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Epic Level Feats

The Epic Level Handbook is a V3.0 rulebook. Therefore, not all of the feats in it make sense as written in the V3.5 rules. This document will list all of the feats and attempt to come up with a Feat Point cost for them, that is compatible with Sean K. Reynold's Feat Point System.

Sean's Feat Point system is based on feats from the Player's Handbook. A feat that is "correctly" priced in that rulebook is worth 10 Feat Points. Here are his set of "benchmark feats that are worth that many points:

  • Weapon Focus: +1 to Attack
  • Weapon Specialization: +2 to Damage
  • Skill Focus: +3 to one skill
  • Iron Will: +2 to a single save
  • 5 HP Toughness: +5 HP
  • Power Attack: Trade BAB for something else
  • Scribe Scroll: Item creation that is not level limited, doesn't use an item slot, and can always be used by you

And here are his set of "catch phrases" for describing substandard feats:

4 So crappy it's only useful in situations where the DM has set up an encounter to screw with you for not having it. Spell Mastery, Eschew Materials
5 Very weak for the cost or useful only in rare circumstances. Endurance, some metamagic
6 Can be useful only if you set up the circumstances for its activation. Far Shot, Great Cleave, Trample
7 Useful, but not terribly so. Combat Reflexes
8   Combat Casting
9   Alertness
10 Just right. Weapon Focus, Iron Will, Weapon Specialization, Scribe Scroll

Some epic feats are substandard and should be similarly cheap, some are the exact equivalent of a non-epic feat and therefore should cost the same, but many of them are substantially more powerful than normal non-epic feats. For this reason, in our campaigns, starting at Character Level 19, characters accrue Feat Points at twice the rate - 6 2/3 Feat Points per level, rather than 3 1/3 Feat Points per level - so that they can afford to buy a 20 point epic feat every three levels starting at CL 21, rather than a "mere" 10 point non-epic feat.


The following V3.0 epic feats no longer make sense in V3.5

Plant Wild Shape [Wild][Epic]

Prerequisites: Knowledge (nature) 24 ranks, wild shape 4/day.
Benefit: You can use your normal wild shape ability to take the form of a plant. The size limitation is the same as your limitation on animal size.

(In V3.5, any Druid 12 can wild shape into a plant.)

Rapid Inspiration [Epic]

Prerequisites: Perform 25 ranks, bardic music class feature.
Benefit: You can use any of your bardic music inspiration abilities as a standard action. The inspiration takes effect immediately after you conclude the action.

(In V3.0, bardic music was a full round action that took effect at the beginning of the bard's next turn. V3.5 changed it to be a standard action, exactly as granted by this feat.)


Epic Versions of non-Epic Feats
Feat Name Point Cost Type Benefit
Rationale for Feat Point assignment
Energy Resistance 12 Epic Add resist 10 to one type of energy
Double the effect of Improved Energy Resistance, a 6-point feat.
Epic Fortitude 20 Epic You gain a +4 bonus on all Fortitude saving throws.
Double the effect of Great Fortitude, a 10-point feat.
Epic Reflexes 20 Epic You gain a +4 bonus on all Reflex saving throws.
Double the effect of Lightning Reflexes, a 10-point feat.
Epic Spell Focus 7 Epic Add +1 to Difficulty Class for a single school of magic
Identical effect to Spell Focus and Greater Spell Focus.
Epic Spell Penetration 7 Epic Add +2 to Caster Level check to penetrate Spell Resistance
Identical effect to Spell Penetration and Greater Spell Penetration.
Epic Weapon Focus 20 Epic Add +2 to Attack for chosen weapon group
Double the power of Weapon Focus, a 10-point feat.
Epic Weapon Specialization 20 Epic Add +4 to Damage for chosen weapon group
Double the power of Weapon Specialization, a 10-point feat.
Epic Will 20 Epic You gain a +4 bonus on all Will saving throws.
Double the effect of Iron Will, a 10-point feat.
Superior Initiative 8 Epic Gain +4 to initiative.
Same benefit and cost as Improved Initiative.

Energy Resistance [Epic]

Benefit: Choose a type of energy (acid, cold, electricity, fire, or sonic). You gain resistance 10 to that type of energy, or your 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: You can gain this feat multiple times. If the same type of energy is chosen, the effects stack.

Epic Fortitude [Epic]

Benefit: You gain a +4 bonus on all Fortitude saving throws.

Epic Reflexes [Epic]

Benefit: You gain a +4 bonus on all Reflex saving throws.

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 you select to focus on. This stacks with the bonuses from Spell Focus and Greater Spell Focus.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different school of magic.

Epic Spell Penetration [Epic]

Prerequisites: Greater Spell Penetration, Spell Penetration.
Benefit: You get 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 Weapon Focus [Epic]

Prerequisites: Weapon Focus and Greater Weapon Focus in the chosen weapon.
Benefit: Add a +2 bonus to all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take 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 you deal using the selected weapon. If the weapon is a ranged weapon, the damage bonus only applies if the target is within 30 feet.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different type of weapon.

Epic Will [Epic]

Benefit: You gain a +4 bonus on all Will saving throws.

Superior Initiative [Epic]

Prerequisites: Improved Initiative.
Benefit: You get a +8 bonus on initiative checks. This bonus overlaps (does not stack with) the bonus from Improved Initiative.


Epic Endurance [Epic]

Prerequisites: Con 25, Endurance.
Benefit: Whenever you make a check for performing a physical action that extends over a period of time, you get a +10 bonus on the check.

Epic Toughness [Epic]

Benefit: You gain +30 hit points.
Special: You can gain this feat multiple times. Its effects stack.

