Ir ao conteúdo

Neverwinter Nights 2 (RPG) - Tópico oficial - Patch 1.231765 disponível


gandalfnho

Posts recomendados

Postado

Bem para não prolongar mais, Razi vale a pena você tentar conseguir estes jogos, principalmente pela história(já que você gosta tanto). Tente ver este site http://www.balduran.com.br/baldursgate.php...caracteristicas, possui algumas informações sobre o jogo.

Saudades...quando comprei NWN, se tivesse + dinheiro teria levado Baldur's Gate² e Dungeon Siege...mas eu não tinha R$140 sobrando na ocasião e depois me passei :P

  • Membro VIP
Postado

Espero que a história do NWN 2 seja muito boa.

De acordo com a Obsidian, a história deverá ser bem melhor do que a do NWN 1.

Alguem sabe quando vai sair NWN 2 aqui no BRASIL ?

De acordo com a informação que peguei num outro site esses tempos, está previsto para o dia 3 de novembro.

BG são expansões para o NWN ?!

prq o meu é o diamond edition (vem com 2 expansões c não me engano) porém não gostei muito do jogo :~ :/

muito lerdo pra mim :P

Não, são jogos independentes e mais antigos, mas se baseam no sistema de regras do AD&D, antecessor do D&D 3.0 usado pelo NWN.

Postado

Lista das feats do NWN2:

---BACKGROUND TRAITS---

ARTIST

Type of Feat: Background Trait

Prerequisite: Can only take this feat at 1st-level.

Specifics: Character gains a +2 bonus on Perform and Spot checks.

Use: Automatic.

BLOODED

Type of Feat: Background Trait

Prerequisite: Can only take this feat at 1st-level.

Specifics: Character gains a +2 bonus on Initiative and a +2 bonus on Spot checks.

Use: Automatic.

BULLHEADED

Type of Feat: Background Trait

Prerequisite: Can only take this feat at 1st-level.

Specifics: Character gains a +2 bonus on resisting Taunts and a +1 bonus on Will saving throws.

Use: Automatic.

COURTEOUS MAGOCRACY

Type of Feat: Background Trait

Prerequisite: Can only take this feat at 1st-level.

Specifics: Character gains a +2 bonus on Lore checks and Spellcraft checks.

Use: Automatic.

LUCK OF HEROES

Type of Feat: Background Trait

Prerequisite: Can only take this feat at 1st-level.

Specifics: Character gains a +1 bonus on all saving throws as well as a +1 luck bonus to Armor Class.

Use: Automatic.

SILVER PALM

Type of Feat: Background Trait

Prerequisite: Can only take this feat at 1st-level.

Specifics: Character gains a +2 bonus on Appraise, Bluff, and Diplomacy checks.

Use: Automatic.

SNAKE BLOOD

Type of Feat: Background Trait

Prerequisite: Can only take this feat at 1st-level.

Specifics: Character gains a +1 bonus on Reflex saves. Also, any saving throws versus poison gain an additional +2 bonus.

Use: Automatic.

STRONG SOUL

Type of Feat: Background Trait

Prerequisite: Can only take this feat at 1st-level.

Specifics: Character gains a +1 bonus to Fortitude and Will saving throws, as well as a +1 bonus to any saving throw versus Death magic.

Use: Automatic.

THUG

Type of Feat: Background Trait

Prerequisite: Can only take this feat at 1st-level.

Specifics: Character gains a +2 bonus on Initiative checks and a +2 bonus on Appraise and Intimidate checks.

Use: Automatic.

MIND OVER BODY

Type of Feat: Background Trait

Prerequisite: Only available at 1st level.

Specifics: At 1st level, you may use your Intelligence modifier instead of Constitution modifier to determine bonus hit points. Every subsequent level uses your Constitution bonus instead. In addition, every time you acquire a Metamagic or Spellcasting feat you gain +1 hit point.

Use: Automatic.

SPELLCASTING PRODIGY

Type of Feat: Background Trait

Prerequisite: Only available at 1st level.

Specifics: For the purpose of determining bonus spells and the saving throw DCs of spells you cast, treat your primary spellcasting ability score (Charisma for bards and sorcerers, Wisdom for divine spellcasters, Intelligence for wizards) as 2 points higher than its actual value. If you have more than one spellcasting class, the bonus applies to all of those classes.

Use: Automatic.

---ITEM CREATION FEATS---

SCRIBE SCROLL

Type of Feat: Item Creation

Prerequisite: Spellcaster Level 1st+.

Specifics: You can create a scroll of any spell that you know. Scribing a scroll is accomplished by casting a spell on a blank scroll in your inventory. Creating a scroll costs gold pieces based on the relative power of the spell. Scrolls containing first level spells can cost hundreds of gold pieces while those made with higher level spells can cost several thousand. Any arcane or divine spell of any level may be placed on a scroll. Warlock invocations cannot be placed on scrolls.

Wizards automatically receive this feat at 1st level.

Use: Cast a spell on a blank scroll in your inventory

BREW POTION

Type of Feat: Item Creation

Prerequisite: Spellcaster Level 3+.

Specifics: You can create a potion of any beneficial, single-target spell of 3rd level or less that you know. To create a potion, cast an appropriate spell on an empty magic potion bottle in your inventory. Creating a potion costs gold pieces based on the relative power of the spell. Potions containing first level spells can cost hundreds of gold pieces while those made with higher level spells can cost several thousand. Warlock invocations cannot be used in the creation of potions.

Use: Cast a spell on a magic potion bottle in your inventory.

CRAFT WONDROUS ITEMS

Type of Feat: Item Creation

Prerequisite: Caster level 3rd.

Specifics: This feat grants the ability to craft a wide variety of magical items, such as amulets and rings.

Crafting magic items through the use of this feat requires a magical workbench. The character places the appropriate Essences and gems, along with any base materials (such as iron ingots, wooden planks, or leather hides) into the magical workbench's inventory, then activates the enchantment by casting the correct spell on the workbench. Provided the character is of at least the minimum required caster level, the item is created.

Recipe books, containing the required caster level, gold piece cost, Essences, gems, spells, and materials to create various magic arms and armors can be found throughout the game. Further formulae may be discovered by the determined artificer.

Use: Selected.

CRAFT WAND

Type of Feat: Item Creation

Prerequisite: Spellcaster Level 5th+.

Specifics: You can create a wand of any spell of 4th level or less that you know. To create a wand, cast an appropriate spell on a bone wand in your inventory. Creating a wand costs gold pieces based on the relative power of the spell. Wands containing first level spells can cost a few thousand gold pieces while those made with higher level spells can cost tens of thousands. Warlock invocations cannot be used in the creation of wands. Newly crafted wands have 50 charges.

Use: Cast a spell on a bone wand in your inventory.

CRAFT MAGIC ARMS AND ARMOR

Type of Feat: Item Creation

Prerequisite: Caster level 5th.

Specifics: This feat grants the ability to create magic weapons, armor, and shields.

Enchanting armor or weapons through the use of this feat requires a magical workbench. The character places the item to be enchanted, along with all Essences, gems, and other reagents required, into the magical workbench's inventory, then activates the enchantment by casting the correct spell on the workbench. Provided the character is of at least the minimum required caster level, the weapon, armor, or shield placed in the workbench is enchanted.

A magical weapon, shield, or suit of armor can have a maximum of three enchantments on it. Recipe books, containing the required caster level, Essences, gems, and spells to create various magic arms and armors can be found throughout the game. Further formulae may be discovered by a determined artificer.

Use: Selected.

---META MAGIC FEATS---

EXTEND SPELL

Type of Feat: Metamagic

Prerequisite: Ability to cast 1st-level spells.

Required for: Persistent Spell

Specifics: Extended spells have their duration doubled, lasting twice as long as normal.

Use: An extended spell occupies a spell slot one level higher than normal.

Note: Spells with a duration of instantaneous or permanent are not affected.

PERSISTENT SPELL

Type of Feat: Metamagic

Prerequisite: Extend Spell feat, ability to cast 6th level spells.

Specifics: A persistent spell has a duration of 24 hours instead of its normal duration. Persistent Spell may only be applied to certain spells.

Use: A persistent spell uses a spell slot six levels higher than the spell's actual level.

EMPOWER SPELL

Type of Feat: Metamagic

Prerequisite: Ability to cast 2nd-level spells.

Specifics: All variable, numeric effects of an empowered spell are increased by 50%. For example, an empowered magic missile deals one and one-half times normal damage (1d4 + 1 multiplied by 1.5). Empowerment does not increase spell duration.

Use: An empowered spell occupies a spell slot two levels higher than normal. Saving throws and opposed rolls, such as those made when Dispel Magic is cast, are not affected.

MAXIMIZE SPELL

Type of Feat: Metamagic

Prerequisite: Ability to cast 3rd-level spells.

Specifics: Maximized spells apply all variable numeric effects - including damage, number of targets, and so on - at their maximum values.

Use: A maximized spell occupies a spell slot three levels higher than normal. Saving throws and opposed rolls, such as those made when Dispel Magic is cast, are not affected.

QUICKEN SPELL

Type of Feat: Metamagic

Prerequisite: Ability to cast 4th-level spells.

Specifics: Quickened spells can be cast instantaneously, making them invulnerable to 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 per round.

Use: Quickened spells occupy spell slots four levels higher than normal.

SILENT SPELL

Type of Feat: Metamagic

Prerequisite: Ability to cast 1st-level spells.

Specifics: Silent spells are cast without a verbal component.

Use: A silenced spell occupies a spell slot one level higher than normal.

STILL SPELL

Type of Feat: Metamagic

Prerequisite: Ability to cast 1st-level spells.

Specifics: Still spells are cast without a somatic component. Any penalties incurred from casting in armor do not apply to a spell prepared with this feat.

Use: A stilled spell occupies a spell slot one level higher than normal.

---SPELLCASTING FEATS---

COMBAT CASTING

Type of Feat: General

Prerequisite: Ability to cast 1st-level spells.

Specifics: The character is adept at casting spells in combat. He gains a +4 bonus to the Concentration check when trying to cast spells while in Defensive Casting mode.

Use: Automatic.

SPELL FOCUS

Type of Feat: General

Prerequisite: Ability to cast 1st-level spells.

Required for: Greater Spell Focus and Arcane Defense.

Specifics: A character with this feat is adept in a certain school of magic, gaining a +1 bonus to spell save DC for all spells that they cast from that school.

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.

GREATER SPELL FOCUS

Type of Feat: General

Prerequisite: Spell Focus.

Specifics: A character becomes even more adept with spells of a particular school of magic. The character gains a +2 bonus to the spell save DC for all spells of the chosen school.

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.

ARCANE DEFENSE

Type of Feat: General

Prerequisite: Spell focus in the chosen school.

Specifics: Character gains a +2 bonus to saving throws versus the chosen school of magic.

Use: Automatic.

SPELL PENETRATION

Type of Feat: General

Prerequisite: Ability to cast 1st-level spells.

Required for: Greater Spell Penetration.

Specifics: A spellcaster with this feat gains a +2 bonus to caster level checks to beat a creature's spell resistance.

Use: Automatic.

