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net) Transaction: 68252


C redits
Author: Owen K.C. Stephens
Editing: Rogue Genius Games
Illustration: Pit3dd
Project Management and Planning: Lj Stephens
Graphic Design and Layout: Lj Stephens
Bon Vivant and Planning: Stan!
Contents Copyright 2020 Rogue Genius Games
For more information about
Rogue Genius Games, follow us on Facebook:
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on Twitter: @Owen_Stephens
All logos are the trademark of Rogue Genius Games, all rights reserved

Product Code: RGG5220Jan04

DESIGNATION OF PRODUCT IDENTITY: DECLARATION OF OPEN CONTENT:


The Rogue Genius Games (RGG) company name All game mechanics, proper names of classes, prestige
and logo; the “52-in-52” and “Soul Sword” names classes, archetypes, feats, skills, spells, magic items,
and logos; all artwork, backgrounds, and logos; all monsters, rituals, artifacts AND OR the names of
trade dress, and graphic design elements. abilities presented within this book are Open Game
Content as described in Section 1(d) of the License.

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S oul S word

A Soul Sword is among the most potent of magic


weapons, but it can be difficult to describe
what it actually does. Each Soul Sword is a blank
setting the players on a race to find enough of the
weapons to defeat their foe once and for all. Or
maybe an evil force seeks to combine a set of Soul
slate of the raw power of the universe, the secret Swords into one world-conquering weapons, and
runic language that describes, defines, and thus the only way to foil such efforts is for the players to
empowers every aspect of reality. When a Soul find and protect the powerful weapons.
Sword comes in contact with its wielder, its vast
reserve of undefined energy draws its form and
function from the secret true runes that describe that E ffective L evel
wielder. Thus the Soul Sword of a goblin alchemist
A Soul Sword is assumed to have an effective level
is very different from one wielded by a dwarven
equal to the average party level when it is found,
cleric. In each case, the powers of the Soul Sword
making it appropriate (if high-end) equipment. As
are drawn from the inner nature of its wielder, but
its owner gains levels its potential effective level
the end result is very different.
can increase to match the owner’s level. The GM

S oul S words
can choose to simply have this happen automatically
(making the Soul Sword much more powerful, and

in a C ampaign
causing the character to be slightly more powerful
than normal since they have an ever-growing magic
item without losing any of their other options or
A Soul Sword can be used many different ways by wealth by level in gear), or the GM may allow a
a GM. At its base, it’s a progressive magic item that players to expend some resource to pay for that
can always serve as an appropriate weapon for a effective level increase. Various methods for this
character of a given level. A GM can use one as a are presented at the end of this product.
static magic item, never advancing its effective level

S oul S word P owers


beyond the level at which it is received (making it
an unusually powerful item with powers built off the
nature of the character receiving it, but not one that
grows at the character gains levels). Or, you can have The powers of a Soul Sword are determined by
its increase in effective level cost gp (see Effective the mystic connections the wielder has with the
Level, below), and otherwise ignore it. universe around them. These connections, known
Alternatively, an entire campaign can be built as nexus, represent the true nature of the wielder
around one or more Soul Swords. It can serve as a as written on their soul in the ancient runic marks
rare and unifying item that brings the PCs together that predate any language or mortal culture. Most
without causing them to all have exactly the same powers come from a wielder’s major nexuses,
options. Like the classic Knights of the Round which have the strongest impact on their true self,
Table, if the GM chooses to make a group of heroes while some may be drawn from minor nexuses.
the Soul band, each with their own Soul Sword, it At each effective level, a Soul Sword either gains
can help build a common legend while still giving a set increase to its combat effectiveness, or gains
each character their own different spotlight of a power drawn from its wielder’s nexuses. While
function and special options. the wielder has no power of which abilities are
Soul Swords can be used in much the same way gained, the GM should work with the player to pick
an artifact can without the same level of impact appropriate choices from the nexuses the player’s
to the balance of a campaign. They can serve as character qualifies for.
MacGuffins for players to seek, or protect from You cannot select a nexus power more than once
others that seek it out to use for evil purposes. unless it says otherwise. At each effective level
Perhaps a given evil can only be permanently killed of the Soul Sword you can select a power of the
by having five Soul Swords thrust into its heart, appropriate level from any nexus you possess. You 3

