Higher skill checks allow increasingly impressive feats. Here a few epic level DCs. (Adapted from 3.5 epic skills)
Epic acrobatics DCs to cross (narrow) surfaces:
1-2 inches wide 20
Up to 1 inch wide 40
*Includes any other surface that couldn’t support the character’s weight, such as a fragile branch.
The character can fall from great heights without taking damage, move greater distances with an adjustment, or “climb” vertical surfaces with a series of bounces.
30 Treat a fall as if it were 20 feet shorter when determining damage.
45 Treat a fall as if it were 30 feet shorter when determining damage.
50 Climb vertical surface.
60 Treat a fall as if it were 40 feet shorter when determining damage.
90 Free stand.
100 Ignore falling damage.
Climb Vertical Surface
The character can climb (as part of normal movement) by jumping and bouncing off walls, trees, or similar vertical surfaces. The character must have at least two vertical surfaces to bounce off, and the two must be within 10 feet of each other.
The character can stand up from prone as a free action (instead of as a move-equivalent action).
Ignore Falling Damage
The character can fall from any height and take no damage.
A character with 25 or more ranks in Acrobatics gains a +5 dodge bonus when executing the fight defensively standard or full-round action, instead of a +2 bonus (or the +3 bonus from having 5 or more ranks). Increase this dodge bonus by +1 for every 10 additional ranks above 25 the character has. A character with 25 or more ranks in Acrobatics gains a +10 dodge bonus to AC when executing the total defense standard action, instead of a +4 bonus (or the +6 bonus from having 5 or more ranks). Increase this dodge bonus by +2 for every 10 additional ranks above 25 the character has.
DC 50: The character can sense if an item has a magical aura. He or she can then use Spellcraft to learn more about the item as if he or she had already cast detect magic on the item. This requires a full-round action.
The character can implant a nonmagical suggestion in a target, display a false alignment, or disguise his or her surface thoughts.
Instill suggestion in target, Sense Motive Modifier: +50
This is identical to the effect of the suggestion spell, except that it is nonmagical and lasts for only 10 minutes. It can be sensed as if it were an enchantment effect (Sense Motive DC 25).
Display false alignment 70
Disguise surface thoughts 100
Display False Alignment
The character can fool alignment-sensing effects by displaying a false alignment of his or her choice. Once set, a false alignment remains as long as the character remains conscious and awake. Setting or changing a false alignment requires a full-round action.
Disguise Surface Thoughts
The character can fool spells such as detect thoughts (or similar effects) by displaying false surface thoughts. While the character can’t completely mask the presence of his or her thoughts, he or she can change his or her apparent Intelligence score (and thus the character’s apparent mental strength) by as much as 10 points and can place any thought in his or her “surface thoughts” to be read by such spells or effects. If a character attempts to use Sense Motive to detect his or her surface thoughts (see the Sense Motive skill description), this becomes an opposed check (though any result lower than 100 automatically fails).
70 A perfectly smooth, flat, vertical surface
100 A perfectly smooth, flat, overhang or ceiling
A character can climb his or her speed as a move-equivalent action, or double his or her speed as a full-round action (requiring two Climb checks), but the character takes a -20 penalty on his or her check.
A character can voluntarily increase the DC of crafting an item by any multiple of 10. This allows the character to create an item more quickly (since he or she will be multiplying this higher DC by his or her skill check result to determine progress). The character must decide the increase to the DC before making the check.
The character can turn a person into a fanatic follower. The DC for a helpful creature is approximately 60.
Will give life to serve you
Possible actions: Fight to the death against overwhelming odds, throw self in front of onrushing dragon
In addition to the obvious effects, any NPC whose attitude is fanatic gains a +2 morale bonus to Strength and Constitution scores, a +1 morale bonus on Will saves, and a -1 penalty to AC whenever fighting for the character or his or her cause. This attitude will remain for one day plus one day per point of the character’s Charisma bonus, at which point the NPC’s attitude will revert to its original attitude (or indifferent, if no attitude is specified).
Treat the fanatic attitude as a mind-affecting enchantment effect for purposes of immunity, save bonuses, or being detected by the Sense Motive skill. Since it is nonmagical, it can’t be dispelled; however, any effect that suppresses or counters mind-affecting effects will affect it normally. A fanatic NPC’s attitude can’t be further adjusted by the use of skills.
