Feats



Weapons of Legacy Feats

Feats Prerequisite Benefit
Least Legacy Character level 5th, perform associated least legacy ritual Gain access to item’s least legacy abilities
Lesser Legacy Least Legacy, character level 11th, perform associated lesser legacy ritual Gain access to item’s lesser legacy abilities
Greater Legacy Least Legacy, Lesser Legacy, character level 17th, perform associated greater legacy ritual Gain access to item’s greater legacy abilities
Channel Legacy Least Legacy, legacy ability Expend legacy ability to gain bonus on attacks, saves, checks with daily use limit
Master Legacy Channel Legacy, Least Legacy, Use Magic Device 4 ranks +1 level for using legacy abilities
Curative Legacy Least Legacy, legacy ability with daily use limit, ability to cast cure light wounds Heal when activating legacy ability
Empower Legacy Least Legacy, spell-like or command-activated legacy ability Increase legacy ability’s variable, numeric effects by 50%
Legacy Focus Least Legacy +1 bonus on save DCs against legacy abilities
Quicken Legacy Least Legacy, spell-like or command-activated legacy ability Trigger legacy ability as a swift action
Transfer Legacy Least Legacy, legacy ability Transfer ability from legacy item to another magic item with daily use limit
CHANNEL LEGACY [LEGACY]

You can call upon the hidden strength within your legacy item to empower yourself for a single spectacular effort.

Prerequisites: Least Legacy, legacy ability with a daily use limit.

Benefit: Choose one of your item's available legacy abilities with a daily use limit. As an immediate action, you can expend all the daily uses of that ability to grant yourself a bonus on all attack rolls, saves, and checks. This bonus lasts until the start of your next turn and depends on the power of the legacy ability, as shown in the following table.

All daily uses of the legacy ability are expended without their normal effect. You choose the ability when you use this feat.

Special: You cannot use this feat to expend any legacy ability that does not have its full daily complement of uses remaining. For example, if a legacy ability is usable three times per day, all three daily uses must be available to use this feat.


Legacy Ability Expended Bonus
Least +2
Lesser +4
Greater +6

CURATIVE LEGACY [LEGACY]

Your item's legacy ability is so linked with your aura that it restores your health each time it is activated.

Prerequisites: Least Legacy, legacy ability with a daily use limit, ability to cast cure light wounds.

Benefit:When you select this feat, choose one of your item's available legacy abilities with a daily use limit. Each time you activate the chosen ability, you regain hit points as though a cure spell were cast on you. You cannot gain more hit points than your full normal total. The amount of damage healed depends on the power of the ability, as shown in the following table.

Special: You can gain Curative Legacy multiple times. Its effects do not stack. Each time you take the feat, it applies to a new legacy ability.


Legacy Ability Activated Hit Points Restored
Least 5
Lesser 10
Greater 25

EMPOWER LEGACY [LEGACY]

You can use one of your item's legacy abilities to greater effect.

Prerequisites: Least Legacy, spell-like or command-activated legacy ability.

Benefit:When you select this feat, choose one available spell-like legacy ability of a specific item, or one whose effect is triggered by a command word. Three times per day, you can choose to increase by one-half all variable, numeric effects of that ability (as the Empower Spell feat).

Special: You can gain Empower Legacy multiple times. Its effects do not stack. Each time you take the feat, it applies to a new legacy ability.

GREATER LEGACY [LEGACY]

You awaken the most powerful abilities of a specific item of legacy.

Prerequisites: Least Legacy, Lesser Legacy, character level 17th, learn and perform the associated greater legacy ritual of the chosen item.

Benefit: Choose one item of legacy (or candidate item, if you are founding a legacy). If you meet the other prerequisites for wielding that item, you can use any of the item's greater legacy abilities that are available to a character of your level.

LEAST LEGACY [LEGACY]

You awaken the basic abilities of a specific item of legacy.

Prerequisites: Character level 5th, learn and perform the associated least legacy ritual of the chosen item.

Benefit: Choose one item of legacy (or candidate item, if founding a legacy). If you meet the other prerequisites for wielding that item, you can use any of the item's least legacy abilities that are available to a character of your level.

LEGACY FOCUS [LEGACY]

Your item's legacy abilities are more potent than normal.

Prerequisite: Least Legacy.

Benefit: Add +1 to the Difficulty Class for all saving throws against your legacy item's abilities.

