ALOE Wiki
m (Ordered alphabetically per heading)
m (Some feats were under the wrong headings)
Line 1: Line 1:
These are the new feats that have been added.
+
These are the new feats that have been added.
 
For changes to existing feats, look here->[[Modified_Feats | Modified Feats]]
 
For changes to existing feats, look here->[[Modified_Feats | Modified Feats]]
   
 
='''Pre-Epic Feats'''=
 
='''Pre-Epic Feats'''=
==Arrow Warding==
 
'''Type of Feat''': Special
 
 
'''Prerequisites''': Mythic Arcane Archer
 
 
'''Specifics''': Arcane Archers have been known to bend their own arrows in the air. With practice, they can even bend other people's missiles too. Guiding multiple missiles at once requires too much concentration, but deflecting them from their targets is easy. This ability grants the party a 75% concealment bonus vs missile weapons.
 
 
'''Duration:''' 1 turn per Arcane Archer level.
 
 
'''Use''': Selected
 
 
 
==Augment Healing==
 
==Augment Healing==
 
'''Type of Feat''': General
 
'''Type of Feat''': General
Line 40: Line 29:
   
 
'''Use: '''Activated.
 
'''Use: '''Activated.
 
==Cunning Strike==
 
'''Type of Feat:''' Generic
 
 
'''Prerequisites:''' Cunning Aim and 20 INT
 
 
'''Specifics:''' Three times per day you can focus your mind on spotting weaknesses in your enemy's defences. For 2 hours you add one quarter of you Int modifier plus 1, to your AB. And also add one quarter of you Int modifier to your damage.
 
 
'''Use:''' Activated. This feat replaces Cunning Aim.
 
   
 
==Disciple of Sun==
 
==Disciple of Sun==
Line 71: Line 51:
 
'''Prerequisites:''' BAB 5, 18 STR and 18 DEX.
 
'''Prerequisites:''' BAB 5, 18 STR and 18 DEX.
   
'''Specifics:'''You have learnt to use the momentum of your weapon to keep it swinging at your enemies.
+
'''Specifics:'''You have learnt to use the momentum of your weapon to keep it swinging at your enemies.
 
While using a double sided weapon, you get an additional attack every round.
 
While using a double sided weapon, you get an additional attack every round.
   
Line 200: Line 180:
   
 
All enemies feel the air around them thicken greatly and impair their movement. They all suffer -4 to AB, AC and Reflex saves for 1 turn. Those without Freedom of Movement also have their movement speed reduced.
 
All enemies feel the air around them thicken greatly and impair their movement. They all suffer -4 to AB, AC and Reflex saves for 1 turn. Those without Freedom of Movement also have their movement speed reduced.
  +
 
==Cunning Strike==
 
'''Type of Feat:''' Epic
  +
 
'''Prerequisites:''' Cunning Aim and 20 INT
  +
 
'''Specifics:''' Three times per day you can focus your mind on spotting weaknesses in your enemy's defences. For 2 hours you add one quarter of you Int modifier plus 1, to your AB. And also add one quarter of you Int modifier to your damage.
  +
 
'''Use:''' Activated. This feat replaces Cunning Aim.
   
 
==Epic Two Weapon Defense==
 
==Epic Two Weapon Defense==
Line 282: Line 271:
   
 
='''Mythic Feats'''=
 
='''Mythic Feats'''=
 
==Arrow Warding==
 
'''Type of Feat''': Special
  +
 
'''Prerequisites''': Mythic Arcane Archer
  +
 
'''Specifics''': Arcane Archers have been known to bend their own arrows in the air. With practice, they can even bend other people's missiles too. Guiding multiple missiles at once requires too much concentration, but deflecting them from their targets is easy. This ability grants the party a 75% concealment bonus vs missile weapons.
  +
 
'''Duration:''' 1 turn per Arcane Archer level.
  +
 
'''Use''': Selected
  +
 
==Aurora==
 
==Aurora==
 
'''Type of Feat''': Special
 
'''Type of Feat''': Special

Revision as of 09:28, 2 October 2012

These are the new feats that have been added. For changes to existing feats, look here-> Modified Feats

Pre-Epic Feats

Augment Healing

Type of Feat: General

Prerequisite: Heal 4 ranks.

Specifics: This feat increases the amount of damage healed by any healing spell by 20%.

Use: Automatic.

Augment Summons

Type of Feat: General

Prerequisite: Spell Focus (Conjuration)

Specifics: Each creature you conjure with a summon spell gains a +2 enhancement bonus to AB, AC, damage, and saves for the duration it is summoned.

