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.
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
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.
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
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
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
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.
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.
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.
Mythic Feats
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