Epic Feats II

Morrus

Well, that was fun
Staff member
IMPROVED SPELL CAPACITY [EPIC]
Prerequisite: Ability to cast spells of the normal maximum spell level in at least one spellcasting class.
Benefit: When the character selects this feat, he or she gains one spell slot per day of any level up to one level higher than the highest-level spell the character can already cast in a particular class. The character must still have the requisite ability score (10 + spell level) in order to cast any spell stored in this slot. If the character has a high enough ability modifier to gain one or more bonus spells for this spell level, he or she also gains the bonus spells for this spell level. The character must use the spell slot as a member of the class in which he or she can already cast spells of the normal maximum spell level.
Special: A character can gain this feat multiple times.


Spell Slots Above 9th Level
[FONT=Times New Roman, Courier New, serif]The Improved Spell Capacity feat allows characters to gain spell slots above 9th level (which can be used to hold lower-level spells or spells whose level has been increased beyond 9th by the use of metamagic feats).[/FONT]
[FONT=Times New Roman, Courier New, serif]A character with a very high score in the ability associated with his or her spellcasting (Intelligence for wizards; Wisdom for clerics, druids, paladins, and rangers; or Charisma for bards and sorcerers) may receive bonus spells of those levels, as shown on Table: Expanded Ability Modifiers and Bonus Spells, but only if they already have at least one spell slot of that level (such as from the Improved Spell Capacity feat). A character without any spell slots of a level can’t receive any bonus spells of that level, even if the appropriate ability score is high enough to award them.[/FONT]
Even though the table only includes ability scores up to 61 and spell slots up to 25th level, the progression continues infinitely in both directions. For ability scores beyond 61, or for spell slots above 25th level, expand the table to follow the same patterns as shown.


Table: Expanded Ability Modifiers and Bonus Spells


——————————————— Spells per Day ——–———————–————————
Score
Modifier
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
21st
22nd
23rd
24th
25th
10–11
+0
















12–13
+1
















14–15
+2
















16–17
+3
















18–19
+4
















20–21
+5
















22–23
+6
















24–25
+7
















26–27
+8
















28–29
+9
















30–31
+10
1















32–33
+11
1
1














34–35
+12
1
1
1













36–37
+13
1
1
1
1












38–39
+14
2
1
1
1
1











40–41
+15
2
2
1
1
1
1










42–43
+16
2
2
2
1
1
1
1









44–45
+17
2
2
2
2
1
1
1
1








46–47
+18
3
2
2
2
2
1
1
1
1







48–49
+19
3
3
2
2
2
2
1
1
1
1






50–51
+20
3
3
3
2
2
2
2
1
1
1
1





52–53
+21
3
3
3
3
2
2
2
2
1
1
1
1




54–55
+22
4
3
3
3
3
2
2
2
2
1
1
1
1



56–57
+23
4
4
3
3
3
3
2
2
2
2
1
1
1
1


58–59
+24
4
4
4
3
3
3
3
2
2
2
2
1
1
1
1

60–61
+25
4
4
4
4
3
3
3
3
2
2
2
2
1
1
1
1
etc. . .



































IMPROVED SPELL RESISTANCE [EPIC]
Prerequisite: Must have spell resistance from a feat, class feature, or other permanent effect.
Benefit: The character’s spell resistance increases by +2.
Special: A character can gain this feat multiple times. Its effects stack.


IMPROVED STUNNING FIST [EPIC]
Prerequisite: Dex 19, Wis 19, Improved Unarmed Strike, Stunning Fist.
Benefit: Add +2 to the DC of the character’s stunning attack.
Special: This feat may be taken multiple times. Its effects stack.


IMPROVED WHIRLWIND ATTACK [EPIC]
Prerequisites: Int 13, Dex 23, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack.
Benefit: As a standard action, the character can make one melee attack for every five points of his or her base attack bonus (including epic attack bonus, round fractions down).
The character cannot attack any one opponent more than once as part of this action. These attacks (as well as all other attacks made until the start of the character’s next turn) suffer a –4 penalty.
When using the Improved Whirlwind feat, the character also forfeits any bonus or extra attacks granted by other spells or abilities (such as Cleave or the haste spell).
Since these attacks are made as part of a standard action the character can’t make a 5-foot step between any two of the attacks.
Normal: Without this feat, using the Whirlwind Attack feat requires a full attack action, and the character can take a 5-foot step between any two of the attacks.


