So I made a feat to change that.
Epic Access [General]
Prerequisites: Character Level 6+.
Benefit:You can access 1 [Epic] Feat of your choice. This feat does not give you the [Epic] feat, just the ability to take it at pre-epic levels. You designate the [Epic] feat to be taken, and cannot change your choice after taking this feat (this represents the intense training that the character undergoes to obtain the feat in mind). To the creature with Epic Access, the designated feat is no longer [Epic], and can be taken ignoring character level and BAB minimums.
Special: You can take this multiple times. Each time you do, it applies to another feat.
For [Tome] games where the feats are rewritten, I was thinking about changing the feat prereqs or just abolishing them. Also, a lot of the awesome magic feats had skill prereqs... I want to get rid of those, but they keep the crazier feats in check. Then again, at [Tome] level, Storm of Throws is ridiculous...
Please help me here! I really want to make [Epic] feats usable in my games, since there's some very good stuff (Dragon Wild Shape, Garguantuan Wild Shape, Holy Strike, Swarm of Arrows/Storm of Throws, The Greater [Ability name], and Dextrous Will/Dextrous Fortitude are all way awesome).
Changed. I'd editing feats now to be takeable at different levels. All of the feats, except for ones mentioned here, are ones that I'm confident are OK to take at 1st level and beyond. Tell me which ones go where:
- - Additional Magic Item Space*
- Augmented Alchemy
- Automatic Quicken Spell (4th?)*
- Automatic Silent Spell
- Automatic Still Spell*
- Bane of Enemies (5th?)*
- Blinding speed
- Bonus Domain
- Damage Reduction
- Death of Enemies
- Dextrous Fortitude
- Dextrous Will
- Distant Shot
- Dragon Wild Shape
- Epic Expanded Knowledge
- Epic Fortitude
- Epic Prowess*
- Epic Reflexes
- Epic Skill Focus
- Epic Speed
- Epic Toughness
- Epic Will
- Exceptional Deflection
- Fast Healing
- Great X (Charisma, Constitution, Intelligence, etc.)
- Holy Strike
- Improved Manifestation
- Improved Sneak Attack*
- Infinite Deflection*
- Negative Energy Burst
- Planar Turning
- Reflect Arrows
- Spell Knowledge
- Storm of Throws
- Swarm of Arrows
- Trap Sense
- Unholy Strike
- Zone of Animation
- - For Additional Magic Item Space, it doesn't give you an extra headspace or the ability to wear an extra cloak. It just boosts your magic item capacity by 1.
- For Automatic Quicken Spell, 0th and 1st level spells are quickened, then the next 2 levels (2nd & 3rd), then the following two, etc. +Prereq: You can't take the feat unless you've got at least 2 spells (excluding bonus spells from your attribute) of a higher level than the spells designated by the feat.
- For Automatic Still Spell, +Prereq: You cannot take this feat unless you have at least 1 spell of the highest level that it Stills for you.
- For Bane of Enemies, I was thinking 2 (maybe 3?) or more favored enemies would work, instead of 5
- Epic Prowess = Wreck the RNG
- Improved Sneak Attack normally has a prereq of 8d6 sneak attack; that should get cut down to 4d6 or something.
- Infinite Deflection + Exceptional Deflection = Deflecting all ranged attacks ever
-
- - The Rage-based feats
- Combat Archery
- Devastating Critical
- Improved Death Attack
- Improved Manyshot
- Improved Whirlwind Attack
- Intensify Spell
- Magical Beast Companion
- Magical Beast Wild Shape
- Multispell
- Overwhelming Critical
- Great Fortitude
- Shattering Strike
- Vorpal Strike
So are the Bard feats... actually, maybe we could give those all to the Bard for free to add balance.
