Epic Feats

The main way a character gains power beyond 20th level is via epic feats. Epic feats can only be taken by a character of level 21 or higher, and most epic feats have high prerequisties in the form of stats or other requirements. When meeting stat requirements you may count any permanent bonuses you have from items, though if you later lose those bonuses you cease to gain the benefit of the feat until you meet the requirements again. When a feat mentions base attack or save bonuses, this includes your epic bonuses.

Many epic feats have prerequisites of specific class features, if you do not have the class feature listed but a similar one such as from a homebrew class or an archetype that exchanged the listed class feature, you may still qualify for the feat at DM's discretion. For example, if you have a cognatogen instead of a mutagen you can still qualify for Epic Mutagen. Epic feats are divided into a number of different categories. When gaining your normal feats you can choose from any category, but when you gain bonus feats from a class they can only be selected from the categories for that class.

Psionic Characters may use epic metamagic feats as if they were epic metapsionic feats with a power point cost equal to 2*(spell adjustment - 1). They still require expending focus like normal.

Akashic Feats
Feat Name Prerequisites Benefits
Epic Extra Essence Veilweaver level 21 Gain 5 essence.
Extra Chakra Bind Veilweaver level 23 You can bind veils to an additional chakra.
Extreme Capacity Veilweaver level 21, Enhanced Capacity Increase capacity of one essence receptacle.
Alchemical Feats
Feat Name Prerequisites Benefits
Artillery Dex 21, Explosive Bomb alchemist discovery Bomb range increment increases by +20'.
Augmented Alchemy Int 21, Craft [Alchemy] 21 ranks Create more potent alchemical items.
Bomb Mastery Int 27, Craft [Alchemy] 24 ranks, Any 3 Bomb alchemist discoveries +1 to all bomb DCs.
Compound Bomb Int 25, Craft [Alchemy] 21 ranks, Any 3 Bomb alchemist discoveries Apply multiple exclusive bomb discoveries to one bomb.
Deadly Bomb Craft [Alchemy] 26 ranks, Any 3 Bomb alchemist discoveries Bomb inflicts full damage as splash.
Epic Extracts Int 25, Craft [Alchemy] 21 ranks Add higher-level extracts to your extract list.
Epic Mutagen Craft [Alchemy] 25 ranks, True Mutagen grand alchemist discovery Mutagen bonuses increase.
Extract Bomb Craft [Alchemy] 27 ranks, Bomb 10d6 class feature, Infusion alchemist discovery Replace bomb damage with the effects of an extract.
Improved Bomb Bomb 8d6 class feature Add +1d6 to your bomb damage.
Meta-Extract Int 21, ability to brew 6th -level extracts Apply metamagic feats to extracts.
Mutagen Bomb Craft [Alchemy] 25 ranks, Bomb 10d6 class feature, Infuse Mutagen alchemist discovery Replace bomb damage with the effects of a mutagen.
Persistent Bomb Craft [Alchemy] 24 ranks, Sticky Bomb alchemist discovery Bomb lingers, detonating on contact.
Prismatic Bomb Craft [Alchemy] 25 ranks, Acid Bomb alchemist discovery, Madness Bomb alchemist discovery, Poison Bomb alchemist discovery, Shock Bomb alchemist discovery, Sticky Bomb alchemist discovery Replace bomb damage with the effects of prismatic spray.
Second Breakthrough Craft [Alchemy] 27 ranks, Grand alchemist discovery Gain a second grand alchemist discovery.
Channeling Feats
Feat Name Prerequisites Benefits
Absolute Channel Cha 29, Alignment Channel, Elemental Channel Affect undead, elementals, and outsiders at the same time.
Flesh or Bones Cha 23, Channel Energy class feature Affect living and undead with channeled energy at the same time.
Empower Channel Cha 25, Channel Energy class feature Increase the power of your channeled energy by +1d6.
Enlarge Channe Cha 27, Channel Energy class feature Increase the radius of your channeled energy by 15'.
Negative Energy Aura Cha 23, ability to channel negative energy Surround yourself with an aura of negative energy that injures nearby creatures.
Overchannel Cha 23, ability to channel positive energ Grant allies temporary hit points when channeling positive energy.
Positive Energy Aura Cha 23, ability to channel positive energy Surround yourself with an aura of positive energy that heals nearby creatures.
Spectral Strike Cha 19, ability to channel positive energy Your attacks deal damage normally against incorporeal creatures.
Wings of Fire Cha 25, ability to channel negative energy You sprout wings of flame, gaining demonic abilities.
Wings of Light Cha 25, ability to channel positive energy You are wrapped in wings of light, gaining angelic abilities.
Combat Feats
Feat Name Prerequisites Benefits
Absolute Judgment Cha 21, True Judgment class feature When invoking true judgment, activate other judgments.
Anklebreaker Dex 25, Improved Trip +8 bonus to CMB and CMD when tripping.
Bane of Enemies Survival 21 ranks, Favored Enemy class feature Your weapon becomes a Bane weapon against favored enemies.
Blinding Speed Dex 25 Act as if hasted for 10 rounds per day.
Void Step Dex 27, Blinding Speed Move once per round as a swift action.
Void Dodge Dodge, Void Step AC bonus from dodge increases by +2 when you don't Void Step
Bull of War Improved Grapple +8 bonus to CMB when bull rushing and to CMD when being bull rushed.
Brutal Slam Power Attack Knock foes prone with critical hits.
Brutal Blast Power Attack, Brutal Slam Send foes flying with critical hits.
Combat Archery Point Blank Shot No attacks of opportunity for ranged attacks.
Crowd Control Cleaving Finish When you slay a target, extra damage carries over to your next attack.
Damage Reduction Con 21 Increases your Damage Reduction by 3/—.
Dire Charge Improved Initiative Use full attack on a charge.
Distant Shot Far Shot, Perception 17 rank Ranged attack at any distance with no range penalties.
Dual Stance Mastery Knowledge Martial 12 ranks, ability to use at least one 9th level maneuver, and an 8th level stance Use two stances at once.
Earth Breaker Str 20, BAB +20, Weapon Focus Attack a 5' burst.
World Breaker Str 23, BAB +23, Earth Breaker Attack a 10' burst and trip targets.
God Breaker Str 25, BAB +25, World Breaker Attack a 20' burst and bull rush targets.
Empowered Judgment True Judgment class feature Effects of all of your judgments increase by +1.
Energy Resistance - Increase your Energy Resistance by 10 against one type of energy.
Epic Discipline Focus Discipline Focus in one discipline, at least 6 maneuvers from one discipline, 21+ ranks in the associated skill of one discipline Gain increased damage, DCs, and skills for one discipline.
Epic Dodge Dex 25, Dodge, Acrobatics 23 ranks, Improved Evasion class feature Once per round, automatically avoid all damage from an attack.
Epic Penetrating Strike Greater Penetrating Strike Your attacks ignore 15 points of damage reduction.
Epic Prowess - Gain a +1 bonus on all attack and damage.
Epic Technique - Gain a +2 bonus to CMB and CMD.
Epic Weapon Focus Greater Weapon Focus +3 bonus on attack rolls with one weapon.
Armed Deflection Epic Weapon Focus Deflect ranged attacks with your chosen weapon.
Epic Weapon Specialization Epic Weapon Focus, Greater Weapon Specialization +6 bonus on damage rolls with one weapon.
Weapon Supremacy Epic Weapon Specialization Gain bonuses with chosen weapon.
Warlord BAB +25, Weapon Supremacy Gain extra attack with chosen weapon.
Battlegod BAB +30, Warlord Gain ultimate mastery with chosen weapon.
Thousand Arms Battlegod Master one weapon group
Tide of Iron Thousand Arms Inspire allies to fight better with your mastered weapon group.
Comet Shot Warlord with a ranged weapon Your ranged attacks cannot be deflected.
Exceptional Deflection Dex 21, Wis 19, Deflect Arrows, Improved Unarmed Strike Deflect any type of ranged attack.
Extraordinary Shot Dex 23 Counter attacks with a readied action.
Spell Shot Dex 25, Extraordinary Shot Counterspell spells with a readied action.
Fast Healing Con 25 Increase your Fast Healing by 3.
Great Smiting Cha 25, Smite class feature Double your level bonus to damage on a successful smite.
Holy Strike Good alignment, Smite Evil class feature Any weapon held treated as a holy weapon.
Divine Strike Cha 25, Holy Strike, Knowledge [Religion] 27 ranks Any weapon held treated as a holy power weapon.
Celestial Strike Cha 29, Divine Strike, Knowledge [Religion] 34 ranks Any weapon held treated as a celestial grandeur weapon.
Improved Combat Reflexes Dex 21, Combat Reflexes No limit to the number of attacks of opportunity you can make in one round.
Improved Manyshot Dex 19, attack bonus +21, Manyshot Fire a second arrow with your second attack.
Improved Sneak Attack Sneak Attack +8d6 class feature Add +1d6 to your sneak attack damage.
Improved Stunning Fist Dex 19, Wis 19, Improved Unarmed Strike, Stunning FIst Stunning Fist DC increases by 2.
Improved Whirlwind Attack Int 13, Dex 23, Whirlwind Attack Whirlwind Attack now an attack action.
Indomitable Challenge Demanding Challenge class feature Immune to fatigue and exhaustion while challenging.
Relentless Challenge Indomitable Challenge Recover hit points when issuing a challenge.
Infinite Deflection Dex 25, Combat Reflexes, Deflect Arrows Spend attacks of opportunity from Combat Reflexes to deflect arrows.
Instantaneous Reload Dex 21, Rapid Reload Reload any crossbow or firearm as a free action.
Launching Palm Improved Bull Rush, Improved Unarmed Strike Send targets flying with unarmed strikes.
Void Palm Launching Palm, Void Step Follow targets and continue attacking as they go flying.
Legendary Fighter Str 21, Dex 21, Greater Weapon Focus +6 bonus to CMB and CMD when disarming and sundering.
Legendary Wrestler Str 21, Dex 21, Improved Grapple, Escape Artist 12 ranks +8 bonus to CMB and CMD when grappling.
Lingering Damage Sneak attack +8d6 class feature, Crippling Strike advanced rogue talent Target takes extra damage the round following a successful sneak attack.
Overwhelming Critical Str 23, Improved Critical, Weapon Focus Add +1d6 damage on successful critical hit.
Devastating Critical Str 25, Great Cleave, Overwhelming Critical A successful critical with chosen weapon against an initial target automatically threatens all successful cleave targets.
Penetrate Damage Reduction - Automatically bypass one type of special material damage reduction.
Perfect Flurry of Blows Flurry of Blows class feature, Ki pool (adamantine) class feature Gain a fourth bonus attack when using your flurry of blows.
Perfect Two-Weapon Fighting Dex 25, Greater Two-Weapon Fighting Gain a fourth attack with your off-hand weapon.
Piercing Thrust Dex 26, BAB +20, Weapon Focus Attack a 30' line.
Spear of Wind Dex 28, BAB +23, Piercing Thrust Attack a 60' line and stagger targets.
Lance of Heaven Dex 30, BAB +25, Spear of Wind Attack a 120' line and stun targets.
Reaper Saber Str 21, Cleave, Vital Strike Combine cleave and vital strike as an attack action.
Reflect Arrows Dex 25, Deflect Arrows You can deflect ranged attacks back at the attacker.
Righteous Strike Wis 19, Stunning Fist, Lawful alignment Unarmed strike treated as an axiomatic weapon.
Signature Move Knowledge Martial 12 ranks, 21 ranks in the discipline associated skill of the chosen maneuver, ability to use at least one 9th level maneuver Use a maneuver without expending it.
Slam BAB +25 Sacrifice extra attacks to make an attack action at your full bonus.
Sneak Attack of Opportunity Sneak Attack +8d6 class feature, Opportunist advanced rogue talent Attacks of opportunity are automatically sneak attacks.
Spellcasting Harrier Combat Reflexes, Disruptive Spellcasters who cast defensively around you provoke attacks of opportunity.
Storm of Throws Dex 23, Quick Draw, Rapid Shot Make one attack against each surrounding foe with thrown weapons.
Strike of the Dual Adept Knowledge Martial 23 ranks, knowledge of at least 2 martial strikes, 2 counters, and 2 boosts Use a strike, counter, and boost twice with one action.
Strike of the Triad Master Martial Lore 33 ranks, Strike of the Dual Adept, ability to use at least two 8th level or higher strikes, counters, and boosts Use a strike, counter, and boost twice with one action.
Swarm of Arrows Dex 23, Rapid Shot, Weapon Focus Make one attack against each surrounding foe with a bow.
Uncanny Accuracy Dex 21, attack bonus +11, Improved Precise Shot, Perception 17 ranks Ignore miss chance granted by total concealment.
Vacuum Slash Dex 23 or Str 23, BAB +20, Weapon Focus Attack a 15' cone.
White Lotus Gale Dex 25 or Str 25, BAB +23, Vacuum Slash Attack a 30' cone and targets shaken.
Breath Through the Temple's Gate Dex 27 or Str 27, BAB +25, White Lotus Gale Attack a 60' cone and daze targets.
Vicious Vital Str 25, Greater Vital Strike Inflict an additional +1d6 damage when using Vital Strike
Weapon Aficionado Attack bonus +15 Receive attack and damage bonus with one weapon group. Qualify for advanced weapon training.
Wield Oversized Weapon Str 25 Treat all weapons as being one size category smaller.
Dark Sun
Feat Name Prerequisites Benefits
Defiling Resistant Aura Avangion aura class feature Protect creatures from defiling.
Dragon Metamagic Dragon magic class feature Apply certain metamagics for free with stronger defiling.
Extended Dragon Metamagic Dragon magic class feature, Dragon Metamagic Apply more metamagics for free.
Epic Authority Diplomacy 21 ranks, secular authority class feature Gain +10 to secular authority.
Spell-Resisting Aura Avangion aura class feature Protect creatures from spells.
Greater Spell-Resisting Aura Spell-Resisting Aura, avangion aura class feature Protect creatures from more spells.
General Feats
Feat Name Prerequisites Benefits
Additional Magic Item Space - Gain additional slots for wearing magic items.
Ascent Character level 30 Character begins to move beyond their mortal limits.
Greater Ascent Character level 40, Ascent Character advances further beyond their mortal limits.
Absolute Ascent Character level 50, Greater Ascent Character reaches the pinnacle of mortality.
Dexterous Fortitude Dex 25 or Int 25 Use Reflex save in place of a Fortitude save.
Dexterous Will Dex 25 or Int 25 Use Reflex save in place of a Will save.
Epic Alacrity Character level 23rd You may take an extra swift action.
Epic Endurance Con 25, Endurance Gain a +10 bonus on certain tasks.
Epic Fortitude - Gain a +4 bonus on all Fortitude saves.
Epic Reflexes - Gain a +4 bonus on all Reflex saves.
Epic Speed Dex 21, Run Your speed increases by 30 feet.
Epic Toughness - You gain 2 hit points per level.
Epic Will - Gain a +4 bonus on all Will saves.
Extended Life Span - Increase your life span.
Great Charisma - Your Charisma increases by 1 point.
Great Constitution - Your Constitution increases by 1 point.
Great Dexterity - Your Dexterity Increases by 1 point.
Great Intelligence - Your Intelligence increases by 1 point.
Great Strength - Your Strength increases by 1 point.
Great Wisdom - Your Wisdom Increases by 1 point.
Healthy Surge - You become better at using healing surges.
Implacable Will Con 25 Use Fortitude save in place of a Will save.
Implacable Reflex Con 25 Use Fortitude save in place of a Reflex save.
Improved Darkvision Darkvision Range of your darkvision doubles.
Improved Low-Light Vision Low-Light Vision Range of your low-light vision doubles.
Improved Spell Resistance Spell Resistance Your Spell Resistance increases by 2.
Indomitable Fortitude Wis 25 or Cha 25 Use your Will save in place of a Fortitude save.
Indomitable Reflex Wis 25 or Cha 25 Use your Will save in place of a Reflex save.
Magic Item Focus - Use your own ability scores to set magic item DCs.
Magic Item Specialization Magic Item Focus Improve certain qualities of magic items you wear.
Internalize Power Magic Item Specialization Gain the benefits of a magic item without wearing it.
Magic Item Mastery Magic Item Focus, Arcane Caster Level 23rd or Divine Caster Level 23rd Use your own caster level to set magic item caster levels.
Perfect Health Con 25, Great Fortitude Immune to nonmagical diseases and most poisons.
Polyglot Int 25, Linguistics 5 ranks You can speak all languages.
Sublime Luck - Once per day, you can reroll any roll.
Superior Initiative Improved Initiative Gain a +10 bonus on all initiative checks.
Item Creation Feats
Feat Name Prerequisites Benefits
Cannibal Crafting Any 3 item creation feats Consume existing magic items to accelerate creation speed.
Craft Epic Magic Arms and Armor Craft Magic Arms and Armor, Spellcraft 21 ranks You can craft epic weapons and armor.
Craft Epic Rod Craft Rod, Spellcraft 24 ranks You can craft epic rods.
Craft Epic Staff Craft Staff, Spellcraft 27 ranks You can craft epic staffs.
Craft Epic Wondrous Items Craft Wondrous Item, Spellcraft 21 ranks You can craft epic wondrous items.
Efficient Item Creation Item Creation feat, Spellcraft 21 ranks Create magic items in 1/10th the time.
Forge Epic Ring Forge Ring, Spellcraft 27 ranks You can forge epic rings.
Master Brewer Brew Potion, Spellcraft 21 ranks You can brew potions from spells above 3rd level.
Meta-Brewer Master Brewer, Spellcraft 24 ranks You can infuse potions with metamagic feats.
Scribe Epic Scroll Scribe Scroll, Spellcraft 21 ranks You can scribe epic scrolls.
Scribe Epic Tattoo Scribe Tattoo, Knowledge (psionics) 23 ranks, Spellcraft 23 ranks You can scribe epic tattoos.
Wand Savant Craft Wand, Spellcraft 24 ranks You can craft wands from spells above 5th level.
Ki Feats
Feat Name Prerequisites Benefits
Font of Ki Wis or Cha 21, Ki Pool 10+ Ki pool increases by Wisdom modifier.
Improved Ki Strike Wis or Cha 21, Ki Pool (Adamantine) class feature Ki strikes treated as epic for overcoming Damage Reduction.
Absolute Ki Strike Wis or Cha 25, Improved Ki Strike Use ki pool to make attacks touch attacks.
Keen Strike Wis or Cha 23, Improved Critical, Stunning Fist, Ki Pool (Adamantine) class feature Treat unarmed attacks as slashing, with increased critical bonuses.
Ki Armor Wis or Cha 23, Ki Pool 11+ Use ki pool to gain deflection bonus to AC.
Ki Blast Dex 21, Wis or Cha 21, Ki Pool (Adamantine) class feature Fire blasts of pure ki energy to damage foes.
Ki Channel Wis or Cha 24, Heal 22 ranks Expend ki points to channel positive energy.
Nirvana Wis or Cha 25, Ki Pool 12+ Burn ki to temporarily enter a state of heightened awareness and ability
Shattering Strike Epic Weapon Focus, Ki Pool (Adamantine) class feature Destroy objects more easily with sudden force.
Zen Focus Wis or Cha 26, Ki Pool 16+ Restore ki points by meditating.
Magic Feats
Feat Name Prerequisites Benefits
Any Invocation Caster level 21st, access to Dark Invocations You gain two new invocations known of any level.
Arcane Savant Int or Cha 23, Arcane caster level 21st Multiclassing continues to improve arcane caster level.
Bonus Domain Wis 21, Divine caster level 21st Choose additional domain from deity's domain list.
Bonus Mystery Ability to cast mysteries Learn an extra mystery.
Cataclysmic Mastery Spellcraft 31, Cataclysmic Spell Keep multiple versions of a spell's cataclysmic effects.
Dampening Aura Ablity to cast 9th level mysteries Spells cast within 10 feet gain a -4 to caster level.
Impeding Aura Dampening Aura, ability to cast 9th level mysteries Adjacent spellcasters can not cast spells.
Dark Transient Knowledge (the planes) 21 ranks, any three flight or teleportation invocations Gain teleportation, plane shift, and become better at flight.
Deep Pool Int 21, True Magus class feature Empower weapons with epic enhancement bonus.
Vast Pool Int 25, Deep Pool Empower weapons with some epic abilities.
Fathomless Pool Int 29, Vast Pool Empower weapons with ultimate epic abilities.
Divine Savant Wis or Cha 23, Divine caster level 21st Multiclassing continues to improve divine caster level.
Eldritch Sculptor One invocation from the least, lesser, greater, and dark blast shape invocation categories, Spellcraft 21 ranks Use multiple blasts and make your blasts stronger.
Epic Eldritch Blast Eldritch blast 9d6 Do more damage with eldritch blast.
Epic Extra Magic Talents MSB 21+ Gain 3 magic talents.
Epic Extra Spell Points MSB 21+ Gain 6 extra spell points.
Epic Fiendish Resilience Fiendish resilience that grants fast healing 5 Fiendish resilience grants fast healing 25.
Epic Spell Focus Greater Spell Focus, caster level 23rd +1 to spell DCs in one school of magic.
Epic Spell Penetration Greater Spell Penetration +2 on caster level checks to beat a creature's spell resistance.
Epic Spell Research Caster level 21st, able to cast 10th level spells You can research 10th level or higher spells.
Expanded Spell List: Bard Caster level 21st Gain access to higher level spells.
Expanded Spell List: Inquisitor Caster level 21st Gain access to higher level spells.
Expanded Spell List: Magus Caster level 21st Gain access to higher level spells.
Expanded Spell List: Paladin Caster level 18th Gain access to higher level spells.
Expanded Spell List: Ranger Caster level 18th Gain access to higher level spells.
Expanded Spell List: Summoner Caster level 21st Gain access to higher level spells.
Expanded Spell Selection Int 25/Wis 25/Cha 25, Caster level 25th , Knowledge [Arcana/Religion], 24 ranks Add a spell of your choice to your list of class spell list
Extraordinary Mystery Ability to cast mysteries Cast a mystery as an extraordinary ability.
Familiar Spell Int 25 or Cha 25 Use a spell as a spell-like ability 1/day.
Ignore Material Components Eschew Materials, Spellcraft 23 ranks, caster level 21st You may cast most spells without any material components or especially expensive spells for free once per day.
Improved Alignment-Based Casting Access to domain of Chaos, Evil, Good, or Law, Divine caster level 21st +3 to caster level when casting alignment-based spell of chosen descriptor.
Improved Combat Casting Combat Casting, caster level 22nd You no longer incur attacks of opportunity for casting while threatened.
Improved Metamagic Four metamagic feats, Spellcraft 24 rank Reduce level increase of metamagic feats by 1.
Improved Spell Capacity Caster level 21st Increase your Spells per Day.
Lord of All Essences One least, lesser, greater, and dark eldritch essence invocation, Spellcraft 21 ranks Apply multiple essences to a blast and make them harder to resist.
Master of the Elements Spellcraft 21 ranks, any four invocations that manipulate or deal damage of fire, cold, earth/acid, or air/electricity. Summon and manipulate elementals, and resist elemental damage.
Master Staff Craft Staff, Spellcraft 12 ranks Use spell slot instead of staff charge to cast spell through staff.
Master Wand Craft Wand, Spellcraft 12 ranks Use spell slot instead of wand charge to cast spell through wand.
Metamagic Flame Control Int 24, Spellcraft 21 ranks, Emberstrike 5d6 You may apply metamagic effects to flame controls.
Morpheme Savant Any four invocations that involve language or are mind affecting Gain additional powers of the mind and communication.
Mysterious Insight Cha 21, Final Revelation Gain revelations from a second mystery.
Mysterious Epiphany Cha 23, Mysterious Insight Gain the Final Revelation from a second mystery.
Paragon Visionary Spellcraft 21 ranks, any four invocations that involve sight or telepathy Gain additional powers of vision.
Permanent Emanation Spellcraft 22 ranks, ability to cast chosen spell Makes a caster-centered emanation spell permanent.
Research Mastery Int 19, Spellcraft 24 Reduce time to create new spells.
Shadowmaster Spellcraft 21 ranks, any four invocations involving darkness or negative energy Gain powers of darkness and resist shadows.
Spell Knowledge Ability to cast spells of the maximum normal spell level Learn two new spells of any level.
Spell Opportunity Combat Casting, Combat Reflexes, Quicken Spell, Spellcraft 23 ranks Cast a touch spell as an attack of opportunity.
Spell Stowaway Spellcraft 21 ranks, caster level 12th Gain the benefits of a chosen spell when it is cast near you
Spontaneous Domain Access Wis 25, Spellcraft 27 ranks, Divine caster level 23rd Spontaneously cast domain spells.
Spontaneous Metamagic Spellcraft 21 ranks Apply metamagic feats to spontaneously cast spells as a swift action.
Spontaneous Spell Spellcraft 21 ranks, ability to cast maximum normal spell level Spontaneously cast one chosen spell.
Tenacious Magic Spellcraft 12 ranks Dispelled magic is instead only suppressed briefly.
True Invocations Caster level 21st, knowledge of 4+ Dark Invocations You can learn invocations of a grade beyond dark invocations.
Verminlord Spellcraft 21 ranks, any three invocations involving spiders, insects, or disease Gain powers over insects.
Vicious Hex Int 23, At least 11 hexes Whenever a character makes a save against one of your hexes, they must roll twice and take the worse of the two results.
Wide Pool Int 21, True Magus class feature Arcane pool increases by Intelligence modifier
Malefaction Feats
Feat Name Prerequisites Benefits
Contagious Malefaction Any Metamalus feat, Access to Maledictions Your malefactions can spread to other targets.
Epic Maleficent Focus Greater Malefaction Focus, Greater Maleficent Focus +1 to the DCs of auras and malefactions.
Extra Malefaction Cha 22, Access to Maledictions Gain an additional malefaction known.
Seeking Malefaction Cha 26, Access to Geasas, Any Metamalus feat Your malefactions can seek out hidden targets.
Siphon Luck Cha 20, Stolen Luck 50% You can use your stolen luck to steal defenses.
Trap Malefaction Cha 24, Access to Maledicitions, Bluff 24 ranks You can set malefactions and auras to be triggered later.
Metamagic Feats
Feat Name Prerequisites Benefits
Anathema Spell Spellcraft 24 ranks, Knowledge [Arcana] 24 ranks Spell damages target's spell power instead of hit points.
Armoring Spell Spellcraft 23 ranks Target gains defense bonus in addition to spell effects.
Grand Spell Armoring Spell, Bolstering Spell Spell provides targets with numerous benefits.
Aura Spell Spellcraft 24 ranks A spell with an area of effect becomes an aura around the caster.
Automatic Quicken Spell Quicken Spell, Spellcraft 25 ranks, caster level 25th Apply Quicken Spell metamagic feat for free to certain spells.
Automatic Silent Spell Silent Spell, Spellcraft 21 ranks, caster level 21st Apply Silent Spell metamagic feat for free to certain spells.
Automatic Still Spell Still Spell, Spellcraft 23 ranks, caster level 23rd Apply Still Spell metamagic feat for free to certain spells.
Banishing Spell Spellcraft 23 ranks Spell effect accompanied by dispel magic.
Blackened Spell Spell Focus (Necromancy) Change a spell's damage type to negative energy.
Bolstering Spell Spellcraft 21 ranks Target gains temporary hp in addition to spell effects.
Carnage Spell Collateral Spell, Cutting Spell, Shredding Spell Spell leaves an area that damages all who enter it.
Cataclysmic Spell Any 3 epic metamagic feats, Spellcraft 30 ranks Spell distorts the world around it.
Collateral Spell Intensified Spell Increases damage against terrain and creates difficult terrain.
Cutting Spell Spellcraft 23 ranks A spell now inflicts bleed damage.
Deadly Spell Spellcraft 23 ranks Targets slain by spell reduced to dust.
True Death Spell Deadly Spell Targets slain by spell cannot be raised from the dead.
Delay Spell Extend Spell Causes spell to trigger a predetermined time after casting.
Distort Spell Selective Spell Change the shape of a spell's area of effect.
Enduring Spell Extend Spell Change a non-instantaneous spell's duration to permanent.
Enhance Spell Maximize Spell Increase a spell's damage die by 1 step.
Force Spell Spellcraft 23 ranks Change a spell's damage type to force energy
Gilded Spell Healing domain class feature Change a spell's damage type to positive energy.
Golembane Spell Craft Construct Spell affects golems normally.
Guardian Spell Spellcraft 24 ranks Spell remains with caster until triggered by predefined event.
Hasten Spell Spellcraft 23 ranks, Quicken Spell Cast spells with longer casting times more swiftly.
Imprisoning Spell Spellcraft 25 ranks Spell's area of effect enclosed in wall of force.
Improved Heighten Spell Heighten Spell, Spellcraft 17 ranks Increase a spell's level to improve DC.
Linked Spell Spellcraft 21 ranks Join all affected targets to resist dispelling.
Living Spell Bouncing Spell Non-instantaneous spells become sentient.
Macabre Spell Spell Focus (Necromancy) Targets slain by spell are raised as undead.
Maelstrom Spell Elemental Spell Damage inflicted as fire, cold, acid, electricity, and sonic.
Perfect Spell Empower Spell, Maximize Spell, Spellcraft 25 ranks Numerical effects of a spell are maximized and then doubled.
Absolute Spell Perfect Spell, Spellcraft 28 ranks Spell is supercharged, gaining numerous benefits
Pestilent Spell Spell Focus (Conjuration) Spell summons vermin swarms in addition to spell effects.
Project Spell Reach Spell Increase a spell's range from Personal to Touch.
Prismatic Spell Elemental Spell Spell damage accompanied by effects of prismatic spray.
Shredding Spell Spellcraft 25 ranks Spell damages items and equipment.
Split Spell Spellcraft 24 ranks Divide spell effects in half and aim at separate targets.
Stealth Spell Silent Spell, Still Spell Magical effects of the spell are invisible.
Unseen Spell Spell Focus (Illusion), Stealth Spell An illusion is put in place to hide the spell effects.
Summoned Spell Augment Summoning Summoned creatures appear with additional spell effects.
Vast Spell Widen Spell Spell area increased by an order of magnitude.
Verdigris Spell Knowledge [Nature] 24 ranks Spell causes plant life in the area of effect to grow.
Warp Spell Spell Focus (Conjuration) Spell uses dimension door once before activating.
Morale Feats
Feat Name Prerequisites Benefits
Aura of Compassion Cha 25, Heal 21 ranks Project an aura that heals your allies.
Aura of Conviction Cha 25, Diplomacy 21 ranks Project an aura that bolsters your allies.
Aura of Glory Cha 25, Perform [Any] 21 ranks Project an aura that inspires your allies.
Aura of Gold Cha 29 Project an aura that augments the luck of your allies.
Aura of Misery Cha 25, Intimidate 21 ranks Project an aura that demoralizes your foes.
Aura of Protection Cha 25, Spellcraft 21 ranks Project an aura that shields your allies.
Aura of Shadow Cha 25, Stealth 21 ranks Project an aura that masks your allies.
Aura of Skill Cha 25, Knowledge [Any] 21 ranks Project an aura that enhances the expertise of your allies.
Aura of Subterfuge Cha 25, Bluff 21 ranks Project an aura that confounds your foes.
Aura of Truth Cha 25, Sense Motive 21 ranks Project an aura that improves the insight of your allies.
Aura of Watchfulness Cha 25, Perception 21 ranks Project an aura that heightens the awareness of your allies.
Aura of Winds Cha 25, Acrobatics 21 ranks Project an aura that accelerates your allies.
Banner of Kings Cha 21, Greater Banner class feature Increase banner bonuses by 1.
Banner of the Golden Sun Cha 21, Greater Banner class feature Banner provides allies a +2 bonus to AC and Reflex saves.
Banner of the Red Path Cha 21, Greater Banner class feature Banner provides allies a +2 bonus on attack and damage rolls.
Banner of the White Blossom Cha 21, Greater Banner class feature Banner provides allies temporary hit points.
Boundless Bond Cha 23, Divine Bond (weapon) class feature Improve enhancement bonus to weapon from Divine Bond by +1.
Depthless Bond Cha 25, Boundless Bond Select epic weapon properties for Divine Bond weapon.
Deafening Song Perform 21 ranks, Bardic Performance class feature Deafen foes surrounding you.
Hindering Song Deafening Song, Perform 24 ranks Disrupt enemy spellcasters around you.
Dual Aura Cha 27, Aura class feature and/or any 'Aura' Morale feat You can now keep two auras active simultaneously.
Epic Inspiration Cha 25, Perform 24 ranks, Bardic Performance class feature Increase some Bardic Performance bonuses by 2.
Group Inspiration Perform 27 ranks, Bardic Performance class feature Increase the number allies affected by some Bardic Performances.
Improved Aura of Courage Cha 25, Aura of Courage class feature +8 to aura's saving throw vs fear effects bonus.
Inspire Excellence Perform 30 ranks, Bardic Performance class feature Increase one ability score of nearby allies' by 4.
Lasting Inspiration Perform 21 ranks, Bardic Performance class feature The effects of Bardic Performances last after performance ends.
Music of the Gods Cha 25, Perform 27 ranks, Bardic Performance class feature Your Bardic Performances affect creatures normally immune to mind- affecting effects.
Ranged Inspiration Perform 21 ranks, Bardic Performance class feature Doubles the range of some Bardic Performances.
Rapid Inspiration Perform 21 ranks, Bardic Performance class feature You can begin a Bardic Performance as a free action.
Reactive Countersong Combat Reflexes, Rapid Inspiration, Perform 27 ranks You can begin a countersong at any time.
Widen Aura Cha 25, Aura class feature or any 'Aura' Morale fea Your aura now extends 100' from you.
Rage Feats
Feat Name Prerequisites Benefits
Incite Rage Cha 25, Mighty Rage/Mighty Bloodrage class feature Allow allies to enter rage alongside you.
Mightier Rage Str 21, Con 21, Mighty Rage/Mighty Bloodrage class feature Increase the potency of your rage.
Mightiest Rage Str 23, Con 23, Mightier Rage Maximize the potency of your rage.
Ruinous Rage Str 25, Improved Sunder, Mightier Rage Ignore object hardness while raging.
Primal Rage Str 21, Con 21, Mighty Rage/Mighty Bloodrage class feature Gain bonuses while raging.
Arctic Rage Con 25, Primal Rage Gain the benefits of ice body while raging.
Chaotic Rage Chaotic alignment, Primal Rage Any weapon held treated as a chaotic power weapon while raging.
Cursebreaker Rage Primal Rage Gain SR while raging.
Incandescent Rage Con 29, Primal Rage Gain the benefits of fiery body while raging.
Obdurate Rage Con 27, Primal Rage Gain the benefits of iron body while raging.
Thundering Rage Str 25, Primal Rage Any weapon held treated as a sonic blast weapon while raging.
Towering Rage Str 27, Primal Rage Gain the benefits of giant form I while raging.
Titan Rage Str 29, Towering Rage Gain the benefits of giant form II while raging.
Terrifying Rage Intimidate 21 ranks, Mighty Rage/Mighty Bloodrage class feature Enemies who see you raging may become panicked or shaken.
Psionic Feats
Feat Name Prerequisites Benefits
Arcane Channeling Spellcraft 21 ranks, able to manifest 8th level powers, able to cast 8th level spells Lower your manifester level to increase your caster level or vise versa.
Automatic Quicken Power Quicken Power, Spellcraft 25 ranks, manifester level 25th Apply Quicken Power for free to certain powers.
Expanded Customizations Perfect Merger, 26 customization points Increase the power of all your customizations.
Epic Expanded Knowledge Ability to manifest powers of your class's maximum level Learn one additional power up to 9th level from any list.
Epic Extra Customization 20+ customization points Gain three additional customization points.
Epic Manifestation Knowledge (psionics) 21 ranks, Spellcraft 21 ranks, ability to manifest 9th-level powers Develop and manifest 10th level or higher powers.
Epic Power Penetration Greater Power Penetration, Power Penetration Gain an additional +2 to bypass power resistance.
Epic Psionic Endowment Greater Psionic Endowment, Psionic Endowment, ability to manifest at least one 9th level power Increase power DCs by 1.
Epic Psionic Focus Ability to manifest powers of your class's maximum level Can expend focus twice for any feat or ability.
Epic Psionic Meditation Wis 21 Become focused as a free action once per round.
Improved Combat Manifestation Combat Manifestation You no longer provoke attacks of opportunity for manifesting powers.
Improved Overchannel Overchannel, Spellcraft 21 ranks Can greatly increase manifester level by taking damage.
Improved Manifestation Ability to manifest powers of your class's maximum level Gain extra power points.
Improved Metapsionics Four metapsionic feats, spellcraft 24 ranks Reduce metapsionic costs by 2.
Power Knowledge Ability to manifest powers of your class's maximum level Gain two additional powers known from your class list.
Psicrystal Power Key manifesting stat 25 (such as Int 25) Allow your psicrystal to manifest an 8th level power once per day.
Total Focus Deep Focus or Psicrystal Containment Gain an additional psionic focus.
Summoning Feats
Feat Name Prerequisites Benefits
Enhanced Summoning Cha 21, Ability to cast summon monster IX as a spell-like ability Add more creatures to your summon monster list and make it easier to summon less powerful monsters
Epic Eidolon Twin Eidolon class feature Select from epic Eidolon evolutions.
Empower Eidolon Epic Eidolon Increase Eidolon's evolution point pool by 2.
Prolonged Summons Caster level 21st Summoned creatures remain longer.
Summon Companion Prolonged Summons Once per day, summoned creature(s) remain until dismissed.
Summoning Perfection Caster level 21st Summoned creatures gain Advanced template.
Chivalric Summoning Caster level 23rd, non-chaotic alignment, Summoning Perfection Summoned creatures gain the Resolute template.
Colossal Summoning Caster level 25th, Summoning Perfection Summoned creatures gain the Giant template.
Draconic Summoning Caster level 27th, Colossal Summoning Summoned creatures gain the Half-Dragon template.
Ebon Summoning Caster level 25th, non-good alignment, Summoning Perfection Summoned creatures gain the Shadow Creature template.
Devilish Summoning Caster level 27th, evil alignment, Ebon Summoning Summoned creatures gain the Half-Fiend template.
Guardian Summoning Caster level 25th, non-evil alignment, Summoning Perfection Summoned creatures gain the Foo Creature template.
Divine Summoning Caster level 27th, good alignment, Guardian Summoning Summoned creatures gain the Half-Celestial template.
Sylvan Summoning Caster level 25th, non-lawful alignment, Summoning Perfection Summoned creatures gain Fey Creature template.
Skill Feats
Feat Name Prerequisites Benefits
Augmented Poison Int 21, Craft (alchemy) 21 ranks Double your poison damage at a cost.
Epic Reputation Cha 21 Gain a +6 bonus on Diplomacy, Intimidate, and Perform checks.
Epic Skill Focus 20 ranks in skill selected You gain a +12 bonus on all skill checks with one skill.
Skill Mastery Epic Skill Focus in skill selected When making your skill check, roll twice and take the better result.
Skill Perfection Skill Mastery in skill selected Treat two skill checks per day as a natural 20.
Epic Trapfinding Perception 22 ranks, Trapfinding class feature Automatic Perception check when passing within 5 feet of a trap.
Expert Aid Int 21 or Wis 21 Provide a bonus equal to 1/2 your ranks in a skill when using Aid Another
Legendary Athlete Str 21, Dex 21 Gain a +6 bonus on Acrobatics and Athletics checks.
Legendary Climber Str 21, Acrobatics 12 ranks, Climb 21 ranks Climb at twice your base speed per round without penalty.
Legendary Craftsman Gain a +6 bonus on all Craft checks.
Legendary Leaper Athletics 21 ranks Always considered to have a running start when jumping. Reduce fall height by 20 feet. No ACP on Athletics.
Weightless Step Str 21, Legendary Leaper Soften your falls from any height.
Meteor Landing Str 23, Weightless Step Inflict your fall damage on a target.
Legendary Merchant Wis 21 Gain a +6 bonus on Appraise, Sense Motive, and any one Profession checks.
Legendary Poisoner Craft (alchemy) 21 ranks Add 2 to poison DCs.
Legendary Rider Ride 21 ranks No penalties for bareback riding. Never make checks to control mount in combat. No ACP on Ride.
Legendary Scholar Int 21 Gain a +6 bonus on any three Knowledge checks.
Legendary Tracker Knowledge [Nature] 25 ranks, Survival 25 ranks You can follow tracks across water, underwater, and through the air.
Master Mage Int 21 Gain a +6 bonus on all Knowledge (Arcana), Spellcraft, and Use Magic Device checks.
Master Thief Dex 21 Gain a +6 bonus on all Disable Device, Stealth, and Sleight of Hand checks.
Outdoor Master Wis 21 Gain a +6 bonus on Handle Animal, Heal, and Survival checks.
Poison Penetration Int 21, Craft (alchemy) 21 ranks Deal 50% poison damage to creatures immune to poison.
Second Skin Medium Armor Proficiency Eliminate armor check penalties on skill checks.
Self-Concealment Dex 30, Stealth 24 ranks, Acrobatics 24 ranks, Improved Evasion class feature Attacks against you gain a 10% miss chance.
Thousand Faces Cha 21 Gain a +6 bonus on Bluff, Disguise, and Escape Artist checks.
Wild Feats
Feat Name Prerequisites Benefits
Absolute Shape Armored Shape, Colossal Wild Shape, Dire Shape, Dragon Wild Shape, Fine Wild Shape, Grotesque Shape, Improved Elemental Wild Shape, Magical Beast Wild Shape, Sylph Shape You gain numerous bonuses while wild shaped.
Armored Shape Wild Shape Your wild shape's natural armor bonus increases by +2.
Companion Shape Wild Shape at will class feature, Animal Companion class feature Your animal companion can also use your wild shape ability.
Dire Shape Str 21, Wild Shape Your wild shape's bonus to Strength increases by +2.
Dragon Wild Shape Wis 30, Knowledge [Nature] 25 ranks, Wild Shape Wild shape into a dragon as form of the dragon III.
Fine Wild Shape Wild Shape Wild shape into an animal of fine size.
Gargantuan Wild Shape Wild Shape Wild shape into an animal of gargantuan size.
Colossal Wild Shape Gargantuan Wild Shape Wild shape into an animal of colossal size.
Grotesque Wild Shape Con 21, Wild Shape Your wild shape's bonus to Constitution increases by +2.
Improved Elemental Wild Shape Wis 25, Wild Shape at will class feature or Elemental Wild Shape Wild shape into additional elemental forms.
Magical Beast Wild Shape Wis 25, Knowledge [Nature] 24 ranks, Wild Shape Wild shape into a magical beast as beast shape IV.
Quicken Shape Wild Shape You can wild shape as a swift action.
Sylph Shape Dex 21, Wild Shape Your wild shape's bonus to Dexterity increases by +2.

