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