Epic Levels

Many, but not all, class features continue to accumulate after 20th level/ The following guidelines describe how the epic class progressions in this section work. As noted on Table: Epic Advancement, your base save bonuses and base attack bonus don't increase after 20th level. Thus, there no columns for base save bonuses or base attack bonuses for these classes. Instead, use Table: Epic Advancement to determine the character's epic bonus on saving throws and attacks.


 * You continue to gain Hit Dice and skill points as normal beyond 20th level.
 * Generally speaking, any class feature that uses your class level as part of a mathematical formula, such as a field officer's inspiration ability continues to increase using your class level in the formula.
 * For spellcasters, your caster level continues to increase after 20th level. Thus, a 23rd-level occultist casts as a 23rd-level character. However, your spells per day don't increase after 20th, level. The only way to gain additional spells per day (other than the bonus spells gained from a high ability score) is to select the Improved Spell Capacity epic feat.
 * The powers of familiars, special mounts, and fiendish servant continue to increase as their masters gain levels.
 * Any class features that increase or accumulate as part of a repeated pattern (such as a rogue's sneak attack) also continue to increase or accumulate after 20th level at the same rate. An exception to this rule is any bonus feats granted as a class feature do not increase with epic levels. Instead, these classes get bonus feats at a different rate (described in each class below).
 * In addition to the class features retained from nonepic levels, each class gains a bonus feat every two, three, four, or five levels after 20th. This augments each class's progression of class features, because not all classes otherwise improve class features after 20th level. You must select these feats fromm the list of bonus feats for that class, much like the nonepic fighter selects his bonus feats from the specific list. These bonus feats are in addition to the feat that every character gets every odd numbered level.
 * Also, many classes gain additional class features after 20th level.

Epic Alchemist
The epic arcanist is a master of magic, they can even unravel the spells of their foes as they cast them. Hit Die: D6

Skill Points at Each Additional Level: 2 + Int Modifier.

Spells: The alchemist's caster level is equal to his class level. The arcanist's number of spells per day does not increase after 20th level. The alchemist does not learn new spells as they level. Bomb damage increases as appropriate.

Epic Discovery
At 21st, 25th and 29th level you may choose an epic discovery.

Discovery
At 23rd and 25th level you can choose an additional discovery you qualify for from the alchemist discovery list.

Catalyst
Starting at 23rd level, whenever you drink a mutagen or cognatogen, you gain a +5 bonus to all attack or damage rolls for the duration. Only one mutagen can catalyze at a time.

Effusion Absorption
Starting at 27th level, when you successfully save against a spell you may save a copy of it in the form of an extract as an immediate action to be recast at a later time, effusions disappear after 1 day if they are not used. Spells copied of a level you are not high enough to cast are cast as a 6th level extract instead.

Epic Arcanist
The epic arcanist is a master of magic, they can even unravel the spells of their foes as they cast them. Hit Die: D6

Skill Points at Each Additional Level: 2 + Int Modifier.

Spells: The arcanist's caster level is equal to his class level. The arcanist's number of spells per day does not increase after 20th level. The arcanist does not learn new spells as he continues to level with the exception of epic spells.

Epic Casting
At 21st level, an arcanist gains the ability to cast epic spells a number of times per day based on their level. At each level they can learn one epic spell they are able to cast.

Favored School
At 23rd level, the arcanist can choose a favored school, this school is granted a bonus effect on all spells cast from that school depending on the school selected. At 29th level the arcanist can choose a second favored school.

''Evocation: +5 to the maximum damage dice of all evocation spells you cast. Spells without damage dice such as Wail of the Banshee get an increase equal to five levels instead. Spells that gain charges as you level, such as magic missile and scorching ray gain +5 levels worth of additional charges as appropriate in their spell description.''

''Abjuration: You can quicken abjuration spells you cast without increasing its spell level a number of times per day equal to 3 + your Intelligence modifier. You do not need to know the quicken spell feat to do this.''

