Difference between revisions of "Princess:Feats"

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*** Bounding Assault[F,S]: P: BAB 9. B: AT=FR, you may may move up to your move and make two melee attacks with iterative penalty during any points of movement.
 
*** Bounding Assault[F,S]: P: BAB 9. B: AT=FR, you may may move up to your move and make two melee attacks with iterative penalty during any points of movement.
 
**** Rapid Blitz[F,S]: P: BAB 14. B: AT=FR, you may may move up to your move and make three melee attacks with iterative penalties during any points of movement.
 
**** Rapid Blitz[F,S]: P: BAB 14. B: AT=FR, you may may move up to your move and make three melee attacks with iterative penalties during any points of movement.
* Sidestep: P: Dex 15, Tumble 5. B: Once per round you may make free 1sq move after making AoO.
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** Sidestep: P: Dex 15, Tumble 5. B: Once per round you may make free 1sq move after making AoO.
  
 
Improved Shield Bash[F]: You don't loose shield bonus to AC while making a shield bash.
 
Improved Shield Bash[F]: You don't loose shield bonus to AC while making a shield bash.
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* Improved Multi-Weapon Fighting[F]: P: Dex 17, BAB 6. B: You may make first iterative attacks with off-hand weapons. Also your MWF penalties for additional attacks are reduced by 1.
 
* Improved Multi-Weapon Fighting[F]: P: Dex 17, BAB 6. B: You may make first iterative attacks with off-hand weapons. Also your MWF penalties for additional attacks are reduced by 1.
 
** Greater Multi-Weapon Fighting[F]: P: Dex 19, BAB 11. B: You may make second iterative attacks with off-hand weapons. Also your MWF penalties for additional attacks are reduced by additional 1.
 
** Greater Multi-Weapon Fighting[F]: P: Dex 19, BAB 11. B: You may make second iterative attacks with off-hand weapons. Also your MWF penalties for additional attacks are reduced by additional 1.
* Double Hit[F]: P: Combat Reflexes. B: When making an AoO you may spend additional AoO attempt to attack with two of your weapons by tacking the corresponding AoO penalty.
+
* Double Hit[F]: P: Combat Reflexes. B: When making an AoO you may spend additional AoO attempt to attack with two of your weapons by tacking the corresponding MWF penalty.
 
* Multi-Weapon Defence[F]: You receive +1 shield bonus to front arc AC. Double this bonus for fighting defensively.
 
* Multi-Weapon Defence[F]: You receive +1 shield bonus to front arc AC. Double this bonus for fighting defensively.
 
** Improved Multi-Weapon Defence[F]: P: Dex 17, BAB 6. B: You receive +2 shield bonus to front arc AC. Double this bonus for fighting defensively.
 
** Improved Multi-Weapon Defence[F]: P: Dex 17, BAB 6. B: You receive +2 shield bonus to front arc AC. Double this bonus for fighting defensively.

Revision as of 11:42, 10 January 2010

Player's Handbook

Alertness-likes are banned. Quick Draw, Rapid Reload, Eschew Materials come to heroic characters for free. Weapon Proficiency feats replaced with Weapon Group Proficiency.

Armour Proficiency: You become proficient with all non-exotic armour.

Combat Casting: You do not provoke AoO while casting spells. S: If opponent have Mage Slayer feat, then you must cast defensively as usual.

Combat Expertise[F]: P: Int 13. B: When making an attack roll you may reduce your attack roll bonus up to BAB or Int and receive amount of reduction to AC until start of your next turn. This ability replaces Fighting Defensively.

  • Canny Opportunist [F]: P: Dex 13. B: May make AoO against opponent who ready weapon, ready/loosen a shield or feinting.
    • Exploit Adjustment[F]: You can make AoO against opponent who make 5 feet step from one square you threaten to another.
  • Defensive Opportunist [F]: Acrobatics 2. B: When making AoO while fighting defensively, do not take fighting defensively penalty on attack roll.
  • Daunting Nuisance[F]: P: BAB +4. B: AT=S, make a melee touch attack. If you hit, opponent is counted as a flat-footed by all your allies adjacent to him.
  • Improved Disarm[F]: Disarm do not provoke AoO, +4 on any disarm checks.
    • Double Weapon Disarm[F]: +4 on disarm with double weapons.

