General Feats
Compiled by Darkgolem and Ralsu
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Acrobatic
Pre-requisites: None
Type: passive
Cooldown: n/a
Effect: +2 to Jump and Tumble checks
Adamantine Body
Pre-requisites: warforged, must be selected at Level 1
Type: passive
Cooldown: n/a
Effect: +8 to armor class and +2 to damage reduction; 35% chance of
arcane spell failure, -5 penalty to some skill checks, and maximum DEX
bonus of +1
Alertness
Pre-requisites: None
Type: passive
Cooldown: n/a
Effect: +2 to Listen and Spot checks
Athletic
Pre-requisites: None
Type: passive
Cooldown: n/a
Effect: +2 to Balance and Swim checks
Attack
Pre-Requisites: None
Type: active
Cooldown: varies depending on weapon
Effect: the basic auto attack standard to all Level 1 characters
Bullheaded
Pre-requisites: None
Type: passive
Cooldown: n/a
Effect: +2 Intimidation checks and +1 on Willpower saves
Cleave
Pre-Requisites: Power Attack
Type: active
Cooldown: 5 seconds
Effect: enemies in a wide arc; has a better chance to hit more enemies
at once than a basic attack
Combat
Casting
Pre-requisites: None
Type: passive
Cooldown: n/a
Effect: +4 to Concentration checks when spellscasting during combat
Combat
Expertise
Pre-Requisites: Intelligence 13+
Type: active
Cooldown: 30 seconds
Effect: converts attack bonus to armor class; casting a spell ends this
mode
Discipline
Pre-requisites: None
Type: passive
Cooldown: n/a
Effect: +2 to Concentration checks and +1 to all Will saving throws
Dodge
Pre-requisites: None
Type: passive
Cooldown: n/a
Effect: +1 to armor class
Empower Healing
Pre-requisites: Able to cast heal spells
Type: active
Cooldown: 1 second
Effect: gives healing spells a greater effect for an increased cost in
spell points
Empower Spell
Pre-requisites: Able to cast spells
Type: active
Cooldown: 1 second
Effect: causes spells to deal more damage for an increased cost in spell
points
Enlarge Spell
Pre-requisites: Able to cast spells
Type: active
Cooldown: 1 second
Effect: gives spells a greater range for an increased cost in spell
points
Eschew
Materials
Pre-requisites: Able to cast spells
Type: active
Cooldown: 1 second
Effect: allows the caster to cast a spell without its material
component(s) for an increased cost in spell points
Extend
Spell
Pre-requisites: Able to cast spells
Type: active
Cooldown: 1 second
Effect: spells last longer for an increased cost in spell points
Exotic
Weapon Proficiency
Pre-requisites: STR 13, BAB +1 or higher
Type: passive
Cooldown: n/a
Effect: negates the penalty from using an exotic weapon untrained; can
be taken multiple times for different weapons
The following weapons are considered exotic:
Bastard Sword
Dwarven Axe
Great Crossbow
Kama
Khopesh
Repeating Heavy Crossbow
Repeating Light Crossbow
Shuriken
Great Cleave
Pre-Requisites: Cleave, BAB +4 or higher
Type: active
Cooldown: 10 seconds
Effect: attacks enemies in a wider arc than Cleave; has a greater chance
to hit more enemies and Cleave
Great
Fortitude
Pre-requisites: None
Type: passive
Cooldown: n/a
Effect: +2 to fortitude saving throws
Hamstring
Pre-Requisites: Sneak Attack
Type: active
Cooldown: 15 seconds
Effect: has a chance to reduce the target's movement rate for a short
time; some creatures may be immune
Heighten Spell
Pre-requisites: Able to cast spells
Type: active
Cooldown: 1 second
Effect: spells are harder for monsters to resist for an increased cost
in spell points
Heroic
Durability
Pre-requisites: None
Type: passive
Cooldown: n/a
Effect: increases maximum hit points by 20; standard to all Level 1
characters
Heavy
Armor Proficiency
Pre-requisites: Medium Armor Proficiency
Type: passive
Cooldown: n/a
Effect: negates the penalties from wearing heavy armor
Improved Critical
Pre-requisites: BAB +8 or higher
Type: passive
Cooldown: n/a
Effect: doubles the threat range for critical hits with a certain weapon
type (thrown, ranged, bludgeoning, piercing or slashing)
Improved Damage Reduction
Pre-requisites: Warforged
Type: passive
Cooldown: n/a
Effect: grants damage reduction +1/adamantine or improves existing
damage reduction by 1
Improved Feint
Pre-requisites: Combat Expertise, Sneak Attack
Type: passive
Cooldown: n/a
Effect: An attack which also Bluffs the enemy, enabling a sneak attack.
