CW:NWN2/Feats: Difference between revisions

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With their weapon of choice, the multiplier is increased by x1 to all critical hits. Thus a x2 critical multiplier becomes a x3.
With their weapon of choice, the multiplier is increased by x1 to all critical hits. Thus a x2 critical multiplier becomes a x3.
---
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Indomitable Will
Feat ID: 1398
Type of Feat: Class
Use: Automatic
Prerequisite: Barbarian Level 14
While in a rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist mind-affecting spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.
Note: This bonus automatically takes effect when the barbarian uses rage.
---
Inflame
Feat ID: 1813
Type of Feat: Class
Use: Selected
Prerequisite: Warpriest Level 2
Uses Per Day: 1
Starting at 2nd level, a warpriest can use this ability to grant himself and all allies within 40' a bonus to saving throws vs. fear and mind effects for five rounds once per day. This bonus is +2 at level 2 and becomes + at level 4, +6 at level 6, and +8 at level 10.
Note: This ability may be used once per day.
---
Inspiration
Feat ID: 257
Type of Feat: Class
Use: Selected
Prerequisite: Bard Level 1
Uses Per Day: 1
Successive Feat: Bardic Music
The very presence of a bard is a constant inspiration to his companions. Unlike bardic music, bardic inspirations are always active and do not have a limited number of uses, however, the bard may only use one inspiration at any given time. At 1st level, the bard can only inspire courage, but as he increases in level, he gains access to a variety of inspirations from which his companions (and himself) may benefit. There are seven types of inspirations:
* Inspire Courage (1st level): This gives a bonus to hit and damage. It starts at +1, and becomes +2 at 8th level, +3 at 14th level, and +4 at 20th level.
* Inspire Competence (2nd level): This gives a skill bonus to all allies. It starts at +2 and becomes +4 at 11th level and +6 at 19th level.
* Inspire Defense (5th level): This gives a dodge AC bonus to all allies. It starts at +2 and becomes +3 at 10th level, +4 at 15th level, and +5 at 20th level.
* Inspire Regeneration (7th level): This heals all party members a certain number of hit points every two rounds. This starts at 1 hit point and becomes 2 at 12th level, and 3 at 17th level.
* Inspire Toughness (8th level): This gives a bonus to saving throws for all allies. It starts at +1, then +2 at 13th level, and then +3 at 18th level.
* Inspire Slowing (11th level): All enemies that come within 20 feet of the bard have to make a Will save (DC 13 + = Bard level + CHA modifier) otherwise they will be slowed down. Initially, they are slowed down 15% but at 16th level they are slowed by 30%. There are no further penalties besides movement, unlike the slow spell.
* Inspire Jarring (14th level): All enemies within 20' of the bard suffer a -4 penalty to all Concentration checks and -2 to all Will saves.
Note: You must select the particular form of Inspiration to turn that power on (and turn off any Inspiration already in effect).
---
Ki Critical
Feat ID: 885
Type of Feat: Class
Use: Automatic
Prerequisite: Weapon Master Level 7 and Weapon of Choice
The weapon master gains an additional +2 to the threat range of their weapon of choice.
---
Ki Damage
Feat ID: 882
Type of Feat: Class
Use: Selected
Prerequisite: Weapon Master Level 1 and Weapon of Choice
Uses Per Day: 1
Once per day per level, a Weapon Master may use this feat to do maximum damage to their opponent.
---
Lliira's Heart
Feat ID: 439
Type of Feat: Class
Use: Automatic
Prerequisite: Harper Agent Level 2
The Harper agent receives a +2 saving throw bonus against mind-affecting spells.
---
Manyshot (Combat Style: Ranger Archery)
Feat ID: 1732
Type of Feat: Class
Use: Selected
Prerequisite: Ranger Level 6
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.
Note: Rangers who select the Archery Combat Style receive this feat at 11th level, even if they do not meet the prerequisites.
---
Merchant Discount (Neverwinter Nine)
Feat ID: 1491
Type of Feat: Class
Use: Automatic
Prerequisite: Neverwinter Nine Level 1
A member of the Neverwinter Nine gets a 10% discount from any lawful merchant in Neverwinter (or Crossroad Keep). Illicit merchants may not honor this.
---
Mighty Rage
Feat ID: 331
Type of Feat: Class
Use: Selected
Prerequisite: Barbarian Level 20
Uses Per Day: 6
Cool Down: 1 seconds
The barbarian may rage, gaining a +4 morale bonus to Strength and Constitution and +2 to all Will saving throws, in exchange for a -2 penalty to Armor Class. Rage lasts for 3 + (Con modifier after rage bonus) rounds. After the rage effect expires, the barbarian is exhausted and suffers a -2 Strength, -2 Dexterity, and a -10% movement penalty for 5 rounds (at level 17, the barbarian gets Tireless Rage and no longer deals with this penalty). At 11th level, the rage ability becomes greater rage, giving the barbarian +6 to Strength and Constitution and +3 to Will saves (the -2 penalty to Armor Class still applies). At 20th level, the rage ability becomes mighty rage. The Strength and Constitution bonuses increase to +8, and the Will save bonus to +4. The AC penalty remains -2.
Note: The barbarian may use this ability once per day at first level, +1 use per day at level 4, and every 4 levels thereafter.
---
Nature Sense
Feat ID: 198
Type of Feat: Class
Use: Automatic
Prerequisite: Druid Level 1
The druid gains a +2 bonus to Survival in all environments and a +2 bonus to Search and Spot while in wilderness areas.
---
Opportunist
Feat ID: 224
Type of Feat: Class
Use: Automatic
Prerequisite: Rogue Level 10
The rogue gains a +4 competence bonus to attack rolls when making attacks of opportunity.
---
Poison Save I - V
Feat ID: 463
Type of Feat: Class
Use: Automatic
Prerequisite: Assassin Level 2
Successive Feat: Poison Save II
Starting at 2nd level, an assassin gains a natural saving throw bonus to all poisons of +1 for every two levels.
---
Precise Strike
Feat ID: 1740
Type of Feat: Class
Use: Automatic
Prerequisite: Duelist Level 5
At 5th level, the duelist gains the ability to strike precisely with a light or one-handed piercing weapon, gaining 1d6 piercing damage. This only works against enemies vulnerable to critical hits. Precise Strike is automatically in effect when the duelist has no off-hand weapon or shield. At 10th level, the damage increases to 2d6.
---
Purity of Body
Feat ID: 209
Type of Feat: Class
Use: Automatic
Prerequisite: Monk Level 5
The monk is immune to all diseases.
---
Rapid Shot (Combat Style: Ranger Archery)
Feat ID: 1731
Type of Feat: Class
Use: Selected
Prerequisite: Ranger Level 2
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.
Note: Rangers who select the Archery Combat Style receive this feat at 11th level, even if they do not meet the prerequisites.
---
Shadow Daze
Feat ID: 434
Type of Feat: Class
Use: Selected
Prerequisite: Shadowdancer Level 3
Uses Per Day: 1
Once per day the shadowdancer may inflict an illusory daze upon a target. This daze lasts for 5 rounds.
---
Shadow Evade
Feat ID: 436
