DNT TBD Epic Character
| Field | Value |
|---|---|
| HP / Level | 10 |
| Skill Points / Level | 2 + Intelligence modifier |
| Play Style | Magic |
| Spell DC Ability | Undef |
DNT TBD Epic Character
| Level | BAB | Fort | Ref | Will | Special |
|---|---|---|---|---|---|
| 1 | +1 | +0 | +0 | +0 | |
| 2 | +1 | +1 | +1 | +1 |
|
| 3 | +2 | +1 | +1 | +1 | |
| 4 | +2 | +2 | +2 | +2 |
|
| 5 | +3 | +2 | +2 | +2 |
|
| 6 | +3 | +3 | +3 | +3 |
|
| 7 | +4 | +3 | +3 | +3 | |
| 8 | +4 | +4 | +4 | +4 |
|
| 9 | +5 | +4 | +4 | +4 | |
| 10 | +5 | +5 | +5 | +5 |
|
| 11 | +6 | +5 | +5 | +5 | |
| 12 | +6 | +6 | +6 | +6 |
|
| 13 | +7 | +6 | +6 | +6 | |
| 14 | +7 | +7 | +7 | +7 |
|
| 15 | +8 | +7 | +7 | +7 | |
| 16 | +8 | +8 | +8 | +8 |
|
| 17 | +9 | +8 | +8 | +8 | |
| 18 | +9 | +9 | +9 | +9 |
|
| 19 | +10 | +9 | +9 | +9 | |
| 20 | +10 | +10 | +10 | +10 |
|
+6 Melee Power
+6 Ranged Power
+6 Universal Spell Power
-1% to the Spell Point cost of all spells
As part of your epic training, you gain +1 to all skills. This feat can be acquired multiple times.
+1 Caster Level and Max Caster Level with all Spells
Whenever you use an Action Boost, you gain a +50 Competence Bonus to Universal Spell Power and +2 Imbue Dice for 6 seconds.
After blocking with an Orb or Staff for at least 3 seconds, you gain a +100 Competence Bonus to Universal Spell Power and +4 to all Spell DCs for 3 seconds.
+5% Doublestrike.
Doublestrike: Your melee attacks gain a percent chance to strike twice.
+20 Armor bonus to AC
You gain +1 bonus Pact dice, with an additional +1 per 2 Epic/Legendary Levels
+20 Acid Spell Power, +10% Acid Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Cold Spell Power, +10% Cold Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Electric Spell Power, +10% Electric Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Fire Spell Power, 10% Fire Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Force Spell Power, +10% Force Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Light and Alignment Spell Power, +10% Light and Alignment Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Negative Spell Power, +10% Negative Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Poison Spell Power, +10% Poison Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Positive Spell Power, +10% Positive Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Repair Spell Power, +10% Repair Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Sonic Spell Power, +10% Sonic Spell Crit Damage, +5% Universal Spell Crit Damage
Whenever you use an Action Boost, your threat generation is increased by 200% for 6 seconds.
Whenever you use an Action Boost, you take 20% less damage for 6 seconds.
When you drop below 50% HP, for thirty seconds you gain Physical Resistance equal to your Wisdom and saving throws equal to your epic level. This won't trigger again for three minutes.
'Your weapons gain Ghost Touch. Your vorpal strikes deal 10d6 extra untyped damage vs. Evil enemies. (This bonus damage works with melee, unarmed, and ranged attacks.)
Active: Shout at all nearby creatures, Intimidating them (Save vs Will, DC equal to your Intimidate skill). This works on all creature types, including those normally immune to Intimidate.
+3 Bard Songs per rest.
You sing your Bardic Inspiration as if you had 6 additional Bard levels.
If in any Bear form, Two Handed weapons add 25% more of your ability score modifier to their base damage, and your Bear form's bonus to Armor Class is increased by 5%
If in any Wolf form, you gain +20% competence bonus to maximum hit points and 2d6 sneak attack dice.
Improves the Hit Point bonus of Heroic Durability.
You are the paragon of shield usage, able to effectively leverage all types of shields in close combat. Your shield gains +1W, and you gain +20% Shield Armor Class and +5 Physical Resistance Rating.
