Constant | Description |
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FEAT_AIR_DOMAIN_POWER | Ability to turn elementals as if they were undead. Access to the following spells (and level): Call Lightning (level 3), Chain Lightning (level 6). |
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FEAT_ALERTNESS | Prerequisite: None. Gives +2 on all Spot and Listen checks. Use: Automatic. NWN Manual - pg. 87. |
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FEAT_AMBIDEXTERITY | Prerequisite: DEX 15+. When fighting with two weapons, this feat reduces the penalty for the off-hand weapon by 4. Use: Automatic when fighting with two weapons. Rangers get this feat at 1st level. NWN Manual - pg. 87. |
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FEAT_ANIMAL_COMPANION | Ability to summon forth a stalwart animal companion. Gained: Druid - 1st level, Ranger - 6th level. Use: Once per day, until killed or unsummoned. Bonuses: Animal companions are chosen at character creation and can be changed with each new druid or ranger class level. NWN Manual - pg. 59. |
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FEAT_ANIMAL_DOMAIN_POWER | Ability to summon more powerful allies. Summon Creature I through VIII spells summon creature of 1 level higher Summon spell. (i.e. Casting Summon Creature II creates a level III creature.) Cast the following spells (and at what level): Cat'e Grace (2), True Seeing (3), Polymorph Self (5). |
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FEAT_ARMOR_PROFICIENCY_HEAVY | Prerequisite: Armor Proficiency (Light) and Armor Proficiency (Medium). Knowledge of effective use of heavy armor. Use: Automatic. Fighters, Paladins and Clerics receive this feat for free. NWN Manual - pg. 87. |
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FEAT_ARMOR_PROFICIENCY_LIGHT | Knowledge of effective use of light armor. Use: Automatic. All classes except Monk, Wizard and Sorcerers get this feat free. NWN Manual - pg. 87. |
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FEAT_ARMOR_PROFICIENCY_MEDIUM | Prerequisite: Armor Proficiency (Light). Ability to effectively use medium armor. Use: Automatic. All classes except monks, rogues, wizards and sorcerers get this feat free. NWN Manual - pg. 88. |
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FEAT_AURA_OF_COURAGE | The paladin is immune to all fear spells and effects. Gained: Paladin - 2nd level. Use: Automatic. Bonuses: Immune to fear. NWN Manual - pg. 65. |
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FEAT_BARBARIAN_ENDURANCE | Barbarians gain a 10% bonus to their movement speed. Gained: Barbarian - 1st level. Use: Automatic. NWN Manual - pg. 56. |
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FEAT_BARBARIAN_RAGE | Can catapult into a merderous fury becoming a more formidable foe. Use: Selected. 1st level - 1/day, 4th level - 2/day, 8th level - 3/day, 12th level - 4/day. Gives the following bonuses: +4 to strength, +4 to constitution, +2 morale bonus to Will saving throws. Penalty: -2 to AC. Note: Duration is 3 rounds + adjusted constitution bonus. Refer to NWN Manual - pg. 56 for more info. |
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FEAT_BARD_SONGS | Capable of singing bardic music. Song can be sung once per day/per class level. Affects all allies within 30 feet and lasts 6 rounds. The higher the Perform skill, the better the bardsong. Bard song bonuses do not stack. Refer to NWN Manual - pg 58. |
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FEAT_BARDIC_KNOWLEDGE | The bard is able to identify items more easiliy than other classes. Gained: Bard - 1st level. Use: Automatic. Bonuses: Apply bard levels as a bonus to any Lore skill checks. NWN Manual - pg. 57. |
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FEAT_BATTLE_TRAINING_VERSUS_GIANTS | Dwarven and Gnome racial ability. +4 Dodge Bonus to Armor Class versus Giants. Their small stature grants them a bonus when dealing with Giants who find their tactics to be frustrating. |
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FEAT_BATTLE_TRAINING_VERSUS_GOBLINS | Dwarven and Gnome racial ability. +1 to Attack Rolls versus Goblinoids. Constant warfare against Goblinoids (which includes Goblins, Hobgoblins, and Bugbears) has lead to special training from birth against those races. |
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FEAT_BATTLE_TRAINING_VERSUS_ORCS | Dwarven racial ability. +1 to Attack Rolls versus Orcs. Constant warfare against Orcs has lead to special training from birth against that race. |
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FEAT_BATTLE_TRAINING_VERSUS_REPTILIANS | Gnome racial ability. +1 to Attack Rolls versus Reptilian Humanoids. The Gnome has often struggled against the creatures of reptilian nature who consider them a delicacy. |
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FEAT_CALLED_SHOT | Prerequisite: Base attack bonus of +1 or higher. Grants the ability to make a potentially disabling attack against an opponent's arms or legs. Called shots are made at a -4 penalty. Refer to NWN Manual - pg. 88. |
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FEAT_CLEAVE | Prerequisite: STR 13+, Power Attack feat. If a character with this feat kills an opponent in melee combat, they get a free attack against any opponent who is within melee range. Use: Automatic. NWN Manual - pg. 88. |
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FEAT_COMBAT_CASTING | Prerequisite: Ability to cast 1st level spells. Character is adept at casting spells in combat removing the standard -4 penalty to Concentration checks when within 3 meters of an enemy. Use: Automatic. NWN Manual - pg. 89. |
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FEAT_CRIPPLING_STRIKE | Ability of the rogue to damage a foe's strength during a sneak attack. Gained: Rogue - 10th and every three levels thereafter (choice). Use: Automatic. Bonuses: Any successful sneak attack deals two points of Strength ability damage to the target. NWN Manual - pg. 68. |
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FEAT_DAMAGE_REDUCTION | Capability to shrug off some amount of injury from each blow or attack. Gained: Barbarian - 11th level. Use: Automatic. Bonuses: 11th level = Damage reduced by one point; 14th level = damage reduced by two; 17th level = damage reduced by three; 20th level = damage reduced by four. NWN Manual - pg. 57. |
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FEAT_DARKVISION | Dwarf and Half-orc racial ability. Ability to see in darkness almost as if it were daylight to 60'. |
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FEAT_DEATH_DOMAIN_POWER | Gives ability to summon a shadow of similar level to person with feat. Also the following spells (and level attained) are received: Phantasmal Killer (4), Enervation (5). |
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FEAT_DEFENSIVE_ROLL | Gained: Rogue - 10th and every three levels thereafter (choice). Use: Automatic. Once per day. Bonuses: If you are struck by a potentially leath blow (i.e. you suffer weapon damage that would normally drop you below 1 hit point), you make a Reflex saving throw (DC = damage dealt). If successful, you take only half damage from the blow (which may still be enough to kill you). If you are caught flat-footed, you may not make a defensive roll. NWN Manual - pg. 69. |
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FEAT_DEFLECT_ARROWS | Prerequisite: DEX 13+, Improved Unarmed Strike. Character can attempt to deflect one incoming missile attack per round (Reflex save made against DC 20). Use: Automatic if not caught flat-footed. Monks receive this feat for free at level 2. NWN Manual - pg. 89. |
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FEAT_DESTRUCTION_DOMAIN_POWER | Ability to damage construct-type creatures using undead turn ability. Cast the following spells (and level needed): Stinking Cloud (3), Acid Fog (6). |
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FEAT_DIAMOND_BODY | Through meditation and control over his body, the disciplined monk eventually becomes immune to all natural and most magical poisons. Gained: Monk - 11th level. Use: Automatic. Bonuses: Immunity to poison. NWN Manual - pg. 63. |
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FEAT_DIAMOND_SOUL | Ki, the spiritual energy that powers the monk, eventually develops into a force that is capable of repelling all but the most determined magic attacks. Gained: Monk - 12th level. Use: Automatic. Bonuses: Spell resistance equal to the character's level + 10. NWN Manual - pg. 63. |
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FEAT_DISARM | Prerequisite: Int 13+. The character can attempt to disarm an opponent in melee combat. Attampting a disarm applies a -6 penalty to the attack roll and the combatant with the larger weapon gains a +4 bonus per size category of difference. Refer to NWN Manual - pg. 89. |
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FEAT_DIVINE_GRACE | Blessed by her deity, the paladin gains bonuses to resist various forms of attack. Gained: Paladin - 1st level. Use: Automatic. Bonuses: The paladin adds her positive Charisma bonus (if any) to all saving throws. NWN Manual - pg. 64. |
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FEAT_DIVINE_HEALTH | Most disease are naturally repelled by the holy power of the paladin. Gained: Paladin - 1st level. Use: Automatic. Bonuses: Immune to disease. NWN Manual - pg. 64. |
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FEAT_DODGE | Prerequisite: DEX 13+. Increased agility grants a +1 dodge bonus to AC against attacks from a characters current target (or last attacker). Use: Automatic, though a condition that negates a Dexterity bonus to AC also negates any dodge bonuses. Multiple dodge bonuses (different feats, racial bonuses) are cumulative. NWN Manual - pg. 89. |
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FEAT_EARTH_DOMAIN_POWER | Ability to turn elementals as if they were undead. Ability to cast following spells (and level needed): Stoneskin (4), Energy Buffer (5). |
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FEAT_ELEMENTAL_SHAPE | The druid gains the ability to shape shift into various elemental forms. Gained: Druid - 16th level. Use: Selected. 1/day at 16th level, 2/day at 17th level, 3/day at 19th level. This ability last one hour per level. Bonuses: Huge elementals at 16th level and elder elementals at 20th level. NWN Manual - pg. 60. |
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FEAT_EMPOWER_SPELL | Prerequisite: Ability to cast 2nd-level spells. Magical expertise allows certain spells to be cast with a 50% increase in variable numeric effects (number of targets, damage, etc.), excluding duration. Use: Empowered spells occupy spell slots two levels higher than normal. Saving throws and opposed rolls, such as those made when dispel magic is cast, are not allowed. NWN Manual - pg. 90. |
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FEAT_EMPTY_BODY | Mastering their ki can allow the monk to fade from sight. Gained: Monk - 18th level. Use: Selected. Once per day. Bonuses: The monk gains 50% concealment. NWN Manual - pg. 63. |
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FEAT_EVASION | Monks and Rogues are able to escape potentially deadly situations. Gained: Monk - 1st level, Rogue - 2nd level. Use: Automatic. Bonuses: In situations where a successful Reflex saving throw would allow others to take half damage, the PC escapes unscathed. NWN Manual - pg. 61. |
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FEAT_EVIL_DOMAIN_POWER | Ability to turn outsiders as if they were undead. Gain following spells (and level needed): Negative Energy Ray (1), Negative Energy Burst (4), Enervation (5). |
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FEAT_EXTEND_SPELL | Prerequisite: Ability to cast 1st-level spells. Magical expertise allows certain spells to be cast with a 100% increase in duration. Use: Extended spells occupy spell slots one level higher than normal. Spells with an instantaneous or permanent duration are not affected. NWN Manual - pg. 90. |
