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

Tuesday, January 4, 2011

General Rules: Feats - Eidetic Memory

Eidetic Memory [General, Gnome] (from AEG's Dungeons)
You have a very sharp memory for details. You can recall anything that you have seen with almost perfect clarity, allowing you to recall the text on the page of a book or the exact size and shape or the runes inscribed on a door.
   Benefit: You receive a +2 competence bonus to any Intelligence checks that you make to recall the details of something you have seen, a book you have read, or a conversation to which you have listened. Furthermore, you make a DC 20 Intelligence check to recall anything you have seen with photographic clarity or to recall the series of turns necessary to return to the starting point of a maze. You may not retry this check for a given subject if you fail. Also, you may not use this feat to prepare spells you have seen in spellbooks or scrolls.

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General Rules: Feats - Arcane Edge

Arcane Edge [Gnome]
You are specialized in dealing damage with your spells.
   Prerequisites: Gnome, Knowledge: Arcana 4+ ranks, Spellcraft 4+ ranks.
   Benefit: Whenever you cast an arcane spell that deals hit point damage, you can add your Intelligence or Charisma bonus (your choice) to the amount of damage dealt. A single spell can never gain this extra damage more than once per casting. For example, a fireball spell would deal the extra damage to all creatures in its area of effect, but a magic missile spell would only apply the extra damage to a single missile. If a spell deals damage for more than 1 round, it deals this extra damage in each round. Scrolls you scribe or activate do not gain the benefit of your Arcane Edge, neither do potions, wands, or most other magic items you may use. Staves, however, gain the benefits of your Arcane Edge.

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General Rules: Feats - Aid Spellcasting

Aid Spellcasting [Gnome, Eldritch] (from the Book of Eldritch Might)
You add your knowledge and power to the casting of an allied arcanist's spell.
   Prerequisites: Gnome, Intelligence 15+, Charisma 15+, ability to cast arcane spells.
   Benefit: As a standard action similar to Aid Another (see the Player's Handbook, Chapter Eight: Combat), you make a Concentration check. If you exceed a DC of 10 + the level of the spell being cast, you add either +1 to the DC of the spell, or +1 to the caster level of the spell (your choice). Additional casters with this feat can make attempts to add to the spell also. However, they can add no more to the DC or caster level than the level of the spell being cast.

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General Rules: Feats - Spell Toughness

Spell Toughness [Gnome] (from Dragon 308)
Your exposure to magical flux has left a minor aura around you that deflects certain spells.
   Prerequisites: Gnome.
   Benefit: Select one school of magic or one spell descriptor. You gain a +3 bonus on saving throws against spells from that category.

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General Rules: Feats - Resist Telekinesis

Resist Telekinesis [Gnome] (from Dragon 309)
You are adept at avoiding the combat maneuvers practiced by spell casters using telekinesis.
   Prerequisites: Gnome, Intelligence 13+, Combat Expertise, Spellcraft 2+ ranks.
   Benefit: When an opponent uses telekinesis to perform a combat maneuver (such as bull rush, disarm, grapple, or trip) against you, you gain a +8 bonus on your opposed roll to resist the effect. You also gain a +4 bonus on your Will save to avoid being hurled by a telekinetic violent thrust.

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General Rules: Feats - Learned

Learned [Gnome, Human]
The character is smart, and uses this intelligence to great benefit.
   Prerequisites: Gnome or Human, Intelligence 13+.
   Benefit: On the level this feat is taken, the character gains a number of bonus skill points equal to his Intelligence bonus. These skill points may only be spent on skills that are based on Intelligence. Additionally, he gains +1 skill point (that may only be spent on Intelligence-based skills) each level thereafter.

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General Rules: Feats - Lays of the U’pesuristean Adepts

Lays of the U’pesuristean Adepts [Gnome] (from Dragon 315)
You know the poems of ancient U’pesuristean mystics. These poems contain lost secrets that strengthen your protective magic.
   Prerequisite: Gnome.
   Benefit: When someone attempts to dispel your abjuration spells, the dispel check DC is 13 + the spell’s caster level.
   Normal: The dispel check DC to dispel any spell is 11 + the spell’s caster level.

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General Rules: Feats - Lace Spell: Unravel

Lace Spell: Unravel [Gnome, Eldritch] (from the Book of Eldritch Might)
You make your spells more potent and harder to ward against.
   Prerequisites: Gnome, Gnomish Arcane Scholar, Intelligence 17+, Charisma 15+, spellcaster level 10th+.
   Benefit: You give extra power to an offensive spell that you cast on an opponent. The lacing attempts to suppress, for this laced spell only, any spell effect on the target that directly interferes with the laced spell taking effect. For example, a sorcerer casts an Unravel-laced fireball at a foe with protection from elements (fire) already active upon herself. The sorcerer makes a level check with a DC of 11 + the caster level of the caster of the protection from elements. If the sorcerer's attempt succeeds, the spell is "unraveled" before the fireball takes effect. However, immediately after the fireball's effects have taken their toll, the unraveled protection from elements spell knits itself back together again for its subject.

