Complete Epic (3.5e Sourcebook)/Epic Classes

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Epic Classes[edit]

New Epic Classes[edit]



You talk big, but can you back up your bark with your bite? Come on, let's dance.
—Charles Hampshire, Hound Archon Chasseur, Log of the CC Kiritsu Missions

Chasseurs are masters of melee combat who use quick reflexes to make up for poor armor, and a flurry of weapon blows. Mobility is key, for they can't hurt you when you're always on the move. With weapon in hand, chasseurs can defeat entire armies single handed.

Becoming a Chasseur[edit]

Chasseurs usually value Dexterity to make up for low armor, while others value Strength. Most use either sword & board or two-weapon fighting to maximize their attacks against as many targets as possible. As melee fighters, Constitution is always important, with mental ability scores varying on their selection of skills.

Entry Requirements
Base Attack Bonus: BAB +16.
Skills: Balance or Tumble 23 ranks.
Feats: Dodge, Run, either Weapon Focus, Improved Shield Bash, or Two-Weapon Fighting.

Table: The Chasseur

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Advancement, Combat Style, Evasive Motion (20% physical), Faster Movement, Quick Rush
2nd +2 +3 +3 +0 Blade Dance 1, Quick to Act +1, Whirlwind Attack
3rd +3 +3 +3 +1 Lesser Bounding Threat, Quick Rush
4th +4 +4 +4 +1 Blade Dance 2, Evasive Motion (20% magical), Quick to Act +2
5th +5 +4 +4 +1 Improved Combat Style, Quick Rush
6th +6 +5 +5 +2 Blade Dance 3, Bounding Threat, Quick to Act +3, Vortex Attack
7th +7 +5 +5 +2 Evasive Motion (50% physical), Quick Rush
8th +8 +6 +6 +2 Blade Dance 4, Quick to Act +4
9th +9 +6 +6 +3 Greater Bounding Threat, Quick Rush
10th +10 +7 +7 +3 Evasive Motion (50% magical), Greater Combat Style, Quick to Act +5, Wormhole Attack

Class Skills (6 + Int modifier per level.
Appraise (Int), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (local) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Table: The Advanced Chasseur
Level Special
11th Quick Rush
12th Quick to Act +6
13th Bonus Feat, Quick Rush
14th Quick to Act +7
15th Quick Rush
16th Bonus Feat, Quick to Act +8
17th Quick Rush
18th Quick to Act +9
19th Bonus Feat, Quick Rush
20th Quick to Act +10

Class Features[edit]

All of the following are class features of the Chasseur.

Advancement: The chasseur is able to continue the advancement of certain class features. Choose one of the following which you possess: Skirmish, Sneak Attack (or similar), or Initiator/Fighter levels. You continue to gain skirmish, sneak attack, initiator levels, or fighter levels as if you were taking the class which granted the ability. In the case of initiator and fighter levels, the chasseur gets a fighter bonus feat at 2nd and even even level beyond.

Combat Style: The chasseur has a talent for a particular fighting style, much like a ranger. Choose from one of the styles below:

  • Einhander: Whenever you are fighting with a weapon in one hand and nothing in your other hand, you gain 1d6 extra damage to your attacks per class level.
  • Sword & Shield: The miss chance granted by evasive motion rises by 5% when using a shield, or 10% while using a tower shield.
  • Two-Weapon Fighting: You ignore all the penalties for two-weapon fighting, and may use your full strength to damage on your off hand weapon.

The power of your choice grows as you obtain the improved and greater combat style class features.

Evasive Motion (Ex): A chasseur must be fast on her feet in order to survive. If a chasseur moves 20 feet or more in a round, she gains a 20% concealment from physical attacks for 1 round. True seeing and the like do not bypass this miss chance as it is simply rapid movements and not illusion.

At 4th level, the 20% miss chance now applies against magical effects.

At 7th level, the miss chance for physical attacks rises to 50% miss chance.

At 10th level, the miss chance for magical attacks rises to 50% miss chance.

Faster Movement (Ex): A chasseur must be swift and fast on his feet. She increases her movement speed by 5 feet per class level.

Quick Rush: At 1st level and every odd level beyond, a chasseur gains a unique power called a quick rush which relates to mobility and movement. Some quick rush abilities may be selected multiple times with scaling benefits, as noted below.

Abrupt Step (Ex): As an immediate action a chasseur can make a 5 foot step, usually to avoid an attack.

Constant Motion (Ex): If you moved last round, you can move half that amount next round as a free action (round down, minimum 0 feet). For example, last round you moved 40 feet, so this round you can move 20 feet and full attack, or move 20 feet and take a move and standard action, or some other combination.

Dimension Step (Su): As a move action, the chasseur can teleport up to its move speed, though they need line of sight to teleport. It can double more or even "run" with its teleportation, which does not provoke attacks of opportunity.

Epic Sprint (Ex): Once per minute the chasseur can increase her speed by x100 for 1 round. Such movement does not provoke attacks of opportunity and must be made in a straight line.

Even Odds (Ex): You do best when surrounded. You gain a +1 dodge bonus to AC for every hostile creature which threatens you beyond one. The creature must pose actual danger, and thus must have a CR equal to your character level -5 or greater.

Flicker Flanker (Su): Mark one place within your movement range beyond where you are. You are considered to be occupying said square for the purposes of flanking and threatening. Using this, you can even flank with yourself as you rapidly flicker back and forth between areas.

Freedom Step (Ex): A chasseur can fall under the effects of freedom of movement for up to 1 round per character level. The duration need not be continuous, and is activated as a free action on the chasseur's turn.

Gravity Walker (Su): The chasseur can stand on any incline, even upside down, as if he were in a subjective gravity environment. She can "fly" as a move action by allowing herself to fall in a direction (though she may take falling damage by falling too far).

Light Step (Su): The chasseur can stand on any surface, even if it shouldn't support her. She can stand on liquids like water or lava and opaque gases such as clouds and smoke, though turbulent surfaces may need balance checks to stay on top.

