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Author:  count_nobbus [ Mon Jul 08, 2002 11:50 pm ]
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An item creation feat lets a spellcaster create a magic item of a certain type. Regardless of the type of item, each item creation feat has certain features in common.
XP Cost: Power and energy that the spellcaster would normally have is expended when making a magic item. The XP cost equals 1/25 the cost of the item in gold pieces. A character cannot spend so much XP that he or she loses a level. However, on gaining enough XP to achieve a new level, he or she can immediately expend XP on creating an item rather than keeping the XP to advance a level.
Raw Materials Cost: Creating a magic item requires costly components, most of which are consumed in the process. The cost of these materials equals half the cost of the item.
Using an item creation feat also requires access to a laboratory or magical workshop, special tools, and so on. A character generally has access to what he or she needs unless unusual circumstances apply.
Time: The time to create a magic item depends on the feat and the cost of the item. The minimum time is 1 day.
Item Cost: Brew Potion, Craft Wand, and Scribe Scroll create items that directly reproduce spell effects and whose power depends on their caster level. A spell from one of these items has the power it would have if cast by a spellcaster of that level. The price of these items (and thus the XP cost and the cost of the raw materials) depends on the caster level. The caster level must be high enough that the spellcaster creating the item can cast the spell at that level. To find the final price in each case, multiply the caster level by the spell level and then multiply the result by a constant:
Scrolls: Base price = spell level X caster level X 25 gp. Potions: Base price = spell level X caster level X 50 gp. Wands: Base price = spell level X caster level X 750 gp.
Extra Costs: Any potion, scroll, or wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. For potions and scrolls, the creator must expend the material component or pay the XP when creating the item. For a wand, the creator must expend fifty copies of the material component or pay fifty times the XP cost.
Some magic items similarly incur extra costs in material components or XP as noted in their descriptions.
METAMAGIC FEATS
Some spellcasters choose spells as they cast them. They can choose when they cast their spells whether to use metamagic feats to improve them. As with other spellcasters, the improved spell uses up a higher-level spell slot. If its normal casting time is 1 action, casting a metamagic spell is a full-round action for a spellcaster that chooses spells as they cast them. For spells with a longer casting time, it takes an extra full-round action to cast the spell.
Spontaneous Casting and Metamagic Feats: Clerics spontaneously casting cure or inflict spells can cast metamagic versions of them. Casting a 1-action metamagic spell spontaneously is a full-round action, and spells with longer casting times take an extra full-round action to cast.
Effects of Metamagic Feats on a Spell: In all ways, a metamagic spell operates at its original level even though it is prepared and cast as a higher-level spell. Saving throw modifications are not changed (unless stated otherwise in the feat description). The modifications made by these spells only apply to spells cast directly by the feat user. A spellcaster can’t use a metamagic feat to alter a spell being cast from a wand, scroll, or other device.
Multiple Metamagic Feats on a Spell: A spellcaster can use multiple metamagic feats on a single spell. Changes to its level are cumulative.
Magic Items and Metamagic Spells: With the right item creation feat, a character can store a metamagic spell in a scroll, potion, or wand. Level limits for potions and wands apply to the spell’s higher, metamagic level. A character doesn’t need the metamagic feat to activate an item storing a metamagic spell.
Counterspelling Metamagic Spells: Whether a spell has been enhanced by a metamagic feat does not affect its vulnerability to counterspelling or its ability to counterspell another spell.
FEAT DESCRPITOR BLOCKS
Here is the format for feat descriptions.
Feat Name [Type of feat]
Prerequisites: Some feats have prerequisites. A character must have the listed ability score, feat, skill, or base attack bonus in order to select or use that feat. A character can gain a feat at the same level at which he or she gains the prerequisite.
A character can’t use a feat if the character has lost a prerequisite.
Description of what the feat does or represents in plain language.
Prerequisite: A minimum ability score, another feat or feats, a minimum base attack, a skill, or a level that a character must have in order to acquire this feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite.
Benefit: What the feat enables the character to do.
