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Epic Feats





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.

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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

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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.

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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.

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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.

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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.

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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.

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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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