Objects

Objects

Objects occupy space like Subjects but are not alive and have to be considered differently. Objects have Materials where Subjects have Anatomies, an object is defined by its most prominent material. Materials come in HD which determine the object’s size category and occupied space, adding to or subtracting from its AC and [Stealth], and adjusting the Ability Scores.

Material HD refers to the size of a single object, it represents a small range of mass and it affects the price of items directly by determining the material cost. It also determines an object’s HP should it ever take damage. Add the number of Material HD to the Material’s base Strength Score and subtract it from the Material’s base Dexterity Score. After this, adjust the STR/DEX Scores based on the object’s size category. The final number determines that object’s Strength and Dexterity, which represent the structural integrity and tensile strength as well as the flexibility and weight balance of the object. An object’s Strength Modifier must equal or exceed its HD or the material won’t be strong enough to hold the object together if it moves. If an object’s Dexterity Score is 0 it is treated as too heavy/cumbersome to move. All Materials have a Hardness, which functions as DR/-. Physical Damage is always halved before applying Hardness, and Objects ignore Critical Hits. Properties affect rules interactions.


Table: Object Sizes and Adjustments

Material HD

Size Category

AC/Stealth Modifier

Occupied Space

STR Score

DEX Score

< 1

Fine

+8

Base -12

Base +12

1

Diminutive

+4

1/256

Base + HD -8

Base – HD +8

1 – 2

Tiny

+2

1/16

Base + HD -4

Base – HD +4

2 – 3

Small

+1

1/4

Base + HD -2

Base – HD +2

3 – 5

Medium (Lesser)

0

1/2

Base + HD

Base – HD

6 – 12

Medium (Greater)

0

1

Base + HD +2

Base – HD -2

13 – 17

Large

-1

4 (2 x 2)

Base + HD +4

Base – HD -4

18 – 24

Huge

-2

9 (3 x 3)

Base + HD +8

Base – HD -8

25 – 33

Gargantuan

-4

16 (4 X 4)

Base + HD +12

Base – HD -12

34 – 44

Colossal

-8

25 (5 x 5)

Base + HD +16

Base – HD -16

45+

Titanic

-20

36+ (6+ x 6+)

Base + HD +20

Base – HD -20


The material value of any object is based on its HD. This number should be found with a calculator and then rounded to determine market prices for items. To create an item, a character must have any prerequisite [Expertise] or other applicable skill required, then a Skill Check must be rolled against a Crafting DC. Checks which succeed by 5 or more may create a Masterwork object, checks succeeding by 10 or more may create a Magical object. Checks that fail by 5 or less produce a Makeshift object, and checks that fail by 10 or more produce a Broken object. The Quality of an object determines its market value and adjusts any relevant D20 modifiers such objects may be associated with.

Objects that take sufficient damage reduce in quality depending on its HP, when an object is reduced to 50% or less of its current HP it drops one step in Quality. If an object reaches 0 HP, it is Broken regardless of its Quality.


Object Price Modifiers

Quality Modifiers

Broken

Makeshift

Standard

Masterwork

Magical

D20 Modifier

-2 (Useless)

-1

0

+1

+2

Craft DC

-10

-5

0

+5

+10

Market Value

(Tools)

Material Cost

Material Cost +12.5%

Material Cost +25%

Standard Cost +200gp

Standard Cost +2,000gp

Market Value (Armaments)

Material Cost

Material Cost +25%

Material Cost +50%

Standard Cost +300gp

Standard Cost +3,000gp

Market Value (Jewelry)

Material Cost

Material Cost +50%

Material Cost +75%

Standard Cost +750gp

Standard Cost +5,000gp

Market Value (Furnishings)

Material Cost

Material Cost +75%

Material Cost +100%

Standard Cost +1,000gp

Standard Cost +10,000gp

Object Formulae

Material Cost = (Base Price) x (Material HD)3

Crafting DC = 10+ Hardness+ HD

Materials

Materials are organized into different Categories that define their origins and properties. Organics come from plants or Subjects, Minerals come from the earth, Metals are smelted and created with [Metallurgy], and Artificial Materials are created with varied methods. Materials have associated HD, Base Stats, and Properties that define how they interact with the world.

Properties

Adamant

Only apply damage from Materials with equal or greater Hardness

Buoyant

Floats in water

Chameleon

Able to change color, blending in with surroundings, +5 on visual [Stealth] checks

Conductive

-3 on AC and Saves against Electricity targeting the object or wearer/carrier of such objects

Construction

Material is used to build infrastructure for civilization

Corrodible

Double Chemical damage taken, if covered take 1d4 Ability Damage (STR and DEX) possibly breaking the object, Dissolves or becomes Rust if Broken by Chemical Damage

Edible

Can be consumed as food by living creatures

Flammable

Double damage taken from Heat, if ignited take 1d4 Heat damage 1/round until the flames are extinguished, becomes Ash if Broken by Heat

Fragile

Regardless of Quality, the object is Broken when reduced to 50% of its current HP

Fragrant

Exudes an aura of fresh or pleasant scent

Fertile

Able to grow Plants, some materials are added to SOIL as SEEDs or their Fertilizers

Fluid

Non-solid, semi-solid, or granular Material requiring a container to transport

Lightweight

Only count half the Material HD (round down) towards Carrying Capacity or ACP

Living

Material has a Constitution Score numbering 10+ HD, gaining HP and the ability to suffer some effects which require Fortitude saves, double damage taken from Cold

Lustrous

Reflects light, causing the Material to shine or glow gently

Luminous

Light emits from the Material, ensuring it is always visible even in Darkness, may emulate a torch

Magic Affinity

Increase CL checks associated with Animated, wielded, or worn objects by +2, adjusting with the Quality Modifier

Magic Aversion

Material disrupts and cancels Magic, worn items grant SR numbering 11+ HD, wielded items grant Dispel checks upon interacting with ongoing Magic effects, d20+ level+ HD, the Material is unaffected by Magic

Magic Component

Used as a Material Component for Spellcasting or in the production of Magic Items

Perishable

If Exposed to Cooling, Warming, or Hot Weather for 1 Shift (4 Hours) or longer, food spoils and must be purified or rot

Plasticity

Easily reshaped or molded into new forms

Precious

Material has intrinsic value and can be used in place of money

Purifying

Applying such Material to food negates the Perishable Property, helps with cleaning and Healing

Putrid

The Material exudes an aura of sickening odor, Subjects with a 10ft radius per size category must roll a Fortitude save, DC= 10+ Material’s Total HP, or be Nauseated within the area

Radioactive

Dangerous to be around, Subjects within a 10ft radius per size category take 1d4 Chemical Damage 1/Round and 1d4 random Ability Damage 1/Shift

