Combat Feats, Epic

## Absolute Attack [Combat]

**Benefit:** Any time you strike a living target with a physical attack using a weapon you are proficient with (or unarmed attacks, if you have Improved Unarmed Strike), if that target's HD is equal to or less than half your total character level (rounded down), then the target dies immediately. They do not receive a saving throw against this ability, but it does not affect any creature that is normally immune to critical hits.

## Absolute Judgment [Combat]

**Prerequisite:** Charisma 21, True Judgment class feature.

**Benefit:** Whenever you invoke your True Judgment, you can also select any three judgments available to you. These become active until the end of your next turn.

## Absolute Two-Weapon Fighting [Combat]

**Prerequisite:** Dexterity 29, Perfect Two-Weapon Fighting.

**Benefit:** Any time you make a single attack with your primary weapon—such as attacking as a standard action or on attacks of opportunity—you may also strike with your off-hand weapon. Additionally, any time you gain an extra attack with your primary weapon—such as from the spells haste or blessing of fervor—you can also make an extra attack with your offhand weapon. This bonus does not apply if you have a speed weapon for your primary weapon only.

## Anklebreaker [Combat]

**Prerequisite:** Dexterity 21, Greater Trip.

**Benefit:** You gain a +8 bonus to your CMB when tripping and to your CMD to resist being tripped. It improves by an additional +2 for every point of epic attack bonus a character gains. This bonus stacks with the one provided by Improved Trip and Greater Trip.

## Armed Deflection [Combat]

**Prerequisites:** Dexterity 21, Wisdom 19, Combat Expertise, Epic Weapon Focus.

**Benefit:** You must be wielding a weapon with which you have Epic Weapon Focus to gain the benefits of this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may automatically deflect it so that you take no damage from the attack. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack does not count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects cannot be deflected.

**Special:** This feat is treated the same as Deflect Arrows for the purposes of qualifying for other feats. To employ any feat that uses Armed Deflection as a prerequisite, you must be wielding a weapon with which you have Epic Weapon Focus.

## Bane of Enemies [Combat]

**Prerequisites:** Survival 21 ranks, Master Hunter class feature.

**Benefit:** Any weapon you wield against one of your favored enemies is treated as a bane weapon for that creature type (increasing its enhancement bonus by +2 and allowing it to deal +2d6 points of damage). This ability does not stack with similar abilities.

## Battlegod [Combat]

**Prerequisites:** Base attack bonus +30, Warlord with the chosen weapon, Weapon Mastery class feature with the chosen weapon.

**Benefit:** You have acquired absolute mastery with a single weapon type, an unrivaled skill that the merely mortal will never be able to approach. You gain the following abilities while wielding your chosen weapon:

* +2 competence bonus to AC and Reflex saves;
* +4 competence bonus to CMB and CMD;
* Increase the threat range of weapon by +1 (stacks with but is not increased by the Improved Critical feat, keen weapon quality, or similar abilities);
* Ignore object hardness and material-based DR (adamantine, cold iron, silver, etc.);
* Cannot be caught flat-footed or flanked while armed;
* Blindsense out to the reach of your weapon (or 15 feet for ranged weapons).

Note: Unlike the other feats in the Weapon Focus/ Specialization tree, Battlegod can only be selected once, for one type of weapon. It represents a degree of focus and training so intense that it is impossible for any mortal creature to have it with more than one type of weapon.

## Beneath Your Heels [Combat]

**Prerequisites:** Strength 21, Greater Overrun.

**Benefit:** You gain a +8 bonus to your CMB when overrunning a target and to your CMD to resist being overrun. It improves by an additional +2 for every point of epic attack bonus a character gains. This bonus stacks with the one provided by Improved Overrun and Greater Overrun.

## Bloodwind [Combat]

**Prerequisites:** Greater Vital Strike, Improved Whirlwind Attack.

**Benefit:** When making a whirlwind attack, you can choose to do so as a full-attack action (instead of as a standard action, as allowed by Improved Whirlwind Attack). If you do so, each target is subject to a vital strike attack instead of a normal attack. Any feats or abilities you possess that improve your vital strike also apply to these attacks.

## Bounding Assault [Combat]

**Prerequisites:** Dexterity 21, Combat Reflexes, Spring Attack.

**Benefit:** You gain the ability to make a second attack while performing a spring attack. In addition to all the restrictions of a normal spring attack, you must move at least 10 feet between the two attacks and cannot direct more than one attack per individual target. You do not provoke attacks of opportunity from either target.

**Special:** You can take this feat multiple times, up to a number of times equal to your Dexterity modifier. The effects stack, each time adding an additional attack to your spring attack. Regardless of how many attacks you gain this way, you must move at least 10 feet between each attack and no two attacks can be directed at the same target.

## Breath Through the Temple Gates [Combat]

**Prerequisites:** Strength 27, Dexterity 27, Base attack bonus +23, White Lotus Gale.

**Benefit:** When using your Vacuum Slash, the cone now reaches 60 feet.

**Special:** A monk that selects Weapon Focus with their unarmed strike or a monk weapon treats their base attack bonus as 5 points higher for the purposes of qualifying for this feat.