Type of Feat: Class
Use: Selected
Prerequisite: Shadowdancer Level 4
Uses Per Day: 3
Three times per day the shadowdancer can call upon the shadows in the area to help conceal her. She gains a 5% concealment bonus, damage reduction of 5/magic and a +1 dodge AC. This improves to 10% concealment, 5/alchemical silver damage reduction, and +2 dodge AC bonus at level 6. At 8th level, it becomes 15% concealment, 10/alchemical silver damage reduction, and +3 dodge AC. At 10th level, Shadow Evade grants 20% concealment, 10/adamantine damage reduction, and a +4 dodge AC bonus. The effects last for 3 rounds, regardless of level.
---
Shadow Thief of Amn Reputation
Feat ID: 1566
Type of Feat: Class
Use: Automatic
Prerequisite: Shadow Thief of Amn Level 3
At 3rd level, the shadow thief of amn gets a 10% discount from all merchants and an additional +2 bonus on all Bluff, Intimidate, and Diplomacy checks because of his reputation.
---
Skill Mastery
Feat ID: 225
Type of Feat: Class
Use: Automatic
Prerequisite: Rogue Level 10
When using the Disable Trap, Open Lock, and Set Trap skills, the rogue cannot roll less than 5 on any skill checks, even if in combat.
---
Slippery Mind
Feat ID: 259
Type of Feat: Class
Use: Automatic
Prerequisite: Rogue Level 10 or Shadowdancer Level 7
Characters failing their Will save versus mind-affecting spells get an automatic reroll.
---
Still Mind
Feat ID: 208
Type of Feat: Class
Use: Automatic
Prerequisite: Monk Level 3
The monk gains a +2 competence bonus on saving throws against mind-affecting spells.
---
Summon Familiar
Feat ID: 303
Type of Feat: Class
Use: Selected
Prerequisite: Wizard Level 1 or Sorcerer Level 1
Uses Per Day: 1
Cool Down: 20 seconds
A character with this feat may summon a familiar once per day. If the familiar dies, the character suffers 1d6 damage, but may summon the familiar again on the following day.
---
Summon Shadow
Feat ID: 435
Type of Feat: Class
Use: Selected
Prerequisite: Shadowdancer Level 3
Uses Per Day: 1
Once per day, the shadowdancer can summon in a shadow. This shadow is extremely difficult to turn and becomes more powerful as the shadowdancer gains levels. The shadow remains for 24 hours.
---
Superior Weapon Focus
Feat ID: 884
Type of Feat: Class
Use: Automatic
Prerequisite: Weapon Master Level 5 and Weapon of Choice
The weapon master gains a +1 bonus to all attack rolls with their weapon of choice.
---
Supreme Cleave
Feat ID: 1457
Type of Feat: Class
Use: Automatic
Prerequisite: Frenzied Berserker Level 2
At 2nd level, if the frenzied berserker triggers a Cleave, they gain two additional attacks against a nearby foe instead of one.
---
Supreme Power Attack
Feat ID: 1464
Type of Feat: Class
Use: Automatic
Prerequisite: Frenzied Berserker Level 10
At 10th level, the frenzied berserker gains a +6 damage bonus (instead of +3) when using the Power Attack feat. When using the Improved Power Attack feat, the frenzied berserker gains a +12 damage bonus (instead of +6).
---
Swift Tracker
Feat ID: 1393
Type of Feat: Class
Use: Automatic
Prerequisite: Ranger Level 8
At 8th level, a ranger is always tracking and does not suffer a movement penalty for doing so.
---
Tireless Rage
Feat ID: 1769
Type of Feat: Class
Use: Automatic
Prerequisite: Barbarian Level 17
You are no longer fatigued after your rage effects expire and can ignore the -2 penalty to Strength and Dexterity.
---
Tough as Bone
Feat ID: 894
Type of Feat: Class
Use: Automatic
Prerequisite: Pale Master Level 7
The pale master becomes immune to stun, hold, and paralyzation.
---
Trackless Step
Feat ID: 201
Type of Feat: Class
Use: Automatic
Prerequisite: Ranger Level 1 or Druid Level 3
This feat grants a +4 competence bonus to Hide and Move Silently checks when in wilderness areas.
---
Trap Sense (+1) - 6
Feat ID: 1387
Type of Feat: Class
Use: Automatic
Prerequisite: Barbarian Level 3, Rogue Level 3, or Dwarven Defender Level 4
Successive Feat: Trap Sense (+2)
A level 3 barbarian or rogue or a level 4 dwarven defender gains a +1 bonus on Reflex saves made to avoid traps. For barbarians and rogues, this ability rises by +1 at 6th level and every 3 levels after that. For dwarven defenders, this ability rises to +2 at 8th level.
---
Trapfinding
Feat ID: 1857
Type of Feat: Class
Use: Automatic
Prerequisite: Rogue Level 1
Rogues are the only character class that can use the Disable Device skill to overcome traps with a DC of 20 or more. Characters without any levels in the rogue class will fail their Disable Device checks against these traps, regardless of how skilled they are.
---
Two-Weapon Fighting (Combat Style: Ranger Two Weapon Fighting)
Feat ID: 1734
Type of Feat: Class
Use: Automatic
Prerequisite: Ranger Level 2
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. 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).
Note: Rangers who select the Two-Weapon Fighting Combat Style receive this feat at 6th level, even if they do not meet the prerequisites.
---
Two-Weapon Fighting Combat Style
Feat ID: 1729
Type of Feat: Class
Use: Automatic
Prerequisite: Ranger Level 2
You have chosen to train in the art of fighting with two weapons simultaneously. As your ranger level increases, you gain the following bonus feats: Two-Weapon Fighting at 2nd level, Improved Two-Weapon Fighting at 6th level, and Greater Two-Weapon Fighting at 11th level. You gain the benefit of these feats even if you do not meet their prerequisites.
---
Use Poison
Feat ID: 960
Type of Feat: Class
Use: Automatic
Prerequisite: Assassin Level 1 or Blackguard Level 1
The character is trained in the use of poison and never has to make a dexterity check when applying poison to a blade.
---
Venom Immunity
Feat ID: 203
Type of Feat: Class
Use: Automatic
Prerequisite: Druid Level 9
The druid is immune to all poisons.
---
Weapon of Choice (X)
Feat ID: 940
Type of Feat: Class
Use: Automatic
Prerequisite: Weapon Master Level 1
Previous Feat(s) Required: Weapon Focus (X)
The weapon chosen to be a weapon of choice by a weapon master becomes the focus for all of their special abilities.
---
Wild Shape (6x day)
Feat ID: 339
Type of Feat: Class
Use: Selected
Prerequisite: Druid Level 18
Uses Per Day: 6
The character with this ability can take the shape of an animal at will. It may be used once per day at fifth level, twice per day at sixth level, three times per day at seventh level, four times per day at tenth level, five times per day at fourteenth level, and six times per day at eighteenth level. The transformation has a duration of 1 hour per class level. Available shapes include bear, wolf, boar, and badger. At 12th level, the druid may assume the dire form of any of these animals.
Note: After choosing the ability, the character must choose an animal form to take.
---
Woodland Stride
Feat ID: 200
Type of Feat: Class
Use: Automatic
Prerequisite: Druid Level 2, Ranger Level 7, or Cleric with the Plant Domain
The character is capable of moving through wilderness terrain at an increased rate. In any outdoor, natural area, the character's speed is increased by 10%.
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Revision as of 08:13, 8 June 2008

