Epic Feats

Additional Magic Item Space [Epic]
Benefit: Choose one type of magic item that has a limit on the number a character 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, 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: You can gain this feat multiple times. Each time you take the feat, it applies to a new type of wearable magic item.

Aligned Breath Weapon [Epic]
The creature's breath weapon draws energy from the creature's very soul, changing the nature of the attack.
Prerequisites: Breath weapon special attack, matching alignment.
Benefit: Pick from good, evil, law, or chaos; part of the creature's alignment must match the alignment chosen.
Whenever the creature uses its breath weapon, half the damage is normal for that attack (e.g., fire or cold), but the other half is powered purely by the creature's conviction and can only be reduced by effects protecting against alignment-based damage. The alignment-based damage does not affect foes with a matching alignment.

Arcane Disjunction [Epic]
You can temporarily disable magical devices.
Prerequisites: Disable Device 25 ranks, Spellcraft 1 rank, Use Magic Device 1 rank, ability to cast detect magic.
Benefit: Make a Disable Device check against the appropriate DC.

Magic Item ValueDC
1000 gb40
150042
200044
250046
300048
350050
400052

Armor Skin [Epic]
Benefit: You gain a +2 natural armor bonus to Armor Class, or your existing natural armor bonus increases by 2.
Special: You can gain this feat multiple times. Its effects stack.

Augmented Alchemy [Epic]
Prerequisites: Int 21, Craft (alchemy) 24 ranks.
Benefit: Whenever creating an alchemical item or substance, you can choose to make it more powerful than normal by adding +20 to the DC required to create it and multiplying its price by 5. If the item or substance deals damage, double the damage dealt. If the item or substance doesn't deal damage, double the duration of its effect. If the item or substance doesn't deal damage and doesn't have a specific listed duration (or has an instantaneous duration), double all dimensions of its area. If the item or substance doesn't fit any of these categories, then it cannot be affected by this feat. See the Craft (alchemy) skill description.

Automatic Quicken Spell [Epic]
Prerequisites: Quicken Spell, Spellcraft 30 ranks, ability to cast 9th-level arcane or divine spells.
Benefit: You may cast all 0-, 1st-, 2nd-, and 3rd-level spells as quickened spells without using higher-level spell slots. The normal limit to the number of quickened spells you may cast per round applies. Spells with a casting time of more than 1 full round can't be quickened.
Special: You can gain this feat multiple times. Each time you take the feat, the spells of your next three lowest spell levels can now be quickened with no adjustment to their spell slots. This feat doesn't increase the casting time for those spells that normally become full-round actions when cast in metamagic form.

Automatic Silent Spell [Epic]
Prerequisites: Silent Spell, Spellcraft 24 ranks, ability to cast 9th-level arcane or divine spells.
Benefit: You may cast all 0-, 1st-, 2nd-, and 3rd-level spells as silent spells without using higher-level spell slots.
Special: You can gain this feat multiple times. Each time you take the feat, the spells of your next three lowest spell levels can now be silenced with no adjustment to their spell slots. This feat doesn't increase the casting time for those spells that normally become full-round actions when cast in metamagic form. However, since bard spells can't be enhanced with the Silent Spell feat, they can't be affected by this feat either.

Automatic Still Spell [Epic]
Prerequisites: Still Spell, Spellcraft 27 ranks, ability to cast 9th-level arcane or divine spells.
Benefit: You may cast all 0-, 1st-, 2nd-, and 3rd-level spells as stilled spells without using higher-level spell slots.
Special: You can gain this feat multiple times. Each time you take the feat, the spells of your next three lowest spell levels can now be stilled with no adjustment to their spell slots. This feat doesn't increase the casting time for those spells that normally become full-round actions when cast in metamagic form.

Automatic Tranquil Spell [Epic]
You can cast your lesser spells without word or gesture.
Prerequisites: Silent Spell, Still Spell, Tranquil Spell, Spellcraft 27 ranks.
Benefit: You may cast all 0-, 1st-, 2nd-, and 3rd-level spells as tranquil 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 tranquil with no adjustment to their spell slots.

Bane of Enemies [Epic]
Prerequisites: Survival 24 ranks, five or more favored enemies.
Benefit: Any weapon you wield against one of your favored enemies is treated as a bane weapon for that creature type (thus, its enhancement bonus is increased by +2 and it deals +2d6 points of damage). This ability doesn't stack with similar abilities.

Blinding Speed [Epic]
Prerequisite: Dex 25.
Benefit: You can act as if hasted for 5 rounds each day. The duration of the effect need not be consecutive rounds. Activating this power is a free action.
Special: You can gain this feat multiple times. Each time you take the feat, it grants an additional 5 rounds of haste per day.

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 as normal for your domain spells and the domain's granted powers.
Special: You can gain this feat multiple times. Each time you take the feat, it applies to a different domain.

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

Chaotic Rage [Epic]
Prerequisites: Rage 5/day, chaotic alignment.
Benefit: Any weapon you wield while in a rage is treated as an anarchic weapon (it is chaos-aligned and deals an extra 2d6 points of damage against creatures of lawful alignment). This ability does not stack with similar abilities.

Combat Archery [Epic]
Prerequisites: Dodge, Mobility, Point Blank Shot.
Benefit: You do not incur any attacks of opportunity for firing a bow when threatened.
Normal: Without this feat, a character incurs an attack of opportunity from all opponents who threaten him or her whenever he or she uses a bow.

Craft Epic Construct [Epic][Item Creation]
The creature can craft entities such as colossi and empyreans.
Prerequisites: Craft Construct, Craft Epic Magic Arms and Armor, Craft Epic Wondrous Item, Craft Magic Arms and Armor, Craft Wondrous Item, Knowledge (magic) 28 ranks, Spellcraft 28 ranks.
Benefit: The creature can create constructs that have epic spells as prerequisites.

