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Epic FeatsIn Alphabetical OrderACQUIRING EPIC FEATS
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Characters gain epic feats in the following ways:
At 21st level, and every three levels thereafter, the character may select an epic feat in place of a nonepic feat.
Each character class gains bonus epic feats according to the
class description. These feats must be selected from the list of bonus
epic feats for that class.
Most epic feats have prerequisites. A character must have the
listed ability score, feat, skill, class feature, or base attack
modifier in order to select or use that feat. A character can gain an
epic feat at the same level at which he or she gains the prerequisite,
just as with regular feats. A prerequisite expressed as a numerical
value is a minimum; any value higher than the one given also meets the
prerequisite. A character can’t use an epic feat if he or she has
lost
a prerequisite.
Most epic feats are general, meaning that no special rules
govern them as a group. Others may be item creation feats or metamagic
feats, which follow all the normal rules for such feats, except as
specified in the feat’s description. In addition, some feats are
defined as divine feats or as wild feats. Such feats are described
below.
The feats in this category share a few characteristics. First,
they all have as a prerequisite the ability to turn (or, in most cases,
rebuke) undead. Thus, they are open to clerics, paladins of 4th level
or higher, and any prestige class that has that ability. (An ability to
turn other creatures does not qualify a character to select one of
these feats.) Second, the force that powers a divine feat is the
ability to channel positive or negative energy to turn or rebuke
undead. Each use of a divine feat costs the character one turn/rebuke
attempt from his or her number of attempts each day. If a character
doesn’t have any turn/rebuke attempts left, he or she can’t
use the
feat. Since turning or rebuking is a standard action, activating any of
these feats is also a standard action.
The feats in this category share the characteristic of
relating to the ability to use wild shape as a druid. These feats
require the character to have the ability to use wild shape before
acquiring the feat.
Psionic characters can acquire epic “psionically
flavored”
feats. Some feats require so much translation that converted
feats are provided. Whenever a feat concerns conferring or altering a
spell in some fashion, some translation must be done to use it with
psionics. Sometimes this translation is as straightforward as changing
a few names. Translating epic metamagic feats to epic metapsionic feats
requires that Spellcraft prerequisites be replaced with Psicraft. It
also requires a little math-instead of casting a spell at a higher
level, a psionic character pays more power points. For every spell slot
one level higher than the spell’s actual level the metamagic feat
requires, the metapsionic feat requires a character to pay a power
point cost equal to its standard cost +2. Likewise, when a feat allows
a spellcaster to “pay” one less level to use a metamagic
feat, the
psionic version allows a character to pay 2 power points less for a
given metapsionic feat.
Normal: Without this feat, a character is limited to one headband, hat, or helmet; one pair of eye lenses or goggles; one cloak, cape, or mantle; one amulet, brooch, medallion, necklace, periapt, or scarab; one suit of armor; one robe; one vest, vestment, or shirt; one pair of bracers or bracelets; one pair of gloves or gauntlets; two rings; one belt; and one pair of boots.
Special: A character can gain this feat multiple times. Each time the character takes the feat, it applies to a new type of wearable magic item.
Special: A character can gain this feat multiple times. Its effects stack.
Benefit: Whenever creating an alchemical item or substance, the character can choose to make it more powerful than normal by adding +20 to the DC required to create it and multiplying its price by 5. If the item or substance deals damage, double the damage dealt. If the item or substance doesn’t deal damage, double the duration of its effect. If the item or substance doesn’t deal damage and doesn’t have a specific listed duration (or has an instantaneous duration), double all dimensions of its area. If the item or substance doesn’t fit any of these categories, then it cannot be affected by this feat. See the Craft (alchemy) skill description.
Benefit: The character may cast all 0-, 1st-, 2nd-, and 3rd-level spells as quickened spells without using higher-level spell slots. The normal limit to the number of quickened spells a character may cast per round applies. Spells with a casting time of more than 1 full round can’t be quickened.
Special: A character can gain this feat multiple times. Each time a character takes the feat, the spells of his or her next three lowest spell levels can now be quickened with no adjustment to their spell slots. This feat doesn’t increase the casting time for those spells that normally become full-round actions when cast in metamagic form.
Benefit: The character may cast all 0-, 1st-, 2nd-, and 3rd-level spells as silent spells without using higher-level spell slots.
Special: A character can gain this feat multiple times. Each time a character takes the feat, the spells of his or her next three lowest spell levels can now be silenced with no adjustment to their spell slots. This feat doesn’t increase the casting time for those spells that normally become full-round actions when cast in metamagic form. However, since bard spells can’t be enhanced with the Silent Spell feat, they can’t be affected by this feat either.
Benefit: The character may cast all 0-, 1st-, 2nd-, and 3rd-level spells as stilled spells without using higher-level spell slots.
Special: A character can gain this feat multiple times. Each time a character takes the feat, the spells of his or her next three lowest spell levels can now be stilled with no adjustment to their spell slots. This feat doesn’t increase the casting time for those spells that normally become full-round actions when cast in metamagic form.
Benefit: Any weapon the character wields against one of his or her 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). This ability doesn’t stack with similar abilities.
Benefit: The character can act as if hasted for 5 rounds each day. The duration of the effect need not be consecutive rounds. Activating this power is a free action.
Special: A character can gain this feat multiple times. Each time he or she takes the feat, it grants an additional 5 rounds of haste per day.
Benefit: Choose an additional domain from the character’s deity’s domain list. The character now has access to that domain’s spells as normal for his or her domain spells and the domain’s granted powers.
Special: A character can gain this feat multiple times. Each time he or she takes the feat, it applies to a different domain.
Benefit: The character’s defensive stance bonuses increase to +4 Strength, +6 Constitution, +4 resistance bonus on all saves, and +6 dodge bonus to AC.
Benefit: Any weapon the character wields 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 does not stack with similar abilities.
Benefit: The character can use his or her wild shape to take the shape of a Colossal animal.