GREATER SPELL PENETRATION

Type of Feat: General

Prerequisite: Spell Penetration.

Specifics: The character gains a +4 bonus on caster level checks to beat a creature's spell resistance.

Use: Automatic.

AUGMENT HEALING

Type of Feat: General

Prerequisite: Heal 4 ranks.

Specifics: This feat adds +2 points per spell level to the amount of damage healed by any healing spell. E.g., a 1st level Cure Light Wounds would heal an additional 2 hit points of damage and a 3rd level Cure Moderate Wounds would heal an additional 6 hit points of damage.

Use: Automatic.

AUGMENT SUMMONING

Type of Feat: General

Prerequisite: Spell Focus (Conjuration)

Specifics: Each creature you conjure with a summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration it is summoned.

Use: Automatic.

PRACTICED SPELLCASTER

Type of Feat: General

Prerequisite: Spellcraft 4 ranks.

Specifics: Your caster level for the chosen spellcasting class increases by +4. This can't increase your caster level beyond your HD. However, even if you can't benefit from the full bonus immediately, if you later gain noncaster-level HD you may be able to apply the rest of the bonus. For example, a human 5th-level cleric/3rd-level fighter who selects this feat would increase his cleric caster level from 5th to 8th (since he has 8 HD). If he later gained a fighter level, he would gain the remainder of the bonus and his cleric caster level would become 9th (since he now has 9 HD). A character with two or more spellcasting classes (such as a bard/sorcerer or a ranger/druid) must choose which class gains the feat's effect. This does not affect your spells per day or spells known. It only increases your caster level, which would help you penetrate SR and increase the duration and other effects of your spells. You may select this feat multiple times. Each time you choose it, you must apply it to a different spellcasting class. For instance, a 4th-level cleric/5th-level wizard who had selected this feat twice would cast cleric spells as an 8th-level caster and wizard spells as a 9th-level caster.

Use: Automatic.

EXTRA SLOT

Type of Feat: General

Prerequisite: Caster level 4.

Specifics: You gain one extra spell slot in your daily allotment, at any level up to one lower than the highest level of spell you can currently cast. For example, a 4th level sorcerer (maximum spell level 2nd) gains either an extra 0 level or 1st level slot, and is able to cast any spell he knows of the chosen level one more time each day. Likewise, a 4th level wizard can prepare any extra 0 level or 1st level spell he knows. Once selected, the extra spell slot never changes level. You can gain this feat multiple times. Each time, you gain an extra spell slot at any level up to one lower than the highest level of spell you can currently cast.

Use: Automatic.

BATTLE CASTER

Type of Feat: Class

Prerequisite: Bard or Warlock

Specifics: You do not suffer an Arcane Spell Failure penalty from medium armor when casting bard or warlock spells. Using a shield or heavy armor still applies the full penalty.

Use: Automatic.

---PROFICIENCY FEATS---

ARMOR PROFICIENCY: LIGHT

Type of Feat: General

Prerequisite: None.

Required for: Armor Proficiency (Medium).

Specifics: This feat grants the knowledge to make effective use of light armor.

Use: Automatic. All classes except monks, sorcerers, and wizards have this feat for free.

ARMOR PROFICIENCY: MEDIUM

Type of Feat: General

Prerequisite: Armor Proficiency (Light).

Required for: Armor Proficiency (Heavy).

Specifics: This feat grants the knowledge to make effective use of medium armor.

Use: Automatic. All classes except bards, monks, rangers, rogues, sorcerers, and wizards have this feat for free.

ARMOR PROFICIENCY: HEAVY

Type of Feat: General

Prerequisite: Armor Proficiency (Light) and Armor Proficiency (Medium).

Specifics: This feat grants the knowledge to make effective use of heavy armor.

Use: Automatic. Fighters, paladins, and clerics receive this feat for free.

SHIELD PROFICIENCY

Type of Feat: General

Prerequisite: None.

Specifics: A character with this feat has the training required to use a shield.

Use: All classes except monks, rogues, sorcerers, and wizards have this feat for free.

TOWER SHIELD PROFICIENCY

Type of Feat: General

Prerequisite: None.

Specifics: You cannot use a Tower Shield unless you have this proficiency. Fighters get this feat for free at 1st level.

Use: Automatic.

WEAPON PROFICIENCY: SIMPLE

Type of Feat: General

Prerequisite: None.

Specifics: This feat allows effective use of all simple weapons, including the club, dagger, mace, sickle, spear, morningstar, quarterstaff, light and heavy crossbows, dart, and sling.

Normal: A character cannot equip weapons they are not proficient in.

Use: All characters except for druids, monks, and wizards are automatically proficient with all simple weapons. The spell Tenser's Transformation gives a wizard a temporary proficiency with all simple weapons.

WEAPON PROFICIENCY: MARTIAL

Type of Feat: General

Prerequisite: None.

Specifics: This feat allows effective use of all martial weapons. The martial weapons list includes the battleaxe, greataxe, greatsword, halberd, handaxe, heavy flail, kukri, light flail, light hammer, longbow, longsword, rapier, scimitar, scythe, short sword, shortbow, throwing axe, warhammer, and warmace.

Normal: A character cannot equip weapons they are not proficient in.

Use: Barbarians, fighters, paladins, and rangers are automatically proficient with all martial weapons.

WEAPON PROFICIENCY: EXOTIC

Type of Feat: General

Prerequisite: Base attack bonus +1 or higher.

Specifics: This feat allows effective use of all exotic weapons. The exotic weapons list includes the bastard sword, dwarven waraxe, kama, katana, and shuriken.

Normal: A character cannot equip weapons they are not proficient in.

Use: Automatic.

MONKEY GRIP

Type of Feat: General

Prerequisite: Base attack bonus +1

Specifics: This feat grants the ability to wield weapons that are normally two-handed for your race with only one hand at a -2 penalty to hit. For example: a human could wield a greatsword and a shield using this feat, while a halfling could wield a longsword in each hand. Medium sized characters (humans, half-orcs, elves, dwarves, etc) with this feat can use giant weapons (with -2 to hit). Note that this ability only applies to melee weapons and does not affect the use of crossbows, bows, etc.

Use: Automatic.

---GENERAL FEATS---

WEAPON FOCUS

Type of Feat: General

Prerequisite: Proficiency with the chosen weapon type, base attack bonus +1 or higher.

Required for: Weapon Specialization (fighter only).

Specifics: A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with it.

Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case.

Special: Halflings and gnomes are Small creatures and as such they can never use the following large weapons: dire mace, double-bladed sword, double axe, greataxe, greatsword, halberd, heavy flail, and scythe.

WEAPON SPECIALIZATION

Type of Feat: Special

Prerequisite: Must be a fighter, base attack bonus +4, Weapon Focus in the chosen weapon group.

Specifics: A character with this feat has trained especially hard with a specific weapon group, and gains a +2 damage bonus when using these weapons in combat.

Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case.

Special: Halflings and Gnomes are small creatures and as such they can never use the following Large weapons: dire mace, two-bladed sword, double axe, greataxe, greatsword, halberd, heavy flail, and scythe.

GREATER WEAPON FOCUS

Type of Feat: General

Prerequisite: Fighter level 8, Proficiency and Weapon Focus with selected weapon.

Specifics: This feat grants an additional +1 to hit bonus with the selected weapon. This stacks with all other bonuses to attack roll (including Weapon Focus). This feat can be taken multiple times, but each time the effect applies to a new type of weapon.

Use: Automatic.

GREATER WEAPON SPECIALIZATION

Type of Feat: General

Prerequisite: Fighter level 12, Proficiency, Weapon Focus, Greater Weapon Focus, and Weapon Specialization with selected weapon.

Specifics: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization. You can take this feat multiple times, but each time the effect applies to a new type of weapon.

Use: Automatic.

IMPROVED CRITICAL

Type of Feat: General

Prerequisite: Proficiency with the chosen weapon, base attack bonus +8 or higher.

Specifics: Combat ability doubles the critical threat range with a given weapon. A longsword that normally threatens a critical on a roll of 19-20 would now threaten a critical on a roll of 17-20.

Use: Automatic. The threat range of a Keen weapon is already doubled, and is not further improved with this feat. This feat can be selected multiple times, applying to a new weapon category each time.

Special: Halflings and Gnomes are small creatures and as such they can never use the following large weapons - dire mace, double bladed sword, doubleaxe, greataxe, greatsword, halberd, heavy flail, and scythe.

POWER CRITICAL

Type of Feat: General

Prerequisite: Proficiency and Weapon Focus with selected weapon, base attack bonus +4

Specifics: When using the weapon you selected, you gain a +4 bonus on the roll to confirm a threat.

Use: Automatic.

WEAPON FINESSE

Type of Feat: General

Prerequisite: Base attack bonus +1 or higher.

Specifics: A character with this feat is adept at using light weapons subtly and effectively, allowing him to make melee attack rolls with his dexterity modifier instead of strength (if his dexterity is higher than his strength).

Use: Automatic when using any of the following weapons: dagger, handaxe, kama, kukri, light hammer, mace, rapier, short sword, sickle, whip and unarmed strike.

POWER ATTACK

Type of Feat: General

Prerequisite: Str 13+.

Required for: Cleave, Improved Power Attack, Great Cleave, Divine Might and Divine Shield.

Specifics: A character with this feat can make powerful but ungainly attacks. When Power Attack is selected, it grants a +3 bonus to the damage roll, but at the cost of -3 to the attack roll.

Use: Combat Mode.

IMPROVED POWER ATTACK

Type of Feat: General

Prerequisite: Str 13+, Power Attack, base attack bonus +6 or higher.

Specifics: This feat allows the character to trade a -6 penalty on his attack roll to gain a +6 bonus on his damage roll. It is very useful when fighting tough, easy-to-hit opponents.

Use: Combat Mode.

CLEAVE

Type of Feat: General

Prerequisite: Str 13+, Power Attack.

Required for: Great Cleave.

Specifics: If the character kills an opponent, he gets a free attack against any opponent who is within melee weapon range.

Use: Automatic.

GREAT CLEAVE

Type of Feat: General

Prerequisite: Str 13+, Power Attack, Cleave, base attack bonus +4 or higher.

Specifics: As cleave, except that there is no limit to the number of additional attacks that the character may make after killing one opponent.

Use: Automatic.

---GENERAL FEATS---

DODGE

Type of Feat: General

Prerequisite: Dex 13+.

Required for: Mobility and Spring Attack.

Specifics: The character gains a +1 dodge bonus to AC against attacks from his 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.

MOBILITY

Type of Feat: General

Prerequisite: Dex 13+, Dodge.

Required for: Spring Attack.

Specifics: 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.

SPRING ATTACK

Type of Feat: General

Prerequisite: Dex 13+, Dodge, Mobility, base attack bonus +4 or higher.

Required for: Whirlwind Attack

Specifics: Enemies do not get attacks of opportunity against the character when the character is moving around in combat.

Use: Automatic.

COMBAT EXPERTISE

Type of Feat: General

Prerequisite: Int 13+.

Required for: Feint, Improved Combat Expertise, Whirlwind Attack

Specifics: A character with this feat can make defensive attacks, gaining a +3 bonus to AC but receiving a -3 penalty to attack rolls.