Opportune Movement (Ex): Whenever the opponent provokes an attack of opportunity, you can instead make a move action of your choice.

Phase Step (Su): You can run through solid objects and creatures as if they weren't there (though you may provoke for running through enemy creature's squares). For every 10 feet you've moved in the round, your momentum can carry you through 5 feet of solid material as if you were ethereal. You do not harm the substance or yourself in your passing, but if you run out of movement or you don't have enough movement to end your turn in a valid space, you are violently jaunted out to the nearest empty space and take 1d6 points of damage for every 10 feet you are jaunted away.

Blade Dance (Ex): At 2nd level, a chasseur can perform a blade dance attack as a full-round action. A chasseur can make a single attack roll and move up to her move speed in a straight line. The attack applies to every creature within reach along that line. You provoke attacks of opportunity as normal.

At 4th level, the ability improves. You may make a full attack and move up to your move speed, and apply all the attacks to creatures you pass within reach.

At 6th level, you no longer need to move in a straight line and you can move up to twice your move speed, but you can only make one attack against each creature and only one creature each time no matter how many times you pass by them.

At 8th level, you can now make a full attack against every creature up to double your move speed, and need not move in a straight line.

Quick to Act (Ex): At 2nd level, a chasseur must have quick reflexes. At every even level a chasseur gains a +1 bonus to initiative.

Whirlwind Attack: At 2nd level a chasseur gains Whirlwind Attack as a bonus feat. If she already has Whirlwind Attack she can select any other feat she qualifies for.

Lesser Bounding Threat (Ex): At 3rd level, a chasseur can never stay still, bounding from place to place in the battle and threatening all that she sees. A chasseur now threatens out to 1/4th her movement speed (minimum 5 feet) if better than her current threatened area. A chasseur must have line of effect.

Improved Combat Style: At 5th level a chasseur's combat style improves, based on their previous choice as shown below.

  • Einhander: Your weapon is your shield. You gain a shield bonus to AC equal to your weapon's enhancement bonus + 2, and you may enhance your weapon as if it were a +X heavy shield, where X is the weapon's enhancement.
  • Sword & Shield: You may apply your shield bonus to all allies within the range of your (lesser/normal/greater) bounding threat area.
  • Two-Weapon Fighting: You gain the additional attacks granted by the two-weapon fighting feats on a standard action as well as a full attack. A creature with all three two-weapon fighting feats would make a normal attack, and three off-hand attacks.

Bounding Threat (Ex): At 6th level, a chasseur's threat range from lesser bounding threat improves out to 1/2 their movement range. They can threaten a great deal, snapping to and fro almost instantly.

Vortex Attack (Ex): At 6th level, a chasseur gains an improved form of whirlwind attack. Treat the vortex attack like a whirlwind attack, except creatures up to 30 feet outside of your attack range must make Fortitude saves (DC 10 + 1/2 HD + your modifier to attack rolls) or be sucked inward until they are in your attack range (and are subsequently hit by your vortex attack). If a creature cannot be sucked into range, it will come as close as it can.

Greater Bounding Threat (Ex): At 9th level, a chasseur's threat range is amazing, up to their movement speed. No one will be safe!

Greater Combat Style: At 10th level a chasseur gains the final upgrade to her chosen combat style, as seen below.

  • Einhander: Your weapon can never be sundered or disarmed, and the additional damage from the lesser combat style is now maximized. However it is still bonus dice and thus is not multiplied on a critical hit.
  • Sword & Shield: You can hold a move action on your turn. If you do so, you can let one ally in your bounding threat range benefit from your miss chance as you fly to intercept the attack before the end of your next turn. After the failed or successful attack block you can choose to remain next to your ally or return to your spot.
  • Two-Weapon Fighting: When you use Whirlwind Attack (or any of its variants) you get a second attack at your highest attack bonus for free.

Wormhole Attack (Ex): At 10th level, a chasseur's whirlwind attack ability improves again. Whenever using whirlwind or vortex attack, the chasseur can choose to rip a hole in space and time open at her location. Creatures in your attack range (regardless if they've been hit or not) must make a Will save DC 10 + 1/2 HD + your modifier to attack rolls) or be thrown into the depths of the astral plane far far away. You may use this ability at will, but a successful save renders them immune to the plane shifting ability of wormhole attack for 24 hours. Alternatively, the chasseur can open up a stable version of gate (travel only) as a full-round action, with a caster level equal to your character level.

The advanced chasseur gains a bonus feat (selected from the list of advanced chasseur feats) at 13th and every 3 levels beyond.

Advanced Chasseur Bonus Feat List: <-list of bonus epic feats->

Colossus Knight[edit]


Colossus Knight[edit]

Nothing Can Stop the Colossus Knight!
—Cain Marko, Gigas Colossus Knight, The Amazing Drider-Man #229-#230

Few things are more intimidating than a giant knight clad in foreboding armor. Its presence commands power and a sense of invulnerability. At least, for commonfolk this is the case. Alas, as danger grows many warriors find their armor does not keep pace to the dangers they face. The colossus knights have the answer, imbuing their armor with the strength of the iron colossus. Face with epic dangers which seek to swallow the world, the colossus knight marches straight ahead without fear.

Becoming a Colossus Knight[edit]

Those that become colossus knights do so because they wish to optimize their use of heavy armor. They usually have strength to fight and carry the weight of their armor, and the constitution to endure in battle.

Entry Requirements
Feats: Endurance, Improved Bull Rush, Power Attack.
Special: Must be proficient in heavy armor, must have at least 20 HD.

