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    Nov 2008
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    Default Epic Feat Improvement [3.5] [PEACH]

    In alphabetical order!

    A
    Armor Skin [Epic]
    Your skin is like armor, providing great defense against blows of all kinds.
    Benefits: You gain a +4 natural armor bonus to armor class, or your existing natural armor bonus increases by 4.
    Special: You can gain this feat multiple times. Its effects stack.

    Augmented Alchemy [Epic]
    Your skill with alchemical substances is unparalleled.
    Prerequisites: Int 19, Craft (alchemy) 24 ranks.
    Whenever creating an alchemical item or substance, you can choose to make it more powerful than normal by adding +15 to the DC required to create it and multiplying its price by 3. If the item or substance deals damage, triple the damage dealt. If the item or substance doesnít deal damage, triple the duration of its effect. If the item or substance doesnít deal damage and doesnít have a specific listed duration (or has an instantaneous duration), triple all dimensions of its area. If the item or substance doesnít fit any of these categories, then it cannot be affected by this feat. See the Craft (alchemy) skill description.

    Automatic Silent Spell [Epic]
    Silence is golden.
    Prerequisites: Silent Spell, Spellcraft 24 ranks, ability to cast 9th-level arcane or divine spells.
    Benefit: You may cast all 0-, 1st-, 2nd-, 3rd-, 4th-, and 5th-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 five lowest spell levels can now be silenced with no adjustment to their spell slots. This feat doesnít increase the casting time for those spells that normally become full-round actions when cast in metamagic form. However, since bard spells canít be enhanced with the Silent Spell feat, they canít be affected by this feat either.

    Automatic Still Spell [Epic]
    You are able to instinctively cast spells without using the somatic components. You've figured out how to cast spells without waving your hands around, wiggling your fingers, and generally looking like a crazy person.
    Prerequisites: Still Spell, Spellcraft 27 ranks, ability to cast 9th-level arcane or divine spells.
    Benefit: You may cast all 0-, 1st-, 2nd-, 3rd-, and 4th-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 four lowest spell levels can now be stilled with no adjustment to their spell slots. This feat doesnít increase the casting time for those spells that normally become full-round actions when cast in metamagic form.

    B
    Blinding Speed [Epic]
    You're fast. Really, really fast.
    Prerequisite: Dex 25.
    Benefit: You can act as if hasted for one full round as a swift action at will. This is a supernatural ability. As well, you are able to literally blind the enemy with your awesome speed. When you move while hasted through an enemy square (via tumbling, overrun, etc.), the enemy is blinded (Fort save DC 10 + Speed/10 + Dex modifier negates).

    Bulwark Of Defense [Epic]
    As a defender, you know how to stand up to all kinds of attacks, and your abilities while doing so increase greatly.
    Prerequisites: Con 23, defensive stance 3/day.
    Benefit: Your defensive stance bonuses increase to +6 Strength, +8 Constitution, +6 resistance bonus on all saves, and +10 dodge bonus to AC.

    C
    Chaotic Rage [Epic]
    Your rage ability becomes the epitome of chaos, empowering your weapons with the same vigor running in your veins.
    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 stacks with the anarchic power weapon enhancement, but does not stack with other similar abilities.

    Combat Archery [Epic]

    Enemies that previously thought you vulnerable to attack are always surprised when they see quite the opposite.
    Prerequisites: Dodge, Mobility, Point Blank Shot.
    Benefit: You do not incur any attacks of opportunity for firing a bow when threatened, and you gain a +4 bonus to attack rolls with bows when within 30 feet of a creature. This bonus stacks with Point Blank Shot.
    Normal: Without this feat, you incur an attack of opportunity from all opponents who threaten you whenever you use a bow.

    D
    Damage Reduction [Epic]
    Your ability to reduce damage taken improves.
    Prerequisite: Con 21.
    Benefit: You gain damage reduction 5/-. This stacks with all sources of damage reduction, including itself.
    Special: You can gain this feat multiple times. Each time you gain the feat, your damage reduction increases by 5.

    Dexterous Fortitude [Epic]
    Your ability to slip away from danger extends to your fortitude.
    Prerequisites: Dex 21, slippery mind class feature.
    Benefit: When targeted by an effect that requires a Fortitude saving throw, you may make a Reflex save instead to avoid the effect (evasion is not applicable, but mettle is).

    Dexterous Will [Epic]
    Your ability to slip away from danger extends to your will.
    Prerequisites: Dex 21, slippery mind class feature.
    Benefit: When targeted by an effect that requires a Will saving throw, you may make a Reflex save instead to avoid the effect (evasion is not applicable, but mettle is).

    Dire Charge [Epic]
    Charging holds dire consequences for your foes.
    Prerequisite: Improved Initiative.
    Benefit: If you charge a foe, you can make a full attack against the opponent charged, and you deal an additional 2d4 damage on all attacks. In addition, you are able to charge at three times your speed, and your critical multiplier while charging is increased by 1.
    Normal: Without this feat, you may only make a single attack as part of a charge.

    E
    Energy Resistance [Epic]
    You gain a durable resistance to all types of energy.
    Benefit: You gain resistance 15 to each type of energy--acid, cold, electricity, fire, and sonic--or your existing resistance to each type of energy increases by 15. This feat stacks with energy resistance granted by magic items, but does not stack with nonpermanent magical effects.
    Special: You can gain this feat multiple times, each time adding an additional 15 energy resistance to each type of energy.

    Epic Dodge [Epic]
    Dodging attacks has become a great strength of yours.
    Prerequisites: Dex 25, Dodge, Tumble 30 ranks
    Benefit: Twice per round, when struck by an attack from an opponent you have designated as the object of your dodge, you may automatically avoid all damage from the attack. In addition, you gain a +1 dodge bonus to Armor Class.

    Epic Endurance [Epic]
    You are able to endure what no one has endured before you.
    Prerequisites: Con 23, Endurance.
    Benefit: Whenever you make a check for performing a physical action that extends over a period of time, you get a +20 bonus on the check. You also become immune to nonlethal damage.

    Epic Fortitude [Epic]
    You have become a walking wall of fortitude, boasting the utmost health.
    Benefit: You gain a +6 bonus on all Fortitude saving throws, and you are able to automatically negate all hit point damage from a single attack once per encounter.

    Epic Prowess [Epic]
    Your prowess with all forms of attack has extended beyond the capabilities of even the most powerful masters.
    Benefit: Gain a +4 bonus on all attacks. In addition, if you have the whole Weapon Focus feat tree (up to Weapon Supremacy), you gain an additional +2 bonus on attacks made with your weapon of choice.
    Special: You can gain this feat multiple times. Its effects stack.

    Epic Reflexes [Epic]
    You have become a dancing leaf of reflexes, boasting the utmost agility.
    Benefit: You gain a +6 bonus on all Reflex saving throws, and you are able to automatically dodge one area-of-effect ability or spell per encounter.

