General Feats

by on Jan 18, 2006

<h1 align="center">General Feats</h1><br> <center><em>Compiled by Darkgolem and Ralsu</em></center><br> <br> <p align="center"><a href="#A">A</a> | <a href="#B">B</a> | <a href="#C">C</a> | <a href="#D">D</a> | <a href="#E">E</a> | <a href="#G">G</a>

General Feats



Compiled by Darkgolem and Ralsu


A | B | C |
D | E | G | H
| I | L | M | N
| P | Q | R | S
| T | W |


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



Last Updated: Mar 13, 2016