The Known Lands Online Campaign Sourcebook provides information pertaining to feats used in this campaign, such as the following:
Designation Of Open Game Content: All game mechanics found on this page, including the names of races, classes, prestige classes, feats, spells and powers, are designated as Open Game Content under the Open Gaming License. Non-game related material, such as descriptive text, is not considered Open Game Content. |
This campaign will use the Netbook of Feats as its primary source of feats, augmented by the feats and information found on this website. If a player is looking for a feat for his character that is not found within the Netbook of Feats or on this website, they should work with the DM to get the feat listed on this website.
The following feats from the Netbook of Feats are not allowed for selection by player-characters:
The creation of magic items can be wonderfully diverse within the Known Lands. Under normal circumstances, this could be rather ineffective for artificing characters, due to an ever-increasing number of feats required to represent such. Rather than have a multitude of highly specialized feats to cover every possibility, the Known Lands campaign uses the following generic Item Creation feats. Certain specific types of magic items may require appropriate Craft skills in addition to the necessary feat for their creation.
With the right materials, prerequisites, time and money, you can make magical items that contain charges, such as wands.
Prerequisite: Spellcaster or manifester level 5th+
Benefits: A character with this feat can create any item that stores a spell or psionic power that the item's owner can use a set number of times, as long as they meet the item's prerequisites - usually, as long as the item is based on a spell they can cast. Charged items are usually spell-trigger items, such as wands. Crafting a charged item takes one day for each 1,000gp of its base price. When the character creates the item, the creator sets its caster or manifester level, which must be sufficient to cast the spell or manifest the psionic power, and no higher than the creator's own level. To create a charged item, the creator must spend 1/25 of the base price as an XP Cost and use raw materials costing half of its base price.
To determine the base price of a charged item containing a single spell or psionic power of 4th level or less, multiply the caster level by the spell or psionic power level, then by 750gp. (Non-spell-trigger items should multiply by 850gp instead.) Treat 0-level spells and psionic powers as 0.5 for the purposes of determining base price.
For a charged item containing multiple spells or psionic powers, or spells and powers above 4th level, the base price can be determined as follows: Multiply 375 gp by the level of the highest-level spell or power, then by the level of the caster or manifester. Then add 75% of the value of the next highest-level spell or power (281.25 gp X the level of the spell or power X the level of the caster or manifester), plus one-half of the value of any other powers (187.5 gp X the level of the spell or power X the level of the caster or manifester). If desired, a spell or power can be placed into the item at only half the normal cost, but then activating that particular ability costs 2 charges from the item. The caster or manifester level of all spells or powers in the item must be the same. To take advantage of these benefits, the minimum caster or manifester level must be at least 8th level.
Charged item containing multiple spells or psionic powers have immense utility because they pack so many capabilities into one item and because they use the wearer's ability score and relevant feats to set the DC for saves against their spells and powers, unlike lesser charged items. The user can use their own caster or manifester level when activating the power of such an item if it is higher than the caster or manifester level of the item. Aspects of the spells or powers from the item are dependant on caster or manifester level (range, duration, and so on), and they are harder to dispel and have a better chance of overcoming a target's spell resistance.
If any of the spells or powers for a charged item has an XP cost, the creator must provide XP equal to 50 X that cost. This expense is in addition to the experience point cost for making the item itself.
Some items incur extra costs in special material components, as noted in the spell descriptions. Add these costs to the item's base price.
A standard, newly created charged item contains 50 charges. Psionic items bearing multiple powers and/or powers of 5th level or higher possess 50 power points per manifester level, and powers within the item may be manifested using points from this pool only.
The character gains 2500 craft points when taking this feat.
Note: This replaces feats such as the Craft Dorje, Craft Psicrown, Craft Staff and Craft Wand feats.
With the right materials, prerequisites, time, and money, you can make magical items like rings.
Prerequisite: Spellcaster or manifester level 3rd+
Benefits: As long as she meets the item's prerequisites (usually that the item is based on a spell they can cast or a psionic power they can manifest), a character with this feat can create any magic item of the following types:
Crafting a constant item takes one day for each 1,000 gp of its base price. When the character creates the item, they set its caster manifester level. The caster level must be sufficient for the creator to cast the spell or manifest the psionic power in question and no higher then the character's own level. To craft a constant item, the creator must spend 1/25 of its base price as an XP Cost and use up raw materials costing half its base price.
