Neverwinter Nights 2 Thieves-Guild.Net
Last Shout - Posted by: cal1s - Thursday, 10 May 2012 01:57
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Feats - Part 1

Feats - Part 1

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General Feats

able learnerAble learner

Feat Code: 1774
Type of Feat:  General
Prerequisite:  None
Specific:   Cross-class skills cost only a single point per rank instead of the normal cost of two points per rank. You are still restricted to one-half your level for cross-class skills.
Use:  Automatic

alertnessAlertness

Feat Code: 0
Type of Feat:  Skill 
Prerequisite:  None
Specific:   +2  bonus to Spot and Listen checks.
Use: Automatic

blind fightBlind fight

Feat Code: 408
Type of Feat:  General
Prerequisite:  None
Specific:  This feat grants the character the ability to fight well, even if blinded or against invisible creatures. The character gets to reroll their miss chance percentile one time to see if it actually hits. Furthermore, invisible creatures get no bonus to hit the character in melee.
Use: Automatic

circle kickCircle kick

Feat Code: 409
Type of Feat: 
Prerequisite:  BAB +3; Dex 15; Improved Unarmed Strike
Specific:  If the character succeeds in hitting an opponent with an unarmed attack, they get an additional free attack against another nearby enemy. There is a maximum of one free attack per round. 
Use: Automatic

cleaveCleave

Feat Code: 6
Type of Feat:  General
Prerequisite:  Str 13; Power Attack
Specific:  If the character kills an opponent, he gets a free attack against any opponent who is within melee weapon range. 
Use: Automatic

combat expertiseCombat expertise

Feat Code: 389
Type of Feat:  General
Prerequisite: Int 13
Specific: A character with this feat can make defensive attacks, gaining a +3 bonus to AC but receiving a -3 penalty to attack rolls.  
Use: Automatic

dashDash

Feat Code: 1337
Type of Feat:  General
Prerequisite:  Dex 13; Improved Unarmed Strike
Specific: Movement speed increased by 5%.
Use:  Selected

daylight adaptationDaylight adaptation (SOZ)

Feat Code: 2207
Type of Feat:  General
Prerequisite:  Drow, Duergar, or Gray Orc
Specific: If you are a type of creature that normally suffers from penalties when exposed to bright light, you no longer suffer those penalties, whether the light comes from natural or magical sources of illumination. 
Use:  Automatic  

deflect arrowsDeflect arrows

Feat Code: 8
Type of Feat:  General
Prerequisite:  Dex 13; Improved Unarmed Strike
Specific: Automatically deflects first successful ranged attack per round. 
Use:  Automatic                                                               

disarmDisarm

Feat Code: 9
Type of Feat:  General
Prerequisite:  Int 13
Specific: The character can perform a disarm maneuver that does no damage, provokes an attack of opportunity, but potentially renders the target unarmed. The attacker attempting the disarm makes an attack roll against the target at maximum BAB modified by the difference between the attacker's size and the target's size times 4 (so a medium human disarming a small gnome is at +4). The attacker gets a further modifier of 4 times the relative size of his main-hand weapon (so small Halfling wielding a medium-sized longsword is at +4).  
Use:  Selected

dodgeDodge

Feat Code: 10
Type of Feat:  General
Prerequisite:  Dex 13
Specific:  The character gains a +1 dodge bonus to AC against attacks from his current target or last attacker.  Note: A condition that negates a Dexterity bonus to AC also negates any dodge bonuses. Multiple dodge bonuses (different feats, racial bonuses) are cumulative.
Use: Automatic

expert tacticianExpert Tactician

Feat Code: 1095
Type of Feat:  General
Prerequisite:  Dex 13 Attack Bonus: +2
Specific:  If you hit a creature with an attack of opportunity, you and all your allies gain a +2 circumstance bonus on attack and damage rolls against that creature for one round.
Use:  Automatic