Epic Skill Focus [Epic]

Prerequisites: 20 ranks in the skill selected.
Benefit: You gain a +10 bonus on all skill checks with that skill.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different skill.


Epic General Feats
Feat Name Point Cost Type Benefit
Rationale for Feat Point assignment
Extended Lifespan 5 Epic Delay onset of middle, old, and venerable age categories.
Player characters tend to retire before being affected by aging.
Great Charisma 15 Epic Add +1 to Charisma
This is how we priced "Sif's Boon".
Great Charisma 15 Epic Add +1 to Charisma
This is how we priced "Sif's Boon".
Great Constitution 15 Epic Add +1 to Constitution
This is how we priced "Sif's Boon".
Great Intelligence 15 Epic Add +1 to Intelligence
This is how we priced "Sif's Boon".
Great Strength 15 Epic Add +1 to Strength
This is how we priced "Sif's Boon".
Great Wisdom 15 Epic Add +1 to Wisdom
This is how we priced "Sif's Boon".

Extended Life Span [Epic]

Benefit: Add one-half the maximum result of your race's maximum age modifier to your normal middle age, old, and venerable age categories. Calculate your maximum age using the new venerable number. This feat can't lower your current age category.
Special: You can gain this feat multiple times. Its effects stack.

Great Charisma [Epic]

Benefit: Your Charisma increases by 1 point.
Special: You can gain this feat multiple times. Its effects stack.

Great Constitution [Epic]

Benefit: Your Constitution increases by 1 point.
Special: You can gain this feat multiple times. Its effects stack.

Great Dexterity [Epic]

Benefit: Your Dexterity increases by 1 point.
Special: You can gain this feat multiple times. Its effects stack.

Great Intelligence [Epic]

Benefit: Your Intelligence increases by 1 point.
Special: You can gain this feat multiple times. Its effects stack.

Great Strength [Epic]

Benefit: Your Strength increases by 1 point.
Special: You can gain this feat multiple times. Its effects stack.

Great Wisdom [Epic]

Benefit: Your Wisdom increases by 1 point.
Special: You can gain this feat multiple times. Its effects stack.


Additional Magic Item Space [Epic]

Benefit: Choose one type of magic item that has a limit on the number you can simultaneously wear and gain its benefit. You can now wear one more magic item of this type and also gain its benefit.
Normal: Without this feat, you are 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: You can gain this feat multiple times. Each time you take the feat, it applies to a new type of wearable magic item.

Armor Skin [Epic]

Benefit: You gain a +1 natural armor bonus to Armor Class, or your existing natural armor bonus increases by 1.
Special: You 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, you 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.

Blinding Speed [Epic]

Prerequisites: Dex 25.
Benefit: You 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: You can gain this feat multiple times. Each time you take the feat, it grants an additional 5 rounds of haste per day.

Damage Reduction [Epic]

Prerequisites: Con 21.
Benefit: You gain 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: You can gain this feat multiple times. Each time you gain the feat, your damage reduction increases by 3.

Epic Leadership [Epic]

Prerequisites: Cha 25, Leadership, Leadership score 25.
Benefit: You attract a cohort and followers as shown on Table: Epic Leadership. In all other ways Epic Leadership functions as the Leadership feat. Table: Example Special Epic Cohorts presents some creatures that make good cohorts for epic characters.
Normal: The Leadership feat provides no benefit for leadership scores beyond 25.

Epic Leadership
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 +½* +100**

Leadership Score: Your Leadership score equals your level plus any Charisma modifier. Outside factors can affect a character's Leadership score, as detailed in the Leadership feat.
Cohort Level: You can attract a cohort of up to this level. Regardless of your Leadership score, you can't recruit a cohort of your level or higher.
Number of Followers by Level: You 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.
†You can command one-tenth as many 2nd-level followers as 1st-level followers. You 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). You can't have a follower of higher than 20th level.

Example Special Epic Cohorts
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 Reputation [Epic]

Benefit: You gain a +4 bonus on Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks.

Epic Speed [Epic]

Prerequisites: Dex 21, Run.
Benefit: Your 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 you are wearing medium armor, light armor, or no armor.

Fast Healing [Epic]

Prerequisites: Con 25.
Benefit: You gain fast healing 3, or your existing fast healing increases by 3. This feat does not stack with fast healing granted by magic items or nonpermanent magical effects.
Special: You can gain this feat multiple times. Its effects stack.

Improved Darkvision [Epic]

Prerequisites: Darkvision.
Benefit: The range of your darkvision doubles. This feat does not stack with darkvision granted by magic items or nonpermanent magical effects.
Special: You can gain this feat multiple times. Its effects stack. Remember that two doublings equals a tripling, and so on.

Improved Low-Light Vision [Epic]

Prerequisites: Low-light vision.
Benefit: The range of your low-light vision doubles. This feat does not stack with low-light vision granted by magic items or nonpermanent magical effects.
Special: You can gain this feat multiple times. Its effects stack. Remember that two doublings equals a tripling, and so on.

Improved Spell Resistance [Epic]

Prerequisites: Must have spell resistance from a feat, class feature, or other permanent effect.
Benefit: Your spell resistance increases by +2.
Special: You can gain this feat multiple times. Its effects stack.

Legendary Climber [Epic]

Prerequisites: Dex 21, Balance 12 ranks, Climb 24 ranks.
Benefit: You can ignore any check penalties applied for accelerated climbing or rapid climbing.
Normal: Without this feat, you take a -5 penalty on Climb checks when attempting to cover your full speed in climbing distance in a round, or a -20 penalty when attempting to cover twice your 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 you can lead by 10. This has no effect on cohorts.

Legendary Leaper [Epic]

Prerequisites: Jump 24 ranks.
Benefit: You need only move 5 feet in a straight line to make a running jump.
Normal: Without this feat, you must move at least 20 feet in a straight line before attempting a running jump.

