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    Default Epic Feats (General & Class Specific) [PEACH]

    So, Epic Feats. Sometimes, you can't get enough of them, other times, you find you don't want them, especially when compared to some of the brilliant Epic Destinies out there. Either way, I personally find most Epic Feats rather... lacking. In fact honestly, most Epic Feats don't come across as Epic at all... and at high levels, it becomes much, much harder to be able to use some strategies effectively. Especially when it comes to classes and class features, the homebrew classes in particular suffer at higher levels.

    So, here are some Epic Feats that should help those who want to take Epic Feats and open up the available strategies at Epic Levels. Something important though:

    If you have homebrew classes you would like epic feats for, or strategies than you find don't work so well in epic levels. Please share, and I'll do my best to provide Epic Feats for you.


    Epic Precision Damage
    Requirements: Sneak Attack, Skirmish or Sudden Strike +4d6
    Benefit: Whenever Precision Damage would be negated, you instead do half the normal amount of precision damage instead of none. Additionally, when your precision damage isn't halved, your opponent must make a Fort Check, DC 10+(1/2 ECL)+2(Dice of damage) or be immobilized for 1d4+1 rounds.
    Normal: Precision damage can be fully negated.

    Epic Darkstalker
    Requirements: Darkstalker, Hide 24 ranks, Move Silently 24 ranks.
    Benefit: When you hide, creatures with Touchsight, Mindsight, Lifesight and Arcane Sight must make a Listen check or a Spot check (whichever DC is higher) to notice you, just as sighted creatures would make Spot checks to detect you. You cannot hide in plain sight unless you have that ability as a class feature
    Normal: Creatures with these senses do not need to make Spot or Listen checks to notice other creatures within range.

    Epic Feature Progression
    Requirements: A class feature that progresses per class level.
    Benefit: Select one class feature when you take this feat. That class feature now gains a bonus to its progression equal to 1/2 of your other class levels.
    Normal: Your class features scale per class level.
    Special: You can take this feat multiple times, when you do, you chose a different class feature to apply this to.
    Special: Spell progression and the like do not benefit from this feat.

    Invocation Sage
    Requirements: Able to cast dark invocations or their equivalent
    Benefit: You can select two invocations from any class that has invocations and learn how to use them. Invocations from other classes must be greater invocations or lower.
    Normal: You can only learn invocations from your class.
    Special: You can take this feat multiple times

    Legendary Iaijustu Focus
    Requirements: 24 ranks in Iaijustu Focus
    Benefit: You may apply your damage from Iajiustu Focus if you have drawn a weapon in the round even if the opponent is not flat-footed. If you do, the damage is halved. Additionally, Iaijutsu Focus is not capped at +9d6 damage and you may sheath your weapon(s) as a free action. Whenever your damage from Iajutsu Focus is not halved, your opponent must make a Fort Save, DC 10+Iaijustu Focus Skill Ranks, or be instantly slain.
    Normal: Your opponent must be flat-footed and the damage cap of Iaijustu Focus is +9d6 damage.

    Hurricane of Steel
    Requirements: BAB +20 with 4 attacks, Epic Attack Bonus +1
    Benefit: The penalty for iterative attacks from BaB is reduced by 2, and whenever your lowest base iterative attack bonus becomes four or more, you can make another iterative attack.
    Normal: You can only make four attacks per round and the penalty for iterative attacks from BaB is -5.

    Martial Strike Master
    Requirements: Initiator Level 20+, Epic Attack Bonus +1
    Benefit: When you use a strike maneuver, you may use a second attack at a -5 penalty. If you do, the strike maneuver effects both strikes, but all effects and/or benefits granted by the strike maneuver is decreased by 2/3's. If the strike maneuver's effect/benefits cannot be reduced in such a way, then it cannot be used with Martial Strike Master.
    Normal: You only attack once when using a strike maneuver
    Special: At Epic Attack Bonus +5, you make choose to make a third attack at a -10 penalty, if you do, the effects/benefits. granted by the strike maneuver is reduced by 1/2. At Epic Attack Bonus +10, you may choose to make a fourth attack at a -15 penalty, if you do, the effects/benefits granted by the strike maneuver is reduced by 1/2
    Special: If you have two or more weapons, you can attack with off-hand weapons in addition to main-hand weapons,.

