IP_CONST_FEAT_* Constant Group

Constants for feat related itemproperties. The descriptions here are identical to the ones in the FEAT_* constants section. Far from all the feats can be added to items. Note that even if a description says that a feat requires a prerequisite, this isn't the case when granting that feat through the use of an item.



Constants

ConstantDescription
IP_CONST_FEAT_ALERTNESS
Prerequisite: None. Gives +2 on all Spot and Listen checks. Use: Automatic. NWN Manual - pg. 87.
IP_CONST_FEAT_AMBIDEXTROUS
Prerequisite: DEX 15+. When fighting with two weapons, this feat reduces the penalty for the off-hand weapon by 4. Use: Automatic when fighting with two weapons. Rangers get this feat at 1st level. NWN Manual - pg. 87.
IP_CONST_FEAT_ARMOR_PROF_HEAVY
Prerequisite: Armor Proficiency (Light) and Armor Proficiency (Medium). Knowledge of effective use of heavy armor. Use: Automatic. Fighters, Paladins and Clerics receive this feat for free. NWN Manual - pg. 87.
IP_CONST_FEAT_ARMOR_PROF_LIGHT
Knowledge of effective use of light armor. Use: Automatic. All classes except Monk, Wizard and Sorcerers get this feat free. NWN Manual - pg. 87.
IP_CONST_FEAT_ARMOR_PROF_MEDIUM
Prerequisite: Armor Proficiency (Light). Ability to effectively use medium armor. Use: Automatic. All classes except monks, rogues, wizards and sorcerers get this feat free. NWN Manual - pg. 88.
IP_CONST_FEAT_CLEAVE
Prerequisite: STR 13+, Power Attack feat. If a character with this feat kills an opponent in melee combat, they get a free attack against any opponent who is within melee range. Use: Automatic. NWN Manual - pg. 88.
IP_CONST_FEAT_COMBAT_CASTING
Prerequisite: Ability to cast 1st level spells. Character is adept at casting spells in combat removing the standard -4 penalty to Concentration checks when within 3 meters of an enemy. Use: Automatic. NWN Manual - pg. 89.
IP_CONST_FEAT_DODGE
Prerequisite: DEX 13+. Increased agility grants a +1 dodge bonus to AC against attacks from a characters current target (or last attacker). Use: Automatic, though a condition that negates a Dexterity bonus to AC also negates any dodge bonuses. Multiple dodge bonuses (different feats, racial bonuses) are cumulative. NWN Manual - pg. 89.
IP_CONST_FEAT_EXTRA_TURNING
Prerequisite: Exclusive to cleric or paladin. This divine ability allows the character to turn undead 6 additional times per day. Use: Automatic.
IP_CONST_FEAT_IMPCRITUNARM
Improved critical: unarmed strike. Prerequisite: Proficiency with specific weapon, Base attack bonus of +8 or higher. Combat ability doubles the critical threat range with a given weapon. A weapon with a normal critical range of 19-20 would now threaten on a roll of 17-20. Use: Automatic. The threat range of a Keen weapon is already doubled, increasing to triple with this feat. This feat can be selected multiple time, applying to a new weapon category each time.
IP_CONST_FEAT_KNOCKDOWN
Prerequisite: None. With this maneuver, a character can attempt to knock an opponent to the ground. An attack roll is made with a -4 penalty to the attack and, if successful, an opposed roll is made, comparing your attack roll with the defender's Discipline skill check. If successful, the target is knocked to a prone position. Use: Selected. Prone characters cannot attack. Refer to NWN Manual - pg. 93 for more info.
IP_CONST_FEAT_POINTBLANK
Point blank shot. Prerequisite: None. Unfazed by close combat, a character with this feat negates the -4 penalty for using missile weapons within melee attack range, and gains an additional +1 to attack and damage with ranged weapons when the target is within 15 feet. Use: Automatic. NWN Manual - pg. 94.
IP_CONST_FEAT_POWERATTACK
Prerequisite: STR 13+. A character with this feat can make powerful but ungainly attacks. When selected, this grants a +5 bonus to the damage roll, but inflicts a -5 penalty to the attack roll. Use: Combat mode. NWN Manual - pg. 94.
IP_CONST_FEAT_SPELLFOCUSABJ
Spell focus abjuration. Prerequisite: Ability to cast 1st-level spells. A character with this feat is adept in a certain school of magic, granting a +2 bonus to spell save DC for all spells that the character casts from that school. This makes it more difficult for enemies to resist the effects of spells of this school when the caster casts them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different school of magic in each case. NWN Manual - pg. 96.
IP_CONST_FEAT_SPELLFOCUSCON
Spell focus conjuration. Prerequisite: Ability to cast 1st-level spells. A character with this feat is adept in a certain school of magic, granting a +2 bonus to spell save DC for all spells that the character casts from that school. This makes it more difficult for enemies to resist the effects of spells of this school when the caster casts them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different school of magic in each case. NWN Manual - pg. 96.
IP_CONST_FEAT_SPELLFOCUSDIV
Spell focus divination. Prerequisite: Ability to cast 1st-level spells. A character with this feat is adept in a certain school of magic, granting a +2 bonus to spell save DC for all spells that the character casts from that school. This makes it more difficult for enemies to resist the effects of spells of this school when the caster casts them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different school of magic in each case. NWN Manual - pg. 96.
