Currently the goal and assumption is that the abilities, spells and mechanics are the same as the Pathfinder 1st edition ruleset.
Some mechanics in pathfinder cannot be implemented in nwn. This is a quick-guide for all the changes unique to Golarion-Chronicles persistent world that differ from Pathfinder.
Classes - Races - Feats - Items - Spells
- Following the Unchained Barbarian
- Not all rage powers are added.
- Rage powers Intimidating Glare, Superstition, Eater of Magic, Guarded Life, Energy Resistance modified.
- Rage changed to instead have a duration, and unlimited uses per day.
- Destruction Domain: Destructive Aura changed to instead have a duration and 3+ wis mod uses per day.
- Knowledge Domain:
Lore Keeper now automatically triggers when you examine a creature, and no longer requires an action.
Remote Viewing changed to be cast as the actual spell and 3+int mod uses/day.
- Magic Domain: Hand of the Acolyte changed to deal Base Weapon Damage, plus Weapon Enhancement Bonus, plus Strength Modifier, plus Wisdom Modifier. Weapon Special Qualities are not applied.
- Illusion Domain: Master's Illusion changed to duration and 3+wis mod uses/day.
- Protection Domain: Aura of Protection changed to duration and 3+ wis mod uses/day.
- Plant Domain:
Wooden Fist changed to be uses/day with a duration of 1 round per 2 cleric levels
Bramble Armor changed to be uses/day with a duration of 1 round per 2 cleric levels
- Strength Domain:
Strength Surge changed to grant an Enhancement Bonus to Strength of the touched creature equal to Cleric Level for 1 Round, usable 3+Wisdom Modifier times per day.
Might of the Gods changed to grant Enhancement Bonus to Strength equal to the Cleric's level, affecting the caster for 1 round per 2 Cleric levels with 3 + wis mod uses/day.
- Sun Domain: Nimbus of Light changed to duration and 3 + wis mod uses/day.
- Travel Domain:
Agile Feet changed to grant 100% movement speed for 1 round as a Free Action, 3+ Wisdom Modifier times per day.
Dimensional Hop changed to Standard Action 30' teleport usable a number of times per day equal to Cleric Level.
- War Domain:
Battle Rage changed to grant damage increase to ranged weapons as well.
Weapon Master changed to permanently grant Martial Weapon Proficiency (All) and Exotic Weapon Proficiency (All).
- Favored Weapon of Shelyn changed to Halberd
- Resist Nature's Lure: Only grants saves vs fey, does not grant a bonus against spells that target plants.
- Following the Unchained Monk
- Unarmed damage progression modified
- Removed the flurry of blows combat mode, replaced it with UBAB (full bab)
- Bonus feat list modified to include only feats that exist
- Monk Bonus feats require prerequisites to be selected
- Bonus feats and Ki Powers both can be chosen as bonus feats
- No Style strike
- No stunning fist powers
- Modified ki strike scaling to be +1/+3/+3+/4
- Perfect self can be activated once per day to restore all ki.
- Flawless mind instead grants slippery mind
- Smite Evil: AC bonus is deflection vs evil instead of just the target of the smite. Bonus damage from smite is divine. Due to engine constraints, Smite evil weapon attacks only bypass material and alignment based DR. The divine damage interacts with DR as normal.
- Aura of Resolve grants the paladin immunity to charm and everyone else +2 to saves vs mind spells
- Aura of Righteousess grants the paladin immunity to dominate and everyone else an additional +2 to saves vs mind spells
- Aura of Faith instead makes any allies weapons good aligned while in the aura.
- Mercy: Deceived, Riled, Sickened, Staggered, Nauseated and Amputated have not yet been added (the effect they remove doesn't exist yet in nwn).
- Mercy Enfeebled: Removes a single instance of a temporary Ability decrease
- Mercy Restorative: The paladin’s lay on hands ability also removes any magical effects reducing one of the target's ability scores.
- Mercy Ensorcelled: works as a DispelMagicAll -- same as single target dispel magic with a cap of 20
- Lay on Hands does not require a free hand.
- Level 1 choose style path as a bonus feat requiring 1 ranger.
- The first favored enemy is chosen at level 2 Bonus increases by +2 for every 5 levels for all favored enemies not just one.
- Starting at 3rd level favored terrains become available to choose and rangers can freely pick between one favored terrain or one favored enemy in any combination at levels 3,5,8,10,13,15,18,20
- Wild Empathy kept as a skill, ranks are automatically granted to be equal to ranger level
- Camouflage is Removed
- Master Hunter simply has a 10 minute cooldown
- A ranger choosing the two-weapon style is granted
- At level 2: Two weapon Fighting and Double Slice
- At level 4: Two Weapon Defense
- At level 6: Improved Two-weapon Fighting
- At level 11: Two Weapon Rend
- A ranger choosing the archery style is granted
- At level 2: Point Blank Shot and Rapid Shot
- At level 4: Deadly Aim
- At level 6: ManyShot
- At level 16: Pinpoint Targeting
- Inspire Courage is a bonus against mind effects, instead of charm.
- Bardic Performance changed to instead have a duration, and unlimited uses per day.
- Countersong and Distraction are instead a perform vs DC 15+ effect level to dispel the efffect
- Versatile Performance instead automatically grants ranks in the associated skills equal to the perform skill and grants the class skill bonus. Additionally the assocaited skills have been modified.
