D&D Booklet_EPIC LEVEL HANDBOOK

Loading...

PLAY MORE FREE D&D® V.3.5 ACCESSORY UPDATE

Epic Level Handbook

Revision Update Designers: Andy Collins, David Noonan, James Wyatt Editor: Gwendolyn F.M. Kestrel Design Manager: Ed Stark Graphic Designer: Ken Maier Director of RPG R&D: Bill Slavicsek Vice President of Publishing: Mary Kirchoff Project Manager: Cindy Donovan Production Manager: Donna Woodcock Based on the original Dungeons & Dragons® rules created by Gary Gygax and Dave Arneson, and the new Dungeons & Dragons game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This Wizards of the Coast game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Gaming License and the d20 System License, please visit www.wizards.com/d20.

U.S., CANADA, ASIA, PACIFIC, & LATIN AMERICA Wizards of the Coast, Inc. P.O. Box 707 Renton WA 98057-0707 (Questions?) 1-800-324-6496

EUROPEAN HEADQUARTERS Wizards of the Coast, Belgium P.B. 2031 2600 Berchem Belgium +32-70-23-32-77

Dungeons & Dragons, D&D, Dragon, Dungeon Master and the Wizards of the Coast logo are registered trademarks owned by Wizards of the Coast, a subsidiary of Hasbro, Inc. The d20 system logo is a trademark owned by Wizards of the Coast. All Wizards characters, character names, and the distinctive likenesses thereof are trademarks owned by Wizards of the Coast. Distributed worldwide by Wizards of the Coast, Inc. and regional distributors. This material is protected under the copyright laws of the United States of America. Permission granted to photocopy for personal use. Any other reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. ©2003 Wizards of the Coast, Inc. Made in the U.S.A.

Visit our website at www.wizards.com/dnd

2

Table of Contents

The Nature of the Core Rulebooks’ Changes

The Nature of the Core Rulebooks’ Changes

3

The purpose of this booklet is not to provide a compre-

Epic Level Handbook (Revision Update)

4

hensive list of everything that has changed with the 3.5 revision. The changes are too large in number and varied in scope to be able to provide an all-inclusive inventory. Instead, what we want to do is to show you a broad picture of what has changed and to provide you with support for updating our most popular product. Do you need to make these changes? No. This booklet is for players and Dungeon Masters who value rules precision and need to know what’s changed so that they can continue to enjoy their 3rd Edition products. You might choose to make notations in your existing books, photocopy and cut up this booklet to add bookmarklike inserts to your books, or simply use this booklet simultaneously with your books. We provide a brief, general overview of the core books and detailed revision notes for Deities and Demigods, Epic Level Handbook, Fiend Folio, Manual of the Planes, and Monster Manual II.

3

EPIC BLACKGUARD

Epic Level Handbook

Gain one additional daily use of smite good every 5 levels after 10th.

The epic-level class progressions for the core classes are unchanged. For prestige classes found in the Dungeon Master’s Guide, see below for summaries of the changes to their epic progressions.

Table: Epic Blackguard Level 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th

EPIC-LEVEL CLASS PROGRESSIONS The epic-level class progressions for the core classes are unchanged. For prestige classes found in the Dungeon Master’s Guide, see below for summaries of the changes to their epic progressions.

Sneak attack +4d6, bonus feat Smite good 4/day Sneak attack +5d6, bonus feat

Sneak attack +6d6, bonus feat Smite good 5/day

EPIC DRAGON DISCIPLE

EPIC ARCANE TRICKSTER

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 onehalf his class level for the purpose of the Hover feat.

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 Dragon Disciple Level 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th

Table: Epic Arcane Trickster Level 11 12 13 14 15 16 17 18 19 20

Special

Special Impromptu sneak attack 3/day Sneak attack +8d6 Ranged legerdemain 4/day Sneak attack +9d6 Impromptu sneak attack 4/day Sneak attack +10d6 Ranged legerdemain 5/day Sneak attack +11d6 Impromptu sneak attack 5/day Sneak attack +12d6

Special

Breath weapon (8d8), natural armor +5 Bonus feat Natural armor +6 Breath weapon (10d8) Bonus feat Natural armor +7

EPIC DUELIST 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 ASSASSIN Spells: The epic assassin gains no new spells known after 10th level.

4

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, TwoWeapon 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 onehanded piercing weapon.

wind 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 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th

Table: Epic Duelist Level 11 12 13 14 15 16 17 18 19 20

Special

Bonus feat Precise strike +3d6 Bonus feat

Bonus feat

Bonus feat

EPIC HORIZON WALKER Bonus feat Precise strike +4d6

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.

EPIC DWARVEN DEFENDER Trap sense increases by +1 every four levels above 8th. Gain a bonus feat selected from the list of epic dwarven defender feats every five levels after 10th. Table: Epic Dwarven Defender Level 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th

Special

Special Defensive stance 6/day Trap sense +3 Defensive stance 7/day Damage reduction 9/— Bonus feat, defensive stance 8/day Trap sense +4 Defensive stance 9/day Damage reduction 12/— Defensive stance 10/day Bonus feat, trap sense +5

Table: Epic Horizon Walker Level 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th

EPIC ELDRITCH KNIGHT 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 Whirl-

Special Improved Terrain Mastery Improved Terrain Mastery Improved Terrain Mastery Bonus feat, improved Terrain Mastery Improved Terrain Mastery Improved Terrain Mastery Improved Terrain Mastery Bonus feat, improved Terrain Mastery Improved Terrain Mastery Improved Terrain Mastery

EPIC LOREMASTER 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.