Class feats

Caldyria_NWN2/Feats/Scarred

History feats

NWN2 Feats

Animal Companion
Feat ID: 199
Type of Feat: Class
Use: Selected
Prerequisite: Druid Level 1, Ranger Level 4, or Cleric with the Animal Domain
Uses Per Day: 1
Cool Down: 20 seconds

An animal companion may be summoned (and unsummoned) by the character. An unsummoned companion can be recalled after a short cooldown time. If an animal companion is killed, it cannot be summoned again until the ranger or druid rests.
---
Archery Combat Style
Feat ID: 1730
Type of Feat: Class
Use: Automatic
Prerequisite: Ranger Level 2

You have chosen to train in the art of the bow. As your ranger level increases, you gain the following bonus feats: Rapid Shot at 2nd level, Manyshot at 6th level, and Improved Rapid Shot at 11th level. You gain the benefit of these feats even if you do not meet their prerequisites.
---
Aura of Courage
Feat ID: 300
Type of Feat: Class
Use: Automatic
Prerequisite: Paladin Level 3 or Cleric with the Good Domain

A character with this feat is immune to fear. Additionally, each ally within 10 feet gains a +4 morale bonus on saving throws against fear effects.

Note: This aura is constantly in effect.
---
Aura of Despair
Feat ID: 1832
Type of Feat: Class
Use: Automatic
Prerequisite: Blackguard Level 3

Starting at 3rd level, the blackguard radiates a malign aura that causes all enemies within 10' of him to suffer a -2 penalty on all saving throws.

Note: This aura is constantly in effect.
---
Barbarian Fast Movement
Feat ID: 194
Type of Feat: Class
Use: Automatic
Prerequisite: Barbarian Level 1 or Cleric with the Travel Domain

This feat gives the character a 10% bonus to movement.
---
Barbarian Rage
Feat ID: 293
Type of Feat: Class
Use: Selected
Prerequisite: Barbarian Level 1
Uses Per Day: 1
Cool Down: 1 seconds
Successive Feat:

No results were found


The barbarian may rage, gaining a +4 morale bonus to Strength and Constitution and +2 to all Will saving throws, in exchange for a -2 penalty to Armor Class. Rage lasts for 3 + (Con modifier after rage bonus) rounds. After the rage effect expires, the barbarian is exhausted and suffers a -2 Strength, -2 Dexterity, and a -10% movement penalty for 5 rounds (at level 17, the barbarian gets Tireless Rage and no longer deals with this penalty). At 11th level, the rage ability becomes greater rage, giving the barbarian +6 to Strength and Constitution and +3 to Will saves (the -2 penalty to Armor Class still applies). At 20th level, the rage ability becomes mighty rage. The Strength and Constitution bonuses increase to +8, and the Will save bonus to +4. The AC penalty remains -2.

Note: The barbarian may use this ability once per day at first level, +1 use per day at level 4, and every 4 levels thereafter.
---
Bardic Knowledge
Feat ID: 197
Type of Feat: Class
Use: Automatic
Prerequisite: Bard Level 1 or Harper Scout Level 1

This feat allows the character to identify items more easily than others. It grants the character a bonus equal to their bard or harper agent level to any Lore checks.
---
Bardic Music
Feat ID: 355
Type of Feat: Class
Use: Selected
Prerequisite: Bard
Uses Per Day: 2
Successive Feat:

No results were found


Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (including himself). Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify. If a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks. Some bard songs are acquired automatically as the bard levels up, but others can only be learned from songbooks the bard discovers while adventuring.
---
Blindsense
Feat ID: 1561
Type of Feat: Class
Use: Automatic
Prerequisite: Red Dragon Disciple Level 5

At 5th level, the red dragon disciple gains the ability to fight well, even if blinded or against invisible creatures. A character with this ability gets to reroll her miss chance percentile one time to see if she actually hits. Furthermore, invisible creatures get no bonus to hit the character in melee.
---
Bone Skin
Feat ID: 886
Type of Feat: Class
Use: Automatic
Prerequisite: Pale Master Level 1
Successive Feat:

No results were found


The pale master gains a +2 natural armor bonus to their AC at 1st level. This bonus increases by a further +2 at 4th level and 8th level.
---
Camouflage
Feat ID: 1772
Type of Feat: Class
Use: Automatic
Prerequisite: Ranger Level 13

At 13th level a ranger does not suffer reduced movement when using stealth in outdoor areas.
---
Canny Defense
Feat ID: 1737
Type of Feat: Class
Use: Automatic
Prerequisite: Duelist Level 1

When not wearing armor or using a shield, a duelist adds her Intelligence bonus or her Duelist level (whichever is lower) to her AC.
---
Cloud Mind
Feat ID: 1476
Type of Feat: Class
Use: Selected
Prerequisite: Bard Level 6
Skill Required: Perform (9 ranks)
Cool Down: 30 seconds

This is a more potent, single-target version of the Fascinate bard song. The saving throw DC is increased to 14 + 1/2 the bard's level + the bard's Charisma modifier, and enemies being attacked nearby don't break the effect. There is a 5-round cool down before this ability can be used again.
---
Contagion
Feat ID: 479
Type of Feat: Class
Use: Selected
Prerequisite: Blackguard Level 7
Uses Per Day: 1

