Kerrick
First Post
I'm hoping there are still enough grognards hanging around here to help me out with this one. I'm working on epic progressions for the base classes, from L21-40. With my revised classes, they already get a bunch of scaling/repeatable abilities, but I want to add in more generic abilities like they get at L1-20, to keep them interesting. I've got some vague ideas:
Bards: Bardic music is divided into four groups: battle hymns, buffing, countermagic, and enchantment. I changed it so that you have to make a Perform DC; every 5 points above the DC increases the save or effects; at DC +20 it's widened, at DC +40, it's extended, and at DC +60, it's empowered.
Clerics: Yugh, clerics. I decided to just give them a pool of abilities to choose from.
Druids: Same here, really... I cut wild shape back so it's no longer their central ability, kept the generic druid stuff (and added a few more), and added some selectable abilities, along with favored terrain. I'm thinking that at epic, druids can extend this to planar terrains - in 1E, they could enter and travel in the various Elemental Planes, so why not just extend this theme to all planes?
Fighters: Fighters get combat style abilities (so any suggestions for really high-powered stuff would be good here), along with generic stuff to shore up their weaknesses like uncanny dodge and iron mind (mettle).
Monk: Monks have fighting styles; you'd really have to see the monk yourself, because it would take too long to explain here.
Paladin: Paladins get auras and divine touch (they can heal poisons, disease, and such with their lay on hands ability).
Ranger: Rangers get favored terrains (like the druid, I want to extend this to planar terrains), tracking (likewise - I could see an epic ranger being able to track someone across the Astral), and a pool of archery abilities, along with aspect of the beast (they can assume an animal's "essence" to grant them bonuses; maybe I could do this for magical beasts?).
Rogue: Rogues have talents at all levels, not just 10+, but they're divided into tiers for balance; otherwise they're unchanged. I'm thinking I could steal some things from epic PrCs to fill this one out.
Sorcerer: Whoo... sorcerers have bloodlines, whereby tapping into the power of their heritage gives them more power, but also wreaks physical changes. This would be very difficult to do in epic (I don't want a Draconic sorcerer changing into a full dragon), so I'm not sure what to do here. Otherwise, all they get are generic metamagic abilities every 5 levels.
Wizards: Wizards just get school abilities, similar to Pathfinder's (but more balanced). I might allow them to take a second school of specialization and remove one of their banned schools, but that might make them too powerful.
If anyone wants to see the classes themselves for ideas (or just to see what I did), you can view them here. Any and all ideas are welcome.
Bards: Bardic music is divided into four groups: battle hymns, buffing, countermagic, and enchantment. I changed it so that you have to make a Perform DC; every 5 points above the DC increases the save or effects; at DC +20 it's widened, at DC +40, it's extended, and at DC +60, it's empowered.
Clerics: Yugh, clerics. I decided to just give them a pool of abilities to choose from.
Druids: Same here, really... I cut wild shape back so it's no longer their central ability, kept the generic druid stuff (and added a few more), and added some selectable abilities, along with favored terrain. I'm thinking that at epic, druids can extend this to planar terrains - in 1E, they could enter and travel in the various Elemental Planes, so why not just extend this theme to all planes?
Fighters: Fighters get combat style abilities (so any suggestions for really high-powered stuff would be good here), along with generic stuff to shore up their weaknesses like uncanny dodge and iron mind (mettle).
Monk: Monks have fighting styles; you'd really have to see the monk yourself, because it would take too long to explain here.
Paladin: Paladins get auras and divine touch (they can heal poisons, disease, and such with their lay on hands ability).
Ranger: Rangers get favored terrains (like the druid, I want to extend this to planar terrains), tracking (likewise - I could see an epic ranger being able to track someone across the Astral), and a pool of archery abilities, along with aspect of the beast (they can assume an animal's "essence" to grant them bonuses; maybe I could do this for magical beasts?).
Rogue: Rogues have talents at all levels, not just 10+, but they're divided into tiers for balance; otherwise they're unchanged. I'm thinking I could steal some things from epic PrCs to fill this one out.
Sorcerer: Whoo... sorcerers have bloodlines, whereby tapping into the power of their heritage gives them more power, but also wreaks physical changes. This would be very difficult to do in epic (I don't want a Draconic sorcerer changing into a full dragon), so I'm not sure what to do here. Otherwise, all they get are generic metamagic abilities every 5 levels.
Wizards: Wizards just get school abilities, similar to Pathfinder's (but more balanced). I might allow them to take a second school of specialization and remove one of their banned schools, but that might make them too powerful.
If anyone wants to see the classes themselves for ideas (or just to see what I did), you can view them here. Any and all ideas are welcome.