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View Full Version : Feats [Pathfinder][Epic] (3.0 conversion) PEACH



BelGareth
2012-07-29, 12:55 AM
Found these on my computer and thought I would post them for some PEACH'ing and ease of reference for Epic PF players.

Some are repeated for the specific classes they belong to, most are 3.0 conversions from the EPH with a sprinkling of some homebrew.

Epic Wealth By Level

{table=head]Level|Wealth
1|0
2|1,000
3|3,000
4|6,000
5|10,500
6|16,000
7|23,500
8|33,000
9|46,000
10|62,000
11|82,000
12|108,000
13|140,000
14|185,000
15|240,000
16|315,000
17|410,000
18|530,000
19|685,000
20|880,000
21|1,130,000
22|1,435,000
23|1,802,500
24|2,234,000
25|2,734,500
26|3,306,250
27|3,949,250
28|4,673,500
29|5,499,000
30|6,433,250
[/table]
This table was insanely hard to come up with, the standard PF WBL has a bunch of pit falls and humps, so if it doesn't look like it makes sense...your right.


General Epic Feats

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 +3 natural armor bonus to Armor Class, or your existing natural armor bonus increases by +3.
Special: You can gain this feat multiple times. Its effects stack.

Blinding Speed [Epic]
Prerequisite: Dex 26, Improved Initiative.
Benefit: You can act as if hasted for as many rounds each day equal to your class level / 2. The duration of the effect need not be consecutive rounds. Activating this power is a free action.
Special: This is considered an Extraordinary ability and thus can be activated and used inside a anitmagic zone.

Damage Reduction [Epic]
Prerequisite: 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 Dodge [Epic]
Prerequisites: Dex 25, Dodge, Acrobatics 27 ranks, improved evasion.
Benefit: Once per round, when struck by an attack you may automatically avoid all damage from the attack.
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 Leadership [Epic]
Prerequisites: Cha 25, Leadership.
Benefit: You attract a cohort and followers as shown 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.

Epic Reflexes [Epic]
Benefit: You gain a +4 bonus on all Reflex saving throws.

Epic Reputation [Epic]
Benefit:[b] You gain a +10 bonus on Bluff, Diplomacy, Intimidate, and Perform checks.

[b]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.

Epic Toughness [Epic]
Benefit: You gain +3 hit points per level.
Special: You can gain this feat multiple times. Its effects stack.

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

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.

Fast Healing [Epic]
Prerequisite: Con 25.
Benefit: You gain fast healing 5, or your existing fast healing increases by 5. 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.

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.

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 Darkvision [Epic]
Prerequisite: Darkvision.
Benefit: The range of your darkvision quadruples. This feat does not stack with darkvision granted by magic items or nonpermanent magical effects.

Improved Low-Light Vision [Epic]
Prerequisite: Low-light vision.
Benefit: The range of your low-light vision quadruples. This feat does not stack with low-light vision granted by magic items or nonpermanent magical effects.

Improved Spell Resistance [Epic]
Prerequisite: 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 Commander [Epic]
Prerequisites: Cha 25, Epic Leadership, Leadership, Diplomacy 27 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 Tracker [Epic]
Prerequisites: Wis 25, Knowledge (nature) 27 ranks, Survival 27 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.

Legendary Wrestler [Epic]
Prerequisite: Str 21, Dex 21, Improved Unarmed Strike, Escape Artist 21 ranks.
Benefit: You gain a +10 bonus on all grapple checks(CMD and CMB).

Perfect Health [Epic]
Prerequisite: Con 25, Great Fortitude.
Benefit: You are immune to all nonmagical diseases, as well as to all poisons.

Polyglot [Epic]
Prerequisites: Int 25, Linguistics 21 ranks.
Benefit: You can speak all languages. If you are literate, you can also read and write all languages (not including magical script).

Superior Initiative [Epic]
Prerequisite: Improved Initiative, Uncanny dodge
Benefit: You always act first.


