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Neverwinter Nights Home
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Feats

Neverwinter Nights: Hordes of the Underdark introduces over 50 new feats.

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Armor Skin      (Back to Top)

Through a carefully graduated series of increasingly harsh training steps you have hardened your skin beyond what is considered normal for your race. The benefit to all the sweat and blood is a natural protection that can never be stolen or shattered.

Type of Feat: General
Prerequisite: 21st level
Specifics: The character gains a natural +2 bonus to armor class.
Use: Automatic
Player Notes: Quite an advantage to those who choose not to wear the cumbersome sheets of augmented steel for protection.

Artist      (Back to Top)

You have always observed the world around you with a keen eye for detail. You seem more sensitive than most to the smallest indications of change and the ripples any disturbance causes in other people. You have turned this affinity into a talent that alters your own actions based on the tiny clues given to you from your audience...or the enemy.

Type of Feat: General
Prerequisite: Can only take this feat at 1st-level.
Specifics: Character gains a +2 bonus on Perform and Spot checks.
Use: Automatic
Player Notes: Bards are the obvious choice but Rogues would benefit being more sensitive to change than most.

Automatic Quicken Spell      (Back to Top)

In your long years working the essence of magic to your whim you have grown tired of the gestures and chants that must accompany the manipulation of the sacred energies. You have bent your significant intelligence to dispensing with the useless busy work between your wish for a spell and the creation of it.

Type of Feat: Spell
Prerequisite: 21st level, Quicken Spell, Spellcraft 30, ability to cast 9th level spells.
Specifics: This feat allows the character to cast spells with a moment of thought.
This feat may be taken multiple times:
Automatic Quicken Spell I: Quicken any level 0 - 3 spells
Automatic Quicken Spell II: Quicken any level 4 - 6 spells
Automatic Quicken Spell III: Quicken any level 7 - 9 spells
Use: Automatic
Player Notes: The higher the level, the quicker and more powerful your opponents. The more time you can save before your magic strikes them the better changes you will have of victory.

Automatic Silence Spell      (Back to Top)

Through many dangers you have survived by your wits and the magic you command. You have narrowly escaped death often enough to realize that it would be better to have a spell cast and away then announce your presence with the incantations and babble you must tolerate. You have discovered that careful application of your mind and a few small gestures is all that's required to fling death at your enemies with nary a sound in warning.

Type of Feat: Spell
Prerequisite: 21st level, Silent Spell, Spellcraft 24, ability to cast 9th level spells.
Specifics: This feat allows the character to cast all spells of a given level range without the caster making any sound. This is especially useful if the caster has been silenced. This feat may be taken multiple times: Automatic Silent Spell I: Cast any level 0 - 3 spell as silent spell Automatic Silent Spell II: Cast any level 4 - 6 spell as silent spell Automatic Silent Spell III: Cast any level 7 - 9 spell as silent spell
Use:
Player Notes: It is much better to be able to either cast personal protection spells or a first strike before your opponents realize you are there.

Bane of Enemies      (Back to Top)

Your study of your most hated foes is such that you never miss an opportunity to strike them down with deadly precision. It matters not what you hold in your hand when facing your enemies as you know where to hit them where it hurts.

Type of Feat: Class
Prerequisite: 21st level
Specifics: Any weapon the character wields against any of their favored enemies is treated as a bane weapon for that creature type (+2 to hit and it deals +2d6 damage).
Use: Automatic
Player Notes: Those who spend time focusing on a particular opponent will naturally wish to end any conflicts as quickly as possible.

Blinding Speed      (Back to Top)

You reactions are so unnervingly swift that others seem to move as if trapped in a bog. You have realized through practice and experience that it is not you who need to push yourself to move faster but it the world around you that can be willed to move slower for you convenience...or so it seems.

Type of Feat: General
Prerequisite: 21st level, Dex 25+
Specifics: The character is able to cast Haste once per day.
Use: Selected
Player Notes: You can always find just one more thing to you need to get done in a round that may just keep you alive.

Brew Potion      (Back to Top)

There is something fascinating in the fact that a mixture of strange and exotic ingredients can form something unnatural and powerful in skilled hands. You have learned through sometimes painful experimentation the best ingredients for the most powerful of effects. A simple liquid that can save lives, defeat enemies and enhance your party - who would not want this skill?

Type of Feat: Item Creation
Prerequisite: Spellcaster Level 3+
Specifics: The character can create a potion of any spell of 3rd level or lower that the character knows and that targets a single creature. Brewing a potion will cost a small amount of XP as well as some gold to cover the material cost. The costs for brewing a potion depends on the level of the spell as well as the level of the resulting potion:
Some examples:
A potion of bless (1) will costs 50 gp and 2 XP
A potion of prayer (5) will cost 750 gp and 30 XP
Use: Selected (In order to brew a potion, the character has to cast the spell in question on an empty magical potion bottle).
Player Notes: Any advantage that can be gained against higher level foes is important. Potions are cheap to make and take up very little room and stores can sometimes be very, very far away.

