CW:NWN2/Feats: Difference between revisions

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Every Feat that will be implemented into Caldyria. Most will be renamed/description rewritten.
<pre>
X = Any/None/Other
W = Warrior
(H = Hunter)
P = Priest
S = Scholar
T = Thief
D = Dancer
Hu = Human
Az = Azurahi
Tr = Troll
Dh = Dharm
</pre>
== Background Feats (NWN2) ==
===Artist (D,S,X) ===
:Feat ID: 378
:Type of Feat: Background Trait
:Use: Automatic
:Skill Required: Perform (--- ranks)
:
:Character gains a +2 bonus on Perform and Diplomacy checks.
:
:Note: This feat can only be taken at 1st level.
:
=== Blooded (D,W,X) ===
:Feat ID: 379
:Type of Feat: Background Trait
:Use: Automatic
:
:Character gains a +2 bonus on Initiative and a +2 bonus on Spot checks.
:
:Note: This feat can only be taken at 1st level.
:
===Bullheaded (X) ===
:Feat ID: 380
:Type of Feat: Background Trait
:Use: Automatic
:
:Character gains a +2 bonus on resisting Taunts and a +1 bonus on Will saving throws.
:
:Note: This feat can only be taken at 1st level.
:
===Luck of Heroes (X) ===
:Feat ID: 382
:Type of Feat: Background Trait
:Use: Automatic
:
:Character gains a +1 bonus on all saving throws as well as a +1 luck bonus to Armor Class.
:
:Note: This feat can only be taken at 1st level.
:
===Silver Palm (S,T,X) ===
:Feat ID: 384
:Type of Feat: Background Trait
:Use: Automatic
:
:Character gains a +2 bonus on Appraise, Bluff, and Diplomacy checks.
:
:Note: This feat can only be taken at 1st level.
:
===Snake Blood (D,X) ===
:Feat ID: 386
:Type of Feat: Background Trait
:Use: Automatic
:
:Character gains a +1 bonus on Reflex saves. Also, any saving throws versus poison gain an additional +2 bonus.
:
:Note: This feat can only be taken at 1st level.
===Thug (W,X) ===
:Feat ID: 402
:Type of Feat: Background Trait
:Use: Automatic
:
:Character gains a +2 bonus on Initiative checks and a +2 bonus on Appraise and Intimidate checks.
:
:Note: This feat can only be taken at 1st level.
:
== Class Feats (NWN2) ==
===  animal companion (X) ===
: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 (W) ===
: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 (X) ===
: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 (X) ===
: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 (W) ===
: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 (W) ===
: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 (S) ===
: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  (D) ===
: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 (X) ===
: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 (X) ===
: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 (W,X) ===
: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 (W) ===
: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 (X) ===
: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 (X) ===
: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 (W,X) ===
: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/- (W) ===
: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 (X) ===
: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/- (W) ===
: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 (X) ===
: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/- (W) ===
: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 (X) ===
: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/- (W) ===
: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 (X) ===
: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/- (W) ===
: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 (X) ===
: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 (P,X) ===
:Feat ID: 473
:Type of Feat: Class
:Use: Automatic
:Prerequisite: Blackguard Level 2
:
:A blackguard adds their Charisma bonus to all saving throws.
=== darkness (X) ===
: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 (W) ===
: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 (X) ===
: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 (W) ===
: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) (W,D) ===
: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) (W,D) ===
: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) (W,D) ===
: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 (D) ===
: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 (W) ===
: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 (T) ===
: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 (X) ===
:Feat ID: 214
:Type of Feat: Class
:Use: Automatic
:Prerequisite: Monk Level 11
:
:The monk gains immunity to all poisons.
=== diamond soul (X) ===
: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 (P) ===
: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 (X) ===
:Feat ID: 219
:Type of Feat: Class
:Use: Automatic
:Prerequisite: Paladin Level 3
:
:This feat grants the paladin immunity to disease.
=== doublespeak (T) ===
: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 (W,X) ===
: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.
=== elaborate parry (W,D,X) ===
: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.
=== eldritch lore (X) ===
: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.
=== empty body (X) ===
: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 (D) ===
: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.
=== enhanced power attack (W) ===
: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).
=== evasion (D) ===
: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 (W) ===
: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 (W) ===
: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.