Barbarian Feats

Chaotic Rage [Epic]
Prerequisites: Mighty Rage, 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.

Terrible Rage [Epic]
Prerequisites: Str 21, Con 21, Mighty Rage, 24 Barbarian Levels.
Benefit: When you rage, you gain a +12 bonus to Strength and Constitution and a +6 morale bonus on Will saves. (These bonuses replace the normal rage bonuses.)

Ferocious Rage [Epic]
Prerequisites: Str 26, Con 26, Terrible Rage, 27 Barbarian Levels.
Benefit: When you rage, you gain a +16 bonus to Strength and Constitution and a +8 morale bonus on Will saves. (These bonuses replace the normal rage bonuses.)

Terrifying Rage [Epic]
Prerequisites: Intimidate 21 ranks, Mighty Rage
Benefit: While you are raging, any enemy that views you must make a Will save opposed by your Intimidate check or 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 1d6 rounds. An enemy with Hit Dice greater than twice your character level is not affected by this feat. An enemy may be affected by this feat 1/encounter.

Thundering Rage [Epic]
Prerequisites: Str 25, Mighty Rage.
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.


Cleric Feats

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 take this feat twice. 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.

Positive Energy Aura [Epic]
Prerequisites: Cha 25, ability to channel energy(positive) 10d6, ability to cast dispel evil.
Benefit: Every undead creature that comes within 15 feet of you is automatically affected as if you had channeled Energy. This doesn’t cost a channel energy use, and can only affect a creature once per day.

Spectral Strike [Epic]
Prerequisites: Wis 21, ability to channel energy 10d6.
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 27 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 take this feat twice. 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.


Fighter Feats

Epic Penetrating Strike [Combat][Epic]
Prerequisites: Penetrating Strike, Greater Penetrating Strike, 20th-level fighter.
Benefit: Your attacks made with weapons selected with Weapon Focus ignore up to 20 points of damage reduction.
Special: This amount is reduced to 10 points for damage reduction without a type (such as DR 10/—).

Epic Prowess [Combat][Epic]
Prerequisites: Epic Weapon focus and Epic Weapon Specialization.
Benefit: You receive the bonuses from Weapon focus, Greater Weapon focus, Epic Weapon focus, Weapon specialization, Greater Weapon Specialization and Epic Weapon Specialization with all weapons you wield. In addition you may make an additional attack whenever you make a full attack.
Special: You can gain this feat multiple times. Its effects stack.

Epic Vital Strike [Combat][Epic]
Prerequisites: Greater Vital Strike, BAB +20.
Benefit: Deal five times the normal damage on a single attack

Overwhelming Critical [Combat][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.

Perfect Two-Weapon Fighting [Combat][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).

Storm Of Throws [Combat][Epic]
Prerequisite: 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 and you must either have enough light weapons to throw at each target or have the returning special ability.
Normal: The returning ability only allows you to throw once in a round with the weapon returning at the end of the round.

Swarm Of Arrows [Combat][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.

Uncanny Accuracy [Combat][Epic]
Prerequisites: Dex 21, base attack bonus +18, Point Blank Shot, Precise Shot, Improved Precise Shot, Perception 21 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.

Epic Weapon Focus [Combat][Epic]
Prerequisite: 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. This bonus stacks with Weapon focus and greater weapon 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 type of weapon.

Epic Weapon Specialization [Combat][Epic]
Prerequisites: Weapon Specialization and Greater Weapon Specialization in the chosen weapon.
Benefit: Add +6 to all damage rolls you deal using the selected weapon. This bonus stacks with Weapon specialization and greater Weapon specialization.
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.

Dire Charge [Combat][Epic]
Prerequisite: Improved Initiative, Power Attack, Furious Focus
Benefit: When you charge 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 [Combat][Epic]
Prerequisites: Dex 25, Far Shot, Point Blank Shot, Perception 21 ranks.
Benefit: You may throw or fire a ranged weapon at any target within line of sight, with no penalty for range.