## Brutal Blast [Combat]

**Prerequisite:** Strength 27, Brutal Slam, Bull Rush Strike.

**Benefit:** Upon confirming a critical strike with a melee weapon, natural weapon, or unarmed strike (if you have Improved Unarmed Strike) against a target of your size or smaller, you can choose to automatically move the target as if they were subject to a bull rush combat maneuver. The attack sends the target flying 5 feet for every 5 points of CMB you normally have when bull rushing (minimum 5 feet). Regardless of the distance traveled, you do not move with the target and they are left prone at the end.

## Brutal Slam [Combat]

**Prerequisite:** Strength 25, Tripping Strike.

**Benefit:** Upon confirming a critical strike with a melee weapon, natural weapon, or unarmed strike (if you have Improved Unarmed Strike) against a target of your size or smaller, you can choose to automatically knock the target prone as if you had succeeded on a trip combat maneuver.

## Bull of War [Combat]

**Prerequisite:** Strength 21, Greater Bull Rush.

**Benefit:** You gain a +8 bonus to your CMB when bull rushing a target and to your CMD to resist being bull rushed. It improves by an additional +2 for every point of epic attack bonus a character gains. This bonus stacks with the one provided by Improved Bull Rush and Greater Bull Rush.

## Celestial Strike [Combat]

**Prerequisites:** Charisma 29, Divine Strike, Knowledge [Religion] 34 ranks.

**Benefit:** Any weapon you wield while your Smite Evil is in effect is treated as a celestial grandeur weapon. This ability does not stack with similar abilities.

## Comet Shot [Combat]

**Prerequisites:** Warlord with a ranged weapon.

**Benefit:** When using a ranged weapon with which you have Warlord, your attacks cannot be automatically deflected unless the target has a CR (for physical deflection) or caster level (for spells) greater than your total character level + 4. This applies to deflection by spells such as windwall, adverse environmental conditions, and feats such as Deflect Arrows.

## Contemptible Combatant [Combat]

**Prerequisite:** Dexterity 21, Greater Dirty Trick.

**Benefit:** You gain a +8 bonus to your CMB when employing a dirty trick against a target and to your CMD to resist having a dirty trick used against you. It improves by an additional +2 for every point of epic attack bonus a character gains. This bonus stacks with the one provided by Improved Dirty Trick and Greater Dirty Trick.

## Crowd Control [Combat]

**Prerequisites:** Strength 25, Cleaving Finish, Great Cleave.

**Benefit:** When you reduce a target's hit points enough to kill it with a melee attack, any damage inflicted beyond that carries over to your next melee attack before the end of your turn. If the attack misses, the extra damage is wasted.

## Cutpurse [Combat]

**Prerequisite:** Dexterity 21, Greater Steal.

**Benefit:** You gain a +8 bonus to your CMB when stealing and to your CMD to resist being stolen from. It improves by an additional +2 for every point of epic attack bonus a character gains. This bonus stacks with the one provided by Improved Steal and Greater Steal.

## Deadly Ally [Combat]

**Benefit:** You can provide flanking against targets that are normally immune (such as those with Improved Uncanny Dodge), unless their CR is greater than your total character level + 4. Additionally, the flanking bonus provided to your allies increases by +2.

**Special:** You can gain this feat multiple times. The increased bonus you provide when flanking stacks.

## Death of Enemies [Combat]

**Prerequisites:** Bane of Enemies, Survival 27 ranks.

**Benefit:** Any time you threaten a critical hit against one of your favored enemies, you automatically confirm. **Special:** Creatures immune to critical hits cannot be affected by this feat.

## Devastating Critical [Combat]

**Prerequisites:** Strength 25, Great Cleave, Overwhelming Critical with chosen weapon.

**Benefit:** Choose one weapon for which you have Overwhelming Critical. Any time you make a cleave attempt while wielding this weapon, if you confirm a critical strike against the initial target, you automatically threaten critical strikes against all other cleave targets you successfully hit.

**Special:** You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different type of weapon.

## Dire Charge [Combat]

**Prerequisite:** Improved Initiative.

**Benefit:** Whenever you charge during combat, you can make a full attack against the opponent charged, as if you had the Pounce ability.

## Dispelling Parry [Combat]

**Prerequisites:** Dispelling Slash, Spellcraft 26 ranks.

**Benefit:** You can ready an action to use a Dispelling Slash against any spell that targets you with a touch, ranged touch, or ray. You can also use this readied action against any area of effect spell that includes you as a target, but only if the origin (for lines and cones) or center (for bursts and emanations) of the effect is within your threatened area.

## Dispelling Slash [Combat]

**Prerequisites:** Skill Focus [Spellcraft], Power Attack, Spellcraft 21 ranks.

**Benefit:** As a full round action, you can make a melee attack against a continuous spell effect. Treat this as a dispel magic attempt, with the dispel check equal to your attack roll.

**Special:** A character with the Dispelling Strike magus arcana can gain a +4 bonus on the check for every point from their arcane pool they spend.

## Distant Shot [Combat]

**Prerequisites:** Dexterity 23, Far Shot, Perception 16 ranks.

**Benefit:** You double the range increments of all thrown and fired ranged weapons you employ. This bonus stacks with other effects that increase the range increments of ranged weapons, such as the distance weapon quality.

