Feat changes: Difference between revisions
m Typo |
|||
Line 122: | Line 122: | ||
'''Weapon Proficiency (Monk)''': Also includes Naginata, Sai and Wakizashi. | '''Weapon Proficiency (Monk)''': Also includes Naginata, Sai and Wakizashi. | ||
'''Weapon Proficiency ( | '''Weapon Proficiency (Primitive)''': Custom weapon proficiency allowing use of Club, Dart, Dire Maca, Great Club, Maca, Short Bow, Sling, and Spear. | ||
'''Whirlwind Attack''': Disabled while mounted, in parry mode, or while at death's door (below 0hp). | '''Whirlwind Attack''': Disabled while mounted, in parry mode, or while at death's door (below 0hp). |
Revision as of 19:57, 4 October 2021
Arelith Wiki | |
Character Creation | |
---|---|
Creation (New Players Guide) Race - Deity - Class Gifts - Backgrounds - Alignment Marks - Epic Sacrifice Customization - Head List - Builds | |
Character Systems | |
Description - Disguise / Covered Languages - Experience - Quests Pickpocket - Rest - Role Play Bonus Death - Lycanthropy - Investigate Sequencers - Runic Sequencers | |
World Systems | |
Settlements - Factions Quarters - Shops - Taverns - Banks Riding - Sailing - Boons Communication - Portals Time - Containers/Bags Radiant Heart - Assassin's Guild Sencliff's Pirates | |
Item Creation Systems | |
Alchemy - Art Craft - Carpentry Herb - Smith - Tailor Dweomercraft - Runes | |
Armor Weapons - Melee / Ranged / Siege Resources - Poison | |
Arelith Changes | |
Classes - Skills - Feats - Trap Summons - Familiar Reskins Spells (list) - Misc | |
Help | |
Rules - Roleplay - Maps Console Commands Common Bugs - Staff Support Tickets - Character Remake [The Astrolabe] |
This page lists and explains Feats that work differently than in Vanilla NWN. Note that disabled feats are disabled only for PCs. Some NPCs that characters encounter on Arelith can still have them.
Disabled & Obsolete Feats
Devastating Critical: "In the judgement of the Dev Team it's unbalanced... You may not agree with the decision, but it's not going to change" -Mithreas
Epic Spell: Epic Warding: This Feat is not technically disabled on Arelith. However, since PCs on Arelith are capped at Lv30, it is impossible to meet the prerequisites of the Feat with a PC. Note that some Epic Feats which can be taken multiple times suffer similar inhibitions with their later "versions" (Self Concealment V, for example, is unobtainable within 30 Levels).
Modified Feats
General Feats: Some General Feats are class limited in Vanilla NWN. Examples include: Divine Might, Divine Shield, Terrifying Rage, Thundering Rage. Arelith customizations allow any General Feats that are bound to specific classes to be taken as General Feats on other class levels as long as the pre-requisites are met. Meaning, for example, you can take Barbarian Rages on non Barbarian class levels. This offers additional build flexibility. There are exceptions including item creation feats (Ex. Scribe Scroll), Weapon Specialization and likely others. Class specific bonus feats like Epic Shadowlord, which cannot be taken as general feats are not included in this customization.
- NOTE: It is highly recommended to test any combination out on PGCC as there are likely other exceptions to the rule and a definitive list is not available to provide here.
Arcane Defense: Abjuration: This Feat increases a spellcaster's effective Caster Level by +2 when trying to resist a dispel.
Ambidexterity: Dexterity prerequisite lowered to 13.
Automatic Still Spell: In addition to its Vanilla function, Auto Still Spell I reduces total Arcane Spell Failure by 5%. Auto Still Spell II reduces total ASF by 10%. (Not cumulative)
Bardic Knowledge: Any class that grants this feat will receive half of the lore bonus towards scroll usage.
