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 Feats

All characters gain feats. Feats, unlike skills, do not have levels, you either have a feat, or you do not. Some classes gain bonus feats, for example, the fighter. This is a list and description of the feats that will be in Neverwinter Nights.

ALERTNESS
Prerequisite: None.
Specifics: +2 bonus to Spot and Listen checks due to finely tuned senses.
Use: Automatic.

AMBIDEXTERITY
Prerequisite: Dex 15+.
Required for: Improved Two-Weapon Fighting.
Specifics: When fighting with two weapons, this feat reduces the penalty of the off-hand weapon by 4.
Use: Used automatically when fighting with two weapons. Rangers receive this feat for free at level 1.

ARMOUR PROFICIENCY HEAVY
Prerequisite: Armor Proficiency (Light) and Armor Proficiency (Medium).
Specifics: This feat grants the knowledge to make effective use of heavy armor.
Use: Automatic. Fighters, paladins, and clerics receive this feat for free.

ARMOUR PROFICIENCY LIGHT
Prerequisite: None.
Required for: Armor Proficiency (Medium).
Specifics: This feat grants the knowledge to make effective use of light armor.
Use: Automatic. All classes except monks, sorcerers, and wizards have this feat for free.

ARMOUR PROFICIENCY MEDIUM
Prerequisite: Armor Proficiency (Light).
Required for: Armor Proficiency (Heavy).
Specifics: This feat grants the knowledge to make effective use of medium armor.
Use: Automatic. All classes except monks, rogues, sorcerers, and wizards have this feat for free.

CALLED SHOT
Prerequisite: Base attack bonus of +1 or higher.
Required for: Sap.
Specifics: Grants the ability to make a potentially disabling attack against an opponent's arms or legs. Called shots are made at a -4 penalty, and must overcome the target's Discipline skill check. A successful called shot against the legs reduces the opponent's movement rate by 20%. A successful called shot against the arms applies a cumulative -2 penalty to the creature's attack rolls.
Use: Selected.

CLEAVE
Prerequisite: Str 13+, Power Attack.
Specifics: If the character kills an opponent, he gets a free attack against any opponent who is within melee weapon range.
Use: Automatic.

EMPOWER SPELL
Prerequisite: Ability to cast 2nd-level spells.
Specifics: All variable, numeric effects of an empowered spell are increased by 50%. An empowered spell does 50% more damage, has 50% more range and area, and so on. Empowerment does not increase spell duration.
Use: An empowered spell occupies a spell slot two levels higher than normal. Saving throws and opposed rolls, such as those made when Dispel Magic is cast, are not affected.

EXTEND SPELL
Prerequisite: Ability to cast 1st-level spells.
Specifics: Extended spells have their duration doubled, lasting twice as long as normal.
Use: An extended spell occupies a spell slot one level higher than normal.
Note: Spells with a duration of instantaneous or permanent are not affected.

COMBAT CASTING
Prerequisite: Ability to cast 1st-level spells.
Specifics: The character is adept at casting spells in combat, and does not suffer the standard -4 penalty to Concentration checks when within three meters of an enemy.
Use: Automatic.

DEFLECT ARROWS
Prerequisite: Dex 13+, Improved Unarmed Strike.
Specifics: The character can attempt to deflect one incoming missile attack per round. This is treated as a Reflex save made against DC 20.
Use: Automatic if not caught flat-footed. Monks receive this feat for free at level 2.

DODGE
Prerequisite: Dex 13+.
Required for: Mobility.
Specifics: The character gains a +1 dodge bonus to AC against attacks from his current target or last attacker.
Use: Automatic, though a condition that negates a Dexterity bonus to AC also negates any dodge bonuses. Multiple dodge bonuses (different feats, racial bonuses) are cumulative.

