https://ddowiki.com/api.php?action=feedcontributions&user=24.30.250.66&feedformat=atomDDO wiki - User contributions [en]2024-03-29T11:54:36ZUser contributionsMediaWiki 1.35.13https://ddowiki.com/index.php?title=Paladin_enhancements_(history)&diff=13658Paladin enhancements (history)2006-04-27T02:40:18Z<p>24.30.250.66: </p>
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<div>{{ClassTOC|Paladin}}<br />
{{ClassEnhancementTOC}}<br />
{{RaceEnhancementTOC}}<br />
<br />
The following list has been updated from official information by Turbine, and thus should be up-to-date.<br />
<br />
==Level 1==<br />
*Extra Smite Evil I: You gain the ability to [[Smite Evil]] 2 additional times between each rest<br />
*Skill Interaction I: Grants a +3 bonus to [[Diplomacy]] and [[Intimidate]] skills<br />
*Skill Recovery I: Grants a +3 bonus to [[Heal]] and [[Repair]] skills<br />
*Paladin's Grace I: Grants a +1 bonus to all [[save]]s<br />
*Paladin's Rally: Grants you the ability to remove [[fear]] from the target (Cooldown 1 second)<br />
*Paladin's Action Boost I: Grants the ability to receive short term boosts to Attacks (+4 To Hit), Armor Class (+4), and Saves (+4) (5 uses, lasts 20 seconds, Cooldown 30 seconds)<br />
<br />
==Level 2==<br />
*Resistance of Good I: The Paladin's [[Aura of Good]] provides an additional +1 bonus to all saving throw to the party<br />
*Bulwark of Good I: The Paladin's Aura of Good provides an additional +1 AC to the party<br />
*Focus of Good I: The Paladin's Aura of Good provides a +3 to bonus to [[Concentration]] checks of the party<br />
*Paladin's Charisma I: Grants a +1 increase to [[Cha]]risma score<br />
<br />
==Level 3==<br />
*Courage of Good I: The Paladin's Aura of Good provides an additional +4 bonus to saving throws against fear<br />
*Paladin's Action Boost II: Grants the ability to receive short term boosts to Attacks (+5 To Hit), Armor Class (+4), and Saves (+4) (5 uses, lasts 20 seconds, Cooldown 30 seconds)<br />
* Extra Lay on Hands I: You can call on your [[lay on hands]] ability an additional time between each rest<br />
*Skill Interaction II: Grants a +4 bonus to Diplomacy and Intimidate skills<br />
*Skill Recovery II: Grants a +4 bonus to Heal and Repair skills<br />
<br />
==Level 4==<br />
*Extra Turning I: You gain the ability to perform 2 additional [[turn undead]] attempts before resting<br />
*Extra Smite Evil II: You gain the ability to Smite Evil 3 additional times between each rest<br />
*Energy of the Templar I: Grants a 20 point increase to [[spell points]]<br />
*Devotion I: Grants a 20% increase to the effectiveness of your 1st level healing spells<br />
<br />
==Level 5==<br />
*Energy of the Templar II: Grants a 25 point increase to spell points<br />
*Paladin's Charisma II: Grants a +2 bonus to Charisma<br />
*Skill Interaction III: Grants a +5 bonus to Diplomacy and Intimidate skills<br />
*Skill Recovery III: Grants a +5 bonus to Heal and Repair skills<br />
<br />
==Level 6==<br />
*Energy of the Templar III: rants a 30 point increase to spell points<br />
*Improved Devotion I: Grants a 30% increase to the effectiveness of your 1st level healing spells<br />
*Paladin's Action Boost III: Grants the ability to receive short term boosts to Attacks (+7 To Hit), Armor Class (+5), and Saves (+5) (5 uses, lasts 20 seconds, Cooldown 30 seconds)<br />
*Resistance of Good II: The Paladin's Aura of Good provides an additional +2 bonus to all saving throw to the party<br />
*Bulwark of Good II: The Paladin's Aura of Good provides an additional +2 AC to the party.<br />
*Focus of Good II: The Paladin's Aura of Good provides a +6 to bonus to Concentration checks of the party<br />
<br />
==Level 7==<br />
*Energy of the Templar IV: Grants 35 extra SP<br />
*Extra Smite Evil III: You gain the ability to Smite Evil 4 additional times between each rest<br />
*Skill Interaction IV: Grants a +6 bonus to Diplomacy and Intimidate skills<br />
*Skill Recovery IV: Grants a +6 bonus to Heal and Repair skills<br />
*Courage of Good II: The Paladin's Aura of Good provides an additional +6 bonus to saving throws against fear<br />
<br />
==Level 8==<br />
*Energy of the Templar V: Grants a 40 point increase to spell points<br />
*Paladin's Charisma III: Grants a +3 increase to Charisma score<br />
*Paladin's Grace II: Grants a +2 bonus to all saves<br />
*Extra Turning II: You gain the ability to perform 4 additional turn undead attempts before resting<br />
<br />
==Level 9==<br />
*Energy of the Templar VI: Grants a 45 point increase to spell points<br />
*Bulwark of Good III: The Paladin's Aura of Good provides an additional +3 AC to the party<br />
*Resistance of Good III: The Paladin's Aura of Good provides an additional +3 bonus to all saving throw to the party<br />
*Focus of Good III: The Paladin's Aura of Good provides a +9 to bonus to Concentration checks of the party<br />
*Skill Interaction V: Grants a +7 bonus to Diplomacy and Intimidate skills<br />
*Skill Recovery V: Grants a +7 bonus to Heal and Repair skills<br />
<br />
==Level 10==<br />
*Extra Lay on Hands II: You can call on your lay on hands ability two additional times between each rest<br />
*Extra Smite Evil IV: You gain the ability to Smite Evil 5 additional times between each rest<br />
*Paladin's Action Boost IV: Grants the ability to receive short term boosts to Attacks (+10 To Hit), Armor Class (+6), and Saves (+6) (5 uses, lasts 20 seconds, Cooldown 30 seconds)<br />
*Greater Devotion I: Grants a 40% increase to the effectiveness of your 1st level healing spells<br />
*Energy of the Templar VII: Grants a 50 point increase to spell points</div>24.30.250.66https://ddowiki.com/index.php?title=Warforged&diff=10479Warforged2006-03-10T20:16:14Z<p>24.30.250.66: </p>
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<br />
'''Navigation'''<br />
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[[Home]] - [[Classes]] - [[Races|Races]] - [[Enhancements|Enhancements]] - [[Feats|Feats]] - [[Skills|Skills]] - [[Equipment|Equipment]] - [[Places|Places]]<br />
----<br />
<br />
[[Image:warforged.gif]]<br />
<br />
'''Warforged''' are a race of sentient constructs built to battle in the Last War. The [[Warforged]] body is covered by [[:Composite Plating|plating]], giving it an inherent [[AC]] bonus, but preventing the wearing of other armor. Healing spells have their benefits reduced by half when cast on [[Warforged]]. Only the arcane Repair spells heal [[Warforged]] without any reduction. [[Warforged]] can upgrade their armor using the [[Adamantine Body]] and [[Mithral Body]] feats. [[Warforged]] can also gain additional abilities and customize their appearance by using [[:Category:Docents|docents]].<br />
<br />
==Racial Traits==<br />
<br />
*+2 [[Constitution]], -2 [[Wisdom]], -2 [[Charisma]]<br />
*+4 bonus to saving throws versus [[sleep]], [[energy drain]], [[nausea]], [[exhaustion]], [[poison]], [[disease]], and [[paralysis]] effects.<br />
*Double time spent underwater before starting to take drowning damage.<br />
*Immunity to spells targeting a humanoid (importantly including Hold Person, but not Sleep)<br />
*Divine healing spells and potions restore only half as many hit points as normal for a [[Warforged]]. A [[warforged]]'s hit points can be restored normally through either the [[Repair]] skill or arcane repair spells and potions.<br />
*A [[Warforged]]'s [[Composite Plating]] provides a +2 armor bonus to AC as well as a 5% arcane spell failure chance. This plating is not considered natural armor, and it takes the place of body armor. Because of this, the [[Warforged]] is prohibited from wearing other kinds of armor, regardless of its class proficiencies. It can still wield shields and other enhancing items such as helmets, boots, trinkets, and jewelry. Feats taken at character creation can upgrade this plating and its type, changing it to either light or heavy armor. See also [[Mithral Body]], [[Adamantine Body]], or [[:Feats#Warforged feats|Warforged Racial Feats]].<br />
*The ability to wear a [[:Category:Docents|Docent]] in the slot other characters use for armor. Magical [[:Category:Docents|docents]] usually provide an enchantment bonus to [[armor class]], and may have other magical enhancements. They also have a cosmetic effect on appearance.<br />
*A [[Warforged]]'s plating also grants it [[Light Fortification]]. When the [[Warforged]] is the target of a [[sneak attack]] or critical hit, there is a 25% chance for the attack to be negated and the damage to be rolled normally.<br />
<br />
==[[Enhancement]]s==<br />
<br />
See [[Warforged enhancements]]</div>24.30.250.66https://ddowiki.com/index.php?title=Warforged&diff=10477Warforged2006-03-10T20:13:18Z<p>24.30.250.66: /* Racial Traits */</p>
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'''Navigation'''<br />
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[[Home]] - [[Classes]] - [[Races|Races]] - [[Enhancements|Enhancements]] - [[Feats|Feats]] - [[Skills|Skills]] - [[Equipment|Equipment]] - [[Places|Places]]<br />
----<br />
<br />
[[Image:warforged.gif]]<br />
<br />
'''Warforged''' are a race of sentient constructs built to battle in the Last War. The Warforged body is covered by plating, giving it an inherent AC bonus, but preventing the wearing of other armor. Healing spells have their benefits reduced by half when cast on Warforged. Only the arcane Repair spells heal Warforged without any reduction. Warforged can upgrade their armor using the Adamantine Body and Mithral Body feats. Warforged can also gain additional abilities and customize their appearance by using docents.<br />
<br />
==Racial Traits==<br />
<br />
*+2 [[Constitution]], -2 [[Wisdom]], -2 [[Charisma]]<br />
*+4 bonus to saving throws versus [[sleep]], [[energy drain]], [[nausea]], [[exhaustion]], [[poison]], [[disease]], and [[paralysis]] effects.<br />
*Double time spent underwater before starting to take drowning damage.<br />
*Immunity to spells targeting a humanoid (importantly including Hold Person, but not Sleep)<br />
*Divine healing spells and potions restore only half as many hit points as normal for a [[Warforged]]. A [[warforged]]'s hit points can be restored normally through either the [[Repair]] skill or arcane repair spells and potions.<br />
*A [[Warforged]]'s [[Composite Plating]] provides a +2 armor bonus to AC as well as a 5% arcane spell failure chance. This plating is not considered natural armor, and it takes the place of body armor. Because of this, the [[Warforged]] is prohibited from wearing other kinds of armor, regardless of its class proficiencies. It can still wield shields and other enhancing items such as helmets, boots, trinkets, and jewelry. Feats taken at character creation can upgrade this plating and its type, changing it to either light or heavy armor. See also [[Mithral Body]], [[Adamantine Body]], or [[:Feats#Warforged feats|Warforged Racial Feats]].<br />
*The ability to wear a [[:Category:Docents|Docent]] in the slot other characters use for armor. Magical [[:Category:Docents|docents]] usually provide an enchantment bonus to [[armor class]], and may have other magical enhancements. They also have a cosmetic effect on appearance.<br />
*A [[Warforged]]'s plating also grants it [[Light Fortification]]. When the [[Warforged]] is the target of a [[sneak attack]] or critical hit, there is a 25% chance for the attack to be negated and the damage to be rolled normally.<br />
<br />
==[[Enhancement]]s==<br />
<br />
See [[Warforged enhancements]]</div>24.30.250.66https://ddowiki.com/index.php?title=Cast_on_the_Run&diff=10458Cast on the Run2006-03-10T18:56:36Z<p>24.30.250.66: </p>
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<div>#REDIRECT [[Mobile Spellcasting]]</div>24.30.250.66https://ddowiki.com/index.php?title=Improved_Cast_on_the_Run&diff=10457Improved Cast on the Run2006-03-10T18:56:02Z<p>24.30.250.66: </p>
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<div>#REDIRECT [[Improved Mobile Spellcasting]]</div>24.30.250.66https://ddowiki.com/index.php?title=Wizard&diff=10455Wizard2006-03-10T18:54:15Z<p>24.30.250.66: /* Feats */</p>
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<div>{{Navigation}}<br />
{{TOCRight}}<br />
<br />
[[Image:Wiz.gif]]<br />
<br />
==Wizard==<br />
;'''[[Alignment]]''': Any non-evil.<br />
<br />
;'''[[Hit Die]]''': The wizard gains 4 + [[Constitution]] [[modifier]] [[hit point]]s a level, and starts with a one time bonus of +20 [[hit point]]s at level 1.<br />
<br />
===[[Class Skills]]===<br />
The wizard's [[class skill]]s (and the key [[ability]] for each [[skill]]) are:<br />
*[[Concentration]] ([[Con]])<br />
*[[Repair]] ([[Int]])<br />
<br />
'''Skill Points at 1st Level''': (2 + [[Intelligence]] [[modifier]]) x4.<br />
<br />
'''Skill Points each additional level''': 2 + [[Intelligence]] [[modifier]].<br />
<br />
===Advancement Table===<br />
Wizards gain additional [[spell point]]s by having high [[intelligence]], check the tables [[Spell point|here]].<br />
<br />
<CENTER><br />
{| border="1px grey dotted" width=90% {{Css:table/data}}<br />
| colspan="7" |'''Table: The Wizard'''<br />
| colspan="5" |'''[[Spell slot]]s'''<br />
<br />
|-<br />
<br />
|- style="{{css:table/1/header|grey}}"<br />
|'''[[Level]]'''<br />
|'''[[Base Attack Bonus]]'''<br />
|'''[[Fortitude save|Fort Save]]'''<br />
|'''[[Reflex save|Ref Save]]'''<br />
|'''[[Will save|Will Save]]'''<br />
|'''Special'''<br />
|'''[[Spell point]]s'''<br />
|'''1st'''<br />
|'''2nd'''<br />
|'''3rd'''<br />
|'''4th'''<br />
|'''5th'''<br />
<br />
|-<br />
|'''1st'''<br />
|'''+0'''<br />
|'''+0'''<br />
|'''+0'''<br />
|'''+2'''<br />
|'''[[Bonus Metamagic Feat]]'''<br />
|'''100'''<br />
|'''3'''<br />
|'''0'''<br />
|'''0'''<br />
|'''0'''<br />
|'''0'''<br />
<br />
|-<br />
|'''2nd'''<br />
|'''+1'''<br />
|'''+0'''<br />
|'''+0'''<br />
|'''+3'''<br />
|'''-'''<br />
|'''140'''<br />
|'''4'''<br />
|'''0'''<br />
|'''0'''<br />
|'''0'''<br />
|'''0'''<br />
<br />
|-<br />
|'''3rd'''<br />
|'''+1'''<br />
|'''+1'''<br />
|'''+1'''<br />
|'''+3'''<br />
|'''-'''<br />
|'''160'''<br />
|'''4'''<br />
|'''2'''<br />
|'''0'''<br />
|'''0'''<br />
|'''0'''<br />
<br />
|-<br />
|'''4th'''<br />
|'''+2'''<br />
|'''+1'''<br />
|'''+1'''<br />
|'''+4'''<br />
|'''-'''<br />
|'''200'''<br />
|'''4'''<br />
|'''3'''<br />
|'''0'''<br />
|'''0'''<br />
|'''0'''<br />
<br />
|-<br />
|'''5th'''<br />
|'''+2'''<br />
|'''+1'''<br />
|'''+1'''<br />
|'''+4'''<br />
|'''[[Bonus Metamagic Feat]]'''<br />
|'''220'''<br />
|'''4'''<br />
|'''3'''<br />
|'''2'''<br />
|'''0'''<br />
|'''0'''<br />
<br />
|-<br />
|'''6th'''<br />
|'''+3'''<br />
|'''+2'''<br />
|'''+2'''<br />
|'''+5'''<br />
|'''-'''<br />
|'''260'''<br />
|'''4'''<br />
|'''4'''<br />
|'''3'''<br />
|'''0'''<br />
|'''0'''<br />
<br />
|-<br />
|'''7th'''<br />
|'''+3'''<br />
|'''+2'''<br />
|'''+2'''<br />
|'''+5'''<br />
|'''-'''<br />
|'''280'''<br />
|'''5'''<br />
|'''4'''<br />
|'''3'''<br />
|'''2'''<br />
|'''0'''<br />
<br />
|-<br />
|'''8th'''<br />
|'''+4'''<br />
|'''+2'''<br />
|'''+2'''<br />
|'''+6'''<br />
|'''-'''<br />
|'''320'''<br />
|'''5'''<br />
|'''4'''<br />
|'''4'''<br />
|'''3'''<br />
|'''0'''<br />
<br />
|-<br />
|'''9th'''<br />
|'''+4'''<br />
|'''+3'''<br />
|'''+3'''<br />
|'''+6'''<br />
|'''-'''<br />
|'''340'''<br />
|'''5'''<br />
|'''5'''<br />
|'''4'''<br />
|'''3'''<br />
|'''2'''<br />
<br />
|-<br />
|'''10th'''<br />
|'''+5'''<br />
|'''+3'''<br />
|'''+3'''<br />
|'''+7'''<br />
|'''[[Bonus Metamagic Feat]]'''<br />
|'''380'''<br />
|'''5'''<br />
|'''5'''<br />
|'''4'''<br />
|'''4'''<br />
|'''3'''<br />
<br />
|}<br />
</CENTER><br />
<br />
*'''Starting [[Proficiencies]]'''<br />
**The following [[Simple Weapons]]<br />
***[[club]]<br />
***[[dagger]]<br />
***[[heavy crossbow]]<br />
***[[light crossbow]]<br />
***[[quarterstaff]]<br />
**Armor of any type interferes with a wizard’s movements, which can cause their spells with [[somatic component]]s to fail.<br />
<br />
====Spells====<br />
A wizard casts [[arcane spell]]s which are drawn from the [[:Category:Sorcerer_/_Wizard_spells |sorcerer/ wizard spell list]]. A wizard must choose and prepare their [[spell]]s ahead of time (see below).<br />
<br />
To [[inscribe]], [[Spell Preparation|prepare]], or cast a [[spell]], the wizard must have an [[Intelligence]] score equal to at least 10 + the [[spell level]]. The [[Difficulty Class]] for a [[saving throw]] against a wizard’s [[spell]] is 10 + the [[spell level]] + the wizard’s [[Intelligence]] [[modifier]].<br />
<br />
Like other spellcasters, a wizard has a limited number of [[spell point]]s and [[spell slot]]s.<br />
Their base daily allotments are given in the previous table.<br />
Bonus [[Spell points]] are awarded for high [[Int]] as detailed [[Spell point#Bonus_spell_points |here]].<br />
<br />
Unlike a [[bard]] or [[sorcerer]], a wizard may know any number of spells. They must choose and prepare their [[:Category:Wizard spells|spells]] ahead of time by resting at a [[rest shrine]] or [[tavern]]. While studying, the wizard decides which [[Spells (Sorcerer, Wizard)|spells]] to prepare. <br />
<br />
====Bonus Feats====<br />
At 1st, 5th and 10th a wizard gains a bonus [[metamagic feat]].<br />
<br />
====Spellbooks====<br />
Wizards must study their spellbook during the rest periods to prepare their spells. They cannot prepare any [[spell]] not scribed into their spellbook.<br />
<br />
A wizard begins play with a spellbook of (4 + [[Int]] [[modifier]]) [[Spells (Sorcerer, Wizard)#1st-Level Sorcerer/Wizard Spells|1st-level spells]]. At each new wizard level, he gains two new [[Spells (Sorcerer, Wizard)|spells]] of any spell level or levels that he can cast (based on the new wizard's level) for his spellbook.<br />
<br />
A wizard may use the [[inscribe spell]] class [[feat]] on a scroll to add it to his spell book. Doing so requires a [[material component]], purchasable at any magical supply shop in the game.<br />
<br />
====Arcane Spells and Armor====<br />
Wizards and [[sorcerer]]s do not know how to wear [[armor]] effectively.<br />
<br />
If desired, they can wear [[armor]] anyway (though they’ll be clumsy in it), or they can gain training in the proper use of [[armor]] (with the various Armor Proficiency feats—light, medium, and heavy—and the Shield Proficiency feat), or they can multiclass to add a class that grants them armor proficiency. Even if a wizard or [[sorcerer]] is wearing [[armor]] with which they are proficient, however, it might still interfere with spellcasting.<br />
<br />
Armor restricts the complicated gestures that a wizards or sorcerer must make while casting any spell that has a [[somatic component]] (most do). The armor and shield descriptions list the arcane spell failure chance for different armors and shields.<br />
<br />
By contrast, bards not only know how to wear light armor effectively, but they can also ignore the arcane spell failure chance for such armor. A [[bard]] wearing armor heavier than light or using any type of shield incurs the normal arcane spell failure chance, even if he becomes proficient with that armor.<br />
<br />
If a spell doesn’t have a [[somatic component]], an arcane spellcaster can cast it with no problem while wearing armor. Such spells can also be cast even if the caster’s hands are bound or if they are grappling (although [[concentration]] [[check]]s still apply normally).<br />
<br />
==Enhancements==<br />
On the first four of five ranks, within a level, characters recieve action points which can be spent aquiring enhancements either from the [[Wizard enhancements]] or their own racial list. Characters cannot have more than 4 enhancements at a time though.<br />
<br />
== Wizard Spell List==<br />
<br />
[[:Category:Wizard spells|Wizard spell list]] on separate page.<br />
<br />
==Playing a Wizard==<br />
The Wizard is the do-anything (except healing) versatility spellcaster. All wizards compulsively scribe every scroll they meet. The wizard's most important contribution to a group is to cast a situation-specific spell to survive a particular challenge. This can mean Jump, Feather-Fall, Sonic Resistance, Fire Immunity, or Invisibility. All of those spells are too rarely useful for a sorceror to study, but when they ARE needed, they're needed bad. (In particular, Invisibilty is a must to survive certain "zone-in ambushes" in DDO). A single Fire Immunity on a melee warrior can defeat Greater Fire Elementals for much less energy cost than a sorceror shooting cold damage, or a cleric healing him afterwards. Annoying jumping puzzles can be skipped with Feather-Fall + Jump (but be VERY sure that the wizard has all his teammates buffed before he jumps himself!).<br />
<br />
Also, Wizards can elect to repair Warforged characters, while sorcerors won't usually learn that spell. (Hang onto a "Greater Reconstruction" item, to wield when it's time to fix a WF)<br />
<br />
Therefore, the wizard player is the one with the greatest need for preparation. You must know better than anyone else which spells are required for which missions. Re-memorizing at shrines inside a mission can help, of course, so keep a shrine in reserve in an unfamiliar place.<br />
<br />
==Wizard Builds==<br />
===Stats===<br />
; Primary : [[Intelligence]]<br />
:: Intelligence is the single most important statistic to the standard DnD Wizard. Some players choose to play Wizards with low intelligence for roleplaying or other reasons, but for the majority of Wizards, having a high starting Intelligence score is a must.<br />
<br />
::The consensus opinion on starting Intelligence is that a starting score of 16 to 18 is necessary. Starting with an Intelligence score of 18 maximizes a Wizard's starting [[DC]] and grants a few bonus [[spell points]]. The spell point advantage is minimal, but the higher save DC is very important. Having a higher DC for all of a Wizard's offensive spells reduces the chance that enemies will succeed at full or partial saves, making the Wizard more effective overall.<br />
<br />
::Another school of thought says that an Intelligence of 17 is the maximum utilization of a character's ability increases. Most of the time, if a character puts all of their effort into improving Intelligence, a starting score of 18 will yield an oddly numbered final score, while a starting score of 17 will yield an evenly numbered final score (the even result being the maximum utilization of resources). This is true as long as levels are limited to ten, but past release, the level cap will be increased continuously. Therefore, a starting Intelligence of 17 is probably not a very good idea.<br />
<br />
::The third school of thought on the subject of having a high Intelligence says that in the point buy system, a score of 17 or 18 uses too many resources to be worth the benefit. Proponents of this line of thought believe that spreading stat points around more will make a more effective character overall at the cost of having a lower spell save DC.<br />
<br />
::Not all Wizards believe that a high Intelligence is key. Some players choose to avoid using [[offensive spells]] in favor of using [[buff spells]] almost entirely. These Wizards often play [[multiclass]] characters to gain fringe combat abilities to be able to both buff other players and contribute to combat without being forced to utilize offensive spells.<br />
<br />
; Secondary : [[Dexterity]] vs [[Constitution]]<br />
See Tasks.<br />
<br />
===Feats===<br />
; Mobile Caster : [[Combat Casting]] -> [[Mobile Spellcasting]] -> [[Improved Mobile Spellcasting]]<br />
<br />
=See also=<br />
*None yet. Add one!<br />
<br />
=Page tasks=<br />
<tasks><br />
[ ] Pros and cons of [[Dexterity]] vs [[Constitution]] as secondary skills for a wizard.<br />
[ ] Desc. of build "Mobile Caster".<br />
</tasks></div>24.30.250.66https://ddowiki.com/index.php?title=Feat_summary&diff=10317Feat summary2006-03-10T06:55:53Z<p>24.30.250.66: /* At creation Warforged feats */</p>
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<div>{{Navigation}}<br />
{{TOCRight}}<br />
<br />
<br />
[[Feat]]s are special abilities that give your character a new capability, or improves one he or she already has. <br />
<br />
Each Character gets one feat upon creation. At 3rd level, and every 3 levels after that (6th, 9th...) he or she gains another feat. [[Human]]s get one additional feat upon creation. The [[fighter]] class gets a bonus feat on top of that every 2 levels of fighter, but must choose from a more limited list of [[:Category:Fighter_bonus_feats |combat-oriented feats]].<br />
<br />
Free Active Feats are provided to any character that meets the requirements, and represent things most people can try (but not necessarily with much success).<br />
<br />
=Feats list=<br />
==[[Free Active Feat]]s==<br />
*[[Attack]]: This is the standard attack for all characters. It can be toggled on to attack repeatedly, or activated once by right-clicking the mouse.<br />
*[[Defensive Fighting]] (requires [[Base attack bonus]] of +1): This [[feat]] reduces the character's to-hit by 4 but adds 2 to their [[Armor Class]]. Casting a spell ends this mode.<br />
*[[Sneak]]: The character becomes invisible to all enemies that fail a [[Spot]] and [[Listen]] [[skill]] check, opposed by [[Hide]] and [[Move Silently]] skills.<br />
*[[Sunder]] (20 second cooldown, requires [[Base attack bonus]] of +1 or higher): This [[feat]] has a chance to reduce the target's [[Armor Class]] for a short time. Some creatures may be immune to the [[sunder]] effect. Fighters, barbarians, paladins, and rangers receive this feat for free.<br />
*[[Trip]] (15 second cooldown, requires [[Base attack bonus]] of +1, and some unconfirmed class requirements): This [[feat]] has a chance to [[trip]] the target rendering it prone for a short time. Some creatures may be immune to this effect. Creatures larger or stronger than you are less likely to trip. Some weapons, like a [[sickle]], supposedly provide a bonus to [[Trip]] attempts.<br />
<br />
==[[Active feat]]s==<br />
*[[Cleave]] (5 second cooldown, requires [[Power Attack]]): Activate this ability to attack one or more enemies in an arc in front of you. [[Cleave]] has a better chance to hit more enemies at once than a basic attack.<br />
*[[Combat Expertise]] (requires [[Intelligence]] 13+): This [[feat]] subtracts 5 from the characters to-hit roll, and increases its [[Armor Class]] by 5. Casting a spell ends this mode.<br />
*[[Great Cleave]] (10 second cooldown, requires [[Cleave]], [[base attack bonus]] of +4 or higher): This [[feat]] attacks enemies in a wider arc than [[Cleave]]. [[Great Cleave]] has a greater chance to hit more enemies than [[Cleave]].<br />
*[[Hamstring]] (15 second cooldown, requires [[Sneak Attack]]): [[Hamstring]] has a chance to reduce the target's movement rate for a short time. Some creatures may be immune to the hamstring effect.<br />
*[[Improved Feint]] (8 second cooldown, requires [[Combat Expertise]], [[Sneak Attack]]): An attack which also [[Bluff]]s the enemy, enabling a [[sneak attack]].<br />
*[[Improved Sunder]] (15 second cooldown, requires [[Sunder]], [[Power Attack]]): This [[feat]] has a chance to reduce the target's [[Armor Class]] for a longer period of time than [[Sunder]]. Some creatures may be immune to the [[Sunder]] effect.<br />
*[[Improved Trip]] (10 second cooldown, requires [[Combat Expertise]]): This [[feat]] has a chance to [[trip]] the target, rendering it prone for a longer period of time than [[Trip]]. Some creatures may be immune to this effect.<br />
*[[Manyshot]] (20 second duration, 2 minute cooldown, requires [[Dexterity]] 17+, [[Point Blank Shot]], [[Rapid Shot]], [[base attack bonus]] of +6 or higher): This [[feat]] enables the character to fire two or more arrows at a target at -4 to hit. A third arrow can be fired when they achieve a [[base attack bonus]] of +11 and a 4th arrow at +16 to hit. Extra arrows apply a cumulative penalty of -2 to hit for each arrow fired.<br />
*[[Power Attack]] (10 second cooldown, requires [[Strength]] 13+): This [[feat]] subtracts 5 from the characters to-hit roll, and increases the damage by 10 for a two-hand weapon, 5 for a one-hand weapon, or 0 for a light weapon. Casting a spell ends this mode.<br />
*[[Precision]] (30 second cooldown, requires [[Dexterity]] 13+, [[base attack bonus]] of +1 or higher): This [[feat]] grants +4 on to-hit rolls but damage is halved. (Elemental, and bane damage unaffected)<br />
*[[Resilience]] (30 second cooldown, requires [[Constitution]] 13+, [[base attack bonus]] of +1 or higher): This [[feat]] reduces to-hit rolls by 4; attacks deal half damage but the character gains +4 to all [[saving throw]]s.<br />
*[[Sap]] (15 second cooldown): This [[feat]] has a chance to render the target briefly senseless, though it will become active if damaged again. Some creatures may be immune to the [[sap]] effect. <br />
*[[Slicing Blow]] (15 second cooldown): When this [[feat]] successfully lands, the attack will deal its initial damage plus additional damage as the target bleeds. Some creatures may be immune to the bleeding effect.<br />
*[[Spring Attack]] (requires [[Mobility]], [[base attack bonus]] of +4 or higher): This [[feat]] allows the character to attack the targeted opponent and then spring quickly forward out of range. It also removes the -4 penalty to hit that melee attacks suffer while moving.This [[feat]] does not do additional damage. Note: although the official beta knowledge base still lists this feat as active, it looks like it may actually be a passive feat (the removal of the -4 penalty is at least confirmed to be passive).<br />
*[[Stunning Blow]] (15 second cooldown): This [[feat]] has a chance to stun the target for a few seconds. Some creatures may be immune to the stunning effect.<br />
*[[Whirlwind Attack]] (15 second cooldown, requires [[Combat Expertise]], [[Spring Attack]], [[base attack bonus]] of +4 or higher): This [[feat]] attacks all enemies in a 360 degree arc around the character.<br />
<br />
==[[Passive feat]]s==<br />
*[[Acrobatic]]: This [[feat]] provides a +2 bonus to the characters [[Jump (skill)|Jump]] and [[Tumble (skill)|Tumble]] [[skill]]s.<br />
*[[Alertness]]: This [[feat]] provides a +2 bonus to the characters [[Listen]] and [[Spot]] [[skill]]s.<br />
*[[Arcane Lore]] (requires [[Bard]] (level 1), [[Sorcerer]] (level 1) or [[Wizard]] (level 1)): This [[feat]] grants an understanding of the arcane. Characters with this [[skill]] are allowed to make [[skill check]]s to learn insight into specific situations.<br />
*[[Athletic]]: This [[feat]] grants a +2 to the [[Balance]] and [[Swim]] [[skill]]s.<br />
*[[Heavy Armor Proficiency]] (requires [[Medium Armor Proficiency]]): This [[feat]] negates the penalties from wearing [[:Category:Heavy armor|heavy armor]].<br />
*[[Light Armor Proficiency]]: This [[feat]] negates the penalties from wearing [[:Category:Light armor|light armor]].<br />
*[[Medium Armor Proficiency]] (requires [[Light Armor Proficiency]]): This [[feat]] negates the penalties from wearing [[:Category:Medium armor|medium armor]].<br />
*[[Bullheaded]]: This [[feat]] grants +2 to the [[skill]] [[Intimidation]] and +1 on [[Will save]]s.<br />
*[[Combat Casting]]: This [[feat]] grants +4 to the [[concentration]] [[skill]] when spells are cast in combat.<br />
*[[Discipline]]: This [[feat]] grants +2 to [[Concentration]] [[skill check]]s, and +1 to all Will [[saving throw]]s.<br />
*[[Dodge]] (requires [[Dexterity]] 13+): This [[feat]] grants +1 to the characters [[Armor Class]].<br />
*[[Exotic Weapon Proficiency]] (requires [[Base attack bonus]] of +1 or higher): This [[feat]] negates the penalty from using an [[:Category:Exotic weapons|exotic weapon]] untrained. Unlike the [[Martial Weapon Proficiency]] and [[Simple Weapon Proficiency]], you do not automatically become proficient in all of the exotic weapons when you take this feat. It must be taken once for each exotic weapon you wish to become proficient in.<br />
*[[Extra Turning]] (requires the ability to [[Turn Undead]]): This [[feat]] allows the character to [[turn undead]] an additional 4 times per [[rest period]]. This [[feat]] can be taken multiple times to increase the bonus. (? Verify ability to take multiple times - Now only able to take this feat once after update. ?)<br />
*[[Great Fortitude]]: This [[feat]] grants a +2 bonus to all [[Fortitude save]]s.<br />
*[[Greater Two-handed Fighting]] (requires [[Strength]] 19+, [[Improved Two-handed Fighting]], [[base attack bonus]] of +11 or higher): This [[feat]] increases the damage of [[glancing blow]] attacks while fighting with a [[:Category:2 handed weapons|two-handed weapon]].<br />
*[[Greater Two-weapon Fighting]] (requires [[Dexterity]] 19+, [[Improved Two-weapon Fighting]], [[Base attack bonus]] of +11): This [[feat]] increases the number of attacks while fighting with two weapons. This [[feat]] grants a fourth attack to a two-weapon [[combo chain]].<br />
*[[Greater Weapon Focus]] (requires [[Fighter]] (level 8) and [[Weapon Focus]] in a specific [[weapon type]]): This [[feat]] grants an additional +1 on to-hit rolls with the chosen [[weapon type]] ([[:Category:Thrown weapons|thrown]], [[:Category:Ranged weapons|ranged]], [[:Category:Bludgeoning weapons|bludgeoning]], [[:Category:Piercing weapons|piercing]] or [[:Category:Slashing weapons|slashing]]). This [[feat]] stacks with [[Weapon Focus]].<br />
*[[Heroic Durability]]: This [[feat]] increases the characters maximum [[hit point]]s by 20.<br />
*[[Improved Mobile Spellcasting]] (requires [[Mobile Spellcasting]], ability to cast 5th level spells): This [[feat]] allows the caster to move about faster when casting a spell.<br />
*[[Improved Critical]] (requires [[Base attack bonus]] of +8 or higher): This [[feat]] doubles the [[threat range]] of a certain [[weapon type]] ([[:Category:Thrown weapons|thrown]], [[:Category:Ranged weapons|ranged]], [[:Category:Bludgeoning weapons|bludgeoning]], [[:Category:Piercing weapons|piercing]] or [[:Category:Slashing weapons|slashing]]). This [[feat]] can be taken multiple times. Note: the official beta KB lists a minimum BAB of +7, thus the given +8 value should be confirmed.<br />
*[[Improved Mental Toughness]] (requires [[Mental Toughness]], ability to cast 3rd level spells): This [[feat]] increases the characters [[spell point]]s by +5 each level and stacks with [[Mental Toughness]].<br />
*[[Improved Shield Bash]] (requires [[Shield Proficiency: General]]): Enables the character to retain the [[shield bonus]] to its [[Armor Class]] when using [[Shield Bash]].<br />
*[[Improved Shield Mastery]] (requires [[Shield Mastery]]): This [[feat]] increases the amount of damage the character can block with a shield by +3 damage reduction for a total of +6.<br />
*[[Improved Turning]] (requires [[Turn Undead]]): This [[feat]] gives [[cleric]]s and [[paladin]]s a better chance at turning the undead. <br />
*[[Improved Two-handed Fighting]] (requires [[Strength]] 17+, [[Two-handed Fighting]], [[base attack bonus]] of +6): This [[feat]] increases the damage from [[glancing blow]]s when fighting with a [[:Category:2 handed weapons|two-handed weapon]] by 10%. <br />
*[[Improved Two-weapon Fighting]] (requires [[Dexterity]] 17+, [[base attack bonus]] of +6 or higher, [[Two-Weapon Fighting]] or [[Ranger]] (level 6)): This [[feat]] adds a third attack to a two-weapon [[combo chain]].<br />
*[[Iron Will]]: This [[feat]] grants a +2 bonus to [[Will save]]s.<br />
*[[Lightning Reflexes]]: This [[feat]] grants a +2 bonus to all [[Reflex Save|Reflex saving throw]]s.<br />
*[[Luck of Heroes]]: This [[feat]] grants a bonus to +1 to all [[saving throw]]s.<br />
*[[Magical Training]]: This [[feat]] increases the maximum [[spell point]]s at 1st level depending on class. [[Wizard]]s and [[Cleric]]s get 120 while [[Sorcerer]]s get 200.<br />
*[[Martial Weapon Proficiency]]: This [[feat]] negates the penalty from using [[:Category:Martial weapons|martial weapons]] untrained. Taking this feat grants proficiency in all of the [[:Category:Martial weapons|martial weapon]], so it only needs to be taken once.<br />
*[[Mental Toughness]] (requires being able to cast spells): This [[feat]] Increases the characters maximum [[spell point]]s by 20 at first level, and 5 [[spell point]]s for each additional level. <br />
*[[Mobile Spellcasting]] (requires [[Combat Casting]], ability to cast 2nd level spells, [[Dexterity]] 13+): This feat allows the caster to move about slowly when casting a spell.<br />
*[[Mobility]] (requires [[Dodge]]): This [[feat]] grants a +4 [[Armor Class]] bonus while the character is [[tumbling]].<br />
*[[Negotiator]]: This [[feat]] grants a +2 bonus to [[Diplomacy]] and [[Haggle]] [[skill]]s.<br />
*[[Nimble Fingers]]: This [[feat]] grants a +2 bonus to the [[Disable Device]] and [[Open Lock]] [[skill]]s.<br />
*[[Point Blank Shot]]: This [[feat]] grants a +1 to-hit bonus and +1 damage bonus with [[:Category:Ranged weapons|ranged weapons]] against enemies who are within 30 feet of the character.<br />
*[[Quick Draw]]: This [[feat]] allows the character to switch weapons in combat faster than they would normally be able to.<br />
*[[Rapid Reload]] (requires Proficiency with [[:Category:Light crossbows|light crossbows]]): This [[feat]] allows [[:Category:Crossbows|crossbows]] to be reloaded faster.<br />
*[[Rapid Shot]] (requires [[Dexterity]] 13+, [[Point Blank Shot]]): Gives an extra ranged attack but reduces the characters to-hit by -2 for that attack. Or it could be: you can fire at a 38% increase with no penalty (according to data from shinyhalo's Rapid Shot topic).<br />
*[[Religious Lore]] (requires [[Cleric]] (level 1) or [[Paladin]] (level 1)): This [[feat]] grants an understanding of the gods. Characters with this [[skill]] are allowed to make [[skill check]]s to learn insight into specific situations. <br />
*[[Resist Poison]]: This [[feat]] grants a +4 bonus to all [[saving throw]]s vs. [[poison]].<br />
*[[Self Sufficient]]: This [[feat]] grants a +2 bonus to the [[Heal]] and [[Repair]] [[skill]]s.<br />
*[[Shield Mastery]] (requires [[General Shield Proficiency]]): This [[feat]] increases the amount of damage the character can absorb when defending with a shield. The player is granted a +3 to [[damage reduction]]. <br />
*[[General Shield Proficiency]]: This [[feat]] negates the penalties from using a shield untrained.<br />
*[[Tower Shield Proficiency]]: (requires [[General Shield Proficiency]]): This [[feat]] negates the extra penalties acquired from using a [[:Category:Tower shields|tower shield]] untrained (however the normal -2 to attack penalty still applies).<br />
*[[Shot on the Run]] (requires [[Dexterity]] 13+, [[Point Blank Shot]], [[Mobility]], [[base attack bonus]] of +4 or higher): This [[feat]] allows the character to move while firing [[:Category:Ranged weapons|ranged weapons]] or throwing [[:Category:Thrown weapons|thrown weapons]]. <br />
*[[Simple Weapon Proficiency]]: This [[feat]] negates the penalty from using any of the [[:Category:Simple weapons|simple weapons]] untrained. All classes get the simple weapon proficiency.<br />
*[[Skill Focus]]: This [[feat]] grants a +3 bonus to the chosen [[skill]] when making [[skill check]] rolls. This [[feat]] can be taken multiple times. Available [[Skill Focus]] [[feat]]s are: [[Listen]], [[Jump (skill)|Jump]], [[Haggle]], [[Concentration]], [[Repair]], [[Bluff]], [[Intimidate]], [[Balance]], [[Heal]], [[Swim]], [[Diplomacy]], [[Disable Device]], [[Move Silently]], [[Open Lock]], [[Perform]], [[Use Magic Device]], [[Spot]], [[Hide]], [[Search]], [[Tumble (skill)|Tumble]].<br />
*[[Snake Blood]]: This [[feat]] grants a +2 bonus to [[saving throw]]s vs. [[poison]] and +1 to [[Reflex Save|reflex saving throw]]s.<br />
*[[Spell Focus]]: This [[feat]] makes it harder for enemies to resist the caster's spells. It adds +1 to the [[difficulty class]] of the spell. The available choices are: [[Abjuration]], [[Conjuration]], [[Divination]], [[Enchantment]], [[Evocation]], [[Illusion]], [[Necromancy]], [[Transmutation]].<br />
*[[Stealthy]]: This [[feat]] grants a +2 bonus to the [[Hide]] and [[Move Silently]] [[skill]]s.<br />
*[[Superior Two-handed Fighting]] (requires [[Strength]] 19+, [[Greater Two-handed Fighting]], [[base attack bonus]] of +16 or higher): This [[feat]] adds a [[glancing blow]] to the fifth attack of a two-handed [[combat chain]]. <br />
*[[Toughness]]: This [[feat]] adds +3 [[hit point]]s to the character and adds +1 per level for each level. This [[feat]] can be taken multiple times so that the effects stack. <br />
*[[Two-handed Fighting]] (requires [[Strength]] 15+): This [[feat]] decreases the to-hit penalty on [[glancing blow]]s from -5 to -2.<br />
*[[Two-Weapon Blocking]] (requires [[Dexterity]] 15+, [[Two-Weapon Fighting]]): This [[feat]] increases the amount of damage the character can [[block]] when defending with two weapons by +2.<br />
*[[Two-Weapon Defense]] (requires [[Dexterity]] 15+, [[Two-Weapon Fighting]]): This [[feat]] grants the character a +1 [[shield bonus]] to its [[Armor Class]] when fighting with two weapons or +2 to its [[Armor Class]] when [[Defensive_Fighting|fighting defensively]] with two weapons.<br />
*[[Two-Weapon Fighting]] (requires [[Dexterity]] 15+): This [[feat]] reduces the penalty to using two weapons at the same time (-6/-10). The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. If the offhand weapon is light, the penalties both decrease by another 2 points (-2/-2).<br />
*[[Weapon Finesse]] (requires [[Base attack bonus]] of +1 or higher): This [[feat]] allows the character to apply their [[dexterity]] [[modifier]] to hit instead of the [[strength]] [[modifier]] when making melee attacks with [[light weapon]]s and [[rapier]]s.<br />