Combat Reflexes[F]: +Dex AoO per round, may make AoO while flat-footed.

  • Backstab[F]: B: Once per round you may make AoO against flanked opponent who attacks not you.
  • Close-Quarter Defence[F]: B: +2 AoO attack against opponent who enter your hex, making unarmed attack, bull-rush, grapple start or sunder against you. If opponent has means to avoid AoO generation during this actions, you still may attack with -10 instead of +2.
  • Deft Opportunist: P: Dex 15. B: You gain +4 on AoO rolls.
  • Improved Combat Reflexes[F]: P: BAB +6. B: When making AoO may spend AoO to make additional AoO at -5 penalty.
    • Greater Combat Reflexes[F]: P: Dex 15, BAB +11. B: When making AoO may spend AoO to make additional AoO at -10 penalty.
  • Expert Tactician: P: BAB +2. B: If you hit opponent with AoO, you and your allies gains +2 circumstance bonus on attack rolls and damage rolls against this opponent.
  • Gambit[F]: P: BAB 12. B: You may use special stance that gives +4 on attack rolls and damage rolls against you. In exchange you're able to make AoO against any opponent attacking you after his attack is resolved.
  • Hold the Line: P: BAB +2. B: You may make AoO against charging opponent who enters square you threaten.

Dodge[F]: P: Dex 13. B: +1 dodge AC.

  • Nimble Deflections[F]: When fighting with two-handed weapon, you gain +2 shield to AC.
  • Psionic Dodge[P]: +1 dodge AC.

Expeditious Dodge[F,S]: P: Dex 13. B: At the start of the round you may declare that you'll move at least 8 this round and receive +2 dodge AC until start of your next turn. You must move 8 this round, if you somehow prevented from moving stated distance then bonus is negated.

  • Mobility[F,S]: Your movement do not provoke AoO.
    • Spring Attack[F,S]: P: BAB 4. B: AT=FR, you may may move up to your move and make melee attack once during any point of movement.
      • Bounding Assault[F,S]: P: BAB 9. B: AT=FR, you may may move up to your move and make two melee attacks with iterative penalty during any points of movement.
        • Rapid Blitz[F,S]: P: BAB 14. B: AT=FR, you may may move up to your move and make three melee attacks with iterative penalties during any points of movement.
    • Sidestep: P: Dex 15, Tumble 5. B: Once per round you may make free 1sq move after making AoO.

Improved Shield Bash[F]: You don't loose shield bonus to AC while making a shield bash.

  • Agile Shield Fighter[F]: Once per round you may make free shield bash attack against opponent you hit with armed attack.
  • Shield Charge[F]: P: BAB 3. B: If you successfully damage your opponent with a shield during a charge you may attempt to trip him with a shield as a part of same action. The opponent can't trip you on your failed attempt.
    • Shield Slam[F]: P: BAB 6. B: As FR or charge action you may attack opponent with your shield. if your attack was successful your opponent must make +1/2 HD +Str FC save or become dazed for 1 round. Creatures immune to critical strikes also immune to this feat.

Improved Unarmed Strike[F]: P: Unarmed Weapon Proficiency

  • Defensive Metered Foot: P: Concentration 3. B: Choose opponent as a free action. Each time this opponent misses you, you gain +1 dodge AC (max +5) against him, successful hit resets bonus.
  • Offensive Metered Foot: P: Concentration 3. B: Choose opponent as a free action. Each time you hit this opponent, you gain +1 insight (max +5) on attacks against him, miss resets bonus.
  • Deft Fist: P: Wis 13, Weapon Finesse, Weapon Focus:Unarmed. B: Ignore cover while making unarmed attacks.
  • Ring the Ear: P: Sneak Attack +2d6. B: When making unarmed Sneak Attack may reduce Sneak Attack bonus by d6 and render opponent deaf for 1m, FC +1/2 lvl +Str negates.
  • Improved Grapple[F]: +4 on grapple checks.
    • Scorpion's Grasp: P: Wis 13. B: If you hit opponent with light or one-handed weapon you may initiate a grapple with no touch attack needed. If used One-handed weapon, then you must drop it.

Multi-Weapon Fighting[F]: P: Dex 15. B: Your primary attack penalty is reduced by 2 and off-hands penalty reduced by 6 during multi-weapon fighting.

  • Improved Multi-Weapon Fighting[F]: P: Dex 17, BAB 6. B: You may make first iterative attacks with off-hand weapons. Also your MWF penalties for additional attacks are reduced by 1.
    • Greater Multi-Weapon Fighting[F]: P: Dex 19, BAB 11. B: You may make second iterative attacks with off-hand weapons. Also your MWF penalties for additional attacks are reduced by additional 1.
  • Double Hit[F]: P: Combat Reflexes. B: When making an AoO you may spend additional AoO attempt to attack with two of your weapons by tacking the corresponding MWF penalty.
  • Multi-Weapon Defence[F]: You receive +1 shield bonus to front arc AC. Double this bonus for fighting defensively.
    • Improved Multi-Weapon Defence[F]: P: Dex 17, BAB 6. B: You receive +2 shield bonus to front arc AC. Double this bonus for fighting defensively.
      • Greater Multi-Weapon Defence[F]: P: Dex 19, BAB 11. B: You receive +3 shield bonus to front arc AC. Double this bonus for fighting defensively.
  • Multi-Weapon Pounce[F]: P: BAB 6. B: You gain Pounce extraordinary ability.
  • Multi-Weapon Rend[F]: P: BAB 11. B: You gain Rend extraordinary ability.
  • Oversized Multi-Weapon Fighting[F]: Your penalties for using more than one one-handed weapon or for using two-handed weapons during multi-weapon fighting are reduced by 2.
  • Pin Shield: P: BAB 4. B: While making a full attack with multiple weapons, you may forgo one branch of attacks to render your opponents shield ineffective. You still take MWF penalty for attacks you sacrificed.

Point Blank Shot[F]: Your ranged attacks do not provoke AoO.

  • Far Shot[F]: Increase range increments by 1.5 for projectile weapons and by 2 for thrown weapons. Also increase precision range by 1.5 for your ranged attacks.
  • Precise Shot[F]: You may shot at targets engaged in melee without -4 penalty.
    • Improved Precise Shot[F]: P: Dex 19, BAB 11. B: Your ranged attacks ignore cover and concealment (but not total cover or total concealment). In addition when you attack grappling target, you do not suffer from chance to hit wrong target.
  • Rapid Shot[F]: P: Dex 13. B: When making a ranged full-attack, you may make extra attack and all your attack suffer -2 penalty.
    • Improved Rapid Shot[F]: P: BAB 6. B: When making a ranged full-attack, you may make two extra attacks and all your attack suffer -5 penalty. Do not stack with Rapid Shot.
  • Shot on the Run[F]: P: Dex 13, BAB 4. B: AT=FR, you may may move up to your move and make ranged attack once during any point of movement.
    • Manyshot[F]: P: Dex 17, BAB 6. B: AT=S, may fire two arrows with -2 penalty. Single attack roll to single target, precision damage and critical hits applied only once, DR applied to each arrow. At BAB 11 may shoot 3 arrows with -6 penalty. At BAB 16 may shoot 4 arrows with -8 penalty.
      • Improved Manyshot[F]: P: BAB 11. B: As Manyshot, but each arrow fired with separate attack roll, and each arrow may deal critical hit or precision damage.

Power Attack[F]: P: Str 13. B: When making an attack roll you may reduce your attack roll bonus up to BAB or Str and receive amount of reduction to damage until start of your next turn. If you wielding a weapon two-handed, add twice that amount.

  • Find the Flaw[F]: Ignore N hardness points, where N is your Power Attack reduction.
  • Cleave[F]: Whenever you drop opponent, you may make attack at the same attack bonus against another foe.
    • Quick Cleave[F]: +2 on cleave attacks.
    • Great Cleave[F]: P: BAB 6. B: As a Cleave, except for you may make second attack at iterative penalty against another opponent.
      • Whirlwind Attack[F]: P: BAB +4. B: As a full-round action you may make one attack at highest attack bonus against every opponent within reach. While using this feat, you give up additional attacks such as from cleave feat.
        • Improved Whirlwind Attack[F]: B: When making Whirlwind attack may make additional iterative attacks one time each if your BAB is high enough.
  • Improved Bull Rush[F]:
    • Shock Trooper[F]: Heedless Charge: While making a charge using Power Attack, you may convert up to half your attack roll penalty to AC penalty.
    • Raging Bull Rush: +4 on Bull Rush while Raging.
  • Improved Overrun[F]:
    • Raging Overrun: +4 on Overrun while Raging.
  • Leap Attack: P: Athletics 5. B: Double your Power Attack damage bonus on charge.

