In Testing: Module 3 Feats

October 13, 2006

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With Module 3: Demon Sands we are introducing a number of new feats to
the game, as well as some significant changes to old favorites.



For spellcasters:



Greater Spell Focus: Abjuration

Greater Spell Focus: Conjuration

Greater Spell Focus: Enchantment

Greater Spell Focus: Evocation

Greater Spell Focus: Illusion

Greater Spell Focus: Necromancy

Greater Spell Focus: Transmutation



These feats add +1 to the DCs of your spells from the chosen school of
magic, making them harder to resist. This bonus stacks with the bonus
from the Spell Focus feat of the same school.



Spell Penetration: Adds +2 to the caster level check for defeating a
foe's spell resistance.



Greater Spell Penetration: Same effect as spell penetration, but
cumulative to Spell Penetration for a grand total of +4.



For melee combat:



Weapon Alacrity: Slashing

Weapon Alacrity: Piercing

Weapon Alacrity: Bludgeoning



These feats allow a combatant using a single one-handed weapon (or a
weapon and a shield) to attack faster by making their fourth standing
attack a double-attack. These feats do not work with dual wielding or
with two handed weapons and you must have a BAB 11.



Greater Weapon Specialization: Slashing

Greater Weapon Specialization: Piercing

Greater Weapon Specialization: Bludgeoning

Greater Weapon Specialization: Ranged

Greater Weapon Specialization: Thrown



These feats add +2 damage when using the specified weapon type. The
bonuses from these feats stack with the bonus from weapon
specialization. Prerequisites: Fighter level 12, as well as the
corresponding weapon focus and weapon specialization feats.



Greater Two Weapon Fighting: When fighting with two weapons, your
fourth attack is doubled. Prerequisites: Dexterity 17, BAB 11, Improved
Two Weapon Fighting.



Greater Two Handed Fighting: When fighting with a two-handed weapon,
your glancing blows do additional damage, and you now get glancing
blows on the 4th attack in your combo chain. Prerequisites: Strength
17, BAB 11, Improved Two Handed Fighting.



For ranged combat:



Precise Shot: Your targeted ranged attacks will now pass through friend
and foe alike to strike your target (no damage will be done other than
to your target). Get the target you wanted every time!



Improved Precise Shot: Your targeted ranged attacks will now pass
through and damage all foes in your path
until they reach your intended target. Target the monster farthest away
from you and see what happens! Prerequisites: Dex 19, Point Blank Shot,
Precise Shot, BAB 11 or you get it without those prereqs at
ranger level 11.



For Warforged



Prior to Module 3, a warforged character could gain a number of
immunities by taking feats and enhancements; for example, to gain
immunity to diseases and poisons, they could take the feat "Greater
Poison and Disease Resistance" which gave a save bonus followed by the
enhancement "Warforged Poison and Disease Immunit" which granted total
immunity. Those feats and enhancements are going away; instead all
warforged (current characters and newly created ones) will have
immunity to sleep, disease, poison, energy drain, nausea, sickness,
paralysis, and exhaustion (per the Eberron Campaign Book). There is no
change to the set of things they are immune to due to not being people
– they are still immune to spells like "Hold Person".



Warforged players who had the following feats: "Greater Poison &
Disease Resistance", "Greater Sleep & Paralysis Resistance",
"Greater Energy Drain Resistance", and "Greater Fatigue & Nausea
Resistance" will find that those feats have been replaced by a Feat
Respec Token which they can use to acquire new feats to replace these
obsolete ones.



If you have purchased immunity boosting enhancements you can either
switch them the next time you gain an action point or use bonus action
point experience to trade your enhancements.



Significantly Changed Feats:



Quickdraw: This feat has been changed to reduce the melee combat delay
for changing weapons. Also, quickdraw now increases the speed of thrown
ranged weapons.



Shot on the Run: When an archer is moving and shooting at the same
time, a -4 penalty is incurred unless that archer has the shot on the
run feat. If the archer has shot on the run, no penalty is added to
moving shots.



For a more in-depth discussion on these two feats please read href="http://www.ddo.com/forums/showthread.php?t=63376" target="_blank">this
article on the upcoming changes to ranged combat. href="http://www.ddo.com/forums/showthread.php?t=47816">


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Last Updated: Mar 29, 2016

About The Author

Karen is H.D.i.C. (Head Druid in Charge) at EQHammer. She likes chocolate chip pancakes, warm hugs, gaming so late that it's early, and rooting things and covering them with bees. Don't read her Ten Ton Hammer column every Tuesday. Or the EQHammer one every Thursday, either.

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