Spiryt
2009-05-02, 10:12 AM
What title says.
It's always nice to have more feats to choose, and some epic feats are definetly not powerfull enough to be epic level only (especially compared to stuff from splatbooks).
I will post the list of epic feats that can easily be normal feats in my opinion.
I want to see what people think, and what should be the requirements of those feats - since must be epic dissapears, some certainly should have BaB or something like that as descrpition, and since they should be non epic, they're prerequisites should be lower.
ARMOR SKIN
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.
BANE OF ENEMIES
Prerequisites: Survival 18 ranks, four 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
Prerequisite: Dex 21.
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.
Comment : Maybe even more rounds per day? Seriously it's not at all powerful, Haste is 3rd spell, so there's plenty of potions etc.
DAMAGE REDUCTION
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
DEXTEROUS FORTITUDE [EPIC]
Prerequisites: Dex 19, 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 19, 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).
DIRE CHARGE
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. Comment: Not a bad way to get pounce, but since it's first round only it possibly could use something more, I'm not sure
EPIC DODGE
Prerequisites: Dex 19, Dodge, Tumble 15 ranks, evasion
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.
Comment: Not sure about prerequisites and effect, maybe make it even lower level feat but reduce it to half damage ?
EPIC FORTITUDE
Benefit: The character gains a +4 bonus on all Fortitude saving throws.
EPIC PROWESS
Benefit: Gain a +1 bonus on all attacks.
Special: A character can gain this feat multiple times. Its effects stack.
EPIC REFLEXES
Benefit: The character gains a +4 bonus on all Reflex saving throws.
EPIC WILL
Benefit: The character gains a +4 bonus on all Will saving throws.
Comment: Probably add Lightning reflex etc to prerequisites, and maybe reduce bonus, dunno
GREAT CHARISMA
Benefit: The character’s Charisma increases by 1 point.
Special: A character can gain this feat multiple times. Its effects stack.
The rest of "Great Abilities" feats
HOLY STRIKE
Prerequisites: Smite evil class feature, any good alignment BaB 14
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.
IMPROVED LOW-LIGHT VISION
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 STUNNING FIST
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.
OVERWHELMING CRITICAL
Prerequisites: Str 19, 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.
PERFECT HEALTH
Prerequisite: Con 19/B], 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.
TERRIFYING RAGE
Prerequisites: Intimidate 12 ranks, rage 3/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.
TWO-WEAPON REND
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.
[B]Comment: I believe it's already done by one of Complete books, but still
UNCANNY ACCURACY
Prerequisites: Dex 21, base attack bonus +11, Point Blank Shot, Precise Shot, Improved Precise Shot, Spot 12 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.
I didn't touch metamagic feats, as I'm not good at this, not very interested, and casters don't need any more stuff.:smalltongue:
It's always nice to have more feats to choose, and some epic feats are definetly not powerfull enough to be epic level only (especially compared to stuff from splatbooks).
I will post the list of epic feats that can easily be normal feats in my opinion.
I want to see what people think, and what should be the requirements of those feats - since must be epic dissapears, some certainly should have BaB or something like that as descrpition, and since they should be non epic, they're prerequisites should be lower.
ARMOR SKIN
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.
BANE OF ENEMIES
Prerequisites: Survival 18 ranks, four 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
Prerequisite: Dex 21.
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.
Comment : Maybe even more rounds per day? Seriously it's not at all powerful, Haste is 3rd spell, so there's plenty of potions etc.
DAMAGE REDUCTION
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
DEXTEROUS FORTITUDE [EPIC]
Prerequisites: Dex 19, 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 19, 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).
DIRE CHARGE
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. Comment: Not a bad way to get pounce, but since it's first round only it possibly could use something more, I'm not sure
EPIC DODGE
Prerequisites: Dex 19, Dodge, Tumble 15 ranks, evasion
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.
Comment: Not sure about prerequisites and effect, maybe make it even lower level feat but reduce it to half damage ?
EPIC FORTITUDE
Benefit: The character gains a +4 bonus on all Fortitude saving throws.
EPIC PROWESS
Benefit: Gain a +1 bonus on all attacks.
Special: A character can gain this feat multiple times. Its effects stack.
EPIC REFLEXES
Benefit: The character gains a +4 bonus on all Reflex saving throws.
EPIC WILL
Benefit: The character gains a +4 bonus on all Will saving throws.
Comment: Probably add Lightning reflex etc to prerequisites, and maybe reduce bonus, dunno
GREAT CHARISMA
Benefit: The character’s Charisma increases by 1 point.
Special: A character can gain this feat multiple times. Its effects stack.
The rest of "Great Abilities" feats
HOLY STRIKE
Prerequisites: Smite evil class feature, any good alignment BaB 14
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.
IMPROVED LOW-LIGHT VISION
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 STUNNING FIST
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.
OVERWHELMING CRITICAL
Prerequisites: Str 19, 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.
PERFECT HEALTH
Prerequisite: Con 19/B], 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.
TERRIFYING RAGE
Prerequisites: Intimidate 12 ranks, rage 3/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.
TWO-WEAPON REND
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.
[B]Comment: I believe it's already done by one of Complete books, but still
UNCANNY ACCURACY
Prerequisites: Dex 21, base attack bonus +11, Point Blank Shot, Precise Shot, Improved Precise Shot, Spot 12 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.
I didn't touch metamagic feats, as I'm not good at this, not very interested, and casters don't need any more stuff.:smalltongue: