This material is Open Game Content, and
is licensed for public use under the terms of the Open Game License v1.0a.
Hit
Die: d8.
Skill
Points at Each Additional Level: 4 + Int modifier.
Enchant
Arrow: For every two
levels beyond 9th, the potency of the arrows fired by the arcane archer
increases by +1.
Hail
of Arrows: In lieu of his or her regular attacks, once per day the
arcane archer can fire an arrow at each and every target within range, with a
maximum number of targets equal to his or her arcane archer class level, as
normal.
Bonus
Feats:
The arcane archer gains a bonus feat (selected from the list of epic arcane
archer feats) every four levels after 10th.
Epic
Arcane Archer Bonus Feat List: Blinding Speed, Combat Archery, Distant Shot, Epic
Prowess, Epic Speed, Epic Toughness, Epic Weapon Focus (any bow other than a
crossbow), Improved Arrow of Death, Improved Combat Casting, Improved Low-Light
Vision, Improved Manyshot, Swarm of Arrows, Uncanny Accuracy.
Table:
The Epic Arcane Archer
Level |
Special
|
11th |
Enchant
arrow +6 |
12th |
—
|
13th |
Enchant
arrow +7 |
14th |
Bonus
feat |
15th |
Enchant
arrow +8 |
16th |
—
|
17th |
Enchant
arrow +9 |
18th |
Bonus
feat |
19th |
Enchant
arrow +10 |
20th |
—
|
Hit Die: d4
Skill Points at
Each Additional Level: 4 +
Int modifier
Spells: The epic arcane trickster’s caster level
increases by 1 per level gained above 10th. The epic arcane trickster continues
to gain new spells per day (and spells known, if applicable) at each new level,
up to the maximum spells per day and spells known of the arcane spellcasting
class to which the arcane trickster belonged before adding the prestige class.
Sneak Attack: The epic arcane trickster’s sneak attack damage
increases by +1d6 every 2 levels above 10th.
Impromptu Sneak
Attack: The arcane
trickster may use this ability one additional time per day for every 4 levels
above 7th.
Ranged
Legerdemain: The arcane
trickster may use this ability one additional time per day for every 4 levels
above 9th.
Bonus Feats: The epic arcane trickster gains a bonus
feat selected from the list of epic arcane trickster feats) every 4 levels
after 10th.
Epic Arcane
Trickster Bonus Feat List: Automatic
Silent Spell Automatic Still Spell, Blinding Speed, Epic Skill Focus, Improved
Combat Casting, Improved Sneak Attack, Improved Spell Capacity, Lingering
Damage, Self-Concealment, Sneak Attack of Opportunity, Spell Knowledge, Spell
Opportunity, Spell Stowaway.
Table: Epic
Arcane Trickster
Level |
Special |
11th |
Impromptu sneak
attack 3/day |
12th |
Sneak attack
+8d6 |
13th |
Ranged
legerdemain 4/day |
14th |
Sneak attack
+9d6 |
15th |
Impromptu sneak
attack 4/day |
16th |
Sneak attack
+10d6 |
17th |
Ranged
legerdemain 5/day |
18th |
Sneak attack
+11d6 |
19th |
Impromptu sneak
attack 5/day |
20th |
Sneak attack
+12d6 |
Hit
Die: d6.
Skill
Points at Each Additional Level: 4 + Int modifier.
Sneak
Attack:
The epic assassin’s sneak attack damage increases by +1d6 every two levels
after 9th.
Death
Attack:
The assassin counts only half his or her class levels beyond 10th when
determining the DC to resist this attack.
Spells: The assassin’s caster
level is equal to his or her class level. The assassin’s number of spells per
day does not increase after 10th level.
Uncanny
Dodge:
The assassin’s uncanny dodge bonus on saves against traps doesn’t increase
after 10th level.
Saving
Throw Bonus against Poison: The assassin’s bonus on saves against poison increases by +1
every two levels after 10th.
Bonus
Feats:
The epic assassin gains a bonus feat (selected from the list of epic assassin
feats) every four levels after 10th.
Epic
Assassin Bonus Feat List: Dexterous Fortitude, Dexterous Will, Improved Combat Casting,
Improved Death Attack, Improved Sneak Attack, Improved Spell Capacity,
Legendary Tracker, Lingering Damage, Sneak Attack of Opportunity, Spell
Knowledge, Spontaneous Spell, Superior Initiative, Tenacious Magic, Uncanny
Accuracy.
Table:
The Epic Assassin
Level
|
Special
|
11th |
Sneak
attack +6d6 |
12th |
+6
save against poison |
13th |
Sneak
attack +7d6 |
14th |
+7
save against poison, bonus feat |
15th |
Sneak
attack +8d6 |
16th |
+8
save against poison |
17th |
Sneak
attack +9d6 |
18th |
+9
save against poison, bonus feat |
19th |
Sneak
attack +10d6 |
20th |
+10
save against poison |
Hit
Die: d10.
Skill
Points at Each Additional Level: 2 + Int modifier.
Spells: The blackguard’s caster
level is equal to his or her class level. The blackguard’s number of spells per
day does not increase after 10th level.
Smite
Good: The
epic blackguard gains one additional daily use of smite good every 5 levels
after 10th. The epic blackguard adds
his or her class level to damage with any smite good attack, as normal.
Command
Undead:
The blackguard commands undead as a cleric of two levels lower, as normal.
Sneak
Attack:
The epic blackguard’s sneak attack damage increases by +1d6 every three levels
after 10th.
Fiendish
Servant:
Up to 20th character level, a fiendish servant’s powers depend on its master’s
character level, not his or her blackguard class level. After that, they depend
on his or her blackguard level. For every five blackguard levels above 10th the
fiendish servant gains +2 bonus Hit Dice, its natural armor in-creases by +2,
and its Strength and Intelligence each increase by +1.
Fallen
Paladins:
A blackguard who trades in more than ten levels of paladin can gain more than
ten levels of blackguard, but only if his character level is 21st or higher.
Bonus
Feats:
The epic blackguard gains a bonus feat (selected from the list of epic
blackguard feats) every three levels after 10th.
Epic
Blackguard Bonus Feat List: Armor Skin, Devastating Critical, Epic Leadership, Epic
Prowess, Epic Reputation, Epic Toughness, Epic Weapon Focus, Great Smiting,
Improved Aura of Despair, Improved Combat Casting, Improved Sneak Attack,
Improved Spell Capacity, Legendary Commander, Legendary Rider, Lingering
Damage, Negative Energy Burst, Overwhelming Critical, Perfect Health, Permanent
Emanation, Planar Turning, Spontaneous Spell, Undead Mastery, Unholy Strike,
Widen Aura of Despair, Zone of Animation.
Table:
The Epic Blackguard
Level
|
Special
|
11th |
—
|
12th |
—
|
13th |
Sneak
attack +4d6, bonus feat |
14th |
— |
15th |
Smite
good 4/day |
16th |
Sneak
attack +5d6, bonus feat |
17th |
—
|
18th |
—
|
19th |
Sneak
attack +6d6, bonus feat |
20th |
Smite
good 5/day |
Hit Die: d12.
Skill Points at Each Additional
Level: 2
+ Int modifier.
Natural Armor: At 13th level, and every 3
levels thereafter, the dragon disciple's natural armor bonus increases by +1
(to +5 at 13th, +6 at 16th, and so on).
Breath Weapon: At 13th level, and every 4
levels thereafter, the damage dealt by the epic dragon disciple's breath weapon
increases by 2d8.
Bonus Feats: The epic dragon disciple
gains a bonus feat (selected from the list of epic dragon disciple feats) every
4 levels after 10th.