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FEAT_EXTRA_TURNING | Prerequisite: Exclusive to cleric or paladin. This divine ability allows the character to turn undead 6 additional times per day. Use: Automatic. |
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FEAT_FAVORED_ENEMY_ABERRATION | Rangers study their enemies and develop a keen understanding of the weakness of various creatures. Gained: Ranger - 1st level and ever 5 levels thereafter. Use: Automatic. Bonuses: Rangers gain a +1 bonus to Listen, Spot, and Taunt checks against their favorite enemy, as well as a +1 bonus to any physical damage applied to the enemy. Refer to NWN Manual - pg. 66 for additional information. |
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FEAT_FAVORED_ENEMY_ANIMAL | Rangers study their enemies and develop a keen understanding of the weakness of various creatures. Gained: Ranger - 1st level and ever 5 levels thereafter. Use: Automatic. Bonuses: Rangers gain a +1 bonus to Listen, Spot, and Taunt checks against their favorite enemy, as well as a +1 bonus to any physical damage applied to the enemy. Refer to NWN Manual - pg. 66 for additional information. |
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FEAT_FAVORED_ENEMY_BEAST | Rangers study their enemies and develop a keen understanding of the weakness of various creatures. Gained: Ranger - 1st level and ever 5 levels thereafter. Use: Automatic. Bonuses: Rangers gain a +1 bonus to Listen, Spot, and Taunt checks against their favorite enemy, as well as a +1 bonus to any physical damage applied to the enemy. Refer to NWN Manual - pg. 66 for additional information. |
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FEAT_FAVORED_ENEMY_CONSTRUCT | Rangers study their enemies and develop a keen understanding of the weakness of various creatures. Gained: Ranger - 1st level and ever 5 levels thereafter. Use: Automatic. Bonuses: Rangers gain a +1 bonus to Listen, Spot, and Taunt checks against their favorite enemy, as well as a +1 bonus to any physical damage applied to the enemy. Refer to NWN Manual - pg. 66 for additional information. |
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FEAT_FAVORED_ENEMY_DRAGON | Rangers study their enemies and develop a keen understanding of the weakness of various creatures. Gained: Ranger - 1st level and ever 5 levels thereafter. Use: Automatic. Bonuses: Rangers gain a +1 bonus to Listen, Spot, and Taunt checks against their favorite enemy, as well as a +1 bonus to any physical damage applied to the enemy. Refer to NWN Manual - pg. 66 for additional information. |
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FEAT_FAVORED_ENEMY_DWARF | Rangers study their enemies and develop a keen understanding of the weakness of various creatures. Gained: Ranger - 1st level and ever 5 levels thereafter. Use: Automatic. Bonuses: Rangers gain a +1 bonus to Listen, Spot, and Taunt checks against their favorite enemy, as well as a +1 bonus to any physical damage applied to the enemy. Refer to NWN Manual - pg. 66 for additional information. |
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FEAT_FAVORED_ENEMY_ELEMENTAL | Rangers study their enemies and develop a keen understanding of the weakness of various creatures. Gained: Ranger - 1st level and ever 5 levels thereafter. Use: Automatic. Bonuses: Rangers gain a +1 bonus to Listen, Spot, and Taunt checks against their favorite enemy, as well as a +1 bonus to any physical damage applied to the enemy. Refer to NWN Manual - pg. 66 for additional information. |
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FEAT_FAVORED_ENEMY_ELF | Rangers study their enemies and develop a keen understanding of the weakness of various creatures. Gained: Ranger - 1st level and ever 5 levels thereafter. Use: Automatic. Bonuses: Rangers gain a +1 bonus to Listen, Spot, and Taunt checks against their favorite enemy, as well as a +1 bonus to any physical damage applied to the enemy. Refer to NWN Manual - pg. 66 for additional information. |
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FEAT_FAVORED_ENEMY_FEY | Rangers study their enemies and develop a keen understanding of the weakness of various creatures. Gained: Ranger - 1st level and ever 5 levels thereafter. Use: Automatic. Bonuses: Rangers gain a +1 bonus to Listen, Spot, and Taunt checks against their favorite enemy, as well as a +1 bonus to any physical damage applied to the enemy. Refer to NWN Manual - pg. 66 for additional information. |
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FEAT_FAVORED_ENEMY_GIANT | Rangers study their enemies and develop a keen understanding of the weakness of various creatures. Gained: Ranger - 1st level and ever 5 levels thereafter. Use: Automatic. Bonuses: Rangers gain a +1 bonus to Listen, Spot, and Taunt checks against their favorite enemy, as well as a +1 bonus to any physical damage applied to the enemy. Refer to NWN Manual - pg. 66 for additional information. |
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FEAT_FAVORED_ENEMY_GNOME | Rangers study their enemies and develop a keen understanding of the weakness of various creatures. Gained: Ranger - 1st level and ever 5 levels thereafter. Use: Automatic. Bonuses: Rangers gain a +1 bonus to Listen, Spot, and Taunt checks against their favorite enemy, as well as a +1 bonus to any physical damage applied to the enemy. Refer to NWN Manual - pg. 66 for additional information. |
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FEAT_FAVORED_ENEMY_GOBLINOID | Rangers study their enemies and develop a keen understanding of the weakness of various creatures. Gained: Ranger - 1st level and ever 5 levels thereafter. Use: Automatic. Bonuses: Rangers gain a +1 bonus to Listen, Spot, and Taunt checks against their favorite enemy, as well as a +1 bonus to any physical damage applied to the enemy. Refer to NWN Manual - pg. 66 for additional information. |
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FEAT_FAVORED_ENEMY_HALFELF | Rangers study their enemies and develop a keen understanding of the weakness of various creatures. Gained: Ranger - 1st level and ever 5 levels thereafter. Use: Automatic. Bonuses: Rangers gain a +1 bonus to Listen, Spot, and Taunt checks against their favorite enemy, as well as a +1 bonus to any physical damage applied to the enemy. Refer to NWN Manual - pg. 66 for additional information. |
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FEAT_FAVORED_ENEMY_HALFLING | Rangers study their enemies and develop a keen understanding of the weakness of various creatures. Gained: Ranger - 1st level and ever 5 levels thereafter. Use: Automatic. Bonuses: Rangers gain a +1 bonus to Listen, Spot, and Taunt checks against their favorite enemy, as well as a +1 bonus to any physical damage applied to the enemy. Refer to NWN Manual - pg. 66 for additional information. |
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FEAT_FAVORED_ENEMY_HALFORC | Rangers study their enemies and develop a keen understanding of the weakness of various creatures. Gained: Ranger - 1st level and ever 5 levels thereafter. Use: Automatic. Bonuses: Rangers gain a +1 bonus to Listen, Spot, and Taunt checks against their favorite enemy, as well as a +1 bonus to any physical damage applied to the enemy. Refer to NWN Manual - pg. 66 for additional information. |
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FEAT_FAVORED_ENEMY_HUMAN | Rangers study their enemies and develop a keen understanding of the weakness of various creatures. Gained: Ranger - 1st level and ever 5 levels thereafter. Use: Automatic. Bonuses: Rangers gain a +1 bonus to Listen, Spot, and Taunt checks against their favorite enemy, as well as a +1 bonus to any physical damage applied to the enemy. Refer to NWN Manual - pg. 66 for additional information. |
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FEAT_FAVORED_ENEMY_MAGICAL_BEAST | Rangers study their enemies and develop a keen understanding of the weakness of various creatures. Gained: Ranger - 1st level and ever 5 levels thereafter. Use: Automatic. Bonuses: Rangers gain a +1 bonus to Listen, Spot, and Taunt checks against their favorite enemy, as well as a +1 bonus to any physical damage applied to the enemy. Refer to NWN Manual - pg. 66 for additional information. |
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FEAT_FAVORED_ENEMY_MONSTROUS | Rangers study their enemies and develop a keen understanding of the weakness of various creatures. Gained: Ranger - 1st level and ever 5 levels thereafter. Use: Automatic. Bonuses: Rangers gain a +1 bonus to Listen, Spot, and Taunt checks against their favorite enemy, as well as a +1 bonus to any physical damage applied to the enemy. Refer to NWN Manual - pg. 66 for additional information. |
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FEAT_FAVORED_ENEMY_ORC | Rangers study their enemies and develop a keen understanding of the weakness of various creatures. Gained: Ranger - 1st level and ever 5 levels thereafter. Use: Automatic. Bonuses: Rangers gain a +1 bonus to Listen, Spot, and Taunt checks against their favorite enemy, as well as a +1 bonus to any physical damage applied to the enemy. Refer to NWN Manual - pg. 66 for additional information. |
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FEAT_FAVORED_ENEMY_OUTSIDER | Rangers study their enemies and develop a keen understanding of the weakness of various creatures. Gained: Ranger - 1st level and ever 5 levels thereafter. Use: Automatic. Bonuses: Rangers gain a +1 bonus to Listen, Spot, and Taunt checks against their favorite enemy, as well as a +1 bonus to any physical damage applied to the enemy. Refer to NWN Manual - pg. 66 for additional information. |
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FEAT_FAVORED_ENEMY_REPTILIAN | Rangers study their enemies and develop a keen understanding of the weakness of various creatures. Gained: Ranger - 1st level and ever 5 levels thereafter. Use: Automatic. Bonuses: Rangers gain a +1 bonus to Listen, Spot, and Taunt checks against their favorite enemy, as well as a +1 bonus to any physical damage applied to the enemy. Refer to NWN Manual - pg. 66 for additional information. |
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FEAT_FAVORED_ENEMY_SHAPECHANGER | Rangers study their enemies and develop a keen understanding of the weakness of various creatures. Gained: Ranger - 1st level and ever 5 levels thereafter. Use: Automatic. Bonuses: Rangers gain a +1 bonus to Listen, Spot, and Taunt checks against their favorite enemy, as well as a +1 bonus to any physical damage applied to the enemy. Refer to NWN Manual - pg. 66 for additional information. |
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FEAT_FAVORED_ENEMY_UNDEAD | Rangers study their enemies and develop a keen understanding of the weakness of various creatures. Gained: Ranger - 1st level and ever 5 levels thereafter. Use: Automatic. Bonuses: Rangers gain a +1 bonus to Listen, Spot, and Taunt checks against their favorite enemy, as well as a +1 bonus to any physical damage applied to the enemy. Refer to NWN Manual - pg. 66 for additional information. |
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FEAT_FAVORED_ENEMY_VERMIN | Rangers study their enemies and develop a keen understanding of the weakness of various creatures. Gained: Ranger - 1st level and ever 5 levels thereafter. Use: Automatic. Bonuses: Rangers gain a +1 bonus to Listen, Spot, and Taunt checks against their favorite enemy, as well as a +1 bonus to any physical damage applied to the enemy. Refer to NWN Manual - pg. 66 for additional information. |
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FEAT_FEARLESS | Halfling racial ability. +2 saving throws versus Fear and fear-like spells and effects. Halflings show a remarkable lack of common sense, uh, I mean fear when faced with something others tremble and balk at.