DISARM
Prerequisite: Int 13+.
Required for: Improved Disarm.
Specifics: The character can attempt to disarm an opponent in melee combat. Attempting a disarm applies a -6 penalty to the character's attack roll, and the combatant with the larger weapon gains a +4 bonus per size category of difference. A successful hit deals normal damage, and if the opponent fails a Discipline check then the weapon flies from the opponent's hands.
Use: Selected. A disarm attempt provokes an attack of opportunity.

EXTRA TURNING
Prerequisite: Exclusive to clerics and paladins.
Specifics: This divine ability allows the character to turn undead six additional times per day.
Use: Automatic.

GREAT FORTITUDE
Prerequisite: None.
Specifics: A character with this feat is tougher than normal, gaining a +2 bonus to all Fortitude saving throws.
Use: Automatic.

IMPROVED CRITICAL
Prerequisite: Proficiency with the chosen weapon, base attack bonus +8 or higher.
Specifics: Combat ability doubles the critical threat range with a given weapon. A longsword that normally threatens a critical on a roll of 19-20 would now threaten a critical on a roll of 17-20.
Use: Automatic. The threat range of a Keen weapon is already doubled, increasing to triple with this feat. This feat can be selected multiple times, applying to a new weapon category each time.
Special: Halflings and Gnomes are small creatures and as such they can never use the following large weapons - dire mace, double bladed sword, doubleaxe, greataxe, greatsword, halberd, heavy flail, and scythe.

IMPROVED DISARM
Prerequisite: Int 13+, Disarm.
Specifics: A character with this feat has learned not to provoke an attack of opportunity when attempting a disarm. Success knocks the opponent's weapon from his hands. The penalty to make a disarm attempt is reduced to -4.
Use: Selected.

IMPROVED KNOCKDOWN
Prerequisite: Knockdown, base attack bonus +7.
Specifics: A character with this feat counts as one size category larger when he makes a knockdown attack. All other knockdown conditions still apply.
Use: Selected. Monks receive this feat for free at level 6.

IMPROVED PARRY
Prerequisite: Intelligence 13+.
Specifics: The character gains a +4 competence bonus to his opposed attack roll when using the Parry skill.
Use: Automatic.

IMPROVED POWER ATTACK
Prerequisite: Str 13+, Power Attack.
Specifics: This feat allows the character to trade a -10 penalty on his attack roll to gain a +10 bonus on his damage roll. It is very useful when fighting tough, easy-to-hit opponents.
Use: Combat Mode.

IMPROVED TWO WEAPON FIGHTING
Prerequisite: Two-Weapon Fighting, Ambidexterity, base attack bonus +9 or higher.
Specifics: The character with this feat is able to get a second off-hand attack (at a penalty of -5 to his attack roll).
Use: Automatic. Rangers receive this feat at level 9, even if they don't meet the requirements.

IMPROVED UNARMED STRIKE
Prerequisite: None.
Required for: Stunning Fist, Deflect Arrows.
Specifics: Armed opponents no longer get attacks of opportunity against the character when he attempts an unarmed attack.
Use: Automatic. Monks receive this feat for free at Level 1.

IRON WILL
Prerequisite: None.
Specifics: The character's strong presence of mind gives him a +2 bonus to all Will saving throws.
Use: Automatic.

KNOCKDOWN
Prerequisite: None.
Required for: Improved Knockdown.
Specifics: A character with this feat can attempt to knock his melee opponents to the ground. The character makes an attack roll at -4, and if successful the defender makes an opposed Discipline check against the character's attack roll. If the character wins, the defender is knocked to a prone position.
Use: Selected. Prone characters cannot attack. Characters receive a +4 bonus to attack prone opponents in melee, but a -4 penalty to attack them with a ranged weapon. A character can only make a Knockdown attempt on opponents that are one size category larger than himself, or smaller. The opponent gets a +4 bonus on his opposed check for every size category he is larger than the attacker, or a -4 penalty for every size category he is smaller. Monks receives this feat for free at level 6.

LIGHTNING REFLEXES
Prerequisite: None.
Specifics: The character's reflexes are faster than normal, granting him a +2 bonus to all Reflex saving throws.
Use: Automatic.