Table: The Colossus Knight

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +2 Colossal Armor, Colossal Strength, Colossal Toughness, Epic Armor Mastery, Eternal Endurance, Fists of Steel, Shield Wielder
2nd +2 +3 +0 +3 Rustproof, Steadfast Determination
3rd +3 +3 +1 +3 Juggernaut Trample, Life Armor, Virtual Size +1
4th +4 +4 +1 +4 Colossal Blow, Iron Breath
5th +5 +4 +1 +4 Adapt Armor, Partial Colossus Traits, Lesser Universal Damage Reduction
6th +6 +5 +2 +5 Juggernaut Inertia, Virtual Size +2, Sunderproof
7th +7 +5 +2 +5 Rejuvenating Armor
8th +8 +6 +2 +6 Greater Colossal Blow, Improved Iron Breath
9th +9 +6 +3 +6 Even In Death I Still Serve, Juggernaut Meteor, Virtual Size +3
10th +10 +7 +3 +7 Colossus Apotheosis, Universal Damage Reduction

Class Skills (4 + Int modifier per level.
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Listen (Wis), Profession (Wis), Spot (Wis), Swim (Str).

Table: The Advanced Colossus Knight
Level Special
11th Bonus Feat, Colossal Armor, Colossal Strength, Colossal Toughness
12th Virtual Size +4
14th Bonus Feat
15th Virtual Size +5
17th Bonus Feat
18th Virtual Size +6
20th Bonus Feat

Class Features[edit]

All of the following are class features of the Colossus Knight.

Colossal Armor (Ex): The armor a colossus knight wears seems to thicken and bulk up, even the lightest of armors. The colossus knight gains his class level as damage reduction/-. This damage reduction stacks with similar damage reduction granted by class, feat, race, or armor material but not with temporary or magical effects.

In addition, the armor bonus of the armor increases by 3 + your class level.

Colossal Strength (Ex): The colossus knight must be strong to wear such heavy armor so often. The colossus knight adds his class level to his strength score, as if gaining ability bonuses via leveling.

Colossal Toughness (Ex): The colossus knight is made Obdurium Tough inside and out. He gains his class level x3 in additional hit points.

Epic Armor Mastery (Ex): The colossus knight works with heavy armor and shields all the time. He no longer has a maximum dexterity bonus, armor check penalty, or arcane spell failure to his armor. In addition he is not slowed down by medium or heavy armor.

Eternal Endurance (Ex): The colossus knight never tires. He can survive any action or environment covered by Endurance forever without making Constitution checks. He can run forever, survive environments as if under endure elements, and sleep in heavy armor. In addition, the colossus knight is immune to fatigue and exhaustion.

Fists of Steel (Ex): The colossus knight knows how to swing around the weight of his heavy armor as well. He gains two slam attacks with his hands as natural weapons which deal 2d6 + strength modifier and a half. It is treated as wielding a two-handed weapon when beneficial. If the armor is made of a special material and he is wearing it, his slam attacks are considered to be the same material (such as adamantine or cold iron). Your slam attacks may be enhanced as if they were manufactured weapons, and the slam attacks are treated as epic and magic for bypassing damage reduction. If wielding a weapon in his hand he cannot use the slam attack for that hand.

Shield Wielder (Ex): While focused on armor, the colossus knight enjoys a good shield as well. He may use bucklers without any penalty to attack, light shields as if they were bucklers, heavy shields as if they were light shields, and tower shields as if they were heavy shields. He no longer takes a penalty to attack rolls from tower shields. You must still be proficient in tower shields in order to use them without penalty.

Rustproof (Ex): At 2nd level, a colossus knight's armor becomes extraordinarily empowered with toughness. It becomes immune to rust. Rust monsters around the world mourn.

Steadfast Determination: At 2nd level, a colossus knight gains the Steadfast DeterminationPHBII feat, which allows him to use his Constitution for Will saves and prevents him failing on a natural 1 on a Fortitude save. If you already have the feat, you can choose a different fighter bonus feat or advanced colossus knight feat of your choice.

Juggernaut Trample (Ex): At 3rd level, a colossus knight gains the trample ability. Trampling deals your slam damage + 2 times your Strength modifier.

Life Armor (Ex): At 3rd level, a colossus knight bonds with his armor, and it provides him life support. As long as the colossus knight is wearing his armor he does not need to eat, sleep, or breathe. He becomes immune to pressure damage, and is immune to inhaled gases.

Virtual Size (Ex): A colossus knight has a much larger presence than it looks. At 3rd level and every three levels beyond (6th, 9th, and so on) the colossus knight gains a virtual size category. The colossus knight's actual size, space, and reach remain the same but he can count himself a size larger whenever beneficial. This stacks with powerful build. If wielding weapons at least a size larger than his normal size he gains +5 feet of reach for each size category bigger when attacking (though he does not threaten out to this range).

The colossus knight's weight is multiplied by 8 for every size increase due to the extraordinary density of his armor. For each size larger, he gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

Colossal Blow (Ex): At 4th level, a colossus knight can make a single attack as a standard action, dealing damage and forcing a Fortitude save DC 10 + 1/2 HD + Strength. If the creature fails, it is thrown backward up to 10 feet per class level, taking additional falling damage and falling prone (minimum 10 feet, 1d6 per 10 feet moved). If the creature hits an obstacle in the way, it takes damage as if it had traveled the full distance and falls prone. It does not work on creatures two or more size categories larger than the colossus knight.

Iron Breath (Su): At 3rd level, a colossus knight gains the breath weapon of an iron colossus; a deadly gas of toxic heavy metals. 3/day, the colossus knight can breath a cone of poisonous gas 60 feet dealing 3d6 Con/2d6 Con damage on a failed Fortitude save (DC 10 + 1/2 HD + Con modifier), save negates. Immunity to poison is immunity to this breath weapon.

Adapt Armor (Ex): At 5th level, a colossus knight is constantly under the extraordinary effects of adapt body while wearing armor.

Partial Colossus Traits: At 5th level, a colossus knight's armor begins to become imbued with a reflection of his own life force, and in turn he gains some construct traits. He gains spell resistance equal to 10 + HD. He gains low-light vision and darkvision out to 60 feet. He becomes immune to poison, sleep effects, paralysis, stunning, disease, and death effects. And finally, he gains 50% fortification. As a result, however, he only gains half the benefit from cure spells and effects, though repair spells now work on the colossus knight as if they were a construct.

