Rules Stuff

Note: Because this page is so large, it’s easy to miss what’s changed. Any changes less than a week old will be highlighted in red. h3. Rules Items h4. Character Creation
  • Ability scores are determined using High Fantasy point buy (20 points).
  • All characters start with 2 traits (but more can be gained by taking the Additional Traits feat, as normal).
  • We’ll be trying out the hero point system (from the Advanced Player’s Guide).
  • The campaign uses medium XP progression. The current XP level of the campaign is 31365, which means a new character should be level 6.
  • For a list of what races are allowed, see here.
  • New characters start with standard WBL, which means 46,000 gp worth of stuff at 9th level. Since the party is between levels 9 and 10, ask me for the exact starting wealth if you make a new character.
    • A new character can start with any number of common or uncommon items, without need for acquisition rolls (see below).
      • However, only a single partially-charged wand (or partially-full bundle of magic ammunition) can be purchased at character creation. The number of charges (or pieces of ammunition) is up to you, provided you’re able to purchase it. For instance, because most magic items worth more than 500gp are considered rare items (assuming no Expanded Markets) and cannot be purchased at character creation, if you want to start with a wand of a 1st level spell (such as cure light wounds), it must have no more than 33 charges.
    • A new character cannot spend more than half his starting wealth on a single magic item.
    • If you want to use item creation feats at character creation, ask me first.
  • New characters start with 30 Fame with the Licensed Adventurers of Founder’s Reach; in addition, pick up to 4 other organizations. You start with 6 Fame with two of them, 5 fame on the third, and 4 Fame with the fourth.
    • The entry costs and initial dues for any organizations joined at character creation are halved. This is an abstract way to handle the Day job rolls that a new character made between moving to the city and joining the campaign.
    • After doing all that, you can make up to 12 advancement rolls for each organization you’re a member of, paying your dues for each roll.
  • The only other character requirement is that you can’t be evil. Worshiping an evil god, however, is totally fine.
h4. Allowed Sources
  • All core Pathfinder books (the core rulebook, Advanced Player Guide, Ultimate Magic, Ultimate Combat).
    • The Leadership feat is restricted, meaning you can’t take it initially, but it may become available via organizations or favors.
  • The Martial Weapon Proficiency and Exotic Weapon Proficiency feats do not exist. They are replaced with the Weapon Training trait and the Firebrand Training feat.
  • Firearms from Ultimate Combat are allowed, but
    • Advanced firearms are not allowed.
    • The Gunslinger class from Ultimate Combat gains the Paladin’s Code of Conduct, alignment requirement, and Detect Evil class feature, and also gains the additional requirement of Member of the Church of Murlynd.
    • The Gunsmithing feat is not allowed. It is replaced with the Secret of the Firebrands feat.
    • The Amateur Gunslinger feat, as well as any archetype that uses firearms, has the additional requirement of Member of the Church of Murlynd, or GM’s permission.
  • Psionics Unleashed by Dreamscarred Press
  • Any other Pathfinder or 3.5 rules items, with permission. Things which have been allowed include:
    • nimbleness armor special ability (Magic Item Compendium, pg. 13)
    • everlasting rations (Magic Item Compendium, pg. 160)
    • replenishing skin (Magic Item Compendium, pg. 173)
h4. New Archetypes h5. Infiltrator (Ninja Archetype) Some ninjas, rather than training as assassins, learn the more traditional roguish pursuits of dealing with locks and traps. These ninjas are often paired with another ninja, in order to get his or her partner to their intended target. More rarely, an infiltrator will work with an adventuring party. Trapfinding (Ex) At 1st level, an infiltrator Ninja can find and disable traps, as the rogue class feature of the same name. This ability replaces poison use. Trap Sense (Ex) At 3rd level, an infiltrator Ninja gains trap sense +1, as the rogue class feature of the same name. This bonus improves by +1 for every three levels gained after 3rd, to a maximum of +6 at 18th level. This ability replaces no trace. h4. New Class Features h5. New Alchemist Discoveries %{color:red}*Versatile Brewer* Benefit: The alchemist can add any spell which can be put into a potion or oil in his formula book, even if it doesn’t appear on the alchemist extract list. These potion formulae cannot be used to create extracts, but they can be used to create potions and oils when using the Brew Potion feat. Doing so expends an open daily extract clot of the appropriate level. Because these potion formulae represent only a narrow, focused part of a spell, the cost of scribing the formula into a formula book is halved. Potion formulae can be used even for spells which appear on the alchemist extract list; for example, an alchemist who wishes to brew potions of owl’s wisdom, but doesn’t need to ever use an owl’s wisdom extract, might want to save money by using a potion formula. For spells which do not appear on the alchemist extract list, the spell level of a potion formula is whatever level a potion or oil of the appropriate spell would be.