Use: Automatic.

Cunning Aim

Type of Feat: Generic

Prerequisites: 16 INT

Specifics: Three times per day you can focus your mind on spotting weaknesses in your enemy's defences. For 2 hours you add one quarter of you Int modifier to your AB.

Use: Activated.

Disciple of Sun

Type of Feat: Cleric or Paladin

Specifics: Adds a divine damage effect to your Turn Undead ability doing damage approximately equal to your turn level + your charisma modifier, to up to 5 Undead in range. Sun Domain increases this to 10 creatures. Planar Turning allows this damage to hit Outsiders as well.

Use: Automatic.

Divine Resistance

Type of Feat: General

Prerequisite: Turn undead ability.

Specifics: By spending one of your turn undead attempts, you imbue yourself and all allies with 25% immunity to cold, electricity and fire. It lasts for a number of turns equal to half your Charisma bonus (minimum of 1 round).

Use: Selected.

Double Sided Momentum

Type of Feat: Generic

Prerequisites: BAB 5, 18 STR and 18 DEX.

Specifics:You have learnt to use the momentum of your weapon to keep it swinging at your enemies. While using a double sided weapon, you get an additional attack every round.

Use: Automatic.

Elephant Hide

Type of Feat: General

Prerequisite: Druid Level 5.

Specifics: You can harden your skin to give yourself a natural armor bonus of +7 for a number of rounds equal to your wisdom modifier, 5 times per day.

Use: Selected.

Eldritch Defence

Type of Feat: Class

Prerequisites: Warlock, Favoured Soul, Shaman or Psion only.

Specifics: Increases the power (effect strength) of your defensive invocation effects by 50%.

Use: Automatic

Eldritch Extend

Type of Feat: Class

Prerequisites: Warlock, Favoured Soul, Shaman or Psion only.

Specifics: Increases the duration of your invocation effects by 50%.

Use: Automatic

Eldritch Power

Type of Feat: Class

Prerequisites: Warlock, Favoured Soul, Shaman or Psion only.

Specifics: Increases the power (effect strength or damage) of your offensive invocation effects by 50%.

Use: Automatic

Extend Rage

Type of Feat: Selectable

Prerequisite: Rage or Frenzy, and 15 Constitution.

Specifics: Increases the duration of Rage and Frenzy by 5 rounds.

Hymn of Regeneration

Type of Feat: Class

Prerequisite: Bard level 6, Perform 9 ranks

Specifics: This song grants you and your party regeneration 1 for 1 turn. This increases to 2 points at level 10, and gains an additional 1 point every 5 levels after.

Use: Selected.

Improved Two Weapon Defense

Type of Feat: General

Prerequisite: Dex 17, Two Weapon Defense, base attack bonus +6

Specifics: When wielding two weapons, you gain a +4 shield bonus to your AC.

Use: Automatic.

Ironskin Chant

Type of Feat: Class

Prerequisite: Bard level 9, Perform 12 ranks

Specifics: This song grants you and your party 25% immunity to physical damage for 1 turn.

Use: Selected.

Oaken Resilience

Type of Feat: General

Prerequisite: Druid level 12.

Specifics: You can gain immunity to critical hits, sleep, paralysis, and stunning, and 50% vulnerability to fire; for a number of rounds equal to half your Druid level, 5 times per day.

Use: Selected.

Song of Freedom

Type of Feat: Class

Prerequisite: Bard level 12, Perform 15 ranks

Specifics: This song targets all allies within 25 feet and frees them from a variety of holding effects, including mental and non mental ones.

Use: Selected

Two Weapon Defense

Type of Feat: General

Prerequisite: Dex 15, Two Weapon Fighting or Dual Wield

Specifics: When wielding two weapons, you gain a +2 shield bonus to your AC.

Use: Automatic


Epic Feats

Congeal Air

Prerequisites: Epic Psion.

Caster Level: Epic Spell

School: Abjuration

Descriptor(s):

Component(s):Verbal, Somatic

Range: Short

Area of Effect / Target: Colossal

Duration: 1 Turn

Additional Counter Spells:

Save: None

Spell Resistance: Yes

All enemies feel the air around them thicken greatly and impair their movement. They all suffer -4 to AB, AC and Reflex saves for 1 turn. Those without Freedom of Movement also have their movement speed reduced.

Cunning Strike

Type of Feat: Epic

Prerequisites: Cunning Aim and 20 INT

Specifics: Three times per day you can focus your mind on spotting weaknesses in your enemy's defences. For 2 hours you add one quarter of you Int modifier plus 1, to your AB. And also add one quarter of you Int modifier to your damage.