Skill Focus: +5 on all checks with selected skill.

Spell Penetration: +2 on spell penetration.

  • Greater Spell Penetration: +2 on spell penetration.
    • Burning Focus: P: Cha 13. B: Each time you fail to penetrate creature's SR you gain +1 morale bonus on following attempts to penetrate it's SR. You loose this bonus if you penetrate its SR or if you cease to penetrate its SR for 1 m.

Toughness: +1 hp per level.

  • Dwarf's Toughness: Prerequisite: Con 13, Fort +1. +2 hp per level.
    • Giant's Toughness: Prerequisite: Con 15, Fort +3. +3 hp per level.
      • Dragon's Toughness: Prerequisite: Con 17, Fort +5. +4 hp per level.

Weapon Finesse[F]: You may add 1-1/2 your Dex to attack rolls with suitable weapons wielded one handed. You may not use your other hand to gain benefit of this feat.

  • Graceful Edge[F]: P: Weapon Focus with single-handed bladed weapon. B: While fighting with single weapon may apply Weapon Finesse to chosen weapon, +1 shield AC (+2 shield while fighting defensively).

Weapon Focus[F]: +1 on attack rolls with chosen Weapon Group. Also, reduce iterative attacks penalty by 1 for each iteration.

  • Weapon Specialization[F]: P: BAB 4. B: Add +2 on damage rolls with selected Weapon Group. Increase this damage to +3 if you using a two-handed weapon, and decrease it to +1 for off-hand weapons. If you have 12 or more Fighter levels you may instead add 1/4 Fighter level to damage rolls (increase this value by half for weapons wielded in two hands, and decrease this value by half for off-hand weapons).

Player's Handbook II

Armour Specialization[F]: You gain DR 5/- or your Armour value, whichever is less, while wearing Armour.

Shield Specialization[F]: Your Shield bonus from any shield increases by +1. Also your shield protects all your front arc.

  • Active Shield Defence[F]: You don't take penalties on your AoO while using a shield for fighting defensively or using total defence. Also your shield bonus is applied to your side AC.
  • Shield Ward[F]: You may apply your shield AC bonus to your rolls to resist bull rush, disarm, feint, grapple, overrun or trip.
    • Parrying Shield[F]: Your shield also is applied to your touch AC.

Expanded Psionics Handbook

Reckless Offence feat comes to all heroic characters for free.

Open Minded: You gain number of skill points equal to your HD.

Psionic Feats

Expanded Knowledge[P]: When you take this feat first time, choose one list of powers. You receive one power of any level up to one lower than your maximum from your class power list or from chosen list of powers.

Combat Manifestation[P]: You do not provoke AoO while manifesting powers.

Narrow Mind[P]: You may become psionically focused automatically without any Concentration checks.

Psicrystal Affinity[P]:

  • Psicrystal Containment[P]: You may spend FR to focus your psicrystal with DC 20 Concentration check. You may use focus from psicrystal or focus your psicrystal if you are within 1.

Psionic Meditation[P]: P: Concentration 4. B: You may gain Psionic Focus as a move action by succeeding a DC 25 Concentration check. S: If you have Psicrystal Containment feat you may try to Focus your psicrystal as M by succeeding DC 30 Concentration check.

Wounding Attack[P]: This feat is considered a necromantic effect.

Metapower Feats

Split Psionic Ray: Power point cost of this metapower is 4.

Unconditional Power: Also this metapower allows you to manifest powers while you are psychically enervated.

Complete Arcane

All Sudden feats except for Empower, Maximize and Quicken may be used 3/day. Sudden Metamagic cannot be used on spell already modified by metamagic.

  • Sudden Empower: may be used 2/day.
  • Sudden Quicken: Remove all prerequisites except for Sudden Silent and Silent Still.

All Metamagic Spell-like Ability feats works without Spell-like level restrictions. No more than one Metamagic SLA per sla may be used.

  • Maximize Spell-like Ability: may be used 2/day. Prerequisite: CL 7.
  • Quicken Spell-like Ability: 1/day.

