Billy Sharken likes water, sharks, and swords. He's a basic fighter, with a mind to match. For example, he once shouted in a town square "Do you want to start a revolution?" The guards decided to attack him, even though he was attempting to get a tattoo at the time.
Some forms he been turned into include a Raptor, a zombie, and is now a 4-armed Were-shark. Billy's levels are 38 in Fighter, 7 in Animal (Large Shark), 11 in Barbarian, 10 in Frenzied Berserker, and 2 in Warblade. He's the only one in the campaign who cannot cast spells.
During one of the quests, Billy obtained a raptor, which then attacked him. He then set it upon himself to mate with the raptor, and had a child. Sometime afterward, he offered the mother to a demon for power.
Billy is very easily taunted, and has a short temper. This has given him many problems, both outside and within the party. He has since changed his name to "Sharken" through a series of events involving a nagging fairy and a DMV-type store.
Were-Shark (Natural) (+3 LA)
- Fighter 38/Animal (Large Shark) 7/Barbarian 11/Frenzied Berserker 10/Warblade 2
Size/Type: Large Humanoid (Human, Shapechanger)
Hit Dice: 38d10+7d8+23d12+2448 (3240)
Initiative: +44 (+8 Superior, +36 dex)
Speed: 60' fly 60', swim 60'
Armor Class: 145 (-1 size, +27 Natural, +36 Dex, +21 Deflection, +51 Armor, +1 dodge) Touch 67, Flat-footed 108
Base Attack/Grapple: +44/+113 (+rage/frenzy)
Attack: Hydraxian Warlord's Blade +122 melee (4d6+82 +5d6 Cold Damage plus Unholy (+2d6 vs. Good, Evil aligned), Wounding)
- Hydraxian Warlord's Blade +122/+122/+117/+112/+107 melee:
- 4d6+82 +5d6 Cold Damage plus Unholy (+2d6 vs. Good, Evil aligned), Wounding, Cold Iron
- Dreadnaught Leviathan +122/+122/+117/+112/+107 melee:
- 4d6+82 +5d6 Shock Damage plus Holy (+2d6 vs. Evil, Good aligned), Wounding, Silver
- Daedalus's Curse +122/+122/+117/+112/+107 melee:
- 4d6+82 +5d6 Sonic Damage plus Axiomatic (+2d6 vs. Chaos, Law aligned), Wounding, Mythril
- Wastewater Brand +122/+122/+117/+112/+107 melee:
- 4d6+82 +5d6 Acid Damage plus Anarchaic (+2d6 vs. Law, Chaos aligned), Wounding, Adamatine
Space/Reach: 10 ft./15 ft.
Special Attacks: Martial Level (Warblade 35), Rage (+6/+3) 3/day, Frenzy (Greater) 5/day, Supreme Cleave, Inspire Frenzy 3/day, Improved Power Attack, Supreme Power Attack, Pounce, Spell-Like Abilities, Lion Totem
Special Qualities: Rank 0 Hero Deity (Immune to Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects; Portfolio:Sea Creatures, War), Low-light Vision, Spell Resistance 51, DR 10/silver, 10/magic, Trap Sense +3, Uncanny Dodge, Improved Uncanny Dodge, Alternate form, Shark empathy, Scent, Blindsense, Keen Scent, Deathless Frenzy, Tireless Frenzy, Immune to Negative energy, Cold, Resist Fire 25%, Resist Cold, Acid, Shock, Sonic 120, Resist Fire 170, Spell Resistance 51,
Saves: Fort +92, Ref +87, Will +64
Abilities: Str 124, Dex 82, Con 82, Int 26, Wis 38, Cha 24
- Abilities (rage): Str: 130, Con 88 [HP: 3444] +3 Fort, +3 Will
- Abilities (Frenzy): Str 134
- Abilities (Rage + Frenzy): Str 140, Con 86 [HP: 3444] +3 Fort, +3 Will
Skills: Balance +107 (+8 syn), Concentration +83, Handle Animal +78, Hide +32 (+30), Intimidate +78 (+60), Jump +128(+8 syn, +rage/frenzy), Listen +85, Martial Lore +78, Move Silently +36 (+30), Ride +107 (+8 syn), Spot +85, Survival +85, Swim +128(+8, +rage/frenzy), Tumble +107 (+8 syn),
Feats: Alertness [s], Improved Initiative [s], Great Fortitude [s],
Improved Bull Rush, Combat Reflexes, Multiweapon Fighting, Improved Multiweapon Fighting, Greater Multiweapon Fighting, Melee Weapon Specialization (Slashing), Weapon Supremacy (LS),
Multi-Weapon Rend, Destructive Rage, Intimidating Rage, Shock Trooper, Monkey Grip, Improved Buckler Defense, Leadership, Leap Attack, Superior Cleave, Perfect Cleave, Instantaneous Rage, Iron Heart Aura, Spellcasting Harrier, Penetrate Damage Reduction (silver), Martial Study(Stone Dragon; Mountain Tombstone Strike)
Bonus Feats: Iron Will [B], Diehard [B], Additional Magic Item Slot (Wrists, Ring x2) [B] Power Attack, Cleave, Great Cleave, Weapon Focus (Longsword), Improved Critical (LS), Weapon Specialization (LS), Greater Weapon Focus (LS), Greater Weapon Specialization (LS), Dodge, Mobility, Elusive Target, Overwhelming Critical (Longsword), Devastating Critical (LS), Epic Weapon Focus (LS), Epic Weapon Specialization (LS), Superior Initiative, Perfect Multi-Weapon Fighting, Wield Oversized Weapons, Improved Combat Reflexes, Epic Prowess
Alignment: Chaotic Neutral
Blindsense (Ex): A shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.
Keen Scent (Ex): A shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.
Skills: A shark has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Frenzy (Ex): A frenzied berserker can enter a frenzy during combat. While frenzied, she gains a +6 bonus to Strength and, if she makes a full attack action, gains a single extra attack each round at her highest bonus. (This latter effect is not cumulative with haste or other effects that grant additional attacks.) However, she also takes a –4 penalty to Armor Class and takes 2 points of nonlethal damage per round. A frenzy lasts for a number of rounds equal to 3 + the frenzied berserker’s Constitution modifier (39/41 rounds). To end the frenzy before its duration expires, the character may attempt a DC 20 Will save once per round as a free action. Success ends the frenzy immediately; failure means it continues. The effects of frenzy stack with those from any rage ability the character may have.
At 1st level, the character can enter a frenzy once per day. Thereafter, she gains one additional use per day of this ability for every two frenzied berserker levels she acquires (but she can’t use the ability more than once in any encounter). The character can enter a frenzy as a free action. Even though this takes no time, she can do it only during her turn, not in response to another’s action. In addition, if she takes damage from an attack, spell, trap, or any other source, she automatically enters a frenzy at the start of her next action, as long as she still has at least one daily usage of the ability left. To avoid entering a frenzy in response to a provoking effect, the character must make a successful Will save (DC 10 + points of damage taken since her last action) at the start of her next turn.
While frenzied, the character cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can she cast spells, drink potions, activate magic items, or read scrolls. She can use any feat she has except Combat Expertise, item creation feats, or metamagic feats. She can use her special ability to inspire frenzy (see below) normally.
During a frenzy, the frenzied berserker must attack those she perceives as foes to the best of her ability. Should she run out of enemies before her frenzy expires, her rampage continues. She must then attack the nearest creature (determine randomly if several potential foes are equidistant) and fight that opponent without regard to friendship, innocence, or health (the target’s or her own).
When a frenzy ends, the frenzied berserker is fatigued (–2 penalty to Strength and Dexterity, unable to charge or run) for the duration of the encounter.
If the character is still under the effect of a rage ability, the fatigued condition does not apply until the rage ends—at which point the character is exhausted, not merely fatigued.
Diehard: A frenzied berserker gains Diehard as a bonus feat even if she does not meet the prerequisites.
Supreme Cleave: At 2nd level and higher, a frenzied berserker can take a 5-foot step between attacks when using the Cleave or Great Cleave feat. She is still limited to one such adjustment per round, so she cannot use this ability during a round in which she has already taken a 5-foot step.
Deathless Frenzy (Ex): At 4th level and higher, a frenzied berserker can scorn death and unconsciousness while in a frenzy. As long as her frenzy continues, she is not treated as disabled at 0 hit points, nor is she treated as dying at –1 to –9 hit points. Even if reduced to –10 hit points or less, she continues to fight normally until her frenzy ends. At that point, the effects of her wounds apply normally if they have not been healed. This ability does not prevent death from massive damage or from spell effects such as slay living or disintegrate.