    Arcane Blade Mastery
    Requirements: BAB +20 with 4 attacks. Caster level 20 or the equivalent (e.g, Manifester level 20).
    Benefit: You may apply your casting stat as a bonus to attack and damage rolls, additionally, you may apply your primary physical ability (Str, Dex or Con) as a bonus to the amount of extra spells or the equivalent you get.
    Special: If you have two or more classes with a caster level 20 or the equivalent, you may apply the casting stat from each as a bonus to attack and damage rolls and the primary physical ability can be applied as a bonus to both their extra spells of the equivalent.

    Channel the Energy
    Requirements: Arcane Blade Mastery
    Benefit: During an attack, you can expand a spell slot (or the equivalent) in order to add the spell's effect to the attack, as well as a bonus to attack and damage rolls equal to the spell's level. If you have the feat 'Arcana Strike', you also gain the benefits of that feat as if you have scarified the same spell for it.
    Special: If you have the ability to cast spells though a melee attack or similar, e.g. Duskblade's Arcane Channeling. If the spell meets the requirements of that ability, the spell is automatically empowered.


    Epic Weapon Finesse
    Requirements: Weapon Finesse, BaB +20 with 4 attacks. 25 Dexterity
    Benefit: Instead of replacing dexterity with strength for attack rolls, you instead add dexterity as a bonus to attack rolls. Additionally, if you have a shield its ACP no longer applies to attack rolls and you apply dexterity as a bonus to damage rolls. These bonuses apply with all weapons, not just Finesse weapons.
    Normal: You can only Finesse light weapons or the rapier, whip and spiked chain. A shield applies its ACP as a penalty to attack rolls, and strength is replaced by dexterity for attack rolls.

    Strength of the Class
    Requirements: A class that has class features with DC's of 10+1/2 the class level+ability
    Benefit: The DC's become 10+the class level+ability.
    Special: This feat can be taken multiple times, each time applying to a different class with the DC's.
    Special: This feat cannot be applied to a class that is under the effect of 'Multi-Focus Strength' Epic Feat.

    Multi-Focus Strength
    Requirements: A class that has class features with DC's of 10+1/2 the class level+ability
    Benefit: The DC's become 10+1/2 ECL+ability.
    Special: This feat can be taken multiple times, each time applying to a different class with the DC's.
    Special: This feat cannot be applied to a class that is under the effect of 'Strength of the Class' Epic Feat.


    Perfect Combat Reflexes
    Requirements:
    Improved Combat Reflexes (Epic-Feat), Greater Combat Reflexes (Dragon #340), Dex 25
    Benefit: Whenever you have an attack of opportunity, you may take a full-attack instead of a standard attack, this replaces the bonus attacks granted by Greater Combat Reflexes.

    Power Strike
    Requirements: BaB 20+ with 4 attacks. Strength 25. Power Attack,
    Benefit: Light and One-Handed Weapons are treated as two-handed weapons when wielded in one hand. One-handed weapons wielding in two hands and two-handed weapons are treated as being wielded by four-arms and damage from the power-attack feat is increase by 100%

    Legendary Disabler
    Requirements:
    Disable Device 24 ranks.
    Benefit: You can now disable magical, psionic, and other such effects. To do so requires a standard or a move action next to the effect that you wish to disable. If the effect is one person, you may remove all such effects with one check. Make a disable device check, this counts as dispel check, even if the effect can not normally be dispelled.
    Special: If the effect in permanent, I.E from a class-feature, feat, or racial ability, but not a spell made permanent, the effect is instead suppressed for 2d4 rounds.