INCITE RAGE [EPIC]
Prerequisites: Cha 25, greater rage class feature.
Benefit: When the character enters a rage, he or she can incite a barbarian rage in any or all allies within 60 feet. (Any ally who doesn’t wish to become enraged is unaffected.) The ally gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but takes a –2 penalty to AC, for as long as the character remains raging. The rage of affected allies lasts a number of rounds equal to 3 + their Constitution modifier, regardless of whether they remain within 60 feet of the character. This is otherwise identical with normal barbarian rage (including the fatigue at its end).
Special: This is a mind-affecting effect.


INFINITE DEFLECTION [EPIC]
Prerequisites: Dex 25, Combat Reflexes, Deflect Arrows, Improved Unarmed Strike.
Benefit: The character may perform any number of deflections each round, as the Deflect Arrows feat.


INSPIRE EXCELLENCE [EPIC]
Prerequisite: Perform 30 ranks, bardic music class feature.
Benefit: The character can use song or poetics to grant a bonus to one ability score to his or her allies. To be affected, an ally must hear the bard sing for 1 full round. The effect lasts as long as the bard sings and for 5 rounds after the bard stops singing (or 5 rounds after the ally can no longer hear the bard). While singing, the bard can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by command word (such as wands). Each ally to be inspired gains a +4 competence bonus to the same ability score, which the character must choose before he or she begins inspiring. Inspire excellence is a supernatural, mind-affecting ability. Use of this feat counts as one of the character’s bardic music uses for the day.
Special: This feat is treated as a bardic music inspiration ability for purposes of feats that affect such abilities.


INSTANT RELOAD [EPIC]
Prerequisite: Quick Draw, Rapid Reload, Weapon Focus (crossbow type to be selected).
Benefit: The character may fire the selected type of crossbow at his or her full normal attack rate. Reloading the crossbow does not provoke attacks of opportunity.
Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different type of crossbow.


INTENSIFY SPELL [METAMAGIC][EPIC]
Prerequisites: Empower Spell, Maximize Spell, Spellcraft 30 ranks, ability to cast 9th-level arcane or divine spells.
Benefit: All variable, numeric effects of an intensified spell are maximized, then doubled. An intensified spell deals twice maximum damage, cures twice the maximum number of hit points, affects twice the maximum number of targets, and so forth, as appropriate. Saving throws and opposed rolls are not affected. An intensified spell uses up a spell slot seven levels higher than the spell’s actual level. A character can’t combine the effects of this feat with any other feat that affects the variable, numeric effects of a spell.


KEEN STRIKE [EPIC]
Prerequisites: Str 23, Wis 23, Improved Critical (unarmed strike), Improved Unarmed Strike, Stunning fist, ki strike (adamantine).
Benefit: The character’s unarmed strike has a critical threat range of 18-20 and deals slashing damage (at the character’s option any attack can deal bludgeoning damage, but cannot then take advantage of the enhanced threat range). This ability doesn’t stack with other abilities that expand that character’s unarmed strike’s threat range.


LASTING INSPIRATION [EPIC]
Prerequisite: Perform 25 ranks, bardic music class feature.
Benefit: The effects of the character’s bardic music inspiration abilities last for ten times as long as normal after he or she stops singing. This feat has no effect on inspiration abilities that have no duration after the character stops singing.


LEGENDARY CLIMBER [EPIC]
Prerequisites: Dex 21, Balance 12 ranks, Climb 24 ranks.
Benefit: The character can ignore any check penalties applied for accelerated climbing or rapid climbing.
Normal: Without this feat, a character takes a –5 penalty on Climb checks when attempting to cover his or her full speed in climbing distance in a round, or a –20 penalty when attempting to cover twice his or her speed in climbing distance in a round.


LEGENDARY COMMANDER [EPIC]
Prerequisites: Cha 25, Epic Leadership, Leadership, Diplomacy 30 ranks, must rule own kingdom and have a stronghold.
Benefit: Multiply the number of followers of each level that the character can lead by 10. This has no effect on cohorts.


LEGENDARY LEAPER [EPIC]
Prerequisite: Jump 24 ranks.
Benefit: The character need only move 5 feet in a straight line to make a running jump.
Normal: Without this feat, a character must move at least 20 feet in a straight line before attempting a running jump.