Legendary Rider [Epic]

Prerequisites: Ride 24 ranks.
Benefit: You don't take a penalty on Ride checks when riding a mount without a saddle (bareback). You never need 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, you take 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: You 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]

Prerequisites: Str 21, Dex 21, Improved Unarmed Strike, Escape Artist 15 ranks.
Benefit: You gain a +10 bonus on all grapple checks.

Perfect Health [Epic]

Prerequisites: Con 25, Great Fortitude.
Benefit: You are immune to all nonmagical diseases, as well as to all poisons whose Fortitude save DC is 25 or less.

Polyglot [Epic]

Prerequisites: Int 25, Speak Language (five languages).
Benefit: You can speak all languages. If you are literate, you can also read and write all languages (not including magical script).

Self-Concealment [Epic]

Prerequisites: Dex 30, Hide 30 ranks, Tumble 30 ranks, improved evasion.
Benefit: Attacks against you have a 10% miss chance, similar to the effect of concealment. You lose this benefit whenever you would lose your Dexterity bonus to AC.
Special: You can gain this feat 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.


Epic Combat Feats
Feat Name Point Cost Type Benefit
Rationale for Feat Point assignment
Devastating Critical 15 Epic Force a save-or-die roll on a critical.
Criticals are not that common, but this is a massive benefit.
Exceptional Deflection 15 Epic You can deflect any ranged attack.
Reflecting ray spells is a massive benefit.
Infinite Deflection 6 Epic You can reflect any number of arrows per round.
Compare to Deflect Arrows at 6 Feat Points. Removes limitation on number of deflections, but only applies to 2nd and subsequent incoming arrow.
Overwhelming Critical 7 Epic An extra +1d6 damage on a critical.
Extra damage in an uncommon situation.
Reflect Arrows 7 Epic When you deflect an incoming arrow, you can make an attack roll to reflect it back at its source.
Compare to Combat Reflexes: you gain an extra attack, but only in rare circumstances.
Spellcasting Harrier 7 Epic You get an attack of opportunity at +4 against an adjacent defensive spellcaster.
Compare to Close-Quarter Fighting which also allows an attack of opportunity when one is not normally allowed and also improves grapple check.
Two-Weapon Rend 15 Epic If you hit a foe with two weapons in the same round, do additional damage.
Complicated mathematical analysis
Uncanny Accuracy 7 Epic Ranged attacks ignore missed chance from total concealment.
Negates an uncommon combat penalty.

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 you score a critical hit with the chosen weapon, the target must make a Fortitude save (DC 10 + ½ your level + your Strength modifier) or die instantly. (Creatures immune to critical hits can't be affected by this feat.)
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different type of weapon.

Exceptional Deflection [Epic]

Prerequisites: Dex 21, Wis 19, Deflect Arrows, Improved Unarmed Strike.
Benefit: You can deflect any ranged attacks (including spells that require ranged touch attacks) as if they were arrows.

Infinite Deflection [Epic]

Prerequisites: Dex 25, Combat Reflexes, Deflect Arrows, Improved Unarmed Strike.
Benefit: You may perform any number of deflections each round, as the Deflect Arrows feat.

Overwhelming Critical [Epic]

Prerequisites: Str 23, Cleave, Great Cleave, Improved Critical (chosen weapon), Power Attack, Weapon Focus (chosen weapon).
Benefit: When using the weapon you have selected, you deal an extra 1d6 points of bonus damage on a successful critical hit. If the weapon's critical multiplier is ×3, add +2d6 points of bonus damage instead, and if the multiplier is ×4, add +3d6 points of bonus damage instead. Creatures immune to critical hits can't be affected by this feat.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a different type of weapon.

Reflect Arrows [Epic]

Prerequisites: Dex 25, Deflect Arrows, Improved Unarmed Strike.
Benefit: When you deflect an arrow or other ranged attack, the attack is reflected back upon the attacker at your base ranged attack bonus.

Spellcasting Harrier [Epic]

Prerequisites: Combat Reflexes.
Benefit: Any spellcaster you threaten in melee provokes an attack of opportunity if he or she tries to cast defensively. You get a +4 bonus on this attack roll.

Two-Weapon Rend [Epic]

Prerequisites: Dex 15, base attack bonus +9, Improved Two-Weapon Fighting, Two-Weapon Fighting.
Benefit: If you hit an opponent with a weapon in each hand in the same round, you may automatically rend the opponent. This deals additional damage equal to the base damage of the smaller weapon plus 1 ½ times your Strength modifier. Base weapon damage includes an enhancement bonus on damage, if any. You can only rend once per round, regardless of how many successful attacks you make.

Uncanny Accuracy [Epic]

Prerequisites: Dex 21, base attack bonus +11, Point Blank Shot, Precise Shot, Improved Precise Shot, Spot 20 ranks.
Benefit: Your ranged attacks ignore the miss chance granted to targets by total concealment. You must aim your attacks at the correct square to take advantage of this feat.
Normal: Without this feat, you 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.


Combat Archery [Epic]

Prerequisites: Dodge, Mobility, Point Blank Shot.
Benefit: You do not incur any attacks of opportunity for firing a bow when threatened.
Normal: Without this feat, you incur an attack of opportunity from all opponents who threaten you whenever you use a bow.

Dire Charge [Epic]

Prerequisites: Improved Initiative.
Benefit: If you charge a foe during the first round of combat (or the surprise round, if you are allowed to act in it), you can make a full attack against the opponent charged.
Normal: Without this feat, you 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: You may throw or fire a ranged weapon at any target within line of sight, with no penalty for range.