**Special:** You can gain this feat multiple times. Its effects stack. Remember that two doublings equal a tripling, etc.

## Divine Strike [Combat]

**Prerequisites:** Cha 25, Holy Strike, Knowledge [Religion] 27 ranks.

**Benefit:** Any weapon you wield while your Smite Evil is in effect is treated as a holy power weapon. This ability does not stack with similar abilities.

## Earth Breaker [Combat]

**Prerequisites:** Strength 26, Base attack bonus +20, Weapon Focus with a weapon from the Axe, Heavy Blade, Close, Flail, Hammer, Natural, or Polearm weapon group.

**Benefit:** When using a weapon from one of the Fighter weapon groups listed above with which you have Weapon Focus, you can use a standard action to forgo striking a target and instead strike the ground at your feet. This sends out a blast that strikes all targets within a 5-foot burst. Resolve your attack normally against each target to see if the strike is successful. These attack rolls ignore cover and invisibility.

When making your attack, you can also decide if you wish to damage the terrain, rolling damage automatically. If your damage exceeds the ground's hardness, you can transform the area within your burst into difficult terrain. You can only use this ability once every 1d4 rounds.

**Special:** A monk that selects Weapon Focus with their unarmed strike or a monk weapon that also falls into one of the allowed categories treats their base attack bonus as 5 points higher for the purposes of qualifying for this feat.

## Empowered Judgment [Combat]

**Prerequisites:** Wisdom 21, True Judgment class feature.

**Benefit:** The effects of all your judgments increase by +1.

**Special:** You can gain this feat multiple times. Its effects stack.

## Epic Brutality [Combat]

**Benefit:** Gain a +2 bonus on all damage rolls for physical attacks.

**Special:** You can gain this feat multiple times. Its effects stack.

## Epic Dodge [Combat]

**Prerequisites:** Dexterity 25, Dodge, Acrobatics 27 ranks,

Improved Evasion class feature.

**Benefit:** Once per round, when struck by any attack, you may automatically avoid all damage from it.

## Epic Penetrating Strike [Combat]

**Prerequisite:** Greater Penetrating Strike

**Benefit:** Any attack you make ignores 5 additional points of DR from any source. This ability affects both regular and untyped DR and stacks with the effects of Penetrating Strike and Greater Penetrating Strike.

**Special:** This feat can be taken multiple times. Each time, you ignore 5 additional points of DR.

## Epic Power Attack [Combat]

**Prerequisites:** Strength 21, Power Attack.

**Benefit:** When calculating your damage bonus for a power attack, you take a -1 penalty and gain a +4 bonus to your damage rolls for every point of epic attack bonus. As with a normal power attack, this bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

## Epic Prowess [Combat]

**Benefit:** You gain a +1 bonus on all attack rolls.

**Special:** You can gain this feat multiple times. Its effects stack.

## Epic Technique [Combat]

**Benefit:** You gain a +2 bonus to your CMB and CMD.

**Special:** You can gain this feat multiple times. Its effects stack.

## Epic Weapon Focus [Combat]

**Prerequisite:** Greater Weapon Focus with the chosen weapon.

**Benefit:** Add a +1 bonus to all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including those from Weapon Focus and Greater Weapon Focus.

**Special:** You can gain this feat multiple times. Its effects do not stack. Each time you take the feat it applies to a different type of weapon.

## Epic Weapon Specialization [Combat]

**Prerequisites:** Epic Weapon Focus with the chosen weapon, Greater Weapon Specialization with the chosen weapon.

**Benefit:** Add +4 to all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including those from Weapon Specialization and Greater Weapon Specialization.

**Special:** You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different type of weapon.

## Exceptional Deflection [Combat]

**Prerequisites:** Dexterity 21, Wisdom 21, Deflect Arrows, Improved Unarmed Strike.

**Benefit:** You can deflect any ranged attacks directed at you as if they were arrows. This includes bullets from firearms, projectiles from siege equipment, and even spells that require a ranged touch attack.

**Special:** This fear behaves in all ways like the Deflect Arrows feat, including its interactions with other epic feats such as Infinite Deflection and Reflect Arrows.

## Extraordinary Shot [Combat]

**Prerequisites:** Dexterity 23, True Grit class feature.

**Benefit:** When you have a loaded firearm, you can ready an action to attack. At any point during the round, you can trigger your action to fire at an attacking foe's weapon, automatically causing their strike to miss its target and ending their turn if they are taking multiple attacks.

This shot can stop ranged attacks (but not ranged touch spells or those of extraordinary size such as thrown boulders or the projectiles of siege weapons) and even knock other bullets out of the air.

## Furious Charge [Combat]

**Prerequisites:** Strength 21, Furious Focus, Spirited Charge.

**Benefit:** When performing a power attack during a mounted charge, you can combine your mount's base attack bonus with your own when calculating the damage bonus the power attack provides. The attack penalty is unaffected.

## God Breaker [Combat]

**Prerequisites:** Strength 30, Base attack bonus +22, World Breaker.

**Benefit:** The radius of Earth Breaker increases to 20 feet.

**Special:** A monk that selects Weapon Focus with their unarmed strike or a monk weapon that also falls into one of the allowed categories treats their base attack bonus as 5 points higher for the purposes of qualifying for this feat.