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 gains the feat, your damage reduction increases by 3.

Deafening Song [Epic]
Prerequisites: Perform 24 ranks, bardic music class feature.
Benefit: You can use song or poetics to temporarily deafen all enemies within a 30-foot spread from you. A successful Fortitude save (DC 10 + 1/2 your class level + your Charisma modifier) negates the effect. The deafening effect lasts for as long as you continue the deafening song. You can choose to exclude any characters from this effect. You may sing, play, or recite a deafening song while taking other mundane actions, but not magical ones (see the bard's inspire courage ability for more details). You may keep up the deafening song for a maximum of 10 rounds. Using the deafening song counts as one of your uses of song or poetics for the day.

Death Critical [Epic]
Prerequisites: Int 23, Improved Critical (weapon to be chosen), Improved Death Attack, Weapon Focus (weapon to be chosen), death attack class feature.
Benefit: When using the selected weapon, whenever you score a critical hit the target must make a Fortitude save (DC 15 + one-half assassin class level + Intelligence 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.

Death of Enemies [Epic]
Prerequisites: Bane of Enemies, Survival 30 ranks, five or more favored enemies.
Benefit: Any time you score a critical hit against one of your favored enemies, it must make a Fortitude save (DC 10 + 1/2 your ranger class level + your Wisdom modifier) or die instantly.
Special: Creatures immune to critical hits can't be affected by this feat.

Devastating Critical [Epic]
Prerequisites: Str 25, Cleave, Great Cleave, Improved Critical (chosen weapon), Overwhelming Critical (chosen weapon), Power Attack, Weapon Focus (chosen weapon).
Benefit: Whenever you score a critical hit with the chosen weapon, the target must make a Fortitude save (DC 10 + 1/2 your character 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.

Dire Charge [Epic]
Prerequisite: Improved Initiative.
Benefit: If you charge a foe during the first round of combat (or the surprise round, if you are allowed to act in it), you can make a full attack against the opponent charged.
Normal: Without this feat, a character may only make a single attack as part of a charge.

Distant Shot [Epic]
Prerequisites: Dex 25, Far Shot, Point Blank Shot, Spot 20 ranks.
Benefit: You may throw or fire a ranged weapon at any target within line of sight, with no penalty for range.

Efficient Crafter [Epic][Item Creation]
Prerequisites: Item creation feat, Knowledge (magic) 24 ranks, Spellcraft 24 ranks.
Benefit: Creating magic items requires one day per 40 gb of the item's base price, with a minimum of one day.
Normal: Without this feat, creating a magic item requires one day for each 4 gb of the item's base price.

Energy Feeder [Epic]
The creature is so attuned to one of the energies that compose it that it draws strength from the energy's presence.
Prerequisite: Cold, electricity, fire, or sonic subtype.
Benefit: Select an energy-based subtype possessed by the creature (cold, electricity, fire, or sonic). Instead of merely suffering no damage when subjected to that form of energy, the creature heals damage equal to half the damage that would ordinarily have been inflicted. The remaining half is ignored.
Special: A creature can gain this feat multiple times. Each time a creature takes the feat, it applies to a different subtype.

Energy Resistance [Epic]
Benefit: Choose a type of energy (acid, cold, electricity, fire, or sonic). You gains 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.

Enhance Spell [Epic][Metamagic]
Prerequisite: Maximize Spell.
Benefit: The damage cap for your spells increases by 10 dice (for spells that deal a number of dice of damage equal to caster level) or by 5 dice (for spells that deal a number of dice of damage equal to half caster level). An enhanced spell uses up a spell slot four levels higher than the spell's actual level. This feat has no effect on spells that don't specifically deal a number of dice of damage equal to the caster's level or half level, even if the spell's effect is largely dictated by the caster's level.
Normal: Without this feat, use the damage dice caps indicated in the spell's description.
Special: You may gain this feat multiple times. Each time you select this feat, the damage cap increases by 10 dice or 5 dice, as appropriate to the spell, and the enhanced spell takes up a spell slot an additional four levels higher.

Epic Augment Summoning [Epic]
Prerequisites: Augment Summoning, Epic Spell Focus (conjuration), Greater Spell Focus (conjuration), Spell Focus (conjuration), ability to cast bull's strength or bear's endurance.
Benefit: Each creature you conjure with any summon spell gains a +16 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

Epic Destiny [Epic]
Prerequisites: Luck domain, ability to cast miracle.
Benefit: Once per round if a failed saving throw would result in your death, you are permitted to make a second save if the first one fails. You cannot re-roll more than one failed saving throw per round, and you cannot re-roll saving throws that do not directly result in your death.

Epic Dodge [Epic]
Prerequisites: Dex 25, Dodge, Tumble 30 ranks, improved evasion, defensive roll class feature.
Benefit: Once per round, when struck by an attack from an opponent you designated as the object of your Dodge feat, you may automatically avoid all damage from the attack.

Epic Endurance [Epic]
Prerequisites: Con 25, Endurance.
Benefit: Whenever you make a check for performing a physical action that extends over a period of time, you get a +10 bonus on the check. You are no longer fatigued after sleeping in armor.

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

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

Epic 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.

Epic Leadership [Epic]
Prerequisites: Cha 25, Leadership, Leadership score 25.
Benefit: You attract a cohort and followers as shown below 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.

