Sorcerer Monarch [Salient]
You can supply spells to templars that have sworn loyalty to you.
Prerequisites: Evolution score. Elemental vortex.
Benefit: You have templars, to whom you can provide spells. You can select four divine domains from which to provide you templars, so long as these domains do not contradict your nature (for example, the chaos domain when you are lawful).
A Sorcerer Monarch does not respond to prayers or grant spells like a D&D deity does. Instead, each Sorcerer Monarch controls a conduit to the elemental planes and can grant or deny a templar access to spells with a simple ritual. However, a Sorcerer Monarch isnât aware of which spells a templar is requesting or casting. Sorcerer Monarchs can only grant or deny access to the conduit â they donât directly control how the energy passing through the conduit is used.
Superior Attack [Salient]
The transformation into a more advanced being allows you to relentlessly attack foes.
Prerequisites: Evolution score. Strength 30. Constitution 30.
Benefit: Your Base Attack Bonus is now +20/+15/+10/+5 (as a 20th level fighter), after which you follow the normal Epic Attack Bonus progression. This replaces the Base Attack Bonus from your classes and racial HD (if you have any).
Superior Hit Dice [Salient]
You have greater Hit Dice and Hit Points than your character classes would indicate.
Prerequisites: Evolution score. Metamorphosis rank 7.
Benefit: All your HD from classes increases to d12, and you have maximum HP per die.
Planar Slavery [Salient]
You can force outsider creatures into bad deals.
Prerequisites: Evolution score.
Benefit: You have a way with words when dealing with extraplanar forces called to the Material Plane to serve you. When bargaining with creatures called via a planar binding or similar spell, you add a bonus equal to your evolution bonus on Charisma checks against the called creature and on caster level checks to prevent the creature from escaping your magic circle. A roll of 1 on the Charisma check does not allow the creature to automatically escape.
Superior Skill Focus [Salient]
An advanced being with this feat finds within its own nature the effortless use of skills to a high degree of proficiency with only a small amount of knowledge. Its abilities are boosted when making skill checks.
Prerequisites: Evolution score.
Benefit: The Advanced Being receives an evolution bonus to all skill checks equal to the evolution score bonus. For example, an advanced being with 30 evolution ranks gets an evolution bonus of +10 to skill checks. Additionally, all skills are considered class skills for the advanced being.
Superior Skills Cap [Salient]
Your cap for skills is higher than that of ordinary creatures.
Prerequisites: Evolution score.
Benefit: Instead of your cap for skill ranks being your HD + 3, your cap for skill ranks is equal to your evolution score ability bonus. For example, an advanced being with an evolution score of 30 has a skill ranks cap of HD +10. As your evolution score increases, your skill ranks cap increases also.
Normal: Skill ranks are capped at your HD +3.
Superior Species [Salient]
As an advanced being, only the long-vanished divinities can rival your strength and wisdom.
Prerequisites: Evolution score.
Benefit: You gain a boost to all of your ability scores of +6. This does not stack with any previous positive ability adjustments from race or templates. For example, Arik has a +8 racial bonus to Strength. In this case, Arik does not receive any boost to his ability score as his racial bonus to Strength already exceeds the bonus from this feat. If on the other hand Arik had a +4 racial bonus to Strength, then Arik would get +2 Strength from this feat.
Inherent bonuses and character level bonuses remain.
Superior Spell Capacity [Salient]
Your capacity for spells above 10th level is vastly superior to that of mortal spellcasters.
Prerequisites: Evolution score. Improved Spell Capacity.
Benefit: You gain spell slots above level 10, like Improved Spell Capacity. This feat is identical to Improved Spell Capacity, except that it grants four iterations of that feat. For example, Arras has Improved Spell Capacity (10th level spell slots), and then takes Superior Spell Capacity. As Superior Spell Capacity provides for four iterations of Improved Spell Capacity, Arras now has spell slots of up to 14th level.
Special: You may select this feat multiple times, each time providing the equivalent of four Improved Spell Capacity feats.
Superior Toughness [Salient]
You are far tougher than anything else.
Prerequisites: Evolution score.
Benefit: For every Hit Die you possess you receive a bonus to your hit points equal your evolution score bonus. For example, an advanced being with 30 evolution ranks gets an evolution bonus of +10 to hit points for each Hit Dice it possesses. The number of bonus hit points changes retroactively as the evolution score bonus increases.
Turn/Rebuke Undead [Salient]
Your advanced magical and psionic abilities, as well as your status as an advanced being, give you control over the undead. You gain the ability to turn undead or rebuke them.
Prerequisites: Evolution score.