Normal: Without this feat, a character cannot wild shape into an animal of greater than Huge size.
Benefit: The character does not incur any attacks of opportunity for firing a bow when threatened.
Normal: Without this feat, a character incurs an attack of opportunity from all opponents who threaten him or her whenever he or she uses a bow.
Benefit: The character can craft magic arms and armor which exceed the normal limits for such items
Benefit: The character can craft rods that exceed the normal limits for such items.
Benefit: The character can craft staffs that exceed the normal limits for such items.
Benefit: The character can craft wondrous items that exceed
the normal limits for such items.
Benefit: The character gains damage reduction 3/-. This does not stack with damage reduction granted by magic items or nonpermanent magical effects, but it does stack with any damage reduction granted by permanent magical effects, class features, or this feat itself.
Special: A character can gain this feat multiple times. Each time he or she gains the feat, his or her damage reduction increases by 3.
Benefit: The character can use song or poetics to temporarily deafen all enemies within a 30-foot spread from him or her. A successful Fortitude save (DC 10 + 1/2 the character’s class level + the character’s Charisma modifier) negates the effect. The deafening effect lasts for as long as the character continues the deafening song. The character can choose to exclude any characters from this effect. The character may sing, play, or recite a deafening song while taking other mundane actions, but not magical ones (see the bard’s inspire courage ability for more details). The character may keep up the deafening song for a maximum of 10 rounds. Using the deafening song counts as one of the character’s uses of song or poetics for the day.
Benefit: Any time the character scores a critical hit against one of his or her favored enemies, it must make a Fortitude save (DC 10 + 1/2 character’s ranger class level + character’s Wisdom modifier) or die instantly.
Special: Creatures immune to critical hits can’t be affected by this feat.
Benefit: Whenever the
character scores a critical hit with the chosen weapon, the target must
make a Fortitude save (DC 10 + 1/2 character level + character’s
Strength modifier) or die instantly. (Creatures immune to critical hits
can’t be affected by this feat.)
Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different type of weapon.
Benefit: Once per round, when targeted by an effect that requires a Fortitude saving throw, the character may make a Reflex save instead to avoid the effect (evasion is not applicable).
Benefit: Once per round, when targeted by an effect that requires a Will saving throw, the character may make a Reflex save instead to avoid the effect (evasion is not applicable).
Benefit: The character can use wild shape to take the shape of a Diminutive animal.
Normal: Without this feat, a character cannot wild shape into an animal of smaller than Tiny size.
Benefit: If the character charges a foe during the first round of combat (or the surprise round, if the character is allowed to act in it), he or she can make a full attack against the opponent charged.
Normal: Without this feat, a character may only make a single attack as part of a charge.
Benefit: The character may throw or fire a ranged weapon at any target within line of sight, with no penalty for range.
Benefit: The character may use wild shape to change into a dragon (black, blue, green, red, white, brass, bronze, copper, gold, or silver). The size limitation is the same as the character’s limitation on animal size. The character gains all extraordinary and supernatural abilities of the dragon whose form he or she takes.
Benefit: Select an item creation feat. Creating a magic item using that feat requires one day per 10,000 gp of the item’s market price, with a minimum of one day.
Normal: Without this feat, creating a magic item requires one day for each 1,000 gp of the item’s market price.
Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different item creation feat.
Special: A character can gain this feat multiple times. If the same type of energy is chosen, the effects stack.
Benefit: The damage cap for the character’s spells increases by 10 dice (for spells that deal a number of dice of damage equal to caster level) or by 5 dice (for spells that deal a number of dice of damage equal to half caster level). An enhanced spell uses up a spell slot four levels higher than the spell’s actual level. This feat has no effect on spells that don’t specifically deal a number of dice of damage equal to the caster’s level or half level, even if the spell’s effect is largely dictated by the caster’s level.
Normal: Without this feat, use the damage dice caps indicated in the spell’s description.
Special: A character may gain this feat multiple times. Each time he or she selects this feat, the damage cap increases by 10 dice or 5 dice, as appropriate to the spell, and the enhanced spell takes up a spell slot an additional four levels higher.
Benefit: Once per round, when struck by an attack from an opponent the character has designated as the object of his or her dodge, the character may automatically avoid all damage from the attack.
Benefit: Whenever the
character makes a check for performing a physical action that extends
over a period of time, he or she gets a +10 bonus on the check.
Prerequisites: Character level 21st, ability to manifest powers of the normal maximum power level in at least one psionic class.
Benefit: You learn one additional power at any level up to the highest level of power you can manifest. You can choose any power, even one that is part of another discipline’s list or another class’s list.
Special: You can gain
this feat multiple times. Each time, you learn one new power at any
level up to the highest level of power you can manifest.
Benefit: All competence bonuses, dodge bonuses, and morale bonuses granted by the character’s bardic music ability increase by +1. If you have the inspire greatness bardic music ability, it grants one additional bonus HD.
Special: A character
can gain this feat multiple times. Its effects stack.
Benefit: The character attracts a cohort and followers as shown below on Table: Epic Leadership. In all other ways Epic Leadership functions as the Leadership feat.
Normal: The
Leadership feat provides no benefit for leadership scores beyond 25.