The character can rush his or her Disable Device attempt, reducing the amount of time it takes to perform the attempt.
Complex device (usually several rounds)
Reduce to DC Modifier
1 round +20
Move-equivalent action +50
Free action +100
Simple Device/lock (usually one round)
Reduce to DC Modifier
Move-equivalent action +20
Free action +50
The character can change his or her apparent height and weight much more than normal.
Change height and/or weight 11% to 25% -25
Change height and/or weight 26% to 50% -50
The character can pass through spaces smaller than his or her head, or even through a wall of force.
80 Extremely tight space
120 Pass through wall of force
Extremely Tight Space
This is the DC for getting through a space when one’s head shouldn’t even be able to fit; this can be as small as 2 inches square for Medium-size creatures. Halve this limit for each size category less than Medium-size; double it for each size category greater than Medium-size. If the space is long, such as in a chimney, multiple checks may be called for.
Pass through Wall of Force
This allows a character to find a gap of weakness in a wall of force (or similar force effect) and squeeze through it.
Character can ignore the speed penalty for flying up.
up to Angle DC
The character can handle creatures other than animals, and can teach or train in much less time than normally required.
Task Time DC
Rear magical beast 1 year 30 + HD of magical beast
Train magical beast 2 months 40 + HD of magical beast
Rear vermin 6 months 35 + HD of vermin
Train vermin 2 months 50 + HD of vermin
Rear other creature Varies 40 + HD of creature
Train other creature 2 months 60 + HD of creature
Reduce Teaching/Training to… DC Modifier
1 month +25
1 day +50
1 hour +75
1 minute +100
Normally, teaching or training a creature requires two months of time. A character can accelerate the process of teaching or training a creature, reducing the time required to the listed time, by adding the DC modifier to the base DC for teaching or training the creature. A character can’t reduce the required time to less than 1 minute.
The character can greatly speed a patient’s recovery of hit points.
Quicken recovery 50
Perfect recovery 100
The character can allow a character to regain hit points in a single hour as if he or she had provided long-term care for a full day (2 or 3 hit points per level, based on activity). The character can quicken the recovery of up to six patients at a time. No character’s recovery can be quickened more than once per day (even by different healers).
The character can allow a character to regain hit points in a single hour as if he or she had provided long-term care for a full week (2 or 3 hit points per level per day, based on activity). The character can use perfect recovery on up to six patients at a time. No character’s recovery can be perfected more than once per day, nor can perfect recovery and quicken recovery both be used on the same patient in the same day (even by different healers).
By taking a -70 penalty on her intimidate check, the character may cause the target of her intimidate to become frightened instead of shaken. (mind-effecting, fear)
No particular epic usage. Just more and more knowledge.
Decipher a written spell (such as a scroll) without using read magic. One try per day. DC: 50 + 5 times spell level
The character can forge handwriting he or she haven’t even seen.
Condition Reader’s Check Modifier
Forge document without sample +50
The character can forge a document without having seen a similar document or having a sample of the handwriting to be copied.
100 Defeat illusion
60 Sense Magic
The character can automatically detect any non-epic illusion for what it truly is. No Will save is required, and the character doesn’t have to interact with the illusion.
The character senses the presence of any active magical effects in the area being searched. The character can’t determine the number, strength, or type of the effects.
Epic Performance. In prosperous city, character can earn 3d10 thousand gold pieces per day. Is probably being watched by a deity.
You’re the best ______ ever. No one has ever ______ed better than you. No one will ______ like you, ever again.
At least, you wish that were true. Actually, there’s that guy with 35 levels in Expert ______. You wonder why you even bother to practice this anymore.
40 Stand on mount
50 Unconscious control
60 Attack from cover
Stand on Mount
This allows the character to stand on his or her mount’s back even during movement or combat. The character takes no penalties to actions while doing so.
As a free action, the character can attempt to control a light horse, pony, or heavy horse while in combat. If the character fails, he or she controls the mount as a move-equivalent action. A character does not need to roll for warhorses or warponies.
Attack from Cover
The character can react instantly to drop down and hang alongside his or her mount, using it as cover. The character can attack and cast spells while using his or her mount as cover without penalty. If the character fails, he or she doesn’t get the cover benefit.
The character can discern a target’s alignment and even detect surface thoughts.