MAXIMIZE SPELL
Prerequisite: Ability to cast 3rd-level spells.
Specifics: Maximized spells apply all variable numeric effects - including damage, number of targets, and so on - at their maximum values.
Use: A maximized spell occupies a spell slot three levels higher than normal. Saving throws and opposed rolls, such as those made when Dispel Magic is cast, are not affected.

MOBILITY
Prerequisite: Dex 13+, Dodge.
Specifics: A character with this feat has learned to avoid attacks of opportunity more effectively, gaining a +4 dodge bonus to AC against them.
Use: Automatic, though a condition that negates a Dexterity bonus to AC also negates any dodge bonuses. Multiple dodge bonuses (from different feats or racial bonuses) are cumulative.

POINT BLANK SHOT
Prerequisite: None.
Required for: Rapid Shot.
Specifics: A character with this feat negates the -4 penalty for using missile weapons in melee, and gains an additional +1 to attack and damage with ranged weapons when the target is within 15 feet.
Use: Automatic.

POWER ATTACK
Prerequisite: Str 13+.
Required for: Cleave, Improved Power Attack.
Specifics: A character with this feat can make powerful but ungainly attacks. When Power Attack is selected, it grants a +5 bonus to the damage roll, but at the cost of -5 to the attack roll.
Use: Combat Mode.

QUICKEN SPELL
Prerequisite: Ability to cast 4th-level spells.
Specifics: Quickened spells can be cast instantaneously, making them invulnerable to counterspells or interruption. A quickened spell is cast as a free action, and another action can be attempted within the same round, including the casting of another spell. Only one quickened spell can be cast per round.
Use: Quickened spells occupy spell slots four levels higher than normal.

RAPID SHOT
Prerequisite: Dex 13+, Point Blank Shot.
Specifics: A character with this feat gains an extra attack per round with a ranged weapon. When a Rapid Shot is attempted, the extra attack is made at the character's highest base attack bonus, but all attacks within the round suffer a -2 penalty.
Use: Selected.

SAP
Prerequisite: Base Attack Bonus +1, Called Shot.
Required for: Stunning Fist.
Specifics: A character with this feat is able to make a special stun attack in melee. He makes an attack roll with a -4 penalty, and if the hit successfully deals damage the defender must make a Discipline check with a DC equal to the attacker's attack roll. If the defender fails, he or she is dazed for 12 seconds.
Use: Selected.

SHIELD PROFICIENCY
Prerequisite: None.
Specifics: A character with this feat has the training required to use a shield.
Use: All classes except monks, rogues, sorcerers, and wizards have this feat for free.

SKILL FOCUS
Prerequisite: Able to use the skill.
Specifics: A character with this feat is adept at a certain skill, gaining a +3 bonus on all checks with it.
Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different skill in each case.

SILENCE SPELL
Prerequisite: Ability to cast 1st-level spells.
Specifics: Silent spells are cast without a verbal component.
Use: A silenced spell occupies a spell slot one level higher than normal. Type of Feat: General

SPELL PENETRATION
Prerequisite: Ability to cast 1st-level spells.
Specifics: A spellcaster with this feat gains a +2 bonus to caster level checks to beat a creature's spell resistance.
Use: Automatic.

STILL SPELL
Prerequisite: Ability to cast 1st-level spells.
Specifics: Still spells are cast without a somatic component. Any penalties incurred from casting in armor do not apply to a spell prepared with this feat.
Use: A stilled spell occupies a spell slot one level higher than normal.

SPELL FOCUS
Prerequisite: Ability to cast 1st-level spells.
Specifics: A character with this feat is adept in a certain school of magic, gaining a +2 bonus to spell save DC for all spells that they cast from that school.
Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different school of magic in each case. Gnomes receive Spell Focus (illusion) for free at level 1.

