This material is Open Game Content, and
is licensed for public use under the terms of the Open Game License v1.0a.
Characters
gain epic feats in the following ways:
At
21st level, and every three levels thereafter, the character may select an epic
feat in place of a nonepic feat.
Each
character class gains bonus epic feats according to the class description.
These feats must be selected from the list of bonus epic feats for that class.
Most
epic feats have prerequisites. A character must have the listed ability score,
feat, skill, class feature, or base attack modifier in order to select or use
that feat. A character can gain an epic feat at the same level at which he or
she gains the prerequisite, just as with regular feats. A prerequisite
expressed as a numerical value is a minimum; any value higher than the one
given also meets the prerequisite. A character can’t use an epic feat if he or
she has lost a prerequisite.
Most
epic feats are general, meaning that no special rules govern them as a group.
Others may be item creation feats or metamagic feats, which follow all the
normal rules for such feats, except as specified in the feat’s description. In
addition, some feats are defined as divine feats or as wild feats. Such feats
are described below.
The
feats in this category share a few characteristics. First, they all have as a
prerequisite the ability to turn (or, in most cases, rebuke) undead. Thus, they
are open to clerics, paladins of 4th level or higher, and any prestige class
that has that ability. (An ability to turn other creatures does not qualify a
character to select one of these feats.) Second, the force that powers a divine
feat is the ability to channel positive or negative energy to turn or rebuke
undead. Each use of a divine feat costs the character one turn/rebuke attempt
from his or her number of attempts each day. If a character doesn’t have any
turn/rebuke attempts left, he or she can’t use the feat. Since turning or
rebuking is a standard action, activating any of these feats is also a standard
action.
The
feats in this category share the characteristic of relating to the ability to
use wild shape as a druid. These feats require the character to have the
ability to use wild shape before acquiring the feat.
Psionic
characters can acquire epic “psionically flavored” feats. Some feats require so much translation that
converted feats are provided. Whenever a feat concerns conferring or altering a
spell in some fashion, some translation must be done to use it with psionics.
Sometimes this translation is as straightforward as changing a few names.
Translating epic metamagic feats to epic metapsionic feats requires that
Spellcraft prerequisites be replaced with Psicraft. It also requires a little
math—instead of casting a spell at a higher level, a psionic character pays more
power points. For every spell slot one level higher than the spell’s actual
level the metamagic feat requires, the metapsionic feat requires a character to
pay a power point cost equal to its standard cost +2. Likewise, when a feat
allows a spellcaster to “pay” one less level to use a metamagic feat, the
psionic version allows a character to pay 2 power points less for a given
metapsionic feat.
ADDITIONAL MAGIC
ITEM SPACE [EPIC]
Benefit: Choose one type of magic
item that has a limit on the number a character can simultaneously wear and
gain its benefit. The character can now wear one more magic item of this type
and also gain its benefit.
Normal: Without this feat, a
character is limited to one headband, hat, or helmet; one pair of eye lenses or
goggles; one cloak, cape, or mantle; one amulet, brooch, medallion, necklace,
periapt, or scarab; one suit of armor; one robe; one vest, vestment, or shirt;
one pair of bracers or bracelets; one pair of gloves or gauntlets; two rings;
one belt; and one pair of boots.
Special: A character can gain this
feat multiple times. Each time the character takes the feat, it applies to a
new type of wearable magic item.
ARMOR
SKIN [EPIC]
Benefit: The character gains a +1
natural armor bonus to Armor Class, or his or her existing natural armor bonus
increases by 1.
Special: A character can gain this
feat multiple times. Its effects stack.
AUGMENTED
ALCHEMY [EPIC]
Prerequisites: Int 21, Craft(alchemy) 24
ranks.
Benefit: Whenever creating an
alchemical item or substance, the character can choose to make it more powerful
than normal by adding +20 to the DC required to create it and multiplying its
price by 5. If the item or substance deals damage, double the damage dealt. If
the item or substance doesn’t deal damage, double the duration of its effect.
If the item or substance doesn’t deal damage and doesn’t have a specific listed
duration (or has an instantaneous duration), double all dimensions of its area.
If the item or substance doesn’t fit any of these categories, then it cannot be
affected by this feat. See the Craft (alchemy) skill description.
AUTOMATIC
QUICKEN SPELL [EPIC]
Prerequisites: Quicken Spell, Spellcraft
30 ranks, ability to cast 9th-level arcane or divine spells.
Benefit: The character may cast
all 0-, 1st-, 2nd-, and 3rd-level spells as quickened spells without using
higher-level spell slots. The normal limit to the number of quickened spells a
character may cast per round applies. Spells with a casting time of more than 1
full round can’t be quickened.
