Choosing Feats: Which ones are good, and why.

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Choosing Feats: Which ones are good, and why.

Post by daveyeisley on Thu Apr 21, 2011 2:03 pm

Quick Links:
Standard Combat Feats | Standard Magic Feats | Miscellaneous Standard Feats
Epic Combat Feats | Epic Magic Feats | Miscellaneous Epic Feats

Basic Information about Feats:
(Click the Spoiler Tag to view the information)
Spoiler:
Feats are special abilities, bonuses , or modifications that can be chosen by a Player as their character levels up.

There are lots and lots of Feats to choose from. No character can get all of them, or even all of the good ones (though a pure Fighter character can come closest). Therefore it can be difficult at times to decide on what Feats to choose when leveling up.

Unlike skill points, Feats must be spent during the levelup in which they are gained. To gain a
Feat, you must have a Feat available to you during your levelup, and you must meet all the requirements for the Feat you wish to gain.

Everyone gains a free Standard General Feat at Level 1. Everyone also gets a Standard General Feat at 3rd Level, and every 3rd level after that until 18th level (ie. 6th, 9th, 12th, 15th, and 18th). These
Feats are gained no matter what class is chosen.

Everyone also gains a free Epic General Feat at 21st, 24th, 27th, 30th, 33rd, 36th, and 39th levels.
These Feats are gained no matter what class is chosen.

Standard General Feats can be taken at any General feat level, from 1st level all the way to 39th. Some classes are not allowed to get certain General Feats. This list is the Standard unavailable Feat list for that class.

Epic General Feats can only be taken upon reaching level 21 or higher, on an Epic General feat level, from 21st to 39th. Some classes are not allowed to get certain Epic General Feats. This list is the Epic unavailable Feat list for that class.

With a General Feat gained on the above specified character levels (no matter what class is chosen), you can select any General Feat that is not á"unavailable" to the class you are choosing to take your level in.

A
Feat could be unavailable to the class you are choosing by being on the Standard unavailable Feat list (for instance, Divine Might is not available to Fighters and is listed on their Standard unavailable Feat list), or the Epic unavailable Feat list (Great Smiting is listed there on the Fighter Epic unavailable Feat list), so check both lists by searching the NWNwiki for the class you are choosing to take your level in.

In addition, some Classes can gain extra Feats, called "Bonus Feats" when you reach certain levels in the class (for example, the Fighter class).

Bonus Feats (such as a Fighter Bonus Feat) can only be selected from the Feats on the Bonus Feat list for that class.

Classes that get both Standard and Epic Bonus Feats will have one list for each. Most classes do not get Bonus Feats until Epic levels, so most classes only have one list.


This thread is intended to give a list of valuable and useful Feats and explain why they are good to have. Some of the information may tend towards my personal opinions, and I ask some forgiveness if you disagree with what is stated. Feel free to send me a Private Message with additional information, or to point out errors and oversights.

The list will include Feats separated into the two main categories: Standard feats (which can be selected at any level if the requirements are met), and Epic Feats (which can only be selected after reaching 21st level and meeting all the requirements).

Both of these two main categories will have their lists separated into three sub-categories: Combat (which apply in melee or ranged combat), Magic (which apply to using magical abilities), and Miscellaneous (which do not fit precisely into either of the previous sub-categories).

Clicking the name of a Feat will bring you to the NWNwiki page with specific information about that Feat.

Feats listed on the same line with a slash (/) in between are grouped together because they have similar effects or benefits.

Feats listed on the same line with a ">" in between represent what is called a "Feat Chain", where each Feat listed is required to gain access to the next Feat in the chain (there may be additional requirements as well, so be sure to check the NWNwiki information to make sure.) For Example:

Weapon Focus > Weapon Specialization*(Fighter 4)
This means that you cannot áchoose the Weapon Specialization Feat unless you have previously gained the Weapon Focus Feat.

Lastly, an asterisk (*) and a Class name in parentheses listed after the name of a Feat indicates that the Feat may only be chosen by a specific Character Class. For example:

Weapon Specialization*(Fighter 4)
This means that the Feat can only be chosen by a character who is taking a 4th (or later) level of the Fighter class. See the NWNwiki for more information.



Last edited by daveyeisley on Fri Sep 05, 2014 1:19 am; edited 27 times in total (Reason for editing : Stickification.)
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Standard Combat Feats

Post by daveyeisley on Thu Apr 21, 2011 5:08 pm

__________________________________________________________________________________________

Standard Combat Feats
____________________________(Click the Spoiler Tag to open the List)____________________________
Spoiler:
Power Attack > Cleave > Great Cleave
Why these are good:
These feats are the bread-and-butter of a Strength-based melee character (a character whose attack bonus includes their Strength modifier). Power attack grants extra damage against opponents with poor AC, which will help to kill things faster, penetrate damage resistance, and damage reduction. Cleave and Great Cleave grant extra attacks when enemies are killed. While cleave is only once per round, it will usually be all you really need, because against challenging enemies you probably won't be killing more than one enemy in a round. A character will need this Great Cleave feat chain in order to qualify for the Epic Combat feats: Overwhelming Critical and Devastating Critical. Devastating Critical can make Great Cleave more valuable even on tougher enemies as long as they are not immune to critical hits (undead are immune to critical hits, for instance).

Dodge > Mobility > Spring Attack > Whirlwind Attack
Why these are good:
These feats build a somewhat decent foundation of defense, and then blossom into a solid offensive maneuver in Whirlwind Attack. These feats are more geared to a Dexterity-based melee character (a character who uses the Weapon Finesse feat to include their Dexterity modifer in their attack bonus rather than their Strength modifer). Dodge provides only a minor benefit against your current target or most recent attacker, and Mobility will likely become useless once the character invests a solid amount of skill points into Tumble Skill. Spring Attack also would become more or less useless when Tumble skill reaches around 15 or so (a character makes a Tumble check each time they might provoke an attack of opportunity, and if successful, they do not provoke the attack). The Dodge feat is required (along with the Toughness feat) to qualify for the Dwarven Defender Prestige Class, and both Dodge and Mobility are required to gain entry to the Shadowdancer Prestige Class, however. Be aware that Great Cleave does not stack with Whirlwind Attack. When Whirlwind Attack is activated, the character gives up any other possible attacks they might get that round. The Expertise feat is required to qualify for the Whirlwind Attack feat, and this Whirlwind Attack feat chain is required for the Epic Combat feat: Improved Whirlwind Attack.

Two-Weapon Fighting > Ambidexterity > Improved Two-Weapon Fighting
Why these are good:
These feats allow a character to heavily reduce the penalties for fighting with two weapons. Without them, dual-wielding is impractical for any character other than a Ranger wearing light armor. With these feats the character will suffer only a -2 penalty to all attacks, and in exchange can gain up to 2 attacks each round with their second weapon. This will allow most characters to increase their number of attacks by 50% or more, and that means more chances to deal damage, and better output from damage bonuses on each weapon.

Power Attack > Divine Might*(Paladin/Cleric/Blackguard)
Why these are good:
Divine Might is a fantastic feat for Paladins, Clerics, and Blackguards who have a high Charisma. The character must have the Turn Undead feat to gain Divine Might. Once gained however, the beauty of this feat is that it gives a Divine Damage bonus equal to the Charisma modifier to any weapon the character uses, even a bow! Furthermore, due to how the bonus is added, this extra damage will ignore resistance and immunity to Divine Damage. The target will take the extra damage unless they are completely invulnerable. This lasts for a number of rounds equal to the Charisma modifier, as well. Each use of this ability will subtract one from the character's Turn Undead uses for the day.