Use: Activated. This feat replaces Cunning Aim.

Epic Two Weapon Defense

Type of Feat: General

Prerequisite: Dex 19, Improved Two Weapon Defense, Epic Level

Specifics: When wielding two weapons, you gain a +6 shield bonus to your AC.

Use: Automatic.

Epic Eldritch Defence

Type of Feat: Class

Prerequisites: Epic Warlock, Favoured Soul, Shaman or Psion, and Eldritch Defence.

Specifics: Increases the power (effect strength) of your defensive invocation effects by an additional 50%.

Use: Automatic

Epic Eldritch Extend

Type of Feat: Class

Prerequisites: Epic Warlock, Favoured Soul, Shaman or Psion, and Eldritch Extend.

Specifics: Increases the power (effect strength or damage) of your offensive invocation effects by an additional 50%.

Use: Automatic

Epic Eldritch Power

Type of Feat: Class

Prerequisites: Epic Warlock, Favoured Soul, Shaman or Psion, and Eldritch Power.

Specifics: Increases the power (effect strength or damage) of your offensive invocation effects by 50%.

Use: Automatic

Fiendform

Type of Feat: Class

Prerequisites: Epic Warlock.

Specifics: Changes the Warlock into a powerful demon for 1 turn per Warlock level.

Use: Cast.

Part the Veil

Prerequisites: Epic Shaman.

Caster Level: Epic Spell

School: Abjuration

Descriptor(s):

Component(s):Verbal, Somatic

Range: Short

Area of Effect / Target: Colossal

Duration: Instant

Additional Counter Spells:

Save: Will negates

Spell Resistance: Yes

The caster is able to banish all summoned creatures, familiars, animal companions, Fey, Outsiders, Elementals and Undead in the area of effect. A number of creatures equal to twice the caster's level in HD can be banished.

Rebirth

Type of Feat: Class

Prerequisites: Epic Favoured Soul.

Specifics: The Epic Favoured Soul is so closely linked with their god, that they automatically are saved from death once per day.

Use: Automatic, once per day.


Mythic Feats

Arrow Warding

Type of Feat: Special

Prerequisites: Mythic Arcane Archer

Specifics: Arcane Archers have been known to bend their own arrows in the air. With practice, they can even bend other people's missiles too. Guiding multiple missiles at once requires too much concentration, but deflecting them from their targets is easy. This ability grants the party a 75% concealment bonus vs missile weapons.

Duration: 1 turn per Arcane Archer level.

Use: Selected

Aurora

Type of Feat: Special

Prerequisites: Mythic Arcane Archer

Specifics: Once per day the Arcane Archer may summon a legendary weapon of prismatic power for 10 turns. The weapon will take the form of whatever ranged weapon they have equipped. The weapon has the following properties.

  • +12 attack bonus
  • +10 mighty
  • Unlimited Prismatic Ammo: 1d12 fire/cold/elec/acid damage

Use: Selected

Note: The in-game description incorrectly states the weapon takes the form of a melee weapon.

Balefire

Type of Feat: Mythic Spell

Prerequisites: 41st level and Epic Wizard/Sorcerer or Epic Magic Cleric.

Specifics: The caster creates a huge explosion of purple flames. Everything in the area of effect takes 20d20 fire damage, reflex save for half. Enemy creatures take an additional 20d20 magic damage, will save for half. These purple flames have a devastating effect on magic and will disperse most areas of effect and disjunct enemy creatures.

Save: Reflex/Will for half damage.

Use: Cast

Bigby's Encore

Type of Feat: Mythic Spell

Prerequisites: 41st level and Epic Wizard/Sorcerer or Epic Strength Cleric.

Specifics: Multiple huge hands appear and attempt to grapple all enemies nearby. All enemy creatures will be afflicted by an Interposing Hand and one other randomly chosen Bigby's spell.

Save: Grapple check.

Use: Cast

Circle of Shadow

Type of Feat: Special

Prerequisites: Mythic Shadowdancer

Specifics: The Mythic Shadowdancer may choose to cloak their entire party with their shadows.

Use: Automatic

Damage Immunity

Type of Feat: Special

Prerequisites: Mythic Warrior, Epic Damage Reduction III

Specifics: The character is so tough they have 25% immunity to all damage.

Use: Automatic

Damnation

Type of Feat: Mythic Spell

Prerequisites: 41st level and Epic Evil Cleric.

