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		<title>Feats We&#039;d Like to Have in the K Pack</title>
		<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack</link>
		<description>Posts in the discussion thread &quot;Feats We&#039;d Like to Have in the K Pack&quot;</description>
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-209171</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-209171</link>
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				<pubDate>Fri, 27 Jun 2008 19:37:32 +0000</pubDate>
				<wikidot:authorName>Kaedrin</wikidot:authorName>				<wikidot:authorUserId>25157</wikidot:authorUserId>				<content:encoded>
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						 <p>Intuitive Strike needs the heartbeat system I'm going to be testing in the 1.33 Beta 1. Once any kinks are worked out with the Duelist change I'll be able to build the ruleset for Strength vs Dexterity vs Wisdom and have the heartbeat reflect it with a bonus for the feat.</p> <p>So if all goes well I'll be adding it in during the 1.33/1.34 set of updates. 1.34 is more likely given it's my "changes" update and 1.33 is supposed to be mostly prcs.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-209128</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-209128</link>
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				<pubDate>Fri, 27 Jun 2008 18:46:52 +0000</pubDate>
				<wikidot:authorName>69.140.96.64</wikidot:authorName>								<content:encoded>
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						 <p>Is Intuitive Strike still in the works? I would like my Druid/Cleric/Monk to have a good attack bonus :) (well, Cleric's have no problem, but the other two…).</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-207876</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-207876</link>
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				<pubDate>Thu, 26 Jun 2008 03:58:20 +0000</pubDate>
				<wikidot:authorName>70.152.25.218</wikidot:authorName>								<content:encoded>
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						 <p>And nightsticks (also from complete divine, gives extra turning per day, stacks with self)</p> <p>:)</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-207875</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-207875</link>
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				<pubDate>Thu, 26 Jun 2008 03:57:34 +0000</pubDate>
				<wikidot:authorName>70.152.25.218</wikidot:authorName>								<content:encoded>
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						 <p>Divine metamagic (complete divine)</p> <p>:)</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-207839</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-207839</link>
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				<pubDate>Thu, 26 Jun 2008 02:45:53 +0000</pubDate>
				<wikidot:authorName>nicethugbert</wikidot:authorName>				<wikidot:authorUserId>103120</wikidot:authorUserId>				<content:encoded>
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						 <p><strong>AWESOME BLOW</strong>, Monster Manual V, p. 204</p> <p>A creature that has this feat can choose to deliver blows that send its smaller opponents flying like bowling pins.</p> <p><strong>Prerequisites:</strong> Str 25, Power Attack, Improved Bull Rush, size Large or larger.</p> <p><strong>Benefit:</strong> As a standard action, the creature can choose to subtract 4 from its melee attack roll and deliver an awesome blow. If the creature hits a corporeal opponent smaller than itself with an awesome blow, its opponent must succeed on a Reflex save (DC equal to damage dealt) or be knocked flying 10 feet in a direction of the attacking creature’s choice and fall prone. The attacking creature can push the opponent only in a straight line, and the opponent can’t move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.</p> <p><strong>Special:</strong> A fighter can select Awesome Blow as one of his fighter bonus feats.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-206636</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-206636</link>
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				<pubDate>Tue, 24 Jun 2008 17:55:14 +0000</pubDate>
				<wikidot:authorName>Kaedrin</wikidot:authorName>				<wikidot:authorUserId>25157</wikidot:authorUserId>				<content:encoded>
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						 <p>ANY form of teleport: NEVER. I will never risk breaking a module (as teleports can skip triggers).<br /> Summon Elemental: No. GetHasSpell is broken for these (I just mentioned this up above)<br /> Blade of Force: Unlikely. It's only supposed to affect the first attack. I'll try to think of a solution.<br /> Dazzling Illusion: Yes</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-206585</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-206585</link>
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				<pubDate>Tue, 24 Jun 2008 16:47:37 +0000</pubDate>
				<wikidot:authorName>nicethugbert</wikidot:authorName>				<wikidot:authorUserId>103120</wikidot:authorUserId>				<content:encoded>
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						 <p><strong>SUMMON ELEMENTAL</strong> [RESERVE], Complete Mage, p.47</p> <p>You can channel the summoning power you hold to briefly<br /> bring forth an elemental servant.</p> <p><strong>Prerequisite:</strong> Ability to cast 4th-level spells.</p> <p><strong>Benefit:</strong> As long as you have a summoning spell of 4th level or higher available to cast, you can summon a Small elemental (air, earth, fire, or water; your choice; 6th&gt; for medium, 8th&gt; level for large) within a range of 30 feet. The elemental acts as if summoned by a summon monster spell (PH 285). The duration of the summoning is equal to 1 round per level of the highest-level conjuration (summoning) spell you have available to cast.</p> <p>Only one summoned elemental from this feat at a time. First elemental disappears on second use. Must remain no more than 30 feet from the elemental or it disappears.</p> <p>You gain a +1 competence bonus to your caster level when casting conjuration (summoning) spells.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-206565</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-206565</link>
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				<pubDate>Tue, 24 Jun 2008 16:24:21 +0000</pubDate>
				<wikidot:authorName>nicethugbert</wikidot:authorName>				<wikidot:authorUserId>103120</wikidot:authorUserId>				<content:encoded>
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						 <p><strong>DIMENSIONAL JAUNT</strong> [RESERVE], Complete Mage, p.41</p> <p>With a single step, you can cross an entire room.</p> <p><strong>Prerequisite:</strong> Ability to cast 4th-level spells.</p> <p><strong>Benefit:</strong> As long as you have a teleportation spell of 4th level or higher available to cast, you can spend a standard action to teleport yourself and carried objects up to your<br /> heavy load a distance of 5 feet per level of the highest-level teleportation spell you have available to cast. You can teleport only to a location that you can see (including one you are<br /> currently scrying). You can't bring along another creature (except for a familiar). As a secondary benefit, you gain a +1 competence bonus to your caster level when casting teleportation spells.</p> <p><strong>Note:</strong> Will need Teleport spells or modified to work without them, for now at least.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-206555</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-206555</link>
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				<pubDate>Tue, 24 Jun 2008 16:18:28 +0000</pubDate>
				<wikidot:authorName>nicethugbert</wikidot:authorName>				<wikidot:authorUserId>103120</wikidot:authorUserId>				<content:encoded>