Rotten

Plant-Matter subject to rot becomes Compost, Animal-Matter becomes Carrion

Toxic

Material can be Poisonous and thus dangerous to touch or eat

Transparent

Material can be seen through, totally or partially

Organic

Plant Matter (Agriculture/Survival)

✦WOOD✦ Construction, Flammable, Fragile, Living*, Rotten*

Hardwood (Deciduous) d6; STR 15; DEX 26; Hardness 7

Base Price 5sp Adamant, Buoyant

Softwood (Coniferous) d4; STR 15; DEX 26; Hardness 5

Base Price 1sp Buoyant, Fragrant

Ironwood d8; STR 18; DEX 26; Hardness 10

Base Price 10gp Adamant, Corrodible

Darkwood d6; STR 15; DEX 28; Hardness 5

Base Price 5gp Buoyant, Lightweight

✦VEGETATION✦ Buoyant, Flammable, Living, Rotten*, Toxic*

Foliage d6; STR 12; DEX 28; Hardness 0

Base Price varies Edible*, Lightweight

Stem d4; STR 14; DEX 26; Hardness 2

Base Price varies Adamant, Edible*

Flower d8; STR 12; DEX 30; Hardness 0

Base Price varies Fragrant, Lustrous*, Putrid*

Root d6; STR 15; DEX 20; Hardness 2

Base Price varies Adamant, Edible*

✦SEEDS✦ Edible*, Fertile, Living, Rotten*, Toxic*

Berries d4; STR 11; DEX 30; Hardness 0

Base Price varies Buoyant, Perishable

Fruits d6; STR 13; DEX 26; Hardness 1

Base Price varies Buoyant, Flammable, Perishable

Nuts d8; STR 10; DEX 20; Hardness 6

Base Price varies Adamant, Flammable, Fragile

Legumes d6; STR 10; DEX 20; Hardness 6

Base Price varies Adamant, Flammable

✦EXTRACT✦ Fluid, Flammable, Toxic*

Sap d6; STR 15; DEX 26; Hardness 0

Base Price varies Edible, Perishable, Transparent

Oil d4; STR 15; DEX 26; Hardness 0

Base Price 1sp Construction, Edible*, Luminous*, Transparent*

Latex d8; STR 18; DEX 26; Hardness 0

Base Price varies Construction, Lightweight, Plasticity

Resin d6; STR 15; DEX 28; Hardness 0

Base Price varies Construction, Plasticity

✦FUNGI✦ Buoyant, Fertile, Flammable, Living

Mushroom d6; STR 15; DEX 26; Hardness 8

Base Price varies Edible*, Lightweight, Luminous*

Mold d4; STR 15; DEX 30; Hardness 5

Base Price varies Fluid, Luminous*, Toxic

Yeast d8; STR 15; DEX 20; Hardness 10

Base Price varies Edible*, Fluid

Spore d6; STR 10; DEX 28; Hardness 5

Base Price varies Fluid, Lightweight, Luminous*, Toxic

Animal Matter (Catering/Survival)

✦FLESH✦ Buoyant, Living, Flammable, Fragile, Rotten*

Meat d6; STR 15; DEX 23; Hardness 0

Base Price 3sp Edible, Perishable, Precious*

Blood d4; STR 15; DEX 26; Hardness 5

Base Price varies Fluid, Magic Component, Perishable

Organs d8; STR 18; DEX 26; Hardness 0

Base Price varies Perishable, Putrid, Magic Component

Fat d8; STR 18; DEX 26; Hardness 0

Base Price varies Edible, Fluid*, Precious*, Putrid*

✦SKELETON✦ Adamant, Fragile

Bone d6; STR 16; DEX 21; Hardness 7

Base Price varies Living*, Rotten*

Cartilage d12; STR 15; DEX 26; Hardness 5

Base Price varies Buoyant, Plasticity

Ivory d8; STR 17; DEX 20; Hardness 8

Base Price varies Construction, Precious

Keratin d8; STR 15; DEX 23; Hardness 6

Base Price varies Lightweight

✦SHELL✦ Adamant, Fragile

Exuviae d4; STR 14; DEX 30; Hardness 6

Base Price varies

Seashell d6; STR 15; DEX 28; Hardness 8

Base Price varies

Test d8; STR 15; DEX 28; Hardness 8

Base Price varies

Coral d8; STR 15; DEX 23; Hardness 7

Base Price varies

✦HIDE✦ Buoyant, Flammable, Precious

Bareskin d4; STR 14; DEX 25; Hardness 2

Base Price 1gp

Feathery d4; STR 14; DEX 25; Hardness 2

Base Price 3.71sp

Furry d4; STR 14; DEX 25; Hardness 3

Base Price 5.56sp

Scaly d6; STR 14; DEX 25; Hardness 6

Base Price 8.34sp

✦BYPRODUCTS✦ Precious

Eggs d6; STR 15; DEX 26; Hardness 6

Base Price 4cp Adamant, Edible, Fragile, Living, Perishable

Milk d4; STR 15; DEX 26; Hardness 0

Base Price 2cp Edible, Fluid, Perishable

Honey d8; STR 18; DEX 26; Hardness 0

Base Price 5cp Edible, Fluid, Transparent

Wax d8; STR 18; DEX 26; Hardness 0

Base Price 1gp Construction, Fluid



Mineral

Earth Matter (Masonry/Mining)

✦SOIL✦ Construction

Clay d8; STR 10; DEX 27; Hardness 5

Base Price 2cp Fluid, Plasticity

Loam d12; STR 15; DEX 26; Hardness 4

Base Price 5cp Fertile, Precious

Silt d8; STR 18; DEX 26; Hardness 10

Base Price 10gp Fertile, Fluid

Sand d6; STR 15; DEX 28; Hardness 12

Base Price 1cp Fluid, Lustrous

✦STONE✦

Chalk d4; STR 15; DEX 26; Hardness 3

Base Price 1cp Fragile, Lightweight

Granite d8; STR 16; DEX 23; Hardness 12

Base Price 8.574sp Adamant, Construction

Pumice d8; STR 18; DEX 26; Hardness 12

Base Price 1cp Adamant, Purifying

Sandstone d6; STR 15; DEX 28; Hardness 12

Base Price 8.574cp Construction

✦SALT✦ Adamant, Magic Component, Precious, Purifying

Halite (Rock Salt) d6; STR 15; DEX 26; Hardness 6

Base Price 12.5gp Edible

Fluorite d4; STR 15; DEX 26; Hardness 10

Base Price 12.5gp Flammable

Sylvite d8; STR 18; DEX 26; Hardness 5

Base Price 12.5gp Fertile

Calcite (Limestone) d6; STR 15; DEX 28; Hardness 8

Base Price 1.25gp Construction, Corrodible

✦FUEL✦ Construction, Flammable

Sulfur (Brimstone) d6; STR 15; DEX 26; Hardness 8

Base Price 1cp Putrid

Flint d4; STR 15; DEX 26; Hardness 13

Base Price 1cp Fragile, Lustrous

Coal d8; STR 18; DEX 26; Hardness 10

Base Price 1cp Toxic

Shale (Rock Oil) d6; STR 15; DEX 28; Hardness 5

Base Price 1cp Fluid, Lustrous

✦GEM✦ Adamant, Lustrous, Precious, Transparent*

Quartz d8; STR 17; DEX 25; Hardness 13

Base Price 2.5gp Construction*, Magic Affinity, Magic Component

Beryl d4; STR 18; DEX 24; Hardness 15

Base Price 37.034gp Magic Affinity, Magic Component

Corundum d6; STR 19; DEX 26; Hardness 18

Base Price 185.185gp Magic Affinity, Magic Component

Diamond d4; STR 20; DEX 23; Hardness 20

Base Price 925.926gp Fragile, Magic Affinity, Magic Component


Metallic Matter (Metallurgy/Mining)