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FEAT_FIRE_DOMAIN_POWER | Ability to turn elementals as if they were undead. Ability to cast the following spells (and level needed): Wall of Fire (4), Energy Buffer (5). |
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FEAT_FLURRY_OF_BLOWS | The monk receives an extra attack per round when fighting unarmed or with a kama. Gained: Monk - 1st level. Use: Selected. Penalties: The monk suffers a -2 penalty to all attack rolls made as part of a flurry of blows. NWN Manual - pg. 61. |
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FEAT_GOOD_AIM | Halfling racial ability. +1 to Attack Rolls with thrown weapons. Early on, halflings practice throwing things at each other giving them an advantage with thrown weapons. |
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FEAT_GOOD_DOMAIN_POWER | Ability to turn outsiders as if they were undead. Ability to cast following spells (and level needed): Stoneskin (4), Lesser Planar Binding (5). |
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FEAT_GREAT_FORTITUDE | Prerequisite: None. A character with this feat is very hardy, gaining a +2 bonus to all Fortitude saving throws. Use: Automatic. |
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FEAT_HARDINESS_VERSUS_ENCHANTMENTS | Elf and Half-elf racial ability. +2 to saving throws versus mind-affecting spells. These races have minds especially suited to resisting influences by magical forces trying to dominate them. |
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FEAT_HARDINESS_VERSUS_ILLUSIONS | Gnome racial ability. +2 saving throws versus Illusion spells. Gnomes have a natural affinity for illusions which also helps them recognize spells of that nature for what they are. |
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FEAT_HARDINESS_VERSUS_POISONS | Dwarven racial ability. +2 to saving throws versus all types of poisons. Dwarves are hardier and resistant to toxin that most other races. |
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FEAT_HARDINESS_VERSUS_SPELLS | Dwarven racial ability. +2 to saving throws versus all spells. Dwarves have a natural, genetic resistance to spells and spell-like effects. |
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FEAT_HEALING_DOMAIN_POWER | Following healing spells are cast as if using the EMPOWER metamagic feat: Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds. Ability to cast the following spells (and level needed): Cure Serious Wounds (2), Heal (5). |
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FEAT_IMMUNITY_TO_SLEEP | Elf and Half-elf racial ability. These races are immune to the Sleep spell and all sleep-like spells. |
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FEAT_IMPROVED_CRITICAL_BASTARD_SWORD | Prerequisite: Proficiency with specific weapon, Base attack bonus of +8 or higher. Combat ability doubles the critical threat range with a given weapon. A weapon with a normal critical range of 19-20 would now threaten on a roll of 17-20. Use: Automatic. The threat range of a Keen weapon is already doubled, increasing to triple with this feat. This feat can be selected multiple time, applying to a new weapon category each time. |
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FEAT_IMPROVED_CRITICAL_BATTLE_AXE | Prerequisite: Proficiency with specific weapon, Base attack bonus of +8 or higher. Combat ability doubles the critical threat range with a given weapon. A weapon with a normal critical range of 19-20 would now threaten on a roll of 17-20. Use: Automatic. The threat range of a Keen weapon is already doubled, increasing to triple with this feat. This feat can be selected multiple time, applying to a new weapon category each time. |
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FEAT_IMPROVED_CRITICAL_CLUB | Prerequisite: Proficiency with specific weapon, Base attack bonus of +8 or higher. Combat ability doubles the critical threat range with a given weapon. A weapon with a normal critical range of 19-20 would now threaten on a roll of 17-20. Use: Automatic. The threat range of a Keen weapon is already doubled, increasing to triple with this feat. This feat can be selected multiple time, applying to a new weapon category each time. |
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FEAT_IMPROVED_CRITICAL_CREATURE | Prerequisite: Proficiency with specific weapon, Base attack bonus of +8 or higher. Combat ability doubles the critical threat range with a given weapon. A weapon with a normal critical range of 19-20 would now threaten on a roll of 17-20. Use: Automatic. The threat range of a Keen weapon is already doubled, increasing to triple with this feat. This feat can be selected multiple time, applying to a new weapon category each time. |
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FEAT_IMPROVED_CRITICAL_DAGGER | Prerequisite: Proficiency with specific weapon, Base attack bonus of +8 or higher. Combat ability doubles the critical threat range with a given weapon. A weapon with a normal critical range of 19-20 would now threaten on a roll of 17-20. Use: Automatic. The threat range of a Keen weapon is already doubled, increasing to triple with this feat. This feat can be selected multiple time, applying to a new weapon category each time. |
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FEAT_IMPROVED_CRITICAL_DART | Prerequisite: Proficiency with specific weapon, Base attack bonus of +8 or higher. Combat ability doubles the critical threat range with a given weapon. A weapon with a normal critical range of 19-20 would now threaten on a roll of 17-20. Use: Automatic. The threat range of a Keen weapon is already doubled, increasing to triple with this feat. This feat can be selected multiple time, applying to a new weapon category each time. |
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FEAT_IMPROVED_CRITICAL_DIRE_MACE | Prerequisite: Proficiency with specific weapon, Base attack bonus of +8 or higher. Combat ability doubles the critical threat range with a given weapon. A weapon with a normal critical range of 19-20 would now threaten on a roll of 17-20. Use: Automatic. The threat range of a Keen weapon is already doubled, increasing to triple with this feat. This feat can be selected multiple time, applying to a new weapon category each time. |
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FEAT_IMPROVED_CRITICAL_DOUBLE_AXE | Prerequisite: Proficiency with specific weapon, Base attack bonus of +8 or higher. Combat ability doubles the critical threat range with a given weapon. A weapon with a normal critical range of 19-20 would now threaten on a roll of 17-20. Use: Automatic. The threat range of a Keen weapon is already doubled, increasing to triple with this feat. This feat can be selected multiple time, applying to a new weapon category each time. |
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FEAT_IMPROVED_CRITICAL_GREAT_AXE | Prerequisite: Proficiency with specific weapon, Base attack bonus of +8 or higher. Combat ability doubles the critical threat range with a given weapon. A weapon with a normal critical range of 19-20 would now threaten on a roll of 17-20. Use: Automatic. The threat range of a Keen weapon is already doubled, increasing to triple with this feat. This feat can be selected multiple time, applying to a new weapon category each time. |
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FEAT_IMPROVED_CRITICAL_GREAT_SWORD | |
FEAT_IMPROVED_CRITICAL_HALBERD | Prerequisite: Proficiency with specific weapon, Base attack bonus of +8 or higher. Combat ability doubles the critical threat range with a given weapon. A weapon with a normal critical range of 19-20 would now threaten on a roll of 17-20. Use: Automatic. The threat range of a Keen weapon is already doubled, increasing to triple with this feat. This feat can be selected multiple time, applying to a new weapon category each time. |
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FEAT_IMPROVED_CRITICAL_HAND_AXE | Prerequisite: Proficiency with specific weapon, Base attack bonus of +8 or higher. Combat ability doubles the critical threat range with a given weapon. A weapon with a normal critical range of 19-20 would now threaten on a roll of 17-20. Use: Automatic. The threat range of a Keen weapon is already doubled, increasing to triple with this feat. This feat can be selected multiple time, applying to a new weapon category each time. |
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FEAT_IMPROVED_CRITICAL_HEAVY_CROSSBOW | Prerequisite: Proficiency with specific weapon, Base attack bonus of +8 or higher. Combat ability doubles the critical threat range with a given weapon. A weapon with a normal critical range of 19-20 would now threaten on a roll of 17-20. Use: Automatic. The threat range of a Keen weapon is already doubled, increasing to triple with this feat. This feat can be selected multiple time, applying to a new weapon category each time. |
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FEAT_IMPROVED_CRITICAL_HEAVY_FLAIL | Prerequisite: Proficiency with specific weapon, Base attack bonus of +8 or higher. Combat ability doubles the critical threat range with a given weapon. A weapon with a normal critical range of 19-20 would now threaten on a roll of 17-20. Use: Automatic. The threat range of a Keen weapon is already doubled, increasing to triple with this feat. This feat can be selected multiple time, applying to a new weapon category each time. |
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FEAT_IMPROVED_CRITICAL_KAMA | Prerequisite: Proficiency with specific weapon, Base attack bonus of +8 or higher. Combat ability doubles the critical threat range with a given weapon. A weapon with a normal critical range of 19-20 would now threaten on a roll of 17-20. Use: Automatic. The threat range of a Keen weapon is already doubled, increasing to triple with this feat. This feat can be selected multiple time, applying to a new weapon category each time. |
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FEAT_IMPROVED_CRITICAL_KATANA | |
FEAT_IMPROVED_CRITICAL_KUKRI | |
FEAT_IMPROVED_CRITICAL_LIGHT_CROSSBOW | |
FEAT_IMPROVED_CRITICAL_LIGHT_FLAIL | |
FEAT_IMPROVED_CRITICAL_LIGHT_HAMMER | Prerequisite: Proficiency with specific weapon, Base attack bonus of +8 or higher. Combat ability doubles the critical threat range with a given weapon. A weapon with a normal critical range of 19-20 would now threaten on a roll of 17-20. Use: Automatic. The threat range of a Keen weapon is already doubled, increasing to triple with this feat. This feat can be selected multiple time, applying to a new weapon category each time. |
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FEAT_IMPROVED_CRITICAL_LIGHT_MACE | |
FEAT_IMPROVED_CRITICAL_LONG_SWORD | Prerequisite: Proficiency with specific weapon, Base attack bonus of +8 or higher. Combat ability doubles the critical threat range with a given weapon. A weapon with a normal critical range of 19-20 would now threaten on a roll of 17-20. Use: Automatic. The threat range of a Keen weapon is already doubled, increasing to triple with this feat. This feat can be selected multiple time, applying to a new weapon category each time. |
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FEAT_IMPROVED_CRITICAL_LONGBOW | Prerequisite: Proficiency with specific weapon, Base attack bonus of +8 or higher. Combat ability doubles the critical threat range with a given weapon. A weapon with a normal critical range of 19-20 would now threaten on a roll of 17-20. Use: Automatic. The threat range of a Keen weapon is already doubled, increasing to triple with this feat. This feat can be selected multiple time, applying to a new weapon category each time. |
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FEAT_IMPROVED_CRITICAL_MORNING_STAR | Prerequisite: Proficiency with specific weapon, Base attack bonus of +8 or higher. Combat ability doubles the critical threat range with a given weapon. A weapon with a normal critical range of 19-20 would now threaten on a roll of 17-20. Use: Automatic. The threat range of a Keen weapon is already doubled, increasing to triple with this feat. This feat can be selected multiple time, applying to a new weapon category each time. |
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FEAT_IMPROVED_CRITICAL_RAPIER | Prerequisite: Proficiency with specific weapon, Base attack bonus of +8 or higher. Combat ability doubles the critical threat range with a given weapon. A weapon with a normal critical range of 19-20 would now threaten on a roll of 17-20. Use: Automatic. The threat range of a Keen weapon is already doubled, increasing to triple with this feat. This feat can be selected multiple time, applying to a new weapon category each time. |
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FEAT_IMPROVED_CRITICAL_SCIMITAR | Prerequisite: Proficiency with specific weapon, Base attack bonus of +8 or higher. Combat ability doubles the critical threat range with a given weapon. A weapon with a normal critical range of 19-20 would now threaten on a roll of 17-20. Use: Automatic. The threat range of a Keen weapon is already doubled, increasing to triple with this feat. This feat can be selected multiple time, applying to a new weapon category each time. |
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FEAT_IMPROVED_CRITICAL_SCYTHE | Prerequisite: Proficiency with specific weapon, Base attack bonus of +8 or higher. Combat ability doubles the critical threat range with a given weapon. A weapon with a normal critical range of 19-20 would now threaten on a roll of 17-20. Use: Automatic. The threat range of a Keen weapon is already doubled, increasing to triple with this feat. This feat can be selected multiple time, applying to a new weapon category each time. |