Specifics: This spell creates a powerful zone of desecration. Any evil aligned creatures inside the zone will recieve +4 to dodge AC and saves, while good aligned creatures will lose 4 dodge AC and saves. Also any living creatures inside the zone will take 10d6 negative energy damage every round.

Duration: 10 rounds.

Use: Cast

Dark Maelstrom

Type of Feat: Mythic Spell

Prerequisites: 41st level and Epic Wizard/Sorcerer.

Specifics: The caster creates a whirlpool of freezing darkness, a hole in reality. Anything inside the Maelstrom is afflicted with darkness and takes 20d6 cold and 20d6 negative energy damage. Fortitude saves will reduce each by half.

Save: One fortitude save for half damage for each damage type.

Use: Cast

Desolation

Type of Feat: Mythic Spell

Prerequisites: 41st level and Epic Wizard/Sorcerer.

Specifics: This spell rips time apart causing everything it hits to take 12d20 acid and sonic damage. All creatures hit must also pass a fortitude save or be level drained by 10 levels. Even those that pass the save will get 2 negative levels.

Save: Fortitude reduces negative level effect.

Use: Cast

Dragon Roar

Type of Feat: Special

Prerequisites: Mythic Dragon Disciple

Specifics: Once per day the Dragon Disciple can unleash a thunderous roar that terrifies all that hear it. All enemies nearby must pass a will save vs. fear or be struck with fear. They also take 1d10 sonic damage per Dragon Disciple level, no save. DC for fear is 10 + Dragon Disciple Level + Charisma Modifier

Use: Selected

Dragonfest

Type of Feat: Mythic Spell

Prerequisites: 41st level and Epic Druid or Epic Animal Cleric.

Specifics: When just one dragon isn't enough, this spell can be used to polymorph every friendly creature nearby into a powerful dragon.

Duration: Special.

Use: Cast

Earthen Guardian

Type of Feat: Mythic Spell

Prerequisites: 41st level and Epic Earth Cleric or Epic Druid.

Specifics: The caster enchants their party with the power of Earth. This grants all friendly creatures 50% damage immunity vs physical damage and immunity to knockdown.

Duration: 2 rounds per caster hitdice.

Use: Cast

Ethereal Shift

Type of Feat: Mythic Spell

Prerequisites: 41st level and Epic Travel or Trickery Cleric or Epic Arcane Trickster.

Specifics: The caster shifts their entire party partly onto the ethereal plane. All friendly creatures automatically become ethereal every 3 rounds.

Duration: 1 turn per shot.

Use: Cast

Elemental Immunity

Type of Feat: Special

Prerequisites: Mythic Ranger or Mythic Elemental Warrior

Specifics: You are tough enough to shrug off damage from fire, cold and lightning. You have 50% immunity.

Use: Automatic

Energy Barrage

Type of Feat: Mythic Spell

Prerequisites: 41st level and Epic Wizard/Sorcerer.

Specifics: The caster conjures raw power and hurls it as a storm of missiles at all enemies. All enemies hit by the missiles will take 20d6 positive energy and electrical damage. They must also make a will save vs mind spells or be dazed for 5 rounds.

Save: Will save vs mind spells or be dazed.

Use: Cast

Eternal Rage

Type of Feat: Special

Prerequisites: Mythic Barbarian

Specifics: Triples the duration of Mighty Rage.

Use: Automatic

Excalibur

Type of Feat: Special

Prerequisites: Mythic Paladin

Specifics: Once per day, the Paladin may summon a legendary weapon of holy power for 10 turns. The weapon will take the form of whatever melee weapon they have equipped; it has the following properties:

  • +12 attack bonus
  • +10 enhancement
  • 2d12 positive energy damage
  • 5% chance to cast Healing Circle on hit

Use: Selected

Extra Attack

Type of Feat: Special

Prerequisites: Mythic Warrior

Specifics: Long years of fighting have allowed you to make your attacks quicker. +1 extra attack per round.

Use: Automatic (despite the in-game description saying Selected)

Extra Wrath

Type of Feat: Class

Prerequisite: Mythic Divine Champion

Specifics: Divine Wrath may be used five times per day.

Use: Automatic

Eye of the Destroyer

Type of Feat: Mythic Spell

Prerequisites: 41st level and Epic Wizard/Sorcerer.

Specifics: Every 2 rounds one enemy creature the caster looks at must pass a fortitude save vs death or drop dead instantly. The target will also be struck with 30d20 magic energy damage, passing the fortitude save will half this damage.