Use: Combat Mode.

IMPROVED COMBAT EXPERTISE

Type of Feat: General

Prerequisite: Int 13+, Combat Expertise, base attack bonus +6 or higher.

Specifics: A character with this feat can make improved defensive attacks, gaining a +6 bonus to AC but receiving a -6 penalty to attack rolls.

Use: Combat Mode.

WHIRLWIND ATTACK

Type of Feat: General

Prerequisite: Intelligence 13+, Combat Expertise, Dexterity 13+, Dodge, Mobility, Spring Attack, Base Attack of +4.

Specifics: The character performs a full attack action, and makes one melee attack at full base attack bonus against each opponent within 5 feet.

Use: Selected.

FEINT

Type of Feat: General

Prerequisite: Int 13, Combat Expertise

Specifics: The Feint feat can be used to deny your opponent their DEX bonus to AC for a combat round. In order for it to succeed you make a Bluff check with a target DC of the target's Base Attack Bonus plus their Spot skill. Regardless of whether their DEX bonus is removed, you only get a single attack that round (but Haste does stack with it). This feat is especially useful for rogues who can Sneak Attack with it. Any non-humanoid gets a +4 bonus to its DC. And against anything with a 1 or 2 intelligence it gets a +8 bonus to its DC. You can't feint against a non-intelligent creature.

A cleric with the Trickery domain receives this feat for free, even if he does not meet the prerequisites.

Use: Selected.

POINT BLANK SHOT

Type of Feat: General

Prerequisite: None.

Required for: Rapid Shot.

Specifics: A character with this feat negates the -4 penalty for using missile weapons in melee, and gains an additional +1 to attack and damage with ranged weapons when the target is within 15 feet.

Use: Automatic.

RAPID SHOT

Type of Feat: General

Prerequisite: Dex 13+, Point Blank Shot.

Specifics: A character with this feat gains an extra attack per round with a ranged weapon (excluding crossbows). When a Rapid Shot is attempted, the extra attack is made at the character's highest base attack bonus, but all attacks within the round suffer a -2 penalty.

Note: Rangers who select the Archery Combat Style receive this feat at 2nd level, even if they do not meet the prerequisites.

Use: Selected.

MANYSHOT

Type of Feat: General

Prerequisite: Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6

Specifics: The first shot you fire in a round, you notch two arrows instead of one. Both arrows use the same attack roll, but the attack roll is made at a -4 penalty. If the attack roll hits, the target takes damage from both arrows (extra damage, as from sneak attack and/or critical hits, are only applied to one of the arrows). When your base attack bonus reaches +11, the first and second attacks you make in the round fire two arrows, and the attack roll penalty increases to -6. When your base attack bonus reaches +16, the first three attacks you make in the round fire two arrows, and the attack roll penalty increases to -8.

Note: Rangers who select the Archery Combat Style receive this feat at 6th level, even if they do not meet the prerequisites.

Use: Selected.

IMPROVED RAPID SHOT

Type of Feat: General

Prerequisite: Manyshot, Point Blank Shot, Rapid Shot

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

Note: Rangers who select the Archery Combat Style receive this feat at 11th level, even if they do not meet the prerequisites.

Use: Automatic.

RAPID RELOAD

Type of Feat: General

Prerequisite: Base attack bonus +2.

Specifics: The character is able to reload so quickly that they get the same number of attacks with any crossbow as they would if they were using a normal bow.

Use: Automatic.

ZEN ARCHERY

Type of Feat: General

Prerequisite: Base attack bonus +3, Wis 13+.

Specifics: Wisdom guides the character's ranged attacks, letting them use their Wisdom modifier, if it is higher, instead of their Dexterity when firing ranged weapons.

Use: Automatic.

TWO WEAPON FIGHTING

Type of Feat: General

Prerequisite: Dex 15+.

Required For: Improved Two-Weapon Fighting.

Specifics: A character with this feat reduces the penalties suffered when fighting with two weapons. The normal penalty of -6 to the primary hand and -10 to the off-hand becomes -4 for the primary hand and -4 for the off-hand. Best results are achieved if the off-hand weapon is light, further reducing the penalty for both the primary and off-hand by 2 (to -2/-2).

Note: Rangers who select the Two-Weapon Fighting Combat Style receive this feat at 2nd level, even if they do not meet the prerequisites.

Use: This feat is used automatically during combat.

IMPROVED TWO WEAPON FIGHTING

Type of Feat: General

Prerequisite: Dex 17, Two-Weapon Fighting, base attack bonus +6 or higher.

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

Note: Rangers who select the Two-Weapon Fighting Combat Style receive this feat at 6th level, even if they do not meet the prerequisites.

Use: Automatic.

GREATER TWO WEAPON FIGHTING

Type of Feat: General

Prerequisite: Dex 19, Two Weapon Fighting, Improved Two Weapon Fighting, base attack bonus +11

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

Note: Rangers who select the Two-Weapon Fighting Combat Style receive this feat at 11th level, even if they do not meet the prerequisites.

Use: Automatic.

TWO WEAPON DEFENSE

Type of Feat: General

Prerequisite: Dex 15, Two Weapon Fighting.

Specifics: When wielding a double weapon or two weapons, you gain a +1 shield bonus to your AC. When using the Parry action, instead you get a +2 skill bonus added to your Parry skill check to avoid an incoming blow.

Use: Automatic.

IMPROVED TWO WEAPON DEFENSE

Type of Feat: General

Prerequisite: Dex 17, Two Weapon Defense, Two Weapon Fighting, base attack bonus +6

Specifics: When wielding a double weapon or two weapons, you gain a +2 shield bonus to your AC. When using the Parry action, this is replaced with a +4 skill bonus added to your Parry skill check to avoid an incoming blow.

Use: Automatic.

IMPROVED UNARMED STRIKE

Type of Feat: General

Prerequisite: None.

Required for: Stunning Fist, Deflect Arrows.

Specifics: Armed opponents no longer get attacks of opportunity against the character when he attempts an unarmed attack.

Use: Automatic. Monks receive this feat for free at Level 1.

CIRCLE KICK

Type of Feat: General

Prerequisite: Base attack bonus +3, Dex 15+, Improved Unarmed Strike.

Specifics: If the character succeeds in hitting an opponent with an unarmed attack, they get an additional free attack against another, nearby enemy. There is a maximum of one free attack per round.

Use: Automatic.

STUNNING FIST

Type of Feat: General

Prerequisite: Dex 13+, Wis 13+, Improved Unarmed Strike, base attack bonus +8 or higher.

Required for: Extra Stunning Attacks.

Specifics: A character with this feat can attempt a disabling strike with a -4 attack penalty and a -4 damage penalty. If successful, the target must succeed at a Fortitude save (DC 10 + 1/2 the attacker's level + the attacker's Wisdom modifier) or be held for three rounds. This attack may be used once per day for every four levels of the character.

Use: Selected. Monks receive this feat for free at 1st level, even if they do not meet the prerequisites. As well, monks suffer no attack or damage penalties when using this feat and may use it once per day per level. Constructs and undead are immune to this attack, as are any creatures that are immune to critical hits.

EXTRA STUNNING ATTACK

Type of Feat: General

Prerequisite: Base attack bonus +2, Stunning Fist.

Specifics: The character gains 3 extra stunning attacks per day.

Use: Automatic.

DEFLECT ARROWS

Type of Feat: General

Prerequisite: Dex 13+, Improved Unarmed Strike.

Specifics: A character with this feat automatically deflects the first incoming projectile attack shot at her each round.

Use: Automatic if not caught flat-footed. Monks receive this feat for free at level 2.

KNOCKDOWN

Type of Feat: General

Prerequisite: None.

Required for: Improved Knockdown.

Specifics: A character with this feat can attempt a special knockdown attempt, which does not cause damage but does not provoke an attack of opportunity. A character may only knock down creatures that are one size larger than itself or less. The attacker makes a d20 roll modified by his strength bonus, and the difference between his creature size and the target creature size times 4. The defender makes a d20 roll modified by the better of his strength and dexterity bonus. If the attacker meets or beats the defender's roll, the defender is knocked down. Prone characters cannot attack. Characters receive a +4 bonus to attack prone opponents in melee, but a -4 penalty to attack them with a ranged weapon.

Use: Selected.

Special: Monks receives this feat for free at level 6.

IMPROVED KNOCKDOWN

Type of Feat: General

Prerequisite: Int 13+, Knockdown, base attack bonus +7.

Specifics: A character with this feat counts as one size category larger when he makes a knockdown attack. All other knockdown conditions still apply.

Use: Selected. Monks receive this feat for free at level 6.

DISARM

Type of Feat: General

Prerequisite: Int 13+.

Required for: Improved Disarm.

Specifics: The character can perform a disarm maneuver that does no damage, provokes an attack of opportunity, but potentially renders the target unarmed. The attacker attempting the disarm makes an attack roll against the target at maximum BAB modified by the difference between the attacker's size and the target's size times 4 (so a medium human disarming a small gnome is at +4). The attacker gets a further modifier of 4 times the relative size of his main-hand weapon (so small Halfling wielding a medium-sized longsword is at +4). The defender makes an attack roll to resist the disarm using his maximum BAB modified by his relative weapon size times 4. If the attacker meets or beats the defender's roll, the defender's main hand weapon is disarmed, knocking his on-hand item to the ground. Disarm will not work if the target's weapon cannot be dropped.

Use: Selected. A disarm attempt provokes an attack of opportunity.

IMPROVED DISARM

Type of Feat: General

Prerequisite: Int 13+, Disarm.

Specifics: A character with this feat does not to provoke an attack of opportunity when attempting to disarm. Furthermore, if she succeeds in disarming a foe, the disarmed weapon is placed in her inventory. If there is no available slot in her inventory, the weapon falls to the ground.

Use: Selected.

IMPROVED PARRY

Type of Feat: General

Prerequisite: Int 13+.

Specifics: When using the Parry skill, this feat allows the character to counterattack when the Parry roll exceeds the modified attack roll by 5 or more (normally, the Parry roll must exceed the attack by 10 to counterattack). Additionally, the character can parry once more per round before incurring penalties.

Use: Automatic.

IMPROVED FAVORED ENEMY

Type of Feat: General

Prerequisite: Favored enemy ability, base attack bonus +5.

Specifics: You deal an extra +3 damage to your favored enemies. This benefit stacks with any existing favored enemy bonus gained from another class.

Use: Automatic.

FAVORED POWER ATTACK

Type of Feat: General

Prerequisite: Favored enemy ability, Power Attack, base attack bonus +4.

Specifics: When you use the Power Attack or Improved Power Attack feat with a one-handed weapon against a favored enemy, your Power Attack damage bonus is doubled. With a two-handed weapon against a favored enemy, your Power Attack damage bonus is tripled.

Use: Selected.

GREATER RESILIENCY

Type of Feat: General

Prerequisite: Barbarian damage reduction 1/- (or better)

Specifics: Your damage reduction increases by 1. If it would normally rise thereafter with level, it does so at its previous rate, adding the +1 normally. For example, a 13th-level barbarian has damage reduction 3/-. By taking this feat, he raises it to 4/-. When he reaches 16th level, his damage reduction becomes 5/- and at 19th level, it becomes 6/-.

Use: Automatic.

EXTEND RAGE

Type of Feat: General

Prerequisite: Rage or frenzy ability.

Specifics: Each use of rage or frenzy lasts 5 rounds longer.

Use: Automatic.

EXTRA RAGE

Type of Feat: General

Prerequisite: Rage or frenzy ability.

Specifics: You can rage or frenzy two more times per day than you otherwise could.

Use: Automatic.

EXTRA WILDSHAPE

Type of Feat: General

Prerequisite: Ability to use wild shape.

Specifics: You use your wild shape ability two more times per day than you otherwise could. If you are able to use wild shape to become an elemental, you also gain one additional elemental wild shape use per day.

Use: Automatic.

ELEPHANTS HIDE

Type of Feat: General

Prerequisite: Ability to wild shape into a Large creature.

Specifics: You can spend one of your wild shapes for the day to give yourself a natural armor bonus of +7 for 10 minutes.

Use: Selected.

OAKEN RESILIENCE

Type of Feat: General

Prerequisite: Druid level 12.

Specifics: You can spend a wild shape to gain immunity to critical hits, poison, sleep, paralysis, and stunning for 10 minutes.

Use: Selected.

EXTRA MUSIC

Type of Feat: General

Prerequisite: Bard Song.

Specifics: The character may use bard song four extra times per day.

Use: Automatic.

LINGERING SONG

Type of Feat: General

Prerequisite: Bard Song.

Specifics: The character's bard songs last an additional 5 rounds.

Use: Automatic.

CURSE SONG

Type of Feat: General

Prerequisite: Bard 1, Perform 3

Specifics: Bards are able to sing a song that can curse their enemies. Deafened creatures are not affected by the bard's singing. The song affects all enemies within 30 feet and lasts for 10 rounds. The higher the bard's final Perform skill and class level, the more powerful the Curse song. All of the penalties listed are additive.

3 Perform and Bard Level 1: -1 to Attack and Damage rolls.

6 Perform and Bard Level 2: -1 to Will Saves.

9 Perform and Bard Level 3: -1 to Damage rolls and -1 to Fortitude Saves.

12 Perform and Bard Level 6: -1 to Reflex saves, -1 to Skill rolls.

15 Perform and Bard Level 8: -1 to Attack rolls, 8 damage.

18 Perform and Bard Level 11: -2 to Dodge Armor Class, -1 to Skill rolls.

Perform 21 and Bard Level 14: -1 to Damage rolls, 8 damage and -1 Dodge Armor Class.

Perform 24 and Bard Level 15: -1 Will Saves, -1 Reflex Saves, -1 Fortitude Saves, -1 Dodge Armor Class.

Perform 25 and Bard Level 16: -1 Will Saves, 4 damage. -1 Dodge Armor Class.

For each additional 5 Perform and 1 Class level in Bard an additional 2 damage is granted.

Use: Selected.

EXTRA SMITING

Type of Feat: Class

Prerequisite: Smite Evil or Smite Good.

Specifics: This feat increases the smiting ability to 3 times per day.

Use: Selected

EXTRA TURNING

Type of Feat: Special

Prerequisite: Exclusive to clerics and paladins.

Specifics: This divine ability allows the character to turn undead four additional times per day.

Use: Automatic.

DIVINE MIGHT

Type of Feat: General

Prerequisite: Turn Undead, Cha 13+, Str 13+, Power Attack.

Specifics: The character may spend one of his turn undead attempts to add his Charisma bonus to all weapon damage for a number of rounds equal to the Charisma bonus.

Use: Selected.

DIVINE SHIELD

Type of Feat: General

Prerequisite: Turn Undead, Cha 13+, Str 13+, Power Attack.

Specifics: The character may spend one of his turn undead attempts to add his Charisma bonus to his armor class for a number of rounds equal to the Charisma bonus.

Use: Selected.

DIVINE RESISTANCE

Type of Feat: General

Prerequisite: Turn or rebuke undead ability.

Specifics: By spending one of your turn undead attempts, you imbue yourself and all allies with resistance to cold 5, electricity 5, and fire 5. It lasts for a number of rounds equal to your Charisma bonus (minimum of 1 round).

Use: Selected.

SACRED VENGEANCE

Type of Feat: General

Prerequisite: Turn or rebuke undead ability.

Specifics: You can spend one of your turn undead attempts in order to add 2d6 damage to all successful attacks against undead for one round.

Use: Selected.

BLIND FIGHT

Type of Feat: General

Prerequisite: None.

Specifics: This feat grants the character the ability to fight well, even if blinded or against invisible creatures. The character gets to reroll its miss chance percentile one time to see if it actually hits. Furthermore, invisible creatures get no bonus to hit the character in melee.

Use: Automatic.

TOUGHNESS

Type of Feat: General

Prerequisite: None.

Specifics: 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.

Clerics with the Earth domain receive this feat for free at 1st level, and rangers receive this feat for free at 3rd level.

Use: Automatic.

GREAT FORTITUDE

Type of Feat: General

Prerequisite: None.

Specifics: A character with this feat is tougher than normal, gaining a +2 bonus to all Fortitude saving throws.

Use: Automatic.

IRON WILL

Type of Feat: General

Prerequisite: None.

Specifics: The character's strong presence of mind gives him a +2 bonus to all Will saving throws.

Use: Automatic.

LIGHTNING REFLEXES

Type of Feat: General

Prerequisite: None.

Specifics: The character's reflexes are faster than normal, granting him a +2 bonus to all Reflex saving throws.

Use: Automatic.

RESIST POISON

Type of Feat: General

Prerequisite: None.

Specifics: Character gains a +4 bonus on Fortitude saving throws against poison.

Use: Automatic.

RESIST DISEASE

Type of Feat: General

Prerequisite: None.

Specifics: Character gains a +4 bonus on Fortitude saving throws to resist the effects of disease.

Use: Automatic.

RESIST ENERGY

Type of Feat: General

Prerequisite: Base Fort save bonus +8

Specifics: Character gains resistance 5/- against the chosen type of energy (first 5 points of damage of this type of energy is ignored).

Use: Automatic.

IMPROVED INITIATIVE

Type of Feat: General

Prerequisite: None.

Specifics: The character gains a +4 bonus to initiative checks.

Use: Automatic.

EXPERT TACTICIAN

Type of Feat: General

Prerequisite: Dex 13, base attack bonus +2

Specifics: If you hit a creature with an attack of opportunity, you and all your allies gain a +2 circumstance bonus on attack and damage rolls against that creature for one round.

Use: Automatic.

SKILLED OFFENSE

Type of Feat: General

Prerequisite: None.

Specifics: When facing an opponent using the Parry skill, you add your character level to your attack roll for purposes of defending against your enemy's parry.

Use: Automatic.

DASH

Type of Feat: General

Prerequisite: None.

Specifics: This feat grants the ability to move 5% faster.

Use: Automatic.

ABLE LEARNER

Type of Feat: General

Specifics: Cross-class skills cost only a single point per rank instead of the normal cost of two points per rank. You are still restricted to one-half your level for cross-class skills.

Use: Automatic.

SKILL FOCUS

Type of Feat: General

Prerequisite: None.

Specifics: A character with this feat is adept at a certain 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.

ALERTNESS

Type of Feat: General

Prerequisite: None.

Specifics: +2 bonus to Spot and Listen checks due to finely tuned senses.

Use: Automatic.

STEALTHY

Type of Feat: General

Prerequisite: None.

Specifics: Character gains a +2 bonus on Hide and Move Silently checks.

Use: Automatic.

NEGOTIATOR

Type of Feat: General

Prerequisite: None.

Specifics: This feat grants a +2 bonus to Diplomacy and Bluff.

Use: Automatic.

NIMBLE FINGERS

Type of Feat: General

Prerequisite: None.

Specifics: This feat grants a +2 bonus to Open Locks and Disarm Traps.

Use: Automatic.

SELF SUFFICIENT

Type of Feat: General

Prerequisite: None.

Specifics: This feat grants a +2 bonus to Survival and Heal.

Use: Automatic.

Postado

Fala aí galera,

1-Tem mais alguem aqui já usando o Toolset? Ficou muito maneiro mas continua difícil de mexer (já estou usando a 2 semanas e ainda não consegui fazer nada de muito sólido). Segue abaixo um link com tutorias e scripts para o Tooltset NWN2.

http://www.nwn2.pwp.blueyonder.co.uk/

2-Já saiu o Manual do NWN2, ainda não tem uma versão em portugues, mas já tem em várias outras línguas, segue abaixo a página na qual vocês podem escolher qual versão do manual para baixar.

http://sagathian.com/

Espero ter ajudado, abraços,

Fabiano

Postado

2-Já saiu o Manual do NWN2, ainda não tem uma versão em portugues, mas já tem em várias outras línguas, segue abaixo a página na qual vocês podem escolher qual versão do manual para baixar.

http://sagathian.com/

Espero ter ajudado, abraços,

Fabiano

Ajudou bastante Fabiano, excelente! Nunca tinha visto disso antes, ter o manual antes do lançamento do jogo. :D

Pelo o que pude ler, gostei das novidades em relação aos feats, skills, raças e nas classes de prestígio e, fiquei decepcionado com as magias arcanas e divinas que foram acrescentadas :cry: , tendo algumas exceções é claro, porém nada de impressionante, 95% das magias continuam sendo as mesmas do NWN 1 e suas expansões, no entanto, excelentes magias foram removidas, mas nada que possa atrapalhar o sucesso que esse jogo será!

Postado

Lista das feats do NWN2:

---BACKGROUND TRAITS---

ARTIST

Type of Feat: Background Trait

Prerequisite: Can only take this feat at 1st-level.

Specifics: Character gains a +2 bonus on Perform and Spot checks.

Use: Automatic.

BLOODED

Type of Feat: Background Trait

Prerequisite: Can only take this feat at 1st-level.

Specifics: Character gains a +2 bonus on Initiative and a +2 bonus on Spot checks.

Use: Automatic.

BULLHEADED

Type of Feat: Background Trait

Prerequisite: Can only take this feat at 1st-level.

Specifics: Character gains a +2 bonus on resisting Taunts and a +1 bonus on Will saving throws.

Use: Automatic.

COURTEOUS MAGOCRACY

Type of Feat: Background Trait

Prerequisite: Can only take this feat at 1st-level.

Specifics: Character gains a +2 bonus on Lore checks and Spellcraft checks.

Use: Automatic.

LUCK OF HEROES

Type of Feat: Background Trait

Prerequisite: Can only take this feat at 1st-level.

Specifics: Character gains a +1 bonus on all saving throws as well as a +1 luck bonus to Armor Class.

Use: Automatic.

SILVER PALM

Type of Feat: Background Trait

Prerequisite: Can only take this feat at 1st-level.

Specifics: Character gains a +2 bonus on Appraise, Bluff, and Diplomacy checks.

Use: Automatic.

SNAKE BLOOD

Type of Feat: Background Trait

Prerequisite: Can only take this feat at 1st-level.

Specifics: Character gains a +1 bonus on Reflex saves. Also, any saving throws versus poison gain an additional +2 bonus.

