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    Dwarf in the Playground
     
    Real Sorceror's Avatar

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    Default Pathfinder Epic Class Features

    Howdy folks. I've been cooking up some epic progressions for the Pathfinder base classes. If you don't know what Pathfinder is, its kinda like 3.75 and the srd can be found here: http://paizo.com/pathfinderRPG/prd/. I've mostly been getting feedback from the Dicefreaks boards so far, but I'd love to hear from you guys as well. We'll be dropping a lot of the WotC epic material, especially the spell crafting system, so assume this is a separate entity. If these look a little too powerful, remember that Pathfinder is slightly more powerful than standard 3.5, and that we are talking about epic here. Also, since these are Dicefreaks compatible rules, some of the lingo will be a bit different. For example, a Power (with a capital "P") is a deity, cosmic entity, or similarly powerful being.
    The first question I'll answer is: Where is the Barbarian, Fighter, and Sorcerer? Well, they aren't done yet. In fact, nothing below is entirely finished, so critic it based off that.

    Bard
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    22nd lvl – Inspire Excellence (Su): The Bard can use song or poetics to grant a bonus to one ability score to her allies. Each ally to be inspired gains a +4 competence bonus to the same ability score, which the Bard must choose before she begins inspiring. This counts as one of the Bard’s bardic music uses for the day.
    24th lvl – Empowered Inspiration (Su): At the start of a performance, the Bard may spend one additional round of her Bardic Performance to add one of the following affects: Double the range of the performance, affect creatures normally immune to sound based/mind-affects, cause the performance to linger after she stops performing for 1 round/Cha mod, and/or perform without sound or without the required instrument. The Bard may spend additional rounds to add multiple affects.
    26th lvl – Deafening Song/Blinding Beauty (Su): The Bard can cause permanent deafness to all creatures within 30ft that can hear her or permanent blindness to all creatures within 30ft that can see her. The Bard must use a performance type that corresponds to the correct sense, such as Perform (Dance) for blindness. A fortitude save negates the effect, and the Bard may not attempt to blind or deafen the same creature for 24 hours. This consumes one use of the Bard’s performance.
    28th lvl – Major Magic: The Bard chooses any one of the following ability's from the Epic Wizard list: Spell Mastery, Epic Spellcasting, or Automatic Metamagic. The normal rules for Bard’s using the Silent Spell feat still apply. Unlike the Wizard’s ability, Epic Spellcasting only allows the Bard to cast spells of one level higher, starting with 7th level spells from the Sorcerer/Wizard list.
    30th lvl – Omnicompetant: The Bard knows just about everything there is to know and is able to always take 20 on all Knowledge checks without increasing the time required, even if stress or distraction would otherwise prevent her from doing so.
    32nd lvl – Glamorous Theatrics: The Bard can apply their Charisma modifier instead of Strength, Dexterity or Constitution for the requisite skill checks and speech can be understood be all, as if the Bard were using Tongues.
    34th lvl – Maximize Inspiration (Su): At the start of a performance, the Bard may spend two additional rounds of her Bardic Performance to add one of the following affects: Quadruple the range of the performance, cause the performance to linger for 1 minute/Cha mod, and/or double the numerical bonuses granted by the performance (if any). The Bard may spend additional rounds to add multiple affects.
    38th lvl – Major Magic: The Bard chooses any one of the following ability's from the Epic Wizard list: Spell Mastery, Epic Spellcasting, or Automatic Metamagic. Unlike the Wizard’s ability, Epic Spellcasting only allows the Bard to cast spells of one level higher, starting with 7th level spells from the Sorcerer/Wizard list.
    40th lvl – Music of the Gods (Sl): The Bard gains the Divine Inspiration and Irresistible Performance salient powers. The Bard is treated as a demigod with a rank of 1 per 5 class levels, allowing her to make rank checks against Powers in regards to music, art, and sound.