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S oul S word
can always select a minor power in place of a moderate Minor Power: You can voluntarily stop raging.
or major one, and a moderate power in place of a When you do so, you cannot rage again for 2 minutes.
major power. Once your power for a given effective Moderate Power: Your deny advantage ability applies
level is selected (and any choices required by each to creature up to two levels higher than your level.
power made), those choices cannot be changed. If a
character loses their Soul Sword and later regains it (or Moderate Power: You gain a barbarian feat you
any other Soul Sword), all the powers they previous meet the prerequisites for. It can have a level no
had previously remain the same. greater than half your barbarian level.
Moderate Power: You gain access to the guidance,
M ajor N exuses know direction, produce flame, and stabilize
cantrips as innate primal spells.
Major nexuses are forged by the most powerful
Major Power: Select a second instinct. When raging,
runic elements of a character’s soul, generally as
you gain the anathema and rage benefits of that instinct.
part of their class or ancestry.
Major Power: Your Soul Sword gains the keen
ALCHEMIST weapon property rune.
Minor Power: You gain one additional infused
reagent each day. This increases by +1 additional Major Power: You gain a barbarian feat you meet
reagent at 7th and 14th level. the prerequisites for. It can have a level no greater
than 2/3 your barbarian level.
Minor Power: When you use the Quick Alchemy
BARD
action, the item remains potent until the end of your
Minor Power: You gain a +1 item bonus with
next turn.
Occultist checks.
Minor Power: You gain the benefit of an additional
Minor Power: You gain a +1 item bonus with
research field, though you do not gain any additional
Performance checks.
formulas known.
Minor Power: You gain the Quick Focus reaction.
Moderate Power: Your Soul Sword gains the
Quick Focus [reaction]
corrosive weapon property rune.
Trigger Your focus pool is not full.
Moderate Power: You gain an alchemist feat you You gain one Focus Point. Once you have used
meet the prerequisites for. It can have a level no the Quick Focus reaction, you cannot do so again
greater than half your alchemist level. until you next make your daily preparations
Moderate Power: Once per day when you use Moderate Power: Once each day when you cast a
advanced alchemy, you make a batch of three of the spell you can heighten it to the highest-level bard
selected items, instead of a batch of two. spell you can cast.
Major Power: Your Soul Sword gains the corrosive Moderate Power: You gain a bard feat you meet
(greater) weapon property rune. It must have the prerequisites for. It can have a level no greater
previously had the corrosive weapon property rune, than half your bard level.
and you must be at least 15th level.
Moderate Power: Add one arcane or primal spell
Major Power: You gain an alchemist feat you meet to your spell repertoire as a primal spell.
the prerequisites for. It can have a level no greater
Major Power: Your Soul Sword gains the dancing
than 2/3 your alchemist level.
weapon property rune.
Major Power: You can cast horrid wilting as an
Major Power: You gain a bard feat you meet the
innate primal spell once per day.
prerequisites for. It can have a level no greater than
BARBARIAN 2/3 your barbarian level.
Minor Power: Your rage does not end early when Major Power: Select an additional muse. You gain
there are no enemies you can perceive, unless you the abilities that muse grants at 1st level.
wish for it to.
CHAMPION
Minor Power: You gain a 1st-level barbarian feat Minor Power: You gain a +1 item bonus with
4 you meet the prerequisites for. Religion checks.

