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From DDO wiki
Feats are special abilities that give your character a new capability, or improves one he or she already has.
Each Character gets one feat upon creation. At 3rd level, and every 3 levels after that (6th, 9th...) he or she gains another feat. Certain characters can gain additional feats:
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).
Note also that some classes automatically gain free class feats based on their class level: check each class' page for more details on those. Sometimes they allow the player to make a choice of which to take, as with rogue special abilities, ranger favored enemy, and monk philosophical path. Those feats will not be listed on this page, and are described with the appropriate class, even though they are treated as feats for some gameplay purposes (such as swapping them by spending dragonshards).
- 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.
- Defensive Fighting (requires base attack bonus of +1): This feat reduces the character's to-hit by 2 but adds 2 to their Armor Class. Casting a spell ends this mode.
- Sneak: The character becomes invisible to all enemies that fail a Spot and Listen skill check, opposed by Hide and Move Silently skills.
- Sunder (20 second cooldown, requires base attack bonus of +1 or higher, no class requirements) This melee special attack, when successful, results in a -4 AC penalty to the target for 12 seconds if it fails a Fortitude save (DC 10 + Str mod). Some creatures may be immune to the sunder effect
- Trip (15 second cooldown, requires base attack bonus of +1, no class requirements as sunder): 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.
[edit] Special attacks
- 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.
- Hamstring (15 second cooldown, requires Sneak Attack): This melee special attack, when successful, reduces the target's movement rate by half for 12 seconds if it fails a DC 15 Fortitude save. Some creatures may be immune to the hamstring effect.
- Improved Feint (8 second cooldown, requires Combat Expertise, Sneak Attack): An attack which also Bluffs the enemy, enabling a Sneak Attack.
- Improved Sunder (15 second cooldown, requires Sunder, Power attack): This melee special attack, when successful, results in a -5 AC penalty to the target for 24 seconds if it fails a Fortitude save (DC 14 + Str mod). Some creatures may be immune to the sunder effect.
- 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.
- 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, and sap is more effective when performed as a successful sneak attack. (Whether or not your character can normally perform sneak attacks.)
- 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.
- Stunning Blow (15 second cooldown): This feat has a chance to stun the target for 6 seconds. Some creatures may be immune to the stunning effect.
- Whirlwind Attack (5 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.
[edit] Combat stances
- Combat Expertise (requires Intelligence 13+): This feat subtracts 5 from the characters to-hit roll, and increases their Armor Class by 5. Casting a spell doubles spell point costs while in the stance.
- Manyshot (20 second duration, 2 minute cooldown, requires Dexterity 17+, Point Blank Shot, Rapid Shot, base attack bonus of +6 or higher): Enables the character to fire with a bow 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.
- Power Attack (10 second cooldown, requires Strength 13+): Reduces your hit bonus by 5, or your BAB, whichever is lower. Then your successful attacks will have their damage increased by the same amount. Two-handed weapons get twice that damage bonus.
- Precise Shot (requires Point Blank Shot): Your targeted ranged attacks will now pass through friends and foes alike, to strike your target (no damage will be done other than to your target).
- Precision (30 second cooldown, requires Dexterity 13+, base attack bonus of +1 or higher): This feat grants +4 on to-hit rolls but damage (including Sneak Attack Damage) is halved. (Elemental, and bane damage unaffected).
- 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 throws. Casting a spell ends this mode[unverified].
- Diehard: You automatically stabilize when incapacitated.
- Quick Draw: allows the character to switch weapons and armor faster than they would normally be able to. It also increases the rate of fire of thrown weapons, but not of other ranged weapons.
- Toughness: This feat Increases your hit points by +3 at first level, and adds +1 additional hit point for each additional level. This feat can be taken multiple times, so that the effects stack.
- Two-Handed Fighting (requires Strength 15+): decreases the to-hit penalty on glancing blows from -5 to -2, and increases their damage from (normal weapon damage)*modifier to (normal weapon damage + 10) * modifier. This feat also works with quarterstaves.
- Two-Weapon Fighting (requires Dexterity 15+): Reduces the penalty for fighting with two weapons, and increases the chance to produce off hand attacks when fighting with two weapons (or as an unarmed monk) by 20% to 40%. (old text, believed still true) The penalty for your primary hand lessens by 2 and the one for your off-hand lessens by 6, so it becomes -4/-4 (instead of -6/-10 without this feat). If the off-hand weapon is light, the penalties both decrease by another 2 points, down to -2/-2 (instead of -4/-8 without this feat).
[edit] Ranged combat related
- Bow Strength: The character applies his full Strength modifier to bow damage no matter how high or low it is.
- Zen Archery: You can use your Wisdom bonus instead of Dexterity bonus to determine bonus to attack with ranged missile weapons (but not thrown weapons) if it is higher.
[edit] Turn undead related
[edit] Spellcasting related
- Spell Penetration: Adds +2 to the caster level check for defeating a foe's spell resistance.
[edit] Proficiency feats
[edit] Skill bonus feats
- Acrobatic: This feat provides a +2 bonus to the characters Jump and Tumble skills.
- Alertness: This feat provides a +2 bonus to the characters Listen and Spot skills.
- Athletic: This feat grants a +2 to the Balance and Swim skills.
- Combat Casting: This feat grants +4 to the concentration skill when spells are cast in combat.
- Negotiator: This feat grants a +2 bonus to Diplomacy and Haggle skills.
- Nimble Fingers: This feat grants a +2 bonus to the Disable Device and Open Lock skills.
- Self Sufficient: This feat grants a +2 bonus to the Heal and Repair skills.
- Skill Focus: This feat grants a +3 bonus to the chosen skill when making skill check rolls. This feat can be taken multiple times, but each skill can only be taken once. Available Skill Focus feats are: Listen, Jump, Haggle, Concentration, Repair, Bluff, Intimidate, Balance, Heal, Swim, Diplomacy, Disable Device, Move Silently, Open Lock, Perform, Use Magic Device, Spot, Hide, Search, Tumble.
- Stealthy: This feat grants a +2 bonus to the Hide and Move Silently skills.
[edit] Skill and Save bonus feats
[edit] Save bonus feats
[edit] Other Save related feats
[edit] Metamagic Feats
This Feat List can be found at the Metamagic Feats page.
[edit] Dragonmark feats
- Drow and Warforged cannot obtain Dragonmark feats.
- Refer this article for details.
[edit] Favor awarded free feats
To the exception of some Warforged racial feats, all racial feats below are given for free at character creation.
Free feats given at character creation:
[edit] Body plating
These feats change the body plating the character starts with. They used to only be purchasable at character creation but can now be swapped via Fred later on:
[edit] Regular
These feats may be purchased just like regular feats:
[edit] Past Life Feats
You can only get a Past Life Feat if you undergo True Reincarnation. A list is available on the Past Life Feats page.
[edit] Exchange Feats
- Feat Respec Token: Exchange one feat from your Character for another feat at no cost.
[edit] See also
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