Power Attack > Divine Shield*(Paladin/Cleric/Blackguard)
Why these are good:
This feat is wonderful
for Paladins, Clerics, and Blackguards who have a high Charisma. It grants a Dodge bonus to AC equal to the Charisma modifier. The excellent thing about Dodge bonuses is that they stack with each other, unlike other types of AC bonus. Be aware that there is a cap of 20 points for each type of AC bonus, including dodge bonuses, however. This lasts for a number of rounds equal to the Charisma modifier, as well. Each use of this ability will subtract one from the character's Turn Undead uses for the day.

Extra Turning*(Paladin/Cleric/Blackguard)
Why this one is good:
This feat is handy for characters who want more uses of the Turn Undead ability, as well as Divine Might and Divine Shield.

Weapon Focus > Weapon Specialization*(Fighter)
Why these are good:
Attack bonuses are one of the toughest things to come by in D&D. There is a 20 point cap on magical attack bonuses in Neverwinter Nights. The bonus from Weapon Focus does not count towards this cap, making it very valuable. Weapon Specialization's damage bonus is like giving the character four more points of strength, and if the character dual-wields two of the specialized weapon, the damage bonus comes into play more often, making it even more valuable. Weapon Focus is required to qualify for the Epic Combat feats: Overwhelming Critical and Devastating Critical, as well as to qualify for the Arcane Archer (Weapon Focus in Longbow or Shortbow only), Champion of Dalix, Soulfire Warrior, and Weapon Master Prestige Classes.

Weapon Finesse
Why this one is good:
For melee characters who have a higher Dexterity than Strength, this feat is a natural choice if the character uses a "finessable" melee weapon. Using the Dexterity modifier for attack bonus rather than strength allows the character to improve their AC as well as their attack bonus by increasing a single ability - their Dexterity. This feat can be gained as a bonus feat on an item, however, so provided that item is worn constantly, this feat may not need to be taken.

Knockdown > Improved Knockdown
Why these are good:
Many enemies have spells or special abilities that can do very bad things to your character. With these feats, you can try to completely stop the enemy from attacking or using any of those abilities. Most enemies are not immune to the Knockdown effect, and have poor Discipline skill, making these feats incredibly useful against all but the nastiest enemies.

Expertise > Improved Expertise
Why these are good:
These feats are fairly situational, but can provide an extra layer of defense that nothing else can provide - an AC bonus that stacks with everything and does not count towards any AC bonus caps! If the character is unable to reliably hit an enemy, but the enemy can reliably hit the character, these feats can make a huge difference. By sacrificing some attack bonus, the character will probably only be able to hit with a natural 20 roll, however, the 5 or 10 point bonus to AC will likely mean the enemy is now in the same boat. Against tough bosses, this can be the Great Equalizer. Against enemies that are easy to hit, but that can also reliably hit the character, the AC bonus can help reduce incoming damage to help save on healing items, though the fight may take slightly longer. Expertise (not the improved version) is required to qualify the the Whirlwind Attack feat.

Improved Critical
Why this one is good:
For any character that has (or intends to take) the Weapon Master class, uses a weapon that has a good threat range (19-20 or better), or uses a weapon with a good Critical Multiplier (x3 or better), this feat is an excellent choice. This feat will stack with the effect of the Keen item property, as well as the Weapon Master's Ki Critical class feature. If enemies are not immune to critical hits, this feat will mean getting a decent amount more of them. This feat is also required to qualify for the Epic Combat feats: Overwhelming Critical and Devastating Critical.

Blind-Fight
Why this one is good:
This one is simply one of the best all-around feats a melee character can take. Offensively, against enemies that have concealment (attackers have a flat percentage chance to miss, even if they hit the AC), this feat allows the character to roll against the miss chance twice and use the better result, which effectively means the character cuts the concealment percentage by an equal percentage (for example, against an an enemy with 20% concealment, 20% of all attacks will miss due to concealment, but with Blind-Fight granting a re-roll, only 20% of those 20% of attacks will still miss, making the effective concealment only 4%). Hence, the character will be far less likely to miss due to the concealment. This feat also totally negates attacker miss chance effects (such as from being blinded or standing in the area of a Darkness spell). Defensively, this feat protects the character against attackers they cannot see. Unseen attackers do not get the usual 2 point bonus, and if the character can hear the enemy (ie. makes a successful Listen check) they are also not penalized by losing their Dodge and Dexterity bonuses to AC. This feat is pretty much a "Must-Have".

Defensive Roll*(Rogue/Acrobat/Shadowdancer)
Why this one is good:
This feat is needed to qualify for the Epic Dodge feat. It can be tricky to get this feat, as one needs to take either: at least 10 Rogue levels, at least 5 Shadowdancer levels, or a level of Acrobat on a "Feat level" (ie. a level that the character would normally gain a feat regardless of class). It may only work once per day, but for a Dexterity-focused character, who will naturally have a high reflex save, it can literally be a life saver.

Called Shot
Why this one is good:
This feat is somewhat situational, but due to it having multiple usages, its flexibility makes it worthwhile in almost any combat. The -4 penalty means this feat may not see use against enemies with high ACs (unless the character would need a natural 20 to hit anyhow, then the penalty doesn't matter), but against anything else, being able to penalize attack rolls (stacking 2 point penalties for each successful Called Shot on the arms), or movement speed (Called Shot on the legs) can be very tactically useful. Against enemies with high discipline skill, expect most Called Shots to be resisted (though each hit will still inflict damage). Enemies with Freedom of Movement will be immune to the speed penalty from Called Shots to the legs.

Mounted Combat > Mounted Archery
Why these are good:
For characters that have excellent Ride skill and make extensive use of Mounts, these feats can be powerful. Mounted Combat can grant a very solid AC bonus (especially if the character has high Dexterity) which is a Dodge bonus (meaning it stacks with other Dodge bonuses up to the 20 point cap). Mounted Archery is simply a "must-have" for any character who plans to use a Bow while mounted, as the -4 penalty for using a bow while mounted is simply unacceptable in light of the difficulty in gaining attack bonuses. Even with the feat the penalty is still -2, but that is far preferable to the -4. Being able to attack from range, and having the movements speed bonus of riding a mount are a great tactical advantage, and the Dodge AC bonus is just icing on the cake.

Point Blank Shot > Rapid Shot
Why these are good:
These two are "must-haves" for any character who plans to use a Ranged Weapon. Point Blank Shot not only negates the -4 attack penalty for using a ranged weapon in melee, but it also grants an attack and damage bonus. Rapid Shot grants an extra attack at the cost of -2 to all attacks for the round, much like the Monk's awesome Flurry of Blows ability, but for Bows (this apparently does not work for Crossbows, however). Point Blank Shot is required for any character who wishes to persue the Arcane Archer Prestige Class.

Rapid Reload
Why this one is good:
If a character will have more than 2 attacks per round, and plans on primarily using a Crossbow, there is absolutely no excuse for not taking this feat.

Zen Archery
Why this one is good:
If a character has a higher Wisdom than Strength or Dexterity, such as perhaps some Clerics or Druids, this feat can be invaluable alongside some summoned minions. Stand back at range and use thrown weapons, a Bow, or a Crossbow to perforate enemies while the minions "tank" for you. Even if a character doesn't have minions, for example a Wisdom-focused Monk, this feat combined with the Point Blank Shot feat and a good AC can allow for use of ranged weapons (like Shuriken) in melee while including the Wisdom modifier for attack rolls.




