| Feat
Name |
Prerequisites |
Description |
| Additional
Magic Item Space |
|
Benefit: Choose one type of magic item that has a limit on the number a character
can simultaneously wear and gain its benefit. The character can now wear
one more magic item of this type and also gain its benefit.
Normal: Without this feat, a character is limited to one headband, hat, or helmet;
one pair of eye lenses or goggles; one cloak, cape, or mantle; one amulet,
brooch, medallion, necklace, periapt, or scarab; one suit of armor; one
robe; one vest, vestment, or shirt; one pair of bracers or bracelets; one
pair of gloves or gauntlets; two rings; one belt; and one pair of boots.
Special: A character can gain this feat multiple times. Each time the character
takes the feat, it applies to a new type of wearable magic item. |
| Armor
Skin |
|
Benefit: The character gains a +1 natural armor bonus to Armor Class, or his or her
existing natural armor bonus increases by 1.
Special: A
character can gain this feat multiple times. Its effects stack. |
| Augmented
Alchemy |
Int 21, Craft(alchemy) 24 ranks |
Benefit: Whenever creating an alchemical item or substance, the character can
choose to make it more powerful than normal by adding +20 to the DC
required to create it and multiplying its price by 5. If the item or
substance deals damage, double the damage dealt. If the item or substance
doesn’t deal damage, double the duration of its effect. If the item or
substance doesn’t deal damage and doesn’t have a specific listed
duration (or has an instantaneous duration), double all dimensions of its
area. If the item or substance doesn’t fit any of these categories, then
it cannot be affected by this feat. See the Craft (alchemy) skill
description. |
| Automatic
Quicken Spell |
Quicken Spell, Spellcraft 30 ranks, ability to
cast 9th-level arcane or divine spells |
Benefit: The character may cast all 0-, 1st-, 2nd-, and 3rd-level spells as
quickened spells without using higher-level spell slots. The normal limit
to the number of quickened spells a character may cast per round applies.
Spells with a casting time of more than 1 full round can’t be quickened.
Special: A
character can gain this feat multiple times. Each time a character takes
the feat, the spells of his or her next three lowest spell levels can now
be quickened with no adjustment to their spell slots. This feat doesn’t
increase the casting time for those spells that normally become full-round
actions when cast in metamagic form. |
| Automatic
Silent Spell |
Silent Spell, Spellcraft 24 ranks, ability to
cast 9th-level arcane or divine spells |
Benefit: The character may cast all 0-, 1st-, 2nd-, and 3rd-level spells as silent
spells without using higher-level spell slots.
Special: A
character can gain this feat multiple times. Each time a character takes
the feat, the spells of his or her next three lowest spell levels can now
be silenced with no adjustment to their spell slots. This feat doesn’t
increase the casting time for those spells that normally become full-round
actions when cast in metamagic form. However, since bard spells can’t be
enhanced with the Silent Spell feat, they can’t be affected by this feat
either. |
| Automatic
Still Spell |
Still Spell, Spellcraft 27 ranks, ability to cast
9th-level arcane or divine spells |
Benefit: The character may cast all 0-, 1st-, 2nd-, and 3rd-level spells as stilled
spells without using higher-level spell slots.
Special: A
character can gain this feat multiple times. Each time a character takes
the feat, the spells of his or her next three lowest spell levels can now
be stilled with no adjustment to their spell slots. This feat doesn’t
increase the casting time for those spells that normally become full-round
actions when cast in metamagic form. |
| Bane
of Enemies |
Survival 24 ranks, five or more favored enemies |
Benefit: Any
weapon the character wields against one of his or her favored enemies is
treated as a bane weapon for that creature type (thus, its enhancement
bonus is increased by +2 and it deals +2d6 points of damage). This ability
doesn’t stack with similar abilities. |
| Blinding
Speed |
Dex 25 |
Benefit: The character can act as if hasted for 5 rounds each day. The
duration of the effect need not be consecutive rounds. Activating this
power is a free action.
Special: A
character can gain this feat multiple times. Each time he or she takes the
feat, it grants an additional 5 rounds of haste per day. |
| Bonus
Domain |
Wis 21, ability to cast 9th-level divine spells |
Benefit: Choose an additional domain from the character’s deity’s domain list.
The character now has access to that domain’s spells as normal for his
or her domain spells and the domain’s granted powers.
Special: A
character can gain this feat multiple times. Each time he or she takes the
feat, it applies to a different domain. |
| Bulwark
of Defense |
Con
25, defensive stance 3/day |
Benefit: The
character’s defensive stance bonuses increase to +4 Strength, +6
Constitution, +4 resistance bonus on all saves, and +6 dodge bonus to AC. |
| Chaotic
Rage |
Rage 5/day, chaotic alignment |
Benefit: Any
weapon the character wields while in a rage is treated as an anarchic
weapon (it is chaos-aligned and deals an extra 2d6 points of damage
against creatures of lawful alignment). This ability does not stack with
similar abilities. |
Colossal
Wild Shape
[Wild] |
The ability to wild shape into a
Gargantuan creature |
Benefit: The character can use his or her wild shape to take the shape of a
Colossal animal.
Normal: Without this feat, a character cannot wild shape into an animal of
greater than Huge size. |
| Combat
Archery |
Dodge, Mobility, Point Blank Shot |
Benefit: The character does not incur any attacks of opportunity for firing a bow
when threatened.
Normal: Without this feat, a character incurs an attack of opportunity from all
opponents who threaten him or her whenever he or she uses a bow. |
Craft
Epic Magic Arms and Armor
[Item Creation] |
Craft Magic Arms and Armor, Knowledge (arcana) 28
ranks, Spellcraft 28 ranks |
Benefit: The
character can craft magic arms and armor which exceed the normal limits
for such items |
Craft
Epic Rod
[Item Creation] |
Craft Rod, Knowledge (arcana) 32 ranks,
Spellcraft 32 ranks |
Benefit: The
character can craft rods that exceed the normal limits for such items. |
Craft
Epic Staff
[Item Creation] |
Craft Staff, Knowledge (arcana) 35 ranks,
Spellcraft 35 ranks |
Benefit: The
character can craft staffs that exceed the normal limits for such items. |
Craft
Epic Wondrous Item
[Item Creation] |
Craft Wondrous Item, Knowledge (arcana) 26 ranks,
Spellcraft 26 ranks |
Benefit: The
character can craft wondrous items that exceed the normal limits for such
items. |
| Damage
Reduction |
Con 21 |
Benefit: The character gains damage reduction 3/–. This does not stack with
damage reduction granted by magic items or nonpermanent magical effects,
but it does stack with any damage reduction granted by permanent magical
effects, class features, or this feat itself.
