Characters in the Worlds of Adventure campaign may never have a character level above 20th. A character's level places limits on various numerical aspects of their abilities and power (see What Level?? for more information.) This means that Worlds of Adventure characters may never have more than 20 hit dice, greater than a +20 base attack bonus, greater than +12 base save bonuses, more than 20 skill ranks per skill, more than 20 levels of spellcasting in any one spellcasting class's progression (i.e. wizard or cleric).
However, characters may continue to gain class levels even after reaching 20th character level (by which time they can easily have already gained more than 20 total class levels, thanks to the cross-classing rules; see Character Advancement for details). Characters may never gain more than 20 levels in any one class group progression. (This means that the maximum total number of class levels that a character may ever attain is 80 — that is, 20 in each of the four class groups. It would take a total of 5,448,000 XP to reach that point.)
The player of an epic character earns 1 level credit at 1,000,000 total XP spent, and every 100,000 XP thereafter. (See Creating a Character Above 1st Level for more information about level credits.)
Once a character has gained class levels worth a total of 1 million XP, the character is considered to be of epic level. His character level for all purposes remains 20.
Characters continue to gain feats after reaching 20th level. At 1,000,000 total XP spent, and every 100,000 XP thereafter, the character can select any feat for which he qualifies. In addition to any of the feats for which characters of lower level qualify, an epic character may select from the epic feats listed at the bottom of this page.
Likewise, the maximum number of skill tricks that a character can know continues to increase after reaching 20th level. At 1,000,000 total XP spent, and every 100,000 XP thereafter, a character's maximum number of skill tricks increases by 1. (The character still has to acquire the skill tricks in any of the usual ways, as described on the Skill Tricks page.)
- Characters can also gain epic feats, but this can't be bought; ATC pedagogical techniques end at L20. This'll have to be through individual/custom quests involving research (for e.g. wizards), special challenges (for e.g. fighters), or whatever. If we reach L20, we'll think about it.
- epic spellcasting? perhaps each epic spell takes a feat!
FEAT NAME
Feat description.
Prerequisites: Some stuff.
Benefit: Some stuff.
Normal: Some stuff.
Special: Some stuff.
DEVASTATING CRITICAL (Combat, Epic)
Description.
Prerequisites: Str 23, Critical Focus, Improved Critical, Weapon Focus, Weapon Specialization.
Benefit: Whenever you score a critical hit with a weapon to which your Weapon Specialization applies, the target must make a Fortitude save (DC 20 + 1 per 20 points of damage done by the attack) or die instantly. (Creatures immune to critical hits can’t be affected by this feat.)
DIRE CHARGE (Combat, Epic)
Feat description.
Prerequisites: Mobility, Spring Attack, base attack bonus +20.
Benefit: You can make a full attack after a charge. All of your attacks must be melee attacks, made against the opponent you charged, and you apply the +2 bonus from charging to each attack roll.
Normal: Without this feat, you may only make a single attack as part of a charge.
DISTANT SHOT (Combat, Epic)
Feat description.
Prerequisites: Dex 23, Far Shot, Spot 20 ranks.
Benefit: You may throw or fire a ranged weapon at any target within line of sight, with no penalty for range.
EPIC DODGE (Combat, Epic)
Feat description.
Prerequisites: Dex 25, Dodge, Acrobatics 20 ranks, improved evasion, defensive roll (thief talent).
Benefit: When you use the dodge combat reaction, the dodge bonus to your Armor Class doubles (i.e. you get a bonus to AC equal to your rogue or warrior level, whichever is higher).
Special: This increase does not stack, but overlaps, with the increase to the dodge bonus when dodging as a combat reaction that you get from having high ranks in the Acrobatics skill.
Normal: Without this feat, when you use the dodge combat reaction, you get a bonus to AC equal to one-half your rogue or warrior level, whichever is higher.
EPIC SPEED (Epic)
Feat description.
Prerequisites: Dex 21, Run.
Benefit: Your speed increases by 30 feet. This benefit does not stack with increased speed granted by magic items or nonpermanent magical effects.
Special: This feat only functions when you are wearing medium armor, light armor, or no armor.
EXCEPTIONAL DEFLECTION (Combat, Epic)
Feat description.
Prerequisites: Dex 21, Wis 17, Deflect Arrows, Improved Unarmed Strike.
Benefit: You can deflect any ranged attacks (including spells that require ranged touch attacks) as if they were arrows.
EXPANDED CASTING
Feat description.
Benefit: You gain new spell slots totaling 9 spell levels. You can gain a 9th-level spell slot, three 3rd-level spell slots, a 5th-level and two 2nd-level spell slots, etc. (Treat 0-level spells as level 1/2.) The new spell slots can be added to any of the spellcasting classes in which you have levels. This feat cannot provide spell slots of a level higher than you already have.