Discern partial alignment 60
Discern full alignment 80
Detect surface thoughts 100
Discern Partial Alignment
This use of the skill lets a character discern one component of a target’s alignment. When making the check, the character states whether he or she is trying to discern the law-chaos or good-evil component. A character can’t retry the check, and he or she can’t use this to discern more than one component of the alignment (but see below). The target must be visible and within 30 feet of the character.
Discern Full Alignment
This use of the skill lets a character determine both components of a target’s alignment. The character can’t retry the check. The target must be visible and within 30 feet of the character.
Detect Surface Thoughts
This lets a character read the surface thoughts of a single target (as the 3rd-round effect of the detect thoughts spell). There is no saving throw to resist this effect, though the target can use Bluff to disguise his or her surface thoughts (see the Bluff skill description), in which case this becomes an opposed check (any result lower than 100 automatically fails). The target must be visible and within 30 feet of the character.
Sleight of Hand
The character can lift another’s weapon and perform major feats of legerdemain.
50 Lift a sheathed weapon from another creature and hide it on the character’s person, if the weapon is no more than one size category larger than the character’s own size.
80 Make an adjacent, willing creature or object of the character’s size or smaller “disappear” while in plain view. In fact, the willing creature or object is displaced up to 10 feet away—make a separate Hide check to determine how well the “disappeared” creature or object is hidden.
The character can identify properties of a magic item.
50 + caster level Identify basic property of magic item
70 + caster level Identify all properties of magic item
50 Quick identification of alchemical substances and potions
Identify Basic Property of Magic Item
This use of the skill requires one round of inspection, and functions exactly as if the character had cast an identify spell on the item. A character can’t attempt this on the same item more than once.
Identify All Properties of Magic Item
This requires one minute of inspection, and reveals all properties of a single magic item (including command words and charges remaining). A character can’t attempt this on the same item more than once. If an item has different caster levels for different properties, use the highest caster level.
A character can identify a substance or potion in the field as a full-round action, without an alchemical lab or any cost. The character can’t retry this check (or take 20); if he or she fails, the character must identify the substance in an alchemical lab, as normal.
The character can hide others as well as hiding him or herself.
Task Check Modifier
Hide another -30
By accepting a -30 penalty on his or her Hide check, a character can hide another adjacent creature whose size is no more than one category larger than the character’s own. Modifiers to the check for the size of the creature still apply, as do all other penalties, including those for moving faster than half speed. Likewise, a character can only hide another creature when it is not under direct observation by a third party. The creature the character hides remains hidden until it is spotted or it takes some other action that breaks its concealment, as normal.
The character can ignore the effects of terrain on movement and withstand even the harshest weather. If the character is capable of tracking, he or she can identify the races of creatures being tracked.
40 Get along in the wild while moving at full speed. The character can provide food and water for one other person for every 2 points by which the check result exceeds 40.
60 Automatically succeed on all Fortitude saves against severe weather. The character can extend this benefit to one other character for every 2 points by which the check result exceeds 60.
60 Ignore overland movement penalties of terrain. The character and his or her mount can move at full overland speed regardless of terrain. The character can extend this benefit to one other character for every 5 points by which the check result exceeds 60.
60 Identify race/kind of creature(s) by tracks.
Wherever the character is, he or she can determine the direction to a location on the same plane.
DC Familiarity with Location
40 Very familiar
60 Studied carefully
80 Seen casually
100 Viewed once
120 Description only
With a successful check, the character knows the direction to the desired location. This merely points the character in the direction of the location; it doesn’t provide him or her with information on how to get there, nor does it take into account any obstacles in the path. “Very familiar” represents a place where the character has been very often and where he or she feels at home. “Studied carefully” represents a place the character knows well, either because he or she has been there often or has used other means to study the place. “Seen casually” is a place that the character has viewed more than once, but which he or she has not studied. “Viewed once” is a place that the character has seen once, possibly using magic. “Description only” is a place whose location and appearance the character knows through someone else’s description.
80 Swim up waterfall
This use of the skill allows a character to swim an angled or vertical surface, as long as he or she remains completely or mostly immersed in water. Other examples might include swimming up a whirlpool or an incredibly large wave.
Circumstance DC Modifier
Speed swimming -20
By taking a -20 penalty on the check, a character can swim his or her speed as a move-equivalent action, or double his or her speed as a full-round action.
Use Magic Device
DC 50 Realize that you have not, in fact, fooled the major artifact as to your alignment.