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Example workflow by Z3DT
This module can generate monster parts based on the features and traits of the monster you're generating them from. These parts can be edited to add or remove refinements and imbuements as desired. Players can then use those parts to refine and imbue items.
- Find the creature you want to use, and import them into your Actor library
- On the actor in your library, navigate to their inventory. On the "Treasure" category, there should be a skull icon. Click it.
(Developer's note: "Automatic monster parts" setting automatically adds monster parts to actors imported from compendium.)
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You now have a monster part item in the actor's inventory. This monster part will come with all possible refinements and imbuements the module can pull from the monster's traits and abilities, however often still needs some editing. For example, all armor refinements are always enabled, when some monsters realistically shouldn't be able to provide parts to make heavy armor with.
To edit the refinements and imbuements a certain part allows, first click the pencil-and-paper icon to edit the item as usual, then click "edit monster part" on the top right.
(Developer's note: Holding Shift key when creating monster part on a creature automatically opens it's configuration menu)
From there, you can check or uncheck refinements and imbuements as desired, as well as change the gold value of this particular part.
To refine an item using this module, first the item itself has to be set up to be refineable. After that is done, the item's level can be increased.
Note: This requires "Create Items" permissions. By default, that's only enabled for GMs. If you're a player, ask your GM to turn on these permissions for you.
- Determine which item you want to refine and import it into your Item library, or put it on an actor/token's character sheet. If you're refining a skill item, create a new blank equipment item and use that instead.
- In your Item library, click "Create Item" at the top, and select "Refined Item".
- Drag the to-be-refined item from the character sheet it's on or from your Item library onto the dialogue box that appears. A list of eligible refinements will appear for the item. If you're setting up a skill item, make sure to select the correct skill.
You now have an item that's ready to be receive monster parts to increase its level! The item you turned into a refined item should now have an extra box in its description that says "Refined Item". If you edit the item (pencil-and-paper icon) and click "Edit Refined Item" at the top, you'll see that it'll have a refinement value of whatever its base value is, but negative.
A note on refining items with a base level higher than 0
To refine a level 0 dagger, you have to use 2 silver to cover the item's base cost. However, the rules in the Battlezoo books are unclear on how to handle Refining items that have a base level higher than 0, such as some armors or advanced weapons, as well as magic items already existing in the PF2e books. It is up to GM interpretation on how to handle this, but one way to do so is to say that an item hits its original level immediately as soon as its original gold cost has been added to the item. By default, the module looks to the refined value of the item to determine its level and completely ignores what level the item had originally. If you use the aforementioned ruling, that means that you'll have to manually set the refined value of the item to the value matching its original level as soon as its original cost to "hit level 0" have been paid.
For example: A set of full plate is level 2 and costs 30 GP. If you generate a refined item with the steps above, you'll get a level 0 set of full plate with value -30GP. I use 30 GP worth of parts to pay off the item's original cost. The item should now immediately be level 2, but the refined value of the item is 0, so the module will set the item's level to 0. To fix this, edit the refined item and set the refined value to be 20 GP, correctly setting this set of full plate's level to 2.
After that is done, the item can be further refined using the following steps normally.
- Click the pencil-and-paper icon to edit this item, then click Edit Refined Item to open the "Edit contained materials" window (see image in step 3 of above)
- Locate the monster part you want to use, and drag it directly onto the Refinement part of that window. This opens the "Assign Material" window.
- By default the module will try to consume the full value of the part. In the Assign Material window, you can set how much is consumed manually, or to consume only enough to hit a certain level on the item.
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As above, but drag the monster part you want to use onto the "Imbuement" part of the "Edit contained materials" window instead. If the weapon already has an Imbued Property of which you want to increase the level, directly drag it onto that property instead and skip step 2.
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This will open the "Choose material type" window. Select the imbuement you want to add.
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By default the module will try to consume the full value of the part. In the Assign Material window, you can set how much is consumed manually, or to consume only enough to hit a certain level on the imbuement.
By default, the subsystem allows for the refinement of monster parts into weapons, handwraps, armor, and skill items. If you ever try to create a refined item with the method below and it returns an error, that means the subsystem doesn't have rules for refining that type of item and so there is no official implementation in this module. You can add your own refinements and imbuements using homebrew, see the homebrew page in the module Wiki.