Normal: What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent.
Special: Additional facts about the feat.
FEAT DESCRIPTIONS
Alertness [General]
Benefit: The character gets a +2 bonus on all Listen checks and Spot checks.
Special: The master of a familiar gains the Alertness feat whenever the familiar is within arm’s reach.
Ambidexterity [General]
Prerequisite: Dex 15+.
Benefit: The character ignores all penalties for using an off hand. The character is neither left-handed nor right-handed.
Normal: Without this feat, a character who uses his or her off hand suffers a -4 penalty to attack rolls, ability checks, and skill checks. For example, a right-handed character wielding a weapon with her left hand suffers a -4 penalty to attack rolls with that weapon.
Special: This feat helps offset the penalty for fighting with two weapons.
Armor Proficiency (heavy) [General]
Prerequisites: Armor Proficiency (light), Armor Proficiency (medium).
Benefit: See Armor Proficiency (light).
Normal: See Armor Proficiency (light).
Armor Proficiency (light) [General]
Benefit: When a character wears a type of armor with which the character is proficient, the armor chell penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.
Normal: A character who is wearing armor with which she is not proficient suffers its armor chell penalty on attack rolls and on all skill checks that involve moving, including Ride.
Armor Proficiency (medium) [General]
Prerequisite: Armor Proficiency (light)
Benefit: See Armor Proficiency (light).
Normal: See Armor Proficiency (light).
Blind-Fight [General]
Benefit: In melee, every time a character misses because of concealment, the character can reroll the miss chance percentile roll one time to see if the character actually hit.
An invisible attacker gets no bonus to hit the character in melee. That is, the character doesn’t lose a Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus. The invisible attacker’s bonuses do still apply for ranged attacks, however.
The character suffers only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces the character's speed to three-quarters of normal, instead of one-half.
Brew Potion [Item Creation]
Prerequisite: Spellcaster level 3rd+.
Benefit: The character can create a potion of any spell of 3rd level or lower that the character knows and that targets a creature or creatures. Brewing a potion takes 1 day. When the character creates a potion, the character sets the caster level. The caster level must be sufficient to cast the spell in question and no higher than the character's own level. The base price of a potion is its spell level multiplied by its caster level multiplied by 50 gp. To brew a potion, the character must spend 1/25 of this base price in XP and use up raw materials costing half this base price.
When the character creates a potion, the character makes any choices that the character would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, the character must expend the material component or pay the XP when creating the potion.
Cleave [General]
Prerequisites: Str 13+, Power Attack.
Benefit: If the character deals a creature enough damage to make it drop (typically by dropping it to below 0 hit points, killing it, etc.), the character gets an immediate, extra melee attack against another creature in the immediate vicinity. The character cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. The character can use this ability once per round.
Combat Casting [General]
Benefit: The character gets a +4 bonus to Concentration checks made to cast a spell while on the defensive.
Combat Reflexes [General]
Benefit: When foes leave themselves open, the character may make a number of additional attacks of opportunity equal to the character's Dexterity modifier. The character still may only make one attack of opportunity per enemy.
The character may also make attacks of opportunity while flat-footed.
Special: A rogue with the Combat Reflexes feat still can only make one attack of opportunity in a round if he uses his opportunist ability to make that attack.
Craft Magic Arms and Armor [Item Creation]
Prerequisite: Spellcaster level 5th+.
Benefit: The character can create any magic weapon, armor, or shield whose prerequisites the character meets. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, the character must spend 1/25 of its features’ total price in XP and use up raw materials costing half of this total price.
The character can also mend a broken magic weapon, suit of armor, or shield if it is one that the character could make. Doing so costs half the XP, half the raw materials, and half the time it would take to enchant that item in the first place.
The weapon, armor, or shield to be enhanced must be a masterwork item that the character must provide. (Its cost is not included in the above cost.)
Craft Rod [Item Creation]
Prerequisite: Spellcaster level 9th+.
Benefit: The character can create any rod whose prerequisites the character meets. Crafting a rod takes 1 day for each 1,000 gp in its base price. To craft a rod, the character must spend 1/25 of its base price in XP and use up raw materials costing half of its base price.
Some rods incur extra costs in material components or XP as noted in their descriptions. These costs are in addition to those derived from the rod’s base price.
Craft Staff [Item Creation]
Prerequisite: Spellcaster level 12th+.
Benefit: The character can create any staff whose prerequisites the character meets. Crafting a staff takes 1 day for each 1,000 gp in its base price. To craft a staff, the character must spend 1/25 of its base price in XP and use up raw materials costing half of its base price.
A newly created staff has 50 charges.
Some staffs incur extra costs in material components or XP as noted in their descriptions. These costs are in addition to those derived from the staff’s base price.
Craft Wand [Item Creation]
Prerequisite: Spellcaster level 5th+.
Benefit: The character can create a wand of any spell of 4th level or lower that the character knows. Crafting a wand takes 1 day for each 1,000 gp in its base price. The base price of a wand is its caster level multiplied by the spell level multiplied by 750 gp. To craft a wand, the character must spend 1/25 of this base price in XP and use up raw materials costing half of this base price.
A newly created wand has 50 charges.
Any wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base cost, the character must expend fifty copies of the material component or pay fifty times the XP cost.
Craft Wondrous Item [Item Creation]
Prerequisite: Spellcaster level 3rd+.
Benefit: The character can create any miscellaneous magic item whose prerequisites the character meet. Enchanting a miscellaneous magic item takes 1 day for each 1,000 gp in its price. To enchant a miscellaneous magic item, the spellcaster must spend 1/25 of the item’s price in XP and use up raw materials costing half of this price.
The character can also mend a broken miscellaneous magic item if it is one that the character could make. Doing so costs half the XP, half the raw materials, and half the time it would take to enchant that item in the first place.
Some wondrous items incur extra costs in material components or XP as noted in their descriptions. These costs are in addition to those derived from the item’s base price. The character must pay such a cost to create an item or to mend a broken one.
Deflect Arrows [General]
Prerequisites: Dex 13+, Improved Unarmed Strike.
Benefit: The character must have at least one hand free (holding nothing) to use this feat. Once per round when the character would normally be hit with a ranged weapon, the character may make a Reflex saving throw against a DC of 20 (if the ranged weapon has a magical bonus to attack, the DC increases by that amount). If the character succeeds, the character deflects the weapon. The character must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn’t count as an action. Exceptional ranged weapons can’t be deflected.
Dodge [General]
Prerequisite: Dex 13+.
Benefit: During the character's action, the character designates an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. The character can select a new opponent on any action. Note: A condition that makes the character lose his or her Dexterity bonus to Armor Class (if any) also makes the character lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
Empower Spell [Metamagic]
Benefit: All variable, numeric effects of an empowered spell are increased by one-half. An empowered spell deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, etc., as appropriate. Saving throws and opposed rolls (such as the one the character makes when the character casts dispel magic) are not affected. Spells without random variables are not affected. An empowered spell uses up a spell slot two levels higher than the spell’s actual level.
Endurance [General]
Benefit: Whenever the character makes a chell for performing a physical action that extends over a period of time (running, swimming, holding the character's breath, and so on), the character gets a +4 bonus to the chell.
Enlarge Spell [Metamagic]
Benefit: An enlarged spell has its range doubled. Spells whose ranges are not defined by distance do not have their ranges increased. A spell whose area or effect is determined by its range has the dimensions of its area or effect increased proportionally. An enlarged spell uses up a spell slot one level higher than the spell’s actual level.
Extend Spell [Metamagic]
Benefit: An extended spell lasts twice as long as normal. Spells with a concentration, instantaneous, or permanent duration are not affected by this feat. An extended spell uses up a spell slot one level higher than the spell’s actual level.
Extra Turning [Special]
Prerequisite: Ability to Turn Undead
Benefit: Allows a character to turn undead four more times per day than normal.
Special: A character can take this feat multiple times, gaining four extra daily turning attempts each time.