Improved Power Attack: Beginning at 5th level, a frenzied berserker gains a +3 bonus on her melee damage rolls for every –2 penalty she takes on her melee attack rolls when using the Power Attack feat (or +3 for every –1 penalty if wielding a two-handed weapon other than a double weapon). This benefit does not stack with the normal effects of Power Attack.
Inspire Frenzy (Su): Beginning at 6th level, a frenzied berserker can inspire frenzy in her allies while she herself is frenzied.
When she uses this ability, all willing allies within 10 feet of her gain the benefits and the disadvantages of frenzy as if they had that ability themselves. The frenzy of affected allies lasts for a number of rounds equal to 3 + the frenzied berserker’s Constitution modifier (39/41 rounds), regardless of whether they remain within 10 feet of her.
A frenzied berserker gains one additional use of this ability per day for every two additional frenzied berserker levels she acquires, though the ability is still usable only once per encounter.
Greater Frenzy (Ex): Starting at 8th level, the character’s bonus to Strength during a frenzy becomes +10 instead of +6.
Supreme Power Attack: A 10th-level frenzied berserker gains a +2 bonus on her melee damage rolls for every –1 penalty she takes on her melee attack rolls when using the Power Attack feat (or +4 for every –1 penalty if wielding a two-handed weapon other than a double weapon). This benefit does not stack with the effects of Power Attack or Improved Power Attack.
Tireless Frenzy: A 10th-level frenzied berserker no longer becomes fatigued after a frenzy, though she still takes the nonlethal damage for each round it lasts.
Lion Totem: Regal and intimidating, the powerful lion is a symbol of nobility among the races of the wild. By selecting him as your spiritual totem, you gain the pounce ability (MM 313).
Rage (Ex): A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below).
A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.
Uncanny Dodge (Ex): At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Trap Sense (Ex): Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.
Improved Uncanny Dodge (Ex): At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Lion Totem (Su): If you select the lion as your spiritual totem, he rewards you with the ability to loose a powerful and intimidating roar. When you roar, every creature within a 30-foot radius must succeed on a Will save (DC 10 + 1/2 your barbarian level + your Str modifier) (72 not raging or frenzied) or be shaken for a number of rounds equal to your barbarian level. This ability can be used once per day, and you gain an additional use per day at each level at which your damage reduction would increase (10th, 13th, 16th, and 19th levels). 2/day
Domain water: Turn or destroy fire creatures. Rebuke, command, bolster water creatures. 3+charisma (10) times/day. Level = HD (SU).
- 1st Obscuring Mist
- 2nd Fog Cloud
- 3rd Water Breathing
- 4th Control Water
- 5th Ice Storm
- 6th Cone of Cold
- 7th Acid Fog
- 8th Horrid Wilting
- 9th Elemental Swarm (Water only)
- Great White Surge (Iron Heart Surge) (Iron Heart, 3)
- Sudden Leap (Tiger Claw, Boost, 1) - You can make a Jump check as a swift action and move the distance determined by :your check result. You provoke attacks of opportunity with this movement, and you must move in a straight line. As with any movement,you can attempt a Tumble check to avoid any attacks you provoke with this sudden leap. You can’t move through enemies, unless you succeed on the appropriate Tumble check.
- Second Strike (Lightning Recovery) (Iron Heart, Counter, 4) - This maneuver embodies the ethos of speed and energy that the Iron Heart tradition teaches. If one of your melee attacks misses, you can initiate this maneuver to reroll that attack roll with a +2 bonus.
- Wall of Teeth (Wall of Blades) (Iron Heart, Counter, 2) - When an enemy makes a melee or ranged attack against you, :you can initiate this counter to oppose that attack by making an attack roll with any melee weapon you are holding. Use the higher of your AC or your attack roll as your effective AC against the incoming attack. You can’t use this maneuver if you are denied your Dexterity bonus to AC against your attacker. You can decide to use this ability after you learn the result of your opponent’s attack.
- Mountain Tombstone Hammer (Stone Dragon, 9) - Your attack causes damage to the structure of your foe’s body. As part :of this maneuver, you make a single melee attack. If this attack hits, you deal 2d6 points of Constitution damage in addition to your normal damage.
