Feats (New as well as changed Feats & Domains)

Rules & Custom Content
Post Reply
User avatar
K.Kragh
Server Leader
Posts: 130
Joined: Thu Jan 13, 2022 5:50 pm

Feats (New as well as changed Feats & Domains)

Post by K.Kragh »

Feats Removed:
- Daylight Adaption
- Dinosaur Companion
- Expose Weakness
- Persistent Spell

Furthermore we have taken out all vanilla crafting feats. Instead we will be implementing custom designed crafting systems.

Changed Feats:

General Feats:
- Able Learner: Requirements changed, now requires 14 intelligence to pick
- Combat Casting: Now gives +4 Concentration straight up
- Divine Might: Requires: Turn Undead & 13 Strength-
- Epic Divine Might: Requires: Divine Might, 21 Strength and 21 Charisma & Epic level.
- Divine Shield: Requires: Turn Undead & 18 Charisma. Is now an instantly activated ability
- Improved Stunning Fist no longer requires any Dex or Wisdom.
- Self-Concealment: Requirements changed to 25 dex, 25 hide & 25 Tumble

Special Class Feats:

- Rage: Now also gives 2 Fast Regeneration while active.
- Greater Rage: Now also gives 4 Fast Regeneration while active.
- Tireless Rage: Now also gives 6 Fast Regeneration while active.
- Mighty Rage: Now also gives 8 Fast Regeneration while active.
- Epic Rage: Requirements changed: Strength requirement removed but requires 25 base attack bonus. The feat now also gives 10 Fast Regeneration while active.
- Extend Rage: Now doubles the Rage duration.

Barbarian Rages no longer lowers the AC of the character raging. This means that healers can now use Greater Restoration on raging frontline warriors without taking away their rage.

- Lay on Hands changed so that the Paladin can use it 3 times per day. It is now instantly activated and have new spell effects.
- Perfect self: damage reduction of perfect self is increased to 20/magic like in NWN1. Furthermore we are attempting to make it scale so that it gives decreasing amounts of protection depending on the quality of the weapon striking them.
- Wholeness of Body: Changed so that it heals a number of hit points equal to monk level * wisdom modifier. A level 10 monk with 16 wisdom will heal 30 HP.

Epic Feats:
- Epic Skill Focus Feats activated. To take any epic skill focus feat, you must first take the normal skill focus feat of the relevant skill.
- Epic Skill Focus Sense Motive. Requires Skill Focus Sense Motive to pick.
- Epic Stealthy +5 hide and +5 move silently. Requires Stealthy to have been taken too.
- Blinding Speed: Duration increased to 10 rounds. Can be used 4 times pr. day.
- Last Stand: Now has a cooldown of 10 minutes.

New Feats:
- Skill Focus Sense Motive

Hard to Kill:
- When not wearing heavy armor or tower shield, the Northern Warrior adds his constitution modifier to his armor class.

Reap Soul:
On a melee touch attack the Knight of Hel will try to reap someone’s soul, he will steal on a successful melee touch attack (Charisma modifier*Half Knight of Hel level). So a level 6 with 18 charisma(4 modifier) (steals 4(cha)x3(level)negative and adds it to his own health. This ability can be used three times per day.

Katana Finesse:
Prerequisite:
- Feat: Exotic Weapon
- Feat: Weapon Finesse
- Feat: Weapon Focus Katana
- Feat: Improved Critical Katana
Effect:
You can now use your dexterity modifier instead of your strength modifier to determine attack bonus and it adds your dexterity modifier to your damage while wielding a Katana. If you dual-wield or use a shield, this bonus is lost. Because this feat does not work with Ki Damage from the Weapon Master, he gets a flat +1 damage bonus on level 5 Weapon Master, and another bonus for a total of +2 damage on level 10 Weapon Master.

Katana Fury:
Prerequisite:
- Character must be epic
- Feat: Katana Finesse
Effect: This feats allows you to dual wield Katanas while still using your dex modifier to determine your attack bonus and damage.

Taunt:
Prerequisite:
- Character must have the feat Skill Focus Taunt to be able to use this feat.
Effect: In fights against monsters, taunt will interrupt the enemy and force them to change their attention towards the taunter. When used in PvP it will interrupt the actions of the enemy.

Domain changes:
Air:
Now gains Call Lightning Storm spell as a level 5 spell.

Chaos:
- Spell added: Mass Hold Monster (8)

Death:
- Spell removed: Power Word Kill (9)
- Spell added: Wail of the Banshee (9)

Destruction:
- Spell added: Enervation (4)

Evil:
- Spell removed: Evard’s black tentacles (4)
- Spell removed: weird (9)
- Spell added: Fear (4)
- Spell added: Avasculate (7)

Fire:
- Spell Moved: Wall of Fire(4).
- Spell added Flame Weapon(5)
- Spell Added: Firebrand (7)

Knowledge:
- Now also adds another two languages.

Law:
- No longer gives Hold spells as these are now part of the cleric spell book
- Gives Spell Focus Enchantment
- Gives Natural Judge: +15 Sense Motive

Sun:
- Spell added: Flame Weapon (5)

Undeath Domain:
- DC on the Undeath to Death spell is now +5

Domains removed:
- Time

Kaedrin Feats:

Battle Dancer
Type of Feat: General
Prerequisites: BAB +2, Bard 6
Benefit: You gain a +2 morale bonus on your attack rolls.
Special: A fighter can select Battle Dancer as one of his fighter bonus feats.
You strike at your foes in rime with the music you sing or in cadence with an oration you deliver. The magical power of your bardic performance drives you forward and improves your fighting ability.

Divine Armor
Type of Feat: General
Prerequisite: Turn Undead, Minimum caster level 5.
Specifics: The character may spend one of his turn undead attempts to gain DR 5/- for a number of rounds equal to the Charisma bonus.
Use: Selected.

Divine Fortune
Type of Feat: General
Prerequisite: Turn Undead, Minimum caster level 5.
Specifics: The character may spend one of his turn undead attempts to gain +4 Saving Throws for a number of rounds equal to the Charisma bonus.
Use: Selected.

Divine Cleansing
Type of Feat: General
Prerequisite: Turn Undead.
Specifics: The character may spend one of his turn undead attempts to grant all allies (including yourself) within a 60-foot burst a +2 Sacred bonus on Fortitude saving throws for a number of turns equal to the Charisma bonus.
Use: Selected.
You can channel energy to improve your allies' ability to resist attacks against their vitality and health.

Fiery Fist
Type of Feat: General
Prerequisites: BAB +8, Dex 13, Wis 13, Improved Unarmed Strike, Stunning Fist
Benefit: You can expend one of your uses of the Stunning Fist feat to surround your fists and feet in flame. You gain an extra 1d6 points of fire damage on your unarmed strikes for a number of rounds equal to 1 + your Wisdom modifier.
Special: A fighter can choose Fiery Fist as one of his fighter bonus feats.
By channeling your ki energy, you sheathe your limbs in magical fire. Your unarmed strikes deal extra fire damage.

Fiery Ki Defense
Type of Feat: General
Prerequisites: BAB +8, Dex 13, Wis 13, Fiery Fist, Improved Unarmed Strike, Stunning Fist
Benefit: You can expend one of your uses of the Stunning Fist feat to cloak yourself in flame. Any creature that strikes you with a melee attack takes 1d6 points of fire damage. This benefit lasts for a number of rounds equal to 1 + 1/2 of your Wisdom modifier.
Special: A fighter can choose Fiery Ki Defense as one of his fighter bonus feats.
You channel your ki energy into a cloak of flame that injures all who attempt to strike you.

Greater Two-Weapon Defense
Type of Feat: General
Prerequisites: Dex 19, Improved Two-Weapon Fighting, Improved Two-Weapon Defense, BAB +11
Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +4 shield bonus to your AC.
When using the Parry action, instead you get a +6 skill bonus added to your parry skill check to avoid an incoming blow.
Special: A fighter may select Greater Two-Weapon Defense as one of his fighter bonus feats.
When fighting with two weapons, your defenses are extraordinarily strong.

