The Demented One
2009-01-17, 03:29 PM
Epic Hero
http://www.wizards.com/dnd/images/MartialPower/120097.jpg
The most ancient and powerful of heroes are beyond the ken of mere mortals, capable of performing superhuman feats of strength or wit, and possessed of power comparable to that of the gods. Any can take up the epic hero’s mantle, be they swordsman, knave, or mage, but only after long ordeals and great quests.
d12 HD
Requirements
To qualify to become an Epic Hero, you must fulfill all the following criteria.
Character Level: 17th
Class Skills
All skills are class skills for an Epic Hero.
Skill Points at Each Level: 4 + Int modifier.
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+2|Epic Virtue
2nd|
+2|
+3|
+3|
+3|Epic Virtue
3rd|
+3|
+3|
+3|
+3|Epic Virtue[/table]
Class Features
All the following are class features of the Epic Hero prestige class.
Weapon and Armor Proficiency
You gain no additional weapon or armor proficiencies.
Epic Virtue
At each level, you choose a particular talent, ability, or virtue to cultivate, raising it to epic heights. Choose from one of the following abilities to gain. Some abilities have certain requirements you must take in order to gain them; these are listed in their description.
Epic Ability (Ex)
Choose a single ability score. That score increases by 2, and you may always take 10 on any check made with that ability, or on any skill check made with a skill based on that ability. In addition, you gain one additional benefit based on the ability you chose, listed below. You may gain this epic virtue multiple times; each time, you must choose a different ability to apply it to. You must have a score of at least 18 in the ability you choose in order to gain this epic virtue.
Strength
You are treated as being one size category larger in many situations. Whenever you are subject to a bonus on a check (but not a penalty) based on your size, you are treated as being one size larger. You are also treated as one size larger when determining whether some abilities, such as improved grab or swallow whole, will effect you. You can wield weapons designed for a creature one size category larger than you with no penalty. This ability’s effective size increase stacks with effects that actually increase your size, but not with effects that cause you to be treated as larger, such as the powerful build ability or the Monkey Grip feat. In addition, you gain Improved Bull Rush, Improved Grapple, and Improved Overrun as bonus feats, even if you do not meet their prerequisites.
Dexterity
You gain a +5 enhancement bonus on initiative checks. In addition, whenever you make a successful Reflex save on an effect that allows a save for half damage or partial effect, that effect is instead negated. Even if you fail the save, you still only take the reduced effect.
Constitution
You gain immunity to death effects and to death by massive damage. In addition, whenever you make a successful Fortitude save on an effect that allows a save for half damage or partial effect, that effect is instead negated. Even if you fail the save, you still only take the reduced effect.
Intelligence
You gain 30 skill points, which you must immediately spend. When spending these skill points, you treat all skills as class skills for determining how many points you must spend to buy ranks in them (but not for determining the maximum number of ranks you may have in them). In addition, you may use vision once per day as an extraordinary ability, with caster level equal to your character level and no material components or XP cost.
Wisdom
You gain blindsense out to 30 ft. In addition, whenever you make a successful Will save on an effect that allows a save for half damage or partial effect, that effect is instead negated. Even if you fail the save, you still only take the reduced effect.
Charisma
You gain the Leadership feat as a bonus feat. If you already have that feat, you instead gain a +5 bonus to your Leadership score. In addition, you may use mass suggestion three times per day as an extraordinary ability, with caster level equal to your character level, and a DC equal to 20 + your Charisma modifier.
Epic Arcana (Su)
Choose a single arcane spell you know or have in your spellbook. You may cast that spell once per day as a supernatural ability. In addition, you may cast all spells of 0th, 1st, or 2nd level that you know or have readied at will as supernatural abilities. All caster levels are equal to your character level, and all save DC’s are equal to 10 + the spell’s level + your Intelligence or Charisma modifier. You must still pay the XP cost of any spell you cast as a supernatural ability with this epic virtue. This ability can be taken multiple times, choosing a different spell each time. You must be capable of casting 9th-level arcane spells in order to gain this epic virtue.
