Feats Changes

  • Arrow of Death: DC scales with Arcane Archer level: 10 + Intelligence Modifier + 1/2 Arcane Archer levels.
  • Bane of Enemies: +3 to hits and +3d6 damage against selected enemy (instead of +2 to hits and +2d6 damage).
  • Barbarian Rage: AB bonus equal to half of Strength bonus given (same for Greater Rage). Lasts turns instead of rounds, based on character constitution modifier (PURE modifier, bonus from different sources are not considered).  
  • Blinding Speed: lasts 1 round each 2 character level, grants +1 attacks per round, +4 dodge AC (subject to 20 dodge AC cap), can't be dispelled.
  • Devastating Critical has been reworked as follows:
    1. The Death effect has been removed.
    2. The Chance of a Dev Critical occurring is 50% less than normal. (each Critical Hit has a 50% chance to proc the new Dev Critical effect)
    3. The Target must make a Fort-save 10 + Strength Modifier + (1/2 of the attacker’s total level). 
    4. When used against Boss Creatures, trigger chances are slightly reduced.
  • The effects applied if failing the save are:
    1. Knock-Down for 1 Round (KD immunity does not apply).
    2. Blindness, Deafness and Silence for 1 round.
  • Disarm & Improved Disarm:
    1. Dropped weapons will be returned to the owner's inventory.
    2. In rare instances if you are killed while being disarmed the weapon may not be returned.
    3. Disarm has an in-combat cooldown. 3 seconds in PVM, 6 seconds in PVP.
    4. NPCs can be disarmed, same as players.
  • Divine Might: duration increased to x1.5 charisma modifier rounds.
  • Divine Shield: duration increased to x1.5 charisma modifier rounds.
  • Divine Wrath: daily uses increased to 3. Duration increased to turns instead of rounds (PURE modifier, bonus from different sources are not considered).
  • Dirty Fighting: adds 1d8 to the total damage.
  • Dragon Shape: daily uses increased to 5.
  • Defensive Stance: Adds +4 Strength, +6 Constitution, +4 Saves and +6 Dodge AC.
  • Dwarven Defender Damage Reduction: starts at level 6, reducing 6/- (instead of 3/-), up to 24/- at DD level 30.
  • Epic Toughness: Grants 30 addition hit points, up to a maximum of 300.
  • Extra Stunning: grants 5 addition daily uses of Stunning fist (up from 3).
  • Hide on Plain Sight: has a cooldown of 12 seconds.
  • Knockdown & Improved Knockdown: has an in-combat cooldown, 6 seconds in PVM, 12 in PVP.
  • Lay on Hands: daily uses increased to 3, it can hurt Undead (even players using an Undead Subrace). 
  • Mighty Rage: AB bonus and Magical damage Bonus equal to half of Strength bonus given. Lasts turns instead of rounds, based on character constitution modifier (PURE modifier, bonus from different sources are not considered).
  • Overwhelming Critical: adds 2d6 to critical damage instead of 1d6. 
  • Outsider Shape: Rakshasa spell damage scales with shifter levels + half of any druid level. If the character has the feat "Maximise Spells" or "Empower Spells" , Rakshasa spells are also maximised or empowered (maximise takes priority over empower).
  • Quivering Palm: daily uses increased to 2, base DC increased at 13.
  • Self Concealment: requirements reduced to 20 Dexterity, 20 Hide, 20 Tumble and Improved Evasion. Increased concealment bonus at each level, up to 70% concealment with Self Concealment V.
  • Shadow Evade: The effect lasts for 1 turn for each Shadow Dancer level.
    5% concealment bonus, 5/+2 damage reduction, and +1 AC Dodge bonus al level 4
    10% concealment, 5/+2 damage reduction, and +2 AC Dodge bonus at level 6
    15% concealment, 10/+3 damage reduction, and +3 AC Dodge bonus at level 8
    20% concealment, 10/+3 damage reduction, and +4 AC Dodge bonus at level 10
    25% concealment, 10/+4 damage reduction, and +5 AC Dodge bonus at level 15
    30% concealment, 15/+5 damage reduction, and +6 AC Dodge bonus at level 20
    40% concealment, 15/+6 damage reduction, and +7 AC Dodge bonus at level 25
    50% concealment, 20/+7 damage reduction, and +8 AC Dodge bonus at level 30
  • Skill Mastery: when you roll a d20 while disarming traps or opening locks using the Thieve Tools, if your roll result is less than 10, you get a 10 instead.
  • Stunning Fist: stun duration increased to 2 rounds.
  • Use Poisons: duration doubled, can be applied into any weapon (melee, ammo, throwing, gloves).
  • Thundering Rage: Adds to all equipped weapons 2d6 Massive Critical property if there wasn't one, or if the property already on the weapon is less than 2d6. Adds the next damage tier if the property already on the weapon is higher than (or equal to) 2d6. Blind effect instead of Deaf. Lasts turns instead of rounds, based on character constitution modifier (PURE modifier, bonus from different sources are not considered). If the barbarian has not melee weapon equipped, the bonus is added into the gloves slot (if any equipped). Instead of Massive Critical, a stun effect is added.
  • Terrifying Rage: DC is an intimidate skill check + d20. If targets are immune to paralysis, they get immobilized instead (after failing the saving throw). If targets have more HD than the Barbarian BUT less than its double, the Saving Throw decrease effect and the Attack Bonus decrease effect scale up to -4 (minimum -2, + -1 each 10 barbarian levels, up to -4 with 40 barbarian levels).
  • Weapon Proficiency (monk): Quarterstaff is now part of monk weapons (strength based, cannot be finessed)