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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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You'd have a successor feat which the second one has 2 uses instead of 1 use per day, hopefully that would work.
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Type of Feat: General
Prerequisite: Can only take this feat at 1st-level.
Specifics: Character gains a +2 bonus on Initiative and a +2 bonus on Spot checks.
Use: Automatic. |
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Type of Feat: General
Prerequisite: Can only take this feat at 1st-level.
Specifics: Character gains a +3 bonus on Initiative and a +3 bonus on Spot checks.
Use: Automatic. |
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Starting feat improvement. All the starting feats related to skills generally give +4 total. However the +2 spot was all that was really relevant. Increase it to +3 and increase the initiative bonus makes sense.
Uses ruleset.2da changes needed:
BLOODED_INITIATIVE_BONUS 3
BLOODED_SPOT_BONUS 3
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Type of Feat: General
Prerequisite: None.
Specifics: Character gains a +2 bonus on Initiative checks and a +2 bonus on Persuade checks.
Use: Automatic. |
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Type of Feat: General
Prerequisite: None.
Specifics: Character gains a +3 bonus on Initiative checks and a +3 bonus on Persuade checks.
Use: Automatic. |
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Not a level 1 only feat!
As Blooded, we increase to +3 each since Initiative isn't as useful. The reason for not +4 is that Smooth Talk is a +4 bonus, so this would just be purely better (unless we implement some specific conversation edits for Smooth Talk). This therefore is strictly better than Skill Focus: Persuade but that is required for Greater Skill Focus.
THUG_PERSUADE_BONUS 3
THUG_INITIATIVE_BONUS 3
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Type of Feat: General
Prerequisite: Base Attack Bonus +1, Called Shot.
Required for: Stunning Fist.
Specifics: A character with this feat is able to make a special stun attack in melee. He makes an attack roll with a -4 penalty, and if the hit successfully deals damage the defender must make a Discipline check with a DC equal to the attacker's attack roll. If the defender fails, he or she is dazed for 12 seconds.
Use: Selected. |
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Type of Feat: General
Prerequisite: Base Attack Bonus +4, Called Shot.
Specifics: A character with this feat is able to make a special stun attack in melee. The target creature must at most large sized. The character makes an attack roll with a -6 penalty, and if the hit successfully deals damage the defender must make a Discipline check with a DC equal to the attacker's attack roll. If the defender fails, he or she is dazed for 6 seconds.
Use: Selected. |
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Increased requirements (+4 BAB and Called Shot)
Make it so it only does 6 seconds of Daze. -6 to hit so worse than Knockdown but the effect is generally better and isn't size dependent.
To be honest this is more a "maybe" change. Put in for now and test. A bigger thing would be adding more active feats that need to hit and apply some scripted effect. More difficult to add though (although a toggle on/off, which applies a On Hit effect to your weapon, might do).
Might be good as a fighter/divine champion bonus feat.
SAP_TO_HIT_MODIFIER -6
SAP_EFFECT_DURATION 6.0f
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Type of Feat: General
Prerequisite: Base attack bonus +2.
Specifics: The character knows brutal and effective fighting tactics. By sacrificing all other attacks during the round, the character can elect to perform a dirty fighting move that will deal an extra 1d4 points of damage. This mode cannot be used with power attack.
Use: Combat Mode. |
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Type of Feat: General
Prerequisite: Base attack bonus +2.
Specifics: The character knows brutal and effective fighting tactics. By sacrificing all other attacks during the round, the character can elect to perform a dirty fighting move that will deal an extra 1d8 points of damage. This mode cannot be used with power attack.
Use: Combat Mode. |
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1d8 extra damage for a feat is not the craziest (great for smaller characters too, with lower powered weapons even when 2 handed). You need more investment in levels for 2 attacks, and some feats for 2 weapon fighting, but it makes the feat go from "Meh" to "useful before level 5" at least.
DIRTY_FIGHTING_BONUS_DICE 8