TEXT: Epic Level Handbook FAQ 
  1 
  4/4/03 
  Epic Level Handbook 
  Frequently Asked Questions 
  Updated 4/4/02 
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  Epic Level Handbook FAQ 
  2 
  4/4/03 
  Page 6 of the Epic Level Handbook says one’s base attack 
  bonus does not increase after 20th (character) level. The 
  fastest base attack progression I know is +1 per class level 
  (which fighters and similar martial characters get). Yet 
  for certain epic prestige classes, such as the divine 
  emissary on page 27, one of the prerequisites is a base 
  attack bonus of +23. Am I missing something obvious 
  here? 
   Your epic attack bonus improves your base attack bonus 
  for all purposes, except the number of attacks you can make 
  in a round (see the next question). 
   
   The description for the Power Attack feat says you 
  cannot exceed your base attack bonus when applying 
  bonus damage. In an epic campaign, does your epic 
  attack bonus apply for this condition? Also, does your 
  epic attack bonus stack with base attack bonus for feats 
  like Improved Manyshot? 
   Yes, an epic attack bonus increases your base attack bonus 
  for purposes of the Power Attack feat, Improved Manyshot, 
  and for most other purposes. 
   
   Does the Epic Prowess feat stack with Base attack, or is 
  it simply a bonus to attack? 
   Epic Prowess provides an unnamed bonus to attack rolls. It 
  does not increase your base attack bonus. 
   
   The feats Epic Weapon Focus and Epic Weapon 
  Specialization grant a +2 bonus on attack and a +4 bonus 
  on damage respectively. Do these numbers stack with 
  regular weapon focus and specialization or do they 
  overlap the original bonuses? 
   They stack (as all unnamed bonuses do). 
   
   The feats Epic Fortitude, Epic Reflexes, and Epic Will 
  neither state what sort of save bonus they grant (inherent, 
  competence, and so on) nor do they state whether or not 
  they stack with Great Fortitude, Lightning Reflexes, or 
   Iron Will. Do these bonuses stack or not?  
   All the feats you’ve named provide unnamed bonuses and 
  they all stack—but you can’t take any of these feats twice 
  (that is, you can take Great Fortitude and Epic Fortitude and 
  stack their effects, but you can’t stack either one with itself or 
  even take it twice).  
   
   In feats where no bonus type is listed, is there a default 
  type one should consider the bonus to be? 
   If no bonus is named, then the feat provides an unnamed 
  bonus. Note, however, that some feats might seem to provide 
  a bonus, but actually do not. 
   
   What kind of bonus do the Great Strength through 
  Charisma Epic feats provide? Is it an inherent bonus 
  similar to that granted by a Wish spell? Or is it like the 
  natural increase from level-acquired ability bonuses? 
   These feats don’t provide bonuses; they merely increase 
  your ability scores, just as the ability bonus you get from 
  your character level increases an ability score.  
   
   The Epic Dodge feat has the prerequisite of “defensive 
  roll class feature.” I have no idea what that means. Help! 
   Defensive roll is a class feature available to rogues of 10th 
  level or higher. See the rogue class description in the Player’s 
  Handbook (page 48) for a description of the ability. Several 
  prestige classes also include this class feature. 
   
   Can a character who has not reached epic levels 
  achieve the results listed for an epic level skill DC? For 
  example, suppose my 10th-level wizard could achieve a 
  Spellcraft result of 50 through some combination of 
  ability bonuses and skill bonuses; could the character 
  identify potions quickly? 
   Yes. Anyone who can manage a sufficiently high skill 
  check result can get an “epic” result. 
   
