Saturday, 4 April 2026

Otari Backgrounds

 Otari Backgrounds

You could if desired replace your Background with one of these at any time up to level 4.


BIBLIOPHILE BACKGROUND

You love few things more than a good book, and as a result, Odd Stories is your favorite shop in Otari. The bookseller Morlibint supplies you with fiction, anthologies, and other delightful reads, and he’s always eager to discuss his latest finds with you. You know that imagination is the greatest magic, but a working knowledge of actual magic helps, too.

Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. You’re trained in the Arcana skill and the Library Lore skill. You gain the Arcane Sense skill feat.


ELDRITCH ANATOMIST BACKGROUND

You’re a trained physician who can ably tend wounds of many kinds. But more than a practitioner, you’re a scholar. Some cultures shape flesh to extreme degrees, creating aberrations from humanoid forms. The fleshforges of distant Nex practice this fleshwarping, as do the awakened Runelords of New Thassilon, and certain subterranean societies you hope to one day study—preferably from a safe and clinical distance.

Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. You’re trained in the Medicine skill and the Fleshwarp Lore skill. You gain the Assurance skill feat with Medicine.


FOGFEN TALE-TELLER BACKGROUND

You know there are monstrous things out in the swamp known as Fogfen; you’ve seen these things through the mist, gliding through the murky water and heaving themselves over sodden bits of land. No one in Otari believes your tales of swamp monsters from the depths, even when you embellish the creatures of your stories with fangs, wings, or tentacles. You’ll just have to prove to them that there are truly monsters out there, and that they were wrong to doubt you.

Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. You’re trained in Athletics and the Swamp Lore skill. You gain the Titan Wrestler skill feat.


MARKET RUNNER BACKGROUND

Keeleno Lathenar, the proprietor of Otari Market, is a grim and bitter man. A werewolf named Jaul Mezmin mauled his wife, Ayla, to death 30 years ago. Keeleno has never forgotten nor forgiven this attack, and he believes against all odds that Jaul has evaded justice and is alive and well. Running errands for Keeleno around town, you’ve gotten to know him almost as well as you know Otari. Keeleno’s suspicions have rubbed off on you a bit, so you keep a wary eye on other people—particularly around the full moon.

Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost. You’re trained in the Diplomacy skill and the Otari Lore skill. You gain the Hobnobber skill feat.


RUIN DELVER BACKGROUND

You’ve looked through some of the smaller ruins in the Otari hinterlands but have never quite built up the courage to check out the creepy lighthouse called Gauntlight. You’ve heard that these ruins are pretty well picked over, and mostly collapsed, but you always planned to some day explore them and perhaps find some bauble left behind from the centuries-old battle where the Roseguard slew an evil sorcerer. You know that the crumbled stone of old ruins has a tendency to shift, so you’d better step lightly if you get the chance to explore Gauntlight.

Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. You’re trained in Acrobatics and the Roseguard Lore skill. You gain the Cat Fall skill feat.


STARWATCHER BACKGROUND

You’re one of Wrin Sivinxi’s closest confidantes. You’ve spent many long nights with her under the stars, learning the tales associated with the Cosmic Caravan and how Desna's heavens can predict the future. You know that Wrin has paralyzing claustrophobia; she sees menace in angles and danger in confined spaces, which is why her shop is an all domed canvas that opens to the sky. If Wrin thinks there’s trouble, you’ll be the first to offer to help.

Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. You’re trained in the Occultism skill and the Astrology Lore skill. You gain the Dubious Knowledge skill feat.


WITCHLIGHT FOLLOWER BACKGROUND

While in a dismal forest or remote swamp, you caught sight of a string of lights bobbing through the trees. You stepped forward for a closer look, and then still further when the lights retreated a few paces. Then you remembered the rumors. Will-o’-wisps, rushlights, corpse lanterns—whatever they’re called—such evil creatures lead people to their doom. With a supreme effort of will, you broke free from the alluring enchantment, and you’ve resolved to never let the strange lights of remote wildernesses claim you again.

Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost. You’re trained in Survival and the Wisp Lore skill. You gain the Terrain Expertise skill feat with both swamp terrain and subterranean bodies of water.