=== frenzy 1 - 5 (W) ===
: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 (W) ===
: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 (D) ===
: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 (W) ===
: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 (W) ===
: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 (W) ===
: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)(W)  ===
: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.
=== hail of arrows (W) ===
: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.
=== guarding the lord (W) ===
: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.
=== hide in plain sight (X) ===
: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
=== hit die increase (d10) (X) ===
: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.
=== hit die increase (d6) (X) ===
: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.
=== hit die increase (d8) (X) ===
: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.
=== immunity to fire (X) ===
:Feat ID: 964
:Type of Feat: Class
:Use: Automatic
:Prerequisite: Red Dragon Disciple Level 10
:
:The character gains immunity to fire.
=== immunity to paralysis (X) ===
:Feat ID: 963
:Type of Feat: Class
:Use: Automatic
:Prerequisite: Red Dragon Disciple Level 10
:
:This feat grants immunity to paralysis.
=== improved defense 1 - 4 (D) ===
:Feat ID: 1572
:Type of Feat: Class
:Use: Automatic
:Prerequisite: Dwarven Defender Level 1
:
:The dwarven defender gains a +1 dodge bonus to AC.
=== improved evasion (D) ===
: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) (W) ===
: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.
=== improved two-weapon fighting (combat style: ranger two weapon fighting) (W) ===
: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.
=== increased multiplier (W) ===
: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.
=== indomitable will (W) ===
: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 (X) ===
: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 (P,X) ===
: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 (W) ===
: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 (W) ===
: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 (X) ===
: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) (W) ===
: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) (T) ===
: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 (W) ===
: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 (X) ===
: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 (T) ===
: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 (x) ===
: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 (W) ===
: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 (X) ===
: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) (W) ===
: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 (X) ===
: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 (X) ===
: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 (T) ===
: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 (T) ===
: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 (X) ===
: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 (X) ===
: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 (X) ===
: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 (X) ===
: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 (W) ===
: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 (W) ===
: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 (W) ===
: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 (W) ===
: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 (W) ===
: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 (X) ===
: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 (W) ===
: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 (X) ===
: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 (X) ===
: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) (W) ===
: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 (W) ===
: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 (X) ===
: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 (X) ===
:Feat ID: 203
:Type of Feat: Class
:Use: Automatic
:Prerequisite: Druid Level 9
:
:The druid is immune to all poisons.
=== weapon of choice (x) (W) ===
: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) (X) ===
: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 (W) ===
: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%.
:
:
== General Feats (NWN2) ==
=== blind-fight ===
:Feat ID: 408
:Type of Feat: General
:Use: Automatic
:
: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. Red dragon disciples gain this feat at 5th level.
:
=== cleave ===
:Feat ID: 6
:Type of Feat: General
:Use: Automatic
:Minimum Strength: 13
:Required For: Great Cleave
:Previous Feat(s) Required: Power Attack
:
:If the character kills an opponent, he gets a free attack against any opponent who is within melee weapon range.
:
=== combat expertise ===
:Feat ID: 389
:Type of Feat: General
:Use: Automatic
:Minimum Intelligence: 13
:Required For: Feint , Improved Combat Expertise , Whirlwind Attack
:
:A character with this feat can make defensive attacks, gaining a +3 bonus to AC but receiving a -3 penalty to attack rolls.
:
=== dash ===
:Feat ID: 1337
:Type of Feat: General
:Use: Automatic
:
:This feat grants the ability to move 5% faster.
:
=== deflect arrows ===
:Feat ID: 8
:Type of Feat: General
:Use: Automatic
:Minimum Dexterity: 13
:Previous Feat(s) Required: Improved Unarmed Strike
:
:A character with this feat automatically deflects the first incoming projectile attack shot at her each round.
:
:Note: Projectiles are deflected automatically if not caught flat-footed. Monks receive this feat for free at level 2. Duelists receive this feat for free at level 9.
:
=== disarm ===
:Feat ID: 9
:Type of Feat: General
:Use: Selected
:Minimum Intelligence: 13
:Required For: Improved Disarm
:Successive Feat: Improved Disarm
:
: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). The defender makes an attack roll to resist the disarm using his maximum BAB modified by his relative weapon size times 4. If the attacker meets or beats the defender's roll, the defender's main hand weapon is disarmed, knocking his on-hand item to the ground. Disarm will not work if the target's weapon cannot be dropped.