## Great Smiting [Combat]

**Prerequisites:** Charisma 25, Smite Good/Evil/Law/Chaos class ability.

**Benefit:** Whenever you make a successful smite attack, add twice the appropriate level to damage.

**Special:** You may select this feat multiple times. Its effects stack. Remember that two doublings equals a tripling, and so forth.

## Great Wall [Combat]

**Prerequisites:** Greater Shield Focus, Greater Shield Specialization.

**Benefit:** Whenever you are equipped with a shield and use a total defense action, you can deflect a number of attacks directed at you equal to the number of attacks you could take with a shield on a full attack action (including the effects of a weapon of speed, the spell haste, or any other effects that would increase your number of attacks per round with your shield). This includes spell effects that require a touch or ranged touch, bullets from firearms, and projectiles from siege equipment.

## Grit Burn [Combat]

**Prerequisites:** True Grit class feature.

**Benefit:** Whenever you make a d20 roll for any reason, you can elect to spend any number of grit points to grant yourself a morale bonus to that roll equal to the number of points spent. The choice must be made before the die is rolled and cannot be changed, regardless of the outcome.

## Hideous Grasp [Combat]

**Prerequisites:** Strength 23, Dexterity 23, Legendary Wrestler, Rapid Grappler.

**Benefit:** Any time you succeed on a successful grapple check against a target, you may attempt a second grapple check as an immediate action to pin the target. This second attempt does not benefit from the +5 bonus for grapple checks against grappled foes and takes an additional -5 penalty.

## Holy Strike [Combat]

**Prerequisites:** Smite Evil class feature, any good alignment.

**Benefit:** Any weapon you wield is treated as a holy weapon. If the weapon already has an alignment, this feat has no effect on the weapon.

## Implacable Maneuvers [Combat]

**Prerequisites:** Strength 25.

**Benefit:** Whenever you make a combat maneuver check against a target, that target is treated as one size category smaller when determining if you can use the maneuver against them and for purposes of determining their bonus or penalty.

## Improved Combat Reflexes [Combat]

**Prerequisites:** Dexterity 21, Combat Reflexes.

**Benefit:** There is no limit to the number of attacks of opportunity you can make in one round, though you can still only take one attack per target per round.

## Improved Favored Enemy [Combat]

**Prerequisite:** Five or more favored enemies.

**Benefit:** Add +1 to the bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks and +2 on attack and damage rolls against all your favored enemies.

**Special:** You can gain this feat multiple times. Its effects stack.

## Improved Manyshot [Combat]

**Prerequisites:** Dexterity 19, Base attack bonus +21, Manyshot.

Benefits: When using Manyshot, you can fire two arrows with every attack instead of only the first. Apply precision damage (such as sneak attack) and critical hit damage only once per pair. Damage bonuses from using a high-Strength composite bow apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply separately to each arrow.

## Improved Sneak Attack [Combat]

**Prerequisite:** Sneak attack +8d6.

**Benefit:** Add +1d6 to your sneak attack damage.

**Special:** You can gain this feat multiple times. Its effects stack.

## Improved Stunning Fist [Combat]

**Prerequisite:** Dexterity 19, Wisdom 19, Improved Unarmed Strike, Stunning Fist.

**Benefit:** Add +2 to the DC of your stunning attack.

**Special:** You can gain this feat multiple times. Its effects stack.

## Improved Whirlwind Attack [Combat]

**Prerequisites:** Intelligence 13, Dexterity 23, Whirlwind Attack.

**Benefit:** Your Whirlwind Attack is now only a standard action, instead of a full attack action. Additionally, you may make one 5-foot adjustment during the action, though you can only strike an individual creature once per whirlwind attack.

## In Control [Combat]

**Prerequisites:** Strength 21, Greater Reposition.

**Benefit:** You gain a +8 bonus to your CMB when repositioning a target and to your CMD to resist being repositioned. It improves by an additional +2 for every point of epic attack bonus a character gains. This bonus stacks with the one provided by Improved Reposition and Greater Reposition.

## Indelible Blow [Combat]

**Prerequisites:** Epic Power Attack, Supreme Vital Strike.

**Benefit:** As a standard action, you can make a single physical melee attack. If successful, the target cannot magically heal the damage inflicted by the attack unless the healer succeeds on a caster level check against the results of your attack roll. The damage heals naturally over time, but is always the last damage to heal if the target has also sustained injuries from other sources.

## Indomitable Challenge [Combat]

**Prerequisites:** Demanding Challenge class feature.

**Benefit:** You are immune to the effects of Fatigue and

Exhaustion as long as you have an active challenge issued.

## Infinite Deflection [Combat]

**Prerequisites:** Dexterity 25, Combat Reflexes, Deflect

Arrows.

**Benefit:** You may spend attacks of opportunity granted by Combat Reflexes to deflect additional arrows as per the Deflect Arrows feat.

**Special:** If you have Improved Combat Reflexes, you can deflect a number of arrows equal to twice the attacks of opportunity you would normally be granted by Combat Reflexes.

## Instantaneous Reload [Combat]

**Prerequisites:** Dexterity 21, Rapid Reload.

**Benefit:** You can reload any crossbow or firearm as a free action, allowing you to make multiple attacks per round if you have sufficient ammunition.

