The World of Aenea - A Persistent Neverwinter Nights World


Home
Rules & Info
Classes
Races
Deities
Contact
World Map
Spells
Feats
Enchantment
Bard Songs
Tool Feats
Epic Feats
Other Feats
Items & Objects
NPCs
Monsters
Downloads
Forum
Donate

Neverwinter Nights Vault Hall of Fame



Feats:

In Aenea, there are several changes and additions to the feats available to characters in Neverwinter Nights. These changes are described below.


Item Enchantment Feats:

Brew Potion - [Changed Feat]
• Prerequisite: Spellcaster Level 3+
• You can create a magical potion. Brewing a potion costs a small amount of XP and gold, depending on the value of the item being created. The potion creator can select the caster level of the finished potion.

Brewing a potion requires a base item (an Empty Potion Bottle), and may require specific spells to be known/memorized by the spellcaster.

The Item Enchantment System makes use of the VC command system. Type ;;mi potion help into the chat bar to learn which commands to use. Further information (such as specific requirements for certain items) can be found in the forum.

Enchant Item - [New Feat]
• Prerequisite: Spellcaster Level 7+
• The spellcaster can create all sorts of miscellaneous magical items (the most common types being various sorts of clothing). Enchanting such an item costs a small amount of XP and gold, depending on the value of the item being created.

Enchanting an item requires a base item (usually a Masterwork item), and may require specific spells to be known/memorized by the spellcaster.

Type ;;enchant misc help into the chat bar to learn which commands to use and check the forum for more information.

Enchant Arms & Armor - [New Feat]
• Prerequisite: Spellcaster Level 5+
• The spellcaster can create and enchant magical weapons, armor, and shields. Enchanting such an item costs a small amount of XP and gold, depending on the value of the item being created.

Enchanting a weapon, armor, or shield requires a base item (a Masterwork Weapon, Masterwork Armor, or Masterwork Shield), and may require specific spells to be known/memorized by the spellcaster. The spellcaster may also need a minimum number of ranks in Craft Armor or Craft Weapon.

Type ;;enchant weapon help or ;;enchant armor help into the chat bar to learn which commands to use and check the forum for more information.

Forge Jewelry - [New Feat]
• Prerequisite: Spellcaster Level 12+
• The spellcaster can create magical rings, amulets, and necklaces. Enchanting such an item costs a small amount of XP and gold, depending on the value of the item being created.

Enchanting jewelry requires a base item (a Puremetal Ring or Puremetal Amulet), and may require specific spells to be known/memorized by the spellcaster.

Type ;;enchant jewelry help into the chat bar to learn which commands to use and check the forum for more information.

Imbue Focus - [Changed Feat]
• Prerequisite: Spellcaster Level 5+
• Formerly called Craft Wand. The spellcaster can create a spell focus item (a magical wand, rod, or staff). Crafting a focus item costs a small amount of XP and gold, depending on the value of the item being created.

Enchanting a spell focus item requires a base item (a Bone Wand, a Steel Rod, or a Masterwork Staff), and may require specific spells to be known/memorized by the spellcaster.

Type ;;enchant stick help into the chat bar to learn which commands to use and check the forum for more information.

Wands are special. The spellcaster doing the enchanting can select the caster level of the finished wand. Check here for details.

Scribe Scroll - [Changed Feat]
• Prerequisite: Spellcaster Level 1+
• You can create a scroll of almost any spell that you know and can cast. Scribing a scroll costs a small amount of XP and gold, depending on the value of the item being created. The scroll creator can select the caster level of the finished scroll.

Scribing a scroll requires a base item (a Blank Scroll), and may require specific spells to be known/memorized by the spellcaster.

Type ;;mi scroll help into the chat bar to learn which commands to use and check the forum for more information.


Bard Songs:

See the Bard class page for full information on the updated mechanics of bard songs.

Bard Song - [Changed Feat] Bards are able to sing a song that can bolster their allies. The song affects all allies within 30 feet.

