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Redweaver
Posts: 112
Joined: 01/09/2006
Credibility: 918 pts
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Acrobatic
Pre-requisites: None
Type: passive
Cooldown: n/a
Effect: +2 to Jump and Tumble checks
Adamantine Body
Pre-requisites: warforged, must be selected at Level 1
Type: passive
Cooldown: n/a
Effect: +8 to armor class and +2 to damage reduction; 35% chance of arcane spell failure, -5 penalty to some skill checks, and maximum DEX bonus of +1
Alertness
Pre-requisites: None
Type: passive
Cooldown: n/a
Effect: +2 to Listen and Spot checks
Athletic
Pre-requisites: None
Type: passive
Cooldown: n/a
Effect: +2 to Balance and Swim checks
Attack
Pre-Requisites: None
Type: active
Cooldown: varies depending on weapon
Effect: the basic auto attack standard to all Level 1 characters
Bullheaded
Pre-requisites: None
Type: passive
Cooldown: n/a
Effect: +2 Intimidation checks and +1 on Willpower saves
Cleave
Pre-Requisites: Power Attack
Type: active
Cooldown: 5 seconds
Effect: enemies in a wide arc; has a better chance to hit more enemies at once than a basic attack
Combat Casting
Pre-requisites: None
Type: passive
Cooldown: n/a
Effect: +4 to Concentration checks when spellscasting during combat
Combat Expertise
Pre-Requisites: Intelligence 13+
Type: active
Cooldown: 30 seconds
Effect: converts attack bonus to armor class; casting a spell ends this mode
Discipline
Pre-requisites: None
Type: passive
Cooldown: n/a
Effect: +2 to Concentration checks and +1 to all Will saving throws
Dodge
Pre-requisites: None
Type: passive
Cooldown: n/a
Effect: +1 to armor class
Empower Healing
Pre-requisites: Able to cast heal spells
Type: active
Cooldown: 1 second
Effect: gives healing spells a greater effect for an increased cost in spell points
Empower Spell
Pre-requisites: Able to cast spells
Type: active
Cooldown: 1 second
Effect: causes spells to deal more damage for an increased cost in spell points
Enlarge Spell
Pre-requisites: Able to cast spells
Type: active
Cooldown: 1 second
Effect: gives spells a greater range for an increased cost in spell points
Eschew Materials
Pre-requisites: Able to cast spells
Type: active
Cooldown: 1 second
Effect: allows the caster to cast a spell without its material component(s) for an increased cost in spell points
Extend Spell
Pre-requisites: Able to cast spells
Type: active
Cooldown: 1 second
Effect: spells last longer for an increased cost in spell points
Exotic Weapon Proficiency
Pre-requisites: STR 13, BAB +1 or higher
Type: passive
Cooldown: n/a
Effect: negates the penalty from using an exotic weapon untrained; can be taken multiple times for different weapons
The following weapons are considered exotic:
Bastard Sword
Dwarven Axe
Great Crossbow
Khopesh
Repeating Heavy Crossbow
Repeating Light Crossbow
Shuriken
Great Cleave
Pre-Requisites: Cleave, BAB +4 or higher
Type: active
Cooldown: 10 seconds
Effect: attacks enemies in a wider arc than Cleave; has a greater chance to hit more enemies and Cleave
Great Fortitude
Pre-requisites: None
Type: passive
Cooldown: n/a
Effect: +2 to fortitude saving throws
Hamstring
Pre-Requisites: Sneak Attack
Type: active
Cooldown: 15 seconds
Effect: has a chance to reduce the target's movement rate for a short time; some creatures may be immune
Heighten Spell
Pre-requisites: Able to cast spells
Type: active
Cooldown: 1 second
Effect: spells are harder for monsters to resist for an increased cost in spell points
Heroic Durability
Pre-requisites: None
Type: passive
Cooldown: n/a
Effect: increases maximum hit points by 20; standard to all Level 1 characters
Heavy Armor Proficiency
Pre-requisites: Medium Armor Proficiency
Type: passive
Cooldown: n/a
Effect: negates the penalties from wearing heavy armor
Improved Cast on the Run
Pre-requisites: Dex 13+, Combat Casting, Mobile Spellcasting, and the ability to cast 5th level spells
Type: passive
Cooldown: n/a
Effect: You are able to move about faster when casting a spell.
