Under construction, beginning the work of converting this to the feat page
This page lists and explains the Feats of Arelith.
Noteable Feat Changes (working title)
Types of Feats
- Are given every at a character's 1st and then every 3 character levels: 3rd, 6th, 9th, 11th, ... up to 18th.
- Starting at character level 21, they become Epic General Feats on 21st, 24th, 27th, and 30th level.
- Are selected from the General Feats pool.
- Can be subject to requirements.
For example
Zen Archery is available to be taken as a
General Feat, but the character must meet two requirements: base attack bonus of 3 or more and
hard Wisdom of 13 or more. Alternatively, this example
Zen Archery could also be obtained through a
Path Feat as well. Many feats have different ways of being obtained which can be understood by the type of feat, their prerequisites, or how they are automatically granted.
Zen Archery
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Type of feat: General, Cause of Vigilance Path
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Prerequisite: Base attack bonus +3, Wisdom 13+
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Automatically granted by: Vigilante (Cause of Vigilance) 3
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Required for: None
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Specifics: Wisdom guides the character's ranged attacks letting them use their wisdom modifier, if it is higher, instead of their Dexterity when firing ranged weapons. Works for all ranged touch spells; caster uses the higher of their DEX or WIS mod.
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Use: Automatic
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- Are given at different intervals depending on class in addition to General Feats, hence they are "bonus" feats on top of the 3 given at every level.
- May include a smaller tailored sub-set of General Feats in the pool of bonus feats, per class.
- May allow access to feats that are not available otherwise.
- Can be subject to requirements.
For example
Slippery Mind can be taken on
Rogue Bonus Feat levels. Here, the requirement of 7
Rogue levels means access to the the
Rogue's first bonus feat at level 7. The feat could be taken at any other
Rogue bonus feat level after 7 as well. This is also an example of a bonus feat that is not available as a
General Feat, so one of the prerequisites must be met and the feat taken on a bonus feat level, or there are other ways to obtain this feat through
Class Feats or
Path Feats.
Slippery Mind
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Type of feat: Rogue Bonus, Harper Scout Bonus, Zhentarim Operative Bonus, Shadowdancer Class, Swashbuckler Class, Cause of Vigilance Path, Path of the Seeker Path
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Prerequisite: Rogue 7, Harper Scout 1, Zhentarim Operative 1
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Automatically granted by: Vigilante (Cause of Vigilance) 12, Shadowdancer 7, Swashbuckler 17; Swashbuckler synergy 2/3 progression: Cleric (Path of the Seeker)
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Required for: None
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Specifics: Characters failing their will save versus mind-affecting spells get an automatic reroll. Works against fear effects.
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Use: Automatic
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- Granted automatically by a character's class.
- Will be granted even if prerequisites exist and aren't met.
- Can be other types of feats, or may be only specially available as a Class Feat.
For example,
Uncanny Dodge is granted by many different classes and at different levels. Mechanically, the ability to retain a character's Dexterity bonus while flat-footed is important for most melee fighters and especially important for classes that may use their Dexterity as their main source of armor class. This feat could also be obtained through
Path Feats, but note the feat is not available through
General or
Bonus feats. Part of building mechanically proficient characters is recognizing these requirements.
Uncanny Dodge
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Type of feat: Assassin Class, Barbarian Class, Bard Class, Harbinger Class, Liberator Class, Monk Class, Ranger Class, Rogue Class, Shadowdancer Class, Spellsword Class, Swashbuckler Class, Vigilante Class, Warlock Class, Path of the Seeker Path, Cause of Freedom Path
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Automatically granted by: Assassin 2 (5, 10), Barbarian 2 (5, 10, 13, 16, 19), Bard 10, Harbinger 12, Liberator 11, Monk 12, Ranger 8, Rogue 3 (6, 11, 14, 17, 20), Shadowdancer 2 (5, 10), Spellsword 12, Swashbuckler 12, Vigilante 11, Warlock 10, Cleric (Path of the Seeker Path) 12, Vigilante (Cause of Freedom Path) 3 (8, 13, 19)
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Required for: None
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Specifics: There are six versions of this feat, with cumulative (but not stacking) benefits. Only Barbarian and Rogue levels reach 6+. The sixth version includes benefits extending into epic class levels.
1: The character retains dexterity bonus to AC even if caught flat-footed or attacked by a hidden or invisible creature. 2: +1 bonus on reflex saving throws to avoid traps.* 3: +2 bonus on reflex saving throws to avoid traps. 4: +3 bonus on reflex saving throws to avoid traps. 5: +4 bonus on reflex saving throws to avoid traps. 6+: +5 bonus on reflex saving throws to avoid traps. Epic: Reflex saving throws made to avoid traps improves by +1 every three levels.
*Unverified: Uncanny Dodge 2 grants immunity to sneak attacks from a flanking attacker unless the attacker has at least four more combined class levels of Assassin, Barbarian, Rogue, and Shadowdancer than the defender.