Special: A
character can gain this feat multiple times. Each time he or she gains the
feat, his or her damage reduction increases by 3. |
| Deafening
Song |
Perform 24 ranks, bardic music class feature |
Benefit: The
character can use song or poetics to temporarily deafen all enemies within
a 30-foot spread from him or her. A successful Fortitude save (DC 10 + 1/2
the character’s class level + the character’s Charisma modifier)
negates the effect. The deafening effect lasts for as long as the
character continues the deafening song. The character can choose to
exclude any characters from this effect. The character may sing, play, or
recite a deafening song while taking other mundane actions, but not
magical ones (see the bard’s inspire courage ability for more details).
The character may keep up the deafening song for a maximum of 10 rounds.
Using the deafening song counts as one of the character’s uses of song
or poetics for the day. |
| Death
of Enemies |
Bane of Enemies, Survival 30 ranks, five or more
favored enemies |
Benefit: Any time the character scores a critical hit against one of his or her
favored enemies, it must make a Fortitude save (DC 10 + 1/2 character’s
ranger class level + character’s Wisdom modifier) or die instantly.
Special: Creatures immune to critical hits can’t be affected by this feat. |
| Devastating
Critical |
Str 25, Cleave, Great Cleave, Improved Critical
(chosen weapon), Overwhelming Critical (chosen weapon), Power Attack,
Weapon Focus (chosen weapon) |
Benefit: Whenever the character scores a critical hit with the chosen weapon, the
target must make a Fortitude save (DC 10 + 1/2 character level +
character’s Strength modifier) or die instantly. (Creatures immune to
critical hits can’t be affected by this feat.)
Special: A
character can gain this feat multiple times. Its effects do not stack.
Each time a character takes the feat, it applies to a different type of
weapon. |
| Dexterous
Fortitude |
Dex 25, slippery mind class feature |
Benefit: Once per round, when targeted by an effect that requires a Fortitude
saving throw, the character may make a Reflex save instead to avoid the
effect (evasion is not applicable). |
| Dexterous
Will |
Dex 25, slippery mind class feature |
Benefit: Once per round, when targeted by an effect that requires a Will saving
throw, the character may make a Reflex save instead to avoid the effect
(evasion is not applicable). |
Diminutive
Wild Shape
[Wild] |
Ability to wild shape into a Huge animal |
Benefit: The character can use wild shape to take the shape of a Diminutive
animal.
Normal: Without this feat, a character cannot wild shape into an animal of
smaller than Tiny size. |
| Dire
Charge |
Improved Initiative |
Benefit: If the character charges a foe during the first round of combat (or the
surprise round, if the character is allowed to act in it), he or she can
make a full attack against the opponent charged.
Normal: Without this feat, a character may only make a single attack as part of a
charge. |
| Distant
Shot |
Dex 25, Far Shot, Point Blank Shot, Spot 20 ranks |
Benefit: The
character may throw or fire a ranged weapon at any target within line of
sight, with no penalty for range. |
Dragon
Wild Shape
[Wild] |
Wis 30, Knowledge (nature) 30 ranks, wild
shape 6/day |
Benefit: The
character may use wild shape to change into a dragon (black, blue,
green, red, white, brass, bronze, copper, gold, or silver). The size
limitation is the same as the character’s limitation on animal size. The
character gains all extraordinary and supernatural abilities of the dragon
whose form he or she takes. |
| Efficient
Item Creation |
Item creation feat to be selected, Knowledge (arcana)
24 ranks, Spellcraft 24 ranks |
Benefit: Select an item creation feat. Creating a magic item using that feat
requires one day per 10,000 gp of the item’s market price, with a
minimum of one day.
Normal: Without this feat, creating a magic item requires one day for each 1,000
gp of the item’s market price.
Special: A
character can gain this feat multiple times. Its effects do not stack.
Each time a character takes the feat, it applies to a different item
creation feat. |
| Energy
Resistance |
|
Benefit: Choose a type of energy (acid, cold, electricity, fire, or sonic). The
character gains resistance 10 to that type of energy, or the character’s
existing resistance to that type of energy increases by 10. This feat does
not stack with energy resistance granted by magic items or nonpermanent
magical effects.
Special: A
character can gain this feat multiple times. If the same type of energy is
chosen, the effects stack. |
Enhance
Spell
[Metamagic] |
Maximize Spell |
Benefit: The damage cap for the character’s spells increases by 10 dice (for
spells that deal a number of dice of damage equal to caster level) or by 5
dice (for spells that deal a number of dice of damage equal to half caster
level). An enhanced spell uses up a spell slot four levels higher than the
spell’s actual level. This feat has no effect on spells that don’t
specifically deal a number of dice of damage equal to the caster’s level
or half level, even if the spell’s effect is largely dictated by the
caster’s level.
Normal: Without this feat, use the damage dice caps indicated in the spell’s
description.
Special: A
character may gain this feat multiple times. Each time he or she selects
this feat, the damage cap increases by 10 dice or 5 dice, as appropriate
to the spell, and the enhanced spell takes up a spell slot an additional
four levels higher. |
| Epic
Dodge |
Dex 25, Dodge, Tumble 30 ranks, improved evasion,
defensive roll class feature |
Benefit: Once per round, when struck by an attack from an opponent the character
has designated as the object of his or her dodge, the character may
automatically avoid all damage from the attack. |
| Epic
Endurance |
Con 25, Endurance |
Benefit: Whenever the character makes a check for performing a physical action that
extends over a period of time, he or she gets a +10 bonus on the check. |
Epic
Expanded Knowledge
[Psionic] |
Character level 21st,
ability to manifest powers of the normal maximum power level in at least
one psionic class |
Benefit: You learn one additional power at any level up to the highest level of
power you can manifest. You can choose any power, even one that is part of
another discipline’s list or another class’s list.
Special: You can gain this feat multiple times. Each time, you learn one new
power at any level up to the highest level of power you can manifest. |
| Epic
Fortitude |
|
Benefit: The
character gains a +4 bonus on all Fortitude saving throws. |
| Epic
Inspiration |
Cha 25, Perform 30 ranks, bardic music class
feature |
Benefit: All competence bonuses, dodge bonuses, and morale bonuses granted by the
character’s bardic music ability increase by +1. If you have the inspire greatness bardic music ability, it grants
one additional bonus HD.
Special: A
character can gain this feat multiple times. Its effects stack. |
| Epic
Leadership |
Cha 25, Leadership, Leadership score 25 |
Benefit: The character attracts 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
Prowess |
|
Benefit: Gain a +1 bonus on all attacks.
Special: A
character can gain this feat multiple times. Its effects stack. |
Epic
Psionic Focus
[Psionic] |
Character
level 21st, ability to manifest powers of the normal maximum power level
in at least one psionic class. |
Benefit: When you expend your psionic focus, you can simultaneously use two feats
that require a psionic focus to be expended, instead of just one. The
feats must be stackable. You must still spend the requisite power points
required to use each metapsionic feat, and you cannot exceed the power
point limit set by your manifester level.