Mage Slayer: P: BAB +3, Prayercraft 3, Spellcraft 3, not spellcaster. B: Spellcasters you threaten may not cast defensively unless they have Combat Casting Feat. +1 on Will.

  • Occult Opportunist: P: Prayercraft 6, Spellcraft 6. B: May make AoO when opponent dismisses a spell, direct/redirect an active spell, cast swift spell or make turn/rebuke attempt. Opponents that have Combat Casting feat may try cast defensively to avoid AoO. If damaged, opponent must succeed at DC 10+damage or loose a spell/action attempted.
  • Pierce Magical Concealment: P: Con 13, Blind-Fight. B: You ignore any miss chances from spells and may ignore mirror image spell.
  • Pierce Magical Protection: P: Con 13. B: AT=S, make one attack ignoring all opponents spell bonuses to AC and spell bonuses to armour DR. If this attack succeeds, then you automatically dispel all spells that gives opponent bonus to AC and armour DR.

Metamagic Feats

Split Ray - метакост равен 3-м, минус один за каждый луч после первого, который пускает спелл, минимум цены - 1. То есть, для скорчинга 11-го кл цена этой меты - один круг, а для поляр рея - три.

Complete Mage

Fiendish Legacy and Fey Legacy are completely reedited.

Complete Champion

Domain feats

Any Character may posess only one Domain feat at time. Characters with Domain Class Feature may take only Domain feat related to their domain.

Air Devotion: Bonus is 2+1/5 Lvl.

Animal Devotion: Ape's Fury: Str bonus is 2+1/10 Lvl.

Chaos Devotion may not be used with Maximize Supernatural Ability feat because it excludes any chaos-ness and any random probabilities from the roll.

Healing Devotion: FH value uqual to your CL.

Law Devotion: Reduce all bonuses by 2.

Protection Devotion: Bonus is 2+1/5 Lvl.

Sun Devotion: Damage bonus is applied against Aberrations, not Undeads.

Complete Psionic

Metapower[P]: Choose one power you know and one metapower feat. From now on applying this metapower to this power cost 2 power points less.

Tome of Battle

Evasive Reflexes: P: Dex 13. B: You may make 1sq step instead of making AoO.

Combo-Class feats

Level stack limited to 10, also they do not stack with each other.

Daring Outlaw: P: Sneak Attack 2d6, Grace +1. B: Your Rogue and Swashbuckler levels stack for purpose of sneak attack, grace and dodge.

Daring Warrior[F]: P: Weapon Specialization, Grace +1. B: Your Fighter and Swashbuckler levels stack for purpose of feats prerequisites and effects, grace and dodge.

Devoted Inquisitor: P: Smite, Sneak Attack +2d6. B: Your Paladin and Rogue levels stack for purpose of smite damage, smites per day and sneak attack.

Devoted Performer: P: Bardic Music, Smite: Your Bard and Paladin levels stack for purpose of smite damage, smites per day, bardic music uses per day and inspire courage.

Devoted Tracker: P: Favoured Terrain, Smite Evil, Wild Empathy. B: Your Paladin and Ranger levels stack for purpose of smite damage, smites per day, wild empathy, favoured enemy and favoured terrain.

Divine Inspiration: P: Favoured Soul, Bardic Music. B: Bard and Favoured Soul stacks to determine Bardic Music available to you and your Energy Resistance class feature.

Elemental Theurgy: P: Divine and Arcane spells, Elemental Domain. B: Add sum of your arcane and divine base spellcasting classes when determining your CL for your elemental spells matching Domain descriptor.

Sacred Performer: P: Bardic Music, Turn Undead. B: Your Bard levels stacks with Cleric levels for purposes of Bardic Music per day and Turn check and damage.

Swift Ambusher[S]: P: Sneak Attack +2d6, Skirmish +1d6/+1. B: Your Rogue and Scout levels stack for purpose skirmish and sneak attack.

Swift Avenger[S]: P: Nature's Sense, Skirmish +d6/+1. B: Your Druid and Scout levels stack for purposes of Skirmish and Wild Shape per day.

Swift Hunter[S]: P: Favoured Terrain, Skirmish +1d6/+1. B: Your Ranger and Scout levels stack for purpose of skirmish, favoured enemy and favoured terrain.

Dragon Magazine

Chaos Music[Anarchic]: P: Bardic Music, Perform 1. B:+4 (no more than HD) effective Bard level for purposes of Bardic Music.