EPIC MYSTIC THEURGE Hit Die: d4 Skill Points at Each Additional Level: 2 + Int modifier

5

Spells: When an odd-numbered mystic theurge level above 10th is gained (11th, 13th, 15th, and so on), 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 (12th, 14th, 16th, and so on), 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.

Epic Red Wizard Bonus Feat List: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Craft Epic Magic Arms and Armor, Craft Epic Staff, Craft Epic Wondrous Item, Enhance Spell, Epic Leadership, 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 Opportunity, Spell Stowaway, Spontaneous Spell, Tenacious Magic. Table: Epic Red Wizard Level 11 12 13 14 15 16 17 18 19 20

Special Specialist defense +5 Spell power +6 Specialist defense +6 Spell power +7 Specialist defense +7, bonus feat Spell power +8 Specialist defense +8 Spell power +9 Specialist defense +9 Spell power +10, bonus feat

EPIC SHADOWDANCER Every third level gained after 9th (12th, 15th, and so on) adds +2 HD (and the requisite base attack and base save bonus increases) to the shadowdancer’s shadow companion.

Table: Epic Mystic Theurge Level 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th

EPIC SKILLS

Special

Some epic usages of specific skills have been reassigned to other skills or otherwise changed.

ALCHEMY

Bonus feat

Quick creation and create augmented substance are now Craft (Alchemy) checks. Quick identification is now a Spellcraft check.

INTUIT DIRECTION

EPIC RED WIZARD

All Intuit Direction tasks listed here now require Survival checks.

Hit Die: d4. Skill Points at Each Additional Level: 2 + Int modifier. Spells: The epic Red Wizard’s caster level increases by 1 per level gained above 10th. The epic Red Wizard 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 Red Wizard belonged before adding the prestige class. Specialist Defense: The bonus to the epic Red Wizard’s saves against spells from his specialist school increases by +1 for every 2 levels after 9th. Spell Power: Every 2 levels above 10th, the bonus to the red wizard’s caster level for purposes of determining level-dependent spell variables and for caster level checks increases by +1. Bonus Feats: The epic Red Wizard gains a bonus feat (selected from the list of epic Red Wizard feats) every 5 levels after 10th.

READ LIPS All Read Lips tasks listed here now require Spot checks.

SCRY The epic usages of Scry are no longer based on Scry checks (since the Scry skill no longer exists). Instead, each task is based on a caster level check, as described below. To attempt any of these tasks, the scrying spell must be on your class spell list (though it need not be among your spells known). If you have any bonuses that would apply to the caster level of your scrying spell, add these to your caster level check. For example, a cleric with the Knowledge domain would add +1 to his caster level check to achieve any of these tasks, since he casts all divination spells at +1 caster level. Learn Scryer: If you determine that you’re being scried upon, you can learn the identity of the scryer with a DC 30 caster level check.

6

Return Scrying: If you determine that you’re being scried upon, you can look back through the sensor at the scryer with a DC 50 caster level check. This allows you to spy on the scrying being as if you had cast a scrying spell upon that person. This return scrying can be detected by your target as normal. Break Scrying: If you determine that you’re being scried, you can make an opposed caster level check with the scryer. (Your caster level must be at least 21st to attempt this task.) If you are successful, the scrying ends, and the scryer may not target you with a Divination (Scrying) spell or effect for a number of hours equal to your Intelligence modifier (minimum 1).

Table: Example Special Epic Cohorts Creature Angel, astral deva Couatl Dragon, ancient silver Giant, cloud Eladrin, ghaele Dragon, wyrm brass Giant, storm Dragon turtle Hydra, 12-headed Roc Devil, ice (gelugon) Dragon, ancient green Giant, cloud Demon, glabrezu Demon, succubus Dragon, wyrm white

EPIC FEATS Many epic feats from the Epic Level Handbook have undergone revision to their prerequisites or benefits. These feats are listed in Table: New or Revised Epic Feats. Two epic feats have received name changes. Beast Companion is now called Magical Beast Companion (see below), and Trap Sense is now called Epic Trapfinding. A single epic feat, Beast Wild Shape, has been eliminated from the game, since the beast type no longer exists. Beast Wild Shape is no longer a prerequisite for the any feat, including the following epic feats from Epic Level Handbook: Beast Companion (now known as Magical Beast Companion, see below), Dragon Wild Shape, Magical Beast Wild Shape, Plant Wild Shape, Vermin Wild Shape.

Level Equivalent 20th 16th 42nd 24th 20th 42nd 28th 21st 19th 23rd 21st 40th 24th 23rd 12th 41st

HOLY STRIKE [EPIC] Benefit: Any weapon you wield is treated as a holy weapon (it is good-aligned and deals an extra 2d6 points of damage against creatures of evil alignment). If the weapon already has an alignment, this feat has no effect on the weapon.

IMPROVED COMBAT REFLEXES [EPIC] Benefit: There is no limit to the number of attacks of opportunity you can make in one round. (You still can’t make more than one attack of opportunity for a given opportunity.)