- Punishing Stance (Iron Heart 1) - -2 AC, +1d6 damage)
- Prey on the Weak (Tiger Claw 7) - Whenever an opponent within 10 feet of you drops to –1 or fewer hit points, :whether from your attack, an Ally's strike, or some other cause, you can immediately make an attack of opportunity :against any opponent within your threatened area.
- Hydraxian Warlord's Blade (+15 Cold Iron Longsword):
- 4d6+15 +5d6 Cold Damage plus Unholy (+2d6 vs. Good, Evil aligned), Wounding
- Dreadnaught Leviathan (+15 Silver Longsword):
- 4d6+15 +5d6 Shock Damage plus Holy (+2d6 vs. Evil, Good aligned), Wounding
- Daedalus's Curse (+15 Mythril Longsword):
- 4d6+15 +5d6 Sonic Damage plus Axiomatic (+2d6 vs. Chaos, Law aligned), Wounding
- Wastewater Brand (+15 Adamatine Longsword):
- 4d6+15 +5d6 Acid Damage plus Anarchaic (+2d6 vs. Law, Chaos aligned), Wounding
- Generic Scimitars (+20 Scimitars): x4
- 3d6+20, (18-20, Everdancing -1 con on hit)
- Head: Helm of Teleportation and Epic Excellence: (Planeshift/Teleport w/o error (self only)) +12 Str/Con/Wis
- Neck: Fang of Thornton: Amulet of Natural Armor +10; +12 Con, 50% negates crits, Negates negative energy, Activated Trueseeing (20 mins/day)
- Vest: Kracken's Gown: +25 Armor, Resists Sonic, Electricity, Fire, Cold attacks by 120, +10 Resistance
Armor: Riverndine Breastplate +17 (+11 Armor, +11 Deflection, 51 Spell Resistance, Resist Fire 50)
- Waist: Belt of Strength +12
- Back: Fins of the Flying Fish: Fly 60' +10 Resistance, +10 Natural Armor
- Wrists: Bracer's of Relentless Might : +12 Str/Con, +2 effective Size categories.
- Wrists2: Strongarm Tiger Bracers of Armor +15: +15 Armor; Wield weapons 1 size category larger, +60 intimidate, Prey on the Weak 1/day
- Hands: Hands of Stealth: +12 Dex/Con/Str, +30 Hide, Move Silently.
- Ring1: Ring of Revenge and Girralon's Blessing: Deals 300 damage plus 300 cold damage when you are killed to the one that killed you. 4 arms.
- Ring2: Ring of Epic Storing - Blessed Touch (Epic Revival Spell); Heal (CL ) x3
- Ring3: Ring of Freedom and Protection: Freedom of Movement plus +10 Deflection
- Ring4: Ring of Epic Haste and Cold Immunity:
- Feet: Boots of Swiftness: +6 Dex, 3/day Haste (CL 20), Evasion
- Ion Stone of Strength +12
- Ion Stone of Dexterity +12
- Ion Stone of Constitution +12
- Ion stone of Charisma +8
- Rod of Abatement: Negates 1st spell cast on you per round.
- Water Orb: Decreases Fire Damage taken by 25%
- Blue Crystal: Activate for a Call Lightning spell, only the lightning strikes deal 25d6 damage and the effect only lasts for 3 bolts.
- Emerald Cloak
Other: Castle in the Water
Martial Script of Iron Boost ([Iron Heart Epic, Boost] Until the end of your turn, your attacks have a chance of stunning and knocking your opponent prone. A successful Fortitude save negates the stun effect, while a Reflex save negates the knocking effect.)
Benefit: You get a +2 bonus on all Listen checks and Spot checks.
IMPROVED INITIATIVE [GENERAL]Edit
Benefit: You get a +4 bonus on initiative checks.
GREAT FORTITUDE [GENERAL]Edit
Benefit: You get a +2 bonus on all Fortitude saving throws.
IMPROVED BULL RUSH [GENERAL]Edit
You know how to push opponents back. Prerequisite: Str 13+, Power Attack Benefit: When you perform a bull rush, you do not draw an attack of opportunity from the defender.