To determine the base price of a constant item, multiply the caster or manifester level by the spell or psionic power level. Multiply the result by 1,800 gp, unless the item is limited by uses per day, in which case multiply by the following instead:
5+ uses per day = 1,800 gp; 4 = 1,440; 3 = 1,080; 2 = 720; 1 = 360
Some items incur extra costs in special material components, as noted in the spell descriptions. Allow for these costs in addition to those derived from the item's base price.
A character with this feat also can mend a broken constant item, if it is one she can make. Mending costs half the item's XP Cost, uses half its raw materials, and requires half the time it would take to craft the item in the first place.
The character gains 4500 craft points when taking this feat.
Note: This replaces feats such as Craft Cognizance Crystal, Craft Rod, Craft Wondrous Item, Craft Universal Item and Forge Ring.
With the right materials, prerequisites, time, and money, you can make magical weapons and armor.
Prerequisite: Spellcaster or manifester level 5th+
Benefit: A character with this feat can create any magic weapon, armor or shield whose prerequisites she meets. Enhancing a weapon, suit of armor or shield takes one day for each 1,000 gp of the price of its magical features. To enhance a weapon, armor, or shield, the character must spend 1/25 of its features' total price as an XP Cost and use up raw materials costing half of this total price.
Creators use this feat to grant enhancement bonuses to weapons, shields, and armor. Weapon enhancement bonuses add to attack and damage rolls, while shield and armor enhancement bonuses add to Armor Class. The character can also add special abilities to a weapon, shield, or harness of armor, most of which have a "bonus equivalent" for determining price. For example, the keen special ability has an equivalent of +1 bonus. To give a weapon, shield, or armor harness a special ability, the weapon, shield or armor must also have at least a +1 enhancement bonus.
To create a magic weapon, shield, or armor harness, the creator's caster level must be at least three times the enhancement bonus given to the item. Thus, to create a +3 longspear, the creator's caster level must be at least 9th level. This is true of special abilities with bonus equivalents as well. (All such bonuses are additive for determining the required creator's caster level.)
The character can also mend a broken magic weapon, suit of armor, or shield, if it is one she can make. Mending costs half the item's XP Cost, uses half its raw materials, and requires half the time it would take to enhance the item in the first place.
The weapon, armor, or shield to be enhanced must be a masterwork item the character provides. (Its cost is not included in the above cost.)
The character gains 2500 craft points when taking this feat.
With the right materials, prerequisites, time, and money, you can make magical items like potions.
Prerequisite: Spellcaster or manifester level 3th+
Benefit: A character with this feat can create a magic item that has a single use (such as a potion, a pinch of magical powder, or a glass ball meant to release a spell or psionic power when it shatters) based on any spell the creator can cast or psionic power they can manifest. Creating the item takes one day. When the character creates the item, the creator sets its caster or manifester level. The caster or manifester level must be sufficient for them to cast the spell or manifest the power in question and no higher then the character's own level. To create the single-use item, the creator must spend 1/25 of its base price as an XP Cost and use up raw materials costing half its base price.
To determine the base price of a single-use item, multiply the caster level by the spell level. Multiply the result by 50 gp.
Any item 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, when creating the item the character must expend the material component and/or pay the experience cost.
Singe-use items can be used by any character, but they always require some physical action, such as drinking a potion, breaking a seal, or rubbing on a salve. Performing the action provokes an attack of opportunity. When the item is created, the creator usually makes all the choices about the parameters of the spell (the target is the person drinking the potion, and so on) but if they wish, and are willing to double the costs involved, the creator can leave some of those up to the end user (allowing the creation of a charm that, when rubbed, allows the user to cast ditraction on anyone he wishes within range).
The character gains 1500 craft points when taking this feat.
Note: This replaces feats such as Brew Potion and Scribe Tattoo.
With the right materials, prerequisites, time, and money, you can make magical items like scrolls.
Prerequisite: Spellcaster or manifester level 1st+
Benefit: A character with this feat can create a spell-completion item (like a scroll) based on any spell they can cast or psionic power they can manifest. Spell-completion items are those that require the user to be able to cast the spell they store or manifest the power they hold. In effect, the stored spell or power is mostly cast or manifested already , the user simply finishes it. Creating the item takes one day for each 1,000 gp of its base price. When the character creates the item, the creator sets its caster level. The caster level must be sufficient for them to cast the spell or manifest the power in question and no higher then the character's own level. To create the single-use item, they must spend 1/25 of its base price as an XP Cost and use up raw materials costing half its base price.
