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Craft Charm
At the beginning of each session a character that has a Craft Charm feat can try to create a number of charms based on his Charm points. For each level a character has they get 1 charm point per session which they must use or lose.
Minor Charms cost 1 charm point.
Lesser Charms cost 3 charm points.
Major Charms cost 5 charm points.
True Sigil Charms do not cost points and are a special item creation feat.
Craft Charm Check: Some charms are more difficult to make and the check will reflect this. A craft charm check must be made to see if the charm is properly made.
Charm Craft Check DC
Minor Charm 10
Lesser Charm 15
Greater Charm 20
Anyone with knowledge of ancient rituals and a close connection with natural energies can create charms. (This is represented by the Craft Charm feat.) It does not require any spell-casting ability or knowledge of arcane magical formulas, nor does it require expensive components or the expenditure of one’s personal energy. There are, however, prerequisite levels of knowledge of the ways of magic and nature, and a character must have a Craft skill appropriate to the medium in which he works.
In order to create a charm, the character must master both his awareness of the world of Aryth and its inherent energies as well as his understanding of how the fall of Izrador has affected the world over the years. Awareness is represented by the Knowledge (arcane) and Knowledge (nature) skills, while understanding is represented by Knowledge (history) and Knowledge (spirits). When creating a charm, the character’s total ranks in the awareness skills must equal or exceed the prerequisites for the type of charm he is creating. The same applies to his understanding skills. So, a character with four ranks in Knowledge (arcane) and two ranks in Knowledge (nature) plus has four ranks in Knowledge (history) and two ranks in Knowledge (spirits) meets the awareness and understanding prerequisites to create minor and lesser charms but not greater or true charms.
All charms other than true charms are single-use items, meaning that after they have been used they hold no further power. A true charms ability is always active. Activating a charm is a free action and can take the form of anything from snapping a twig of holly to rubbing a stone to crushing a flower. Charms are often worn on necklaces or other jewelry to make them easily accessible to characters in need of their powers. A character may only benefit from one charm effect and one true charm effect at any given time.
Craft Minor Charm
You can create minor charms, which produce beneficial effects without the telltale aura of channeled magic items.
Prerequisite: Craft (any) 4 ranks, Awareness 2 ranks, Understanding 1 rank
Benefit: You can create minor charms, beneficial items that use the innate magic of Aryth. Charms can take any shape, so long as you have ranks in Craft that allow you to produce a mundane version of that item. Most are innocuous, every day items with hints of their creator’s tribal clan, or cultural origins. Crafting a charm does not require the expenditure of XP. A character with the craft charm feat knows how to make one kind of charm per character level.
Example Benefits: +2 luck bonus to any single skill check, attack roll, attribute roll or saving throw made within one round of activation.
+2 Fortitude Save +2 to Search Check +2 to Will Save +2 to Open Lock check +2 to Attack roll +2 to Jump check +2 to Hide check +2 to Reflex save +2 to Bluff check +2 to Heal check +2 to Diplomacy check +2 to Gather Information check +1 additional hit point healed when Cure spell is cast. +2 to Knowledge check
Craft Lesser Charm
You can create lesser charms, which produce beneficial effects without the telltale aura of channeled magic items.
Prerequisite: Craft Minor Charm, Craft (any) 6 ranks, Awareness 4 ranks, Understanding 6 ranks
Benefit: You can create lesser charms, beneficial items that use the innate magic of Aryth. Lesser charms are roughly structured hand-made items. Examples: Roughly carved idol, Etched flint, Whittled statue, a flat metal token, a wood carving, a rough gem, braided leather. It takes 24 hours to successfully create a lesser charm. Crafting a charm does not require the expenditure of XP. A character with the craft charm feat knows how to make one kind of charm per character level.
Example Benefits: +1 luck bonus for 10 rounds to a single skill, all attack rolls, AC, or a single saving throw; mimics a 0-level abjuration spell effect at Caster Level 1.
Craft Greater Charm
You can create major charms, which produce beneficial effects without the telltale aura of channeled magic items.
Prerequisite: Craft Lesser Charm, Craft (any) 10 ranks, Awareness 12 ranks, Understanding 8 ranks
Benefit: You can create greater charms, beneficial items that use the innate magic of Aryth. Greater charms are of fine make. They include well cut gems, well carved statuettes, old coins made with precious metals, metal rings, well made glass items, small items made with ivory. It takes 72 hours to create a greater charm. Crafting a charm does not require the expenditure of XP. A character with the craft charm feat knows how to make one kind of charm per character level.
Example Benefits: +4 luck bonus to any single skill check, attack roll, or saving throw; +2 luck bonus for 10 rounds to a single skill check, attack roll, or saving throw; +1 luck bonus to all checks modified by a single ability score for 10 rounds; mimics a 1st-level abjuration spell effect at Caster Level 1.
Craft True Sigil Charm
You can create True Sigil charms, which produce permanent beneficial effects without the telltale aura of channeled magic items.
Prerequisite: Craft Lesser Charm, Craft (any) 16 ranks, Awareness 18 ranks, Understanding 12 ranks
Benefit: You can create greater charms, beneficial items that use the innate magic of Aryth. Sigil charms or “true charms” are a special kind of charm. With the use of sigils that are hidden after they are inscribed on the charm these items are of special value. Each sigil holds a power linked to the world of Aryth and it is a bond of innate magic. Each sigil also requires the use of special materials to make it. Only once theses special materials are gained can the charm be made. Materials for true sigil charms are rare and usually take a lot of time and great care to acquire.
Example Benefits: +4 luck bonus to a specific type of saving throw (compulsion spells and effects, fear effects, poison, disease, etc.); immunity to a specific type of disease or poison (lycanthropy, monstrous spider venom, etc.); grants energy resistance 3 against one energy type. It takes one week to create a True Sigil Charm.