Bard Level 1 & Perform 1:
+1 Attack, +1 Damage, +1 Will Saves
Bard Level 3 & Perform 6:
+1 Attack, +2 Damage, +1 Will, +1 Fortitude
Bard Level 6 & Perform 9:
+1 Attack, +2 Damage, +1 Will, +1 Fortitude, +1 Reflex, +1 All Skills
Bard Level 9 & Perform 12:
+2 Attack, +2 Damage, +2 Will, +1 Fortitude, +1 Reflex, +8 Temp. HP, +1 All Skills
Bard Level 12 & Perform 15:
+2 Attack, +2 Damage, +2 Will, +2 Fortitude, +1 Reflex, +8 Temp. HP, +2 AC, +2 All Skills
Bard Level 15 & Perform 18:
+2 Attack, +3 Damage, +2 Will, +2 Fortitude, +2 Reflex, +16 Temp. HP, +4 AC, +3 All Skills
Bard Level 18 & Perform 21:
+3 Attack, +3 Damage, +3 Will, +2 Fortitude, +2 Reflex, +24 Temp. HP, +5 AC, +6 All Skills
Bard Level 20 & Perform 25:
+3 Attack, +3 Damage, +3 Will, +3 Fortitude, +2 Reflex, +30 Temp. HP, +5 AC, +9 All Skills
Bard Level 25 & Perform 30:
+3 Attack, +3 Damage, +3 Will, +3 Fortitude, +3 Reflex, +36 Temp. HP, +5 AC, +14 All Skills
Bard Level 30 & Perform 40:
+3 Attack, +3 Damage, +4 Will, +3 Fortitude, +3 Reflex, +40 Temp. HP, +6 AC, +16 All Skills
Bard Level 35 & Perform 50:
+4 Attack, +3 Damage, +4 Will, +4 Fortitude, +3 Reflex, +44 Temp. HP, +7 AC, +18 All Skills
Bard Level 40 & Perform 60:
+5 Attack, +3 Damage, +4 Will, +4 Fortitude, +4 Reflex, +50 Temp. HP, +8 AC, +20 All Skills

Air of the Righteous - [New Feat] With powerful notes and words about the virtues of beings of good, a bard can empower beings of good and harm evil creatures. The song affects all creatures within 30 feet.

Bard Level 1 & Perform 1:
Good: +1 All Abilities
Evil: -1 All Abilities
Bard Level 3 & Perform 6:
Good: +2 All Abilities
Evil: -2 All Abilities
Bard Level 6 & Perform 9:
Good: +2 All Abilities
Evil: -2 All Abilities
Bard Level 9 & Perform 12:
Good: +3 All Abilities
Evil: -3 All Abilities
Bard Level 12 & Perform 15:
Good: +3 All Abilities
Evil: -3 All Abilities
Bard Level 15 & Perform 18:
Good: +4 All Abilities
Evil: -4 All Abilities
Bard Level 18 & Perform 21:
Good: +5 All Abilities
Evil: -5 All Abilities
Bard Level 20 & Perform 25:
Good: +6 All Abilities
Evil: -6 All Abilities
Bard Level 25 & Perform 30:
Good: +6 All Abilities
Evil: -6 All Abilities
Bard Level 30 & Perform 40:
Good: +7 All Abilities
Evil: -7 All Abilities
Bard Level 35 & Perform 50:
Good: +7 All Abilities
Evil: -7 All Abilities
Bard Level 40 & Perform 60:
Good: +8 All Abilities
Evil: -8 All Abilities

Ballad of the Wild - [New Feat] This subtle tune gives a bard the power to call allies from the natural world to aid the performer. The higher the bard's final Perform skill check and class level, the more powerful the beast summoned by the song. If the summoned beast is killed before the song is finished, another will be called within 2 rounds.

Bard Level 1 & Perform 1:
Summons a wolf
Bard Level 3 & Perform 6:
Summons a leopard
Bard Level 6 & Perform 9:
Summons a tiger
Bard Level 9 & Perform 12:
Summons a dire wolf
Bard Level 12 & Perform 15:
Summons a bear
Bard Level 15 & Perform 18:
Summons a dire bear
Bard Level 18 & Perform 21:
Summons a great bear
Bard Level 20 & Perform 25:
Summons a groundslayer
Bard Level 25 & Perform 30:
Summons a great bison
Bard Level 30 & Perform 40:
Summons a dire rhinobeast
Bard Level 35 & Perform 50:
Summons a werewolf
Bard Level 40 & Perform 60:
Summons a tuskbeast

Curse Song - [Changed Feat] Bards are able to sing a song that can curse their enemies. The song affects all enemies within 30 feet. The sonic damage is inflicted once every 2 rounds.

