, no ability
damage, and receive a +4 bonus to their Will save against the
spell.
Alternately, the caster can choose to modulate their voice
to instead affect only objects instead of creatures. Doing so
inflicts 2d6 points of damage per caster level (maximum 80d6)
and ignores object hardness of less than 25. Attended objects
receive a Will save to reduce this damage by half.
Objects destroyed or creatures slain by this spell crumble
away, leaving not even dust behind them. Such victims cannot
be restored by anything short of epic magic or the direct
intervention of a deity.
In addition to its excoriating effect, all temporary magical
effects are stripped away from targets regardless of their
success or failure on the Will save. Further, the word of the
Beast can be readied in the same manner as dispel magic or
greater dispel magic to counterspell. Unlike those two spells,
it can be used against epic spells up to 14th level and the
counterpselling automatically succeeds.
Let Go of Me
School: Transmutation; Level: sorcerer/wizard 10
Casting
Casting Time: 1 free action
Components: None
Effect
Range: Touch
Target: One creature or force grappling you
Duration: Instantaneous
Saving Throw: Fort half; Spell Resistance: Yes
The aster deals 20d6 points of damage to any creature
grappling him or her. The damage dealt is of no particular type
or energy: it is a purely destructive impulse. In addition to the
damage, they make an immediate CMB check to break free of
the grapple, using their caster level and relevant casting ability
score (Int or Cha) to determine their bonus instead of base
attack bonus and Str. If the grapple is successfully broken, the
target is pushed away as if successfully bull rushed. If grappled
by a magical force, the force is automatically destroyed.
Unfortunately for the caster, they also suffer 10d6 points
of backlash damage, though grappling can be so dangerous for
spellcasters that they rarely mind paying that price.
Nailed to the Sky
School: Conjuration [Teleportation]; Level: druid 12,
sorcerer/wizard 11
Casting
Casting Time: 1 standard action
Components: V, S
176
Effect
Range: Medium (100' + 10'/level)
Target: One creature or object weighing up to 50 lbs/level
Duration: Instantaneous
Saving Throw: Will negates; Spell Resistance: Yes
Nailed to the sky actually places the target so far from the
surface of the world and at such a speed that it keeps missing
the surface as it falls back, so it enters an eternal orbit. Unless
the target can magically fly or has some other form of non-
physical propulsion available, the target is stuck until someone
else rescues it. Even if the target can fly, the surface is 2 to 4
hours away, assuming a fly spell. The target may not survive
that long. Depending on the world where nailed to the sky is
cast, conditions so far from its surface may be deadly.
Deleterious effects include scorching heat, cold, and vacuum.
Targets subject to these conditions take 2d6 points of damage
each from heat or cold and 1d4 points of damage from the
vacuum each round. The target immediately begins to
suffocate.
Rain of Fire
School: Evocation [Fire]; Level: druid 11, sorcerer/wizard 11
Casting
Casting Time: 1 minute
Components: V, S
Effect
Range: Personal
Area: 2-mile radius
Duration: 1 hour/level
Saving Throw: Ref negates; Spell Resistance: Yes
This spell summons a swirling thunderstorm that rains fire
rather than raindrops down on the caster and everything
within a two-mile radius of him or her. Everything caught
unprotected or unsheltered in the flaming deluge takes 1 point
of fire damage each round. A successful Reflex save results in
no damage, but the save must be repeated each round. Unless
the ground is exceedingly damp, all vegetation is eventually
blackened and destroyed, leaving behind a barren wasteland
similar to the aftermath of a grass or forest fire. The fiery
storm is stationary and persists even if the caster leaves.
Raise Island
School: Conjuration [Creation]; Level: cleric/oracle 12, druid
12, sorcerer/wizard 12
Casting
Casting Time: 1 day
Components: V, S
Effect
Range: Personal
Area: 1 island
Duration: Permanent
Saving Throw: None; Spell Resistance: No
The caster can literally raise a new island from out of the
sea, bringing to the surface a sandy or rocky but otherwise
barren protrusion that is solid, stable, and permanently
established. The island is roughly circular and about 200 feet
in diameter. Raise island only works if the ocean is less than
1,000 feet deep where the spell is cast.
Safe Time
School: Conjuration [Teleportation]; Level: sorcerer/wizard 11
Casting
Casting Time: 1 minute
Components: V, S
Effect
Range: Touch
Target: You or creature touched
Duration: Contingent until expended, then 1 round of safe
time
Saving Throw: None; Spell Resistance: No
Safe time can move the caster (or a willing target) out of
harm’s way by shunting him or her into a static time stream.