Use: Automatic.

STRONG SOUL

Type of Feat: Background Trait

Prerequisite: Can only take this feat at 1st-level.

Specifics: Character gains a +1 bonus to Fortitude and Will saving throws, as well as a +1 bonus to any saving throw versus Death magic.

Use: Automatic.

THUG

Type of Feat: Background Trait

Prerequisite: Can only take this feat at 1st-level.

Specifics: Character gains a +2 bonus on Initiative checks and a +2 bonus on Appraise and Intimidate checks.

Use: Automatic.

MIND OVER BODY

Type of Feat: Background Trait

Prerequisite: Only available at 1st level.

Specifics: At 1st level, you may use your Intelligence modifier instead of Constitution modifier to determine bonus hit points. Every subsequent level uses your Constitution bonus instead. In addition, every time you acquire a Metamagic or Spellcasting feat you gain +1 hit point.

Use: Automatic.

SPELLCASTING PRODIGY

Type of Feat: Background Trait

Prerequisite: Only available at 1st level.

Specifics: For the purpose of determining bonus spells and the saving throw DCs of spells you cast, treat your primary spellcasting ability score (Charisma for bards and sorcerers, Wisdom for divine spellcasters, Intelligence for wizards) as 2 points higher than its actual value. If you have more than one spellcasting class, the bonus applies to all of those classes.

Use: Automatic.

---ITEM CREATION FEATS---

SCRIBE SCROLL

Type of Feat: Item Creation

Prerequisite: Spellcaster Level 1st+.

Specifics: You can create a scroll of any spell that you know. Scribing a scroll is accomplished by casting a spell on a blank scroll in your inventory. Creating a scroll costs gold pieces based on the relative power of the spell. Scrolls containing first level spells can cost hundreds of gold pieces while those made with higher level spells can cost several thousand. Any arcane or divine spell of any level may be placed on a scroll. Warlock invocations cannot be placed on scrolls.

Wizards automatically receive this feat at 1st level.

Use: Cast a spell on a blank scroll in your inventory

BREW POTION

Type of Feat: Item Creation

Prerequisite: Spellcaster Level 3+.

Specifics: You can create a potion of any beneficial, single-target spell of 3rd level or less that you know. To create a potion, cast an appropriate spell on an empty magic potion bottle in your inventory. Creating a potion costs gold pieces based on the relative power of the spell. Potions containing first level spells can cost hundreds of gold pieces while those made with higher level spells can cost several thousand. Warlock invocations cannot be used in the creation of potions.

Use: Cast a spell on a magic potion bottle in your inventory.

CRAFT WONDROUS ITEMS

Type of Feat: Item Creation

Prerequisite: Caster level 3rd.

Specifics: This feat grants the ability to craft a wide variety of magical items, such as amulets and rings.

Crafting magic items through the use of this feat requires a magical workbench. The character places the appropriate Essences and gems, along with any base materials (such as iron ingots, wooden planks, or leather hides) into the magical workbench's inventory, then activates the enchantment by casting the correct spell on the workbench. Provided the character is of at least the minimum required caster level, the item is created.

Recipe books, containing the required caster level, gold piece cost, Essences, gems, spells, and materials to create various magic arms and armors can be found throughout the game. Further formulae may be discovered by the determined artificer.

Use: Selected.

CRAFT WAND

Type of Feat: Item Creation

Prerequisite: Spellcaster Level 5th+.

Specifics: You can create a wand of any spell of 4th level or less that you know. To create a wand, cast an appropriate spell on a bone wand in your inventory. Creating a wand costs gold pieces based on the relative power of the spell. Wands containing first level spells can cost a few thousand gold pieces while those made with higher level spells can cost tens of thousands. Warlock invocations cannot be used in the creation of wands. Newly crafted wands have 50 charges.

Use: Cast a spell on a bone wand in your inventory.

CRAFT MAGIC ARMS AND ARMOR

Type of Feat: Item Creation

Prerequisite: Caster level 5th.

Specifics: This feat grants the ability to create magic weapons, armor, and shields.

Enchanting armor or weapons through the use of this feat requires a magical workbench. The character places the item to be enchanted, along with all Essences, gems, and other reagents required, into the magical workbench's inventory, then activates the enchantment by casting the correct spell on the workbench. Provided the character is of at least the minimum required caster level, the weapon, armor, or shield placed in the workbench is enchanted.

A magical weapon, shield, or suit of armor can have a maximum of three enchantments on it. Recipe books, containing the required caster level, Essences, gems, and spells to create various magic arms and armors can be found throughout the game. Further formulae may be discovered by a determined artificer.

Use: Selected.

---META MAGIC FEATS---

EXTEND SPELL

Type of Feat: Metamagic

Prerequisite: Ability to cast 1st-level spells.

Required for: Persistent Spell

Specifics: Extended spells have their duration doubled, lasting twice as long as normal.

Use: An extended spell occupies a spell slot one level higher than normal.

Note: Spells with a duration of instantaneous or permanent are not affected.

PERSISTENT SPELL

Type of Feat: Metamagic

Prerequisite: Extend Spell feat, ability to cast 6th level spells.

Specifics: A persistent spell has a duration of 24 hours instead of its normal duration. Persistent Spell may only be applied to certain spells.

Use: A persistent spell uses a spell slot six levels higher than the spell's actual level.

EMPOWER SPELL

Type of Feat: Metamagic

Prerequisite: Ability to cast 2nd-level spells.

Specifics: All variable, numeric effects of an empowered spell are increased by 50%. For example, an empowered magic missile deals one and one-half times normal damage (1d4 + 1 multiplied by 1.5). Empowerment does not increase spell duration.

Use: An empowered spell occupies a spell slot two levels higher than normal. Saving throws and opposed rolls, such as those made when Dispel Magic is cast, are not affected.

MAXIMIZE SPELL

Type of Feat: Metamagic

Prerequisite: Ability to cast 3rd-level spells.

Specifics: Maximized spells apply all variable numeric effects - including damage, number of targets, and so on - at their maximum values.

Use: A maximized spell occupies a spell slot three levels higher than normal. Saving throws and opposed rolls, such as those made when Dispel Magic is cast, are not affected.

QUICKEN SPELL

Type of Feat: Metamagic

Prerequisite: Ability to cast 4th-level spells.

Specifics: Quickened spells can be cast instantaneously, making them invulnerable to 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 per round.

Use: Quickened spells occupy spell slots four levels higher than normal.

SILENT SPELL

Type of Feat: Metamagic

Prerequisite: Ability to cast 1st-level spells.

Specifics: Silent spells are cast without a verbal component.

Use: A silenced spell occupies a spell slot one level higher than normal.

STILL SPELL

Type of Feat: Metamagic

Prerequisite: Ability to cast 1st-level spells.

Specifics: Still spells are cast without a somatic component. Any penalties incurred from casting in armor do not apply to a spell prepared with this feat.

Use: A stilled spell occupies a spell slot one level higher than normal.

---SPELLCASTING FEATS---

COMBAT CASTING

Type of Feat: General

Prerequisite: Ability to cast 1st-level spells.

Specifics: The character is adept at casting spells in combat. He gains a +4 bonus to the Concentration check when trying to cast spells while in Defensive Casting mode.

Use: Automatic.

SPELL FOCUS

Type of Feat: General

Prerequisite: Ability to cast 1st-level spells.

Required for: Greater Spell Focus and Arcane Defense.

Specifics: A character with this feat is adept in a certain school of magic, gaining a +1 bonus to spell save DC for all spells that they cast from that school.

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.

GREATER SPELL FOCUS

Type of Feat: General

Prerequisite: Spell Focus.

Specifics: A character becomes even more adept with spells of a particular school of magic. The character gains a +2 bonus to the spell save DC for all spells of the chosen school.

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.

ARCANE DEFENSE

Type of Feat: General

Prerequisite: Spell focus in the chosen school.

Specifics: Character gains a +2 bonus to saving throws versus the chosen school of magic.

Use: Automatic.

SPELL PENETRATION

Type of Feat: General

Prerequisite: Ability to cast 1st-level spells.

Required for: Greater Spell Penetration.

Specifics: A spellcaster with this feat gains a +2 bonus to caster level checks to beat a creature's spell resistance.

Use: Automatic.

GREATER SPELL PENETRATION

Type of Feat: General

Prerequisite: Spell Penetration.

Specifics: The character gains a +4 bonus on caster level checks to beat a creature's spell resistance.

Use: Automatic.

AUGMENT HEALING

Type of Feat: General

Prerequisite: Heal 4 ranks.

Specifics: This feat adds +2 points per spell level to the amount of damage healed by any healing spell. E.g., a 1st level Cure Light Wounds would heal an additional 2 hit points of damage and a 3rd level Cure Moderate Wounds would heal an additional 6 hit points of damage.

Use: Automatic.

AUGMENT SUMMONING

Type of Feat: General

Prerequisite: Spell Focus (Conjuration)

Specifics: Each creature you conjure with a summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration it is summoned.

Use: Automatic.

PRACTICED SPELLCASTER

Type of Feat: General

Prerequisite: Spellcraft 4 ranks.

Specifics: Your caster level for the chosen spellcasting class increases by +4. This can't increase your caster level beyond your HD. However, even if you can't benefit from the full bonus immediately, if you later gain noncaster-level HD you may be able to apply the rest of the bonus. For example, a human 5th-level cleric/3rd-level fighter who selects this feat would increase his cleric caster level from 5th to 8th (since he has 8 HD). If he later gained a fighter level, he would gain the remainder of the bonus and his cleric caster level would become 9th (since he now has 9 HD). A character with two or more spellcasting classes (such as a bard/sorcerer or a ranger/druid) must choose which class gains the feat's effect. This does not affect your spells per day or spells known. It only increases your caster level, which would help you penetrate SR and increase the duration and other effects of your spells. You may select this feat multiple times. Each time you choose it, you must apply it to a different spellcasting class. For instance, a 4th-level cleric/5th-level wizard who had selected this feat twice would cast cleric spells as an 8th-level caster and wizard spells as a 9th-level caster.

Use: Automatic.

EXTRA SLOT

Type of Feat: General

Prerequisite: Caster level 4.

Specifics: You gain one extra spell slot in your daily allotment, at any level up to one lower than the highest level of spell you can currently cast. For example, a 4th level sorcerer (maximum spell level 2nd) gains either an extra 0 level or 1st level slot, and is able to cast any spell he knows of the chosen level one more time each day. Likewise, a 4th level wizard can prepare any extra 0 level or 1st level spell he knows. Once selected, the extra spell slot never changes level. You can gain this feat multiple times. Each time, you gain an extra spell slot at any level up to one lower than the highest level of spell you can currently cast.

Use: Automatic.

BATTLE CASTER

Type of Feat: Class

Prerequisite: Bard or Warlock

Specifics: You do not suffer an Arcane Spell Failure penalty from medium armor when casting bard or warlock spells. Using a shield or heavy armor still applies the full penalty.

Use: Automatic.

---PROFICIENCY FEATS---

ARMOR PROFICIENCY: LIGHT

Type of Feat: General

Prerequisite: None.