Save: Fortitude vs Death negates instant death and halves damage.

Duration: 20 rounds.

Use: Cast

Genesis

Type of Feat: Mythic Spell

Prerequisites: 41st level and Epic Cleric or Epic Warpriest.

Specifics: The caster calls upon the forces of creation to flood a large area with positive energy. Any friendly targets are healed by 100% of their maximum HP, any excess is granted as temporary HP. Any hostile Undead will take positive energy damage equal to their current HP.

Save: Will for half damage.

Use: Cast

Glory

Type of Feat: Mythic Spell

Prerequisites: 41st level and Epic War Cleric.

Specifics: The cleric calls upon the power of their diety to strengthen the attacks of their friends. All friendly creatures near the caster are granted an extra attack per round, +4 AB and +4 magic damage.

Duration: 2 rounds per caster hitdie.

Use: Cast

Greater Globe of Invulnerability

Type of Feat: Mythic Spell

Prerequisites: 41st level and Epic Wizard/Sorcerer.

Specifics: The caster protects themselves with a shield of antimagic, only powerful spells can breach it. This makes the caster immune to level 6 spells or lower.

Duration: 2 rounds per caster hitdie.

Use: Cast

Greater Timestop

Type of Feat: Mythic Spell

Prerequisites: 41st level and Epic Wizard/Sorcerer

Specifics: This spell functions as per Timestop, except that only enemies are frozen in time.

Save: None.

Duration: 2 rounds

Use: Cast

Greater Two Weapon Fighting

Type of Feat: Special

Prerequisite: Improved Two Weapon Fighting, Base Attack Bonus 15, 19 Dex.

Specifics: A character with this feat has trained hard with two weapons, gaining a +1 attack bonus while dual wielding.

Use: Automatic.

Note: This bonus counts towards the Attack Bonus cap.

Greater Weapon Focus

Type of Feat: Special

Prerequisite: Weapon Focus in the desired weapon type and 8 levels in Fighter.

Specifics: A character with this feat has trained hard with a specific weapon, gaining an additional +1 attack bonus with it.

Use: Automatic.

Note: This bonus counts towards the Attack Bonus cap.

Greater Weapon Specialisation

Type of Feat: Special

Prerequisite: Weapon Specialisation in the desired weapon type and 12 levels in Fighter.

Specifics: A character with this feat has trained exceptionally hard with a specific weapon group, and gains an additional +2 damage bonus when using these weapons in combat.

Use: Automatic.

Note: If using two different weapon types, both feats are needed before this bonus will work.

Hope

Type of Feat: Mythic Spell

Prerequisites: 41st level and Epic Death Cleric.

Specifics: With power over Death comes the ability to reverse it. A cleric using this spell will cure all afflictions from friendly targets and resurrect the dead at no penalty.

Save: None.

Use: Cast

Immortality

Type of Feat: Mythic Spell

Prerequisites: 41st level and Epic Cleric.

Specifics: The caster calls upon the power of their diety to empower them. They get a +12 bonus to all primary stats and are immune to critical hits while filled with this power.

Duration: 2 rounds per caster hitdie.

Use: Cast

Improved Shapeshift

Type of Feat: Special

Prerequisite: Epic Druid or Epic Shifter

Specifics: All equipped items will be merged when using any pre epic shapeshift, including shapes that upgrade in epic levels. Also the DC of all activated abilities granted while shapeshifted increases by 2.

Use: Automatic

Infinite Regeneration

Type of Feat: Special

Prerequisites: Mythic Shifter

Specifics: Wounds don't mean much to someone who can change their shape without effort. Cuts, bruises and breaks just heal themselves almost as fast as they can be inflicted. Mythic Shifters gain a permanent +10 regeneration.

Use: Automatic

Invulnerability

Type of Feat: Mythic Spell

Prerequisites: 41st level and Epic Cleric.

Specifics: The calls upon their deity to protect them from harm. While under the gaze of their deity they take only 10% of all damage.

Duration: 1 round per level

Use: Cast

Judgement

Type of Feat: Mythic Spell

Prerequisites: 41st level and Epic Destruction Cleric.

Specifics: The calls down the wrath of their diety upon their enemies. All enemy creatures take 20d20 divine damage, with outsiders and constructs taking double damage. Also all enemy creatures must pass a will save or they will be cursed with -12 to primary stats.

Save: Will or be cursed.

Use: Cast

Kusanagi

Type of Feat: Special

Prerequisites: Mythic Eldritch Knight

Specifics: Once per day the Eldritch Knight may summon a legendary weapon of arcane power for 10 turns. The weapon will take the form of whatever melee weapon they have equipped. The weapon has the following properties.