   The Listen and Spot skills have a DC 80 to 
  automatically defeat illusions with auditory and visual 
  aspects, respectively, without even needing to make a Will 
  save. Is there some way to counter this automatic detect? 
  Or is the epic illusionist simply not viable? 
   If someone can see or hear, there’s no way to keep that 
  person from detecting a visible or audible illusion with a Spot 
  or Listen check, just as there us no way to keep the same 
  person from making a Will save to accomplish the same 
  thing. Of course, you could do something that interferes with 
  Spot or Listen checks, such as creating magical darkness or 
  silence; however, either of these methods could make your 
  illusion moot. 
   A high-level illusionist could stick to phantasms (though 
  one could argue that most of those have “visual” elements, 
  phantasms are purely mental and cannot be defeated through 
  Spot or Listen checks), or use shadows (which are quasi real 
  and also cannot be defeated through Spot or Listen checks), 
  or hope her foes can’t make DC 80 Listen or Spot checks 
  (hardly a vain hope). 
   
   I am a bit confused on the epic character rules 
  regarding spells per day and base attack bonus. Suppose 
  Reynard has 20 levels of fighter, then takes 20 levels of 
  wizard. Now suppose Meynard has 20 levels of wizard, 
  then 20 levels of fighter. Ignoring ability bonuses and 
  such, how many spells per day could each cast and what 
  would his base attack bonus be? (Assume Intelligence is 
  high enough to cast 9th-level spells.) 
   Assuming neither character takes the Improved Spell 
  Capacity feat, and that both have the same Intelligence score, 
  both example characters will have the same number of spells 
  per day: 4 spells of each spell level 0–9, plus bonus spells for 
  Intelligence. You don’t get any extra spells for having 21 or 
  more levels in a spellcasting class, but a multiclass character 
  still gets all the spells to which he’d normally be entitled for 
  class levels 1–20, no matter what his total character level is. 
   Your base attack bonus, however, is capped at whatever 
  you had when you reached character level 20. After character 
  level 20, you gain only an epic attack bonus, no matter what 
  class you take. Reynard, the fighter/wizard, has a base attack 
  bonus of +20 and an epic attack bonus of +10, When using 
  the 
  full 
  attack 
  action, 
  Reynard 
  gets 
  4 
  attacks: 
  +30/+25/+20/+15. 
   Meynard, the wizard/fighter has a base attack bonus of +10 
  and an epic attack bonus of +10 and gets 2 attacks with the 
  full attack action: +20/+15. 
  
  Epic Level Handbook FAQ 
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   Once you reach caster level 20 in any spellcasting class, 
  you no longer gain any spells per day without the 
  appropriate feat, right? Does a wizard of level 21 or 
  higher, however, still learn two spells for every level 
  gained even though she gets no additional spells to cast 
  each day? What about other level-based benefits? 
   Yes to both. Once you reach 20th-level in a spellcasting 
  class, you no longer gain any more spells per day for that 
  class. The Improved Spell Capacity feat, however, will give 
  you more daily spells. No matter what spellcasting class you 
  have, your caster level continues to increase as you add levels 
  to that class beyond 20. As noted on pages 16–17 of the Epic 
  Level Handbook, a wizard still gains two new spells to add to 
  her spellbook at each level, and a wizard’s familiar continues 
  to improve. The wizard also gets 2 (+ Intelligence bonus) 
  skill points at each level beyond 20 and gets save and attack 
  bonus as an epic level character. 
   
   How do I choose feats for my multiclass, epic level 
  character? Suppose I have a character that is a 17th-level 
  cleric/3rd-level fighter. For my 21st level I take my 4th 
  level of fighter. Now, my 4th level of fighter gives me a 
  bonus feat. Is this bonus feat chosen from the list of basic 
  bonus feats detailed in the Player’s Handbook, or is it 
  from the epic level fighter feats in the Epic Level 
  Handbook or can I choose from either one? 
   The example character gets a bonus feat for becoming a 
  4th-level fighter. That feat has to be a non-epic feat from the 
  fighter’s list of bonus feats. To get an epic bonus feat, the 
  class level that gives you the bonus feat has to be an epic 
  level (21 or higher). 
   As 21st-level character, the example character also gets a 
  regular feat, which can be a non-epic feat or an epic feat. To 
  get epic regular feats, the character level that gives you the 
  feat has to be an epic level (21 or higher). Note that the 
  example character has an epic character level without having 
  any epic class levels. 
   
