Feat Changes

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There are many new and altered feats in this module.

Most feats that are castable abilities are now free actions. This does not include Epic Spells or Turn Undead.

General feats are gained every 2 levels now, as opposed to every 3 levels like in vanilla NWN.

Animal Companion:

* Type of Feat: Class
* Prerequisite: Druid level 1 or ranger level 6.
* Specifics: An animal companion may be summoned once per 20 rounds, until killed or unsummoned.
* Special: The animal companion's level scales with your class (Druid or Ranger) level.
* When summoned, the animal companion copies the Enhancement Bonus or Attack Bonus in your main hand weapon. If you have Companion's Multiattack, this is copied to their offhand weapon as well.
* The companion receives a boost to all of their stats based on your character level.
* The companion receives another, stacking, boost to some of their stats and additional effects based on your Animal Empathy skill (including all modifiers). See the Animal Empathy skill for more details.
* Use: Selected.

Blinding Speed:

* Instant cast
* No longer adds "Haste"
* Adds +1 Attack Per Round and a damage bonus equal to 1/2 your total Dexterity modifier
* Duration is permanent until Rest or Death

Devastating Critical

* Removed.

Overwhelming Critical is now "Precise Critical" (functions the same, just different prerequisites):

* Type of Feat: Combat
* Prerequisite: Dexterity 19+ and Improved Critical (in chosen weapon).
* Specifics: When using the weapon chosen, the character deals +1d6 points of damage on a successful critical hit. If the weapon's critical multiplier is x3, add +2d6, and if the multiplier is x4, add 3d6.
* Use: Automatic.

Skill Focus (Persuade) is now "Skill Focus (Leadership)"

Epic Skill Focus (Persuade) is now "Epic Skill Focus (Leadership)"

Skill Focus (Appraise) is now "Skill Focus (Alchemy)"

Epic Skill Focus (Appraise) is now "Epic Skill Focus (Alchemy)"

Thug is now "Commander"

* Type of Feat: General
* Prerequisite: None.
* Specifics: Character gains a +2 bonus on Initiative checks and a +2 bonus on Leadership checks. You can control +1 cohort.
* Use: Automatic.

Weapon Finesse

* All characters start with this feat at level 1.

**New Feats:**

Alchemical Gift

* Type of Feat: Crafting
* Prerequisite: 13 base ranks in Alchemy
* Specifics: You are gifted in the alchemical sciences. You craft twice as many potions at a time (except for Tier 10 potions) and grenades crafted by you deal double damage.
* Use: Automatic.

Area Taunt (all characters start with this feat at level 1 but must meet the requirements to use it)

* Skill: Taunt.
* Requires Training: Yes, Taunt 4 ranks (base ranks, not including skill modifiers).
* Classes: All.
* Area Taunt is used as a free action to provoke all enemies in a large radius into dropping their guard for a short time and attacking you.
* Check: The DC is a concentration check made by the target against the character's Taunt skill roll. It is considered an attack. If the taunt is successful, the opponent suffers an Armor Class penalty equal to the difference between the taunt roll and the defender's roll (to a max of a -6 penalty) for 5 rounds. The target will also suffer a 30% chance of spell failure, if they don't resist the taunt.
* Special: Taunt penalties are not cumulative. Must be used in combat.
* Use: Activated.
* Cooldown: 2 rounds

Bard Song: Aria of Acceleration

* Type of Feat: General
* Prerequisite: At least one level of Bard, 20 base ranks in Perform.
* Specifics: Expend a use of Bard Song to grant you and nearby allies +1% movement speed per 2 total Perform ranks.
* Use: Selected.

Bard Song: Ballad of Bolstering

* Type of Feat: General
* Prerequisite: At least one level of Bard, 10 base ranks in Perform.
* Specifics: Expend a use of Bard Song to sing a bolstering song that improves you and allies' Strength, Dexterity, and Constitution by 2 + 1 per 30 total Perform ranks (max +6).
* Use: Selected.

Bard Song: Chant of Charging

* Type of Feat: General
* Prerequisite: At least one level of Bard, 15 base ranks in Perform.
* Specifics: Expend a use of Bard Song to grant you and nearby allies 5% + 1% per 10 total Perform ranks invulnerability to electric damage and an electric damage shield equal to total Perform ranks.
* Use: Selected.