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FEAT_IMPROVED_CRITICAL_SHORT_SWORD | Prerequisite: Proficiency with specific weapon, Base attack bonus of +8 or higher. Combat ability doubles the critical threat range with a given weapon. A weapon with a normal critical range of 19-20 would now threaten on a roll of 17-20. Use: Automatic. The threat range of a Keen weapon is already doubled, increasing to triple with this feat. This feat can be selected multiple time, applying to a new weapon category each time. |
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FEAT_IMPROVED_CRITICAL_SHORTBOW | Prerequisite: Proficiency with specific weapon, Base attack bonus of +8 or higher. Combat ability doubles the critical threat range with a given weapon. A weapon with a normal critical range of 19-20 would now threaten on a roll of 17-20. Use: Automatic. The threat range of a Keen weapon is already doubled, increasing to triple with this feat. This feat can be selected multiple time, applying to a new weapon category each time. |
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FEAT_IMPROVED_CRITICAL_SHURIKEN | Prerequisite: Proficiency with specific weapon, Base attack bonus of +8 or higher. Combat ability doubles the critical threat range with a given weapon. A weapon with a normal critical range of 19-20 would now threaten on a roll of 17-20. Use: Automatic. The threat range of a Keen weapon is already doubled, increasing to triple with this feat. This feat can be selected multiple time, applying to a new weapon category each time. |
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FEAT_IMPROVED_CRITICAL_SICKLE | Prerequisite: Proficiency with specific weapon, Base attack bonus of +8 or higher. Combat ability doubles the critical threat range with a given weapon. A weapon with a normal critical range of 19-20 would now threaten on a roll of 17-20. Use: Automatic. The threat range of a Keen weapon is already doubled, increasing to triple with this feat. This feat can be selected multiple time, applying to a new weapon category each time. |
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FEAT_IMPROVED_CRITICAL_SLING | Prerequisite: Proficiency with specific weapon, Base attack bonus of +8 or higher. Combat ability doubles the critical threat range with a given weapon. A weapon with a normal critical range of 19-20 would now threaten on a roll of 17-20. Use: Automatic. The threat range of a Keen weapon is already doubled, increasing to triple with this feat. This feat can be selected multiple time, applying to a new weapon category each time. |
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FEAT_IMPROVED_CRITICAL_SPEAR | Prerequisite: Proficiency with specific weapon, Base attack bonus of +8 or higher. Combat ability doubles the critical threat range with a given weapon. A weapon with a normal critical range of 19-20 would now threaten on a roll of 17-20. Use: Automatic. The threat range of a Keen weapon is already doubled, increasing to triple with this feat. This feat can be selected multiple time, applying to a new weapon category each time. |
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FEAT_IMPROVED_CRITICAL_STAFF | Prerequisite: Proficiency with specific weapon, Base attack bonus of +8 or higher. Combat ability doubles the critical threat range with a given weapon. A weapon with a normal critical range of 19-20 would now threaten on a roll of 17-20. Use: Automatic. The threat range of a Keen weapon is already doubled, increasing to triple with this feat. This feat can be selected multiple time, applying to a new weapon category each time. |
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FEAT_IMPROVED_CRITICAL_THROWING_AXE | Prerequisite: Proficiency with specific weapon, Base attack bonus of +8 or higher. Combat ability doubles the critical threat range with a given weapon. A weapon with a normal critical range of 19-20 would now threaten on a roll of 17-20. Use: Automatic. The threat range of a Keen weapon is already doubled, increasing to triple with this feat. This feat can be selected multiple time, applying to a new weapon category each time. |
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FEAT_IMPROVED_CRITICAL_TWO_BLADED_SWORD | Prerequisite: Proficiency with specific weapon, Base attack bonus of +8 or higher. Combat ability doubles the critical threat range with a given weapon. A weapon with a normal critical range of 19-20 would now threaten on a roll of 17-20. Use: Automatic. The threat range of a Keen weapon is already doubled, increasing to triple with this feat. This feat can be selected multiple time, applying to a new weapon category each time. |
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FEAT_IMPROVED_CRITICAL_UNARMED_STRIKE | Prerequisite: Proficiency with specific weapon, Base attack bonus of +8 or higher. Combat ability doubles the critical threat range with a given weapon. A weapon with a normal critical range of 19-20 would now threaten on a roll of 17-20. Use: Automatic. The threat range of a Keen weapon is already doubled, increasing to triple with this feat. This feat can be selected multiple time, applying to a new weapon category each time. |
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FEAT_IMPROVED_CRITICAL_WAR_HAMMER | Prerequisite: Proficiency with specific weapon, Base attack bonus of +8 or higher. Combat ability doubles the critical threat range with a given weapon. A weapon with a normal critical range of 19-20 would now threaten on a roll of 17-20. Use: Automatic. The threat range of a Keen weapon is already doubled, increasing to triple with this feat. This feat can be selected multiple time, applying to a new weapon category each time. |
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FEAT_IMPROVED_DISARM | Prerequisite: INT 13+, Disarm. A character with this feat has learned not to provoke an attack of opportunity when attempting to disarm an opponent. Success knocks the opponent's weapon away from them. The penalty to make a disarm attempt is reduced to -4. Use: Automatic. NWN Manual - pg. 91. |
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FEAT_IMPROVED_EVASION | The PC gains a superhuman ability to avoid danger. Gained: Monk - 9th level, Rogue - 10th and every three levels thereafter (choice). Use: Automatic. Bonuses: In situations where a successful Reflex saving throw would allow others to take half damage, the character escapes unsacathed on a successful save and takes only half damage even if the saving throw fails. NWN Manual - pg. 62. |
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FEAT_IMPROVED_KNOCKDOWN | Prerequisite: Knockdown, Base attack bonus +7 or higher. Characters with the feat have learned to use the Knockdown ability as if one size category larger than they really are. All other Knockdown conditions still apply. Use: Selected. Monks receive this feat for free at 6th level. NWN Manual - pg. 91. |
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FEAT_IMPROVED_PARRY | Prerequisite: INT 13+. Grants a +4 competence bonus to the character's opposed attack rolls when using the Parry skill. Use: Automatic. NWN Manual - pg. 91. |
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FEAT_IMPROVED_POWER_ATTACK | Prerequisite: Power Attack, STR 13+. This feat can be used at a -10 penalty to attack but with a +10 bonus to any damage given. Improved Power Attack is very useful when fighting large numbers of easy-to-hit opponents. Use: Combat Mode. NWN Manual - pg. 92. |
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FEAT_IMPROVED_TWO_WEAPON_FIGHTING | Prerequisite: Two-Weapon Fighting, Ambidexterity, Base attack bonus of +9 or higher. The character with this feat is able to get a second off-hand attack (at a penalty of -5 to the attack roll). Use: Automatic. Rangers receive this feat at 9th level, even if they don't meet the requirements. NWN Manual - pg. 92. |
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FEAT_IMPROVED_UNARMED_STRIKE | Prerequisite: None. Armed opponents no longer get attacks of opportunity against the character when you make unarmed attacks against them. Use: Automatic. Monks receive this feat for free at 1st level. NWN Manual - pg. 92. |
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FEAT_IRON_WILL | |
FEAT_KEEN_SENSE | Elf racial ability. Elves do not have to actively search to notice that which is hidden. This means that they can continually search without taking movement penalties. |
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FEAT_KI_STRIKE | When attacking creatures with the damage reduction ability, the character's unarmed attack is treated as a weapon with an enhancement bonus. Gained: Monk - 10th level. Use: Automatic. Bonuses: Equivalent to a +1 enchancement bonus at 10th level, +2 bonus at 13th level, +3 bonus at 16th level. NWN Manual - pg. 62. |
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FEAT_KNOCKDOWN | Prerequisite: None. With this maneuver, a character can attempt to knock an opponent to the ground. An attack roll is made with a -4 penalty to the attack and, if successful, an opposed roll is made, comparing your attack roll with the defender's Discipline skill check. If successful, the target is knocked to a prone position. Use: Selected. Prone characters cannot attack. Refer to NWN Manual - pg. 93 for more info. |
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FEAT_KNOWLEDGE_DOMAIN_POWER | Ability to cast the following spells (and level needed): Identify (1), Knock (2), Clairvoyance/Clairaudience (3), True Seeing (4), Legend Lore (6). |
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FEAT_LAY_ON_HANDS | The holy might of the paladin can be used to heal wounds. Gained: Paladin - 1st level. Use: Selected. Once per day. Bonuses: If the paladin has a positive Charisma modifier, then she can cure a number of hit points equal to her Charisma modifier * paladin level. NWN Manual - pg. 64. |
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FEAT_LIGHTNING_REFLEXES | Prerequisite: None. This feat grants a +2 bonus to all Reflex saving throws, due to faster than normal reflexes. Use: Automatic. NWN Manual - pg. 93. |
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FEAT_LOWLIGHTVISION | Elf, Half-elf, and Gnome racial ability. Ability to see better than normal in low light situations. |
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FEAT_LUCK_DOMAIN_POWER | |
FEAT_LUCKY | Halfling racial ability. +1 to All saving throws. Halflings seem to have a knack for getting themselves out of trouble that they manage to land themselves in. |
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FEAT_MAGIC_DOMAIN_POWER | Ability to cast the following spells (and level needed): Mage Armor (1), Melf's Acid Arrow (2), Negative Energy Burst (3), Stoneskin (4), Ice Storm (5). |
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FEAT_MAXIMIZE_SPELL | Prerequisite: Ability to cast 3rd-level spells. Magical expertise allows certain spells to be cast with all variable numeric effects (number of targets, damage, etc.) applied at their maximum. Use: Maximized spells occupy spell slots three levels higher than normal. Saving throws and opposed rolls, such as those made when dispel magic is cast, are not affected. NWN Manual - pg. 93. |
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FEAT_MOBILITY | Prerequisite: DEX 13+, Dodge. A character with this feat has learned to avoid attacks of opportunity more effectively, gaining a +4 dodge bonus to AC against them. Use: Automatic, though a condition that negates a Dexterity bonus to AC also negates any dodge bonuses. Multiple dodge bonuses (from different feats or racial bonuses) are cumulative. NWN Manual - pg. 94. |
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FEAT_MONK_AC_BONUS | Monks add both their wisdom modifier and their dexterity modifier to their armor class. NWN Manual - pg. 61. |
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FEAT_MONK_ENDURANCE | Monks gain the ability to move quickly. Gained: Monk - 3rd level. Use: Automatic. Bonuses: Monks move faster than other classes and this ability improves with experience, as outlined on page 186 of the NWN Manual. NWN Manual - pg. 62 * Manual incorrectly states information is on page 162. |
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FEAT_NATURE_SENSE | The druid gains a +2 bonus to all attacks made while fighting in wilderness areas. Gained: Druid - 1st level. Use: Automatic. NWN Manual - pg. 59. |
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FEAT_OPPORTUNIST | Gained: Rogue - 10th and every three levels thereafter (choice). Use: Automatic. Bonuses: The rogue gains a +4 competence bonus to attack rolls when making an attack of opportunity. NWN Manual - pg. 68. |
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FEAT_PARTIAL_SKILL_AFFINITY_LISTEN | Half-elf racial ability. +1 to Listen skill. Half-Elves get some of the sharp senses of their elven heritage. |
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FEAT_PARTIAL_SKILL_AFFINITY_SEARCH | Half-elf racial ability. +1 to Search skill. Half-Elves get some of the sharp senses of their elven heritage. |
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FEAT_PARTIAL_SKILL_AFFINITY_SPOT | Half-elf racial ability. +1 to Spot skill. Half-Elves get some of the sharp senses of their elven heritage. |