Improved Mental Toughness
Pre-requisites: Mental Toughness, able to cast Level 3 spells
Type: passive
Cooldown: n/a
Effect: adds 10 Spell Points for Level 1 and 5 Spell Points each level
thereafter; stacks with Mental Toughness
Improved Shield Bash
Pre-requisites: Shield Proficiency
Type: passive
Cooldown: n/a
Effect: retain the shield bonus to armor class when using Shield Bash
Improved Shield Mastery
Pre-requisites: Shield Mastery
Type: passive
Cooldown: n/a
Effect: increases the amount of damage the character can absorb with a
shield
Improved Sunder
Pre-Requisites: Sunder, Power Attack
Type: active
Cooldown: 15 seconds
Effect: has a chance to reduce the target's armor class for a longer
period of time than Sunder; some creatures may be immune
Improved Trip
Pre-Requisites: Combat Expertise
Type: active
Cooldown: 10 seconds
Effect: has a chance to trip the target, rendering it prone for a longer
period of time than Trip; some creatures may be immune
Improved Two-handed Fighting
Pre-requisites: Strength 17+, Two-handed Fighting, BAB +6 or higher
Type: passive
Cooldown: n/a
Effect: increases the damage when fighting with a two-handed weapon
Improved Two-weapon Fighting
Pre-requisites: Dexterity 17+, BAB +6 or higher, Two-weapon Fighting
Type: passive
Cooldown: n/a
Effect: allows more attacks with a two-weapon
Iron
Will
Pre-requisites: None
Type: passive
Cooldown: n/a
Effect: +2 to Willpower saving throws
Light Armor Proficiency
Pre-requisites: None
Type: passive
Cooldown: n/a
Effect: negates the penalties from wearing light armor; standard to all
Level 1 characters
Lightning Reflexes
Pre-requisites: None
Type: passive
Cooldown: n/a
Effect: +2 to Reflex saving throws
Luck
of Heroes
Pre-requisites: None
Type: passive
Cooldown: n/a
Effect: +1 to all saving throws
Many Shot
Pre-Requisites: DEX 17, BAB +6 or higher, Point Blank, Shot, Rapid Shot
Type: active
Cooldown: 120 seconds
Effect: fire two arrows at once for a limited amount of time
Martial Weapon Proficiency
Pre-requisites: None
Type: passive
Cooldown: n/a
Effect: negates the penalty for using martial weapons untrained; can be
taken multiple times for different weapons
The following weapons are considered martial:
Battleaxe
Falchion
Greataxe
Great Club
Greatsword
Hand Axe
Heavy Pick
Kukri
Light Hammer
Light Pick
Longbow
Maul
Scimitar
Throwing Axe
War Hammer
Maximize Spell
Pre-requisites: Able to cast spells
Type: active
Cooldown: 1 second
Effect: spells always deal maximum damage for an increased cost in spell
points
Medium
Armor Proficiency
Pre-requisites: Light Armor Proficiency
Type: passive
Cooldown: n/a
Effect: negates the penalties from wearing medium armor
Mental
Toughness
Pre-requisites: Able to cast spells
Type: passive
Cooldown: n/a
Effect: adds 10 Spell Points for Level 1 and 5 Spell Points each level
thereafter
Mithral Body
Pre-requisites: Warforged, must be selected at Level 1
Type: passive
Cooldown: n/a
Effect: counts as light armor grants +5 to armor class; 15% arcane spell
failure, -2 armor check penalty to certain skills, and +5 maximum DEX
bonus
Mithral Fluidity
Pre-requisites: Warforged, Mithral Body
Type: passive
Cooldown: n/a
Effect: increases maximum DEX bonus by +1 and it decreases the armor
check penalties by 1
Mobility
Pre-requisites: Dodge
Type: passive
Cooldown: n/a
Effect: +4 Armor Class bonus tumbling
Negotiator
Pre-requisites: None
Type: passive
Cooldown: n/a
Effect: +2 to Diplomacy and Haggle checks
Point Blank Shot
Pre-requisites: None
Type: passive
Cooldown: n/a
Effect: +1 to ranged attacks against enemies who are within 30 feet
Power
Attack
Pre-Requisites: STR 13+
Type: active
Cooldown: 10 seconds
Effect: converts attack bonus to damage, casting a spell ends this mode
Precision
Pre-Requisites: DEX 13+, BAB +1 or higher
Type: active
Cooldown: 30 seconds
Effect: converts half of damage to attack bonus
Quick Draw
Pre-requisites: BAB +1 or higher
Type: passive
Cooldown: n/a
Effect: switch weapons and armor faster than normal in combat
Quicken Spell
Pre-requisites: Able to cast spells
Type: active
Cooldown: 1 second
Effect: able to cast spells quicker and without interruption for an
increased cost in spell points
Rapid Reload
Pre-requisites: Proficiency with light crossbows
Type: passive
Cooldown: n/a
Effect: reload crossbows faster
Rapid
Shot
Pre-requisites: Dexterity 13+, Point Blank Shot