Feat Descriptions

Absolute Ascent [General]
Prerequisite: Character level 50, Greater Ascent.
Benefit: You have grown in power to the absolute limits of a mortal being, warping reality simply by existing. Plants spring up wherever you trod or clouds constantly occlude the sun in your vicinity or some other supernatural effect. You will live for a tremendous time, your lifespan doubling to twice the normal maximum for your species. Additionally, you gain a +2 inherent bonus to any ability score of your choice.

Absolute Channel [Channeling]
Prerequisite: Cha 29, Alignment Channel, Elemental Channel.
Benefit: Whenever you use your Channel Energy class feature, you can choose to have it affect elementals and/or outsiders of your chosen alignment from Alignment Channel in addition to either the living or undead. Additionally, the amount of damage healed or dealt and the DC are not reduced against elementals and outsiders.

Absolute Judgment [Combat]
Prerequisite: Cha 21, True Judgment class feature.
Benefit: Whenever you invoke your True Judgment, you can also select any three judgments available to you. These become active until the end of your next turn.

Absolute Ki Strike [Ki]
Prerequisite: Wis or Cha 25, Improved Ki Strike.
Benefit: As your fists and feet burn with a blue-white fire, you can expend 4 ki points as a free action to make all attacks until the end of your turn as touch attacks.

Absolute Shape [Wild]
Prerequisites: Armored Shape, Colossal Wild Shape, Dire Shape, Dragon Wild Shape, Fine Wild Shape, Grotesque Shape, Improved Elemental Wild Shape, Magical Beast Wild Shape, Sylph Shape.
Benefit: Your form gains an aspect of otherworldliness of your choosing. It could be a radiant beauty, malevolent hideousness, fey incomprehensibility, or some other immediately and physically apparent distinctiveness. You gain several benefits when using wild shape: You now apply the benefits of Armored Shape, Dire Shape, Grotesque Shape, and Sylph Shape simultaneously; You double the effectiveness of any of the following abilities provided by your form: blindsense, damage reduction, darkvision, energy resistance, fast healing, regeneration, and tremorsense; Any ability that comes from your wild shape gains a +2 to its DC or a +4 to its CMB as appropriate; Your base speed and any movement types your new form grants (burrow, fly, swim, etc.) improve by 30 feet; If your new form allows you to fly, your maneuverability improves by 1step.

Absolute Spell [Metamagic]
Prerequisites: Perfect Spell, Spellcraft 28 ranks.
Benefit: The spell becomes charged with magical energy, gaining the following benefits: All random variables are maximized and doubled as if by the Perfect Spell feat. All non-variable numbers (size of effect, number of creatures affected, maximum hit die affected, duration, etc.) are doubled. Any DCs associated with the spell gain a +2 bonus. Any attempts to overcome Spell Resistance gain a +6 bonus. Attempts to dispel or counterspell the spell receive a -6 penalty. An absolute spell uses up a spell slot ten levels higher than the spell's actual level.

Additional Magic Item Space [General]
Benefit: Choose one type of magic item that has a limit on the number you can simultaneously wear and gain its benefit. You can now wear one more magic item of this type and also gain its benefit.
Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new type of magic item.

Anathema Spell [Metamagic]
Prerequisites: Spellcraft 24 ranks, Knowledge [Arcana] 24 ranks.
Benefit: Instead of inflicting physical or energy damage, an anathema spell damages the spell power of a target. Every prepared spell (or spell slot for spontaneous casters) is worth an amount of spell power equal to its spell level. The anathema spell inflicts a number of points of spell power damage equal to the amount of damage the spell would have normally inflicted. This damage is taken from the lowest spell levels first and works its way up. The spells lost are random and creatures without spell power (i.e., non-spellcasters) are unaffected. If the spell normally allows a saving throw, success on the throw always reduces the damage by half. An anathema spell uses up a spell slot six levels higher than the spell's actual level.

Any Invocation [Magic]
Prerequisites: Caster level 21st, access to Dark Invocations
Benefit: You gain two new invocations known from your class list of any grade up to Dark. You may instead learn a single invocation known from any class list of a grade up to Dark

Anklebreaker [Combat]
Prerequisite: Dex 25, Improved Trip.
Benefit: You gain a +8 bonus to your CMB when tripping and to your CMD when being tripped. This supersedes (does not stack with) the bonus from Improved Trip.

