TEXT: 1
  EPIC INSIGHTS
  A Compilation and Revision of the 
  Epic Insights Column through July 2003
  This file collects, corrects, and revises the material previously
  presented in the Epic Insights column at www.wizards.com, along
  with the Epic Level Handbook web enhancement. Where possible, the
  rules and guidelines presented here have been updated to match ver-
  sion 3.5 of the Player’s Handbook, DUNGEON MASTER’s Guide, and Mon-
  ster Manual, as well as the Revision Booklet. In places where the
  column’s information has been superceded by other material, refer-
  ences to that material have been included.
  CREDITS
  Design:
  Andy Collins, Mark Jindra
  Development 
  and Revision:
  Andy Collins, Skip Williams
  Editing:
  Miranda Horner
  Statistics Checking:
  Penny Williams
  Typesetting:
  Nancy Walker
  Web Production:
  Julia Martin
  Web Development:
  Mark A. Jindra
  Graphic Design:
  Dawn Murin
  Based on the original DUNGEONS & DRAGONS® game by E.
  Gary Gygax and Dave Arneson and on the new edition of the
  DUNGEONS & DRAGONS game designed by Jonathan Tweet,
  Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
  D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered trademarks owned
  by Wizards of the Coast, Inc. The RPGA and d20 logo are trademarks owned by Wizards
  of the Coast, Inc. All Wizards characters, character names, and the distinctive like-
  nesses thereof are trademarks owned by Wizards of the Coast, Inc. 
  This material is protected under the copyright laws of the United
  States of America. Any 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.
  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.
  ©2003 Wizards of the Coast, Inc. 
  All rights reserved. 
  Made in the U.S.A. 
  TABLE OF CONTENTS
  Sword and Fist Prestige Classes . . . . . . . . . . . 02
  Epic Cavalier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 02
  Epic Devoted Defender . . . . . . . . . . . . . . . . . . . . . . 03
  Epic Duelist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 03
  Epic Master Samurai . . . . . . . . . . . . . . . . . . . . . . . . . 03
  Epic Ninja of the Crescent Moon . . . . . . . . . . . . . 04
  Epic Weapon Master . . . . . . . . . . . . . . . . . . . . . . . . . 04
  Defenders of the Faith Prestige Classes . . 05
  Epic Holy Liberator . . . . . . . . . . . . . . . . . . . . . . . . . . 05
  Epic Hospitaler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 05
  Epic Templar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 06
  Epic Warpriest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 06
  Tome and Blood Prestige Classes . . . . . . . . . . 07
  Epic Acolyte of the Skin (Transformational) . . . . 07
  Epic Arcane Trickster . . . . . . . . . . . . . . . . . . . . . . . . 08
  Epic Bladesinger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 08
  Epic Dragon Disciple . . . . . . . . . . . . . . . . . . . . . . . . 09
  Epic Elemental Savant . . . . . . . . . . . . . . . . . . . . . . . 10
  Epic Spellsword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
  Song and Silence Prestige Classes . . . . . . . . . 11
  Epic Dungeon Delver . . . . . . . . . . . . . . . . . . . . . . . . 11
  Epic Spymaster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
  Epic Temple Raider of Olidammara . . . . . . . . . . . 12
  Epic Thief-Acrobat . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
  Masters of the Wild Prestige Classes. . . . . . 13
  Epic Animal Lord . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
  Epic Bloodhound . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
  Epic Deepwood Sniper . . . . . . . . . . . . . . . . . . . . . . . 15
  Epic Frenzied Berserker . . . . . . . . . . . . . . . . . . . . . . 15
  Epic Tempest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
  Manual of the Planes Prestige Classes . . . . 16
  Epic Divine Agent . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
  Epic Gatecrasher . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
  Epic Planar Champion . . . . . . . . . . . . . . . . . . . . . . . 17
  Epic Planeshifter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
  Forgotten Realms Campaign Setting 
  Prestige Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
  Epic Hathran . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
  Epic Red Wizard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
  Epic Runecaster. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
  Epic Shadow Adept . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
  Magic of Faerûn Prestige Classes . . . . . . . . . 20
  Epic Guild Wizard of Waterdeep . . . . . . . . . . . . . . 20
  Epic Incantatrix. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
  Epic Mage-Killer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
  
  2
  Faiths and Pantheons Prestige Classes . . . 23
  Epic Dreadmaster . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
  Epic Dweomerkeeper . . . . . . . . . . . . . . . . . . . . . . . . 23
  Epic Stormlord . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
  Oriental Adventures Base Classes . . . . . . . . . 25
  Epic Samurai . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
  Epic Shaman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
  Epic Shugenja . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
  Epic Sohei. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
  Epic Wu Jen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
  Other Prestige Classes. . . . . . . . . . . . . . . . . . . . . . 28
  Epic Berserk (Deities and Demigods) . . . . . . . . . . 28
  Epic Diabolist (Book of Vile Darkness) . . . . . . . . . 28
  Epic Illithid Savant (Savage Species). . . . . . . . . . . . 29
  New Epic-Level Prestige Classes . . . . . . . . . . . 30
  Celestial Paragon . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
  Master Arcane Artisan . . . . . . . . . . . . . . . . . . . . . . . 31
  Spellfire Hierophant . . . . . . . . . . . . . . . . . . . . . . . . . 32
  Void Incarnate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
  Warlord of Utterdark . . . . . . . . . . . . . . . . . . . . . . . . . 35
  Tweaking Your Epic-Level Game . . . . . . . . . . . 36
  Epic Variant: No “Save or Die” Spells . . . . . . . . . . 37
  Maximum Spell Effects . . . . . . . . . . . . . . . . . . . . . . . 37
  New Epic Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
  New Epic Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
  Epic Poisons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
  Epic NPCs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
  Murmur, epic infiltrator . . . . . . . . . . . . . . . . . . . . . . 43
  S’rurrus, epic illithid savant. . . . . . . . . . . . . . . . . . . . 45
  Psionic Prestige Classes . . . . . . . . . . . . . . . . . . . 46
  Epic Metamind(Psionics Handbook) . . . . . . . . . . 46
  Epic Pyrokineticist (Psionics Handbook) . . . . . . 47
  Epic Slayer (Psionics Handbook) . . . . . . . . . . . . . . 47
  Epic Soulknife (Psionics Handbook) . . . . . . . . . . 48
  Epic Constructor (Web Feature) . . . . . . . . . . . . . . 48
  Epic Crystal Master (Web Feature) . . . . . . . . . . . . 49
  Epic Crystalsinger (Web Feature) . . . . . . . . . . . . . 50
  Epic Diamond Warrior (Web Feature) . . . . . . . . . 50
  Epic Meditant (Web Feature) . . . . . . . . . . . . . . . . . 51
  Epic Mindknight (Web Feature) . . . . . . . . . . . . . . 51
  Epic Psychic Weapon Master (Web Feature) . . . 52
  Epic Sangehirn (Web Feature) . . . . . . . . . . . . . . . . 53
  Epic Shadow Mind (Web Feature) . . . . . . . . . . . . 53
  Epic Psionic Feats . . . . . . . . . . . . . . . . . . . . . . . . . . 54
  Epic Level Handbook Playtesters . . . . . . . . . . 55
  SWORD AND FIST
  PRESTIGE CLASSES
  By Andy Collins
  The following epic progressions are for prestige classes
  from Sword and Fist. 
  EPIC CAVALIER
  The epic cavalier is a rider without peer, a true master
  of mounted combat. 
  Focus on feats that improve your combat prowess,
  such as Epic Weapon Focus or Overwhelming Critical.
  Armor Skin and Epic Toughness boost your defensive
  skills as well. And of course, no self-respecting epic cav-
  alier passes up Epic Skill Focus (Ride). 
  Strength is the most important ability score for
  most cavaliers, although Dexterity (as the ability that
  affects your Ride skill modifier) is significant as well.
  It’s hard to go wrong by adding points to Constitution
  from time to time. 
  Other Options: Command a powerful cohort or
  a legion of troops by selecting Epic Leadership or Leg-
  endary Commander. If you’re good at mounted
  archery, consider some of the archery-based feats, such
  as Distant Shot or Swarm of Arrows. 
  Hit Die: d10.
  Skill Points at Each Additional Level: 2 +
  Int modifier.
  Tall in the Saddle: The epic cavalier’s bonus to
  Ride checks made to negate a hit against his mount
  increases by 1 point every odd-numbered level above
  10th. 
  Deadly Charge: The epic cavalier may use this
  ability one additional time per day for every two levels
  above 10th. 
  Mounted Weapon Bonus: The epic cavalier’s
  bonus to attack rolls when using a sword or lance while
  mounted do not increase after 10th level. Instead, he
  gains a bonus to damage rolls with these weapons,
  which begins at +1 at 11th level (lance) or at 12th level
  (sword). Each damage bonus increases every other
  level.
  Ride Bonus: The epic cavalier’s competence
  bonus to Ride checks increases by 2 points every odd-
  numbered level above 10th. 
  Bonus Feats: The epic cavalier gains a bonus feat
  (selected from the list of epic cavalier feats) every four
  levels after 10th. 
  Epic Cavalier Bonus Feat List: Armor Skin, Devastat-
  ing Critical (lance or any sword), Epic Leadership, Epic
  Prowess, Epic Reputation, Epic Skill Focus (Ride), Epic
  
  3
  Toughness, Epic Weapon Focus, Legendary Comman-
  der, Legendary Rider, Overwhelming Critical (lance or
  any sword). 
  Epic Cavalier
  Level
  Special
  11
  Mounted weapon damage bonus lance +1, Ride bonus
  +10, tall in the saddle +6
  12
  Deadly Charge 6/day, mounted weapon damage
  bonus sword +1
  13
  Mounted weapon damage bonus lance +2, Ride bonus
  +12, tall in the saddle +7
  14
  Deadly Charge 7/day, mounted weapon damage
  bonus sword +2, bonus feat
  15
  Mounted weapon damage bonus lance +3, Ride bonus
  +14, tall in the saddle +8
  16
  Deadly Charge 8/day, mounted weapon damage
  bonus sword +3
  17
  Mounted weapon damage bonus lance +4, Ride bonus
  +16, tall in the saddle +9
  18
  Deadly Charge 9/day, mounted weapon damage
  bonus sword +4, bonus feat
  19
  Mounted weapon damage bonus lance +5, Ride bonus
  +18, tall in the saddle +10
  20
  Deadly Charge 10/day, mounted weapon damage
  bonus sword +5
  EPIC DEVOTED DEFENDER
  As far as pure defense goes, nobody can really hold a
  candle to the epic devoted defender. This character’s
  charge might as well be protected by a foot of rein-
  forced adamantine.
  Your shtick is defense, so consider feats such as
  Armor Skin, Damage Reduction, and Energy Resistance.
  On the other hand, some say that the best defense is a
  good offense, and Epic Prowess and Epic Weapon Focus
  fit that bill nicely. Epic Skill Focus (Listen or Spot) helps
  you pick out the enemy before he makes his move. More
  than most other characters, your ability increases
  depend largely on your favored tactics—if you prefer to
  go toe-to-toe against enemies, pick Strength or Constitu-
  tion, but more defensive-minded individuals should
  select Dexterity. An occasional Wisdom boost helps
  some of your important bodyguard skills.
  Other Options: If you have the Intelligence to
  qualify (or can spare the ability increases to get there),
  Epic Combat Expertise can make you extraordinarily
  hard to hit. Armed Deflection allows you to protect
  yourself from ranged attacks.
  Hit Die: d12.
  Skill Points at Each Additional Level: 2 +
  Int modifier.
  Armor Class Bonus: The devoted defender’s
  dodge bonus to AC improves by +1 every two levels
  above 9th (to +6 at 11th, +7 at 12th, and so on).
  Defensive Strike (Ex): The bonus gained to
  attacks of opportunity against adjacent opponents who
  attack your charge in melee improves by +1 every two
  levels above 10th (+5 at 12th, +6 at 14th, and so on).
  Deflect Attack (Ex): The bonus to Reflex saves to
  deflect melee attacks against your charge improves by
  +1 every two levels above 9th (+5 at 11th, +6 at 13th,
  and so on).
  Bonus Feats: The epic devoted defender gains a
  bonus feat (selected from the list of epic devoted
  defender feats) every four levels after 10th.
  Epic Devoted Defender Bonus Feat List: Armed Deflec-
  tion (see New Epic Feats), Armor Skin, Blinding Speed,
  Damage Reduction, Energy Resistance, Epic Combat
  Expertise (see New Epic Feats), Epic Prowess, Epic
  Skill Focus (Listen), Epic Skill Focus (Spot), Epic
  Toughness, Epic Weapon Focus, Exceptional Deflec-
  tion, Infinite Deflection, Perfect Health, Reflect
  Arrows.
  Epic Devoted Defender
  Level
  Special
  11
  Dodge bonus +6, deflect attack +5
  12
  Defensive strike +5
  13
  Dodge bonus +7, deflect attack +6
  14
  Defensive strike +6, bonus feat
  15
  Dodge bonus +8, deflect attack +7
  16
  Defensive strike +7
  17
  Dodge bonus +9, deflect attack +8
  18
  Defensive strike +8, bonus feat
  19
  Dodge bonus +10, deflect attack +9
  20
  Defensive strike +9
  EPIC DUELIST
  The epic progression for the duelist prestige class is
  now found in the Revision Booklet. If using the new feats
  found in this compilation, add the following feats to
  the epic duelist’s bonus feat list: Combat Insight and
  Epic Combat Expertise.
  EPIC MASTER SAMURAI
  At rest, the epic master samurai is the calm within the
  storm. But in battle, he becomes the storm itself.
  The epic master samurai should balance pure
  power—symbolized by such feats as Epic Weapon Focus
  and Overwhelming Critical—with cunning, using such
  choices as Blinding Speed and Superior Initiative.
  The epic master samurai values Strength above all,
  but Dexterity and Charisma are also important.
  Other Options: To build an army, the epic
  master samurai is likely to need Epic Leadership and
  Legendary Commander. Taking Epic Reputation can’t
  hurt, either.
  
  Hit Die: d12.
  Skill Points at Each Additional Level: 2 +
  Int modifier.
  Ki Strength: The epic master samurai may use
  this ability one additional time per day for every two
  levels gained above 9th.
  Ki Attack: The epic master samurai may use this
  ability one additional time per day for every two levels
  gained above 10th.
  Bonus Feats: The epic master samurai gains a
  bonus feat (selected from the list of epic master samu-
  rai feats) every three levels after 10th.
  Epic Master Samurai Bonus Feat List: Armor Skin,
  Blinding Speed, Devastating Critical, Epic Leadership,
  Epic Prowess, Epic Reputation, Epic Toughness, Epic
  Weapon Focus (bastard sword), Legendary Comman-
  der, Mighty Sunder (see New Epic Feats), Overwhelm-
  ing Critical, Superior Initiative.
  Epic Master Samurai
  Level
  Special
  11
  Ki strength 4/day
  12
  Ki attack 4/day
  13
  Ki strength 5/day, bonus feat
  14
  Ki attack 5/day
  15
  Ki strength 6/day
  16
  Ki attack 6/day, bonus feat
  17
  Ki strength 7/day
  18
  Ki attack 7/day
  19
  Ki strength 8/day, bonus feat
  20
  Ki attack 8/day
  EPIC NINJA OF THE CRESCENT MOON
  The epic ninja becomes a living shadow, flitting
  between pools of darkness without leaving a trace—
  except her victim.
  While combat feats such as Epic Prowess and
  Improved Sneak Attack are quite useful to the epic
  ninja, it’s often better to bypass combat altogether. Epic
  Skill Focus, Legendary Climber, and Self-Concealment
  can mean the difference between success or failure on
  the hardest missions.
  Dexterity is the epic ninja’s best friend. Charisma
  helps her kuji-kiri ability, and Wisdom is good for help-
  ing her pick out hidden enemies.
  Other Options: If you routinely face bow-wield-
  ing guards, pick up Infinite Deflection or Reflect
  Arrows. If you can meet the prerequisites—usually by
  picking up at least ten levels of rogue—think hard about
  Lingering Damage or Sneak Attack of Opportunity.
  Hit Die: d8.
  Skill Points at Each Additional Level: 4 +
  Int modifier.
  Sneak Attack (Ex): The epic ninja’s sneak attack
  damage increases by +1d6 every odd-numbered level
  above 10th.
  AC Bonus: The epic ninja’s Armor Class bonus
  increases by +1 for every five levels gained above 9th.
  Spell-Like Abilities: The epic ninja can use kuji-
  kiri and invisibility one additional time per day per
  level gained above 10th. The duration of the epic
  ninja’s gaseous form increases by 1 round per level
  gained above 10th.
  Bonus Feats: The epic Ninja of the Crescent Moon
  gains a bonus feat (selected from the list of epic Ninja
  of the Crescent Moon feats) every three levels after
  10th.
  Epic Ninja of the Crescent Moon Bonus Feat List: Blind-
  ing Speed, Epic Dodge, Epic Prowess, Epic Skill Focus,
  Epic Speed, Exceptional Deflection, Improved Combat
  Reflexes, Improved Sneak Attack, Infinite Deflection,
  Legendary Climber, Lingering Damage, Reflect Arrows,
  Self-Concealment, Sneak Attack of Opportunity.
  Epic Ninja of the Crescent Moon
  Level
  Special
  11
  Sneak attack +6d6
  12
  —
  13
  Sneak attack +7d6, bonus feat
  14
  AC bonus +3
  15
  Sneak attack +8d6
  16
  Bonus feat
  17
  Sneak attack +9d6
  18
  —
  19
  Sneak attack +10d6, AC bonus +4, bonus feat
  20
  —
  EPIC WEAPON MASTER
  The epic weapon master is an unparalleled expert in
  the use of his chosen weapon, whether that weapon is
  the longsword, greataxe, or nunchaku.
  You can improve your already prodigious combat
  talents by selecting Epic Prowess, Epic Weapon Focus,
  or Overwhelming Critical. Alternatively, enhance your
  defensive capabilities with Epic Combat Expertise or
  Epic Toughness. As a melee fighter, Strength is likely
  your most important ability score, so it should receive
  the lion’s share of ability increases.
  Other Options: If your chosen weapon is a reach
  weapon, it’s tough to beat Improved Whirlwind Attack.
  Penetrate Damage Reduction is great if you routinely
  find yourself facing foes whose DR your chosen
  weapon can’t overcome. If you go the Weapon Finesse
  route, then Dexterity becomes a prime target for ability
  increases. 
  Hit Die: d10.
  4
  
  5
  Skill Points at Each Additional Level: 2 +
  Int modifier.
  Ki Damage (Ex): The epic weapon master can use
  his ki damage ability one additional time per day per
  level gained after 10th (11/day at 11th, 12/day at 12th,
  and so on).
  Increased Multiplier (Ex): The epic weapon
  master can declare that he is increasing the critical
  multiplier of his chosen weapon one additional time
  per day for every two levels gained above 10th (6/day at
  12th, 7/day at 14th, and so on).
  Bonus Feats: The epic weapon master gains a
  bonus feat (selected from the list of epic weapon master
  feats) every three levels after 10th.
  Epic Weapon Master Bonus Feat List: Blinding Speed,
  Devastating Critical, Epic Combat Expertise (see New
  Epic Feats), Epic Prowess, Epic Reflexes, Epic Tough-
  ness, Epic Weapon Focus (weapon of choice only),
  Extended Lifespan, Improved Combat Reflexes,
  Improved Whirlwind Attack, Overwhelming Critical,
  Penetrate Damage Reduction.
  Epic Weapon Master
  Level
  Special
  11
  Ki damage 11/day
  12
  Increased multiplier 6/day, ki damage 12/day
  13
  Ki damage 13/day, bonus feat
  14
  Increased multiplier 7/ day, ki damage 14/day
  15
  Ki damage 15/day
  16
  Increased multiplier 8/ day, ki damage 16/day, bonus feat
  17
  Ki damage 17/day
  18
  Increased multiplier 9/ day, ki damage 18/day
  19
  Ki damage 19/day, bonus feat
  20
  Increased multiplier 10/ day, ki damage 20/day
  DEFENDERS OF THE FAITH
  PRESTIGE CLASSES
  By Andy Collins
  The following epic progressions are for prestige classes
  from Defenders of the Faith. 
  EPIC HOLY LIBERATOR
  The epic holy liberator is an enduring symbol of liberty
  and freedom from tyranny.
  You can boost your offensive power with Epic
  Prowess, Overwhelming Critical, and similar feats,
  but don’t overlook defensive boosts such as Armor
  Skin and Epic Toughness. Great Smiting and Holy
  Strike provide extra oomph for your smite evil
  ability.
  Charisma, Strength, and Wisdom are all critical for
  your success.
  Other Options: Epic holy liberators who like to
  turn undead may want to select Planar Turning or Posi-
  tive Energy Aura. With Epic Leadership, you can
  obtain the service of a powerful ally to your cause.
  Hit Die: d10.
  Skill Points at Each Additional Level: 2 +
  Int modifier.
  Spells per Day/Spells Known: The epic holy
  liberator’s caster level is equal to his class level. The
  epic holy liberator’s number of spells per day does not
  increase after 10th level.
  Smite Evil (Su): The bonus damage inflicted by
  an epic holy liberator’s smite evil attack increases by 1
  point per level gained.
  Turn Undead (Su): The epic holy liberator turns
  undead as a cleric of two levels lower, as normal.
  Celestial Companion: The epic holy liberator’s
  celestial companion continues to increase in power.
  Every five levels after 10th, the celestial companion
  gains +2 bonus HD, its natural armor increases by +2,
  its Strength adjustment increases by +1, and its Intelli-
  gence increases by +1. The celestial companion’s spell
  resistance equals the holy liberator’s character level.
  Bonus Feats: The epic holy liberator gains a
  bonus feat (selected from the list of epic holy liberator
  feats) every three levels after 10th.
  Epic Holy Liberator Bonus Feat List: Armor Skin, Dev-
  astating Critical, Epic Leadership, Epic Prowess, Epic
  Reputation, Epic Toughness, Epic Weapon Focus,
  Great Smiting, Holy Strike, Improved Combat Casting,
  Improved Spell Capacity, Legendary Rider, Over-
  whelming Critical, Permanent Emanation, Planar
  Turning, Positive Energy Aura, Spectral Strike, Sponta-
  neous Spell.
  Epic Holy Liberator
  Level
  Special
  11
  —
  12
  —
  13
  Bonus feat
  14
  —
  15
  —
  16
  Bonus feat
  17
  —
  18
  —
  19
  Bonus feat
  20
  —
  EPIC HOSPITALER
  The epic hospitaler lives only to protect those of his
  faith, wherever in the world they might be.
  In many cases, the epic hospitaler’s sword and
  shield are all that stand between her charges and the
  
  6
  forces of evil. Epic Prowess, Armor Skin, Epic Tough-
  ness, Epic Weapon Focus, and Overwhelming Critical
  are all useful to you. Epic Reputation helps you get off
  on the right foot no matter what far-off land you visit.
  The epic hospitaler depends on her Charisma and
  Strength above all else.
  Other Options: Those epic hospitalers who find
  themselves facing undead with frequency should look
  to Positive Energy Aura or Spectral Strike. By selecting
  Epic Leadership, you can ensure that your quest won’t
  be a solitary one.
  Hit Die: d8.
  Skill Points at Each Additional Level: 2 +
  Int modifier.
  Spells per Day/Spells Known: The epic hospi-
  taler’s caster level increases by one per level gained
  above 10th. The epic hospitaler 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 divine spellcasting class to which the
  hospitaler belonged before adding the prestige class.
  Lay on Hands (Su): The amount of damage an
  epic hospitaler can cure by touch continues to increase
  as her level increases.
  Turn Undead (Su): The epic hospitaler turns
  undead as a cleric of two levels lower, as normal.
  Bonus Feats: The epic hospitaler gains a bonus
  feat (selected from the list of epic hospitaler feats)
  every two levels after 10th.
  Epic Hospitaler Bonus Feat List: Armor Skin, Devastat-
  ing Critical, Epic Leadership, Epic Prowess, Epic Repu-
  tation, Epic Toughness, Epic Weapon Focus, Improved
  Combat Casting, Improved Spell Capacity, Over-
  whelming Critical, Perfect Health, Permanent Emana-
  tion, Planar Turning, Positive Energy Aura, Spectral
  Strike, Spontaneous Spell.
  Epic Hospitaler
  Level
  Special
  11
  —
  12
  Bonus feat
  13
  —
  14
  Bonus feat
  15
  —
  16
  Bonus feat
  17
  —
  18
  Bonus feat
  19
  —
  20
  Bonus feat
  EPIC TEMPLAR
  The epic templar is a mighty chosen protector of her
  deity’s holy grounds.
  You live and die with your combat capabilities, so focus
  on feats such as Epic Prowess, Armor Skin, and Damage
  Reduction. Epic Weapon Focus and Epic Weapon Special-
  ization demonstrate your devotion to your deity’s chosen
  weapon. Great Smiting and Penetrate Damage Reduction
  help even the odds against powerful enemies.
  Your Strength and Constitution keep you alive, so
  boost them whenever you can.
  Other Options: Templars who favor spellcasting
  should look to Improved Combat Casting or Improved
  Spell Capacity.
  Hit Die: d10.
  Skill Points at Each Additional Level: 2 +
  Int modifier.
  Spells per Day/Spells Known: The epic tem-
  plar’s caster level is equal to her class level. The epic
  templar’s number of spells per day does not increase
  after 10th level.
  Smite (Su): The epic templar may use her smite
  ability one additional time per day for every five levels
  gained above 7th. The bonus damage is equal to her
  class level.
  Damage Reduction (Ex): The epic templar’s
  damage reduction increases by 1 point for every three
  levels above 9th.
  Bonus Feats: The epic templar gains a bonus feat
  (selected from the list of epic templar feats) every four
  levels after 8th.
  Epic Templar Bonus Feat List: Armor Skin, Damage
  Reduction, Devastating Critical, Energy Resistance,
  Epic Devotion (see New Epic Feats), Epic Endurance,
  Epic Prowess, Epic Weapon Focus (deity’s favored
  weapon), Epic Weapon Specialization (deity’s favored
  weapon), Great Smiting, Improved Combat Casting,
  Improved Spell Capacity, Overwhelming Critical, Pen-
  etrate Damage Reduction.
  Epic Templar
  Level
  Special
  11
  —
  12
  Smite 3/day, DR 4/–, bonus feat
  13
  —
  14
  —
  15
  DR 5/–
  16
  Bonus feat
  17
  Smite 4/day
  18
  DR 6/–
  19
  —
  20
  Bonus feat
  EPIC WARPRIEST
  The epic warpriest lives for the sound of battle and often
  commands armies that stretch to the horizon and beyond.
  
  7
  For building and keeping an army, you can’t beat
  Epic Leadership, Epic Reputation, and Legendary
  Commander. Armor Skin and Epic Toughness keep
  you alive and well in the most chaotic of battles. Feats
  such as Bonus Domain, Improved Spell Capacity, and
  Spontaneous Domain Access boost your spellcasting
  powers.
  Your spellcasting depends on Wisdom, but you
  shouldn’t neglect your Charisma. Strength and Con-
  stitution make reasonable options for ability boosts
  as well.
  Other Options: Evil warpriests should consider
  Negative Energy Burst, Undead Mastery, and Zone of
  Animation to build and support armies of undead min-
  ions.
  Hit Die: d8.
  Skill Points at Each Additional Level: 2 +
  Int modifier.
  Spells per Day/Spells Known: The epic war-
  priest’s caster level increases by one level for every two
  levels gained above 10th The epic warpriest continues
  to gain new spells per day (and spells known, if applica-
  ble) at each new level, up to the maximum spells per
  day and spells known of the divine spellcasting class to
  which the warpriest belonged before adding the pres-
  tige class.
  Turn or Rebuke Undead (Su): Levels of war-
  priest count toward cleric or paladin levels when turn-
  ing or rebuking undead.
  Rally (Ex): The morale bonus this ability grants to
  the epic warpriest’s allies increases by 1 point per level
  gained above 10th.
  Inflame (Ex): The morale bonus this ability grants
  increases by +2 at each even-numbered level above
  10th. The effect’s duration increases by one minute per
  level gained.
  Fear Aura (Su): The DC to resist this ability
  increases by 1 point every two levels gained above 10th
  (rather than by 1 point every level). The epic warpriest
  may use this ability one additional time per day for
  every three levels gained after 9th.
  Bonus Feats: The epic warpriest gains a bonus
  feat (selected from the list of epic warpriest feats) every
  four levels after 10th.
  Epic Warpriest Bonus Feat List: Armor Skin, Bonus
  Domain, Chosen Weapon Specialization (see New Epic
  Feats), Divine Spell Penetration (see New Epic Feats),
  Epic Leadership, Epic Reputation, Epic Spell Focus,
  Epic Spell Penetration, Epic Toughness, Improved
  Combat Casting, Improved Spell Capacity, Negative
  Energy Burst, Permanent Emanation, Planar Turning,
  Positive Energy Aura, Spectral Strike, Spontaneous
  Domain Access, Undead Mastery, Zone of Animation.
  Epic Warpriest
  Level
  Special
  11
  —
  12
  Fear aura (3/day)
  13
  —
  14
  Bonus feat
  15
  Fear aura (4/day)
  16
  —
  17
  —
  18
  Fear aura (5/day), bonus feat
  19
  —
  20
  —
  TOME AND BLOOD
  PRESTIGE CLASSES
  By Andy Collins
  The following epic progressions are for prestige classes
  from Tome and Blood. 
  EPIC ACOLYTE OF THE SKIN
  (TRANSFORMATIONAL)
  By 10th level, the acolyte of the skin is permanently
  bonded to his fiendish epidermis, transforming his
  type to outsider. He has a +2 natural armor bonus, a +2
  modifier to Dexterity and Constitution, cold and fire
  resistance 20, 120-ft. darkvision, and a variety of super-
  natural and spell-like abilities related to his fiendish
  nature. However, other than the character’s spells-per-
  day progression and bonus feats, no clear pattern of
  ability gain exists.
  Therefore, to continue the acolyte’s “journey” into
  fiendishness, we must extrapolate additional class fea-
  tures for the character. We can do this by examining
  the half-fiend template, as well as the common powers
  possessed by demons and devils.
  A half-fiend has the following ability modifiers: Str +4,
  Dex +4, Con +2, Int +4, and Cha +2, which substantially
  exceeds what the acolyte gains. Occasional ability modi-
  fiers might be a good place to start for class features. 
  In addition, the half-fiend has a list of a dozen
  potential spell-like abilities, only two of which (poison
  and summon fiend) the acolyte shares in any form, as
  well as poison immunity and acid and electricity resist-
  ance 20. Here, then, are other good options for the epic
  character. 
  Looking at demons and devils, we find that tele-
  pathic communication is a common ability. They tend
  to have high Strength and Constitution, and many are
  highly intelligent, wise, or charismatic (or all three). 
  