favored power attackFavored Power Attack 

Feat Code: 1222 thru 1247 (dependent on type of favored enemy)
Type of Feat:  General
Prerequisite:  Base attack bonus +4; Favored enemy ability; Power Attack 
Specific:  When you use the Power Attack or Improved Power Attack feat with a one-handed weapon against a favored enemy, your Power Attack damage bonus is doubled. With a two-handed weapon against a favored enemy, your Power Attack damage bonus is tripled.
Use: Automatic

feintFeint   

Feat Code: 1098
Type of Feat: 
Prerequisite: Int 13; Combat Expertise
Specific:  The Feint feat can be used to deny your opponent their Dexterity bonus to AC for a combat round. In order for it to succeed, you must make a Bluff check with a target DC of the target's Base Attack Bonus plus their Spot skill. Regardless of whether their Dexterity bonus is removed, you only get a single attack that round (but Haste does stack with it).
Use: Selected

great cleaveGreat Cleave

Feat Code: 391
Type of Feat:  General
Prerequisite:  Base Attack Bonus +4; Str 13; Cleave; Power Attack
Specific:  As cleave, except that there is no limit to the number of additional attacks that the character may make after killing one opponent.
Use: Automatic

great fortitudeGreat Fortitude 

Feat Code: 14
Type of Feat:  General
Prerequisite: 
Specific:   +2 Fortitude saves
Use: Automatic

great resiliencyGreater Resiliency

Feat Code: 1253
Type of Feat:  General
Prerequisite:  Damage Reduction 1/-
Specific:  Your damage reduction increases by 1. If it would normally rise thereafter with level, it does so at its previous rate, adding the +1 normally.
Use: Automatic

greater two weapon fightingGreater Two-weapon Fighting 

Feat Code: 1099
Type of Feat:  General
Prerequisite:  Base attack bonus +11; Dex 19; Improved Two-Weapon Fighting  
Specific:  You get a third attack with your off-hand weapon at -10 penalty.
Use:

greater weapon focusGreater Weapon Focus  

Feat Code:  1118 - 1144, 1146 - 1151, 1155, 1597, 1892
Type of Feat:  General
Prerequisite:   Fighter level 8; Weapon Focus (chosen weapon)
Specific:  This feat grants an additional +1 to hit bonus with the selected weapon. This stacks with all other bonuses to attack roll (including Weapon Focus). This feat can be taken multiple times, but each time the effect applies to a new type of weapon.
Use:  Automatic

greater weapon specializationGreater Weapon Specialization     

Feat Code:  1158 - 1184, 1186 - 1191, 1598, 1830
Type of Feat:  General
Prerequisite:  Fighter level 12; Weapon Focus (chosen weapon); Weapon Specialization (chosen weapon)
Specific:  You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization. You can take this feat multiple times, but each time the effect applies to a new type of weapon.
Use: Automatic

improved combat expertiseImproved Combat Expertise   

Feat Code: 390
Type of Feat:  General
Prerequisite:   Int 13; Combat Expertise; Attack Bonus: +6
Specific:  A character with this feat can make improved defensive attacks, gaining a +6 bonus to AC but receiving a -6 penalty to attack rolls.
Use:  Selected

improved criticalImproved Critical

Feat Code:  15, 52 - 77, 79, 80, 82 - 85, 954, 1589, 1825
Type of Feat:  General
Prerequisite:  Attack Bonus: +8
Specific:  Combat ability doubles the critical threat range with a given weapon.
Note: The threat range of a Keen weapon is already doubled and is not further improved with this feat. This feat can be selected multiple times, applying to a new weapon category each time.
Use: Automatic

improved disarmImproved Disarm

Feat Code: 16
Type of Feat:  General
Prerequisite:  Int 13, Disarm
Specific:  A character with this feat does not provoke an attack of opportunity when attempting to disarm. Furthermore, if she succeeds in disarming a foe, the disarmed weapon is placed in her inventory. If there is no available slot in her inventory, the weapon falls to the ground.
Use: Selected

improved initiativeImproved Initiative

Feat Code: 377
Type of Feat:  General
Prerequisite:  none
Specific:  The character gains a +4 bonus to initiative checks.
Use: Automatic