Arcane Savant [Magic]
Prerequisites: Int or Cha 23, Arcane caster level 21st .
Benefit: Select one arcane caster class with a caster level of 21 or higher. When multiclassing, your caster level in the chosen class uses your total character level instead of your class level. This does not affect any other level-dependent benefits such as bonus feats or spells per day, only your caster level.

Arcane Channeling [Psionic]
Prerequisites: Spellcraft 21 ranks, able to manifest 8th level powers, able to cast 8th level spells
Benefit: You can increase your effective caster level by receiving a penalty equal to double the increase to your manifester level or you can increase your effective manifester level by receiving a penalty equal to double the increase to your caster level. Your resulting caster or
manifester level must be up to your character level. For example, Aerthes, a wizard 16/psion 16 could increase his effective caster level by 4 by taking a -8 penalty to his manifester level. This benefit lasts for 1 round.

Arctic Rage [Rage]
Prerequisite: Con 25, Primal Rage.
Benefit: By spending 3 rounds of rage every round, you can gain the benefits of the spell ice body while raging. Additionally, any melee weapons held becomes icy burst weapons. This ability does not stack with similar abilities.

Armed Deflection [Combat]
Prerequisites: Epic Weapon Focus
Benefit: You must be wielding a weapon with which you have Epic Weapon Focus to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected.
Special: This feat is treated the same as Deflect Arrows for the purposes of qualifying for other feats. To employ any feat that uses Armed Deflection as a prerequisite, you must be wielding a weapon with which you have Epic Weapon Focus.

Armor Skin [Combat]
Benefit: You gain a +2 natural armor bonus to Armor Class, or your existing natural armor bonus increases by 2.
Special: You can gain this feat multiple times. Its effects stack.

Armored Shape [Wild]
Prerequisites: Wild Shape
Benefit: You gain a +3 natural armor bonus to Armor Class when wild shaped or your shape's existing natural armor bonus increases by 3. Your form appears obviously tougher than normal, with bony plates, a thick hide, rigid protrusions, or other indications of your improved physical defenses.
Special: You can gain this feat multiple times. Its effects stack.
Note: This feat cannot be used at the same time as Dire Shape, Grotesque Shape, or Sylph Shape. If you have two or more of these feats, you select which one is active when you change your shape.

Armoring Spell [Metamagic]
Prerequisites: Spellcraft 23 ranks.
Benefit: In addition to the normal effects of the spell, targets of an armoring spell gain a +2 circumstance bonus to their AC. This bonus lasts for either the spell's duration or 1 round per caster level, whichever is higher. An armoring spell normally uses up a spell slot three levels higher than the spell's actual level, but you can choose to increase the level even higher. For every additional level you increase the spell slot, increase the circumstance bonus to AC by +1.

Artillery [Alchemical]
Prerequisites: Dex 21, Explosive Bomb alchemist discovery.
Benefit: The thrown range increment of your bombs increases by +20 feet.
Special: You can gain this feat multiple times. Its effects stack.

Ascent [General]
Prerequisite: Character level 30.
Benefit: You begin to surpass the limits of mortal creatures, gaining an indefinable quality of otherworldliness. No one who looks upon you can fool themselves into thinking you anything less than a truly powerful existence. Firstly, you no longer take penalties to your ability scores for aging and cannot be magically aged. Any such penalties that have already been gained, however, remain in place. Age bonuses still accrue, and you still die of old age when your time is up. You also gain an immediate +1 inherent bonus to all your saves and a +1 inherent bonus to your AC.

Augmented Alchemy [Alchemical]
Prerequisites: Int 21, Craft (Alchemy) 23 ranks.
Benefit: Whenever creating an alchemical item or substance, you can choose to make it more powerful than normal by adding +20 to the DC required to create it and multiplying its price by 5. If the item or substance deals damage, double the damage dealt. If the item or substance doesn't deal damage, double the duration of its effect. If the item or substance doesn't deal damage and doesn't have a specific listed duration (or has an instantaneous duration), double all dimensions of its area. If the item or substance doesn't fit any of these categories, then it cannot be affected by this feat. See the Craft (Alchemy) skill description.

Augmented Poison [Skill]
Prerequisites: Int 21, Craft (alchemy) 21 ranks.
Benefit: Whenever creating a poison, you can make it more potent than normal by adding +20 to the DC required to create it and multiplying its price by 5. You increase its damage by 100%.

Aura of Compassion [Morale]
Prerequisites: Cha 25, Heal 21 ranks.
Benefit: As a swift action, you can project an aura with a radius of 30 feet. Every creature you designate within the area of effect gains fast healing 4 or has their existing fast healing improve by 4. The targets must be able to see and hear you for this effect to function. You can maintain this aura as long as you wish and turning it off is a free action.
Special: You can gain this feat multiple times. The aura's effects improve by +4 every time.
Note: You can only have one aura active at any one time.

Aura of Conviction [Morale]
Prerequisites: Cha 25, Diplomacy 21 ranks.
Benefit: As a swift action, you can project an aura with a radius of 30 feet. Every creature you designate within the area of effect gains DR 5/— or has their existing DR improve by 5. The targets must be able to see and hear you for this effect to function. You can maintain this aura as long as you wish and turning it off is a free action.
Special: You can gain this feat multiple times. The aura's effects improve by +2 every time.
Note: You can only have one aura active at any one time.

Aura of Glory [Morale]
Prerequisites: Cha 25, Perform [Any] 21 ranks.
Benefit: As a swift action, you can project an aura with a radius of 30 feet. Every creature you designate within the area of effect gains a +6 circumstance bonus to all damage rolls. The targets must be able to see and hear you for this effect to function. You can maintain this aura as long as you wish and turning it off is a free action.
Special: You can gain this feat multiple times. The aura's effects improve by +4 every time.
Note: You can only have one aura active at any one time.

Aura of Gold [Morale]
Prerequisites: Cha 29.
Benefit: As a swift action, you can project an aura with a radius of 30 feet. Every creature you designate within the area of effect gains a +1 luck bonus to attack and damage rolls, saving throws, ability checks, and skill checks. The targets must be able to see and hear you for this effect to function. You can maintain this aura as long as you wish and turning it off is a free action.
Special: You can gain this feat multiple times. The aura's effects improve by +1 every time.
Note: You can only have one aura active at any one time.

Aura of Misery [Morale]
Prerequisites: Cha 25, Intimidate 21 ranks.
Benefit: As a swift action, you can project an aura with a radius of 30 feet. Every creature you designate within the area of effect must succeed on a Will save against a DC equal to 10 + 1/2 your HD + your Charisma modifier. If they fail, they suffer a -2 penalty to all attack rolls and -4 to all damage rolls. This is a mind-affecting effect. The targets must be able to see and hear you for this effect to function. You can maintain this aura as long as you wish and turning it off is a free action.
Special: You can gain this feat multiple times. The aura's effects improve by -2 to attack rolls and -4 to damage rolls every time.
Note: You can only have one aura active at any one time.

Aura of Protection [Morale]
Prerequisites: Cha 25, Spellcraft 21 ranks.
Benefit: As a swift action, you can project an aura with a radius of 30 feet. Every creature you designate within the area of effect gains a +2 insight bonus to AC. The targets must be able to see and hear you for this effect to function. You can maintain this aura as long as you wish and turning it off is a free action.
Special: You can gain this feat multiple times. The aura's effects improve by +2 every time.
Note: You can only have one aura active at any one time.

Aura of Shadow [Morale]
Prerequisites: Cha 25, Diplomacy 21 ranks.
Benefit: As a swift action, you can project an aura with a radius of 30 feet. Every creature you designate within the area of effect gains a +6 circumstance bonus to Disguise, Sleight of Hand, and Stealth checks. Unlike all other auras, the targets merely need to be within the area of effect and willing; they do not need to be able to see or hear you. You can maintain this aura as long as you wish and turning it off is a free action.
Special: You can gain this feat multiple times. The aura's effects improve by +6 every time.
Note: You can only have one aura active at any one time.

Aura of Skill [Morale]
Prerequisites: Cha 25, Knowledge [Any] 21 ranks.
Benefit: As a swift action, you can project an aura with a radius of 30 feet. Every creature you designate within the area of effect gains a +8 circumstance bonus to one skill of your choice in which you have at least 10 ranks, chosen when the aura is activated. The targets must be able to see and hear you for this effect to function. You can maintain this aura as long as you wish and turning it off is a free action.
Special: You can gain this feat multiple times. The aura's effects improve by +4 every time.
Note: You can only have one aura active at any one time.

Aura of Subterfuge [Morale]
Prerequisites: Cha 25, Bluff 21 ranks.
Benefit: As a swift action, you can project an aura with a radius of 30 feet. Every creature you designate within the area of effect must succeed on a Sense Motive check opposed by your Bluff check or suffer a -2 penalty to all saving throws. This is a mind-affecting effect. The targets must be able to see and hear you for this effect to function. You can maintain this aura as long as you wish and turning it off is a free action.
Special: You can gain this feat multiple times. The aura's effects improve by -2 every time.
Note: You can only have one aura active at any one time.

Aura of Truth [Morale]
Prerequisites: Cha 25, Sense Motive 21 ranks.
Benefit: As a swift action, you can project an aura with a radius of 30 feet. Every creature you designate within the area of effect gains a +2 circumstance bonus to all attack rolls. The targets must be able to see and hear you for this effect to function. You can maintain this aura as long as you wish and turning it off is a free action.
Special: You can gain this feat multiple times. The aura's effects improve by +2 every time.
Note: You can only have one aura active at any one time.

Aura of Watchfulness [Morale]
Prerequisites: Cha 25, Perception 21 ranks.
Benefit: As a swift action, you can project an aura with a radius of 30 feet. Every creature you designate within the area of effect gains a +2 circumstance bonus to all saving throws. The targets must be able to see and hear you for this effect to function. You can maintain this aura as long as you wish and turning it off is a free action.
Special: You can gain this feat multiple times. The aura's effects improve by +2 every time.
Note: You can only have one aura active at any one time.

Aura of Winds [Morale]
Prerequisites: Cha 25, Acrobatics 21 ranks.
Benefit: As a swift action, you can project an aura with a radius of 30 feet. Every creature you designate within the area of effect gains a +10-foot circumstance bonus to their base land speed. The targets must be able to see and hear you for this effect to function. You can maintain this aura as long as you wish and turning it off is a free action.
Special: You can gain this feat multiple times. The aura's effects improve by +10 feet every time.
Note: You can only have one aura active at any one time.

Aura Spell [Metamagic]
Prerequisites: Spellcraft 24 ranks.
Benefit: An area of the spell's effect surrounds the caster, moving with them and affecting all who enter it. The caster can choose whether or not to be affected by the spell at the time of casting. The size of the aura is equal to half the size of the original spell's area of effect if it has a radius or 5 feet per 2 spell levels if it has a line, cone, or other original area of effect. The aura remains for either half the original spell's duration or 1 round per 2 caster levels, whichever is higher. This can even be used on spells with an instantaneous duration, such as fireball or meteor swarm; creatures exposed to such an aura suffer the effects of the spell when entering the aura and every round they begin their turn within the aura. An aura spell uses up a spell slot six levels higher than the spell's actual level.

Automatic Quicken Spell [Metamagic]
Prerequisites: Quicken Spell, Spellcraft 25 ranks, caster level 25th.
Benefit: You may cast all 0th -, 1st - and 2nd -level spells as quickened spells without using higher-level spell slots. The normal limit to the number of quickened spells you may cast per round applies. Spells with a casting time of more than 1 full round can't be quickened.
Special: You can gain this feat multiple times. Each time you take the feat, the spells of your next two lowest spell levels can now be quickened with no adjustment to their spell slots. This feat doesn't increase the casting time for those spells that normally become full-round actions when cast in metamagic form, such spells cast spontaneously.

Automatic Quicken Power [Psionic]
Prerequisites: Quicken Power, Spellcraft 25 ranks, manifester level 25th.
Benefit: You may manifest all your 0th, 1st-, and 2nd-level powers as quickened powers without increasing their power point cost or expending focus. The normal limit to the number of quickened powers you may manifest per round applies.
Special: You can gain this feat multiple times, each time you affect your next 2 levels of powers you can manifest.

Automatic Silent Spell [Metamagic]
Prerequisites: Silent Spell, Spellcraft 21 ranks, caster level 21st.
Benefit: You may cast all 0th -, 1st -, 2nd -, and 3rd -level spells as silent spells without using higher-level spell slots.
Special: You can gain this feat multiple times. Each time you take the feat, the spells of your next three lowest spell levels can now be silenced with no adjustment to their spell slots. This feat doesn't increase the casting time for those spells that normally become full-round actions when cast in metamagic form, such spells cast spontaneously. Since bard spells can't be enhanced with the Silent Spell feat, they can't be affected by this feat either.

Automatic Still Spell [Metamagic]
Prerequisites: Still Spell, Spellcraft 23 ranks, caster level 23rd.
Benefit: You may cast all 0th -, 1st -, 2nd -, and 3rd -level spells as stilled spells without using higher-level spell slots.
Special: You can gain this feat multiple times. Each time you take the feat, the spells of your next three lowest spell levels can now be stilled with no adjustment to their spell slots. This feat doesn't increase the casting time for those spells that normally become full-round actions when cast in metamagic form, such spells cast spontaneously.

Bane of Enemies [Combat]
Prerequisites: Survival 21 ranks, Favored Enemy class feature.
Benefit: Any weapon you wield against one of your favored enemies is treated as a bane weapon for that creature type (thus, its enhancement bonus is increased by +2 and it deals +2d6 points of damage). This ability doesn't stack with similar abilities.

Banishing Spell [Metamagic]
Prerequisites: Spellcraft 23 ranks.
Benefit: In addition to the normal effects of the spell, all targets of a banishing spell are affected as if they were struck by the targeted dispel of a dispel magic or greater dispel magic. A banishing spell uses up a spell slot four levels higher than the spell's actual level when emulating dispel magic and seven levels higher when emulating greater dispel magic.

Banner of Kings [Morale]
Prerequisites: Cha 21, Greater Banner class feature.
Benefit: All morale bonuses granted by your banner increase by 1.
Special: This feat may be selected multiple times. Its effects stack.

Banner of the Golden Sun [Morale]
Prerequisites: Cha 21, Greater Banner class feature.
Benefit: Your banner provides all allies within 60 feet a +2 morale bonus to AC and Reflex saves as long as it is visible.

Banner of the Red Path [Morale]
Prerequisites: Cha 21, Greater Banner class feature.
Benefit: Your banner provides all allies within 60 feet a +2 morale bonus on all attack and damage rolls as long as it is visible.

Banner of the White Blossom [Morale]
Prerequisites: Cha 21, Greater Banner class feature.
Benefit: Your banner provides all allies within 60 feet 2 temporary hit points per hit die as long as it is visible. This is a morale bonus. No individual can benefit from this more than once per day.

Battlegod [Combat]
Prerequisites: BAB +30, Warlord with the chosen weapon.
Benefit: You have acquired absolute mastery with a single weapon type, an unrivaled skill that the merely mortal will never be able to approach. You gain the following abilities while wielding your chosen weapon: +2 competence bonus to AC and Reflex saves; +4 competence bonus to CMB and CMD; Increase threat range of weapon by +1 (stacks with but is not increased by the Improved Critical feat, keen weapon quality, or similar abilities); Ignore object hardness and material-based DR (adamantine, cold iron, silver, etc.); Cannot be caught flat-footed or flanked; Blindsense out to the reach of your weapon (or 15 feet for ranged weapons).
Note: Unlike the other feats in the Weapon Focus/Specialization tree, Battlegod can only be selected once, for one type weapon. It represents a degree of focus and training so intense that it is impossible for any creature— even a god—to have it with more than one type of weapon.

Blackened Spell [Metamagic]
Prerequisites: Spell Focus (Necromancy).
Benefit: Any spell that causes energy damage of any type (acid, cold, electricity, fire, force, sonic, etc.) inflicts all that damage as negative energy instead, harming living things and healing undead. A blackened spell uses up a spell slot two levels higher than the spell's actual level.

Blinding Speed [Combat]
Prerequisite: Dex 25.
Benefit: You can act as if affected by the haste spell for 10 rounds per day. The duration of the effect need not be consecutive rounds. Activating this power is a free action. This is an extraordinary ability and so it can not be dispelled and functions in an antimagic field.
Special: You can gain this feat multiple times. Each time you take the feat, it grants an additional 10 rounds of haste per day.

Bolstering Spell [Metamagic]
Prerequisites: Spellcraft 21 ranks.
Benefit: In addition to the normal effects of the spell, targets of a bolstering spell gain 2 temporary hit points per caster level. This bonus lasts for either the spell's duration or 1 minute per caster level, whichever is higher. No single target can benefit from more than one bolstering spell at a time. If a bolstered target is struck with a second bolstering spell, they use whichever temporary hit point total is highest. A bolstering spell uses up a spell slot two levels higher than the spell's actual level.

Bomb Mastery [Alchemical]
Prerequisites: Int 25, Knowledge [Alchemy] 24 ranks, any 3 Bomb alchemist discoveries.
Benefit: All DCs associated with your bombs—splash damage and special effects—increase by +1.
Special: You can gain this feat multiple times. Its effects stack.

Bonus Domain [Magic]
Prerequisites: Wis 21, Divine caster level 21st .
Benefit: Choose an additional domain from your deity's domain list. You now have access to that domain's spells and granted powers as normal for your domain spells and the domain's granted powers.
Special: You can gain this feat multiple times. Each time you take the feat, it applies to a different domain.

Bonus Mystery [Magic]
Prerequisites: Ability to cast mysteries.
Benefit: You learn an extra mystery, gaining uses for its level as usual.
Special: You can gain this feat multiple times. Each time you take the feat, you gain an additional mystery.

Boundless Bond [Morale]
Prerequisites: Cha 23, Divine Bond (Weapon) class feature.
Benefit: The enhancement bonus granted by your Divine Bond class feature increases by +1. Additionally, you can now increase your weapon's enhancement bonus higher than +5.
Special: You can gain this feat multiple times. Its effects stack.

Breath Through the Temple's Gate [Combat]
Prerequisites: Dex 27 or Str 27, BAB +25, White Lotus Gale.
Benefit: When using your Vacuum Slash, the cone now reaches 60 feet and you can elect to daze your targets. Each target must make a Fortitude save DC 10 + 1/2 your HD + your Str or Dex modifier or be dazed for 1 round.

Brutal Blast [Combat]
Prerequisite: Str 27, Brutal Slam.
Benefit: On a successful critical strike in melee, you make a combat maneuver check to send an opponent flying as if they were subject to a bull rush, and leaving them prone at the end. You may add any weapon-based abilities that increase your to-hit bonus—such as feats from the Weapon Focus tree, a fighter's Weapon Training class feature, or a magic weapon's enhancement bonus—to the CMB check. If you are using a two-handed weapon, you may increase your strength bonus to your CMB to x1.5. If your weapon has a x3 critical modifier, add +4 to the CMB, and for a x4 critical multiplier, add +8. If successful, the target is pushed back as if by a successful bull rush and then rendered prone as if tripped.

Brutal Slam [Combat]
Prerequisite: Str 25.
Benefit: On a successful critical strike in melee, you may immediately make a combat maneuver check to render the target prone as if from a trip attempt. You may add any weapon-based abilities that increase your to-hit bonus—such as feats from the Weapon Focus tree, a fighter's Weapon Training class feature, or a magic weapon's enhancement bonus—to the CMB check. If you are using a two-handed weapon, you may increase your strength bonus to your CMB to x1.5. If your weapon has a x3 critical modifier, add +4 to the CMB, and for a x4 critical multiplier, add +8. If successful, the target is rendered prone as if tripped.

Bull of War [Combat]
Prerequisite: Str 25, Improved Bull Rush.
Benefit: You gain a +8 bonus to your CMB when bull rushing and to your CMD when being bull rushed. This supersedes (does not stack with) the bonus from Improved Bull Rush.

Cannibal Crafting [Item Creation]
Prerequisite: Any 3 epic and/or non-epic item creation feats.
Benefit: When crafting a new magic item, you can draw the spell energy out of existing magic items and use it to accelerate your item creation. Both the item you are creating and the one (or ones) you are draining must be types that you have the relevant item creation feat for and your caster level must be high enough to create both, though you do not need to have any other creation prerequisites for the item you are draining. When crafting the new item, you pay the creation cost as normal, but when translating that cost into how long you must work on it (i.e., one day per 1,000 gold) subtract half of the sacrificed item's creation cost (or a quarter of its market value) from the total. Thus, if you wished to make a staff of tricks (market price 8,000 gp), you would pay 4,000 gold and it would take you four days to craft it. However, if you decided to sacrifice a ring of counterspells (market price 4,000 gp), you would still pay 4,000 gold, but it would only take you 3 days to create your staff. Magic items consumed in this way cannot be restored by any conventional means short of recreating them with the relevant item creation feat as if you were making a new magic item. If you sacrifice an item that is sufficiently more powerful than the one you are creating, you may have leftover energy; this energy is wasted. It cannot be conserved for later use or used to restore the sacrificed item. It always take a minimum of 1 day to craft a magic item, no matter how much power you siphon off of other items. You cannot sacrifice an artifact to make a magic item using this feat.

Carnage Spell [Metamagic]
Prerequisites: Collateral Spell, Cutting Spell, Shredding Spell.
Benefit: Spells with an area of effect transform that area into a no man's land for 1 minute for every level of the actual spell. Everything in the area or that enters it during the duration takes 1 point of damage per caster level and suffers 1 point of bleed damage per spell level. If the spell had an energy type, the damage is of that type. If it did not, it is a physical effect that ignores object hardness up to 5. The area of effect becomes difficult terrain and requires an Acrobatics check equal to the spell's DC to move at all; failure renders the target prone. The area also provides cover for creatures on opposing sides. A carnage spell uses up a spell slot eight levels higher than the spell's actual level.

Cataclysmic Mastery [Magic]
Prerequisites: Spellcraft 31, Cataclysmic Spell.
Benefit: You gain a second version of cataclysmic spell for every spell you apply the Cataclysmic Spell feat to. This second version is determined the same way the original was and you select which version you wish to use when applying the Cataclysmic Spell feat to the spell. For example, if you cast a cataclysmic fireball and the effect creates a storm of fire a thousand feet across that lasts until the next sunset, this feat would give you a second cataclysmic version; perhaps allowing you to open a gate to the Plane of Fire through which 2d12 fireballs will issue, streaking towards targets you designate. When selecting your spells for the day, if you choose a cataclysmic fireball, you would choose which version you were memorizing. This second version uses the same spell slot adjustment as the Cataclysmic Spell feat.

Cataclysmic Spell [Metamagic]
Prerequisites: Any 3 epic metamagic feats, Spellcraft 30 ranks.
Benefit: The ultimate expression of metamagic manipulation, a cataclysmic spell distorts the world around it, creating permanent effects based on the spell in question. No known catalogue of the effects exists; apply it to a spell and try it out if you want to know what will happen. When a spell has this feat applied to it, the effects are always the same for you when you cast that specific spell. For example, if you cast a cataclysmic fireball and the effect creates a storm of fire a thousand feet across that lasts until the next sunset, then your cataclysmic fireball will always produce that effect. A different spell you cast—such as a cataclysmic delayed blast fireball or cataclysmic mage armor—will produce a different result not necessarily related to any other cataclysmic effect you produce while a different wizard's cataclysmic fireball will produce a unique result not necessarily related to your casting of the spell. A cataclysmic spell uses up a spell slot twelve levels higher than the spell's actual level.
Note: Your GM will ultimately decide what the effects of any given cataclysmic spell you produce are.