IMPROVED KI STRIKE [EPIC] Prerequisites: Wis 25, ki strike (adamantine). Benefit: Your unarmed strikes are treated as epic magic weapons for the purpose of bypassing damage reduction.

Table: New or Revised Epic Feats Feat Name Epic Inspiration Holy Strike Improved Combat Reflexes Improved Ki Strike Improved Whirlwind Attack Keen Strike Legendary Leaper Legendary Rider Magical Beast Companion Mighty Rage Mobile Defense Penetrate Damage Reduction Plant Wild Shape Righteous Strike Self-Concealment Uncanny Accuracy Unholy Strike Vorpal Strike

Alignment Any good Lawful good Lawful good Neutral good Chaotic good Chaotic good Chaotic good Neutral Neutral Neutral Lawful evil Lawful evil Neutral evil Chaotic evil Chaotic evil Chaotic evil

Changes benefit benefit benefit prerequisites; benefit benefit prerequisites; benefit benefit benefit new feat prerequisites prerequisites benefit prerequisites prerequisites; benefit benefit prerequisites; benefit benefit prerequisites

IMPROVED WHIRLWIND ATTACK [EPIC] Benefit: As a standard action, you can make one melee attack for every five points of your base attack bonus (including your epic attack bonus; round fractions down). For example, if your base attack bonus plus epic attack bonus were +24, you could make four separate melee attacks as a single standard action. You can’t attack any one opponent more than once as part of this action. These attacks (as well as all other attacks made until the start of your next turn) suffer a –4 penalty. When you use the Improved Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats or abilities (such as Cleave or the haste spell). Since these attacks are made as part of a standard action, you can’t take a 5-foot step between them. Normal: Without this feat, using the Whirlwind Attack feat requires a full attack action, and you can take a 5-foot step between any two of the attacks.

EPIC INSPIRATION [EPIC] Benefits: All competence bonuses, dodge bonuses, and morale bonuses granted by your bardic music ability increase by +1. If you have the inspire greatness bardic music ability, it grants one additional bonus HD. Special: A character can gain this feat multiple times. Its effects stack.

KEEN STRIKE [EPIC] Prerequisites: Str 23, Wis 23, Improved Critical (unarmed strike), Improved Unarmed Strike, Stunning Fist, ki strike (adamantine). Benefit: Your unarmed strike has a critical threat range of 18–20 and deals slashing damage. (At your option, any unarmed

EPIC LEADERSHIP [EPIC] Use the information on effective character level given in the Monster Manual and Savage Species to determine level equivalents for cohorts not included on this table of examples.

7

strike can deal bludgeoning damage instead, but cannot then take advantage of the enhanced threat range.) This ability doesn’t stack with other abilities that expand your unarmed strike’s threat range.

Benefit: Your melee weapons (including natural weapons) are treated as being crafted from the chosen special material for purposes of bypassing the damage reduction of any creature you strike. None of the other special properties of special materials (such as adamantine’s ability to ignore hardness, or the –1 penalty to damage for silver weapons) are gained by your melee weapons. Special: You can gain this feat multiple times. Each time you select the feat, you select a different special material. Your melee attacks are treated as being crafted of all chosen materials for purposes of bypassing damage reduction.

LEGENDARY LEAPER [EPIC] Benefit: You need only move 5 feet in a straight line to make a running jump. Normal: Without this feat, you must move at least 20 feet in a straight line before attempting a running jump.

LEGENDARY RIDER [EPIC] Benefit: You don’t take a penalty on Ride checks when riding a mount without a saddle (bareback). You never need to make a Ride check to guide a mount with your knees to use both hands in combat, to direct a war-trained mount to attack in battle, or to control an untrained mount in battle. Controlling an untrained mount in battle is a free action. Normal: Without this feat, you must make a Ride check to guide a mount with your knees or to direct or control a mount in battle, and controlling an untrained mount in battle is a move action).

PLANT WILD SHAPE [EPIC] Prerequisites: Eliminate Beast Wild Shape; change wild shape 6/day to wild shape 4/day

RIGHTEOUS STRIKE [EPIC] Prerequisites: add ki strike (lawful) class feature. Benefit: Your unarmed strike is treated as an axiomatic weapon (it is lawfully aligned and deals an extra 2d6 points of damage against creatures of chaotic alignment). This ability doesn’t stack with similar abilities (for instance, if some other effect has granted the axiomatic property to your unarmed strike).

MAGICAL BEAST COMPANION [WILD] [EPIC] You can befriend a magical beast with limited Intelligence. Prerequisite: Knowledge (nature) 24 ranks, wild shape 6/day. Benefit: The following magical beasts are added to the lists of animal companions from which you can select. 1st Level (no adjustment) stirge darkmantle

10th Level (–9) basilisk digester girallon spider eater

4th Level (–3) hippogriff shocker lizard

13th Level (–12) bulette chimera remorhaz

7th Level (–6) cockatrice ankheg displacer beast griffon owlbear sea cat*

16th Level (–15) gorgon gray render

SELF-CONCEALMENT [EPIC] Benefit: Attacks against you have a 10% miss chance, similar to the effect of concealment. You lose this benefit whenever you would lose your Dexterity bonus to AC.