improved knockdownImproved Knockdown

Feat Code: 17
Type of Feat:  General
Prerequisite:  Attack Bonus: +7; Int 13 ; Knockdown
Specific:  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

improved parryImproved Parry

Feat Code: 18
Type of Feat:  General
Prerequisite:  Int 13
Specific:  When using the Parry skill, this feat allows the character to counterattack when the Parry roll exceeds the modified attack roll by 5 or more (normally, the Parry roll must exceed the attack by 10 to counterattack). Additionally, the character can parry once more per round before incurring penalties.
Use:  Selected

improved cpower attackImproved power attack

Feat Code: 19
Type of Feat:  General
Prerequisite:  AB +6; Str 13; Power Attack
Specific:  This feat allows the character to trade a -6 penalty on his attack roll to gain a +6 bonus on his damage roll. It is very useful when fighting tough, easy-to-hit opponents.
Use:

improved rapid shotImproved Rapid Shot

Feat Code: 1100
Type of Feat:  General
Prerequisite:    Manyshot; Point Blank
Specific:  When using the Rapid Shot feat, you may ignore the -2 penalty on all your ranged attack rolls.
Use:  Automatic

improved two weapon defenseImproved Two-weapon Defense

Feat Code: 1102
Type of Feat:  General
Prerequisite:  Bab +6; Dex 17; Shield Proficiency; Two-Weapon Fighting; Two-Weapon Defense
Specific:  When wielding a double weapon or two weapons, you gain a +2 shield bonus to your AC. When using the Parry action, this is replaced with a +4 skill bonus added to your Parry skill check to avoid an incoming blow.
Use: Automatic

improved two weapon fightingImproved Two-weapon Fighting    

Feat Code: 20
Type of Feat: General 
Prerequisite:  BAB +6; Dex 17; Two-Weapon Fighting
Specific:  You get a second attack with your off-hand weapon at -5 penalty.
Use: Automatic

improved unarmed strikeImproved Unarmed Strike

Feat Code: 21
Type of Feat:  General
Prerequisite:  Unarmed strike
Specific:  Armed opponents no longer get attacks of opportunity against the character when he attempts an unarmed attack.
Use: Automatic

indomitable soulIndomitable Soul (SOZ)

Feat Code: 2169
Type of Feat:  General
Prerequisite: Toughness, Iron Will
Effects: Whenever you make a Will save against a mind-affecting or fear ability, you can roll 2 d20 and use the higher of the two die rolls.
Use: Automatic

iron willIron will    

Feat Code: 22
Type of Feat:  General
Prerequisite:  None
Specific:  +2 Will saves.
Use: Automatic

knockdownKnockdown

Feat Code: 23
Type of Feat:  General
Prerequisite:  None
Specific:  A character with this feat can attempt a special knockdown attempt, which does not cause damage or provoke an attack of opportunity. A character may only knock down creatures that are one size larger than itself or less. The attacker makes a d20 roll modified by his strength bonus, and the difference between his creature size and the target creature size times 4. The defender makes a d20 roll modified by the better of his strength and dexterity bonus. If the attacker meets or beats the defender's roll, the defender is knocked down. 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.
Use: Selected

leadershipLeadership (SOZ)    

Feat Code: 2203
Type of Feat:  General
Prerequisite:  6th level
Specific:  You can have up to one additional cohort [Storm of Zehir Campaign Only].
Use: Automatic

lightning reflexesLightning reflexes    

Feat Code: 24
Type of Feat:  General
Prerequisite:  None
Specific:  +2 Reflex saves
Use: Automatic

manyshotManyshot

Feat Code: 1103
Type of Feat:  General
Prerequisite:  AB +6, Dex 17; Rapid Shot; Point Blank Shot
Specific:  The first shot you fire in a round, you notch two arrows instead of one. Both arrows use the same attack roll, but the attack roll is made at a -4 penalty. If the attack roll hits, the target takes damage from both arrows (extra damage, as from sneak attack and/or critical hits, are only applies to one of the arrows). When your base attack bonus reaches +11, the first and second attacks you make in the round fire two arrows, and the attack roll penalty increases to -6. When your base attack bonus reaches +16, the first three attacks you make in a round fire two arrows, and the attack roll penalty increases to -8.
Use:  Selected