Intuitive Attack
Type of Feat: General
Prerequisite: Base Attack Bonus +1.
Benefit: With a simple or natural weapon, you may use your Wisdom modifier instead of your Strength modifier on attack rolls. This bonus is applied when you equip/unequip a weapon or change shapes. This includes unarmed fighting. You need 2/3 levels of Monk or Sacred Fist for the feat to work.
Special: A fighter may select Intuitive Attack as one of his fighter bonus feats.
Use: Automatic. (This bonus is calculated and applied when you equip/unequip items)
If you have Weapon Finesse you will get the difference between your Wisdom and the higher of (Str or Dex). A 14 Str, 20 Dex, 30 Wis character with weapon finesse will get a +5 (30 Wis - 20 Dex) AB bonus. Without weapon finesse the bonus for the same character would be +8 (30 Wis - 14 Str).
You fight by faith more than brute strength.
Valid Weapons: Club, Dagger, Dart, Light Mace, Sickle, Spear, Morning Star, Light Crossbow, Heavy Crossbow, Quarterstaff, Sling, Silver Sword of Gith, and unarmed attacks.

Melee Weapon Mastery (Slashing)
Type of Feat: General
You have mastered a wide range of weapons.
Prerequisite: Fighter level 12.
Benefit: When using any melee weapon that has the damage type you selected, you gain a +2 bonus on attack rolls and a +2 bonus on damage rolls. Weapons that deal more than one type of damage will NOT gain any benefit from having a melee weapon mastery in each damage type.
Special: A fighter can choose Melee Weapon Mastery as one of his bonus fighter feats.
Use: Automatic.

Melee Weapon Mastery (Piercing)
Type of Feat: General
You have mastered a wide range of weapons.
Prerequisite: Fighter level 12.
Benefit: When using any melee weapon that has the damage type you selected, you gain a +2 bonus on attack rolls and a +2 bonus on damage rolls. Weapons that deal more than one type of damage will NOT gain any benefit from having a melee weapon mastery in each damage type.
Special: A fighter can choose Melee Weapon Mastery as one of his bonus fighter feats.
Use: Automatic.

Melee Weapon Mastery (Blunt)
Type of Feat: General
You have mastered a wide range of weapons.
Prerequisite: Fighter level 12.
Benefit: When using any melee weapon that has the damage type you selected, you gain a +2 bonus on attack rolls and a +2 bonus on damage rolls. Weapons that deal more than one type of damage will NOT gain any benefit from having a melee weapon mastery in each damage type.
Special: A fighter can choose Melee Weapon Mastery as one of his bonus fighter feats.
Use: Automatic.

Oversized two weapon fighting
Type of Feat: General
Prerequisites: Str 13, Two-Weapon Fighting.
Benefit: When wielding a one-handed weapon in your off hand, you gain a +2 Attack Bonus if the weapon is larger than a light weapon. This feat will not work for Halflings or Gnomes at this time.
Special: A fighter can choose Oversized Two-Weapon Fighting as one of his fighter bonus feats.
You are adept at wielding larger than normal weapons in your off hand.
Valid weapons are Bastard Sword, Battle Axe, Club, Dwarven Waraxe, Falchion, Great Axe, Great Club, Great Sword, Halberd, Katana, Light Flail, Longsword, Magic Staff, Morningstar, Quarterstaff, Rapier, Scimitar, Scythe, Spear, Universal Sword (Silver Sword), Warhammer, and War Mace

Weapon Mastery (Ranged)
Type of Feat: General
You have mastered a wide range of weapons. Your training with one specific weapon now extends to other weapons of a similar sort.
Prerequisites: BAB +8, Weapon Specialization in one of the following weapons: Short Bow, Long Bow, Light Crossbow, Heavy Crossbow, or Sling.
Benefit: When using any ranged weapon, you gain a +1 bonus on attacks and a +1 bonus on damage (Down from +2).
Special: A fighter can choose Weapon Mastery (Ranged) as one of his fighter bonus feats.

