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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. 
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  Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. 
  Stephens, and Russ Taylor.
  Player Paraphernalia #1Feats New and Reworked.  Copyright 2014 
  The Knotty-Works, John Buckley
  d20pfsrd.com. Copyright 2010, John Reyst.
  Artwork by John Buckley, all rights reserved ©2014
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.. See http://paizo.com/
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  information on the compatibility license. Some rights reserved.
  
  1
  Player ParaPhernalia
  By the Knotty-Works
  Welcome to the first issue of Player Paraphernalia, 
  a hodge podge of character ideas and alternate 
  rules that may be used with the Pathfinder 
  Roleplaying Game (Paizo, Inc©).  In this issue a 
  few well known feats are reworked for those of 
  the arcane persuasion as well as  few new meta-
  magic feats.
  New Feats
  Wand Channeler
  You can channel your own energies into an active 
  wand.
  Prerequisites:  Casts arcane or divine spells and 
  can use spell trigger items without the Use Magic 
  Device skill
  Benefit:  You can sacrifice an unused spell slot to 
  power the energies of a wand without expending 
  a charge.  The wand must contain a spell that you 
  could normally cast based on your class and of a 
  level you have access and have at least one charge.  
  This feat expends a daily spell slot for the spell level 
  of the spell generated by the wand.  Higher level 
  spell slots may be expended as desired.  This ability 
  does not alter the effective caster level of the wand.
  Wand Meta-Mixer [meta-magic]
  You have learned how to burn a wand up by 
  applying your meta-magic feats to it.
  Prerequisites:  Wand Channeler, one or more 
  meta-magic feats
  Benefit:  You can apply one of your known meta-
  magic feats to the energy of a wand’s effect.  This 
  does not increase the effective level of the spell 
  but does burn an additional number of charges 
  equal to the effective spell level penalty required 
  to use the meta-magic feat.
  Spell Burn [meta-magic]
  You have learned an alternate means of 
  empowering your meta-magic abilities.
  Prerequisites:  One or more meta-magic feats
  Benefit:  Rather than paying the effective spell 
  level for adding a meta-magic feat, you sacrificed 
  additional spell slots of the same level for the spell 
  being cast.  This effect adds no additional time 
  requirements if casting spontaneously but bonus 
  spell slots from specialization or domains can not 
  be used as part of the requirement for this effect.
  Reworked Feats
  Arcane Armor Training
  Your armor is a second skin, not only do you find it 
  easier to cast spells, wearing armor as a whole has 
  become less burdensome.
  Prerequisites:  Proficiency with Armor of the 
  appropriate type, Class ability allows casting spells 
  without arcane spell failure chance for light or 
  heavier armor
  Benefit:  If your class ability does not nullify the 
  arcane spell failure for armor you are wearing, 
  the chance is reduced by 10% (min 0%).  If you may 
  cast spells without suffering arcane spell failure 
  for the armor worn, your armor check penalty 
  is decreased by one (min 0) and your maximum 
  Dexterity bonus is increased by one.
  Arcane Armor Mastery
  You feel naked without your armor and cannot 
  understand why others would complain when 
  wearing it.
  Prerequisites:  Arcane Armor Training,  7th level 
  caster
  Benefit:   If your class ability does not nullify the 
  arcane spell failure for armor you are wearing, 
  the chance is reduced by 20% (min 0).  If you may 
  cast spells without suffering arcane spell failure 
  for the armor worn, your armor check penalty 
  is decreased by two (min 0) and your maximum 
  Dexterity bonus is increased by two.
  
  2
  Other KnOtty WOrKs 
  Pathfinder cOmPatible PrOducts
  If you enjoyed this product, please check out these other Pathfinder sup-
  plements produced by the Knotty Works.  
  Each of the Spell Works Compendiums offer over fifty new and unique 
  spells.  Advancing with Class supplements offer new abilities for existing 
  classes or introduce a new class with unique mechanics 
  for the Pathfinder game.
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