To determine the base price of a spell-completion item, multiply the caster level by the spell level. Multiply the result by 25 gp.
Any spell-completion item 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, when creating the item the character must expend the material component and/or pay the experience cost.
The character gains 500 craft points when taking this feat.
Note: This replaces feats such as Imprint Stone and Scribe Scroll.
Since spells are not prepared in this campaign setting, all metamagic feats are now spontaneously applied. Spellcasters no longer have to prepare metamagic versions of their spells in advance, nor do they have to spend full-round actions to cast metamagic spells. Also, metamagic spells do not take up higher-level spell slots.
All prerequisites for taking metamagic feat remain the same.
When a character selects a metamagic feat, they gain three daily uses of that feat that they can opt to use "on the fly" without previous preparation, increased spell level or extended casting time. The character must decide at the time of casting a spell whether or not to apply one or more of their metamagic feats to the spell.
The maximum level of spell to which a caster can apply a metamagic feat is equal to the maximum spell level they are capable of casting (based on their level and ability scores), minus the spell level adjustment of the metamagic feat. If the result of this calculation is less than 0, the spellcaster cannot apply the metamagic feat to any of their spells.
A caster may apply more than one metamagic feat to a spell, or even the same metamagic feat more than once (if allowed by the feat's description). However, to determine the maximum level of spell that can be so affected, add together all the spell level adjustments given for the various feats. If a feat may be applied more than once to the same spell (such as Empower Spell), each application counts as one of the caster's three daily uses.
Each time a character selects a metamagic feat, they gain three daily uses of that feat. Multiple selections of the same feat are cumulative.
In this variant system, the Heighten Spell feat functions slightly differently from other metamagic feats. The spellcaster may use the Heighten Spell feat to increase a spell's effective level (for purposes of determining Save DCs and so on) up to the maximum spell level the caster is capable of casting. The spell is treated as a spell of that highest level for purposes of Save DCs and similar effects (such as overcoming a Globe of Invulnerability), without requiring a higher-level spell slot expenditure.
In the Player's Handbook weapons are divided into three categories: simple, martial, and exotic. While this system works very well for establishing the complexity of each weapon and balancing the class's abilities against one another, grouping weapons by similar type offers an exciting variant to determine what weapons a character knows how to use.
At its simplest, the Weapon Group feat variant establishes a small list of feats called Weapon Group proficiency feats. Each feat allows a character to use a small number of similar weapons without penalty. Although most characters using this system are proficient with fewer weapons than the character classes from the Player's Handbook, the weapons they know how to use will be grouped along similar theme, providing a little more flavour to each character's weapon choice at the expense of a small amount of versatility.
A number of Weapon Group proficiency feats substitute for each class's starting weapon proficiencies. These are given in the class descriptions in the Character Classes section. Weapon Group proficiency feats belong to the fighter's list of bonus feats.
When multiclassing, characters that do not possess enough Weapon Group proficiency feats to meet the new class's starting weapon proficiencies gain the difference in Weapon Group proficiency feats to meeth those requirements. For example, a wizard proficient with Basic Weapons takes a level in Fighter. Since the Fighter class grants Basic Weapons plus any other four groups, the character gets to select four other weapon groups as bonus Weapon Group proficiency feats. In our example, the wizard/fighter selects Bows, Crossbows, Heavy Blades and Light Blades. If this same character were to take a level in Sorcerer, he would not gain any additional feats, as he would already know Basic Weapons and Crossbows, thus meeting the starting weapon proficiency requirements listed above. If this same character were to take a level in Druid instead of Sorcerer, the character would need to select either Druid Weapons or Spears, as he is already proficient in Basic Weapons, but in neither of the other two options granted by the Druid's starting weapon proficiencies.
Some races gain free weapon proficiencies or are innately familiar with specific exotic weapons. These are described under a few of the individual races in the Character Races section.
Any feat that requires a character to choose a specific weapon to apply the feat's benefit to (such as Improved Critical, Weapon Focus, or Weapon Specialization) is instead applied to a weapon group. The character must still meet the prerequisites for the feat.
Following are the Weapon Group proficiency feats available to characters. They are presented in the normal format for feats.
You understand how to use axes and axelike weapons.