Special: You can take this feat multiple times. Each time you do so, you can
simultaneously use one additional feat that requires a psionic focus to be
expended. |
| Epic
Reflexes |
|
Benefit: The
character gains a +4 bonus on all Reflex saving throws. |
| Epic
Reputation |
|
Benefit: The
character gains a +4 bonus on Bluff, Diplomacy, Gather Information,
Intimidate, and Perform checks. |
| Epic
Skill Focus |
20 ranks in the skill selected |
Benefit: The character gains a +10 bonus on all skill checks with that skill.
Special: A
character can gain this feat multiple times. Its effects do not stack.
Each time a character takes the feat, it applies to a different skill. |
| Epic
Speed |
Dex 21, Run |
Benefit: The character’s speed increases by 30 feet. This benefit does not stack
with increased speed granted by magic items or nonpermanent magical
effects.
Special: This feat only functions when the character is wearing medium armor, light
armor, or no armor. |
| Epic
Spell Focus |
Greater Spell Focus and Spell Focus in the school
selected, ability to cast at least one 9th-level spell of the school to be
chosen. |
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from
the school of magic the character selects to focus on. This stacks with
the bonuses from Spell Focus and Greater Spell Focus.
Special: A
character can gain this feat multiple times. Its effects do not stack.
Each time the character takes the feat, it applies to a different school
of magic. |
| Epic
Spell Penetration |
Greater Spell Penetration, Spell Penetration |
Benefit: The
character gets a +2 bonus on caster level checks to beat a creature’s
spell resistance. This stacks with the bonuses from Spell Penetration and
Greater Spell Penetration. |
| Epic
Spellcasting |
Spellcraft 24 ranks, Knowledge (arcana) 24 ranks,
ability to cast 9th-level arcane spells. OR Spellcraft 24 ranks, Knowledge
(religion) 24 ranks, ability to cast 9th-level divine spells. OR
Spellcraft 24 ranks, Knowledge (nature) 24 ranks, ability to cast
9th-level divine spells |
Benefit: The character may develop and cast epic spells. If the character is an arcane spellcaster, he or she may cast a
number of epic spells per day equal to his or her ranks in Knowledge (arcana)
divided by 10. If the character is a divine spellcaster, he or she may
cast a number of epic spells per day equal to his or her ranks in
Knowledge (religion) or Knowledge (nature) divided by 10.
Special: If the character meets more than one set of prerequisites, the limit on
the number of spells he or she may cast per day is cumulative. |
| Epic
Toughness |
|
Benefit: The character gains +30 hit points.
Special: A
character can gain this feat multiple times. Its effects stack. |
| Epic
Weapon Focus |
Weapon Focus in the chosen weapon |
Benefit: Add a +2 bonus to all attack rolls the character makes using the selected
weapon.
Special: A
character can gain this feat multiple times. Its effects do not stack.
Each time the character takes the feat it applies to a different type of
weapon. |
| Epic
Weapon Specialization |
Epic Weapon Focus, Weapon Focus, Weapon
Specialization (all in the chosen weapon) |
Benefit: Add +4 to all damage the character deals using the selected weapon. If the
weapon is a ranged weapon, the damage bonus only applies if the target is
within 30 feet.
Special: A
character can gain this feat multiple times. Its effects do not stack.
Each time the character takes the feat, it applies to a different type of
weapon. |
| Epic
Will |
|
Benefit: The
character gains a +4 bonus on all Will saving throws. |
| Exceptional
Deflection |
Dex 21, Wis 19, Deflect Arrows, Improved Unarmed
Strike |
Benefit: The
character can deflect any ranged attacks (including spells that require
ranged touch attacks) as if they were arrows. |
| Extended
Life Span |
|
Benefit: Add one-half the maximum result of the character’s race’s maximum age
modifier to the character’s normal middle age, old, and venerable age
categories. Calculate the character’s maximum age using the new
venerable number. This feat can’t lower the character’s current age
category.
Special: A
character can gain this feat multiple times. Its effects stack. |
| Familiar
Spell |
Int 25 (if the character’s spellcasting is
controlled by Intelligence) or Cha 25 (if the character’s spellcasting
is controlled by Charisma) |
Benefit: Choose one arcane spell the character knows of 8th level or lower. The
character’s familiar can now use this spell once per day as a spell-like
ability, at a caster level equal to the character’s caster level. A
character cannot bestow a spell to his or her familiar if the spell
normally has a material component cost of more than 1 gp or an XP cost.
Special: A
character can gain this feat multiple times. Each time the character takes
the feat, he or she can give his or her familiar a different spell-like
ability or another daily use of the same spell-like ability. |
| Fast
Healing |
Con 25 |
Benefit: The character gains fast healing 3, or the character’s existing fast
healing increases by 3. This feat does not stack with fast healing granted
by magic items or nonpermanent magical effects.
Special: This feat may be taken multiple times. Its effects stack. |
Fine
Wild Shape
[Wild] |
Ability to wild shape into a Diminutive
creature |
Benefit: The character can use his or her wild shape to take the shape of a
Fine animal.
Normal: Without this feat, a character cannot wild shape into an animal
smaller than Tiny size. |
Forge
Epic Ring
[Item Creation] |
Forge Ring, Knowledge (arcana) 35 ranks,
Spellcraft 35 ranks |
Benefit: The
character can forge magic rings that exceed the normal limits for such
items. |
Gargantuan
Wild Shape
[Wild] |
Ability to wild shape into a Huge animal |
Benefit: The character can use your wild shape to take the shape of a
Gargantuan animal.
Normal: Without this feat, a character cannot wild shape into an animal
greater than Huge size. |
| Great
Charisma |
|
Benefit: The character’s Charisma increases by 1 point.
Special: A
character can gain this feat multiple times. Its effects stack. |
| Great
Constitution |
|
Benefit: The character’s Constitution increases by 1 point.
Special: A
character can gain this feat multiple times. Its effects stack. |
| Great
Dexterity |
|
Benefit: The character’s Dexterity increases by 1 point.
Special: A
character can gain this feat multiple times. Its effects stack. |
| Great
Intelligence |
|
Benefit: The character’s Intelligence increases by 1 point.
Special: A
character can gain this feat multiple times. Its effects stack. |
| Great
Smiting |
Cha 25, smite ability (from class feature or
domain granted power). |
Benefit: Whenever the character makes a successful smite attack, add twice the
appropriate level to damage (rather than just the character’s level).
Special: A
character may select this feat multiple times. Its effects stack. Remember
that two doublings equals a tripling, and so forth. |
| Great
Strength |
|
Benefit: The character’s Strength increases by 1 point.
Special: A
character can gain this feat multiple times. Its effects stack. |
| Great
Wisdom |
|
Benefit: The character’s Wisdom increases by 1 point.
Special: A
character can gain this feat multiple times. Its effects stack. |
| Group
Inspiration |
Perform 30 ranks, bardic music class feature |
Benefit: The number of allies the character can affect with his or her inspire
competence or inspire greatness bardic music ability doubles. When
inspiring competence in multiple allies, the character can choose
different skills to inspire for different allies.