*[[Weapon Focus]] (requires [[Base attack bonus]] of +1 or higher): This [[feat]] grants a +1 bonus on to-hit rolls with the chosen [[weapon type]] ([[:Category:Thrown weapons|thrown]], [[:Category:Ranged weapons|ranged]], [[:Category:Bludgeoning weapons|bludgeoning]], [[:Category:Piercing weapons|piercing]] or [[:Category:Slashing weapons|slashing]]). This [[feat]] can be taken multiple times.<br />
*[[Weapon Specialization]] (requires [[Fighter]] (level 4), [[Weapon Focus]] with the same [[weapon type]]): This [[feat]] grants a bonus of +2 to damage with the chosen [[weapon type]] ([[:Category:Thrown weapons|thrown]], [[:Category:Ranged weapons|ranged]], [[:Category:Bludgeoning weapons|bludgeoning]], [[:Category:Piercing weapons|piercing]] or [[:Category:Slashing weapons|slashing]]). This [[feat]] can be taken multiple times.<br />
*[[Wilderness Lore]] (requires [[Barbarian]] (level 1) or [[Ranger]] (level 1)): This [[feat]] grants an understanding of the wilderness. Characters with this [[skill]] are allowed to make [[skill check]]s to learn insight into specific situations.<br />
<br />
==[[Metamagic feat]]s==<br />
*[[Empower Healing Spell]] (1 second cooldown): Gives healing spells a greater effect , but casting them will cost more [[spell point]]s (it is believed to give a 50-100% - most likely 50% - increase for 50% cost increase)<br />
*[[Empower Spell]] (1 second cooldown): Causes spells to deal 50% more damage, but doubles the [[spell point]] cost of casting the spell.<br />
*[[Enlarge Spell]] (1 second cooldown): Doubles the range of a spell, but increases the amount of [[spell point]]s needed to cast the spell by 50%. <br />
*[[Eschew Materials]] (1 second cooldown): Allows the caster to cast a spell without its [[material component]]. Using this [[feat]] increases the [[spell point]]s consumed by the spell by 30%. <br />
*[[Extend Spell]] (1 second cooldown): Doubles the duration of a spell, but increases the amount of [[spell point]]s needed to cast the spell by 50%. <br />
*[[Heighten Spell]] (requires being able to cast 2nd level spells): While this spell is active, spells are harder for monsters to resist but the spells cost more [[spell point]]s to cast.<br />
*[[Maximize Spell]] (1 second cooldown): While active, spells will deal double damage. Spells will cost three times more [[spell point]]s while this [[feat]] is active.<br />
*[[Quicken Spell]] (1 second cooldown): While this [[feat]] is activated, spells will be cast faster and cannot be interrupted. During this time though, all spells will cost 100% more [[spell point]]s to cast.<br />
<br />
==[[Racial feat]]s==<br />
To the exception of some [[Warforged]] [[racial feat]]s, all [[racial feat]]s below<br />
are given for free at [[character creation]].<br />
<br />
===[[Dwarf]] feats===<br />
*[[Dwarven Stability]]: With this [[feat]], [[Dwarf |dwarves]] gain a +4 modifier to the [[Balance]] [[skill]].<br />
*[[Giant Evasion]]: With this [[feat]], [[Dwarf |dwarves]] gain a bonus of +4 to their [[armor class]] vs. giant-type monsters including [[giant]]s, [[ogre]]s, [[troll]]s, etc.<br />
*[[Orc Bonus]]: This [[feat]] gives [[Dwarf |dwarves]] a +1 to-hit bonus against [[orc]]s and [[goblinoid]]s.<br />
*[[Poison Save Bonus]]: This [[feat]] grants [[Dwarf |dwarves]] a +2 bonus to [[saving throw]]s vs. [[poison]]. <br />
*[[Dwarven Stonecunning]]: This [[feat]] grants [[Dwarf |dwarves]] a +2 bonus to the [[skill]] [[Search]] while in dungeons. <br />
*[[Spell Save Bonus]]: This [[feat]] grants [[Dwarf |dwarves]] a +2 bonus to [[saving throw]]s vs. [[spells]] and [[spell-like]] effects.<br />
<br />
===[[Elf]] feats===<br />
*[[Enchantment Save Bonus]]: This [[feat]] grants [[Elf |elves]] a +2 bonus to [[saving throw]]s vs. [[enchantment]] spells and spell-like effects.<br />
*[[Elven Keen Senses]]: This [[feat]] grants [[Elf |elves]] a +2 bonus to the [[skill]]s [[Listen]], [[Search]] and [[Spot]]. <br />
*[[Immunity to Sleep]]: This [[feat]] grants [[Elf |elves]] immunity to [[sleep]] and [[sleep]]-like effects. <br />
<br />
===[[Halfling]] feats===<br />
*[[Halfling Agility]]: This [[feat]] grants [[halfling]]s a +2 bonus to the [[skill]]s [[Jump (skill)|Jump]] and [[Move Silently]]. <br />
*[[Halfling Bravery]]: This [[feat]] grants [[halfling]]s a +2 morale bonus to [[saving throw]]s vs. [[fear]] effects.<br />
*[[Halfling Keen Ears]]: This [[feat]] grants [[halfling]]s a +2 bonus to [[Listen]] checks.<br />
*[[Halfling Luck]]: This [[feat]] grants [[halfling]]s a +1 luck bonus to all [[saving throw]]s.<br />
*[[Halfling Size Bonus]]: This [[feat]] grants [[halfling]]s a +1 size bonus to attack rolls and Armor Class, and a +4 bonus on [[Hide]] checks.<br />
<br />
===[[Warforged]] feats===<br />
====Free Warforged feats====<br />
Free [[feat]]s given at [[character creation]]:<br />
*[[Composite Plating]]: The [[feat]] [[Composite Plating]] counts as [[light armor]] and grants a +2 [[armor bonus]], but also provides a 5% [[arcane spell failure]] chance.<br />
*[[Warforged Resistances]]: [[Warforged]] are naturally resistant to [[sleep]], [[energy drain]], [[nausea]], [[exhaustion]], [[poison]], [[disease]], and [[paralysis]] effects, gaining a +4 bonus to saving throws to resist those effects.<br />
*[[Light Fortification]] (this is a free [[feat]] at [[character creation]]): This [[feat]] grants the character a 25% immunity to [[critical hit]]s and [[sneak attack]]s.<br />
<br />
====At creation Warforged feats====<br />
These [[feat]]s can only be purchased at [[character creation]]:<br />
*[[Adamantine Body]]: The [[feat]] [[Adamantine Body]] counts as [[:Category:Heavy armor|heavy armor]]. It grants a +8 bonus to [[Armor Class]] and a [[damage reduction]] bonus of 2/adamantine. The character also incurs a 35% chance for [[arcane spell failure]], a -5 armor check penalty to certain [[skill]]s, and a +1 maximum [[dexterity]] [[bonus]].<br />
*[[Mithril Body]]: The [[feat]] [[Mithril Body]] counts as [[:Category:Light armor|light armor]] for the character, and grants a +5 bonus to [[Armor Class]]. With this [[feat]], the character also incurs a 15% [[arcane spell failure]] rate, a -2 [[armor check penalty]] to certain [[skill]]s, and a +5 maximum [[dexterity]] bonus.<br />
<br />
====Regular Warforged feats====<br />
These [[feat]]s may be purchased just like regular [[feat]]s:<br />
*[[Warforged]] [[Greater Energy Drain Resistance]] (requires [[Warforged]], level 3): Increases [[energy drain]] saves by +3 each (+6 total racial).<br />
*[[Warforged]] [[Greater Fatigue & Nausea Resistance]] (requires [[Warforged]], level 3): This [[feat]] increases ([[Fortitude]]) [[exhaustion]] and [[nausea]] saves by +3 each (+6 total racial).<br />
*[[Warforged]] [[Greater Poison & Disease Resistance]] (requires [[Warforged]], Level 3): This [[feat]] increases [[poison]] and [[disease]] [[Fortitude]] saves by +3 each (+6 total racial).<br />
*[[Warforged]] [[Greater Sleep & Paralysis Resistance]] (requires [[Warforged]], level 3): This [[feat]] increases [[sleep]] and [[paralysis]] [[Fortitude]]/[[Will]] ([[Fortitude]] only for [[paralysis]]) saves by +3 each & [[Paralysis Resistance]] (+6 total racial).<br />
<br />
*[[Improved Fortification]] (requires [[Warforged]], level 8): This [[feat]] improves the [[warforged]] fortifications. It gains immunity to [[sneak attack]]s and extra damage from [[critical hit]]s. This [[feat]] will cause the character to lose the ability to be healed by spells such as [[Cure Light Wounds]].<br />
*[[Warforged]] [[Improved Damage Reduction]]: This [[feat]] grants the character [[damage reduction]] 1/adamantine, or improves the characters existing [[damage reduction]] by 1.<br />
*[[Mithril Fluidity]] (requires [[Mithril Body]]): This [[feat]] has two bonuses. It increases the character's maximum [[dexterity bonus to armor class]] by +1, and it decreases the [[Armor_check_penalty |armor check penalties]] by 1.<br />
<br />
=See also=<br />
*[[Feat]] - ''(Definition)''<br />
*[[Class feat]] - ''(Definition)''<br />
*[[:Category:Fighter bonus feats|Fighter bonus feats]] - list<br />
*[http://www.ddo.com/forums/showthread.php?t=19929 List original source], by UberMonkey</div>24.30.250.66https://ddowiki.com/index.php?title=Warforged_Traits&diff=10316Warforged Traits2006-03-10T05:43:49Z<p>24.30.250.66: </p>
<hr />
<div>[[Warforged]] are naturally resistant to [[sleep]], [[energy drain]], [[nausea]], [[exhaustion]], [[poison]], [[disease]], and [[paralysis]] effects, gaining a +4 bonus to saving throws to resist those effects.<br />
<br />
'''Prerequisite:''' [[Warforged]]<br />
<br />
This [[feat]] is free at [[character creation]].<br />
<br />
[[Category:Feats]]<br />
[[Category:Warforged Feats]]</div>24.30.250.66https://ddowiki.com/index.php?title=Improved_Damage_Reduction&diff=10315Improved Damage Reduction2006-03-10T05:40:41Z<p>24.30.250.66: </p>
<hr />
<div>You gain [[damage reduction]] 1/adamantine, or improve your existing [[damage reduction]] by 1.<br />
<br />
'''Prerequisite:''' [[Warforged]]<br />
<br />
'''Type:''' Passive<br />
<br />
[[Category:Feats]]<br />
[[Category:Warforged Feats]]</div>24.30.250.66https://ddowiki.com/index.php?title=Feat_summary&diff=10314Feat summary2006-03-10T05:39:32Z<p>24.30.250.66: /* Regular Warforged feats */</p>
<hr />
<div>{{Navigation}}<br />
{{TOCRight}}<br />
<br />
<br />
[[Feat]]s are special abilities that give your character a new capability, or improves one he or she already has. <br />
<br />
Each Character gets one feat upon creation. At 3rd level, and every 3 levels after that (6th, 9th...) he or she gains another feat. [[Human]]s get one additional feat upon creation. The [[fighter]] class gets a bonus feat on top of that every 2 levels of fighter, but must choose from a more limited list of [[:Category:Fighter_bonus_feats |combat-oriented feats]].<br />
<br />
Free Active Feats are provided to any character that meets the requirements, and represent things most people can try (but not necessarily with much success).<br />
<br />
=Feats list=<br />
==[[Free Active Feat]]s==<br />
*[[Attack]]: This is the standard attack for all characters. It can be toggled on to attack repeatedly, or activated once by right-clicking the mouse.<br />
*[[Defensive Fighting]] (requires [[Base attack bonus]] of +1): This [[feat]] reduces the character's to-hit by 4 but adds 2 to their [[Armor Class]]. Casting a spell ends this mode.<br />
*[[Sneak]]: The character becomes invisible to all enemies that fail a [[Spot]] and [[Listen]] [[skill]] check, opposed by [[Hide]] and [[Move Silently]] skills.<br />
*[[Sunder]] (20 second cooldown, requires [[Base attack bonus]] of +1 or higher): This [[feat]] has a chance to reduce the target's [[Armor Class]] for a short time. Some creatures may be immune to the [[sunder]] effect. Fighters, barbarians, paladins, and rangers receive this feat for free.<br />
*[[Trip]] (15 second cooldown, requires [[Base attack bonus]] of +1, and some unconfirmed class requirements): This [[feat]] has a chance to [[trip]] the target rendering it prone for a short time. Some creatures may be immune to this effect. Creatures larger or stronger than you are less likely to trip. Some weapons, like a [[sickle]], supposedly provide a bonus to [[Trip]] attempts.<br />
<br />
==[[Active feat]]s==<br />
*[[Cleave]] (5 second cooldown, requires [[Power Attack]]): Activate this ability to attack one or more enemies in an arc in front of you. [[Cleave]] has a better chance to hit more enemies at once than a basic attack.<br />
*[[Combat Expertise]] (requires [[Intelligence]] 13+): This [[feat]] subtracts 5 from the characters to-hit roll, and increases its [[Armor Class]] by 5. Casting a spell ends this mode.<br />
*[[Great Cleave]] (10 second cooldown, requires [[Cleave]], [[base attack bonus]] of +4 or higher): This [[feat]] attacks enemies in a wider arc than [[Cleave]]. [[Great Cleave]] has a greater chance to hit more enemies than [[Cleave]].<br />
*[[Hamstring]] (15 second cooldown, requires [[Sneak Attack]]): [[Hamstring]] has a chance to reduce the target's movement rate for a short time. Some creatures may be immune to the hamstring effect.<br />
*[[Improved Feint]] (8 second cooldown, requires [[Combat Expertise]], [[Sneak Attack]]): An attack which also [[Bluff]]s the enemy, enabling a [[sneak attack]].<br />
*[[Improved Sunder]] (15 second cooldown, requires [[Sunder]], [[Power Attack]]): This [[feat]] has a chance to reduce the target's [[Armor Class]] for a longer period of time than [[Sunder]]. Some creatures may be immune to the [[Sunder]] effect.<br />
*[[Improved Trip]] (10 second cooldown, requires [[Combat Expertise]]): This [[feat]] has a chance to [[trip]] the target, rendering it prone for a longer period of time than [[Trip]]. Some creatures may be immune to this effect.<br />
*[[Manyshot]] (20 second duration, 2 minute cooldown, requires [[Dexterity]] 17+, [[Point Blank Shot]], [[Rapid Shot]], [[base attack bonus]] of +6 or higher): This [[feat]] enables the character to fire two or more arrows at a target at -4 to hit. A third arrow can be fired when they achieve a [[base attack bonus]] of +11 and a 4th arrow at +16 to hit. Extra arrows apply a cumulative penalty of -2 to hit for each arrow fired.<br />
*[[Power Attack]] (10 second cooldown, requires [[Strength]] 13+): This [[feat]] subtracts 5 from the characters to-hit roll, and increases the damage by 10 for a two-hand weapon, 5 for a one-hand weapon, or 0 for a light weapon. Casting a spell ends this mode.<br />
*[[Precision]] (30 second cooldown, requires [[Dexterity]] 13+, [[base attack bonus]] of +1 or higher): This [[feat]] grants +4 on to-hit rolls but damage is halved. (Elemental, and bane damage unaffected)<br />
*[[Resilience]] (30 second cooldown, requires [[Constitution]] 13+, [[base attack bonus]] of +1 or higher): This [[feat]] reduces to-hit rolls by 4; attacks deal half damage but the character gains +4 to all [[saving throw]]s.<br />
*[[Sap]] (15 second cooldown): This [[feat]] has a chance to render the target briefly senseless, though it will become active if damaged again. Some creatures may be immune to the [[sap]] effect. <br />
*[[Slicing Blow]] (15 second cooldown): When this [[feat]] successfully lands, the attack will deal its initial damage plus additional damage as the target bleeds. Some creatures may be immune to the bleeding effect.<br />
*[[Spring Attack]] (requires [[Mobility]], [[base attack bonus]] of +4 or higher): This [[feat]] allows the character to attack the targeted opponent and then spring quickly forward out of range. It also removes the -4 penalty to hit that melee attacks suffer while moving.This [[feat]] does not do additional damage. Note: although the official beta knowledge base still lists this feat as active, it looks like it may actually be a passive feat (the removal of the -4 penalty is at least confirmed to be passive).<br />
*[[Stunning Blow]] (15 second cooldown): This [[feat]] has a chance to stun the target for a few seconds. Some creatures may be immune to the stunning effect.<br />
*[[Whirlwind Attack]] (15 second cooldown, requires [[Combat Expertise]], [[Spring Attack]], [[base attack bonus]] of +4 or higher): This [[feat]] attacks all enemies in a 360 degree arc around the character.<br />
<br />
==[[Passive feat]]s==<br />
*[[Acrobatic]]: This [[feat]] provides a +2 bonus to the characters [[Jump (skill)|Jump]] and [[Tumble (skill)|Tumble]] [[skill]]s.<br />
*[[Alertness]]: This [[feat]] provides a +2 bonus to the characters [[Listen]] and [[Spot]] [[skill]]s.<br />
*[[Arcane Lore]] (requires [[Bard]] (level 1), [[Sorcerer]] (level 1) or [[Wizard]] (level 1)): This [[feat]] grants an understanding of the arcane. Characters with this [[skill]] are allowed to make [[skill check]]s to learn insight into specific situations.<br />
*[[Athletic]]: This [[feat]] grants a +2 to the [[Balance]] and [[Swim]] [[skill]]s.<br />
*[[Heavy Armor Proficiency]] (requires [[Medium Armor Proficiency]]): This [[feat]] negates the penalties from wearing [[:Category:Heavy armor|heavy armor]].<br />
*[[Light Armor Proficiency]]: This [[feat]] negates the penalties from wearing [[:Category:Light armor|light armor]].<br />
*[[Medium Armor Proficiency]] (requires [[Light Armor Proficiency]]): This [[feat]] negates the penalties from wearing [[:Category:Medium armor|medium armor]].<br />
*[[Bullheaded]]: This [[feat]] grants +2 to the [[skill]] [[Intimidation]] and +1 on [[Will save]]s.<br />
*[[Combat Casting]]: This [[feat]] grants +4 to the [[concentration]] [[skill]] when spells are cast in combat.<br />
*[[Discipline]]: This [[feat]] grants +2 to [[Concentration]] [[skill check]]s, and +1 to all Will [[saving throw]]s.<br />
*[[Dodge]] (requires [[Dexterity]] 13+): This [[feat]] grants +1 to the characters [[Armor Class]].<br />
*[[Exotic Weapon Proficiency]] (requires [[Base attack bonus]] of +1 or higher): This [[feat]] negates the penalty from using an [[:Category:Exotic weapons|exotic weapon]] untrained. Unlike the [[Martial Weapon Proficiency]] and [[Simple Weapon Proficiency]], you do not automatically become proficient in all of the exotic weapons when you take this feat. It must be taken once for each exotic weapon you wish to become proficient in.<br />
*[[Extra Turning]] (requires the ability to [[Turn Undead]]): This [[feat]] allows the character to [[turn undead]] an additional 4 times per [[rest period]]. This [[feat]] can be taken multiple times to increase the bonus. (? Verify ability to take multiple times - Now only able to take this feat once after update. ?)<br />
*[[Great Fortitude]]: This [[feat]] grants a +2 bonus to all [[Fortitude save]]s.<br />
*[[Greater Two-handed Fighting]] (requires [[Strength]] 19+, [[Improved Two-handed Fighting]], [[base attack bonus]] of +11 or higher): This [[feat]] increases the damage of [[glancing blow]] attacks while fighting with a [[:Category:2 handed weapons|two-handed weapon]].<br />
*[[Greater Two-weapon Fighting]] (requires [[Dexterity]] 19+, [[Improved Two-weapon Fighting]], [[Base attack bonus]] of +11): This [[feat]] increases the number of attacks while fighting with two weapons. This [[feat]] grants a fourth attack to a two-weapon [[combo chain]].<br />
*[[Greater Weapon Focus]] (requires [[Fighter]] (level 8) and [[Weapon Focus]] in a specific [[weapon type]]): This [[feat]] grants an additional +1 on to-hit rolls with the chosen [[weapon type]] ([[:Category:Thrown weapons|thrown]], [[:Category:Ranged weapons|ranged]], [[:Category:Bludgeoning weapons|bludgeoning]], [[:Category:Piercing weapons|piercing]] or [[:Category:Slashing weapons|slashing]]). This [[feat]] stacks with [[Weapon Focus]].<br />
*[[Heroic Durability]]: This [[feat]] increases the characters maximum [[hit point]]s by 20.<br />
*[[Improved Mobile Spellcasting]] (requires [[Mobile Spellcasting]], ability to cast 5th level spells): This [[feat]] allows the caster to move about faster when casting a spell.<br />
*[[Improved Critical]] (requires [[Base attack bonus]] of +8 or higher): This [[feat]] doubles the [[threat range]] of a certain [[weapon type]] ([[:Category:Thrown weapons|thrown]], [[:Category:Ranged weapons|ranged]], [[:Category:Bludgeoning weapons|bludgeoning]], [[:Category:Piercing weapons|piercing]] or [[:Category:Slashing weapons|slashing]]). This [[feat]] can be taken multiple times. Note: the official beta KB lists a minimum BAB of +7, thus the given +8 value should be confirmed.<br />
*[[Improved Mental Toughness]] (requires [[Mental Toughness]], ability to cast 3rd level spells): This [[feat]] increases the characters [[spell point]]s by +5 each level and stacks with [[Mental Toughness]].<br />
*[[Improved Shield Bash]] (requires [[Shield Proficiency: General]]): Enables the character to retain the [[shield bonus]] to its [[Armor Class]] when using [[Shield Bash]].<br />
*[[Improved Shield Mastery]] (requires [[Shield Mastery]]): This [[feat]] increases the amount of damage the character can block with a shield by +3 damage reduction for a total of +6.<br />
*[[Improved Turning]] (requires [[Turn Undead]]): This [[feat]] gives [[cleric]]s and [[paladin]]s a better chance at turning the undead. <br />
*[[Improved Two-handed Fighting]] (requires [[Strength]] 17+, [[Two-handed Fighting]], [[base attack bonus]] of +6): This [[feat]] increases the damage from [[glancing blow]]s when fighting with a [[:Category:2 handed weapons|two-handed weapon]] by 10%. <br />
*[[Improved Two-weapon Fighting]] (requires [[Dexterity]] 17+, [[base attack bonus]] of +6 or higher, [[Two-Weapon Fighting]] or [[Ranger]] (level 6)): This [[feat]] adds a third attack to a two-weapon [[combo chain]].<br />
*[[Iron Will]]: This [[feat]] grants a +2 bonus to [[Will save]]s.<br />
*[[Lightning Reflexes]]: This [[feat]] grants a +2 bonus to all [[Reflex Save|Reflex saving throw]]s.<br />
*[[Luck of Heroes]]: This [[feat]] grants a bonus to +1 to all [[saving throw]]s.<br />
*[[Magical Training]]: This [[feat]] increases the maximum [[spell point]]s at 1st level depending on class. [[Wizard]]s and [[Cleric]]s get 120 while [[Sorcerer]]s get 200.<br />
*[[Martial Weapon Proficiency]]: This [[feat]] negates the penalty from using [[:Category:Martial weapons|martial weapons]] untrained. Taking this feat grants proficiency in all of the [[:Category:Martial weapons|martial weapon]], so it only needs to be taken once.<br />
*[[Mental Toughness]] (requires being able to cast spells): This [[feat]] Increases the characters maximum [[spell point]]s by 20 at first level, and 5 [[spell point]]s for each additional level. <br />
*[[Mobile Spellcasting]] (requires [[Combat Casting]], ability to cast 2nd level spells, [[Dexterity]] 13+): This feat allows the caster to move about slowly when casting a spell.<br />
*[[Mobility]] (requires [[Dodge]]): This [[feat]] grants a +4 [[Armor Class]] bonus while the character is [[tumbling]].<br />
*[[Negotiator]]: This [[feat]] grants a +2 bonus to [[Diplomacy]] and [[Haggle]] [[skill]]s.<br />
*[[Nimble Fingers]]: This [[feat]] grants a +2 bonus to the [[Disable Device]] and [[Open Lock]] [[skill]]s.<br />
*[[Point Blank Shot]]: This [[feat]] grants a +1 to-hit bonus and +1 damage bonus with [[:Category:Ranged weapons|ranged weapons]] against enemies who are within 30 feet of the character.<br />
*[[Quick Draw]]: This [[feat]] allows the character to switch weapons in combat faster than they would normally be able to.<br />
*[[Rapid Reload]] (requires Proficiency with [[:Category:Light crossbows|light crossbows]]): This [[feat]] allows [[:Category:Crossbows|crossbows]] to be reloaded faster.<br />
*[[Rapid Shot]] (requires [[Dexterity]] 13+, [[Point Blank Shot]]): Gives an extra ranged attack but reduces the characters to-hit by -2 for that attack. Or it could be: you can fire at a 38% increase with no penalty (according to data from shinyhalo's Rapid Shot topic).<br />
*[[Religious Lore]] (requires [[Cleric]] (level 1) or [[Paladin]] (level 1)): This [[feat]] grants an understanding of the gods. Characters with this [[skill]] are allowed to make [[skill check]]s to learn insight into specific situations. <br />
*[[Resist Poison]]: This [[feat]] grants a +4 bonus to all [[saving throw]]s vs. [[poison]].<br />
*[[Self Sufficient]]: This [[feat]] grants a +2 bonus to the [[Heal]] and [[Repair]] [[skill]]s.<br />
*[[Shield Mastery]] (requires [[General Shield Proficiency]]): This [[feat]] increases the amount of damage the character can absorb when defending with a shield. The player is granted a +3 to [[damage reduction]]. <br />
*[[General Shield Proficiency]]: This [[feat]] negates the penalties from using a shield untrained.<br />
*[[Tower Shield Proficiency]]: (requires [[General Shield Proficiency]]): This [[feat]] negates the extra penalties acquired from using a [[:Category:Tower shields|tower shield]] untrained (however the normal -2 to attack penalty still applies).<br />
*[[Shot on the Run]] (requires [[Dexterity]] 13+, [[Point Blank Shot]], [[Mobility]], [[base attack bonus]] of +4 or higher): This [[feat]] allows the character to move while firing [[:Category:Ranged weapons|ranged weapons]] or throwing [[:Category:Thrown weapons|thrown weapons]]. <br />
*[[Simple Weapon Proficiency]]: This [[feat]] negates the penalty from using any of the [[:Category:Simple weapons|simple weapons]] untrained. All classes get the simple weapon proficiency.<br />
*[[Skill Focus]]: This [[feat]] grants a +3 bonus to the chosen [[skill]] when making [[skill check]] rolls. This [[feat]] can be taken multiple times. Available [[Skill Focus]] [[feat]]s are: [[Listen]], [[Jump (skill)|Jump]], [[Haggle]], [[Concentration]], [[Repair]], [[Bluff]], [[Intimidate]], [[Balance]], [[Heal]], [[Swim]], [[Diplomacy]], [[Disable Device]], [[Move Silently]], [[Open Lock]], [[Perform]], [[Use Magic Device]], [[Spot]], [[Hide]], [[Search]], [[Tumble (skill)|Tumble]].<br />
*[[Snake Blood]]: This [[feat]] grants a +2 bonus to [[saving throw]]s vs. [[poison]] and +1 to [[Reflex Save|reflex saving throw]]s.<br />
*[[Spell Focus]]: This [[feat]] makes it harder for enemies to resist the caster's spells. It adds +1 to the [[difficulty class]] of the spell. The available choices are: [[Abjuration]], [[Conjuration]], [[Divination]], [[Enchantment]], [[Evocation]], [[Illusion]], [[Necromancy]], [[Transmutation]].<br />
*[[Stealthy]]: This [[feat]] grants a +2 bonus to the [[Hide]] and [[Move Silently]] [[skill]]s.<br />
*[[Superior Two-handed Fighting]] (requires [[Strength]] 19+, [[Greater Two-handed Fighting]], [[base attack bonus]] of +16 or higher): This [[feat]] adds a [[glancing blow]] to the fifth attack of a two-handed [[combat chain]]. <br />
*[[Toughness]]: This [[feat]] adds +3 [[hit point]]s to the character and adds +1 per level for each level. This [[feat]] can be taken multiple times so that the effects stack. <br />
*[[Two-handed Fighting]] (requires [[Strength]] 15+): This [[feat]] decreases the to-hit penalty on [[glancing blow]]s from -5 to -2.<br />
*[[Two-Weapon Blocking]] (requires [[Dexterity]] 15+, [[Two-Weapon Fighting]]): This [[feat]] increases the amount of damage the character can [[block]] when defending with two weapons by +2.<br />
*[[Two-Weapon Defense]] (requires [[Dexterity]] 15+, [[Two-Weapon Fighting]]): This [[feat]] grants the character a +1 [[shield bonus]] to its [[Armor Class]] when fighting with two weapons or +2 to its [[Armor Class]] when [[Defensive_Fighting|fighting defensively]] with two weapons.<br />
*[[Two-Weapon Fighting]] (requires [[Dexterity]] 15+): This [[feat]] reduces the penalty to using two weapons at the same time (-6/-10). The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. If the offhand weapon is light, the penalties both decrease by another 2 points (-2/-2).<br />
*[[Weapon Finesse]] (requires [[Base attack bonus]] of +1 or higher): This [[feat]] allows the character to apply their [[dexterity]] [[modifier]] to hit instead of the [[strength]] [[modifier]] when making melee attacks with [[light weapon]]s and [[rapier]]s.<br />
*[[Weapon Focus]] (requires [[Base attack bonus]] of +1 or higher): This [[feat]] grants a +1 bonus on to-hit rolls with the chosen [[weapon type]] ([[:Category:Thrown weapons|thrown]], [[:Category:Ranged weapons|ranged]], [[:Category:Bludgeoning weapons|bludgeoning]], [[:Category:Piercing weapons|piercing]] or [[:Category:Slashing weapons|slashing]]). This [[feat]] can be taken multiple times.<br />
*[[Weapon Specialization]] (requires [[Fighter]] (level 4), [[Weapon Focus]] with the same [[weapon type]]): This [[feat]] grants a bonus of +2 to damage with the chosen [[weapon type]] ([[:Category:Thrown weapons|thrown]], [[:Category:Ranged weapons|ranged]], [[:Category:Bludgeoning weapons|bludgeoning]], [[:Category:Piercing weapons|piercing]] or [[:Category:Slashing weapons|slashing]]). This [[feat]] can be taken multiple times.<br />
*[[Wilderness Lore]] (requires [[Barbarian]] (level 1) or [[Ranger]] (level 1)): This [[feat]] grants an understanding of the wilderness. Characters with this [[skill]] are allowed to make [[skill check]]s to learn insight into specific situations.<br />
<br />
==[[Metamagic feat]]s==<br />
*[[Empower Healing Spell]] (1 second cooldown): Gives healing spells a greater effect , but casting them will cost more [[spell point]]s (it is believed to give a 50-100% - most likely 50% - increase for 50% cost increase)<br />
*[[Empower Spell]] (1 second cooldown): Causes spells to deal 50% more damage, but doubles the [[spell point]] cost of casting the spell.<br />
*[[Enlarge Spell]] (1 second cooldown): Doubles the range of a spell, but increases the amount of [[spell point]]s needed to cast the spell by 50%. <br />
*[[Eschew Materials]] (1 second cooldown): Allows the caster to cast a spell without its [[material component]]. Using this [[feat]] increases the [[spell point]]s consumed by the spell by 30%. <br />
*[[Extend Spell]] (1 second cooldown): Doubles the duration of a spell, but increases the amount of [[spell point]]s needed to cast the spell by 50%. <br />
*[[Heighten Spell]] (requires being able to cast 2nd level spells): While this spell is active, spells are harder for monsters to resist but the spells cost more [[spell point]]s to cast.<br />
*[[Maximize Spell]] (1 second cooldown): While active, spells will deal double damage. Spells will cost three times more [[spell point]]s while this [[feat]] is active.<br />
*[[Quicken Spell]] (1 second cooldown): While this [[feat]] is activated, spells will be cast faster and cannot be interrupted. During this time though, all spells will cost 100% more [[spell point]]s to cast.<br />
<br />
==[[Racial feat]]s==<br />
To the exception of some [[Warforged]] [[racial feat]]s, all [[racial feat]]s below<br />
are given for free at [[character creation]].<br />
<br />
===[[Dwarf]] feats===<br />
*[[Dwarven Stability]]: With this [[feat]], [[Dwarf |dwarves]] gain a +4 modifier to the [[Balance]] [[skill]].<br />
*[[Giant Evasion]]: With this [[feat]], [[Dwarf |dwarves]] gain a bonus of +4 to their [[armor class]] vs. giant-type monsters including [[giant]]s, [[ogre]]s, [[troll]]s, etc.<br />
*[[Orc Bonus]]: This [[feat]] gives [[Dwarf |dwarves]] a +1 to-hit bonus against [[orc]]s and [[goblinoid]]s.<br />
*[[Poison Save Bonus]]: This [[feat]] grants [[Dwarf |dwarves]] a +2 bonus to [[saving throw]]s vs. [[poison]]. <br />
*[[Dwarven Stonecunning]]: This [[feat]] grants [[Dwarf |dwarves]] a +2 bonus to the [[skill]] [[Search]] while in dungeons. <br />
*[[Spell Save Bonus]]: This [[feat]] grants [[Dwarf |dwarves]] a +2 bonus to [[saving throw]]s vs. [[spells]] and [[spell-like]] effects.<br />
<br />
===[[Elf]] feats===<br />
*[[Enchantment Save Bonus]]: This [[feat]] grants [[Elf |elves]] a +2 bonus to [[saving throw]]s vs. [[enchantment]] spells and spell-like effects.<br />
*[[Elven Keen Senses]]: This [[feat]] grants [[Elf |elves]] a +2 bonus to the [[skill]]s [[Listen]], [[Search]] and [[Spot]]. <br />
*[[Immunity to Sleep]]: This [[feat]] grants [[Elf |elves]] immunity to [[sleep]] and [[sleep]]-like effects. <br />
<br />
===[[Halfling]] feats===<br />
*[[Halfling Agility]]: This [[feat]] grants [[halfling]]s a +2 bonus to the [[skill]]s [[Jump (skill)|Jump]] and [[Move Silently]]. <br />
*[[Halfling Bravery]]: This [[feat]] grants [[halfling]]s a +2 morale bonus to [[saving throw]]s vs. [[fear]] effects.<br />
*[[Halfling Keen Ears]]: This [[feat]] grants [[halfling]]s a +2 bonus to [[Listen]] checks.<br />
*[[Halfling Luck]]: This [[feat]] grants [[halfling]]s a +1 luck bonus to all [[saving throw]]s.<br />
*[[Halfling Size Bonus]]: This [[feat]] grants [[halfling]]s a +1 size bonus to attack rolls and Armor Class, and a +4 bonus on [[Hide]] checks.<br />
<br />
===[[Warforged]] feats===<br />
====Free Warforged feats====<br />
Free [[feat]]s given at [[character creation]]:<br />
*[[Composite Plating]]: The [[feat]] [[Composite Plating]] counts as [[light armor]] and grants a +2 [[armor bonus]], but also provides a 5% [[arcane spell failure]] chance.<br />
*[[Warforged Resistances]]: [[Warforged]] are naturally resistant to [[sleep]], [[energy drain]], [[nausea]], [[exhaustion]], [[poison]], [[disease]], and [[paralysis]] effects, gaining a +4 bonus to saving throws to resist those effects.<br />
*[[Light Fortification]] (this is a free [[feat]] at [[character creation]]): This [[feat]] grants the character a 25% immunity to [[critical hit]]s and [[sneak attack]]s.<br />
<br />
====At creation Warforged feats====<br />
These [[feat]]s can only be purchased at [[character creation]]:<br />
*[[Adamantine Body]]: The [[feat]] [[Adamantine Body]] counts as [[:Category:Heavy armor|heavy armor]]. It grants a +8 bonus to [[Armor Class]] and a [[damage reduction]] bonus of 2/adamantine. The character also incurs a 35% chance for [[arcane spell failure]], a -5 armor check penalty to certain [[skill]]s, and a +1 maximum [[dexterity]] [[bonus]].<br />
*[[Mithril Body]]: The [[feat]] [[Mithril Body]] counts as [[:Category:Light armor|light armor]] for the character, and grants a +5 bonus to [[Armor Class]]. With this [[feat]], the character also incurs a 15% [[arcane spell failure]] rate, a -2 [[armor check penalty]] to certain [[skill]]s, and a +5 maximum [[dexterity]] bonus. This [[feat]] can only be purchased at 1st level.<br />
<br />
====Regular Warforged feats====<br />
These [[feat]]s may be purchased just like regular [[feat]]s:<br />
*[[Warforged]] [[Greater Energy Drain Resistance]] (requires [[Warforged]], level 3): Increases [[energy drain]] saves by +3 each (+6 total racial).<br />
*[[Warforged]] [[Greater Fatigue & Nausea Resistance]] (requires [[Warforged]], level 3): This [[feat]] increases ([[Fortitude]]) [[exhaustion]] and [[nausea]] saves by +3 each (+6 total racial).<br />
*[[Warforged]] [[Greater Poison & Disease Resistance]] (requires [[Warforged]], Level 3): This [[feat]] increases [[poison]] and [[disease]] [[Fortitude]] saves by +3 each (+6 total racial).<br />
*[[Warforged]] [[Greater Sleep & Paralysis Resistance]] (requires [[Warforged]], level 3): This [[feat]] increases [[sleep]] and [[paralysis]] [[Fortitude]]/[[Will]] ([[Fortitude]] only for [[paralysis]]) saves by +3 each & [[Paralysis Resistance]] (+6 total racial).<br />
<br />
*[[Improved Fortification]] (requires [[Warforged]], level 8): This [[feat]] improves the [[warforged]] fortifications. It gains immunity to [[sneak attack]]s and extra damage from [[critical hit]]s. This [[feat]] will cause the character to lose the ability to be healed by spells such as [[Cure Light Wounds]].<br />
*[[Warforged]] [[Improved Damage Reduction]]: This [[feat]] grants the character [[damage reduction]] 1/adamantine, or improves the characters existing [[damage reduction]] by 1.<br />
*[[Mithril Fluidity]] (requires [[Mithril Body]]): This [[feat]] has two bonuses. It increases the character's maximum [[dexterity bonus to armor class]] by +1, and it decreases the [[Armor_check_penalty |armor check penalties]] by 1.<br />
<br />
=See also=<br />
*[[Feat]] - ''(Definition)''<br />
*[[Class feat]] - ''(Definition)''<br />
*[[:Category:Fighter bonus feats|Fighter bonus feats]] - list<br />
*[http://www.ddo.com/forums/showthread.php?t=19929 List original source], by UberMonkey</div>24.30.250.66https://ddowiki.com/index.php?title=Greater_Sleep_%26_Paralysis_Resistance&diff=10311Greater Sleep & Paralysis Resistance2006-03-10T05:37:05Z<p>24.30.250.66: </p>
<hr />
<div>Increases [[sleep]] and [[paralysis]] [[Fortitude]]/[[Will]] ([[Fortitude]] only for [[paralysis]]) saves by +3 each & [[Paralysis Resistance]] (+6 total racial).<br />
<br />
'''Prerequisite:''' [[Warforged]]<br />
<br />
This feat requires a [[level]] of 3.<br />
<br />
'''Type:''' Passive<br />
<br />
[[Category:Feats]]<br />
[[Category:Warforged Feats]]</div>24.30.250.66https://ddowiki.com/index.php?title=Greater_Poison_%26_Disease_Resistance&diff=10310Greater Poison & Disease Resistance2006-03-10T05:37:00Z<p>24.30.250.66: </p>
<hr />
<div>Increases [[poison]] and [[disease]] [[Fortitude]] saves by +3 each (+6 total racial).<br />
<br />
'''Prerequisite:''' [[Warforged]]<br />
<br />
This feat requires a [[level]] of 3.<br />
<br />
'''Type:''' Passive<br />
<br />
[[Category:Feats]]<br />
[[Category:Warforged Feats]]</div>24.30.250.66https://ddowiki.com/index.php?title=Greater_Fatigue_%26_Nausea_Resistance&diff=10309Greater Fatigue & Nausea Resistance2006-03-10T05:36:53Z<p>24.30.250.66: </p>
<hr />
<div>Increases ([[Fortitude]]) [[exhaustion]] and [[nausea]] saves by +3 each (+6 total racial).<br />
<br />
'''Prerequisite:''' [[Warforged]]<br />
<br />
This feat requires a [[level]] of 3.<br />
<br />
'''Type:''' Passive<br />
<br />
[[Category:Feats]]<br />
[[Category:Warforged Feats]]</div>24.30.250.66https://ddowiki.com/index.php?title=Greater_Energy_Drain_Resistance&diff=10308Greater Energy Drain Resistance2006-03-10T05:36:47Z<p>24.30.250.66: </p>
<hr />
<div>Increases [[energy drain]] saves by +3 each (+6 total racial).<br />
<br />
'''Prerequisite:''' [[Warforged]]<br />
<br />
This feat requires a [[level]] of 3.<br />
<br />
'''Type:''' Passive<br />
<br />
[[Category:Feats]]<br />
[[Category:Warforged Feats]]</div>24.30.250.66https://ddowiki.com/index.php?title=Feat_summary&diff=10307Feat summary2006-03-10T05:32:29Z<p>24.30.250.66: /* Regular Warforged feats */</p>
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[[Feat]]s are special abilities that give your character a new capability, or improves one he or she already has. <br />
<br />
Each Character gets one feat upon creation. At 3rd level, and every 3 levels after that (6th, 9th...) he or she gains another feat. [[Human]]s get one additional feat upon creation. The [[fighter]] class gets a bonus feat on top of that every 2 levels of fighter, but must choose from a more limited list of [[:Category:Fighter_bonus_feats |combat-oriented feats]].<br />
<br />
Free Active Feats are provided to any character that meets the requirements, and represent things most people can try (but not necessarily with much success).<br />
<br />
=Feats list=<br />
==[[Free Active Feat]]s==<br />
*[[Attack]]: This is the standard attack for all characters. It can be toggled on to attack repeatedly, or activated once by right-clicking the mouse.<br />
*[[Defensive Fighting]] (requires [[Base attack bonus]] of +1): This [[feat]] reduces the character's to-hit by 4 but adds 2 to their [[Armor Class]]. Casting a spell ends this mode.<br />
*[[Sneak]]: The character becomes invisible to all enemies that fail a [[Spot]] and [[Listen]] [[skill]] check, opposed by [[Hide]] and [[Move Silently]] skills.<br />
*[[Sunder]] (20 second cooldown, requires [[Base attack bonus]] of +1 or higher): This [[feat]] has a chance to reduce the target's [[Armor Class]] for a short time. Some creatures may be immune to the [[sunder]] effect. Fighters, barbarians, paladins, and rangers receive this feat for free.<br />
*[[Trip]] (15 second cooldown, requires [[Base attack bonus]] of +1, and some unconfirmed class requirements): This [[feat]] has a chance to [[trip]] the target rendering it prone for a short time. Some creatures may be immune to this effect. Creatures larger or stronger than you are less likely to trip. Some weapons, like a [[sickle]], supposedly provide a bonus to [[Trip]] attempts.<br />
<br />
==[[Active feat]]s==<br />
*[[Cleave]] (5 second cooldown, requires [[Power Attack]]): Activate this ability to attack one or more enemies in an arc in front of you. [[Cleave]] has a better chance to hit more enemies at once than a basic attack.<br />
*[[Combat Expertise]] (requires [[Intelligence]] 13+): This [[feat]] subtracts 5 from the characters to-hit roll, and increases its [[Armor Class]] by 5. Casting a spell ends this mode.<br />
*[[Great Cleave]] (10 second cooldown, requires [[Cleave]], [[base attack bonus]] of +4 or higher): This [[feat]] attacks enemies in a wider arc than [[Cleave]]. [[Great Cleave]] has a greater chance to hit more enemies than [[Cleave]].<br />
*[[Hamstring]] (15 second cooldown, requires [[Sneak Attack]]): [[Hamstring]] has a chance to reduce the target's movement rate for a short time. Some creatures may be immune to the hamstring effect.<br />
*[[Improved Feint]] (8 second cooldown, requires [[Combat Expertise]], [[Sneak Attack]]): An attack which also [[Bluff]]s the enemy, enabling a [[sneak attack]].<br />
*[[Improved Sunder]] (15 second cooldown, requires [[Sunder]], [[Power Attack]]): This [[feat]] has a chance to reduce the target's [[Armor Class]] for a longer period of time than [[Sunder]]. Some creatures may be immune to the [[Sunder]] effect.<br />
*[[Improved Trip]] (10 second cooldown, requires [[Combat Expertise]]): This [[feat]] has a chance to [[trip]] the target, rendering it prone for a longer period of time than [[Trip]]. Some creatures may be immune to this effect.<br />
*[[Manyshot]] (20 second duration, 2 minute cooldown, requires [[Dexterity]] 17+, [[Point Blank Shot]], [[Rapid Shot]], [[base attack bonus]] of +6 or higher): This [[feat]] enables the character to fire two or more arrows at a target at -4 to hit. A third arrow can be fired when they achieve a [[base attack bonus]] of +11 and a 4th arrow at +16 to hit. Extra arrows apply a cumulative penalty of -2 to hit for each arrow fired.<br />
*[[Power Attack]] (10 second cooldown, requires [[Strength]] 13+): This [[feat]] subtracts 5 from the characters to-hit roll, and increases the damage by 10 for a two-hand weapon, 5 for a one-hand weapon, or 0 for a light weapon. Casting a spell ends this mode.<br />
*[[Precision]] (30 second cooldown, requires [[Dexterity]] 13+, [[base attack bonus]] of +1 or higher): This [[feat]] grants +4 on to-hit rolls but damage is halved. (Elemental, and bane damage unaffected)<br />
*[[Resilience]] (30 second cooldown, requires [[Constitution]] 13+, [[base attack bonus]] of +1 or higher): This [[feat]] reduces to-hit rolls by 4; attacks deal half damage but the character gains +4 to all [[saving throw]]s.<br />