COMBAT REFLEXES [GENERAL]Edit
You can respond quickly and repeatedly to opponents who let their defenses down. Benefit: When foes leave themselves open, you may make a number of additional attacks of opportunity equal to your Dexterity modifier. For example, a character with a Dexterity of 15 can make a total of three attacks of opportunity in a round- the one attack of opportunity any character is entitled to, plus two more attacks because of his +2 Dexterity bonus. If four goblins move through the character's threatened area, he can make attacks of opportunity against three of the four. You still only make one attack of opportunity per enemy. You may also make attacks of opportunity while flat-footed.
MULTIWEAPON FIGHTING [GENERAL]Edit
A creature with three or more hands can fight with a weapon in each hand. The creature can make one extra attack each round with each extra weapon. Prerequisite: Three or more hands Benefit: Penalties for fighting with multiple weapons are reduced by 2.
IMPROVED MULTIWEAPON FIGHTING [MONSTROUS]Edit
You are expert at fighting with a weapon in each of your three or more hands. You can make up to two attacks per round with each off-hand weapon. Prerequisite: Dex 15, three arms, base attack bonus +9, Multidexterity, Multiweapon Fighting. Benefit: In addition to the single extra attack you get each round with each off-hand weapon from Multiweapon Fighting, you get a second extra attack with each such weapon, albeit at a -5 penalty.
GREATER MULTIWEAPON FIGHTING [MONSTROUS]Edit
A creature with three or more arms can fight with a weapon in each hand. The creature can make up to three attacks per round with each extra weapon. Prerequisite: Dex 19, three arms, base attack bonus +15, Improved Multiweapon Fighting, Multiweapon Fighting, Multidexterity Benefit: You may make up to three attacks with each off-hand weapon that you wield, albeit with a -10 penalty on the third attack with each such weapon.
MELEE WEAPON MASTERY [GENERAL]Edit
You have mastered a wide range of weapons. Your training with one specific weapon now extends to other weapons of a similar sort. Prerequisite: Proficiency with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, base attack bonus +8. Benefit: When you select this feat, choose bludgeoning, piercing, or slashing. You must have Weapon Focus and Weapon Specialization with a melee weapon that deals this type of damage. When using any melee weapon that has the damage type you selected, you gain a +2 bonus on attack rolls and a +2 bonus on damage rolls.
WEAPON SUPREMACY [GENERAL]Edit
You are a grandmaster in the use of your chosen weapon. When you hold it in your hands, no foe can stand against you. Prerequisite: Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Greater Weapon Specialization with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, Weapon Mastery with damage type of selected weapon, fighter level 18th. Benefit: When fighting with the weapon that you choose for this feat, you gain a number of additional advantages.
- You gain a +4 bonus on all checks made to resist being disarmed.
- You can wield your weapon against a foe who grapples you without penalty and without first making a grapple check. In this situation, you can take a standard action or a full attack action as normal.
- When you take a full attack action, you can apply a +5 bonus to any single attack after your first strike.
- Once per round before making an attack roll, you can instead choose to treat your d20 result as a 10.
- You gain a +1 bonus to AC.
MULTI-WEAPON REND [EPIC]Edit
You wield two weapons with an artisan's precision. Each strike builds on the next, allowing you to deal more damage. Prerequisite: Dex 15, Multi-Weapon Fighting, base attack bonus +11. Benefit: If you successfully hit an opponent with all of the weapons you wield, you deal extra damage equal to 3d6 + 2 times your Strength bonus (+1/2 your strength modifier for each arm above 3). This extra damage is treated as the same type that your off-hand weapon dealt normally for the purpose of overcoming damage reduction and other effects related to damage type. You can gain this extra damage once per round against a given opponent.
DESTRUCTIVE RAGE [GENERAL]Edit
You can shatter barriers and objects when enraged. Prerequisites: Rage or frenzy ability. Benefit: While you are in a rage or frenzy, you gain a +8 bonus on any Strength checks you make to break down doors or break inanimate, immobile objects.
INTIMIDATING RAGE [GENERAL]Edit
Your rage engenders fear in your opponents. Prerequisite: Rage or frenzy ability. Benefit: While you are raging, you designate a single foe within 30 feet of you that you can attempt to demoralize as a free action (see the Intimidate skill). A foe that you successfully demoralize remains shaken for as long as you continue to rage. You may only use this feat against a single foe in any particular encounter.
SHOCK TROOPER [TACTICAL]Edit
You are adept at breaking up formations of soldiers when you rush into battle. Prerequisite: Improved Bull Rush, Power Attack, base attack bonus +6. Benefit: The Shock Trooper feat enables the use of three tactical maneuvers.