Special: You can select this feat up to three times.
EXPANDED SKILL TRAINING
Feat description.
Benefit: You gain 5 skill points. You may still not have more ranks in any skill than your character level.
Special: You can select this feat multiple times.
GREAT CHARISMA (Epic)
Feat description.
Benefit: Your Charisma increases by 1 point.
Special: This feat can increase your Charisma score beyond the normal maximum for your race.
GREAT CONSTITUTION (Epic)
Feat description.
Benefit: Your Constitution increases by 1 point.
Special: This feat can increase your Constitution score beyond the normal maximum for your race.
GREAT DEXTERITY (Epic)
Feat description.
Benefit: Your Dexterity increases by 1 point.
Special: This feat can increase your Dexterity score beyond the normal maximum for your race.
GREAT INTELLIGENCE (Epic)
Feat description.
Benefit: Your Intelligence increases by 1 point.
Special: This feat can increase your Intelligence score beyond the normal maximum for your race.
GREAT STRENGTH (Epic)
Feat description.
Benefit: Your Strength increases by 1 point.
Special: This feat can increase your Strength score beyond the normal maximum for your race.
GREAT WISDOM (Epic)
Feat description.
Benefit: Your Wisdom increases by 1 point.
Special: This feat can increase your Wisdom score beyond the normal maximum for your race.
GROUP INSPIRATION (Epic)
Feat description.
Prerequisites: Perform 20 ranks, bardic music class feature.
Benefit: The number of allies you can affect with your inspire competence or inspire greatness bardic music ability doubles. When inspiring competence in multiple allies, you can choose different skills to inspire for different allies.
Special: You can gain this feat multiple times. Its effects stack. Remember that two doublings equals a tripling, and so forth.
HINDERING SONG (Epic)
Feat description.
Prerequisites: Perform 20 ranks, bardic music class feature.
Benefit: You can use song or poetics to hinder enemy spellcasters within a 30-foot spread centered on you. 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 –10 penalty. You can choose to exclude any characters from this effect. You 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). You may keep up the hindering song for a maximum of 10 rounds.
IMPROVED ARROW OF DEATH (Epic)
Feat description.
Prerequisites: Dex 19, Cha 17, arrow of death class feature.
Benefit: Add +2 to the DC of your arrows of death.
Special: You may take this feat up to three times. Its effects stack.
IMPROVED AURA OF COURAGE (Epic)
Feat description.
Prerequisites: Cha 25, aura of courage class ability.
Benefit: Your aura of courage grants a +8 morale bonus on saving throws against fear effects.
IMPROVED DEATH ATTACK (Epic)
Feat description.
Prerequisites: Death attack class feature, sudden strike x4.
Benefit: Add +2 to the DC of your death attack.
Special: You may take this feat up to three times. Its effects stack.
INCITE RAGE (Epic)
Feat description.
Prerequisites: Cha 25, greater rage class feature.
Benefit: When you enter a rage, you 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 you remain 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 you. This is otherwise identical with normal barbarian rage (including the fatigue at its end).
Special: This is a mind-affecting effect.
INFINITE DEFLECTION (Epic)
Feat description.
Prerequisites: Dex 25, Combat Reflexes, Deflect Arrows, Improved Unarmed Strike.
Benefit: You may perform any number of deflections each round, as the Deflect Arrows feat.
LASTING INSPIRATION (Epic)
Feat description.
Prerequisites: Perform 25 ranks, bardic music class feature.
Benefit: The effects of your bardic music inspiration abilities last for ten times as long as normal after you stop singing. This feat has no effect on inspiration abilities that have no duration after you stop singing.
LEGENDARY LEAPER (Epic)
Feat description.
Prerequisites: Athletics 20 ranks.
Benefit: You need only move 5 feet in a straight line to make a running jump.
Normal: Without this feat, you must move at least 20 feet in a straight line before attempting a running jump.
MUSIC OF THE GODS (Epic)
Feat description.
Prerequisites: Cha 25, Perform 20 ranks, bardic music class feature.
Benefit: Your 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.
NEGATIVE ENERGY BURST (Epic)
Feat description.
Prerequisites: Cha 23, channel negative energy class feature.
Benefit: When you channel negative energy to harm living creatures, you can choose to use an alternate version of channel energy. If you do so, creatures who fail their Will saves take no damage, but instead gain one negative level for every three d6s of damage that your channel energy would normally do. Creatures who succeed on their save gain only one-half as many negative levels. The Fortitude save DC to remove these negative levels one day later is the same as the Will save DC to resist the effect.
OVERWHELMING CRITICAL (Combat, Epic)
Description.