% h4. New Traits Weapon Training You have trained with a specific kind of weapon and are familiar with its use. Category: None (see text) Benefit: Select one type of weapon, such as the greatsword or spiked chain. You gain familiarity with that type of weapon (if it is a simple or martial weapon, you are proficient in it; if it is an exotic weapon, you treat it as a martial weapon). Special: Unlike most traits, this trait does not belong to a category, and you can take this trait multiple times. Each time you take the trait, it applies to either an exotic weapon you’ve already taken this trait for, or for a new type of weapon. Taking this trait twice for the same exotic weapon grants proficiency with that weapon. Powerful Build You physically appear more giant than human. Category: Campaign Prerequisite: Half-giant race Benefit: You gain the Powerful Build racial trait, as described in Psionics Unleashed. Exotic Race You are a member of one of the rarer races on this plane. Category: Campaign Benefit: Your race is one of the campaign’s expanded races. h4. New Feats Secret of the Firebrands You have earned the trust of the Church of Murlynd, and they have shared their most sacred technology with you. Prerequisite: Member of the Church of Murlynd. Benefit: You have access to purchase firearms and ammunition, provided you can visit a temple of Murlynd in a settlement of at over 10,000 people. If your combined cleric, gunslinger, inquisitor, and paladin levels are at least 3, the church teaches you how to craft your own ammunition. If your combined levels in these classes are at least 9, the church also teaches you how to craft your own firearms. Special: A gunslinger gains this feat as a bonus feat at 1st level. A paladin with this feat gains proficiency with all firearms. Firebrand Training You know how to use firearms. Prerequisite: Member of the Church of Murlynd. Benefit: You gain proficiency with all firearms. h4. New Spells <ability> Weapon School transmutation; Level bard 2, cleric 2, inquisitor 1, magus 1, ranger 1, sorcerer/wizard 2, witch 2 Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Target one weapon that can benefit from the selected ability Duration 1 minute/level Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object) This is not a single spell, but rather a set of similar spells, each one bestowing a particular weapon special ability upon the target weapon for the duration of the spell. For example, flaming weapon bestows the flaming special ability, while elfbane weapon bestows the bane (Humanoid [elf]) special ability. These spells can only be used to bestow special abilities whose market price is equivalent to a +1 bonus or up to 10,000 gp. These spells can be used as the prerequisites for their associated weapon special abilities. h4. New Items Superior Weapons & Armor A superior weapon or suit of armor is a better version of a masterwork item. In addition to the regular bonuses for being masterwork, a superior item has an extra bonus that is chosen when it is created. The secrets of creating superior items are well-kept, so they are generally not available for purchase. A superior weapon can grant one of the following benefits:
  • familiarity with the weapon
  • a +1 trait bonus to opportunity attacks made by the weapon
  • a +1 trait bonus to attacks made by the weapon while taking a range increment penalty
  • a +2 trait bonus on one kind of combat maneuver when using that specific weapon
A superior suit of armor can grant one of the following benefits:
  • increase the max dex bonus by 1
  • decrease the armor check penalty by 1
The Blasphemous Whispers of Zashnichar This fragile tome, complete with illustrations done in a shaky hand, details the mad ravings of a man calling himself Zashnichar. Zashnichar traveled to realms beyond the known planes and attempted to detail all he saw there. His writings are sanity shaking and the reader must spend 2 weeks of downtime and make a DC 20 Intelligence check to understand its meaning. There is no penalty for failure, and the check may be retried (requiring 2 weeks of study for each check). Upon comprehending the horrors detailed within, you get these benefits:
  • You gain a +2 competence bonus to Knowledge (planes) whenever you take one minute to consult the tome as a reference.
  • The second benefit of this awful tome is only useful to those capable of casting summon monster spells, manifesting astral construct, or summoning an eidolon.
    • Those capable of casting summon monster spells add kaorti to their 2nd level summon list.