- Directed Bull Rush: To use this maneuver, you must make a successful bull rush attempt as part of a charge. For every square you push your foe hack, you may also push that foe one square to the left or right.
- Domino Rush: To use this maneuver, you must make a successful bull rush attempt that forces a foe into the same square as another foe. You may make a free trip attempt against both foes at the same rime, and neither foe gets a chance to trip you if your attempt fails.
- Heedless Charge: To use this maneuver, you must charge and make the attack at the end of the charge using your Power Attack feat. The penalty you take on your attack roll must be -5 or worse. In addition to normal charge modifiers (which give you a -2 penalty to AC and a +2 bonus on the attack roll), you can assign any portion of the attack roll penalty from Power Attack to your Armor Class instead, up to a maximum equal to your base attack bonus.
MONKEY GRIP [GENERAL]Edit
You are able to use a larger weapon than other people your size. Prerequisite: Base attack bonus +1. Benefit: You can use melee weapons one size category larger than you are with a –2 penalty on the attack roll, but the amount of effort it takes you to use the weapon does not change. For instance, a Large longsword (a one-handed weapon for a Large creature) is considered a two-handed weapon for a Medium creature that does not have this feat. For a Medium creature that has this feat, it is still considered a one-handed weapon. You can wield a larger light weapon as a light weapon, or a larger two-handed weapon in two hands. You cannot wield a larger weapon in your off hand, and you cannot use this feat with a double weapon.
IMPROVED BUCKLER DEFENSE [GENERAL]Edit
You can attack with an off-hand weapon while retaining a buckler’s shield bonus to your Armor Class. Prerequisite: Shield Proficiency. Benefit: When you attack with a weapon in your off hand, you may still apply your buckler’s shield bonus to your Armor Class.
LEAP ATTACK [GENERAL]Edit
Prerequisites: Jump 8 ranks, Power Attack. Benefit: You can combine a jump with a charge against an opponent. If you cover at least 10 feet of horizontal distance with your jump, and you end your jump in a square from which you threaten your target, you deal +100% the normal bonus damage from your use of the Power Attack feat. This attack must follow all the normal rules for using the Jump skill and for making a charge, except that you ignore rough terrain in any squares you jump over.
SUPERIOR CLEAVE [GENERAL]Edit
You use the momentum of the cleave to cover a greater distance. Prerequisites: Base Attack Bonus +14, Cleave, Great Cleave Benefit: You can make a step (equal to your space) as part of a cleave attempt, potentially cleaving more opponents. Normal: Typically you can only take a step either before or after attempting a cleave.
PERFECT CLEAVE [EPIC]Edit
Your blows power through the opposition. Prerequisites: Cleave, Great Cleave, Str 35, Superior Cleave. Benefit: Cleave after scoring a critical hit. Normal: Typically you must drop an opponent to zero hit points to gain another attack while cleaving.
INSTANTANEOUS RAGE [GENERAL]Edit
Prerequisite: Rage or frenzy ability. Benefit: Your rage begins at any time you wish, even when it's nor your turn or when you're surprised. You can activate your rage as a free action in response to another's action. Thus, you can gain the benefits of rage in time to prevent or ameliorate an undesirable event. For example, you can choose to enter a rage when an enemy attacks you, or casts a spell at you (to gain the benefits of a higher Constitution or your bonus on Will saves) before you know the results of the attack. You must be aware of the attack, but you maybe flat-footed.
IRON HEART AURA [GENERAL]Edit
Your strength of spirit and martial training inspires those around you. Prerequisite: One Iron Heart stance. Benefit: While you are in any Iron Heart stance, adjacent allies gain a +2 morale bonus on saving throws.
PENETRATE DAMAGE REDUCTION [EPIC]Edit
Select a special material, such as adamantine. Benefit The character melee weapons (including natural weapons) are treated as being crafted from the chosen special material for the purposes of bypassing the damage reduction of any creature the character strikes. None of the other special properties of special materials are gained by the character’s melee weapons.
SPELLCASTING HARRIER [EPIC]Edit
Spellcasters you threaten find it difficult to cast defensively. Prerequisite: Combat Reflexes. 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.
Martial Study: +1 Maneuver.