  From these elements we put together a reasonable
  epic class progression for the acolyte of the skin.
  Hit Die: d4.
  Skill Points at Each Additional Level: 2 +
  Int modifier.
  Spells per Day/Spells Known: The epic
  acolyte’s caster level increases by 1 every even-num-
  bered level gained above 10th. The epic acolyte of the
  skin continues to gain new spells per day (and spells
  known, if applicable) at each new even-numbered
  level, up to the maximum spells per day and spells
  known of the arcane spellcasting class to which the
  acolyte of the skin belonged before adding the pres-
  tige class.
  Physical Power (Ex): At 11th level, and every ten
  levels thereafter, the epic acolyte of the skin gains a
  permanent +2 bonus to Strength or Constitution (char-
  acter’s choice).
  Poison Immunity (Ex): The epic acolyte of the
  skin becomes immune to poison at 11th level.
  Fiendish Heritage (Sp): At 13th level, and
  every four levels thereafter (17th, 21st, and so on), the
  acolyte of the skin gains one daily use of each of the fol-
  lowing powers: desecrate, unholy blight, and blasphemy.
  Use the character’s acolyte of the skin level as the
  caster level. 
  Acid Resistant (Ex): At 14th level, the fiendish
  skin grants acid resistance 20. 
  Improved Symbiosis: At 15th level, the DR
  becomes 20/good and magic. At 20th level, and every
  five levels thereafter, the value of the DR increases by 5
  points (to DR 25/good and magic at 20th level, DR
  30/good and magic at 25th level, and so on).
  Mental Power (Ex): At 16th level, and every ten
  levels thereafter, the epic acolyte of the skin gains a
  permanent +2 bonus to Intelligence or Charisma (char-
  acter’s choice).
  Electricity Resistant (Ex): At 18th level, the
  fiendish skin grants electricity resistance 20. 
  Telepathy (Su): A 19th-level acolyte of the skin
  can communicate telepathically with any creature
  within 100 feet that has a language. 
  Bonus Feats: The epic acolyte of the skin gains a
  bonus feat (selected from the list of epic acolyte of the
  skin feats) every four levels after 8th.
  Epic Acolyte of the Skin Bonus Feat List: Armor Skin,
  Energy Resistance, Epic Spell Penetration, Epic Tough-
  ness, Extended Life Span, Improved Combat Casting,
  Improved Darkvision, Improved Spell Capacity, Spell
  Knowledge.
  Epic Acolyte of the Skin
  Level
  Special
  11
  Physical power, poison immunity
  12
  Bonus feat
  13
  Fiendish heritage (1/day)
  14
  Acid resistant
  15
  Improved symbiosis
  16
  Bonus feat, mental power
  17
  Fiendish heritage (2/day)
  18
  Electricity resistant
  19
  Telepathy
  20
  Bonus feat, improved symbiosis
  EPIC ARCANE TRICKSTER
  The epic progression for the arcane trickster prestige
  class is now found in the Revision Booklet. 
  EPIC BLADESINGER
  The epic bladesinger melds art, swordplay, and magic
  into a breathtaking, deadly display of combat prowess.
  Epic Weapon Focus and Epic Prowess boost your
  offensive skills, as does Blinding Speed. Epic Tough-
  ness helps make up for your low hit points. Improved
  Combat Casting and Improved Spell Capacity help
  your arcane magic.
  Dexterity, Strength, and Intelligence are your
  most important ability scores, so bump those up
  when you can.
  Other Options: Automatic Still Spell proves
  quite valuable to the epic bladesinger who can qualify
  for it. 
  Hit Die: d8.
  Skill Points at Each Additional Level: 2 +
  Int modifier.
  Spells per Day/Spells Known: The epic
  bladesinger’s caster level is equal to her class level. The
  epic bladesinger’s number of spells per day does not
  increase after 10th level.
  Bonus Feats: The epic bladesinger gains a bonus
  feat (selected from the list of epic bladesinger feats)
  every two levels after 10th.
  Epic Bladesinger Bonus Feat List: Auto-
  matic Still Spell, Blinding Speed, Combat Insight (see
  New Epic Feats), Epic Combat Expertise (see New Epic
  Feats), Epic Prowess, Epic Spell Focus, Epic Toughness,
  Epic Weapon Focus (longsword), Improved Combat
  Casting, Improved Combat Reflexes, Improved Low-
  Light Vision, Improved Spell Capacity, Penetrate
  Damage Reduction, Permanent Emanation, Superior
  Initiative.
  8
  
  9
  Epic Bladesinger
  Level
  Special
  11
  —
  12
  Bonus feat
  13
  —
  14
  Bonus feat
  15
  —
  16
  Bonus feat
  17
  —
  18
  Bonus feat
  19
  —
  20
  Bonus feat
  EPIC DRAGON DISCIPLE
  The epic progression for the dragon disciple prestige
  class is now found in the Revision Booklet. If using the
  dragon disciple prestige class as originally presented in
  Tome and Blood, you can use the following variant epic
  progression originally presented in the Epic Insights
  column on transformational prestige classes.
  Perhaps the most symbolic of the transformational
  prestige classes, the path of the dragon disciple allows a
  character to become the most iconic monster of the
  D&D game: a dragon. 
  Along the way to reaching dragon apotheosis, the
  dragon disciple gains claw and bite attacks, natural
  armor, wings, size, and, of course, a breath weapon. But
  in most cases, these are only pale reflections of the
  power of a true dragon. This suggests that the best
  route for the epic dragon disciple is to improve upon
  his already formidable draconic powers.
  Because the dragon disciple’s bonus spell progres-
  sion doesn’t follow an easily discernible pattern, and
  because the class is quite potent enough without it, the
  epic progression presented below does not continue
  the bonus spells. 
  Hit Die: d12.
  Skill Points at Each Additional Level: 2 +
  Int modifier.
  Natural Armor: At 11th level, and every three
  levels thereafter, the dragon disciple’s natural armor
  bonus increases by +1 (to +5 at 11th, +6 at 14th, and so on).
  Wing Slam: At 12th level, the dragon disciple
  gains the ability to make two wing slam attacks each
  round (assuming he is at least Medium-size). Wing
  attacks deal the damage listed in the table below plus
  one-half the dragon disciple’s Strength bonus, and they
  are at a –5 penalty on the attack bonus.
  Breath Weapon Increase: At 13th level, and
  every three levels thereafter, the epic dragon disciple’s
  breath weapon increases in power and frequency of
  use. The damage dealt by the breath weapon increases
  by 2 dice (if it deals 6 dice of damage at 10th level) or by
  1 die (if it deals 3 dice of damage at 10th level). The
  additional dice are of the same type normally dealt by
  the dragon disciple’s breath weapon. In addition, the
  save DC for the breath weapon increases by 1 point,
  and the range increases as shown in the table below.
  Finally, the dragon disciple gains one additional daily
  use of his breath weapon, though he must wait 1d4
  rounds before each use.
  Enlargement: At 15th level, and every ten levels
  thereafter, the dragon disciple’s size increases by one
  step (such as from Large to Huge), to a maximum of
  Colossal size. The change in size affects the dragon dis-
  ciple’s base natural weapon damage (see below). Apply
  the appropriate new size modifier to the character’s
  attacks and AC.
  If the dragon disciple is already Colossal, he instead
  gains a +2 bonus to Strength.
  Tail Slap: At 17th level, the dragon disciple grows
  a serpentine tail that he can use to deliver tail slap
  attacks. A tail slap deals the listed damage plus 1 1/2
  times the dragon disciple’s Strength bonus and is at a
  –5 penalty on the attack bonus.
  Spell Resistance (Ex): The 18th-level dragon
  disciple gains spell resistance equal to 20 + his class
  level.
  Blindsense (Ex): The dragon disciple’s blind-
  sense goes up by 30 feet at 15th level, and increases by
  30 feet every 5 levels thereafter. 
  Dragon Disciple Natural Attacks 
  and Breath Weapon Range
  Tail
  Line
  Cone 
  Size 
  Bite
  Claw
  Wing*
  Slap**
  (Length) (Length)
  Small
  1d4
  1d3
  n/a
  n/a
  60 ft.
  30 ft.
  Medium
  1d6
  1d4
  1d3
  n/a
  60 ft.
  30 ft.
  Large
  1d8
  1d6
  1d4
  1d6
  60 ft.
  30 ft.
  Huge
  2d6
  1d8
  1d6
  1d8
  100 ft.
  50 ft.
  Gargantuan
  2d8
  2d6
  1d8
  2d6
  120 ft.
  60 ft.
  Colossal
  4d6
  2d8
  2d6
  2d8
  140 ft.
  70 ft.
  *Gained at 12th level.
  **Gained at 17th level.
  Bonus Feats: The epic dragon disciple gains a
  bonus feat (selected from the list of epic dragon disci-
  ple feats) every five 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 Constitu-
  tion, Great Strength, Hover†, Improved Combat Cast-
  ing, Improved Darkvision, Improved Spell Capacity,
  Improved Spell Resistance, Snatch†, Spell Knowledge,
  Wingover†. 
  
  10
  †Non-epic feat. Treat the dragon disciple’s age cate-
  gory as one-half his class level for the purpose of the
  Hover feat.
  Epic Dragon Disciple
  Level
  Special
  11
  Natural armor +5
  12
  Wing slam
  13
  Breath weapon increase
  14
  Natural armor +6
  15
  Bonus feat, enlargement, blindsense
  16
  Breath weapon increase
  17
  Natural armor +7, tail slap
  18
  Spell resistance
  19
  Breath weapon increase
  20
  Bonus feat, natural armor +8, blindsense
  EPIC ELEMENTAL SAVANT
  At first glance, the elemental savant seems to make for
  an easy epic progression. Her resistance, elemental
  focus, and elemental penetration all follow regular pat-
  terns of improvement over the ten levels of the class,
  suggesting that all one needs to do to continue into
  epic levels is continue the patterns.
  Unfortunately, this is one of those places where the
  guidelines in the Epic Level Handbook simply don’t
  work. Since the elemental savant gains total immunity
  to her chosen energy type at 10th level, continued
  improvement of her energy resistance serves no pur-
  pose. And if we simply grant an additional +1 to save
  DCs and spell penentration checks every three levels,
  these numbers quickly outstrip anything obtainable by
  other spellcasters. By the 20th level of elemental savant
  (minimum 30th-level character), the save DCs for her
  chosen energy type will be 7 points higher than those
  of a typical wizard or sorcerer (turning a difficult save
  into a near-impossible one), and a typical creature’s
  spell resistance simply won’t offer more than a speed
  bump.
  That’s not to say that these features can’t continue to
  improve—they just have to do so more slowly than at
  non-epic levels. And in addition, we can peruse the ele-
  mentals in the Monster Manual for other options. Cer-
  tainly the save DC against her special elemental attacks
  (whirlwind, burn, or vortex) can continue to improve.
  The ability to transform into an elemental seems like a
  natural ability to grant, as is damage reduction and
  other powers traditionally associated with elementals.
  Hit Die: d4.
  Skill Points at Each Additional Level: 2 +
  Int modifier.
  Spells per Day/Spells Known: The epic ele-
  mental savant’s caster level increases by 1 every level
  gained above 10th. The epic elemental savant contin-
  ues 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 elemental savant belonged before
  adding the prestige class.
  Elemental Special Attacks: The save DC
  against the epic elemental savant’s special attacks
  (whirlwind, burn, or vortex) is equal to 20 + 1/2 her
  number of class levels above 10th + Con modifier. 
  Elemental Transformation (Su): At 11th
  level, the elemental savant gains the ability to shape-
  change into a Large or smaller elemental of her chosen
  type (air, earth, fire, or water) once per day as a sorcerer
  of her class level. She also gains the elemental’s super-
  natural special attacks and special qualities.
  For every 3 additional levels gained above 11th, the
  savant can shapechange one additional time per day
  (twice at 14th, three times at 17th, and so on).
  For every 5 additional levels gained above 11th, the
  elemental savant can take the form of an elemental of
  one size category greater (Huge at 16th, greater at 21st,
  and elder at 26th).
  Elemental Focus (Ex): The save DC for any
  spell using the epic elemental savant’s chosen type of
  energy increases to +4 at 12th level, and by another +1
  every six levels thereafter. 
  Damage Reduction (Su): At 13th level, the epic
  elemental savant gains DR 5/–. This increases by 1
  every 3 levels thereafter (to 6/– at 16th, 7/– at 19th, and
  so on).
  Ability Increase: The 13th-level epic elemental
  savant gains a permanent +2 increase to an ability score
  based on her chosen element: Strength (earth), Dexter-
  ity (air or fire), or Constitution (water). Every ten levels
  thereafter, she gains an additional +2 increase to the
  same ability score.
  Elemental Penetration (Ex): The competence
  bonus to the epic elemental savant’s caster level checks
  to defeat spell resistance increases to +4 at 15th level,
  and by another +1 every six levels thereafter.
  Bonus Feats: The epic elemental savant gains a
  bonus feat (selected from the list of epic elemental
  savant feats) every four levels after 10th.
  Epic Elemental Savant Bonus Feat List: Automatic
  Quicken Spell, Automatic Silent Spell, Automatic Still
  Spell, Damage Reduction, Epic Counterspell (see New
  
  11
  Epic Feats), Epic Fortitude (earth, water only), Epic
  Reflexes (air, fire only), Epic Spell Focus, Epic Spell
  Penetration, Epic Spellcasting, Epic Toughness (earth,
  water only), Extended Life Span, Great Constitution
  (water only), Great Dexterity (air, fire only), Great
  Strength (earth only), Ignore Material Components,
  Improved Combat Casting, Improved Darkvision,
  Improved Spell Capacity, Intensify Spell, Multispell,
  Penetrate Damage Reduction, Permanent Emanation,
  Spell Knowledge, Spell Opportunity, Spell Stowaway,
  Spontaneous Spell, Superior Initiative (air, fire only).
  Epic Elemental Savant
  Level
  Special
  11
  Elemental transformation (Large) 1/day
  12
  Elemental focus +4
  13
  Damage reduction 10/+1, ability increase
  14
  Elemental transformation 2/day, bonus feat
  15
  Elemental penetration +4
  16
  Elemental transformation (Huge)
  17
  Elemental transformation 3/day
  18
  Elemental focus +5, bonus feat
  19
  Damage reduction 10/+2
  20
  Elemental transformation 4/day
  EPIC SPELLSWORD
  The epic spellsword weaves magic and melee together
  with unparalleled skill.
  Since you mix combat with your spellcasting, your
  epic feat selection should mirror that combination. Keep
  up with the fighters with Epic Prowess and Epic Tough-
  ness, but make sure that the other spellcasters aren’t
  kicking sand in your face by beefing up your spells with
  Epic Spell Focus, Improved Spell Capacity, or Intensify
  Spell. Try to resist the temptation to spread your ability
  increases too widely—you’re probably better off focus-
  ing on Strength and either Intelligence or Charisma,
  depending on what controls your spellcasting.
  Other Options: If you have the time and ability,
  consider learning Epic Spellcasting and coming up
  with some unique spells that fit your tactics. If you’re a
  finesse-fighter, focus on improving your Dexterity over
  your Strength—if you can’t hit the target, your spell
  channeling isn’t much good.
  Hit Die: d8.
  Skill Points at Each Additional Level: 2 +
  Int modifier.
  Spells per Day/Spells Known: The epic
  spellsword’s caster level increases by 1 per even-num-
  bered level gained above 10th. The epic spellsword
  continues to gain new spells per day (and spells known,
  if applicable) at each new even-numbered level, up to
  the maximum spells per day and spells known of the
  arcane spellcasting class to which the spellsword
  belonged before adding the prestige class.
  Channel Spell (Su): The epic spellsword’s ability
  to channel continues to improve after 10th level. At
  15th level, the maximum allowable spell level that may
  be channeled by the epic spellsword is 4th. This maxi-
  mum level increases by 1 for every 5 additional levels
  gained (5th-level spell at 20th, 6th-level spell at 25th,
  and so on).
  Ignore Spell Failure (Ex): The reduction of
  arcane spell failure chance increases by 5% for every
  two levels above 9th (to 35% at 11th, 40% at 13th, and so
  on). For instance, at 17th level the epic spellsword
  could wear full plate armor and a large shield and suffer
  no chance of arcane spell failure.
  Bonus Feats: The epic spellsword gains a bonus
  feat (selected from the list of epic spellsword feats)
  every four levels after 8th.
  Epic Spellsword Bonus Feat List: Automatic Quicken
  Spell, Automatic Silent Spell, Automatic Still Spell,
  Enhance Spell, Epic Prowess, Epic Spell Focus, Epic
  Spell Penetration, Epic Toughness, Epic Weapon
  Focus, Ignore Material Components, Improved
  Combat Casting, Improved Heighten Spell, Improved
  Metamagic, Improved Spell Capacity, Intensify Spell,
  Multispell, Permanent Emanation, Spell Knowledge,
  Spell Opportunity, Spell Stowaway, Spontaneous Spell,
  Tenacious Magic.
  Epic Spellsword
  Level
  Special
  11
  Ignore spell failure 35%
  12
  Bonus feat
  13
  Ignore spell failure 40%
  14
  —
  15
  Channel spell (4th), ignore spell failure 45%
  16
  Bonus feat
  17
  Ignore spell failure 50%
  18
  —
  19
  Ignore spell failure 55%
  20
  Channel spell (5th), bonus feat
  SONG AND SILENCE
  PRESTIGE CLASSES
  By Andy Collins
  The following epic progressions are for prestige classes
  from Song and Silence. 
  EPIC DUNGEON DELVER
  If you plan on venturing into trap-infested dungeon
  complexes, there’s no one better to take along than the
  epic dungeon delver.
  
  12
  The epic dungeon delver appreciates the value of
  feats that keep her safe from harm, such as Epic Dodge
  and Epic Trapfinding. You can’t go wrong with Epic
  Skill Focus or Legendary Climber.
  Dexterity and Intelligence help most of your impor-
  tant skills. Depending on your other aptitudes,
  Strength, Constitution, and Wisdom are all reasonable
  choices as well.
  Other Options: Epic dungeon delvers who face
  combat frequently should consider Superior Initiative
  or Fast Healing.
  Hit Die: d6.
  Skill Points at Each Additional Level: 8 +
  Int modifier.
  Danger Sense (Ex): The epic dungeon delver’s
  insight bonus on Reflex saves to avoid traps, dodge
  bonus to Armor Class against attacks by traps, and
  insight bonus on Spot checks made to spot creatures at
  the beginning of an encounter increase by +2 every five
  levels gained above 6th.
  Blindsight (Ex): The epic dungeon delver’s
  blindsight range improves by 20 feet for every six
  levels gained above 8th.
  Treasure Sense (Su): The range of an epic dun-
  geon delver’s treasure sense increases by 200 feet for
  every level gained above 10th.
  Bonus Feats: The epic dungeon delver gains a
  bonus feat (selected from the list of epic dungeon
  delver feats) every three levels after 10th.
  Epic Dungeon Delver Bonus Feat List: Blinding Speed,
  Epic Dodge, Epic Skill Focus, Epic Speed, Epic
  Trapfinding, Fast Healing, Improved Darkvision, Leg-
  endary Climber, Superior Initiative.
  Dungeon Delver
  Level
  Special
  11
  Danger sense +6/+8
  12
  —
  13
  Bonus feat
  14
  Blindsight (60 ft.)
  15
  —
  16
  Danger sense +8/+10, bonus feat
  17
  —
  18
  —
  19
  Bonus feat
  20
  Blindsight (80 ft.)
  EPIC SPYMASTER
  The epic spymaster would be legendary for her ability
  to assume alternate identities—that is, if anyone knew
  who she was.
  Epic Skill Focus and Polyglot can help you main-
  tain cover identities. Dexterous Fortitude and Dexter-
  ous Mind are great at helping you avoid dangerous
  spell effects. And for combat situations, there’s no
  denying the value of Improved Sneak Attack or Supe-
  rior Initiative.
  The epic spymaster should keep three abilities in
  mind when selecting her ability increases: Charisma,
  Charisma, and Charisma. Barring that choice, think
  about Wisdom, Intelligence, or Dexterity.
  Other Options: If you can qualify, consider Lin-
  gering Damage or Sneak Attack of Opportunity.
  Hit Die: d8.
  Skill Points at Each Additional Level: 8 +
  Int modifier.
  Cover Identity (Ex): An epic spymaster can
  maintain one additional cover identity for every three
  levels gained above 10th.
  Sneak Attack (Ex): The epic spymaster’s sneak
  attack damage increases by +1d6 every odd-numbered
  level above 10th.
  Required Ranks: At every spymaster level, the
  epic spymaster must spend at least 2 skill points on a
  Craft, Profession, or Knowledge skill relating to one of
  her chosen cover identities.
  Bonus Feats: The epic spymaster gains a bonus
  feat (selected from the list of epic spymaster feats)
  every three levels after 10th.
  Epic Spymaster Bonus Feat List: Dexterous Fortitude,
  Dexterous Mind, Epic Skill Focus, Improved Sneak
  Attack, Lingering Damage, Polyglot, Sneak Attack of
  Opportunity, Superior Initiative.
  Epic Spymaster
  Level
  Special
  11
  Required ranks, sneak attack +6d6
  12
  Required ranks
  13
  Cover identity, required ranks, sneak attack +7d6,
  bonus feat
  14
  Required ranks
  15
  Required ranks, sneak attack +8d6
  16
  Bonus feat, cover identity, required ranks
  17
  Required ranks, sneak attack +9d6
  18
  Required ranks
  19
  Cover identity, required ranks, sneak attack +10d6,
  bonus feat
  20
  Required ranks
  EPIC TEMPLE RAIDER OF
  OLIDAMMARA
  The epic temple raider doesn’t just swipe religious
  icons from shrines or wandering pilgrims—he’s plan-
  ning how to nick Boccob’s own staff right out of his
  study!
  Epic Skill Focus helps you get the job done like no
  other feat. Epic Trapfinding and Epic Speed help you
  
  13
  avoid or outrun danger. And for those times when you
  just can’t avoid combat, try Improved Sneak Attack or
  Improved Combat Casting.
  Improving your Dexterity and Intelligence help out
  your most important skills, while an increased Wisdom
  boosts your spellcasting prowess.
  Other Options: If you meet the prerequisites,
  consider picking up Lingering Damage or Sneak
  Attack of Opportunity. Those epic temple raiders who
  focus on spellcasting should think about Improved
  Spell Capacity. 
  Hit Die: d6.
  Skill Points at Each Additional Level: 4 +
  Int modifier.
  Spells per Day/Spells Known: The epic
  temple raider’s caster level is equal to his class level.
  The epic temple raider’s number of spells per day does
  not increase after 10th level.
  Sneak Attack (Ex): The epic temple raider’s
  sneak attack damage increases by +1d6 every three
  levels above 8th.
  Save Bonus (Ex): The epic temple raider’s luck
  bonus to saving throws increases by 1 point for every
  three levels above 10th.
  Bonus Feats: The epic temple raider of Oli-
  dammara gains a bonus feat (selected from the list of
  epic temple raider feats) every three levels after 10th.
  Epic Temple Raider Bonus Feat List: Blinding Speed,
  Epic Skill Focus, Epic Speed, Epic Trapfinding,
  Improved Combat Casting, Improved Sneak Attack,
  Improved Spell Capacity, Lingering Damage, Sneak
  Attack of Opportunity.
  Epic Temple Raider of Olidammara
  Level
  Special
  11
  Sneak attack +4d6
  12
  —
  13
  Save bonus +4, bonus feat
  14
  Sneak attack +5d6
  15
  —
  16
  Save bonus +5, bonus feat
  17
  Sneak attack +6d6
  18
  —
  19
  Save bonus +6, bonus feat
  20
  Sneak attack +7d6
  EPIC THIEF-ACROBAT
  Quite simply, the epic thief-acrobat can often get into
  (and out of) places no one else could even dream of
  entering.
  Legendary Climber, Legendary Leaper, and Epic
  Skill Focus are key for boosting your primary areas of
  specialization. Blinding Speed, Improved Sneak
  Attack, and Superior Initiative are great to have when
  you must fight past an obstacle.
  The epic thief-acrobat should boost her Strength
  and Dexterity whenever possible.
  Other Options: For even greater stealth, look to
  Self-Concealment. Those thief-acrobats who can qual-
  ify often enjoy Sneak Attack of Opportunity.
  Hit Die: d6.
  Skill Points at Each Additional Level: 6 +
  Int modifier.
  Slow Fall (Ex): The falling distance that an epic
  thief-acrobat can ignore increases by 10 feet for every
  three levels gained after 9th.
  Sneak Attack (Ex): The epic thief-acrobat’s sneak
  attack damage increases by +1d6 for every five levels
  above 9th.
  Bonus Feats: The epic thief-acrobat gains a
  bonus feat (selected from the list of epic thief-acrobat
  feats) every two levels after 10th.
  Epic Thief-Acrobat Bonus Feat List: Blinding Speed,
  Epic Dodge, Epic Skill Focus, Epic Speed, Improved
  Combat Reflexes, Improved Sneak Attack, Legendary
  Climber, Legendary Leaper, Self-Concealment, Sneak
  Attack of Opportunity, Superior Initiative.
  Epic Thief-Acrobat
  Level
  Special
  11
  —
  12
  Slow fall (50 ft.), bonus feat
  13
  —
  14
  Sneak attack +3d6, bonus feat
  15
  Slow fall (60 ft.)
  16
  Bonus feat
  17
  —
  18
  Slow fall (70 ft.), bonus feat
  19
  Sneak attack +4d6
  20
  Bonus feat
  MASTERS OF THE WILD
  PRESTIGE CLASSES
  By Andy Collins
  The following epic progressions are for prestige classes
  from Masters of the Wild. 
  EPIC ANIMAL LORD
  The epic animal lord is a paragon of natural prowess
  and is almost more animal than humanoid.
  Regardless of your chosen animal, feats such as
  Fast Healing and Perfect Health help you get along
  in the wild. Ignore Material Components allows you
  to forego the awkwardness of transferring your com-
  ponent pouch to animal form. Select other feats
  
  14
  based on your animal form and preferred mode of
  combat.
  Your spellcasting is based on Wisdom, as are many
  of your skills. Your particular animal form may also
  direct this choice to Strength, Dexterity, or any other
  ability.
  Other Options: Diminutive Wild Shape and
  Fine Wild Shape may open up additional options for
  your lesser wild shape ability. 
  Hit Die: d8.
  Skill Points at Each Additional Level: 2 +
  Int modifier.
  Spells per Day/Spells Known: The epic
  animal lord’s caster level is equal to her class level. The
  epic animal lord’s number of spells per day does not
  increase after 10th level.
  Animal Bond: The epic animal lord’s maximum
  Hit Dice of animal companions equals twice her
  animal lord level.
  Animal Sense (Su): The range of the epic animal
  lord’s animal sense ability is equal to her class level
  squared, in miles.
  Summon Animal (Sp): The epic animal lord
  may use this ability one additional time per day for
  every six levels gained after 6th. Beginning at 12th
  level, she may use the ability to summon 1d3 legendary
  animals of her selected group. 
  Totem: The epic animal lord does not gain any
  additional totems after 8th level. Instead, she may
  select her bonus feats either from her class list or from
  a list unique to her associated animal.
  Bonus Feats: The epic animal lord gains a bonus
  feat (selected from the list of epic animal lord feats, or
  from the list of bonus feats affiliated with her associ-
  ated animal) every three levels after 8th.
  Epic Animal Lord Bonus Feat List: Diminutive Wild
  Shape, Epic Weapon Focus (any natural weapon appro-
  priate to chosen animal), Fast Healing, Fine Wild
  Shape, Ignore Material Components, Improved
  Combat Casting, Improved Spell Capacity, Perfect
  Health.
  Epic Apelord Bonus Feat List: Epic Toughness, Leg-
  endary Climber.
  Epic Bearlord Bonus Feat List: Damage Reduction,
  Epic Weapon Focus (claw or bite),
  Epic Birdlord Bonus Feat List: Blinding Speed, Epic
  Skill Focus (Spot).
  Epic Catlord Bonus Feat List: Epic Skill Focus (Move
  Silently), Superior Initiative.
  Epic Equinelord Bonus Feat List: Epic Endurance, Epic
  Speed.
  Epic Marinelord Bonus Feat List: Armor Skin, Epic
  Skill Focus (Swim).
  Epic Snakelord Bonus Feat List: Armor Skin, Improved
  Combat Reflexes.
  Epic Wolflord Bonus Feat List: Epic Skill Focus (Sur-
  vival), Legendary Tracker.
  Epic Animal Lord
  Level
  Special
  11
  Bonus feat
  12
  Summon animal (legendary, 3/day)
  13
  —
  14
  Bonus feat
  15
  —
  16
  —
  17
  Bonus feat
  18
  Summon animal (4/day)
  19
  —
  20
  Bonus feat
  EPIC BLOODHOUND
  Once an epic bloodhound is on your trail, you might as
  well stop running, since nothing on the planet can
  keep him from tracking you down.
  Legendary Tracker is a no-brainer, but Epic Skill
  Focus is another solid choice. Epic Endurance helps
  you stay on the trail, and Epic Prowess and Epic Tough-
  ness make sure you’ll be able to handle your mark
  when you catch up.
  Wisdom and Dexterity are important for a variety of
  reasons. Don’t overlook Strength or Constitution,
  though.
  Other Options: Epic bloodhounds often find
  themselves on the trail of powerful extraplanar crea-
  tures, so Penetrate Damage Reduction can be useful.
  And if you’d rather take out your mark from a safe dis-
  tance, consider Distant Shot.
  Hit Die: d10.
  Skill Points at Each Additional Level: 6 +
  Int modifier.
  Determination (Ex): The epic bloodhound’s
  insight bonus to Gather Information, Spot, and Sur-
  vival checks made to determine the whereabouts of a
  mark increases by +1 for each level gained.
  Mark (Ex): An epic bloodhound may have one
  additional mark per two levels gained above 10th
  (round up).
  Bonus Feats: The epic bloodhound gains a bonus
  feat (selected from the list of epic bloodhound feats)
  every three levels after 10th.
  Epic Bloodhound Bonus Feat List: Distant Shot, Epic
  Endurance, Epic Prowess, Epic Skill Focus, Epic Speed,
  Epic Toughness, Epic Weapon Focus, Fast Healing,
  