Celestial Strike [Combat]
Prerequisites: Cha 29, Divine Strike, Knowledge [Religion] 34 ranks.
Benefit: Any weapon you wield while is treated as a celestial grandeur weapon. This ability does not stack with similar abilities.

Chaotic Rage [Rage]
Prerequisites: Chaotic alignment, Primal Rage.
Benefit: Any weapon you wield while in a rage is treated as a chaotic power weapon. This ability does not stack with similar abilities.

Chivalric Summoning [Summoning]
Prerequisites: Caster level 25th, non-chaotic alignment, Summoning Perfection.
Benefit: Whenever you summon a creature or creatures with summon monster or gate, the summoned creature(s) gain the Resolute template.
Note: This feat cannot be used at the same time as Colossal Summoning, Devilish Summoning, Divine Summoning, Draconic Summoning, Ebon Summoning, Guardian Summoning, and Sylvan Summoning. If you have two or more of these feats, you select which one is active when you use summon monster or gate.

Collateral Spell [Metamagic]
Prerequisites: Intensified Spell.
Benefit: A collateral spell inflicts only half damage upon living targets, but causes double damage against unattended objects and terrain. If the spell has terrain-based side effects such as igniting flammable objects, it is twice as likely to do so and has the DCs for stopping or fixing the damage doubled. Any terrain affected by a collateral spell is rendered difficult until repaired, which requires a check made against the spell's DC. A collateral spell uses up a spell slot four levels higher than the spell's actual level.

Colossal Summoning [Summoning]
Prerequisites: Caster level 25th, Summoning Perfection.
Benefit: Whenever you summon a creature or creatures with summon monster or gate, the summoned creature(s) gain the Giant template.
Note: This feat cannot be used at the same time as Chivalric Summoning, Devilish Summoning, Divine Summoning, Ebon Summoning, Guardian Summoning, and Sylvan Summoning. If you have two or more of these feats, you select which one is active when you use summon monster or gate.

Colossal Wild Shape [Wild]
Prerequisite: Gargantuan Wild Shape.
Benefit: You can use your wild shape to take the shape of a Colossal animal. This is identical to using the spell beast shape III to transform into an animal (not a magical beast) except that your form receives a +10 size bonus to Strength, a -4 penalty to Dexterity, a +4 size bonus to Constitution, and a +10 natural armor bonus.

Combat Archery [Combat]
Prerequisites: Point Blank Shot.
Benefit: You do not incur any attacks of opportunity for making a ranged attack while threatened..
Normal: Without this feat, you incur an attack of opportunity from all opponents who threaten you when making a ranged attack.

Comet Shot [Combat]
Prerequisites: Warlord with a ranged weapon.
Benefit: When using a ranged weapon with which you have Warlord, your attacks cannot be automatically deflected. This applies to deflections by spells such as windwall, adverse environmental conditions, and feats such as Deflect Arrows.

Companion Shape [Wild]
Prerequisites: Wild Shape at will class feature, Animal Companion class feature.
Benefit: Your animal companion gains the ability to wild shape at will. If they choose to wild shape into another animal form of their same size, they gain no bonuses to Strength, Dexterity, or Constitution, though they gain all other benefits of the ability. If they choose to wild shape into an animal form of a different size or a non-animal form, they gain the ability score bonuses as normal.
Note: This only grants the companion access to wild shape, not any feats your character may have that affect the ability. However, one you have selected this feat, your companion is treated as having the 'Wild Shape at will class feature' and can select both epic and non-epic feats that require the ability to wild shape as a prerequisite.

Compound Bomb [Alchemical]
Prerequisites: Int 25, Knowledge [Alchemy] 21 ranks, any 3 Bomb alchemist discoveries.
Benefit: You can now apply two non-stacking discoveries you possesses to the same bomb. These discoveries function as normal. In the case of a conflict between the two abilities selected, the alchemist chooses which takes priority.
Special: You can gain this feat multiple times. Every time you select it, you may add an additional exclusive bomb discovery to your bombs.

Contagious Malefaction [Metamalus]
Prerequisites: Any Metamalus Feat, Access to Maledictions
Benefit: As a free action before using a malefaction you may designate it as contagious. If the target fails its save, for the duration of the malefaction any enemy that ends its turn within melee reach of the target must save against the malefaction as if they were targeted by it. These secondary targets can then spread the malefaction to others, and so on.
Special: Any other metamalus feats apply only to the creature targeted when the malefactor first used the malefaction.

Craft Epic Magic Arms And Armor [Item Creation]
Prerequisites: Craft Magic Arms and Armor, Spellcraft 23 ranks.
Benefit: You can craft magic arms and armor using epic rules.

Craft Epic Rod [Item Creation]
Prerequisites: Craft Rod, Spellcraft 27 ranks.
Benefit: You can craft rods using epic rules.

Craft Epic Staff [Item Creation]
Prerequisites: Craft Staff, Spellcraft 30 ranks.
Benefit: You can craft staffs using epic rules.

Craft Epic Wondrous Item [Item Creation]
Prerequisites: Craft Wondrous Item, Spellcraft 21 ranks.
Benefit: You can craft wondrous items using epic rules.

Crowd Control [Combat]
Prerequisites: Str 25, Cleaving Finish
Benefit: Whenever you kill a target with a physical melee attack, any damage you inflict beyond the target's hit point total carries over to your next physical melee attack provided that attack occurs before the end of your turn on which you killed the original target, either as a result of a cleave, extra attacks in a full attack action, or some other method. If the next attack misses, the extra damage is still considered to have been expended.

Cursebreaker Rage [Rage]
Prerequisites: Primal Rage.
Benefit: By spending 2 rounds of rage every round, you gain SR equal to 10 + your level in whatever class provides you with your rage.

Cutting Spell [Metamagic]
Prerequisites: Spellcraft 23 ranks.
Benefit: In addition to the normal effects of the spell, targets of a cutting spell suffer from bleed damage equal to the spell's actual level, this bleed stacks with itself. A cutting spell uses up a spell slot three levels higher than the spell's actual level.

Damage Reduction [Combat]
Prerequisite: Con 21.
Benefit: You gain damage reduction 3/—, which reduces all damage from physical sources (but not magical or energy damage). This does not stack with damage reduction granted by magic items or nonpermanent magical effects, but it does stack with any damage reduction granted by permanent magical effects, class features, or this feat itself.
Special: You can gain this feat multiple times. Each time you gain the feat, your damage reduction increases by 3.

Dampening Aura [Magic]
Prerequisite: Ability to cast 9th level mysteries.
Benefit: All spells (but not mysteries) cast within 10 feet of yourself gain a –4 penalty to their caster level. 

Dark Transient [Magic]
Prerequisites: Knowledge (the planes) 21 ranks, any three flight or teleportation invocations.
Benefit: If you have a flight speed from an invocation it increases by 30 feet and its maneuverability increases to perfect. Using this ability is part of the casting of the invocation.
You have achieved mastery over the powers of transdimensional travel. You can transport great distances with a single thought (as greater teleport, self and personal equipment only). You can also transport other creatures, but if you do, this functions as teleport, and if not teleporting to a memorized location its line of sight limit is 200 feet. Activating this ability requires a standard action.
You can use plane shift with perfect accuracy (self and personal equipment only). You can also transport other creatures, but you then suffer the inaccuracies normally incurred when using this spell. Activating this ability requires a standard action.

Deadly Bomb [Alchemical]
Prerequisites: Knowledge [Alchemy] 26 ranks, Any 3 Bomb alchemist discoveries.
Benefit: A deadly bomb inflicts splash damage equal to the bomb's direct hit damage. Targets of the splash damage are still allowed a Reflex saving throw for half damage. Deadly bombs do not stack with other non-stacking bomb discoveries.

Deadly Spell [Metamagic]
Prerequisites: Spellcraft 23 ranks.
Benefit: Targets slain by a deadly spell have their bodies reduced to a fine dust, as if slain by a disintegrate spell. A deadly spell uses up a spell slot four levels higher than the spell's actual level.

Deafening Song [Morale]
Prerequisites: Perform 21 ranks, Bardic Performance class feature.
Benefit: You can use song or poetics to temporarily deafen all enemies within a 30-foot burst centered on you. A successful Fortitude save (DC 10 + 1/2 your class level + your Charisma modifier) negates the effect. The deafening effect lasts for as long as you continue the deafening song. You can choose to exclude as many characters as you wish from this effect. Rounds spent producing the deafening song count against the bard's bardic performance limit.

Death of Enemies [Combat]
Prerequisites: Bane of Enemies, Survival 27 ranks
Benefit: Any time you threaten a critical hit against one of your favored enemies, you automatically confirm.
Special: Creatures immune to critical hits can't be affected by this feat.

Deep Pool [Magic]
Prerequisites: Int 21, True Magus class feature.
Benefit: You can now empower a weapon with an epic enhancement bonus.

Defiling Resistant Aura [Magic, Dark Sun]
Prerequisites: Avangion aura class feature.
Benefit: Your avangion aura gains the ability of protecting all those within it from the defiling and dragon magic in addition to its other traits. This means that plant life within the aura is not defiled and creatures do not suffer penalties or damage from defilers or dragons.

Delay Spell [Metamagic]
Prerequisites: Extend Spell.
Benefit: A delayed spell can be set to activate at some point in the future, up to one day in the future. The area of effect of the spell is determined at the time of casting, using the spell's range and the caster's position at the time. A delayed spell with a range of touch can be discharged at the time of casting with the effect activating against the touched target when the delay is over or the caster can hold the spell prepared for use until the delay is over. Once the delay on a spell is set, it cannot be changed except to be canceled entirely. Delayed spells appear to detect magic, arcane sight, and similar abilities as a ghostly aura where the effect is centered; once located, they can be dispelled by a targeted dispel magic and an opposed caster level check. A delayed spell uses up a spell slot four levels higher than the spell's actual level.

Depthless Bond [Morale]
Prerequisites: Cha 25, Boundless Bond.
Benefit: You can now add any of the following weapon properties to your weapon using your Divine Bond: Angelic Glory, Axiomatic Power, Celestial Grandeur, Flaming Blast, Holy Power, Indomitable, or Inferno. These follow the normal rules for adding weapon properties using the Divine Bond class feature.

Devastating Critical [Combat]
Prerequisites: Str 25, Great Cleave, Overwhelming Critical with chosen weapon.
Benefit: Choose one weapon for which you have the Overwhelming Critical and Weapon Focus feats. Any time you make a cleave attempt while wielding this weapon, if you succeed on a critical against the initial target, you automatically threaten critical strikes against all other cleave targets you successfully hit.
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.

Devilish Summoning [Summoning]
Prerequisites: Caster level 27th, evil alignment, Ebon Summoning.
Benefit: Whenever you summon a creature or creatures with summon monster or gate, the summoned creature(s) gain the Half-Fiend template instead of the Shadow Creature template. Alternately, you can apply both templates by increasing the level of required summon monster spell by 1 or by increasing the HD cost per creature by 2 for gate.
Note: This feat cannot be used at the same time as Chivalric Summoning, Colossal Summoning, Divine Summoning, Draconic Summoning, Guardian Summoning, and Sylvan Summoning. If you have two or more of these feats, you select which one is active when you use summon monster or gate.

Dexterous Fortitude [General]
Prerequisites: Dex 25 or Int 25.
Benefit: Once per round, when targeted by an effect that requires a Fortitude saving throw, you may make a Reflex save instead to avoid the effect. Evasion and Improved Evasion do not apply to this save.

Dexterous Will [General]
Prerequisites: Dex 25 or Int 25.
Benefit: Once per round, when targeted by an effect that requires a Will saving throw, you may make a Reflex save instead to avoid the effect. Evasion and Improved Evasion do not apply to this save.

Dire Charge [Combat]
Prerequisite: Improved Initiative.
Benefit: Whenever you charge during combat, you can make a full attack against the opponent charged, as if you had the Pounce ability.

Dire Shape [Wild]
Prerequisites: Str 21, Wild Shape.
Benefit: You gain a +2 size bonus to Strength when wild shaped or your shape's existing size bonus to Strength increases by 2. Your form appears larger and bulkier than normal, thickly muscled and obviously stronger.
Special: You can gain this feat multiple times. Its effects stack.
Note: This feat cannot be used at the same time as Armored Shape, Grotesque Shape, or Sylph Shape. If you have two or more of these feats, you select which one is active when you change your shape.

Distant Shot [Combat]
Prerequisites: Dex 25, Far Shot, Perception 17 ranks.
Benefit: You may throw or fire a ranged weapon at any target within line of sight, with no penalty for range.

Distort Spell [Metamagic]
Prerequisites: Selective Spell.
Benefit: A distorted spell changes its shape from radius, cone, or line, to one of the other two types. For every 5 feet of cone length, 10 feet of radius, or 60 feet of line length, the spell can take the shape of one of the other two types with an equal number of distance units. Thus, a 120-foot lightning bolt could become a 20-foot-radius lightning sphere or a 10- foot cone of lightning. Alternately, you can select up to 2 contiguous 5-foot squares per original spell level for the distorted spell to affect. This does not affect the spell's range, only its shape. A distorted spell uses up a spell slot two levels higher than the spell's actual level.

Divine Savant [Magic]
Prerequisite: Wis or Cha 23, Divine caster level 21st .
Benefit: Select one divine caster class with a caster level of 21st level or higher. When multiclassing, your caster level in that class uses your total character level instead of your class level. This does not affect any other level-dependent benefits such as bonus feats or spells per day, only your caster level.

Divine Strike [Combat]
Prerequisites: Cha 25, Holy Strike, Knowledge [Religion] 27 ranks.
Benefit: Any weapon you wield while is treated as a holy power weapon. This ability does not stack with similar abilities.

Divine Summoning [Summoning]
Prerequisites: Caster level 27th, good alignment, Guardian Summoning.
Benefit: Whenever you summon a creature or creatures with summon monster or gate, the summoned creature(s) gain the Half-Celestial template instead of the Foo Creature template. Alternately, you can apply both templates by increasing the level of required summon monster spell by 1 or by increasing the HD cost per creature by 2 for gate.
Note: This feat cannot be used at the same time as Chivalric Summoning, Colossal Summoning, Devilish Summoning, Draconic Summoning, Ebon Summoning, and Sylvan Summoning. If you have two or more of these feats, you select which one is active when you use summon monster or gate.

Draconic Summoning [Summoning]
Prerequisites: Caster level 27th, Colossal Summoning.
Benefit: Whenever you summon a creature or creatures with summon monster or gate, the summoned creature(s) gain the Half-Dragon template instead of the Giant template. Alternately, you can apply both templates by increasing the level of required summon monster spell by 1 or by increasing the HD cost per creature by 2 for gate.
Note: This feat cannot be used at the same time as Chivalric Summoning, Devilish Summoning, Divine Summoning, Ebon Summoning, Guardian Summoning, and Sylvan Summoning. If you have two or more of these feats, you select which one is active when you use summon monster or gate.

Dragon Metamagic [Magic, Dark Sun]
Prerequisites: Dragon magic class feature.
Benefit: You can enlarge, extend, heighten, or widen a spell, as though you had the appropriate metamagic feat, without increasing the spell slot level or casting time. You can apply any number of these metamagic effects to a spell in this way; if you choose heightened, then that spells level is heightened by up to two levels. For each level of metamagic you apply, you must cause 2 points of Con damage through the use of the dragon magic ability. The points of Con damage used in this way are expended by this feat and may not be used to store in an obsidian orb.

Dragon Wild Shape [Wild]
Prerequisites: Wis 30, Knowledge [Nature] 25 ranks, Wild Shape.
Benefit: You may use wild shape to change into a metallic or chromatic dragon. This is identical to the spell form of the dragon III.

Dual Aura [Combat]
Prerequisites: Cha 27, Aura class feature and/or any 2 'Aura' Morale feats.
Benefit: Any time you active an aura, you may select two auras. You project both benefits simultaneously.
Note: If your auras have different radii, you use the smaller of the two.

Dual Stance Mastery [Combat]
Prerequisites: Knowledge Martial 12 ranks, ability to use at least one 9th level maneuver, and an 8th level stance.
Benefit: You are capable of using two martial stances simultaneously, or if you have a class feature that gives you this benefit you are instead capable of using three. You may also switch all your stances with a single swift action.

Earth Breaker [Combat]
Prerequisites: Str 26, BAB +20, Weapon Focus with a weapon from the Axe, Heavy Blade, Close, Flail, Hammer, or Natural weapon group.
Benefit: When using a weapon with which you have Weapon Focus from one of the Fighter weapon groups listed above, you can use an attack action to forgo striking a target and instead strike the ground at your feet. This sends out a blast that strikes all targets within a 5-foot burst. Resolve your attack normally against each target to see if the strike is successful. These attack rolls ignore cover and invisibility. When making your attack, you can also decide if you wish to damage the terrain, rolling damage automatically. If your damage exceeds the ground's hardness and inflicts at least 20 points of damage, you can transform all the area within your burst into difficult terrain. This ability can be used once every 1d4 rounds.

Ebon Summoning [Summoning]
Prerequisites: Caster level 25th, non-good alignment, Summoning Perfection.
Benefit: Whenever you summon a creature or creatures with summon monster or gate, the summoned creature(s) gain the Shadow Creature template.
Note: This feat cannot be used at the same time as Chivalric Summoning, Colossal Summoning, Divine Summoning, Draconic Summoning, Guardian Summoning, and Sylvan Summoning. If you have two or more of these feats, you select which one is active when you use summon monster or gate.

Efficient Item Creation [Item Creation]
Prerequisites: Item creation feat to be selected, Spellcraft 21 ranks.
Benefit: Select an item creation feat. Creating a magic item using that feat requires one day per 10,000 gold of the item's market price, with a minimum of one day.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different item creation feat.

Eldritch Sculptor [Magic]
Prerequisites: One invocation from the least, lesser, greater, and dark blast shape invocation categories, Spellcraft 21 ranks.
Benefit: You can use two eldritch blasts per round as a full attack action, rather than the normal limit of one. You can apply eldritch essences to both blasts. If you possess the Lord of All Essences feat, you can imbue each blast with two eldritch essences. Activating this ability is part of the action to use an eldritch blast.
The area and range of all your eldritch blasts is doubled. Activating this ability is part of the action to use an eldritch blast. If you imbue your eldritch blast with the eldritch spear blast shape, the range increases to 500 feet. If you are using the hideous blow invocation, you no longer suffer attacks of opportunity for invoking this power in melee and all attacks of opportunity you make can include hideous blow. If you imbue your eldritch blast with the eldritch chain blast shape, you may start the chain up to 120 feet away from you and the maximum distance between each target increases to 60 feet. The area of the eldritch doom blast shape increases to 40 feet from you. The range of your eldritch cone increases to 120 feet.
You gain +2 bonus on attack rolls to hit an opponent with your eldritch blast. This is an extraordinary ability.

Empower Channel [Channeling]
Prerequisite: Cha 25, Channel Energy class feature.
Benefit: The amount of damage healed or dealt by your Channel Energy class feature is increased by +1d6.
Special: You can gain this feat multiple times. Its effects stack.

Empower Eidolon [Summoning]
Prerequisites: Epic Eidolon.
Benefit: Your Eidolon's evolution point pool permanently increases by 2.
Special: You can gain this feat multiple times. Its effects stack.

Empowered Judgment [Combat]
Prerequisites: Wis 21, True Judgment class feature.
Benefit: The effects of all your judgments increase by +1.
Special: You can gain this feat multiple times. Its effects stack.

Enduring Spell [Metamagic]
Prerequisites: Extend Spell.
Benefit: An enduring spell takes any non-instantaneous spell and makes it effectively permanent. The spell remains in effect constantly, but every day that it is active, it automatically uses a spell slot of the appropriate level. Dispelling the enduring spell ends the effect; the spell must be re-cast to regain the benefits. An enduring spell uses up a spell slot six levels higher than the spell's actual level.

Energy Resistance [Combat]
Benefit: Choose a type of elemental energy: acid, cold, electricity, fire, or sonic. You gain resistance 10 to that type of energy, or your existing resistance to that type of energy increases by 10. This feat does not stack with energy resistance granted by magic items or nonpermanent magical effects.
Special: You can gain this feat multiple times. If the same type of energy is chosen, the effects stack.

Enhance Spell [Metamagic]
Prerequisite: Maximize Spell.
Benefit: The damage dice for spells you cast increase by one step (i.e., d6s become d8s, d8s become 2d6s, etc.). An enhanced spell uses up a spell slot two levels higher than the spell's actual level. This feat has no effect on spells that don't specifically deal damage.

Enhanced Summoning [Summoning]
Prerequisite: Cha 21, Ability to cast summon monster IX as a spell-like ability.
Benefit: You create a new tier of monsters that can be accessed by your summon monster spell-like abilities. Choose three creatures, each of whose HD is lower than your caster level. You can now summon these creatures as normal, including applying templates from other epic summoning feats. Treat a new tier the same way you would a summon monster X, including allowing you to summon 1d3 creatures from summon monster IX and 1d4+1 creatures from summon monster VIII and lower. As you create new tiers, these effects extend to all lower tiers.
Special: You can gain this feat multiple times. You can either add more creatures to a previous tier— provided their HD does not exceed the limit of that tier (i.e., your caster level – 1 when the tier was made)—or you can create a new, higher tier.

Enlarge Channel [Channeling]
Prerequisite: Cha 27, Channel Energy class feature.
Benefit: The radius of your Channel Energy class feature increases by 15 feet.
Special: You can gain this feat multiple times. Its effects stack.

Epic Alacrity [General]
Prerequisite: Character level 23rd
Benefit: You may take an extra swift action or immediate action each round. If you are staggered or otherwise limited in actions this feat does not apply.

Epic Authority [General, Dark Sun]
Prerequisites: Diplomacy 21 ranks, secular authority class feature.
Benefit: You gain a +10 bonus on secular authority checks.

Epic Discipline Focus [Combat]
Prerequisites: Discipline Focus in one discipline, at least 6 maneuvers from one discipline, 21+ ranks in the associated skill of one discipline
Benefit: Select a martial discipline for which you meet the prerequisites. You gain a +6 bonus to damage rolls with weapons of the selected discipline, increase the DCs of maneuvers of the discipline by 2, and gain a +6 bonus to skill checks for the associated skill of that discipline. The benefits of this feat stack with Discipline Focus.

Epic Dodge [Combat]
Prerequisites: Dex 25, Dodge, Acrobatics 27 ranks, Improved Evasion class feature.
Benefit: Once per round, when struck by an attack from an opponent, you may automatically avoid all damage from the attack.

Epic Eidolon [Summoning]
Prerequisites: Twin Eidolon class feature.
Benefit: You can now select from the following evolutions for your Eidolon:

Epic Eldritch Blast [Magic]
Prerequisites: Eldritch blast 9d6.
Benefit: When you take this invocation, the damage dealt by your eldritch blast increases by 1d6 and you add your Charisma modifier to the damage a second time.
Special: You can gain this feat multiple times, each time gaining an additional 1d6 damage, but not the Charisma modifier damage.

Epic Endurance [General]
Prerequisites: Con 25, Endurance.
Benefit: Whenever you perform a task to which your Endurance bonus applies, you get an additional +10 bonus on the check. Additionally, you may sleep in heavy armor without becoming fatigued.

