Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

...

Feat IDFeat NameSourceOriginal DescriptionNWN DescriptionNotes

Argument SummoningMagic of FearunCreatures you summon with any summoning spell are slightly enhanced. They gain one more die of hit points (but they are not treated as +1 HD creatures) and a +1 competence bonus on their attack and damage rolls.

Type of Feat: General

Prerequisite: Can cast level 2 spells.

Specifics: Creatures you summon with any summoning spell are slightly enhanced. They gain one more die of hit points (but they are not treated as +1 HD creatures) and a +2 strength (+1 on attack and damage rolls)+4 constitution and +4 strength.

Use: Automatic.

Might make the competency bonuses actually effects on their items, although this would make it so they get through damage reduction...need to test.

Alternatively...create a ton more blueprints for the enhanced versions! This actually makes it better in so far as you can have permanent HP additions. The +1 attack and damage could be just +1 strength.

Can automate this with nim tools as well

Swapped to 3.5E version which makes a lot more sense, can just apply as a supernatural bonus to the summoned creature.


Natural Spell3.5E PHB

Prerequisites Wis 13, wild shape ability.

Benefit

You can complete the verbal and somatic components of spells while in a wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell.

You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape. 

Type of Feat: General

Prerequisites: Wisdom 13, wild shape ability

Specifics: You may cast spells when under the effects of your wild shape using the special quick cast bar.

You cannot use items such as potions or wands however.

Use: Automatic

3.5E feat which is really useful and actually doable with Cheat-casting spells as a PC when polymorphed (we can set a variable if the polymorph they are in is wildshape or not, or get the polymorph ID/spell ID of the effect).

However will need SetCasterLevel probably to work properly.


Residual Magic3.5E, Complete Mage p46


Type of Feat: General

Prerequisite: Spellcraft 12 ranks, any Metamagic feat

Specifics: You can use the lingering energy from a spell you cast to boost the effect of a later spell.

If you cast a spell, then use an item to cast the same spell again within 1 round, it will use the same caster level and spell save DC.

If you cast a empowered, extended or maximised spell, then cast another of the same spell within 1 round it will also be empowered, extended or maximised.

Use: Automatic

This is pretty fun tactical - and works well if we get SetCasterLevel. At least the metamagic one is quite fun.

Practised Spellcaster3.5E

Choose a spellcasting class that you possess. Your spells cast from that class are more powerful.

Prerequisite: Spellcraft 4 ranks.

Benefit: Your caster level for the chosen spellcasting class increases by 4.

This benefit can’t increase your caster level to higher than your Hit Dice.

However, even if you can’t benefit from the full bonus immediately, if you later gain Hit Dice in levels of nonspellcasting classes, you might be able to apply the rest of the bonus.

For example, a human 5th-level sorcerer/3rd-level fighter who selects this feat would increase his sorcerer caster level from 5th to 8th (since he has 8 Hit Dice). If he later gained a fighter level, he would gain the remainder of the bonus and his sorcerer caster level would become 9th (since he now has 9 Hit Dice).

A character with two or more spellcasting classes (such as a bard/sorcerer or a ranger/druid) must choose which class gains the feat’s effect.

This feat does not affect your spells per day or spells known. It increases your caster level only, which would help you penetrate spell resistance and increase the duration and other effects of your spells.

Special: You may select this feat multiple times. Each time you choose it, you must apply it to a different spellcasting class.

For instance, a 4th-level cleric/5th-level wizard who had selected this feat twice would cast cleric spells as an 8th- level caster and wizard spells as a 9th-level caster.

Type of Feat: General

Prerequisite: Spellcraft 4 ranks

Specifics: Your caster level for the chosen class increase by 4, up to your high dice. It does not affect your spells know per day, but increases your spell resistance penetration and duration and other effects of spells.

For instance, a 4th-level cleric/5th-level wizard who had selected this feat twice would cast cleric spells as an 8th- level caster and wizard spells as a 9th-level caster.

Use: Automatic

Would need 1 feat per base spellcasting class, don't bother with mini-spellbooks on prestige classes. Each feat would have a prerequisite of the given class and maybe a tailored description.

This would need SetCasterLevel but would work simply enough. If casting say, Wizard spells, and caster level is < hit dice, increase up to +4 as long as not going over hit dice if we have FEAT_PRACTICED_SPELLCASTER_WIZARD.


Spinning Halberd3.5E Compelte Warrior page 114

You have mastered the style of fighting with a halberd, and can use all parts of the weapon—blade, spike, hook, or butt—to strike devastating blows.

Prerequisites: Combat Reflexes, Two-Weapon Fighting, Weapon Focus (halberd).

Benefit: When you make a full attack with your halberd, you gain a +1 dodge bonus to your Armor Class as well as an additional attack with the weapon at a –5 penalty. This attack deals points of bludgeoning damage equal to 1d6 + 1/2 your Strength modifier.

Type of Feat: General

Prerequisite: Combat Reflexes, Two-Weapon Fighting, Weapon Focus (halberd)

Specifics: When activated your stance changes if you have a Halberd attached you gain +1 dodge AC, and an additional attack.

Use: Selected

Use a run script that checks for the equipped weapon, if lost remove the bonuses. The bonuses are applied to the character.

This kind of feat and many others like it in Complete Warrior would expand options for melee and ranged classes especially on lesser used weapons.


Crescent Moon3.5E Compelte Warrior page 113

You have mastered the style of fighting with sword and dagger. You know how to twist an opponent’s weapons from its grasp with a single graceful motion while using your two weapons together.

Prerequisites: Improved Disarm, Improved Two-Weapon Fighting, Two-Weapon Fighting, Weapon Focus (dagger), Weapon Focus (bastard sword, longsword, scimitar, or short sword).

Benefit: If you hit the same creature with both your sword and your dagger in the same round, you may make an immediate disarm attempt as a free action.

Type of Feat: General

Prerequisite: Improved Disarm, Improved Two-Weapon Fighting, Two-Weapon Fighting, Weapon Focus (dagger), Weapon Focus (bastard sword, longsword, scimitar, or short sword).

Specifics: When activated if you have a sword in your right hand, and dagger in your left hand your stance changes to Crescent Moon. If you hit with both your sword and dagger in the same round you perform an automatic disarm attempt immediately.

Use: Selected

Add magical temporary On Hit on each weapon and an EffectRunScript to check it exists still / remove if new stance enabled.

If the first sword On Hit activates, set a timer, and if the second one hits, do the disarm in that one.







...