Chaos Rage[Anarchic]: P: Rage, Intimidate 1. B: +4 (no more than HD) effective Barbarian level for purposes of Rage except for Rage Powers.

Flexible Mind [Anarchic]: Choose 2 skills. They become Class skills for you and receive +1 bonus.

Wild Touch[Anarchic]: When determining the random effect of a magic item, you may roll twice and choose the more appropriate of the two. 1/day.

Easy Metamagic: P: Spellcraft (for arcane) or Prayercraft (for divine) 6. B: Choose one Metamagic feat. Cost of applying this Metamagic is reduced by 1.

Guerilla Trapsmith: +2 Craft:Trapmaking, +2 DC of your traps.

Hard to Fool: +2 WI, +2 Sense Motive.

Polyglot: Speak Language is Class. +1 Language.

Suppress Presence: P: Dex 15, Skill Focus:Stealth. B: While having Cover may use Stealth against Blindsense.

Quiet Feet: P: Dex 15, Skill Focus:Stealth. B: Not detected by Tremorsense while moving 1/2 speed and not attacking.

Aura of Bravery: Allies (except for you) receive +2 morale against fear.

Sprinter: P: Dex 15, Con 15, Run. B: AT=f, +2 move, D=Con 3, 3/day.

Inspired Master: Any Item you make have it's CL +1.

Spear Master: You may choose to wield a Spear or Shortspear as a Double Weapon. The blunt end does Bludgeoning damage in the same amount as the Piercing end. Each end must be Enchanted separately.

Stalwart: +4 vs Bull Rush, Overrun and Trip.

Two-Weapon Attack of Opportunity: P: Dex 17, Combat Reflexes, Multi-Weapon Combat. B: May make two attacks while making AoO with penalty for MWF. Must spend extra AoO.

Battle Hardened[F]: P: BAB +1. B: +1 AC when threatened by two or more opponents.

Shield and Pyke Style[F]: May use Light Shield while using a polearm.

Mounted Fighting[F,S]: +1 attack and damage while mounted.

Concealed Ambush: P: Point Blank Shot, Precise Shot, Stealth 7. B: -10 penalty on Stealth after sniping.

Efficient Pull[F]: +2 Str for composite bows.

Ranged Threat[F]: P: BAB +6, Point Blank Shot, Precise Shot, Combat Reflexes. B: May make ranged AoO within 3 expending all AoO per round.

Opportunistic Tactician[F]: Combat Reflexes, Dodge, Mobility. B: May make extra 5-feet step after making AoO.

Improved Aid Another: Aid Another bonus is 1 more.

Pack Feint: P: BAB +3, Dex 13, Wis 13. B: Successfully feinted opponent looses Dex to AC against first attack each adjacent to him ally make until start of your next turn.

Pack Tactics: P: Wis 13. B: When flanking an opponent you grant all your allies who is not flanking him a +1 bonus on attack rolls.

Commanding: P: Cha 15, Skill Focus:Persuasion. B: +1 compulsion spells DC.

Earth Focus: +1 DC for earth spells, or if save is not allowed +1 CL.

Water Focus: +1 DC for water spells, or if save is not allowed +1 CL.

Radiant Spell[M+2]: Light spell that deals damage blinds target for CL/2 r.

Charming: P: Cha 13, Skill Focus:Persuasion. B: +3 on Cha checks to exert your control.

Combat Charm: P: Wis 13. B: Target threatened by your allies do not receive +5 bonus on it's save against your charm effects.

Puppet Master: P: Wis 13. B: +5 DC on Sense Motive checks to sense your magical influence on subjects.

Flash Casting: When you cast light spell you glow brightly for 1r. You cannot use stealth, but attacks relying on sight receives -2 against you.

Birth Feats

Initial Birth Feats: Prerequisite: 1st level, must be naturally born, may not have any other birth feats.

