Damage Reduction 6/- Type of Feat: Class Prerequisite: Barbarian level 22. Specifics: This feat allows barbarians to shrug off six points of damage from each attack that hits them. Use: Automatic. Damage Reduction 7/- Type of Feat: Class Prerequisite: Barbarian level 25. Specifics: This feat allows barbarians to shrug off seven points of damage from each attack that hits them. Use: Automatic. Damage Reduction 8/- Type of Feat: Class Prerequisite: Barbarian level 28 Specifics: This feat allows barbarians to shrug off eight points of damage from each attack that hits them. Use: Automatic. Epic Fiendish Resilience Type of Feat: Epic Prerequisite: 21st level, Fiendish Resilience 5. Specifics: The Fiendish Resilience ability now grants fast healing 25. Use: Automatic. Epic Divine Might Type of Feat: Epic Prerequisite: 21st level, Cha 21, Str 21, Divine Might, Power Attack, Turn Undead. Specifics: Divine Might now adds twice your Charisma bonus to your weapon damage for a number of rounds equal to twice your Charisma modifier. Use: Selected. Armed Deflection Type of Feat: Epic Prerequisite: 21st level, Dex 21, Int 13, Wis 15, Combat Expertise, Epic Prowess. Specifics: The character automatically deflects the first ranged weapon attack made against them that round. Use: Automatic. Epic Deflection Feat Type: Epic Prerequisite: 21st level, Dex 19, Deflect Arrows, Improved Unarmed Strike. Specifics: The character automatically deflects the first two ranged weapon attacks made against them each round. Use: Automatic. Blazing Aura Feat Type: Epic Prerequisite: 21st level, Wis 25, Diamond Soul. Specifics: As a standard action, the character can engulf his body in magical flames. While this aura is active, the character deals an additional 1d10 fire damage with every attack, and enemies that attack him in melee take 1d6 fire damage whether they hit or miss. Use: Selected. Chorus of Heroism Feat Type: Epic Prerequisite: 21st level, Bard level 15, Perform 18 ranks, Song of Heroism. Specifics: The character's Song of Heroism ability now rallies the entire party. For 5 rounds, rallied creatures gain +4 dodge bonus to AC and +4 morale bonus to saving throws. Additionally the rallied creatures gain +4 temporary hit points per level. There is a cool down of 20 rounds before this ability can be used again. Use: Selected. Combat Insight Feat Type: Epic Prerequisite: 21st level, Combat Expertise, Epic Prowess, BAB +15 Specifics: If the character's Intelligence is higher than their Strength, they add their Intelligence modifier instead of their Strength modifier to melee weapon damage rolls. If wielding a two-handed weapon, the damage bonus is 1.5*Int. Use: Automatic. Eldritch Master Feat Type: Epic Prerequisite: 21st level, Warlock 16th level, Spellcraft 24. Specifics: The character's eldritch blasts deal +50% damage and have +2 to attack rolls. Use: Automatic. Epic Animal Companion Feat Type: Epic Prerequisite: 21st level, Wis 25, Animal Companion. Specifics: The character's animal companion's abilities are determined as if the character possessed three additional druid levels. For example, a 21st level druid with this feat would have the animal companion of a 24th level druid without this feat. Use: Automatic. Epic Eldritch Blast (+10d6) Feat Type: Epic Prerequisite: 21st level, eldritch blast 9d6. Specifics: When the character takes this feat, the damage dealt by their eldritch blast increases by 1d6. This feat can be taken multiple times. Use: Automatic. Expose Weakness Feat Type: Epic Prerequisite: 21st level, Evasion, Epic Prowess. Specifics: As a full attack action, the character makes a single normal attack against an opponent (regardless of the number of attacks per round they normally receive). If the attack hits, the target's weakness is exposed: every round for 5 rounds the target takes damage equal to the character's Dex bonus (minimum of 1). This damage ignores all damage reductions and immunities. During this time, the target's AC is also reduced by 3. Use: Selected. Last Stand Feat Type: Epic Prerequisite: 21st level, Epic Fortitude, Epic Prowess. Specifics: The character and all party members gain 20d10 temporary hitpoints for 1 round per Cha bonus of the character. Minimum duration is 2 rounds. This ability can be used once per day and requires a standard action. Use: Selected. Perfect Two-Weapon Fighting Feat Type: Epic Prerequisite: 21st level, Dex 25, Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater-Two Weapon Fighting. Specifics: The character can make as many attacks with their off hand weapon as with their main hand weapon, using the same base attack bonus. Use: Automatic. Perfect Two-Weapon Fighting (Combat Style: Ranger Two Weapon Fighting) Feat Type: Epic Prerequisite: 21st level, Dex 27, Point Blank Shot, Improved Rapid Shot. Specifics: The character can attempt to deliver an extremely powerful ranged attack. This attack ignores all concealment and circumvents any arrow deflection (like that granted by Deflect Arrows or Armed Deflection). If the attack hits, it deals maximum damage and inflicts a critical hit, even if the target would normally be immune to critical hits. This ability has a cooldown of 60 seconds. Use: Selected. Epic Resilience Feat Type: Epic Prerequisite: 21st level, Toughness, Epic Toughness. Specifics: The character no longer automatically fails saving throws on a roll of 1. The character will still fail the save if their result fails to equal or beat the DC. Use: Automatic. Song of Requiem Feat Type: Epic Prerequisite: Bard level 21, Perform 24 ranks. Specifics: This song damages all enemies within 20 feet for 5 rounds. The total sonic damage caused is equal to 2*Perform skill; the minimum damage caused per target is Perform/3. For example, with Perform 30, a total of 60 points of damage is inflicted each round. If six (or more) enemies are affected, they would each take 10 sonic damage per round. This ability has a cooldown of 20 rounds. Use: Selected. Hymn of Requiem Feat Type: Epic Prerequisite: Bard level 21, Song of Requiem, Perform 30 ranks. Specifics: The character's Song of Requiem now also heals all party members. The amount healed is the same as the damage caused by the Hymn and is divided among all party members; the minimum amount healed per ally is Perform/3. For example, if the total damage dealt is 60 and four characters are in the party, each is healed 15 hit points per round. Use: Automatic. Rescue Feat Type: Epic Prerequisite: 21st level, Fort Save +12, Epic Toughness. Specifics: When Rescue Mode is activated, allies within 5 ft. take half damage; the amount of damage not taken by your allies is taken by you. You also gain DR 2/- while in Rescue Mode. Use: Combat Mode. Epic Spell: Hellball Feat Type: Epic Prerequisite: 21st level, ability to cast 9th level spells, Spellcraft 30. Specifics: The character can cast the Epic Spell Hellball. Classes: Druid, Duskblade, Wizard, Sorcerer, Spirit Shaman, Warlock Spellcraft Required: 30 Caster Level: Epic Innate Level: Epic School: Evocation Descriptor(s): Fire, Acid, Electrical, Sonic Components: Verbal, Somatic Range: Long Area of Effect / Target: Huge Duration: Instant Save: Reflex (DC +15) Spell Resistance: Yes You unleash a massive blast of energy that detonates upon all in the area of effect, dealing 10d6 fire damage, 10d6 acid damage, 10d6 electrical damage, and 10d6 sonic damage. Use: Selected. Epic Spell: Damnation Feat Type: Epic Prerequisite: 21st level, ability to cast 9th level spells, Spellcraft 32. Specifics: The character can cast the Epic Spell Damnation. Classes: Cleric, Warlock Spellcraft Required: 33 Caster Level: Epic Innate Level: Epic School: Enchantment Descriptor(s): Teleportation Components: Verbal, Somatic Range: Touch Area of Effect / Target: Creature touched Duration: Instant Save: Will negates (DC +15) Spell Resistance: Yes You banish a single foe to the Hells, with no possibility of return. You must succeed at a melee touch attack, and the target must fail at a Will saving throw (DC +15). If the target fails the saving throw, it is dragged screaming into the Hells, to be tormented