Required for: Armor Proficiency (Medium).

Specifics: This feat grants the knowledge to make effective use of light armor.

Use: Automatic. All classes except monks, sorcerers, and wizards have this feat for free.

ARMOR PROFICIENCY: MEDIUM

Type of Feat: General

Prerequisite: Armor Proficiency (Light).

Required for: Armor Proficiency (Heavy).

Specifics: This feat grants the knowledge to make effective use of medium armor.

Use: Automatic. All classes except bards, monks, rangers, rogues, sorcerers, and wizards have this feat for free.

ARMOR PROFICIENCY: HEAVY

Type of Feat: General

Prerequisite: Armor Proficiency (Light) and Armor Proficiency (Medium).

Specifics: This feat grants the knowledge to make effective use of heavy armor.

Use: Automatic. Fighters, paladins, and clerics receive this feat for free.

SHIELD PROFICIENCY

Type of Feat: General

Prerequisite: None.

Specifics: A character with this feat has the training required to use a shield.

Use: All classes except monks, rogues, sorcerers, and wizards have this feat for free.

TOWER SHIELD PROFICIENCY

Type of Feat: General

Prerequisite: None.

Specifics: You cannot use a Tower Shield unless you have this proficiency. Fighters get this feat for free at 1st level.

Use: Automatic.

WEAPON PROFICIENCY: SIMPLE

Type of Feat: General

Prerequisite: None.

Specifics: This feat allows effective use of all simple weapons, including the club, dagger, mace, sickle, spear, morningstar, quarterstaff, light and heavy crossbows, dart, and sling.

Normal: A character cannot equip weapons they are not proficient in.

Use: All characters except for druids, monks, and wizards are automatically proficient with all simple weapons. The spell Tenser's Transformation gives a wizard a temporary proficiency with all simple weapons.

WEAPON PROFICIENCY: MARTIAL

Type of Feat: General

Prerequisite: None.

Specifics: This feat allows effective use of all martial weapons. The martial weapons list includes the battleaxe, greataxe, greatsword, halberd, handaxe, heavy flail, kukri, light flail, light hammer, longbow, longsword, rapier, scimitar, scythe, short sword, shortbow, throwing axe, warhammer, and warmace.

Normal: A character cannot equip weapons they are not proficient in.

Use: Barbarians, fighters, paladins, and rangers are automatically proficient with all martial weapons.

WEAPON PROFICIENCY: EXOTIC

Type of Feat: General

Prerequisite: Base attack bonus +1 or higher.

Specifics: This feat allows effective use of all exotic weapons. The exotic weapons list includes the bastard sword, dwarven waraxe, kama, katana, and shuriken.

Normal: A character cannot equip weapons they are not proficient in.

Use: Automatic.

MONKEY GRIP

Type of Feat: General

Prerequisite: Base attack bonus +1

Specifics: This feat grants the ability to wield weapons that are normally two-handed for your race with only one hand at a -2 penalty to hit. For example: a human could wield a greatsword and a shield using this feat, while a halfling could wield a longsword in each hand. Medium sized characters (humans, half-orcs, elves, dwarves, etc) with this feat can use giant weapons (with -2 to hit). Note that this ability only applies to melee weapons and does not affect the use of crossbows, bows, etc.

Use: Automatic.

---GENERAL FEATS---

WEAPON FOCUS

Type of Feat: General

Prerequisite: Proficiency with the chosen weapon type, base attack bonus +1 or higher.

Required for: Weapon Specialization (fighter only).

Specifics: A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with it.

Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case.

Special: Halflings and gnomes are Small creatures and as such they can never use the following large weapons: dire mace, double-bladed sword, double axe, greataxe, greatsword, halberd, heavy flail, and scythe.

WEAPON SPECIALIZATION

Type of Feat: Special

Prerequisite: Must be a fighter, base attack bonus +4, Weapon Focus in the chosen weapon group.

Specifics: A character with this feat has trained especially hard with a specific weapon group, and gains a +2 damage bonus when using these weapons in combat.

Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case.

Special: Halflings and Gnomes are small creatures and as such they can never use the following Large weapons: dire mace, two-bladed sword, double axe, greataxe, greatsword, halberd, heavy flail, and scythe.

GREATER WEAPON FOCUS

Type of Feat: General

Prerequisite: Fighter level 8, Proficiency and Weapon Focus with selected weapon.

Specifics: This feat grants an additional +1 to hit bonus with the selected weapon. This stacks with all other bonuses to attack roll (including Weapon Focus). This feat can be taken multiple times, but each time the effect applies to a new type of weapon.

Use: Automatic.

GREATER WEAPON SPECIALIZATION

Type of Feat: General

Prerequisite: Fighter level 12, Proficiency, Weapon Focus, Greater Weapon Focus, and Weapon Specialization with selected weapon.

Specifics: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization. You can take this feat multiple times, but each time the effect applies to a new type of weapon.

Use: Automatic.

IMPROVED CRITICAL

Type of Feat: General

Prerequisite: Proficiency with the chosen weapon, base attack bonus +8 or higher.

Specifics: Combat ability doubles the critical threat range with a given weapon. A longsword that normally threatens a critical on a roll of 19-20 would now threaten a critical on a roll of 17-20.

Use: Automatic. The threat range of a Keen weapon is already doubled, and is not further improved with this feat. This feat can be selected multiple times, applying to a new weapon category each time.

Special: Halflings and Gnomes are small creatures and as such they can never use the following large weapons - dire mace, double bladed sword, doubleaxe, greataxe, greatsword, halberd, heavy flail, and scythe.

POWER CRITICAL

Type of Feat: General

Prerequisite: Proficiency and Weapon Focus with selected weapon, base attack bonus +4

Specifics: When using the weapon you selected, you gain a +4 bonus on the roll to confirm a threat.

Use: Automatic.

WEAPON FINESSE

Type of Feat: General

Prerequisite: Base attack bonus +1 or higher.

Specifics: A character with this feat is adept at using light weapons subtly and effectively, allowing him to make melee attack rolls with his dexterity modifier instead of strength (if his dexterity is higher than his strength).

Use: Automatic when using any of the following weapons: dagger, handaxe, kama, kukri, light hammer, mace, rapier, short sword, sickle, whip and unarmed strike.

POWER ATTACK

Type of Feat: General

Prerequisite: Str 13+.

Required for: Cleave, Improved Power Attack, Great Cleave, Divine Might and Divine Shield.

Specifics: A character with this feat can make powerful but ungainly attacks. When Power Attack is selected, it grants a +3 bonus to the damage roll, but at the cost of -3 to the attack roll.

Use: Combat Mode.

IMPROVED POWER ATTACK

Type of Feat: General

Prerequisite: Str 13+, Power Attack, base attack bonus +6 or higher.

Specifics: This feat allows the character to trade a -6 penalty on his attack roll to gain a +6 bonus on his damage roll. It is very useful when fighting tough, easy-to-hit opponents.

Use: Combat Mode.

CLEAVE

Type of Feat: General

Prerequisite: Str 13+, Power Attack.

Required for: Great Cleave.

Specifics: If the character kills an opponent, he gets a free attack against any opponent who is within melee weapon range.

Use: Automatic.

GREAT CLEAVE

Type of Feat: General

Prerequisite: Str 13+, Power Attack, Cleave, base attack bonus +4 or higher.

Specifics: As cleave, except that there is no limit to the number of additional attacks that the character may make after killing one opponent.

Use: Automatic.

---GENERAL FEATS---

DODGE

Type of Feat: General

Prerequisite: Dex 13+.

Required for: Mobility and Spring Attack.

Specifics: The character gains a +1 dodge bonus to AC against attacks from his 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.

MOBILITY

Type of Feat: General

Prerequisite: Dex 13+, Dodge.

Required for: Spring Attack.

Specifics: 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.

SPRING ATTACK

Type of Feat: General

Prerequisite: Dex 13+, Dodge, Mobility, base attack bonus +4 or higher.

Required for: Whirlwind Attack

Specifics: Enemies do not get attacks of opportunity against the character when the character is moving around in combat.

Use: Automatic.

COMBAT EXPERTISE

Type of Feat: General

Prerequisite: Int 13+.

Required for: Feint, Improved Combat Expertise, Whirlwind Attack

Specifics: A character with this feat can make defensive attacks, gaining a +3 bonus to AC but receiving a -3 penalty to attack rolls.

Use: Combat Mode.

IMPROVED COMBAT EXPERTISE

Type of Feat: General

Prerequisite: Int 13+, Combat Expertise, base attack bonus +6 or higher.

Specifics: A character with this feat can make improved defensive attacks, gaining a +6 bonus to AC but receiving a -6 penalty to attack rolls.

Use: Combat Mode.

WHIRLWIND ATTACK

Type of Feat: General

Prerequisite: Intelligence 13+, Combat Expertise, Dexterity 13+, Dodge, Mobility, Spring Attack, Base Attack of +4.

Specifics: The character performs a full attack action, and makes one melee attack at full base attack bonus against each opponent within 5 feet.

Use: Selected.

FEINT

Type of Feat: General

Prerequisite: Int 13, Combat Expertise

Specifics: The Feint feat can be used to deny your opponent their DEX bonus to AC for a combat round. In order for it to succeed you make a Bluff check with a target DC of the target's Base Attack Bonus plus their Spot skill. Regardless of whether their DEX bonus is removed, you only get a single attack that round (but Haste does stack with it). This feat is especially useful for rogues who can Sneak Attack with it. Any non-humanoid gets a +4 bonus to its DC. And against anything with a 1 or 2 intelligence it gets a +8 bonus to its DC. You can't feint against a non-intelligent creature.

A cleric with the Trickery domain receives this feat for free, even if he does not meet the prerequisites.

Use: Selected.

POINT BLANK SHOT

Type of Feat: General

Prerequisite: None.

Required for: Rapid Shot.

Specifics: A character with this feat negates the -4 penalty for using missile weapons in melee, and gains an additional +1 to attack and damage with ranged weapons when the target is within 15 feet.

Use: Automatic.

RAPID SHOT

Type of Feat: General

Prerequisite: Dex 13+, Point Blank Shot.

Specifics: A character with this feat gains an extra attack per round with a ranged weapon (excluding crossbows). When a Rapid Shot is attempted, the extra attack is made at the character's highest base attack bonus, but all attacks within the round suffer a -2 penalty.

Note: Rangers who select the Archery Combat Style receive this feat at 2nd level, even if they do not meet the prerequisites.

Use: Selected.

MANYSHOT

Type of Feat: General

Prerequisite: Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6

Specifics: The first shot you fire in a round, you notch two arrows instead of one. Both arrows use the same attack roll, but the attack roll is made at a -4 penalty. If the attack roll hits, the target takes damage from both arrows (extra damage, as from sneak attack and/or critical hits, are only applied to one of the arrows). When your base attack bonus reaches +11, the first and second attacks you make in the round fire two arrows, and the attack roll penalty increases to -6. When your base attack bonus reaches +16, the first three attacks you make in the round fire two arrows, and the attack roll penalty increases to -8.

Note: Rangers who select the Archery Combat Style receive this feat at 6th level, even if they do not meet the prerequisites.