Special: A character can gain this
feat multiple times. Each time a character takes the feat, the spells of his or
her next three lowest spell levels can now be quickened with no adjustment to
their spell slots. This feat doesn’t increase the casting time for those spells
that normally become full-round actions when cast in metamagic form.
AUTOMATIC
SILENT SPELL [EPIC]
Prerequisites: Silent Spell, Spellcraft
24 ranks, ability to cast 9th-level arcane or divine spells.
Benefit: The character may cast
all 0-, 1st-, 2nd-, and 3rd-level spells as silent spells without using
higher-level spell slots.
Special: A character can gain this
feat multiple times. Each time a character takes the feat, the spells of his or
her next three lowest spell levels can now be silenced with no adjustment to
their spell slots. This feat doesn’t increase the casting time for those spells
that normally become full-round actions when cast in metamagic form. However,
since bard spells can’t be enhanced with the Silent Spell feat, they can’t be
affected by this feat either.
AUTOMATIC
STILL SPELL [EPIC]
Prerequisites: Still Spell, Spellcraft
27 ranks, ability to cast 9th-level arcane or divine spells.
Benefit: The character may cast
all 0-, 1st-, 2nd-, and 3rd-level spells as stilled spells without using
higher-level spell slots.
Special: A character can gain this
feat multiple times. Each time a character takes the feat, the spells of his or
her next three lowest spell levels can now be stilled with no adjustment to
their spell slots. This feat doesn’t increase the casting time for those spells
that normally become full-round actions when cast in metamagic form.
BANE
OF ENEMIES [EPIC]
Prerequisites: Survival 24 ranks, five
or more favored enemies.
Benefit: Any weapon the character
wields against one of his or her favored enemies is treated as a bane weapon
for that creature type (thus, its enhancement bonus is increased by +2 and it
deals +2d6 points of damage). This ability doesn’t stack with similar
abilities.
BLINDING
SPEED [EPIC]
Prerequisite: Dex 25.
Benefit: The character can act as
if hasted for 5 rounds each day. The duration of the effect need not be
consecutive rounds. Activating this power is a free action.
Special: A character can gain this
feat multiple times. Each time he or she takes the feat, it grants an
additional 5 rounds of haste per day.
BONUS
DOMAIN [EPIC]
Prerequisites: Wis 21, ability to cast
9th-level divine spells.
Benefit: Choose an additional
domain from the character’s deity’s domain list. The character now has access
to that domain’s spells as normal for his or her domain spells and the domain’s
granted powers.
Special: A character can gain this
feat multiple times. Each time he or she takes the feat, it applies to a
different domain.
BULWARK
OF DEFENSE [EPIC]
Prerequisites: Con 25, defensive stance
3/day.
Benefit: The character’s defensive
stance bonuses increase to +4 Strength, +6 Constitution, +4 resistance bonus on
all saves, and +6 dodge bonus to AC.
CHAOTIC
RAGE [EPIC]
Prerequisites: Rage 5/day, chaotic
alignment.
Benefit: Any weapon the character
wields while in a rage is treated as an anarchic weapon (it is chaos-aligned
and deals an extra 2d6 points of damage against creatures of lawful alignment).
This ability does not stack with similar abilities.
COLOSSAL
WILD SHAPE [WILD][EPIC]
Prerequisite: The ability to wild
shape into a Gargantuan creature.
Benefit: The character can use his
or her wild shape to take the shape of a Colossal animal.
Normal: Without this feat, a
character cannot wild shape into an animal of greater than Huge size.
COMBAT
ARCHERY [EPIC]
Prerequisites: Dodge, Mobility, Point
Blank Shot.
Benefit: The character does not
incur any attacks of opportunity for firing a bow when threatened.
Normal: Without this feat, a
character incurs an attack of opportunity from all opponents who threaten him
or her whenever he or she uses a bow.
CRAFT
EPIC MAGIC ARMS AND ARMOR [ITEM CREATION] [EPIC]
Prerequisites: Craft Magic Arms and
Armor, Knowledge (arcana) 28 ranks, Spellcraft 28 ranks.
Benefit: The character can craft
magic arms and armor which exceed the normal limits for such items
CRAFT
EPIC ROD [ITEM CREATION][EPIC]
Prerequisites: Craft Rod, Knowledge
(arcana) 32 ranks, Spellcraft 32 ranks.
Benefit: The character can craft
rods that exceed the normal limits for such items.
CRAFT
EPIC STAFF [ITEM CREATION][EPIC]
Prerequisites: Craft Staff, Knowledge
(arcana) 35 ranks, Spellcraft 35 ranks.
Benefit: The character can craft
staffs that exceed the normal limits for such items.