Bard Song: Debilitating Ditty

* Type of Feat: General
* Prerequisite: At least one level of Bard, 10 base ranks in Perform.
* Specifics: Expend a use of Bard Song to sing a song that debuffs enemies' Strength, Dexterity, and Constitution by 2 + 1 per 10 total Perform ranks. Enemies that make a save of 10 + 1/2 total Perform ranks are unaffected.
* Use: Selected.

Bard Song: Dirge of Domination

* Type of Feat: General
* Prerequisite: At least one level of Bard, 20 base ranks in Perform.
* Specifics: Expend a use of Bard Song to sing a song at a single enemy target that will dominate them, as per Dominate Monster, if they fail a save of 10 + 1/2 total Perform ranks.
* Use: Selected.

Bard Song: Haunting Hymn

* Type of Feat: General
* Prerequisite: At least one level of Bard, 15 base ranks in Perform.
* Specifics: Expend a use of Bard Song to sing a song that stuns enemies for 1 round, and if they fail a save of 10 + 1/2 total Perform ranks they will be terrified for the duration of the song. Taking any damage will remove the terror effect.
* Use: Selected.

Bard Song: Lethargic Lullaby

* Type of Feat: General
* Prerequisite: At least one level of Bard, 20 base ranks in Perform.
* Specifics: Expend a use of Bard Song to sing a song that slows enemy movement speed by 1% per 2 Perform ranks and reduces their attacks per round by 1. Enemies who make a save of 10 + 1/2 total Perform ranks are unaffected.
* Use: Selected.

Bard Song: Melody of Mending

* Type of Feat: General
* Prerequisite: At least one level of Bard, 15 base ranks in Perform.
* Specifics: Expend a use of Bard Song to grant you and nearby allies regeneration equal to 1 per 5 total Perform ranks.
* Use: Selected.

Bard Song: Psalm of Sundering

* Type of Feat: General
* Prerequisite: At least one level of Bard, 25 base ranks in Perform.
* Specifics: Expend a use of Bard Song to sing a song that inflicts vulnerability to physical, acid, cold, electric, fire, magical, negative, positive, poison and sonic damage equal to 1% per 3 total Perform ranks to enemies that fail a save of 10 + 1/2 total Perform ranks.
* Use: Selected.

Bard Song: Serenade of Stormcalling

* Type of Feat: General
* Prerequisite: At least one level of Bard, 15 base ranks in Perform.
* Specifics: Expend a use of Bard Song to sing a song that strikes enemies with lightning every round for the duration of the song. Each strike does damage equal to twice your total Perform ranks. Enemies can make a reflex save each strike to take half damage with a DC of 10 + 1/2 total Perform ranks.
* Use: Selected.

Bard Song; Verses of Victory

* Type of Feat: General
* Prerequisite: At least one level of Bard, 25 base ranks in Perform.
* Specifics: Expend a use of Bard Song to grant you and nearby allies +1 attack per round.
* Use: Selected.

Battle Caster

* Type of Feat: General
* Prerequisite: Warlock 1, Medium Armor Proficiency.
* Specifics: Increases your innate ASF reduction from -20% to -30%
* Use: Passive.

Berserker Combat Style

* Type of Feat: General
* Prerequisite: Barbarian, 19 Con.
* Specifics: You embrace a combat style that favors using lighter armors to allow you to both take and deal more damage. You gain a flat damage bonus and heal a percentage of health when you are damaged (from any source)  based on the weight of your armor.
	+ Armor Weight: Damage Bonus, Heal %
	+ 50: 0, 0 (this feat does nothing when wearing the heaviest armors)
	+ 45: 1, 0.5%
	+ 40: 2, 1%
	+ 30: 4, 1.5%
	+ 15: 6, 2%
	+ 10: 8, 2.5%
	+ 5: 10, 3%
	+ 1: 0, 0 (this feat does nothing when wearing cloth armor)
	+ 0: 0, 0 (this feat does nothing when wearing no armor)
		- If healing takes place, the minimum healed is 1, the maximum healed is either the percentage of your health as listed or the amount of damage that triggered the heal, whichever is lower.
* Use: Automatic.