Bard Level 1 & Perform 1:
-1 Attack, -1 Damage, -1 Will Saves
Bard Level 3 & Perform 6:
-1 Attack, -2 Damage, -1 Will Saves, -1 Fortitude Saves, 1 Sonic Damage
Bard Level 6 & Perform 9:
-1 Attack, -2 Damage, -1 Will, -1 Fortitude, -1 Reflex, -1 All Skills, 1 Sonic Damage
Bard Level 9 & Perform 12:
-2 Attack, -2 Damage, -2 Will, -1 Fortitude, -1 Reflex, -1 All Skills, 2 Sonic Damage
Bard Level 12 & Perform 15:
-2 Attack, -2 Damage, -2 Will, -2 Fortitude, -1 Reflex, -2 AC, -2 All Skills, 2 Sonic Damage
Bard Level 15 & Perform 18:
-2 Attack, -3 Damage, -2 Will, -2 Fortitude, -2 Reflex, -4 AC, -3 All Skills, 3 Sonic Damage
Bard Level 18 & Perform 21:
-3 Attack, -3 Damage, -3 Will, -2 Fortitude, -2 Reflex, -5 AC, -6 All Skills, 3 Sonic Damage
Bard Level 20 & Perform 25:
-3 Attack, -3 Damage, -3 Will, -3 Fortitude, -2 Reflex, -5 AC, -9 All Skills, 3 Sonic Damage
Bard Level 25 & Perform 30:
-3 Attack, -3 Damage, -3 Will, -3 Fortitude, -3 Reflex, -5 AC, -14 All Skills, 4 Sonic Damage
Bard Level 30 & Perform 40:
-3 Attack, -3 Damage, -4 Will, -3 Fortitude, -3 Reflex, -6 AC, -16 All Skills, 4 Sonic Damage
Bard Level 35 & Perform 50:
-4 Attack, -3 Damage, -4 Will, -4 Fortitude, -3 Reflex, -7 AC, -18 All Skills, 4 Sonic Damage
Bard Level 40 & Perform 60:
-5 Attack, -3 Damage, -4 Will, -4 Fortitude, -4 Reflex, -8 AC, -20 All Skills, 5 Sonic Damage

Dead Man's March - [New Feat] Inspiring songs can sometimes even motivate the dead to rise and defend a bard from harm. This song summons one to attack the bard's enemies. The higher the bard's final Perform skill and class level, the more powerful the undead called. If the summoned undead is killed before the song is finished, another will be animated within 2 rounds.

Bard Level 1 & Perform 1:
Summons a skeleton
Bard Level 3 & Perform 6:
Summons a zombie
Bard Level 6 & Perform 9:
Summons a zombie warrior
Bard Level 9 & Perform 12:
Summons a ghoul
Bard Level 12 & Perform 15:
Summons a wraith
Bard Level 15 & Perform 18:
Summons a vampire
Bard Level 18 & Perform 21:
Summons a vampiress
Bard Level 20 & Perform 25:
Summons a vampyr
Bard Level 25 & Perform 30:
Summons a fire spirit
Bard Level 30 & Perform 40:
Summons a lifestealer
Bard Level 35 & Perform 50:
Summons a black dracolich
Bard Level 40 & Perform 60:
Summons a red dracolich

Freedom's Anthem - [New Feat] This inspiring song about meeting all challenges can break the bonds of magic that hold creatures in place, be they physical or mental. The song affects all allies within 30 feet. More powerful versions include the effects of lower versions. Removal of effects such as fear and sleep occur once every 2 rounds.

Bard Level 1 & Perform 1:
Removes fear and sleep.
Bard Level 3 & Perform 6:
Removes stun, daze, and entanglement.
Bard Level 6 & Perform 9:
Removes paralysis and hold effects.
Bard Level 9 & Perform 12:
Removes charms and confusion.
Bard Level 12 & Perform 15:
Removes magical domination.
Bard Level 15 & Perform 18:
Removes petrification and Bigby's spells.
Bard Level 18 & Perform 21:
Grants immunity to fear and sleep.
Bard Level 20 & Perform 25:
Grants immunity to stun, daze, and entanglement.
Bard Level 25 & Perform 30:
Grants immunity to paralysis and hold effects.
Bard Level 30 & Perform 40:
Grants immunity to charms and confusion.
Bard Level 35 & Perform 50:
Grants immunity to magical domination.
Bard Level 40 & Perform 60:
Grants immunity to petrification and Bigby's spells.

Hymn of the Pyre - [New Feat] A song of warmth and energy can turn into a song that makes a bard's enemies feel the burning of their own funeral pyre. The song affects all enemies within 30 feet. The fire damage is inflicted once every 2 rounds.