*[[Sap]] (15 second cooldown): This [[feat]] has a chance to render the target briefly senseless, though it will become active if damaged again. Some creatures may be immune to the [[sap]] effect. <br />
*[[Slicing Blow]] (15 second cooldown): When this [[feat]] successfully lands, the attack will deal its initial damage plus additional damage as the target bleeds. Some creatures may be immune to the bleeding effect.<br />
*[[Spring Attack]] (requires [[Mobility]], [[base attack bonus]] of +4 or higher): This [[feat]] allows the character to attack the targeted opponent and then spring quickly forward out of range. It also removes the -4 penalty to hit that melee attacks suffer while moving.This [[feat]] does not do additional damage. Note: although the official beta knowledge base still lists this feat as active, it looks like it may actually be a passive feat (the removal of the -4 penalty is at least confirmed to be passive).<br />
*[[Stunning Blow]] (15 second cooldown): This [[feat]] has a chance to stun the target for a few seconds. Some creatures may be immune to the stunning effect.<br />
*[[Whirlwind Attack]] (15 second cooldown, requires [[Combat Expertise]], [[Spring Attack]], [[base attack bonus]] of +4 or higher): This [[feat]] attacks all enemies in a 360 degree arc around the character.<br />
<br />
==[[Passive feat]]s==<br />
*[[Acrobatic]]: This [[feat]] provides a +2 bonus to the characters [[Jump (skill)|Jump]] and [[Tumble (skill)|Tumble]] [[skill]]s.<br />
*[[Alertness]]: This [[feat]] provides a +2 bonus to the characters [[Listen]] and [[Spot]] [[skill]]s.<br />
*[[Arcane Lore]] (requires [[Bard]] (level 1), [[Sorcerer]] (level 1) or [[Wizard]] (level 1)): This [[feat]] grants an understanding of the arcane. Characters with this [[skill]] are allowed to make [[skill check]]s to learn insight into specific situations.<br />
*[[Athletic]]: This [[feat]] grants a +2 to the [[Balance]] and [[Swim]] [[skill]]s.<br />
*[[Heavy Armor Proficiency]] (requires [[Medium Armor Proficiency]]): This [[feat]] negates the penalties from wearing [[:Category:Heavy armor|heavy armor]].<br />
*[[Light Armor Proficiency]]: This [[feat]] negates the penalties from wearing [[:Category:Light armor|light armor]].<br />
*[[Medium Armor Proficiency]] (requires [[Light Armor Proficiency]]): This [[feat]] negates the penalties from wearing [[:Category:Medium armor|medium armor]].<br />
*[[Bullheaded]]: This [[feat]] grants +2 to the [[skill]] [[Intimidation]] and +1 on [[Will save]]s.<br />
*[[Combat Casting]]: This [[feat]] grants +4 to the [[concentration]] [[skill]] when spells are cast in combat.<br />
*[[Discipline]]: This [[feat]] grants +2 to [[Concentration]] [[skill check]]s, and +1 to all Will [[saving throw]]s.<br />
*[[Dodge]] (requires [[Dexterity]] 13+): This [[feat]] grants +1 to the characters [[Armor Class]].<br />
*[[Exotic Weapon Proficiency]] (requires [[Base attack bonus]] of +1 or higher): This [[feat]] negates the penalty from using an [[:Category:Exotic weapons|exotic weapon]] untrained. Unlike the [[Martial Weapon Proficiency]] and [[Simple Weapon Proficiency]], you do not automatically become proficient in all of the exotic weapons when you take this feat. It must be taken once for each exotic weapon you wish to become proficient in.<br />
*[[Extra Turning]] (requires the ability to [[Turn Undead]]): This [[feat]] allows the character to [[turn undead]] an additional 4 times per [[rest period]]. This [[feat]] can be taken multiple times to increase the bonus. (? Verify ability to take multiple times - Now only able to take this feat once after update. ?)<br />
*[[Great Fortitude]]: This [[feat]] grants a +2 bonus to all [[Fortitude save]]s.<br />
*[[Greater Two-handed Fighting]] (requires [[Strength]] 19+, [[Improved Two-handed Fighting]], [[base attack bonus]] of +11 or higher): This [[feat]] increases the damage of [[glancing blow]] attacks while fighting with a [[:Category:2 handed weapons|two-handed weapon]].<br />
*[[Greater Two-weapon Fighting]] (requires [[Dexterity]] 19+, [[Improved Two-weapon Fighting]], [[Base attack bonus]] of +11): This [[feat]] increases the number of attacks while fighting with two weapons. This [[feat]] grants a fourth attack to a two-weapon [[combo chain]].<br />
*[[Greater Weapon Focus]] (requires [[Fighter]] (level 8) and [[Weapon Focus]] in a specific [[weapon type]]): This [[feat]] grants an additional +1 on to-hit rolls with the chosen [[weapon type]] ([[:Category:Thrown weapons|thrown]], [[:Category:Ranged weapons|ranged]], [[:Category:Bludgeoning weapons|bludgeoning]], [[:Category:Piercing weapons|piercing]] or [[:Category:Slashing weapons|slashing]]). This [[feat]] stacks with [[Weapon Focus]].<br />
*[[Heroic Durability]]: This [[feat]] increases the characters maximum [[hit point]]s by 20.<br />
*[[Improved Mobile Spellcasting]] (requires [[Mobile Spellcasting]], ability to cast 5th level spells): This [[feat]] allows the caster to move about faster when casting a spell.<br />
*[[Improved Critical]] (requires [[Base attack bonus]] of +8 or higher): This [[feat]] doubles the [[threat range]] of a certain [[weapon type]] ([[:Category:Thrown weapons|thrown]], [[:Category:Ranged weapons|ranged]], [[:Category:Bludgeoning weapons|bludgeoning]], [[:Category:Piercing weapons|piercing]] or [[:Category:Slashing weapons|slashing]]). This [[feat]] can be taken multiple times. Note: the official beta KB lists a minimum BAB of +7, thus the given +8 value should be confirmed.<br />
*[[Improved Mental Toughness]] (requires [[Mental Toughness]], ability to cast 3rd level spells): This [[feat]] increases the characters [[spell point]]s by +5 each level and stacks with [[Mental Toughness]].<br />
*[[Improved Shield Bash]] (requires [[Shield Proficiency: General]]): Enables the character to retain the [[shield bonus]] to its [[Armor Class]] when using [[Shield Bash]].<br />
*[[Improved Shield Mastery]] (requires [[Shield Mastery]]): This [[feat]] increases the amount of damage the character can block with a shield by +3 damage reduction for a total of +6.<br />
*[[Improved Turning]] (requires [[Turn Undead]]): This [[feat]] gives [[cleric]]s and [[paladin]]s a better chance at turning the undead. <br />
*[[Improved Two-handed Fighting]] (requires [[Strength]] 17+, [[Two-handed Fighting]], [[base attack bonus]] of +6): This [[feat]] increases the damage from [[glancing blow]]s when fighting with a [[:Category:2 handed weapons|two-handed weapon]] by 10%. <br />
*[[Improved Two-weapon Fighting]] (requires [[Dexterity]] 17+, [[base attack bonus]] of +6 or higher, [[Two-Weapon Fighting]] or [[Ranger]] (level 6)): This [[feat]] adds a third attack to a two-weapon [[combo chain]].<br />
*[[Iron Will]]: This [[feat]] grants a +2 bonus to [[Will save]]s.<br />
*[[Lightning Reflexes]]: This [[feat]] grants a +2 bonus to all [[Reflex Save|Reflex saving throw]]s.<br />
*[[Luck of Heroes]]: This [[feat]] grants a bonus to +1 to all [[saving throw]]s.<br />
*[[Magical Training]]: This [[feat]] increases the maximum [[spell point]]s at 1st level depending on class. [[Wizard]]s and [[Cleric]]s get 120 while [[Sorcerer]]s get 200.<br />
*[[Martial Weapon Proficiency]]: This [[feat]] negates the penalty from using [[:Category:Martial weapons|martial weapons]] untrained. Taking this feat grants proficiency in all of the [[:Category:Martial weapons|martial weapon]], so it only needs to be taken once.<br />
*[[Mental Toughness]] (requires being able to cast spells): This [[feat]] Increases the characters maximum [[spell point]]s by 20 at first level, and 5 [[spell point]]s for each additional level. <br />
*[[Mobile Spellcasting]] (requires [[Combat Casting]], ability to cast 2nd level spells, [[Dexterity]] 13+): This feat allows the caster to move about slowly when casting a spell.<br />
*[[Mobility]] (requires [[Dodge]]): This [[feat]] grants a +4 [[Armor Class]] bonus while the character is [[tumbling]].<br />
*[[Negotiator]]: This [[feat]] grants a +2 bonus to [[Diplomacy]] and [[Haggle]] [[skill]]s.<br />
*[[Nimble Fingers]]: This [[feat]] grants a +2 bonus to the [[Disable Device]] and [[Open Lock]] [[skill]]s.<br />
*[[Point Blank Shot]]: This [[feat]] grants a +1 to-hit bonus and +1 damage bonus with [[:Category:Ranged weapons|ranged weapons]] against enemies who are within 30 feet of the character.<br />
*[[Quick Draw]]: This [[feat]] allows the character to switch weapons in combat faster than they would normally be able to.<br />
*[[Rapid Reload]] (requires Proficiency with [[:Category:Light crossbows|light crossbows]]): This [[feat]] allows [[:Category:Crossbows|crossbows]] to be reloaded faster.<br />
*[[Rapid Shot]] (requires [[Dexterity]] 13+, [[Point Blank Shot]]): Gives an extra ranged attack but reduces the characters to-hit by -2 for that attack. Or it could be: you can fire at a 38% increase with no penalty (according to data from shinyhalo's Rapid Shot topic).<br />
*[[Religious Lore]] (requires [[Cleric]] (level 1) or [[Paladin]] (level 1)): This [[feat]] grants an understanding of the gods. Characters with this [[skill]] are allowed to make [[skill check]]s to learn insight into specific situations. <br />
*[[Resist Poison]]: This [[feat]] grants a +4 bonus to all [[saving throw]]s vs. [[poison]].<br />
*[[Self Sufficient]]: This [[feat]] grants a +2 bonus to the [[Heal]] and [[Repair]] [[skill]]s.<br />
*[[Shield Mastery]] (requires [[General Shield Proficiency]]): This [[feat]] increases the amount of damage the character can absorb when defending with a shield. The player is granted a +3 to [[damage reduction]]. <br />
*[[General Shield Proficiency]]: This [[feat]] negates the penalties from using a shield untrained.<br />
*[[Tower Shield Proficiency]]: (requires [[General Shield Proficiency]]): This [[feat]] negates the extra penalties acquired from using a [[:Category:Tower shields|tower shield]] untrained (however the normal -2 to attack penalty still applies).<br />
*[[Shot on the Run]] (requires [[Dexterity]] 13+, [[Point Blank Shot]], [[Mobility]], [[base attack bonus]] of +4 or higher): This [[feat]] allows the character to move while firing [[:Category:Ranged weapons|ranged weapons]] or throwing [[:Category:Thrown weapons|thrown weapons]]. <br />
*[[Simple Weapon Proficiency]]: This [[feat]] negates the penalty from using any of the [[:Category:Simple weapons|simple weapons]] untrained. All classes get the simple weapon proficiency.<br />
*[[Skill Focus]]: This [[feat]] grants a +3 bonus to the chosen [[skill]] when making [[skill check]] rolls. This [[feat]] can be taken multiple times. Available [[Skill Focus]] [[feat]]s are: [[Listen]], [[Jump (skill)|Jump]], [[Haggle]], [[Concentration]], [[Repair]], [[Bluff]], [[Intimidate]], [[Balance]], [[Heal]], [[Swim]], [[Diplomacy]], [[Disable Device]], [[Move Silently]], [[Open Lock]], [[Perform]], [[Use Magic Device]], [[Spot]], [[Hide]], [[Search]], [[Tumble (skill)|Tumble]].<br />
*[[Snake Blood]]: This [[feat]] grants a +2 bonus to [[saving throw]]s vs. [[poison]] and +1 to [[Reflex Save|reflex saving throw]]s.<br />
*[[Spell Focus]]: This [[feat]] makes it harder for enemies to resist the caster's spells. It adds +1 to the [[difficulty class]] of the spell. The available choices are: [[Abjuration]], [[Conjuration]], [[Divination]], [[Enchantment]], [[Evocation]], [[Illusion]], [[Necromancy]], [[Transmutation]].<br />
*[[Stealthy]]: This [[feat]] grants a +2 bonus to the [[Hide]] and [[Move Silently]] [[skill]]s.<br />
*[[Superior Two-handed Fighting]] (requires [[Strength]] 19+, [[Greater Two-handed Fighting]], [[base attack bonus]] of +16 or higher): This [[feat]] adds a [[glancing blow]] to the fifth attack of a two-handed [[combat chain]]. <br />
*[[Toughness]]: This [[feat]] adds +3 [[hit point]]s to the character and adds +1 per level for each level. This [[feat]] can be taken multiple times so that the effects stack. <br />
*[[Two-handed Fighting]] (requires [[Strength]] 15+): This [[feat]] decreases the to-hit penalty on [[glancing blow]]s from -5 to -2.<br />
*[[Two-Weapon Blocking]] (requires [[Dexterity]] 15+, [[Two-Weapon Fighting]]): This [[feat]] increases the amount of damage the character can [[block]] when defending with two weapons by +2.<br />
*[[Two-Weapon Defense]] (requires [[Dexterity]] 15+, [[Two-Weapon Fighting]]): This [[feat]] grants the character a +1 [[shield bonus]] to its [[Armor Class]] when fighting with two weapons or +2 to its [[Armor Class]] when [[Defensive_Fighting|fighting defensively]] with two weapons.<br />
*[[Two-Weapon Fighting]] (requires [[Dexterity]] 15+): This [[feat]] reduces the penalty to using two weapons at the same time (-6/-10). The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. If the offhand weapon is light, the penalties both decrease by another 2 points (-2/-2).<br />
*[[Weapon Finesse]] (requires [[Base attack bonus]] of +1 or higher): This [[feat]] allows the character to apply their [[dexterity]] [[modifier]] to hit instead of the [[strength]] [[modifier]] when making melee attacks with [[light weapon]]s and [[rapier]]s.<br />
*[[Weapon Focus]] (requires [[Base attack bonus]] of +1 or higher): This [[feat]] grants a +1 bonus on to-hit rolls with the chosen [[weapon type]] ([[:Category:Thrown weapons|thrown]], [[:Category:Ranged weapons|ranged]], [[:Category:Bludgeoning weapons|bludgeoning]], [[:Category:Piercing weapons|piercing]] or [[:Category:Slashing weapons|slashing]]). This [[feat]] can be taken multiple times.<br />
*[[Weapon Specialization]] (requires [[Fighter]] (level 4), [[Weapon Focus]] with the same [[weapon type]]): This [[feat]] grants a bonus of +2 to damage with the chosen [[weapon type]] ([[:Category:Thrown weapons|thrown]], [[:Category:Ranged weapons|ranged]], [[:Category:Bludgeoning weapons|bludgeoning]], [[:Category:Piercing weapons|piercing]] or [[:Category:Slashing weapons|slashing]]). This [[feat]] can be taken multiple times.<br />
*[[Wilderness Lore]] (requires [[Barbarian]] (level 1) or [[Ranger]] (level 1)): This [[feat]] grants an understanding of the wilderness. Characters with this [[skill]] are allowed to make [[skill check]]s to learn insight into specific situations.<br />
<br />
==[[Metamagic feat]]s==<br />
*[[Empower Healing Spell]] (1 second cooldown): Gives healing spells a greater effect , but casting them will cost more [[spell point]]s (it is believed to give a 50-100% - most likely 50% - increase for 50% cost increase)<br />
*[[Empower Spell]] (1 second cooldown): Causes spells to deal 50% more damage, but doubles the [[spell point]] cost of casting the spell.<br />
*[[Enlarge Spell]] (1 second cooldown): Doubles the range of a spell, but increases the amount of [[spell point]]s needed to cast the spell by 50%. <br />
*[[Eschew Materials]] (1 second cooldown): Allows the caster to cast a spell without its [[material component]]. Using this [[feat]] increases the [[spell point]]s consumed by the spell by 30%. <br />
*[[Extend Spell]] (1 second cooldown): Doubles the duration of a spell, but increases the amount of [[spell point]]s needed to cast the spell by 50%. <br />
*[[Heighten Spell]] (requires being able to cast 2nd level spells): While this spell is active, spells are harder for monsters to resist but the spells cost more [[spell point]]s to cast.<br />
*[[Maximize Spell]] (1 second cooldown): While active, spells will deal double damage. Spells will cost three times more [[spell point]]s while this [[feat]] is active.<br />
*[[Quicken Spell]] (1 second cooldown): While this [[feat]] is activated, spells will be cast faster and cannot be interrupted. During this time though, all spells will cost 100% more [[spell point]]s to cast.<br />
<br />
==[[Racial feat]]s==<br />
To the exception of some [[Warforged]] [[racial feat]]s, all [[racial feat]]s below<br />
are given for free at [[character creation]].<br />
<br />
===[[Dwarf]] feats===<br />
*[[Dwarven Stability]]: With this [[feat]], [[Dwarf |dwarves]] gain a +4 modifier to the [[Balance]] [[skill]].<br />
*[[Giant Evasion]]: With this [[feat]], [[Dwarf |dwarves]] gain a bonus of +4 to their [[armor class]] vs. giant-type monsters including [[giant]]s, [[ogre]]s, [[troll]]s, etc.<br />
*[[Orc Bonus]]: This [[feat]] gives [[Dwarf |dwarves]] a +1 to-hit bonus against [[orc]]s and [[goblinoid]]s.<br />
*[[Poison Save Bonus]]: This [[feat]] grants [[Dwarf |dwarves]] a +2 bonus to [[saving throw]]s vs. [[poison]]. <br />
*[[Dwarven Stonecunning]]: This [[feat]] grants [[Dwarf |dwarves]] a +2 bonus to the [[skill]] [[Search]] while in dungeons. <br />
*[[Spell Save Bonus]]: This [[feat]] grants [[Dwarf |dwarves]] a +2 bonus to [[saving throw]]s vs. [[spells]] and [[spell-like]] effects.<br />
<br />
===[[Elf]] feats===<br />
*[[Enchantment Save Bonus]]: This [[feat]] grants [[Elf |elves]] a +2 bonus to [[saving throw]]s vs. [[enchantment]] spells and spell-like effects.<br />
*[[Elven Keen Senses]]: This [[feat]] grants [[Elf |elves]] a +2 bonus to the [[skill]]s [[Listen]], [[Search]] and [[Spot]]. <br />
*[[Immunity to Sleep]]: This [[feat]] grants [[Elf |elves]] immunity to [[sleep]] and [[sleep]]-like effects. <br />
<br />
===[[Halfling]] feats===<br />
*[[Halfling Agility]]: This [[feat]] grants [[halfling]]s a +2 bonus to the [[skill]]s [[Jump (skill)|Jump]] and [[Move Silently]]. <br />
*[[Halfling Bravery]]: This [[feat]] grants [[halfling]]s a +2 morale bonus to [[saving throw]]s vs. [[fear]] effects.<br />
*[[Halfling Keen Ears]]: This [[feat]] grants [[halfling]]s a +2 bonus to [[Listen]] checks.<br />
*[[Halfling Luck]]: This [[feat]] grants [[halfling]]s a +1 luck bonus to all [[saving throw]]s.<br />
*[[Halfling Size Bonus]]: This [[feat]] grants [[halfling]]s a +1 size bonus to attack rolls and Armor Class, and a +4 bonus on [[Hide]] checks.<br />
<br />
===[[Warforged]] feats===<br />
====Free Warforged feats====<br />
Free [[feat]]s given at [[character creation]]:<br />
*[[Composite Plating]]: The [[feat]] [[Composite Plating]] counts as [[light armor]] and grants a +2 [[armor bonus]], but also provides a 5% [[arcane spell failure]] chance.<br />
*[[Warforged Resistances]]: [[Warforged]] are naturally resistant to [[sleep]], [[energy drain]], [[nausea]], [[exhaustion]], [[poison]], [[disease]], and [[paralysis]] effects, gaining a +4 bonus to saving throws to resist those effects.<br />
*[[Light Fortification]] (this is a free [[feat]] at [[character creation]]): This [[feat]] grants the character a 25% immunity to [[critical hit]]s and [[sneak attack]]s.<br />
<br />
====At creation Warforged feats====<br />
These [[feat]]s can only be purchased at [[character creation]]:<br />
*[[Adamantine Body]]: The [[feat]] [[Adamantine Body]] counts as [[:Category:Heavy armor|heavy armor]]. It grants a +8 bonus to [[Armor Class]] and a [[damage reduction]] bonus of 2/adamantine. The character also incurs a 35% chance for [[arcane spell failure]], a -5 armor check penalty to certain [[skill]]s, and a +1 maximum [[dexterity]] [[bonus]].<br />
*[[Mithril Body]]: The [[feat]] [[Mithril Body]] counts as [[:Category:Light armor|light armor]] for the character, and grants a +5 bonus to [[Armor Class]]. With this [[feat]], the character also incurs a 15% [[arcane spell failure]] rate, a -2 [[armor check penalty]] to certain [[skill]]s, and a +5 maximum [[dexterity]] bonus. This [[feat]] can only be purchased at 1st level.<br />
<br />
====Regular Warforged feats====<br />
These [[feat]]s may be purchased just like regular [[feat]]s:<br />
*[[Warforged]] [[Greater Energy Drain Resistance]] (requires [[Warforged]], level 3): Increases [[energy drain]] saves by +3 each (+6 total racial).<br />
*[[Warforged]] [[Greater Fatigue & Nausea Resistance]] (requires [[Warforged]], level 3): This [[feat]] increases ([[Fortitude]]) [[exhaustion]] and [[nausea]] saves by +3 each (+6 total racial).<br />
*[[Warforged]] [[Greater Poison & Disease Resistance]] (requires [[Warforged]], Level 3): This [[feat]] increases [[poison]] and [[disease]] [[Fortitude]] saves by +3 each (+6 total racial).<br />
*[[Warforged]] [[Greater Sleep & Paralysis Resistance]] (requires [[Warforged]], level 3): This [[feat]] increases [[sleep]] and [[paralysis]] [[Fortitude]]/[[Will]] ([[Fortitude]] only for [[paralysis]]) saves by +3 each & [[Paralysis Resistance]] (+6 total racial).<br />
<br />
*[[Improved Fortification]] (requires [[Warforged]], level 8): This [[feat]] improves the [[warforged]] fortifications. It gains immunity to [[sneak attack]]s and extra damage from [[critical hit]]s. This [[feat]] will cause the character to lose the ability to be healed by spells such as [[Cure Light Wounds]].<br />
*[[Improved Warforged Damage Reduction]]: This [[feat]] grants the character [[damage reduction]] 1/adamantine, or improves the characters existing [[damage reduction]] by 1.<br />
*[[Mithril Fluidity]] (requires [[Mithril Body]]): This [[feat]] has two bonuses. It increases the character's maximum [[dexterity bonus to armor class]] by +1, and it decreases the [[Armor_check_penalty |armor check penalties]] by 1.<br />
<br />
=See also=<br />
*[[Feat]] - ''(Definition)''<br />
*[[Class feat]] - ''(Definition)''<br />
*[[:Category:Fighter bonus feats|Fighter bonus feats]] - list<br />
*[http://www.ddo.com/forums/showthread.php?t=19929 List original source], by UberMonkey</div>24.30.250.66https://ddowiki.com/index.php?title=Feat_summary&diff=10306Feat summary2006-03-10T05:30:10Z<p>24.30.250.66: /* Regular Warforged feats */</p>
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{{TOCRight}}<br />
<br />
<br />
[[Feat]]s are special abilities that give your character a new capability, or improves one he or she already has. <br />
<br />
Each Character gets one feat upon creation. At 3rd level, and every 3 levels after that (6th, 9th...) he or she gains another feat. [[Human]]s get one additional feat upon creation. The [[fighter]] class gets a bonus feat on top of that every 2 levels of fighter, but must choose from a more limited list of [[:Category:Fighter_bonus_feats |combat-oriented feats]].<br />
<br />
Free Active Feats are provided to any character that meets the requirements, and represent things most people can try (but not necessarily with much success).<br />
<br />
=Feats list=<br />
==[[Free Active Feat]]s==<br />
*[[Attack]]: This is the standard attack for all characters. It can be toggled on to attack repeatedly, or activated once by right-clicking the mouse.<br />
*[[Defensive Fighting]] (requires [[Base attack bonus]] of +1): This [[feat]] reduces the character's to-hit by 4 but adds 2 to their [[Armor Class]]. Casting a spell ends this mode.<br />
*[[Sneak]]: The character becomes invisible to all enemies that fail a [[Spot]] and [[Listen]] [[skill]] check, opposed by [[Hide]] and [[Move Silently]] skills.<br />
*[[Sunder]] (20 second cooldown, requires [[Base attack bonus]] of +1 or higher): This [[feat]] has a chance to reduce the target's [[Armor Class]] for a short time. Some creatures may be immune to the [[sunder]] effect. Fighters, barbarians, paladins, and rangers receive this feat for free.<br />
*[[Trip]] (15 second cooldown, requires [[Base attack bonus]] of +1, and some unconfirmed class requirements): This [[feat]] has a chance to [[trip]] the target rendering it prone for a short time. Some creatures may be immune to this effect. Creatures larger or stronger than you are less likely to trip. Some weapons, like a [[sickle]], supposedly provide a bonus to [[Trip]] attempts.<br />
<br />
==[[Active feat]]s==<br />
*[[Cleave]] (5 second cooldown, requires [[Power Attack]]): Activate this ability to attack one or more enemies in an arc in front of you. [[Cleave]] has a better chance to hit more enemies at once than a basic attack.<br />
*[[Combat Expertise]] (requires [[Intelligence]] 13+): This [[feat]] subtracts 5 from the characters to-hit roll, and increases its [[Armor Class]] by 5. Casting a spell ends this mode.<br />
*[[Great Cleave]] (10 second cooldown, requires [[Cleave]], [[base attack bonus]] of +4 or higher): This [[feat]] attacks enemies in a wider arc than [[Cleave]]. [[Great Cleave]] has a greater chance to hit more enemies than [[Cleave]].<br />
*[[Hamstring]] (15 second cooldown, requires [[Sneak Attack]]): [[Hamstring]] has a chance to reduce the target's movement rate for a short time. Some creatures may be immune to the hamstring effect.<br />
*[[Improved Feint]] (8 second cooldown, requires [[Combat Expertise]], [[Sneak Attack]]): An attack which also [[Bluff]]s the enemy, enabling a [[sneak attack]].<br />
*[[Improved Sunder]] (15 second cooldown, requires [[Sunder]], [[Power Attack]]): This [[feat]] has a chance to reduce the target's [[Armor Class]] for a longer period of time than [[Sunder]]. Some creatures may be immune to the [[Sunder]] effect.<br />
*[[Improved Trip]] (10 second cooldown, requires [[Combat Expertise]]): This [[feat]] has a chance to [[trip]] the target, rendering it prone for a longer period of time than [[Trip]]. Some creatures may be immune to this effect.<br />
*[[Manyshot]] (20 second duration, 2 minute cooldown, requires [[Dexterity]] 17+, [[Point Blank Shot]], [[Rapid Shot]], [[base attack bonus]] of +6 or higher): This [[feat]] enables the character to fire two or more arrows at a target at -4 to hit. A third arrow can be fired when they achieve a [[base attack bonus]] of +11 and a 4th arrow at +16 to hit. Extra arrows apply a cumulative penalty of -2 to hit for each arrow fired.<br />
*[[Power Attack]] (10 second cooldown, requires [[Strength]] 13+): This [[feat]] subtracts 5 from the characters to-hit roll, and increases the damage by 10 for a two-hand weapon, 5 for a one-hand weapon, or 0 for a light weapon. Casting a spell ends this mode.<br />
*[[Precision]] (30 second cooldown, requires [[Dexterity]] 13+, [[base attack bonus]] of +1 or higher): This [[feat]] grants +4 on to-hit rolls but damage is halved. (Elemental, and bane damage unaffected)<br />
*[[Resilience]] (30 second cooldown, requires [[Constitution]] 13+, [[base attack bonus]] of +1 or higher): This [[feat]] reduces to-hit rolls by 4; attacks deal half damage but the character gains +4 to all [[saving throw]]s.<br />
*[[Sap]] (15 second cooldown): This [[feat]] has a chance to render the target briefly senseless, though it will become active if damaged again. Some creatures may be immune to the [[sap]] effect. <br />
*[[Slicing Blow]] (15 second cooldown): When this [[feat]] successfully lands, the attack will deal its initial damage plus additional damage as the target bleeds. Some creatures may be immune to the bleeding effect.<br />
*[[Spring Attack]] (requires [[Mobility]], [[base attack bonus]] of +4 or higher): This [[feat]] allows the character to attack the targeted opponent and then spring quickly forward out of range. It also removes the -4 penalty to hit that melee attacks suffer while moving.This [[feat]] does not do additional damage. Note: although the official beta knowledge base still lists this feat as active, it looks like it may actually be a passive feat (the removal of the -4 penalty is at least confirmed to be passive).<br />
*[[Stunning Blow]] (15 second cooldown): This [[feat]] has a chance to stun the target for a few seconds. Some creatures may be immune to the stunning effect.<br />
*[[Whirlwind Attack]] (15 second cooldown, requires [[Combat Expertise]], [[Spring Attack]], [[base attack bonus]] of +4 or higher): This [[feat]] attacks all enemies in a 360 degree arc around the character.<br />
<br />
==[[Passive feat]]s==<br />
*[[Acrobatic]]: This [[feat]] provides a +2 bonus to the characters [[Jump (skill)|Jump]] and [[Tumble (skill)|Tumble]] [[skill]]s.<br />
*[[Alertness]]: This [[feat]] provides a +2 bonus to the characters [[Listen]] and [[Spot]] [[skill]]s.<br />
*[[Arcane Lore]] (requires [[Bard]] (level 1), [[Sorcerer]] (level 1) or [[Wizard]] (level 1)): This [[feat]] grants an understanding of the arcane. Characters with this [[skill]] are allowed to make [[skill check]]s to learn insight into specific situations.<br />
*[[Athletic]]: This [[feat]] grants a +2 to the [[Balance]] and [[Swim]] [[skill]]s.<br />
*[[Heavy Armor Proficiency]] (requires [[Medium Armor Proficiency]]): This [[feat]] negates the penalties from wearing [[:Category:Heavy armor|heavy armor]].<br />
*[[Light Armor Proficiency]]: This [[feat]] negates the penalties from wearing [[:Category:Light armor|light armor]].<br />
*[[Medium Armor Proficiency]] (requires [[Light Armor Proficiency]]): This [[feat]] negates the penalties from wearing [[:Category:Medium armor|medium armor]].<br />
*[[Bullheaded]]: This [[feat]] grants +2 to the [[skill]] [[Intimidation]] and +1 on [[Will save]]s.<br />
*[[Combat Casting]]: This [[feat]] grants +4 to the [[concentration]] [[skill]] when spells are cast in combat.<br />
*[[Discipline]]: This [[feat]] grants +2 to [[Concentration]] [[skill check]]s, and +1 to all Will [[saving throw]]s.<br />
*[[Dodge]] (requires [[Dexterity]] 13+): This [[feat]] grants +1 to the characters [[Armor Class]].<br />
*[[Exotic Weapon Proficiency]] (requires [[Base attack bonus]] of +1 or higher): This [[feat]] negates the penalty from using an [[:Category:Exotic weapons|exotic weapon]] untrained. Unlike the [[Martial Weapon Proficiency]] and [[Simple Weapon Proficiency]], you do not automatically become proficient in all of the exotic weapons when you take this feat. It must be taken once for each exotic weapon you wish to become proficient in.<br />
*[[Extra Turning]] (requires the ability to [[Turn Undead]]): This [[feat]] allows the character to [[turn undead]] an additional 4 times per [[rest period]]. This [[feat]] can be taken multiple times to increase the bonus. (? Verify ability to take multiple times - Now only able to take this feat once after update. ?)<br />
*[[Great Fortitude]]: This [[feat]] grants a +2 bonus to all [[Fortitude save]]s.<br />
*[[Greater Two-handed Fighting]] (requires [[Strength]] 19+, [[Improved Two-handed Fighting]], [[base attack bonus]] of +11 or higher): This [[feat]] increases the damage of [[glancing blow]] attacks while fighting with a [[:Category:2 handed weapons|two-handed weapon]].<br />
*[[Greater Two-weapon Fighting]] (requires [[Dexterity]] 19+, [[Improved Two-weapon Fighting]], [[Base attack bonus]] of +11): This [[feat]] increases the number of attacks while fighting with two weapons. This [[feat]] grants a fourth attack to a two-weapon [[combo chain]].<br />
*[[Greater Weapon Focus]] (requires [[Fighter]] (level 8) and [[Weapon Focus]] in a specific [[weapon type]]): This [[feat]] grants an additional +1 on to-hit rolls with the chosen [[weapon type]] ([[:Category:Thrown weapons|thrown]], [[:Category:Ranged weapons|ranged]], [[:Category:Bludgeoning weapons|bludgeoning]], [[:Category:Piercing weapons|piercing]] or [[:Category:Slashing weapons|slashing]]). This [[feat]] stacks with [[Weapon Focus]].<br />
*[[Heroic Durability]]: This [[feat]] increases the characters maximum [[hit point]]s by 20.<br />
*[[Improved Mobile Spellcasting]] (requires [[Mobile Spellcasting]], ability to cast 5th level spells): This [[feat]] allows the caster to move about faster when casting a spell.<br />
*[[Improved Critical]] (requires [[Base attack bonus]] of +8 or higher): This [[feat]] doubles the [[threat range]] of a certain [[weapon type]] ([[:Category:Thrown weapons|thrown]], [[:Category:Ranged weapons|ranged]], [[:Category:Bludgeoning weapons|bludgeoning]], [[:Category:Piercing weapons|piercing]] or [[:Category:Slashing weapons|slashing]]). This [[feat]] can be taken multiple times. Note: the official beta KB lists a minimum BAB of +7, thus the given +8 value should be confirmed.<br />
*[[Improved Mental Toughness]] (requires [[Mental Toughness]], ability to cast 3rd level spells): This [[feat]] increases the characters [[spell point]]s by +5 each level and stacks with [[Mental Toughness]].<br />
*[[Improved Shield Bash]] (requires [[Shield Proficiency: General]]): Enables the character to retain the [[shield bonus]] to its [[Armor Class]] when using [[Shield Bash]].<br />
*[[Improved Shield Mastery]] (requires [[Shield Mastery]]): This [[feat]] increases the amount of damage the character can block with a shield by +3 damage reduction for a total of +6.<br />
*[[Improved Turning]] (requires [[Turn Undead]]): This [[feat]] gives [[cleric]]s and [[paladin]]s a better chance at turning the undead. <br />
*[[Improved Two-handed Fighting]] (requires [[Strength]] 17+, [[Two-handed Fighting]], [[base attack bonus]] of +6): This [[feat]] increases the damage from [[glancing blow]]s when fighting with a [[:Category:2 handed weapons|two-handed weapon]] by 10%. <br />
*[[Improved Two-weapon Fighting]] (requires [[Dexterity]] 17+, [[base attack bonus]] of +6 or higher, [[Two-Weapon Fighting]] or [[Ranger]] (level 6)): This [[feat]] adds a third attack to a two-weapon [[combo chain]].<br />
*[[Iron Will]]: This [[feat]] grants a +2 bonus to [[Will save]]s.<br />
*[[Lightning Reflexes]]: This [[feat]] grants a +2 bonus to all [[Reflex Save|Reflex saving throw]]s.<br />
*[[Luck of Heroes]]: This [[feat]] grants a bonus to +1 to all [[saving throw]]s.<br />
*[[Magical Training]]: This [[feat]] increases the maximum [[spell point]]s at 1st level depending on class. [[Wizard]]s and [[Cleric]]s get 120 while [[Sorcerer]]s get 200.<br />
*[[Martial Weapon Proficiency]]: This [[feat]] negates the penalty from using [[:Category:Martial weapons|martial weapons]] untrained. Taking this feat grants proficiency in all of the [[:Category:Martial weapons|martial weapon]], so it only needs to be taken once.<br />
*[[Mental Toughness]] (requires being able to cast spells): This [[feat]] Increases the characters maximum [[spell point]]s by 20 at first level, and 5 [[spell point]]s for each additional level. <br />
*[[Mobile Spellcasting]] (requires [[Combat Casting]], ability to cast 2nd level spells, [[Dexterity]] 13+): This feat allows the caster to move about slowly when casting a spell.<br />
*[[Mobility]] (requires [[Dodge]]): This [[feat]] grants a +4 [[Armor Class]] bonus while the character is [[tumbling]].<br />
*[[Negotiator]]: This [[feat]] grants a +2 bonus to [[Diplomacy]] and [[Haggle]] [[skill]]s.<br />
*[[Nimble Fingers]]: This [[feat]] grants a +2 bonus to the [[Disable Device]] and [[Open Lock]] [[skill]]s.<br />
*[[Point Blank Shot]]: This [[feat]] grants a +1 to-hit bonus and +1 damage bonus with [[:Category:Ranged weapons|ranged weapons]] against enemies who are within 30 feet of the character.<br />
*[[Quick Draw]]: This [[feat]] allows the character to switch weapons in combat faster than they would normally be able to.<br />
*[[Rapid Reload]] (requires Proficiency with [[:Category:Light crossbows|light crossbows]]): This [[feat]] allows [[:Category:Crossbows|crossbows]] to be reloaded faster.<br />
*[[Rapid Shot]] (requires [[Dexterity]] 13+, [[Point Blank Shot]]): Gives an extra ranged attack but reduces the characters to-hit by -2 for that attack. Or it could be: you can fire at a 38% increase with no penalty (according to data from shinyhalo's Rapid Shot topic).<br />
*[[Religious Lore]] (requires [[Cleric]] (level 1) or [[Paladin]] (level 1)): This [[feat]] grants an understanding of the gods. Characters with this [[skill]] are allowed to make [[skill check]]s to learn insight into specific situations. <br />
*[[Resist Poison]]: This [[feat]] grants a +4 bonus to all [[saving throw]]s vs. [[poison]].<br />
*[[Self Sufficient]]: This [[feat]] grants a +2 bonus to the [[Heal]] and [[Repair]] [[skill]]s.<br />
*[[Shield Mastery]] (requires [[General Shield Proficiency]]): This [[feat]] increases the amount of damage the character can absorb when defending with a shield. The player is granted a +3 to [[damage reduction]]. <br />
*[[General Shield Proficiency]]: This [[feat]] negates the penalties from using a shield untrained.<br />
*[[Tower Shield Proficiency]]: (requires [[General Shield Proficiency]]): This [[feat]] negates the extra penalties acquired from using a [[:Category:Tower shields|tower shield]] untrained (however the normal -2 to attack penalty still applies).<br />
*[[Shot on the Run]] (requires [[Dexterity]] 13+, [[Point Blank Shot]], [[Mobility]], [[base attack bonus]] of +4 or higher): This [[feat]] allows the character to move while firing [[:Category:Ranged weapons|ranged weapons]] or throwing [[:Category:Thrown weapons|thrown weapons]]. <br />
*[[Simple Weapon Proficiency]]: This [[feat]] negates the penalty from using any of the [[:Category:Simple weapons|simple weapons]] untrained. All classes get the simple weapon proficiency.<br />
*[[Skill Focus]]: This [[feat]] grants a +3 bonus to the chosen [[skill]] when making [[skill check]] rolls. This [[feat]] can be taken multiple times. Available [[Skill Focus]] [[feat]]s are: [[Listen]], [[Jump (skill)|Jump]], [[Haggle]], [[Concentration]], [[Repair]], [[Bluff]], [[Intimidate]], [[Balance]], [[Heal]], [[Swim]], [[Diplomacy]], [[Disable Device]], [[Move Silently]], [[Open Lock]], [[Perform]], [[Use Magic Device]], [[Spot]], [[Hide]], [[Search]], [[Tumble (skill)|Tumble]].<br />
*[[Snake Blood]]: This [[feat]] grants a +2 bonus to [[saving throw]]s vs. [[poison]] and +1 to [[Reflex Save|reflex saving throw]]s.<br />
*[[Spell Focus]]: This [[feat]] makes it harder for enemies to resist the caster's spells. It adds +1 to the [[difficulty class]] of the spell. The available choices are: [[Abjuration]], [[Conjuration]], [[Divination]], [[Enchantment]], [[Evocation]], [[Illusion]], [[Necromancy]], [[Transmutation]].<br />
*[[Stealthy]]: This [[feat]] grants a +2 bonus to the [[Hide]] and [[Move Silently]] [[skill]]s.<br />
*[[Superior Two-handed Fighting]] (requires [[Strength]] 19+, [[Greater Two-handed Fighting]], [[base attack bonus]] of +16 or higher): This [[feat]] adds a [[glancing blow]] to the fifth attack of a two-handed [[combat chain]]. <br />
*[[Toughness]]: This [[feat]] adds +3 [[hit point]]s to the character and adds +1 per level for each level. This [[feat]] can be taken multiple times so that the effects stack. <br />
*[[Two-handed Fighting]] (requires [[Strength]] 15+): This [[feat]] decreases the to-hit penalty on [[glancing blow]]s from -5 to -2.<br />
*[[Two-Weapon Blocking]] (requires [[Dexterity]] 15+, [[Two-Weapon Fighting]]): This [[feat]] increases the amount of damage the character can [[block]] when defending with two weapons by +2.<br />
*[[Two-Weapon Defense]] (requires [[Dexterity]] 15+, [[Two-Weapon Fighting]]): This [[feat]] grants the character a +1 [[shield bonus]] to its [[Armor Class]] when fighting with two weapons or +2 to its [[Armor Class]] when [[Defensive_Fighting|fighting defensively]] with two weapons.<br />
*[[Two-Weapon Fighting]] (requires [[Dexterity]] 15+): This [[feat]] reduces the penalty to using two weapons at the same time (-6/-10). The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. If the offhand weapon is light, the penalties both decrease by another 2 points (-2/-2).<br />
*[[Weapon Finesse]] (requires [[Base attack bonus]] of +1 or higher): This [[feat]] allows the character to apply their [[dexterity]] [[modifier]] to hit instead of the [[strength]] [[modifier]] when making melee attacks with [[light weapon]]s and [[rapier]]s.<br />
*[[Weapon Focus]] (requires [[Base attack bonus]] of +1 or higher): This [[feat]] grants a +1 bonus on to-hit rolls with the chosen [[weapon type]] ([[:Category:Thrown weapons|thrown]], [[:Category:Ranged weapons|ranged]], [[:Category:Bludgeoning weapons|bludgeoning]], [[:Category:Piercing weapons|piercing]] or [[:Category:Slashing weapons|slashing]]). This [[feat]] can be taken multiple times.<br />
*[[Weapon Specialization]] (requires [[Fighter]] (level 4), [[Weapon Focus]] with the same [[weapon type]]): This [[feat]] grants a bonus of +2 to damage with the chosen [[weapon type]] ([[:Category:Thrown weapons|thrown]], [[:Category:Ranged weapons|ranged]], [[:Category:Bludgeoning weapons|bludgeoning]], [[:Category:Piercing weapons|piercing]] or [[:Category:Slashing weapons|slashing]]). This [[feat]] can be taken multiple times.<br />
*[[Wilderness Lore]] (requires [[Barbarian]] (level 1) or [[Ranger]] (level 1)): This [[feat]] grants an understanding of the wilderness. Characters with this [[skill]] are allowed to make [[skill check]]s to learn insight into specific situations.<br />
<br />
==[[Metamagic feat]]s==<br />
*[[Empower Healing Spell]] (1 second cooldown): Gives healing spells a greater effect , but casting them will cost more [[spell point]]s (it is believed to give a 50-100% - most likely 50% - increase for 50% cost increase)<br />
*[[Empower Spell]] (1 second cooldown): Causes spells to deal 50% more damage, but doubles the [[spell point]] cost of casting the spell.<br />
*[[Enlarge Spell]] (1 second cooldown): Doubles the range of a spell, but increases the amount of [[spell point]]s needed to cast the spell by 50%. <br />
*[[Eschew Materials]] (1 second cooldown): Allows the caster to cast a spell without its [[material component]]. Using this [[feat]] increases the [[spell point]]s consumed by the spell by 30%. <br />
*[[Extend Spell]] (1 second cooldown): Doubles the duration of a spell, but increases the amount of [[spell point]]s needed to cast the spell by 50%. <br />
*[[Heighten Spell]] (requires being able to cast 2nd level spells): While this spell is active, spells are harder for monsters to resist but the spells cost more [[spell point]]s to cast.<br />
*[[Maximize Spell]] (1 second cooldown): While active, spells will deal double damage. Spells will cost three times more [[spell point]]s while this [[feat]] is active.<br />
*[[Quicken Spell]] (1 second cooldown): While this [[feat]] is activated, spells will be cast faster and cannot be interrupted. During this time though, all spells will cost 100% more [[spell point]]s to cast.<br />
