Old World» Feats

The following feats are available in the Old World campaign setting (in addition to the feats that are provided by the system being used, such as D&D 3.5e, Pathfinder, etc.). (A feat with the same name as one that exists in the system being used replaces that feat.)

Feats

Extra Pact Boon

Your patron grants you an additional pact boon.

Prerequisite: Patron class feature.

Benefit: You gain one additional pact boon. You must meet all of the prerequisites for this boon.

Special: You can gain Pact Boon multiple times.

Master Alchemist

Your mastery of alchemy is truly exceptional.

Prerequisite: Alchemy 5 ranks.

Benefit: This feat provides three benefits.

First, your skill rank in the Alchemy skill is considered to be 3 higher than it actually is, for the purpose of determining which alchemical recipes you can learn. (This does not actually improve your Alchemy skill bonus, only allows you to learn higher-level recipes.)

Second, when crafting an alchemical item, you may choose to roll an Alchemy skill check against the item’s crafting DC (instead of taking 10, as normal). If you fail, you ruin the common ingredients for the item, and you have a 10% chance per point of margin of failure to ruin any special ingredients as well. (If you fail by 10 or more, you also cause a mishap to occur.) If you succeed, there is a 10% chance that an additional item, identical to the first (an extra dose, twice the usual amount of a substance, etc.) is created, at no additional cost. For every 10 points by which you beat the crafting DC, the chance of creating an additional item increases by 10%.

Finally, your mastery of alchemy also enables you to conduct alchemical research. You can analyze substances to determine how they were made, reconstruct recipes for items by observing the items’ effects, and invent entirely new alchemical creations.

Spell-Linked Familiar

Your familiar can trigger spells that you cast for it.

Prerequisite: Witch’s familiar class feature.

Benefit: You can cast spells and imbue them into your familiar, allowing the familiar to later trigger a spell’s effect. Imbuing a spell into your familiar is just like casting the spell normally, except that the spell does not take effect immediately; rather, it is delayed, and the delayed spell stored in your familiar. You must provide all components for the spell as normal. At any time within then next 24 hours, your familiar may trigger the spell as a standard action; the spell then takes effect, just as if the familiar had cast it (but using your caster level, ability scores, feats, etc. to determine save DCs and other characteristics of the spell’s effect). The familiar makes all decisions about which targets the spell will affect, etc.

An imbued spell which is not triggered within 24 hours is wasted; the spell’s effect dissipates harmlessly. You can also “clear out” an imbued spell from your familiar as a standard action, provided that your familiar is touching you.

You may, at any time, have a number of spells equal to your Intelligence bonus imbued into your familiar. The maximum level of any imbued spell is one-sixth of your witch level, rounded down. (Note that imbuing a cantrip into your familiar allows the familiar to cast the cantrip only once, just as with any other spell.)

Transfer Concentration

Your familiar can concentrate on spells and other abilities for you.

Prerequisite: Witch’s familiar class feature.

Benefit: Whenever you are concentrating on a witch spell, spell-like ability granted by a pact boon, or supernatural ability granted by a pact boon, you can transfer concentration to your familiar as a standard action. Your familiar must be in touching you in order for you to transfer concentration to it (but may continue concentrating on the ability without needing to remain in contact with you thereafter).

Once your familiar has accepted concentration, it is fully responsible for the spell or effect: it makes all decisions about the effect (e.g., moving the effect’s location), it must make any concentration checks (e.g., due to being damaged while concentrating), etc. While maintaining this concentration, the familiar is limited to move actions in each round (since it must use a standard action each round to maintain concentration). You can then take actions normally.

While your familiar is concentrating on a spell or ability for you, all characteristics of the effect are unchanged: it still uses your caster level, ability scores, feats, etc., to determine save DCs and other aspects of the effect. (The familiar uses its own Intelligence score to make concentration checks, however.) Any ranges are calculated from the familiar’s position, however. You and your familiar are both considered to be “you” for the purpose of determining immunities to effects to which the originator is immune (such as land of nightmares).

You may take back concentration from your familiar at any time, as a standard action. Your familiar must be touching you for you to do this.