  15
  Legendary Tracker, Penetrate Damage Reduction,
  Perfect Health.
  Epic Bloodhound
  Level
  Special
  11
  —
  12
  —
  13
  Bonus feat
  14
  —
  15
  —
  16
  Bonus feat
  17
  —
  18
  —
  19
  Bonus feat
  20
  —
  EPIC DEEPWOOD SNIPER
  The epic deepwood sniper has but to aim and fire, and
  her target’s days are almost certainly over.
  Since you’re all about archery, you should focus on
  those feats that improve that aptitude, such as Distant
  Shot, Epic Weapon Focus, Improved Manyshot,
  Swarm of Arrows, and Uncanny Accuracy.
  Dexterity is the bread and butter of the epic deep-
  wood sniper. Wisdom is an acceptable second choice.
  Other Options: For those unpleasant situations
  when you find yourself closer to a target than you’d
  prefer, pick up Combat Archery. Crossbow wielders
  should look to Instant Reload.
  Hit Die: d8.
  Skill Points at Each Additional Level: 4 +
  Int modifier.
  Concealment Reduction (Ex): An epic deep-
  wood sniper’s miss chance against opponents with
  concealment drops by 10% for every four levels
  gained after 10th, to a maximum of 50% reduction at
  18th level. This can’t reduce the miss chance to less
  than 0%.
  Consistent Aim (Su): The epic deepwood
  sniper may use this ability one additional time per day
  for every three levels gained after 9th.
  Projectile Improved Critical (Ex): The criti-
  cal damage multiplier of the epic deepwood sniper’s
  projectile weapons increases by 1 for every five levels
  gained after 7th.
  Bonus Feats: The epic deepwood sniper gains a
  bonus feat (selected from the list of epic deepwood
  sniper feats) every four levels after 10th.
  Epic Deepwood Sniper Bonus Feat List: Combat
  Archery, Distant Shot, Epic Prowess, Epic Weapon
  Focus (any bow or crossbow), Improved Manyshot,
  Instant Reload, Penetrate Damage Reduction, Swarm
  of Arrows, Uncanny Accuracy.
  Epic Deepwood Sniper
  Level
  Special
  11
  —
  12
  Consistent aim 4/day, projectile improved critical +3
  13
  —
  14
  Concealment reduction 40%, bonus feat
  15
  Consistent aim 5/day
  16
  —
  17
  Projectile improved critical +4
  18
  Consistent aim 6/day, concealment reduction 50%,
  bonus feat
  19
  —
  20
  —
  EPIC FRENZIED BERSERKER
  Few mortal beings can surpass the destructive capabili-
  ties of the epic frenzied berserker.
  Feats that augment your frenzy ability are obvious
  choices, but don’t overlook more utilitarian options
  such as Epic Prowess and Fast Healing.
  Your Strength and Constitution scores should bene-
  fit from ability boosts most often. Dexterity is a good
  third option.
  Other Options: Those few frenzied berserkers
  who care about boosting their defenses can pick up
  Damage Reduction or Epic Toughness.
  Hit Die: d12.
  Skill Points at Each Additional Level: 2 +
  Int modifier.
  Frenzy (Ex): The epic frenzied berserker may
  enter a frenzy one additional time per day for every two
  levels gained after 9th. In addition, at the DM’s option,
  any epic feat that affects rage (such as Chaotic Rage)
  has the same effect on the frenzied berserker’s frenzy
  ability.
  Inspire Frenzy (Su): The epic frenzied berserker
  may use this ability one additional time per day for
  every two levels gained after 10th.
  Bonus Feats: The epic frenzied berserker
  gains a bonus feat (selected from the list of epic
  frenzied berserker feats) every three levels after
  10th.
  Epic Frenzied Berserker Bonus Feat List: Chaotic Rage,
  Damage Reduction, Devastating Critical, Epic Prowess,
  Epic Toughness, Fast Healing, Mighty Sunder (see
  New Epic Feats), Overwhelming Critical, Penetrate
  Damage Reduction, Ruinous Rage, Terrifying Rage,
  Thundering Rage.
  
  16
  Epic Frenzied Berserker
  Level
  Special
  11
  Frenzy 6/day
  12
  Inspire frenzy 4/day
  13
  Frenzy 7/day, bonus feat
  14
  Inspire frenzy 5/day
  15
  Frenzy 8/day
  16
  Inspire frenzy 6/day, bonus feat
  17
  Frenzy 9/day
  18
  Inspire frenzy 7/day
  19
  Frenzy 10/day, bonus feat
  20
  Inspire frenzy 8/day
  EPIC TEMPEST
  The epic tempest is barely visible behind the incessant,
  whirling blur of her twin weapons. 
  Perfect Two-Weapon Fighting is usually an early
  choice on the epic tempest’s wish list, but don’t over-
  look other feats that allow you to dish out additional
  pain and suffering to your enemies, including Devastat-
  ing Critical, Epic Prowess, and Penetrate Damage
  Reduction. Superior Initiative lets you strike first in a
  combat, but Epic Toughness may let you strike last,
  which is often more important. Depending on whether
  you wield one-handed or light weapons, Strength or
  Dexterity is probably your first choice for ability
  increases.
  Other Options: An epic tempest who learns to
  deflect ranged attacks by means of the Armed
  Deflection feat opens up an entire new world of
  options, including Exceptional Deflection and
  Reflect Arrows. You’ll probably need to send some
  ability increases toward your Wisdom to best follow
  this path.
  Hit Die: d10.
  Skill Points at Each Additional Level: 2 +
  Int modifier.
  Bonus Feats: The epic tempest gains a bonus feat
  (selected from the list of epic tempest feats) every two
  levels after 10th.
  Epic Tempest Bonus Feat List: Armed Deflection (see
  New Epic Feats), Blinding Speed, Devastating Critical,
  Epic Prowess, Epic Toughness, Epic Weapon Focus,
  Exceptional Deflection, Infinite Deflection, Over-
  whelming Critical, Penetrate Damage Reduction, Per-
  fect Two-Weapon Fighting, Reflect Arrows, Superior
  Initiative, Two-Weapon Rend.
  Epic Tempest
  Level
  Special
  11
  —
  12
  Bonus feat
  13
  —
  14
  Bonus feat
  15
  —
  16
  Bonus feat
  17
  —
  18
  Bonus feat
  19
  —
  20
  Bonus feat
  MANUAL OF THE PLANES
  PRESTIGE CLASSES
  By Andy Collins
  The following epic progressions are for prestige classes
  from Manual of the Planes. 
  EPIC DIVINE AGENT
  The epic divine agent may well be her deity’s most
  powerful mortal servant.
  Since most divine agents are formidable spellcast-
  ers, look to the various feats that improve that ability,
  such as Epic Spell Penetration (particularly useful
  against the many outsiders you’re likely to face),
  Improved Spell Capacity, and Epic Spellcasting. To
  help ensure your survival in dire circumstances, pick
  up Epic Toughness.
  As a divine spellcaster, Wisdom is your most impor-
  tant ability score. Charisma is often a good option as
  well. Other choices may depend on your career before
  becoming a divine agent.
  Other Options: Extremely powerful spellcasters
  can look to feats such as Automatic Quicken Spell and
  Intensify Spell. Planar Turning is a great choice for
  epic divine agents who began their career as clerics or
  paladins.
  Hit Die: d8.
  Skill Points at Each Additional Level: 4 +
  Int modifier.
  Spells per Day/Spells Known: The epic divine
  agent’s caster level increases by one level for every two
  levels gained above 10th. The epic divine agent contin-
  ues 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 divine spellcasting
  class to which the divine agent belonged before adding
  the prestige class.
  Godly Gift: Every three levels after 9th, the epic
  divine agent gains another godly gift. This is usually
  the ability to use a spell from one of the epic divine
  
  17
  agent’s domains (up to 9th level) as a spell-like ability.
  Alternatively, the epic divine agent may gain one addi-
  tional use per day of a godly gift she already possesses.
  Bonus Feats: The epic divine agent gains a bonus
  feat (selected from the list of epic divine agent feats)
  every three levels after 10th.
  Epic Divine Agent Bonus Feat List: Automatic Quicken
  Spell, Automatic Silent Spell, Automatic Still Spell,
  Bonus Domain, Chosen Weapon Specialization (see
  New Epic Feats), Divine Spell Penetration (see New
  Epic Feats), Enhance Spell, Epic Devotion (see New
  Epic Feats), Epic Spell Focus, Epic Spell Penetration,
  Epic Spellcasting, Epic Toughness, Extended Lifespan,
  Ignore Material Components, Improved Alignment-
  Based Casting, Improved Combat Casting, Improved
  Heighten Spell, Improved Metamagic, Improved Spell
  Capacity, Intensify Spell, Multispell, Permanent Ema-
  nation, Planar Turning, Spell Opportunity, Spell Stow-
  away, Spontaneous Domain Access, Spontaneous Spell,
  Tenacious Magic.
  Epic Divine Agent
  Level
  Special
  11
  —
  12
  Godly gift
  13
  Bonus feat
  14
  —
  15
  Godly gift
  16
  Bonus feat
  17
  —
  18
  Godly gift
  19
  Bonus feat
  20
  —
  EPIC GATECRASHER
  The epic gatecrasher is, quite honestly, a headache of
  cosmic proportions to those who seek to maintain
  order on the planes.
  Since the epic gatecrasher can’t help but get into
  trouble, he should look for feats useful in such situa-
  tions, including Blinding Speed, Epic Toughness, and
  Superior Initiative. Energy Resistance, Epic Spell Pene-
  tration, and Penetrate Damage Reduction help him
  deal with the denizens of the planes he visits.
  Intelligence, Charisma, and Dexterity all help the
  epic gatecrasher keep his wits about him and his feet
  under him.
  Other Options: Few gatecrashers would mind
  having an Epic Reputation, and once you’ve established
  that why not stick around with Extended Lifespan?
  Hit Die: d6.
  Skill Points at Each Additional Level: 8 +
  Int modifier.
  Analyze Portal (Sp): The epic gatecrasher gains
  one additional daily use of this ability per level gained
  above 10th.
  Bonus Language: The epic gatecrasher gains a
  free language every three levels after 10th, chosen from
  those commonly spoken on other planes.
  Bonus Feats: The epic gatecrasher gains a bonus
  feat (selected from the list of epic gatecrasher feats)
  every two levels after 10th.
  Epic Gatecrasher Bonus Feat List: Blinding Speed,
  Damage Reduction, Energy Resistance, Epic Reputa-
  tion, Epic Skill Focus, Epic Spell Penetration, Epic
  Toughness, Extended Lifespan, Penetrate Damage
  Reduction, Polyglot, Superior Initiative.
  Epic Gatecrasher
  Level
  Special
  11
  12
  Bonus feat
  13
  Bonus language
  14
  Bonus feat
  15
  16
  Bonus language, bonus feat
  17
  18
  Bonus feat
  19
  Bonus language
  20
  Bonus feat
  EPIC PLANAR CHAMPION
  The epic planar champion’s victories don’t just span
  worlds, they span entire universes.
  A smart epic planar champion balances offense with
  defense, alternating choices such as Epic Weapon
  Focus, Epic Prowess, and Penetrate Damage Reduction
  with Armor Skin, Damage Reduction, and Energy
  Resistance. Of course, it’s a poor epic planar champion
  who doesn’t take the time along the way to build an
  Epic Reputation for herself.
  Depending on the epic planar champion’s combat
  style, either Strength or Dexterity should be her first
  choice for ability increases. Her specific background
  may dictate other options as well.
  Other Options: Once the epic planar champion
  has carved out her domain, Legendary Commander
  helps attract an appropriate army and Epic Leadership
  ensures she’ll have a powerful lieutenant at her side.
  Epic Spell Penetration or Planar Turning might also be
  good choices, if she has the right background.
  Hit Die: d10.
  Skill Points at Each Additional Level: 4 +
  Int modifier.
  Favored Plane: The epic planar champion may
  select one additional favored plane for every five levels
  
  18
  gained above 10th. Bonuses for previous favored planes
  increase by +1.
  Bonus Feats: The epic planar champion gains a
  bonus feat (selected from the list of epic planar cham-
  pion feats) every three levels after 10th.
  Epic Planar Champion Bonus Feat List: Armor Skin,
  Damage Reduction, Energy Resistance, Epic Leader-
  ship, Epic Prowess, Epic Reputation, Epic Spell Pene-
  tration, Epic Toughness, Epic Weapon Focus, Epic
  Weapon Specialization, Extended Lifespan, Improved
  Favored Enemy*, Legendary Commander, Penetrate
  Damage Reduction, Perfect Health, Planar Turning.
  *May instead apply to natives of one of the epic
  planar champion’s favored planes.
  Epic Planar Champion
  Level
  Special
  11
  —
  12
  —
  13
  Bonus feat
  14
  —
  15
  Favored plane
  16
  Bonus feat
  17
  —
  18
  —
  19
  Bonus feat
  20
  Favored plane
  EPIC PLANESHIFTER
  If the epic planeshifter hasn’t visited it, it’s probably
  not worth calling a plane.
  The epic planeshifter is best off picking feats that
  boost his spellcasting prowess, such as Enhance Spell,
  Epic Spell Focus, and Epic Spellcasting. Energy Resis-
  tance and Epic Spell Penetration helps him deal with
  the inhabitants and hazards of the planes he visits.
  Focus on improving the ability score (Intelligence
  or Charisma) that affects your arcane spellcasting abil-
  ity. Anything else is a distant second.
  Other Options: Extended Lifespan lets the epic
  planeshifter enjoy his demiplane for even longer than
  normal.
  Hit Die: d4.
  Skill Points at Each Additional Level: 4 +
  Int modifier.
  Spells per Day/Spells Known: The epic
  planeshifter’s caster level increases by one level every
  time he gains a class level ending in 2, 3, 4, 6, 7, 8, and 0.
  At each of these levels, the epic planeshifter gains new
  spells per day (and spells known, if applicable), up to
  the maximum spells per day and spells known of the
  spellcasting class to which the planeshifter belonged
  before adding the prestige class.
  Analyze Portal (Sp): The epic planeshifter gains
  one additional daily use of this ability per level gained
  above 10th.
  Morphic Stability (Ex): The range of this ability
  increases by 30 feet per level gained above 10th.
  Grant Planar Survival (Su): The epic
  planeshifter can extend his planar survival ability to
  one additional person per level gained above 10th.
  Planar Area Swap (Sp): The radius of this effect
  increases by 100 feet per level gained above 10th.
  Bonus Feats: The epic planeshifter gains a bonus
  feat (selected from the list of epic planeshifter feats)
  every three levels after 10th.
  Epic Planeshifter Bonus Feat List: Automatic Quicken
  Spell, Automatic Silent Spell, Automatic Still Spell,
  Craft Epic Wondrous Item, Efficient Item Creation
  (wondrous item), Energy Resistance, Enhance Spell,
  Epic Counterspell (see New Epic Feats), Epic Spell
  Focus, Epic Spell Penetration, Epic Spellcasting,
  Extended Lifespan, Ignore Material Components,
  Improved Combat Casting, Improved Heighten Spell,
  Improved Metamagic, Improved Spell Capacity, Multi-
  spell, Permanent Emanation, Spell Knowledge, Spell
  Opportunity, Spell Stowaway, Spontaneous Spell,
  Tenacious Magic.
  Epic Planeshifter
  Level
  Special
  11
  —
  12
  —
  13
  Bonus feat
  14
  —
  15
  —
  16
  Bonus feat
  17
  —
  18
  —
  19
  Bonus feat
  20
  —
  FORGOTTEN REALMS
  CAMPAIGN SETTING 
  PRESTIGE CLASSES
  By Andy Collins
  The following epic progressions are for prestige classes
  from the Forgotten Realms campaign setting. 
  EPIC HATHRAN
  As far as outsiders believe, no hathrans are above the
  rank of othlor among the Witches of Rashemen. That is
  because those few hathrans who exceed this level of
  power keep their identities secret and often disappear
  
  19
  from public view. They may continue to work from
  behind the scenes, but more likely they travel incog-
  nito to distant lands or planes of existence in search of
  greater knowledge. 
  The epic hathran has perhaps the widest array of
  bonus feats available to any class. Your choice of feats
  largely depends on your spellcasting preference
  (arcane or divine). Former clerics might select Bonus
  Domain or Improved Alignment-Based Casting, while
  arcane hathrans probably lean toward improving their
  metamagic capabilities. Regardless of your background,
  general feats such as Epic Spell Focus and Epic Spell
  Penetration come in very handy, and you can’t go
  wrong with Improved Spell Capacity.
  Focus on increasing the ability score that controls
  your spellcasting, whether that is Intelligence,
  Wisdom, or Charisma, as your primary option. An occa-
  sional bump to your secondary spellcasting ability
  score (since hathran are multiclassed spellcasters) is a
  reasonable second choice.
  Other Options: An epic hathran who seeks to
  become a ruler among her people might consider Epic
  Leadership or even Legendary Commander.
  Hit Die: d4.
  Skill Points at Each Additional Level: 2 +
  Int modifier.
  Spells per Day/Spells Known: The epic
  hathran’s caster level increases by 1 per level gained
  above 10th. The epic hathran 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 hathran
  belonged before adding the prestige class.
  Fear: The epic hathran may use this ability one
  additional time per day for every three levels gained
  above 9th.
  Bonus Feats: The epic hathran gains a bonus feat
  (selected from the list of epic hathran feats) every three
  levels after 10th.
  Epic Hathran Bonus Feat List: Augmented Alchemy,
  Automatic Quicken Spell, Automatic Silent Spell,
  Automatic Still Spell, Bonus Domain, Enhance Spell,
  Epic Devotion, Epic Leadership, Epic Spell Focus, Epic
  Spell Penetration, Epic Spellcasting, Familiar Spell,
  Ignore Material Components, Improved Alignment-
  Based Casting, Improved Combat Casting, Improved
  Heighten Spell, Improved Metamagic, Improved Spell
  Capacity, Intensify Spell, Multispell, Permanent Ema-
  nation, Scribe Epic Scroll, Spell Opportunity, Spell
  Stowaway, Spontaneous Domain Access, Spontaneous
  Spell, Tenacious Magic.
  Epic Hathran
  Level
  Special
  11
  —
  12
  Fear (4/day)
  13
  Bonus feat
  14
  —
  15
  Fear (5/day)
  16
  Bonus feat
  17
  —
  18
  Fear (6/day)
  19
  Bonus feat
  20
  —
  EPIC RED WIZARD
  The epic progression for the Red Wizard prestige class
  is now found in the Revision Booklet. 
  EPIC RUNECASTER
  Epic runecasters are particularly common among the
  dwarves and giants, who originated this form of magic. A
  runecaster of this level is likely a legend among his
  people, and the power of his runes is beyond comparison.
  The epic runecaster should pick up Inscribe Epic
  Rune (a new feat described below) as soon as possible.
  Beyond that, any feat that helps your spellcasting
  become more powerful is a good choice, from Enhance
  Spell to Improved Metamagic to Spell Stowaway. 
  If your divine spellcasting relies on Wisdom, that’s
  the best place for your ability increases. Constitution is
  a solid second choice, since many runecasters take
  pride in their physical toughness.
  Other Options: Epic Toughness is a good choice
  for epic runecasters looking to emulate their dwarf or
  giant teachers. You might also work with your DM to
  create other rune-based epic feats, such as ones that
  mimic metamagic feats.
  Hit Die: d8.
  Skill Points at Each Additional Level: 2 +
  Int modifier.
  Spells per Day/Spells Known: The epic
  runecaster’s divine caster level increases by 1 per level
  gained above 10th. The epic runecaster continues to
  gain new spells per day (and spells known, if applica-
  ble) at each new level, up to the maximum spells per
  day and spells known of the divine spellcasting class to
  which the runecaster belonged before adding the pres-
  tige class.
  Rune Craft: The epic runecaster’s bonus to Craft
  checks made to inscribe runes increases by +1 for every
  three levels after 10th.
  Rune Power: For runes created by the runecaster,
  add an additional +1 to the DC of all saves and attempts
  
  20
  to erase, dispel, or disable the rune, and to caster level
  checks to overcome the spell resistance of a target, for
  every three levels after 9th.
  Crafting Epic Runes: As with scrolls, you can’t
  create a rune with a spell level above 10th or an effec-
  tive caster level above 20th without using the Inscribe
  Epic Rune feat (see Feats section).
  Bonus Feats: The epic runecaster gains a bonus
  feat (selected from the list of epic runecaster feats)
  every three levels after 10th.
  Epic Runecaster Bonus Feat List: Automatic Quicken
  Spell, Automatic Silent Spell, Automatic Still Spell,
  Bonus Domain, Efficient Item Creation, Enhance Spell,
  Epic Skill Focus (Craft [any]), Epic Spell Focus, Epic
  Spell Penetration, Epic Spellcasting, Epic Toughness,
  Ignore Material Components, Improved Alignment-
  Based Casting, Improved Combat Casting, Improved
  Heighten Spell, Improved Metamagic, Improved Spell
  Capacity, Inscribe Epic Rune (see New Epic Feats),
  Intensify Spell, Multispell, Permanent Emanation,
  Spell Opportunity, Spell Stowaway, Spontaneous
  Domain Access, Spontaneous Spell, Tenacious Magic.
  Runecaster
  Level
  Special
  11
  —
  12
  Rune power +4
  13
  Rune craft +4, bonus feat
  14
  —
  15
  Rune power +5
  16
  Rune craft +5, bonus feat
  17
  —
  18
  Rune power +6
  19
  Rune craft +6, bonus feat
  20
  —
  EPIC SHADOW ADEPT
  The benefits of the Shadow Weave are as potent as they
  are tempting. A rare few who follow this path make it
  to epic levels, and those who know their names dare
  mention them only in whispers, and even then only in
  bright daylight.
  As a spellcaster, you should focus on picking up
  feats that bolster your spellcasting power, such as the
  ever-popular Improved Spell Capacity. Epic Spell
  Focus, particularly in Enchantment, Illusion, or Necro-
  mancy, serves you well. Improved Low-Light Vision
  boosts your visual acuity in the shadowy conditions
  you love. 
  As with any epic spellcaster, you should improve
  the ability score that controls your spellcasting. Other
  than that, Dexterity is a good choice, particularly if you
  typically go without armor.
  Other Options: If you’re satisfied with your
  spellcasting prowess, consider picking up feats that
  accentuate your other abilities. If you have the prereq-
  uisites, Self-Concealment fits well with the shadow
  adept’s motif. Spectral Strike is another interesting
  choice for shadow adepts who were clerics before
  embracing the Shadow Weave.
  Hit Die: d4.
  Skill Points at Each Additional Level: 2 +
  Int modifier.
  Spells per Day/Spells Known: The epic
  shadow adept’s caster level increases by 1 per level
  gained above 10th. The epic shadow adept 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
  shadow adept belonged before adding the prestige class.
  Shadow Defense: The epic shadow adept’s
  bonus to saves against Enchantment, Illusion, Necro-
  mancy, and darkness spells increases by +1 for every
  three levels gained after 8th.
  Spell Power: For every three levels gained above
  9th, add an additional +1 to the DC for saving throws
  against Enchantment, Illusion, Necromancy, and dark-
  ness spells cast by the epic shadow adept, and a like
  amount to his caster level checks to overcome spell
  resistance using the spells from this school. 
  Bonus Feats: The epic shadow adept gains a
  bonus feat (selected from the list of epic shadow adept
  feats) every four levels after 10th.
  Epic Shadow Adept Bonus Feat List: Automatic
  Quicken Spell, Automatic Silent Spell, Automatic Still
  Spell, Enhance Spell, Epic Spell Focus, Epic Spell Pene-
  tration, Epic Spellcasting, Ignore Material Compo-
  nents, Improved Combat Casting, Improved Heighten
  Spell, Improved Low-Light Vision, Improved Metam-
  agic, Improved Spell Capacity, Intensify Spell, Multi-
  spell, Permanent Emanation, Spectral Strike, Spell
  Knowledge, Spell Opportunity, Spontaneous Spell,
  Tenacious Magic.
  Epic Shadow Adept
  Level
  Special
  11
  Shadow defense +4
  12
  Spell power +4
  13
  —
  14
  Shadow defense +5, bonus feat
  15
  Spell power +5
  16
  —
  17
  Shadow defense +6
  18
  Spell power +6, bonus feat
  19
  —
  20
  —
  
  21
  MAGIC OF FAERÛN
  PRESTIGE CLASSES
  By Andy Collins
  The following epic progressions are for prestige classes
  from Magic of Faerûn. 
  EPIC GUILD WIZARD OF WATERDEEP
  As one of the most prestigious and powerful organiza-
  tions of wizards in all of Faerûn, the Watchful Order of
  Magists and Protectors count a number of epic-level
  characters among its membership. Most don’t involve
  themselves in the day-to-day politics of the guild, but
  their devotion to the cause is second to none.
  The epic guild wizard selects feats much like a typi-
  cal wizard, since she often focuses on metamagic
  and/or epic magic item crafting feats such as Enhance
  Spell or Craft Epic Wondrous Item. Epic Spell Focus
  and Epic Spell Penetration are wise choices, as well.
  Improved Spell Pool Access, a new feat described
  below, is a very worthy feat for this prestige class.
  As a wizard, Intelligence is your single most impor-
  tant ability score. Constitution is a good choice to boost
  your hit points and Concentration checks, and you
  can’t argue with the positive effects of a Dexterity
  increase.
  Other Options: Make your spellcasting more
  versatile with Spell Opportunity or Spell Stowaway.
  Pick up defensive feats, such as Epic Toughness or
  Energy Resistance, to bolster your fortitude in combat.
  Epic Spellcasting is useful, though you can’t share the
  results with the rest of the guild.
  Hit Die: d4.
  Skill Points at Each Additional Level: 4 +
  Int modifier.
  Spells per Day/Spells Known: The epic guild
  wizard’s caster level increases by 1 per level gained
  above 10th. The epic guild 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
  guild wizard belonged before adding the prestige class.
  Membership: The epic guild wizard of Water-
  deep must continue to carry out the duties and respon-
  sibilities of membership, including dues, obedience to
  rulings, aid to other members, defense of the city, and
  devotion of personal time and energy.
  Improved Spell Acquisition: At each level of
  advancement in the guild wizard prestige class, a char-
  acter gains three spells of her choice of any level she
  can cast to add to her spellbook.
  Bonus Language: At 12th level, and every four
  levels thereafter, the guild wizard can add one addi-
  tional language to the list of those she already knows.
  She can include ancient languages (see the section on
  Language in Chapter 3: Life in Faerûn in the FORGOTTEN
  REALMS Campaign Setting). 
  Spellpool: Beginning at 12th level, an epic guild
  wizard of Waterdeep can call spells of up to 10th level
  from the spellpool. For every two additional levels of
  guild wizard gained, the upper limit of the spell level
  called from the spellpool increases by +1 (11th-level
  spells at 14th level, 12th-level spells at 16th level, and
  so on). The spellpool can’t provide epic spells (those
  created from the epic spellseeds described in Chapter 2
  of the Epic Level Handbook).
  The percentage chance that a desired spell is avail-
  able in any 24-hour period is equal to 65% minus 5% per
  level of the spell, to a minimum of 5% for spells of 12th
  level or higher. The spellpool otherwise functions just
  as described in Chapter 1: Magic Variants in Magic of
  Faerûn.
  Bonus Feats: The epic guild wizard of Waterdeep
  gains a bonus feat (selected from the list of epic guild
  wizard feats) every four levels after 9th.
  Epic Guild Wizard 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, Energy Resis-
  tance, Enhance Spell, Epic Counterspell (see New Epic
  Feats), Epic Spell Focus, Epic Spell Penetration, Epic
  Spellcasting, Epic Toughness, Familiar Spell, Forge
  Epic Ring, Ignore Material Components, Improved
  Combat Casting, Improved Heighten Spell, Improved
  Metamagic, Improved Spell Capacity, Improved
  Spellpool Access (see New Epic Feats), Intensify Spell,
  Multispell, Permanent Emanation, Polyglot, Scribe
  Epic Scroll, Spell Knowledge, Spell Stowaway, Spell
  Opportunity, Spontaneous Spell, Tenacious Magic.
  Epic Guild Wizard of Waterdeep
  Level
  Special
  11
  —
  12
  Bonus language, spellpool (10th)
  13
  Bonus feat
  14
  Spellpool (11th)
  15
  —
  16
  Bonus language, spellpool (12th)
  17
  Bonus feat
  18
  Spellpool (13th)
  19
  —
  20
  Bonus language, spellpool (14th)
  