CRAFT
EPIC WONDROUS ITEM [ITEM CREATION][EPIC]
Prerequisites: Craft Wondrous Item,
Knowledge (arcana) 26 ranks, Spellcraft 26 ranks.
Benefit: The character can craft
wondrous items that exceed the normal limits for such items.
DAMAGE
REDUCTION [EPIC]
Prerequisite: Con 21.
Benefit: The character gains
damage reduction 3/–. This does not stack with damage reduction granted by
magic items or nonpermanent magical effects, but it does stack with any damage
reduction granted by permanent magical effects, class features, or this feat
itself.
Special: A character can gain this
feat multiple times. Each time he or she gains the feat, his or her damage
reduction increases by 3.
DEAFENING
SONG [EPIC]
Prerequisites: Perform 24 ranks, bardic
music class feature.
Benefit: The character can use
song or poetics to temporarily deafen all enemies within a 30-foot spread from
him or her. A successful Fortitude save (DC 10 + 1/2 the character’s class
level + the character’s Charisma modifier) negates the effect. The deafening
effect lasts for as long as the character continues the deafening song. The
character can choose to exclude any characters from this effect. The character
may sing, play, or recite a deafening song while taking other mundane actions,
but not magical ones (see the bard’s inspire courage ability for more details).
The character may keep up the deafening song for a maximum of 10 rounds. Using
the deafening song counts as one of the character’s uses of song or poetics for
the day.
DEATH
OF ENEMIES [EPIC]
Prerequisites: Bane of Enemies, Survival
30 ranks, five or more favored enemies.
Benefit: Any time the character
scores a critical hit against one of his or her favored enemies, it must make a
Fortitude save (DC 10 + 1/2 character’s ranger class level + character’s Wisdom
modifier) or die instantly.
Special: Creatures immune to
critical hits can’t be affected by this feat.
DEVASTATING
CRITICAL [EPIC]
Prerequisites: Str 25, Cleave, Great
Cleave, Improved Critical (chosen weapon), Overwhelming Critical (chosen
weapon), Power Attack, Weapon Focus (chosen weapon).
Benefit: Whenever the character
scores a critical hit with the chosen weapon, the target must make a Fortitude
save (DC 10 + 1/2 character level + character’s Strength modifier) or die
instantly. (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.
DEXTEROUS
FORTITUDE [EPIC]
Prerequisites: Dex 25, slippery mind
class feature.
Benefit: Once per round, when
targeted by an effect that requires a Fortitude saving throw, the character may
make a Reflex save instead to avoid the effect (evasion is not applicable).
DEXTEROUS
WILL [EPIC]
Prerequisites: Dex 25, slippery mind
class feature.
Benefit: Once per round, when
targeted by an effect that requires a Will saving throw, the character may make
a Reflex save instead to avoid the effect (evasion is not applicable).
DIMINUTIVE
WILD SHAPE [WILD][EPIC]
Prerequisite: Ability to wild shape into
a Huge animal.
Benefit: The character can use wild
shape to take the shape of a Diminutive animal.
Normal: Without this feat, a
character cannot wild shape into an animal of smaller than Tiny size.
DIRE
CHARGE [EPIC]
Prerequisite: Improved Initiative.
Benefit: If the character charges
a foe during the first round of combat (or the surprise round, if the character
is allowed to act in it), he or she can make a full attack against the opponent
charged.
Normal: Without this feat, a
character may only make a single attack as part of a charge.
DISTANT
SHOT [EPIC]
Prerequisites: Dex 25, Far Shot, Point
Blank Shot, Spot 20 ranks.
Benefit: The character may throw
or fire a ranged weapon at any target within line of sight, with no penalty for
range.
DRAGON
WILD SHAPE [WILD][EPIC]
Prerequisites: Wis 30, Knowledge
(nature) 30 ranks, wild shape 6/day.
Benefit: The character may use wild
shape to change into a dragon (black, blue, green, red, white, brass,
bronze, copper, gold, or silver). The size limitation is the same as the
character’s limitation on animal size. The character gains all extraordinary
and supernatural abilities of the dragon whose form he or she takes.
EFFICIENT
ITEM CREATION [EPIC]
Prerequisites: Item creation feat to be
selected, Knowledge (arcana) 24 ranks, Spellcraft 24 ranks.
Benefit: Select an item creation
feat. Creating a magic item using that feat requires one day per 10,000 gp of
the item’s market price, with a minimum of one day.
Normal: Without this feat,
creating a magic item requires one day for each 1,000 gp of the item’s market
price.
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 item creation feat.