IRON WILL [GENERAL]Edit
You have a stronger will than normal. Benefit: You get a +2 bonus to all Will saving throws.
You can remain conscious after attacks that would fell others. Prerequisite: Endurance Benefit: When reduced to between -1 and -9 hit points, you automatically become stable. You don't have to roll d% to see if you lose 1 hit point each round. When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying.
ADDITIONAL MAGIC ITEM SPACE [EPIC]Edit
You can wear more magic items. Benefit: Choose one type of magic item that has a limit on the number you can simultaneously wear and gain its benefit, such as ring or belt. You can now wear one more magic item of this type and also gain its benefit.
POWER ATTACK [GENERAL]Edit
You can make exceptionally powerful melee attacks. Prerequisite: Str 13+ Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage applies until your next action.
You can follow through with powerful blows. Prerequisite: Str 13+, Power Attack Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points, killing it, etc.), you get an immediate, extra melee attack against another creature in the immediate vicinity. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
GREAT CLEAVE [GENERAL]Edit
You can wield a melee weapon with such power that you can strike multiple times when you fell your foes. Prerequisite: Str 13+, Power Attack, Cleave, base attack bonus +4 or higher Benefit: As Cleave, except that you have no limit to the number of times you can use it per round.
WEAPON FOCUS [GENERAL]Edit
Choose one type of weapon, such as greataxe. You are especially good at using this weapon. You can choose "unarmed strike" or "grapple" for your weapon for purposes of this feat. If you are a spellcaster, you can choose "ray," in which case you are especially good with rays, such as the one produced by the ray of frost spell. Prerequisite: Proficient with weapon, base attack bonus +1 or higher Benefit: You add +1 to all attack rolls you make using the selected weapon.
IMPROVED CRITICAL [GENERAL]Edit
Choose one type of weapon, such as longsword or greataxe. With that weapon, you know how to hit where it hurts. Prerequisite: Proficient with weapon, base attack bonus +8 or higher Benefit: When using the weapon you selected, your threat range is doubled. For example, a longsword usually threatens a critical on a 19 or 20 (two numbers). If a character using a longsword has Improved Critical (longsword), the threat range becomes 17 through 20 (four numbers). Note: "Keen" magic weapons also double their normal, nonmagical threat range. As with all doubled doublings, the result is triple. A magic longsword with a doubled threat range in the hands of a character with Improved Critical (longsword) would have a threat range of 15 through 20 (six numbers: 2 for being a longsword, +2 for being doubled once and +2 for being doubled a second time).
WEAPON SPECIALIZATION [GENERAL]Edit
You are extraordinarily skilled with your weapon of choice. Prerequisite: 4th level fighter, Weapon Focus with chosen weapon Benefit: Adds a +2 damage bonus with a chosen weapon. If the weapon is a ranged weapon, the damage bonus only applies if the target is within 30 feet, because only at that range can the fighter strike precisely enough to be more effectively.
GREATER WEAPON FOCUS [GENERAL]Edit
Choose one type of weapon, such as greataxe, for which you have already selected Weapon Focus. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You are especially good at using this weapon. Prerequisite: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 8th Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus (see below).
GREATER WEAPON SPECIALIZATION [GENERAL]Edit
Choose one type of weapon, such as greataxe, for which you have already selected Weapon Specialization. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon. Prerequisite: Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, fighter level 12th. Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization.
You are adept at dodging blows. Prerequisite: Dex 13+ Benefit: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action, Note: A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses (such as this one and a dwarf's racial bonus to dodge giants) stack with each other, unlike most other types of bonuses.
You are skilled at dodging past opponents and avoiding blows. Prerequisite: Dex 13+, Dodge Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. Note: A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses (such as this one and a dwarf's racial bonus to dodge giants) stack with each other, unlike most types of bonuses.
ELUSIVE TARGET [TACTICAL]Edit
Trying to land a blow against you can be a maddening experience. Prerequisite: Dodge, Mobility, base attack bonus +6. Benefit: The Elusive Target feat enables the use of three tactical maneuvers.
- Negate Power Attack: To use this maneuver, you must designate a specific foe robe affected by your Dodge feat. If that foe uses the Power Attack feat against you, the foe gains no bonus on the damage roll but still takes the corresponding penalty on the attack roll.
