Epic S Feats

Sacred Boost
(Complete Divine, p. 84)
[Divine]
You can channel positive energy to increase the power of cure wounds spells cast near you.
Prerequisite Ability to channel positive energy
Benefit You can spend a turn attempt as standard action to place an aura of positive energy upon each creature within a 60-ft. burst. Any cure spell cast on one of these creatures before the end of your next turn is automatically maximized, with no adjustment to the spell’s level or casting time.

Sacred Strike
(Book of Exalted Deeds, p. 45)
[Exalted]
Your sneak attack is enhanced by your unshakable faith in a good-aligned deity.
Prerequisite Sneak attack class ability,
Benefit When you use your sneak attack ability against an evil creature, roll d8s for your sneak attack dice (instead of d6s) and your sneak attack damage is considered good-aligned for purposes of overcoming damage reduction.

Sacred Vengeance
(Complete Warrior, p. 108)
[Divine]
You can channel energy to deal extra damage against undead in melee.
Prerequisite channel positive energy
Benefit As a free action, spend one of your turn undead attempts to add 2d6 points of damage to all your successful melee attacks against undead until the end of the current round.

Sanctify Ki Strike
(Book of Exalted Deeds, p. 46)
[Exalted]
Sacred power suffuses your unarmed strikes.
Prerequisite Improved Unarmed Strike (PH) , CHA 15, Ki strike (lawful),
Required for Fist of the Heavens (BE) , Holy Ki Strike (BE) ,
Benefit Your unarmed strikes deal 1 extra point of damage to evil creatures, or 1d4 points to evil outsiders and evil undead. In addition, they are considered good-aligned for purposes of overcoming damage reduction.

Sanctify Martial Strike
(Book of Exalted Deeds, p. 46)
[Exalted]
Sacred power suffuses your attacks with a certain kind of weapon.
Prerequisite Weapon Focus (PH) (with the specified weapon) , CHA 15,
Benefit Whenever you wield a specific kind of weapon, it deals 1 extra point of damage to evil creatures, or 1d4 points to evil outsiders and evil undead. In addition, that weapon is considered good-aligned for purposes of overcoming damage reduction.
Special You can take this feat more than once, selecting a different weapon each time.

Sanctify Natural Attack
(Book of Exalted Deeds, p. 46)
[Exalted]
You can focus holy power into your natural attacks.
Prerequisite base attack bonus +5, One or more natural weapon attacks,
Benefit Each time you deal damage with a natural attack, you deal 1 extra point of damage to evil creatures, or 1d4 points to evil outsiders and evil undead. In addition, your natural attacks are considered good-aligned for purposes of overcoming damage reduction.

Sanctify Weapon
(Book of Exalted Deeds, p. 46)
[Exalted]
You can focus holy power into your weapon.
Prerequisite Able to cast align weapon,
Benefit When you cast align weapon, the affected weapon also becomes sanctified. A sanctified weapon deals 1 extra point of holy damage to evil creatures or 1d4 points of damage to evil outsiders and evil undead. In addition, creatures with the corrupted template (described in the Book of Vile Darkness) cannot recover hit point damage dealt by a sanctified weapon by means of normal healing, including fast healing.

Sanctum Spell
(Complete Arcane, p. 82)
[Metamagic]
Your spells are especially potent on home ground.
Prerequisite Any metamagic feat,
Benefit A sanctum spell has an effective spell level 1 higher than its normal level if cast in your sanctum (see below), but if not cast in the sanctum, the spell has an effective spell level 1 lower than normal. All effects dependent on spell level (including save DCs) are calculated according to the adjusted level. A sanctum spell uses a spell slot of the spell’s normal level.
Special Your sanctum is a particular site, building, or structure previously designated by you, and no larger than 20 feet/level in diameter. The designated area must be a site where you have spent a cumulative period of at least three months. Though a sanctum can be designated within a larger structure, its special advantages do not apply beyond the maximum area. Once designated, it takes seven days for a site to become a sanctum, and if you designate a new area to be your sanctum, the benefits of the old one immediately fade.

