New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Page 5 of 5 FirstFirst 12345
Results 121 to 123 of 123
  1. - Top - End - #121
    Titan in the Playground
     
    AvatarVecna's Avatar

    Join Date
    Jan 2014

    Default Re: Librim Eternia: Tome of Epic Prestige (Completed)

    New Feats Not Specific To LE Classes
    (To be clear this is just a compilation of the LE feats that don't require class features from LE classes. I didn't make these feats I just gathered them in one convenient place.)

    Aggressive Psychokinesis [Epic, Psionic]
    You attack with your psychokinesis with the greatest of ease.
    Prerequisites: ability to manifest five or more powers of the psychokinesis discipline
    Benefits: In place of any attack you would otherwise make, you may manifest a single power of the psychokinesis discipline.

    Assume Mantle [Epic, Psionic]
    You possess access to a wider array of mantles.
    Prerequisites: Access to at least 2 mantles.
    Benefits: You gain access to an additional mantle. If you would normally be restricted in which mantles you could select (such as a divine mind), you may ignore such restrictions.

    Astral Master [Epic, Psionic]
    You can personalize your astral constructs to a greater degree
    Prerequisites: The ability to cast the astral construct power
    Benefits: Whenever you manifest astral construct, you may choose an additional ability from any menu and apply it to that construct with no additional cost.
    Special: This feat can be taken multiple times. Its effects stack.

    Bonus Mystery [Epic]
    You have unlocked additional shadow magic.
    Prerequisites: Ability to cast mysteries from master paths.
    Benefit: You learn an extra mystery. You must still learn paths in order if your class requires you to do so.

    Destructive Mystery [Epic, Metashadow]
    You can force your damage to damage those who might otherwise ignore it.
    Benefit: Once per day, you can apply the effect of the destructive mystery feat to any mystery you cast. A destructive mystery converts all elemental and nonlethal damage normally deal into untyped lethal damage.
    Casting a destructive mystery is a full-round action.
    Special: You can take this feat multiple times.

    Divine Spell Knowledge [Epic]
    Your access to spells is larger than that of most divine casters.
    Prerequisites: Ability to cast spells of the maximum normal spell level of a divine spellcasting class.
    Benefits: You learn two new divine spells of any level up to the maximum level you can cast. This feat does not grant any additional spell slots.
    special: You can select this feat multiple times.

    Echoing Utterance [Epic]
    Your utterances can be made to echo through the fabric of existence.
    Prerequisites: Truespeak 25 ranks
    Benefits: If the utterance is successful, you can cause it’s effects to automatically repeat on the same target or area at the start of the next round without need for an additional truespeak check. If the utterance has an ongoing duration, it instead repeats on the round after the first effect ends. If the original target or area is no longer applicable, the echo is wasted. An echoing utterance possesses a truespeak DC 25 higher than normal.

    Efficient Metashadow [Epic]
    You can utilize metashadow feats using less time.
    Prerequisites: Any twelve metashadow feats
    Benefit: Whenever you apply one or more metashadow feats that would extend casting time to a full-round action to any mystery, it is instead cast as a standard action. The quicken mystery metashadow feat may not be applied to such as mystery.

    Empowered Servant [Epic]
    You can empower the servants you have received through your faith.
    Prerequisites: Fiendish Servant and/or Special Mount
    Benefits: If you possess a special mount, it can move as if it were a phantom steed with a caster level equal to your class level. If you possess a fiendish servant, its template is replaced with the half-fiend template.

    Epic Avoidance [Epic]
    You are skilled at dodging attacks.
    Prerequisites: Dex 25
    Benefit: You gain a +1 dodge bonus to your AC. You lose this bonus whenever you would lose your Dexterity bonus.
    Special: You may select this feat multiple times. Its effects stack.

    Epic Breath Weapon [Epic]
    Your breath weapon is more powerful than it has ever been.
    Prerequisites: Breath weapon dealing at least 8d6 damage.
    Benefits: Your breath weapon deals an additional 1d6 points of damage.
    If your breath weapon is a cone, extend its range by 5 feet. If your breath weapon is a line, instead increase its range by 10 feet.

    Epic Mounted Combat[Epic]
    Any mount you utilize is pushed to the limits of its abilities.
    Prerequisites: Mounted Combat, Base Attack Bonus +20
    Benefits: While mounted, your mount may use any of your physical ability scores if they are superior to their own, may make use of any of your feats that it meets all prerequisites for, and can make any or all of its natural attacks without forcing you to make additional ride checks.

    Epic Stealth [Epic]
    You can escape notice even from the most extraordinary senses.
    Prerequisites: Hide 30 ranks, Move Silently 30 ranks
    Benefits: You are never detected through blindsight, blindsense, scent or tremorsense

    Epic Undead Leadership [Epic]
    You control great
    Prerequisites: Undead Leadership
    Benefits: This functions as the epic leadership feat except as noted under the description of the undead leadership feat.
    Special: This feat can be used in place of Epic Leadership to meet the prerequisites of the legendary commander feat.

    Exceed Limitations [Epic, Psionic]
    You can press your mind beyond its limits at the cost of your body.
    Benefits: You may spend power points on powers as if your manifester level were 2 higher.
    Special: This feat can be selected multiple times. Its effects stack.