- Diverting Defense: To use this maneuver, you must be flanked and you must designate one of the flanking attackers to be affected by your Dodge feat. The first attack of the round from the designated attacker automatically misses you and may strike the other flanking foe instead; the attacking creature makes an attack roll normally, and its ally is considered flat-footed. If the designated attacker is making a full attack against you, its second and subsequent attacks function normally.
- Cause Overreach: To use this maneuver, you must provoke an attack of opportunity from a foe by moving our of a threatened square. If the foe misses you, you can make a free trip attempt against this foe, and the foe does not get a chance to trip you if your attempt fails.
OVERWHELMING CRITICAL [EPIC]Edit
Choose one type of melee weapon, so as claw or bite. With that weapon, you deal more damage on a critical hit. Prerequisite: Str 23, Cleave, Great Cleave, Improved Critical (chosen weapon), Power Attack, Weapon Focus (chosen weapon). Benefit: When using weapon you have selected, you deal +1d6 points of extra damage on a successful critical hit. If weapons critical multiplier is x 3 add +2d6 points of extra damage instead, and if the multiplier is x4, add +3d6 points extra damage instead. (Creatures immune to critical hits can't be affected by this feat.)
DEVASTATING CRITICAL [EPIC]Edit
Choose one type of melee weapon, such as a claw or bite. With that weapon, you are capable of killing any creature with a single strike. Prerequisite: Str 25, Cleave, Great Cleave, Improve Critical (chosen weapon), Overwhelming Critical (chosen weapon), Power Attack, Weapon Focus (choose weapon). Benefit: Whenever you score a critical hit with weapon you have chosen, the target must make a Fortitude save (DC 10 + 1/2 your HD + your character level + your Str modifier) or die instantly. (Creatures immune to critical hits can't be affected by this feat.) (Save: 101, +rage/Frenzy bonuses (+3/+5)
EPIC WEAPON FOCUS [EPIC]Edit
Choose one type of weapon, such as greataxe. You are especially good at using this weapon. Prerequisite: Weapon Focus in the weapon to be chosen Benefit: Add a +2 bonus to all attack rolls you make using the selected weapon.
EPIC WEAPON SPECIALIZATION [EPIC]Edit
Choose one type of weapon, such as greataxe. You deal extraordinary damage wielding this weapon. Prerequisite: Epic Weapon Focus, Weapon Focus, Weapon Specialization (all in the weapon to be chosen) Benefit: Add +4 to all damage you deal using the selected weapon. If the weapon is a ranged weapon, the damage bonus only applies if the target is within 30 feet.
SUPERIOR INITIATIVE [EPIC]Edit
You can react even more quickly than normal in a fight. Prerequisite: Improved Initiative Benefit: You get a +8 bonus on initiative checks. This bonus overlaps (does not stack with) the bonus from Improved Initiative.
PERFECT MULTIWEAPON FIGHTING [EPIC]Edit
A creature with three or more hands can fight with a weapon in each hand. The creature is allowed its full number of attacks with each extra weapon. Prerequisite: Dex 25, three or more hands, Greater Multiweapon Fighting, Multidexterity, Multiweapon Fighting Benefit: You can make as many attacks with each extra weapon as with your primary weapon, using the same base attack bonus. For example, a four-armed creature with this feat and a base attack of +18/+13/+8/+3 could make four attacks per round with his primary weapon and four attacks per round with each extra weapon, using this base attack bonus. You still take the normal penalties for fighting with two weapons.
WIELD OVERSIZED WEAPON [EPIC]Edit
You can use larger than normal weapons with ease. Prerequisites: Str 25, Monkey Grip*, base attack bonus +21. Benefit: You can treat any weapon as if it were one size category smaller than normal and one category “lighter” for the purpose of determining the amount of effort it takes to wield. For instance, a halfling with this feat could wield a Medium short sword as a Small light weapon, or a human could wield an ogre’s Large greatclub as a Medium two-handed weapon. The weapon still deals its normal amount of damage.
IMPROVED COMBAT REFLEXES [EPIC]Edit
You can respond to any number of opponents who let their defenses down. Prerequisite: Dex 21, Combat Reflexes Benefit: There is no limit to the number of attacks of opportunity you can make in one round. (You still can't make more than one attack of opportunity against a single person in a round.)
EPIC PROWESS [EPIC]Edit
Benefit: Gain a +1 bonus on all attacks.
|Playable in Dungeons & Dragons|