  22
  EPIC INCANTATRIX
  The epic incantatrix is even more solitary than the typi-
  cal representative of the class.
  Epic Spell Penetration is tailor-made for dealing
  with extraplanar creatures (who often have substantial
  spell resistance). Improved Metamagic helps your
  prodigious metamagic abilities, and any of the epic
  metamagic feats (such as Improved Heighten Spell) are
  likely to come in handy.
  Focus your ability increases on the ability that con-
  trols your spellcasting (typically Intelligence or
  Charisma). Beyond that, either Dexterity or Constitu-
  tion are fine choices.
  Other Options: With Master Staff or Master
  Wand, the incantatrix can conserve the power of
  charged items until she needs a big boost.
  Hit Die: d4.
  Skill Points at Each Additional Level: 2 +
  Int modifier.
  Spells per Day/Spells Known: The epic
  incantatrix’s caster level increases by 1 per level
  gained above 10th. The epic incantatrix continues to
  gain new spells per day (and spells known, if applica-
  ble) at each new level, up to the maximum spells per
  day and spells known of the arcane spellcasting class
  to which the incantatrix belonged before adding the
  prestige class.
  Instant Metamagic (Su): The incantatrix can
  use her instant metamagic ability one additional time
  per day for every two levels gained after 9th (11th, 13th,
  and so on).
  Bonus Feats: The epic incantatrix gains a bonus
  feat (selected from the list of epic incantatrix feats)
  every three levels after 10th.
  Epic Incantatrix Bonus Feat List: Augmented
  Alchemy, Automatic Quicken Spell, Automatic
  Silent Spell, Automatic Still Spell, Enhance Spell,
  Epic Counterspell (see New Epic Feats), Epic Spell
  Focus, Epic Spell Penetration, Epic Spellcasting, Epic
  Will, Familiar Spell, Ignore Material Components,
  Improved Combat Casting, Improved Heighten
  Spell, Improved Metamagic, Improved Spell Capac-
  ity, Intensify Spell, Master Staff, Master Wand, Mul-
  tispell, Permanent Emanation, Spell Knowledge,
  Spell Opportunity, Spell Stowaway, Spontaneous
  Spell, Tenacious Magic.
  Epic Incantatrix
  Level
  Special
  11
  Instant metamagic 3/day
  12
  —
  13
  Instant metamagic 4/day, bonus feat
  14
  —
  15
  Instant metamagic 5/day
  16
  Bonus feat
  17
  Instant metamagic 6/day
  18
  —
  19
  Instant metamagic 7/day, bonus feat
  20
  —
  EPIC MAGE-KILLER
  The epic mage-killer is a terrifying opponent and is leg-
  endary in her ability to bring enemy spellcasters to
  their knees. Though any given order might count only
  a tiny number of these characters among them, even
  the rumor of a single hunter of this power is enough to
  guard against the abuse of magic.
  Spell Stowaway is a great way to take advantage of
  your opponents’ powers. Energy Resistance helps bol-
  ster your ability to weather potent attacks. Epic Spell
  Focus goes well with your many Spell Focus feats, and
  you can’t beat Epic Counterspell for its sheer utility
  against enemy spellcasters.
  As with any spellcaster, your ability increases
  should boost your spellcasting power (Intelligence,
  Charisma, or Wisdom). Dexterity helps avoid damage,
  while Constitution increases your ability to weather it.
  Other Options: Boost your combat effectiveness
  with Epic Prowess. If you’re worried about your saves,
  pick up Epic Fortitude or Epic Reflexes. 
  Hit Die: d4.
  Skill Points at Each Additional Level: 2 +
  Int modifier.
  Spells per Day/Spells Known: The epic mage-
  killer’s caster level increases by 1 per level gained above
  10th. The epic mage-killer 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 mage-
  killer belonged before adding the prestige class.
  Improved Saves (Ex): At every odd-numbered
  level, the mage-killer gains a +1 bonus on either his
  Fortitude or his Reflex save. These bonuses stack.
  Bonus Feats: The epic mage-killer gains a bonus
  feat (selected from the list of epic mage-killer feats)
  every three levels after 10th.
  Epic Mage-Killer Bonus Feat List: Automatic Quicken
  Spell, Automatic Silent Spell, Automatic Still Spell,
  Energy Resistance, Enhance Spell, Epic Counterspell
  
  23
  (see New Epic Feats), Epic Fortitude, Epic Prowess,
  Epic Reflexes, Epic Spell Focus, Epic Spell Penetration,
  Epic Spellcasting, Familiar Spell, Ignore Material Com-
  ponents, Improved Combat Casting, Improved
  Heighten Spell, Improved Metamagic, Improved Spell
  Capacity, Intensify Spell, Multispell, Permanent Ema-
  nation, Spell Knowledge, Spell Opportunity, Spell
  Stowaway, Spontaneous Spell, Tenacious Magic.
  Epic Mage-Killer
  Level
  Special
  11
  Improved saves
  12
  —
  13
  Improved saves, bonus feat
  14
  —
  15
  Improved saves
  16
  Bonus feat
  17
  Improved saves
  18
  —
  19
  Improved saves, bonus feat
  20
  —
  FAITHS AND PANTHEONS
  PRESTIGE CLASSES
  By Andy Collins
  The following epic progressions are for prestige classes
  from Faiths and Pantheons. 
  EPIC DREADMASTER
  The epic dreadmaster rules (or seeks to rule) all he can
  survey and he keeps his subjects in a constant state of
  terror. The ultimate tyrant, the dreadmaster satisfies
  himself with nothing less than total control of his
  domain. 
  The typical epic dreadmaster focuses feat selection
  on those that boost his ability to rule the wills, minds,
  and souls of others, such as Epic Spell Focus
  (Enchantment), Epic Reputation, Epic Leadership,
  and Legendary Commander. Craft Epic Rod allows
  the dreadmaster to strengthen the symbolic represen-
  tation of Bane, while Epic Spell Penetration ensures
  that even powerful outsiders and the like can’t escape
  his dominion.
  After Wisdom, which controls the dreadmaster’s
  divine spellcasting capability, Charisma is the charac-
  ter’s most appropriate choice for ability increases.
  Other Options: Dreadmasters can augment their
  undead-rebuking powers with Negative Energy Burst,
  Planar Turning, or Undead Mastery.
  Hit Die: d8.
  Skill Points at Each Additional Level: 2 +
  Int modifier.
  Spells per Day/Spells Known: The epic dread-
  master’s caster level increases by 1 per level gained
  above 10th. The epic dreadmaster 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 divine spellcasting class to which the
  dreadmaster belonged before adding the prestige class.
  Dominating Aura (Su): The radius of this aura
  increases by 20 feet every two levels beyond 9th (11th,
  13th, 15th, and so on).
  Enhanced Leadership (Ex): The bonus to the
  epic dreadmaster’s Leadership score increases by +2 for
  every two levels after 10th (+8 at 12th, +10 at 14th, and
  so on). This bonus also applies to the epic dreadmaster’s
  Leadership score if he takes the Epic Leadership feat.
  Bonus Feats: The epic dreadmaster gains a bonus
  feat (selected from the list of epic dreadmaster feats)
  every three levels after 10th.
  Epic Dreadmaster Bonus Feat List: Bonus Domain,
  Craft Epic Rod, Divine Spell Penetration (see New Epic
  Feats), Enhance Spell, Epic Devotion (see New Epic
  Feats), Epic Leadership, Epic Reputation, Epic Skill
  Focus (Intimidate), Epic Spell Focus (Enchantment),
  Epic Spell Penetration, Epic Spellcasting, 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, Spell Opportu-
  nity, Spell Stowaway, Spontaneous Domain Access,
  Spontaneous Spell, Tenacious Magic, Undead Mastery,
  Zone of Animation.
  Epic Dreadmaster
  Level
  Special
  11
  Dominating aura 80 feet
  12
  Enhanced leadership +8
  13
  Dominating aura 100 feet, bonus feat
  14
  Enhanced leadership +10
  15
  Dominating aura 120 feet
  16
  Enhanced leadership +12, bonus feat
  17
  Dominating aura 140 feet
  18
  Enhanced leadership +14
  19
  Dominating aura 160 feet, bonus feat
  20
  Enhanced leadership +16
  EPIC DWEOMERKEEPER
  The epic dweomerkeeper serves as one of Mystra’s
  most trusted and powerful safeguards of the Weave.
  Few living creatures exceed the epic dweomerkeeper’s
  knowledge of arcane mysteries.
  Most epic dweomerkeepers continue their training
  in metamagic and/or item creation with such feats as
  
  24
  Improved Metamagic, Improved Heighten Spell, Craft
  Epic Staff, or Craft Epic Wondrous Item.
  As with most epic spellcasters, ability increases
  should go to improving the character’s spellcasting
  capability. Regardless, Intelligence is a good second
  choice since it boosts many of the dweomerkeeper’s
  signature skills.
  Other Options: Though most dweomerkeepers
  focus on spellcasting pursuits over more mundane cler-
  ical capabilities, feats such as Positive Energy Aura or
  Negative Energy Burst can come in handy. 
  Hit Die: d4.
  Skill Points at Each Additional Level: 2 +
  Int modifier.
  Spells per Day/Spells Known: The epic
  dweomerkeeper’s caster level increases by 1 per level
  gained above 10th. The epic dweomerkeeper continues
  to gain new spells per day (and spells known, if applica-
  ble) at each new level, up to the maximum spells per
  day and spells known of the spellcasting class to which
  the dweomerkeeper belonged before adding the pres-
  tige class.
  Mantle of Spells (Su): At 12th level, and every
  two levels thereafter (14th, 16th, and so on), the epic
  dweomerkeeper adds one arcane or divine spell to the
  list of spells which he can spontaneously convert from
  other spells. The number in parentheses indicates the
  total number of spells into which the epic dweomer-
  keeper can spontaneously convert from other spells.
  Bonus Feats: The epic dweomerkeeper gains a
  bonus feat (selected from the list of epic dweomer-
  keeper feats) every four levels after 9th.
  Epic Dweomerkeeper Bonus Feat List: Automatic
  Quicken Spell, Automatic Silent Spell, Automatic Still
  Spell, Bonus Domain, Craft Epic Magic Arms and
  Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic
  Wondrous Item, Divine Spell Penetration (see New
  Epic Feats), Efficient Item Creation, Enhance Spell,
  Epic Devotion (see New Epic Feats), Epic Skill Focus
  (Knowledge [arcana] or Spellcraft), Epic Spell Focus,
  Epic Spell Penetration, Epic Spellcasting, Epic Weapon
  Focus (ray, energy missile, or touch spell), Familiar
  Spell, Forge Epic Ring, Ignore Material Components,
  Improved Alignment-Based Casting, Improved
  Combat Casting, Improved Darkvision, Improved
  Heighten Spell, Improved Metamagic, Improved Spell
  Capacity, Intensify Spell, Master Staff, Master Wand,
  Multispell, Permanent Emanation, Scribe Epic Scroll,
  Spell Knowledge, Spell Opportunity, Spell Stowaway,
  Spontaneous Domain Access, Spontaneous Spell, Tena-
  cious Magic.
  Epic Dweomerkeeper
  Level
  Special
  11
  —
  12
  Mantle of spells (4)
  13
  Bonus feat
  14
  Mantle of spells (5)
  15
  —
  16
  Mantle of spells (6)
  17
  Bonus feat
  18
  Mantle of spells (7) 
  19
  —
  20
  Mantle of spells (8)
  EPIC STORMLORD
  The epic stormlord is a barely contained frenzy of
  destructive energy—almost more a force of nature
  than a mortal being. He does what he wants, when he
  wants, and he answers to no one but Talos the
  Destroyer himself. 
  Maximize your destructive power with feats such as
  Automatic Quicken Spell, Blinding Speed, and Multi-
  spell. Crush your enemies with Epic Spell Focus, Epic
  Spell Penetration, and Intensify Spell. Broaden your
  power base with Bonus Domain, Improved Spell
  Capacity, or Spectral Strike.
  As a divine caster, Wisdom is your best bet for abil-
  ity increases. Constitution is a good second option,
  since you pride yourself on being tough.
  Other Options: On the off chance that you
  decide that the best defense isn’t a good offense, pro-
  tect yourself with Energy Resistance, Epic Fortitude, or
  Epic Toughness.
  Hit Die: d8.
  Skill Points at Each Level: 2 + Int modifier.
  Spells per Day/Spells Known: The epic
  stormlord’s caster level increases by 1 per level gained
  above 10th. The epic stormlord 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 divine spellcasting class to which the
  stormlord belonged before adding the prestige class.
  Electricity Resistance: The epic stormlord’s
  electricity resistance increases by 5 points for every
  three levels gained after 9th (35 at 12th, 40 at 15th, and
  so on).
  Bonus Feats: The epic stormlord gains a bonus
  feat (selected from the list of epic stormlord feats)
  every three levels after 10th.
  Epic Stormlord Bonus Feat List: Automatic Quicken
  Spell, Automatic Silent Spell, Automatic Still Spell,
  Blinding Speed, Bonus Domain, Divine Spell Penetra-
  tion (see New Epic Feats), Energy Resistance, Enhance
  
  25
  Spell, Epic Devotion (see New Epic Feats), Epic
  Endurance, Epic Fortitude, Epic Spell Focus, Epic Spell
  Penetration, Epic Spellcasting, Epic Toughness, Epic
  Weapon Focus (any spear or javelin), Ignore Material
  Components, Improved Alignment-Based Casting,
  Improved Combat Casting, Improved Heighten Spell,
  Improved Metamagic, Improved Spell Capacity, Inten-
  sify Spell, Multispell, Negative Energy Burst, Perma-
  nent Emanation, Planar Turning, Positive Energy Aura,
  Spectral Strike, Spell Stowaway, Spontaneous Domain
  Access, Spontaneous Spell, Tenacious Magic, Undead
  Mastery, Zone of Animation.
  Epic Stormlord
  Level
  Special
  11
  —
  12
  Electricity resistance 35
  13
  Bonus feat
  14
  —
  15
  Electricity resistance 40
  16
  Bonus feat
  17
  —
  18
  Electricity resistance 45
  19
  Bonus feat
  20
  —
  ORIENTAL ADVENTURES
  BASE CLASSES
  By Andy Collins
  The following epic progressions are for the base classes
  from Oriental Adventures. 
  EPIC SAMURAI
  The epic samurai is a peerless paragon of bushido,
  vowing to uphold the honor of his lord and himself
  above all else. The only thing greater than his skill in
  battle is his reputation of nobility and principle.
  The epic samurai should focus on improving his
  combat prowess by selecting feats such as Armor Skin,
  Epic Prowess, and Epic Weapon Focus (katana). 
  The samurai depends on Strength and Constitution
  above all else. Those who favor archery or riding (such
  as samurai belonging to the Unicorn clan) also favor
  Dexterity. At higher levels, Epic Ancestral Daisho
  expands the power that the samurai can imbue into his
  weapons.
  Other Options: The epic samurai makes a fine
  leader, and feats such as Epic Leadership and Leg-
  endary Commander are right up his alley. Depending
  on his clan, other feat choices may be appropriate 
  as well.
  Hit Die: d10.
  Skill Points at Each Additional Level: 4 +
  Int modifier.
  Ancestral Daisho: The epic samurai’s ancestral
  daisho can’t be improved beyond the values shown in
  Table 2-2: Ancestral Daisho unless the character selects
  the Epic Ancestral Daisho feat (see Feats below).
  Bonus Feats: The epic samurai gains a bonus feat
  (selected from the list of epic samurai feats) every two
  levels after 19th.
  Epic Samurai Bonus Feat List: Armor Skin, Damage
  Reduction, Epic Ancestral Daisho (see New Epic
  Feats), Epic Leadership, Epic Prowess, Epic Reputation,
  Epic Weapon Focus (katana), Legendary Commander.
  In addition to these feats, an epic samurai may select an
  epic feat appropriate to his clan:
  Crab: Devastating Critical, Epic Endurance, Epic
  Weapon Focus (battleaxe, greatclub, or warhammer),
  Overwhelming Critical.
  Crane: Blinding Speed, Epic Skill Focus (Iaijutsu
  Focus), Epic Speed, Improved Whirlwind Attack,
  Superior Initiative.
  Dragon: Exceptional Deflection, Infinite Deflection,
  Legendary Wrestler, Penetrate Damage Reduction,
  Righteous Strike.
  Lion: Epic Endurance, Epic Fortitude, Epic Tough-
  ness, Epic Will, Superior Initiative.
  Phoenix: Epic Fortitude, Epic Will, Fast Healing,
  Improved Combat Reflexes, Improved Whirlwind
  Attack.
  Scorpion: Blinding Speed, Dire Charge, Epic Reflexes,
  Improved Whirlwind Attack, Superior Initiative.
  Unicorn: Distant Shot, Epic Weapon Focus (spear,
  lance, or any bow), Legendary Rider, Swarm of Arrows,
  Uncanny Accuracy.
  Epic Samurai
  Level
  Special
  21
  Bonus feat
  22
  —
  23
  Bonus feat
  24
  —
  25
  Bonus feat
  26
  —
  27
  Bonus feat
  28
  —
  29
  Bonus feat
  30
  —
  EPIC SHAMAN
  The epic shaman’s connection with the spirit world
  continues to grow as he gains power and wisdom. He
  is the spirit world’s mightiest representative among
  mortals.
  
  26
  Most epic shamans favor epic feats that improve
  their spellcasting ability, such as Epic Spell Focus
  and Improved Spell Capacity. Spontaneous Domain
  Access can be a powerful feat for the shaman. Since
  many epic shamans face extraplanar creatures, Planar
  Turning and Epic Spell Penetration can come in very
  useful.
  Since Wisdom affects the epic shaman’s spellcast-
  ing, most ability increases should go there. An occa-
  sional Charisma increase helps the shaman’s ability to
  turn or rebuke undead.
  Other Options: Pick up feats such as Auto-
  matic Silent Spell or Spell Opportunity to increase
  your spellcasting versatility. Evil shamans should
  look to feats such as Negative Energy Burst, Undead
  Mastery, and Zone of Animation to bolster their link
  with the world of the undead. Don’t forget the bonus
  feats listed in your class description in Oriental
  Adventures, as well.
  Hit Die: d6.
  Skill Points at Each Additional Level: 4 +
  Int modifier.
  Spells per Day/Spells Known: The epic
  shaman’s caster level is equal to his class level. The
  shaman’s number of spells per day does not increase
  after 20th level. 
  Turn or Rebuke Undead: Use the shaman’s
  class level minus 2 to determine the most powerful
  undead affected by a turn or rebuke check and the
  turning damage, just as normal.
  Bonus Feats: The epic shaman gains a bonus feat
  (selected from the list of epic shaman feats) every four
  levels after 20th.
  Epic Shaman 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, Negative
  Energy Burst, Perfect Health, Permanent Emanation,
  Planar Turning, Positive Energy Aura, Spectral
  Strike, Spell Opportunity, Spell Stowaway, Sponta-
  neous Domain Access, Spontaneous Spell, Tenacious
  Magic, Undead Mastery, Zone of Animation. Alterna-
  tively, the shaman can select any of the feats listed
  under the class’s bonus feat list found in Oriental
  Adventures.
  Epic Shaman
  Level
  Special
  21
  —
  22
  —
  23
  —
  24
  Bonus feat
  25
  —
  26
  —
  27
  —
  28
  Bonus feat
  29
  —
  30
  —
  EPIC SHUGENJA
  The epic shugenja combines nobility and piety with
  great divine power, often becoming the most respected
  supporters of the faith of Rokugan.
  As with any epic spellcaster, the shugenja favors
  epic feats that strengthen her spellcasting. Enhance
  Spell can increase the punch of her damage-dealing
  spells, and Spell Knowledge lets her add more spells to
  her repertoire. Improved Element Focus is another
  solid option for the shugenja.
  Charisma is the epic shugenja’s first priority
  among her ability scores. Improving Dexterity or
  Constitution can allow her to hold up better in
  combat situations.
  Other Options: Shugenja who specialize in
  metamagic can pick up feats such as Automatic Silent
  Spell or Improved Heighten Spell to further bolster
  that capacity. 
  Hit Die: d6.
  Skill Points at Each Additional Level: 4 +
  Int modifier.
  Spells per Day/Spells Known: The epic
  shugenja’s caster level is equal to her class level. The
  shugenja’s number of spells per day does not increase
  after 20th level. The shugenja does not learn additional
  spells unless she selects the Spell Knowledge feat.
  Bonus Feats: The epic shugenja gains a bonus
  feat (selected from the list of epic shugenja feats) every
  three levels after 20th.
  Epic Shugenja Bonus Feat List: Augmented Alchemy,
  Automatic Quicken Spell, Automatic Silent Spell, Auto-
  matic Still Spell, Energy Resistance, Enhance Spell, Epic
  Reputation, Epic Spell Focus, Epic Spell Penetration, Epic
  Spellcasting, Ignore Material Components, Improved
  Combat Casting, Improved Element Focus (see New Epic
  Feats), Improved Heighten Spell, Improved Metamagic,
  Improved Spell Capacity, Intensify Spell, Multispell, Per-
  manent Emanation, Spell Knowledge, Spell Opportunity,
  Spell Stowaway, Tenacious Magic.
  
  27
  Epic Shugenja
  Level
  Special
  21
  —
  22
  —
  23
  Bonus feat
  24
  —
  25
  —
  26
  Bonus feat
  27
  —
  28
  —
  29
  Bonus feat
  30
  —
  EPIC SOHEI
  The epic sohei defends the faithful from those who
  would terrorize the innocent, and she works tirelessly
  to further her monastery’s goals in the world.
  When selecting epic feats, the sohei traditionally
  balances offense, with feats such as Devastating Critical
  and Dire Charge, with defense, including such feats as
  Armor Skin and Reflect Arrows. Epic Ki Frenzy is a
  new feat that is appropriate to all epic sohei.
  The sohei should distribute her ability increases
  between Strength, Constitution, and Wisdom, since all
  of these are important to her well-being.
  Other Options: Sohei who rely on their spells
  should consider Improved Combat Casting and
  Improved Spell Capacity.
  Hit Die: d10.
  Skill Points at Each Additional Level: 2 +
  Int modifier.
  Spells per Day/Spells Known: The epic
  sohei’s caster level is equal to one-half her class level, as
  normal. The sohei’s number of spells per day does not
  increase after 20th level.
  Ki Frenzy (Ex): The epic sohei may use this abil-
  ity one additional time per day for every four levels
  gained after 19th (23rd, 27th, and so on).
  Damage Reduction (Ex): The epic sohei’s
  damage reduction improves by 1 point for every
  three levels gained after 20th (5/- at 23rd, 6/- at 26th,
  and so on).
  Bonus Feats: The epic sohei gains a bonus feat
  (selected from the list of epic sohei feats) every three
  levels after 20th.
  Epic Sohei Bonus Feat List: Armor Skin, Damage
  Reduction, Devastating Critical, Dire Charge, Epic Ki
  Frenzy (see New Epic Feats), Epic Prowess, Epic
  Toughness, Epic Weapon Focus, Exceptional Deflec-
  tion, Improved Combat Casting, Improved Spell
  Capacity, Overwhelming Critical, Perfect Health,
  Reflect Arrows.
  Epic Sohei
  Level
  Special
  21
  —
  22
  —
  23
  Damage reduction 5/–, ki frenzy 7/day, bonus feat
  24
  —
  25
  —
  26
  Damage reduction 6/–, bonus feat
  27
  Ki frenzy 8/day
  28
  —
  29
  Damage reduction 7/–, bonus feat
  30
  —
  EPIC WU JEN
  The epic wu jen continues to grow apart from society,
  since her mighty powers and strange ways often
  frighten those uninitiated into the mysteries of arcane
  magic.
  The epic wu jen lives and dies by her spellcasting,
  and her epic feat selection, including such choices as
  Multispell, Intensify Spell, and Epic Spell Focus,
  reflects that reality. For higher-level wu jen, Epic Spell
  Secret is a powerful option.
  Since the wu jen’s spells are affected by her Intelli-
  gence, most ability increases should go there. Dexterity
  and Constitution are reasonable second options since
  they improve her defensive capabilities.
  Other Options: Superior Initiative makes a fine
  choice for the wu jen, who believes in striking first.
  Improved Metamagic is good for the wu jen who
  employs many such feats.
  Hit Die: d4.
  Skill Points at Each Additional Level: 2 +
  Int modifier.
  Spells per Day/Spells Known: The epic wu
  jen’s caster level is equal to her class level. The wu jen’s
  number of spells per day does not increase after 20th
  level. Each time the wu jen achieves a new level, she
  learns two new spells of any spell level that she can cast
  (according to her new level).
  Spell Secret: Every three levels after 18th, the
  epic wu jen may select one additional spell known to
  her to become modified as listed for this ability. She
  must choose an additional taboo each time she learns a
  spell secret.
  Bonus Feats: The epic wu jen gains a bonus feat
  (selected from the list of epic wu jen feats) every three
  levels after 20th.
  Epic Wu Jen Bonus Feat List: Augmented Alchemy,
  Automatic Quicken Spell, Automatic Silent Spell,
  Automatic Still Spell, Enhance Spell, Epic Spell Focus,
  Epic Spell Penetration, Epic Spell Secret (see New Epic
  
  28
  Feats), Epic Spellcasting, Ignore Material Components,
  Improved Combat Casting, Improved Heighten Spell,
  Improved Metamagic, Improved Spell Capacity, Inten-
  sify Spell, Multispell, Permanent Emanation, Spell
  Knowledge, Spell Opportunity, Spell Stowaway, Spon-
  taneous Spell, Superior Initiative, Tenacious Magic.
  Epic Wu Jen
  Level
  Special
  21
  Spell secret
  22
  —
  23
  Bonus feat
  24
  Spell secret
  25
  —
  26
  Bonus feat
  27
  Spell secret
  28
  —
  29
  Bonus feat
  30
  Spell secret
  OTHER PRESTIGE CLASSES
  By Andy Collins
  The following epic progressions are for prestige classes
  from other D&D products.
  EPIC BERSERK 
  (FROM DEITIES AND DEMIGODS)
  The epic berserk is a paragon of battle frenzy who lays
  waste to all those who would stand in their way.
  You can take advantage of your battle fury’s similar-
  ity to rage by picking up feats such as Chaotic Rage or
  Thundering Rage. Alternatively, improve your defen-
  sive capabilities with Armor Skin, Damage Reduction,
  or Epic Toughness. Strength is your best friend, so you
  should put most of your ability increases there, but
  improving your Dexterity and/or Constitution every
  now and then is a good idea, too.
  Other Options: To put an extra dose of terror in
  your opponents, pick up Wield Oversized Weapon,
  Terrifying Rage, and Overwhelming Critical, then
  watch your foes flee with their tails tucked between
  their legs!
  Hit Die: d12.
  Skill Points at Each Additional Level: 2 +
  Int modifier.
  Battle Fury (Ex): The berserk can enter a battle
  fury one additional time per day for every four levels
  gained after 8th (4/day at 12th, 5/day at 16th, and so
  on). For the purpose of qualifying for or using epic
  feats, treat the berserk’s battle fury as interchangeable
  with rage. 
  Beast Shape (Su): The berserk can change to his
  beast shape one additional time per day for every
  three levels above 9th (4/day at 12th, 5/day at 15th,
  and so on).
  Bonus Feats: The epic berserk gains a bonus feat
  (selected from the list of epic berserk feats) every three
  levels after 10th.
  Epic Berserk Bonus Feat List: Armor Skin, Chaotic
  Rage*, Damage Reduction, Devastating Critical, Epic
  Prowess, Epic Toughness, Epic Weapon Focus, Fast
  Healing, Mighty Rage*, Overwhelming Critical,
  Ruinous Rage*, Terrifying Rage*, Thundering Rage*,
  Wield Oversized Weapon (see New Epic Feats).
  *For the purpose of these feats, the berserk’s battle
  fury is treated as rage.
  Epic Berserk
  Level
  Special
  11
  —
  12
  Beast shape 4/day, battle fury 4/day
  13
  Bonus feat
  14
  —
  15
  Beast shape 5/day
  16
  Battle fury 5/day, bonus feat
  17
  —
  18
  Beast shape 6/day
  19
  Bonus feat
  20
  Battle fury 6/day
  EPIC DIABOLIST 
  (BOOK OF VILE DARKNESS)
  The epic diabolist seeks to build her power base and
  prepare for that inevitable day when she takes her
  rightful place as one of the rulers of hell itself. Though
  she may bargain with archdevils, she does so from a
  position of equality.
  The epic diabolist should look to feats that
  strengthen her greatest power: her spellcasting ability.
  Epic Spell Focus and Epic Spell Penetration are excel-
  lent choices, as are Improved Spell Capacity and
  Improved Metamagic. Epic Evil Brand displays her
  allegiance (and power) for all to see. And, of course, vile
  feats are always attractive.
  The epic diabolist’s ability increases usually go
  toward the ability that controls her spellcasting (Intelli-
  gence, Wisdom, or Charisma). If she enjoys casting cor-
  rupt spells, she should also consider boosting any abil-
  ity commonly drawn upon by such spells.
  Other Options: Epic diabolists with divine spell-
  casting abilities can pick up Improved Alignment-
  Based Casting. Those looking to build an army should
  try Epic Leadership and Legendary Commander.
  Hit Die: d4.
  Skill Points at Each Additional Level: 4 +
  Int modifier.
  
