Chronos
2012-01-24, 09:38 PM
Enhance Weapon [General]
Prerequisites: BAB +4, Craft (Weaponsmithing) 4 ranks
Benefit: All weapons you wield with which you are proficient (including unarmed strikes, if you have Improved Unarmed Strike, and natural weapons, if you have any) have their enhancement bonus increased by +1 for as long as you wield them.
Example: A fighter with this feat wields a nonmagical club. In his hands, it is treated as a club +1. If anyone else wields it, it remains nonmagical. Later, he finds a longsword +2 in a treasure trove. In his hands, it is treated as a longsword +3.
Special: You may take this feat multiple times. The effects stack.
A weapon's total enhancement bonus cannot be increased to greater than +6 by this feat.
A fighter may select Enhance Weapon as a bonus feat.
Enable Weapon [General]
Prerequisites: BAB +4, Craft (Weaponsmithing) 4 ranks, Enhance Weapon
Benefit: Choose a +1 equivalent weapon special ability, such as Flaming or Defending. Each day, you may spend 15 minutes attuning yourself to a single weapon (meditating over it, practicing moves with it, or the like). That weapon is treated as having that special ability for the next 24 hours, as long as you wield it.
Special: If a weapon already has the selected special ability, it gains no further benefit.
A fighter may select Enable Weapon as a bonus feat.
Greater Enable Weapon [General]
Prerequisites: BAB +4, Craft (Weaponsmithing) 4 ranks, Enhance Weapon, Enable Weapon
Benefit: Each day when you attune yourself to your weapon, you may select a different special ability for it. In addition, the special ability you choose may be equivalent to a +1 or +2 bonus.
Special: A fighter may select Greater Enable Weapon as a bonus feat.
Enhance Armor [General]
Prerequisites: BAB +4, Craft (Armorsmithing) 4 ranks
Benefit: Any armor you wear (not shields) with which you are proficient has its enhancement bonus increased by +1 for as long as you wear it.
Special: You may take this feat multiple times. The effects stack.
An armor's total enhancement bonus cannot be increased to greater than +6 by this feat.
A fighter may select Enhance Armor as a bonus feat.
Enable Armor [General]
Prerequisites: BAB +4, Craft (Armorsmithing) 4 ranks, Enhance Armor
Benefit: Choose a +1 equivalent armor special ability, such as Light Fortification. Each day, you may spend 15 minutes attuning yourself to a single suit of armor (meditating over it, exercising in it, or the like). That armor is treated as having that special ability for the next 24 hours, as long as you wear it.
Special: If an armor already has the selected special ability, it gains no further benefit.
A fighter may select Enable Armor as a bonus feat.
Greater Enable Armor [General]
Prerequisites: BAB +4, Craft (Armorsmithing) 4 ranks, Enhance Armor, Enable Armor
Benefit: Each day when you attune yourself to your armor, you may select a different special ability for it. In addition, the special ability you choose may be equivalent to a +1 or +2 bonus.
Special: A fighter may select Greater Enable Armor as a bonus feat.
Prerequisites: BAB +4, Craft (Weaponsmithing) 4 ranks
Benefit: All weapons you wield with which you are proficient (including unarmed strikes, if you have Improved Unarmed Strike, and natural weapons, if you have any) have their enhancement bonus increased by +1 for as long as you wield them.
Example: A fighter with this feat wields a nonmagical club. In his hands, it is treated as a club +1. If anyone else wields it, it remains nonmagical. Later, he finds a longsword +2 in a treasure trove. In his hands, it is treated as a longsword +3.
Special: You may take this feat multiple times. The effects stack.
A weapon's total enhancement bonus cannot be increased to greater than +6 by this feat.
A fighter may select Enhance Weapon as a bonus feat.
Enable Weapon [General]
Prerequisites: BAB +4, Craft (Weaponsmithing) 4 ranks, Enhance Weapon
Benefit: Choose a +1 equivalent weapon special ability, such as Flaming or Defending. Each day, you may spend 15 minutes attuning yourself to a single weapon (meditating over it, practicing moves with it, or the like). That weapon is treated as having that special ability for the next 24 hours, as long as you wield it.
Special: If a weapon already has the selected special ability, it gains no further benefit.
A fighter may select Enable Weapon as a bonus feat.
Greater Enable Weapon [General]
Prerequisites: BAB +4, Craft (Weaponsmithing) 4 ranks, Enhance Weapon, Enable Weapon
Benefit: Each day when you attune yourself to your weapon, you may select a different special ability for it. In addition, the special ability you choose may be equivalent to a +1 or +2 bonus.
Special: A fighter may select Greater Enable Weapon as a bonus feat.
Enhance Armor [General]
Prerequisites: BAB +4, Craft (Armorsmithing) 4 ranks
Benefit: Any armor you wear (not shields) with which you are proficient has its enhancement bonus increased by +1 for as long as you wear it.
Special: You may take this feat multiple times. The effects stack.
An armor's total enhancement bonus cannot be increased to greater than +6 by this feat.
A fighter may select Enhance Armor as a bonus feat.
Enable Armor [General]
Prerequisites: BAB +4, Craft (Armorsmithing) 4 ranks, Enhance Armor
Benefit: Choose a +1 equivalent armor special ability, such as Light Fortification. Each day, you may spend 15 minutes attuning yourself to a single suit of armor (meditating over it, exercising in it, or the like). That armor is treated as having that special ability for the next 24 hours, as long as you wear it.
Special: If an armor already has the selected special ability, it gains no further benefit.
A fighter may select Enable Armor as a bonus feat.
Greater Enable Armor [General]
Prerequisites: BAB +4, Craft (Armorsmithing) 4 ranks, Enhance Armor, Enable Armor
Benefit: Each day when you attune yourself to your armor, you may select a different special ability for it. In addition, the special ability you choose may be equivalent to a +1 or +2 bonus.
Special: A fighter may select Greater Enable Armor as a bonus feat.