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P athfinder 2 e
Minor Power: You gain a +1 item bonus with Moderate Power: Your Soul Sword gains the
Fortitude saving throws. ghost touch weapon property rune.
Minor Power: You gain the Quick Focus reaction. Moderate Power: You gain a cleric feat you
Quick Focus [reaction] meet the prerequisites for. It can have a level
Trigger Your focus pool is not full. no greater than half your cleric level.
You gain one Focus Point. Once you have Moderate Power: When you make your daily
used the Quick Focus reaction, you cannot preparation, you can choose one additional
do so again until you next make your daily signature spell.
preparations.
Major Power: While wielding your Soul
Moderate Power: Your Soul Sword gains the Sword, your armor gains the resistance armor
disrupting weapon property rune. property rune as a bonus rune.
Moderate Power: Your Soul Sword is Major Power: You gain a cleric feat you
now a cold iron weapon. meet the prerequisites for. It can have a
Moderate Power: You gain the level no greater than 2/3 your cleric level.
champion’s reaction of a different kind Major Power: You gain the Divine
of champion. Guidance skill feat, even if you do not
Major Power: You gain the champion’s meet its prerequisites.
reaction of a different kind of champion. DRUID
Major Power: You gain a champion feat Minor Power: You gain a +1 item bonus
you meet the prerequisites for. It can have a with Nature checks.
level no greater than 2/3 your champion level. Minor Power: You gain a +1 item bonus
Major Power: You gain the Into the Breach with the skill you gained proficiency in
action. based on your druidic order.
Into the Breach [reaction] Minor Power: You gain a persistent speak
General with animals spell.
Trigger While you have your shield
raised, you would take damage from a Moderate Power: Your Soul Sword is now
physical attack. a silver weapon.
You snap your shield in place to ward off Moderate Power: You gain a druid feat you
a blow. Your shield prevents you from taking meet the prerequisites for. It can have a level
an amount of damage up to 5 + the shield’s no greater than half your druid level.
Hardness. You and the shield each take any Moderate Power: You gain a persistent
remaining damage, possibly breaking or speak with plants spell.
destroying the shield. You may Stride.
Major Power: You gain a druid feat you
CLERIC meet the prerequisites for. It can have a level
Minor Power: You gain a +1 item bonus no greater than 2/3 your druid level.
with the skill you gained proficiency in as
determined by your deity. Major Power: You gain a persistent stone
tell spell.
Minor Power: You gain a +1 item bonus
with Will saves. Major Power: Select an additional druidic
order. You gain this druidic order.
Minor Power: You gain the Quick Focus
reaction. DWARF
Quick Focus [reaction] This includes all dwarves and (if the
Trigger Your focus pool is not full. campaign allows them) half-dwarves.
You gain one Focus Point. Once you have Minor Power: The Soul Sword gains the
used the Quick Focus reaction, you cannot parry trait, if it did not already have it.
do so again until you next make your daily When you use the weapon’s parry trait, you
preparations. can point the Soul Sword at an adjacent ally 5