:
:Note: A disarm attempt provokes an attack of opportunity.
:
=== dodge ===
:Feat ID: 10
:Type of Feat: General
:Use: Automatic
:Minimum Dexterity: 13
:Required For: Mobility , Spring Attack
:
: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.
:
=== expert tactician ===
:Feat ID: 1095
:Type of Feat: General
:Use: Automatic
:Minimum Attack Bonus: +2
:Minimum Dexterity: 13
:
: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.
:
=== extend rage ===
:Feat ID: 1340
:Type of Feat: General
:Use: Automatic
:Previous Feat(s) Required: Barbarian Rage or Frenzy 1
:
:Each use of rage or frenzy lasts 5 rounds longer.
:
=== extra rage ===
:Feat ID: 1341
:Type of Feat: General
:Use: Automatic
:Previous Feat(s) Required: Barbarian Rage or Frenzy 1
:
:You can rage or frenzy two more times per day than you otherwise could.
:
=== feint ===
:Feat ID: 1098
:Type of Feat: General
:Use: Selected
:Minimum Intelligence: 13
:Previous Feat(s) Required: Combat Expertise
:
: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). This feat is especially useful for rogues who can Sneak Attack with it. Any non-humanoid gets a +4 bonus to its DC. And against anything with a 1 or 2 Intelligence, it gets a +8 bonus to its DC. You can't feint against a non-intelligent creature.
:
:Note: A cleric with the Trickery Domain receives this feat for free, even if he does not meet the prerequisites.
:
=== great cleave ===
:Feat ID: 391
:Type of Feat: General
:Use: Automatic
:Minimum Attack Bonus: +4
:Minimum Strength: 13
:Previous Feat(s) Required: Power Attack and Cleave
:
:As cleave, except that there is no limit to the number of additional attacks that the character may make after killing one opponent.
:
=== greater resiliency ===
:Feat ID: 1253
:Type of Feat: General
:Use: Automatic
:Previous Feat(s) Required: Damage Reduction 1/-
:
: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. For example, a 13th level barbarian has damage reduction 3/-. By taking this feat, he raises it to 4/-. When he reaches 16th level, his damage reduction becomes 5/- and at 19th level, it becomes 6/-.
:
=== greater two-weapon fighting ===
:Feat ID: 1099
:Type of Feat: General
:Use: Automatic
:Minimum Attack Bonus: +11
:Minimum Dexterity: 19
:Previous Feat(s) Required: Improved Two-Weapon Fighting or Improved Two-Weapon Fighting (Combat Style: Ranger Two Weapon Fighting)
:
: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.
:
=== greater weapon focus (bastard sword) ===
:Feat ID: 1151
:Type of Feat: General
:Use: Automatic
:Prerequisite: Fighter Level 8
:Previous Feat(s) Required: Weapon Focus (Bastard Sword)
:
: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.
:
=== greater weapon specialization (bastard sword) ===
:Feat ID: 1191
:Type of Feat: General
:Use: Automatic
:Prerequisite: Fighter Level 12
:Previous Feat(s) Required: Greater Weapon Focus (Bastard Sword) and Weapon Specialization (Bastard Sword)
:
: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.
:
=== improved combat expertise ===
:Feat ID: 390
:Type of Feat: General
:Use: Automatic
:Minimum Attack Bonus: +6
:Minimum Intelligence: 13
:Previous Feat(s) Required: Combat Expertise
:
:A character with this feat can make improved defensive attacks, gaining a +6 bonus to AC but receiving a -6 penalty to attack rolls.
:
=== improved critical (bastard sword) ===
:Feat ID: 85
:Type of Feat: General
:Use: Automatic
:Minimum Attack Bonus: +8
:Previous Feat(s) Required: Weapon Proficiency (Exotic)
:
: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.
:
: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.
:
: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, scythe, spear, and warmace.
:
=== improved disarm ===
:Feat ID: 16
:Type of Feat: General
:Use: Selected
:Minimum Intelligence: 13
:Previous Feat(s) Required: Disarm
:
: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.
:
=== improved initiative ===
:Feat ID: 377
:Type of Feat: General
:Use: Automatic
:Successive Feat:
:
:No results were found
:
:
:The character gains a +4 bonus to initiative checks.