## Lance of Heaven [Combat]

**Prerequisites:** Dexterity 30, Base attack bonus +22, Spear of Wind.

**Benefit:** The line of Piercing Thrust now reaches 120 feet.

**Special:** A monk that selects Weapon Focus with their unarmed strike or a monk weapon that also falls into one of the allowed categories treats their base attack bonus as 5 points higher for the purposes of qualifying for this feat.

## Last One Standing [Combat]

**Prerequisites:** Strength 23, Dexterity 23, Anklebreaker, Bull of War.

**Benefit:** Whenever you successfully bull rush a target, you can make a trip attempt as an immediate action at the end of the movement. You do not need to follow the target when they are bull rushed, instead allowing the force of the push to topple them.

## Launching Palm [Combat]

**Prerequisites:** Improved Bull Rush, Improved Unarmed Strike.

**Benefit:** Whenever you hit a target with an unarmed strike, you may attempt a bull rush against them as an immediate action. You gain a +4 bonus on this bull rush attempt. Unlike normal, you do not have the option of moving with the target if they are bull rushed in this fashion.

## Legendary Fencer [Combat]

**Prerequisite:** Dexterity 21, Greater Disarm.

**Benefit:** You gain a +8 bonus to your CMB when disarming a target and to your CMD to resist being disarm. It improves by an additional +2 for every point of epic attack bonus a character gains. This bonus stacks with the one provided by Improved Disarm and Greater Disarm.

## Legendary Wrestler [Combat]

**Prerequisite:** Strength 21, Dexterity 21, Greater Grapple.

**Benefit:** You gain a +8 bonus to your CMB when grappling a target and to your CMD when grappled. It improves by an additional +2 for every point of epic attack bonus a character gains. This bonus stacks with the one provided by Improved Grapple and Greater Grapple.

## Lingering Damage [Combat]

**Prerequisite:** Sneak attack +8d6, Crippling Strike advanced rogue talent.

**Benefit:** Any time you deal damage with a sneak attack, that target takes damage equal to your bonus sneak attack damage on your next turn as well.

## Lone Gunman [Combat]

**Prerequisite:** Shooter's Stance class feature.

**Benefit:** The extra damage inflicted by your Shooter's Stance class feature increases by +1d6.

**Special:** You can gain this feat multiple times. Its effects stack.

## Mad Juggernaut [Combat]

**Prerequisite:** Strength 31, Unstoppable Force.

**Benefit:** Targets gain no size bonuses to their CMD when attempting to resist combat maneuvers you initiate against them.

## Massive Critical [Combat]

**Prerequisite:** Strength 31, Overwhelming Critical with the chosen weapon, Power Attack.

**Benefit:** Choose one weapon with which you have Overwhelming Critical. When using this weapon, its damage multiplier for critical hits increases by +1. This also increases the bonus damage from Overwhelming Critical by an additional +1d6.

**Special:** You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a different type of weapon.

## Onslaught [Combat]

**Prerequisite:** Base attack bonus +22, Combat Expertise.

**Benefit:** When making a single regular attack as a standard action (such as when moving and then attacking), you can instead make two regular attacks, both at your highest base attack bonus.

## Overwhelming Critical [Combat]

**Prerequisites:** Strength 23, Improved Critical with the chosen weapon, Weapon Focus with the chosen weapon.

**Benefit:** Choose one weapon with which you have Improved Critical and Weapon Focus. When using this weapon, you deal an extra +1d6 points of bonus damage on a successful critical hit. If the weapon’s critical multiplier is ×3, add +2d6 points of bonus damage instead, and if the multiplier is ×4, add +3d6 points of bonus damage instead. Creatures immune to critical hits can’t be affected by this feat.

**Special:** You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a different type of weapon.

## Peacebond [Combat]

**Prerequisite:** Legendary Fencer, Vacuum Slash.

**Benefit:** When using Vacuum Slash, you can initiate an automatic disarm attempt against every target that you successfully strike. Reduce your CMB by -2 for every 5 feet away from you the target is.

## Penetrate Damage Reduction [Combat]

**Benefit:** Select one type of special material, such as silver or adamantine. Your melee and natural weapons (including unarmed attacks if you have Improved Unarmed Strike) are treated as being crafted from the chosen special material for the purposes of overcoming the damage reduction of any creature you strike. None of the other special properties of special materials are gained by your melee weapons.

**Special:** You can gain this feat multiple times. Each time the feat is selected you select a different special material. Your melee attacks are treated as being crafted of all chosen materials for the purposes of overcoming damage reduction.

## Perfect Flurry of Blows [Combat]

**Prerequisites:** Dexterity 21, Flurry of Blows class feature, Ki Pool (Adamantine) class feature.

**Benefit:** You can make four additional attacks when using flurry of blows, as if using Perfect Two-Weapon Fighting (even if you do not meet the prerequisites for the feat).

## Perfect Manyshot [Combat]

**Prerequisites:** Dexterity 23, Base attack bonus +23, Improved Manyshot.

**Benefits:** When using Manyshot, you can fire three arrows with every attack instead of two, though doing so incurs a -2 penalty to attack on all your attacks. Apply precision damage (such as sneak attack) and critical hit damage only once per trio. Damage bonuses from using a high-Strength composite bow apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply separately to each arrow.