LEGENDARY RIDER [EPIC]
Prerequisite: Ride 24 ranks.
Benefit: The character doesn’t take a penalty on Ride checks when riding a mount without a saddle (bareback). The character never needs to make a Ride check to control a mount in combat (and even controlling a mount not trained for combat doesn’t require an action).
Normal: Without this feat, a character takes a –5 penalty on Ride checks without a saddle, and must make a Ride check to control a mount in combat (and controlling a mount not trained for combat requires a move action).


LEGENDARY TRACKER [EPIC]
Prerequisites: Wis 25, Track, Knowledge (nature) 30 ranks, Survival 30 ranks.
Benefit: The character can track creatures across water, under-water, or through the air. This adds the surfaces of water, underwater, and air to the list of surfaces found under the Track feat:
Surface
DC
Water
60
Underwater
80
Air
120

LEGENDARY WRESTLER [EPIC]
Prerequisite: Str 21, Dex 21, Improved Unarmed Strike, Escape Artist 15 ranks.
Benefit: The character gains a +10 bonus on all grapple checks.


LINGERING DAMAGE [EPIC]
Prerequisite: Sneak attack +8d6, crippling strike class feature.
Benefit: Any time the character deals damage with a sneak attack, that target takes damage equal to the character’s sneak attack bonus damage on the character’s next turn as well.


MAGICAL BEAST COMPANION [WILD][EPIC]
Prerequisites: Knowledge (nature) 24 ranks, wild shape 6/day.
Benefit: The following magical beasts are added to the lists of animal companions from which you can select.
1st Level (no adjustment)
Stirge
Darkmantle


4th Level (-3)
Hippogriff
Shocker lizard


7th Level (-6)
Cockatrice
Ankheg
Griffon
Owlbear
Sea cat*


10th Level (-9)
Basilisk
Digerster
Girallon
Spider eater


13th Level (-12)
Bulette
Chimera
Remorhaz


16th Level (-15)
Gorgon
Gray render


Special: Creatures marked with an asterisk are available only in an aquatic environment.


MAGICAL BEAST WILD SHAPE [WILD][EPIC]
Prerequisites: Wis 25, Knowledge (nature) 27 ranks, wild shape 6/day.
Benefit: The character can use his or her normal wild shape ability to take the form of a magical beast. The size limitation is the same as the character’s limitation on animal size. The character gains all supernatural abilities of the magical beast whose form he or she takes.


MASTER STAFF [EPIC]
Prerequisite: Craft Staff, Spellcraft 15 ranks.
Benefit: When the character activates a staff, he or she can substitute a spell slot instead of using a charge. The spell slot must be one the character ahs not used for the day, though the character may lose a prepared spell to emulate a wand charge (the character may not lose prepared spells from his or her school of specialty, if any). The spell slot lost must be equal to or higher in level than the specific spell stored in the staff, including any level-increasing metamagic enhancements. A character cannot emulate a charge for a staff function that does not match a specific spell.


MASTER WAND [EPIC]
Prerequisite: Craft Wand, Spellcraft 15 ranks.
Benefit: When the character activates a wand, he or she can substitute a spell slot instead of using a charge. The spell slot must be one the character has not used for the day, though he or she may lose a prepared spell to emulate a wand charge (the character may not lose prepared spells from his or her school of specialty, if any). The spell slot lost must be equal to or higher in level than the spell stored in the wand, including any level-increasing metamagic enhancements.


MIGHTY RAGE [EPIC]
Prerequisites: Str 21, Con 21, greater rage class feature, rage 5/day.
Benefit: When the character rages, he or she gains a +8 bonus to Strength and Constitution and a +4 morale bonus on Will saves. (These bonuses replace the normal rage bonuses.)


MOBILE DEFENSE [EPIC]
Prerequisites: Dex 15, Dodge, Mobility, Spring Attack, defensive stance 3/day class feature.
Benefit: While in a defensive stance, the character may take one 5-foot adjustment each round without losing the benefits of the stance.
Normal: Without this feat, a character can’t move while in a defensive stance.


MULTISPELL [EPIC]
Prerequisites: Quicken Spell, ability to cast 9th-level arcane or divine spells.
Benefit: The character may cast one additional quickened spell in a round.
Special: A character can gain this feat multiple times. Its effects stack.