✦ORE✦ Corrodible, Fluid*

Iron d8; STR 17; DEX 24; Hardness 10

Base Price 1gp Conductive, Construction, Lustrous*

Aluminum/Tin d8; STR 14; DEX 27; Hardness 6

Base Price 1sp Conductive, Construction, Plasticity , Lightweight, Lustrous*

Titanium d10; STR 17; DEX 26; Hardness 12

Base Price 10gp Conductive, Construction, Lustrous

Lead d12; STR 16; DEX 23; Hardness 4

Base Price 1cp Magic Aversion, Plasticity, Radioactive*, Toxic

✦PURE✦ Conductive, Fluid*, Magic Component, Precious

Copper d8; STR 11; DEX 27; Hardness 8

Base Price 1.25gp Construction, Lustrous*

Silver d8; STR 13; DEX 26; Hardness 6

Base Price 12.5gp Lustrous*, Plasticity, Purifying

Gold d8; STR 12; DEX 27; Hardness 6

Base Price 125gp Construction, Lustrous, Plasticity

Platinum d8; STR 13; DEX 25; Hardness 9

Base Price 1,250gp Lustrous, Magic Affinity

✦ALLOY✦ Conductive, Fluid*

Carbon Steel d10; STR 18; DEX 25; Hardness 11

Base Price 2gp Construction, Corrodible, Lustrous*

Brass/Bronze d8; STR 17; DEX 25; Hardness 8

Base Price 7.5sp Construction, Corrodible, Lustrous

Pewter d10; STR 15; DEX 27; Hardness 7

Base Price 1.25sp Construction, Corrodible, Plasticity, Lustrous*

Alloy Steel d12; STR 19; DEX 25; Hardness 13

Base Price 25gp Adamant, Construction, Lustrous*, Precious

✦RARE✦ Conductive, Fluid*

Adamantine d12; STR 20; DEX 25; Hardness 20

Base Price 37.616gp Adamant, Lustrous

Cold Iron d8; STR 18; DEX 24; Hardness 12

Base Price 100gp Corrodible, Luminous*, Lustrous*, Magic Aversion

Mythral d10; STR 18; DEX 27; Hardness 15

Base Price 17.493gp Lightweight, Lustrous, Purifying

Orichalcum d10; STR 17; DEX 28; Hardness 9

Base Price 100gp Luminous, Lustrous, Magic Affinity

✦PLANAR✦ Conductive, Fluid*

Celesteel d12; STR 20; DEX 28; Hardness 20

Base Price 176gp Adamant, Lightweight, Lustrous*, Precious

Chthonium d12; STR 18; DEX 30; Hardness 13

Base Price 176gp Lightweight, Lustrous*, Radioactive, Toxic

Elementium d8; STR 18; DEX 25; Hardness 4

Base Price 10gp Lightweight, Luminous, Lustrous, Magic Component, Precious

Uranium d12; STR 18; DEX 27; Hardness 12

Base Price 150gp Adamant, Lustrous, Magic Affinity, Radioactive



Artificial

Fabric (Literacy/Schooling/Textile)

✦CLOTH✦ Buoyant, Flammable

Cotton d4; STR 13; DEX 28; Hardness 0

Base Price 5cp Lightweight

Linen d6; STR 14; DEX 28; Hardness 1

Base Price 5sp Adamant

Silk d6; STR 13; DEX 31; Hardness 0

Base Price 1.25gp Lightweight, Precious, Transparent*

Wool d4; STR 14; DEX 26; Hardness 1

Base Price 1sp Adamant

✦LEATHER✦ Buoyant, Flammable

Aniline d6; STR 15; DEX 27; Hardness 3

Base Price 1.112gp Adamant, Lustrous

Nappa d8; STR 14; DEX 28; Hardness 1

Base Price 1.112gp Lightweight, Lustrous

Nubuck d6; STR 14; DEX 27; Hardness 2

Base Price 8.34sp Adamant

Suede d4; STR 13; DEX 28; Hardness 1

Base Price 5.56sp Lightweight

✦FINE✦ Adamant, Buoyant, Precious

Diamondweave d4; STR 16; DEX 31; Hardness 20

Base Price 925.926gp Lightweight, Lustrous

Dragonhide d12; STR 17; DEX 28; Hardness 10

Base Price 4.448gp Adamant

Mistweave d8; STR 15; DEX 34; Hardness 0

Base Price 11.575gp Chameleon, Flammable, Lightweight

Sylvanweave d8; STR 15; DEX 30; Hardness 4

Base Price 10gp Flammable, Luminous*, Lustrous

✦STATIONERY✦ Buoyant, Flammable, Fragrant

Papyrus d6; STR 12; DEX 32; Hardness 2

Base Price 1sp Fragile

Parchment d4; STR 11; DEX 33; Hardness 1

Base Price 2sp Lightweight

Paper d4; STR 10; DEX 34; Hardness 1

Base Price 4sp Fragile, Lightweight, Precious*

Canvas d8; STR 15; DEX 32; Hardness 4

Base Price 1sp Construction

Universal (Alchemy)