Bard Level 1 & Perform 1:
-1 Attack, 2 Fire Damage
Bard Level 3 & Perform 6:
-1 Attack, -1 Dex, 4 Fire Damage
Bard Level 6 & Perform 9:
-1 Attack, -1 Dex, 6 Fire Damage
Bard Level 9 & Perform 12:
-2 Attack, -2 Dex, -1 Str, 8 Fire Damage
Bard Level 12 & Perform 15:
-2 Attack, -1 Damage, -2 Dex, -1 Str, 10 Fire Damage
Bard Level 15 & Perform 18:
-2 Attack, -1 Damage, -2 Dex, -2 Str, 12 Fire Damage
Bard Level 18 & Perform 21:
-2 Attack, -2 Damage, -2 Dex, -2 Str, 14 Fire Damage
Bard Level 20 & Perform 25:
-3 Attack, -2 Damage, -3 Dex, -2 Str, 16 Fire Damage
Bard Level 25 & Perform 30:
-3 Attack, -3 Damage, -3 Dex, -3 Str, 18 Fire Damage
Bard Level 30 & Perform 40:
-4 Attack, -3 Damage, -4 Dex, -3 Str, 20 Fire Damage
Bard Level 35 & Perform 50:
-4 Attack, -4 Damage, -4 Dex, -4 Str, 22 Fire Damage
Bard Level 40 & Perform 60:
-5 Attack, -5 Damage, -5 Dex, -5 Str, 24 Fire Damage

Melody of the Mundane - [New Feat] Some songs are so depressing, they can subdue any sort of magic around the singer. A bard can move beyond the figurative and subdue real magic. The song affects all creatures within 30 feet.

Bard Level 1 & Perform 1:
7% Spell Failure, +4 Spell Resistance, -11 Concentration, -11 Spellcraft, -16 Use Magic Device
Bard Level 3 & Perform 6:
15% Spell Failure, +8 Spell Resistance, -12 Concentration, -12 Spellcraft, -17 Use Magic Device
Bard Level 6 & Perform 9:
22% Spell Failure, +12 Spell Resistance, -13 Concentration, -13 Spellcraft, -18 Use Magic Device
Bard Level 9 & Perform 12:
30% Spell Failure, +16 Spell Resistance, -14 Concentration, -14 Spellcraft, -19 Use Magic Device
Bard Level 12 & Perform 15:
37% Spell Failure, +20 Spell Resistance, -15 Concentration, -15 Spellcraft, -20 Use Magic Device
Bard Level 15 & Perform 18:
45% Spell Failure, +24 Spell Resistance, -16 Concentration, -16 Spellcraft, -21 Use Magic Device
Bard Level 18 & Perform 21:
52% Spell Failure, +28 Spell Resistance, -17 Concentration, -17 Spellcraft, -22 Use Magic Device
Bard Level 20 & Perform 25:
60% Spell Failure, +32 Spell Resistance, -18 Concentration, -18 Spellcraft, -23 Use Magic Device
Bard Level 25 & Perform 30:
67% Spell Failure, +36 Spell Resistance, -19 Concentration, -19 Spellcraft, -24 Use Magic Device
Bard Level 30 & Perform 40:
75% Spell Failure, +40 Spell Resistance, -20 Concentration, -20 Spellcraft, -25 Use Magic Device
Bard Level 35 & Perform 50:
82% Spell Failure, +44 Spell Resistance, -21 Concentration, -21 Spellcraft, -26 Use Magic Device
Bard Level 40 & Perform 60:
90% Spell Failure, +48 Spell Resistance, -22 Concentration, -22 Spellcraft, -27 Use Magic Device

Quaking Chorus - [New Feat] The deep voices brought forth by a bard can shake the very ground and keep creatures from doing anything. The song affects all creatures (except the bard) within 30 feet. Enemies that fail a Discipline check are knocked down for a time. Damage and discipline checks take place every 2 rounds.

