Feats
Splash Weapon Mastery (Adventurers Armoury p31) not a new feat but listed here for reference.
When throwing splash weapons, act as if you had the Far Shot feat. When you hit with a splash weapon, select one additional square adjacent to the splash area; creatures in this area also take splash damage. When you miss with a splash weapon, you may adjust the missdirection on the grid by +1 or -1. This feat counts as Far Shot for the purpose of qualifying for other feats, but only in regard to splash weapons.
The APG Feat 'Eclectic', is being reclassified as a Racial Trait for humans. The long short of this rule for you, is that if you plan on being multi-classed, for the
cost of a racial trait, you can have two favored classes instead of one.
The Core Feat 'Leadership', is being reclassified as a Social Trait.
You attract followers to your cause and companions to join you on (some) adventures.
Prequisite: Character level is 4th and has a base of operations
Base Leadership = Character Level + Charisma Modifier
Leadership Score | Companion | Followers |
---|
1 (or less) | 1/2 Level Max. | 0 (total 0 level) |
2 | 1st Level Max. | 1 (total 0 level) |
3 | 1st Level Max. | 2 (total 0 level) |
4 | 2nd Level Max. | 3 (total 0 level) |
5 | 2nd Level Max. | 5 (total 1/2 level) |
6 | 3rd Level Max. | 7 (total 1 level) |
7 | 3rd Level Max. | 10 (total 2 levels) |
8 | 4th Level Max. | 15 (total 3 levels) |
9 | 4th Level Max. | 20(total 4 levels) |
10 | 5th Level Max. | 25 (total 5 levels) |
When you get Leadership, you gain a companion. Your companion will be an NPC and have 1/2 the expereince of your character (they just may not be trained up to their potential yet). Should your character die, your companion will become your new character and 'inherit' all the worldly possessions of your character. The maximum level of your companion may achieve while your character is alive is listed in the table above. Your companion will NOT normally be allowed to join your character on an chapter adventure. Your companion WILL be able to join you should you have to defend your Base of Operations.
Followers are not particularly adventurous types that have their uses.
Commoners ~ Unskilled - Farmers work the land around your base of operations and rely on you to provide them with protection. Not particularly skilled in combat, they will nonetheless fight if they must when cornered.
Level 0 ~ They reduce your lifestyle tax by 5 silvers
Level 1/2 ~ They reduce your lifestyle tax by 10 silvers
Level 1 ~ They reduce your lifestyle tax by 20 silvers
Commoners ~ Hireling ~ You may attract and 'hire' a commoner to work for you in some form or capacity.
Level 1 ~ They increase your lifestyle tax by 20 silvers
Expert ~ Skilled ~ Skilled Craftmen, Merchants, and Folks with a useful skill. They're attracted to the opportunities you present and pay taxes to you for the chance to make an honest living under you. (You must have (3) Commoners for every Expert.)
Level 0 ~ They reduce your lifestyle tax by 15 silvers
Level 1/2 ~ They reduce your lifestyle tax by 30 silvers
Level 1 ~ They reduce your life style tax by 60 silvers
Expert ~ Hireling ~ You may elect to keep an expert as a retainer. Making use of their skills as you see fit.
Level 1 ~ They increase your lifestyle tax by 60 silvers.
Warriors ~ Guards that that protect your base of operations and patrol the area around it, in an effort to exert a measure of safty.
Level 0 Warrior (3 hp)(5gp of equpment) ~ Increase your lifestyle tax by 15 silvers
Level 1/2 Warrior (5 hp) (10gp of equipment) ~ Increase your lifestyle tax by 30 silvers
Level 1 Warrior (7 hp)(30gp of equipment) ~ Increase your lifestyle tax by 60 silvers
Homestead ~ A group of characters may gather their resources to create a collective base of operations forming a new homestead. Once word of the community gets out, a Steward (Aristocrat) and Adept will offer their services to help administer the day to day operations of the homestead.
There is no cost for having a Steward and Adept. Their level will be that of the highest level Companion among the characters they serve. Should there be no companions they will be level 1/2.
Combat Feats
The minimal base attack bonus prerequisites has been reduced for some
Melee Combat Feats.