Savage Grapple
(Complete Adventurer, p. 114)
[Wild]
While transformed into the shape of a wild animal, you can savagely tear at any creature that you manage to grapple.
Prerequisite sneak attack, Wild shape,
Benefit While you are in a wild shape, any time you make a successful grapple check to damage a creature with which you are already grappling, you can add your sneak attack damage as well. Creatures not subject to sneak attacks don’t take this extra damage.

Sculpt Spell
(Complete Arcane, p. 83)
[Metamagic]
You can alter the area of your spells.
Prerequisite Any metamagic feat,
Benefit You can modify an area spell by changing the area’s shape to either a cylinder (10-foot radius, 30 feet high), a 40-foot cone, four 10-foot cubes, a ball (20-foot-radius spread), or a 120-foot line. The sculpted spell works normally in all respects except for its shape. For example, a lightning bolt whose area is changed to a ball deals the same amount of damage, but affects a 20-foot-radius spread.
A sculpted spell uses a spell slot one level higher than the spell’s actual level.

Shadow Striker
(Player’s Handbook II, p. 94)
[Fighter Bonus Feat, Tactical]
You melt into the shadows, hiding from your enemies until the time is right. Your cunning, guile, and stealth allow you to pick the most opportune moment to strike.
Prerequisite Stealth 12 ranks
Benefit The Shadow Striker feat grants you access to three special tactical maneuvers.

Evade Notice: If both you and an ally threaten an opponent, you can attempt to slip beneath your opponent’s notice. On your turn, if you take no hostile actions, such as attacking, casting an offensive spell, and so forth, you can make a Stealth check opposed by the threatened foe’s Perception check. If you succeed on this check, your foe cannot attack you on his next turn as long as he threatens another active opponent. If you attack your foe for any reason before or during his next turn, you lose this maneuver’s benefit.

Fade Away: To use this maneuver, you must first attack an opponent as a standard action, then move away and attempt a Stealth check as part of your move action for the turn. If your attack hits, it creates a momentary diversion, granting you a +5 bonus on this Stealth check.

Ghost Strike: You use an ally’s distraction and your talent to move noiselessly and slip out of your opponent’s field of vision for a single, crucial moment. To use this maneuver, both you and an ally must threaten a single foe. As a standard action, you make a Stealth check opposed by your foe’s Perception check. If you succeed on this check, you gain this maneuver’s benefit. On the next round, your target loses his Dexterity bonus to AC against your first attack of the round so long as your ally still threatens him.

Shadow Veil
( Complete Mage, p. 47)
[Reserve]
You draw wisps of darkness across your enemy’s eyes, obscuring the world around him.
Prerequisite Ability to cast 2nd-level spells,
Benefit As long as you have a darkness spell of 2nd level or higher available to cast, you can obscure the vision of a subject within 30 feet as a standard action. If the subject fails a Will save, it treats all other creatures and objects as though they had concealment and takes a -5 penalty on Perception checks for 1 round. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting darkness spells.

Sharp-Shooting
(Complete Warrior, p. 105)
[Fighter Bonus Feat, General]
Your skill with ranged weapons lets you score hits others would miss due to an opponent’s cover.
Prerequisite Point Blank Shot (PH) , Precise Shot (PH) , base attack bonus +3,
Benefit Your targets only receive a +2 bonus to Armor Class due to cover. This feat has no effect against foes with no cover or total cover.
Special A fighter may select Sharp-Shooting as one of his fighter bonus feats.
Normal Cover normally gives a +4 bonus to AC.

Shielded Axe
( Races of Stone, p. 144)
[Style]
You have mastered the style of fighting with a dwarven waraxe and a handaxe while keeping a buckler strapped to your off hand, and you have learned to use this unusual combination of weapons and buckler to protect yourself while wielding both axes effectively.
Prerequisite Two-Weapon Fighting (PH) , Profi ciency with dwarven waraxe, profi ciency with handaxe, Shield Profi ciency,
Benefit When you make a full attack with your dwarven waraxe in your main hand and your handaxe in your off hand, you can still gain the shield bonus for a buckler strapped to your off hand. In addition you do not take the usual -1 penalty to attack rolls when using a buckler.

