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WAKING
UP |
| Epic Feats |
Prerequisites |
| Dancing
Throw |
Dex 13, Improved
Returning Throw, Returning
Throw, Weapon Focus (with that particular weapon), epic level |
| Epic
Presence |
Cha 17, epic level |
| Epic
Sunder |
Str 21, Power Attack, Improved
Sunder, epic level |
| Fleshrunning |
Climb skill, Jump 10 ranks,
Balance 10 ranks, Dodge, Mobility, Spring Attack, Improved Unarmed Strike,
Treerunning,
Dex 13, epic level |
| I
Have Many Feats |
Epic level |
| Improved
Returning Throw |
Dex 13, Returning
Throw, Weapon Focus (with that particular weapon), epic level |
| Scourge
of the Steppes |
Dex 19, Int 13, Combat Expertise,
Dodge, Mobility, Mounted Combat, Ride-By Attack, Spring Attack, Ride 1
rank, base attack bonus +10, epic level |
| Weapon
Mastery |
Greater Weapon Focus, Greater
Weapon Specialization, Weapon Focus, Weapon Specialization, all with the
weapon chosen, fighter level 24th |
DANCING
THROW [Epic]
You can keep a thrown weapon
dancing around you, attacking your enemies for round after round virtually
on its own.
Prerequisite:
Dex 13, Improved Returning
Throw,
Returning
Throw, Weapon Focus (with that particular weapon), epic level.
Note that when using a returning magical weapon, only the Weapon
Focus feat is necessary as a prerequisite.
Benefit:
Your selected throwing weapon, which must be of kind that rotates during
flight - like dagger, club, throwing axe, light hammer, and shuriken -
can be made to dance, just like the magic weapon special ability. You throw
it as a standard action, and then it fights for 4 rounds using your base
attack bonus and any intrinsic bonuses and then drops. While dancing, it
cannot make attacks of opportunity, and you are not considered armed with
the weapon. In all other respects, it is considered wielded or attended
by you. While dancing, it takes up a circle equal to your square + its
range increment in diameter and can attack foes in that circle. It can
be affected by Snatch Arrows, sunder attacks, and the like everywhere within
that circle, since it bounces here and there at great speed.
Unlike that
magic item, the weapon does not accompany you when you move, instead remaining
in the original circle. If you are in reach, you can grasp it as a free
action and end the dancing.
You can only
cause your weapon to dance again after an interval of 4 rounds.
Special:
Epic fighters can take this feat as a bonus feat.
Up
EPIC
PRESENCE [Epic]
You radiate enormous integrity,
causing people to listen respectfully to even a few swift words.
Prerequisite:
Epic level, Cha 17.
Benefit:
You can use certain skill actions much faster.
| Skill/Action |
Normal |
With Epic Presence |
| Bluff/Normal interaction |
At least 1 full round action |
1 swift action |
| Diplomacy /Rushed check |
At least 1 full round and
-10 penalty |
Takes 1 standard action
at no penalty |
| Gather Information |
1d4+1 hours |
10 minutes |
| Intimidate/Change behaviour |
1 minute |
1 standard action |
Up
EPIC
SUNDER [Epic]
You have an astonishing
ability to destroy objects you attack.
Prerequisites:
Str 21, Power Attack, Improved Sunder
Benefit:
When striking an object, whether untended, held or carried by a person,
you add you character level to the damage dealt.
Special:
Epic fighters can take this feat as a bonus feat.
Up
FLESHRUNNING
[Epic]
You can move about on the
heads of your enemies.
Prerequisites:
Climb skill, Jump 10 ranks, Balance 10 ranks, Dodge, Mobility, Spring Attack,
Improved Unarmed Strike, Treerunning,
Dex 13.
Benefit:
As a move action, you can move through enemy squares at your normal movement
and make one unarmed attacks one each enemy whose square you enter. These
attacks are at your full attack bonus and can be augmented by feats (Weapon
Finesse, Power Attack, for example) that do not require actions of their
own.