mobilityMobility

Feat Code: 26
Type of Feat:  General
Prerequisite:  Dex 13; Dodge
Specific:   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

monkey gripMonkey Grip

Feat Code: 1105
Type of Feat:  General
Prerequisite:  AB +1
Specific:  This feat grants the ability to wield weapons that are normally two-handed for your race with only one hand at a -2 penalty to hit. For example, a human could wield a greatsword and a shield using this feat, while a halfling could wield a longsword in each hand. Medium sized characters (humans, half-orcs, elves, dwarves, etc.) with this feat can use giant weapons (with -2 to hit). Note that this ability only applies to melee weapons and does not affect the use of crossbows, bows, etc.
Use: Automatic

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negotiatorNegotiator    

Feat Code: 1109
Type of Feat:  General
Prerequisite:  None
Specific:  +2 Diplomacy and Bluff.
Use: Automatic

nimble fingersNimble fingers    

Feat Code: 1110
Type of Feat:  General
Prerequisite:  None
Specific:  +2 Disarm Devices and Open Locks.
Use: Automatic

point blank shotPoint Blank Shot

Feat Code: 27
Type of Feat: General
Prerequisite:  None
Specific:  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 attackPower Attack

Feat Code: 28
Type of Feat: General
Prerequisite:   Str 13+
Specific:  A character with this feat can make powerful but ungainly attacks. When Power Attack is selected, it grants a +3 bonus to the damage roll, but at the cost of -3 to the attack roll.
Use: Automatic

power criticalPower Critical

Feat Code: 1344 thru 1381, 1599 1nd 1831
Type of Feat: General
Prerequisite:  Base attack bonus +4; Weapon Focus (chosen weapon)
Specific:  When using the weapon you selected, you gain a +4 bonus on the roll to confirm a threat
Use: Automatic

practised spellcasterPracticed Spellcaster   

Feat Code: 1246 thru 1252 (varies dependent on base class)
Type of Feat: General
Prerequisite:  Spellcraft 4
Specific:  Your caster level for the chosen class increases by +4. This can't increase your caster level beyond your HD.
Use: Automatic

rapid reloadRapid Reload  

Feat Code: 411
Type of Feat: General
Prerequisite:   Base attack bonus 2
Specific:  Increases rate of fire with crossbows.
Use: Automatic

rapid shotRapid Shot

Feat Code: 30
Type of Feat: General
Prerequisite:  Dex 13; Point Blank Shot
Specific:  A character with this feat gains an extra attack per round with a ranged weapon (excluding crossbows). 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: Automatic

resist diseaseResist Disease    

Feat Code: 426
Type of Feat: General
Prerequisite:  none
Specific:  Character gains a +4 bonus on Fortitude saving throws to resist the effects of disease
Use: Automatic

resist poisonResist Poison  

Feat Code: 383
Type of Feat: General
Prerequisite:  none
Specific:  Character gains a +4 bonus on Fortitude saving throws against poison
Use: Automatic

energy resistanceResistance to Energy   

Feat Code: 427 thru 431 (per element in this order: Cold, Acid, Fire, Electricity, Sonic)
Type of Feat:  General
Prerequisite:  Base Fortitude save bonus +8
Specific:  Character gains resistance 5/- against the chosen type of energy (first 5 points of damage of this type of energy is ignored). Use: Automatic

self sufficientSelf Sufficient

Feat Code: 1385
Type of Feat: General
Prerequisite:  none
Specific:  This feat grants a +2 bonus to Survival and Heal
Use: Automatic

skill focusSkill Focus     

Feat Code: 173 - 193, 404, 406, 407, 911, 912, 915, 1331, 1333
Type of Feat: General
Prerequisite:  Able to use chosen skill
Specific:  A character with this feat is adapt at a certain skill, gaining a +3 bonus to all checks with it.
Use: Automatic