Arelith Wiki | |
Character Creation | |
---|---|
Creation (New Players Guide) Race - Deity - Class Gifts - Backgrounds - Alignment Marks - Epic Sacrifice Customization - Head List - Builds | |
Character Systems | |
Description - Disguise / Covered Languages - Experience - Quests Pickpocket - Rest - Role Play Bonus Death - Lycanthropy - Investigate Sequencers - Runic Sequencers | |
World Systems | |
Settlements - Factions Quarters - Shops - Taverns - Banks Riding - Sailing - Boons Communication - Portals Time - Containers/Bags Radiant Heart - Assassin's Guild Sencliff's Pirates | |
Item Creation Systems | |
Alchemy - Art Craft - Carpentry Herb - Smith - Tailor Dweomercraft - Runes | |
Armor Weapons - Melee / Ranged / Siege Resources - Poison | |
Arelith Changes | |
Classes - Skills - Feats - Trap Summons - Familiar Reskins Spells (list) - Misc | |
Help | |
Rules - Roleplay - Maps Console Commands Common Bugs - Staff Support Tickets - Character Remake [The Astrolabe] |
Notes
- None
References
- None
Craft Ammunition: Custom Feat. Once per day, may create a bundle of projectiles for the weapon they have the weapon focus feat in (bow, crossbow, sling, thrown weapons) by equipping the weapon and using the ability while the weapon is equipped. Craft Ammunition ability also scales with character levels.
- For missile (Bow, Crossbow, Sling):
- Level 1-5: Bronze
- Level 6-10: Iron (+1 Damage)
- Level 11-20: Steel (+2 Damage)
- Level 21-30: Damask (+3 Damage)
- For Throwing (Dart (& Throwing Dagger), Throwing Axe, Shuriken):
- Level 1-5: Bronze
- Level 6-10: Iron (+1 AB, +1 Damage)
- Level 11-15: Steel (+2 AB, +2 Damage)
- Level 16-20: Masterly Steel (+2 AB, +3 Damage)
- Level 21-25: Damask (+3 AB, +3 Damage)
- Level 26-30: Masterly Damask (+3 AB, +5 Damage, not available for Shurikens)
- NOTE: Commoners are eligible for this feat with an applicable Weapon Focus Group but can only create Bronze Ammunition.
Dragonshape: Re-balanced stats. Druids may speak to a secret NPC to gain this feat at level 25 with 25 base wisdom. More in the Druid article.
Defensive Casting: Defensive casting and other combat modes like Expertise/Improved Expertise are not disabled when your character moves.
Disarm / Improved Disarm: Weapon is no longer lost instead it prevents access to the weapon for 6 seconds, lowering the AB of the disarmed target by 10 in each hand and causing the disarmed target to do no damage unless they have Improved Unarmed Strike, in which case they do half damage. The disarmed target cannot unequip or equip weapons while under the effect of disarm.
Divine Might/Divine Shield:
- All characters now have the damage granted by divine might multiplied by 1.5 when using a two-handed weapon, or using the -twohand mode. This does not include bows or crossbows.
- Using these feats before their duration expires will refresh them.
- Divine Shield does not stack with Monk wisdom AC (the higher of the two values applies)
Epic Damage Reduction: Prerequisite for this feat lowered from 21 Constitution to 19 Constitution.
Epic Skill Focus: Hide/Move Silently: Taking one grants the other for free.
Epic Skill Focus: Listen/Spot: Taking one grants the other for free.
Epic Skill Focus: Persuade: Renamed Epic Skill Focus: Leadership to match the Arelith specific custom Leadership Feat.
Epic Spells: See: Epic Spell Changes. Druids may speak to a secret NPC to gain Hellball or Greater Ruin at level 25 with 25 base wisdom. More in the Druid article.
Expertise/Improved Expertise: Expertise/Improved Expertise mode is automatically disabled when a spell is cast. Casters using this feat will need to re-enable it after every casting, and will not benefit from the bonus AC during casting.
- Expertise/Improved expertise and other combat modes (such as defensive casting) are not cancelled when you move.