Special: A
character can gain this feat multiple times. Its effects stack. Remember
that two doublings equals a tripling, and so forth. |
| Hindering
Song |
Deafening Song, Perform 27 ranks, bardic music
class feature |
Benefit: The
character can use song or poetics to hinder enemy spellcasters within a
30-foot spread from the character. To successfully cast a spell within
this area, a spellcaster must make a Concentration check as if he or she
were casting defensively, and all such checks have a penalty equal to half
the character’s level. The character can choose to exclude any
characters from this effect. The character may sing, play, or recite a
hindering song while taking other mundane actions, but not magical ones
(see the bard’s inspire courage ability for more details). The character
may keep up the hindering song for a maximum of 10 rounds. Using the
hindering song counts as one of the character’s uses of song or poetics
for the day. |
| Holy
Strike |
Smite evil class feature, any good alignment |
Benefit: Any
weapon the character wields is treated as a holy weapon (is good-aligned
and deals an extra 2d6 points of damage against creatures of evil
alignment).If the weapon already has an alignment, this feat has no effect
on the weapon. |
| Ignore
Material Components |
Eschew Materials, Spellcraft 25 ranks, ability to
cast 9th-level arcane or divine spells |
Benefit: The
character may cast spells without any material components. This feat does
not affect the need for a focus or divine focus. |
| Improved
Alignment-Based Casting |
Access to domain of Chaos, Evil, Good, or Law,
alignment must match domain chosen, ability to cast 9th-level divine
spells |
Benefit: Select an alignment-based domain (Chaos, Evil, Good, or Law) to which the
character has access. The character casts spells with that alignment
descriptor at +3 caster level.
Special: This benefit overrides (does not stack with) the granted powers of the
Chaos, Evil, Good, and Law domains. A character may select this feat
multiple times. Its effects do not stack. Each time a character takes the
feat, it applies to a different alignment-based domain to which the
character has access. |
| Improved
Arrow of Death |
Dex 19, Wis 19, Point Blank Shot, Precise Shot,
arrow of death class feature |
Benefit: Add
+2 to the DC of the character’s arrows of death. This feat may be taken
multiple times. Its effects stack. |
| Improved
Aura of Courage |
Cha 25, aura of courage class ability |
Benefit: The
character’s aura of courage grants a +8 morale bonus on saving throws
against fear effects. |
| Improved
Aura of Despair |
Cha 25, aura of despair class ability |
Benefit: The
character’s aura of despair causes a –4 morale penalty on all saving
throws. |
| Improved
Combat Casting |
Combat Casting, Concentration 25 ranks |
Benefit: The
character doesn’t incur attacks of opportunity for casting spells when
threatened. |
| Improved
Combat Reflexes |
Dex 21, Combat Reflexes |
Benefit: There is no limit to the number of attacks of opportunity the character
can make in one round. (the character still can’t make more than one
attack of opportunity for a given opportunity.) |
| Improved
Darkvision |
Darkvision |
Benefit: The range of the character’s darkvision doubles. This feat does not
stack with darkvision granted by magic items or nonpermanent magical
effects.
Special: This feat may be taken multiple times. Its effects stack. Remember that
two doublings equals a tripling, and so on. |
| Improved
Death Attack |
Death attack class feature, sneak attack +5d6 |
Benefit: Add +2 to the DC of the character’s death attack.
Special: This feat may be taken multiple times. Its effects stack. |
Improved
Elemental Wild Shape
[Wild] |
Wis 25, ability to wild shape into an
elemental |
Benefit: The character’s ability to wild shape into an elemental is
expanded to include all elemental creatures (not just air, earth, fire,
and water elementals) of any size that the character can take when using wild
shape to become an animal. The character gains all extraordinary and
supernatural abilities of the elemental whose form he or she takes.
Normal: Without this feat, a character may only wild shape into a Small,
Medium-size, or Large air, earth, fire, or water elemental. |
| Improved
Favored Enemy |
Five or more favored enemies |
Benefit: Add +1 to the bonus on Bluff, Listen, Sense Motive, Spot, and Survival
checks and damage rolls against all the character’s favored enemies.
Special: This feat may be taken multiple times. Its effects stack. |
| Improved
Heightened Spell |
Heighten Spell, Spellcraft 20 ranks |
Benefit: As Heighten Spell, but there is no limit to the level to which the
character can heighten the spell.
Normal: Without this feat, a spell can only be heightened to a maximum of 9th
level. |
| Improved
Ki Strike |
Wis 21, Ki strike (adamantine) |
Benefit: The
character’s unarmed strikes are treated as epic magic weapons for the
purposes of damage reduction. |
| Improved
Low-Light Vision |
Low-light vision |
Benefit: The range of the character’s low-light vision doubles. This feat does
not stack with low-light vision granted by magic items or nonpermanent
magical effects.
Special: This feat may be taken multiple times. Its effects stack. Remember that
two doublings equals a tripling, and so on. |
Improved
Manifestation
[Psionic] |
Character
level 21st, ability to manifest powers of the normal maximum power level
in at least one psionic class. |
Benefit: When you select this feat, you gain 19 power points.
Special: You can gain this feat multiple times. Each time you do so, you gain an
additional number of power points equal to your previous benefit +2. |
| Improved
Manyshot |
Dex 19, base attack bonus +21, Many-shot, Point
Blank Shot, Rapid Shot |
Benefits:
As Manyshot, but the number of arrows the character can fire is limited
only by his or her base attack bonus (two arrows, plus one arrow for every
5 points of base attack bonus above +6).
Special: Regardless of the number of arrows the character fires, he or she only
applies precision-based damage (such as sneak attack damage or the
ranger’s favored enemy bonus) once. If the character scores a critical
hit, only one of the arrows deals critical damage (character’s choice);
all others deal normal damage.
Normal: With the Manyshot feat, the character is limited to a maximum of four
arrows fired (when the character’s base attack bonus is +16 or higher). |
| Improved
Metamagic |
Four metamagic feats, Spellcraft 30 ranks |
Benefit: The spell slot modifier of all the character’s metamagic feats is
reduced by one level, to a minimum of +1. This feat has no effect on
metamagic feats whose spell slot modifier is +1 or less.
Special: A
character can gain this feat multiple times. The effects stack, though a
character can’t reduce any metamagic feat’s spell slot modifier to
less than +1. |
Improved
Metapsionics
[Psionic] |
Character level 21st, four
metapsionic feats, Psicraft 30 ranks |
Benefit: Metapsionic
powers you manifest cost 2 power points less than normal (to a minimum of
1 power point). This feat has no effect on metapsionic powers that
inflate the cost by only 2 power points.
Special: You can gain this feat multiple times. The effects stack, though you
can’t lower the cost of any metapsionic power to less than 1 power point. |
| Improved
Sneak Attack |
Sneak attack +8d6 |
Benefit: Add +1d6 to the character’s sneak attack damage.