Bullheaded      (Back to Top)

Whether you spent a great deal of time in the company of louts who thought themselves your better, or that your supreme self confidence cannot be broken, you have learned that in combat the only truth is the defeat of your foe. The laughable battle cries and pointless talk from your opponent's before the steel is swung simply slows your enemy down for a quick defeat. Nothing distracts you from your victory.

Type of Feat: General
Prerequisite: Can only take this feat at 1st-level.
Specifics: Character gains a +2 bonus on resisting Taunts and a +1 bonus on Will saving throws.
Use: Automatic
Player Notes: An often overlooked skill is Taunt which can tip the balance of a fight against you if you have no defenses versus its sting.

Construct Shape      (Back to Top)

You have often wondered what the world must seem like free from any pain, sorrow or guilt. What sort of creature could stand against one whose skin is metal, wood or even dead flesh? Your long musings have resulted in an artificial understanding of the make-up of such a creature and have allowed your malleable skin to transform into something without a soul and without a spark of life.

Type of Feat: General
Prerequisite: Epic Shifter, Wisdom 27
Specifics: The character can shift into the following construct forms three times per day - Iron Golem, a Stone Golem, or a Demonflesh Golem.
Use: Selected. After choosing the ability, the character must select the type of construct to change into.
Player Notes: This is a huge advantage to magic-users who have always been at the mercy of flesh and blood creatures. The enhanced immunities that constructs have are nearly unbreakable.

Craft Wand      (Back to Top)

Even though your intellect is staggering and your mind can race ahead of any who would dare question your judgment, you have often grown annoyed at your own limitations for retaining magics. You have refocused that great mind into the task of placing your magic skill within a container of sorts that is easily carried with you on your dangerous travels. You are rather pleased that something so small and innocent contains so much destruction and pain.

Type of Feat: Item Creation
Prerequisite: Spellcaster Level 5th+
Specifics: The spellcaster can create a wand of any spell of 4th level or lower that he knows. Crafting a wand costs a small amount of XP and gold, depending on the level of the spell to be crafted into the wand. A newly created wand has 1d20 + 1 charge per level of the character (up to a maximum of 50 charges). The costs for crafting a wand depend on the level of the spell as well as the level of the resulting wand.
Some examples:
A wand of magic missile(5) will costs 3750 gp and 150 XP
A wand of acid arrow (5) will cost 7500gp and 300 XP
A wand of fireballs (5) will cost 11250 gp and 450 XP
Use: Selected (In order to craft a wand, the character has to cast the spell in question on a specially crafted wand)
Player Notes: Allows the magic-user to rest somewhat more easily after casting all his spells knowing that magical protection can still be had if an emergency occurs.

Curse Song      (Back to Top)

Your time spent learning the secrets of the bards has not been spent wholly on things that uplift the heart or cleanse the spirit. There are tales of knowledge darker than the blackest night that warp and twist the bard's song into something that will leave your opponents corrupted, weak and helpless.

Type of Feat: Class
Specifics: Bards are able to sing a song that can curse their enemies. Deafened creatures are not affected by the bard's singing. The song affects all enemies within 30 feet and lasts for 10 rounds. The higher the bard's final Perform skill and class level, the better the Curse song. All of the penalties listed are additive.
  • 3 Perform and Bard Level 1:
    -1 to Attack and Damage rolls.
  • 6 Perform and Bard Level 2:
    -1 to Will Saves.
  • 9 Perform and Bard Level 3:
    -1 to Damage rolls and -1 to Fortitude Saves.
  • 12 Perform and Bard Level 6:
    -1 to Reflex saves, -1 to Skill rolls.
  • 15 Perform and Bard Level 8:
    -1 to Attack rolls, 8 damage.
  • 18 Perform and Bard Level 11:
    -2 to Dodge Armor Class, -1 to Skill rolls.
  • 21 Perform and Bard Level 14:
    -1 to Damage rolls, 8 damage and -1 Dodge Armor Class.
  • 24 Perform and Bard Level 15:
    -1 Will Saves, -1 Reflex Saves, -1 Fortitude Saves, -1 Dodge Armor Class.
  • 25 Perform and Bard Level 16:
    -1 Will Saves, 4 damage. -1 Dodge Armor Class.

  • For each additional 5 Perform and 1 Class level in Bard an additional 2 damage is granted.
Use: Selected
Player Notes: Remember when you said all Bards were fragile creatures? It is best to remember that anything that is inspirational can take that inspiration away and leave only despair.