    Cleric
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    22nd lvl - Divine Servant (Sl): The Cleric gains the ability to make rank checks against Powers, salient affects, and other Clerics. The Clerics has an effective divine rank of 1 per 10 class levels. This does not grant her any other benefit of having divine rank, and her effective rank can never exceed her deity's actual rank. In addition, she can now use her Domain's first granted power as an at-will ability.
    24th lvl - Improved Channel Energy (Su): The Cleric's Channel Energy ability improves. The Cleric can choose to either increase the die size of her Channel Energy to d8's or gain the ability to affect more types of creatures when she channel's energy, based on her chosen domain. Clerics who chose an elemental domain (Air, Fire, Earth, Water) can heal creatures with the associated elemental subtype and harm those with the opposed subtype. Clerics with alignment-based domains (Chaos, Evil, Good, Law) heal outsiders with the same alignment and harm outsiders with the opposed alignment. Clerics who have the Turn Undead or Rebuke Undead feats can now turn or rebuke these creatures as well. The DM may allow additional options (the Artifice domain might allow the Cleric to heal constructs, for example).
    26th lvl - Portfolio Sense (Sl): The Cleric becomes aware of major events happening in the world, much like a demigod. She now automatically senses any event that involves a thousand or more people. This is limited to the present. This ability improves at 32nd level, allowing the Cleric to automatically sense any event related to her deity's domain that involves 500 or more people. In addition, the Cleric also gains the Remote Sensing ability of a Demigod, using her effective divine rank to determine the range and number of locations.
    28th lvl - Divine Magic: The Cleric chooses any one of the following ability's from the Epic Wizard list: Spell Mastery, Epic Spellcasting, or Automatic Metamagic.
    30th lvl - Immortal Servant: The Cleric is treated in all ways as a rank 0 Power, gaining the benefits of natural agelessness and no longer needing to eat, sleep, or even breath. She still retains any age penalties that have already accrued. In addition, she gains access to a second Domain related to her deity or ideal.
    32nd lvl - Remote Communication (Sl): The Cleric gains the remote communication ability of a Demigod and uses her effective rank to determine the range and number of locations she can communicate with.
    34th lvl - Divine Magic II: The Cleric chooses any one of the following ability's from the Epic Wizard list: Spell Mastery, Epic Spellcasting, or Automatic Metamagic.
    36th - Supreme Channel Energy (Su): The Cleric's Channel Energy ability improves again. The Cleric can choose to either increase the die size of her Channel Energy by one step or gain the ability to affect more types of creatures when she channel's energy, as described above.
    38th - Greater Domain ability: ??? (I'm gonna need help with this one)
    40th - Demigod: The Cleric ascends to the right hand of her deity, or becomes a paragon of her chosen ideal. She gains all the benefits of being a rank 1 Demigod (if using the rules in the Immortal's Handbook: Ascension, the Cleric instead gains the Disciple template). In any any situation that requires a rank check, the Cleric uses her effective divine rank or her actual divine rank, whichever is better. The Cleric also uses the better value to determine the strength of her salient powers.


    Druid
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    22nd lvl –Greater Wild Shape: When using her Wild Shape ability, the Druid now has the option to take additional forms, as per the Giant Form II and Form of the Dragon II spells. Furthermore, the Druid may wild shape into creatures one size category smaller and larger (for each respective type) than he previously could. This brings the limit to Gargantuan and Diminutive size for Plant, Magical Beast, and Elemental Shapes; although the normal Animal form can now reach Colossal and Fine size.
    24th lvl – Supreme Bond: The Druid’s Nature Bond improves. Druids who chose a domain may now choose a second domain from the list and can use her 1st level domain powers at will.
    If the Druid chose to have an Animal Companion, her companion gains the Advanced creature template and Spell Resistance 11+her Druid level. Alternately, the Druid may choose a magical beast from the following list as her animal companion: (I’ll have these up later).
    26th lvl- Quickened Wild Shape: The Druid may now use his wild shape as a swift action, either immediately before or immediately after his action in a round, but not during the action.
    28th lvl- Divine Magic: The Druid chooses any one of the following ability's from the Epic Wizard list: Spell Mastery, Epic Spellcasting, or Automatic Metamagic.
    30th lvl - Epic Wild Shape: The Druid can now combine two forms together, taking the better Strength, Constitution, and Natural Armor as well as gaining all of the special abilities and movement modes of both forms. The Druid's size becomes the larger of the two. In addition, the Druid gains the shapechanger subtype.
    32nd lvl - Divine Magic II: The Druid chooses any one of the following ability's from the Epic Wizard list: Spell Mastery, Epic Spellcasting, or Automatic Metamagic.
    34th lvl - Remote Communication (Sl): The Druid gains the remote communication ability of a Demigod and uses her effective rank (1/10 class levels) to determine the range and number of locations she can communicate with.
    36th lvl - Divine Magic II: The Druid chooses any one of the following ability's from the Epic Wizard list: Spell Mastery, Epic Spellcasting, or Automatic Metamagic.
    38th lvl- Legendary Bond: Druids who chose to have domains for their natural bond gain Portfolio sense, becoming aware of major events happening in the world. She now automatically senses any event that involves a thousand or more people, and can automatically sense events involving 500 or more people if they are related to her two domains. This is limited to the present. In addition, their 8th level domain powers can now be used at will.
    Druids who chose an animal companion can apply the Half-Fey template to their companion at no cost.
    40th lvl- Rebirth: The Druid gains the Half-Fey template.