Bard Level 1 & Perform 1:
1d2+1 Sonic Damage, 3 Second Knockdown (DC: 11 + Chr Mod)
Bard Level 3 & Perform 6:
1d3+2 Sonic Damage, 3 Second Knockdown (DC: 12 + Chr Mod)
Bard Level 6 & Perform 9:
1d4+3 Sonic Damage, 3.5 Second Knockdown (DC: 13 + Chr Mod)
Bard Level 9 & Perform 12:
1d4+4 Sonic Damage, 4 Second Knockdown (DC: 14 + Chr Mod)
Bard Level 12 & Perform 15:
1d6+5 Sonic Damage, 4.5 Second Knockdown (DC: 15 + Chr Mod)
Bard Level 15 & Perform 18:
1d6+6 Sonic Damage, 5 Second Knockdown (DC: 16 + Chr Mod)
Bard Level 18 & Perform 21:
1d8+7 Sonic Damage, 6 Second Knockdown (DC: 17 + Chr Mod)
Bard Level 20 & Perform 25:
1d8+8 Sonic Damage, 7 Second Knockdown (DC: 18 + Chr Mod)
Bard Level 25 & Perform 30:
1d10+9 Sonic Damage, 8 Second Knockdown (DC: 19 + Chr Mod)
Bard Level 30 & Perform 40:
1d10+10 Sonic Damage, 9 Second Knockdown (DC: 20 + Chr Mod)
Bard Level 35 & Perform 50:
1d12+11 Sonic Damage, 10 Second Knockdown (DC: 21 + Chr Mod)
Bard Level 40 & Perform 60:
1d20+12 Sonic Damage, 12 Second Knockdown (DC: 22 + Chr Mod)

Somnific Lullaby - [New Feat] Soothing notes and a calm voice can relax creatures, some to the point of falling asleep where they stand. The song affects all enemies within 30 feet. Creatures too powerful (over the maximum hit dice) to be put to sleep must still save or become magically slowed.

Bard Level 1 & Perform 1:
Max. Hit Dice: 3
Bard Level 3 & Perform 6:
Max. Hit Dice: 6
Bard Level 6 & Perform 9:
Max. Hit Dice: 9
Bard Level 9 & Perform 12:
Max. Hit Dice: 12
Bard Level 12 & Perform 15:
Max. Hit Dice: 15
Bard Level 15 & Perform 18:
Max. Hit Dice: 20
Bard Level 18 & Perform 21:
Max. Hit Dice: 25
Bard Level 20 & Perform 25:
Max. Hit Dice: 30
Bard Level 25 & Perform 30:
Max. Hit Dice: 35
Bard Level 30 & Perform 40:
Max. Hit Dice: 40
Bard Level 35 & Perform 50:
Max. Hit Dice: 45
Bard Level 40 & Perform 60:
Max. Hit Dice: 50

Soothing Refrain - [New Feat] Music has long held the power to make people feel better. A trained bard can use music to actually cause listeners to quickly heal themselves. The song affects all allies within 30 feet.

Bard Level 1 & Perform 1:
Regenerate 1 hp/round
Bard Level 3 & Perform 6:
Regenerate 2 hp/round
Bard Level 6 & Perform 9:
Regenerate 3 hp/round
Bard Level 9 & Perform 12:
Regenerate 4 hp/round
Bard Level 12 & Perform 15:
Regenerate 5 hp/round
Bard Level 15 & Perform 18:
Regenerate 6 hp/round
Bard Level 18 & Perform 21:
Regenerate 7 hp/round
Bard Level 20 & Perform 25:
Regenerate 8 hp/round
Bard Level 25 & Perform 30:
Regenerate 9 hp/round
Bard Level 30 & Perform 40:
Regenerate 10 hp/round
Bard Level 35 & Perform 50:
Regenerate 11 hp/round
Bard Level 40 & Perform 60:
Regenerate 12 hp/round

Traveller's Chant - [New Feat] This rythmic song can speed the travels of allies. The song affects all allies within 30 feet.

Bard Level 1 & Perform 1:
+11% Speed Increase
Bard Level 3 & Perform 6:
+22% Speed Increase
Bard Level 6 & Perform 9:
+33% Speed Increase
Bard Level 9 & Perform 12:
+44% Speed Increase
Bard Level 12 & Perform 15:
+55% Speed Increase
Bard Level 15 & Perform 18:
+66% Speed Increase
Bard Level 18 & Perform 21:
+77% Speed Increase
Bard Level 20 & Perform 25:
+88% Speed Increase
Bard Level 25 & Perform 30:
+100% Speed Increase
Bard Level 30 & Perform 40:
Haste
Bard Level 35 & Perform 50:
Haste, Immunity to Movement Speed Decrease, Sleep
Bard Level 40 & Perform 60:
Haste, Immunity to Movement Speed Decrease, Sleep, Slow, Paralysis

Verse of the Vile - [New Feat] There are some sounds that are just plain evil, and a bard can harness these to harm good creatures and strengthen evil beings. The song affects all creatures within 30 feet.