Epic Dragon Disciple Bonus Feat List:
Armor
Skin, Damage Reduction, Epic Prowess, Epic Skill Focus (Knowledge [arcana]),
Epic Toughness, Extended Life Span, Flyby Attack†, Great Charisma, Great
Constitution, Great Strength, Hover†, Improved Combat Casting, Improved
Darkvision, Improved Spell Capacity, Improved Spell Resistance, Snatch†, Spell Knowledge,
Wingover†.
†Non-epic feat. Treat the dragon
disciple's age category as one-half his class level for the purpose of the
Hover feat.
Table: Epic Dragon Disciple
Level |
Special |
11th |
— |
12th |
— |
13th |
Breath weapon (8d8), natural armor
+5 |
14th |
Bonus feat |
15th |
— |
16th |
Natural armor +6 |
17th |
Breath weapon (10d8) |
18th |
Bonus feat |
19th |
Natural armor +7 |
20th |
— |
Hit Die: d10
Skill Points at Each Additional Level: 4 + Int modifier
Precise Strike: Every five levels above
10th, the extra damage inflicted by the epic duelist’s precise strike increases
by +1d6.
Bonus Feats: The epic duelist gains a
bonus feat (selected from the list of epic duelist feats) every 3 levels after
10th.
Epic Duelist Bonus Feat List: Blinding Speed, Epic
Prowess, Epic Reputation, Epic Skill Focus, Epic Speed, Epic Weapon Focus
(rapier), Exceptional Deflection*, Improved Combat Reflexes, Improved Whirlwind
Attack, Infinite Deflection*, Perfect Two-Weapon Fighting, Superior Initiative,
Two-Weapon Rend.
*The epic duelist need not have
Improved Unarmed Strike to qualify for these feats, but in that case must be
using a light or one-handed piercing weapon.
Table: Epic Duelist
Level
|
Special
|
11th |
— |
12th |
— |
13th |
Bonus feat |
14th |
— |
15th |
Precise strike +3d6 |
16th |
Bonus feat |
17th |
— |
18th |
— |
19th |
Bonus feat |
20th |
Precise strike +4d6 |
Hit
Die: d12.
Skill
Points at Each Additional Level: 2 + Int modifier.
Defensive
Stance:
The epic dwarven defender gains one additional defensive stance per day every
two levels above 9th.
Defensive
Awareness:
The dwarven defender’s defensive awareness bonus on saves against traps doesn’t
increase after 10th level.
Damage
Reduction:
The epic dwarven defender’s damage reduction increases by 3 points every four
levels above 10th.
Trap
Sense (Ex):
The epic dwarven defender’s bonus increases by +1 every four levels higher than
8th.
Bonus
Feats:
The epic dwarven defender gains a bonus feat (selected from the list of epic
dwarven defender feats) everyfive levels after 10th.
Epic
Dwarven Defender Bonus Feat List: Armor Skin, Bulwark of Defense, Damage Reduction,
Devastating Critical, Energy Resistance, Epic Endurance, Epic Prowess, Epic Toughness,
Epic Weapon Focus, Fast Healing, Improved Combat Reflexes, Improved
Dark-vision, Instant Reload, Mobile Defense, Overwhelming Critical, Perfect
Health, Spellcasting Harrier.
Table:
The Epic Dwarven Defender
Level
|
Special
|
11th |
Defensive stance 6/day |
12th |
Trap sense +3 |
13th |
Defensive stance 7/day |
14th |
Damage reduction 9/— |
15th |
Bonus feat, defensive stance 8/day |
16th |
Trap sense +4 |
17th |
Defensive stance 9/day |
18th |
Damage reduction 12/— |
19th |
Defensive stance 10/day |
20th |
Bonus feat, trap sense +5 |
Hit Die: d6
Skill Points at Each Additional
Level: 2
+ Int modifier
Spells: The epic eldritch knight’s caster
level increases by 1 per level gained above 10th. The epic eldritch knight
continues to gain new spells per day (and spells known, if applicable) at each
new level, up to the maximum spells per day and spells known of the arcane
spellcasting class to which the eldritch knight belonged before adding the
prestige class.
Bonus Feats: The epic eldritch knight
gains a bonus feat (selected from the list of epic eldritch knight feats) every
4 levels after 10th.
Epic Eldritch Knight Bonus Feat List:
Armor Skin,
Automatic Still Spell, Combat Archery, Damage Reduction, Devastating Critical,
Dire Charge, Distant Shot, Enhance Spell, Epic Prowess, Epic Spell Focus, Epic
Spell Penetration, Epic Spellcasting, Epic Toughness, Epic Weapon Focus, Ignore
Material Components, Improved Combat Casting, Improved Combat Reflexes,
Improved Manyshot, Improved Spell Capacity, Improved Whirlwind Attack, Instant
Reload, Legendary Rider, Overwhelming Critical, Penetrate Damage Reduction,
Perfect Two-Weapon Fighting, Permanent Emanation, Spell Knowledge, Spell
Opportunity, Spell Stowaway, Spellcasting Harrier, Spontaneous Spell, Storm of
Throws, Superior Initiative, Swarm of Arrows, Tenacious Magic, Two-Weapon Rend,
Uncanny Accuracy.
Table: Epic Eldritch Knight
Level |
Special |
11th |
— |
12th |
— |
13th |
— |
14th |
Bonus feat |
15th |
— |
16th |
— |
17th |
— |
18th |
Bonus feat |
19th |
— |
20th |
— |
Hit Die: d8
Skill Points at Each Additional
Level: 4
+ Int modifier
Improved Terrain Mastery: The epic horizon walker
may select one of the terrains already in her terrain mastery repertoire. The
insight bonus on attack and damage rolls against creatures of that terrain
increases by +1. The maximum insight bonus for any one terrain is equal to the epic
horizon walker’s class level divided by 10, rounded up.
Bonus Feats: The epic horizon walker
gains a bonus feat (selected from the list of epic horizon walker feats) every
4 levels after 10th.
Epic Horizon Walker Bonus Feat List: Armor Skin, Blinding Speed,
Energy Resistance, Epic Endurance, Epic Prowess, Epic Reputation, Epic Skill
Focus, Epic Speed, Epic Toughness, Extended Life Span, Legendary Climber,
Perfect Health, Polyglot.
Table: Epic Horizon Walker
Level |
Special
|
11th |
Improved Terrain Mastery |
12th |
Improved Terrain Mastery |
13th |
Improved Terrain Mastery |
14th |
Bonus feat, improved Terrain
Mastery |
15th |
Improved Terrain Mastery |
16th |
Improved Terrain Mastery |
17th |
Improved Terrain Mastery |
18th |
Bonus feat, improved Terrain
Mastery |
19th |
Improved Terrain Mastery |
20th |
Improved Terrain Mastery |
Hit
Die: d4.
Skill
Points at Each Additional Level: 4 + Int modifier.
Spells: The epic loremaster’s caster level
increases by 1 per level gained above 10th. The epic loremaster continues to
gain new spells per day (and spells known, if applicable) at each new level, up
to the maximum spells per day and spells known of the spellcasting class to
which the loremaster belonged before adding the prestige class.
Secret: The loremaster doesn’t
gain additional secrets after 10th level, because there is a limit to the
number of secrets that can be gained, but the character can choose a
lore-master secret instead of a bonus feat. Remember that a character can’t
select the same secret twice.
Lore: Add the loremaster’s
class level + Intelligence modifier to all lore checks, as normal.
Bonus
Feats:
The epic loremaster gains a bonus feat (selected from the list of epic
loremaster feats) every three levels after 10th.