Epic Artifice (Su)
Whenever you craft a magical item, the material component price and XP cost are reduced by 25% (this does not stack with any other cost decreases granted by other abilities). In addition, the time it takes to create the item is reduced to 1 day per 10,000 gp of the item's market price, to a maximum of 7 days. In addition, once per day, you may cast a spell from a spell trigger item without using a charge or charges. You must be capable of casting 9th-level spells or 6th-level infusions in order to gain this epic virtue.
Epic Divinity (Su)
Choose a single domain granted by your deity (or, if you worship nature, choose from Air, Animal, Earth, Fire, Plant, and Water). You may the 1st and 2nd level spells of that domain at will as supernatural abilities. You may use the 3rd, 4th, 5th, and 6th level spells of that domain once per day as a supernatural ability. Finally, you may use either the 7th, 8th, or 9th level spell of that domain once per day as a supernatural ability. All caster levels are equal to your character level, and all save DC’s are equal to 10 + the spell’s level + your Wisdom modifier. You must still pay the XP cost of any spell you cast as a supernatural ability with this epic virtue. You must be capable of casting 9th-level divine spells in order to gain this epic virtue.
Epic Healer (Su)
Any cure spell you cast is automatically quickened, without increasing its level (however, other spells of the Healing subschool, such as heal or regeneration, are not affected). Whenever you apply a metamagic feat other than Heighten Spell, to a spell of the Healing subschool, the increase in the spell's effective level is reduced by one, to a minimum of +1. In addition, whenever you cast a spell of the Healing subschool that has a material component, you may instead pay an XP cost equal to 1/25 of the material component's gp value. You must be capable of casting 9th-level divine spells in order to gain this epic virtue.
Epic Magic (Su)
Choose a single class you have levels in that grants spellcasting (or manifesting, infusion-using, or any similar magical ability). You are treated as having an effective level in that class equal to your character level for determining your spells known and spells per day (or their equivalent for another magical ability). If you have levels in prestige classes that advance your spellcasting in that class, their advancements do not stack with the increased caster level. You may gain this epic virtue multiple times; each time, you must choose a different class to apply it to. You must be capable of casting 5th-level spells (or their equivalent for another magical ability) in order to gain this epic virtue.
Epic Metamagic (Su)
Whenever you apply a metamagic feat to a spell you cast, the increase in the spell's effective level is reduced by one, to a minimum of +1.
Epic Pact Magic
You may bind yourself to one additional vestige, and you automatically succeed on all binding checks. The DC of any ability granted to you by a vestige is increased by 2. In addition, when you gain this epic virtue, choose a single vestige of 1st or 2nd level. As long as you are bound to any vestige, you gain all of your chosen vestige's granted abilities, even though you are not bound to it. Yo must be capable of binding to 8th-level vestiges in order to gain this epic virtue.
Epic Prowess (Ex)
Your base attack bonus becomes equal to your character level, to a maximum of +20/+15/+10/+5. In addition, you become proficient with all weapons. You must have a base attack bonus of at least +12 in order to gain this epic virtue.
Epic Psionics (Su)
You gain bonus power points equal to your character level, and may apply metapsionic feats to powers you manifest without expending your psionic focus. In addition, you may manifest any power you know of 1st or 2nd level without paying its power point cost, although you may not augment it or apply metapsionic feats to it when you do so. You must be capable of manifesting 9th-level psionic powers in order to gain this epic virtue.
Epic Shadow Magic (Su)
Choose an master path, an initiate path, and an apprentice path of mysteries. You must know at least one mystery from each path you choose. Once per day, you may use a single mystery from the master path you chose as a supernatural ability. You may use each mystery from the initiate path once per day as a supernatural ability. In addition, you may use each mystery from the apprentice path at will as supernatural abilities. All caster levels are equal to your character level, and all save DC’s are equal to 10 + the mystery’s level + your Charisma modifier. You must be capable of casting master mysteries in order to gain this epic virtue.
Epic Spell Specialization (Su)
Choose a school of magic. Any spell of that school that you cast has its DC increased by 2, and you gain a +5 enhancement bonus on caster level checks to overcome spell resistance when casting spells of that school. Whenever you cast a spell of that school that is of 0th, 1st, or 2nd level, it is automatically quickened, without increasing its level. In addition, you gain one other benefit, based on the school you chose. The caster level of any supernatural ability granted by this epic virtue is equal to your character level. If this epic virtue grants you the ability to spontaneously cast a spell not on your class spell list, you treat its level as being the lowest it is on any base class's spellcasting list. You may choose this ability more than one time, choosing a different school of magic each time. You must be capable of casting 9th-level spells of the school you choose in order to gain this epic virtue.
