CW:NWN2/Feats/General feats: Difference between revisions
Jump to navigation
Jump to search
Line 18: | Line 18: | ||
== General Feats (NWN2) (W,D,X) == | == General Feats (NWN2) (W,D,X) == | ||
=== blind-fight === | === blind-fight (W,D,X) === | ||
:Feat ID: 408 | :Feat ID: 408 | ||
:Type of Feat: General | :Type of Feat: General | ||
Line 25: | Line 25: | ||
: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. | :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 (W,X) === | === cleave (W,X) === | ||
:Feat ID: 6 | :Feat ID: 6 |
Revision as of 07:00, 19 June 2008
X = Special/Other A = All/Everyone W = Warrior (H = Hunter) P = Priest S = Scholar T = Thief D = Dancer Hu = Human Az = Azurahi Tr = Troll Dh = Dharm
General Feats (NWN2) (W,D,X)
blind-fight (W,D,X)
- 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 (W,X)
- 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 (W)
- 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 (A)
- Feat ID: 1337
- Type of Feat: General
- Use: Automatic
- This feat grants the ability to move 5% faster.
deflect arrows (X)
- 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 (W)
- 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 (A)
- 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 (S,X)
- 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 (W,X)
- 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 (W,X)
- 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 (W)
- 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 (W,X)
- 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 (W,X)
- 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 (W)
- 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) (W)
- 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) (W)
- 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 (W)
- 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) (W)
- 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 (W)
- 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 (W,D)
- 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 (W,X)
- 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 (A)
- 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 (W,X)
- 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 (W,X)
- 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 (W,X)
- 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 (W,X)
- 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.
knockdown (W,X)
- 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.
- Note: Monks receive this feat for free at level 6.
manyshot (W,X)
- 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.
- Note: Rangers who select the Archery Combat Style receive this feat at 11th level, even if they do not meet the prerequisites.
mobility (D,X)
- 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 (W,X)
- 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.
natural spell (X)
- Feat ID: 1108
- Type of Feat: General
- Use: Automatic
- Minimum Wisdom: 13
- Previous Feat(s) Required: Wild Shape
- This feat grants the ability to cast spells while in Wild Shape form.
point blank shot (W,X)
- Feat ID: 27
- Type of Feat: General
- Use: Automatic
- Required For: Rapid Shot
- 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.
power attack (W,X)
- Feat ID: 28
- Type of Feat: General
- Use: Selected
- Minimum Strength: 13
- Required For: Cleave , Improved Power Attack , Great Cleave , Divine Might , Divine Shield
- 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.
power critical (bastard sword) (W,X)
- Feat ID: 1377
- Type of Feat: General
- Use: Automatic
- Minimum Attack Bonus: +4
- Previous Feat(s) Required: Weapon Focus (Bastard Sword)
- When using the weapon you selected, you gain a +4 bonus on the roll to confirm a threat.
rapid shot (W,X)
- Feat ID: 30
- Type of Feat: General
- Use: Selected
- Minimum Dexterity: 13
- Previous Feat(s) Required: Point Blank Shot
- 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.
skilled offense (W,X)
- 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.
spring attack (D,X)
- 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
- Enemies do not get attacks of opportunity against the character when the character is moving around in combat.
toughness (A)
- 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.
- Note: Clerics with the Earth Domain receive this feat fore free at 1st level and rangers receive this feat for free at 3rd level.
track (X)
- 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.
two-weapon defense (W,X)
- 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)
- 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.
two-weapon fighting (W,X)
- 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).
- Note: Rangers who select the Two-Weapon Fighting Combat Style receive this feat at 6th level, even if they do not meet the prerequisites.
weapon finesse (W,X)
- Feat ID: 42
- Type of Feat: General
- Use: Automatic
- Minimum Attack Bonus: +1
- 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).
- 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.
weapon focus (bastard sword) (W,X)
- Feat ID: 123
- Type of Feat: General
- Use: Automatic
- Minimum Attack Bonus: +1
- Previous Feat(s) Required: Weapon Proficiency (Exotic)
- A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with it.
- Note: This feat may be selected multiple times, but the effects do not stack. It applies to a different skill in each case.
- Special: Halflings and Gnomes are small creatures and as such they can never use the following large weapons - dire mace, double bladed sword, double axe, greataxe, greatsword, halberd, heavy flail, scythe, spear, and warmace.
weapon specialization (bastard sword) (W,X)
- Feat ID: 161
- Type of Feat: General
- Use: Automatic
- Prerequisite: Fighter
- Minimum Attack Bonus: +4
- Previous Feat(s) Required: Weapon Focus (Bastard Sword)
- 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.
- Note: This feat may be selected multiple times, but the effects do not stack. It applies to a different skill in each case.
- Special: Halflings and Gnomes are small creatures and as such they can never use the following large weapons - dire mace, double bladed sword, double axe, greataxe, greatsword, halberd, heavy flail, scythe, spear, and warmace.
whirlwind attack (W,X)
- Feat ID: 867
- Type of Feat: General
- Use: Selected
- Minimum Attack Bonus: +4
- Minimum Dexterity: 13
- Minimum Intelligence: 13
- Successive Feat:
- No results were found
- Previous Feat(s) Required: Spring Attack and Combat Expertise
- The character performs a full attack action and makes one melee attack at full base attack bonus against each opponent within 5 feet.