Epic
Loremaster Bonus Feat List: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent
Spell, Automatic Still Spell, Craft Epic Magic Arms and Armor, Craft Epic Rod,
Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Enhance
Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Forge Epic
Ring, Ignore Material Components, Improved Combat Casting, Improved Heighten
Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Master Staff,
Master Wand, Multispell, Permanent Emanation, Polyglot, Scribe Epic Scroll,
Spell Knowledge, Spell Stowaway, Spell Opportunity, Spontaneous Spell,
Tenacious Magic. In addition to the feats on this list, the loremaster can
select a loremaster secret instead of a bonus feat.
Table:
The Epic Loremaster
Level
|
Special
|
11th |
—
|
12th |
—
|
13th |
Bonus
feat |
14th |
—
|
15th |
—
|
16th |
Bonus
feat |
17th |
—
|
18th |
—
|
19th |
Bonus
feat |
20th |
—
|
Hit Die: d4
Skill Points at Each Additional
Level: 2
+ Int modifier
Spells: When an odd-numbered mystic theurge
level above 10th is gained she gains new spells per day (and spells known, if
applicable), as if she had gained a level in an arcane spellcasting class she belonged
to previously, up to the maximum spells per day and spells known by that class.
Her caster level in that class also increases by +1. When an even-numbered
mystic theurge level above 10th is gained she gains new spells per day (and
spells known, if applicable), as if she had gained a level in a divine
spellcasting class she belonged to previously, up to the maximum spells per day
and spells known by that class. Her caster level in that class also increases
by +1.
Bonus Feats: The epic mystic theurge
gains a bonus feat (selected from the list of epic mystic theurge feats) every
6 levels after 10th.
Epic Mystic Theurge Bonus Feat List: Automatic Quicken Spell,
Automatic Silent Spell, Automatic Still Spell, Bonus Domain, Enhance Spell,
Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Ignore Material
Components, Improved Alignment-Based Casting, Improved Combat Casting, Improved
Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell,
Multispell, Permanent Emanation, Spell Knowledge, Spell Opportunity, Spell
Stowaway, Spontaneous Domain Access, Spontaneous Spell, Tenacious Magic.
Table: Epic Mystic Theurge
Level |
Special |
11th |
— |
12th |
— |
13th |
— |
14th |
— |
15th |
— |
16th |
Bonus feat |
17th |
— |
18th |
— |
19th |
— |
20th |
— |
Hit
Die: d8.
Skill
Points at Each Additional Level: 6 + Int modifier.
Summon
Shadow:
Every third level gained after 9th adds +2 HD (and the requisite base attace
and base save bonus increases) to the shadowdancer’s shadow companion.
Shadow
Jump: The
total distance of a shadowdancer’s shadow jump doubles every two levels after
10th.
Bonus
Feats:
The epic shadowdancer gains a bonus feat (selected from the list of epic
shadowdancer feats) every three levels after 20th.
Epic
Shadowdancer Bonus Feat List: Blinding Speed, Dexterous Fortitude, Dexterous Will,
Epic Dodge, Epic Skill Focus, Epic Speed, Exceptional Deflection, Improved
Combat Reflexes, Improved Darkvision, Improved Whirlwind Attack, Infinite
Deflection, Legendary Leaper, Reflect Arrows, Self-Concealment, Spellcasting
Harrier, Superior Initiative.
Table:
The Epic Shadowdancer
Level
|
Special
|
11th |
—
|
12th |
Summon
shadow (four of 8 HD each), shadow jump (320 ft.) |
13th |
Bonus
feat |
14th |
Shadow
jump (640 ft.) |
15th |
Summon
shadow (five of 10 HD each) |
16th |
Shadow
jump (1,280 ft.), bonus feat |
17th |
—
|
18th |
Summon
shadow (six of 12 HD each), shadow jump (2,560 ft.) |
19th |
Bonus
feat |
20th |
Shadow
jump (5,120 ft.) |
These
are classes that characters cannot pursue until they have already become epic
characters in some other fashion. Characters add levels of epic prestige
classes using the same rules as when multiclassing into a new character class
at epic levels. As with other epic classes, a character can take as many levels
in an epic prestige class as he or she desires.
Hit
Die: d6.
Requirements
To
qualify to become an agent retriever, a character must fulfill all the
following criteria.
Alignment: Any lawful.
Skills: Gather Information 24
ranks, Knowledge (the planes) 15 ranks.
Feats: Track.
Class
Skills
The
agent retriever’s class skills (and the key ability for each skill) are
Appraise (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather
Information (Cha), Knowledge (arcana) (Int), Knowledge (geography) (Int),
Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (the planes)
(Int), Listen (Wis), Search (Int), and Spot (Wis), Survival (Wis).
Skill
Points at Each Level: 6 + Int modifier.
Table:
The Agent Retriever
Level |
Special
|
Spells
per Day |
1st |
Uncanny
location,
tracking bonus +10 |
+1
level of existing class |
2nd |
Plane
shift 1/day
|
+1
level of existing class |
3rd |
Force
sphere 1/day
|
+1
level of existing class |
4th |
Ethereal
jaunt 1/day
|
+1
level of existing class |
5th |
Bonus
feat |
+1
level of existing class |
6th |
Tracking
bonus +20 |
+1
level of existing class |
7th |
Plane
shift 2/day
|
+1
level of existing class |
8th |
Force
sphere 2/day
|
+1
level of existing class |
9th |
Ethereal
jaunt 2/day
|
+1
level of existing class |
10th |
Bonus
feat |
+1
level of existing class |
Class
Features
The
following are class features of the agent retriever prestige class.
Weapon
and Armor Proficiency: An agent retriever gains no proficiency with any weapons,
armor, or shields.
Spells
per Day/Spells Known: At each agent retriever level, the character gains new
spells per day (and spells known, if applicable) as if he or she had also
gained a level in a spellcasting class to which he or she belonged before
adding the prestige class level. If already an epic spellcaster, the character
gains only the benefit noted under the Spells entry for that epic class. He or
she does not, however, gain any other benefit a character of that class would
have gained. If the character had more than one spellcasting class before
becoming an agent retriever, the player must decide to which class to add the
new level for the purpose of determining spells per day.
Uncanny
Location (Sp): When a agent retriever
spends one day attuning him or herself to a person or object he or she is
seeking, he or she automatically determines that person’s or item’s location as
the discern location spell. Once he or she has established a sense of
the location, the agent retriever can maintain this uncanny link even if the
target moves, but only so long as he or she hunts down this person or item to
the exclusion of all other pursuits. If he or she ever turns aside to undertake
a second pursuit, the uncanny location ends, and the agent retriever
must spend another day to reattune him or herself to the target.
Tracking
Bonus (Ex):
The agent retriever gains a +10 insight bonus on Wilderness Lore checks to
track the quarry. This bonus increases by +10 every five levels thereafter.
Plane
Shift (Sp): The agent retriever can
use plane shift as a 14th-level caster once per day starting at 2nd
level, plus one additional time per day every five levels thereafter.
Force
Sphere (Sp): The agent retriever gains
the ability to call forth a force sphere. The agent retriever can
attempt to enclose any creature or object he or she can see within 30 feet. The
target is allowed a Reflex saving throw (DC 20 + 1/2 the class level of the
agent retriever + the agent retriever’s Dexterity modifier). Those who fail are
then encapsulated in a sphere of force with a radius of up to 50 feet (the
sphere is only as large as it needs to be, up to its maximum radius). Those
trapped inside cannot escape except with methods that can bypass or destroy a wall
of force. The sphere persists as long as the agent retriever desires, up to
a maximum of seven days. A captured target does not count toward the capacity
of the agent retriever’s plane shift ability, and the agent retriever
can plane shift with the target despite the presence of the force sphere. The
agent retriever can use this power once per day at 3rd level, plus one
additional time per day every five levels thereafter.