    Extra Augments [Epic, Psionic]
    You are more skilled at augmenting your psionic sneak attacks.
    Prerequisites: Lurk Augments (3 at once)
    Benefit: You may use an additional lurk augment with each swift action. You may use lurk augments an additional number of times per day equal to your intelligence modifier.
    Special: You may select this feat multiple times. Its effects stack.

    Extraordinary Mystery [Epic]
    You can turn your mysteries into completely mundane effects.
    Benefit: select one mystery you can use as a supernatural ability. You gain an extra daily use of that mystery and can cast it as an extraordinary ability, meaning that it can be cast even in antimagic zones or dead magic zones. It can still affect incorporeal creatures like a supernatural ability.

    Fuse Soulmelds [Epic]
    You can assign more than one soulmeld to a single chakra
    Benefits: You may assign and/or bind two different soulmelds to a single chakra, combining their appearance. Essentia must be invested into each of the soulmeld separately as normal.
    Special: This feat may be selected multiple times, allowing an additional soulmeld to be assigned to a single chakra each time this feat is selected.

    Godslayer [Epic]
    You can face even the divine with some chance of success.
    Prerequisites: Base Attack Bonus +35 or ability to cast 12th level spells
    Benefits: Deities attacking you never take 20 on their attack rolls. Against your spells and abilities, deities never take 20 on their saving throws. Against you, Deities lose their divine bonus to AC and Saving Throws. Lastly, you aren’t detected by the remote sensing abilities or portfolio sense of deities and salient divine abilities that create areas or that designate targets don’t affect you.

    Greater Line of Shadow [Epic]
    You can cast mysteries without line of sight or line of effect to the target.
    Prerequisites: Line of Shadow
    Benefit: You may use line of shadow one additional time per day. In addition, you may use it after any amount of time has past since you last had line of sight or line of effect, so long as the target is in or adjacent to the last square in which you saw them. The target no longer gets a bonus on their save if you delay the casting of the mystery.

    Improved Body Fuel [Epic, Psionic]
    You can extract more psionic power ouf of your body.
    Prerequisites: Body Fuel
    Benefits: You regain 10 power points per point of ability burn you suffer to each physical ability score with your body fuel feat.

    Improved Combat Manifestation [Epic, Psionic]
    You have not difficulty manifesting powers in the midst of combat
    Prerequisites: Combat Manifestation
    Benefits: You never provoke attacks of opportunity for manifesting powers.

    Improved Enlarge Spell [/Epic]
    You can extend the reach of your spells to a tremendous degree.
    Prerequisites: Enlarge Spell
    Benefits: You may apply the enlarge spell feat to a spell multiple times. Its effects stack.

    Improved Quicken Mystery [Epic]
    You can utilize several mysteries in quick succession.
    Prerequisites: Quicken Mystery
    Benefit: When you cast a quickened mystery, it is cast as a free action instead of as a swift action, but you may only cast a number of quickened mysteries each round equal to your charisma modifier.

    Improved Widen Spell [/Epic]
    You can widen the area of your spells to a tremendous degree.
    Prerequisites: Widen Spell
    Benefits: You may apply the widen spell feat to a spell multiple times. Its effects stack.

    Improved Wild Surge [Epic, Psionic]
    Your mind can withstand more than others would suspect
    Prerequisites: Wild Surge +5
    Benefits: Whenever you use your wild surge class feature on a power, increase the manifester level bonus by +1 (this does not increase the odds of psychic innervations) and you gain a further +1 bonus on power penetration checks made using that power.
    Special: This feat can be selected multiple times. Its effects stack.

    Instant Response [Epic]
    You are quick to act where others might be caught by surprise
    Prerequisites: Superior Initiative, Dex or Wis 25
    Benefits: You always act during surprise rounds and may take a full-round of actions during such rounds.

    Intensify Power [Metapsionic]
    You can draw out incredible strength from your powers.
    Prerequisties: Empower Power, Maximize Power, Psicraft 30 ranks, ability to manifest 9th level powers
    Benefits: To use this feat, you must expend your psionic focus. All variable, numeric effects of an intensified power are maximized, then doubled. An intensified power 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, nor are powers without random variables. Augmented powers can be intensified; a maximized augmented power deals twice the maximum damage (or cures twice the maximum hit points, and so on) of the augmented power. You can’t combine the effects of this feat with any other feat that affects the variable, numeric effects of a spell. Using this feat increases the power point cost of the power by 7. The power’s total cost cannot exceed your manifester level.

    Layered Recitation [Epic]
    You can subject yourself to more than one recitation as part of the same action
    Prerequisites: Truespeak 25 ranks, two or more recitation feats
    Benefits: You may attempt to use two or more recitation feats as part of the same action. For each recitation added beyond the first, the Truespeak DC increases by 5.

    Legendary Acclaim [Epic]
    Your reputation has spread across entire worlds.
    Prerequisites: Epic Reputation
    Benefits: All creatures who would otherwise start with an attitude of at least indifferent towards you move one step closer to fanatic.

    Legendary Diplomat [Epic]
    You possess untold skill with persuasion.
    Prerequisites: Epic Skill Focus (Diplomacy)
    Benefits: Targets you render fanatic remain so until you take actions that would change this attitude rather than the normal 1 day + 1 day per point of Charisma bonus.

