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The
Blight: Resources
Feats
COMMON
FEATS
Feats marked with an (*) sign indicate items that are basic abilities
suitable for a wide range of genres beyond Medeival Fantasy.
ITEM CREATION FEATS
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 gold piece.
Potions: Base price = spell level X caster level
X 50 gold piece. Wands: Base price = spell level
X caster level X 750 gold piece.
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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.
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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.
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(*)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.
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Armor Proficiency (heavy)
[General] |
Prerequisites:
Armor Proficiency (light), Armor Proficiency (medium).
Benefit: See Armor Proficiency (light).
Normal: See Armor Proficiency (light).
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Armor
Proficiency (light) [General] |
Benefit: When a character wears a type of armor
with which the character is proficient, the armor check
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 check penalty
on attack rolls and on all skill checks that involve moving,
including Ride.
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Armor
Proficiency (medium) [General]
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Prerequisite:
Armor Proficiency (light)
Benefit: See Armor Proficiency (light)
Normal: See Armor Proficiency (light)
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(*)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.
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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 gold piece. 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.
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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.
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Combat Casting [General] |
Benefit:
The character gets a +4 bonus to Concentration checks
made to cast a spell while on the defensive.
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