Variant Rules: S

9 variant rules, from Set Relics to Story-based Crafting.

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Set Relics · Shadow Magic · Simplified Ancestries · Simplified Skill Feats · Skill Points · Soul Seeds · Soulforged Armaments · Stamina · Story-based Crafting

Set Relics

Some permanent magic items are strongly attuned to one another, forming a relic seed called a set relic or item set. Such items fit a theme, empowering a specific type of character. A set relic grants gifts and benefits based on its items working and growing more powerful in concert.

Set Relics in The Campaign

Set relics are more powerful than typical relic seeds, but they also make acquiring treasure more exciting. To balance things, ensure each character has access to a set relic suited to their abilities. Also, consider what it takes for characters to acquire this considerable power. Seeking the items or materials to craft them should lead to specific quests and challenges, or even whole adventures. Strongly consider adjusting treasure (Gamemastery Guide 95) to account for these valuable items.

Starting a Set Relic

A character starts a set relic when they acquire one item from the set, usually the lowest-level item. (You can allow characters to start the set with a different item.) This starting item has a minor gift and two aspects, as with other relics. The set then works as a single relic regarding its aspects and relic level.

Utilizing a Set Relic

A user must carry or wear items comprising a set relic to gain their benefits as part of the set. Any item the set relic's wielder fails to wear or carry, as well as any item stowed in an extradimensional space, doesn't count toward the gifts and item-number features the set relic can grant. The character must also invest any item that has the invested trait, or that item doesn't count for the power of the set relic. Consequently, if a user loses an item that's part of the set relic, any benefits that item brought to the set relic disappear until the item is recovered, invested if necessary, and carried or worn again.

Advancing a Set Relic

Each part of a set relic that a character collects further empowers the relic's gifts and provides additional features.

Collective Features: A set relic also grants its user features, boosting to the relic's gifts, based on the number of items properly utilized in the relic. Such features are cumulative. Once a character has four items from a set, for instance, that wielder gains the features for having two, three, and four items. Each known set relic lists the number of items and the feature linked with properly utilizing that number of items as part of the set relic.

Gifts: A set relic grants you gifts based on the number of items properly utilized as part of the set relic, as well as a minimum level, which the wielder's level must equal or exceed. This progression matches that detailed on the Gamemastery Guide's Table 2–22: Relic Gifts in terms of number of gifts, minimum level, gift type, and gp equivalent. Each known set relic (see the sets presented below) shows a number before listing a gift. This number corresponds with the number of gifts on Table 2–22, as well as the number of items in the set relic that must be properly utilized to access the indicated gift.

Improving Set Items: The items in a set relic need not remain static. They can be improved, according to rules for items of their type, with runes and to higher-level versions. If a set relic lists a specific advanced form of an item, you must possess that form of the item and properly utilize it to gain its benefits as part of the set relic.

Smaller Sets: For set relics that have fewer than five items, the relic can still permit the wielder to access gifts that are more powerful. One of the items in the set must be of or higher than the minimum level given for the gift on Table 2–22 for the relic to grant the gift. Meeting this requirement might involve the wielder improving an existing item to the appropriate level or finding a new item of a suitable level.

Known Set Relics

Several set relics are known to exist. You can adjust them with items tailored to your players' characters or create custom sets, using the benefits described here as a guideline. Set relics in this section use aspects found in this book or the Gamemastery Guide.

Agathion Raiment

[–]

Good Relic 

Aspects beast and celestial

An agathion raiment aids its wearer in finding diplomatic solutions to conflicts when possible, fighting evil directly when it's not, and guiding others along the path to redemption. A red draconal agathion created five agathion raiments and granted them to redeemer champions of great valor millennia ago. Since then, virtuous souls of various skill sets have assembled agathion raiments. This set functions only for good creatures.

Set Items Flask of fellowship (level 2), gold nodule aeon stone (level 6), messenger's ring (level 9), celestial armor (level 13), headband of inspired wisdom (level 17)

Gifts: The set grants the following gifts.

Collective Features: The set grants the following features.

  • Two Items: Word of faith restores 1d10 Hit Points per relic level and reduces the target's frightened value by 2.
  • Three Items: The claws you gain from feral claws are magical and deal 1d4 good damage.
  • Four Items: You and your allies affected by righteous call deal 1d4 additional good damage with successful Strikes, rather than none or 1. This 1d4 stacks with that from your feral claws and damage from the holy rune effect you gain from righteous call.
  • Five Items: In your form of fury, you have darkvision and gain 20 additional temporary Hit Points, but you have weakness 5 to evil damage. You don't need to change your size to gain the benefits, other than reach, of a higher-level battle form. Also, your unarmed attacks from this form have the holy weapon property rune.

Archmage's Regalia

[–]

Relic 

Aspects life and mind

Many wizards have enhanced their spellcasting capabilities with an archmage's regalia. Legend tells of such a relic set that belonged to the wizard-king Falutruneth, with powers far beyond that of a typical relic. Although some believe Falutruneth took his regalia with him when he disappeared, several credible reports of items matching their descriptions have surfaced over the years. No one has yet managed to track down all five pieces, and it's possible some have been destroyed or otherwise lost.

Set Items Hat of the magi (level 3), endless grimoire (level 6), ring of wizardry (type II, level 10), pale lavender ellipsoid aeon stone (level 13), robe of the archmagi (level 15)

Gifts: The set grants the following gifts.

Collective Features: The set grants the following features.

  • Two Items: The repository of knowledge gift grants you one additional Lore skill of the GM's choice. This skill advances as other skills from the gift do.
  • Three Items: When you use your bestow life gift, if the animated object is at least 4 levels lower than you, you can make it a minion with the minion trait.
  • Four Items: The psychic scream gift creates a 30-foot-radius burst.
  • Five Items: Treat the outcomes of skill checks you roll to Identify Magic, Learn a Spell, and Recall Knowledge as one step better.

Duelist's Blazon

[–]

Relic 

Aspects emotion (pride) and luck

A duelist's blazon set relic was once used by a legendary swordmaster, absorbing their verve, tenacity, and daring. Though each set contains the same items, they all have unique styles, from the elegant, rose-themed decor of the blazon of Kraesud swashbuckler Graithaegrek d'Maeniad to the spiked sword and attire of Revaidround maestro duelist Ruvraek Zeiboul. Duelists have been known to challenge one another over the set's components.

Set Items +1 rapier (level 2), quick runner's shirt (level 5), winged boots (level 10), invisible chain shirt (level 13), mercurial mantle (level 18)

Gifts: The set grants the following gifts.

Collective Features: The set grants the following features.

  • Two Items: You can use dominant emotion at will.
  • Three Items: You can use whammy one additional time per day, but a creature affected by it is temporarily immune for 24 hours.
  • Four Items: When you use steal luck and get a success or critical success, you're quickened until the end of your next turn.
  • Five Items: If dominant emotion or emotion conduit counteract an effect, the target gains a brief surge of luck in the form of a d20 they can add to another single d20 roll, taking the highest result. Until used, this die remains with the target until their next daily preparations, and the target can't gain another die from this effect until after that time. Using the die is a fortune effect.