Epic Expanded Knowledge [Psionic]
Prerequisites: ability to manifest powers of the normal maximum power level in at least one psionic class.
Benefit: You learn one additional power at any level up to the highest level of power you can manifest. You can choose any power, even one that is part of another discipline's list or another class's list.
Special: You can gain this feat multiple times. Each time, you learn one new power at any level up to the highest level of power you can manifest.

Epic Extra Customization [Psionic]
Prerequisite: 20+ customization points
Benefit: You gain three additional customization points.
Special: You can take this feat more than once, each time gaining three more customization points.

Epic Extra Essence [Akashic]
Prerequisite: Veilweaver level 21
Benefit: You gain 5 additional essence.
Special: You can take this feat multiple times, one additonal time for every 3 veilweaver levels beyond 21.

Epic Extra Magic Talents [Magic]
Prerequisite: MSB 21+
Benefit: You gain 3 additional spheres or talents from a sphere you possess in any combination.
Special: You can take this feat more than once, each time gaining 3 more talents or spheres.

Epic Extra Spell Points [Magic]
Prerequisite: MSB 21+
Benefit: You gain 6 extra spell points.
Special: You can take this feat more than once, each time gaining 6 more spell points.

Epic Extracts [Alchemical]
Prerequisite: Int 25, Craft [Alchemy] 21 ranks.
Benefit: You gain access to certain extracts at 7th level. This feat does not grant extra extracts per day or give you access to extracts of a higher level than normal. You can choose extracts of the appropriate level from the Sorcerer/Wizard spell list from the Abjuration, Necromancy, and Transmutation schools.
Special: You can gain this feat multiple times. The second time you select it, you gain access to spells at 8th level, and the third time you select it, you gain access to spells at 9th level.

Epic Fortitude [General]
Benefit: You gain a +4 bonus on all Fortitude saving throws.

Epic Fiendish Resilience [Magic]
Prerequisites: Fiendish resilience that grants fast healing 5.
Benefit: When you use your fiendish resilience ability, you gain fast healing 25 for 5 minutes. Activating this ability is a free action. This is a supernatural ability.
Special: You can gain feat multiple times. Each time you take the feat, you gain an additional use of the fiendish resilience ability, and the fast healing granted by the feat increases by 5.

Epic Inspiration [Morale]
Prerequisites: Cha 25, Perform 27 ranks, Bardic Performance class feature.
Benefit: All competence, dodge, and morale bonuses granted by your Bardic Performance abilities increase by +2. If you have the inspire greatness Bardic Performance ability, it grants two additional bonus HD.
Special: You can gain this feat multiple times. Its effects stack.

Epic Malefaction Focus [Malefactor]
Prerequisites: Greater Malefaction Focus, Greater Maleficent Focus
Benefit: The DCs of your malefactions and maleficent auras increase by 1, this stacks with Greater Malefaction Focus and Greater Maleficent Aura Focus.

Epic Manifestation [Psionic]
Prerequisites: Knowledge (psionics) 21 ranks, ability to manifest 9th-level powers.
Benefit: You can use the epic spell research rules to create psionic powers of 10th level or higher.

Epic Mutagen [Alchemical]
Prerequisite: Craft [Alchemy] 25 ranks, True Mutagen grand alchemist discovery.
Benefit: You mutagen now grants a +10 natural armor bonus and a +10 alchemical bonus to Strength, Dexterity, and Constitution. The alchemist takes a -2 penalty to his Intelligence, Wisdom, and Charisma as long as the mutagen persists.

Epic Penetrating Strike [Combat]
Prerequisite: Greater Penetrating Strike
Benefit: Any attack you make ignores 5 additional points of DR from any source. This ability affects both regular and untyped DR and stacks with the effects of Penetrating Strike and Greater Penetrating Strike.
Special: This feat can be taken multiple times. Each time, you ignore 5 additional points of DR.

Epic Power Penetration [Psionic]
Prerequisite: Greater Power Penetration, Power Penetration
Benefit: You gain a +2 bonus on manifester level checks made to overcome a creature's power resistance. This bonus stacks with the bonuses from Power Penetration and Greater Power Penetration.

Epic Prowess [Combat]
Benefit: You gain a +1 bonus on all attack and damage rolls.
Special: You can gain this feat multiple times. Its effects stack.

Epic Psionic Endowment [Psionic]
Prerequisite: Greater Psionic Endowment, Psionic Endowment, ability to manifest at least one 9th level power.
Benefit: You can expend your psionic focus to add 1 to the save DC of a power you manifest. This stacks with the bonuses from Psionic Endowment and Greater Psionic Endowment.

Epic Psionic Focus [Psionic]
Prerequisites: ability to manifest powers of the normal maximum power level in at least one psionic class.
Benefit: When you expend your psionic focus, you can simultaneously use two feats or abilities that require a psionic focus to be expended, instead of just one. The effects must be stackable. You must still spend the requisite power points required to use each metapsionic feat, and you cannot exceed the power point limit set by your manifester level.
Special: You can take this feat multiple times. Each time you do so, you can simultaneously use one additional feat that requires a psionic focus to be expended.

Epic Psionic Meditation [Psionic]
Prerequisite: Wis 21
Benefit: You can become psionically focused as a free action, but only once per round.
Normal: A character without this feat must take a full-round action to become psionically focused.

Epic Reflexes [General]
Benefit: You gain a +4 bonus on all Reflex saving throws.

Epic Reputation [Skill]
Prerequisite: Cha 21.
Benefit: You gain a +6 bonus on all Diplomacy, Intimidate, and Perform checks.

Epic Skill Focus [Skill]
Prerequisite: 20 ranks in the skill selected.
Benefit: You gain a +12 bonus on all skill checks with that skill.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different skill.

Epic Speed [General]
Benefit: Your speed increases by 30 feet.

Epic Spell Focus [Magic]
Prerequisites: Greater Spell Focus in the school to be selected, caster level 23rd.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select to focus on. This stacks with the bonuses from Spell Focus and Greater Spell Focus.
Special: You can gain this feat multiple times. Its effects stack if you select the same school of magic multiple times or you can select a new school of magic in which you have Greater Spell Focus.

Epic Spell Penetration [Magic]
Prerequisites: Greater Spell Penetration.
Benefit: You get a +2 bonus on caster level checks to beat a creature's spell resistance. This stacks with the bonuses from Spell Penetration and Greater Spell Penetration.
Special: You can gain this feat multiple times. Its effects stack.

Epic Spell Research [Magic]
Prerequisite: Spellcraft 21 ranks, Caster level 21st, able to cast 10th level spells
Benefit: You can use the epic spell research rules to create True Dweomers, spells of incredible power that are 10th level or higher.

Epic Technique [Combat]
Benefit: You gain a +2 to your CMB and your CMD increases by 2.
Special: You can gain this feat multiple times. Its effects stack.

Epic Toughness [General]
Benefit: You gain 2 extra hit points per level or hit die.

Epic Trapfinding [Skill]
Prerequisites: Perception 22 ranks, Trapfinding class feature.
Benefit: If you pass within 5 feet of a trap and succeed at your Perception check to notice it, you may attempt to disarm it as a non-action.

Epic Weapon Focus [Combat]
Prerequisite: Greater Weapon Focus in the chosen weapon.
Benefit: Add a +3 bonus to all attack rolls you make using the selected weapon.
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.

Epic Weapon Specialization [Combat]
Prerequisites: Epic Weapon Focus in the chosen weapon, Greater Weapon Specialization in the chosen weapon.
Benefit: Add +6 to all damage you deal using the selected weapon.
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.

Epic Will [General]
Benefit: You gain a +4 bonus on all Will saving throws.

Exceptional Deflection [Combat]
Prerequisites: Dex 21, Wis 19, Deflect Arrows, Improved Unarmed Strike.
Benefit: You can deflect any ranged attacks directed at you (including spells that require ranged touch attacks) as if they were arrows. This behaves in all ways like the Deflect Arrows feat.

Expanded Customizations [Psionic]
Prerequisite: Perfect Merger, 26 customization points
Benefit: You can take any customization an additional time, the effects stack if possible. For example, an Aegis could take Extra Arms again to get 4 additional arms, or could take Hardy up to 4 times to get +8 Con. Any prerequisite customizations must be taken the same number of times as well.
Special: The Aegis can take this feat multiple times, each time requiring an additional 6 customization points of prerequisite. When applied to Harness Power Stone you instead gain an extra tier each time that increases the level of powers you can use by 1 and manifester level by 2. So taking a 5th Harness Power Stone would give +9 manifester level and let you use 5th level powers.

Expanded Spell List: Bard [Magic]
Prerequisites: Bard, Cha 21, Caster level 21st .
Benefit: You gain access to certain 7th -level spells. This feat does not grant extra spells per day or give you access to spells of a higher level than normal. You can select spells of the appropriate level from the Sorcerer/Wizard spell list from the Divination, Enchantment, and Illusion schools
Special: You can gain this feat multiple times. The second time you select it, you gain access to spells at 8th level, and the third time you select it, you gain access to spells at 9th level.

Expanded Spell List: Inquisitor [Magic]
Prerequisites: Inquisitor, Wis 21, Caster level 21st .
Benefit: You gain access to certain 7th -level spells. This feat does not grant extra spells per day or give you access to spells of a higher level than normal. You can select spells of the appropriate level from the Cleric/Oracle spell list.
Special: You can gain this feat multiple times. The second time you select it, you gain access to spells at 8th level, and the third time you select it, you gain access to spells at 9th level.

Expanded Spell List: Magus [Magic]
Prerequisites: Magus, Int 21, Caster level 21st .
Benefit: You gain access to certain 7th -level spells. This feat does not grant extra spells per day or give you access to spells of a higher level than normal. You can select spells of the appropriate level from the Sorcerer/Wizard spell list from the Abjuration, Conjuration, Evocation, and Transmutation schools.
Special: You can gain this feat multiple times. The second time you select it, you gain access to spells at 8th level, and the third time you select it, you gain access to spells at 9th level.

Expanded Spell List: Paladin [Magic]
Prerequisites: Paladin, Cha 21, Caster level 18th .
Benefit: You gain access to certain 5 th -level spells. This feat does not grant extra spells per day or give you access to spells of a higher level than normal. You can select spells of the appropriate level from the Cleric/Oracle spell list.
Special: You can gain this feat multiple times. The second time you select it, you gain access to spells at 6th level, and every additional time you select it, you gain access to the next highest level of spells, to a maximum of 9th level.

Expanded Spell List: Ranger [Magic]
Prerequisites: Ranger, Wis 21, Caster level 18th .
Benefit: You gain access to certain 5 th -level spells. This feat does not grant extra spells per day or give you access to spells of a higher level than normal. You can select spells of the appropriate level from the Druid spell list.
Special: You can gain this feat multiple times. The second time you select it, you gain access to spells at 6th level, and every additional time you select it, you gain access to the next highest level of spells, to a maximum of 9th level.

Expanded Spell List: Summoner [Magic]
Prerequisites: Summoner, Cha 21, Caster level 21st .
Benefit: You gain access to certain 7th -level spells. This feat does not grant extra spells per day or give you access to spells of a higher level than normal. You can select spells of the appropriate level from the Sorcerer/Wizard spell list from the Conjuration, Enchantment, and Transmutation schools
Special: You can gain this feat multiple times. The second time you select it, you gain access to spells at 8th level, and the third time you select it, you gain access to spells at 9th level.

Expanded Spell Selection [Magic]
Prerequisites: Int 25 or Wis 25, Caster level 25th , Knowledge [Arcana or Religion] 24 ranks
Benefit: Select any spell you wish. It is now considered to be on your class spell list at its normal spell level + 3. In the event that the spell has multiple normal spell levels depending on the caster class, use whichever spell level is the highest. If it is originally an arcane spell, you must meet the Intelligence and Knowledge [Arcana] requirements to select this feat; if it is originally a divine spell, you must meet the Wisdom and Knowledge [Religion] requirements to select this feat. Regardless of what type of spell it was originally, you cast it as whatever type of spell your primary caster class uses.

Expert Aid [Skill]
Prerequisite: Int 21 or Wis 21.
Benefit: When using the Aid Another action on a skill check, the base bonus you provide is equal to 1/2 your ranks in the skill used.
Normal: You normally provide only a +2 bonus.

Extended Dragon Metamagic [Magic, Dark Sun]
Prerequisites: Dragon magic class feature, Dragon Metamagic.
Benefit: When using the Dragon Metamagic feat, you can also empower and quicken a spell. For example, you could cast a spell with the Quicken Spell feat without increasing the level of the spell by causing 8 Con damage drained through the dragon magic ability.

Extended Life Span [General]
Benefit: Add one-half the maximum result of your race's maximum age modifier to your normal middle age, old, and venerable age categories. Calculate your maximum age using the new venerable number. This feat can't lower your current age category.
Special: You can gain this feat multiple times. Its effects stack.

Extra Chakra Bind [Akashic]
Prerequisite: Veilweaver level 23
Benefit: You gain an additional tier of charka bind, which must be taken in the following order: Hands, Feet, Head, Wrists, Shoulders, Headband, Neck, Belt, Chest, Body. You can also gain access to a special class specific chakra bind such as Blood or Ring.
Special: You can take this feat multiple times, gaining an additional chakra bind each time.

Extra Malefaction [Malefactor]
Prerequisite: Cha 22, Access to Maledictions
Benefit: You gain an extra malefaction or maleficent aura known of any level.

Extract Bomb [Alchemical]
Prerequisite: Craft [Alchemy] 27 ranks, Bomb 10d6 class feature, Infusion alchemist discovery.
Benefit: Rather than inflicting damage, you can craft bombs that affect all targets as if they had just imbibed one of your extracts. Doing so requires you expend one of your daily uses of said extract. Extract bombs do not stack with other non-stacking bomb discoveries.

Extraordinary Mystery [Magic]
Prerequisite: Ability to cast mysteries.
Benefit: Select one mystery you can use as a supernatural ability. You gain an extra daily use of that mystery and can cast it as an extraordinary ability, meaning that it can be cast even in antimagic zones or dead magic zones. It can still affect incorporeal creatures like a supernatural ability.

Extraordinary Shot [Combat]
Prerequisites: Dex 23, True Grit class feature.
Benefit: When you have a loaded firearm, you can spend your action readying an attack. At any point during the round, you can expend your action to automatically fire your weapon at an attacking foe's weapon, causing their strike to miss its target and ending their turn if they are taking multiple attacks. This shot can stop ranged attacks (except ranged touch spells or those of extraordinary size such as thrown boulders or the projectiles of siege weapons) and even knock other bullets out of the air.

Extreme Capacity [Akashic]
Prerequisite: Veilweaver level 21, Enhanced Capacity
Benefit: When you shape your veils for the day, choose one essence receptacle such as a veil, magic item designed to contain essence, or class feature. Your essence capacity for that receptacle is increased by 1. Each time you shape your veils, you can change the receptacle that benefits from this feat. This stacks with the Enhanced Capacity feat.
Special: You can take this feat multiple times. For each time you take this feat, you can apply its effects to one additional receptacle while shaping. You can't apply this feat's effect more than once to the same receptacle.

Familiar Spell [Magic]
Prerequisite: Int 25 (if your spellcasting is controlled by Intelligence) or Cha 25 (if your spellcasting is controlled by Charisma).
Benefit: Choose one arcane spell you know of 8th level or lower. Your familiar can now use this spell once per day as a spell-like ability, at a caster level equal to your caster level. Your cannot bestow a spell to your familiar if the spell normally has a material component cost of more than 1 gold.
Special: You can gain this feat multiple times. Each time you take the feat, you can give your familiar a different spell- like ability or another daily use of the same spell-like ability.

Fast Healing [Combat]
Prerequisite: Con 25.
Benefit: You gain fast healing 3, or your existing fast healing increases by 3. This does not stack with fast healing granted by magic items or nonpermanent magical effects.
Special: You can gain this feat multiple times. Its effects stack.

Fathomless Pool [Magic]
Prerequisites: Int 29, Vast Pool.
Benefit: You can now empower a weapon with any of the following epic weapon properties: cacophony, glacier, inferno, tempest, calamity, mummification, or annihilation. As with its non-epic counterparts, it costs 1 point from your spell pool per point of enhancement bonus.

Fine Wild Shape [Wild]
Prerequisite: Wild Shape.
Benefit: You can use your wild shape to take the shape of a Fine animal. This is identical to using the spell beast shape III to transform into an animal (not a magical beast) except that your form receives a +12 size bonus to Dexterity, a -6 penalty to Strength, and no natural armor bonus.

Flesh or Bones [Channeling]
Prerequisites: Cha 23, ability to channel energy
Benefit: When you channel energy, you can affect both the living and undead with the same burst, healing one and harming the other simultaneously depending on the type of energy you are capable of channeling.

Font of Ki [Ki]
Prerequisites: Wis or Cha 21, Ki Pool 10+ points.
Benefit: Your ki pool increases by an amount equal to your Wisdom or Charisma modifier. If your modifier increases, this bonus is increased retroactively.
Special: You can gain this feat multiple times. Its effects stack.

Force Spell [Metamagic]
Prerequisites: Spellcraft 23 ranks.
Benefit: A force spell converts all damage inflicted by a spell into force damage. Force damage ignores all damage reduction and energy resistances that are not force-specific and ignores object hardness of less than 30. Enduring force effects cannot be dispelled by anything weaker than a mage's disjunction. Any square with an enduring force effect in it provides cover. A force spell uses up a spell slot three levels higher than the spell's actual level.

Forge Epic Ring [Item Creation]
Prerequisites: Forge Ring, Spellcraft 30 ranks.
Benefit: You can forge magic rings using epic rules.

Gargantuan Wild Shape [Wild]
Prerequisite: Wild Shape.
Benefit: You can use your wild shape to take the shape of a Gargantuan animal. This is identical using to the spell beast shape III to transform into an animal (not a magical beast) except that your form receives a +8 size bonus to Strength, a - 4 penalty to Dexterity, a +4 size bonus to Constitution, and a +8 natural armor bonus.

Gilded Spell [Metamagic]
Prerequisites: Healing domain class feature.
Benefit: A gilded spell turns any energy damage inflicted by the original spell into positive energy, healing living creatures and harming undead. A gilded spell uses up a spell slot three levels higher than the spell's actual level.

God Breaker [Combat]
Prerequisites: Str 30, BAB +25, World Breaker.
Benefit: When using your Earth Breaker, the burst now reaches 20 feet and you can elect to make a bull rush attempt against each target. Resolve the bull rush attempts normally, except that the targets do not get attacks of opportunity even if you do not have Improved Bull Rush.

Golembane Spell [Metamagic]
Prerequisites: Craft Construct.
Benefit: A golembane spell affects constructs normally, though they receive a +10 to any saving throws made against the effects. This does not automatically allow spells to affect golems if they would be immune to the effects for other reasons, such as mind-affecting effects (as most golems are mindless) or spells like transmute blood to acid (as golems do not have blood). A golembane spell uses up a spell slot six levels higher than the spell's actual level.

Grand Spell [Metamagic]
Prerequisites: Armoring Spell, Bolstering Spell.
Benefit: A grand spell provides numerous benefits to the targets. Any creature affected by a grand spell gains the following bonuses: +2 AC bonus +1 per 2 levels of the original spell, +1 bonus per 3 levels of the original spell on all attack rolls, 2 bonus hit points per caster level, +1 bonus per 2 levels of the original spell on all saving throws, +10 feet to all forms of base movement speed, and may reroll any 1 die roll once during the spell's duration. A grand spell's bonuses last for either half the duration of the original spell or 1 round per 2 caster levels, whichever is higher. A grand spell uses up a spell slot eight levels higher than the spell's actual level.

Great Charisma [General]
Benefit: Your Charisma increases by 1 point.
Special: You can gain this feat multiple times. Its effects stack.

Great Constitution [General]
Benefit: Your Constitution increases by 1 point.
Special: You can gain this feat multiple times. Its effects stack.

Great Dexterity [General]
Benefit: Your Dexterity increases by 1 point.
Special: You can gain this feat multiple times. Its effects stack.

Great Intelligence [General]
Benefit: Your Intelligence increases by 1 point.
Special: You can gain this feat multiple times. Its effects stack.

Great Smiting [Combat]
Prerequisites: Cha 25, Smite ability (from class feature or domain granted power).
Benefit: Whenever you make a successful smite attack, add twice the appropriate level to damage.
Special: You may select this feat multiple times. Its effects stack. Remember that two doublings equals a tripling, and so forth.

Great Strength [General]
Benefit: Your Strength increases by 1 point.
Special: You can gain this feat multiple times. Its effects stack.

Great Wisdom [General]
Benefit: Your Wisdom increases by 1 point.
Special: You can gain this feat multiple times. Its effects stack.

Greater Ascent [General]
Prerequisite: Character level 40, Ascent
Benefit: Your aspect begins to take on supernatural qualities: unnaturally bright eyes that shine in the darkness, a constant and sourceless wind that plays at your hair, an aura that attracts or repels wild animals, or some other unmistakably inhuman quality. Your life span is now at the maximum for your race; barring a traumatic death, you can expect a long life. Additionally, your physical attacks gain a +1 inherent bonus to attack and a +2 inherent bonus to damage. Any spells or spell-like, extraordinary, or supernatural abilities have their DCs increased by +1 as an inherent bonus.

Greater Spell-Resisting Aura [Epic, Dark Sun]
Prerequisites: Spell-Resisting Aura, avangion aura class feature.
Benefit: Your avangion aura gains the ability of a globe of invulnerability (caster level equal to your arcane caster level.) in addition to its other traits. This aura can be dispelled, but you can create it again as a free action on your next turn.

Group Inspiration [Morale]
Prerequisite: Perform 27 ranks, Bardic Performance class feature.
Benefit: The number of allies you can affect with your inspire competence, inspire herocs, and inspire greatness Bardic Performance 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.

Grotesque Shape [Wild]
Prerequisites: Con 21, Wild Shape.
Benefit: You gain a +2 size bonus to Constitution when wild shaped or your shape's existing size bonus to Constitution increases by 2. Your form appears distorted and unearthly, its features terrible to look upon.
Special: You can gain this feat multiple times. Its effects stack.
Note: This feat cannot be used at the same time as Armored Shape, Dire Shape, or Sylph Shape. If you have two or more of these feats, you select which one is active when you change your shape.

Guardian Spell [Metamagic]
Prerequisites: Spellcraft 24 ranks.
Benefit: A guardian spell remains dormant on the caster until triggered by a specific event determined at the time of casting. All other effects of the spell are determined when the spell is activated. If the guardian spell is set to be triggered by another individual's action, such as an attack or an attempt to grapple, the spell activates immediately, interrupting the action that triggered it. As long as the spell remains dormant, it continues to use up a spell slot of the appropriate level. A guardian spell uses up a spell slot six levels higher than the spell's actual level.

Guardian Summoning [Summoning]
Prerequisites: Caster level 25th, non-evil alignment, Summoning Perfection.
Benefit: Whenever you summon a creature or creatures with summon monster or gate, the summoned creature(s) gain the Foo Creature template.
Note: This feat cannot be used at the same time as Chivalric Summoning, Colossal Summoning, Devilish Summoning, Draconic Summoning, Ebon Summoning, and Sylvan Summoning. If you have two or more of these feats, you select which one is active when you use summon monster or gate.

Hasten Spell [Metamagic]
Prerequisites: Spellcraft 23 ranks, Quicken Spell.
Benefit: A hastened spell can affect any spell with a casting time longer than 1 full-round action. The spell has its casting time reduced in half, to a minimum of 1 full-round action. A hastened spell uses up a spell slot four levels higher than the spell's actual level. Alternately, you can have it use up a spell slot six levels higher and reduce its casting time to one-third normal or use up a spell slot eight levels higher and reduce its casting time to one-quarter normal.
Note: A spell that has been hastened to 1 full-round action can then have Quicken Spell applied to it normally.

