Feats
PREREQUISITES
Some feats have prerequisites. Your character
must have the indicated ability score, class feature, feat, skill, base
attack bonus, or other quality designated 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 he or she has lost a
prerequisite.
TYPES OF FEATS
Some feats are general, meaning that no
special rules govern them as a group. Others are item creation feats,
which allow spellcasters to create magic items of all sorts. A
metamagic feat lets a spellcaster prepare and cast a spell with greater
effect, albeit as if the spell were a higher spell level than it
actually is.
FIGHTER BONUS FEATS
Any feat designated as a fighter feat can be
selected as a fighter’s bonus feat. This designation does not restrict
characters of other classes from selecting these feats, assuming that
they meet any prerequisites.
ITEM CREATION FEATS
An item creation feat lets a spellcaster
create a magic item of a certain type. Regardless of the type of items
they involve, the various item creation feats all have certain features
in common.
XP Cost: Experience that the spellcaster would normally
keep is expended when making a magic item. The XP cost equals 1/25 of
the cost of the item in gold pieces. A character cannot spend so much
XP on an item that he or she loses a level. However, upon gaining
enough XP to attain 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: The cost of creating a magic item
equals one-half the sale 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 one day.
Item Cost: Brew Potion, Craft Wand, and Scribe Scroll
create items that directly reproduce spell effects, and the power of
these items depends on their caster level—that is, a spell from such an
item 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) also 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, then multiply the result by a
constant, as shown below:
- 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.
A 0-level spell is considered to have a spell level of 1/2 for
the purpose of this calculation.
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 cost 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
As a spellcaster’s knowledge of magic grows,
she can learn to cast spells in ways slightly different from the ways
in which the spells were originally designed or learned. Preparing and
casting a spell in such a way is harder than normal but, thanks to
metamagic feats, at least it is possible. Spells modified by a
metamagic feat use a spell slot higher than normal. This does not
change the level of the spell, so the DC for saving throws against it
does not go up.
Wizards and Divine Spellcasters: Wizards and divine
spellcasters must prepare their spells in advance. During preparation,
the character chooses which spells to prepare with metamagic feats (and
thus which ones take up higher-level spell slots than normal).
Sorcerers and Bards: Sorcerers and bards choose spells
as they cast them. They can choose when they cast their spells whether
to apply their metamagic feats to improve them. As with other
spellcasters, the improved spell uses up a higher-level spell slot. But
because the sorcerer or bard has not prepared the spell in a metamagic
form in advance, he must apply the metamagic feat on the spot.
Therefore, such a character must also take more time to cast a
metamagic spell (one enhanced by a metamagic feat) than he does to cast
a regular spell. If the spell’s normal casting time is 1 action,
casting a metamagic version is a full-round action for a sorcerer or
bard. (This isn’t the same as a 1-round casting time.) For a spell with
a longer casting time, it takes an extra full-round action to cast the
spell.
Spontaneous Casting and Metamagic Feats: A cleric
spontaneously casting a cure or inflict spell can cast a metamagic
version of it instead. Extra time is also required in this case.
Casting a 1-action metamagic spell spontaneously is a full-round
action, and a spell with a longer casting time takes an extra
full-round action to cast.
Effects of Metamagic Feats on a Spell: In all ways, a
metamagic spell operates at its original spell 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 feats 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.
Metamagic feats that eliminate components of a spell don’t
eliminate the attack of opportunity provoked by casting a spell while
threatened. However, casting a spell modified by Quicken Spell does not
provoke an attack of opportunity.
Metamagic feats cannot be used with all spells. See the
specific feat descriptions for the spells that a particular feat can’t
modify.
Multiple Metamagic Feats on a Spell: A spellcaster can
apply multiple metamagic feats to a single spell. Changes to its level
are cumulative. You can’t apply the same metamagic feat more than once
to a single spell.
Magic Items and Metamagic Spells: With the right item
creation feat, you can store a metamagic version of a spell in a
scroll, potion, or wand. Level limits for potions and wands apply to
the spell’s higher spell level (after the application of the metamagic
feat). A character doesn’t need the metamagic feat to activate an item
storing a metamagic version of a spell.
Counterspelling Metamagic Spells: Whether or not a
spell has been enhanced by a metamagic feat does not affect its
vulnerability to counterspelling or its ability to counterspell another
spell.
FEAT DESCRIPTIONS
Here is the format for feat descriptions.
FEAT NAME [TYPE OF FEAT]
Prerequisite: A minimum ability score,
another feat or feats, a minimum base attack bonus, a minimum number of
ranks in one or more skills, or a class 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 (“you” in
the feat description) to do. If a character has the same feat more than
once, its benefits do not stack unless indicated otherwise in the
description. In general, having a feat twice is the same as having it
once.
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 that may be
helpful when you decide whether to acquire the feat.
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