  29
  Spells per Day/Spells Known: The epic dia-
  bolist’s caster level increases by 1 per level gained
  above 10th. The epic diabolist 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 diabolist
  belonged before adding the prestige class.
  Diabolism: At 13th level, and every three levels
  thereafter, the diabolist can choose to grant one of her
  spells greater magical power one additional time per day.
  At 15th level, and every five levels thereafter, the
  unholy damage dealt by one of these spells increases by
  +1d6 (+4d6 at 15th, +5d6 at 20th, and so forth).
  Bonus Feats: The epic diabolist gains a bonus
  feat (selected from the list of epic diabolist feats) every
  four levels after 10th.
  Epic Diabolist Bonus Feat List: Automatic Quicken
  Spell, Automatic Silent Spell, Automatic Still Spell,
  Automatic Violate Spell (see New Epic Feats), Enhance
  Spell, Epic Evil Brand (see New Epic Feats), Epic Repu-
  tation, Epic Spell Focus, Epic Spell Penetration, Epic
  Spellcasting, Familiar Spell, Ignore Material Compo-
  nents, 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 Spell,
  Tenacious Magic. In addition, the epic diabolist can
  select any vile feat (see the Book of Vile Darkness) as a
  bonus feat.
  Epic Diabolist
  Level
  Special
  11
  —
  12
  —
  13
  Diabolism 5/day
  14
  Bonus feat
  15
  Diabolism +4d6
  16
  Diabolism 6/day
  17
  —
  18
  Bonus feat
  19
  Diabolism 7/day
  20
  Diabolism +5d6
  EPIC ILLITHID SAVANT 
  (SAVAGE SPECIES)
  The epic illithid savant believes itself to be a scholar—a
  scientist involved in the research of knowledge. It is
  also among the deadliest, most unpredictable foes in
  the world. 
  The epic illithid savant’s feat and ability score
  choices depend largely on its choice of victims. Since
  most savants dabble in arcane lore, it’s likely that feats
  contributing toward improved spellcasting, such as
  Spell Knowledge, Epic Spell Focus, or Improved Spell
  Capacity, will prove useful. Regardless of its acquired
  abilities, feats that contribute toward defense help the
  savant survive encounters with pesky meals, so con-
  sider Energy Resistance or Epic Toughness. Boosting
  your Charisma is always a good choice, since it
  enhances your innate powers.
  Other Options: If the illithid savant has pursued
  a more unorthodox selection of victims, just about any
  feat in the book can come in handy, from Combat
  Archery to Epic Weapon Focus to Unholy Strike.
  Hit Die: d4.
  Skill Points at Each Additional Level: 2 +
  Int modifier.
  Lore (Ex): Beginning at 11th level, the illithid
  savant may use its lore ability at will.
  Acquire Skill (Ex): The epic illithid savant can
  acquire and use one additional skill from a consumed
  brain at every even-numbered level above 10th.
  Acquire Feat (Ex): The epic illithid savant can
  acquire and use one additional feat from a consumed
  brain at every even-numbered level above 10th.
  Since an illithid savant may acquire a feat from a
  devoured brain only if he meets the feat’s prerequisites,
  an illithid savant cannot acquire an epic feat before
  character level 21.
  Acquire Class Feature (Ex): The epic illithid
  savant can gain one additional class feature from a con-
  sumed brain for every three levels gained after 10th.
  An illithid savant below 13th level cannot gain the
  ability to cast spells higher than 9th level. Beginning at
  13th level (the first level at which an epic illithid savant
  can acquire a class feature), it can gain the ability to cast
  spells higher than 9th level if it consumes the brain of a
  creature who has the ability to cast such spells.
  An illithid savant cannot gain the ability to cast epic
  spells unless he has selected (or acquired) the Epic
  Spellcasting feat. If an illithid savant with the Epic
  Spellcasting feat devours the brain of a creature who
  knows one or more epic spells, the illithid savant gains
  the ability to cast one of those spells, chosen by the
  illithid savant.
  Acquire Special Attack or Special Quality
  (Ex): The epic illithid savant can gain another special
  attack or special quality from a consumed brain for
  every four levels gained after 9th.
  Bonus Feats: The epic illithid savant does not
  gain any bonus feats for its illithid savant class levels. It
  still gains bonus feats for other class levels as appropri-
  ate, as well as the normal feat gained every three levels.
  
  30
  Epic Illithid Savant
  Level
  Special
  11
  Lore at will
  12
  Acquire feat 5, acquire skill 5
  13
  Acquire class feature 4, acquire special 3
  14
  Acquire feat 6, acquire skill 6
  15
  —
  16
  Acquire class feature 5, acquire feat 7, acquire skill 7
  17
  Acquire special 4
  18
  Acquire feat 8, acquire skill 8
  19
  Acquire class feature 6
  20
  Acquire feat 9, acquire skill 9
  NEW EPIC 
  PRESTIGE CLASSES
  By Andy Collins
  CELESTIAL PARAGON
  The celestial paragon embodies the divine power of
  good and righteousness. She channels the holy power
  of the Upper Planes in her battles against the forces of
  evil. Eventually, a celestial paragon transcends her
  normal form and becomes a celestial being.
  Most celestial paragons are paladins or good cler-
  ics, though an occasional druid or ranger aligned with
  the forces of good follows the path. Multiclass
  fighter/clerics or monk/clerics make excellent celes-
  tial paragons. Other classes either lack the divine con-
  nection to the holy powers or aren’t interested in such
  pursuits.
  NPC celestial paragons are champions of good. At
  lower levels, they may work with other similarly
  minded individuals, but by higher levels they often
  serve at the right hand of their deities.
  Hit Die: d8.
  Requirements
  To qualify to become a celestial paragon, a character
  must fulfill all the following criteria.
  Alignment: Any good.
  Skills: Knowledge (the planes) 10 ranks, Knowl-
  edge (religion) 25 ranks.
  Feats: Extended Lifespan.
  Spells per Day/Spells Known: Able to cast
  4th-level divine spells.
  Special: Must pledge to serve the greater cause of
  good.
  Class Skills
  The celestial paragon’s class skills (and the key ability
  for each skill) are Concentration (Con), Diplomacy
  (Cha), Heal (Wis), Knowledge (the planes) (Int),
  Knowledge (religion) (Int), Profession (any) (Wis),
  Sense Motive (Wis). See Chapter 4: Skills in the Player’s
  Handbook for skill descriptions.
  Skill Points at Each Level: 2 + Int modifier.
  Class Features
  All of the following are class features of the celestial
  paragon prestige class.
  Weapon and Armor Proficiency: The celes-
  tial paragon gains no proficiency in armor or weapons.
  Spells per Day/Spells Known: At every odd-
  numbered level, the celestial paragon gains new spells
  per day as if she had also gained a level in a divine spell-
  casting class to which she belonged before adding the
  prestige class level, up to the maximum spells per day
  and spells known of that class. If already an epic spell-
  caster, the character gains only the benefit noted under
  the Spells entry for that epic class. She does not, how-
  ever, gain any other benefit a character of that class
  would have gained (such as improved turning or lay on
  hands ability). If the character had more than one
  divine spellcasting class before becoming a celestial
  paragon, the player must decide to which class to add
  the new level for the purpose of determining spells per
  day (though she must choose a class in which she can
  cast at least 5th-level divine spells).
  Planar Diplomacy (Ex): The celestial paragon
  may add her class level to any Diplomacy checks made
  to adjust the attitude of an intelligent creature native to
  the Upper Planes.
  Radiant Aura (Su): A celestial paragon radiates
  bright light (equivalent in effect to the daylight spell cast
  by a character whose level equals the celestial paragon’s
  divine caster level) at all times. The radius of this radiant
  aura is equal to 10 feet per class level. The celestial paragon
  can douse or relight this aura as a standard action.
  Aura of Menace (Su): Beginning at 2nd level, a
  righteous aura surrounds a celestial paragon when she
  fights or gets angry. Any hostile creature within a 20-
  foot radius of her must succeed at a Will save (DC 20 +
  celestial paragon level + Charisma modifier) or be
  shaken for one day or until it successfully hits the
  celestial paragon that generated the aura. A creature
  that has resisted or broken the effect cannot be affected
  again by that celestial paragon’s aura for one day.
  Celestial Metamagic (Su): Once per day, a
  celestial paragon of 3rd or higher level can treat any
  good spell she casts as if it were maximized. This has no
  effect on the spell’s spell level or casting time. She can
  use this ability one additional time per day for every
  three levels gained above 3rd.
  
  31
  Holy Strike (Su): Beginning at 4th level, the
  celestial paragon deals +1d6 points of damage when-
  ever she strikes an evil creature with a melee attack.
  This bonus damage increases by an additional +1d6 for
  every four levels gained above 4th. 
  Healing Touch (Su): A 5th-level celestial
  paragon can heal injuries and other afflictions with her
  touch. Treat this as a heal spell, except that it cures 100
  + 10 per class level hit points of damage instead of
  restoring all hit point damage. The celestial paragon
  may use her healing touch one additional time per day
  for every five levels gained above 5th.
  Timeless Body (Ex): After achieving 7th level,
  the celestial paragon no longer suffers ability penalties
  for aging and cannot be magically aged. Any penalties
  she may have already suffered, however, remain in
  place. Bonuses still accrue, and the celestial paragon
  still dies of old age when her time is up.
  Divine Transformation: At 10th level, the
  divine paragon becomes a native outsider. Her type
  changes to outsider, though she may still be raised or
  resurrected as normal. She also gains the good subtype.
  Thanks to this transformation, the celestial paragon
  gains SR equal to 31 + her class level.
  Ex-Celestial Paragons
  A celestial paragon who becomes nongood or who will-
  ingly commits an evil act loses all features of the celes-
  tial paragon class and cannot progress in levels as a
  celestial paragon. She regains her abilities and may con-
  tinue to advance in the class if she atones for her viola-
  tions in the presence of a good deity.
  The Celestial Paragon
  Level
  Special
  Spellcasting
  1
  Planar diplomacy, radiant aura
  +1 level of existing
  divine spellcasting class
  2
  Aura of menace 
  —
  3
  Celestial metamagic 1/day
  +1 level of existing
  divine spellcasting class
  4
  Holy strike +1d6 
  —
  5
  Healing touch 1/day 
  +1 level of existing
  divine spellcasting class
  6
  Celestial metamagic 2/day
  —
  7
  Timeless body 
  +1 level of existing
  divine spellcasting class
  8
  Holy strike +2d6 
  —
  9
  Celestial metamagic 3/day 
  +1 level of existing
  divine spellcasting class
  10
  Divine transformation, 
  healing touch 2/day
  —
  MASTER ARCANE ARTISAN
  Some arcane spellcasters aspire only to perfect their
  own spellcasting powers. The master arcane artisan
  instead focuses her efforts outward, creating vessels of
  great power to wield against her enemies.
  Most master arcane artisans are wizards, since few
  other classes have the ability to learn the wide range of
  item creation feats required for the class. However,
  bards and sorcerers who focus their attentions can
  qualify for this class as well. A variety of prestige classes
  also offer good preparation for this class, including the
  gnome artificer and the master alchemist.
  Master arcane artisans tend to have many acquain-
  tances—everyone seems to like the wizard with all the
  toys—but few true friends. Many arcane spellcasters,
  particularly sorcerers, disdain the artisan’s reliance on
  trinkets, but it’s hard to argue with the result.
  Hit Die: d4.
  Requirements
  To qualify to become a master arcane artisan, a charac-
  ter must fulfill all the following criteria:
  Skills: Craft (any) 12 ranks, Knowledge (arcana) 24
  ranks, Spellcraft 24 ranks.
  Feats: Efficient Item Creation, Skill Focus (Knowl-
  edge [arcana]), any four item creation feats.
  Spellcasting: Able to cast 6th-level arcane spells.
  Class Skills
  The master arcane artisan’s class skills (and the key abil-
  ity for each skill) are Appraise (Int), Concentration
  (Con), Craft (Int), Knowledge (arcana) (Int), Spellcraft
  (Int), and Use Magic Device (Cha). See Chapter 4:
  Skills in the Player’s Handbook for skill descriptions.
  Skill Points at Each Level: 2 + Int modifier.
  Class Features
  All of the following are class features of the master
  arcane artisan prestige class.
  Weapon and Armor Proficiency: The master
  arcane artisan gains no proficiency with weapons or
  armor.
  Spells per Day/Spells Known: The epic
  master arcane artisan’s caster level increases by 1 per
  even-numbered level gained above 10th. The epic
  master arcane artisan continues to gain new spells per
  day (and spells known, if applicable) at each new even-
  numbered level, up to the maximum spells per day and
  spells known of the spellcasting class to which the
  master arcane artisan belonged before adding the pres-
  tige class.
  Rapid Item Creation (Ex): When crafting any
  magic item for which she has selected the Efficient Item
  Creation feat, a master arcane artisan can craft magic
  
  32
  items at an even more accelerated rate. At 1st level, she
  can craft such items at a rate of 20,000 gp per day. This
  increases by 10,000 gp per day for every two levels
  gained after 1st (30,000 gp per day at 3rd level, 40,000 gp
  per day at 5th, and so on). This ability has no effect on
  creation times for items that require feats for which she
  has not selected the Efficient Item Creation feat.
  Item Creation XP Pool (Ex): A 2nd-level
  master arcane artisan has a source of magical energy
  from which she can draw the equivalent of XP to con-
  tribute toward the creation of magic items. At 2nd
  level, the pool has the equivalent of 3,000 XP in it.
  Every level thereafter, the pool gains a number of
  points equal to the level gained times 1,000 (+3,000 at
  3rd level, +4,000 at 4th, and so on). These points can be
  spent only to create magic items, and once spent, the
  points are gone.
  Bonus Item: At 4th level the master arcane arti-
  san gains a single magic item of her choice (whose
  market price can’t exceed 100,000 gp) that she could
  craft herself. She need not spend any time working on
  the item, and she need not expend any gp or XP. She is
  assumed to have been working on the item during her
  studies and spare time, and she completes it for free as
  part of gaining the new level. The master arcane artisan
  must meet all the item’s prerequisites herself.
  Every four levels after 4th, the master arcane artisan
  gains an additional free magic item, and the maximum
  market price of the item gained increases by 100,000 gp
  (to 200,000 gp at 8th, 300,000 gp at 12th, and so on).
  Cannibalize Magic Items (Ex): A 10th-level
  master arcane artisan gains the ability to cannibalize
  magic items to harvest the power held within. The
  process requires 1 day per 100,000 gp of the item (or
  fraction thereof), at the end of which the artisan can
  add a number of points to her item creation XP pool
  (see above) equal to one-half the XP required to
  create the item. For instance, if a master arcane arti-
  san cannibalized a +5 longsword (which costs 2,000 XP
  to create) she would add 1,000 points to her pool. A
  charged item that isn’t fully charged only contributes
  a proportional amount of XP. For instance, a wand
  with only 25 charges would contribute half the
  normal points of a fully charged wand. The power
  harvested from such activity contributes only to the
  character’s item creation XP pool, not to her normal
  XP total.
  Bonus Feats: The master arcane artisan gains a
  bonus feat (selected from the list of epic master
  arcane artisan feats) at 3rd level, and every three levels
  thereafter.
  Epic Master Arcane Artisan Bonus Feat List: Additional
  Magic Item Space, Augmented Alchemy, Craft Epic
  Magic Arms and Armor, Craft Epic Rod, Craft Epic
  Staff, Craft Epic Wondrous Item, Efficient Item Cre-
  ation, Forge Epic Ring, Improved Spell Capacity,
  Master Staff, Master Wand, Scribe Epic Scroll, Spell
  Knowledge.
  The Master Arcane Artisan
  Level
  Special
  Spellcasting
  1
  Rapid item creation 
  (20,000 gp/day) 
  —
  2
  Item creation XP pool
  +1 
  level 
  of 
  existing
  arcane spellcasting class
  3
  Bonus feat, rapid item 
  creation (30,000 gp/day)
  —
  4
  Bonus item
  +1 
  level 
  of 
  existing
  arcane spellcasting class
  5
  Rapid item creation 
  (40,000 gp/day)
  —
  6
  Bonus feat 
  +1 
  level 
  of 
  existing
  arcane spellcasting class
  7
  Rapid item creation 
  (50,000 gp/day)
  —
  8
  Bonus item
  +1 
  level 
  of 
  existing
  arcane spellcasting class
  9
  Bonus feat, rapid item 
  creation (60,000 gp/day)
  —
  10
  Cannibalize magic items 
  +1 level of existing
  arcane spellcasting class
  SPELLFIRE HIEROPHANT
  While many characters may call themselves master
  of spellfire—the raw energy of the weave—such
  individuals are mere students compared to you. The
  spellfire hierophant learns new methods of control-
  ling and shaping spellfire that lesser mortals barely
  comprehend.
  A spellfire hierophant can come from almost any
  background, though most have some previous training
  in the use of spellfire (such as the spellfire channeler
  prestige class). Other than that class, spellcasters have
  the easiest time qualifying.
  With the generally solitary nature of spellfire wield-
  ers, it’s no surprise that spellfire hierophants tend to
  exist outside of normal society. Those few who venture
  from their hidden lairs in the wilderness or on the
  planes rely on disguises and subterfuge to accomplish
  their goals.
  Hit Die: d4.
  Requirements
  To qualify to become a spellfire hierophant, a character
  must fulfill all the following criteria.
  Skills: Concentration 24 ranks, Knowledge
  (arcana) 12 ranks, Spellcraft 12 ranks.
  
  33
  Feats: Endurance, Epic Spellfire Wielder, Spellfire
  Wielder, Weapon Focus (spellfire).
  Class Skills
  The spellfire hierophant’s class skills (and the key abil-
  ity for each skill) are Bluff (Cha), Concentration (Con),
  Craft (Int), Disguise (Cha), Heal (Wis), Intimidate
  (Cha), Knowledge (arcana) (Int), Profession (Wis),
  Sense Motive (Wis), Spellcraft (Int), and Survival
  (Wis). See Chapter 4: Skills in the Player’s Handbook for
  skill descriptions.
  Skill Points at Each Level: 2 + Int modifier.
  Class Features
  All of the following are class features of the spellfire
  hierophant prestige class.
  Weapon and Armor Proficiency: Spellfire
  hierophants gain no proficiency with any weapons,
  armor, or shields.
  Greater Charged Item Drain (Sp): A spell-
  fire hierophant can drain a number of charges from a
  touched charged item (including single-use items
  such as potions or scrolls), converting the energy into
  stored spellfire energy levels. The limit to the number
  of charges she can drain is equal to her Charisma
  bonus (minimum 1), but she can’t drain more charges
  than the item has remaining (each spell on a scroll
  counts as one charge). A fully drained item has no
  magical properties (a potion becomes water, a scroll
  becomes blank paper.) A creature gets to make a Will
  save (DC = 20 + one-half class level + Charisma modi-
  fier) to prevent one of its held or carried items from
  being drained.
  Ranged Healing (Su): At 2nd level, the spellfire
  hierophant gains the ability to release stored spellfire
  energy levels to heal at a range of up to 25 feet (plus 5
  feet/2 levels). This requires a ranged touch attack. The
  amount of healing is normal for the character (either 2
  points per level expended or 1d4+1 points per level
  expended if the character has the spellfire wielder class
  feature improved healing).
  Haste (Su): Once per day, the spellfire hierophant
  can expend spellfire energy levels to accelerate her
  actions, just as if she had cast haste on herself. Each
  spellfire energy level expended when the ability is acti-
  vated allows the hierophant to act as hasted for 1 round.
  The hasted hierophant sparkles with light while so
  affected. For every three levels gained after 3rd, the
  spellfire hierophant can use this ability one additional
  time per day (twice at 6th level, three times per day at
  9th level, and so on).
  Greater Permanent Item Drain (Sp): At 5th
  level, a spellfire hierophant can drain power from per-
  manent magic items by touch as a standard action. An
  item that creates spell effects (such as boots of speed)
  loses that function for 24 hours, and the spellfire hiero-
  phant gains spellfire energy levels equal to the caster
  level of the item. A creature gets to make a Will save
  (DC = 20 + 1/2 class level + Charisma modifier) to pre-
  vent one of its held or carried items from being
  drained. An item with all its permanent abilities
  drained for the day is still a magic item (for purposes of
  making saving throws when damaged, and so on).
  Spellfire Reserve (Ex): At 7th level, the spellfire
  hierophant learns how to store spellfire energy levels in
  deep reserve. These energy levels don’t count as part of
  the character’s normal storage capacity, but they also
  can’t be used to power spellfire effects without first call-
  ing them from reserve. Spellfire energy levels in reserve
  also don’t detect as magical (allowing a spellfire hiero-
  phant to disguise her nature). Placing any number of
  stored spellfire energy levels in reserve, or calling any
  number of levels from reserve into normal storage capac-
  ity, requires a full-round action. The spellfire hierophant
  can store a number of energy levels in reserve equal to
  her class level plus her Constitution bonus (if any).
  Spellfire Burst (Su): At 10th level, the spellfire
  hierophant can substitute a spellfire burst for a normal
  spellfire blast. The range remains the same, but instead
  of requiring a touch attack, the spellfire energy
  explodes in a 5-foot radius burst at the target point,
  dealing appropriate damage to all creatures in the area
  (Reflex halves; DC 20 + 1/2 class level + Charisma mod-
  ifier). This can affect as many bursts as the character
  would normally fire blasts in the round, but it can be
  used only for 1 round per day. For every five levels
  gained thereafter, the spellfire hierophant can use this
  ability 1 additional round per day (2 rounds at 15th, 3
  rounds at 20th, and so on).
  If the character also has the spellfire channeler class
  feature maelstrom of fire, the area of the burst is a 10-
  foot radius instead.
  Bonus Feats: The spellfire hierophant gains a
  bonus feat at 4th level and an additional bonus feat every
  four levels thereafter (8th, 12th, 16th, and so on). These
  bonus feats must be selected from the following list:
  Energy Resistance, Epic Skill Focus (Concentration),
  Epic Spellfire Wielder (see New Epic Feats), Epic Tough-
  ness, Epic Weapon Focus (spellfire), Exceptional Deflec-
  tion*, Fast Healing, Infinite Deflection*, Reflect Arrows*.
  *The spellfire hierophant can ignore the prerequisite of Improved
  Unarmed Strike for these feats.
  
  34
  The Spellfire Hierophant
  Level
  Special
  1
  Greater charged item drain
  2
  Ranged healing
  3
  Haste 1/day
  4
  Bonus feat
  5
  Greater permanent item drain
  6
  Haste 2/day
  7
  Spellfire reserve
  8
  Bonus feat
  9
  Haste 3/day
  10
  Spellfire burst 1/day
  VOID INCARNATE
  The void incarnate specializes in “not being.” He trains
  himself in the art of avoiding detection and escaping
  danger, and he steels his body and mind to resist harm.
  Eventually, the void incarnate extends this ability to
  the point where he can simply ignore a wide variety of
  physical and mental effects—much as if he weren’t
  there at all. Void incarnates are sometimes referred to
  as “blanks” or “untouchables.”
  Rogues and shadowdancers make the most common
  void incarnates. Few other characters have the talent to
  become a blank, though ex-monks who meet the pre-
  requisites often find this class to their liking.
  NPC void incarnates might as well not exist, for all
  that anyone can remember about them. You could live
  right next door to a void incarnate and not only would
  you be unaware of his talents, but you also might not
  even know you had a neighbor at all.
  Hit Die: d6.
  Requirements
  To qualify to become a void incarnate, a character must
  fulfill all the following criteria.
  Alignment: Any nonlawful.
  Skills: Bluff 24 ranks, Escape Artist 24 ranks, Hide
  24 ranks.
  Feats: Great Fortitude or Iron Will or Lightning
  Reflexes.
  Epic Feats: Dexterous Fortitude or Dexterous Will.
  Special: Evasion class feature, slippery mind class
  feature.
  Class Skills
  The void incarnate’s class skills (and the key ability for
  each skill) are Balance (Dex), Bluff (Cha), Escape Artist
  (Dex), Hide (Dex), Listen (Wis), Move Silently (Dex),
  Search (Int), Spot (Wis), Tumble (Dex), and Use Magic
  Device (Cha). See Chapter 4: Skills in the Player’s Hand-
  book for skill descriptions.
  Skill Points at Each Level: 6 + Int modifier.
  Class Features
  All of the following are class features of the void incar-
  nate prestige class.
  Weapon and Armor Proficiency: The void
  incarnate gains no proficiency in armor or weapons.
  Blank Aura (Ex): The void incarnate (and any
  equipment he wears or carries) radiates no aura of any
  kind. Detect chaos, detect magic, and similar spells simply
  register him as a blank. The void incarnate cannot
  lower this aura.
  For every four levels gained above 1st, the void
  incarnate can share this aura with one additional will-
  ing creature (and its equipment) within 30 feet of the
  void incarnate. Granting the blank aura to one or more
  creatures within range is a standard action; the effect
  lasts for 24 hours or until the void incarnate dismisses
  the aura as a free action. A creature sharing the aura
  must remain within 30 feet of the void incarnate
  (regardless of line of effect) to receive the benefit of the
  effect. If a creature sharing the aura leaves the range of
  the effect, the effect on the creature fades for the
  amount of time spent away from the void incarnate;
  moving back into range allows the creature to once
  again gain the aura’s benefits for the remainder of the
  24 hours or until the creature leaves the area again,
  whichever comes first.
  Improved Evasion (Ex): At 2nd level and
  higher, when subjected to an effect that allows a Reflex
  save for half damage, the void incarnate takes only half
  damage on a failed save (and no damage on a successful
  save, just as with evasion). Improved evasion can be
  used only if the void incarnate is wearing light armor
  or no armor.
  Void Presence (Ex): Opponents of a void incar-
  nate unconsciously ignore the void incarnate’s pres-
  ence starting at 3rd level. They are always treated as
  flat-footed to the void incarnate (and thus may not
  apply their Dexterity modifier to AC). This lasts until
  the void incarnate attacks the opponent, but resumes
  again at the start of the void incarnate’s next turn. This
  is a mind-affecting effect.
  You can also use Bluff to create a diversion to hide as a
  move-equivalent action, rather than as a standard action.
  This ability has an interesting side effect. Anyone
  attempting to use Gather Information or similar
  methods to learn about a void incarnate finds the task
  very difficult. Increase the DC of such tasks by 20 plus
  the target’s void incarnate class level. 
  Mettle of Fortitude (Ex): Beginning at 4th
  level, if exposed to any effect that normally allows a
  character to attempt a Fortitude save for a partial or half
  
  35
  effect (such as slay living), the void incarnate suffers no
  effect with a successful saving throw.
  Blank Mind (Ex): At 5th level, the void incarnate
  is protected by a mind blank effect at all times. The void
  incarnate cannot lower this aura, even to accept a harm-
  less mind-affecting spell.
  For every four levels gained above 5th, the void
  incarnate can share this effect with one additional will-
  ing creature (and its equipment) within 30 feet of the
  void incarnate. Granting the blank mind to one crea-
  ture is a standard action; the effect lasts for 24 hours or
  until the void incarnate dismisses the aura as a free
  action. A creature sharing the effect must remain
  within 30 feet of the void incarnate (regardless of line
  of effect) to receive the benefit of the effect. If a crea-
  ture sharing the effect leaves the range of the effect, the
  effect on the creature fades for the amount of time
  spent away from the void incarnate; moving back into
  range allows the creature to once again gain the effect’s
  benefits for the remainder of the 24 hours or until the
  creature leaves the area again, whichever comes first.
  Mettle of Will (Ex): If exposed to any effect that
  normally allows a character to attempt a Will save for a
  partial or half effect (such as an inflict wounds spell), the
  6th-level void incarnate suffers no effect with a success-
  ful saving throw.
  Null Strike (Ex): Once per day, a 7th-level void
  incarnate can declare any melee or ranged attack he
  makes to be a touch attack. He may use this ability one
  additional time per day for every four levels gained
  above 7th.
  Improved Mettle of Fortitude (Ex): By 8th
  level, if subjected to an effect that allows a Fortitude
  save for a partial or half effect, the void incarnate takes
  only the partial or half effect on a failed save (and no
  effect on a successful save, just as with mettle of forti-
  tude).
  Empty Form (Ex): A 9th-level void incarnate has
  a permanent freedom of movement effect (as the spell) on
  him at all times. The character also becomes immune to
  force effects. Such effects either deal no damage (such
  as magic missile), don’t exist for the void incarnate (such
  as wall of force, which the void incarnate can simply
  walk through), or otherwise fail to affect the void incar-
  nate (such as mage armor).
  For every four levels gained above 9th, the void
  incarnate can share this effect with one additional will-
  ing creature (and its equipment) within 30 feet of the
  void incarnate. Granting the empty form to one crea-
  ture is a standard action; the effect lasts for 24 hours or
  until the void incarnate dismisses the aura as a free
  action. A creature sharing the effect must remain
  within 30 feet of the void incarnate (regardless of line
  of effect) to receive the benefit of the effect. If a crea-
  ture sharing the effect leaves the range of the effect, the
  effect on the creature fades for the amount of time
  spent away from the void incarnate; moving back into
  range allows the creature to once again gain the effect’s
  benefits for the remainder of the 24 hours or until the
  creature leaves the area again, whichever comes first.
  Improved Mettle of Will (Ex): Beginning at
  10th level, if subjected to an effect that allows a Will
  save for a partial or half effect, the void incarnate takes
  only the partial or half effect on a failed save (and no
  effect on a successful save, just as with mettle of will).
  Ex-Void Incarnates
  A void incarnate who becomes lawful may not
  progress in levels as a void incarnate. He retains all
  class abilities.
  The Void Incarnate
  Level
  Special
  1
  Blank aura
  2
  Improved evasion
  3
  Void presence
  4
  Mettle of fortitude
  5
  Blank mind
  6
  Mettle of will
  7
  Null strike
  8
  Improved mettle of fortitude
  9
  Empty form
  10
  Improved mettle of will
  WARLORD OF UTTERDARK
  The warlord of utterdark is the personification of evil.
  He may be cold and calculating or savage and brutal,
  but one fact remains crystal clear: He is evil incarnate
  and the sworn foe of all who hold good and mercy dear
  to their hearts. 
  The path of utterdark attracts fighters, barbarians,
  rangers, monks, and even fallen paladins. However, most
  warlords of utterdark come from the ranks of blackguards
  or warriors of darkness (see the Book of Vile Darkness).
  A warlord of utterdark can rule an army of like-
  minded individuals, or he may serve an even more
  powerful master of evil, whether mortal or divine. They
  care nothing for rank or personal honor—only the per-
  formance of vile deeds upon innocents interests them. 
  Hit Die: d10.
  Requirements
  To qualify to become a warlord of utterdark, a character
  must fulfill all the following criteria.
  