:
=== improved knockdown ===
:Feat ID: 17
:Type of Feat: General
:Use: Selected
:Minimum Attack Bonus: +7
:Minimum Intelligence: 13
:Previous Feat(s) Required: Knockdown
:
:A character with this feat counts as one size category larger when he makes a knockdown attack. All other knockdown conditions still apply.
:
:Note: Monks receive this feat for free at level 6.
:
=== improved parry ===
:Feat ID: 18
:Type of Feat: General
:Use: Automatic
:Minimum Intelligence: 13
:
: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.
:
=== improved power attack ===
:Feat ID: 19
:Type of Feat: General
:Use: Selected
:Minimum Attack Bonus: +6
:Minimum Strength: 13
:Previous Feat(s) Required: Power Attack
:
: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.
:
=== improved rapid shot ===
:Feat ID: 1100
:Type of Feat: General
:Use: Automatic
:Previous Feat(s) Required: Point Blank Shot
:Previous Feat(s) Required: Manyshot or Manyshot (Combat Style: Ranger Archery)
:
: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.
:
=== improved two-weapon defense ===
:Feat ID: 1102
:Type of Feat: General
:Use: Automatic
:Minimum Attack Bonus: +6
:Minimum Dexterity: 17
:Previous Feat(s) Required: Two-Weapon Defense
:Previous Feat(s) Required: Improved Two-Weapon Fighting or Improved Two-Weapon Fighting (Combat Style: Ranger Two Weapon Fighting)
:
: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.
:
=== improved two-weapon fighting ===
:Feat ID: 20
:Type of Feat: General
:Use: Automatic
:Minimum Attack Bonus: +6
:Minimum Dexterity: 17
:Previous Feat(s) Required: Two-Weapon Fighting or Two-Weapon Fighting (Combat Style: Ranger Two Weapon Fighting)
:
: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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=== knockdown ===
:Feat ID: 23
:Type of Feat: General
:Use: Selected
:
: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.
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:Note: Monks receive this feat for free at level 6.
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=== manyshot ===
:Feat ID: 1103
:Type of Feat: General
:Use: Selected
:Minimum Attack Bonus: +6
:Minimum Dexterity: 17
:Previous Feat(s) Required: Point Blank Shot
:Previous Feat(s) Required: Rapid Shot or Rapid Shot (Combat Style: Ranger Archery)
:
: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.
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:Note: Rangers who select the Archery Combat Style receive this feat at 11th level, even if they do not meet the prerequisites.
:
=== mobility ===
:Feat ID: 26
:Type of Feat: General
:Use: Automatic
:Minimum Dexterity: 13
:Required For: Spring Attack
:Previous Feat(s) Required: Dodge
:
:A character with this feat has learned to avoid attacks of opportunity more effectively, gaining a +4 dodge bonus to AC against them.
:
:Note: A condition that negates a Dexterity bonus to AC also negates any dodge bonuses. Multiple dodge bonuses (different feats, racial bonuses) are cumulative.
:
=== monkey grip ===
:Feat ID: 1105
:Type of Feat: General
:Use: Automatic
:Minimum Attack Bonus: +1
:
: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.
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=== natural spell ===
:Feat ID: 1108
:Type of Feat: General
:Use: Automatic
:Minimum Wisdom: 13
:Previous Feat(s) Required: Wild Shape
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:This feat grants the ability to cast spells while in Wild Shape form.
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=== point blank shot ===
:Feat ID: 27
:Type of Feat: General
:Use: Automatic
:Required For: Rapid Shot
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: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.
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=== power attack ===
:Feat ID: 28
:Type of Feat: General
:Use: Selected
:Minimum Strength: 13
:Required For: Cleave , Improved Power Attack , Great Cleave , Divine Might , Divine Shield
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: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.
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=== power critical (bastard sword) ===
:Feat ID: 1377
:Type of Feat: General
:Use: Automatic
:Minimum Attack Bonus: +4
:Previous Feat(s) Required: Weapon Focus (Bastard Sword)
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:When using the weapon you selected, you gain a +4 bonus on the roll to confirm a threat.
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=== rapid shot ===
:Feat ID: 30
:Type of Feat: General
:Use: Selected
:Minimum Dexterity: 13
:Previous Feat(s) Required: Point Blank Shot
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: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.
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: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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=== skilled offense ===
:Feat ID: 1113
:Type of Feat: General
:Use: Automatic
:
: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.