Exotic Weapon Proficiency [General]
Prerequisite: Base attack bonus +1 or higher.
Benefit: The character makes attack rolls with the weapon normally.
Normal: A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.
Special: The character can gain this feat multiple times. Each time The character takes the feat, it applies to a new weapon. Proficiency with the bastard sword or the dwarven waraxe has a prerequisite of Str 13+.
Expertise [General]
Prerequisite: Int 13+.
Benefit: When the character uses the attack action or full attack action in melee, the character can take a penalty of as much as -5 on the character's attack and add the same number (up to +5) to the character's Armor Class. This number may not exceed the character's base attack bonus. The changes to attack rolls and Armor Class last until the character's next action. The bonus to the character's Armor Class is a dodge bonus.
Normal: A character not capable of the Expertise feat can fight defensively while using the attack or full attack action to take a -4 penalty on attacks and gain a +2 dodge bonus to Armor Class.
Far Shot [General]
Prerequisite: Point Blank Shot.
Benefit: When the character uses a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1.5). When the character uses a thrown weapon, its range increment is doubled.
Flyby Attack[General]
Prerequisite: Fly speed.
Benefit: When flying, the creature can take a move action (including a dive) and another partial action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a partial action either before or after its move.
Forge Ring [Item Creation]
Prerequisite: Spellcaster level 12th+.
Benefit: The character can create any ring whose prerequisites the character meets. Crafting a ring takes 1 day for each 1,000 gp in its base price. To craft a ring, the character must spend 1/25 of its base price in XP and use up raw materials costing half of its base price.
The character can also mend a broken ring if it is a ring that the character could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that ring in the first place.
Some magic rings incur extra costs in material components or XP as noted in their descriptions.
Great Cleave [General]
Prerequisites: Str 13+, Power Attack, Cleave, base attack bonus +4 or higher.
Benefit: As Cleave, except that the character has no limit to the number of times the character can use it per round.
Great Fortitude [General]
Benefit: The character gets a +2 bonus to all Fortitude saving throws.
Heighten Spell [Metamagic]
Benefit: A heightened spell has a higher spell level than normal (up to 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a minor globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.
Improved Bull Rush [General]
Prerequisites: Str 13+, Power Attack.
Benefit: When the character performs a bull rush, the character does not draw an attack of opportunity from the defender.
Improved Critical [General]
Prerequisites: Proficient with weapon, base attack bonus +8 or higher.
Benefit: When using the weapon the character selected, the character's threat range is doubled.
Special: The character can gain this feat multiple times. The effects do not stack. Each time the character takes the feat, it applies to a new weapon.
Note: "Keen" magic weapons also double their normal, nonmagical threat range. As with all doubled doublings, the result is triple.
Improved Disarm [General]
Prerequisites: Int 13+, Expertise.
Benefit: The character does not suffer an attack of opportunity when the character attempts to disarm an opponent, nor does the opponent have a chance to disarm.
Improved Initiative [General]
Benefit: The character gets a +4 bonus on initiative checks.
Improved Trip [General]
Prerequisites: Int 13+, Expertise.
Benefit: If the character trips an opponent in melee combat, the character immediately gets a melee attack against that opponent as if the character hadn’t used the character's attack for the trip attempt.
Improved Two-Weapon Fighting [General]
Prerequisites: Two-Weapon Fighting, Ambidexterity, base attack bonus +9 or higher.
Benefit: In addition to the standard single extra attack the character gets with an off-hand weapon, the character gets a second attack with the off-hand weapon, albeit at a -5 penalty.
Normal: Without this feat, the character can only get a single extra attack with an off-hand weapon.
Special: A ranger who meets only the base attack bonus prerequisite can gain this feat, but can only use it when wearing light armor or no armor.
Improved Unarmed Strike [General]
Benefit: The character is considered to be armed even when unarmed-that is, armed opponents do not get attacks of opportunity when the character attacks them while unarmed. However, the character still gets an opportunity attack against any opponent who makes an unarmed attack on the character.