Bard Level 1 & Perform 1:
Evil: +1 All Abilities
Good: -1 All Abilities
Bard Level 3 & Perform 6:
Evil: +2 All Abilities
Good: -2 All Abilities
Bard Level 6 & Perform 9:
Evil: +2 All Abilities
Good: -2 All Abilities
Bard Level 9 & Perform 12:
Evil: +3 All Abilities
Good: -3 All Abilities
Bard Level 12 & Perform 15:
Evil: +3 All Abilities
Good: -3 All Abilities
Bard Level 15 & Perform 18:
Evil: +4 All Abilities
Good: -4 All Abilities
Bard Level 18 & Perform 21:
Evil: +5 All Abilities
Good: -5 All Abilities
Bard Level 20 & Perform 25:
Evil: +6 All Abilities
Good: -6 All Abilities
Bard Level 25 & Perform 30:
Evil: +6 All Abilities
Good: -6 All Abilities
Bard Level 30 & Perform 40:
Evil: +7 All Abilities
Good: -7 All Abilities
Bard Level 35 & Perform 50:
Evil: +7 All Abilities
Good: -7 All Abilities
Bard Level 40 & Perform 60:
Evil: +8 All Abilities
Good: -8 All Abilities

Winter's Carol - [New Feat] By singing about the freezing power of winter storms and the chill of a still winter night, a bard can hurt foes or even freeze them in place. The song affects all enemies within 30 feet. Cold damage is inflicted every 2 rounds, and there is a random chance for freezing a target solid at higher levels for 2 rounds, checked every 2 rounds.

Bard Level 1 & Perform 1:
-1 Attack, 1 Cold Damage
Bard Level 3 & Perform 6:
-1 Attack, -1 Dex, 2 Cold Damage
Bard Level 6 & Perform 9:
-1 Attack, -1 Dex, 3 Cold Damage
Bard Level 9 & Perform 12:
-2 Attack, -2 Dex, -1 Con, 4 Cold Damage
Bard Level 12 & Perform 15:
-2 Attack, -1 Damage, -2 Dex, -1 Con, 5 Cold Damage, 5% Freeze Solid Chance
Bard Level 15 & Perform 18:
-2 Attack, -1 Damage, -2 Dex, -2 Con, 6 Cold Damage, 10% Freeze Solid Chance
Bard Level 18 & Perform 21:
-2 Attack, -2 Damage, -2 Dex, -2 Con, 7 Cold Damage, 10% Freeze Solid Chance
Bard Level 20 & Perform 25:
-3 Attack, -2 Damage, -3 Dex, -2 Con, 8 Cold Damage, 10% Freeze Solid Chance
Bard Level 25 & Perform 30:
-3 Attack, -3 Damage, -3 Dex, -3 Con, 9 Cold Damage, 15% Freeze Solid Chance
Bard Level 30 & Perform 40:
-4 Attack, -3 Damage, -4 Dex, -3 Con, 10 Cold Damage, 15% Freeze Solid Chance
Bard Level 35 & Perform 50:
-4 Attack, -4 Damage, -4 Dex, -4 Con, 11 Cold Damage, 20% Freeze Solid Chance
Bard Level 40 & Perform 60:
-5 Attack, -5 Damage, -5 Dex, -5 Con, 12 Cold Damage, 25% Freeze Solid Chance


Player Tool Feats:

Tool: Counterspell - [New Feat] Select a creature with this to begin actively countering his/her spells with your own.

Tool: Flight - [New Feat] If you meet certain prerequisites (Winged (subrace), Demonspawn (subrace, while winged), Paladin (20+), Red Dragon Disciple (9+), Dragonsoul (9+), Reincarnated, Ascended, or winged form (polymorph self, shapechange, or Wildshape)), you can use this feat to fly to nearby locations, so long as you are outdoors and above ground. Using this ability tires you, inflicting 1 to 3 hitpoints of damage with each flight

Tool: Follow - [New Feat] Automatically start following the creature you target.

Tool: Select - [New Feat] Select a creature, item, placeable, etc. for various actions.

Tool: Select Location - [New Feat] Select a location on the ground with this tool (used for various functions).

Tool: Stop - [New Feat] Cancel current actions.


Epic Feats:

Fast Healing - [New Feat, Epic]
• Prerequisite: Level 21+, Base Constitution 25
• You regenerate up to 3 hitpoints of damage per round.

