Skills & Feats (Years of Gold)
Skills
Dunners are often real skill monkeys. |
Skills define the mundane capabilities of a character: it all boils down to what he can and can't do. Skills in Years of Gold work as they do in standard D&D, except for a few changes to the basic rules, and the modifications to specific skills, both listed below. The mundane setting makes skills somewhat more important and highlighted than they are in standard D&D.
Taking 10 is allowed in all skill checks except Bluff, Diplomacy, Gather Information, Intimidate, Perform and Sense Motive. These abilities are barred from taking 10 because all of them require situational thought, performing and pure moxie - things which one can't have an average performance in. Taking 10 (and by extension taking 20) otherwise work as normal.
- Diplomacy: Changing peoples' attitudes and convincing them of your point of view should never boil down to a roll of dice, especially in a realism-oriented setting. As a Dungeon Master, take a players roleplaying into account when the Diplomacy skill is in use, unless you're playing a roleplay-light game. Furthermore, always remember that some people's attitudes just can't be changed: the fanatical priest of Morran is not operating on logic, so changing his viewpoint with Diplomacy just isn't possible.
- Intimidate: See Diplomacy above. Note that people being intimidated are not brainwashed: if they can find a way to escape the situation safely or to betray you and lead you to danger, they will do so.
- Perform: See Diplomacy above.
- Sleight of Hand: The DC for palming a coin-sized object or performing a minor feat of legerdemain is 15. Furthermore, a creature who succeeds on his or her Spot check to notice when someone is lifting a small object from him or her is entitled to either stop the attempt (in which case the thief doesn't manage to take the object) or take an attack of opportunity against the one attempting Sleight of Hand.
- Speak Language: This skill is excluded from the Years of Gold setting. Learning new languages is an application of roleplaying and at the DM's discretion, not a mechanical purchase, in the setting.
- Spellcraft: Remember that there are no "spells" in the Years of Gold setting; when using Spellcraft to identify a spell, it actually means that you discern what the power in question is going to do, and can react accordingly. The lack of scrolls in the setting means that you can't learn spells from them.
- Use Magic Device: This skill is excluded from the Years of Gold setting. Magic items are scarce in Pansaer, and their activation and usage rarely has anything to do with someone's spellcasting ability.
Feats
The following list of feats is available to PC's and NPC's alike in Years of Gold. Many of the feats have the same name as feats from the base game, but often work slightly differently. Most feats have been boosted, making them a more important choice and a larger part of your character's identity. The feats are categorized into general feats, advanced feats (the only feats to have another feat as a prerequisite), metamagic feats, and skill feats.
A notable change from baseline D&D is that, asides from the advanced feats, no feat has prerequisites other than ability score requirements. This gives characters access to a wider variety of feats, and a character's feat progression won't be eaten up by a single feat tree. The ability score requirements have been revamped too: in many cases, a feat offers two alternative ability scores as requirements, to open up the choices for characters with high scores in unlikely abilities.
Benefit
Choose a weapon archetype (see Weapon Focus, below). When using a weapon from that archetype, your threat range is doubled.
Special
You can gain Anatomical Precision multiple times. The effects do not stack. Each time you take the feat, it applies to a new weapon archetype.
This effect doesn't stack with any other effect that expands the threat range of a weapon.
Benefit
You are proficient with all types of armor. When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
You gain a +1 bonus to AC when wearing armor.
Normal
A character who is wearing armor with which she is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving, including Ride.
Prerequisites
Str 17.
Benefit
As a standard action, you may choose to subtract 4 from your melee attack roll and deliver an awesome blow. If you hit a corporeal opponent with an awesome blow, it must succeed on a Reflex save (DC=damage dealt) or be knocked flying 10 feet in a direction of your choice and fall prone. You can only push the opponent in a straight line, and the opponent can’t move closer to you than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.
Prerequisites
Wis 13.
Benefit
In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.
You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.
Normal
Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.