ENERGY
RESISTANCE [EPIC]
Benefit: Choose a type of energy
(acid, cold, electricity, fire, or sonic). The character gains resistance 10 to
that type of energy, or the character’s existing resistance to that type of
energy increases by 10. This feat does not stack with energy resistance granted
by magic items or nonpermanent magical effects.
Special: A character can gain this
feat multiple times. If the same type of energy is chosen, the effects stack.
ENHANCE
SPELL [METAMAGIC][EPIC]
Prerequisite: Maximize Spell.
Benefit: The damage cap for the
character’s spells increases by 10 dice (for spells that deal a number of dice
of damage equal to caster level) or by 5 dice (for spells that deal a number of
dice of damage equal to half caster level). An enhanced spell uses up a spell
slot four levels higher than the spell’s actual level. This feat has no effect
on spells that don’t specifically deal a number of dice of damage equal to the
caster’s level or half level, even if the spell’s effect is largely dictated by
the caster’s level.
Normal: Without this feat, use
the damage dice caps indicated in the spell’s description.
Special: A character may gain this
feat multiple times. Each time he or she selects this feat, the damage cap
increases by 10 dice or 5 dice, as appropriate to the spell, and the enhanced
spell takes up a spell slot an additional four levels higher.
EPIC
DODGE [EPIC]
Prerequisites: Dex 25, Dodge, Tumble 30
ranks, improved evasion, defensive roll class feature.
Benefit: Once per round, when
struck by an attack from an opponent the character has designated as the object
of his or her dodge, the character may automatically avoid all damage from the
attack.
EPIC
ENDURANCE [EPIC]
Prerequisites: Con 25, Endurance.
Benefit: Whenever the character
makes a check for performing a physical action that extends over a period of
time, he or she gets a +10 bonus on the check.
EPIC EXPANDED KNOWLEDGE [EPIC, PSIONIC]
You learn another
power.
Prerequisites: Character level 21st, ability to manifest
powers of the normal maximum power level in at least one psionic class.
Benefit: You learn one additional power at any
level up to the highest level of power you can manifest. You can choose any
power, even one that is part of another discipline’s list or another class’s
list.
Special: You can gain this feat multiple times.
Each time, you learn one new power at any level up to the highest level of
power you can manifest.
EPIC
FORTITUDE [EPIC]
Benefit: The character gains a +4
bonus on all Fortitude saving throws.
EPIC
INSPIRATION [EPIC]
Prerequisites: Cha 25, Perform 30 ranks,
bardic music class feature.
Benefit: All competence bonuses,
dodge bonuses, and morale bonuses granted by the character’s bardic music
ability increase by +1. If you have the
inspire greatness bardic music ability, it grants one additional bonus HD.
Special: A character can gain this
feat multiple times. Its effects stack.
EPIC
LEADERSHIP [EPIC]
Prerequisites: Cha 25, Leadership,
Leadership score 25.
Benefit: The character attracts a
cohort and followers as shown below on Table: Epic Leadership. In all other ways Epic Leadership functions
as the Leadership feat.
Normal: The Leadership feat
provides no benefit for leadership scores beyond 25.
Leadership
Score |
Cohort Level |
——————————Number of Followers by Level
————————— |
|||||||||
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
10th |
||
25 |
17th |
135 |
13 |
7 |
4 |
2 |
2 |
1 |
— |
— |
— |
26 |
18th |
160 |
16 |
8 |
4 |
2 |
2 |
1 |
— |
— |
— |
27 |
18th |
190 |
19 |
10 |
5 |
3 |
2 |
1 |
— |
— |
— |
28 |
19th |
220 |
22 |
11 |
6 |
3 |
2 |
1 |
— |
— |
— |
29 |
19th |
260 |
26 |
13 |
7 |
4 |
2 |
1 |
— |
— |
— |
30 |
20th |
300 |
30 |
15 |
8 |
4 |
2 |
1 |
— |
— |
— |
31 |
20th |
350 |
35 |
18 |
9 |
5 |
3 |
2 |
1 |
— |
— |
32 |
21st |
400 |
40 |
20 |
10 |
5 |
3 |
2 |
1 |
— |
— |
33 |
21st |
460 |
46 |
23 |
12 |
6 |
3 |
2 |
1 |
— |
— |
34 |
22nd |
520 |
52 |
26 |
13 |
6 |
3 |
2 |
1 |
— |
— |
35 |
22nd |
590 |
59 |
30 |
15 |
8 |
4 |
2 |
1 |
— |
— |
36 |
23rd |
660 |
66 |
33 |
17 |
9 |
5 |
3 |
2 |
1 |
— |
37 |
23rd |
740 |
74 |
37 |
19 |
10 |
5 |
3 |
2 |
1 |
— |
38 |
24th |
820 |
82 |
41 |
21 |
11 |
6 |
3 |
2 |
1 |
— |
39 |
24th |
910 |
91 |
46 |
23 |
12 |
6 |
3 |
2 |
1 |
— |
40 |
25th |
1000 |
100 |
50 |
25 |
13 |
7 |
4 |
2 |
1 |
— |
per +1 |
+1/2* |
+100** |
† |
† |
† |
† |
† |
† |
† |
† |
† |
Leadership
Score: A
character’s Leadership score equals his or her level plus any Charisma
modifier. Outside factors can affect a character’s Leadership score, as
detailed in the Leadership feat.