Lesser Universal Damage Reduction: At 5th level, a colossus knight gains partial universal damage reduction. He applies his DR/- to energy damage as well (acid, cold, electric, fire, and sonic). Other forms of damage still go through normally.

Juggernaut Inertia (Ex): At 6th level, a colossus knight in motion cannot be stopped. For every 10 feet a colossus knight moves in a turn, he gains a +2 bonus on bull rush attempts, and an additional +10 feet added to any successful colossal blow he performs. If moving into an unattended object (such as a wall) the colossus knight can attempt a strength check against it. If successful, he bursts through without slowing his motion.

If the colossus knight moves at least 10 feet, any further distance ignores difficult terrain. However, the colossus knight may only move in a straight line.

Sunderproof (Ex): At 6th level, a colossus knight and all the equipment he wields becomes indestructible while in his hands, and cannot be sundered. They are imbued with the durability of a colossus. However this doesn't provide any additional protection to the one wearing the invincible armor.

Rejuvenating Armor (Su): At 7th level, a colossus knight's armor is nearly a sentient creature of its own, storing some of his life force on reserve. If reduced to below 0 hp, the armor immediately provides a jolt of repairing energy that heals 1d6 hp per class level. This functions 1/day and requires no action, though it can be suppressed and not used if desired.

Greater Colossal Blow (Ex): At 8th level, whenever a colossus knight uses colossal blow he can now blow away multiple creatures. If a colossus knight knocks one creature into another, the second creature takes your slam damage and must make the Fortitude save or also be knocked backwards. Inertia is not lost between bumps, in theory you could have an endless line from one end to another falling down like dominoes.

Improved Iron Breath (Su): At 8th level, a colossus knight's iron breath improves. He may now use it at will every 1d4 rounds, the cone extends to 80 feet, and it still deals half damage on a successful save.

Even In Death I Still Serve (Ex): At 9th level, a colossus knight's armor will continue to move even after they have expired. If a colossus knight is killed, his armor will reactivate within 1d10 rounds of death. The armor is a Construct with the same HD, BAB, and saves as the colossus knight and 10 hp per level. It also retain's the user's feats. It has no Con or Int score but has the same Strength and Dexterity scores as its user, Wis 10, and Cha 1. It has limited intellect but has fragments of the user's personality, having the same alignment, general goals, and limited speech. It has none of the class features other than class features gained via this class. It's primary goal is to finish the fight, or flee with the user's remains and have it revived. In effect the dying colossus knight can give it a single task when he dies for the armor to complete.

If the colossus knight is revived, the living armor returns to being an object. If the construct-form of the armor is destroyed, the armor is also destroyed.

Juggernaut Meteor (Ex): At 9th level, a colossus knight can crash into opponents for massive damage. The colossus knight becomes immune to fall damage and deals its fall damage to anything it crashes into. If it deals at least 20 dice of fall damage it makes a crater on crashing in a 10 foot radius burst. Creatures must make a Reflex save (DC 10 + 1/2 HD + Con modifier) or fall prone, and the area becomes difficult terrain from debris.

The colossus knight also gets "fall damage" if in a charge or in a bull rush, based on how far the colossus knight has traveled before impacting their opponent (maximum 20d6 at 200 feet a round).

The colossus knight is immune to the effects of re-entry through the atmosphere, though not other forms of heat and friction.

Colossus Apotheosis: At 10th level, a colossus knight becomes a living form of an iron colossus. His spell resistance becomes a golem's magic immunity, rendering him immune to all spells which require spell resistance. The magical immunity can be toggled on and off once per round as a free action on the colossus knight's turn only, usually done to allow ally spells through. He becomes immune to necromancy effects, and completely immune to cure spells, though repair spells continue to work. He can be repaired as if a construct himself. Finally he gains complete immunity to critical hits and sneak attacks with 100% fortification.

As a standard action, the colossus knight can expand its immunity into an antimagic field with unlimited duration, or dismiss it as a standard action. When it is expanded, he can still use his iron breath ability, but no other supernatural effects as normal.

Universal Damage Reduction: At 10th level, a colossus knight's DR/- applies to all effects, even force damage, negative and positive energy damage, and untyped damage. It does not apply to ability damage or drain.

The advanced colossus knight gains a bonus feat (selected from the list of advanced colossus knight feats) at 11th and every 3 levels after.

Advanced Colossus Knight Bonus Feat List: PENDING.


Divine Knight[edit]

Dragon Emperor[edit]

Gaia Guardian[edit]

Galaxy Mage[edit]


What a fool you are. I'm a god! How can you kill a god?! What a grand and intoxicating innocence!
—Dagoth Ur, Unknown Fiendish Demigod, Book of Morrowind

The gods; mighty avatars of aspects of life, given flesh through the spirit, given breath through belief. These great beings exist above mortalkind, running the world from their thrones in distant planes, maintaining the safety and security of the afterlife, and running aeon-long plots in an eternal political game against others. Yet not all of these gods were born at the beginning of time. Some began their roots as humble low-level spirits, spirits which grew beyond the constraints of their body and mind and like a caterpillar turning into a butterfly, changed into something greater than they were. They are the deities, from mere quasideity whose mortal connections remain strong, to greater deities who control the elemental forces themselves.

The road through the levels of godhood is a long one full of challenge, yet in doing so not only do they defeat the bonds of death, but they tie themselves to the very aspects of the universe. In due time, perhaps they will control the very same universe they represent.

Becoming a God[edit]

Entry Requirements
Special: Must have the Godspark template.