You can use
your standard action too for this, making a double move and attacking each
enemy you pass.
There must
be sufficient free space above the enemies to allow your passage. You still
cannot end your movement in a square occupied by an enemy. If circumstances
allow, you can grab hold of something to remaining hanging in the air above
an enemy square.
The enemies
you pass get normal chances at attacks of opportunity. That is, you get
+4 bonus on AC from your Mobility feat, and can combine your move with
a Tumble attempt to avoid such attacks - this limits your movement to one
half and requires a Tumble DC 15 check, or a DC 25 check with normal movement.
Special:
Epic fighters can take this feat as a bonus feat.
Up
I
HAVE MANY FEATS [Epic]
You can take two non-epic
feats for this epic feat slot.
Prerequisite:
Epic level.
Benefit:
The two feats must be general, metamagic, or item creation feats. You must
fulfil all prerequisites. One of the new feats can be a prerequisite for
the other.
Special:
You
can take this feat as a bonus feat granted by your class. You can take
this feat several times, and its effect stacks.
Up
IMPROVED
RETURNING THROW [Epic]
You can make a throwing
weapon return, boomerang-style, as well as make multiple attacks at far
range.
Prerequisites:
Dex 13, Returning Throw,
Weapon Focus (with that particular weapon), epic level.
Benefit:
When you throw a weapon, you can elect to use this feat to make the weapon
return to your hand. Only weapons that rotate during flight, like dagger,
club, throwing axe, light hammer, and shuriken can be used with this feat.
Unlike the
Returning
Throw feat, the weapon returns even if thrown to its maximum range
of the weapon, and even if the weapon is deflected, scores a ‘1’, a threat
or a critical.
Multiple attacks
can be used against enemies, provided that none are further away from you
than the maximum range. Even if all enemies are opposite each other and
at maximum range from you, you can attempt to hit them all, provided you
have attacks enough for this.
This feat can
be taken multiple times, each time for a different weapon.
Special:
Epic fighters can take this as a bonus feat. If you have the Freedom
Throw feat (above), you can leave the weapon flying for an entire round
before catching it. Thus, you might have some time left during the round
of the throw, as well as the entire next round to do what you like. The
weapon is caught as a free action at the very end of your second round.
Note that this
feat creates an effect very much like the magic weapon returning
ability.
Up
SCOURGE
OF THE STEPPES [Epic]
You can use Whirlwind Attack
on all opponents you pass with your mount.
Prerequisite:
Dex 19, Int 13, Combat Expertise, Dodge, Mobility, Mounted Combat, Ride-By
Attack, Spring Attack, Ride 1 rank, epic level.
Benefit:
As a full round action, you can make one mêlée attack at your
full base attack bonus against each opponent within reach, just like with
Whirlwind Attack. But when your mount moves, you can continue to attack
new opponents as they come into reach. This requires a Ride DC 20 check
as a free action and makes your mount move up to its full normal movement
along the course you select. Your mount must be a trained warhorse or the
equivalent.
Also as with
Whirlwind Attack, you can’t use any other feats or abilities that gives
you bonuses or extra attacks.
Special:
Epic fighters can take this feat as a bonus feat.
Up
WEAPON
MASTERY [Epic]
You get an additional attack
with your chosen weapon.
Prerequisite:
Greater Weapon Focus, Greater Weapon Specialization, Weapon Focus, Weapon
Specialization, all with the weapon chosen, fighter level 24th.
Benefit:
When executing a full attack, you get one additional attack at your full
combat bonus with the weapon you have Weapon Mastery in. You must use both
hands for this, regardless of whether you use a one-handed or two-handed
weapon. Thus, you can't use this feat in conjunction with shields or secondary
weapons, unless you use a double weapon.
Special:
Epic fighters can take this feat as a bonus feat. You can take this feat
several times. Each time it applies to a different weapon.
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