Mystical Insight - [New Feat, Epic]
• Prerequisite: Level 21+, Epic Skill Focus (Spellcraft), Epic Magic
• For the purposes of researching and casting epic spells, your Spellcraft check is considered to be +10 points higher than normal.

Paragon - [New Feat, Epic]
• Prerequisite: Level 40 (single class)
• This feat is granted automatically. You have attained the pinnacle of your career, having worked for and earned perfection in your chosen profession.

Once per day, you are able to channel great power in ways that others cannot. The effects of this feat vary based on your character class. Any effect that grants a saving throw has a semi-random save DC between 25 and 30.

Barbarian: Avalanche Roar
The Paragon Barbarian's mighty voice is used to knock down all creatures (of less than 40 hit dice) in a huge radius for 5 rounds.
Bard: Enthralling Performance
The Paragon Bard's practiced voice enthralls all enemies in a colossal radius, paralyzing them for 10 rounds unless they make a Will save vs. mind-affecting spells (DC 25-30).
Cleric: Gift of the Deity
[Evil] The Paragon Cleric calls down the wrath of his or her patron deity, inflicting 500 points of negative energy damage on all enemies within a huge radius, half this if they make a Will save vs. divine energy (DC 25-30).
[Good/Neutral] The Paragon Cleric calls down the grace of his or her patron deity, fully healing all allies within a huge radius and granting them greatly increased health for up to 10 rounds.
Druid: Ursa Naturus
The Paragon Druid transforms into a very powerful bear that is very difficult to harm with weapons (damage reduction 50/+20) for up to 2 hours.
Fighter: Endless Battle
The Paragon Fighter can regenerate from up to 50 points of damage per round for 20 rounds.
Monk: Trap the Mind
The Paragon Monk can release an invisible wave of ki energy that stuns all enemies in a huge radius for 20 rounds if they fail a Fortitude save (DC 25-30).
Paladin: Hands of the Holy
The Paragon Paladin can call forth large mystical hands that hold evil enemies immobile for up to 20 rounds if they fail a grapple check.
Ranger: Nature's Bite
The Paragon Ranger can summon a dire bear to every enemy within a huge radius for up to one minute. One bear is summoned for each enemy.
Rogue: Ghost Blades
The Paragon Rogue can inflict a simultaneous sneak attack on every enemy within a huge radius, inflicting up to 16d6 (plus strength modifier) piercing damage on each enemy with a successful hit.
Sorcerer: Armageddon
The Paragon Sorcerer can release multiple blasts of arcane energy that fill a huge radius, inflicting up to 20d6 damage of each 'element' type (acid, cold, electrical, fire, and sonic). Each target gets a separate Reflex save for half damage against each blast (DC 25-30).
Wizard: Disintegration Wave
The Paragon Wizard can hurl multiple rays of green magic, one at each hostile enemy within a gargantuan radius. Each struck enemy is disintegrated if they fail a Fortitude save (DC 25-30), success indicating such a target still suffers 50 points of magical damage.

Epic Spell Focus - [Changed Feat]
When spells of the matching spell school are cast, they may gain a +100% bonus to their duration or a +30% to the damage they inflict.


Other Feats:

Animal Totem: Bear - [New Feat]
• Prerequisite: Barbarian 6+
• The bear is a symbol of resilience and rejuvenation, especially after waking from hibernation in the spring.
• When active, going into a rage also provides 1 point of regeneration per round (3 points per round during spring months).

Animal Totem: Deer - [New Feat]
• Prerequisite: Barbarian 6+
• The deer is a graceful and agile creature, able to move through forests and grasslands with ease.
• When active, going into a rage also provides +2 Dexterity bonus.

Animal Totem: Hawk - [New Feat]
• Prerequisite: Barbarian 6+
• The hawk is an alert and incredibly focused hunter, spotting prey from afar and seeking it out with determination.
• When active, going into a rage also provides +5 bonuses to Discipline and Spot checks.

Animal Totem: Lion - [New Feat]
• Prerequisite: Barbarian 6+
• Born to power, the lion is a symbol of leadership and confidence.
• When active, going into a rage also provides +2 Charisma bonus.

Animal Totem: Panther - [New Feat]
• Prerequisite: Barbarian 6+
• The panther treads stealthily and quickly through the forests under the moons.
• When active, going into a rage also provides a +3 bonus to Hide checks (and if during the night in natural areas, a +33% movement rate increase).