Extra Turning: Renamed Improved Turning.
Hide in Plain Sight: Shadowdancers receive this feat at level 11. After leaving stealth mode, HIPS will have 30 second (5 rounds) of cooldown before it can be used again. Note that other ways of sneaking still work while the cooldown is in effect.
Improved Dweomercrafting: Custom Feat which adds one Tier of both Magic and Mundane Dweomercraft.
Improved Turning:
- Extra Turning feat now renamed Improved Turning
- Adds a 1d6 to turning rolls as well as 1d6 to maximum HD allowed to turn on top of 6 extra turns per rest.
- Halves the Turn Undead replenishment cooldown
Improved Whirlwind Attack: now an instant action.
Knockdown / Improved Knockdown: When you are successfully knocked down by the Knockdown, or Improved Knockdown feats you are immune to getting knocked down again for 12 seconds. If a character is hit with Knockdown or Improved Knockdown while currently immune to knockdown then the character is subject to a 50% speed reduction for 1 round save to prevent (Discipline vs. AB). Freedom does not block this speed reduction.
Lay on Hands: No longer has uses per day. Instead, it uses a 10 minutes cooldown period before being used again.
Mounted Archery: No changes to the original Feat, this Feat adds +2 AB to ranged attacks while mounted. However, it should be noted that the -4 to ranged combat while mounted malus has been removed meaning this Feat results in a net +2 AB rather than modifying a -4 AB to a -2 AB. Arelith also uses a very customized Riding system.
Mounted Combat: Adds a +1 AB to melee combat, the default AC bonus has been removed. Arelith also uses a very customized Riding system.
Planar Turning: Prerequisite lowered from 25 Wisdom and Charisma to 19 Wisdom and Charisma.
Quivering Palm: Has unlimited uses per day but a 5 minute cooldown.
Skill Focus: Hide/Move Silently: Taking one grants the other for free.
Skill Focus: Listen/Spot: Taking one grants the other for free.
Skill Focus: Persuade: Renamed Skill Focus: Leadership to match the Arelith specific custom Leadership Feat.
Summon Shadow: Shadowdancer’s Shadow now has a minimum duration of 24 IG hours.
Trackless Step: Additionally, does not leave footprints (tracks) at zone transition.
Turn Undead: This feat has been extensively customized on Arelith. Read more here.
Weapon Finesse: Also works with Katana, Longsword, Quarterstaff, Scimitar, Two-Bladed Sword and Wakizashi.
Weapon Proficiency (Assassin): Custom weapon proficiency allowing use of Kama, Katar, Sai.
Weapon Proficiency (Aquatic Elf): Custom weapon proficiency allowing use of Spear, Trident, Short Bow, Long Bow.
Weapon Proficiency (Cavalier): Custom weapon proficiency allowing use of Cavalry Axe, Cavalry Sword, Cavalry Hammer, Bastard Sword, War Mace, Katana, Wakizashi, and Naginata.
Weapon Proficiency (Hammer): Custom weapon proficiency allowing use of Cavalry Hammer, Light Hammer, Maul and Warhammer.
Weapon Proficiency (Monk): Also includes Naginata, Sai and Wakizashi.
Weapon Proficiency (Primitive): Custom weapon proficiency allowing use of Club, Dart, Dire Maca, Great Club, Maca, Short Bow, Sling, and Spear.
Whirlwind Attack: Disabled while mounted, in parry mode, or while at death's door (below 0hp).
Magic Crafting Feats
Scribe Scroll
- Certain Spells require an additional component to be scribed, which is consumed along with the Blank Scroll from your inventory. What components are needed for which spells is considered Find Out In Game information. Spells requiring a component are:
- Firestorm
- Greater Restoration
- Harm
- Storm of Vengeance
- Time Stop
- True Seeing
- Undeath to Death
- Note the Bug with Cleric Domain Spells and Item Creation Feats and the Undeath to Death & Remove Blindness/Deafness Scribing Bug listed below. Also, Greater Sanctuary is purposefully impossible to scribe.