Cohort
Level: The
character can attract a cohort of up to this level. Regardless of the
character’s Leadership score, he or she can’t recruit a cohort of his or her
level or higher.
Number
of Followers by Level: The character can lead up to the indicated number of
characters of each level.
*The
maximum cohort level increases by 1 for every 2 points of Leadership above 40.
**The number of 1st-level followers increases by 100 for every point of Leadership
above 40.
†A
character can command one-tenth as many 2nd-level followers as 1st-level
followers. A character can command one-half as many 3rd-level followers as
2nd-level followers, one-half as many 4th-level followers as 3rd-level
followers, and so on (round fractions up, except any fraction less than 1
rounds to 0). A character can’t have a follower of higher than 20th level.
Table: Example Special Epic Cohorts
presents some creatures that make good cohorts for epic characters.
Creature |
Alignment |
Level
Equivalent |
Angel, astral
deva |
Any good |
20nd |
Dragon, ancient
silver |
Lawful good |
42nd |
Couatl |
Lawful good |
16th |
Giant, cloud |
Neutral good |
24th |
Ghaele |
Chaotic good |
20st |
Giant, storm |
Chaotic good |
28th |
Dragon, wyrm
brass |
Chaotic good |
42th |
Dragon turtle |
Neutral |
21st |
Hydra, 12-headed |
Neutral |
19th |
Roc |
Neutral |
23rd |
Dragon, ancient
green |
Lawful evil |
40th |
Devil, ice
(gelugon) |
Lawful evil |
21st |
Giant, cloud |
Neutral evil |
24th |
Demon, glabrezu |
Chaotic evil |
23rd |
Demon, succubus |
Chaotic evil |
12th |
Dragon, wyrm
white |
Chaotic evil |
41th |
EPIC
PROWESS [EPIC]
Benefit: Gain a +1 bonus on all
attacks.
Special: A character can gain this
feat multiple times. Its effects stack.
EPIC PSIONIC FOCUS [EPIC, PSIONIC]
You can expend
your psionic focus to greater effect.
Prerequisites: Character level 21st, ability to manifest
powers of the normal maximum power level in at least one psionic class.
Benefit: When you expend your psionic focus, you
can simultaneously use two feats that require a psionic focus to be expended,
instead of just one. The feats must be stackable. You must still spend the
requisite power points required to use each metapsionic feat, and you cannot
exceed the power point limit set by your manifester level.
Special: You can take this feat multiple times.
Each time you do so, you can simultaneously use one additional feat that
requires a psionic focus to be expended.
EPIC
REFLEXES [EPIC]
Benefit: The character gains a +4
bonus on all Reflex saving throws.
EPIC
REPUTATION [EPIC]
Benefit: The character gains a +4
bonus on Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks.
EPIC
SKILL FOCUS [EPIC]
Prerequisite: 20 ranks in the skill
selected.
Benefit: The character gains a +10
bonus on all skill checks with that skill.
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 skill.
EPIC
SPEED [EPIC]
Prerequisites: Dex 21, Run.
Benefit: The character’s speed
increases by 30 feet. This benefit does not stack with increased speed granted
by magic items or nonpermanent magical effects.
Special: This feat only functions
when the character is wearing medium armor, light armor, or no armor.
EPIC
SPELL FOCUS [EPIC]
Prerequisites: Greater Spell Focus and
Spell Focus in the school selected, ability to cast at least one 9th-level
spell of the school to be chosen.
Benefit: Add +1 to the Difficulty
Class for all saving throws against spells from the school of magic the
character selects to focus on. This stacks with the bonuses from Spell Focus
and Greater Spell Focus.
Special: A character can gain this
feat multiple times. Its effects do not stack. Each time the character takes
the feat, it applies to a different school of magic.
EPIC
SPELL PENETRATION [EPIC]
Prerequisites: Greater Spell
Penetration, Spell Penetration.
Benefit: The character gets a +2
bonus on caster level checks to beat a creature’s spell resistance. This stacks
with the bonuses from Spell Penetration and Greater Spell Penetration.