Special: A monk fighting unarmed automatically gains the benefit of this feat.
Iron Will [General]
Benefit: The character gets a +2 bonus to all Will saving throws.
Leadership [General]
Prerequisites: The character must be at least 6th level.
Benefits: Having this feat enables the character to attract loyal companions and devoted followers, subordinates who assist her. See Table: Leadership for what sort of cohort and how many followers the character can recruit.
Table: Leadership
Leadership Cohort -- Number of Followers by Level --
Score Level 1st 2nd 3rd 4th 5th 6th
---------- ------ --- --- --- --- --- ---
1 or less - - - - - - -
2 1st - - - - - -
3 2nd - - - - - -
4 3rd - - - - - -
5 3rd - - - - - -
6 4th - - - - - -
7 5th - - - - - -
8 5th - - - - - -
9 6th - - - - - -
10 7th 5 - - - - -
11 7th 6 - - - - -
12 8th 8 - - - - -
13 9th 10 1 - - - -
14 10th 15 1 - - - -
15 10th 20 2 1 - - -
16 11th 25 2 1 - - -
17 12th 30 3 1 1 - -
18 12th 35 3 1 1 - -
19 13th 40 4 2 1 1 -
20 14th 50 5 3 2 1 -
21 15th 60 6 3 2 1 1
22 15th 75 7 4 2 2 1
23 16th 90 9 5 3 2 1
24 17th 110 11 6 3 2 1
25+ 17th 135 13 7 4 2 2
Leadership Score: A character's Leadership score equals his level plus any Charisma modifier. In order to take into account negative Charisma modifiers, Table: Leadership allows for very low Leadership scores, but the character must still be 6th level or higher in order to gain the Leadership feat and thus attract a cohort. Outside factors can affect a character's Leadership score, as detailed in Table: Leadership Modifiers.
Cohort Level: The character can attract a cohort of up to this level. Regardless of the character's Leadership score, he can't recruit a cohort of his level or higher.
Number of Followers by Level: The character can lead up to the indicated number of characters of each level.
Table: Leadership Modifiers
General Leadership Modifiers
The Leader Has a Reputation of Leadership Modifier
------------------------------ -------------------
Great prestige +2
Fairness and generosity +1
Special power +1
Failure -1
Aloofness -1
Cruelty -2
Cohort-Only Leadership Modifiers
The Leader Leadership Modifier
---------- -------------------
Has a familiar/paladin's warhorse/ -2 animal companion
Recruits a cohort of a different alignment -1
Caused the death of a cohort -2*
*Cumulative per cohort killed.
Follower-Only Leadership Modifiers
The Leader Leadership Modifier
---------- -------------------
Has a stronghold, base of operations, +2 guildhouse, and so on
Moves around a lot -1
Caused the death of other followers -1
Special Cohorts: With the DM's permission, a leader may seek out a special cohort who is not a member of the standard PC races (the common races).
Followers: A leader attracts followers whose alignments are within one step of his own. These characters have gear appropriate to NPCs of their level. As the leader's Leadership rises, he can attract more followers. If his Leadership goes down, followers may desert.
Replacing Cohorts and Followers: If a leader loses a cohort or followers, he can generally replace them, according to his current Leadership score. It takes time (1d4 months) to recruit replacements. If the leader is to blame for the deaths of the cohort or followers, it takes extra time to replace them, up to a full year. Note that the leader also picks up a reputation of failure, which decreases his Leadership score.
Lightning Reflexes [General]
Benefit: The character gets a +2 bonus to all Reflex saving throws.
Martial Weapon Proficiency [General]
Benefit: The character makes attack rolls with the weapon normally.
Normal: A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.
The character can gain this feat multiple times. Each time the character takes the feat, it applies to a new weapon.
A cleric whose deity’s favored weapon is a martial weapon and who chooses War as one of his domains receives the Martial Weapon Proficiency feat related to that weapon for free, as well as the Weapon Focus feat related to that weapon.