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						 <p><strong>DAZZLING ILLUSION</strong>, Complete Mage, p. 40</p> <p>Casting illusions causes the air about you to be filled with flashing colors that dazzle your foes.</p> <p><strong>Prerequisite:</strong> Spell Focus (illusion) or illusionist level 1st.</p> <p><strong>Benefit:</strong> When you cast an illusion spell, you can choose to render all enemies within 30 feet dazzled for 1 round. Blind creatures are immune to this effect.</p> <p><strong>Special:</strong> An illusionist can select this feat as a wizard bonus feat.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-206549</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-206549</link>
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				<pubDate>Tue, 24 Jun 2008 16:11:26 +0000</pubDate>
				<wikidot:authorName>nicethugbert</wikidot:authorName>				<wikidot:authorUserId>103120</wikidot:authorUserId>				<content:encoded>
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						 <p><strong>BLADE OF FORCE</strong> [RESERVE], Complete Mage, p.40</p> <p>You can surround a weapon with a short-lived aura of force.</p> <p><strong>Prerequisite:</strong> Ability to cast 3rd-level spells.</p> <p><strong>Benefit:</strong> As long as you have a 3rd-level or higher force spell available to cast, weapon deals an extra 1 point of damage per level of the highest-level force spell you have available to cast.</p> <p>Furthermore, that weapon ignores the miss chance normally granted to an incorporeal creature. If the next attack with that weapon misses, this benefit is lost.</p> <p>As a secondary benefit, you gain a +1 competence bonus to your caster level when casting force spells.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-206524</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-206524</link>
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				<pubDate>Tue, 24 Jun 2008 15:25:24 +0000</pubDate>
				<wikidot:authorName>Kaedrin</wikidot:authorName>				<wikidot:authorUserId>25157</wikidot:authorUserId>				<content:encoded>
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						 <p>That's not doable in the least. The *only* access we have to the players spells are "GetHasSpell" which checks if a specific spell (spellid) is memorized. It fails to work with domain spells and all of the summon creature x spells. I'm not sure if there are any others that don't work right.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-206509</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-206509</link>
				<description></description>
				<pubDate>Tue, 24 Jun 2008 14:59:04 +0000</pubDate>
				<wikidot:authorName>nicethugbert</wikidot:authorName>				<wikidot:authorUserId>103120</wikidot:authorUserId>				<content:encoded>
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						 <p><strong>ALACRITOUS COGITATION</strong></p> <p>You can leave a prepared spell slot open to spontaneously cast a spell.</p> <p><strong>Prerequisite:</strong> Must prepare arcane spells.</p> <p><strong>Benefit:</strong> If you leave an arcane spell slot open when preparing spells, you can use that open slot to cast any arcane spell you know of the same level or lower. Casting the spell<br /> requires a full-round action.</p> <p>You can use this feat only once per day, regardless of the number of slots you leave open.</p> <p><strong>Special:</strong> A wizard can select this feat as a wizard bonus feat.</p> <p>Is this the same as Anyspell?</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-206048</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-206048</link>
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				<pubDate>Mon, 23 Jun 2008 20:18:00 +0000</pubDate>
				<wikidot:authorName>Kaedrin</wikidot:authorName>				<wikidot:authorUserId>25157</wikidot:authorUserId>				<content:encoded>
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						 <p>Oops, thought it had a DC. I'm not at home so I couldn't check. I'll clip it.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-206047</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-206047</link>
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				<pubDate>Mon, 23 Jun 2008 20:15:51 +0000</pubDate>
				<wikidot:authorName>sly_1</wikidot:authorName>				<wikidot:authorUserId>137087</wikidot:authorUserId>				<content:encoded>
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						 <blockquote> <p>All Ability Focus feats are +2 DC to the ability.</p> </blockquote> <p>But curse song has no dc?</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-206046</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-206046</link>
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				<pubDate>Mon, 23 Jun 2008 20:15:26 +0000</pubDate>
				<wikidot:authorName>nicethugbert</wikidot:authorName>				<wikidot:authorUserId>103120</wikidot:authorUserId>				<content:encoded>
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						 <p>I thought they were aiming for Q4. Was guessing it would be out for xmas.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-206039</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-206039</link>
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				<pubDate>Mon, 23 Jun 2008 20:04:54 +0000</pubDate>
				<wikidot:authorName>Kaedrin</wikidot:authorName>				<wikidot:authorUserId>25157</wikidot:authorUserId>				<content:encoded>
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						 <p>No. I can only stack the levels.</p> <p>Pretty sure SoZ development is pretty close to lock time based on the dev comments.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-206023</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-206023</link>
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				<pubDate>Mon, 23 Jun 2008 19:49:21 +0000</pubDate>
				<wikidot:authorName>nicethugbert</wikidot:authorName>				<wikidot:authorUserId>103120</wikidot:authorUserId>				<content:encoded>
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						 <p>Those functions may get done for an expansion if they are tied to much requested feats.</p> <p>Is the "May gain additional bard levels regardless of your lawful alignment." part of devoted performer doable?</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-206015</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-206015</link>
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				<pubDate>Mon, 23 Jun 2008 19:41:45 +0000</pubDate>
				<wikidot:authorName>Kaedrin</wikidot:authorName>				<wikidot:authorUserId>25157</wikidot:authorUserId>				<content:encoded>
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						 <p>All Ability Focus feats are +2 DC to the ability.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-206014</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-206014</link>
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				<pubDate>Mon, 23 Jun 2008 19:40:45 +0000</pubDate>
				<wikidot:authorName>sly_1</wikidot:authorName>				<wikidot:authorUserId>137087</wikidot:authorUserId>				<content:encoded>
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						 <p>@ Kaedrin: what does ability focus: curse song do?</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-206013</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-206013</link>
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				<pubDate>Mon, 23 Jun 2008 19:38:49 +0000</pubDate>
				<wikidot:authorName>Kaedrin</wikidot:authorName>				<wikidot:authorUserId>25157</wikidot:authorUserId>				<content:encoded>
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						 <p>That solution won't work. While you may "fix" the basic blueprint, any that are actually placed in the game are NOT the same and will not reflect the changes. Only items created dynamically with the blueprints resref will reflect the blueprint details in the utc/uti file. You are also right that it would be a HUGE amount of item work and the cost performance wise for doing the equip/unequip/onspellcastat(which we can't do) would probably be prohibitive.</p> <p>So it doesn't work for the OC/MotB without INSANE costs.</p> <p>I already requested everything needed to do it right in my "development wishlist" that is on the custom content forum. I have no idea if they plan to implement any of it or even if so when. Given the request about companion blueprints was 3+ months away *if* it made it in I'm not going to hold my breath. Those are basic core scripting functions that even Bioware should have made available. They simply haven't had the need to do so for an expansion so it hasn't been done. Understandable, if disappointing.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-205997</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-205997</link>