<br />
==[[Racial feat]]s==<br />
To the exception of some [[Warforged]] [[racial feat]]s, all [[racial feat]]s below<br />
are given for free at [[character creation]].<br />
<br />
===[[Dwarf]] feats===<br />
*[[Dwarven Stability]]: With this [[feat]], [[Dwarf |dwarves]] gain a +4 modifier to the [[Balance]] [[skill]].<br />
*[[Giant Evasion]]: With this [[feat]], [[Dwarf |dwarves]] gain a bonus of +4 to their [[armor class]] vs. giant-type monsters including [[giant]]s, [[ogre]]s, [[troll]]s, etc.<br />
*[[Orc Bonus]]: This [[feat]] gives [[Dwarf |dwarves]] a +1 to-hit bonus against [[orc]]s and [[goblinoid]]s.<br />
*[[Poison Save Bonus]]: This [[feat]] grants [[Dwarf |dwarves]] a +2 bonus to [[saving throw]]s vs. [[poison]]. <br />
*[[Dwarven Stonecunning]]: This [[feat]] grants [[Dwarf |dwarves]] a +2 bonus to the [[skill]] [[Search]] while in dungeons. <br />
*[[Spell Save Bonus]]: This [[feat]] grants [[Dwarf |dwarves]] a +2 bonus to [[saving throw]]s vs. [[spells]] and [[spell-like]] effects.<br />
<br />
===[[Elf]] feats===<br />
*[[Enchantment Save Bonus]]: This [[feat]] grants [[Elf |elves]] a +2 bonus to [[saving throw]]s vs. [[enchantment]] spells and spell-like effects.<br />
*[[Elven Keen Senses]]: This [[feat]] grants [[Elf |elves]] a +2 bonus to the [[skill]]s [[Listen]], [[Search]] and [[Spot]]. <br />
*[[Immunity to Sleep]]: This [[feat]] grants [[Elf |elves]] immunity to [[sleep]] and [[sleep]]-like effects. <br />
<br />
===[[Halfling]] feats===<br />
*[[Halfling Agility]]: This [[feat]] grants [[halfling]]s a +2 bonus to the [[skill]]s [[Jump (skill)|Jump]] and [[Move Silently]]. <br />
*[[Halfling Bravery]]: This [[feat]] grants [[halfling]]s a +2 morale bonus to [[saving throw]]s vs. [[fear]] effects.<br />
*[[Halfling Keen Ears]]: This [[feat]] grants [[halfling]]s a +2 bonus to [[Listen]] checks.<br />
*[[Halfling Luck]]: This [[feat]] grants [[halfling]]s a +1 luck bonus to all [[saving throw]]s.<br />
*[[Halfling Size Bonus]]: This [[feat]] grants [[halfling]]s a +1 size bonus to attack rolls and Armor Class, and a +4 bonus on [[Hide]] checks.<br />
<br />
===[[Warforged]] feats===<br />
====Free Warforged feats====<br />
Free [[feat]]s given at [[character creation]]:<br />
*[[Composite Plating]]: The [[feat]] [[Composite Plating]] counts as [[light armor]] and grants a +2 [[armor bonus]], but also provides a 5% [[arcane spell failure]] chance.<br />
*[[Warforged Resistances]]: [[Warforged]] are naturally resistant to [[sleep]], [[energy drain]], [[nausea]], [[exhaustion]], [[poison]], [[disease]], and [[paralysis]] effects, gaining a +4 bonus to saving throws to resist those effects.<br />
*[[Light Fortification]] (this is a free [[feat]] at [[character creation]]): This [[feat]] grants the character a 25% immunity to [[critical hit]]s and [[sneak attack]]s.<br />
<br />
====At creation Warforged feats====<br />
These [[feat]]s can only be purchased at [[character creation]]:<br />
*[[Adamantine Body]]: The [[feat]] [[Adamantine Body]] counts as [[:Category:Heavy armor|heavy armor]]. It grants a +8 bonus to [[Armor Class]] and a [[damage reduction]] bonus of 2/adamantine. The character also incurs a 35% chance for [[arcane spell failure]], a -5 armor check penalty to certain [[skill]]s, and a +1 maximum [[dexterity]] [[bonus]].<br />
*[[Mithril Body]]: The [[feat]] [[Mithril Body]] counts as [[:Category:Light armor|light armor]] for the character, and grants a +5 bonus to [[Armor Class]]. With this [[feat]], the character also incurs a 15% [[arcane spell failure]] rate, a -2 [[armor check penalty]] to certain [[skill]]s, and a +5 maximum [[dexterity]] bonus. This [[feat]] can only be purchased at 1st level.<br />
<br />
====Regular Warforged feats====<br />
These [[feat]]s may be purchased just like regular [[feat]]s:<br />
*[[Warforged]] [[Greater Energy Drain Resistance]] (requires [[Warforged]], level 3): Increases [[energy drain]] saves by +3 each (+6 total racial).<br />
*[[Warforged]] [[Greater Fatigue & Nausea Resistance]] (requires [[Warforged]], level 3): This [[feat]] increases (Fortitude) [[exhaustion]] and [[nausea]] saves by +3 each (+6 total racial).<br />
*[[Warforged]] [[Greater Poison & Disease Resistance]] (requires [[Warforged]], Level 3): This [[feat]] increases [[poison]] and [[disease]] [[fortitude save]]s by +3 each (+6 total racial).<br />
*[[Warforged]] [[Greater Sleep & Paralysis Resistance]] (requires [[Warforged]], level 3): This [[feat]] increases [[sleep]] and [[paralysis]] [[fortitude save|fortitude]] / [[will save|will]] ([[fortitude save|fortitude]] only for [[paralysis]]) [[saving throw |saves]] by +3 each (+6 total racial).<br />
<br />
*[[Improved Fortification]] (requires [[Warforged]], level 8): This [[feat]] improves the [[warforged]] fortifications. It gains immunity to [[sneak attack]]s and extra damage from [[critical hit]]s. This [[feat]] will cause the character to lose the ability to be healed by spells such as [[Cure Light Wounds]].<br />
*[[Improved Warforged Damage Reduction]]: This [[feat]] grants the character [[damage reduction]] 1/adamantine, or improves the characters existing [[damage reduction]] by 1.<br />
*[[Mithril Fluidity]] (requires [[Mithril Body]]): This [[feat]] has two bonuses. It increases the character's maximum [[dexterity bonus to armor class]] by +1, and it decreases the [[Armor_check_penalty |armor check penalties]] by 1.<br />
<br />
=See also=<br />
*[[Feat]] - ''(Definition)''<br />
*[[Class feat]] - ''(Definition)''<br />
*[[:Category:Fighter bonus feats|Fighter bonus feats]] - list<br />
*[http://www.ddo.com/forums/showthread.php?t=19929 List original source], by UberMonkey</div>24.30.250.66https://ddowiki.com/index.php?title=Feat_summary&diff=10305Feat summary2006-03-10T05:29:21Z<p>24.30.250.66: /* Regular Warforged feats */</p>
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{{TOCRight}}<br />
<br />
<br />
[[Feat]]s are special abilities that give your character a new capability, or improves one he or she already has. <br />
<br />
Each Character gets one feat upon creation. At 3rd level, and every 3 levels after that (6th, 9th...) he or she gains another feat. [[Human]]s get one additional feat upon creation. The [[fighter]] class gets a bonus feat on top of that every 2 levels of fighter, but must choose from a more limited list of [[:Category:Fighter_bonus_feats |combat-oriented feats]].<br />
<br />
Free Active Feats are provided to any character that meets the requirements, and represent things most people can try (but not necessarily with much success).<br />
<br />
=Feats list=<br />
==[[Free Active Feat]]s==<br />
*[[Attack]]: This is the standard attack for all characters. It can be toggled on to attack repeatedly, or activated once by right-clicking the mouse.<br />
*[[Defensive Fighting]] (requires [[Base attack bonus]] of +1): This [[feat]] reduces the character's to-hit by 4 but adds 2 to their [[Armor Class]]. Casting a spell ends this mode.<br />
*[[Sneak]]: The character becomes invisible to all enemies that fail a [[Spot]] and [[Listen]] [[skill]] check, opposed by [[Hide]] and [[Move Silently]] skills.<br />
*[[Sunder]] (20 second cooldown, requires [[Base attack bonus]] of +1 or higher): This [[feat]] has a chance to reduce the target's [[Armor Class]] for a short time. Some creatures may be immune to the [[sunder]] effect. Fighters, barbarians, paladins, and rangers receive this feat for free.<br />
*[[Trip]] (15 second cooldown, requires [[Base attack bonus]] of +1, and some unconfirmed class requirements): This [[feat]] has a chance to [[trip]] the target rendering it prone for a short time. Some creatures may be immune to this effect. Creatures larger or stronger than you are less likely to trip. Some weapons, like a [[sickle]], supposedly provide a bonus to [[Trip]] attempts.<br />
<br />
==[[Active feat]]s==<br />
*[[Cleave]] (5 second cooldown, requires [[Power Attack]]): Activate this ability to attack one or more enemies in an arc in front of you. [[Cleave]] has a better chance to hit more enemies at once than a basic attack.<br />
*[[Combat Expertise]] (requires [[Intelligence]] 13+): This [[feat]] subtracts 5 from the characters to-hit roll, and increases its [[Armor Class]] by 5. Casting a spell ends this mode.<br />
*[[Great Cleave]] (10 second cooldown, requires [[Cleave]], [[base attack bonus]] of +4 or higher): This [[feat]] attacks enemies in a wider arc than [[Cleave]]. [[Great Cleave]] has a greater chance to hit more enemies than [[Cleave]].<br />
*[[Hamstring]] (15 second cooldown, requires [[Sneak Attack]]): [[Hamstring]] has a chance to reduce the target's movement rate for a short time. Some creatures may be immune to the hamstring effect.<br />
*[[Improved Feint]] (8 second cooldown, requires [[Combat Expertise]], [[Sneak Attack]]): An attack which also [[Bluff]]s the enemy, enabling a [[sneak attack]].<br />
*[[Improved Sunder]] (15 second cooldown, requires [[Sunder]], [[Power Attack]]): This [[feat]] has a chance to reduce the target's [[Armor Class]] for a longer period of time than [[Sunder]]. Some creatures may be immune to the [[Sunder]] effect.<br />
*[[Improved Trip]] (10 second cooldown, requires [[Combat Expertise]]): This [[feat]] has a chance to [[trip]] the target, rendering it prone for a longer period of time than [[Trip]]. Some creatures may be immune to this effect.<br />
*[[Manyshot]] (20 second duration, 2 minute cooldown, requires [[Dexterity]] 17+, [[Point Blank Shot]], [[Rapid Shot]], [[base attack bonus]] of +6 or higher): This [[feat]] enables the character to fire two or more arrows at a target at -4 to hit. A third arrow can be fired when they achieve a [[base attack bonus]] of +11 and a 4th arrow at +16 to hit. Extra arrows apply a cumulative penalty of -2 to hit for each arrow fired.<br />
*[[Power Attack]] (10 second cooldown, requires [[Strength]] 13+): This [[feat]] subtracts 5 from the characters to-hit roll, and increases the damage by 10 for a two-hand weapon, 5 for a one-hand weapon, or 0 for a light weapon. Casting a spell ends this mode.<br />
*[[Precision]] (30 second cooldown, requires [[Dexterity]] 13+, [[base attack bonus]] of +1 or higher): This [[feat]] grants +4 on to-hit rolls but damage is halved. (Elemental, and bane damage unaffected)<br />
*[[Resilience]] (30 second cooldown, requires [[Constitution]] 13+, [[base attack bonus]] of +1 or higher): This [[feat]] reduces to-hit rolls by 4; attacks deal half damage but the character gains +4 to all [[saving throw]]s.<br />
*[[Sap]] (15 second cooldown): This [[feat]] has a chance to render the target briefly senseless, though it will become active if damaged again. Some creatures may be immune to the [[sap]] effect. <br />
*[[Slicing Blow]] (15 second cooldown): When this [[feat]] successfully lands, the attack will deal its initial damage plus additional damage as the target bleeds. Some creatures may be immune to the bleeding effect.<br />
*[[Spring Attack]] (requires [[Mobility]], [[base attack bonus]] of +4 or higher): This [[feat]] allows the character to attack the targeted opponent and then spring quickly forward out of range. It also removes the -4 penalty to hit that melee attacks suffer while moving.This [[feat]] does not do additional damage. Note: although the official beta knowledge base still lists this feat as active, it looks like it may actually be a passive feat (the removal of the -4 penalty is at least confirmed to be passive).<br />
*[[Stunning Blow]] (15 second cooldown): This [[feat]] has a chance to stun the target for a few seconds. Some creatures may be immune to the stunning effect.<br />
*[[Whirlwind Attack]] (15 second cooldown, requires [[Combat Expertise]], [[Spring Attack]], [[base attack bonus]] of +4 or higher): This [[feat]] attacks all enemies in a 360 degree arc around the character.<br />
<br />
==[[Passive feat]]s==<br />
*[[Acrobatic]]: This [[feat]] provides a +2 bonus to the characters [[Jump (skill)|Jump]] and [[Tumble (skill)|Tumble]] [[skill]]s.<br />
*[[Alertness]]: This [[feat]] provides a +2 bonus to the characters [[Listen]] and [[Spot]] [[skill]]s.<br />
*[[Arcane Lore]] (requires [[Bard]] (level 1), [[Sorcerer]] (level 1) or [[Wizard]] (level 1)): This [[feat]] grants an understanding of the arcane. Characters with this [[skill]] are allowed to make [[skill check]]s to learn insight into specific situations.<br />
*[[Athletic]]: This [[feat]] grants a +2 to the [[Balance]] and [[Swim]] [[skill]]s.<br />
*[[Heavy Armor Proficiency]] (requires [[Medium Armor Proficiency]]): This [[feat]] negates the penalties from wearing [[:Category:Heavy armor|heavy armor]].<br />
*[[Light Armor Proficiency]]: This [[feat]] negates the penalties from wearing [[:Category:Light armor|light armor]].<br />
*[[Medium Armor Proficiency]] (requires [[Light Armor Proficiency]]): This [[feat]] negates the penalties from wearing [[:Category:Medium armor|medium armor]].<br />
*[[Bullheaded]]: This [[feat]] grants +2 to the [[skill]] [[Intimidation]] and +1 on [[Will save]]s.<br />
*[[Combat Casting]]: This [[feat]] grants +4 to the [[concentration]] [[skill]] when spells are cast in combat.<br />
*[[Discipline]]: This [[feat]] grants +2 to [[Concentration]] [[skill check]]s, and +1 to all Will [[saving throw]]s.<br />
*[[Dodge]] (requires [[Dexterity]] 13+): This [[feat]] grants +1 to the characters [[Armor Class]].<br />
*[[Exotic Weapon Proficiency]] (requires [[Base attack bonus]] of +1 or higher): This [[feat]] negates the penalty from using an [[:Category:Exotic weapons|exotic weapon]] untrained. Unlike the [[Martial Weapon Proficiency]] and [[Simple Weapon Proficiency]], you do not automatically become proficient in all of the exotic weapons when you take this feat. It must be taken once for each exotic weapon you wish to become proficient in.<br />
*[[Extra Turning]] (requires the ability to [[Turn Undead]]): This [[feat]] allows the character to [[turn undead]] an additional 4 times per [[rest period]]. This [[feat]] can be taken multiple times to increase the bonus. (? Verify ability to take multiple times - Now only able to take this feat once after update. ?)<br />
*[[Great Fortitude]]: This [[feat]] grants a +2 bonus to all [[Fortitude save]]s.<br />
*[[Greater Two-handed Fighting]] (requires [[Strength]] 19+, [[Improved Two-handed Fighting]], [[base attack bonus]] of +11 or higher): This [[feat]] increases the damage of [[glancing blow]] attacks while fighting with a [[:Category:2 handed weapons|two-handed weapon]].<br />
*[[Greater Two-weapon Fighting]] (requires [[Dexterity]] 19+, [[Improved Two-weapon Fighting]], [[Base attack bonus]] of +11): This [[feat]] increases the number of attacks while fighting with two weapons. This [[feat]] grants a fourth attack to a two-weapon [[combo chain]].<br />
*[[Greater Weapon Focus]] (requires [[Fighter]] (level 8) and [[Weapon Focus]] in a specific [[weapon type]]): This [[feat]] grants an additional +1 on to-hit rolls with the chosen [[weapon type]] ([[:Category:Thrown weapons|thrown]], [[:Category:Ranged weapons|ranged]], [[:Category:Bludgeoning weapons|bludgeoning]], [[:Category:Piercing weapons|piercing]] or [[:Category:Slashing weapons|slashing]]). This [[feat]] stacks with [[Weapon Focus]].<br />
*[[Heroic Durability]]: This [[feat]] increases the characters maximum [[hit point]]s by 20.<br />
*[[Improved Mobile Spellcasting]] (requires [[Mobile Spellcasting]], ability to cast 5th level spells): This [[feat]] allows the caster to move about faster when casting a spell.<br />
*[[Improved Critical]] (requires [[Base attack bonus]] of +8 or higher): This [[feat]] doubles the [[threat range]] of a certain [[weapon type]] ([[:Category:Thrown weapons|thrown]], [[:Category:Ranged weapons|ranged]], [[:Category:Bludgeoning weapons|bludgeoning]], [[:Category:Piercing weapons|piercing]] or [[:Category:Slashing weapons|slashing]]). This [[feat]] can be taken multiple times. Note: the official beta KB lists a minimum BAB of +7, thus the given +8 value should be confirmed.<br />
*[[Improved Mental Toughness]] (requires [[Mental Toughness]], ability to cast 3rd level spells): This [[feat]] increases the characters [[spell point]]s by +5 each level and stacks with [[Mental Toughness]].<br />
*[[Improved Shield Bash]] (requires [[Shield Proficiency: General]]): Enables the character to retain the [[shield bonus]] to its [[Armor Class]] when using [[Shield Bash]].<br />
*[[Improved Shield Mastery]] (requires [[Shield Mastery]]): This [[feat]] increases the amount of damage the character can block with a shield by +3 damage reduction for a total of +6.<br />
*[[Improved Turning]] (requires [[Turn Undead]]): This [[feat]] gives [[cleric]]s and [[paladin]]s a better chance at turning the undead. <br />
*[[Improved Two-handed Fighting]] (requires [[Strength]] 17+, [[Two-handed Fighting]], [[base attack bonus]] of +6): This [[feat]] increases the damage from [[glancing blow]]s when fighting with a [[:Category:2 handed weapons|two-handed weapon]] by 10%. <br />
*[[Improved Two-weapon Fighting]] (requires [[Dexterity]] 17+, [[base attack bonus]] of +6 or higher, [[Two-Weapon Fighting]] or [[Ranger]] (level 6)): This [[feat]] adds a third attack to a two-weapon [[combo chain]].<br />
*[[Iron Will]]: This [[feat]] grants a +2 bonus to [[Will save]]s.<br />
*[[Lightning Reflexes]]: This [[feat]] grants a +2 bonus to all [[Reflex Save|Reflex saving throw]]s.<br />
*[[Luck of Heroes]]: This [[feat]] grants a bonus to +1 to all [[saving throw]]s.<br />
*[[Magical Training]]: This [[feat]] increases the maximum [[spell point]]s at 1st level depending on class. [[Wizard]]s and [[Cleric]]s get 120 while [[Sorcerer]]s get 200.<br />
*[[Martial Weapon Proficiency]]: This [[feat]] negates the penalty from using [[:Category:Martial weapons|martial weapons]] untrained. Taking this feat grants proficiency in all of the [[:Category:Martial weapons|martial weapon]], so it only needs to be taken once.<br />
*[[Mental Toughness]] (requires being able to cast spells): This [[feat]] Increases the characters maximum [[spell point]]s by 20 at first level, and 5 [[spell point]]s for each additional level. <br />
*[[Mobile Spellcasting]] (requires [[Combat Casting]], ability to cast 2nd level spells, [[Dexterity]] 13+): This feat allows the caster to move about slowly when casting a spell.<br />
*[[Mobility]] (requires [[Dodge]]): This [[feat]] grants a +4 [[Armor Class]] bonus while the character is [[tumbling]].<br />
*[[Negotiator]]: This [[feat]] grants a +2 bonus to [[Diplomacy]] and [[Haggle]] [[skill]]s.<br />
*[[Nimble Fingers]]: This [[feat]] grants a +2 bonus to the [[Disable Device]] and [[Open Lock]] [[skill]]s.<br />
*[[Point Blank Shot]]: This [[feat]] grants a +1 to-hit bonus and +1 damage bonus with [[:Category:Ranged weapons|ranged weapons]] against enemies who are within 30 feet of the character.<br />
*[[Quick Draw]]: This [[feat]] allows the character to switch weapons in combat faster than they would normally be able to.<br />
*[[Rapid Reload]] (requires Proficiency with [[:Category:Light crossbows|light crossbows]]): This [[feat]] allows [[:Category:Crossbows|crossbows]] to be reloaded faster.<br />
*[[Rapid Shot]] (requires [[Dexterity]] 13+, [[Point Blank Shot]]): Gives an extra ranged attack but reduces the characters to-hit by -2 for that attack. Or it could be: you can fire at a 38% increase with no penalty (according to data from shinyhalo's Rapid Shot topic).<br />
*[[Religious Lore]] (requires [[Cleric]] (level 1) or [[Paladin]] (level 1)): This [[feat]] grants an understanding of the gods. Characters with this [[skill]] are allowed to make [[skill check]]s to learn insight into specific situations. <br />
*[[Resist Poison]]: This [[feat]] grants a +4 bonus to all [[saving throw]]s vs. [[poison]].<br />
*[[Self Sufficient]]: This [[feat]] grants a +2 bonus to the [[Heal]] and [[Repair]] [[skill]]s.<br />
*[[Shield Mastery]] (requires [[General Shield Proficiency]]): This [[feat]] increases the amount of damage the character can absorb when defending with a shield. The player is granted a +3 to [[damage reduction]]. <br />
*[[General Shield Proficiency]]: This [[feat]] negates the penalties from using a shield untrained.<br />
*[[Tower Shield Proficiency]]: (requires [[General Shield Proficiency]]): This [[feat]] negates the extra penalties acquired from using a [[:Category:Tower shields|tower shield]] untrained (however the normal -2 to attack penalty still applies).<br />
*[[Shot on the Run]] (requires [[Dexterity]] 13+, [[Point Blank Shot]], [[Mobility]], [[base attack bonus]] of +4 or higher): This [[feat]] allows the character to move while firing [[:Category:Ranged weapons|ranged weapons]] or throwing [[:Category:Thrown weapons|thrown weapons]]. <br />
*[[Simple Weapon Proficiency]]: This [[feat]] negates the penalty from using any of the [[:Category:Simple weapons|simple weapons]] untrained. All classes get the simple weapon proficiency.<br />
*[[Skill Focus]]: This [[feat]] grants a +3 bonus to the chosen [[skill]] when making [[skill check]] rolls. This [[feat]] can be taken multiple times. Available [[Skill Focus]] [[feat]]s are: [[Listen]], [[Jump (skill)|Jump]], [[Haggle]], [[Concentration]], [[Repair]], [[Bluff]], [[Intimidate]], [[Balance]], [[Heal]], [[Swim]], [[Diplomacy]], [[Disable Device]], [[Move Silently]], [[Open Lock]], [[Perform]], [[Use Magic Device]], [[Spot]], [[Hide]], [[Search]], [[Tumble (skill)|Tumble]].<br />
*[[Snake Blood]]: This [[feat]] grants a +2 bonus to [[saving throw]]s vs. [[poison]] and +1 to [[Reflex Save|reflex saving throw]]s.<br />
*[[Spell Focus]]: This [[feat]] makes it harder for enemies to resist the caster's spells. It adds +1 to the [[difficulty class]] of the spell. The available choices are: [[Abjuration]], [[Conjuration]], [[Divination]], [[Enchantment]], [[Evocation]], [[Illusion]], [[Necromancy]], [[Transmutation]].<br />
*[[Stealthy]]: This [[feat]] grants a +2 bonus to the [[Hide]] and [[Move Silently]] [[skill]]s.<br />
*[[Superior Two-handed Fighting]] (requires [[Strength]] 19+, [[Greater Two-handed Fighting]], [[base attack bonus]] of +16 or higher): This [[feat]] adds a [[glancing blow]] to the fifth attack of a two-handed [[combat chain]]. <br />
*[[Toughness]]: This [[feat]] adds +3 [[hit point]]s to the character and adds +1 per level for each level. This [[feat]] can be taken multiple times so that the effects stack. <br />
*[[Two-handed Fighting]] (requires [[Strength]] 15+): This [[feat]] decreases the to-hit penalty on [[glancing blow]]s from -5 to -2.<br />
*[[Two-Weapon Blocking]] (requires [[Dexterity]] 15+, [[Two-Weapon Fighting]]): This [[feat]] increases the amount of damage the character can [[block]] when defending with two weapons by +2.<br />
*[[Two-Weapon Defense]] (requires [[Dexterity]] 15+, [[Two-Weapon Fighting]]): This [[feat]] grants the character a +1 [[shield bonus]] to its [[Armor Class]] when fighting with two weapons or +2 to its [[Armor Class]] when [[Defensive_Fighting|fighting defensively]] with two weapons.<br />
*[[Two-Weapon Fighting]] (requires [[Dexterity]] 15+): This [[feat]] reduces the penalty to using two weapons at the same time (-6/-10). The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. If the offhand weapon is light, the penalties both decrease by another 2 points (-2/-2).<br />
*[[Weapon Finesse]] (requires [[Base attack bonus]] of +1 or higher): This [[feat]] allows the character to apply their [[dexterity]] [[modifier]] to hit instead of the [[strength]] [[modifier]] when making melee attacks with [[light weapon]]s and [[rapier]]s.<br />
*[[Weapon Focus]] (requires [[Base attack bonus]] of +1 or higher): This [[feat]] grants a +1 bonus on to-hit rolls with the chosen [[weapon type]] ([[:Category:Thrown weapons|thrown]], [[:Category:Ranged weapons|ranged]], [[:Category:Bludgeoning weapons|bludgeoning]], [[:Category:Piercing weapons|piercing]] or [[:Category:Slashing weapons|slashing]]). This [[feat]] can be taken multiple times.<br />
*[[Weapon Specialization]] (requires [[Fighter]] (level 4), [[Weapon Focus]] with the same [[weapon type]]): This [[feat]] grants a bonus of +2 to damage with the chosen [[weapon type]] ([[:Category:Thrown weapons|thrown]], [[:Category:Ranged weapons|ranged]], [[:Category:Bludgeoning weapons|bludgeoning]], [[:Category:Piercing weapons|piercing]] or [[:Category:Slashing weapons|slashing]]). This [[feat]] can be taken multiple times.<br />
*[[Wilderness Lore]] (requires [[Barbarian]] (level 1) or [[Ranger]] (level 1)): This [[feat]] grants an understanding of the wilderness. Characters with this [[skill]] are allowed to make [[skill check]]s to learn insight into specific situations.<br />
<br />
==[[Metamagic feat]]s==<br />
*[[Empower Healing Spell]] (1 second cooldown): Gives healing spells a greater effect , but casting them will cost more [[spell point]]s (it is believed to give a 50-100% - most likely 50% - increase for 50% cost increase)<br />
*[[Empower Spell]] (1 second cooldown): Causes spells to deal 50% more damage, but doubles the [[spell point]] cost of casting the spell.<br />
*[[Enlarge Spell]] (1 second cooldown): Doubles the range of a spell, but increases the amount of [[spell point]]s needed to cast the spell by 50%. <br />
*[[Eschew Materials]] (1 second cooldown): Allows the caster to cast a spell without its [[material component]]. Using this [[feat]] increases the [[spell point]]s consumed by the spell by 30%. <br />
*[[Extend Spell]] (1 second cooldown): Doubles the duration of a spell, but increases the amount of [[spell point]]s needed to cast the spell by 50%. <br />
*[[Heighten Spell]] (requires being able to cast 2nd level spells): While this spell is active, spells are harder for monsters to resist but the spells cost more [[spell point]]s to cast.<br />
*[[Maximize Spell]] (1 second cooldown): While active, spells will deal double damage. Spells will cost three times more [[spell point]]s while this [[feat]] is active.<br />
*[[Quicken Spell]] (1 second cooldown): While this [[feat]] is activated, spells will be cast faster and cannot be interrupted. During this time though, all spells will cost 100% more [[spell point]]s to cast.<br />
<br />
==[[Racial feat]]s==<br />
To the exception of some [[Warforged]] [[racial feat]]s, all [[racial feat]]s below<br />
are given for free at [[character creation]].<br />
<br />
===[[Dwarf]] feats===<br />
*[[Dwarven Stability]]: With this [[feat]], [[Dwarf |dwarves]] gain a +4 modifier to the [[Balance]] [[skill]].<br />
*[[Giant Evasion]]: With this [[feat]], [[Dwarf |dwarves]] gain a bonus of +4 to their [[armor class]] vs. giant-type monsters including [[giant]]s, [[ogre]]s, [[troll]]s, etc.<br />
*[[Orc Bonus]]: This [[feat]] gives [[Dwarf |dwarves]] a +1 to-hit bonus against [[orc]]s and [[goblinoid]]s.<br />
*[[Poison Save Bonus]]: This [[feat]] grants [[Dwarf |dwarves]] a +2 bonus to [[saving throw]]s vs. [[poison]]. <br />
*[[Dwarven Stonecunning]]: This [[feat]] grants [[Dwarf |dwarves]] a +2 bonus to the [[skill]] [[Search]] while in dungeons. <br />
*[[Spell Save Bonus]]: This [[feat]] grants [[Dwarf |dwarves]] a +2 bonus to [[saving throw]]s vs. [[spells]] and [[spell-like]] effects.<br />
<br />
===[[Elf]] feats===<br />
*[[Enchantment Save Bonus]]: This [[feat]] grants [[Elf |elves]] a +2 bonus to [[saving throw]]s vs. [[enchantment]] spells and spell-like effects.<br />
*[[Elven Keen Senses]]: This [[feat]] grants [[Elf |elves]] a +2 bonus to the [[skill]]s [[Listen]], [[Search]] and [[Spot]]. <br />
*[[Immunity to Sleep]]: This [[feat]] grants [[Elf |elves]] immunity to [[sleep]] and [[sleep]]-like effects. <br />
<br />
===[[Halfling]] feats===<br />
*[[Halfling Agility]]: This [[feat]] grants [[halfling]]s a +2 bonus to the [[skill]]s [[Jump (skill)|Jump]] and [[Move Silently]]. <br />
*[[Halfling Bravery]]: This [[feat]] grants [[halfling]]s a +2 morale bonus to [[saving throw]]s vs. [[fear]] effects.<br />
*[[Halfling Keen Ears]]: This [[feat]] grants [[halfling]]s a +2 bonus to [[Listen]] checks.<br />
*[[Halfling Luck]]: This [[feat]] grants [[halfling]]s a +1 luck bonus to all [[saving throw]]s.<br />
*[[Halfling Size Bonus]]: This [[feat]] grants [[halfling]]s a +1 size bonus to attack rolls and Armor Class, and a +4 bonus on [[Hide]] checks.<br />
<br />
===[[Warforged]] feats===<br />
====Free Warforged feats====<br />
Free [[feat]]s given at [[character creation]]:<br />
*[[Composite Plating]]: The [[feat]] [[Composite Plating]] counts as [[light armor]] and grants a +2 [[armor bonus]], but also provides a 5% [[arcane spell failure]] chance.<br />
*[[Warforged Resistances]]: [[Warforged]] are naturally resistant to [[sleep]], [[energy drain]], [[nausea]], [[exhaustion]], [[poison]], [[disease]], and [[paralysis]] effects, gaining a +4 bonus to saving throws to resist those effects.<br />
*[[Light Fortification]] (this is a free [[feat]] at [[character creation]]): This [[feat]] grants the character a 25% immunity to [[critical hit]]s and [[sneak attack]]s.<br />
<br />
====At creation Warforged feats====<br />
These [[feat]]s can only be purchased at [[character creation]]:<br />
*[[Adamantine Body]]: The [[feat]] [[Adamantine Body]] counts as [[:Category:Heavy armor|heavy armor]]. It grants a +8 bonus to [[Armor Class]] and a [[damage reduction]] bonus of 2/adamantine. The character also incurs a 35% chance for [[arcane spell failure]], a -5 armor check penalty to certain [[skill]]s, and a +1 maximum [[dexterity]] [[bonus]].<br />
*[[Mithril Body]]: The [[feat]] [[Mithril Body]] counts as [[:Category:Light armor|light armor]] for the character, and grants a +5 bonus to [[Armor Class]]. With this [[feat]], the character also incurs a 15% [[arcane spell failure]] rate, a -2 [[armor check penalty]] to certain [[skill]]s, and a +5 maximum [[dexterity]] bonus. This [[feat]] can only be purchased at 1st level.<br />
<br />
====Regular Warforged feats====<br />
These [[feat]]s may be purchased just like regular [[feat]]s:<br />
*[[Warforged]] [[Greater Energy Drain Resistance]] (requires [[Warforged]], level 3): Increases [[energy drain save]]s by +3 each (+6 total racial).<br />
*[[Warforged]] [[Greater Fatigue & Nausea Resistance]] (requires [[Warforged]], level 3): This [[feat]] increases (Fortitude) [[exhaustion]] and [[nausea]] saves by +3 each (+6 total racial).<br />
*[[Warforged]] [[Greater Poison & Disease Resistance]] (requires [[Warforged]], Level 3): This [[feat]] increases [[poison]] and [[disease]] [[fortitude save]]s by +3 each (+6 total racial).<br />
*[[Warforged]] [[Greater Sleep & Paralysis Resistance]] (requires [[Warforged]], level 3): This [[feat]] increases [[sleep]] and [[paralysis]] [[fortitude save|fortitude]] / [[will save|will]] ([[fortitude save|fortitude]] only for [[paralysis]]) [[saving throw |saves]] by +3 each (+6 total racial).<br />
<br />
*[[Improved Fortification]] (requires [[Warforged]], level 8): This [[feat]] improves the [[warforged]] fortifications. It gains immunity to [[sneak attack]]s and extra damage from [[critical hit]]s. This [[feat]] will cause the character to lose the ability to be healed by spells such as [[Cure Light Wounds]].<br />
*[[Improved Warforged Damage Reduction]]: This [[feat]] grants the character [[damage reduction]] 1/adamantine, or improves the characters existing [[damage reduction]] by 1.<br />
*[[Mithril Fluidity]] (requires [[Mithril Body]]): This [[feat]] has two bonuses. It increases the character's maximum [[dexterity bonus to armor class]] by +1, and it decreases the [[Armor_check_penalty |armor check penalties]] by 1.<br />
<br />
=See also=<br />
*[[Feat]] - ''(Definition)''<br />
*[[Class feat]] - ''(Definition)''<br />
*[[:Category:Fighter bonus feats|Fighter bonus feats]] - list<br />
*[http://www.ddo.com/forums/showthread.php?t=19929 List original source], by UberMonkey</div>24.30.250.66https://ddowiki.com/index.php?title=Feat_summary&diff=10304Feat summary2006-03-10T05:28:24Z<p>24.30.250.66: /* Regular Warforged feats */</p>
<hr />
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{{TOCRight}}<br />
<br />
<br />
[[Feat]]s are special abilities that give your character a new capability, or improves one he or she already has. <br />
<br />
Each Character gets one feat upon creation. At 3rd level, and every 3 levels after that (6th, 9th...) he or she gains another feat. [[Human]]s get one additional feat upon creation. The [[fighter]] class gets a bonus feat on top of that every 2 levels of fighter, but must choose from a more limited list of [[:Category:Fighter_bonus_feats |combat-oriented feats]].<br />
<br />
Free Active Feats are provided to any character that meets the requirements, and represent things most people can try (but not necessarily with much success).<br />
<br />
=Feats list=<br />
==[[Free Active Feat]]s==<br />
*[[Attack]]: This is the standard attack for all characters. It can be toggled on to attack repeatedly, or activated once by right-clicking the mouse.<br />
*[[Defensive Fighting]] (requires [[Base attack bonus]] of +1): This [[feat]] reduces the character's to-hit by 4 but adds 2 to their [[Armor Class]]. Casting a spell ends this mode.<br />
*[[Sneak]]: The character becomes invisible to all enemies that fail a [[Spot]] and [[Listen]] [[skill]] check, opposed by [[Hide]] and [[Move Silently]] skills.<br />
*[[Sunder]] (20 second cooldown, requires [[Base attack bonus]] of +1 or higher): This [[feat]] has a chance to reduce the target's [[Armor Class]] for a short time. Some creatures may be immune to the [[sunder]] effect. Fighters, barbarians, paladins, and rangers receive this feat for free.<br />
*[[Trip]] (15 second cooldown, requires [[Base attack bonus]] of +1, and some unconfirmed class requirements): This [[feat]] has a chance to [[trip]] the target rendering it prone for a short time. Some creatures may be immune to this effect. Creatures larger or stronger than you are less likely to trip. Some weapons, like a [[sickle]], supposedly provide a bonus to [[Trip]] attempts.<br />
<br />
==[[Active feat]]s==<br />
*[[Cleave]] (5 second cooldown, requires [[Power Attack]]): Activate this ability to attack one or more enemies in an arc in front of you. [[Cleave]] has a better chance to hit more enemies at once than a basic attack.<br />
*[[Combat Expertise]] (requires [[Intelligence]] 13+): This [[feat]] subtracts 5 from the characters to-hit roll, and increases its [[Armor Class]] by 5. Casting a spell ends this mode.<br />
*[[Great Cleave]] (10 second cooldown, requires [[Cleave]], [[base attack bonus]] of +4 or higher): This [[feat]] attacks enemies in a wider arc than [[Cleave]]. [[Great Cleave]] has a greater chance to hit more enemies than [[Cleave]].<br />
*[[Hamstring]] (15 second cooldown, requires [[Sneak Attack]]): [[Hamstring]] has a chance to reduce the target's movement rate for a short time. Some creatures may be immune to the hamstring effect.<br />
*[[Improved Feint]] (8 second cooldown, requires [[Combat Expertise]], [[Sneak Attack]]): An attack which also [[Bluff]]s the enemy, enabling a [[sneak attack]].<br />
*[[Improved Sunder]] (15 second cooldown, requires [[Sunder]], [[Power Attack]]): This [[feat]] has a chance to reduce the target's [[Armor Class]] for a longer period of time than [[Sunder]]. Some creatures may be immune to the [[Sunder]] effect.<br />
*[[Improved Trip]] (10 second cooldown, requires [[Combat Expertise]]): This [[feat]] has a chance to [[trip]] the target, rendering it prone for a longer period of time than [[Trip]]. Some creatures may be immune to this effect.<br />
*[[Manyshot]] (20 second duration, 2 minute cooldown, requires [[Dexterity]] 17+, [[Point Blank Shot]], [[Rapid Shot]], [[base attack bonus]] of +6 or higher): This [[feat]] enables the character to fire two or more arrows at a target at -4 to hit. A third arrow can be fired when they achieve a [[base attack bonus]] of +11 and a 4th arrow at +16 to hit. Extra arrows apply a cumulative penalty of -2 to hit for each arrow fired.<br />
*[[Power Attack]] (10 second cooldown, requires [[Strength]] 13+): This [[feat]] subtracts 5 from the characters to-hit roll, and increases the damage by 10 for a two-hand weapon, 5 for a one-hand weapon, or 0 for a light weapon. Casting a spell ends this mode.<br />
*[[Precision]] (30 second cooldown, requires [[Dexterity]] 13+, [[base attack bonus]] of +1 or higher): This [[feat]] grants +4 on to-hit rolls but damage is halved. (Elemental, and bane damage unaffected)<br />
*[[Resilience]] (30 second cooldown, requires [[Constitution]] 13+, [[base attack bonus]] of +1 or higher): This [[feat]] reduces to-hit rolls by 4; attacks deal half damage but the character gains +4 to all [[saving throw]]s.<br />
*[[Sap]] (15 second cooldown): This [[feat]] has a chance to render the target briefly senseless, though it will become active if damaged again. Some creatures may be immune to the [[sap]] effect. <br />
*[[Slicing Blow]] (15 second cooldown): When this [[feat]] successfully lands, the attack will deal its initial damage plus additional damage as the target bleeds. Some creatures may be immune to the bleeding effect.<br />
*[[Spring Attack]] (requires [[Mobility]], [[base attack bonus]] of +4 or higher): This [[feat]] allows the character to attack the targeted opponent and then spring quickly forward out of range. It also removes the -4 penalty to hit that melee attacks suffer while moving.This [[feat]] does not do additional damage. Note: although the official beta knowledge base still lists this feat as active, it looks like it may actually be a passive feat (the removal of the -4 penalty is at least confirmed to be passive).<br />
*[[Stunning Blow]] (15 second cooldown): This [[feat]] has a chance to stun the target for a few seconds. Some creatures may be immune to the stunning effect.<br />
*[[Whirlwind Attack]] (15 second cooldown, requires [[Combat Expertise]], [[Spring Attack]], [[base attack bonus]] of +4 or higher): This [[feat]] attacks all enemies in a 360 degree arc around the character.<br />
<br />
==[[Passive feat]]s==<br />
*[[Acrobatic]]: This [[feat]] provides a +2 bonus to the characters [[Jump (skill)|Jump]] and [[Tumble (skill)|Tumble]] [[skill]]s.<br />
*[[Alertness]]: This [[feat]] provides a +2 bonus to the characters [[Listen]] and [[Spot]] [[skill]]s.<br />
*[[Arcane Lore]] (requires [[Bard]] (level 1), [[Sorcerer]] (level 1) or [[Wizard]] (level 1)): This [[feat]] grants an understanding of the arcane. Characters with this [[skill]] are allowed to make [[skill check]]s to learn insight into specific situations.<br />
*[[Athletic]]: This [[feat]] grants a +2 to the [[Balance]] and [[Swim]] [[skill]]s.<br />
*[[Heavy Armor Proficiency]] (requires [[Medium Armor Proficiency]]): This [[feat]] negates the penalties from wearing [[:Category:Heavy armor|heavy armor]].<br />
*[[Light Armor Proficiency]]: This [[feat]] negates the penalties from wearing [[:Category:Light armor|light armor]].<br />
*[[Medium Armor Proficiency]] (requires [[Light Armor Proficiency]]): This [[feat]] negates the penalties from wearing [[:Category:Medium armor|medium armor]].<br />
*[[Bullheaded]]: This [[feat]] grants +2 to the [[skill]] [[Intimidation]] and +1 on [[Will save]]s.<br />
*[[Combat Casting]]: This [[feat]] grants +4 to the [[concentration]] [[skill]] when spells are cast in combat.<br />
*[[Discipline]]: This [[feat]] grants +2 to [[Concentration]] [[skill check]]s, and +1 to all Will [[saving throw]]s.<br />
*[[Dodge]] (requires [[Dexterity]] 13+): This [[feat]] grants +1 to the characters [[Armor Class]].<br />
*[[Exotic Weapon Proficiency]] (requires [[Base attack bonus]] of +1 or higher): This [[feat]] negates the penalty from using an [[:Category:Exotic weapons|exotic weapon]] untrained. Unlike the [[Martial Weapon Proficiency]] and [[Simple Weapon Proficiency]], you do not automatically become proficient in all of the exotic weapons when you take this feat. It must be taken once for each exotic weapon you wish to become proficient in.<br />
*[[Extra Turning]] (requires the ability to [[Turn Undead]]): This [[feat]] allows the character to [[turn undead]] an additional 4 times per [[rest period]]. This [[feat]] can be taken multiple times to increase the bonus. (? Verify ability to take multiple times - Now only able to take this feat once after update. ?)<br />
*[[Great Fortitude]]: This [[feat]] grants a +2 bonus to all [[Fortitude save]]s.<br />
*[[Greater Two-handed Fighting]] (requires [[Strength]] 19+, [[Improved Two-handed Fighting]], [[base attack bonus]] of +11 or higher): This [[feat]] increases the damage of [[glancing blow]] attacks while fighting with a [[:Category:2 handed weapons|two-handed weapon]].<br />
*[[Greater Two-weapon Fighting]] (requires [[Dexterity]] 19+, [[Improved Two-weapon Fighting]], [[Base attack bonus]] of +11): This [[feat]] increases the number of attacks while fighting with two weapons. This [[feat]] grants a fourth attack to a two-weapon [[combo chain]].<br />
*[[Greater Weapon Focus]] (requires [[Fighter]] (level 8) and [[Weapon Focus]] in a specific [[weapon type]]): This [[feat]] grants an additional +1 on to-hit rolls with the chosen [[weapon type]] ([[:Category:Thrown weapons|thrown]], [[:Category:Ranged weapons|ranged]], [[:Category:Bludgeoning weapons|bludgeoning]], [[:Category:Piercing weapons|piercing]] or [[:Category:Slashing weapons|slashing]]). This [[feat]] stacks with [[Weapon Focus]].<br />
*[[Heroic Durability]]: This [[feat]] increases the characters maximum [[hit point]]s by 20.<br />
*[[Improved Mobile Spellcasting]] (requires [[Mobile Spellcasting]], ability to cast 5th level spells): This [[feat]] allows the caster to move about faster when casting a spell.<br />
