Scrolls: Base price = spell level × caster level × 25 gp. To find the final price in each case, multiply the caster level by the spell level, then multiply the result by a constant, as shown below: The caster level must be low enough that the spellcaster creating the item can cast the spell at that level. The price of these items (and thus the cost of the raw materials) also depends on the caster level. Item Cost: Brew Potion, Craft Staff, Craft Wand, and Scribe Scroll create items that directly reproduce spell effects, and the power of these items depends on their caster level-that is, a spell from such an item has the power it would have if cast by a spellcaster of that level. Time: The time to create a magic item depends on the feat and the cost of the item. A character generally has access to what he needs unless unusual circumstances apply. Using an item creation feat also requires access to a laboratory or magical workshop, special tools, and so on. Raw Materials Cost: The cost of creating a magic item equals half the base price of the item. Regardless of the type of item each involves, the various item creation feats all have certain features in common. Item Creation FeatsĪn item creation feat lets a character create a magic item of a certain type. Characters with multiple critical feats can decide which feat to apply after the critical hit has been confirmed. Characters without the Critical Mastery feat can only apply the effects of one critical feat to an individual critical hit. Critical FeatsĬritical feats modify the effects of a critical hit by inflicting an additional condition on the victim of the critical hit. This designation does not restrict characters of other classes from selecting these feats, assuming that they meet the prerequisites. Combat FeatsĪny feat designated as a combat feat can be selected as a fighter's bonus feat. A metamagic feat lets a spellcaster prepare and cast a spell with greater effect, albeit as if the spell were of a higher spell level than it actually is. Others are item creation feats, which allow characters to create magic items of all sorts. Some feats are general, meaning that no special rules govern them as a group. If, at a later time, he regains the lost prerequisite, he immediately regains full use of the feat that prerequisite enables. A character can gain a feat at the same level at which he gains the prerequisite.Ī character can't use a feat if he loses a prerequisite, but he does not lose the feat itself. Your character must have the indicated ability score, class feature, feat, skill, base attack bonus, or other quality designated in order to select or use that feat. By selecting feats, you can customize and adapt your character to be uniquely yours. Many of them alter or enhance class abilities or soften class restrictions, while others might apply bonuses to your statistics or grant you the ability to take actions otherwise prohibited to you. While some feats are more useful to certain types of characters than others, and many of them have special prerequisites that must be met before they are selected, as a general rule feats represent abilities outside of the normal scope of your character's race and class. These abilities are represented as feats. Some abilities are not tied to your race, class, or skill-things like particularly quick reflexes that allow you to react to danger more swiftly, the ability to craft magic items, the training to deliver powerful strikes with melee weapons, or the knack for deflecting arrows fired at you.
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