Shielded Casting
(Races of Stone, p. 144)
[General]
You are skilled at covering yourself with your shield when casting spells in combat.
Prerequisite Combat Casting (PH) Shield Proficiency,
Benefit As long as you have a light shield, heavy shield, or tower shield ready, you do not provoke attacks of opportunity for casting spells in combat.

Short Haft
(Player’s Handbook II, p. 82)
[Fighter Bonus Feat, General]
You have trained in polearm fighting alongside your comrades in arms, sometimes reaching past them while they shield you, and sometimes shielding them while they attack from behind you.
Prerequisite base attack bonus +3, Proficiency with a reach weapon, Weapon Focus with a reach weapon,
Benefit As a swift action, you can choose to lose the benefit of wielding any reach weapon other than a spiked chain or a whip. In return, you can use that weapon to threaten and attack spaces adjacent to you. With another swift action, you can give up this feat’s benefit in order to regain the use of your weapon’s superior reach.
Special A fighter can select Short Haft as one of his fighter bonus feats.

Sickening Grasp
(Complete Mage, p. 47)
[Reserve]
You wreak havoc with the inner organs of a target, causing it to grow ill.
Prerequisite Ability to cast 3rd-level spells,
Benefit As long as you have a necromancy spell of 3rd level or higher available to cast, any living creature you hit with a melee touch attack becomes sickened for a number of rounds equal to the level of the highest-level necromancy spell you have available to cast. The subject can reduce this duration to 1 round with a successful Fortitude save. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting necromancy spells.

Slashing Flurry
(Player’s Handbook II, p. 82)
[Fighter Bonus Feat, General]
You swing your weapon with uncanny speed, slicing apart a foe in the blink of an eye.
Prerequisite Weapon Focus (PH) (with selected slashing weapon) , Weapon Specialization (PH) (with selected slashing weapon) , Melee Weapon Mastery (PH2) (slashing) , Base attack bonus +14, Weapon Proficiency with slashing weapon,
Benefit When you use a standard action to attack with any slashing weapon, you can choose to make a second attack with that weapon. You take a -5 penalty on the first attack, and a -10 penalty on the second. When you use a full attack action with any slashing weapon, you can choose to gain one additional attack at your highest base attack bonus. That attack and all other attacks you make in the current round take a -5 penalty.

Slipping Past
(Complete Scoundrel, p. 89)
[Movement, Skill Trick]
You can slip through a tight space without breaking stride.
Prerequisite Escape Artist 5 ranks, Acrobatics 5 ranks,
Benefit As a swift action, you can ignore the additional movement movement cost and penalty on attack rolls and to AC when squeezing through a narrow space (PH 148). The benefit lasts until the start of your next turn.

Sly Fortune
(Complete Scoundrel, p. 80)
[Luck]
Your luck helps you find the right place to move to.
Prerequisite
Benefit You can expend one luck reroll as an immediate action to reroll a Stealth, Acrobatics, or Bluff check. You gain one luck reroll per day.

Social Recovery
(Complete Scoundrel, p. 89)
[Interaction, Skill Trick]
You can talk your way out of a problem you talked yourself into.
Prerequisite Bluff 8 ranks, Diplomacy 5 ranks,
Benefit If your Diplomacy check to influence an NPC’s attitude fails, you can spend another full round talking to the NPC, then make a Bluff check with a —10 penalty. Use the result of this check in place of the Diplomacy check result, except that it can’t improve the NPC’s attitude by more than one step.
Once you use this skill trick (successfully or not), you cannot use it against the same target again for 24 hours.

Somatic Weaponry
(Complete Mage, p. 47)
[General]
You are adept at performing somatic spell components while your hands are occupied.
Prerequisite Spellcraft 5 Ranks,
Benefit When holding a weapon (or object of comparable size) in one or both hands, you can use that item to trace the somatic component of a spell, rather than using your fingers. This allows you to cast spells with somatic components even while your hands are full or occupied, as long as at least one hand is holding an item of the proper size.
This feat doesn’t allow you to use somatic components while grappling, regardless of the size of your foe.
Normal You must have a hand free to cast somatic components.

