[Epic] Feats and Progressions for review

Burne

First Post
Hello All,

Our gaming group got the Player's Handbook II recently and I really liked the new fighter feats.

As a result, I've written up a few Epic feats from the new feats in PH2.

I've also include Epic progressions for a few classes and pretige classes in the group.

I've really like to get some feedback on these, just to make sure that I haven't gone off the deep end on the power level.

Epic Critical Strike [Epic]
Your ability to deal critical hits with a chosen weapon improves.
Req: Improved Critical(Chosen Weapon), Weapon Focus(Chosen Weapon), +18 BAB
Ben: The base threat range and critical damage multiplier of the chosen weapon improves as indicated on the chart below.

20/x2 improves to 19-20 /x2
19-20 /x2 improves to 18-20 /x2
18-20 /x2 improves to 19-20 /x3
20 /x3 improves to 20 /x4
20 /x4 improves to 19-20 /x3

Spec: This feat provides no benefit to weapons with base critical damage multipliers and threat range combinations not included in the chart above. This feat may be bought more than once for different weapons, or may be bought again for the same weapon. Each time this feat is bought for the same weapon the BAB requirement increases by 4.
** Author's Comments: Questionable, but I like charts.

Epic Finesse [Epic]
For you training and skill replaces brute force.
Req: Epic Prowess, Weapon Finesse, 21 Dexterity
Ben: Any time your Str Modifier would determine the DC of a check, you may instead use your Dex Modifier. When dealing damage from an attack you may substitute one-half your Dex modifier in place of your Str modifier.

Instant Spell [Epic]
Req: 27 ranks Spellcraft
Ben: You may take an additional Immediate action each round. This additional Immediate action may only be used to cast a spell. Only one Immediate action may be taken on a particular initiative count.
Special: You may take this feat more than once. Its effects stack.

** Author's Comments: These next feats refer to Player's Handbook II feats

Epic Weapon Mastery [Epic]
You have mastered all types of weapons without limitation.
Req: Any one of Melee Weapon Mastery, Bludgeoning, Melee Weapon Mastery, Slashing, Melee Weapon Mastery, Piercing, or Ranged Weapon Mastery and Weapon Focus in two different weapons.
Ben: Gain Melee Weapon Mastery, Bludgeoning, Melee Weapon Mastery, Slashing, Melee Weapon Mastery, Piercing, and Ranged Weapon Mastery as bonus feats.

Exotic Weapon Mastery
You have mastered the most esoteric of weapon styles.
Req: Any one of Melee Weapon Mastery, Bludgening, Melee Weapon Mastery, Slashing, Melee Weapon Mastery, Piercing, or Ranged Weapon Mastery and +16 BAB.
Ben: You may extend the benefits of your Weapon Mastery feat (or feats) too all Exotic Weapons that the feat could apply to. You also gain the Exotic Weapon Proficiency feat for any weapon you could apply your Weapon Mastery feat to.

Epic Weapon Supremacy [Epic]
Your mastery of your chosen weapon is truly epic.
Req: Weapon Supremacy (Chosen Weapon), 28th level Fighter, Epic Weapon Focus(Chosen Weapon), Epic Weapon Specialization(Chosen Weapon).
Ben:
* +1 bonus to AC
* +4 bonus to resist Disarms and Sunders against your chosen weapon
* You may draw your chosen weapon as an Immediate action. If you have Two Weapon Fighting, you may draw two of your chosen weapon.
* Once per day you may take a 20 on an attack with your chosen weapon. When using this power, the attack is resolved just as if a natural 20 had been rolled. The critical threat must be confirmed with a subsequent attack roll as normal.
* You may make an additional iterative attack with your chosen weapon. As with normal iterative attack each iterative attack take a cumulative penalty to hit.

Epic Slashing Fury [Epic]
Your ability to make a flurry of attacks with a slashing weapon improves.
Req: Slashing Fury, +23 BAB
Ben: Gain a +3 bonus to hit when you make use of the Slashing Fury feat.

Epic Crushing Blows [Epic]
Successive blows from your bludgeoning weapon can render your opponent helpless.
Req: Crushing Strike, +23 BAB
Ben: Before making an attack when your bonus to hit from Crushing Blows is greater than +3, you may reduce this bonus to 0 and if your next attack strike the target and deals damage, your target must make a Fort save (Dc 10 + 1/2 character level + Str Mod) or be stunned for one round.