UNCANNY ACCURACY [EPIC] Prerequisites: add base attack bonus +11, Improved Precise Shot. Benefit: Your ranged attacks ignore the miss chance granted to targets by total concealment. You must aim your attacks at the correct square to gain the advantage of this feat. Normal: Without this feat, you suffer a 50% miss chance when making a ranged attack against a target with total concealment. Special: A character with at least 11 levels of ranger can qualify for this feat even if he does not have the prerequisites for it, but can only use it when wearing light armor or no armor.

UNHOLY STRIKE [EPIC] Benefit: Any weapon you wield is treated as an unholy weapon (it is evil-aligned and deals an extra 2d6 points of damage against creatures of good alignment). This ability doesn’t stack with similar abilities (for instance, if the weapon is already unholy). If the weapon already has an alignment, this feat has no effect on the weapon.

Special: Creatures marked with an asterisk are available only in an aquatic environment (see Animal Companion in the Player’s Handbook).

MIGHTY RAGE [EPIC] Prerequisites: add rage 5/day.

VORPAL STRIKE [EPIC]

MOBILE DEFENSE [EPIC]

Prerequisites: Str 25, Wis 25, Improved Critical (unarmed strike), Improved Unarmed Strike, Keen Strike, Stunning Fist, ki strike (adamantine).

Prerequisites: change defensive stance 5/day to defensive stance 3/day.

PENETRATE DAMAGE REDUCTION

NON-EPIC FEATS

Select a special material, such as adamantine. Your melee attacks can bypass a creature’s damage reduction as if your weapon was crafted from that material.

All non-epic feats that appeared in the Epic Level Handbook now appear either in the Player’s Handbook or the Monster Manual, with

8

RODS

the exception of Improved Flyby Attack (see below). Consult those books for the revised versions of those feats.

Invulnerability: The +5 bonus to natural armor granted by this rod is an enhancement bonus to natural armor. (change) The damage reduction granted by this rod is 15/adamantine. (change)

IMPROVED FLYBY ATTACK [GENERAL] The creature can attack on the wing with increased mobility. Prerequisites: Fly speed, Dodge, Flyby Attack, Mobility. Benefit: If the standard action taken by a creature during a round in which it uses Flyby Attack is a melee attack, the creature provokes no attacks of opportunity from moving out of squares threatened by its target. Normal: Without this feat, a creature making an attack as part of a Flyby Attack maneuver provokes attacks of opportunity as normal from moving out of squares threatened by its target.

STAFFS Epic staffs use the rules in the Dungeon Master’s Guide to set save DCs and caster levels for their effects, in such cases where those values would be higher than the listed values for the staffs.

INTELLIGENT ITEMS The rules for intelligent epic magic items don’t work exactly like the rules for intelligent magic items in the Dungeon Master’s Guide. Use whichever method you prefer, or combine them to create a hybrid system.

EPIC MAGIC ITEMS Update the descriptions of the following magic items as presented below.

ARTIFACTS Golem Armor: The damage reduction granted by this artifact is 15/adamantine. (change) Invulnerable Coat of Arnd: The damage reduction granted by this artifact is 10/epic. (change)

ARMOR Great Invulnerability: Change 10/+2 to 10/magic. Change 15/+3 to 15/magic. Change 20/+4 to 5/epic. Change 25/+5 to 10/epic.

WEAPONS

EPIC MONSTERS

Chaotic Power: Change name to anarchic power. Add to Description: This weapon is chaos-aligned and thus bypasses the corresponding damage reduction. Holy Power: Add to description: This weapon is good-aligned and thus bypasses the corresponding damage reduction. Lawful Power: Change name to axiomatic power. Add to description: This weapon is lawful-aligned and thus bypasses the corresponding damage reduction. Unholy Power: Add to description: This weapon is evilaligned and thus bypasses the corresponding damage reduction. Unerring Accuracy: New Description: Ranged attacks made with this weapon negates the AC bonus granted by any cover short of total cover. The weapon’s ranged attacks also ignore any miss chance from concealment (including concealment, but you must still aim your attacks at the correct square).

COLD AND FIRE SUBTYPES Creatures with the cold subtype now have cold immunity and fire vulnerability (as described in the Monster Manual). This includes the xixecal abomination, hoary hunter, hoary steed, shadow of the void, and winterwight. Creatures with the fire subtype now have fire immunity and cold vulnerability (as described in the Monster Manual). This includes the phaethon abomination, advanced red great wyrm dragon, primal fire elemental, lavawight, and shape of fire.

DAMAGE REDUCTION Table: Overcoming Damage Reduction lists which creatures’ natural weapons, as well as any weapons they wield, are treated as aligned for purpose of overcoming damage reduction. Table: Overcoming Damage Reduction

RINGS

Creature abomination, anaxim abomination, atropal abomination, chichimec abomination, dream larva abomination, hecatoncheires abomination, infernal (chaotic) abomination, infernal (lawful) abomination, phaethon abomination, phane abomination, xixecal slaad, white slaad, black uvuudaum

Ironskin: This plain band of black iron grants its wearer damage reduction 15/adamantine. (new description) Universal Elemental Resistance, Major: Change name to universal energy resistance, greater. Change Market Price to 308,000 gp. Change Cost to Create to 154,000 gp + 13,080 XP. Universal Elemental Resistance, Minor: Change name to universal energy resistance, minor. Grants resistance 10 to acid, cold, electricity, fire, and sonic damage. (change) Change Market Price to 84,000 gp. Universal Elemental Immunity: Change name to universal energy immunity.