Improves the Hit Point bonus of Heroic Durability.
While Single Weapon Fighting, you vorpal threat range is increased by +1. (Instead of scoring Vorpal hits only on 20, you score them on 19-20, assuming you confirm the critical hit afterwards.)
While Single Weapon Fighting, your ability score modifier to weapon damage is increased by 25%.
+10 Combat Style bonus to Melee Power.
Improves the Hit Point bonus of Heroic Durability.
While Two-Handed Fighting: You gain +30% Strikethrough Chance, and a +10 Combat Style bonus to Melee Power. Two Handed Weapons (not including Bastard Sword and Dwarven Waraxe) add 25% more of your ability score modifier to their base damage.
Improves the Hit Point bonus of Heroic Durability.
While Two-Weapon Fighting, your offhand now receives 65% of your Doublestrike instead of the base 50%.
Improves the Hit Point bonus of Heroic Durability.
Your equipped weapons are considered Adamantine, allowing them bypassing that form of damage reduction.
Your equipped weapons are considered Byeshk, allowing them bypassing that form of damage reduction.
Your equipped weapons are considered Cold Iron, allowing them bypassing that form of damage reduction.
Your equipped weapons are considered Silver, allowing them bypassing that form of damage reduction.
+2 Tactical Feat DCs
Increases your hit points by +3 at first level, and 1 additional hit point for each additional level.
+1 Caster Level and Max Caster Level with all Spells
Whenever you use an Action Boost, you gain a +50 Competence Bonus to Universal Spell Power and +2 Imbue Dice for 6 seconds.
After blocking with an Orb or Staff for at least 3 seconds, you gain a +100 Competence Bonus to Universal Spell Power and +4 to all Spell DCs for 3 seconds.
You deal +15% more damage versus the Helpless.
+10% Doubleshot
Doubleshot: Your ranged attacks, including thrown attacks, gain a percent chance to attack with an extra projectile. Repeating Crossbows and Dual Crossbows have a reduced chance to produce extra shots.
+5% Doublestrike.
Doublestrike: Your melee attacks gain a percent chance to strike twice.
Each time you would be physically damaged, you have a +5% chance to completely ignore the damage.
(This applies to physical attacks and spells that deal physical damage.)
+20 Armor bonus to AC
You gain +1 bonus Pact dice, with an additional +1 per 2 Epic/Legendary Levels
+20 Acid Spell Power, +10% Acid Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Cold Spell Power, +10% Cold Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Electric Spell Power, +10% Electric Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Fire Spell Power, 10% Fire Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Force Spell Power, +10% Force Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Light and Alignment Spell Power, +10% Light and Alignment Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Negative Spell Power, +10% Negative Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Poison Spell Power, +10% Poison Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Positive Spell Power, +10% Positive Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Repair Spell Power, +10% Repair Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Sonic Spell Power, +10% Sonic Spell Crit Damage, +5% Universal Spell Crit Damage
Whenever you use an Action Boost, your threat generation is increased by 200% for 6 seconds.
Melee and unarmed attacks deal an extra 50 to 300 Bane Damage against enemies with 90% or more HP. (Bane damage cannot be resisted.) This extra damage cannot trigger more than once every three seconds.
You radiate destruction, dealing 20d20 sonic damage to enemies around you. Enemies succeeding a Fortitude saving throw vs. (20 + Wisdom modifier ) take half damage. This dispels crowd control effects such as stuns on you, and can be used when stunned or otherwise incapacitated (but still conscious).
Whenever you use an Action Boost, you take 20% less damage for 6 seconds.
When you drop below 50% HP, for thirty seconds you gain Physical Resistance equal to your Wisdom and saving throws equal to your epic level. This won't trigger again for three minutes.
Deal 3d20 acid, electric, fire, and sonic damage to enemies in an area. Successful Reflex saving throws may negate each type of damage.
Taking this feat provides two versions, one based on Charisma and another based on Intelligence.
'Your weapons gain Ghost Touch. Your vorpal strikes deal 10d6 extra untyped damage vs. Evil enemies. (This bonus damage works with melee, unarmed, and ranged attacks.)
Active: Shout at all nearby creatures, Intimidating them (Save vs Will, DC equal to your Intimidate skill). This works on all creature types, including those normally immune to Intimidate.