    Monk
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    22nd lvl – Wholeness of Spirit (Su): The Monk can now heal additional effects using his Wholeness of Body ability. He gains the Paladin’s Mercy class feature and is treated as a Paladin of half his level for the purposes of determining what status problems he can heal. This stacks with any actual Paladin levels he may have.
    24th lvl – Iron Unarmed Strike: The Monk’s Unarmed Strike damage improves to 2d12 and is treated as if having the Impact special property, doubling his threat range. Lastly, his Unarmed Strike overcomes damage reduction as if it were an Epic weapon.
    26th lvl – Perfect Ascetic: The Monk no longer needs to eat, drink, sleep, or even breath. His maximum age is increased by his Monk level x his Wisdom modifier.
    28th lvl – Ki Beam (Su): By spending 1 Ki point, the Monk can project his Unarmed Strikes as a ranged touch attack. The Monk adds his Wisdom modifier to the damage instead of his Strength modifier. He can do this in place of a normal Unarmed attack, or as part of a Full-Attack.
    30th lvl - Divine Ascetic (Su): The Monk can spend 1 Ki point to render himself effectively weightless and gain a +20 on Acrobatics checks made to balance for 1 round. So long as the Monk moves at least 30 feet each round, he can move across water as if it where solid ground and run on walls and ceilings as if he where under the effect of a spider climb spell. By spending 1 Ki point, the Monk does not need to move and may simply act normally for 1 round, treating the surface as normal footing.
    32nd lvl - Mind over Body: The Monk uses his full Monk level to determine his number of Ki points each day and gains the ability to manifest powers as a 1st level Psion, using his Monk level as his manifester level. However, he does not gain power points and instead uses his Ki Pool to manifest and augment these powers. At each level thereafter, the Monk continues to learn new powers from the Psion list.
    34th lvl - Body over Mind (Su): The Monk can accomplish seemingly magical feats through physical perfection. By spending 5 Ki points, the Monk can double his movement speed for 1 round. By spending 10 Ki points, he accomplishes the truly magical, enabling him to duplicate a Time Stop effect. Unlike the Time Stop spell, this does not slow down or hinder other creatures. The Monk is simply moving supernaturally fast.
    36th lvl - Grand Master (Su): The Monk no longer needs to spend Ki points on his most basic abilities. He permanently gains 1 extra attack each round, his speed improves by 20ft, and he gains a +4 dodge bonus to AC. He may now spend 5 Ki points to make a Full Attack using only a Standard action. Lastly, he no longer needs to be within arms reach of a wall to activate his Slow Fall ability. The Monk simply glides safely to the ground, even in open air.
    38th lvl - Grand Old Master: The Monk's prowess improves to the point where he no longer needs to spend Ki on his High Jump and Divine Ascetic abilities, permanently granting him the ability to stand on water, walls, and ceilings and providing a +20 perfection bonus on Acrobatics checks. He can now charge his Ki Beam; for each consecutive round that he chooses not to fire the beam, he must spend 1 Ki point, plus one additional Ki point for each previous round. Each round the beam goes unfired, the Monk's critical threat range and critical multiplier improve by one until the attack is used or interrupted. The resulting blast is barely controlled, causing the Monk to take backlash damage equal to the number of Ki points spent.
    40th lvl - Enlightenment (Su): The Monk finds himself a mountain or a bodhi tree and has himself a think. He is now treated as Divine Rank 0, making him effectively immune to the ravages of time. The Monk can enter a meditative trance once per day to gain the Portfolio Sense, Remote Sensing, and Remote Communication abilities of a lesser divine being (rank equal to 1 per 5 class levels). The Monk is treated as having the Law, Knowledge, and Strength domains for the purposes of determining what locations and people he can view and contact. Because he does not eat, sleep, or age, the Monk may meditate for as long as he likes, but is mostly unaware of his immediate surroundings and forfeits his Uncanny Dodge and Monk AC bonus for the duration.


