Using an item mastery feat is a standard action that doesn’t provoke attacks of opportunity, similar to activating a command word item, though you do not need to speak to use the feat. Creating these effects requires you to assault the existing magic of the item through your force of will and channel the item’s inherent magic through your own body; this act is thus governed by the user’s fortitude.
All effects created by item mastery feats act as spell-like abilities and use your base attack bonus as the caster level.
Any spell-like ability‘s save DC is equal to 10 + the spell level + your Constitution modifier. If a spell-like ability calls for a calculation using your Intelligence, Wisdom, or Charisma bonus or modifier, use your Constitution bonus or modifier instead.
Magic item mastery is stressful for the item as well as the user and can’t be performed on items that can be used only a limited number of times or that must be recharged (such as elixirs, potions1, scrolls, staffs, and wands)—it requires items with constant effects or daily uses. Magic item mastery doesn’t affect an item’s normal properties or deplete any of its daily uses.
¹ If your game utilizes the Alchemical Items list, your game should not use the Brew Potion item creation feat or its attached potions list from Pathfinder.
The following magic item mastery feats are available to any character who qualifies.
Item Mastery Feats are summarized on the table below. Note that the prerequisites and benefits of the feats on this table are abbreviated for ease of reference. See the feats description for full details.
The following format is used for all feat descriptions.
Feat Name: The feat’s name also indicates what subcategory, if any, the feat belongs to, and is followed by a basic description of what the feat does.
Prerequisite: A minimum ability score, another feat or feats, a minimum base attack bonus, a minimum number of ranks in one or more skills, or anything else required in order to take the feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite.
Benefit: What the feat enables the character (“you” in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description.
Base Save: Whenever an item mastery feat mentions “Base Fortitude” and the like, this is the save bonus you see on your class table. For example, a Fighter level 12 has a base Fortitude of +8.
Normal: What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent.
Special: Additional unusual facts about the feat.
|Energy Mastery||Use Magic Device 1 rank, base Fortitude save bonus +4.||With an item that has a 1st level or higher elemental spell with the earth, fire, ice, lightning, water, or wind descriptor in its construction requirements, you can cast Flame Breath with 1 use of this ability, or Lightning Bolt with 2 uses of this ability.
You have 1 + 1 more use of this ability per day at base Fortitude save bonus +6, +8, +10, and +12.