Soul of the North
(Complete Arcane, p. 83)
[General]
You possess a magical understanding of the nature of cold.
Prerequisite
Benefit An innate talent for magic grants you the following spell-like abilities as a 1st-level caster: 1/day—chill touch, ray of frost, resistance. Save DC 10 + spell level + your Cha modifier.

Spectral Strike
(Complete Divine, p. 90)
[Epic]
You can strike incorporeal creatures as if they were solid.
Prerequisite WIS 19, ability to channel energy
Benefit Your attacks deal damage normally against incorporeal creatures.
Normal Without this feat, even attacks that can damage an incorporeal creature have a 50% chance to deal no damage.

Spell Focus (Chaos, Evil, Good, or Law)
(Complete Divine, p. 46)
[General]
Your spells with an alignment descriptor are more potent than normal.
Prerequisite Relevant alignment,
Benefit Add +1 to the DC for all saving throws against any of your spells that have an alignment descriptor (chaos, evil, good, or lawful) that matches your alignment. This bonus does not stack with any other bonus from Spell Focus feats.
Special This feat can be taken twice, choosing a different alignment descriptor each time.

Spell Hand
(Complete Arcane, p. 83)
[General]
You possess a magical understanding of the manipulation of force.
Prerequisite
Benefit An innate talent for magic grants you the following spell-like abilities as a 1st-level caster: 1/day—mage hand, open/close, Tenser’s floating disk. Save DC 10 + spell level + your Cha modifier.

Spellrazor
(Races of Stone, p. 144)
[Style]
You have mastered the style of combining a gnome quickrazor with spellcasting.
Prerequisite Combat Casting (PH) , Caster Level 5, Exotic Weapon Profi ciency (gnome quickrazor), Two- Weapon Fighting,
Benefit As a full-round action, you can cast a melee touch attack spell, attack with the spell, and make an offhand attack with your gnome quickrazor.

Spinning Halberd
(Complete Warrior, p. 114)
[Style]
You have mastered the style of fighting with a halberd, and can use all parts of the weapon—blade, spike, hook, or butt—to strike devastating blows.
Prerequisite Combat Reflexes (PH) , Two-Weapon Fighting (PH) , Weapon Focus (PH) (halberd) ,
Benefit When you make a full attack with your halberd, you gain a +1 dodge bonus to your Armor Class as well as an additional attack with the weapon at a -5 penalty. This attack deals points of bludgeoning damage equal to 1d6 + 1/2 your Strength modifier.

Spiritual Counter
(Complete Champion, p. 62)
[Divine]
Your devotion and faith allow you to counter the effects of other spells.
Prerequisite ability to channel energy, Any other divine feat,
Benefit As a standard (readied) action, you can expend channel energy uses to counter another caster’s spell, as though you had cast the same spell yourself (see Counterspells, PH 170). You must spend a number of daily uses equal to half the level of the spell you wish to counter (minimum l).
Normal You can counter a spell only by casting the same spell, a specific counterspell, or dispel magic.

Spontaneous Domains
(Complete Champion, p. 62)
[General]
You need not prepare your domain spells in advance.
Prerequisite Ability to cast 3rd-level spells, access to two or more cleric domains,
Benefit When preparing your spells for the day, you can leave your domain slots open. You can then choose, when the situation arises, to cast any of the domain spells you could normally have prepared for a given level. However, you are still limited to one domain spell per level per day.
Normal Clerics must prepare their domain spells before casting.

Spontaneous Healer
(Complete Divine, p. 84)
[General]
Prerequisite Knowledge (religion) 4 ranks, able to cast any cure wounds spell, nonevil alignment,
Benefit You can use your spellcasting ability to spontaneously cast cure spells (from your class spell list) just as a cleric can. You may use this ability a total number of times per day equal to your Wisdom modifier.

Spontaneous Summoner
(Complete Divine, p. 85)
[General]
Prerequisite Knowledge (nature) 4 ranks, WIS 13, able to cast any summon nature’s ally spell, any neutral alignment (NG, LN, N, CN, or NE),
Benefit You can spontaneously cast summon nature’s ally spells (from your class spell list) just as a druid can. You may use this ability a total number of times per day equal to your Wisdom modifier.