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FEAT_PERFECT_SELF | So complete is the monk's mastery over his body and spirit that he becomes a supernatural being, able to shrug off ordinary weapons and many spells. Gained: Monk - 20th level. Use: Automatic. Bonuses: Immune to all mind-affecting spells; gains damage reduction 20/+1. NWN Manual - pg. 64. |
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FEAT_PLANT_DOMAIN_POWER | Ability to turn vermin as if they were undead. Ability to cast the following spells (and level needed): Barkskin (2), Creeping Doom (7). |
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FEAT_POINT_BLANK_SHOT | Prerequisite: None. Unfazed by close combat, a character with this feat negates the -4 penalty for using missile weapons within melee attack range, and gains an additional +1 to attack and damage with ranged weapons when the target is within 15 feet. Use: Automatic. NWN Manual - pg. 94. |
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FEAT_POWER_ATTACK | Prerequisite: STR 13+. A character with this feat can make powerful but ungainly attacks. When selected, this grants a +5 bonus to the damage roll, but inflicts a -5 penalty to the attack roll. Use: Combat mode. NWN Manual - pg. 94. |
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FEAT_PROTECTION_DOMAIN_POWER | Ability to cast modified type of Sanctuary spell. Spell DC set at 10 + charisma bonus + clerical level. Duration is 1 round per caster level + charisma bonus. Ability to cast following spells (and level needed): Minor Globe of Invulnerability (4), Energy Buffer (5). |
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FEAT_PURITY_OF_BODY | Monks are immune to common diseases. Gained: Monk - 5th level. Use: Automatic. Bonuses: Immune to diseases. NWN Manual - pg. 62. |
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FEAT_QUICK_TO_MASTER | Human racial ability. 1 extra feat gained at 1st level. |
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FEAT_QUICKEN_SPELL | Prerequisite: Ability to cast 4th-level spells. Magical expertise allows spells to be cast instantaneously, making them invulnerable to counterspells or interruption. A quickened spell is cast as a free action, and another action can be attempted within the same round, including the casting of another spell. Only one quickened spell can be cast in a round, however. Use: Quickened spells occupy spell slots four levels higher than normal. NWN Manual - pg. 95. |
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FEAT_QUIVERING_PALM | Harnessing his ki, the monk is able to deliver quick death with an unarmed strike. Gained: Monk - 15th level. Use: Selected. Once per day. Bonuses: If the attack succeeds and does damage, the target must make a Fortitude save (DC 10 + 1/2 the monk's level + the monk's Wisdom modifier). Failure results in the target's immediate death. NWN Manual - pg. 63. |
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FEAT_RAPID_SHOT | Prerequisite: DEX 13+, Point Blank Shot. A character with this feat is quick with ranged weapons, gaining an extra attack per round while using them. When a rapid attack round is attempted, the extra attack is made at the highest base attack bonus, though all attacks wihin the round suffer a -2 penalty. NWN Manual - pg. 95. |
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FEAT_REMOVE_DISEASE | Her access to the divine allows the paladin to remove disease from herself or her companions. Gained: Paladin - 3rd level. Use: Selected. Once per day. Bonuses: Remove disease, as the spell. NWN Manual - pg. 65. |
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FEAT_RESIST_NATURES_LURE | Due to their inherent understanding of nature, druids can avoid the most common dangers that the natural world presents. Gained: Druid - 4th level. Use: Automatic. Bonuses: Grants a +2 insight bonus to saving throws against all fear spells and effects. NWN Manual - pg. 60. |
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FEAT_SAP | Prerequisite: Base attack bonus +1, Called Shot. A character with this feat is able to attack with a -4 penalty. A successful hit deals normal damage at which point the target gets to make a Discipline check against a DC = the attacker's modified attack roll. If the opponent's roll fails, he or she is dazed for 12 seconds. Sap can only work on creatures of large-size or smaller. Use: Selected. NWN Manual - pg. 95. |
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FEAT_SHIELD_PROFICIENCY | Prerequisite: None. A character with this feat has the basic knowledge of how to effectively use a shield. Use: All classes except monks, rogues, sorcerers, and wizards have this feat for free. NWN Manual - pg. 96. |
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FEAT_SILENCE_SPELL | Prerequisite: Ability to cast 1st-level spells. Magical experise allows the casting of certain spells without using a verbal component. Use: Silenced spells occupy spell slots one level higher than normal. NWN Manual - pg. 96. |
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FEAT_SKILL_AFFINITY_CONCENTRATION | Gnome racial ability. +2 to Concentration skill. Gnomes are very focused when given a target to study.
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FEAT_SKILL_AFFINITY_LISTEN | Elf, Halfling, and Gnome racial ability. +2 to Listen skill. These races are especially sharp of hearing. |
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FEAT_SKILL_AFFINITY_LORE | Dwarven racial ability. +2 to Lore skill. Dwarves have an eye for the valuable. |
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FEAT_SKILL_AFFINITY_MOVE_SILENTLY | Halfling racial ability. +2 to Move Silently skill. Halflings are adept at moving silently as they practice it for fun almost their first steps. |
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FEAT_SKILL_AFFINITY_SEARCH | Elf racial ability. +2 to Search skill. Elves have an affinity for recognizing that which is hidden or elusive to the eye.
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FEAT_SKILL_AFFINITY_SPOT | Elf racial ability. +2 to Spot skill. Elves are especially sharp sighted. |
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FEAT_SKILL_FOCUS_ANIMAL_EMPATHY | Prerequisite: Able to use the skill. A character with this feat is adept at the specific skill, gaining a +3 bonus on all checks with it. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different skill in each case. |
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FEAT_SKILL_FOCUS_CONCENTRATION | Prerequisite: Able to use the skill. A character with this feat is adept at the specific skill, gaining a +3 bonus on all checks with it. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different skill in each case. |
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FEAT_SKILL_FOCUS_DISABLE_TRAP | Prerequisite: Able to use the skill. A character with this feat is adept at the specific skill, gaining a +3 bonus on all checks with it. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different skill in each case. |
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FEAT_SKILL_FOCUS_DISCIPLINE | Prerequisite: Able to use the skill. A character with this feat is adept at the specific skill, gaining a +3 bonus on all checks with it. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different skill in each case. |
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FEAT_SKILL_FOCUS_HEAL | Prerequisite: Able to use the skill. A character with this feat is adept at the specific skill, gaining a +3 bonus on all checks with it. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different skill in each case. |
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FEAT_SKILL_FOCUS_HIDE | Prerequisite: Able to use the skill. A character with this feat is adept at the specific skill, gaining a +3 bonus on all checks with it. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different skill in each case. |
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FEAT_SKILL_FOCUS_LISTEN | Prerequisite: Able to use the skill. A character with this feat is adept at the specific skill, gaining a +3 bonus on all checks with it. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different skill in each case. |
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FEAT_SKILL_FOCUS_LORE | Prerequisite: Able to use the skill. A character with this feat is adept at the specific skill, gaining a +3 bonus on all checks with it. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different skill in each case. |
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FEAT_SKILL_FOCUS_MOVE_SILENTLY | Prerequisite: Able to use the skill. A character with this feat is adept at the specific skill, gaining a +3 bonus on all checks with it. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different skill in each case. |
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FEAT_SKILL_FOCUS_OPEN_LOCK | Prerequisite: Able to use the skill. A character with this feat is adept at the specific skill, gaining a +3 bonus on all checks with it. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different skill in each case. |
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FEAT_SKILL_FOCUS_PARRY | Prerequisite: Able to use the skill. A character with this feat is adept at the specific skill, gaining a +3 bonus on all checks with it. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different skill in each case. |
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FEAT_SKILL_FOCUS_PERFORM | Prerequisite: Able to use the skill. A character with this feat is adept at the specific skill, gaining a +3 bonus on all checks with it. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different skill in each case. |
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FEAT_SKILL_FOCUS_PERSUADE | Prerequisite: Able to use the skill. A character with this feat is adept at the specific skill, gaining a +3 bonus on all checks with it. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different skill in each case. |
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FEAT_SKILL_FOCUS_PICK_POCKET | Prerequisite: Able to use the skill. A character with this feat is adept at the specific skill, gaining a +3 bonus on all checks with it. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different skill in each case. |
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FEAT_SKILL_FOCUS_SEARCH | Prerequisite: Able to use the skill. A character with this feat is adept at the specific skill, gaining a +3 bonus on all checks with it. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different skill in each case. |
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FEAT_SKILL_FOCUS_SET_TRAP | Prerequisite: Able to use the skill. A character with this feat is adept at the specific skill, gaining a +3 bonus on all checks with it. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different skill in each case. |
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FEAT_SKILL_FOCUS_SPELLCRAFT | Prerequisite: Able to use the skill. A character with this feat is adept at the specific skill, gaining a +3 bonus on all checks with it. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different skill in each case. |
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FEAT_SKILL_FOCUS_SPOT | Prerequisite: Able to use the skill. A character with this feat is adept at the specific skill, gaining a +3 bonus on all checks with it. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different skill in each case. |
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FEAT_SKILL_FOCUS_TAUNT | Prerequisite: Able to use the skill. A character with this feat is adept at the specific skill, gaining a +3 bonus on all checks with it. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different skill in each case. |
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FEAT_SKILL_FOCUS_USE_MAGIC_DEVICE | Prerequisite: Able to use the skill. A character with this feat is adept at the specific skill, gaining a +3 bonus on all checks with it. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different skill in each case. |
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FEAT_SKILL_MASTERY | Gained: Rogue - 10th and every three levels thereafter (choice). Use: Automatic. Bonuses: The rogue can take 20 whenever using the Disable Trap, Open Lock, or Set Traps skills, even if in combat. NWN Manual - pg. 68. |
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FEAT_SLIPPERY_MIND | Gained: Rogue - 10th and every three levels thereafter (choice). Use: Automatic. Bonuses: If the rogue fails his save against a mind-affecting spell, he makes an automatic reroll. NWN Manual - pg. 68. |
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FEAT_SMITE_EVIL | Gathering the might of his patron deity, the paladin can unleash a holy attack that devastates evil enemies. Gained: Paladin - 2nd level. Use: Selected. Once per day. Bonuses: The paladin applies her Charisma bonus (if positive) to her next melee attack roll, and adds a damage bonus equal to her paladin level. If the target of this attack is not evil, Smite Evil has no effect and is wasted. NWN Manual - pg. 65. |
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FEAT_SNEAK_ATTACK | Rogues study the weaknesses of their opponents, and are capable of capitalizing on this knowledge with thei deadly sneak attacks. Gained: Rogue - 1st level. Use: Automatic. Bonuses: Refer to NWN Manual - pg. 67 for additional information. |
