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- Communicator [General] (CArc p76) — Cast the following 1/day as a Spell-Like Ability as a 1st level Sorcerer: Arcane Mark, Comprehend Languages, Message
- Insightful [General] (CArc p80) — Cast the following 1/day as a Spell-Like Ability as a 1st level Sorcerer: Detect Magic, Detect Secret Doors, Read Magic.
- Necropolis Born [General] (CArc p81) — Cast the following 1/day as a Spell-Like Ability as a 1st level Sorcerer: Cause Fear, Ghost Sound, Touch of Fatigue. DC is Charisma-based.
- Night Haunt [General] (CArc p81) — Cast the following 1/day as a Spell-Like Ability as a 1st level Sorcerer: Dancing Lights, Prestidigitation, Unseen Servant. DC is Charisma-based.
- Soul of the North [General] (CArc p83) — Cast the following 1/day as a Spell-Like Ability as a 1st level Sorcerer: Chill Touch, Ray of Frost, Resistance. DC is Charisma-based.
- Spell Hand [General] (CArc p83) — Cast the following 1/day as a Spell-Like Ability as a 1st level Sorcerer: Mage Hand, Open/Close, Tenser’s Floating Disk. DC is Charisma-basedResidual Magic
Adjusted Base Game Feats
These are strictly general feats available to anyone with the general prerequisites. See Overhaul Classes for information on the class specific feats.
Ideas that are not in the list:
- Defensive Awareness 2 allows you to avoid flank attacks. This is technically the same as Eyes in the Back of Your Head in the Sword and Fist book - however since NWN disallows sneak attacks if you're not flanking this breaks sneak attacks. Would either need the sneak attack part of the feat to be removed, or a second hardcoded feat effect that stops the bonus flank attacks provide against you instead.
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