Epic6SpecificFeats

Ability Training
You spend time honing one of your Abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma.
 * Prerequisites: Character level 6
 * Benefit: Choose on Ability; treat that Ability as having a +2 bonus to that Ability Score whenever you are making an Ability Check. This bonus does not count when making a skill check or for any other use of that ability.
 * Special: You can gain this feat multiple times; its effects do not stack. Each time you take this feat it applies to another ability.

Ability Advancement
Your training pays off, and one of your Abilities increases.
 * Prerequisites: Ability Training
 * Benefit: Choose one Ability for which you have already taken Ability Training. You gain a permanent +2 bonus to that ability. This bonus overwrites the effects of the Ability Training feat.
 * Special: You can gain this feat multiple times; its effects do not stack. Each time you take this feat it applies to another ability.

Improvisation
You can overcome your shortcomings with a little bit of ingenuity.


 * Prerequisties: Character level 6


 * Benefit: Choose an Ability, treat that Ability as having a +2 bonus to that ability score when determining feat requirements.


 * Special: You can gain this feat multiple times; its effects do not stack. Each time you take this feat it applies to another ability.

Ritual (Cooperative)
You can perform a ritual with other spellcasters, in order to perform wonderous effects.


 * Prerequisities: 6 levels in a spell casting class.


 * Benefit: You may perform rituals with other magic users. See the Rituals section for more info.

Expanded Caster Stamina
You gain the ability to cast more spells per day.


 * Prerequisites: Character level 6


 * Benefit: You gain 1 or more new spell slots, with spells levels totaling to half of your caster level. Treat 0th level spells as ½. Thus, a sixth level Wizard could gain one 3rd level slot, one 1st and one 2nd level slot, three 1st level slots, or 6 0th level slots. This feat cannot provide spell slots higher than you can already cast.


 * Special: You may take this feat multiple times; each time you take it, it provides more spell slots.

Arcane Armor Experience (Combat)
Your ability to cast spells while wearing armor improves.


 * Prerequisites: Arcane Armor Training, Light Armor Proficiency, Caster level 5th


 * Benefit: As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 15% for any spells you cast this round. Additionally, your caster level is considered to be 7th for purposes of qualifying for the Arcane Armor Mastery feat.

Caster Training
You become a more accomplished spellcaster.


 * Prerequisites: Character level 6, 1 or more levels in a spellcasting class


 * Benefit: Your caster level increases by 4, to a maximum of 6. This feat does not give new spells known or more spells per day; it only increases your caster level.

Wonderous Will
You train your mind to resist influence.


 * Prerequisities: Character level 6, Wisdom 15


 * Benefit: Increase your Base Will Save by +2.

Wonderous Fortitude
You train your body to resist pathogens.


 * Prerequisities: Character level 6, Consitution 15


 * Benefit: Increase your Base Fortitude Save by +2.

Wonderous Reflexes
You train your senses to better avoid danger.


 * Prerequisities: Character level 6, Dexterity 15


 * Benefit: Increase your Base Reflex Save by +2.

Improved Toughness (Combat)
Your numerous wounds and scars are a testament to your toughness.


 * Prerequisties: Character level 6, Great Fortitude


 * Benefit: You receive an additional +1 hitpoint per class level.

Great Toughness (Combat)
Your even more numerous wounds and scars are a mounument to your toughness.


 * Prerequisties: Character level 6, Great Toughness, Wonderous Fortitude


 * Benefit: You receive an additional +1 hitpoint per class level.

Shielded Approach (Combat)
You have learned how to cover your approach with a shield.


 * Prerequisites: Shield Focus, BAB +4


 * Benefit: When using a large or tower shield, select one target. While using a move action to move towards the selected target, and still using the shield, any attacks made by your target are resolved as though you have improved cover against the target. This feat has no effect on attacks from opponents other than the one target specified. This cover cannot be used to make Stealth checks.


 * Special: “Movement towards” is considered to be any movement that ends closer to the target than it began, even if part of the move is away or parallel.

Evasion
While not as nimble as some, you’re more nimble than most.


 * Prerequisites: Character level 6th, Dex 18, Lightning Reflexes


 * Benefit: You gain Evasion. If you already have Evasion from another source, you instead gain Improved Evasion.


 * [Normally I wouldn't advocate making this a feat, but without it the Rogue and Monk would never get Improved Evasion, and the Ranger would never get Evasion. I figure the Dex 17 requirement will exclude most of the heavily armored types.]


 * Special: You lose this feat if you wear Medium or Heavy armor.

Energy Resistance
You are able to tolerate energy that would harm others.


 * Prerequisites: Character level 6th


 * Benefit: Choose one type of energy (acid, cold, electricity, fire, or sonic). You gain resistance 2 to that type of energy, or your existing resistance to that type of energy increases by one category: 2, 5, 10, 20, 30, +10 each additional step. This feat does not stack with energy resistance granted by magical items or nonpermanent magical effects.


 * Special: You can take this feat multiple times, but for only one type of energy.

Offensive Training I & II
With practice you enhance your combat prowess.


 * Prerequisites: Character level 6, BAB less than +5


 * Benefit: Your BAB is considered 1 point higher, to a maximum of +5, for purposes of meeting feat prerequisites.


 * Special: In order to qualify for Offensive Training II you must first have Offensive Advancement I.

Offensive Advancement I & II
Your martial skills improve.


 * Prerequisites: Offensive Training I or Offensive Training II, respectively


 * Benefit: You gain a permanent +1 increase to your BAB, to a maximum total of BAB +5. The bonus from Offensive Advancement overwrites the effects of the prerequisite Offensive Training feat.

Skill Beyond Your Years
Your proficiency in a skill becomes more apparent.


 * Prerequisites: Character level 6


 * Benefit: Pick a skill; the maximum number of ranks you can invest in the skill increases by 2.


 * Special: You may take this feat multiple times; each time it applies to a new skill. You may retrain skill points from previous allocations in order to acquire these ranks.

Wondrous Rings
You are able to craft magical rings.


 * Prerequisites: Character level 6, Craft Wondrous Item


 * Benefit: You treat rings as wondrous items for the purpose of meeting item creation prerequisites. You must still meet caster level requirements for any ring you create.

Master Druid (Epic 6)
''You are one of the highest in the Druidic order. Your knowledge of animal, leaf, and storm is unmatched.''

Prerequisities: Druid level 6. Complete an epic quest that is of a direct concern to the balance of nature.

Benefit: Choose one, and only one, of the following options:


 * Animal Paragon: You master animal life. You can now Wild Shape 3/day and also count as Druid level 8 for all calculations related to Wild Shape (duration, bonuses, etc.). Also you can use wild shape to change into a Huge or Diminutive animal, a Medium Elemental, or a Small or Medium plant creature. When taking the form of animals, you wild shape now functions as beast shape III. When taking the form of an Elemental, your wild shape now functions as elemental body II. When taking the form of a plant creature, your wild shape functions as plant shape I.


 * You also count as being level 8 for all Animal Companion effects including it's Hit Die, BAB, etc.


 * Storm Warden: You master the elements. You gain two 4th Spell Level slots, plus any bonus spells you may receive from a higher Wisdom score. You begin knowing two 4th level spells and must research the remaining spells. You count as being level 8 for all spell effects (DCs, damage dice, duration, etc.).

Speci​al: This feat may only be taken once. The feat may be retrained, however, another epic quest must be completed in order to retrain.

Master Fighter (Epic 6)
''Your martial skills are unmatched. All fear facing you in one on one combat.''

Prerequisities: Fighter level 6. Complete an epic quest that demonstrates personal martial prowess.

Benefit: Choose one, and only one, of the following options:


 * Guardian: You are incredibly tough and difficult to defeat. Gain two additional hit die (2d10). All normal bonuses apply (Con, Toughness, etc.). In addition, your base Fortitude save increases to +6. Receive the Armor Training II special ability, as if you are a 7th level Fighter.


 * Reaver: Your ability to slay enemies is supernatural. Increase your BAB to +7/+2. You count as having a BAB of +8 for combat feat requirements.

Special: This feat may only be taken once. The feat may be retrained, however, another epic quest must be completed in order to retrain.

Master Monk (Epic 6)
You have mastered yourself: body and mind.

Prerequisities: Monk level 6. Complete an epic quest for the sake of your monastery. If not a member of a monastery, reach spiritual enlightenment.

Benefit: Choose one, and only one, of the following options:


 * Ki Conduit: You have mastered the focusing of Ki. Gain Ki Pool (Cold Iron/Silver) and Wholeness of Body. Count as being level 8 for determining the number of Ki points in the Ki pool.


 * Martial Arts Master: Your ability to strike unarmed is almost god-like. Your unarmed strike increases to 1d10 (or 1d8 for small creatures). Increase the Monk AC bonus to +2.

Special: This feat may only be taken once. The feat may be retrained, however, another epic quest must be completed in order to retrain.

Master Ranger (Epic 6)
You can hunt any prey.

Prerequisities: Ranger level 6. Complete an epic quest to track a worthy prey, alone.

Benefit: Choose one, and only one, of the following options:


 * Huntmaster: You can track and catch any prey. Gain the Woodland Stride and Swift Tracker ability. Gain a second Favored Terrain. Count as being Druid level 8 for all affects related to your Animal Companion. If you already have the Boon Companion feat, you may refund it after retraining the required amount of time.


 * Forest Champion: You are one with the wild, using it's power to enhance your abilities. Gain one 2nd level spell slot plus any bonus spells you may receive from a higher Wisdom score. You begin knowing two 2nd level spells and must research the remaining spells. You count as a 8th level Ranger for all spell casting effects (DCs, duration, damage dice, etc.).

Spe​cial: This feat may only be taken once. The feat may be retrained, however, another epic quest must be completed in order to retrain.

Master Rogue (Epic 6)
Prerequisities: Rogue level 6. Complete an epic quest that involves a grand score, or a masterful killing.

Benefit: Choose one, and only one, of the following options:


 * Master Burglar: You can avoid any trap and still remain undetected. Receive the Improved Uncanny Dodge ability and one additional Rogue Talent. Your base Reflex save increases to +6. Receive 8 + Int skill points (you may raise your max ranks to 7).


 * Slayer: Your Sneak Attack increases to +4d6. Your BAB increases to +6/+1.

Special: This feat may only be taken once. The feat may be retrained, however, another epic quest must be completed in order to retrain.

Master Wizard (Epic 6)
Prerequisities: Wizard level 6. Complete an epic quest that requires extensive arcane knowledge and research.

Benefit: Choose one, and only one, of the following options:


 * Arcane Specialist: You gain two 4th Spell Level slots, plus any bonus spells you may receive from a higher Intelligence score. You begin knowing two 4th level spells and must research the remaining spells. You count as being level 8 for all spell effects (DCs, damage dice, duration, etc.).


 * Master of All: You balance out your learning across all disciplines. Gain one hit die, +1 BAB, 2 + Int skill points (max ranks increase to 7), and count as level 8 for determining Arcane Bond effects. Subtract one from all metamagic level increases.

Special: This feat may only be taken once. The feat may be retrained, however, another epic quest must be completed in order to retrain.