    Legendary Quick-Hand
    Requirements:
    Sleight of Hand, 24 ranks.
    Benefit: You can steal magical effects from people, to do so you to be next the person with the magical effect you are trying to steal. As a standard or a move action, you make a Slight of Hand check vs a caster-check from that person. If you succeeded, the person loses the magical effect, and you gain that effect.

    Legendary Senses
    Requirements:
    Spot, 24 ranks. Listen, 24 ranks.
    Benefit: The penalty to spot and listen checks for distance is reduced by 1 for every 4 ranks in Spot and Listen. Additionally, you gain blindsense equal to your Listen Ranks x5ft and you gain the ability to recognize illusions on sight
    Special: If you already have blindsense, increase you blindsense by the amount you would normally gain from this feat.

    Legendary Bluffer
    Requirements:
    Bluff, 24 ranks.
    Benefit: Whenever you fail a Bluff Check, you can immediately retry the check with no extra penalty. Additionally, you may Feint as a move action in combat, and if you succeed, your opponent is treated as flat-footed even if they Improved Uncanny Dodge or Similar abilities.
    Special: If you have Improved Feint, you may instead Feint as a Swift Action.

    Unnatural Swiftness
    Requirements:
    Level 24. Dex 25 or Superior Initiative.
    Benefit: You may take an action swift action per round. At level 27 and every 3 levels afterwards, you may take an extra swift action per round. You can sacrifice 3 swift actions to take an extra move action, or 5 swift actions to take an extra standard action.

    Epic Elemental Master
    Requirements:
    Level 21.
    Benefit: Chose either Fire, Cold, Acid or Sonic. Y Whenever you would deal damage with the selected energy type, you may either ignore energy resistance to it equal to your ECL, with immunity counting as an energy resistance of 50, or do half the normal damage to enemies with energy immunity, whichever does more damage.
    Special: You can take this feat more than once, if you do, you select another energy-type.

    Legendary Grappler
    Requirements: Improved Grapple, Strength 21.
    Benefit: Whenever grappling a target that is larger than you, you ignore their bonus to grappling checks from their size. Additionally, magical effects such as Freedom of Movement, cannot be used to escape your grapples.

    Nullblade

    Epic Nullify
    Requirements: Nullify (at a distance) Class Feature
    Benefit: You gain a bonus to your Nullify Checks equal to 1/2 of your ECL. In addition, you can use the Nullify class feature an extra time per encounter equal to your Wisdom Modifier.

    Epic Voidstrike

    Requirements: +20d4 Voidstrike
    Benefit: Increase the damage die of Voidstrike to d8. In addition, the DC for the Improved Voidstrike and Greater Voidstrike abilities are increased by 1/2 of your ECL

    Worldrender

    Epic Rend Weight
    Requirements:
    Greater Rend Weight Class Feature, the ability to perform level 9 rends.
    Benefit: A Worldrender may now change a weapon’s effective size by a number of categories equal to their Charisma modifier/3, or two, whichever is higher, using the rules of the Rend Weight class feature.
    Normal:[/B] A Worldrender may change a weapon’s effective size by only two size categories

    Epic Rend Weakness
    Requirement:
    Rend Weakness class feature, the ability to perform level 9 rends
    Benefit: The AC bonus from the Rend Weakness class feature becomes an untyped bonus and heavy armour no longer halves the bonus. Additionally, you gain DR/- equal to your 1/2 of your CHA bonus, this DR/- stacks with other sources of DR/-

    Epic Guardian Rend
    Requirement:
    Guardian Rend class feature, the ability to perform level 9 rends
    Benefit: The Guardian Rend class feature can be used once per round per charisma modifier. Additionally, if Epic Guardian Rend is successful, you may make use a Rend against the attacker, with the rend being at -1 levels.
    Normal: You can only use the Guardian Rend class feature once per round.

    True Swashbuckler

    Epic Surge of Grace
    Requirement: Surge of Grace Class Feature
    Benefit: You can increase the bonus to dexterity gained from Surge of Grace by 50%. If you do, at the end of Surge of Grace, you become exhausted and take damage equal to the bonus to dexterity. This damage by-passes DR. Additionally, you may experience a surge of grace even while exhausted, if you do you become dazed when it ends, and take damage equal to twice the bonus to dexterity, this damage by-passes DR.
    Normal: Surge of Grace increases your dexterity equal to your class level. You become fatigued or exhausted at the end of it and take no damage.