Abjuration
Whenever you cast an abjuration spell targeting yourself, you gain a deflection bonus to AC and a resistance bonus on all saves equal to that spell's level for its duration. In addition, you may spontaneously cast dispel magic, greater dispel magic, and antimagic field, even if they are not normally on your class spell list.
Conjuration
Any creature you summon or call has maximum hp per HD, and gains a +4 enhancement bonus to Strength, Dexterity, Constitution, and Wisdom. In addition, you may spontaneously cast any summon monster spell except for summon monster IX, even if they are not normally on your class spell list.
Divination
As a swift action, you may grant yourself the benefits of the true seeing spell for one round, at will. In addition, you may spontaneously cast arcane sight, analyze dweomer, and moment of prescience, even if they are not normally on your class spell list.
Enchantment
Any mind-affecting enchantment spell you cast can still affect creatures normally immune to mind-affecting abilities, although they receive a +5 bonus to their save. In addition, you may spontaneously cast suggestion, mass suggestion, and mass charm monster, even if they are not normally on your class spell list.
Evocation
The damage dice of any evocation spell you cast are increased by one step. In addition, you may spontaneously cast fireball, chain lightning, and polar ray, even if they are not normally on your class spell list.
Illusion
As a swift action, you may render yourself invisible, as the greater invisibility spell, for one round. In addition, you may spontaneously cast major image, permanent image, and screen, even if they are not normally on your class spell list.
Necromancy
Any undead you create has maximum hp per HD, gains a +4 enhancement bonus to Strength and Dexterity, and gains turn resistance equal to the level of the spell used to create it. In addition, you may spontaneously cast animate dead, create undead, and greater create undead, even if they are not normally on your class spell list.
Transmutation
As a swift action, you may take on the form of another create, as the alter self spell, for one round. In addition, you may spontaneously cast fly, transformation, and polymorph any object, even if they are not normally on your class spell list.
Epic Soul (Su)
The essentia capacity of each of your soulmelds increases by two, and you gain 5 bonus points of essentia. Any incarnum feats you have are always treated as having one point of essentia invested in them, which still counts towards their maximum capacity. In addition, you may use conjure greater midnight construct once per day as a supernatural ability, with caster level equal to your character level. You must be capable of binding soulmelds to your heart chakra in order to gain this epic virtue.
Epic Tactics (Ex)
Choose a single martial maneuver of any level. You may use that maneuver once per encounter. You do not need to ready it (and may use it even if you cannot normally ready maneuvers), and cannot recover it. You may choose this ability more than one time, choosing a different martial maneuver each time.
Epic Truespeach (Su)
Once per round, when you would make a Truespeak check, you may instead treat the result as a 20 without making the roll. In addition, you automatically succeed on all Knowledge checks made when researching a creature's personal truename. You must have 20 ranks in the Truespeak skill in order to gain this epic virtue.
Epic Warrior (Ex)
You gain a +5 enhancement bonus on all attack rolls. In addition, the first time in a round you damage an enemy with an attack, you gain a +20 enhancement bonus on the damage roll. The critical hit modifier of any weapon you wield increases by one. In addition, you become proficient with all weapons. You must have a base attack bonus of at least +18 to gain this epic virtue.
Epic Weapon Mastery
Choose a type of weapon. While wielding that weapon, any attack you make with it ignores all forms of damage reduction, except for epic damage reduction and damage reduction/–. In addition, creatures with regeneration are always damaged normally by any attack you make with that weapon. As a swift action, you may make a single melee attack with that weapon if you are wielding it at your highest base attack bonus. However, that attack only gains bonuses to damage from the weapon's base damage and enhancement bonus, and your Strength modifier–feats, maneuvers, class features, or other abilities cannot add damage to it. You may choose this ability more than one time, choosing a different weapon each time. You must have a base attack bonus of at least +18 and the Greater Weapon Focus and Greater Weapon Specialization feats for the weapon you choose in order to gain this epic virtue.
http://www.wizards.com/dnd/images/MartialPower/120097.jpg
The most ancient and powerful of heroes are beyond the ken of mere mortals, capable of performing superhuman feats of strength or wit, and possessed of power comparable to that of the gods. Any can take up the epic hero’s mantle, be they swordsman, knave, or mage, but only after long ordeals and great quests.
d12 HD
Requirements
To qualify to become an Epic Hero, you must fulfill all the following criteria.