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				<pubDate>Mon, 23 Jun 2008 19:10:08 +0000</pubDate>
				<wikidot:authorName>nicethugbert</wikidot:authorName>				<wikidot:authorUserId>103120</wikidot:authorUserId>				<content:encoded>
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						 <p>I have an idea how some armor/shield feats might be possible. Put a variable on them that states what type they are so that a custom armor/shield type function can look it up to know what armor/shield type the item is. Same for other item types if needed.</p> <p>Will it work? How much work?</p> <p>I'm guessing it would require altering all the blueprints for the items in question. Even I have the skill for that. But, will it get used? It's a lot of blueprint.</p> <p>I need to know if technically it will work because I don't want to suggest to The Devs what the community can already do. Although, this may be an economical way for them to solve this problem.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-205950</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-205950</link>
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				<pubDate>Mon, 23 Jun 2008 17:54:40 +0000</pubDate>
				<wikidot:authorName>Kaedrin</wikidot:authorName>				<wikidot:authorUserId>25157</wikidot:authorUserId>				<content:encoded>
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						 <h3><span>Summary</span></h3> <p><strong>Yes</strong></p> <ul> <li>Improved Familiar</li> <li>Leadership</li> <li>Magical Aptitude</li> <li>Disciple of the Sun</li> <li>Whirling Defense</li> <li>Discipline</li> <li>Survivor</li> <li>Ability Focus (Eldritch Blast)</li> <li>Ability Focus (Turn Undead)</li> </ul> <p><strong>As time allows</strong></p> <ul> <li>Fearless</li> <li>Investigator</li> <li>Glorious Weapons (this is a +1 divine/negative damage bonus)</li> <li>Chosen Weapon Spec (40+ feats for +2 damage isn't really worth the time investment at the moment compared to what else could be added)</li> <li>Touche - Requires my new combat hit routine being developed for champions and rangers first.</li> <li>Heavy/Greater Heavy Armor Optimization - These will take a LOT off work and are only partially doable (armor check isn't available to us).</li> <li>Shield Wall - Doable but script intensive</li> <li>Phalanx Fighting - May be doable, script intensive</li> <li>Devoted Tracker - There can't be many Paladin/Rangers</li> </ul> <p><strong>Possible</strong></p> <ul> <li>Surefooted</li> <li>Twin Sword Style (would work against all enemies as you can't give a AC bonus agaist one enemy)</li> <li>Deft Strike - This would be changed to a single attack in the round that does this check. Failing the check would cause the single attack to be ran against the full AC. This will have to wait for the attack routine for Champions/Rangers.</li> <li>Brutal Throw - This is thorny and for thrown weapons? Not likely but possible</li> </ul> <p><strong>No</strong></p> <ul> <li>Dauntless</li> <li>Mercantile Background - Appraise bonuses won't affect prices</li> <li>Diligent - Appraise bonuses won't affect prices</li> <li>Spell Focus (Domain) - Would require a rewrite of all spells</li> <li>Spell Focus (Alignment) - Would require a rewrite of all spells</li> <li>Shadow Weave feats - Would require a rewrite of all spells</li> <li>Armor Focus - We can't tell if armor is chainmail or splint or any kind. We also can't tell what the armor check penalty is (which is why some of my prcs simply add a +x to those skills).</li> <li>Words of Creation - Too strong for bards, creation would require every conjuration spell to be redone, Exalted Power would require every spell to be redone and all new systems for spell resist and saving throws. Truename is of little use in NWN2 given you can't summon a known "entity."</li> <li>Improved Natural Armor - Stacking is an issue and I believe I've fixed all the complaints Druids should have with AC.</li> <li>Improved Natural Attack - This requires a LOOOOOOT of scripting to know to replace the current weapon with one that is only d2 higher. Not worth the effort at this time.</li> <li>Sudden Metamagic: Not possible.</li> <li>Shield Ward - Buried in the engine.</li> <li>Shield Specialization - I don't think we can tell what type of shield it is and it's interaction with spells would be flaky.</li> <li>Spontaenous XXX - We can't dynamicly choose spontaenous conversions. It's defined in a table ahead of time (one for the whole class). Buried in the engine.</li> <li>Ascetic Mage - We have only one script hook to spells (that gets if you have the spell memorized that is broken for a number of spells). So this isn't possible. Monk stacking of AC isn't possible. Cha instead of Wis is all I could do for this. Monk feats are just about a total no-no like PrCs. :( The rest of the Ascetic feats are in the same boat. I can't do anything for monks.</li> </ul> <p><strong>Notes:</strong><br /> Weapon Focus/Specialization in natural weapons is not necessary since NWN2 uses Unarmed feats with Natural attacks.</p> 
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				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-205813</link>
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				<pubDate>Mon, 23 Jun 2008 15:08:22 +0000</pubDate>
				<wikidot:authorName>Kaedrin</wikidot:authorName>				<wikidot:authorUserId>25157</wikidot:authorUserId>				<content:encoded>
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						 <p>Folks, if you could do me a favor, check the Planned feats list on the <a href="http://nwn2customcontent.wikidot.com/feats">Feats</a> page before adding a feat request/description. It will save you some typing and me some double checking.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-205748</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-205748</link>
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				<pubDate>Mon, 23 Jun 2008 13:35:25 +0000</pubDate>
				<wikidot:authorName>nicethugbert</wikidot:authorName>				<wikidot:authorUserId>103120</wikidot:authorUserId>				<content:encoded>
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						 <p><strong>DEVOTED TRACKER</strong>, Complete Adventurer, p.108</p> <p>You have found a balance between your woodland training and your devotion to religious training, blending these two aspects into one seamless whole.</p> <p><strong>Prerequisite:</strong> Track, smite evil, wild empathy.</p> <p><strong>Benefit:</strong> If you have levels in paladin and ranger, those levels stack for the purposes of determining the extra damage dealt by your smite evil ability and determining the bonus for your wild empathy class feature. This feat does not allow additional daily uses of smite evil.</p> <p>If you have both the special mount and animal companion class features, you can designate your special mount as your animal companion. The mount gains all the benefits of being both your special mount and your animal companion. For instance, a 5th-level paladin/6th-level ranger’s special mount would have 4 bonus Hit Dice, a +6 natural armor adjustment, +2 Strength, +1 Dexterity, two bonus tricks, and Intelligence 6, as well as the empathic link, improved evasion, share spells, share saving throws, and link special abilities.</p> <p>In addition, you can multiclass freely between the paladin and ranger classes. You must still remain lawful good in order to retain your paladin abilities and take paladin levels. You still face the normal XP penalties for having multiple classes more than one level apart.</p> 
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				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