    Divine Tongue
    Requirement: Gentleman's Duel Fineesse. Sneak Attack +6d6.
    Benefit: The penalty from Gentleman's Duel also applies to AC and saves. Additionally, a Swashbuckler deals their sneak attack damage, even if normally unable to.
    Normal: The penalty from Gentleman's Duel only applies to attribute-checks, skill-checks and attack-rolls.

    Legendary Loner
    Requirement: Stand Alone Class Feature
    Benefit: The range of the Stand Alone Class Feature extended by 5ft for every 4 ECL.
    Normal: The range of Stand Alone is 30ft.

    Zen Blade

    Epic Sense Weakness
    Requirement: Sense Weakness (Damage) class feature
    Benefit: Whenever the opponent makes an action within normal melee range, they provoke an attack of opportunity

    Pierce the Defence
    Requirement: Greater Insightful Combat class feature, Wis 21
    Benefit: You ignore 5 points of DR per bonus to attack and damage from Insightful Combat, except DR/-
    Normal: You do not ignore DR

    Restrict the Movements
    Requirement: Greater Insightful Combat class feature, Wis 21.
    Benefit: You ignore 5 points of dodge AC per bonus to attack and damage from Insightful Combat.
    Normal: You do not ignore dodge AC


    Sanguine Knight


    Blood shared is blood strengthened
    Requirements: Blood bond (7 beings) Class Feature. Con 25.
    Benefit: You gain +1 Con for every 3 beings you have a Blood Bond with. Additionally, for every 6 levels above 20, you gain the ability to form a Blood Bond with another beings.
    Normal: You do not gain Con via the blood bond, and you are limited to making a blood bond with 7 beings.
    Special: The Constitution Bonuses from the Sanguine Knight Class and Inherit Bonuses from con books do not count when calculating the Con score to qualify for this feat.

    Master of the Blooded Blade
    Requirements: Sanguine Blade class feature.
    Benefit: The reach bonus granted by the Curor blade is increased by 5ft per 5 points of Constitution Modifier. Additionally, the bleed damage is doubled and cannot be healed by normal means, and it bypasses immunity to bleeding damage, albeit at half the normal rate. The bleed damage is treated as ability damage for methods of removing it, however immunity to ability damage does not prevent or remove it. This only affects the Hitpoint bleeding damage, the constitution damage remains unmodified.

    Change log
    17/05/2014, 1800: Epic Precision Damage and Epic Iajutsu Damage now have extra effects when they do the full damage. Arcana Blade now applies the primary physical modifier to bonus spells or the equivalent. Hurricane of Steel reduces the penalty for BAB iterative attacks as well as granting you extra attacks from BAB. Split Epic DC into two feats 'Strength of the Class' and 'Multi-Focus Strength
    17/05/2014, 2130: Epic Rend Weakness now gives stackable DR/-
    18/05/2014 1800: The DC's of Epic Precision Damage and Epic Iajutsu Focus have been modified to no longer scale on damage, Hurricane of Steel has been clarified.
    31/05/2014 1615: Added Legendary Disabler, Legendary Quick-Hand, Legendary Senses, Legendary Bluffer, Legendary Bluffer, Unnatural Swiftness. Epic Elemental Master and Legendary Grappler
    01/06/2014 0920: Legendary Senses reduces the penalty by 4 skill ranks, not 6. Additionally, it no longer gives true-sight, but the ability to indentify illusions on sight. Unnatural Swiftness now has the requirements Dex 25 or Superior Initiative. Epic Elemental Master now has the option to deal half-damage to enemies with immunity. Added Channel the Energy
    16/12/2014 2130: Martial Strike Mastery has been clarified so its RAW meets its RAI much better than previously.
    Last edited by Tempestfury; 2014-12-16 at 04:34 PM.