    • Those capable of manifesting astral construct gain the following menu options:
      • Resin Weapon (Menu A) Instead of hands, the construct’s limbs end in a blade or point made of green resin. This makes the construct’s slam attacks deal slashing or piercing damage (chosen when manifested). In addition, the critical multiplier for the construct’s slam attacks increase by one step (from x2 to x3, or x3 to x4).
      • Kaorti Magic (Menu B) Select alter self, color spray, feather fall, ray of enfeeblement, reduce person, or spider climb. The construct can use that spell once per day as a spell-like ability. In addition, the construct receives a +3 racial bonus to concentration checks and save DCs with this spell-like ability. This option can be selected multiple times, selecting a different spell each time.
    • Those capable of summoning an eidolon can use the following evolutions:
      • Resin Weapon (1 evolution point) Select up to two of the eidolon’s arms which have the slam evolution applied. Instead of hands, these arms end in a blade or point made of green resin. This makes the eidolon’s slam attacks with those arms deal slashing or piercing damage. In addition, the critical multiplier for the eidolon’s slam attacks with those arms increase by one step (from x2 to x3, or x3 to x4).
      • Kaorti Magic (2 evolution points) Select alter self, color spray, feather fall, ray of enfeeblement, reduce person, or spider climb. The eidolon can use that spell once per day as a spell-like ability. In addition, the eidolon receives a +3 racial bonus to concentration checks and save DCs with this spell-like ability (this racial bonus is not transferred to a synthesist summoner). This option can be selected multiple times, selecting a different spell each time.
    • Summoning a kaorti, like with summoning any evil creature, gives the summoning spell the Evil keyword, and therefore makes casting the spell an evil act. When using any of the above special ability options for astral constructs or eidolons, the power/ability used to summon the construct/eidolon gains the Evil keyword, the construct/eidolon gains the evil subtype. This means the construct/eidolon will detect as evil (and be subject to smite evil and similar effects), even if its alignment is not evil.
Staff of Remedies Aura moderate conjuration & abjuration; CL 8th Slot none; Price 27,833 gp; Weight 4 lbs. Description This heavy ash staff, which can be used as a masterwork quarterstaff, has no adornments, save for a single focusing crystal attached to one end. It allows use of the following spells:
  • lesser restoration (1 charge)
  • remove curse (2 charges)
  • remove disease (2 charges)
  • restoration (3 charges)
Construction Requirements Craft staff, lesser restoration, remove curse, remove disease, restoration Cost 14,366.5 gp Tanar’ri Stompers Aura faint evocation; CL 3rd Slot feet; Price 4,320 gp; Weight 4 lbs. (for 4) Description These are +1 cold iron shod horseshoes. When a horse if shoed with a complete set, the hoof attacks of that horse are considered magical and cold iron for the purposes of damage reduction. Construction Requirements Craft Magic Arms and Armor Cost 2,320 gp h4. Upkeep Each month, you must pay upkeep to represent your monthly cost of living. The costs for this are found here. h4. Reference tables As needed, I’ll be making reference tables here for various things. Right now, there’s just a table for forms that can be assumed through use of alter self. h3. Other House Rules h4. Hit Points To determine hit points, your first hit die is maxed, as usual. Then, take the average value for each of your other hit dice. For example, a level 3 ranger (d10 hit die) would have 21 (10 + 5.5 + 5.5) hit points before adding bonuses such as from Constitution or favored class. PCs round this value up, while everyone else rounds this value down. h4. Changed Feats Ride-by Attack Add the following line to the feat: "When making a ride-by attack, you do not need to charge to the closest square from which you can attack. %{color:red}*Dimensional Agility (and feats that have Dimensional Agility as a prerequisite)* In all these feats, replace the “Ability to use the abundant step class feature or cast dimension door” prerequisite with “Ability to cast dimension door, or use or a spell-like or supernatural ability that duplicates dimension door”. Replace all mentions of using abundant step in these feats with using a spell-like or supernatural ability that duplicates dimension door.% h4. Minor Rebuild Sometimes, you may be granted the ability to put your character through a minor rebuild. The rules for a minor rebuild are:
  • You can reduce a single stat by up to 2, and allocate the points you get from this any way you choose.
  • You can swap a single feat.
  • You can swap a single trait.
  • You can swap however many skill points you got with your character’s most recent level.
  • You can swap in and/or out alternative racial traits.
  • You can swap a single spell known or spell stored in your spellbook/formula book/familiar.
  • You can remove a single archetype, add a single archetype, or swap a single archetype.
  • You can swap a single menu-based class ability selection (such as an alchemist discovery, barbarian rage power, oracle revelation, etc.)
Like with regular retraining rules, you can not retrain something that is a prerequisite for something else unless you also retrain that something else. Also, you cannot retrain something into something you could not have met the prerequisites for at the time. For example, if you gained your 4th level of Fighter at level 6, you cannot retrain any feat slots gained before level 6 into Weapon Specialization. h4. Spells with alternate elements For any spell which does elemental damage (acid, cold, electricity, or fire), such as shocking grasp or fireball, alternate versions exist such that the spell’s damage type is a different element. For example, coldball is a cold-based fireball and scorching grasp is a fire-based shocking grasp. h4. Material components & foci in spell-trigger and -completion items Normally, a spell-trigger or -completion item is created using any material components the spell needs, and the focus is used (but not consumed) during the creation of the item, and therefore the components and focus are not needed when using the item. However, some spells interact in a specific way with a material component or focus. For example, the pyrotechnics spell uses a fire as a component, and alters the fire in some way. The secret chest spell creates a link between the the foci used, so that one focus can be used to summon the other. For spell-trigger or -completion items for spells such as these, the material component is not consumed during creation of the item, and the focus is not needed. Instead, the material component and/or focus must be provided by the person using the item. In addition, when casting a spell from a staff (but not a scroll or wand), any optional material components the caster wishes to use may be added at the time of casting. h4. Staves with expensive spells When a staff contains an expensive spell (a spell that requires a costly material component), do not add 50 times the component’s cost to the staff’s cost. Instead, the staff contains a separate track of component charges for each expensive spell in the staff. The maximum number of component charges a staff can hold for a given component is (10 divided by the number of staff charges the spell uses, rounded down). Since a staff is always created fully charged, the creator would need to pay the appropriate material component costs to fully charge the staff’s component charges. During the ritual to recharge a staff, a single component charge of the staff can be recharged (in place of or in addition to recharging a normal charge) by sacrificing the appropriate material component. Though this rule adds additional complexity to staves, it also prevents expensive spells from being cast for free by exploiting the staff recharge rules. For example, consider the staff of traps. This staff contains 4 expensive spells (magic mouth, phantom trap, fire trap, and sepia snake sigil). The staff would have separate component charges for each of these spells: 10 charges each for magic mouth and phantom trap, and 5 charges each for fire trap and sepia snake sigil. Casting phantom trap from the staff would cost 1 charge and 1 phantom trap component charge; casting fire trap from the staff would cost 2 charges and 1 fire trap charge from the staff. The cost of this staff would be (screw it, calculate it later). h4. Upgrading specific armors & weapons Specific armors and weapons, such as celestial armor or a shatterspike, can be upgraded. In order to calculate the cost for this, first figure out the magic part of the item’s cost by subtracting the mundane cost of the item. Then, figure out how much of the magic cost is due to the item’s enhancement bonus. Remember that when a magic item has multiple abilities, all abilities besides the most expensive one have their costs multiplied by 1.5. For celestial armor, the 9,000 gp for having +3 armor is almost half the cost, so you know that the other part has already been multiplied by 1.5. Therefore, upgrading celestial armor is a simple matter of paying (16,000 – 9,000 = 7,000) gp to upgrade it to +4. However, for a breastplate of command, having +2 armor is only 4,000 gp, and the breastplate has a magic cost of 25,050 gp. So, you know that the enhancement bonus is cheaper than the “other stuff” the breastplate does, and so the enhancement bonus is the part of the item that’s multiplied by 1.5. In fact, because the breastplate’s “other stuff” would therefore cost 19,050 gp, the enhancement bonus of an upgraded breastplate of command would get the 1.5 multiplier until the breastplate is upgraded to +5 (because that’s when the enhancement bonus would become more expensive than the other stuff, and so the 1.5 multiplier would apply to the other stuff at that point). h4. Custom magic items that allow use of spells Custom magic items that allow the the use of a spell (such as a hand of the mage) are allowed. However, such items will never allow the at-will use of a non-cantrip spell. So, if you want a magic item that lets you activate a cure light wounds effect (for example), it would need to be an item with a limited number of uses per day, or per week, or some similar limitation. h4. Leadership The