    Paladin
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    22nd lvl – Supreme Aura: All of the Paladin’s auras have their radius improved to 30ft. Once per day per aura the Paladin may use a swift action to grant her allies immunity to the affect her aura grants resistance to for 1 round.
    24th lvl – Supreme Bond: A Paladin who chose a spiritual weapon has its enhancement bonus improved to +7. It then gains an additional +1 enhancement every even level thereafter. She can also choose from the following additional properties when enhancing the weapon: Dancing, Holy Power, Sharpness, Vorpal
    A Paladin who has chosen to have a special mount may now choose from the following options when summoning a new mount: Half-Celestial Unicorn, Lammasu, Quoatl, Young Silver Dragon. These creatures do not gain the Celestial template and use their own SR or that granted by the Paladin’s Divine Bond feature, whichever is better. In addition to the benefits of being a special mount, they advance normally for creatures of their kind.
    26th lvl – Divine Spark: The Paladin becomes even more empowered by her deity and cause, gaining the Celestial simple template. This grants the following benefits: Darkvision 60ft, Resistance to Acid, Cold, and Electricity 15, Spell Resistance equal to 5+character level, and 1 extra use of her Smite Evil per day. Additionally, her Damage Reduction is improves to 10/evil and chaos.
    28th lvl – Divine Hand: The Paladin can now Lay on Hands at will. Her Lay on Hands ability now has the additional affect of a Raise Dead and Restoration spell.
    30th lvl – Divine Aura (Sl): The Paladin gains a godly aura similar to that of a Demigod, allowing her to cause fascination, panic, or resolve. She is treated as having an effective rank of 1 per 10 class levels for determining the strength and affects of her aura, and for opposing Powers and similar beings. Like all of her auras, her Divine Aura has a radius of 60ft. Lastly, her Smite ability can be used at will.
    32nd lvl – Divine Spellcasting: The Paladin’s Spellcasting ability improves. She can now cast all of her 1st level spells at will as spell-like abilities. In addition, she gains the ability to cast 5th level spells from the Cleric list. (note: By this point, the Paladin should have 4 spells per day of levels 1-4, plus bonus spells. Instead of using the Cleric list, we may want to just make a 5th level Paladin spell list)
    34th lvl – Smite Chaos: The Paladin’s Smite Evil ability now functions against Chaotic-aligned beings and creatures with the Chaos subtype. If the target of her smite is both Evil and Chaotic, it is subject to a Holy Word spell, with no save. Creatures that survive still take damage from the Smite, as normal.
    36th lvl – Aura of Life: The Paladin becomes immune to death affects and the radius of all her auras improves to 60 ft. All allies within her aura receive a +4 bonus on saving throws against death affects and any attack that would instantly kill them. Her other auras improve as well, as follows: Aura of Courage – all nearby allies are completely immune to fear. Aura of Faith – the Paladin’s weapons and those of her allies are also treated as lawful-aligned.
    38th lvl – Divine Spellcasting: The Paladin’s Spellcasting ability improves. She can now cast all of her 2nd level spells at will as spell-like abilities. In addition, she gains the ability to cast 6th level spells from the Cleric list. (note: Again, we may want to just make a 6th level Paladin spell list)
    40th lvl – Divine Champion: The Paladin gains the full benefits of the Half-Celestial template. This overlaps (does not stack with) the bonuses gained at 26th level.


