Feats

In Shadowgate

Feats

Feats can be expensive to buy, but offer one of the most powerful character advancement methods in the game. Most feats improve your in-combat abilities, although a few instead offer general enhancements or non-combat abilities. They come in a variety of forms; some are passive and always active, while others require direct commands for situational use. The most powerful feats have pre-requisites, disallowing their use until lower-rank feats have been bought, or certain character/class levels or attributes are gained.

All classes offer free feats during level advancement; most are pre-defined, although certain classes instead grant either a martial, spellcraft, or hybrid feat of choice. In addition, a total of fourteen feats are available with your overall character level, regardless of class taken. Overall levelling feats can be bought at first level, and every three levels after this; if the level at which a feat is bought is lost, it will deactivate until that level is regained.

General and defensive feat trees:

T1: Craft magical equipment
Requisites: none
Allows the creation of magical items with the command “craft enchant”

T1: Brew potion
Requisites: none
Allows the creation of magical potions with the help brew.

T1: Track
Requisites: none
Allows use of the command to attempt to follow other creatures.

T1: Skill focus (passive)
Requisites: none
Selects one skill to increase at the rate of a class skill.

T1: Timeless Body
Prerequisites: L15 Monk
L15 Druid
This feat allows ignoring the ill effects of old age and makes it
so that you no longer need food or water to survive.

T1: Imbue Item
Prerequisites: Warlock Level 12
This feat allows the warlock to harness their innate affinity for
magic, to craft magically imbued arms and armor with any craft skill they
are adept in.

T1: Light armor proficiency (passive)
Requisites: none
Allows use of leather armor and bucklers.

T2: Medium armor proficiency (passive)
Requisites: light armor proficiency
Allows use of chain armor.

T3: Shield proficiency (passive)
Requisites: light armor proficiency, medium armor proficiency
Allows use of shields.

T4: Heavy armor proficiency (passive)
Requisites: light armor proficiency, medium armor proficiency, shield proficiency
Allows use of plate armor.

T1: Indomitable (passive)
Requisites: 15 charisma
Grants a small luck bonus to armor-class.

T2: Force of personality (passive)
Requisites: 15 charisma, indomitable
Adds charisma bonus to all saving throws.

T3: Unyielding soul (passive)
Requisites: 15 charisma, indomitable, force of personality
Mind-effecting spells cause damage, but are otherwise non-functional against the character.

T3: Leadership (passive)
Requisites: 15 charisma, indomitable, force of personality
Gathers a group of followers based on the character’s influence skill.

T1: Smite
Requisites: L2 paladin
Cast divine energy at the paladin’s opponents, harming them and momentarily shocking creatures of chaotic inclination. Its effectiveness is based on level and charisma.

T2: Layonhands
Requisites: L6 paladin, smite
Channel healing into the target, gaining effectiveness with level and charisma

T1: Resistance (passive)
Requisites: none
Improve a character’s base saving throws.

T2: Increased resistance (passive)
Requisites: resistance
Increases a character’s magic resistance.

T3: Improved resistance (passive)
Requisites: resistance, increased resistance
Further increases a character’s magic resistance.

T4: Death ward (passive)
Requisites: resistance, increased resistance, improved resistance
Grants immunity to death spells and some creature abilities.

T4: Spell reflection (passive)
Requisites: resistance, increased resistance, improved resistance
Allows a chance for targetted spells to rebound upon a foe.

T1: Toughness (passive)
Requisites: none
Increases a character’s total health.

T2: Improved toughness (passive)
Requisites: toughness
Further increases a character’s total health.

T3: Damage resistance (passive)
Requisites: toughness, improved toughness
Reduces the damage taken from physical blows.

T4: Improved damage resistance (passive)
Requisites: toughness, improved toughness, damage resistance
Further reduces the damage taken from physical blows.

T4: Regeneration (passive)
Requisites: toughness, improved toughness, damage resistance
Grants a degree of health regeneration.

Spellcaster feat trees:

T1: Spellmastery
Requisites: none
Allows the use of a specified, known L1 or L2 spell without preparation or components.

T2: Spell power (passive)
Requisites: spellmastery
Slightly increases the character’s effective caster level.

T3: Hardenedminions
Requisites: spellmastery, spell power
Grants a boost to the offensive and defensive capabilities of summoned creatures.

T3: Improved spell power (passive)
Requisites: spellmastery, spell power
Further increases the character’s effective caster level.

T4: Greater spell power (passive)
Requisites: spellmastery, spell power, improved spell power
Yet further increases the character’s effective caster level.