✦CERAMIC✦ Chameleon*, Transparent*

Glass d4; STR 15; DEX 26; Hardness 13

Base Price 3cp Fragile

Brick d8; STR 15; DEX 26; Hardness 15

Base Price 4cp Construction

Terracotta d6; STR 18; DEX 26; Hardness 12

Base Price 2cp Fragile

Porcelain d4; STR 15; DEX 28; Hardness 18

Base Price 4cp Adamant, Fragile

✦PIGMENT✦ Chameleon*, Fluid, Magic Component, Precious, Transparent*

Ink d10; STR 14; DEX 31; Hardness 0

Base Price 8gp

Dye d8; STR 13; DEX 32; Hardness 0

Base Price 5gp

Paint d12; STR 14; DEX 26; Hardness 0

Base Price 9gp

Stain d12; STR 15; DEX 26; Hardness 0

Base Price 8sp

✦CULINARY✦ Edible

Baking d12; STR 14; DEX 26; Hardness 20

Base Price 2cp Perishable

Brewing d8; STR 15; DEX 26; Hardness 5

Base Price 4cp Fluid, Perishable*

Dairy d10; STR 18; DEX 26; Hardness 10

Base Price 1sp Fluid*, Perishable

Preserved d12; STR 18; DEX 26; Hardness 10

Base Price 5sp

✦HYGIENICS✦ Flammable

Soap d10; STR 11; DEX 33; Hardness 3

Base Price 5sp Buoyant, Fragrant*, Purifying

Fragrance d4; STR 11; DEX 26; Hardness 0

Base Price 15gp Fluid, Fragrant

Cosmetics d4; STR 12; DEX 26; Hardness 1

Base Price 1gp Chameleon*, Fluid*, Lightweight

Salve d6; STR 12; DEX 26; Hardness 0

Base Price 1gp Fluid, Purifying








Tools

Tools are associated with skills and grant a +2 Item bonus on applicable Skill Checks, the Quality Bonus of the item adjusts this.

Footwear (Agility) 2HD (LEATHER)

Improve movement, never counts against Carrying Capacity.

Eyewear (Alertness) 1HD (GEM, Glass)

Protects vision, never counts against Carrying Capacity.

Lantern (Alertness) 2HD (METAL)

Illuminate a 20ft radius emanation, uses Fat or Oil for fuel.

Mirror (Alertness) 1HD (10gp)

See a reflection, useful around corners, or as a visual Focus.

Spyglass (Alertness) 2HD (500gp)

See twice as far, or magnify an image to double its size.

Torch (Alertness) 2HD (WOOD)

Illuminate a 20ft radius emanation, using an open flame.

Climbing Kit (Athletics) 4HD (80gp)

Grappling Hooks, Pitons, Straps, and 50ft of Rope in one kit.

Gloves (Athletics) 1HD (FABRIC)

Improve grip, never counts against Carrying Capacity.

Swimwear (Athletics) 1-6HD (LEATHER)

Waterproof gear for swimming, may include flippers.

Saddle (Animal Affinity) 4HD (LEATHER)

Worn by a [Mount] to secure the rider, may include reins.

Whistle (Animal Affinity) 1HD (8sp)

Blown to make a sound only heard with [Keen Senses].

Backpack (Carrying Capacity) 3HD (LEATHER)

Increase Carrying Capacity by 8HD, increasing with Quality.

Belt Pouch (Carrying Capacity) 1HD (LEATHER)

Increase Carrying Capacity by 3HD, increasing with Quality.

Quiver (Carrying Capacity) 2HD (Canvas, LEATHER)

Carries up to 4HD of Arrows or Bolts, increasing with Quality.

Scroll Case (Carrying Capacity) 1HD (LEATHER)

Carries up to 10HD of rolled up STATIONERY.

Bedroll (Endurance) 2-6HD (CLOTH)

Recovery from Resting improves by 2, increasing with Quality.

Clothing (Endurance) 1-6HD (FABRIC)

Fashion or function, never counts against Carrying Capacity.

Mess Kit (Endurance) 2HD (5sp)

A bowl, a plate, tableware, and a mug in one kit.

Tent (Endurance) 6-12HD (FABRIC)

Protection from Weather Effects, but not Temperature.

Disguise Kit (Deception) 2HD (25gp)

Cosmetics and accessories for adding or hiding features.

Dowsing Rod (Investigation) 3HD (METAL)

Helpful for locating objects.

Magnifying Glass (Investigation) 2HD (100gp)

Magnify an image to double its size, discern Fine details.

Book (Literacy) 2HD (15gp)

100 sheets of blank Paper bound by waterproof leather.

Writing Kit (Literacy) 1HD (5sp)

Inkpen, wax seals, and a writing slab in one kit.

Crystal Ball (Magical Aptitude) 2HD (Glass, Quartz)

A clear or cloudy sphere providing a visual Focus for images.

Deck of Cards (Magical Aptitude) 1HD (1gp)

Playing Cards or Tarot Cards usually.

Holy Symbol (Magical Aptitude) 1-2HD (WOOD, Silver)

Focus used by someone [Religious].

Wand (Magical Aptitude) 1HD (WOOD, METAL, SKELETON)

Focus used to cast spells or ignite material components.

Artisan Tool (Mechanics) 1-2HD (5sp)

Simple tools to do everyday work. (crowbar, hammer, etc.)

Engineering Kit (Mechanics) 2HD (50gp)

Fine tools used to do complex Mechanical work.

Lock (Mechanics) 1-4HD (METAL)

Requires a key to unlatch, may include chains or manacles.

Rope (Mechanics) 3HD (FABRIC)

50ft of woven rope for various uses.

Whetstone (Mechanics) 1HD (2cp)

A sharpening stone for maintaining Metal tools and weapons.

Musical Instrument (Perform) 1-4HD (5gp)

Required for some performances, they come in many styles.

Text (Schooling) 2HD (30gp)

Reference material (written Book) allows Untrained checks.

Compass (Survival) 1HD (Iron)

Small magnetic device which always discerns North.

Healing Kit (Survival) 2HD (10gp)

Supplies used to tend wounds and end the Bleeding Condition.

Fishing Kit (Survival) 3HD (1gp)

A rod, a 20ft reel, a net, and a few hooks in one kit.

Flint & Steel (Survival) 1HD (1gp)

Spark Flammable Material with a Standard Action.

Map (Survival) 1HD (STATIONERY) PRICE N/A

A Scroll used to help navigate by depicting a region visually.

Waterskin (Survival) 1HD (LEATHER)

Tightly sealed and insulated for perfect drinking, it holds 32oz.

Cloak (Stealth) 3HD (FABRIC)

Full body covering, never counts against Carrying Capacity.

Alchemy Kit (Alchemy) 2HD (100gp)

Beakers, cylinders, and mixing instruments in one kit.

Vial (Alchemy) 1HD (CERAMIC)

A single, empty vial that holds 8oz of liquid.

Jewelry

Worn items usually as Status symbols, they are always 1-2HD and never count towards Carrying Capacity. Like Tools, they grant +2 Item bonus, but only when interacting with other Characters on [Deception, Investigation, or Negotiation] checks.

Amulet (Neck Slot)

A charm for protection or good luck

Badge (Neck or Waist Slot)

A symbol of authority or membership

Bracelets (Arms or Hands Slot)

Worn on the wrist(s)

Brooch (Arms, Neck, or Waist Slot)

Clasps for worn items

Circlet/Crown (Head Slot)

A symbol of status or leadership

Necklace (Neck Slot)

Chains, chokers, or cords worn around the neck

Piercing (Head, Face, or Waist Slot)

Rings or studs

Ring (Ring L or Ring R Slot)

Worn on a finger, usually associated with Region or Family

Furnishings

Furnishings make up occupied spaces, like buildings, homes, mines, and roads. They come in two varieties and usually exist simply to decorate or occupy space and thus rarely interact with skills. (Greater) Medium and larger Furnishings always occupy one 5ft cube, at 13 HD the object is Large and occupies 4 squares (8 cubes), at 18 HD it occupies 9 squares (27 cubes), at 25 HD it occupies 16 squares (64 cubes), and at 34 HD it occupies 25 squares (125 cubes). These cubes may be reorganized for objects that occupy space vertically like walls or pillars, but must be adjacent to each other and continuous.

Hard Furnishing 1+HD (CERAMIC, STONE, ORE, WOOD)

Tables, chairs, beds, and any other furniture, as well as anvils, signs, statues, doors, fences, walls, etc. Sidling or passing through an object’s space is Difficult Terrain.

Soft Furnishing 2+HD (FABRIC)

Carpets, curtains, bedding, paintings, tapestries, and any other object that can be folded or rolled up. Occupying or passing through the space incurs no penalty.

Armaments

Armaments are designed around Martial Action, Armor and Weapons. Physical damage from weapons comes in three base forms: Bludgeoning, Piercing, and Slashing (B, P, or S). These are descriptors which interpret the kind of impact a damaging hit deals as well as what kinds of damage can be reduced with certain types of Damage Resistance (DR). The Damage listed with DR is required to ignore the reduction. DR 5/B for example, would reduce any P or S damage by 5, (down to 0) but B damage is not reduced at all. Weapons might deal two forms: B&P, B&S, or P&S, ignoring DR if one matches.


DR can apply to either a specific Material or a Quality the Weapon must be. The Materials associated with bypassing DR are
Diamond, Iron, and Silver (Adamantine is treated as Diamond, Cold Iron is treated as Iron, and Mythral is treated as Silver). DR associated with an Alignment, applies to either Good/Evil or Law/Chaos, for an attack to bypass this DR it must have [Aligned Attack] with the associated Alignment. DR against Magic requires that any weapon used must be Magical in Quality.


Subjects may have two separate types of Damage Resistance, meaning incoming attacks must meet one or both requirements in order to bypass DR (two Alignments cannot conflict; only one Material may be selected). Some Subjects combine these, requiring both Damage types. Three or more types of DR will be treated as DR/- instead, which reduces ALL physical damage.


Damage Dice are associated with Subject size, and weapons must be sized appropriately for the Subject using it without applying a -4 penalty per size category difference on Attack Rolls, Natural Weapons always scale with the size of the Subject, and are treated as Light weapons when determining which Damage Die to use. When calculating damage, the number rolled on the Damage Dice is added to the Ability Modifier(s) being applied to the damage, this total number is added together to determine the final amount of B, P, S, B&P, B&S, or P&S damage. Most weapons only roll a single Damage Die, but certain feats and circumstances (such as Critical Hits) increase the number of dice rolled. The damage total has to be found before applying DR. Other types of damage, such as Non-Lethal or Precision Damage, are always reduced by DR, regardless of what weapon(s) are used to deal that damage.



Armor

Armor grants an Armor Bonus to AC numbering the Material HD and Damage Resistance numbering half the Material HD (round down) of the armor, plus the Quality Modifier. For a Material to hold together structurally, its STR Modifier must equal or exceed the Material HD of the armor. Use the lower DEX of either the wearer or the armor when determining AC. Without [Powerful Build], Small characters cannot fit into (Greater) Medium Armor (>5 Material HD). Medium characters cannot fit into Large Armor (>12 Material HD). Instead of adjusting Carrying Capacity, incur the Armor Check Penalty (ACP), determined by subtracting the Material HD from the wearer’s STR Modifier. The ACP affects Skills based on STR, DEX, or CON; Attack Rolls made with Weapons or Spells; and Reflex Saves. Quality reduces ACP. Broken Armor provides half its Armor Bonus to AC. Broken Armor, and (Greater) Medium Armor which has an ACP gives the wearer the Encumbered Condition.

Armor Groups

✦GAMBESON✦

DR/Slashing ⦁ Gambeson (Leather/Padded Armor) can be constructed from any CLOTH, FINE, or LEATHER, typically Linen, created with [Textiles] and worn as Clothing. Anyone wearing it can ignore the ACP on Attacks, Reflex saves, and on [Endurance] checks, including sleeping in the armor, without [Armor Proficiency]. Gambeson never Encumbers the wearer.

✦BRIGANDINE✦

DR/Bludgeoning ⦁ Brigandine (Studded Leather/Splint Armor) is generally constructed from CLOTH or LEATHER reinforced with rivets of Metal or other hard Materials suitable for armor, requiring [Carpentry, Jewelry, or Metallurgy] to correctly shape and align the rivets under the Fabric. The rivets cost up to 2HD in raw Materials (1 per 3HD of Fabric) added after adjusting the price for Quality, they improve the STR Score of the Fabric Material used by 1, improving its effectiveness for Armor.

✦MAIL✦

DR/Piercing ⦁ Mail (Chain/Scale Armor) is a mesh of Metallic chain or overlapping scales of Metal or LEATHER designed to fit the shape of any wearer’s body. Created with [Metallurgy] or [Textiles], reduce the Material STR Score by 1, but increase the Material DEX Score by 2. The ACP is doubled on [Stealth] unless the wearer has [Silent].

✦PLATE✦

DR/- ⦁ Plate Armor is constructed of custom fit Metal plates shaped with [Metallurgy] to fit a specific character. Characters other than the intended wearer always treat the armor as Broken unless they have the same Physical Ability Modifiers (STR, DEX, and CON). Quartz and Ironwood are also suitable Materials for creating Plate, requiring [Jewelry] and [Carpentry] respectively.

Armor Improvements

Aquatic

COST: +25% Market Value

The armor helps the wearer float in water, ignore the ACP on [Athletics] when swimming, treated as Swimwear.

Camouflaged

COST: +25% Market Value

Visual designs on the armor make it easier to hide in a single Terrain type, ignore the ACP on [Stealth].

Ceremonial

COST: +25% Market Value, can apply to Clothing

Fine details on the armor make it visually appealing, +2 on [Deception], [Negotiation], and [Perform].

Fireproof

COST: +25% Market Value, can apply to Clothing

Materials used in the armor lose the Flammable Property, the wearer ignores Hot weather as if with [Endure Elements].

Gauntlets

COST: 2 HD paid separately

Bash Natural Weapons are treated as being made of the same Material used for construction. +4 on saves against Disarm.