Damage Reduction I      (Back to Top)

Your experience in battle is long and bloody. With each passing year you have grown to learn how your body reacts to pain and damage. With that knowledge comes the ability to shrug off wounds that would stop lesser creatures. While a rational person would flinch and pause when struck in battle you seem not to notice.

Type of Feat: Class
Prerequisite: Barbarian level 11
Specifics: This feat allows the barbarian to shrug off one point of damage from each attack that causes them damage.
Use: Automatic
Player Notes: Barbarians have exclusive rights over this very precious ability and should capitalize upon this at every chance.

Damage Reduction II      (Back to Top)

Type of Feat: Class
Prerequisite: Barbarian level 14
Specifics: This feat allows barbarians to shrug off two points of damage from each attack that hits them.
Use: Automatic

Damage Reduction III      (Back to Top)

Type of Feat: Class
Prerequisite: Barbarian level 17
Specifics: This feat allows barbarians to shrug off three points of damage from each attack that hits them.
Use: Automatic

Damage Reduction IV      (Back to Top)

Type of Feat: Class
Prerequisite: Barbarian level 20
Specifics: This feat allows barbarians to shrug off four points of damage from each attack that hits them.
Use: Automatic

Damage Reduction VI      (Back to Top)

Type of Feat: Defensive
Specifics: This feat allows the character to shrug off six points of damage from each attack that hits them.
Use: Automatic

Devastating Critical      (Back to Top)

Your vast experience in battle combined with your proven prowess has instilled in you an unshakable confidence in your abilities. You have learned that nearly everything in this world is held to life by the smallest of threads and the only trick in battle is finding that thread and snipping it neatly in two. You have spent a great deal of time searching for this tether to life and now it seems you know where it can be found.

Type of Feat: Combat
Prerequisite: Strength 25+, Cleave, Great Cleave, Improved Critical (weapon to be chosen), Overwhelming Critical (weapon to be chosen), Power Attack, Weapon Focus (weapon to be chosen)
Specifics: Whenever scoring a critical hit with the chosen weapon, the character's target must make a Fortitude save or die instantly. Creatures who are immune to critical hits are not affected by this feat.
Use: Automatic
Player Notes: Almost the exclusive domain of a fighter who can afford the number of feats and the resources to contribute to a strength score, you will become feared indeed. A player who wishes to take this feat will need to plan from a very early point in order to obtain all the required prerequisites.

Dragon Shape      (Back to Top)

Only one creature has ever truly been beyond your grasp. Only one monster contains such power as to befuddle your attempts to mold yourself into its great form: the dragon. You have studied long and hard to reach the intimate understanding needed to create yourself in their impressive image. The power would be undeniable; the benefits would be incalculable. Your work is rewarded one day when you realize one tiny thing: dragons are the masters of the world and cower before nothing.

Type of Feat: Epic
Prerequisite: 21st level, Wisdom 30+ and Wild Shape 6x/day
Specifics: The character may use wild shape to change into a dragon. The transformation has a duration of 1 hour per class level.
Use: Selected. After selecting, the character must choose what type of dragon they will appear as.
Player Notes: Although large and somewhat slow the dragon is still one of the most powerful creatures in the game. The breath weapon alone can win most fights.

Energy Resistance Acid
Energy Resistance Cold
Energy Resistance Electricity
Energy Resistance Fire
Energy Resistance Sonic      (Back to Top)

Your natural affinity for a specific energy in this world has blossomed with experience and training into a distinct advantage over your opponents... and to your own parties dismay when they realize that they do not share your gifts.

Each different form of energy resistance must be taken separately: Acid, Cold, Electricity, Fire, Sonic.

Type of Feat: Defensive
Prerequisite: 21st level
Specifics: The character gains resistance 10 to the specific type of energy named form of damage. This feat may be taken multiple times, to a maximum of 100.
Use: Automatic
Player Notes: As your levels move higher and higher so to does the chance that you may be called on to travel to areas that are inhospitable and even deadly to unprotected travelers.

Epic Damage Reduction I      (Back to Top)

Perhaps it was watching the unstoppable Barbarians in war that inspired you, or the invulnerability of those rare but particularly bothersome creatures you have encountered along the way, but you have learned the secrets to shrugging off some of the damage you might have suffered when an opponent strikes a hit. Whether it be because of instincts and reflexes or willpower unknown to most, you reduce the lethality of wounds you suffer without conscious thought.

Type of Feat: General
Prerequisite: 21st level, Con 21+
Specifics: The character gains damage reduction 3/-.
Use: Automatic
Player Notes: Remember all those creatures that gave you a hard time way back when you did not have a magic weapon? Well, now you're one of them. This ability proves its worth many time over when facing a multitude of opponents instead of a single powerful opponent.