Spontaneous Wounder
(Complete Divine, p. 85)
[General]
Prerequisite Knowledge (religion) 4 ranks, WIS 13, able to cast any infl ict wounds spell, nongood alignment,
Benefit You can use your spellcasting ability to spontaneously cast inflict spells (from your class spell list) just as a cleric can. You may use this ability a total number of times per day equal to your Wisdom modifier.

Spot the Weak Point
(Complete Scoundrel, p. 89)
[Mental, Skill Trick]
Your keen eyes allow you to place attacks where they’ll do the most good.
Prerequisite Perception 12 ranks,
Benefit As a standard action, you can attempt a Perception check to find a weakness in your opponent’s defenses. The DC of this check equals the opponent’s AC. If the check succeeds, your next attack against that opponent (which must be made no later than your next turn) is treated as a touch attack. If you use a ranged weapon to deliver the attack, your opponent must be within 30 feet of you in order for you to benefit from the trick.

Stalwart Defense
(Player’s Handbook II, p. 83)
[General]
You excel at aiding your allies in battle. When an opponent attempts to strike one of them, you make a quick, distracting motion to ruin the foe’s efforts.
Prerequisite Combat Reflexes (PH) , Hindering Opportunist (PH2) , base attack bonus +9,
Benefit When an opponent you threaten attempts a melee attack against one of your allies, you can give up one of your attacks of opportunity to attempt an aid another action. You target the attacking opponent with the aid another. The target of your foe’s attack gains the benefit of your action in the form of a +2 bonus to AC against the attempted attack. You cannot use this feat against the same opponent more than once per round.

Steadfast Determination
(Player’s Handbook II, p. 83)
[General]
Your physical durability allows you to shrug off attacks that would cripple a lesser person. Rather than depend on agility or willpower, you use your raw toughness to survive.
Prerequisite Endurance (PH) ,
Benefit You can use your Constitution modifier in place of your Wisdom modifier on Will saves. You do not automatically fail Fortitude saves on a roll of natural 1.

Stoneback
(Races of Stone, p. 144)
[General]
You have studied the techniques of fighting underground, and you can protect yourself from the dangers of multiple attackers whenever you can put your back to a solid wall.
Prerequisite Tunnel Fighting (RS) , Shield Proficiency,
Benefit If you have a ready shield with which you are proficient and one side of your space is entirely in contact with a solid wall, you cannot be flanked.
Special A fighter may select Stoneback as one of his fighter bonus feats (see page 38 of the Player’s Handbook).

Storm Bolt
(Complete Mage, p. 47)
[Reserve]
The electrical energy contained within your magic rages inside you, begging to be released.
Prerequisite Ability to cast 3rd level spells,
Benefit As long as you have an electricity spell of 3rd level or higher available to cast, you can fire a 20-foot line of electricity as a standard action. This bolt deals 1d6 points of electricity damage per level of the highest-level electricity spell you have available to cast. A successful Reflex save halves damage. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting electricity spells.

Strength Devotion
(Complete Champion, p. 62)
[Domain]
You can overcome an opponent’s normal resistance to damage.
Prerequisite Strength Domain
Benefit Once per day as a swift action, you can bypass hardness with your melee attacks for 1 minute. In addition, you gain a slam attack as a natural weapon, and all your melee attacks (natural or not) gain the adamantine property for the purpose of overcoming damage reduction. As a natural weapon, your slam attack does not provoke attacks of opportunity. It deals damage as a monk’s unarmed strikes.
Special: You can take this feat multiple times to gain additional uses of this ability, or you can spend uses of channel energy to gain additional uses of this feat per day.

Subduing Strike
(Book of Exalted Deeds, p. 46)
[Fighter Bonus Feat, General]
You are adept at striking to deal nonlethal damage even with normal weapons.
Prerequisite
Required for Holy Subdual (BE) ,
Benefit You can use any melee weapon to deal nonlethal damage with no penalty on your attack roll. If you are a rogue, you can deal nonlethal damage with your sneak attack even if you are using a normal melee weapon. This feat does not allow you to deal nonlethal damage with ranged weapons.
Special A fighter may select Subduing Strike as one of his fighter bonus feats.
Normal If you use a melee weapon designed to deal lethal damage to deal nonlethal damage instead, you take a -4 penalty on your attack roll. Rogues normally can only use saps or unarmed strikes to deal nonlethal damage with their sneak attacks.