Breath of the Elder Dragon

* Type of Feat: General
* Prerequisite: Breath of the Dragon. (which is gained on RDD level 9)
* Specifics: The dragon disciple's breath is powerful like that of an elder dragon and does d10 fire damage equal to (total character level + Con mod).
* Use: Automatic while in melee combat.
* Cooldown: 6 rounds.

Breath of the Ancient Dragon

* Type of Feat: General
* Prerequisite: Breath of the Elder Dragon.
* Specifics: The dragon disciple's breath is devastating like that of an ancient dragon and does d12 fire damage equal to (total character level + Con mod).
* Use: Automatic while in melee combat.
* Cooldown: 6 rounds.

Combat Magic: Fireball

* Type of Feat: General
* Prerequisite: Battlemage level 10
* Specifics: When toggled on, you will automatically cast Fireball instantly while attacking (in melee or range). Toggle it off to return to casting Magic Missile in combat.
* Cooldown: 3 rounds.
* Use: Toggle

Combat Magic: Scintillating Sphere

* Type of Feat: General
* Prerequisite: Battlemage level 10
* Specifics: When toggled on, you will automatically cast Scintillating Sphere instantly while attacking (in melee or range). Toggle it off to return to casting Magic Missile in combat.
* Cooldown: 3 rounds.
* Use: Toggle

Combat Magic: Negative Energy Burst

* Type of Feat: General
* Prerequisite: Battlemage level 10
* Specifics: When toggled on, you will automatically cast Negative Energy Burst instantly while attacking (in melee or range). Toggle it off to return to casting Magic Missile in combat.
* Cooldown: 3 rounds.
* Use: Toggle

Companion's Multiattack

* Type of Feat: Epic
* Prerequisite: Animal Companion, Animal Empathy rank 25
* Specifics: Your animal companion(s) gain an offhand weapon and the benefits of Ambidexterity and Improved Two-Weapon Fighting. This gives them +2 attacks per round at the cost of -2 attack bonus to all attacks.
* Use: Automatic. Takes effect the next time you call your animal companion(s).

Cleaving Riposte

* Type of Feat: Class Specific
* Prerequisite: Fighter level 21+, Great Cleave, 34 ranks of Parry
* Specifics: Each passive riposte that successfully strikes any single enemy now strikes all enemies around you.
* Use: Automatic.
* Cooldown: 1 second.

Demoralize Opponents (all characters start with this feat at level 1 but must meet the requirements to use it)

* Skill: Intimidate.
* Requires Training: Yes, Intimidate 4 ranks (base ranks, not including skill modifiers).
* Classes: All.
* Demoralize Opponents is used as a free action to try to cower your opponents. All enemies within a large radius must make a save, and if they fail they receive -1 per 10 total Intimidate ranks (minimum -1, maximum -4) to Attack, Skills, and Saves for a duration of 1 round per Initimidate rank.
* Check: The DC is 1d20 + your Intimidate skill (including all modifiers) + your Size modifier (if any) vs. 1d20 + the enemy's Hit Dice + their Size modifier (if any).
* Size Modifiers:
	+ Huge: +8
	+ Large: +4
	+ Medium: 0
	+ Small: -4
	+ Tiny: -8
* Special: Must be used in combat.
* Use: Activated.
* Cooldown: 2 rounds

Eldritch Master

* Type of Feat: General
* Prerequisite: Character level 21, ability to cast Dark Invocations, 24 ranks of Spellcraft
* Specifics: All Eldritch Blast abilities do +50% more damage, and you gain +2 AB while using Hideous Blows.
* Use: Automatic

Empower Invocation

* Type of Feat: General
* Prerequisite: Eldritch Blast
* Specifics: You empower the next invocation you cast, increasing the numeric values by 50%.
* Special: Stacks with Maximize Invocation.
* Use: Activated.
* Cooldown: 2 turns (3 uses, each use takes 2 minutes to recharge).

Fearsome

* Type of Feat: General
* Prerequisite: Intimidate 4+ ranks.
* Required for: None.
* Specifics: When using Demoralize Opponents, add 2 to the total debuff amount. By default the debuff is -1 to -4, depending on skill level. With this the debuff is -3 to -6.
* Use: Automatic.