Improved Critical
Pre-requisites: BAB +8 or higher
Type: passive
Cooldown: n/a
Effect: doubles the threat range for critical hits with a certain weapon type (thrown, ranged, bludgeoning, piercing or slashing)
Improved Damage Reduction
Pre-requisites: Warforged
Type: passive
Cooldown: n/a
Effect: grants damage reduction +1/adamantine or improves existing damage reduction by 1
Improved Feint
Pre-requisites: Combat Expertise, Sneak Attack
Type: passive
Cooldown: n/a
Improved Mental Toughness
Pre-requisites: Mental Toughness, able to cast Level 3 spells
Type: passive
Cooldown: n/a
Effect: adds 10 Spell Points for Level 1 and 5 Spell Points each level thereafter; stacks with Mental Toughness
Improved Shield Bash
Pre-requisites: Shield Proficiency
Type: passive
Cooldown: n/a
Effect: retain the shield bonus to armor class when using Shield Bash
Improved Shield Mastery
Pre-requisites: Shield Mastery
Type: passive
Cooldown: n/a
Effect: increases the amount of damage the character can absorb with a shield
Improved Sunder
Pre-Requisites: Sunder, Power Attack
Type: active
Cooldown: 15 seconds
Effect: has a chance to reduce the target's armor class for a longer period of time than Sunder; some creatures may be immune
Improved Trip
Pre-Requisites: Combat Expertise
Type: active
Cooldown: 10 seconds
Effect: has a chance to trip the target, rendering it prone for a longer period of time than Trip; some creatures may be immune
Improved Two-handed Fighting
Pre-requisites: Strength 17+, Two-handed Fighting, BAB +6 or higher
Type: passive
Cooldown: n/a
Effect: increases the damage when fighting with a two-handed weapon
Improved Two-weapon Fighting
Pre-requisites: Dexterity 17+, BAB +6 or higher, Two-weapon Fighting
Type: passive
Cooldown: n/a
Effect: allows more attacks with a two-weapon
Iron Will
Pre-requisites: None
Type: passive
Cooldown: n/a
Effect: +2 to Willpower saving throws
Light Armor Proficiency
Pre-requisites: None
Type: passive
Cooldown: n/a
Effect: negates the penalties from wearing light armor; standard to all Level 1 characters
Lightning Reflexes
Pre-requisites: None
Type: passive
Cooldown: n/a
Effect: +2 to Reflex saving throws
Luck of Heroes
Pre-requisites: None
Type: passive
Cooldown: n/a
Effect: +1 to all saving throws
Many Shot
Pre-Requisites: DEX 17, BAB +6 or higher, Point Blank, Shot, Rapid Shot
Type: active
Cooldown: 120 seconds
Effect: fire two arrows at once for a limited amount of time
Martial Weapon Proficiency
Pre-requisites: None
Type: passive
Cooldown: n/a
Effect: negates the penalty for using martial weapons untrained; can be taken multiple times for different weapons
The following weapons are considered martial:
Battleaxe
Falchion
Greataxe
Great Club
Greatsword
Hand Axe
Heavy Pick
Kukri
Light Hammer
Light Pick
Longbow
Maul
Scimitar
Throwing Axe
War Hammer
Maximize Spell
Pre-requisites: Able to cast spells
Type: active
Cooldown: 1 second
Effect: spells always deal maximum damage for an increased cost in spell points
Medium Armor Proficiency
Pre-requisites: Light Armor Proficiency
Type: passive
Cooldown: n/a
Effect: negates the penalties from wearing medium armor
Mental Toughness
Pre-requisites: Able to cast spells
Type: passive
Cooldown: n/a
Effect: adds 10 Spell Points for Level 1 and 5 Spell Points each level thereafter
Mithral Body
Pre-requisites: Warforged, must be selected at Level 1
Type: passive
Cooldown: n/a
Effect: counts as light armor grants +5 to armor class; 15% arcane spell failure, -2 armor check penalty to certain skills, and +5 maximum DEX bonus
Mithral Fluidity
Pre-requisites: Warforged, Mithral Body
Type: passive
Cooldown: n/a
Effect: increases maximum DEX bonus by +1 and it decreases the armor check penalties by 1
Mobile Spellcasting
Pre-requisites: Dex 13+, Combat Casting, and the ability to cast 2nd level spells
Type: passive
Cooldown: n/a
Effect: Allows you to move about slowly while casting a spell
Mobility
Pre-requisites: Dodge
Type: passive
Cooldown: n/a
Effect: +4 Armor Class bonus tumbling
Negotiator
Pre-requisites: None
Type: passive
Cooldown: n/a
Effect: +2 to Diplomacy and Haggle checks
Point Blank Shot
Pre-requisites: None
Type: passive
Cooldown: n/a
Effect: +1 to ranged attacks against enemies who are within 30 feet
Power Attack