Prerequisites: Str 23, Critical Focus, Improved Critical, Weapon Focus, Weapon Specialization.
Benefit: When using a weapon to which your Weapon Specialization applies, the weapon's critical multiplier improves by 1 (x2 becomes x3, x3 becomes x4).
POSITIVE ENERGY BURST (Epic)
Feat description.
Prerequisites: Cha 23, channel positive energy class feature.
Benefit: When you channel positive energy to heal living creatures, you can choose to use an alternate version of channel energy. If you do so, you remove one temporary negative level from each affected creature for every three d6s of healing that your channel energy would normally do. (Permanent negative levels are unaffected.)
PERFECT HEALTH (Epic)
Feat description.
Prerequisites: Con 25, Great Fortitude.
Benefit: You are immune to all nonmagical diseases, as well as to all poisons whose Fortitude save DC is 25 or less.
RANGED INSPIRATION (Epic)
Feat description.
Prerequisites: Bardic music class feature, Perform 25 ranks
Benefit: Double the range of any bardic music ability that has a range. (If the creature must hear you to be affected by the ability, that requirement doesn’t change regardless of any extended range your ability may have.)
Special: You can gain this feat multiple times. Its effects stack. Remember that two doublings equals a tripling, and so forth.
REGENERATION (Epic)
Feat description.
Prerequisites: Con 25.
Benefit: You gain regeneration 3. The types of damage which stop your regeneration depend on your race and class, and are determined by your DM. (For example, if you are a paladin, your regeneration might be stopped by evil-aligned attacks and spells; if you are a dwarf, your regeneration might be stopped by electricity and sonic damage and spells with the air descriptor; etc.)
Special: You can take this feat multiple times. Each time you take it, your regeneration increases by 3.
RUINOUS RAGE (Epic)
Feat description.
Prerequisites: Str 23, Improved Sunder, greater rage class feature.
Benefit: While in a rage, you ignore the hardness of any object you strike. Also, double your 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).
SPELL OPPORTUNITY (Epic)
Feat description.
Prerequisites: Combat Casting, Combat Reflexes, Quicken Spell, Spellcraft 20 ranks.
Benefit: Whenever you are allowed an attack of opportunity, you may cast (and attack with) a touch spell as your attack of opportunity. This incurs attacks of opportunity just as if you had cast the spell normally.
Normal: Without this feat, you can only make a melee attack as an attack of opportunity.
SPONTANEOUS DOMAIN ACCESS (Epic)
Feat description.
Prerequisites: Wis 25, Spellcraft 20 ranks, ability to cast 9th-level divine spells, domain class feature.
Benefit: Select a domain you have access to. You 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.
Special: You can gain this feat multiple times. Each time you take this feat, it applies to a different domain that you have.
SPONTANEOUS SPELL (Epic)
Feat description.
Prerequisites: Spellcraft 20 ranks, ability to cast the maximum normal spell level of at least one spell-casting class.
Benefit: Select a spell you can cast. You 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.
Special: You can gain this feat multiple times. Each time you take this feat, it applies to a different spell.
TENACIOUS MAGIC (Epic)
Feat description.
Prerequisites: Spellcraft 15 ranks.
Benefit: Choose one spell you know or spell-like ability you possess. 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. You can dismiss your own spell or spell-like ability (if dismissible) or dispel your own tenacious magic normally.
Special: You can gain this feat multiple times. Each time you take this feat, it applies to a different spell or spell-like ability.
TERRIFYING RAGE (Epic)
Feat description.
Prerequisites: Intimidate 20 ranks, mighty rage class feature.
Benefit: While you are raging, any enemy that views you must make a Will save opposed by your Intimidate check of become panicked (if it fewer than 20 HD) or shaken (if it has 20–39 HD) for 4d6 rounds. An enemy with 40 or more Hit Dice is not affected by this feat.
WIDEN AURA (Epic)
Feat description.
Prerequisites: Charisma 20, one of the following class features: aura of courage, aura of justice, aura of resolve, aura of faith, aura of righteousness.
Benefit: Select one aura class ability, from the list above. The effects of this aura extends to all allies within 100 feet of you.
Special: You can take this feat multiple times. Each time you take it, it applies to a different aura that you have.
ZONE OF ANIMATION (Epic)
Feat description.
Prerequisites: Charisma 22, Undead Mastery, channel negative energy class feature.
Benefit: You can use a daily use of channel energy to animate corpses within the range of your channel energy ability. You animate up to 40 HD of undead (though you can’t animate more undead than there are available corpses within range). You can’t animate more undead with any single attempt than the maximum number you can command (including any undead already under your command). These undead are automatically under your command, though your normal limit of commanded undead still applies. If the corpses are relatively fresh, the animated undead are zombies. Otherwise, they are skeletons.