Type: active
Cooldown: unknown
Effect: faster attack speed but penalty to attack rolls
Resilience
Pre-Requisites: CON 13+, BAB +1 or higher
Type: active
Cooldown: 30 seconds
Effect: converts attack bonus and half damage to bonuses on all saving
throws
Sap
Pre-Requisites: None
Type: active
Cooldown: 15 seconds
Effect: has a chance to render the target briefly senseless, though it
will become active if damaged again; some creatures may be immune
Self
Sufficient
Pre-requisites: None
Type: passive
Cooldown: n/a
Effect: +2 to Heal and Repair checks
Shield
Mastery
Pre-requisites: Shield Proficiency: General
Type: passive
Cooldown: n/a
Effect: increases the amount of damage absorbed when defending with a
shield
Shield
Proficiency (General)
Pre-requisites: None
Type: passive
Cooldown: n/a
Effect: negates the penalties from using a shield untrained
Shot
on the Run
Pre-requisites: DEX 13+, Point Blank Shot, Mobility, BAB +4 or higher
Type: passive
Cooldown: n/a
Effect: allows the character to move while firing missile weapons or
throwing ranged weapons
Simple
Weapon Proficiency
Pre-requisites: None
Type: passive
Cooldown: n/a
Effect: negates the penalty from using simple weapons untrained;
standard to all Level 1characters
Skill Focus
Pre-requisites: None
Type: passive
Cooldown: n/a
Effect: +3 bonus to the chosen skill when making skill checks; can be
taken multiple times for different skills
Available Skill Focus feats are:
Listen
Jump
Haggle
Concentration
Repair
Bluff
Intimidate
Balance
Heal
Swim
Diplomacy
Disable Device
Move Silently
Open Lock
Perform
Use Magic Device
Spot
Hide
Search
Tumble
Slicing Blow
Pre-Requisites: None
Type: active
Cooldown: 15 seconds
Effect: when successful, the attack deals its initial damage plus
additional damage as the target bleeds; some creatures may be immune
Snake
Blood
Pre-requisites: None
Type: passive
Cooldown: n/a
Effect: +2 to saves vs. poison and +1 to reflex saving throws
Spell Focus
Pre-requisites: Able to cast spells
Type: passive
Cooldown: n/a
Effect: adds +1 to the difficulty of spells from the school of magic
chosen
The available choices are:
Abjuration
Conjuration
Divination
Enchantment
Evocation
Illusion
Necromancy
Transmutation
Spring
Attack
Pre-Requisites: Mobility, BAB +4 or higher
Type: active
Cooldown: varies depending on weapon
Effect: negates penalty to attacks made on the move
Sneak
Pre-Requisites: None
Type: active
Cooldown: 2 seconds
Effect: uses Hide and Move Silently to avoid detection by enemies;
standard to all Level 1 characters
Stealthy
Pre-requisites: None
Type: passive
Cooldown: n/a
Effect: +2 to the Hide and Move Silently checks
Stunning Blow
Pre-Requisites: None
Type: active
Cooldown: 15 seconds
Effect: has a chance to stun the target for a few seconds; some
creatures may be immune
Toughness
Pre-requisites: None
Type: passive
Cooldown: n/a
Effect: +3 hit points at Level 1 and +1 per level thereafter
Tower
Shield Proficiency
Pre-requisites: Shield Proficiency: General
Type: passive
Cooldown: n/a
Effect: negates the penalties from using a tower shield untrained
Two-handed Fighting
Pre-requisites: Strength 15+
Type: passive
Cooldown: n/a
Effect: increases chances of scoring glancing blows when fighting with a
two-handed weapon
Two-weapon Blocking
Pre-requisites: Two-weapon Fighting
Type: passive
Cooldown: n/a
Effect: increases the amount of damage blocked when defending with two
weapons
Two-weapon Defense
Pre-requisites: Two-weapon Fighting
Type: passive
Cooldown: n/a
Effect: +1 armor class when fighting with two weapons
Two-weapon Fighting
Pre-requisites: Dexterity 15+
Type: passive
Cooldown: n/a
Effect: reduces the penalty to using two weapons at the same time
Weapon Finesse
Pre-requisites: BAB +1 or higher
Type: passive
Cooldown: n/a
Effect: uses DEX bonus instead of STR bonus when making melee attacks
with certain weapons
Weapon
Focus
Pre-requisites: BAB +1 or higher
Type: passive
Cooldown: n/a
Effect: grants a +1 bonus on attack rolls with the chosen weapon type
(thrown, ranged, bludgeoning, piercing or slashing); can be taken
multiple times for different weapons
Whirlwind Attack
Pre-Requisites: Combat Expertise, Spring Attack, BAB +4 or higher
Type: active
Cooldown: 15 seconds
Effect: attacks all enemies in a 360 degree arc around the character
Send updates or corrections to Shayalyn AT TenTonHammer DOT com