Benefit: Rebuke Undead (Su) or Turn Undead (Su): The advanced being can turn or rebuke undead as a cleric of level equal to its evolution score. The advanced being can turn or rebuke undead a number of times per day equal to 3+ its Charisma modifier. If the advanced being could already turn or rebuke undead, this ability increases its effective turning level equal to its evolution score but otherwise has no effect. The advanced being chooses whether it will turn or rebuke undead upon taking this feat, and this choice may not be changed.
Undying [Salient]
It is very difficult to destroy you completely. Unless special measures are taken, you will return from your apparent death.
Prerequisites: Evolution score.
Benefit: You can only be permanently destroyed if you are reduced to minus 10 hit points, then subjected to a wish, reality revision, or miracle spell or power to keep you dead. If you are not subjected to these spells/powers, you return from your apparent death in full health in 2d10 days minus your evolution score bonus (minimum 1 day).
Special: A custom version of undying can be created by DM or player in collaboration with the DM. The method of the special death should not be impossible, just as difficult as what is given above. It could even be something as simple as âa druidical burialâ, something that could possibly be discerned through divination magic or other means, but likely impossible to guess.
Undying cannot be combined with the phylactery feat.
Unconventional Specialist [Salient]
No longer do you look on in envy at specialist wizards. You are now a specialist for arcane or divine classes that normally do not have specialization.
Prerequisites: Evolution score. Any class that does not normally have specialization (warmage, beguiler, dread necromancer, cleric, and so on).
Benefit: Select a class that does not normally have specialization (and does not currently have any prohibited schools). You gain the benefits of school specialization even though you are not a wizard, and do not gain any prohibited schools. Henceforth, you no longer gain any prohibited schools for that class even if a class feature or feat indicates that a prohibited school is gained. You are not considered a specialist wizard, even though you have the same benefits as a specialist wizard.
Special : You may select this feat multiple times. Each time you select this feat it must apply to a different class that does not normally have specialization.
Unrestricted Specialist [Salient]
You no longer have barred schools due to your arcane specialization.
Prerequisites: Evolution score. Any number of prohibited schools.
Benefit: Select a class that you have specialized in and has prohibited schools. You are no longer subject to the limitations of school specialization, and may freely learn and cast spells from all your prohibited schools, and use magical items of these schools, as if you had no prohibited schools at all. Henceforth, you no longer gain any prohibited schools for that class even if a class feature or feat indicates that a prohibited school is gained.
Warlock Monarch [Salient]
You have been able to reverse engineer warlock pacts through extensive experimentation with your elemental vortex. If you wish, you may have warlocks as templars.
Prerequisites: Evolution score. Elemental vortex.
Benefit: You can serve as a patron for warlocks, in addition to your normal templars.
Epic Feats
Immunity To Turning [Epic]
Not only are you an advanced being, but you are an undead creature of monstrous power. You cannot be turned or rebuked.
Prerequisites: Evolution score. Undead creature. Improved turn resistance.
Benefit: You cannot be turned or rebuked.
Normal: Undead creatures may normally be turned.
Psionic Enchantments
[Psionic Enchantment] feats allow you to combine magic and psionics in interesting and powerful ways. A psionic enchantment feat can be taken just like other feats if you meet the prerequisites. The more powerful psionic enchantment feats herein have an evolution score as a prerequisite, and as such are reserved for advanced beings.
Arcane Augmentation [Epic] [Psionic Enchantment]
Prerequisites: Ability to cast 9th level spells and manifest 6th level powers.
Benefit: You can spend a prepared spell slot to increase your limit for augmenting psionic powers during manifestation. Using arcane augmentation is a free action that does not provoke an attack of opportunity. Add the level of the spell slot to your manifester level for purposes of determining the maximum amount of power points you can spend while manifesting a single power. For example, Nethas, an avangion with 20 manifester levels, spends an 8th level spell slot to increase the maximum power points it can spend to augment a power by 8 to a total of 28. These additional points cannot be used to apply additional metapsionic feats.
Far Reach [Epic] [Psionic Enchantment]
Prerequisites: Ability to cast 9th level spells and manifest 6th level powers.
Benefit: You can use touch spells and powers on targets up to 30 feet away. Far reach can be selected more than once. Each time it is selected, it increases the touch range by an additional 30 feet, to a maximum of 90 feet.
Metamixture [Epic] [Psionic Enchantment]
Prerequisites: Ability to cast 9th level spells and manifest 6th level powers.
Benefit: You choose one metapsionic feat you possess. You can now apply that feat to our spells. Using metamixture is a free action that does not provoke an attack of opportunity. Treat the spell as a psionic power of equivalent level for purposes of determining the power point cost. You cannot spend more power points than your manifester level. Note: If the metapsionic feat has the same effect as a metamagic feat already applied to the spell, there is no additional effect. Metamixture can be selected more than once. Each time it is selected, it applies to a different metapsionic feat. Its effects do not stack, i.e. only one metapsionic feat can be applied to a spell using metamixture.