  36
  Alignment: Any evil.
  Base Attack Bonus: +21.
  Skills: Craft (alchemy) 12 ranks, Hide 15 ranks,
  Knowledge (arcana) 9 ranks, Knowledge (religion) 9
  ranks, Speak Language (Abyssal and Infernal), Spell-
  craft 6 ranks.
  Feats: Cleave, Evil Brand, Great Cleave, Improved
  Sunder, Iron Will, Power Attack, Vile Martial Strike (or
  Vile Ki Strike or Vile Natural Attack).
  Special: The character must endure a month-
  long ritual of black magic performed by an evil spell-
  caster of at least 21st level or an evil outsider of at least
  21 HD.
  Class Skills
  The warlord of utterdark’s class skills (and the key abil-
  ity for each skill) are Bluff (Cha), Climb (Str), Concen-
  tration (Con), Craft (Int), Diplomacy (Cha), Handle
  Animal (Cha), Heal (Wis), Intimidate (Cha), Jump
  (Str), Knowledge (arcana) (Int), Knowledge (the
  planes) (Int), Knowledge (religion) (Int), Move Silently
  (Dex), Profession (Wis), Ride (Dex), and Spellcraft
  (Int). See Chapter 4: Skills in the Player’s Handbook for
  skill descriptions.
  Skill Points at Each Level: 4 + Int modifier.
  Class Features
  All of the following are class features of the warlord of
  utterdark prestige class.
  Weapon and Armor Proficiency: A warlord of
  utterdark gains proficiency with all simple and martial
  weapons, with all types of armor, and with shields.
  Darkvision (Ex): At 1st level, the warlord of
  utterdark gains darkvision 120 feet. This overlaps (but
  does not stack with) any darkvision the character may
  already possess.
  Bulwark of Evil (Su): The warlord of utterdark
  gains a +1 profane bonus to saves against good spells.
  All evil allies within 30 feet of the warlord share this
  save bonus. The profane bonus increases by +1 every
  four levels thereafter (+2 at 5th level, +3 at 9th level,
  and so on).
  The warlord of utterdark radiates evil as if he were
  an evil outsider.
  Vile Strike (Ex): Beginning at 2nd level, the war-
  lord of utterdark deals 1 additional point of vile damage
  with any weapon or natural weapon attack. This addi-
  tional vile damage increases by 1 additional point for
  every four levels gained thereafter (6th, 10th, and so on).
  Dark God’s Blessing (Su): At 3rd level, the war-
  lord of utterdark can apply a +5 luck bonus to a single
  attack roll, skill check, ability check, or saving throw
  once per day. Using this ability is a free action but must
  be declared before the roll is made.
  At 7th level, and every four levels thereafter, the
  warlord of utterdark can call upon this blessing one
  additional time per day (twice at 7th level, three times
  at 11th, four times at 15th, and so on).
  Bonus Feats: The warlord of utterdark gains a
  bonus feat at 4th level and an additional bonus feat
  every four levels thereafter (8th, 12th, 16th, and so on).
  These bonus feats must be selected from the following
  list: Armor Skin, Damage Reduction, Devastating Criti-
  cal, Epic Leadership, Epic Poison Crafter (see New Epic
  Feats), Epic Prowess, Epic Reputation, Epic Toughness,
  Epic Weapon Focus, Epic Will, Improved Darkvision,
  Legendary Commander, Overwhelming Critical, Per-
  fect Health.
  The Warlord of Utterdark
  Level
  Special
  1
  Darkvision, bulwark of evil +1
  2
  Vile strike +1
  3
  Dark god’s blessing 1/day
  4
  Bonus feat
  5
  Bulwark of evil +2
  6
  Vile strike +2
  7
  Dark god’s blessing 2/day
  8
  Bonus feat
  9
  Bulwark of evil +3
  10
  Vile strike +3
  TWEAKING YOUR 
  EPIC-LEVEL GAME
  By Andy Collins
  While the Epic Level Handbook contains plenty of guide-
  lines and advice for running an epic-level game, certain
  issues may arise that force the DM into the unwanted
  role of discouraging or limiting certain effects, both on
  his side and the players’ side. While that can be a rea-
  sonable solution for groups willing to look past the
  letter of the rules in favor of the spirit of an enjoyable
  game, it’s not always enough simply to say, “Hey, stop
  casting harm on every dragon you meet!”
  That’s where the variants presented in this column
  come in handy. Each one tackles a different potentially
  problematic issue in epic-level spellcasting. In most
  cases, these issues crop up simply because of the “no
  limits” approach to epic-level play. There’s really noth-
  ing wrong with any of the spells or feats listed below in
  a non-epic game, though at higher levels you may see
  hints as to larger problems looming.
  If you’ve been frustrated by any of these situations,
  discuss the variant rule presented with the rest of the
  
  37
  gaming group and consider trying it out for a session or
  two to see if it lets you get back to a more enjoyable
  experience.
  EPIC VARIANT: 
  NO “SAVE OR DIE” SPELLS
  By the time characters reach epic levels, spells that kill
  the target on a failed save (“save or die” spells) can
  swing an encounter significantly on the basis of a
  single roll. These spells have an effect that dramatically
  outweighs that of other spells of similar level, because
  death effects generally don’t care about your level or hit
  points. Effectively, these spells get more powerful as
  their targets become more powerful. (Some spells, such
  as circle of death or power word, kill affect creatures up to a
  maximum HD or hit point value only, which means
  that they have a built-in upper limit of destructive
  power.) 
  If you want to downplay the swing factor of save or
  die spells, consider altering the spells listed below as
  described. In each case, the “death” effect is replaced by
  dice of damage, allowing extraordinarily powerful tar-
  gets to withstand such spells even on a failed save. This
  means that you’re better off wearing down a tough foe
  for a few rounds before hitting it with a save or die
  spell.
  Destruction: Instead of simply destroying the target
  on a failed save, this spell deals 20d6 points of damage
  plus 1d6 points of damage per caster level, with no
  upper limit to its damage. If this damage reduces the
  target to 0 or fewer hit points, the target is destroyed
  utterly, as described in the spell.
  Finger of Death: On a failed save, this spell deals
  20d6 points of damage plus 1d6 points of damage per
  caster level, with no upper limit to its damage. If this
  damage reduces the target to 0 or fewer hit points, the
  target is slain.
  Implosion: Each target that fails its save against this
  spell takes 20d6 points of damage plus 1d6 points of
  damage per caster level, with no upper limit to its
  damage. If this damage reduces the target to 0 or fewer
  hit points, the target is killed, as described in the spell.
  Slay Living: See finger of death.
  Wail of the Banshee: See implosion.
  MAXIMUM SPELL EFFECTS
  Some spells in the Player’s Handbook have effects
  based on caster level but don’t list a “cap” to these
  effects. Consider adding the following maximum
  spell effect caps to your game to keep these spells in
  line with their appropriate power level. (Note: Most
  spells without caster level caps in D&D version 3.0
  gained caps in 3.5, and thus have been eliminated
  from this list.)
  Bigby’s Clenched Fist/Bigby’s Grasping Hand: The
  attack bonus of either spell is equal to your level up to
  20th, then +1 per 2 levels thereafter. (Effectively, the
  attack bonus is equal to the base attack bonus of a
  fighter of your caster level.)
  Spell Resistance: The maximum spell resistance
  granted by this spell should be 37 at 25th level. 
  Tenser’s Transformation: Your base attack bonus
  equals your character level (maximum +20 at 20th
  level). Above 20th level, you also gain an epic attack
  bonus of +1 at 21st level, and increasing by +1 every
  odd-numbered level thereafter. (Effectively, the spell
  gives you the base attack bonus and epic attack bonus
  of a fighter of your character level.)
  Wall of Ice: Just as for wall of fire, a creature passing
  through a wall of ice effect should suffer a maximum of
  1d6+20 points of damage.
  NEW EPIC SPELLS
  GLORIOUS LIGHT OF RENEWAL
  Conjuration (Healing)
  Spellcraft DC: 80
  Components: V, S, DF
  Casting Time: 1 minute
  Range: 100 ft.
  Target: Up to 5 dead creatures
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  To Develop: 720,000 gp; 15 days; 28,800 XP. Seed: life
  (DC 27). Factors: change from touch to target (+4 DC),
  change from target to area (+10 DC), increase range by
  400% (+8 DC), add 4 extra targets (+40 DC). Mitigating
  Factor: backlash 9d6 (-9 DC).
  Up to five dead creatures are restored to life and com-
  plete vigor so long as any portion of the creatures’
  bodies remain. The creature can have been dead for no
  longer than two hundred years.
  The vast amount of positive energy channeled by
  this spell deals 9d6 points of damage in backlash to the
  caster.
  HORRIBLE ARMY OF THE DEAD
  Necromancy [Death, Evil]
  Spellcraft DC: 112
  Components: V, S
  
  38
  Casting Time: 1 full round
  Range: 300 ft.
  Area: 300-ft. radius
  Target: One or more living creatures
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  To Develop: 1,008,000 gp; 21days; 40,320 XP. Seeds:
  animate dead (DC 23), slay (DC 25). Factors: reduce cast-
  ing time by 9 rounds (+18 DC), create additional 60 HD
  of undead (+60 DC), create skeletons (-12 DC). Mitigat-
  ing factor: burn 1,000 XP (-10 DC).
  All living creatures within the area (to a maximum
  of 80 HD, no creature with more than 10 HD is
  affected) wither and die, their flesh falling to dust in
  seconds. The next round, these creatures rise as skele-
  tons. You can naturally control 1 HD of undead per
  caster level; any undead beyond this number are
  uncontrolled (but since you’re probably creating them
  out of the middle of your enemy’s army, they’ll cause
  plenty of chaos on their own).
  XP Cost: 1,000 XP.
  NEW EPIC FEATS
  ARMED DEFLECTION [EPIC]
  You can deflect arrows or other ranged weapons with
  your melee weapon.
  Prerequisites: Dex 21, Int 13, Wis 15, Combat
  Expertise, Epic Weapon Focus, Weapon Focus.
  Benefit: When wielding a weapon with which
  you have selected the Epic Weapon Focus feat, once
  per round when you normally would be hit with a
  ranged weapon, you can make a Reflex saving throw
  (DC 20; if the ranged weapon has a magical bonus to
  attack, the DC increases by that amount). If you suc-
  ceed, you deflect the weapon. You must be aware of the
  attack and not flat-footed. Attempting to deflect a
  ranged weapon doesn’t count as an action. Exceptional
  ranged weapons, such as spell effects or boulders
  hurled by giants, can’t be deflected. 
  Special: This feat can be substituted for the
  Improved Unarmed Strike and Deflect Arrows feats for
  the purpose of qualifying for another feat, such as
  Exceptional Deflection. To employ other feats that have
  such prerequisites, you must be wielding a weapon with
  which you have selected the Epic Weapon Focus feat.
  Feat Name
  Prerequisites
  Armed Deflection
  Dex 21, Int 13, Wis 15, Combat Expertise, Epic Weapon Focus, Weapon Focus
  Automatic Vile Spell [Metamagic]
  Violate Spell, Spellcraft 27 ranks, ability to cast 9th-level arcane or divine spells, 
  any evil alignment
  Combat Insight
  Int 19, Combat Expertise, Epic Prowess, base attack bonus +15
  Chosen Weapon Specialization
  War domain, Epic Prowess, Weapon Focus with deity’s chosen weapon
  Divine Spell Penetration
  Wis 21, Improved Alignment-Based Casting, domain of chosen alignment, alignment 
  matching chosen component, ability to cast 9th-level divine spells
  Epic Ancestral Daisho
  Samurai level 21, Wis 19
  Epic Combat Expertise
  Int 19, Combat Expertise, Epic Prowess, base attack bonus +21
  Epic Counterspell
  Combat 
  Reflexes, 
  Improved 
  Counterspell, 
  Improved 
  Initiative, 
  Quicken 
  Spell, 
  Reactive Counterspell, Spellcraft 30 ranks
  Epic Devotion
  Wis 21, Iron Will, alignment different from the chosen component, patron deity who does
  not accept clerics who have the chosen component
  Epic Evil Brand [Vile]
  Cha 19, Epic Reputation, Evil Brand
  Epic Ki Frenzy
  Ki frenzy 6/day, Wis 21
  Epic Poison Crafter
  Craft (alchemy or poisonmaking) 30 ranks
  Epic Spell Secret
  Wu jen level 21, Spellcraft 27 ranks, three or more metamagic feats
  Epic Spell Specialization
  Spellcraft 24 ranks, ability to cast 9th-level spells
  Epic Spellfire Wielder
  Concentration 20 ranks, Endurance, Spellfire Wielder
  Focused Spell Penetration
  Epic Spell Focus (chosen school), Spell Focus (chosen school), Spell Penetration, 
  ability to cast 9th-level spells
  Improved Element Focus
  Shugenja level 21, Spellcraft 24 ranks, Cha 25
  Improved Spellpool Access
  Knowledge (arcana) 30 ranks, Spellcraft 30 ranks, ability to call spells from a spellpool.
  Inscribe Epic Rune
  Int 19, Inscribe Rune, Craft (appropriate skill) 24 ranks
  Mighty Sunder
  Str 25, Epic Prowess, Improved Sunder, Power Attack
  Staff Expertise
  Craft Staff, Master Staff, Quicken Spell, Spellcraft 30 ranks
  Vile Deathstrike [Vile]
  Evil alignment, Vile Martial Strike (or Vile Ki Strike or Vile Natural Attack)
  Vile Smite [Vile]
  Cha 25, evil alignment, smite ability (from class feature or domain granted power), 
  Power Attack, Unholy Strike, Vile Martial Strike (or Vile Ki Strike or Vile Natural Attack)
  Wand Expertise
  Craft Wand, Master Wand, Quicken Spell, Spellcraft 25 ranks.
  Wield Oversized Weapon
  Str 25, Epic Prowess, base attack bonus +21
  
  39
  AUTOMATIC VILE SPELL 
  [EPIC, METAMAGIC]
  The character’s lesser spells inflict wounds tainted with
  foul evil.
  Prerequisites: Violate Spell, Spellcraft 27 ranks,
  ability to cast 9th-level arcane or divine spells, any evil
  alignment.
  Benefit: The character can cast all 0-, 1st-, 2nd-,
  and 3rd-level spells as violated spells without using
  higher-level slots (see the Violate Spell metamagic feat
  in the Book of Vile Darkness).
  The character can choose not to apply this effect to any
  spell as a free action as the spell is being cast (for
  instance, if her target is resistant to evil spells).
  Special: The character can gain this feat multiple
  times. Each time the character takes the feat, the spells
  of the character’s next three lowest spell levels can be
  violated with no adjustment to their spell slots. Thus, a
  wizard who took this feat twice could cast her 0-
  through 6th-level spells as violated spells with no
  adjustment to their spell slots.
  This feat doesn’t increase the casting time for those
  spells that normally become full-round actions when
  cast in metamagic form (including bard spells, sorcerer
  spells, and spontaneously cast spells, such as an evil
  cleric’s inflict spells).
  COMBAT INSIGHT [EPIC]
  Your keen intellect allows you to place melee attacks
  where they will inflict the most damage.
  Prerequisites: Int 19, Combat Expertise, Epic
  Prowess, base attack bonus +15.
  Benefit: When wielding a melee weapon, add
  your Intelligence modifier rather than your Strength
  modifier to the weapon’s damage rolls.
  CHOSEN WEAPON SPECIALIZATION
  [EPIC]
  You deal more damage when wielding your deity’s
  chosen weapon.
  Prerequisites: War domain, Epic Prowess,
  Weapon Focus with deity’s chosen weapon.
  Benefits: You gain a +2 bonus on weapon damage
  when wielding your deity’s chosen weapon.
  DIVINE SPELL PENETRATION [EPIC]
  Choose a component of your alignment. Your divine
  spells of that alignment are more capable of defeating
  spell resistance.
  Prerequisites: Wis 21, Improved Alignment-
  Based Casting, domain of chosen alignment, alignment
  matching chosen component, ability to cast 9th-level
  divine spells.
  Benefits: When casting spells of the chosen align-
  ment, you gain a +4 bonus on caster level checks to
  defeat spell resistance.
  EPIC ANCESTRAL DAISHO [EPIC]
  Your ancestral weapon gains the capacity for even
  greater power.
  Prerequisites: Samurai level 21, Wis 19.
  Benefit: The maximum weapon bonus that you
  can awaken in your ancestral daisho increases by +1
  (such as from +10 to +11). Also, your ancestral daisho’s
  maximum enhancement bonus increases by +1 (such as
  from +5 to +6).
  You must still make an appropriate sacrifice to
  awaken this bonus, as shown on the table below. For
  instance, to increase a +5 flaming katana of dancing to a
  +6 flaming katana of dancing, the samurai must sacrifice
  2,220,000 gp. 
  The samurai must spend one day per 10,000 gp sacri-
  ficed in the shrine or temple. He must spend at least 8
  hours each of these days kneeling before his ancestors
  and his weapons, not stopping to eat or rest. 
  Epic Ancestral Daisho
  Weapon Bonus
  Total Sacrifice Required
  +11
  2,420,000 gp
  +12
  2,880,000 gp
  +13
  3,380,000 gp
  +14
  3,920,000 gp
  +15
  4,500,000 gp
  +16
  5,120,000 gp
  +17
  5,780,000 gp
  +18
  6,480,000 gp
  +19
  7,220,000 gp
  +20
  8,000,000 gp
  EPIC COMBAT EXPERTISE [EPIC]
  You have extraordinary talent at using your combat
  skill for defense.
  Prerequisites: Int 19, Combat Expertise, Epic
  Prowess, base attack bonus +21.
  Benefit: When you use the attack action or full
  attack action in melee, you can take a penalty equal to
  or less than one-half your base attack bonus (rounded
  down) on your attack and add the same number as a
  dodge bonus to your AC. The modifiers to attack rolls
  and AC last until your next turn.
  
  40
  EPIC COUNTERSPELL [EPIC]
  You can counterspell any number of spells each round.
  Prerequisites: Combat Reflexes, Improved
  Counterspell, Improved Initiative, Quicken Spell,
  Reactive Counterspell, Spellcraft 30 ranks.
  Benefit: Any number of times per round, you can
  counterspell an opponent’s spell even if you have not
  readied an action to do so. This counterspell doesn’t
  count against your later actions. You can even use this
  feat when flat-footed.
  Normal: Without this feat, you must ready an
  action each round you wish to use a counterspell. If
  you have the Reactive Counterspell feat, you can coun-
  terspell an opponent’s spell if you haven’t readied an
  action, but only once per turn and not when flat-footed.
  Special: This feat should be considered part of the
  epic bonus feat list for any class that grants access to
  spells of at least 6th level as part of normal (non-epic)
  class progression (for example, bards, clerics, druids,
  sorcerers, and wizards), as well as for any prestige class
  that grants “+1 level of existing class” spell progression
  at all levels.
  EPIC DEVOTION [EPIC]
  Choose an alignment component (chaos, evil, good, or
  law) different from your own alignment. You are par-
  ticularly resistant to spells of that alignment.
  Prerequisites: Wis 21, Iron Will, alignment
  different from the chosen component, patron deity
  who does not accept clerics who have the chosen
  component.
  Benefit: You gain a +4 divine bonus on saves
  against spells of the chosen alignment component. For
  instance, a lawful good paladin of Helm who selected
  “chaos” would gain a +4 divine bonus on saves against
  chaotic spells. That paladin could not select “good” or
  “law” because they are part of her own alignment, and
  she could not select “evil” because Helm accepts evil
  clerics.
  Special: You can take this feat more than once.
  Each time you select the feat, select a new alignment
  component.
  EPIC EVIL BRAND [EPIC, VILE]
  The character is physically marked forever as a mighty
  servant of evil. 
  Prerequisites: Cha 19, Epic Reputation, Evil
  Brand.
  Benefit: Evil creatures automatically recognize
  the symbol now emblazoned on the character as a sign
  of her incredible dark power and reputation for evil.
  She gains a +6 circumstance bonus on Diplomacy and
  Intimidate checks made against evil creatures (this
  stacks with the bonus from the Evil Brand feat). 
  Furthermore, all evil creatures within 30 feet of her
  gain a +2 profane bonus on saves.
  EPIC KI FRENZY [EPIC]
  Your ki frenzy grants you even greater power and
  agility.
  Prerequisite: Ki frenzy 6/day, Wis 21.
  Benefits: Your ki frenzy grants you a +4 bonus to
  Strength and Dexterity and increases your speed by
  20 feet.
  Normal: Without this feat, ki frenzy grants only a
  +2 bonus to Strength and Dexterity and a speed
  increase of 10 feet.
  EPIC POISON CRAFTER [EPIC]
  The character knows secrets of poison crafting best left
  forgotten by mortals.
  Prerequisites: Craft (alchemy or poisonmaking)
  30 ranks.
  Benefit: The character can craft the epic poisons
  described under Epic Poisons, below.
  In addition, the character gains a +10 bonus on skill
  checks made to craft poisons. 
  Normal: Without this feat, a character cannot craft
  the epic poisons described in this supplement.
  Special: This feat is available as an epic bonus feat
  for the assassin class.
  EPIC SPELL SECRET [EPIC]
  Choose a single spell that you know. You can apply one
  of your metamagic feats to that spell without altering
  the spell’s level.
  Prerequisite: Wu jen level 21, Spellcraft 27
  ranks, three or more metamagic feats.
  Benefits: You choose a spell that you know,
  which becomes permanently modified as though
  affected by any one of your metamagic feats. The spell’s
  level does not change, and once the choice of spell and
  modification are chosen, they cannot be changed. You
  can apply this feat’s effect to a spell already modified by
  a spell secret, but you can’t apply Epic Spell Secret to
  the same spell more than once.
  EPIC SPELL SPECIALIZATION [EPIC]
  Choose a spell that you can cast. That spell is more
  powerful when you cast it.
  
  41
  Prerequisites: Spellcraft 24 ranks, ability to cast
  9th-level spells.
  Benefits: When casting the chosen spell, treat
  your caster level as 2 higher for all purposes, including
  range, duration, resistance to dispel checks, and over-
  coming spell resistance.
  EPIC SPELLFIRE WIELDER [EPIC]
  Your ability to store spellfire energy levels is greater
  than normal.
  Prerequisites:
  Concentration 20 ranks,
  Endurance, Spellfire Wielder.
  Benefit: For purposes of determining your limit
  of stored spellfire energy levels, treat your Constitution
  as if it were 4 points higher than normal.
  Normal: Without this feat, a spellfire wielder’s
  limit of stored spellfire energy levels is equal to her
  Constitution score.
  Special: You can select this feat multiple times.
  Each time you gain this feat, your limit of stored spell-
  fire energy levels increases by 4.
  FOCUSED SPELL PENETRATION
  [EPIC]
  Choose a school of magic for which you have selected
  the Epic Spell Focus feat. Your spells of that school are
  more capable of overcoming spell resistance.
  Prerequisites: Epic Spell Focus (chosen school),
  Spell Focus (chosen school), Spell Penetration, ability
  to cast 9th-level spells.
  Benefits: When casting spells of the chosen
  school, you gain a +4 bonus to caster level checks to
  defeat spell resistance. This stacks with all other
  bonuses to overcome spell resistance; however, having
  this feat does not make such bonuses stack with each
  other if they normally don’t.
  Special: You may select this feat multiple times.
  Each time you select this feat, it applies to a different
  school of magic for which you have selected Epic Spell
  Focus.
  IMPROVED ELEMENT FOCUS [EPIC]
  The spells of your specialized element are even more
  powerful than normal.
  Prerequisite: Shugenja level 21, Spellcraft 24
  ranks, Cha 25.
  Benefits: The spells of your chosen element focus
  are treated as if you had the Greater Spell Focus feat;
  that is, their save DC is increased by a total of +2
  (including the benefit from Spell Focus).
  IMPROVED SPELLPOOL ACCESS
  [EPIC]
  You can use your spellpool access to call spells of
  greater than normal power.
  Prerequisites: Knowledge (arcana) 30 ranks,
  Spellcraft 30 ranks, ability to call spells from a
  spellpool.
  Benefit: The chance of a desired spell being avail-
  able in the spellpool in any given 24-hour period is
  equal to 90% minus 5% per level of the spell, to a mini-
  mum of 5% for spells of 17th level or higher.
  Normal: The chance of a spell being available is
  equal to 65% minus 5% per level of the spell, to a mini-
  mum of 5% for spells of 12th level or higher.
  Special: This feat should be considered part of the
  epic bonus feat list for any class that grants its members
  spellpool access.
  INSCRIBE EPIC RUNE [EPIC]
  You can inscribe runes of epic power.
  Prerequisite: Int 19, Inscribe Rune, Craft (appro-
  priate skill) 24 ranks
  Benefit: You can inscribe runes that exceed the
  normal limit for such items (as described above in the
  Epic Runecaster). For instance, you could inscribe a
  rune with a spell of greater than 9th level, or a rune
  with a caster level greater than 20th.
  Even this feat does not allow you to inscribe a rune
  with an epic spell (see Chapter 2: Epic Spells in the Epic
  Level Handbook). Such magic defies the power of the
  written word and thus cannot be scribed into runic
  form.
  MIGHTY SUNDER [EPIC]
  You deal extra damage when attacking objects.
  Prerequisites: Str 25, Epic Prowess, Improved
  Sunder, Power Attack.
  Benefit: When attacking an object, you can
  double any bonus damage derived from Strength.
  When attempting to break an object with sudden force
  rather than dealing regular damage, you gain a +4
  bonus on your Strength check.
  STAFF EXPERTISE [EPIC]
  You can activate staffs with the speed that an archer
  fires arrows.
  Prerequisites: Craft Staff, Master Staff, Quicken
  Spell, Spellcraft 30 ranks.
  Benefits: You may activate a staff in place of an
  attack instead of as a standard action. As a full-round
  
  42
  action, you could thus make as many staff activations as
  you could normally make ranged attacks. For instance,
  if your base attack bonus is +11, you could activate a
  staff three times as a full-round action. If you also had
  the Rapid Shot feat, you could activate the staff four
  times as a full-round action.
  Each activation after the first costs one additional
  charge from the staff, cumulative. Thus, the second
  activation in a round costs 2 extra charges, the third
  activation 3 extra charges, and so forth.
  VILE DEATHSTRIKE [EPIC, VILE]
  Creatures slain by the character’s attack can be raised
  only on holy ground.
  Prerequisites: Evil alignment, Vile Martial
  Strike (or Vile Ki Strike or Vile Natural Attack).
  Benefit: Any creature that dies as a result of the
  character’s weapon or natural weapon attack can be
  raised or otherwise returned to life by magic cast only
  within the area of a consecrate or hallow spell.
  VILE SMITE [EPIC, VILE]
  Your smite attack channels especially potent evil
  power.
  Prerequisites: Cha 25, evil alignment, smite abil-
  ity (from class feature or domain granted power),
  Power Attack, Unholy Strike, Vile Martial Strike (or
  Vile Ki Strike or Vile Natural Attack).
  Benefit: All extra damage inflicted by your smite
  attack is considered vile damage (see the Book of Vile
  Darkness).
  WAND EXPERTISE [EPIC]
  You can activate wands with the speed that an archer
  fires arrows.
  Prerequisites: Craft Wand, Master Wand,
  Quicken Spell, Spellcraft 25 ranks.
  Benefits: You may activate a wand in place of an
  attack instead of as a standard action. As a full-round
  action, you could thus make as many wand activations
  as you could normally make ranged attacks. For
  instance, if your base attack bonus is +11, you could
  activate a wand three times as a full-round action. If
  you also had the Rapid Shot feat, you could activate the
  wand four times as a full-round action.
  Each activation after the first costs one additional
  charge from the wand, cumulative. Thus, the second
  activation in a round costs 2 extra charges, the third
  activation 3 extra charges, and so forth.
  WIELD OVERSIZED WEAPON [EPIC]
  You can use larger than normal weapons with ease.
  Prerequisites: Str 25, Epic Prowess, base attack
  bonus +21.
  Benefit: You can treat any weapon as if it were one
  size category smaller than normal for the purpose of
  wielding it in combat. For instance, a halfling with this
  feat could wield a longsword as a one-handed weapon,
  or a human could wield an ogre’s Huge greatclub as a
  two-handed weapon.
  Normal: You can wield weapons of your size or
  smaller only.
  Special: You can’t use this feat in conjunction with
  Weapon Finesse. For instance, a halfling with this feat
  couldn’t apply the effects of Weapon Finesse while
  wielding a short sword, even though this feat enables
  him to otherwise treat it as a light weapon.
  EPIC POISONS
  While most high-level characters largely ignore the
  threat of deadly toxins, some particularly devious vil-
  lains have devised variant poisons that bypass common
  defenses. These poisons, often referred to as antimagic
  poisons, are effectively an antimagic field in toxic liquid
  (or gel) form. As such, they are totally unaffected by
  any magical effects that might protect against their
  effects, including spells such as delay poison or neutralize
  poison, supernatural resistances or immunities to
  poison, or even magical bonuses on saves against
  poison (such as from a cloak of resistance or periapt of proof
  against poison). Even nonpermanent enhancements to
  the victim’s ability scores do not apply to saves to resist
  antimagic poisons. 
  Furthermore, magical means are useless in restoring
  ability damage inflicted by these toxins. Only rest can
  restore such losses.
  Antimagic Poisons
  Poison
  Type
  Initial Damage
  Secondary Damage
  Price
  DC to Create
  Chaos ichor
  Contact DC 22
  1d4 Str, 1d4 Dex*
  2d6 Str, 2d6 Dex
  330,000 gp
  53
  Lyzeum 
  Injury DC 25 
  1d6 Dex 
  3d6 Dex 
  390,000 gp 
  59
  Illis thyr 
  Injury DC 28 
  2d4 Con 
  4d4 Con 
  450,000 gp 
  65
  Milk of Atropos 
  Injury DC 32 
  2d8 Str 
  4d8 Str 
  590,000 gp 
  79
  Godsblood
  Injury DC 40 
  1d6 Int, Wis, Cha 
  3d6 Int, Wis, Cha 
  820,000 gp 
  102
  *There is a 25% chance that the initial damage is permanent ability drain. 
  