Once cast, the spell remains quiescent and does not activate
until the trigger conditions have been met. Each day it remains
untriggered, it uses a spell slot of the appropriate level, even if
you cast it on another creature. Once triggered, the spell is
177
expended normally. When the character would otherwise be
subject to any instantaneous effect that would deal him or her
more than a specific amount of damage specified when safe
time is originally cast, he or she is instead transported to a
static time stream where time ceases to flow. The character’s
condition becomes fixed: no force or effect can harm him or
her until 1 round of real time has passed. Thus, the character
avoids the damage he or she would otherwise receive, but the
character also misses out on one round of activity. To the
character, no time passes at all, but to onlookers who are part
of real time, the character stands frozen and fixed in space for
1 full round.
Time Duplicate
School: Conjuration [Teleportation]; Level: sorcerer/wizard 13
Casting
Casting Time: 1 free action
Components: V, S
Effect
Range: Personal
Target: Caster
Duration: 1 round (see text)
Saving Throw: None; Spell Resistance: No
The caster snatches him- or herself from 1 round in the
future, depositing this future self in an adjacent space as a free
action that counts as a quickened spell. The caster's future self
is technically only a possible future self (the time stream is a
maelstrom of multiple probabilities), but snatching that future
self from 1 round in the future collapses probability, and the
possible future becomes the definite future. The caster and
his or her future self are both free to act normally this round
(the caster has already used up the limit of one quickened spell
per round, but his or her duplicate hasn’t). The future self has
all the resources the caster has at the moment he or she
finishes casting time duplicate. Because the future self was
previously only a possibility, his or her resources are not
depleted as a result of whatever might occur this round (even
if the character dies this round). Likewise, he or she doesn’t
have any special knowledge of what might occur during this
round. Because the future self is still part of the time stream,
the round it spends with the caster is a round it misses in its
own future. Because the caster's future duplicate is also the
caster, the caster misses the next round as well. He or she
simply isn’t there. Tampering with the time stream is a tricky
business. Here is a round-by-round summary:
Round One
The caster casts time duplicate, the future self from round
two arrives, and both act normally.
Round Two
The future selfthe castergets snatched back in time to
help the past self. During this round, there are no versions of
the character present.
Round Three
The caster rejoins the time stream. The caster arrives in
the same location and condition that the future self ended
with at the end of the first round. Any resources (spells,
damage, staff charges) the future self used up in round one are
gone for real. Record them now.
Using this spell to snatch a single future self stretches time
and probability to its limit; more powerful versions of time
duplicate are not possible. A caster cannot bring more than a
single future version of him- or herself back at one time, nor
can a caster snatch a version of him or her from farther in the
future.
Vengeful Gaze of God
School: Transmutation; Level: sorcerer/wizard 15
Casting
Casting Time: 1 standard action
Components: V, S
Effect
Range: long (400' + 40'/level)
Target: One creature or one 10' cube of nonliving matter
Duration: Instantaneous
Saving Throw: Fort half; Spell Resistance: Yes
The target of this spell is subject to 300d6 points of
178
damage (or half of that if a Fortitude save succeeds) as it is
wracked by relentless waves of pure destructive force. If the
target is reduced to slain (or a construct, object, or undead is
reduced to 0 hit points), it is utterly destroyed as if
disintegrated, leaving behind only a trace of fine dust.
At the same time, the caster is subject to 200d6 points of
backlash damage. As with the target, if the caster is slain, they
are utterly destroyed.
179
Chapter 8 - House Rules
No ruleset is perfect; for all the years that both D&D 3/3.5
and Pathfinder have been refined and edited, they still have
flaws. Much has been made of class/feat combinations that
are overpoweredor cripplingly underpoweredand the
complaints about the power of mages at higher levels are both
numerous and legitimate. Whether they are rooted in the lore
of the game or simply because there is no good, universal
solution to the problem, they continue to persist.
There are as many ways to deal with the problems as there
are groups that encounter them. Personally, I generally just
rely on my players to hold to the game's spirit of fun,
understanding that legitimate attempts to break the system
don't really have a place in the sort of games we usually
partake in. But over the years, I have slowly come to embrace
a small number of house rules for both regular and epic play
that have proven useful and helped my players wring more
enjoyment out of our sessions.