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				<pubDate>Mon, 23 Jun 2008 13:29:23 +0000</pubDate>
				<wikidot:authorName>nicethugbert</wikidot:authorName>				<wikidot:authorUserId>103120</wikidot:authorUserId>				<content:encoded>
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						 <p><strong>ASCETIC ROGUE</strong>, Complete Adventurer, p.106</p> <p>You have gone beyond the bounds of your monastic training to incorporate new modes of stealthy combat. Although your fellow monks may frown on your methods, none can doubt that your diverse training has improved your ability to strike precisely and bring down your foes quickly.</p> <p><strong>Prerequisites:</strong> Improved Unarmed Strike, sneak attack.</p> <p><strong>Benefit:</strong> When you use an unarmed strike with a sneak attack to deliver a stunning attack, you add 2 to the DC of your stunning attempt.</p> <p>If you have levels in rogue and monk, those levels stack for the purpose of determining your unarmed strike damage. For example, a human 5th-level rogue/1st-level monk would deal 1d8 points of damage with her unarmed strike.</p> <p>In addition, you can multiclass freely between the monk and rogue classes. You must still remain lawful in order to retain your monk abilities and take monk levels. You still face the normal XP penalties for having multiple classes more than one level apart.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-205743</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-205743</link>
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				<pubDate>Mon, 23 Jun 2008 13:27:30 +0000</pubDate>
				<wikidot:authorName>nicethugbert</wikidot:authorName>				<wikidot:authorUserId>103120</wikidot:authorUserId>				<content:encoded>
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						 <p><strong>ASCETIC HUNTER</strong>, Complete Adventurer, p.105</p> <p>You have gone beyond the bounds of your monastic training to incorporate new modes of bringing the unlawful to justice. Although many of your fellow monks frown on<br /> your methods, none can doubt that your diverse training has added to your ability to strike precisely and bring down your foes quickly.</p> <p><strong>Prerequisites:</strong> Improved Unarmed Strike, favored enemy.</p> <p><strong>Benefit:</strong> When you use an unarmed strike to deliver a stunning attack against a favored enemy, you can add one-half your favored enemy bonus on damage rolls to the DC of your stunning attempt.</p> <p>If you have levels in ranger and monk, those levels stack for the purpose of determining your unarmed strike damage. For example, a human 7th-level ranger/1stlevel monk would deal 1d10 points of damage with her unarmed strike.</p> <p>In addition, you can multiclass freely between the monk and ranger classes. You must still remain lawful in order to retain your monk abilities and take monk levels. You still face the normal XP penalties for having multiple classes more than one level apart.</p> 
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				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
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				<pubDate>Mon, 23 Jun 2008 13:25:47 +0000</pubDate>
				<wikidot:authorName>nicethugbert</wikidot:authorName>				<wikidot:authorUserId>103120</wikidot:authorUserId>				<content:encoded>
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						 <p><strong>ASCETIC KNIGHT</strong>, Complete Adventurer, p.105</p> <p>You belong to a special order of religious monks that teaches its adherents that self-enlightenment and honorable service grow from the same well of purity.<br /> As a student of this philosophy, you have blended your training as a paladin and as a monk into one seamless whole.</p> <p><strong>Prerequisite:</strong> Improved Unarmed Strike, ability to smite evil.</p> <p><strong>Benefit:</strong> Your paladin and monk levels stack for the purpose of determining your unarmed strike damage. For example, a human 3rd-level paladin/1st-level monk would deal 1d8 points of damage with her unarmed strike.</p> <p>Your paladin and monk levels also stack when determining the extra damage dealt by your smite evil ability.</p> <p>In addition, you can multiclass freely between the paladin and monk classes. You must still remain lawful good in order to retain your paladin abilities and take paladin levels, and you must remain lawful in order to continue advancing as a monk. You still face the normal XP penalties for having multiple classes more than one level apart.</p> 
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				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
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				<pubDate>Mon, 23 Jun 2008 13:20:18 +0000</pubDate>
				<wikidot:authorName>nicethugbert</wikidot:authorName>				<wikidot:authorUserId>103120</wikidot:authorUserId>				<content:encoded>
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						 <p><strong>ASCETIC MAGE</strong>, Complete Adventurer, p.105<br /> You practice an unusual martial art that mixes self-taught spellcasting and melee attacks to great effect.</p> <p><strong>Prerequisites:</strong> Improved Unarmed Strike, ability to spontaneously cast 2nd-level arcane spells.</p> <p><strong>Benefit:</strong> As a swift action that doesn’t provoke attacks of opportunity, you can sacrifice one of your daily allotment of spells to add a bonus to your unarmed strike attack rolls and damage rolls for 1 round. The bonus is equal to the level of the spell sacrificed. The spell is lost as if you had cast it.</p> <p>If you have levels in sorcerer and monk, those levels stack for the purpose of determining your AC bonus. For example, a human 4th-level sorcerer/1st-level monk would have a +1 bonus to AC as if she were a 5th-level monk.</p> <p>If you would normally be allowed to add your Wisdom bonus to AC (such as for a unarmored, unencumbered monk), you instead add your Charisma bonus (if any) to your AC.<br /> In addition, you can multiclass freely between the sorcerer and monk classes. You must still remain lawful in order to continue advancing as a monk. You still face the normal XP penalties for having multiple classes more than one level apart.</p> 
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				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
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				<pubDate>Mon, 23 Jun 2008 13:13:54 +0000</pubDate>
				<wikidot:authorName>nicethugbert</wikidot:authorName>				<wikidot:authorUserId>103120</wikidot:authorUserId>				<content:encoded>
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						 <p><strong>BRUTAL THROW</strong>, Complete Adventurer, p.106<br /> You have learned how to hurl weapons to deadly effect.</p> <p><strong>Benefit:</strong> You can add your Strength modifier (instead of your Dexterity modifier) to attack rolls with thrown weapons.</p> <p><strong>Normal:</strong> A character attacking with a ranged weapon adds his Dexterity modifier to the attack roll.</p> <p><strong>Special:</strong> A fighter may select Brutal Throw as one of his fighter bonus feats.</p> 
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				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
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				<pubDate>Mon, 23 Jun 2008 13:12:07 +0000</pubDate>
				<wikidot:authorName>nicethugbert</wikidot:authorName>				<wikidot:authorUserId>103120</wikidot:authorUserId>				<content:encoded>
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						 <p><strong>DEFT STRIKE</strong>, Complete Adventurer, p.106</p> <p>You can place attacks at weak points in your opponent’s defenses.</p> <p><strong>Prerequisites:</strong> Int 13, Combat Expertise, Spot 10 ranks, sneak attack.</p> <p><strong>Benefit:</strong> As a standard action, you can attempt to find a weak point in a visible target’s armor. This requires a Spot check against a DC equal to your target’s Armor Class. If you succeed, your next attack against that target (which must be made no later than your next turn) ignores the target’s armor bonus and natural armor bonus to AC (including any enhancement bonuses to armor or natural armor). Other AC bonuses still apply normally. If you use a ranged weapon to deliver the attack, your opponent must be within 30 feet of you in order for you to benefit from this feat.</p> 
