The Dragonlance Nexus

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http://www.dlnexus.com/fan/rules/13685.aspx

Master Feats

D&D 3e (3.0/3.5) Rules

by Clive Squire


Empower Item of Distinction [General]

When you craft an item of distinction, you know the ways to impart minor enhancements to it without using magic.

Prerequisite: Knack as a class feature, Item of Distinction knack, Craft 6 ranks, selected skill with 5 ranks.

Benefit: When you make an item of distinction you can empower the item to allow it to grant a bonus to any single skill that you have with 5 or more ranks in or to enable use of any single feat that requires no other prerequisites to use. Empowered items of distinction that grant a skill bonus only ever grant a +1 competence bonus to the selected skill. Empowered items of distinction that grant feats enable the user to use the selected feat as per normal. The Alertness feat could be placed into an empowered item of distinction but Diehard couldn't, as this has the prerequisite of the Endurance feat. Empowered items of distinction cost an extra 100stl to create. All effects that are created by an empowered item of distinction are treated as exceptional abilities.

Excelled Craftsmanship [General]

Your skill at crafts is superb.

Prerequisite: Knack as a class feature, Applied Craftsman knack.

Benefit: Choose any two skills that you have ranks in that are within your primary focus. These two skills gain a +2 competence bonus. When you are using your applied craftsman knack and using skill points from either of these two skills, you gain a +2 competence bonus to the skill in which you are applying those skill points into.

Excelled Performance [General]

Your skill at performances is superb.

Prerequisite: Knack as a class feature, Virtuoso knack.

Benefit: Choose any two skills that you have ranks in that are within your primary focus. These two skills gain a +2 competence bonus. When you are using your virtuoso knack and using skill points from either of these two skills, you gain a +2 competence bonus to the skill in which you are applying those skill points into.

Excelled Scholarship [General]

Your are unsurpassed when it comes to thing you know.

Prerequisite: Knack as a class feature, Applied Scholarship knack.

Benefit: Choose any two skills that you have ranks in that are within your primary focus. These two skills gain a +2 competence bonus. When you are using your applied scholarship knack and using skill points from either of these two skills, you gain a +2 competence bonus to the skill in which you are applying those skill points into.

Excelled Tradesman [General]

Your skill at professional jobs is unsurpassed.

Prerequisite: Knack as a class feature, Jack of all Trades knack.

Benefit: Choose any two skills that you have ranks in that are within your primary focus. These two skills gain a +2 competence bonus. When you are using your jack of all trades knack and using skill points from either of these two skills, you gain a +2 competence bonus to the skill in which you are applying those skill points into.

Greater Coordination [General]

You can coordinate more allies than normal.

Prerequisite: Knack as a class feature, Coordinate knack, Diplomacy 5 ranks.

Benefit: When you use your coordinate knack, you can affect +3 more allies than you normally would be able to.

Normal: You can normally only coordinate a number of allies equal to 1/2 for master level, rounded down.

Special: You can gain the Greater Coordination feat multiple times as the effects stack.

Greater Primary Focus [General]

Your understanding of your focus is far better than other masters.

Prerequisite: Primary Focus as a class feature.

Benefit: You gain an additional +2 competence bonus to you chosen primary focus.

Historical Librarian [General]

Your training and hours spent inside libraries gives you insight into lost and forgotten information.

Prerequisite: Knack as a class feature, Lore knack.

Benefit: You gain a +2 to all lore checks. Once per day, you can use you lore knack to identify an item, just as if you were a wizard of a level equal to your master level. This is a spell-like ability.

Improved Bluster [General]

Your skill at blustering a target is greater than normal.

Prerequisite: Knack as a class feature, Bluster knack.

Benefit: You gain a +2 circumstance bonus to your Bluff skill check made to bluster a target creature. If the creature fails the Sense Motive skill check against your bluster by 5 or more, they suffer an additional –1 penalty to their attack rolls, saving throws, skill checks and ability checks.

Master Artisan [General]

Your ability to coax the magic locked in metal, stone and the materials of the world has increased greatly. You now can create object that offer minor benefits cheaper and with less effort.

Prerequisite: Item of Renown Knack class feature, ability to cast 3rd level spells.

Benefit: When you use your master craftsman knacks in the creation of a magical weapons, your ability at the forge lowers the overall experience cost and material costs of the weapon for you.

When you are creating a magical weapon that has an effective +2 enhancement bonus or greater and you use your master craftsman knack, Item of Renown, as an additional prerequisite for manufacture of the magical weapon, you can lower the actual experience cost to you, without lowering the overall price of the magic weapon.

You calculate the base price cost of the magic weapon as normal. When you calculate the experience cost to you for creating the magic weapon, you calculate the weapons enhancement bonus as being one lower than it actually is. The cost to you in raw materials decreases by 1/2 the base price. The time taken to craft an item remains unchanged.

For example, a master craftsman 4/wizard 6 wishes to create a +1 flaming quarterstaff. The effective enhancement bonus of the weapon is +2 (+1 for being a +1 quarterstaff and +1 for the flaming quality). The base price for this weapon is 9,200stl. (8,000stl. enhancement costs, 1,200stl. for a double weapon of Renown). The master/wizard uses half this amount in raw materials, costing him 4,600stl. The experience cost to the master/wizard is calculated as if he had created only a +1 quarterstaff, making him pay 128 XP (instead of the normal 368 XP). Making the magical quarterstaff takes the master/wizard 18 days.

Special: Weapons created in this fashion do not gain the normal +2 enhancement bonus that weapons of Renown would gain.

Rewarded Dedication [General]

Your skill at crafts allows you to gain a higher price for your talents than normal.

Prerequisite: Knack as a class feature, Word of Mouth or Celebrity or Loyal Clientele or Academic Reputation knack.

Benefit: You can do a dedicated weeks worth of work and make a number of steel pieces equal to 1 1/2 times your skill check.

Normal: Masters gain their skill check in steel pieces for a week's dedicated work.

Selective Focusing [General]

Even though you excel at your primary focus, when using certain skills your understanding is even greater.

Prerequisite: Primary Focus as a class feature, Greater Primary Focus.

Benefit: Choose one of the skills within the range of your primary focus, such as Craft (armour). When you use that skill, you may take 10 or 20, even if distracted or threatened. Once chosen you cannot change the selective focusing to another skill.

Sublime Compulsion [General]

You are masterful at using your compelling performance knack.

Prerequisite: Knack as a class feature, Compelling Performance knack, Perform 14 ranks.

Benefit: Due to your skill and savvy, when you attempt to use your compelling performance knack on unfriendly targets, they only gain a +2 bonus to the saving throw against the effect. If you use your compelling performance on hostile creatures, they only gain a +5 bonus to their saving throws against the effect.

Normal: Unfriendly creatures gain a +5 bonus to the saving throw against the effects of the compelling performance and hostile creatures gain a +10.

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