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 you have designated as the object of your dodge, you may automatically avoid all damage from the attack.

Epic Prowess [Epic]

Benefit: Gain a +1 bonus on all attacks.
Special: You can gain this feat multiple times. Its effects stack.

Improved Combat Reflexes [Epic]

Prerequisites: Dex 21, Combat Reflexes.
Benefit: There is no limit to the number of attacks of opportunity you can make in one round. (you still can't make more than one attack of opportunity for a given opportunity.)

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 you can fire is limited only by your 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 you fire, you only apply precision-based damage (such as sneak attack damage or the ranger's favored enemy bonus) once. If you score a critical hit, only one of the arrows deals critical damage (your choice); all others deal normal damage.
Normal: With the Manyshot feat, you are limited to a maximum of four arrows fired (when your base attack bonus is +16 or higher).

Improved Stunning Fist [Epic]

Prerequisites: Dex 19, Wis 19, Improved Unarmed Strike, Stunning Fist.
Benefit: Add +2 to the DC of your stunning attack.
Special: You can gain this feat 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, you can make one melee attack for every five points of your base attack bonus (including epic attack bonus, round fractions down).

You 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 your next turn) suffer a -4 penalty.

When using the Improved Whirlwind feat, you also forfeit 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, you 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 you can take a 5-foot step between any two of the attacks.

Instant Reload [Epic]

Prerequisites: Quick Draw, Rapid Reload, Weapon Focus (crossbow type to be selected).
Benefit: You may fire the selected type of crossbow at your full normal attack rate. Reloading the crossbow does not provoke attacks of opportunity.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different type of crossbow.

Multiweapon Rend [Epic]

Prerequisites: Dex 15, base attack bonus +9, three or more hands, Multiweapon Fighting.
Benefit: If you hit an opponent with two or more weapons (wielded in different hands) in the same round, you may automatically rend the opponent. This rending deals additional damage equal to the base damage of the smallest weapon that hit plus 1 ½ times your Strength modifier. You can only rend once per round, regardless of how many successful attacks you make.
Special: This feat replaces the Two-Weapon Rend feat for creatures with more than two arms.

Penetrate Damage Reduction [Epic]

Select a special material, such as adamantine.

Benefit: Your 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 you strike. None of the other special properties of special materials are gained by your melee weapons.
Special: You can gain this feat multiple times. Each time the feat is selected you select a different special material. Your melee attacks are treated as being crafted of all chosen materials for the purposes of bypassing damage reduction.

Perfect Multiweapon Fighting [Epic]

Prerequisites: Dex 25, three or more hands, Greater Multiweapon Fighting, Multiweapon Fighting.
Benefit: You can make as many attacks with each extra weapon as with your primary weapon, using the same base attack bonus. You still take the normal penalties for fighting with two weapons.
Normal: Without this feat, you can make only one attack per round with each extra weapon (or two attacks per round with each weapon if you have Multiweapon Fighting, or three attacks per round with each extra weapon if you have 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: You can make as many attacks with your off-hand weapon as with your primary weapon, using the same base attack bonus. You still take the normal penalties for fighting with two weapons.
Normal: Without this feat, you can only get a single attack with an off-hand weapon (or two attacks with an off-hand weapon if you have Improved Two-Weapon Fighting, or three attacks with an off-hand weapon if you have Greater Two-Weapon Fighting).

Righteous Strike [Epic]

Prerequisites: Wis 19, Improved Unarmed Strike, Stunning Fist, any lawful alignment.
Benefit: Your 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.

Storm Of Throws [Epic]

Prerequisites: Dex 23, Point Blank Shot, Quick Draw, Rapid Shot.
Benefit: As a full-round action, you may throw a light weapon at your full base attack bonus at each opponent within 30 feet. All light weapons thrown need not be the same type.

Swarm Of Arrows [Epic]

Prerequisites: Dex 23, Point Blank Shot, Rapid Shot, Weapon Focus (type of bow used).
Benefit: As a full-round action, you may fire an arrow at your full base attack bonus at each opponent within 30 feet.


Epic Spellcasting Feats
Feat Name Point Cost Type Benefit
Rationale for Feat Point assignment
Epic Spellcasting 15 Epic You can develop and cast epic spells.
Adds an epic power, but epic spells are obscenely expensive in both gp and xp to develop.
Ignore Material Components 9 Epic Ignore all material components when casting spells.
Compare to Eschew Materials. This is better, since there is no gp limit, but epic characters are rich.

Epic Spellcasting [Epic]

Prerequisites: 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: You may develop and cast epic spells. If you are an arcane spellcaster, you may cast a number of epic spells per day equal to your ranks in Knowledge (arcana) divided by 10. If you are a divine spellcaster, you may cast a number of epic spells per day equal to your ranks in Knowledge (religion) or Knowledge (nature) divided by 10.
Special: If you meet more than one set of prerequisites, the limit on the number of spells you may cast per day is cumulative.

Ignore Material Components [Epic]

Prerequisites: Eschew Materials, Spellcraft 25 ranks, ability to cast 9th-level arcane or divine spells.
Benefit: You may cast spells without any material components. This feat does not affect the need for a focus or divine focus.


Automatic Quicken Spell [Epic]

Prerequisites: Quicken Spell, Spellcraft 30 ranks, ability to cast 9th-level arcane or divine spells.
Benefit: You 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 you may cast per round applies. Spells with a casting time of more than 1 full round can't be quickened.
Special: You can gain this feat multiple times. Each time you take the feat, the spells of your 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: You may cast all 0-, 1st-, 2nd-, and 3rd-level spells as silent spells without using higher-level spell slots.
Special: You can gain this feat multiple times. Each time you take the feat, the spells of your 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: You may cast all 0-, 1st-, 2nd-, and 3rd-level spells as stilled spells without using higher-level spell slots.
Special: You can gain this feat multiple times. Each time you take the feat, the spells of your 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.