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				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
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				<pubDate>Mon, 23 Jun 2008 12:53:09 +0000</pubDate>
				<wikidot:authorName>nicethugbert</wikidot:authorName>				<wikidot:authorUserId>103120</wikidot:authorUserId>				<content:encoded>
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						 <p>I think this can be done as an aura/radius type thingy.</p> <p><span style="text-decoration: underline;"><strong>SHIELD WALL</strong></span> [General], Heros of Battle, p.99</p> <p>You are skilled in using shields when in formation with other shield-bearers.</p> <p><strong>Prerequisite:</strong> Shield Proficiency.</p> <p><strong>Benefit:</strong> When you and an adjacent ally are each using a shield, your shield bonus to Armor Class increases by 2.</p> <p><strong>Special:</strong> A fighter can select Shield Wall as one of his fighter bonus feats.</p> <hr /> <p><span style="text-decoration: underline;"><strong>PHALANX FIGHTING</strong></span> [General], Complete Warrior, p. 103</p> <p><strong>Prerequisite:</strong> Heavy Shield Proficiency, BAB +1</p> <p><strong>Benefit:</strong> +1 AC Bonus when wielding light weapon and heavy shield. If within 5ft. of ally also wielding light weapon and heavy shield and having this feat, then, an extra +2 AC Bonus(+3 total) and +1 Ref save.</p> <p><strong>Special:</strong> A fighter may select Phalanx Fighting as one of his fighter bonus feats.</p> <hr /> <p>Sorry about not checking the list. Is there a rule excluding these other shield feats from inclusion with Shieldmate and Improved Shieldmate?</p> 
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				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-204963</link>
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				<pubDate>Sun, 22 Jun 2008 05:21:43 +0000</pubDate>
				<wikidot:authorName>Kaedrin</wikidot:authorName>				<wikidot:authorUserId>25157</wikidot:authorUserId>				<content:encoded>
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						 <p>These are domains, not feats. :P Tyranny has been a part of my pack since last october.</p> <p>Moon is on my list of domains to add to the game (set to premier with the Silverstar).</p> <p>This does remind me that I need to clean up the domain section of the website and add the domains I currently have on the master list to the website so folks know what is coming.</p> 
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				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-204949</link>
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				<pubDate>Sun, 22 Jun 2008 04:22:56 +0000</pubDate>
				<wikidot:authorName>nicethugbert</wikidot:authorName>				<wikidot:authorUserId>103120</wikidot:authorUserId>				<content:encoded>
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						 <p><a href="http://www.wizards.com/default.asp?x=dnd/glossary&amp;term=Glossary_dnd_Moondomain&amp;alpha=M">Moon Domain</a>:<br /> Deities: Eilistraee, Hathor, Malar, Sehanine Moonbow, Selûne, Sharindlar.</p> <p>Granted Powers: You can turn or destroy lycanthropes as a good cleric turns or destroys undead. This ability is usable a number of times per day equal to 3 + your Charisma modifier.</p> <p>Moon Domain Spells</p> <p>1 Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.</p> <p>2 Moonbeam[For]: Creates a cone of moonlight that causes lycanthropes to assume animal form, penetrates darkness spells of equal or lower level.</p> <p>3 Moon Blade[For]: Touch attack deals 1d8 damage +1/two levels, more to undead, plus scrambles spellcasting.</p> <p>4 Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.</p> <p>5 Moon Path[For]: Grants sanctuary to 1 creature/level.</p> <p>6 Permanent Image: Includes sight, sound, and smell.</p> <p>7 Insanity: Subject suffers continuous confusion.</p> <p>8 Animal Shapes: One ally/level polymorphs into chosen animal.</p> <p>9 Moonfire[For]: Cone of moonlight deals 1d8 damage/two levels (max 10d8, magical auras glow blue for 1 round/level, illuminates as full moon, negates electricity for 1 round/level).</p> <p>Source: Player's Guide to Faerûn</p> <p><a href="http://www.wizards.com/default.asp?x=dnd/glossary&amp;term=Glossary_dnd_Tyrannydomain&amp;alpha=T">Tyranny domain</a></p> <p>Deities: Bane, Tiamat.</p> <p>Granted Powers: The saving throw DC of any compulsion spell you cast increases by 2.</p> <p>Tyranny Domain Spells</p> <p>1 Command: One subject obeys selected command for 1 round.</p> <p>2 Enthrall: Captivates all within 100 ft. + 10 ft./level.</p> <p>3 Discern Lies: Reveals deliberate falsehoods.</p> <p>4 Fear: Subjects within cone flee for 1 round/level.</p> <p>5 Command, Greater: As command, but affects one subject/level.</p> <p>6 Geas/Quest: As lesser geas, plus it affects any creature.</p> <p>7 Bigby's Grasping Hand: Large hand provides cover, pushes, or grapples.</p> <p>8 Charm Monster, Mass: As charm monster, but all within 30 ft.</p> <p>9 Dominate Monster: As dominate person, but any creature.<br /> Source: Player's Guide to Faerûn</p> 
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				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-202862</link>
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				<pubDate>Thu, 19 Jun 2008 23:24:14 +0000</pubDate>
				<wikidot:authorName>Kaedrin</wikidot:authorName>				<wikidot:authorUserId>25157</wikidot:authorUserId>				<content:encoded>
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						 <p>A number of these are on my list already (see the <a href="http://nwn2customcontent.wikidot.com/feats">feats</a> page for the planned list). I'll try to sift through these compared to what I already have listed to see what I can add.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-201598</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-201598</link>
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				<pubDate>Thu, 19 Jun 2008 08:16:36 +0000</pubDate>
				<wikidot:authorName>92.113.88.96</wikidot:authorName>								<content:encoded>
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						 <p><em>Weapon Focus/Weapon Specialization (Natural Attack)</em></p> <p><strong>From CArc :</strong><br /> <em>Sudden Metamagic Feats</em></p> <p><strong>From MM :</strong></p> <p><em>Ability Focus [General]</em><br /> The DC of your Special Attack increases by +2.</p> <p><strong>From RoS :</strong></p> <p><em>Heavy Armor Optimization [General, Fighter]</em><br /> When wearing Heavy Armor, increase the AC by 1 and reduce the Armor Check penalty by 1.</p> <p><em>Greater Heavy Armor Optimization [General, Fighter]</em><br /> When wearing Heavy Armor, increase the AC by 1 and reduce the Armor Check penalty by 2.<br /> These benefits stack with those of Heavy Armor Optimization, for a total increase in AC of 2 and a total<br /> reduction of Armor Check penalty of 3.</p> <p><strong>From PHB 2 :</strong></p> <p><em>Shield Specialization [General, Fighter]</em><br /> When you take this feat, choose between ‘Buckler’, ‘Light Shields’, and ‘Heavy Shields’. You receive a +1<br /> improvement to your Shield bonus to AC when using that type of Shield.<br /> You may take this feat multiple types, each with a different type of Shield.</p> <p><em>Shield Ward [General, Fighter]</em><br /> Add your Shield bonus to AC to the following:<br /> a) Touch AC; and<br /> b) resisting Bull Rush, Disarm, Grapple, Overrun, &amp; Trip attempts.</p> <p><strong>Form LM :</strong></p> <p><em>Corpsecrafter [General]</em><br /> Each Corporeal Undead you animate or create with a Necromancy spell gains a +4 Enhancement bonus to Strength<br /> and +2 hit-points per Hit Die.</p> <p><em>Deadly Chill [General]</em><br /> Each Undead you animate or create with a Necromancy spell deals +1d6 Cold damage with its natural<br /> weapons.