Showing posts with label Gnome Feats. Show all posts
Showing posts with label Gnome Feats. Show all posts

Saturday, December 13, 2014

Racial Feats - Gnome

Gnome Feats

The following feats may be taken by gnomish characters in the Three Worlds. In some cases these feats have been modified from the original. In all cases the versions of the feats presented here are the feats to be used in the Three Worlds Campaign setting.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Feat Name
Source
PrerequisitesBenefit
Adept Mastery
PoM
Intelligence 17+, ability to prepare and cast arcane spellsYou master a handful of spells, and can master more spells than normal with Spell Mastery
Aid Spellcasting
BoEM
Gnome, Intelligence 15+, Charisma 15+, ability to cast arcane spellsYou aid another spellcaster and make their spells more powerful
Analytic Caster
DMPI
Intelligence 17+, Spell PenetrationYou may add your Intelligence modifier to caster level checks to overcome spell resistance
Arcane Edge
-
Gnome, Knowledge: Arcana 4+ ranks, Spellcraft 4+ ranksYour spells deal extra damage
Arcane Resistance
-
Gnome, Concentration 5+ ranks, Knowledge: Arcana 5+ ranks, Spellcraft 5+ ranks, BAB +1You gain a bonus to saves against spells and spell-like effects
Conjure Mastery
BoEM
Gnome, Charisma 17+, spellcaster level 7th+You can summon more powerful creatures
Craft Clockworks
So&St
Intelligence 13+You can craft clockwork devices
Craft Steamworks
So&St
Intelligence 13+You can craft steamwork devices
Eidetic Memory
Dungeons
-You gain a bonus to Intelligence checks to remember details, and can remember things with photographic accuracy
Flash Casting
D314
Gnome, Charisma 13+, ability to cast a spell with the fire or light descriptorYour fire and light spells can make you difficult to see well enough to attack
Fuse with Item
BoEM3
Alvari or Changeling or Gnome, Charisma 19+, caster level 10th+You can fuse with a magic item
Gnome Lore
D315
GnomeYou gain a bonus to all Knowledge and Spellcraft checks
Gnomish Arcane Scholar
BoEM
GnomeYou gain a bonus to Craft: Alchemy, Knowledge: Arcana, and Spellcraft checks
Improved Spell Critical
PGtWBS
Spell CriticalOne type of weaponlike spell has its critical damage multiplier increased when you cast it
Item Image
BoEM
Gnome, Intelligence 17+, spellcaster level 7th+You can inscribe magical objects into magical tattoos
Knowledgeable
Dungeons
Intelligence 13+You may make untrained Knowledge skill checks as Intelligence checks
Lace Spell: Elemental Energies
BoEM
Gnome, Intelligence 17+, spellcaster level 5th+You can add elemental damage to single target spells you cast
Lace Spell: Enemy Bane
BoEM
Gnome, Intelligence 17+, spellcaster level 5th+Your spells do more damage against a specific type of enemy
Lace Spell: Holy/Unholy
BoEM
Gnome, Intelligence 17+, spellcaster level 5th+You can add the evil or good descriptor to spells and make them more effective
Lace Spell: Lawful/Chaotic
BoEM
Gnome, Intelligence 17+, spellcaster level 5th+You can add the chaotic or lawful descriptor to spells and make them more effective
Lace Spell: Resistant
BoEM
Gnome, Intelligence 17+, spellcaster level 7th+You can make your spells harder to dispel
Lace Spell: Spellripper
BoEM
Gnome, Gnomish Arcane Scholar, Intelligence 17+, Charisma 21+, spellcaster level 17th+Your offensive spells can also dispel defensive spells on their targets
Lace Spell: Unravel
BoEM
Gnome, Gnomish Arcane Scholar, Intelligence 17+, Charisma 15+, spellcaster level 10th+Your offensive spells can ignore some of the defensive magic on their targets
Lays of the U’pesuristean Adepts
D315
GnomeYour abjuration spells are harder to dispel
Learned
PGtRR
Gnome or Human, Intelligence 13+You gain bonus skill points that can be spent on Intelligence-based skills
Mind Over Body
D315
Alvari or GnomeYou gain bonus hit points for your Charisma or Intelligence modifier and metamagic feats, plus a bonus to AC
Prickly Thumbs
W&R
Alvari, Changeling, or Gnome, Skill Augmentation (Listen and Spot)You gain a bonus to detect scrying attempts made against you
Resist Telekinesis
D309
Gnome, Intelligence 13+, Combat Expertise, Spellcraft 2+ ranksYou gain bonuses to resist being moved via telekinesis
Skeptic
BoRL
Changeling or Gnome, Intelligence 13+ or Wisdom 13+You gain a bonus to saves against illusion and shadow magic, and when opposing Sleight of Hand checks
Sleight of Mind
BoRL
Changeling or GnomeYou gain a bonus to saves against enchantment spells and effects
Spell Critical
PGtWBS
BAB +4, Weapon Focus (missile spells, ray spells, or touch spells)Your critical threat range for one type of weapon-like spell is doubled
Spell Toughness
D308
GnomeYou gain a bonus against spells from one school of magic or which have a particular spell descriptor