Table: Epic Leadership

Leadership ScoreCohort Level——————————Number of Followers by Level —————————
1st2nd3rd4th5th6th7th8th9th10th
2517th1351374221
2618th1601684221
2718th19019105321
2819th22022116321
2919th26026137421
3020th30030158421
3120th350351895321
3221st4004020105321
3321st4604623126321
3422nd5205226136321
3522nd5905930158421
3623rd66066331795321
3723rd740743719105321
3824th820824121116321
3924th910914623126321
4025th10001005025137421
per +1+1/2*+100**

Leadership Score: Your Leadership score equals your level plus your Charisma modifier. Outside factors can affect your Leadership score, as detailed in the Leadership feat.
Cohort Level: You can attract a cohort of up to this level. Regardless of your Leadership score, you can't recruit a cohort of your level or higher.
Number of Followers by Level: You can lead up to the indicated number of characters of each level.
*The maximum cohort level increases by 1 for every 2 points of Leadership above 40. **The number of 1st-level followers increases by 100 for every point of Leadership above 40.
†A character can command one-tenth as many 2nd-level followers as 1st-level followers. A character can command one-half as many 3rd-level followers as 2nd-level followers, one-half as many 4th-level followers as 3rd-level followers, and so on (round fractions up, except any fraction less than 1 rounds to 0). A character can't have a follower of higher than 20th level.
Table: Example Special Epic Cohorts presents some creatures that make good cohorts for epic characters.

Table: Example Special Epic Cohorts

CreatureAlignmentLevel Equivalent
Bearded devil (barbazu)LE12th
Demon, succubusCE12th
LammasuLG12th
Ogre mageLE12th
DragonneN13th
Genie, djinniCG13th
LillendCG13th
Chain devil (kyton)LE14th
EttinCE15th
Gray renderN15th
CouatlLG16th
Devil, erinyesLE16th
Giant, hillCE16th
Demon, vrockCE18th
Giant, frostCE18th
Giant, stoneN18th
AthachCE19th
Demon, hezrouCE19th
Hydra, 12-headedN19th
Nightmare, cauchemarLE19th
Angel, astral devaAny good20nd
GhaeleCG20st
Giant, elder stoneN20th
Giant, fireLE20th
Devil, ice (gelugon)LE21st
Dragon turtleN21st
Demon, glabrezuCE23rd
RocN23rd
Giant, cloudNG/NE24th
Giant, stormCG28th

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

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

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

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

Epic 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 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 Spellcasting [Epic]
Prerequisite: Spellcraft 24 ranks, Knowledge (magic) 24 ranks, ability to cast 9th-level spells.
Benefit: You may develop and cast epic spells. You may cast a number of epic spells per day equal to your ranks in Knowledge (magic) divided by 10.

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

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

Epic Weapon Focus [Epic]
Prerequisite: Weapon Focus.
Benefit: Add a +2 bonus to all attack rolls you make using weapons with which you have Weapon Focus.

Epic Weapon Specialization [Epic]
Prerequisites: Epic Weapon Focus, Weapon Focus, Weapon Specialization.
Benefit: Add +4 to all damage you deal using weapons with which you have Weapon Specialization.

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

Essence of Vitality [Epic]
Prerequisites: Con –, Toughness.
Benefit: You gain bonus hit points as though she had a Constitution modifier of +2.
Special: You can gain this feat multiple times. Each time she takes the feat, she gains hit points as though her Constitution modifier was +1 higher.

Eternal Gaze [Epic]
The power of the creature's gaze is so great that it lingers even after death.
Prerequisites: Great Fortitude, gaze special attack.
Benefit: The creature's gaze attack continues to function after the creature's death, with the normal effect, range, and saving throw DC. The creature's head must remain intact for the attack to function; if the head takes damage equal to the creature's (former) Constitution score, the gaze attack ceases to work.

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.

Extended Lifespan [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.

Familiar Spell [Epic]
Prerequisite: Int 25 (if your spellcasting is controlled by Intelligence) or Cha 25 (if your spellcasting is controlled by Charisma).
Benefit: Choose one arcane spell you know of 8th level or lower. Your familiar can now use this spell once per day as a spell-like ability, at a caster level equal to your caster level. You 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: You can gain this feat multiple times. Each time you take the feat, you can give your familiar a different spell-like ability or another daily use of the same spell-like ability.

Fast Healing [Epic]
Prerequisite: Con 25.
Benefit: You gain fast healing 3, or your existing fast healing increases by 3. This feat does not stack with fast healing granted by magic items or nonpermanent magical effects.
Special: This feat may be taken multiple times. Its effects stack.

Favored by Death [Epic]
Prerequisite: Death domain, Knowledge (religion) 24 ranks, ability to cast wail of the banshee.
Benefit: When using your death touch ability roll 1d10 per cleric level you possess instead of 1d6.

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 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.

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.

Greater Feat of Strength [Epic]
Prerequisites: Strength domain.
Benefit: You may use your feat of strength twice per day. Each time you use it, it lasts an additional round.
Normal: A feat of strength lasts for 1 round.

Greater Planar Harbinger [Epic]
The creature's home plane taints the entire area around the creature.
Prerequisites: Cha 35, Planar Harbinger, outsider or elemental.
Benefit: As Planar Harbinger, but the area's radius is 5 feet per point of Charisma bonus possessed by the creature.

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

Hindering Song [Epic]
Prerequisite: Deafening Song, Perform 27 ranks, bardic music class feature.
Benefit: You can use song or poetics to hinder enemy spellcasters within a 30-foot spread from you. To successfully cast a spell within this area, a spellcaster must make a Concentration check as if he or she were casting defensively, and all such checks have a penalty equal to half your level. You can choose to exclude any characters from this effect. You may sing, play, or recite a hindering song while taking other mundane actions, but not magical ones (see the bard's inspire courage ability for more details). You may keep up the hindering song for a maximum of 10 rounds. Using the hindering song counts as one of your uses of song or poetics for the day.