Prerequisite +4 BAB ~~> +3 BAB
Whirlwind, Spring Attack, Great Cleave
Prerequisite +6 BAB ~~> +4 BAB
Greater Disarm, Feint, Trip, Grapple, Bull rush, Over run, Sunder, Shield Slam
Lunge
Wind Stance
Improved Two Weapon Fighting
Vital Strike
Shattered Defenses
Prerequisite +8/+9 BAB ~~> +5 BAB
Critical Focus, Improved Critical, Stunning Fist
Prerequiste +10/+11 BAB ~~> +6 BAB
Shield Master, Strike Back, Two Weapon Rend, Greater Two Weapon Fighting, Improved Vital Strike, Deadly Stroke
3rd Level Fighter ~ Weapon Specialization
4th Level Fighter ~ Disruptive
5th Level Fighter ~ Greater Shield Focus, Greater Weapon Focus
6th Level Fighter ~ Spell Breaker
Prerequisite +10 BAB ~~> +6
Magical Crafting Feats.
Caster level requirements are reduced for feats. A class is considered a Caster Level, when they are actually capable of casting a spell.
(
ie. A 5th level Paladin is considered two caster levels)
Scribe Scroll - One Caster Levels
Skills used: Spellcraft, Craft (calligraphy), or Profession (scribe)
Cost = Spell Level x Caster Level x 25gp
Campaign notes: For the sake of convenience, characters may scribe spells into a spell book for the convenience of carrying and casting spells from the book as opposed to a conventional 'scroll'.
Brew Potions - Two Caster Levels
Skills used: Spellcraft or Craft(Alchemy)
Cost = Spell Level x Caster Level x 50gp
Craft Wands - Three Caster Levels
Skills - Spellcraft, Craft (Jewelry), Craft (sculptures), or Profession (Woodcutter)
Cost = Spell Level x Caster Level x Charges x 25gp
Campaign Notes: Wands do not have to be crafted with fifty charges.
Greater Wands have 50 charges (per Core Rules)
Lesser Wands have 25 charges
Minor Wands have 10 charges
Craft Arms - Three Caster Levels
Skills used ~ Spellcraft, Craft Bows, and Craft Weapons
Cost = per Core Rules
Campaign notes: This feat allows the character to Imbue Weapons.
( Use Action to activate) Imbue Cost = Spell Level x Caster Level x 400gp
Craft Armor - Three Caster Levels
Skills used ~ Spellcraft and Craft Armor
Cost = per Core Rules
Campaign notes: This feat allows the character to Imbue Armor (Robes are considered armor) and Shields.
( Use Action to activate) Imbue Cost = Spell Level x Caster Level x 400gp
Craft Wonderous Items - Three Caster Levels
Cost = per Core Rules
Campaign notes: This feat allows the caster to Imbue one spell in equipment for the following slots...
'Belts', 'Chests', 'Eyes', 'Feet', 'Hand', 'Head' (Headband is considered 'Head'), 'Shoulder', and 'Wrist'
Forge Jewelry - Four Caster Levels
Skills - Spellcraft or Craft: Jewelry
Cost = per Core Rules
Campaign notes: This feat allows the caster to Imbue one spell in jewelry for Necklace, and Ring slots.
Craft Staff - Six Caster Levels
Skills - Skills Spellcraft, Craft (Jewelry), Craft Sculptures, or Profession (Woodcutter)
Cost =
Meta Magic Feats.
A character learns a free meta-magic feat when they may cast first level spells
A character learns a free meta-magic feat when they may cast second level spells
A character learns a free meta-magic feat when they may cast third level spells
A character learns a free meta-magic feat when they may cast fourth level spells
This bonus is by CHARACTER, and not by class. So a first level cleric that trains and becomes a first level wizard, does NOT get a free meta-magic feat.
Random meta magic feat assignment
1-2 Enlarge
3-4 Extend
5 Silent
6-7 Disruptive
8 Elemental Acid
9 Elemental Cold
10 Elemental Electricity
11 Elemental Fire
12 Focused
13 Intensified
14 Lingering
15 Merciful
16 Persistant
17 Reach
18 Flaring
19 Piercing
20 Rime
This message was last edited by the GM at 02:15, Thu 16 May 2013.