Devastating Critical [Combat][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.

Combat Archery [Combat][Epic]
Prerequisites: Dodge, Mobility, Point Blank Shot.
Benefit: You do not incur any attacks of opportunity for firing a bow when threatened and you threaten an area out to 10ft as if you had reach.
Normal: Without this feat, you incur an attack of opportunity from all opponents who threaten you whenever you use a bow.


Monk Feats

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.

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.

Improved Stunning Fist [Epic]
Prerequisite: Dex 19, Wis 19, Improved Unarmed Strike, Stunning Fist.
Benefit: Add +3 to the DC of your stunning attack.
Special: You can gain this feat multiple times. Its effects stack.

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.

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.

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.

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.

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


Paladin Feats

Battle Blessing [Epic]
Prerequisites: 20th Lvl Paladin
Benefit: Cast all Paladin spells as swift actions.

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 Aura Of Courage [Epic]
Prerequisite: Cha 25, aura of courage class ability.
Benefit: Your aura of courage grants a +8 morale bonus on saving throws against fear effects.

Widen Aura Of Courage [Epic]
Prerequisite: Cha 25, aura of courage class ability.
Benefit: Your aura of courage extends to all allies within 100 feet of you.

BelGareth
2012-07-29, 12:56 AM
Ranger/Inquisitor Feats

Bane Of Enemies [Epic]
Prerequisites: Survival 21 ranks, five or more favored enemies OR Greater Bane class feature.
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. If you do not have favoured Enemies (inquisitor) your weapon affects any creature subject to your bane ability to a dismissal spell (As the spell at your class caster level).

Death Of Enemies [Epic]
Prerequisites: Bane of Enemies, Survival 27 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.


Rogue Feats

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).

Improved Sneak Attack [Epic]
Prerequisite: Sneak attack +10d6.
Benefit: Add +1d6 to your sneak attack damage.
Special: You can gain this feat multiple times. Its effects stack.

Lingering Damage [Epic]
Prerequisite: sneak attack +10d6, 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.

Self-Concealment [Epic]
Prerequisites: Dex 27, Stealth 27 ranks,
Acrobatics 27 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.

Sneak Attack Of Opportunity [Epic]
Prerequisites: Sneak attack +10d6, Master Strike class feature.
Benefit: Any attack of opportunity you make is considered a sneak attack.


Warlock Epic Feats -Mostly for reference

Dark Transient [Epic]
Your powers of mobility are so potent that you can travel between dimensions with a thought.
Prerequisites: Knowledge (the planes) 21 ranks, fell flight, flee the scene, path of shadow.
Benefit: Your flight speed (from the fell flight invocation) increases by 30 feet and its maneuverability increases to perfect. Using this ability is part of the casting of the fell flight invocation.
You have achieved mastery over the powers of transdimensional travel. You can transport great distances with a single thought (as greater teleport, self and personal equipment only). You can also transport other creatures, but if you do, there is a chance of error (as teleport).Activating this ability requires a standard action.
You can use plane shift with perfect accuracy (self and personal equipment only). You can also transport other creatures, but you then suffer the inaccuracies normally incurred when using this spell. Activating this ability requires a standard action.