    Epic Reputation [Epic]
    Your reputation precedes you no matter where you go, and that's a good thing in any social circle.
    Benefit: You gain a +8 bonus on Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks.

    Epic Skill Focus [Epic]
    Your focus on a particular skill is so strong that you develop it to levels unknown.
    Prerequisite: 20 ranks in the skill selected.
    Benefit: You gain a +15 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]
    Run, Forrest, run!
    Prerequisites: Dex 21, Run.
    Benefit: Your speed increases by 40 feet, and when you run, your speed is instead multiplied by 10. This benefit stacks with increased speed granted any other effects or abilities.
    Special: This feat only functions when you are wearing medium armor, light armor, or no armor.

    Epic Spell Focus [Epic]
    Focusing on one school of magic has paid off. You are able to overcome almost any creature's defenses with your magic.
    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 +3 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]
    Your ability to bypass spell resistance rises to a peak.
    Prerequisites: Greater Spell Penetration, Spell Penetration.
    Benefit: You get a +4 bonus on caster level checks to beat a creatureís spell resistance. This stacks with the bonuses from Spell Penetration and Greater Spell Penetration. You may also, once per encounter, automatically overcome spell resistance.

    Epic Toughness [Epic]
    You are one tough cookie.
    Benefit: You gain +4 hit points per Hit Die.

    Epic Trapfinding [Epic]
    Your skill in finding and avoiding traps has increased to epic proportions.
    Prerequisites: Search 25 ranks, Spot 25 ranks, trapfinding class ability.
    Benefit: If you pass within 10 feet of a trap, you are entitled to a Search check to notice it as if you were actively looking for it. You also gain a +4 bonus on all saves against traps.

    Epic Unarmed Strike [Epic]
    Prerequisites: Wis 21, Ki strike (adamantine).
    Benefit: Your unarmed strikes are treated as epic magic weapons for the purposes of damage reduction. In addition, your unarmed damage progression extends into epic levels.
    • 21-24: 4d10
    • 25-28: 5d10
    • 29-32: 7d10
    • 33+: Each increase adds 2d10 damage (33-36: 9d10, etc.)

    You also gain the ability to enchant your fists with magical enhancements for the same cost as enchanting a weapon, and your critical range for unarmed attacks improves to 18-20.

    Epic Will [Epic]
    Your mind has become as a diamond--pure and hard. Your willpower is unprecedented.
    Benefit: You gain a +6 bonus on all Will saving throws, and you are able to wriggle out of mind-affecting effects easily. Once per round, you may ignore a mind-affecting spell or ability.

    F
    Fast Healing [Epic]
    Your body's ability to mend itself over time has become uncannily trained. Gaping wounds that would kill a great warrior leave hardly a scar on you.
    Prerequisite: Con 23.
    Benefit: You gain fast healing 7, or your existing fast healing increases by 7. This feat does not stack with fast healing granted by magic items or nonpermanent magical effects. In addition, your limbs grow back if severed, as a troll's would. No other benefits of regeneration are gained.
    Special: You can gain this feat multiple times. Its effects stack.

    G
    Great Charisma [Epic]
    Being charismatic is natural for you, but now, you've gained insight into new ways to use diplomacy, intimidation, fooling others, and even magic.
    Benefit: Your Charisma increases by 2 points, and your skills governed by Charisma gain a +4 bonus.
    Special: You can gain this feat multiple times. Its effects stack.

    Great Constitution [Epic]
    Your constitution truly is of epic proportions.
    Benefit: Your Constitution increases by 2 points, and Concentration gains a +4 bonus. You also gain 10 hit points.
    Special: You can gain this feat multiple times. Its effects stack.

    Great Dexterity [Epic]
    Dexterity is your specialty. You're an artful dodger, a sneaky rogue, or even just someone with a penchant for finesse over brute strength.
    Benefit: Your Dexterity increases by 2 points, and your skills governed by Dexterity gain a +4 bonus.
    Special: You can gain this feat multiple times. Its effects stack.

    Great Intelligence [Epic]
    Your intelligence exceeds even your own expectations of yourself.
    Benefit: Your Intelligence increases by 2 points, and your skills governed by Intelligence gain a +4 bonus.
    Special: You can gain this feat multiple times. Its effects stack.

    Great Smiting [Epic]
    Whether you're smiting good, evil, or something else, your ability to kill things that oppose your views improves drastically.
    Prerequisites: Cha 21, 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) and twice your Charisma modifier to attack rolls.
    Special: You may select this feat multiple times. Its effects stack. Remember that two doublings equals a tripling, and so forth.

    Great Strength [Epic]
    You are one strong individual. Your attacks do more damage than they probably should, and you have super strength fueling your specific field of power.
    Benefit: Your Strength increases by 2 points, and your skills governed by Strength gain a +4 bonus. Your Strength is also treated as if 1 point higher for the purposes of encumbrance.
    Special: You can gain this feat multiple times. Its effects stack.

    Great Wisdom [Epic]
    Wisdom is your specialty. You are wise far beyond your years.
    Benefit: Your Wisdom increases by 2 points, and your skills governed by Wisdom gain a +4 bonus.
    Special: You can gain this feat multiple times. Its effects stack.

    H
    Hindering Song [Epic]
    Prerequisites: 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 centered on you. To successfully cast a spell within this area, a spellcaster must make a Concentration check of DC 10 + 1/2 your bard class level + Cha modifier. 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 bardís 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, its alignment is changed to good. This may change the appearance of a weapon to look less sinister or more holy. In addition, any smite attack made with this weapon deals an additional 2d10 damage, and is likely to cause permanent blinding of the creature smote (Fortitude DC 10 + 1/2 your class levels with smite + Cha modifier).

    Holy Warrior's Aura [Epic]
    Prerequisite: Cha 21, aura of courage or aura of resolve class ability.
    Benefit: Your aura of courage grants immunity to fear effects. Your aura of resolve grants immunity to compulsion effects. You also gain a +2 bonus to attacks against evil creatures.

    I
    Improved Arrow Of Death [Epic]
    Prerequisites: Dex 19, Point Blank Shot, Precise Shot, arrow of death class feature.
    Benefit: Add +5 to the DC of your arrows of death. In addition, you are allowed to have three arrows of death at one time, although the limit of lasting one year still applies. This feat may be taken multiple times. The DC increase stacks.

    Improved Combat Casting [Epic]
    Prerequisites: Combat Casting, Concentration 25 ranks.
    Benefit: You don't incur attacks of opportunity for casting spells when threatened. In addition, you gain a +8 bonus on Concentration checks.

    Improved Combat Reflexes [Epic]
    Reflexes honed, you're ready to hit anything that leaves an opening, while defending yourself better than you were able to before.
    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.) You also gain a +1 bonus on Reflex saves.