    Legendary Thief [Epic]
    You possess a nearly encyclopedic knowledge of valuables.
    Prerequisites: Appraise 24 ranks, Sleight of Hand 24 ranks
    Benefits: As a move or standard action, you may make a single appraise check against all valuables with which you possess a line of sight. If you did so as a standard action, you learn the effects of all magical items appraised in this way as if through an Identify spell.

    Legendary Trainer [Epic]
    Animals aren’t quite as responsive with anyone as they are with you.
    Prerequisites: Handle Animal 25 ranks
    Benefit: When you use the handle animal skill, the number of tricks that you can teach an animal doesn’t count against the maximum number of tricks it can learn.

    Master of Ambush [Epic]
    You can use the element of surprise to deliver an onslaught of horrific blows against your enemies.
    Prerequisites: Sneak attack +8d6 or Sudden Strike +8d6 or Skirmish +4d6/+4
    Benefits: When acting in a surprise round, you can take a full-round of actions against an enemy. Whenever you successfully hit an enemy with an attack roll during a surprise round, you may use the result of that attack roll (including modifiers) for any or all additional attacks you make against that creature within the next round.

    Master of Abjuration [Epic]
    You possess masterful energies that act to ward and protect.
    Prerequisites: Ability to cast at least 2 7th-, 2 8th-, and 1 9th-level Abjuration spell
    Benefits: The value of any armor class bonus, saving throw bonus, or energy resistance that your spells grant is doubled. The value of any damage reduction or spell resistance your spells grant is increased by +5. Lastly, once per encounter, you may negate all damage that one attack or spell would deal to yourself or to a creature within 30 feet.

    Master of Conjuration [Epic]
    Your possess energies that allow you to summon and move creatures about.
    Prerequisites: Ability to cast at least 2 7th-, 2 8th-, and 1 9th-level Conjuration spell
    Benefits: All conjuration spells with a casting time of 1 round have their casting times reduced to 1 standard action. Summoned and called monsters need not be brought forth into environments capable of supporting them. Once per encounter, you can teleport one creature within 100 feet of yourself into any other square within 100 feet of yourself. A successful Will save (DC 10 + caster level + Intelligence modifier) negates this movement.

    Master of Divination [Epic]
    You can act exactly as you need to in order to succeed at almost any task.
    Prerequisites: Ability to cast at least 2 7th-, 2 8th-, and 1 9th-level Divination spell
    Benefits: All emanations that your divination spells create are doubled in size and you are aware when there is information that your divination spells is unable to detect, though you don’t automatically learn what knowledge you are kept from. Once per encounter, you can add your caster level as a bonus to an attack roll, saving throw, or skill check. Using this feat requires no action.

    Master of Enchantment[Epic]
    You can make others act exactly as you would want them to with your impressive powers.
    Prerequisites: Ability to cast at least 2 7th-, 2 8th-, and 1 9th-level Enchantment spell
    Benefits: You can affect mindless creatures with your mind-affecting enchantment spells, though only basic concepts can be conveyed and such targets gain a +10 bonus to their saving throw. A creature who succeeds on a saving throw against one of your enchantment spells is unaware that they were ever targeted. Once per encounter, you can force a single creature to follow your instructions for 1 round as is dominated unless it succeeds on a Will Save (DC 10 + caster level + Intelligence modifier).

    Master of Evocation [Epic]
    You blast targets into dust with your control over the fundamental energies of existence.
    Prerequisites: Ability to cast at least 2 7th-, 2 8th-, and 1 9th-level Evocation spell
    Benefits: All evocation spells you cast ignore spell resistance and energy resistance and deal half damage even against creatures immune to the relevant form of energy. Once per encounter, you can choose a form of energy and deal 1d6 damage/caster level of that form of energy to a target within 100 feet, or half of that if they succeed on a Reflex Save (DC 10 + caster level + Intelligence modifier).

    Master of Illusion[Epic]
    You can fool the senses of others with incredibly ease.
    Prerequisites: Ability to cast at least 2 7th-, 2 8th-, and 1 9th-level Illusion spell
    Benefits: You can affect mindless creatures with your mind-affecting illusion spells. Touching an illusion you have that allows for saving throws to disbelieve does not allow the target to automatically disbelieve as such illusions now create imagined tactile sensations. Once per encounter, you can turn yourself or a creature within 100 feet of yourself invisible for 1 round. While invisible, the target can’t be seen through see invisibility or true seeing, is unaffected by glitterdust, faerie fire, and invisibility purge, and can’t be detected by scent, blindsight, blindsense, or tremorsense.

    Master of Necromancy [Epic]
    You gain mastery over the forces of death.
    Prerequisites: Ability to cast at least 2 7th-, 2 8th-, and 1 9th-level Necromancy spell
    Benefits: All undead you create with necromancy spells are automatically under your control (counting towards your normal maximum) and your necromancy spells bypass any immunities granted by the undead type or by death ward effects. Once per encounter, you can reanimate any number of dead creatures within 100 feet of yourself as skeletons or zombies (depending on the state of the bodies) with a total HD of up to your caster level. These undead only lasts until the end of the encounter before falling apart.

    Master of Transmutation [Epic]
    You twist the forms of others in magnificent ways.
    Prerequisites: Ability to cast at least 2 7th-, 2 8th-, and 1 9th-level Transmutation spell.
    Benefits: You gain the supernatural abilities of any creature you transform into using transmutation spells. Any bonuses to ability scores granted by your transmutation spells are doubled. Once per encounter, you may grant yourself a burrow speed, fly speed (with perfect maneuverability), or swim speed equal to your land speed or double your land speed until the end of the encounter.