EPIC
SPELLCASTING [EPIC]
Prerequisite: Spellcraft 24 ranks,
Knowledge (arcana) 24 ranks, ability to cast 9th-level arcane spells. OR
Spellcraft 24 ranks, Knowledge (religion) 24 ranks, ability to cast 9th-level
divine spells. OR Spellcraft 24 ranks, Knowledge (nature) 24 ranks, ability to
cast 9th-level divine spells.
Benefit: The character may develop
and cast epic spells. If the character
is an arcane spellcaster, he or she may cast a number of epic spells per day
equal to his or her ranks in Knowledge (arcana) divided by 10. If the character
is a divine spellcaster, he or she may cast a number of epic spells per day
equal to his or her ranks in Knowledge (religion) or Knowledge (nature) divided
by 10.
Special: If the character meets
more than one set of prerequisites, the limit on the number of spells he or she
may cast per day is cumulative.
EPIC
TOUGHNESS [EPIC]
Benefit: The character gains +30
hit points.
Special: A character can gain this
feat multiple times. Its effects stack.
EPIC
WEAPON FOCUS [EPIC]
Prerequisite: Weapon Focus in the
chosen weapon.
Benefit: Add a +2 bonus to all
attack rolls the character makes using the selected weapon.
Special: A character can gain this
feat multiple times. Its effects do not stack. Each time the character takes
the feat it applies to a different type of weapon.
EPIC
WEAPON SPECIALIZATION [EPIC]
Prerequisites: Epic Weapon Focus, Weapon
Focus, Weapon Specialization (all in the chosen weapon).
Benefit: Add +4 to all damage the
character deals using the selected weapon. If the weapon is a ranged weapon,
the damage bonus only applies if the target is within 30 feet.
Special: A character can gain this
feat multiple times. Its effects do not stack. Each time the character takes
the feat, it applies to a different type of weapon.
EPIC
WILL [EPIC]
Benefit: The character gains a +4
bonus on all Will saving throws.
EXCEPTIONAL
DEFLECTION [EPIC]
Prerequisites: Dex 21, Wis 19, Deflect
Arrows, Improved Unarmed Strike.
Benefit: The character can deflect
any ranged attacks (including spells that require ranged touch attacks) as if
they were arrows.
EXTENDED
LIFE SPAN [EPIC]
Benefit: Add one-half the maximum
result of the character’s race’s maximum age modifier to the character’s normal
middle age, old, and venerable age categories. Calculate the character’s
maximum age using the new venerable number. This feat can’t lower the character’s
current age category.
Special: A character can gain this
feat multiple times. Its effects stack.
FAMILIAR
SPELL [EPIC]
Prerequisite: Int 25 (if the
character’s spellcasting is controlled by Intelligence) or Cha 25 (if the
character’s spellcasting is controlled by Charisma).
Benefit: Choose one arcane spell
the character knows of 8th level or lower. The character’s familiar can now use
this spell once per day as a spell-like ability, at a caster level equal to the
character’s caster level. A character cannot bestow a spell to his or her
familiar if the spell normally has a material component cost of more than 1 gp
or an XP cost.
Special: A character can gain this
feat multiple times. Each time the character takes the feat, he or she can give
his or her familiar a different spell-like ability or another daily use of the
same spell-like ability.
FAST
HEALING [EPIC]
Prerequisite: Con 25.
Benefit: The character gains fast
healing 3, or the character’s existing fast healing increases by 3. This feat
does not stack with fast healing granted by magic items or nonpermanent magical
effects.
Special: This feat may be taken
multiple times. Its effects stack.
FINE
WILD SHAPE [WILD][EPIC]
Prerequisite: Ability to wild shape into
a Diminutive creature.
Benefit: The character can use his
or her wild shape to take the shape of a Fine animal.
Normal: Without this feat, a
character cannot wild shape into an animal smaller than Tiny size.
FORGE
EPIC RING [ITEM CREATION][EPIC]
Prerequisites: Forge Ring, Knowledge
(arcana) 35 ranks, Spellcraft 35 ranks.
Benefit: The character can forge
magic rings that exceed the normal limits for such items.
GARGANTUAN
WILD SHAPE [WILD][EPIC]
Prerequisite: Ability to wild shape into
a Huge animal.
Benefit: The character can use
your wild shape to take the shape of a Gargantuan animal.
Normal: Without this feat, a
character cannot wild shape into an animal greater than Huge size.
GREAT
CHARISMA [EPIC]
Benefit: The character’s Charisma
increases by 1 point.
Special: A character can gain this
feat multiple times. Its effects stack.
GREAT
CONSTITUTION [EPIC]
Benefit: The character’s
Constitution increases by 1 point.
Special: A character can gain this
feat multiple times. Its effects stack.
