CW:NWN2/Feats

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Class feats

Caldyria_NWN2/Feats/Scarred

History feats

NWN2 Feats

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

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

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

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

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

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

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

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

No results were found


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

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

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

No results were found


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

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

No results were found


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

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

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

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

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

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

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

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

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

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

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

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

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

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

No results were found


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

No results were found


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

With their weapon of choice, the multiplier is increased by x1 to all critical hits. Thus a x2 critical multiplier becomes a x3.
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