Alignment(s) lawful evil and lawful evil chaotic and evil chaotic and evil chaotic and evil lawful and evil evil chaotic and evil chaotic and evil chaotic chaotic evil

Creatures with damage reduction overcome by magic or epic weapons deal damage with natural weapons as if those weapons were magic or epic, respectively. The following creatures’ natural

9

weapons are treated as epic weapons for the purpose of overcoming damage reduction: abominations (all), colossi (all), demilich, advanced dragons, force dragon (young adult and older), prismatic dragon (young adult and older), gibbering orb, gloom, mithral golem, adamantine golem, ha-naga, hagnumemnon, hoary hunter, leshay, living vault, mus pore, neh-thalggu, paragon creatures, pseudonatural creatures, shadow of the void, shape of fire, sirrush, three-headed sirrush, slaadi (black and white), tayellah, thorciasid, elder titan, uvuudaum, vermiurge, and winterwight. The hoary steed’s natural weapons are treated as magic weapons for purposes of overcoming damage reduction.

RUIN SWARM Tiny Vermin (Swarm) Hit Dice: 50d8+500 (725 hp) Initiative: +16 Speed: 20 ft., climb 20 ft., fly 90 ft. (perfect) Armor Class: 30 (+2 size, +16 Dex, +2 natural), touch 28, flatfooted 14 Base Attack/Grapple: +37/— Attack: Swarm (5d6) Full Attack: Swarm (5d6) Space/Reach: 10 ft./0 ft. Special Attacks: Blinding, distraction (DC 45) Special Qualities: Blindsense, fast healing 15, swarm traits, vermin traits Saves: Fort +37, Ref +34, Will +22 Abilities: Str 3, Dex 42, Con 30, Int—, Wis 23, Cha 32 Skills: — Feats: — Environment: Any Organization: Solitary, cloud (2–4 swarms), or plague (5–8 swarms) Challenge Rating: 23 Treasure: None Alignment: Always neutral Advancement: None

COMBAT A ruin swarm has only one tactic: swoop in and engulf a creature within its space, in order to feed its never-ending hunger. Blinding (Ex): Any living creature that begins its turn with a ruin swarm in its space must make a Fortitude save (DC 51) or be blinded for one round. The save DC is Dexterity-based. Blindsense (Ex): The ruin swarm notices and locates creatures within 200 ft. Opponents still have 100% concealment against the swarm (but swarm attacks ignore concealment). Distraction (Ex): Any living creature vulnerable to the swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a DC 45 Fortitude save negates the effect. Even with a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a Concentration check (DC 20). The save DC is Constitution-based. Swarm Traits: A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. Reducing a swarm to 0 hit points or fewer causes the swarm to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple another. A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects if the swarm has an intelligence score and a hive mind. A swarm takes a –10 penalty on saving throws against spells or effects that affect an area, such as many evocation spells or grenadelike weapons. If the area effect attack does not allow a saving throw, the swarm takes double damage instead. A swarm rendered unconscious by means of subdual damage becomes disorganized and dispersed, and does not re-form until its hit points exceed its subdual damage. Vermin Traits: A ruin swarm is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). It also has darkvision (60-foot range).

10

Epic Level Handbook Monsters Monster

Type (Subtype)

New Space/Reach

Damage Reduction

Abomination, Anaxim

Construct (Extraplanar, Lawful)

5 ft./5 ft.

10/chaotic and epic and adamantine

Abomination, Atropal

Undead (Evil, Extraplanar, Lawful)

10 ft./10 ft.

15/good and epic and silver

Abomination, Chichimec Abomination, Dream Larva

Outsider (Air, Evil, Extraplanar) Outsider (Chaotic, Evil, Extraplanar)

5 ft./5 ft. 10 ft./10 ft.

10/good and epic 15/good and epic or lawful and epic

Abomination, Hecatoncheires

Outsider (Chaotic, Evil, Extraplanar)

15 ft./15 ft.

20/good and epic and cold iron

Abomination, Infernal

Outsider (Chaotic or Lawful, Evil, Extraplanar) Outsider (Evil, Extraplanar, Fire)

10 ft./10 ft.

15/good and epic

20 ft./10 ft.

15/lawful and epic

10 ft./10 ft.

15/epic

50 ft./50 ft.

20/good and epic and admantine

30 ft./20 ft.



20 ft./20 ft. 10 ft./5 ft. 30 ft./30 ft. 30 ft./30 ft.

— 10/epic 10/epic and adamantine 15/epic and adamantine

30 ft./30 ft. 1 ft./0 ft. 50 ft./40 ft. 50 ft./40 ft. 50 ft./40 ft. 50 ft./40 ft. 30 ft./30 ft. (40 ft. with bite)

20/epic and adamantine 15/epic and bludgeoning 10/— 10/— 15/— 20/— 15/epic

30 ft./30 ft.

wyrmling 10/magic, young 15/magic, young adult 15/epic, mature adult 20/epic, very old 25/epic wyrmling 10/magic, young 15/magic, young adult 15/epic, mature adult 20/epic, very old 25/epic 10/—

30 ft./30 ft.