*[[Improved Critical]] (requires [[Base attack bonus]] of +8 or higher): This [[feat]] doubles the [[threat range]] of a certain [[weapon type]] ([[:Category:Thrown weapons|thrown]], [[:Category:Ranged weapons|ranged]], [[:Category:Bludgeoning weapons|bludgeoning]], [[:Category:Piercing weapons|piercing]] or [[:Category:Slashing weapons|slashing]]). This [[feat]] can be taken multiple times. Note: the official beta KB lists a minimum BAB of +7, thus the given +8 value should be confirmed.<br />
*[[Improved Mental Toughness]] (requires [[Mental Toughness]], ability to cast 3rd level spells): This [[feat]] increases the characters [[spell point]]s by +5 each level and stacks with [[Mental Toughness]].<br />
*[[Improved Shield Bash]] (requires [[Shield Proficiency: General]]): Enables the character to retain the [[shield bonus]] to its [[Armor Class]] when using [[Shield Bash]].<br />
*[[Improved Shield Mastery]] (requires [[Shield Mastery]]): This [[feat]] increases the amount of damage the character can block with a shield by +3 damage reduction for a total of +6.<br />
*[[Improved Turning]] (requires [[Turn Undead]]): This [[feat]] gives [[cleric]]s and [[paladin]]s a better chance at turning the undead. <br />
*[[Improved Two-handed Fighting]] (requires [[Strength]] 17+, [[Two-handed Fighting]], [[base attack bonus]] of +6): This [[feat]] increases the damage from [[glancing blow]]s when fighting with a [[:Category:2 handed weapons|two-handed weapon]] by 10%. <br />
*[[Improved Two-weapon Fighting]] (requires [[Dexterity]] 17+, [[base attack bonus]] of +6 or higher, [[Two-Weapon Fighting]] or [[Ranger]] (level 6)): This [[feat]] adds a third attack to a two-weapon [[combo chain]].<br />
*[[Iron Will]]: This [[feat]] grants a +2 bonus to [[Will save]]s.<br />
*[[Lightning Reflexes]]: This [[feat]] grants a +2 bonus to all [[Reflex Save|Reflex saving throw]]s.<br />
*[[Luck of Heroes]]: This [[feat]] grants a bonus to +1 to all [[saving throw]]s.<br />
*[[Magical Training]]: This [[feat]] increases the maximum [[spell point]]s at 1st level depending on class. [[Wizard]]s and [[Cleric]]s get 120 while [[Sorcerer]]s get 200.<br />
*[[Martial Weapon Proficiency]]: This [[feat]] negates the penalty from using [[:Category:Martial weapons|martial weapons]] untrained. Taking this feat grants proficiency in all of the [[:Category:Martial weapons|martial weapon]], so it only needs to be taken once.<br />
*[[Mental Toughness]] (requires being able to cast spells): This [[feat]] Increases the characters maximum [[spell point]]s by 20 at first level, and 5 [[spell point]]s for each additional level. <br />
*[[Mobile Spellcasting]] (requires [[Combat Casting]], ability to cast 2nd level spells, [[Dexterity]] 13+): This feat allows the caster to move about slowly when casting a spell.<br />
*[[Mobility]] (requires [[Dodge]]): This [[feat]] grants a +4 [[Armor Class]] bonus while the character is [[tumbling]].<br />
*[[Negotiator]]: This [[feat]] grants a +2 bonus to [[Diplomacy]] and [[Haggle]] [[skill]]s.<br />
*[[Nimble Fingers]]: This [[feat]] grants a +2 bonus to the [[Disable Device]] and [[Open Lock]] [[skill]]s.<br />
*[[Point Blank Shot]]: This [[feat]] grants a +1 to-hit bonus and +1 damage bonus with [[:Category:Ranged weapons|ranged weapons]] against enemies who are within 30 feet of the character.<br />
*[[Quick Draw]]: This [[feat]] allows the character to switch weapons in combat faster than they would normally be able to.<br />
*[[Rapid Reload]] (requires Proficiency with [[:Category:Light crossbows|light crossbows]]): This [[feat]] allows [[:Category:Crossbows|crossbows]] to be reloaded faster.<br />
*[[Rapid Shot]] (requires [[Dexterity]] 13+, [[Point Blank Shot]]): Gives an extra ranged attack but reduces the characters to-hit by -2 for that attack. Or it could be: you can fire at a 38% increase with no penalty (according to data from shinyhalo's Rapid Shot topic).<br />
*[[Religious Lore]] (requires [[Cleric]] (level 1) or [[Paladin]] (level 1)): This [[feat]] grants an understanding of the gods. Characters with this [[skill]] are allowed to make [[skill check]]s to learn insight into specific situations. <br />
*[[Resist Poison]]: This [[feat]] grants a +4 bonus to all [[saving throw]]s vs. [[poison]].<br />
*[[Self Sufficient]]: This [[feat]] grants a +2 bonus to the [[Heal]] and [[Repair]] [[skill]]s.<br />
*[[Shield Mastery]] (requires [[General Shield Proficiency]]): This [[feat]] increases the amount of damage the character can absorb when defending with a shield. The player is granted a +3 to [[damage reduction]]. <br />
*[[General Shield Proficiency]]: This [[feat]] negates the penalties from using a shield untrained.<br />
*[[Tower Shield Proficiency]]: (requires [[General Shield Proficiency]]): This [[feat]] negates the extra penalties acquired from using a [[:Category:Tower shields|tower shield]] untrained (however the normal -2 to attack penalty still applies).<br />
*[[Shot on the Run]] (requires [[Dexterity]] 13+, [[Point Blank Shot]], [[Mobility]], [[base attack bonus]] of +4 or higher): This [[feat]] allows the character to move while firing [[:Category:Ranged weapons|ranged weapons]] or throwing [[:Category:Thrown weapons|thrown weapons]]. <br />
*[[Simple Weapon Proficiency]]: This [[feat]] negates the penalty from using any of the [[:Category:Simple weapons|simple weapons]] untrained. All classes get the simple weapon proficiency.<br />
*[[Skill Focus]]: This [[feat]] grants a +3 bonus to the chosen [[skill]] when making [[skill check]] rolls. This [[feat]] can be taken multiple times. Available [[Skill Focus]] [[feat]]s are: [[Listen]], [[Jump (skill)|Jump]], [[Haggle]], [[Concentration]], [[Repair]], [[Bluff]], [[Intimidate]], [[Balance]], [[Heal]], [[Swim]], [[Diplomacy]], [[Disable Device]], [[Move Silently]], [[Open Lock]], [[Perform]], [[Use Magic Device]], [[Spot]], [[Hide]], [[Search]], [[Tumble (skill)|Tumble]].<br />
*[[Snake Blood]]: This [[feat]] grants a +2 bonus to [[saving throw]]s vs. [[poison]] and +1 to [[Reflex Save|reflex saving throw]]s.<br />
*[[Spell Focus]]: This [[feat]] makes it harder for enemies to resist the caster's spells. It adds +1 to the [[difficulty class]] of the spell. The available choices are: [[Abjuration]], [[Conjuration]], [[Divination]], [[Enchantment]], [[Evocation]], [[Illusion]], [[Necromancy]], [[Transmutation]].<br />
*[[Stealthy]]: This [[feat]] grants a +2 bonus to the [[Hide]] and [[Move Silently]] [[skill]]s.<br />
*[[Superior Two-handed Fighting]] (requires [[Strength]] 19+, [[Greater Two-handed Fighting]], [[base attack bonus]] of +16 or higher): This [[feat]] adds a [[glancing blow]] to the fifth attack of a two-handed [[combat chain]]. <br />
*[[Toughness]]: This [[feat]] adds +3 [[hit point]]s to the character and adds +1 per level for each level. This [[feat]] can be taken multiple times so that the effects stack. <br />
*[[Two-handed Fighting]] (requires [[Strength]] 15+): This [[feat]] decreases the to-hit penalty on [[glancing blow]]s from -5 to -2.<br />
*[[Two-Weapon Blocking]] (requires [[Dexterity]] 15+, [[Two-Weapon Fighting]]): This [[feat]] increases the amount of damage the character can [[block]] when defending with two weapons by +2.<br />
*[[Two-Weapon Defense]] (requires [[Dexterity]] 15+, [[Two-Weapon Fighting]]): This [[feat]] grants the character a +1 [[shield bonus]] to its [[Armor Class]] when fighting with two weapons or +2 to its [[Armor Class]] when [[Defensive_Fighting|fighting defensively]] with two weapons.<br />
*[[Two-Weapon Fighting]] (requires [[Dexterity]] 15+): This [[feat]] reduces the penalty to using two weapons at the same time (-6/-10). The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. If the offhand weapon is light, the penalties both decrease by another 2 points (-2/-2).<br />
*[[Weapon Finesse]] (requires [[Base attack bonus]] of +1 or higher): This [[feat]] allows the character to apply their [[dexterity]] [[modifier]] to hit instead of the [[strength]] [[modifier]] when making melee attacks with [[light weapon]]s and [[rapier]]s.<br />
*[[Weapon Focus]] (requires [[Base attack bonus]] of +1 or higher): This [[feat]] grants a +1 bonus on to-hit rolls with the chosen [[weapon type]] ([[:Category:Thrown weapons|thrown]], [[:Category:Ranged weapons|ranged]], [[:Category:Bludgeoning weapons|bludgeoning]], [[:Category:Piercing weapons|piercing]] or [[:Category:Slashing weapons|slashing]]). This [[feat]] can be taken multiple times.<br />
*[[Weapon Specialization]] (requires [[Fighter]] (level 4), [[Weapon Focus]] with the same [[weapon type]]): This [[feat]] grants a bonus of +2 to damage with the chosen [[weapon type]] ([[:Category:Thrown weapons|thrown]], [[:Category:Ranged weapons|ranged]], [[:Category:Bludgeoning weapons|bludgeoning]], [[:Category:Piercing weapons|piercing]] or [[:Category:Slashing weapons|slashing]]). This [[feat]] can be taken multiple times.<br />
*[[Wilderness Lore]] (requires [[Barbarian]] (level 1) or [[Ranger]] (level 1)): This [[feat]] grants an understanding of the wilderness. Characters with this [[skill]] are allowed to make [[skill check]]s to learn insight into specific situations.<br />
<br />
==[[Metamagic feat]]s==<br />
*[[Empower Healing Spell]] (1 second cooldown): Gives healing spells a greater effect , but casting them will cost more [[spell point]]s (it is believed to give a 50-100% - most likely 50% - increase for 50% cost increase)<br />
*[[Empower Spell]] (1 second cooldown): Causes spells to deal 50% more damage, but doubles the [[spell point]] cost of casting the spell.<br />
*[[Enlarge Spell]] (1 second cooldown): Doubles the range of a spell, but increases the amount of [[spell point]]s needed to cast the spell by 50%. <br />
*[[Eschew Materials]] (1 second cooldown): Allows the caster to cast a spell without its [[material component]]. Using this [[feat]] increases the [[spell point]]s consumed by the spell by 30%. <br />
*[[Extend Spell]] (1 second cooldown): Doubles the duration of a spell, but increases the amount of [[spell point]]s needed to cast the spell by 50%. <br />
*[[Heighten Spell]] (requires being able to cast 2nd level spells): While this spell is active, spells are harder for monsters to resist but the spells cost more [[spell point]]s to cast.<br />
*[[Maximize Spell]] (1 second cooldown): While active, spells will deal double damage. Spells will cost three times more [[spell point]]s while this [[feat]] is active.<br />
*[[Quicken Spell]] (1 second cooldown): While this [[feat]] is activated, spells will be cast faster and cannot be interrupted. During this time though, all spells will cost 100% more [[spell point]]s to cast.<br />
<br />
==[[Racial feat]]s==<br />
To the exception of some [[Warforged]] [[racial feat]]s, all [[racial feat]]s below<br />
are given for free at [[character creation]].<br />
<br />
===[[Dwarf]] feats===<br />
*[[Dwarven Stability]]: With this [[feat]], [[Dwarf |dwarves]] gain a +4 modifier to the [[Balance]] [[skill]].<br />
*[[Giant Evasion]]: With this [[feat]], [[Dwarf |dwarves]] gain a bonus of +4 to their [[armor class]] vs. giant-type monsters including [[giant]]s, [[ogre]]s, [[troll]]s, etc.<br />
*[[Orc Bonus]]: This [[feat]] gives [[Dwarf |dwarves]] a +1 to-hit bonus against [[orc]]s and [[goblinoid]]s.<br />
*[[Poison Save Bonus]]: This [[feat]] grants [[Dwarf |dwarves]] a +2 bonus to [[saving throw]]s vs. [[poison]]. <br />
*[[Dwarven Stonecunning]]: This [[feat]] grants [[Dwarf |dwarves]] a +2 bonus to the [[skill]] [[Search]] while in dungeons. <br />
*[[Spell Save Bonus]]: This [[feat]] grants [[Dwarf |dwarves]] a +2 bonus to [[saving throw]]s vs. [[spells]] and [[spell-like]] effects.<br />
<br />
===[[Elf]] feats===<br />
*[[Enchantment Save Bonus]]: This [[feat]] grants [[Elf |elves]] a +2 bonus to [[saving throw]]s vs. [[enchantment]] spells and spell-like effects.<br />
*[[Elven Keen Senses]]: This [[feat]] grants [[Elf |elves]] a +2 bonus to the [[skill]]s [[Listen]], [[Search]] and [[Spot]]. <br />
*[[Immunity to Sleep]]: This [[feat]] grants [[Elf |elves]] immunity to [[sleep]] and [[sleep]]-like effects. <br />
<br />
===[[Halfling]] feats===<br />
*[[Halfling Agility]]: This [[feat]] grants [[halfling]]s a +2 bonus to the [[skill]]s [[Jump (skill)|Jump]] and [[Move Silently]]. <br />
*[[Halfling Bravery]]: This [[feat]] grants [[halfling]]s a +2 morale bonus to [[saving throw]]s vs. [[fear]] effects.<br />
*[[Halfling Keen Ears]]: This [[feat]] grants [[halfling]]s a +2 bonus to [[Listen]] checks.<br />
*[[Halfling Luck]]: This [[feat]] grants [[halfling]]s a +1 luck bonus to all [[saving throw]]s.<br />
*[[Halfling Size Bonus]]: This [[feat]] grants [[halfling]]s a +1 size bonus to attack rolls and Armor Class, and a +4 bonus on [[Hide]] checks.<br />
<br />
===[[Warforged]] feats===<br />
====Free Warforged feats====<br />
Free [[feat]]s given at [[character creation]]:<br />
*[[Composite Plating]]: The [[feat]] [[Composite Plating]] counts as [[light armor]] and grants a +2 [[armor bonus]], but also provides a 5% [[arcane spell failure]] chance.<br />
*[[Warforged Resistances]]: [[Warforged]] are naturally resistant to [[sleep]], [[energy drain]], [[nausea]], [[exhaustion]], [[poison]], [[disease]], and [[paralysis]] effects, gaining a +4 bonus to saving throws to resist those effects.<br />
*[[Light Fortification]] (this is a free [[feat]] at [[character creation]]): This [[feat]] grants the character a 25% immunity to [[critical hit]]s and [[sneak attack]]s.<br />
<br />
====At creation Warforged feats====<br />
These [[feat]]s can only be purchased at [[character creation]]:<br />
*[[Adamantine Body]]: The [[feat]] [[Adamantine Body]] counts as [[:Category:Heavy armor|heavy armor]]. It grants a +8 bonus to [[Armor Class]] and a [[damage reduction]] bonus of 2/adamantine. The character also incurs a 35% chance for [[arcane spell failure]], a -5 armor check penalty to certain [[skill]]s, and a +1 maximum [[dexterity]] [[bonus]].<br />
*[[Mithril Body]]: The [[feat]] [[Mithril Body]] counts as [[:Category:Light armor|light armor]] for the character, and grants a +5 bonus to [[Armor Class]]. With this [[feat]], the character also incurs a 15% [[arcane spell failure]] rate, a -2 [[armor check penalty]] to certain [[skill]]s, and a +5 maximum [[dexterity]] bonus. This [[feat]] can only be purchased at 1st level.<br />
<br />
====Regular Warforged feats====<br />
These [[feat]]s may be purchased just like regular [[feat]]s:<br />
*[[Warforged]] [[Greater Energy Drain Resistance]] (requires [[Warforged]], level 3): Increases [[energy drain save]]s by +3 each (+6 total racial).<br />
*[[Warforged]] [[Greater Fatigue & Nausea Resistance]] (requires [[Warforged]], level 3): This [[feat]] increases (Fortitude) exhaustion and nausea saves by +3 each (+6 total racial).<br />
*[[Warforged]] [[Greater Poison & Disease Resistance]] (requires [[Warforged]], Level 3): This [[feat]] increases [[poison]] and [[disease]] [[fortitude save]]s by +3 each (+6 total racial).<br />
*[[Warforged]] [[Greater Sleep & Paralysis Resistance]] (requires [[Warforged]], level 3): This [[feat]] increases [[sleep]] and [[paralysis]] [[fortitude save|fortitude]] / [[will save|will]] ([[fortitude save|fortitude]] only for [[paralysis]]) [[saving throw |saves]] by +3 each (+6 total racial).<br />
<br />
*[[Improved Fortification]] (requires [[Warforged]], level 8): This [[feat]] improves the [[warforged]] fortifications. It gains immunity to [[sneak attack]]s and extra damage from [[critical hit]]s. This [[feat]] will cause the character to lose the ability to be healed by spells such as [[Cure Light Wounds]].<br />
*[[Improved Warforged Damage Reduction]]: This [[feat]] grants the character [[damage reduction]] 1/adamantine, or improves the characters existing [[damage reduction]] by 1.<br />
*[[Mithril Fluidity]] (requires [[Mithril Body]]): This [[feat]] has two bonuses. It increases the character's maximum [[dexterity bonus to armor class]] by +1, and it decreases the [[Armor_check_penalty |armor check penalties]] by 1.<br />
<br />
=See also=<br />
*[[Feat]] - ''(Definition)''<br />
*[[Class feat]] - ''(Definition)''<br />
*[[:Category:Fighter bonus feats|Fighter bonus feats]] - list<br />
*[http://www.ddo.com/forums/showthread.php?t=19929 List original source], by UberMonkey</div>24.30.250.66https://ddowiki.com/index.php?title=Feat_summary&diff=10302Feat summary2006-03-10T05:21:55Z<p>24.30.250.66: /* Regular Warforged feats */</p>
<hr />
<div>{{Navigation}}<br />
{{TOCRight}}<br />
<br />
<br />
[[Feat]]s are special abilities that give your character a new capability, or improves one he or she already has. <br />
<br />
Each Character gets one feat upon creation. At 3rd level, and every 3 levels after that (6th, 9th...) he or she gains another feat. [[Human]]s get one additional feat upon creation. The [[fighter]] class gets a bonus feat on top of that every 2 levels of fighter, but must choose from a more limited list of [[:Category:Fighter_bonus_feats |combat-oriented feats]].<br />
<br />
Free Active Feats are provided to any character that meets the requirements, and represent things most people can try (but not necessarily with much success).<br />
<br />
=Feats list=<br />
==[[Free Active Feat]]s==<br />
*[[Attack]]: This is the standard attack for all characters. It can be toggled on to attack repeatedly, or activated once by right-clicking the mouse.<br />
*[[Defensive Fighting]] (requires [[Base attack bonus]] of +1): This [[feat]] reduces the character's to-hit by 4 but adds 2 to their [[Armor Class]]. Casting a spell ends this mode.<br />
*[[Sneak]]: The character becomes invisible to all enemies that fail a [[Spot]] and [[Listen]] [[skill]] check, opposed by [[Hide]] and [[Move Silently]] skills.<br />
*[[Sunder]] (20 second cooldown, requires [[Base attack bonus]] of +1 or higher): This [[feat]] has a chance to reduce the target's [[Armor Class]] for a short time. Some creatures may be immune to the [[sunder]] effect. Fighters, barbarians, paladins, and rangers receive this feat for free.<br />
*[[Trip]] (15 second cooldown, requires [[Base attack bonus]] of +1, and some unconfirmed class requirements): This [[feat]] has a chance to [[trip]] the target rendering it prone for a short time. Some creatures may be immune to this effect. Creatures larger or stronger than you are less likely to trip. Some weapons, like a [[sickle]], supposedly provide a bonus to [[Trip]] attempts.<br />
<br />
==[[Active feat]]s==<br />
*[[Cleave]] (5 second cooldown, requires [[Power Attack]]): Activate this ability to attack one or more enemies in an arc in front of you. [[Cleave]] has a better chance to hit more enemies at once than a basic attack.<br />
*[[Combat Expertise]] (requires [[Intelligence]] 13+): This [[feat]] subtracts 5 from the characters to-hit roll, and increases its [[Armor Class]] by 5. Casting a spell ends this mode.<br />
*[[Great Cleave]] (10 second cooldown, requires [[Cleave]], [[base attack bonus]] of +4 or higher): This [[feat]] attacks enemies in a wider arc than [[Cleave]]. [[Great Cleave]] has a greater chance to hit more enemies than [[Cleave]].<br />
*[[Hamstring]] (15 second cooldown, requires [[Sneak Attack]]): [[Hamstring]] has a chance to reduce the target's movement rate for a short time. Some creatures may be immune to the hamstring effect.<br />
*[[Improved Feint]] (8 second cooldown, requires [[Combat Expertise]], [[Sneak Attack]]): An attack which also [[Bluff]]s the enemy, enabling a [[sneak attack]].<br />
*[[Improved Sunder]] (15 second cooldown, requires [[Sunder]], [[Power Attack]]): This [[feat]] has a chance to reduce the target's [[Armor Class]] for a longer period of time than [[Sunder]]. Some creatures may be immune to the [[Sunder]] effect.<br />
*[[Improved Trip]] (10 second cooldown, requires [[Combat Expertise]]): This [[feat]] has a chance to [[trip]] the target, rendering it prone for a longer period of time than [[Trip]]. Some creatures may be immune to this effect.<br />
*[[Manyshot]] (20 second duration, 2 minute cooldown, requires [[Dexterity]] 17+, [[Point Blank Shot]], [[Rapid Shot]], [[base attack bonus]] of +6 or higher): This [[feat]] enables the character to fire two or more arrows at a target at -4 to hit. A third arrow can be fired when they achieve a [[base attack bonus]] of +11 and a 4th arrow at +16 to hit. Extra arrows apply a cumulative penalty of -2 to hit for each arrow fired.<br />
*[[Power Attack]] (10 second cooldown, requires [[Strength]] 13+): This [[feat]] subtracts 5 from the characters to-hit roll, and increases the damage by 10 for a two-hand weapon, 5 for a one-hand weapon, or 0 for a light weapon. Casting a spell ends this mode.<br />
*[[Precision]] (30 second cooldown, requires [[Dexterity]] 13+, [[base attack bonus]] of +1 or higher): This [[feat]] grants +4 on to-hit rolls but damage is halved. (Elemental, and bane damage unaffected)<br />
*[[Resilience]] (30 second cooldown, requires [[Constitution]] 13+, [[base attack bonus]] of +1 or higher): This [[feat]] reduces to-hit rolls by 4; attacks deal half damage but the character gains +4 to all [[saving throw]]s.<br />
*[[Sap]] (15 second cooldown): This [[feat]] has a chance to render the target briefly senseless, though it will become active if damaged again. Some creatures may be immune to the [[sap]] effect. <br />
*[[Slicing Blow]] (15 second cooldown): When this [[feat]] successfully lands, the attack will deal its initial damage plus additional damage as the target bleeds. Some creatures may be immune to the bleeding effect.<br />
*[[Spring Attack]] (requires [[Mobility]], [[base attack bonus]] of +4 or higher): This [[feat]] allows the character to attack the targeted opponent and then spring quickly forward out of range. It also removes the -4 penalty to hit that melee attacks suffer while moving.This [[feat]] does not do additional damage. Note: although the official beta knowledge base still lists this feat as active, it looks like it may actually be a passive feat (the removal of the -4 penalty is at least confirmed to be passive).<br />
*[[Stunning Blow]] (15 second cooldown): This [[feat]] has a chance to stun the target for a few seconds. Some creatures may be immune to the stunning effect.<br />
*[[Whirlwind Attack]] (15 second cooldown, requires [[Combat Expertise]], [[Spring Attack]], [[base attack bonus]] of +4 or higher): This [[feat]] attacks all enemies in a 360 degree arc around the character.<br />
<br />
==[[Passive feat]]s==<br />
*[[Acrobatic]]: This [[feat]] provides a +2 bonus to the characters [[Jump (skill)|Jump]] and [[Tumble (skill)|Tumble]] [[skill]]s.<br />
*[[Alertness]]: This [[feat]] provides a +2 bonus to the characters [[Listen]] and [[Spot]] [[skill]]s.<br />
*[[Arcane Lore]] (requires [[Bard]] (level 1), [[Sorcerer]] (level 1) or [[Wizard]] (level 1)): This [[feat]] grants an understanding of the arcane. Characters with this [[skill]] are allowed to make [[skill check]]s to learn insight into specific situations.<br />
*[[Athletic]]: This [[feat]] grants a +2 to the [[Balance]] and [[Swim]] [[skill]]s.<br />
*[[Heavy Armor Proficiency]] (requires [[Medium Armor Proficiency]]): This [[feat]] negates the penalties from wearing [[:Category:Heavy armor|heavy armor]].<br />
*[[Light Armor Proficiency]]: This [[feat]] negates the penalties from wearing [[:Category:Light armor|light armor]].<br />
*[[Medium Armor Proficiency]] (requires [[Light Armor Proficiency]]): This [[feat]] negates the penalties from wearing [[:Category:Medium armor|medium armor]].<br />
*[[Bullheaded]]: This [[feat]] grants +2 to the [[skill]] [[Intimidation]] and +1 on [[Will save]]s.<br />
*[[Combat Casting]]: This [[feat]] grants +4 to the [[concentration]] [[skill]] when spells are cast in combat.<br />
*[[Discipline]]: This [[feat]] grants +2 to [[Concentration]] [[skill check]]s, and +1 to all Will [[saving throw]]s.<br />
*[[Dodge]] (requires [[Dexterity]] 13+): This [[feat]] grants +1 to the characters [[Armor Class]].<br />
*[[Exotic Weapon Proficiency]] (requires [[Base attack bonus]] of +1 or higher): This [[feat]] negates the penalty from using an [[:Category:Exotic weapons|exotic weapon]] untrained. Unlike the [[Martial Weapon Proficiency]] and [[Simple Weapon Proficiency]], you do not automatically become proficient in all of the exotic weapons when you take this feat. It must be taken once for each exotic weapon you wish to become proficient in.<br />
*[[Extra Turning]] (requires the ability to [[Turn Undead]]): This [[feat]] allows the character to [[turn undead]] an additional 4 times per [[rest period]]. This [[feat]] can be taken multiple times to increase the bonus. (? Verify ability to take multiple times - Now only able to take this feat once after update. ?)<br />
*[[Great Fortitude]]: This [[feat]] grants a +2 bonus to all [[Fortitude save]]s.<br />
*[[Greater Two-handed Fighting]] (requires [[Strength]] 19+, [[Improved Two-handed Fighting]], [[base attack bonus]] of +11 or higher): This [[feat]] increases the damage of [[glancing blow]] attacks while fighting with a [[:Category:2 handed weapons|two-handed weapon]].<br />
*[[Greater Two-weapon Fighting]] (requires [[Dexterity]] 19+, [[Improved Two-weapon Fighting]], [[Base attack bonus]] of +11): This [[feat]] increases the number of attacks while fighting with two weapons. This [[feat]] grants a fourth attack to a two-weapon [[combo chain]].<br />
*[[Greater Weapon Focus]] (requires [[Fighter]] (level 8) and [[Weapon Focus]] in a specific [[weapon type]]): This [[feat]] grants an additional +1 on to-hit rolls with the chosen [[weapon type]] ([[:Category:Thrown weapons|thrown]], [[:Category:Ranged weapons|ranged]], [[:Category:Bludgeoning weapons|bludgeoning]], [[:Category:Piercing weapons|piercing]] or [[:Category:Slashing weapons|slashing]]). This [[feat]] stacks with [[Weapon Focus]].<br />
*[[Heroic Durability]]: This [[feat]] increases the characters maximum [[hit point]]s by 20.<br />
*[[Improved Mobile Spellcasting]] (requires [[Mobile Spellcasting]], ability to cast 5th level spells): This [[feat]] allows the caster to move about faster when casting a spell.<br />
*[[Improved Critical]] (requires [[Base attack bonus]] of +8 or higher): This [[feat]] doubles the [[threat range]] of a certain [[weapon type]] ([[:Category:Thrown weapons|thrown]], [[:Category:Ranged weapons|ranged]], [[:Category:Bludgeoning weapons|bludgeoning]], [[:Category:Piercing weapons|piercing]] or [[:Category:Slashing weapons|slashing]]). This [[feat]] can be taken multiple times. Note: the official beta KB lists a minimum BAB of +7, thus the given +8 value should be confirmed.<br />
*[[Improved Mental Toughness]] (requires [[Mental Toughness]], ability to cast 3rd level spells): This [[feat]] increases the characters [[spell point]]s by +5 each level and stacks with [[Mental Toughness]].<br />
*[[Improved Shield Bash]] (requires [[Shield Proficiency: General]]): Enables the character to retain the [[shield bonus]] to its [[Armor Class]] when using [[Shield Bash]].<br />
*[[Improved Shield Mastery]] (requires [[Shield Mastery]]): This [[feat]] increases the amount of damage the character can block with a shield by +3 damage reduction for a total of +6.<br />
*[[Improved Turning]] (requires [[Turn Undead]]): This [[feat]] gives [[cleric]]s and [[paladin]]s a better chance at turning the undead. <br />
*[[Improved Two-handed Fighting]] (requires [[Strength]] 17+, [[Two-handed Fighting]], [[base attack bonus]] of +6): This [[feat]] increases the damage from [[glancing blow]]s when fighting with a [[:Category:2 handed weapons|two-handed weapon]] by 10%. <br />
*[[Improved Two-weapon Fighting]] (requires [[Dexterity]] 17+, [[base attack bonus]] of +6 or higher, [[Two-Weapon Fighting]] or [[Ranger]] (level 6)): This [[feat]] adds a third attack to a two-weapon [[combo chain]].<br />
*[[Iron Will]]: This [[feat]] grants a +2 bonus to [[Will save]]s.<br />
*[[Lightning Reflexes]]: This [[feat]] grants a +2 bonus to all [[Reflex Save|Reflex saving throw]]s.<br />
*[[Luck of Heroes]]: This [[feat]] grants a bonus to +1 to all [[saving throw]]s.<br />
*[[Magical Training]]: This [[feat]] increases the maximum [[spell point]]s at 1st level depending on class. [[Wizard]]s and [[Cleric]]s get 120 while [[Sorcerer]]s get 200.<br />
*[[Martial Weapon Proficiency]]: This [[feat]] negates the penalty from using [[:Category:Martial weapons|martial weapons]] untrained. Taking this feat grants proficiency in all of the [[:Category:Martial weapons|martial weapon]], so it only needs to be taken once.<br />
*[[Mental Toughness]] (requires being able to cast spells): This [[feat]] Increases the characters maximum [[spell point]]s by 20 at first level, and 5 [[spell point]]s for each additional level. <br />
*[[Mobile Spellcasting]] (requires [[Combat Casting]], ability to cast 2nd level spells, [[Dexterity]] 13+): This feat allows the caster to move about slowly when casting a spell.<br />
*[[Mobility]] (requires [[Dodge]]): This [[feat]] grants a +4 [[Armor Class]] bonus while the character is [[tumbling]].<br />
*[[Negotiator]]: This [[feat]] grants a +2 bonus to [[Diplomacy]] and [[Haggle]] [[skill]]s.<br />
*[[Nimble Fingers]]: This [[feat]] grants a +2 bonus to the [[Disable Device]] and [[Open Lock]] [[skill]]s.<br />
*[[Point Blank Shot]]: This [[feat]] grants a +1 to-hit bonus and +1 damage bonus with [[:Category:Ranged weapons|ranged weapons]] against enemies who are within 30 feet of the character.<br />
*[[Quick Draw]]: This [[feat]] allows the character to switch weapons in combat faster than they would normally be able to.<br />
*[[Rapid Reload]] (requires Proficiency with [[:Category:Light crossbows|light crossbows]]): This [[feat]] allows [[:Category:Crossbows|crossbows]] to be reloaded faster.<br />
*[[Rapid Shot]] (requires [[Dexterity]] 13+, [[Point Blank Shot]]): Gives an extra ranged attack but reduces the characters to-hit by -2 for that attack. Or it could be: you can fire at a 38% increase with no penalty (according to data from shinyhalo's Rapid Shot topic).<br />
*[[Religious Lore]] (requires [[Cleric]] (level 1) or [[Paladin]] (level 1)): This [[feat]] grants an understanding of the gods. Characters with this [[skill]] are allowed to make [[skill check]]s to learn insight into specific situations. <br />
*[[Resist Poison]]: This [[feat]] grants a +4 bonus to all [[saving throw]]s vs. [[poison]].<br />
*[[Self Sufficient]]: This [[feat]] grants a +2 bonus to the [[Heal]] and [[Repair]] [[skill]]s.<br />
*[[Shield Mastery]] (requires [[General Shield Proficiency]]): This [[feat]] increases the amount of damage the character can absorb when defending with a shield. The player is granted a +3 to [[damage reduction]]. <br />
*[[General Shield Proficiency]]: This [[feat]] negates the penalties from using a shield untrained.<br />
*[[Tower Shield Proficiency]]: (requires [[General Shield Proficiency]]): This [[feat]] negates the extra penalties acquired from using a [[:Category:Tower shields|tower shield]] untrained (however the normal -2 to attack penalty still applies).<br />
*[[Shot on the Run]] (requires [[Dexterity]] 13+, [[Point Blank Shot]], [[Mobility]], [[base attack bonus]] of +4 or higher): This [[feat]] allows the character to move while firing [[:Category:Ranged weapons|ranged weapons]] or throwing [[:Category:Thrown weapons|thrown weapons]]. <br />
*[[Simple Weapon Proficiency]]: This [[feat]] negates the penalty from using any of the [[:Category:Simple weapons|simple weapons]] untrained. All classes get the simple weapon proficiency.<br />
*[[Skill Focus]]: This [[feat]] grants a +3 bonus to the chosen [[skill]] when making [[skill check]] rolls. This [[feat]] can be taken multiple times. Available [[Skill Focus]] [[feat]]s are: [[Listen]], [[Jump (skill)|Jump]], [[Haggle]], [[Concentration]], [[Repair]], [[Bluff]], [[Intimidate]], [[Balance]], [[Heal]], [[Swim]], [[Diplomacy]], [[Disable Device]], [[Move Silently]], [[Open Lock]], [[Perform]], [[Use Magic Device]], [[Spot]], [[Hide]], [[Search]], [[Tumble (skill)|Tumble]].<br />
*[[Snake Blood]]: This [[feat]] grants a +2 bonus to [[saving throw]]s vs. [[poison]] and +1 to [[Reflex Save|reflex saving throw]]s.<br />
*[[Spell Focus]]: This [[feat]] makes it harder for enemies to resist the caster's spells. It adds +1 to the [[difficulty class]] of the spell. The available choices are: [[Abjuration]], [[Conjuration]], [[Divination]], [[Enchantment]], [[Evocation]], [[Illusion]], [[Necromancy]], [[Transmutation]].<br />
*[[Stealthy]]: This [[feat]] grants a +2 bonus to the [[Hide]] and [[Move Silently]] [[skill]]s.<br />
*[[Superior Two-handed Fighting]] (requires [[Strength]] 19+, [[Greater Two-handed Fighting]], [[base attack bonus]] of +16 or higher): This [[feat]] adds a [[glancing blow]] to the fifth attack of a two-handed [[combat chain]]. <br />
*[[Toughness]]: This [[feat]] adds +3 [[hit point]]s to the character and adds +1 per level for each level. This [[feat]] can be taken multiple times so that the effects stack. <br />
*[[Two-handed Fighting]] (requires [[Strength]] 15+): This [[feat]] decreases the to-hit penalty on [[glancing blow]]s from -5 to -2.<br />
*[[Two-Weapon Blocking]] (requires [[Dexterity]] 15+, [[Two-Weapon Fighting]]): This [[feat]] increases the amount of damage the character can [[block]] when defending with two weapons by +2.<br />
*[[Two-Weapon Defense]] (requires [[Dexterity]] 15+, [[Two-Weapon Fighting]]): This [[feat]] grants the character a +1 [[shield bonus]] to its [[Armor Class]] when fighting with two weapons or +2 to its [[Armor Class]] when [[Defensive_Fighting|fighting defensively]] with two weapons.<br />
*[[Two-Weapon Fighting]] (requires [[Dexterity]] 15+): This [[feat]] reduces the penalty to using two weapons at the same time (-6/-10). The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. If the offhand weapon is light, the penalties both decrease by another 2 points (-2/-2).<br />
*[[Weapon Finesse]] (requires [[Base attack bonus]] of +1 or higher): This [[feat]] allows the character to apply their [[dexterity]] [[modifier]] to hit instead of the [[strength]] [[modifier]] when making melee attacks with [[light weapon]]s and [[rapier]]s.<br />
*[[Weapon Focus]] (requires [[Base attack bonus]] of +1 or higher): This [[feat]] grants a +1 bonus on to-hit rolls with the chosen [[weapon type]] ([[:Category:Thrown weapons|thrown]], [[:Category:Ranged weapons|ranged]], [[:Category:Bludgeoning weapons|bludgeoning]], [[:Category:Piercing weapons|piercing]] or [[:Category:Slashing weapons|slashing]]). This [[feat]] can be taken multiple times.<br />
*[[Weapon Specialization]] (requires [[Fighter]] (level 4), [[Weapon Focus]] with the same [[weapon type]]): This [[feat]] grants a bonus of +2 to damage with the chosen [[weapon type]] ([[:Category:Thrown weapons|thrown]], [[:Category:Ranged weapons|ranged]], [[:Category:Bludgeoning weapons|bludgeoning]], [[:Category:Piercing weapons|piercing]] or [[:Category:Slashing weapons|slashing]]). This [[feat]] can be taken multiple times.<br />
*[[Wilderness Lore]] (requires [[Barbarian]] (level 1) or [[Ranger]] (level 1)): This [[feat]] grants an understanding of the wilderness. Characters with this [[skill]] are allowed to make [[skill check]]s to learn insight into specific situations.<br />
<br />
==[[Metamagic feat]]s==<br />
*[[Empower Healing Spell]] (1 second cooldown): Gives healing spells a greater effect , but casting them will cost more [[spell point]]s (it is believed to give a 50-100% - most likely 50% - increase for 50% cost increase)<br />
*[[Empower Spell]] (1 second cooldown): Causes spells to deal 50% more damage, but doubles the [[spell point]] cost of casting the spell.<br />
*[[Enlarge Spell]] (1 second cooldown): Doubles the range of a spell, but increases the amount of [[spell point]]s needed to cast the spell by 50%. <br />
*[[Eschew Materials]] (1 second cooldown): Allows the caster to cast a spell without its [[material component]]. Using this [[feat]] increases the [[spell point]]s consumed by the spell by 30%. <br />
*[[Extend Spell]] (1 second cooldown): Doubles the duration of a spell, but increases the amount of [[spell point]]s needed to cast the spell by 50%. <br />
*[[Heighten Spell]] (requires being able to cast 2nd level spells): While this spell is active, spells are harder for monsters to resist but the spells cost more [[spell point]]s to cast.<br />
*[[Maximize Spell]] (1 second cooldown): While active, spells will deal double damage. Spells will cost three times more [[spell point]]s while this [[feat]] is active.<br />
*[[Quicken Spell]] (1 second cooldown): While this [[feat]] is activated, spells will be cast faster and cannot be interrupted. During this time though, all spells will cost 100% more [[spell point]]s to cast.<br />
<br />
==[[Racial feat]]s==<br />
To the exception of some [[Warforged]] [[racial feat]]s, all [[racial feat]]s below<br />
are given for free at [[character creation]].<br />
<br />
===[[Dwarf]] feats===<br />
*[[Dwarven Stability]]: With this [[feat]], [[Dwarf |dwarves]] gain a +4 modifier to the [[Balance]] [[skill]].<br />
*[[Giant Evasion]]: With this [[feat]], [[Dwarf |dwarves]] gain a bonus of +4 to their [[armor class]] vs. giant-type monsters including [[giant]]s, [[ogre]]s, [[troll]]s, etc.<br />
*[[Orc Bonus]]: This [[feat]] gives [[Dwarf |dwarves]] a +1 to-hit bonus against [[orc]]s and [[goblinoid]]s.<br />
*[[Poison Save Bonus]]: This [[feat]] grants [[Dwarf |dwarves]] a +2 bonus to [[saving throw]]s vs. [[poison]]. <br />
*[[Dwarven Stonecunning]]: This [[feat]] grants [[Dwarf |dwarves]] a +2 bonus to the [[skill]] [[Search]] while in dungeons. <br />
*[[Spell Save Bonus]]: This [[feat]] grants [[Dwarf |dwarves]] a +2 bonus to [[saving throw]]s vs. [[spells]] and [[spell-like]] effects.<br />
<br />
===[[Elf]] feats===<br />
*[[Enchantment Save Bonus]]: This [[feat]] grants [[Elf |elves]] a +2 bonus to [[saving throw]]s vs. [[enchantment]] spells and spell-like effects.<br />
*[[Elven Keen Senses]]: This [[feat]] grants [[Elf |elves]] a +2 bonus to the [[skill]]s [[Listen]], [[Search]] and [[Spot]]. <br />
*[[Immunity to Sleep]]: This [[feat]] grants [[Elf |elves]] immunity to [[sleep]] and [[sleep]]-like effects. <br />
<br />
===[[Halfling]] feats===<br />
*[[Halfling Agility]]: This [[feat]] grants [[halfling]]s a +2 bonus to the [[skill]]s [[Jump (skill)|Jump]] and [[Move Silently]]. <br />
*[[Halfling Bravery]]: This [[feat]] grants [[halfling]]s a +2 morale bonus to [[saving throw]]s vs. [[fear]] effects.<br />
*[[Halfling Keen Ears]]: This [[feat]] grants [[halfling]]s a +2 bonus to [[Listen]] checks.<br />
*[[Halfling Luck]]: This [[feat]] grants [[halfling]]s a +1 luck bonus to all [[saving throw]]s.<br />
*[[Halfling Size Bonus]]: This [[feat]] grants [[halfling]]s a +1 size bonus to attack rolls and Armor Class, and a +4 bonus on [[Hide]] checks.<br />
<br />
===[[Warforged]] feats===<br />
====Free Warforged feats====<br />
Free [[feat]]s given at [[character creation]]:<br />
*[[Composite Plating]]: The [[feat]] [[Composite Plating]] counts as [[light armor]] and grants a +2 [[armor bonus]], but also provides a 5% [[arcane spell failure]] chance.<br />
*[[Warforged Resistances]]: [[Warforged]] are naturally resistant to [[sleep]], [[energy drain]], [[nausea]], [[exhaustion]], [[poison]], [[disease]], and [[paralysis]] effects, gaining a +4 bonus to saving throws to resist those effects.<br />
*[[Light Fortification]] (this is a free [[feat]] at [[character creation]]): This [[feat]] grants the character a 25% immunity to [[critical hit]]s and [[sneak attack]]s.<br />
<br />
====At creation Warforged feats====<br />
These [[feat]]s can only be purchased at [[character creation]]:<br />
*[[Adamantine Body]]: The [[feat]] [[Adamantine Body]] counts as [[:Category:Heavy armor|heavy armor]]. It grants a +8 bonus to [[Armor Class]] and a [[damage reduction]] bonus of 2/adamantine. The character also incurs a 35% chance for [[arcane spell failure]], a -5 armor check penalty to certain [[skill]]s, and a +1 maximum [[dexterity]] [[bonus]].<br />
*[[Mithril Body]]: The [[feat]] [[Mithril Body]] counts as [[:Category:Light armor|light armor]] for the character, and grants a +5 bonus to [[Armor Class]]. With this [[feat]], the character also incurs a 15% [[arcane spell failure]] rate, a -2 [[armor check penalty]] to certain [[skill]]s, and a +5 maximum [[dexterity]] bonus. This [[feat]] can only be purchased at 1st level.<br />
<br />
====Regular Warforged feats====<br />
These [[feat]]s may be purchased just like regular [[feat]]s:<br />
*[[Warforged Greater Poison and Disease Resistance]] (requires [[Warforged]], Level 3): This [[feat]] increases [[poison]] and [[disease]] [[fortitude save]]s by +3 each (+6 total racial).<br />
*[[Warforged]] [[Greater Sleep & Paralysis Resistance]] (requires [[Warforged]], level 3): This [[feat]] increases [[sleep]] and [[paralysis]] [[fortitude save|fortitude]] / [[will save|will]] ([[fortitude save|fortitude]] only for [[paralysis]]) [[saving throw |saves]] by +3 each (+6 total racial).<br />
*[[Warforged Greater Energy Drain Resistance]] (requires [[Warforged]], level 3): Increases [[energy drain save]]s by +3 each (+6 total racial).<br />
*[[Improved Fortification]] (requires [[Warforged]], level 8): This [[feat]] improves the [[warforged]] fortifications. It gains immunity to [[sneak attack]]s and extra damage from [[critical hit]]s. This [[feat]] will cause the character to lose the ability to be healed by spells such as [[Cure Light Wounds]].<br />
*[[Improved Warforged Damage Reduction]]: This [[feat]] grants the character [[damage reduction]] 1/adamantine, or improves the characters existing [[damage reduction]] by 1.<br />
*[[Mithril Fluidity]] (requires [[Mithril Body]]): This [[feat]] has two bonuses. It increases the character's maximum [[dexterity bonus to armor class]] by +1, and it decreases the [[Armor_check_penalty |armor check penalties]] by 1.<br />