MULTIWEAPON REND [EPIC]
Prerequisites: Dex 15, base attack bonus +9, three or more hands, Multiweapon Fighting.
Benefit: If the character hits an opponent with two or more weapons (wielded in different hands) in the same round, he or she may automatically rend the opponent. This rending deals additional damage equal to the base damage of the smallest weapon that hit plus 1 1/2 times the character’s Strength modifier. The character can only rend once per round, regardless of how many successful attacks he or she makes.
Special: This feat replaces the Two-Weapon Rend feat for creatures with more than two arms.


MUSIC OF THE GODS [EPIC]
Prerequisites: Cha 25, Perform 30 ranks, bardic music class feature.
Benefit: The character’s bardic music can affect even those normally immune to mind-affecting effects. However, such creatures gain a +10 bonus on their Will saves to resist such effects.


NEGATIVE ENERGY BURST [DIVINE][EPIC]
Prerequisites: Cha 25, ability to rebuke or command undead, ability to cast inflict critical wounds, any evil alignment.
Benefit: The character can use one rebuke or command undead attempt to unleash a wave of negative energy in a 60-foot-burst. Roll a normal rebuke (or command) check, except that the negative energy burst affects living creatures rather than undead. Any creature that would be rebuked by this result gains one negative level. Any creature that would be commanded by this check gains two negative levels. The Fortitude save DC to remove these levels one day later is equal to 10 + 1/2 the character’s effective turning level + the character’s Charisma modifier.


OVERWHELMING CRITICAL [EPIC]
Prerequisites: Str 23, Cleave, Great Cleave, Improved Critical (chosen weapon), Power Attack, Weapon Focus (chosen weapon).
Benefit: When using the weapon the character has selected, he or she deals an extra 1d6 points of bonus damage on a successful critical hit. If the weapon’s critical multiplier is x3, add +2d6 points of bonus damage instead, and if the multiplier is x4, add +3d6 points of bonus damage instead. Creatures immune to critical hits can’t be affected by this feat.
Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different type of weapon.


PENETRATE DAMAGE REDUCTION [EPIC]
Select a special material, such as adamantine.
Benefit: The character melee weapons (including natural weapons) are treated as being crafted from the chosen special material for the purposes of bypassing the damage reduction of any creature the character strikes. None of the other special properties of special materials are gained by the character’s melee weapons.
Special: A character can gain this feat multiple times. Each time the feat is selected the character selects a different special material. The character’s melee attacks are treated as being crafted of all chosen materials for the purposes of bypassing damage reduction.


PERFECT HEALTH [EPIC]
Prerequisite: Con 25, Great Fortitude.
Benefit: The character is immune to all nonmagical diseases, as well as to all poisons whose Fortitude save DC is 25 or less.


PERFECT MULTIWEAPON FIGHTING [EPIC]
Prerequisite: Dex 25, three or more hands, Greater Multiweapon Fighting, Multiweapon Fighting.
Benefit: The character can make as many attacks with each extra weapon as with his or her primary weapon, using the same base attack bonus. The character still takes the normal penalties for fighting with two weapons.
Normal: A creature without this feat can make only one attack per round with each extra weapon (or two attacks per round with each weapon if it has Multiweapon Fighting, or three attacks per round with each extra weapon if it has Greater Multiweapon Fighting). Each attack after the first extra attack has a cumulative –5 penalty.
Special: This feat replaces the Perfect Two-Weapon Fighting feat for creatures with more than two arms.


PERFECT TWO-WEAPON FIGHTING [EPIC]
Prerequisites: Dex 25, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Two-Weapon Fighting.
Benefit: The character can make as many attacks with his or her off-hand weapon as with his or her primary weapon, using the same base attack bonus. The character still takes the normal penalties for fighting with two weapons.
Normal: Without this feat, a character can only get a single attack with an off-hand weapon (or two attacks with an off-hand weapon if he or she has Improved Two-Weapon Fighting, or three attacks with an off-hand weapon if he or she has Greater Two-Weapon Fighting).


PERMANENT EMANATION [EPIC]
Prerequisites: Spellcraft 25 ranks, ability to cast the spell to be made permanent.
Benefit: Designate any one of the character’s spells whose area is an emanation from the character. This spell’s effect is permanent (though the character can dismiss or restart it as a free action). Effects that would normally dispel this spell instead suppress it for 2d4 rounds.
Special: This feat may be taken multiple times. Each time, select a different spell to become permanent.