Starting at 7th level, a blackguard may cast contagion once per day.
---
Crippling Strike
Feat ID: 222
Type of Feat: Class
Use: Automatic
Prerequisite: Rogue Level 10

The rogue deals an additional 2 points of Strength damage when they make a successful sneak attack.
---
Damage Reduction 1/-
Feat ID: 196
Type of Feat: Class
Use: Automatic
Prerequisite: Barbarian Level 7
Successive Feat: Damage Reduction 2/-

This feat allows barbarians to shrug off one point of damage from each attack that hits them.
---
Damage Reduction 1/Cold Iron
Feat ID: 1420
Type of Feat: Class
Use: Automatic
Prerequisite: Warlock Level 3
Successive Feat: Damage Reduction 2/Cold Iron

Fortified by the supernatural power flowing in his body, a warlock becomes resistant to physical attacks at 3rd level and above, gaining damage reduction 1/cold iron. At 7th level and every four levels thereafter, the damage reduction improves by 1.
---
Damage Reduction 2/-
Feat ID: 332
Type of Feat: Class
Use: Automatic
Prerequisite: Barbarian Level 10
Successive Feat: Damage Reduction 3/-

This feat allows barbarians to shrug off two points of damage from each attack that hits them.
---
Damage Reduction 2/Cold Iron
Feat ID: 1421
Type of Feat: Class
Use: Automatic
Prerequisite: Warlock Level 7
Successive Feat: Damage Reduction 3/Cold Iron

Fortified by the supernatural power flowing in his body, a warlock becomes resistant to physical attacks at 3rd level and above, gaining damage reduction 1/cold iron. At 7th level and every four levels thereafter, the damage reduction improves by 1.
---
Damage Reduction 3/-
Feat ID: 333
Type of Feat: Class
Use: Automatic
Prerequisite: Barbarian Level 13
Successive Feat: Damage Reduction 4/-

This feat allows barbarians to shrug off three points of damage from each attack that hits them.
---
Damage Reduction 3/Cold Iron
Feat ID: 1422
Type of Feat: Class
Use: Automatic
Prerequisite: Warlock Level 11
Successive Feat: Damage Reduction 4/Cold Iron

Fortified by the supernatural power flowing in his body, a warlock becomes resistant to physical attacks at 3rd level and above, gaining damage reduction 1/cold iron. At 7th level and every four levels thereafter, the damage reduction improves by 1.
---
Damage Reduction 4/-
Feat ID: 334
Type of Feat: Class
Use: Automatic
Prerequisite: Barbarian Level 16
Successive Feat: Damage Reduction 5/-

This feat allows barbarians to shrug off four points of damage from each attack that hits them.
---
Damage Reduction 4/Cold Iron
Feat ID: 1423
Type of Feat: Class
Use: Automatic
Prerequisite: Warlock Level 15
Successive Feat: Damage Reduction 5/Cold Iron

Fortified by the supernatural power flowing in his body, a warlock becomes resistant to physical attacks at 3rd level and above, gaining damage reduction 1/cold iron. At 7th level and every four levels thereafter, the damage reduction improves by 1.
---
Damage Reduction 5/-
Feat ID: 1386
Type of Feat: Class
Use: Automatic
Prerequisite: Barbarian Level 19
Successive Feat:

No results were found


This feat allows barbarians to shrug off five points of damage from each attack that hits them.
---
Damage Reduction 5/Cold Iron
Feat ID: 1424
Type of Feat: Class
Use: Automatic
Prerequisite: Warlock Level 19

Fortified by the supernatural power flowing in his body, a warlock becomes resistant to physical attacks at 3rd level and above, gaining damage reduction 1/cold iron. At 7th level and every four levels thereafter, the damage reduction improves by 1.
---
Dark Blessing
Feat ID: 473
Type of Feat: Class
Use: Automatic
Prerequisite: Blackguard Level 2

A blackguard adds their Charisma bonus to all saving throws.
---
Darkness
Feat ID: 469
Type of Feat: Class
Use: Selected
Prerequisite: Assassin Level 5
Uses Per Day: 1

Starting at 5th level, an assassin gains the ability to cast darkness.
---
Deathless Frenzy
Feat ID: 1458
Type of Feat: Class
Use: Automatic
Prerequisite: Frenzied Berserker Level 4

At 4th level, when the frenzied berserker is frenzying he has the equivalent of the 4th level cleric spell death ward in place. The frenzied berserker is immune to any death spells, spell-like abilities, and death effects.

Note: This feat automatically triggers when in a frenzy.
---
Deathless Mastery
Feat ID: 896
Type of Feat: Class
Use: Automatic
Prerequisite: Pale Master Level 10

At 10th level, a pale master becomes immune to critical hits.
---
Deathless Vigor
Feat ID: 891
Type of Feat: Class
Use: Automatic
Prerequisite: Pale Master Level 5

The pale master gains a +4 bonus to his Fortitude saves.
---
Defensive Awareness (1)
Feat ID: 949
Type of Feat: Class
Use: Automatic
Prerequisite: Dwarven Defender Level 2
Successive Feat: Defensive Awareness (2)

The character gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus to Reflex saves made to avoid traps. Additionally, the character cannot be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attack and also retains his Dexterity bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.
---
Defensive Awareness (2)
Feat ID: 950
Type of Feat: Class
Use: Automatic
Prerequisite: Dwarven Defender Level 5
Successive Feat: Defensive Awareness (3)
Previous Feat(s) Required: Defensive Awareness (1)

The character gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus to Reflex saves made to avoid traps. Additionally, the character cannot be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attack and also retains his Dexterity bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.
---
Defensive Awareness (3)
Feat ID: 951
Type of Feat: Class
Use: Automatic
Prerequisite: Dwarven Defender Level 10
Previous Feat(s) Required: Defensive Awareness (2)

The character gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus to Reflex saves made to avoid traps. Additionally, the character cannot be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attack and also retains his Dexterity bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.
---
Defensive Roll
Feat ID: 223
Type of Feat: Class
Use: Automatic
Prerequisite: Rogue Level 10 or Shadowdancer Level 5
Uses Per Day: 1

If the character is struck by a potentially lethal blow, they make a Reflex saving throw (DC = damage dealt). If successful, they take only half damage from the blow.

Note: This feat is limited to one use per day. Flat-footed characters cannot make a defensive roll.
---
Defensive Stance
Feat ID: 947
Type of Feat: Class
Use: Selected
Prerequisite: Dwarven Defender Level 1
Uses Per Day: 1

When he needs to, the defender can become a stalwart bastion of defense. In this defensive stance, a defender gains phenomenal strength and durability but he cannot move from the spot he is defending. He gains the following benefits: +2 Strength, +4 Constitution, +2 resistance bonus on all saves, and +4 dodge bonus to AC.