Character Level: 17th
Class Skills
All skills are class skills for an Epic Hero.
Skill Points at Each Level: 4 + Int modifier.
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+2|Epic Virtue
2nd|
+2|
+3|
+3|
+3|Epic Virtue
3rd|
+3|
+3|
+3|
+3|Epic Virtue[/table]
Class Features
All the following are class features of the Epic Hero prestige class.
Weapon and Armor Proficiency
You gain no additional weapon or armor proficiencies.
Epic Virtue
At each level, you choose a particular talent, ability, or virtue to cultivate, raising it to epic heights. Choose from one of the following abilities to gain. Some abilities have certain requirements you must take in order to gain them; these are listed in their description.
Epic Ability (Ex)
Choose a single ability score. That score increases by 2, and you may always take 10 on any check made with that ability, or on any skill check made with a skill based on that ability. In addition, you gain one additional benefit based on the ability you chose, listed below. You may gain this epic virtue multiple times; each time, you must choose a different ability to apply it to. You must have a score of at least 18 in the ability you choose in order to gain this epic virtue.
Strength
You are treated as being one size category larger in many situations. Whenever you are subject to a bonus on a check (but not a penalty) based on your size, you are treated as being one size larger. You are also treated as one size larger when determining whether some abilities, such as improved grab or swallow whole, will effect you. You can wield weapons designed for a creature one size category larger than you with no penalty. This ability’s effective size increase stacks with effects that actually increase your size, but not with effects that cause you to be treated as larger, such as the powerful build ability or the Monkey Grip feat. In addition, you gain Improved Bull Rush, Improved Grapple, and Improved Overrun as bonus feats, even if you do not meet their prerequisites.
Dexterity
You gain a +5 enhancement bonus on initiative checks. In addition, whenever you make a successful Reflex save on an effect that allows a save for half damage or partial effect, that effect is instead negated. Even if you fail the save, you still only take the reduced effect.
Constitution
You gain immunity to death effects and to death by massive damage. In addition, whenever you make a successful Fortitude save on an effect that allows a save for half damage or partial effect, that effect is instead negated. Even if you fail the save, you still only take the reduced effect.
Intelligence
You gain 30 skill points, which you must immediately spend. When spending these skill points, you treat all skills as class skills for determining how many points you must spend to buy ranks in them (but not for determining the maximum number of ranks you may have in them). In addition, you may use vision once per day as an extraordinary ability, with caster level equal to your character level and no material components or XP cost.
Wisdom
You gain blindsense out to 30 ft. In addition, whenever you make a successful Will save on an effect that allows a save for half damage or partial effect, that effect is instead negated. Even if you fail the save, you still only take the reduced effect.
Charisma
You gain the Leadership feat as a bonus feat. If you already have that feat, you instead gain a +5 bonus to your Leadership score. In addition, you may use mass suggestion three times per day as an extraordinary ability, with caster level equal to your character level, and a DC equal to 20 + your Charisma modifier.
Epic Arcana (Su)
Choose a single arcane spell you know or have in your spellbook. You may cast that spell once per day as a supernatural ability. In addition, you may cast all spells of 0th, 1st, or 2nd level that you know or have readied at will as supernatural abilities. All caster levels are equal to your character level, and all save DC’s are equal to 10 + the spell’s level + your Intelligence or Charisma modifier. You must still pay the XP cost of any spell you cast as a supernatural ability with this epic virtue. This ability can be taken multiple times, choosing a different spell each time. You must be capable of casting 9th-level arcane spells in order to gain this epic virtue.