Infiltration Garb

[–]

Relic 

Aspects death and shadow

Several notable assassins, thieves, and others who work from the shadows have used an infiltration garb over the centuries. The nature of these professions means that such sets are often separated from their audacious users. Due to their association with subterfuge and assassins, sets of infiltration garbs have grim reputations. However, not all wielders use their powers maliciously. Notably, the faithful of Kelinahat, empyreal lord of spies, stealth, and intelligence gathering, view these relics as sacred tools in the fight against evil.

Set Items Hat of disguise (level 2), goggles of night (level 5), greater unmemorable mantle (level 9), greater boots of bounding (level 14), greater ring of maniacal devices (level 18)

Gifts: The set grants the following gifts.

Collective Features: The set grants the following features.

  • Two Items: The relic set grants you a +1 status bonus to Stealth checks you attempt in dim light.
  • Three Items: You can use death gaze to deal positive damage to undead.
  • Four Items: You can use dark roads to teleport up to 60 feet.
  • Five Items: When you use tide of death, you can target undead and yourself with positive energy, restoring Hit Points to you (if positive energy heals you) and damaging undead harmed by positive energy.

Monk's Attire

[–]

Relic 

Aspects emotion (dedication) and life

According to tales, some of the first monks to assemble the austere monk's attire were servants of Kagaid. This deity is a symbol of devotion and self-discovery through one's understanding of body, mind, and soul. Monk's attire resonates with Kagaid's dedication, focusing on the highest gain from minimal acquisition, eschewing material objects. Legend holds Kagaid did so, and that some famous monk's attire sets include a scrap of Kagaid's original possessions. Other monastic orders have similar traditions of minimal personal effects, with an emphasis on spiritual focus, practicality, and self-defense.

Set Items handwraps of mighty blows (level 2), +1 explorer's clothing (level 5) or bracers of armor I (level 8), ki-channeling beads (level 11) or mask of uncanny breath (level 11)

Gifts: The set grants the following gifts.

Collective Features: The set grants the following features.

  • Two Items: The item bonus from overflowing life equals the relic's level.
  • Three Items: Any mental effect harmful to you triggers dominant emotion, which can counteract such effects.
  • Three Items (one 13th-level or higher item): Treat the outcome of your recovery checks as one step better.
  • Three Items (one 17th-level or higher item): If dominant emotion or emotion conduit counteract an effect, the target regains 5d10+5 Hit Points and gains a +2 status bonus to saving throws against mental effects for 10 minutes.

Grobreil's Command

[–]

Relic 

Aspects life and time

Grobreil's devoted followers vow to seek out and destroy undead wherever they can be found, a task made more urgent with the rise of Loulobreith. Though the Falethiamath was prevented from taking over Falavririak, his forces are still massing. Undead unaffiliated with the lich represent an unacceptable perversion of the cycle of life and death to Grobreiins, and permitting such creatures to exist is anathema to her. To aid her faithful in their sacred duty to send the dead where they belong, Grobreiin priests developed this item set. While using Grobreil's command, you must abide by her edicts and anathema or else the relic ceases to function for you until you atone. This set doesn't function for undead beings.

Set Items Necklace of broners (level 2), holy prayer beads (level 5), wand of overflowing life (level 9), cassock of devotion (level 11) or greater cloister robe (level 15), major staff of final rest (level 16)

Gifts: The set grants the following gifts.

Collective Features: The set grants the following features.

  • Two Items: Healing wave increases to 1d6 per relic level.
  • Three Items: You can use sands of the hourglass as a 30-foot line; each creature in the line must save against the effect.
  • Four Items Treat the outcome of your recovery checks as one step better.
  • Five Items: When you use temporal pulse, each creature you slow takes 1d4 damage per relic level, and each creature you quicken regains 1d4 Hit Points per relic level. For living creatures, the damage is negative, but it's positive for undead.

Seer's Array

[–]

Relic 

Aspects mind and time

Diviners through the ages have employed a variety of tools to glimpse the future, but one who assembles five pieces of a seer's array gains strong second sight. Seer's arrays can be found across Falavririak, from the caravans of Liativeirn harrowers to the scale diviners at the court of the Dragon King of Xa Hoi. A diviner who wears the array is bound to be sought after for counsel, and those who consult such farsighted individuals do well to heed any advice given.

Set Items pendant of the occult (level 3), staff of divination (level 6), brooch of inspiration (level 8), clear quartz crystal ball (level 14), robe of eyes (level 17)

Gifts: The set grants the following gifts.

Collective Features: The set grants the following features.

  • Two Items: The circumstance bonus from recalculate increases by 1.
  • Three Items: Creatures become temporarily immune to the relic's borrow time gift for 1 hour.
  • Four Items You can use the relic's time jump once per hour. For each use after the first in a given day, you must attempt a flat check with a DC of 9 + the number of times you've used the gift that day. If you fail, you can still complete the time jump, but after that the gift is no longer available until you next complete your daily preparations. You can roll the flat check before using the gift and decide not to do so after seeing the roll. However, any failure applies to the next use of the gift that day, making your next use your last that day.
  • Five Items: You can use the relic's precognition once per hour. Each use after the first requires a flat check like for time jump at four items, but this flat check affects your use of precognition.

Treasure Vault, page 200.

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Shadow Magic

While most types of magic are additive, arising from gaining knowledge or abilities, shadow magic is different—to touch the shadow, a spellcaster must surrender the piece of their spirit that normally keeps the darkness out. This process permanently removes the spellcaster's ability to cast spells of light and warmth but compensates them with an unmatched facility for manipulating the energies of darkness and shadow.

Rarity: Uncommon

This section has options for both spellcasters who use shadow magic and for companions that dwell in the dark.

Shadowcasters sacrifice the magic of light to bind themselves to the darkness. Information about shadowcasters in the Graikitain Sea region can be found on this page and the archetype.

Shadow companions and familiars can accompany shadowcasters or can join anyone else as shadowy compatriots. These creatures might follow one who's already traveling the path of shadow or might be strange ambassadors to someone of a more conventional stripe. Shadowdancers with companions typically choose these creatures of shadow.

Shadowcaster Origins

Read from page 224 of Secrets of Magic.

Grezukhi

Read from page 224 of Secrets of Magic.

Crown of the World

Read from page 224 of Secrets of Magic.

Falaiziavrul

Read from page 224 of Secrets of Magic.

Falalugreid Expanse

Read from page 224 of Secrets of Magic.

Sources of Shadow

Read from page 224 of Secrets of Magic.

Moroufalaik

Read from page 225 of Secrets of Magic.

Konourn

Read from page 225 of Secrets of Magic.

The Shadow Plane

Read from page 225 of Secrets of Magic.

Giakhaed

Read from page 225 of Secrets of Magic.

You can find the Shadowcaster archetype on the archetypes page.

Shadow Companions

Spellcasters aren't the sole purveyors of shadow magic. Some adventurers are guided on their path by companions with an inherent connection to shadow, whether or not the adventurer is a shadowcaster. Adventurers who would wield shadow should follow the guidance of such beings. Shadowcasters, as well as others who might stumble across this knowledge, have access to the shadow hound animal companion and the shade specialization option.

The Shadow Hound statblock can be found on the Companions & Familiars page.

Shade Specialization

The shade specialization is an alternative to the specialization benefits included on page 217 of the Core Rulebook, such as ambusher or tracker, that draws an animal companion closer to shadow. This specialization is uncommon, though you gain access to it if you're a shadowcaster.