Use: Selected.

IMPROVED RAPID SHOT

Type of Feat: General

Prerequisite: Manyshot, Point Blank Shot, Rapid Shot

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

Note: Rangers who select the Archery Combat Style receive this feat at 11th level, even if they do not meet the prerequisites.

Use: Automatic.

RAPID RELOAD

Type of Feat: General

Prerequisite: Base attack bonus +2.

Specifics: The character is able to reload so quickly that they get the same number of attacks with any crossbow as they would if they were using a normal bow.

Use: Automatic.

ZEN ARCHERY

Type of Feat: General

Prerequisite: Base attack bonus +3, Wis 13+.

Specifics: Wisdom guides the character's ranged attacks, letting them use their Wisdom modifier, if it is higher, instead of their Dexterity when firing ranged weapons.

Use: Automatic.

TWO WEAPON FIGHTING

Type of Feat: General

Prerequisite: Dex 15+.

Required For: Improved Two-Weapon Fighting.

Specifics: A character with this feat reduces the penalties suffered when fighting with two weapons. The normal penalty of -6 to the primary hand and -10 to the off-hand becomes -4 for the primary hand and -4 for the off-hand. Best results are achieved if the off-hand weapon is light, further reducing the penalty for both the primary and off-hand by 2 (to -2/-2).

Note: Rangers who select the Two-Weapon Fighting Combat Style receive this feat at 2nd level, even if they do not meet the prerequisites.

Use: This feat is used automatically during combat.

IMPROVED TWO WEAPON FIGHTING

Type of Feat: General

Prerequisite: Dex 17, Two-Weapon Fighting, base attack bonus +6 or higher.

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

Note: Rangers who select the Two-Weapon Fighting Combat Style receive this feat at 6th level, even if they do not meet the prerequisites.

Use: Automatic.

GREATER TWO WEAPON FIGHTING

Type of Feat: General

Prerequisite: Dex 19, Two Weapon Fighting, Improved Two Weapon Fighting, base attack bonus +11

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

Note: Rangers who select the Two-Weapon Fighting Combat Style receive this feat at 11th level, even if they do not meet the prerequisites.

Use: Automatic.

TWO WEAPON DEFENSE

Type of Feat: General

Prerequisite: Dex 15, Two Weapon Fighting.

Specifics: When wielding a double weapon or two weapons, you gain a +1 shield bonus to your AC. When using the Parry action, instead you get a +2 skill bonus added to your Parry skill check to avoid an incoming blow.

Use: Automatic.

IMPROVED TWO WEAPON DEFENSE

Type of Feat: General

Prerequisite: Dex 17, Two Weapon Defense, Two Weapon Fighting, base attack bonus +6

Specifics: When wielding a double weapon or two weapons, you gain a +2 shield bonus to your AC. When using the Parry action, this is replaced with a +4 skill bonus added to your Parry skill check to avoid an incoming blow.

Use: Automatic.

IMPROVED UNARMED STRIKE

Type of Feat: General

Prerequisite: None.

Required for: Stunning Fist, Deflect Arrows.

Specifics: Armed opponents no longer get attacks of opportunity against the character when he attempts an unarmed attack.

Use: Automatic. Monks receive this feat for free at Level 1.

CIRCLE KICK

Type of Feat: General

Prerequisite: Base attack bonus +3, Dex 15+, Improved Unarmed Strike.

Specifics: If the character succeeds in hitting an opponent with an unarmed attack, they get an additional free attack against another, nearby enemy. There is a maximum of one free attack per round.

Use: Automatic.

STUNNING FIST

Type of Feat: General

Prerequisite: Dex 13+, Wis 13+, Improved Unarmed Strike, base attack bonus +8 or higher.

Required for: Extra Stunning Attacks.

Specifics: A character with this feat can attempt a disabling strike with a -4 attack penalty and a -4 damage penalty. If successful, the target must succeed at a Fortitude save (DC 10 + 1/2 the attacker's level + the attacker's Wisdom modifier) or be held for three rounds. This attack may be used once per day for every four levels of the character.

Use: Selected. Monks receive this feat for free at 1st level, even if they do not meet the prerequisites. As well, monks suffer no attack or damage penalties when using this feat and may use it once per day per level. Constructs and undead are immune to this attack, as are any creatures that are immune to critical hits.

EXTRA STUNNING ATTACK

Type of Feat: General

Prerequisite: Base attack bonus +2, Stunning Fist.

Specifics: The character gains 3 extra stunning attacks per day.

Use: Automatic.

DEFLECT ARROWS

Type of Feat: General

Prerequisite: Dex 13+, Improved Unarmed Strike.

Specifics: A character with this feat automatically deflects the first incoming projectile attack shot at her each round.

Use: Automatic if not caught flat-footed. Monks receive this feat for free at level 2.

KNOCKDOWN

Type of Feat: General

Prerequisite: None.

Required for: Improved Knockdown.

Specifics: A character with this feat can attempt a special knockdown attempt, which does not cause damage but does not provoke an attack of opportunity. A character may only knock down creatures that are one size larger than itself or less. The attacker makes a d20 roll modified by his strength bonus, and the difference between his creature size and the target creature size times 4. The defender makes a d20 roll modified by the better of his strength and dexterity bonus. If the attacker meets or beats the defender's roll, the defender is knocked down. Prone characters cannot attack. Characters receive a +4 bonus to attack prone opponents in melee, but a -4 penalty to attack them with a ranged weapon.

Use: Selected.

Special: Monks receives this feat for free at level 6.

IMPROVED KNOCKDOWN

Type of Feat: General

Prerequisite: Int 13+, Knockdown, base attack bonus +7.

Specifics: A character with this feat counts as one size category larger when he makes a knockdown attack. All other knockdown conditions still apply.

Use: Selected. Monks receive this feat for free at level 6.

DISARM

Type of Feat: General

Prerequisite: Int 13+.

Required for: Improved Disarm.

Specifics: The character can perform a disarm maneuver that does no damage, provokes an attack of opportunity, but potentially renders the target unarmed. The attacker attempting the disarm makes an attack roll against the target at maximum BAB modified by the difference between the attacker's size and the target's size times 4 (so a medium human disarming a small gnome is at +4). The attacker gets a further modifier of 4 times the relative size of his main-hand weapon (so small Halfling wielding a medium-sized longsword is at +4). The defender makes an attack roll to resist the disarm using his maximum BAB modified by his relative weapon size times 4. If the attacker meets or beats the defender's roll, the defender's main hand weapon is disarmed, knocking his on-hand item to the ground. Disarm will not work if the target's weapon cannot be dropped.

Use: Selected. A disarm attempt provokes an attack of opportunity.

IMPROVED DISARM

Type of Feat: General

Prerequisite: Int 13+, Disarm.

Specifics: A character with this feat does not to provoke an attack of opportunity when attempting to disarm. Furthermore, if she succeeds in disarming a foe, the disarmed weapon is placed in her inventory. If there is no available slot in her inventory, the weapon falls to the ground.

Use: Selected.

IMPROVED PARRY

Type of Feat: General

Prerequisite: Int 13+.

Specifics: When using the Parry skill, this feat allows the character to counterattack when the Parry roll exceeds the modified attack roll by 5 or more (normally, the Parry roll must exceed the attack by 10 to counterattack). Additionally, the character can parry once more per round before incurring penalties.

Use: Automatic.

IMPROVED FAVORED ENEMY

Type of Feat: General

Prerequisite: Favored enemy ability, base attack bonus +5.

Specifics: You deal an extra +3 damage to your favored enemies. This benefit stacks with any existing favored enemy bonus gained from another class.

Use: Automatic.

FAVORED POWER ATTACK

Type of Feat: General

Prerequisite: Favored enemy ability, Power Attack, base attack bonus +4.

Specifics: When you use the Power Attack or Improved Power Attack feat with a one-handed weapon against a favored enemy, your Power Attack damage bonus is doubled. With a two-handed weapon against a favored enemy, your Power Attack damage bonus is tripled.

Use: Selected.

GREATER RESILIENCY

Type of Feat: General

Prerequisite: Barbarian damage reduction 1/- (or better)

Specifics: Your damage reduction increases by 1. If it would normally rise thereafter with level, it does so at its previous rate, adding the +1 normally. For example, a 13th-level barbarian has damage reduction 3/-. By taking this feat, he raises it to 4/-. When he reaches 16th level, his damage reduction becomes 5/- and at 19th level, it becomes 6/-.

Use: Automatic.

EXTEND RAGE

Type of Feat: General

Prerequisite: Rage or frenzy ability.

Specifics: Each use of rage or frenzy lasts 5 rounds longer.

Use: Automatic.

EXTRA RAGE

Type of Feat: General

Prerequisite: Rage or frenzy ability.

Specifics: You can rage or frenzy two more times per day than you otherwise could.

Use: Automatic.

EXTRA WILDSHAPE

Type of Feat: General

Prerequisite: Ability to use wild shape.

Specifics: You use your wild shape ability two more times per day than you otherwise could. If you are able to use wild shape to become an elemental, you also gain one additional elemental wild shape use per day.

Use: Automatic.

ELEPHANTS HIDE

Type of Feat: General

Prerequisite: Ability to wild shape into a Large creature.

Specifics: You can spend one of your wild shapes for the day to give yourself a natural armor bonus of +7 for 10 minutes.

Use: Selected.

OAKEN RESILIENCE

Type of Feat: General

Prerequisite: Druid level 12.

Specifics: You can spend a wild shape to gain immunity to critical hits, poison, sleep, paralysis, and stunning for 10 minutes.

Use: Selected.

EXTRA MUSIC

Type of Feat: General

Prerequisite: Bard Song.

Specifics: The character may use bard song four extra times per day.

Use: Automatic.

LINGERING SONG

Type of Feat: General

Prerequisite: Bard Song.

Specifics: The character's bard songs last an additional 5 rounds.

Use: Automatic.

CURSE SONG

Type of Feat: General

Prerequisite: Bard 1, Perform 3

Specifics: Bards are able to sing a song that can curse their enemies. Deafened creatures are not affected by the bard's singing. The song affects all enemies within 30 feet and lasts for 10 rounds. The higher the bard's final Perform skill and class level, the more powerful the Curse song. All of the penalties listed are additive.

3 Perform and Bard Level 1: -1 to Attack and Damage rolls.

6 Perform and Bard Level 2: -1 to Will Saves.

9 Perform and Bard Level 3: -1 to Damage rolls and -1 to Fortitude Saves.

12 Perform and Bard Level 6: -1 to Reflex saves, -1 to Skill rolls.

15 Perform and Bard Level 8: -1 to Attack rolls, 8 damage.

18 Perform and Bard Level 11: -2 to Dodge Armor Class, -1 to Skill rolls.

Perform 21 and Bard Level 14: -1 to Damage rolls, 8 damage and -1 Dodge Armor Class.

Perform 24 and Bard Level 15: -1 Will Saves, -1 Reflex Saves, -1 Fortitude Saves, -1 Dodge Armor Class.

Perform 25 and Bard Level 16: -1 Will Saves, 4 damage. -1 Dodge Armor Class.

For each additional 5 Perform and 1 Class level in Bard an additional 2 damage is granted.

