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".
Feat Colours
Colorize option in GIMP use something around RGB 70, 91, 118 for a rough moderate blue. Can drop pick colours from existing feat icons too.
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 and their specific feats. We're not unlocking Blindsight yet since it's quite powerful.
| Feat ID | Feat Name | Constant Name | Effect | Description | Notes |
|---|---|---|---|---|---|
| 385 | Smooth Talk | FEAT_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. |
| 403 | Mercantile Background | FEAT_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. |
Missing Weapon Feats
Feats can be added for:
- Trident
- Lance
Specifically the feats for columns added to baseitems.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 Name | Source | Original Description | NWN Description | Notes |
|---|---|---|---|---|
| Argument Summoning | Magic of Fearun | 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. | Type of Feat: General Prerequisite: Can cast level 2 spells. Specifics: Creatures you summon with any summoning spell are slightly enhanced. They gain +4 constitution and +4 strength. Use: Automatic. | Swapped to 3.5E version which makes a lot more sense, can just apply as a supernatural bonus to the summoned creature. |
| Natural Spell | 3.5E 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 Magic | 3.5E, 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 Spellcaster | 3.5E | 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 Halberd | 3.5E 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 Moon | 3.5E 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. |
| Militia | 3.0E Forgotten Realms Campaign Setting p36 | Militia [General] You served in a local militia, training with weapons suitable for use on the battlefield. Region: Dalelands, Impiltur, Luiren, strongheart halfling. Benefit: You get Martial Weapon Proficiency (longbow) and Martial Weapon Proficiency (longspear). In Luiren, this feat applies to Martial Weapon Proficiency (shortbow) and Martial Weapon Proficiency (short sword) instead of longbow and longspear. | Type of Feat: General Prerequisite: Can only take this feat at first level. Specifics: The character gains proficiency in Longbows and Spears. Use: automatic | Possibly split into two feats? add some more varieties for underused weapons? (Halberd, would open up some potential options. |
| Magical Training | 3.0E Forgotten Realms Campaign Setting p36 | Magical Training [General] You come from Halruaa, a half-legendary land where basic magic is taught to all with the aptitude for it. Every crafter and laborer, it seems, knows a cantrip or two to ease her work. Prerequisite: Intelligence 10+. Region: Halruaa. Benefit: You may cast the 0-level arcane spells dancing lights, daze, and mage hand once per day each. You have an arcane spell failure chance if you wear armor. You are treated as a wizard of your arcane spellcaster level (minimum 1st level) for determining the range at which these spells can be cast. Special: You may only take this feat as a 1st-level character. | Type of Feat: General Prerequisite: Intelligence 10. Can only take this feat at first level. Specifics: You gain the ability to cast Light, Daze and Resistance each once per day. The spells are treated as arcane Wizard spells thus have arcane spell failure. If you are a Wizard Daze will be done at your Wizard class save DC. Use: automatic | Possibly rename to something like Magical Ability but we could do Arcane Spell Failure on top of it in the spell hook. It'd be activated as a cheat-cast spell with 3 subspells that then cheat-cast the required spell ID properly and if used again cancel. Thought though:
|
| Spellcasting Prodigy | 3.0E Forgotten Realms Campaign Setting p38 | Spellcasting Prodigy [General] You have an exceptional gift for magic. Benefit: For the purpose of determining bonus spells and the saving throw DCs of spells you cast, treat your primary spellcasting ability score (Charisma for bards and sorcerers, Wisdom for divine spellcasters, Intelligence for wizards) as 2 points higher than its actual value. If you have more than one spellcasting class, the bonus applies to only one of those classes. Special: You may only take this feat as a 1st-level character. If you take this feat more than once (for example, if you are a human or another type of creature that gets more than one feat at 1st level), it applies to a different spellcasting class each time. You can take this feat even if you don’t have any spellcasting classes yet. | Type of Feat: General Prerequisite: Can only take this feat at first level. Specifics: Your primary spellcasting ability score (eg: Charisma for bards and sorcerers, Wisdom for divine spellcasters, Intelligence for wizards) is treated as 2 points higher for the purposes of ability checks, save DCs and so forth. Use: automatic | This is a pretty neat minor bonus for spellcasters. Worth it? Maybe. If it's overpowered then have it per-class at least will help (ie one for Wizard, one for Sorcerer, etc.). |
