Epic Feats:
There are some additional feats that only epic level characters can
take.
Epic Spellcasting:
Prerequisites: Character level 21, able to cast 9th level spells.
Benefit:
Choose a spellcasting class with which you can cast 9th level spells.
You gain two 11th level spell slots for that class.
Special: A
character may gain this feat multiple times. Its effects stack. If
applied to the same class more than once, the spell slots increases in
level by 1 each time (i.e. a wizard who takes Epic Spellcasting twice
gets 2 11th level slots and 2 12th level slots).
Great Magic:
Prerequisites: Character level 25, able to cast 11th level spells.
Benefit:
Choose a spellcasting class with which you can cast 11th level spells.
You gain a 25th level spell slot for that class. However, once you cast
a spell from this spell slot, you lose access to it for 1 week.
Epic Battler (Combat):
Prerequisites: Character level 21, physical prowess 21.
Benefit: You get a +3 bonus on attack rolls, damage rolls and Reflex saves.
Special:
A character may gain this feat multiple times. Each time you take it,
the Physical Prowess requirement increases by 4 points (i.e. to take
this feat a second time, you need physical prowess 25). Its effects
stack.
Lightning Reaction (Combat):
Prerequisites: Character level 21, Dex 6, Quickwitted, Spring Attack, physical prowess 16.
Benefit: When making initiative checks, you automatically have the highest result.
Special:
If other characters in the combat have this feat, roll initiative
checks normally, but all characters with this feat act before all
characters without it.
Crushing Strike (Combat):
Prerequisites: Character level 21, Str 6, Toughness, Awesome Strike, physical prowess 16.
Benefit:
When making a melee attack, you may choose to subtract 8 from your
attack roll to make the attack a crushing strike. If a crushing strike
hits, the attack is a threat (as if you had rolled a natural 20).
Diamond Hide (Combat):
Prerequisites: Character level 21, Con 6, Thickskinned, Diehard, physical prowess 16.
Benefit: Your maximum hit point total is doubled.
Epic Skill Focus:
Prerequisites: Character level 21, Skill Focus, Mental Prowess 16.
Benefit: Choose a skill for which you have the feat Skill Focus. You get a +10 bonus on all checks involving that skill.
Special:
A character can gain this feat multiple times. Its effects do not
stack. Each time you take the feat, it applies to a new skill
Demi-God:
Prerequisites: Character level 31
Benefit:
You ascend to the title of demi-god. You are a valid source for
providing divine spells (if you cast divine spells, you are now the
source of your own spells). You need to choose which alignment plane
you "live" on (as your clerics/favored will go there). In addition, you
can create the effect of the spell Miracle once per two week period (as an 8th level spell, if
used to mimic a spell with an expensive material component, you need to
provide that component).
Epic Items:
There
are some magic items that are intended for use by epic level
characters. Anyone crafting these items must be an epic level character
(each item is marked with the feat used to craft it).
Epic
Pants of Health, Epic Pants of Force, Epic Pants of Grace
, Epic Pants of Speed, Epic Cloak
of Presence, Epic Cloak of Thought, Epic Cloak of Intuition (Soul
Crafting):
These six items are all upgraded versions of
their non-epic counterparts. They boost the same ability score as their
non-epic counterparts, but they provide a +4, +5 or +6 bonus. However,
they only provide this bonus to epic character; non-epic characters
wearing them only get +3.
Price: 64,000 gp (+4), 100,000 gp
(+5), 144,000 gp (+6); Slot: Pants or Cloak (whichever the non-epic
version is); School: Enchantment; Craft (clothing) DC 12 + triple the
bonus; Weight: 1 lb.
Prowess Bonus: These epic items have the same
prowess bonus as their non-epic versions. In addition, if an epic
character using the epic version has at least 17 prowess of the
matching type, the prowess bonus is doubled.
Epic Weapons and
Armor (Soul Crafting):
Epic
level characters can enchant weapons and armor up to a limit of +10
(rather than the non-epic limit of +5). If a non-epic character uses a
weapon or wears armor that is enchanted +6 or higher, it is only +5 for
them.
If a character with at least 17 Physical Prowess uses a
weapon with a bonus of at least +6 (meaning the user must be epic), the
energy damage is increased to 4d6.
If a character with at least
21 Physical Prowess wears armor with a bonus of at least +7 (meaning
the user must be epic), the damage reduction is doubled.
Epic Icons and
Grimores (Arcana Crafting):
Epic
level casters can enchant their Icons and/or Grimores up to a bonus of
+10. If a non-epic character uses an icon or grimore that is enchanted
+6 or higher, it is only +5 for them.
Epic Arcana Weapons and Armor (Arcana Crafting):
Just
as the +5 bonus limit is increased to +10 for enchanting weapons and
armor with Soul Crafting, the limit is also increased to +10 for
enchanting focuses and vestments.
If a character with at
least 20 Mental Prowess uses a focus with a bonus of at least
+6 (meaning the user must be epic), they can bank two spells per day
and the focus can store two spells at the same time (casting one
unbanks that spell).
If a character with at least 24 Mental
Prowess wears vestments with a bonus of at least +7 (meaning the user
must be epic), the spell resistance is increased to 11 plus their
Constitution score.