Feint (all characters start with this feat at level 1 but must meet the requirements to use it)

* Skill: Bluff.
* Requires Training: Yes, Bluff 4 ranks (base ranks, not including skill modifiers).
* Classes: All.
* Feint is used as a free action to try to make your current attack target flatfooted. If they are attacking you when the feint is successful, there is a chance they will switch targets (if another target is available to them). Additionally, there is a brief window in which they are flatfooted and may be sneak attacked and critcially hit, even if they are normally immune. With skillful timing of the feint, assassins can make an additional paralyze attempt.
* Check: The DC is 1d20 + your Bluff skill (including all modifiers) vs. the enemy's Spot skill (including all modifiers) + their Base Attack Bonus.
* Special: Must be used in combat. Targets your current attack target, and only works if your target is attacking you.
* Use: Activated.
* Cooldown: 5 seconds

Grappling Hook

* Type of Feat: General
* Prerequisite: Strength 15
* Specifics: You throw a grappling hook at the target enemy. If they are the same size as you or smaller, you pull them towards you and then knock them down for 1 round. If they are larger than you, you instead pull yourself to them, but they are otherwise unaffected.
* Use: Activated.
* Cooldown: 30 seconds.

Invocation Focus I

* Type of Feat: General
* Prerequisite: Ability to cast Least Invocations.
* Required for: Invocation Focus II: Greater and Invocation Focus III: Epic.
* Specifics: A character with this feat is adept at casting invocations and gains +2 to the DC for any invocations they cast that have a save component.
* Use: Automatic.

Invocation Focus II: Greater

* Type of Feat: General
* Prerequisite: Invocation Focus I.
* Required for: Invocation Focus III: Epic.
* Specifics: A character becomes an expert at casting invocations and gains +4 to the DC for any invocations they cast that have a save component.
* Use: Automatic.

Invocation Focus III: Epic

* Type of Feat: General
* Prerequisite: Character level 21, Invocation Focus II: Greater.
* Required for: None.
* Specifics: A character becomes a master at casting invocations and gains +6 to the DC for any invocations they cast that have a save component.
* Use: Automatic.

Mage Bane

* Type of Feat: General
* Prerequisite: Taunt 4+ ranks.
* Required for: None.
* Specifics: When using Area Taunt, you inflict an additional 40% Arcane Spell Failure on targets who fail their save (in addition to the base 30%, for a total of 70% ASF).
* Use: Automatic.

Maximize Invocation

* Type of Feat: General
* Prerequisite: Eldritch Blast
* Specifics: The next invocation you cast that has random values will be maximized. All dice will roll their maximum values.
* Use: Activated.
* Cooldown: 2 turns (3 uses, each use takes 2 minutes to recharge).

Mend Companion

* Type of Feat: General
* Prerequisite: Animal Companion, Animal Empathy rank 4
* Specifics: You heal your animal companion for an amount equal to your total Animal Empathy ranks + Heal ranks every 3 seconds for 18 seconds.
	+ At character level 25+ the healing is an amount equal to (your total Animal Empathy ranks)\*2 + Heal ranks.
	+ At character level 40+ the healing is an amount equal to (your total Animal Empathy ranks)\*3 + Heal ranks.
* Use: Activated.
* Cooldown: 2 minutes.

Mounted Combat

* Type of Feat: General.
* Prerequisite: Discipline 4 base ranks.
* Specifics: While mounted, gain +2 Attack Bonus and +2 Shield Enhancement AC.
	+ This is in addition to the +3 strength you gain while mounted.
* Use: Automatic while using any mount.

Practice Spellcaster

* Type of Feat: General
* Prerequisite: At least one level in the specified base class.
* Specifics: If your caster level in the chosen base class is lower than your total level, your caster level improves by up to +4. This cannot cause your caster level to exceed your total level, except in situations where a class features grants 2x caster level for a subset of spells, then those spells can still exceed your total level.
* Use: Automatic.