  • +12 attack bonus
  • +10 enhancement
  • 2d12 magical damage
  • 5% chance to cast Isaac's Greater Missile Storm on hit

Use: Selected

Lethal Poison

Type of Feat: Special

Prerequisites: Mythic Rogue or Mythic Assassin

Specifics: Three times per day, the Rogue may apply a lethal poison to their weapon. Any struck by this poison must make a fortitude save vs poison or take 1d2 constitution damage. DC is 10 plus Rogue and Assassin level. The poison remains on the weapon for 1 round per Rogue and Assassin level.

Use: Selected

Mass Knockdown

Type of Feat: General

Prerequisites: Mythic Warrior, Knockdown.

Specifics: The warrior slams the ground with enough force to knock enemies off their feet. A knockdown attempt is made against all enemies in range. Improved Knockdown applies to this attack. The shockwave also deals bludgeoning and sonic damage equal to 1d20 + your strength modifier. Radius is 5 metres.

Use: Selected

Note: Cooldown timer of 1 minute applies.

Master of Acid

Type of Feat: Special

Prerequisites: Mythic Caster

Specifics: All acid damage dealt by your spells is increased by 20%. (Before resistance)

Use: Automatic

Master of Cold

Type of Feat: Special

Prerequisites: Mythic Caster

Specifics: All cold damage dealt by your spells is increased by 20%. (Before resistance)

Use: Automatic

Master of Dark

Type of Feat: Special

Prerequisites: Mythic Caster

Specifics: All negative energy damage dealt by your spells is increased by 20%. (Before resistance)

Use: Automatic

Master of Divine

Type of Feat: Special

Prerequisites: Mythic Caster

Specifics: All divine damage dealt by your spells is increased by 20%. (Before resistance)

Use: Automatic

Master of Fire

Type of Feat: Special

Prerequisites: Mythic Caster

Specifics: All fire damage dealt by your spells is increased by 20%. (Before resistance)

Use: Automatic

Master of Force

Type of Feat: Special

Prerequisites: Mythic Caster

Specifics: All physical damage dealt by your spells is increased by 20%. (Before resistance)

Use: Automatic

Master of Light

Type of Feat: Special

Prerequisites: Mythic Caster

Specifics: All positive energy damage dealt by your spells is increased by 20%. (Before resistance)

Use: Automatic

Master of Lightning

Type of Feat: Special

Prerequisites: Mythic Caster

Specifics: All electrical damage dealt by your spells is increased by 20%. (Before resistance)

Use: Automatic

Master of Magic

Type of Feat: Special

Prerequisites: Mythic Caster

Specifics: All magic damage dealt by your spells is increased by 20%. (Before resistance)

Use: Automatic

Master of Shapes

Type of Feat: Special

Prerequisites: Mythic Caster

Specifics: Friendly fire is a thing of the past. You are adept enough to sheild your allies from your own spells. Most spells that used to hit friendly as well, will now only hurt enemies.

Use: Automatic

Master of Thunder

Type of Feat: Special

Prerequisites: Mythic Caster

Specifics: All sonic damage dealt by your spells is increased by 20%. (Before resistance)

Use: Automatic

Mind over Body

Type of Feat: Generic

Prerequisites: Cunning Strike and 24 INT; Mythic Rogue, Assassin, Duelist, Arcane Trickster, Eldritch Knight, Elemental Warrior, Psion.

Specifics: Three times per day you can focus your mind on spotting weaknesses in your enemy's defences. For 2 hours you add one quarter of you Int modifier plus 2, to your AB. And also add one quarter of you Int modifier to your damage and saving throws. You also get an additional attack per round while this is active.

Use: Activated. This feat replaces Cunning Strike.

Mystic Union

Type of Feat: Mythic Spell

Prerequisites: 41st level and Epic Mystic Theurge.

Specifics: The Mystic Theurge has mastery over the Weave and can manifest this by slamming enemies with raw Weave power. All enemies take 20d20 divine damage, will save for half, 20d20 magic damage, reflex save for half and will not be able to cast any spells for 1 turn. If they pass a fortitude save, they will regain casting abilities after one round.

Save: Will save halves divine damage, Reflex save halves magic damage, Fortitude save reduces spell fail duration to 1 round.

Use: Cast

Mythic Blinding Speed

Type of Feat: General

Prerequisite: 41st level, Blinding Speed.