Pre-Requisites: STR 13+
Type: active
Cooldown: 10 seconds
Effect: converts attack bonus to damage, casting a spell ends this mode
Precision
Pre-Requisites: DEX 13+, BAB +1 or higher
Type: active
Cooldown: 30 seconds
Effect: converts half of damage to attack bonus
Quick Draw
Pre-requisites: BAB +1 or higher
Type: passive
Cooldown: n/a
Effect: switch weapons and armor faster than normal in combat
Quicken Spell
Pre-requisites: Able to cast spells
Type: active
Cooldown: 1 second
Effect: able to cast spells quicker and without interruption for an increased cost in spell points
Rapid Reload
Pre-requisites: Proficiency with light crossbows
Type: passive
Cooldown: n/a
Effect: reload crossbows faster
Rapid Shot
Pre-requisites: Dexterity 13+, Point Blank Shot
Type: active
Cooldown: unknown
Effect: faster attack speed but penalty to attack rolls
Resilience
Pre-Requisites: CON 13+, BAB +1 or higher
Type: active
Cooldown: 30 seconds
Effect: converts attack bonus and half damage to bonuses on all saving throws
Sap
Pre-Requisites: None
Type: active
Cooldown: 15 seconds
Effect: has a chance to render the target briefly senseless, though it will become active if damaged again; some creatures may be immune
Self Sufficient
Pre-requisites: None
Type: passive
Cooldown: n/a
Effect: +2 to Heal and Repair checks
Shield Mastery
Pre-requisites: Shield Proficiency: General
Type: passive
Cooldown: n/a
Effect: increases the amount of damage absorbed when defending with a shield
Shield Proficiency (General)
Pre-requisites: None
Type: passive
Cooldown: n/a
Effect: negates the penalties from using a shield untrained
Shot on the Run
Pre-requisites: DEX 13+, Point Blank Shot, Mobility, BAB +4 or higher
Type: passive
Cooldown: n/a
Effect: allows the character to move while firing missile weapons or throwing ranged weapons
Simple Weapon Proficiency
Pre-requisites: None
Type: passive
Cooldown: n/a
Effect: negates the penalty from using simple weapons untrained; standard to all Level 1characters
Skill Focus
Pre-requisites: None
Type: passive
Cooldown: n/a
Effect: +3 bonus to the chosen skill when making skill checks; can be taken multiple times for different skills
Available Skill Focus feats are:
Listen
Jump
Haggle
Concentration
Repair
Bluff
Intimidate
Balance
Heal
Swim
Diplomacy
Disable Device
Move Silently
Open Lock
Perform
Use Magic Device
Spot
Hide
Search
Tumble
Slicing Blow
Pre-Requisites: None
Type: active
Cooldown: 15 seconds
Effect: when successful, the attack deals its initial damage plus additional damage as the target bleeds; some creatures may be immune
Snake Blood
Pre-requisites: None
Type: passive
Cooldown: n/a
Effect: +2 to saves vs. poison and +1 to reflex saving throws
Spell Focus
Pre-requisites: Able to cast spells
Type: passive
Cooldown: n/a
Effect: adds +1 to the difficulty of spells from the school of magic chosen
The available choices are:
Abjuration
Conjuration
Divination
Enchantment
Evocation
Illusion
Necromancy
Transmutation
Spring Attack
Pre-Requisites: Mobility, BAB +4 or higher
Type: active
Cooldown: varies depending on weapon
Effect: negates penalty to attacks made on the move
Sneak
Pre-Requisites: None
Type: active
Cooldown: 2 seconds
Effect: uses Hide and Move Silently to avoid detection by enemies; standard to all Level 1 characters
Stealthy
Pre-requisites: None
Type: passive
Cooldown: n/a
Effect: +2 to the Hide and Move Silently checks
Stunning Blow
Pre-Requisites: None
Type: active
Cooldown: 15 seconds
Effect: has a chance to stun the target for a few seconds; some creatures may be immune
Toughness
Pre-requisites: None
Type: passive
Cooldown: n/a
Effect: +3 hit points at Level 1 and +1 per level thereafter
Tower Shield Proficiency
Pre-requisites: Shield Proficiency: General
Type: passive
Cooldown: n/a
Effect: negates the penalties from using a tower shield untrained
Two-handed Fighting
Pre-requisites: Strength 15+
Type: passive
Cooldown: n/a
Effect: increases chances of scoring glancing blows when fighting with a two-handed weapon
Two-weapon Blocking
Pre-requisites: Two-weapon Fighting
Type: passive
Cooldown: n/a
Effect: increases the amount of damage blocked when defending with two weapons
Two-weapon Defense
Pre-requisites: Two-weapon Fighting
Type: passive
Cooldown: n/a
