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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".

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.


Blind Sight 5 FeetFEAT_BLINDSIGHT_5_FEETBlindsight, 5 feet







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.

Feat IDFeat NameConstant NameEffectDescriptionNotes

Argument SummoningFEAT_ARGUMENT_SUMMONINGSummoned creatures get +1 level of temporary HP and +1 attack, +1 damage

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.

Source: Magic of Fearun. 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






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.

Feat IDFeat NameConstant NameOld EffectNew EffectNew DescriptionNotes
950Defensive Awareness (2)FEAT_PRESTIGE_DEFENSIVE_AWARENESS_2

Type of Feat: Class

Prerequisite: Dwarven Defender Level 5

Specifics: The character can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attack. The character also retains his Dex bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.

Use: Automatic.

Type of Feat: General or Class

Prerequisite: , Dwarven Defender Level 5

Specifics: The character can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attack. The character also retains his Dex bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.

Use: Automatic.










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