Metapotency [Epic] [Psionic Enchantment]
Prerequisites: Ability to cast 9th level spells and manifest 6th level powers.
Benefit: You choose a metapsionic feat and a metamagic feat you possess that grant the same effect on numeric variables, e.g. Extend Spell and Extend Power, and gains synergistic bonuses. When applying either feat, its effects are multiplied by 1.5, e.g. the effect of extending a spell or power increases its duration by 150% percent. If applied to Empower Spell and Empower Power, metapotency increases the spell or powerâs damage by 75%. Metapotency has no effect on Maximize Spell and Maximize Power. Metapotency can be selected more than once. Each time it is selected, it applies to a different pair of matching feats.
Path of Least Resistance [Epic] [Psionic Enchantment]
Prerequisites: Ability to cast 9th level spells and manifest 6th level powers.
Benefit: You use the lower of targetsâ spell resistance and power resistance if you know both the psionic and arcane equivalent of a power or spell (e.g. charm person and psionic charm person). Whether you use the power or spell, use the lower of targetsâ SR and PR when making a spellcaster check to overcome resistance. Path of least resistance applies to all spells and powers for which you know both a psionic and arcane variant.
Exceptional Beckons [Epic] [Psionic Enchantment]
Your understanding of the way of blending magic with psionics shows you how to tempt even more powerful beings into your service with a taste of psionic nectar.
Prerequisites: Ability to cast 9th level spells and manifest 6th level powers. Improved Augment Summoning.
Benefit: The normal HD limit for your gate, planar ally and planar binding spells (including lesser and greater versions) increases by 2. If multiple creatures are conjured, only one of the creatures is advanced.
Note: This feat may be taken multiple times, once for each 10 manifester levels you possess in your highest manifester level psionic manifesting class (round down). Each time it increases the Hit Dice of the creatures affected or conjured by 2 HD.
Avangion Magic [Psionic Enchantment]
You have learned the rudiments of avangion magic, the practice of gently drawing energy for spellcasting from your own life force, using sorcerous and psionic means.
Prerequisites: Able to cast 6th level arcane spells. Able to manifest 6th level powers.
Benefit: You learn to supplement the energy you draw for spellcasting with your own internal renewable energy. This has the effect of having any spell you cast be treated as if it were cast in one terrain type better than the actual terrain, up to abundant. You can also cast spells where there is no plant life (such as in the Obsidian Plains, The Black and The Grey), but in this case the spell is cast as if it were cast in desolate terrain.
Dragon Magic [Psionic Enchantment]
You have learned the rudiments of dragon magic, the practice of drawing magical energy for spellcasting from animal life, using sorcerous and psionic means.
Prerequisites: Able to cast 6th level arcane spells. Able to manifest 6th level powers.
You may choose to use animal life energy in place of, or to supplement, your defiling of plant life to power your arcane spells. You can attempt to drain animal life within the defiler radius as you gather energy for your spellcasting. This can be done in addition to defiling the plant life, which has the effect of having any spell you cast be treated as if it were cast in one terrain type better than the actual terrain, up to abundant. This also means you can choose to cast spells without draining from the plant life at all, but in this case, the spell is cast as if it were casting desolate terrain. All living creatures, save you, within the radius must make a Fortitude save (DC 10 + 1/2 your arcane caster level + your Cha modifier), or take 1 point of Con ability damage. The use of this ability requires a perfect obsidian orb, of no less than 1,000 gp value, as a focus.
Replenish Land [Epic] [Psionic Enchantment]
Your use your psionics bolstered arcane energy to restore the land.
Prerequisites: Ability to cast 9th level spells and manifest 6th level powers.
Benefit: You can reverse the effects of defiling magic. You can sacrifice an arcane spell to revitalize the area by increasing terrain type by one category in a 5-foot radius per spell level sacrificed (a defiled area becomes desolate).
Psionic Raze [Epic] [Psionic Enchantment]
You can drain psionic will while defiling.
Prerequisites: Ability to cast 9th level spells and manifest 6th level powers.
Benefit: You can amplify the effects of your defiling radius to drain the psionic strength of creatures. When casting a spell, you can opt for your defiling radius to drain 1 power point per level of the spell slot expended from all creatures caught in the defiling radius. Using psionic raze costs 1 power point per two spell slot levels, rounded up. For example, an 8th level spell requires you to spend 4 power points and causes all victims to lose 8 power points.