Maximize Spell [Metamagic]
Benefit: All variable, numeric effects of a maximized spell are maximized. A maximized spell deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, etc., as appropriate. Spells without random variables are not affected. A maximized spell uses up a spell slot three levels higher than the spell’s actual level.
An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result.
Mobility [General]
Prerequisites: Dex 13+, Dodge.
Benefit: The character gets a +4 dodge bonus to Armor Class against attacks of opportunity caused when the character moves out of or within a threatened area. Note: A condition that makes the character lose the Dexterity bonus to Armor Class (if any) also makes the character lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most types of bonuses.
Mounted Archery [General]
Prerequisite: Ride skill, Mounted Combat.
Benefit: The penalty the character suffers when using a ranged weapon from horseback is halved: -2 instead of -4 if the character's mount is taking a double move, and -4 instead of -8 if the character's mount is running.
Mounted Combat [General]
Prerequisite: Ride skill.
Benefit: Once per round when the character's mount is hit in combat, the character may make a Ride chell to negate the hit. The hit is negated if the character's Ride chell is greater than the attack roll (essentially, the Ride chell becomes the mount’s Armor Class if it’s higher than the mount’s regular AC).
Multiattack [General]
Prerequisite: Three or more natural weapons.
Benefit: The creature’s secondary attacks with natural weapons suffer only a -2 penalty.
Normal: Without this feat, the creature’s secondary natural attacks suffer a -5 penalty.
Multidexterity [General]
Prerequisite: Dex 15+, three or more arms.
Benefit: The creature ignores all penalties for using an off hand.
Normal: Without this feat, a creature who uses an off hand suffers a -4 penalty to attack rolls, ability checks, and skill checks. A creature has one primary hand, and all the others are off hands; for example, a four-armed creature has one primary hand and three off hands.
Special: This feat replaces the Ambidexterity feat for creatures with more than two arms.
Multiweapon Fighting [General]
Prerequisite: Three or more hands.
Benefit: Penalties for fighting with multiple weapons are reduced by 2.
Normal: A creature without this feat suffers a -6 penalty to attacks made with its primary hand and a -10 penalty to attacks made with its off hands. (It has one primary hand, and all the others are off hands.) See Attacking with Two Weapons, page 124 in the Player’s Handbook.
Special: This feat replaces the Two-Weapon Fighting feat for creatures with more than two arms. The Multidexterity feat further reduces penalties for off-hand attacks.
Point Blank Shot [General]
Benefit: The character gets a +1 bonus to attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Power Attack [General]
Prerequisite: Str 13+.
Benefit: On the character's action, before making attack rolls for a round, the character may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed the character's base attack bonus. The penalty on attacks and bonus on damage applies until the character's next action.
Precise Shot [General]
Prerequisite: Point Blank Shot.
Benefit: The character can shoot or throw ranged weapons at an opponent engaged in melee without suffering the standard -4 penalty.
Quick Draw [General]
Prerequisite: Base attack bonus +1 or higher.
Benefit: The character can draw a weapon as a free action instead of as a move-equivalent action.
Quicken Spell [Metamagic]
Benefit: Casting a quickened spell is a free action. The character can perform another action, even casting another spell, in the same round as the character casts a quickened spell. The character may only cast one quickened spell per round. A spell whose casting time is more than 1 full round cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell’s actual level.
Rapid Shot [General]
Prerequisites: Point Blank Shot, Dex 13+.
Benefit: The character can get one extra attack per round with a ranged weapon. The attack is at the character's highest base attack bonus, but each attack (the extra one and the normal ones) suffers a -2 penalty. The character must use the full attack action to use this feat.
Ride-By Attack [General]
Prerequisites: Ride skill, Mounted Combat.
Benefit: When the character is mounted and uses the charge action, the character may move and attack as with a standard charge and then move again (continuing the straight line of the charge). The character's total movement for the round can’t exceed double the character's mounted speed. The character does not provoke an attack of opportunity from the opponent that the character attacks.