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=== spring attack ===
:Feat ID: 392
:Type of Feat: General
:Use: Automatic
:Minimum Attack Bonus: +4
:Minimum Dexterity: 13
:Required For: Whirlwind Attack
:Previous Feat(s) Required: Mobility and Dodge
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:Enemies do not get attacks of opportunity against the character when the character is moving around in combat.
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=== toughness ===
:Feat ID: 40
:Type of Feat: General
:Use: Automatic
:
: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.
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:Note: Clerics with the Earth Domain receive this feat fore free at 1st level and rangers receive this feat for free at 3rd level.
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=== track ===
:Feat ID: 1116
:Type of Feat: General
:Use: Selected
:
: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.
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=== two-weapon defense ===
:Feat ID: 1117
:Type of Feat: General
:Use: Automatic
:Minimum Dexterity: 15
:Previous Feat(s) Required: Two-Weapon Fighting or Two-Weapon Fighting (Combat Style: Ranger Two Weapon Fighting)
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: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.
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=== two-weapon fighting ===
:Feat ID: 41
:Type of Feat: General
:Use: Automatic
:Minimum Dexterity: 15
:
: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).
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: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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=== weapon finesse ===
:Feat ID: 42
:Type of Feat: General
:Use: Automatic
:Minimum Attack Bonus: +1
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: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).
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:Note: This feat is automatic when using any of the following weapons: dagger, handaxe, kama, kukri, light hammer, mace, rapier, short sword, sickle, whip, and unarmed strike.
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=== weapon focus (bastard sword) ===
:Feat ID: 123
:Type of Feat: General
:Use: Automatic
:Minimum Attack Bonus: +1
:Previous Feat(s) Required: Weapon Proficiency (Exotic)
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:A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with it.
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:Note: This feat may be selected multiple times, but the effects do not stack. It applies to a different skill in each case.
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: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, scythe, spear, and warmace.
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=== weapon specialization (bastard sword) ===
:Feat ID: 161
:Type of Feat: General
:Use: Automatic
:Prerequisite: Fighter
:Minimum Attack Bonus: +4
:Previous Feat(s) Required: Weapon Focus (Bastard Sword)
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: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.
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:Note: This feat may be selected multiple times, but the effects do not stack. It applies to a different skill in each case.
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: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, scythe, spear, and warmace.
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=== whirlwind attack ===
:Feat ID: 867
:Type of Feat: General
:Use: Selected
:Minimum Attack Bonus: +4
:Minimum Dexterity: 13
:Minimum Intelligence: 13
:Successive Feat:
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:No results were found
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:Previous Feat(s) Required: Spring Attack and Combat Expertise
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:The character performs a full attack action and makes one melee attack at full base attack bonus against each opponent within 5 feet.
== Item Creation Feats (NWN2) ==
===Brew Potion===
:Feat ID: 944
:Type of Feat: Item Creation
:Use: Selected
:Minimum Caster Level: 3
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:You can create a potion of any beneficial, single-target spell of 3rd level or less that you know.
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:To create a potion, cast an appropriate spell on an empty magic potion bottle in your inventory. Creating a potion costs gold pieces :based on the relative power of the spell. Potions containing first level spells can cost hundreds of gold pieces while those made with :higher level spells can cost several thousand. Warlock invocations cannot be used in the creation of potions.
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:Note: Cast a spell on a magic potion bottle in your inventory.
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:Special: The character must have access to 3rd level spells in any spellcasting class to gain access to this feat.
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== Racial Feats (NWN2) ==
=== durability ===
:Feat ID: 1083
:Type of Feat: Racial
:Use: Automatic
:Prerequisite: Svirfneblin (Deep Gnome)
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:This feat grants +2 bonus to all saving throws.
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=== fearless ===
:Feat ID: 249
:Type of Feat: Racial
:Use: Automatic
:Prerequisite: Halfling
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:This feat grants +2 bonus on saving throws against fear spells and effects.
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=== good aim ===
:Feat ID: 250
:Type of Feat: Racial
:Use: Automatic
:Prerequisite: Halfling
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:This feat grants a +1 attacks made with throwing weapons.
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=== greater skill affinity (move silently) ===
:Feat ID: 1748
:Type of Feat: Racial
:Use: Automatic
:Prerequisite: Duergar (Gray Dwarf)
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:This feat grants a +4 racial bonus to Move Silently checks.