Familiar Spell [Epic]

Prerequisites: Int 25 (if your spellcasting is controlled by Intelligence) or Cha 25 (if your spellcasting is controlled by Charisma).
Benefit: Choose one arcane spell you know of 8th level or lower. Your familiar can now use this spell once per day as a spell-like ability, at a caster level equal to your caster level. Your cannot bestow a spell to your familiar if the spell normally has a material component cost of more than 1 gp or an XP cost.
Special: You can gain this feat multiple times. Each time you take the feat, you can give your familiar a different spell-like ability or another daily use of the same spell-like ability.

Improved Combat Casting [Epic]

Prerequisites: Combat Casting, Concentration 25 ranks.
Benefit: You don't incur attacks of opportunity for casting spells when threatened.

Improved Metamagic [Epic]

Prerequisites: Four metamagic feats, Spellcraft 30 ranks.
Benefit: The spell slot modifier of all your 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: You can gain this feat multiple times. The effects stack, though you can't reduce any metamagic feat's spell slot modifier to less than +1.

Improved Spell Capacity [Epic]

Prerequisites: Ability to cast spells of the normal maximum spell level in at least one spellcasting class.
Benefit: When you select this feat, you gain one spell slot per day of any level up to one level higher than the highest-level spell you can already cast in a particular class. You must still have the requisite ability score (10 + spell level) in order to cast any spell stored in this slot. If you have a high enough ability modifier to gain one or more bonus spells for this spell level, you also gain the bonus spells for this spell level. You must use the spell slot as a member of the class in which you can already cast spells of the normal maximum spell level.
Special: You can gain this feat multiple times.

Spell Slots Above 9th Level

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.

Expanded Ability Modifiers and Bonus Spells
Score Modifier Spells per Day
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...

Master Staff [Epic]

Prerequisites: Craft Staff, Spellcraft 15 ranks.
Benefit: When you activate a staff, you can substitute a spell slot instead of using a charge. The spell slot must be one you have not used for the day, though you may lose a prepared spell to emulate a staff charge (you may not lose prepared spells from your 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. You cannot emulate a charge for a staff function that does not match a specific spell.

Master Wand [Epic]

Prerequisites: Craft Wand, Spellcraft 15 ranks.
Benefit: When you activate a wand, you can substitute a spell slot instead of using a charge. The spell slot must be one you have not used for the day, though you may lose a prepared spell to emulate a wand charge (you may not lose prepared spells from your 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.

Multispell [Epic]

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

Permanent Emanation [Epic]

Prerequisites: Spellcraft 25 ranks, ability to cast the spell to be made permanent.
Benefit: Designate any one of your spells whose area is an emanation centered on you. This spell's effect is permanent (though you can dismiss or restart it as a free action). Effects that would normally dispel this spell instead suppress it for 2d4 rounds.
Special: You can gain this feat multiple times. Each time, select a different spell to become permanent.

Spell Knowledge [Epic]

Prerequisites: Ability to cast spells of the maximum normal spell level of an arcane spellcasting class.
Benefit: You learn two new arcane spells of any level up to the maximum level you can cast. This feat does not grant any additional spell slots.
Special: You can gain this feat multiple times.

Spell Opportunity [Epic]

Prerequisites: Combat Casting, Combat Reflexes, Quicken Spell, Spellcraft 25 ranks.
Benefit: Whenever you are allowed an attack of opportunity, you may cast (and attack with) a touch spell as your attack of opportunity. This incurs attacks of opportunity just as if you had cast the spell normally.
Normal: Without this feat, you 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 you have, or a spell you can cast. You are attuned to the magic you choose. If another spellcaster within 300 feet of you uses this magic, you also immediately gain the magic's effect as if it had been used on you by the same caster. You must have direct line of effect to the spellcaster in order to gain the benefit of the attuned magic (though you do not have to know the spellcaster is present, and you can be flat-footed). The magic's duration, effect, and other specifics are determined by its original caster's level.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a different spell or spell-like ability.

Spontaneous Spell [Epic]

Prerequisites: Spellcraft 25 ranks, ability to cast the maximum normal spell level of at least one spell-casting class.
Benefit: Select a spell you can cast. You 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: You can gain this feat multiple times. Each time you take this feat, it applies to a different spell.

Tenacious Magic [Epic]

Prerequisites: Spellcraft 15 ranks.
Benefit: Choose one spell you know or spell-like ability you possess. 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. You can dismiss your own spell or spell-like ability (if dismissible) or dispel your own tenacious magic normally.
Special: You can gain this feat multiple times. Each time you take this feat, it applies to a different spell or spell-like ability.


Epic Item Creation Feats
Feat Name Point Cost Type Benefit
Rationale for Feat Point assignment
Craft Epic Arms and Armor 10 Item Creation Can craft magical arms and armor that exceed the normal limits for such items.
Same cost as Craft Magic Arms and Armor.
Craft Epic Rod 7 Item Creation Can craft magical rods that exceed the normal limits for such items.
Same cost as Craft Rod.
Craft Epic Staff 9 Item Creation Can craft magical staves that exceed the normal limits for such items.
Same cost as Craft Staff.
Craft Epic Wondrous Item 10 Item Creation Can craft wondrous items that exceed the normal limits for such items.
Same cost as Craft Wondrous Item.
Efficient Item Creation(Feat) 10 Item Creation Can create items using the specified Item Creation Feat 10 times as fast.
I dunno.
Forge Epic Ring 7 Item Creation Can forge rings that exceed the normal limits for such items.
Same cost as Forge Ring.
Scribe Epic Scroll 10 Item Creation Can scribe scrolls that exceed the normal limits for such items.
Same cost as Scribe Scroll.

Craft Epic Magic Arms And Armor [Item Creation] [Epic]

Prerequisites: Craft Magic Arms and Armor, Knowledge (arcana) 28 ranks, Spellcraft 28 ranks.
Benefit: You 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: You 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: You 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: You can craft wondrous items that exceed the normal limits for such items.

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: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different item creation feat.

Forge Epic Ring [Item Creation][Epic]

Prerequisites: Forge Ring, Knowledge (arcana) 35 ranks, Spellcraft 35 ranks.
Benefit: You can forge magic rings that exceed the normal limits for such items.

Scribe Epic Scroll [Item Creation][Epic]

Prerequisites: Scribe Scroll, Knowledge (arcana) 24 ranks, Spellcraft 24 ranks.
Benefit: You can scribe scrolls that exceed the normal limits for such items. Even this feat does not allow you to scribe a scroll with an epic spell.


Epic Metamagic Feats
Feat Name Point Cost Type Benefit
Rationale for Feat Point assignment

Enhance Spell [Metamagic][Epic]

Prerequisites: Maximize Spell.
Benefit: The damage cap for your 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: You may gain this feat multiple times. Each time you select 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.

Improved Heighten Spell [Epic]

Prerequisites: Heighten Spell, Spellcraft 20 ranks.
Benefit: As Heighten Spell, but there is no limit to the level to which you can heighten the spell.
Normal: Without this feat, a spell can only be heightened to a maximum of 9th level.

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. You can't combine the effects of this feat with any other feat that affects the variable, numeric effects of a spell.


Epic Barbarian Feats
Feat Name Point Cost Type Benefit
Rationale for Feat Point assignment

Chaotic Rage [Epic]

Prerequisites: Rage 5/day, chaotic alignment.
Benefit: Any weapon you wield 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.

Incite Rage [Epic]

Prerequisites: Cha 25, greater rage class feature.
Benefit: When you enter a rage, you 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 you remain 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 you. This is otherwise identical with normal barbarian rage (including the fatigue at its end).
Special: This is a mind-affecting effect.

Mighty Rage [Epic]

Prerequisites: Str 21, Con 21, greater rage class feature, rage 5/day.
Benefit: When you rage, you gain a +8 bonus to Strength and Constitution and a +4 morale bonus on Will saves. (These bonuses replace the normal rage bonuses.)

Ruinous Rage [Epic]

Prerequisites: Str 25, Improved Sunder, Power Attack, rage 5/day.
Benefit: While in a rage, you ignore the hardness of any object you strike. Also, double your 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).

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 has 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.

Thundering Rage [Epic]

Prerequisites: Str 25, rage 5/day.
Benefit: Any weapon you wield while in a rage is treated as a thundering weapon. The DC of the Fortitude save to resist deafness is equal to 10 + ½ your level. This ability does not stack with similar abilities.


Epic Bard Feats
Feat Name Point Cost Type Benefit
Rationale for Feat Point assignment
Lasting Inspiration 10 Bard Bardic Music lasts 10 times as long after you stop singing.
Don't have to refresh music after 5 rounds of doing other actions. Applies to almost every usage of bardic music.

Lasting Inspiration [Epic]

Prerequisites: Perform 25 ranks, bardic music class feature.
Benefit: The effects of your bardic music inspiration abilities last for ten times as long as normal after you stop singing. This feat has no effect on inspiration abilities that have no duration after you stop singing.


Deafening Song [Epic]

Prerequisites: Perform 24 ranks, bardic music class feature.
Benefit: You can use song or poetics to temporarily deafen all enemies within a 30-foot spread. A successful Fortitude save (DC 10 + ½ your class level + the your Charisma modifier) negates the effect. The deafening effect lasts for as long as you continue the deafening song. You can choose to exclude any characters from this effect. You 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). You may keep up the deafening song for a maximum of 10 rounds. Using the deafening song counts as one of your uses of song or poetics for the day.

Epic Inspiration [Epic]

Prerequisites: Cha 25, Perform 30 ranks, bardic music class feature.
Benefit: All competence bonuses, dodge bonuses, and morale bonuses granted by your bardic music ability increase by +1. If you have the inspire greatness bardic music ability, it grants one additional bonus HD.
Special: You can gain this feat multiple times. Its effects stack.

Group Inspiration [Epic]

Prerequisites: Perform 30 ranks, bardic music class feature.
Benefit: The number of allies you can affect with your inspire competence or inspire greatness bardic music ability doubles. When inspiring competence in multiple allies, you can choose different skills to inspire for different allies.
Special: You can gain this feat multiple times. Its effects stack. Remember that two doublings equals a tripling, and so forth.

Hindering Song [Epic]

Prerequisites: Deafening Song, Perform 27 ranks, bardic music class feature.
Benefit: You can use song or poetics to hinder enemy spellcasters within a 30-foot spread centered on you. 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 your level. You can choose to exclude any characters from this effect. You 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). You may keep up the hindering song for a maximum of 10 rounds. Using the hindering song counts as one of your uses of song or poetics for the day.

Inspire Excellence [Epic]

Prerequisites: Perform 30 ranks, bardic music class feature.
Benefit: You can use song or poetics to grant a bonus to one ability score to your allies. To be affected, an ally must hear you sing for 1 full round. The effect lasts as long as you sing and for 5 rounds after you stop singing (or 5 rounds after the ally can no longer hear you). While singing, you can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), by spell trigger (such as wands), or by command word. Each ally to be inspired gains a +4 competence bonus to the same ability score, which you must choose before you begin inspiring. Inspire excellence is a supernatural, mind-affecting ability. Using the feat counts as one of your uses of song or poetics for the day.
Special: This feat is treated as a bardic music inspiration ability for purposes of feats that affect such abilities.

Music Of The Gods [Epic]

Prerequisites: Cha 25, Perform 30 ranks, bardic music class feature.
Benefit: Your 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.

Ranged Inspiration [Epic]

Prerequisites: 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 you to be affected by the ability, that requirement doesn't change regardless of any extended range your ability may have.)
Special: You can gain this feat multiple times. Its effects stack. Remember that two doublings equals a tripling, and so forth.

Reactive Countersong [Epic]

Prerequisites: Combat Reflexes, Perform 30 ranks, bardic music class feature.
Benefit: You can begin a countersong at any time, even when it isn't your turn (much like a wizard who has readied a counterspell action), though you don't have to ready an action to do so. You can't use Reactive Countersong at the same time you are using another bardic music ability (though you could stop the other bardic music ability to begin Reactive Countersong if so desired).
Normal: Without this feat, you can only use counter-song on your turn.


Epic Cleric Feats
Feat Name Point Cost Type Benefit
Rationale for Feat Point assignment

Bonus Domain [Epic]

Prerequisites: Wis 21, ability to cast 9th-level divine spells.
Benefit: Choose an additional domain from your deity's domain list. You now have access to that domain's spells and granted powers as normal for your domain spells and the domain's granted powers.
Special: You can gain this feat multiple times. Each time you take the feat, it applies to a different domain.

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 you have access. You cast 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. You may select this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different alignment-based domain to which you have access.

Negative Energy Burst [Divine][Epic]

Prerequisites: Cha 25, ability to rebuke or command undead, ability to cast inflict critical wounds, any evil alignment.
Benefit: You 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 + ½ your effective turning level + your Charisma modifier.

Planar Turning [Epic]

Prerequisites: Wis 25, Cha 25, ability to turn or rebuke undead.
Benefit: You 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 you can turn undead, you turn (or destroy) all evil outsiders and rebuke (or command) all nonevil outsiders. If you can rebuke undead, you rebuke (or command) all evil outsiders and turn (or destroy) all nonevil outsiders.

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 you is automatically affected as if you had turned it. This doesn't cost a turning attempt, and you don'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 your effective cleric level minus 10 (and automatically destroys undead with Hit Dice equal to or less than your effective cleric level minus 20). Just as with normal turning, you can't affect undead that have total cover relative to you.

Spectral Strike [Epic]

Prerequisites: Wis 19, ability to turn or rebuke undead.
Benefit: Your 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.

Spontaneous Domain Access [Epic]

Prerequisites: Wis 25, Spellcraft 30 ranks, ability to cast 9th-level divine spells.
Benefit: Select a domain you have access to. You 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: You can gain this feat multiple times. Each time you take this feat, it applies to a different domain.

Undead Mastery [Divine][Epic]

Prerequisites: Cha 21, ability to rebuke or command undead.
Benefit: You may command up to ten times your level in HD of undead.

Zone Of Animation [Divine][Epic]

Prerequisites: Cha 25, Undead Mastery, ability to rebuke or command undead.
Benefit: You can use a rebuke or command undead attempt to animate corpses within range of your rebuke or command attempt. You animate a total number of HD of undead equal to the number of undead that would be commanded by your result (though you can't animate more undead than there are available corpses within range). You can't animate more undead with any single attempt than the maximum number you can command (including any undead already under your command). These undead are automatically under your command, though your normal limit of commanded undead still applies. If the corpses are relatively fresh, the animated undead are zombies. Otherwise, they are skeletons.


Epic Druid ("Wild") Feats
Feat Name Point Cost Type Benefit
Rationale for Feat Point assignment
Colossal Wild Shape 10 Epic You can wild shape into a Colossal creature.
Useless without Dragon or Magical Beast Wild Shape.
Fine Wild Shape 8 Epic You can wild shape into a Fine creature.
Limited use.

Colossal Wild Shape [Wild][Epic]

Prerequisites: The ability to wild shape into a Gargantuan creature.
Benefit: You can use your wild shape to take the shape of a Colossal animal.
Normal: Without this feat, you cannot wild shape into an animal of greater than Huge size.

Fine Wild Shape [Wild][Epic]

Prerequisites: Ability to wild shape into a Diminutive creature.
Benefit: You can use your wild shape to take the shape of a Fine animal.
Normal: Without this feat, you cannot wild shape into an animal smaller than Tiny size.


Diminutive Wild Shape [Wild][Epic]

Prerequisites: Ability to wild shape into a Huge animal.
Benefit: You can use wild shape to take the shape of a Diminutive animal.
Normal: Without this feat, you cannot wild shape into an animal of smaller than Tiny size.

Dragon Wild Shape [Wild][Epic]

Prerequisites: Wis 30, Knowledge (nature) 30 ranks, wild shape 6/day.
Benefit: You 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 your limitation on animal size. You gain all extraordinary and supernatural abilities of the dragon whose form you take.

Gargantuan Wild Shape [Wild][Epic]

Prerequisites: Ability to wild shape into a Huge animal.
Benefit: You can use your wild shape to take the shape of a Gargantuan animal.
Normal: Without this feat, you cannot wild shape into an animal greater than Huge size.

Improved Elemental Wild Shape [Wild][Epic]

Prerequisites: Wis 25, ability to wild shape into an elemental.
Benefit: Your 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 you can take when using wild shape to become an animal. You gain all extraordinary and supernatural abilities of the elemental whose form you take.
Normal: Without this feat, you may only wild shape into a Small, Medium-size, or Large air, earth, fire, or water elemental.