| Sudden Quicken | 3.5E Complete Arcane p83 | You can cast a spell with a moment’s thought without special preparation.Prerequisites: Quicken Spell, Sudden Empower, Sudden Extend, Sudden Maximize, Sudden Silent, Sudden Still. Benefit: Once per day, you can apply the effect of the Quicken Spell feat to any spell you cast without increasing the level of the spell or specially preparing it ahead of time. You can still use Quicken Spell normally. | Type of Feat: General Prerequisite: Quicken Spell, Sudden Empower, Sudden Extend, Sudden Maximize, Sudden Silent, Sudden Still. Specifics: Once per day, you can apply the effect of the Quicken Spell feat to any spell you cast without increasing the level of the spell or specially preparing it ahead of time. To do this select the spell to use in the advanced spell panel options. Selecting the feat will activate the cast. It will temporarily use a higher level spell slot to perform this action, which is returned to it's original state after casting, so be wary when queueing many spells at once. Use: selected | Doesn't seem to be any point for sorcerer-style classes to use this. May note in the description (since they are still valid feats for them, especially if multiclassing). TBH since 3.0 haste basically gives in NWN1 the effects of quicken, twice, plus some counter spell immunity if opponents are not hasted, the requirements for this feat are seriously high. Better if it's 3.5E haste though. Can use the new 35 spellbook functions to do this;
Quicken, Silent and Still need this. |
| Sudden Empower | 3.5E Complete Arcane p83 | You can cast a spell to greater effect without special preparation. Prerequisite: Any metamagic feat. Benefit: Once per day, you can apply the effect of the Empower Spell feat to any spell you cast without increasing the level of the spell or specially preparing it ahead of time. You can still use Empower Spell normally if you have it. | Type of Feat: General Prerequisite: Any metamagic feat. Specifics: Once per day a spell you select will be upgraded to be Empowered. Toggle this usage on the advanced spell panel to use it on the next spell cast. It will not work on a spell that already has metamagic applied to it. Use: selected | Doesn't seem to be any point for sorcerer-style classes to use this. May note in the description (since they are still valid feats for them, especially if multiclassing). Empower, Maximise and Extend you could do it just as a toggle for the valid next spell cast... |
| Augment Healing | 3.5E Complete Divine, p. 79 | Your Conjuration [Healing] spells are more effective. Prerequisite Heal 4 ranks, Benefit: Add +2 points per spell level to the amount of damage healed by any Conjuration [Healing] spell that you cast. For example, a 1st-level cleric with this feat casting cure light wounds would restore 1d8+3 hp. An 8th-level cleric with the Healing domain and this feat casting cure moderate wounds would restore 2d8+13 hp (9 for his caster level including the +1 caster level bonus for the Healing domain, + 4 for the feat). A 13th-level druid casting heal would restore 144 hp (130 for her caster level + 14 for the feat, since heal is a 7th-level druid spell). | Was in NWN2. Should be scriptable. Note: Would be easier with a GetSpellLevel() but we can generally fudge it back to Innate level if needed. | |
| Tattoo Focus | Tattoo Focus [Special] You bear the powerful magic tattoos of a Red Wizard of Thay. Prerequisite: Specialized in a school of magic. Region: Thay. Benefit: Add +1 to the DC for all saving throws against spells from your specialized school. You get a +1 bonus on caster level checks (1d20 + caster level) to beat a creature’s spell resistance when casting spells from that school. Special: Only characters with the Tattoo Focus feat can participate in Red Wizards’ circles. A character can only select this feat with the help of a Red Wizard who has the scribe tattoo ability. | Could be a good way to force the Red Wizard of Thay prestige class if it's added. Keeping here as a maybe. Bit more powerful than Spellcasting Prodigy. | ||
| Epic | ||||
| Improved Spell Capacity | Epic Level Handbook | Type: Epic You can prepare spells that exceed the normal limits of spellcasting. | Level 10 slots open up more metamagic possibilities mainly. Eg you can extend a level 9 spell. It's an interesting concept. You can't put epic spells into it however. This is difficult to do, in a sense of applying the hardcoded metamagic like Quicken or Silent/Still, since cheat-casting loses any set metamagic. May be doable with engine changes. Or you can only use metmagic that is scriptable eg Empower. Needs a NUI form. | |
| Familiar Spell | Familiar Spell [Epic] Your familiar can use one of your spells as a spell-like ability. Prerequisite: Int 25 (if your spellcasting is controlled by Intelligence) or Cha 25 (if your spellcasting is controlled by Charisma). Benefit: Choose one arcane spell you know of 8th level or lower, such as chain lightning or circle of death. Your familiar can now use this spell once per day as a spell-like ability, at a caster level equal to your caster level. You cannot bestow a spell to your familiar if the spell normally has a material component cost of more than 1 gp or an XP cost. Special: You can gain this feat multiple times. Each time you take the feat, you can give your familiar a different spell-like ability or another daily use of the same spelllike ability. | Would be neat! Can either NUI/Cheat Cast this or maybe if changing spell abilities was a thing it could be easily added as a proper spell. | ||