Thursday, 2 April 2026

History of Otari/Vengeance of the Kobolds

 A bit of research at the Dawnflower Library tells of a time over a century ago when Otari was ruled by kobolds, who either drove out the original human founders, or colonised the abandoned settlement (accounts vary), around 4594-4600 AR. They soon began luring ships to their doom on the rocky shore, which resulted in an expedition from Korvosa led by Maklanni Menhemes (ancestor of the current mayor, Oseph Menhemes) driving out the kobolds and refounding the town in 4610 AR. All records agree that the defeated kobolds swore vengeance upon the town, and have hated Otari ever since. It is now 4726 AR, and it seems their plans may near fruition...

4407 AR Following victory over the local Shoanti barbarian tribes, the City State of Korvosa is founded by colonists from the empire of Cheliax.

4544 AR The Roseguard, a band of adventurers from Korvosa, slay the evil wizard Belcorra Haruvex at her 'lighthouse' tower/keep, the Gauntlight, two days west of Korvosa. The rogue Otari Ilvashti is slain in the battle. The Roseguard survivors Aesephna Menhemes, Vol Rajani, and Zarmavdian decide to retire from adventuring, and found a port settlement just south of Gauntlight, which they name Otari after their fallen companion.

4590 AR The last of the Roseguard pass away. Otari is in decline.

4594-4600 AR Stonescale Kobolds colonise Otari.

4610 AR The notorious kobold king Yarlaip lures ships to their doom on the rocks near Otari. A vengeful expedition from Korvosa led by Maklanni Menhemes, the grand-daughter of Aesephna, defeats the kobolds and refounds the town. Maklanni decides to take advantage of the plentiful cedar groves north of town, giving Otari a new lease of life.

4623 Construction of the Otari Lumber Mill & Log Flume completed.

With its accessible port Otari soon becomes well known as an exporter of Varisian cedar to Korvosa, Veldraine and even Magnimar, far to the west, ushering in a century of prosperity.

4721 AR Threatened by invincible Rune Giants, the Kingdom of Korvosa formally acknowledges Runelord Karzoug of Xin-Shalast as Emperor of New Thassilon, with Korvosa now a tributary realm. Much gold soon flows north and east from Korvosa and the other tributary realms to fund Rune-Emperor Karzoug's war against the Whispering Tyrant, Tar-Baphon, lich-king of the Isle of Terror.

4726 AR Present day. Korvosa is in six months of mourning for the death of the much-loved King Tsadok I Arabesti (r. 4709-4726 AR). It is widely believed Tsadok died from years of over-exertion of carnal appetites with his Queen, Sorshen, now ruler of Korvosa. Queen Sorshen announces that her new kingdom is to be known as Korvosa-Eurythnia, the 'Realm of Love'.

Monday, 30 March 2026

Session 1 29/3/4726 AR

Tamily Tanderveil, owner of the Otari fishery
 Party recruited from a local tavern investigate fish missing from the Otari fishery, and battle rats, a spider, skellies & kobold fish-thieves in caves beneath the town. The kobold trapmaster-priestess wears a piece of green dragon shell. Party retire for the night preparatory to a second expedition tomorrow.  
  1. The Heroes of Otari - by Judith Grognar, a Greataxe wielding Dwarven Fighter (Gus) Keshani, a circus-raised Monk (Judith) Kyra, a Priestess of Saranrae, whose wit is as sharp as her scimitar (Matt) Crocus, a Wizard for whom magic is the ultimate power (Bill) Valeros, a sometime mercenary Fighter wondering if adventuring is a better career (Kermit)

  2. XP: 536 each including session account.
  3. After a slow, unexciting day filled with the mundane tasks of learning haberdashery, I headed for the tavern to meet up with the guys. On the surface I think we were an unlikely bunch of friends, but we’d meet up to chat and drink ale most evenings. Occasionally we’d see the greenish flash from the lighthouse, but paid little heed to it.
  4. That evening we ended up with some unexpected excitement when Bess, an employee of Tamily, the owner of the Fishery, came in to announce that someone had broken in to her basement and stolen a lot of the salted fish that was stored there ready to be sent to Korvosa for sale. She went from table to table asking for help, and when she came to us I guess we were bored enough to say we’d take a look. For me it was certainly going to be interesting than being shown the correct way to hem a robe – for the sixth time…
  5. We grab what gear we think might be useful: weapons and armour for Valeros and Grognar, Scimitar and holy symbol for Kyra and Bo Staff, Shuriken and Sling for me. Crocus disdained ‘gear’ as it was beneath the dignity of a wizard to rely on anything other than his magic.