Name Benefit
Born under the High Sun +1 Intimidate, +2 fire saves, +1 Fort
* Venegance of the Noon, P: Lvl 6, Power Attack. +3 against fire. AT=s, one your weapon deals extra [d] fire damage for Cha r, 1/day.
Born under the Rising Sun +1 Medicine, +2 fear saves, +1 Will
* Spirit of Dawn, P: Lvl 6. +3 against fear. AT=s, all allies gains +2 morale Will for Cha r, 1/day.
Born under the Setting Sun Concentration class, +1 on 2 Knowledges.
* Secrets of the Dusk, P: Lvl6, Skill Focus:Knowledge May take 10 on Concentration. May take 20 on any Knowledge with Skill Focus, 1/day.
Born under the Crescent Moon +1 Awareness, +1 Sense Motive, Detect Thoughts(Sp) 1/day
Born under the Full Moon +1 Intimidate, +1 Use Magical Device, Command(Sp) 1/day
Born under the Gibbous Moon +1 Persuasion, +1 Local, Calm Animals(Sp) 1/day
Born under the Half Moon +1 Acrobatics, +1 Concentration, Expeditious Retreat(Sp) 1/day
Born under the New Moon +1 Sleight of Hand, +1 Stealth, Disguise Self(Sp) 1/day

Epic Level Feats

Epic Level Handbook + Revision

Additional Magic Item Space[E]: You may wear two magic items in one slot.

Bane of Enemies[E]: P: Nature 21, Favoured Enemy +10. B: Any weapon you wield is a bane weapon against favoured enemies.

  • Death of Enemies[E]: P: Nature 27. B: Any time you score a critical hit against favoured enemy, it must make DC +Favoured Enemy Bonus +Wis FC save or die.

Blinding Speed[E]: P: Dex 25. B: You are under constant effect of haste.

Chaotic Rage: P: Rage. B: Any weapon you wield gain holy property during a rage.

Craft Feats are banned, non-epic craft feats qualify to craft higher than 20th level items.

Dexterous Fortitude[E]: P: Dex 25, slippery mind. B: Once per round you may substitute RD against any F save.

Dexterous Will[E]: P: Dex 25, slippery mind. B: Once per round you may substitute RD against any W save.

Dire Charge[E]: You gain pounce.

Distant Shot[E]: P: Dex 25, Point Blank Shot, Far Shot, Awareness 17. B: You may ignore any distance penalties and shoot at any target within line of sight while using a ranged weapon.

Energy Resistance[E]: Choose type of energy. You gain Resistance 30 to that energy.

Epic Fortitude[E]: +4 Fort saves.

Epic Reflexes[E]: +4 Ref saves.

Epic Speed[E]: P: Dex 21, Run. B: +6 speed.

Epic Will[E]: +4 Will.

Exceptional Deflection[E]: P: Dex 21, Wis 19, Deflect Arrows, Improved Unarmed Strike. B: May deflect any ranged attack. Spells add 1/2 CL to deflection DC.

Extended Life Span: Add one half your race maximum age modifier to your normal age categories. S: You may take this feat multiple times, but taking it more than once will require some in-world explanation and deeds (for example elven or outsider heritages do not qualify).

Fast Healing[E]: P: Con 25. B: Fast healing Con.

Great Charisma: +1 Cha. S: After reaching epic levels you may take this feat multiple times.

Great Constitution: +1 Con. S: After reaching epic levels you may take this feat multiple times.

Great Dexterity: +1 Dex. S: After reaching epic levels you may take this feat multiple times.

Great Intelligence: +1 Int. S: After reaching epic levels you may take this feat multiple times.

Great Smite[E]: P: Cha 25, Smite. B: Add your smite level to smite damage.

Great Strength: +1 Str. S: After reaching epic levels you may take this feat multiple times.

Great Wisdom: +1 Wis. S: After reaching epic levels you may take this feat multiple times.

Ignore Material Components[E]: P: Spellcraft or Prayercraft 22, 9th level spells. B: You may ignore any material components.

Improved Alignment-Based Casting[E]: P: Good or Evil Domain. B: +2 CL for good or evil spells.

Improved Special Ability[E]: Choose a special ability like Death Attack, Stunning Fist or Arrow of Death. Your ability have +2 DC.

Improved Aura[E]: Your Aura effect doubles. S: Notice, that Marshal and Dragon Shamans auras do not qualify as they are not auras in all terms.

Improved Combat Reflexes[E]: You may make unlimited AoO per round.

Improved Darkvision: Your Darkvision range doubles.

Epic Favoured Enemy[E]: P: Favoured Enemy +10. B: Extra +2 on Favoured Enemy.

Improved Low-Light Vision: Your Low-Light Vision range doubles.