Leadership feat is restricted. In order to select it, you must somehow gain access to the feat, such as from the Licensed Adventurers organization. In addition, a cohort gained from the Leadership feat cannot simply be used as a dumping ground for magic item creation feats. Cohorts will charge full market price for magic items they create. So, a cohort with item creation feats can eliminate the need to make acquisition rolls, but you won’t be able to get all magic items at half cost with a single feat. h4. Losing Crafting Feats If you lose a crafting feat for whatever reason (retraining, becoming mindless, etc.), any items you have created with that feat become powerless and inert. The item can be repowered by someone else who possesses the appropriate feat. This process takes half the crafting time of the item, and NPC crafters generally charge half the item cost for this. Simply dying does not cause an item to become depowered. h3. Buying Stuff The world of Founder’s Reach is not a fully open magic-mart, though it can get close at times. h4. Item Rarity Because they’re categories we’re all familiar with, all items are classified as common, uncommon, or rare. Favors gained from completing quests can make items more common. Common items include:
  • All mundane items made of ordinary materials
  • Potions, oils, scrolls, spell components, and foci which cost 50gp or less
  • Materials for making mundane items made of ordinary materials
  • Materials for making magic items
Uncommon items include:
  • Items made of an uncommon material (adamantine, darkwood, cold iron, mithril, alchemical silver, or silversheen)
  • +1 weapons, armor, and shields
  • +1 bracers of armor
  • +1 cloak of resistance
  • Any other magic item, spell component, or focus which costs 500gp or less
  • Materials for making mundane items made of an uncommon material
  • Partially charged wands (see below)
  • Adding a new spell to your spellbook or familiar (see below)
Rare items include:
  • Items made of a rare material (dragonhide, other stuff)
  • Spell-trigger and spell-completion items made by alternate classes (see below)
  • Items from disallowed rules sources
  • Everything else
An item does not necessarily have to appear in a rulebook to be available for purchase. Custom items are allowed, though they must be approved (unless it’s just a staff) and can only be commissioned (see below), not purchased outright. In addition, a spell-completion or spell-trigger item can be made from any appropriate spell. h4. Acquisition Roll Sometimes acquiring an item requires an acquisition roll. This is a d% roll, and a 75 or lower is usually required for success. The target number may be modified based on circumstances, favors, organizations, and so on. For example, common healing items are generally easy to find, so the acquisition roll would be easier. Finding a potion of an obscure spell in a hamlet, however, would be rather difficult. h4. Item Availability When in a settlement of over 5,000 people, all common items with a value no greater than the settlement’s base value are available for purchase (within reason – don’t try to buy a boat from a landlocked city). When in a settlement of 5,000 people or less, purchasing a common item with a value no greater than the settlement’s base value takes 1 hour of shopping followed by a successful acquisition roll. On a success, the item can be purchased. On a failure, the acquisition roll can be retried after a week. Uncommon items are more difficult to find. Purchasing an uncommon item with a value no greater than the settlement’s base value takes 1 hour of shopping followed by 1 week of waiting and a successful acquisition roll. On a success, the item can be purchased. On a failure, the acquisition roll can be retried after a week. Rare items are, well, rare. Rare items (and common & uncommon items above a settlement’s base value) are only available when specifically placed in an adventure. At character creation, any common or uncommon items may be purchased without need for acquisition rolls. h4. “Off-the-rack” and commissioned items Generally, once a successful acquisition roll is made (if needed), the item in question is found and can then be purchased. However, sometimes an item can only be purchased when commissioned, and so the acquisition roll is to find a crafter to make an item, rather for the item itself. An item only needs to be commissioned when purchasing a custom item (such as a staff with specific spells in it) or upgrading an existing item (such as upgrading a +1 longsword to a +1 keen longsword). Once a crafter is found and hired, he will begin work on the item. In the case of upgrading an existing item, the crafter will need the item being upgraded for the duration of the job. h4. Item Creation When you make an item yourself, you don’t need to worry about item rarity. You just need to spend the appropriate amount of time and make the checks in order to make the item. h4. Spell Levels for Items This is actually a core rule, not a house rule, but the core rules don’t explain it very well. When determining the spell level and caster level of a spell-trigger or spell-completion item (scroll, potion, wand, or staff), use the minimum spell level & caster level of the first “tier” of spell caster who can cast the spell.