Last edited by daveyeisley on Fri Apr 22, 2011 7:35 am; edited 27 times in total
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Standard Magic Feats

Post by daveyeisley on Thu Apr 21, 2011 5:11 pm

__________________________________________________________________________________________

Standard Magic Feats
____________________________(Click the Spoiler Tag to open the List)____________________________
Spoiler:
Spell Penetration > Greater Spell Penetration
Why these are good:
The bane of every spellcaster is Spell Resistance. If a character plans on primarily using spells offensively to directly affect enemies, there is no excuse for not taking these feats. Not having these feats can mean a 10% to 20% higher chance that a character's offensive spells will simply completely fizzle against a target with Spell Resistance appropriate to their level. When a caster's attack spells have no effect, that caster has only three options: summon something, buff up and try to melee, or run away. These feats are both required to qualify for the Epic Spell Penetration feat, as well.

Spell Focus > Greater Spell Focus
Why these are good:
These feats are required to qualify for the Epic Spell Focus feat. These feats are an excellent choice for a spellcaster who is looking to use offensive magic that allows saving throws. Among the best spell schools to focus in are: Evocation, Necromancy, Enchantment, Illusion, and Transmutation. These feats can reduce the chance that an enemy will resist a spell by succeeding on a saving throw by up to 20%.

Combat Casting
Why this one is good:
This feat only comes into play when a character is using the "defensive casting" combat mode. It is nice in such an instance, but by itself is mostly skip-able. The real reason to take this feat is to qualify for the epic feat: Improved Combat Casting. Skill Focus: Concentration is a good substitute (that will apply to all concentration rolls) for this feat, as is Skill Focus: Spellcraft. Combat Casting does merit additional consideration due to the benefits it can grant to the Spellcraft checks for Epic Spells in Aenea.

Silent Spell
Why this one is good:
This feat is handy for Sorcerors or Bards who have somehow been silenced, and wish to still use their magic, as they can apply metamagic spontaneously. For Wizards, Clerics, Druids, Paladins, and Rangers, it is difficult to anticipate being silenced and pre-emptively apply this feat to a large number of spells before resting to memorize. In either case, having an item with the Specific Spell Immunity: Silence property can make this feat unnecessary. This feat is required for the epic feats: Automatic Silent Spell I, II, and III. This feat only applies to spells that have a Verbal component to cast them, spells with no Verbal component may normally be cast while silenced. This Feat also allows a spellcaster to use spell slots one level higher than normal in order to cast a chosen spell more times per day than they have slots of the spell's normal level. For example, Fireball is a 3rd level spell. If a character had only five 3rd level spell slots, they could normally only cast five Fireballs at maximum. With Silent spell, that same character could then choose to use 4th level slots(if they have any) to cast additional "Silent" Fireballs.

Still Spell
Why this one is good:
This feat is excellent for Arcane casters who wish to use magic while wearing armor. Normally the heavier the armor an Arcane caster wears, the more chance there will be of losing any spell attempted with no effect. This feat allows Arcane casters to ignore the chance of spell failure due to wearing armor when casting a spell with this feat applied. This feat only applies to spells with Somatic (hand-motion) components, spells with no Somatic component can normally be cast without fear of failure due to armor. This feat is required to qualify for the Automatic Still Spell I, II, and II feats.
This Feat also allows a spellcaster to use spell slots one level higher than normal in order to cast a chosen spell more times per day than they have slots of the spell's normal level. For example, Fireball is a 3rd level spell. If a character had only five 3rd level spell slots, they could normally only cast five Fireballs at maximum. With Still spell, that same character could then choose to use 4th level slots(if they have any) to cast additional "Stilled" Fireballs.

Extend Spell
Why this one is good:
This feat is a "must-have" for any spellcaster who plans to use spells to enhance or "buff" themself. This feat will make such "buff" spells last twice as long, effectively making them worth two normal castings (without using an action in the middle to re-cast the spell). Spells that last for hours per level or 10 minutes per level may not need to have this feat applied, but spells with a duration of rounds, or turns(minutes) per level will greatly benefit.
This feat only applies to spells that have a duration other than Permanent, or Instantaneous. This Feat also allows a spellcaster to use spell slots one level higher than normal in order to cast a chosen spell more times per day than they have slots of the spell's normal level. For example, Haste is a 3rd level spell. If a character had only five 3rd level spell slots, they could normally only cast five Hastes at maximum. With Extend spell, that same character could then choose to use 4th level slots(if they have any) to cast additional "Extended" Hastes. Extended Haste is one of the most potent and useful applications of metamagic in all of Aenea.

Empower Spell
Why this one is good:
This feat will grant any spell it is applied to a 50% increase in any randomly rolled portion of the spell, be it damage rolls, number of enemies affected, duration of effect, or amount of bonus granted. This feat will allow the average output of these random rolls to be closer to their normal, unboosted maximum values. For example, Fireball can inflict 10d6 damage when cast by a character with at least 10 caster levels. This means the spell can inflict between 10 damage to 60 damage, with an average of 35 (10 plus 60 equals 70, divided by 2 equals 35). If the Empower Spell feat is applied, this becomes 10d6 times 1.5, or between 15 to 90 damage, with an average of 52 (15 plus 90 equals 105, divided by 2 equals 52.5) which is nearly equal to the spells unmodified maximum of 60 damage. This feat can allow such spells to sometimes exceed their normal, unboosted maximum values.
This Feat also allows a spellcaster to use spell slots two levels higher than normal in order to cast a chosen spell more times per day than they have slots of the spell's normal level. For example, Fireball is a 3rd level spell. If a character had only five 3rd level spell slots, they could normally only cast five Fireballs at maximum. With Empower spell, that same character could then choose to use 5th level slots(if they have any) to cast additional "Empowered" Fireballs.

Maximize Spell
Why this one is good:
This feat guarantees that any
randomly rolled portion of a spell cast with this feat applied will yield the maximum possible result, be it damage rolls, number of enemies affected, duration of effect, or amount of bonus granted. With this feat, a Fireball cast by a 10th level spellcaster will always inflict the full 60 damage. The only drawback as opposed to Empower spell is that this feat will never allow a spell to exceed its normal maximum output. This Feat also allows a spellcaster to use spell slots three levels higher than normal in order to cast a chosen spell more times per day than they have slots of the spell's normal level. For example, Fireball is a 3rd level spell. If a character had only five 3rd level spell slots, they could normally only cast five Fireballs at maximum. With Maximize spell, that same character could then choose to use 6th level slots(if they have any) to cast additional "Maximized" Fireballs.

Quicken Spell
Why this one is good:
This feat makes any spell it is applied to a "Free Action" to cast. This means that the spell does not use up the normal "standard action" for the round it is used in, allowing another action to be taken in the same round (even casting another spell!). A Quickened Spell will not provoke an Attack of Opportunity if cast while being threatened by an enemy in melee, even if the caster does not use the "defensive casting" mode. The "free" spellcasting action that this feat grants does not stack with the extra action granted by the Haste spell. A quickened spell can be counterspelled just like a normal spell, as can any other spell cast in the same round as the quickened spell. The only defense against being counterspelled is to
either be under the effects of Haste when the enemy is not under the effects of Haste, or under the effects of Greater Sanctuary before the enemy has a chance to target the character with the Counterspell Action. The Quicken Spell feat will also allow the character to use spell slots 4 levels higher than normal to cast a chosen spell more times per day than they have slots of the spell's normal level. For example, Fireball is a 3rd level spell. If a character had only five 3rd level spell slots, they could normally only cast five Fireballs at maximum. With Quicken spell, that same character could then choose to use 7th level slots(if they have any) to cast additional "Quickened" Fireballs.