and ultimately devoured by fiends. Creatures that succeed at their saving throw are nonetheless exhausted from resisting so powerful an enchantment, and they are Dazed for 1d6+1 rounds. Use: Selected. Epic Spell: Entropic Husk Feat Type: Epic Prerequisite: 21st level, ability to cast 9th level spells, Spellcraft 31. Specifics: The character can cast the Epic Spell Entropic Husk. Classes: Druid, Spirit Shaman, Wizard, Sorcerer, Warlock Spellcraft Required: 31 Caster Level: Epic Innate Level: Epic School: Conjuration Descriptor(s): Chaos Components: Verbal, Somatic Range: Touch Area of Effect / Target: Creature Touched Duration: 20 rounds Save: Will negates (DC +15) Spell Resistance: No You transform a single enemy into a vessel of pure chaos which randomly attacks all nearby creatures. You must succeed at a melee touch attack, and the target must fail at a Will saving throw (DC +15). If the target fails the saving throw, its soul is instantly annihilated, and its body is animated by primal entropy. For the duration of the spell, the creature becomes a juggernaut of destruction, randomly attacking former allies, enemies, and inanimate objects alike. After 20 rounds, the entropic force animating the creature's body burns itself out, and the creature collapses into dust. Use: Selected. Epic Spell: Epic Gate Feat Type: Epic Prerequisite: 21st level, ability to cast 9th level spells, Spellcraft 27. Specifics: The character can cast the Epic Spell Epic Gate. Classes: Bard, Cleric, Druid, Spirit Shaman, Wizard, Sorcerer, Warlock Spellcraft Required: 27 Caster Level: Epic Innate Level: Epic School: Conjuration Descriptor(s): Components: Verbal, Somatic Range: Medium Area of Effect / Target: Point Duration: 20 rounds Save: None Spell Resistance: No This spell opens a portal to the Lower Planes and calls forth a pair of mighty Balor demons to assail your foes. The strength of this conjuration is such that the demons are bound to your will, and you need not have cast Protection from Evil, or any similar spell, to prevent them from attacking you. The first Balor will appear immediately upon casting the spell. The second will emerge 1d4 rounds later. Use: Selected. Epic Spell: Mass Fowl Feat Type: Epic Prerequisite: 21st level, ability to cast 9th level spells, Spellcraft 24. Specifics: The character can cast the Epic Spell Mass Fowl. Classes: Bard, Druid, Spirit Shaman, Wizard, Sorcerer Spellcraft Required: 24 Caster Level: Epic Innate Level: Epic School: Transmutation Descriptor(s): Components: Verbal, Somatic Range: Long Area of Effect / Target: 40-ft radius hemisphere Duration: Permanent Save: Fortitude negates Spell Resistance: Yes This spell transforms all hostile creatures of Medium-size or smaller in the area into chickens. Targets are allowed a Fortitude save (DC +15) to negate the effects of the spell. The transformation is permanent. Creatures over 15 HD are unaffected by this spell. Use: Selected. Epic Spell: Vampiric Feast Feat Type: Epic Prerequisite: 21st level, ability to cast 9th level spells, Spellcraft 24. Specifics: The character can cast the Epic Spell Vampiric Feast. Classes: Cleric, Druid, Spirit Shaman, Wizard, Sorcerer, Warlock Spellcraft Required: 24 Caster Level: Epic Innate Level: Epic School: Necromancy Descriptor(s): Evil Components: Verbal, Somatic Range: Personal Area of Effect / Target: All hostile creatures within 40 ft. of caster. Duration: Instant Save: Fortitude (DC +15) Spell Resistance: Yes When this spell is cast, you drink in the life force of all enemies in the area of effect. Creatures who succeed at a Fortitude save (DC +15) lose only half their remaining hit points. Those who fail their saving throw are instantly slain. Any creatures that are slain have a 50% chance of immediately being raised as Greater Shadows (up to 4), which will attack any surviving enemies. Creatures over 22 HD are unaffected by this spell. You are only able to absorb sufficient hit points to return you to full health. Any remaining life force dissipates into the fabric of the Weave. Use: Selected. |