PLANAR TURNING [EPIC]
Prerequisites: Wis 25, Cha 25, ability to turn or rebuke undead.
Benefit: The character can turn or rebuke outsiders as if they were undead. An outsider has effective turn resistance equal to half its spell resistance (round down). If the character can turn undead, he or she turns (or destroys) all evil outsiders and rebukes (or commands) all nonevil outsiders. If the character can rebuke undead, he or she rebukes (or commands) all evil outsiders and turns (or destroys) all nonevil outsiders.


PLANT WILD SHAPE [WILD][EPIC]
Prerequisites: Knowledge (nature) 24 ranks, wild shape 4/day.
Benefit: The character can use his or her normal wild shape ability to take the form of a plant. The size limitation is the same as the character’s limitation on animal size.


POLYGLOT [EPIC]
Prerequisites: Int 25, Speak Language (five languages).
Benefit: The character can speak all languages. If the character is literate, he or she can also read and write all languages (not including magical script).


POSITIVE ENERGY AURA [EPIC]
Prerequisites: Cha 25, ability to turn undead, ability to cast dispel evil.
Benefit: Every undead creature that comes within 15 feet of the character is automatically affected as if the character had turned it. This doesn’t cost a turning attempt, and the character doesn’t have to roll turning damage (it automatically affects all undead in a 15-foot burst), but it only turns undead with Hit Dice equal to or less than the character’s effective cleric level minus 10 (and automatically destroys undead with Hit Dice equal to or less than the character’s effective cleric level minus 20). Just as with normal turning, the character can’t affect undead that have total cover relative to him or her.


POWER KNOWLEDGE [EPIC, PSIONIC]
You add two additional powers to your list of powers known.
Prerequisites: Character level 21st, ability to manifest powers of the normal maximum power level in at least one psionic class.
Benefit: You learn two new powers of any level up to the highest level of power you can manifest. The powers you select must be on your class list or the list for your discipline.
Special: You can gain this feat multiple times. Each time, you learn two new powers at any level up to the highest level of power you can manifest.


PSICRYSTAL POWER [EPIC, PSIONIC]
Your psicrystal can manifest a power.
Prerequisites: Character level 21st, Intelligence 25 or Charisma 25 (depending on which is your key ability score for manifesting).
Benefit: Choose one power you know of 8th level or lower. Your psicrystal can now manifest this power once per day at your manifester level (the psicrystal gains sufficient power points to manifest the power once). You cannot bestow a power upon your psicrystal if the power normally has any experience point cost.
Special: You can gain this feat multiple times. Each time you take the feat, you can give your psicrystal knowledge of a new power (and it gains sufficient power points to manifest that power once).
All power points gained by a psicrystal from multiple applications of this feat go into its reserve and can be used to manifest the powers it knows as you desire.


RANGED INSPIRATION [EPIC]
Prerequisite: Bardic music class feature, Perform 25 ranks
Benefit: Double the range of any bardic music ability that has a range. (If the creature must hear the bard to be affected by the ability, that requirement doesn’t change regardless of any extended range the bard’s ability may have.)
Special: A character can gain this feat multiple times. Its effects stack. Remember that two doublings equals a tripling, and so forth.


RAPID INSPIRATION [EPIC]
Prerequisite: Perform 25 ranks, bardic music class feature.
Benefit: The character can use any of his or her bardic music inspiration abilities as a standard action. The inspiration takes effect immediately after the character concludes the action.


REACTIVE COUNTERSONG [EPIC]
Prerequisite: Combat Reflexes, Perform 30 ranks, bardic music class feature.
Benefit: The character can begin a countersong at any time, even when it isn’t his or her turn (much like a wizard who has readied a counterspell action), though the character doesn’t have to ready an action to do so. The character can’t use Reactive Countersong at the same time he or she isusing another bardic music ability (though the character could stop the other bardic music ability to begin Reactive Countersong if so desired).
Normal: Without this feat, a character can only use counter-song on his or her turn.


REFLECT ARROWS [EPIC]
Prerequisites: Dex 25, Deflect Arrows, Improved Unarmed Strike.
Benefit: When the character deflects an arrow or other ranged attack, the attack is reflected back upon the attacker at the character’s base ranged attack bonus.