    Midnight Mastery [Epic, Incarnum]
    You can empower all of your incarnum feats simultaneously
    Prerequisites: Four or more incarnum feats.
    Benefits: Once per day, you may invest essentia into this feat. All other incarnum feats you possess are treated as possessing additional invested essentia equal to the the amount of essential invested in this feat (up to the normal maximum). Once the amount of essentia has been chosen, it cannot be changed and remains invested for 24 hours.

    You gain one point of essential for each incarnum feat you possess.

    Multispeak [Epic]
    You possess the gift of speaking in tongues, invoking multiple utterances simultaneously.
    Prerequisites: Quicken Utterance
    Benefits: You may use an additional quickened utterance each round.
    Special: This feat can be selected multiple times. Its effects stack.

    Necrocarnum Puppetry [Epic]
    Using the power of necrocarnum, you can keep yourself for another creature acting beyond death.
    Prerequisites: True Necrocarnate
    Benefits: Whenever you or an ally within 50 feet would otherwise die, you may delay their deaths using necrocarnum as an immediate action. The target ignores death and may act normally while dying for 1 round per soulmeld with the necrocarnum descriptor you have bound (minimum 1 round). At the end of this time, the target falls dead regardless of any healing effects he or she may have received during this time. After using this ability, you may not use it again until 1d4 rounds after the previous target has died.

    Opportunistic Mystery [Epic]
    You can use any opening to cast another mystery
    Prerequisites: Combat Reflexes, Spellcraft 25 ranks
    Benefit: Whenever you could make an attack of opportunity, you may instead cast a mystery. No metashadow feats may be applied to this mystery.

    Piercing Mystery [Epic, Metashadow]
    You can force a mystery to pierce through your enemy’s defenses.
    Benefit: Once per day, you can apply the effect of the piercing mystery feat to any mystery you cast. A piercing mystery ignores its target’s Spell Resistance, if any would apply.
    Casting a piercing mystery is a full-round action.
    Special: You can take this feat multiple times.

    Quick Psychoportation [Epic, Psionic]
    Utilizing psychoportation is as easy for you as moving through space.
    Prerequisites: ability to manifest five or more powers of the psychoportation discipline.
    Benefits: You may manifest a single power of the psychoportation discipline as part of any other move action.

    Reactive Psychometabolism [Epic, Psionic]
    Your body is quite capable of responding to physical harm when required.
    Prerequisites: ability to manifest five or more powers of the psychometabolism discipline.
    Benefits: Whenever an enemy successfully attacks you and deals hit point damage, you may manifest a power of the psychometabolism discipline as an immediate action.

    Recitation of the Deathless State [Epic]
    This recitation allows your body to deny death.
    Prerequisites: Truespeak 35 ranks, ability to speak utterances, must know your personal truename
    Benefits: You may act naturally at 0 and fewer hit points and do not die at -10 or fewer hit points until the end of your next round when you successfully use this recitation.

    Recitation of the Fluid State [Epic]
    This recitation allows you to free yourself from most impediments
    Prerequisites: Truespeak 30 ranks, ability to speak utterances, must know your personal truename
    Benefits: You grant yourself the benefit of a freedom of movement effect for 1 round.

    Recitation of the Martial State [Epic]
    This recitation allows you to enter the front lines of battle.
    Prerequisites: Truespeak 30 ranks, ability to speak utterances, must know your personal truename
    Benefits: When you successfully use this recitation, your base attack bonus is increased to your ranks in truespeak -3 (unless already higher) and you gain proficiency with all weaponry until the end of your next round. If you make a full attack within this time, the duration is extended by one additional round.

    Renown [Epic]
    You are known far and wide for your greatness
    Prerequisites: Epic Leadership
    Benefits: You gain a +2 bonus to your leadership score.
    Special: You may select this feat multiple times. Its effects stack.

    Savage Blitz [Epic]
    You and your allies can barely contain yourselves when combat starts
    Prerequisites: Base Attack Bonus + 20, Superior Initiative
    Benefits: Whenever you roll initiative, all allies who rolled a lower initiative score may take their actions immediately after yours in the order of your choice (decided after initiative is rolled).

    Selective Spell [Epic, Metamagic]
    You can prevent your spells from harming your allies.
    Benefits: This feat can only be applied to spells that create areas. When casting a spell modified by this metamagic effect, you may select any number of targets within its area. Only the chosen creatures are affected by the spell. A selective spell uses up a spell slot three levels higher than the spell’s actual level.

    Strengthen Spell [Epic, Metamagic]
    You can affect more powerful creatures with your magic.
    Benefits: A spell with this metamagic feat applied to it treats all creatures as if they had two fewer hit dice for all purposes (this does not affect the saving throws of creatures), down to a minimum of 1 HD. A strengthened spell occupies a spell slot one higher than its normal spell level.
    Special: Unlike most metamagic effects, a single spell can be strengthened multiple time. Increases to the spell level accrued in this way stack with themselves.

    Subtle Telepathy [Epic, Psionic]
    You can sneak a telepathic power onto another power that you cast.
    Prerequisites: ability to manifest five or more powers of the telepathy discipline.
    Benefits: Whenever you manifest a target of a discipline other than telepathy that targets a single creature, you may simultaneously manifest a power of the telepathy discipline with a single target, targeting the exact same creature.