    Ranger
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    22nd lvl - Supreme Bond: The Ranger’s Hunter’s Bond improves. If she chose the Companion Bond, she can now grant half of her Favored Enemy bonus against a single target to any ally that can see or hear her, regardless of range. At 24th, 27th, and 30th level she can grant the bonus against one additional target, to a maximum of 5 targets at level 30. Alternately, the Ranger can instead allow allies within 30ft of her who can see or hear her to benefit from her Woodland Stride and Pass Without Trace abilities.
    If she instead chose to have an Animal Companion, her effective Druid level becomes equal to her Ranger level for determining the strength of her animal companion. At 26th level her animal companion gains either the Advanced or Giant simple template. This choice must be made at 26th level and cannot be changed, though the Ranger may make a different choice if she later gains a different companion. Finally, the Ranger may have one additional animal companion. However, her effective Druid level is considered to be half her Ranger level when determining the strength and abilities of this companion.
    24th lvl: Supreme Quarry: The Ranger can now have a number of Quarries equal to her Wisdom modifier. Any weapon she wields is considered to have the Bane and Keen special property against if her Quarry is also one of her Favored Enemies.
    26th lvl – Combat Style Mastery: A Ranger that chose Archery as her combat style treats all nonmagical arrows she fires as if they had a +1 enhancement bonus. If the Ranger already has Enhance Arrow class feature, her arrows are instead treated as if having a +2 enhancement bonus.
    A Ranger who chose the Two Weapon Fighting combat style no longer takes any penalty when fighting with two weapons in each hand. When using a Full-Attack action, she may make the same number of attacks with her off-hand as with her main hand.
    28th lvl: Master of the Wild: The Ranger is no longer affected by the natural weather and environmental hazards of her Favored Terrain (blizzards, quick sand, etc). While within one of her favored terrains, the Ranger is constantly under the affect of a nondetection spell unless she chooses to reveal herself.
    30th lvl: Master of the Hunt: While tracking a Quarry, the Ranger can increase her movement speed to match that of her target (if it is better). If the Ranger witnesses her Quarry teleport she can make a Survival or Knowledge (Planes) check (possibly opposed by the caster's caster level) to know what plane the caster is on and their general distance and direction. While within her favored terrain and dealing with her favored enemy, any weapon the Ranger wields is considered to have the Dread special property.
    32nd lvl – Epic Favored Enemy: The Ranger adds either Favored Enemy (Abomination) or Favored Enemy (Power) to her list of favored enemies. Against such creatures, she gains a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks. Likewise, she gets a +4 bonus on weapon attack and damage rolls against them. This bonus improves by +2 whenever the Ranger gains a new favored enemy.
    34th lvl - Divine Spellcasting: The Ranger’s spellcasting ability improves. She can now cast all of her 1st level spells at will as spell-like abilities. In addition, she gains the ability to cast 5th level spells from the Druid list. (note: By this point, the Ranger should have 4 spells per day of levels 1-4, plus bonus spells. Instead of using the Druid list, we may want to just make a 5th level Ranger spell list)[/color]
    36th lvl – Combat Style Supremacy: A Ranger that chose Archery as her combat style treats all nonmagical arrows she fires as if they had a +2 enhancement bonus. All arrows fired by the Ranger automatically overcome Epic DR. If the Ranger already has the Enhance Arrow class feature, her arrows are instead treated as if having a +3 enhancement bonus.
    A Ranger who chose the Two Weapon Fighting combat style is treated as if having the Whirlwind Attack and Two-Weapon Rend feats, even if she does not meet the prerequisites. If she already has Whirlwind Attack, she can make one more attack against every opponent within reach when she uses the feat.
    38th lvl - Favored Plane: The Ranger chooses a plane of existence (usually the Material Plane). In relation to that plane, the Ranger cannot fail a Knowledge (Geography) or Knowledge (Planes) check and receives two checks or saving throws against affects that would deceive her (such as illusions), taking the better of the two rolls. While on that plane, the Ranger may use the bonus granted by her lowest Favored Enemy and Favored Terrain against all foes and terrains (unless her actual bonus would be higher).


    Rogue
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    22nd lvl – Epic Rogue Talent: At 22nd lvl and every even level after that (to a max of 5 talents at 30th level)[/color], a Rogue gains a talent from the following list:
    Bonus Feat: The Rogue may choose any epic or non-epic feat for which he qualifies for.
    Critical Strike: Whenever the Rogue scores a critical hit on a Sneak Attack, his extra Sneak Attack damage is maximized.
    Disease Use: (Prereq: Poison Use, Non-Good) The Rogue may harness diseases (magical or otherwise) and apply them much like a poison. The Rogue is always immune to infecting himself but otherwise gains no special resistance to disease.
    Dispelling Strike: (Prereq: Dispelling Attack) The Rogue's Dispelling Attack now functions as a Greater Dispel Magic spell, targeting the lowest level affects first.
    Epic Dodge: Once per day the Rogue may automatically dodge 1 attack and succeed on 1 Reflex save. He may use both affects in the same round if so desired.
    Gutter Mage: (Prereq: Major Magic, Int 12) The Rogue gains the ability to cast a 2nd-level spell from the sorcerer/wizard spell list once per day as a spell-like ability, with a caster level equal to the rogue's level. The save DC for this spell is 12 + the rogue's Intelligence modifier. The rogue learns an additional 1st and 0 level spell from the sorcerer/wizard spell list, usable two and three times per day, respectively.
    Stealth Aura (Su): The Rogue is constantly under the affect of an invisibility spell. He can suppress this ability as a swift action and can designate creatures, such as allies, who are unaffected by this ability. If the Rogue becomes visible for any reason, he becomes invisible again as soon as he succeeds on a Stealth check.
    32nd lvl – Legendary Rogue Talent: At 32nd lvl and every even level after that, a Rogue gains a talent from the following list:
    Epic Sneak Attack: The damage die of the Rogue's Sneak attack improves to d8's. The Rogue may take this ability one additional time, increasing his damage to d10's.
    Disjoining Strike (Su): (Prereq: Dispelling Strike) The Rogue's Dispelling Attack also functions as the spell Mage's Disjunction.
    Supreme Stealth (Su): (Prereq: Stealth Aura) The Rogue is constantly under the affect of an greater invisibility spell. He can suppress this ability as a swift action and can designate creatures, such as allies, who are unaffected by this ability. If the Rogue becomes visible for any reason, he becomes invisible again as soon as he succeeds on a Stealth check.
    Street Mage (Sp): (Prereq: Gutter Mage, Int 13) The Rogue gains the ability to cast a 3rd-level spell from the sorcerer/wizard spell list once per day as a spell-like ability, with a caster level equal to the rogue's level. The save DC for this spell is 13 + the rogue's Intelligence modifier. The rogue learns an additional 2nd level, usable once per day, and an additional 0 level spell. The Rogue can now use all of his 0 level spells at will.