Ethereal
Jaunt (Sp): The agent retriever can
use ethereal jaunt as a 14th-level caster once per day at 4th level,
plus one additional time per day every five levels thereafter.
Bonus
Feats:
The agent retriever gets a bonus feat at 5th level and an additional bonus feat
every five levels thereafter. These bonus feats must be selected from the
following list: Epic Endurance, Epic Prowess, Epic Speed, Epic Toughness, Epic
Weapon Focus, Fast Healing, Improved Combat Casting, Improved Spell Capacity,
Legendary Climber, Legendary Rider, Legendary Tracker, Perfect Health,
Permanent Emanation, Spontaneous Spell, Storm of Throws, Swarm of Arrows, and
Uncanny Accuracy.
Hit
Die: d4.
Requirements
To
qualify to become a cosmic descryer, a character must fulfill all the following
criteria.
Skills: Knowledge (the planes) 24
ranks.
Feats: Spell Focus
(Conjuration).
Epic
Feats:
Energy Resistance.
Spells: Ability to cast gate
plus any planar ally or planar binding spell.
Special: Must have previously
traveled to any other plane of existence.
Class
Skills
The
cosmic descryer’s class skills (and the key ability for each skill) are Bluff
(Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (arcana)
(Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession
(Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill
Points at Each Level: 2 + Int modifier.
Table:
The Cosmic Descryer
Level
|
Special
|
Spells per Day
|
1st |
Superior
planar summoning (+4 HD) |
|
2nd |
Naturalization
(1 plane) |
+1
level of existing class |
3rd |
Enduring
gate (1 day) |
|
4th |
Naturalization
(2 planes) |
+1
level of existing class |
5th |
Bonus
feat, superior planar summoning (+8 HD) |
|
6th |
Naturalization
(3 planes), enduring gate (2 days) |
+1
level of existing class |
7th |
Cosmic
connection 1/day |
|
8th |
Naturalization
(4 planes) |
+1
level of existing class |
9th |
Superior
planar summoning (+12 HD), enduring gate (3 days) |
|
10th |
Naturalization
(5 planes), bonus feat |
+1
level of existing class |
Class
Features
The
following are class features of the cosmic descryer prestige class.
Weapon
and Armor Proficiency: A cosmic descryer gains no proficiency with any weapons,
armor, or shields.
Spells
per Day/Spells Known: At every other cosmic descryer level, the character gains
new spells per day (and spells known, if applicable) as if he or she had also
gained a level in a spellcasting class to which he or she belonged before
adding the prestige class level. If already an epic spellcaster, the character
gains only the benefit noted under the Spells entry for that epic class. He or
she does not, however, gain any other benefit a character of that class would
have gained. If the character had more than one spellcasting class before
becoming a cosmic descryer, the player must decide to which class to add the
new level for the purpose of determining spells per day.
Superior
Planar Summoning (Ex): Beginning at 1st level, the cosmic descryer can increase the
power of any of the following spells—elemental swarm, gate, greater planar
ally, greater planar binding, summon monster IX, or summon nature’s ally
IX—to affect or summon outsiders of 4 Hit Dice higher than the spell’s
normal limit or conjure creatures with 4 Hit Dice of advancement. Every four
levels thereafter, the cosmic descryer can increase the number of extra Hit
Dice by 4.
Naturalization
(Ex):
Starting at 2nd level, the cosmic descryer develops a natural affinity for one
plane that he or she has visited, becoming resistant to any spells and
spell-like effects that would normally affect any creature not native to that
plane. Every two levels thereafter, the cosmic descryer gains naturalization to
one additional plane.
Enduring
Gate (Su):
Starting at 3rd level, as a full-round action, the cosmic descryer can make any
casting of the gate spell remain for a full day, rather than
disappearing after 1 round per caster level. Every three levels thereafter, the
cosmic descryer can increase the duration of gate by one additional day.
Bonus
Feat (Ex):
The cosmic descryer gains a bonus feat at 5th level and an additional bonus
feat every five levels thereafter. These bonus feats must be selected from the
following list: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent
Spell, Automatic Still Spell, Combat Casting, Craft Epic Magic Arms and Armor,
Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item
Creation, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic
Spellcasting, Familiar Spell, Forge Epic Ring, Ignore Material Components, Improved
Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell
Capacity, Intensify Spell, Multispell, Permanent Emanation, Scribe Epic Scroll,
Spell Focus, Spell Knowledge, Spell Mastery, Spell Opportunity, Spell
Penetration, Spell Stowaway, Spontaneous Spell, Tenacious Magic.
Cosmic
Connection (Su):
At 7th level, the cosmic descryer may join with the massive energy of the
multiverse once per day, plus one additional time per day every five levels
thereafter. The cosmic descryer can remain connected for a number of minutes
equal to his or her class level. While connected, the character is immune to
critical hits, is a native on any plane he or she visits, and can use dimension
door at will as a 20th-level caster. The cosmic descryer can draw off
excess energy from the multiverse itself to increase his or her effective
caster level or enhance any attack roll, saving throw, skill check, or ability
check. Drawing off excess energy from the multiverse is dangerous, and it deals
the cosmic descryer 5 points of damage for each +1 bonus applied to a single
roll or +1 caster level on a single spell.
Hit
Die: d10.
Requirements
To
become a divine emissary, the character must fulfill all the following
criteria.
Base
Attack Bonus:
+23.
Feats: Weapon Focus (deity’s
favored weapon).
Epic
Feat:
Great Smiting.
Skills: Knowledge (religion) 10
ranks.
Special: Must have a patron deity.
Furthermore, the potential divine emissary must complete some quest that
furthers his or her deity’s goals so much that it impresses the deity.
Class
Skills
The
divine emissary’s class skills (and the key ability for each) are:
Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather
Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int),
Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot
(Wis), and Use Magic Device (Cha).
Skill
Points at Each Level: 4 + Int modifier.
Table
: The Divine Emissary
Level
|
Special
|
1st |
Divine
inspiration 1/day,
granted domain |
2nd |
Extra
smite 2/day |
3rd |
Greater
planar ally 1/day |
4th |
Divine
inspiration 2/day
|
5th |
Extra
smite 3/day |
6th |
Bonus
feat |
7th |
Divine
inspiration 3/day
|
8th |
Extra
smite 4/day |
9th |
Divine
hand 1/day |
10th |
Divine
inspiration 4/day
|
All
the following are features of the divine emissary prestige class.
Spells
per Day/Spells Known: At each divine emissary level, the character gains new
spells per day (and spells known, if applicable) as if he or she had also
gained a level in a spellcasting class to which he or she belonged before
adding the prestige class level. If already an epic spell-caster, the character
gains only the benefit noted under the Spells entry for that epic class. He or
she does not, however, gain any other benefit a character of that class would
have gained. If the character had more than one spellcasting class before
becoming a divine emissary, the player must decide to which class to add the
new level for the purpose of determining spells per day.
Special
Mount: If
he or she has one, the divine emissary’s special mount continues to increase in
power. Every five levels after 1st, the special mount gains +2 bonus Hit Dice,
its natural armor increases by +2, its Strength adjustment increases by +1, and
its Intelligence increases by +1. The mount’s spell resistance equals the
divine emissary’s class level + the class level that provided the special mount
+ 5.
