E6 Capstone Feats

Alchemist

Inquisitive Alchemist
Prerequisite: Alchemist 6
Benefit: Upon taking this feat, you are considered Alchemist Level 8 for the purpose of selecting new Discoveries.
Special: When taking this feat, you may select one extra alchemical discovery per the Extra Discovery feat (as if you were Alchemist Level 8).

Arcanist

Greater Exploit
Prerequisite: Arcanist 6, Knowledge (Arcana) 6 ranks, Spellcraft 6 ranks
Benefit: You may select one Greater Exploit. The cost of using this Greater Exploit cannot be reduced in any way.
Special: You may only select this feat once.

Barbarian

Focus Your Rage
Prerequisite: Barbarian 2
Benefit: You may select an additional Rage Power.
Special: You may select this feat twice.
Barbaric Resilience
Prerequisite: Barbarian 6
Benefit: You gain DR 1/—
Special: You may take this feat a second time, improving your DR from 1 to 2.

Bard

Dirge of Doom
Prerequisite: Bard 6
Benefit: You gain access to the Bard Song ability Dirge of Doom.
Experienced Performer
Prerequisite: Bard 6, Perform (any) 6 ranks
Benefit: You may start a bardic performance as a move action instead of a standard action.
Master Performer
Prerequisite: Bard 6, Perform (any) 6 ranks, Experienced Performer, Skill Focus: Perform (any)
Benefit: You may start a bardic performance as a swift action.
Lingering Song Your inspirational bardic music stays with the listeners even after the last note has died away.
Prerequisite: Bardic Music
Benefit: If you use Bardic Music to Inspire Courage or Inspire Competence, the effect lasts for a number of additional rounds equal to the number of rounds that your performance lasted.

Bloodrager

Awaken the Bloodline
Prerequisite: Bloodrager 6
Benefit: You gain your bloodline’s bonus 3rd level spell, and its 9th level granted bloodline power.
Barbaric Resilience
Prerequisite: Bloodrager 6
Benefit: You gain DR 1/—
Special: Unlike the Barbarian Capstone Feat of the same name, the Bloodrager may only take this feat once.

Brawler

Brawler’s Flurry II
Prerequisite: Brawler 6
Benefit: The brawler gains use of the Improved Two-Weapon Fighting feat when using brawler’s flurry.
Maneuver Training II
Prerequisite: Brawler 6
Benefit: The brawler becomes further trained in another combat maneuver, gaining +1 bonus combat maneuver checks and to CMD. In addition, the bonuses granted by all previous maneuver training increase by 1 each. (For example, if a brawler chooses grapple at 3rd level and sunder as the 6th level Capstone feat, her bonuses to grapple are +2 and bonuses to sunder are +1.)

Cavalier

Chevalier Oath
Prerequisite: Cavalier 6
Benefit: You gain Challenge 3/day, and your 8th level Order Ability

Cleric

Extra Domain
Prerequisite: Cleric 6, Knowledge (Religion) 6 Ranks, Skill Focus: Knowledge (Religion)
Benefit: You gain the domain power and spell list of one additional domain associated with your deity.
Divine Channeling
Prerequisite: Cleric 6
Benefit: Your channel energy dice change from d6 to d8.
Greater Domain Power Your deity grants you a powerful boon.
Prerequisite: Cleric or Oracle 6, Domain power granted at 8th level
Benefit: You receive the 8th level domain power for one of your domains.
Commune You gain the ability to cast Commune.
Prerequisites: Wisdom 18, Ability to cast 3rd level divine spells, Caster level 6, Knowledge (Religion OR Planes) 6 ranks
Benefit: You can use Commune, as the spell (paying the material component), with a casting time of 1 hour. This is a spell-like ability that is usable once per day.

Druid

Extra Wild Shape
Prerequisite: Wild Shape Class Feature
Benefit: You may Wild Shape one additional time each day.
Special: You may select this feat twice.
Plant Shaping
Prerequisite: Druid 6, Knowledge (Nature) 6 ranks
Benefit: You may use Plant Shape I through your Wild Shape Class Feature.
Improved Elemental Form
Prerequisite: Druid 6, Knowledge (The Planes) 6 ranks
Benefit: You may use Elemental Body II through your Wild Shape Class Feature.

Fighter

Martial Veteran [Combat]
Prerequisite: Fighter 6
Benefit: Upon taking this feat you are treated as having fighter level 8, and Base Attack Bonus +8 for the purpose of selecting feats. In addition when using the Power Attack or Combat Expertise feat you are treated as having +8 Base Attack Bonus.
Master Combatant [Combat] Mastery of your craft has increased the effectiveness of your fighter special abilities.
Prerequisite: Fighter 6
Benefit: You acquire Armor Training 2, and your Bravery increases to +3. You may also choose a second group of weapons with which to gain the Weapon Training Bonus, however, your bonus does not increase.