Shade

Your companion's physical form is made, in whole or in part, of shadow. It gains darkvision, resistance 5 to all damage except force, and in areas of dim light or darkness, it can Step 10 feet instead of 5 feet. Its proficiency rank in unarmored defense increases to expert.

Stalking the Shadows

Read from page 229 of Secrets of Magic.

Shadow Familiars

Familiars bind themselves to mortals in a symbiotic relationship. Shadowcaster witches are among the most likely to obtain a familiar with the power of shadow, particularly those with the night patron. Others likely to take on shadow familiars include shadow bloodline sorcerers and darkness domain clerics.

The Shadow Familiar statblock can be found on the Companions & Familiars page.

Familiar Abilities

Shadow familiars use these additional familiar abilities. A shadowcaster, however, can select these abilities for any kind of familiar.

Darkeater: Your familiar naturally recovers in the shadows. After spending 10 consecutive minutes in an area of dim light or darkness, your familiar recovers a number of Hit Points equal to half your level.

Shadow Step: Your familiar gains the Shadow Step action. You must be at least 7th level to select this familiar ability for your familiar.

Shadow Step [>] (conjuration, shadow, teleportation) Requirements The familiar is in dim light or darkness.; Effect The familiar teleports itself up to 30 feet. The destination must be in dim light or darkness and must be within your familiar's line of sight and line of effect. This action has the trait matching your tradition of magic, or occult if you aren't a spellcaster.

Secrets of Magic, page 224.

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Simplified Ancestries

The variants presented so far have mostly been aimed at groups looking to increase their nuance in exchange for greater character complexity. However, sometimes players are looking for something a little simpler instead, or want to increase the complexity in one area and decrease it elsewhere, keeping a rough balance. In games where a character's ancestry is only incidental and each PC is more defined by their class and individual characteristics, simplified ancestries allows your group to pick an ancestry and go.

Building a Simplified Ancestry Character

When choosing an ancestry for a simplified ancestry character, you gain the ancestry's normal abilities at 1st level, choose a heritage, and gain the appropriate lore feat (Dwarven Lore for dwarves, for example) as your ancestry feat. Simplified ancestry characters never gain ancestry feats beyond that first lore feat. If you want to keep the power level of your game consistent, you can replace the ancestry feats gained at higher levels with general feats.

Gamemastery Guide, page 194.

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Simplified Skill Feats

The standard system gives feats specifically to spend on skills to let PCs gain fun, skill-based options without feeling like they had to sacrifice a feat that could have improved their class's core specialties. In some games, especially those focused on combat with little exploration, downtime, or social interaction, the PCs might have more skill feats than they need. The simplified skill feats variant allows you to reduce this aspect of decision-making.

Building a Simplified Skill Feat Character

Simplified skill feat characters don't receive any skill feats, even from their backgrounds. They still gain general feats and can use those to select skill feats if they want a crucial ability. You may want to allow rogues to gain skill feats, but at the normal advancement most characters have, instead of their usual double advancement.

Playing with Simplified Skill Feat Characters

While you probably won't need to adjust combat challenges at all for simplified skill feat characters, skillbased challenges—especially social challenges—will be tougher, especially at higher levels where it's expected characters will have more efficient skill-based abilities due to skill feats. If you prefer more baseline difficulty, you could adjust the expectations down slightly.

Gamemastery Guide, page 194.

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Skill Points

The default progression of skill proficiency ranks is simple and doesn't require many mathematical calculations as a player assigns skills. However, some players prefer a more granular system with a greater ability to diversify their skills. This variant allows characters to assign their skill increases more flexibly, potentially having fewer skills at the highest possible rank in exchange for more skills at a lower rank.

Assigning Skill Points

At 1st level, a character using the Skill Points variant gains their initial skill proficiencies as described in the Core Rulebook. However, at every level beyond 1st, instead of gaining skill increases, the character gains a number of Skill Points, as indicated on Table 4–19: Skill Points by Level. The character can spend these Skill Points to increase their proficiency rank in various skills, as shown on Table 4–20: Cost to Increase Rank. A character must meet the minimum level indicated on the table to increase their rank, primarily to avoid having a player becoming unrealistically good at one skill early in their adventuring career while neglecting everything else. Characters can save up Skill Points between levels for a more expensive increase later on.

TABLE 4-19: Skill Points by Level
Level
Skill Points Gained
1
Initial proficiencies
2-5
1
6-13
2
14-20
4
TABLE 4-20: Cost to Increase Rank
Rank
Minimum Level
Skill Point Cost
Untrained to trained
1
1
Trained to expert
3
2
Expert to master
7
4
Master to legendary
15
8

Rogues

Because rogues get skill increases at every level in the standard rules, they also get more Skill Points. Rogues gain double the number of Skill Points listed on Table 4–19.

Retraining

A character can retrain the proficiency ranks they gained using Skill Points much as they would retrain a skill increase under the normal rules. With a week of downtime, a character can reduce their proficiency rank in one skill by one step to get back the number of Skill Points spent to gain that increase. For example, reducing a master proficiency rank to expert would grant a character 4 Skill Points. The character can then reassign those points as they see fit or save them for later. Reducing proficiency ranks for multiple skills or reducing a single proficiency rank by multiple steps takes additional weeks of downtime.

Skill Points in Play

Players using Skill Points have more flexibility to build characters with a broader range of skills in which they're trained or better than normal, and this variant encourages that flexibility by increasing the cost of specializing. For instance, a 19th-level fighter could use Skill Points to be a master in seven different skills, or to be legendary in three skills. While this makes the variance in skills slightly less predictable, it shouldn't have a big enough effect on a group's capabilities that you need to make any significant adjustments when you run the game.

Gamemastery Guide, page 199.

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Soul Seeds

Rarity: Rare

Soul seeds are a special type of intangible relic, though because they bind to the soul of the creature that carries them, they can't be removed from the creature they're bonded with except on that creature's death (at which point the soul seed might manifest nearby or might be lost along with the bearer). Since soul seeds aren't physical objects, they never have Interact activations.

Using Soul Seeds

Here are some potential ways for a soul seed to come into being or be used in your story:

  • A character can be born with a soul seed.
  • A soul seed is trapped in an obscure magical tome and bonds with the first creature to read the book.
  • Powerful emotion experienced in a place of great magic leads to the creation of a soul seed—and might also invoke cathartic magic.
  • Dreadful sacrifice creates a malignant soul seed.

Soul Seed Gifts

The GM should follow the same guidelines and rules for granting soul seeds as for relics. They can have any aspect or gift that a normal relic has, and their DCs, spell attack rolls, and counteract modifiers are determined identically. The following gifts are particularly appropriate for soul seeds, though they might apply to relics in the right circumstances. Dragon gifts are often connected to the souls of ancient dragons, and soul gifts are prevalent across all sorts of soul seeds.

Please visit the relic gifts page to view all soul seed gifts.

Secrets of Magic, page 230.

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Soulforged Armaments

Unrelenting commitment to a single purpose. Zealous compulsion to right a wrong. The inability to leave an important deed undone. These qualities have long served as primordial and potent components of magic. No starlet dropping, strand of spider's web, or poorly pronounced draconic sonnet can rival the power of belief. Tales of soulforged weapons, shields, and armor—equipment created from the tenacity of a combatant's spirit alone—have circulated throughout Falavririak for centuries.