    Improved Darkvision [Epic]
    Prerequisite: Darkvision.
    Benefit: The range of your darkvision doubles, you can see color with your darkvision, and you gain blindsense out to 10 feet when your darkvision is active. This feat stacks with darkvision and blindsense granted by all other effects.
    Special: You can gain this feat 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 +5 to the DC of your death attack, and reduce the time you need to use death attack by one round, to a minimum of one round.
    Special: You can gain this feat multiple times. Its effects stack.

    Improved Favored Enemy [Epic]
    Prerequisite: Five or more favored enemies.
    Benefit: Add +10 to the bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks, and +5d6 on damage rolls against all your favored enemies.
    Special: You can gain this feat multiple times. Its effects stack.

    Improved Low-Light Vision [Epic]
    Prerequisite: Low-light vision.
    Benefit: The range of your low-light vision doubles, and you gain blindsense out to 15 feet while your low-light vision is active. This feat does not stack with low-light vision granted by magic items or nonpermanent magical effects.
    Special: You can gain this feat multiple times. Its effects stack. Remember that two doublings equals a tripling, and so on.

    Improved Manyshot [Epic]
    Prerequisites: Dex 19, base attack bonus +21, Many-shot, Point Blank Shot, Rapid Shot
    Benefits: As Manyshot, but the number of arrows you can fire is limited only by your base attack bonus (two arrows, plus one arrow for every 5 points of base attack bonus above +6), and the penalty to attack rolls is only -2 per three arrows fired (-0, -0, -2, -2, -2, -4, -4, -4, -6, etc.)
    Special: Regardless of the number of arrows you fire, you only apply precision-based damage (such as sneak attack damage or the rangerís 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.
    Normal: With the Manyshot feat, you are limited to a maximum of four arrows fired (when your base attack bonus is +16 or higher).

    Improved Sneak Attack [Epic]
    Prerequisite: Sneak attack +8d6.
    Benefit: Add +5d6 to your sneak attack damage, and your sneak attacks affect all creatures.
    Special: You can gain this feat multiple times. Its effects stack.

    Improved Spell Resistance [Epic]
    Prerequisite: Must have spell resistance from a feat, class feature, or other permanent effect.
    Benefit: Your spell resistance increases by +5.
    Special: You can gain this feat multiple times. Its effects stack.

    Improved Stunning Fist [Epic]
    Prerequisites: Dex 19, Wis 19, Improved Unarmed Strike, Stunning Fist.
    Benefit: Add +5 to the DC of your stunning attack. Once per encounter, you are allowed to automatically succeed on a Stunning Fist attempt. This also allows you to stun any creature.
    Special: You can gain this feat multiple times. Its effects stack.

    Improved Whirlwind Attack [Epic]
    Prerequisites: Int 13, Dex 21, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack.
    Benefit: As a standard action, you can make one melee attack for every four points of your base attack bonus (including epic attack bonus, round fractions down), in addition to an attack against all opponents you threaten in melee combat. All opponents are considered flat-footed against these attacks. You can make a 5-foot step between any two of the attacks and still move at the end of the attack (using a move action as usual).

    Incite Rage [Epic]
    Prerequisites: Cha 17, greater rage class feature.
    Benefit: When you enter a rage, you can incite a barbarian rage in any or all creatures within 60 feet. (Any ally who doesn't wish to become enraged is unaffected, and any enemy is allowed a Will save of DC 10 + 1/2 your barbarian levels + Cha modifier to avoid this effect) The creature gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but takes a -2 penalty to AC, for as long as they remain raging. The rage of affected creatures 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 to normal barbarian rage (including the fatigue at its end).

    Infinite Deflection [Epic]
    Prerequisites: Dex 23, Combat Reflexes, Deflect Arrows, Improved Unarmed Strike.
    Benefit: You may perform any number of deflections each round, as the Deflect Arrows feat, except you can deflect spell effects with a successful Reflex saving throw, and you can deflect ranged attacks while flat-footed. You must still be aware of the attack, however.

    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 you sing for 1 full round. The effect lasts as long as you sing and for 5 rounds after you stop singing (or 5 rounds after the ally can no longer hear you). While singing, you can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), by spell trigger (such as wands), or by command word. Each ally to be inspired gains a +10 competence bonus to an ability score. This ability score may be different for each individual affected. Inspire excellence is a supernatural, mind-affecting ability. Using the feat counts as one of your uses of song or poetics 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. You also add a +2 attack bonus on attacks with crossbows, because each attack comes so quickly after the last that the enemy finds it harder to avoid them.
    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 [Metamagic][Epic]
    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 six levels higher than the spellís actual level. You canít combine the effects of this feat with any other feat that affects the variable, numeric effects of a spell.

    L
    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, and should you ever fall, the distance of the fall is considered fifty feet less. This stacks with Tumble's falling damage mitigation factor.
    Normal: Without this feat, you take a -5 penalty on Climb checks when attempting to cover your full speed in climbing distance in a round, or a -20 penalty when attempting to cover twice your speed in climbing distance in a round, and you take normal falling damage.

    Legendary Leaper [Epic]
    Prerequisite: Jump 24 ranks.
    Benefit: You don't need to move to attempt a running jump, and you are treated as two sizes larger for the purposes of Jump checks and jump height. You also gain the ability to perform special jumping maneuvers--the wall jump and the midair leap. You may jump up to a vertical surface, leaping off it as if you had made a running jump (effectively two jumps). You can continue to do this until there is no vertical surface to push off of. You may also jump in midair, jumping once, then jumping again at half the distance.
    Normal: Without this feat, you must move at least 20 feet in a straight line before attempting a running jump, and there are no jumping maneuvers you can perform.

    Legendary Rider [Epic]
    Prerequisite: Ride 24 ranks.
    Benefit: You donít take a penalty on Ride checks when riding a mount without a saddle (bareback). You never need to make a Ride check to control a mount in combat (and even controlling a mount not trained for combat doesnít require an action). You may also ride while standing on a mount's back by making a Balance check of DC 1 per 5 feet the mount moves. This allows you to make a leap attack dealing +4d10 damage and forcing your opponent to be flat-footed if the attack is successful.
    Normal: Without this feat, you take a -5 penalty on Ride checks without a saddle, and must make a Ride check to control a mount in combat (and controlling a mount not trained for combat requires a move action). You are not able to ride by standing on the mount.

    Legendary Tracker [Epic]
    Prerequisites: Wis 19, Track, Knowledge (nature) 24 ranks, Survival 24 ranks.
    Benefit: You can track creatures across water, under-water, or through the air. This adds the surfaces of water, underwater, and air to the list of surfaces found under the Track feat. You are also entitled two Spot checks to notice hidden enemies, invisible enemies, and two Search checks to notice hidden doors and similar secret things.
    {table=head]Surface|DC
    Water|60
    Underwater|80
    Air|120[/table]

    Legendary Wrestler [Epic]
    Prerequisite: Str 21, Dex 19, Improved Unarmed Strike, Escape Artist 24 ranks.
    Benefit: You gain a +15 bonus on all grapple checks, and you are no longer penalized for grappling against larger opponents.