Eldritch Sculptor [Epic]
You control and shape your eldritch blasts like a master sculptor.
Prerequisites: One invocation from the least, lesser, greater, and dark blast shape invocation categories, Spellcraft 21 ranks.
Benefit: You can use two eldritch blasts per round as a full attack action, rather than the normal limit of one. You can apply eldritch essences to both blasts. If you possess the Lord of All Essences feat, you can imbue each blast with two eldritch essences. Activating this ability is part of the action to use an eldritch blast.
The area and range of all your eldritch blasts is doubled. Activating this ability is part of the action to use an eldritch blast. If you imbue your eldritch blast with the eldritch spear blast shape, the range increases to 500 feet. If you are using the hideous blow invocation, you no longer suffer attacks of opportunity for invoking this power in melee and all attacks of opportunity you make can include hideous blow. If you imbue your eldritch blast with the eldritch chain blast shape, you may start the chain up to 120 feet away from you and the maximum distance between each target increases to 60 feet. The area of the eldritch doom blast shape increases to 40 feet from you. The range of your eldritch cone increases to 120 feet.
You gain +2 bonus on attack rolls to hit an opponent with your eldritch blast. This is an extraordinary ability.
Normal: A warlock can use only one eldritch blast per round. Using the hideous blow blast shape provokes attacks of opportunity and cannot be used as part of an attack of opportunity.

Epic Eldritch Blast [Epic]
Your eldritch blasts are unstoppably powerful.
Prerequisites: Eldritch blast 9d6.
Benefit: When you take this invocation, the damage dealt by your eldritch blast increases by 1d6.
Special: You can gain this feat multiple times. Its effects stack.

Epic Extra Invocation [Epic]
You learn an additional invocation.
Prerequisites: Ability to use dark invocations, Spellcraft 21 ranks
Benefit: You can learn one additional invocation from the list available to you, including dark invocations.
Special: You can gain this feat multiple times. Each time, you gain an extra invocation of any grade (least, lesser, greater, or dark).

Epic Fiendish Resilience [Epic]
You can make your blood boil with the strength of the Nine Hells.
Prerequisites: Fiendish resilience that grants fast healing 5.
Benefit: When you use your fiendish resilience ability, you gain fast healing 25 for 5 minutes. Activating this ability is a free action. This is a supernatural ability.
Special: You can gain feat multiple times. Each time you take the feat, you gain an additional use of the fiendish resilience ability, and the fast healing granted by the feat increases by 5..

Lord of All Essences [Epic]
You have mastered the art of enhancing your eldritch blast with multiple essences.
Prerequisites: One least, lesser, greater, and dark eldritch essence invocation, Spellcraft 21 ranks.
Benefit: When you use the eldritch blast ability, you can apply two eldritch essence invocations simultaneously. You could choose to fire an eldritch blast with both the repelling blast and noxious blast eldritch essences. This also allows you to apply the same effect twice, though this is not beneficial in the case of all eldritch essences. The effects of each essence are resolved separately. If you imbue your eldritch blast with two different types of damage, half of the damage (rounded down) is dealt by each source. You must choose which essences you will use in conjunction with your eldritch blast before you start your action. If you possess the Eldritch Sculptor feat, you can apply two eldritch essence invocations to both your eldritch blasts in a single round. Activating this ability is part of the action to use an eldritch blast.
For example, if Morthos is fighting an outsider he has never encountered, he can choose to imbue his eldritch blast with both hellrime blast and brimstone blast. He rolls 10d6 damage, dealing half fire and half cold damage. If the outsider happened to be immune to cold, but not fire, it would still take damage from the half that dealt fire damage.
In addition, the DC of all eldritch essence invocations you use increases by 2. This is an extraordinary ability.
Normal: A warlock can apply only one eldritch essence to an eldritch blast.

Master of the Elements [Epic]
You have achieved mastery of the four elements -- air, earth, fire, and water.
Prerequisites: Spellcraft 21 ranks, breath of the night, chilling tentacles, stony grasp, wall of perilous flame.
Benefit: As a full-round action, you can summon a single creature from the summon monster I-IX list that is an elemental or has the air, earth, fire, or water subtype. The monster serves you for a number of rounds equal to your caster level. Activating this ability requires a standard action.
You can use dominate monster on elementals and creatures with the air, earth, fire, or water subtype. This effect lasts for a number of days equal to your caster level. Activating this ability requires a standard action.
You gain energy resistance 10 to acid, cold, electricity, fire, and sonic. If you have energy resistance from the warlock class, your resistance to those two elements increases by 10. This is an extraordinary ability.
Elementals and creatures with the earth, air, fire, or water subtype view you as one of their kind. These creatures react to you as if their attitude is two steps better than the situation otherwise warrants. This is an extraordinary ability.