Gunslinger

Great Deeds
Prerequisite: Gunslinger 6
Benefit: You gain access to 7th level deeds.

Hunter

Speak with Master
Prerequisite: Hunter 6, Animal Companion
Benefit: A hunter and her animal companion can communicate verbally, as if they were using a common language. Other creatures cannot understand this communication without magical aid.
Swift Tracker
Prerequisite: Hunter 6, Survival 6 Ranks
Benefit: A hunter can move at her normal speed while using Survival to follow tracks without taking the normal –5 penalty. She takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Inquisitor

Witch-Hunter’s Judgment
Prerequisite: Inquisitor 6
Benefit: You gain Judgment 3/day, as well as your Second Judgment
Witch-Hunter’s Secrets
Prerequisite: Inquisitor 6
Benefit: You may choose one spell from the 3rd level Inquisitor Spell list. You may cast that spell once per day.
Special: This feat may be taken multiple times. Each time this feat is taken it allows you to choose a different 3rd level Inquisitor spell, or gain an additional use of a previously chosen spell.
Special Note: This feat must be taken three times in order to gain access to the Epic Spell feat as an Inquisitor.

Investigator

Keen Inspiration
Prerequisite: Investigator 6
Benefit: When the investigator expends a use of his inspiration he may roll 2d6 rather than the normal 1d6, and then select the better of the two results.

Magus

Runic Knowledge
Prerequisites: Magus 6
Benefit: You gain the Magus special abilities Knowledge Pool and Improved Spell Combat
Enspelled Combatant
Prerequisites: Magus 6
Benefit: You gain the Magus Medium Armor special ability. Additionally, you are considered to be a 5th level Fighter for the purposes of feat qualification.
Epic Magus Spell
Prerequisites: Magus 6
Benefit: You gain a 3rd level spell from the Magus list, that you may cast once per day. This feat may be taken multiple times. Each time it is taken it is for a different 3rd level spell, or an additional use of a previously chosen spell.
Special Note: You must take this feat three times in order to qualify for the Epic Spell feat as a Magus.

Monk

Excelling Flurry
Prerequisite: Monk 6
Benefit: You use Flurry of Blows with no penalty to your attack bonus.
Flow Like Water
Prerequisite: Monk 6, Dex 13, Dodge, Mobility
Benefit: You gain the Improved Evasion special ability and your Monk AC Bonus increases to +2.
Enlightened Spirit The order of the universe flows through your mastery of ki.
Prerequisite: Monk 6
Benefit: You gain the Ki Pool (lawful) benefit.
Enlightened Body
Prerequisite: Monk 6
Benefit: Your gain the Wholeness of Body Monk ability.
Enlightened Fist
Prerequisite: Monk 6
Benefit: Your unarmed strike damage increases by one step.

Oracle

Boon You receive another benefit from your curse.
Prerequisites: Oracle 6
Benefit: You treat your Oracle level as 10 for purposes of determining the effects of your curse.
Greater Domain Power
Prerequisite: Cleric or Oracle 6, Domain power granted at 8th level
Benefit: You receive the 8th level domain power for one of your domains.
Commune You gain the ability to cast Commune.
Prerequisites: Wisdom 18, Ability to cast 3rd level divine spells, Caster level 6, Knowledge (Religion OR Planes) 6 ranks
Benefit: You can use Commune, as the spell (paying the material component), with a casting time of 1 hour. This is a spell-like ability that is usable once per day.

Paladin

Divine Aura
Prerequisite: Paladin 6
Benefit: You may select one of the following Paladin Abilities to acquire; Aura of Resolve, Aura of Justice, or Aura of Faith.
Special: You may take this feat twice.
Greater Mercy You stand tall as a beacon for your allies.
Prerequisites: Paladin 6, Heal 6 ranks, Skill Focus: Heal
Benefit: You qualify for mercies as though you are Paladin 9.
Holy Strikes [General]
Prerequisite: Paladin 6
Benefit: Your melee attacks are considered good for the purpose of overcoming damage reduction.

Ranger

Combat Style Depth Your ranger training grants you specialized combat abilities.
Prerequisites: Ranger 6
Benefit: You may take as general feats any feats that your Ranger could take as a 6th level combat style feat, regardless of the prerequisites. Additionally, Two-Weapon Rend is considered a 6th level combat style feat for rangers that selected the Two Weapon Combat style.
Extra Favored Terrain
Prerequisite: Ranger 3
Benefit: You may select a second Favored Terrain, but your terrain bonuses do not improve.
Racial Hatred An encounter with a despised foe has left you both a little wiser and filled with deeper distaste.
Prerequisites: Ranger 6, Must have been injured by the favored enemy
Benefit: The bonus against the favored enemy increases by +1.
Step of the Wild Lands
Prerequisite: Ranger 6, Survival 6 ranks
Benefit: You gain the Woodland Stride, Swift Tracker and Camouflage class abilities.