  2. - Top - End - #2
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    Default Re: Epic Feats (General & Class Specific) [PEACH]

    For your epic feats, most are good but some are problematic;

    Epic Feature Progression: so, I can take a couple classes at 1st level then progress their bonus feature to, say, 24th level with a coupleof feats? Bad idea. At most, the feat should progress the feature by 2-4 class levels, depending on the feature

    Epic Nullify: Unfair bonus. Makes the ability too powerful. You can probably rewrite it to "when rolling to Nullify, you and your opponent make unmodified class level checks if it would be beneficial to you." That way, it doesn't matter how many bonuses a spellcaster has to their caster level or a warrior to their attack roll. Only their class levels matter in relation to your class level. And if you got the full 50 levels in your nullifier class, chances are you'd be automatically nullifying most people who didn't invest all their levels in their primary ability

    Epic Guardian Rend: So it moves form 1/round to over a dozen times per round? Broken idea. Look at the equivalent feats for other classes, like Multispell; each time you take the Multispell feat, you can cast one additional quickened spell/round. The same thing should apply to this feat.


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    Default Re: Epic Feats (General & Class Specific) [PEACH]

    I think I'd allow a "concentrate" check on the epic darkstalker, as most of them are mental abilities.

    Epic Feature Progression does indeed need some serious limits. (maybe make it a minimum of X levels already gained or something like that?)

    Invocation Sage, I like it, but it kinda blows the existing ones out of the water (not that I mind - Existing give either 1 from your own list up to dark // 1 from another list, 2 grades lower than what you can use)

    Hurricane of Steel, needs some clarity. Is it only take able by people who have BaB +20 at level 20? (As far as I know the "epic progression" of attack is still BAB, it just doesn't increase your amount of attacks under normal circumstances). And also, how useful is something like this (without massive bonuses those extra attacks are just going to be dice rolled for critical hits only...)
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    Default Re: Epic Feats (General & Class Specific) [PEACH]

    For Epic Feature progression, your example is only applicable if you are at level 40+, which only happens in very rare campaigns and even then, it is only a single class feature. Of course, spellcasting, power-progression, etc, counts as a single class feature, and this at level 21, could turn a 1 level psion into the equivalent of a 11 level psion, which is too much of a power-boost. Because of this, spellcasting and the like cannot work with this feat. Because of this, despite the possibility of significant boosts to a class-feature via the method you shared, it is only a single class feature and you loose out on the other class features you would of got though.

    As for the Epic Nullifer, you are right in that it is overly powerful, however simply making it a class check won't work. I'm attempting to make it more power, not less. In epic levels I find that it is rare for people to actually take epic progression of classes, and the Nullblade doesn't have an epic progression so that isn't actually possible currently. I would like a suggestion of how else to implement it. Perhaps you can apply your intelligent or charisma as well as your wisdom modifier to the check?

    As for Guardian Rend going from 1/round to many times /round, and comparing it to multi-spell is a bad example. Instead, I see it more as compared Deflect Arrow - which is 1/round - to Infinite Deflection, which is unlimited times a round. That being said, the 'riptose' ability might be overly powerful, and might have to be a feat of its own, with a limit to the render levels you can use per round with it. Thoughts?


    Quote Originally Posted by Loek View Post
    I think I'd allow a "concentrate" check on the epic darkstalker, as most of them are mental abilities.

    How would you suggest that would work though? Concentration check in place of spot or listen? And which abilities should allow them to take it?


    Quote Originally Posted by Loek View Post
    Invocation Sage, I like it, but it kinda blows the existing ones out of the water (not that I mind - Existing give either 1 from your own list up to dark // 1 from another list, 2 grades lower than what you can use)
    That is Epic Feats vs Non-Epic Feats though, so its no surprise this is stronger.