- Raise Dead and Resurrection scrolls cost 10.000 and 20.000 gold pieces to scribe, respectively.
- The XP/Gold cost of most spell-craft feats has been lowered. Scribe Scroll specifically uses:
- GP: caster level of the scroll × innate level × 18.75 (then rounded down)
- XP: caster level of the scroll × innate level
- Scribing scrolls will return the experience lost in Adventure XP.
Brew Potion
- On Arelith, all spells (Wiz/Sorc, Ranger, Druid and Cleric spells) from Level 0 up to Level 3 with a range that includes “self” are "potionable", even spells that are normally not potionable in the default Neverwinter Nights, like True Strike, Expeditious Retreat, Camouflage, Entropic Shield and so on.
- Note the Bug with Cleric Domain Spells and Item Creation Feats listed below
- The XP/Gold cost of most spell-craft feats has been lowered. Brew Potion specifically uses:
- GP: caster level of the potion × innate level × 15
- XP: caster level of the potion × innate level × 2
- Brewing potions will return the experience lost in Adventure XP.
- Characters with Brew Potion feat can now convert stacks of magical potion bottles, rather than needing to do so one at a time. Casting on a stack will convert up to ten empty magical bottles into finished product. XP and Gold costs will be multiplied accordingly.
- Characters with the Brew Potion feat will now create additional potions (half of the base amount) when doing so through crafting recipes and a work table.
- Crafting Potion of cure moderate wounds with Brew Potion feat will result in making 12 potions, for the same cost as 8.
Craft Wand
- On Arelith, all spells (Wiz/Sorc, Ranger, Druid and Cleric spells) from Level 0 up to Level 4 are "wandable", even spells that are normally not wandable in the default Neverwinter Nights, like True Strike, Expeditious Retreat, Camouflage, Entropic Shield and so on. Divine Power and Invisibility Purge can not be wanded, and this exception is intentional.
- Note the Bug with Cleric Domain Spells and Item Creation Feats listed below
- The XP/Gold cost of most spell-craft feats has been lowered. Craft Wand specifically uses:
- GP: caster level of the wand × innate level × 132
- XP: caster level of the wand × innate level × 8
- Crafting wands will return the experience lost in Adventure XP.
- Characters with classes that add to Caster Levels will now see this bonus applied to increased wand charges
- Craft Wand gives the following charges: 1d20+ (CL - 20 (minimum 0)) + 20
Spell Focus Feats
Inficasting - Wizard / Sorcerer
Wizards and Sorcerers receive an additional effect with every Greater Spell Focus:.
- The Greater Spell Foci of every school that they take, additionally to the normal effects that they grant, will unlock a spell which the sorcerer, spellsword or wizard may cast freely and without limit as a special ability, that works identically as a spell casted from their spellbooks. Cannot be targeted at fixtures.
- GSF Abjuration grants Endure Elements.
- GSF Conjuration grants Melf's Acid Arrow.
- GSF Divination grants See Invisibility.
- GSF Enchantment grants Blindness/Deafness.
- GSF Evocation grants Magic Missile.
- GSF Illusion grants Color Spray.
- GSF Necromancy grants Ray of Enfeeblement.
- GSF Transmutation grants Burning Hands.
- To cast the spells, look for them in your radial menu of abilities. The subclasses and paths also benefit from this effect.
- These spells are lost if they are interrupted, but they can be refreshed by casting another infispell.
Spell Focus: Abjuration
- Epic Spell Focus: The -ward and -ward teleport Commands become available. The character may use one or the other of these, once per rest. -ward creates a large visible symbol on the floor, which lasts for a long time and inflicts brief paralysis on enemies who fail a Will Save upon passing over it. -ward teleport, while it lasts, prevents any PC from teleporting out of the area in question through any means, and prevents them from being -yoinked elsewhere whilst the remain in the area. It also prevents travel to any portals within the area.