  6. We descended into the basement of the Fishery and found several broken-in barrels, discarded salt fish scattered on the floor, and a large hole in one wall. Before we could do much investigating, five giant rats scuttled from the hole to attack us. After a brief skirmish they were killed and, looking through the hole, we found ourselves at the top of a steep incline.

  7. I attached a rope to a pillar, and with casual self-assurance Valeros climbed down to steady anyone less athletic. On the ground we saw footprints of some small bipeds which Crocus suggested belonged to kobolds. After a few minor mishaps we successfully negotiated the slope and started to explore the caves. Kyra summoned the Light of Sarenrae which bobbed overhead and followed us. After a few yards the tunnel opened up into a large room filled with thick spiderwebs. I was able to spot the spider lurking on the far side of the chamber, while Valeros noted several webbed bundles of the spider’s larder. On the assumption that spiders often use poison, we decided to attack from range. So too did the spider – which managed to cover Grognar in sticky webbing. I managed to kill the spider with my trusty bo staff, and Kyra got her hands dirty de-webbing the dwarf. In the spider’s lair we found a corpse on which we found a bronze shortsword with an emerald set in its pommel and a minor healing potion.
  8. Continuing on we reached a junction where one direction was barricaded off. From beyond the barricade Kyra sensed the chill of undead. She urged us to go and destroy the undead. I agreed with her as undead normally means tombs, and tombs normally mean loot. Wary of making too much noise I figured out how to quietly shift the barricade with Valeros’ help, and we went through the resulting gap. Going down some rough hewn stairs we found ourselves in a crypt: a corpse on the floor, five coffins in alcoves around the walls, and a larger, much more impressive coffin in the middle. To nobody’s great surprise skeletal figures started to emerge from the coffins, but we were able to strike them down before they could clamber out. Another figure, this one still retaining some rotting flesh, slowly moved to attack. Assailed on all sides it succumbed to our attacks. Valeros grabbed a bronze shield embossed with the head of a snarling lion while I grabbed the Everlight Crystal that had illuminated the room. A glance around the crypt told those more knowledgeable than me that it was ancient Varisian work, but the corpse on the floor was much more recent. We returned to the junction and headed the other way. A high ledge on the left side housed a pair of double doors which opened into a weird shrine. A statue of some kind of squid-thing was in a niche opposite the door, and on an altar was a silver bowl that was apparently filled with water.
  9. Grognar took a swig of the water and was nearly overcome with nausea – only Kyra’s calming words allowed him to push through it. Despite the side effects the water seemed to be beneficial as it was blessed by some water deity none of us could remember. Moving on we surprise a group of kobolds who had been trying to break into a locked cage which was a storage area for many casks and crates. We kill several of them, but one tries to flee to raise the alarm only to be cut down by Valeros. Faced with the locked cage, I pulled out my set of picks (I know, legacy of a misspent youth) and managed to open the door. We find some loot within including a magical shortsword which Crocus takes as a focus for one of his spells. Following the route the kobold had been taking during his attempted escape, Valeros points out a trap in the floor beyond which we enter a long room. In it are three statues – one of them Abadar, the god of money. We’re challenged to complete the Test of Abadar to find the fake amongst nine gold coins.
  10. Crocus easily figured it out, and both Valeros and I knew the trick to solve it. The statue of Abadar was duly impressed and gifted us the eight non-fake gold coins. A room off to the side hosted a large mechanism with a lever which Grognar decided was the control for some kind of device – probably a trap.
    Some peepholes in the wall showed us a large room beyond with a distinctive patterned floor. Moving the lever to the ‘active’ position caused the sounds of gears moving from somewhere beneath that floor. We moved into the room, carefully avoiding all the patterned parts of the floor, and encountered a group of kobolds led by a trap-master around whose neck was a large green-speckled fragment of eggshell. When whole the egg must have been about 2’ long… During the ensuing fight Grognar discovers what the trap can do by dint of throwing one of the kobolds into it. The kobold ends up skewered by multiple spears so we are now doubly careful to avoid the patterned floor! In the end we stand victorious! None of the kobolds was able to flee down the stairs at the back of the room to raise the alarm, but more worryingly the eggshell is identified as being that of a horned dragon… Wearied from our efforts we return to the Fishery to report to Tamily and rest before planning to come back and continue to explore the caves.
The Caverns Beneath