At first level, this ability can be used once per day. Every two levels beyond first, the dwarven defender gains an additional use per day.
---
Deneir's Eye
Feat ID: 437
Type of Feat: Class
Use: Automatic
Prerequisite: Harper Agent Level 2

The harper receives a +3 saving throw bonus vs. traps.
---
Diamond Body
Feat ID: 214
Type of Feat: Class
Use: Automatic
Prerequisite: Monk Level 11

The monk gains immunity to all poisons.
---
Diamond Soul
Feat ID: 215
Type of Feat: Class
Use: Automatic
Prerequisite: Monk Level 13

The monk gains spell resistance equal to their class level + 10.
---
Divine Grace
Feat ID: 217
Type of Feat: Class
Use: Automatic
Prerequisite: Paladin Level 2

Paladins add their Charisma bonus (if positive) to all saving throws.
---
Divine Health
Feat ID: 219
Type of Feat: Class
Use: Automatic
Prerequisite: Paladin Level 3

This feat grants the paladin immunity to disease.
---
Doublespeak
Feat ID: 1565
Type of Feat: Class
Use: Automatic
Prerequisite: Shadow Thief of Amn Level 1

At 1st level, the shadow thief of amn gets a +2 bonus on all Bluff and Diplomacy checks.
---
Dwarven Defender Damage Reduction
Feat ID: 948
Type of Feat: Class
Use: Automatic
Prerequisite: Dwarven Defender Level 6

At 6th level, the dwarven defender gains the ability to shrug off 3 points of damage from each blow or attack. At 10th level, the damage reduction increases to 6 points of damage per attack or blow.
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Elaborate Parry
Feat ID: 1742
Type of Feat: Class
Use: Automatic
Prerequisite: Duelist Level 7

Starting at 7th level, the duelist adds her class level to her parry skill.
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	Eldritch Lore
Feat ID: 1759
Type of Feat: Class
Use: Automatic
Prerequisite: Warlock Level 2

Beginning at 2nd level, a warlock gains a +2 competence bonus on Lore and Spellcraft checks.
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Empty Body
Feat ID: 297
Type of Feat: Class
Use: Selected
Prerequisite: Monk Level 19
Uses Per Day: 2

The monk is given 50% concealment for a number of rounds equal to his class level.

Note: This ability may be used twice per day.
---
Enhanced Mobility
Feat ID: 1738
Type of Feat: Class
Use: Automatic
Prerequisite: Duelist Level 3

When wearing no armor and not using a shield, a duelist gains an additional +4 to AC against attacks of opportunity provoked by movement.
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Enhanced Power Attack
Feat ID: 1459
Type of Feat: Class
Use: Selected
Prerequisite: Frenzied Berserker Level 5

At 5th level, the frenzied berserker gains a +5 damage bonus (instead of +3) when using the Power Attack feat. When using the Improved Power Attack feat, the frenzied berserker gains a +10 damage bonus (instead of +6).
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Evasion
Feat ID: 206
Type of Feat: Class
Use: Automatic
Prerequisite: Cleric with the Water Domain, Monk Level 2, Rogue Level 2, Ranger Level 9, or Shadowdancer Level 2

Whenever a Reflex save is allowed for half damage, the character instead takes no damage if he succeeds at the save.
---
Flourish
Feat ID: 1741
Type of Feat: Class
Use: Selected
Prerequisite: Duelist Level 6
Uses Per Day: -1
Cool Down: 12 seconds

Periodically in combat, the duelist can prepare a special attack. If this Flourish attack connects with an opponent, it does an additional 2d6 piercing damage. This ability has a cooldown of 30 seconds.

Note: This ability modifies your next attack. It does not add an additional attack.
---
Flurry of Blows
Feat ID: 204
Type of Feat: Class
Use: Automatic
Prerequisite: Monk Level 1

Monks receive an extra attack per round when fighting with unarmed attacks or with monk weapons. However, all attacks in that round suffer a -2 attack penalty at levels 1-4, and a -1 attack penalty at levels 5-9. At level 9 or higher, there is no penalty.
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Frenzy 1 - 5
Feat ID: 1447
Type of Feat: Class
Use: Selected
Prerequisite: Frenzied Berserker Level 1
Uses Per Day: 1
Cool Down: 1 seconds
Successive Feat: Frenzy 2

The frenzied berserker gains this ability at 1st level. Frenzy works like a modified version of the barbarian's rage ability. It adds a +6 bonus to Strength (no Constitution bonus), imposes a -4 penalty to AC, and gives the frenzied berserker a single extra attack at his highest Base Attack Bonus (this does not stack with Haste or other effects that add an additional attack). Each round of the frenzy, the frenzied berserker takes 12 points of damage. The effects last 3 + Constitution modifier rounds, after which the frenzied berserker is fatigued for 5 rounds, suffering -2 Strength, -2 Dexterity, and -10% movement penalties. Initially, this ability can be used once per day and at 3rd level and every odd level after that, the frenzied berserker gains an additional use per day.

Note: This ability cannot be re-used until the fatigue effects have expired.

Special: Bonuses and penalties (including fatigue penalties) from Frenzy and Barbarian Rage stack.
---
Furious Assault
Feat ID: 1494
Type of Feat: Class
Use: Selected
Prerequisite: Neverwinter Nine Level 5
Uses Per Day: 1

At 5th level, the Nine can concentrate for a round and focus his strength, making all of his melee attacks for the next three rounds inflict maximum damage. However, at the end of each of these three rounds, the Nine takes 10 points of damage from the incredible strain.

Note: This ability may be used once per day.
---
Grace
Feat ID: 1739
Type of Feat: Class
Use: Automatic
Prerequisite: Duelist Level 4

At 4th level, a duelist gains an additional +2 competence bonus to all Reflex saves.
---
Greater Flurry
Feat ID: 1758
Type of Feat: Class
Use: Automatic
Prerequisite: Monk Level 11

Monks receive a second extra attack per round when using Flurry of Blows and fighting with unarmed attacks or a kama.