''Conjuration: Conjuration spells have an increase to their maximum level of +5 and any bonuses associated with that. Summoned creatures have +5 to hit dice, attack, damage, saves and Armor Class.''

Transmutation: All transmutation spells you cast are extended whether or not you have the extended spell feat, also your Strength, Constitution or Dexterity score (choose one) is increased by 5 for the duration whenever you cast a transmutation spell targeting yourself.

Illusion: All illusion spells you cast are persistent whether or not you have the persistent spell feat, and saves to disbelieve have +5 to their Save DC.

Enchantment: Enchantment spells you cast gain a +5 bonus on caster level checks vs spell resistance, and +5 to their Save DC.

True Counterspell
Starting at 25th level, when you successfully counter a spell being cast, you may retarget it using your own DC as if you had cast the spell instead of simply preventing the spell from being cast.

Unravel Spell
Starting at 27th level, you add your Intelligence modifier to your saving throws against all spells.

At 29th level, you may add your Intelligence modifier to the saves of allies adjacent to you 1 round as an immediate action.

Epic Inquisitor
The epic inquisitor is the embodiment of a weapon of his or her god. They are masters of martial combat against enemies of their faith. Hit Die: D8

Skill Points at Each Additional Level: 6 + Int Modifier.

Spells: The epic inquisitor's caster level does not increase beyond 20 until it gains the epic spellcasting feature at 25th level. The inquisitor does not gain additional spells per day or spells known as he or she levels beyond 20th.

Blessing
At 21st level the inquisitor gains blessings from his or her domains from the warpriest's blessing list

Epic Judgement
At 21st level, the inquisitor's judgement abilities continue to increase following their original formulas such as destruction increasing every 3 levels, so +1 at 21, 24, 27, 30. But they also get a number of new judgements listed below.

Debility
Creatures struck by the inquisitor while this judgement is active take a penalty on all attack and damage rolls equal to 1/5 of your inquisitor level.

Guilt
Creatures struck by the inquisitor while this judgement is active take a penalty on all d20 rolls equal to 1/5 of your inquisitor level.

Purge
Creatures stuck by the inquisitor while this judgement is active are dispelled as per greater dispel with a bonus on the caster level check plus 1/5 of your inquisitor level.

Treason
Creatures struck by the inquisitor while this judgement is active must make a Will save (DC = 10 + 1/2 of inquisitor level + Wisdom Modifier) or be dominated for a number of rounds equal to 1/2 of your inquisitor level. Each round they can make an additional save to break free of the effect.

Bonus Feats
At 22nd, 26th and 30th level, the inquisitor may select a bonus feat out of Combat feats or Teamwork feats that they qualify for.

Favored Weapon Mastery
At 23rd level, the inquisitor may substitute their inquisitor level for fighter levels required to attain feats for their deity's favored weapon (such as weapon specialization or greater weapon focus).

Epic Spellcasting
Starting at 25th level, the inquisitor's caster level increased by 1 per level. This does not affect the number of spells they can cast per day or their spells known, but the effects of the spells.

Source Casting
At 27th level, the inquisitor adds all bonus spells granted by their domains to clerics up to 6th spell level to their list of known spells.

Epic Bane
At 29th level the inquisitor can have an active bane for up to a number of multiple creature at once equal to 3 + their Wisdom modifier. Allowing them to select new targets of their bane without losing the effect against previously chosen targets. This also grants them 15 extra rounds per day to use the bane ability. Having bane active for two or more creatures does not expend additional turns of their daily duration.

Additionally, they add their Wisdom Modifier to the bane damage granted by bane as long as they are wielding their deities favored weapon.

Epic Monk
The monk upon reaching its celestial transcendence continues to unlock divine powers, even granted him or her limited access to divine spells. Hit Die: D8

Skill Points at Each Additional Level: 4 + Int Modifier.