Benefit
When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +2 bonus on the opposed Strength check you make to push back the defender.
Prerequisites
Str 13.
Benefit
If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
Benefit
You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.
Prerequisites
Dex 13.
Benefit
You may make a number of additional attacks of opportunity equal to your Dexterity bonus.
With this feat, you may also make attacks of opportunity while flat-footed.
Normal
A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.
Special
The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.
Benefit
You can make a Bluff check to feint in combat as a move action.
Normal
Feinting in combat is a standard action.
Prerequisites
Dex 13.
Benefit
You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flatfooted.
Alternatively, you may catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back at the original attacker (even though it isn't your turn) or kept for later use.
Attempting to deflect a ranged weapon doesn't count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can't be deflected.
Prerequisites
Con 15.
Benefit
When reduced to between -1 and -9 hit points, you automatically become stable. You don't have to roll d% to see if you lose 1 hit point each round.
When reduced to negative hit points, you may choose to toughen up. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you continue to fight without penalty. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach -10 hit points, you immediately die.
Normal
A character without this feat who is reduced to between -1 and -9 hit points is unconscious and dying.
Prerequisites
Str 17.
Benefit
If the character charges a foe during the first round of combat (or the surprise round, if the character is allowed to act in it), he or she can make a full attack against the opponent charged.
Prerequisites
Dex 13.
Benefit
During your action, you designate an opponent and receive a +2 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
Benefit
You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +2 bonus on the opposed attack roll you make to disarm your opponent.
Normal
See the normal disarm rules.
Prerequisites
Con 13.
Benefit
You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.
Normal
A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day.
Benefit
You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.
Prerequisites
Int 13.
Benefit
When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.
Normal
A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a -5 penalty on attack rolls and gain a +2 dodge bonus to Armor Class.
Benefit
Each time you take this feat, you can use your ability to turn or rebuke creatures four more times per day than normal.
If you have the ability to turn or rebuke more than one kind of creature each of your turning or rebuking abilities gains four additional uses per day.
Normal
Without this feat, a character can typically turn or rebuke undead (or other creatures) a number of times per day equal to 3 + his or her Charisma modifier.
Special
You can gain Extra Turning multiple times. Its effects stack. Each time you take the feat, you can use each of your turning or rebuking abilities four additional times per day.
Prerequisites
Dex 13.
Benefit
When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1-1/2). When you use a thrown weapon, its range increment is doubled.
Prerequisites
Dex 15.
Benefit
Your land speed is faster than the norm for your race by +10 feet.
Benefit
With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special
Natural weapons are always considered light weapons.
Benefit
You get a +2 bonus on all Fortitude saving throws. Once per day, you can reroll a failed Fortitude saving throw. You must take the result of the reroll, even if it's worse than the original roll.
Benefit
You get a +2 bonus on all Will saving throws. Once per day, you can reroll a failed Will saving throw. You must take the result of the reroll, even if it's worse than the original roll.
Benefit
You get a +2 bonus on all Reflex saving throws. Once per day, you can reroll a failed Reflex saving throw. You must take the result of the reroll, even if it's worse than the original roll.
Prerequisites
Dex 17.
Benefit
As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a ・ penalty) to determine success and deal damage normally (but see Special).
For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative -2 penalty on the attack roll (for a total penalty of -4 for three arrows and -6 for four).
Damage reduction and other resistances apply separately against each arrow fired.
Special
Regardless of the number of arrows you fire, you apply precision-based damage only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage.
Prerequisites
Wis 15.
Benefit
You turn or rebuke creatures as if you were a cleric one level higher than you are.
Prerequisites
Dex 13.
Benefit
You can withdraw as a move action, but you can only move up to your speed (rather than up to double your speed).
You also get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.
Benefit
You take no penalty when using a ranged weapon while mounted when your mount is taking a double move, and the penalty is halved (-4 instead of -8) when your mount is running.
Benefit
Once per round when you or your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll. (Essentially, the Ride check result becomes the Armor Class if it's higher than the regular AC.)
Benefit
You get a +1 bonus on attack rolls and a +2 bonus on damage rolls with ranged weapons at ranges of up to 30 feet.
Prerequisites
Str 13.
Benefit
On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Special
If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
Benefit
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll. In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.
Benefit
You are considered to be armed even when unarmed - that is, you do not provoke attacks of opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you.
In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.
Normal
Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.
Benefit
You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Normal
Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.
Benefit
You get a +4 bonus on initiative checks. You aren't flat-footed before your first regular turn in the initiative order.
Normal
At the start of a battle, before you have had a chance to act (specifically, before your first regular turn in the initiative order), you are flat-footed. You can’t use your Dexterity bonus to AC (if any) while flat-footed.
Benefit
The time required for you to reload crossbows is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity.
If you have selected this feat for hand crossbow or light crossbow, you may fire that weapon as many times in a full attack action as you could attack if you were using a bow.
Normal
A character without this feat needs a move action to reload a hand or light crossbow, or a full-round action to reload a heavy crossbow.
Prerequisites
Dex 15.
Benefit
You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat.
Benefit
When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.
When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).
Benefit
When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +2 bonus on your Strength check to knock down your opponent.
Normal
Without this feat, the target of an overrun can choose to avoid you or to block you.
Benefit
When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.
Normal
You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.
Benefit
You are proficient with shields. When you wear a type of shield with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.
Normal
When you are using a shield with which you are not proficient, you take the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride checks.
Without this feat, a character who performs a shield bash loses the shield’s shield bonus to AC until his or her next turn.
Benefit
When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.
Benefit
Choose a school of magic. Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Special
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
Benefit
When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.
Normal
Without this feat, you may counter a spell only with the same spell or with a spell specifically designated as countering the target spell.
Benefit
You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.
Prerequisites
Dex 15.
Benefit
When using the attack or full attack actions with a melee weapon, you can move both before and after the attacks, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke attacks of opportunity from the defenders you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can't use this feat if you are wearing heavy armor.
You must move at least 5 feet both before and after you make your attacks in order to utilize the benefits of Spring Attack.
Benefit
You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Strike forces a foe damaged by your attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Int or Wis modifier, whicever is higher), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned character can't act, loses any Dexterity bonus to AC, and takes a -2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Special
A monk who selects this feat may attempt a stunning attack a number of times per day equal to their monk level, plus one more time per day for every four levels they have in classes other than monk.
Prerequisites
Con 15.
Benefit
When unarmored, you add your Constitution bonus to your AC as a natural armor bonus.
Benefit
You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +2 bonus on your Strength check to trip your opponent.
If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn't used your attack for the trip attempt.
Normal
Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.
Benefit
You gain hit points equal to your level. Whenever you gain a level, you gain 1 hit point.
Benefit
When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.
Prerequisites
Dex 13.
Benefit
Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +2.
Normal
If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a -6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.)
Benefit
When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity.
You also gain a +2 bonus on any attack roll made to attack an object held or carried by another character.
Normal
Without this feat, you provoke an attack of opportunity when you strike at an object held or carried by another character.
True masters know the use of a plethora of weapons. |
Benefit
Choose a weapon archetype from the following options. When using a weapon from that archetype, you gain a +2 bonus on all attack rolls made using that weapon.
- Armor Weapons: gauntlet, spiked armor, light shield, heavy shield, light spiked shield, and heavy spiked shield.
- Axes: throwing axe, handaxe, battleaxe, greataxe, and dwarven waraxe.
- Bows: shortbow, longbow, composite shortbow, and composite longbow.
- Crossbows: heavy crossbow, light crossbow, and hand crossbow.
- Fist Weapons: unarmed, punching dagger, gauntlet, and spiked gauntlet.
- Flails and Chains: flail, heavy flail, spiked chain, and dire flail.
- Gladiator Weapons: spiked gauntlet, short sword, trident, bolas, and net.
- Heavy Blades: longsword, greatsword, falchion, scimitar, bastard sword, and two-bladed sword.
- Light Blades: dagger, kukri, punching dagger, rapier and short sword.
- Maces and Clubs: club, light mace, heavy mace, morningstar, greatclub, quarterstaff, and sap.
- Peasant Weapons: club, sickle, shortspear, quarterstaff, scythe
- Picks and Hammers: light pick, heavy pick, light hammer, and warhammer.
- Polearms: glaive, guisarme, halberd, and ranseur.
- Slings and Thrown Weapons: dart, dagger, javelin, throwing axe, and sling.
- Spears and Lances: javelin, lance, longspear, shortspear, and trident.
Special
You can gain Weapon Focus multiple times. The effects do not stack. Each time you take the feat, it applies to a new weapon archetype.
Benefit
When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach. Each attack you make takes a -2 penalty.
When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.
Benefit
You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +2 bonus on all grapple checks, regardless of whether you started the grapple.
Normal
Without this feat, you provoke an attack of opportunity when you make a touch attack to start a grapple.
Prerequisites
[[#Armor Focus [General]|Armor Focus]].
Benefit
When wearing a given type of armor, you gain one of the following features:
- Light Armor: You have evasion. If you already have evasion from a different source, you automatically gain improved evasion instead.
- Medium Armor: You have uncanny dodge. If you already have uncanny dodge from a different source, you automatically gain improved uncanny dodge instead.
- Heavy Armor: You have damage reduction 2/—.
Prerequisites
[[#Shield Focus [General]|Shield Focus]].
Benefit
You apply your shield bonus to your touch AC, and on checks or rolls to resist bull rush, disarm, grapple, overrun, or trip attempts against you.
Prerequisites
[[#Spell Focus [General]|Spell Focus]].
Benefit
Choose a school of magic to which you already have applied the Spell Focus feat. You gain a feature depending on the school of magic chosen:
- Abjuration: When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.
- Conjuration: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
- Divination: As an immediate action, you can lose a prepared divination spell or a spell slot from a spell level for which you have at least one divination spell to gain an insight bonus on an attack roll, saving throw or skill check equal to one-half that spell's level (rounded down, minimum 1).
- Enchantment: The Difficulty Class for Sense Motive checks to determine that a subject’s behavior is being influenced by an enchantment effect controlled by you increase by 10.
- Evocation: You can modify any evocation spell with an energy descriptor to use a different type of energy instead - acid, cold, electricity, fire, or sonic. The spell's descriptor changes to the new energy type.
- Illusion: Three times per day, you can cast an illusion spell as silent and still without that spell using a spell slot of a higher level. You don't need to have either metamagic feat to use this feature.
- Necromancy: Once per day, you can ignore the material component requirement of animate dead, create undead or create greater undead.
- Transmutation: Transmutation spells you cast lasts twice as long as normal. An extended transmutation spell you cast lasts three times as long as normal.
Special
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic to which you already have applied the Spell Focus feat.
Prerequisites
[[#Two-Weapon Focus [General]|Two-Weapon Focus]].
Benefit
You can make a number of attacks with an off-hand weapon equal to the number of attacks you can make with you primary-hand weapon. Each attack beyond the first is made at a cumulative -5 penalty.
Normal
Without this feat, you can only get a single extra attack with an off-hand weapon.
Prerequisites
[[#Weapon Focus [General]|Weapon Focus]].
Benefit
Choose a weapon archetype (see Weapon Focus, above). When using a weapon from that archetype, you gain a +4 bonus on all damage rolls made using that weapon.
Special
You can gain Advanced Weapon Focus multiple times. The effects do not stack. Each time you take the feat, it applies to a new weapon archetype.
Benefit
All variable, numeric effects of an empowered spell are increased by one-half.
Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell's actual level.
Benefit
You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. An enlarged spell uses up a spell slot one level higher than the spell's actual level.
Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges.
Benefit
An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell's actual level.
Benefit
A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.
Benefit
All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spell's actual level.
An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result.
Benefit
Casting a quickened spell is a free action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per round. A spell whose casting time is more than 1 full round action cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell’s actual level. Casting a quickened spell doesn’t provoke an attack of opportunity.
Special
This feat can’t be applied to any spell cast spontaneously (including sorcerer spells, bard spells, and cleric or druid spells cast spontaneously), since applying a metamagic feat to a spontaneously cast spell automatically increases the casting time to a full-round action.
Benefit
You may cast a spell that normally has a range of touch at any distance up to 30 feet. The spell effectively becomes a ray, so you must succeed at a ranged touch attack to bestow the spell upon the recipient. A reach spell uses up a spell slot two levels higher than the spell’s actual level.
Benefit
A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell’s actual level.
Benefit
A stilled spell can be cast with no somatic components.
Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the spell’s actual level.
Benefit
You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spell’s area increase by 100%. A widened spell uses up a spell slot three levels higher than the spell’s actual level.
Spells that do not have an area of one of these four sorts are not affected by this feat.
Benefit
You get a +2 bonus on all Jump checks and Tumble checks. In addition, you gain the following features:
- When making a Jump check, the DC for the check doesn't double if you fail to move 20 feet in a straight line prior to jumping. If you do move 20 feet in a straight line before attempting a jump, you gain a +5 competence bonus on your check.
- If you succeed in using Tumble to avoid an opponent's attack of opportunity, you gain a +4 bonus on the next attack that you make against that foe as long as the attack occurs before the end of your current turn.
Benefit
You get a +2 bonus on all Balance checks and Escape Artist checks. In addition, you gain the following features:
- If an effect causes you to fall prone, you can make a DC 20 Balance check to remain on your feet.
- When you escape a grapple, you can make a single melee attack with a light weapon as a swift action against the opponent that was grappling you. The opponent is considered flat-footed against this attack. You must have the weapon in hand at the beginning of your turn in order to use this feat.
Benefit
You get a +2 bonus on all Listen checks and Spot checks. In addition, you gain the following features:
- When you make a Listen check, you might learn more than normal about a source of noise. If you beat the Listen DC by 5 or more, you determine the size, speed, and direction of the source of noise. If you beat the DC by 10 or more, you determine the precise, current position of the creature or object that caused the sound. If you beat the DC by 15 or more, you determine the type of armor the creature wears and what it carries, if anything. If you beat the DC by 20 or more, you learn the creature's type and subtypes.
- As a standard action, you can attempt a Spot check to find a weakness in your opponent's defenses. The DC of this check equals the opponent's AC. If the check succeeds, your next attack against that opponent (which must be made no later than your next turn) is treated as a touch attack. If you use a ranged weapon to deliver the attack, your opponent must be within 30 feet of you in order for you to benefit from the feat.
Benefit
You get a +2 bonus on all Handle Animal checks and Ride checks. In addition, you gain the following features:
- You can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person, except you use Handle Animal for the check. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
- You can drop down and hang alongside your mount, using it as cover, while simultaneously being able to attack and cast spells (although you still need to succeed on Concentration checks as normal). The DC for this check is 30, and if you fail it, you don't get the cover benefit. This usage does not take an action.
Benefit
You get a +2 bonus on all Climb checks and Swim checks. In addition, you gain the following features:
- You have a climb speed equal to one-half your base movement speed.
- You have a swim speed equal to one-half your base movement speed.
Benefit
You get a +2 bonus on all Disguise checks and Forgery checks. In addition, you gain the following features:
- If an observer sees through your disguise with a successful Spot check, you can (as an immediate action) attempt a Bluff check to convince him that he's mistaken. Use the observer's Spot check result as the DC for your Bluff check; if you succeed, the observer ignores the evidence of his own senses in favor of what your disguise attempts to show.
- You make your Forgery check when you create a forged document, and know the check result in advance.
Benefit
You get a +2 bonus on all Sleight of Hand checks and Use Rope checks. In addition, you gain the following features:
- You can make a special feint as a free action, using Sleight of Hand rather than Bluff. Your opponent uses the standard rules for resisting a feint. Once you use this maneuver against a particular opponent, whether it succeeds or fails, you cannot use it against him again.
- You can use a whip as a makeshift grappling hook, lashing it around a protrusion or other firm, weightbearing object in order to climb a wall or swing across a chasm. You make Climb checks using the whip as if it were a normal rope. Using this feat requires a Use Rope check as normal for securing a grappling hook but takes only a move action.
Benefit
You get a +2 bonus on all Appraise checks and Decipher Script checks. In addition, you gain the following features:
- You can use Appraise to identify a magic item exactly as if you had cast identify. The DC for the check is 15 + the magic item's caster level. Failure means that you can't use Appraise to identify that item in this way, although you can still attempt to estimate its value.
- If you read a text that triggers a hazard when read (for example explosive runes), you can make a DC 25 Decipher Script check to stop yourself in time: the hazard is not erased, but neither is it triggered.
Benefit
You get a +2 bonus on all Gather Information checks and Search checks. In addition, you gain the following features:
- By accepting a -10 penalty on your Gather Information check, you can avoid any suspicions that might otherwise be aroused by someone pursuing sensitive information.
- You can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Benefit
You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. In addition, you gain the following features:
- When casting a spell, you may attempt a DC 20 + spell's level Spellcraft check. If you succeed, the spell's level is heightened by one, exactly as if by Heigthen Spell. If you fail, the spell fails and is lost. A spell can't be heightened above the maximum level of spells you can cast this way.
- If you are using Use Magic Device to emulate an alignment or some other quality in an ongoing manner, you only need to make the check once per 24 hours, instead of once per hour.
Benefit
You get a +2 bonus on all Diplomacy checks and Sense Motive checks. In addition, you gain the following features:
- You can attempt to entrance a creature using nothing but words as long as you aren't engaged in combat with it. As a standard action, you can force a creature to make a Will saving throw (DC 10 + your ranks in Diplomacy). If it fails, it is fascinated for as long as you spend a standard action each round to continue speaking with the creature. A creature that successfully saves or breaks the effect cannot be affected again by the ability for 24 hours.
- If you are affected by an enchantment spell or effect of the Charm or Compulsion subschools and fail your saving throw, you can attempt it again 1 round later at the same DC. You can attempt this extra saving throw only once.
Benefit
You get a +2 bonus on all Disable Device checks and Open Lock checks. In addition, you gain the following features:
- You can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. If you beat a trap's DC by 10 or more with a Disable Device check, you can study the trap, figure out how it works, and bypass it (with your party) without disarming it.
- You can improvise a set of thieves' tools from unlikely materials (strands of hair, bent nails and so on), and thus never take the -2 circumstance penalty for attempting an Open Lock check without them.
Benefit
You get a +2 bonus on all Bluff checks and Intimidate checks. In addition, you gain the following features:
- When you successfully feint an opponent in combat, your target is denied its Dexterity bonus to AC (if any) for all melee attacks you make against it on or before your next turn.
- You can demoralize an opponent in combat as a swift action.
Benefit
You get a +2 bonus on all Heal checks and Survival checks. In addition, you gain the following features:
- You can fortify a creature as a standard action. If you succeed on a DC 20 Heal check, the fortified creature gains temporary hit points equal to one-quarter your check result. The temporary hit points disappear 24 hours later. A creature can only benefit from being fortified in this way once every 24 hours.
- You can track foes using the Survival skill.
Benefit
You get a +2 bonus on all Hide checks and Move Silently checks. In addition, you gain the following features:
- You can attempt a Hide check even if you don't have cover or concealment.
- You can move silently at your normal movement speed without penalty, and take only a -10 penalty to move silently while running or charging.
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