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.

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

Immediate Spell [Epic][Metamagic]
Prerequisites: Quicken Spell.
Benefit: Casting an immediate spell is an immediate action. You can cast it even when it is not your turn. A spell whose casting time is more than 1 full round action cannot be affected by this feat. An immediate spell uses up a spell slot six levels higher than the spell's actual level. Casting an immediate spell doesn't provoke an attack of opportunity.
Special: This feat can't be applied to any spell cast spontaneously (including sorcerer spells, bard spells, and cleric or druid spells cast spontaneously), since applying a metamagic feat to a spontaneously cast spell automatically increases the casting time to a full-round action.

Improved Ability Focus [Epic]
The creature has improved its talent with one of its attacks to astonishing levels.
Prerequisites: Ability Focus with special attack, special attack.
Benefit: Choose one of the creature's special attacks. Add +2 to the DC for all saving throws against the special attack on which the creature focuses. This bonus stacks with the bonus from Ability Focus.
Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat it applies to a different special attack.

Improved Alignment-Based Casting [Epic]
Prerequisites: Chaos domain, Evil domain, Good domain, or Law domain, 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.

Improved Arrow of Death [Epic]
Prerequisites: Dex 19, Wis 19, Point Blank Shot, Precise Shot, arrow of death class feature.
Benefit: Add +2 to the DC of your arrows of death.
Special: This feat may be taken multiple times. Its effects stack.

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

Improved Aura of Despair [Epic]
Prerequisite: Cha 25, aura of despair class feature.
Benefit: Your aura of despair causes a –4 morale penalty on all saving throws.

Improved Awesome Blow [Epic]
The creature's attacks can throw an opponent a distance limited only by its strength.
Prerequisites: Str 30, Awesome Blow, Improved Bull Rush, Power Attack.
Benefit: As Awesome Blow, but the opponent is knocked 10 feet, plus 10 additional feet for every point of Strength bonus above +10 possessed by the creature. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage per 10 feet thrown, and the opponent stops in the space adjacent to the obstacle.

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

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 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 [Epic]
Prerequisites: Death attack class feature, sneak attack +5d6.
Benefit: Add +2 to the DC of your death attack.
Special: This feat may be taken multiple times. Its effects stack.

Improved Favored Enemy [Epic]
Prerequisite: Five or more favored enemies.
Benefit: Add +1 to the bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks and damage rolls against all your favored enemies.
Special: This feat may be taken multiple times. Its effects stack.

Improved Low-Light Vision [Epic]
Prerequisite: Low-light vision.
Benefit: The effectiveness of your 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 Manyshot [Epic]
Prerequisites: Dex 19, base attack +21, Manyshot, Point Blank Shot, Rapid Shot.
Benefits: As Manyshot, but the number of arrows you can fire is limited only by his or her base attack (two arrows, plus one arrow for every 5 points of base attack above +6).
Special: Regardless of the number of arrows you fire, you only apply precision-based damage (such as sneak attack damage or the ranger's favored enemy bonus) once. If you score a critical hit, only one of the arrows deals critical damage (your choice); all others deal normal damage.
As with Manyshot, use of this feat risks raising the DM's ire.
Normal: With the Manyshot feat, you are limited to a maximum of four arrows fired (when your base attack is +16 or higher).

Improved Metamagic [Epic]
Prerequisites: Four metamagic feats, Spellcraft 30 ranks.
Benefit: The spell slot modifier of all your metamagic feats is reduced by one level, to a minimum of +1. This feat has no effect on metamagic feats whose spell slot modifier is +1 or less.
Special: You can gain this feat multiple times. The effects stack, though you can't reduce any metamagic feat's spell slot modifier to less than +1.

Improved Sneak Attack [Epic]
Prerequisite: Sneak attack +8d6.
Benefit: Add +1d6 to your sneak attack damage.
Special: This feat may be taken multiple times. Its effects stack.

Improved Spell Capacity [Epic]
Prerequisite: Ability to cast spells of the normal maximum spell level in at least one spellcasting class.
Benefit: When you select this feat, you gain one spell slot per day of any level up to one level higher than the highest-level spell you can already cast in a particular class. You must still have the requisite ability score (10 + spell level) in order to cast any spell stored in this slot. If you have a high enough ability modifier to gain one or more bonus spells for this spell level, he or she also gains the bonus spells for this spell level. You 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: You can gain this feat multiple times.
Spell Slots Above 9th Level
The Improved Spell Capacity feat allows characters to gain spell slots above 9th level (which can be used to hold lower-level spells or spells whose level has been increased beyond 9th by the use of metamagic feats).
A character with a very high score in the ability associated with his or her spellcasting (Intelligence for wizards; Wisdom for clerics, druids, paladins, and rangers; or Charisma for bards and sorcerers) may receive bonus spells of those levels, as shown on Table: Expanded Ability Modifiers and Bonus Spells, but only if they already have at least one spell slot of that level (such as from the Improved Spell Capacity feat). A character without any spell slots of a level can't receive any bonus spells of that level, even if the appropriate ability score is high enough to award them.
Even though the table only includes ability scores up to 61 and spell slots up to 25th level, the progression continues infinitely in both directions. For ability scores beyond 61, or for spell slots above 25th level, expand the table to follow the same patterns as shown.
Table: Expanded Ability Modifiers and Bonus Spells

ScoreModifier-------------------- Spells per Day --------------------
10th11th12th13th14th15th16th17th18th19th20th21st22nd23rd24th25th
10–11+0
12–13+1
14–15+2
16–17+3
18–19+4
20–21+5
22–23+6
24–25+7
26–27+8
28–29+9
30–31+101
32–33+1111
34–35+12111
36–37+131111
38–39+1421111
40–41+15221111
42–43+162221111
44–45+1722221111
46–47+18322221111
48–49+193322221111
50–51+2033322221111
52–53+21333322221111
54–55+224333322221111
56–57+2344333322221111
58–59+24444333322221111
60–61+254444333322221111
etc. . .