skilled offenseSkilled Offense  

Feat Code: 1113
Type of Feat: General
Prerequisite:  None
Specific:  When facing an opponent using the Parry skill, you add your character level to your attack roll for purposes of defending against your enemy's parry.
Use: Automatic

spring attackSpring attack

Feat Code: 392
Type of Feat: General
Prerequisite:  Base attack bonus +4; Dex 13; Dodge; Mobility
Specific: 
Use: Automatic

steadfasr determinationSteadfast Determination (SOZ)    

Feat Code: 2170
Type of Feat: General
Prerequisite: Toughness
Effect:  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.
Use: Automatic

stealthyStealthy    

Feat Code: 387
Type of Feat: General
Prerequisite:  none
Specific:  +2 Hide and Move Silently
Use: Automatic

stunning fistStunning Fist

Feat Code: 39
Type of Feat: General
Prerequisite:  Base attack bonus +8; Dex 13; Wis 13; Improved Unarmed Strike
Specific: 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: Automatic

toughnessToughness   

Feat Code: 40
Type of Feat: General
Prerequisite:  None
Specific:  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

trackTrack

Feat Code: 1116
Type of Feat: General
Prerequisite:  none
Specific:  This feat paints all hostile targets on the minimap when using the Track mode, showing you enemies within a range determined by your Survival skill.
Use: Selected

two weapon defenseTwo-weapon Defense   

Feat Code: 1117
Type of Feat: General, Class
Prerequisite:  Dex 15; Two-Weapon Fighting
Specific:  When wielding a double weapon or two weapons, you gain a +2 shield bonus to your AC. When using the Parry action, this is replaced with a +4 skill bonus added to your Parry skill check to avoid an incoming blow.
Use: Automatic

two weapon fightingTwo-weapon Fighting   

Feat Code: 41
Type of Feat: General, Class
Prerequisite:  Dex 15
Specific:  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 -4 for the off-hand. If the off-hand weapon is light, the penalty is further reduced for both the primary and off-hand by 2 (to -2/-2).
Use: Automatic

weapon finesseWeapon Finesse

Feat Code: 42
Type of Feat: General
Prerequisite:  Base attack bonus +1
Specific:  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

weapon focusWeapon Focus 

Feat Code: 43, 90-123, 952, 1590, 1826
Type of Feat: General
Prerequisite:  Base attack bonus +1
Specific:  +1 to hit with chosen weapon
Use: Automatic

weapon specializationWeapon Specialization

Feat Code: 47, 128-161, 953, 1591, 1827
Type of Feat: General
Prerequisite:  Fighter level 4; Weapon Focus (chosen weapon)
Specific:    +2 damage with chosen weapon
Use: Automatic

whirlwind attackWhirlwind attack

Feat Code: 867
Type of Feat: General
Prerequisites:  Base attack bonus +4, Dex 13, Int 13, Dodge, Mobility, Spring Attack
Specific:  The character performs a full attack action and makes one melee attack at full base attack bonus against each opponent within 5 feet.
Use:  Selected 

zen archeryZen archery   

Feat Code: 412
Type of Feat: General
Prerequisite:  Base attack bonus +3, Wis 13
Specific:  Wisdom guides the character's ranged attacks, letting them use their Wisdom modifier, if it is higher, instead of their Dexterity when firing ranged weapons.
Use: Automatic

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Class Specific

battle casterBattle Caster

Feat Code: 1766
Type of Feat:  Class
Prerequisite:  Bard or Warlock
Specific:  You do not suffer an Arcane Spell Failure penalty from medium armor when casting bard or warlock spells. Using a shield or heavy armor still applies the full penalty.
Use: Automatic

curse songCurse song

Feat Code: 871
Type of Feat:  Class
Prerequisite: Bard Level 1 ,  Perform (3 ranks)
Specific: Bards are able to sing a song that can curse their enemies. Deafened creatures are not affected by the bard's singing. The song affects all enemies within 30 feet and lasts for 10 rounds. The higher the bard's Perform skill and class level, the more powerful the Curse Song.
Use:  Selected

dinosaur companion  Dinosaur Companion (SOZ)