Spells
Starting at 21st level, a monk casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A monk must choose and prepare her spells in advance. To prepare or cast a spell, a monk must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a monk's spell is 10 + the spell level + the monk's Wisdom modifier. Like other spellcasters, a monk can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Monk Spells. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). monks meditate or pray for their spells. Each monk must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a monk can prepare spells. A monk may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Chaotic, Evil, and Good Spells: A monk can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Divine Touch
Starting at 21st level, an epic monk ignores DR/- up to an amount equal to his or her monk level.

Touch of Death
Starting at 23rd level, the monk can expend one point of ki to increase the DC of his quivering palm ability by 10.

Bonus Feats
At 24th and 28th level the monk can choose a Combat feat he or she qualifies for to gain as a bonus feat.

Kinetic Manipulation
Starting at 27th level the monk can convert his or her unarmed strike damage type to an energy type as a free action however it must be announced before the attack roll is made. The monk can choose Cold, Fire, or Electricity energy types when using this ability. Damage type can be changed only once per round.

Kinetic Enfeeblement
Starting at 29th level, if the monk successfully hits a target with an energy type from his unarmed strike after using kinetic manipulation, it gains vulnerability to the opposing type until the beginning of the monk's next turn. Electricity grants vulnerability to Bludgeoning, and Fire and Cold grant vulnerability to each other.

Epic Ninja
The epic ninja has travelled a dark path and has studied the secrets of unholy power and black magic, granting him arcane power as well as infusing his attacks with death. Hit Die: D8

Skill Points at Each Additional Level: 8 + Int Modifier.

Spells
A ninja casts arcane spells drawn from the sorcerer/wizard spell list. A ninja must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the wizard must have an Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ninja's spell is 10 + the spell level + the ninja's Charisma modifier. A ninja can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Ninja Spells. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). A Ninja may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the ninja decides which spells to prepare.

A ninja's caster level is equal to his ninja level - 10.

Starting Spells: A ninja must acquire a spellbook before he learn spells. At each new epic ninja level, he gains two new spells of any spell level or levels that he can cast (based on his new ninja level) for his spellbook. At any time, a ninja can also add spells found in other wizards’ spellbooks to his own (see Magic).

Nin-Shuriken
Starting at 21st level, the ninja may apply the effects of a melee touch or ranged touch spell he has memorized to his shuriken when thrown and apply the effect of the spell if the shuriken successfully hits to the target of his ranged shuriken attack. Applying a spell to a shuriken is a swift action. If making a full round attack with shuriken, only the first shuriken that hits applies the spell. Spells cast this way do not need an attack roll of their own and instead use the attack roll of the shuriken being thrown.

Doom Strike
Blurring the line between life and death, the ninja has discovered an unholy power. Starting at 22nd level the attacks of the ninja do an additional +1d6 unholy damage regardless of whether they are able to sneak attack or not. This damage is not precision damage and is purely unholy damage. Every two levels thereafter this damage is increased by +1d6 to a maximum of +5d6 at 30th level.

Magnetic Assumption
Starting at 23rd level, the ninja gains a misc. bonus to all Knowledge checks made equal to his or her Charisma modifier.

Flurry of Blows
At 24th level, a ninja can make a flurry of blows as a full-attack action. When making a flurry of blows, the ninja can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the ninja can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects). At 28th level, a ninja can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

Martial Mastery
At 25th level, a ninja can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 29th level a ninja learns an additional style strike. He must choose which style strike to apply before the attack roll is made. He can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type. The monk can choose from any of the style strikes on the above link.

Death Attack
If a ninja studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (ninja's choice). Studying the victim is a standard action. The death attack fails if the target detects the ninja or recognizes the ninja as an enemy (although the attack might still be a sneak attack if the target is denied his Dexterity bonus to his Armor Class or is flanked). If the victim of such a death attack fails a Fortitude save (DC 10 + the ninja's class level + the ninja's Charisma modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the ninja. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the ninja has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if the ninja does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.