    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. Any sneak attack effects also last an extra round.

    M
    Mighty Rage [Epic]
    Prerequisites: Str 21, Con 21, greater rage class feature, rage 5/day.
    Benefit: When you rage, you gain a +12 bonus to Strength and Constitution and a +6 morale bonus on Will saves. (These bonuses replace the normal rage bonuses.) You also gain a +10-foot bonus to your speed.

    Mobile Defense [Epic]
    Prerequisites: Dex 15, Dodge, Mobility, defensive stance 3/day class feature.
    Benefit: While in a defensive stance, the character may take one 5-foot adjustment each round without losing the benefits of the stance. Once per encounter, if an ally is in danger (being attacked), as an immediate action, you may move up to your speed to protect them without losing the benefits of the stance. You come between your ally and the attacker, forcing the attacker to roll against your armor class and saves instead of your ally's.
    Normal: Without this feat, a character canít move while in a defensive stance.

    Multiweapon Rend [Epic]
    Prerequisites: Dex 15, base attack bonus +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. For every attack that hits after those two attacks, you are allowed another rend. This rending deals additional damage equal to the base damage of the smallest weapon that hits plus two times your Strength modifier. Base weapon damage includes an enhancement bonus on damage, if any.
    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 33 ranks, bardic music class feature.
    Benefit: Your bardic music can affect even those normally immune to mind-affecting effects, and all of your music abilities improve. Your inspire courage ability gains an additional +1 bonus. Bardic music gains a +4 bonus for the purposes of countersong, fascinate, inspire competence, suggestion (+4 DC), mass suggestion (+4 DC), and song of freedom. Inspire greatness now confers 3 Hit Dice, the corresponding temporary hit points, +4 on attack rolls, and +2 on Fortitude saving throws. Inspire heroics now confers a +8 morale bonus on saving throws and a +8 dodge bonus to AC.

    N
    Negative Energy Burst [Divine][Epic]
    Prerequisites: Cha 21, ability to rebuke or command undead, ability to cast inflict critical wounds, any evil alignment.
    Benefit: You can use one rebuke or command undead attempt to unleash a wave of negative energy in a 60-foot-burst. Roll a normal rebuke (or command) check, except that the negative energy burst affects living creatures rather than undead, and with a +1 additional bonus. Any creature rebuked by this result gains two negative levels and is rebuked. Any creature commanded by this check gains four negative levels and is commanded. The Fortitude save DC to remove these levels one day later is equal to 11 + Ĺ your effective turning level + your Charisma modifier.

    O
    Overwhelming Critical [Epic]
    Prerequisites: Str 21, Cleave, Great Cleave, Improved Critical (chosen weapon), Power Attack, Weapon Focus (chosen weapon).
    Benefit: When using the weapon you have selected, you deal an extra 4d6 points of bonus damage on a successful critical hit. If the weaponís critical multiplier is ◊3, add +8d6 points of bonus damage instead, and if the multiplier is ◊4, add +12d6 points of bonus damage instead. Creatures immune to critical hits don't take extra damage from the critical multiplier itself, but they do take the additional damage granted by this feat. Enemies also start to bleed out over time, resulting in 1 Constitution damage every round for 1 + Str modifier rounds.
    Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a different type of weapon.

    P
    Penetrate Damage Reduction [Epic]
    Select a special material, such as adamantine.
    Benefit: Your melee weapons (including natural weapons) and ammunition (if possible) are treated as being crafted from the chosen special material. In addition, your attacks bypass 5 damage reduction of any type.
    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, and you gain another 5 damage reduction penetration.

    Perfect Health [Epic]
    Prerequisite: Con 23.
    Benefit: You are immune to all diseases, as well as to all poisons. You also gain +1 hit point/level.

    Perfect Two-Weapon Fighting [Epic]
    Prerequisites: Dex 21, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Two-Weapon Fighting.
    Benefit: You can make as many attacks with your off-hand weapon as with your primary weapon, using the same base attack bonus. You also gain a +3 bonus to armor class when wielding two weapons. You still take the normal penalties for fighting with two weapons.
    Normal: Without this feat, you can only get a single attack with an off-hand weapon (or two attacks with an off-hand weapon if you have Improved Two-Weapon Fighting, or three attacks with an off-hand weapon if you have Greater Two-Weapon Fighting).

    Planar Turning [Epic]
    Prerequisites: Wis 21, Cha 21, 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. In addition, any outsider you rebuke gains a +6 enhancement bonus to all ability scores for 3 rounds, and any outsider you turn takes a -6 penalty to all ability scores for 3 rounds.

    Polyglot [Epic]
    Prerequisites: Int 19, Speak Language (five languages).
    Benefit: You can speak all languages. If you are literate, you can also read and write all languages (not including magical script). In addition, any spells you cast that involve text, symbols, or the like gain a +1 bonus on DC's and caster level, and a +6d6 damage bonus (if it already deals damage). This damage only applies to hit point damage. When using the Decipher Script and Forgery skills, you take half the normal time required, and you gain a +2 bonus on both skills.

    Positive Energy Aura [Epic]
    Prerequisites: Cha 21, 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 (and automatically destroys undead with Hit Dice equal to or less than your effective cleric level minus 5). Just as with normal turning, you can't affect undead that have total cover relative to you.

    R
    Ranged Inspiration [Epic]
    Prerequisites: 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 you to be affected by the ability, that requirement doesnít change regardless of any extended range your ability may have.) You may also now use music in conjunction with certain sound-based spells, such as message. Using your bardic music like this grants the ability to use the spell's range instead of your bardic music range, but you use up the spell slot without gaining any of the spell's other benefits.
    Special: You can gain this feat multiple times. Its effects stack. Remember that two doublings equals a tripling, and so forth.

    Rapid Music [Epic]
    Prerequisites: Combat Reflexes, Perform 27 ranks, bardic music class feature.
    Benefit: You can use any of your bardic music inspiration abilities as a standard action. The inspiration takes effect immediately after you conclude the action. You can also begin a countersong at any time, even when it isnít your turn (much like a wizard who has readied a counterspell action), though you donít have to ready an action to do so. You canít 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, you can only use counter-song on your turn.

    Reflect Arrows [Epic]
    Prerequisites: Dex 23, Deflect Arrows, Improved Unarmed Strike.
    Benefit: When you deflect an arrow or other ranged attack, the attack is reflected back upon the attacker at your base ranged attack bonus, and the attacker is considered flat-footed.

    Ruinous Rage [Epic]
    Prerequisites: Str 23, 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). Additionally, you may make a Strength check in a grapple while an opponent is pinned to crush them with a DC of 10 + creature's natural armor bonus. Creatures crushed in this way instantly die.

