
Printed From:
http://www.dlnexus.com/fan/rules/17199.aspx
Masterworked ItemsD&D 3e (3.0/3.5) Rulesby Clive SquireAuthor's Note: A while ago, in the Masters of Krynn article, I endeavoured to use the Master class' knack class feature to create semi-magical effects. This was designed so that the Master class could semi-fill the void that magic left in periods of Krynn's history when divine and arcane power was slim or no existent. I managed this with varying degrees of success, however, the rules that I originally created were confusing and hard to implement (when compared with the standard item creation feats), so I have attempted to update and clarify the original idea. The following is part of this process... Click here to Download (1 MB PDF) Fan RatingsThis item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast. |
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Palanthas