</p> <p><em>Hardened Flesh [General]</em><br /> Each Corporeal Undead you animate or create with a Necromancy spell gains a +2 Natural Armor bonus to AC.</p> <p><em>Nimble Bones [General]</em><br /> Each Undead you animate or create with a Necromancy spell gains a +4 bonus on Initiative checks and a +10’ increase<br /> to its base land speed.</p> <p><strong>From Cdiv :</strong></p> <p><em>Spontaneous Healer [General]</em><br /> You may convert your spells into Cure Wound spells of equal or lower level (as a Cleric). You may do this up to<br /> Wisdom modifier times per day.</p> <p><em>Spontaneous Summoner [General]</em><br /> You may convert your spells into Summon Nature’s Ally spells of equal or lower level (as a Druid). You may do this up<br /> to Wisdom modifier times per day.</p> <p><em>Spontaneous Wounder [General]</em><br /> You may convert your spells into Inflict Wound spells of equal or lower level (as a Cleric). You may do this up to<br /> Wisdom modifier times per day.</p> <p><em>Empower Turning [General]</em><br /> Multiple your Turning Damage (after adding in your Cleric level &amp; your Charisma modifier) by 1.5 to<br /> determine the number of Undead HD you effect.</p> <p><em>Cheetah’s Speed [Wild]</em><br /> You may spend one of your daily uses of Wild Shape to set your base land speed to 50’ for 1 hour.<br /> You may move 10x your normal speed as part of a charge, once in the hour.</p> <p><strong>From PHB :</strong></p> <p><em>Improved Turning [General]</em><br /> You may Turn or Rebuke creatures as if you were one level higher in the class that grants the ability.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-198859</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-198859</link>
				<description></description>
				<pubDate>Tue, 17 Jun 2008 16:50:18 +0000</pubDate>
				<wikidot:authorName>Kaedrin</wikidot:authorName>				<wikidot:authorUserId>25157</wikidot:authorUserId>				<content:encoded>
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						 <p>It's not possible since it's buried in the engine.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-198370</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-198370</link>
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				<pubDate>Tue, 17 Jun 2008 08:45:56 +0000</pubDate>
				<wikidot:authorName>steelfiredragon</wikidot:authorName>				<wikidot:authorUserId>42273</wikidot:authorUserId>				<content:encoded>
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						 <p>if its possible, and only if its possible</p> <p>a custom feat that rerolls on an attack roll of 1</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-197815</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-197815</link>
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				<pubDate>Mon, 16 Jun 2008 21:50:03 +0000</pubDate>
				<wikidot:authorName>Yume-kun</wikidot:authorName>				<wikidot:authorUserId>110601</wikidot:authorUserId>				<content:encoded>
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						 <p>The really intriguing stuff is Scepter Crafting and Rune Magic; both have great potential in a medium-to-low magic environment (Scepters are basically like Wands but can hold spells up to 7th level; runes are either wards to leave behind, a way to add properties to items or as items with either uses/day or total charges - wheher it's doable within the confines of NWN2 is another matter entirely … )</p> <p>Edit: I hope the batch of background feats I dug up at least is doable/usable …</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-197790</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-197790</link>
				<description></description>
				<pubDate>Mon, 16 Jun 2008 21:30:46 +0000</pubDate>
				<wikidot:authorName>Kaedrin</wikidot:authorName>				<wikidot:authorUserId>25157</wikidot:authorUserId>				<content:encoded>
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						 <blockquote> <p>Hmm could you maybe work with a stat varible that keeps the cahr in line for one epic destinie. You have to decide what you wnat on 21st level anyway. I don#t know how it works but could there be anything done to prevent the player from picking any other feet than his next destinie feat. And yes the poweres seem to be wayyy too much but then again it is just right for going after elder evils or gods and with 4e around the door why shouldn#t we also have some fun killing of the useless FR gods that will be gone anyway *eg*</p> </blockquote> <p>The way bonus feats work means it's not possible to restrict. I could always de-level the player if they make a wrong choice (ie, a second destiny). However, there is nothing at all prevent them from choosing a normal epic feat instead of the epic destiny line.</p> <p>The only way to work around this is to use a custom GUI system that pops up a list box of destinies at 21 and then automatically award the correct feat after that. That said, I have NO skill with the gui stuff and my first few attempts have been less than successful and mediocre at best.</p> <p>There are a few more systems that provide more benefit for the same time investment that I'll probably do first. I'm not sure how I feel about them backporting 4e to 3.5. That is… strange. Did they do that with 3.0 when 3.5 came out?</p> <blockquote> <p>I found some other interesting stuff but most of it would be new functionality which is likely very code-intensive; given the upcoming stuff you've got lined up it's probably not a good idea.</p> </blockquote> <p>I've got well over a years worth of work on the list if not two years. LOL. That is the biggest problem right now. So many "this would be cool" things that it's near overload. ;)</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-197727</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-197727</link>
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				<pubDate>Mon, 16 Jun 2008 20:46:48 +0000</pubDate>
				<wikidot:authorName>nicethugbert</wikidot:authorName>				<wikidot:authorUserId>103120</wikidot:authorUserId>				<content:encoded>
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						 <p>I still have memories of my old NWN1 PW where fear auras were prevalent among bosses. The new generation of PW builder is soft. lol</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-197684</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-197684</link>
				<description></description>
				<pubDate>Mon, 16 Jun 2008 20:08:16 +0000</pubDate>
				<wikidot:authorName>Yume-kun</wikidot:authorName>				<wikidot:authorUserId>110601</wikidot:authorUserId>				<content:encoded>
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						 <p>Going over my FRCS and PGtF (And Lost Empires) to locate some useful stuff, I found these:</p> <p>Background/regional Feats:<br /> Azerblood: (shield dwarf) +4 saving throw vs Fire, +1 to all Craft skills<br /> Bloodline of Fire: (Human or Planetouched) +4 on saves vs. Fire and Fire effects; cast all spells with the Fire descriptor at +2 caster level<br /> Magic in the Blood: Gain one daily extra use of all your racial spell-like abilities<br /> Otherwordly (Deep Imaskar, Elf, Spirit Folk): Darkvision 60ft, +2 Diplomacy<br /> Tireless: (Dwarf or Human): Cannot become fatigued<br /> Twin Sword Style: (human, elf or half-elf): When wielding 2 blades, gain a +2 AC shield bonus against your current opponent.</p> <p>There is no Regional/Background Feat offering +2 to REF saves in any of the books I've been going over; but I'll take a stab at adapting an existing one:</p> <p>Surefooted: +2 to Ref Saves/+2 on Tumble Checks<br /> (PnP: +2 Climb/+2 Jump, more stable on treacherous terrain and step slopes)</p> <p>I found some other interesting stuff but most of it would be new functionality which is likely <em>very</em> code-intensive; given the upcoming stuff you've got lined up it's probably <em>not</em> a good idea.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-197673</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-197673</link>
				<description></description>
				<pubDate>Mon, 16 Jun 2008 20:00:51 +0000</pubDate>