Special: This feat may be taken multiple times. Its effects stack. |
| Improved
Spell Capacity |
Ability to cast spells of the normal maximum
spell level in at least one spellcasting class |
Benefit: When the character selects this feat, he or she gains one spell slot per
day of any level up to one level higher than the highest-level spell the
character can already cast in a particular class. The character must still
have the requisite ability score (10 + spell level) in order to cast any
spell stored in this slot. If the character has a high enough ability
modifier to gain one or more bonus spells for this spell level, he or she
also gains the bonus spells for this spell level. The character must use
the spell slot as a member of the class in which he or she can already
cast spells of the normal maximum spell level.
Special: A
character can gain this feat multiple times. Spell
Slots Above 9th Level |
| Improved
Spell Resistance |
Must have spell resistance from a feat, class
feature, or other permanent effect |
Benefit: The character’s spell resistance increases by +2.
Special: A
character can gain this feat multiple times. Its effects stack. |
| Improved
Stunning Fist |
Dex 19, Wis 19, Improved Unarmed Strike, Stunning
Fist |
Benefit: Add +2 to the DC of the character’s stunning attack.
Special: This feat may be taken multiple times. Its effects stack. |
| Improved
Whirlwind Attack |
Int 13, Dex 23, Combat Expertise, Dodge,
Mobility, Spring Attack, Whirlwind Attack |
Benefit: As a standard action, the character can make one melee attack for every
five points of his or her base attack bonus (including epic attack bonus,
round fractions down).
The
character cannot attack any one opponent more than once as part of this
action. These attacks (as
well as all other attacks made until the start of the character’s next
turn) suffer a –4 penalty.
When
using the Improved Whirlwind feat, the character also forfeits any bonus
or extra attacks granted by other spells or abilities (such as Cleave or
the haste spell).
Since
these attacks are made as part of a standard action the character can’t
make a 5-foot step between any two of the attacks.
Normal: Without this feat, using the Whirlwind Attack feat requires a full attack
action, and the character can take a 5-foot step between any two of the
attacks. |
| Incite
Rage |
Cha 25, greater rage class
feature |
Benefit: When the character enters a rage, he or she can incite a barbarian rage in
any or all allies within 60 feet. (Any ally who doesn’t wish to become
enraged is unaffected.) The ally gains +4 to Strength, +4 to Constitution,
and a +2 morale bonus on Will saves, but takes a –2 penalty to AC, for
as long as the character remains raging. The rage of affected allies lasts
a number of rounds equal to 3 + their Constitution modifier, regardless of
whether they remain within 60 feet of the character. This is otherwise
identical with normal barbarian rage (including the fatigue at its end).
Special: This is a mind-affecting effect. |
| Infinite
Deflection |
Dex 25, Combat Reflexes, Deflect Arrows, Improved
Unarmed Strike |
Benefit: The
character may perform any number of deflections each round, as the Deflect
Arrows feat. |
| Inspire
Excellence |
Perform 30 ranks, bardic music class feature |
Benefit: The character can use song or poetics to grant a bonus to one ability
score to his or her allies. To be affected, an ally must hear the bard
sing for 1 full round. The effect lasts as long as the bard sings and for
5 rounds after the bard stops singing (or 5 rounds after the ally can no
longer hear the bard). While singing, the bard can fight but cannot cast
spells, activate magic items by spell completion (such as scrolls), or
activate magic items by command word (such as wands). Each ally to be
inspired gains a +4 competence bonus to the same ability score, which the
character must choose before he or she begins inspiring. Inspire
excellence is a supernatural, mind-affecting ability. Use of this feat
counts as one of the character’s bardic music uses for the day.
Special: This feat is treated as a bardic music inspiration ability for purposes of
feats that affect such abilities. |
| Instant
Reload |
Quick Draw, Rapid Reload, Weapon Focus (crossbow
type to be selected) |
Benefit: The character may fire the selected type of crossbow at his or her full
normal attack rate. Reloading the crossbow does not provoke attacks of
opportunity.
Special: A
character can gain this feat multiple times. Its effects do not stack.
Each time a character takes the feat, it applies to a different type of
crossbow. |
Intensify
Spell
[Metamagic] |
Empower Spell, Maximize Spell, Spellcraft 30
ranks, ability to cast 9th-level arcane or divine spells |
Benefit: All
variable, numeric effects of an intensified spell are maximized, then
doubled. An intensified spell deals twice maximum damage, cures twice the
maximum number of hit points, affects twice the maximum number of targets,
and so forth, as appropriate. Saving throws and opposed rolls are not
affected. An intensified spell uses up a spell slot seven levels higher
than the spell’s actual level. A character can’t combine the effects
of this feat with any other feat that affects the variable, numeric
effects of a spell. |
| Keen
Strike |
Str
23, Wis 23, Improved Critical (unarmed strike), Improved Unarmed Strike,
Stunning fist, ki strike (adamantine) |
Benefit: The
character’s unarmed strike has a critical threat range of 18-20 and
deals slashing damage (at the character’s option any attack can deal
bludgeoning damage, but cannot then take advantage of the enhanced threat
range). This ability doesn’t stack with other abilities that expand that
character’s unarmed strike’s threat range. |
| Lasting
Inspiration |
Perform 25 ranks, bardic music class feature |
Benefit: The
effects of the character’s bardic music inspiration abilities last for
ten times as long as normal after he or she stops singing. This feat has
no effect on inspiration abilities that have no duration after the
character stops singing. |
| Legendary
Climber |
Dex 21, Balance 12 ranks, Climb 24 ranks |
Benefit: The character can ignore any check penalties applied for accelerated
climbing or rapid climbing.
Normal: Without this feat, a character takes a –5 penalty on Climb checks when
attempting to cover his or her full speed in climbing distance in a round,
or a –20 penalty when attempting to cover twice his or her speed in
climbing distance in a round. |
| Legendary
Commander |
Cha 25, Epic Leadership, Leadership, Diplomacy 30
ranks, must rule own kingdom and have a stronghold |
Benefit: Multiply the number of followers of each level that the character can lead
by 10. This has no effect on cohorts. |
| Legendary
Leaper |
Jump 24 ranks |
Benefit: The character need only move 5 feet in a straight line to make a running
jump.
Normal: Without this feat, a character must move at least 20 feet in a straight
line before attempting a running jump. |
| Legendary
Rider |
Ride 24 ranks |
Benefit: The character doesn’t take a penalty on Ride checks when riding a mount
without a saddle (bareback). The
character never needs to make a Ride check to control a mount in combat
(and even controlling a mount not trained for combat doesn’t require an
action).