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

Improved Stunning Fist [Epic]
Prerequisite: Dex 19, Wis 19, Improved Unarmed Strike, Stunning Fist.
Benefit: Add +2 to the DC of your stunning attack.
Special: This feat may be taken multiple times. Its effects stack.

Incite Rage [Epic]
Prerequisites: Cha 25, greater rage class feature.
Benefit: When you enter a rage, you can incite a barbarian rage in any or all allies within 60 feet. (Any ally who doesn't wish to become enraged is unaffected.) The allies gain +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but take a –2 penalty to AC, for as long as they remain raging. The rage of affected allies lasts a number of rounds equal to 3 + their Constitution modifier, regardless of whether they remain within 60 feet of you. This is otherwise identical with normal barbarian rage (including the fatigue at its end).
Special: This is a mind-affecting effect.

Inescapable Assassination [Epic]
Prerequisite: Improved Death Attack, sneak attack +14d6, death attack class feature, crippling strike class feature.
Benefit: When you make a death attack with the full 3 rounds of preparation, if you deal damage, the target gains a grievous wound. Every round after the first, the target takes damage equal to half (rounded down) your sneak attack dice and must make a new save against the death attack. The process only stops if the target fails (dying or being paralyzed, at your option) or beats the save DC by at least 20 (negating the effect).
Note: The damage is rerolled each round, so a typical 30th-level rogue forces a victim to take 7d6 damage each round after the first.

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.

Infinite Spells [Epic]
Lesser spells do not require an expenditure of energies for you.
Prerequisite: Cantrip Mastery, arcane caster level 9+.
Benefit: Whenever you cast a spell of level 2 or lower, you do not lose the spell or spell slot (as though you never cast the spell). This ability only functions for spells at most half the level of the highest-level spell slot you have access to.
Special: You can gain this feat multiple times. Each time it increases the power of the spells you can cast infinitely by 2 levels.

Inflict and Cure [Epic]
You can spontaneously cast cure or inflict spells, regardless of your alignment or your deity's alignment.
Prerequisites: Able to spontaneously cast spells as cure or inflict spells, Healing domain, Death domain, Heal 24 ranks, Knowledge (religion) 24 ranks.
Benefit: Any spells you could spontaneously cast as cure spells can now also be cast as inflict spells, and vice versa. For example, a good cleric with this feat could now spontaneously cast inflict spells or cure spells as desired, given the normal limits to spontaneous casting (available non-domain spells, and so on).

Inspire Dread [Epic]
Your chant, song, or other performance strikes fear into your foes.
Prerequisite: Perform 27 ranks, bardic music class feature.
Benefit: You can use a bardic music inspiration ability to strike fear into any foes within hearing range (generally 60 feet). The effects depend on their Hit Dice (see Table) and last as long as your performance, to a maximum of 10 minutes. Foes can resist this effect with a Will save (DC = your Perform check). This is a mind-affecting fear effect.

Hit DiceEffect*
Less than one-quarter your Perform ranksCowering
Less than half your Perform ranksMove actions only
Less than your Perform ranksShaken
Less than double your Perform ranks–2 AC
* These effects are cumulative; use all that apply.

Inspire Excellence [Epic]
Prerequisite: Perform 30 ranks, bardic music class feature.
Benefit: You can use song or poetics to grant a bonus to one ability score to your allies. To be affected, an ally must hear 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 you must choose before you begin inspiring. Inspire excellence is a supernatural, mind-affecting ability. Use of this feat counts as one of your 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 [Epic]
Prerequisite: Quick Draw, Rapid Reload, Weapon Focus (crossbow type to be selected).
Benefit: You may fire the selected type of crossbow at your full normal attack rate. Reloading the crossbow does not provoke attacks of opportunity.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different type of crossbow.

Intensify Spell [Epic][Metamagic]
Prerequisites: Empower Spell, Maximize Spell, Spellcraft 30 ranks, ability to cast 9th-level arcane or divine spells.
Benefit: All variable, numeric effects of an intensified spell are maximized, then doubled. An intensified spell deals twice maximum damage, cures twice the maximum number of hit points, affects twice the maximum number of targets, and so forth, as appropriate. Saving throws and opposed rolls are not affected. An intensified spell uses up a spell slot seven levels higher than the spell's actual level. You can't combine the effects of this feat with any other feat that affects the variable, numeric effects of a spell.

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.

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

Legendary Adventurer [Epic]
Benefit: You gain a +2 bonus on all saving throws.

Legendary Climber [Epic]
Prerequisites: Dex 21, Balance 12 ranks, Climb 24 ranks.
Benefit: You can ignore any check penalties applied for accelerated climbing or rapid climbing.
Normal: Without this feat, 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 [Epic]
Prerequisites: Cha 25, Epic Leadership, Leadership, Diplomacy 30 ranks, must rule own kingdom and have a stronghold.
Benefit: Multiply the number of followers of each level that you can lead by 10. This has no effect on cohorts.

Legendary Dungeonier [Epic]
Benefit: You gain a +5 bonus to Disable Device, Escape Artist, Knowledge (dungeoneering), Open Lock and Search checks.

Legendary Fencer [Epic]
Benefit: You gain a +5 bonus to Balance, Bluff, Jump, Sense Motive, and Tumble checks.

Legendary Hunter [Epic]
Benefit: You gain a +5 bonus to Hide, Listen, Move Silently, Spot, and Survival checks.