The Bronze Shield

The Undead (Artist's Impression)

Kobold Warrior
Kobold Trapmistress





Sunday, 29 March 2026

XP/Starting Level

 Highest PC Level:  Lowest/New PC Level

1:       1

2:       1

3:       2

4:       2

5:       3

6:       4

+1      +1


Level Difference from Highest PC  : XP Award Modifier

0:   x 1

1:   x 1.5

2:   x 2

Otari PCs

 Otari PCs (from M3 4726 AR)

Grognar Venkervale (Gus), dwarf male, a Greataxe wielding Dwarven Fighter , bartender at the Rowdy Rockfish tavern, working for his mother Brelda Venkervale. Brelda's older (& favourite) son Lasda vanished almost without a trace a year or so ago - locals saw him walking out of town with a hooded stranger carrying a lantern. Brelda suspects he's gone for good.

Keshani (Judith), human female, a circus-raised Monk, haberdasher's assistant (see below)

Kyra (Matt), human female, a Priestess of Saranrae, whose wit is as sharp as her scimitar , assistant cleric at the Dawnflower Library. Sometimes troubled by strange dreams of past life as an epic hero, accompanied by Valeros and other mighty heroes. Kyra wandered into Otari six years ago as a teenager, with no memory of where she came from, but wearing the garb of a Qadiran novitiate of Saranrae. She was taken in by Vandy Banderdash, halfling priestess of the Dawnflower Library, and has lived there ever since.

Crocus (Bill), human male, a Wizard for whom magic is the ultimate power. From an aspirational Korvosan family, a former student of the Acadamae in Korvosa. After an academic dispute and false accusations of plagiarism, Crocus was denied Graduation and forced to leave the Academy in disgrace. Travelling west to Otari, and short of funds, he took a position as shop assistant at Wrin's Wonders, a curiosity shop where minor magic items can be bought and sold at reasonable prices. Wrin Sivinxi, the friendly Tiefling proprietor, is troubled by the eerie light from Gauntlight Keep, visible at night from her tent.

Valeros (Kermit), human male, a sometime mercenary Fighter wondering if adventuring is a better career . His memories from longer than six years ago are very hazy, though he vaguely remembers living in Sandpoint, far to the west in Magnimaran territory. Sometimes troubled by strange dreams of past life as an epic hero, accompanied by Kyra and other mighty heroes. Valeros has lived in Otari for a year or so, after several years spent as a mercenary on the Korvosan Frontier. He currently works for the heavily scarred half-orc foreman Klorte Hengus at the Otari Lumber Mill, where his strength stands him in good stead.

1. Judith PC: Keshani (nephilim monk) is part of a loose group of refugees from Cheliax who has been taken in by her distant 'aunt' Xanthia, the owner of a local haberdashery.  The group had originally been a small travelling circus, but accusations of theft and (unspecified) antisocial behaviour levelled at them by a branch of Hell Knights had led to the circus fragmenting as each sought to proclaim their own innocence while blaming their erstwhile colleagues.  Keshani's teacher, the Impossible Yao Mei (a martial artist originally from Tian Xia), had quickly vanished as had many of the other leading acts of the circus, leaving their apprentices and the riggers to deal with any consequences. Despite being notably deft, with fine hand-eye co-ordination, Keshani is not convinced her future lies in dressmaking...

Keshani, Haberdasher's Assistant

Friends: Grunda the dwarf, a young dwarf hatmaker, fellow employee of aunt Xanthia.

Brelda Venkervale, Dwarf tavern owner of the Rowdy Rockfish


Grunda, Haberdasher's Assistant
Darthus the Farmer, drinker at the Rowdy Rockfish

Bess, a fishgutter at the Otari Fishery







1. THE GIANT’S WHEEL - Otari Lumber Mill

The Otari Mill is known locally as the Giant’s Wheel, as its towering, 30-foot-diameter waterwheel is truly a sight to behold. The wheel’s immense size is needed to generate enough torque to power the mechanized treadmill loading logs into the flume and keep the saws running within the mill. Much of the lumberyard’s income comes from the town’s two larger lumber families, who pay to have their lumber processed here.  The mill is a noisy place, with the constant grinding and churning of the wheel itself competing with the whine of the saws and the clatter of the loading ramp.
The Menhemes family leaves the day-to-day administration of the mill to a heavily scarred half-orc
foreman named Klorte Hengus. In his youth, Klorte made a name for himself in the fighting pits of Korvosa, wielding paired hatchets - he picked up the moniker “the Lumberjacker.” Klorte
has put that violent past behind him and fails to see any ironic humor in the fact that he’s now employed
by honest-to-goodness lumberjacks.

