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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.