   Suppose I reach 21st-level in a spellcasting class (say 
  wizard) and I choose Improved Spell Capacity as my epic 
  feat. Is it true that I get only one 10th-level spell slot? 
  How can I get an 11th-level spell slot? Do I have to choose 
  Improved Spell Capacity again the next time I can pick 
  up an epic feat? 
   When you choose Improved Spell Capacity, you choose 
  any spell level up to one higher than the level of spell you can 
  currently cast. If you add a new level of spell, you also gain 
  any bonus spells to which you would normally be entitled. If 
  the example character has an Intelligence score of 31 and 
  chooses to add a 10th-level spell slot, she would have three 
  10th-level slots (1 for the feat, plus 2 bonus 10th-level 
  spells). 
   To get an 11th-level spell slot, the example character 
  would have to take Improved Spell Capacity again. If the 
  example character has an Intelligence score of 31, taking 
  Improved Spell Capacity again would give the character only 
  one 11th-level spell slot, because Intelligence 31 is not 
  sufficient to get a bonus 11th-level spell (see Table 1–35 in 
  the Epic Level Handbook). 
   
   The chart on page 59 in the Epic Level Handbook shows 
  the bonus spell from the Improved Spell Capacity feat 
  and the bonus spell for the high ability score. Am I right? 
   Right. If you’ve used Improved Spell Capacity to gain a 
  spell slot of any level of 10 or higher, Table 1–35: Expanded 
  Ability Modifiers and Bonus Spells in the Epic Level 
  Handbook shows the correct number of spells and bonus 
  spells for you. For example, if you’re a wizard with an 
  Intelligence score of 44 and you’ve gained a 10th-level spell 
  slot through the Improved Spell Capacity feat, you get three 
  10th-level spells a day: one from the feat and two bonus 
  spells from your Intelligence score. 
   
   If you’re a specialist wizard, do you get a bonus spell 
  for each spell level you gain from the Improved Spell 
  Capacity feat? 
   Yes, when you’re a specialist wizard and you get access to 
  spells of a new spell level, you also get a bonus spell (of your 
  specialty school) for that spell level. 
   
   It is true that all my arcane spellcaster needs to cast 
  epic healing spells (using the heal or life seeds) is to have 
  the 24 ranks of Knowledge (Religion)? Or do I also have 
  to be a divine spellcaster? 
   It depends on how you’re using the heal or life seed. 
   Most spells that use the heal or life seeds are divine spells, 
  which are not available to arcane spellcasters. Some spells 
  that use these seeds, however, manipulate negative energy 
  and are available as arcane spells (see the descriptions of the 
  heal and life seeds for details). For example, you would have 
  to be a divine spellcaster with the Epic Spellcasting feat to 
  use the Origin of Species: Achaierai epic spell (because it 
  uses the life seed and is not a negative energy spell. 
   Note that you must have the Epic Spellcasting feat before 
  using any spell seed, and you must first develop an epic spell 
  before you can cast it. Once you have the Epic Spellcasting 
  feat, you can use pretty much use any seed you want, except 
  that the heal and life seeds are generally restricted to divine 
  spellcasters. 
   To qualify as a “divine caster,” you must be able to cast 
  9th-level divine spells and have 24 ranks of Knowledge 
  (Religion) or 24 ranks of Knowledge (Nature). 
   
   As a divine spellcaster, what does a druid is have to do 
  to cast epic spells? How do you determine how many epic 
  spells a druid can cast each day? 
   A druid has to have the Epic Spellcasting feat to cast epic 
  spells, just as any other epic spellcaster does. It does not 
  matter how the druid qualifies for the feat. As a divine 
  spellcaster, the druid is limited to a number of epic spells 
  each day equal to 1/10th his Knowledge (nature) ranks or 
  1/10th his Knowledge (religion) ranks—whichever is higher. 
   