    S
    Scourge Of Enemies [Epic]
    Your favored enemies fear your power even more now, and your weapons take on aspects of your powers against such creatures.
    Prerequisites: Survival 30 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). Additionally, any time you score a critical hit against one of your favored enemies, it must make a Fortitude save (DC 10 + Ĺ your ranger class level + your Wisdom modifier) or die instantly.

    Self-Concealment [Epic]
    Prerequisites: Dex 25, Hide 30 ranks, Tumble 28 ranks, improved evasion.
    Benefit: Attacks against you have a 20% miss chance, similar to the effect of concealment. You lose this benefit whenever you would lose your Dexterity bonus to AC.
    Special: You can gain this feat multiple times. Each time it is taken, the miss chance increases by 20% to a maximum of 60% after it has been taken three times.

    Shattering Strike [Epic]
    Prerequisites: Epic 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, also adding your Wisdom modifier to the check (stacking with Eagle Claw Attack). The break DC remains the same. Using Shattering Strike is a standard action. You canít use Shattering Strike to escape bonds (unless you are so bound as to allow you to make an unarmed strike against your bindings). You may also perform special attacks against creatures with spell resistance and armor. Against foes with spell resistance, you may use a full-round action to strike a creature's very soul, reducing their spell resistance by 20. This requires a melee touch attack. Against foes with armor or natural armor, you may use a full-round action to strike a creature's outer shell, reducing armor or natural armor bonuses by 8. This requires a successful melee attack. Magical manufactured armor is allowed a Fortitude save of DC 25 to avoid the effect.

    Spectral Strike [Epic]
    Prerequisite: Wis 17.
    Benefit: Your attacks deal damage normally against incorporeal creatures. You are also able to make a touch attack five times per day.
    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 three new arcane spells of any level up to the maximum level you can cast. Specialist wizards are allowed to write in spells from schools of magic which they have prohibited. 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 in addition to a melee attack.
    Normal: Without this feat, you can only make a melee attack as an attack of opportunity.

    Spellcasting Harrier [Epic]
    Prerequisite: Combat Reflexes.
    Benefit: Any spellcaster you threaten in melee provokes an attack of opportunity if he or she tries to cast defensively. You get a +8 bonus on this attack roll and the damage you deal with this attack is treated as 8 higher for the purposes of Concentration checks.

    Storm Of Throws [Epic]
    Prerequisite: Dex 21, Point Blank Shot, Quick Draw, Rapid Shot.
    Benefit: As a full-round action, you may throw a light weapon at your full base attack bonus at each opponent within 60 feet at a +4 attack bonus. All light weapons thrown need not be the same type.

    Superior Initiative [Epic]
    Prerequisite: Improved Initiative.
    Benefit: You get a +12 bonus on initiative checks. This bonus stacks with Improved Initiative. In addition, you are now allowed to take 10 on initiative checks, and if you are the first to attack in an encounter, you gain a +10 foot bonus to speed and +2 to attack and damage for the remainder of the encounter.

    Swarm Of Arrows [Epic]
    Prerequisites: Dex 21, Point Blank Shot, Rapid Shot, Weapon Focus (type of bow used).
    Benefit: As a full-round action, you may fire an arrow at your full base attack bonus at each opponent within 60 feet at a +4 attack bonus.

    T
    Tenacious Magic [Epic]
    Prerequisites: Spellcraft 15 ranks.
    Benefit: Choose a number of spells or spell-like abilities equal to your casting ability modifier you know or possess. Whenever the chosen 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 this feat, it applies to another amount of spells or spell-like abilities equal to your casting ability modifier. Increasing your ability modifier allows you to also increase the number of effects affected by this feat.

    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 or become panicked (if it has HD less than your character level) or shaken (if it has HD equal to or up to twice your character level) for 4d6 rounds. These effects stack with a creature already shaken or panicked, to increase the "level" of fear by two (if the creature would normally be panicked) or one (if the creature would normally be shaken). An enemy with Hit Dice greater than twice your character level is not affected by this feat.

    Thundering Rage [Epic]
    Prerequisites: Str 23, 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 + Ĺ your level. This ability stacks with the thundering weapon enhancement, but does not stack with other similar abilities.

    Trap Sense [Epic]
    Prerequisites: Search 25 ranks, Spot 25 ranks, trapfinding class ability.
    Benefit: If the character passes within 10 feet of a trap, he or she is entitled to a Search check to notice it as if the character was actively looking for it. As well, if a creature is hiding within this range, the character gains a +4 bonus on their Spot check to see them.

    Two-Weapon Rip [Epic]
    Prerequisites: Dex 15, base attack bonus +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 rip the opponent. For every attack that hits after those two attacks, you are allowed another rip. This deals additional damage equal to the base damage of the smaller weapon plus two times your Strength modifier. Base weapon damage includes an enhancement bonus on damage, if any.

    U
    Uncanny Accuracy [Epic]
    Prerequisites: Dex 21, base attack bonus +11, Point Blank Shot, Precise Shot, Improved Precise Shot, Spot 20 ranks.
    Benefit: Your ranged attacks ignore the miss chance granted to targets by concealment, total concealment, and cover. Your ranged attacks also gain a +1 bonus to hit.

    Undead Mastery [Divine][Epic]
    Prerequisites: Cha 21, ability to rebuke or command undead.
    Benefit: You may command up to ten times your level in HD of undead. Any spells you cast that summon undead also gain +1 caster level, and any limits placed on them are raised to allow this bonus to have an effect.

    Unholy Strike [Epic]
    Prerequisites: Smite good class feature, any evil alignment.
    Benefit: Any weapon you wield is treated as an unholy weapon (is evil-aligned and deals an extra 2d6 points of damage against creatures of good alignment). If the weapon already has an alignment, its alignment is changed to evil. This may change the appearance of a weapon to look more sinister or less holy. In addition, any smite attack made with this weapon deals an additional 2d10 damage, and is likely to cause permanent blinding of the creature smote (Fortitude DC 10 + 1/2 your class levels with smite + Cha modifier).

    Unholy Warrior's Aura [Epic]
    Prerequisite: Cha 21, aura of despair or aura of debilitation class ability.
    Benefit: Your aura of despair causes a -6 morale penalty on all saving throws. Your aura of debilitation causes a -6 penalty to armor class. This feat may be taken multiple times. The effects stack.

