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Epic Feats that Aren't

DM_Matt said:


Agreed. even worse, Blinding Speed is one of the most popular feats for the monsters in the book. Some even have wasted 2 EPIC FEATS to duplicate boots of speed.

The good part about Blinding Speed is that it is a free action to activate. That means it doesn't slow you down at all. Another thing that is good about it is the fact that it is not magical, and thus not affected by Dispel Magic.

The White Slaad in my Story Hour used it to great effect. It is especially useful when not used on turn one. The enemy figures you aren't hasted and combine that with teir surety that you don't have combat reflexes because you haven't made extra AoOs in previous rounds. This leads to do things that are tactically sound given their current information.

The party had maneuvered quite a bit and when the BLinding speed and combat reflexes were unleashed, two characters died.
 

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Caliber said:
I defintely agree on the Master Wand feat. Master Staff too, maybe.

Dire Charge is available to certain prestige classes at certain levels (the Singh Rager for example.) However, it is a VERY potent ability. In fact, I think there is a smackdown based entirely on it.

Take a Rogue who dual-wields. He has a REALLY high Dex and also has Epic Initiative.

He goes first, charges, and takes a full-attack action. He summarily shreds his opponent with very nasty sneak attack damage.

<snip>

I must completely agree with you. During playtest I laid out the party tank (a 24th level Paladin) with a single Dire Charge. Needless to say the player (my wife) was a little annoyed that she needed to be resurrected :)

Dire Charge is well worth it and is even better with Two Weapon Rend.....
 

Boots of Quickened Speed don't slow you down either. While they can be dispelled or suppressed, they last longer. Also, epic characters look to be so dependent on magic stuff that they'd be screwed anyway if the right spells were knocked down. Try making those 50+ will saves after Mind Blank is dispelled. And Blinding Speed is incredibly ineffecient compared to similar effects like Adamantine that allow for greater effectiveness in antimagic and similar effects.

I'm not impressed with Overwhelming Crit, Perfect Health, or Hindering Song. The ability boosting feats also seem a bit weak. Augmented Alchemy seems like something that should be availible normally.
 

I think the idea is that many epic feats, only truly start to shine when they have been stacked together. One Epic Level feat in and of itself isn't too impressive. But once you have picked out 5 or 6, then you are starting to rock. Add in the bonus feats for Epic Class levels and then you are really kicking butt.
 

So we have several "Epic" feats that already have non-epic equivalents

Master Wand = Master Dorje(sp?)
Reactive Countersong == Reactive Counterspell

Epic Feats that copy non-epic class/Special Abilities

Dire Charge = Pounce. Yes its powerful, but its still the end of a feat chain
Legendary Leaper = Leap of the Clouds

And Epic Feats that copy magic items

Blinding Speed, Armor Skin, Holy/Unholy Strike, Chaotic Rage, Bane of Enemies

or Continuation Feats

Improved Whirlwind, Improved Hail of Arrows, yada yada

The last two categories I consider to be epic just because of how many levels you have to have to get the prereqs and or just the cool factor of being able to Haste yourself innately.

The first two categories probably should have their 'Epic' tags removed. Any others?
 

Epic feats that copy class features (or even prestige class features) should stay epic, because those powers were supposed to be unique to that class. I'd consider not using them at all, because those powers should stay unique to those classes.


As for Overwhelming Critical: I wonder why they didn't just increase the crit multiplyer by one but chose that crappy bonus dice (3d6 don't mean nothing for a mercurial greatsword-wielding fighter when he already deals 8d8+80 damage, and 1d6 is not so great when you and your longsword deal 2d8+24). We made a variant in our campaign that Overwhelming Crit increases your multiplyer by +1.
 


I checked the DCs against the monsters, and Devasting Crit isn't all that special either. Many of the CR 21-30 creatures would have had little trouble saving against a Devasting Crit by a 36th level fighter/barb/dreadnought with a STR close to 40. So, maybe, the character can one hit enemeis that are more than 10 levels below him. That's power. Otherwise, it's more like another effect that you don't want to roll a one against.
 

Improved Whirlwind is a nasty monster feat. Give it to an advanced Kraken or some such, or any creature with exceptional reach. It's not useful for most players who tend to take Whirlwind attack however, unless they happen to be a chain wielder, or other special ruled reach weapon.
 

Actually, you tripled it: If you can hit only targets 5' of you, you can potentially attack 8 targets (assuming one target per 5' square and "2-dimensional" combat); but if you can hit targets 10' of you, you can potentially attack 24 targets (same assumptions as before).

Nitpick: A foe who is two squares diagonally away from you is technically 15' away, so you cannot hit him. Hence, you can only hit 20 targets.

My quick list of lame Epic Feats:

Armor Skin: Seriously lame, especially given that it does not stack with Amulets of Natural Armour, Barkskin or the like, which most high-level adventurers will have access to.

Augmented Alchemy: This is a joke, right? Augmented Alchemist's Fire: 2d6 damage? Hardly terrifying for 21st level+ characters and their foes.

Blinding Speed: Big deal. You're hasted. Why not simply pick up Additional Magic Item Space and buy Boots of Speed (which haste you for 10 rounds). Duh!

Energy Resistance: Energy Resistance 10 for 21st level characters. A waste of time, especially given that you should be wrapped in anti-Energy based gear anyway.

Epic Spell Focus: Useful, but not Epic: the DC increment is no better than Spell Focus or GSF.

Epic Spell Penetration: Same as above.

Improved Sneak Attack: Hardly Epic, is it?

Master Wand: Appropriate comments have been made already.

Rapid Inspiration: As if bards were screwed enough already, they have to see this on their Bonus Feat list.

Spell Knowledge: Epic wizards should have access to any spells that they could possibly need to know, and the material costs are negligible compared to the value of an Epic Feat, rendering this a waste of time.

That about wraps my list up.
 

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