Healthy Surge [General]
Benefit: You can now use a healing surge once per round as a free action. Surges that require a full round action instead require a move action.

Hindering Song [Morale]
Prerequisite: Deafening Song, Perform 24 ranks.
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 against your Performance check. You can choose to exclude as many characters as you wish from this effect. Every round that you sustain your hindering song uses two rounds of your Bardic Performance ability.

Holy Strike [Combat]
Prerequisites: Smite Evil class feature, any good alignment.
Benefit: Any weapon you wield is treated as a holy weapon (is good-aligned and deals an extra 2d6 points of damage against creatures of evil alignment). If the weapon already has an alignment, this feat has no effect on the weapon.

Ignore Material Components [Magic]
Prerequisites: Eschew Materials, Spellcraft 23 ranks, caster level 21st.
Benefit: You may cast spells without any material components valued at less than 15,000 gold. Once per day, you can cast any spell without material components. This feat does not affect the need for a focus, nor does it apply to any spell that creates a permanent effect.

Impeding Aura [Magic]
Prerequisites: Dampening Aura, The ability to cast 9th-level mysteries
Benefit: Adjacent spellcasters cannot cast spells unless you allow them too or if they succeed on an opposed caster level check against you.

Implacable Will [General]
Prerequisites: Con 25.
Benefit: Once per round, when targeted by an effect that requires a Will saving throw, you may make a Fortitude save instead to avoid the effect, Stalwart and Improved Stalwart does not apply to this.

Implacable Reflex [General]
Prerequisites: Con 25.
Benefit: Once per round, when targeted by an effect that requires a Reflex saving throw, you may make a Fortitude save instead to avoid the effect, Stalwart and Improved Stalwart does not apply to this.

Imprisoning Spell [Metamagic]
Prerequisites: Spellcraft 25 ranks.
Benefit: An imprisoning spell is identical to the original, except that the boundaries of its area of effect are encased within a wall of force. The effects and duration are identical to the wall of force spell. Targets are allowed a Reflex save against the spell's DC to avoid being trapped, shifting outside the area enclosed by the wall if doing so is within the limits of their base movement speed. An imprisoning spell uses up a spell slot eight levels higher than the spell's actual level.

Improved Alignment-Based Casting [Magic]
Prerequisites: Access to domain of Chaos, Evil, Good, or Law, alignment must match domain chosen, Divine caster level 21st.
Benefit: Select an alignment-based domain—Chaos, Evil, Good, or Law—to which you have access. You cast spells with that alignment descriptor at +3 caster level.
Special: This benefit overrides (does not stack with) the granted powers of the Chaos, Evil, Good, and Law domains. You may select this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different alignment-based domain to which you have access.

Improved Aura of Courage [Morale]
Prerequisite: Cha 25, Aura of Courage class feature.
Benefit: Your aura of courage grants a +8 morale bonus on saving throws against fear effects.

Improved Bomb [Alchemical]
Prerequisite: Bomb 8d6.
Benefit: Add +1d6 to your bomb damage.
Special: You can gain this feat multiple times. Its effects stack.

Improved Combat Casting [Magic]
Prerequisites: Combat Casting, caster level 22nd .
Benefit: You don't incur attacks of opportunity for casting spells when threatened.

Improved Combat Manifestation [Psionic]
Prerequisite: Combat Manifestation
Benefit: You no longer provoke attacks of opportunity for manifesting powers.

Improved Combat Reflexes [Combat]
Prerequisites: Dex 21, Combat Reflexes.
Benefit: There is no limit to the number of attacks of opportunity you can make in one round, though you can still only take one attack per target per round.

Improved Darkvision [General]
Prerequisite: Darkvision.
Benefit: The range of your darkvision doubles. This feat does not stack with darkvision granted by magic items or nonpermanent magical effects.
Special: You can gain this feat multiple times. Its effects stack. Remember that two doublings equals a tripling, and so on.

Improved Elemental Wild Shape [Wild]
Prerequisites: Wis 25, Wild Shape at will class feature or the ability to Elemental Wild Shape.
Benefit: Your ability to wild shape into an elemental is expanded to include ice, lightning, magma, and mud elementals of any size that you can take when using wild shape to become an animal. This ability is identical to using the relevant elemental body spell (I, II, III, or IV), except you gain the following abilities:

Improved Favored Enemy [Combat]
Prerequisite: Five or more favored enemies.
Benefit: Add +1 to the bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks and +2 on attack and damage rolls against all your favored enemies.
Special: You can gain this feat multiple times. Its effects stack.

Improved Heighten Spell [Metamagic]
Prerequisites: Heighten Spell, Spellcraft 17 ranks.
Benefit: As Heighten Spell, but there is no limit to the level to which you can heighten the spell.

Improved Ki Strike [Ki]
Prerequisites: Wis or Cha 21, Ki pool (adamantine) class feature.
Benefit: Your ki strikes are treated as epic magic weapons for the purposes of damage reduction.

Improved Low-Light Vision [General]
Prerequisite: Low-light vision.
Benefit: The range of your low-light vision doubles. This feat does not stack with low-light vision granted by magic items or nonpermanent magical effects.
Special: You can gain this feat multiple times. Its effects stack. Remember that two doublings equals a tripling, and so on.

Improved Manifestation [Psionic]
Prerequisites: ability to manifest powers of the normal maximum power level in at least one psionic class.
Benefit: When you select this feat, you gain 19 power points.
Special: You can gain this feat multiple times. Each time you do so, you gain an additional number of power points equal to your previous benefit +2.

Improved Manyshot [Combat]
Prerequisites: Dex 19, attack bonus +21, Manyshot.
Benefits: As Manyshot, but your second attack in a full attack fires an additonal arrow as well.

Improved Metamagic [Magic]
Prerequisites: Four metamagic feats, Spellcraft 24 ranks.
Benefit: The spell slot modifier of all your metamagic feats is reduced by one level, to a minimum of +1. This feat has no effect on metamagic feats whose spell slot modifier is +1 or less.
Special: You can gain this feat multiple times. The effects stack, though you can't reduce any metamagic feat's spell slot modifier to less than +1.

Improved Metapsionics [Psionic]
Prerequisites: four metapsionic feats, Spellcraft 24 ranks.
Benefit: Metapsionic powers you manifest cost 2 power points less than normal (to a minimum of 1 power point). This feat has no effect on metapsionic powers that inflate the cost by only 2 power points.
Special: You can gain this feat multiple times. The effects stack, though you can't lower the cost of any metapsionic power to less than 1 power point.

Improved Overchannel [Psionic]
Prerequisite: Overchannel, Spellcraft 21 ranks
Benefit: While manifesting a power you can increase you effective manifester level to a value up to 1.5 times your actual manifester level, but in doing so you pay a price. For each level you increase your effective manifester level above your actual manifester level you take 2d8 points of damage. For example, a 23rd level psion could increase his manifester level to 30th but in doing so would take 14d8 points of damage.
The effective manifester level increases the number of power points you can expend on a single power manifestation as well as increasing all manfiester level-dependent effects, such as range, duration, and overcoming power resistance.

Improved Sneak Attack [Combat]
Prerequisite: Sneak attack +8d6.
Benefit: Add +1d6 to your sneak attack damage.
Special: You can gain this feat multiple times. Its effects stack.

Improved Spell Capacity [Magic]
Prerequisite: Caster level 21.
Benefit: When you select this feat, you gain a number of slots for new Spells per Day equal to your current maximum spell level. You can distribute these slots however you wish, but it costs a number of slots equal to the spell level to gain an additional spell per day of a given level. For example, a 21st -level wizard is able to cast spells of up to 10th level. Upon selecting this feat, she gains 10 slots to distribute. She could select 1 additional 10th -level spell per day; 2 additional 5 th -level spells; or a 9th -level spell and a 1st - level spell. She could even select 10 additional 1st -level spells per day, if she wished; any combination so long as the total spell level is equal to or less than her current maximum spell level. You cannot save spell slots; any not assigned at the time the feat is chosen are lost. Once assigned, the slots cannot be reassigned.
Special: You can gain this feat multiple times.

Improved Spell Resistance [General]
Prerequisite: Must have spell resistance from a feat, class feature, or other permanent effect.
Benefit: Your spell resistance increases by +2.
Special: You can gain this feat multiple times. Its effects stack.

Improved Stunning Fist [Combat]
Prerequisite: Dex 19, Wis 19, Improved Unarmed Strike, Stunning Fist.
Benefit: Add +2 to the DC of your stunning attack.
Special: You can gain this feat multiple times. Its effects stack.

Improved Whirlwind Attack [Combat]
Prerequisites: Int 13, Dex 23, Whirlwind Attack.
Benefit: Your Whirlwind Attack is now only an attack action, instead of a full attack action. Additionally, you may take one 5-foot adjustment during the action, though you can still only strike an individual creature once per whirlwind attack.

Incandescent Rage [Rage]
Prerequisite: Con 29, Primal Rage.
Benefit: By spending 3 rounds of rage every round, you can gain the benefits of the spell fiery body while raging. Additionally, any melee weapons held become flaming burst weapons. This ability does not stack with similar abilities.

Incite Rage [Rage]
Prerequisites: Cha 25, Mighty Rage/Mighty Bloodrage class feature.
Benefit: When you enter a rage, you can incite a barbarian rage in any or all willing 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.

Indomitable Challenge [Combat]
Prerequisites: Demanding Challenge class feature.
Benefit: You are immune to the effects of fatigue and exhaustion as long as you have an active challenge issued.

Indomitable Fortitude [General]
Prerequisites: Wis 25 or Cha 25.
Benefit: Once per round, when targeted by an effect that requires a Fortitude saving throw, you may make a Will save instead to avoid the effect.

Indomitable Fortitude [General]
Prerequisites: Wis 25 or Cha 25.
Benefit: Once per round, when targeted by an effect that requires a Reflex saving throw, you may make a Will save instead to avoid the effect.

Infinite Deflection [Combat]
Prerequisites: Dex 25, Combat Reflexes, Deflect Arrows.
Benefit: You may spend attacks of opportunity granted by Combat Reflexes or Improved Combat Reflexes to deflect additional arrows as per the Deflect Arrows feat.

Inspire Excellence [Morale]
Prerequisite: Perform 30 ranks, Bardic Performance class feature.
Benefit: You can use song or poetics to grant a bonus to one ability score to your allies. To be affected, an ally must hear you sing for 1 full round. Each ally to be inspired gains a +4 competence bonus to the same ability score, which you must choose before you begin inspiring. Inspire excellence is a supernatural, mind-affecting ability. Every round that you sustain your hindering song uses two rounds of your Bardic Performance ability.

Instantaneous Reload [Combat]
Prerequisites: Dex 21, Rapid Reload.
Benefit: You can reload any crossbow or firearm as a free action, allowing you to make multiple attacks per round if you have sufficient ammunition.

Internalize Power [General]
Prerequisites: Magic Item Specialization.
Benefit: Select one magic item slot: armor, belt, body, chest, eyes, feet, hands, head, headband, neck, ring 1, ring 2, shoulders, wrists, or an additional magic item space (if you selected the appropriate feat). If you place an item in this slot, you can spend ten minutes focusing on the power, drawing it out of the item and instead storing it within yourself. When this is done, you gain all the benefits of the item as if you were wearing it, except that you no longer need the physical item to do so. The item is quiescent, useless to anyone else who tries to put it on, and even if it is stolen or destroyed, you still retain its power. You cannot gain the benefits of another item in that slot, which is considered occupied as if an item were in it. If you wish, you can replace the internalized power within an item slot with a new item's power. If you do, the power of the old item is expelled. If the original item is within 100 feet at this time, the power returns to it; if not, the power dissipates and is lost forever.
Special: This feat can be selected multiple times. Each time, select a new magic item slot to internalize.

Keen Strike [Ki]
Prerequisites: Wis or Cha 23, Improved Critical (unarmed strike), Stunning Fist, Ki Pool (Adamantine) class feature.
Benefit: Your unarmed strike has a critical threat range of 18-20, a critical multiplier of x3, and deals slashing damage (at your option any attack can deal bludgeoning damage, but cannot then take advantage of the enhanced threat range or multiplier). This ability doesn't stack with other abilities that expand your unarmed strike's threat range.

Ki Armor [Ki]
Prerequisite: Wis or Cha 23, Ki Pool 11+.
Benefit: As a swift action, you can spend 1 point from your ki pool to grant yourself a +2 deflection bonus to AC for 1 minute. You can increase this bonus by +2 for every additional ki point you spend, up to a maximum deflection bonus equal to 1/2 your class level in whatever class grants you your ki pool.

Ki Blast [Ki]
Prerequisite: Dex 21, Wis or Cha 21, Ki Pool (Adamantine) class feature.
Benefit: As a standard action, you can spend 1 point from your ki pool to fire a blast of spiritual energy up to 100 feet + 10 feet/level in whatever class grants you your ki pool. Make a ranged touch attack against a target, inflicting 1d6 per character level energy damage on a successful strike. You can elect to spend an additional 1 point from your ki pool and allow the energy blast to Bull Rush, Disarm, or Trip the target. In this instance, your CMB uses your Wisdom or Charisma modifier instead of your Strength.

Ki Channel [Ki]
Prerequisite: Wis or Cha 24, Heal 22 rank.
Benefit: You gain the ability to Channel Positive Energy as a cleric equal to your level in whatever class grants you your ki pool – 8 by spending 1 ki point. You can increase your virtual cleric level by 2 for every additional 1 ki point you spend, to a maximum equal to your level. You can only use this energy to heal living creatures, not harm undead.
Special: This ability allows you to qualify for Channeling Feats except those that increase the number of times per day you can channel (such as Extra Channel) or require you to channel negative energy.

Lance of Heaven [Combat]
Prerequisites: Dex 30, BAB +25, Spear of Wind.
Benefit: When using your Piercing Thrust, the line now reaches 120 feet and you can elect to stun your targets. Each target must make a Reflex save DC 10 + 1/2 your HD + your Dex modifier or be stunned for 1 round.

Lasting Inspiration [Morale]
Prerequisite: Perform 21 ranks, Bardic Performance class feature.
Benefit: The effects of your Bardic Performance last for ten rounds after you stop performing.

Launching Palm [Combat]
Prerequisites: Improved Bull Rush, Improved Unarmed Strike.
Benefit: Whenever you hit a target with an unarmed strike, you may immediately attempt a bull rush against them as a free action. You gain a +4 bonus on this bull rush attempt.

Legendary Athlete [Skill]
Prerequisite: Str 21, Dex 21.
Benefit: You gain a +6 bonus on all Acrobatics, and Athletics checks.

Legendary Climber [Skill]
Prerequisites: Str 21, Acrobatics 12 ranks, Athletics 21 ranks.
Benefit: You can climb up to twice at your base speed per round without penalty.

Legendary Craftsman [Skill]
Benefit: You gain a +6 bonus on all Craft checks.

Legendary Fighter [Combat]
Prerequisite: Str 21, Dex 21, Greater Weapon Focus.
Benefit: You gain a +6 bonus to your CMB when sundering or disarming a foe while using a weapon with which you have Greater Weapon Focus and to your CMD when being sundered or disarmed. The bonus increases to +10 if the foe is also using a weapon with which you have Greater Weapon Focus.

Legendary Leaper [Skill]
Prerequisite: Athletics 21 ranks.
Benefit: You are always considered to have a running start when making a jump. Additionally, when falling you ignore the first 20 feet fallen, though you still end up prone if you take damage. You also take no armor check penalty to Athletics checks.

Legendary Merchant [Skill]
Prerequisite: Int 21, Wis 21.
Benefit: You gain a +6 bonus on all Appraise and Sense Motive checks and all checks with any one Profession skill.

Legendary Poisoner [Skill]
Prerequisites: Craft (alchemy) 21 ranks.
Benefit: Add 2 to the save DC of all poisons applied by you.
Special: You can gain Legendary Poisoner multiple times. Its effects stack.

Legendary Rider [Skill]
Prerequisite: Ride 21 ranks.
Benefit: You don't take a penalty on Ride checks when riding a mount without a saddle (bareback) or a creature that is ill suited as a mount. You never need to make a Ride check to control a mount in combat, even if the mount is not combat-trained. You also take no armor check penalty to Ride checks.

Legendary Scholar [Skill]
Prerequisite: Int 21.
Benefit: You gain a +6 bonus on all checks made with any three Knowledge skills
Special: This feat can be selected multiple times. Each time, you can select three more Knowledge skills to apply it to.

Legendary Tracker [Skill]
Prerequisites: Track, Knowledge [Nature] 25 ranks, Survival 25 ranks.
Benefit: You can follow tracks across water, under-water, or through the air. These are affected by survival DC modifiers like any other tracks.

Legendary Wrestler [Combat]
Prerequisite: Str 21, Dex 21, Improved Grapple, Escape Artist 12 ranks.
Benefit: You gain a +8 bonus to your CMB when grappling and to your CMD when being grappled. This supersedes (does not stack with) the bonus from Improved Grapple.

Lingering Damage [Combat]
Prerequisite: Sneak attack +8d6, Crippling Strike advanced rogue talent.
Benefit: Any time you deal damage with a sneak attack, that target takes damage equal to your sneak attack bonus damage on your next turn as well.

Linked Spell [Metamagic]
Prerequisites: Spellcraft 21 ranks.
Benefit: A linked spell that affects multiple targets cannot be dispelled unless all instances of the spell are dispelled within the same round. At the beginning of every round, the linked spell will restore itself if even one of the original targets still has the spell active on them. A linked spell uses up a spell slot three levels higher than the spell's actual level.

Living Spell [Metamagic]
Prerequisites: Bouncing Spell.
Benefit: A living spell is a non-instantaneous spell with a range greater than personal that gains limited sentience when cast. The spell will respond to its caster's mental commands or can be set to act independently. It can travel via physical contact or by moving up to its original range or 30 feet per round, whichever is greater. If it has a range of touch, it must end each round in the same square as another creature. If it is normally an area of effect, it can move however it wishes. A living spell uses up a spell slot six levels higher than the spell's actual level.

Lord of All Essences [Magic]
Prerequisites: One least, lesser, greater, and dark eldritch essence invocation, Spellcraft 21 ranks.
Benefit: When you use the eldritch blast ability, you can apply two eldritch essence invocations simultaneously. You could choose to fire an eldritch blast with both the repelling blast and noxious blast eldritch essences. This also allows you to apply the same effect twice, though this is not beneficial in the case of all eldritch essences. The effects of each essence are resolved separately. If you imbue your eldritch blast with two different types of damage, half of the damage (rounded down) is dealt by each source. You must choose which essences you will use in conjunction with your eldritch blast before you start your action. If you possess the Eldritch Sculptor feat, you can apply two eldritch essence invocations to both your eldritch blasts in a single round. Activating this ability is part of the action to use an eldritch blast.
For example, if Morthos is fighting an outsider he has never encountered, he can choose to imbue his eldritch blast with both hellrime blast and brimstone blast. He rolls 10d6 damage, dealing half fire and half cold damage. If the outsider happened to be immune to cold, but not fire, it would still take damage from the half that dealt fire damage.
In addition, the DC of all eldritch essence invocations you use increases by 2. This is an extraordinary ability.

Macabre Spell [Metamagic]
Prerequisites: Spell Focus (Necromancy).
Benefit: A macabre spell raises any victims slain by the spell as undead. It raises any number of undead up to a HD total equal to the user's caster level. It can raise them as any type of undead. A macabre spell uses up a spell slot seven levels higher than the spell's actual level.

Maelstrom Spell [Metamagic]
Prerequisites: Elemental Spell.
Benefit: A maelstrom spell changes any energy damage inflicted by the original spell into a combination of fire, acid, cold, electricity, and sonic damage. After determining the original spell's damage, divide the total by 4. Each of the five different types of energy inflicts this reduced damage for a total of 125% of the original spell's damage. A maelstrom spell uses up a spell slot five levels higher than the spell's actual level.

Magic Item Focus [General]
Benefit: All magic items in your character's possession use your character's appropriate ability score modifier when determining the DC of any effects caused by the item. Unless the item says specifically in its description that you use a different ability score when determining the DCs of its effects, arcane magic items use either your Intelligence or Charisma modifier (decided when the feat is selected) while divine magic items use your Wisdom modifier.
Note: Most magic items do not explicitly state what the creator's ability score modifier was when the item was created, so you may need to consult the item creation rules and work with your GM to determine the new DCs of your magic items. Remember that most magic items determine DCs according to lowest score necessary to cast the spells involved in creating the item.

Magic Item Mastery [General]
Prerequisites: Magic Item Focus, Arcane Caster Level 23rd or Divine Caster Level 23rd .
Benefit: All magic items in your character's possession use your character's caster level when determining the caster level of any spell effects caused by the item. Any spell effects the magic item generates are now as effective as if you had cast the spell yourself using the level of your highest caster class. If the caster level of a magic item is higher than your current caster level, then you still use the magic item's caster level.

Magic Item Specialization [General]
Prerequisites: Magic Item Focus.
Benefit: All magic items in your character's possession become more potent. They gain the following benefits: Item power DCs improve by +1. DR or SR the item provides improve by +2. Skill check or ability check bonuses the item provides improve by +4. Saving throw bonuses the item provides improve by +1. Use your character level rather than the caster level when resisting the effects of dispel magic or greater dispel magic (provided your character level is higher). These bonuses can not exceed the bonus the item provides.

Magical Beast Wild Shape [Wild]
Prerequisites: Wis 25, Knowledge [Nature] 24 ranks, Wild Shape.
Benefit: You can use your normal wild shape ability to take the form of a magical beast. The size limitation is the same as your limitation on animal size. This ability is identical to the spell beast shape IV, but can be used to transform into either an animal or a magical beast.
Note: This feat can be used in conjunction with the Colossal Animal, Fine Animal, and Gargantuan Animal Wild Shape feats, allowing you to become a Colossal, Fine, or Gargantuan magical beast. You still use the ability score and natural armor modifiers of those feats, but can draw on the magical animal abilities listed in beast shape IV.

Master Brewer [Item Creation]
Prerequisite: Brew Potion, Spellcraft 21 ranks.
Benefit: You can brew potions from spells up to 6th level. Doing so follows all the normal rules for brewing potions except the creation cost and market value are both increased by x2.
Special: You can gain this feat multiple times. Every time you select this feat, you increase the maximum spell level of potion you can create by 3.

Master of the Elements [Magic]
Prerequisites: Spellcraft 21 ranks, any four invocations that manipulate or deal damage of fire, cold, earth/acid, or air/electricity.
Benefit: As a full-round action, you can summon a single creature from the summon monster I-IX list that is an elemental or has the air, earth, fire, or water subtype. The monster serves you for a number of rounds equal to your caster level. Activating this ability requires a standard action.
You can use dominate monster on elementals and creatures with the air, earth, fire, or water subtype. This effect lasts for a number of days equal to your caster level. Activating this ability requires a standard action and has a save as a 9th level invocation.
You gain energy resistance 10 to acid, cold, electricity, fire, and sonic. If you have energy resistance from the warlock class, your resistance to those two elements increases by 10. This is a passive extraordinary ability.
Elementals and creatures with the earth, air, fire, or water subtype view you as one of their kind. These creatures react to you as if their attitude is two steps better than the situation otherwise warrants. This is an extraordinary ability.

Master Mage [Skill]
Prerequisite: Int 21.
Benefit: You gain a +6 bonus on all Knowledge (Arcana), Spellcraft, and Use Magic Device checks.