Leadership Score |
Cohort Level |
Number of Followers by Level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th |
8th |
9th |
10th |
||
25 |
17th |
135 |
13 |
7 |
4 |
2 |
2 |
1 |
- |
- |
- |
26 |
18th |
160 |
16 |
8 |
4 |
2 |
2 |
1 |
- |
- |
- |
27 |
18th |
190 |
19 |
10 |
5 |
3 |
2 |
1 |
- |
- |
- |
28 |
19th |
220 |
22 |
11 |
6 |
3 |
2 |
1 |
- |
- |
- |
29 |
19th |
260 |
26 |
13 |
7 |
4 |
2 |
1 |
- |
- |
- |
30 |
20th |
300 |
30 |
15 |
8 |
4 |
2 |
1 |
- |
- |
- |
31 |
20th |
350 |
35 |
18 |
9 |
5 |
3 |
2 |
1 |
- |
- |
32 |
21st |
400 |
40 |
20 |
10 |
5 |
3 |
2 |
1 |
- |
- |
33 |
21st |
460 |
46 |
23 |
12 |
6 |
3 |
2 |
1 |
- |
- |
34 |
22nd |
520 |
52 |
26 |
13 |
6 |
3 |
2 |
1 |
- |
- |
35 |
22nd |
590 |
59 |
30 |
15 |
8 |
4 |
2 |
1 |
- |
- |
36 |
23rd |
660 |
66 |
33 |
17 |
9 |
5 |
3 |
2 |
1 |
- |
37 |
23rd |
740 |
74 |
37 |
19 |
10 |
5 |
3 |
2 |
1 |
- |
38 |
24th |
820 |
82 |
41 |
21 |
11 |
6 |
3 |
2 |
1 |
- |
39 |
24th |
910 |
91 |
46 |
23 |
12 |
6 |
3 |
2 |
1 |
- |
40 |
25th |
1000 |
100 |
50 |
25 |
13 |
7 |
4 |
2 |
1 |
- |
per +1 |
+½* |
+100** |
† |
† |
† |
† |
† |
† |
† |
† |
† |
Leadership Score: A character’s Leadership score equals his or her level plus any Charisma modifier. Outside factors can affect a character’s Leadership score, as detailed in the Leadership feat.
Cohort Level: The character can attract a cohort of up to this level. Regardless of the character’s Leadership score, he or she can’t recruit a cohort of his or her level or higher.
Number of Followers by Level: The character can lead up to the indicated number of characters of each level.
*The maximum cohort level increases by 1 for every 2 points of Leadership above 40. **The number of 1st-level followers increases by 100 for every point of Leadership above 40.
† A character can command one-tenth as many 2nd-level followers as 1st-level followers. A character can command one-half as many 3rd-level followers as 2nd-level followers, one-half as many 4th-level followers as 3rd-level followers, and so on (round fractions up, except any fraction less than 1 rounds to 0). A character can’t have a follower of higher than 20th level.
Table: Example Special Epic Cohorts presents some creatures
that make good cohorts for epic characters.
Creature |
Alignment |
Level Equivalent |
|
---|---|---|---|
Angel, astral deva |
Any good | 20th | |
Dragon, ancient silver | Lawful good | 42nd | |
Couatl | Lawful good | 16th | |
Giant, cloud | Neutral good | 24th | |
Ghaele | Chaotic good | 20st | |
Giant, storm | Chaotic good | 28th | |
Dragon, wyrm brass | Chaotic good | 42nd | |
Dragon turtle | Neutral | 21st | |
Hydra, 12-headed | Neutral | 19th | |
Roc | Neutral | 23rd | |
Dragon, ancient green | Lawful evil | 40th | |
Devil, ice (gelugon) | Lawful evil |
21st | |
Giant, cloud | Neutral evil | 24th | |
Demon, glabrezu | Chaotic evil | 23rd | |
Demon, succubus | Chaotic evil | 12th | |
Dragon, wyrm white | Chaotic evil | 41th |
Special: A character
can gain this feat multiple times. Its effects stack.
You can expend your psionic focus to greater effect.
Prerequisites: Character level 21st, ability to manifest powers of the normal maximum power level in at least one psionic class.
Benefit: When you expend your psionic focus, you can simultaneously use two feats that require a psionic focus to be expended, instead of just one. The feats must be stackable. You must still spend the requisite power points required to use each metapsionic feat, and you cannot exceed the power point limit set by your manifester level.
Special: You can take this feat multiple times. Each time you do so, you can simultaneously use one additional feat that requires a psionic focus to be expended.
Benefit: The character gains a +10 bonus on all skill checks with that skill.
Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different skill.
Benefit: The character’s speed increases by 30 feet. This benefit does not stack with increased speed granted by magic items or nonpermanent magical effects.
Special: This feat only functions when the character is wearing medium armor, light armor, or no armor.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic the character selects to focus on. This stacks with the bonuses from Spell Focus and Greater Spell Focus.
Special: A character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a different school of magic.
Benefit: The character gets a +2 bonus on caster level checks to beat a creature’s spell resistance. This stacks with the bonuses from Spell Penetration and Greater Spell Penetration.
Benefit: The character may develop and cast epic spells. If the character is an arcane spellcaster, he or she may cast a number of epic spells per day equal to his or her ranks in Knowledge (arcana) divided by 10. If the character is a divine spellcaster, he or she may cast a number of epic spells per day equal to his or her ranks in Knowledge (religion) or Knowledge (nature) divided by 10.
Special: If the character meets more than one set of prerequisites, the limit on the number of spells he or she may cast per day is cumulative.
Special: A character can gain this feat multiple times. Its effects stack.
Benefit: Add a +2 bonus to all attack rolls the character makes using the selected weapon.
Special: A character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat it applies to a different type of weapon.
Benefit: Add +4 to all damage the character deals using the selected weapon. If the weapon is a ranged weapon, the damage bonus only applies if the target is within 30 feet.
Special: A character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a different type of weapon.
Benefit: The character can deflect any ranged attacks (including spells that require ranged touch attacks) as if they were arrows.
Special: A character can gain this feat multiple times. Its effects stack.
Benefit: Choose one arcane spell the character knows of 8th level or lower. The character’s familiar can now use this spell once per day as a spell-like ability, at a caster level equal to the character’s caster level. A character cannot bestow a spell to his or her familiar if the spell normally has a material component cost of more than 1 gp or an XP cost.
Special: A character can gain this feat multiple times. Each time the character takes the feat, he or she can give his or her familiar a different spell-like ability or another daily use of the same spell-like ability.