<br />
=See also=<br />
*[[Feat]] - ''(Definition)''<br />
*[[Class feat]] - ''(Definition)''<br />
*[[:Category:Fighter bonus feats|Fighter bonus feats]] - list<br />
*[http://www.ddo.com/forums/showthread.php?t=19929 List original source], by UberMonkey</div>24.30.250.66https://ddowiki.com/index.php?title=Warforged_fortification&diff=10301Warforged fortification2006-03-10T05:19:33Z<p>24.30.250.66: </p>
<hr />
<div>#REDIRECT [[Light Fortification]]</div>24.30.250.66https://ddowiki.com/index.php?title=Improved_Fortification&diff=10300Improved Fortification2006-03-10T05:18:21Z<p>24.30.250.66: </p>
<hr />
<div>Improves your [[warforged fortification]], granting you immunity to [[sneak attacks]] and extra damage from [[critical hits]]. However, you lose the ability to be healed by spells from the healing subschool, such as [[cure light wounds]].<br />
<br />
'''Prerequisite:''' [[Warforged]]<br />
<br />
This feat requires a [[Base Attack Bonus]] of +6.<br />
<br />
'''Type:''' Passive<br />
<br />
[[Category:Feats]]<br />
[[Category:Warforged Feats]]</div>24.30.250.66https://ddowiki.com/index.php?title=Improved_Fortification&diff=10299Improved Fortification2006-03-10T05:18:08Z<p>24.30.250.66: </p>
<hr />
<div>Improves your [[warforged fortification]], granting you immunity to [[sneak attacks]] and extra damage from [[critical hits]]. However, you lose the ability to be healed by spells from the healing subschool, such as [[cure light wounds]].<br />
<br />
'''Prerequisite:''' [[Warforged]]<br />
This feat requires a [[Base Attack Bonus]] of +6.<br />
<br />
'''Type:''' Passive<br />
<br />
[[Category:Feats]]<br />
[[Category:Warforged Feats]]</div>24.30.250.66https://ddowiki.com/index.php?title=Improved_Fortification&diff=10298Improved Fortification2006-03-10T05:17:52Z<p>24.30.250.66: </p>
<hr />
<div>Improves your [[warforged fortification]], granting you immunity to [[sneak attacks]] and extra damage from [[critical hits]]. However, you lose the ability to be healed by spells from the healing subschool, such as [[cure light wounds]].<br />
<br />
'''Prerequisite:''' [[Warforged]], [[Mithril Body]]<br />
This feat requires a [[Base Attack Bonus]] of +6.<br />
<br />
'''Type:''' Passive<br />
<br />
[[Category:Feats]]<br />
[[Category:Warforged Feats]]</div>24.30.250.66https://ddowiki.com/index.php?title=Warforged&diff=10293Warforged2006-03-10T05:05:22Z<p>24.30.250.66: /* Racial Traits */</p>
<hr />
<div>----<br />
<br />
'''Navigation'''<br />
<br />
[[Home]] - [[Classes]] - [[Races|Races]] - [[Enhancements|Enhancements]] - [[Feats|Feats]] - [[Skills|Skills]] - [[Equipment|Equipment]] - [[Places|Places]]<br />
----<br />
<br />
[[Image:warforged.gif]]<br />
<br />
'''Warforged''' are a race of sentient constructs built to battle in the Last War. The Warforged body is covered by plating, giving it an inherent AC bonus, but preventing the wearing of other armor. Healing spells have their benefits reduced by half when cast on Warforged. Only the arcane Repair spells heal Warforged without any reduction. Warforged can upgrade their armor using the Adamantine Body and Mithral Body feats. Warforged can also gain additional abilities and customize their appearance by using docents.<br />
<br />
==Racial Traits==<br />
<br />
*+2 [[Constitution]], -2 [[Wisdom]], -2 [[Charisma]]<br />
*+4 bonus to saving throws versus [[sleep]], [[energy drain]], [[nausea]], [[exhaustion]], [[poison]], [[disease]], and [[paralysis]] effects.<br />
*Double time spent underwater before starting to take drowning damage.<br />
*Immunity to spells targeting a humanoid (importantly including Hold Person, but not Sleep)<br />
*Divine healing spells and potions restore only half as many hit points as normal for a [[Warforged]]. A warforged's hit points can be restored normally through either the [[Repair]] skill or arcane repair spells and potions.<br />
*A [[Warforged]]'s [[Composite Plating]] provides a +2 armor bonus to AC as well as a 5% arcane spell failure chance. This plating is not considered natural armor, and it takes the place of body armor. Because of this, the [[Warforged]] is prohibited from wearing other kinds of armor, regardless of its class proficiencies. It can still wield shields and other enhancing items such as helmets, boots, trinkets, and jewelry. Feats taken at character creation can upgrade this plating and its type, changing it to either light or heavy armor. See also [[Mithral Body]], [[Adamantine Body]], or [[:Feats#Warforged feats|Warforged Racial Feats]].<br />
*The ability to wear a [[:Category:Docents|Docent]] in the slot other characters use for armor. Magical [[:Category:Docents|docents]] usually provide an enchantment bonus to [[armor class]], and may have other magical enhancements. They also have a cosmetic effect on appearance.<br />
*A [[Warforged]]'s plating also grants it [[Light Fortification]]. When the [[Warforged]] is the target of a [[sneak attack]] or critical hit, there is a 25% chance for the attack to be negated and the damage to be rolled normally.<br />
<br />
==[[Enhancement]]s==<br />
<br />
See [[Warforged enhancements]]</div>24.30.250.66https://ddowiki.com/index.php?title=Warforged&diff=10289Warforged2006-03-10T04:57:29Z<p>24.30.250.66: /* Racial Traits */</p>
<hr />
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'''Navigation'''<br />
<br />
[[Home]] - [[Classes]] - [[Races|Races]] - [[Enhancements|Enhancements]] - [[Feats|Feats]] - [[Skills|Skills]] - [[Equipment|Equipment]] - [[Places|Places]]<br />
----<br />
<br />
[[Image:warforged.gif]]<br />
<br />
'''Warforged''' are a race of sentient constructs built to battle in the Last War. The Warforged body is covered by plating, giving it an inherent AC bonus, but preventing the wearing of other armor. Healing spells have their benefits reduced by half when cast on Warforged. Only the arcane Repair spells heal Warforged without any reduction. Warforged can upgrade their armor using the Adamantine Body and Mithral Body feats. Warforged can also gain additional abilities and customize their appearance by using docents.<br />
<br />
==Racial Traits==<br />
<br />
*+2 [[Constitution]], -2 [[Wisdom]], -2 [[Charisma]]<br />
*+4 bonus to saving throws versus [[sleep]], [[energy drain]], [[nausea]], [[exhaustion]], [[poison]], [[disease]], and [[paralysis]] effects.<br />
*Double time spent underwater before starting to take drowning damage.<br />
*Immunity to spells targeting a humanoid (importantly including Hold Person, but not Sleep)<br />
*Divine healing spells and potions restore only half as many hit points as normal for a [[Warforged]]. A warforged's hit points can be restored normally through either the [[Repair]] skill or arcane repair spells and potions.<br />
*A [[Warforged]]'s [[Composite Plating]] provides a +2 armor bonus to AC as well as a 5% arcane spell failure chance. This plating is not considered natural armor, and it takes the place of body armor. Because of this, the [[Warforged]] is prohibited from wearing other kinds of armor, regardless of its class proficiencies. It can still wield shields and other enhancing items such as helmets, boots, trinkets, and jewelry. Feats taken at character creation can upgrade this plating and its type, changing it to either light or heavy armor. See also [[Mithral Body]], [[Adamantine Body]], or [[:Feats#Warforged feats|Warforged Racial Feats]].<br />
*The ability to wear a [[:Category:Docents|Docent]] in the slot other characters use for armor. Magical [[docents]] usually provide an enchantment bonus to [[armor class]], and may have other magical enhancements. They also have a cosmetic effect on appearance.<br />
*A [[Warforged]]'s plating also grants it [[Light Fortification]]. When the [[Warforged]] is the target of a [[sneak attack]] or critical hit, there is a 25% chance for the attack to be negated and the damage to be rolled normally.<br />
<br />
==[[Enhancement]]s==<br />
<br />
See [[Warforged enhancements]]</div>24.30.250.66https://ddowiki.com/index.php?title=Warforged&diff=10288Warforged2006-03-10T04:56:46Z<p>24.30.250.66: /* Racial Traits */</p>
<hr />
<div>----<br />
<br />
'''Navigation'''<br />
<br />
[[Home]] - [[Classes]] - [[Races|Races]] - [[Enhancements|Enhancements]] - [[Feats|Feats]] - [[Skills|Skills]] - [[Equipment|Equipment]] - [[Places|Places]]<br />
----<br />
<br />
[[Image:warforged.gif]]<br />
<br />
'''Warforged''' are a race of sentient constructs built to battle in the Last War. The Warforged body is covered by plating, giving it an inherent AC bonus, but preventing the wearing of other armor. Healing spells have their benefits reduced by half when cast on Warforged. Only the arcane Repair spells heal Warforged without any reduction. Warforged can upgrade their armor using the Adamantine Body and Mithral Body feats. Warforged can also gain additional abilities and customize their appearance by using docents.<br />
<br />
==Racial Traits==<br />
<br />
*+2 [[Constitution]], -2 [[Wisdom]], -2 [[Charisma]]<br />
*+4 bonus to saving throws versus [[sleep]], [[energy drain]], [[nausea]], [[exhaustion]], [[poison]], [[disease]], and [[paralysis]] effects.<br />
*Double time spent underwater before starting to take drowning damage.<br />
*Immunity to spells targeting a humanoid (importantly including Hold Person, but not Sleep)<br />
*Divine healing spells and potions restore only half as many hit points as normal for a [[Warforged]]. A warforged's hit points can be restored normally through either the [[Repair]] skill or arcane repair spells and potions.<br />
*A [[Warforged]]'s [[Composite Plating]] provides a +2 armor bonus to AC as well as a 5% arcane spell failure chance. This plating is not considered natural armor, and it takes the place of body armor. Because of this, the [[Warforged]] is prohibited from wearing other kinds of armor, regardless of its class proficiencies. It can still wield shields and other enhancing items such as helmets, boots, trinkets, and jewelry. Feats taken at character creation can upgrade this plating and its type, changing it to either light or heavy armor. See also [[Mithral Body]], [[Adamantine Body]], or [[:Feats#Warforged feats|Warforged Racial Feats]].<br />
*The ability to wear a [[:Category:Docents|Docent]] in the slot other characters use for armor. Magical docents usually provide an enchantment bonus to armor class, and may have other magical enhancements. They also have a cosmetic effect on appearance.<br />
*A [[Warforged]]'s plating also grants it [[Light Fortification]]. When the [[Warforged]] is the target of a [[sneak attack]] or critical hit, there is a 25% chance for the attack to be negated and the damage to be rolled normally.<br />
<br />
==[[Enhancement]]s==<br />
<br />
See [[Warforged enhancements]]</div>24.30.250.66https://ddowiki.com/index.php?title=Warforged&diff=10287Warforged2006-03-10T04:55:29Z<p>24.30.250.66: /* Racial Traits */</p>
<hr />
<div>----<br />
<br />
'''Navigation'''<br />
<br />
[[Home]] - [[Classes]] - [[Races|Races]] - [[Enhancements|Enhancements]] - [[Feats|Feats]] - [[Skills|Skills]] - [[Equipment|Equipment]] - [[Places|Places]]<br />
----<br />
<br />
[[Image:warforged.gif]]<br />
<br />
'''Warforged''' are a race of sentient constructs built to battle in the Last War. The Warforged body is covered by plating, giving it an inherent AC bonus, but preventing the wearing of other armor. Healing spells have their benefits reduced by half when cast on Warforged. Only the arcane Repair spells heal Warforged without any reduction. Warforged can upgrade their armor using the Adamantine Body and Mithral Body feats. Warforged can also gain additional abilities and customize their appearance by using docents.<br />
<br />
==Racial Traits==<br />
<br />
*+2 [[Constitution]], -2 [[Wisdom]], -2 [[Charisma]]<br />
*+4 bonus to saving throws versus [[sleep]], [[energy drain]], [[nausea]], [[exhaustion]], [[poison]], [[disease]], and [[paralysis]] effects.<br />
*Double time spent underwater before starting to take drowning damage.<br />
*Immunity to spells targeting a humanoid (importantly including Hold Person, but not Sleep)<br />
*Divine healing spells and potions restore only half as many hit points as normal for a [[Warforged]]. A warforged's hit points can be restored normally through either the [[Repair]] skill or arcane repair spells and potions.<br />
*A [[Warforged]]'s [[Composite Plating]] provides a +2 armor bonus to AC as well as a 5% arcane spell failure chance. This plating is not considered natural armor, and it takes the place of body armor. Because of this, the [[Warforged]] is prohibited from wearing other kinds of armor, regardless of its class proficiencies. It can still wield shields and other enhancing items such as helmets, boots, trinkets, and jewelry. Feats taken at character creation can upgrade this plating and its type, changing it to either light or heavy armor. See also [[Mithral Body]], [[Adamantine Body]], or [[:Feats#Warforged feats|Warforged Racial Feats]].<br />
*The ability to wear a "[[:Category:Docents|Docent]]" in the slot other characters use for armor. Magical docents usually provide an enchantment bonus to armor class, and may have other magical enhancements. They also have a cosmetic effect on appearance.<br />
*A [[Warforged]]'s plating also grants it [[Light Fortification]]. When the [[Warforged]] is the target of a [[sneak attack]] or critical hit, there is a 25% chance for the attack to be negated and the damage to be rolled normally.<br />
<br />
==[[Enhancement]]s==<br />
<br />
See [[Warforged enhancements]]</div>24.30.250.66https://ddowiki.com/index.php?title=Feat_summary&diff=10286Feat summary2006-03-10T04:53:40Z<p>24.30.250.66: /* Free Warforged feats */</p>
<hr />
<div>{{Navigation}}<br />
{{TOCRight}}<br />
<br />
<br />
[[Feat]]s are special abilities that give your character a new capability, or improves one he or she already has. <br />
<br />
Each Character gets one feat upon creation. At 3rd level, and every 3 levels after that (6th, 9th...) he or she gains another feat. [[Human]]s get one additional feat upon creation. The [[fighter]] class gets a bonus feat on top of that every 2 levels of fighter, but must choose from a more limited list of [[:Category:Fighter_bonus_feats |combat-oriented feats]].<br />
<br />
Free Active Feats are provided to any character that meets the requirements, and represent things most people can try (but not necessarily with much success).<br />
<br />
=Feats list=<br />
==[[Free Active Feat]]s==<br />
*[[Attack]]: This is the standard attack for all characters. It can be toggled on to attack repeatedly, or activated once by right-clicking the mouse.<br />
*[[Defensive Fighting]] (requires [[Base attack bonus]] of +1): This [[feat]] reduces the character's to-hit by 4 but adds 2 to their [[Armor Class]]. Casting a spell ends this mode.<br />
*[[Sneak]]: The character becomes invisible to all enemies that fail a [[Spot]] and [[Listen]] [[skill]] check, opposed by [[Hide]] and [[Move Silently]] skills.<br />
*[[Sunder]] (20 second cooldown, requires [[Base attack bonus]] of +1 or higher): This [[feat]] has a chance to reduce the target's [[Armor Class]] for a short time. Some creatures may be immune to the [[sunder]] effect. Fighters, barbarians, paladins, and rangers receive this feat for free.<br />
*[[Trip]] (15 second cooldown, requires [[Base attack bonus]] of +1, and some unconfirmed class requirements): This [[feat]] has a chance to [[trip]] the target rendering it prone for a short time. Some creatures may be immune to this effect. Creatures larger or stronger than you are less likely to trip. Some weapons, like a [[sickle]], supposedly provide a bonus to [[Trip]] attempts.<br />
<br />
==[[Active feat]]s==<br />
*[[Cleave]] (5 second cooldown, requires [[Power Attack]]): Activate this ability to attack one or more enemies in an arc in front of you. [[Cleave]] has a better chance to hit more enemies at once than a basic attack.<br />
*[[Combat Expertise]] (requires [[Intelligence]] 13+): This [[feat]] subtracts 5 from the characters to-hit roll, and increases its [[Armor Class]] by 5. Casting a spell ends this mode.<br />
*[[Great Cleave]] (10 second cooldown, requires [[Cleave]], [[base attack bonus]] of +4 or higher): This [[feat]] attacks enemies in a wider arc than [[Cleave]]. [[Great Cleave]] has a greater chance to hit more enemies than [[Cleave]].<br />
*[[Hamstring]] (15 second cooldown, requires [[Sneak Attack]]): [[Hamstring]] has a chance to reduce the target's movement rate for a short time. Some creatures may be immune to the hamstring effect.<br />
*[[Improved Feint]] (8 second cooldown, requires [[Combat Expertise]], [[Sneak Attack]]): An attack which also [[Bluff]]s the enemy, enabling a [[sneak attack]].<br />
*[[Improved Sunder]] (15 second cooldown, requires [[Sunder]], [[Power Attack]]): This [[feat]] has a chance to reduce the target's [[Armor Class]] for a longer period of time than [[Sunder]]. Some creatures may be immune to the [[Sunder]] effect.<br />
*[[Improved Trip]] (10 second cooldown, requires [[Combat Expertise]]): This [[feat]] has a chance to [[trip]] the target, rendering it prone for a longer period of time than [[Trip]]. Some creatures may be immune to this effect.<br />
*[[Manyshot]] (20 second duration, 2 minute cooldown, requires [[Dexterity]] 17+, [[Point Blank Shot]], [[Rapid Shot]], [[base attack bonus]] of +6 or higher): This [[feat]] enables the character to fire two or more arrows at a target at -4 to hit. A third arrow can be fired when they achieve a [[base attack bonus]] of +11 and a 4th arrow at +16 to hit. Extra arrows apply a cumulative penalty of -2 to hit for each arrow fired.<br />
*[[Power Attack]] (10 second cooldown, requires [[Strength]] 13+): This [[feat]] subtracts 5 from the characters to-hit roll, and increases the damage by 10 for a two-hand weapon, 5 for a one-hand weapon, or 0 for a light weapon. Casting a spell ends this mode.<br />
*[[Precision]] (30 second cooldown, requires [[Dexterity]] 13+, [[base attack bonus]] of +1 or higher): This [[feat]] grants +4 on to-hit rolls but damage is halved. (Elemental, and bane damage unaffected)<br />
*[[Resilience]] (30 second cooldown, requires [[Constitution]] 13+, [[base attack bonus]] of +1 or higher): This [[feat]] reduces to-hit rolls by 4; attacks deal half damage but the character gains +4 to all [[saving throw]]s.<br />
*[[Sap]] (15 second cooldown): This [[feat]] has a chance to render the target briefly senseless, though it will become active if damaged again. Some creatures may be immune to the [[sap]] effect. <br />
*[[Slicing Blow]] (15 second cooldown): When this [[feat]] successfully lands, the attack will deal its initial damage plus additional damage as the target bleeds. Some creatures may be immune to the bleeding effect.<br />
*[[Spring Attack]] (requires [[Mobility]], [[base attack bonus]] of +4 or higher): This [[feat]] allows the character to attack the targeted opponent and then spring quickly forward out of range. It also removes the -4 penalty to hit that melee attacks suffer while moving.This [[feat]] does not do additional damage. Note: although the official beta knowledge base still lists this feat as active, it looks like it may actually be a passive feat (the removal of the -4 penalty is at least confirmed to be passive).<br />
*[[Stunning Blow]] (15 second cooldown): This [[feat]] has a chance to stun the target for a few seconds. Some creatures may be immune to the stunning effect.<br />
*[[Whirlwind Attack]] (15 second cooldown, requires [[Combat Expertise]], [[Spring Attack]], [[base attack bonus]] of +4 or higher): This [[feat]] attacks all enemies in a 360 degree arc around the character.<br />
<br />
==[[Passive feat]]s==<br />
*[[Acrobatic]]: This [[feat]] provides a +2 bonus to the characters [[Jump (skill)|Jump]] and [[Tumble (skill)|Tumble]] [[skill]]s.<br />
*[[Alertness]]: This [[feat]] provides a +2 bonus to the characters [[Listen]] and [[Spot]] [[skill]]s.<br />
*[[Arcane Lore]] (requires [[Bard]] (level 1), [[Sorcerer]] (level 1) or [[Wizard]] (level 1)): This [[feat]] grants an understanding of the arcane. Characters with this [[skill]] are allowed to make [[skill check]]s to learn insight into specific situations.<br />
*[[Athletic]]: This [[feat]] grants a +2 to the [[Balance]] and [[Swim]] [[skill]]s.<br />
*[[Heavy Armor Proficiency]] (requires [[Medium Armor Proficiency]]): This [[feat]] negates the penalties from wearing [[:Category:Heavy armor|heavy armor]].<br />
*[[Light Armor Proficiency]]: This [[feat]] negates the penalties from wearing [[:Category:Light armor|light armor]].<br />
*[[Medium Armor Proficiency]] (requires [[Light Armor Proficiency]]): This [[feat]] negates the penalties from wearing [[:Category:Medium armor|medium armor]].<br />
*[[Bullheaded]]: This [[feat]] grants +2 to the [[skill]] [[Intimidation]] and +1 on [[Will save]]s.<br />
*[[Combat Casting]]: This [[feat]] grants +4 to the [[concentration]] [[skill]] when spells are cast in combat.<br />
*[[Discipline]]: This [[feat]] grants +2 to [[Concentration]] [[skill check]]s, and +1 to all Will [[saving throw]]s.<br />
*[[Dodge]] (requires [[Dexterity]] 13+): This [[feat]] grants +1 to the characters [[Armor Class]].<br />
*[[Exotic Weapon Proficiency]] (requires [[Base attack bonus]] of +1 or higher): This [[feat]] negates the penalty from using an [[:Category:Exotic weapons|exotic weapon]] untrained. Unlike the [[Martial Weapon Proficiency]] and [[Simple Weapon Proficiency]], you do not automatically become proficient in all of the exotic weapons when you take this feat. It must be taken once for each exotic weapon you wish to become proficient in.<br />
*[[Extra Turning]] (requires the ability to [[Turn Undead]]): This [[feat]] allows the character to [[turn undead]] an additional 4 times per [[rest period]]. This [[feat]] can be taken multiple times to increase the bonus. (? Verify ability to take multiple times - Now only able to take this feat once after update. ?)<br />
*[[Great Fortitude]]: This [[feat]] grants a +2 bonus to all [[Fortitude save]]s.<br />
*[[Greater Two-handed Fighting]] (requires [[Strength]] 19+, [[Improved Two-handed Fighting]], [[base attack bonus]] of +11 or higher): This [[feat]] increases the damage of [[glancing blow]] attacks while fighting with a [[:Category:2 handed weapons|two-handed weapon]].<br />
*[[Greater Two-weapon Fighting]] (requires [[Dexterity]] 19+, [[Improved Two-weapon Fighting]], [[Base attack bonus]] of +11): This [[feat]] increases the number of attacks while fighting with two weapons. This [[feat]] grants a fourth attack to a two-weapon [[combo chain]].<br />
*[[Greater Weapon Focus]] (requires [[Fighter]] (level 8) and [[Weapon Focus]] in a specific [[weapon type]]): This [[feat]] grants an additional +1 on to-hit rolls with the chosen [[weapon type]] ([[:Category:Thrown weapons|thrown]], [[:Category:Ranged weapons|ranged]], [[:Category:Bludgeoning weapons|bludgeoning]], [[:Category:Piercing weapons|piercing]] or [[:Category:Slashing weapons|slashing]]). This [[feat]] stacks with [[Weapon Focus]].<br />
*[[Heroic Durability]]: This [[feat]] increases the characters maximum [[hit point]]s by 20.<br />
*[[Improved Mobile Spellcasting]] (requires [[Mobile Spellcasting]], ability to cast 5th level spells): This [[feat]] allows the caster to move about faster when casting a spell.<br />
*[[Improved Critical]] (requires [[Base attack bonus]] of +8 or higher): This [[feat]] doubles the [[threat range]] of a certain [[weapon type]] ([[:Category:Thrown weapons|thrown]], [[:Category:Ranged weapons|ranged]], [[:Category:Bludgeoning weapons|bludgeoning]], [[:Category:Piercing weapons|piercing]] or [[:Category:Slashing weapons|slashing]]). This [[feat]] can be taken multiple times. Note: the official beta KB lists a minimum BAB of +7, thus the given +8 value should be confirmed.<br />
*[[Improved Mental Toughness]] (requires [[Mental Toughness]], ability to cast 3rd level spells): This [[feat]] increases the characters [[spell point]]s by +5 each level and stacks with [[Mental Toughness]].<br />
*[[Improved Shield Bash]] (requires [[Shield Proficiency: General]]): Enables the character to retain the [[shield bonus]] to its [[Armor Class]] when using [[Shield Bash]].<br />
*[[Improved Shield Mastery]] (requires [[Shield Mastery]]): This [[feat]] increases the amount of damage the character can block with a shield by +3 damage reduction for a total of +6.<br />
*[[Improved Turning]] (requires [[Turn Undead]]): This [[feat]] gives [[cleric]]s and [[paladin]]s a better chance at turning the undead. <br />
*[[Improved Two-handed Fighting]] (requires [[Strength]] 17+, [[Two-handed Fighting]], [[base attack bonus]] of +6): This [[feat]] increases the damage from [[glancing blow]]s when fighting with a [[:Category:2 handed weapons|two-handed weapon]] by 10%. <br />
*[[Improved Two-weapon Fighting]] (requires [[Dexterity]] 17+, [[base attack bonus]] of +6 or higher, [[Two-Weapon Fighting]] or [[Ranger]] (level 6)): This [[feat]] adds a third attack to a two-weapon [[combo chain]].<br />
*[[Iron Will]]: This [[feat]] grants a +2 bonus to [[Will save]]s.<br />
*[[Lightning Reflexes]]: This [[feat]] grants a +2 bonus to all [[Reflex Save|Reflex saving throw]]s.<br />
*[[Luck of Heroes]]: This [[feat]] grants a bonus to +1 to all [[saving throw]]s.<br />
*[[Magical Training]]: This [[feat]] increases the maximum [[spell point]]s at 1st level depending on class. [[Wizard]]s and [[Cleric]]s get 120 while [[Sorcerer]]s get 200.<br />
*[[Martial Weapon Proficiency]]: This [[feat]] negates the penalty from using [[:Category:Martial weapons|martial weapons]] untrained. Taking this feat grants proficiency in all of the [[:Category:Martial weapons|martial weapon]], so it only needs to be taken once.<br />
*[[Mental Toughness]] (requires being able to cast spells): This [[feat]] Increases the characters maximum [[spell point]]s by 20 at first level, and 5 [[spell point]]s for each additional level. <br />
*[[Mobile Spellcasting]] (requires [[Combat Casting]], ability to cast 2nd level spells, [[Dexterity]] 13+): This feat allows the caster to move about slowly when casting a spell.<br />
*[[Mobility]] (requires [[Dodge]]): This [[feat]] grants a +4 [[Armor Class]] bonus while the character is [[tumbling]].<br />
*[[Negotiator]]: This [[feat]] grants a +2 bonus to [[Diplomacy]] and [[Haggle]] [[skill]]s.<br />
*[[Nimble Fingers]]: This [[feat]] grants a +2 bonus to the [[Disable Device]] and [[Open Lock]] [[skill]]s.<br />
*[[Point Blank Shot]]: This [[feat]] grants a +1 to-hit bonus and +1 damage bonus with [[:Category:Ranged weapons|ranged weapons]] against enemies who are within 30 feet of the character.<br />
*[[Quick Draw]]: This [[feat]] allows the character to switch weapons in combat faster than they would normally be able to.<br />
*[[Rapid Reload]] (requires Proficiency with [[:Category:Light crossbows|light crossbows]]): This [[feat]] allows [[:Category:Crossbows|crossbows]] to be reloaded faster.<br />
*[[Rapid Shot]] (requires [[Dexterity]] 13+, [[Point Blank Shot]]): Gives an extra ranged attack but reduces the characters to-hit by -2 for that attack. Or it could be: you can fire at a 38% increase with no penalty (according to data from shinyhalo's Rapid Shot topic).<br />
*[[Religious Lore]] (requires [[Cleric]] (level 1) or [[Paladin]] (level 1)): This [[feat]] grants an understanding of the gods. Characters with this [[skill]] are allowed to make [[skill check]]s to learn insight into specific situations. <br />
*[[Resist Poison]]: This [[feat]] grants a +4 bonus to all [[saving throw]]s vs. [[poison]].<br />
*[[Self Sufficient]]: This [[feat]] grants a +2 bonus to the [[Heal]] and [[Repair]] [[skill]]s.<br />
*[[Shield Mastery]] (requires [[General Shield Proficiency]]): This [[feat]] increases the amount of damage the character can absorb when defending with a shield. The player is granted a +3 to [[damage reduction]]. <br />
*[[General Shield Proficiency]]: This [[feat]] negates the penalties from using a shield untrained.<br />
*[[Tower Shield Proficiency]]: (requires [[General Shield Proficiency]]): This [[feat]] negates the extra penalties acquired from using a [[:Category:Tower shields|tower shield]] untrained (however the normal -2 to attack penalty still applies).<br />
*[[Shot on the Run]] (requires [[Dexterity]] 13+, [[Point Blank Shot]], [[Mobility]], [[base attack bonus]] of +4 or higher): This [[feat]] allows the character to move while firing [[:Category:Ranged weapons|ranged weapons]] or throwing [[:Category:Thrown weapons|thrown weapons]]. <br />
*[[Simple Weapon Proficiency]]: This [[feat]] negates the penalty from using any of the [[:Category:Simple weapons|simple weapons]] untrained. All classes get the simple weapon proficiency.<br />
*[[Skill Focus]]: This [[feat]] grants a +3 bonus to the chosen [[skill]] when making [[skill check]] rolls. This [[feat]] can be taken multiple times. Available [[Skill Focus]] [[feat]]s are: [[Listen]], [[Jump (skill)|Jump]], [[Haggle]], [[Concentration]], [[Repair]], [[Bluff]], [[Intimidate]], [[Balance]], [[Heal]], [[Swim]], [[Diplomacy]], [[Disable Device]], [[Move Silently]], [[Open Lock]], [[Perform]], [[Use Magic Device]], [[Spot]], [[Hide]], [[Search]], [[Tumble (skill)|Tumble]].<br />
*[[Snake Blood]]: This [[feat]] grants a +2 bonus to [[saving throw]]s vs. [[poison]] and +1 to [[Reflex Save|reflex saving throw]]s.<br />
*[[Spell Focus]]: This [[feat]] makes it harder for enemies to resist the caster's spells. It adds +1 to the [[difficulty class]] of the spell. The available choices are: [[Abjuration]], [[Conjuration]], [[Divination]], [[Enchantment]], [[Evocation]], [[Illusion]], [[Necromancy]], [[Transmutation]].<br />
*[[Stealthy]]: This [[feat]] grants a +2 bonus to the [[Hide]] and [[Move Silently]] [[skill]]s.<br />
*[[Superior Two-handed Fighting]] (requires [[Strength]] 19+, [[Greater Two-handed Fighting]], [[base attack bonus]] of +16 or higher): This [[feat]] adds a [[glancing blow]] to the fifth attack of a two-handed [[combat chain]]. <br />
*[[Toughness]]: This [[feat]] adds +3 [[hit point]]s to the character and adds +1 per level for each level. This [[feat]] can be taken multiple times so that the effects stack. <br />
*[[Two-handed Fighting]] (requires [[Strength]] 15+): This [[feat]] decreases the to-hit penalty on [[glancing blow]]s from -5 to -2.<br />
*[[Two-Weapon Blocking]] (requires [[Dexterity]] 15+, [[Two-Weapon Fighting]]): This [[feat]] increases the amount of damage the character can [[block]] when defending with two weapons by +2.<br />
*[[Two-Weapon Defense]] (requires [[Dexterity]] 15+, [[Two-Weapon Fighting]]): This [[feat]] grants the character a +1 [[shield bonus]] to its [[Armor Class]] when fighting with two weapons or +2 to its [[Armor Class]] when [[Defensive_Fighting|fighting defensively]] with two weapons.<br />
*[[Two-Weapon Fighting]] (requires [[Dexterity]] 15+): This [[feat]] reduces the penalty to using two weapons at the same time (-6/-10). The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. If the offhand weapon is light, the penalties both decrease by another 2 points (-2/-2).<br />
*[[Weapon Finesse]] (requires [[Base attack bonus]] of +1 or higher): This [[feat]] allows the character to apply their [[dexterity]] [[modifier]] to hit instead of the [[strength]] [[modifier]] when making melee attacks with [[light weapon]]s and [[rapier]]s.<br />
*[[Weapon Focus]] (requires [[Base attack bonus]] of +1 or higher): This [[feat]] grants a +1 bonus on to-hit rolls with the chosen [[weapon type]] ([[:Category:Thrown weapons|thrown]], [[:Category:Ranged weapons|ranged]], [[:Category:Bludgeoning weapons|bludgeoning]], [[:Category:Piercing weapons|piercing]] or [[:Category:Slashing weapons|slashing]]). This [[feat]] can be taken multiple times.<br />
*[[Weapon Specialization]] (requires [[Fighter]] (level 4), [[Weapon Focus]] with the same [[weapon type]]): This [[feat]] grants a bonus of +2 to damage with the chosen [[weapon type]] ([[:Category:Thrown weapons|thrown]], [[:Category:Ranged weapons|ranged]], [[:Category:Bludgeoning weapons|bludgeoning]], [[:Category:Piercing weapons|piercing]] or [[:Category:Slashing weapons|slashing]]). This [[feat]] can be taken multiple times.<br />
*[[Wilderness Lore]] (requires [[Barbarian]] (level 1) or [[Ranger]] (level 1)): This [[feat]] grants an understanding of the wilderness. Characters with this [[skill]] are allowed to make [[skill check]]s to learn insight into specific situations.<br />
<br />
==[[Metamagic feat]]s==<br />
*[[Empower Healing Spell]] (1 second cooldown): Gives healing spells a greater effect , but casting them will cost more [[spell point]]s (it is believed to give a 50-100% - most likely 50% - increase for 50% cost increase)<br />
*[[Empower Spell]] (1 second cooldown): Causes spells to deal 50% more damage, but doubles the [[spell point]] cost of casting the spell.<br />
*[[Enlarge Spell]] (1 second cooldown): Doubles the range of a spell, but increases the amount of [[spell point]]s needed to cast the spell by 50%. <br />
*[[Eschew Materials]] (1 second cooldown): Allows the caster to cast a spell without its [[material component]]. Using this [[feat]] increases the [[spell point]]s consumed by the spell by 30%. <br />
*[[Extend Spell]] (1 second cooldown): Doubles the duration of a spell, but increases the amount of [[spell point]]s needed to cast the spell by 50%. <br />
*[[Heighten Spell]] (requires being able to cast 2nd level spells): While this spell is active, spells are harder for monsters to resist but the spells cost more [[spell point]]s to cast.<br />
*[[Maximize Spell]] (1 second cooldown): While active, spells will deal double damage. Spells will cost three times more [[spell point]]s while this [[feat]] is active.<br />
*[[Quicken Spell]] (1 second cooldown): While this [[feat]] is activated, spells will be cast faster and cannot be interrupted. During this time though, all spells will cost 100% more [[spell point]]s to cast.<br />
<br />
==[[Racial feat]]s==<br />
To the exception of some [[Warforged]] [[racial feat]]s, all [[racial feat]]s below<br />
are given for free at [[character creation]].<br />
<br />
===[[Dwarf]] feats===<br />
*[[Dwarven Stability]]: With this [[feat]], [[Dwarf |dwarves]] gain a +4 modifier to the [[Balance]] [[skill]].<br />
*[[Giant Evasion]]: With this [[feat]], [[Dwarf |dwarves]] gain a bonus of +4 to their [[armor class]] vs. giant-type monsters including [[giant]]s, [[ogre]]s, [[troll]]s, etc.<br />
*[[Orc Bonus]]: This [[feat]] gives [[Dwarf |dwarves]] a +1 to-hit bonus against [[orc]]s and [[goblinoid]]s.<br />
*[[Poison Save Bonus]]: This [[feat]] grants [[Dwarf |dwarves]] a +2 bonus to [[saving throw]]s vs. [[poison]]. <br />
*[[Dwarven Stonecunning]]: This [[feat]] grants [[Dwarf |dwarves]] a +2 bonus to the [[skill]] [[Search]] while in dungeons. <br />
*[[Spell Save Bonus]]: This [[feat]] grants [[Dwarf |dwarves]] a +2 bonus to [[saving throw]]s vs. [[spells]] and [[spell-like]] effects.<br />
<br />
===[[Elf]] feats===<br />
*[[Enchantment Save Bonus]]: This [[feat]] grants [[Elf |elves]] a +2 bonus to [[saving throw]]s vs. [[enchantment]] spells and spell-like effects.<br />
*[[Elven Keen Senses]]: This [[feat]] grants [[Elf |elves]] a +2 bonus to the [[skill]]s [[Listen]], [[Search]] and [[Spot]]. <br />
*[[Immunity to Sleep]]: This [[feat]] grants [[Elf |elves]] immunity to [[sleep]] and [[sleep]]-like effects. <br />
<br />
===[[Halfling]] feats===<br />
*[[Halfling Agility]]: This [[feat]] grants [[halfling]]s a +2 bonus to the [[skill]]s [[Jump (skill)|Jump]] and [[Move Silently]]. <br />
*[[Halfling Bravery]]: This [[feat]] grants [[halfling]]s a +2 morale bonus to [[saving throw]]s vs. [[fear]] effects.<br />
*[[Halfling Keen Ears]]: This [[feat]] grants [[halfling]]s a +2 bonus to [[Listen]] checks.<br />
*[[Halfling Luck]]: This [[feat]] grants [[halfling]]s a +1 luck bonus to all [[saving throw]]s.<br />
*[[Halfling Size Bonus]]: This [[feat]] grants [[halfling]]s a +1 size bonus to attack rolls and Armor Class, and a +4 bonus on [[Hide]] checks.<br />
<br />
===[[Warforged]] feats===<br />
====Free Warforged feats====<br />
Free [[feat]]s given at [[character creation]]:<br />
*[[Composite Plating]]: The [[feat]] [[Composite Plating]] counts as [[light armor]] and grants a +2 [[armor bonus]], but also provides a 5% [[arcane spell failure]] chance.<br />
*[[Warforged Resistances]]: [[Warforged]] are naturally resistant to [[sleep]], [[energy drain]], [[nausea]], [[exhaustion]], [[poison]], [[disease]], and [[paralysis]] effects, gaining a +4 bonus to saving throws to resist those effects.<br />
*[[Light Fortification]] (this is a free [[feat]] at [[character creation]]): This [[feat]] grants the character a 25% immunity to [[critical hit]]s and [[sneak attack]]s.<br />
<br />
====At creation Warforged feats====<br />
These [[feat]]s can only be purchased at [[character creation]]:<br />
*[[Adamantine Body]]: The [[feat]] [[Adamantine Body]] counts as [[:Category:Heavy armor|heavy armor]]. It grants a +8 bonus to [[Armor Class]] and a [[damage reduction]] bonus of 2/adamantine. The character also incurs a 35% chance for [[arcane spell failure]], a -5 armor check penalty to certain [[skill]]s, and a +1 maximum [[dexterity]] [[bonus]].<br />
*[[Mithril Body]]: The [[feat]] [[Mithril Body]] counts as [[:Category:Light armor|light armor]] for the character, and grants a +5 bonus to [[Armor Class]]. With this [[feat]], the character also incurs a 15% [[arcane spell failure]] rate, a -2 [[armor check penalty]] to certain [[skill]]s, and a +5 maximum [[dexterity]] bonus. This [[feat]] can only be purchased at 1st level.<br />
<br />
====Regular Warforged feats====<br />
These [[feat]]s may be purchased just like regular [[feat]]s:<br />
*[[Warforged Greater Poison and Disease Resistance]] (requires [[Warforged]], Level 3): This [[feat]] increases [[poison]] and [[disease]] [[fortitude save]]s by +3 each (+6 total racial).<br />
*[[Warforged Greater Sleep and Paralysis]] (requires [[Warforged]], level 3): This [[feat]] increases [[sleep]] and [[paralysis]] [[fortitude save|fortitude]] / [[will save|will]] ([[fortitude save|fortitude]] only for [[paralysis]]) [[saving throw |saves]] by +3 each (+6 total racial).<br />
*[[Warforged Greater Energy Drain Resistance]] (requires [[Warforged]], level 3): Increases [[energy drain save]]s by +3 each (+6 total racial).<br />
*[[Improved Fortification]] (requires [[Warforged]], level 8): This [[feat]] improves the [[warforged]] fortifications. It gains immunity to [[sneak attack]]s and extra damage from [[critical hit]]s. This [[feat]] will cause the character to lose the ability to be healed by spells such as [[Cure Light Wounds]].<br />
*[[Improved Warforged Damage Reduction]]: This [[feat]] grants the character [[damage reduction]] 1/adamantine, or improves the characters existing [[damage reduction]] by 1.<br />
*[[Mithril Fluidity]] (requires [[Mithril Body]]): This [[feat]] has two bonuses. It increases the character's maximum [[dexterity bonus to armor class]] by +1, and it decreases the [[Armor_check_penalty |armor check penalties]] by 1.<br />
<br />
=See also=<br />
*[[Feat]] - ''(Definition)''<br />
*[[Class feat]] - ''(Definition)''<br />
*[[:Category:Fighter bonus feats|Fighter bonus feats]] - list<br />
*[http://www.ddo.com/forums/showthread.php?t=19929 List original source], by UberMonkey</div>24.30.250.66https://ddowiki.com/index.php?title=Warforged_Traits&diff=10285Warforged Traits2006-03-10T04:52:03Z<p>24.30.250.66: </p>
<hr />
<div>[[Warforged]] are naturally resistant to [[sleep]], [[energy drain]], [[nausea]], [[exhaustion]], [[poison]], [[disease]], and [[paralysis]] effects, gaining a +4 bonus to saving throws to resist those effects.</div>24.30.250.66https://ddowiki.com/index.php?title=Mithral_Body&diff=10284Mithral Body2006-03-10T04:46:47Z<p>24.30.250.66: </p>
<hr />
<div>[[Mithral Body]] counts as [[:Category:Light armor|light armor]] and grants a +5 [[armor bonus]], but also provides a 15% [[arcane spell failure]] chance, -1 [[armor check penalty]] to certain skills, and a +5 maximum [[Dex]] bonus. <br />
<br />
'''Prerequisite:''' [[Warforged]]<br />
<br />
This [[feat]] can only be purchased at [[character creation]].<br />
<br />
'''Type:''' Passive<br />
<br />
[[Category:Feats]]<br />
[[Category:Warforged Feats]]</div>24.30.250.66https://ddowiki.com/index.php?title=Adamantine_Body&diff=10283Adamantine Body2006-03-10T04:45:36Z<p>24.30.250.66: </p>
<hr />
<div>[[Adamantine Body]] counts as [[:Category:Heavy armor|heavy armor]], grants a +8 [[armor bonus]] and [[damage reduction]] 2/adamantine, but also provides a 35% [[arcane spell failure]] chance, -5 [[armor check penalty]] to certain skills, and a +1 maximum [[Dex]] bonus.<br />
<br />
'''Prerequisite:''' [[Warforged]]<br />
<br />
This [[feat]] can only be purchased at [[character creation]].<br />
<br />
'''Type:''' Passive<br />
<br />
[[Category:Feats]]<br />
[[Category:Warforged Feats]]</div>24.30.250.66https://ddowiki.com/index.php?title=Mithral_Body&diff=10282Mithral Body2006-03-10T04:45:33Z<p>24.30.250.66: </p>
<hr />
<div>[[Mithral Body]] counts as [[:Category:Light armor|light armor]] and grants a +5 [[armor bonus]], but also provides a 15% [[arcane spell failure]] chance, -1 [[armor check penalty]] to certain skills, and a +5 maximum [[Dex]] bonus. <br />
<br />
'''Prerequisite:''' [[Warforged]]<br />
<br />
This [[feat]] can only be purchased at [[character creation]].<br />
<br />
[[Category:Feats]]<br />
[[Category:Warforged Feats]]</div>24.30.250.66https://ddowiki.com/index.php?title=Composite_Plating&diff=10280Composite Plating2006-03-10T04:44:42Z<p>24.30.250.66: </p>