Normal: Without this feat, a character takes a –5 penalty on Ride checks without
a saddle, and must make a Ride check to control a mount in combat (and
controlling a mount not trained for combat requires a move action). |
| Legendary
Tracker |
Wis 25, Track, Knowledge (nature) 30 ranks,
Survival 30 ranks |
Benefit: The character can track creatures across water, under-water, or through
the air. This adds the surfaces of water, underwater, and air to the list
of surfaces found under the Track feat:
Surface |
DC |
Water |
60 |
Underwater |
80 |
Air |
120 |
|
| Legendary
Wrestler |
Str 21, Dex 21, Improved Unarmed Strike, Escape
Artist 15 ranks |
Benefit: The
character gains a +10 bonus on all grapple checks. |
| Lingering
Damage |
Sneak attack +8d6, crippling strike class feature |
Benefit: Any
time the character deals damage with a sneak attack, that target takes
damage equal to the character’s sneak attack bonus damage on the
character’s next turn as well. |
Magical
Beast Companion
[Wild] |
Knowledge (nature) 24 ranks, wild shape 6/day |
Benefit: These magical beasts are added to the lists of animal companions from which you
can select. |
Magical
Beast Wild Shape
[Wild] |
Wis 25, Knowledge (nature) 27 ranks, wild
shape 6/day |
Benefit: The
character can use his or her normal wild shape ability to take the
form of a magical beast. The size limitation is the same as the
character’s limitation on animal size. The character gains all
supernatural abilities of the magical beast whose form he or she takes. |
| Master
Staff |
Craft Staff, Spellcraft 15 ranks |
Benefit: When the character activates a staff, he or she can substitute a spell
slot instead of using a charge. The spell slot must be one the character
ahs not used for the day, though the character may lose a prepared spell
to emulate a wand charge (the character may not lose prepared spells from
his or her school of specialty, if any). The spell slot lost must be equal
to or higher in level than the specific spell stored in the staff,
including any level-increasing metamagic enhancements. A character cannot
emulate a charge for a staff function that does not match a specific
spell. |
| Master
Wand |
Craft Wand, Spellcraft 15 ranks |
Benefit: When the character activates a wand, he or she can substitute a spell slot
instead of using a charge. The spell slot must be one the character has
not used for the day, though he or she may lose a prepared spell to
emulate a wand charge (the character may not lose prepared spells from his
or her school of specialty, if any). The spell slot lost must be equal to
or higher in level than the spell stored in the wand, including any
level-increasing metamagic enhancements. |
| Mighty
Rage |
Str 21, Con 21, greater rage class feature, rage
5/day |
Benefit: When the character rages, he or she gains a +8 bonus to Strength and
Constitution and a +4 morale bonus on Will saves. (These bonuses replace
the normal rage bonuses.) |
| Mobile
Defense |
Dex 15, Dodge, Mobility, Spring Attack, defensive
stance 3/day class feature |
Benefit: While in a defensive stance, the character may take one 5-foot adjustment
each round without losing the benefits of the stance.
Normal: Without this feat, a character can’t move while in a defensive stance. |
| Multispell |
Quicken Spell, ability to cast 9th-level arcane
or divine spells |
Benefit: The character may cast one additional quickened spell in a round.
Special: A
character can gain this feat multiple times. Its effects stack. |
| Multiweapon
Rend |
Dex 15, base attack bonus +9, three or more
hands, Multiweapon Fighting |
Benefit: If the character hits an opponent with two or more weapons (wielded in
different hands) in the same round, he or she may automatically rend the
opponent. This rending deals additional damage equal to the base damage of
the smallest weapon that hit plus 1 1/2 times the character’s Strength
modifier. The character can only rend once per round, regardless of how
many successful attacks he or she makes.
Special: This feat replaces the Two-Weapon Rend feat for creatures with more than
two arms. |
| Music
of the Gods |
Cha 25, Perform 30 ranks, bardic music class
feature |
Benefit: The
character’s bardic music can affect even those normally immune to
mind-affecting effects. However, such creatures gain a +10 bonus on their
Will saves to resist such effects. |
Negative
Energy Burst
[Divine] |
Cha 25, ability to rebuke or command undead,
ability to cast inflict critical wounds, any evil alignment |
Benefit: The
character can use one rebuke or command undead attempt to unleash a wave
of negative energy in a 60-foot-burst. Roll a normal rebuke (or command)
check, except that the negative energy burst affects living creatures
rather than undead. Any creature that would be rebuked by this result
gains one negative level. Any creature that would be commanded by this
check gains two negative levels. The Fortitude save DC to remove these
levels one day later is equal to 10 + 1/2 the character’s effective
turning level + the character’s Charisma modifier. |
| Overwhelming
Critical |
Str
23, Cleave, Great Cleave, Improved Critical (chosen weapon), Power Attack,
Weapon Focus (chosen weapon) |
Benefit: When using the weapon the character has selected, he or she deals an extra
1d6 points of bonus damage on a successful critical hit. If the weapon’s
critical multiplier is x3, add +2d6 points of bonus damage instead, and if
the multiplier is x4, add +3d6 points of bonus damage instead. Creatures
immune to critical hits can’t be affected by this feat.
Special: A
character can gain this feat multiple times. Its effects do not stack.
Each time a character takes the feat, it applies to a different type of
weapon. |
| Penetrate
Damage Reduction |
|
Benefit: The character
melee weapons (including natural weapons) are treated as being crafted
from the chosen special material for the purposes of bypassing the damage
reduction of any creature the character strikes. None of the other special
properties of special materials are gained by the character’s melee
weapons.
Special: A
character can gain this feat multiple times. Each time the feat is selected the character selects a different
special material. The
character’s melee attacks are treated as being crafted of all chosen
materials for the purposes of bypassing damage reduction. |
| Perfect
Health |
Con 25, Great Fortitude |
Benefit: The
character is immune to all nonmagical diseases, as well as to all poisons
whose Fortitude save DC is 25 or less. |
| Perfect
Multiweapon Fighting |
Dex 25, three or more hands, Greater Multiweapon
Fighting, Multiweapon Fighting |
Benefit: The character can make as many attacks with each extra weapon as with his
or her primary weapon, using the same base attack bonus. The character
still takes the normal penalties for fighting with two weapons.
Normal: A creature without this feat can make only one attack per round with each
extra weapon (or two attacks per round with each weapon if it has
Multiweapon Fighting, or three attacks per round with each extra weapon if
it has Greater Multiweapon Fighting). Each attack after the first extra
attack has a cumulative –5 penalty.
Special: This feat replaces the Perfect Two-Weapon Fighting feat for creatures with
more than two arms. |
| Perfect
Two-Weapon Fighting |
Dex 25, Greater Two-Weapon Fighting, Improved
Two-Weapon Fighting, Two-Weapon Fighting |
Benefit: The character can make as many attacks with his or her off-hand weapon as
with his or her primary weapon, using the same base attack bonus. The
character still takes the normal penalties for fighting with two weapons.
Normal: Without this feat, a character can only get a single attack with an
off-hand weapon (or two attacks with an off-hand weapon if he or she has
Improved Two-Weapon Fighting, or three attacks with an off-hand weapon if
he or she has Greater Two-Weapon Fighting). |
| Permanent
Emanation |
Spellcraft 25 ranks, ability to cast the spell to
be made permanent |
Benefit: Designate any one of the character’s spells whose area is an emanation
from the character. This spell’s effect is permanent (though the
character can dismiss or restart it as a free action). Effects that would
normally dispel this spell instead suppress it for 2d4 rounds.