Epic Penetrating Strike [Epic]
You may make a Penetrating strike as part of a attack.
Req: Penetrating Strike, +23 BAB
Ben: You may make a Penetrating Strike in place of a normal attack. This feat may only be used once per round.
Normal: Using the Penetrating Strike feat is a full round action.

-----------------------------------

Epic Beguiler ** Player's Handbook II base class **

Hit Dice: d6
Skill Points at Each Additional Level: 6 + Int modifier

Spells: The epic beguiler's caster level is equal to one half your beguiler class levels. Number of spells that can be cast each day does not increase past 20th level.
Adaptive Learning: The epic beguiler gains the Adaptive Learning class feature for every 4 levels past 19th level.
Bonus Feats: The epic beguiler gain a bonus feat at 23rd level and every 3 levels there after from the epic beguiler bonus feat list. Epic Beguiler Bonus Feat list:
Code:
Level	Special 
21st	-
22nd	-
23rd	Adaptive Learning, Bonus Feat
24th	-
25th	-
26th	Bonus Feat
27th	Adaptive Learning
28th	-
29th	Bonus Feat
30th	-
New Epic Feats:

Epic Cloaked Casting [Epic]
Your cloaked casting ability improves.
Req: Cloaked Casting( +2 to DC) class ability, 29 ranks of Bluff, 29 Ranks of Spellcraft
Ben: Your DC bonus when using your Cloaked Casting ability improves by 1.
Special: You may take this feat more than once. Each time you take this feat the skill rank requirement increases by 6.

Master Cloaked Casting [Epic]
You can exploit even the smallest lapse to increase the power of your spells.
Req: Epic Cloaked Casting, 35 ranks of Bluff, 35 Ranks of Spellcraft
Ben: You may apply your Cloaked Casting bonuses when you flank an opponent.
Normal: Only opponents that have lost there Dexterity bonus to AC cause you to gain your Cloaked Casting bonuses.

-----------------------------------

Epic Spellthief ** Complete Adventurer base class **

Hit Die: d6
Skill Points at Each Additional Level: 6 + Int modifier

Spells: The spellthief's caster level is equal to one half your spellthief class level. The spellthief’s spells per day and spells know do not increase past 20th level. At 21st level and 24th level you may swap out and 3rd level or lower spell. Starting at 27th level and every three levels there after, the spellthief may swap out any 4th level or lower spellthief spell for a different spell.
Steal Spell: Your ability to steal spells does not improve past 20th level. You capacity to hold stolen spell levels increases with your class level.
Spellgrace: Your competence bonus to resist spells increases by 1 every 9 levels past 20th.
Sneak attack: The epic spellthief’s sneak attack damage increases by +1d6 every four levels past 17th.
Steal energy resistance: At 27th level and for every 8 levels there after, you may steal 10 more energy resistance.
Bonus feats: Starting at 24th level and every 4 levels there after, the epic spellthief gains a bonus epic feat from the following list: Epic Spellthief Capacity, Steal Energy Immunity, Epic steal spell effect, Master Spellthief, Steal Magical Effect, Spellthief Dispel, Augmented Alchemy, Improved Combat Casting, Epic Reputation, Epic Skill Focus, Improved Metamagic, Improved Sneak Attack, Improved Spell Capacity, Spellcasting Harrier, Master Staff, Master Wand, Spell Knowledge, Spell Stowaway, Spell Opportunity, Tenacious Magic, Trap Sense.
Code:
Level	Special 
21st	Sneak attack +6d6, swap spell(3rd or lower)
22nd	-
23rd	—
24th	Swap spell(3rd or lower), Bonus feat
25th	Sneak attack +7d6
26th	—
27th	Swap Spell(4th or lower), Steal energy resistance 40
28th	Bonus feat
29th	Sneak Attack +8d6, spellgrace +4
30th	Swap spell(4th or lower)
New Epic Feats:

Epic Spellthief Capacity [Epic]
Req: Spellthief 20th level
Ben: When you steal spells you may store up to your spellthief class level times two in stolen spell levels.
Normal: You may store up to your spellthief class level in stolen spell levels.