RIGHTEOUS STRIKE [EPIC]
Prerequisites: Wis 19, Improved Unarmed Strike, Stunning Fist, any lawful alignment.
Benefit: The character’s unarmed strike is treated as an axiomatic weapon (it is lawfully aligned and deals an extra 2d6 points of damage against creatures of chaotic alignment). This ability doesn’t stack with similar abilities.


RUINOUS RAGE [EPIC]
Prerequisites: Str 25, Improved Sunder, Power Attack, rage 5/day.
Benefit: While in a rage, the character ignores the hardness of any object he or she strikes. Also, double the character’s Strength bonus for the purposes of any Strength check made to break an object with sudden force rather than by dealing normal damage (including bursting bindings, such as ropes or manacles).


SCRIBE EPIC SCROLL [ITEM CREATION][EPIC]
Prerequisites: Scribe Scroll, Knowledge (arcana) 24 ranks, Spellcraft 24 ranks.
Benefit: The character can scribe scrolls that exceed the normal limits for such items. Even this feat does not allow the character to scribe a scroll with an epic spell.


SELF-CONCEALMENT [EPIC]
Prerequisites: Dex 30, Hide 30 ranks, Tumble 30 ranks, improved evasion.
Benefit: Attacks against the character have a 10% miss chance, similar to the effect of concealment. The character loses this benefit whenever he or she would lose his or her Dexterity bonus to AC.
Special: This feat may be taken multiple times. Each time it is taken, the miss chance increases by 10% to a maximum of 50% after it has been taken five times.


SHATTERING STRIKE [EPIC]
Prerequisites: Epic Weapon Focus (unarmed strike), Weapon Focus (unarmed strike), Concentration 25 ranks, ki strike (adamantine).
Benefit: When using an unarmed strike to attempt to break an object with sudden force (rather than by dealing normal damage), make a Concentration check rather than a Strength check. The break DC remains the same. Using Shattering Strike is a full-round action that incurs attacks of opportunity. The character can’t use Shattering Strike to escape bonds (unless he or she is so bound as to allow the character to make an unarmed strike against his or her bindings).


SNEAK ATTACK OF OPPORTUNITY [EPIC]
Prerequisites: Sneak attack +8d6, opportunist class feature.
Benefit: Any attack of opportunity the character makes is considered a sneak attack.


SPECTRAL STRIKE [EPIC]
Prerequisites: Wis 19, ability to turn or rebuke undead.
Benefit: The character’s attacks deal damage normally against incorporeal creatures.
Normal: Without this feat, even attacks that can damage an incorporeal creature have a 50% chance to deal no damage.


SPELL KNOWLEDGE [EPIC]
Prerequisite: Ability to cast spells of the maximum normal spell level of an arcane spellcasting class.
Benefit: The character learns two new arcane spells of any level up to the maximum level he or she can cast. This feat does not grant any additional spell slots.
Special: A character can gain this feat multiple times.


SPELL OPPORTUNITY [EPIC]
Prerequisites: Combat Casting, Combat Reflexes, Quicken Spell, Spellcraft 25 ranks.
Benefit: Whenever the character is allowed an attack of opportunity, he or she may cast (and attack with) a touch spell as the character’s attack of opportunity. This incurs attacks of opportunity just as if the character had cast the spell normally.
Normal: Without this feat, a character can only make a melee attack as an attack of opportunity.


SPELL STOWAWAY [EPIC]
Prerequisites: Spellcraft 24 ranks, caster level 12th.
Benefit: Choose a spell-like ability the character knows, or a spell the character cam cast. The character is attuned to the magic he or she chooses. If another spellcaster within 300 feet of the character uses this magic, the character also immediately gains the magic’s effect as if it had been used on the character by the same caster. The character must have direct line of effect to the spellcaster in order to gain the benefit of the attuned magic (though the character does not have to know the spellcaster is present, and he or she can be flat-footed). The magic’s duration, effect, and other specifics are determined by its original caster’s level.
Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different spell or spell-like ability.


SPELLCASTING HARRIER [EPIC]
Prerequisite: Combat Reflexes.
Benefit: Any spellcaster the character threatens in melee provokes an attack of opportunity if he or she tries to cast defensively. The character gets a +4 bonus on this attack roll.