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Tuesday, January 4, 2011

General Rules: Feats - Knowledgeable

Knowledgeable [General, Gnome] (adapted from AEG's Dungeons)
You have acquired a basic understanding of a wide variety of topics during the course of your studies. While your knowledge is very broad, it is not particularly deep in areas that you have not made a conscious effort to study.
   Prerequisite: Intelligence 13+.
   Benefit: You may make any Knowledge skill rolls as untrained Intelligence checks. However, the DC of the check is increased by 5 for all areas of knowledge. At the DM's option, the DC for an obscure area may be increased by more than 5.
   Normal: Knowledge skill checks with a DC greater than 10 may not be made by untrained characters.

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General Rules: Feats - Adept Mastery

Adept Mastery [General, Gnome] (adapted from Path of Magic)
You are talented at mastering the intricacies of spells you cast.
   Prerequisite: Intelligence 17+, ability to prepare and cast arcane spells.
   Benefit: When you take this feat, choose a number of spells equal to your Intelligence modifier that you already know. From that point on, you can prepare these spells without referring to a spellbook. Each time you take the Spell Mastery feat, you may choose a number of spells equal to (2 x your Intelligence modifier) that you already know to be mastered.
   Special: Without this feat, Spell Mastery only allows you to choose a number of spells equal to your Intelligence modifier that you already know to be mastered.

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General Rules: Feats - Spell Critical

Spell Critical [Gnome, Special] (adapted from the Player's Guide to Wizards, Bards, and Sorcerers)
The spell-weapons are known for their destructive capability. There are those spellcasters who have mastered their ability to strike with these weapons, skillfully casting spells where their targets are weakest.
   Prerequisites: BAB +4, Weapon Focus: missile spells, ray spells, or touch spells.
   Benefit: Choose the same type of combat spell previously chosen for the weapon Focus feat - missile spells, ray spells, or touch spells. When casting a spell of that type, the spell's threat range is doubled (normally making it 19-20).
   Special: This feat may be taken multiple times. Its effects do not stack. Each time it is taken, it applies to a different type of combat spell. This feat does not stack with the Improved Critical feat or similar feats. Wizards may select this feat as one of their wizard bonus feats.

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General Rules: Feats - Prickly Thumbs

Prickly Thumbs [General] (from Wrath & Rage: A Guidebook to Orcs & Half-Orcs)
You have a preternatural sense for scrying attempts made against you.
   Prerequisites: Alvari, Changeling, or Gnome, Skill Augmentation (Listen and Spot).
   Benefit: You gain a +8 insight bonus on any checks made to detect scrying and are entitles to check whenever you are being scried upon. The DM should make these checks secretly. This feat grants no benefit to any other kind of checks related to scrying.

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General Rules: Feats - Improved Spell Critical

Improved Spell Critical [Gnome, Special] (adapted from the Player's Guide to Wizards, Bards, and Sorcerers)
You have learned to harness the power of magic for even more efficient killing power.
   Prerequisites: Spell Critical.
   Benefit: Choose the same type of combat spell that you have chosen for the Spell Critical feat - missile spells, ray spells, or touch spells. When casting a spell of this type, the spell's critical damage multiplier increases by +1 (typically to x3).
   Special: You may select this feat multiple times. Its effects do not stack; rather, each time it is taken, it applies to a different type of combat spell. Wizards may select this feat as one of their wizard bonus feats.

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General Rules: Feats - Analytic Caster

Analytic Caster [General, Gnome] (adapted from Dragon Magic: Power Incarnate)
Your mind is a powerful tool when analyzing the power of magical defenses.
   Prerequisite: Intelligence 17+, Spell Penetration.
   Benefit: When attempting to counter or dispel a magical effect or attempting to penetrate a target's Spell Resistance, you can add your Intelligence modifier to your caster check.
   Normal: A caster check is 1d20 plus a character's caster level only.

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