    Superior Counterspell [Epic]
    You can counterspell an opponent with unparalleled ease.
    Prerequisites: Improved Counterspell
    Benefits: You need not ready an action in order to counter an opponent’s spell.

    Superior Necrocarnum Puppetry [Epic]
    You can use your necrocarnum to control a creature that would otherwise die.
    Prerequisites: Necrocarnum Puppetry
    Benefits: You may use your necrocarnum puppetry on an enemy, taking control of its body for as long as it remains aactive in this way. This functions much as dominate monster (no save) except that immunity against mind-affecting effects doesn’t protect the creature as his or her body is being controlled directly.

    Superior Spellcaster [Epic]
    Your spells are more powerful than those of others
    Prerequisites: Caster level 30th
    Benefits: You gain a +2 bonus to your caster level.
    Special: This feat can be selected multiple times. Its effects stack.

    Tarrasque Carapace [Epic, Wild]
    You can manifest the carapace of the dreaded tarrasque to protect you from both attacks and magic.
    Prerequisites: Wild Shape 10/day
    Benefits: By paying four uses of your wild shape class feature, you can take on the great defenses of the tarrasque. You gain a +30 bonus to your natural armor, Damage Reduction 15/epic, and all lines, rays, cones, and magic missiles harmlessly deflect off of you, possessing a 30% chance of rebounding against the caster.

    Tenacious Soulmelds [Epic]
    It is almost impossible to rob you of your soulmelds
    Benefits: Whenever a soulmeld bound to one of your chakras becomes unshaped, it returns 1d4 rounds later bound the the same Chakra. That chakra counts as being occupied by the soulmeld even while it is gone.

    Threatening Presence [Epic]
    Others are often terrified by your presence on the battlefield.
    Prerequisites: Epic Skill Focus (Intimidate)
    Benefit: enemies within 10 feet of you are shaken (no save). This is a fear effect.
    Whenever you make a successful attack, the target of the attack must make a Will save (DC 10 + your class level) or become frightened for 1d4 rounds. This is a piercing fear effect.

    True Clairsentience [Epic, Psionic]
    You think far more efficiently than most creatures in existence.
    Prerequisites: ability to manifest five or more powers of the clairsentience discipline.
    Benefits: As a full-round action, you may manifest any number of powers of the clairsentience discipline.

    True Necrocarnate [Epic]
    You can control a greater amount of zombies animated through incarnum.
    Prerequisites: Ability to bind soulmelds to crown chakra, access to the necrocarnum circlet
    Benefits: For each soulmeld with the necrocarnum descriptor you have shaped, you can animate and control an additional necrocarnum zombie using your necrocarnum circlet. Furthermore, all unintelligent undead react to you as if you were another undead so long as you possess at least one such soulmeld shaped and you gain a +2 bonus to Charisma checks made against sentient undead for each such soulmeld shaped.
    Special: This feat can be selected multiple times. Each time it is selected after the first, you may animate and control an additional number of necrocarnum zombie for each soulmeld with the necrocarnum descriptor you have shaped.

    True Self-Sufficiency [Epic]
    You require nothing and nobody else to survive.
    Prerequisites: Outsider type
    Benefits: You do not need to breathe to survive.

    Two-Weapon Cleave [Epic]
    You are a blur of swinging weapons out on the battlefield
    Prerequisites: Great Cleave, Perfect Two-Weapon Fighting
    Benefits: Whenever you make use of the great cleave feat, you are granted one cleave attack with each of your two weapons.

    Unaligned [Epic]
    You have broken free from the metaphysical framework of ethics and morals in the multiverse.
    Prerequisites: True Neutral
    Benefits: Your alignment can’t be detected by any means. You gain immunity to any or all effects that function based on your alignment. You meet prerequisites as though true neutral. When you die, your soul simply vanishes, though you can still be revived from the dead.
    Special: Though your character is free to believe to the contrary, thiis feat does not free you from ethical and moral matters. While it frees you from the cosmic concept of alignment, you still make choices for yourself and can likely still be labeled as being of a particular alignment by your actions.

    Vile Entity [Epic, Vile]
    Your very essence is filled with dark power that you express with every spell.
    Prerequisites: Five or more vile feats
    Benefits: All damage that you deal with your spells or attacks is treated as vile damage.

    Web of Metacreativity [Epic, Psionic]
    The objects and creature you create emanate the same psychic aura as yourself.
    Prerequisites: ability to manifest five or more powers of the metacreativity discipline.
    Benefits: You may manifest powers as if occupied the same square as any object or creature you create with metacreativity powers. If the duration of such a power is instantaneous or permanent, you may only manifest powers in this way within 5 rounds of first manifesting the power to create that object or creatures.

    Wordsense [Epic]
    You can detect the presence of spoken words in your environment.
    Prerequisites: Truespeak 25 ranks
    Benefits: You can detect all spoken words within 500 feet of yourself regardless of interposing barriers and your (in)ability to hear these words. This ability allows you to hear the words spoken and pinpoint the speakers in space. This ability does not detect telepathic or nonverbal communication.
    Last edited by AvatarVecna; 2020-03-12 at 05:31 PM.