Epic Damage Reduction II      (Back to Top)

Type of Feat: General
Prerequisite: Epic Damage Reduction I
Specifics: The character gains damage reduction 6/-.
Use: Automatic

Epic Dodge      (Back to Top)

It isn't your reflexes anymore you swear. There is something else in the back of your mind, a little voice perhaps that you hear that seems to guide you to safety with astounding regularity. Whatever the reason, you have taken to listening to that little voice and have walked away from an increasing number of battles unscratched and unscathed.

Type of Feat: Class
Prerequisite: 21st level, Dexterity 25+, Dodge, ranks in Tumble, Improved Evasion and Defensive Roll
Specifics: The character avoids the first attack each round.
Use: Automatic
Player Notes: Rogues know full well that the first attack is usually the most dangerous -- it's best to avoid that all together if you have the means.

Epic Fortitude      (Back to Top)

You do not get sick. You shrug off the most infectious of diseases. You walk when others crawl. You have always been this way and with each passing year your confidence in your unflagging constitution grows resulting in an even greater resistance to the failings others seem to have.

Type of Feat: General
Prerequisite: 21st level
Specifics: The character gains a +4 to all Fortitude saves.
Use: Automatic
Player Notes: Even the strongest adventurer, stealthiest rogue, and inscrutable magic-user falls at the effect of disease and decay. Resistance to these unseen horrors is the only defense.

Epic Prowess      (Back to Top)

Your remarkable abilities and skills have left even the most experienced tutors behind. The wise and humble warrior will then turn to the new and unskilled students of battle for unexpected lessons and tactics that have yet to be corrupted by training and wisdom. Even veterans can learn new ways to bring a fight to a close.

Type of Feat: Combat
Prerequisite: 21st level
Specifics: The character gains a +1 to all attacks.
Use: Automatic
Player Notes: Non-fighters can easily gain this fighting feat to add an unexpected combat edge.

Epic Reflexes      (Back to Top)

You have remembered well the lessons taught by the years of avoiding unexpected dangers. You developed a sense of your surroundings that proved to be useful if taxing to avoid dangers. Over time you became practiced at maintaining your vigilance and soon were able to carry yourself in a perpetual state of this awareness without tiring. This heightened awareness is now an unconscious part of your everyday life.

Type of Feat: General
Prerequisite: 21st level
Specifics: The character gains a +4 to all Reflex saves.
Use: Automatic
Player Notes: No matter how much armor, shielding, or layers of protection you have the one who avoids the danger altogether is better off.

Epic Reputation      (Back to Top)

Your exploits are known. Tales of your deeds are sung by bards in the courts of rulers and the grimiest of taverns to the delight of the listeners. Some do not believe you exist, some feel you must be a thing of fantasy and scoff at the details of your greatest triumphs. It is only when you stand before these doubters, undeniable and immutable that your words carry more sway than kings.

Type of Feat: General
Prerequisite: 21st level
Specifics: The character gains a +4 to all Persuasion and Taunt checks.
Use: Automatic
Player Notes: You have earned every scar and victory you have acquired and your lessers should heed your words.

Epic Skill Focus      (Back to Top)

You have found that certain skills you possess have served you very well as you have explored the cracks of the world in search of glory. You have discovered that while there is little new to be learned in a particular area that you have found it very useful to use this knowledge you carry without pause or hesitation. You seem to act on instinct alone when dealing with subjects that you have studied for so long.

Type of Feat: General
Prerequisite: 21st level, 20 ranks in the chosen skill
Specifics: The character gains a +10 on all skill checks with the chosen skill.
Use: Automatic
Player Notes: This feat is very useful to almost every character class as there is always something you would rather not have to worry about when dealing with the randomness of skills.

Epic Spell Focus      (Back to Top)

You are no longer a neonate in the world of magic. You have seen wonders undreamt of by lesser creatures and vanished enemies greater than any could ever hope to face. Whatever you set your great mind against will suffer defeat at your powers. You have selected a school of magic that has proven to be an irritant in the past. Your understanding of this school has now reached a level where the insects that attempt to defeat you through it will fail.

Type of Feat: Spell
Prerequisite: 21st level, Spell Focus and Greater Spell Focus in the chosen school
Specifics: The character gains a +6 to the Difficulty Class for all saving throws against spells from the chosen school of magic.
Use: Automatic
Player Notes: Magic users do not have a wide selection of feats and should consider very wisely what school will be focused upon that would serve the magic user best.

Epic Spell Penetration      (Back to Top)

In your studies you have come across the greatest of mysterious to the magic adept- the resistance of magical energies. You rightly assumed that your years of study and practice would be wasted against a lesser foe that possessed such a powerful resistance and have taken steps to rectify this situation. You have spent a great deal of time to learn how to manipulate your magic in hopes that it would slip past these unnatural defenses to strike your opponents down.

