Index of Feats by Name Letters - E

Name Prerequisites Benefit
Eagle Claw Attack Wis 13, Improved Sunder, Improved Unarmed Strike.  
Earth's Embrace Str 15, Improved Grapple or improved grab, Improved Unarmed Strike.  
Easy Metamagic Any other metamagic feat.  
Education Elf (Evermeet, Silverymoon, or Snow Eagle Aerie), gnome (Lantan), half-elf (Silverymoon), or human (Chessenta, Lantan, Silverymoon, or Waterdeep).  
Efficient Hunter Survival 1 rank, raised in a plains environment.  
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. 
Eldritch Claws Eldritch blast 2d6.  
Eldritch Erosion Sneak attack +4d6, Knowledge (arcana) 1 rank.  
Elemental Theurgy At least one elemental domain (Air, Earth, Fire, or Water), ability to cast arcane spells with the same elemental descriptor as your domain.  
Improved Elemental Wild Shape Wis 25, ability to wild shape into an elemental. The character's ability to wild shape into an elemental is expanded to include all elemental creatures (not just air, earth, fire, and water elementals) of any size that the character can take when using wild shape to become an animal. The character gains all extraordinary and supernatural abilities of the elemental whose form he or she takes. 
Elusive Dance Perform (dance) 5 ranks.  
Elusive Target Dodge, Mobility, base attack bonus +6.  
Elven Pride of Arms Elven blood.  
Empower Power   To use this feat, you must expend your psionic focus. You can empower a power. All variable, numeric effects of an empowered power are increased by one-half. An empowered power deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, and so forth, as appropriate. Augmented powers can also be empowered (multiply 1-1/2 times the damage total of the augmented power). Saving throws and opposed checks (such as the one you make when you manifest dispel psionics) are not affected, nor are powers without random variables. Using this feat increases the power point cost of the power by 2. The power's total cost cannot exceed your manifester level. 
Empower Spell   All variable, numeric effects of an empowered spell are increased by one-half. Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell's actual level. 
Empower Spell-Like Ability Spell-like ability at caster level 6th or higher. Choose one of the creature's spell-like abilities, subject to the restrictions below. The creature can use that ability as an empowered spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day). When a creature uses an empowered spell-like ability, all variable, numeric effects of the spell-like ability are increased by one half. Saving throws and opposed rolls are not affected. Spell-like abilities without random variables are not affected. The creature can only select a spell-like ability duplicating a spell with a level less than or equal to half its caster level (round down) -2. For a summary, see the table in the description of the Quicken Spell-Like Ability feat. 
Empower Turning Ability to turn or rebuke undead.  
Sudden Empower Any metamagic feat.  
Empowered Ability Damage Cha 11, undead type, incorporeal subtype, supernatural ability to drain or damage an ability score.  
Endurance   You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued. 
Endure Sunlight Sunlight powerlessness or sunlight-related weakness.  
Enduring Ki Ki power.  
Enduring Life    
Energize Spell Nonevil alignment, must not have the ability to rebuke undead.  
Energy Admixture Energy Substitution.  
Improved Energy Drain Cha 15, energy drain supernatural ability.  
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. 
Energy Substitution Any other metamagic feat, Knowledge (arcana) 5 ranks. You choose one type of energy: acid, cold, electricity, fire, or sonic. When employing a spell with the acid, cold, electricity, fire, or sonic designator, you can modify the spell to use your chosen type of energy instead. The altered spell uses a spell slot of the spell's normal level. The altered spell works normally in all respects except the type of damage dealt. 
Sudden Energy Substitution Energy Substitution.  
Enervate Spell Nongood alignment, must not have the ability to turn undead.  
Enhance Spell Maximize Spell. The damage cap for the character's spells increases by 10 dice (for spells that deal a number of dice of damage equal to caster level) or by 5 dice (for spells that deal a number of dice of damage equal to half caster level). An enhanced spell uses up a spell slot four levels higher than the spell's actual level. This feat has no effect on spells that don't specifically deal a number of dice of damage equal to the caster's level or half level, even if the spell's effect is largely dictated by the caster's level. 
Enhanced Power Sigils Illumian, two power sigils.  
Enhanced Shadow Reality Spell Focus (illusion), illusionist level 1st.  
Enlarge Mucus Cloud Aboleth, Con 20.  