    V
    Vorpal Strike [Epic]
    Prerequisites: Str 21, Wis 21, Improved Critical (unarmed strike), Improved Unarmed Strike, Keen Strike, Stunning Fist, ki strike (adamantine).
    Benefit: Your unarmed strike is considered to be a vorpal weapon. Once per encounter, you may also roll twice for an attack to threaten a critical or confirm a critical. Roll once, using this as your base attack. If you declare use of this ability, roll again. If you roll a 20, ignore the other roll, using the 20 as your roll for threatening a critical. You may also roll twice to confirm a critical, declaring use of this ability after your first roll (but before seeing the results).
    Last edited by Temotei; 2013-02-01 at 01:56 PM.
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    Default Re: Epic Feat Improvement [3.5][WIP][PEACH]

    I am digging this. I've been in the opinion that the available epic was in fact, not. Once they had things like the warlock epic feats oh so long ago, I realized this fully. I may even start dropping a few epic feat conversions myself.
    The only change I'd make is to Blinding Speed, since I think 20 rounds/day is just a little clunky. Really 20 rounds is probably more than a person will have in a day(unless you're really powering through monsters) but then again that's my group... Maybe a more streamlined version of it that seems more powerful but in my opinion really isn't is something like "You may act as if hasted(as the spell) for one full round as a swift action. You may use this ability at will. This is a supernatural ability."
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    Default Re: Epic Feat Improvement [3.5][WIP][PEACH]

    Quote Originally Posted by Krimm_Blackleaf View Post
    I am digging this. I've been in the opinion that the available epic was in fact, not. Once they had things like the warlock epic feats oh so long ago, I realized this fully. I may even start dropping a few epic feat conversions myself.
    The only change I'd make is to Blinding Speed, since I think 20 rounds/day is just a little clunky. Really 20 rounds is probably more than a person will have in a day(unless you're really powering through monsters) but then again that's my group... Maybe a more streamlined version of it that seems more powerful but in my opinion really isn't is something like "You may act as if hasted(as the spell) for one full round as a swift action. You may use this ability at will. This is a supernatural ability."
    That's a good idea. I'll do just that.

    Tell me if you have any more changes. On some of them, I was a little shaky, but so far, I think they're at least functional.

    I'm also glad I've actually attracted the attention of one of the giants of homebrewing.
    Last edited by Temotei; 2010-01-26 at 04:17 AM.
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    Default Re: Epic Feat Improvement [3.5][WIP][PEACH]

    Did you just run out of steam at F?

    I generally allow Dire Charge to be taken pre-epic. And replace Dire charge in epic with pounce +2d6 damage on charge attacks.

    Also since the ambidexterity topic the other day i've been considering a functionality change to twf options, and compressing the feats down. So perfect two-weapon fighting would no longer be an epic feat either. Though The style would likely need some continued upgrade in epic territory thought that far ahead yet?

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    Default Re: Epic Feat Improvement [3.5][WIP][PEACH]

    I must say, I like.

    Though, some of these epic abilities are still not very epic. Since, if you wanted Haste, you could make an item to make it eternally active on you by that level, cheaply. I always thought that Blinding Speed needed something... more. Perhaps have it give you the ability to move at a rate of 1000 mph, for 1 hour a day (Utility!), but that's not too good. Perhaps, instead, have it give an extra action, or maybe it just allow you to move as though via the spell 'Dimension Door' as a move action, only, as an extraordinary, mundane ability, so spells and the like can't stop it, and not even Forcecage can block you.

    Epic Toughness, have it give you +X hit points per HD, for crying out loud (I'd say +5).

    Bane of Enemies, Chaotic Rage, and Dire Charge need more than just extra damage, I thinks. Not sure what to do there, though.



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    Default Re: Epic Feat Improvement [3.5][WIP][PEACH]

    Quote Originally Posted by Latronis View Post
    Did you just run out of steam at F?
    Yes.

    I generally allow Dire Charge to be taken pre-epic. And replace Dire charge in epic with pounce +2d6 damage on charge attacks.
    That was one of the iffy ones. It still grants pounce, and +2d10 on the first attack. I might just make it +2d6/8 on all attacks.

    Also since the ambidexterity topic the other day i've been considering a functionality change to twf options, and compressing the feats down. So perfect two-weapon fighting would no longer be an epic feat either. Though The style would likely need some continued upgrade in epic territory thought that far ahead yet?
    Once I get there, I'll think about it.

    Though, some of these epic abilities are still not very epic. Since, if you wanted Haste, you could make an item to make it eternally active on you by that level, cheaply. I always thought that Blinding Speed needed something... more. Perhaps have it give you the ability to move at a rate of 1000 mph, for 1 hour a day (Utility!), but that's not too good. Perhaps, instead, have it give an extra action, or maybe it just allow you to move as though via the spell 'Dimension Door' as a move action, only, as an extraordinary, mundane ability, so spells and the like can't stop it, and not even Forcecage can block you.
    Not a bad idea to make it even better...although I have an idea. Go look in about three minutes.

    Interesting change?

    Epic Toughness, have it give you +X hit points per HD, for crying out loud (I'd say +5).
    +3/hit dice.

    Bane of Enemies, Chaotic Rage, and Dire Charge need more than just extra damage, I thinks. Not sure what to do there, though.
    More iffy ones. Dire charge has pounce added in, but by then, most non-core builds will have pounce from another source *cough*liontotembarbarian*cough*. I'll add in that you can move triple your speed when charging, and your critical multiplier is increased by 1. Or something.

    Done.
    Last edited by Temotei; 2010-01-26 at 04:38 AM.
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    Default Re: Epic Feat Improvement [3.5][WIP][PEACH]

    Quote Originally Posted by Temotei221 View Post
    Not a bad idea to make it even better...although I have an idea. Go look in about three minutes.

    Interesting change?
    Actually, yes, "interesting" is a way to describe that.

    You do win a cookie for originality though.

    Quote Originally Posted by Temotei221 View Post
    +3/hit dice.
    Well, 60+ hit points, hmmm, at epic levels, damage is very large, 69 extra hp might not be enough to save you when you need it, but, if it can be taken multiple times, yes, you do stand a chance there. I personally play with normal Toughness being a "one time only" feat that just gives you +2 hp per HD, making it worth it as a feat, so, this looks a little stingy to me, at +3 hp per HD, but maybe it's just me.

    Quote Originally Posted by Temotei221 View Post
    More iffy ones. Dire charge has pounce added in, but by then, most non-core builds will have pounce from another source *cough*liontotembarbarian*cough*. I'll add in that you can move triple your speed when charging, and your critical multiplier is increased by 1. Or something.
    I think perhaps both of those would be worth it, actually. I would so take that, though, as a Tome Samurai with Tome Insightful Strike and a Scythe with my boots of perm. Haste, and suddenly be getting 5 attacks at x9 damage. Might be decent at those levels.

    (Also, Dire Charge looks good now)



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    Default Re: Epic Feat Improvement [3.5][WIP][PEACH]

    Well the simplest improvement to bane of enemies would be to combine bane of and death of enemies. It doesn't really need 2 feats.