Type of Feat: Spell
Prerequisite: 21st level, Spell Penetration and Greater Spell Penetration
Specifics: The character gains a +6 bonus on caster level checks to beat a creature's spell resistance.
Use: Automatic
Player Notes: As you move to higher and higher levels the frequency of creatures possessing the ability to shrug off magic will become more and more prevalent.

Epic Toughness      (Back to Top)

You have observed who walks and who lies still when a conflict has ended. It is not speed, strength or even skill, it is those who seem to possess an almost indefinable quantity of vigor that survive. You have studied this phenomenon carefully and followed what little advice has been gleaned in order to better yourself. You think that you have leaded the key....

Type of Feat: Defense
Prerequisite: 21st level
Specifics: The character gains +20 hit points. This feat may be taken multiple times, up to a maximum of +200 hit points.
Use: Automatic
Player Notes: An absolute boon to players that suffer from a lack of hit points due to low hit dice scores such as sorcerers, wizards and even rogues. A player must careful consider if extra hit points are worth spending a feat on however.

Epic Weapon Focus      (Back to Top)

You have grown attached to your weapon of choice. It has saved your life many, many times and has destroyed countless numbers of your enemies. The more you use your weapon the greater it becomes in your callused hands. Through long years of use you have found new ways to confound your opponents and slip past their defenses to land a telling blow.

Type of Feat: Combat
Prerequisite: 21st level, Weapon Focus with chosen weapon
Specifics: The character gains a +2 bonus to all attack rolls with the chosen weapon.
Use: Automatic
Player Notes: Any advantage that gives you a greater chance to hit is a very potent advantage indeed.

Epic Weapon Specialization      (Back to Top)

Any new recruit knows that the only way to win a fight is by striking your opponent before he strikes you. This may be fine for those fragile students of battle but for hardened veterans like yourself you are well aware that the strike itself must be careful and measured for the greatest effect or it is wasted. Precision wins battles.

Type of Feat: Combat
Prerequisite: 21st level, Weapon Focus, Epic Weapon Focus and Weapon Specialization in the chosen weapon
Specifics: The character gains a +4 bonus to all damage you deal with the chosen weapon.
Use: Automatic
Player Notes: Extra damage evens the gap between those that fight for a living and those who sneak about or cast spell from afar.

Epic Will      (Back to Top)

There is something unshakable in your stance; some steel that needs no polishing that glints in your eye. When you set your mind to a goal there is little that can be done to alter your course or sway you from your chosen path. All but the most determined attack is shattered against your indomitable will.

Type of Feat: General
Prerequisite: 21st level
Specifics: The character gains a +4 to all Will saves.
Use: Automatic
Player Notes: You can be the strongest warrior in the land but how useful is your sword arm when someone attacks your mind?

Great Charisma
Great Constitution
Great Dexterity
Great Intelligence
Great Strength
Great Wisdom      (Back to Top)

You have realized that all the training in the world cannot exceed one thing: your natural limits. As impossible as it seems you must better yourself before you can continue to better your skills. You have selected what is the most important to you and have turned you mind and body to breaking through your own borders for enlightenment.

Type of Feat: General
Prerequisite: 21st level
Specifics: The character gains a +1 to their chosen ability. This may be taken multiple times, to a maximum of +10.
Use: Automatic
Player Notes: The benefit of increasing your natural attributes cannot be underestimated though the best use of a feat must also be considered as feats are precious, few and far apart.

Great Smite      (Back to Top)

There is something divine in your eye that shines forth like a beacon. Your enemies cannot avoid the intensity of your personality and are aware that whatever power works through you is greater indeed than they can imagine. When you choose to focus this otherworldly energy into one powerful strike it is as if the heavens themselves are split to strike your enemies from this world.

Type of Feat: Class
Prerequisite: 21st level, Charisma 25+, Smite Evil
Specifics: Whenever the character makes a successful smite attack, it adds 2X the characters level to damage. This feat may be taken multiple times, up to a maximum of 10X.
Use: Combat Mode
Player Notes: Certainly one of the most damaging feats in the entire game if used correctly and wisely.

Greater Spell Penetration      (Back to Top)

There is nothing more frustrating than spending many long hours learning and perfecting spells that should devastate your opponents only to have them shrug off the affects of the best magic you can weld because of some paltry natural resistance or cowardly magic item. You have channeled your energy into shattering this irritating barrier to expose the flesh of your foes to your magic strikes.

Type of Feat: General
Prerequisite: Spell Penetration
Specifics: A +4 bonus on caster level checks is granted to the character, when trying to beat a creature's spell resistance.
Use: Automatic
Player Notes: The most powerful spells in all the land can be defected by some pretty cheap magic resistance. It would pay to ensure that when you need to score a hit your enemy has less chance to slip away.