Epic Artifice (Su)
Whenever you craft a magical item, the material component price and XP cost are reduced by 25% (this does not stack with any other cost decreases granted by other abilities). In addition, the time it takes to create the item is reduced to 1 day per 10,000 gp of the item's market price, to a maximum of 7 days. In addition, once per day, you may cast a spell from a spell trigger item without using a charge or charges. You must be capable of casting 9th-level spells or 6th-level infusions in order to gain this epic virtue.
Epic Divinity (Su)
Choose a single domain granted by your deity (or, if you worship nature, choose from Air, Animal, Earth, Fire, Plant, and Water). You may the 1st and 2nd level spells of that domain at will as supernatural abilities. You may use the 3rd, 4th, 5th, and 6th level spells of that domain once per day as a supernatural ability. Finally, you may use either the 7th, 8th, or 9th level spell of that domain once per day as a supernatural ability. All caster levels are equal to your character level, and all save DC’s are equal to 10 + the spell’s level + your Wisdom modifier. You must still pay the XP cost of any spell you cast as a supernatural ability with this epic virtue. You must be capable of casting 9th-level divine spells in order to gain this epic virtue.
Epic Healer (Su)
Any cure spell you cast is automatically quickened, without increasing its level (however, other spells of the Healing subschool, such as heal or regeneration, are not affected). Whenever you apply a metamagic feat other than Heighten Spell, to a spell of the Healing subschool, the increase in the spell's effective level is reduced by one, to a minimum of +1. In addition, whenever you cast a spell of the Healing subschool that has a material component, you may instead pay an XP cost equal to 1/25 of the material component's gp value. You must be capable of casting 9th-level divine spells in order to gain this epic virtue.
Epic Magic (Su)
Choose a single class you have levels in that grants spellcasting (or manifesting, infusion-using, or any similar magical ability). You are treated as having an effective level in that class equal to your character level for determining your spells known and spells per day (or their equivalent for another magical ability). If you have levels in prestige classes that advance your spellcasting in that class, their advancements do not stack with the increased caster level. You may gain this epic virtue multiple times; each time, you must choose a different class to apply it to. You must be capable of casting 5th-level spells (or their equivalent for another magical ability) in order to gain this epic virtue.
Epic Metamagic (Su)
Whenever you apply a metamagic feat to a spell you cast, the increase in the spell's effective level is reduced by one, to a minimum of +1.
Epic Pact Magic
You may bind yourself to one additional vestige, and you automatically succeed on all binding checks. The DC of any ability granted to you by a vestige is increased by 2. In addition, when you gain this epic virtue, choose a single vestige of 1st or 2nd level. As long as you are bound to any vestige, you gain all of your chosen vestige's granted abilities, even though you are not bound to it. Yo must be capable of binding to 8th-level vestiges in order to gain this epic virtue.
Epic Prowess (Ex)
Your base attack bonus becomes equal to your character level, to a maximum of +20/+15/+10/+5. In addition, you become proficient with all weapons. You must have a base attack bonus of at least +12 in order to gain this epic virtue.
Epic Psionics (Su)
You gain bonus power points equal to your character level, and may apply metapsionic feats to powers you manifest without expending your psionic focus. In addition, you may manifest any power you know of 1st or 2nd level without paying its power point cost, although you may not augment it or apply metapsionic feats to it when you do so. You must be capable of manifesting 9th-level psionic powers in order to gain this epic virtue.
Epic Shadow Magic (Su)
Choose an master path, an initiate path, and an apprentice path of mysteries. You must know at least one mystery from each path you choose. Once per day, you may use a single mystery from the master path you chose as a supernatural ability. You may use each mystery from the initiate path once per day as a supernatural ability. In addition, you may use each mystery from the apprentice path at will as supernatural abilities. All caster levels are equal to your character level, and all save DC’s are equal to 10 + the mystery’s level + your Charisma modifier. You must be capable of casting master mysteries in order to gain this epic virtue.
Epic Spell Specialization (Su)
Choose a school of magic. Any spell of that school that you cast has its DC increased by 2, and you gain a +5 enhancement bonus on caster level checks to overcome spell resistance when casting spells of that school. Whenever you cast a spell of that school that is of 0th, 1st, or 2nd level, it is automatically quickened, without increasing its level. In addition, you gain one other benefit, based on the school you chose. The caster level of any supernatural ability granted by this epic virtue is equal to your character level. If this epic virtue grants you the ability to spontaneously cast a spell not on your class spell list, you treat its level as being the lowest it is on any base class's spellcasting list. You may choose this ability more than one time, choosing a different school of magic each time. You must be capable of casting 9th-level spells of the school you choose in order to gain this epic virtue.