Legendary Leaper [Epic]
Prerequisite: Jump 24 ranks.
Benefit: You 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 [Epic]
Prerequisite: Ride 24 ranks.
Benefit: You don't take a penalty on Ride checks when riding a mount without a saddle (bareback).
If your mount would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), you can attempt to have it roll with the damage. To use this ability, make a Ride check (DC = 20 + the damage dealt). If the check succeeds, the mount takes only half damage from the blow; if it fails, the mount takes full damage. You must be aware of the attack and able to react to it in order to use this ability—if you are denied your Dexterity bonus to AC, you can't use this ability.
Normal: Characters take a –5 penalty on Ride checks when riding bareback.

Legendary Scholar [Epic]
Benefit: You gain a +5 bonus to all knowledge skills.

Legendary Tracker [Epic]
Prerequisites: Wis 25, Track, Knowledge (nature) 30 ranks, Survival 30 ranks.
Benefit: You can track creatures across water, underwater, or through the air. This adds the surfaces of water, underwater, and air to the list of surfaces found under the Track feat:

SurfaceDC
Water60
Underwater80
Air120

Legendary Wrestler [Epic]
Prerequisite: Str 21, Dex 21, Improved Unarmed Strike, Escape Artist 15 ranks.
Benefit: You gain a +10 bonus on all grapple checks.

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

Magical Beast Companion [Epic][Wild]
Prerequisites: Knowledge (nature) 24 ranks, wild shape 6/day.
Benefit: The following magical beasts are added to the lists of animal companions from which you can select.
1st Level (no adjustment)
Stirge
Darkmantle
4th Level (–3)
Hippogriff
Shocker lizard
7th Level (–6)
Cockatrice
Ankheg
Griffon
Owlbear
Sea cat*
10th Level (–9)
Basilisk
Digester
Girallon
Spider eater
13th Level (–12)
Bulette
Chimera
Remorhaz
16th Level (–15)
Gorgon
Gray render
Special: Creatures marked with an asterisk are available only in an aquatic environment.

Magic Fists [Epic]
Benefit: Your unarmed attacks are treated as +5 weapons, penetrating magic damage reduction and providing a +5 enhancement bonus on attack and damage rolls.

Master of Inspiration [Epic]
Prerequisite: Perform 33 ranks, bardic music class feature.
Benefit: When using one of your bardic music inspiration abilities (like inspire courage, inspire greatness, Inspire Excellence, or Inspire Dread) you can choose to expend five bardic music attempts instead of one. If you do, its effects and range are doubled. (Its duration remains unchanged.)
Special: If the inspiration ability would normally cost more than one use of bardic music, it costs five times that many uses to activate this ability.

Master Staff [Epic]
Prerequisite: Craft Staff, Spellcraft 15 ranks.
Benefit: When you activate a staff, you can substitute a spell slot instead of using a charge. The spell slot must be one you have not used for the day, though you may lose a prepared spell to emulate a 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 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 15 ranks.
Benefit: When you activate a wand, you can substitute a spell slot instead of using a charge. The spell slot must be one you have not used for the day, though you may lose a prepared spell to emulate a wand charge (you may not lose prepared spells from your school of specialty, if any). The spell slot lost must be equal to or higher in level than the spell stored in the wand, including any level-increasing metamagic enhancements.

Mighty Grip [Epic]
Prerequisites: Str 19, Epic Weapon Focus, Power Attack, Weapon Focus.
Benefit: When using a weapon you have Weapon Focus with in his on-hand, treat the weapon as if it were being wielded two-handed from purposes of damage dealt (including calculations for Str and Power Attack). A finesseable weapon gains no benefit from this feat.

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

Mobile Defense [Epic]
Prerequisites: Dex 15, Dodge, Mobility, Spring Attack, defensive stance 3/day class feature.
Benefit: While in a defensive stance, you may take one 5-foot step each round without losing the benefits of the stance.
Normal: Without this feat, a character can't move while in a defensive stance.

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.

Multiweapon Rend [Epic]
Prerequisites: Dex 15, base attack +9, three or more hands, Multiweapon Fighting.
Benefit: If you hit an opponent with two or more weapons (wielded in different hands) in the same round, you may automatically rend the opponent. This rending deals additional damage equal to the base damage of the smallest weapon that hit plus 1 1/2 times your Strength modifier. You can only rend once per round, regardless of how many successful attacks you make.
Special: This feat replaces the Two-Weapon Rend feat for creatures with more than two arms.

Music of the Gods [Epic]
Prerequisites: Cha 25, Perform 30 ranks, bardic music class feature.
Benefit: Your bardic music can affect even those normally immune to mind-affecting effects. However, such creatures gain a +10 bonus on their Will saves to resist such effects.

Omniglot [Epic]
Prerequisites: Know languages with at least 4 different alphabets, (Int + ranks in languages) >= 35.
Benefit: You can speak all languages. If you are literate, you can also read and write all languages (not including magical script).

One Eye Open [Epic]
You sleep as if you were awake.
Prerequisites: Wis 25, Alertness, Spot 24 ranks, Listen 24 ranks.
Benefit: While you are sleeping, you are allowed to make Listen and Spot checks as if you were awake. If you succeed you decide weather you wish to wake up. You have full knowledge about what woke you.

Overwhelming Critical [Epic]
Prerequisites: Str 23, Cleave, Improved Critical (chosen weapon), Power Attack, Weapon Focus (chosen weapon).
Benefit: When using the weapon you selected, you deal 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: 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.

