Testimony:
The polymath must journey with at least one cleric or druid, one fighter, a mystic or ninja (alternatively a fighter/thief is allowed), one mage or specialist, and one thief. If any of these should die, the polymath must resurrect or replace them.
Once the Quest is completed, but before the Trial, the polymath must erect a monument of at least 100 feet to his glory, and it must stand for at least 10 years.
Trial:
The polymath must journey solo beginning again at 1st level. He may act as if he were of all four classes from his lives, but he must advance along the most costly experience chart and divide all experience by four (for multi/dual class characters, the classes they were is counted as one and the charts are averaged). The polymath uses the most favorable THAC0 and Saving Throws. Upon reaching 12th level, the polymath has passed all requirements and become Immortal.
Trial:
The character must fabricate an entirely new magical item. If they are a wizard, they must cast the spells to make the item, otherwise they must hire someone. The item should cost 1 gold piece per experience point and take one week plus one day per 1,000 gold pieces. The components should be rare, and include at least one impossible ingredient.
Testimony:
The paragon must recruit 6 apprentices, and they must advance at least 12 levels while in his service. He must also transform the land for 100 miles around his home to give it a unique appearance and wide range of inhabitants.
Task:
The paragon must seek out and best all the members of his class in the area to be known as the superior of his class (note: this is his class before petitioning). This can be achieved by driving all the others from the area or forcing them to submit. Killing them does not count as a victory.
During the duels, the character can bring along any number of friends he wants. The paragon's friends cannot effect the duel, but may attack and hold off the other character's friends.
Task:
The character must found a dynasty. He must choose a successor and rule the country for at least 20 years. At the end of this time, the character must have a living grandchild (can be adopted) to be declared the official heir.
During those 20 years, the character must face four major challenges to the safety and well-being of the dynasty. Even if he has abdicated in favor of a son or daughter, he must face the tasks.
Quest:
The character must quest for an artifact to allow him to go forward in time. The artifact must be unpredictable and dangerous. The details of the quest are left to the DM, but the character should ultimately learn the importance of preserving time, rather than changing it.
Trial:
The character must travel ahead to three different time periods and help three different descendants from a time later than the living grandchild in the task retain their country.
Note that if the character preforms the trial before the task, and then utterly fails to found a dynasty, then the events of the trial are erased. Also, just because the character journeyed forward in time does not mean what transpired in the adventures will ever truly occur. The future is full of many possibilities, and anything can change it.
Trial:
The epic hero must track down and bring about the permanent destruction of and artifact of the Sphere of Entropy. The DM must design the artifact and how it can be destroyed and trickle clues to the epic hero.
Testimony:
The epic hero must find and train a successor. He must be a PC from another player. The character must rise at least 12 experience levels under the epic heros guidance. The successor need not be the same class as the epic hero, but he must have the same ideals.
Also, the epic hero must forge a new weapon. If the epic hero was a wizard, he must make the weapon himself. The epic hero must then wield the weapon in battle after battle until it become legendary. If the weapon is still in existence when he achieves Immortality, he must pass it on to his successor to carry on the fight.
Task:
The epic hero must live up to the ideals of courage, steadfastness, and dedication (and the Immortals watch, so if the DM feels the PC is insincere, he fails).
He must also preform an impossible tasks, such as driving all the dragons out of the land or building a flying castle. The task should take about 5 game-years to finish.