    Currently Recruiting WW/Mafia: Logic's Deathloop Mafia and Cazero's Graduates Of Hope's Peak - Danganronpa Mafia

    Avatar by AsteriskAmp

    Quote Originally Posted by Xumtiil View Post
    An Abattoir Vecna, if you will.
    My Homebrew

  2. - Top - End - #122
    Troll in the Playground
     
    NineOfSpades's Avatar

    Join Date
    Jul 2013
    Location
    Betwixt & Between

    Default Re: Librim Eternia: Tome of Epic Prestige (Completed)

    I recently attempted to build a Grand Creator, and came to a rather stunning realization.

    Caged Miracles is broken.

    Not Broken as in 'this ability is so strong it shatters any semblance of game balance' but broken as in 'this ability has a fundamental flaw which renders it non-functional'. Bad Broken.

    First, the text of the ability

    Spoiler: Caged Miracles (Su)
    Show

    Starting at 2nd level, a grand creator can perform the otherwise impossible and create items that utilize or imitate epic spells. Doing so isn’t cheap, however, for the spell’s gp cost to develop is used in place of [caster level x spell level] when calculating the price of the item. The grand creator must make a successful spellcraft check when creating the item but people using epic spells in scrolls and similar sources need not make such a check. A grand creator may have up to one such epic item in creation at a time at 2nd level and one additional such item every 5 levels afterwards. Creating such items beyond this limit disenchants another item of the grand creator’s choice. Epic spells written onto scrolls can’t be copied into spellbooks.


    On the surface, it seems straightforward and appropriate. An Epic Item Crafter can make gear with Epic Spells, sounds perfect. But it isnt.

    Lets start with an example. Suppose that We take a 30th level Grand Creator, and they decide they want to make a scroll that casts an epic spell. The formula for the price of the magic item is [Spell Development DC x 9000] x [Item type multiplier]. So for a scroll (or any single use spell completion item), that formula is 25 x Spell Development DC x 9000 gp.

    So with our 30th level crafter wants to make a scroll, and lets not be greedy, and say the epic spell has a DC of 30. This is pretty low, all things considered. At 30th level, a crafter could reliably make epic spells with DC's closer to 50 or 60. But again, keep it simple. So DC 30 into the formula gives the result of 6,750,000 GP. WOW That is a LOT. But thankfully, that is the price of the item. The cost to create the item is only half of that (as per normal crafting rules), so that drops it down to only 3,375,000 GP.

    3,375,000 GP is crazy. At level 30, the WBL is expected to be around 4,300,000 GP. So for a mere 78.5% of your expected wealth, you get a single scroll that can cast a spell once. That is NOT ok. Even if you only intended to ever cast the spell once, you'd be better off just researching the spell normally. Doing so would only cost 270,000 GP, and afterwards you would know the epic spell Forever and be able to cast it multiple times per day, if you felt like it.

    Now, I suspect some people will point out that if you are playing a dedicated crafter, you'd probably have access to feats and items and effects that work to reduce the cost of item crafting. Its kind of par for the course. So then, perhaps the expectation is that any Grand Creator worth their Golems would already have those effects in place to bring the cost down?

    I'll go into the math on that in a second, but before I do, I think that argument is flawed. Class features should not be designed so that the Expectation is that the player will have to optimize themselves just to use them. Nobody looks at RAW truenamer and says its good build design. And this should be doubly true when applied to the already broken optimization that can be brought about via crafting and WBL manipulation.

    But lets try it anyway, just to check. Using The Cost Reduction Handbook and stacking every applicable modifier to cut costs down, we get a reduction (after already applying the 50% reduction for crafting it ourselves) of 90% (Item Requires Specific Skill) x 70% (Item requires a specific class or alignment) x 90% (Apprentice (Craftsman) Feat) x 75% (Extraordinary Artisan) x 80% (Binding a colossal elemental) x 75% (Magical Artisan) x 90% (Guild Membership) x 95% (Favored In Guild) = 21.82%.

    So with excessive build design, we can reduce the cost by 21.82%. Pretty good! And furthermore, Grand Creator gets to select 8 epic spell seeds which reduces the cost to develop spells with that seed by half. Lets make sure our scroll uses one of those!

    Applying all these benefits we get the following scroll cost.

    [DC 30 x 9000 x 0.5 (Spell seed reduction)] x 25GP (Scroll) x 0.5 (Crafting) x 0.2182 (Crafting cost reduction) = 368,212.5 GP. That is a significant improvement from the initial 3,375,000 GP. But, and I want to stress this, It doesn't matter. Because even though 368,212.5 GP is a lot cheaper, if we apply the spell seed reduction to the cost of developing the epic spell instead of making the caged miracle, it'd only cost [DC 30 x 9000 x 0.5 (Spell seed reduction)] = 135,000 GP.

    Even with all the reduction and optimization, making a caged miracle of a spell costs 2.73 times as much as just researching it. And in fact, it will Always be the case that a caged miracle costs more (often much much more) than the cost of just researching and developing an epic spell. Because the cost of the caged miracle uses [cost of development] as an element in the formula, no matter how much item crafting cost reduction you can apply, it will never decrease the cost of development to lower than the cost of just researching. Stacking additional cost reduction multipliers (like the simple miracle epic feat) won't change that.

    If C is the cost of a caged miracle, X is the cost of researching an epic spell, and Y is the product of the item type and all cost reduction multipliers, than it follows that C=X*Y, and that C=X if and only if Y=1.