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
  • Digester
  • 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: You can use your normal wild shape ability to take the form of a magical beast. The size limitation is the same as your limitation on animal size. You gain all supernatural abilities of the magical beast whose form you take.

Vermin Wild Shape [Wild][Epic]

Prerequisites: Knowledge (nature) 24 ranks, wild shape 6/day.
Benefit: You can use your normal wild shape ability to take the form of a vermin. The size limitation is the same as your limitation on animal size.


Epic Monk Feats
Feat Name Point Cost Type Benefit
Rationale for Feat Point assignment

Improved Ki Strike [Epic]

Prerequisites: Wis 21, Ki strike (adamantine).
Benefit: Your unarmed strikes are treated as epic magic weapons for the purposes of damage reduction.

Keen Strike [Epic]

Prerequisites: Str 23, Wis 23, Improved Critical (unarmed strike), Improved Unarmed Strike, Stunning Fist, ki strike (adamantine).
Benefit: Your unarmed strike has a critical threat range of 18-20 and deals slashing damage (at your 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 your unarmed strike's threat range.

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. You can't use Shattering Strike to escape bonds (unless you are so bound as to allow you to make an unarmed strike against your bindings).

Vorpal Strike [Epic]

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


Epic Psionic Feats
Feat Name Point Cost Type Benefit
Rationale for Feat Point assignment

Epic Expanded Knowledge [Epic, Psionic]

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 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.

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 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.

Power Knowledge [Epic, Psionic]

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]

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.


Epic Ranger Feats
Feat Name Point Cost Type Benefit
Rationale for Feat Point assignment

Bane Of Enemies [Epic]

Prerequisites: Survival 24 ranks, five or more favored enemies.
Benefit: Any weapon you wield against one of your 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.

Death Of Enemies [Epic]

Prerequisites: Bane of Enemies, Survival 30 ranks, five or more favored enemies.
Benefit: Any time you score a critical hit against one of your favored enemies, it must make a Fortitude save (DC 10 + ½ your ranger class level + your Wisdom modifier) or die instantly.
Special: Creatures immune to critical hits can't be affected by this feat.

Improved Favored Enemy [Epic]

Prerequisites: 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 your favored enemies.
Special: You can gain this feat multiple times. Its effects stack.


Epic Rogue Feats
Feat Name Point Cost Type Benefit
Rationale for Feat Point assignment
Sneak Attack of Opportunity 11 Epic Any attack of opportunity you take counts as a sneak attack.
Compare to Two-Weapon Rend which allows an extra attack for massive damage, but in more circumstances.

Sneak Attack Of Opportunity [Epic]

Prerequisites: Sneak attack +8d6, opportunist class feature.
Benefit: Any attack of opportunity you make is considered a sneak attack.


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, you 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, you may make a Reflex save instead to avoid the effect (evasion is not applicable).

Epic Trapfinding [Epic]

Prerequisites: Search 25 ranks, Spot 25 ranks, trapfinding class ability.
Benefit: If you pass within 5 feet of a trap, you are entitled to a Search check to notice it as if you were actively looking for it.

Improved Sneak Attack [Epic]

Prerequisites: Sneak attack +8d6.
Benefit: Add +1d6 to your sneak attack damage.
Special: You can gain this feat multiple times. Its effects stack.

Lingering Damage [Epic]

Prerequisites: Sneak attack +8d6, crippling strike class feature.
Benefit: Any time you deal damage with a sneak attack, that target takes damage equal to your sneak attack bonus damage on your next turn as well.

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.


Additional epic level feats, not yet categorized.

Bulwark Of Defense [Epic]

Prerequisites: Con 25, defensive stance 3/day.
Benefit: Your defensive stance bonuses increase to +4 Strength, +6 Constitution, +4 resistance bonus on all saves, and +6 dodge bonus to AC.

Great Smiting [Epic]

Prerequisites: Cha 25, smite ability (from class feature or domain granted power).
Benefit: Whenever you make a successful smite attack, add twice the appropriate level to damage (rather than just your level).
Special: You may select this feat multiple times. Its effects stack. Remember that two doublings equals a tripling, and so forth.

Holy Strike [Epic]

Prerequisites: Smite evil class feature, any good alignment.
Benefit: Any weapon you wield 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.

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 your arrows of death. This feat may be taken multiple times. Its effects stack.

Improved Aura Of Courage [Epic]

Prerequisites: Cha 25, aura of courage class ability.
Benefit: Your aura of courage grants a +8 morale bonus on saving throws against fear effects.

Improved Aura Of Despair [Epic]

Prerequisites: Cha 25, aura of despair class ability.
Benefit: Your aura of despair causes a -4 morale penalty on all saving throws.

Improved Death Attack [Epic]

Prerequisites: Death attack class feature, sneak attack +5d6.
Benefit: Add +2 to the DC of your death attack.
Special: You can gain this feat multiple times. Its effects stack.

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.

Unholy Strike [Epic]

Prerequisites: Smite good class feature, any evil alignment.
Benefit: Any weapon your wield 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.

Widen Aura Of Courage [Epic]

Prerequisites: Cha 25, aura of courage class ability.
Benefit: Your aura of courage extends to all allies within 100 feet of you.

Widen Aura Of Despair [Epic]

Prerequisites: Cha 25, aura of despair class ability.
Benefit: Your aura of despair extends to all enemies within 100 feet of you.


Nonepic General Feats

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

Greater Multiweapon Fighting [General]

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

Improved Flyby Attack [General]

Prerequisites: 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]

Prerequisites: 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.


Copyright © 2014 by Brianna Sollandry <brianna at hambo dot com> Ph'nglui mglw'nafh Cthulhu
R'lyeh wgah-nagl fhtagn.
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