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 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. |
| 485 | Blind Sight (5 Feet) | FEAT_BLINDSIGHT_5_FEET | Blindsight, 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. |
| 486 | Blind Sight (10 Feet) | FEAT_BLINDSIGHT_10_FEET | Blindsight, 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 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.). |
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. |
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 ID | Feat Name | Constant Name | Old Effect | New Effect | New Description | Notes |
|---|---|---|---|---|---|---|