General Feats, Epic

1 - Feat can be selected multiple times; the effects stack.

2 - Feat can be selected multiple times; the effects do not stack. Each time it is selected, it applies to something different

## Absolute Ascent [General]

**Prerequisites:** Character level 50, Greater Ascent.

**Benefits:** You have grown in power to the absolute limits a mortal being can attain, warping reality simply by existing. Select some supernatural effect that constantly surrounds you: perhaps plants spring up wherever you trod or clouds constantly occlude the sun in your vicinity. This effect is purely cosmetic, but no being that sees it can be in doubt of your power.

You will live for a tremendous time, your lifespan doubling to twice the normal maximum for your species. This multiplies any other effects that alter your lifespan as well (such as the Extended Life Span feat). Additionally, you gain a +2 inherent bonus to any one ability score of your choice.

## Adamantine Will [General]

**Prerequisites:** Without Fear, Bravery (+10) class feature.

**Benefits:** You are completely immune to all mind-affecting effects unless they are produced by a creature with a CR equal to or greater than your character level + 4 or a spell with a caster level of the same.

## Additional Magic Item Space [General]

**Benefits:** Choose one magic item slot from belts, body, chest, eyes, feet, hands, head, headband, neck, ring, shield, shoulders, or wrists. You can now wear one more magic item of this type (if it will physically fit) and gain its benefit.

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

## Agile Reflexes [General]

**Prerequisites:** Epic Reflexes.

**Benefits:** You gain a +2 bonus to all Reflex saves.

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

## Armor Skin [General]

**Benefits:** You gain a +2 natural armor bonus to Armor Class, or your existing natural armor bonus increases by 2.

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

## Ascent [General]

**Prerequisites:** Character level 30.

**Benefits:** You begin to surpass the limits of mortal creatures, gaining an indefinable quality of otherworldliness. No one who looks upon you can fool themselves into thinking you are anything less than a truly powerful existence. You no longer take penalties to your ability scores for aging and cannot be magically aged. Any such penalties that have already been gained, however, remain in place. Age bonuses still accrue, and you still die of old age when your time is up. You also gain an immediate +1 inherent bonus to all your saves and a +1 inherent bonus to your AC.

## Blinding Speed [General]

**Prerequisites:** Dexterity 25.

**Benefits:** You can act as if affected by the haste spell for 5 rounds per day. The duration of the effect need not be consecutive rounds. Activating this power is a free action.

**Special:**You can gain this feat multiple times. Its effects stack, granting an additional 5 rounds of haste per day.

## Boon Cohort [General]

**Prerequisites:** Charisma 27, Epic Leadership.

**Benefits:** Your cohort can now have a maximum level equal to your character level – 1. Their actual level is still governed by your Leadership score; this fear does not automatically grant you a cohort of this level. If a cohort gains enough XP to bring it equal to your level, the cohort does not gain the new level; its new XP total is 1 less than the amount needed to attain the next level.

## Commanding Presence [General]

**Prerequisites:** Epic Leadership.

**Benefits:** Your Leadership score increases by +2 points.

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

## Damage Reduction [General]

**Prerequisites:** Constitution 21.

**Benefits:** You gain damage reduction 3/—, which reduces all damage from physical sources (but not magical or energy damage). 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:**You can gain this feat multiple times. Its effects stack.

## Disciplined Will [General]

**Prerequisites:** Epic Will.

**Benefits:** You gain a +2 bonus to all Will saves.

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

## Enduring Fortitude [General]

**Prerequisites:** Epic Fortitude.

**Benefits:** You gain a +2 bonus to all Fortitude saves.

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

## Energy Resistance [General]

**Benefits:** Choose a type of elemental energy: acid, cold, electricity, fire, or sonic. You gain resistance 10 to that type of energy, or your existing resistance to that type of energy increases by 10. This feat does not stack with energy resistance granted by magic items or nonpermanent magical effects.

**Special:**You can gain this feat multiple times. If the same type of energy is chosen, the effects stack.

## Epic Endurance [General]

**Prerequisites:** Constitution 25, Endurance.

**Benefits:** Whenever you perform a task to which your Endurance bonus applies, you get an additional +10 bonus on the check. You may also sleep in heavy armor without becoming fatigued.

## Epic Fortitude [General]

**Benefits:** You gain a +4 bonus on all Fortitude saving throws.

## Epic Speed [General]

**Prerequisites:** Dexterity 21, Run.

**Benefits:** When wearing light armor or carrying a light load, your speed increases by 30 feet. If you are wearing medium or heavy armor or carrying a medium or heavy load, your speed increase by only 20 feet. This benefit is an enhancement bonus and does not stack with increased speed granted by effects that also grant enhancement bonuses to speed.

## Epic Toughness [General]

**Benefits:** You gain +1 hit point per character level.

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

## Epic Will [General]

**Benefits:** You gain a +4 bonus on all Will saving throws.

## Extended Life Span [General]

**Benefits:** Add one-half the maximum result of your race’s maximum age modifier to your normal middle age, venerable, and old age categories. Calculate your maximum age using the new venerable age. This feat cannot lower your current age category.

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

## Fast Healing [General]

**Prerequisites:** Constitution 25.

**Benefits:** You gain fast healing 3, or your existing fast healing increases by 3. This does not stack with fast healing granted by magic items or nonpermanent magical effects, but does stack with fast healing gained from class features.

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

## Fortune's Favor [General]

**Prerequisites:** Sublime Luck.

**Benefits:** Any time you are given the option to make a reroll but must select the second result even if it is lower (such as with the Sublime Luck feat), you can instead choose either option.

## Glossator [General]

**Prerequisites:** Polyglot, Linguistics 15 ranks.

**Benefits:** You can read any language or script (excluding magical scripts). If you have come into contact with a written language at least once, you can also write it.

## Great Charisma [General]

**Benefits:** Your Charisma increases by 1 point.

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

## Great Constitution [General]

**Benefits:** Your Constitution increases by 1 point.

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

## Great Dexterity [General]

**Benefits:** Your Dexterity increases by 1 point.

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

## Great Intelligence [General]

**Benefits:** Your Intelligence increases by 1 point.

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

## Great Strength [General]

**Benefits:** Your Strength increases by 1 point.

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

## Great Wisdom [General]

**Benefits:** Your Wisdom increases by 1 point.

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

## Greater Ascent [General]

**Prerequisites:** Character level 40, Ascent

**Benefits:** Your aspect begins to take on supernatural qualities: unnaturally bright eyes that shine in the darkness, a constant and sourceless wind that plays at your hair, an aura that attracts or repels wild animals, or some other unmistakably supernatural quality. This effect is purely cosmetic, but no being that sees it can be in doubt of your power. Your life span is now at the maximum for your race; barring a traumatic death, you can expect a long life.

Additionally, your physical attacks gain a +1 inherent bonus to attack and a +2 inherent bonus to damage. Any spells or spell like, extraordinary, or supernatural abilities have their DCs increased by +1 as an inherent bonus.

## Implacable Will [General]

**Prerequisites:** Constitution 25.

**Benefits:** Once per round, when targeted by an effect that requires a Will saving throw, you may make a Fortitude save instead to avoid the effect.

## Impossible Courage [General]

**Prerequisites:** Iron Will, Bravery (+6) class feature.

**Benefits:** You are completely immune to the Fascinated and Shaken conditions unless they are produced by a creature with a CR equal to or greater than your character level + 4 or a spell with a caster level of the same.

## Improved Darkvision [General]

**Prerequisites:** Darkvision.

**Benefits:** The range of your darkvision doubles. This feat does not stack with darkvision granted by magic items or nonpermanent magical effects.

**Special:**You can gain this feat multiple times. Its effects stack. Remember that two doublings equals a tripling, and so on.

## Improved Inured [General]

**Prerequisites:** Inured.

**Benefits:** Select one condition for which you have the Inured feat and upgrade it by one step. The upgrade steps are as follows:

* Dazed > Stunned > Paralyzed
* Dazzled > Blinded
* Fascinated > Confused
* Fatigued > Exhausted > Staggered
* Shaken > Frightened > Panicked
* Sickened > Nauseated

**Special:**You can gain this feat multiple times. Its effects do not stack for certain categories. In others, each time you select a new Inured condition to upgrade.

## Improved Inviolate [General]

**Prerequisites:** Inviolate.

**Benefits:** Your immunity to any effect that would instantly kill you increases to equal your character level + 1.

**Special:**You can gain this feat multiple times. Its effects stack, improving your immunity by an additional +1 each time.

## Improved Low-Light Vision [General]

**Prerequisites:** Low-light vision.

**Benefits:** The range of your low-light vision doubles. This feat does not stack with low-light vision granted by magic items or nonpermanent magical effects.

**Special:**You can gain this feat multiple times. Its effects stack. Remember that two doublings equals a tripling, and so on.

## Improved Spell Resistance [General]

**Prerequisites:** Must have spell resistance from a feat, class feature, or other permanent effect.

**Benefits:** Your spell resistance increases by +2.

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

## Indomitable Fortitude [General]

**Prerequisites:** Wisdom 25.

**Benefits:** Once per round, when targeted by an effect that requires a Fortitude saving throw, you may make a Will save instead to avoid the effect.

## Internalize Power [General]

**Prerequisites:** Magic Item Mastery.

**Benefits:** You are now able to absorb the power of certain magic items: amulets of natural armor, cloaks of resistance, rings of protection, and any belt or headband that boosts physical and mental ability scores. If you equip any one of these items, you can spend one hour focusing on the power, drawing it out of the item and instead storing it within yourself. When this is done, you gain all the benefits of the item as if you were wearing it, except that you no longer need the physical item to do so. The item itself grows quiescent, useless to anyone else who tries to put it on, and even if it is stolen or destroyed, you still retain its power.

This frees up the original item slot and allows you to gain the benefits of another item in that slot, though the usual rules about stacking benefits applies. You can have one of each type of item—amulet, belt, cloak, headband, and ring—stored at one time. If you wish, you can replace the internalized power of any individual item with a new item's power. If you do, the power of the old item is expelled, placed into whatever item you are drawing the new power out of. You can also voluntarily return the power to its original receptacle by spending ten minutes focusing on the item.

## Inured [General]

**Prerequisites:** Inviolate.

**Benefits:** Select one of the following conditions: Dazed, Dazzled, Deafened, Fascinated, Fatigued, Shaken, or Sickened. You become immune to all non-epic sources of this condition, including spells of 9th level or lower and the extraordinary, supernatural, or spell-like abilities of creatures with fewer than 21 HD. Even against epic sources of this condition, you gain an additional +8 epic bonus to any saving throw or ability check made to resist it.

**Special:**You can gain this feat multiple times. Its effects do not stack. Instead, each time you select a condition.

## Inviolate [General]

**Benefits:** You become immune to any effect that would instantly kill you (such as a critical strike with a vorpal weapon, the spell phantasmal killer, or a coup de grace attempt) unless that effect is the result of a spell with a caster level greater than your character level or the extraordinary, supernatural, or spell-like ability of a creature whose CR is greater than your character level.

## Legendary Commander [General]

**Prerequisites:** Charisma 28, Epic Leadership, Diplomacy 27 ranks.

**Benefits:** Multiply the number of followers you gain at each level from Epic Leadership by 10. This has no effect on cohorts.

## Lightning Speed [General]

**Prerequisites:** Epic Speed.

**Benefits:** When running, you move six times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or five times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start, you gain a +8 bonus on your Acrobatics check. These bonuses supersede (do not stack with) the bonuses granted by the Run feat.

## Limitless Speed [General]

**Prerequisites:** Epic Speed.

**Benefits:** When wearing light armor or carrying a light load, your speed increases by 10 feet. If you are wearing medium or heavy armor or carrying a medium or heavy load, your speed increase by only 5 feet. This benefit is an enhancement bonus, but it stacks with the bonuses provided by Epic Speed.

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

## Magic Item Focus [General]

**Benefits:** Any magic item that you are wearing or holding that is subject to a sunder attempt provides a +8 circumstance bonus to your CMD. Additionally, their hardness is treated as being 5 points higher and they have double the normal amount of hit points. Finally, they naturally recover from damage at a rate of 1 hit point per hour.

## Magic Item Mastery [General]

**Prerequisites:** Magic Item Specialization.

**Benefits:** All magic items in your character's possession become more potent. If the item emulates any spells or spell like abilities that increase with caster level, then increase the caster level by +8 for non-epic magic items and +4 for epic magic items. If not, then any effects that require a saving throw increase in DC by +1. If the item has no saving throw effects, then any powers that can be used 2 or more times per day can be used one additional time per day. If none of these apply, then any bonuses to skill checks, ability checks, or caster level checks the item provides improve by +4. Finally, if none of those apply, then any effect with a duration of 1 round or greater have that duration doubled. If none of these bonuses apply, then the benefits provided by Magic Item Focus double, increasing the items hardness by 10, tripling its total hit points, and allowing it to recover 2 hit points per hour.

## Magic Item Specialization [General]

**Prerequisites:** Magic Item Focus.

**Benefits:** All magic items in your character's possession become more difficult to suppress. They now use your character level rather than the caster level (provided your character level is higher) when resisting the effects of dispel magic, greater dispel magic, or any similar effect. They also gain a +8 epic bonus to Will saves made to resist mage's disjunction, antimagic field, or any other effect that would suppress their power. Additionally, they are no longer auto matically destroyed when a saving throw roll against mage's disjunction results in a natural 1. They can still be destroyed by a targeted disjunction, but the epic bonus to Will saves increases to +12.