Rogue

Rogue Talent
Prerequisite: Rogue 2
Benefit: You learn one Rogue Talent of your choice.
Advanced Rogue Talent
Prerequisite: Rogue 6, Rogue Talent feat
Benefit: You learn one Advanced Rogue of your choice.
Special: You may only select this feat once.
Uncanny Prescience Backstabbing others has taught you how to avoid the same fate.
Prerequisites: Rogue 6
Benefit: You gain Uncanny Dodge. If you already have Uncanny Dodge from another source, you instead gain Improved Uncanny Dodge.

Shaman

Greater Spirit
Prerequisite: Shaman 6
Benefit: The shaman gains the abilities listed in the greater version of her selected spirit.
Major Hex
Prerequisite: Shaman 6
Benefit: You may gain 1 Major Hex from the Witch’s Major Hex list (must be approved by GM).
Special: You may only select this feat once.

Skald

Lore Master
Prerequisite: Skald 6
Benefit: The skald becomes a master of many different types of lore, and can choose to take 10 on any Knowledge skill check that he has ranks in. Once per day, the skald can take 20 on any Knowledge skill check as a standard action, instead of spending the normal time taking 20 requires.
Special: You may select this feat up to three times. Each additional feat allows the skald to use the take 20 ability an additional time per day.

Slayer

Stalker
Prerequisite: Slayer 6
Benefit: A slayer gains his studied target bonus on Disguise, Intimidate and Stealth checks against his studied opponent.
Advanced Talents
Prerequisite: Slayer 6
Benefit: You may select 1 advanced talent from the Advanced Talent list.
Special: You may only select this feat once.

Sorcerer

Awakened Bloodline
Prerequisite: Sorcerer 6
Benefit: You gain your bloodline’s bonus 3rd level spell, and its 9th level granted bloodline power.

Summoner

Summon Monster
Prerequisite: Summoner 6
Benefit: You gain Summon Monster IV for use with your Summon Monster special ability.
Transposition
Prerequisite: Summoner 6
Benefit: You gain the 8th level Summoner class ability Transposition.

Swashbuckler

Astonishing Deeds
Prerequisite: Swashbuckler 6
Benefit: You gain may select 7th level deeds.

Warpriest

Sacred Armor
Prerequisite: Warpriest 6
Benefit: You gain the ability to enhance your armor with divine power as a swift action. This power grants a +1 enhancement bonus. If the armor is already enchanted, you may increase the enchantment by +1 or choose to embue the armor with an equivalent +1 special ability (such as Benevolent, Fortification (light), Mirrored, etc). You may use this ability a number of minutes per day equal to your Warpriest level. This duration must be used in 1-minute increments, but they do not need to be consecutive.
Special: This feat may be taken multiple times. Each additional feat increases the duration of the power by a number of minutes per day equal to your Warpriest level (i.e. if you take this feat three times you could use the ability for 18 1-minute nonconsecutive increments).

Witch

Major Hex
Prerequisite: Witch 6
Benefit: You may gain 1 Major Hex (must be approved by GM).
Special: You may only select this feat once.

Wizard

School Specialist
Prerequisite: Wizard 6, Knowledge (Arcana) 6 ranks
Benefit: You gain the eighth level specialist power from your chosen school. If you have chosen the Abjuration School, you instead increase your Resistance ability from 5 to 10.

Combat

Ability Advancement [Combat] You’ve spent time perfecting one of your abilities.
Benefit: Choose one Ability Score; you gain a permanent +1 bonus to that ability score.
Special: You may take this feat multiple times, however, it may only be taken twice for each ability score.
Combat Training [Combat] Frequent and focused combat training have increased your battle prowess
Benefit: Your Base Attack Bonus increases by 1.
Special: You may only take this feat twice.
Oversized Two-Weapon Fighting
A familiarity with the weapon allows you to use it equally well in both hands.
Prerequisites: BAB +6, Str 17, Two-Weapon Fighting, Weapon Focus
Benefit: You can use any one-handed weapon with which you have Weapon Focus in your off-hand as though it were a light weapon.