Quaking Chorus*(Bard)
Why this one is good:
This song inflicts damage in a large area every round, and can inflict Knockdown on enemies who fail the Discipline skill check. Even if the Bard does not have maxxed out Perform skill to optimize the damage (which can make this song absolutely devastating), as long as they have high Charisma, the song is still useful as a defensive measure (knocking down enemies around the Bard). The song does have issues with damaging enemies who have Damage Reduction, and will also affect party members. Best used when the Bard is adventuring alone, this song is still a "Must-Have".

Soothing Refrain*(Bard)
Why this one is good:
This song allows the bard to heal themself and their whole party (at least those party members who are in range) without having to give up some of their few spells known slots for healing spells. Whether the bard is alone or in a group, this song can make a huge difference in combat, as the regeneration it grants will stack with any other source of regeneration, from items, spells, or feats. At level 40, with maximum Perform skill, the song grants the second highest possible amount of regeneration of any effect in Aenea - 40 hitpoints per round for the Bard as well as their whole party (in range).

Somnific Lullabye*(Bard)
Why this one is good:
This song allows the Bard to lull large groups of enemies to sleep, either to avoid being attacked, or to set up easy kills (Coup De Grace). To get the best effect, and to affect stronger creatures, the Bard will want to have maximum Perform Skill. Even enemies who make thier saves to avoid sleep will still be made drowsy and be slowed for up to 10 rounds. This song is party friendly, as well.

Mundane Melody*(Bard)
Why this one is good:
This song interferes with magic cast by anyone in the area. Not only do the affected targets gain a possibly very high amount of Spell Resistance, anyone failing a Will save may be forced to unequip magical items they are wearing up to a certain value(thus potentially removing potent weapons or defensive items), summoned creatures are dispelled, and everyone affected is penalized with a percentage chance for any spellcasting to fail outright. If the bard can catch a group of spellcasting enemies in the area of this spell, it can be devastating, sometimes taking such enemies out of a fight completely.

Curse Song*(Bard)
Why this one is good:
This song is the offensive version of the default Bard Song. Everything that Bard Song boosts for allies, this song will penalize for enemies. Of particular note are this song's ability to decrease enemy attack rolls, damage rolls, Armor Class, saving throws, and hitpoints (by inflicting sonic damage). This song is party friendly, as well.

Extra Music*(Bard)
Why this one is good:
This is a good feat to take if a Bard needs more uses of their Bard Song abilities. Skill Focus: Perform is a decent substitute for this feat.

Lingering Song*(Bard)
Why this one is good:
This feat will increase the duration that all of a Bard's songs will last by 5 rounds. Normally Bard song will last 10 rounds, so this is a 50% increase. For songs that have a stacking effect every round, such as Soothing Refrain or Quaking Chorus, this is an excellent way to improve them.




Last edited by daveyeisley on Sun May 29, 2016 12:40 am; edited 16 times in total
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Miscellaneous Standard Feats

Post by daveyeisley on Thu Apr 21, 2011 5:12 pm

__________________________________________________________________________________________

Miscellaneous Standard Feats
____________________________(Click the Spoiler Tag to open the List)____________________________
Spoiler:
Creature Lore
Why this one is good:
This feat is required to qualify for the Animator Prestige Class. This feat will help a character with high Lore skill to effectively strike (ie. gain an attack bonus against) whatever type of enemy the feat is used on for a limited time. In light of the difficulty in gaining attack bonuses, this feat merits heavy consideration in any melee build that may experience attack bonus troubles. The higher the Lore skill, the better the check results, and the better the check results, the better the attack bonus.

Toughness
Why this one is good:
This feat will grant a character one additional hit point for every level they have. That is equivalent to gaining an extra 2 points of constitution (without the bonus to fortitude saves and concntration skill). At 40th level, this feat yields an extra 40 hitpoints, which is an excellent return on investment. This feat (along with the Dodge feat) is required to qualify for the Dwarven Defender Prestige Class.

Great Fortitude / Lightning Reflexes / Iron Will
Why these are good:
These feats are invaluable for improving a character's "weak spots". A fighter with poor Wisdom may wish to choose Iron Will to improve their Will save as if they had increased Wisdom by 4 points. Likewise, a Rogue with poor Constitution may wish to do the same for their Fortitude saves by selecting Great Fortitude. A cleric might wish to bolster Reflex saves by choosing Lightning Reflexes. Both the Great Fortitude and Iron Will feats are required to qualify for the Ironheart Prestige Class.



Last edited by daveyeisley on Fri Apr 22, 2011 7:37 am; edited 12 times in total
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Epic Combat Feats

Post by daveyeisley on Thu Apr 21, 2011 5:15 pm

__________________________________________________________________________________________

Epic Combat Feats
____________________________(Click the Spoiler Tag to open the List)____________________________
Spoiler:
Bane of Enemies*(Ranger)
Why this one is good:
By the time a Ranger can select this feat, they already have 5 types of Favored Enemy, and gain plus 5 damage (with any weapon, even unarmed!), as well as plus 5 to Listen, Spot, and Taunt checks against any of those enemy types. This feat, however, not only increases the damage bonus by an additional 2d6, but also grants a plus 2 to hit which does not count towards the magical attack bonus cap. The difficulty in gaining attack bonuses (especially ones that do not count towards the bonus cap) makes this feat a "must-have" for any character who plans on taking more than 20 Ranger levels (and if they plan on taking only 20, it would be highly recommended to take just one more Ranger level if only to gain this feat).

Overwhelming Critical > Devastating Critical
Why these are good:
These feats have many requirements to qualify for them. Be sure to click their names and carefully read the NWNwiki information on the requirements. Overwhelming Critical is nice, especially when combined with a weapon such as a Great Axe or Scythe (the critical multipliers on such weapons increase the bonus damage the feat provides). Devastating Critical, however, is the Strength-based melee character's Crown Jewel. The Weapon Master Prestige Class makes an incredibly powerful combination with the Devastating Critical feat, as well, due to the Ki Critical ability which increases the critical threat range of the Weapon of Choice by 2 points. Combined with Improved Critical, the Keen property, and a weapon that has a base critical threat range of 18-20 (the best base critical range you can get) such as a Rapier, Kukri, or Scimitar, the Weapon Master's critical threat range will be 10-20. That is a 55% chance to score a critical threat, and if confirmed will mean the enemy must make a fortitude save or simply die outright on almost every other hit! There is no better way to get more mileage from Devastating Critical than by becoming a Weapon Master, although the feat equirements are extensive compared to other Prestige Classes (however, the Acrobat Prestige Class gains most of the Weapon Master feat requirements for free as bonus feats, with the exception of Expertise and Weapon Focus feats. Note: the Skill Focus (Tumble) feat is required to become an Acrobat).

Epic Damage Reduction
Why this one is good:
This feat will reduce physical damage inflicted by any source. While its name uses the word "reduction", and in fact it behaves like reduction for the purposes of stacking (ie. it will not stack with other forms of Damage Reduction, except for Barbarian's Damage Reduction, Dwarven Defender's Damage Reduction, or Monk's Perfect Self Damage Reduction), it cannot be "penetrated" or ignored no matter how magical the source of the damage is. In addition, these feats will stack with Damage Resistances. See this guide
for more information about Damage Reduction, Resistance, and Immunity.