GREAT
DEXTERITY [EPIC]
Benefit: The character’s Dexterity
increases by 1 point.
Special: A character can gain this
feat multiple times. Its effects stack.
GREAT
INTELLIGENCE [EPIC]
Benefit: The character’s
Intelligence increases by 1 point.
Special: A character can gain this
feat multiple times. Its effects stack.
GREAT
SMITING [EPIC]
Prerequisites: Cha 25, smite ability
(from class feature or domain granted power).
Benefit: Whenever the character
makes a successful smite attack, add twice the appropriate level to damage
(rather than just the character’s level).
Special: A character may select
this feat multiple times. Its effects stack. Remember that two doublings equals
a tripling, and so forth.
GREAT
STRENGTH [EPIC]
Benefit: The character’s Strength
increases by 1 point.
Special: A character can gain this
feat multiple times. Its effects stack.
GREAT
WISDOM [EPIC]
Benefit: The character’s Wisdom
increases by 1 point.
Special: A character can gain this
feat multiple times. Its effects stack.
GROUP
INSPIRATION [EPIC]
Prerequisite: Perform 30 ranks, bardic
music class feature.
Benefit: The number of allies the
character can affect with his or her inspire competence or inspire greatness
bardic music ability doubles. When inspiring competence in multiple allies, the
character can choose different skills to inspire for different allies.
Special: A character can gain this
feat multiple times. Its effects stack. Remember that two doublings equals a
tripling, and so forth.
HINDERING
SONG [EPIC]
Prerequisite: Deafening Song, Perform
27 ranks, bardic music class feature.
Benefit: The character can use
song or poetics to hinder enemy spellcasters within a 30-foot spread from the
character. To successfully cast a spell within this area, a spellcaster must
make a Concentration check as if he or she were casting defensively, and all such
checks have a penalty equal to half the character’s level. The character can
choose to exclude any characters from this effect. The character may sing,
play, or recite a hindering song while taking other mundane actions, but not
magical ones (see the bard’s inspire courage ability for more details). The
character may keep up the hindering song for a maximum of 10 rounds. Using the
hindering song counts as one of the character’s uses of song or poetics for the
day.
HOLY
STRIKE [EPIC]
Prerequisites: Smite evil class feature,
any good alignment.
Benefit: Any weapon the character
wields is treated as a holy weapon (is good-aligned and deals an extra 2d6
points of damage against creatures of evil alignment).If the weapon already has
an alignment, this feat has no effect on the weapon.
IGNORE
MATERIAL COMPONENTS [EPIC]
Prerequisites: Eschew Materials,
Spellcraft 25 ranks, ability to cast 9th-level arcane or divine spells.
Benefit: The character may cast
spells without any material components. This feat does not affect the need for
a focus or divine focus.
IMPROVED
ALIGNMENT-BASED CASTING [EPIC]
Prerequisites: Access to domain of
Chaos, Evil, Good, or Law, alignment must match domain chosen, ability to cast
9th-level divine spells.
Benefit: Select an alignment-based
domain (Chaos, Evil, Good, or Law) to which the character has access. The
character casts spells with that alignment descriptor at +3 caster level.
Special: This benefit overrides
(does not stack with) the granted powers of the Chaos, Evil, Good, and Law
domains. A character may select this feat multiple times. Its effects do not
stack. Each time a character takes the feat, it applies to a different
alignment-based domain to which the character has access.
IMPROVED
ARROW OF DEATH [EPIC]
Prerequisites: Dex 19, Wis 19, Point
Blank Shot, Precise Shot, arrow of death class feature.
Benefit: Add +2 to the DC of the
character’s arrows of death. This feat may be taken multiple times. Its effects
stack.
IMPROVED
AURA OF COURAGE [EPIC]
Prerequisite: Cha 25, aura of courage
class ability.
Benefit: The character’s aura of
courage grants a +8 morale bonus on saving throws against fear effects.
IMPROVED
AURA OF DESPAIR [EPIC]
Prerequisite: Cha 25, aura of despair
class ability.
Benefit: The character’s aura of
despair causes a –4 morale penalty on all saving throws.
IMPROVED
COMBAT CASTING [EPIC]
Prerequisites: Combat Casting,
Concentration 25 ranks.
Benefit: The character doesn’t
incur attacks of opportunity for casting spells when threatened.
IMPROVED
COMBAT REFLEXES [EPIC]
Prerequisites: Dex 21, Combat Reflexes.
Benefit: There is no limit to the
number of attacks of opportunity the character can make in one round. (the
character still can’t make more than one attack of opportunity for a given
oppertunity.)
IMPROVED
DARKVISION [EPIC]
Prerequisite: Darkvision.