Granted
Domain (Ex):
A divine emissary gains access to one of his or her deity’s domains, as well as
the granted power of that domain. The extra domain expands a paladin’s
selection of spells, but he or she does not gain the ability to cast
higher-level spells than he or she otherwise could. Clerics gain an additional
domain but otherwise use the rules for preparing spells from their domains
normally.
Divine
Inspiration (Sp): A divine emissary gains a +2 luck bonus on his or her attack
and damage rolls for 10 rounds, once per day at 1st level, plus one additional
time per day every three levels thereafter.
Extra
Smite (Su):
A divine emissary can use his or her smite ability two extra times per day,
plus one additional time per day every three levels thereafter. To determine
the damage with any smite attack, a divine emissary adds together his or her
divine emissary levels and class levels that originally conferred the smite
ability.
Greater
Planar Ally (Sp): The emissary can call a greater planar ally (as the
spell) once per day at 3rd level, plus one additional time per day every ten
levels thereafter. The ally does not request a return favor when a divine
emissary uses this ability.
Bonus
Feats:
The divine emissary gains a bonus feat at 6th level and an additional bonus
feat every ten levels thereafter. These bonus feats must be selected from the
following list: Armor Skin, Devastating Critical, Epic Leadership, Epic
Prowess, Epic Reputation, Epic Toughness, Epic Weapon Focus, Great Smiting,
Holy Strike, Improved Aura of Courage, Improved Combat Casting, Improved Spell
Capacity, Legendary Commander, Legendary Rider, Overwhelming Critical, Perfect
Health, Permanent Emanation, Planar Turning, Positive Energy Aura, Spectral
Strike, Spontaneous Spell, Widen Aura of Courage.
Divine
Hand (Su):
As a free action, the emissary gains a +20 sacred (or profane if appropriate)
bonus on his next melee or ranged attack roll, as long as the attack is made
with the deity’s favored weapon. The emissary can use divine hand once per day
at 9th level, plus one additional time per day every ten levels thereafter.
Hit
Die: d6.
Requirements
To
qualify to become an epic infiltrator, a character must fulfill all the following
criteria.
Alignment: Any nonchaotic.
Skills: Bluff 24 ranks, Diplomacy
10 ranks, Disguise 24 ranks, Spot 10 ranks.
Feats: Alertness.
Epic
Feat:
Polyglot.
Special: Must have successfully
spent one month using the Disguise skill to pose as someone else.
Class
Skills
The
epic infiltrator’s class skills (and the key ability for each skill) are
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher
Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape
Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate
(Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex),
Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), and Spot (Wis).
Skill
Points at Each Level: 8 + Int modifier.
Table:
The Epic Infiltrator
Level |
Special
|
1st |
Improved
cover identity (3), sneak attack +1d6 |
2nd |
Specialist
training |
3rd |
Read
thoughts 1/day, mind blank 1/day |
4th |
Far
senses 1/day, sneak attack +2d6 |
5th |
Specialist
training, improved cover identity (4) |
6th |
Far
senses 2/day |
7th |
Read
thoughts 2/day, sneak attack +3d6 |
8th |
Far
senses 3/day, specialist training |
9th |
Improved
cover identity (5) |
10th |
Far
senses 4/day, sneak attack +4d6 |
The
following are class features of the epic infiltrator prestige class.
Weapon
and Armor Proficiency: An epic infiltrator is proficient with all simple and
martial weapons, all armor, and shields.
Improved
Cover Identity (Ex/Su): At 1st level, an epic infiltrator establishes three specific
cover identities, plus one additional cover identity every four levels
thereafter. While operating in a cover identity, the epic infiltra-tor gains a
+4 circumstance bonus on Disguise checks and a +2 circumstance bonus on Bluff
and Gather Information checks. When the epic infiltrator has the option of
adding a new cover identity, he or she may instead work on further perfecting a
cover identity already possessed. An improved cover identity grants a +6
circumstance bonus on Disguise checks and a +4 circumstance bonus on Bluff and
Gather Information checks while operating in that identity. A specific cover
identity may be improved multiple times, each time adding +2 to the bonuses. It
is impossible to detect the epic infiltrator’s alignment with any form of
divination. This ability functions exactly like an undetectable alignment spell,
except that it is always active as a supernatural ability. Only divinations are
confounded; spells that function only against certain alignments affect the
epic infiltrator normally. Should the epic infiltrator wish to “retire” a cover
identity and develop a new one, he or she must spend one week practicing the
new identity before he or she earns the bonuses. Cover identities do not in
themselves provide the epic infiltrator with additional skills, proficiencies,
or class features that others might expect of the pretended professions. The
epic infiltrator can switch cover identities or don a disguise using the
Disguise skill in 1d3 minutes. He or she can also put on or take off armor in
one-half the normal time.
Sneak
Attack:
If an epic infiltrator can catch an opponent when the opponent is unable to
defend effectively from his or her attack, he or she can strike a vital spot
for extra damage. Any time the epic infiltrator’s target would be denied his or
her Dexterity bonus to AC (whether he or she actually has a Dexterity bonus or
not), the epic infiltrator’s attack deals +1d6 points of damage. This extra
damage increases by +1d6 points every three levels. Should the epic infiltrator
score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can only count as sneak attacks if the target is 30 feet away or
less. With a sap or an unarmed strike, the epic infiltrator can make a sneak
attack that deals subdual damage instead of normal damage. He or she cannot use
a weapon that deals normal damage to deal subdual damage in a sneak attack, not
even with the usual –4 penalty. An epic infiltrator can only sneak attack
living creatures with discernible anatomies—undead, constructs, oozes, plants,
and incorporeal creatures lack vital areas to attack. Additionally, any
creature immune to critical hits is similarly immune to sneak attacks. Also,
the epic infiltrator must also be able to see the target well enough to pick
out a vital spot and must be able to reach a vital spot. The epic infiltrator
cannot sneak attack while striking at a creature with concealment or by
striking the limbs of a creature whose vitals are beyond reach. If an epic
infiltrator gets a sneak attack bonus from another source, the bonuses to
damage stack.
Specialist
Training (Ex):
At 2nd level, the epic infiltrator gains the benefit of focusing his or her
craft on a particular type of work, specializing in one of the following
categories and receiving a +3 bonus on all checks with the listed skills. Every
three levels thereafter, the epic infiltrator gains specialist training again.
He or she may select the same category more than once.
Concealment:
Bluff,
Disguise, and Forgery.
Subterfuge:
Hide,
Move Silently, Open Lock, and Pick Pocket.
Espionage:
Listen,
Search, and Spot.
Interaction:
Diplomacy,
Gather Information, Intimidate, and Sense Motive.
Read
Thoughts (Su):
Beginning at 3rd level, the epic infiltrator can detect thoughts as the
spell cast by a 15th-level caster, except that it targets a single mind. Every
four levels thereafter, the epic infiltrator can per-form this ability one
additional time per day.
Far
Senses (Su):
Starting at 4th level, the epic infiltrator can extend his or her vision or
hearing into an area beyond his or her normal range, once per day, to a
distance of 20 feet plus an additional 20 feet per epic infiltrator level. The
epic infiltrator must have personally visited the physical location earlier to
use far senses on it. Barriers do not impede far senses, and low-light vision
or darkvision function normally if the epic infiltrator has one or both of
those abilities. Far senses can also apply to the epic infiltrator’s read
thoughts ability. Every two levels beyond 4th the epic infiltrator can perform
this ability one additional time per day. This ability functions as the clairaudience/clairvoyance
spell cast by a 15th-level caster, except for the limit on range, the need
to know the locale beforehand, and the ability to use the read thoughts
ability.