Epic Dodge
Why this one is good:
This feat, while difficult to qualify for, is possibly the best single defensive feat in the game. Combined with a very high AC (70+), it can make the character nearly unhittable. Even better is to add in some type of concealment (miss chance), and the character will often get through long, protracted combats against many difficult enemies without taking a scratch (well, maybe one or two, but most other characters might have been slaughtered). The main reason this feat is so powerful is because when an opponent rolls a natural 20 to hit a character, there are only 2 ways to then avoid being struck, Concealment (such as from the a Cloak of Displacement, Improved Invisibility, the Monk's Empty Body, or the Self-Concealment feats) or Epic Dodge. Against a single opponent, the character will not be faced with more than 10 attacks in a single round, and if the character's AC is high enough, the enemy will only be able to hit with a natural 20, meaning only a 5% (one in twenty) chance of being struck, which is only once every other round at most. With Epic Dodge, the first time each round the opponent is lucky enough to roll a 20, the attack will simply be negated by this feat. This means the opponent must roll two separate natural 20s in a round in order to have a chance to strike the character (and if there is also concealment at work, then even two natural 20s may not be enough). This scenario does hinge on the enemy only being able to hit on a natural 20 due to the characters high AC (Improved Expertise can be of great help with this), but even in situations where the enemy can strike more easily, this feat will still automatically negate the first successful attack. Be sure to click the feat name and carefully read the NWNwiki information on the requirements. A character will almost assuredly need to be Dexterity-focused to qualify with a 25 base Dexterity (though enough purchases from Lady Shea's XP store may open this up to a much wider variety of builds). The feat cannot be taken before the character reaches 27th level due to the 30 Tumble skill ranks requirement (a character cannot have more ranks in a skill than their level plus 3). To obtain the needed Defensive Roll and Improved Evasion requirements, this feat will require at least 1 level of Acrobat (taken on a "feat level") with 9 levels of Monk,
1 level of Acrobat (taken on a "feat level") with 10 levels of Rogue, 5 levels of Shadowdancer with 9 levels of Monk, 5 levels of Shadowdancer with 10 levels of Rogue, 9 levels of Monk with 10 levels of Rogue, 10 levels of Shadowdancer, or 13 levels of Rogue. Being flat-footed will mean this feat cannot function.

Epic Prowess
Why this one is good:
This feat grants a plus 1 attack bonus to the character's attacks of any sort, type, or with any weapon, which stacks with everything and does not count towards any bonus caps. In light of the difficulty in gaining attack bonuses, as well as the fact that it will apply to any attack form, this feat is well worth it for nearly any combat character.

Epic Weapon Focus > Epic Weapon Specialization*(Fighter)
Why these are good:
Much like the standard versions of these feats, these two are extremely valuable for any combat character. The character must have Weapon Focus to gain Epic Weapon Focus, and must have Weapon Focus, Weapon Specialization, Epic Weapon Focus, and be at least a 4th level Fighter to gain Epic Weapon Specialization. Epic Weapon Focus grants a plus 2 attack bonus with the chosen weapon w
hich stacks with everything (including the plus 1 from Weapon Focus, for a total of plus 3!) and does not count towards any bonus caps. Epic Weapon Specialization is equivalent to the character gaining an additional 8 points of Strength (and it stacks with the bonus from Weapon Specialization, for a total of plus 6 to all damage with the chosen weapon type, the equivalent of 12 extra points of strength!).

Improved Sneak Attack
Why this one is good:
Let's face it, Sneak Attacks are situational. However, so are critical hits. While critical hits are determined solely by random dice rolls (although you can heavily increase your chances, you cannot guarantee critical hits), Sneak Attacks can be purposefully "set up" by a savvy player using Flanking
(usually with Use Magic Device skill or a class ability that can summon an ally of some sort) to reliably gain their benefit on every attack made in a round. In addition, the damage inflicted by critical hits is heavily influenced by the Strength of the character, and the weapon they are using. Not so with Sneak Attacks. Each 1d6 of sneak attack will add an average of 3.5 damage to each attack that hits, which is nearly equivalent to the damage gained from 8 additional points of Strength. When a character can qualify for Improved Sneak Attack, they must already have 8d6 Sneak Attacks (an average of 28 extra damage), and each time 1d6 is added this number increases. If a player feels their character has plenty of defenses in place, there are few (if any) better offensive options for a Dexterity-based character than investing in better Sneak Attack damage. At the high end, these feats can be taken multiple times to gain an extra 27d6 to 30d6 damage on Sneak Attacks, which averages out to a whopping 94-105 extra damage!! Now imagine that combined with extra attacks from dual-wielding, ouch!

Improved Stunning Fist
Why this one is good:
Being stunned is one of the worst conditions to be afflicted with in combat (right up there with being blinded, but at least a character can still move and attack while blinded, and the Blind-Fight feat can help cancel many of the penalties). The Stunning Fist attack will ignore most usual defenses against being stunned, such as Immunity to Mind Effects, and can only be prevented by a successful fortitude save, the Pale Master's Immunity to Stun ability, or Immunity to Critical Hits. The latter two conditions are very rare, and the former can be mitigated by taking this feat multiple times for a stacking plus 2 bonus to the DC of the Stunning Fist attack. Combined with high Wisdom, this can be an extremely deadly combination, as stunned enemies lose their Dexterity and Dodge bonuses to AC, cannot attack, cannot move, cannot cast spells or use items, and generally stand there looking stupid waiting for the character to kill them.

Improved Whirlwind Attack
Why this one is good:
The standard feat version of Whirlwind Attack is a solid offensive maneuver. It suffers from its limited range, however. Enemies must be very close to the character in order to be subject to a normal Whirlwind Attack. With Improved Whirlwind, the range of the attack is doubled, making this a much more attractive attack, effectively more than doubling the number of enemies that can fit into the area and be struck by the attack. Improved Whirlwind Attack, much like the standard version, will not stack with Great Cleave. The requirements are much the same, except for the need for a base 23 Dexterity (which can be tough), making it strongly geared towards Dexterity-based characters.

Mighty Rage*(Barbarian)
Why this one is good:
This is an additional form of Rage for a Barbarian, that does not apply any AC penalty like normal or Greater Rage, and grants 3 additional Rages per day that will still benefit from the Terrifying Rage and Thundering Rage feats. Mighty Rage also grants higher ability bonuses than normal or Greater Rages
(and these will stack up to the +12 ability bonus cap). Lastly, the "aura" from Terrifying Rage will stack if both Greater Rage and Mighty Rage are used in combination, so opponents in the area will need to make 2 saving throws, and the penalties to attacks and saves will stack if both saves are failed.

Terrifying Rage*(Barbarian)
Why this one is good:
This feat can greatly aid the Barbarian when being surrounded, and can protect them from being mobbed and beaten down. Combined with Barbarian's Damage Reduction, this means a lot less attacks and incoming damage to worry about when facing large groups of enemies. Enemies who have Levels or Hit Dice equal to or more than the Barbarian can still be affected by the attack and saving throw penalties. If both Mighty Rage and Greater Rage are activated in combination, opponents will need to make 2 saving throws against fear, and if both saves are failed, the penalties will stack. The key to getting the most from this feat is to ensure that Intimidate skill is maxxed out (and maybe even seek out charisma boosting effects or items), and choosing Mighty Rage to gain the stacking benefits.

Thundering Rage*(Barbarian)
Why this one is good:
This feat is very nice against spellcasters (deafened spellcastsers have a 20% chance for their spells with Verbal casting components to fizzle harmlessly because they cannot hear themselves speaking), and works well combined with the Overwhelming Critical feat and a weapon such as a Great Axe or Scythe to add up to 5d6 damage to any critical hits. Note that this feat will not grant the deafening ability to offhand weapons (if the character is dual-wielding) and that a weapon which already has a "Massive Criticals" property will not gain the bonus damage benefit of this feat.

