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Hardcover Epic Level Handbook Book

ISBN: 0786926589

ISBN13: 9780786926589

Epic Level Handbook

Legends Begin Here Songs are sung and tales are told of heroes who have advanced beyond most adventuring careers. They confront mightier enemies and face deadlier challenges, using powers and... This description may be from another edition of this product.

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Format: Hardcover

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Customer Reviews

5 ratings

The Quintessential Quide for Characters Beyond Basic

First of all, I want everyone to understand just how unlikely it will be for most characters to get this high of level and not be done with your possibly year-long campaign. That said, if you do manage this feat, or simply begin a fresh campaign with everyone in the party at level 20 or above, then this is the book for you.This book details everything you need to know to really get immersed in a campaign of epic porportions. From unique new artifacts to monsters like the Hecatoncheries which can beat you senseless before you even get within throwing distance, this book is a great read and even somewhat entertaining even if your not playing a high-leveled campaign. For all those player characters who wished they could ascend to godhood and then battle against other gods, the Epic Level Handbook has you covered there too, though it doesn't go into great detail but use your imagination.So, in conclusion, for everyone who isn't satisfied running a high-level campaign without knowing just how extreme they can take it, buy this book and go fight a Worm that Walks in the underground depths of Union, surrounded by a few dozen angry Union Sentinels lookin' too take out their frustrations on you. Oh yeah, that is roleplaying adventure at its finest.

For the power gamer, and also the merely curious

The real reason I got this sourcebook was curiosity. I wanted to know what they could possibly have put in it to make it so long (it's longer than the Player Handbook). So what exactly is there? A lot. To start with, all the standard 3rd. ed. classes and all the prestige classes in the DM guide are advanced to epic level. That is to say, you can take levels above 20 (for the normal classes) and above 10 (for the prestige classes). Next, they have a whole ton of new feats, some of which really had me drooling over them. Following this is a series of extremely powerful (and extremely costly) epic spells, and then a whole new set of epic items and item enchantments. The tutorials on running an epic level game are intriguing enough that I'm thinking of doing one now (I actually had no plans earlier) and a complete sample setting is given if you want to try it out. There is a very large section of new monsters, as well as some non-epic feats that go a long way to making some of the standard feats really useful. For example, 'shot on the run' was pretty useless, but with the new 'manyshot' feat it is actually a good pick now. The end of the handbook provides some things specific to particular campaign settings, particularly a few powerful NPCs from the Forgotten Realms and Greyhawk settings. If you have the sourcebooks for these, it'll be repeat information, but the art is... interesting, to say the least. Overall, the ELH has good organization and great illustrations. It is a bountiful resource for anyone who wants to run a high-powered adventure but still keep things fun. For those who aren't planning on one, check it out anyway, as it might very well change you mind.

Really good stuff

I think a lot of DMs were expecting the wrong thing from this book.They were hoping for a book that would give them step-by-step instructions on how to keep challenging their higher-than-high level characters. Well, you know what, that's just not possible. As this book demonstrates, by 25th level, a rogue could be master of all the guilds in a game world, the greatest relic hunter ever or just one of a number of high-powered rogues, still answerable to older, or at least more experienced NPCs.Really, at about 15th-level, the games is blown wide open and characters become capable of handling just about any challenge the DM has to offer, given time and opportunity. The best this book can do is make those adventures more entertaining and just as full of creativity.From new and unusual uses for skills to brand new feats and a nifty way of looking at the spell system to cogent, concise rules on character development beyond 20th level, this book has it all.As with many general source books, the magic items kind of falter a bit, but that's mostly because the ideas you and your group come up with are bound to be better. Let's face it, when you have several million gold pieces and want a custom-made magic weapon, you aren't going to go for one in a catologue.Oh, and the monsters made me all tingly with anticipation.(To my gaming group)C'mon, level up already, I've got new ways to try and kill you!

A definite buy.

People criticize this book for offering too much power to PC's. Guess what? They're absolutely right in all respects except one.No power is too much power. If you're a DM and you can't seem to challenge your PC's enough, the book has ideas and scenarios for epic campaigns. The feats spells and regular magic items are all very good, but only a few of the artifacts are worthwhile to find. The skill uses are a little strange, but you're dealing with characters of godlike power, so that's to be expected. The monsters are incredible, especially the abominations (in particular the Phane) and the colossi. If your looking to double how interesting your campaign is, buy this book.

Seeds indeed.

The epic level hand book isn't for everyone. That is the best way to phrase a review for it. Some people won't want to run adventures of this high of level. The book is for the truly earth-shattering tales. For those who do this book is a fine addition to the supplement collection. As is noted in many of the reviews, the resource has listings for all sorts of spells, items, and problems that come up with these campaigns. Its a fine resource in and of itself, and the conservative design of the book helps to keep the DM in his/her right mind. The best part of the handbook is the context of the piece: use what you want. Its a common theme in rpg products, and its visible in the book. The section on character motivations is particularly helpful in explaining epic beings. Psychologically profiling the players is another unrelated matter. All in all one of my favorite books to date.
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