Penetrate Damage Reduction [Epic]
Select a special material, such as adamantine, cold iron, obsidian, or silver.
Benefit: Your melee weapons (including natural weapons) are treated as being crafted from the chosen special material for the purposes of bypassing the damage reduction of any creature you strike. None of the other special properties of special materials are gained by your melee weapons.
Special: You can gain this feat multiple times. Each time the feat is selected you select a different special material. Your melee attacks are treated as being crafted of all chosen materials for the purposes of bypassing damage reduction.

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

Perfect Multiweapon Fighting [Epic]
Prerequisite: Dex 25, three or more hands, Greater Multiweapon Fighting, Multiweapon Fighting.
Benefit: You can make as many attacks with each extra weapon as with your primary weapon, using the same attack bonus. You 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 [Epic]
Prerequisites: Dex 25, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Two-Weapon Fighting.
Benefit: You can make as many attacks with his or her off-hand weapon as with your primary weapon, using the same base attack. 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 he or she has Improved Two-Weapon Fighting, or three attacks with an off-hand weapon if you have Greater Two-Weapon Fighting).

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

Planar Harbinger [Epic]
Your ties to your home plane are so strong that you carry the traits of your world with you.
Prerequisites: Cha 30, outsider or elemental.
Benefit: The area around the creature possesses all the elemental, energy, and alignment traits of the creature's home plane. These traits overlap the traits of the plane the creature is on (that is, all traits apply simultaneously). The area's radius is 1 foot per point of Charisma bonus possessed by the creature.
The creature can start or stop this supernatural effect as a standard action.

Planar Turning [Epic]
Prerequisites: Wis 25, Cha 25, ability to turn or rebuke undead.
Benefit: You can turn or rebuke outsiders as if they were undead. An outsider has effective turn resistance equal to half its spell resistance (round down). If you can turn undead, you turn (or destroy) all evil outsiders and rebuke (or command) all nonevil outsiders. If you can rebuke undead, you rebuke (or command) all evil outsiders and turn (or destroy) all nonevil outsiders.

Positive Energy Aura [Epic]
Prerequisites: Cha 25, ability to turn undead, ability to cast dispel evil.
Benefit: Every undead creature that comes within 15 feet of you is automatically affected as if you had turned it. This doesn't cost a turning attempt, and you don't have to roll turning damage (it automatically affects all undead in a 15-foot burst), but it only turns undead with Hit Dice equal to or less than your effective cleric level minus 10 (and automatically destroys undead with Hit Dice less than or equal to half this amount). Just as with normal turning, you can't affect undead that have total cover relative to you.

Ranged Inspiration [Epic]
Prerequisite: 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: You can gain this feat multiple times. Its effects stack. Remember that two doublings equals a tripling, and so forth.

Rapid Inspiration [Epic]
Prerequisite: Perform 23 ranks, bardic music class feature.
Benefit: You can use any of your bardic music inspiration abilities as a free action. The inspiration takes effect immediately.

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

Reality Shaper [Epic][Metamagic]
Prerequisite: Cha 23, Iron Will, Knowledge (arcana) 20 ranks, Knowledge (magic) 10 ranks, arcane caster level 21st, ability to cast limited wish or wish.
Benefit: The XP cost for casting wish is reduced by 4,500. The XP cost for casting limited wish is reduced by 300.

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 ranged attack bonus (base attack + Dexterity modifier).

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.

Ruinous Rage [Epic]
Prerequisites: Str 25, Improved Sunder, Power Attack, rage 5/day.
Benefit: While in a rage, you ignore the hardness of any object you strike. Also, double your Strength bonus for the purposes of any Strength check made to break an object with sudden force rather than by dealing normal damage (including bursting bindings, such as ropes or manacles).

Self-Concealment [Epic]
Prerequisites: Dex 30, Hide 30 ranks, Tumble 30 ranks, improved evasion.
Benefit: Attacks against you have a 10% miss chance, similar to the effect of concealment. You lose this benefit whenever you would lose your Dexterity bonus to AC.
Special: 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]
Prerequisites: Epic Weapon Focus, Weapon Focus (unarmed strike), Concentration 25 ranks, ki strike (adamantine).
Benefit: When using an unarmed strike to attempt to break an object with sudden force (rather than by dealing normal damage), make a Concentration check rather than a Strength check. The break DC remains the same. Using Shattering Strike is a full-round action that incurs attacks of opportunity. You can't use Shattering Strike to escape bonds (unless you are so bound as to allow you to make an unarmed strike against your bindings).

Snap [Epic]
The creature can grab and swallow a foe with one swift motion.
Prerequisites: Improved grab (with bite) special attack, swallow whole special attack.
Benefit: When the creature hits an opponent small enough to be swallowed whole with its bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If the creature succeeds, it immediately swallows the opponent whole. Regardless of the grapple check's success or failure, the creature can use its remaining attacks against that or other opponents.
Normal: A creature must begin its turn with an opponent held in its mouth, then succeed on a second grapple check in order to swallow the opponent whole.

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

Spectral Strike [Epic]
Prerequisites: Wis 19, ability to turn or rebuke undead.
Benefit: Your attacks deal damage normally against incorporeal creatures.
Normal: Without this feat, even attacks that can damage an incorporeal creature have a 50% chance to deal no damage.

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, or one spell at each lower level.. This feat does not grant any additional spell slots.
Special: You can gain this feat multiple times.

Spell Opportunity [Epic]
Prerequisites: Combat Casting, Combat Reflexes, Quicken Spell, Spellcraft 25 ranks.
Benefit: Whenever you are allowed an attack of opportunity, you may cast (and attack with) a touch spell as your attack of opportunity. This incurs attacks of opportunity just as if you had cast the spell normally.
Normal: Without this feat, you can only make a melee attack as an attack of opportunity.