- Affected Spell List:
- Holy Sword: If the caster has Abjuration Foci, the Dispel check improves by +1 per focus feat.
- Endure Elements, Resist Elements, Protection from Elements, Energy Buffer: Epic Spell Focus Abjuration increases Damage absorbed by 1.5 times.
- Lesser Dispel, Dispel, Greater Dispel, Mordenkainen's Disjunction :
- Each Spell Focus in Abjuration grants a cumulative +1 to Dispelling Rolls (with Epic spell focus adding an additional +1), to a total of +4 with Epic Spell Focus: Abjuration. These are applied after the Level Cap imposed by individual spells (so an Epic Abjurer's Greater Dispelling caps at +26, not +22).
- Shield:
- Spell Focus Abjuration: The Shield spell protection extends to include Isaac's Lesser Missile Storm as well as Magic Missile.
- Greater Spell Focus: This Shield spell protection extends to include Isaac's Greater Missile Storm.
Spell Focus: Conjuration
- Epic Spell Focus: Conjuration enables the -yoink command. Once per rest, a character may send -yoink as a tell to another PC, which will cause them to enter a dialogue telling them that your PC is attempting to summon them. If they accept, they are transported instantly to your location.
- Affected Spell List:
- Summon Creature I-IX:
- Greater Spell Focus: Conjuration causes a caster to summon a creature one Tier higher than normal when using the Summon Creature I-VIII spells, in the same way as the bonus provided by the Cleric's Animal Domain or Vermin Domain. Note that Animal Domain, Vermin Domain and Greater Spell Focus: Conjuration do not stack to add 2 or 3 Tier increases, if one of Animal Domain OR Vermin Domain AND Greater Spell Focus: Conjuration are present the summons receive the Spell Focus Bonus as well as the Tier Bonus. This feat will also allow the Summon Creature IX to summon a more powerful Ancient Elemental.
- Black Blade of Disaster, Epic Spell: Dragon Knight (Non-Dracolich), Summon Creature I-IX, Elemental Swarm, Summon Fiend (Blackguard), Epic Spell: Planar Conduit:
- Spell Foci feats will provide a stat bonus to every summon that corresponds to the magic school associated with the Foci. Details can be found Here
- Summon Creature I-IX:
- Excluded Spell List: Spells specifically not affected by this Foci
Spell Focus: Divination
- Spell Focus: Allows a character see whether a character is "attuned" to Life, Death, Fire, Water, Earth, or Air along the usual information of the Right Click->Examine. Through trial and error association, a player may learn much about another character's habits and abilities from their attunement.
- Greater Spell Focus: Increases information gained when using -investigate, Detect Evil, and other things. Also allows a character to use the mysterious Deck of Stars item.
- Epic Spell Focus: Grants the -scry command. Once per rest restricted by a 10 minute cooldown the character may send -scry as a tell to another PC (or type -scry [START OF TARGET'S NAME]). This permits the character to spy on their target for roughly 2 minutes. It is possible to protect against this, but means of doing so are considered Find Out In Game information. Also, characters with the ESF will receive a feedback if somebody is trying to scry them. Additionally, epic diviners can recognize projected illusions when examining, if their caster level is above that of the illusionist.
- Characters that are scrying cannot be reached by any (speedy/goblin/wisp/etc) messengers or images.
- Note: It is a rule that your character must know the name of the character you are intending to scry. Players may mutually agree to waive it, such as a potential "-scry victim" giving permission to use their hair/blood/so on to -scry them without their name, but without this mutual agreement you must have the name.
- Affected Spell List:
- Truesight: Each Spell Foci in Divination also increases the duration of the True Seeing effect of the True Sight spell by 1, 1 and 2 rounds to a total of max of five rounds.
Spell Focus: Enchantment
- Every Spell Focus feat grants a +2 passive, soft bonus to Leadership, Perform and Bluff.
- Greater Spell Focus: Allows a character to automatically succeed in some social interactions with NPCs, when that NPC is charmed or dominated.
