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Epic Feats for PrC's to put in here please
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<blockquote data-quote="trimeulose" data-source="post: 329693" data-attributes="member: 1527"><p>Epic weapon master:</p><p></p><p>11th level: Bonus Feat</p><p>12th level: Bonus Feat</p><p>13th level: </p><p>14th level: Bonus Feat</p><p>15th level: Bonus Feat</p><p>16th level:</p><p>17th level: Bonus Feat</p><p>18th level: Bonus Feat</p><p>19th level:</p><p>20th level: Bonus Feat</p><p></p><p>Bonus feat: At first and second level and every three levels after a feat is gained thereafter, a Weapon Master may pick a feat from the fighter list or the weapon master list (following). These feats may only be used with the weapon masters favored weapon (if applicable).</p><p></p><p>Feat Name (pre-reqs): description</p><p></p><p>Total Ki damage (wep mas 11): if you weapon deals additional damage (such as in a Bane or a Flaming weapon) this damage is maximized when used with Ki damage.</p><p></p><p>Know your weapon (wep mas 11): You know exactly where your weapon (or other weapons that are your favored type) is and can find it in the dark or if it is invisible, ethreal, or otherwise hidden if it is within 10 feet of you. You may take this feat multiple times each time it extends the range 10 feet.</p><p></p><p>Frightful Weapon (weapon master 11): You gain a +1 to intimidate for every level of wep mas you have as long as you openly show your weapon.</p><p></p><p>Knowledge of Weapons (wep mas 11, knowledge (weapons) 5 ranks): you gain a +1 per wep mas level to knowledge (weapons).</p><p></p><p>Perfect sunder (knowledge of weapons, knowledge (weapons wep mast 12, power attack, sunder): you may inflict critical hits on objects. (if you have the improved sunder feat then your critical multiplier is increased by 1)</p><p></p><p>Know weaknesses (sense motive 15 ranks, knowledge of weapons, Knowledge (weapons) 5 ranks, wep mast 12): You gain a +1 for every +10 in knowledge (weapons) for attacks based on disarm. You also gain the same bonus as a dodge bonus to AC. You only get this bonus against opponents with non natural weapons, and only if you fight with your favored weapon.</p><p></p><p>Throw and retreive (wep mast 12): you gain the throw anything feat for free (though it only applies to your weapon). If you already have the feat the range increment increases by 5 ft. If you move into a square next to your weapon during the turn that you hurled it you may pick it up as a free action.</p><p></p><p>Leave it behind (wep mas 12): If you have fought for more than three rounds you may make leave an aura to make your weapon seem more powerfull than it really is. The effect lasts for 1 minutes/level of weapon master. The total enhancement bonus can not exceed +1/two levels of wep mas. For instance A 16th level weapon master could leave behind his MW weapon but make it seem as a +8 equivalent (a +5 keen flaming burst in this case) for 16 minutes.</p><p></p><p>Epic Power Critical (power critical wep mas 12): you get an additional Critical Threat per day.</p><p></p><p>Throwing Opportunity (dodge, Throw and retrieve, wep mast 14): If the creature you have declared as your dodge bonus provokes an attack of opportunity and you can hit them you may throw your weapon at them as an attack of opportunity. If you move into the square next to the weapon in the next round you may retreive your weapon as a free action.</p><p></p><p>Improved Ki Critical (wep master level 14): When you use your ki to increase the critical multiplier on your weapon it increases by 2.</p><p></p><p>Total ambidexterity (ambidexterity, wep mas 14): You deal full damage with your off hand. If you duel wield, both weapons deal your full str modifier. If you use your weapon two handed, you deal x2 damage. Weapons that are not light are not given any penalty for being in your off hand (you have no off hand)</p><p></p><p>Infuse weapon (wep 14): when you use Ki Damage you're weapon gains an enhancement bonuse equal to your Weapon Master level. If a 20th level weapon master (longsword) picks up a +1 flaming longsword and uses his Ki Damage ability with it, then for that attack it would be a +20 flaming longsword.</p><p></p><p>Larger than Life (monkey Grip, wep mas 15): You may use your weapon of choice at any size and still gain the benefits of the class with that weapon so long as you can weild it at all. With this feat a wep mas 15 (longsword) could weild a large longsword at a -2 penalty (from its size) one handed and still get the benefits of the class. (he could weild it two handed with no penalty). Or he could conceal a tiny or small longsword and use it to assasinate someone.</p><p></p><p>Heavier than piss (Str 14, Exotic wep prof (heavy weapon), wep mas 17): you may use heavy weapons and retain the class abilities so long as the weapon is of your favorite type.</p><p></p><p>Total Penetration (weapon master 17): For one attack per day you may ignore the DR of the creature you attack. You must declare this attack before you attack and therefore if you miss the targets AC, then it is wasted. You may take this feat more than once, each time you gain an additional attempt per day.</p><p></p><p>Improved Ki Criticals (wep mas 18): you may use ki damage on a critical hit. For instance, a greataxe wielding 20th level weapon master could do 36 points of damage on a critical but would only have 19 more Ki damage attempts that day.</p><p></p><p>Perfect Ki Damage (wep mas 20, Improved Ki Criticals): you may use your ki damage and ki crit together (though both are spent).</p></blockquote><p></p>