				<wikidot:authorName>DJ_Doc</wikidot:authorName>				<wikidot:authorUserId>143254</wikidot:authorUserId>				<content:encoded>
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						 <p>Hmm could you maybe work with a stat varible that keeps the cahr in line for one epic destinie.<br /> You have to decide what you wnat on 21st level anyway. I don#t know how it works but could there be anything done to prevent the player from picking any other feet than his next destinie feat. And yes the poweres seem to be wayyy too much but then again it is just right for going after elder evils or gods and with 4e around the door why shouldn#t we also have some fun killing of the useless FR gods that will be gone anyway *eg*</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-197578</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-197578</link>
				<description></description>
				<pubDate>Mon, 16 Jun 2008 18:57:23 +0000</pubDate>
				<wikidot:authorName>Kaedrin</wikidot:authorName>				<wikidot:authorUserId>25157</wikidot:authorUserId>				<content:encoded>
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						 <p>Epic destinies are nice but would be difficult to pull off. They would just be another bonus feat and I wouldn't be able to block normal bonus feat selection like you should. You could also take more than one which is a problem. I scanned that power list and some of them are just wayyyyy too much. Unlimited regenerate or greater invis? Really?</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-197571</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-197571</link>
				<description></description>
				<pubDate>Mon, 16 Jun 2008 18:52:31 +0000</pubDate>
				<wikidot:authorName>Kaedrin</wikidot:authorName>				<wikidot:authorUserId>25157</wikidot:authorUserId>				<content:encoded>
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						 <p>Dauntless wouldn't stack with any other temporary hp ability (such as spells).</p> <p>Discipline is doable.<br /> Fearless is doable but of low value in this game unless PWs use fear a lot.<br /> Mercantile Background won't affect prices as only base ranks do (engine limitation I believe).<br /> Survivor is doable.</p> <p>Is there a background that boosts Ref by +2? I haven't gone through those much given how useful Luck of Heroes and Spellcasting Prodigy are and how useless the other ones are.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-197547</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-197547</link>
				<description></description>
				<pubDate>Mon, 16 Jun 2008 18:27:59 +0000</pubDate>
				<wikidot:authorName>DJ_Doc</wikidot:authorName>				<wikidot:authorUserId>143254</wikidot:authorUserId>				<content:encoded>
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						 <p><a href="http://www.wizards.com/default.asp?x=dnd/drfe/20080428&amp;pf=true">Epic Destinies</a> would be a nice thing to have :-)</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-197424</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-197424</link>
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				<pubDate>Mon, 16 Jun 2008 16:52:23 +0000</pubDate>
				<wikidot:authorName>Yume-kun</wikidot:authorName>				<wikidot:authorUserId>110601</wikidot:authorUserId>				<content:encoded>
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						 <p>Some more of the background feats from PGtF or FRCS perhaps ?</p> <p>- Dauntless (+5HP)<br /> - Discipline (+2Wil Save/+2 on Concentration Checks)<br /> - Fearless (immune to Fear)<br /> - Merchantile Background (better prices when selling items)<br /> - Survivor (+2 Fort Save/ +2 Survival)</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-197085</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-197085</link>
				<description></description>
				<pubDate>Mon, 16 Jun 2008 12:40:26 +0000</pubDate>
				<wikidot:authorName>Kaedrin</wikidot:authorName>				<wikidot:authorUserId>25157</wikidot:authorUserId>				<content:encoded>
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						 <p>Improved Natural Attack would code to check what the current set of weapons are and equip/destroy a new set of weapons. At best this is a d2 improvement for the cost of a feat and possibly a number of new blueprints. I'd rather save this pain for something like Silver Fang where the weapons are actually a new material type.</p> <p>Improved Natural Armor probably won't work because the Natural AC property of creatures is directly on the creature itself and not on the hide armor. I don't know if the two stack and I do know that natural AC amulets and the improved natural AC feat would NOT stack due the way the way the stacking rules work.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-196986</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-196986</link>
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				<pubDate>Mon, 16 Jun 2008 10:21:39 +0000</pubDate>
				<wikidot:authorName>nicethugbert</wikidot:authorName>				<wikidot:authorUserId>103120</wikidot:authorUserId>				<content:encoded>
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						 <p>Improved Natural Armor and Improved Attack from Monster Manual p. 304. Druids could use these being that their shapes give them natural weapons/etc.? Or best left to spells?</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-190632</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-190632</link>
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				<pubDate>Wed, 11 Jun 2008 19:49:18 +0000</pubDate>
				<wikidot:authorName>Kaedrin</wikidot:authorName>				<wikidot:authorUserId>25157</wikidot:authorUserId>				<content:encoded>
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						 <p>Crippling Strike is a Rogue only feat that can only be gained at levels 10+ in the class.<br /> Epic Precision is a custom feat by Obsidian based on the Crippling Strike.</p> <p>So it's matching the rules at the moment.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-190580</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-190580</link>
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				<pubDate>Wed, 11 Jun 2008 19:15:15 +0000</pubDate>
				<wikidot:authorName>77.11.178.6</wikidot:authorName>								<content:encoded>
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						 <p>It would be nice if you could change the prerequisites for Epic Precision or Crippling Strike. 10 levels of rogue are just too much for some builds. An AT with 10 levels of rogue is not very useful but without CS he is crippled. The same is true for same of your PrCs like the Nightsong Enforcer/Infiltrator, Avenger … Many of their special abilities overlap with the rogue. Maybe you could make this change optional if you think it does not match the rules?</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-176539</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-176539</link>
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				<pubDate>Sat, 31 May 2008 19:49:21 +0000</pubDate>
				<wikidot:authorName>Kaedrin</wikidot:authorName>				<wikidot:authorUserId>25157</wikidot:authorUserId>				<content:encoded>
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						 <p>Whirling Defense is in my excel sheet for a new feat to add.</p> <p>Touche isn't doable since we can't hook the disarm event (it's in the engine).</p> <p>Truenames are an alternate casting system and so one I won't be dealing with.</p> <p>Words of Creation I'll probably pass on because the implementation would be rough and time consuming for just one class. I'm not keen on doubling the effects of most of their abilities either (see the nerf on Epic Inspiration). Too strong. Creation requires altering every conjuration spell so isn't likely to ever happen. Same with Exalted Power.</p> <p>I don't know enough about the GUI and it's xml/script implementation to pop a selection container like Animal Companion has. I'm also not sure it's possible for us to do the 3d rendering that the hard coded stuff does. Inventory isn't possible to alter in a henchman or summons directly.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-175238</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-175238</link>