  43
  Heal checks made to tend wounds poisoned by such
  toxins work normally, and antitoxin’s alchemical bonus
  to saves still applies. 
  Perhaps thankfully, only a few such toxins exist, and
  the secret of their making—indeed, of their very exis-
  tence—is not widely known. Only those who have
  selected the Epic Poison Crafter feat (see New Epic
  Feats) can attempt to create such poisons. Characters
  without this feat cannot even assist in the creation of
  epic poisons. Below is a list of these poisons.
  Much like epic magic items, crafting epic poisons
  uses slightly altered rules from crafting standard poi-
  sons. First, the character must spend one-third of the
  market price in raw materials. If the Craft (alchemy or
  poisonmaking) check is successful, multiply the check
  result by the DC for the check. That result indicates
  how many tens of gold pieces’ worth of poison are cre-
  ated that week. For example, an assassin crafting
  lyzeum begins by spending 110,000 gp in raw materi-
  als. On his first Craft (poisonmaking) skill check, he
  rolls a 71. Multiplying this result by the DC of 59
  results in a total of 4,189, which means that he has cre-
  ated 41,890 gp worth of poison—roughly 1/8 of a dose.
  Assuming similar success, the task will be complete in
  another seven weeks or so.
  EPIC NPCS
  Here are two epic-level NPCs to add spice to your
  campaign.
  MURMUR, EPIC INFILTRATOR
  Murmur is a master spy. Sometimes called “The Unre-
  pentant” for his cold, callous nature, Murmur is a pro-
  fessional in every sense of the word. Murmur isn’t the
  name he was born with, but his birth moniker is lost to
  the past. In fact, very little is known about the man
  beyond a few rumors—some claim that he’s the bastard
  child of a minor lord or even royalty, others that he
  grew up among elves, and a few whisper that he gained
  some of his power due to a bargain with a demon
  prince. Depending on your campaign, some, all, or
  none of these stories might be true.
  As his name suggests, Murmur tends to speak in low
  tones when not “in character.” He hides his true face
  behind a silk veil when meeting with potential employ-
  ers, and he also uses a variety of other mundane or mag-
  ical disguises. Even those who believe they’ve seen his
  true visage are almost certainly mistaken, for he guards
  his appearance as much as any other part of his identity.
  Murmur rarely carries a weapon larger than a
  dagger since he prefers to rely on his spellcasting abil-
  ity to deliver deadly touch attacks to his chosen victim.
  If confronted, he always prefers escape over defense,
  and if escape is impossible, he quickly surrenders if
  outmatched. After all, being alive makes it easier to
  escape later.
  Murmur knows a lot of secrets about a lot of
  people. Those who have crossed his path know that he
  is not to be trifled with, since he has no compunction
  against destroying someone’s reputation and social
  and political standing for even the slightest offense.
  He has absolutely no conscience and respects nothing
  but gold.
  Murmur has a variety of often-used disguises, but
  he has three favorite cover identities (see Improved
  Cover Identity, below). The first is Ithkan, a low-level
  human male sorcerer who specializes in buying and
  selling magic items and other special trinkets. Ithkan
  knows all the movers and shakers in the world of
  magic, and he is a great contact for PCs looking to
  track down a rare item or spell. The second identity is
  Meleanna, a female elven bard who plays in all the
  finest theaters and in various royal courts. More than a
  few dukes and barons have lusted after the enigmatic
  performer, without ever suspecting her true identity.
  The third cover identity is purposefully left to the DM
  to decide—it might be a minor functionary in the
  royal bureaucracy, a lieutenant in the local thieves’
  guild, the consort of an elven princess, or anything
  else appropriate to the campaign.
  Using Murmur
  In your campaign, Murmur could serve any of a variety
  of roles. If your PCs have been causing too much
  trouble for a powerful individual or organization (and
  really, doesn’t that describe just about every group of
  PCs?), Murmur can be sent to assassinate one of them,
  steal a valuable item, or even just learn the characters’
  deepest secrets, enabling a more potent strike to be
  made at a later point. Perhaps the PCs are charged with
  the task of intercepting the infiltrator before he com-
  pletes a task or even stealing something back from him
  after the job is done. Alternatively, the PCs might find
  themselves in the need of an expert information gath-
  erer and hire Murmur for a job. 
  Customizing Murmur
  Replace one or more levels of sorcerer with rogue or
  assassin levels to make Murmur a more accomplished
  sneak thanks to the extra skill points. To change
  Murmur to a less cold-blooded professional, replace his
  
  44
  assassin levels with additional rogue levels and the
  Improved Death Attack epic feat with Improved Sneak
  Attack. 
  If you need to increase Murmur’s CR, add levels in
  one or more classes. Additional rogue levels can give
  him access to one or more rogue special abilities, such
  as improved evasion or slippery mind. More sorcerer
  levels open up the possibility of higher-level spells,
  such as teleport. Adding to Murmur’s assassin level
  focuses his talents in a particularly deadly manner,
  while increasing his epic infiltrator level gives him
  additional uses of some of his special abilities.
  D Murmur: Male half-elf Rogue 7/Sorcerer
  8/Assassin 6/Epic Infiltrator 4; CR 25; Medium-size
  humanoid; HD 7d6+7 plus 8d4+8 plus 6d6+6 plus
  4d6+4; hp 104; Init +10; Spd 30 ft.; AC 25, touch 19, flat-
  footed 25; Base Atk +16; Grp +18; Atk +18 melee touch
  (by spell) or +22 ranged touch (by spell) or +22 melee
  (1d4+6/19-20, +4 dagger) or +22 melee (1d3+2, unarmed
  strike); Full Atk +18 melee touch (by spell), or +22
  ranged touch (by spell), or +22/+17/+12 melee
  (1d4+6/19-20, +4 dagger) or +22/+17/+12 melee (1d3+2,
  unarmed strike); SA death attack, sneak attack +9d6;
  SQ +3 bonus on saves against poison, evasion, far
  senses 1/day, half-elf traits, improved cover identity,
  low-light vision, mind blank 1/day, posion use, read
  thoughts 1/day, specialist training (Diplomacy, Gather
  Information, Intimidate, Sense Motive), traps,
  uncanny dodge (Dex bonus to AC, can’t be flanked, +1
  against traps); AL NE; SV Fort +15, Ref +24, Will +17;
  Str 14, Dex 22, Con 13, Int 25, Wis 12, Cha 24. 
  Skills and Feats: Bluff +37, Diplomacy +25, Disable
  Device +24, Disguise +37, Forgery +17, Gather Informa-
  tion +29, Hide +22, Intimidate +16, Knowledge
  (arcana) +13, Knowledge (history) +9, Knowledge
  (local) +12, Listen +16, Move Silently +22, Open Lock
  +18, Perform (lute) +17, Search +22, Sense Motive +14,
  Spot +22; Alertness, Dodge, Great Fortitude, Improved
  Death Attack, Improved Initiative, Polyglot, Scribe
  Scroll, Silent Spell, Skill Focus (Bluff), Weapon Finesse
  (unarmed strike).
  Death Attack (Ex): Murmur can study a victim
  for 3 rounds then make successful melee sneak attack
  to kill or paralyze target. A successful Fortitude save
  (DC 25) negates the effect.
  Evasion (Ex): If exposed to any effect that nor-
  mally allows a character to attempt a Reflex saving
  throw for half damage, Murmur takes no damage with
  a successful saving throw.
  Far Senses (Su): Murmur can extend his vision
  or hearing into an area beyond his normal range, once
  per day, to a distance of 100 feet. He must have visited
  the location earlier. This effect is otherwise similar to
  clairaudience/clairvoyance (caster level 15th).
  Half-Elf Traits: Murmur is immune to magic
  sleep spells and effects. He has a +2 racial bonus on saves
  against enchantment spells or effects and a +1 racial
  bonus on Listen, Spot, and Search checks (already fig-
  ured into the statistics given above).
  Improved Cover Identity (Ex/Su): Murmur
  has three favored cover identities, as described above.
  While operating in one of these cover identities,
  Murmur gains a +4 circumstance bonus on Disguise
  checks and a +2 circumstance bonus on Bluff and
  Gather Information checks. Murmur can switch
  between cover identities or don a disguise in 1d3 min-
  utes. He can also put on or take off armor in half the
  normal time. Murmur has an ongoing undetectable
  alignment effect protecting him. This last effect is a
  supernatural ability.
  Mind Blank (Sp): Once per day Murmur can use
  mind blank on himself (caster level 15th).
  Poison Use: Murmur never risks accidentally poi-
  soning himself when applying poison to a blade.
  Read Thoughts (Su): Murmur can “hear” the
  surface thoughts of a single target once per day, as
  though using a detect thoughts spell.
  Specialist Training (Ex): Murmur has focused
  his craft on interaction and thus gains a +3 bonus to
  Diplomacy, Gather Information, Intimidate, and Sense
  Motive checks (included above).
  Sorcerer Spells Known (6/8/8/7/4; save DC 17
  + spell level): 0—detect magic, detect poison, ghost sound,
  light, mage hand, mending, open/close, ray of frost; 1st—chill
  touch, mage armor, Nystul’s magic aura, shocking grasp, true
  strike; 2nd—obscure object, see invisibility, spectral hand;
  3rd—gaseous form, haste; 4th—greater invisibility.
  Assassin Spells Known (5/5/3; save DC 17 +
  spell level): 1st—change self, ghost sound, obscuring mist,
  spider climb; 2nd—alter self, darkness, pass without trace,
  undetectable alignment; 3rd—invisibility, misdirection,
  nondetection.
  Possessions: Bracers of armor +6, ring of protection +3, +4
  dagger, gloves of Dexterity +6, circlet of Charisma +6, cloak of
  resistance +4, goggles of night, amulet of proof against detec-
  tion and location, tome of clear thought +5 (read), 2 arcane
  scrolls of dimension door, masterwork thieves’ tools, dis-
  guise kit, spell component pouch, 1d4 doses each of
  deathblade poison, dragon bile, and dark reaver
  powder, several changes of clothes, various props and
  tools.
  
  45
  S’RURRUS, EPIC ILLITHID SAVANT
  In the game of Dungeons & Dragons, there is per-
  haps no creature more alien and evil than the dreaded
  mind flayer. Its very name is violent in that it describes
  its horrible practice of eviscerating the very center of
  reason and intellect. What could be fouler than a crea-
  ture that feeds on the very brains of its victims? An
  epic-level creature that feeds on brains, of course.
  Meet S’rurrus, the epic illithid savant.
  D S’rurrus: Female mind flayer Enchanter
  2/Illithid Savant 14; CR 24; Medium-size aberration;
  HD 8d8+8 plus 2d4+2 plus 14d4+14; hp 100; Init +6;
  Spd 30 ft.; AC 22, touch 17, flat-footed 20; Base Atk +15;
  Grp +19; Atk +19 melee (1d4+4, tentacle); Full Atk +19
  melee (1d4+4, 4 tentacles); SA extract, improved grab,
  mind blast, psionics; SQ darkvision 60 ft., frightful pres-
  ence, lore +24, regeneration 5, SR 25, telepathy, true
  seeing; AL LE; SV Fort +17, Ref +13, Will +27; Str 18,
  Dex 14, Con 12, Int 30, Wis 17, Cha 24. 
  Skills and Feats: Bluff +26, Concentration +21,
  Diplomacy +11, Hide +22, Intimidate +22, Knowledge
  (arcana) +37, Knowledge (religion) +26, Knowledge
  (the planes) +44, Listen +24, Move Silently +21,
  Search +17, Sense Motive +10, Spellcraft +37, Spot
  +24, Use Magic Device +26; Ability Focus (mind blast),
  Alertness, Combat Casting, Combat Expertise**,
  Dodge, Heighten Spell, Improved Initiative,
  Improved Trip**, Iron Will, Mobility, Quicken Spell-
  Like Ability (mind blast), Scribe Scroll, Spell Focus**
  (Enchantment), Weapon Finesse (tentacle), Weapon
  Focus (tentacle).
  Epic Feats: Epic Fortitude, Great Intelligence**,
  Improved Heighten Spell, Improved Spellcasting
  Capacity**.
  *These skill modifiers include the following ranks
  stolen from victims: 11 ranks of Knowledge (arcana),
  10 ranks of Knowledge (religion), 24 ranks of Knowl-
  edge (the planes), 25 ranks of Spellcraft, 16 ranks of
  Tumble, and 14 ranks of Use Magic Device.
  **feat gained from victim.
  Extract (Ex): If S’rurrus begins her turn with all
  four tentacles attached and successfully maintains her
  hold, she automatically extracts the opponent’s brain,
  instantly killing that creature.
  Frightful Presence (Ex): This ability takes
  effect automatically whenever S’rurrus attacks or
  charges. Each creature within a radius of 360 feet that
  has 37 or fewer Hit Dice must make a successful Will
  save (DC 36) or become panicked for 4d6 rounds (if it
  has 4 or fewer HD) or shaken for 4d6 rounds (if it has 5
  or more HD). A potentially affected creature that
  makes its saving throw is immune to S’rurrus’s frightful
  presence for 24 hours.
  Improved Grab (Ex): To use this ability, S’rurrus
  must hit a Small to Large creature with tentacle attack.
  After a successful grab, she can try to attach her
  remaining tentacles with a single grapple check. The
  opponent can escape with a single successful grapple
  check, but S’rurrus gets a +2 circumstance bonus for
  every tentacle that was attached at the beginning of the
  opponent’s turn.
  Mind Blast (Sp): At will, S’rurrus can produce a
  60-foot-long cone. Anyone caught in this area must
  make a successful Will save (DC 23) or be stunned for
  3d4 rounds. S’rurrus can quicken this ability three
  times per day.
  Psionics (Sp): At will—astral projection, charm
  monster, detect thoughts, levitate, plane shift, suggestion.
  Caster level 8th; save DC 17 + spell level. The save DCs
  are Charisma-based.
  Lore (Ex): At will, S’rurrus can make a special lore
  check to recall esoteric information from the brains of
  those she has consumed. 
  Regeneration (Ex): Damage dealt to S’rurrus is
  treated as subdual damge, which automatically heals at
  a rate of 5 hit points per round. Fire and acid deal
  normal damage to her, which doesn’t go away. Attack
  forms that don’t deal hit point damage ignore regenera-
  tion, and she does not regain hit points lost from starva-
  tion, thirst, or suffocation. 
  Telepathy (Su): S’rurrus can communicate tele-
  pathically with any creature within 100 feet that has a
  language.
  True Seeing (Su): S’rurrus continuously uses true
  seeing as the spell cast by a 12th-level cleric.
  Cleric Spells Prepared (1/2/2/2/1/1/1/1/1/1;
  save DC 13 + spell level, or 15 + spell level for Enchant-
  ment spells; caster level 17th): 0—cure minor wounds;
  1st—cure light wounds, divine favor; 2nd—cure moderate
  wounds, silence; 3rd—protection from energy, speak with
  dead; 4th—divine power; 5th—spell resistance; 6th—heal;
  7th—greater restoration; 8th—heightened harm; 9th—
  heightened blasphemy.
  Wizard Spells Prepared (8/9/6/5/5/5/5/4/3/3/3;
  save DC 20 + spell level, or 21 + spell level for Enchant-
  ment spells; prohibited school: Evocation): 0—arcane
  mark1, daze1, ghost sound3, mage hand2, mending1,
  open/close1, ray of frost4, read magic1; 1st—alarm2, expedi-
  tious retreat3, identify4, mage armor4, obscuring mist1, shield4,
  shocking grasp4, sleep1, true strike1; 2nd—bear’s endurance4,
  blur3, cat’s grace4, invisibility4, mirror image2, Tasha’s
  hideous laughter4; 3rd—dispel magic2, fly4, haste4, hold
  
  46
  person4, vampiric touch3; 4th—charm monster4, confusion2,
  enervation4, greater invisibility4, stoneskin3; 5th—dominate
  person3, feeblemind4, hold monster4, mind fog4, wall of stone2;
  6th—disintegrate4, eyebite4, greater dispel magic3, mass sug-
  gestion4, mislead2; 7th—insanity4, power word blind3, spell
  turning4, greater teleport2; 8th—horrid wilting4, mind
  blank3, Otto’s irresistible dance4; 9th—dominate monster4,
  energy drain4, time stop3; 10th—heightened disintegrate4,
  heightened feeblemind4, heightened mind fog4.
  Spellbook: 0—arcane mark, daze, detect magic, detect
  poison, disrupt undead, ghost sound, mage hand, mending,
  open/close, prestidigitation, ray of frost, read magic, resist-
  ance; 1st—alarm, burning hands, expeditious retreat, iden-
  tify, mage armor, obscuring mist, shield, shocking grasp, sleep,
  true strike, unseen servant; 2nd—alter self, bear’s endurance,
  blur, cat’s grace, invisibility, mirror image, resist energy,
  Tasha’s hideous laughter, web; 3rd—dispel magic, displace-
  ment, fly, haste, hold person, nondetection, vampiric touch;
  4th—charm monster, confusion, enervation, greater invisi-
  bility, lesser geas, polymorph, stoneskin; 5th—dominate
  person, feeblemind, hold monster, mind fog, teleport, wall of
  stone; 6th—disintegrate, eyebite, greater dispel magic, mass
  suggestion, mislead, Tenser’s transformation; 7th—finger of
  death, insanity, power word blind, reverse gravity, spell turn-
  ing, greater teleport; 8th—horrid wilting, maze, mind blank,
  Otto’s irresistible dance, prismatic wall; 9th—dominate
  monster, energy drain, imprisonment, time stop. 
  1prepared and casts as Wiz2
  2prepared and casts as Wiz13
  3prepared and casts as Wiz20
  4prepared and casts as Wiz23
  Spells Active: Cat’s grace, endurance, mage armor
  (all included in stat block below).
  Possessions: Ring of protection +5, wand of cure critical
  wounds (30 charges), amulet of natural armor +5, belt of
  giant Strength +6, cloak of Charisma +6, vest of resistance +4
  (as cloak), headband of intellect +6, pearl of power (9th-level
  spell).
  D S’rurrus (Enhanced by Spells): Female
  mind flayer Enchanter 2/Illithid Savant 14; CR 24;
  Medium-size aberration; HD 8d8+24 plus 2d4+6 plus
  14d4+42; hp 148; Init +8; Spd 30 ft.; AC 26, touch 19,
  flat-footed 22; Atk +19 melee (1d4+4, 4 tentacles); SA
  extract, improved grab, mind blast, psionics; SQ dark-
  vision 60 ft., frightful presence, lore +24, regeneration
  5, SR 25, telepathy, true seeing; AL LE; SV Fort +19, Ref
  +15, Will +27; Str 18, Dex 18, Con 16, Int 30, Wis 17,
  Cha 24. 
  Skills and Feats: Bluff +26, Concentration +23, Diplo-
  macy +11, Hide +24, Intimidate +22, Knowledge
  (arcana) +37, Knowledge (religion) +26, Knowledge
  (the planes) +44, Listen +24, Move Silently +23, Search
  +17, Sense Motive +10, Spellcraft +37, Spot +24, Use
  Magic Device +26; Ability Focus (mind blast), Alertness,
  Combat Casting, Combat Expertise**, Dodge,
  Heighten Spell, Improved Initiative, Improved Trip**,
  Iron Will, Mobility, Quicken Spell-Like Ability (mind
  blast), Scribe Scroll, Spell Focus** (Enchantment),
  Weapon Finesse (tentacle), Weapon Focus (tentacle).
  Epic Feats: Epic Fortitude, Great Intelligence**,
  Improved Heighten Spell, Improved Spellcasting
  Capacity**.
  PSIONIC PRESTIGE
  CLASSES
  By Mark A. Jindra
  EPIC METAMIND 
  (PSIONICS HANDBOOK)
  The metamind knows that accumulating the most
  power in the shortest time is key to psionic superiority.
  Their single-minded pursuit of this power leads many
  to believe that continued focus into the realm of epic
  psionics will bring them the ultimate psionic power
  they seek.
  Other Options: The epic metamind’s ability to
  utilize Trigger Power and Epic Trigger Power to mani-
  fest many of his lower level powers helps him reach his
  goal of ultimate psionic power. 
  Hit Die: d4.
  Skill Points at Each Additional Level: 4 +
  Int modifier.
  Powers: The epic metamind does not discover
  any additional powers after 10th level unless he
  selects the Spell Knowledge feat. The epic metamind’s
  manifester level increases by 1 per level of epic meta-
  mind gained above 10th. The epic metamind’s
  number of power points per day does not increase
  after 10th level. 
  Psicrystals: The epic metamind’s psicrystal con-
  tinues to increase in power. Every two levels after 10th
  (12th, 14th, 16th, and so on), the psicrystal’s hardness
  and Intelligence each increase by +1. The psicrystal’s
  power resistance is equal to the master’s level +5. 
  Trigger Power: Every other level starting at 11th,
  the epic metamind gains a bonus Trigger Power feat.
  Each time he takes this feat, he chooses a power of level
  0 to 3 that he can attempt to manifest for free. 
  Bonus Feats: The epic metamind gains a bonus
  feat (selected from the list of epic metamind bonus
  feats) every three levels after 10th. 
  
  47
  Epic Metamind Bonus Feat List: Automatic Quicken
  Spell, Automatic Silent Spell, Automatic Still Spell,
  Combat Casting, Enhance Spell, Epic Spell Focus, Epic
  Spell Penetration, Epic Spellcasting, Epic Trigger
  Power (see Epic Psionic Feats), Improved Combat Cast-
  ing, Improved Heighten Spell, Improved Manifesta-
  tion, Improved Metamagic, Intensify Spell, Multispell,
  Permanent Emanation, Spell Focus, Spell Knowledge,
  Spell Mastery, Spell Opportunity, Spell Penetration,
  Spell Stowaway, Spontaneous Spell, Tenacious Magic.
  As noted in the Epic Feats section of the Epic Level
  Handbook, metaminds learn “psionically flavored” ver-
  sions of feats, as appropriate.
  Epic Metamind
  Level
  Special
  11
  Trigger Power
  12
  —
  13
  Trigger Power, bonus feat
  14
  —
  15
  Trigger Power
  16
  Bonus feat
  17
  Trigger Power
  18
  —
  19
  Trigger Power, bonus feat
  20
  —
  EPIC PYROKINETICIST 
  (PSIONICS HANDBOOK)
  While few pyrokineticists venture into the realm of
  epic psionics, those that do find the experience brings
  them closer to becoming one with the flame. Pyros are
  generally shunned by society, and the epic pyro is even
  more so. Often pyros seek out one another and form
  small communities in barren wastelands on the fringes
  of society where they can study their art among those
  who truly appreciate it. 
  Hit Die: d6.
  Skill Points at Each Additional Level: 2 +
  Int modifier.
  Powers: The epic pyrokineticist does not discover
  any additional powers after 10th level unless she selects
  the Spell Knowledge feat. The epic pyrokineticist’s
  manifester level increases by 1 per level of epic pyroki-
  neticist gained above 10th. The epic pyrokineticist’s
  number of power points per day does not increase after
  10th level. 
  Psicrystals: The epic pyrokineticist’s psicrystal
  continues to increase in power. Every two levels after
  10th (12th, 14th, 16th, and so on), the psicrystal’s
  hardness and Intelligence each increase by +1. The
  psicrystal’s power resistance is equal to the master’s
  level +5. 
  Bonus Feats: The epic pyrokineticist gains a
  bonus feat (selected from the list of epic pyrokineticist
  bonus feats) every 2 levels after 10th. 
  Epic Pyrokineticist Bonus Feat List: Automatic Quicken
  Spell, Automatic Silent Spell, Automatic Still Spell,
  Combat Casting, Enhance Spell, Epic Spell Focus, Epic
  Spell Penetration, Epic Spellcasting, Improved Combat
  Casting, Improved Heighten Spell, Improved Manifes-
  tation, Improved Metamagic, Intensify Spell, Multi-
  spell, Permanent Emanation, Spell Focus, Spell Knowl-
  edge, Spell Mastery, Spell Opportunity, Spell
  Penetration, Spell Stowaway, Spontaneous Spell, Tena-
  cious Magic. As noted in the Epic Feats section of the
  Epic Level Handbook, epic pyrokineticists learn “psioni-
  cally flavored” versions of feats, as appropriate.
  Epic Metamind
  Level
  Special
  11
  —
  12
  Bonus feat
  13
  —
  14
  Bonus feat
  15
  —
  16
  Bonus feat
  17
  —
  18
  Bonus feat
  19
  —
  20
  Bonus feat
  EPIC SLAYER (PSIONICS HANDBOOK)
  Seeking to rid the land of illithids forever, slayers
  embrace epic psionics. It is this continued pursuit of
  the illithids that makes them the nemesis of illithids
  everywhere. 
  Other Options: The epic slayer finds the Epic
  Prowess, Epic Weapon Focus, Epic Weapon Specializa-
  tion, and Epic Skill Focus feats quite useful in their war
  on the illithids. 
  Hit Die: d10.
  Skill Points at Each Additional Level: 4 +
  Int modifier.
  Powers: The epic slayer does not discover any
  additional powers after 10th level unless she selects the
  Spell Knowledge feat. The epic slayer’s manifester level
  increases by 1 per level of epic slayer gained above
  10th. The epic slayer’ s number of power points per day
  does not increase after 10th level.
  Bonus Feats: The epic slayer gains a bonus feat
  (selected from the list of epic slayer bonus feats) every
  2 levels after 9th.
  Epic Slayer Bonus Feat List: Armor Skin, Combat
  Archery, Damage Reduction, Devastating Critical, Dire
  Charge, Distant Shot, Epic Endurance, Epic
  
  48
  Leadership, Epic Prowess, Epic Skill Focus, Epic
  Toughness, Epic Weapon Focus, Epic Weapon Special-
  ization, Exceptional Deflection, Improved Combat
  Reflexes, Improved Manifestation, Improved Stunning
  Fist, Improved Whirlwind Attack, Infinite Deflection,
  Instant Reload, Legendary Commander, Legendary
  Rider, Legendary Wrestler, Overwhelming Critical,
  Penetrate Damage Reduction, Perfect Two-Weapon
  Fighting, Reflect Arrows, Spellcasting Harrier, Storm
  of Throws, Superior Initiative, Swarm of Arrows, Two-
  Weapon Rend, Uncanny Accuracy. In addition to the
  feats on this list, the slayer can select any fighter or psy-
  chic warrior bonus feat not listed here. As noted in the
  Epic Feats section of the Epic Level Handbook, epic slay-
  ers learn “psionically flavored” versions of feats, as
  appropriate.
  Epic Slayer
  Level
  Special
  11
  Bonus feat
  12
  —
  13
  Bonus feat
  14
  —
  15
  Bonus feat
  16
  —
  17
  Bonus feat
  18
  —
  19
  Bonus feat
  20
  —
  EPIC SOULKNIFE 
  (PSIONICS HANDBOOK)
  Most soulknifes embrace epic psionics. They advance
  their mind-blades to powers unheard of in the world of
  normal psionics. The amount of violence they employ
  in their combat style increases along with their power,
  causing them to be shunned by society. They often
  seek out the societies of epic pyros to find acceptance. 
  Hit Die: d6.
  Skill Points at Each Additional Level: 4 +
  Int modifier.
  Powers: The epic soulknife does not discover any
  additional powers after 10th level unless he selects the
  Spell Knowledge feat. The epic soulknife’s manifester
  level increases by 1 per level of epic soulknife gained
  above 10th. The epic soulknife’ s number of power
  points per day does not increase after 10th level.
  Sneak Attack (Ex): The epic soulknife’s extra
  damage from this ability increases by +1d6 at 11th-level
  and every other level gained thereafter (13th, 15th, and
  so on). 
  Mind-Blade (Su): When the epic soulknife reaches
  12th level, his mind-blade gains a +6 enhancement
  bonus; this bonus increases by +1 at every other level
  gained thereafter (14th, 16th, and so on). 
  Bonus Feats: The epic soulknife gains a bonus
  feat (selected from the list of epic soulknife bonus
  feats) every four levels after 10th.
  Epic Soulknife Bonus Feat List: Armor Skin, Brilliant
  Mind-Blade (see Epic Psionic Feats), Damage Reduc-
  tion, Devastating Critical, Dire Charge, Epic
  Endurance, Epic Leadership, Epic Prowess, Epic
  Toughness, Epic Weapon Focus, Epic Weapon Special-
  ization, Exceptional Deflection, Improved Combat
  Reflexes, Improved Manifestation, Improved Stunning
  Fist, Improved Whirlwind Attack, Infinite Deflection,
  Legendary Commander, Legendary Rider, Legendary
  Wrestler, Overwhelming Critical, Penetrate Damage
  Reduction, Perfect Two-Weapon Fighting, Reflect
  Arrows, Spellcasting Harrier, Storm of Throws, Supe-
  rior Initiative, Two-Weapon Rend, Uncanny Accuracy.
  In addition to the feats on this list, the soulknife can
  select any fighter or psychic warrior bonus feat not
  listed here. As noted in the Epic Feats section of the
  Epic Level Handbook, each epic soulknife learns “psioni-
  cally flavored” versions of feats, as appropriate. 
  Epic Soulknife
  Level
  Special
  11
  Sneak attack +6d6
  12
  Mind-blade +6
  13
  Sneak attack +7d6
  14
  Mind-blade +7, bonus feat
  15
  Sneak attack +8d6
  16
  Mind-blade +8
  17
  Sneak attack +9d6
  18
  Mind-blade +9, bonus feat
  19
  Sneak attack +10d6
  20
  Mind-blade +10
  EPIC CONSTRUCTOR 
  (MIND’S EYE WEB FEATURE)
  The constructor finds it easy to make the leap into epic
  psionics, where he continues to create more powerful
  constructs with greater ease. Epic constructors are
  often sought out by armies looking to add additional
  firepower to their arsenal. 
  Hit Die: d4.
  Skill Points at Each Additional Level: 4 +
  Int modifier.
  Powers: The epic constructor does not discover
  any additional powers after 10th level unless he selects
  the Spell Knowledge feat. The epic constructor’s mani-
  fester level increases by 1 per level of epic constructor
  gained above 10th. The epic constructor’ s number of
  power points per day does not increase after 10th level. 
  