Mind
Blank (Sp): At 3rd level, the epic
infiltrator can become immune to all mind-affecting spells and divinations once
per day, plus one additional time per day every eight levels thereafter. This
ability works as the mind blank spell cast by a 15th-level caster.
Hit
Die: d10.
Requirements
To
qualify to become a guardian paramount, a character must fulfill all the
following criteria.
Base
Attack Bonus:
+15.
Skills: Spot 13 ranks.
Feats: Alertness, Lightning
Reflexes.
Epic
Feats:
Blinding Speed, Superior Initiative.
Special: Uncanny dodge, evasion.
Class
Skills
The
guardian paramount’s class skills (and the key ability for each skill) are
Bluff (Cha), Climb (Str), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Listen
(Wis), Profession (Wis), and Spot (Wis).
Skill
Points at Each Level: 4 + Int modifier.
Table:
The Guardian Paramount
Level |
Special
|
1st |
Bonus
feat, uncanny dodge enabler 3/day |
2nd |
Evasive
preceptor 1/day |
3rd |
Protective
aura 1/day
|
4th |
Bonus
feat, uncanny dodge enabler 4/day |
5th |
Adjust
probability 2/day, evasive preceptor 2/day |
6th |
Call
back 1/day,
protective aura 2/day |
7th |
Bonus
feat, uncanny dodge enabler 5/day |
8th |
Evasive
preceptor 3/day, adjust probability 3/day |
9th |
Protective
aura 3/day
|
10th |
Bonus
feat, uncanny dodge enabler 6/day |
Class
Features
The
following are class features of the guardian paramount prestige class.
Weapon
and Armor Proficiency: A guardian paramount is proficient with all simple and
martial weapons, all armor, and shields.
Bonus
Feats:
The guardian paramount gets a bonus feat at 1st level and an additional bonus
feat every three levels thereafter. These bonus feats must be selected from the
following list: Bulwark of Defense, Combat Archery, Damage Reduction, Dexterous
Fortitude, Dexterous Will, Epic Dodge, Epic Fortitude, Epic Reflexes, Epic
Reputation, Epic Skill Focus, Epic Speed, Epic Toughness, Epic Trapfinding,
Epic Will, Exceptional Deflection, Fast Healing, Great Dexterity, Improved
Combat Reflexes, Improved Sneak Attack, Improved Spell Resistance, Infinite
Deflection, Legendary Climber, Lingering Damage, Mobile Defense, Perfect
Health, Reflect Arrows, Self-Concealment, Sneak Attack of Opportunity,
Spellcasting Harrier, and Uncanny Accuracy.
Uncanny
Dodge Enabler (Ex): The guardian paramount must have the uncanny dodge class
feature to qualify for the prestige class, so at a minimum the guardian
paramount has the extraordinary ability to retain his or her Dexterity bonus to
AC (if any) regardless of being caught flat-footed or struck by an invisible
attacker. It is possible that the character has higher-level aspects of the
uncanny dodge ability. Whatever the level of uncanny dodge attained by the
character, the guardian paramount can extend the features of his or her uncanny
dodge ability to include any one creature he or she designates within 5 feet of
him or her (he or she can designate a creature or change designations as a free
action once per round). The guardian paramount can extend his or her uncanny
dodge ability three times per day at 1st level, plus one additional time per
day every three levels thereafter.
Evasive
Preceptor (Ex):
The guardian paramount must have the evasion class feature, which allows the
character to take no damage from an area attack with a successful Reflex save.
He or she may also have improved evasion, though this is not a prerequisite.
The character can extend evasion or improved evasion to include any one
creature he or she designates within 5 feet of him or her. The guardian
paramount can extend his or her evasion ability once per day at 2nd level, plus
one additional time per day every three levels thereafter.
Protective
Aura (Sp): Starting at 3rd level,
the guardian paramount can use a special form of shield other once per
day, plus one additional time per day every three levels thereafter. When a
guardian paramount creates a protective aura, the transferred wounds are
dealt to the guardian paramount as subdual damage, not normal damage, as with
the shield other spell. Otherwise, the guardian paramount’s protective
aura functions like the shield other spell cast by an 8th-level
cleric.
Adjust
Probability (Ex): On reaching 5th level, the guardian paramount gains the
ability to affect probability twice per day, plus one additional time per day
per three levels thereafter. The guardian paramount can force a reroll of one
attack roll, check, or saving throw that another creature within 25 feet—friend
or enemy—just made. The guardian paramount can find out whether the attack
roll, check, or save would have succeeded before using this ability. The
recipient must take the second roll, whether it’s better or worse than the
original roll. The use of this ability takes place outside the normal
initiative order, but the paramount guardian can’t use it if he or she is
flat-footed or unable to see the situation resulting in the roll. The guardian
paramount must decide whether to reroll as soon as the result of the attack
roll, check, or save is known.
Call
Back (Sp): On reaching 6th level,
the guardian paramount gains the ability to return a dead creature that he or
she has previously used any of his or her other class abilities on back to
life, as if he or she had cast true resurrection as a 20th-level cleric.
The character can use this ability once per day, plus one additional time per
day every six levels.
Hit
Die: d8.
Requirements
To
qualify to become a high proselytizer, a character must fulfill all the
following criteria.
Skills: Diplomacy 12 ranks and
either Knowledge (religion) 24 ranks or Knowledge (nature) 24 ranks.
Feats: Leadership.
Epic
Feats:
Epic Leadership.
Spells: Ability to cast 5th-level
divine spells.
Special: Must have a patron deity.
Class
Skills
The
high proselytizer’s class skills (and the key ability for each skill) are
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge
(arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive
(Wis), and Spellcraft (Int).
Skill
Points at Each Level: 2 + Int modifier.
Table:
The High Proselytizer
Level
|
Special
|
Spells per Day
|
1st |
Proselytize
1/day |
|
2nd |
Heal
1/day |
+1
level of divine spellcasting class |
3rd |
Proselytize
(deific touch)
1/day |
|
4th |
Bonus
feat |
+1
level of divine spellcasting class |
5th |
Proselytize
(deific word)
1/day |
|
6th |
Heal
2/day |
+1
level of divine spellcasting class |
7th |
Proselytize
(deific face)
1/day |
|
8th |
Bonus
feat |
+1
level of divine spellcasting class |
9th |
Proselytize
(deific aura)
1/day |
|
10th |
Heal
3/day |
+1
level of divine spellcasting class |
Class
Features
The
following are class features of the high proselytizer prestige class.
Weapon
and Armor Proficiency: High proselytizers are proficient with all simple weapons,
all armor, and all shields.
Spells
per Day:
At every other high proselytizer level, the character gains new spells per day
as if he or she had also gained a level in a divine spellcasting class to which
he or she belonged before adding the prestige class level. If already an epic
spellcaster, the character gains only the benefit noted under the Spells entry
for that epic class. He or she does not, however, gain any other benefit a
character of that class would have gained. If the character had more than one
divine spellcasting class before becoming a high proselytizer, the player must
decide to which class to add each high proselytizer level for the purpose of
determining spells per day.
Proselytize
(Sp): At 1st level, the high
proselytizer gains the ability to preach the word of his or her deity to large
crowds with great effect. He or she may speak in such a manner once per day,
plus one additional time per day per ten class levels thereafter.