4. WRIN’S WONDERS

This curio shop bears no sign, but locals know it as Wrin’s Wonders: a place to marvel at whatever strange new trinkets and offerings its equally strange owner might have come across. The structure consists of a ring of what appear to be standing stones arranged in a 60-foot-diameter circle surrounding a 15-foot-high dome of wooden beams covered with triangular pieces of canvas. Closer inspection of the standing “stones” reveals that they’re also made of wood frames and canvas, cleverly painted to resemble granite. The area between the central dome and the surrounding circle is a collection of other dome-shaped tents used to store the shop’s wares. When it’s not raining, the fabric of these domes is pulled aside so shoppers can admire what’s for sale in the light of the sun—or the moon, for that matter,
as Wrin’s Wonders is always open. Wrin Sivinxi has what she regards as a very good reason for the curio shop’s strange arrangement—she sees safety in curves and menace in angles and suffers from a touch of claustrophobia. The central dome is her domicile, and she’s painted the interior surfaces to resemble a night sky featuring all the constellations of the Cosmic Caravan, so that even on overcast nights she can fall asleep under the stars. 

14. THE ROWDY ROCKFISH

Despite its name, The Rowdy Rockfish is the quietest and quaintest of Otari’s taverns. A sign depicting a rockfish with his fins up in a boxing pose hangs above the door of this two-story wooden structure, but within, the calm demeanor of its patrons leads some to wonder if this might be the one tavern in Avistan to never host a barroom brawl. The Rockfish’s proprietor is a matronly dwarf named Brelda
Venkervale
, a stoic but shrewd businesswoman. Her elder son Lasda vanished without a trace over a year ago.  A few locals saw the red-bearded Lasda walking out of town with a hooded stranger carrying a lantern. Brelda suspects that her son is gone for good.

15. DAWNFLOWER LIBRARY

Otari’s largest temple stands at the town’s westernmost edge, atop an upraised shelf that juts out far below the clifftop. The library is constructed in the Qadiran style of Sarenite temples, with two smaller minarets flanking a golden dome. The building’s position allows it to catch the rays of the rising sun, which transforms the dome into a brilliantly glowing testament to the sun goddess—at least, on days that aren’t fogged in or overcast. A dozen acolytes of various faiths attend to Dawnflower Library. Shrines to Cayden Cailean, Erastil, and Gozreh can be found in the western portion of the building, while the primary shrine to Sarenrae takes up the eastern portion. The rest of the building contains the stacks. Dawnflower Library has a wide range of books ranging from fiction to history, satire to textbook, and even includes a sizable collection of (mostly) tasteful erotica. The current head priestess of the library is a chatty halfling woman named Vandy Banderdash, a devotee of Sarenrae. Always eager to greet newcomers regardless of their faith or vocation—with the exception of thieves, whom she can’t abide—Vandy has a strange knack for recommending literature tailored to the tastes of people she only just met.

Campaign Notes

Subsistence: As longterm residents of Otari you can generally cover your basic living expenses by working 4-5 days a week, and with the rest of your time either earn a couple extra silvers (1d3 sp), or do other stuff.

Magic Items may typically be sold at half price. A selection of items up to level 4 may be acquired at list price; commissioned items typically cost double list price. Items may also be crafted.

Otari & surrounding region. 20 minutes from Otari to the Gauntlight Ruins



___________________________________________________________________________________

CRAFTING

Crafting Trained Actions

Craft

Downtime Manipulate 
Source Player Core pg. 237
You can make an item from raw materials. You need the Alchemical Crafting skill feat to create alchemical items and the Magical Crafting skill feat to create magic items.

To Craft an item, you must meet the following requirements:
  • The item is your level or lower. An item that doesn't list a level is level 0. If the item is 9th level or higher, you must be a master in Crafting, and if it's 17th or higher, you must be legendary.
  • The item must be common, or you must otherwise have access to it.
  • You have an appropriate set of tools and, in many cases, a workshop. For example, you need access to a smithy to forge a metal shield, or an alchemist's lab to produce alchemical items.
  • You must supply raw materials worth at least half the item's Price. You always expend at least that amount of raw materials when you Craft successfully. If you're in a settlement, you can usually spend currency to get the amount of raw materials you need, except in the case of rarer precious materials.
You attempt a Crafting check after you spend 2 days of work setting up, or 1 day if you have the item's formula. The GM determines the DC to Craft the item based on its level, rarity, and other circumstances.