Improved Combat Casting      (Back to Top)

It has been a long time since your faltering days when you were learning the complex steps required to cast magic. At first you reveled in the simple success of creating these energies at all. You moved to the very dangerous level of controlling magic even in the presence of those who would do you harm. Your final step has now been achieved with the steps of magic being so familiar that even your enemies gain no advantage from your diverted attention.

Type of Feat: Spell
Prerequisite: 21st level, Combat Casting, Concentration 25+ ranks
Specifics: The character does not incur attack of opportunity for casting spells while threatened.
Use: Automatic
Player Notes: You have gained a valuable freedom when using your magic to defeat enemies when taking this feat. You need not run from your foes to loose your magics in combat.

Improved Ki Strike +4      (Back to Top)

You will never forget the first time your fists failed to wound your enemies before you. All your speed and training were useless against the magical hide that confounded your best attacks leaving you useless and bloody. Your shame drove you to better yourself through meditation and concentration. You have found an inner reserve of Ki that serves to shatter the defensives of those who are without order.

Type of Feat: Class
Prerequisite: Monk, Ki Strike +3, 25th level
Specifics: The monk's unarmed attack counts as a magic weapon against creatures with damage reduction. The monk can select improved ki strike as a bonus feat at 25th and 30th level, it is not automatically given.
Use: Automatic
Player Notes: As you reach higher levels of challenges you can be assured that creatures will frequently have far better defenses against the mundane.

Improved Ki Strike +5      (Back to Top)

Type of Feat: Class
Prerequisite: Monk, Ki Strike +4, 30th level
Specifics: The monk's unarmed attack counts as a magic weapon against creatures with damage reduction. The monk can select improved ki strike as a bonus feat at 25th and 30th level, it is not automatically given.
Use: Automatic

Improved Sneak Attack 1D6      (Back to Top)

It is far easier to win a battle if your opponent never gets a chance to strike back. With this perfectly reasonable view of how battles should be fought you have focused on the single perfect strike that can decide a battle before it has begun.

Type of Feat: Class
Prerequisite: 8d6 Sneak Attack
Specifics: Add +1d6 to your sneak attack damage. This feat may be taken multiple times, to a maximum of +10d6.
Use: Automatic
Player Notes: If the player intends on focusing on the sneak attack he or she should also consider developing any resources that will help place a character in a situation that will allow this sort of attack.

Improved Spell Resistance      (Back to Top)

The best way to avoid the tragic effects of damaging spells is to not suffer the effects of spells at all. Through education and special training you have come to realize how best to avoid magical energies in whatever form they may be cast.

Type of Feat: Defense
Prerequisite: 21st level
Specifics: The character gains a +2 to spell resistance. This feat may be taken multiple times, to a maximum of +20.
Use: Automatic
Player Notes: A player should consider this very carefully as to whether they wish to commit to spending a reasonable number of feats on this very unique ability or not. One feat spent on this does not result in much of an advantage over, say, +20 hits or some such. Be prepared to invest feats into this or choose something else.

Improved Stunning Fist      (Back to Top)

You have noticed that your fist once held the power to strike so soundly that your opponents suffered confusion for a time trying to recover from your terrific blows. You have left this ability behind you as your opponents grew more and more resistant to this special attack. You have only recently realized new ways to increase the power of your attacks so that no matter what creature falls under your fist they will learn to fear your focus.

Type of Feat: Class
Prerequisite: 21st level, Dexterity 19, Wisdom 19, Improved Unarmed Strike and Stunning Fist
Specifics: Adds +2 to the DC of the character's stunning attack. This feat may be taken multiple times, to a maximum of +20.
Use: Automatic
Player Notes: Sometimes the difference between winning and losing comes down who gets one more chance to attack.

Improved Whirlwind Attack      (Back to Top)

Your ability to strike down the hapless hordes you may encounter has grown even more deadly through practice. Your sword is quick and merciless to the stubborn hands that seek to drag you down to your doom. You move like a breeze and scatter your foes like leaves.

Type of Feat: Epic
Prerequisite: 21st level, Intelligence 13+, Expertise, Dexterity 23+, Dodge, Mobility, Whirlwind Attack and Spring Attack
Specifics: The character performs a full attack action, and makes one melee attack at full base attack bonus against all opponents they threaten.
Use: Selected
Player Notes: If you feel that you will be encountering large groups of enemies rather than one or two very tough creatures this is best feat to take.

Lasting Impression      (Back to Top)

Where once your music inspired your companions to greater deeds when your music still sounded in their ears, you now have grown more skilled in what music you create. Your music now strikes such an intimate chord with your companions that long after you have finished your song the inspiring notes continue to sound in the ears and in the hearts of those who fight for you.