Feat Code: 2168
Type of Feat:  Class 
Prerequisite: 
Specific:  You can summon a megaraptor to serve as faithful companion.
Use:  Selected

divine mightDivine Might

Feat Code: 413
Type of Feat:  Divine / Class 
Prerequisite:  Str 13; Cha 13; Turn Undead ability; Power Attack;  Blackguard, Cleric, or Paladin
Specific:  The character may spend one of his turn undead attempts to add his Charisma bonus to all weapon damage for a number of rounds equal to the Charisma bonus.
Use:  Selected

divine resistanceDivine Resistance

Feat Code: 1338
Type of Feat:  Divine / Class
Prerequisite:  Turn Undead
Specific:  By spending one of your turn undead attempts, you imbue yourself and all allies with resistance to cold 5, electricity 5, and fire 5. It lasts for a number of rounds equal to your Charisma bonus (minimum of 1 round).
Use:  Selected

divine shieldDivine Shield

Feat Code: 414
Type of Feat:  Divine / Class
Prerequisite:  Str 13; Cha 13; Turn Undead ability; Power Attack;  Blackguard, Cleric, or Paladin
Specific:  The character may spend one of his turn undead attempts to add his Charisma bonus to his armor class for a number of rounds equal to the Charisma bonus.
Use: Selected

divine vengeanceDivine Vengeance (SOZ)

Feat Code: 2153
Type of Feat: Class / Divine  
Prerequisite:  Cleric or Paladin, Extra Turning
Specific:  You can spend one of your turn undead attempts to add 2d6 points of sacred energy damage to all your successful melee attacks against undead until the end of your next action. This is a supernatural ability.
Use: Selected

elephant skinElephant's Skin

Feat Code: 1339
Type of Feat:  Class
Prerequisite:    Wild Shape ability
Specific:  You can spend one of your wild shapes for the day to give yourself a natural armor bonus of +7 for 10 minutes.
Use: Selected

empowered turningEmpowered Turning (SOZ)

Feat Code: 2154
Type of Feat: Class / Divine  
Prerequisite:  Cleric or Paladin, Turn Undead
Specific:   After adding your cleric levels and Charisma modifier to your turning damage roll, multiply it by 1.5.
Use: Automatic

extend rageExtend Rage

Feat Code: 1340
Type of Feat:  Class
Prerequisite:  Barbarian Rage or Frenzy 1
Specific:  Each use of rage or frenzy lasts 5 rounds longer.
Use:

extra musicExtra Music

Feat Code: 423
Type of Feat:  Class
Prerequisite:  Bard
Specific:  The character may use bard song four extra times per day.
Use: Automatic

extra rageExtra Rage

Feat Code: 1341
Type of Feat:  Class
Prerequisite:   Barbarian Rage or Frenzy 1
Specific:   You can rage or frenzy two more times per day than you otherwise could. 
Use: Automatic

extra smitingExtra Smiting

Feat Code : 910
Type of Feat: class
Prerequisite: Smite Evil or Smite Good or Smite Infidel; Blackguard, Cleric with the Destruction Domain, Divine Champion, or Paladin
Specific:  This feat allows the smiting ability to be used 2 additional times per day
Use: Automatic  

extra stunning attacksExtra Stunning Attacks

Feat Code: 410
Type of Feat:  Class
Prerequisite:  Base attack bonus +2;  Stunning Fist
Specific:  +3 Stunning Fist uses/day.
Use: Automatic

extra turningExtra Turning

Feat Code: 13
Type of Feat: Class / Divine  
Prerequisite:  Cleric or Paladin, Turn Undead
Specific:   This divine ability allows the character to turn undead four additional times per day.
Use: Automatic

extra turningExtra Turning II (SOZ)