Spell Stowaway [Epic]
Prerequisites: Spellcraft 24 ranks, caster level 12th.
Benefit: Choose a spell-like ability you know, or a spell you can cast. You are attuned to the magic you choose. If another spellcaster within 300 feet 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 the feat, it applies to a different spell or spell-like ability.

Spellcasting Harrier [Epic]
Prerequisite: Combat Reflexes.
Benefit: Any spellcaster you threaten in melee takes a penalty on Concentration checks made to cast defensively equal to 1/2 your character level.

Spiteful Deshayvine [Epic]
Prerequisites: Deshayvine.
Benefit: You gain bestow greater curse and remove greater curse as spell-like abilities at will. Successful uses of bestow greater curse cost 3 karma and successful uses of remove greater curse grant 3 karma.

Spontaneous Domain Access [Epic]
Prerequisites: Wis 25, Spellcraft 30 ranks, ability to cast 9th-level divine spells.
Benefit: Select a domain you have access to. You may spontaneously convert any prepared cleric spell (except a domain spell) into a domain spell of the same level in the selected domain, just as a cleric channels energy to convert spells into cure or inflict spells.
Special: You can gain this feat multiple times. Each time you take the feat, it applies to a different domain.

Spontaneous Spell [Epic]
Prerequisite: Spellcraft 25 ranks, ability to cast the maximum normal spell level of at least one spell-casting class.
Benefit: Select a spell you can cast. You may spontaneously convert any prepared spell of the selected spell's level into the selected spell, just as a cleric channels energy to convert spells into cure spells.
Special: You can gain this feat multiple times. Each time you take the feat, it applies to a different spell.

Storm of Throws [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 attack bonus at each opponent within 30 feet. Weapons thrown need not be the same type.

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

Swarm of Arrows [Epic]
Prerequisites: Dex 23, Point Blank Shot, Rapid Shot, Weapon Focus.
Benefit: As a full-round action, you may fire an arrow from any bow with which you have Weapon Focus at your full base attack at each opponent within 30 feet.

Swashbuckling Duelist [Epic]
Prerequisites: Int 21, Dex 25, precise strike +2d6 class feature, buckler proficiency.
Benefits: You retain all your duelist class abilities when wielding a buckler.

Temporary Discorporation [Epic]
By concentrating, the incorporeal creature can discorporate altogether, disappearing into its surroundings and becoming invulnerable to harm.
Prerequisites: Cha 25, incorporeal subtype.
Benefit: As a standard action, the creature can discorporate itself for a number of minutes up to its Charisma bonus (minimum 1). While discorporated, the creature effectively ceases to exist; it cannot act in any way or sense its surroundings. It cannot be attacked or targeted by spells or effects which have a limited range, but spells such as discern location still function. When the chosen duration ends, the creature reappears in the space where it discorporated.

Tenacious Magic [Epic]
Prerequisites: Spellcraft 15 ranks.
Benefit: Choose one spell you know or spell-like ability you possess. Whenever the chosen form of magic would otherwise end due to a dispel effect, the magic is instead only suppressed for 1d4 rounds. The magic still ends when its duration expires, but the suppressed rounds do not count against its duration. You can dismiss your own spell or spell-like ability (if dismissible) or dispel your own tenacious magic normally.
Special: You can gain this feat multiple times. Each time you take the feat, it applies to a different spell or spell-like ability.

Terrifying Rage [Epic]
Prerequisites: Intimidate 25 ranks, rage 5/day.
Benefit: While you are raging, any enemy that views you must make a Will save opposed by your Intimidate check of become panicked (if it 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.

Thundering Rage [Epic]
Prerequisites: Str 25, rage 5/day.
Benefit: Any weapon you wield while in a rage is treated as a thundering weapon. The DC of the Fortitude save to resist deafness is equal to 10 + 1/2 your character level. This ability does not stack with similar abilities.

Two-Weapon Rend [Epic]
Prerequisites: Dex 15, base attack +9, Improved Two-Weapon Fighting, Two-Weapon Fighting.
Benefit: If you hit an opponent with a weapon in each hand in the same round, you may automatically rend the opponent. This deals additional damage equal to the base damage of the smaller weapon plus 1 1/2 times your Strength modifier. Base weapon damage includes an enhancement bonus on damage, if any. You can only rend once per round, regardless of how many successful attacks you make.

Uncanny Accuracy [Epic]
Prerequisites: Dex 21, base attack +11, Point Blank Shot, Precise Shot, Improved Precise Shot, Spot 20 ranks.
Benefit: Your ranged attacks ignore the miss chance granted to targets by total concealment. You must aim your attacks at the correct square to 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 [Epic]
Prerequisites: Cha 21, ability to rebuke or command undead.
Benefit: You may command up to ten times your level in HD of undead.

Unholy Strike [Epic]
Prerequisites: Smite good class feature, any evil alignment.
Benefit: Any weapon you wield is treated as an unholy weapon (it is evil-aligned and deals an extra 2d6 points of damage against creatures of good alignment). This ability doesn't stack with similar abilities. If the weapon already has an alignment, this feat has no effect on the weapon.

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.

Weapon of Alacrity [Epic]
Prerequisites: Dex 19, Greater Weapon Specialization, Weapon Focus (with chosen weapon), Weapon Specialization (with chosen weapon), base attack +23, fighter level 12th.
Benefit: Any weapon with which you have Weapon Specialization is treated as a speed weapon. This ability doesn't stack with similar abilities.

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

Widen Aura of Despair [Epic]
Prerequisite: Cha 25, aura of despair class feature.
Benefit: Your aura of despair extends to all allies within 100 feet of you.

Zen Strike [Epic]
Prerequisite: Wis 15, base attack +22.
Benefit: As a full-round action, you can make a single melee or ranged attack with a +10 bonus to attack and damage.

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