    Remember also, this math was done with the cheapest possible item to make. In a real game, a PC would probably want to make items that aren't single use, ideally being either at will or at least a limited number of times per day, especially since you can only have a (Grand Creator Level / 5) Caged miracle items at a time. I wont bother writing it all out, but making an item with 1/day use of a DC 30 epic spell as a caged miracle ends up costing 26,511,300 GP, which is 196.38 times the cost of researching that same spell and over 6 times the expected wealth by level.

    Caged Miracle is broken, it does not work. It is a class feature which is mathematically less effective than just not using it.

    I don't really have a great solution at this time. My best suggestion would be to make the formula for caged miracles [Item Type Multiplier] x 5 x [Epic Spell Development DC^2]. I arrived at this by looking at the different item types cost as a factor of wealth by level and saw that there was a consistant pattern, and used that to extrapolate out to epic levels. It results in caged miracles being comparable to magic items using 10th level spells or higher. You may find this cost to low, but I would argue that it should be low, because the number of caged miracles that a Grand Creator can have is already limited by level. It would be unfair to also limit it to a High expenditure of GP.
    High Reverend of the Church of the Icosahedron

  3. - Top - End - #123
    Titan in the Playground
     
    AvatarVecna's Avatar

    Join Date
    Jan 2014

    Default Re: Librim Eternia: Tome of Epic Prestige (Completed)

    Quote Originally Posted by NineOfSpades View Post
    I recently attempted to build a Grand Creator, and came to a rather stunning realization.

    Caged Miracles is broken.

    Not Broken as in 'this ability is so strong it shatters any semblance of game balance' but broken as in 'this ability has a fundamental flaw which renders it non-functional'. Bad Broken.

    First, the text of the ability

    Spoiler: Caged Miracles (Su)
    Show

    Starting at 2nd level, a grand creator can perform the otherwise impossible and create items that utilize or imitate epic spells. Doing so isn’t cheap, however, for the spell’s gp cost to develop is used in place of [caster level x spell level] when calculating the price of the item. The grand creator must make a successful spellcraft check when creating the item but people using epic spells in scrolls and similar sources need not make such a check. A grand creator may have up to one such epic item in creation at a time at 2nd level and one additional such item every 5 levels afterwards. Creating such items beyond this limit disenchants another item of the grand creator’s choice. Epic spells written onto scrolls can’t be copied into spellbooks.


    On the surface, it seems straightforward and appropriate. An Epic Item Crafter can make gear with Epic Spells, sounds perfect. But it isnt.

    Lets start with an example. Suppose that We take a 30th level Grand Creator, and they decide they want to make a scroll that casts an epic spell. The formula for the price of the magic item is [Spell Development DC x 9000] x [Item type multiplier]. So for a scroll (or any single use spell completion item), that formula is 25 x Spell Development DC x 9000 gp.

    So with our 30th level crafter wants to make a scroll, and lets not be greedy, and say the epic spell has a DC of 30. This is pretty low, all things considered. At 30th level, a crafter could reliably make epic spells with DC's closer to 50 or 60. But again, keep it simple. So DC 30 into the formula gives the result of 6,750,000 GP. WOW That is a LOT. But thankfully, that is the price of the item. The cost to create the item is only half of that (as per normal crafting rules), so that drops it down to only 3,375,000 GP.

    3,375,000 GP is crazy. At level 30, the WBL is expected to be around 4,300,000 GP. So for a mere 78.5% of your expected wealth, you get a single scroll that can cast a spell once. That is NOT ok. Even if you only intended to ever cast the spell once, you'd be better off just researching the spell normally. Doing so would only cost 270,000 GP, and afterwards you would know the epic spell Forever and be able to cast it multiple times per day, if you felt like it.

    Now, I suspect some people will point out that if you are playing a dedicated crafter, you'd probably have access to feats and items and effects that work to reduce the cost of item crafting. Its kind of par for the course. So then, perhaps the expectation is that any Grand Creator worth their Golems would already have those effects in place to bring the cost down?

    I'll go into the math on that in a second, but before I do, I think that argument is flawed. Class features should not be designed so that the Expectation is that the player will have to optimize themselves just to use them. Nobody looks at RAW truenamer and says its good build design. And this should be doubly true when applied to the already broken optimization that can be brought about via crafting and WBL manipulation.

    But lets try it anyway, just to check. Using The Cost Reduction Handbook and stacking every applicable modifier to cut costs down, we get a reduction (after already applying the 50% reduction for crafting it ourselves) of 90% (Item Requires Specific Skill) x 70% (Item requires a specific class or alignment) x 90% (Apprentice (Craftsman) Feat) x 75% (Extraordinary Artisan) x 80% (Binding a colossal elemental) x 75% (Magical Artisan) x 90% (Guild Membership) x 95% (Favored In Guild) = 21.82%.

    So with excessive build design, we can reduce the cost by 21.82%. Pretty good! And furthermore, Grand Creator gets to select 8 epic spell seeds which reduces the cost to develop spells with that seed by half. Lets make sure our scroll uses one of those!

    Applying all these benefits we get the following scroll cost.

    [DC 30 x 9000 x 0.5 (Spell seed reduction)] x 25GP (Scroll) x 0.5 (Crafting) x 0.2182 (Crafting cost reduction) = 368,212.5 GP. That is a significant improvement from the initial 3,375,000 GP. But, and I want to stress this, It doesn't matter. Because even though 368,212.5 GP is a lot cheaper, if we apply the spell seed reduction to the cost of developing the epic spell instead of making the caged miracle, it'd only cost [DC 30 x 9000 x 0.5 (Spell seed reduction)] = 135,000 GP.