Helmet

COST: 2 HD paid separately

Protects the wearer’s head, increasing the Armor Bonus of the armor by +2, but imposing a -2 on [Alertness] while worn.

Nimble

COST: +50% Market Value

The armor is lighter than normal, increasing the Material’s DEX Score by 1, ignore the ACP on [Agility].

Reinforced

COST: +50% Market Value

The armor is reinforced in important areas, so long as the armor isn’t Broken, increase the DR by 2.

Spiked

COST: 3 HD paid separately

Armor grants a Gore Natural Weapon with no Traits, dealing damage as a Light weapon appropriate for the Subject size.

Weatherproof

COST: +25% Market Value, can apply to Clothing

The armor has special lining and treatment allowing the wearer to ignore Cold Weather as if with [Endure Elements].

Weapons

Manufactured Weapons come in three steps of complexity: Simple, Martial, and Exotic. Complexity determines Traits and Critical Range. Each Weapon Group (Blades, Flails, Hammers, Lances, Natural, Polearms, Projectile, and Shields) has a specialized function and traits if the wielder has the appropriate [Improved Weapon Proficiency] and/or [Martial WeaponProficiency] feats.

Weapon Complexity

Simple

Martial

Exotic

Weapon Traits

One

Two

Three

Critical Range

(20) +1 Damage Die

(19-20) +1 Damage Die

(18-20) +1 Damage Die

Price Adjustment

Market Value +0%

Market Value +25%

Market Value +50%

Weapon Groups

✦BLADES✦ (Slashing)

On a successful Critical Hit inflict the Bleeding Condition

✦BOWS✦ (Ranged Piercing)

+1 on Ranged Attack and Damage Rolls within 30ft, range 60ft, uses Ammunition

✦FLAILS✦ (Bludgeoning)

Threaten every square within Melee range

✦HAMMERS✦ (Bludgeoning)

On a successful Critical Hit inflict the Fatigued Condition


✦LANCES✦ (Piercing)

On a successful Charge add one extra Damage Die

✦NATURAL✦ (Any)

Never improve proficiency, but can have any number of traits


✦POLEARMS✦ (Bludgeoning)

+4 AC against Charges and +4 Reflex against Overruns

✦SHIELDS✦ (Bludgeoning)

Gain a Shield Bonus to AC numbering Material HD, lost when attacking for the round


Damage Dice by Character Size

Small

Medium

Large

Huge

Gargantuan

Colossal+

Light* (one-handed)

d3 (1HD)

d4 (1-2HD)

d6 (2-3HD)

2d4 (3-4HD)

2d6 (4-5HD)

2d8 (5-6HD)

Balanced (one-handed)

d4 (1-2HD)

d6 (2-3HD)

d8 (3-4HD)

2d6 (4-5HD)

2d8 (5-6HD)

2d10 (6-7HD)

Heavy (two-handed)

d6 (2-3HD)

d8 (3-4HD)

d10 (4-5HD)

2d8 (5-6HD)

2d10 (6-7HD)

2d12 (7-8HD)

*Use DEX, rather than STR on melee Attack Rolls

Weapon Traits

Ammunition (Blades, Bows, Lances)

Missiles consumed by Ranged Attacks (Arrows, Bolts, etc) priced 10 per Material HD

Bowstring (Bows)

Always maximize Material HD, use two hands to fire, increase range by 60ft; gain twice to add STR to Damage with Arrows

Blessed (Any)

Damage can bypass DR/Good or DR/Law or Chaos, can gain twice, cannot also be Cursed

Brace (Any)

Cannot be Disarmed until the Brace is removed or Broken

Concealed (Blades, Flails, Lances, Polearms)

Use [Stealth] for Attack Rolls when the foe is Surprised

Contagion (Natural)

Contact with the weapon can deliver a Disease or Poison

Cursed (Any)

Damage can bypass DR/Evil or DR/Law or Chaos, can gain twice, cannot also be Blessed

Double (Any Melee)

Always maximize Material HD, gain an extra Weapon Trait for the doubled or both sides, reduce Damage Dice 1 step

Distance (Blades, Bows, Hammers, Lances)

Increase the total range for Ranged Attacks by half

Finesse (Any)

Use DEX, rather than STR, on Melee Attack Rolls

Grab (Any)

+2 on Grapple or Disarm, make a free attempt when attacking

Impact (Flails, Hammers, Lances, Polearms)

On a successful Critical Hit, inflict the Crippled Condition

Keen (Blades, Flails, Lances, Polearms)

Increase the Critical Threat Range by 1, this can be gained multiple times

Non-Lethal (Any)

Damage dealt never reduces the target below 0 HP

Oversized (Any)

Always maximize Material HD, increase Damage Dice 1 step

Parrying (Any Melee)

+1 to AC when wielding the weapon, lost if Surprised

Reach (Any Melee)

Threaten squares 5ft further away instead of adjacent ones

Spellcasting-Focus (Any)

Treat as a Spellcasting Focus

Sunder (Any)

+2 on Sunder, deal full damage to objects, +4 on Critical Confirmation Attack Rolls

Thrown (Blades, Hammers, Lances, Shields)

Use STR, rather than DEX, on Ranged Attack Rolls, range becomes 40ft rather than 20ft

Trigger (Bows)

Always maximize Material HD, reloading Bolts requires a Move Action, increase Damage Dice 1 step, and increase range by 40ft; gain twice to add DEX to Damage with Bolts

Trip (Any)

+2 on Trip, make a free attempt when attacking

Versatile (Any)

Change the Damage Type to B, P, or S, gaining this twice changes it to B&P, B&S, or P&S

Wounding (Any)

On a successful Critical Hit, add an extra Damage Die, this can be gained multiple times

Alchemy

Alchemy produces Substances with Magical effects, requiring the [Alchemist] Skill Feat to produce. They come in three Grades: Simple, Complex, and Master. Rather than Quality, Alchemy has Purity: Diluted, Impure, Potent, Concentrated, or Pure. Alchemical Colour determines use: Nigredo (Black-Poisons), Albedo (White-Medicines), Citrinitas (Yellow-Transitions), and Rubedo (Red-Grenades). Most come in 8-oz vials. With a successful skill check, a substance can be diluted into two identical substances two steps lower in Purity, failure destroys/consumes the substance(s). The reverse process is also possible, concentrating two identical substances into one that is one step higher in Purity, no higher than Pure. Alchemy takes 1 Shift to produce or distill one Alchemical Substance.