   Our 27th-level bard has taken the Improved Spell 
  Capacity feat four times and now she wants to take the 
  Epic Spellcasting feat. Can she do this? If so, will it do her 
  any good? 
   If the character has an epic feat slot available and meets the 
  prerequisites for Epic Spellcasting, yes. A bard who has taken 
  the Improved Spell Capacity feat at least three times (and has 
  a Charisma score of at least 19) can cast 9th-level spells and 
  can qualify for the Epic Spellcasting feat. Once your bard has 
  the feat, she can start developing and casting epic spells. 
  
  Epic Level Handbook FAQ 
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   Other spellcasting characters, such as paladins and rangers, 
  also can do the same thing, provided they take the Improved 
  Spell Capacity feat enough times to enable them to cast 9th-
  level spells and provided they have the necessary ability 
  scores to cast 9th-level spells. 
   
   Many epic feats have ability scores of 25+ as 
  prerequisites, for example Epic Endurance has a 
  prerequisite of Constitution 25+ and the Endurance feat. 
  Is that base or with magic items? If a character has a 
  Constitution score of 21, a +4 amulet of health, and the 
  Endurance feat, does that meet the prerequisite? 
   Yes. Always use your current ability score (no matter how 
  you managed to get it) to determine if you qualify for any 
  feat. Keep in mind that you cannot use a feat if you no longer 
  meet the prerequisites (which may happen if you lose the 
  item you’re depending on to meet a prerequisite). 
   
   Can you use the Automatic Quicken Spell feat to 
  quicken a metamagiced spell? For example, could you 
  automatically quicken a silent magic missile? 
   Yes, but you must use the spell’s higher metamagiced level 
  to determine if the spell is automatically quickened. Since 
  Silent Spell adds only 1 level to the spell, you could 
  automatically quicken a silent magic missile or any other 
  spell of level 0, 1, or 2. Of course, you need to have the Silent 
  Spell feat to this, and the quickened, silent magic missile uses 
  up a 2nd-level spell slot (just as any silent magic missile 
  would). 
   
   Which of the following spells could be used with the 
  Epic feat Permanent Emanation: Any of the “detect” 
  spells; antilife shell, antimagic field, eyebite, minor globe of 
  invulnerability, silence, true seeing? 
   To use Permanent Emanation with a spell, the spell must 
  have an area entry and the area must be an emanation (see 
  Area in Chapter 10 of the Player’s Handbook). 
   The emanation spells in your list are antilife shell, 
  antimagic field, minor globe of invulnerability, and silence. 
  The other spells on your list are not emanation spells and 
  Permanent Emanation will not work on them. 
   
   When I’m creating an epic spell and I change the target 
  to an area, what is the default area? 
   There isn’t one. Pay +10 to go from a target to an area, 
  then pay the cost for the area you select. For example, if 
  you’re using the destroy seed and you want the spell to have 
  a 40-foot cone as an area of, you pay +12 (+10 to make a 
  target an area and +2 for the area). 
   
   It seems very easy to develop permanent epic spells and 
  avoid any real cost for developing them just by piling up 
  mitigating factors. It’s true that there’s a big multiplier 
  for a permanent effect, but since you apply the multiplier 
  last, you can mitigate the spell’s DC down to nothing and 
  then still wind up with nothing after applying the 
  multiplier. Is that correct? Also, is there a minimum DC 
  for an epic spell? Or can you really mitigate the DC down 
  to nothing and so avoid any time or expense for 
  developing the spell? 
   When you see a multiplier on Table 2–2: Epic Spell 
  Factors, you apply the multiplier last after adding up all the 
  factors. You have to apply the multiplier before moving on to 
  Table 2–3: Epic Spell Mitigating Factors. This makes it very 
  difficult to reduce an epic spell’s DC to nothing unless the 
  spell is fairly weak as epic spells go. 
   There is no minimum DC for an epic spell; if you want to 
  pile on the mitigating factors, you can go ahead. Keep in 
  mind, however, that epic spells work on a pay-me-now-or-
  pay-me-later basis. You might avoid the development time 
  and cost, but you’ll pay for the mitigating factors every time 
  you cast the spell. A smart spellcaster stops applying 
  mitigating factors when she gets the DCs down to 10 + her 
  Spellcraft score. Any more than that is a waste unless the 
  spell in question is something you won’t cast very often. 
   If this bothers you, feel free to impose a minimum DC on 
  an epic spell. A DC 10 would a good limit. 
   