## Perfect Two-Weapon Fighting [Combat]

**Prerequisites:** Dexterity 25, Greater Two-Weapon Fighting.

**Benefit:** You gain a fourth attack with your off-hand weapon when making a full attack, albeit at a -15 penalty.

## Perfect Vital Strike [Combat]

**Prerequisites:** Greater Vital Strike.

**Benefit:** You can now use your vital strike as the attack at the end of a charge or during a spring attack.

## Phantom [Combat]

**Prerequisites:** Greater Feint, Bluff 21 ranks.

**Benefit:** You can now feint as a swift action.

## Piercing Critical [Combat]

**Prerequisites:** Overwhelming Critical.

**Benefit:** When you threaten a critical hit against a target that has a chance to negate critical hits, reduce their resistance by -10%. Treat targets that are immune to critical hits from a non-natural source (such as armor of absolute fortification or the spell ironskin) as having a base chance of 100%. This feat does not affect creatures that are immune to critical hits because of their creature type.

**Special:** You can gain this feat multiple times. Its effects stack.

## Piercing Thrust [Combat]

**Prerequisites:** Dexterity 26, Base attack bonus +20, Weapon Focus with a weapon from the Light Blade, Bow, Close, Crossbow, Natural, Polearm, or Spear weapon group.

**Benefit:** When using a weapon from one of the Fighter weapon groups listed above with which you have Weapon Focus, you can use a standard action to forgo striking a target and instead attack through a square adjacent to you, sending out a blast that tears through all targets in a 30-foot line. Resolve your attack normally against each target. If there are barriers blocking the line (such as doors, trees, or walls), you can make an attack against these as well. Regardless of the weapon used, this attack inflicts damage as normal against the object and if you inflict enough to pierce the obstacle, the attack will continue for the full 30 feet. If you fail to inflict enough damage, the attack is stopped by the barrier. This ability can only be used once every 1d4 rounds.

**Special:** A monk that selects Weapon Focus with their unarmed strike or a monk weapon that also falls into one of the allowed categories treats their base attack bonus as 5 points higher for the purposes of qualifying for this feat.

## Power Overwhelming [Combat]

**Prerequisites:** Strength 29, Perfect Vital Strike, Vicious Vital.

**Benefit:** When you succeed on a vital strike against a target, roll your weapon damage an additional time for every 4 points by which your attack exceeded their armor class. Regardless of what feats you have that modify your vital strike damage, the extra damage from this feat does not include bonuses from Strength, weapon abilities (such as flaming), precision-based damage, or other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit.

## Reaping Saber [Combat]

**Prerequisites:** Strength 21, All-Consuming Swing, Cleave, Vital Strike.

**Benefit:** As a standard action, you may combine the effects of Cleave and Vital Strike. Every target you strike with your cleave attack is hit as if you had used your vital strike against them. If you have advanced versions of either feat— Great Cleave, Improved Vital Strike, etc.—you may include the benefits from these feats.

## Reflect Arrows [Combat]

**Prerequisites:** Dexterity 25, Deflect Arrows.

**Benefit:** When you deflect an arrow or other ranged attack, the attack is reflected back upon the attacker at your highest base ranged attack bonus.

## Relentless Challenge [Combat]

**Prerequisites:** Indomitable Challenge.

**Benefit:** Once per day, when issuing a challenge, you recover a number of hit points equal to your character level and gain fast healing equal to your character level / 5 for the duration of your challenge.

## Righteous Strike [Combat]

**Prerequisites:** Wisdom 19, Stunning Fist, any lawful alignment.

**Benefit:** Your unarmed strike is treated as an axiomatic weapon. If your unarmed strike already has an alignment, this feat has no effect.

## Roaring Charge [Combat]

**Prerequisites:** Furious Charge.

**Benefit:** The damage multiplier for lances used in a mounted charge increases by +1.

## Ruination [Combat]

**Benefit:** You gain a +10 bonus to any damage rolls against unattended inanimate objects and a +2 bonus to all Strength checks made to break or burst an object with sudden force.

**Special:** You can gain this feat multiple times. Its effects stack.

## Rushing Thunder [Combat]

**Prerequisites:** Bull of War, Piercing Thrust.

**Benefit:** When using Piercing Thrust, you can initiate an automatic bull rush attempt against every target that you successfully strike. Reduce your CMB by -2 for every 10 feet away from you the target is.

## Shaking the Foundations [Combat]

**Prerequisites:** Anklebreaker, Earth Breaker.

**Benefit:** When using Earthbreaker, you can initiate an automatic trip attempt against every target that you successfully strike.

## Shattering Smash [Combat]

**Prerequisites:** Strength 23, Greater Sunder.

**Benefit:** You gain a +8 bonus to your CMB when sundering a target's gear and to your CMD to avoid a sunder attempt. It improves by an additional +2 for every point of epic attack bonus a character gains. This bonus stacks with the one provided by Improved Sunder and Greater Sunder.

## Shield Smash [Combat]

**Prerequisites:** Shield Master.

**Benefit:** Treat any shield you wield as being one size category larger when determining its damage. Additionally, any shield your wield gains a base critical multiplier of x3. Finally, add your shield bonus as a bonus to your CMB when attempting a bull rush, disarm, overrun, sunder, or trip combat maneuver.