+3 Bard Songs per rest.
You sing your Bardic Inspiration as if you had 6 additional Bard levels.
If in any Bear form, Two Handed weapons add 25% more of your ability score modifier to their base damage, and your Bear form's bonus to Armor Class is increased by 5%
If in any Wolf form, you gain +20% competence bonus to maximum hit points and 2d6 sneak attack dice.
Improves the Hit Point bonus of Heroic Durability.
You are the paragon of shield usage, able to effectively leverage all types of shields in close combat. Your shield gains +1W, and you gain +20% Shield Armor Class and +5 Physical Resistance Rating.
Improves the Hit Point bonus of Heroic Durability.
While Single Weapon Fighting, you vorpal threat range is increased by +1. (Instead of scoring Vorpal hits only on 20, you score them on 19-20, assuming you confirm the critical hit afterwards.)
While Single Weapon Fighting, your ability score modifier to weapon damage is increased by 25%.
+10 Combat Style bonus to Melee Power.
Improves the Hit Point bonus of Heroic Durability.
While Two-Handed Fighting: You gain +30% Strikethrough Chance, and a +10 Combat Style bonus to Melee Power. Two Handed Weapons (not including Bastard Sword and Dwarven Waraxe) add 25% more of your ability score modifier to their base damage.
Improves the Hit Point bonus of Heroic Durability.
While Two-Weapon Fighting, your offhand now receives 65% of your Doublestrike instead of the base 50%.
Improves the Hit Point bonus of Heroic Durability.
Your equipped weapons are considered Adamantine, allowing them bypassing that form of damage reduction.
Your equipped weapons are considered Byeshk, allowing them bypassing that form of damage reduction.
Your equipped weapons are considered Cold Iron, allowing them bypassing that form of damage reduction.
Your equipped weapons are considered Silver, allowing them bypassing that form of damage reduction.
+2 Tactical Feat DCs
Increases your hit points by +3 at first level, and 1 additional hit point for each additional level.
+1 Caster Level and Max Caster Level with all Spells
+1 Caster Level and Max Caster Level with all Spells
Whenever you use an Action Boost, you gain a +50 Competence Bonus to Universal Spell Power and +2 Imbue Dice for 6 seconds.
A magical pulse of force reverberates through the target's body, dealing 3d6+6 force damage every 2 seconds for a duration of 16 seconds. This spell can stack on the target up to 5 times, increasing the damage with each stack.
Your weapon and unarmed attacks grant you a stack of Arcane Warrior: Magical (+2 Universal Spell Power). Your offensive spells grant you a stack of Arcane Warrior: Physical (+1 Melee and Ranged Power). Each of these stacks to 20 times and each stack lasts for 12 seconds. You may gain a stack of each no more than once per second. (Spells that are capable of healing via Positive, Negative, or Repair will not provide stacks, even if they can also have an offensive component).
After blocking with an Orb or Staff for at least 3 seconds, you gain a +100 Competence Bonus to Universal Spell Power and +4 to all Spell DCs for 3 seconds.
You deal +15% more damage versus the Helpless.
+10 PRR and MRR. When you take damage from an enemy's attack or spell, add one stack of Deific Warding (+2 to PRR and MRR). This effect can stack up to 10 times. One stack is removed every 3 seconds.
+10% Doubleshot
Doubleshot: Your ranged attacks, including thrown attacks, gain a percent chance to attack with an extra projectile. Repeating Crossbows and Dual Crossbows have a reduced chance to produce extra shots.
+5% Doublestrike.
Doublestrike: Your melee attacks gain a percent chance to strike twice.
Pop into the land of Dreams for five seconds, during which you cannot be harmed. When you return, you will gain a beneficial effect for 30 seconds. There are many different things one can see in the land of dreams, and each comes with its own effect.
Each time you would be physically damaged, you have a +5% chance to completely ignore the damage.
(This applies to physical attacks and spells that deal physical damage.)
+3 Physical and Magical Resistance Rating. If you are Lawful, you also gain +2 Imbue dice.