Naming Magic Items
I don't like saying that a weapon is a +1 longsword; I don't
think it makes much sense in-character. At the same time, I
feel that characters need a way to talk about items, and the
fact that some are more powerful than others is just a reality
that is normal to the PCs. To that end, I use a system that
renames the numbered bonuses that items have.
Items that are measured at non-epic levels on a scale of
+1 to +5 such as weapons, armor, and rings of protection are
called imbued (+1), enchanted (+2), mystic (+3), extraordinary
(+4), and legendary (+5).
Ability score-boosting items that have a much smaller
non-epic range of bonuses are just imbued (+2), mystic (+4),
and legendary (+6).
Items that are measured at non-epic levels on a scale of
+1 to +8 such as bracers of armor are called imbued (+1),
greater imbued (+2), enchanted (+3), greater enchanted (+4),
mystic (+5) greater mystic (+6), extraordinary (+7), and
legendary (+8).
Any magic item with an epic bonus is simply referred to as
an epic weapon, often written like epic (+6) longsword of frost
or epic (+8) headband of vast intelligence.
Death and Dying
In most D&D and Pathfinder games, death is a revolving
door. Losing half your party in high-level gameplay just means
you take the rest of the day off and get back to it in the
morning, with everyone true resurrected back into fighting
form. While I understand the mechanics behind the situation,
it tends to remove a lot of tension from encounters when
every combat is reduced to 'we'll all be 100% fine' or 'TPK.' To
that end, I tend to remove the focus on save-or-die situations
but also increase the penalties for dying.
I've never cared for effects that can one-shot even
powerful characters. In addition to trying to avoid using such
powers, PCs and certain powerful NPCs have a second-chance
save against these sorts of effects. If they are struck by an
instant-death effect and fail their save, they drop immediately
to -1 hit points. The next round, unless attended to by a
character with curative magic, they make a second save at the
same DC. Failure means death, but success means they remain
alive (but not stabilized) at -1 hit points.
If an effect does not allow for a saving throw (such as a
critical hit with a vorpal blade or the power word: kill spell),
they are treated as having automatically failed the initial save
and then gain a save based on relevant factors (usually the
normal DC for a spell of that level or 10 + 1/2 attacking
character level + applicable ability score modifier). Not that I
ever actually allow vorpal weapons in my campaigns.
Counterbalancing the 'safer' working environment for
heroes is a harsher penalty for dying. Returning a dead
character to life requires the direct intervention of a deity.
Spells such as raise dead, resurrection, and true resurrection
only bring the attention of the cleric's god to the situation. A
CHAPTER 8 HOUSE RULES
180
character that is revived must make an accord with the
reviving godusually to perform a specific service such as
slaying a monster or retrieving a lost artifactand is only then
restored to life.
Failure to complete the task within the time limit set at
the time of resurrection or dying before the task is completed
means that the character is dead permanently. Depending on
the god beseeched, how strictly this is enforced can vary; a
spiteful or overly-lawful god might require the returned
character to personally carry out the mission. A more laid-back
or understanding god might even permit a character who dies
a second time during the fulfillment of a mission to come back
once more, so long as the original mission is finished by
someone else first. These restrictions do not apply to the spell
breath of life, which actually keeps the soul from departing the
dead body and returns it before the character truly passes on.
Spell Power and Magic Item Crafting
After careful consideration, I decided that the magic item
creation rules for Pathfinder do not function as well as I would
like. To that end, I experimented with a system based off of
something I call 'spell power' that produced results I liked. I
understand that these rules require one's players to keep to
the spirit of the game and have some potential for abuse; thus,
they may not work with every player party. Implement them
at your own discretion.
Spell Power
Creating magic items requires the introduction of a new
statistic for characters to keep track of: spell power. This is
simply the sum total of all the spell levels a character can cast
per day, including all bonus spells, additional spells for high
ability scores, and spell-like abilities. Though they can be used
to satisfy creation requirements, spell completion and spell
trigger items (such as scrolls or staffs) cannot contribute to a
character's spell power rating.
Thus, a 1
st
-level universalist wizard with an intelligence of
16 would have a spell power of 2 (1 1
st
-level spell, 0 bonus
spells, 1 additional 1
st
-level spell for high Int).