Subsonics
(Complete Adventurer, p. 112)
[General]
Your music can affect even those who do not consciously hear it.
Prerequisite Perform (any) 10 ranks, bardic music,
Benefit You can produce music or poetics so subtly that opponents do not notice it, yet your allies still gain all the usual benefits from your bardic music. Similarly, you can affect opponents within range with your music, but unless they can see you performing or have some other means of discovering it, they cannot determine the source of the effect.

Sudden Draw
(Complete Scoundrel, p. 89)
[Manipulation, Skill Trick]
You can quickly draw a hidden weapon to make a deadly strike.
Prerequisite Quick Draw (PH) , Sleight of Hand 8 ranks,
Benefit If an opponent provokes an attack of opportunity from you, you can draw a weapon that you have successfully concealed using Sleight of Hand (PH 81) as an immediate action to deliver the attack of opportunity with that weapon. That opponent is treated as flat-footed against the attack with the concealed weapon.

Sudden Empower
(Complete Arcane, p. 83)
[Metamagic]
You can cast a spell to greater effect without special preparation.
Prerequisite Any metamagic feat,
Required for Sudden Quicken (CAr) ,
Benefit Once per day, you can apply the effect of the Empower Spell feat to any spell you cast without increasing the level of the spell or specially preparing it ahead of time. You can still use Empower Spell normally if you have it.

Sudden Extend
(Complete Arcane, p. 83)
[Metamagic]
You can make a spell last longer than normal without special preparation.
Prerequisite
Required for Sudden Quicken (CAr) ,
Benefit Once per day, you can apply the effect of the Extend Spell feat to any spell you cast without increasing the level of the spell or specially preparing it ahead of time. You can still use Extend Spell normally if you have it.

Sudden Maximize
(Complete Arcane, p. 83)
[Metamagic]
You can cast a spell to maximum effect without special preparation.
Prerequisite Any metamagic feat,
Required for Sudden Quicken (CAr) ,
Benefit Once per day, you can apply the effect of the Maximize Spell feat to any spell you cast without increasing the level of the spell or specially preparing it ahead of time. You can still use Maximize Spell normally if you have it.

Sudden Quicken
(Complete Arcane, p. 83)
[Metamagic]
You can cast a spell with a moment’s thought without special preparation.
Prerequisite Quicken Spell (PH) , Sudden Empower (CAr) , Sudden Extend (CAr) , Sudden Maximize (CAr) , Sudden Silent (CAr) , Sudden Still (CAr) ,
Benefit Once per day, you can apply the effect of the Quicken Spell feat to any spell you cast without increasing the level of the spell or specially preparing it ahead of time. You can still use Quicken Spell normally.

Sudden Silent
(Complete Arcane, p. 83)
[Metamagic]
You can cast a spell silently without special preparation.
Prerequisite
Required for Sudden Quicken (CAr) ,
Benefit Once per day, you can apply the effect of the Silent Spell feat to any spell you cast without increasing the level of the spell or specially preparing it ahead of time. You can still use Silent Spell normally if you have it.

Sudden Still
(Complete Arcane, p. 83)
[Metamagic]
You can cast a spell without gestures or special preparation.
Prerequisite
Required for Sudden Quicken (CAr) ,
Benefit Once per day, you can apply the effect of the Still Spell feat to any spell you cast without increasing the level of the spell or specially preparing it ahead of time. You can still use Still Spell normally if you have it.

Sudden Widen
(Complete Arcane, p. 83)
[Metamagic]
You can increase a spell’s area without special preparation.
Prerequisite
Benefit Once per day, you can apply the effect of the Widen Spell feat to any spell you cast without increasing the level of the spell or specially preparing it ahead of time. You can still use Widen Spell normally if you have it.