Morpheme Savant [Epic]
Your words are charged with supernatural power.
Prerequisites: Baleful utterance, beguiling influence, warlock's call, word of changing.
Benefit: You can use power word blind, power word kill, or power word stun. Activating this ability requires a standard action.
When you use your warlock's call ability, you no longer suffer the chance of taking 1d10 points of damage from the recipient. In addition, you can imbue your sending with a suggestion (as demand). The casting time of warlock's call is 1 minute. Using this ability is part of the casting of the warlock's call invocation.
You can communicate as if under the effects of a constant tongues spell. This is a supernatural ability.
When you use your beguiling influence invocation, the bonus granted on your Bluff, Diplomacy, and Intimidate checks is equal to double your Charisma bonus or +6, whichever is greater. Using this ability is part of the casting of the beguiling influence invocation. It is an extraordinary ability.
Normal: The warlock's call invocation has a casting time of 10 minutes and does not allow suggestions to be imbued. The warlock's call invocation allows the recipient to deal 10 points of damage to you. The beguiling influence invocation grants you a bonus on Bluff, Diplomacy, and Intimidate checks equal to your Charisma modifier.

Paragon Visionary [Epic]
Your powers of perception are beyond mortal ken.
Prerequisites: Spellcraft 21 ranks, dark foresight, devil's sight, see the unseen, voidsense.
Benefit: You can see through illusions, magical darkness, shapechangers, and other effects (as true seeing). This is a supernatural ability.
You are automatically aware of all spells or magical effects you see. Simply by looking at a creature, you can determine if it is a divine or arcane caster, whether it has any spell-like abilities, and the highest spell or spell-like abilities it knows. This is a supernatural ability.
When you use the voidsense invocation, you gain blindsight 60 feet.
You receive a bonus on all Listen, Sense Motive, and Spot checks equal to double your Wisdom modifier or +6, whichever is greater. This is an extraordinary ability.
Normal: The voidsense invocation grants blindsense 30 feet.

Shadowmaster [Epic]
You have walked the path of shadows, and now you have mastered its secrets.
Prerequisites: Spellcraft 21 ranks, beshadowed blast, dark discorporation, darkness, enervating shadow.
Benefit: You can create streaking masses of shadow around your form, providing you with a 50% miss chance against all attacks (as displacement). Activating this ability requires a standard action.
You can use material from the Plane of Shadows to create quasireal illusions, mimicking sorcerer and wizard conjuration spells of 8th level or lower (as shades). The illusions deal 80% damage to nonbelievers, and nondamaging effects are 80% likely to work against nonbelievers. Activating this ability requires a standard action.
You are immune to all spells with the shadow subtype and to effects that involve the use of shadows (such as the breath weapon of a shadow dragon). This is an extraordinary ability.

Verminlord [Epic]
You have unparalleled insight into the ways of vermin.
Prerequisites: Spellcraft 21 ranks, spiderwalk, summon swarm, tenacious plague.
Benefit: You can summon ten swarms of centipedes (as creeping doom). You add your Charisma modifier to the poison save DC of the swarm. The attacks of any centipede swarms summoned are treated as magic weapons for the purpose of overcoming damage reduction. They also bypass damage reduction based on your alignment. If you are a chaotic good warlock, your swarms bypass chaotic, good, and magic damage reduction. Activating this ability requires a standard action.
When you use the summon swarm and tenacious plague invocations, the summoned creatures bypass damage reduction in the way listed above. Using this ability is part of the casting of those invocations.
You can also control the actions of vermin creatures. This functions as dominate monster, but it affects vermin only. This lasts for a number of days equal to your caster level. Activating this ability requires a standard action.
Vermin view you as one of their kind. A vermin will never attack you willingly, unless you provoke it or its kin. This is an extraordinary ability.