Benefit: The character gains fast healing 3, or the character’s existing fast healing increases by 3. This feat does not stack with fast healing granted by magic items or nonpermanent magical effects.
Special: This feat may be taken multiple times. Its effects stack.
Benefit: The character can use his or her wild shape to take the shape of a Fine animal.
Normal: Without this feat, a character cannot wild shape into an animal smaller than Tiny size.
Benefit: The character can forge magic rings that exceed the normal limits for such items.
Benefit: The character can use your wild shape to take the shape of a Gargantuan animal.
Normal: Without this feat, a character cannot wild shape into an animal greater than Huge size.
Special: A character can gain this feat multiple times. Its effects stack.
Special: A character can gain this feat multiple times. Its effects stack.
Special: A character can gain this feat multiple times. Its effects stack.
Special: A character can gain this feat multiple times. Its effects stack.
Benefit: Whenever the character makes a successful smite attack, add twice the appropriate level to damage (rather than just the character’s level).
Special: A character may select this feat multiple times. Its effects stack. Remember that two doublings equals a tripling, and so forth.
Special: A character can gain this feat multiple times. Its effects stack.
Special: A character
can gain this feat multiple times. Its effects stack.
Benefit: The number of allies the character can affect with his or her inspire competence or inspire greatness bardic music ability doubles. When inspiring competence in multiple allies, the character can choose different skills to inspire for different allies.
Special: A character can gain this feat multiple times. Its effects stack. Remember that two doublings equals a tripling, and so forth.
Benefit: The character can use song or poetics to hinder enemy spellcasters within a 30-foot spread from the character. To successfully cast a spell within this area, a spellcaster must make a Concentration check as if he or she were casting defensively, and all such checks have a penalty equal to half the character’s level. The character can choose to exclude any characters from this effect. The character may sing, play, or recite a hindering song while taking other mundane actions, but not magical ones (see the bard’s inspire courage ability for more details). The character may keep up the hindering song for a maximum of 10 rounds. Using the hindering song counts as one of the character’s uses of song or poetics for the day.
Benefit: Any weapon the character wields 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, this feat has no effect on the weapon.
Benefit: The character may cast spells without any material components. This feat does not affect the need for a focus or divine focus.
Benefit: Select an alignment-based domain (Chaos, Evil, Good, or Law) to which the character has access. The character casts spells with that alignment descriptor at +3 caster level.
Special: This benefit overrides (does not stack with) the granted powers of the Chaos, Evil, Good, and Law domains. A character may select this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different alignment-based domain to which the character has access.
Benefit: The character’s aura of courage grants a +8 morale bonus on saving throws against fear effects.
Benefit: The character’s aura of despair causes a -4 morale penalty on all saving throws.
Benefit: The character doesn’t incur attacks of opportunity for casting spells when threatened.
Benefit: There is no limit to the number of attacks of opportunity the character can make in one round. (the character still can’t make more than one attack of opportunity for a given oppertunity.)
Benefit: The range of the character’s darkvision doubles. This feat does not stack with darkvision granted by magic items or nonpermanent magical effects.
Special: This feat may be taken multiple times. Its effects stack. Remember that two doublings equals a tripling, and so on.
Benefit: Add +2 to the DC of the character’s death attack.
Special: This feat may be taken multiple times. Its effects stack.
Benefit: The character’s ability to wild shape into an elemental is expanded to include all elemental creatures (not just air, earth, fire, and water elementals) of any size that the character can take when using wild shape to become an animal. The character gains all extraordinary and supernatural abilities of the elemental whose form he or she takes.
Normal: Without this feat, a character may only wild shape into a Small, Medium-size, or Large air, earth, fire, or water elemental.
Benefit: Add +1 to the bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks and damage rolls against all the character’s favored enemies.
Special: This feat may be taken multiple times. Its effects stack.
Benefit: As Heighten Spell, but there is no limit to the level to which the character can heighten the spell.
Normal: Without this feat, a spell can only be heightened to a maximum of 9th level.
Benefit: The character’s unarmed strikes are treated as epic magic weapons for the purposes of damage reduction.
Benefit: The range of the character’s low-light vision doubles. This feat does not stack with low-light vision granted by magic items or nonpermanent magical effects.
Special: This feat may be taken multiple times. Its effects stack. Remember that two doublings equals a tripling, and so on.
Prerequisites: Ability to manifest powers of the normal maximum level in at least one psionic class.
Benefit: When you select this feat, your metapsionic power point cost limit is increased by +2. For example, if you select this feat at 21st level, you could use metapsionic feats in conjunction with other powers so that you could spend a total of 22 power points on any single power. However, to manifest the power, your key ability score must be equal to or higher than the total power point cost minus 2.
You must use this feat as a member of the class in which you can already manifest powers of the normal maximum level. For instance, a 5th-level psychic warrior/22nd-level psion couldn't advance her power point cost limit in psychic warrior, because she can't manifest powers of the normal maximum level for apsychic warrior. But she could advance her power point cost limit for her psion powers.
Additionally, you gain 19 power points when first taking this feat.
Normal:Without this feat, a power altered by metapsionic feats cannot cost more power points than the manifester's level minus 1 (minimum 1).
Special: You can gain this feat multiple times. Each
time this feat is gained, your power point cost limit is
increased by an additional +2 and you gain a number of
power points equal to your previous benefit + 2.
Benefits: As Manyshot, but the number of arrows the character can fire is limited only by his or her base attack bonus (two arrows, plus one arrow for every 5 points of base attack bonus above +6).
Normal: With the Manyshot feat, the character is limited to a maximum of four arrows fired (when the character’s base attack bonus is +16 or higher).
Special: Regardless of the number of arrows the character fires, he or she only applies precision-based damage (such as sneak attack damage or the ranger’s favored enemy bonus) once. If the character scores a critical hit, only one of the arrows deals critical damage (character’s choice); all others deal normal damage.
Benefit: The spell slot modifier of all the character’s metamagic feats is reduced by one level, to a minimum of +1. This feat has no effect on metamagic feats whose spell slot modifier is +1 or less.