Specifics: The character is able to increase their speed, gaining +4 dodge AC, an extra attack per round and the ability to run faster then the wind, three times per day. The effect will last 1 round per dexterity modifier.

Use: Selected

Note: The TLK file shipped as part of Version 7.01 lists the requirement as level 21+; as this is a Mythic feat, the author believes 41+ is more likely correct.

Mythic Spell Focus

Type of Feat: Special

Prerequisites: Mythic Caster and one Epic Spell Focus feat.

Specifics: You gain an additional +2 to the DC of all your spells, from any school, including Epic spells.

Use: Automatic

Nature's Wrath

Type of Feat: Mythic Spell

Prerequisites: 41st level and Epic Druid.

Specifics: The Druid conjures bursts of fire, bolts of lightning and hails of ice down upon their enemies. Each wave does 20d20 damage, reflex save for half.

Save: Reflex for half damage.

Use: Cast

Omega

Type of Feat: Mythic Spell

Prerequisites: 41st level and Epic Cleric or Epic Palemaster: Mass Harm feat.

Specifics: The caster calls upon the forces of destruction to flood a large area with negative energy. Any friendly Undead are healed by 100% of their maximum HP, any excess is granted as temporary HP. Any hostile non undead will take negative energy damage equal to their current HP.

Save: Will for half damage.

Use: Cast

Oracle

Type of Feat: Mythic Spell

Prerequisites: 41st level and Epic Wizard/Sorcerer or Epic Knowledge Cleric.

Specifics: The caster grants all friendly targets a very powerful form of ESP, allowing them to see things that are hidden or haven't happened yet. All friendly targets are affected by Premonition, True Seeing and gain +4 to Dodge AC and Reflex saves.

Duration: 2 rounds per level.

Use: Cast

Perfect Two Weapon Fighting

Type of Feat: Special

Prerequisite: Greater Two Weapon Fighting, 25 Dex, Epic Fighter or Epic Ranger.

Specifics: A character with this feat has trained exceptionally hard with two weapons, gaining an additional +1 attack bonus while dual wielding.

Use: Automatic.

Note: This bonus counts towards the Attack Bonus cap.

Phoenix

Type of Feat: Mythic Spell

Prerequisites: 41st level and Epic Fire or Healing Cleric.

Specifics: The caster enchants their party with the essence of a Phoenix. All party members will be surrounded by a shield of fire that deals 2d12 + 1 per caster hit die fire damage to any attacker. Also, should a party member die while enchanted by this spell, they will be instantly brought back to life in a burst of flame.

Duration: 2 rounds per level

Use: Cast

Primal Defender

Type of Feat: Special

Prerequisites: Mythic Ranger

Specifics: Once per day the Ranger may summon a legendary weapon of nature's power for 10 turns. The weapon will take the form of whatever melee weapon they have equipped. The weapon has the following properties.

  • +12 attack bonus
  • +10 enhancement
  • 2d12 sonic damage
  • Vampiric Regeneration: 12

Use: Selected

Raging Horde

Type of Feat: Special

Prerequisites: Mythic Barbarian

Specifics: Once per day, a Mythic Barbarian can motivate their whole party into a Mighty Rage.

Use: Selected

Ragnarok

Type of Feat: Special

Prerequisites: Mythic Blackguard

Specifics: Once per day the Blackguard may summon a legendary weapon of unholy power for 10 turns. The weapon will take the form of whatever melee weapon they have equipped. The weapon has the following properties.

  • +12 attack bonus
  • +10 enhancement
  • 2d12 negative energy damage
  • 5% chance to cast Circle of Doom on hit

Use: Selected

Recharge Dragon Breath

Type of Feat: Class

Prerequisite: Epic Dragon Disciple.

Specifics: This feat allows a Dragon Disciple to recover their breath weapon uses without having to have a full rest. Speed at which the ability recharges is randomised, but increases with level.

Use: Automatic

Reduced Arcane Spell Failure

Type of Feat: Special

Prerequisite: Eldritch Knight, Still Spell.

Specifics: This feat may be selected multiple times, and reduces your arcane spell failure by 10% each. Up to a maximum of -50%.

Use: Automatic.

Note: While this will stack with Elemental Warriors reduction, the combined total will not exceed -50%.

Salvation

Type of Feat: Mythic Spell

Prerequisites: 41st level and Epic Good or Sun Cleric.

Specifics: This spell creates a powerful zone of consecration. Any good aligned creatures inside the zone will recieve +4 to dodge AC and saves, while evil aligned creatures will lose 4 dodge AC and saves. Also any undead creatures inside the zone will take 10d6 positive energy damage every round.