Note: This ability takes effect when Flurry of Blows is activated.
---
Greater Frenzy
Feat ID: 1463
Type of Feat: Class
Use: Automatic
Prerequisite: Frenzied Berserker Level 8

At 8th level, the frenzied berserker gets a +10 Strength bonus when using the Frenzy ability instead of +6.
---
Greater Rage
Feat ID: 328
Type of Feat: Class
Use: Selected
Prerequisite: Barbarian Level 11
Uses Per Day: 3
Cool Down: 1 seconds
Successive Feat:

No results were found


The barbarian may rage, gaining a +4 morale bonus to Strength and Constitution and +2 to all Will saving throws, in exchange for a -2 penalty to Armor Class. Rage lasts for 3 + (Con modifier after rage bonus) rounds. After the rage effect expires, the barbarian is exhausted and suffers a -2 Strength, -2 Dexterity, and a -10% movement penalty for 5 rounds (at level 17, the barbarian gets Tireless Rage and no longer deals with this penalty). At 11th level, the rage ability becomes greater rage, giving the barbarian +6 to Strength and Constitution and +3 to Will saves (the -2 penalty to Armor Class still applies). At 20th level, the rage ability becomes mighty rage. The Strength and Constitution bonuses increase to +8, and the Will save bonus to +4. The AC penalty remains -2.

Note: The barbarian may use this ability once per day at first level, +1 use per day at level 4, and every 4 levels thereafter.
---
Greater Two-Weapon Fighting (Combat Style: Ranger Two Weapon Fighting)
Feat ID: 1736
Type of Feat: Class
Use: Automatic
Prerequisite: Ranger Level 11

This feat grants a third attack with your off-hand weapon with a -10 attack penalty.

Note: Rangers who select the Two-Weapon Fighting Combat Style receive this feat at 6th level, even if they do not meet the prerequisites.
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Hail of Arrows
Feat ID: 453
Type of Feat: Class
Use: Selected
Prerequisite: Arcane Archer Level 8
Uses Per Day: 1

In lieu of a regular attack, once per day an 8th level arcane archer can fire an arrow at each and every target within range, to a maximum of one target for every arcane archer level they have.
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Guarding the Lord
Feat ID: 1493
Type of Feat: Class
Use: Selected
Prerequisite: Neverwinter Nine Level 3
Uses Per Day: 3

At 3rd level, the Nine can protect one selected ally within 30 feet. This protection acts as the shield other spell cast at the Nine's character level. The only difference with the spell is that the target only takes 30% damage (instead of 50%), and the member of the Nine takes half the initial damage rounded down (instead of the remaining).

Note: This ability may be used three times per day.
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Hide in Plain Sight
Feat ID: 433
Type of Feat: Class
Use: Automatic
Prerequisite: Shadowdancer Level 1

The shadowdancer is able to use the Hide skill even while being observed.

Note: This ability will not always be successful in the frenzy of combat, but disengaging from the enemy before attempting
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Hit Die Increase (d10)
Feat ID: 1044
Type of Feat: Class
Use: Automatic
Prerequisite: Red Dragon Disciple Level 6

As the dragon disciple gains levels in this prestige class, his base hit die type changes. This change is not retroactive.
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Hit Die Increase (d6)
Feat ID: 1042
Type of Feat: Class
Use: Automatic
Prerequisite: Red Dragon Disciple Level 1
Successive Feat: Hit Die Increase (d8)

As the dragon disciple gains levels in this prestige class, his base hit die type changes. This change is not retroactive.
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Hit Die Increase (d8)
Feat ID: 1043
Type of Feat: Class
Use: Automatic
Prerequisite: Red Dragon Disciple Level 4
Successive Feat: Hit Die Increase (d10)

As the dragon disciple gains levels in this prestige class, his base hit die type changes. This change is not retroactive.
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Immunity to Fire
Feat ID: 964
Type of Feat: Class
Use: Automatic
Prerequisite: Red Dragon Disciple Level 10

The character gains immunity to fire.
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Immunity to Paralysis
Feat ID: 963
Type of Feat: Class
Use: Automatic
Prerequisite: Red Dragon Disciple Level 10

This feat grants immunity to paralysis.
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Improved Defense 1 - 4
Feat ID: 1572
Type of Feat: Class
Use: Automatic
Prerequisite: Dwarven Defender Level 1

The dwarven defender gains a +1 dodge bonus to AC.
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Improved Evasion
Feat ID: 212
Type of Feat: Class
Use: Automatic
Prerequisite: Monk Level 9, Rogue Level 10, or Shadowdancer Level 10

Whenever a Reflex save is allowed for half damage, characters with this feat instead take no damage if they succeed at the save. Even if they fail the save, they take only half damage.
---
Improved Rapid Shot (Combat Style: Ranger Archery)
Feat ID: 1733
Type of Feat: Class
Use: Automatic
Prerequisite: Ranger Level 11

When using the Rapid Shot feat, you may ignore the -2 penalty on all your ranged attack rolls.

Note: Rangers who select the Archery Combat Style receive this feat at 11th level, even if they do not meet the prerequisites.
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Improved Two-Weapon Fighting (Combat Style: Ranger Two Weapon Fighting)
Feat ID: 1735
Type of Feat: Class
Use: Automatic
Prerequisite: Ranger Level 6
Minimum Attack Bonus: +6
Minimum Dexterity: 17

The character with this feat is able to get a second off-hand attack (at a penalty of -5 to his attack roll).

Note: Rangers who select the Two-Weapon Fighting Combat Style receive this feat at 6th level, even if they do not meet the prerequisites.
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Improved Two-Weapon Fighting (Combat Style: Ranger Two Weapon Fighting)
Feat ID: 1735
Type of Feat: Class
Use: Automatic
Prerequisite: Ranger Level 6
Minimum Attack Bonus: +6
Minimum Dexterity: 17

The character with this feat is able to get a second off-hand attack (at a penalty of -5 to his attack roll).

Note: Rangers who select the Two-Weapon Fighting Combat Style receive this feat at 6th level, even if they do not meet the prerequisites.
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Increased Multiplier
Feat ID: 883
Type of Feat: Class
Use: Automatic
Prerequisite: Weapon Master Level 5 and Weapon of Choice

With their weapon of choice, the multiplier is increased by x1 to all critical hits. Thus a x2 critical multiplier becomes a x3.
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Indomitable Will
Feat ID: 1398
Type of Feat: Class
Use: Automatic
Prerequisite: Barbarian Level 14

While in a rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist mind-affecting spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.

Note: This bonus automatically takes effect when the barbarian uses rage.
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Inflame
Feat ID: 1813
Type of Feat: Class
Use: Selected
Prerequisite: Warpriest Level 2
Uses Per Day: 1

Starting at 2nd level, a warpriest can use this ability to grant himself and all allies within 40' a bonus to saving throws vs. fear and mind effects for five rounds once per day. This bonus is +2 at level 2 and becomes + at level 4, +6 at level 6, and +8 at level 10.