15/—

30 ft./30 ft.

10/—

30 ft./30 ft.

15/—

varies 15 ft./10 ft.

— 10/epic

5 ft./5 ft.

10/epic

15 ft./15 ft.

15/epic and adamantine

15 ft./15 ft.

20/epic and adamantine

30 ft./20 ft.

5/epic

10 ft./10 ft. 5 ft./5 ft.

10/epic 10/epic and cold iron

10 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft. 10 ft./5 ft.

5/magic and cold iron 10/— 10/— —

10 ft./5 ft.



5 ft./5 ft.

15/epic and cold iron

30 ft./20 ft.

15/epic and adamantine

Abomination, Phaethon Abomination, Phane

Outsider (Chaotic, Evil, Extraplanar, Incorporeal) Outsider (Chaotic, Cold, Evil, Extraplanar)

Abomination, Xixecal Outsider (Extraplanar) Behemoth, Eagle Behemoth, Gorilla Brachyurus Colossus, Stone Colossus, Flesh Colossus, Iron Demilich Devastation Centipede Devastation Spider Devastation Scorpion Devastation Beetle Dragon, Advanced Red Great Wyrm

Outsider (Extraplanar) Magical Beast Construct Construct Construct Undead Vermin Vermin Vermin Vermin Dragon (Fire)

Dragon Dragon, Force (Adult) Dragon Dragon, Prismatic (Old) Elemental (Air, Extraplanar) Elemental, Primal Air Elemental (Earth, Extraplanar) Elemental, Primal Earth Elemental (Fire, Extraplanar) Elemental, Primal Fire Elemental (Water, Extraplanar) Elemental, Primal Water Genius Loci Gibbering Orb

Ooze Aberration

Monstrous Humanoid Gloom Construct Golem, Mithral Construct Golem, Adamantine Aberration Ha-Naga Hagnumemnon Hoary Hunter Hoary Steed Hunefer Lavawight Legendary Bear

Aberration (Shapechanger) Fey (Cold) Magical Beast (Cold) Undead Undead (Fire) Animal Animal

Legendary Tiger Fey Leshay Construct Living Vault

11

Epic Level Handbook Monsters Feats

Epic Feats

Notes

Monster

Add Blind-Fight, Improved Bull Rush, Improved Critical (blade), Improved Initiative, Weapon Focus (blade) (Sunder = Impr Sunder) Delete Combat Casting, Combat Reflexes, Run, Skill Focus (Spellcraft) Add Improved Bull Rush, Mobility —

Add Devastating Critical (blade), Epic Toughness, Epic Weapon Focus (blade), Overwhelming Critical (blade) —

hp 420; Int 10

Abomination, Anaxim

+6 bonus to rebuke undead checks

Abomination, Atropal

Add Epic Toughness Add Epic Toughness, Epic Weapon Focus (pincer), Epic Weapon Focus (claw) Add Epic Toughness (x2), Epic Weapon Focus (greatsword), Epic Weapon Focus (boulder), Superior Initiative; delete Penetrate Damage Reduction Add Epic Toughness, Epic Weapon Focus (claw), Epic Weapon Focus (bite) Add Epic Toughness (x3), Epic Weapon Focus (slam), Epic Will Add Epic Toughness (x2), Epic Will

hp 425 hp 700

Abomination, Chichimec Abomination, Dream Larva

hp 1028

Abomination, Hecatoncheires

hp 700

Abomination, Infernal

hp 1362

Abomination, Phaethon

hp 652

Abomination, Phane

hp 1676

Abomination, Xixecal

Add Endurance, Iron Will, Skill Focus (Spot)

Add Epic Toughness, Epic Weapon Focus (claw), Epic Weapon Focus (bite), Epic Weapon Focus (stamp) Delete Epic Skill Focus (Spot)

Behemoth, Eagle

Add Endurance Delete Lightning Reflexes — —

Add Epic Toughness — — —

+8 racial bonus on Spot checks applies regardless of light conditions hp 366

— — — — — — Add Blind-Fight, Flyby Attack; delete Improved Darkvision

— Add Blinding Speed; delete Epic Spellcasting — — — — —

Add Improved Critical (bite, claw, wings, tail slap)



Dragon, Force (Adult)

Add Improved Critical (bite)

Add Blinding Speed (x2)

Dragon, Prismatic (Old)



Delete Improved Combat Reflexes; add Epic Prowess (x2), Epic Toughness (x4), Epic Will Delete Damage Reduction (x3), Epic Weapon Focus (slam); add Epic Prowess (x3), Epic Toughness (x6), Epic Will Add Epic Prowess (x2), Epic Toughness (x4)



— — — Add Weapon Focus (bite), Weapon Focus (stamp)



— — — Delete Alertness, Combat Casting, Combat Reflexes, Dodge, Great Fortitude (— to save), Lightning Reflexes, Skill Focus (Spellcraft), Skill Focus (Spot), Toughness Delete Cleave, Power Attack, Quick Draw

Delete Damage Reduction (x3); add Epic Prowess (x2), Epic Toughness (x6), Epic Will — Delete Improved Combat Casting