A 5
th
-level evoker with an intelligence of 14 would have a
spell power of 19 (3 1
st
-level , 2 2
nd
-level, and 1 3
rd
-level spells;
1 bonus spell of 1
st
, 2
nd
, and 3
rd
levels; 1 additional 1
st
and 2
nd
level spell for high Int).
This is only a measure of a spellcaster's potential; the slots
do not have to be specifically filled with a spell to count and
slots used to cast lower-level spells still count at their actual
level, not the level of the spell stored.
0
th
-level spells never contribute to spell power.
When a spell is cast, its spell power is used up until the
next time the spellcaster regains their used spells. Our 5
th
-
level evoker from above would have their spell power reduced
from 19 to 16 by casting a fireball (a 3
rd
-level spell). Upon
resting and regaining his daily spells, his spell power would
return to 19.
If a character has levels in more than one spell-casting
class, they can add all their arcane spells or all their divine
spells to their spell power (but must keep track of the two
different types of magic separately and cannot use both to
craft the same item).
Magic Item Creation
Item creation feats still function as normal. The only
change is to the actual process of creating items, though
consulting the Pathfinder item creation rules can be useful if
you have any specific questions as there are some areas of
overlap between the two methods. Use the following process:
1. Select (or design) the item to be created.
2. Make sure you have the appropriate Item Creation feat.
3. If applicable, determine the caster level to be used to
create the item.
4. Determine the item's base price.
5. Pay half that amount as a creation cost, plus any
additional price for costly material components if
applicable.
6. Divide the base price by 50 and round up to determine the
181
amount of spell power that needs to be invested in the
item to complete it.
7. Complete any additional requirements (such as specific
spells that must be cast along with the item).
8. Make a Spellcraft check (DC 5 + item's caster level). You
can substitute a relevant Craft skill for certain items.
For example, let us say we wish to create a +1 flaming
longsword:
1. We will create a +1 flaming longsword.
2. You need Craft Magic Arms & Armor.
3. The minimum caster level is 3
rd
for the +1 enhancement
and 10
th
for the flaming ability, so we must have a caster
level of at least 10
th
.
4. The item's base cost is 8,315 gold (8,000g for the total +2
enchantment and 315g for a masterwork longsword).
5. Pay 4,157 gold and 5 silver in material costs.
6. The item will require a total spell power of 187 (8,315 / 50
= 186.3 and you always round up).
7. After investing all the spell power necessary, cast flame
blade, flame strike, or fireball into the blade (for the
flaming enhancement).
8. Make a Spellcraft or Craft [Weaponsmithing] DC 15 to
complete.
Thus, an item that would have required your average 10
th
-
level wizard 9 days to complete in the old system can instead
be finished in about 3 days. The effect is even more impressive
at higher levels and the stronger a spellcaster is, the more
capable they become at crafting. Alternately, if the group is on
the move, the wizard can continue to craft the item by
investing spell power into it a little at a time, whenever he has
a few spell slots unexpended at the end of the day.
Investing Spell Power
Using your spell power to create items is called 'investing,'
and is both quick and easy. The crafting spellcaster only needs
a relatively clean, stable workspace and no distractions. It
takes one minute of concentration to invest a single point of
spell power into an item. The power invested corresponds
directly to the spellcaster's spell slots, meaning using a 3
rd
-level
slot requires 3 minutes and invests the item with 3 points of
spell power. The spellcaster then loses whatever spell was in
that slot (or access to the slot if a spontaneous caster or if they
hadn't prepared a spell in the slot) just as if they had cast the
spell.
Being interrupted during the process means you expend
whatever spell or slot you're using without investing the spell
power into the item.
Investing can be a gradual process, meaning a spellcaster
can create magic items on the run, maybe only investing a few
spell slots into an item each evening around the campfire.
They can also put away unfinished items and come back to
them later, if circumstances require.
For magic items that require certain spells (such as our +1
flaming longsword above), that spell must be provided at the
end of the process and is separate from the spell power being
invested.
Epic Feat Changes
If you decide to use the Spell Power system, make the
following change to the Efficient Item Creation feat:
Efficient Item Creation [Item Creation]
Prerequisites: Item creation feat to be selected, Spellcraft
21 ranks.
Benefit: Select an item creation feat. Creating a magic
item using that feat requires an amount of spell power equal
to the item's base cost / 500.
Special: You can gain this feat multiple times. Its effects
do not stack. Each time you take the feat, it applies to a
different item creation feat.