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Use: Automatic
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- Granted automatically by a character's Race.
- Will be granted even if prerequisites exist and aren't met.
- Can be other types of feats, or may be only specially available as a Racial Feat.
For example,
Keen Senses is granted as an
Elf racial feat. By simply playing a character of this racial type the feat is included in any character. This feat could also be obtained through
Class Feats or
Path Feats.
- Granted automatically by a character's path.
- Not all Arelith classes have paths, but many do: Warlock, Vigilante, and Cleric to name a few.
- Choosing a path opens up different abilities and feat progressions for the chosen path.
- Will be granted even if prerequisites exist and aren't met.
- Can be other types of feats, or may be only specially available as a Path Feat.
For example, the
Ki Barrier feat is only available to
Vigilante and only the
Cause of Vigilance path. So this is a feat that is only available to the
Vigilante and only to those
Vigilantes that take the
Cause of Vigilance path over their other path choices; only 1 path may be chosen.
Ki Barrier
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Type of feat: Cause of Vigilance Path
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Automatically granted by: Vigilante (Cause of Vigilance) 3
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Required for: None
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Specifics: Gains Hard Wis Mod as Shield AC passively. Upon activation, gains 2/3 of the soft part of Wis Mod (Hard Wis mod excluded) as Shield AC for 2 minutes. Passive + active total 2/3 of wisdom bonus modifier. Activation requires 10 Wisdom. Max of 3 charges, a charge is replenished on every server RPR tick (5 minutes). Can only gain the passive benefit and activate if wearing less than light armor and no shield. May utilize Ki Barrier with Light Armor if multiclassing with more than half the character levels in: Ranger, Cleric Seeker, Cleric Warpriest, Shaman, Rogue, Swashbuckler. Divine Shield is removed when activated. Activating Divine Shield will remove the active part of this feat. The passive part of AC does not stack with Divine Shield (the gained Div Shield AC subtracts from passive Wis to AC). Ki Barrier can be used in tandem with Parry AC but won't stack; automatically take highest. Does not disable Ranger's Defensive Dual Wielding bonus.
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Use: Automatic, Selected
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- Are given every at a character's 21st, 24th, 27th, and 30th level.
- Can select General Feats at these levels as well, but usually there are better epic feats to take.
- Are selected from the Epic General Feats pool.
- Can be subject to requirements; always including being character level 21 or higher.
For example
Blinding Speed is available to be taken as an
Epic General Feat, but the character must have a
hard Dexterity score of 25 or more. Alternatively, this feat could also be obtained through a
Epic Bonus Feat as well.
Blinding Speed
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Type of feat: Epic General
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Prerequisite: 21st level, dexterity 25+
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Required for: None
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Specifics: The character is able to activate an instant action extraordinary (not affected by antimagic) Haste-like effect on themselves. Casting times are not reduced by Blinding Speed, but Blinding Speed has all the other individual effects of Haste except for the casting effect: +1 APR (Attack per round), +50% Move Speed, and +4 Dodge AC. Activating this ability does not break stealth. If Haste is cast on someone with Blinding Speed, the Blinding Speed effect is cancelled and Haste is applied. Effect duration is 3 turns. Unlimited uses per day, but 8 turns of cooldown period between uses. The cooldown of Blinding Speed is reduced by 1 turn every 6 combined Assassin, Harper Scout, Invisible Blade, Rogue, Shadowdancer, Swashbuckler and Zhentarim Operative levels. Rogue levels are not required for this bonus to trigger.
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Use: Selected (instantaneous)
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- Like Bonus Feats, Epic Bonus Feats are given at different intervals depending on class, but in epic levels.
- Some classes might not have Bonus Feats, but those classes with epic levels (21+ for base classes or 11+ for prestige) will have some progression of Epic Bonus Feats.
- Epic Bonus Feats are in addition to the Epic General Feats, hence they are also "bonus" feats on top of the 3 given at every epic level.
- May include a smaller tailored sub-set of General Feats or Epic General Feats in the pool of bonus feats, per class.
- May allow access to feats that are not available otherwise.
- Can be subject to requirements.
- Requirements usually also include being character level 21 or higher. Prestige classes may or may not have access to Epic Bonus Feats in their 1-10 levels.
For example, the feat
Improved Evasion is an
Epic Bonus Feat for the
Swashbuckler class. The feat is available to be taken other ways, but a purely
Swashbuckler level character leveled up from 1 to 23 would only be able to select
Improved Evasion on their 23rd level with their
Epic Bonus Feat.
Improved Evasion
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Type of feat: Rogue Bonus, Harper Scout Bonus, Zhentarim Operative Bonus, Assassin Class, Monk Class, Shadowdancer Class, Swashbuckler Class, Cause of Freedom Path
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Prerequisite: Rogue 10, Harper Scout 5, Zhentarim Operative 5
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Automatically granted by: Assassin 16, Monk 9, Shadowdancer 10, Swashbuckler 26, Vigilante (Cause of Freedom) 10
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Required for: Epic Dodge, Self Concealment
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Specifics: Whenever a reflex save is allowed for half damage, characters with this feat instead take no damage if they succeed at the save. Even if they fail the save, they take only half damage.