Special: A character
can gain this feat multiple times. The effects stack, though a
character can’t reduce any metamagic feat’s spell slot
modifier to less
than +1.
Prerequisites: Character level 21st, four metapsionic feats, Psicraft 30 ranks.
Benefit: Metapsionic
powers you manifest cost 2 power points less than normal (to a minimum
of 1 power point).
This feat has no effect on metapsionic powers that inflate the cost by
only 2 power points.
Special: You can gain
this feat multiple times. The effects stack, though you can’t
lower the
cost of any metapsionic power to less than 1 power point.
Benefit: Add +1d6 to the character’s sneak attack damage.
Special: This feat may be taken multiple times. Its effects stack.
Benefit: When the character selects this feat, he or she gains one spell slot per day of any level up to one level higher than the highest-level spell the character can already cast in a particular class. The character must still have the requisite ability score (10 + spell level) in order to cast any spell stored in this slot. If the character has a high enough ability modifier to gain one or more bonus spells for this spell level, he or she also gains the bonus spells for this spell level. The character must use the spell slot as a member of the class in which he or she can already cast spells of the normal maximum spell level.
Special: A character can gain this feat multiple times.
A character with a very high score in the ability associated with his or her spellcasting (Intelligence for wizards; Wisdom for clerics, druids, paladins, and rangers; or Charisma for bards and sorcerers) may receive bonus spells of those levels, as shown on Table: Expanded Ability Modifiers and Bonus Spells, but only if they already have at least one spell slot of that level (such as from the Improved Spell Capacity feat). A character without any spell slots of a level can't receive any bonus spells of that level, even if the appropriate ability score is high enough to award them.
Table: Expanded Ability
Modifiers and Bonus Spells
---------------
Spells per Day ------------------- |
|||||||||||||||||
Score | Modifier | 10th |
11th |
12th |
13th |
14th |
15th |
16th |
17th |
18th |
19th |
20th |
21st |
22nd |
23rd |
24th |
25th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
10-11 |
+0 |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
12-13 |
+1 |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
14-15 |
+2 |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
16-17 |
+3 |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
18-19 |
+4 |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
20-21 |
+5 |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
22-23 |
+6 |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
24-25 |
+7 |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
26-27 |
+8 |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
28-29 |
+9 |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
30-31 |
+10 |
1 |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
32-33 |
+11 |
1 |
1 |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
34-35 |
+12 |
1 |
1 |
1 |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
36-37 |
+13 |
1 |
1 |
1 |
1 |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
38-39 |
+14 |
2 |
1 |
1 |
1 |
1 |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
40-41 |
+15 |
2 |
2 |
1 |
1 |
1 |
1 |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
42-43 |
+16 |
2 |
2 |
2 |
1 |
1 |
1 |
1 |
- |
- |
- |
- |
- |
- |
- |
- |
- |
44-45 |
+17 |
2 |
2 |
2 |
2 |
1 |
1 |
1 |
1 |
- |
- |
- |
- |
- |
- |
- |
- |
46-47 |
+18 |
3 |
2 |
2 |
2 |
2 |
1 |
1 |
1 |
1 |
- |
- |
- |
- |
- |
- |
- |
48-49 |
+19 |
3 |
3 |
2 |
2 |
2 |
2 |
1 |
1 |
1 |
1 |
- |
- |
- |
- |
- |
- |
50-51 |
+20 |
3 |
3 |
3 |
2 |
2 |
2 |
2 |
1 |
1 |
1 |
1 |
- |
- |
- |
- |
- |
52-53 |
+21 |
3 |
3 |
3 |
3 |
2 |
2 |
2 |
2 |
1 |
1 |
1 |
1 |
- |
- |
- |
- |
54-55 |
+22 |
4 |
3 |
3 |
3 |
3 |
2 |
2 |
2 |
2 |
1 |
1 |
1 |
1 |
- |
- |
- |
56-57 |
+23 |
4 |
4 |
3 |
3 |
3 |
3 |
2 |
2 |
2 |
2 |
1 |
1 |
1 |
1 |
- |
- |
58-59 |
+24 |
4 |
4 |
4 |
3 |
3 |
3 |
3 |
2 |
2 |
2 |
2 |
1 |
1 |
1 |
1 |
- |
60-61 |
+25 |
4 |
4 |
4 |
4 |
3 |
3 |
3 |
3 |
2 |
2 |
2 |
2 |
1 |
1 |
1 |
1 |
etc... |
Benefit: The character’s spell resistance increases by +2.
Special: A character can gain this feat multiple times. Its effects stack.
Benefit: Add +2 to the DC of the character’s stunning attack.
Special: This feat may be taken multiple times. Its effects stack.
Benefit: As a standard action, the character can make one melee attack for every five points of his or her base attack bonus (including epic attack bonus, round fractions down).
The character cannot attack any one opponent more than once as part of this action. These attacks (as well as all other attacks made until the start of the character’s next turn) suffer a -4 penalty.
When using the Improved Whirlwind feat, the character also forfeits any bonus or extra attacks granted by other spells or abilities (such as Cleave or the haste spell).
Since these attacks are made as part of a standard action the character can’t make a 5-foot step between any two of the attacks.
Normal: Without this
feat, using the Whirlwind Attack feat requires a full attack action,
and the character can take a 5-foot step between any two of the attacks.
Benefit: When the character enters a rage, he or she can incite a barbarian rage in any or all allies within 60 feet. (Any ally who doesn’t wish to become enraged is unaffected.) The ally 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 the character remains raging. The rage of affected allies lasts a number of rounds equal to 3 + their Constitution modifier, regardless of whether they remain within 60 feet of the character. This is otherwise identical with normal barbarian rage (including the fatigue at its end).
Special: This is a mind-affecting effect.
Benefit: The character may perform any number of deflections each round, as the Deflect Arrows feat.