Metamagic and Magic DCs
Some people think that spellcasters at high- and epic-level
182
play are overpowering and to a certain degree, they're right.
But they suffer from their own problems, one of the most
important of which is the fact that their primary abilities top
out at DCs of 19 + ability score modifier. As more and more
foes have access to abilities such as evasion or energy
immunity, the utility of their spells becomes more limited.
Of course, there are the Heighten Spell and Improved
Heighten Spell feats, but that means they have to ignore all the
delightful metamagic feats that epic magic is ostensibly built
around. Through playtesting at epic levels, I've found that it is
useful to allow spellcasters to use the DCs for the total
adjusted spell level, rather than the spell level. Thus, a
quickened meteor swarm would use a DC of 23 + ability
modifier (spell level 9 + 4 level adjustment for quicken) rather
than 19.
This only applies to spells adjusted with metamagic feats;
simply casting a spell normally using a higher level slot
continues to use the spell's original DC. Additionally, it uses
the spell level of the total level adjustment, not just the sum of
the metamagic feats applied. Improved Metamagic will also
reduce the DC adjustment while using a metamagic rod will not
increase the DC.
183
Sample Cataclysmic Spell Chart
1) Add 1d4 metamagic feats
2) Add 1d3 epic metamagic feats
3) Add 1d2+1 effects
d20
Metamagic feat
1
Dazing Spell
2
Disruptive Spell
3
Echoing Spell
4
Empower Spell
5
Enlarge Spell
6
Extend Spell
7
Flaring Spell
8
Intensified Spell
9
Lingering Spell
10
Maximize Spell
11
Persistent Spell
12
Piercing Spell
13
Reach Spell
14
Sickening Spell
15
Silent Spell
16
Still Spell
17
Tenebrous Spell
18
Thundering Spell
19
Toppling Spell
20
Widen Spell
d20
Epic metamagic feat
1
Aura Spell
2
Banishing Spell / Armoring Spell
3
Blackened Spell / Gilded Spell
4
Carnage Spell / Bolstering Spell
5
Cutting Spell
6
Deadly Spell (True Death Spell)
7
Enduring Spell
8
Enhance Spell
9
Force Spell
10
Imprisoning Spell / Grand Spell
11
Linked Spell
12
Living Spell
13
Macabre Spell
14
Maelstrom Spell
15
Pestilent Spell
16
Project Spell
17
Stealth Spell (Unseen Spell)
18
Vast Spell
19
Verdigris Spell
20
Warp Spell
d%
Effect
01
No additional effect
02
Demons summoned as if caster had used
gate
03
Everything within AoE subject to
disintegrate
04
Target's daily extra action restored
05
Gate to plane of water opens in shape of
spell
06
Target acquires random phobia
07
Spell inflicts x2 damage; extra damage
unholy
08
Terrain for spell level x 10 miles gains
affinity opposite of spell
09
Target -2 to all stats for 1 minute/spell
level
10
Otherwise-natural category 1d4 hurricane
centered on caster
d%
Effect
11
Target regains 1 hp per caster level
12
Spell produces 2d100 random birds
13
Earth fractures in AoE, with deep fissures
14
Spell produces potion of itself (1 at a time)
15
All targets randomly transposed
16
Spell incarnates as familiar that can
produce spell 1/day per 8 caster HD
17
Spell supercharges caster (+4 temp
hp/HD)
18
Target shrinks by 1" per foot of height
19
Target gains Spell Stowaway for used spell
20
Targets scattered to random planes
21
Caster gains affinity with spell (+2 DC, SR)
22
Storm fills sky for 1 mile/spell level, 1d10
"bolts" per round with spell effect
23
Terrain within AoE transposed with that of
a randomly chosen plane
24
Caster replaced by illusion, invisible caster
moved 5' over
25
Effectiveness of spell doubled in all ways
26
Roll 1 extra metamagic feat
27
Permanent gate opened to random plane
28
Sphere of annihilation appears at target
29
Caster slips into private dimension,
controls projection of self that can use
spell 1/rnd for # of rounds = caster level
30
Spawn controllable F5 tornado in AoE for
1 minute/caster level
31
Regain athema = to spell level
32
Spell brought to life as adamantine golem
33
AoE freezes in time for 1 round (as time
stop)
34
Control distance and shape of AoE at will
35
Weather becomes hot and dry for 100
miles
36
Any target that dies recasts the spell at
your command
37
Everything within AoE subject to haste
38
If target is slain within 1d4 hours, they are
immediately reborn as an infant
39
Spell effect clings to targets for 1d4
rounds
40
+2 to spell DC
41
Spell opens teleport circle to random place
