Epic Feats

See Dungeon Master's Guide v3.5 for more information on epic feats.

Devastating Critical [Epic]

Prerequisite: Str 25, Cleave, Great Cleave, Improved Critical (chosen weapon), Overwhelming Critical (chosen weapon), Power Attack, Weapon Focus (chosen weapon).

Benefit: Whenever you score a critical hit with the chosen weapon, the target must make a Fortitude save (DC 10 + 1/2 your level + your Strength modifier) or die instantly. (Creatures immune to critical hits can't be affected by this feat.)

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different type of weapon.

Dire Charge [Epic]

Prerequisite: Improved Initiative.

Benefit: If you charge a foe during the first round of combat (or the surprise round, if you are allowed to act in it), you can make a full attack against the opponent charged.

Normal: Without this feat, you may only make a single attack as part of a charge.

Epic Fortitude [Epic]

Benefit: You gain a +4 bonus on all Fortitude saving throws.

Overwhelming Critical [Epic]

Prerequisite: Str 25, Cleave, Great Cleave, Improved Critical (chosen weapon), Power Attack, Weapon Focus (chosen weapon).

Benefit: When using the weapon you have selected, you deal an extra 1d6 points of bonus damage on a successful critical hit. If the weapon's critical multiplier is 3, add +2d6 points of bonus damage instead, and if the multiplier is 4, add +3d6 points of bonus damage instead. (Creatures immune to critical hits can't be affected by this feat.)

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different type of weapon.

Superior Initiative [Epic]

Prerequisite: Improved Initiative.

Benefit: You get a +8 bonus on initiative checks. This bonus overlaps (does not stack with) the bonus from Improved Initiative.

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