## Smite Chaos [Combat]

**Prerequisites:** Holy Champion class feature, Smite Evil class feature.

**Benefit:** You can now use your Smite Evil ability against chaotic targets as well.

## Sneak Attack of Opportunity [Combat]

**Prerequisites:** Sneak attack +8d6, Opportunist advanced rogue talent.

**Benefit:** Any attack of opportunity you make is considered a sneak attack.

## Spear of Wind [Combat]

**Prerequisites:** Dexterity 28, Base attack bonus +21, Piercing Thrust.

**Benefit:** When using your Piercing Thrust, the line now reaches 60 feet.

**Special:** A monk that selects Weapon Focus with their unarmed strike or a monk weapon that also falls into one of the allowed categories treats their base attack bonus as 5 points higher for the purposes of qualifying for this feat.

## Spell Shot [Combat]

**Prerequisite:** Dexterity 25, Extraordinary Shot.

**Benefit:** When you have a readied action for your Extraordinary Shot, you can also use it to automatically counterspell a spell or spell-like ability.

## Spellcasting Harrier [Combat]

**Prerequisite:** Combat Reflexes, Disruptive.

**Benefit:** Any spellcaster you threaten in melee provokes an attack of opportunity if he or she tries to cast defensively. You get a +4 bonus on this attack roll.

## Storm of Throws [Combat]

**Prerequisite:** Dexterity 23, Quick Draw, Rapid Shot.

**Benefit:** As a full-round action, you may throw a light weapon of any type at your full base attack bonus at each opponent within 30 feet. The weapons do not have to all be of the same type.

## Supreme Cleave [Combat]

**Prerequisite:** Strength 25, Base attack bonus +21, Cleave Through, Great Cleave.

**Benefit:** When you make a cleave attempt, you are allowed to shift up to 5 feet between every successful cleave attack up to your base movement speed, provided you can reach at least one target from your new position. You cannot use this ability to make a cleave attack against any single target more than once, even if you disengage with them and then move back into range of them. These movements do not provoke attacks of opportunity.

## Supreme Vital Strike [Combat]

**Prerequisite:** Base attack bonus +21, Devastating Strike, Greater Vital Strike, Power Attack.

**Benefit:** Whenever you make a vital strike against a target, add the bonus damage from Strength, weapon abilities (such as flaming), and other damage bonuses to your second damage dice roll as well. However, you still do not add precise based damage (such as sneak attack damage) to any weapon damage roll except the first.

**Special:** You can gain this feat one additional time for every extra attack you have in a full attack action. Its effects stack.

## Swarm of Arrows [Combat]

**Prerequisites:** Dexterity 23, Rapid Shot, Weapon Focus (type of bow used).

**Benefit:** As a full-round action, you may fire an arrow at your full base attack bonus at each opponent within 30 feet.

## Thousand Arms [Combat]

**Prerequisites:** Battlegod.

**Benefit:** Choose one fighter Weapon Group that your chosen Battlegod weapon falls into. You can apply the benefits of any feat that applies only to that weapon (such as Improved Critical or Weapon Specialization) to all weapons in that group, except for Battlegod itself.

**Special:** If your chosen weapon falls into more than one Weapon Group, you can select this feat multiple times until you have it for all applicable Weapon Groups.

## Tide of Iron [Combat]

**Prerequisites:** Thousand Arms.

**Benefit:** Inspired by your legendary mastery, all allies with line of sight to you gain a +2 insight bonus to hit and a +4 bonus to damage when using a weapon from the Weapon Group you chose for the Thousand Arms feat. This bonus increases to +4 insight bonus to hit and a +8 bonus to damage if they are using the same weapon you chose for the Battlegod feat. If any of your allies possess them, this bonus stacks with the bonuses granted by a fighter's Weapon Training or from feats in the Weapon Focus/Specialization tree.

## Towline [Combat]

**Prerequisite:** Strength 21, Greater Drag.

**Benefit:** You gain a +8 bonus to your CMB when dragging a target and to your CMD to resist being dragged. It improves by an additional +2 for every point of epic attack bonus a character gains. This bonus stacks with the one provided by Improved Drag and Greater Drag.

## Uncanny Accuracy [Combat]

**Prerequisites:** Dexterity 21, Base attack bonus +16, Improved Precise Shot, Perception 17 ranks.

**Benefit:** Your ranged attacks ignore the miss chance granted to targets by total concealment. You must aim your attacks at the correct square to take advantage of this feat.

## Unconstrained Panoply [Combat]

**Prerequisites:** Strength 23, Dexterity 23, Legendary Fencer, Shattering Smash.

**Benefit:** You can attempt to disarm or sunder targets that are normally immune (such as a Fighter with the Weapon Mastery class ability), unless their CR or class level is greater than your total character level + 4.

## Unstoppable Force [Combat]

**Prerequisites:** Strength 27, Implacable Maneuver.

**Benefit:** You can attempt a combat maneuver against any target, regardless of how many size categories larger than you it may be. Targets still receive their size bonuses to their CMD as normal.