Unravel lacing affects only spells cast upon a creature or object. Independent spell effects, or those affecting an area - such as wall of fire, an antimagic field, an illusion, or a conjured monster - cannot be suppressed, even if they prevent the laced spell from affecting the target.

Unlike the more powerful Lace Spell: Spellripper feat, a spell laced with Unravel can suppress only temporarily those effects specifically intended to foil that spell (spell immunity, a shield spell protecting against magic missiles, and so on), or spells that provide greater protection from other spells (protection from evil, spell resistance, and so on).

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General Rules: Feats - Lace Spell: Spellripper

Lace Spell: Spellripper [Gnome, Eldritch] (from the Book of Eldritch Might)
Every spell you cast has a chance to dispel one protecting or enhancing a foe.
   Prerequisites: Gnome, Gnomish Arcane Scholar, Intelligence 17+, Charisma 21+, spellcaster level 17th+.
   Benefit: You give extra power to an offensive spell you cast on an opponent. In addition to its normal effect, the lacing attempts to dispel (as described in dispel magic) one spell effect on the target. The highest-level spell currently active is always the spell to be ripped away. Spellripper lacing affects only spells cast upon a creature or object. Independent spell effects, or those affecting an area - such as wall of fire, an antimagic field, an illusion, or a conjured monster - cannot be dispelled, even if they prevent the laced spell from affecting the target.

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General Rules: Feats - Lace Spell: Resistant

Lace Spell: Resistant [Gnome, Eldritch] (from the Book of Eldritch Might)
You make your spell more potent and harder to dispel.
   Prerequisites: Gnome, Intelligence 17+, spellcaster level 7th+.
   Benefit: You give the spells you lace with this feat a +2 bonus to the DC required for another caster to dispel them. Any spell can be laced with this feat, although spells that cannot be dispelled (such as wall of force) gain no benefit.

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General Rules: Feats - Lace Spell: Lawful/Chaotic

Lace Spell: Lawful/Chaotic [Eldritch, Gnome]( from the Book of Eldritch Might)
By lacing them with energy, you can add potency to the spells you cast against good or evil targets.
   Prerequisite: Gnome, Intelligence 17+, spellcaster level 5th+.
   Benefit: You give extra power to a spell that you cast against either a chaotic or a lawful opponent. You must choose whether to make your spells lawful or chaotic at the time you select this feat, and afterward you can never take this feat again. Spells laced with lawful or chaotic energy are changed in these ways:
  • Lawful: Changes the spell's descriptor to [lawful] and adds +2 to the save DC if the target creatures within the area are of chaotic alignment.
  • Chaotic: Changes the spell's descriptor to [chaotic] and adds +2 to the save DC if the target creatures within the area are of lawful alignment.
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General Rules: Feats - Craft Steamworks

Craft Steamworks [General, Gnome] (from Sorcery & Steam)
Your can create complex steamwork devices given enough time and materials.
   Prerequisite: Intelligence 13+.
   Benefit: You can create any steamwork device whose prerequisites you meet.

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General Rules: Feats - Craft Clockworks

Craft Clockworks [General, Gnome] (from Sorcery & Steam)
You can create complex clockwork devices given enough time and materials.
   Prerequisite: Intelligence 13+.
   Benefit: You can create any clockwork device whose prerequisites you meet.

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General Rules: Feats - Fuse with item

Fuse with Item [Alvari, Changeling, Eldritch, Gnome] (from the Book of Eldritch Might III)
Using your skill with magic, you absorb a magic item into your body, taking on its essence and powers.
    Prerequisite: Alvari or Changeling or Gnome, Charisma 19+, caster level 10th+.
    Benefit: You can absorb a magic item and make its powers inherent within you. You cannot fuse with magic weapons or armor, nor can you fuse with potions or scrolls. You can fuse with any other item. Activating or using an item that is fused with you works the same as for a normal item. A fused wand of wall of ice allows you to cast wall of ice as a spell-like ability using the item's caster level 50 times, or however many charges it had left at the time of the fusing. Bonus types do not change. A fused amulet of health +4 grants you a permanent enhancement bonus (not an inherent bonus) of +4 to your Constitution.

Fusing with an item first requires an experience point cost equal to the item's value in shillings. Then, you must make a Spellcraft check with a DC equal to 20 plus the item's caster level for each of the item's separate abilities. Failure means that you cannot use that power. You may try only once per ability. Even if you are unable to use any of the powers of a fused item, the item is consumed and the experience points lost.

Once consumed, a fused item cannot be taken away from you. It does not need to be drawn to be wielded, and it is not visible in any way. It takes up no space on your body, so if you have fused with an amulet, you can wear another amulet without problems. Like all spell-like abilities, using a fused item requires no components and draws no attacks of opportunity.

Items that logically grant no benefit from being absorbed - mainly because their power comes from being independent from the user, such as a figurine of wondrous power or dust of tracelessness - cannot be fused.