Special: This feat may be taken multiple times. Each time, select a different spell
to become permanent. |
| Planar
Turning |
Wis 25, Cha 25, ability to turn or rebuke undead |
Benefit: The
character can turn or rebuke outsiders as if they were undead. An outsider
has effective turn resistance equal to half its spell resistance (round
down). If the character can turn undead, he or she turns (or destroys) all
evil outsiders and rebukes (or commands) all nonevil outsiders. If the
character can rebuke undead, he or she rebukes (or commands) all evil
outsiders and turns (or destroys) all nonevil outsiders. |
Plant
Wild Shape
[Wild] |
Knowledge (nature) 24 ranks, wild shape 4/day |
Benefit: The
character can use his or her normal wild shape ability to take the
form of a plant. The size limitation is the same as the character’s
limitation on animal size. |
| Polyglot |
Int 25, Speak Language (five languages) |
Benefit: The
character can speak all languages. If the character is literate, he or she
can also read and write all languages (not including magical script). |
| Positive
Energy Aura |
Cha 25, ability to turn undead, ability to cast dispel
evil |
Benefit: Every undead creature that comes within 15 feet of the character is
automatically affected as if the character had turned it. This doesn’t
cost a turning attempt, and the character doesn’t have to roll turning
damage (it automatically affects all undead in a 15-foot burst), but it
only turns undead with Hit Dice equal to or less than the character’s
effective cleric level minus 10 (and automatically destroys undead with
Hit Dice equal to or less than the character’s effective cleric level
minus 20). Just as with normal turning, the character can’t affect
undead that have total cover relative to him or her. |
Power
Knowledge
[Psionic] |
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
[Psionic] |
Character
level 21st, Intelligence 25 or Charisma 25 (depending on which is your key
ability score for manifesting) |
Benefit: Choose one power you know of 8th level or lower. Your psicrystal can now
manifest this power once per day at your manifester level (the psicrystal
gains sufficient power points to manifest the power once). You cannot
bestow a power upon your psicrystal if the power normally has any
experience point cost.
Special: You
can gain this feat multiple times. Each time you take the feat, you can
give your psicrystal knowledge of a new power (and it gains sufficient
power points to manifest that power once).
All power points gained by a psicrystal from
multiple applications of this feat go into its reserve and can be used to
manifest the powers it knows as you desire. |
| Ranged
Inspiration |
Bardic music class feature, Perform 25 ranks |
Benefit: Double the range of any bardic music ability that has a range. (If the
creature must hear the bard to be affected by the ability, that
requirement doesn’t change regardless of any extended range the bard’s
ability may have.)
Special: A character can gain this feat multiple times. Its effects stack. Remember
that two doublings equals a tripling, and so forth. |
| Rapid
Inspiration |
Perform 25 ranks, bardic music class feature |
Benefit: The
character can use any of his or her bardic music inspiration abilities as
a standard action. The inspiration takes effect immediately after the
character concludes the action. |
| Reactive
Countersong |
Combat Reflexes, Perform 30 ranks, bardic music
class feature |
Benefit: The character can begin a countersong at any time, even when it isn’t
his or her turn (much like a wizard who has readied a counterspell
action), though the character doesn’t have to ready an action to do so.
The character can’t use Reactive Countersong at the same time he or she
isusing another bardic music ability (though the character could stop the
other bardic music ability to begin Reactive Countersong if so desired).
Normal: Without this feat, a character can only use counter-song on his or her
turn. |
| Reflect
Arrows |
Dex 25, Deflect Arrows, Improved Unarmed Strike |
Benefit: When the character deflects an arrow or other ranged attack, the attack is
reflected back upon the attacker at the character’s base ranged attack
bonus. |
| Righteous
Strike |
Wis 19, Improved Unarmed Strike, Stunning Fist,
any lawful alignment |
Benefit: The
character’s unarmed strike is treated as an axiomatic weapon (it is
lawfully aligned and deals an extra 2d6 points of damage against creatures
of chaotic alignment). This ability doesn’t stack with similar
abilities. |
| Ruinous
Rage |
Str 25, Improved Sunder, Power Attack, rage 5/day |
Benefit: While in a rage, the character ignores the hardness of any object he or
she strikes. Also, double the character’s Strength bonus for the
purposes of any Strength check made to break an object with sudden force
rather than by dealing normal damage (including bursting bindings, such as
ropes or manacles). |
Scribe
Epic Scroll
[Item Creation] |
Scribe Scroll, Knowledge (arcana) 24 ranks,
Spellcraft 24 ranks |
Benefit: The
character can scribe scrolls that exceed the normal limits for such items.
Even this feat does not allow the character to scribe a scroll with an
epic spell. |
| Self-Concealment |
Dex 30, Hide 30 ranks, Tumble 30 ranks, improved
evasion |
Benefit: Attacks against the character have a 10% miss chance, similar to the
effect of concealment. The character loses this benefit whenever he or she
would lose his or her Dexterity bonus to AC.
Special: This feat may be taken multiple times. Each time it is taken, the miss
chance increases by 10% to a maximum of 50% after it has been taken five
times. |
| Shattering
Strike |
Epic Weapon Focus (unarmed strike), Weapon Focus
(unarmed strike), Concentration 25 ranks, ki strike (adamantine). |
Benefit: When using an unarmed strike to attempt to break an object with sudden
force (rather than by dealing normal damage), make a Concentration check
rather than a Strength check. The break DC remains the same. Using
Shattering Strike is a full-round action that incurs attacks of
opportunity. The character can’t use Shattering Strike to escape bonds
(unless he or she is so bound as to allow the character to make an unarmed
strike against his or her bindings). |
| Sneak
Attack of Opportunity |
Sneak attack +8d6, opportunist class feature |
Benefit: Any
attack of opportunity the character makes is considered a sneak attack. |
| Spectral
Strike |
Wis 19, ability to turn or rebuke undead |
Benefit: The character’s attacks deal damage normally against incorporeal
creatures.
Normal: Without this feat, even attacks that can damage an incorporeal creature
have a 50% chance to deal no damage. |
| Spell
Knowledge |
Ability to cast spells of the maximum normal
spell level of an arcane spellcasting class |
Benefit: The character learns two new arcane spells of any level up to the maximum
level he or she can cast. This feat does not grant any additional spell
slots.
Special: A
character can gain this feat multiple times. |
| Spell
Opportunity |
Combat Casting, Combat Reflexes, Quicken Spell,
Spellcraft 25 ranks |
Benefit: Whenever the character is allowed an attack of opportunity, he or she may
cast (and attack with) a touch spell as the character’s attack of
opportunity. This incurs attacks of opportunity just as if the character
had cast the spell normally.