    And you know what? screw the crit immune foes they can save or die too

    EDIT:
    Quote Originally Posted by Rithaniel View Post
    I personally play with normal Toughness being a "one time only" feat that just gives you +2 hp per HD, making it worth it as a feat, so, this looks a little stingy to me, at +3 hp per HD, but maybe it's just me.
    Personally I borrowed the toughness feat tree from kotor (I don't know if it's the same in starwarsd20 pnp nor do i particularly care)

    With +1HP per HD

    dr2\-

    And an additional +1HP per HD
    Last edited by Latronis; 2010-01-26 at 04:55 AM.

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    Default Re: Epic Feat Improvement [3.5][WIP][PEACH]

    Quote Originally Posted by Latronis View Post
    Well the simplest improvement to bane of enemies would be to combine bane of and death of enemies. It doesn't really need 2 feats.

    And you know what? screw the crit immune foes they can save or die too

    EDIT:


    Personally I borrowed the toughness feat tree from kotor (I don't know if it's the same in starwarsd20 pnp nor do i particularly care)

    With +1HP per HD

    dr2\-

    And an additional +1HP per HD
    KotOR had a good Toughness feat tree. It was worth taking it if you didn't have any of the main combat style feats to take (Two-Weapon Fighting/Dueling, Flurry, Critical Strike, Power Attack, ranged counterparts). In the second one, it wasn't worth taking it because you got practically infinite hit points anyway.

    I'll raise it to +4/HD.

    EDIT: I gave +4/HD to Epic Toughness, and improved the fast healing feat. You now regenerate limbs as well. Not extremely useful, but useful enough to possibly balance against Epic Toughness.

    The new Bane of Enemies and Death of Enemies put together:

    Scourge Of Enemies [Epic]
    Your favored enemies fear your power even more now, and your weapons take on aspects of your powers against such creatures.
    Prerequisites: Survival 30 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). Additionally, any time you score a critical hit against one of your favored enemies, it must make a Fortitude save (DC 10 + Ĺ your ranger class level + your Wisdom modifier) or die instantly.

    Unholy Warrior's Aura [Epic]
    Prerequisite: Cha 25, aura of despair or aura of debilitation class ability.
    Benefit: Your aura of despair causes a -6 morale penalty on all saving throws. Your aura of debilitation causes a -6 penalty to armor class. This feat may be taken multiple times. The effects stack.

    I'll be saving these until I get to their respective letters. Any critiques on the changes/new feats are welcome.

    I'll add the little italic fluffy parts in a while.

    Added some small bits of fluff to the "G" section.
    Last edited by Temotei; 2010-01-27 at 12:29 AM.
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    Default Re: Epic Feat Improvement [3.5][WIP(Done with A-L)][PEACH]

    L is finished. O is finished.
    Last edited by Temotei; 2010-01-29 at 06:42 AM.
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    Default Re: Epic Feat Improvement [3.5][WIP(Done with A-O)][PEACH]

    Quote Originally Posted by Temotei221 View Post
    Negative Energy Burst [Divine][Epic]
    Prerequisites: Cha 25, ability to rebuke or command undead, ability to cast inflict critical wounds, any evil alignment.
    Benefit: You can use one rebuke or command undead attempt to unleash a wave of negative energy in a 60-foot-burst. Roll a normal rebuke (or command) check, except that the negative energy burst affects living creatures rather than undead, and with a +1 additional bonus. Any creature that would be rebuked by this result gains one negative level. Any creature that would be commanded by this check gains two negative levels. The Fortitude save DC to remove these levels one day later is equal to 11 + Ĺ your effective turning level + your Charisma modifier.
    Rebuking living critters is kinda cool, if it happens. So it's not an overly effective means of level draining either. Especially without full rebuke progression.

    Also why on earth would you want to *weaken* what you can command?

    Seems more like something you'd take pre-epic.

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    Default Re: Epic Feat Improvement [3.5][WIP(Done with A-O)][PEACH]

    Quote Originally Posted by Latronis View Post
    Rebuking living critters is kinda cool, if it happens. So it's not an overly effective means of level draining either. Especially without full rebuke progression.

    Also why on earth would you want to *weaken* what you can command?

    Seems more like something you'd take pre-epic.

    The original feat says basically the same thing, except it doesn't give you that +1 bonus and the DC is 1 lower. Perhaps I should allow you to choose between actually controlling living creatures and dealing negative level "damage."

    I think I will.
    Done.
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    Default Re: Epic Feat Improvement [3.5][WIP(Done with A-O)][PEACH]

    hmm

    Losing 4 levels is probably fine, it's slightly less than the average loss from energy drain, but AoE and less reliable than a spell and not using a spell slot to do so. So 4 levels or command is probably ok.

    Rebuke isn't an effect worth the action. And really losing 2 levels is kinda weak when your past the point of being able to use something like energy drain. Even enervation is potentially better except for the whole never causes permanent drain thing which doesnt matter much encounters anyway(from a player's persepective). If it's just a kind of well at least you getting something it's fine. But if you want the weaker effect to be useful it should probably level drain and rebuke.

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    Default Re: Epic Feat Improvement [3.5][WIP(Done with A-O)][PEACH]

    Quote Originally Posted by Latronis View Post
    hmm

    Losing 4 levels is probably fine, it's slightly less than the average loss from energy drain, but AoE and less reliable than a spell and not using a spell slot to do so. So 4 levels or command is probably ok.

    Rebuke isn't an effect worth the action. And really losing 2 levels is kinda weak when your past the point of being able to use something like energy drain. Even enervation is potentially better except for the whole never causes permanent drain thing which doesnt matter much encounters anyway(from a player's persepective). If it's just a kind of well at least you getting something it's fine. But if you want the weaker effect to be useful it should probably level drain and rebuke.
    You're probably right.

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    Default Re: Epic Feat Improvement [3.5][WIP(Done with A-P)][PEACH]

    R and some of S is up.
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    Default Re: Epic Feat Improvement [3.5][WIP(Done with A-R + 1/2 S)][PEACH]

    S is finished.
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    Default Re: Epic Feat Improvement [3.5][WIP(Done with A-R + 1/2 S)][PEACH]

    I like spellcasting harrier. Though any intelligent spellcaster would quickly learn not to cast defensively (assuming they survive the first)

    No real further comments from me at this stage

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    Default Re: Epic Feat Improvement [3.5][WIP(Done with A-S)][PEACH]

    IMO, Improved Whirlwind Attack needs work. Unless your BAB is very, very high, it's possible that you won't be able to swing at every enemy you threaten, which makes the epic version inferior to it's prerequisite in some ways. For a feat with "Improved" in the name, that just doesn't sit well with me.

    That aside, it's still not very impressive for level 21+; the effect is basically "fast whirlwind attack," something martial adepts can already do as early as 7th level. And they get bonuses to hit when they do it.

    (Also, Whirlwind Attack doesn't improse a -4 penalty on attacks; only the "improved" version ever did that.)