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S oul S word
instead of defending yourself, creating a shield of Minor Power: You do +1 damage with attacks
runes around them. The runic barrier grants your made with the Soul Sword.
ally the weapon’s circumstance bonus to AC, but Moderate Power: Your Soul Sword gains the
you do not gain the bonus yourself. grievous weapon property rune.
Minor Power: You gain a 1st level dwarf feat. Moderate Power: You gain a fighter feat you meet
Minor Power: You gain read aura as an innate the prerequisites for. It can have a level no greater
divine spell. than half your fighter level.
Moderate Power: You gain an additional dwarf Moderate Power: You gain an additional weapon
heritage. group for your fighter weapon mastery.
Moderate Power: Your Soul Sword is now an Major Power: You gain a fighter feat you meet the
adamantine weapon. prerequisites for. It can have a level no greater than
2/3 your fighter level.
Moderate Power: You gain a dwarf ancestry feat
for which you meet the prerequisites with a level no Major Power: When you wield your Soul Sword, it
greater than half your character level. can displaces spell energy, granting you a +1 status
bonus to saving throws against magical effects.
Major Power: You can cast remove curse once per
Activate [reaction] command; Frequency once per
day as an innate divine spell.
day; Trigger A spell targets you or includes you
Major Power: You gain a dwarf ancestry feat for in its area; Effect The Soul Sword attempts to
which you meet the prerequisites with a level no counteract the triggering spell with the effect of
greater than 2/3 your character level. a 7th-level dispel magic spell and a counteract
Major Power: You can cast spell immunity once modifier of +11 + the Soul Sword’s effective level.
per day as an innate divine spell. Major Power: When you make your daily
ELF preparations, you gain one fighter feat of 12th level
This includes any elf or half-elf character. or lower that you don’t already have. You can use
that feat until your next daily preparations. You
Minor Power: You gain a 1st level elf feat. must meet all of the feat’s other prerequisites.
Minor Power: You gain detect magic as an innate GNOME
arcane spell. Minor Power: You gain a 1st level gnome feat.
Minor Power: You gain prestidigitation as an Minor Power: You can cast dancing lights as an
innate arcane spell. innate primal spell.
Moderate Power: You gain an additional elf Minor Power: You can cast electric arc as an
heritage. innate primal spell.
Moderate Power: You gain an elf ancestry feat for Moderate Power: You gain an additional gnome
which you meet the prerequisites with a level no heritage.
greater than half your character level.
Moderate Power: You gain a gnome ancestry feat
Major Power: You can cast haste once per day as for which you meet the prerequisites with a level no
an innate arcane spell. greater than half your character level.
Major Power: You gain an elf ancestry feat for Moderate Power: You can cast obscuring mist
which you meet the prerequisites with a level no once per day as an innate primal spell.
greater than 2/3 your character level.
Major Power: You gain a gnome ancestry feat for
Major Power: You can cast scrying once per day which you meet the prerequisites with a level no
as an innate arcane spell. greater than 2/3 your character level.
FIGHTER Major Power: You can cast lightning bolt once per
Minor Power: You gain a +1 item bonus with day as an innate primal spell. It is automatically
Athletics checks. heightened to half your level (round up).
Minor Power: You gain a +1 item bonus with Major Power: You can cast tangling creepers once
6 Acrobatics checks. per day as an innate primal spell.

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GOBLIN Major Power: You gain a +4 item bonus to
Minor Power: You gain a 1st level goblin feat. skill checks made as part of the Seek action.
Minor Power: Once per day when you HUMAN
critically fail a saving throw, you may choose This includes all humans and half-humans.
instead to only fail. Minor Power: You gain a general feat for
Minor Power: Once per day you may choose which you meet the prerequisites.
to gain a +4 item bonus to any initiative check. Minor Power: You gain a +1 item bonus to
Moderate Power: You gain a +4 item bonus checks with a skill of your choice.
to checks made as part of the Aid reaction. Minor Power: You are trained in a Lore of
Moderate Power: You gain an additional your choice.
goblin heritage. Moderate Power: You gain a human
Moderate Power: You gain a goblin ancestry feat for which you meet the
ancestry feat for which you meet the prerequisites with a level no greater than
prerequisites with a level no greater than half your character level.
half your character level. Moderate Power: You gain a skill feat
Major Power: You gain a goblin for which you meet the prerequisites.
ancestry feat for which you meet the Moderate Power: You gain an
prerequisites with a level no greater than additional human heritage.
2/3 your character level. Major Power: You gain one dedication
Major Power: When you use the Take feat as a bonus feat. You must meet its
Cover action, you gain an additional +2 item prerequisites, but it does not prevent you
bonus to AC and Reflex saving throws as from taking other dedication feats even if
long as you gain bonuses from the cover. you do not have the requisite number of
feats the dedication feat normally requires
Major Power: You are not flat footed when
before selecting another dedication feat.
prone, and can use the Step action when prone.
Major Power: You gain one skill feat as
HALFLING
a bonus feat. You do not need to meet its
Minor Power: You gain a 1st level halfling feat.
prerequisites, but your proficiency must be
Minor Power: You can Crawl half your Speed. within one level of any required proficiency.
Minor Power: When you take the Point Out Major Power: You gain a human ancestry
action, you can also Step, Stride, or Strike as feat for which you meet the prerequisites with
part of the same action. a level no greater than 2/3 your character level.
Moderate Power: When you score a success MONK
with a Sense Motive action, you instead Minor Power: You gain a +1 item bonus
receive a critical success with Fortitude saves.
Moderate Power: You gain an additional Minor Power: You gain a +1 item bonus
halfling heritage. with Reflex saves.
Moderate Power: You gain a halfling Minor Power: You gain a +1 item bonus
ancestry feat for which you meet the with Will saves.
prerequisites with a level no greater than half Moderate Power: You gain a monk feat you
your character level. meet the prerequisites for. It can have a level
Major Power: When you attempt the Escape no greater than half your monk level.
action, your degree of success is increase by Moderate Power: you gain a +2 bonus to
one (to a maximum of critical success). any skill check made for initiative.
Major Power: You gain a halfling ancestry Moderate Power: While wielding your
feat for which you meet the prerequisites with Soul Sword, you gain a +1 bonus to your
a level no greater than 2/3 your character level. unarmored AC. 7