Steal Energy Immunity [Epic]
You can steal even the most powerful energy protections.
Req: Steal energy resistance 40 class ability
Ben: You may use your steal energy resistance power on creatures with immunity to the chosen energy type. For the duration of the effect, the creature takes one-half damage from the select energy type, and you gain immunity to the chosen energy type.

Spellthief Dispel [Epic]
You gain the ability to remove spell effects from your opponents.
Req: Steal Spell Effect class ability
Ben: A epic spellthief who hits an opponent with a sneak attack can choose to forgo dealing 3d6 points of sneak attack damage and instead generate a targeted Greater Dispel Magic effect on your opponent. You use your spellthief class level plus your Charisma bonus as your caster level for this Dispel check. Unlike Greater Dispel Magic, there is no maximum caster level on this Dispel check.

Lingering spell effect [Epic]
You stolen spell effects last even longer
Req: 20th level Spell thief, Extend Spell feat
Ben: When you steal a spell effect, you can maintain the effect upon yourself for up to 10 minutes per spellthief class level or until the spell's duration expires. The effect is suppressed on the target for the same time period.
Normal: Stolen spell effects persist for 1 min per class level.

Epic steal spell effect [Epic]
You may steal spells that would normally be out of your reach.
Req: 24th level spellthief
Ben: When you use your Steal Spell effect ability you may steal spells with a range of Personal, and spells that may be effected by Greater Dispel Magic. The maximum caster level of a spell effect that you can gain the benefit of increases by 4.

Master Spellthief [Epic]
Req: 27th level spellthief
Ben: When you use your Steal Spell ability, you may instead choose to forgo 3d6 of your sneak attack damage and steal two spells from your target. All normal rules for stealing spells apply.

Steal Magical Effect [Epic]
Req: Master Spellthief, +4d6 Sneak Attack
Ben: A epic spellthief who hits an opponent with a sneak attack can choose to forgo dealing 4d6 points of sneak attack damage and instead attempt to gain the effect of a single magical item worn by your opponent. The magical effect may only be stolen from Wondrous Items and Rings, and the spellthief must succeed on a Dispel check (using your spellthief class level as the caster level) just as if you were attempting to suppress the magic item. You gain any passive effects of the magical item, and may use any activated effects as if you possessed any needed command words or activation instructions. This effect lasts for 1 round per class level. Once this effect ends you lose the knowledge of any command words and activation instructions.

** Author's Note: I wanted a feat to expand what the spellthief can do, and this seemed logical, but I fear it might be a horrorshow to adjucate.

Steal Epic Spell [Epic]
Req: Epic Spellthief Capacity, Master Spellthief, +8d6 Sneak attack
Ben: A epic spellthief who hits an opponent with a sneak attack can choose to forgo dealing 8d6 points of sneak attack damage and instead ro steal an epic spell. To successfully steal an epic spell, the spellthief must make a Spellcraft check equal to the DC of the epic spell. Stolen epic spells are considered to have a spell level equal to the caster level of the spell when determining how much of the spellthief’s capacity is used. When the spellthief casts an epic spell, he or she must still make the Spellcraft DC and must still provide an required Xp, backlash, or spell slots required by the spell. Unlike normal stolen spells, stolen epic spells must be cast within 1 day per spellthief class level.

-----------------------------------

Epic Nightsong Enforcer ** Complete Adventurer Prestige class **

Hit Die: d8
Skill Points at Each Additional Level: 4 + Int modifier

Skill team work: The epic nightsong enforcer’s skill teamwork bonus increases by +2 for every 4 levels past 7th.
Sneak attack: The epic nightsong enforcer’s sneak attack damage increases by +1d6 every three levels past 10th.
Bonus feats: Starting at 12th level and every 3 levels there after, the epic nightsong enforcer gains a bonus epic feat from the following list:
Code:
Level	Special 
11st	Skill team work +6
12nd	Bonus feat
13rd	Sneak attack +5d6
14th	-
15th	Bonus feat, Skill team work +8
16th	Sneak attack +6d6
17th	-
18th	Bonus feat
19th	Sneak attack +7d6, Skill team work +10
20th	-
-----------------------------------

