Epic Level Handbook Review -- October 21, 2002

By Steve Creech, Exec. Chairman, d20 Magazine Rack

Welcome to The Critic's Corner. This review is for Epic Level Handbook by Andy Collins and Bruce Cordell. Published by Wizards of the Coast, this 320-page book (retail $39.95) presents the "official" rules for character advancement and running campaigns beyond 20th level. If you plan on playing characters higher than 20th level, consider this to be Core Rulebook V (I consider Psionics Handbook to be Core Rulebook IV).

When I first read the book, there were many disappointing features that I thought fell short of the hype and expectations. I admit much of it stemmed from seeing (and using) the unofficial rules that were handed out at a previous Gen Con. Obviously much has changed since then and understandably so.

When a character moves beyond 20th level, the standard progression rates no longer apply (except XP). Otherwise, you would have uber characters with base attacks of +60 in no time at all. Needless to say, this issue is countered quite effectively. Advancement is quite slow and highly controlled in a manner that is a logical extension of the existing progression rate. In addition to new skill points and feats, each core class continues to accrue special abilities that augment them even more. Barbarians gain better damage reduction and dodge capabilities. Bards and clerics gain additional feats. Druids may wildshape more frequently and into other forms. Fighters continue to gain bonus feats every other level while a monk's speed becomes blazing fast. Paladins may remove disease more frequently and rangers gain more favored enemies. Rogues improve their dodge ability along with their sneak attacks. Sorcerers and wizards gains bonus feats while the primary prestige classes continue to advance their own special abilities in a progressive manner.

Epic level prestige classes are presented next. There are nine in all, with each tailored to a core class' particular strengths. Epic prestige classes cannot be taken until a character has surpassed 20th level and meets the specific PrC requirements. The nine classes are: agent retriever, cosmic descryer, divine emissary, epic infiltrator, guardian paramount, high proselytizer, legendary dreadnought, perfect wight, and union sentinel. The agent retriever specializes in acquiring long-lost items. He receives tracking bonuses and ethereal jaunt and plane shift as he progresses. The cosmic descryer is an expert on the mysteries of the planes and gains abilities tailored to the planes, such as planar summoning and enduring gate. Divine emissaries are essentially favored by their specific god. They gain divine inspiration, extra smites, and greater planar ally. The epic infiltrator specializes in espionage and sabotage. She gains sneak attack bonuses, the ability to read thoughts and cover her identity. The guardian paramount is the ultimate bodyguard, taking the damage meant for the one he guards. Besides bonus feats, he gains uncanny dodge bonuses and protective aura. The high proselytizer is the voice of a deity, inspiring religious movements. Legendary dreadnoughts are the ultimate warriors, literally unmovable and unstoppable. The perfect wight is best described as a supernatural thief. With abilities like improved invisibility, incorporeal and shadow form, this class is awesome. Finally, the union sentinel is a planar policeman devoted to maintaining law, order and peace.

Epic skills are handled the same as other skills except they signify actions or abilities of astounding proportions. For example, using Balance, you can walk across a cloud (DC 120). Escape Artist can let you pass through a wall of force (DC 120). These are just a few examples of what you can expect with epic skills.

Epic feats is a section that is both good and disappointing. The sheer number of feats in impressive to say the least. Some of the feats are truly epic (such as Death of Enemies, Great Smiting, Improved Death Attack, Lasting Inspiration, or Penetrate Damage Reduction) while others seem to fall short (such as Epic Reflexes, Epic Prowess, Legendary Climber, or Superior Initiative). I have to say my favorites are Swarm of Arrows, Trap Sense, Polyglot, and Legendary Tracker.

Chapter two deals with epic spells. While 9th level spells are still the top end of spell progression, epic levels allow for the direct manipulation of spell energy to produce incredible results. Epic spells begin with a seed that is then developed (which is time-consuming and expensive) after which it may be cast. The Spellcraft DC for most epic seeds is quite high ranking from DC 50 to DC 120 (or more). There is a decent listing of epic spells that will give everyone a rough idea what to expect when crafting their own spells. My favorites are Dragon Strike, Hellball, Summon Behemoth, and Vengeful Gaze of God for sheer power. The rules for developing epic seeds are laid out very well and are fairly straightforward.

Running an epic campaign is the subject of chapter three. This is a very solid chapter and a good resource section for any GM. Epic dungeons can easily be made even tougher by adding walls made of mithral, adamantine, or pure force instead of mere stone. Of course, the traps can be even more devastating. There is an illustration showing just how devastating a trap may be that should make any player's heart sink in fear. Especially when he realizes his GM is seeing the same picture. Planar encounters will probably become more common given the power level of the characters. Of course, one of the strong points to this book is the fact that you now have the tools to make your villainous NPCs truly epic. There are some very solid things contained in this chapter including a table of 100 epic adventure ideas.

Chapter four discusses epic magic items. Guidelines for the creation of epic magic items are included. There are new armor and weapon qualities along with miscellaneous magic items. This is one of the disappointing sections of the book, in my opinion. Some of the items are certainly deserving of epic status, while others, are simply reprints of previous edition magic items or artifacts. For example, Everfull purse (formerly Bucknard's Everfull Purse) is now a minor epic artifact (which I wouldn't consider as epic). The Axe of the Dwarvish Lords is a major epic artifact and rightfully so. There are some old favorites here, but not all of them fall into epic status. Especially when you think of the Hand and Eye of Vecna as major artifacts in the DMG.

Monsters are the topic of chapter five. Sixty-four monsters are presented with Challenge Ratings ranging from 5 to 57. All but 6 are at least CR 21. Although they look to be balanced, the statistics on several of these creatures are staggering. I especially like Xixecals, the Iron Colossus, Primal Elementals (even if the artwork for the primal water elemental reminds me of Gumby), Slaads and Winterwight.

Chapter six gives GMs information on creating epic settings. Here are the tools for using powerful organizations, cities, and NPCs to interact with your epic characters. The organizations are well described with an overview and brief history followed by details of the organization, its leadership, member benefits and responsibilities, and possible encounters. This chapter also gives you a full-blown site-based adventure as a primer for your epic characters as well as adventure "nuggets" for creating your own adventures.

The book wraps up with three appendices detailing well-known personalities as well as baseline statistics for NPCs of every standard class from 21st to 30th level. All of the big name personalities are here: Elminster, Halaster Blackcloak, The Simbul, Alustriel, Manshoon, and Mordenkainen.

In conclusion, Epic Level Handbook is a great resource. While there are some sections that are a bit of a letdown, it does deliver the goods necessary to either take your players or your villains beyond 20th level. GMs looking for ideas of epic proportions will get the most out of this book. I recommend it as a good accessory to the core rulebooks if you're looking to take your campaign to higher levels. It's worth it.

The Critic's Rating: (maximum 5 pts for each category)

  • Amount of Open Game Content: 0.0 (Wizards does intend to make portions open content sometime in the future.)
  • d20 Compliance: 5.0
  • Originality: 4.5
  • Playability: 4.0
  • Value for the dollar: 4.5

Overall Rating: 3.60

Final Grade: A- (Open Game Content grade does affect the overall score.)