The Dragonlance Nexus

Printed From:
http://www.dlnexus.com/fan/rules/17199.aspx

Masterworked Items

D&D 3e (3.0/3.5) Rules

by Clive Squire


Author's Note: A while ago, in the Masters of Krynn article, I endeavoured to use the Master class' knack class feature to create semi-magical effects. This was designed so that the Master class could semi-fill the void that magic left in periods of Krynn's history when divine and arcane power was slim or no existent.

I managed this with varying degrees of success, however, the rules that I originally created were confusing and hard to implement (when compared with the standard item creation feats), so I have attempted to update and clarify the original idea.

The following is part of this process...

Click here to Download (1 MB PDF)

Fan Ratings

Oops! You don't have the site cookie set. Please wait a minute and try again or click the help icon for more information.
. Tell us what you think! 

This item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast.