Ability Focus [Item Only] (from the Book of Eldritch Might III)
The item can cast a spell-like ability that is harder than normal to resist.
Prerequisite: Item level 4th+.
Benefit: The Difficulty Class to resist a single chosen spell-like ability increases by +2. An item may not select spell-like abilities that do not allow saving throws for this feat. The chosen ability affected by this feat cannot be switched, although the item can take this feat again, choosing another ability.
Home General Rules Item Feats
Role-playing gaming, Game mastering musings, and campaign design. Also, chunks of information about my continuously evolving campaign settings.
Showing posts with label Item Feats. Show all posts
Showing posts with label Item Feats. Show all posts
Tuesday, January 4, 2011
General Rules: Feats - Blindsight
Blindsight [Item Only] (from the Book of Eldritch Might III)
The item can sense things through blindsight.
Benefit: The item gains blindsight up to 60 feet if it did not previously have this ability.
Home General Rules Item Feats
The item can sense things through blindsight.
Benefit: The item gains blindsight up to 60 feet if it did not previously have this ability.
Home General Rules Item Feats
General Rules: Feats - Bestow Feat
Bestow Feat [Item Only] (from the Book of Eldritch Might III)
The item can give an ability to its wielder.
Benefit: The item can give one of its feats to a character holding or wearing it. The item can bestow only the following feats: Darkvision, Deflect, Telepathy, Super-Telepathy, and Toughen. If the character holding or wearing the item has spell-like abilities (as opposed to spells), it can bestow the following feats: Ability Focus, Ability Penetration, Empower Ability, Enlarge Ability, Extend Ability, Maximize Ability, and Quicken Ability. Lastly, if the character holding or wearing the item lacks a sense (such as sight or hearing), that the item possesses, it can grant the character that sense.
Home General Rules Item Feats
The item can give an ability to its wielder.
Benefit: The item can give one of its feats to a character holding or wearing it. The item can bestow only the following feats: Darkvision, Deflect, Telepathy, Super-Telepathy, and Toughen. If the character holding or wearing the item has spell-like abilities (as opposed to spells), it can bestow the following feats: Ability Focus, Ability Penetration, Empower Ability, Enlarge Ability, Extend Ability, Maximize Ability, and Quicken Ability. Lastly, if the character holding or wearing the item lacks a sense (such as sight or hearing), that the item possesses, it can grant the character that sense.
Home General Rules Item Feats
General Rules: Feats - Attack
Attack [Item Only] (adapted from the Book of Eldritch Might III)
The item can attack on its own.
Prerequisite: Animate Self or Float.
Benefit: The item can attack on its own using the base attack bonus listed in the "Intelligent Items" table plus its Strength modifier (for items that attack with melee attacks) or Dexterity modifier (for items that attack with ranged attacks). It inflicts damage appropriate to its size and form. Thus, an intelligent longsword inflicts 1d8 points of damage (modified by Strength), and intelligent oil lamp inflicts 1d4 points of damage (like a Small club), and an intelligent rope inflicts 1d2 points of damage (like a whip_ and can also make grapple attacks.
Home General Rules Item Feats
The item can attack on its own.
Prerequisite: Animate Self or Float.
Benefit: The item can attack on its own using the base attack bonus listed in the "Intelligent Items" table plus its Strength modifier (for items that attack with melee attacks) or Dexterity modifier (for items that attack with ranged attacks). It inflicts damage appropriate to its size and form. Thus, an intelligent longsword inflicts 1d8 points of damage (modified by Strength), and intelligent oil lamp inflicts 1d4 points of damage (like a Small club), and an intelligent rope inflicts 1d2 points of damage (like a whip_ and can also make grapple attacks.
Home General Rules Item Feats
General Rules: Feats - Animate Self
Animate Self [Item Only] (from the Book of Eldritch Might III)
The item is animate.
Prerequisite: Item level 5th+.
Benefit: The item can move as though affected by the spell animate objects. It can, to a limited degree, bend and manipulate its own form. An animate necklace could slither like a snake, and an animate candelabra could move its parts enough to "walk". An animate crystal ball could make itself roll along the ground, and an animate cart could make its own wheels turn. The item gains Strength and Dexterity scores; roll 2d6 for each. An animate object can move and manipulate other objects in a crude way, but it cannot make attacks.
Home General Rules Item Feats
The item is animate.
Prerequisite: Item level 5th+.
Benefit: The item can move as though affected by the spell animate objects. It can, to a limited degree, bend and manipulate its own form. An animate necklace could slither like a snake, and an animate candelabra could move its parts enough to "walk". An animate crystal ball could make itself roll along the ground, and an animate cart could make its own wheels turn. The item gains Strength and Dexterity scores; roll 2d6 for each. An animate object can move and manipulate other objects in a crude way, but it cannot make attacks.
Home General Rules Item Feats
General Rules: Feats - Control User
Control User [Item Only] (from the Book of Eldritch Might III)
The item can control the person using it.
Prerequisites: Charisma 15+, Influence User.
Benefit: The item can attempt to control the actions of anyone attempting to use or carry it once per day. The target must make a Will saving throw with a Difficulty Class equal to 10 plus half the item's level plus its Charisma modifier. If the user fails, the item completely controls the user's actions for one hour per item level. If the item tries to make the user do something totally against his wishes - attack his friends, commit suicides, and so on - the wielder gets a new saving throw.
Home General Rules Item Feats
The item can control the person using it.
Prerequisites: Charisma 15+, Influence User.
Benefit: The item can attempt to control the actions of anyone attempting to use or carry it once per day. The target must make a Will saving throw with a Difficulty Class equal to 10 plus half the item's level plus its Charisma modifier. If the user fails, the item completely controls the user's actions for one hour per item level. If the item tries to make the user do something totally against his wishes - attack his friends, commit suicides, and so on - the wielder gets a new saving throw.
Home General Rules Item Feats
General Rules: Feats - Ability Penetration
Ability Penetration [Item Only] (from the Book of Eldritch Might III)
The item's spell-like abilities overcome spell resistance more easily than normal.
Benefit: With all of its spell-like abilities, the item adds a +2 bonus to caster level checks (1d20 + caster's level) to overcome a creature's or another item's spell resistance.
Home General Rules Item Feats
The item's spell-like abilities overcome spell resistance more easily than normal.
Benefit: With all of its spell-like abilities, the item adds a +2 bonus to caster level checks (1d20 + caster's level) to overcome a creature's or another item's spell resistance.
Home General Rules Item Feats
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