    Wizard
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    22nd - Major Magic: At 22nd level and ever even numbered level thereafter, the Wizard chooses one ability from the following list. Some abilities can be taken multiple times:
    Spell Mastery: All of the Wizard’s 1st level spells become spell-like abilities, usable at will. This ability can be taken again, each time allowing the Wizard to cast the next level of spells at will. However, the Wizard can never have this ability more than once per 10 class levels (so a 24nd lvl Wizard could have it twice, and so on).
    Automatic Metamagic I: The Wizard can now automatically apply the Silent, Still, and Extend Spell Metamagic feats without changing the level of the spell. She must still posses these feats in order to make use of this ability.
    Epic Spellcasting: The Wizard gains the ability to cast a 10th level spell once per day. She initially learns two 10th level spells and can thereafter learn more 10th level spells as normal, either by leveling up or from scrolls or books. The Wizard can also gain bonus spell slots for having a high ability score.
    This ability may be taken multiple times, each time allowing the Wizard to cast spells of one level higher. The Wizard can never cast a spell with a level greater than half his class level and must still posses a high enough Intelligence score.
    Supreme Bond: The Wizard’s Arcane Bond improves. If the Wizard chose to have a familiar the creature gains the Advanced creature template and can now cast Orisons as a Wizard of its level. She can now scry on her familiar at will.
    If the Wizard chose to have a Bonded Object she no longer needs to make concentration checks when attempting to cast spells without it. She gains one 1 additional spontaneous spell each day for every 10 Wizard levels she possess.
    Enhanced Spellcasting: The damage cap of the Wizard's spells improves by 10 for spells that deal damage based on her caster level and by 5 for spells that deal damage based on half her caster level. This ability can be taken multiple times and its affects stack. This does not allow the number of dice to exceed the Wizard's caster level (metamgic effects such as Empower Spell do not count toward this limit).[/color]
    Automatic Metamagic II: (Prereqs: Automatic Metamagic I) The Wizard can now automatically apply the Enlarge and Widen Spell Metamagic feats without changing the level of the spell. She must still posses these feats in order to make use of this ability.

    10th-lvl spells: Eclipse, Let go of me, Nailed to the Sky, Peripety, Ruin, Soul Scry.
    11th-lvl spells: Animus Blast, Dragon Knight, Epic Mage Armor, Mass Frog, Mummy Dust, Safe Time, Spell Worm, Summon behemoth, Verdigris
    12th-lvl spells: Contingent Resurrection, Damnation, Greater Spell Resistance, Origin of Species, Rain of Fire, Raise Island
    13th-lvl spells: Crown of Vermin, Dragon Strike, Enslave, Hellball, Pestilence, Soul Dominion
    Last edited by Real Sorceror; 2009-12-17 at 05:43 AM.

  2. - Top - End - #2
    Dwarf in the Playground
     
    RedWizardGuy

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    Default Re: Pathfinder Epic Class Features

    Hmm. Well, it appears as though you took some of the previous Epic Feats and simply added them as class features. Though, I haven't finished reading all of them.

    The way Epic Progressions worked in normal 3.5e was that you can't just keep getting class features simply because some classes will become more powerful than other classes and everyone knows that. Its why they made the Epic BAB and Epic Save progressions.

    Generally, if there is a set pattern, such as fighter bonus feats, trap sense and other such things in a clear pattern, those features continue to advance as per normal.