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=== hardiness vs. poisons ===
:Feat ID: 229
:Type of Feat: Racial
:Use: Automatic
:Prerequisite: Dwarf
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:This feat grants a +2 racial bonus on saving throws vs. poisons.
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=== immunity to paralysis ===
:Feat ID: 1753
:Type of Feat: Racial
:Use: Automatic
:Prerequisite: Duergar (Gray Dwarf)
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:This feat grants Immunity to Paralysis
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=== immunity to poison ===
:Feat ID: 1751
:Type of Feat: Racial
:Use: Automatic
:Prerequisite: Duergar (Gray Dwarf)
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:This feat grants Immunity to all Poisons.
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=== keen sense ===
:Feat ID: 240
:Type of Feat: Racial
:Use: Automatic
:Prerequisite: Elf
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:Characters with this feat may apply their full Search skill even when making a passive search.
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=== light blindness ===
:Feat ID: 1767
:Type of Feat: Racial
:Use: Automatic
:Prerequisite: Drow (Dark Elf)
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:While drow are perfectly at home in total darkness, they have difficulty operating in sunlight. Drow characters take a -1 penalty to attack, save, and skill rolls when outside during the daytime.
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=== light sensitivity ===
:Feat ID: 1768
:Type of Feat: Racial
:Use: Automatic
:Prerequisite: Duergar (Gray Dwarf)
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:Duergar are perfectly at home in total darkness, but have difficulty operating in sunlight. Duergar characters take a -2 penalty to all attack, save, and skill rolls when outside during the daytime.
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=== low-light vision ===
:Feat ID: 354
:Type of Feat: Racial
:Use: Automatic
:Prerequisite: Elf, Half-Elf, or Gnome
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:Low-light vision grants the ability to see in the dark, but not as far as darkvision.
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=== lucky ===
:Feat ID: 248
:Type of Feat: Racial
:Use: Automatic
:Prerequisite: Halfling
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:This feat grants a +1 racial bonus to all saving throws.
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=== partial skill affinity (listen) ===
:Feat ID: 244
:Type of Feat: Racial
:Use: Automatic
:Prerequisite: Half-elf or Duergar (Gray Dwarf)
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:This feat grants a +1 racial bonus to Listen checks.
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=== partial skill affinity (spot) ===
:Feat ID: 246
:Type of Feat: Racial
:Use: Automatic
:Prerequisite: Half-elf or Duergar (Gray Dwarf)
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:This feat grants a +1 racial bonus to Spot checks.
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=== quick to master ===
:Feat ID: 258
:Type of Feat: Racial
:Use: Automatic
:Prerequisite: Human or Strongheart Halfling
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:Humans and Strongheart Halflings start with an extra feat at character generation.
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=== skill affinity (bluff) ===
:Feat ID: 1097
:Type of Feat: Racial
:Use: Automatic
:Prerequisite: Tiefling or Half-Elf
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:Tieflings and half-elves receive a +2 racial bonus on Bluff checks.
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=== skill affinity (concentration) ===
:Feat ID: 243
:Type of Feat: Racial
:Use: Automatic
:Prerequisite: Gnome
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:This feat grants a +2 racial bonus to Concentration checks.
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=== skill affinity (craft alchemy) ===
:Feat ID: 1754
:Type of Feat: Racial
:Use: Automatic
:Prerequisite: Svirfneblin (Deep Gnome)
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:This Feat gives a +2 racial bonus on Craft Alchemy checks.
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=== skill affinity (diplomacy) ===
:Feat ID: 1096
:Type of Feat: Racial
:Use: Automatic
:Prerequisite: Half-Elf
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:Half-elves receive a +2 racial bonus on Diplomacy checks.
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=== skill affinity (listen) ===
:Feat ID: 237
:Type of Feat: Racial
:Use: Automatic
:Prerequisite: Elf, Gnome, Halfling, or Aasimar
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:This feat grants a +2 racial bonus to Listen checks.
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=== skill affinity (move silently) ===
:Feat ID: 247
:Type of Feat: Racial
:Use: Automatic
:Prerequisite: Halfling
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:This feat grants a +2 racial bonus to Move Silently checks.
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=== skill affinity (search) ===
:Feat ID: 238
:Type of Feat: Racial
:Use: Automatic
:Prerequisite: Elf
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:This feat grants a +2 racial bonus to Search checks.