Summon Elemental
(Complete Mage, p. 47)
[Reserve]
You can channel the summoning power you hold to briefly bring forth an elemental servant.
Prerequisite Ability to cast 4th-level spells,
Benefit As long as you have a summoning spell of 4th level or higher available to cast, you can summon a Small elemental (air, earth, fire, or water; your choice) within a range of 30 feet. The elemental acts as if summoned by a summon monster spell (PH 285). The duration of the summoning is equal to 1 round per level of the highest-level conjuration (summoning) spell you have available to cast. You can have only one summoned elemental from this feat at a time; if you use the ability a second time, the first elemental disappears. Also, you must remain close to the elemental you summon. If at the end of your turn you are more than 30 feet from the elemental, it disappears. If you have a conjuration (summoning) spell of 6th level or higher available to cast, you can summon a Medium elemental instead. If you have a conjuration (summoning) spell of 8th level or higher available to cast, you can summon a Large elemental instead. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (summoning) I spells.

Sun Devotion
(Complete Champion, p. 62)
[Domain]
Your weapon blazes with the power of the sun.
Prerequisite
Benefit Once per day as a swift action, you can cause one of your melee weapons to glow with the power of the sun. The illumination radius is the same as that of a torch, but the light is true sunlight and affects creatures within a 10-foot radius as such. This effect lasts for 1 minute. While your weapon glows, it deals an additional 1 point of sacred (if your deity is good or neutral) or profane (if your deity is evil) damage per character level you possess to any undead it strikes.

Special You can select this feat multiple times, gaining one additional daily use each time you take it. If you have the ability to channel energy, you gain one additional daily use of this feat for each channel energy you expend.

Sun School
(Complete Warrior, p. 112)
[Tactical]
You have learned a number of esoteric martial arts techniques inspired by the sun.
Prerequisite base attack bonus +4, Flurry of blows ability,
Benefit The Sun School feat enables the use of three tactical maneuvers. Inexorable Progress of Dawn: To use this maneuver, you must hit the same foe with the fi rst two unarmed attacks from a fl urry of blows. If you do, your foe must move back 5 feet, and you may move 5 feet forward if you wish. This movement does not provoke an attack of opportunity for either character. Blinding Sun of Noon: To use this maneuver, you must successfully stun the same foe with an unarmed attack two rounds in a row. In addition to being stunned, that enemy is confused for 1d4 rounds thereafter. Flash of Sunset: To use this maneuver, you must move adjacent to a foe instantaneously, as with a dimension door spell or the monk’s abundant step class feature. If you do so, you can immediately make a single attack at your highest attack bonus against that foe.

Sunlight Eyes
(Complete Mage, p. 48)
[Reserve]
The bright magic within you allows you to see through the darkest shadow.
Prerequisite Ability to cast 2nd-level spells,
Benefit As long as you have a light spell of 2nd level or higher available to cast, you can take a swift action to grant yourself the ability to see normally in any conditions of illumination (shadowy illumination, darkness, and magical shadow or darkness). The range of this vision is 10 feet per level of the highest-level light spell you have available to cast, and the effect lasts for 1 round. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting light spells.

Survivor’s Luck
(Complete Scoundrel, p. 81)
[Luck]
You can avoid situations that would surely affect others.
Prerequisite
Benefit You can expend one luck reroll as an immediate action to reroll a saving throw you just failed. You gain one luck reroll per day.

Swarmfighting
(Complete Warrior, p. 105)
[General]
You and allies with this feat can coordinate melee attacks against a single target and are adept at fighting side by side in close quarters.
Prerequisite DEX 13, base attack bonus +1, Small size,
Benefit You can occupy the same 5-foot square in combat with any other allied Small creature that also possesses the Swarmfighting feat at no penalty. When you engage a Medium or larger creature in melee, and at least one other ally with the Swarmfighting feat threatens the target, you gain a +1 morale bonus on the attack roll. This bonus increases by +1 for each additional ally beyond the first with the Swarmfighting feat that threatens the same target. The total morale bonus imparted to your attack roll cannot exceed your Dexterity bonus.

Epic S Feats

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