  • Tier 1: Cleric, Druid, Psion, Witch, Wizard (“wizard progression”)
  • Tier 2: Oracle, Sorcerer, Wilder (“sorcerer progression”)
  • Tier 3: Alchemist, Bard, Inquisitor, Magus, Psychic Warrior, Summoner (“bard progression”)
  • Tier 4: Paladin, Ranger (“paladin progression”)
For example, lesser restoration is a level 1 spell for paladins, but a level 2 spell for clerics. Because clerics are in a higher tier, a scroll of lesser restoration is priced as a 2nd level spell with a caster level of 3 (the first level clerics can cast 2nd level spells), and therefore costs 150gp. However, items made by alternate classes (such as a scroll of lesser restoration made by a paladin, which would cost 25gp) are rare items, and can therefore be acquired with favors granting access to them. Also, items with a higher-than-minimum CL can be purchased, but such an item is never a common item, no matter how many rarity-reducing favors you have. h4. Partially charged wands / partially full ammunition bundles In general, wands are purchased with a full 50 charges, though it is possible to find partially charged wands for purchase. A partially charged wand is never a common item, no matter how many rarity-reducing favors you have. When making an acquisition roll for a partially charged wand, the result of the die roll is how many charges the wand has remaining. A roll of 50 or higher means the wand is fully charged. In general, a partially charged wand can only be purchased if you would normally be able to purchase a fully charged wand of the same spell. The same rule applies to purchasing magical ammunition in bundles less than 50 units. At character creation, a character may start with one partially charged wand or ammunition bundle containing however many charges / units of ammo you want, provided the wand or bundle remains under the 500gp limit. h4. Learning New Spells A wizard, magus, or witch can attempt to find new spells to add to his or her spellbook or familiar (as appropriate). Finding another spellcaster willing to share his or her spells with you is treated as an uncommon item. In addition to the cost required to actually learn the spell, this generally requires paying the spellcaster in question an additional 50% of the learning cost. Extra spells learned at character creation do not require paying this extra 50%. h4. Animated Objects %{color:red}Different Pathfinder rulebooks give different costs for crafted animated objects. We’re just going to use the average of the different prices. That means that the market price of an animated object is: (HD + CP) * 500 + CR^2 * 250 As usual, the cost to create the construct is half the market price. Note that this is only the cost to animate the object; it does not include the cost of the base object. This means that the prices of the various animated objects are:% |. Name |. CR |. Market Price |. Cost | | Tiny animated object | 1/2 | 1062 gp | 531 gp | | Small animated object | 2 | 2500 gp | 1250 gp | | Medium animated object | 3 | 4750 gp | 2375 gp | | Large animated object | 5 | 9750 gp | 4875 gp | | Huge animated object | 7 | 17750 gp | 8875 gp | | Gargantuan animated object | 9 | 27750 gp | 13875 gp | | Colossal animated object | 11 | 39750 gp | 19875 gp | Note that increasing the CP of an animated object also increases the CR, so be sure to increase both values when calculating the cost to do so. An animated melee weapon replaces its slam attack with its own weapon attack. It can be given a slam secondary attack through CP. An animated ranged weapon gains a slam attack as usual, but its own weapon attack replaces the first ranged attack it gains through CP. An animated weapon never takes a nonproficiency penalty for attacking with itself. An animated vehicle moves and acts as a vehicle. Its animation provides a magic method of propulsion, with a maximum speed of twice the animated object’s speed and an acceleration of half the animated object’s speed. In order to make use of additional movement modes gained through CP, the animation must be used as the primary method of propulsion. While animated, the vehicle automatically succeeds on its own driving checks. An independent animated vehicle uses its own actions to control itself and make vehicle combat maneuvers; a controlled animated vehicle uses the driver’s actions. If an animated object has more hp than the base object, then the animated object’s hp supersedes the hp of the base object. If an animated object has less hp than the base object, the object retains its higher hp total, but its animation shuts off if it takes damage equal or exceeding the hp of the animated object (its “animation hp”); the animation cannot be reactivated until the object is repaired to the point where its damage is less than its animation hp. h3. Day Job Various organizations allow you to make a Day Job roll during downtime. You can make 1 Day Job check per week of downtime. Only permanent bonuses, such as skill ranks, ability modifiers, masterwork tools, etc. apply to these rolls. |. Day Job check result |. GP award | | 5 | 1 gp | | 10 | 2 gp | | 15 | 5 gp | | 20 | 10 gp | | 25 | 20 gp | | 30 | 35 gp | | 35 | 50 gp | | 40 | 75 gp |

Rules Stuff

Founder's Reach koboldbard