Improved Sneak Attack[E]: +2d6 sneak attack.

Infinite Deflection[E]: P: Dex 25, Combat Reflexes, Deflect Arrows. B: You may perform any number of deflections per round.

Instant Reload: P: BAB +10, Weapon Focus:Crossbows. B: You may reload crossbow one step faster, and if reload time is reduced to f you may perform full attack with it.

Lingering Damage[E]: P: Sneak Attack 8d6, Crippling Strike. B: Any time you make sneak attack, target receives sneak attack damage second time in the next round.

Overwhelming Critical: P: ??? B: When you make critical hit, add Crit modifier minus 1 dices of damage.

  • Devastating Critical[E]: Any time you score a critical hit against enemy, it must make DC +1/2 BAB +Str FC save or die.

Penetrate Damage Reduction[E]: Choose a special material. All your attacks now penetrate DR as if made from this material.

Perfect Health[E]: P: Con 25, Great Fortitude. B: You are immune to all non-magical diseases and poisons.

Reflect Arrows[E]: P: Dex 25, Deflect Arrows. B: When you deflect ranged attack, you may redirect it back as if you made it.

Sneak Attack of Opportunity[E]: P: Dex 25, Sneak Attack 8d6. B: Any AoO you make is Sneak Attack.

Spell Knowledge[E]: P: Spontaneous casting with maximum spell level available. B: Add two spells to your spell known.

Storm of Throws: P: Dex 23, Point Blank Shot, Rapid Shot. B: AT=FR, you may make one throwing attack against any opponent within 6.

Superior Initiative[E]: P: Improved Initiative. B: +4 init.

Swarm of Arrows: P: Dex 23, Point Blank Shot, Rapid Shot. B: AT=FR, you may make one ranged attack against any opponent within 6.

Uncanny Accuracy[E]: Dex 21, Point Blank Shot, Improved Precise Shot, BAB +11, Awareness 17. B: You may ignore any concealment.

Widen Aura[E]: P: Cha 25. B: Your Aura area becomes 20. S: Notice, that Marshal and Dragon Shamans auras do not qualify as they are not auras in all terms.

Complete Adventurer

Epic Dodge[E]: P: Dex 25, Evasion, Defensive Roll, Athletics 27. B: Once per round automatically receive natural 20 on your defence roll.

Epic Skill Focus[E]: P: Skill Focus with selected skill. B: +10 on checks with selected skill.

Epic Skirmish[E]: P: Skirmish +4d6/+4. B: +1d6/+1 Skirmish.

Complete Divine

Bonus Domain[E]: P: Wis 21, 9th level divine spells. B: Gain extra domain from your deity list.

Epic Devotion[E]: P: Wis 21, Iron Will. B: +4 on saves against spells with opposed alignment.

Holy Strike: P: Smite Evil, good. B: Any weapon you wield is holy weapon.

Spectral Strike[E]: P: Wis 19, Turn Undead. B: Any attack you make affects incorporeal creatures with 100% chance.

Complete Warrior

Armour Skin[E]: +3 NA.

Epic Combat Archery[E]: P: Point Blank Shot. B: You may make AoO within first range increment of your ranged weapon.

Damage Reduction[E]: P: Con 21. B: DR Con/-.

Epic Prowess[E]: +1 BAB.

Epic Toughness[E]: +6 hp per level.

Epic Weapon Focus[E]: P: Greater Weapon Specialization with selected weapon. B: +2 on attack rolls with chosen weapon.

  • Epic Weapon Specialization[E]: B: +4 on damage rolls with chosen weapon. If you have 8 or more Fighter levels, you may add 1/2 Fgt instead.

Wield Oversized Weapon[E]: P: Str 25, BAB +20, Monkey Grip. B: You may wield weapons one category larger.

Complete Arcane

Epic Spell Focus[E]: P: Greater Spell Focus with selected school, 9th level spells. B: +2 DC with selected school.

Epic Spell Penetration[E]: P: Greater Spell Penetration. B: +4 on spell penetration.

Improved Combat Casting: P: Combat Casting, Spellcraft or Prayercraft 15. B: +1/2 CL on cast defensively.

Epic Insights Compilation

Combat Insight: P: Int 19, BAB 15, Combat Expertise. B: You may add Int instead of Str on melee damage rolls.