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GM Screen
Mastering the Wild
/
Trophies and Treasures
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.