T5: Magic arsenal (passive)
Requisites: spellmastery, spell power, improved spell power, greater spell power
Grants two extra preparation slots per spell level.

T1: Spell focus (passive)
Requisites: none
Decreases spell targets’ saving throws.

T2: Eschew materials (passive)
Requisites: spell focus
Allows all spells of L1 and L2 to be cast without components.

T2: Spell penetration (passive)
Requisites: spell focus
Decreases spell targets’ magic resistance.

T3: Perfect caster (passive)
Requisites: spell focus, spell penetration
Prevents splash-damage spells from hitting friendly targets.

T4: Greater spell penetration (passive)
Requisites: spell focus, spell penetration, perfect caster
Further decreases spell targets’ magic resistance.

T5: Armored caster (passive)
Requisites: spell focus, spell penetration, perfect caster, greater spell penetration
Allows arcane and psionic spellcasting in light armor; slightly dampens spell power.

T1: Divine domain (passive)
Requisites: none
Grants one domain of extra spells offered by the character’s deity.

T2: Second dvine domain (passive)
Requisites: divine domain
Grants a second domain of extra spells offered by the character’s deity.

T3: Third divine domain(passive)
Requisites: divine domain, second divine domain, cleric L21
Grants a third domain of extra spells offered by the character’s deity.

T1: Scribe
Requisites: mage or sorcerer L1
Allows an arcane spellcaster to write single-use scrolls of any spells they know.

T1: Enchant
Requisites: mage L11
Allows a mage to enchant an item with charges of any spell they know.

T1: Spell knowledge
Requisites: sorcerer L21
Grants the sorcerer knowledge of two additional spells beyond their normal limits.

T1: Wildshape wolf/small animal/bear/large animal/cat
Requisites: druid L1/5/11/14/19
Allows the druid to take the listed shapeshift form.

T2: Shapeshift
Requisites: L1 druid, wildshape
Grants the druid shapeshifting forms.

T3: Wild speech
Requisites: druid L11
Allows the druid to speak normal tongues while shapeshifted.

T4: Wild spellcraft
Requisites: druid L11, wild speech
Allows the druid to cast spells while shapeshifted.

T5: Wild knowledge
Requisites: druid L21
Allows the druid access to their inventory while shapeshifted.

T1: Armored Manifester
Prerequisites: Psion or Psywarrior
The Armored Manifester feat will allow a psionic character to manifest their powers while wearing any type of armor.

T2: Combat Manifester
Prerequisites: Psion or Psywarrior
Armored Manifester (for psions)
The Combat Manifester feat will allow a psionic character who could not otherwise manifest while wielding a weapon the ability to
manifest their powers while wielding a weapon.


T1: Expanded Knowledge 1
Prerequisites: Psion level 1 or Psywarrior level 11
This feat allows a psionic character to master an additional power of any level up to one less than he can cast.

T2: Expanded Knowledge 2
Prerequisites: Psion level 11 or Psywarrior level 21
Expanded Knowledge 1
This feat allows a psionic character to master an additional power of any level up to one less than he can cast.

T3: Expanded Knowledge 3
Prerequisites: Psion level 11 or Psywarrior level 21
Expanded Knowledge 2
This feat allows a psionic character to master an additional power of any level up to one less than he can cast.

T1: Psionic Body
Prerequisites: Psion level 1
Psywarrior level 17
Psionic Body is a passive feat that will increase the psionic character’s hit points based on the number of psionic feats that characterhas taken, including Psionic Body.


T1: PsionicWeapon
Prerequisites: Psywarrior level 5,
Psion level 11
As the psionic character is attacked, psychic energy builds to a low growl within his mind.

T2: GreaterPsionicWeapon
Prerequisites: Psywarrior or Psion level 15
PsionicWeapon

As the psionic character is attacked, psychic energy builds to a low growl within his mind.

T1: CombatPrescience
Prerequisites: Psywarrior level 11
This feat allows the psywarrior to use her mental prowess to gain insight into battle, granting her bonuses to attack and damage rolls and giving her a chance to slip in extra attacks.

Melee combat feat trees (combat styles):

T1: Shieldbash
Requisites: none
Allows the character to attempt to stun or silence an opponent.

T2: Shieldwall
Requisites: shieldbash
Shift combat stance to deflect incoming damage, forgoing attacks to do so.

T3: Deflection (passive)
Requisites: shieldbash, shieldwall
Allows a chance to deflect blows with a shield.

T4: Reflection (passive)
Requisites: shieldbash, shieldwall, deflection
Allows a chance to reflect spells back at their caster with a shield.