   Can a magic trap be created with epic spells or spell 
  seeds? If so, how would this affect Search or Disable 
  Device checks? 
   You can’t make a magic item that contains an epic spell, so 
  you can’t make a trap that contains one either. You could 
  research an epic spell that functions as a trap (in the manner 
  of a glyph of warding or a symbol). In the latter case, the 
  Search and Disable Device DC is 20 + the epic spell’s caster 
  level. 
   
   The epic psion description says a psion’s number of 
  power points per day does not increase after 20th level. 
  The very next line says that instead they get 34 power 
  points per level. This seems contradictory. Could you 
  clarify what was intended by these lines? 
   These lines are contradictory. An epic psion gains no more 
  power points from level advancement after 20th level, but the 
  limit on power points spent on a metapsionic power is 19 
  (though feats such as Improves Manifestation can increase 
  that). Each time the psion achieves a new level, he learns a 
  new power of any power level that he can manifest 
  (according to his new level) that is within his primary 
  discipline. Also, the Improved Manifestation feat (on page 58 
  of the Epic Level Handbook) grants 19 power points when 
  first taken. You can take Improved Manifestation multiple 
  times, and each time you’ll gain additional extra power points 
  equal to the previous benefit, plus 2. For example, when you 
  take Improved Manifestation a second time, you gain 21 
  extra power points, and if you Improved Manifestation a third 
  time, you gain 23 extra power points, and so on. The psion 
  continues to gain bonus power points for a high ability score. 
   
   Can the Spell Stowaway feat be used by a creature that 
  has only spell-like abilities, since they are mentioned 
  specifically in the description? An epic half-celestial, for 
  example? 
   Yes. Note that feat functions whenever the effect you 
  designate is used near you, and it doesn’t have to be a spell. It 
  can be a spell-like ability, supernatural ability, or spell effect 
  from a magic item (so long as it duplicates the spell you 
  named when taking the Spell Stowaway feat). 
   
   The demilich description in the Epic Level Handbook 
  says the entity has magic immunity, which is an 
  extraordinary ability. The description says that the 
  demilich is “immune to all magical and supernatural 
  
  Epic Level Handbook FAQ 
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  effects,” then proceeds to caveat that statement, allowing 
  three magical effects to hinder or harm it. Not included in 
  that list is any mention of demiliches being impeded by 
  antimagic field. If a demilich enters or is forced into an 
  antimagic field, what happens? While it’s safe to assume 
  that any magical enhancements, spell casting ability, and 
  supernatural effects the entity cast on itself would be 
  suppressed while the being is in the field, would the 
  demilich itself be harmed? Would its “natural” attacks 
  and mobility (fly, specifically) be compromised? 
   Though a demilich is not immune to antimagic, neither is it 
  in any way vulnerable to antimagic; nothing special happens 
  to the creature if it finds itself within an area of antimagic. It 
  can still fly and its attacks still work—except that the 
  paralysis effect is supernatural and therefore suppressed. 
   
   The demilich description says the creature has a flying 
  speed of 180 (perfect), or the base lich’s supernatural 
  flying ability, whichever is greater. What is “greater?” 
  Also, does this mean a demilich with a supernatural flying 
  ability will be immobilized in an antimagic field? 
   Any demilich has a natural ability to fly at a speed of 180, 
  with perfect maneuverability. If the base lich had a 
  supernatural flying ability, the demilich has that, too, and can 
  use either its supernatural flying ability or its natural ability. 
  It will do so only when the supernatural flying ability allows 
  it a higher speed, and even then it might choose to use its 
  natural ability if its supernatural flight allows for less 
  maneuverability. Should the demilich’s supernatural flying 
  ability ever be suppressed, it still can use its natural flying 
  ability. 
  
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