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Dungeons & Dragons Character Stats


Epic Wizard

Hit Die: d4.

Skill Points at Each Additional Level: 2 + Int modifier.

Spells: The wizard's caster level is equal to her class level. The wizard's number of spells per day does not increase after 20th level. Each time the wizard achieves a new level, he or she learns two new spells of any spell levels that he or she can cast (according to his or her new level).

Familiar: The wizards's familiar continues to increase in power. Every two levels beyond 20th the familiar's natural armor and Intelligence each increase by +1. The familiar's spell resistance is equal to the master's class level + 5. At 21st level and again every ten levels higher than 21st, the familiar gains the benefit of the Familiar Spell epic feat for a spell of its master's choice.

Table: The Epic Wizard

Wizard Level

Special

21st

-

22nd

-

23rd

Bonus feat

24th

-

25th

-

26th

Bonus feat

27th

-

28th

-

29th

Bonus feat

30th

-

Familiars at Epic Level

Special abilities granted to a familiar continue to grow as the level of its master increases beyond 20th, as shown on Table: Epic Familiar Special Abilities. Even though the table shows advancement only to 42nd level, that is not the limit. The patterns in the table continue infinitely. Familiar special abilities gained at less than 20th level also continue to improve.

Familiar Spell: The familiar gains the benefit of the Familiar Spell epic feat for the spell its master chooses.

Table: Epic Familiar Special Abilities

Master Class Level

Natural Armor

Int

Special

21st-22nd

+11

16

Familiar Spell

23rd-24th

+12

17

25th-26th

+13

18

27th-28th

+14

19

29th-30th

+15

20

31st-32nd

+16

21

Familiar Spell

33rd-34th

+17

22

35th-36th

+18

23

37th-38th

+19

24

39th-40th

+20

25

41st-42nd

+21

26

Familiar Spell

RPG Reviews News: Latest Comments
Out of Character: Sorry it took me awhile to get my activity up passed 75%.

In Character: Merlin has no thoughts about where the dark cleric could be but he also agrees that going back to the same place would cause problems.

"Maybe you should tell the elders what you've done so far and they could probably give you a hint?"
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