Item Creation Feats

Craft Epic Item [Item Creation][Epic]
Prerequisites: Craft Wondrous Item, Knowledge (arcana) 21 ranks, Spellcraft 21 ranks.
Benefit: You can craft items that exceed the normal limits for such items.

Craft Epic Magic Arms And Armor [Item Creation] [Epic]
Prerequisites: Craft Magic Arms and Armor, Knowledge (arcana) 25 ranks, Spellcraft 25 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) 29 ranks, Spellcraft 29 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) 32 ranks, Spellcraft 32 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) 23 ranks, Spellcraft 23 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) 21 ranks, Spellcraft 21 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.


Spell Casting Feats

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 Spell Creation [Epic]
Requirements: Spellcraft ranks 21 and ability cast maximum spell level of class
Benefit: Ability to create Epic Spells (http://www.giantitp.com/forums/showthread.php?t=176219)
Special: Character may add main spellcasting ability to spellcraft checks instead of Int for Epic spell creation and casting

Forge Epic Ring [Item Creation][Epic]
Prerequisites: Forge Ring, Knowledge (arcana) 32 ranks, Spellcraft 32 ranks.
Benefit: You can forge magic rings that exceed the normal limits for such items.

High Circle Magic
Requirements: Spellcraft ranks 25, Epic Spell Creation
Benefit: Ability to cast Epic spells (http://www.giantitp.com/forums/showthread.php?t=176219) with other Epic Casters. Any amount of Epic Spellcasters who have this feat may participate in the research and casting of an Epic spell. They each roll their own Spellcraft Check and combine all results. When casting Epic spells in this fashion, any cost (HP, Con, Death or gp) needs to be paid by each user.
Special: This allows for extremely powerful Epic spells to be utilized by a handful of casters.

Ignore Material Components [Epic]
Prerequisites: Eschew Materials, Spellcraft 22 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.

Improved Combat Casting [Epic]
Prerequisites: Combat Casting
Benefit: You don't incur attacks of opportunity for casting spells when threatened.

Master Staff [Epic]
Prerequisite: Craft Staff, Spellcraft 21 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]
Prerequisite: Craft Wand, Spellcraft 21 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.

Scribe Epic Scroll [Item Creation][Epic]
Prerequisites: Scribe Scroll, Knowledge (arcana) 21 ranks, Spellcraft 21 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.

Spell Knowledge [Epic]
Prerequisite: 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 22 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 21 ranks, caster level 20th.
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.

Spellcasting Harrier [Epic]
Prerequisite: 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.

Spontaneous Spell [Epic]
Prerequisite: Spellcraft 22 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.


Metamagic Feats

Enhance Spell [Metamagic][Epic]
Prerequisite: Maximize Spell, Spellcraft 21
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 2 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 2 levels higher.

Intensify Spell [Metamagic][Epic]
Prerequisites: Empower Spell, Maximize Spell, Spellcraft 27 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.

Automatic Piercing Spell [Epic]
Prerequisites: Piercing 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 Piercing 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 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 Quicken Spell [Epic]
Prerequisites: Quicken 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 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 21 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 24 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.

Improved Metamagic [Epic]
Prerequisites: Four metamagic feats, Spellcraft 21 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.

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.

BelGareth
2012-07-29, 01:13 AM
Please let me know of any feats that are redundant with the epicly long list of current PF feats, spellcheck and anything else....

silphael
2012-07-29, 09:48 AM
So it's essentially a remake of the 3.5 epic feats? The fighter bonus feats don't to have been improved, so it's as 3.5 epic, right?

