Here's some more formal information about the new Epic Feats beyond level 25!
- Level 27 includes some new epic feats. As usual for character levels that are multiples of 3, you can fill your level 27 feat slot with any of these new feats requiring level 27, or existing normal feats.
- Each Level 26 feat requires that you have earned all XP for at least 1 Epic Destiny for the sphere related to that feat. Example: To get Epic Tactician you must have capped out the XP for any one Martial Destiny (Shadowdancer, Legendary Dreadnought, or Grandmaster of Flowers).
- Each Level 28 feat requires that you have earned all XP for at least two Epic Destinies for the related Sphere.
- The spells below are not Spell-Like Abilities. They are spells. They can be used with metamagics, and the SP cost increases appropriately.
- At level 26 or 28 you always have the option to take (heroic) Toughness.
Level 27: New “normal” feats
- Epic Damage Reduction
- Passive
- +10 Physical Resistance
- Ruin
- Active Spell
- Deal 500 untyped damage to a single enemy.
- Notes: There’s no saving throw. Force spellpower increases damage dealt.
- Epic Fortitude
- Passive
- +2 Fortitude Saving Throws. You don't automatically fail Fortitude Saving Throws when you roll 1.
- Epic Reflexes
- Passive
- +2 Reflex Saving Throws. You don't automatically fail Reflex Saving Throws when you roll 1.
- Epic Will
- Passive
- +2 Will Saving Throws. You don't automatically fail Will Saving Throws when you roll 1.
- Epic Reputation
- Passive
- +3 bonus to Bluff, Diplomacy, Haggle, Intimidate, and Perform checks
- Blinding Speed
- Passive
- You are permanently Hasted.
- Notes: Like the spell.
- Watchful Eye
- Passive
- If you pass within 5 feet of a trap, you are find the trap as if you were actively Searching for it.
- You still need the Trapfinding feat (granted to Artificers and Rogues) to successfully Search for difficult traps.
Level 26: Epic Destiny feats requiring one XP capped Epic Destiny for related Sphere
- Epic Skill Focus
- There is one of these for each skill except Use Magic Device.
- +5 to the chosen skill
- Passive
- Notes:
- Requires 20 trained ranks of the corresponding skill. Bonuses from effects, enhancements, or feats, such as those granted with each Epic level, don’t count as trained ranks. Bonuses from Skill Tomes do count, similar to Ability Score tomes.
- Each skill is available to a different sphere:
- Arcane: concentration, disable device, perform, repair, spellcraft
- Divine: bluff, diplomacy, haggle, heal, listen
- Martial: balance, hide, open lock, search, swim
- Primal: intimidate, jump, move silently, spot, tumble
- Epic Tactician
- Martial
- Passive
- +2 Tactical Feat DCs
- Penetrate Damage Reduction (Metal)
- Martial
- Passive
- Choose a metal Damage Reduction type. Your weapons penetrate that kind of DR.
- There is feat is one feat per metal type.
- "Pierce Adamantine"
- "Pierce Byeshk"
- "Pierce Cold Iron"
- "Pierce Silver"
- Spellpower
- Passive
- Multiple Spheres: Each damage type is available to 1 or more spheres, but can only be taken once. The requirements say something like, "Complete 1 Arcane OR 1 Primal destiny" for things like Fire spellpower.
- +20 Spellpower (for the appropriate damage type)
- Sphere requirements:
- Acid: Arcane or Primal
- Cold: Arcane or Primal
- Electricity: Arcane or Primal
- Fire: Arcane, Divine, or Primal
- Force: Arcane
- Light: Divine
- Negative: Divine
- Positive: Divine or Primal
- Repair: Arcane
- Sonic: Arcane or Primal
- Perfect Two-Weapon Fighting
- Primal
- Passive
- While you are wielding two melee weapons: +5% Doublestrike. You gain +10% offhand doublestrike.
- Requires "Greater Two Weapon Fighting"
- Perfect Two-Handed Fighting
- Primal
- Passive
- Increases the damage of glancing blow attacks when wielding a two-handed weapon by an additional 15%. Increases the chance for weapon effects to trigger on glancing blows by an additional 10%.
- Requires "Greater Two Handed Fighting"
- Lasting Inspiration
- Arcane
- Passive
- Bard songs last +50% longer (compared to base duration time).
- +3 bard songs
- Guardian Angel
- Divine
- Passive
- When you drop below 50% HP, for the next minute you gain Physical Resistance equal to your Wisdom and saving throws equal to your epic level. This won't trigger again for three minutes.
- Notes: You still keep the bonus for the one minute even if you heal to more than 50% HP.
- Epic Mage Armor
- Arcane
- Active
- Spell: +20 Armor bonus to AC
- Notes: You can cast this on others.
- Holy Strike
- Divine
- passive
- Your weapons gain Ghost Touch. Your vorpal strikes deal 10d6 extra untyped damage vs. Evil enemies. (This bonus damage works with melee, unarmed, and ranged attacks.)
Level 28 Epic Destiny feats requiring two XP capped Epic Destinies for related Sphere
- First Blood
- Martial
- Passive (triggered)
- Melee weapon and unarmed attacks deal 5d20 extra untyped damage against enemies with 90% or more HP. This extra damage won't trigger twice within three seconds.
- Elusive Target
- Martial
- Passive
- Each time you would be physically damaged, you have a +5% chance to completely ignore the damage.
- Doubleshot
- Primal
- Passive
- +10% Doubleshot
- Doubleshot: Your ranged attacks, including thrown attacks, gain a percent chance to attack with an extra projectile. Repeating Crossbows have a reduced chance to produce extra shots.
- Note: Activating Many Shot and 10K Stars reduces Doubleshot by -100% (values below 0 are the same as 0).
- Mass Frog
- Primal
- Active spell
- Up to six nearby enemies are turned into frogs. Each may avoid ribbiting on a successful Fortitude saving throw vs. DC [20 + Wisdom modifier].
- Hellball
- Arcane
- Active spell
- Deal 10d6 acid, electric, fire, and sonic damage to enemies in an area. A successful Reflex saving throws halves the damage.
- Notes: Taking this feat provides two versions, one based on Charisma and another based on Intelligence.
- Forced Escape
- Divine
- Active spell
- You radiate destruction, dealing 20d20 sonic damage to enemies around you. Enemies succeeding a Fortitude saving throw vs. [20 + Wisdom modifier] take half damage. This dispels crowd control effects such as stuns on you, and can be used when stunned or otherwise incapacitated (but still conscious).