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Epic Level Handbook

Epic Level Handbook

Epic Level Handbook

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Widen Aura of Courage [<strong>Epic</strong>]Your aura of courage is wider than normal.Prerequisite: Cha 25, aura of courage class ability.Benefit: Your aura of courage extends to all allieswithin 100 feet of you.Widen Aura of Despair [<strong>Epic</strong>]Your aura of despair is wider than normal.Prerequisite: Cha 25, aura of despair class ability.Benefit: Your aura of despair extends to all allieswithin 100 feet of you.Zone of Animation [Divine] [<strong>Epic</strong>]You can channel negative energy to animate undead.Prerequisite: Cha 25, Undead Mastery, ability torebuke or command undead.Benefit: You can use a rebuke or command undeadattempt to animate corpses within range of your rebuke orcommand attempt. You animate a total number of HD ofundead equal to the number of undead that would be commandedby your result (though you can’t animate moreundead than there are available corpses within range). Youcan't animate more undead with any single attempt thanthe maximum number you can command (including anyundead already under your command). These undead areautomatically under your command, though your normallimit of commanded undead still applies.If the corpses are relatively fresh, the animated undeadare zombies. Otherwise, they are skeletons.NONEPIC FEATSThe following feats are reproduced from other publicationsbecause they are prerequisites for certain feats presentedin this chapter (or they are possessed by NPCs inan appendix). They are unchanged from their originalsources. They are not epic feats, so they may be selectedby characters any time they could select a new feat.Eschew Materials [Metamagic]You can cast spells without material components.Prerequisites: Any other metamagic feat.Benefit: A spell cast with Eschew Materials can be castwith no material components. Spells without material componentsare not affected. Spells with material componentswith a cost of more than 1 gp are not affected. An eschewedspell uses up a spell slot of the same level as the original spell.Greater Multiweapon Fighting [General]A creature with three or more hands can fight with aweapon in each hand. The creature can make up to threeattacks per round with each extra weapon.Prerequisites: Dex 19, three or more hands, ImprovedMultiweapon Fighting, Multiweapon Fighting, Multi-Dexterity, base attack bonus +15.Benefit: You may make up to three extra attacks witheach extra weapon you wield, albeit at a –10 penalty.Special: This feat replaces the Greater Two-WeaponFighting feat originally presented in Masters of the Wild)TABLE 1–37: NONEPIC FEATSFeat NamePrerequisiteEschew Materials (M) Any other metamagic featGreater MultiweaponDex 19, three or more hands,Fighting*Improved Multiweapon Fighting,Multiweapon Fighting, Multidexterity,base attack bonus +15Greater Spell FocusSpell Focus in the school selectedGreater Spell PenetrationGreater Two-WeaponFightingSpell PenetrationImproved Two-Weapon Fighting,Two-Weapon Fighting, Ambidexterity,base attack bonus +15Improved Counterspell —Improved Multiattack Three or more natural weapons,MultiattackImproved Flyby Attack Fly speed, Flyby Attack, Dodge,MobilityImproved MultiweaponFightingDex 15, three or more hands,Multiweapon Fighting, Multidexterity,base attack bonus +9Manyshot Dex 15, base attack bonus +6,Rapid ReloadPoint Blank Shot, Rapid ShotBase attack bonus +2, proficiencywith the crossbow used(M) – Metamagic feat.(W) – Wild feat.*This feat may be taken as one of a fighter’s bonus (nonepic)feats.for creatures with more than two arms (and functionsidentically to that feat if you have fewer than three arms).Greater Spell Focus [General]Choose a school of magic, such as illusion. Your spells ofthat school are far more potent than normal.Prerequisite: Spell Focus in the school selected.Benefit: Add +4 to the Difficulty Class for all savingthrows against spells from the school of magic you selectto focus on. This benefit overlaps (does not stack with)the bonus from Spell Focus.Special: You can gain this feat multiple times. Itseffects do not stack. Each time you take the feat, it appliesto a different school of magic.Greater Spell Penetration [General]Your spells are especially potent, defeating spell resistancemore readily than normal.Prerequisite: Spell Penetration.Benefit: You get a +4 bonus on caster level checks tobeat a creature’s spell resistance. This benefit overlaps(does not stack with) the bonus from Spell Penetration.Greater Two-Weapon Fighting [General]You are a master at fighting two-handed.Prerequisites: Improved Two-Weapon Fighting,Two-Weapon Fighting, Ambidexterity, base attackbonus +15.Benefit: In addition to the standard extra attack youget with an off-hand weapon and the second attack withthe off-hand weapon provided by Improved Two-WeaponFighting, you get a third attack with the off-hand weapon,albeit at a –10 penalty (see Table 8–2: Two-Weapon FightingPenalties in the Player’s <strong>Handbook</strong>).CHAPTER 1:CHARACTERS,SKILLS & FEATS69

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