42
+20 insight bonus on next roll
43
First casting per day free
44
Add effects of another known spell to
effect
45
Caster subject to greater invisibility
46
Next spell supercharged (+2 DC, +2 SR,
doubled effect)
47
Target becomes ooze
48
Healing no longer affects target for 1d4
hours
49
Choose 1 metamagic feat to apply
50
Target permanently loses one sense
51
Spell effect is permanent (until dispelled)
52
Choose 1 epic metamagic feat to apply
53
Target gains construct benefits/penalties
54
Spell produces rain with 1/10
th
spell effect
per round in 1 mile/radius for 1 rnd/spell
level
55
Targets slain by spell turned to solid gold
56
Add effects of spell to next spell cast
57
Spell triggers twice
58
-20 penalty on target's next roll
60
Target's weight reduced by 10%
d%
Effect
59
Someone, somewhere, gets the ability to
use the spell once
61
Everything within AoE subject to fireball
62
Divide AoE into 5' squares, apply over long
distance
63
Recover 1 hp for every 10 hp of damage
64
Spell gains your alignment
65
AoE coated in unmelting ice
66
Target becomes physically idealized
version of self for 1 hour/caster level
67
Target and Caster share epiphany
68
Entire AoE transported to new demi-plane
with affinity for spell
69
Caster can burn 1/10th of lifespan to
increase all spell effects by x10
70
Targets of spell slowed
71
Great wyrm dragon born from terrain
72
Heavens split and a massive version of the
spell strikes down; AoE x100, effects x1.5
73
Independent shadow double of target
appears 5d20 miles away
74
Roll 1 extra epic metamagic feat
75
Non-random effectiveness of spell
increased by order of magnitude in all
ways
76
2d4 random ioun stones produced (at a
time)
77
+20 luck bonus to next roll
78
Spell affects all creatures within 1 mile
79
Spell affects all creatures within 10 miles
80
Blizzard conditions for 100 miles
81
Target's memory completely wiped, Will
DC
82
Spell reverses target's gender
83
Caster sheathed in spell effect for 1d4
hours
84
Lob 2d4 random energy spheres (3d10
x10', 5' radius) that produce spell effect,
Ref DC
85
Automatically teleport to anywhere within
spells' AoE
86
Everything within AoE pushed to fringes
87
Target gains vulnerability for energy type
88
Target takes 1 damage per 1 hp lost by
Caster, no way to stop it
89
Target +2 to all stats for 1 minute/spell
level
90
+10 to overcome SR
91
10d100 HD of creatures within 100 miles
gain effects of true resurrection
92
Terrain for spell level x 10 miles gains
affinity of spell
93
Spell leaves adamantine shadow
94
Target fused to their equipment like skin
95
Every square of spell detonates with
fireball
96
Primeval forest springs up around target,
spreading 1,000' per round of spell effect
(or 1 mile for instantaneous); aligned with
spell
97
Random farm animals fill every
unoccupied space within AoE
98
Everything within AoE subject to heal
99
Angels summoned as if caster had used
gate
00
Roll twice
184
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a, Section 1(e), and are not Open Content: All
trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artworks, and trade dress. (Elements
that have previously been designated as Open Game Content are not included in this declaration.)
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game product produced by Jesse Jack Jones are Open
Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content
may be reproduced in any form without written permission.
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a) "Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b) "Derivative Material" means
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185
ABOUT THE AUTHOR
Jesse Jack Jones has been playing tabletop role-playing games since the late 1980's.
Though D&D was his first love and Pathfinder™ his current passion,
he's dabbled in Palladium Fantasy, Rifts, Robotech, Rolemaster, Earthdawn,
MechWarrior, Warhammer Fantasy, Castle Falkenstein, Marvel Superheroes, and more.
Other works by Jesse Jack Jones include:
Class and Archetype Pathfinder™ Handbook
Website PDF Download
Pathfinder™ Combat Styles Guide
Website PDF Download
The Darkness Undivided (The Blessed Land, Book I)
Amazon Barnes & Noble Smashwords
The Sacred Flames (The Blessed Land, Book II)
Amazon Barnes & Noble Smashwords
Falling Angel (Free!)
Amazon Barnes & Noble Smashwords