SPONTANEOUS DOMAIN ACCESS [EPIC]
Prerequisites: Wis 25, Spellcraft 30 ranks, ability to cast 9th-level divine spells.
Benefit: Select a domain the character has access to. The character may spontaneously convert any prepared cleric spell (except a domain spell) into a domain spell of the same level in the selected domain, just as a cleric channels energy to convert spells into cure spells.
Special: A character can gain this feat multiple times. Each time a character takes the feat, it applies to a different domain.


SPONTANEOUS SPELL [EPIC]
Prerequisite: Spellcraft 25 ranks, ability to cast the maximum normal spell level of at least one spell-casting class.
Benefit: Select a spell the character can cast. The character may spontaneously convert any prepared spell of the selected spell’s level into the selected spell, just as a cleric channels energy to convert spells into cure spells.
Special: A character can gain this feat multiple times. Each time he or she takes the feat, it applies to a different spell.


STORM OF THROWS [EPIC]
Prerequisite: Dex 23, Point Blank Shot, Quick Draw, Rapid Shot.
Benefit: As a full-round action, the character may throw a light weapon at his or her full base attack bonus at each opponent within 30 feet. All light weapons thrown need not be the same type.


SUPERIOR INITIATIVE [EPIC]
Prerequisite: Improved Initiative.
Benefit: The character gets a +8 bonus on initiative checks. This bonus overlaps (does not stack with) the bonus from Improved Initiative.


SWARM OF ARROWS [EPIC]
Prerequisites: Dex 23, Point Blank Shot, Rapid Shot, Weapon Focus (type of bow used).
Benefit: As a full-round action, the character may fire an arrow at his or her full base attack bonus at each opponent within 30 feet.


TERRIFYING RAGE [EPIC]
Prerequisites: Intimidate 25 ranks, rage 5/day
Benefit: While you are raging, any enemy that views you must make a Will save opposed by your Intimidate check of become panicked (if it have HD less than your character level) or shaken (if it has HD equal to or up to twice your character level) for 4d6 rounds. An enemy with Hit Dice greater than twice your character level is not affected by this feat.


TENACIOUS MAGIC [EPIC]
Prerequisites: Spellcraft 15 ranks.
Benefit: Choose one spell the character knows or spell-like ability the character possesses. Whenever the chosen form of magic would otherwise end due to a dispel effect, the magic is instead only suppressed for 1d4 rounds. The magic still ends when its duration expires, but the suppressed rounds do not count against its duration. The character can dismiss his or her own spell or spell-like ability (if dismissible) or dispel his or her own tenacious magic normally.
Special: A character can gain this feat multiple times. Each time he or she takes the feat, it applies to a different spell or spell-like ability.


THUNDERING RAGE [EPIC]
Prerequisites: Str 25, rage 5/day.
Benefit: Any weapon the character wields while in a rage is treated as a thundering weapon. The DC of the Fortitude save to resist deafness is equal to 10 + 1/2 the character’s level. This ability does not stack with similar abilities.


TRAP SENSE [EPIC]
Prerequisites: Search 25 ranks, Spot 25 ranks, trapfinding class ability.
Benefit: If the character passes within 5 feet of a trap, he or she is entitled to a Search check to notice it as if the character was actively looking for it.


TWO-WEAPON REND [EPIC]
Prerequisites: Dex 15, base attack bonus +9, Improved Two-Weapon Fighting, Two-Weapon Fighting.
Benefit: If the character hits an opponent with a weapon in each hand in the same round, he or she may automatically rend the opponent. This deals additional damage equal to the base damage of the smaller weapon plus 1 1/2 times the character’s Strength modifier. Base weapon damage includes an enhancement bonus on damage, if any. The character can only rend once per round, regardless of how many successful attacks he or she makes.


UNCANNY ACCURACY [EPIC]
Prerequisites: Dex 21, base attack bonus +11, Point Blank Shot, Precise Shot, Improved Precise Shot, Spot 20 ranks.
Benefit: The character’s ranged attacks ignore the miss chance granted to targets by total concealment. The character must aim his or her attacks at the correct square to gain advantage of this feat.
Normal: Without this feat, characters suffer a 50% miss chance when making a ranged attack against a target with total concealment.
Special: A character with at least 11 levels of ranger can qualify for this feat even if he or she does not have the prerequisites for it, but can only use it when wearing light or no armor.