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FEAT_SPELL_FOCUS_ABJURATION | Prerequisite: Ability to cast 1st-level spells. A character with this feat is adept in a certain school of magic, granting a +2 bonus to spell save DC for all spells that the character casts from that school. This makes it more difficult for enemies to resist the effects of spells of this school when the caster casts them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different school of magic in each case. NWN Manual - pg. 96. |
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FEAT_SPELL_FOCUS_CONJURATION | Prerequisite: Ability to cast 1st-level spells. A character with this feat is adept in a certain school of magic, granting a +2 bonus to spell save DC for all spells that the character casts from that school. This makes it more difficult for enemies to resist the effects of spells of this school when the caster casts them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different school of magic in each case. NWN Manual - pg. 96. |
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FEAT_SPELL_FOCUS_DIVINATION | Prerequisite: Ability to cast 1st-level spells. A character with this feat is adept in a certain school of magic, granting a +2 bonus to spell save DC for all spells that the character casts from that school. This makes it more difficult for enemies to resist the effects of spells of this school when the caster casts them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different school of magic in each case. NWN Manual - pg. 96. |
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FEAT_SPELL_FOCUS_ENCHANTMENT | Prerequisite: Ability to cast 1st-level spells. A character with this feat is adept in a certain school of magic, granting a +2 bonus to spell save DC for all spells that the character casts from that school. This makes it more difficult for enemies to resist the effects of spells of this school when the caster casts them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different school of magic in each case. NWN Manual - pg. 96. |
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FEAT_SPELL_FOCUS_EVOCATION | Prerequisite: Ability to cast 1st-level spells. A character with this feat is adept in a certain school of magic, granting a +2 bonus to spell save DC for all spells that the character casts from that school. This makes it more difficult for enemies to resist the effects of spells of this school when the caster casts them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different school of magic in each case. NWN Manual - pg. 96. |
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FEAT_SPELL_FOCUS_ILLUSION | Prerequisite: Ability to cast 1st-level spells. A character with this feat is adept in a certain school of magic, granting a +2 bonus to spell save DC for all spells that the character casts from that school. This makes it more difficult for enemies to resist the effects of spells of this school when the caster casts them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different school of magic in each case. Gnome racial ability. NWN Manual - pg. 96. |
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FEAT_SPELL_FOCUS_NECROMANCY | Prerequisite: Ability to cast 1st-level spells. A character with this feat is adept in a certain school of magic, granting a +2 bonus to spell save DC for all spells that the character casts from that school. This makes it more difficult for enemies to resist the effects of spells of this school when the caster casts them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different school of magic in each case. NWN Manual - pg. 96. |
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FEAT_SPELL_FOCUS_TRANSMUTATION | Prerequisite: Ability to cast 1st-level spells. A character with this feat is adept in a certain school of magic, granting a +2 bonus to spell save DC for all spells that the character casts from that school. This makes it more difficult for enemies to resist the effects of spells of this school when the caster casts them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different school of magic in each case. NWN Manual - pg. 96. |
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FEAT_SPELL_PENETRATION | Prerequisite: Ability to cast 1st-level spells. A character with this feat can use magic to better pierce the defenses of his opponents, gaining a +2 bonus to caster level checks to beat a creature's spell resistance. Use: Automatic. NWN Manual - pg. 97. |
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FEAT_STILL_MIND | |
FEAT_STILL_SPELL | Prerequisite: Ability to cast 1st-level spells. Magical expertise allows certain spells to be cast without gestures, ignoring their somatic component. Any penalties incurred from casting in armor do not apply to a spell that has been prepared by this feat. Use: Stilled spells occupy spell slots one level higher than normal. NWN Manual - pg. 97. |
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FEAT_STONECUNNING | Dwarven racial ability. +2 to Search Skill in subterranean areas. Dwarves are particularly aware of their surroundings while beneath the surface of the earth.
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FEAT_STRENGTH_DOMAIN_POWER | Ability to activate "Divine Strength" giving the PC a bonus to strength of 2 + 1 for every 3 class levels. It has a duration of 5 + charisma bonus. Ability to cast following spells (and level needed): Divine Power (3), Stoneskin (5). |
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FEAT_STUNNING_FIST | Prerequisite: DEX 13+, WIS 13+, Sap, Base attack bonus +8 or higher, Improved Unarmed Strike. A character with this feat can attempt a disabling strike with a -4 attack penalty and a -4 damage penalty. If successful they have hit a vulnerable spot, and the target must make a Fortitude save (DC 10 + 1/2 the attacker's level + the attacker's Wisdom modifier) or be held for three rounds. Refer to NWN Manual - pg. 97 for additional info. |
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FEAT_SUMMON_FAMILIAR | Gained: Sorcerer/Wizard - 1st level. Use: Selected. Once per day. Bonuses: Able to summon a small creature to assist in combat or scouting. If the familiar dies, the caster loses 1d6 hit points, but the familiar will be available to summon again the next day. NWN Manual - pg. 69. |
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FEAT_SUN_DOMAIN_POWER | Add 1d6 to all undead turning checks to determine maximum HD of undead turned. Adds 1d4 to number of undead turned. Ability to cast the following spells (and level needed): Searing Light (2), Sunbeam (7). |
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FEAT_TOUGHNESS | Prerequisite: None. 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. Use: Automatic. NWN Manual - pg. 98. |
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FEAT_TRACKLESS_STEP | Druid or Ranger moves stealthily through wilderness area. Gained: Druid - 3rd level, Ranger - 1st level. Use: Automatic. Bonuses: Grants a +4 competence bonus to Hide and Move Silently checks when in wilderness areas. NWN Manual - pg. 59. |
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FEAT_TRAVEL_DOMAIN_POWER | Ability to cast the following spells (and level needed): Entangle (1), Web (2), Freedom of Movement (3), Slow (4), Haste (5). |
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FEAT_TRICKERY_DOMAIN_POWER | Ability to activate "Divine Trickery" which affects the following skills: Hide, Persuade, Search, Disable Trap, Move Silently, Open Locks, and Pick Pockets. It adds a bonus of 1 per 2 class levels. Duration is 5 + charisma bonus. Ability to cast the following spells (and level needed): Invisibility (2), Invisibility Sphere (3), Improved Invisibility (5). |
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FEAT_TURN_UNDEAD | With this ability, the character can cause undead to flee. Gained: Cleric - 1st level, Paladin - 3rd level. Use: Selected. Can be used three times per day, plus the character's Charisma modifier. Bonuses: The character's level and Charisma are used to determine how many HD of undead are turned. If the PC has twice as many levels as the undead have HD, the undead are instantly destroyed. NWN Manual - pg. 59. |
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FEAT_TWO_WEAPON_FIGHTING | Prerequisite: None. A character with this feat reduces the penalties suffered when using a weapon in each hand. The normal penalty of -6 to the primary hand and -10 to off-hand becomes -4 for the primary hand and -8 for the off-hand. Use: The ambidexterity feat further reduces the attack penalty for the second weapon by 4 (-4/-4). Best results are achieved if the off-hand weapon is light, further reducing the penalty for both the primary and off-hand by 2 (-2/-2). Rangers receive this feat for free at 1st level. NWN Manual - pg. 98. |
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FEAT_UNCANNY_DODGE_1 | |
FEAT_UNCANNY_DODGE_2 | |
FEAT_UNCANNY_DODGE_3 | |
FEAT_UNCANNY_DODGE_4 | |
FEAT_UNCANNY_DODGE_5 | |
FEAT_UNCANNY_DODGE_6 | |
FEAT_UNCANNY_REFLEX | |
FEAT_VENOM_IMMUNITY | Druids are eventually able to resist the effects of most poisons. Gained: Druid - 9th level. Use: Automatic. Bonuses: Immune to poison. NWN Manual - pg. 60. |
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FEAT_WAR_DOMAIN_POWER | Ability to activate "Battle Master" which gives a bonus to: Constitution, Dexterity, Attack Rolls, and Damage. This bonus is 1 + 1 for every 5 class levels. Damage Reduction of the same amount is also granted. The duration for this effect is 5 round + the charisma bonus. Ability to cast the following spells (and level needed): Cat's Grace (2), Aura of Vitality (7). |
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FEAT_WATER_DOMAIN_POWER | Ability to turn elementals as if they were undead. Ability to cast the following spells (and level needed): Poison (3), Ice Storm (5). |
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FEAT_WEAPON_FINESSE | Prerequisite: Base attack bonus +1 or higher. A character with this feat isa dept at using light weapons subtly and effectively, allowing him to calculate attack rolls with their Dexterity modifier bonus instead of their Strength bonus (if Dexterity is higher than Strength). Use: Automatic when using any of the following weapons: dagger, handaxe, kama, kukri, light crossbow, light hammer, mace, rapier, short sword, shuriken, sickle, sling, throwing axe, and unarmed strike. NWN Manual - pg. 98. |
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FEAT_WEAPON_FOCUS_BASTARD_SWORD | Prerequisite: Proficiency with the chosen weapon type, Base attack bonus of +1 or higher. A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case. NWN Manual - pg. 99. |
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FEAT_WEAPON_FOCUS_BATTLE_AXE | Prerequisite: Proficiency with the chosen weapon type, Base attack bonus of +1 or higher. A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case. NWN Manual - pg. 99. |
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FEAT_WEAPON_FOCUS_CLUB | Prerequisite: Proficiency with the chosen weapon type, Base attack bonus of +1 or higher. A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case. NWN Manual - pg. 99. |
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FEAT_WEAPON_FOCUS_CREATURE | Prerequisite: Proficiency with the chosen weapon type, Base attack bonus of +1 or higher. A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case. NWN Manual - pg. 99. |
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FEAT_WEAPON_FOCUS_DAGGER | Prerequisite: Proficiency with the chosen weapon type, Base attack bonus of +1 or higher. A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case. NWN Manual - pg. 99. |
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FEAT_WEAPON_FOCUS_DART | Prerequisite: Proficiency with the chosen weapon type, Base attack bonus of +1 or higher. A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case. NWN Manual - pg. 99. |
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FEAT_WEAPON_FOCUS_DIRE_MACE | Prerequisite: Proficiency with the chosen weapon type, Base attack bonus of +1 or higher. A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case. NWN Manual - pg. 99. |
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FEAT_WEAPON_FOCUS_DOUBLE_AXE | Prerequisite: Proficiency with the chosen weapon type, Base attack bonus of +1 or higher. A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case. NWN Manual - pg. 99. |
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FEAT_WEAPON_FOCUS_GREAT_AXE | Prerequisite: Proficiency with the chosen weapon type, Base attack bonus of +1 or higher. A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case. NWN Manual - pg. 99. |
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FEAT_WEAPON_FOCUS_GREAT_SWORD | Prerequisite: Proficiency with the chosen weapon type, Base attack bonus of +1 or higher. A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case. NWN Manual - pg. 99. |
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FEAT_WEAPON_FOCUS_HALBERD | Prerequisite: Proficiency with the chosen weapon type, Base attack bonus of +1 or higher. A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case. NWN Manual - pg. 99. |
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FEAT_WEAPON_FOCUS_HAND_AXE | Prerequisite: Proficiency with the chosen weapon type, Base attack bonus of +1 or higher. A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case. NWN Manual - pg. 99. |
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FEAT_WEAPON_FOCUS_HEAVY_CROSSBOW | Prerequisite: Proficiency with the chosen weapon type, Base attack bonus of +1 or higher. A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case. NWN Manual - pg. 99. |