+20 Armor bonus to AC
You gain +1 bonus Pact dice, with an additional +1 per 2 Epic/Legendary Levels
+20 Acid Spell Power, +10% Acid Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Cold Spell Power, +10% Cold Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Electric Spell Power, +10% Electric Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Fire Spell Power, 10% Fire Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Force Spell Power, +10% Force Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Light and Alignment Spell Power, +10% Light and Alignment Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Negative Spell Power, +10% Negative Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Poison Spell Power, +10% Poison Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Positive Spell Power, +10% Positive Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Repair Spell Power, +10% Repair Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Sonic Spell Power, +10% Sonic Spell Crit Damage, +5% Universal Spell Crit Damage
Whenever you use an Action Boost, your threat generation is increased by 200% for 6 seconds.
Melee and unarmed attacks deal an extra 50 to 300 Bane Damage against enemies with 90% or more HP. (Bane damage cannot be resisted.) This extra damage cannot trigger more than once every three seconds.
You radiate destruction, dealing 20d20 sonic damage to enemies around you. Enemies succeeding a Fortitude saving throw vs. (20 + Wisdom modifier ) take half damage. This dispels crowd control effects such as stuns on you, and can be used when stunned or otherwise incapacitated (but still conscious).
+20 Positive Healing Amplification and Positive Spell Power
Whenever you use an Action Boost, you take 20% less damage for 6 seconds.
When you drop below 50% HP, for thirty seconds you gain Physical Resistance equal to your Wisdom and saving throws equal to your epic level. This won't trigger again for three minutes.
+2% Doublestrike and Doubleshot. If you are Chaotic, you also gain +2 Imbue dice.
Deal 3d20 acid, electric, fire, and sonic damage to enemies in an area. Successful Reflex saving throws may negate each type of damage.
Taking this feat provides two versions, one based on Charisma and another based on Intelligence.
'Your weapons gain Ghost Touch. Your vorpal strikes deal 10d6 extra untyped damage vs. Evil enemies. (This bonus damage works with melee, unarmed, and ranged attacks.)
Active: Shout at all nearby creatures, Intimidating them (Save vs Will, DC equal to your Intimidate skill). This works on all creature types, including those normally immune to Intimidate.
+3 Bard Songs per rest.
You sing your Bardic Inspiration as if you had 6 additional Bard levels.
If in any Bear form, Two Handed weapons add 25% more of your ability score modifier to their base damage, and your Bear form's bonus to Armor Class is increased by 5%
If in any Wolf form, you gain +20% competence bonus to maximum hit points and 2d6 sneak attack dice.
Improves the Hit Point bonus of Heroic Durability.
You are the paragon of shield usage, able to effectively leverage all types of shields in close combat. Your shield gains +1W, and you gain +20% Shield Armor Class and +5 Physical Resistance Rating.
Improves the Hit Point bonus of Heroic Durability.
While Single Weapon Fighting, you vorpal threat range is increased by +1. (Instead of scoring Vorpal hits only on 20, you score them on 19-20, assuming you confirm the critical hit afterwards.)
While Single Weapon Fighting, your ability score modifier to weapon damage is increased by 25%.
+10 Combat Style bonus to Melee Power.
Improves the Hit Point bonus of Heroic Durability.
While Two-Handed Fighting: You gain +30% Strikethrough Chance, and a +10 Combat Style bonus to Melee Power. Two Handed Weapons (not including Bastard Sword and Dwarven Waraxe) add 25% more of your ability score modifier to their base damage.
Improves the Hit Point bonus of Heroic Durability.
While Two-Weapon Fighting, your offhand now receives 65% of your Doublestrike instead of the base 50%.
Improves the Hit Point bonus of Heroic Durability.
Your equipped weapons are considered Adamantine, allowing them bypassing that form of damage reduction.
Your equipped weapons are considered Byeshk, allowing them bypassing that form of damage reduction.
Your equipped weapons are considered Cold Iron, allowing them bypassing that form of damage reduction.
Your equipped weapons are considered Silver, allowing them bypassing that form of damage reduction.
Create a series of spectral blades which fly at a nearby opponent. Each of the five blades does 10d6 Piercing and 5d6 Force damage.
+2 Tactical Feat DCs
Increases your hit points by +3 at first level, and 1 additional hit point for each additional level.