- Affected Spell List:
- Dominate Creature, Dominate Person and Dominate Monster
- Spell Focus: Grants a duration of 2 + CL/3 Turns, instead of 2 + CL/3 Rounds.
- Greater Spell Focus: Further improves duration to 2 + CL/3 Hours.
- Epic Spell Focus: Allows a second creature to be Dominated.
- Dominated PCs will now be Stunned instead of Dazed. The Stun duration against PCs remains 2 + CL/3 Rounds, and does not improve to Turns or Hours.
- Charm person, Charm person or animal, Charm monster and Mass charm spells: now cause Confusion in affected PCs.
- Mind Fog
- Greater Spell Focus: The one round Daze upon entering a Mind Fog becomes a Stun.
- Epic Spell Focus: The stun duration is extended to 1d6 rounds.
- Dominate Creature, Dominate Person and Dominate Monster
Spell Focus: Evocation
- Affected Spell List:
- Hellball and Greater Ruin: Epic Spell Focus: Removes the 30d6 of backlash damage.
- Mordekainen's Sword:
- Spell Foci feats will provide a stat bonus to every summon that corresponds to the magic school associated with the Foci. Details can be found Here
- Shelgarn's Persistent Blade:
- Spell Foci feats will provide a stat bonus to every summon that corresponds to the magic school associated with the Foci. Details can be found Here
- Affected Spell List:
Spell Focus: Illusion
- Greater Spell Focus: Enables the -project_image command (This ability has a minimum level requirement of 21.). Once per rest (or every 10 minutes), the character may send -project_image as a tell to another PC or type -project_image [Character Name], after that the game will ask you to input your message, and the next sentence that you write will be hooked as your message. This excludes Spellswords, they are not able to send messages.
- Your character's avatar, with the appropriate -conjure or -cast visual, disguise (if any), and/or polymorph state, will appear like a Speedy Messenger beside the target and relate your message. If you are targeting a PC on a different server, they will instead see only a "Mysterious Ball of Light".
- Epic Spell Focus: Enables you to make a copy of yourself (or someone else) with the look of the target's current gear and the caster's current stats through the epic ability in your radial menu. The copy will last 24 hours or until you rest. On top of this, you can speak through the copy using the -a command. The copy can be manoeuvred and the stealth and detect mode toggled using the Associate Tool and the radial menu.
- Keen Senses feat is removed from the clone if the caster has the feat.
- The copy cannot deal any damage
- It will pass through creatures
- Affected Spell List:
- Invisibility, Improved Invisibility and Invisibility Sphere:
- Greater Spell Focus: Increases the duration of the invisibility component from 1 round/level to 3 rounds/level.
- Epic Spell Focus: Increases the duration of the invisibility component to 5 rounds/level.
- Shadow Conjuration, Greater Shadow Conjuration and Shades:
- Spell Foci feats will provide a stat bonus to every summon that corresponds to the magic school associated with the Foci. Details can be found Here
- Invisibility, Improved Invisibility and Invisibility Sphere:
- Greater Spell Focus: Enables the -project_image command (This ability has a minimum level requirement of 21.). Once per rest (or every 10 minutes), the character may send -project_image as a tell to another PC or type -project_image [Character Name], after that the game will ask you to input your message, and the next sentence that you write will be hooked as your message. This excludes Spellswords, they are not able to send messages.
Spell Focus: Necromancy
- Epic Spell Focus: Adds 1 use/day of Create Greater Undead to the Epic Spell radial.
- Animate Dead, Create Undead, Create Greater Undead, Mummy and Epic Dragon Knight (Dracolich ONLY):
- Spell Foci feats will provide a stat bonus to every summon that corresponds to the magic school associated with the Foci. Details can be found Here
- Animate Dead, Create Undead, Create Greater Undead, Mummy and Epic Dragon Knight (Dracolich ONLY):
- Epic Spell Focus: Adds 1 use/day of Create Greater Undead to the Epic Spell radial.