STUNNING FIST
Prerequisite: Dex 13+, Wis 13+, Improved Unarmed Strike, Sap, base attack bonus +8 or higher.
Specifics: A character with this feat can attempt a disabling strike with a -4 attack penalty and a -4 damage penalty. If successful, the target must succeed at a Fortitude save (DC 10 + 1/2 the attacker's level + the attacker's Wisdom modifier) or be held for three rounds. This attack may be used once per day for every four levels of the character.
Use: Selected. Monks receive this feet for free at 1st level, even if they do not meet the prerequisites. As well, monks suffer no attack or damage penalties when using this feat and may use it once per day per level. Constructs and undead are immune to this attack, as are any creatures that are immune to critical hits.

TOUGHNESS
Prerequisite: None.
Specifics: A character with this feat is tougher than normal, gaining one bonus hit point per level. Hit points are gained retroactively when choosing this feat.
Use: Automatic.

TWO WEAPON FIGHTING
Prerequisite: None.
Required For: Improved Two-Weapon Fighting.
Specifics: A character with this feat reduces the penalties suffered when fighting with two weapons. The normal penalty of -6 to the primary hand and -10 to the off-hand becomes -4 for the primary hand and -8 for the off-hand. The Ambidexterity feat further reduces the attack penalty for the second weapon by 4 (to -4/-4). Best results are achieved if the off-hand weapon is light, further reducing the penalty for both the primary and off-hand by 2 (to -2/-2). Rangers receive this feat for free at level 1.
Use: This feat is used automatically during combat.

WEAPON FINESSE
Prerequisite: Base attack bonus +1 or higher.
Specifics: A character with this feat is adept at using light weapons subtly and effectively, allowing him to make melee attack rolls with his dexterity modifier instead of strength (if his dexterity is higher than his strength).
Use: Automatic when using any of the following weapons: dagger, handaxe, kama, kukri, light hammer, mace, rapier, short sword, sickle and unarmed strike.

WEAPON FOCUS
Prerequisite: Proficiency with the chosen weapon type, base attack bonus +1 or higher.
Required for: Weapon Specialization (fighter only).
Specifics: A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with it.
Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case.
Special: Halflings and gnomes are Small creatures and as such they can never use the following large weapons: dire mace, double-bladed sword, double axe, greataxe, greatsword,halberd, heavy flail, and scythe.

WEAPON PROFICIENCY EXOTIC
Prerequisite: Base attack bonus +1 or higher.
Specifics: This feat allows effective use of all exotic weapons. The exotic weapons list includes the bastard sword, dire mace, double axe, kama, katana, kukri, scythe, shuriken, and two-bladed sword.
Normal: A character cannot equip weapons they are not proficient in.
Use: Automatic.

WEAPON PROFICIENCY MARTIAL
Prerequisite: None.
Specifics: This feat allows effective use of all martial weapons. The martial weapons list includes the battleaxe, greataxe, greatsword, halberd, handaxe, heavy flail, light flail, light hammer, longbow, longsword, rapier, scimitar, short sword, shortbow, throwing axe, and warhammer.
Normal: A character cannot equip weapons they are not proficient in.
Use: Barbarians, fighters, paladins, and rangers are automatically proficient with all martial weapons.

WEAPON PROFICIENCY SIMPLE
Prerequisite: None.
Specifics: This feat allows effective use of all simple weapons, including the club, dagger, mace, sickle, spear, morningstar, quarterstaff, light and heavy crossbows, dart, and sling.
Normal: A character cannot equip weapons they are not proficient in.
Use: All characters except for druids, monks, rogues, and wizards are automatically proficient with all simple weapons. The spell Tenser's Transformation gives a wizard a temporary proficiency with all simple weapons.

WEAPON SPECIALIZATION
Prerequisite: Must be a fighter, base attack bonus +4, Weapon Focus in the chosen weapon group.
Specifics: A character with this feat has trained especially hard with a specific weapon group, and gains a +2 damage bonus when using these weapons in combat.
Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case.
Special: Halflings and Gnomes are small creatures and as such they can never use the following Large weapons: dire mace, two-bladed sword, double axe, greataxe, greatsword, halberd, heavy flail, and scythe.