[QUOTE="trimeulose, post: 329693, member: 1527"] Epic weapon master: 11th level: Bonus Feat 12th level: Bonus Feat 13th level: 14th level: Bonus Feat 15th level: Bonus Feat 16th level: 17th level: Bonus Feat 18th level: Bonus Feat 19th level: 20th level: Bonus Feat Bonus feat: At first and second level and every three levels after a feat is gained thereafter, a Weapon Master may pick a feat from the fighter list or the weapon master list (following). These feats may only be used with the weapon masters favored weapon (if applicable). Feat Name (pre-reqs): description Total Ki damage (wep mas 11): if you weapon deals additional damage (such as in a Bane or a Flaming weapon) this damage is maximized when used with Ki damage. Know your weapon (wep mas 11): You know exactly where your weapon (or other weapons that are your favored type) is and can find it in the dark or if it is invisible, ethreal, or otherwise hidden if it is within 10 feet of you. You may take this feat multiple times each time it extends the range 10 feet. Frightful Weapon (weapon master 11): You gain a +1 to intimidate for every level of wep mas you have as long as you openly show your weapon. Knowledge of Weapons (wep mas 11, knowledge (weapons) 5 ranks): you gain a +1 per wep mas level to knowledge (weapons). Perfect sunder (knowledge of weapons, knowledge (weapons wep mast 12, power attack, sunder): you may inflict critical hits on objects. (if you have the improved sunder feat then your critical multiplier is increased by 1) Know weaknesses (sense motive 15 ranks, knowledge of weapons, Knowledge (weapons) 5 ranks, wep mast 12): You gain a +1 for every +10 in knowledge (weapons) for attacks based on disarm. You also gain the same bonus as a dodge bonus to AC. You only get this bonus against opponents with non natural weapons, and only if you fight with your favored weapon. Throw and retreive (wep mast 12): you gain the throw anything feat for free (though it only applies to your weapon). If you already have the feat the range increment increases by 5 ft. If you move into a square next to your weapon during the turn that you hurled it you may pick it up as a free action. Leave it behind (wep mas 12): If you have fought for more than three rounds you may make leave an aura to make your weapon seem more powerfull than it really is. The effect lasts for 1 minutes/level of weapon master. The total enhancement bonus can not exceed +1/two levels of wep mas. For instance A 16th level weapon master could leave behind his MW weapon but make it seem as a +8 equivalent (a +5 keen flaming burst in this case) for 16 minutes. Epic Power Critical (power critical wep mas 12): you get an additional Critical Threat per day. Throwing Opportunity (dodge, Throw and retrieve, wep mast 14): If the creature you have declared as your dodge bonus provokes an attack of opportunity and you can hit them you may throw your weapon at them as an attack of opportunity. If you move into the square next to the weapon in the next round you may retreive your weapon as a free action. Improved Ki Critical (wep master level 14): When you use your ki to increase the critical multiplier on your weapon it increases by 2. Total ambidexterity (ambidexterity, wep mas 14): You deal full damage with your off hand. If you duel wield, both weapons deal your full str modifier. If you use your weapon two handed, you deal x2 damage. Weapons that are not light are not given any penalty for being in your off hand (you have no off hand) Infuse weapon (wep 14): when you use Ki Damage you're weapon gains an enhancement bonuse equal to your Weapon Master level. If a 20th level weapon master (longsword) picks up a +1 flaming longsword and uses his Ki Damage ability with it, then for that attack it would be a +20 flaming longsword. Larger than Life (monkey Grip, wep mas 15): You may use your weapon of choice at any size and still gain the benefits of the class with that weapon so long as you can weild it at all. With this feat a wep mas 15 (longsword) could weild a large longsword at a -2 penalty (from its size) one handed and still get the benefits of the class. (he could weild it two handed with no penalty). Or he could conceal a tiny or small longsword and use it to assasinate someone. Heavier than piss (Str 14, Exotic wep prof (heavy weapon), wep mas 17): you may use heavy weapons and retain the class abilities so long as the weapon is of your favorite type. Total Penetration (weapon master 17): For one attack per day you may ignore the DR of the creature you attack. You must declare this attack before you attack and therefore if you miss the targets AC, then it is wasted. You may take this feat more than once, each time you gain an additional attempt per day. Improved Ki Criticals (wep mas 18): you may use ki damage on a critical hit. For instance, a greataxe wielding 20th level weapon master could do 36 points of damage on a critical but would only have 19 more Ki damage attempts that day. Perfect Ki Damage (wep mas 20, Improved Ki Criticals): you may use your ki damage and ki crit together (though both are spent). [/QUOTE]
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