Spell Focus: Transmutation
- Greater Spell Focus:
- Allows a character, by travelling to the correct place (the locations of which are In Game information), to activate Golems from their constituent parts and bind them to a control stone so long as the character is Level 15 or over.
- Enables the -teleport command to be used if the character is at least level 21. This allows the character to open the same dialogue from a portal anywhere and travel to any known portal node. Usable once per 10 RL minutes (refreshes on rest), as long as the transmuter is not in a no-portal area, like the ones created by the epic abjurer.
- Note: You can use this ability to provide the portal dialogue to another target by sending them a -teleport using tell (ingame messaging).
- Epic Spell Focus: Enables the -teleport create command to be used. This creates a short-lived one-way portal node that everybody can use to portal out.
- Affected Spell List:
- Animal/Zoo Spells (Bull's Strength, Cat's Grace, Eagle's Splendor, Endurance, Fox's Cunning, Owl's Wisdom):
- Greater Spell Focus: "Animal/Zoo" spells grant an additional +1 (1d4+2) to the stat.
- Epic Spell Focus: The bonus granted to "Animal/Zoo" spells increases to a +2 (1d4+3).
- Aura of Vitality:
- Greater Spell Focus: Duration increased from 1 round/level to 3 rounds/level.
- Epic Spell Focus: Duration increased to turns/level.
- Inferno:
- Greater Spell Focus: Damaged changed to 3d6.
- Epic Spell Focus: Damaged changed to 4d6.
- Nature's Balance:
- Greater Spell Focus: Area of effect of the Breach component increased. Will now breach 3 effects instead of 2.
- Epic Spell Focus: Area of effect Breach component increased further.
- Animal/Zoo Spells (Bull's Strength, Cat's Grace, Eagle's Splendor, Endurance, Fox's Cunning, Owl's Wisdom):
- Greater Spell Focus:
Cleric Domains
Cleric Domains have been customized on Arelith, more information can be found on the Cleric page and on the Domains page.
Weapon Focus Feats
Arelith has added Weapon Groups across all the specific weapon feats except the Weapon Master: Weapon of Choice Feat. This allows the character to apply the various Weapon Focus Feats across groups of weapons as shown in the Weapon Grouping Summary Chart.
Associate Tool
The Associate Tool is a gimmick free feat that will appear in your list of feats whenever you summon any "commandable" creature. These creatures include henchmen, familiars, spell summons, transmutation golems, animal companions, shadowdancer's shadow, but not lassoed NPCs.
The feat is active, and you have to use it and target it. You may target a single creature to control that specific creature or target yourself to select and control all your summons. Target again or switch to deselect.
When you are controlling a creature, you can use the feat and target where do you want it to move. If you target a party member, it'll follow that character. If you target a hostile creature, it'll attack that creature. If you target a door, it'll try to open it. If the door is locked and the creature has a high enough Open Lock bonus to unlock the door, it will do so. For any other object, it'll try to attack - this includes closed doors that it cannot pick the lock on and fixtures. Usually, a controlled creature will stand still unless commanded to attack, but due to the complex AI, it may still go and attack hostile targets within its sight by itself, sometimes.
This feat can be used to have your summons mine for you, as well.
When you lose all your commandable creatures, the feat will disappear again, but if you quickslot it, it will appear automatically back in the same quickslot where you placed it when you summon another creature.
Bugs Relating to Feats
- Please Note: These bugs are either inherent to NWN, or in some other way a long-standing & chronic problem. Incidental or minor bugs should not be mentioned here.
- Arcane Casters are unable to scribe Undeath to Death, nor Remove Blindness/Deafness. Divine Casters are not affected.
- It is no longer impossible to scribe the "Bigby" line of spells.
- Whirlwind Attack can cause the character using it to "lock-up" and be unable to attack if it is either stacked in the action queue, or used when surrounded by exactly three enemies.
- Circle Kick is still terrible.