Animal Totem: Raven - [New Feat]
• Prerequisite: Barbarian 6+
• The raven is a creature of incredible curiosity and intelligence.
• When active, going into a rage also provides +2 Intelligence bonus.

Animal Totem: Shark - [New Feat]
• Prerequisite: Barbarian 6+
• The shark is a tenacious and single-minded creature of the deep, swimming directly to it's goals.
• When active, going into a rage also provides a +3 bonus to Will saves.

Animal Totem: Turtle - [New Feat]
• Prerequisite: Barbarian 6+
• Durable and patient, the turtle is well known for it's ability to survive against many predators.
• When active, going into a rage also provides a +2 natural armor bonus (but movement rate is reduced by -33%).

Animal Totem: Wolf - [New Feat]
• Prerequisite: Barbarian 6+
• The wolf is a social creature that excels in tracking and hunting down its prey.
• When active, going into a rage also provides +5 bonuses to Listen and Search checks.

Arcane Attack - [New Feat]
• Prerequisite: Sorcerer or Wizard
• Wizards and sorcerers are able to draw upon their own life force to hurl magical energy at their opponents.

Up to once per round, such a spellcaster can attack a creature or object within Medium range with either magical acid, cold, electricity, or fire. This arcane attack requires a ranged touch attack, and a hit causes 1d6 points of damage, plus 1 point per 4 caster levels (minimum 1d6+1). Doing this damages the spellcaster for 1 hit point.

Charge - [New Feat]
• Prerequisite: Barbarian, Fighter, Paladin, Ranger level 2+
• Warriors with specialized training are able to set themselves up to charge into battle. Charging is a semi-reckless set of actions, but provides the warrior with extra speed and accuracy for a short time. For three rounds after activating the ability to charge, the warrior will gain:
   Double his/her normal movement rate
   +2 to attack rolls
   -2 to Armor Class

Creature Lore - [New Feat]
• Prerequisite: Lore (2+ ranks)
• You may attempt to remember obscure bits of lore about different types of creatures. If you remember correctly, you will find that you are able to more easily attack such creatures for a time as you take advantage of known weaknesses.

If the check is successful, you gain a +1 bonus to attack rolls against beings of the same racial type as the target creature. This bonus can be +2 if the final check was at least 10 points higher than that needed to succeed. If the check was far below (10 or more) the roll needed to succeed, you will find that your memory was faulty and you suffer a -2 penalty to attack such beings. The effects last for 5 minutes (and another check cannot be made until 5 minutes has passed).

Dashing and Daring - [New Feat]
• Prerequisite: Dex 13, Cha 13, BAB 4
• When using no armor or shield, add your Charisma bonus to your AC. For 10 game minutes after a fight, your self-confidence is boosted and you gain a +2 bonus to Bluff, Intimidate, Perform, and Persuade checks.

Detect Evil - [New Feat]
• Prerequisite: Paladin level 3
• The paladin can tell if creatures within his sight are evil. Each such creature's location is highlighted for a moment with a magical red circle (visible only to the paladin).

Extended Rage - [New Feat]
• Prerequisite: Barbarian Rage
• Each of your rages lasts an additional 5 rounds beyond its normal duration.

Fleet of Foot - [New Feat]
• Prerequisite: None
• A person that is fleet of foot increases his/her movement rate by 33%.

Greater Spell Focus - [Changed Feat]
When spells of the matching spell school are cast, they may gain a +66% bonus to their duration or a +20% to the damage they inflict.

Scavenger - [New Feat]
• Prerequisite: None
• A person with this feat is able to pick up just enough edible material and drinkable liquid during the day to survive. He or she does not need food in inventory to sleep.

Spell Focus - [Changed Feat]
When spells of the matching spell school are cast, they may gain a +33% bonus to their duration or a +10% to the damage they inflict.

Spell Opportunist - [New Feat]
• Prerequisite: Cleric 4/Druid 4/Sorcerer 4/Wizard 4, Spellcraft 6
• You are able to use your knowledge of spells to benefit from the complementary nature of some of them, or you can use that knowledge to wring a minor extra effect from some other spells. One common example is casting a fireball spell near the center of a grease spell, causing the magical grease to smoulder and inflict a small amount of fire damage.
This table lists all of the interactions when a caster has this feat.

Weapon Focus: Spell Focus: Ray - [New Feat]
• Prerequisite: Base attack bonus +1 or higher
• Spellcasters casting "ray" spells with this feat gain a +1 to the ranged attack roll.