Alchemical Grade

Simple

Complex

Master

Alchemy DC

15

20

25

Market Price

20gp

60gp

100gp


Alchemical Purity

Diluted

Impure

Potent

Concentrated

Pure

DC Modifier

-2 (Useless)

-1

0

+1

+2

Price Modifier

-50%

-25%

0

+50%

+100%

Nigredo

(Onset Time)

No effect

d10 Billings

d4 Rounds

1 Round

Instant

Albedo

(Dosage)

No effect

Decrease Dice size one step

No Change

Increase Dice size one step

Increase Dice size two steps

Citrinitas

(Duration)

No effect

10 Rounds

(1 Minute)

10 Billings

(1 Hour)

4 Hours

(1 Shift)

6 Shifts

(1 Day)

Rubedo

(Target or Area)

No effect

Reduce radius by 5ft; (single target if 0)

No Change

Increase radius by 5ft

Increase radius by 10ft

Alchemical Colours

✦NIGREDO✦ (Poisons)

Affliction

Inflict a Condition(s) based on Complexity, Fortitude negates.

Simple: Bleeding, Dehydrated, Encumbered, Fatigued, Friendly, Hostile, Nauseated, Soaked, Surprised, Writhing

Complex: Blind, Confused, Deaf, Frightened, Stunned, Unconscious, (any two Simple Conditions)

Master: Crippled, Dying, Starving, Suffocating, (any two Complex Conditions)

Pain

Inflict 1d8 HP Damage, (Complex 2d8, Master 3d8); Fortitude half. Dice size varies with Purity.

Toxin

Inflict 1d4 Ability Damage to any Ability Score, (Complex 2d4, Master 3d4); Fortitude half. Forgo adding dice to damage another Ability Score. Dice size varies with Purity.

✦ALBEDO✦ (Medicines)

Antitoxin

Cure 1d4 Ability Damage in one Ability Score, (Complex 2d4, Master 3d4). Forgo adding dice to cure another Ability Score.

Cure

Cure 1d4 Conditions based on Complexity.

Simple: Bleeding, Dehydrated, Encumbered, Fatigued, Friendly, Hostile, Nauseated, Soaked, Surprised, Writhing

Complex: Blind, Confused, Deaf, Frightened, Stunned, Unconscious, (any two Simple Conditions)

Master: Crippled, Dying, Starving, Suffocating, (any two Complex Conditions)

Health Potion

Recover 1d8 HP (Complex 2d8, Master 3d8).

Magic Potion

Recover 1d4 SQ (Complex 2d4, Master 3d4).

✦CITRINITAS✦ (Transitions)

Elixir

Gain one feat based on Complexity.

Simple: Ability Focus, Acrobat, Analytical, Awareness, Behemoth, Bodybuilder, Breath Weapon, Conditioning, Damage Resistance, Energy Resistance, Endure Elements, Fast Movement, Great Fortitude, Improved Maneuverability, Intuition, Iron Will, Keen Senses, Kip-Up, Lightning Reflexes, Magical Beast, Plyometrics, Pygmy, Sickening Aura

Complex: Aqualung, Aquatic, Balance, Brachiation, Bravery, Breath Weapon II, Burrowing Carapace, Catfall, Conclusive Search, Damage Resistance II, Darkvision, Detective, Diehard, Energy Resistance II, Evasion, Hardy, Natural Armor, Parkour, Powerful Build, Repression, Scout, Spider Climb, Tireless, Toughness, Venom Immunity

Master: Blacklight, Blindsight, Breath Weapon III, Damage Resistance III, Daylight, Energy Resistance III, Heraldic Blessing, Invisibility, Ki, Sixth Sense, Spell Resistance, Supernatural Flight, Supernatural Sustenance, Vigor

✦RUBEDO✦ (Grenades, 20ft)

Alchemist's Bomb

1d6 Chemical, Cold, Electricity, or Heat to a 5ft radius (Complex 2d6, Master 3d6); Reflex half. Dice size varies with Purity.

Glitterdust

5ft radius Luminous dust, revealing shadowy or invisible Subjects; Reflex negates.

Smoke Bomb

10ft radius cloud of Blinding smoke for 1 minute; Fortitude prevents Suffocating.

Tanglefoot Bag

Restrain either a single target or Subject(s) in a 5ft radius; Reflex negates.

Thunderstone

10ft radius flash, Blinding and Deafening Subjects for 1 minute; 1 round with Fortitude.



Magic Items

Magic Items are specialized Objects enhanced to perform additional functions beyond the normal benefits of a Magical Quality Object. All Magic Items must be crafted from Magical Quality Objects, sufficient damage may reduce the Item Quality, should it fall below Masterwork, the Magic Item will cease functioning until repaired to at least Masterwork Quality. Armaments are produced with [Blacksmith], Garments with [Outfitter], Jewelry with [Lapidary], Utilities with [Engineer], and Writing with [Scribe]. [Trapsmith] can be used to make any Magical Trap. Magic items vary in scale and power, some of them grant their user feats based on the Magic infused into it, others may have specific functions priced and described here. All Magic Items are recognized by their Enhancement, which determines how powerful and expensive the Magic Item is. Items which grant feats will be priced differently on whether or not those feats improve their function at higher levels, more powerful Magic Items will scale with the user’s level up to a certain limit: Minor Items always function at level 1, Medium Items scale up to level 9, Major Items scale up to level 13, and Legendary Items always function at level 20. Naturally, Magic Items which grant the user feats which do not scale with Character Level are usually Minor Items. Specific Magic Items will have their pricing methods listed.

Magic Item Pricing

+1

+2

+3

+4

+5

Minor (DC 14) lvl =1

500 gp

4,000 gp

13,500 gp

32,000 gp

62,500 gp

Medium (DC 24) lvl ≤9

750 gp

6,000 gp

18,750 gp

48,000 gp

93,750 gp

Major (DC 34) lvl ≤13

1,000 gp

8,000 gp

27,000 gp

64,000 gp

125,000 gp

Legendary (DC 39) lvl =20

2,000 gp

16,000 gp

54,000 gp

128,000 gp

250,000 gp

Magic Item DC= base Tier DC+ Magic Item’s total Enhancement

Magic Armaments (Armor & Weapons), Garments (Cloaks, Clothing, Gloves, & Footwear), Jewelry (all Jewelry & Eyewear), and Utilities (all other Tools and Furnishings) will have different pricing methods for which feats can be added to them, with the individual feat having an Enhancement cost based on the item’s category. To determine the Magic Item’s Enhancement, add the Enhancement value of each feat to be added to total the Item’s Enhancement (max +5); they can improve the Item later by paying the difference in price. Magic Components (see Magic) are generally ignited and infused into Magic Items, and are required of crafters when considering the price of Magic Items. The availability of Magic Components directly affects and limits how powerful the Magic Items available in any given Civilization are.