  49
  Psicrystals: The epic constructor’s psicrystal con-
  tinues to increase in power. Every two levels after 20th
  (22nd, 24th, 26th, and so on), the psicrystal’s hardness
  and Intelligence each increase by +1. The psicrystal’s
  power resistance is equal to the master’s level +5. 
  Efficient Construction: At 12th-level, and
  every three levels gained thereafter (15th, 18th, and so
  on), the epic constructor can manifest astral construct
  and astral tasker powers (including ecto puppet) at a
  decreased cost. The number changes by 1 point each
  time the epic constructor gains this ability. For
  example, at 12th-level, the cost is decreased by 4 power
  points, at 15th-level, the cost is decreased by 5 power
  points, and so on. The minimum cost of manifesting is
  always 1 power point. 
  Infused Construction: The constructor gains
  Infused Construction as a bonus feat at 12th-level and
  every three levels gained thereafter (15th, 18th, and so on). 
  Bonus Feats: The epic constructor gains a bonus
  feat (selected from the list of epic constructor feats)
  every five levels after 10th. 
  Epic Constructor Bonus Feat List: Automatic Quicken
  Spell, Automatic Silent Spell, Automatic Still Spell,
  Combat Casting, Enhance Spell, Epic Spell Focus, Epic
  Spell Penetration, Epic Spellcasting, Improved Combat
  Casting, Improved Heighten Spell, Improved Manifes-
  tation, Improved Metamagic, Intensify Spell, Multi-
  spell, Permanent Emanation, Spell Focus, Spell Knowl-
  edge, Spell Mastery, Spell Opportunity, Spell
  Penetration, Spell Stowaway, Spontaneous Spell, Tena-
  cious Magic. As noted in the Epic Feats section of the
  Epic Level Handbook, epic constructors learn “psionically
  flavored” versions of feats, as appropriate. 
  Epic Constructor
  Level
  Special
  11
  —
  12
  Efficient construction 4, Infused Construction
  13
  —
  14
  —
  15
  Efficient construction 5, Infused Construction, 
  bonus feat
  16
  —
  17
  —
  18
  Efficient construction 6, Infused Construction
  19
  —
  20
  Bonus feat
  EPIC CRYSTAL MASTER 
  (MIND’S EYE WEB FEATURE)
  Advancing into the world of epic psionics, the epic crys-
  tal master has discovered that she can embed additional
  gems in her hands, feet, and even head. The process is
  even more painful than embedding her original five
  gems. When the procedure is complete, the gem has
  fused with the epic crystal master’s circulatory system in
  the area of the body in which the gem is placed, and it
  shows through the skin as a faint shimmer. Because of
  this, the epic crystal master is usually easily recognizable.
  The Epic Embed Gem feat is probably the most useful
  of the bonus feats available to the epic crystal master. 
  Hit Die: d4.
  Skill Points at Each Additional Level: 4 +
  Int modifier.
  Powers: The epic crystal master does not discover
  any additional powers after 10th level unless she selects
  the Spell Knowledge feat. The epic crystal master’s
  effective manifester level increases by 1 per level of
  epic crystal master gained above 10th. The epic crystal
  master’s number of power points per day does not
  increase after 10th level. 
  Psicrystals: The epic crystal master’s psicrystal
  continues to increase in power. Every two levels after
  20th (22nd, 24th, 26th, and so on), the psicrystal’s hard-
  ness and Intelligence each increase by +1. The psicrys-
  tal’s power resistance is equal to the master’s level +5. 
  Epic Embed Gem: The epic crystal master gains
  the Epic Embed Gem feat at 12th, 16th, and 20th levels.
  Bonus Feats: The epic crystal master gains a
  bonus feat (selected from the list of epic crystal master
  bonus feats) every four levels after 10th. 
  Epic Crystal Master Bonus Feat List: Automatic
  Quicken Spell, Automatic Silent Spell, Automatic Still
  Spell, Combat Casting, Enhance Spell, Epic Embed
  Gem, Epic Spell Focus, Epic Spell Penetration, Epic
  Spellcasting, Improved Combat Casting, Improved
  Heighten Spell, Improved Manifestation, Improved
  Metamagic, Intensify Spell, Multispell, Permanent
  Emanation, Spell Focus, Spell Knowledge, Spell Mas-
  tery, Spell Opportunity, Spell Penetration, Spell Stow-
  away, Spontaneous Spell, Tenacious Magic. As noted in
  the Epic Feats section of the Epic Level Handbook, epic
  crystal masters learn “psionically flavored” versions of
  feats, as appropriate. 
  Epic Crystal Master
  Level
  Special
  11
  —
  12
  Epic Embed Gem
  13
  —
  14
  Bonus feat
  15
  —
  16
  Epic Embed Gem
  17
  —
  18
  Bonus feat
  19
  —
  20
  Epic Embed Gem
  
  50
  EPIC CRYSTALSINGER 
  (MIND’S EYE WEB FEATURE)
  Many crystalsingers continue their advancement into
  epic psionics so that they can create more powerful psi-
  onic items. They learn as much as they can about psi-
  onic item creation in the hope that someday they will
  learn the secrets of artifact creation. 
  Hit Die: d4.
  Skill Points at Each Additional Level: 4 +
  Int modifier.
  Powers: The epic crystalsinger does not discover
  any additional powers after 10th level unless she selects
  the Spell Knowledge feat. The epic crystalsinger’s man-
  ifester level increases by 1 per level of epic crys-
  talsinger gained above 10th. The epic crystalsinger’s
  number of power points per day does not increase after
  10th level.
  Psicrystals: The epic crystalsinger’s psicrystal
  continues to increase in power. Every two levels after
  20th (22nd, 24th, 26th, and so on), the psicrystal’s hard-
  ness and Intelligence each increase by +1. The psicrys-
  tal’s power resistance is equal to the master’s level +5. 
  Metacreative Creation: At 11th level, the crys-
  talsinger can apply the effects of the Metacreative feat
  to any items she creates, lowering the level for creation
  purposes by six levels (minimum 1st level). She gains
  the ability to further lower this at every other level
  gained thereafter (13th, 15th, and so on). (The Metacre-
  ative Creation ability is based on the latest version of
  the Metacreative feat found in the Psionics Handbook
  errata. You can download the PDF version at
  <http://www.wizards.com/dnd/article.asp?x=dnd/er/e
  r20010819a>.)
  Bonus Feats: The epic crystalsinger gains a
  bonus feat (selected from the list of epic crystalsinger
  bonus feats) every three levels after 10th. 
  Epic Crystalsinger 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, Improved Heighten
  Spell, Improved Manifestation, Improved Metamagic,
  Intensify Spell, Multispell, Permanent Emanation,
  Scribe Epic Scroll, Spell Focus, Spell Knowledge, Spell
  Mastery, Spell Opportunity, Spell Penetration, Spell
  Stowaway, Spontaneous Spell, Tenacious Magic. In
  addition to the feats on this list, the epic crystalsinger
  may select any item creation feat not listed here. As
  noted in the Epic Feats section of the Epic Level Hand-
  book, epic crystalsingers learn “psionically flavored” ver-
  sions of feats, as appropriate.
  Epic Crystalsinger(H3)
  Level
  Special
  11
  Metacreative creation 6
  12
  —
  13
  Metacreative creation 7, bonus feat
  14
  —
  15
  Metacreative creation 8
  16
  Bonus feat
  17
  Metacreative creation 9
  18
  —
  19
  Metacreative creation 10, bonus feat
  20
  —
  EPIC DIAMOND WARRIOR 
  (MIND’S EYE WEB FEATURE)
  Although it is uncertain what percentage of the dia-
  mond order is comprised of epic diamond warriors,
  some speculate that achieving epic status is reserved
  for only the greatest warriors. 
  Those diamond warriors that reach epic levels are
  assigned a solo mission by the order. The mission
  varies for each individual, but it is designed to test the
  warrior’s wits, courage, and martial prowess. Upon suc-
  cessful completion of the mission, they are awarded the
  crystal mask of shadows. These masks are rare within the
  order, and if one is ever lost, the order makes every
  effort to retrieve it.
  Hit Die: d8.
  Skill Points at Each Additional Level: 4 +
  Int modifier.
  Powers: The epic diamond warrior does not dis-
  cover any additional powers after 10th level unless he
  selects the Spell Knowledge feat. The epic diamond
  warrior’s manifester level increases by 1 three levels in
  a row after 9th before skipping a level in a continuing
  Crystal Mask of Shadows: This smooth crystal mask
  distorts the wearer’s features by using an ever-shift-
  ing, swirling pattern of smoke within the crystal. On
  command, the crystal mask of shadows allows the
  character to use the shadow body power for up to 1
  hour per day. The duration of the shadow body need
  not be consecutive minutes. 
  Manifester Level: 16th; Prerequisites: Craft Universal
  Item, shadow body; Market Price: 185,000 gp;
  Weight: 1 lb.
  pqqqqrs
  pqqqqrs
  
  51
  progression. The epic diamond warrior’s number of
  power points per day does not increase after 10th level.
  Bonus Feats: The epic diamond warrior gains a
  bonus feat (selected from the list of epic diamond war-
  rior bonus feats) every three levels after 8th.
  Epic Diamond Warrior Bonus Feat List: Armor Skin,
  Damage Reduction, Devastating Critical, Dire Charge,
  Epic Endurance, Epic Leadership, Epic Prowess, Epic
  Toughness, Epic Weapon Focus, Epic Weapon Special-
  ization, Exceptional Deflection, Improved Combat
  Reflexes, Improved Manifestation, Improved Stunning
  Fist, Improved Whirlwind Attack, Infinite Deflection,
  Legendary Commander, Legendary Rider, Legendary
  Wrestler, Overwhelming Critical, Penetrate Damage
  Reduction, Reflect Arrows, Spellcasting Harrier, Storm
  of Throws, Superior Initiative, Uncanny Accuracy. In
  addition to the feats on this list, the epic diamond war-
  rior may select any fighter or psychic warrior bonus
  feat not listed here. As noted in the Epic Feats section
  of the Epic Level Handbook, epic diamond warriors learn
  “psionically flavored” versions of feats, as appropriate. 
  Epic Diamond Warrior
  Level
  Special
  Manifester Level
  11
  Bonus feat 
  +1
  12
  —
  +1
  13
  —
  +1
  14
  Bonus feat 
  +1
  15
  —
  +1
  16
  —
  +1
  17
  Bonus feat 
  +1
  18
  —
  +1
  19
  —
  +1
  20
  Bonus feat 
  +1
  EPIC MEDITANT 
  (MIND’S EYE WEB FEATURE)
  The meditant is always looking for new ways to achieve
  inner peace and harmony. Advancement into the realm
  of epic psionics brings the epic meditant closer to that
  goal. 
  Other Options: The epic meditant often selects
  the Epic Inner Harmony and Epic Psychic Meditation
  feats to help her toward her goals. 
  Hit Die: d4.
  Skill Points at Each Additional Level: 4 +
  Int modifier.
  Powers: The epic meditant does not discover any
  additional powers after 10th level unless she selects the
  Spell Knowledge feat. The epic meditant’s effective
  manifester level increases by 1 per level of epic medi-
  tant gained above 10th. The epic meditant’s number of
  power points per day does not increase after 10th level. 
  Psicrystals: The epic meditant’s psicrystal contin-
  ues to increase in power. Every two levels after 20th
  (22nd, 24th, 26th, and so on), the psicrystal’s hardness
  and Intelligence each increase by +1. The psicrystal’s
  power resistance is equal to the master’s level +5. 
  Epic Psychic Meditation: The epic meditant
  gains the Epic Psychic Meditation feat at 11th, 14th,
  17th, and 20th levels.
  Ethereal Form (Su): The epic meditant gains
  additional uses of her ethereal form ability. The
  number of uses per day is 4 at 13th level, increasing by
  1 every three levels thereafter (16th, 19th, and so on).
  Bonus Feats: The epic meditant gains a bonus
  feat (selected from the list of epic meditant bonus feats)
  every three levels after 9th. 
  Epic Meditant Bonus Feat List: Automatic Quicken
  Spell, Automatic Silent Spell, Automatic Still Spell,
  Combat Casting, Enhance Spell, Epic Inner Harmony,
  Epic Psychic Meditation, Epic Spell Focus, Epic Spell
  Penetration, Epic Spellcasting, Improved Combat Cast-
  ing, Improved Heighten Spell, Improved Manifesta-
  tion, Improved Metamagic, Intensify Spell, Multispell,
  Permanent Emanation, Spell Focus, Spell Knowledge,
  Spell Mastery, Spell Opportunity, Spell Penetration,
  Spell Stowaway, Spontaneous Spell, Tenacious Magic.
  As noted in the Epic Feats section of the Epic Level
  Handbook, epic meditants learn “psionically flavored”
  versions of feats, as appropriate. 
  Epic Meditant
  Level
  Special
  11
  Epic Psychic Meditation
  12
  Bonus feat 
  13
  Ethereal form 4/day
  14
  Epic Psychic Meditation
  15
  Bonus feat
  16
  Ethereal form 5/day 
  17
  Epic Psychic Meditation
  18
  Bonus feat
  19
  Ethereal form 6/day
  20
  Epic Psychic Meditation
  EPIC MINDKNIGHT (RANDOM
  ENCOUNTERS WEB FEATURE)
  While it is not known whether any mindknights ever
  reached epic levels, it is certain that they would have
  embraced epic psionics to help aid them in their war
  against the illithids.
  Hit Die: d8.
  Skill Points at Each Additional Level: 4 +
  Int modifier.
  Powers: The epic mindknight does not discover
  any additional powers after 10th level unless she selects
  
  52
  the Spell Knowledge feat. The epic mindknight’s effec-
  tive manifester level increases by 1 every other level of
  epic mindknight gained above 10th (12th, 14th, and so
  on). The epic mindknight’ s number of power points
  per day does not increase after 10th level.
  Bonus Feats: The epic mindknight gains a bonus
  feat (selected from the list of epic mindknight feats)
  every two levels after 10th.
  Epic Mindknight Bonus Feat List: Armor Skin, Damage
  Reduction, Devastating Critical, Dire Charge, Epic
  Endurance, Epic Leadership, Epic Prowess, Epic
  Toughness, Epic Weapon Focus, Epic Weapon Special-
  ization, Exceptional Deflection, Improved Combat
  Reflexes, Improved Manifestation, Improved Stunning
  Fist, Improved Whirlwind Attack, Infinite Deflection,
  Legendary Commander, Legendary Rider, Legendary
  Wrestler, Overwhelming Critical, Penetrate Damage
  Reduction, Reflect Arrows, Spellcasting Harrier, Storm
  of Throws, Superior Initiative, Uncanny Accuracy. In
  addition to the feats on this list, the epic mindknight
  may select any fighter or psychic warrior bonus feat
  not listed here. As noted in the Epic Feats section of
  the Epic Level Handbook, epic mindknights learn “psion-
  ically flavored” versions of feats, as appropriate. 
  Epic Mindknight
  Level
  Special
  Manifester Level
  11
  —
  —
  12
  Bonus feat 
  +1
  13
  —
  —
  14
  Bonus feat 
  +1
  15
  —
  —
  16
  Bonus feat 
  +1
  17
  —
  —
  18
  Bonus feat 
  +1
  19
  —
  —
  20
  Bonus feat 
  +1
  EPIC PSYCHIC WEAPON MASTER
  (MIND’S EYE WEB FEATURE)
  The psychic weapon master strives to achieve epic
  levels. This quest allows them to become more in touch
  with their bonded weapon and helps them to awaken
  its full potential. Some psychic weapon masters have
  forsaken all other things and aspirations, including
  family and career, in pursuit of this goal.
  Other Options: Epic psychic weapon masters
  who choose to awaken the full potential of their
  bonded weapons often select the Superior Bonded
  Weapon feat, as well as concentrate on feats that
  advance existing abilities such as Improved Whirlwind
  Attack.
  Hit Die: d8.
  Skill Points at Each Additional Level: 4 +
  Int modifier.
  Powers: The epic psychic weapon master does not
  discover any additional powers after 10th level unless she
  selects the Spell Knowledge feat. The epic psychic weapon
  master’s manifester level increases by 1 three levels in a
  row after 9th before skipping a level in a continuing pro-
  gression. The epic psychic weapon master’s number of
  power points per day does not increase after 10th level.
  Increased Multiplier: The epic psychic
  weapon master may use her Increased Multiplier abil-
  ity 6 times per day at 12th level. She gains an additional
  use per day every other level beyond 12th (14th, 16th,
  and so on) of this prestige class. You must maintain a
  reserve of power points equal to the number of uses
  you are granted per day. These reserve points are not
  used up when the ability is used.
  Bonus Feats: The epic psychic weapon master
  gains a bonus feat (selected from the list of epic psychic
  weapon master bonus feats) every three levels after 9th.
  Epic Psychic Weapon Master Bonus Feat List: Armor
  Skin, Combat Archery, Damage Reduction, Devastat-
  ing Critical, Dire Charge, Distant Shot, Epic
  Endurance, Epic Leadership, Epic Prowess, Epic
  Toughness, Epic Weapon Focus, Epic Weapon Special-
  ization, Exceptional Deflection, Improved Combat
  Reflexes, Improved Manifestation, Improved Stunning
  Fist, Improved Whirlwind Attack, Infinite Deflection,
  Instant Reload, Legendary Commander, Legendary
  Rider, Legendary Wrestler, Overwhelming Critical,
  Penetrate Damage Reduction, Perfect Two-Weapon
  Fighting, Reflect Arrows, Spellcasting Harrier, Storm
  of Throws, Superior Bonded Weapon, Superior Initia-
  tive, Swarm of Arrows, Two-Weapon Rend, Uncanny
  Accuracy. In addition to the feats on this list, the epic
  psychic weapon master may select any fighter or psy-
  chic warrior bonus feat not listed here. As noted in the
  Epic Feats section of the Epic Level Handbook, epic psy-
  chic weapon masters learn “psionically flavored” ver-
  sions of feats, as appropriate. 
  Epic Psychic Weapon Master
  Level
  Special
  Manifester Level
  11
  —
  +1
  12
  Increased multiplier 6/day, bonus feat 
  +1
  13
  —
  —
  14
  Increased multiplier 7/day 
  +1
  15
  Bonus feat 
  +1
  16
  Increased multiplier 8/day 
  +1
  17
  —
  —
  18
  Increased multiplier 9/day, bonus feat 
  +1
  19
  —
  +1
  20
  Increased multiplier 10/day 
  +1
  
  53
  EPIC SANGEHIRN 
  (MIND’S EYE WEB FEATURE)
  Sometimes referred to as “blood brains,” epic sange-
  hirns have continued to advance their healing skills
  beyond that of the normal sangehirn. Many work
  alongside priests during times of war. Because of their
  selfless nature, the epic sangehirn is a sought-after
  commodity for epic adventuring parties.
  Hit Die: d6.
  Skill Points at Each Additional Level: 4 +
  Int modifier.
  Powers: The epic sangehirn does not discover
  any additional powers after 10th level unless he
  selects the Spell Knowledge feat. The epic sange-
  hirn’s manifester level increases by 1 per level of epic
  sangehirn gained above 10th. The epic sangehirn’s
  number of power points per day does not increase
  after 10th level. 
  Psicrystals: The epic sangehirn’s psicrystal con-
  tinues to increase in power. Every two levels after
  20th (22nd, 24th, 26th, and so on), the psicrystal’s
  hardness and Intelligence each increase by +1. The
  psicrystal’s power resistance is equal to the master’s
  level +5. 
  Stabilize Self: This bonus is added any time a
  sangehirn needs to make a Stabilize Self check. The
  enhancement bonus starts at +6 at 11th level, and it
  increases by one every other level thereafter (13th,
  15th, and so on).
  Damage Reduction (Su): For every four levels
  above 10th (14th, 18th, and so on), the epic sangehirn’s
  damage reduction is increased by +1. 
  Bonus Feats: The epic sangehirn gains a bonus
  feat (selected from the list of epic sangehirn bonus
  feats) every five levels after 10th. 
  Epic Sangehirn Bonus Feat List: Automatic Quicken
  Spell, Automatic Silent Spell, Automatic Still Spell,
  Combat Casting, Enhance Spell, Epic Spell Focus,
  Epic Spell Penetration, Epic Spellcasting, Improved
  Combat Casting, Improved Heighten Spell,
  Improved Manifestation, Improved Metamagic,
  Intensify Spell, Multispell, Permanent Emanation,
  Spell Focus, Spell Knowledge, Spell Mastery, Spell
  Opportunity, Spell Penetration, Spell Stowaway,
  Spontaneous Spell, Tenacious Magic. As noted in the
  Epic Feats section of the Epic Level Handbook, epic
  sangehirns learn “psionically flavored” versions of
  feats, as appropriate.
  Epic Sangehirn
  Level
  Special
  11
  Stabilize self +6
  12
  — 
  13
  Stabilize self +7
  14
  Damage reduction 4/–
  15
  Stabilize self +8, bonus feat
  16
  — 
  17
  Stabilize self +9
  18
  Damage reduction 5/–
  19
  Stabilize self +10
  20
  Bonus feat
  EPIC SHADOW MIND 
  (MIND’S EYE WEB FEATURE)
  Epic shadow minds have chosen a darker path and are
  reluctant to discontinue their study of the subcon-
  scious mind. They quite often advance their studies
  into the realm of epic psionics.
  Hit Die: d4.
  Skill Points at Each Additional Level: 4 +
  Int modifier.
  Powers: The epic shadow mind does not discover
  any additional powers after 10th level unless he selects
  the Spell Knowledge feat. The epic shadow mind’s
  effective manifester level increases by 1 per level of
  epic shadow mind gained above 10th. The epic shadow
  mind’s number of power points per day does not
  increase after 10th level.
  Psicrystals: The epic shadow mind’s psicrystal
  continues to increase in power. Every two levels after
  20th (22nd, 24th, 26th, and so on), the psicrystal’s hard-
  ness and Intelligence each increase by +1. The psicrys-
  tal’s power resistance is equal to the master’s level +5. 
  Subpsionic Defense (Ex): The epic shadow
  mind’s bonuses to saves against powers from the Psy-
  chometabolism, Psychoportation, or Psychokinesis dis-
  ciplines increases by +1 for every three levels gained
  after 8th.
  Subpsionic Power (Ex): For every three levels
  gained above 9th, the epic shadow mind gains another
  point of subpsionic power. Add the subpsionic power
  value to the DC for saving throws and manifester level
  checks to overcome power resistance for powers the
  epic shadow mind manifests from the Metacreativity,
  Clairsentience, and Telepathy disciplines. This stacks
  with all other bonuses to overcome power resistance;
  however, having this feat does not make such bonuses
  stack with each other if they normally don’t.
  Bonus Feats: The epic shadow mind gains a
  bonus feat (selected from the list of epic shadow mind
  bonus feats) every four levels after 10th. 
  
  54
  Epic Shadow Mind Bonus Feat List: Automatic Quicken
  Spell, Automatic Silent Spell, Automatic Still Spell,
  Combat Casting, Enhance Spell, Epic Spell Focus, Epic
  Spell Penetration, Epic Spellcasting, Improved Combat
  Casting, Improved Heighten Spell, Improved Manifes-
  tation, Improved Metamagic, Intensify Spell, Multi-
  spell, Permanent Emanation, Spell Focus, Spell Knowl-
  edge, Spell Mastery, Spell Opportunity, Spell
  Penetration, Spell Stowaway, Spontaneous Spell, Tena-
  cious Magic. As noted in the Epic Feats section of the
  Epic Level Handbook, epic shadow minds learn “psioni-
  cally flavored” versions of feats, as appropriate.
  Epic Shadow Mind
  Level
  Special
  11
  Subpsionic defense +4
  12
  Subpsionic power +4
  13
  —
  14
  Subpsionic defense +5, bonus feat
  15
  Subpsionic power +5
  16
  —
  17
  Subpsionic defense +6
  18
  Subpsionic power +6, bonus feat
  19
  —
  20
  Subpsionic defense +7
  EPIC PSIONIC FEATS
  BRILLIANT MIND-BLADE 
  [EPIC] [PSIONIC]
  Your mind-blade is a brilliant energy weapon.
  Prerequisites: Mind-blade enhancement bonus
  of +6, reserve power points (see below).
  Benefit: Your mind-blades have the brilliant
  energy weapon quality. You can choose to turn this
  ability on or off as a free action.
  Special: This feat increases your prerequisite of
  reserve power points for your mind-blades by 10. This
  feat can be taken as a bonus feat by the epic soulknife.
  EPIC EMBED GEM [EPIC] [PSIONIC]
  Your body can handle the stress of embedding addi-
  tional gems.
  Prerequisites: Crystal master level 11+, at least
  five embedded gems.
  Benefit: You embed one new gem. The gem
  must come from the list of gems available to the crys-
  tal master. Once a part of the body has a gem embed-
  ded in it, another gem cannot be embedded in that
  part of the body. The powers and restrictions on each
  gem are found with the crystal master prestige class
  (see the crystal master prestige class above). The level
  restriction is the minimum level of crystal master
  needed to take this gem. Each type of gem can be
  embedded only once.
  Special: This feat may be taken up to five times.
  Each time this feat is taken, you can embed an addi-
  tional gem—one each in hands, feet, or head. This feat
  can be taken as a bonus feat by the epic crystal master.
  EPIC INNER HARMONY 
  [EPIC] [PSIONIC]
  You achieve an inner harmony that allows psychic
  meditation effects to last longer.
  Prerequisite: Meditant 11+ levels. 
  Benefit: The duration for the bonuses gained
  through psychic meditation is increased to 1 hour per
  character level. 
  Special: Psychic meditation bonuses are always
  considered temporary bonuses regardless of how long
  they last and statistic increases do not affect bonus
  power points or any other ability that relies on a perma-
  nent statistic or value. This feat can be taken as a bonus
  feat by the epic meditant.
  EPIC PSYCHIC MEDITATION 
  [EPIC] [PSIONIC]
  You further your study and understanding of psychic
  energy centers, which allows you to enter the deepest
  levels of meditation.
  Prerequisite: 21+ levels, Intense Psychic Medita-
  tion (seven times), Psychic Meditation (seven times).
  Benefit: When you take this feat, you are granted
  additional psychic energy center bonuses. You can
  select a given psychic energy center only once. You
  can take this feat multiple times and must select a psy-
  chic energy center that you have not already previ-
  ously selected. Bonuses from this feat stack with
  bonuses received from the Psychic Meditation and
  Intense Psychic Meditation feats. Meditation time is
  increased to 40 minutes. The duration of the benefits
  increase to 4 hours. You can activate this feat only
  once per day. This feat can be taken as a bonus feat by
  the epic meditant.
  Energy Center
  Associated Bonus
  Crown
  +3 natural armor bonus to AC 
  Third Eye
  2 temporary power points per manifester 
  level 
  Throat
  +2 enhancement bonus to Int, Wis, and Cha 
  Heart
  Fast healing 3 
  Solar Plexus
  +2 on saving throw of choice, 
  +1 on remaining two 
  Base
  +2 enhancement bonus to Str, Dex, and Con 
  Sacral
  +3 to DC for powers in primary discipline; 
  +1 to all other powers 
  
  55
  EPIC TRIGGER POWER 
  [EPIC ] [PSIONIC]
  You choose one power that you can manifest for free.
  Prerequisite: Inner Strength, Talented, Trigger
  Power, reserve power points (see below).
  Benefit: Choose any 4th-, 5th-, or 6th-level power
  you know. From now on you can attempt to trigger that
  power without paying its cost. To trigger a power, you
  must first satisfy the requirement of a power point
  reserve equal to or greater than what it would normally
  cost you to manifest the power. Then, make an ability
  check appropriate for the power’s discipline (for
  instance, you would make a Charisma check for charm
  person). If you meet or exceed the ability check DC (see
  below), the power is manifested normally with no
  power point cost. If you fail the check, you are forced to
  pay its cost, but the power is still manifested normally.
  You can’t use Epic Trigger Power in conjunction with
  psionic attack or defense modes.
  DCs for the ability check are determined by level:
  4th level, 19; 5th level, 21; and 6th level, 23.
  Special: You can take this feat multiple times, each
  time using it for a new triggered power. This feat can
  be taken as a bonus feat by the epic metamind.
  SUPERIOR BONDED WEAPON 
  [EPIC] [PSIONIC]
  Your bonded weapon gains the capacity for greater
  power.
  Prerequisites: Psychic Weapon Master 11+,
  bonded weapon bonus +10.
  Benefit: The maximum weapon bonus that your
  superior bonded weapon can have is equal to your total
  levels of psychic weapon master*. Also your bonded
  weapon’s maximum enhancement bonus increases by
  +1 per level of epic psychic weapon master. You must
  still make an appropriate sacrifice to awaken this
  bonus, as shown on the table below. For instance, to
  increase a +5 psychic longsword to a +6 psychic
  longsword, the psychic weapon master must sacrifice a
  total of 12,100 XP. The psychic weapon master must
  meditate to increase the new ability as usual. This feat
  can be taken as a bonus feat by the epic psychic weapon
  master.
  EPIC LEVEL HANDBOOK 
  PLAYTESTERS
  Many thanks are due to the fine folk who playtested
  the Epic Level Handbook. Playtesting is all about experi-
  mentation and trying to fix any potential mistakes and
  oversights. Regretfully, we committed an oversight by
  leaving off the list of people who playtested the docu-
  ment. Here are our unsung epic heroes:
  Christopher Adomaitis, Dave Anderson, Jeffrey Ball,
  Robert Ball, Marty Bartoy, Derek Belanger, James
  Black, John Black, Gwendolyn Black, Carl Bobo,
  William Braun, Craig Bucheli, Barbara Chandler, Scott
  Chandler, Donald Dodge, Jocelyn Eisenhour, Sarah
  Faigh, Mattthew Farr, Kelmar Firesun, David Fulker-
  son, Carlos Garcia, Chris Garcia, Corey Garrett, Chris
  Garrison, Omar Ghannoum, Matt Glavich, Catherine
  Good, Andrew Gristina, August Hahn, Cynthia Hahn,
  Arthur Harris, Nick Hidalgo, Quentin Hidalgo,
  William Holder, Kurt Johnson, George Kalauokalani,
  Charles Keene, Brian Klement, Robert Krempa, Gary
  Labrecque, Rocky Lange, Kevin Leistico, Eric Lopez,
  Anthony Ludlam, Jon Lundeen, Jeremy Lutz, Ralph
  Mack, Greg Marone, Thomas Martin, Frank Mathenia,
  Joseph Meeks, Kevin Meyer, Scott Morgan, Nicholas
  Morgan, David Nowell, Kevin Odom, Brock Ormond,
  Damian Osisek, Jon Otaeuro, Scott Parks, Goon Pat-
  tanumotana, Gavin Pattanumotana, Tom Pearce, Brian
  Perry, Russell Richardson, Dan Robbins, Andrew Roth-
  stein, Richard Sakoda, Jeff Showiak, Ray Stakenas,
  Maryrita Steinhour, Curtis Steinhour, Jeff Stolt, John
  Sussenberger, Lisa Sussenberger, Zachary Tom, Robert
  Trottier, Thomas Vail, Jason White, Matthew Woodard.
  Superior Bonded Weapons
  Weapon Bonus
  Total Sacrifice Required
  Minimum Psychic Weapon Master Level
  Meditation
  11
  12,100
  11
  21 days
  12
  14,400
  12
  23 days
  13
  16,900
  13
  25 days
  14
  19,600
  14
  27 days
  15
  22,500
  15
  29 days
  16
  25,600
  16
  31 days
  17
  28,900
  17
  33 days
  18
  32,400
  18
  35 days
  19
  36,100
  19
  37 days
  +20*
  40,000
  20
  39 days
  * Total weapon bonus many not exceed +20 regardless of level.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3rd Edition/WOTC Web Archive/Web Enhancements/Epic Insights.pdf