Run [General]
Benefit: When running, the character moves five times normal speed instead of four times normal speed. If the character makes a running jump, increase the distance or height cleared by one-fourth, but not past the maximum.
Scribe Scroll [Item Creation]
Prerequisite: Spellcaster level 1st+.
Benefit: The character can create a scroll of any spell that the character knows. Scribing a scroll takes 1 day for each 1,000 gp in its base price. The base price of a scroll is its spell level multiplied by its caster level multiplied by 25 gp. To scribe a scroll, the character must spend 1/25 of this base price in XP and use up raw materials costing half of this base price.
Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, the character must expend the material component or pay the XP when scribing the scroll.
Shield Proficiency [General]
Benefit: The character can use a shield and suffer only the standard penalties.
Normal: A character who is using a shield with which he or she is not proficient suffers the shield’s armor chell penalty on attack rolls and on all skill rolls that involve moving, including Ride.
Shot on the Run [General]
Prerequisites: Point Blank Shot, Dex 13+, Dodge, Mobility.
Benefit: When using the attack action with a ranged weapon, the character can move both before and after the attack, provided that the character's total distance moved is not greater than the character's speed.
Silent Spell [Metamagic]
Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell’s actual level.
Special: Bard spells cannot be enhanced by this metamagic feat.
Simple Weapon Proficiency [General]
Benefit: The character makes attack rolls with simple weapons normally.
Normal: A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.
Skill Focus [General]
Benefit: The character gets a +2 bonus on all skill checks with that skill.
Special: The character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a new skill.
Spell Penetration [General]
Benefit: The character gets a +2 bonus to caster level checks (1d20+caster level) to beat a creature’s spell resistance.
Spell Focus [General]
Choose a school of magic, such as Illusion. The character's spells of that school are more potent than normal.
Benefit: Add +2 to the Difficulty Class for all saving throws against spells from the school of magic the character selects to focus on.
Special: The character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a new school of magic.
Spell Mastery [Special]
Prerequisite: Spell Mastery is available only to wizards.
Benefit: Each time the wizard takes this feat, choose a number of spells equal to the wizard's Intelligence modifier (they must be spells that the wizard already knows). From that point on, the wizard can prepare those spells without referring to a spellbook.
Spirited Charge [General]
Prerequisites: Ride skill, Mounted Combat, Ride-By Attack.
Benefit: When mounted and using the charge action, the character deals double damage with a melee weapon (or triple damage with a lance).
Spring Attack [General]
Prerequisites: Dex 13+, Dodge, Mobility, base attack bonus +4 or higher.
Benefit: When using the attack action with a melee weapon, the character can move both before and after the attack, provided that the character's total distance moved is not greater than the character's speed. Moving in this way does not provoke an attack of opportunity from the defender the character attacks. The character can’t use this feat if the character is in heavy armor.
Still Spell [Metamagic]
Benefit: A still spell can be cast with no somatic components. Spells without somatic components are not affected. A still spell uses up a spell slot one level higher than the spell’s actual level.
Stunning Fist [General]
Prerequisites: Dex 13+, Improved Unarmed Strike, Wis 13+, base attack bonus +8 or higher.
Benefit: Declare that the character is using the feat before making an attack roll (thus, a missed attack roll ruins the attempt). It forces a foe damaged by the character's unarmed attack to make a Fortitude saving throw (DC 10 + one-half the character's level + Wis modifier), in addition to dealing damage normally. If the defender fails his saving throw, he is stunned for 1 round (until just before the character's next action). A stunned character can’t act and loses any Dexterity bonus to Armor Class. Attackers get a +2 bonus on attack rolls against a stunned opponent. The character may attempt a stunning attack once per day for every four levels attained, and no more than once per round.
Sunder [General]
Prerequisites: Str 13+, Power Attack.
Benefit: When the character strikes at an opponent’s weapon, the character does not provoke an attack of opportunity.
Toughness [General]
Benefit: The character gains +3 hit points.
Special: A character may gain this feat multiple times.
Track [General]
Benefit: To find tracks or to follow them for one mile requires a Wilderness Lore chell. The character must make another Wilderness Lore chell every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge.