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FEAT_WEAPON_FOCUS_HEAVY_FLAIL | Prerequisite: Proficiency with the chosen weapon type, Base attack bonus of +1 or higher. A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case. NWN Manual - pg. 99. |
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FEAT_WEAPON_FOCUS_KAMA | Prerequisite: Proficiency with the chosen weapon type, Base attack bonus of +1 or higher. A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case. NWN Manual - pg. 99. |
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FEAT_WEAPON_FOCUS_KATANA | Prerequisite: Proficiency with the chosen weapon type, Base attack bonus of +1 or higher. A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case. NWN Manual - pg. 99. |
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FEAT_WEAPON_FOCUS_KUKRI | Prerequisite: Proficiency with the chosen weapon type, Base attack bonus of +1 or higher. A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case. NWN Manual - pg. 99. |
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FEAT_WEAPON_FOCUS_LIGHT_CROSSBOW | Prerequisite: Proficiency with the chosen weapon type, Base attack bonus of +1 or higher. A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case. NWN Manual - pg. 99. |
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FEAT_WEAPON_FOCUS_LIGHT_FLAIL | Prerequisite: Proficiency with the chosen weapon type, Base attack bonus of +1 or higher. A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case. NWN Manual - pg. 99. |
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FEAT_WEAPON_FOCUS_LIGHT_HAMMER | Prerequisite: Proficiency with the chosen weapon type, Base attack bonus of +1 or higher. A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case. NWN Manual - pg. 99. |
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FEAT_WEAPON_FOCUS_LIGHT_MACE | Prerequisite: Proficiency with the chosen weapon type, Base attack bonus of +1 or higher. A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case. NWN Manual - pg. 99. |
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FEAT_WEAPON_FOCUS_LONG_SWORD | Prerequisite: Proficiency with the chosen weapon type, Base attack bonus of +1 or higher. A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case. NWN Manual - pg. 99. |
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FEAT_WEAPON_FOCUS_LONGBOW | Prerequisite: Proficiency with the chosen weapon type, Base attack bonus of +1 or higher. A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case. NWN Manual - pg. 99. |
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FEAT_WEAPON_FOCUS_MORNING_STAR | Prerequisite: Proficiency with the chosen weapon type, Base attack bonus of +1 or higher. A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case. NWN Manual - pg. 99. |
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FEAT_WEAPON_FOCUS_RAPIER | Prerequisite: Proficiency with the chosen weapon type, Base attack bonus of +1 or higher. A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case. NWN Manual - pg. 99. |
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FEAT_WEAPON_FOCUS_SCIMITAR | Prerequisite: Proficiency with the chosen weapon type, Base attack bonus of +1 or higher. A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case. NWN Manual - pg. 99. |
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FEAT_WEAPON_FOCUS_SCYTHE | Prerequisite: Proficiency with the chosen weapon type, Base attack bonus of +1 or higher. A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case. NWN Manual - pg. 99. |
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FEAT_WEAPON_FOCUS_SHORT_SWORD | Prerequisite: Proficiency with the chosen weapon type, Base attack bonus of +1 or higher. A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case. NWN Manual - pg. 99. |
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FEAT_WEAPON_FOCUS_SHORTBOW | Prerequisite: Proficiency with the chosen weapon type, Base attack bonus of +1 or higher. A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case. NWN Manual - pg. 99. |
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FEAT_WEAPON_FOCUS_SHURIKEN | Prerequisite: Proficiency with the chosen weapon type, Base attack bonus of +1 or higher. A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case. NWN Manual - pg. 99. |
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FEAT_WEAPON_FOCUS_SICKLE | Prerequisite: Proficiency with the chosen weapon type, Base attack bonus of +1 or higher. A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case. NWN Manual - pg. 99. |
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FEAT_WEAPON_FOCUS_SLING | Prerequisite: Proficiency with the chosen weapon type, Base attack bonus of +1 or higher. A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case. NWN Manual - pg. 99. |
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FEAT_WEAPON_FOCUS_SPEAR | Prerequisite: Proficiency with the chosen weapon type, Base attack bonus of +1 or higher. A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case. NWN Manual - pg. 99. |
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FEAT_WEAPON_FOCUS_STAFF | Prerequisite: Proficiency with the chosen weapon type, Base attack bonus of +1 or higher. A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case. NWN Manual - pg. 99. |
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FEAT_WEAPON_FOCUS_THROWING_AXE | Prerequisite: Proficiency with the chosen weapon type, Base attack bonus of +1 or higher. A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case. NWN Manual - pg. 99. |
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FEAT_WEAPON_FOCUS_TWO_BLADED_SWORD | Prerequisite: Proficiency with the chosen weapon type, Base attack bonus of +1 or higher. A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case. NWN Manual - pg. 99. |
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FEAT_WEAPON_FOCUS_UNARMED_STRIKE | Prerequisite: Proficiency with the chosen weapon type, Base attack bonus of +1 or higher. A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case. NWN Manual - pg. 99. |
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FEAT_WEAPON_FOCUS_WAR_HAMMER | Prerequisite: Proficiency with the chosen weapon type, Base attack bonus of +1 or higher. A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case. NWN Manual - pg. 99. |
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FEAT_WEAPON_PROFICIENCY_CREATURE | |
FEAT_WEAPON_PROFICIENCY_DRUID | |
FEAT_WEAPON_PROFICIENCY_ELF | Elf racial ability. Regardless of class, all Elves are proficient in longsword, rapier, shortbow and longbow. They are trained from childhood to use each of them and no matter their later vocation, they will always have knowledge of their use. |
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FEAT_WEAPON_PROFICIENCY_EXOTIC | Prerequisite: Base attack bonus +1 or higher. This feat allows effective use of all exotic weapons. The exotic weapons list includes the dire mace, double axe, kama, katana, kukri, scythe, shuriken, and two-bladed sword. Use: Automatic. NWN Manual - pg. 99. |
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FEAT_WEAPON_PROFICIENCY_MARTIAL | Prerequisite: None. This feat allows effective use of all martial weapons. A character cannot equip weapons they are not proficient in. The martial weapons list includes the bastard sword, battleaxe, greataxe, greatsword, halberd, handaxe, heavy flail, light flail, light hammer, longbow, longsword, rapier, scimitar, short sword, shortbow, throwing axe, and warhammer. Use: Barbarians, fighters, paladins, and rangers are automatically proficient with all martial weapons. NWN Manual - pg. 99. |
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FEAT_WEAPON_PROFICIENCY_MONK | |
FEAT_WEAPON_PROFICIENCY_ROGUE | |
FEAT_WEAPON_PROFICIENCY_SIMPLE | Prerequisite: None. This feat allows effective use of all simple weapons including club, dagger, mace, sickle, spear, morningstar, quarterstaff, light crossbow, dart, sling, and havey crossbow. A character cannot equip weapons they are not proficient in. Use: All characters except for druids, monks, rogues, and wizards are automatically proficient with all simple weapons. The spell Tenser's Transformation gives a wizard a temporary proficiency with all simple weapons. NWN Manual - pg. 100. |
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FEAT_WEAPON_PROFICIENCY_WIZARD | |
FEAT_WEAPON_SPECIALIZATION_BASTARD_SWORD | Prerequisite: Fighter with Base attack bonus of +4 or higher, Weapon Focus in the chosen weapon type. A character with this feat has trained especially hard with a specific weapon group, gaining a +2 damage bonus with that category. Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case, so long as that group is already associated with Weapon Focus. NWN Manual - pg. 100. |
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FEAT_WEAPON_SPECIALIZATION_BATTLE_AXE | Prerequisite: Fighter with Base attack bonus of +4 or higher, Weapon Focus in the chosen weapon type. A character with this feat has trained especially hard with a specific weapon group, gaining a +2 damage bonus with that category. Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case, so long as that group is already associated with Weapon Focus. NWN Manual - pg. 100. |
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FEAT_WEAPON_SPECIALIZATION_CLUB | Prerequisite: Fighter with Base attack bonus of +4 or higher, Weapon Focus in the chosen weapon type. A character with this feat has trained especially hard with a specific weapon group, gaining a +2 damage bonus with that category. Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case, so long as that group is already associated with Weapon Focus. NWN Manual - pg. 100. |
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FEAT_WEAPON_SPECIALIZATION_CREATURE | Prerequisite: Fighter with Base attack bonus of +4 or higher, Weapon Focus in the chosen weapon type. A character with this feat has trained especially hard with a specific weapon group, gaining a +2 damage bonus with that category. Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case, so long as that group is already associated with Weapon Focus. NWN Manual - pg. 100. |
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FEAT_WEAPON_SPECIALIZATION_DAGGER | Prerequisite: Fighter with Base attack bonus of +4 or higher, Weapon Focus in the chosen weapon type. A character with this feat has trained especially hard with a specific weapon group, gaining a +2 damage bonus with that category. Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case, so long as that group is already associated with Weapon Focus. NWN Manual - pg. 100. |
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FEAT_WEAPON_SPECIALIZATION_DART | Prerequisite: Fighter with Base attack bonus of +4 or higher, Weapon Focus in the chosen weapon type. A character with this feat has trained especially hard with a specific weapon group, gaining a +2 damage bonus with that category. Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case, so long as that group is already associated with Weapon Focus. NWN Manual - pg. 100. |
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FEAT_WEAPON_SPECIALIZATION_DIRE_MACE | Prerequisite: Fighter with Base attack bonus of +4 or higher, Weapon Focus in the chosen weapon type. A character with this feat has trained especially hard with a specific weapon group, gaining a +2 damage bonus with that category. Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case, so long as that group is already associated with Weapon Focus. NWN Manual - pg. 100. |
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FEAT_WEAPON_SPECIALIZATION_DOUBLE_AXE | Prerequisite: Fighter with Base attack bonus of +4 or higher, Weapon Focus in the chosen weapon type. A character with this feat has trained especially hard with a specific weapon group, gaining a +2 damage bonus with that category. Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case, so long as that group is already associated with Weapon Focus. NWN Manual - pg. 100. |
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FEAT_WEAPON_SPECIALIZATION_GREAT_AXE | Prerequisite: Fighter with Base attack bonus of +4 or higher, Weapon Focus in the chosen weapon type. A character with this feat has trained especially hard with a specific weapon group, gaining a +2 damage bonus with that category. Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case, so long as that group is already associated with Weapon Focus. NWN Manual - pg. 100. |
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FEAT_WEAPON_SPECIALIZATION_GREAT_SWORD | Prerequisite: Fighter with Base attack bonus of +4 or higher, Weapon Focus in the chosen weapon type. A character with this feat has trained especially hard with a specific weapon group, gaining a +2 damage bonus with that category. Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case, so long as that group is already associated with Weapon Focus. NWN Manual - pg. 100. |
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FEAT_WEAPON_SPECIALIZATION_HALBERD | Prerequisite: Fighter with Base attack bonus of +4 or higher, Weapon Focus in the chosen weapon type. A character with this feat has trained especially hard with a specific weapon group, gaining a +2 damage bonus with that category. Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case, so long as that group is already associated with Weapon Focus. NWN Manual - pg. 100. |