Rarity: Uncommon

Soulforged armaments can be summoned only in the service of a higher purpose or calling, such as a blade called forth to avenge a wrongful death or a shield conjured to protect one's homeland from invasion. Weaponry, shields, or armor created in this way often visually resemble the purpose they were summoned to fulfill. For example, a dagger forged from a soulbond to assassinate the high council of a tyrannical nation might bear the names or likenesses of the targets—only to see them crossed out or fade from view as each is eliminated.

Soulforged Tales

“Woe to ye who wield the arsenal of the spirit carelessly. For just as unyielding devotion forges the soul into a powerful weapon, so too can reckless fervor tarnish it.”

— Rolantus Meltravius, The Armory Within

The stories of soulforged armaments echo through history. The idea takes root even in those untaught in the methods of magic, as anyone can envisage a commitment so strong it becomes a righteous force for change or justice.

Legend holds that when the Veistalandte champion Falaishigir confronted a gnoll slaver deep within the Taitho, something remarkable happened. Disarmed, bloodied, and prone, Falaishigir refused to surrender—lest she abandon the four hostages chained to the gnoll's hyaenodon. When the priestess raised her empty fist to strike, she found she hefted a morningstar that sprouted from her palm like a vine and bore flanges as sharp as the thorns of a rose. The weapon hadn't originated from prayer, scroll, or relic, but rather from the desire to rid Grezukhi of slavery burning deep within Falaishigir's soul.

Binding an Armament

You bind an armament—a weapon, shield, or suit of armor—to your soul when you select the Soulforger Dedication feat. This represents performing a special ritual to do so. You can choose an item you own to make soulforged or spontaneously manifest an item with a form drawn from your spiritual essence. In the latter case, you choose the form, selecting a mundane weapon, shield, or armor of level 1 or lower, either common or one to which you have access. An existing armament is deconstructed and then recreated with the substance of your soul binding it together, which changes the appearance to match the state of your soul. It might have a perfect surface and gleam in the faintest light if you have a noble soul or have a twisting, chaotic shape if your soul is wracked with turmoil. This appearance can change based on your actions. Most soulforgers also choose a unique name for their armament.

Traits: A soulforged armament is always magical. If it doesn't otherwise have any traits that make it magical, it gains the magical and evocation traits if it's a weapon or the magical and abjuration traits if it's a shield or armor.

Extradimensional Storage: The armament is stored in an extradimensional space when not in use, and you can Manifest it to summon it into your hands or onto your body. A soulforged armament can be Dropped, Disarmed, or otherwise removed from you, but its soulforged abilities don't function for anyone else, and you can Dismiss the manifestation to return the items to the extradimensional space no matter where the items are. If you die or choose to pass ownership of a soulforged armament to a successor, it loses any soulforged abilities; violating the spirit of the soulforged bond by selling the item tends to have disastrous results. There might be special techniques or rituals by which a determined foe can break your bond with a soulforged item, but otherwise, your ability to Dismiss and Manifest it essentially means it can't be stolen.

Essence Power: Choose one essence power for your soulforged armament. You can bring the essence power forth once per day by tapping into the armament's essence form deep in your soul; essence powers can be found on page 236. You also choose a soulbond—a cause true to your soul that links you and your armament. Going against this cause can give your armament a soulbond corruption that hinders you even while the armament isn't manifested.

Special Armament Types

The types of items you can choose for your armaments are fairly flexible, but some require special rules.

Specific Items

You can turn a specific item into your armament, such as a flame tongue or sturdy shield, though some unusual or special items can't be bonded, such as cursed items, artifacts, and intelligent items, in addition to other story-specific items at the GM's discretion. Bonding a specific item follows the standard procedure for upgrading or reshaping your armament.

Ammunition

If a soulforged weapon requires ammunition, that ammunition appears with the weapon when you Manifest it. You can choose the way it appears, such as in a magical quiver that appears on your body, or simply floating in the air where you can pluck it to load or shoot your weapon. The form doesn't change how many or what type of actions reloading takes or any other functions of the ammunition. If you want anything other than basic ammunition for your weapon (such as a sleep arrow), you must attain and carry that ammunition separately.

Dual Weapons

You can choose two one-handed weapons you want to wield simultaneously as your soulforged weapons. When you Manifest Soulforged Armament, both weapons appear. Because they're a pair, you must Manifest them together, having two hands free to do so, and Dismiss them simultaneously as well. The essence power applies to both weapons, so they share benefits like the new damage type and status bonus to damage from planar pain. However, you get any effects the bond grants you only once, as the dual weapons function as a single armament. For instance, if your essence power is healing grace, you can cast one heal spell when you manifest the essence form of your dual weapons, not two.

Attached Weapons

An attached weapon (such as a shield boss or shield spikes) brings the item it's attached to with it when manifested or Dismissed. Manifest Soulforged Armament uses the item the weapon is attached to for its Requirements, so a shield boss would require you to have a hand free to hold the shield. If you have Soul Arsenal, you could have a soulforged weapon attached to a soulforged shield. These items work normally for Soul Arsenal, except that you can neither Manifest nor Dismiss one without the other.

Soul Path

When you take Soulforger Dedication, you must choose a soul path—a motivation, cause, or goal that compels you to act, prompts you to undertake substantial risk, and drives you to face significant danger. Such a motivation can be limited or grand in scope but must be actionable enough to be easily linked to gameplay. For example, if your village was destroyed by the greed of wealthy nobles, you might select a soul path to protect the poor by undermining the rich, which might drive you to protect an innocent from the blade of a wealthy noble or break into a bank vault containing coins stolen from destitute villagers. Other sample soulbonds might include liberating the oppressed from the tyranny of slavery, punishing those who threaten nature or hunting and killing malevolent undead. Work with the GM to choose a soul path that fits in well with the themes of your campaign and group dynamic so that you can pursue your soul path in an interesting fashion.

Corruption

Though the supernatural link with a specific armament created by a soulbond is powerful, the sensitive nature of will—with its potential for dramatic ebb and flow—poses a threat to those who harness this power. Once you're bound to a soulforged armament, you begin to test your true devotion to your soul path.

If you behave or act in a way that directly opposes or hinders the motivation, goal, or cause declared in your soul path (regardless of whether the act involves your soulforged armaments), your spirit begins to tarnish. It's anathema for you to commit acts opposed to your soul path or to even go a long time without taking action to pursue the path. You and your GM determine when you've performed an anathematic act. In the example of protecting the poor by undermining the rich, working for a wealthy noble or directly in their interest could be anathema, as could spending a month on a distant plane far from the struggles of the oppressed. In both examples, you could find an approach to remain true and avoid the anathema. In the first case, you might use your leverage to force the noble to anonymously divest a substantial amount of their funds to feed and house the poor—or do so yourself. In the second, you might seek a similar dynamic of wealth and want among the cultures of the distant plane and work against it.

Anathematic acts trigger a curse known as soulforged corruption that degrades and perverts the energies within your soulforged armament. This curse brings out a flaw inextricably tied to the armament's true essence. The corruption flaw applies to you even when your armament isn't manifested. The rules for the flaw appear in the essence power. As normal for a curse, this affliction can be removed only by effects that specifically target curses, including the methods listed in the Removing Corruption section below.

Removing Corruption

The effects of soulforged corruption can be staved off with the Cleanse Soul Path exploration activity or cured with the purify soul path ritual.

