Epic Skill Powers:
There are some extra Skill Powers that are intended for use by epic
level characters. Anyone taking one of these Skill Powers must be an
epic level character. Epic skill powers can not be traded with the feat
Skill Swap
Arcana (Int): Arcane Mastery
When using Arcana to cast a spell, you may choose a spell up to 2
levels higher (up to spell level 3 without Arcane Study; up to level 5
with Arcane Study). The DC increases based on the spell level as
follows: level 2: 20; level 3: 25; level 4: 35; level 5: 40. In
addition, you can cast a spell using Arcana one additional time per day.
Intimidate
(Any): Sheer Terror
The following effect is added to the list of effect you can choose from
when using Intimidate:
-The target suffers 50 damage; damage reduction does not apply (1
full-round action, you suffer a -12 penalty to the check).
Medicine (Wis):
Medical Miracle
Healing
you cause by treating wounds is tripled. In addition, if you have the
skill trick Resuscitation, the time limit to start treating wounds
after death is increased to 1 hour.
Parkour (Agi):
Impossible Escape
You
may, 3 times per day, attempt to make an Impossible Escape. Make a DC
35 Parkour check as a free action. If you pass that check, you can walk
through walls for that round.
Perception
(Wis): Mind Scan
Three
times per day, you can use Perception to try and read someone's
thoughts. Make a Perception check opposed that creatures Deception
check; you suffer a -5 penalty on your Perception check. If you win the
check, you can read the target's surface thoughts for the next minute.
Perform (Cha):
Mass Sound
When
you use Perform to assist your allies, you may assist up to 100 allies
with the same Perform check. If you choose to assist more than 10
people, you suffer a -10 penalty on the check.
Religion (Int): Divine Mastery
When using Religion to cast a spell, you may choose a spell up to 2
levels higher (up to spell level 3 without True Faith; up to level 4
with True Faith). The DC increases based on the spell level as follows:
level 2: 20; level 3: 25; level 4: 35; level 5: 40. In addition, you
can cast a spell using Religion one additional time per day.
Stealth (Dex):
Night Reaper
Three
times per day, you can make a Stealth check to attempt to blend into
shadow. Make a DC 40 Stealth check; if you pass this check, you have
concealment for the next hour; if you would have concealment from
another source, you have total concealment.
Epic Chain Spells:
Some spells have a powerful extra effect when cast from spell slots
larger than 9th level. Those spells are as follows:
Raise Dead:
If
cast as an 11th level spell or higher, Raise Dead can raise the target
no matter how long they have been dead. It can even raise creatures
that died of old age; such characters become 1 year younger in the
process. However, if cast as an 11th level spell or higher, the
required diamonds increases to 15,000 gp.
Teleport:
If
cast as an 11th level spell or higher, Teleport can go to any location,
regardless of distance; you do not need to have visited your
destination. It can even teleport from one plane to another. However,
if cast as a 11th level spell or higher, the required rubies increases
to 300 gp.
Wish/Miracle:
If cast as a 13th level spell or higher, Wish becomes even more
powerful. It can do any of the following:
-Duplicate any spell of 12th level or lower.
-Create any item of up to 5,000 gp in value.
-Add +50 to the next skill check you make.
-Produce any other effect whose power level is in line with the above
effects.
However, if cast as a 13th level spell or higher, the required emeralds
increases to 5,000 gp.