Use: Selected.

EXTRA SMITING

Type of Feat: Class

Prerequisite: Smite Evil or Smite Good.

Specifics: This feat increases the smiting ability to 3 times per day.

Use: Selected

EXTRA TURNING

Type of Feat: Special

Prerequisite: Exclusive to clerics and paladins.

Specifics: This divine ability allows the character to turn undead four additional times per day.

Use: Automatic.

DIVINE MIGHT

Type of Feat: General

Prerequisite: Turn Undead, Cha 13+, Str 13+, Power Attack.

Specifics: The character may spend one of his turn undead attempts to add his Charisma bonus to all weapon damage for a number of rounds equal to the Charisma bonus.

Use: Selected.

DIVINE SHIELD

Type of Feat: General

Prerequisite: Turn Undead, Cha 13+, Str 13+, Power Attack.

Specifics: The character may spend one of his turn undead attempts to add his Charisma bonus to his armor class for a number of rounds equal to the Charisma bonus.

Use: Selected.

DIVINE RESISTANCE

Type of Feat: General

Prerequisite: Turn or rebuke undead ability.

Specifics: By spending one of your turn undead attempts, you imbue yourself and all allies with resistance to cold 5, electricity 5, and fire 5. It lasts for a number of rounds equal to your Charisma bonus (minimum of 1 round).

Use: Selected.

SACRED VENGEANCE

Type of Feat: General

Prerequisite: Turn or rebuke undead ability.

Specifics: You can spend one of your turn undead attempts in order to add 2d6 damage to all successful attacks against undead for one round.

Use: Selected.

BLIND FIGHT

Type of Feat: General

Prerequisite: None.

Specifics: This feat grants the character the ability to fight well, even if blinded or against invisible creatures. The character gets to reroll its miss chance percentile one time to see if it actually hits. Furthermore, invisible creatures get no bonus to hit the character in melee.

Use: Automatic.

TOUGHNESS

Type of Feat: General

Prerequisite: None.

Specifics: 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.

Clerics with the Earth domain receive this feat for free at 1st level, and rangers receive this feat for free at 3rd level.

Use: Automatic.

GREAT FORTITUDE

Type of Feat: General

Prerequisite: None.

Specifics: A character with this feat is tougher than normal, gaining a +2 bonus to all Fortitude saving throws.

Use: Automatic.

IRON WILL

Type of Feat: General

Prerequisite: None.

Specifics: The character's strong presence of mind gives him a +2 bonus to all Will saving throws.

Use: Automatic.

LIGHTNING REFLEXES

Type of Feat: General

Prerequisite: None.

Specifics: The character's reflexes are faster than normal, granting him a +2 bonus to all Reflex saving throws.

Use: Automatic.

RESIST POISON

Type of Feat: General

Prerequisite: None.

Specifics: Character gains a +4 bonus on Fortitude saving throws against poison.

Use: Automatic.

RESIST DISEASE

Type of Feat: General

Prerequisite: None.

Specifics: Character gains a +4 bonus on Fortitude saving throws to resist the effects of disease.

Use: Automatic.

RESIST ENERGY

Type of Feat: General

Prerequisite: Base Fort save bonus +8

Specifics: Character gains resistance 5/- against the chosen type of energy (first 5 points of damage of this type of energy is ignored).

Use: Automatic.

IMPROVED INITIATIVE

Type of Feat: General

Prerequisite: None.

Specifics: The character gains a +4 bonus to initiative checks.

Use: Automatic.

EXPERT TACTICIAN

Type of Feat: General

Prerequisite: Dex 13, base attack bonus +2

Specifics: If you hit a creature with an attack of opportunity, you and all your allies gain a +2 circumstance bonus on attack and damage rolls against that creature for one round.

Use: Automatic.

SKILLED OFFENSE

Type of Feat: General

Prerequisite: None.

Specifics: When facing an opponent using the Parry skill, you add your character level to your attack roll for purposes of defending against your enemy's parry.

Use: Automatic.

DASH

Type of Feat: General

Prerequisite: None.

Specifics: This feat grants the ability to move 5% faster.

Use: Automatic.

ABLE LEARNER

Type of Feat: General

Specifics: Cross-class skills cost only a single point per rank instead of the normal cost of two points per rank. You are still restricted to one-half your level for cross-class skills.

Use: Automatic.

SKILL FOCUS

Type of Feat: General

Prerequisite: None.

Specifics: A character with this feat is adept at a certain 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.

ALERTNESS

Type of Feat: General

Prerequisite: None.

Specifics: +2 bonus to Spot and Listen checks due to finely tuned senses.

Use: Automatic.

STEALTHY

Type of Feat: General

Prerequisite: None.

Specifics: Character gains a +2 bonus on Hide and Move Silently checks.

Use: Automatic.

NEGOTIATOR

Type of Feat: General

Prerequisite: None.

Specifics: This feat grants a +2 bonus to Diplomacy and Bluff.

Use: Automatic.

NIMBLE FINGERS

Type of Feat: General

Prerequisite: None.

Specifics: This feat grants a +2 bonus to Open Locks and Disarm Traps.

Use: Automatic.

SELF SUFFICIENT

Type of Feat: General

Prerequisite: None.

Specifics: This feat grants a +2 bonus to Survival and Heal.

Use: Automatic.

Eu sei que é judiaçao "quotar" uma "pequena" msg dessas... mas eu teria que começar a ler hoje pra mes que vem (vou comprar o game) terminar de ler.... valeu ai já vou começa a le!! tomara que mes que vem eu akabe!

Postado

MIND OVER BODY

Type of Feat: Background Trait

Prerequisite: Only available at 1st level.

Specifics: At 1st level, you may use your Intelligence modifier instead of Constitution modifier to determine bonus hit points. Every subsequent level uses your Constitution bonus instead. In addition, every time you acquire a Metamagic or Spellcasting feat you gain +1 hit point.

Use: Automatic.

Prontooooooo.......... Melhoraram o que já era ótimo..... Antes mago se dava Meio mal porque não tinha muita vida ou porque tinha que balancear ATK/HP com isso GG.... Magos 4 The WiN.....

  • Membro VIP
Postado

Dark messiah ou nwn2?? eis a questao...

Bom eu vou jogar os 2,mas não sei qual primeiro =p,2006 so lançou jogos feras hein.

É um dilema interessante, aí depende por qual deles você está mais ansioso.

P. S. Realmente, muitos games bons esse ano e para o ano que vem já tem vários ótimos previstos.

MIND OVER BODY

Type of Feat: Background Trait

Prerequisite: Only available at 1st level.

Specifics: At 1st level, you may use your Intelligence modifier instead of Constitution modifier to determine bonus hit points. Every subsequent level uses your Constitution bonus instead. In addition, every time you acquire a Metamagic or Spellcasting feat you gain +1 hit point.

Use: Automatic.

Prontooooooo.......... Melhoraram o que já era ótimo..... Antes mago se dava Meio mal porque não tinha muita vida ou porque tinha que balancear ATK/HP com isso GG.... Magos 4 The WiN.....

Talvez com isso experimente um mago, nunca fui muito de usar magos puros porque só jogo single-player e a maioria dos módulos que joguei eram mais voltados para personagens mais combativos onde um mago solitário de baixo nível ficaria sem magia rapidinho e levaria a pior, tanto que meu único personagem de NWN 1 com níveis de mago era multiclasse e só porque precisava para criar um Arcane Archer.

Postado

o primeiro é MUITO bom, tenho ele ( ORIGINAL aewwwww hauahu) e suas expansoes, muito bom mesmo, ainda mais eu q sou jogador d D&D fanatico

porém, não estou levando feh no NW 2 não, estou acompanhando video e tudo mais, porém estou achando muito "robotica" a jogabilidade, estilo o do 1, q pra epoca (2002) era BOM mas q hoje em dia não sei, precisa ter o "charme" dos jogos atuais, porém pode ser q não seja, estou me baseando somente nos videos pra esse comentario

abraçows

Postado

não to mais me importando tanto com os graficos,um exemplo é que gothic 3 ta me prendendo mais que oblivion.

Gta SA é bem mais legal que just cause.

Se nwn 2 for igual que o 1,(que joguei so um pouco e já achei ótimo) eu vou adorar.

  • Membro VIP
Postado

não to mais me importando tanto com os graficos,um exemplo é que gothic 3 ta me prendendo mais que oblivion.

Gta SA é bem mais legal que just cause.

Se nwn 2 for igual que o 1,(que joguei so um pouco e já achei ótimo) eu vou adorar.

Sem querer menosprezar Oblivion, já que gostei dele também, ele tem bons gráficos e jogabilidade, mas o enredo dele deixou muito a desejar, é uma história que não prende o jogador. Pelo que estão falando, o enredo do NWN 2 deverá ser bem melhor do que o do 1, além disso os módulos feitos por fãs que inevitavelmente deverão seguir aumentam e muito a vida útil do jogo, por isso, creio que NWN 2 é que deverá ser o grande RPG do ano.

Postado

Sem querer menosprezar Oblivion, já que gostei dele também, ele tem bons gráficos e jogabilidade, mas o enredo dele deixou muito a desejar, é uma história que não prende o jogador. Pelo que estão falando, o enredo do NWN 2 deverá ser bem melhor do que o do 1, além disso os módulos feitos por fãs que inevitavelmente deverão seguir aumentam e muito a vida útil do jogo, por isso, creio que NWN 2 é que deverá ser o grande RPG do ano.

É isso aí Gandalf.nho!

Oblivion tem gráficos bonitos e uma boa física, mas é isso :huh: você num pode se "especializar" em alguma coisa, senão vai ser prejudicado....assim o char é obrigado a ser "multi-uso".

Por isso que eu prefiro NWN, onde você precisa ser mago pra invocar magias....mas sendo mago você é fraco fisicamente....aí recruta um mercenário bárbaro de pouca inteligência (como você é mago tem alta inteligência, podendo lográ-lo, etc)

Acho que só poderei comprá-lo (NWN2) pelo dia 20/11...sites como o Submarino trabalham com desconto de 5% no boleto bancário?

  • Membro VIP
Postado

Uma coisa que achei legal que vai ter no 2 é a opção de sub-raças pro seu personagem (no 1 tinha um campo para isso, mas não tinha suporte nas campanhas oficiais). Também vai ser possível ter até 3 companheiros acompanhando o protagonista, sendo que o limite do primeiro era de 2 (tendo o HOTU instalado).

Que raças vocês preferem jogar no NWN1 e/ou pretendem jogar no 2? Pretendem usar alguma sub-raça? Se eu pegar uma, provavelmente vai ser um aasimar (boa raça para paladinos) ou um wood elf (adequada para rangers).

Arquivado

Este tópico foi arquivado e está fechado para novas respostas.

Sobre o Clube do Hardware

No ar desde 1996, o Clube do Hardware é uma das maiores, mais antigas e mais respeitadas comunidades sobre tecnologia do Brasil. Leia mais

Direitos autorais

Não permitimos a cópia ou reprodução do conteúdo do nosso site, fórum, newsletters e redes sociais, mesmo citando-se a fonte. Leia mais

×
×
  • Criar novo...