| Master Staff | Epic Level Handbook p62 | Master Staff [Epic] You can activate a staff without using a charge. Prerequisite: Craft Staff, Spellcraft 15 ranks. Benefit: When you activate a staff, you can substitute a spell slot instead of using a charge. The spell slot must be one you have not used for the day, though you may lose a prepared spell to emulate a wand charge (you may not lose prepared spells from your school of specialty, if any). The spell slot lost must be equal to or higher in level than the specific spell stored in the staff, including any levelincreasing metamagic enhancements. You cannot emulate a charge for a staff function that does not match a specific spell. For example, you might want to save the charges on your staff of power because you do not want to go to the trouble of crafting another when the charges run out, and also because it allows you more options—you can memorize more utilitarian spells, trusting to the offensive power of your staff if conflict arises. You can use this feat to lose a 3rd-level prepared slot in order to active lightning bolt from the staff, but you can't use this feat to emulate a charge used for doubling the staff's melee damage (because that power doesn't match a specific spell). | This is pretty doable in 35 with spell slot manipulation. You'd toggle the mode/feat on somehow (NUI) and when a staff item is used to cast a spell when the spell script fires it can restore a use and remove a specific spell slot from being memorised. TBH not even sure this is an Epic feat. | |
| Master Wand | Epic Level Handbook p62 | You can activate a wand without using a charge. Prerequisite: Craft Wand, Spellcraft 15 ranks. Benefit: When you activate a wand, you can substitute a spell slot instead of using a charge. The spell slot must be one you have not used for the day, though you may lose a prepared spell to emulate a wand charge (you may not lose prepared spells from your school of specialty, if any). The spell slot lost must be equal to or higher in level than the spell stored in the wand, including any levelincreasing metamagic enhancements. For example, if lightning bolt is on your class list and you find a wand of lightning bolt with 3 charges, you can expend unused spell slots instead of charges, thus extending the life of the wand. | As above. TBH not even sure this is an Epic feat. | |
Multispell | Epic Level Handbook, p63 | You can cast an additional quickened spell in a round. Prerequisites: Quicken Spell, ability to cast 9th-level arcane or divine spells. Benefit: You may cast one additional quickened spell in a round. Special: You can gain this feat multiple times. Its effects stack. | Stacking? Egad. But one use of this would simply invoke a specific spell with the bInstant on, and a normal Quicken spell. Else it'd need awful engine changes. | |
Music of the Gods [Epic] | Epic Level Handbook, p63 | You can use your bardic music to influence creatures immune to mind-affecting effects. Prerequisites: Cha 25, Perform 30 ranks, bardic music class feature. Benefit: Your bardic music can affect even those normally immune to mind-affecting effects. However, such creatures gain a +10 bonus on their Will saves to resist such effects. | Doable now with effects being able to bypass immunities! | |
Swarm of Arrows [Epic] | Epic Level Handbook, p67 | You can fire a veritable storm of arrows at nearby opponents. Prerequisites: Dex 23, Point Blank Shot, Rapid Shot, Weapon Focus (type of bow used). Benefit: As a full-round action, you may fire an arrow at your full base attack bonus at each opponent within 30 feet. | Can do like Arcane Archer abilities. Would be good to get a "AttackRoll" function or make one up instead of using touch attacks however. | |
Tenacious Magic [Epic] | Epic Level Handbook, p68 | Choose one of your spells or spell-like abilities. That magic cannot be dispelled, only suppressed. Prerequisites: Spellcraft 15 ranks. Benefit: Choose one spell you know or spell-like ability you possess, such as improved invisibility or stoneskin. Whenever the chosen form of magic would otherwise end due to a dispel effect, the magic is instead only suppressed for 1d4 rounds. The magic still ends when its duration expires, but the suppressed rounds do not count against its duration. You can dismiss your own spell or spell-like ability (if dismissible) or dispel your own tenacious magic normally. Special: You can gain this feat multiple times. Each time you take the feat, it applies to a different spell or spell-like ability. | This is an interesting caster counter-play for epic levels. EG you can keep your Greater Stoneskin up through dispel magic. Would need a custom dispel magic function but potentially doable. |
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