Self Concealment I, II, III, IV, and V
Why this one is good:
These feats offer passive concealment that is always on, so it will apply to every single melee or ranged attack against the character (even against touch attacks
, or when the character is flat-footed!). This means that regardless of any other considerations or modifiers, there will always be a flat percentage chance for any enemy to miss the character, even if they would otherwise have hit the AC (even with a natural 20 on the roll!). The percentage gets better the more times the feat is taken. While they are extremely difficult to qualify for, they are also very powerful, being one of only two possible ways to avoid the effect of opponents who roll a natural 20 to hit the character. One issue for characters who wish to gain Self-Concealment V as well as Epic Dodge is that neither feat can be taken before 27th level, and from 27th level up to 40th level, the character will gain only 5 general feats. Since 6 total feats are needed to achieve this combination, the character must gain an Epic bonus feat from a class that has access to Self-Concealment as a bonus feat somewhere between level 27 and level 40. Meeting the requirement of 30 base Dexterity is notably on par with the highest ability requirement for any feat in the game(alongside the 30 Wisdom required for Dragon Shape).



Last edited by daveyeisley on Sat Apr 23, 2011 8:08 am; edited 29 times in total
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Epic Magic Feats

Post by daveyeisley on Thu Apr 21, 2011 5:16 pm

__________________________________________________________________________________________

Epic Magic Feats
____________________________(Click the Spoiler Tag to open the List)____________________________
Spoiler:
Automatic Quicken Spell I, II, and III
Why these are good:
To gain these feats, the Quicken Spell feat is required. These feats cannot be taken before the character reaches 27th level due to the 30 Spellcraft skill ranks requirement (characters cannot have more base ranks in a skill than their level plus 3). With each level of these feats, a "tier" of spells can be automatically "quickened" without being memorized in advance as quickened spells, and without using higher level spell slots (thus making the normal Quicken Spell feat itself useful only for using slots 4 levels higher than normal to cast a certain spell additional times per day). The tiers are gained in the following order: 1st to 3rd level spells, 4th to 6th level spells, and 7th to 9th level spells. With all three "tiers" of this feat, any non-epic spell will be cast as if quickened. This means that two spells may be cast in a round (even without haste) and no attacks of opportunity will be provoked (even if not using defensive casting mode). These feats, much like quicken spell, still offer no protection against being counterspelled
.

Automatic Silent Spell I, II, and III
Why these are good:
These feats operate in "tiers" much like Automatic Quicken. These feats require the Silent Spell feat. With all three tiers of these feats, the caster is effectively immune to being silenced or deafened (only as it regards casting non-epic spells).

Automatic Still Spell I, II, and III
Why these are good:
Again, three tiers of these feats cover the 9 levels of non-epic spells (1 to 3, 4 to 6, and 7 to 9). With all three tiers of these feats, an Arcane caster can effectively ignore the spell failure chance from wearing armor.

Epic Spell Focus
Why this one is good:
If the plus 4 spell DC from Greater Spell Focus is good, the plus 6 spell DC that this feat replaces it with is great. This feat requires the Spell Focus and Greater Spell Focus feats. This feat combined with a high casting ability modifier (Intelligence for Wizards, Wisdom for Clerics, Paladins, Rangers, and Charisma for bards and Sorcerors) can give the best possible chance of success for any spell of the chosen school to defeat a target's saving throw.
Among the best spell schools to focus in are: Evocation, Necromancy, Enchantment, Illusion, and Transmutation. This feat should be considered a "must-have" for any spellcaster who wishes to use offensive magic.

Epic Spell Penetration
Why this one is good:
Much like the Spell Focus feat chain, if a plus 4 on the check to penetrate Spell Resistance is good, then the plus 6 this feat offers is great. Again, a "must-have" for a spellcaster wishing to use offensive magic. This feat requires both the Spell Penetration and Greater Spell Penetration feats.

Epic Spell: Epic Warding
Why this one is good:
Due to the 34 Spellcraft skill áranks requirement, this feat cannot be taken before the character reaches 31st level (a character cannot have more base ranks in a skill than their level plus 3). This feat, while usable only once per day, grants some extremely powerful Damage Reduction (plus 20/soak 50) that will absorb 50 points of damage from just about any physical attack. It does have a limited amount of absorption however (somewhere over 1,000 hitpoints), so the character cannot stand idly by for too long while taking hits from powerful enemies. Combined with spells that deal damage to attackers when the caster is struck (such as Mestil's Acid Sheath and Fire Shield) this feat is an extremely effective melee deterrent. This feat ignores spell failure, and cannot be dispelled, counterspelled, or interrupted.

Epic Spell: Epic Mage Armor
Why this one is good:
This feat cannot be taken before the character reaches level 23 due to the 26 Spellcraft skill ranks requirement
(a character cannot have more base ranks in a skill than their level plus 3). The plus 20 Armor AC bonus granted by this spell is the best Armor AC bonus that can be gotten in the game due to the plus 20 cap for each type of AC bonus. This feat allows a spellcaster to have a very high AC to avoid the attacks of Epic melee enemies with feats such as Devastating Critical. This feat ignores spell failure, and cannot be dispelled, counterspelled, or interrupted.

Epic Spell: Greater Ruin
Why this one is good:
This feat allows a caster to reliably deal an average of 61 to 122 damage (depending on the results of the fortitude saving throw) to a single target. The damage inflicted is Positive Energy which very few enemies have resistance or Immunity to (watch out for using this feat in the Dark Realm, however, where all positive Energy damage is reduced and weakened). Due to the feat allowing a Fortitude saving throw rather than a Reflex saving throw, Evasion and Improved Evasion will not protect the target.
This feat cannot be taken before the character reaches 22nd level due to the 25 Spellcraft skill ranks requirement (as a character cannot have more base ranks in a skill than their level plus 3). This feat ignores spell failure, Spell Mantles (and all other forms of spell absorption), Spell Immunities (for both specific spells and spell schools), and cannot be counterspelled or interrupted. In Aenea, this feat may be used twice per day.

Epic Spell: Hellball
Why this one is good:
Aside from ignoring Evasion and Improved Evasion in Aenea (due to the super-colossal radius of the blast it is impossible to 'dodge out of the way' if caught inside the area) this feat also will almost assuredly knock any affected targets prone. With an average of 26 damage inflicted by each of 4 different energy types, this feat is all but guaranteed to seriously harm any creature that lacks multiple energy resistances. Also the visual is pretty darn cool. The caster will often have trouble casting this at a point far enough away that the blast will not strike them (and if targeted on an enemy who is running towards the caster, the delay before the projectile detonates will certainly mean the caster will be caught in the blast), so the caster may be well-advised to cast the Energy Buffer spell immediately before using Hellball (the multiple energy resistances from Energy Buffer can heavily reduce the damage, or even negate it entirely). This feat cannot be taken before the character reaches level 29 due to the 32 Spellcraft skill ranks requirement
(as a character cannot have more base ranks in a skill than their level plus 3). This feat ignores spell failure, Spell Mantles (and all other forms of spell absorption), Spell Immunities (for both specific spells and spell schools), and cannot be counterspelled or interrupted. This feat may be used twice per day in Aenea.