Abjuration
Whenever you cast an abjuration spell targeting yourself, you gain a deflection bonus to AC and a resistance bonus on all saves equal to that spell's level for its duration. In addition, you may spontaneously cast dispel magic, greater dispel magic, and antimagic field, even if they are not normally on your class spell list.
Conjuration
Any creature you summon or call has maximum hp per HD, and gains a +4 enhancement bonus to Strength, Dexterity, Constitution, and Wisdom. In addition, you may spontaneously cast any summon monster spell except for summon monster IX, even if they are not normally on your class spell list.
Divination
As a swift action, you may grant yourself the benefits of the true seeing spell for one round, at will. In addition, you may spontaneously cast arcane sight, analyze dweomer, and moment of prescience, even if they are not normally on your class spell list.
Enchantment
Any mind-affecting enchantment spell you cast can still affect creatures normally immune to mind-affecting abilities, although they receive a +5 bonus to their save. In addition, you may spontaneously cast suggestion, mass suggestion, and mass charm monster, even if they are not normally on your class spell list.
Evocation
The damage dice of any evocation spell you cast are increased by one step. In addition, you may spontaneously cast fireball, chain lightning, and polar ray, even if they are not normally on your class spell list.
Illusion
As a swift action, you may render yourself invisible, as the greater invisibility spell, for one round. In addition, you may spontaneously cast major image, permanent image, and screen, even if they are not normally on your class spell list.
Necromancy
Any undead you create has maximum hp per HD, gains a +4 enhancement bonus to Strength and Dexterity, and gains turn resistance equal to the level of the spell used to create it. In addition, you may spontaneously cast animate dead, create undead, and greater create undead, even if they are not normally on your class spell list.
Transmutation
As a swift action, you may take on the form of another create, as the alter self spell, for one round. In addition, you may spontaneously cast fly, transformation, and polymorph any object, even if they are not normally on your class spell list.
Epic Soul (Su)
The essentia capacity of each of your soulmelds increases by two, and you gain 5 bonus points of essentia. Any incarnum feats you have are always treated as having one point of essentia invested in them, which still counts towards their maximum capacity. In addition, you may use conjure greater midnight construct once per day as a supernatural ability, with caster level equal to your character level. You must be capable of binding soulmelds to your heart chakra in order to gain this epic virtue.
Epic Tactics (Ex)
Choose a single martial maneuver of any level. You may use that maneuver once per encounter. You do not need to ready it (and may use it even if you cannot normally ready maneuvers), and cannot recover it. You may choose this ability more than one time, choosing a different martial maneuver each time.
Epic Truespeach (Su)
Once per round, when you would make a Truespeak check, you may instead treat the result as a 20 without making the roll. In addition, you automatically succeed on all Knowledge checks made when researching a creature's personal truename. You must have 20 ranks in the Truespeak skill in order to gain this epic virtue.
Epic Warrior (Ex)
You gain a +5 enhancement bonus on all attack rolls. In addition, the first time in a round you damage an enemy with an attack, you gain a +20 enhancement bonus on the damage roll. The critical hit modifier of any weapon you wield increases by one. In addition, you become proficient with all weapons. You must have a base attack bonus of at least +18 to gain this epic virtue.
Epic Weapon Mastery
Choose a type of weapon. While wielding that weapon, any attack you make with it ignores all forms of damage reduction, except for epic damage reduction and damage reduction/–. In addition, creatures with regeneration are always damaged normally by any attack you make with that weapon. As a swift action, you may make a single melee attack with that weapon if you are wielding it at your highest base attack bonus. However, that attack only gains bonuses to damage from the weapon's base damage and enhancement bonus, and your Strength modifier–feats, maneuvers, class features, or other abilities cannot add damage to it. You may choose this ability more than one time, choosing a different weapon each time. You must have a base attack bonus of at least +18 and the Greater Weapon Focus and Greater Weapon Specialization feats for the weapon you choose in order to gain this epic virtue.