Benefit: The range of the
character’s darkvision doubles. This feat does not stack with darkvision
granted by magic items or nonpermanent magical effects.
Special: This feat may be taken
multiple times. Its effects stack. Remember that two doublings equals a
tripling, and so on.
IMPROVED
DEATH ATTACK [EPIC]
Prerequisites: Death attack class
feature, sneak attack +5d6.
Benefit: Add +2 to the DC of the
character’s death attack.
Special: This feat may be taken
multiple times. Its effects stack.
IMPROVED
ELEMENTAL WILD SHAPE [WILD][EPIC]
Prerequisites: Wis 25, ability to wild
shape into an elemental.
Benefit: The character’s ability
to wild shape into an elemental is expanded to include all elemental
creatures (not just air, earth, fire, and water elementals) of any size that
the character can take when using wild shape to become an animal. The
character gains all extraordinary and supernatural abilities of the elemental
whose form he or she takes.
Normal: Without this feat, a
character may only wild shape into a Small, Medium-size, or Large air,
earth, fire, or water elemental.
IMPROVED
FAVORED ENEMY [EPIC]
Prerequisite: Five or more favored
enemies.
Benefit: Add +1 to the bonus on
Bluff, Listen, Sense Motive, Spot, and Survival checks and damage rolls against
all the character’s favored enemies.
Special: This feat may be taken
multiple times. Its effects stack.
IMPROVED
HEIGHTEN SPELL [EPIC]
Prerequisites: Heighten Spell,
Spellcraft 20 ranks.
Benefit: As Heighten Spell, but
there is no limit to the level to which the character can heighten the spell.
Normal: Without this feat, a
spell can only be heightened to a maximum of 9th level.
IMPROVED
KI STRIKE [EPIC]
Prerequisites: Wis 21, Ki strike
(adamantine).
Benefit: The character’s unarmed
strikes are treated as epic magic weapons for the purposes of damage reduction.
IMPROVED
LOW-LIGHT VISION [EPIC]
Prerequisite: Low-light vision.
Benefit: The range of the
character’s low-light vision doubles. This feat does not stack with low-light
vision granted by magic items or nonpermanent magical effects.
Special: This feat may be taken
multiple times. Its effects stack. Remember that two doublings equals a
tripling, and so on.
IMPROVED MANIFESTATION [EPIC, PSIONIC]
You increase your
power point reserve.
Prerequisites: Character level 21st, ability to manifest
powers of the normal maximum power level in at least one psionic class.
Benefit: When you select this feat, you gain 19
power points.
Special: You can gain this feat multiple times.
Each time you do so, you gain an additional number of power points
equal to your previous benefit +2.
IMPROVED
MANYSHOT [EPIC]
Prerequisites: Dex 19, base attack bonus
+21, Many-shot, Point Blank Shot, Rapid Shot
Benefits:
As Manyshot, but the number of arrows the character can fire is limited only by
his or her base attack bonus (two arrows, plus one arrow for every 5 points of
base attack bonus above +6).
Special: Regardless of the number
of arrows the character fires, he or she only applies precision-based damage
(such as sneak attack damage or the ranger’s favored enemy bonus) once. If the
character scores a critical hit, only one of the arrows deals critical damage
(character’s choice); all others deal normal damage.
Normal: With the Manyshot feat,
the character is limited to a maximum of four arrows fired (when the
character’s base attack bonus is +16 or higher).
IMPROVED
METAMAGIC [EPIC]
Prerequisites: Four metamagic feats,
Spellcraft 30 ranks.
Benefit: The spell slot modifier
of all the character’s metamagic feats is reduced by one level, to a minimum of
+1. This feat has no effect on metamagic feats whose spell slot modifier is +1
or less.
Special: A character can gain this
feat multiple times. The effects stack, though a character can’t reduce any
metamagic feat’s spell slot modifier to less than +1.
IMPROVED METAPSIONICS [EPIC, PSIONIC]
You can manifest
powers using metapsionic feats more easily than normal.
Prerequisites: Character level 21st, four metapsionic
feats, Psicraft 30 ranks.
Benefit: Metapsionic powers you manifest cost 2
power points less than normal (to a minimum of 1 power point).
This feat has no
effect on metapsionic powers that inflate the cost by only 2 power points.
Special: You can gain this feat multiple times. The
effects stack, though you can’t lower the cost of any metapsionic
power to less than
1 power point.
IMPROVED
SNEAK ATTACK [EPIC]
Prerequisite: Sneak attack +8d6.
Benefit: Add +1d6 to the
character’s sneak attack damage.
Special: This feat may be taken
multiple times. Its effects stack.
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.
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).
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.
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.
|
——————————————— 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.
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.