Improved Combat Casting
Why this one is good:
Nobody wants to have to use "defensive casting" mode constantly to avoid attacks of opportunity for casting while threatened in melee. While this feat requires the standard feat Combat Casting, it will totally negate the possibility of provoking attacks of opportunity due to spellcasting. Thats pretty darn handy if one does not wish, or cannot afford to invest a standard feat into Quicken spell and 3 more Epic feats into Automatic Quicken Spell. This feat cannot be taken before the character reaches level 22 due to the 25 Concentration skill ranks requirement
(as a character cannot have more base ranks in a skill than their level plus 3). Improved Combat Casting does merit additional consideration due to the benefits it can grant to the Spellcraft checks for Epic Spells in Aenea.

Lasting Inspiration*(Bard)
Why this one is good:
This feat cannot be taken until the Bard has reached 22nd level due to the 25 Perform skill ranks requirement
(as a character cannot have more base ranks in a skill than their level plus 3). Multiplying the duration of bard song by 10 is an incredible increase. From 10 rounds to 100 rounds. With Lingering Song, the total becomes 105 rounds (the bonus from Lingering Song is not multiplied). The drawback to this feat at current is the Bard's inability to end a song they are already singing (though with any luck this will be fixed when Bard Songs get rescripted) which means they will be "locked" into a particular song for 100 rounds no matter what. In the case of songs which are not Party friendly (such as Quaking Chorus) this is an extremely bad thing. For a great Party song like Soothing Refrain, however, this increase in duration can give the Bard amazing efficiency per use of Bard Song.

Outsider Shape*(Shifter)
Why this one is good:
This feat requires a base Wisdom of 25 (which is tough for characters other than divine casters). While the Slaad and the Azer forms from this feat are very nice in the right situations, the real benefit is the Rakshasa form. The Rakshasa form is Immune to 8th level spells and below, gains True Seeing, gains +5/soak 15 Damage Reduction, and can cast Ice Storm and Dispel magic unlimited times per day. The unlimited Ice Storms are a huge deal because they do not allow a saving throw and if the character also has the ability to cast Ice Storm from another class, the benefits of that spellcasting class can be used while they are in Rakshasa form. Using the quickslotted Ice Storm spell from the primary spellcasting class
while in Rakshasa form will result in the spell being cast as if by the primary spellcasting class (including metamagic feats applied to it, such as Maximize Spell), but the spell will remain unlimited use. Very, very few enemies have the correct immunities or resistances to negate the damage of the Ice Storm spell, making the Rakshasa form an incredibly potent mix of defense and reliable offense.

Dragon Shape*(Druid/Shifter)
Why this one is good:
Arguably the all-around most powerful single feat in the game, the fact that a 30 base Wisdom is required does very little to diminish the attractiveness of this feat. An absolute "must-have" for any high Wisdom Druid or Shifter. Physical Abilities become 48 Strength, 36 Dexterity, and 32 Constitution. The character gains +6/soak 40 Damage Reduction, and the ability to penetrate +6 Damage reduction with their attacks. The Dragon Shape also grants 100% immunity to an energy type (depending on the color of Dragon chosen at the time of shifting), they also become immune to Mind Effect, Sneak Attacks, and Paralysis while gaining True Seeing as well. The Breath Weapon of the chosen color of Dragon also becomes available. And then you have the really, really crazy part of the feat - a single level of Monk for the character allows the high Wisdom required for this feat to also grant the Monk's Wisdom-based AC bonus and increased DC for the Monk's Stunning Fist attack (though this can only be used 1/day unless the extra stunning feat is taken). The Monk level also grants the Dragon Form access to the Monk's unarmed attack table. There are numerous other mechanical details involved in this incredibly powerful combination, all of which are covered by clicking the name of the feat to bring up the NWNwiki information.

Great Smiting I - X*(Paladin/Champion of Dalix/Blackguard)
Why this one is good:
These feats allow the damage bonus of the Smite Evil and Smite Good abilities to be multiplied. This can allow for some truly dizzying damage output on critical hits with Smite attacks - up to 440 extra damage
(for a character with no levels in classes other than Paladin and Champion of Dalix) from a single hit with Great Smiting X, which on a critical hit, is then multiplied by the weapon's critical multiplier. So using a Scythe (x4 critical multiplier), a critical Smite hit could potentially inflict 1,760 extra damage (not including the base damage and any other bonuses)! áNow imagine if that character took 7 levels of the Weapon Master Prestige Class to increase their critical multiplier on the Scythe from x4 to x5 (and increased the threat range as well). The drawback here is that the Smite ability is only 1 use per day, and only 3 uses per day even with the Extra Smiting feat. Still, with the amazing damage that can be dealt with even 1 or 2 successful Smites, that should be all that will be needed for most evil Boss enemies. The attack bonus on Smite attacks (gained from the Charisma modifier) does not count towards the attack bonus cap.

Planar Turning*(Cleric/Paladin/Blackguard)
Why this one is good:
For characters who are skilled at Turning Undead, this feat allows them to extend that ability to extraplanar enemies, such as Demons, Slaad, Rakshasa, and Azers (and many others). Just as with normal turning, if the character has more than twice the Levels/Hit Dice of the target, a successful turning attempt with outright destroy the planar enemy. This feat is particularly effective in combination with the Dead Stalker semiclass, as Dead Stalker levels boost a character's turning ability. Also, this feat reduces the turn resistance that planar enemies would otherwise have (equal to their Spell Resistance), by cutting it in half.



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Miscellaneous Epic Feats

Post by daveyeisley on Thu Apr 21, 2011 5:17 pm

__________________________________________________________________________________________

Miscellaneous Epic Feats
____________________________(Click the Spoiler Tag to open the List)____________________________
Spoiler:
Armor Skin
Why this one is good:
A 2 AC bonus that stacks with everything and does not count towards any AC bonus caps.

Blinding Speed
Why this one is good:
For non-spellcasters who lack Use Magic Device skill, this feat is absolutely wonderful as it allows them to gain access to the Haste effect for 10 rounds. In Aenea, this feat can be used 3 times per day.

Epic Fortitude / Epic Reflexes / Epic Will
Why these are good:
These feats are an excellent way to further bolster weak saving throws, or even to make a good saving throw even better.

Epic Skill Focus
Why this one is good:
This feat grants a 10 bonus to the chosen skill that stacks with all other skill bonuses and does not count towards the skill bonus cap. All skills are capped at 127 total rating, however.

Epic Toughness
Why this one is good:
When one has only a single Epic bonus feat available, and hence cannot select Great Constitution twice, this feat is a solid way to increase a character's hardiness.

Great Strength / Great Dexterity / Great Constitution / Great Wisdom / Great Intelligence / Great Charisma
Why these are good:
For characters that are focused on maximizing a single ability, the relevant one of these feats is a "must-have", especially if the character would have an odd numbered ability at level 40. Each feat can supposedly be taken up to a maximum of 10 times, however characters only recieve 7 Epic general feats to buy them, meaning the only way to get 10 of any of these feats is with 3 Epic bonus feats. Only 4 of these 6 feats are available as bonus feats, Great Dexterity, Great Wisdom, Great Charisma and Great Intelligence. Only these 4 feats can actually be taken the maximum of 10 times. Great Strength and Great Constitution may only be taken a maximum of 7 times. Also of note is that, unlike skill points or ability points spent during a levelup, these feats will not apply to meeting the requirements of other feats in that same levelup, they only take affect after the levelup is completed.