    As a question for you, how are you going to handle Epic Magic? Indeed, the Spell Seeds for Epic Spellcasting are broken, but, even Da Rules state that a DM has final say on what is actually possible through Epic Spell Casting, so if a PC or PCs make something that you feel is more broken than a square wheel, you can say it can't be done. >_>
    78% of DM's started their first campaign in a tavern.
    If you're one of the 22% that didn't, copy and paste this into your signature (mine was on an airship)

    GENERATION 18: The first time you see this, copy it into your sig and add 1 to the generation. This is a social experiment.

    I now have an apprentice wizard!

    Quote Originally Posted by arkanis View Post
    1st point: You summoned that? Wow, you magnificent b*stard son of a munchkin. Are you accepting apprentice applications?

  3. - Top - End - #3
    Dwarf in the Playground
     
    Real Sorceror's Avatar

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    Default Re: Pathfinder Epic Class Features

    Quote Originally Posted by magic_unlocked View Post
    Hmm. Well, it appears as though you took some of the previous Epic Feats and simply added them as class features. Though, I haven't finished reading all of them.
    I will admit to having done that with one or two features, such as the Bard's Inspire Excellence. I thought at least %80 of it was original.
    The way Epic Progressions worked in normal 3.5e was that you can't just keep getting class features simply because some classes will become more powerful than other classes and everyone knows that. Its why they made the Epic BAB and Epic Save progressions.
    We do intend to standardize saves and base attack, among other things. However, we felt that just handing out a few bonus feats and better trap sense, monk speed, etc at epic was kinda boring.
    Generally, if there is a set pattern, such as fighter bonus feats, trap sense and other such things in a clear pattern, those features continue to advance as per normal.
    We're discussing what will continue into epic. We've decided so far that things like the Ranger's Favored Enemy should continue but the bonus should max out at +10.
    As a question for you, how are you going to handle Epic Magic? Indeed, the Spell Seeds for Epic Spellcasting are broken, but, even Da Rules state that a DM has final say on what is actually possible through Epic Spell Casting, so if a PC or PCs make something that you feel is more broken than a square wheel, you can say it can't be done. >_>
    Most likely casters will advance much like they do at non-epic, gaining new levels of spells and spells known, but probably at a slower rate. So we'll be creating predetermined 10th, 11th, and 12th level spells rather than letting players create their own. I know I'm personally not very responsible with the current epic spell system. >_>
    Last edited by Real Sorceror; 2009-12-17 at 08:24 PM.

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    ClericGuy

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    Default Re: Pathfinder Epic Class Features

    Please NEVER use the term 3.75 to describe Pathfinder.

    It makes 4.0 sound like the next step in evolution, making 3.75. I.E. Pathfinder, sound obsolete.

    If you must describe pathfinder as a number, I'd go with.

    What 4.0 should have been, other than that. Crossroads.

    2.0, 3.0, .3.5, 3.75, 4.0 <- Wrong way to describe.


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    Pathfinder.
    Last edited by Narmy; 2009-12-18 at 09:25 AM.
    Please check out my homebrew and P.E.A.C.H..

    All of my work is for Pathfinder, but can be used for 3.5 as they are compatible enough.



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    Default Re: Pathfinder Epic Class Features

    I think it's a good term, myself. It's the next step after 3,5E, but not a new edition.

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    Default Re: Pathfinder Epic Class Features

    Quote Originally Posted by Narmy View Post
    Please NEVER use the term 3.75 to describe Pathfinder.

    It makes 4.0 sound like the next step in evolution, making 3.75. I.E. Pathfinder, sound obsolete.

    If you must describe pathfinder as a number, I'd go with.

    What 4.0 should have been, other than that. Crossroads.

    2.0, 3.0, .3.5, 3.75, 4.0 <- Wrong way to describe.


    Right Way
    3.5
    4.0
    |----------
    ---------
    |----------
    Pathfinder.
    Actually. d20r is what 4e should've been. PF is, well, worse than 3.x
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    Default Re: Pathfinder Epic Class Features

    Quote Originally Posted by InaVegt View Post
    Actually. d20r is what 4e should've been. PF is, well, worse than 3.x
    I agree on that. Rebirth is what really deserves to be 3,75E. That or Prime.

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    Default Re: Pathfinder Epic Class Features

    Right, well, regardless of what Pathfinder is or should have, I kinda started this thread looking for suggestions. So we might wanna get back on task here.