Soulforged Champions

The most exalted wielders of soulforged weapons have been champions, and they're much more common than other wielders. If you're a champion, you can tie your soul path to your cause. Being a champion sets a steady soul path before you; you can choose for your soul path to be the same as the tenets you follow. Corruption still comes about the same way, as it's much easier to corrupt your connection to your soulforged armament than to stray far enough from your alignment or code that you must atone.

You can also have your blade ally or shield ally be your soulforged armament. You can choose particulars that fit your own story, but doing so usually means the ally is more a reflection of your conscience than a specific spiritual being sent by your deity.

Finally, if you commit actions that both cause you to lose your champion abilities and corrupt your soulforged armament, undergoing the atone ritual also gives you the effects of the purify soul path ritual with the same degree of success you rolled for atone.

Characters other than champions can also choose a champion cause to tie to their soul path, and devout characters sometimes tie their soul path to their deity's tenets and anathema.

Upgrading, Reshaping, Restoring

You might want to alter your soulbound armament by adding new runes, replacing its form with a new one, or creating a new armament after yours was destroyed. You decide whether you consider this new armament as the same armament of the same lineage or a brand-new creation with a totally different appearance and name.

Upgrading your armament works like etching or transferring runes (Core Rulebook 580) or upgrading a permanent item from a lower-level version of the same item (Core Rulebook 534), whichever is appropriate to what you're doing. You or someone else can do the work, but you must leave the item manifested for the entire process. You can transfer runes off your armament as well, typically in anticipation of establishing your bond with a different item.

Reshaping your armament allows you to change the base weapon, armor, or shield into another of the same type, turning half plate armor into full plate, changing a warhammer into a longbow, and so on. If all you do is change the form while keeping the same runes and other magical properties, you can do so by spending a day in meditation. This doesn't cost any gp or extra time unless the new form is higher than level 1, or unless the difference is so vast that the GM determines it might take additional time and cost. For example, turning explorer's clothing into full plate requires the same time, expense, and Crafting check you'd need to Craft full plate since full plate is a level 2 item. Specific items can't be reshaped in this way unless the GM expressly allows it. You can't turn a flame tongue into a spiked chain, a breastplate of command into hide armor, or a sturdy shield into a darkwood shield. You can also use this day in meditation to rebind your soul to a different item in your possession. Typically, you keep the old item, its power removed, as a special keepsake or gift to a worthy successor, though attempting to disrespect the spirit of the bond by selling the item can have dire consequences. Since the essence power you chose represents the effects of the connection to your soul, the essence power typically doesn't change when you bind a new armament, though if your character's personality and connections change dramatically through the story, you and the GM might decide together to shift to a different essence power the next time you bind a new armament. If you rebind your soul to an armament that can't accommodate your current essence power, you will also need to change to a different essence power.

You can recreate a destroyed soulforged armament, or bond to a new armament if your previous one was destroyed. (If it was destroyed by soulforged corruption, you must first successfully use purify soul path.) Recreating costs the same amount of time and money as creating the item from scratch. If you already have an item with which to form a new bond, it takes 1 day in meditation, as with reshaping an armament.

You can find the Soulforger archetype on the archetypes page.

Secrets of Magic, page 232.

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Stamina

In some fantasy stories, the heroes are able to avoid any serious injury until the situation gets dire, getting by with a graze or a flesh wound and needing nothing more than a quick rest to get back on their feet. If your group wants to tell tales like those, you can use the stamina variant to help make that happen.

Stamina's Impact

The main gameplay consequence of using these stamina rules is that a quick 10- or 20-minute rest can restore most groups to full or nearly full health via Taking a Breather and Treating Wounds as necessary, allowing more encounters with shorter breaks in between. Additionally, charismatic or otherwise diplomatic characters gain fun and useful ways to bolster their allies.

Because spells that heal Hit Points don't restore Stamina Points, it's a little harder to heal up completely in the middle of a fight. This can mean that fights become deadly after characters have been beaten down, possibly causing retreats to be more frequent, but the retreats themselves are shorter. The focus of the game can stay consistently within encounters, with less managing of time and resources outside of battle.

No-Limit Stamina

If you want a fast-paced, almost superheroic game, you can skip the Resolve Point component of this subsystem and simply make Taking a Breather and Rally free. This gives the characters a lot of staying power, meaning that the group will typically keep adventuring until they run out of spells for the day, rather than having the additional pressure of running out of Resolve Points. If you use this approach, omit the Steel Your Resolve feat, as it's too powerful if there's no cost to use it! Alternatively, if you want to keep it, you can require a character to Take a Breather before they can Steel their Resolve again.

Stamina Points

Stamina Points represent a character's energy and readiness. They're reduced by damage just like Hit Points, but a character always loses their Stamina Points first, and loses Hit Points only if they're out of Stamina Points. If a character takes damage exceeding their remaining Stamina Points, the excess damage reduces their Hit Points. However, they lose any temporary Hit Points before losing Stamina Points.

Though Stamina Points and Hit Points function similarly when a character takes damage, a character recovers them differently. A heal spell restores Hit Points, not Stamina Points, and the actions described below (like Take a Breather) restore only Stamina Points, not Hit Points. A character regains all their Stamina Points after a full night's rest. Hit Points still determine whether a character remains conscious—a character at 0 HP is unconscious, no matter how many Stamina Points they have.

In addition to their ancestry Hit Points, a PC gains the number of Stamina Points and Hit Points indicated in the second and third columns of Table 4–21 at 1st level. Both values increase by the same amount at each level thereafter. This replaces the Hit Points a character gains from their class in a standard game.

TABLE 4-20: Stamina and Hit Points by Class
Normal Class HP
Class Stamina Points
Class Hit Points
Classes
6 + Con modifier
3 + Con modifier
3
Sorcerer, wizard
8 + Con modifier
4 + Con modifier
4
Alchemist, bard, cleric, druid, rogue
10 + Con modifier
5 + Con modifier
5
Champion, fighter, monk, ranger
12 + Con modifier
6 + Con modifier
6
Barbarian

Resolve Points

In this variant, each PC also has a pool of Resolve Points, representing their intrinsic grit and luck. A character's maximum Resolve Points is equal to their key ability modifier, and a character regains all their Resolve Points with a full night's rest. In addition to spending Resolve Points to regain Stamina Points (as described under Stamina Actions), characters can spend Resolve Points in the following way.

Stabilize

If a character is dying at the start of their turn, their player can spend 1 Resolve Point to stabilize at 0 HP, gaining or increasing the wounded condition as normal for stabilizing. At the start of the character's next turn, they gain 1 HP and wake up (unless they started dying again). The character can act on that turn. Consider this an optional rule best suited for groups that have little access to healing. When using this rule, you might remove the ability for characters to use Hero Points to stabilize.

Stamina Actions

Take a Breather

[–]

exploration 

Cost 1 Resolve Point

You rest for 10 minutes and recover your stamina. After you complete this activity, you regain all your Stamina Points.

Rally

[–]

auditory emotion exploration linguistic mental 

Prerequisites trained in Diplomacy, Intimidation, Performance

You spend 1 minute encouraging your ally. Though this action typically has the auditory and linguistic traits, if you're using the Performance skill, the GM might adjust the traits for this action to match the traits for your type of performance.

Attempt a DC 15 skill check. The GM might adjust this DC based on the circumstances, such as attempting to Rally an ally who just suffered a humiliating defeat.