- Lore Master: No longer take 10, instead and activateable +10 to one knowledge check, useable multiple times per day
- Suggestion and Mass suggestion will not be added at this time.
- Jack of all trades 1 and 3 have not been added, leaving only the level 16 all skills are class skills.
- Inspire Greatness: Changed to grant 20 real hp instead of temporary for the duration.
- No -4 to spellcraft checks on identifying opposed spells
- Conjuration Wizard:
Dimensional Hop changed to Standard Action 30' teleport usable a number of times per day equal to Wizard Level.
- Evocation Wizard:
Intense Spells currently deals a separate instance of damage immediately to the target. In the future it will be upgraded to function exactly like pathfinder and increase the original damage.
Elemental Wall instead has a duration and 3+int uses per day.
20th level Capstone is epic spell penetration
- Illusion Wizard:
Extended Illusions 1.5 times your wizard level for calculating the duration of illusion spells. At Level 20, All non hostile illusion spells have a duration of 24 hours.
- Divination Wizard:
Forewarned grants uncanny dodge 1, initiative modifier
- Enchantment Wizard:
Added Dominating Will at lvl 10
Aura of Despair instead has a duration and 3+int uses per day.
- Necromancy Wizard:
- Power Over Undead changed to not allow feats such as Extra Channel or Improved Channel.
- Life sight changed to “At 8th level, you gain blindsight to a range of 10 feet. This sight also tells you whether a creature is living or undead. Undead creatures will glow red, living creatures will glow blue. Only the caster can see the glow. Constructs and other creatures that are neither living nor undead and will not glow. The range of this ability increases to 60 feet at 15th level. The sight lasts for a number of rounds equal to your wizard level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.”
- Universalist Wizard:
Hand of the Apprentice changed to deal Base Weapon Damage, plus Weapon Enhancement Bonus, plus Strength Modifier, plus Intelligence Modifier. Weapon Special Qualities are not applied.
- Transmutation Wizard:
Change Shape: Changed to once per day casting the spell normally (minutes per level)
- Draconic Bloodline Claws are permanent natural weapons.
- Draconic Bloodline Arcana: Currently deals a separate instance of damage immediately to the target. In the future it will be upgraded to function exactly like pathfinder and increase the original damage.
- Draconic Bloodline bonus spell at level 11 changed from Spell Resistance to Hold Monster
- Fey Bloodline Arcana to be all enchantment spells, not just compulsion.
- Fey Bloodline: Fey Magic now instead allows bypassing of racially granted mind immunity.
- Fey Bloodline: Bonus spell granted at level 3 changed from Entangle to Sleep
- Fey Bloodline: Bonus spell granted at level 9 changed from Poison to Charm Monster
- Fey Bloodline: Bonus spell granted at level 11 changed from Tree Stride to Mind Fog
- Following the Unchained Rogue
- Trapfinding does not add a perception bonus
- Rogue's Edge is not added
- Obscuring Blow talent has been modified
- Finesse Training works with all finesse weapons.
- Rogue Advanced Talent Skill Mastery: Instead When using the disable trap, open lock, and set trap skills, the character automatically takes 20 on any skill checks, even if in combat. (the same as vanilla nwn).
- Advanced weapon and advanced armor training is instead added to the bonus feat list.
- Advanced weapon training will not work without at least one weapon training group is known.
- Bonus feats changed to odd levels, to account for granted normal feats change
- Defensive weapon training is not removed on helpless.
- Fighters reflexes is not removed on flat footed.
- Armored Juggernaught is not removed when helpless/stunned/unconcious.
- Trained initiative only grants a bonus to initiative.
- Elven Immunities: save bonus versus mind spells instead of just Enchantments.
- Elven Magic: Does not give a +2 bonus to overcoming spell resistance at this time.
- Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points they are immediately healed a number of hit points equal to their constitution modifier.
- Gnome Illusion Resistance is against all mind spells instead of just illusions.
- Gnome Magic: Spells changed to ghost sound, speak with animals and light
- Gnome Obsessilve will be implemented when crafting skills are implemented.
- Half-Elf multitalented has been replaced with the human +1 bonus to skill at every level until favored class bonuses are implemented.
- Feats are granted at every even level, instead of every 3 levels. (1,2,4,6,8,10,12,14,16,18,20). See Build Rules and Info.
- Pinpoint Targeting: As a full round action, provide a bonus to your next ranged attack equal to the targets armor, natural armor, and shield bonuses to its Armor Class.
- Hide in Plain Sight: Updated to have a 30 second cooldown.
- Item weights are modified
- Bless Weapon: Gives an actual +1 enhancement bonus vs evil, in addition to everything else.
- Beast Shape: Diminuitive creatures are not available due to engine limitations
- Cure Wounds: Base healing increased by 1d8 and then instead of +1 per caster level it's +1d4 per caster level.
- Death Knell: Changed to target creatures showing “near death” to save or die. Temporary hp instead increase maximum hp by 20 for the duration.
- Frigid Touch: Changed to be a daze for 1 round and on a crit fatigue for 1 minute.
- Ghost Sound: Creates a single sound at the target location that draws creatures to investigate.
- Speak With Animals: Used for interacting with DM animals.
- Veil: You instantly conceal the appearance and names of the subjects and then maintain that appearance for the spell’s duration