Proselytize
has three
effects. First, any time the high proselytizer is speaking in this manner, he
or she is treated as though affected by a sanctuary spell. Second, his
or her voice can be heard clearly by anyone within a radius of 100 feet plus 50
feet per class level, regardless of background noise, and his or her speech can
be understood as though the audience were affected by a comprehend languages
spell. Finally, everyone in the range of the high proselytizer’s voice
immediately has a chance of becoming enraptured:
Type
of Listener |
Effect |
Followers
of the same deity |
Automatic
if 10 or fewer HD, otherwise Will save (DC 20 + 1/2 high proselytizer’s class
level + Wis modifier) |
Others
of the same alignment |
Automatic
if 5 or fewer HD, otherwise Will save (as above) |
All
others |
Will
save (as above) |
Enraptured
audience members act as though affected by a symbol of persuasion,
changing alignment as appropriate and otherwise functioning according to the charm
person spell. The high proselytizer can inspire the crowd to take any of a
number of actions, depending on his or her alignment. Any suicidal suggestion
grants audience members a new saving throw to break the rapture (with the
exception of low-level followers of the same deity, who never got a save in the
first place). This rapture lasts for 10 minutes plus an additional 5 minutes
per high proselytizer level.
At 3rd
level, the high proselytizer’s proselytize ability includes deific touch once
per day, plus one additional time per day per ten levels thereafter. During his
or her speech, the high proselytizer can move among the enraptured, shaking
hands, caressing brows, and otherwise making contact with audience members.
Anyone so touched is healed of 1d4 points of damage and cured of any natural
disease or poison. Up to six individuals per round can be so affected. An
audience member can only benefit from deific touch once per proselytize
session. The high proselytizer can use deific touch as long as his or her
proselytize ability lasts.
At
5th level, the proselytize ability includes deific word once per
day, plus one additional time per day per ten levels thereafter. The words
spoken by the high proselytizer can, if he or she chooses, function as a triple-strength
sound burst spell (3d8 points of sonic damage and a Will save to avoid
being stunned for 3 rounds) to all who are not enraptured, as the spell cast by
a 20th-level cleric. The deific word can occur at any point during his
or her proselytize speech.
At
7th level, the proselytize ability includes deific face once per
day, plus one additional time per day per ten levels thereafter. When the high
proselytizer speaks, he or she can cause a blinding burst to shine from his or
her face. Deific face functions against all in the audience who are not
enraptured as the sunburst spell cast by a 20th-level cleric. The deific
face can occur at any point during his or her speech.
At
9th level, the proselytize ability includes deific aura once per
day, plus one additional time per day per ten levels thereafter. When the high
proselytizer speaks, he or she can cause a rolling wave of deific power to
spring from his or her body that functions as either a blasphemy, dictum,
holy word, or word of chaos spell (as appropriate for his or her
alignment), affecting only those in the audience who have resisted becoming
enraptured. Deific aura otherwise functions as the relevant spell cast
by a 20th-level cleric. The deific aura can occur at any point during
his or her speech.
Heal
(Sp): At 2nd level, the high
proselytizer can use heal on his or herself or another creature once per
day, plus one additional time per day per four levels thereafter.
Bonus
Feats:
The high proselytizer gets a bonus feat at 4th level and an additional bonus
feat every four levels thereafter. These bonus feats must be chosen from the
following list: Armor Skin, Automatic Quicken Spell, Automatic Silent Spell,
Automatic Still Spell, Bonus Domain, Enhance Spell, Epic Reputation, Epic Spell
Focus, Epic Spell Penetration, Epic Spellcasting, Epic Will, Extended Life
Span, Great Charisma, Great Wisdom, Ignore Material Components, Improved
Alignment-Based Casting, Improved Combat Casting, Improved Heighten Spell,
Improved Metamagic, Improved Spell Capacity, Intensify Spell, Legendary
Commander, Multispell, Negative Energy Burst, Per-manent Emanation, Planar
Turning, Polyglot, Positive Energy Aura, Spectral Strike, Spell Stowaway, Spell
Opportunity, Spontaneous Domain Access, Spontaneous Spell, Tenacious Magic,
Undead Mastery, Zone of Animation.
Hit
Die: d12.
Requirements
To
qualify to become a legendary dreadnought, a character must fulfill all the
following criteria.
Base
Attack Bonus:
+23.
Skills: Intimidate 15 ranks.
Feats: Combat Reflexes, Great
Cleave, Improved Bull Rush, Improved Critical.
Class
Skills
The
legendary dreadnought’s class skills (and the key ability for each skill) are
Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), and Swim (Str).
Skill
Points at Each Level: 2 + Int modifier.
Table:
The Legendary Dreadnought
Level |
Special
|
1st |
Unstoppable
1/day |
2nd |
Unmovable
1/day |
3rd |
Shrug
off punishment |
4th |
Thick
skinned |
5th |
Bonus
feat |
6th |
Unstoppable
2/day |
7th |
Unmovable
2/day |
8th |
Shrug
off punishment |
9th |
Thick
skinned |
10th |
Bonus
feat |
Class
Features
The
following are class features of the legendary dreadnought prestige class.
Weapon
and Armor Proficiency: A legendary dreadnought is proficient with all simple and
martial weapons, all armor, and all shields.
Unstoppable
(Ex): At
1st level, the legendary dreadnought can concentrate his or her power, gaining
a +20 bonus on his or her Strength check to break or burst a door or item once
per day, plus one additional time per day every five levels thereafter. As a
special use of this ability, the legendary dreadnought can attempt to break a wall
of force (Strength DC 32, and the character applies his or her unstoppable
bonus to this check as well). Alternatively, the legendary dreadnought can
apply the +20 bonus to a single attack roll.
Unmovable
(Ex): At
2nd level, the legendary dreadnought can concentrate his or her power, making
him or herself unmovable once per day, plus one additional time per day every
five levels thereafter. This power
grants the character a +20 bonus on any one of the following:
A
grapple check made to avoid being grabbed with the improved grab ability.
A
Strength check to avoid the effects of a bull rush, trip attempt, or similar
effect.
A
Strength check against any effect that would move the character either
physically or magically.
Any
one saving throw. If an effect that would move the character either physically
or magically does not normally allow a saving throw, the legendary dreadnought
can use this ability to gain a Will saving throw. He or she still gains the +20
bonus on the saving throw in such a case.
Shrug
off Punishment (Ex): The legendary dreadnought gains 12 bonus hit points at 3rd
level and 12 more every five levels thereafter.
Thick
Skinned (Ex):
At 4th level, the legendary dreadnought gains damage reduction 3/–. This does
not stack with damage reduction granted by magic items or nonpermanent magical
effects, but it does stack with any damage reduction granted by permanent
magical effects, class features, the Damage Reduction feat, and this ability
itself. The damage reduction improves by 3 points every five levels thereafter
Bonus
Feats:
The legendary dreadnought gets a bonus feat at 5th level and an additional
bonus feat every five levels thereafter. These bonus feats must be selected
from the following list: Armor Skin, Devastating Critical, Dire Charge, Epic
Fortitude, Epic Prowess, Epic Toughness, Epic Weapon Focus, Epic Weapon
Specialization, Fast Healing, Great Constitution, Great Strength, Improved
Combat Reflexes, Overwhelming Critical, Penetrate Damage Reduction.
Hit
Die: d6.
Requirements
To
qualify to become a perfect wight, a character must fulfill all the following
criteria.
Skills: Hide 24 ranks, Move
Silently 24 ranks.
Epic
Feats:
Self-Concealment.
Special: Sneak attack +10d6.
Class
Skills
The
perfect wight’s class skills (and the key ability for each skill) are Appraise
(Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device
(Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information
(Cha), Hide (Dex), Innuendo (Wis), Jump (Str), Knowledge (any) (Int), Listen
(Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spot (Wis), Survival
(Wis), Tumble (Dex), and Use Rope (Dex).