Type of Feat: Epic
Prerequisite: 21st level, ranks in Perform and Bard Song
Specifics: This feat allows the effects of bardic music to last ten times longer than normal after the character stops singing.
Use: Automatic
Player Notes: As you gain experience you will find foes that require greater and greater amounts of time to vanquish. Your music must hold influence for a much greater amount of time to match this.

Mighty Rage      (Back to Top)

Nothing can stand before your mighty howl. The rage burns through your blood like brushfire sweeping across the dry plains. Your vision mists and your muscles bunch and coil with renewed and impossible strength. Few can stand before this primal display.

Type of Feat: Epic
Prerequisite: 21st level, Strength 21+, Constitution 21+ and Greater Rage
Specifics: When the character rages, they gain +8 to Strength and Constitution and a +4 morale bonus to Will saves. These bonuses replace the normal rage bonuses.
Use: Combat Mode
Player Notes: Gaining this huge amount of Str and Con is a major advantage over those who must rely on magic and other artificial devices.

Outsider Shape      (Back to Top)

You have experienced the skin of nearly everything this world has to offer and have become bored. Your foes seem to grow in power and yet you seem to stagnate with forms that surprise no one. You have sought out secret skins and hidden forms of those who do not dwell in this world; whose minds are wholly alien and dark. Only your perceptive eye and flexible mind could seek to understand beings from different planes in order to duplicate them and share their power.

Type of Feat: General
Prerequisite: Epic Shifter, Wisdom 25
Specifics: The character can assume different outsider shapes three times per day -- either a Azer Chieftain, a Rakshasa or a Death Slaad.
Use: Selected. After choosing the ability, the character must select the type of outsider into which to change.
Player Notes: Nobody expects that creatures from a different plane could be imitated and thus you gain the advantage.

Overwhelming Critical      (Back to Top)

You have seen enough battles to know when a hit will decide a battle. When you were just learning your sword you thought these strikes simply lucky or blessed by your gods to defeat your enemies. You have since learned to watch for opportunities where a strike can become something much more than a simple strike.

Type of Feat: Combat
Prerequisite: 21st level, 23+ Strength, Cleave, Great Cleave, Improved Critical (in chosen weapon), Power Attack and Weapon Focus (in weapon chosen)
Specifics: When using the weapon chosen, the character deals +1d6 points of damage on a successful critical hit. If the weapon's critical multiplier is x3, add +2d6, and if the multiplier is x4, add 3d6.
Use: Automatic
Player Notes: If you have a feat to spare a little extra damage when you make a successful hit will not be wasted.

Perfect Health      (Back to Top)

You cannot remember when you last suffered from sickness. The sting of the black widow is nothing more than an irritant. You have ceased to be concerned with any invisible corruption of the flesh. Your constitution is unwavering at the hands of these lesser concerns. You bleed but do not decay.

Type of Feat: General
Prerequisite: Constitution 25+, Great Fortitude
Specifics: Makes the character immune to all diseases and poisons.
Use: Automatic
Player Notes: In a world where a simple dash of something to a drink or dagger can spell the end of a legendary adventuring career it would be very wise to add another layer of defense.

Planar Turning      (Back to Top)

Your skill with shattering the armies of the damned has grown to be a thing of legend. You learn in your vast travels that there is a special element deep within the corrupt fabric of the undead that you can recognize and can strike with almost unconscious ease…yet there is something similar in other beings you have encountered. This tiny element of 'other,' this miniscule particle of the truly alien seems to be the same in those that were created in another land far from here....

Type of Feat: General
Prerequisite: 21st level, Wisdom 25+, Charisma 25+ and Turn Undead
Specifics: This feat allows outsiders to be turned like undead.
Use: If the character has twice as many levels as the outsiders have Hit Die, the outsiders are instantly destroyed.
Player Notes: The turning ability is extremely powerful and any feat that would allow it to be used against another group of foes should not be forgotten.

Scribe Scroll      (Back to Top)

You realize that keeping all your knowledge in your head is only limiting your use. Your magic is equally effective and infinitely more useful written down for use at any time. You begin to learn that any bit of magic you wish to tuck away safe can be transferred to words to be used later when the battle turns against you and your companions when your mind is exhausted.

Type of Feat: Item Creation
Prerequisite: Spellcaster Level 1st+
Specifics: You can create a scroll of any spell that you know. Scribing a scroll costs a small amount of XP and gold, depending on the level of the spell to scribe. The costs for scribing a scroll depends on the level of the spell as well as the level of the resulting scroll.
Some examples:
A scroll of bless (1) will cost 25 gp and 6 XP
A scroll of fireball (5) will cost 375 gp and 15 XP
A scroll of chain lightning (11) will cost 1650 gp and 66 XP
Use: Selected. In order to scribe a scroll, the character has to cast the spell in question on a specially prepared blank scroll.
Player Notes: Like Brew Potion and Craft Wand this feat will extend the powers of a magic-user well beyond their natural limits. This may even make the magic-users the most powerful classes in the game, as they really have no limitations now.