Table: The God

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Advancement Divine Rank
Fort Ref Will
1st +1 +2 +2 +2 Divine Aura (10 ft.), Divine Immunities, Title of Quasideity 0
2nd +2 +3 +3 +3 Divine Speed (x2), DR 10/cosmic, Energy Resistance 10 +1 class level 0
3rd +3 +3 +3 +3 Adaptive Form, Divine Armor (20%) 0
4th +4 +4 +4 +4 Create Magic Items, Divine Aura (100 ft. x rank), Divine Resistances, Greater Senses, Portfolio, Portfolio Sense, Title of Demigod, Tongues 1
5th +5 +4 +4 +4 Divine Home 1, Divine Speed (x5), Greater Plane Shift, Greater Teleport +1 class level 2
6th +6 +5 +5 +5 DR 20/cosmic, Energy Resistance 20 +1 class level 3
7th +7 +5 +5 +5 Automatic Actions, Remote Senses and Communication +1 class level 4
8th +8 +6 +6 +6 Divine Armor (35%), Minimum Roll 5 5
9th +9 +6 +6 +6 Create Lesser Minor Artifact, Divine Aura (1 mile x rank), Title of Lesser Deity 6
10th +10 +7 +7 +7 Avatar 1, Divine Home 2, Divine Speed (x10) +1 class level 7
11th +11 +7 +7 +7 DR 30/cosmic, Energy Resistance 30 +1 class level 8
12th +12 +8 +8 +8 Act of God +1 class level 9
13th +13 +8 +8 +8 Divine Armor (50%), Minimum Roll 10 10
14th +14 +9 +9 +9 Create Minor Artifact, Divine Aura (100 miles x rank), Title of Intermediate Deity 11
15th +15 +9 +9 +9 Avatar 2, Divine Home 3 +1 class level 12
16th +16 +10 +10 +10 DR 40/cosmic, Energy Resistance 40 +1 class level 13
17th +17 +10 +10 +10 Portfolio Mastery +1 class level 14
18th +18 +11 +11 +11 Divine Armor (65%), Minimum Roll 15 15
19th +19 +11 +11 +11 Create Major Artifact, Divine Aura (10000 miles x rank), Title of Greater Deity 16
20th +20 +12 +12 +12 Avatar 3, Divine Home 4 +1 class level 17
21st +21 +12 +12 +12 DR 50/cosmic, Energy Resistance 50 +1 class level 18
22nd +22 +13 +13 +13 True Portfolio Mastery +1 class level 19
23rd +23 +13 +13 +13 Divine Armor (80%), Minimum Roll 20 20

Class Skills (8 + Int modifier per level.
Special (See Below)

Class Features[edit]

All of the following are class features of the God.

Advancement: At each level except 1st, 3rd, and every five levels beyond (8th, 13th, 18th, and 23rd), you gain class features (including spellcasting ability) and an increase in effective level as if you had also gained a level in a class to which you belonged to before adding the prestige class level. You do not, however, gain the benefit of your previous class's hit dice, attack progression, skill points, or saving throws. If you had more than one class before becoming a God, you must decide which class to add to each level for the purpose of determining class features. You can advance base classes, but not prestige classes.

Divine Ranks: A god begins with divine rank 0, but at 4th level and each level beyond, the God gains a divine rank. Divine ranks are used for many abilities, and represent a God's overall connection to their divine spark. Divine ranks grow naturally, as word of you spreads and religions pop up in your name. The highest a God can reach is divine rank 20. There are ranks beyond 20, but they turn the PC into an Overdeity, a being whose by its nature is disconnected from the world. To become one is to become an NPC.

Divine ranks cannot be copied, even by effects that duplicate creatures such as simulacrum and fission, only the original retaining divine ranks. They retain any deific powers and abilities, but abilities which require ranks to function no longer work.

Skills: A god takes all the skills from previous classes as class skills.

Divine Aura (Ex): A god gains a divine aura out to 10 feet, which the deity can use for three different effects. Activating or excluding subjects is a free action, and changing which aura is active is a swift action. All divine aura effects are mind-affecting, extraordinary abilities. The saving throw is 10 + 1/2 HD + your highest ability modifier. Choose from the following:

  • Awe: Your radiance fascinates other beings into a stupor. All creatures with HD equal or less than your own must make a Will save or become fascinated for as long as they remain in line of sight, and for 1 minute after, save negates. An opponent that succeeds on the saving throw is immune to that same deity’s aura of awe for 24 hours.
  • Fear: Your wrath is most terrible. All creatures with HD equal or less than your own must make a Will save of become frightened for 1 minute. On a successful save they are instead shaken for 1 minute. Those with higher HD than you make a save vs shaken instead, save negates. An opponent that succeeds on the saving throw is immune to that same deity’s aura of fear for 24 hours.
  • Resolve: You bolster your allies and fill them with zeal. All allies in your aura receive a +4 morale bonus on attacks, damage, saving throws, skill checks, and ability checks.

At 4th level the range of your aura expands. It becomes equal to your divine rank x 100 feet. At 9th level it becomes your divine rank x 1 mile. At 14th level it becomes your divine rank x 100 miles. Finally at 19th level, it becomes your divine rank x 10,000 miles, enough to cover entire planets.

Divine Immunities (Ex): A god becomes immune to Death, Mind-Affecting, Petrification, and Polymorph effects.

Title of Quasideity: At 1st level the god obtains the title of quasideity. You gain your alignment as an alignment subtype (if any) and are considered a native outsider on your original home plane (often the prime material) and any planes which match within one step of your alignment. For example a LE god is native to LN, LE, and NE planes.

At this point a god also chooses his divine anathema (see below), typically the environmental trait which is polar opposite of his alignment and one unique or rare item or event, such as an artifact sword or being inside a volcano. In addition, they become a paragon of your portfolio and alignment. They have worshipers who rely on them remaining who they are, and radical changes in belief and dogma cause them to lose their strength and possibly become an Ex-God (see below).

Divine Speed (Ex): A god is as swift as lightning. The god's base speed doubles at 2nd level. At 5th level, this increases to five times the original base speed. At 10th level, this increases to ten times the original base speed.

Damage Reduction (Ex): A god must be tough. At 2nd level a god receives DR 10/cosmic, allowing them to bypass cosmic damage reduction. At 6th level the damage reduction becomes DR 20/cosmic. At 11th level, it becomes DR 30/cosmic. At 16th it becomes DR 40/cosmic. Finally at 21st it becomes DR 50/cosmic.