Critical Success The ally can spend 1 Resolve Point to regain all their Stamina Points.Success You can continue encouraging your ally for a total of 10 minutes. If you do, they can spend 1 Resolve Point to regain all their Stamina Points.Critical Failure The ally takes 1d8 mental damage, but this can reduce only Stamina Points, never Hit Points.

Stamina Feats

Encouraging Words [>]

FEAT 2

[–]

auditory general linguistic mental skill 

Prerequisites trained in Diplomacy

Requirements The target ally lost Stamina Points within the last round.

You give an ally within 30 feet a quick pep talk, helping them recover. Attempt a Diplomacy check. The DC is usually 15, though the GM might adjust it based on the circumstances. If you have expert proficiency in Diplomacy, you can instead attempt a DC 20 check to increase the Stamina Points recovered by 5; if you have master proficiency, you can attempt a DC 30 check to increase the Stamina Points by 15; if you have legendary proficiency, you can attempt a DC 40 check to increase the Stamina Points by 25. No matter the result, the ally is temporarily immune to Encouraging Words until they either Take a Breather or rest for the day.

Critical Success The ally recovers 2d8 Stamina Points.Success The ally recovers 1d8 Stamina Points.Critical Failure The ally takes 1d8 mental damage, but this can reduce only Stamina Points, never Hit Points.

Steel Your Resolve [>]

FEAT 3

[–]

general 

Cost 1 Resolve Point

Regain Stamina Points equal to half your maximum.

Other Creatures

There's no need to give Stamina Points to monsters that are expected to be encountered once and likely defeated. However, you might use Stamina Points for a recurring character, especially an NPC who fights alongside the PCs. Usually, it's easiest to turn half the creature's Hit Points into Stamina Points. While enemy healers still work as they're intended to, players might be upset about the enemies' ability to heal their allies to full Hit Points, while the PCs are left not being able to heal their allies' Stamina Points. In this case, give more enemies Stamina Points to compensate.

Gamemastery Guide, page 200.

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Crafting by Questing

A young farmer's village is destroyed by a ferocious red dragon, and they set off to forge a sword imbued with the power of ice to lay the dragon low. An elven scout's companions are slain by a fearsome, ancient bulette, and she seeks a suit of armor capable of resisting the beast's claws so she can claim vengeance for her lost friends. A wizard sets out to forge a staff that will enhance their magical power. Story-based crafting is a system by which every major magic item a PC might want is gained through a narrative and may or may not involve the Crafting skill at all. The goal of story-based crafting is to let players seek out the equipment they want for their PCs in a fun and satisfying way that can make every significant, permanent item they use part of an epic and memorable story.

Note that the crafting by questing rules are intended for permanent magical items that will be part of a PCs story for at least the better part of a level, possibly more. Having your PCs quest for simple consumables is liable to get a boring over time and isn't meaningfully different from just getting treasure for completing an encounter as normal (since most level-appropriate consumables won't require more than a single encounter to cover their entire cost anyways). Of course, a rare and powerful consumable item might still make for an interesting quest, but this should be an exception, not the rule.

Treasure by Encounter

The crafting by questing rules work best when used in conjunction with the treasure by encounter guidelines. The rules presented in this section assume that you, as the GM, have the treasure by encounter guidelines in play.

The standard rules count treasure over the course of a level, rather than dividing it up by encounter. If you need to select treasure for a single encounter, such as in a sandbox game, you can use the table above. It takes the treasure budget for each level from Table 10–9 on page 509 of the Core Rulebook and breaks that down per encounter based on the encounter threat, similar to how XP varies by threat. The final column shows extra treasure you should award if you build an entire level this way. Unlike the standard table, this doesn't include items by item level, as the value doesn't cleanly break down for most single encounters. It's recommended you still give out those permanent items, but you'll need to borrow from other encounters' treasure to account for their value. Include encounters against creatures without treasure to account for this.

Crafting Quests

As in normal crafting, the first step in initiating a crafting quest is for the player to decide what they want to craft, or for you as the GM to present them with a handful of possible things they can quest to create. You might also plan out a few crafting quests during your session zero (Gamemastery Guide 7) so that they can be built directly into the narrative of the campaign and worked into the PCs' backstories. One of the simplest ways to do this is to have each of the players give you a wish list of items during your session zero, listing key items their characters would like to acquire during the course of the campaign. These could be as general as "a magic sword" or "a magic staff," or as specific as "a suit of devil's bargain armor for my Khaezaithan cleric."

Crafting Quests

As in normal crafting, the first step in initiating a crafting quest is for the player to decide what they want to craft, or for you as the GM to present them with a handful of possible things they can quest to create. You might also plan out a few crafting quests during your session zero (Gamemastery Guide 7) so that they can be built directly into the narrative of the campaign and worked into the PCs' backstories. One of the simplest ways to do this is to have each of the players give you a wish list of items during your session zero, listing key items their characters would like to acquire during the course of the campaign. These could be as general as "a magic sword" or "a magic staff," or as specific as "a suit of devil's bargain armor for my Khaezaithan cleric."

Crafting quests should always be significant events for the players and their characters. Don't send the PCs questing to create a simple dagger. Instead consider what items could become iconic parts of the character's story, like a magic bow for an archer, a powerful staff for a wizard, or lucky boots for a rogue. The nature of crafting quests as events that will permanently inform the characters' stories and shape their builds means that there should always be a high level of collaboration between the players and GM. When using crafting quests, you typically won't need to use the Extra Treasure values from Table 5–3: Treasure by Encounter, as those values are to compensate for the PCs finding loot that they won't use or for missing some of the loot entirely. Since the PCs are always set up to get the loot they want when using story-based crafting, and because the value of these items is subtracted from their total treasure, these additional values are superfluous and could give the party too much treasure for their level. If you prefer a campaign where the PCs have a bit more treasure on hand as a way to encourage the use of consumables or "non-essential" equipment, you can use the treasure values as presented.

The items you select for the PCs should all be items that are of a level appropriate to the characters (typically the same as their current level) or appropriate to the level they will be when they complete the crafting quests. For complete examples of crafting quests, see Example Quests below.

Building a Narrative

Once you know what item the characters are questing to create, it's time to build a narrative around that journey. Think of this like a subplot to the main story, with key moments and pivotal scenes that occur alongside the overarching plot of your campaign. If the entire group is searching for crafting quest components, then some parts of this story can take the spotlight and be the focus of an entire part of your campaign. In any event, you should give this story the same consideration you give any other part of your campaign narrative, balancing player desires with appropriate narrative decisions and combat challenges. Make sure that no one character's crafting quests take the spotlight for too long, and always watch for opportunities to align the interests of the various party members.

Start by determining how many encounters you want the PCs to complete before the item is finished. For each required encounter, reduce the required cost of the story-crafted item by 10% of its total value. These cost reductions should never reduce the equivalent cost of the item below 50% of its base cost. This ensures the PCs don't end up with significantly more wealth than they should have and makes sure that their crafting quests don't stretch across too many levels of play. Next, take the remaining price of the item and divide that by the number of encounters. Reduce the reward for these encounters by that amount, to balance it against any other rewards you might include.

Crafting quest encounters should generally be between low and severe difficulty; trivial encounters are too easy to justify the reduction in cost of the story-crafted item and generally won't be narratively satisfying for the players, while extreme encounters are simply too dangerous and may feel unfair to the player trying to story craft.