Benefit: The character can use song or poetics to grant a bonus to one ability score to his or her allies. To be affected, an ally must hear the bard sing for 1 full round. The effect lasts as long as the bard sings and for 5 rounds after the bard stops singing (or 5 rounds after the ally can no longer hear the bard). While singing, the bard can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by command word (such as wands). Each ally to be inspired gains a +4 competence bonus to the same ability score, which the character must choose before he or she begins inspiring. Inspire excellence is a supernatural, mind-affecting ability. Use of this feat counts as one of the character’s bardic music uses for the day.
Special: This feat is treated as a bardic music inspiration ability for purposes of feats that affect such abilities.
Benefit: The character may fire the selected type of crossbow at his or her full normal attack rate. Reloading the crossbow does not provoke attacks of opportunity.
Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different type of crossbow.
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 seven levels higher than the spell’s actual level. A character can’t combine the effects of this feat with any other feat that affects the variable, numeric effects of a spell.
Benefit: The character’s unarmed strike has a critical threat range of 18-20 and deals slashing damage (at the character’s option any attack can deal bludgeoning damage, but cannot then take advantage of the enhanced threat range). This ability doesn’t stack with other abilities that expand that character’s unarmed strike’s threat range.
Benefit: The effects of the character’s bardic music inspiration abilities last for ten times as long as normal after he or she stops singing. This feat has no effect on inspiration abilities that have no duration after the character stops singing.
Benefit: The character can ignore any check penalties applied for accelerated climbing or rapid climbing.
Normal: Without this feat, a character takes a -5 penalty on Climb checks when attempting to cover his or her full speed in climbing distance in a round, or a -20 penalty when attempting to cover twice his or her speed in climbing distance in a round.
Benefit: Multiply the number of followers of each level that the character can lead by 10. This has no effect on cohorts.
Benefit: The character need only move 5 feet in a straight line to make a running jump.
Normal: Without this feat, a character must move at least 20 feet in a straight line before attempting a running jump.
Benefit: The character doesn’t take a penalty on Ride checks when riding a mount without a saddle (bareback). The character never needs to make a Ride check to control a mount in combat (and even controlling a mount not trained for combat doesn’t require an action).
Normal: Without this feat, a character takes 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).
Benefit: The character
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:
Surface |
DC |
---|---|
Water |
60 |
Underwater |
80 |
Air |
120 |
Benefit: The character gains a +10 bonus on all grapple checks.
Benefit: Any time the character deals damage with a sneak attack, that target takes damage equal to the character’s sneak attack bonus damage on the character’s next turn as well.
Benefit: The following
magical beasts are added to the lists
of animal companions from which you can select.
1st Level (no adjustment) | 4th Level (-3) | 7th Level (-6) |
10th Level (-9) | 13th Level (-12) | 16th Level (-15) | |||||
---|---|---|---|---|---|---|---|---|---|---|
Stirge Darkmantle |
Hippogriff Shocker Lizard |
Cocatrice Ankheg Griffon Owlbear Sea cat* |
Basilisk Digerster Girallon Spider eater |
Bulette
Chimera Remorhaz |
Gorgon
Gray render |
Special: Creatures marked with an asterisk are available only in an aquatic environment.
Benefit: The character can use his or her normal wild shape ability to take the form of a magical beast. The size limitation is the same as the character’s limitation on animal size. The character gains all supernatural abilities of the magical beast whose form he or she takes.
Benefit: When the character activates a staff, he or she can substitute a spell slot instead of using a charge. The spell slot must be one the character has not used for the day, though the character may lose a prepared spell to emulate a staff charge (the character may not lose prepared spells from his or her school of specialty, if any). The spell slot lost must be equal to or higher in level than the specific spell stored in the staff, including any level-increasing metamagic enhancements. A character cannot emulate a charge for a staff function that does not match a specific spell.
Benefit: When the character activates a wand, he or she can substitute a spell slot instead of using a charge. The spell slot must be one the character has not used for the day, though he or she may lose a prepared spell to emulate a wand charge (the character may not lose prepared spells from his or her school of specialty, if any). The spell slot lost must be equal to or higher in level than the spell stored in the wand, including any level-increasing metamagic enhancements.
Benefit: When the character rages, he or she gains a +8 bonus to Strength and Constitution and a +4 morale bonus on Will saves. (These bonuses replace the normal rage bonuses.)
Benefit: While in a defensive stance, the character may take one 5-foot adjustment each round without losing the benefits of the stance.
Normal: Without this feat, a character can’t move while in a defensive stance.
Benefit: The character may cast one additional quickened spell in a round.
Special: A character can gain this feat multiple times. Its effects stack.
Benefit: If the character hits an opponent with two or more weapons (wielded in different hands) in the same round, he or she may automatically rend the opponent. This rending deals additional damage equal to the base damage of the smallest weapon that hit plus 1 1/2 times the character’s Strength modifier. The character can only rend once per round, regardless of how many successful attacks he or she makes.
Special: This feat replaces the Two-Weapon Rend feat for creatures with more than two arms.
Benefit: The
character’s bardic music can affect even those normally immune to
mind-affecting effects. However, such creatures gain a +10 bonus on
their Will saves to resist such effects.
Benefit: The character 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. 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 10 + 1/2 the character’s effective turning level + the character’s Charisma modifier.
Benefit: When using the weapon the character has selected, he or she deals an extra 1d6 points of bonus damage on a successful critical hit. If the weapon’s critical multiplier is x3, add +2d6 points of bonus damage instead, and if the multiplier is x4, add +3d6 points of bonus damage instead. Creatures immune to critical hits can’t be affected by this feat.
Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different type of weapon.
Benefit: The character melee weapons (including natural weapons) are treated as being crafted from the chosen special material for the purposes of bypassing the damage reduction of any creature the character strikes. None of the other special properties of special materials are gained by the character’s melee weapons.