    Quote Originally Posted by Loek View Post
    Hurricane of Steel, needs some clarity. Is it only take able by people who have BaB +20 at level 20? (As far as I know the "epic progression" of attack is still BAB, it just doesn't increase your amount of attacks under normal circumstances). And also, how useful is something like this (without massive bonuses those extra attacks are just going to be dice rolled for critical hits only...)
    Yes, I made an edit to clarify it is Bab +20 without Epic Attack Bonuses. As for how useful the feat is? That is up for the indiviual to decide. I've found that at Epic Levels, BaB can play half or even less to the total attack bonuses, so the extra attacks could come in useful even without the critical hits. Of course, if other people think it is too weak, I could change it so the penalty to attacks isn't as bad... maybe turn it into a 'flurry' like ability?
    Last edited by Tempestfury; 2014-05-14 at 06:08 PM.

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    Default Re: Epic Feats (General & Class Specific) [PEACH]

    Actually, about the invocations. The one up to "Dark" from your own list, is an epic feat from this article, while the other one is a normal feat from this article.

    But as I said, I like it anyhow. Maybe if you wish to balance it, make it give either:
    • 1 Dark invocation of the warlock list or a greater invocation of the dragonfire adept list.
    • 2 invocations (of any combination) of the warlock lists (greater, lesser, least) or dragonfire adept list (least, lesser)


    That way it's not much stronger than the exisiting epic feat, but gives greater versitility etc. However, to be honest, the whole 1 feat for 1 invocation (especially at epic levels) was something that annoyed me about the warlock feats.


    And yes, to the epic darkstalker feat, I meant using concentration instead of a spot/listen check.

    And while it could apply to all of them, Mindsight and touchsight are most suited as their detection methods have absolutely nothing to do with sight/hearing. (arcane sight is boosted sight and lifesense allows you to see life as light - both of which could be something you need to concentrate on... but can also be dealt with spot).

    Actually, now that I think about it, these abilities have little to do with listen checks of any kind.
    Last edited by Loek; 2014-05-15 at 02:54 AM.
    Help improve my (favorite) 5e homebrews: The Circle of the Full Moon, Items of Darkness and The Unseen Hand (Warlock Patron).
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    Default Re: Epic Feats (General & Class Specific) [PEACH]

    Quote Originally Posted by Loek View Post
    And yes, to the epic darkstalker feat, I meant using concentration instead of a spot/listen check.

    And while it could apply to all of them, Mindsight and touchsight are most suited as their detection methods have absolutely nothing to do with sight/hearing. (arcane sight is boosted sight and lifesense allows you to see life as light - both of which could be something you need to concentrate on... but can also be dealt with spot).

    Actually, now that I think about it, these abilities have little to do with listen checks of any kind.
    What has Tremorsense and Scent got to do with Spot and Listen? Epic Dakstalker simply works like the original Darkstalker feat, only it affects even more abilities. So I think it works fine as it is.

    Anyway, I've added a few more feats since you last posted, so why don't you check them out as well?

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    Default Re: Epic Feats (General & Class Specific) [PEACH]

    I'll start by noting that I'm pleased Epic Precision now affects all such abilities, not just sneak attacks.

    Hurricane of Steel is worded strangely. By RAW, the bonus only applies if your BAB increases by 5 in one level, which is unlikely. I'd change this to read 'Additionally, for every total of +5 your epic base attack progression grants you, you can make another attack per round, at an additional -5 penalty.'

    Arcane Blade Mastery seems as though you would have to take it VERY late with almost any class except Duskblade. Other than that, I don't see a problem, necessarily. Though given that lateness and the actual bonus it gives, you may want to consider a stronger benefit, such as combining (primary physical stat) with (primary mental stat) for both spellcasting and combat proficiency. Most gishes, if I assume/recall correctly, tend to blend their ability scores at any rate, unless they happen to be clerics, whom your feat doesn't affect anyway.

    Epic Weapon Finesse also seems lackluster, though only slightly. Assume I haven't overlooked a feat someone should have taken beforehand, how about adding DEX to damage rolls as well?

