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is his mastery of alchemical distillation of magic from the mundane, that his creations radiate a slight magic aura (faint, no specific school).

Prerequisites: Expert Alchemist, Journeyman Alchemist, Craft (alchemy) 10 ranks.

Benefit: You may create artisan-level alchemical products (see Chapter 2: Enchantments, Runes and Brews).

You can create tech-mods, which are technological enhancements to normal devices.

Prerequisite: Craft (technological device) 4 ranks.

Benefit: You can craft tech-mod items. See Chapter 5: Things That Go Boom in the Night, "Tech-Mods," for more information.

^ C^peRC Alchemisr [Alchemy]

The expert alchemist has unlocked some of the great secrets of alchemy, tapping into the techniques for creating more powerful mixtures.

Prerequisites: Journeyman Alchemist, Craft (alchemy) 7 ranks.

Benefit: You may create expert-level alchemical products (see Chapter 2: Enchantments, Runes and Brews).

OFeed&ach _JJ [QeneRal]

frost nova as a 3rd-level spell and so on.

The benefits of this feat do not stack with the benefits of Spell Specialization.

Special: You may take this feat multiple times. Its effects do not stack. Each time it applies to a different spell.

JouRneyman Alchemisr [Alchemy]

The journeyman alchemist, though quite a step above the common alchemist, is still an apprentice in the art of distilling down the mundane herbs and materials of the world until she has concentrated their innate magical power.

Prerequisites: Craft (alchemy) 4 ranks.

Benefit: You may create journeyman-level alchemical products (see Chapter 2: Enchantments, Runes and Brews).

You convert destroyed spells into raw magical energy that rips into your opponent in a savage backlash.

Prerequisites: Spellbreaker, base attack bonus +8, Spellcraft 4 ranks.

Benefit: When you destroy an enemy's spell slot with the Spellbreaker feat, the spell is converted into raw magical energy that damages the opponent. The opponent takes 1d4 points of damage per spell level destroyed. This damage is in addition to the damage your attack deals.

Spell resistance does not prevent this damage.

CjReaceR Spell Speciali%arion [QeneRal] Your mastery with a single spell is unmatched. Prerequisites: Greater Spell Focus, Spell Focus, Spell Specialization, caster level 12th.

Benefit: Choose a spell with which you have Spell Specialization and that belongs to a school in which you have Spell Focus and Greater Spell Focus. Your caster level is 4 levels higher when casting that spell. This change affects all variables associated with caster level, including level-dependent variables (such as range or damage), and dispel and spell penetration checks. In addition, when you prepare that spell with a metamagic feat, it takes up a spell slot two levels lower than normal, to a minimum of its normal level. For example, if Leanine Starborn takes Greater Spell Specialization and chooses frost nova (a 3rd-level spell), she can prepare a maximized frost nova as a 4th-level spell, an empowered

8| | TDasceR Alchemisr J [Alchemy]

A powerhouse of alchemical lore, the master alchemist wields great power. Within his knowledge is the distillation of incredibly advanced power from mundane (though often rare) objects, and the miraculous transmutation of one material into another.

Prerequisites: Artisan Alchemist, Expert Alchemist, Journeyman Alchemist, Craft (alchemy) 16 ranks.

Benefit: You may create master-level alchemical products (see Chapter 2: Enchantments, Runes and Brews).

TDaceRial SecRer

[QeneRal]

You know the techniques of working with certain special materials.

Prerequisites: Craft (armorsmithing, blacksmithing or weaponsmithing) 4 ranks.

Benefit: When you select this feat, choose two materials from the following list: bloodstone ore, brightwood, dark iron, elementium, lightforge iron, and truesilver. You do not take a penalty when working with those materials. (See Chapter 4: So Shiny!, "Special Materials," for more information about these substances.)

Normal: A character without this feat takes a -5 penalty on Craft checks when working with these materials.

Special: You can take this feat more than once. Each time, it applies to two different materials.

Quiescenr Rune [TDecamagic, Rune]

A rune-caster may subtly empower runes, keeping the magic within them slumbering until the time comes to awaken them.

Prerequisites: Ability to cast 2nd-level runes.

Benefit: When a quiescent rune is empowered, the rune's magic does not take effect right away. Instead, the magic is simply stored in the rune, awaiting activation by one who is given the correct word (a command word set during the empowering of the rune). At any time within the period of quiescence, a character (who need not be the rune-caster) may touch the rune and speak the command word (a move action); at this time, the rune takes effect. Its duration begins on the moment it is activated.