Weapon Mastery (Unarmed)
Type of Feat: General
You have mastered combat with hand to hand and natural weapons.
Prerequisites: BAB +8, Weapon Specialization in Unarmed Strike.
Benefit: When using natural or no weapons, you gain a +1 bonus on attacks and a +1 bonus on damage(Down from +2).
Special: A fighter can choose Weapon Mastery (Unarmed) as one of his fighter bonus feats.

Weapon Supremacy
Type of Feat: General
You are a grandmaster in the use of weaponry and no foe can stand against you.
Prerequisite: Fighter level 18, any Melee Weapon Mastery feat
Benefit: You gain a +1 AB bonus and a +1 Dodge AC bonus.
Special: A fighter can choose Weapon Supremacy as one of his bonus fighter feats.
Use: Automatic.

New Feats:

Brutal Throw
Type of Feat: General and Fighter Bonus Feat
Prerequisite: None
Use: Automatic.
You have learned how to hurl weapons to deadly effect. You can add your Strength modifier (instead of your Dexterity modifier) to attack rolls with thrown weapons.

Heavy Armor Optimization
Type of Feat: General
Prerequisite: Armor Proficiency (Heavy), Base Attack Bonus +4
Use: Automatic.
When you are wearing heavy armor, lessen the armor check penalty by 1 and increase the armor bonus by 1. This is done as a +skill bonus to (Hide, Move Silently, and Tumble) and a +1 Dodge AC bonus.
A fighter can choose Greater Heavy Armor Optimization as one of his bonus fighter feats.
You have mastered the use of heavy armor, maximizing its protective qualities while moving more easily in it.

Greater Heavy Armor Optimization
Type of Feat: General
Prerequisite: Heavy Armor Optimization, Base Attack Bonus +8
Use: Automatic.
When you are wearing heavy armor, lessen the armor check penalty by 2 and increase the armor bonus by 2. This is done as a +skill bonus to (Hide, Move Silently, and Tumble) and a +2 Dodge AC bonus. This bonus replaces the one from Heavy Armor Optimization.
A fighter can choose Greater Heavy Armor Optimization as one of his bonus fighter feats.
You have mastered the use of heavy armor, maximizing its protective qualities while moving more easily in it.

Shield Specialization
Type of Feat: General
Prerequisite: Shield proficiency
Use: Selected.
You gain +1 Shield AC when using a Shield.

Custom Disarm Feats:
You can attempt to disarm an opponent and put his weapon into his inventory. 18 seconds cooldown.

The attack rolls 1d20 + bab + dex modifier + a bonus depending on class levels:
- Weapon Master / 2
- Duelist / 2
- Swashbuckler / 5
- Monk / 5
- Rogue / 5
- Neverwinter Gangster / 5
+ 4 if the attacker has the Improved Disarm feat.

The defender rolls 1d20 + bab + dex modifier or str modifier depending on what is the highest + bonuses depending on class levels:
- Weapon Master / 2
- Duelist / 2
- Swashbuckler / 5
- Monk / 5
- Rogue / 5
- Neverwinter Gangster / 5
- Fighter / 6
- Paladin / 6
- Dark Knight of Bane / 6
- Divine Champion / 5
+ 4 bonus if the defender has the Disarm feat.
another +4 for a total of 8 if the defender has the Improved Disarm feat.

Improved Disarm:
Requires 13 Intelligence and Disarm.
12 second cooldown. Gives +4 to the roll of both the attacker and the defender.
Last edited by K.Kragh on Sun Feb 11, 2024 1:56 pm, edited 9 times in total.
-------------------------------------------------------------------------
K.Kragh
Server Leader
User avatar
K.Kragh
Server Leader
Posts: 130
Joined: Thu Jan 13, 2022 5:50 pm

Re: Feats (New as well as changed Feats & Domains)

Post by K.Kragh »

Updated
-------------------------------------------------------------------------
K.Kragh
Server Leader