## Perfect Health [General]

**Prerequisites:** Constitution 25, Great Fortitude.

**Benefits:** You are immune to all nonmagical diseases, as well as to all poisons whose Fortitude save DC is equal to or lower than your character level + 4.

## Polyglot [General]

**Prerequisites:** Intelligence 25, Linguistics 5 ranks.

**Benefits:** You can speak all languages that you come into contact with at least once.

## Stormstride [General]

**Prerequisites:** Blinding Speed, Lightning Speed.

**Benefits:** When running, you can choose boost your speed at the cost of endurance. Doing so allows you to run for a number of rounds equal to half your Constitution score (rounded down), and running longer than this requires a DC 12 Constitution check. Every round you succeed on this check, the DC increases by +2 for the next round. The effects of failing this check are the same as the standard running penalties. Doing this allows you to move at ten times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or eight times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start, you gain a +24 bonus on your Acrobatics check. These bonuses supersede (do not stack with) the bonuses granted by the Run or Lightning Speed feats.

## Sublime Luck [General]

**Benefits:** Once per day, whenever you roll dice for any reason—attack rolls, saving throws, spell damage, a percentile roll for a reincarnation, or anything else requiring a roll of the dice—before the results of the roll are calculated, you can elect to roll a second time. You must take the results of the second roll, even if they are lower.

**Special:**You can gain this feat multiple times. Each time you take this feat, you gain an additional reroll attempt. No individual dice roll can be rerolled more than once.

## Superior Initiative [General]

**Prerequisites:** Improved Initiative.

**Benefits:** You gain a +10 bonus on all initiative checks. This bonus supersedes (does not stack with) the bonus from Improved Initiative.

## Timeless [General]

**Benefits:** Reduce the penalties to your Strength, Dexterity, and Constitution scores that have accrued from aging by 1 point each, to a minimum of 0.

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

## Tremendous Size [General]

**Prerequisites:** Strength 25, Near the maximum height or weight for your size category.

**Benefits:** You permanently increase your size category by one step. Your Strength naturally increases by 2 points while your Dexterity is reduced by -2 points. If you have a natural armor bonus to AC from a permanent, non-magical source, it increases by +1. You gain all the standard effects of an increase in size category, as well: your AC and attack rolls are reduced, your penalty to Fly and Stealth skill checks worsens, your natural reach and space grows, your modifier to CMB/CMD increases, and the damage dice for any natural or unarmed attacks increases by one step.

## Void Dodge [General]

**Prerequisites:** Dodge, Void Step.

**Benefits:** Any round in which you do not use your Void Step ability, the AC bonus from the Dodge feat increases to +3 until the beginning of your next turn.

**Special:**You can take this feat multiple times. Every time you do, the AC bonus from the Dodge feat increases by +1.

## Void Step [General]

**Prerequisites:** Dexterity 27, Blinding Speed.

**Benefits:** Once per round, you may move up to your base speed as a swift action. This movement does not provoke attacks of opportunity even if you move through squares threatened by an enemy. Void Stepping is too fast for the target to follow, but it is still physical movement and cannot pass through obstacles. Any round you move in this way, you cannot also take a 5-foot step.

## Walk on Water [General]

**Prerequisites:** Blinding Speed.

**Benefits:** Any round in which you move at least your base movement speed, you will not sink into liquids, including water, acid, and lava. You treat the surfaces of these liquids as normal terrain and are immune to effects of submersion while standing on them, though you are still susceptible to any radiating effects (such as the heat damage from lava).

## Well of Power [General]

**Benefits:** Choose either weapons or armor. Weapons grant you a pool of 1 point, armor a pool of 2 points. You can spend 24 hours attuning yourself to a weapon or piece of armor. When complete, you can spend points to grant it weapon or armor qualities whose total bonus is less than or equal to the size of your pool. You can also spend points from the pool to grant it an enhancement bonus equal to the number of points spent, which will supersede the item's normal bonus if it is magical. If you have multiple weapons or a suit of armor and a shield, you can divide the pool between them. Removing the energy from an item takes 1 hour and it must be re-attuned to return the energy to it.

**Special:**You can take this feat multiple times. Its effects stack, your pool increasing by +1 for weapons or +2 for armor.

## Without Fear [General]

**Prerequisites:** Impossible Courage, Bravery (+8) class feature.

**Benefits:** You are completely immune to the Frightened and Panicked conditions unless they are produced by a creature with a CR equal to or greater than your character level + 4 or a spell with a caster level of the same.

## Withstand Tribulation [General]

**Prerequisites:** Constitution 25.

**Benefits:** Once per round, when targeted by an effect that requires a Reflex saving throw, you may make a Fortitude save instead to avoid the effect.