T5: Counter (passive)
Requisites: shieldbash, shieldwall, deflection, reflection
Allows a chance to counter-attack when deflecting or reflecting incoming attacks.

T1: Ambidexterity (passive)
Requisites: 15 dexterity
Allows the use of two character-sized weapons simultaneously.

T2: Two weapon fighting (passive)
Requisites: 15 dexterity, ambidexterity
Grants an additional attack while dual-wielding.

T3: Improved two weapon fighting (passive)
Requisites: 15 dexterity, ambidexterity, two weapon fighting
Grants another additional attack while dual-wielding.

T4: Whirl
Requisites: 15 dexterity, ambidexterity, two weapon fighting, improved two weapon fighting
Simultaneously attack every foe within reach.

T5: Unassailable parry (passive)
Requisites: 15 dexterity, ambidexterity, two weapon fighting, improved two weapon fighting, whirl
Gives a chance to block incoming blows when dual-wielding.

T1: Sweepingblow
Requisites: 15 strength
Swing a large weapon to strike multiple foes at once.

T2: Blade block (passive)
Requisites: 15 strength, sweepingblow
Gives a chance to block incoming blows with a two-handed weapon.

T3: Impale
Requisites: 15 strength, sweepingblow, blade block
Attempt to impale your target, chance to damage/stun them and another foe.

T4: Light weapon (passive)
Requisites: 15 strength, sweepingblow, blade block, impale
Allows the wielding of a two-handed weapon with the speed of a lighter one.

T5: Strength of arm (passive)
Requisites: 15 strength, sweepingblow, blade block, impale, light weapon
Increases damage dealt by standard attacks with two-handed weapons.

T1: Mounted combat (passive)
Requisites: none
Attacks upon a mount are avoided with a successful athletics check.

T2: Ride-by attack (passive)
Requisites: mounted combat
Attacks upon a rider are avoided with a successful athletics check.

T3: Charge
Requisites: mounted combat, ride-by attack
Attempt to ride down an opponent with a lance to cause massive damage.

T4: Trample
Requisites: mounted combat, ride-by attack, charge
Other nearby foes can be trampled for damage during a charge attempt.

T1: Point blank shot (passive)
Requisites: 13 dexterity
Allows the use of ranged weapons in close-range combat.

T2: Manyshot
Requisites: 13 dexterity, point blank shot
Unleashes a barrage of arrows at multiple foes within range.

T3: Deadeye (passive)
Requisites: 13 dexterity, point blank shot, manyshot
Increases the damage done with ranged weapons, based on the wielder’s dexterity.

T4: Preciseshot
Requisites: 13 dexterity, point blank shot, manyshot, deadeye
Aims a particularly damaging ranged attack at a foe which may also temporarily incapacitate them.

T5: Shot on the run (passive)
Requisites: 13 dexterity, point blank shot, manyshot, deadeye, preciseshot
An archer who makes a ranged attack in a round can use this as cover to move out of range of some melee attacks.

T1: Opportunity strikes

This feat will allow the character to move into a better position in combat and to strike with greater strength. It will increase damage done if they wield one one-handed weapon.

T1: Bladesong
With this feat one learns how to use just one hand to channel their spells. The caster can use their spells while wielding a weapon in their second hand.

T2: Swipe
Prerequisites: Opportunity strikes
Saving throw: reflex
Syntax: swipe TARGET

With this characters can perform a tactical swipe, aiming their weapon at an opponent with precision and strength put into strike.

T2: Positioning
Prerequisites: Swipe
Syntax: positioning offensive|defensive|check

This feat will allow characters to slightly shift between defensive and offensive combat, increasing or decreasing their accuracy and resistance. 

T3: Opportunistic parry
Prerequisites: Swipe and Positioning

This feat will give you a chance based on your athletics skill to parry all attacks that are directed your way. This feat doesn’t stack with Parry, you don’t need it if you’re fighter or paladin. N.B. This feat doesn’t stack with parry feat.

T3: True strikes
Prerequisites: Swipe and Positioning

This feat increases accuracy of your strikes when you use one single-handed weapon.

 

Melee combat feat trees (general):

T1: Blindfight (passive)
Requisites: none
Negates penalties to melee combat and general movement while blinded.

T1: Simple weapon proficiency (passive)
Requisites: none
Grants use of simple weapons (daggers, staves, clubs and tools).

T2: Martial weapon proficiency (passive)
Requisites: simple weapon proficiency
Grants use of martial weapons.