Feat Code: 2161
Type of Feat: Class / Divine  
Prerequisite:  Cleric or Paladin, Extra Turning
Specific:   This divine ability allows the character to turn undead four additional times per day.
Use: Automatic

extra turningExtra Turning III (SOZ)

Feat Code: 2162
Type of Feat: Class / Divine  
Prerequisite:  Cleric or Paladin, Extra Turning II
Specific:   This divine ability allows the character to turn undead four additional times per day.
Use: Automatic

extra wild shapeExtra Wild Shape

Feat Code: 1342
Type of Feat:  Class
Prerequisite:  Wild Shape
Specific:  You can use your wild shape ability two more times per day than you otherwise could. If you are able to use wild shape to become an elemental, you also gain one additional elemental wild shape use per day.
Use:

improved favored enemyImproved Favored Enemy 

Feat Code: multiple (dependent on favored enemy)
Type of Feat:  Class
Prerequisite:  Ranger, Attack Bonus: +5
Specific:  You deal an extra +3 damage to your favored enemies. This benefit stacks with any existing favored enemy bonus gained from another class.
Use: Automatic

improved turningImproved Turning (SOZ)

Feat Code: 2155
Type of Feat: Class / Divine  
Prerequisite:  Cleric or Paladin, Turn Undead
Specific:   You can turn or rebuke creatures as if you were one level higher than you are in the class that grants you the ability.
Use: Automatic

lingering songLingering Song

Feat Code: 424
Type of Feat:  Class
Prerequisite:  Bard
Specific:  The character's bard songs last an additional 5 rounds.
Use: Automatic

natural bondNatural Bond (MotB)

Feat code: 2106
Type of Feat:  Class
Prerequisite:  Animal Companion
Specific:  The character's level for determining their animal companion's abilities increases by 3, up to the characters total levels.  This only applies for multi-class characters. For example, a 10th level druid with this feat gains no bonus, whereas a 5th level druid / 5th level fighter would now have an animal companion as if they were an 8th level druid.
Use: Automatic

natural spellNatural spell   

Feat Code: 1108
Type of Feat:  Class
Prerequisite:  Wis 13, Wild Shape ability
Specific:  Can cast spells when in Wild Shape.
Use: Automatic

oaken resilienceOaken Resilience

Feat Code: 1343
Type of Feat: Class
Prerequisite:  Druid level 12, Wild Shape
Specific:  You can spend a Wild Shape to gain immunity to critical hits, poison, sleep, paralysis, and stunning for 10 minutes.
Use: Selected

plant wild shapePlant Wild Shape (MotB)

Feat Code:  2111
Type of feat: Class
Prerequisite: Druid Level 12
Specifics: A character with this ability can use a wild shape use to take the form of a Shambling Mound or Treant.

Shambling Mound : Str 21, Dex 10, Con 17; 2-12 base damage, 20 Armor Class
Special: Immunity to disease, critical hits, mind effects, paralysis, poison, fear; partial damage resistance - lightning.

Treant : Str 29, Dex 8 , Con 21 ; 2-12 base damage, 22 Armor Class
Special: Immunity to disease, critical hits, mind effects, paralysis, poison, fear; 50% vulnerability to Fire.

Use: Selected. After choosing the ability, the character must choose a plant form to take.

sacred purificationSacred Purification (SOZ)

Feat Code: 2255
Type of Feat: Class
Prerequisite:  Turn Undead, Blackguard, Cleric, or Paladin
Specific:  You can spend one of your turn undead attempts to create a pulse of divine energy.  All lving creatures within 60 feet of the caster are healed for 1d8 + charisma bonus.  All undead take 1d8 plus charisma bonus damage.  
Use: Automatic

sacred vengeanceSacred Vengeance 

Feat Code: 1384
Type of Feat: Class
Prerequisite:  Turn Undead, Blackguard, Cleric, or Paladin
Specific:  You can spend one of your turn undead attempts in order to add 2d6 damage to all successful attacks against undead for one round.
Use: Automatic

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