<hr />
<div>[[Warforged]] plating counts as [[light armor]] and grants a +2 [[armor bonus]], but also provides a 5% [[arcane spell failure]] chance.<br />
<br />
'''Prerequisite:''' [[Warforged]]<br />
<br />
This [[feat]] is free at [[character creation]].<br />
<br />
[[Category:Feats]]<br />
[[Category:Warforged Feats]]</div>24.30.250.66https://ddowiki.com/index.php?title=Light_Fortification_(feat)&diff=66111Light Fortification (feat)2006-03-10T04:43:50Z<p>24.30.250.66: </p>
<hr />
<div>When a creature under the effect of light fortification is the victim of a critical hit or sneak attack, there is a 25% chance that the additional danger will be ignored.<br />
<br />
'''Prerequisite:''' [[Warforged]]<br />
<br />
This [[feat]] is free at [[character creation]].<br />
<br />
'''Type:''' Passive<br />
<br />
[[Category:Feats]]<br />
[[Category:Warforged Feats]]</div>24.30.250.66https://ddowiki.com/index.php?title=Light_Fortification&diff=10278Light Fortification2006-03-10T04:43:50Z<p>24.30.250.66: </p>
<hr />
<div>When a creature under the effect of light fortification is the victim of a critical hit or sneak attack, there is a 25% chance that the additional danger will be ignored.<br />
<br />
'''Prerequisite:''' [[Warforged]]<br />
<br />
This [[feat]] is free at [[character creation]].<br />
<br />
'''Type:''' Passive<br />
<br />
[[Category:Feats]]<br />
[[Category:Warforged Feats]]</div>24.30.250.66https://ddowiki.com/index.php?title=Light_Fortification_(feat)&diff=66110Light Fortification (feat)2006-03-10T04:42:22Z<p>24.30.250.66: </p>
<hr />
<div>When a creature under the effect of light fortification is the victim of a critical hit or sneak attack, there is a 25% chance that the additional danger will be ignored.<br />
<br />
'''Prerequisite:''' [[Warforged]]<br />
<br />
This [[feat]] is free at 1st level.<br />
<br />
'''Type:''' Passive<br />
<br />
[[Category:Feats]]<br />
[[Category:Warforged Feats]]</div>24.30.250.66https://ddowiki.com/index.php?title=Light_Fortification&diff=10277Light Fortification2006-03-10T04:42:22Z<p>24.30.250.66: </p>
<hr />
<div>When a creature under the effect of light fortification is the victim of a critical hit or sneak attack, there is a 25% chance that the additional danger will be ignored.<br />
<br />
'''Prerequisite:''' [[Warforged]]<br />
<br />
This [[feat]] is free at 1st level.<br />
<br />
'''Type:''' Passive<br />
<br />
[[Category:Feats]]<br />
[[Category:Warforged Feats]]</div>24.30.250.66https://ddowiki.com/index.php?title=Light_Fortification_(feat)&diff=66109Light Fortification (feat)2006-03-10T04:40:28Z<p>24.30.250.66: </p>
<hr />
<div>When a creature under the effect of light fortification is the victim of a critical hit, there is a 25% chance that the additional danger resulting from the critical will be ignored.<br />
<br />
'''Prerequisite:''' [[Warforged]]<br />
<br />
This [[feat]] is free at 1st level.<br />
<br />
'''Type:''' Passive<br />
<br />
[[Category:Feats]]<br />
[[Category:Warforged Feats]]</div>24.30.250.66https://ddowiki.com/index.php?title=Light_Fortification&diff=10275Light Fortification2006-03-10T04:40:28Z<p>24.30.250.66: </p>
<hr />
<div>When a creature under the effect of light fortification is the victim of a critical hit, there is a 25% chance that the additional danger resulting from the critical will be ignored.<br />
<br />
'''Prerequisite:''' [[Warforged]]<br />
<br />
This [[feat]] is free at 1st level.<br />
<br />
'''Type:''' Passive<br />
<br />
[[Category:Feats]]<br />
[[Category:Warforged Feats]]</div>24.30.250.66https://ddowiki.com/index.php?title=Adamantine_Body&diff=10274Adamantine Body2006-03-10T04:39:11Z<p>24.30.250.66: </p>
<hr />
<div>[[Adamantine Body]] counts as [[:Category:Heavy armor|heavy armor]], grants a +8 [[armor bonus]] and [[damage reduction]] 2/adamantine, but also provides a 35% [[arcane spell failure]] chance, -5 [[armor check penalty]] to certain skills, and a +1 maximum [[Dex]] bonus.<br />
<br />
'''Prerequisite:''' [[Warforged]]<br />
<br />
This [[feat]] can only be purchased at 1st level.<br />
<br />
'''Type:''' Passive<br />
<br />
[[Category:Feats]]<br />
[[Category:Warforged Feats]]</div>24.30.250.66https://ddowiki.com/index.php?title=Mithril_Fluidity&diff=10272Mithril Fluidity2006-03-10T04:38:24Z<p>24.30.250.66: </p>
<hr />
<div>The maximum [[Dexterity]] bonus you have is increased by 1, and the [[armor check penalty]] is decreased by 1.<br />
<br />
'''Prerequisite:''' [[Warforged]], [[Mithril Body]]<br />
<br />
'''Type:''' Passive<br />
<br />
[[Category:Feats]]<br />
[[Category:Warforged Feats]]</div>24.30.250.66https://ddowiki.com/index.php?title=Composite_Plating&diff=10261Composite Plating2006-03-10T04:28:08Z<p>24.30.250.66: </p>
<hr />
<div>[[Warforged]] plating counts as [[light armor]] and grants a +2 [[armor bonus]], but also provides a 5% [[arcane spell failure]] chance.<br />
<br />
'''Prerequisite:''' [[Warforged]]<br />
<br />
This [[feat]] is free at 1st level.<br />
<br />
[[Category:Feats]]<br />
[[Category:Warforged Feats]]</div>24.30.250.66https://ddowiki.com/index.php?title=Composite_Plating&diff=10260Composite Plating2006-03-10T04:26:47Z<p>24.30.250.66: </p>
<hr />
<div>[[Warforged]] plating counts as [[light armor]] and grants a +2 [[armor bonus]], but also provides a 5% [[arcane spell failure]] chance.<br />
<br />
'''Prerequisite:''' [[Warforged]]<br />
<br />
This [[feat]] is free at 1st level.<br />
<br />
[[Category:Feats]]<br />
[[:Feats#Warforged feats|Category:Warforged Feats]]</div>24.30.250.66https://ddowiki.com/index.php?title=Armor_bonus&diff=10258Armor bonus2006-03-10T04:25:47Z<p>24.30.250.66: </p>
<hr />
<div>#REDIRECT [[Armor Class]]</div>24.30.250.66https://ddowiki.com/index.php?title=Feat_summary&diff=10257Feat summary2006-03-10T04:24:58Z<p>24.30.250.66: /* Free Warforged feats */</p>
<hr />
<div>{{Navigation}}<br />
{{TOCRight}}<br />
<br />
<br />
[[Feat]]s are special abilities that give your character a new capability, or improves one he or she already has. <br />
<br />
Each Character gets one feat upon creation. At 3rd level, and every 3 levels after that (6th, 9th...) he or she gains another feat. [[Human]]s get one additional feat upon creation. The [[fighter]] class gets a bonus feat on top of that every 2 levels of fighter, but must choose from a more limited list of [[:Category:Fighter_bonus_feats |combat-oriented feats]].<br />
<br />
Free Active Feats are provided to any character that meets the requirements, and represent things most people can try (but not necessarily with much success).<br />
<br />
=Feats list=<br />
==[[Free Active Feat]]s==<br />
*[[Attack]]: This is the standard attack for all characters. It can be toggled on to attack repeatedly, or activated once by right-clicking the mouse.<br />
*[[Defensive Fighting]] (requires [[Base attack bonus]] of +1): This [[feat]] reduces the character's to-hit by 4 but adds 2 to their [[Armor Class]]. Casting a spell ends this mode.<br />
*[[Sneak]]: The character becomes invisible to all enemies that fail a [[Spot]] and [[Listen]] [[skill]] check, opposed by [[Hide]] and [[Move Silently]] skills.<br />
*[[Sunder]] (20 second cooldown, requires [[Base attack bonus]] of +1 or higher): This [[feat]] has a chance to reduce the target's [[Armor Class]] for a short time. Some creatures may be immune to the [[sunder]] effect. Fighters, barbarians, paladins, and rangers receive this feat for free.<br />
*[[Trip]] (15 second cooldown, requires [[Base attack bonus]] of +1, and some unconfirmed class requirements): This [[feat]] has a chance to [[trip]] the target rendering it prone for a short time. Some creatures may be immune to this effect. Creatures larger or stronger than you are less likely to trip. Some weapons, like a [[sickle]], supposedly provide a bonus to [[Trip]] attempts.<br />
<br />
==[[Active feat]]s==<br />
*[[Cleave]] (5 second cooldown, requires [[Power Attack]]): Activate this ability to attack one or more enemies in an arc in front of you. [[Cleave]] has a better chance to hit more enemies at once than a basic attack.<br />
*[[Combat Expertise]] (requires [[Intelligence]] 13+): This [[feat]] subtracts 5 from the characters to-hit roll, and increases its [[Armor Class]] by 5. Casting a spell ends this mode.<br />
*[[Great Cleave]] (10 second cooldown, requires [[Cleave]], [[base attack bonus]] of +4 or higher): This [[feat]] attacks enemies in a wider arc than [[Cleave]]. [[Great Cleave]] has a greater chance to hit more enemies than [[Cleave]].<br />
*[[Hamstring]] (15 second cooldown, requires [[Sneak Attack]]): [[Hamstring]] has a chance to reduce the target's movement rate for a short time. Some creatures may be immune to the hamstring effect.<br />
*[[Improved Feint]] (8 second cooldown, requires [[Combat Expertise]], [[Sneak Attack]]): An attack which also [[Bluff]]s the enemy, enabling a [[sneak attack]].<br />
*[[Improved Sunder]] (15 second cooldown, requires [[Sunder]], [[Power Attack]]): This [[feat]] has a chance to reduce the target's [[Armor Class]] for a longer period of time than [[Sunder]]. Some creatures may be immune to the [[Sunder]] effect.<br />
*[[Improved Trip]] (10 second cooldown, requires [[Combat Expertise]]): This [[feat]] has a chance to [[trip]] the target, rendering it prone for a longer period of time than [[Trip]]. Some creatures may be immune to this effect.<br />
*[[Manyshot]] (20 second duration, 2 minute cooldown, requires [[Dexterity]] 17+, [[Point Blank Shot]], [[Rapid Shot]], [[base attack bonus]] of +6 or higher): This [[feat]] enables the character to fire two or more arrows at a target at -4 to hit. A third arrow can be fired when they achieve a [[base attack bonus]] of +11 and a 4th arrow at +16 to hit. Extra arrows apply a cumulative penalty of -2 to hit for each arrow fired.<br />
*[[Power Attack]] (10 second cooldown, requires [[Strength]] 13+): This [[feat]] subtracts 5 from the characters to-hit roll, and increases the damage by 10 for a two-hand weapon, 5 for a one-hand weapon, or 0 for a light weapon. Casting a spell ends this mode.<br />
*[[Precision]] (30 second cooldown, requires [[Dexterity]] 13+, [[base attack bonus]] of +1 or higher): This [[feat]] grants +4 on to-hit rolls but damage is halved. (Elemental, and bane damage unaffected)<br />
*[[Resilience]] (30 second cooldown, requires [[Constitution]] 13+, [[base attack bonus]] of +1 or higher): This [[feat]] reduces to-hit rolls by 4; attacks deal half damage but the character gains +4 to all [[saving throw]]s.<br />
*[[Sap]] (15 second cooldown): This [[feat]] has a chance to render the target briefly senseless, though it will become active if damaged again. Some creatures may be immune to the [[sap]] effect. <br />
*[[Slicing Blow]] (15 second cooldown): When this [[feat]] successfully lands, the attack will deal its initial damage plus additional damage as the target bleeds. Some creatures may be immune to the bleeding effect.<br />
*[[Spring Attack]] (requires [[Mobility]], [[base attack bonus]] of +4 or higher): This [[feat]] allows the character to attack the targeted opponent and then spring quickly forward out of range. It also removes the -4 penalty to hit that melee attacks suffer while moving.This [[feat]] does not do additional damage. Note: although the official beta knowledge base still lists this feat as active, it looks like it may actually be a passive feat (the removal of the -4 penalty is at least confirmed to be passive).<br />
*[[Stunning Blow]] (15 second cooldown): This [[feat]] has a chance to stun the target for a few seconds. Some creatures may be immune to the stunning effect.<br />
*[[Whirlwind Attack]] (15 second cooldown, requires [[Combat Expertise]], [[Spring Attack]], [[base attack bonus]] of +4 or higher): This [[feat]] attacks all enemies in a 360 degree arc around the character.<br />
<br />
==[[Passive feat]]s==<br />
*[[Acrobatic]]: This [[feat]] provides a +2 bonus to the characters [[Jump (skill)|Jump]] and [[Tumble (skill)|Tumble]] [[skill]]s.<br />
*[[Alertness]]: This [[feat]] provides a +2 bonus to the characters [[Listen]] and [[Spot]] [[skill]]s.<br />
*[[Arcane Lore]] (requires [[Bard]] (level 1), [[Sorcerer]] (level 1) or [[Wizard]] (level 1)): This [[feat]] grants an understanding of the arcane. Characters with this [[skill]] are allowed to make [[skill check]]s to learn insight into specific situations.<br />
*[[Athletic]]: This [[feat]] grants a +2 to the [[Balance]] and [[Swim]] [[skill]]s.<br />
*[[Heavy Armor Proficiency]] (requires [[Medium Armor Proficiency]]): This [[feat]] negates the penalties from wearing [[:Category:Heavy armor|heavy armor]].<br />
*[[Light Armor Proficiency]]: This [[feat]] negates the penalties from wearing [[:Category:Light armor|light armor]].<br />
*[[Medium Armor Proficiency]] (requires [[Light Armor Proficiency]]): This [[feat]] negates the penalties from wearing [[:Category:Medium armor|medium armor]].<br />
*[[Bullheaded]]: This [[feat]] grants +2 to the [[skill]] [[Intimidation]] and +1 on [[Will save]]s.<br />
*[[Combat Casting]]: This [[feat]] grants +4 to the [[concentration]] [[skill]] when spells are cast in combat.<br />
*[[Discipline]]: This [[feat]] grants +2 to [[Concentration]] [[skill check]]s, and +1 to all Will [[saving throw]]s.<br />
*[[Dodge]] (requires [[Dexterity]] 13+): This [[feat]] grants +1 to the characters [[Armor Class]].<br />
*[[Exotic Weapon Proficiency]] (requires [[Base attack bonus]] of +1 or higher): This [[feat]] negates the penalty from using an [[:Category:Exotic weapons|exotic weapon]] untrained. Unlike the [[Martial Weapon Proficiency]] and [[Simple Weapon Proficiency]], you do not automatically become proficient in all of the exotic weapons when you take this feat. It must be taken once for each exotic weapon you wish to become proficient in.<br />
*[[Extra Turning]] (requires the ability to [[Turn Undead]]): This [[feat]] allows the character to [[turn undead]] an additional 4 times per [[rest period]]. This [[feat]] can be taken multiple times to increase the bonus. (? Verify ability to take multiple times - Now only able to take this feat once after update. ?)<br />
*[[Great Fortitude]]: This [[feat]] grants a +2 bonus to all [[Fortitude save]]s.<br />
*[[Greater Two-handed Fighting]] (requires [[Strength]] 19+, [[Improved Two-handed Fighting]], [[base attack bonus]] of +11 or higher): This [[feat]] increases the damage of [[glancing blow]] attacks while fighting with a [[:Category:2 handed weapons|two-handed weapon]].<br />
*[[Greater Two-weapon Fighting]] (requires [[Dexterity]] 19+, [[Improved Two-weapon Fighting]], [[Base attack bonus]] of +11): This [[feat]] increases the number of attacks while fighting with two weapons. This [[feat]] grants a fourth attack to a two-weapon [[combo chain]].<br />
*[[Greater Weapon Focus]] (requires [[Fighter]] (level 8) and [[Weapon Focus]] in a specific [[weapon type]]): This [[feat]] grants an additional +1 on to-hit rolls with the chosen [[weapon type]] ([[:Category:Thrown weapons|thrown]], [[:Category:Ranged weapons|ranged]], [[:Category:Bludgeoning weapons|bludgeoning]], [[:Category:Piercing weapons|piercing]] or [[:Category:Slashing weapons|slashing]]). This [[feat]] stacks with [[Weapon Focus]].<br />
*[[Heroic Durability]]: This [[feat]] increases the characters maximum [[hit point]]s by 20.<br />
*[[Improved Mobile Spellcasting]] (requires [[Mobile Spellcasting]], ability to cast 5th level spells): This [[feat]] allows the caster to move about faster when casting a spell.<br />
*[[Improved Critical]] (requires [[Base attack bonus]] of +8 or higher): This [[feat]] doubles the [[threat range]] of a certain [[weapon type]] ([[:Category:Thrown weapons|thrown]], [[:Category:Ranged weapons|ranged]], [[:Category:Bludgeoning weapons|bludgeoning]], [[:Category:Piercing weapons|piercing]] or [[:Category:Slashing weapons|slashing]]). This [[feat]] can be taken multiple times. Note: the official beta KB lists a minimum BAB of +7, thus the given +8 value should be confirmed.<br />
*[[Improved Mental Toughness]] (requires [[Mental Toughness]], ability to cast 3rd level spells): This [[feat]] increases the characters [[spell point]]s by +5 each level and stacks with [[Mental Toughness]].<br />
*[[Improved Shield Bash]] (requires [[Shield Proficiency: General]]): Enables the character to retain the [[shield bonus]] to its [[Armor Class]] when using [[Shield Bash]].<br />
*[[Improved Shield Mastery]] (requires [[Shield Mastery]]): This [[feat]] increases the amount of damage the character can block with a shield by +3 damage reduction for a total of +6.<br />
*[[Improved Turning]] (requires [[Turn Undead]]): This [[feat]] gives [[cleric]]s and [[paladin]]s a better chance at turning the undead. <br />
*[[Improved Two-handed Fighting]] (requires [[Strength]] 17+, [[Two-handed Fighting]], [[base attack bonus]] of +6): This [[feat]] increases the damage from [[glancing blow]]s when fighting with a [[:Category:2 handed weapons|two-handed weapon]] by 10%. <br />
*[[Improved Two-weapon Fighting]] (requires [[Dexterity]] 17+, [[base attack bonus]] of +6 or higher, [[Two-Weapon Fighting]] or [[Ranger]] (level 6)): This [[feat]] adds a third attack to a two-weapon [[combo chain]].<br />
*[[Iron Will]]: This [[feat]] grants a +2 bonus to [[Will save]]s.<br />
*[[Lightning Reflexes]]: This [[feat]] grants a +2 bonus to all [[Reflex Save|Reflex saving throw]]s.<br />
*[[Luck of Heroes]]: This [[feat]] grants a bonus to +1 to all [[saving throw]]s.<br />
*[[Magical Training]]: This [[feat]] increases the maximum [[spell point]]s at 1st level depending on class. [[Wizard]]s and [[Cleric]]s get 120 while [[Sorcerer]]s get 200.<br />
*[[Martial Weapon Proficiency]]: This [[feat]] negates the penalty from using [[:Category:Martial weapons|martial weapons]] untrained. Taking this feat grants proficiency in all of the [[:Category:Martial weapons|martial weapon]], so it only needs to be taken once.<br />
*[[Mental Toughness]] (requires being able to cast spells): This [[feat]] Increases the characters maximum [[spell point]]s by 20 at first level, and 5 [[spell point]]s for each additional level. <br />
*[[Mobile Spellcasting]] (requires [[Combat Casting]], ability to cast 2nd level spells, [[Dexterity]] 13+): This feat allows the caster to move about slowly when casting a spell.<br />
*[[Mobility]] (requires [[Dodge]]): This [[feat]] grants a +4 [[Armor Class]] bonus while the character is [[tumbling]].<br />
*[[Negotiator]]: This [[feat]] grants a +2 bonus to [[Diplomacy]] and [[Haggle]] [[skill]]s.<br />
*[[Nimble Fingers]]: This [[feat]] grants a +2 bonus to the [[Disable Device]] and [[Open Lock]] [[skill]]s.<br />
*[[Point Blank Shot]]: This [[feat]] grants a +1 to-hit bonus and +1 damage bonus with [[:Category:Ranged weapons|ranged weapons]] against enemies who are within 30 feet of the character.<br />
*[[Quick Draw]]: This [[feat]] allows the character to switch weapons in combat faster than they would normally be able to.<br />
*[[Rapid Reload]] (requires Proficiency with [[:Category:Light crossbows|light crossbows]]): This [[feat]] allows [[:Category:Crossbows|crossbows]] to be reloaded faster.<br />
*[[Rapid Shot]] (requires [[Dexterity]] 13+, [[Point Blank Shot]]): Gives an extra ranged attack but reduces the characters to-hit by -2 for that attack. Or it could be: you can fire at a 38% increase with no penalty (according to data from shinyhalo's Rapid Shot topic).<br />
*[[Religious Lore]] (requires [[Cleric]] (level 1) or [[Paladin]] (level 1)): This [[feat]] grants an understanding of the gods. Characters with this [[skill]] are allowed to make [[skill check]]s to learn insight into specific situations. <br />
*[[Resist Poison]]: This [[feat]] grants a +4 bonus to all [[saving throw]]s vs. [[poison]].<br />
*[[Self Sufficient]]: This [[feat]] grants a +2 bonus to the [[Heal]] and [[Repair]] [[skill]]s.<br />
*[[Shield Mastery]] (requires [[General Shield Proficiency]]): This [[feat]] increases the amount of damage the character can absorb when defending with a shield. The player is granted a +3 to [[damage reduction]]. <br />
*[[General Shield Proficiency]]: This [[feat]] negates the penalties from using a shield untrained.<br />
*[[Tower Shield Proficiency]]: (requires [[General Shield Proficiency]]): This [[feat]] negates the extra penalties acquired from using a [[:Category:Tower shields|tower shield]] untrained (however the normal -2 to attack penalty still applies).<br />
*[[Shot on the Run]] (requires [[Dexterity]] 13+, [[Point Blank Shot]], [[Mobility]], [[base attack bonus]] of +4 or higher): This [[feat]] allows the character to move while firing [[:Category:Ranged weapons|ranged weapons]] or throwing [[:Category:Thrown weapons|thrown weapons]]. <br />
*[[Simple Weapon Proficiency]]: This [[feat]] negates the penalty from using any of the [[:Category:Simple weapons|simple weapons]] untrained. All classes get the simple weapon proficiency.<br />
*[[Skill Focus]]: This [[feat]] grants a +3 bonus to the chosen [[skill]] when making [[skill check]] rolls. This [[feat]] can be taken multiple times. Available [[Skill Focus]] [[feat]]s are: [[Listen]], [[Jump (skill)|Jump]], [[Haggle]], [[Concentration]], [[Repair]], [[Bluff]], [[Intimidate]], [[Balance]], [[Heal]], [[Swim]], [[Diplomacy]], [[Disable Device]], [[Move Silently]], [[Open Lock]], [[Perform]], [[Use Magic Device]], [[Spot]], [[Hide]], [[Search]], [[Tumble (skill)|Tumble]].<br />
*[[Snake Blood]]: This [[feat]] grants a +2 bonus to [[saving throw]]s vs. [[poison]] and +1 to [[Reflex Save|reflex saving throw]]s.<br />
*[[Spell Focus]]: This [[feat]] makes it harder for enemies to resist the caster's spells. It adds +1 to the [[difficulty class]] of the spell. The available choices are: [[Abjuration]], [[Conjuration]], [[Divination]], [[Enchantment]], [[Evocation]], [[Illusion]], [[Necromancy]], [[Transmutation]].<br />
*[[Stealthy]]: This [[feat]] grants a +2 bonus to the [[Hide]] and [[Move Silently]] [[skill]]s.<br />
*[[Superior Two-handed Fighting]] (requires [[Strength]] 19+, [[Greater Two-handed Fighting]], [[base attack bonus]] of +16 or higher): This [[feat]] adds a [[glancing blow]] to the fifth attack of a two-handed [[combat chain]]. <br />
*[[Toughness]]: This [[feat]] adds +3 [[hit point]]s to the character and adds +1 per level for each level. This [[feat]] can be taken multiple times so that the effects stack. <br />
*[[Two-handed Fighting]] (requires [[Strength]] 15+): This [[feat]] decreases the to-hit penalty on [[glancing blow]]s from -5 to -2.<br />
*[[Two-Weapon Blocking]] (requires [[Dexterity]] 15+, [[Two-Weapon Fighting]]): This [[feat]] increases the amount of damage the character can [[block]] when defending with two weapons by +2.<br />
*[[Two-Weapon Defense]] (requires [[Dexterity]] 15+, [[Two-Weapon Fighting]]): This [[feat]] grants the character a +1 [[shield bonus]] to its [[Armor Class]] when fighting with two weapons or +2 to its [[Armor Class]] when [[Defensive_Fighting|fighting defensively]] with two weapons.<br />
*[[Two-Weapon Fighting]] (requires [[Dexterity]] 15+): This [[feat]] reduces the penalty to using two weapons at the same time (-6/-10). The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. If the offhand weapon is light, the penalties both decrease by another 2 points (-2/-2).<br />
*[[Weapon Finesse]] (requires [[Base attack bonus]] of +1 or higher): This [[feat]] allows the character to apply their [[dexterity]] [[modifier]] to hit instead of the [[strength]] [[modifier]] when making melee attacks with [[light weapon]]s and [[rapier]]s.<br />
*[[Weapon Focus]] (requires [[Base attack bonus]] of +1 or higher): This [[feat]] grants a +1 bonus on to-hit rolls with the chosen [[weapon type]] ([[:Category:Thrown weapons|thrown]], [[:Category:Ranged weapons|ranged]], [[:Category:Bludgeoning weapons|bludgeoning]], [[:Category:Piercing weapons|piercing]] or [[:Category:Slashing weapons|slashing]]). This [[feat]] can be taken multiple times.<br />
*[[Weapon Specialization]] (requires [[Fighter]] (level 4), [[Weapon Focus]] with the same [[weapon type]]): This [[feat]] grants a bonus of +2 to damage with the chosen [[weapon type]] ([[:Category:Thrown weapons|thrown]], [[:Category:Ranged weapons|ranged]], [[:Category:Bludgeoning weapons|bludgeoning]], [[:Category:Piercing weapons|piercing]] or [[:Category:Slashing weapons|slashing]]). This [[feat]] can be taken multiple times.<br />
*[[Wilderness Lore]] (requires [[Barbarian]] (level 1) or [[Ranger]] (level 1)): This [[feat]] grants an understanding of the wilderness. Characters with this [[skill]] are allowed to make [[skill check]]s to learn insight into specific situations.<br />
<br />
==[[Metamagic feat]]s==<br />
*[[Empower Healing Spell]] (1 second cooldown): Gives healing spells a greater effect , but casting them will cost more [[spell point]]s (it is believed to give a 50-100% - most likely 50% - increase for 50% cost increase)<br />
*[[Empower Spell]] (1 second cooldown): Causes spells to deal 50% more damage, but doubles the [[spell point]] cost of casting the spell.<br />
*[[Enlarge Spell]] (1 second cooldown): Doubles the range of a spell, but increases the amount of [[spell point]]s needed to cast the spell by 50%. <br />
*[[Eschew Materials]] (1 second cooldown): Allows the caster to cast a spell without its [[material component]]. Using this [[feat]] increases the [[spell point]]s consumed by the spell by 30%. <br />
*[[Extend Spell]] (1 second cooldown): Doubles the duration of a spell, but increases the amount of [[spell point]]s needed to cast the spell by 50%. <br />
*[[Heighten Spell]] (requires being able to cast 2nd level spells): While this spell is active, spells are harder for monsters to resist but the spells cost more [[spell point]]s to cast.<br />
*[[Maximize Spell]] (1 second cooldown): While active, spells will deal double damage. Spells will cost three times more [[spell point]]s while this [[feat]] is active.<br />
*[[Quicken Spell]] (1 second cooldown): While this [[feat]] is activated, spells will be cast faster and cannot be interrupted. During this time though, all spells will cost 100% more [[spell point]]s to cast.<br />
<br />
==[[Racial feat]]s==<br />
To the exception of some [[Warforged]] [[racial feat]]s, all [[racial feat]]s below<br />
are given for free at [[character creation]].<br />
<br />
===[[Dwarf]] feats===<br />
*[[Dwarven Stability]]: With this [[feat]], [[Dwarf |dwarves]] gain a +4 modifier to the [[Balance]] [[skill]].<br />
*[[Giant Evasion]]: With this [[feat]], [[Dwarf |dwarves]] gain a bonus of +4 to their [[armor class]] vs. giant-type monsters including [[giant]]s, [[ogre]]s, [[troll]]s, etc.<br />
*[[Orc Bonus]]: This [[feat]] gives [[Dwarf |dwarves]] a +1 to-hit bonus against [[orc]]s and [[goblinoid]]s.<br />
*[[Poison Save Bonus]]: This [[feat]] grants [[Dwarf |dwarves]] a +2 bonus to [[saving throw]]s vs. [[poison]]. <br />
*[[Dwarven Stonecunning]]: This [[feat]] grants [[Dwarf |dwarves]] a +2 bonus to the [[skill]] [[Search]] while in dungeons. <br />
*[[Spell Save Bonus]]: This [[feat]] grants [[Dwarf |dwarves]] a +2 bonus to [[saving throw]]s vs. [[spells]] and [[spell-like]] effects.<br />
<br />
===[[Elf]] feats===<br />
*[[Enchantment Save Bonus]]: This [[feat]] grants [[Elf |elves]] a +2 bonus to [[saving throw]]s vs. [[enchantment]] spells and spell-like effects.<br />
*[[Elven Keen Senses]]: This [[feat]] grants [[Elf |elves]] a +2 bonus to the [[skill]]s [[Listen]], [[Search]] and [[Spot]]. <br />
*[[Immunity to Sleep]]: This [[feat]] grants [[Elf |elves]] immunity to [[sleep]] and [[sleep]]-like effects. <br />
<br />
===[[Halfling]] feats===<br />
*[[Halfling Agility]]: This [[feat]] grants [[halfling]]s a +2 bonus to the [[skill]]s [[Jump (skill)|Jump]] and [[Move Silently]]. <br />
*[[Halfling Bravery]]: This [[feat]] grants [[halfling]]s a +2 morale bonus to [[saving throw]]s vs. [[fear]] effects.<br />
*[[Halfling Keen Ears]]: This [[feat]] grants [[halfling]]s a +2 bonus to [[Listen]] checks.<br />
*[[Halfling Luck]]: This [[feat]] grants [[halfling]]s a +1 luck bonus to all [[saving throw]]s.<br />
*[[Halfling Size Bonus]]: This [[feat]] grants [[halfling]]s a +1 size bonus to attack rolls and Armor Class, and a +4 bonus on [[Hide]] checks.<br />
<br />
===[[Warforged]] feats===<br />
====Free Warforged feats====<br />
Free [[feat]]s given at [[character creation]]:<br />
*[[Composite Plating]]: The [[feat]] [[Composite Plating]] counts as [[light armor]] and grants a +2 [[armor bonus]], but also provides a 5% [[arcane spell failure]] chance.<br />
*[[Warforged Resistances]]: [[Warforged]] characters are naturally resistant to [[sleep]], [[energy drain]], [[nausea]], [[exhaustion]], [[poison]] and [[paralysis]] effects. With this [[feat]] [[warforged]] characters gain a +3 on all [[saving throw]]s vs. these effects.<br />
*[[Light Fortification]] (this is a free [[feat]] at [[character creation]]): This [[feat]] grants the character a 25% immunity to [[critical hit]]s and [[sneak attack]]s.<br />
<br />
====At creation Warforged feats====<br />
These [[feat]]s can only be purchased at [[character creation]]:<br />
*[[Adamantine Body]]: The [[feat]] [[Adamantine Body]] counts as [[:Category:Heavy armor|heavy armor]]. It grants a +8 bonus to [[Armor Class]] and a [[damage reduction]] bonus of 2/adamantine. The character also incurs a 35% chance for [[arcane spell failure]], a -5 armor check penalty to certain [[skill]]s, and a +1 maximum [[dexterity]] [[bonus]].<br />
*[[Mithril Body]]: The [[feat]] [[Mithril Body]] counts as [[:Category:Light armor|light armor]] for the character, and grants a +5 bonus to [[Armor Class]]. With this [[feat]], the character also incurs a 15% [[arcane spell failure]] rate, a -2 [[armor check penalty]] to certain [[skill]]s, and a +5 maximum [[dexterity]] bonus. This [[feat]] can only be purchased at 1st level.<br />
<br />
====Regular Warforged feats====<br />
These [[feat]]s may be purchased just like regular [[feat]]s:<br />
*[[Warforged Greater Poison and Disease Resistance]] (requires [[Warforged]], Level 3): This [[feat]] increases [[poison]] and [[disease]] [[fortitude save]]s by +3 each (+6 total racial).<br />
*[[Warforged Greater Sleep and Paralysis]] (requires [[Warforged]], level 3): This [[feat]] increases [[sleep]] and [[paralysis]] [[fortitude save|fortitude]] / [[will save|will]] ([[fortitude save|fortitude]] only for [[paralysis]]) [[saving throw |saves]] by +3 each (+6 total racial).<br />
*[[Warforged Greater Energy Drain Resistance]] (requires [[Warforged]], level 3): Increases [[energy drain save]]s by +3 each (+6 total racial).<br />
*[[Improved Fortification]] (requires [[Warforged]], level 8): This [[feat]] improves the [[warforged]] fortifications. It gains immunity to [[sneak attack]]s and extra damage from [[critical hit]]s. This [[feat]] will cause the character to lose the ability to be healed by spells such as [[Cure Light Wounds]].<br />
*[[Improved Warforged Damage Reduction]]: This [[feat]] grants the character [[damage reduction]] 1/adamantine, or improves the characters existing [[damage reduction]] by 1.<br />
*[[Mithril Fluidity]] (requires [[Mithril Body]]): This [[feat]] has two bonuses. It increases the character's maximum [[dexterity bonus to armor class]] by +1, and it decreases the [[Armor_check_penalty |armor check penalties]] by 1.<br />
<br />
=See also=<br />
*[[Feat]] - ''(Definition)''<br />
*[[Class feat]] - ''(Definition)''<br />
*[[:Category:Fighter bonus feats|Fighter bonus feats]] - list<br />
*[http://www.ddo.com/forums/showthread.php?t=19929 List original source], by UberMonkey</div>24.30.250.66https://ddowiki.com/index.php?title=Feat_summary&diff=10255Feat summary2006-03-10T04:23:36Z<p>24.30.250.66: /* Free Warforged feats */</p>
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{{TOCRight}}<br />
<br />
<br />
[[Feat]]s are special abilities that give your character a new capability, or improves one he or she already has. <br />
<br />
Each Character gets one feat upon creation. At 3rd level, and every 3 levels after that (6th, 9th...) he or she gains another feat. [[Human]]s get one additional feat upon creation. The [[fighter]] class gets a bonus feat on top of that every 2 levels of fighter, but must choose from a more limited list of [[:Category:Fighter_bonus_feats |combat-oriented feats]].<br />
<br />
Free Active Feats are provided to any character that meets the requirements, and represent things most people can try (but not necessarily with much success).<br />
<br />
=Feats list=<br />
==[[Free Active Feat]]s==<br />
*[[Attack]]: This is the standard attack for all characters. It can be toggled on to attack repeatedly, or activated once by right-clicking the mouse.<br />
*[[Defensive Fighting]] (requires [[Base attack bonus]] of +1): This [[feat]] reduces the character's to-hit by 4 but adds 2 to their [[Armor Class]]. Casting a spell ends this mode.<br />
*[[Sneak]]: The character becomes invisible to all enemies that fail a [[Spot]] and [[Listen]] [[skill]] check, opposed by [[Hide]] and [[Move Silently]] skills.<br />
*[[Sunder]] (20 second cooldown, requires [[Base attack bonus]] of +1 or higher): This [[feat]] has a chance to reduce the target's [[Armor Class]] for a short time. Some creatures may be immune to the [[sunder]] effect. Fighters, barbarians, paladins, and rangers receive this feat for free.<br />
*[[Trip]] (15 second cooldown, requires [[Base attack bonus]] of +1, and some unconfirmed class requirements): This [[feat]] has a chance to [[trip]] the target rendering it prone for a short time. Some creatures may be immune to this effect. Creatures larger or stronger than you are less likely to trip. Some weapons, like a [[sickle]], supposedly provide a bonus to [[Trip]] attempts.<br />
<br />
==[[Active feat]]s==<br />
*[[Cleave]] (5 second cooldown, requires [[Power Attack]]): Activate this ability to attack one or more enemies in an arc in front of you. [[Cleave]] has a better chance to hit more enemies at once than a basic attack.<br />
*[[Combat Expertise]] (requires [[Intelligence]] 13+): This [[feat]] subtracts 5 from the characters to-hit roll, and increases its [[Armor Class]] by 5. Casting a spell ends this mode.<br />
*[[Great Cleave]] (10 second cooldown, requires [[Cleave]], [[base attack bonus]] of +4 or higher): This [[feat]] attacks enemies in a wider arc than [[Cleave]]. [[Great Cleave]] has a greater chance to hit more enemies than [[Cleave]].<br />
*[[Hamstring]] (15 second cooldown, requires [[Sneak Attack]]): [[Hamstring]] has a chance to reduce the target's movement rate for a short time. Some creatures may be immune to the hamstring effect.<br />
*[[Improved Feint]] (8 second cooldown, requires [[Combat Expertise]], [[Sneak Attack]]): An attack which also [[Bluff]]s the enemy, enabling a [[sneak attack]].<br />
*[[Improved Sunder]] (15 second cooldown, requires [[Sunder]], [[Power Attack]]): This [[feat]] has a chance to reduce the target's [[Armor Class]] for a longer period of time than [[Sunder]]. Some creatures may be immune to the [[Sunder]] effect.<br />
*[[Improved Trip]] (10 second cooldown, requires [[Combat Expertise]]): This [[feat]] has a chance to [[trip]] the target, rendering it prone for a longer period of time than [[Trip]]. Some creatures may be immune to this effect.<br />
*[[Manyshot]] (20 second duration, 2 minute cooldown, requires [[Dexterity]] 17+, [[Point Blank Shot]], [[Rapid Shot]], [[base attack bonus]] of +6 or higher): This [[feat]] enables the character to fire two or more arrows at a target at -4 to hit. A third arrow can be fired when they achieve a [[base attack bonus]] of +11 and a 4th arrow at +16 to hit. Extra arrows apply a cumulative penalty of -2 to hit for each arrow fired.<br />
*[[Power Attack]] (10 second cooldown, requires [[Strength]] 13+): This [[feat]] subtracts 5 from the characters to-hit roll, and increases the damage by 10 for a two-hand weapon, 5 for a one-hand weapon, or 0 for a light weapon. Casting a spell ends this mode.<br />
*[[Precision]] (30 second cooldown, requires [[Dexterity]] 13+, [[base attack bonus]] of +1 or higher): This [[feat]] grants +4 on to-hit rolls but damage is halved. (Elemental, and bane damage unaffected)<br />
*[[Resilience]] (30 second cooldown, requires [[Constitution]] 13+, [[base attack bonus]] of +1 or higher): This [[feat]] reduces to-hit rolls by 4; attacks deal half damage but the character gains +4 to all [[saving throw]]s.<br />
*[[Sap]] (15 second cooldown): This [[feat]] has a chance to render the target briefly senseless, though it will become active if damaged again. Some creatures may be immune to the [[sap]] effect. <br />
*[[Slicing Blow]] (15 second cooldown): When this [[feat]] successfully lands, the attack will deal its initial damage plus additional damage as the target bleeds. Some creatures may be immune to the bleeding effect.<br />
*[[Spring Attack]] (requires [[Mobility]], [[base attack bonus]] of +4 or higher): This [[feat]] allows the character to attack the targeted opponent and then spring quickly forward out of range. It also removes the -4 penalty to hit that melee attacks suffer while moving.This [[feat]] does not do additional damage. Note: although the official beta knowledge base still lists this feat as active, it looks like it may actually be a passive feat (the removal of the -4 penalty is at least confirmed to be passive).<br />
*[[Stunning Blow]] (15 second cooldown): This [[feat]] has a chance to stun the target for a few seconds. Some creatures may be immune to the stunning effect.<br />
*[[Whirlwind Attack]] (15 second cooldown, requires [[Combat Expertise]], [[Spring Attack]], [[base attack bonus]] of +4 or higher): This [[feat]] attacks all enemies in a 360 degree arc around the character.<br />
<br />
==[[Passive feat]]s==<br />
*[[Acrobatic]]: This [[feat]] provides a +2 bonus to the characters [[Jump (skill)|Jump]] and [[Tumble (skill)|Tumble]] [[skill]]s.<br />
*[[Alertness]]: This [[feat]] provides a +2 bonus to the characters [[Listen]] and [[Spot]] [[skill]]s.<br />
*[[Arcane Lore]] (requires [[Bard]] (level 1), [[Sorcerer]] (level 1) or [[Wizard]] (level 1)): This [[feat]] grants an understanding of the arcane. Characters with this [[skill]] are allowed to make [[skill check]]s to learn insight into specific situations.<br />
*[[Athletic]]: This [[feat]] grants a +2 to the [[Balance]] and [[Swim]] [[skill]]s.<br />
*[[Heavy Armor Proficiency]] (requires [[Medium Armor Proficiency]]): This [[feat]] negates the penalties from wearing [[:Category:Heavy armor|heavy armor]].<br />
*[[Light Armor Proficiency]]: This [[feat]] negates the penalties from wearing [[:Category:Light armor|light armor]].<br />
*[[Medium Armor Proficiency]] (requires [[Light Armor Proficiency]]): This [[feat]] negates the penalties from wearing [[:Category:Medium armor|medium armor]].<br />
*[[Bullheaded]]: This [[feat]] grants +2 to the [[skill]] [[Intimidation]] and +1 on [[Will save]]s.<br />
*[[Combat Casting]]: This [[feat]] grants +4 to the [[concentration]] [[skill]] when spells are cast in combat.<br />
*[[Discipline]]: This [[feat]] grants +2 to [[Concentration]] [[skill check]]s, and +1 to all Will [[saving throw]]s.<br />
*[[Dodge]] (requires [[Dexterity]] 13+): This [[feat]] grants +1 to the characters [[Armor Class]].<br />
*[[Exotic Weapon Proficiency]] (requires [[Base attack bonus]] of +1 or higher): This [[feat]] negates the penalty from using an [[:Category:Exotic weapons|exotic weapon]] untrained. Unlike the [[Martial Weapon Proficiency]] and [[Simple Weapon Proficiency]], you do not automatically become proficient in all of the exotic weapons when you take this feat. It must be taken once for each exotic weapon you wish to become proficient in.<br />
*[[Extra Turning]] (requires the ability to [[Turn Undead]]): This [[feat]] allows the character to [[turn undead]] an additional 4 times per [[rest period]]. This [[feat]] can be taken multiple times to increase the bonus. (? Verify ability to take multiple times - Now only able to take this feat once after update. ?)<br />
*[[Great Fortitude]]: This [[feat]] grants a +2 bonus to all [[Fortitude save]]s.<br />
*[[Greater Two-handed Fighting]] (requires [[Strength]] 19+, [[Improved Two-handed Fighting]], [[base attack bonus]] of +11 or higher): This [[feat]] increases the damage of [[glancing blow]] attacks while fighting with a [[:Category:2 handed weapons|two-handed weapon]].<br />
*[[Greater Two-weapon Fighting]] (requires [[Dexterity]] 19+, [[Improved Two-weapon Fighting]], [[Base attack bonus]] of +11): This [[feat]] increases the number of attacks while fighting with two weapons. This [[feat]] grants a fourth attack to a two-weapon [[combo chain]].<br />
*[[Greater Weapon Focus]] (requires [[Fighter]] (level 8) and [[Weapon Focus]] in a specific [[weapon type]]): This [[feat]] grants an additional +1 on to-hit rolls with the chosen [[weapon type]] ([[:Category:Thrown weapons|thrown]], [[:Category:Ranged weapons|ranged]], [[:Category:Bludgeoning weapons|bludgeoning]], [[:Category:Piercing weapons|piercing]] or [[:Category:Slashing weapons|slashing]]). This [[feat]] stacks with [[Weapon Focus]].<br />
*[[Heroic Durability]]: This [[feat]] increases the characters maximum [[hit point]]s by 20.<br />
*[[Improved Mobile Spellcasting]] (requires [[Mobile Spellcasting]], ability to cast 5th level spells): This [[feat]] allows the caster to move about faster when casting a spell.<br />
*[[Improved Critical]] (requires [[Base attack bonus]] of +8 or higher): This [[feat]] doubles the [[threat range]] of a certain [[weapon type]] ([[:Category:Thrown weapons|thrown]], [[:Category:Ranged weapons|ranged]], [[:Category:Bludgeoning weapons|bludgeoning]], [[:Category:Piercing weapons|piercing]] or [[:Category:Slashing weapons|slashing]]). This [[feat]] can be taken multiple times. Note: the official beta KB lists a minimum BAB of +7, thus the given +8 value should be confirmed.<br />