Skill
Points at Each Level: 8 + Int modifier.
Table:
The Perfect Wight
Level |
Special
|
1st |
Greater
invisibility 1/day |
2nd |
Improved
legerdemain 1/day |
3rd |
Incorporeal
1/day |
4th |
Shadow
form 1/day |
5th |
Bonus
feat |
6th |
Greater
invisibility 2/day |
7th |
Improved
legerdemain 2/day |
8th |
Incorporeal
2/day |
9th |
Shadow
form 2/day |
10th |
Bonus
feat |
Class
Features
The
following are class features of the perfect wight prestige class.
Weapon
and Armor Proficiency: A perfect wight gains no proficiency with any weapons,
armor, or shields.
Greater
Invisibility (Su): Starting at 1st level, the perfect wight gains the benefit
of greater invisibility once per day, plus one additional time per day
every five levels thereafter. The greater invisibility is as the spell
cast by a 20th-level caster.
Improved
Legerdemain (Su): A perfect wight can perform the following class skills at a
range of 30 feet: Disable Device, Open Lock, Pick Pocket, and Search. If
desired, the perfect wight can take 10 on the check. Any object manipulated
during the skill check must weigh 100 pounds or less. Alternatively, the
perfect wight can use improved legerdemain to make one melee sneak attack
against any creature within 30 feet. The perfect wight executes the sneak
attack (or death attack, if applicable) as if attacking from a flanking position.
If the attack is successful, the victim is dealt the appropriate sneak attack
damage despite the fact that the perfect wight and his or her weapon do not
physically cross the intervening distance. A perfect wight can use improved
legerdemain once per day at 2nd level, plus one additional time per day every
five levels thereafter.
Incorporeal
(Su): At
3rd level, the perfect wight can become incorporeal once per day, plus one
additional time per day every five levels thereafter. A perfect wight can
remain incorporeal for a number of rounds equal to 20 + his or her perfect
wight level. As an incorporeal creature, the perfect wight can be harmed only
by other incorporeal creatures, +1 or better magic weapons, and spells,
spell-like abilities, and supernatural abilities. He or she is immune to all
nonmagical attack forms. Even when hit by spells or magic weapons, the perfect
wight has a 50% chance to ignore any damage from a corporeal source (except for
force effects or attacks made with ghost touch weapons). An incorporeal
perfect wight has no natural armor but has a deflection bonus equal to his or
her Charisma modifier (always at least +1, even if his or her Charisma score
does not normally provide a bonus). An incorporeal perfect wight can pass
through solid objects at will, but not force effects. His or her attack ignores
natural armor, armor, and shields, although deflection bonuses and force
effects work normally against it. An incorporeal perfect wight moves silently
and cannot be heard with Listen checks if he or she doesn’t wish to be. While
incorporeal, the perfect wight has no Strength score, so his or her Dexterity
modifier applies to both melee and ranged attacks.
Shadow
Form (Su):
At 4th level, the perfect wight can take shadow form once per day, plus one
additional time per day every five levels thereafter. The perfect wight’s
shadow form lasts 1 minute per level of the prestige class. While in shadow
form the perfect wight is incorporeal (see above), is immune to critical hits,
and can fly at a speed of 100 feet (good). The perfect wight can also use the
substance of his or her own shadow to enhance his or her effective level on any
attack roll, check, or saving throw. Drawing power from his or her own shadow
form deals the perfect wight 7 points of damage for each +1 bonus on a single
roll or +1 effective level for any other single use.
Bonus
Feats:
The perfect wight gets a bonus feat at 5th level and an additional bonus feat
every five levels thereafter. These bonus feats must be selected from the
following list: Blinding Speed, Combat Archery, Dexterous Fortitude, Dexterous
Will, Epic Dodge, Epic Reputation, Epic Skill Focus, Epic Speed, Epic
Trapfinding, Improved Combat Reflexes, Improved Sneak Attack, Legendary
Climber, Lingering Damage, Self-Concealment, Sneak Attack of Opportunity,
Spellcasting Harrier, Superior Initiative, Uncanny Accuracy.
Hit
Die: d10.
Requirements
To
qualify to become a Union Sentinel, a character must fulfill all the following
criteria.
Alignment: Any lawful.
Base
Attack Bonus:
+21.
Skills: Diplomacy 8 ranks,
Knowledge (local) 8 ranks.
Feats: Alertness, Improved
Disarm.
Epic
Feats:
Armor Skin.
Special: Must reside in a demiplane-city.
Class
Skills
The
Union Sentinel’s class skills (and the key ability for each skill) are
Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (local)
(Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), and
Spot (Wis).
Skill
Points at Each Level: 2 + Int modifier.
Level |
Special
|
1st |
Sending
1/day, shield
of law 1/day |
2nd |
Freedom
1/day, knock
1/day |
3rd |
Dimensional
anchor 1/day
|
4th |
Portal
guardian 1/day, shield of law 2/day |
5th |
Forcecage
1/day |
6th |
Dimensional
anchor 2/day,
knock 2/day |
7th |
Imprisonment
1/day, shield
of law 3/day |
8th |
Freedom
2/day, sending
2/day |
9th |
Dimensional
anchor 3/day
|
10th |
Knock
3/day, forcecage
2/day, portal guardian 2/day, shield of law 4/day |
The
following are class features of the Union Sentinel prestige class.
Weapon
and Armor Proficiency: Union Sentinels are proficient with all simple and martial
weapons, all armor, and all shields.
Sending
(Sp): At 1st level, the Union
Sentinel gains the use of the sending spell as a spell-like ability once
per day, plus one additional time per day every seven levels thereafter. This
ability functions as the spell cast by a 15th-level caster.
Shield
of Law (Sp): At 1st level, the Union
Sentinel gains the use of the shield of law spell as a spell-like
ability once per day, plus one additional time per day every three levels
thereafter. This ability functions as the spell cast by a 15th-level caster.
Freedom
(Sp): At 2nd level, the Union
Sentinel gains the use of the freedom spell as a spell-like ability once
per day, plus one additional time per day every six levels thereafter. This
ability functions as the spell cast by an 18th-level caster.
Knock
(Sp): At 2nd level, the Union
Sentinel gains the use of the knock spell as a spell-like ability once
per day, plus one additional time per day every four levels thereafter. This
ability functions as the spell cast by a 15th-level caster.
Dimensional
Anchor (Sp): At 3rd level, the Union
Sentinel gains the use of the dimensional anchor spell as a spell-like
ability once per day, plus one additional time per day every three levels
thereafter. This ability functions as the spell cast by a 15th-level caster.
Portal
Guardian (Su):
A 4th-level Union Sentinel can become a portal guardian once per day, plus one
additional time per day every six levels thereafter. The Union Sentinel must
position him or herself within 5 feet of a portal or gate, and while he
or she remains, the portal cannot be activated from either side by any means.
The Union Sentinel can defend him or herself and use any of his or her other
abilities normally, as long as he or she remains adjacent to the blocked
portal. This ability only functions against portals and the gate spell,
not against creatures with other spell-like or supernatural interplanar
traveling abilities.
Forcecage
(Sp): At 5th level, the Union
Sentinel gains the use of the forcecage spell as a spell-like ability
once per day, plus one additional time per day every five levels thereafter.
This ability functions as the spell cast by a 20th-level caster.
Imprisonment
(Sp): At 7th level, the Union
Sentinel gains the use of the imprisonment spell as a spell-like ability
once per week, plus one additional time per week every five levels thereafter.
This ability functions as the spell cast by a 20th-level caster.