FEAT_* Constant Group

Constants that deal with different feats that can be performed.



Constants

ConstantDescription
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).
FEAT_ALERTNESS
Prerequisite: None. Gives +2 on all Spot and Listen checks. Use: Automatic. NWN Manual - pg. 87.
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.
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.
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).
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.
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.
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.
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.
FEAT_BARBARIAN_ENDURANCE
Barbarians gain a 10% bonus to their movement speed. Gained: Barbarian - 1st level. Use: Automatic. NWN Manual - pg. 56.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
FEAT_DARKVISION
Dwarf and Half-orc racial ability. Ability to see in darkness almost as if it were daylight to 60'.
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).
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.
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.
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).
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.
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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
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.
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).
FEAT_GREAT_FORTITUDE
Prerequisite: None. A character with this feat is very hardy, gaining a +2 bonus to all Fortitude saving throws. Use: Automatic.
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.
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.
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.
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.
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).
FEAT_IMMUNITY_TO_SLEEP
Elf and Half-elf racial ability. These races are immune to the Sleep spell and all sleep-like spells.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
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.
FEAT_LOWLIGHTVISION
Elf, Half-elf, and Gnome racial ability. Ability to see better than normal in low light situations.
FEAT_LUCK_DOMAIN_POWER
UNKNOWN
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.
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).
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.
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.
FEAT_MONK_AC_BONUS
Monks add both their wisdom modifier and their dexterity modifier to their armor class. NWN Manual - pg. 61.
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.
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.
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.
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.
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.
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.
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.
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).
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.
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.
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).
FEAT_PURITY_OF_BODY
Monks are immune to common diseases. Gained: Monk - 5th level. Use: Automatic. Bonuses: Immune to diseases. NWN Manual - pg. 62.
FEAT_QUICK_TO_MASTER
Human racial ability. 1 extra feat gained at 1st level.
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.
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.
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.
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.
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.
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.
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.
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.
FEAT_SKILL_AFFINITY_CONCENTRATION
Gnome racial ability. +2 to Concentration skill. Gnomes are very focused when given a target to study.
FEAT_SKILL_AFFINITY_LISTEN
Elf, Halfling, and Gnome racial ability. +2 to Listen skill. These races are especially sharp of hearing.
FEAT_SKILL_AFFINITY_LORE
Dwarven racial ability. +2 to Lore skill. Dwarves have an eye for the valuable.
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.
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.
FEAT_SKILL_AFFINITY_SPOT
Elf racial ability. +2 to Spot skill. Elves are especially sharp sighted.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
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.
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).
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.
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.
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).
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).
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.
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.
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.
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).
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.

See Also

functions: ActionUseFeat | DecrementRemainingFeatUses | GetHasFeat | GetHasFeatEffect | TalentFeat | VerifyDisarm


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