Enlarge Power   To use this feat, you must expend your psionic focus. You can alter a power with a range of close, medium, or long to increase its range by 100%. An enlarged power with a range of close has a range of 50 feet + 5 feet per level, a medium-range power has a range of 200 feet + 20 feet per level, and a long-range power has a range of 800 feet + 80 feet per level. Powers whose ranges are not defined by distance, as well as powers whose ranges are not close, medium, or long, are not affected. Using this feat does not increase the power point cost of the power. 
Enlarge Spell   You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. An enlarged spell uses up a spell slot one level higher than the spell's actual level. Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges. 
Sudden Enlarge    
Entangling Spell    
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 Expanded Knowledge Character level 21st, ability to manifest powers of the normal maximum power level in at least one psionic class. You learn one additional power at any level up to the highest level of power you can manifest. You can choose any power, even one that is part of another discipline's list or another class's list. 
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 Of The Lost King Bardic music, Perform 6 ranks.  
Epic Prowess   Gain a +1 bonus on all attacks. 
Epic Psionic Focus Character level 21st, ability to manifest powers of the normal maximum power level in at least one psionic class. When you expend your psionic focus, you can simultaneously use two feats that require a psionic focus to be expended, instead of just one. The feats must be stackable. You must still spend the requisite power points required to use each metapsionic feat, and you cannot exceed the power point limit set by your manifester level. 
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. 
Eschew Materials   You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal. 
Etch Rune Scribe Scroll.  
Eternal Strength Cleric level 5th, Str 13, deity Kord.  
Ethereal Sidestep Incorporeal Form, Wis 11  
Ethran Female, human (Rashemen).  
Evil Brand    
Evil Embraced Evil Brand.  
Eviscerator Cha 13, undead type, Death Master, Daunting Presence, Improved Critical, base attack bonus +1.  
Evocation Resistance Spell Focus (evocation), evoker level 1st.  
Exalted Companion Able to acquire a new animal companion, minimum level requirement (see below).  
Exalted Smite Smite evil class ability.  
Exalted Spell Resistance Cha 15, spell resistance.  
Exalted Turning Ability to turn undead.  
Exalted Wild Shape Wild shape class ability, wild shaping class level 8th.  
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. 
Excised From the Web of Life Ability to prepare and cast Blight, required sacrifice.  
Exhausting Rage Rage ability.  
Exotic Weapon Proficiency Base attack bonus +1 (plus Str 13 for bastard sword or dwarven waraxe). You make attack rolls with the weapon normally. 
Expanded Ki Pool Ki power.  
Expanded Knowledge Manifester level 3rd. Add to your powers known one additional power of any level up to one level lower than the highest-level power you can manifest. You can choose any power, including powers from another discipline's list or even from another class's list. 
Expert Swimmer Swim** 4 ranks, Endurance.  
Expert Tactician Dex 13, Combat Reflexes, base attack bonus +2.  
Explosive Spell    
Extend Power   To use this feat, you must expend your psionic focus. You can manifest an extended power. An extended power lasts twice as long as normal. A power with a duration of concentration, instantaneous, or permanent is not affected by this feat. Using this feat increases the power point cost of the power by 2. The power's total cost cannot exceed your manifester level. 
Extend Rage Rage or frenzy ability.  
Extend Spell   An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell's actual level. 
Sudden Extend    
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. 
Extra Domain Spell Wis 15, access to one domain spell.  
Extra Edge Warmage level 4th.  
Extra Invocation Ability to use lesser invocations.  
Extra Music Bardic music. You can use your bardic music four extra times per day. 
Extra Rage Rage or frenzy ability.  
Extra Slot Caster level 4th.  
Extra Smiting Smite ability, base attack bonus +4.  
Extra Spell Caster level 3rd.  
Extra Spell Secret Spell secret class ability, able to cast 2nd level spells.  
Extra Stunning Stunning Fist, base attack bonus +2.  
Extra Turning Ability to turn or rebuke creatures. Each time you take this feat, you can use your ability to turn or rebuke creatures four more times per day than normal. If you have the ability to turn or rebuke more than one kind of creature each of your turning or rebuking abilities gains four additional uses per day. 
Extraordinary Concentration Concentration 15 ranks.  
Extraordinary Spell Aim Spellcraft 15 ranks.  
Eyes in the Back of Your Head Base attack bonus +3, Wis 19. Attackers do not gain the usual +2 attack bonus when flanking you. This feat grants no effect whenever you are attacked without benefit of your Dexterity modifier to AC, such as when you are flat-footed or when you are the target of a rogue's sneak attack.