Energy Resistance (Ex): A god must be endure the elements. At 2nd level a god receives energy resistance 10 (acid, cold, electric, fire, and sonic). At 6th level this becomes energy resistance 20. At 11th level this becomes energy resistance 30. At 16th this becomes energy resistance 40. Finally at 21st this becomes energy resistance 50.

Adaptive Form (Ex): At 3rd level a god is not bound by mere mortal laws like not breathing in space, dying of starvation, and burning to death in lava. They are always under the effect of adapt body as an extraordinary effect. Finally, their voice carries regardless of medium, even allowing them to speak underwater or in space. A silence field still silences them however.

Divine Armor (Ex): A 3rd level god warps reality around it, protecting it from harm. The god has a 20% miss chance against both harmful physical attacks, spells, and other effects. This is not concealment nor is it bypassed by true seeing, it is the altering of fate to be most favorable to the deity.

At 8th level, this ability improves to a 35% miss chance. At 13th level, this ability improves to a 50% miss chance. At 18th level, this ability improves to a 65% miss chance. At 23th level, this ability improves to a 80% miss chance.

Create Magic Item: A 4th level god can create magic items related to its portfolio without any requisite item creation feat, provided that the deity possesses all other prerequisites for the item. The item’s cost and creation time remain unchanged, but the deity is free to undertake any activity when not laboring on the item.

If a deity has the item creation feat pertaining to the item it wishes to create, the cost (in gold and XP) are halved, and the production time drops to 1 day.

Divine Resistances (Ex): A 4th level god gains multiple resistances to many dangerous effects. He adds his divine rank as a luck bonus to saving throws against ability damage, ability drain, banishment, binding, dimensional anchor, disease, disintegration, dismissal, energy drain, imprisonment, paralysis, poison, repulsion, sleep, soul bind, stunning, temporal stasis, trap the soul, and turning and rebuking.

Greater Senses (Ex): Gods can see with greater accuracy than a mere mortal. They gain superior low-light vision and darkvision out to 1 mile per divine rank. If they possess the scent ability, it extends to 3 miles instead of the default 30 feet. Any blindsight, blindsense, tremorsense, and similar abilities they possess double in size.

Portfolio: At 4th level, a god obtains his first portfolio, and an additional portfolio for each divine rank he possesses. He can choose between obtaining a domain, or obtaining a salient ability.

Domains function like spheres, gaining the domain spells as spell-like abilities as well as the domain power. They may use these domain spell-like abilities once per day as if it were a minor sphere. The god can choose the same domain up to three times, upgrading it as if a moderate sphere (with SLAs used 3/day) to a major sphere (with SLAs used at will). Alternatively he can choose a different domain. Spell-like abilities with expensive material or experience still require them. A psionic character can also choose psi-like abilities of the spells in question. If the domain offers miracle as a spell, while you obviously can self-approve your own requests, but they cost as if you were casting wish. Normally that cost is covered by the the god in question, but since you are that god... oh well.

Instead of a domain, a god can select a salient ability. These function almost like feats, but are only available to beings with divine rank.

Each time you level up in god, you can choose to swap out one of your portfolio abilities for a different one, or up or downgrading your focus in your domain.

Divine spellcasters may pray to you and obtain their divine spellcasting, using any domains you know as the domains available to them for worshiping you. This doesn't benefit you directly, and it does not distract the god. However, a god can choose to withhold spells if it becomes aware of a spellcaster whose behavior he disapproves of. This is a non-action and takes effect the next time the spellcaster attempts to acquire spells, until you choose to lift the restriction.

Portfolio Senses (Ex): A 4th level god has a limited ability to sense events involving their portfolios. They automatically sense any event that involves one thousand or more people. The ability is limited to the present. Lesser deities automatically sense any event that involves their portfolios and affects five hundred or more people. Intermediate deities automatically sense any event that involves their portfolios, regardless of the number of people involved. When a deity senses an event, it merely knows that the event is occurring and where it is. The deity receives no sensory information about the event. Once a deity notices an event, it can use its remote sensing power to perceive the event.

Title of Demigod: At 4th level the god obtains the title of demigod. Demigods receive followers as if you had the Leadership feat, but you do not get a cohort. This stacks with the effect of Leadership and similar. These followers are your devoted worshipers, making up whatever church or other organization you wish. As normal with followers, they are loyal to you but not suicidal or fanatical, and typically won't do anything reckless like follow you into battle without a good reason. In addition, demigods no longer fumble on a natural 1.

Tongues (Ex): A 4th level god is under the constant effect of Tongues as an extraordinary ability.

Divine Home: A 5th level god selects a location on an outer or transitive plane and makes it his divine realm, a place that serves as a workplace, personal residence, audience chamber, and sometimes as a retreat or fortress. Over the course of 1 week you attune a spherical area equal to your divine rank squared x miles large. In this area, you can control the temperature, lighting, and minor elements of the environment to any degree which is normal for that plane (which for the material plane is typically between -20ºF to 120ºF), and fill the area with scents and sounds as the deity sees fit. Sounds can be no louder than one hundred humans could make, but not harmful sound. The deity’s ability to create scents is similar.

A demigod or lesser deity can erect buildings and alter the landscape, but must do so through its own labor, through magic, or through its divine powers. Intermediate deities can create buildings and perform major terrain alterations like adding mountains or rivers, and greater deities may create impossible structures such as mountains supported by a single twig or rivers that flow through the sky.

Any deity can block off the creation of portals or plane-shifting effects into their realm, or designate where portal locations are possible. Lesser deities can control what links to other planes exist, severing or adding links to coterminous planes and blocking access to other planes. This may render teleportation, summoning, and other effects useless in the realm if the required plane is cut off.

Intermediate deities can alter the physics of the realm around them. They may apply the enhanced magic or impeded magic traits to up to four groups of spells (schools, domains, spells with the same descriptor, etc). However, the impeded trait never inhibits the deity's own spells or spell-like abilities. Greater deities can alter physics further, applying new gravity, elemental, energy, or time traits or applying the limited magic trait to a particular school, domain, or spell descriptor within the area, preventing such spells and spell-like abilities from functioning. The greater deity’s own spells and spell-like abilities are not limited by these restrictions.