The quiescent rune remains slumbering for 1 minute per caster level; if it is not activated within this time period, it activates on its own, with normal effects.

Only a scribed or permanent rune may be empowered as a quiescent rune, and empowering a rune as a quiescent rune takes up a rune slot one level higher than normal.

Normal: Runes take effect as soon as they are empowered.

A devoted rune-caster may learn to tap into the powers of multiple rune patterns.

Prerequisite: The ability to attune to a rune pattern.

Benefit: You can attune one more rune pattern per day than normal.

Special: You can take this feat more than once. Its effects stack.

SeaRing Rune _ [Rune]

The power that some rune-casters put behind the creation of their spontaneous runes is enough to sear the rune into the surface being inscribed, using some of their life force to do so. On creatures, a seared rune appears as a dark black mark that wears away in time; on objects, it seems to be burnt into the surface of the item, though only temporarily.

Prerequisite: The ability to empower spontaneous runes.

Benefit: When you empower a spontaneous rune, you have the option of sacrificing 1 hit point per level of the rune being empowered. If you do so, the rune appears as normal for a spontaneous rune (and still uses a material component to do so), but it immediately imprints itself onto the creature or object being inscribed. From that point on, the rune is treated as a scribed, rather than spontaneous, rune.

Normal: In order to gain the benefits of a scribed rune, the rune-caster must spend time scribing it with special materials (for more details see Chapter 2: Enchantments, Runes and Brews, "The Runic Art").

Spell Specia1i%arion

[QeneRal]

You are especially adept with a single spell.

Prerequisites: Spell Focus, caster level 4th.

Benefit: Choose one spell that belongs to a school in which you have Spell Focus. Your caster level is 2 levels higher when casting that spell. This change affects all variables associated with caster level, including level-dependent variables (such as range or damage), and dispel and spell penetration checks. In addition, when you prepare that spell with a metamagic feat, it takes up a spell slot one level lower than normal, to a minimum of its normal level. For example, if Leanine Starborn takes Spell Specialization and chooses frost nova (a 3rd-level spell), she can prepare a maximized frost nova as a 5th-level spell, a silent frost nova as a 3rd-level spell, and so on.

Special: You may take this feat multiple times. Its effects do not stack. Each time it applies to a different spell.

Spell&ReaheR [QeneRal]

The powers of the spellbreaker are terrifying to those with knowledge of magic, for their blows shatter the mana from a spellcaster's body.

Prerequisites: Base attack bonus +4, Spellcraft 2 ranks.

Benefit: As a standard action, you may make a spellbreaker strike. Make a normal melee attack. If you hit and deal damage, you destroy one of the target's highest-level spell (or rune) slots. The slot is expended, as if the victim had used it to cast a spell. You cannot destroy a spell slot of a higher level than you have ranks in Spellcraft; you destroy the highest spell slot possible if your ranks in Spellcraft are lower than the target's highest-level spell slot.

ScRihe-Smirh

[Rune, TDecamagic]

Though the runes from the pattern of striking are normally inscribed on creatures, a rune-caster skilled in the working of metal can empower a striking rune as a glyph upon a weapon, rather than a mark upon a creature. This feat is most often found among dwarven rune-casters.

Prerequisites: Craft (armorsmithing, blacksmithing or weaponsmithing) 4 ranks, the ability to empower runes from the Striking pattern (see Chapter 2: Enchantments, Runes and Brews, "The Runic Art").

Benefit: When creating a rune from the Striking pattern, you may elect to create it as a glyph, rather than a mark. However, doing so requires the use of a rune slot of one level higher than normal.

Vehicle PRoficiency (Sream Arttior)

[Technology]

You are familiar with and can operate phlogiston-powered steam armor.

Benefit: Steam armor is a specialty of the Vehicle Proficiency feat (joining land, air and water vehicles). You may operate a suit of steam armor by making a Use Technological Device check.

Normal: A character who operates a vehicle without the appropriate proficiency takes a -4 penalty on her Use Technological Device check.

Special: You can take the Vehicle Proficiency feat multiple times. Each time, it applies to a different specialty.

Tinkers can select Vehicle Proficiency as one of their tinker bonus feats.

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