When enemies hit or miss you, they have a 5% chance to be knocked down with no save. This may only trigger once every 12 seconds.
+1 Caster Level and Max Caster Level with all Spells
+20 Melee and Ranged Power
+20 Force Spell Power and +20 Universal Spell Power
+2 to the Enhancement Bonus of your weapon
+4 to Fortitude Saves
+1 bonus Imbue Dice
+4 to the DCs of Evocation spells, +2 to the DCs of other spells
+150 Maximum Hit Points
+20 Positive, Light, & Alignment Spell Power, +20 Universal Spell Power
+15% Crit Damage with Positive, Light, & Alignment spells, +10% Universal Spell Crit Damage
+4 to Will Saves
Your summoned creatures, pets, and hirelings gain +25 PRR and MRR
Your summoned creatures, pets, and hirelings gain +20 Melee Power, Ranged Power, and Universal Spell Power
Your summoned creatures, pets, and hirelings gain +100% Fortification
Each time one of your summoned creatures, pets, or hirelings would be damaged, it has a +5% chance to completely ignore the damage. (Untyped/Bane damage bypasses this defense).
+2 Determination Bonus to all Saves.
In addition, every minute, you will receive a powerful beneficial effect that lasts for one minute. There are several possibilities, determined via the chaos of Limbo.
+20 Repair & Rust Spell Power, +20 Universal Spell Power
+20 Repair Amplification (assuming you take healing from Repair)
+15% Repair and Rust Spell Crit Damage, +10% Universal Spell Crit Damage
+10% Fortification Bypass on weapon and unarmed attacks
Gain: Master Reconstruction, shares cooldown with Communion of Scribing
+4 to Tactical Feat and Assassinate DCs
+4% Doublestrike & Doubleshot. An additional +4 if you are centered.
+4% Dodge and Dodge Cap
+4 to Reflex Saves
Permanent Lesser Displacement and Ghost Touch
+6d6 Sneak Attack Dice, +5 Melee and Ranged Power
+4 to all Skills
Permanent Invisibility Guard, as per the item effect
+4 to the DCs of Enchantment and Illusion spells, +2 to DCs of other spells
+20 Healing Amp
+10 Sonic and Force Spell Power, +30 Universal Spell Power
+15% Sonic and Force Spell Crit Damage, +10% Universal Spell Crit Damage
+3 bonus Imbue Dice
+4 to the DCs of Evocation spells, +2 to the DCs of other spells
+4% Dodge, +4 to Dodge Cap
+10 Electric Spell Power, +30 Universal Spell Power
+15% Electric Spell Crit Damage, +10% Universal Spell Crit Damage
+3 bonus Imbue Dice
+4 to the DCs of Conjuration and Transmutation spells, +2 to the DCs of other spells
+20 PRR
+10 Acid and Poison Spell Power, +30 Universal Spell Power
+15% Acid and Poison Spell Crit Damage, +10% Universal Spell Crit Damage
+3 bonus Imbue Dice
+4 to the DCs of Evocation spells, +2 to the DCs of other spells
+10 PRR and +10 MRR
+10 Fire Spell Power, +30 Universal Spell Power
+15% Fire Spell Crit Damage, +10% Universal Spell Crit Damage
+3 bonus Imbue Dice
+4 to the DCs of Evocation spells, +2 to the DCs of other spells
+200 Maximum Spell Points
+20 MRR
+10 Cold Spell Power, +30 Universal Spell Power
+15% Cold Spell Crit Damage, +10% Universal Spell Crit Damage
+3 bonus Imbue Dice
+4 to the DCs of Necromancy spells, +2 to DCs of other spells
+20 Negative Amp (assuming you take healing from Negative)
+10 Negative Spell Power, +30 Universal Spell Power
+15% Negative Spell Crit Damage, +10% Universal Spell Crit Damage
Weapons and unarmed attacks gain Superior Vampirism
+1 Caster Level and Max Caster Level with all Spells
+1 Caster Level and Max Caster Level with all Spells
+1 Caster Level and Max Caster Level with all Spells
+1 Caster Level and Max Caster Level with all Spells
+1 Caster Level and Max Caster Level with all Spells