Once a deity sets the conditions in its realm, they are permanent, though the deity can change them. As a standard action, the deity can specify a new environmental condition or change in terrain. The change gradually takes effect over the next 10 minutes. Changing astral links, planar traits, or terrain requires more effort, and the deity must labor for a week to change them. During this time, the deity must spend 8 hours a day on the project. During the remaining 16 hours of each day, the deity can perform any action it desires, so long as it remains within the realm. The astral links, planar traits, and terrain remain unchanged until the labor is complete.

A god cannot alter the divine realm of another deity unless he has more divine ranks than the deity. Even then, he must succeed on an opposed level check, and the deity in question is immediately alerted to the attempted usurping, regardless of success or failure. If successful, you may now alter the area as normal.

Greater Plane Shift (Sp): A god can step easily between the planes. At 5th level a god gains greater plane shiftSpC at will as a spell-like ability.

Greater Teleport (Sp): A god knows no distance between steps. At 5th level a god gains greater teleport at will as a spell-like ability.

Automatic Actions (Ex): A 7th level god can perform skills with great speed, as long as they are related to his portfolio. Once per round the god may make a skill check or ability check as a free action. For example, a god of lies might make a disguise check as a free action, a god of the forge crafts a tool as a free action, a god of athletics makes a strength check to push a boulder as a free action, or a god of knowledge uses gather information as a free action as if he had gone searching around manually.

When the god receives the title of lesser deity, they may make two such free actions a round. As an intermediate deity, they may make three free actions a round. A greater deity may make four free actions a round.

Remote Senses and Communication (Su): A 7th level god can sense things from afar and communicate in kind. As a standard action, the god can duplicate the effect of scrying anywhere within range of its divine aura, except you can target locations as well, the duration is concentration, and it allows senses out to their normal range as if they were really there. Typically it is done to sense events it has gained knowledge of via its portfolio senses. This sensory ability can be suppressed or blocked by an antimagic field, effects which block scrying (though the deity gets an opposed caster level check to bypass), and the interference of another deity (see below). A god can scry up to his divine rank in locations simultaneously with no loss in focus.

As part of his concentration, a god can shoot to manifest an illusion of himself in the location of scrying as if using major image, except the effect is clearly illusionary. Through this medium, the god can speak to those observing, usually to deliver a message or warning. As before, the number of simultaneous apparitions he can command is equal to his divine rank.

A god can choose to block another god or divination effect related to their portfolio instead of sense it. This works like normal remote senses, but instead of viewing it you produce static for the person or area scryed upon, out to 1 mile per divine rank. This is a standard action, and lasts for 1 day per character level. Epic spell effects and deities with a higher divine rank can ignore the blocking effect. A blocked area counts as one of the number of places you can sense at once. For example, the god of volcanos (divine rank 5) has decided to block knowledge on a certain volcano, and one of his followers. He can only scry on 3 places at once, as two are busy blocking knowledge of those two subjects.

Minimum Roll (Ex): Deities rarely, if ever, fail. At 8th level, they can can compare their character level to their opponent's character level, with the difference being the lowest they can roll on a d20 up to a maximum of 5. For example, a demigod (CR 25) is fighting a monster (CR 10). 25-10=15, capped a 5. Regardless what the demigod rolls on a d20, the result will never be under a natural 5. However, if the monster is closer to their level (such as a CR 25 demigod vs a CR 23 monster) the result is smaller. 25-23=2. The lowest the deity can roll is a 2 on any d20 roll made against that creature.

At 13th level, lesser deities minimum roll rises to 10. At 18th level, intermediate deities minimum roll rises to 15. At 23rd level, greater deities minimum roll rises to 20. As such, it becomes more and more difficult to combat higher level gods unless you are close in level to them or exceed them.

Create Lesser Minor Artifact: At 9th level, a god can forge a bit of divine spark into his creations. Any item he creates he can turn into a minor artifact. The item gains no special powers or abilities beyond being impossible to destroy by traditional means as usual with artifacts. The deity may determine two moderately difficult methods of destruction, such as breaking the item in a non-unique traversable location like a forest or cave or destroying it with an uncommon but non-unique method, such as setting it on fire or letting a creature devour it.

The god may only have one artifact at a time. If his previous artifact is destroyed, he may assign a new creation of his as a new minor artifact.

Title of Lesser Deity: At 8th level the god obtains the title of lesser deity. The followers obtained by Title of Demigod multiply by x10. Many lesser deities become established members of their local pantheon, and their teachings are accessible and easily found.

If a lesser deity is slain, the lesser deity can be brought back to life by normal revival methods or by special means. The lesser deity can return to life on the completion of a particular event or quest, such as returning a sword to its place or creation or performing a ceremony with dragon's blood at a full moon. Regardless of the means, it is a quest a CR 15 party can do reasonably. If left alone a group of heroes will emerge from his followers and complete the quest in 1d10 weeks, reviving the deity with no level loss. If this party of adventurers is stopped or killed before that happens, then the lesser deity can only revive by normal traditional means.

Avatar (Ex): A 10th level god can create an avatar. This functions similar to simulacrum, except no disguise check is needed. Unlike a normal simulacrum, you can lend your divine ranks to your avatar, lowering your own temporarily while the avatar gains it. An avatar with divine ranks has the class abilities (but not the HD or any other abilities) of a god of appropriate class level (minimum 3rd for rank 0 avatars). Divine rank 0 counts as 1/2 a divine rank, and you cannot reduce your own divine rank less that 0 (that is, 1/2). This does not change your title or abilities, but abilities based on divine ranks may function at a lower level than normal. The avatar can act on its own, typically to do business on another plane while the deity is busy, and as insurance to put the deity in harms way without actually putting the deity in harms way. If the avatar is slain, the god is temporarily weakened, with divine ranks returning to him at a rate of 1 per week, but otherwise this does not have the threat of direct interactions would have.