Delete Blinding Speed, Devastating Critical, Overwhelming Critical, -3 —





Delete Combat Casting, Improved Initiative, Spell Penetration, Weapon Finesse -4 — Delete Alertness, Dodge, Expertise, Mobility, Spring Attack, Whirlwind Attack Add Alertness, Endurance — Add Great Fortitude Add Alertness, Athletic, Endurance, Improved Initiative, Iron Will, Run, Track Add Alertness, Athletic, Endurance, Improved Initiative, Iron Will, Run, Toughness ([TS]2), Track Delete Alertness, Combat Casting, Combat Reflexes, Endurance, Great Cleave, Sunder, Toughness —

Delete Superior Initiative — — — — Add ([TS]2) to Blinding Speed —

hp 432; Int —, Cha 1 hp 630; Int — or as controlling spirit, Cha 1 or as controlling spirit hp 608; Int —, Cha 1 +8 racial bonus on Climb, Hide, and Spot checks

CR 40; bite 6d6+24 damage; replace blindsight with blindsense 60 ft.; replace darkvision 7,600 ft. with darkvision 120 ft.; delete find the path from spell-like abilities

Behemoth, Gorilla Brachyurus Colossus, Stone Colossus, Flesh Colossus, Iron Demilich Devastation Centipede Devastation Spider Devastation Scorpion Devastation Beetle Dragon, Advanced Red Great Wyrm

HD 64; hp 1264; Full Atk 2 slams +58 melee; SV Fort +32, Ref +52, Will +28 HD 64; hp 1368; Full Atk 2 slams +59 melee; SV Fort +46, Ref +21, Will +28

Elemental, Primal Air

HD 64; hp 1264; Full Atk 2 slams +56 melee; SV Fort +32, Ref +50, Will +28 HD 64; hp 1368; Full Atk 2 slams +58 melee; SV Fort +46, Ref +21, Will +28

Elemental, Primal Fire

hp 337; Int 25

Elemental, Primal Earth

Elemental, Primal Water Genius Loci Gibbering Orb

Gloom hp 238; Alacrity replace "partial action" with "standard action" hp 337

Golem, Mithral Golem, Adamantine Ha-Naga

Int 21; change cold resistance to cold immunity change cold resistance to cold immunity Delete Resistant to Blows



Hagnumemnon Hoary Hunter Hoary Steed Hunefer Lavawight Legendary Bear Legendary Tiger



hp 825; Int 23

Leshay



hp 608; Int —, Cha 1

Living Vault

12

Epic Level Handbook Monsters (cont.) Monster

Type (Subtype)

New Space/Reach

Damage Reduction

Mercane

Outsider

10 ft./10 ft.



Mu Spore

Plant

30 ft./30 ft.

10/epic

Neh-Thalggu Paragon Mind Flayer

Aberration (Extraplanar, Incorporeal) Aberration

15 ft./10 ft. 5 ft./5 ft.

10/epic 10/epic

Paragon Template Prismasaurus

same Magical Beast

15 ft./10 ft.

10/epic 10/—

Pseudonatural Troll Pseudonatural Template

Outsider (Extraplanar) Outsider (Extraplanar)

10 ft./10 ft.

Ruin Swarm

Vermin

10 ft./0 ft.

5/epic HD 1-7 5/epic, HD 8-15 10/epic, HD 16+ 15/epic —

Shadow Of The Void

Undead (Cold, Incorporeal)

10 ft./10 ft.

Shape Of Fire

Undead (Fire, Incorporeal)

10 ft./10 ft.

Sirrush

Magical Beast

10 ft./5 ft.

10/epic 10/epic 10/epic Sirrush, Three-Headed

Magical Beast

10 ft./5 ft. 10/epic

Slaad, White

Outsider (Chaotic, Extraplanar)

10 ft./10 ft.

Slaad, Black

Outsider (Chaotic, Extraplanar)

15 ft./15 ft.

Tayellah Thorciasid

Magical Beast Aberration

20 ft./15 ft. 5 ft./5 ft.

Titan, Elder

Outsider (Extraplanar)

30 ft./30 ft.

Treant, Elder

Plant

30 ft./30 ft.

Umbral Blot

Construct

5 ft./5 ft.

10/epic and lawful 15/epic and lawful 10/epic 10/epic 20/epic

10/— — Uvuudaum

Outsider (Evil, Extraplanar)

10 ft./10 ft.

Vermiurge Winterwight Worm that Walks

Aberration Undead (Cold) Aberration

10 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft.

13

10/epic and good 10/epic 10/— —

Epic Level Handbook Monsters (cont.) Feats

Epic Feats

Add Improved Feint

Add Cleave, Great Cleave, Improved Critical (bite), Improved Critical (tendril), Improved Initiative, Lightning Reflexes, Power Attack Delete Combat Casting, Leadership Delete Alertness, Blind-Fight, Dodge, Expertise, Mobility, Spring Attack — Add Track

Add Epic Reflexes, Epic Toughness (x3), Superior Initiative — Delete Damage Reduction, Fast Healing, Improved Spell Resistance -1 Add Epic Endurance, Epic Toughness (x4), Epic Weapon Focus (tail) — 1