Effect: +1 armor class when fighting with two weapons
Two-weapon Fighting
Pre-requisites: Dexterity 15+
Type: passive
Cooldown: n/a
Effect: reduces the penalty to using two weapons at the same time
Weapon Finesse
Pre-requisites: BAB +1 or higher
Type: passive
Cooldown: n/a
Effect: uses DEX bonus instead of STR bonus when making melee attacks with these weapons:
Dagger
Hand Axe
Kama
Kukri
Light Hammer
Light Mace
Light Pick
Rapier
Short Sword
Sickle
Throwing Axe
Unarmed
Weapon Focus
Pre-requisites: BAB +1 or higher
Type: passive
Cooldown: n/a
Effect: grants a +1 bonus on attack rolls with the chosen weapon type (thrown, ranged, bludgeoning, piercing or slashing); can be taken multiple times for different weapons
Whirlwind Attack
Pre-Requisites: Combat Expertise, Spring Attack, BAB +4 or higher
Type: active
Cooldown: 15 seconds
Effect: attacks all enemies in a 360 degree arc around the character
Please post corrections and oversights.
***THIS POST HAS BEEN EDITED***
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| 01/18/06 12:53 |
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thejeni
Posts: 1037
Joined: 08/12/2004
Credibility: 3026 pts
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Is this a list of all the feats in game?!
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| 01/18/06 13:57 |
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Redweaver
Posts: 112
Joined: 01/09/2006
Credibility: 918 pts
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I believe so. I hope I haven't missed any. If anyone is aware of any I missed, post it here, and I will edit them in.
Note: I deliberately did not include class specific feats, such as Barbarian's Rage, or Paladin's Smite Evil. I feel those should be listed in their respective class sections.
Or under a link of their own on site under Game Info...
***THIS POST HAS BEEN EDITED***
Have fun, do it well, and share your knowledge.
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| 01/18/06 13:58 |
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EnPsyane74
Posts: 285
Joined: 01/10/2006
Credibility: 624 pts
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An addendum to your list - or rather one of the Feats listed...
Weapon Finesse applies to only the following weapons:
Dagger
Hand Axe
Kama
Kukri
Light Mace
Rapier
Short Sword
Sickle
Unarmed
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| 01/20/06 00:58 |
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Redweaver
Posts: 112
Joined: 01/09/2006
Credibility: 918 pts
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I'm going to sticky this til we get a proper Feat section for the site and can move the information there.
Have fun, do it well, and share your knowledge.
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| 01/21/06 13:04 |
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syrin
Posts: 17
Joined: 01/19/2006
Credibility: 20 pts
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A kukri is martial in DDO. Prolly want to fix that.
Klynn Quickfoot (halfling rogue) Xoriat
Syrin Drake (human rogue) Xoriat
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| 01/22/06 09:56 |
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Redweaver
Posts: 112
Joined: 01/09/2006
Credibility: 918 pts
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Fixed.
***THIS POST HAS BEEN EDITED***
Have fun, do it well, and share your knowledge.
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| 01/22/06 14:13 |
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Redweaver
Posts: 112
Joined: 01/09/2006
Credibility: 918 pts
|
Throwing a bit of other information into this thread until I can figure out where to go with it.
SKILLS:
Balance: Allows you to recover your balance when knocked down
Bluff (10 second cooldown): Allows you to bluff certain NPCs, or make monster vulnerable to a sneak attack.
Concentration: Allows you a chance to continue casting a spell when you would normally be interrupted.
Diplomacy (10 second cooldown): Allows you to negotiate more effectively with certain NPCs and to encourage monsters to find targets other than yourself.
Disable Device: Allows you to disable traps.
Haggle: Allows you to negotiate better prices with vendors.