Benefits: You make attack rolls with the following weapons normally: throwing axe, handaxe, battleaxe, greataxe, and dwarven waraxe (two-handed use).
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
You understand how to use a few basic weapons.
Benefits: You make attack rolls with the following weapons normally: club, dagger, and quarterstaff.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
You understand how to use bows.
Benefits: You make attack rolls with the following weapons normally: shortbow, longbow, composite shortbow, and composite longbow.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
You understand how to use weapons requiring a very close proximity to your foe.
Benefits: You make attack rolls with the following weapons normally: armor spikes, punching dagger, spiked gauntlet, spiked shield.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
You understand how to use crossbows.
Benefits: You make attack rolls with the following weapons normally: heavy crossbow, light crossbow, repeating heavy crossbow, and repeating light crossbow.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
You understand how to use weapons favored by druids.
Benefits: You make attack rolls with the following weapons normally: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling and spear.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
You understand how to use the exotic double weapons associated with the weapon groups that you have mastered.
Prerequisites: Base attack bonus +1
Benefits: Whenever you take a Weapon Group proficiency feat, you also gain proficiency in the exotic double weapons associated with that group. When you take this feat, you gain proficiency in the exotic double weapons associated with the weapon groups that you already know how to use.
Some exotic double weapons require you to be proficient with two weapon groups to gain proficiency in their use from this feat.
You understand how to use the exotic weapons associated with the weapon groups that you have mastered.
Prerequisites: Base attack bonus +1
Benefits: Whenever you take a Weapon Group proficiency feat, you also gain proficiency in the exotic weapons associated with that group. When you take this feat, you gain proficiency in the exotic weapons associated with the weapon groups that you already know how to use.
You understand how to use flails and chain weapons.
Benefits: You make attack rolls with the following weapons normally: light flail and heavy flail.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
You understand how to use large bladed weapons.
Benefits: You make attack rolls with the following weapons normally: longsword, greatsword, falchion, scimitar and bastard sword (two-handed use).
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
You understand how to use light bladed weapons.
Benefits: You make attack rolls with the following weapons normally: dagger, kukri, punching dagger, rapier and short sword.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
You understand how to use maces and clubs.
Benefits: You make attack rolls with the following weapons normally: club, light mace, heavy mace, greatclub, quarterstaff and sap.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
You understand how to use weapons normally favored by monks.
Benefits: You make attack rolls with the following weapons normally: kama, nunchaku, quarterstaff, sai, shuriken and siangham.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
You understand how to use picks and hammers.
Benefits: You make attack rolls with the following weapons normally: light pick, heavy pick, light hammer, warhammer and scythe.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
You understand how to use polearms.
Benefits: You make attack rolls with the following weapons normally: glaive, guisarme, halberd and ranseur.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
You understand how to use slings and handheld thrown weapons.
Benefits: You make attack rolls with the following weapons normally: dart and sling.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
You understand how to use spears and javelins.
Benefits: You make attack rolls with the following weapons normally: javelin, lance, longspear, shortspear and trident.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
The following feats are specific to the Known Lands campaign setting.
So long as you follow the dogma of your Patron, you are blessed with the luck of the gods.
Prerequisites: Cha 13+, must follow a Patron.
Benefits: Once per day, you may call upon the power of your Patron. This grants you the effect of the spell Luck Of The Gods, detailed in the Spells section of the online campaign sourcebook.
Special: You must pray for fifteen minutes every day, at a time appropriate for divine spellcasters to regain their spells. (This prayer can simultaneously be used to regain divine spell slots, if you are also a divine spellcaster.) In addition, you must also follow the dogma of your Patron. If you fail to do either, you will lose the use of this feat until such time as you have atoned for your transgressions.
This is considered a supernatural ability.
This feat does not stack with the effects of a Luck Of The Gods spell, and effectively counts as if you have received the spell each morning. If, for some reason, you have lost the use of the feat due to transgressions, then you can receive the effects of a Luck Of The Gods spell normally.
You can treat certain one-handed weapons as if they were light weapons.
Prerequisites: Base attack bonus +3, Dex 15+, Two Weapon Fighting, Weapon Group (of Choice), Weapon Finesse.
Benefits: Choose a particular weapon group that contains one-handed melee weapons with which you are proficient. You can use one-handed weapons from that weapon group as if they were light weapons.
Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new weapon group.
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