Special: A character can gain this feat multiple times. Each time the feat is selected the character selects a different special material. The character’s melee attacks are treated as being crafted of all chosen materials for the purposes of bypassing damage reduction.
Benefit: The character is immune to all nonmagical diseases, as well as to all poisons whose Fortitude save DC is 25 or less.
Benefit: The character can make as many attacks with each extra weapon as with his or her primary weapon, using the same base attack bonus. The character still takes the normal penalties for fighting with two weapons.
Normal: A creature without this feat can make only one attack per round with each extra weapon (or two attacks per round with each weapon if it has Multiweapon Fighting, or three attacks per round with each extra weapon if it has Greater Multiweapon Fighting). Each attack after the first extra attack has a cumulative -5 penalty.
Special: This feat replaces the Perfect Two-Weapon Fighting feat for creatures with more than two arms.
Benefit: The character can make as many attacks with his or her off-hand weapon as with his or her primary weapon, using the same base attack bonus. The character still takes the normal penalties for fighting with two weapons.
Normal: Without this feat, a character can only get a single attack with an off-hand weapon (or two attacks with an off-hand weapon if he or she has Improved Two-Weapon Fighting, or three attacks with an off-hand weapon if he or she has Greater Two-Weapon Fighting).
Benefit: Designate any one of the character’s spells whose area is an emanation from the character. This spell’s effect is permanent (though the character can dismiss or restart it as a free action). Effects that would normally dispel this spell instead suppress it for 2d4 rounds.
Special: This feat may be taken multiple times. Each time, select a different spell to become permanent.
Benefit: The character 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 the character can turn undead, he or she turns (or destroys) all evil outsiders and rebukes (or commands) all nonevil outsiders. If the character can rebuke undead, he or she rebukes (or commands) all evil outsiders and turns (or destroys) all nonevil outsiders.
Benefit: The character can use his or her normal wild shape ability to take the form of a plant. The size limitation is the same as the character’s limitation on animal size.
Benefit: The character can speak all languages. If the character is literate, he or she can also read and write all languages (not including magical script).
Benefit: Every undead
creature that comes within 15 feet of the character is automatically
affected as if the character had turned it. This doesn’t cost a
turning
attempt, and the character doesn’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 the character’s
effective
cleric level minus 10 (and automatically destroys undead with Hit Dice
equal to or less than the character’s effective cleric level
minus 20).
Just as with normal turning, the character can’t affect undead
that
have total cover relative to him or her.
Prerequisites: Character level 21st, ability to manifest powers of the normal maximum power level in at least one psionic class.
Benefit: You learn two new powers of any level up to the highest level of power you can manifest. The powers you select must be on your class list or the list for your discipline.
Special: You can gain this feat multiple times. Each time, you learn two new powers at any level up to the highest level of power you can manifest.
Prerequisites: Character level 21st, Intelligence 25 or Charisma 25 (depending on which is your key ability score for manifesting).
Benefit: Choose one power you know of 8th level or lower. Your psicrystal can now manifest this power once per day at your manifester level (the psicrystal gains sufficient power points to manifest the power once). You cannot bestow a power upon your psicrystal if the power normally has any experience point cost.
Special: You can gain
this feat multiple times. Each time you take the feat, you can give
your psicrystal knowledge of a new power (and it gains sufficient power
points to manifest that power once).
All power points gained by a psicrystal from multiple applications of
this feat go into its reserve and can be used to manifest the powers it
knows as you desire.
Benefit: Double the range of any bardic music ability that has a range. (If the creature must hear the bard to be affected by the ability, that requirement doesn’t change regardless of any extended range the bard’s ability may have.)
Special: A character can gain this feat multiple times. Its effects stack. Remember that two doublings equals a tripling, and so forth.
Benefit: The character can use any of his or her bardic music inspiration abilities as a standard action. The inspiration takes effect immediately after the character concludes the action.
Benefit: The character can begin a countersong at any time, even when it isn’t his or her turn (much like a wizard who has readied a counterspell action), though the character doesn’t have to ready an action to do so. The character can’t use Reactive Countersong at the same time he or she isusing another bardic music ability (though the character could stop the other bardic music ability to begin Reactive Countersong if so desired).
Normal: Without this feat, a character can only use counter-song on his or her turn.
Benefit: When the character deflects an arrow or other ranged attack, the attack is reflected back upon the attacker at the character’s base ranged attack bonus.
Benefit: The character’s unarmed strike is treated as an axiomatic weapon (it is lawfully aligned and deals an extra 2d6 points of damage against creatures of chaotic alignment). This ability doesn’t stack with similar abilities.
Benefit: While in a
rage, the character ignores the hardness of any object he or she
strikes. Also, double the character’s 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).
Benefit: The character can scribe scrolls that exceed the normal limits for such items. Even this feat does not allow the character to scribe a scroll with an epic spell.
Benefit: Attacks against the character have a 10% miss chance, similar to the effect of concealment. The character loses this benefit whenever he or she would lose his or her Dexterity bonus to AC.
Special: This feat may be taken multiple times. Each time it is taken, the miss chance increases by 10% to a maximum of 50% after it has been taken five times.
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. The break DC remains the same. Using Shattering Strike is a full-round action that incurs attacks of opportunity. The character can’t use Shattering Strike to escape bonds (unless he or she is so bound as to allow the character to make an unarmed strike against his or her bindings).
Benefit: Any attack of opportunity the character makes is considered a sneak attack.
Benefit: The character’s attacks deal damage normally against incorporeal creatures.
Normal: Without this feat, even attacks that can damage an incorporeal creature have a 50% chance to deal no damage.
Benefit: The character learns two new arcane spells of any level up to the maximum level he or she can cast. This feat does not grant any additional spell slots.
Special: A character can gain this feat multiple times.
Benefit: Whenever the character is allowed an attack of opportunity, he or she may cast (and attack with) a touch spell as the character’s attack of opportunity. This incurs attacks of opportunity just as if the character had cast the spell normally.