The avatar and deity cannot exist in the same nearby area. Whenever the avatar is within 1 mile of the actual deity, it winks out of existence and its divine ranks briefly rejoin with the deity until the deity moves out of the area.

Act of God (Sp): A 12th level god can bestow blessings onto their followers. Once per day a god may duplicate the effects of limited wish for any creature who has the god as their patron deity, and may do this at range through their remote sensing ability. They cannot use this ability to benefit themselves directly, but might benefit from it indirectly (such as buffing an ally who also happens to be a worshiper). This is a spell-like ability with a caster level equal to your character level, and does not take any experience cost.

Create Minor Artifact (Ex): At 14th level, a god's ability to create artifacts improve. He may make a number of minor artifacts equal 1/4 his divine rank (minimum 1). The same restrictions apply.

Title of Intermediate Deity: At 14th level the god obtains the title of intermediate deity. The followers obtained by Title of Demigod multiply by x100. Intermediate deities are often commonplace and great temples are built in their honor.

The revival method of the intermediate deity improves. No longer reliant on the aid of others to return, an intermediate deity will automatically revive themselves with no level loss within 1d10 weeks. For this reason, the best way to kill an intermediate or greater deity is via imprisoning effects or stealing away their divine ranks to a point where they can be killed permanently by traditional means.

Portfolio Mastery (Su): A 17th level god becomes immune to any spell he has in his domains, as if he has infinite spell resistance against them.

Create Major Artifact (Ex): At 19th level, a god can now have their created artifacts be major artifacts. As a result, their methods of destruction tighten, becoming one specific event or thing such as throwing the item into a certain volcano, breaking the item under a full moon in a ceremony, or getting a god to destroy the item. They can only create 1 major artifact, regardless how many minor artifacts they can create.

Title of Greater Deity: At 19th level the god obtains the title of greater deity. The followers obtained by Title of Demigod multiply by x1000. Greater deities lead entire pantheons, and are the most well known deities of all. Beyond this title lies overdeities, beings which are less deities as cosmic physical beings who compose reality itself.

Greater deities are difficult to kill for good. The automatic respawn time for a greater deity is reduced to 1d10 days.

True Portfolio Mastery (Ex): A 22nd level god becomes truly immune to any spell in his domain, even if it does not allow SR, up to the point of ignoring the effects of these spells such as seeing and moving through a solid fog or being unaffected by anything a summon monster II might do. Instant effects such as a wall of stone are nonmagical and are not ignored.

As an immediate action the deity can counterspell any spell he has in his domain without fail.

Divine Anathema[edit]

Gods are most powerful in their divine realm, and still powerful outside of it. However, there are ways to depower a god given the right circumstances. All deities have at least two divine anathema, with one usually being the polar opposite alignment to their own, and another being specific to the deity such as a certain sword, a location in the multiverse, or another rare effect. When a deity is presented with the object of environment of his anathema, his effective divine rank for determining class abilities decreases by 1 (minimum 1) and his divine armor's miss chance decreases by 10% for each such object or substance present until the offending materials are removed from his sight.


There are certain effects which may strip a god of divine power and rank. Approaching the center spire of the Outlands slowly strips gods of their power, to the point of complete negation once Sigil is reached. Gods lose god class features and divine ranks, but retain BAB, HD, skills, and saves while this is under effect. Gods also become ex-gods if they change alignment, and remain so until they return to their alignment or they go on a quest to atone and either re-define who they are, or return to who they were.

In addition, a creature which kills a god (and knows they did) may attempt to steal your divine rank as part of their Task of Ascension. If they do this, upon revival the god is missing a divine rank, and the god loses class features of their last god level. This can be restored either by obtaining a divine rank again on their own via any of the methods in the Task of Ascension (typically by killing the would-be divine rank thief), or leveling up and making the special level check as if absorbing a divine rank. If successful, they level as normal and their divine ranks and class features are restored as normal.

God Fist[edit]

Leader Supreme[edit]






Old Epic Classes[edit]

You know you're in good hands when one page of the Epic Handbook says BAB does not increase, and the offical epic classes require things like "Base Attack Bonus +21". Stay classy WotC. Errors aside, perhaps you would like to play one of the old epic classes offered by the original book. While their power is very lacking for epic, if you still want to give it a shot, here are the required additions to convert them to be Complete Epic compliant.

Agent Retriever[edit]

The agent retriever gains Full BAB, a Good Fortitude save, Good Reflex save, and Poor Will save.

Cosmic Descryer[edit]

The cosmic descryer gains Poor BAB, a Poor Fortitude save, Poor Reflex save, and Good Will save.

Divine Emissary[edit]

The divine emissary gains Full BAB, a Good Fortitude save, Poor Reflex save, and Poor Will save.

Epic Infiltrator[edit]

The epic infiltrator gains Moderate BAB, a Poor Fortitude save, Good Reflex save, and Poor Will save.

Guardian Paramount[edit]

The guardian paramount gains Moderate BAB, a Poor Fortitude save, Good Reflex save, and Poor Will save.

High Proselytizer[edit]

The high proselytizer gains Moderate BAB, a Good Fortitude save, Poor Reflex save, and Good Will save.

Legendary Dreadnought[edit]

The legendary dreadnought gains Full BAB, a Good Fortitude save, Poor Reflex save, and Poor Will save.

Perfect Wight[edit]

The perfect wight gains Moderate BAB, a Poor Fortitude save, Good Reflex save, and Poor Will save.

Union Sentinel[edit]

The union sentinel gains Moderate BAB, a Good Fortitude save, Good Reflex save, and Good Will save.

Converting Classes[edit]

Epic Barbarian[edit]

Epic Bard[edit]

Epic Cleric[edit]

Epic Druid[edit]

Epic Fighter[edit]

Epic Monk[edit]

Epic Paladin[edit]

Epic Psion[edit]

Epic Psychic Warrior[edit]

Epic Ranger[edit]

Epic Rogue[edit]

Epic Sorcerer[edit]

Epic Soulknife[edit]

Epic Wilder[edit]

Epic Wizard[edit]

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