## Vacuum Slash [Combat]

**Prerequisites:** Strength 23, Dexterity 23, Base attack bonus +20, Weapon Supremacy with a weapon from the Axe, Heavy Blade, Light Blade, Flails, Natural, Polearm, or Spear weapon group.

**Benefit:** When using a weapon from one of the Fighter weapon groups listed above with which you have Weapon Focus, you can use a standard action to forgo striking a target and instead slash your weapon with enough force to project a wave of air pressure that strikes all targets within a 15-foot cone. Resolve your attack normally against each target. If there are barriers blocking the line (such as doors, trees, or walls), you can make an attack against these as well. Regardless of the weapon used, this attack inflicts damage as normal against the object and if you inflict enough to pierce the obstacle, the attack will continue for the full 15 feet. If you fail to inflict enough damage, the attack is stopped by the barrier. This ability can only be used once every 1d4 rounds.

**Special:** A monk that selects Weapon Focus with their unarmed strike or a monk weapon that also falls into one of the allowed categories treats their base attack bonus as 5 points higher for the purposes of qualifying for this feat.

## Vicious Vital [Combat]

**Prerequisite:** Strength 25, Devastating Strike, Greater Vital Strike.

**Benefit:** Whenever you make a Vital Strike, you inflict an additional +1d6 damage. This extra damage is not multiplied on a critical.

**Special:** This feat can be taken multiple times. Its effects stack.

## Void Palm [Combat]

**Prerequisites:** Launching Palm, Void Step.

**Benefit:** When making a full attack action or flurry of blows with your unarmed strike, you can choose to use Launching Palm to bull rush a target and use the movement granted by Void Step to follow them and continue with your full attack. The CMB for each additional bull rush attempt uses the same base attack bonus as the attack that it precedes. The process can be repeated as long as you do not exceed your base speed as a total distance moved.

## Warlord [Combat]

**Prerequisites:** Base attack bonus +25, Weapon Supremacy with the chosen weapon, Weapon Training class feature in a Weapon Group including the chosen weapon.

**Benefit:** When making a full attack with your chosen weapon, you gain one additional attack at your highest base attack bonus. This ability does not stack with magical effects that duplicate the effect (such as a weapon of speed or the haste spell).

**Special:** This feat can be taken multiple times. Its effects do not stack; instead apply the feat to a new weapon each time.

## Weapon Aficionado [Combat]

**Prerequisites:** Base attack bonus +15.

**Benefit:** Select one Fighter Weapon Group (see the Fighter's Weapon Training class feature). You receive a +1 to hit and damage with all weapons in this group. These bonuses do not stack with the bonus from a Fighter's Weapon Training class feature.

Additionally, treat yourself as a Fighter of half your character level for the purpose of qualifying for feats such as Weapon Specialization. Any Fighter levels a character may have are not divided when figuring your qualifications for feats.

**Special:** This feat can be selected multiple times. Its effects do not stack. Every time it is chosen, it applies to a new weapon group. Weapons falling into more than one group still only receive the bonus to hit and damage once. Note: A Magus with the Fighter Training class ability who selects this feat counts his total magus level as his fighter level for the purpose of qualify for feats. If they also have the True Magus class ability, treat their base attack bonus as 5 points higher for the purposes of qualify for feats.

## Weapon Supremacy [Combat]

**Prerequisites:** Epic Weapon Focus in the chosen weapon, Epic Weapon Specialization in the chosen weapon.

**Benefit:** You gain a +1 bonus to attack rolls and a +2 bonus to damage with your chosen weapon. These bonuses stack with those from the Weapon Focus/Specialization progression. You also gain a +2 bonus to your CMB for any combat maneuvers you attempt with this weapon and to your CMD while wielding your chosen weapon. Finally, while wielding your chosen weapon, you cannot be disarmed and your weapon cannot be sundered. If you have the Weapon Supremacy class ability, treat your class level as 4 levels higher for the purposes of resisting the feat Unconstrained Panoply.

**Special:** This feat can be taken multiple times. Its effects do not stack; instead apply the feat to a new weapon each time.

## White Lotus Gale [Combat]

**Prerequisites:** Strength 25, Dexterity 25, Base attack bonus +22, Vacuum Slash.

**Benefit:** When using your Vacuum Slash, the cone now reaches 30 feet.

**Special:** A monk that selects Weapon Focus with their unarmed strike or a monk weapon that also falls into one of the allowed categories treats their base attack bonus as 5 points higher for the purposes of qualifying for this feat.

## Wield Oversized Weapon [Combat]

**Prerequisites:** Strength 25.

**Benefit:** You can choose treat any weapon you wield as being one size category smaller. This allows a medium-sized character to wield large-sized weapons without penalty. Additionally, you can wield two-handed weapons of your own size category as one-handed weapons or one-handed weapons as light weapons. This feat only affects the penalties for wielding a weapon; the damage it inflicts is still determined by the weapons actual size category.

## World Breaker [Combat]

**Prerequisites:** Strength 28, Base attack bonus +22, Earth Breaker.

**Benefit:** When using your Earth Breaker, the burst now reaches 10 feet.

**Special:** A monk that selects Weapon Focus with their unarmed strike or a monk weapon that also falls into one of the allowed categories treats their base attack bonus as 5 points higher for the purposes of qualifying for this feat.