Low-difficulty encounters are appropriate for a single crafting quest component, while moderate and severe encounters should provide crafting quest components for multiple characters. A severe-difficulty fight against a powerful monster with a treasure hoard, like a dragon, might provide crafting quest components for the entire party. Having the entire party's crafting quests intersect in encounters like this also helps bind the PCs together through shared goals and accomplishments.

Finally, map these encounters and their narratives to your overall campaign or adventure, giving plenty of space between each to allow them to feel like earned pieces of a growing story.

Beginning the Quest

Starting a crafting quest begins like any other story in your campaign. The PCs might learn of the item and how it can be made through one of any number of sources, from an old formula in a book to a cryptic prophesy that came to them in a dream. The key is to give the PCs an idea about the journey they must undertake and an idea of the reward that awaits them at the end.

Next, give the PCs an opportunity to learn about the locations of the first crafting quest component for their item. They could gain this information through Recall Knowledge checks, Research at a local library, or by Gathering Information. Again, this first piece might also be part of their initial discovery of the quest, but later components should certainly require research or exploration to uncover.

You don't need to give the PCs the locations of all their crafting components up front; as long as they know where to find the first piece, you can leave clues and opportunities to uncover the location of the next crafting quest component at key points in the campaign for PCs to discover naturally during the course of play. Alternatively, you can give the PCs the location of all the crafting quest components up front, though giving them such information all at once works best in a campaign intended to be more of a player-directed sandbox than one trying to follow a central narrative through line.

Once the PCs have learned the location of their first crafting quest components, it's time to begin the adventure!

Gathering the Components

Locating the individual crafting quest components for a single story-crafted item should occur in separate and distinct areas, even if they're all in one larger location (like a dungeon or one large forest). This makes the item feel like it was earned, rather than given, and prevents the characters from exceeding the normal time limits that are a part of the crafting process.

Each component should be either a part of the final item or something used during the creation process itself. For example, if you were trying to create a powerful bow that calls upon storms, you might need to find the heart of a tree burned by lightning, the scale of a blue dragon, or even the breath of a powerful air elemental. Alternatively, the component might be a person or place necessary for the crafting, like a woodcarver who survived a shipwreck, or a workshop located atop a mountain. In any event, each component should feel like it's building toward a completed item as part of the well-rounded story that tells of its creation.

Forging the Treasure

Once the PC has gathered together all of the crafting quest components for their item, it's time to assemble the pieces. Depending on the nature of the crafting quests, this might not require a skill check. For a longer crafting quest that included at least three encounters spread across different locations, the simple act of bringing the components together can be enough for their magic to do the rest of the work, uniting the components into a single, completed item the PC can immediately put to use. For a shorter crafting quest taking place in a single location, you can instead require a skill check (likely a Crafting check, but possibly using a different skill depending on the item and circumstances).

When requiring a skill check to assemble a story-crafted item, you should make the check itself something appropriately exciting and epic, a fitting capstone for the completed crafting quest. For example, if the player's dwarf fighter completed a crafting quest that required them to assemble the materials for the haft, head, and grip of a magic hammer, their check could take place at an ancient dwarven forge blessed by Dregedeir, God of the Forge. The DC of this check should be based on the item's level, rarity, and other circumstances. If successful, the item works as intended. If the check fails, it may have a quirk of some sort. If the check is a critical failure, it might be destroyed or even result in a cursed item!

Story-based Crafting as The Baseline

There are many reasons you might consider making story-based crafting the base assumption for your game. This system results in items that feel more special and integral to the narrative, which the players have more agency in helping to create. Story-based crafting can make an item feel unique and less like something they just bought down at the local shop.

It's important to note that this style of crafting works best in sandbox campaigns and other adventures where the players are expected to inform a lot of the story's direction and progress, and is less compatible with campaigns seeking to tell a very specific and involved story. The encounters dedicated to crafting just the right weapon still give experience, and since each player should have the opportunity for a roughly equal number of crafting quests, you'll find that a campaign that uses story-based crafting as the baseline won't leave a lot of time open for other encounters and side quests.

An important element of using story-based crafting as PCs' primary method of acquiring new key permanent items in a campaign is ensuring that one player's crafting quests don't overwhelm the narrative and put the other players in the "back seat" for too long. Here are a few general tips for managing this game experience.

Don't feel pressured to do an entire PC's crafting quest through to completion before starting another PC's quests. You should intermix their adventures as much as possible, so that pursuing one character's crafting quest can naturally position the party to tackle another character's quest along the way. For example, if the fighter is crafting a flaming sword that requires traveling into a volcano, and the wizard is crafting a magic staff, you should try and place one of the encounters for acquiring staff components (or perhaps forging them together) inside that same volcano. This both reinforces the party's mutual goals, giving them strong story reasons to adventure together, and keeps the campaign feeling organic and connected.

When weaving multiple characters' crafting quests together, look for key opportunities to align their goals. A single dragon's hoard could easily hold components for an entire adventuring party, along with other treasures. Using powerful monsters with large treasure hoards or notable access to rare materials is a great way to both keep the party's goals united and layer in deeper story threads and some altruistic motivations for the party.

Example Quests

Included below are an array of sample quests showcasing story-based crafting in action. Story-based crafting works best when individually tailored to each group, but the quests below can serve as examples of how to assemble and run a crafting quest. They can even be modified and dropped directly into a level- appropriate game to help fill out a session or allow your group to try out story-based crafting before committing to a longer-term campaign centered around the system.

Quest 1: Forging The Holy Sword (Level 13–14)

James is running a game that includes Logan's character, a champion of Laisouvis. The party is getting close to reaching 14th level, and Logan has expressed a desire for his character to gain a holy avenger. James has decided that in order for Logan to forge his holy avenger, he'll need to recover the sword's hilt, blade, and pommel stone, for a total of 3 encounters. James takes the cost of the holy avenger, 4,500 gp, and reduces it by 10% for each of the three encounters (for a total reduction of 30%), arriving at a final total of 3,150 gp. James decides that each piece of the sword is worth the same amount, or 1,050 gp per component.

James plans the following three encounters out for Logan.

Liberating the Pommel Stone: The second encounter James has planned for the crafting quest is a mission to retrieve the holy avenger's pommel stone from an abandoned dwarven vault. While no monsters guard the vault, it's located behind a maze of twisting tunnels. When the party eventually finds the room and Logan's champion retrieves the pommel stone, they find out that the other treasures along all four walls are actually telekinetic swarm traps! Four 12th-level complex hazards constitute a severe encounter for a 13th-level party, so James deducts another 1,050 gp from the encounter's treasure for the pommel stone. Since there's over 2,000 gp remaining in the encounter's treasure value, this would also be an excellent location for James to leave items for other party members' crafting quests, along with some consumables and other treasure like art and coins.

Since this was a severe encounter and the champion's crafting quest is nearing completion, this would also be a good time for the party to level up to 14th level, which is what we assume happens going into the final encounter of the holy avenger crafting quest.

