|||
Home
Afflictions/Hazards
Classes
Deities
Equipment
FAQ
Feats
Magic Items
Monster Index
Mythic Index
NPC Index
Prestige Classes
Races
Rules
Skills
Spells/Rituals
Technology
Traits
Licenses
Projects
Sources
Tools
Contact Us
Contributors
Support the Archives
Maximize Menu
Archives of Nethys
Character Creation +
Classes
Feats
Prestige Classes
Races
Skills
Traits
Mythic Index
Deities
Equipment +
Equipment (Non-Magical)
Magic Items
Technology
FAQ
Spells/Rituals
Rules +
Afflictions
NPC Index
Rules
Tools
Hazards
Monsters
Sources
About the Archives +
Licenses
Projects
Contact Us
Contributors
Support the Archives
Toggle Theme
Archives of Nethys
Rules Index
|
GM Screen
Mastering the Wild
Trophies and Treasures
Source
Ultimate Wilderness pg. 162
Monetary treasure can be a rarity in the wild, but canny scavengers and survivalists know how to reap nature’s bounty. Eggs, furs, and ivory of exotic beasts are well-known commodities, but some have also studied the mystical sympathy between certain creatures and different forms of magic. To the right buyer, these components are valuable as more exotic materials.
The following rules for harvesting trophies from creatures and monsters should augment the classic method of dispersing treasure and rewards, but they are not intended to increase the expected wealth by level at your table. If you use this system for trophies, you should make sure to reduce the amount of other treasure and rewards by an equal amount to the harvested components.
At their most basic, trophies function as art objects. Whether an adventurer seeks to mount a dragon’s head on the wall of his home, craft a necklace from a claw harvested from every beast he has slain, or simply make new arrows from the teeth of a fallen foe, the process is much the same—the valuable commodity must first be harvested from the creature.
Note that some cultures have taboos against harvesting parts from humanoids and monstrous humanoids or certain other creature types. Other societies may view the taking of trophies from intelligent creatures, endangered specimens, or even from plentiful game as abhorrent. Characters might need to be careful to avoid insulting such groups if they don’t want to find themselves in an unnecessary conflict. At the GM’s discretion, harvesting trophies (particularly in the case of trophies taken from innocents, intelligent creatures, or outsiders) should have alignment repercussions.
As with all content that might be uncomfortable for some players, you should make sure to have your table’s consent before introducing the harvesting of trophies into your game.
Harvesting Trophies
Source
Ultimate Wilderness pg. 162
When a monster is defeated in combat, the process of identifying what portions of the creature can serve as a trophy and harvesting the trophy are somewhat abstracted— there’s no need to track the values for each part of every monster in the game once they’re gathered as trophies.
In order to harvest and preserve a trophy from a kill, a character must attempt three checks: one to determine what parts of the creature are worth harvesting for a trophy, one to determine if she successfully harvests the trophy components without damaging or ruining them, and one to turn the components into a permanent trophy.
Identifying Trophies
: To identify what portions of a creature have value as trophies, a character must succeed at a Knowledge check determined by the creature type, as normal. The DC for this check is equal to 15 + the creature’s CR. This examination takes 1 minute to perform.
Harvesting Trophy Components
: Once a character identifies potential trophies, she must attempt a skill check to harvest the relevant components. This is typically either a Survival check (for external features, such as hide, horns, teeth, or the like) or a Heal check (for internal features, such as blood, internal organs, or sweat). The DC for this check is equal to 15 + the creature’s CR. Harvesting trophy components generally takes 10 minutes of work (at the GM’s discretion, this could be as much as 1 hour of work for creatures whose bodies are particularly difficult to work with).
Creating Trophies
: Once trophy components are harvested, they generally remain viable for 24 hours before decay or spoilage ruins them. Application of gentle repose, oil of timelessness, or similar magic can extend this period of decay. In order to turn components harvested from a creature into a long-lasting trophy, a character must attempt a check with an appropriate Craft skill (the exact skill varies according to the nature of the trophy the character is creating, but it is usually one from the following list: alchemy, jewelry, leather, or taxidermy) to preserve the components and turn them into a trophy. The DC of this check is equal to 15 + the creature’s CR.
Trophy Weight
Source
Ultimate Wilderness pg. 163
In most cases, the weight of trophy components recovered from a creature depend on the creature’s size. This weight is doubled for bones, hides, and skins, and halved for feathers, hair, and small organs such as eyes or glands. Once components have been processed into actual trophies, the resulting weight of the trophy is generally determined by the nature of the trophy created (in the case of jewelry or the like) or half the weight of the components used (in the case of something like a preserved head or limb).
Table 4-10: Typical Trophy Weights
Creature Size
Trophy Weight
Fine
—
Diminutive
1/10 lb.
Tiny
1/2 lb.
Small
1d4 x 1/2 lbs.
Medium
1d6 lbs.
Large
3d6 lbs.
Huge
1d6 x 10 lbs.
Gargantuan
1d6 x 30 lbs.
Colossal
1d6 x 100 lbs.
Selling Trophies
Source
Ultimate Wilderness pg. 163
Once a trophy is created, it can be kept or sold. Generally, a trophy can be sold to any merchant for its full value, as if it were an art object, but at the GM’s discretion, certain trophies may require the PC to seek out black markets or specialized merchants to receive the full price. In some societies, selling certain trophies may be illegal or have other ramifications.
A trophy’s value is determined by the CR of the creature from which it was harvested, as indicated on the following table. For all purposes related to harvesting trophies, the CR refers to a creature’s CR without any class levels (a CR 10
troll
oracle would still count as a CR 5 source for any trophies it yields). Note that the value for bounties for defeating specific creatures should not be governed by these rules but should instead be determined by the GM as appropriate for the adventure. Creatures that do not have racial Hit Dice and whose CR is defined by class level generally do not provide valuable components for trophies.