If your attempt to create the item is successful, you expend the raw materials you supplied. You can pay the remaining portion of the item's Price in materials to complete the item immediately, or you can spend additional downtime days working on it. For each additional day you spend, reduce the value of the materials you need to expend to complete the item. This amount is determined using the Income Earned table, based on your proficiency rank in Crafting and using your own level instead of a task level.

After any of these downtime days, you can complete the item by spending the remaining portion of its Price in materials. If the downtime days you spend are interrupted, you can return to finish the item later, continuing where you left off. An example of Crafting appears in the sidebar below.

Critical Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in Crafting.
Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level and your proficiency rank.
Failure You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over.
Critical Failure You fail to complete the item. You ruin 10% of the raw materials you supplied, but you can salvage the rest. If you want to try again, you must start over.


Income Earned

Task LevelDCFailedTrainedExpertMasterLegendary
0141 cp5 cp5 cp5 cp5 cp
1152 cp2 sp2 sp2 sp2 sp
2164 cp3 sp3 sp3 sp3 sp
3188 cp5 sp5 sp5 sp5 sp
4191 sp7 sp8 sp8 sp8 sp
5202 sp9 sp1 gp1 gp1 gp
6223 sp1 gp, 5 sp2 gp2 gp2 gp
7234 sp2 gp2 gp, 5 sp2 gp, 5 sp2 gp, 5 sp
8245 sp2 gp, 5 sp3 gp3 gp3 gp
9266 sp3 gp4 gp4 gp4 gp
10277 sp4 gp5 gp6 gp6 gp
11288 sp5 gp6 gp8 gp8 gp
12309 sp6 gp8 gp10 gp10 gp
13311 gp7 gp10 gp15 gp15 gp
14321 gp, 5 sp8 gp15 gp20 gp20 gp
15342 gp10 gp20 gp28 gp28 gp
16352 gp, 5 sp13 gp25 gp36 gp40 gp
17363 gp15 gp30 gp45 gp55 gp
18384 gp20 gp45 gp70 gp90 gp
19396 gp30 gp60 gp100 gp130 gp
20408 gp40 gp75 gp150 gp200 gp
20 (critical success)50 gp90 gp175 gp300 gp


PFS StandardMagical CraftingFeat 2

General Skill 
Source Player Core pg. 258

Prerequisites expert in Crafting (Skill)

You can Craft magic items, though some have other requirements, as listed in GM Core. When you select this feat, you gain formulas for four common magic items of 2nd level or lower.

Crafting Example

Ezren is a 5th-level wizard and an expert in Crafting. He has a Crafting modifier of +13 and the Magical Crafting feat. With 2 weeks of downtime ahead of him, he decides to craft a striking rune, a 4th-level item, using its formula. The GM secretly chooses a DC of 19.


The item has a Price of 65 gp, so Ezren prepares 32 gp, 5 sp worth of raw materials. He has another 32 gp, 5 sp worth of raw materials on hand. After spending 1 day building and incanting spells, he rolls a 12 on his Crafting check, for a result of 25. That's a success! At this point, Ezren can spend the additional 32 gp, 5 sp worth of materials to complete the item immediately for 65 gp.


However, Ezren has 13 more days on his hands, so he decides to spend additional time to complete the item. Because he's a 5th-level character and an expert at Crafting, he reduces the amount he has to pay by 1 gp for each day spent. After spending 13 days working, he reduces the total cost to complete the item from 65 gp to 52 gp. He spends the remaining portion of its Price in materials, completes the striking rune, and goes out on his next adventure. (He could have stayed home to keep working on the striking rune, eventually reducing the item's total Price to just the half he paid up front, but adventuring is far more lucrative!)


If Ezren's Crafting check result were a 29 or higher, he'd have gotten a critical success. In that case, he'd reduce the remaining amount by 2 gp per day (the amount for a 6th-level expert), lowering the amount needed to complete the item after 13 additional days of work to 39 gp.agical Crafting Leads To...

Magical ScroungerSignature Crafting

Traits

General:

A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.

Skill:

A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.