Self-Concealment 10%      (Back to Top)

Perhaps the best way to survive an attack is not to be hit. Is it your fault your opponents can't seem to see you clearly or your movements always seem to be obscured from view? Years of avoiding the cut of a sword have manifested an uncanny ability to remain partially in the world of darkness so that even the deadliest of foes will miss you from time to time.

Type of Feat: Defense
Prerequisite: 21st level, Dexterity 30+, Hide 30 ranks, Tumble 30 ranks and improved evasion
Specifics: The character gain a 10% concealment bonus. This feat may be taken multiple times, to a maximum of 50%.
Use: Automatic
Player Notes: This is another feat that can be very, very powerful if more than one feat is spent to encourage this ability. One out of every ten swings at you will miss -- that is very powerful indeed.

Superior Initiative      (Back to Top)

You cannot help but feel trouble coming even before you can see it. You have lived through so many battles and countless dangerous situations, where simply reacting first was all you needed to escape with your life, you know that the slow tend to get killed and the quick survive. A heartbeat of time holds all you need to win.

Type of Feat: Combat
Prerequisite: Improved Initiative
Specifics: Character gains a +8 bonus on initiative checks.
Use: Automatic
Player Notes: There are many advantages to being the first one to strike in combat or the first one to react to an enemy. Rogues will use this feat to considerable advantage.

Terrifying Rage      (Back to Top)

Even the creatures of the foulest places in the world can know fear. The traveled Barbarian can summon such anger, such invincible rage that their enemies cannot but flee at the swirling storm of flesh and blood that approaches.

Type of Feat: General
Prerequisite: Epic Barbarian, Intimidate 25 ranks
Specifics: While the barbarian is raging, any enemy that comes close to him must make a Will save opposed by the barbarian's Intimidate check or becomes panicked for 1d6 rounds. Opponents with up to twice the barbarian's Hit Dice will not flee but will receive a -2 penalty to attack and saving throw rolls. Creatures with more then 2x the barbarian's Hit Dice are not affected by the rage.
Use: Automatic while in rage.
Player Notes: This adds a new and automatic affect to the Rage abilities that can be very useful indeed when facing a large group of lesser opponents.

Thundering Rage      (Back to Top)

You find that there is a shelter deep within your heart that holds no restraints. You can reach a place so horrible within yourself that you become a vessel for all the pain in the world. While the world cringes at the monstrous fury unleashed, you seem distant and separate from the hurricane that is created within you. Foes will splinter in your wake and those left alive with forever quake in silence at your memory.

Type of Feat:
Prerequisite: Epic Barbarian, Strength 25
Specifics: Any weapon the barbarian wields while in a rage does an additional 2d6 points of damage on a critical hit. There is a 50% chance for a creature hit by one of the barbarian's weapons to deafened for 3 rounds.
Use: Automatic
Player Notes: This adds a giant bonus of damage to the Barbarian which has been at a disadvantage against the fighter for his lack of combat feats.

Undead Shape      (Back to Top)

Although you know it is something unclean and forbidden, your fascination with the dead has driven you to action. You have mastered life in its many forms but the call of the dead is attractive and elusive. Many nights have been spent over the body of a foul corruption searching for the trigger, the grain of understanding that would allow you to assume its gray flesh as your own. This secret information crawls into your mind one dark night and you realize what you have been blind to before. The knowledge writhes and twists in your mind like maggots within festering flesh. You have given up your innocence of life in exchange for brotherhood with death.

Type of Feat: General
Prerequisite: Epic Shifter
Specifics: The character with this ability can transform into a selection of powerful undead creatures three times per day: Risen Lord, Vampire and Spectre.
Use: Selected. After choosing the ability, the character must select an undead type into which to change.
Player Notes: While you do not have all the powers of the undead, you do have the fine selection of immunities to damage that they possess.

Whirlwind Attack      (Back to Top)

Lesser opponents think that numbers will give them some sort of advantage when facing your prowess. Little do they know that by massing around you all they are doing is placing themselves in a more convenient location to strike. You have learned how to move from one opponent to the next without breaking stride to watch their horrified faces.

Type of Feat: General
Prerequisite: Intelligence 13+, Expertise, Dexterity 13+, Dodge, Mobility, base attack of +4 or higher and Spring Attack
Specifics: The character performs a full attack action, and makes one melee attack at full base attack bonus against each opponent within 5 feet.
Use: Selected
Player Notes: Crowds of minions should not be a problem when you need to move on to greater foes. This attack will make sure you keep your more dire appointments.

 

 

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