Restoring the Blade: The final piece of the holy avenger is its blade, which it turns out is still lodged between the scales of the ancient black dragon Davraivris. As an ancient black dragon, Davraivris is a 16th-level creature—a Moderate encounter for the 14th-level party. James deducts 1,050 gp from the 3,650 gp Davraivris is worth. This also leaves room for James to include a couple other crafting quest components for other party members in the dragon's loot. With the dragon slain, Logan's champion claims the holy avenger's blade as his piece of the treasure for the encounter and rejoins it with the hilt and pommel stone. The magic of the blade's components, awakened by the champion's holy quest, causes the pieces of the sundered blade to fuse with each other, and the champion's holy avenger is complete.

Retrieving the Hilt: The first encounter James has planned for this crafting quest is a mission to retrieve the holy avenger's hilt from the clutches of a pair of liches. As 12th-level creatures, the liches are worth 30 XP each for a 13th-level party and collectively comprise a low-difficulty encounter worth 1,875 gp. James subtracts the value of the pommel from the encounter's loot and adds in some consumables and other minor treasures for the rest of the group.

Quest 2: Weaving the Wizard's Robes (Level 7)

Jessica's character is an evoker wizard who has just reached 7th level and wants to celebrate her ascension by creating a set of fire energy robes (Grand Bazaar 50). Jessica's wizard has trained with a prestigious archmage as one of the archmage's many apprentices; the robes will serve not just as protection for her wizard on future adventures but as a symbol of the completion of her apprenticeship. Her GM, James, has decided that to create these robes, Jessica's wizard will need to collect spider silk, a gemstone imbued with the power of elemental fire, and a scale from a white dragon to protect the robe's wearer from the gemstone's flames. All three of these materials can be harvested from within the magical demiplane where the evoker's archmage master trains his apprentices, and the final step for Jessica's wizard will be to weave all the components together at the archmage's magical loom. James takes the 320 gp base cost of the fire energy robes and reduces it by 10% for each of the three encounters, arriving at a final total of 224 gp. James has decided that the encounters will consist of one low-difficulty encounter and two moderate-difficulty encounters, with the value of the spider silk set at 50 gp and the value of the other two crafting quest components each set at 87 gp.

James plans the following three encounters out for Jessica's wizard.

Bargaining for Silk: The first encounter Jessica's wizard will need to navigate is retrieving the silk for her robe from a trio of ether spiders. As 5th-level creatures, the three spiders collectively are worth 60 XP for a 7th-level party and constitute a low-difficulty encounter worth 220 gp. James deducts 50 gp from the value of the encounter for the silk and distributes the rest in the form of various consumables the archmage left behind for his successful apprentices to find. While the ether spiders are deadly threats, Jessica's wizard recognizes that killing the spiders would destroy her master's silk supply, so she instead bargains with the ether spiders and trades them food and treasures from her earlier adventures in exchange for the silk she needs, completing the encounter nonlethally.

Claiming a Scale: Singed but undeterred, Jessica's wizard and her party face their final challenge: a pair of elite young white dragons guard the magical loom on which the wizard must weave her magical robes. As 7th-level creatures, the dragons collectively represent a moderate encounter worth 290 gp for a 7th-level party. James deducts 87 gp from the value of the encounter for the dragon scale and provides the rest as treasures for the wizard's party members. Once the wizard has fought, bargained, or tricked her way into retrieving a scale and accessing the archmage's loom, she attempts a DC 23 Crafting check at the loom (the standard DC for a 7th-level item) to weave the crafting quest components together into her completed fire energy robes.

Retrieving the Fiery Gemstone: The second encounter awaiting Jessica's wizard requires her to travel to the magical furnace powering the archmage's tower and retrieve a gemstone imbued with the power of elemental flame. When Jessica's wizard arrives at the furnace, she discovers that the archmage has prepared a surprise for her and has left the furnace gate open, allowing a pair of salamanders (Bestiary 148) to slip in from the Plane of Fire! As 7th-level creatures, the two salamanders collectively represent a moderate encounter worth 290 gp for a 7th-level party. James deducts 87 gp from the value of the encounter to account for the value of the gemstone and gives the rest of the treasure to the party as consumables that will help them resist the icy breath of the elite young white dragons the PCs will have to face in the final encounter.

Quest 2: Shaping the Armor of Yggdrasil (Level 5)

Braitrax's character is a druid seeking to craft a +1 wooden breastplate for herself. Having just reached 5th level, Braitrax's druid will soon be leaving the relative safety of her grove and the surrounding woodlands to venture out into the wider world as a champion of nature, an endeavor which will call for greater protection than she has had need of so far. Her GM, James, has decided that for Braitrax's druid to create this armor, she'll need to gather four essential materials from the woodlands around her grove: fur collected from grizzly bears to line the armor, darkwood bark collected from trees protected by arboreal wardens, a section of wood freely gifted by an awakened tree for the main plate, and sticky sap from a grove guarded by a dryad and her pet basilisk to bind it all together. James has decided that this crafting quest will require Braitrax's druid to complete four Low difficulty encounters, so he has reduced the 160 gp cost of the +1 wooden breastplate by 40% for a final crafting cost of 96 gp, with each component having a value of 24 gp each. He deducts the 24 gp from the 100 gp value of each of the encounters and assigns the remaining 76 gp from each encounter to consumables and crafting quest components for the other characters.

James plans the following four encounters out for Braitrax.

Shaving the Grizzly: Braitrax's first task is to collect the grizzly bear fur, and fortunately, three large grizzlies with fur to spare can be found fishing salmon from a nearby stream. While the bears do constitute a potentially engaging, or even deadly, combat encounter, Braitrax's character is a druid and unwilling to harm the creatures just to line her armor. By leveraging a combination of primal magic and Nature-oriented skill feats, she's able to calm the bears and convince them to donate some of their fur to her.

Sticky Situation: Having collected most of the components to create her armor, the druid just needs the sticky sap to bind everything together. The dryad and basilisk protecting the sap are cantankerous, cruel, and unwilling to share, and their grove is littered with evidence that the basilisk isn't too picky about who or what it petrifies and eats, either. While the party has thus far attempted nonviolent solutions wherever possible, the clearly evil nature of the dryad and basilisk likely mean that Braitrax's party might just choose to fight this one out for the good of the forest, though it's also possible that they will choose to try and redeem the dryad and her pet. Regardless of the resolution they choose, once the dryad and basilisk are dealt with, Braitrax's druid has all the crafting quest components she needs to Craft her armor, and she can begin the process of assembling them.

Working Around the Wardens: Next, Braitrax's druid must convince a pair of arboreal wardens to allow her to collect fallen scraps of darkwood bark from the grove of darkwood trees they're dedicated to protecting. Whether through combat, stealth, bargaining, or fleetness of foot, the druid manages to retrieve the necessary bark and completes the encounter before seeking out the next component for her armor.

You're Not Using That, Are You?: Next, Braitrax's druid needs to convince a mighty awakened tree to gift her a section of its living body to form the main plate of her +1 wooden breastplate. Combat isn't an option here; not only would attacking an otherwise-peaceful awakened tree potentially be anathema for the druid, but the wood has to be freely gifted or the armor will be ruined. Guile, diplomacy, and magic are Braitrax's only options, but fortunately, if anyone can convince a tree to give up a part of itself, it's probably a druid.

Since the encounters were all contained within the same woodland, James requires Braitrax's druid to attempt a Crafting check inside the druid grove to complete the armor. Braitrax's druid successfully completes a DC 20 Crafting check (the standard DC for a 5th-level item) and can now don her +1 wooden breastplate.

Treasure Vault, page 170.

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