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FEAT_WEAPON_SPECIALIZATION_HAND_AXE | Prerequisite: Fighter with Base attack bonus of +4 or higher, Weapon Focus in the chosen weapon type. A character with this feat has trained especially hard with a specific weapon group, gaining a +2 damage bonus with that category. Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case, so long as that group is already associated with Weapon Focus. NWN Manual - pg. 100. |
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FEAT_WEAPON_SPECIALIZATION_HEAVY_CROSSBOW | Prerequisite: Fighter with Base attack bonus of +4 or higher, Weapon Focus in the chosen weapon type. A character with this feat has trained especially hard with a specific weapon group, gaining a +2 damage bonus with that category. Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case, so long as that group is already associated with Weapon Focus. NWN Manual - pg. 100. |
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FEAT_WEAPON_SPECIALIZATION_HEAVY_FLAIL | Prerequisite: Fighter with Base attack bonus of +4 or higher, Weapon Focus in the chosen weapon type. A character with this feat has trained especially hard with a specific weapon group, gaining a +2 damage bonus with that category. Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case, so long as that group is already associated with Weapon Focus. NWN Manual - pg. 100. |
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FEAT_WEAPON_SPECIALIZATION_KAMA | Prerequisite: Fighter with Base attack bonus of +4 or higher, Weapon Focus in the chosen weapon type. A character with this feat has trained especially hard with a specific weapon group, gaining a +2 damage bonus with that category. Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case, so long as that group is already associated with Weapon Focus. NWN Manual - pg. 100. |
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FEAT_WEAPON_SPECIALIZATION_KATANA | Prerequisite: Fighter with Base attack bonus of +4 or higher, Weapon Focus in the chosen weapon type. A character with this feat has trained especially hard with a specific weapon group, gaining a +2 damage bonus with that category. Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case, so long as that group is already associated with Weapon Focus. NWN Manual - pg. 100. |
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FEAT_WEAPON_SPECIALIZATION_KUKRI | Prerequisite: Fighter with Base attack bonus of +4 or higher, Weapon Focus in the chosen weapon type. A character with this feat has trained especially hard with a specific weapon group, gaining a +2 damage bonus with that category. Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case, so long as that group is already associated with Weapon Focus. NWN Manual - pg. 100. |
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FEAT_WEAPON_SPECIALIZATION_LIGHT_CROSSBOW | Prerequisite: Fighter with Base attack bonus of +4 or higher, Weapon Focus in the chosen weapon type. A character with this feat has trained especially hard with a specific weapon group, gaining a +2 damage bonus with that category. Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case, so long as that group is already associated with Weapon Focus. NWN Manual - pg. 100. |
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FEAT_WEAPON_SPECIALIZATION_LIGHT_FLAIL | Prerequisite: Fighter with Base attack bonus of +4 or higher, Weapon Focus in the chosen weapon type. A character with this feat has trained especially hard with a specific weapon group, gaining a +2 damage bonus with that category. Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case, so long as that group is already associated with Weapon Focus. NWN Manual - pg. 100. |
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FEAT_WEAPON_SPECIALIZATION_LIGHT_HAMMER | Prerequisite: Fighter with Base attack bonus of +4 or higher, Weapon Focus in the chosen weapon type. A character with this feat has trained especially hard with a specific weapon group, gaining a +2 damage bonus with that category. Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case, so long as that group is already associated with Weapon Focus. NWN Manual - pg. 100. |
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FEAT_WEAPON_SPECIALIZATION_LIGHT_MACE | Prerequisite: Fighter with Base attack bonus of +4 or higher, Weapon Focus in the chosen weapon type. A character with this feat has trained especially hard with a specific weapon group, gaining a +2 damage bonus with that category. Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case, so long as that group is already associated with Weapon Focus. NWN Manual - pg. 100. |
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FEAT_WEAPON_SPECIALIZATION_LONG_SWORD | Prerequisite: Fighter with Base attack bonus of +4 or higher, Weapon Focus in the chosen weapon type. A character with this feat has trained especially hard with a specific weapon group, gaining a +2 damage bonus with that category. Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case, so long as that group is already associated with Weapon Focus. NWN Manual - pg. 100. |
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FEAT_WEAPON_SPECIALIZATION_LONGBOW | Prerequisite: Fighter with Base attack bonus of +4 or higher, Weapon Focus in the chosen weapon type. A character with this feat has trained especially hard with a specific weapon group, gaining a +2 damage bonus with that category. Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case, so long as that group is already associated with Weapon Focus. NWN Manual - pg. 100. |
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FEAT_WEAPON_SPECIALIZATION_MORNING_STAR | Prerequisite: Fighter with Base attack bonus of +4 or higher, Weapon Focus in the chosen weapon type. A character with this feat has trained especially hard with a specific weapon group, gaining a +2 damage bonus with that category. Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case, so long as that group is already associated with Weapon Focus. NWN Manual - pg. 100. |
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FEAT_WEAPON_SPECIALIZATION_RAPIER | Prerequisite: Fighter with Base attack bonus of +4 or higher, Weapon Focus in the chosen weapon type. A character with this feat has trained especially hard with a specific weapon group, gaining a +2 damage bonus with that category. Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case, so long as that group is already associated with Weapon Focus. NWN Manual - pg. 100. |
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FEAT_WEAPON_SPECIALIZATION_SCIMITAR | Prerequisite: Fighter with Base attack bonus of +4 or higher, Weapon Focus in the chosen weapon type. A character with this feat has trained especially hard with a specific weapon group, gaining a +2 damage bonus with that category. Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case, so long as that group is already associated with Weapon Focus. NWN Manual - pg. 100. |
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FEAT_WEAPON_SPECIALIZATION_SCYTHE | Prerequisite: Fighter with Base attack bonus of +4 or higher, Weapon Focus in the chosen weapon type. A character with this feat has trained especially hard with a specific weapon group, gaining a +2 damage bonus with that category. Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case, so long as that group is already associated with Weapon Focus. NWN Manual - pg. 100. |
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FEAT_WEAPON_SPECIALIZATION_SHORT_SWORD | Prerequisite: Fighter with Base attack bonus of +4 or higher, Weapon Focus in the chosen weapon type. A character with this feat has trained especially hard with a specific weapon group, gaining a +2 damage bonus with that category. Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case, so long as that group is already associated with Weapon Focus. NWN Manual - pg. 100. |
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FEAT_WEAPON_SPECIALIZATION_SHORTBOW | Prerequisite: Fighter with Base attack bonus of +4 or higher, Weapon Focus in the chosen weapon type. A character with this feat has trained especially hard with a specific weapon group, gaining a +2 damage bonus with that category. Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case, so long as that group is already associated with Weapon Focus. NWN Manual - pg. 100. |
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FEAT_WEAPON_SPECIALIZATION_SHURIKEN | Prerequisite: Fighter with Base attack bonus of +4 or higher, Weapon Focus in the chosen weapon type. A character with this feat has trained especially hard with a specific weapon group, gaining a +2 damage bonus with that category. Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case, so long as that group is already associated with Weapon Focus. NWN Manual - pg. 100. |
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FEAT_WEAPON_SPECIALIZATION_SICKLE | Prerequisite: Fighter with Base attack bonus of +4 or higher, Weapon Focus in the chosen weapon type. A character with this feat has trained especially hard with a specific weapon group, gaining a +2 damage bonus with that category. Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case, so long as that group is already associated with Weapon Focus. NWN Manual - pg. 100. |
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FEAT_WEAPON_SPECIALIZATION_SLING | Prerequisite: Fighter with Base attack bonus of +4 or higher, Weapon Focus in the chosen weapon type. A character with this feat has trained especially hard with a specific weapon group, gaining a +2 damage bonus with that category. Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case, so long as that group is already associated with Weapon Focus. NWN Manual - pg. 100. |
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FEAT_WEAPON_SPECIALIZATION_SPEAR | Prerequisite: Fighter with Base attack bonus of +4 or higher, Weapon Focus in the chosen weapon type. A character with this feat has trained especially hard with a specific weapon group, gaining a +2 damage bonus with that category. Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case, so long as that group is already associated with Weapon Focus. NWN Manual - pg. 100. |
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FEAT_WEAPON_SPECIALIZATION_STAFF | Prerequisite: Fighter with Base attack bonus of +4 or higher, Weapon Focus in the chosen weapon type. A character with this feat has trained especially hard with a specific weapon group, gaining a +2 damage bonus with that category. Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case, so long as that group is already associated with Weapon Focus. NWN Manual - pg. 100. |
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FEAT_WEAPON_SPECIALIZATION_THROWING_AXE | Prerequisite: Fighter with Base attack bonus of +4 or higher, Weapon Focus in the chosen weapon type. A character with this feat has trained especially hard with a specific weapon group, gaining a +2 damage bonus with that category. Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case, so long as that group is already associated with Weapon Focus. NWN Manual - pg. 100. |
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FEAT_WEAPON_SPECIALIZATION_TWO_BLADED_SWORD | Prerequisite: Fighter with Base attack bonus of +4 or higher, Weapon Focus in the chosen weapon type. A character with this feat has trained especially hard with a specific weapon group, gaining a +2 damage bonus with that category. Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case, so long as that group is already associated with Weapon Focus. NWN Manual - pg. 100. |
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FEAT_WEAPON_SPECIALIZATION_UNARMED_STRIKE | Prerequisite: Fighter with Base attack bonus of +4 or higher, Weapon Focus in the chosen weapon type. A character with this feat has trained especially hard with a specific weapon group, gaining a +2 damage bonus with that category. Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case, so long as that group is already associated with Weapon Focus. NWN Manual - pg. 100. |
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FEAT_WEAPON_SPECIALIZATION_WAR_HAMMER | Prerequisite: Fighter with Base attack bonus of +4 or higher, Weapon Focus in the chosen weapon type. A character with this feat has trained especially hard with a specific weapon group, gaining a +2 damage bonus with that category. Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case, so long as that group is already associated with Weapon Focus. NWN Manual - pg. 100. |
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FEAT_WHOLENESS_OF_BODY | The monk is capable of healing their wounds. Gained: Monk - 7th level. Use: Selected. Once per day. Bonuses: Restore a number of hit points equal to twice the character's level. NWN Manual - pg. 62. |
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FEAT_WILD_SHAPE | The druid gains the ability to shape shift into various animal forms. Gained: Druid - 5th level. Use: Selected. 1/day at 5th level, 2/day at 6th level, 2/day at 7th level, 4/day at 10th level, 5/day at 14th level, and at 18th level, Wild Shape may be used 6 times a day. This ability last one hour per level. Bonuses: The druid may choose from several different animal forms (and these forms improve as the druid gains levels.) NWN Manual - pg. 60. |
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FEAT_WOODLAND_STRIDE | Druids may walk with ease through magical and non-magical impediments to movement. Gained: Druid - 2nd level. Use: Automatic. Bonuses: Immune to grease, web, and entangle spells and effects. NWN Manual - pg. 59. |
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