Magic

Arcane Armor Experience (Combat) Your ability to cast spells while wearing armor improves.
Prerequisites: Arcane Armor Training, Light Armor Proficiency, Caster level 5th
Benefit: As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 15% for any spells you cast this round. Additionally, your caster level is considered to be 7th for purposes of qualifying for the Arcane Armor Mastery feat.
Caster Training
Prerequisite: Character level 6, Ability to cast Arcane or Divine spells.
Benefit: Choose a spell casting class that you have, your effective caster level increases by 2. This does not grant you additional spells or slots.
Special: You may take this feat multiple times, however, you are required to choose a class with which you have not taken this feat.
Epic Spell You are able to cast much more potent spells than other casters of your level.
Prerequisites: Ability to cast 3rd level spells, Caster level 6
Benefit: Choose one 4th level spell from your class, bloodline, domain, mystery, etc spell list. You are able to cast this spell once per day.
Special: This feat may be taken more than once, each time it either applies to a new spell or lets you cast an already known spell one more time per day.
Expanded Caster Stamina You gain the ability to cast more spells per day.
Prerequisites: Character level 6
Benefit: You gain 1 or more new spell slots, with spells levels totaling to half of your caster level. Treat 0th level spells as ½. Thus, a sixth level Wizard could gain one 3rd level slot, one 1st and one 2nd level slot, three 1st level slots, or 6 0th level slots. This feat cannot provide spell slots higher than you can already cast.
Special: You may take this feat multiple times; each time you take it, it provides more spell slot.
Expanded Spell Repertoire
Prerequisite: Ability to spontaneously cast spells.
Benefit: Choose a spontaneous spellcasting class in which you can cast spells. You gain an additional spell known for each level of spell that you can cast.
Ritual Magic You’ve become adept at cooperating with other casters to call upon higher magics.
Prerequisite: Ability to cast third level spells; Spellcraft 6 ranks; Skill Focus: Spellcraft, Spell Casting Ability Score of 15 or higher.
Benefit: Two or more spell casters of the same type (Divine or Arcane) who each have the Ritual Magic feat may work together in an elaborate ritual to invoke 4th, 5th, and 6th level spell effects.
Each person may only begin one ritual per day, though they may assist with any number of other rituals.
A Ritual Spell takes a base of one hour to perform. Each additional caster involved in the ritual beyond the first two reduces its casting time by 20 minutes to a minimum casting time of 10 minutes with 5 participants.
Special: The spells which may be called upon are chosen by the GM.
Stone to Flesh You learn to turn stone back into flesh.
Prerequisites: Intelligence 18, Character level 6, Ability to cast 3rd level arcane spells, Craft (alchemy) 6 ranks
Benefit: You can use stone to flesh, as the spell, with an expensive and secret magical ingredient with a market value of 1000 gp and a casting time of 1 day. This is a spell-like ability usable once per week.
Swift Metamagic You are able to cast spells modified with Metamagic without increasing the spell level.
Prerequisites: Caster level 6, 1 metamagic feat
Benefit: When you take this feat, select a metamagic feat. As a swift action once per day, you may apply this metamagic feat to a spell you cast with no adjustment to the level of the spell cast. Spontaneous casters do not increase the casting time of the spell when using Swift Metamagic.
Special: This feat may be taken multiple times. Each time it is taken, it may be applied to the same metamagic to gain an additional use per day, or it may apply to a different metamagic. In order to apply to a metamagic that boosts a spell level by more than 1, you must already have a number of Swift Metamagic feats equal to the level increase of your chosen metamagic, minus one. For example, in order to apply Swift Metamagic to Empower Spell, which increases spell level by 2, you must already have one Swift Metamagic.
Wondrous Rings
You are able to craft magical rings.
Prerequisites: Character level 6, Craft Wondrous Item
Benefit: You treat rings as wondrous items for the purpose of meeting item creation prerequisites. You must still meet caster level requirements for any ring you create.

Assorted

Energy Resistance You are able to tolerate energy that would harm others.
Prerequisites: Character level 6th
Benefit: Choose one type of energy (acid, cold, electricity, fire, or sonic). You gain resistance 2 to that type of energy, or your existing resistance to that type of energy increases by one category: 2, 5, 10, 20, 30, +10 each additional step. This feat does not stack with energy resistance granted by magical items or nonpermanent magical effects.
Special: You can take this feat multiple times.
Evasion While not as nimble as some, you’re more nimble than most.
Prerequisites: Character level 6th, Dex 17, Lightning Reflexes
Benefit: You gain Evasion. If you already have Evasion from another source, you instead gain Improved Evasion.
Expansive Skill
Benefit: Upon taking this feat you acquire 6 skill ranks.
Special: You may select this feat multiple times. Your total skill rank total may not exceed your current level.
Skill Beyond Your Years
Prerequisite: Level 6
Benefit: Upon taking this feat you select a skill. Your max ranks with the chosen skill rise from 6 to 8.

E6 Capstone Feats

Echoes of Heaven Danieleben