Table 4-9: Trophy Value by CR
CR
Value
1
50 gp
2
100 gp
3
150 gp
4
200 gp
5
300 gp
6
400 gp
7
500 gp
8
650 gp
9
850 gp
10
1,000 gp
11
1,400 gp
12
1,800 gp
13
2,300 gp
14
3,000 gp
15
3,900 gp
16
5,000 gp
17
6,400 gp
18
8,000 gp
19
10,500 gp
20
13,000 gp
Magical Affinities of Trophies
Source
Ultimate Wilderness pg. 163
Certain creatures provide trophy components that, once processed into actual trophies, are exceptionally useful for the construction of alchemical or magic items. When used as raw materials for the crafting of alchemical or magic items, these trophies are worth more than their normal values for the purposes of calculating the total gp needed to craft the item. The following section details trophy uses for a wide range of creature categories. This list is not intended to be exhaustive, and GMs should feel free to add specific affinities to a creature as their campaigns demand.
Recovery
: In order to preserve trophy components into a trophy usable for its magical affinities, a character must use a different skill than Craft to create the trophy. The specific skill required varies according to the creature, as detailed below. Creating a trophy to be used in this way is more difficult than creating one to simply be an art object: the DC to create a magical affinity trophy is equal to 20 + the creature’s CR. If a creature’s trophy components fall into multiple categories (such as an erinyes), the character can choose which of the associated skills to use to craft the trophy.
Affinities
: The magical uses for a trophy in the construction of alchemical or magic items are listed here. When a trophy is incorporated into raw materials, its gp value is considered to be 20% greater than normal.
Demons
Recovery
Knowledge (planes)
Affinities
A
demon’s
heart contains the essence of sin. It can be used in the creation of any magic item that has a spell with the evil descriptor as a requirement.
Devils
Recovery
Knowledge (planes)
Affinities
A
devil’s
tongue is infused with the word of law. It can be used in the creation of any magic item that has a spell with the lawful descriptor as a requirement.
Doppelgangers and Mimics
Recovery
Knowledge (arcana)
Affinities
Swaths of skin harvested from a
doppelganger
or
mimic
can be used in the creation of any magic item that has a spell of the polymorph subschool as a requirement.
ELEMENTALS
Recovery
Knowledge (planes)
Affinities
Residual material harvested from a slain elemental can be used in the creation of magic items that have spells with specific descriptors, as summarized in the table below.
Table 4-11: Elemental Trophy Affinities
Elemental Type
Material Harvested
Associated Descriptor
Aether
Crystalized memories
Force
Air
Fine dust
Air
Earth
Stone fragments
Earth
Fire
Warm ash
Fire
Ice
Blue ice
Cold
Lightning
Sparkling powder
Electricity
Magma
Glowing embers
Fire
Mud
Viscous sludge
Acid
Water
Rare liquid
Water
Giants
Recovery
Knowledge (local)
Affinities
The sweat glands or muscles and tendons that are harvested from a giant’s arms or legs can be used in the creation of magic items that have
enlarge person
as a requirement or in the creation of any magic melee weapon.
Intelligent Undead
Recovery
Knowledge (religion)
Affinities
Necromancy-infused dust or organs from an intelligent undead creature can be used in the creation of any magic item that has
animate dead
,
create undead
,
create greater undead
,
energy drain
, or
enervation
as a requirement; at the GM’s discretion, other necromancy spells can be added to this list (a
ghoul
, for example, might aid in the creation of items that require
ghoul’s touch
).
Oozes
Recovery
Knowledge (dungeoneering)
Affinities
Fluids harvested from an ooze that deals acid damage can be used in the creation of any magic item that has a spell with the acid descriptor as a requirement or for alchemical gear and weapons associated with acid.
Petrifying Monsters
Recovery
Knowledge (arcana) Affinity The portion of a creature capable of petrifying targets (eyes of a
basilisk
or
medusa
, talons of a
cockatrice
, or a
gorgon’s
lungs, for example) can be used in the creation of any magic item that has
flesh to stone
or
stone to flesh
as a requirement.
Primeval Creatures
Recovery
Knowledge (nature)
Affinities
The claws, fangs, horns, and tusks of primeval creatures (including all dinosaurs and megafauna, as well as dire animals) can be used in the creation of any magic item that has
bear’s endurance
,
bull’s strength
, or
cat’s grace
as a requirement.
Proteans
Recovery
Knowledge (planes)
Affinities
Scales harvested from a
protean
seethe with pure chaos and can be used in the creation of any magic item that has a spell with the chaotic descriptor as a requirement.
Qlippoth
Recovery
Knowledge (planes)
Affinities
A
qlippoth’s
brain is infused with raw madness, and it can be used in the creation of any magic item that has
confusion
,
insanity
,
lesser confusion
, or
symbol of insanity
as a requirement.
Rakshasas
Recovery
Knowledge (planes)
Affinities
A
rakshasa’s
eyes can be used in the creation of any magic item that has
detect thoughts
as a requirement.
Trolls
Recovery
Knowledge (local)
Affinities
A
troll’s
liver can be used in the creation of any magic item that has a spell of the healing subschool as a requirement.
True Dragons
Recovery
Knowledge (arcana)
Affinities
The organs associated with a true dragon’s breath weapon can be utilized in the creation of any magic item that has a spell that deals energy damage of the same type as the dragon’s breath weapon as a requirement.
Web-Using Monsters
Recovery
Knowledge (nature); when harvested from something other than a vermin, the DC of the check to harvest the trophy increases by 2.
Affinity
The spinnerets of a creature capable of using
web
as per the universal monster rule can be used in the creation of any magic item that has
spider climb
or
web
as a requirement.