Notes

Monster

Appraise +19, Bluff +12, Diplomacy +18, Gather Information +12, Intimidate +9, Knowledge (arcana) +15, Knowledge (nobility and royalty) +15, Knowledge (the planes) +15, Listen +8, Profession (bookkeeper) +8, Search +15, Sense Motive +13, Sleight of Hand +14, Spellcraft +17, Spot +8; Level adjustment +7 hp 532 hp 532

Mercane

Speed Fly 60 ft. (perfect)

Neh-Thalggu Paragon Mind Flayer

hp 950; delete half damage from weapons

Paragon Template Prismasaurus

Mu Spore

Pseudonatural Troll Pseudonatural Template HD 50d8+500; hp 725; Spd 20 ft., climb 20 ft., fly 90 ft. (perfect); AC 30 (+2 size, +16 Dex, +2 natural), touch 28, flat-footed 14; Attack swarm (12d6); SA blinding, distraction; SQ blindsense 200 ft., fast healing 15, swarm traits, vermin type; SV Fort +37, Ref +34, Will +22; Str 3; Organization solitary, cloud (2-4 swarms), or plague (5-8 swarms); Advancement none Spd fly 60 ft. (perfect); Int 17





Delete Alertness; make Blind-Fight racial bonus feat Delete Alertness; make Blind-Fight racial bonus feat Delete Alertness, Dodge, Great Fortitude, Improved Bull Rush, Improved Critical (bite), Iron Will, Lightning Reflexes, Skill Focus (jump) Delete Alertness, Dodge, Great Fortitude, Improved Bull Rush, Improved Critical (bite), Iron Will, Lightning Reflexes, Mobility, Skill Focus (jump), Spring Attack Add Cleave, Great Cleave



Spd fly 60 ft. (perfect); Int 17

Shadow Of The Void



Int 21

Shape Of Fire



Add Blinding Speed, Epic Toughness

Add Combat Reflexes, Iron Will, Track Delete Alertness, Combat Reflexes, Lightning Reflexes, Weapon Finesse

Add Epic Toughness ([TS]2) —

— Add Endurance Add Alertness, Combat Reflexes, Improved Initiative, Skill Focus (Sense Motive), Skill Focus (Survival), Stealthy, Track Add Cleave, Great Cleave, Power Attack — Add Great Cleave, Great Fortitude —



Ruin Swarm

Sirrush Int 26



Sirrush, Three-Headed Add sonic immunity; resistance to acid 10, cold 10, electricity 10, fire 10 hp 556; add sonic immunity; resistance to acid 10, cold 10, electricity 10, fire 10 hp 635



Slaad, Black Tayellah Thorciasid

Add Automatic Silent Spell (0- through 9th-level spells), Automatic Still Spell (0- through 9thlevel spells) Add Epic Endurance, Epic Reflexes, Epic Toughness (x4), Epic Weapon Focus (slam) Add Epic Prowess (x3), Epic Skill Focus (Hide), Epic Skill Focus (Listen), Epic Skill Focus (Sense Motive), Epic Skill Focus (Spot), Epic Toughness (x5), Superior Initiative — Add Epic Toughness Add Epic Fortitude —

Slaad, White

Titan, Elder hp 1105; delete Half Damage hp 433; Int 14

Treant, Elder Umbral Blot

Int 32 hp 755; Int 14 Delete Icy Hardness

14

Uvuudaum Vermiurge Winterwight Worm that Walks

Loading...

D&D Booklet_EPIC LEVEL HANDBOOK

PLAY MORE FREE D&D® V.3.5 ACCESSORY UPDATE Epic Level Handbook Revision Update Designers: Andy Collins, David Noonan, James Wyatt Editor: Gwendolyn...

209KB Sizes 9 Downloads 14 Views

Recommend Documents

DD Psionics Handbook Pdf - WordPress.com
D D Psionics Handbook Pdf. Parent Directory · Arms And Equipment Guide.pdf · Book Of Challenges.pdf And Allies.pdf ·.

Dd Psionics Handbook Pdf Oef - WordPress.com
Psionics. Handbook OEF.pdf. Set as Cover.Players Guide to Faerun 1. 5 570 kb, Handbook 5 - Wayland Games 4th edition DD

DD
Solução Pacífica de Controvérsias. Solução Pacífica de Controvérsias (DIP 111) MELLO, Celso Duvivier de Albuquer

Green dragon dd 5e players handbook pdf
Conway pot arraign green dragon dd 5e players handbook pdf its stowaways osmolaridad urinaria rangos normales and reverb

DD 3.5 Expanded Psionics Handbook Pdf - WordPress.com
D D 3.5 Expanded Psionics Handbook Pdf. Read/Download. Jun 19, 2008 Download 3.5 – Expanded Psionics Handbook.pdf torr

Macro Level Handbook - FAO
The Handbook illustrates, through the use of a macro-meso-micro framework, the .... focusing largely on micro-level inte

Low Level Measurements Handbook - MIT
Absolute accuracy may be specified as ±(% of reading + counts), or it can be stated as ±(ppm of read- ing + ppm of ran

Wyvern rider dd 5th edition players handbook pdf
Easton collateral security camaleónica his incomparably retimed. educated and unrefreshed tingkah laku agresif anak usi

DD - Documents
Dec 11, 2014 - Laporan tentang kejadian brucellosis di manusia pernah dilaporkan yang kemudian menularkan ke babi lainny