				<description></description>
				<pubDate>Fri, 30 May 2008 10:27:54 +0000</pubDate>
				<wikidot:authorName>Yume-kun</wikidot:authorName>				<wikidot:authorUserId>110601</wikidot:authorUserId>				<content:encoded>
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						 <p>K Pack = Kaedrin's Pack</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-175211</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-175211</link>
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				<pubDate>Fri, 30 May 2008 09:23:28 +0000</pubDate>
				<wikidot:authorName>Amy Attax</wikidot:authorName>				<wikidot:authorUserId>106938</wikidot:authorUserId>				<content:encoded>
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						 <p>What exactly is a "K Pack"?</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-175201</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-175201</link>
				<description></description>
				<pubDate>Fri, 30 May 2008 09:11:34 +0000</pubDate>
				<wikidot:authorName>60.234.195.221</wikidot:authorName>								<content:encoded>
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						 <p>Add Words of Creation from Exalted Deeds to the list please - any bard would love it ;)</p> <p>The words of creation feat basically has four applications:</p> <p>1. Bardic Music: It allows bardic perform feats to be performed at double effectiveness, however, the bard takes 1d4 nonlethal damage for each rank of perform needed for the ability, eg if doubling Inspire Courage (minimum 3 ranks), the bard would take 3d4, to double Inspire Heroics (minimum 18 ranks), the bard would take 18d4. Also grants a +4 sacred bonus to contersong and fascinate abilities, increases DC for suggestion and dominate by +2, and increases effective caster level for song of freedom by +2.</p> <p>2. Creation: automatic Extend Spell for any Conjuration(creation), +4 sacred bonus on any craft check. No damage is taken for these uses.</p> <p>3. Exalted Power: can enhance any spell with the Good descriptor with a verbal component with a +1 caster level, when making a good magic item can increase the caster level by +1 without increasing cost. Improving spells in this way does 1d4 nonlethal damage per every 2 levels of the spell, rounded down. Enhancing magic items causes no damage.</p> <p>4. Truenames: By using the words of creation in conjunction with Legend Lore, Commune, or Contact Other Plane, the caster can research a creature's true name at the cost of 1,000 gp per week and takes 1 week per 2 HD. Then you make a knowledge check appropriate to the type of creatue DC 10+HD. If successful you can use the Truename against the creature in the following ways: impose a -4 penalty for a save against a specific spell, reduce SR by 4 or DR by 5 for one minute, cast a teleport spell on the creature without including themself in the spell, impose a +6 bonus to their cha check when used with a planer binding spell. Each use of the truename causes 5d4 nonlethal damage to the caster.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-164697</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-164697</link>
				<description></description>
				<pubDate>Fri, 16 May 2008 12:22:52 +0000</pubDate>
				<wikidot:authorName>nicethugbert</wikidot:authorName>				<wikidot:authorUserId>103120</wikidot:authorUserId>				<content:encoded>
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						 <p>How about <a href="http://www.giantitp.com/articles/ruIuiKxNerFBCOi5fK8.html">Armor Focus and Specialization</a>?</p> <p>Or <a href="http://www.giantitp.com/articles/tAIsESE3xc7MFFjrPPQ.html">these</a>?</p> <p>Touché [General, Fighter]<br /> You may attack a foe after disarming him.<br /> Prerequisites: Int 13+, Combat Expertise, Disarming Expert, Improved Disarm, base attack bonus +11.<br /> Benefit: If you make a successful disarm attempt, you immediately get a melee attack against that opponent as if you hadn't used your attack for the disarm attempt, using the same attack bonus. This additional attack may not be a trip, disarm, or sunder attempt.</p> <p>Whirling Defense [General, Fighter]<br /> You spin so quickly when attacking that you nimbly avoid your enemies' counterattacks.<br /> Prerequisites: Dex 13+, Int 13+, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack, base attack bonus +11.<br /> Benefit: Whenever you make a whirlwind attack, you gain a +2 dodge bonus to your armor class until the beginning of your next turn.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-164427</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-164427</link>
				<description></description>
				<pubDate>Thu, 15 May 2008 22:02:50 +0000</pubDate>
				<wikidot:authorName>Kunikos</wikidot:authorName>				<wikidot:authorUserId>62852</wikidot:authorUserId>				<content:encoded>
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						 <p>Given the choice I would like a "choose which type of cohort class each time". The same implementation could be used then to pick between different undead sub-types. An Epic level Undead Leadership with a Flesh or Bone Golem would be very cool.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-164385</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-164385</link>
				<description></description>
				<pubDate>Thu, 15 May 2008 20:51:19 +0000</pubDate>
				<wikidot:authorName>Yume-kun</wikidot:authorName>				<wikidot:authorUserId>110601</wikidot:authorUserId>				<content:encoded>
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						 <p>Hm.</p> <p>I don't know if it's doable, but would it be an option to treat a cohort like an "animal companion" ?<br /> (ie, you choose from a list in a character creation screen and until such time as you change that choice, you are stuck with it)</p> <p>In either case, it's proably not doable to access the "cohort" inventory to pass weapons, armor and other useful gear back and forth, I presume ? (Coding for specific builds/equipment sets then becomes an issue, I guess)</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-164349</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-164349</link>
				<description></description>
				<pubDate>Thu, 15 May 2008 20:02:19 +0000</pubDate>
				<wikidot:authorName>Kaedrin</wikidot:authorName>				<wikidot:authorUserId>25157</wikidot:authorUserId>				<content:encoded>
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						 <p>Leadership will be a dominated associate and act like a henchman/summons. I'm still debating the exact implementation. I'll either have a subradial (1/day) to summon a cohort (choose from fighter, rogue, mage, cleric) or I'll have it randomly summon one of those 4 each time it's used. You keep the henchman until until they die and then you get a new one (the next day).</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-164262</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-164262</link>
				<description></description>
				<pubDate>Thu, 15 May 2008 17:45:56 +0000</pubDate>
				<wikidot:authorName>kryvnus</wikidot:authorName>				<wikidot:authorUserId>125797</wikidot:authorUserId>				<content:encoded>
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						 <p>You said Leadership is already on the list. I don't understand how that will be implemented. Will it be just a cohort or will followers be implemented in custom modules?</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-59382#post-164209</guid>
				<title>Re: Feats We&#039;d Like to Have in the K Pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-59382/feats-we-d-like-to-have-in-the-k-pack#post-164209</link>
				<description></description>
				<pubDate>Thu, 15 May 2008 16:08:11 +0000</pubDate>
				<wikidot:authorName>nicethugbert</wikidot:authorName>				<wikidot:authorUserId>103120</wikidot:authorUserId>				<content:encoded>
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						 <p>In high magic worlds, UMD can be very valuable and sought after if the items are right.</p> 
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