Woda's disjunction removes the item from you, restoring it to its normal state.

Intelligent Items: Fusing with an intelligent item forces you to make a Will save at the beginning of each day with a DC equal to the item's level plus the item's Charisma bonus. If you succeed, you are in control for the day and can use the items abilities, skills, and feats (if applicable). If you fail, the item remains in control of you for the day and can use your abilities, skills, and feats. Items fused with a character cannot gain levels.

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General Rules: Feats - Lace Spell: Holy/Unholy

Lace Spell: Holy/Unholy [Eldritch, Gnome] (from the Book of Eldritch Might)
By lacing them with energy, you can add potency to the spells you cast against good or evil targets.
   Prerequisite: Gnome, Intelligence 17+, spellcaster level 5th+.
   Benefit: You give extra power to a spell that you cast against either an evil or a good opponent. You must choose whether to make your spells holy or unholy at the time you select this feat, and afterward you can never take this feat again. Spells laced with holy or unholy energy are changed in these ways:
  • Holy: Changes the spell's descriptor to [good] and adds +2 to the save DC if the target creatures within the area are of evil alignment.
  • Unholy: Changes the spell's descriptor to [evil] and adds +2 to the save DC if the target creatures within the area are of good alignment.
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General Rules: Feats - Lace Spell: Enemy Bane

Lace Spell: Enemy Bane [Eldritch, Gnome] (from the Book of Eldritch Might)
You can add more damage to the spells you cast when you cast them upon a chosen enemy.
   Prerequisite: Gnome, Intelligence 17+, spellcaster level 5th+.
   Benefit: You give extra power to a damaging spell when you cast it on a specific type of creature (you must choose the type of creature when you select this feat). Any spell that causes damage inflicts +25% more against creatures of this type. Some people claim to hear an intense crackling when a bane spell strikes its intended target.
   Special: You can take this feat multiple times, choosing a different bane enemy type each time. Choose a creature type from this list:
  • Aberrations
  • Animals
  • Beasts
  • Constructs
  • Dragons
  • Elementals
  • Fey
  • Giants
  • Humanoid (choose subtype)
  • Magical beasts
  • Monstrous humanoids
  • Oozes
  • Outsiders, chaotic
  • Outsiders, evil
  • Outsiders, good
  • Outsiders, lawful
  • Plants
  • Shapechangers
  • Undead
  • Vermin
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General Rules: Feats - Lace Spell: Elemental Energies

Lace Spell: Elemental Energies [Eldritch, Gnome] (from the Book of Eldritch Might)
You can add more damage to the spells you cast by lacing them with elemental energy.
   Prerequisite: Gnome, Intelligence 17+, spellcaster level 5th+.
   Benefit: You can give extra power to a single-target spell when you cast it by adding elemental energy. In addition to its normal effects, any spell with a single target also inflicts +1d6 points of damage to that target if the spell takes effect (assuming the target fails his saving throw, if any). The damage is a type of your choosing: Fire, Electricity, Cold, Acid, or Sonic. Spells with different effects based on the success of failure of a saving throw (such as disintegrate or slay living) inflict additional damage either way.

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General Rules: Feats - Item Image

Item Image [Eldritch, Gnome] (from the Book of Eldritch Might)
You can bond yourself or someone else with a magic item by use of a tattoo.
   Prerequisite: Gnome, Intelligence 17+, spellcaster level 7th+.
   Benefit: You inscribe a tattoo onto your flesh or the flesh of another, in the presence of a magic item that weighs no more than the tattooed character can carry. This process takes eight hours and costs 1/10 of the market value of the magic item in shillings. Once the tattoo is finished, the character can magically store the item within the image, and can call it forth again as a free action. While stored, the item remains in unchanging stasis, magically shrunk down so small that it cannot be felt. The Item Image tattoo is permanent; there is no limit to the number of times a character can call forth and re-store the magic item. The tattooed image is often inscribed on the character's hand or arm, its design flowing seamlessly from the flesh to the item being held. Further, the character with the keyed image enjoys one of the following benefits while using the specific item (chosen at the time the image is inscribed):
  • +1 damage if the item is a weapon (this stacks with all other bonuses);
  • +2 saving throw DC if the item requires opponents to make a save;
  • +2 caster level; or
  • The item inflicts 1d6 points of fire damage upon anyone who attempts to use it, other than the tattooed character.
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General Rules: Feats - Gnomish Arcane Scholar

Gnomish Arcane Scholar [General] (from the Book of Eldritch Might)
   Prerequisite: Gnome.
   Benefit: You gain a +2 bonus to Craft: Alchemy, Knowledge: Arcana, and Spellcraft checks.

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General Rules: Feats - Gnome Lore

Gnome Lore [Gnome] (from Dragon 315)
You have memorized the epic poems, histories, and songs of the gnomish people, gaining insight into the history and magic of the Three Worlds.
   Prerequisite: Gnome.
   Benefit: You gain a +1 bonus on all Knowledge and Spellcraft checks.

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