Master Staff [Magic]
Prerequisite: Craft Staff, Spellcraft 12 ranks.
Benefit: When you activate a staff, you can substitute a spell slot instead of using a charge. The spell slot must be one you have not used for the day, though you may lose a prepared spell to emulate a staff charge. You may not lose prepared spells from your school of specialty, if any. The spell slot lost must be equal to or higher in level than the specific spell stored in the staff, including any level-increasing metamagic enhancements. You cannot emulate a charge for a staff function that does not match a specific spell.

Master Thief [Skill]
Prerequisite: Dex 21.
Benefit: You gain a +6 bonus on all Disable Device, Stealth, and Sleight of Hand checks.

Master Wand [Magic]
Prerequisites: Craft Wand, Spellcraft 12 ranks.
Benefit: When you activate a wand, you can substitute a spell slot instead of using a charge. The spell slot must be one you have not used for the day, though you may lose a prepared spell to emulate a wand charge. You may not lose prepared spells from your school of specialty, if any. The spell slot lost must be equal to or higher in level than the spell stored in the wand, including any level-increasing metamagic enhancements. Activating a wand in this way uses your caster level and ability score modifier to affect the relevant spell variables.

Meta-Brewer [Item Creation]
Prerequisite: Master Brewer, Spellcraft 24 ranks.
Benefit: When brewing potions, you can alter the spells being bottled with metamagic feats.

Meta-Extract [Alchemical]
Prerequisite: Int 21, ability to brew 6th -level extracts.
Benefit: Choose one metamagic feat you meet the prerequisites for. You can now apply that metamagic feat to your extracts while brewing them. The extract slot used increases just as applying a metamagic feat to a normal spell increases the spell slot, and any feat or class feature you have that applies to metamagic feats also applies to your meta-extracts.
Special: You can gain this feat multiple times. Its effects do not stack. Instead, choose a different metamagic feat each time.

Metamagic Flame Control [Magic]
Prerequisite: Int 24, Spellcraft 21 ranks, Emberstrike 5d6
Benefit: You may apply any metamagic effect to your flame controls. This works like applying an effect power, and has a cost equal to the 1 + the spell adjustment of the metamagic feat. These feats do not stack with any flame control effects that are similar, such as Quicken Spell and Swift Effect.

Meteor Landing [Skill]
Prerequisites: Str 23, Weightless Step.
Benefit: When falling from a height greater than 10 feet, you can attempt to land on a target. Make a ranged touch attack against a target in or adjacent to your destination square. If the attack is successful, roll to soften your fall. The target takes damage equal to the amount of falling damage by which you softened your fall (including any feats or features that reduce falling damage) and you may make a free Trip combat maneuver to knock them prone. You take the remainder of the fall damage (if any) and end up in a square adjacent to the target. If your initial ranged touch attack fails, you take the full attack damage and end up prone in a square adjacent to the target.

Mightier Rage [Rage]
Prerequisites: Str 21, Con 21, Mighty Rage/Mighty Bloodrage class feature.
Benefit: When you rage, your bonus to Strength and Constitution increase to +10 and your morale bonus to Will saves increases to +6.

Mightiest Rage [Rage]
Prerequisites: Str 23, Con 23, Mightier Rage.
Benefit: When you rage, your bonus to Strength and Constitution increase to +12 and your morale bonus to Will saves increases to +8.

Morpheme Savant [Magic]
Prerequisites: Any four invocations that involve language or are mind affecting.
Benefit: You can use power word blind, power word kill, or power word stun. Activating this ability requires a standard action. If you can already use these as an invocation increase the hit point thresholds by 25%.
If you have the warlock's call ability, you no longer suffer the chance of taking 1d10 points of damage from the recipient. In addition, you can imbue your sending with a suggestion (as demand). The casting time of warlock's call is 1 minute. Using this ability is part of the casting of the warlock's call invocation. If you do not have this ability, you can use sending as an invocation with a casting time of 10 minutes.
You can communicate as if under the effects of a constant tongues spell. This is a supernatural ability.
If you have the beguiling influence invocation, the bonus granted on your Bluff, Diplomacy, and Intimidate checks is equal to double your Charisma bonus or +6, whichever is greater. Using this ability is part of the casting of the beguiling influence invocation. It is an extraordinary ability. If you do not have this ability, you gain beguiling influence instead.

Music of The Gods [Morale]
Prerequisites: Cha 25, Perform 27 ranks, Bardic Performance class feature.
Benefit: Your bardic performances can affect even those normally immune to mind-affecting effects, such as constructs, oozes, or mindless undead. However, such creatures gain a +5 bonus on their Will saves to resist such effects.

Mutagen Bomb [Alchemical]
Prerequisites: Craft [Alchemy] 25 ranks, Infuse Mutagen alchemist discovery, Bomb 10d6 class feature.
Benefit: A mutagen bomb is created using the rules for mutagens, taking the alchemist 1 hour to complete. He can only have one mutagen bomb at a time. It follows all the normal rules for a bomb, except instead of inflicting damage, all targets affected by the bomb gain the benefits and penalties of the alchemist's Mutagen class feature (without the benefit of any discoveries the alchemist may have gained). The nature of the physical bonus and mental penalty are determined when the bomb is being created and cannot be changed afterwards; a new mutagen bomb must be made to replace the old one. Mutagen bombs do not stack with other non-stacking bomb discoveries.

Mysterious Epiphany [Magic]
Prerequisites: Cha 23, Mysterious Insight.
Benefit: You gain the Final Revelation from whatever Mystery you pursued with Mysterious Insight.

Mysterious Insight [Magic]
Prerequisites: Cha 21, Final Revelation.
Benefit: Select a Mystery other than the one you pursued as an oracle. You gain two Revelations from this new Mystery.
Special: You can gain this feat multiple times. Each time, choose two more Revelations from the same Mystery you selected when you first gained this feat.

Negative Energy Aura [Channeling]
Prerequisites: Cha 23, ability to channel negative energy.
Benefit: By expending one use of your Channel Energy ability, you create a zone with a radius of 15 feet around you that lasts for one minute. All creatures within this zone that you designate take 1 point of negative energy damage per round for every d6 your Channel Energy burst would normally inflict (i.e., 10d6 becomes 10 damage, 11d6 becomes 11, etc.). The save DC for half damage is the same as if you had just channeled a burst of negative energy. This effect heals undead instead of damaging them.

Nirvana [Ki]
Prerequisites: Wis or Cha 25, Ki Pool 12+.
Benefit: A distillation of the inner peace and inner power, the character can cause their spiritual power to explode outwards, permeating every fiber of their being. While in a state of Nirvana, you radiate light with the intensity of a torch, your eyes crackling with power and your hair standing on end, glowing like molten gold. Maintaining this temporary form consumes 1 ki points per round, but grants a suite of powers as well as several new ki abilities:

Obdurate Rage [Rage]
Prerequisite: Con 27, Primal Rage.
Benefit: By spending 3 rounds of rage every round, you can gain the benefits of the spell iron body while raging. Additionally, any melee weapons held become shocking burst weapons. This ability does not stack with similar abilities.

Outdoor Master [Skill]
Prerequisite: Wis 21.
Benefit: You gain a +6 bonus on all Handle Animal, Heal, and Survival checks.

Overchannel [Channeling]
Prerequisites: Cha 23, ability to channel positive energy.
Benefit: Up to three times per day, when you channel positive energy, any hit points you heal above a character's normal maximum are gained as temporary hit points that last for a maximum of 1 minute per level of channeling class. No individual character can have the benefits of more than one overchannel active at the same time. If they already have temporary hit points from one use of this ability and are exposed to a second use, they keep whichever current total is higher.

Overwhelming Critical [Combat]
Prerequisites: Str 23, Improved Critical (chosen weapon), Weapon Focus (chosen weapon).
Benefit: When using the weapon you have selected, you deal an extra +3d6 points of bonus damage on a successful critical hit. If the weapon's critical multiplier is ×3, add +6d6 points of bonus damage instead, and if the multiplier is ×4, add +9d6 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 this feat, it applies to a different type of weapon.

Paragon Visionary [Magic]
Prerequisites: Spellcraft 21 ranks, any four invocations that involve sight or telepathy.
Benefit: You can see through illusions, magical darkness, and the true forms of creatures as true seeing. This does not give you the other abilities of true seeing. This is a passive supernatural ability.
You are automatically aware of all spells or magical effects you see. Simply by looking at a creature, you can determine if it is a divine or arcane caster, whether it has any spell-like abilities, and the highest spell or spell-like abilities it knows. This is a passive supernatural ability.
If you have the voidsense invocation you gain blindsight 60ft, otherwise you gain blindsense 30ft.
You receive a bonus on all Percetion checks equal to double your Wisdom modifier or +6, whichever is greater. This is an extraordinary ability.

Penetrate Damage Reduction [Combat]
Benefit: Select a special material, such as mithral or adamantine. Your melee and natural weapons are treated as being crafted from the chosen special material for the purposes of bypassing the damage reduction of any creature you strike. None of the other special properties of special materials are gained by your melee weapons.
Special: You can gain this feat multiple times. Each time the feat is selected you select a different special material. Your melee attacks are treated as being crafted of all chosen materials for the purposes of bypassing damage reduction.

Perfect Health [General]
Prerequisite: Con 25, Great Fortitude.
Benefit: You are immune to all nonmagical diseases, as well as to all poisons whose Fortitude save DC is lower than your character level.

Perfect Spell [Metamagic]
Prerequisites: Empower Spell, Maximize Spell, Spellcraft 25 ranks.
Benefit: All variable, numeric effects of a perfected spell are maximized, then doubled. A perfected spell deals twice maximum damage, cures twice the maximum number of hit points, affects twice the maximum number of targets, and so forth, as appropriate. Saving throws and opposed rolls are not affected. A perfected spell uses up a spell slot eight levels higher than the spell's actual level.

Perfect Flurry of Blows [Combat]
Prerequisites: Flurry of Blows class feature, Ki Pool (Adamantine) class feature.
Benefit: You can make an additional attack with flurry of blows. This stacks with the normal bonus attacks, and other effects that grant additional attacks if they normally stack with flurry.

Perfect Two-Weapon Fighting [Combat]
Prerequisites: Dex 25, Greater Two-Weapon Fighting.
Benefit: You gain a fourth attack with your off-hand weapon, albeit at a -15 penalty.

Permanent Emanation [Magic]
Prerequisites: Spellcraft 22 ranks, ability to cast the spell to be made permanent.
Benefit: Choose one caster-centered emanation spell you know. This spell's effect is permanent (though you can dismiss or restart it as a free action). Effects that would normally dispel this spell instead suppress it for 1d4 rounds.
Special: You can gain this feat multiple times. Each time, select a different spell to become permanent.

Persistent Bomb [Alchemical]
Prerequisites: Craft [Alchemy] 24 ranks, Sticky Bomb alchemist discoveries.
Benefit: A persistent bomb does not inflict splash damage. Instead, the bomb is used to target a specific 5-foot square, coating it in a barely-perceptible sheen (Perception DC equal to your Craft [Alchemy] check to notice). The effect lasts for a number of rounds equal to 1/2 the character's alchemist level. Every creature that begins its turn in that square or moves into or through that square during the duration suffers the effects of the bomb as if subject to a direct hit. Targets can attempt a Reflex save against the normal bomb DC (10 + 1/2 alchemist's level + alchemist's Int modifier) for half damage. Persistent bombs do not stack with other non-stacking bomb discoveries.

Pestilent Spell [Metamagic]
Prerequisites: Spell Focus (Conjuration).
Benefit: A pestilent spell summons vermin swarms within its area of effect. It summons a number of HD worth of vermin swarms equal to the user's caster level, no one of which can have a total HD higher than the spell's original level. A pestilent spell uses up a spell slot six levels higher than the spell's actual level.

Piercing Thrust [Combat]
Prerequisites: Dex 26, BAB +20, Weapon Focus with a weapon from the Light Blade, Bow, Close, Crossbow, Natural, Polearm, or Spear weapon group.
Benefit: When using a weapon with which you have Weapon Focus from one of the Fighter weapon groups listed above, you can use an attack action to strike through a square or target adjacent to you, sending out a blast that tears through all targets within a 30-foot line. Resolve your attack normally against each target to see if the strike is successful. If there are barriers blocking the line (such as doors, trees, walls, etc.), you can make an automatic attack against these as well. If you inflict enough damage to pierce the obstacle, the attack will continue for the full 30 feet. If you fail to inflict enough damage, the attack is stopped by the barrier. This ability can be used once every 1d4 rounds.

Poison Penetration [Skill]
Prerequisites: Int 21, Craft (alchemy) 21 ranks.
Benefit: Whenever you attack a creature with immunity to poison, your poison deals 50% of the damage it would otherwise deal as if it didn't have immunity.

Polyglot [General]
Prerequisites: Int 25, Linguistics 5 ranks.
Benefit: You can speak all languages. If you are literate, you can also read and write all languages (not including magical script).

Positive Energy Aura [Channeling]
Prerequisites: Cha 23, ability to channel positive energy.
Benefit: By expending one use of your Channel Energy ability, you create a zone with a radius of 15 feet around you that lasts for one minute. All creatures within this zone that you designate heal 1 point of damage per round for every d6 your Channel Energy burst would normally inflict (i.e., 10d6 becomes 10 damage, 11d6 becomes 11, etc.). This effect damages undead instead of healing them. The save DC for half damage is the same as if you had just channeled a burst of negative energy.

Power Knowledge [Psionic]
Prerequisites: ability to manifest powers of the normal maximum power level in at least one psionic class.
Benefit: You learn two new powers of any level up to the highest level of power you can manifest. The powers you select must be on your class list or the list for your discipline.
Special: You can gain this feat multiple times. Each time, you learn two new powers at any level up to the highest level of power you can manifest.

Primal Rage [Rage]
Prerequisites: Str 21, Con 21, Mighty Rage/Mighty Bloodrage class feature.
Benefit: When raging, you transcend the merely mortal, charging your body with primal power drawn from arcane force, natural magic, or even just your own, overpowering will. While raging: Your bonus to Will saves from your rage is doubled; You gain blindsense out to 30 feet; Once per encounter while raging you can automatically pass any one saving throw of your choice.

Prismatic Bomb [Alchemical]
Prerequisite: Craft [Alchemy] 25 ranks, Acid Bomb alchemist discovery, Madness Bomb alchemist discovery, Poison Bomb alchemist discovery, Shock Bomb alchemist discovery, Sticky Bomb alchemist discovery.
Benefit: You can manufacture prismatic bombs, which behave in most ways like normal bombs, except instead of inflicting bomb damage, targets react as if subject to a prismatic spray. The save DCs are the same as the alchemist's other bomb effects (10 + 1/2 alchemist level + Int modifier). A prismatic bomb takes 1 hour to craft and an alchemist can only have one prepared at a time. If a new prismatic bomb is prepared, the old bomb becomes useless. Prismatic bombs do not stack with other non-stacking bomb discoveries.
Special: You can gain this feat multiple times. Every time you do, the alchemist can produce another prismatic bomb per day.

Prismatic Spell [Metamagic]
Prerequisites: Elemental.
Benefit: A prismatic spell adds the effects of a prismatic spray to the effects of the original spell. Every target within the original spell's area of effect must succeed on a Reflex save against the spell's DC or be affected as if they had been struck by a prismatic spray in addition to the spell's normal effects. A prismatic spell uses up a spell slot ten levels higher than the spell's actual level.

Project Spell [Metamagic]
Prerequisites: Reach Spell.
Benefit: A projected spell has its range increased from personal to touch. All spell effects behave as if the target of the touch were the original caster. This also allows it to be affected by the Reach Spell metamagic feat as if it were a touch spell. A projected spell uses up a spell slot four levels higher than the spell's actual level.

Prolonged Summons [Summoning]
Prerequisite: Caster level 21+
Benefit: When using a spell such as summon monster, the summoned creature or creatures remain for 1 minute per level. When using summon monster as a spell-like ability, the summoned creature or creatures remain for 10 minutes per level.

Psicrystal Power [Psionic]
Prerequisites: Key manifesting stat 25 (such as Int 25).
Benefit: Choose one power you know of 8th level or lower. Your psicrystal can now manifest this power once per day at your manifester level (the psicrystal gains sufficient power points to manifest the power once). You cannot bestow a power upon your psicrystal if the power normally has any experience point cost.
Special: You can gain this feat multiple times. Each time you take the feat, you can give your psicrystal knowledge of a new power (and it gains sufficient power points to manifest that power once). All power points gained by a psicrystal from multiple applications of this feat go into its reserve and can be used to manifest the powers it knows as you desire.

Quicken Shape [Wild]
Prerequisites: Wild Shape.
Benefit: You can now wild shape as a swift action.

Ranged Inspiration [Morale]
Prerequisite: Perform 21 ranks, Bardic Performance class feature.
Benefit: Double the range of any bardic performance 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.

Rapid Inspiration [Morale]
Prerequisite: Perform 21 ranks, Bardic Performance class feature.
Benefit: You can begin your bardic performances as a free action once per round.

Reactive Countersong [Morale]
Prerequisite: Combat Reflexes, Rapid Inspiration, Perform 27 ranks.
Benefit: You can begin a countersong at any time, even when it isn't your turn, without having to ready an action to do so. This allows you to countersong even instantaneous sonic or language-dependent magical attacks, provided they allow a saving throw. You can't use Reactive Countersong at the same time you are using another bardic performance ability, though you could stop the other bardic music ability to begin Reactive Countersong if so desired.

Reaping Saber [Combat]
Prerequisites: Str 21, Cleave, Vital Strike.
Benefit: As an attack action, you may use both Cleave and Vital Strike. Every target you strike with your cleave attack is hit as if you had used your vital strike against them. If you have advanced versions of either feat—Great Cleave, Improved Vital Strike, etc.—you may use the benefits from these feats instead.

Reflect Arrows [Combat]
Prerequisites: Dex 25, Deflect Arrows.
Benefit: When you deflect an arrow or other ranged attack, the attack is reflected back upon the attacker at your base ranged attack bonus.

Relentless Challenge [Combat]
Prerequisites: Indomitable Challenge.
Benefit: Once per day, when issuing a challenge, you recover a number of hit points equal to your character level and gain fast healing 3 for the duration of your challenge.

Research Mastery [Magic]
Prerequisite: Int 19, Spellcraft 24.
Benefit: When researching a new spell, reduce the time required in weeks to time required in days.

Righteous Strike [Combat]
Prerequisites: Wis 19, Stunning Fist, any lawful alignment.
Benefit: Your unarmed strike is treated as an axiomatic weapon. It is lawfully aligned and deals an extra +2d6 points of damage against creatures of chaotic alignment. This ability doesn't stack with similar abilities.

Ruinous Rage[Rage]
Prerequisites: Str 25, Improved Sunder, Mightier Rage.
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).

Scribe Epic Scroll [Item Creation]
Prerequisites: Scribe Scroll, Spellcraft 21 ranks.
Benefit: You can scribe scrolls using epic rules. Even this feat does not allow you to scribe a scroll with an epic spell.

Scribe Epic Tattoo [Item Creation]
Prerequisite: Scribe Tattoo, Knowledge (psionics) 23 ranks, Spellcraft 23 ranks.
Benefit: You can create psionic tattoos which exceed the normal limits for such items. Even this feat does not allow the character to scribe a tattoo with an epic power. For instance, you could scribe a tattoo with powers greater than 3rd, or a tattoo with manifester level greater than 20th.

Second Breakthrough [Alchemical]
Prerequisite: Craft [Alchemy] 27 ranks, Grand alchemist discovery class feature.
Benefit: You may select a second grand alchemist discovery and apply its benefits in addition to your first. You cannot select the same grand discovery twice. This feat only grants you the grand discovery itself; not the two normal discoveries the alchemist learned upon reaching 20th level.

Second Skin [Skill]
Prerequisite: Medium Armor Proficiency.
Benefit: You no longer incur armor check penalties for wearing armor.

Seeking Malefaction [Metamalus]
Prerequisite: Cha 26, Access to Geasas, Any Metamalus feat
Benefit: As a free action before using a malefaction, you can cause it to seek out an enemy within range. The malefaction will seek out the nearest hidden enemy from your position, or you may designate a square in your range and it will seek out a target within range from there. You do not need to have line of sight or line of effect to the enemy, no invisibility, concealment, or any effect short of divine intervention will stop the malefaction from targeting the enemy, you do not even need to be aware of an enemy to use Seeking Malefaction.

Self-Concealment [Skill]
Prerequisites: Dex 30, Acrobatics 24 ranks, Stealth 24 ranks, Improved Evasion class feature.
Benefit: Attacks against you have a 10% miss chance. You lose this benefit whenever you would lose your Dexterity bonus to AC. This stacks multiplicatively with any other miss chance.
Special: You can gain this feat multiple times. Each time it is taken, the miss chance increases by 10% to a maximum of 50% after it has been taken five times.

Shadowmaster [Magic]
Prerequisites: Spellcraft 21 ranks, any four invocations involving darkness or negative energy.
Benefit: You can create streaking masses of shadow around your form, providing you with a 50% miss chance against all attacks (as displacement). Activating this ability requires a standard action.
You can use material from the Plane of Shadows to create quasireal illusions, mimicking sorcerer and wizard conjuration spells of 8th level or lower (as shades). The illusions deal 80% damage to nonbelievers, and nondamaging effects are 80% likely to work against nonbelievers. Activating this ability requires a standard action.
You are immune to all spells with the shadow subtype and to effects that involve the use of shadows (such as the breath weapon of a shadow dragon). This is an extraordinary ability.

Shattering Strike [Ki]
Prerequisites: Epic Weapon Focus (unarmed strike), Ki Pool (adamantine) class feature.
Benefit: When using an unarmed strike to attempt to break an object with sudden force (rather than by dealing normal damage), use your character level + your Wisdom modifier rather than a Strength check. The break DC remains the same. Using Shattering Strike is a full-round action that incurs attacks of opportunity. You can't use Shattering Strike to escape bonds unless you are so bound as to allow you to make an unarmed strike against your bindings.

Shredding Spell [Metamagic]
Prerequisites: Spellcraft 25 ranks.
Benefit: A shredding spell affects a target's equipment or unattended objects rather than creatures. It inflicts damage or causes affects only to inanimate objects. Remember that objects being held use their holder's saving throws instead of their own if they are superior. A shredding spell uses up a spell slot four levels higher than the spell's actual level.

Signature Move [Combat]
Prerequisites: Knowledge Martial 12 ranks, 21 ranks in the discipline associated skill of the chosen maneuver, ability to use at least one 9th level maneuver.
Benefit: Select a single martial boost or counter you know. Whenever you use that martial maneuver, it is not considered expended but you must still have it readied.
Special: This feat can be taken multiple times, each time selecting a new boost or counter.

Siphon Luck [Malefactor]
Prerequisite: Cha 20, Stolen Luck 50%
Benefit: As a move action you may expend one of your daily uses of Stolen Luck to steal a defensive effect from a target within 80 ft. A defensive effect counts as any spell or effect that provides the target with a bonus to any stat or ability, or otherwise defends the target such as mirror image or contingency. If you don't know or don't want to designate an effect on the target, it steals the highest level effect available.

Skill Mastery [Skill]
Prerequisite: Epic Skill Focus in the skill selected.
Benefit: When making a check with your selected skill, roll twice and select the higher of the two results.
Special: You can gain this feat multiple times. Each time it applies to a new skill.