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Use: Automatic
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General Mechanics
Mechanic
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Description
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Instant Attack
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Instant Attack Feats (Activated):
- Instant attacks share a cooldown timer: Dirty Fighting, Divine Smite, Eldritch Blast, Eviscerate, Elemental Maelstrom, Elemental Strike, Misericorde, Whirlwind Attack
- Using instant attacks lower attacks in the following round by 1. This is meant to offset the free attack gained by activating them.
- Instant attacks are made to look and feel like regular melee attacks while actually being an entirely independent feature. Cannot trigger cleave and similar abilities for this reason.
- Instant attacks mirror the animation delay of regular attacks via a short cooldown after casting a spell.
- Parrying instant attacks works differently the normal parry mechanics because it is scripted and implemented differently. Parry cannot riposte instant attacks, but parrying the instant attack does not count against parries-per-round. Against a character that has 4 APR and additionally uses an instant attack every round (like a hasted Spellsword), parry builds can parry 4 of these 5 attacks per round and riposte three of them.
- Most instant attacks (except Whirlwind Attack) ignore Weapon Master crit feats. Exception is elemental strike/maelstrom which only allows Ki Critical for Bladesingers (where the feat is built-in to the path) to enable their extra threat range.
- If an attacker is running, their melee instant special attacks against PCs now roll at a disadvantage.
- This disadvantage applies to both attack and threat rolls, causing the attacker to roll a d20 twice and proceed with the lower result. Replaces a prior 0.5 second movement speed penalty.
- Epic Dodge does not cause Instant Attacks to automatically miss due to an engine limitation (Epic Dodge is hard coded to affect normal flurry attacks). It instead forces any Instant Attack to roll at disadvantage until it causes one to miss. Then it goes on cooldown for 6 seconds.
- This means attacking a target that has Epic Dodge while moving will roll twice at disadvantage. Effectively rolling four times.
- Instant Attacks can apply Sneak Attacks if the requirements to perform a Sneak Attack are met.
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Feat Specifics
Feat
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Description
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Blinding Speed
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Type of feat: Epic General
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Prerequisite: 21st level, dexterity 25+
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Required for: None
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Specifics: The character is able to activate an instant action extraordinary (not affected by antimagic) Haste-like effect on themselves. Casting times are not reduced by Blinding Speed, but Blinding Speed has all the other individual effects of Haste except for the casting effect: +1 APR (Attack per round), +50% Move Speed, and +4 Dodge AC. Activating this ability does not break stealth. If Haste is cast on someone with Blinding Speed, the Blinding Speed effect is cancelled and Haste is applied. Effect duration is 3 turns. Unlimited uses per day, but 8 turns of cooldown period between uses. The cooldown of Blinding Speed is reduced by 1 turn every 6 combined Assassin, Harper Scout, Invisible Blade, Rogue, Shadowdancer, Swashbuckler and Zhentarim Operative levels. Rogue levels are not required for this bonus to trigger.
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Use: Selected (instantaneous)
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Dirty Fighting
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Type of feat: General, Rogue Class
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Prerequisite: Base attack bonus +3, Dexterity 13+
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Automatically granted by: Rogue 4
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Required for: Vigilante
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Specifics: The character knows brutal and effective fighting tactics, a set of active instant-use abilities that can target and damage an enemy. All Dirty Fighting techniques are done at -4 AB and have a 9-second cooldown. DC is 10 + Character Level / 3 + (Bluff, Sleight of Hand, Taunt, or Intimidate) / 6. Damage is 1d4 + Dex Mod, even for unarmed attacks (does not apply glove slot bonuses). Debuff only works on mostly humanoids and animals. All are limited to melee range. May also be activated via console command -usefeat.
Techniques (usable by both melee and ranged wielders for as long as conditions apply):
- Sand in the Eyes - blinds for 6 seconds, Reflex negates, can be used when having a free hand (Not dual-wielding or holding a shield with a weapon, twohand and ranged without shield can use this).
- Pommel Strike - dazes for 3 seconds, Fortitude negates, can be used when wielding a melee weapon.
- Low Blow - slows for 6 seconds, Will negates, can be used by all weapon styles.
- Nosebreak - stuns for 3 seconds, Fortitude negates, can be used when holding a shield or wearing heavy armor.
- Headbutt - confuses for 3 seconds, Will negates, can be used by all weapon styles.
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Use: Selected
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Trackless Step
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Categorized List of All Feats
Subcategories
This category has the following 7 subcategories, out of 7 total.
Pages in category "Feats"
The following 50 pages are in this category, out of 50 total.