T3: Exotic weapon proficiency (passive)
Requisites: simple weapon proficiency, martial weapon proficiency
Grants use of exotic weapons (whips, fans, bastard swords, giant-size weapons, etc)

T1: Titan grip (passive)
Requisites: Strength 19

This reflects your outstanding strength, and permits you to wield very large two-handed weapons that otherwise would be too large for you. 

 

T1: Combat reflexes (passive)
Requisites: L4 thief
Allow flanking of opponents during combat.

T1: Powerattack
Requisites: 13 strength
Increase melee damage at the cost of accuracy.

T2: Sunder
Requisites: 13 strength, powerattack
Damage an opponent’s defenses, making them easier to hit.

T2: Shatter
Requisites: 13 strength, powerattack
Break layers of defensive magic such as stoneskin and iron body.

T3: Rush
Requisites: 13 strength, powerattack, sunder, shatter
Rush towards a foe, attempting to impact them for massive damage.

T1: Weapon finesse (passive)
Requisites: none
Gives dexterity modifier to attack rolls rather than strength, when using a small weapon.

T1: Leathal Strikes (passive)
Requisites: none
Better criticals with lighter weapons

T1: Expertise
Requisites: 13 intelligence
Fight defensively, decreasing chance to hit and to be hit.

T2: Knockdown
Requisites: 13 intelligence, expertise
Attempt to knock over an opponent.

T2: Disarm
Requisites: 13 intelligence, expertise
Attempt to disarm an opponent.

T3: Daze
Requisites: 13 intelligence, expertise, knockdown, disarm
Strike a foe to interrupt and briefly prevent spellcasting (players only).

T1: Parry (passive, fighter/knights only)
Requisites: L1 fighter/cavalier/paladin
Gives a chance to block incoming blows with a weapon.

T2: Weapon focus (passive)
Requisites: L5 fighter
Increases accuracy with melee weapons.

T3: Weapon specialization (passive)
Requisites: L9 fighter
Increases damage with melee weapons.

T4: Greater weapon focus (passive)
Requisites: L13 fighter
Further increases accuracy with melee weapons.

T5: Greater weapon specialization (passive)
Requisites: L17 fighter
Further increases damage with melee weapons.

T1: Tools of the trade (passive)
Requisites: thief or bard L12
Allows the use of rogue-like combat items (powder, caltrops, smoke bombs, and similar).

T1: Defensive roll (passive)
Requisites: 15 dexterity, thief L21
Successful scramble attempts allow a chance for an extra attack.

T1: Dodge
Requisites: 13 dexterity
Designate a combat opponent, against which a small dodge bonus is given.

T2: Evasion (passive)
Requisites: 13 dexterity, dodge
Increases ability to avoid attacks.

T2: Mobility (passive)
Requisites: 13 dexterity, dodge
Increases character’s speed, allowing successful reflex checks to avoid non-targetted spell damage.

T3: Scramble
Requisites: 13 dexterity, dodge, evasion, mobility
Fight defensively, dodging incoming attacks.

T4: Spring attack (passive)
Requisites: 13 dexterity, dodge, evasion, mobility, scramble
Successful scramble attempts allow a chance for an extra attack.

T1: Rally
Requisites: bard L1
Use bardic music to inspire allies, granting various combat bonuses.

T2: Anger
Requisites: bard L8, rally
Attempt to anger a target into attacking others nearby.

T3: Calm
Requisites: bard L11, rally, anger
Attempt to calm an attacker.

T4: Charm
Requisites: bard L17, rally, anger, calm
Attempt to charm a target into aiding the character.

T1: Rage
Requisites: barbarian L1
Grants the use of the barbarian rage ability, granting greater combat prowess.

T1: Unarmored Defense
Requisites: barbarian L1, Monk L1
Offers  the equivalent armor class of hide armor whilst unarmored

T2: Greater rage (passive)
Requisites: barbarian L11, rage
Improves the bonuses of the rage ability.

T3: Mighty rage (passive)
Requisites: barbarian L17, rage, greater rage
Greatly improves the bonuses of the rage ability.

T1: Persistent Rage
Prerequisites: Level 31 barbarian
This feat allows the barbarian to rage at will without cooldown or duration limits.

T1: Unyielding Rage
Prerequisites: Level 31 barbarian
This feat allows the barbarian to avoid death’s door whilst raging.

KiEnchancment  Allows the monk to enhance their abilities through the use of Ki. The available feats will depend on your chosen way. 

Way of the Elements
T1: Elemental attunement
Prerequisites: L10 Monk, Way of The Elements
This feat represents an even further attunement with the elements, granting an additional +2 to caster level when using monk spells.
NOTE: This feat only functions while unarmored.

T2: Elemental Opportunist
Prerequisites: L15 Monk, Way of The Elements
This feat allows a monk who is dedicated to the way of the elements the chance when using any elemental combat spell, to summon an elemental guardian of her current elemental focus. This guardian will follow the monk for as long as it lives. The effect is beyond the control of the particular monk and the guardian does not accept commands.
NOTE: This effect will have a chance of happening when using any offensive elemental monk spell, the chance increases slightly by level, as well as the power of the summoned guardian. This feat only functions while unarmored.

T1: Enchanted Fists
Prerequisites: L10 Monk, Way of The Fist
This feat allows an additional +1 to the enhancement bonus of your unarmed attacks. A level 12 monk with this feat who is unarmed would effectively be attacking as if their fists were +3.
NOTE: This feat only functions while unarmored.

T2: Fists of Fury
Prerequisites: L15 Monk, Way of The Fist
This feat allows a monk dedicated to the way of the fist to add an additional 1d2 damage when making unarmed attacks.
NOTE: This feat only functions while unarmored.

T1: Shadow Opportunist
Prerequisites: L15 Monk, Way of The Shadow
This feat further increases the chance of flurry of blows landing a second attack. It represents the ability for a monk dedicated to the way of the shadow being able to discern openings in the defenses of their opponents that others often miss.
NOTE: This feat only functions while unarmored.

T2: Shadow Perception
Prerequisites: L10 Monk, Way of The Shadow
A monk who is dedicated to the way of the shadows has a way of perceiving and hiding in shadows that most can never hope to achieve. This feat represents this ability, granting a +2 to both stealth and perception.
NOTE: This feat only functions while unarmored.

T1: Tongue of the Sun and Moon
Prerequisites: L13 Monk
Your mastery of Ki allows you to understand all spoken languages. Also anyone who can understand a spoken language will be able to understand you.

T1: Stillness of Mind
Prerequisites: Monk Level 7, 2 Ki
Syntax: stillness_of_mind
A monk that is unarmored and unarmed, or wielding small weapons, may attempt to still her mind, freeing herself from all movement impairing affects. This focus is intense and requires the use of 2 ki. Furthemore, the monk must wait a period of time being being able to focus her mind in such a way again.

T2: Purity of Body
Prerequisites: L10 Monk
Your mastery of Ki has safeguarded you against both poisons and diseases, granting immunity to both.

T3: Diamond Soul
Prerequisites: L14 Monk, 1 Ki
Your mastery of Ki allows you to automatically reroll all failed saving throws, for the cost of 1 Ki, if you have enough available and are unarmored and unarmed or wielding only small weapons.

T4: Empty Body
Syntax: empty_body
Prerequisites: Monk Level 18, 4 Ki
This feat allows a Monk who is unarmored, unarmed, or wielding small weapons to empty her body of all vulnerabilities, excluding force damage, and to fade from view, if not already hidden, for one minute. Because of the energy that it requires from the monk it has a short delay before it can be used again.

T1: Flurry of Blows
Syntax: flurry_of_blows on | flurry_of_blows off
Prerequisites: Monk level 2, 1 Ki per round
This feat allows the monk to focus her mind. She is able to uncanningly spot the weaknesses in the defenses of her enemies by doing so, which allows her to attack at least once more, possibly twice, at the expense of 1 Ki per combat round. This feat functions only when unarmored and unarmed or wielding small weapons while the monk has Ki available.

T2: Stunning strike
Syntax: stunning_strike <target>
Prerequisites: Monk Level 5, 1 Ki

A monk that is unarmored and unarmed, or wielding small weapons, may attempt a stunning strike on a target. In order for the attempt to be successful the monk must have at least 1 available Ki, must land a touch attack on the target, and the target must fail a fortitude save with a DC of the Monk’s level.

T3: Quivering palm
Syntax: quivering_palm <target>
Prerequisites: Monk Level 17, 3 Ki, Specialized in The Way of The Fist
A monk specialized in the way of the fist, that is unarmored and unarmed, or wielding small weapons, may attempt a quivering palm attack on a target. In order for the attempt to be successful the monk must have at least 3 available Ki and must land a touch attack on the target. If successful a brief period of time later the target must roll a successful fortitude saving throw or be set to 0 health. Against certain monsters or if the saving throw is successful the target will take 1d6 damage per monk level.

T4: Perfect Self
Prerequisites: Monk Level 20
Any time that you enter combat, if you do not have Ki available to you, you will regenerate 4 Ki instantly.

Close Menu