UNDEAD MASTERY [DIVINE][EPIC]
Prerequisites: Cha 21, ability to rebuke or command undead.
Benefit: The character may command up to ten times his or her level in HD of undead.


UNHOLY STRIKE [EPIC]
Prerequisites: Smite good class feature, any evil alignment.
Benefit: Any weapon the character wields is treated as an unholy weapon (it is evil-aligned and deals an extra 2d6 points of damage against creatures of good alignment). This ability doesn’t stack with similar abilities. If the weapon already has an alignment, this feat has no effect on the weapon.


VERMIN WILD SHAPE [WILD][EPIC]
Prerequisites: Knowledge (nature) 24 ranks, wild shape 6/day.
Benefit: The character can use his or her normal wild shape ability to take the form of a vermin. The size limitation is the same as the character’s limitation on animal size.


VORPAL STRIKE [EPIC]
Prerequisites: Str 25, Wis 25, Improved Critical (unarmed strike), Improved Unarmed Strike, Keen Strike, Stunning Fist, ki strike (adamantine).
Benefit: The character’s unarmed strike is considered to be a slashing vorpal weapon. (At the character’s option, any unarmed strike can do bludgeoning damage instead, but it loses the vorpal quality.) This ability doesn’t stack with similar abilities


WIDEN AURA OF COURAGE [EPIC]
Prerequisite: Cha 25, aura of courage class ability.
Benefit: The character’s aura of courage extends to all allies within 100 feet of the character.


WIDEN AURA OF DESPAIR [EPIC]
Prerequisite: Cha 25, aura of despair class ability.
Benefit: The character’s aura of despair extends to all allies within 100 feet of the character.


ZONE OF ANIMATION [DIVINE][EPIC]
Prerequisite: Cha 25, Undead Mastery, ability to rebuke or command undead.
Benefit: The character can use a rebuke or command undead attempt to animate corpses within range of his or her rebuke or command attempt. The character animates a total number of HD of undead equal to the number of undead that would be commanded by the character’s result (though the character can’t animate more undead than there are available corpses within range). The character can’t animate more undead with any single attempt than the maximum number he or she can command (including any undead already under his or her command). These undead are automatically under the character’s command, though his or her normal limit of commanded undead still applies. If the corpses are relatively fresh, the animated undead are zombies. Otherwise, they are skeletons.






These feats are not epic feats, so they may be selected by character any time he or she could select a new feat.


GREATER MULTIWEAPON FIGHTING [GENERAL]
Prerequisites: Dex 19, three or more arms, Improved Multiweapon Fighting, Multiweapon Fighting, base attack bonus +15.
Benefit: The creature may make up to three extra attacks with each extra offhand weapon it wields, albeit at a –10 penalty on the third attack with each weapon.
Special: This feat replaces the Greater Two-Weapon Fighting feat for creatures with more than two arms.


IMPROVED FLYBY ATTACK [GENERAL]
Prerequisite: Fly speed, Dodge, Flyby Attack, Mobility.
Benefit: If the standard action taken by a creature during a round in which it uses Flyby Attack is a melee attack, the creature provokes no attacks of opportunity from moving out of squares threatened by its target.
Normal: Without this feat, a creature making an attack as part of a Flyby Attack maneuver provokes attacks of opportunity as normal from moving out of squares threatened by its target.


IMPROVED MULTIATTACK [GENERAL]
Prerequisite: Three or more natural weapons, Multiattack
Benefit: The creature’s secondary attacks with natural weapons have no penalty. They still add only one-half the creature’s Strength bonus, if any, to damage dealt.
Normal: Without this feat, the creature’s secondary natural attacks have a –5 penalty (or a –2 penalty if it has the Multiattack feat).


IMPROVED MULTIWEAPON FIGHTING [GENERAL]
Prerequisites: Dex 15, three or more arms, Multiweapon Fighting, base attack bonus +9.
Benefit: In addition to the single extra attack a creature gets with each extra weapon from Multiweapon Fighting, it gets a second attack with each extra weapon, albeit at a –5 penalty.
Normal: With only Multiweapon Fighting, a creater can only get a single attack with each extra weapon.
Special: This feat replaces the Improved Two-Weapon Fighting feat for creatures with more than two arms.
 

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