Epic Sublime Chord ** Complete Arcane Prestige class **

Hit Die: d6
Skill Points at Each Additional Level: 4 + Int modifier

Spells: The epic Sublime Chords caster level continues to increase with every class level. The epic Sublime Chord's number of spells known does not increase past 10th level, unless he or she selects the Spell Knowledge feat.
Bardic Knowledge: Add you Sublime Chord class level to your Bardic lore check.
Bardic Music: You add one-half your sublime chord class level to your bard level to determine your uses of bardic music per day up.
Song of Timelessness, Song of Cosmic Fire: The epic sublime chord counts only half his or her class levels beyond 10th when determining the DC to resist these effects.
Bonus Feats: The epic sublime chord gains a bonus feat (selected from the list of epic sublime chord bonus feats) every three levels after 10th.
Epic Sublime Chord Bonus Feat List: Augmented Alchemy, Deafening Song, Epic Inspiration, Epic Leadership, Epic Reputation, Epic Skill Focus, Group Inspiration, Hindering Song, Improved Combat Casting, Improved Metamagic, Improved Spell Capacity, Inspire Excellence, Lasting Inspiration, Master Staff, Master Wand, Music of the Gods, Permanent Emanation, Ranged Inspiration, Rapid Inspiration, Reactive Countersong, Spell Knowledge, Spell Stowaway, Spell Opportunity, Tenacious Magic
Code:
Level	Special 
21st	-
22nd	-
23rd	Bonus Feat
24th	-
25th	-
26th	Bonus Feat
27th	-
28th	-
29th	Bonus Feat
30th	-
New Epic Feats:

Epic Song of Power [Epic]
You Song of Power increases in power
Req: Song of Power class ability, 27 ranks of Perform(Sing)
Ben: When using a Song of Power a result of 60 to 89 on your Perform check increases your caster level by 6. A check result of 90 or more increases your caster level by 8.

//Fin
 

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I like the feats, I'll have to read them over carefully and give comments in a bit. For the moment: How do you intend Instant Spell to compare to Multispell?
 

Don't have time to check everything, so I'll just check what I see real quickly:
Burne said:
Epic Critical Strike [Epic]
Your ability to deal critical hits with a chosen weapon improves.
Req: Improved Critical(Chosen Weapon), Weapon Focus(Chosen Weapon), +18 BAB
Ben: The base threat range and critical damage multiplier of the chosen weapon improves as indicated on the chart below.

20/x2 improves to 19-20 /x2
19-20 /x2 improves to 18-20 /x2
18-20 /x2 improves to 19-20 /x3
20 /x3 improves to 20 /x4
20 /x4 improves to 19-20 /x3

Spec: This feat provides no benefit to weapons with base critical damage multipliers and threat range combinations not included in the chart above. This feat may be bought more than once for different weapons, or may be bought again for the same weapon. Each time this feat is bought for the same weapon the BAB requirement increases by 4.
** Author's Comments: Questionable, but I like charts.
So does this stack with improved critical? If not it's completely useless. If it does stack, and you fill out the chart appropriately, you still have the problem of some categories not making an improvement. Going from 18-20/x2 to 19-20/x3 is a marginal increase in the odds. Going from 20/x4 to 19-20/x3 is also only a marginal increase in odds. When compared to the benefit derived from improved critical it makes this feat grossly underpowered. For increasing levels of improved crit I suggest going with the Immortal's Handbook feats.


Instant Spell [Epic]
Req: 27 ranks Spellcraft
Ben: You may take an additional Immediate action each round. This additional Immediate action may only be used to cast a spell. Only one Immediate action may be taken on a particular initiative count.
Special: You may take this feat more than once. Its effects stack.

Well I don't have many immediate action spells in my game. Are there a lot in phb2 that would warrant this?
 

Sledge said:
So does this stack with improved critical? If not it's completely useless. If it does stack, and you fill out the chart appropriately, you still have the problem of some categories not making an improvement.
I think it's supposed to apply before improved critical (remember, it enhances a weapon's base critical), such that a scimitar with both this feat and Improved Critical has a total crit of 17-20/x3. This means that the feat always increases expected damage from critical hits by 5%, or by 10% if your crit range is doubled (by Improved Critical or a keen weapon) and 15% if it's tripled (if you have both effects and a sensible DM).
 

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