The character moves at half normal speed (or at normal speed with a -5 penalty on the chell). The DC depends on the surface and the prevailing conditions:
Surface DC
------- --
Very soft 5
Soft 10
Firm 15
Hard 20
Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.
Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which the creature leaves frequent but shallow footprints.
Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs, very dirty or dusty floors). The creature might leave some traces (broken branches, tufts of hair) but leaves only occasional or partial footprints.
Hard Ground: Any surface that doesn’t hold footprints at all, such as bare rock or indoor floors. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks, displaced pebbles).
Condition DC Modifier
--------- -----------
Every three creatures in the group being tracked -1
Size of creature or creatures being tracked:*
Fine +8
Diminutive +4
Tiny +2
Small +1
Medium-size 0
Large -1
Huge -2
Gargantuan -4
Colossal -8
Every 24 hours since the trail was made +1
Every hour of rain since the trail was made +1
Fresh snow cover since the trail was made +10
Poor visibility:**
Overcast or moonless night +6
Moonlight +3
Fog or precipitation +3
Tracked party hides trail (and moves at half speed) +5
*For a group of mixed sizes, apply only the modifier for the largest
size category.
**Apply only the largest modifier from this category.
If the character fails a Wilderness Lore chell, the character can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.
Normal: A character without this feat can use the Search skill to find tracks, but can only follow tracks if the DC is 10 or less.
Trample [General]
Prerequisites: Ride skill, Mounted Combat.
Benefit: When the character attempts to overrun an opponent while mounted, the target may not choose to avoid the character. If the character knocks down the target, the character's mount may make one hoof attack against the target, gaining the standard +4 bonus on attack rolls against prone targets.
Two-Weapon Fighting [General]
Benefit: The character's penalties for fighting with two weapons are reduced by 2.
Weapon Finesse [General]
Prerequisite: Proficient with weapon, base attack bonus +1 or higher.
Choose one light weapon. Alternatively, the character can choose a rapier, provided the character can use it in one hand, or a spiked chain, provided the character is at least Medium-size.
Benefit: With the selected weapon, the character may use a Dexterity modifier instead of a Strength modifier on attack rolls. Since the character needs the second hand for balance, apply the armor chell penalty of any shield worn to attack rolls.
Special: The character can gain this feat multiple times. Each time the character takes the feat, it applies to a new weapon.
Weapon Focus [General]
Prerequisites: Proficient with weapon, base attack bonus +1 or higher.
The character can choose “unarmed strike” or “grapple” for the character's weapon for purposes of this feat. The character can choose “ray,” in which case the character is especially good with rays.
Benefit: The character adds +1 to all attack rolls the character makes using the selected weapon.
Special: The character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a new weapon.
Weapon Specialization [Special]
Choose one type of weapon. The character is especially good at inflicting damage with this weapon.
Benefit: The character adds +2 to all damage inflicted with the weapon the character has specialized with. If the weapon is a ranged weapon, the target must be within 30 feet.
Special: The character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a new weapon.
Whirlwind Attack [General]
Prerequisites: Int 13+, Expertise, Dex 13+, Dodge, Mobility, base attack bonus +4 or higher, Spring Attack.
Benefit: When the character performs the full attack action, he or she can give up all regular attacks and instead make one melee attack at the full base attack bonus against each opponent within 5 feet.

Author:  aDam [ Tue Jul 09, 2002 12:03 am ]
Post subject: 

http://www.grymwurld.com/Characters/Feats.html

Author:  hobo D-69 [ Tue Jul 09, 2002 11:26 pm ]
Post subject: 

man that was a long boring read.

Author:  aDam [ Wed Jul 10, 2002 12:14 am ]
Post subject: 

:p

You'd have us believe you read it all? Oh well I'm just glad text takes up pretty much no space.

Author:  count_nobbus [ Thu Jul 11, 2002 6:12 am ]
Post subject: 

wow, i feel more powerful having read about all those feats

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