Note: This ability may be used once per day.
---
Inspiration
Feat ID: 257
Type of Feat: Class
Use: Selected
Prerequisite: Bard Level 1
Uses Per Day: 1
Successive Feat: Bardic Music

The very presence of a bard is a constant inspiration to his companions. Unlike bardic music, bardic inspirations are always active and do not have a limited number of uses, however, the bard may only use one inspiration at any given time. At 1st level, the bard can only inspire courage, but as he increases in level, he gains access to a variety of inspirations from which his companions (and himself) may benefit. There are seven types of inspirations:

* Inspire Courage (1st level): This gives a bonus to hit and damage. It starts at +1, and becomes +2 at 8th level, +3 at 14th level, and +4 at 20th level.

* Inspire Competence (2nd level): This gives a skill bonus to all allies. It starts at +2 and becomes +4 at 11th level and +6 at 19th level.

* Inspire Defense (5th level): This gives a dodge AC bonus to all allies. It starts at +2 and becomes +3 at 10th level, +4 at 15th level, and +5 at 20th level.

* Inspire Regeneration (7th level): This heals all party members a certain number of hit points every two rounds. This starts at 1 hit point and becomes 2 at 12th level, and 3 at 17th level.

* Inspire Toughness (8th level): This gives a bonus to saving throws for all allies. It starts at +1, then +2 at 13th level, and then +3 at 18th level.

* Inspire Slowing (11th level): All enemies that come within 20 feet of the bard have to make a Will save (DC 13 + = Bard level + CHA modifier) otherwise they will be slowed down. Initially, they are slowed down 15% but at 16th level they are slowed by 30%. There are no further penalties besides movement, unlike the slow spell.

* Inspire Jarring (14th level): All enemies within 20' of the bard suffer a -4 penalty to all Concentration checks and -2 to all Will saves.

Note: You must select the particular form of Inspiration to turn that power on (and turn off any Inspiration already in effect).
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Ki Critical
Feat ID: 885
Type of Feat: Class
Use: Automatic
Prerequisite: Weapon Master Level 7 and Weapon of Choice

The weapon master gains an additional +2 to the threat range of their weapon of choice.
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Ki Damage
Feat ID: 882
Type of Feat: Class
Use: Selected
Prerequisite: Weapon Master Level 1 and Weapon of Choice
Uses Per Day: 1

Once per day per level, a Weapon Master may use this feat to do maximum damage to their opponent.
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Lliira's Heart
Feat ID: 439
Type of Feat: Class
Use: Automatic
Prerequisite: Harper Agent Level 2

The Harper agent receives a +2 saving throw bonus against mind-affecting spells.
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Manyshot (Combat Style: Ranger Archery)
Feat ID: 1732
Type of Feat: Class
Use: Selected
Prerequisite: Ranger Level 6

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.

Note: Rangers who select the Archery Combat Style receive this feat at 11th level, even if they do not meet the prerequisites.
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Merchant Discount (Neverwinter Nine)
Feat ID: 1491
Type of Feat: Class
Use: Automatic
Prerequisite: Neverwinter Nine Level 1

A member of the Neverwinter Nine gets a 10% discount from any lawful merchant in Neverwinter (or Crossroad Keep). Illicit merchants may not honor this.
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Mighty Rage
Feat ID: 331
Type of Feat: Class
Use: Selected
Prerequisite: Barbarian Level 20
Uses Per Day: 6
Cool Down: 1 seconds

The barbarian may rage, gaining a +4 morale bonus to Strength and Constitution and +2 to all Will saving throws, in exchange for a -2 penalty to Armor Class. Rage lasts for 3 + (Con modifier after rage bonus) rounds. After the rage effect expires, the barbarian is exhausted and suffers a -2 Strength, -2 Dexterity, and a -10% movement penalty for 5 rounds (at level 17, the barbarian gets Tireless Rage and no longer deals with this penalty). At 11th level, the rage ability becomes greater rage, giving the barbarian +6 to Strength and Constitution and +3 to Will saves (the -2 penalty to Armor Class still applies). At 20th level, the rage ability becomes mighty rage. The Strength and Constitution bonuses increase to +8, and the Will save bonus to +4. The AC penalty remains -2.

Note: The barbarian may use this ability once per day at first level, +1 use per day at level 4, and every 4 levels thereafter.
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Nature Sense
Feat ID: 198
Type of Feat: Class
Use: Automatic
Prerequisite: Druid Level 1

The druid gains a +2 bonus to Survival in all environments and a +2 bonus to Search and Spot while in wilderness areas.
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Opportunist
Feat ID: 224
Type of Feat: Class
Use: Automatic
Prerequisite: Rogue Level 10

The rogue gains a +4 competence bonus to attack rolls when making attacks of opportunity.
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Poison Save I - V
Feat ID: 463
Type of Feat: Class
Use: Automatic
Prerequisite: Assassin Level 2
Successive Feat: Poison Save II

Starting at 2nd level, an assassin gains a natural saving throw bonus to all poisons of +1 for every two levels.
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Precise Strike
Feat ID: 1740
Type of Feat: Class
Use: Automatic
Prerequisite: Duelist Level 5

At 5th level, the duelist gains the ability to strike precisely with a light or one-handed piercing weapon, gaining 1d6 piercing damage. This only works against enemies vulnerable to critical hits. Precise Strike is automatically in effect when the duelist has no off-hand weapon or shield. At 10th level, the damage increases to 2d6.
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Purity of Body
Feat ID: 209
Type of Feat: Class
Use: Automatic
Prerequisite: Monk Level 5

The monk is immune to all diseases.
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Rapid Shot (Combat Style: Ranger Archery)
Feat ID: 1731
Type of Feat: Class
Use: Selected
Prerequisite: Ranger Level 2

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.

Note: Rangers who select the Archery Combat Style receive this feat at 11th level, even if they do not meet the prerequisites.
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Shadow Daze
Feat ID: 434
Type of Feat: Class
Use: Selected
Prerequisite: Shadowdancer Level 3
Uses Per Day: 1

Once per day the shadowdancer may inflict an illusory daze upon a target. This daze lasts for 5 rounds.
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Shadow Evade
Feat ID: 436
Type of Feat: Class
Use: Selected
Prerequisite: Shadowdancer Level 4
Uses Per Day: 3

Three times per day the shadowdancer can call upon the shadows in the area to help conceal her. She gains a 5% concealment bonus, damage reduction of 5/magic and a +1 dodge AC. This improves to 10% concealment, 5/alchemical silver damage reduction, and +2 dodge AC bonus at level 6. At 8th level, it becomes 15% concealment, 10/alchemical silver damage reduction, and +3 dodge AC. At 10th level, Shadow Evade grants 20% concealment, 10/adamantine damage reduction, and a +4 dodge AC bonus. The effects last for 3 rounds, regardless of level.
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Shadow Thief of Amn Reputation
Feat ID: 1566
Type of Feat: Class
Use: Automatic
Prerequisite: Shadow Thief of Amn Level 3

