First let me say that epic play is bad. Beat it off with a stick bad. For DMs not okay with the fantastic cosmic power that is 9th level casting, 10th level casting is simply not okay.
Of course you get those spell slots via epic feats.
Most of the creatures in it are also not salvagable (and they are above CR26 so you'd get no level-gaining XP for killing them). Its beyond elder evils and into eldritch abominations where it loses the DnD feel for a lot of players.
But there are a few things that are actually pretty good. The Demilich template was my latest build (in the build compendium) that I managed to get for non-epic play. A few of the nearby other templates and creatures seemed okay for non-epic play. This got me thinking about those silly little kobolds that qualify for epic feats.
This thread here said that it wasn't that unbalancing so longs as certain feats (like epic spellcasting) were not taken. So this is me scrunging up what is A) balanced for non-epic play and B) not able to be gotten at all without incorporating these epic character and DM options. Please remember that things like Colossal wildshape and such are still doable with effort otherwise and therefore should not be included below.
Please ignore things like sloppy editing (void incarnate aura not working or epic soulknife confusing sneak attack)
Ghost feats
hereDozen warlock feats
hereEpic Fiendish Resilience [Epic] should be "Fiendish resilience and fast healing 5" because no one goes Warlock18
Epic Extra Invocation and Epic Eldritch blast should NOT be able to be taken more than once. It ruins all the fun on maxing them.
This phrase seems to be a stealth errata, "The beguiling influence invocation grants you a bonus on Bluff, Diplomacy, and Intimidate checks equal to your Charisma modifier. " I'd allow it for a warlock X that has more than +6 cha mod.
Divine spells
hereSpell Siphoning is balanced so long as that horrible bone talisman druid spell (hahah I'm a cleric now!) is nerfed correctly
Not usable:
the marshal epic feats (but you can make 20 rather than 30 ranks all the same)
Uncapped Iajitsu
PrCs:
[url=http://www.wizards.com/default.asp?x=dnd/ei/20030803a]WorldwalkerPrCs new to the 3.5 update:
Feats from the same source: (skills, BAB, and 'numbered' class features that are not level should be halved)
Ki Frenzy: 6/day is steep
Wu jen spell secret?
Items: things in the "epic" section under 200k or +5. I'm open to reverse-engineered abilities if they meet those criteria. Here's an example:
Horseshoes of the Peerless Steed has within it an
improved ring of jumping and a
mantle of resistance, albeit at higher caster levels. In the latter's case I'll estimate enchantment as one of the 'stronger' schools of magic even though there are lots of ways of buffing defenses specifically against it. One tenth rather than an eighth makes the numbers easy. 10000 x 20CL /10 = 20k for this effect.
These changes would make the item well below epic range. Therefore this item should be allowed non-epic (183k):
DragMag297p49 has a female Avebury Circle epic item for only 162,400gp. It allows picking a reincarnated form.
These horseshoes magically adhere to the feet of any hoofed creature. Anyone riding the creature is treated as having ranks in the appropriate Ride skill (and thus does not take the -5 penalty for riding an unfamiliar mount). The horseshoes grant the creature (or its rider, as appropriate) the effects of the Trample, Ride-By Attack, and Spirited Charge feats. The wearer of the horseshoes gains spell resistance 32 against enchantment effects. In addition, the ground speed of the creature wearing the horseshoes doubles.
Another example is the
Boots of Swiftness item without the 36k dex boost or the heavily nerfed (we will generously assume no difference in price)
boots of speed with a higher CL for 24k or the evasion ability (25k)
The wearer’s speed doubles (this does not stack with any magical or supernatural enhancement to speed) and the wearer’s jumping distance is not limited by his or her height. The wearer gains a +20 competence bonus on Balance, Climb, Jump, and Tumble checks. 171k
It seems that skill boosts cost the same for different skills so as long as they fit the flavor, substitute any four skills there like perform(dance) or whatever.
Note that this retains the 200k limit and so does not make an unchanged staff of power purchasable. If you give one to a PC he shouldn't be able to trade/sell it (just like epic poisons crafted should not be sellable)
Conclusions, or "What does are the effects?"
Very few things are still going to suck. I highly suggest that Epic Inner Harmony have its "Special:" text removed. Without epic casting there are many, many more things comparatively that help non-casters over non-casters. Even in the most extreme examples casters are not helped as much as the non casters are. The worst I have seen is casters not having to take a weapon of legacy in order to counterspell effectively (cunning is powerful anyways) versus having all your natural attacks full vile damage. More item flexibility helps magic-starved noncasters disproportionately too.
Indeed the Epic PrCs so far have very little to offer casters aside from full casting progression. Its usually just additional uses of their weaker per day abilities. Non-casting PrCs on the other hand actually gain significant buffs. Of course it doesn't breach the massive gap in power, but it
does not make it worse. Gishes seem to do fairly well if that's your thing.