Magic Armaments and Utilities grant feats to the wielder so long as the Armament or Utility is worn or being currently wielded or used. Personal items, such as Magic Garments and Jewelry require the Character attune the Magic Item to the correlating Body Slot when donning the item with a [Magical Aptitude] check against the Magic Item DC, failure prevents any attempted attunement with the item for 1 Day (24 Hours). The attunement persists until the article is removed or until the Character attunes another Magic Garment or Jewelry to that Body Slot, attuned items magically resize to fit the wearer perfectly, even if the wearer changes size or shape. Attuning a Magic Item takes 1 Minute (10 Rounds). Magic Item feats cannot be used as prerequisites.


Magic Item Category

+1

+2

+3

+4

+5

Armaments [Blacksmith]

[Martial]; [Metamagic]

[General]; [Skill (any)]

[Prestige]*

[Prestige]*

[Prestige]*

Garments [Seamster]

[Skill (associated)]

[General]; [Skill (any)]

[Prestige]*

[Evolution]; [Prestige]*

[Evolution II]; [Prestige]*

Jewelry [Artisan]

[General]; [Skill (any)]

[Martial]; [Metamagic]

[Prestige]*

[Evolution]; [Prestige]*

[Evolution II]; [Prestige]*

Utilities [Engineer]

[Skill (associated)]

[Metamagic]; [Skill (any)]

[General]; [Martial]

[Prestige]*

[Prestige]*

* +3 [Prestige] feats have prerequisites available as +1, +4 [Prestige] feats have prerequisites available up to +2, and +5 [Prestige] feats have prerequisites available up to +3. They grant all prerequisites.

Magic Items require time to craft, which varies with Tier: Minor (Hours), Medium (Shifts), Major (Days), and Legendary (Weeks); the number of time intervals required numbers the Magic Item’s Enhancement. For Characters who participate in crafting such items, each Day is considered 6 Shifts long, and thus crafting can be broken down into the number of Shifts completed before the Item is complete and ready to use or sell. Each Shift requires a successful [Expertise] or [Magical Aptitude] check against the base Tier DC+ Magic Item’s total Enhancement to count as progress towards completion.



Specific Magic Items

Some Magic Items have specific or unique effects which do not function as feats, they follow the same pricing methods for Magic Items, but may have different descriptions depending on the Magic Item’s Enhancement.

Animated Corpse

COST: Any Tier +1-5 (Anatomy shaped FLESH or SKELETON)

The Object gains up to 4 Animation Class HD per Enhancement, up to the Crafter’s Level. It has a [Physiology] feat appropriate to its shape, or [Anthropomorphic] if hominid-shaped; gaining [Undead Anatomy (Skeleton or Zombie)]. It exists only to attack Living Subjects, unless controlled. Creation requires Magic Components for Necromancy and knowing the Spell- Undeath. Medium Tier Corpses gain 1 additional bonus feat per Animated Purpose, Major Tier gain 2 additional feats, and Legendary Tier gain 3.

Animated Object

COST: Minor +1-5 (any Masterwork Object)

The Object gains up to 4 Animation Class HD per Enhancement, up to the Crafter’s Level. It serves a single purpose or function, either continuously or only under specified activation conditions or commands. It is deactivated like a Magical Trap, tied to either a Magical or Mechanical Trigger set by the Crafter using the Magic Item DC.

Bag of Holding

COST: Minor +1-5 (Backpack, Belt Pouch, Quiver, Scroll Case, etc.)

The storage capacity (HD) increases by 100% per Enhancement; the total storage becomes 2x-6x the normal HD. The storage is in Extradimensional Space, retrieving any Object simply requires the retriever to visualize or be familiar with the Object.

Brilliant Energy Weapon

COST: any Tier +4 (Armament- Weapons only)

Weapon’s Material becomes pure Force, materialized by the wielder with a Quick Action, usually from a held handle or hilt. It bypasses Armor and Shield bonuses to AC and any DR granted by Armaments, but not by [Carapace], [Damage Resistance] [Natural Armor], Arcane Armor, or Divine Armament.

Golem

COST: Any Tier +1-5 (any Anatomy shaped Object or Statue)

The Object gains up to 4 Animation Class HD per Enhancement, up to the Crafter’s Level. It functions autonomously, usually with simple but specific programming by the Crafter. It gains a [Physiology] feat appropriate to its shape, or [Anthropomorphic] if hominid-shaped. Golems have Minimized Material HD per size category, but the crafter adds Material HD numbering the HD of a Weapon appropriately sized for the Golem, granting it any applicable [Adapted Appendage], [Adapted Weapon], or [Adapted Wings] feat(s). Medium Tier Golems gain 1 additional bonus feat per Animated Purpose, Major Tier gain 2 additional feats, and Legendary Tier gain 3.

Locked

COST: Any Tier +1 (any Magical Object)

The Magic Item only functions for designated users: a specific individual, Anatomy, or bloodline, a specific Moral Value(s), a specific Class, or even a Password.

Sentient

COST: Any Tier +1-5 (any Magical Object)

The Magic Item gains sentience, gaining an Alignment and Background to describe its personality, it may refuse to function for users whose Alignments oppose the Item’s. The item gains an Intelligence, Wisdom, and Charisma Score numbering 3d6 (each), Medium Tier increases these by +2, Major Tier by +4, and Legendary Tier by +6. It gains 2 feats per Enhancement:

[Abundant Step], [Benefactor], [Blindsight], [Crusader], [Destroyer], [Dominator], [Egalitarian], [Keen Senses], [Ki], [Idealist], [Indecisive], [Judge], [Malefactor], [Observer], [Open Minded], [Polyglot], [Powerful Aura], [Rebel], [Religious], [Scholar], [Telepathic], [Ventriloquism (to speak)], or [Zealot].

The Enhancement for Sentient Objects stack with and add to the Enhancement for Animated Corpses, Animated Objects, and Golems.

Spell Storing

COST: Any Tier +1-5 (any Magical Object)

The Magic Item may hold the SQ of a Spell Effect cast and stored into the Item for later use, activated by a user with a [Magical Aptitude] check against the Magic Item DC, failure does not spend the SQ. The Spell Effect may be Ordered up to the Magic Item’s Enhancement+ 2, and uses the Magic Item DC. This can be used as a Magical Trap, with the activation tied to either a Magical or Mechanical Trigger set by the Crafter.

Wondrous Figurine

COST: Any Tier +2 (any Magical Object)

The Magic Item may reduce in size with a Command Word, becoming a Diminutive inanimate figurine, perfect for transporting bigger Objects.

Talented

COST: Any Tier +2 (any Armament, Garment, or Jewelry)

The Magic Item grants the wearer or user any Primary or Secondary Class Feature available to the Berserker, Channeler, Knight, Leader, Sage, Summoner, or Tactician, imbued to the Magic Item when created, but only while the Magic Item is attuned or wielded. Characters who already have this Class Feature instead improve that Class Feature as if their Character Level was 4 higher (max 20). The Enhancement for Talented Objects stack with and add to the Enhancement for Animated Corpses, Animated Objects, and Golems.


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