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=== skill affinity (spot) ===
:Feat ID: 239
:Type of Feat: Racial
:Use: Automatic
:Prerequisite: Elf or Aasimar
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:This feat grants a +2 racial bonus to Spot checks.
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=== skilled ===
:Feat ID: 1773
:Type of Feat: Racial
:Use: Automatic
:Prerequisite: Human
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:Humans are versatile and capable, starting with 4 extra skill points at character generation, and gaining 1 extra skill point at each additional level.
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=== slippery defense ===
:Feat ID: 1082
:Type of Feat: Racial
:Use: Automatic
:Prerequisite: Svirfneblin (Deep Gnome)
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:This feat grants a +4 dodge bonus to AC against all creatures.
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=== small stature ===
:Feat ID: 375
:Type of Feat: Racial
:Use: Automatic
:Prerequisite: Gnome or Halfling
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:Gnomes and halflings are small creatures. As such, they gain bonuses to their attack rolls, armor class and hide checks when dealing with larger creatures.
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:Note: Because they are so small, they cannot use the following weapons: dire mace, two-bladed sword, double axe, greataxe, greatsword, halberd, heavy flail, quarterstaff, scythe and spear.
:
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== Skills / Saves Feats (NWN2) ==
=== able learner (S,X) ===
:Feat ID: 1774
:Type of Feat: Skills / Saves
:Use: Automatic
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: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.
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=== alertness (W,T,X) ===
:Feat ID: 0
:Type of Feat: Skills / Saves
:Use: Automatic
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:+2 bonus to Spot and Listen checks due to finely tuned senses.
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=== great fortitude (W,X) ===
:Feat ID: 14
:Type of Feat: Skills / Saves
:Use: Automatic
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:A character with this feat is tougher than normal, gaining a +2 bonus to all Fortitude saving throws.
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=== iron will (P,X) ===
:Feat ID: 22
:Type of Feat: Skills / Saves
:Use: Automatic
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:The character's strong presence of mind gives him a +2 bonus to all Will saving throws.
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=== lightning reflexes (D,X) ===
:Feat ID: 24
:Type of Feat: Skills / Saves
:Use: Automatic
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:The character's reflexes are faster then normal, granting him a +2 bonus to all Reflex saving throws.
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=== negotiator (S,P,X) ===
:Feat ID: 1109
:Type of Feat: Skills / Saves
:Use: Automatic
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:This feat grants a +2 bonus to Diplomacy and Bluff.
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=== nimble fingers (T,X) ===
:Feat ID: 1110
:Type of Feat: Skills / Saves
:Use: Automatic
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:This feat grants a +2 bonus to Open Locks and Disarm Traps.
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=== resist cold energy (X) ===
:Feat ID: 427
:Type of Feat: Skills / Saves
:Use: Automatic
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:Character gains resistance 5/- against the chosen type of energy (first 5 points of damage of this type of energy is ignored).
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=== resist disease (X) ===
:Feat ID: 426
:Type of Feat: Skills / Saves
:Use: Automatic
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:Character gains a +4 bonus on Fortitude saving throws to resist the effects of disease.
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=== resist fire energy (X) ===
:Feat ID: 429
:Type of Feat: Skills / Saves
:Use: Automatic
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:Character gains resistance 5/- against the chosen type of energy (first 5 points of damage of this type of energy is ignored).
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=== resist poison (X) ===
:Feat ID: 383
:Type of Feat: Skills / Saves
:Use: Automatic
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:Character gains a +4 bonus on Fortitude saving throws against poison.
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=== self sufficient (X) ===
:Feat ID: 1385
:Type of Feat: Skills / Saves
:Use: Automatic
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:This feat grants a +2 bonus to Survival and Heal.
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=== skill focus (appraise) (X) ===
:Feat ID: 404
:Type of Feat: Skills / Saves
:Use: Automatic
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:A character with this feat is adapt at a certain skill, gaining a +3 bonus on all checks with it.
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:Note: This feat may be selected multiple times, but the effects do not stack. It applies to a different skill in each case.
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=== stealthy (X) ===
:Feat ID: 387
:Type of Feat: Skills / Saves
:Use: Automatic
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:Character gains a +2 bonus on Hide and Move Silently checks.
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Revision as of 11:11, 18 June 2008