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    Default Re: Epic Feat Improvement [3.5][WIP(Done with A-S)][PEACH]

    Quote Originally Posted by Saiyamantis View Post
    IMO, Improved Whirlwind Attack needs work. Unless your BAB is very, very high, it's possible that you won't be able to swing at every enemy you threaten, which makes the epic version inferior to it's prerequisite in some ways. For a feat with "Improved" in the name, that just doesn't sit well with me.

    That aside, it's still not very impressive for level 21+; the effect is basically "fast whirlwind attack," something martial adepts can already do as early as 7th level. And they get bonuses to hit when they do it.

    (Also, Whirlwind Attack doesn't improse a -4 penalty on attacks; only the "improved" version ever did that.)
    Huh. Never noticed that last part. It was on the epic feat, so I just left it.

    I'll change it to all enemies you threaten, and you gain a bonus to attacks or something. Maybe add a status effect.

    Better?
    Last edited by Temotei; 2010-02-03 at 05:45 PM.
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    Default Re: Epic Feat Improvement [3.5][WIP(Done with A-S)][PEACH]

    Does anyone have suggestions for Tenacious Magic? I'm lost. I have no idea how to go about it.

    I would greatly appreciate feedback as well.
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    Default Re: Epic Feat Improvement [3.5][WIP(Done with A-S)][PEACH]

    Unchanged except it applies to primary spellcasting mod worth of spells\spell-like abilites?

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    Default Re: Epic Feat Improvement [3.5][WIP(Done with A-S)][PEACH]

    Quote Originally Posted by Latronis View Post
    Unchanged except it applies to primary spellcasting mod worth of spells\spell-like abilites?
    That's fair. I'll put it in.

    Done with T.
    Last edited by Temotei; 2010-02-06 at 12:39 AM.
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    Default Re: Epic Feat Improvement [3.5][WIP(Done with A-T)][PEACH]

    It may be a good idea for augmented alchemy to allow the crafter to provide a multiplier to the item's affect equivalent to the price multiplier. As for the bonus DC, +15 for every 3 added to the multiplier? In this case the formula would be, x+5y where x is the initial DC and y is the multiplier. Y cannot be <= 2.
    NOTE: Trying to avoid adding +5 to the DC for *1 craft checks (non-augmented alchemy).
    Last edited by imp_fireball; 2010-02-06 at 08:02 AM.

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    Default Re: Epic Feat Improvement [3.5][WIP(Done with A-T)][PEACH]

    I have to say that your work on this is fairly extensive, and as part of a group who enjoys high-level D&D we appreciate it and can't wait for the rest of it!

    I just wonder why you decided to drop the effective spell slot adjustment for Intensify Spell. I know, damage dealing stuff gets nerfed by the ring of universal evoker suckitude, but still.....
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    Quote Originally Posted by Irreverent Fool View Post
    Yes, but in D&D, no matter how effective your shield might be, you're still better off charging into combat with a two-handed, pouncing, leaping, power attack from horseback using shock trooper to drop your AC into the basement while retaining your full chance to hit.

    Or you know, just asking the wizard to deal with it.

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    Default Re: Epic Feat Improvement [3.5][WIP(Done with A-T)][PEACH]

    Quote Originally Posted by SilverStar View Post
    I have to say that your work on this is fairly extensive, and as part of a group who enjoys high-level D&D we appreciate it and can't wait for the rest of it!

    I just wonder why you decided to drop the effective spell slot adjustment for Intensify Spell. I know, damage dealing stuff gets nerfed by the ring of universal evoker suckitude, but still.....
    Six levels is a lot. Imagine a fireball. 60 (10d6 maximized) * 2 = 120 for a 9th level spell slot.

    Now look at disintegration. 40d6 = 40 - 240, average 140 for an 8th level spell slot.

    Of course, the fireball gets a 20 foot radius. Still, this costs a feat...anyway, dropping the spell slots was just an at-whim thing. It is epic after all.

    Another example is magic missile. 5d4+5 --> (20 + 5) * 2 = 50 for a 7th level spell slot, no miss.

    If anything, five spell slots higher wouldn't be overkill, but I hesitate to do that.

    Quote Originally Posted by imp_fireball
    It may be a good idea for augmented alchemy to allow the crafter to provide a multiplier to the item's affect equivalent to the price multiplier. As for the bonus DC, +15 for every 3 added to the multiplier? In this case the formula would be, x+5y where x is the initial DC and y is the multiplier. Y cannot be <= 2.
    NOTE: Trying to avoid adding +5 to the DC for *1 craft checks (non-augmented alchemy).
    I'm confused. You make the alchemical item at DC + 15 with the cost multiplied by three for triple damage, duration, or dimension.
    Last edited by Temotei; 2010-02-06 at 11:56 PM.
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    Default Re: Epic Feat Improvement [3.5][WIP(Done with A-T)][PEACH]

    Have you figured out a way to unbreak Epic Spellcasting yet?
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    Quote Originally Posted by Irreverent Fool View Post
    Yes, but in D&D, no matter how effective your shield might be, you're still better off charging into combat with a two-handed, pouncing, leaping, power attack from horseback using shock trooper to drop your AC into the basement while retaining your full chance to hit.

    Or you know, just asking the wizard to deal with it.

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    Default Re: Epic Feat Improvement [3.5][WIP(Done with A-T)][PEACH]

    Quote Originally Posted by SilverStar View Post
    Have you figured out a way to unbreak Epic Spellcasting yet?
    Not by using the same base (seeds and such). I suppose I could convert those epic spells to traditional spells with levels, then modify them to actually be about the power level of 9th + 1 or 9th + 3 or whatever.

    Edited in Scourge of Enemies. I forgot to do that before.
    Last edited by Temotei; 2010-02-07 at 12:00 AM.
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    Default Re: Epic Feat Improvement [3.5][WIP(Done with A-T)][PEACH]

    Having done a fair bit of work with epic spellcasting, I have discovered that when it comes to damage, anything an epic spell can do I can do better with metamagic.

    However, you can't beat it for buffs/immunities/something that can dispel stuff.

    The biggest issue is mitigating factors and their potential for abuse.

    The seeds listed are not exhaustive; I've come up with several custom ones (prismatic being one of my favorites).

    That said, I like what you've done here. A lot of epic feats suck. Your versions are an improvement.
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    Quote Originally Posted by Irreverent Fool View Post
    Yes, but in D&D, no matter how effective your shield might be, you're still better off charging into combat with a two-handed, pouncing, leaping, power attack from horseback using shock trooper to drop your AC into the basement while retaining your full chance to hit.

    Or you know, just asking the wizard to deal with it.

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    Default Re: Epic Feat Improvement [3.5][WIP(Done with A-T)][PEACH]

    U and V are up.
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    Default Re: Epic Feat Improvement [3.5][WIP(Done with A-V)][PEACH]

    I would suggest renaming Two Weapon Rend since the original epic was made non-epic in a later book.

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