LESSER LEGACY [LEGACY]

You awaken more powerful abilities of a specific item of legacy.

Prerequisites: Least Legacy, character level 11th, learn and perform the associated lesser legacy ritual of the chosen item.

Benefit: Choose one item of legacy (or candidate item, if founding a legacy). If you meet the other prerequisites for wielding that item, you can use any of the item's lesser legacy abilities that are available to a character of your level.

MASTER LEGACY [LEGACY]

You temporarily gain access to legacy abilities beyond your normal reach.

Prerequisites: Channel Legacy, Least Legacy, Use Magic Device 4 ranks.

Benefit: Once per day as a free action, you can treat your character level as if it were one higher for determining which legacy abilities you can use. You do not pay any new personal costs associated with the increased level, but you cannot access any abilities for which you have not met the prerequisites. For example, a 10th-level character gains no benefit from this feat, since she has not yet gained the Lesser Legacy feat required to use legacy abilities of 11th level or higher.

This effect lasts for 1 hour or until you activate a legacy ability with a daily use limit, whichever comes first.

QUICKEN LEGACY [LEGACY]

You can activate one of your item's legacy abilities with a moment's thought.

Prerequisites: Least Legacy, spell-like or command-activated legacy ability.

Benefit:When you select this feat, choose one available spell-like legacy ability of a specific item, or one whose effect is triggered by a command word. Three times per day, you can trigger that power as a swift action, as the Quicken Spell feat (see the definition of swift actions in the sidebar below).

Special: You can gain Quicken Legacy multiple times. Its effects do not stack. Each time you take the feat, it applies to a new legacy ability.

TRANSFER LEGACY [LEGACY]

You can temporarily transfer one of your legacy item's abilities to another magic item.

Prerequisites: Least Legacy, legacy ability with a daily use limit.

Benefit: Choose one of your item's available legacy abilities with a daily use limit. Once per day, you can transfer that ability from your legacy item to another magic item. This transfer requires you to touch the legacy item to the recipient magic item (a standard action).

For the next 24 hours, you cannot activate the transferred ability. However, the wielder of the recipient magic item can activate the transferred ability as the legacy item's wielder, for as many uses as remain in the day. The recipient wielder need not meet any prerequisites for activating or using the donor legacy item.

Special: You cannot transfer a legacy ability that does not have at least one daily use remaining. You choose the ability when you use this feat.

If you have the Lesser Legacy feat, you can use this ability two times per day. If you have the Greater Legacy feat, you can use this ability three times per day. Each time you do so, you must choose a different ability.

EPIC LEGACY [EPIC, LEGACY]

You unlock an epic ability of a specific item of legacy.

Prerequisites: Character level 21st, Least Legacy, Lesser Legacy, Greater Legacy, design (or learn) and perform the epic ritual associated with the chosen item.

Benefit: Choose one legacy item. You can make use of its epic legacy ability available to your character level.

Special: You can gain this feat multiple times. Each time you take the feat, you must perform the associated epic ritual. The ritual can be completed up to 30 days before or after you choose the feat.

Unlike nonepic legacy feats, Epic Legacy is not granted as a bonus feat on completion of an epic legacy ritual. It must be selected like any other feat.

MONKEY GRIP [GENERAL]

You are able to use a larger weapon than other people your size.

Prerequisite: Base attack bonus +1.

Benefit: You can use melee weapons one size category larger than you are with a -2 penalty on the attack roll, but the amount of effort it takes you to use the weapon does not change. For instance, a Large longsword (a one-handed weapon for a Large creature) is considered a two-handed weapon for a Medium creature that does not have this feat. For a Medium creature that has this feat, it is still considered a one-handed weapon. You can wield a larger light weapon as a light weapon, or a larger two-handed weapon in two hands. You cannot wield a larger weapon in your off hand, and you cannot use this feat with a double weapon.

Normal: You can use a melee weapon one size category larger than you are with a -2 penalty on the attack roll, and the amount of effort it takes to use the weapon increases. A larger light weapon is considered a one-handed weapon, a larger one-handed weapon is considered a two-handed weapon, and you cannot use a larger two-handed weapon at all.

ZEN ARCHERY [GENERAL]

Your intuition guides your hand when you use a ranged weapon.

Prerequisites: Wis 13, base attack bonus +1.

Benefit: You can use your Wisdom modifier instead of your Dexterity modifier when making a ranged attack roll.