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The feats of the game generally don't need (or warrant) huge changes due to how NWN is (without some more patching from Beamdog to unhardcode or relieve some aspects of the game).

However there are a few cut feats that can be re-added and have hardcoded effects, and obviously new spell-like feats can be added (that basically activate a spells.2da entry).

Aims and Direction

Aim is to keep the feats as simple as possible and manageable with meaningful additions.

The feats in NWN that provide static bonuses to stats and situations are hardcoded. You can emulate them with effects but this adds a lot more scripting and situations to handle.

Static things that can be emulated though in some cases where all the scripts are being sorted anyway:

  • Some Spell changes - eg; altering the effects of spells (damage type/amount, duration, DC and the effects) however Caster Level (ResistSpell) and spell level (again ResistSpell) are mostly hardcoded
    • We can't however add additional Metamagic as such (at least not...without kludges...will see later)

Other things we might be able to do:

  • Repurpose currently static feats as ones available to more than one class by changing the name and/or description
    • These usually would never be granted as general feats

Finally you can add spell-like feats, which will be the majority of feats added, and add a chance for non-casters to have some abilities to use other than just "click the enemy".

Bugs

Several "feat-spell" feats when under silence apparently fail to "cast" due to the silence. Need to remove the "v" from them and split from the usual spells if necessary (when not moving to fuller spellbooks).

Cut Feat Additions

These are strictly general feats available to anyone with the general prerequisites. See Overhaul Classes for information on the cut classes.

Feat IDFeat NameConstant NameEffectDescriptionNotes
385Smooth TalkFEAT_SMOOTH_TALK+4 to Persuade Skill

Type of Feat: General

Prerequisite: Can only take this feat at 1st-level.

Specifics: Character gains a +4 bonus on Persuade checks.

Use: Automatic.

This can grant a bonus to persuasion with the ruleset.2da entry "SMOOTH_TALK_PERSUADE_BONUS"

This would be a level 1 only feat (like Luck of the Heroes) meaning the +4 bonus is okay, not sure why Bioware cut it.

403Mercantile BackgroundFEAT_MERCANTILE_BACKGROUND+4 to Appraise Skill

Type of Feat: General

Prerequisite: Can only take this feat at 1st-level.

Specifics: Character gains a +4 bonus on Appraise checks.

Use: Automatic.

This can grant a bonus to persuasion with the ruleset.2da entry "MERCANTILE_BACKGROUND_APPRAISE_BONUS"

The default +2 would be pretty bad, so bumping it up to +4 makes it on par with other level 1 only feats.

485Blind Sight (5 Feet)FEAT_BLINDSIGHT_5_FEETBlindsight, 5 feet

Type of Feat: General and Class

Prerequisite: Base attack bonus +4, Flight Fight, Wisdom 19+, or Eye of Gruumsh level 5

Specifics: Character gains blindsight in a 5 foot radius. You no longer need spot or listen checks to find creatures within 5 feet.

Use: Automatic.

This should work according to ruleset.2da. There is a 10 foot one too noted just below.
486Blind Sight (10 Feet)FEAT_BLINDSIGHT_10_FEETBlindsight, 10 feet

Type of Feat: Class

Prerequisite: Eye of Gruumsh level 8

Specifics: Character gains blindsight in a 10 foot radius. You no longer need spot or listen checks to find creatures within 5 feet.

Use: Automatic.

This should work according to ruleset.2da.

New Feat Additions

These are strictly general feats available to anyone with the general prerequisites. See Overhaul Classes for information on the class specific feats.

Probably move these to subpages or the manual in the future.

Feat IDFeat NameSourceOriginal DescriptionNWN DescriptionNotes

Argument SummoningMagic of Fearun

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).

Use: Automatic.

Original description: 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 +1 competence bonus on their attack and damage rolls.

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

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.







Other Feat Ideas

Bonus spells based off 3.5E's Complete Arcane might be good, kind of like Magic Initiate in 5E. These could be spell-feats with subspells, or a NUI design. Not decided. Might need to make them more useful or allow the cantrips unlimited casts though.

  • 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.
Feat IDFeat NameConstant NameOld EffectNew EffectNew DescriptionNotes














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