    Epic DCs doesn't make a whole lot of sense to me with the inclusion of extra CL's to the DCs instead of just improving the bonus from the base class. It might even be better as two feats; one that raises a DC calculation from 10 + Ability + 1/2 main CL to 10 + Ability + main CL and one that raises the calculation from 10 + Ability + main CL to 10 + Ability + main CL + 1/2 secondary CL. That way you have a feat to improve each different scaling DC type. The second variant is also better for muticlassed characters than the first, which is geared towards pure-classed characters (hey, stop laughing! it could happen!).


    Overall, while I rarely play epic characters, I'm glad to see someone inject fresh blood into the system.
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    Default Re: Epic Feats (General & Class Specific) [PEACH]

    Quote Originally Posted by Overneath View Post
    I'll start by noting that I'm pleased Epic Precision now affects all such abilities, not just sneak attacks.

    Thank you very much, its unfair for sneak-attack to get all the fun after all.


    Quote Originally Posted by Overneath View Post
    Hurricane of Steel is worded strangely. By RAW, the bonus only applies if your BAB increases by 5 in one level, which is unlikely. I'd change this to read 'Additionally, for every total of +5 your epic base attack progression grants you, you can make another attack per round, at an additional -5 penalty.'
    Hmmm... yeah that makes sense. Thank you for the help.

    Quote Originally Posted by Overneath View Post
    Arcane Blade Mastery seems as though you would have to take it VERY late with almost any class except Duskblade. Other than that, I don't see a problem, necessarily. Though given that lateness and the actual bonus it gives, you may want to consider a stronger benefit, such as combining (primary physical stat) with (primary mental stat) for both spellcasting and combat proficiency. Most gishes, if I assume/recall correctly, tend to blend their ability scores at any rate, unless they happen to be clerics, whom your feat doesn't affect anyway.
    Well it is mostly for Gishes I admit, just to give them a little boost. Your right in that it could take quite a few epic levels to reach though... still, adding the physical stat modifier to the spellcasting could be overly powerful... at Epic Levels, its easy to get say. Belt of Magnifence +6 and the 6 Manual of attributes +5 for a +11 bonus to each attribute. Even if the primary physical stats are at a low 22, that's still a +6 modifier to bonus spells... hell, if the other mental stat is just 22 as well, it'll jump from 2, 2, 1, 1, 1, 1 bonus spells to 3, 3, 3, 3, 2, 2, 2, 2, 1.

    That's an extra 13 spells from one feat, from a small example. That comes across as a little too much... but if others disagree, I'll add that in.

    Quote Originally Posted by Overneath View Post
    Epic Weapon Finesse also seems lackluster, though only slightly. Assume I haven't overlooked a feat someone should have taken beforehand, how about adding DEX to damage rolls as well?
    I had thought about that, but I was wondering if perhaps that might of been too powerful. Still, I'll add it in and see what other people think.

    Quote Originally Posted by Overneath View Post
    Epic DCs doesn't make a whole lot of sense to me with the inclusion of extra CL's to the DCs instead of just improving the bonus from the base class. It might even be better as two feats; one that raises a DC calculation from 10 + Ability + 1/2 main CL to 10 + Ability + main CL and one that raises the calculation from 10 + Ability + main CL to 10 + Ability + main CL + 1/2 secondary CL. That way you have a feat to improve each different scaling DC type. The second variant is also better for muticlassed characters than the first, which is geared towards pure-classed characters (hey, stop laughing! it could happen!).
    So... your saying that Epic DC's as it is is overly powerful having both primary CL's and secondary class-levels? My reasoning behind it is that, at epic levels especially, I tend to see quite a bit of multiclassing, so I wanted a feat everyone could take to improve their DC's. Still, if you think its too powerful... I'll consider splitting it into the two feats as suggested.

    Quote Originally Posted by Overneath View Post
    Overall, while I rarely play epic characters, I'm glad to see someone inject fresh blood into the system.
    Heh, thanks.