*[[Improved Mental Toughness]] (requires [[Mental Toughness]], ability to cast 3rd level spells): This [[feat]] increases the characters [[spell point]]s by +5 each level and stacks with [[Mental Toughness]].<br />
*[[Improved Shield Bash]] (requires [[Shield Proficiency: General]]): Enables the character to retain the [[shield bonus]] to its [[Armor Class]] when using [[Shield Bash]].<br />
*[[Improved Shield Mastery]] (requires [[Shield Mastery]]): This [[feat]] increases the amount of damage the character can block with a shield by +3 damage reduction for a total of +6.<br />
*[[Improved Turning]] (requires [[Turn Undead]]): This [[feat]] gives [[cleric]]s and [[paladin]]s a better chance at turning the undead. <br />
*[[Improved Two-handed Fighting]] (requires [[Strength]] 17+, [[Two-handed Fighting]], [[base attack bonus]] of +6): This [[feat]] increases the damage from [[glancing blow]]s when fighting with a [[:Category:2 handed weapons|two-handed weapon]] by 10%. <br />
*[[Improved Two-weapon Fighting]] (requires [[Dexterity]] 17+, [[base attack bonus]] of +6 or higher, [[Two-Weapon Fighting]] or [[Ranger]] (level 6)): This [[feat]] adds a third attack to a two-weapon [[combo chain]].<br />
*[[Iron Will]]: This [[feat]] grants a +2 bonus to [[Will save]]s.<br />
*[[Lightning Reflexes]]: This [[feat]] grants a +2 bonus to all [[Reflex Save|Reflex saving throw]]s.<br />
*[[Luck of Heroes]]: This [[feat]] grants a bonus to +1 to all [[saving throw]]s.<br />
*[[Magical Training]]: This [[feat]] increases the maximum [[spell point]]s at 1st level depending on class. [[Wizard]]s and [[Cleric]]s get 120 while [[Sorcerer]]s get 200.<br />
*[[Martial Weapon Proficiency]]: This [[feat]] negates the penalty from using [[:Category:Martial weapons|martial weapons]] untrained. Taking this feat grants proficiency in all of the [[:Category:Martial weapons|martial weapon]], so it only needs to be taken once.<br />
*[[Mental Toughness]] (requires being able to cast spells): This [[feat]] Increases the characters maximum [[spell point]]s by 20 at first level, and 5 [[spell point]]s for each additional level. <br />
*[[Mobile Spellcasting]] (requires [[Combat Casting]], ability to cast 2nd level spells, [[Dexterity]] 13+): This feat allows the caster to move about slowly when casting a spell.<br />
*[[Mobility]] (requires [[Dodge]]): This [[feat]] grants a +4 [[Armor Class]] bonus while the character is [[tumbling]].<br />
*[[Negotiator]]: This [[feat]] grants a +2 bonus to [[Diplomacy]] and [[Haggle]] [[skill]]s.<br />
*[[Nimble Fingers]]: This [[feat]] grants a +2 bonus to the [[Disable Device]] and [[Open Lock]] [[skill]]s.<br />
*[[Point Blank Shot]]: This [[feat]] grants a +1 to-hit bonus and +1 damage bonus with [[:Category:Ranged weapons|ranged weapons]] against enemies who are within 30 feet of the character.<br />
*[[Quick Draw]]: This [[feat]] allows the character to switch weapons in combat faster than they would normally be able to.<br />
*[[Rapid Reload]] (requires Proficiency with [[:Category:Light crossbows|light crossbows]]): This [[feat]] allows [[:Category:Crossbows|crossbows]] to be reloaded faster.<br />
*[[Rapid Shot]] (requires [[Dexterity]] 13+, [[Point Blank Shot]]): Gives an extra ranged attack but reduces the characters to-hit by -2 for that attack. Or it could be: you can fire at a 38% increase with no penalty (according to data from shinyhalo's Rapid Shot topic).<br />
*[[Religious Lore]] (requires [[Cleric]] (level 1) or [[Paladin]] (level 1)): This [[feat]] grants an understanding of the gods. Characters with this [[skill]] are allowed to make [[skill check]]s to learn insight into specific situations. <br />
*[[Resist Poison]]: This [[feat]] grants a +4 bonus to all [[saving throw]]s vs. [[poison]].<br />
*[[Self Sufficient]]: This [[feat]] grants a +2 bonus to the [[Heal]] and [[Repair]] [[skill]]s.<br />
*[[Shield Mastery]] (requires [[General Shield Proficiency]]): This [[feat]] increases the amount of damage the character can absorb when defending with a shield. The player is granted a +3 to [[damage reduction]]. <br />
*[[General Shield Proficiency]]: This [[feat]] negates the penalties from using a shield untrained.<br />
*[[Tower Shield Proficiency]]: (requires [[General Shield Proficiency]]): This [[feat]] negates the extra penalties acquired from using a [[:Category:Tower shields|tower shield]] untrained (however the normal -2 to attack penalty still applies).<br />
*[[Shot on the Run]] (requires [[Dexterity]] 13+, [[Point Blank Shot]], [[Mobility]], [[base attack bonus]] of +4 or higher): This [[feat]] allows the character to move while firing [[:Category:Ranged weapons|ranged weapons]] or throwing [[:Category:Thrown weapons|thrown weapons]]. <br />
*[[Simple Weapon Proficiency]]: This [[feat]] negates the penalty from using any of the [[:Category:Simple weapons|simple weapons]] untrained. All classes get the simple weapon proficiency.<br />
*[[Skill Focus]]: This [[feat]] grants a +3 bonus to the chosen [[skill]] when making [[skill check]] rolls. This [[feat]] can be taken multiple times. Available [[Skill Focus]] [[feat]]s are: [[Listen]], [[Jump (skill)|Jump]], [[Haggle]], [[Concentration]], [[Repair]], [[Bluff]], [[Intimidate]], [[Balance]], [[Heal]], [[Swim]], [[Diplomacy]], [[Disable Device]], [[Move Silently]], [[Open Lock]], [[Perform]], [[Use Magic Device]], [[Spot]], [[Hide]], [[Search]], [[Tumble (skill)|Tumble]].<br />
*[[Snake Blood]]: This [[feat]] grants a +2 bonus to [[saving throw]]s vs. [[poison]] and +1 to [[Reflex Save|reflex saving throw]]s.<br />
*[[Spell Focus]]: This [[feat]] makes it harder for enemies to resist the caster's spells. It adds +1 to the [[difficulty class]] of the spell. The available choices are: [[Abjuration]], [[Conjuration]], [[Divination]], [[Enchantment]], [[Evocation]], [[Illusion]], [[Necromancy]], [[Transmutation]].<br />
*[[Stealthy]]: This [[feat]] grants a +2 bonus to the [[Hide]] and [[Move Silently]] [[skill]]s.<br />
*[[Superior Two-handed Fighting]] (requires [[Strength]] 19+, [[Greater Two-handed Fighting]], [[base attack bonus]] of +16 or higher): This [[feat]] adds a [[glancing blow]] to the fifth attack of a two-handed [[combat chain]]. <br />
*[[Toughness]]: This [[feat]] adds +3 [[hit point]]s to the character and adds +1 per level for each level. This [[feat]] can be taken multiple times so that the effects stack. <br />
*[[Two-handed Fighting]] (requires [[Strength]] 15+): This [[feat]] decreases the to-hit penalty on [[glancing blow]]s from -5 to -2.<br />
*[[Two-Weapon Blocking]] (requires [[Dexterity]] 15+, [[Two-Weapon Fighting]]): This [[feat]] increases the amount of damage the character can [[block]] when defending with two weapons by +2.<br />
*[[Two-Weapon Defense]] (requires [[Dexterity]] 15+, [[Two-Weapon Fighting]]): This [[feat]] grants the character a +1 [[shield bonus]] to its [[Armor Class]] when fighting with two weapons or +2 to its [[Armor Class]] when [[Defensive_Fighting|fighting defensively]] with two weapons.<br />
*[[Two-Weapon Fighting]] (requires [[Dexterity]] 15+): This [[feat]] reduces the penalty to using two weapons at the same time (-6/-10). The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. If the offhand weapon is light, the penalties both decrease by another 2 points (-2/-2).<br />
*[[Weapon Finesse]] (requires [[Base attack bonus]] of +1 or higher): This [[feat]] allows the character to apply their [[dexterity]] [[modifier]] to hit instead of the [[strength]] [[modifier]] when making melee attacks with [[light weapon]]s and [[rapier]]s.<br />
*[[Weapon Focus]] (requires [[Base attack bonus]] of +1 or higher): This [[feat]] grants a +1 bonus on to-hit rolls with the chosen [[weapon type]] ([[:Category:Thrown weapons|thrown]], [[:Category:Ranged weapons|ranged]], [[:Category:Bludgeoning weapons|bludgeoning]], [[:Category:Piercing weapons|piercing]] or [[:Category:Slashing weapons|slashing]]). This [[feat]] can be taken multiple times.<br />
*[[Weapon Specialization]] (requires [[Fighter]] (level 4), [[Weapon Focus]] with the same [[weapon type]]): This [[feat]] grants a bonus of +2 to damage with the chosen [[weapon type]] ([[:Category:Thrown weapons|thrown]], [[:Category:Ranged weapons|ranged]], [[:Category:Bludgeoning weapons|bludgeoning]], [[:Category:Piercing weapons|piercing]] or [[:Category:Slashing weapons|slashing]]). This [[feat]] can be taken multiple times.<br />
*[[Wilderness Lore]] (requires [[Barbarian]] (level 1) or [[Ranger]] (level 1)): This [[feat]] grants an understanding of the wilderness. Characters with this [[skill]] are allowed to make [[skill check]]s to learn insight into specific situations.<br />
<br />
==[[Metamagic feat]]s==<br />
*[[Empower Healing Spell]] (1 second cooldown): Gives healing spells a greater effect , but casting them will cost more [[spell point]]s (it is believed to give a 50-100% - most likely 50% - increase for 50% cost increase)<br />
*[[Empower Spell]] (1 second cooldown): Causes spells to deal 50% more damage, but doubles the [[spell point]] cost of casting the spell.<br />
*[[Enlarge Spell]] (1 second cooldown): Doubles the range of a spell, but increases the amount of [[spell point]]s needed to cast the spell by 50%. <br />
*[[Eschew Materials]] (1 second cooldown): Allows the caster to cast a spell without its [[material component]]. Using this [[feat]] increases the [[spell point]]s consumed by the spell by 30%. <br />
*[[Extend Spell]] (1 second cooldown): Doubles the duration of a spell, but increases the amount of [[spell point]]s needed to cast the spell by 50%. <br />
*[[Heighten Spell]] (requires being able to cast 2nd level spells): While this spell is active, spells are harder for monsters to resist but the spells cost more [[spell point]]s to cast.<br />
*[[Maximize Spell]] (1 second cooldown): While active, spells will deal double damage. Spells will cost three times more [[spell point]]s while this [[feat]] is active.<br />
*[[Quicken Spell]] (1 second cooldown): While this [[feat]] is activated, spells will be cast faster and cannot be interrupted. During this time though, all spells will cost 100% more [[spell point]]s to cast.<br />
<br />
==[[Racial feat]]s==<br />
To the exception of some [[Warforged]] [[racial feat]]s, all [[racial feat]]s below<br />
are given for free at [[character creation]].<br />
<br />
===[[Dwarf]] feats===<br />
*[[Dwarven Stability]]: With this [[feat]], [[Dwarf |dwarves]] gain a +4 modifier to the [[Balance]] [[skill]].<br />
*[[Giant Evasion]]: With this [[feat]], [[Dwarf |dwarves]] gain a bonus of +4 to their [[armor class]] vs. giant-type monsters including [[giant]]s, [[ogre]]s, [[troll]]s, etc.<br />
*[[Orc Bonus]]: This [[feat]] gives [[Dwarf |dwarves]] a +1 to-hit bonus against [[orc]]s and [[goblinoid]]s.<br />
*[[Poison Save Bonus]]: This [[feat]] grants [[Dwarf |dwarves]] a +2 bonus to [[saving throw]]s vs. [[poison]]. <br />
*[[Dwarven Stonecunning]]: This [[feat]] grants [[Dwarf |dwarves]] a +2 bonus to the [[skill]] [[Search]] while in dungeons. <br />
*[[Spell Save Bonus]]: This [[feat]] grants [[Dwarf |dwarves]] a +2 bonus to [[saving throw]]s vs. [[spells]] and [[spell-like]] effects.<br />
<br />
===[[Elf]] feats===<br />
*[[Enchantment Save Bonus]]: This [[feat]] grants [[Elf |elves]] a +2 bonus to [[saving throw]]s vs. [[enchantment]] spells and spell-like effects.<br />
*[[Elven Keen Senses]]: This [[feat]] grants [[Elf |elves]] a +2 bonus to the [[skill]]s [[Listen]], [[Search]] and [[Spot]]. <br />
*[[Immunity to Sleep]]: This [[feat]] grants [[Elf |elves]] immunity to [[sleep]] and [[sleep]]-like effects. <br />
<br />
===[[Halfling]] feats===<br />
*[[Halfling Agility]]: This [[feat]] grants [[halfling]]s a +2 bonus to the [[skill]]s [[Jump (skill)|Jump]] and [[Move Silently]]. <br />
*[[Halfling Bravery]]: This [[feat]] grants [[halfling]]s a +2 morale bonus to [[saving throw]]s vs. [[fear]] effects.<br />
*[[Halfling Keen Ears]]: This [[feat]] grants [[halfling]]s a +2 bonus to [[Listen]] checks.<br />
*[[Halfling Luck]]: This [[feat]] grants [[halfling]]s a +1 luck bonus to all [[saving throw]]s.<br />
*[[Halfling Size Bonus]]: This [[feat]] grants [[halfling]]s a +1 size bonus to attack rolls and Armor Class, and a +4 bonus on [[Hide]] checks.<br />
<br />
===[[Warforged]] feats===<br />
====Free Warforged feats====<br />
Free [[feat]]s given at [[character creation]]:<br />
*[[Composite Plating]]: The [[feat]] [[Composite Plating]] counts as [[:Category:Light armor|light armor]] and provides a +2 [[Armor Class]] bonus. With this [[feat]], the character incurs a 5% [[arcane spell failure]] chance.<br />
*[[Warforged Resistances]]: [[Warforged]] characters are naturally resistant to [[sleep]], [[energy drain]], [[nausea]], [[exhaustion]], [[poison]] and [[paralysis]] effects. With this [[feat]] [[warforged]] characters gain a +3 on all [[saving throw]]s vs. these effects.<br />
*[[Light Fortification]] (this is a free [[feat]] at [[character creation]]): This [[feat]] grants the character a 25% immunity to [[critical hit]]s and [[sneak attack]]s.<br />
<br />
====At creation Warforged feats====<br />
These [[feat]]s can only be purchased at [[character creation]]:<br />
*[[Adamantine Body]]: The [[feat]] [[Adamantine Body]] counts as [[:Category:Heavy armor|heavy armor]]. It grants a +8 bonus to [[Armor Class]] and a [[damage reduction]] bonus of 2/adamantine. The character also incurs a 35% chance for [[arcane spell failure]], a -5 armor check penalty to certain [[skill]]s, and a +1 maximum [[dexterity]] [[bonus]].<br />
*[[Mithril Body]]: The [[feat]] [[Mithril Body]] counts as [[:Category:Light armor|light armor]] for the character, and grants a +5 bonus to [[Armor Class]]. With this [[feat]], the character also incurs a 15% [[arcane spell failure]] rate, a -2 [[armor check penalty]] to certain [[skill]]s, and a +5 maximum [[dexterity]] bonus. This [[feat]] can only be purchased at 1st level.<br />
<br />
====Regular Warforged feats====<br />
These [[feat]]s may be purchased just like regular [[feat]]s:<br />
*[[Warforged Greater Poison and Disease Resistance]] (requires [[Warforged]], Level 3): This [[feat]] increases [[poison]] and [[disease]] [[fortitude save]]s by +3 each (+6 total racial).<br />
*[[Warforged Greater Sleep and Paralysis]] (requires [[Warforged]], level 3): This [[feat]] increases [[sleep]] and [[paralysis]] [[fortitude save|fortitude]] / [[will save|will]] ([[fortitude save|fortitude]] only for [[paralysis]]) [[saving throw |saves]] by +3 each (+6 total racial).<br />
*[[Warforged Greater Energy Drain Resistance]] (requires [[Warforged]], level 3): Increases [[energy drain save]]s by +3 each (+6 total racial).<br />
*[[Improved Fortification]] (requires [[Warforged]], level 8): This [[feat]] improves the [[warforged]] fortifications. It gains immunity to [[sneak attack]]s and extra damage from [[critical hit]]s. This [[feat]] will cause the character to lose the ability to be healed by spells such as [[Cure Light Wounds]].<br />
*[[Improved Warforged Damage Reduction]]: This [[feat]] grants the character [[damage reduction]] 1/adamantine, or improves the characters existing [[damage reduction]] by 1.<br />
*[[Mithril Fluidity]] (requires [[Mithril Body]]): This [[feat]] has two bonuses. It increases the character's maximum [[dexterity bonus to armor class]] by +1, and it decreases the [[Armor_check_penalty |armor check penalties]] by 1.<br />
<br />
=See also=<br />
*[[Feat]] - ''(Definition)''<br />
*[[Class feat]] - ''(Definition)''<br />
*[[:Category:Fighter bonus feats|Fighter bonus feats]] - list<br />
*[http://www.ddo.com/forums/showthread.php?t=19929 List original source], by UberMonkey</div>24.30.250.66https://ddowiki.com/index.php?title=Feat_summary&diff=10253Feat summary2006-03-10T04:21:54Z<p>24.30.250.66: /* Warforged feats */</p>
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<br />
<br />
[[Feat]]s are special abilities that give your character a new capability, or improves one he or she already has. <br />
<br />
Each Character gets one feat upon creation. At 3rd level, and every 3 levels after that (6th, 9th...) he or she gains another feat. [[Human]]s get one additional feat upon creation. The [[fighter]] class gets a bonus feat on top of that every 2 levels of fighter, but must choose from a more limited list of [[:Category:Fighter_bonus_feats |combat-oriented feats]].<br />
<br />
Free Active Feats are provided to any character that meets the requirements, and represent things most people can try (but not necessarily with much success).<br />
<br />
=Feats list=<br />
==[[Free Active Feat]]s==<br />
*[[Attack]]: This is the standard attack for all characters. It can be toggled on to attack repeatedly, or activated once by right-clicking the mouse.<br />
*[[Defensive Fighting]] (requires [[Base attack bonus]] of +1): This [[feat]] reduces the character's to-hit by 4 but adds 2 to their [[Armor Class]]. Casting a spell ends this mode.<br />
*[[Sneak]]: The character becomes invisible to all enemies that fail a [[Spot]] and [[Listen]] [[skill]] check, opposed by [[Hide]] and [[Move Silently]] skills.<br />
*[[Sunder]] (20 second cooldown, requires [[Base attack bonus]] of +1 or higher): This [[feat]] has a chance to reduce the target's [[Armor Class]] for a short time. Some creatures may be immune to the [[sunder]] effect. Fighters, barbarians, paladins, and rangers receive this feat for free.<br />
*[[Trip]] (15 second cooldown, requires [[Base attack bonus]] of +1, and some unconfirmed class requirements): This [[feat]] has a chance to [[trip]] the target rendering it prone for a short time. Some creatures may be immune to this effect. Creatures larger or stronger than you are less likely to trip. Some weapons, like a [[sickle]], supposedly provide a bonus to [[Trip]] attempts.<br />
<br />
==[[Active feat]]s==<br />
*[[Cleave]] (5 second cooldown, requires [[Power Attack]]): Activate this ability to attack one or more enemies in an arc in front of you. [[Cleave]] has a better chance to hit more enemies at once than a basic attack.<br />
*[[Combat Expertise]] (requires [[Intelligence]] 13+): This [[feat]] subtracts 5 from the characters to-hit roll, and increases its [[Armor Class]] by 5. Casting a spell ends this mode.<br />
*[[Great Cleave]] (10 second cooldown, requires [[Cleave]], [[base attack bonus]] of +4 or higher): This [[feat]] attacks enemies in a wider arc than [[Cleave]]. [[Great Cleave]] has a greater chance to hit more enemies than [[Cleave]].<br />
*[[Hamstring]] (15 second cooldown, requires [[Sneak Attack]]): [[Hamstring]] has a chance to reduce the target's movement rate for a short time. Some creatures may be immune to the hamstring effect.<br />
*[[Improved Feint]] (8 second cooldown, requires [[Combat Expertise]], [[Sneak Attack]]): An attack which also [[Bluff]]s the enemy, enabling a [[sneak attack]].<br />
*[[Improved Sunder]] (15 second cooldown, requires [[Sunder]], [[Power Attack]]): This [[feat]] has a chance to reduce the target's [[Armor Class]] for a longer period of time than [[Sunder]]. Some creatures may be immune to the [[Sunder]] effect.<br />
*[[Improved Trip]] (10 second cooldown, requires [[Combat Expertise]]): This [[feat]] has a chance to [[trip]] the target, rendering it prone for a longer period of time than [[Trip]]. Some creatures may be immune to this effect.<br />
*[[Manyshot]] (20 second duration, 2 minute cooldown, requires [[Dexterity]] 17+, [[Point Blank Shot]], [[Rapid Shot]], [[base attack bonus]] of +6 or higher): This [[feat]] enables the character to fire two or more arrows at a target at -4 to hit. A third arrow can be fired when they achieve a [[base attack bonus]] of +11 and a 4th arrow at +16 to hit. Extra arrows apply a cumulative penalty of -2 to hit for each arrow fired.<br />
*[[Power Attack]] (10 second cooldown, requires [[Strength]] 13+): This [[feat]] subtracts 5 from the characters to-hit roll, and increases the damage by 10 for a two-hand weapon, 5 for a one-hand weapon, or 0 for a light weapon. Casting a spell ends this mode.<br />
*[[Precision]] (30 second cooldown, requires [[Dexterity]] 13+, [[base attack bonus]] of +1 or higher): This [[feat]] grants +4 on to-hit rolls but damage is halved. (Elemental, and bane damage unaffected)<br />
*[[Resilience]] (30 second cooldown, requires [[Constitution]] 13+, [[base attack bonus]] of +1 or higher): This [[feat]] reduces to-hit rolls by 4; attacks deal half damage but the character gains +4 to all [[saving throw]]s.<br />
*[[Sap]] (15 second cooldown): This [[feat]] has a chance to render the target briefly senseless, though it will become active if damaged again. Some creatures may be immune to the [[sap]] effect. <br />
*[[Slicing Blow]] (15 second cooldown): When this [[feat]] successfully lands, the attack will deal its initial damage plus additional damage as the target bleeds. Some creatures may be immune to the bleeding effect.<br />
*[[Spring Attack]] (requires [[Mobility]], [[base attack bonus]] of +4 or higher): This [[feat]] allows the character to attack the targeted opponent and then spring quickly forward out of range. It also removes the -4 penalty to hit that melee attacks suffer while moving.This [[feat]] does not do additional damage. Note: although the official beta knowledge base still lists this feat as active, it looks like it may actually be a passive feat (the removal of the -4 penalty is at least confirmed to be passive).<br />
*[[Stunning Blow]] (15 second cooldown): This [[feat]] has a chance to stun the target for a few seconds. Some creatures may be immune to the stunning effect.<br />
*[[Whirlwind Attack]] (15 second cooldown, requires [[Combat Expertise]], [[Spring Attack]], [[base attack bonus]] of +4 or higher): This [[feat]] attacks all enemies in a 360 degree arc around the character.<br />
<br />
==[[Passive feat]]s==<br />
*[[Acrobatic]]: This [[feat]] provides a +2 bonus to the characters [[Jump (skill)|Jump]] and [[Tumble (skill)|Tumble]] [[skill]]s.<br />
*[[Alertness]]: This [[feat]] provides a +2 bonus to the characters [[Listen]] and [[Spot]] [[skill]]s.<br />
*[[Arcane Lore]] (requires [[Bard]] (level 1), [[Sorcerer]] (level 1) or [[Wizard]] (level 1)): This [[feat]] grants an understanding of the arcane. Characters with this [[skill]] are allowed to make [[skill check]]s to learn insight into specific situations.<br />
*[[Athletic]]: This [[feat]] grants a +2 to the [[Balance]] and [[Swim]] [[skill]]s.<br />
*[[Heavy Armor Proficiency]] (requires [[Medium Armor Proficiency]]): This [[feat]] negates the penalties from wearing [[:Category:Heavy armor|heavy armor]].<br />
*[[Light Armor Proficiency]]: This [[feat]] negates the penalties from wearing [[:Category:Light armor|light armor]].<br />
*[[Medium Armor Proficiency]] (requires [[Light Armor Proficiency]]): This [[feat]] negates the penalties from wearing [[:Category:Medium armor|medium armor]].<br />
*[[Bullheaded]]: This [[feat]] grants +2 to the [[skill]] [[Intimidation]] and +1 on [[Will save]]s.<br />
*[[Combat Casting]]: This [[feat]] grants +4 to the [[concentration]] [[skill]] when spells are cast in combat.<br />
*[[Discipline]]: This [[feat]] grants +2 to [[Concentration]] [[skill check]]s, and +1 to all Will [[saving throw]]s.<br />
*[[Dodge]] (requires [[Dexterity]] 13+): This [[feat]] grants +1 to the characters [[Armor Class]].<br />
*[[Exotic Weapon Proficiency]] (requires [[Base attack bonus]] of +1 or higher): This [[feat]] negates the penalty from using an [[:Category:Exotic weapons|exotic weapon]] untrained. Unlike the [[Martial Weapon Proficiency]] and [[Simple Weapon Proficiency]], you do not automatically become proficient in all of the exotic weapons when you take this feat. It must be taken once for each exotic weapon you wish to become proficient in.<br />
*[[Extra Turning]] (requires the ability to [[Turn Undead]]): This [[feat]] allows the character to [[turn undead]] an additional 4 times per [[rest period]]. This [[feat]] can be taken multiple times to increase the bonus. (? Verify ability to take multiple times - Now only able to take this feat once after update. ?)<br />
*[[Great Fortitude]]: This [[feat]] grants a +2 bonus to all [[Fortitude save]]s.<br />
*[[Greater Two-handed Fighting]] (requires [[Strength]] 19+, [[Improved Two-handed Fighting]], [[base attack bonus]] of +11 or higher): This [[feat]] increases the damage of [[glancing blow]] attacks while fighting with a [[:Category:2 handed weapons|two-handed weapon]].<br />
*[[Greater Two-weapon Fighting]] (requires [[Dexterity]] 19+, [[Improved Two-weapon Fighting]], [[Base attack bonus]] of +11): This [[feat]] increases the number of attacks while fighting with two weapons. This [[feat]] grants a fourth attack to a two-weapon [[combo chain]].<br />
*[[Greater Weapon Focus]] (requires [[Fighter]] (level 8) and [[Weapon Focus]] in a specific [[weapon type]]): This [[feat]] grants an additional +1 on to-hit rolls with the chosen [[weapon type]] ([[:Category:Thrown weapons|thrown]], [[:Category:Ranged weapons|ranged]], [[:Category:Bludgeoning weapons|bludgeoning]], [[:Category:Piercing weapons|piercing]] or [[:Category:Slashing weapons|slashing]]). This [[feat]] stacks with [[Weapon Focus]].<br />
*[[Heroic Durability]]: This [[feat]] increases the characters maximum [[hit point]]s by 20.<br />
*[[Improved Mobile Spellcasting]] (requires [[Mobile Spellcasting]], ability to cast 5th level spells): This [[feat]] allows the caster to move about faster when casting a spell.<br />
*[[Improved Critical]] (requires [[Base attack bonus]] of +8 or higher): This [[feat]] doubles the [[threat range]] of a certain [[weapon type]] ([[:Category:Thrown weapons|thrown]], [[:Category:Ranged weapons|ranged]], [[:Category:Bludgeoning weapons|bludgeoning]], [[:Category:Piercing weapons|piercing]] or [[:Category:Slashing weapons|slashing]]). This [[feat]] can be taken multiple times. Note: the official beta KB lists a minimum BAB of +7, thus the given +8 value should be confirmed.<br />
*[[Improved Mental Toughness]] (requires [[Mental Toughness]], ability to cast 3rd level spells): This [[feat]] increases the characters [[spell point]]s by +5 each level and stacks with [[Mental Toughness]].<br />
*[[Improved Shield Bash]] (requires [[Shield Proficiency: General]]): Enables the character to retain the [[shield bonus]] to its [[Armor Class]] when using [[Shield Bash]].<br />
*[[Improved Shield Mastery]] (requires [[Shield Mastery]]): This [[feat]] increases the amount of damage the character can block with a shield by +3 damage reduction for a total of +6.<br />
*[[Improved Turning]] (requires [[Turn Undead]]): This [[feat]] gives [[cleric]]s and [[paladin]]s a better chance at turning the undead. <br />
*[[Improved Two-handed Fighting]] (requires [[Strength]] 17+, [[Two-handed Fighting]], [[base attack bonus]] of +6): This [[feat]] increases the damage from [[glancing blow]]s when fighting with a [[:Category:2 handed weapons|two-handed weapon]] by 10%. <br />
*[[Improved Two-weapon Fighting]] (requires [[Dexterity]] 17+, [[base attack bonus]] of +6 or higher, [[Two-Weapon Fighting]] or [[Ranger]] (level 6)): This [[feat]] adds a third attack to a two-weapon [[combo chain]].<br />
*[[Iron Will]]: This [[feat]] grants a +2 bonus to [[Will save]]s.<br />
*[[Lightning Reflexes]]: This [[feat]] grants a +2 bonus to all [[Reflex Save|Reflex saving throw]]s.<br />
*[[Luck of Heroes]]: This [[feat]] grants a bonus to +1 to all [[saving throw]]s.<br />
*[[Magical Training]]: This [[feat]] increases the maximum [[spell point]]s at 1st level depending on class. [[Wizard]]s and [[Cleric]]s get 120 while [[Sorcerer]]s get 200.<br />
*[[Martial Weapon Proficiency]]: This [[feat]] negates the penalty from using [[:Category:Martial weapons|martial weapons]] untrained. Taking this feat grants proficiency in all of the [[:Category:Martial weapons|martial weapon]], so it only needs to be taken once.<br />
*[[Mental Toughness]] (requires being able to cast spells): This [[feat]] Increases the characters maximum [[spell point]]s by 20 at first level, and 5 [[spell point]]s for each additional level. <br />
*[[Mobile Spellcasting]] (requires [[Combat Casting]], ability to cast 2nd level spells, [[Dexterity]] 13+): This feat allows the caster to move about slowly when casting a spell.<br />
*[[Mobility]] (requires [[Dodge]]): This [[feat]] grants a +4 [[Armor Class]] bonus while the character is [[tumbling]].<br />
*[[Negotiator]]: This [[feat]] grants a +2 bonus to [[Diplomacy]] and [[Haggle]] [[skill]]s.<br />
*[[Nimble Fingers]]: This [[feat]] grants a +2 bonus to the [[Disable Device]] and [[Open Lock]] [[skill]]s.<br />
*[[Point Blank Shot]]: This [[feat]] grants a +1 to-hit bonus and +1 damage bonus with [[:Category:Ranged weapons|ranged weapons]] against enemies who are within 30 feet of the character.<br />
*[[Quick Draw]]: This [[feat]] allows the character to switch weapons in combat faster than they would normally be able to.<br />
*[[Rapid Reload]] (requires Proficiency with [[:Category:Light crossbows|light crossbows]]): This [[feat]] allows [[:Category:Crossbows|crossbows]] to be reloaded faster.<br />
*[[Rapid Shot]] (requires [[Dexterity]] 13+, [[Point Blank Shot]]): Gives an extra ranged attack but reduces the characters to-hit by -2 for that attack. Or it could be: you can fire at a 38% increase with no penalty (according to data from shinyhalo's Rapid Shot topic).<br />
*[[Religious Lore]] (requires [[Cleric]] (level 1) or [[Paladin]] (level 1)): This [[feat]] grants an understanding of the gods. Characters with this [[skill]] are allowed to make [[skill check]]s to learn insight into specific situations. <br />
*[[Resist Poison]]: This [[feat]] grants a +4 bonus to all [[saving throw]]s vs. [[poison]].<br />
*[[Self Sufficient]]: This [[feat]] grants a +2 bonus to the [[Heal]] and [[Repair]] [[skill]]s.<br />
*[[Shield Mastery]] (requires [[General Shield Proficiency]]): This [[feat]] increases the amount of damage the character can absorb when defending with a shield. The player is granted a +3 to [[damage reduction]]. <br />
*[[General Shield Proficiency]]: This [[feat]] negates the penalties from using a shield untrained.<br />
*[[Tower Shield Proficiency]]: (requires [[General Shield Proficiency]]): This [[feat]] negates the extra penalties acquired from using a [[:Category:Tower shields|tower shield]] untrained (however the normal -2 to attack penalty still applies).<br />
*[[Shot on the Run]] (requires [[Dexterity]] 13+, [[Point Blank Shot]], [[Mobility]], [[base attack bonus]] of +4 or higher): This [[feat]] allows the character to move while firing [[:Category:Ranged weapons|ranged weapons]] or throwing [[:Category:Thrown weapons|thrown weapons]]. <br />
*[[Simple Weapon Proficiency]]: This [[feat]] negates the penalty from using any of the [[:Category:Simple weapons|simple weapons]] untrained. All classes get the simple weapon proficiency.<br />
*[[Skill Focus]]: This [[feat]] grants a +3 bonus to the chosen [[skill]] when making [[skill check]] rolls. This [[feat]] can be taken multiple times. Available [[Skill Focus]] [[feat]]s are: [[Listen]], [[Jump (skill)|Jump]], [[Haggle]], [[Concentration]], [[Repair]], [[Bluff]], [[Intimidate]], [[Balance]], [[Heal]], [[Swim]], [[Diplomacy]], [[Disable Device]], [[Move Silently]], [[Open Lock]], [[Perform]], [[Use Magic Device]], [[Spot]], [[Hide]], [[Search]], [[Tumble (skill)|Tumble]].<br />
*[[Snake Blood]]: This [[feat]] grants a +2 bonus to [[saving throw]]s vs. [[poison]] and +1 to [[Reflex Save|reflex saving throw]]s.<br />
*[[Spell Focus]]: This [[feat]] makes it harder for enemies to resist the caster's spells. It adds +1 to the [[difficulty class]] of the spell. The available choices are: [[Abjuration]], [[Conjuration]], [[Divination]], [[Enchantment]], [[Evocation]], [[Illusion]], [[Necromancy]], [[Transmutation]].<br />
*[[Stealthy]]: This [[feat]] grants a +2 bonus to the [[Hide]] and [[Move Silently]] [[skill]]s.<br />
*[[Superior Two-handed Fighting]] (requires [[Strength]] 19+, [[Greater Two-handed Fighting]], [[base attack bonus]] of +16 or higher): This [[feat]] adds a [[glancing blow]] to the fifth attack of a two-handed [[combat chain]]. <br />
*[[Toughness]]: This [[feat]] adds +3 [[hit point]]s to the character and adds +1 per level for each level. This [[feat]] can be taken multiple times so that the effects stack. <br />
*[[Two-handed Fighting]] (requires [[Strength]] 15+): This [[feat]] decreases the to-hit penalty on [[glancing blow]]s from -5 to -2.<br />
*[[Two-Weapon Blocking]] (requires [[Dexterity]] 15+, [[Two-Weapon Fighting]]): This [[feat]] increases the amount of damage the character can [[block]] when defending with two weapons by +2.<br />
*[[Two-Weapon Defense]] (requires [[Dexterity]] 15+, [[Two-Weapon Fighting]]): This [[feat]] grants the character a +1 [[shield bonus]] to its [[Armor Class]] when fighting with two weapons or +2 to its [[Armor Class]] when [[Defensive_Fighting|fighting defensively]] with two weapons.<br />
*[[Two-Weapon Fighting]] (requires [[Dexterity]] 15+): This [[feat]] reduces the penalty to using two weapons at the same time (-6/-10). The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. If the offhand weapon is light, the penalties both decrease by another 2 points (-2/-2).<br />
*[[Weapon Finesse]] (requires [[Base attack bonus]] of +1 or higher): This [[feat]] allows the character to apply their [[dexterity]] [[modifier]] to hit instead of the [[strength]] [[modifier]] when making melee attacks with [[light weapon]]s and [[rapier]]s.<br />
*[[Weapon Focus]] (requires [[Base attack bonus]] of +1 or higher): This [[feat]] grants a +1 bonus on to-hit rolls with the chosen [[weapon type]] ([[:Category:Thrown weapons|thrown]], [[:Category:Ranged weapons|ranged]], [[:Category:Bludgeoning weapons|bludgeoning]], [[:Category:Piercing weapons|piercing]] or [[:Category:Slashing weapons|slashing]]). This [[feat]] can be taken multiple times.<br />
*[[Weapon Specialization]] (requires [[Fighter]] (level 4), [[Weapon Focus]] with the same [[weapon type]]): This [[feat]] grants a bonus of +2 to damage with the chosen [[weapon type]] ([[:Category:Thrown weapons|thrown]], [[:Category:Ranged weapons|ranged]], [[:Category:Bludgeoning weapons|bludgeoning]], [[:Category:Piercing weapons|piercing]] or [[:Category:Slashing weapons|slashing]]). This [[feat]] can be taken multiple times.<br />
*[[Wilderness Lore]] (requires [[Barbarian]] (level 1) or [[Ranger]] (level 1)): This [[feat]] grants an understanding of the wilderness. Characters with this [[skill]] are allowed to make [[skill check]]s to learn insight into specific situations.<br />
<br />
==[[Metamagic feat]]s==<br />
*[[Empower Healing Spell]] (1 second cooldown): Gives healing spells a greater effect , but casting them will cost more [[spell point]]s (it is believed to give a 50-100% - most likely 50% - increase for 50% cost increase)<br />
*[[Empower Spell]] (1 second cooldown): Causes spells to deal 50% more damage, but doubles the [[spell point]] cost of casting the spell.<br />
*[[Enlarge Spell]] (1 second cooldown): Doubles the range of a spell, but increases the amount of [[spell point]]s needed to cast the spell by 50%. <br />
*[[Eschew Materials]] (1 second cooldown): Allows the caster to cast a spell without its [[material component]]. Using this [[feat]] increases the [[spell point]]s consumed by the spell by 30%. <br />
*[[Extend Spell]] (1 second cooldown): Doubles the duration of a spell, but increases the amount of [[spell point]]s needed to cast the spell by 50%. <br />
*[[Heighten Spell]] (requires being able to cast 2nd level spells): While this spell is active, spells are harder for monsters to resist but the spells cost more [[spell point]]s to cast.<br />
*[[Maximize Spell]] (1 second cooldown): While active, spells will deal double damage. Spells will cost three times more [[spell point]]s while this [[feat]] is active.<br />
*[[Quicken Spell]] (1 second cooldown): While this [[feat]] is activated, spells will be cast faster and cannot be interrupted. During this time though, all spells will cost 100% more [[spell point]]s to cast.<br />
<br />
==[[Racial feat]]s==<br />
To the exception of some [[Warforged]] [[racial feat]]s, all [[racial feat]]s below<br />
are given for free at [[character creation]].<br />
<br />
===[[Dwarf]] feats===<br />
*[[Dwarven Stability]]: With this [[feat]], [[Dwarf |dwarves]] gain a +4 modifier to the [[Balance]] [[skill]].<br />
*[[Giant Evasion]]: With this [[feat]], [[Dwarf |dwarves]] gain a bonus of +4 to their [[armor class]] vs. giant-type monsters including [[giant]]s, [[ogre]]s, [[troll]]s, etc.<br />
*[[Orc Bonus]]: This [[feat]] gives [[Dwarf |dwarves]] a +1 to-hit bonus against [[orc]]s and [[goblinoid]]s.<br />
*[[Poison Save Bonus]]: This [[feat]] grants [[Dwarf |dwarves]] a +2 bonus to [[saving throw]]s vs. [[poison]]. <br />
*[[Dwarven Stonecunning]]: This [[feat]] grants [[Dwarf |dwarves]] a +2 bonus to the [[skill]] [[Search]] while in dungeons. <br />
*[[Spell Save Bonus]]: This [[feat]] grants [[Dwarf |dwarves]] a +2 bonus to [[saving throw]]s vs. [[spells]] and [[spell-like]] effects.<br />
<br />
===[[Elf]] feats===<br />
*[[Enchantment Save Bonus]]: This [[feat]] grants [[Elf |elves]] a +2 bonus to [[saving throw]]s vs. [[enchantment]] spells and spell-like effects.<br />
*[[Elven Keen Senses]]: This [[feat]] grants [[Elf |elves]] a +2 bonus to the [[skill]]s [[Listen]], [[Search]] and [[Spot]]. <br />
*[[Immunity to Sleep]]: This [[feat]] grants [[Elf |elves]] immunity to [[sleep]] and [[sleep]]-like effects. <br />
<br />
===[[Halfling]] feats===<br />
*[[Halfling Agility]]: This [[feat]] grants [[halfling]]s a +2 bonus to the [[skill]]s [[Jump (skill)|Jump]] and [[Move Silently]]. <br />
*[[Halfling Bravery]]: This [[feat]] grants [[halfling]]s a +2 morale bonus to [[saving throw]]s vs. [[fear]] effects.<br />
*[[Halfling Keen Ears]]: This [[feat]] grants [[halfling]]s a +2 bonus to [[Listen]] checks.<br />
*[[Halfling Luck]]: This [[feat]] grants [[halfling]]s a +1 luck bonus to all [[saving throw]]s.<br />
*[[Halfling Size Bonus]]: This [[feat]] grants [[halfling]]s a +1 size bonus to attack rolls and Armor Class, and a +4 bonus on [[Hide]] checks.<br />
<br />
===[[Warforged]] feats===<br />
====Free Warforged feats====<br />
Free [[feat]]s given at [[character creation]]:<br />
*[[Composite Body]]: The [[feat]] [[Composite Body]] counts as [[:Category:Light armor|light armor]] and provides a +2 [[Armor Class]] bonus. With this [[feat]], the character incurs a 5% [[arcane spell failure]] chance.<br />
*[[Warforged Resistances]]: [[Warforged]] characters are naturally resistant to [[sleep]], [[energy drain]], [[nausea]], [[exhaustion]], [[poison]] and [[paralysis]] effects. With this [[feat]] [[warforged]] characters gain a +3 on all [[saving throw]]s vs. these effects.<br />
*[[Light Fortification]] (this is a free [[feat]] at [[character creation]]): This [[feat]] grants the character a 25% immunity to [[critical hit]]s and [[sneak attack]]s.<br />
<br />
====At creation Warforged feats====<br />
These [[feat]]s can only be purchased at [[character creation]]:<br />
*[[Adamantine Body]]: The [[feat]] [[Adamantine Body]] counts as [[:Category:Heavy armor|heavy armor]]. It grants a +8 bonus to [[Armor Class]] and a [[damage reduction]] bonus of 2/adamantine. The character also incurs a 35% chance for [[arcane spell failure]], a -5 armor check penalty to certain [[skill]]s, and a +1 maximum [[dexterity]] [[bonus]].<br />
*[[Mithril Body]]: The [[feat]] [[Mithril Body]] counts as [[:Category:Light armor|light armor]] for the character, and grants a +5 bonus to [[Armor Class]]. With this [[feat]], the character also incurs a 15% [[arcane spell failure]] rate, a -2 [[armor check penalty]] to certain [[skill]]s, and a +5 maximum [[dexterity]] bonus. This [[feat]] can only be purchased at 1st level.<br />
<br />
====Regular Warforged feats====<br />
These [[feat]]s may be purchased just like regular [[feat]]s:<br />
*[[Warforged Greater Poison and Disease Resistance]] (requires [[Warforged]], Level 3): This [[feat]] increases [[poison]] and [[disease]] [[fortitude save]]s by +3 each (+6 total racial).<br />
*[[Warforged Greater Sleep and Paralysis]] (requires [[Warforged]], level 3): This [[feat]] increases [[sleep]] and [[paralysis]] [[fortitude save|fortitude]] / [[will save|will]] ([[fortitude save|fortitude]] only for [[paralysis]]) [[saving throw |saves]] by +3 each (+6 total racial).<br />
*[[Warforged Greater Energy Drain Resistance]] (requires [[Warforged]], level 3): Increases [[energy drain save]]s by +3 each (+6 total racial).<br />
*[[Improved Fortification]] (requires [[Warforged]], level 8): This [[feat]] improves the [[warforged]] fortifications. It gains immunity to [[sneak attack]]s and extra damage from [[critical hit]]s. This [[feat]] will cause the character to lose the ability to be healed by spells such as [[Cure Light Wounds]].<br />
*[[Improved Warforged Damage Reduction]]: This [[feat]] grants the character [[damage reduction]] 1/adamantine, or improves the characters existing [[damage reduction]] by 1.<br />
*[[Mithril Fluidity]] (requires [[Mithril Body]]): This [[feat]] has two bonuses. It increases the character's maximum [[dexterity bonus to armor class]] by +1, and it decreases the [[Armor_check_penalty |armor check penalties]] by 1.<br />
<br />
=See also=<br />
*[[Feat]] - ''(Definition)''<br />
*[[Class feat]] - ''(Definition)''<br />
*[[:Category:Fighter bonus feats|Fighter bonus feats]] - list<br />
*[http://www.ddo.com/forums/showthread.php?t=19929 List original source], by UberMonkey</div>24.30.250.66