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    Default Re: Pathfinder Epic Class Features

    I am personally against PCs being granted godhood by their class progressions. It always struck me as something that ought to be extremely difficult to do, and require some story and adventure based rationale. What appeals to you better: "Janmor the cleric, having slain the Guardian of the Seal of Time, touches the Black Rock of everlasting Salvation; and feels the energy of a thousand souls rush through him as he ascends to godhood." or "Janmor the cleric reaches 30th level and becomes a god." Being granted godlike abilities seems nice, but not actual rank.

    What do PCs get on odd levels? What was the rationale for this build style?

    Are more Rogue Talents and Major Magic abilities in the works when other stuff gets sorted out, or are you leaving them as is?

    You need a Ranger capstone: what about an SLA for a move action greater teleport or plane shift, used when hunting someone or something?

    You will be using Dicefreak's Half-Fey and Half-Celestial?

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    Default Re: Pathfinder Epic Class Features

    Quote Originally Posted by Eleven View Post
    I am personally against PCs being granted godhood by their class progressions. It always struck me as something that ought to be extremely difficult to do, and require some story and adventure based rationale. What appeals to you better: "Janmor the cleric, having slain the Guardian of the Seal of Time, touches the Black Rock of everlasting Salvation; and feels the energy of a thousand souls rush through him as he ascends to godhood." or "Janmor the cleric reaches 30th level and becomes a god." Being granted godlike abilities seems nice, but not actual rank.
    Thats something that Mr. Darkwind also didn't like, and I am seriously considering changing the Cleric's capstone. Its my personal feeling that divine rank 1 is nothing special at level 40, but it rubs a lot of people the wrong way, so I'm willing to change.
    What do PCs get on odd levels? What was the rationale for this build style?
    In Pathfinder, you receive feats at every odd level, so a PC would be getting their feats then, and possibly their +1 epic bonus to saves and BAB as well. Also, we intend to create more 3.5 Epic Destinies, which would then take the place of the odd level feats. Its basically to keep from having really loaded levels. This may change as we get further along.
    Are more Rogue Talents and Major Magic abilities in the works when other stuff gets sorted out, or are you leaving them as is?
    I absolutely intend to create more, I just haven't had any strokes of inspiration just yet.
    You need a Ranger capstone: what about an SLA for a move action greater teleport or plane shift, used when hunting someone or something?
    I can see that. I've also been wanting to add some kind of ability to Sense Motive a trail to determine the target's exact destination, emotional state, and other things like that, but it wouldn't be a good captsone.
    You will be using Dicefreak's Half-Fey and Half-Celestial?
    I intend to use Pathfinder's Half-Celestial and the Dicefreaks Half-Fey (since PF hasn't made one yet).

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    Default Re: Pathfinder Epic Class Features

    Originally Posted by Eleven
    I am personally against PCs being granted godhood by their class progressions. It always struck me as something that ought to be extremely difficult to do, and require some story and adventure based rationale. What appeals to you better: "Janmor the cleric, having slain the Guardian of the Seal of Time, touches the Black Rock of everlasting Salvation; and feels the energy of a thousand souls rush through him as he ascends to godhood." or "Janmor the cleric reaches 30th level and becomes a god." Being granted godlike abilities seems nice, but not actual rank.
    Thats something that Mr. Darkwind also didn't like, and I am seriously considering changing the Cleric's capstone. Its my personal feeling that divine rank 1 is nothing special at level 40, but it rubs a lot of people the wrong way, so I'm willing to change.
    Monk too. I agree that rank 1 isn't much at that level, and I suspect many PCs will have it at that point. It is the flavor of having it automatic that grinds my gears.

    What do PCs get on odd levels? What was the rationale for this build style?
    In Pathfinder, you receive feats at every odd level, so a PC would be getting their feats then, and possibly their +1 epic bonus to saves and BAB as well. Also, we intend to create more 3.5 Epic Destinies, which would then take the place of the odd level feats. Its basically to keep from having really loaded levels. This may change as we get further along.
    Are more Rogue Talents and Major Magic abilities in the works when other stuff gets sorted out, or are you leaving them as is?
    I absolutely intend to create more, I just haven't had any strokes of inspiration just yet.
    Excellent on both accounts.

    You need a Ranger capstone: what about an SLA for a move action greater teleport or plane shift, used when hunting someone or something?
    I can see that. I've also been wanting to add some kind of ability to Sense Motive a trail to determine the target's exact destination, emotional state, and other things like that, but it wouldn't be a good captsone.
    Combine the two? You could call it Know Thy Foe or something poetic like that.

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