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    BlueKnightGuy

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    Default Re: Epic Feats (General & Class Specific) [PEACH]

    Quote Originally Posted by Tempestfury View Post
    Well it is mostly for Gishes I admit, just to give them a little boost. Your right in that it could take quite a few epic levels to reach though... still, adding the physical stat modifier to the spellcasting could be overly powerful... at Epic Levels, its easy to get say. Belt of Magnifence +6 and the 6 Manual of attributes +5 for a +11 bonus to each attribute. Even if the primary physical stats are at a low 22, that's still a +6 modifier to bonus spells... hell, if the other mental stat is just 22 as well, it'll jump from 2, 2, 1, 1, 1, 1 bonus spells to 3, 3, 3, 3, 2, 2, 2, 2, 1.

    That's an extra 13 spells from one feat, from a small example. That comes across as a little too much... but if others disagree, I'll add that in.
    Mind that combined with the delayed taking of the feat due to prerequisites combined with necessary multiclassing, those 13 spells are just putting them up to par with a caster of the same level, and their spell loadouts won't be the same. Of course, these are just stray thoughts, and it's fine as-is; you can easily manage the feat by level 30, which isn't a massive issue.


    So... your saying that Epic DC's as it is is overly powerful having both primary CL's and secondary class-levels? My reasoning behind it is that, at epic levels especially, I tend to see quite a bit of multiclassing, so I wanted a feat everyone could take to improve their DC's. Still, if you think its too powerful... I'll consider splitting it into the two feats as suggested.
    Not exactly. My point was more that other ability types could benefit from adding other class levels to DC calculations. But some would prefer to get more mileage out of the levels they have. Essentially, a line between someone with multiple abilities that have 1/2 CL naturally and someone with abilities that use full CL but are multiclassed. So a pure Hexblade would take the feat that improves their Hex DC from 1/2 to full, while a Dragon Disciple would take the feat that adds levels from their base classes to the already-full CL, though not at a full progression. +10-+20 and +10-+15, respectively.

    Your new feats (I know nothing about the specific classes, so I'm veering away from the dedicated feats) are intriguing. Power Strike seems like a feat that should have been there already, so I'm glad you put it in. But I'm not sure how to feel about Perfect Combat Reflexes. For one, a Dragon feat as a prerequisite may cause problems, since DM is one of the most often-banned sources. The feat itself also apparently seems to think Improved Combat Reflexes is something different than what it actually is. You might consider simply adjusting the prerequisites on Greater Combat Reflexes, reprinting it in this thread, and keeping PCR as-is. That way it's a tree effect for a superb ability.
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    Default Re: Epic Feats (General & Class Specific) [PEACH]

    Hmmm... I'll think about making that modification the Epic DC...

    As for Perfect Combat Reflexes... Hmm, I suppose clarifying what the non-epic Improved Combat Reflexes and Greater Combat Reflexes does will make Perfect Combat Reflexes make sense, as it is just an merging of the Infinite Combat Reflexes and Greater Combat Reflexes.

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    DruidGuy

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    Default Re: Epic Feats (General & Class Specific) [PEACH]

    I'd make the Multi-Focus Strength based on Character Level, not ECL. That way you are not including things like Level Adjustment. Invocation Sage looks like a great one to use.

    I don't think Epic Precision Damage should have that paralysis effect. Being able to hit undead and constructs would already be pretty good. Incidentally, how does this stack with Ghost Strike?
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    Default Re: Epic Feats (General & Class Specific) [PEACH]

    Quote Originally Posted by CrazyYanmega View Post
    I'd make the Multi-Focus Strength based on Character Level, not ECL. That way you are not including things like Level Adjustment. Invocation Sage looks like a great one to use.

    Why shouldn't LA be included? Why should LA be penalized even more than usual?


    Quote Originally Posted by CrazyYanmega View Post
    I don't think Epic Precision Damage should have that paralysis effect. Being able to hit undead and constructs would already be pretty good. Incidentally, how does this stack with Ghost Strike?

    Being able to do precision damage to undead and constructs is hardly amazing, there's many spells and abilities that let you do it well before epic levels.

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