IP_CONST_FEAT_SPELLFOCUSENC
Spell focus enchantment. Prerequisite: Ability to cast 1st-level spells. A character with this feat is adept in a certain school of magic, granting a +2 bonus to spell save DC for all spells that the character casts from that school. This makes it more difficult for enemies to resist the effects of spells of this school when the caster casts them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different school of magic in each case. NWN Manual - pg. 96.
IP_CONST_FEAT_SPELLFOCUSEVO
Spell focus evocation. Prerequisite: Ability to cast 1st-level spells. A character with this feat is adept in a certain school of magic, granting a +2 bonus to spell save DC for all spells that the character casts from that school. This makes it more difficult for enemies to resist the effects of spells of this school when the caster casts them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different school of magic in each case. NWN Manual - pg. 96.
IP_CONST_FEAT_SPELLFOCUSILL
Spell focus illusion. Prerequisite: Ability to cast 1st-level spells. A character with this feat is adept in a certain school of magic, granting a +2 bonus to spell save DC for all spells that the character casts from that school. This makes it more difficult for enemies to resist the effects of spells of this school when the caster casts them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different school of magic in each case. Gnome racial ability. NWN Manual - pg. 96.
IP_CONST_FEAT_SPELLFOCUSNEC
Spell focus necromancy. Prerequisite: Ability to cast 1st-level spells. A character with this feat is adept in a certain school of magic, granting a +2 bonus to spell save DC for all spells that the character casts from that school. This makes it more difficult for enemies to resist the effects of spells of this school when the caster casts them. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different school of magic in each case. NWN Manual - pg. 96.
IP_CONST_FEAT_SPELLPENETRATION
Prerequisite: Ability to cast 1st-level spells. A character with this feat can use magic to better pierce the defenses of his opponents, gaining a +2 bonus to caster level checks to beat a creature's spell resistance. Use: Automatic. NWN Manual - pg. 97.
IP_CONST_FEAT_TWO_WEAPON_FIGHTING
Prerequisite: None. A character with this feat reduces the penalties suffered when using a weapon in each hand. The normal penalty of -6 to the primary hand and -10 to off-hand becomes -4 for the primary hand and -8 for the off-hand. Use: The ambidexterity feat further reduces the attack penalty for the second weapon by 4 (-4/-4). Best results are achieved if the off-hand weapon is light, further reducing the penalty for both the primary and off-hand by 2 (-2/-2). Rangers receive this feat for free at 1st level. NWN Manual - pg. 98.
IP_CONST_FEAT_WEAPFINESSE
Weapon finesse. Prerequisite: Base attack bonus +1 or higher. A character with this feat isa dept at using light weapons subtly and effectively, allowing him to calculate attack rolls with their Dexterity modifier bonus instead of their Strength bonus (if Dexterity is higher than Strength). Use: Automatic when using any of the following weapons: dagger, handaxe, kama, kukri, light crossbow, light hammer, mace, rapier, short sword, shuriken, sickle, sling, throwing axe, and unarmed strike. NWN Manual - pg. 98.
IP_CONST_FEAT_WEAPON_PROF_EXOTIC
Prerequisite: Base attack bonus +1 or higher. This feat allows effective use of all exotic weapons. The exotic weapons list includes the dire mace, double axe, kama, katana, kukri, scythe, shuriken, and two-bladed sword. Use: Automatic. NWN Manual - pg. 99.
IP_CONST_FEAT_WEAPON_PROF_MARTIAL
Prerequisite: None. This feat allows effective use of all martial weapons. A character cannot equip weapons they are not proficient in. The martial weapons list includes the bastard sword, battleaxe, greataxe, greatsword, halberd, handaxe, heavy flail, light flail, light hammer, longbow, longsword, rapier, scimitar, short sword, shortbow, throwing axe, and warhammer. Use: Barbarians, fighters, paladins, and rangers are automatically proficient with all martial weapons. NWN Manual - pg. 99.
IP_CONST_FEAT_WEAPON_PROF_SIMPLE
Prerequisite: None. This feat allows effective use of all simple weapons including club, dagger, mace, sickle, spear, morningstar, quarterstaff, light crossbow, dart, sling, and havey crossbow. A character cannot equip weapons they are not proficient in. Use: All characters except for druids, monks, rogues, and wizards are automatically proficient with all simple weapons. The spell Tenser's Transformation gives a wizard a temporary proficiency with all simple weapons. NWN Manual - pg. 100.
IP_CONST_FEAT_WEAPSPEUNARM
Weapon specialization unarmed strike. Prerequisite: Fighter with Base attack bonus of +4 or higher, Weapon Focus in the chosen weapon type. A character with this feat has trained especially hard with a specific weapon group, gaining a +2 damage bonus with that category. Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case, so long as that group is already associated with Weapon Focus. NWN Manual - pg. 100.

See Also

functions: ItemPropertyBonusFeat


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