Skill Perfection [Skill]
Prerequisite: Skill Mastery in the skill selected.
Benefit: Select a skill for which you have Skill Mastery. Twice per day, no matter the circumstances, you can automatically treat a check with that skill as if you had rolled a natural 20. You may use this feat after rolling but before knowing the result.
Special: You can gain this feat multiple times. It allows you to take 20 with your selected skill two additional times per day or twice per day with a new skill.

Slam [Combat]
Prerequisites: BAB +25.
Benefit: Any time you make a full attack, you can select to sacrifice any additional attacks received from your base attack bonus to make a second attack at your full bonus. Both attacks are treated as attack actions..

Sneak Attack of Opportunity [Combat]
Prerequisites: Sneak attack +8d6, Opportunist advanced rogue talent.
Benefit: Any attack of opportunity you make is considered a sneak attack.

Spear of Wind [Combat]
Prerequisites: Dex 28, BAB+23, Piercing Thrust.
Benefit: When using your Piercing Thrust, the line now reaches 60 feet and you can elect to stagger your targets. Each target must make a Reflex save DC 10 + 1/2 your HD + your Dex modifier or be staggered for 1 round.

Spectral Strike [Channeling]
Prerequisites: Cha 19, Ability to channel positive energy.
Benefit: Your attacks deal damage normally against incorporeal creatures. Additionally, any incorporeal creature exposed to a use of your channeled positive energy must succeed on a saving throw versus the channeled energy DC or be treated as corporeal for 1 minute.

Spell Knowledge [Magic]
Prerequisite: Ability to cast spells of the maximum normal spell level of a spellcasting class that casts spontaneously.
Benefit: You select two new spells of any level from your class list and add them to your spells known. This feat does not grant any additional spell slots.
Special: You can gain this feat multiple times.

Spell Opportunity [Magic]
Prerequisites: Combat Casting, Combat Reflexes, Quicken Spell, Spellcraft 23 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.

Spell-Resisting Aura [Magic, Dark Sun]
Prerequisites: Avangion aura class feature.
Benefit: Your avangion aura gains the ability of a lesser globe of invulnerability (caster level equal to your arcane caster level) in addition to its other traits. This aura can be dispelled, but you can create it again as a free action on your next turn.

Spell Shot [Combat]
Prerequisite: Dex 25, Extraordinary Shot.
Benefit: When you have a readied action for your Extraordinary Shot, you can also use it to automatically counterspell spells or spell-like abilities.

Spell Stowaway [Magic]
Prerequisites: Spellcraft 21 ranks, caster level 12th.
Benefit: Choose a spell-like ability you have or a spell you can cast. You are attuned to the magical signature of the spell you chose. If another spellcaster within 300 feet of you uses this magic either as a spell or a spell-like ability, you immediately gain the magic's effects as if it had been used on you by the same caster. You must have direct line of effect to the spellcaster in order to gain the benefit of the attuned magic (though you do not have to know the spellcaster is present and you can be flat-footed). You still gain the benefits of the spell even if you do not currently have it memorized and/or do not have a spell slot available at the time to cast the spell. The magic's duration, effect, and other specifics are determined by its original caster's level.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a different spell or spell-like ability.

Spellcasting Harrier [Combat]
Prerequisite: Combat Reflexes, Disruptive.
Benefit: Any spellcaster you threaten in melee provokes an attack of opportunity if he or she tries to cast defensively. You get a +4 bonus on this attack roll.

Split Spell [Metamagic]
Prerequisites: Spellcraft 24 ranks.
Benefit: A split spell has all of its numeric properties except range and area—damage, duration, number of creatures affected, etc.—split in half. The caster can then project two separate instances of the spell, such as throwing a pair of half-powered fireballs at two different targets. A split spell uses up a spell slot three levels higher than the spell's actual level.

Spontaneous Domain Access [Magic]
Prerequisites: Wis 25, Spellcraft 27 ranks, Divine caster level 23rd.
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.

Spontaneous Spell [Magic]
Prerequisite: Spellcraft 21 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. This counts as spontaneous casting for the purposes of feats and class abilities.
Special: You can gain this feat multiple times. Each time you take this feat, it applies to a different spell.

Stealth Spell [Metamagic]
Prerequisites: Silent Spell, Still Spell.
Benefit: A stealth spell's visible magical effects are rendered invisible. Any visible aspect of the spell itself remains unseen, though its effects are still visible. For instance, a stealth fireball would have its explosion rendered invisible, but the effects of that detonation—people being tossed about, objects catching fire, and such—would still be visible. Targets take a -2 penalty against stealth spells that normally allow a Reflex saving throw. A stealth spell uses up a spell slot four levels higher than the spell's actual level.

Storm of Throws [Combat]
Prerequisite: Dex 23, Quick Draw, Rapid Shot.
Benefit: As a full-round action, you may throw a light weapon of any type at your full base attack bonus at each opponent within 30 feet. The weapons do not have to all be of the same type.

Strike of the Dual Adept [Combat]
Prerequisites: Knowledge Martial 23 ranks, knowledge of at least 2 martial strikes, 2 counters, and 2 boosts.
Benefit: Three times per encounter you are capable of using two strikes, two counters, or two boosts with a single action. You may not use this ability more than once per round, but each round you can choose to use 2 strikes, 2 counters, or two boosts until you have used all three functions in a single encounter. A double counter counts as the use for your next round.

Strike of the Triad Master [Combat]
Prerequisites: Martial Lore 33 ranks, Strike of the Dual Adept, ability to use at least two 8th level or higher strikes, counters, and boosts.
Benefit: This feat functions just like the Strike of the Dual Adept feat, except you are capable of using three martial maneuvers in a single action instead of two.

Sublime Luck [General]
Benefit: Once per day, whenever you roll dice for any reason—attack rolls, saving throws, spell damage, a percentile roll for a reincarnation, or anything else requiring a roll of the dice—before the results of the roll are calculated, you can elect to roll a second time and take whichever of the two results you prefer.
Special: You can gain this feat multiple times. Each time you take this feat, you gain an additional reroll attempt. No individual dice roll can be rerolled more than once.

Summon Companion [Summoning]
Prerequisite: Caster level 21st, Prolonged Summons.
Benefit: Once per day, a creature or creatures summoned with one use of summon monster remain until they are slain or dismissed.

Summoned Spell [Metamagic]
Prerequisites: Augment Summoning.
Benefit: When cast, a summoned spell is bound to another spell that summons a creature, such as summon monster or summon nature's ally. When the bound summoning spell is used, the summoned spell is also triggered and automatically affects the summoned creature(s). If it is a spell with an area of effect, the summoned creature (or a summoned creature of the caster's choice, if they summon multiple ones) is the center of the area of effect. A summoned spell remains bound for up to one day after being cast. A summoned spell uses up a spell slot three levels higher than the spell's actual level.

Summoning Perfection [Summoning]
Prerequisites: Caster level 21st
Benefit: Whenever you summon a creature or creatures with summon monster or gate, the summoned creature(s) gain the Advanced template.

Superior Initiative [General]
Prerequisite: Improved Initiative.
Benefit: You get a +10 bonus on initiative checks. This bonus overlaps (does not stack with) the bonus from Improved Initiative.

Swarm of Arrows [Combat]
Prerequisites: Dex 23, Rapid Shot, Weapon Focus (type of bow used).
Benefit: As a full-round action, you may fire an arrow at your full base attack bonus at each opponent within 30 feet.

Sylph Shape [Wild]
Prerequisites: Dex 21, Wild Shape.
Benefit: You gain a +2 size bonus to Dexterity when wild shaped or your shape's existing size bonus to Dexterity increases by 2. Your form appears lithe and agile, obviously swifter than normal.
Special: You can gain this feat multiple times. Its effects stack.
Note: This feat cannot be used at the same time as Armored Shape, Dire Shape, or Grotesque Shape. If you have two or more of these feats, you select which one is active when you change your shape.

Sylvan Summoning [Summoning]
Prerequisites: Caster level 25th, non-lawful alignment, Summoning Perfection.
Benefit: Whenever you summon a creature or creatures with summon monster or gate, the summoned creature(s) gain the Fey Creature template.
Note: This feat cannot be used at the same time as Chivalric Summoning, Colossal Summoning, Devilish Summoning, Divine Summoning, Draconic Summoning, Ebon Summoning, and Guardian Summoning. If you have two or more of these feats, you select which one is active when you use summon monster or gate.

Tenacious Magic [Magic]
Prerequisites: Spellcraft 12 ranks.
Benefit: Choose one spell 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, but the suppressed rounds do not count against its duration. 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 [Rage]
Prerequisites: Intimidate 21 ranks, Mighty Rage/Mighty Bloodrage 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 has HD less than your character level) or shaken (if it has HD equal to or up to twice your character level) for 4d6 rounds. An enemy with Hit Dice greater than twice your character level is not affected by this feat.

Thousand Arms [Combat]
Prerequisites: Battlegod.
Benefit: Choose one fighter Weapon Group that your chosen Battlegod weapon falls into. You can apply the benefits of all feats you possess in the Weapon Focus/Specialization tree up to Warlord to all weapons in that group: Weapon Focus, Dazzling Display, Gory Finish, Shatter Defenses, Penetrating Strike, Greater Penetrating Strike, Weapon Specialization, Point Blank Master, Greater Weapon Focus, Deadly Stroke, Greater Weapon Specialization, Epic Weapon Focus, Epic Weapon Specialization, Weapon Supremacy, and Warlord.
Special: If your chosen weapon falls into more than one Weapon Group, you can select this feat multiple times until you have it for all applicable Weapon Groups.

Thousand Faces [Skill]
Prerequisite: Cha 21.
Benefit: You gain a +6 bonus on all Bluff, Disguise, and Escape Artist checks.

Thundering Rage [Rage]
Prerequisites: Str 25, Primal Rage.
Benefit: Any weapon you wield while in a rage is treated as a sonic blast weapon. On a critical hit, targets must make a Fortitude save with a DC equal to 10 + 1/2 your level + your Str modifier or go deaf. This ability does not stack with similar abilities.

Tide of Iron [Combat]
Prerequisites: Thousand Arms.
Benefit: Inspired by your legendary mastery, all allies with line of sight to you gain a +4 morale bonus to hit and damage when using a weapon from the Weapon Group you chose for the Thousand Arms feat. If any of your allies possess them, this bonus does not stack with the bonuses granted by a fighter's Weapon Training or from feats in the Weapon Focus/Specialization tree.

Titan Rage [Rage]
Prerequisites: Str 29, Towering Rage.
Benefit: By spending 3 rounds of rage every round, you can gain the benefits of the spell giant form II while raging. This ability does not stack with similar abilities.

Total Focus [Psionic]
Prerequisite: Deep Focus or Psicrystal Containment
Benefit: If you have Deep Focus you gain an additional Psionic Focus you can store in your body. If you have Psicrystal Containment you can store an additional Psionic Focus in your Psicrystal. This otherwise works like focusing normally.
Special: You can gain this feat multiple times, each time gaining an additional focus.

Towering Rage [Rage]
Prerequisites: Str 27, Primal Rage.
Benefit: By spending 2 rounds of rage every round, you can gain the benefits of the spell giant form I while raging. This ability does not stack with similar abilities.

Trap Malefaction [Metamalus]
Prerequisites: Cha 24, Access to Maledicitions, Bluff 24 ranks
Benefit: As a free action before using a malefaction, you can decide to make it a trap malefaction. A trap malefaction has its normal range, but does not need to target a creature. Instead you can place it in a square, and whenever a creature hostile to you (as determined by the same criteria as Sense Malice) comes within range the malefaction triggers and automatically targets them. When this metamalus feat is used on an aura, the aura is placed in your square and when triggered lasts a number of rounds equal to your charisma modifier. Trap malefactions remain until triggered, until 24 hours pass, or you complete a rest, whichever comes first.

True Death Spell [Metamagic]
Prerequisites: Deadly Spell.
Benefit: A true death spell is one of the most fearsome metamagic abilities available. Any creature slain by such a spell is reduced physically to nothingness and cannot be raised by anything less than the direct, physical intervention of a deity. A true death spell uses up a spell slot seven levels higher than the spell's actual level.

Uncanny Accuracy [Combat]
Prerequisites: Dex 21, base attack bonus +11, Improved Precise Shot, Perception 17 ranks.
Benefit: Your ranged attacks ignore the miss chance granted to targets by total concealment. You must aim your attacks at the correct square to take advantage of this feat.

True Invocations [Magic]
Prerequisites: Caster level 21st, knowledge of 4+ Dark Invocations
Benefit: You can use the epic spell research rules to create True Invocations, invocations of incredible power that are 10th level or higher.

Unseen Spell [Metamagic]
Prerequisites: Spell Focus (Illusion), Stealth Spell.
Benefit: An unseen spell is not only invisible, but when it goes off it replaces the entire area of effect with an illusion that shows the area as it was. Even targets of the spell itself are unable to tell that anything is wrong except for their own pain and injury (if any). Anyone viewing the scene must make a Will save against the spell's DC to notice the illusion. Targets of the spell itself gain a +2 bonus on this save. An unseen spell uses up a spell slot seven levels higher than the spell's actual level.

Vacuum Slash [Combat]
Prerequisites: Dex 23 or Str 23, BAB +20, Weapon Supremacy with a weapon from the Axe, Heavy Blade, Light Blade, Natural, or Polearm weapon group.
Benefit: When using a weapon with which you have Weapon Focus from one of the Fighter weapon groups listed above, you can use an attack action to slash your weapon with enough force to project a wave of air pressure that strikes all targets within a 15-foot cone. Resolve your attack normally against each target to see if the strike is successful. If there are barriers blocking the cone (such as doors, trees, walls, etc.), you can make an automatic attack against these as well. If you inflict enough damage to cut through the obstacle, the attack will continue for the full 15 feet. If you fail to inflict enough damage, the attack is stopped by the barrier. This ability can be used once every 1d4 rounds.

Vast Pool [Magic]
Prerequisites: Int 25, Deep Pool.
Benefit: You can now empower a weapon with any of the following epic weapon properties: flaming blast, icy blast, shocking blast, thundering blast, desiccation, force, shredding, warping, or everdancing.

Vast Spell [Metamagic]
Prerequisites: Widen Spell.
Benefit: A vast spell has its area of effect increased by x10 along all axes. A vast spell uses up a spell slot six levels higher than the spell's actual level.

Verdigris Spell [Metamagic]
Prerequisites: Knowledge [Nature] 24 ranks.
Benefit: A verdigris spell causes plant life to spring forth in profusion inside its area of effect. First, all plant life in the area is restored to perfect health from any damage it may have taken (from the original spell or any other source). Then, plant growth spreads across everything in the area, ensnaring it and coiling around it as if it had been growing there for a century or more, turning the area in difficult terrain. Targets in the area must make a Reflex save against the spell's DC to avoid becoming trapped. If they fail, they taking 1d6 points of crushing damage per level of the original spell and become entangled and immobilized. A Strength or Escape Artist check with a DC equal to the spell's save DC is required to break free. Buildings and other artificial structures are likewise engulfed by tendrils of vines, creepers, thick roots, and branches, suffering 2d6 points of damage per level of the original spell. Those destroyed by the damage have their foundations uprooted and their walls crumbled. After the spell is cast, the vegetation remains, though it is nonmagical. A verdigris spell uses up a spell slot seven levels higher than the spell's actual level.

Verminlord [Magic]
Prerequisites: Spellcraft 21 ranks, any three invocations involving spiders, insects, or disease.
Benefit: You can summon ten swarms of centipedes (as creeping doom). You add your Charisma modifier to the poison save DC of the swarm. The attacks of any centipede swarms summoned are treated as magic weapons for the purpose of overcoming damage reduction. They also bypass damage reduction based on your alignment. If you are chaotic good for example, your swarms bypass chaotic, good, and magic damage reduction. Activating this ability requires a standard action.
When you use the summon swarm and tenacious plague invocations, the summoned creatures bypass damage reduction in the way listed above. Using this ability is part of the casting of thoseinvocations.
You can also control the actions of vermin creatures. This functions as dominate monster, but it affects vermin only. This lasts for a number of days equal to your caster level. Activating this ability requires a standard action.
Vermin view you as one of their kind. A vermin will never attack you willingly, unless you provoke it or its kin. This is an extraordinary ability.

Vicious Hex [Magic]
Prerequisite: Int 23, At least 11 hexes.
Benefit: Whenever a target must make a saving throw against the effects of one of your hexes, they must roll twice and take the worse result.

Vicious Vital [Combat]
Prerequisite: Str 25, Greater Vital Strike.
Benefit: Whenever you make a Vital Strike, you inflict an additional +1d6 damage. This extra damage is not multiplied on a critical.
Special: This feat can be taken multiple times. Its effects do stack.

Void Palm [Combat]
Prerequisites: Launching Palm, Void Step.
Benefit: When making a full, unarmed attack, you can opt to use Launching Palm to bull rush a target and use the movement granted by void step to follow them and continue with your full attack. The process can be repeated as long as you do not exceed your base speed as a total distance moved.

Void Dodge [Combat]
Prerequisites: Dodge, Void Step.
Benefit: Any round in which you do not use your Void Step ability, the AC bonus from the Dodge feat increases to +3 until the beginning of your next turn.
Special: You can take this feat multiple times. Every time you do, the AC bonus from the Dodge feat when you do not use your Void Step ability increases by an additional +2.

Void Step [Combat]
Prerequisites: Dex 27, Blinding Speed.
Benefit: You may move up to your base speed as a swift action. When under the effects of a haste spell or similar ability, this movement does not provoke attacks of opportunity for moving through threatened squares.

Walk on Water [Combat]
Prerequisites: Blinding Speed.
Benefit: Any round in which the character moves at least their base movement speed, they will not sink into liquids. This includes water, acid, lava, and any other material in which a character might be submerged. They treat the surfaces of these liquids as normal terrain and are immune to effects of submersion while standing on them, though they are still susceptible to any radiating effects (such as the heat damage from lava).

Wand Savant [Item Creation]
Prerequisite: Craft Wand, Spellcraft 24 ranks.
Benefit: You can craft wands from spells up to 7th level. Your wands can also incorporate metamagic feats, though the modified spell level still cannot exceed 7th level. Doing so follows all the normal rules for crafting wands except the creation cost and market value are both increased by x2.
Special: You can gain this feat multiple times. Every time you select this feat, you increase the maximum spell level of wand you can create by 3.

Warlord [Combat]
Prerequisites: BAB +25, Weapon Supremacy with the chosen weapon, Weapon Training class feature in a Weapon Group including the chosen weapon.
Benefit: When making a full attack with your chosen weapon, you gain one additional attack at your highest base attack bonus. This ability does not stack with magical effects that duplicate the effect (such as a weapon of speed or the haste spell).
Special: This feat can be taken multiple times. Its effects do not stack, instead apply the feat to a new weapon each time.

Warp Spell [Metamagic]
Prerequisites: Spell Focus (Conjuration).
Benefit: A warp spell is identical to the original spell except that at any one point along its trajectory, it can teleport as if affected by dimension door. This allows it to strike targets that the caster does not have line of sight on, though this often requires the caster to simply choose a square and hope the target is within the area of effect. Spells with a line area of effect can have the teleportation act anywhere along the length of the line; part of the effect extending from the caster and another part continuing on the other side of the dimension door. A warp spell uses up a spell slot six levels higher than the spell's actual level.

Weapon Aficionado [Combat]
Prerequisites: Base attack bonus +15.
Benefit: Select one weapon group (see the Fighter's weapon training class feature for groups). You receive a +1 to hit and damage with all weapons in this group. Additionally, you may use this feat to qualify for and count as an Advanced Weapon Training.
Special: This feat can be selected multiple times. Its effects do not stack. Every time it is chosen, it applies to a new weapon group. Weapons falling into more than one group still only receive the bonus to hit and damage once.

Weapon Supremacy [Combat]
Prerequisites: Epic Weapon Focus in the chosen weapon, Epic Weapon Specialization in the chosen weapon.
Benefit: Gain a +1 to hit and +2 to damage with the chosen weapon. These bonuses stack with those from the Weapon Focus/Specialization progression. Additionally, while wielding your chosen weapon, you cannot be disarmed and your weapon cannot be sundered. You also gain the ability to attempt disarms on targets that are normally immune (such as from the fighter's Weapon Mastery class ability), unless their immunity comes from Weapon Supremacy.
Special: This feat can be taken multiple times. Its effects do not stack, instead apply the feat to a new weapon each time.

Weightless Step [Skill]
Prerequisites: Dex 21, Legendary Leaper.
Benefit: You can attempt to use Acrobatics to soften your fall regardless of the height. It is DC 15 to ignore the first 20 feet fallen and for every 3 points by which you exceed 15, you ignore another 10 feet.

White Lotus Gale [Combat]
Prerequisites: Dex 25 or Str 25, BAB +23, Vacuum Slash.
Benefit: When using your Vacuum Slash, the cone now reaches 30 feet and you can elect to make your targets shaken. Each target must make a Fortitude save DC 10 + 1/2 your HD + your Str or Dex modifier or be shaken for 1 round.

Wide Pool [Magic]
Prerequisites: Int 21, True Magus class feature.
Benefit: Your arcane pool increases by an amount equal to your Intelligence modifier. If your Intelligence increases, this bonus is increased retroactively.
Special: You can gain this feat multiple times. Its effects stack.

Widen Aura [Morale]
Prerequisite: Cha 25, Aura class feature to be chosen or any 'Aura' Morale feat.
Benefit: Select one of your auras. It now extends 100 feet from you.
Special: This feat can be selected multiple times. Each time, it applies to a new aura.

Wield Oversized Weapon [Combat]
Prerequisites: Str 25.
Benefit: You treat any weapon you wield as being one size category smaller. This allows a medium-sized character to wield large weapons without penalty. Additionally, you can wield one-handed weapons of your own size category as light weapons.

Wings of Fire [Channeling]
Prerequisite: Cha 25, ability to channel negative energy.
Benefit: By expending three uses of your Channel Energy ability, you can briefly transform yourself into a demonic being, sprouting a pair of fiery, bat-like wings and gaining the following bonuses: Fly speed 90, good maneuverability. Darkvision 60 feet and low-light vision. Immunity to electricity, fire, and poison. +4 racial bonus on saves against petrification. Unholy Aura with a radius of 20 feet (using your caster level and Wisdom modifier to set the DC). The wings last for 1 minute for every die your channel energy would normally heal. The wings cannot be dispelled except by the channeler (or the direct intervention of a deity), who can dismiss them as a free action.

Wings of Light [Channeling]
Prerequisite: Cha 25, ability to channel positive energy.
Benefit: By expending three uses of your Channel Energy ability, you can briefly transform yourself into an angelic being, sprouting a pair of feathered wings composed of silvery-blue energy and granting you the following bonuses: Fly speed 90, good maneuverability. Darkvision 60 feet and low-light vision. Immunity to acid, cold, and petrification. +4 racial bonus on saves against poison. Magic Circle Against Evil and Lesser Globe of Invulnerability, both with a radius of 20 feet (using your caster level). The wings last for 1 minute for every die your channel energy would normally heal. The wings cannot be dispelled except by the channeler (or the direct intervention of a deity), who can dismiss them as a free action.

World Breaker [Combat]
Prerequisites: Str 28, BAB +23, Earth Breaker.
Benefit: When using your Earth Breaker, the burst now reaches 10 feet and you can elect to make a trip attempt against the targets. Resolve the trip attempts normally, though the targets do not get attacks of opportunity even if you do not have Improved Trip.

Zen Focus [Ki]
Prerequisites: Wis or Cha 26, Ki pool 18+ points.
Benefit: Up to three times per day, you can spend a full- round action meditating to recover a number of ki points equal to your modifier you use to determine your ki.