Normal: Without this feat, a character can only make a melee attack as an attack
of opportunity. |
| Spell
Stowaway |
Spellcraft 24 ranks, caster level 12th |
Benefit: Choose a spell-like ability the character knows, or a spell the character
cam cast. The character is attuned to the magic he or she chooses. If
another spellcaster within 300 feet of the character uses this magic, the
character also immediately gains the magic’s effect as if it had been
used on the character by the same caster. The character must have direct
line of effect to the spellcaster in order to gain the benefit of the
attuned magic (though the character does not have to know the spellcaster
is present, and he or she can be flat-footed). The magic’s duration,
effect, and other specifics are determined by its original caster’s
level.
Special: A
character can gain this feat multiple times. Its effects do not stack.
Each time a character takes the feat, it applies to a different spell or
spell-like ability. |
| Spellcasting
Harrier |
Combat Reflexes |
Benefit: Any
spellcaster the character threatens in melee provokes an attack of
opportunity if he or she tries to cast defensively. The character gets a +4 bonus on this attack roll. |
| Spontaneous
Domain Access |
Wis 25, Spellcraft 30 ranks, ability to cast
9th-level divine spells |
Benefit: Select a domain the character has access to. The character may
spontaneously convert any prepared cleric spell (except a domain spell)
into a domain spell of the same level in the selected domain, just as a
cleric channels energy to convert spells into cure spells.
Special: A
character can gain this feat multiple times. Each time a character takes
the feat, it applies to a different domain. |
| Spontaneous
Spell |
Spellcraft 25 ranks, ability to cast the maximum
normal spell level of at least one spell-casting class |
Benefit: Select a spell the character can cast. The character may spontaneously
convert any prepared spell of the selected spell’s level into the
selected spell, just as a cleric channels energy to convert spells into cure spells.
Special: A
character can gain this feat multiple times. Each time he or she takes the
feat, it applies to a different spell. |
| Storm
of Throws |
Dex 23, Point Blank Shot, Quick Draw, Rapid Shot |
Benefit: As
a full-round action, the character may throw a light weapon at his or her
full base attack bonus at each opponent within 30 feet. All light weapons
thrown need not be the same type. |
| Superior
Initiative |
Improved Initiative |
Benefit: The
character gets a +8 bonus on initiative checks. This bonus overlaps (does
not stack with) the bonus from Improved Initiative. |
| Swarm
of Arrows |
Dex 23, Point Blank Shot, Rapid Shot, Weapon
Focus (type of bow used) |
Benefit: As
a full-round action, the character may fire an arrow at his or her full
base attack bonus at each opponent within 30 feet. |
| Terrifying
Rage |
Intimidate 25 ranks, rage
5/day |
Benefit: While you are raging, any enemy that views you
must make a Will save opposed by your Intimidate check of become panicked
(if it have HD less than your character level) or shaken (if it has HD
equal to or up to twice your character level) for 4d6 rounds. An enemy with Hit Dice greater than twice your character
level is not affected by this feat. |
| Tenacious
Magic |
Spellcraft 15 ranks |
Benefit: Choose one spell the character knows or spell-like ability the character
possesses. Whenever the chosen form of magic would otherwise end due to a dispel effect, the magic is instead only suppressed for 1d4 rounds. The magic
still ends when its duration expires, but the suppressed rounds do not
count against its duration. The character can dismiss his or her own spell
or spell-like ability (if dismissible) or dispel his or her own tenacious
magic normally.
Special: A
character can gain this feat multiple times. Each time he or she takes the
feat, it applies to a different spell or spell-like ability. |
| Thundering
Rage |
Str 25, rage 5/day |
Benefit: Any
weapon the character wields while in a rage is treated as a thundering
weapon. The DC of the Fortitude save to resist deafness is equal to 10 +
1/2 the character’s level. This ability does not stack with similar
abilities. |
| Trap
Sense |
Search 25 ranks, Spot 25 ranks, trapfinding class
ability |
Benefit: If
the character passes within 5 feet of a trap, he or she is entitled to a
Search check to notice it as if the character was actively looking for it. |
| Two-Weapon
Rend |
Dex 15, base attack bonus +9, Improved Two-Weapon
Fighting, Two-Weapon Fighting |
Benefit: If
the character hits an opponent with a weapon in each hand in the same
round, he or she may automatically rend the opponent. This deals
additional damage equal to the base damage of the smaller weapon plus 1
1/2 times the character’s Strength modifier. Base weapon damage includes
an enhancement bonus on damage, if any. The character can only rend once
per round, regardless of how many successful attacks he or she makes. |
| Uncanny
Accuracy |
Dex 21, base attack bonus +11, Point Blank Shot,
Precise Shot, Improved Precise Shot, Spot 20 ranks |
Benefit: The character’s ranged attacks ignore the miss chance granted to targets
by total concealment. The
character must aim his or her attacks at the correct square to gain
advantage of this feat.
Normal: Without this feat, characters suffer a 50% miss chance when making a
ranged attack against a target with total concealment.
Special: A
character with at least 11 levels of ranger can qualify for this feat even
if he or she does not have the prerequisites for it, but can only use it
when wearing light or no armor. |
Undead
Mastery
[Divine] |
Cha 21, ability to rebuke or command undead |
Benefit: The
character may command up to ten times his or her level in HD of undead. |
| Unholy
Strike |
Smite good class feature, any evil alignment. |
Benefit: Any
weapon the character wields is treated as an unholy weapon (it is
evil-aligned and deals an extra 2d6 points of damage against creatures of
good alignment). This ability doesn’t stack with similar abilities. If
the weapon already has an alignment, this feat has no effect on the
weapon. |
Vermin
Wild Shape
[Wild] |
Knowledge (nature) 24 ranks, wild shape 6/day |
Benefit: The
character can use his or her normal wild shape ability to take the
form of a vermin. The size limitation is the same as the character’s
limitation on animal size. |
| Vorpal
Strike |
Str 25, Wis 25, Improved Critical (unarmed
strike), Improved Unarmed Strike, Keen Strike, Stunning Fist, ki strike
(adamantine) |
Benefit: The character’s unarmed strike is considered to be a slashing vorpal
weapon. (At the character’s option, any unarmed strike can do
bludgeoning damage instead, but it loses the vorpal quality.) This ability
doesn’t stack with similar abilities
. |
| Widen
Aura of Courage |
Cha 25, aura of courage class ability |
Benefit: The
character’s aura of courage extends to all allies within 100 feet of the
character. |
| Widen
Aura of Despair |
Cha 25, aura of despair class ability |
Benefit: The
character’s aura of despair extends to all allies within 100 feet of the
character. |
Zone
of Animation
[Divine] |
Cha 25, Undead Mastery, ability to rebuke or
command undead |
Benefit: The
character can use a rebuke or command undead attempt to animate corpses
within range of his or her rebuke or command attempt. The character
animates a total number of HD of undead equal to the number of undead that
would be commanded by the character’s result (though the character
can’t animate more undead than there are available corpses within
range). The character can’t animate more undead with any single attempt
than the maximum number he or she can command (including any undead
already under his or her command). These undead are automatically under
the character’s command, though his or her normal limit of commanded
undead still applies. If the corpses are relatively fresh, the animated
undead are zombies. Otherwise, they are skeletons. |