Set Trap (all characters start with this feat at level 1 but must meet the requirements to use it)

* Ability: Dexterity.
* Requires Training: Yes.
* Classes: All.
* This skill allows a character to place traps. Placing traps requires 4 base ranks in this skill, as well as Craft Traps, as traps are crafted at the same time they are placed. Trap effectiveness (damage, duration, DC) are factored off of your total Craft Trap skill. Since placing traps requires crafting them at the same time, the cost of materials is abstracted to 100 \* your total Craft Trap skill. You receive a discount on this cost based on one half of your total Disable Trap ranks.
* Check: When placing a trap, the character makes a skill check of 1d20 + their total Set Trap skill. The DC of the task is your total Craft Trap skill + 10. The trap is still set on a failure, but your effective Craft Trap skill for that trap is reduced by one half, making the trap much weaker.
* Special: 5 or more ranks in Disable Traps grants a +2 synergy bonus on Set Trap checks. Any party members are able to see traps that one character has set.
* Five different trap types:
	+ Snare
	+ Spike
	+ Flashbang
	+ Fire
	+ Frost

Slippery Attacker

* Type of Feat: General
* Prerequisite: Bluff 4+ ranks.
* Required for: None.
* Specifics: Your Feint ability leaves targets open to Sneak Attack for 2 seconds on a success (default is 1 second). This increase stacks with other increases from gear or AAs.
* Use: Automatic.

Special Attack: Flurry Strike

* Type of Feat: Special Attack
* Prerequisite: 6 Base Attack, 19 Dexterity
* Specifics: Character can use the Flurry Strike.
* This attack deals 1d6 physical damage per Dexterity mod (+50% if your offhand is empty) to your current melee target. This attack hits 4 times, consecutively, or 6 times if you have a weapon in your offhand.  This attack has a base crit profile of 18-20/x4.
* Use: Activated.
* Cooldown: 30 seconds.

Special Attack: Heavy Attack

* Type of Feat: Special Attack
* Prerequisite: 6 Base Attack, 19 Strength
* Specifics: Character can use the Heavy Attack.
* This cleaving attack deals 1d12 slashing damage per Strength mod (+50% if your offhand is empty) to all enemies around you. This attack has a base crit profile of 19-20/x2.
* Use: Activated.
* Cooldown: 30 seconds.

Special Attack: Shield Slam

* Type of Feat: Special Attack
* Prerequisite: 6 Base Attack, Shield Proficiency
* Specifics: Character can use Shield Slam.
* This single target attack deals 1d8 blunt damage per Strength mod or Dexterity mod (whichever is higher), and if the target fails a Fort save of 10+(your total Attack Bonus) they are stunned for 1 second.  NOTE: This stun ignores any immunities. This attack has a base crit profile of 20/x3.
* Use: Activated.
* Cooldown: 30 seconds.

Special Attack: Snipe

* Type of Feat: Special Attack
* Prerequisite: 6 Base Attack, Rapid Shot OR Rapid Reload
* Specifics: Character can use Snipe.
* This single target attack deals 1d20 peircing damage per Dexterity or Wisdom mod (whichever is higher). This attack has a base crit profile of 17-20/x4.
* Use: Activated.
* Cooldown: 30 seconds.

Spellblade

* Type of Feat: General
* Prerequisite: Spellcraft 4 base ranks
* Specifics: Normally, spellcasters can only use magic staves as a focus and invokers can only use warlock scepters. With this feat, any weapon you use in your main hand will count as a focus (meaning the Enhancement Bonus on the weapon will be added to your spell/invocation DC and damage dice).
* Use: Automatic

Spellfire Channeling

* Type of Feat: General
* Prerequisite: 8 base ranks in Spellcraft
* Specifics: Character gains +5% chance to crit with spells/invocations.
* Use: Automatic.

Epic Spellfire Channeling

* Type of Feat: Epic
* Prerequisite: 23 base ranks in Spellcraft, Spellfire Channeling
* Specifics: Character gains an additional +5% chance to crit with spells/invocations.
* Use: Automatic.

Spell-Like Ability: Inflict Critical Wounds

* Type of Feat: General
* Prerequisite: Blackguard level 5
* Specifics: Cast the Inflict Critical Wounds spell at will.
* Use: Selected.