    Even with all the reduction and optimization, making a caged miracle of a spell costs 2.73 times as much as just researching it. And in fact, it will Always be the case that a caged miracle costs more (often much much more) than the cost of just researching and developing an epic spell. Because the cost of the caged miracle uses [cost of development] as an element in the formula, no matter how much item crafting cost reduction you can apply, it will never decrease the cost of development to lower than the cost of just researching. Stacking additional cost reduction multipliers (like the simple miracle epic feat) won't change that.

    If C is the cost of a caged miracle, X is the cost of researching an epic spell, and Y is the product of the item type and all cost reduction multipliers, than it follows that C=X*Y, and that C=X if and only if Y=1.

    Remember also, this math was done with the cheapest possible item to make. In a real game, a PC would probably want to make items that aren't single use, ideally being either at will or at least a limited number of times per day, especially since you can only have a (Grand Creator Level / 5) Caged miracle items at a time. I wont bother writing it all out, but making an item with 1/day use of a DC 30 epic spell as a caged miracle ends up costing 26,511,300 GP, which is 196.38 times the cost of researching that same spell and over 6 times the expected wealth by level.

    Caged Miracle is broken, it does not work. It is a class feature which is mathematically less effective than just not using it.

    I don't really have a great solution at this time. My best suggestion would be to make the formula for caged miracles [Item Type Multiplier] x 5 x [Epic Spell Development DC^2]. I arrived at this by looking at the different item types cost as a factor of wealth by level and saw that there was a consistant pattern, and used that to extrapolate out to epic levels. It results in caged miracles being comparable to magic items using 10th level spells or higher. You may find this cost to low, but I would argue that it should be low, because the number of caged miracles that a Grand Creator can have is already limited by level. It would be unfair to also limit it to a High expenditure of GP.
    Caged Miracle is too expensive to use normally in any optimal way, otherwise known as "the primary problem with all epic spellcasting". Of course, this is the one class where it's less problematic, because not only can you build epic spells into items, you can build temporary items that take 0% normal gp, 0% normal XP, and 0.69% normal time to craft (and separately, your crafting speed multiplies by 10 every 5 levels, and is explicitly supposed to make that temporary crafting stronger). And the only real limit is your spellcraft bonus.

    [spoiler=Examples]Lvl 26, you have 29 ranks, +15 from Int, item familiar for +29, and a +30 item for Spellcraft, and taking 10 via artificer. Crafting speed is x100 from Grand Creator, x4/3 from Exceptional Artisan, and...let's end it there, actually. Epic spells are effectively 10th lvl spells, so crafting some kinda item with an epic spell in it will have a starting Wondercraft DC of 30 going up 1 per round after. Assuming you stop once taking 10 would no longer meet the DC, you get 84 rounds of crafting at a rate of 133,333 gp worth per round. Final worth of the temporary magic item is 11,200,000 gp, and epic spells cost 4500 per DC to craft from your primary seeds.

    11.2 mil can be a scroll of up to ~DC 99 epic spell.

    Lvl 31, you have 34 ranks, +20 from Int, item familiar for +34, and a +60 item for Spellcraft (epic items making boosting this so much easier). Crafting speed is x1000 from Grand Creator, x4/3 from Exceptional Artisan. DC climbs until it hits 158 and then you stop, giving you 129 rounds of crafting at a rate of 1,333,333 gp worth per round. Final worth of this temporary item is 172,000,000 gp.

    172 mil can be:
    • Scroll up to DC 1528
    • 50-charge wand up to DC 50


    Lvl 36, you have 39 ranks, +30 from Int, item familiar for +39, and a +100 item for spellcraft (epic crafting gets nuts quickly). Yada yada DC yada yada craft rate yada yada item's final worth is 2.52 billion gp. That takes 19 minutes to craft and lasts either 190 or 1900 minutes, btw.

    2.52 billion gp is an at-will use-activated item of an epic spell of up to DC 280. It is, alternatively, an item of +500 to one attribute, or 96 pearls of power for every spell level up to 20th, if that's your preference instead.

    Past this point, Wondercraft basically makes the game unplayable - either you're a Grand Creator creating a pile of "temporary" magic items worth more than the planet's weight in gold, or you're not. The only reason the examples go so high into the levels is because Caged Miracles is expensive even for Wondercrafting. Because the example I didn't do is lvl 21.

    Lvl 21, you got 24 ranks, Int +10, no item familiar, and a +30 magic item. You'll get at least 46 rounds of crafting if you're not making an epic spell, and that's at least 10000 gp per round, for a final temporary item worth 460k and lasting 46 minutes. By non-epic standards this is utterly absurd. This is where Wondercraft starts at lvl 21. This is assuming you're a pretty **** artificer. And it's still Batman pulling whatever nonsense he needs to out of his utility belt.


    Currently Recruiting WW/Mafia: Logic's Deathloop Mafia and Cazero's Graduates Of Hope's Peak - Danganronpa Mafia

    Avatar by AsteriskAmp

    Quote Originally Posted by Xumtiil View Post
    An Abattoir Vecna, if you will.
    My Homebrew

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •