Index of Feats by Type - Epic

Name Prerequisites Benefit
Additional Magic Item Space   Choose one type of magic item that has a limit on the number a character can simultaneously wear and gain its benefit. The character can now wear one more magic item of this type and also gain its benefit. 
Improved Alignment-Based Casting Access to domain of Chaos, Evil, Good, or Law, alignment must match domain chosen, ability to cast 9th-level divine spells. Select an alignment-based domain (Chaos, Evil, Good, or Law) to which the character has access. The character casts spells with that alignment descriptor at +3 caster level. 
Armor Skin   The character gains a +1 natural armor bonus to Armor Class, or his or her existing natural armor bonus increases by 1. 
Improved Arrow of Death Dex 19, Wis 19, Point Blank Shot, Precise Shot, arrow of death class feature. Add +2 to the DC of the character's arrows of death. This feat may be taken multiple times. Its effects stack. 
Augmented Alchemy Int 21, Craft (alchemy) 24 ranks. Whenever creating an alchemical item or substance, the character can choose to make it more powerful than normal by adding +20 to the DC required to create it and multiplying its price by 5. If the item or substance deals damage, double the damage dealt. If the item or substance doesn't deal damage, double the duration of its effect. If the item or substance doesn't deal damage and doesn't have a specific listed duration (or has an instantaneous duration), double all dimensions of its area. If the item or substance doesn't fit any of these categories, then it cannot be affected by this feat. See the Craft (alchemy) skill description. 
Improved Aura of Courage Cha 25, aura of courage class ability. The character's aura of courage grants a +8 morale bonus on saving throws against fear effects. 
Improved Aura of Despair Cha 25, aura of despair class ability. The character's aura of despair causes a -4 morale penalty on all saving throws. 
Automatic Quicken Spell Quicken Spell, Spellcraft 30 ranks, ability to cast 9th-level arcane or divine spells. The character may cast all 0-, 1st-, 2nd-, and 3rd-level spells as quickened spells without using higher-level spell slots. The normal limit to the number of quickened spells a character may cast per round applies. Spells with a casting time of more than 1 full round can't be quickened. 
Automatic Silent Spell Silent Spell, Spellcraft 24 ranks, ability to cast 9th-level arcane or divine spells. The character may cast all 0-, 1st-, 2nd-, and 3rd-level spells as silent spells without using higher-level spell slots. 
Automatic Still Spell Still Spell, Spellcraft 27 ranks, ability to cast 9th-level arcane or divine spells. The character may cast all 0-, 1st-, 2nd-, and 3rd-level spells as stilled spells without using higher-level spell slots. 
Bane of Enemies Survival 24 ranks, five or more favored enemies. Any weapon the character wields against one of his or her favored enemies is treated as a bane weapon for that creature type (thus, its enhancement bonus is increased by +2 and it deals +2d6 points of damage). This ability doesn't stack with similar abilities. 
Blinding Speed Dex 25. The character can act as if hasted for 5 rounds each day. The duration of the effect need not be consecutive rounds. Activating this power is a free action. 
Bonus Domain Wis 21, ability to cast 9th-level divine spells. Choose an additional domain from the character's deity's domain list. The character now has access to that domain's spells as normal for his or her domain spells and the domain's granted powers. 
Bulwark of Defense Con 25, defensive stance 3/day. The character's defensive stance bonuses increase to +4 Strength, +6 Constitution, +4 resistance bonus on all saves, and +6 dodge bonus to AC. 
Chaotic Rage Rage 5/day, chaotic alignment. Any weapon the character wields while in a rage is treated as an anarchic weapon (it is chaos-aligned and deals an extra 2d6 points of damage against creatures of lawful alignment). This ability does not stack with similar abilities. 
Combat Archery Dodge, Mobility, Point Blank Shot. The character does not incur any attacks of opportunity for firing a bow when threatened. 
Improved Combat Casting Combat Casting, Concentration 25 ranks. The character doesn't incur attacks of opportunity for casting spells when threatened. 
Improved Combat Reflexes Dex 21, Combat Reflexes. There is no limit to the number of attacks of opportunity the character can make in one round. (the character still can't make more than one attack of opportunity for a given opportunity.) 
Damage Reduction Con 21. The character gains damage reduction 3/-. 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. 
Improved Darkvision Darkvision. The range of the character's darkvision doubles. This feat does not stack with darkvision granted by magic items or nonpermanent magical effects. 
Deafening Song Perform 24 ranks, bardic music class feature. The character can use song or poetics to temporarily deafen all enemies within a 30-foot spread from him or her. A successful Fortitude save (DC 10 + 1/2 the character's class level + the character's Charisma modifier) negates the effect. The deafening effect lasts for as long as the character continues the deafening song. The character can choose to exclude any characters from this effect. The character may sing, play, or recite a deafening song while taking other mundane actions, but not magical ones (see the bard's inspire courage ability for more details). The character may keep up the deafening song for a maximum of 10 rounds. Using the deafening song counts as one of the character's uses of song or poetics for the day. 
Improved Death Attack Death attack class feature, sneak attack +5d6. Add +2 to the DC of the character's death attack. 
Death of Enemies Bane of Enemies, Survival 30 ranks, five or more favored enemies. Any time the character scores a critical hit against one of his or her favored enemies, it must make a Fortitude save (DC 10 + 1/2 character's ranger class level + character's Wisdom modifier) or die instantly. 
Devastating Critical Str 25, Cleave, Great Cleave, Improved Critical (chosen weapon), Overwhelming Critical (chosen weapon), Power Attack, Weapon Focus (chosen weapon). Whenever the character scores a critical hit with the chosen weapon, the target must make a Fortitude save (DC 10 + 1/2 character level + character's Strength modifier) or die instantly. (Creatures immune to critical hits can't be affected by this feat.) 
Dexterous Fortitude Dex 25, slippery mind class feature. Once per round, when targeted by an effect that requires a Fortitude saving throw, the character may make a Reflex save instead to avoid the effect (evasion is not applicable). 
Dexterous Will Dex 25, slippery mind class feature. Once per round, when targeted by an effect that requires a Will saving throw, the character may make a Reflex save instead to avoid the effect (evasion is not applicable). 
Dire Charge Improved Initiative. If the character charges a foe during the first round of combat (or the surprise round, if the character is allowed to act in it), he or she can make a full attack against the opponent charged. 
Distant Shot Dex 25, Far Shot, Point Blank Shot, Spot 20 ranks. The character may throw or fire a ranged weapon at any target within line of sight, with no penalty for range. 
Efficient Item Creation Item creation feat to be selected, Knowledge (arcana) 24 ranks, Spellcraft 24 ranks. Select an item creation feat. Creating a magic item using that feat requires one day per 10,000 gp of the item's market price, with a minimum of one day. 
Energy Resistance   Choose a type of energy (acid, cold, electricity, fire, or sonic). The character gains resistance 10 to that type of energy, or the character's 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. 
Epic Dodge Dex 25, Dodge, Tumble 30 ranks, improved evasion, defensive roll class feature. Once per round, when struck by an attack from an opponent the character has designated as the object of his or her dodge, the character may automatically avoid all damage from the attack. 
Epic Endurance Con 25, Endurance. Whenever the character makes a check for performing a physical action that extends over a period of time, he or she gets a +10 bonus on the check. 
Epic Fortitude   The character gains a +4 bonus on all Fortitude saving throws. 
Epic Inspiration Cha 25, Perform 30 ranks, bardic music class feature. All competence bonuses, dodge bonuses, and morale bonuses granted by the character's bardic music ability increase by +1. If you have the inspire greatness bardic music ability, it grants one additional bonus HD. 
Epic Leadership Cha 25, Leadership, Leadership score 25. The character attracts a cohort and followers as shown below on Table: Epic Leadership. In all other ways Epic Leadership functions as the Leadership feat.
Table: Epic Leadership
Leadership Score
Cohort Level
----------Number of Followers by Level ---------
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
25
17th
135
13
7
4
2
2
1
-
-
-
26
18th
160
16
8
4
2
2
1
-
-
-
27
18th
190
19
10
5
3
2
1
-
-
-
28
19th
220
22
11
6
3
2
1
-
-
-
29
19th
260
26
13
7
4
2
1
-
-
-
30
20th
300
30
15
8
4
2
1
-
-
-
31
20th
350
35
18
9
5
3
2
1
-
-
32
21st
400
40
20
10
5
3
2
1
-
-
33
21st
460
46
23
12
6
3
2
1
-
-
34
22nd
520
52
26
13
6
3
2
1
-
-
35
22nd
590
59
30
15
8
4
2
1
-
-
36
23rd
660
66
33
17
9
5
3
2
1
-
37
23rd
740
74
37
19
10
5
3
2
1
-
38
24th
820
82
41
21
11
6
3
2
1
-
39
24th
910
91
46
23
12
6
3
2
1
-
40
25th
1000
100
50
25
13
7
4
2
1
-
per +1
+1/2*
+100**
!
!
!
!
!
!
!
!
!
Leadership Score: A character's Leadership score equals his or her level plus any Charisma modifier. Outside factors can affect a character's Leadership score, as detailed in the Leadership feat.
Cohort Level: The character can attract a cohort of up to this level. Regardless of the character's Leadership score, he or she can't recruit a cohort of his or her level or higher.
Number of Followers by Level: The character can lead up to the indicated number of characters of each level. *The maximum cohort level increases by 1 for every 2 points of Leadership above 40. **The number of 1st-level followers increases by 100 for every point of Leadership above 40. !A character can command one-tenth as many 2nd-level followers as 1st-level followers. A character can command one-half as many 3rd-level followers as 2nd-level followers, one-half as many 4th-level followers as 3rd-level followers, and so on (round fractions up, except any fraction less than 1 rounds to 0). A character can't have a follower of higher than 20th level. Table: Example Special Epic Cohorts presents some creatures that make good cohorts for epic characters.
Table: Example Special Epic Cohorts
Creature
Alignment
Level Equivalent
Angel, astral deva
Any good
20th
Dragon, ancient silver
Lawful good
42nd
Couatl
Lawful good
16th
Giant, cloud
Neutral good
24th
Ghaele
Chaotic good
20th
Giant, storm
Chaotic good
28th
Dragon, wyrm brass
Chaotic good
42nd
Dragon turtle
Neutral
21st
Hydra, 12-headed
Neutral
19th
Roc
Neutral
23rd
Dragon, ancient green
Lawful evil
40th
Devil, ice (gelugon)
Lawful evil
21st
Giant, cloud
Neutral evil
24th
Demon, glabrezu
Chaotic evil
23rd
Demon, succubus
Chaotic evil
12th
Dragon, wyrm white
Chaotic evil
41st
 
Epic Prowess   Gain a +1 bonus on all attacks. 
Epic Reflexes   The character gains a +4 bonus on all Reflex saving throws. 
Epic Reputation   The character gains a +4 bonus on Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks. 
Epic Skill Focus 20 ranks in the skill selected. The character gains a +10 bonus on all skill checks with that skill. 
Epic Speed Dex 21, Run. The character's speed increases by 30 feet. This benefit does not stack with increased speed granted by magic items or nonpermanent magical effects. 
Epic Spell Focus Greater Spell Focus and Spell Focus in the school selected, ability to cast at least one 9th-level spell of the school to be chosen. Add +1 to the Difficulty Class for all saving throws against spells from the school of magic the character selects to focus on. This stacks with the bonuses from Spell Focus and Greater Spell Focus
Epic Spell Penetration Greater Spell Penetration, Spell Penetration. The character gets a +2 bonus on caster level checks to beat a creature's spell resistance. This stacks with the bonuses from Spell Penetration and Greater Spell Penetration
Epic Spellcasting Spellcraft 24 ranks, Knowledge (arcana) 24 ranks, ability to cast 9th-level arcane spells. OR Spellcraft 24 ranks, Knowledge (religion) 24 ranks, ability to cast 9th-level divine spells. OR Spellcraft 24 ranks, Knowledge (nature) 24 ranks, ability to cast 9th-level divine spells. The character may develop and cast epic spells. If the character is an arcane spellcaster, he or she may cast a number of epic spells per day equal to his or her ranks in Knowledge (arcana) divided by 10. If the character is a divine spellcaster, he or she may cast a number of epic spells per day equal to his or her ranks in Knowledge (religion) or Knowledge (nature) divided by 10. 
Epic Toughness   The character gains +30 hit points. 
Epic Weapon Focus Weapon Focus in the chosen weapon. Add a +2 bonus to all attack rolls the character makes using the selected weapon. 
Epic Weapon Specialization Epic Weapon Focus, Weapon Focus, Weapon Specialization (all in the chosen weapon). Add +4 to all damage the character deals using the selected weapon. If the weapon is a ranged weapon, the damage bonus only applies if the target is within 30 feet. 
Epic Will   The character gains a +4 bonus on all Will saving throws. 
Exceptional Deflection Dex 21, Wis 19, Deflect Arrows, Improved Unarmed Strike. The character can deflect any ranged attacks (including spells that require ranged touch attacks) as if they were arrows. 
Extended Life Span   Add one-half the maximum result of the character's race's maximum age modifier to the character's normal middle age, old, and venerable age categories. Calculate the character's maximum age using the new venerable number. This feat can't lower the character's current age category. 
Familiar Spell Int 25 (if the character's spellcasting is controlled by Intelligence) or Cha 25 (if the character's spellcasting is controlled by Charisma). Choose one arcane spell the character knows of 8th level or lower. The character's familiar can now use this spell once per day as a spell-like ability, at a caster level equal to the character's caster level. A character cannot bestow a spell to his or her familiar if the spell normally has a material component cost of more than 1 gp or an XP cost. 
Fast Healing Con 25. The character gains fast healing 3, or the character's existing fast healing increases by 3. This feat does not stack with fast healing granted by magic items or nonpermanent magical effects. 
Improved Favored Enemy Five or more favored enemies. Add +1 to the bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks and damage rolls against all the character's favored enemies. 
Great Charisma   The character's Charisma increases by 1 point. 
Great Constitution   The character's Constitution increases by 1 point. 
Great Dexterity   The character's Dexterity increases by 1 point. 
Great Intelligence   The character's Intelligence increases by 1 point. 
Great Smiting Cha 25, smite ability (from class feature or domain granted power). Whenever the character makes a successful smite attack, add twice the appropriate level to damage (rather than just the character's level). 
Great Strength   The character's Strength increases by 1 point. 
Great Wisdom   The character's Wisdom increases by 1 point. 
Group Inspiration Perform 30 ranks, bardic music class feature. The number of allies the character can affect with his or her inspire competence or inspire greatness bardic music ability doubles. When inspiring competence in multiple allies, the character can choose different skills to inspire for different allies. 
Improved Heighten Spell Heighten Spell, Spellcraft 20 ranks. As Heighten Spell, but there is no limit to the level to which the character can heighten the spell. 
Hindering Song Deafening Song, Perform 27 ranks, bardic music class feature. The character can use song or poetics to hinder enemy spellcasters within a 30-foot spread from the character. To successfully cast a spell within this area, a spellcaster must make a Concentration check as if he or she were casting defensively, and all such checks have a penalty equal to half the character's level. The character can choose to exclude any characters from this effect. The character may sing, play, or recite a hindering song while taking other mundane actions, but not magical ones (see the bard's inspire courage ability for more details). The character may keep up the hindering song for a maximum of 10 rounds. Using the hindering song counts as one of the character's uses of song or poetics for the day. 
Holy Strike Smite evil class feature, any good alignment. Any weapon the character wields is treated as a holy weapon (is good-aligned and deals an extra 2d6 points of damage against creatures of evil alignment). If the weapon already has an alignment, this feat has no effect on the weapon. 
Ignore Material Components Eschew Materials, Spellcraft 25 ranks, ability to cast 9th-level arcane or divine spells. The character may cast spells without any material components. This feat does not affect the need for a focus or divine focus. 
Incite Rage Cha 25, greater rage class feature. When the character enters a rage, he or she can incite a barbarian rage in any or all allies within 60 feet. (Any ally who doesn't wish to become enraged is unaffected.) The ally gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but takes a -2 penalty to AC, for as long as the character remains raging. The rage of affected allies lasts a number of rounds equal to 3 + their Constitution modifier, regardless of whether they remain within 60 feet of the character. This is otherwise identical with normal barbarian rage (including the fatigue at its end). 
Infinite Deflection Dex 25, Combat Reflexes, Deflect Arrows, Improved Unarmed Strike. The character may perform any number of deflections each round, as the Deflect Arrows feat. 
Inspire Excellence Perform 30 ranks, bardic music class feature. The character can use song or poetics to grant a bonus to one ability score to his or her allies. To be affected, an ally must hear the bard sing for 1 full round. The effect lasts as long as the bard sings and for 5 rounds after the bard stops singing (or 5 rounds after the ally can no longer hear the bard). While singing, the bard can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by command word (such as wands). Each ally to be inspired gains a +4 competence bonus to the same ability score, which the character must choose before he or she begins inspiring. Inspire excellence is a supernatural, mind-affecting ability. Use of this feat counts as one of the character's bardic music uses for the day. 
Instant Reload Quick Draw, Rapid Reload, Weapon Focus (crossbow type to be selected). The character may fire the selected type of crossbow at his or her full normal attack rate. Reloading the crossbow does not provoke attacks of opportunity. 
Keen Strike Str 23, Wis 23, Improved Critical (unarmed strike), Improved Unarmed Strike, Stunning fist, ki strike (adamantine). The character's unarmed strike has a critical threat range of 18-20 and deals slashing damage (at the character's option any attack can deal bludgeoning damage, but cannot then take advantage of the enhanced threat range). This ability doesn't stack with other abilities that expand that character's unarmed strike's threat range. 
Improved Ki Strike Wis 21, ki strike (adamantine). The character's unarmed strikes are treated as epic magic weapons for the purposes of damage reduction
Lasting Inspiration Perform 25 ranks, bardic music class feature. The effects of the character's bardic music inspiration abilities last for ten times as long as normal after he or she stops singing. This feat has no effect on inspiration abilities that have no duration after the character stops singing. 
Legendary Acrobat Dex 21, Balance 24 ranks, Tumble 24 ranks.  
Legendary Climber Dex 21, Balance 12 ranks, Climb 24 ranks. The character can ignore any check penalties applied for accelerated climbing or rapid climbing. 
Legendary Commander Cha 25, Epic Leadership, Leadership, Diplomacy 30 ranks, must rule own kingdom and have a stronghold. Multiply the number of followers of each level that the character can lead by 10. This has no effect on cohorts. 
Legendary Leaper Jump 24 ranks. The character need only move 5 feet in a straight line to make a running jump
Legendary Rider Ride 24 ranks. The character doesn't take a penalty on Ride checks when riding a mount without a saddle (bareback). The character never needs to make a Ride check to control a mount in combat (and even controlling a mount not trained for combat doesn't require an action). 
Legendary Tracker Wis 25, Track, Knowledge (nature) 30 ranks, Survival 30 ranks. The character can track creatures across water, under-water, or through the air. This adds the surfaces of water, underwater, and air to the list of surfaces found under the Track feat:
Surface
DC
Water
60
Underwater
80
Air
120
 
Legendary Wrestler Str 21, Dex 21, Improved Unarmed Strike, Escape Artist 15 ranks. The character gains a +10 bonus on all grapple checks. 
Lingering Damage Sneak attack +8d6, crippling strike class feature. Any time the character deals damage with a sneak attack, that target takes damage equal to the character's sneak attack bonus damage on the character's next turn as well. 
Improved Low-Light Vision Low-light vision. The range of the character's low-light vision doubles. This feat does not stack with low-light vision granted by magic items or nonpermanent magical effects. 
Improved Manyshot Dex 19, base attack bonus +21, Many-shot, Point Blank Shot, Rapid Shot As Manyshot, but the number of arrows the character can fire is limited only by his or her base attack bonus (two arrows, plus one arrow for every 5 points of base attack bonus above +6). 
Master Staff Craft Staff, Spellcraft 15 ranks. When the character activates a staff, he or she can substitute a spell slot instead of using a charge. The spell slot must be one the character ahs not used for the day, though the character may lose a prepared spell to emulate a wand charge (the character may not lose prepared spells from his or her school of specialty, if any). The spell slot lost must be equal to or higher in level than the specific spell stored in the staff, including any level-increasing metamagic enhancements. A character cannot emulate a charge for a staff function that does not match a specific spell. 
Master Wand Craft Wand, Spellcraft 15 ranks. When the character activates a wand, he or she can substitute a spell slot instead of using a charge. The spell slot must be one the character has not used for the day, though he or she may lose a prepared spell to emulate a wand charge (the character may not lose prepared spells from his or her school of specialty, if any). The spell slot lost must be equal to or higher in level than the spell stored in the wand, including any level-increasing metamagic enhancements. 
Improved Metamagic Four metamagic feats, Spellcraft 30 ranks. The spell slot modifier of all the character's metamagic feats is reduced by one level, to a minimum of +1. This feat has no effect on metamagic feats whose spell slot modifier is +1 or less. 
Mighty Rage Str 21, Con 21, greater rage class feature, rage 5/day. When the character rages, he or she gains a +8 bonus to Strength and Constitution and a +4 morale bonus on Will saves. (These bonuses replace the normal rage bonuses.) 
Mobile Defense Dex 15, Dodge, Mobility, Spring Attack, defensive stance 3/day class feature. While in a defensive stance, the character may take one 5-foot adjustment each round without losing the benefits of the stance. 
Multispell Quicken Spell, ability to cast 9th-level arcane or divine spells. The character may cast one additional quickened spell in a round. 
Multiweapon Rend Dex 15, base attack bonus +9, three or more hands, Multiweapon Fighting. If the character hits an opponent with two or more weapons (wielded in different hands) in the same round, he or she may automatically rend the opponent. This rending deals additional damage equal to the base damage of the smallest weapon that hit plus 1 1/2 times the character's Strength modifier. The character can only rend once per round, regardless of how many successful attacks he or she makes. 
Music of the Gods Cha 25, Perform 30 ranks, bardic music class feature. The character's bardic music can affect even those normally immune to mind-affecting effects. However, such creatures gain a +10 bonus on their Will saves to resist such effects. 
Overwhelming Critical Str 23, Cleave, Great Cleave, Improved Critical (chosen weapon), Power Attack, Weapon Focus (chosen weapon). When using the weapon the character has selected, he or she deals an extra 1d6 points of bonus damage on a successful critical hit. If the weapon's critical multiplier is x3, add +2d6 points of bonus damage instead, and if the multiplier is x4, add +3d6 points of bonus damage instead. Creatures immune to critical hits can't be affected by this feat. 
Penetrate Damage Reduction   The character melee weapons (including natural weapons) are treated as being crafted from the chosen special material for the purposes of bypassing the damage reduction of any creature the character strikes. None of the other special properties of special materials are gained by the character's melee weapons. 
Perfect Health Con 25, Great Fortitude. The character is immune to all nonmagical diseases, as well as to all poisons whose Fortitude save DC is 25 or less. 
Perfect Multiweapon Fighting Dex 25, three or more hands, Greater Multiweapon Fighting, Multiweapon Fighting. The character can make as many attacks with each extra weapon as with his or her primary weapon, using the same base attack bonus. The character still takes the normal penalties for fighting with two weapons. 
Perfect Two-Weapon Fighting Dex 25, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Two-Weapon Fighting. The character can make as many attacks with his or her off-hand weapon as with his or her primary weapon, using the same base attack bonus. The character still takes the normal penalties for fighting with two weapons. 
Permanent Emanation Spellcraft 25 ranks, ability to cast the spell to be made permanent. Designate any one of the character's spells whose area is an emanation from the character. This spell's effect is permanent (though the character can dismiss or restart it as a free action). Effects that would normally dispel this spell instead suppress it for 2d4 rounds. 
Planar Turning Wis 25, Cha 25, ability to turn or rebuke undead. The character can turn or rebuke outsiders as if they were undead. An outsider has effective turn resistance equal to half its spell resistance (round down). If the character can turn undead, he or she turns (or destroys) all evil outsiders and rebukes (or commands) all nonevil outsiders. If the character can rebuke undead, he or she rebukes (or commands) all evil outsiders and turns (or destroys) all nonevil outsiders. 
Polyglot Int 25, Speak Language (five languages). The character can speak all languages. If the character is literate, he or she can also read and write all languages (not including magical script). 
Positive Energy Aura Cha 25, ability to turn undead, ability to cast dispel evil. Every undead creature that comes within 15 feet of the character is automatically affected as if the character had turned it. This doesn't cost a turning attempt, and the character doesn't have to roll turning damage (it automatically affects all undead in a 15-foot burst), but it only turns undead with Hit Dice equal to or less than the character's effective cleric level minus 10 (and automatically destroys undead with Hit Dice equal to or less than the character's effective cleric level minus 20). Just as with normal turning, the character can't affect undead that have total cover relative to him or her. 
Ranged Inspiration Bardic music class feature, Perform 25 ranks Double the range of any bardic music ability that has a range. (If the creature must hear the bard to be affected by the ability, that requirement doesn't change regardless of any extended range the bard's ability may have.) 
Rapid Inspiration Perform 25 ranks, bardic music class feature. The character can use any of his or her bardic music inspiration abilities as a standard action. The inspiration takes effect immediately after the character concludes the action. 
Reactive Countersong Combat Reflexes, Perform 30 ranks, bardic music class feature. The character can begin a countersong at any time, even when it isn't his or her turn (much like a wizard who has readied a counterspell action), though the character doesn't have to ready an action to do so. The character can't use Reactive Countersong at the same time he or she issuing another bardic music ability (though the character could stop the other bardic music ability to begin Reactive Countersong if so desired). 
Reflect Arrows Dex 25, Deflect Arrows, Improved Unarmed Strike. When the character deflects an arrow or other ranged attack, the attack is reflected back upon the attacker at the character's base ranged attack bonus. 
Righteous Strike Wis 19, Improved Unarmed Strike, Stunning Fist, any lawful alignment. The character's unarmed strike is treated as an axiomatic weapon (it is lawfully aligned and deals an extra 2d6 points of damage against creatures of chaotic alignment). This ability doesn't stack with similar abilities. 
Ruinous Rage Str 25, Improved Sunder, Power Attack, rage 5/day. While in a rage, the character ignores the hardness of any object he or she strikes. Also, double the character's Strength bonus for the purposes of any Strength check made to break an object with sudden force rather than by dealing normal damage (including bursting bindings, such as ropes or manacles). 
Self-Concealment Dex 30, Hide 30 ranks, Tumble 30 ranks, improved evasion. Attacks against the character have a 10% miss chance, similar to the effect of concealment. The character loses this benefit whenever he or she would lose his or her Dexterity bonus to AC. 
Shattering Strike Epic Weapon Focus (unarmed strike), Weapon Focus (unarmed strike), Concentration 25 ranks, ki strike (adamantine). When using an unarmed strike to attempt to break an object with sudden force (rather than by dealing normal damage), make a Concentration check rather than a Strength check. The break DC remains the same. Using Shattering Strike is a full-round action that incurs attacks of opportunity. The character can't use Shattering Strike to escape bonds (unless he or she is so bound as to allow the character to make an unarmed strike against his or her bindings). 
Improved Skirmish Skirmish +4d6/+4 AC.  
Sneak Attack of Opportunity Sneak attack +8d6, opportunist class feature. Any attack of opportunity the character makes is considered a sneak attack. 
Improved Sneak Attack Sneak attack +8d6. Add +1d6 to the character's sneak attack damage. 
Spectral Strike Wis 19, ability to turn or rebuke undead. The character's attacks deal damage normally against incorporeal creatures. 
Improved Spell Capacity Ability to cast spells of the normal maximum spell level in at least one spellcasting class. When the character selects this feat, he or she gains one spell slot per day of any level up to one level higher than the highest-level spell the character can already cast in a particular class. The character must still have the requisite ability score (10 + spell level) in order to cast any spell stored in this slot. If the character has a high enough ability modifier to gain one or more bonus spells for this spell level, he or she also gains the bonus spells for this spell level. The character must use the spell slot as a member of the class in which he or she can already cast spells of the normal maximum spell level.
Spell Slots Above 9th Level
The Improved Spell Capacity feat allows characters to gain spell slots above 9th level (which can be used to hold lower-level spells or spells whose level has been increased beyond 9th by the use of metamagic feats). A character with a very high score in the ability associated with his or her spellcasting (Intelligence for wizards; Wisdom for clerics, druids, paladins, and rangers; or Charisma for bards and sorcerers) may receive bonus spells of those levels, as shown on Table: Expanded Ability Modifiers and Bonus Spells, but only if they already have at least one spell slot of that level (such as from the Improved Spell Capacity feat). A character without any spell slots of a level can't receive any bonus spells of that level, even if the appropriate ability score is high enough to award them. Even though the table only includes ability scores up to 61 and spell slots up to 25th level, the progression continues infinitely in both directions. For ability scores beyond 61, or for spell slots above 25th level, expand the table to follow the same patterns as shown. Table: Expanded Ability Modifiers and Bonus Spells
--------------- Spells per Day -------------------
Score
Modifier
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
21st
22nd
23rd
24th
25th
10-11
+0
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
12-13
+1
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
14-15
+2
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
16-17
+3
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
18-19
+4
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
20-21
+5
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
22-23
+6
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
24-25
+7
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
26-27
+8
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
28-29
+9
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
30-31
+10
1
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
32-33
+11
1
1
-
-
-
-
-
-
-
-
-
-
-
-
-
-
34-35
+12
1
1
1
-
-
-
-
-
-
-
-
-
-
-
-
-
36-37
+13
1
1
1
1
-
-
-
-
-
-
-
-
-
-
-
-
38-39
+14
2
1
1
1
1
-
-
-
-
-
-
-
-
-
-
-
40-41
+15
2
2
1
1
1
1
-
-
-
-
-
-
-
-
-
-
42-43
+16
2
2
2
1
1
1
1
-
-
-
-
-
-
-
-
-
44-45
+17
2
2
2
2
1
1
1
1
-
-
-
-
-
-
-
-
46-47
+18
3
2
2
2
2
1
1
1
1
-
-
-
-
-
-
-
48-49
+19
3
3
2
2
2
2
1
1
1
1
-
-
-
-
-
-
50-51
+20
3
3
3
2
2
2
2
1
1
1
1
-
-
-
-
-
52-53
+21
3
3
3
3
2
2
2
2
1
1
1
1
-
-
-
-
54-55
+22
4
3
3
3
3
2
2
2
2
1
1
1
1
-
-
-
56-57
+23
4
4
3
3
3
3
2
2
2
2
1
1
1
1
-
-
58-59
+24
4
4
4
3
3
3
3
2
2
2
2
1
1
1
1
-
60-61
+25
4
4
4
4
3
3
3
3
2
2
2
2
1
1
1
1
etc. . .
 
Spell Knowledge Ability to cast spells of the maximum normal spell level of an arcane spellcasting class. The character learns two new arcane spells of any level up to the maximum level he or she can cast. This feat does not grant any additional spell slots. 
Spell Opportunity Combat Casting, Combat Reflexes, Quicken Spell, Spellcraft 25 ranks. Whenever the character is allowed an attack of opportunity, he or she may cast (and attack with) a touch spell as the character's attack of opportunity. This incurs attacks of opportunity just as if the character had cast the spell normally. 
Improved Spell Resistance Must have spell resistance from a feat, class feature, or other permanent effect. The character's spell resistance increases by +2. 
Spell Stowaway Spellcraft 24 ranks, caster level 12th. Choose a spell-like ability the character knows, or a spell the character cam cast. The character is attuned to the magic he or she chooses. If another spellcaster within 300 feet of the character uses this magic, the character also immediately gains the magic's effect as if it had been used on the character by the same caster. The character must have direct line of effect to the spellcaster in order to gain the benefit of the attuned magic (though the character does not have to know the spellcaster is present, and he or she can be flat-footed). The magic's duration, effect, and other specifics are determined by its original caster's level. 
Spellcasting Harrier Combat Reflexes. Any spellcaster the character threatens in melee provokes an attack of opportunity if he or she tries to cast defensively. The character gets a +4 bonus on this attack roll. 