Normal: Without this feat, a character can only make a melee attack as an attack of opportunity.
Benefit: Choose a spell-like ability the character knows, or a spell the character cam cast. The character is attuned to the magic he or she chooses. If another spellcaster within 300 feet of the character uses this magic, the character also immediately gains the magic’s effect as if it had been used on the character by the same caster. The character must have direct line of effect to the spellcaster in order to gain the benefit of the attuned magic (though the character does not have to know the spellcaster is present, and he or she can be flat-footed). The magic’s duration, effect, and other specifics are determined by its original caster’s level.
Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different spell or spell-like ability.
Benefit: Any spellcaster the character threatens in melee provokes an attack of opportunity if he or she tries to cast defensively. The character gets a +4 bonus on this attack roll.
Benefit: Select a domain the character has access to. The character may spontaneously convert any prepared cleric spell (except a domain spell) into a domain spell of the same level in the selected domain, just as a cleric channels energy to convert spells into cure spells.
Special: A character can gain this feat multiple times. Each time a character takes the feat, it applies to a different domain.
Benefit: Select a spell the character can cast. The character may spontaneously convert any prepared spell of the selected spell’s level into the selected spell, just as a cleric channels energy to convert spells into cure spells.
Special: A character can gain this feat multiple times. Each time he or she takes the feat, it applies to a different spell.
Benefit: As a full-round action, the character may throw a light weapon at his or her full base attack bonus at each opponent within 30 feet. All light weapons thrown need not be the same type.
Benefit: The character gets a +8 bonus on initiative checks. This bonus overlaps (does not stack with) the bonus from Improved Initiative.
Benefit: As a full-round action, the character may fire an arrow at his or her full base attack bonus at each opponent within 30 feet.
Benefit: While you are raging, any enemy that views you must make a Will save opposed by your Intimidate check of become panicked (if it have HD less than your character level) or shaken (if it has HD equal to or up to twice your character level) for 4d6 rounds. An enemy with Hit Dice greater than twice your character level is not affected by this feat.
Benefit: Choose one spell the character knows or spell-like ability the character possesses. Whenever the chosen form of 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. The character can dismiss his or her own spell or spell-like ability (if dismissible) or dispel his or her own tenacious magic normally.
Special: A character
can gain this feat multiple times. Each time he or she takes the feat,
it applies to a different spell or spell-like ability.
Benefit: Any weapon the character wields while in a rage is treated as a thundering weapon. The DC of the Fortitude save to resist deafness is equal to 10 + 1/2 the character’s level. This ability does not stack with similar abilities.
Benefit: If the character passes within 5 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.
Benefit: If the character hits an opponent with a weapon in each hand in the same round, he or she may automatically rend the opponent. This deals additional damage equal to the base damage of the smaller weapon plus 1 1/2 times the character’s Strength modifier. Base weapon damage includes an enhancement bonus on damage, if any. The character can only rend once per round, regardless of how many successful attacks he or she makes.
Benefit: The character’s ranged attacks ignore the miss chance granted to targets by total concealment. The character must aim his or her attacks at the correct square to gain advantage of this feat.
Normal: Without this feat, characters suffer a 50% miss chance when making a ranged attack against a target with total concealment.
Special: A character with at least 11 levels of ranger can qualify for this feat even if he or she does not have the prerequisites for it, but can only use it when wearing light or no armor.
Benefit: The character may command up to ten times his or her level in HD of undead.
Benefit: Any weapon the character wields is treated as an unholy weapon (it is evil-aligned and deals an extra 2d6 points of damage against creatures of good alignment). This ability doesn’t stack with similar abilities. If the weapon already has an alignment, this feat has no effect on the weapon.
Benefit: The character can use his or her normal wild shape ability to take the form of a vermin. The size limitation is the same as the character’s limitation on animal size.
Benefit: The character’s unarmed strike is considered to be a slashing vorpal weapon. (At the character’s option, any unarmed strike can do bludgeoning damage instead, but it loses the vorpal quality.) This ability doesn’t stack with similar abilities
Benefit: The character’s aura of courage extends to all allies within 100 feet of the character.
Benefit: The character’s aura of despair extends to all allies within 100 feet of the character.
Benefit: The character
can use a rebuke or command undead attempt to
animate corpses within range of his or her rebuke or command attempt.
The character animates a total number of HD of undead equal to the
number of undead that would be commanded by the character’s
result
(though the character can’t animate more undead than there are
available corpses within range). The character can’t animate more
undead with any single attempt than the maximum number he or she can
command (including any undead already under his or her command). These
undead are automatically under the character’s command, though
his or
her normal limit of commanded undead still applies. If the corpses are
relatively fresh, the animated undead are zombies. Otherwise, they are
skeletons.
Benefit: The creature may make up to three extra attacks with each extra offhand weapon it wields, albeit at a -10 penalty on the third attack with each weapon.
Special: This feat replaces the Greater Two-Weapon Fighting feat for creatures with more than two arms.
Benefit: If the standard action taken by a creature during a round in which it uses Flyby Attack is a melee attack, the creature provokes no attacks of opportunity from moving out of squares threatened by its target.
Normal: Without this feat, a creature making an attack as part of a Flyby Attack maneuver provokes attacks of opportunity as normal from moving out of squares threatened by its target.
Benefit: The creature’s secondary attacks with natural weapons have no penalty. They still add only one-half the creature’s Strength bonus, if any, to damage dealt.
Normal: Without this feat, the creature’s secondary natural attacks have a -5 penalty (or a -2 penalty if it has the Multiattack feat).
Benefit: In addition to the single extra attack a creature gets with each extra weapon from Multiweapon Fighting, it gets a second attack with each extra weapon, albeit at a -5 penalty.
Normal: With only Multiweapon Fighting, a creater can only get a single attack with each extra weapon.
Special: This feat
replaces the Improved Two-Weapon Fighting feat for creatures with more
than two arms.