Cieyrin
2012-07-29, 09:54 AM
There's a couple things that hang out to me, like references to skills that have been merged (Tumble, Hide, Spot with Acrobatics, Stealth and Perception, respectively). Epic Dodge is listed twice, in Rogue and Monk feats. Legendary Rider is almost completely trumped by a non-epic feat, Trick Riding (http://www.d20pfsrd.com/feats/combat-feats/trick-riding-combat), as is Enhanced Spell by Intensified Spell (http://www.d20pfsrd.com/feats/metamagic-feats/intensified-spell-metamagic). Legendary Tracker requires Track, which was merged with Survival.

I also feel Epic Prowess feels kinda...weak, honestly. I know it stacks and it's essentially BAB +1 as a feat, it just feels underwhelming next to the other feats that got boosted, which could be said the same for Epic Weapon Focus and Specialization. Storm of Throws is somewhat unclear, as many thrown weapons lack a classification of whether they're light or not, as well as what's meant by 'has enough ammo or returning weapons,' specifically the Returning part, as the implication is that you get it instantly back, as that's not how it normally works. You get it back to your hand at the beginning of the round following throwing it, not instantly. Is that an expansion on Returning for being so awesome at Throwing Stuff at people not next to you?

BelGareth
2012-07-29, 12:44 PM
So it's essentially a remake of the 3.5 epic feats? The fighter bonus feats don't to have been improved, so it's as 3.5 epic, right?
No the EPH was 3.0 and had several glaring errors (as do these :smallredface:). These are those same feats converted for pathfinder.


There's a couple things that hang out to me, like references to skills that have been merged (Tumble, Hide, Spot with Acrobatics, Stealth and Perception, respectively)

Thanks for noticing, I had thought I caught those (and TBH there wasn't many) these have been corrected.


Epic Dodge is listed twice, in Rogue and Monk feats.

This has been moved to General feats.


Legendary Rider is almost completely trumped by a non-epic feat, Trick Riding (http://www.d20pfsrd.com/feats/combat-feats/trick-riding-combat), as is Enhanced Spell by Intensified Spell (http://www.d20pfsrd.com/feats/metamagic-feats/intensified-spell-metamagic).
You're right about Legendary rider and it has been removed.
Enhanced spell not so much, as it provides a +10 bonus instead of the +5 so i kept it and reduced the cost to +2, making it the next logical step to Intensified spell.


Legendary Tracker requires Track, which was merged with Survival.
Thanks, fixed this. (it was late when i posted)


I also feel Epic Prowess feels kinda...weak, honestly. I know it stacks and it's essentially BAB +1 as a feat, it just feels underwhelming next to the other feats that got boosted, which could be said the same for Epic Weapon Focus and Specialization.
You may be right, I amended Epic weapon focus and specialization with "This bonus stacks with weapon focus....etc"

But in regards to Epic prowess I may do something else, as PF epic rules are that you just keep taking levels and gain the prospective BAB and saves accordingly so another +1 thrown in won't be all that great.
EDIT:
I changed it to receiving the bonuses from weapon focus, weapon specialization (and all derivatives) to all weapons they wield and an extra attack with a full attack.


Storm of Throws is somewhat unclear, as many thrown weapons lack a classification of whether they're light or not, as well as what's meant by 'has enough ammo or returning weapons,' specifically the Returning part, as the implication is that you get it instantly back, as that's not how it normally works. You get it back to your hand at the beginning of the round following throwing it, not instantly.
I'm aware that returning doesn't work like that, I amended the feat with a special explanation.


Is that an expansion on Returning for being so awesome at Throwing Stuff at people not next to you?
That was my intent.

EDIT:
Added Epic Vital strike, Epic Penetrating strike.

Firestorm3099
2012-12-08, 09:08 PM
Well, in Ultimate Magic already exists a feat (Fearless Aura) that grants fear immunity to your allies, so why an epic feat should give just a +8? Maybe something that expands the paladin aura and/or ignore the antipaladin's aura of cowardice would be more useful.

Battle Blessing is intended to be as an extension or a substitute of Battle Blessing from Complete Champion?