Epic W Feats

Walk the Walls
(Complete Scoundrel, p. 90)
[Movement, Skill Trick]
You can run straight up a wall for a few seconds.
Prerequisite Climb 12 ranks, Acrobatics 5 ranks,
Benefit You can move up a wall without making a Climb check. Each 5 feet of vertical movement costs you 4 squares of movement, and you must begin and end your turn on a horizontal surface.

Wall Jumper
(Complete Scoundrel, p. 90)
[Movement, Skill Trick]
There’s no better way to end a tough climb than by leaping from the wall.
Prerequisite Climb 5 ranks, Acrobatics 5 ranks,
Benefit If you have succeeded on a Climb check to ascend or descend a wall during this or your previous turn, you can leap horizontally from that wall as if you had a running start.

Wanderer’s Diplomacy
(Player’s Handbook II, p. 85)
Many halflings journey far and wide across the world, spending no more than a few months in one place. You have spent time among the halflings, or you are a halfling yourself. Your exposure to that race’s nomadic way of life has taught you several useful methods of dealing with strangers.
Prerequisite Halfling or 4 ranks in Bluff, Diplomacy, and Sense Motive,
Benefit You excel in using your words and wit to make your way in the world. This feat grants you three separate abilities. Canny Merchant: You can make a Diplomacy check to track down an item that is normally too expensive to be purchased in the town or settlement where you are currently located. The DC of this check is 10 + (the item’s gp cost minus the community’s gp limit, divided by 1,000). If this check succeeds, you learn of a merchant who can supply the item to you. You must still purchase it as normal. Intuitive Communication: When you are faced with a creature whose language you do not understand, you can attempt to communicate with it by making a successful Sense Motive check. This check requires that you spend at least 1 minute listening to the creature and watching its gestures and demeanor. The check’s base DC is 20. If the creature is not the same type as you, the DC is 30. With a successful check, you learn the basic gist of the creature’s speech. This ability gives you no special talent to speak the creature’s tongue. Social Agility: You can temporarily alter a creature’s attitude toward you. You can use Bluff against an unfriendly or less hostile creature in the same way you use Diplomacy. Using Bluff in this manner is a standard action that takes no special penalties. The target’s attitude remains changed for 1 minute. After this time, it becomes one grade more hostile than where it started for 10 minutes.

(Complete Arcane, p. 84)
You can channel the magical energy of a wand through your melee attacks.
Prerequisite Use Magic Device 4 ranks,
Benefit As a standard action, you can make a melee touch attack with a wand, expending one charge to deal 1d6 points of damage to the creature struck. You apply no extra damage to this attack regardless of its source (including sneak attack, favored enemy, and smite bonuses), but you can activate the wand as part of the attack. If the spell cast from the wand is a ray or a targeted spell, the creature struck is the spell’s target (with ray spells hitting automatically). If the spell affects an area or creates a spread, you can designate the spell’s point of origin at any grid intersection point of the creature’s space (but doing so might put you in the affected area). Spells with an effect that does not cover an area (such as the various summon monster spells) cannot be used with a wandstrike attack.

War Devotion
(Complete Champion, p. 63)
You can control your abilities more effectively in combat.
Prerequisite War Domain
Benefit Once per day, when fighting defensively as a standard or full-round action, you take a -3 penalty on all attack rolls in a round and gain a +3 dodge bonus to AC in the same round. When you attain 7th level, your penalty on attack rolls drops to -2 and your dodge bonus increases to +4. When you attain 15th level, your penalty on attack rolls drops to -1 and your dodge bonus increases to +5. This bonus stacks with the bonus to AC granted by the Combat Expertise feat. This benefit is an extraordinary ability.
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 use of this feat by expending a use of channel energy.
Normal When fighting defensively, you take a -4 penalty on all attacks in a round and gain a +2 dodge bonus to AC for the same round.

Warning Shout
(Complete Scoundrel, p. 82)
The force of your performance is so potent that it can guide an ally to safety.
Prerequisite Perform 9 ranks, Bardic music, Evasion,
Benefit As an immediate action, you can expend two daily rounds of your bardic music ability to grant a single ally (other than yourself) a +5 morale bonus on her next Reflex save and evasion (see the monk class feature, PH 41). The ally must be within 30 feet of you and able to see or hear you. The effect lasts until the target rolls a Reflex save or until the start of your turn, whichever comes first.

Water Splitting Stone
(Player’s Handbook II, p. 85)
[Fighter Bonus Feat, General]
You channel your ki energy to splinter the defenses of creatures whose tough hides or magical natures normally allow them to shrug off your blows.
Prerequisite Improved Unarmed Strike (PH) , Stunning Fist (PH) , DEX 13, WIS 13, base attack bonus +9,
Benefit You gain a +4 bonus on damage rolls when you make an unarmed strike against an opponent whose damage reduction is effective against your unarmed strikes. This feat’s benefit does not apply against a target if its damage reduction does not apply to your attacks. For example, a monk with ki strike (adamantine) does not gain the bonus on damage rolls against a foe with damage reduction that affects attacks with adamantine weapons.
Special A fighter can select Water Splitting Stone as one of his fighter bonus feats. A monk with the Stunning Fist feat can select Water Splitting Stone as long as she has a base attack bonus +9 (other prerequisites can be ignored).

Weakening Touch
(Complete Warrior, p. 106)
[Fighter Bonus Feat, General]
You can temporarily weaken an opponent with your unarmed strike.
Prerequisite Improved Unarmed Strike (PH) , Stunning Fist (PH) , WIS 17, base attack bonus +2,
Benefit Declare that you are using this feat before you make your attack roll (thus, a missed attack roll ruins the attempt). You can make an unarmed attack that deals no damage, but instead applies a -6 penalty to the target’s Strength score for 1 minute. Multiple weakening touches delivered on the same target are not cumulative. Each attempt to deliver a weakening touch counts as one of your Stunning Fist attacks for the day. Creatures with immunity to stun effects cannot be affected by this feat.
Special A fighter may select Weakening Touch as one of his fighter bonus feats.

Weapon Supremacy
(Player’s Handbook II, p. 85)
[Fighter Bonus Feat, General]
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 Weapon Focus (PH) (with selected weapon) , Weapon Specialization (PH) (with selected weapon) , Greater Weapon Focus (PH) (with selected weapon) , Greater Weapon Specialization (PH) (with selected weapon) , Fighter level 18, Weapon Proficiency with with selected weapon, Weapon Mastery with damage type of selected weapon,
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.
Special You can choose this feat only once, for a single specific kind of weapon. The dedication and focus it requires makes it impossible to gain this feat for more than one weapon.

Whip Climber
(Complete Scoundrel, p. 90)
[Manipulation, Skill Trick]
You can use a whip as a grappling hook.
Prerequisite Climb 5 ranks, proficiency with the whip,
Benefit You can use a whip as a makeshift grappling hook, lashing it around a protrusion or other firm, weightbearing object in order to climb a wall or swing across a chasm. You make Climb checks using the whip as if it were a normal rope. Using this feat requires a Climb check as normal for securing a grappling hook (PH 86) but takes only a move action.

Wield Oversized Weapon
(Complete Warrior, p. 153)
You can use larger than normal weapons with ease.
Prerequisite Monkey Grip (CW) , STR 25, 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 halfl ing 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 twohanded weapon. The weapon still deals its normal amount of damage.
Normal You may only wield weapons of your size without penalty.

Epic W Feats

A Manifestation of Chaos Jrrtolkien