Improved Spell Resistance*(Monk)
Why this one is good:
This feat truly shines when a character invests 30 or more levels into the Monk class, as this will grant over 40 Spell Resistance. 40 levels of Pure Paragon Monk, combined with 10 purchases of this feat, the Monk can get SR as high as 70. What this means, is that to be affected by a spell (a spell that allows Spell Resistance, mind you, as not all spells do) the caster must roll 1d20 plus their caster level and achieve a result of 70 or more. Naturally, even with 40 levels of pure spellcaster class, this is not possible, as the maximum result would be 60. The spellcaster can also call into play the Epic Spell Penetration feat, to raise this maximum to 66, which is still not sufficient. Only with the Epic Spell Penetration feat combined with the Mordenkainen's Disjunction spell (which does not allow for spell resistance and lowers the targets spell resistance by 10) can a pure 40th level caster have even a meager 30% chance of punching through and having their spell take effect [Note: due to a bug in the Bioware Spell Resistance check, the Spell Resistance penalty from Mordenkainen's Disjunction does not properly reduce the Spell Resistance of Monks with the Diamond Soul class feature. This bug makes Monks with 67 or more Spell Resistance effectively immune to any spell that allows a Spell Resistance check. Thank you to S'vair for catching this.]. Take away some caster levels, the penetration feats, or the Mord's Disjunction spell and the Monk is more or less immune to magic that allows Spell Resistance.



Last edited by daveyeisley on Tue Apr 26, 2011 12:15 pm; edited 11 times in total
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Re: Choosing Feats: Which ones are good, and why.

Post by MannyJabrielle on Thu Apr 21, 2011 6:49 pm

STICKY STICKY! STICKY!


And a note... for the whirlwind chain, expertise is also one of the required fears for WW itself. And maybe add improved WW to the chain?
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Re: Choosing Feats: Which ones are good, and why.

Post by daveyeisley on Thu Apr 21, 2011 7:08 pm

MannyJabrielle wrote:And a note... for the whirlwind chain, expertise is also one of the required fears for WW itself. And maybe add improved WW to the chain?

Because Imp. WW is an epic feat, I didnt add it to the chain in the standard feat section, but I did add notes about the Expertise requirement for WW and that WW is needed for Imp. WW.
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Re: Choosing Feats: Which ones are good, and why.

Post by daveyeisley on Fri Apr 22, 2011 6:19 pm

Done! Whew.


Last edited by daveyeisley on Fri Apr 22, 2011 7:22 pm; edited 1 time in total
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Re: Choosing Feats: Which ones are good, and why.

Post by MannyJabrielle on Fri Apr 22, 2011 7:01 pm

The Amethyst Dragon, can we get this stickied?
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Re: Choosing Feats: Which ones are good, and why.

Post by The Amethyst Dragon on Sat Apr 23, 2011 1:22 am

Stickified.

Also, I changed the spoiler texts from black to dark blue, because some browsers display the "box" behind the text as black, making black text impossible to see without highlighting it first.

Nice work, Dave!

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Re: Choosing Feats: Which ones are good, and why.

Post by Moonchild on Sun Apr 24, 2011 12:42 am

wow!

Amazing job Dungeon Master Mythg!! no wonder I haven't seen you in game past few days

Now uhh, lets get some discussion in here. Anyone disagrees with anything? Something to add? Stories? Comments?

Personally, lately I've been kind of wavering in my quest for dev crit as a paladin. Obviously, being a paladin my favorite enemies are the evil/undead ones, and undead being immune to critical, well dev crit seems almost pointless if I plan on playing my pally to its fullest. So I'm debating whether dev crit is ultimately worth it, or if something like great strength or some other permanently beneficial feat will be better.
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Re: Choosing Feats: Which ones are good, and why.

Post by Eric of Atrophy on Sun Apr 24, 2011 3:26 am

Moonchild, I gotta agree with you that dev. critical seems silly if you're planning to focus on slaughtering undead. Gr.Str is an excellent route to take, methinks, if you're planning on having a tank-ish PC ... what about the Gr.CHA as well, for doesn't it give the pally extra turning/divine shield/divine might uses?

And by the by, welcome to Aenea!
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Re: Choosing Feats: Which ones are good, and why.

Post by blackdragon12121 on Sun Apr 24, 2011 4:09 am

Extra strength gives all day bonuses against everything, not just undead which is something to bear in mind. You get a higher ab and dmg. Personally, cha-based pallys fit more with RP but from pure efficiency/effectiveness purposes, strength is the way to go. I usually aim for a buffed charisma of 30
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Re: Choosing Feats: Which ones are good, and why.

Post by daveyeisley on Sun Apr 24, 2011 9:32 am

Other than undead and constructs, only Bosses in Aenea are immune to crits.

Dev Crit works great against evil (and even non-evil) enemies, such as Demons in the Dark Realm.

Nothing like rolling up to a Marilleth Dervish and, before she can unleash a furious assault of 10 attacks all over your hitpoint bar, laying her out dead as a doornail with a single stroke by cleaving her in half.

Beholder Elder been sending you to the Great Hall? Few things in the game are more satisfying than dropping those big gasbags with a one shot Dev Crit.

Combine Dev Crit with Great Cleave, and when you get mobbed by Soulbourne Demons, you can clear a whole group in seconds.

It is true that crit-immune enemies ruin the fun of the feat, but there aren't very many crit immune enemies besides undead.

For dealing with undead or crit-immune evil bosses, the Smite Evil, Extra Smiting, and Great Smiting abilities are probably the best option.

In fact, I recently put up a Smite Master build, that will give you some insights as to how to build those abilities into your Paladin.

You will obviously want to drop the Weapon Master levels, and can ignore the notes on subrace and Spear for the weapon, but the rest could be very helpful to you.

To obtain Great Smiting 10, you could go straight Paladin, but bonus feats from Champion of Dalix (just the name of the deity has been changed in Aenea) can make it easier to get the other pre-epic feats you want, the bonus to your saving throws will be astronomical, and the damage bonus from Divine Wrath will stack with the damage bonus from Divine Might (and both are applied the same way so they bypass resistances and immunities).

Straight Paladin works just fine, too, though.

If you like these ideas, you should be able to, when you are ready, use a re-level to focus your levelup ability points more towards Charisma, because you need a lot of it (25) to qualify for Great Smiting.


Last edited by daveyeisley on Sun Apr 24, 2011 9:04 pm; edited 1 time in total
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Re: Choosing Feats: Which ones are good, and why.

Post by daveyeisley on Sun Apr 24, 2011 11:22 am

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Re: Choosing Feats: Which ones are good, and why.

Post by Elhanan on Sun Apr 24, 2011 12:53 pm

I still heavily recommend Blind Fight for every build. See here for details:

http://nwn.wikia.com/wiki/Blind_fight
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Re: Choosing Feats: Which ones are good, and why.

Post by daveyeisley on Sun Apr 24, 2011 9:03 pm

Elhanan wrote:I still heavily recommend Blind Fight for every build. See here for details:

http://nwn.wikia.com/wiki/Blind_fight

I very much agree. All the builds I suggested would have it. Also, there is a link to the wiki for every single feat in my lists, just click the name of the feat and it will take ya to the wiki for that feat.
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Re: Choosing Feats: Which ones are good, and why.

Post by daveyeisley on Tue Apr 26, 2011 12:16 pm

Edits made to basic feat information and also to the Great Ability Epic Feats.
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Re: Choosing Feats: Which ones are good, and why.

Post by Angel of Death on Mon Apr 08, 2013 5:31 pm

Just an idea, but it struck me that it might be a good idea to add a special paragraph with how the feats are working on Aenea. Some feats has a special function, unique to Aenea, which new (heck, even some veteran) players might not know about.

As an example, the Combat Casting line of feats:
Combat Casting / Improved Combat Casting, has an extra function on Aenea, as it's used in the conjunction of epic magic spells...making it easier to cast those spells in battle. Smile
Details on that is listed here!
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Re: Choosing Feats: Which ones are good, and why.

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