Heal (1 second cooldown): Allows you to revive unconscious and bleeding companions to 1 hit point. Also grants additional hit points for yourself and your companions when resting in a dungeon. Doesn't affect warforged characters.
Hide: Allows you to sneak past monsters, avoiding their sight.
Intimidate (10 second cooldown): Allows you to intimidate certain NPCs and to draw the attention of monsters.
Jump: Allows you to jump higher.
Listen: Allows you to hear approaching enemies.
Move Silently: Allows you to sneak past monsters, avoiding their hearing.
Open Lock: Allows you to attempt to open locked doors, chests, and other objects
Repair (1 second cooldown): Allows you to restore disabled warforged character to 1 hit point. Also grants additional hit points while resting in a dungeon. Only affects warforged characters.
Search (1 second cooldown): Allows you to find hidden doors, traps, and objects when activated.
Spot: Allows you to notice hidden doors, traps, and objects nearby. A passive skill.
Swim: Allows you to swim faster and for a longer period of time underwater.
Tumble: Allows you to tumble and roll away from attacking enemies.
Use Magic Device: Allows you the ability to use magic devices which you normally couldn't use.
OTHER FEATS:
Heroic Durability: +20 HP at level 1 (All new chars start with this)
Defensve Fighting (30 second cooldown): While using defensive fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode.
RACIAL STUFF:
DWARVES
+2 Con -2 Cha
Dwarven Stability: Dwarves naturally are able to keep their balance, receiving a +2 on their balance skill
Dwarven Stonecunning: Dwarves naturally are able to find secret doors more often, receiving a +2 bonus on their search skill.
Exotic Weapon Proficiency: Dwarven Waraxe
Giant Evasion: Dwarves naturally are harder to hit by giants, receiving a +4 AC bonus when attacking by creatures of the giant type.
Orc and Goblin Bonus: Dwarves get a +1 bonus to attack against orcs and goblins.
Poison Save Bonus: Dwarves are naturally resistant to poison, receiving a +2 bonus on saves against poisons.
Spell Save Bonus: Dwarves are naturally resistant to spells, receiving a +2 bonus on saves against spell effects.
ELVES
+2 Dex, -2 Con
Elven Keen Senses: Elves have keen senses and gain a +2 bonus to listen, search, and spot checks.
Enchantment Save Bonus: Elves are naturally resistant to enchantments, receiving a +2 bonus on saves against enchantments.
Immunity to Sleep: Elves are naturally immune to magical sleep effects.
Proficient in longswords, rapiers, longbows, and shortbows
WARFORGED
+2 Con, -2 Cha, -2 Wis
Composite Plating: Warforged plating counts as light armor and grants a +2 armor bonus, but also provides a 5% arcane spell failure chance.
Light Fortification: Warforged have a 25% immunity to critical hits and sneak attacks.
Warforged Resistances: Warforged are naturally resistant to sleep, energy drain, nausea, exhaustion, poison, and paralysis effects, gaining a +3 bonus to saving throws to resist those effects.
HALFLINGS
+2 Dex, -2 Str
Halfling Agility: Halflings are agile and gain a +2 bonus to jump and move silently checks.
Halfling Bravery: Halflings are naturally resistant to fear and gain a +2 morale bonus on saving throws against fear.
Halfling Keen Ears: Halflings have keen ears and gain a +2 bonus to listen checks.
Halfling Luck: Halflings are surprisingly lucky and gain a +2 bonus on all saving throws.
Halfing Size Bonus: Halflings receive a +1 size bonus to attack rolls and AC, and a +4 bonus on hide checks.
HUMANS
+1 Bonus feat at 1st level
+4 skill points at 1st level
+1 skill point per level
Have fun, do it well, and share your knowledge.
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| 01/22/06 21:10 |
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Valerik
Posts: 112
Joined: 01/19/2006
Credibility: 519 pts
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NEW WARFORGE FEATS
LEVEL 3 REQUIRED FOR ALL
Greater Energy Drain Resistance
Greater Fatigue and Nausea Resistance
Greater Poison and Disease Resistance
Greater Sleep and Paralysis Resistance
Each one is a single Feat..... This Feat DOUBLES your RACIAL Resistance to (Energy Drain)(Fatigue & Nausea)(Poison & Disease)(Sleep and Paralysis)
-----------------------------
These feats can be seen when creating a new warforge character but they are grayed out.
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| 03/19/06 16:16 |
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