Duration: 10 rounds.

Use: Cast

Shade Form

Type of Feat: Special

Prerequisites: Mythic Shadowdancer

Specifics: The Mythic Shadowdancer's connection to the Shadow plane has increase so much that they partly shift into the Shadow world when they use Shadow Evade. This shift increases the enhancement bonus their Shadows can absorb by +2 and allows them to pass through others like a ghost.

Use: Automatic

Shining Knight

Type of Feat: Special

Prerequisites: Mythic Paladin

Specifics: Once per day the Paladin may surround themselves with a blinding halo of holy light. Any enemy within 3 metres of the Paladin will be blinded while they are in range. Any Undead inside the light will be turned. The aura lasts for 10 turns.

Use: Selected

Spell Ward

Type of Feat: Mythic Spell

Prerequisites: 41st level and Epic Protection Cleric.

Specifics: The cleric protects their party with shields of antimagic. This gives all friendly targets nearby spell resistance equal to 10 plus caster level and 50% immunity to magic energy damage.

Duration: 2 rounds per caster hitdie.

Use: Cast

Sphere of Warding

Type of Feat: Mythic Spell

Prerequisites: 41st level and Epic Wizard/Sorcerer.

Specifics: The spell functions as Epic Warding except that the barrier protects all friendly creatures nearby. The barrier will absorb up to 50 physical damage per strike and up to 50 per level in total.

Duration: 2 rounds per caster hitdie.

Use: Cast

Superior Shapeshift

Type of Feat: Special

Prerequisites: Mythic Druid or Mythic Shifter and Improved Shapeshift.

Specifics: All equipped items will be merged when using any epic shapeshift. Also the DC of all activated abilities granted while shapeshifted increases by an additional 2.

Use: Automatic

Superior Whirlwind Attack

Type of Feat: Special

Prerequisites: Mythic Weaponmaster

Specifics: You are not only the master of your weapon, you are also the master of whirlwind attacks. Your whirlwind bonus is now +3.

Use: Automatic

Tidal Wave

Type of Feat: Mythic Spell

Prerequisites: 41st level and Epic Druid or Epic Water Cleric.

Specifics: The caster conjures a huge amount of water which splashes in a cone shape in the direction of their choice. Any breathing creature that is in the way must pass a fortitude save or drown, taking 90% of their current HP as bludgeoning damage. All creatures must also pass a will save vs mind spells or be stunned by the force of the wave. Finally, all creatures are knocked off their feet for 2d6 rounds, 5d6 if they fail a reflex save.

Save: Fortitude for half damage, Will negates Stun, Reflex reduces Knockdown duration.

Use: Cast

Tornado

Type of Feat: Mythic Spell

Prerequisites: 41st level and Epic Air Cleric or Epic Druid.

Specifics: The caster conjures up a large focused windstorm at their chosen location. The Tornado will do 10d10 slashing damage to anything inside it every round for 10 rounds. Creatures will also be knocked down for 3 seconds.

Save: None.

Use: Cast

Tree of Life

Type of Feat: Mythic Spell

Prerequisites: 41st level and Epic Druid or Epic Plant Cleric.

Specifics: The caster protects their party with shields of the hardest wood. All friendly targets nearby will gain a +10 natural AC bonus and regenerate 9 HP per round while protected.

Duration: 2 rounds per caster hitdie.

Use: Cast

Unlimited Smite

Type of Feat: Special

Prerequisites: Mythic Smite Class, Extra Smiting

Specifics: You now have the ability to channel divine energy into a Smite attack at will. Using this ability will instantly restore 1 Smite usage.

Use: Selected (Instant)

Cooldown timer: Reusable every turn.

Vampiric Aura

Type of Feat: Special

Prerequisites: Mythic Blackguard

Specifics: Once per day the Blackguard may surround themselves with an evil halo of vampiric hunger. Any enemy within 3 metres of the Blackguard will take 4d6 negative damage every round, half of this will be transferred as healing to the Blackguard. Undead are immune to this effect. The aura lasts for 10 turns.

Use: Selected

Vampiric Feast

Type of Feat: Mythic Spell

Prerequisites: 41st level and Epic Wizard/Sorcerer/Palemaster.

Specifics: The caster attempts to rip the life from all enemies nearby. Any hostile creatures will take negative energy damage equal to their current HP. The stolen life is then shared with any friendly creatures nearby.

Save: Fortitude for half damage.

Use: Cast