Spontaneous Domain Access Wis 25, Spellcraft 30 ranks, ability to cast 9th-level divine spells. Select a domain the character has access to. The character may spontaneously convert any prepared cleric spell (except a domain spell) into a domain spell of the same level in the selected domain, just as a cleric channels energy to convert spells into cure spells. 
Spontaneous Spell Spellcraft 25 ranks, ability to cast the maximum normal spell level of at least one spell-casting class. Select a spell the character can cast. The character may spontaneously convert any prepared spell of the selected spell's level into the selected spell, just as a cleric channels energy to convert spells into cure spells. 
Storm of Throws Dex 23, Point Blank Shot, Quick Draw, Rapid Shot. As a full-round action, the character may throw a light weapon at his or her full base attack bonus at each opponent within 30 feet. All light weapons thrown need not be the same type. 
Improved Stunning Fist Dex 19, Wis 19, Improved Unarmed Strike, Stunning Fist. Add +2 to the DC of the character's stunning attack. 
Improved Sudden Strike Sudden strike +8d6.  
Superior Initiative Improved Initiative. The character gets a +8 bonus on initiative checks. This bonus overlaps (does not stack with) the bonus from Improved Initiative
Swarm of Arrows Dex 23, Point Blank Shot, Rapid Shot, Weapon Focus (type of bow used). As a full-round action, the character may fire an arrow at his or her full base attack bonus at each opponent within 30 feet. 
Tenacious Magic Spellcraft 15 ranks. Choose one spell the character knows or spell-like ability the character possesses. Whenever the chosen form of magic would otherwise end due to a dispel effect, the magic is instead only suppressed for 1d4 rounds. The magic still ends when its duration expires, but the suppressed rounds do not count against its duration. The character can dismiss his or her own spell or spell-like ability (if dismissible) or dispel his or her own tenacious magic normally. 
Terrifying Rage Intimidate 25 ranks, rage 5/day While you are raging, any enemy that views you must make a Will save opposed by your Intimidate check of become panicked (if it have HD less than your character level) or shaken (if it has HD equal to or up to twice your character level) for 4d6 rounds. An enemy with Hit Dice greater than twice your character level is not affected by this feat. 
Thundering Rage Str 25, rage 5/day. Any weapon the character wields while in a rage is treated as a thundering weapon. The DC of the Fortitude save to resist deafness is equal to 10 + 1/2 the character's level. This ability does not stack with similar abilities. 
Trap Sense Search 25 ranks, Spot 25 ranks, trapfinding class ability. If the character passes within 5 feet of a trap, he or she is entitled to a Search check to notice it as if the character was actively looking for it. 
Two-Weapon Rend Dex 15, base attack bonus +9, Improved Two-Weapon Fighting, Two-Weapon Fighting. If the character hits an opponent with a weapon in each hand in the same round, he or she may automatically rend the opponent. This deals additional damage equal to the base damage of the smaller weapon plus 1 1/2 times the character's Strength modifier. Base weapon damage includes an enhancement bonus on damage, if any. The character can only rend once per round, regardless of how many successful attacks he or she makes. 
Uncanny Accuracy Dex 21, base attack bonus +11, Point Blank Shot, Precise Shot, Improved Precise Shot, Spot 20 ranks. The character's ranged attacks ignore the miss chance granted to targets by total concealment. The character must aim his or her attacks at the correct square to gain advantage of this feat. 
Unholy Strike Smite good class feature, any evil alignment. Any weapon the character wields is treated as an unholy weapon (it is evil-aligned and deals an extra 2d6 points of damage against creatures of good alignment). This ability doesn't stack with similar abilities. If the weapon already has an alignment, this feat has no effect on the weapon. 
Vorpal Strike Str 25, Wis 25, Improved Critical (unarmed strike), Improved Unarmed Strike, Keen Strike, Stunning Fist, ki strike (adamantine). The character's unarmed strike is considered to be a slashing vorpal weapon. (At the character's option, any unarmed strike can do bludgeoning damage instead, but it loses the vorpal quality.) This ability doesn't stack with similar abilities 
Improved Whirlwind Attack Int 13, Dex 23, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack. As a standard action, the character can make one melee attack for every five points of his or her base attack bonus (including epic attack bonus, round fractions down). The character cannot attack any one opponent more than once as part of this action. These attacks (as well as all other attacks made until the start of the character's next turn) suffer a -4 penalty. When using the Improved Whirlwind feat, the character also forfeits any bonus or extra attacks granted by other spells or abilities (such as Cleave or the haste spell). Since these attacks are made as part of a standard action the character can't make a 5-foot step between any two of the attacks. 
Widen Aura of Courage Cha 25, aura of courage class ability. The character's aura of courage extends to all allies within 100 feet of the character. 
Widen Aura of Despair Cha 25, aura of despair class ability. The character's aura of despair extends to all allies within 100 feet of the character.