At 3rd level, the shadow thief of amn gets a 10% discount from all merchants and an additional +2 bonus on all Bluff, Intimidate, and Diplomacy checks because of his reputation.
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Skill Mastery
Feat ID: 225
Type of Feat: Class
Use: Automatic
Prerequisite: Rogue Level 10

When using the Disable Trap, Open Lock, and Set Trap skills, the rogue cannot roll less than 5 on any skill checks, even if in combat.
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Slippery Mind
Feat ID: 259
Type of Feat: Class
Use: Automatic
Prerequisite: Rogue Level 10 or Shadowdancer Level 7

Characters failing their Will save versus mind-affecting spells get an automatic reroll.
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Still Mind
Feat ID: 208
Type of Feat: Class
Use: Automatic
Prerequisite: Monk Level 3

The monk gains a +2 competence bonus on saving throws against mind-affecting spells.
---
Summon Familiar
Feat ID: 303
Type of Feat: Class
Use: Selected
Prerequisite: Wizard Level 1 or Sorcerer Level 1
Uses Per Day: 1
Cool Down: 20 seconds

A character with this feat may summon a familiar once per day. If the familiar dies, the character suffers 1d6 damage, but may summon the familiar again on the following day.
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Summon Shadow
Feat ID: 435
Type of Feat: Class
Use: Selected
Prerequisite: Shadowdancer Level 3
Uses Per Day: 1

Once per day, the shadowdancer can summon in a shadow. This shadow is extremely difficult to turn and becomes more powerful as the shadowdancer gains levels. The shadow remains for 24 hours.
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Superior Weapon Focus
Feat ID: 884
Type of Feat: Class
Use: Automatic
Prerequisite: Weapon Master Level 5 and Weapon of Choice

The weapon master gains a +1 bonus to all attack rolls with their weapon of choice.
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Supreme Cleave
Feat ID: 1457
Type of Feat: Class
Use: Automatic
Prerequisite: Frenzied Berserker Level 2

At 2nd level, if the frenzied berserker triggers a Cleave, they gain two additional attacks against a nearby foe instead of one.
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Supreme Power Attack
Feat ID: 1464
Type of Feat: Class
Use: Automatic
Prerequisite: Frenzied Berserker Level 10

At 10th level, the frenzied berserker gains a +6 damage bonus (instead of +3) when using the Power Attack feat. When using the Improved Power Attack feat, the frenzied berserker gains a +12 damage bonus (instead of +6).
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Swift Tracker
Feat ID: 1393
Type of Feat: Class
Use: Automatic
Prerequisite: Ranger Level 8

At 8th level, a ranger is always tracking and does not suffer a movement penalty for doing so.
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Tireless Rage
Feat ID: 1769
Type of Feat: Class
Use: Automatic
Prerequisite: Barbarian Level 17

You are no longer fatigued after your rage effects expire and can ignore the -2 penalty to Strength and Dexterity.
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Tough as Bone
Feat ID: 894
Type of Feat: Class
Use: Automatic
Prerequisite: Pale Master Level 7

The pale master becomes immune to stun, hold, and paralyzation.
---
Trackless Step
Feat ID: 201
Type of Feat: Class
Use: Automatic
Prerequisite: Ranger Level 1 or Druid Level 3

This feat grants a +4 competence bonus to Hide and Move Silently checks when in wilderness areas.
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Trap Sense (+1) - 6
Feat ID: 1387
Type of Feat: Class
Use: Automatic
Prerequisite: Barbarian Level 3, Rogue Level 3, or Dwarven Defender Level 4
Successive Feat: Trap Sense (+2)

A level 3 barbarian or rogue or a level 4 dwarven defender gains a +1 bonus on Reflex saves made to avoid traps. For barbarians and rogues, this ability rises by +1 at 6th level and every 3 levels after that. For dwarven defenders, this ability rises to +2 at 8th level.
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Trapfinding
Feat ID: 1857
Type of Feat: Class
Use: Automatic
Prerequisite: Rogue Level 1

Rogues are the only character class that can use the Disable Device skill to overcome traps with a DC of 20 or more. Characters without any levels in the rogue class will fail their Disable Device checks against these traps, regardless of how skilled they are.
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Two-Weapon Fighting (Combat Style: Ranger Two Weapon Fighting)
Feat ID: 1734
Type of Feat: Class
Use: Automatic
Prerequisite: Ranger Level 2

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. 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).

Note: Rangers who select the Two-Weapon Fighting Combat Style receive this feat at 6th level, even if they do not meet the prerequisites.
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Two-Weapon Fighting Combat Style
Feat ID: 1729
Type of Feat: Class
Use: Automatic
Prerequisite: Ranger Level 2

You have chosen to train in the art of fighting with two weapons simultaneously. As your ranger level increases, you gain the following bonus feats: Two-Weapon Fighting at 2nd level, Improved Two-Weapon Fighting at 6th level, and Greater Two-Weapon Fighting at 11th level. You gain the benefit of these feats even if you do not meet their prerequisites.
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Use Poison
Feat ID: 960
Type of Feat: Class
Use: Automatic
Prerequisite: Assassin Level 1 or Blackguard Level 1

The character is trained in the use of poison and never has to make a dexterity check when applying poison to a blade.
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Venom Immunity
Feat ID: 203
Type of Feat: Class
Use: Automatic
Prerequisite: Druid Level 9

The druid is immune to all poisons.
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Weapon of Choice (X)
Feat ID: 940
Type of Feat: Class
Use: Automatic
Prerequisite: Weapon Master Level 1
Previous Feat(s) Required: Weapon Focus (X)

The weapon chosen to be a weapon of choice by a weapon master becomes the focus for all of their special abilities.
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Wild Shape (6x day)
Feat ID: 339
Type of Feat: Class
Use: Selected
Prerequisite: Druid Level 18
Uses Per Day: 6

The character with this ability can take the shape of an animal at will. It may be used once per day at fifth level, twice per day at sixth level, three times per day at seventh level, four times per day at tenth level, five times per day at fourteenth level, and six times per day at eighteenth level. The transformation has a duration of 1 hour per class level. Available shapes include bear, wolf, boar, and badger. At 12th level, the druid may assume the dire form of any of these animals.

Note: After choosing the ability, the character must choose an animal form to take.
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Woodland Stride
Feat ID: 200
Type of Feat: Class
Use: Automatic
Prerequisite: Druid Level 2, Ranger Level 7, or Cleric with the Plant Domain

The character is capable of moving through wilderness terrain at an increased rate. In any outdoor, natural area, the character's speed is increased by 10%.