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S oul S word
Major Power: You gain a monk feat you meet the primal spell list or any other cantrips you learn or
prerequisites for. It can have a level no greater than discover. You can prepare or add to your repertoire
2/3 your monk level. common primal cantrips you learn or discover.
Major Power: When you roll for initiative, you You’re trained in spell attack rolls and spell DCs
may enter a stance. for primal spells. Your key spellcasting ability for
druid archetype spells is Wisdom, and they are
Major Power: When you roll a saving throw roll of primal druid spells. You learn the Druidic language.
10 or less, you can treat it as if you rolled a 10. This
is a fortune effect. Once you have used this ability, Moderate Power: You gain a ranger feat you meet
you cannot do so again until you next make your the prerequisites for. It can have a level no greater
daily preparations. than half your ranger level.

ORC Moderate Power: You gain an additional hunter’s edge.


This includes any orc or half-orc character. Major Power: You ignore the effects of magical and
Minor Power: When you score a critical failure in nonmagical difficult terrain and greater difficult terrain.
a recovery check, treat it as a failure. Major Power: You gain a ranger feat you meet the
Minor Power: You gain a 1 level orc feat.
st prerequisites for. It can have a level no greater than
2/3 your ranger level.
Minor Power: You can choose and exploration
activity while fatigued. Once per day, you can Major Power: You can have a second creature
recover from the fatigued condition with a designated as your prey using the Hunt Prey action.
10-minute rest. If you designate a third creature as prey, you may
decide which of the previous two creatures loses
Moderate Power: You gain an orc ancestry feat for
the designation.
which you meet the prerequisites with a level no
greater than half your character level. ROGUE
Minor Power: You gain a +1 item bonus with
Moderate Power: You do not take any of the
Perception.
normal effects of the controlled condition. Instead
when you have the controlled condition, you gain Minor Power: You gain a +1 item bonus with one
the confused condition. skill you gained proficiency with through your
rogue’s racket.
Major Power: Your flat check to end persistent
damage is 10. Minor Power: You gain a 1st-level rogue feat you
meet the prerequisites for.
Major Power: You gain an orc ancestry feat for
which you meet the prerequisites with a level no Moderate Power: You gain a rogue feat you meet
greater than 2/3 your character level. the prerequisites for. It can have a level no greater
than half your rogue level.
Major Power: You can willingly ingest things,
including elixirs and potions, while sickened. At the Moderate Power: Your deny advantage ability
end of your turn, you automatically receive a saving works on creatures up to two levels higher than
throw against the sickened condition as if you had your level.
taken an action to retch. Major Power: Select an additional racket. You gain
RANGER all the benefits of that racket other than altering your
Minor Power: You gain a +1 item bonus with key ability score and gaining any skill proficiencies.
Nature checks. Major Power: You gain a rogue feat you meet the
Minor Power: You gain a +1 item bonus with prerequisites for. It can have a level no greater than
Survival checks. 2/3 your rogue level.
Minor Power: You gain a +2 bonus to Perception Major Power: Your Soul Sword gains the speed
checks made for initiative. weapon property rune. You must be at least 15th level.
Moderate Power: You cast spells like a druid. You SORCERER
gain access to the Cast a Spell activity. You can Minor Power: You gain a +1 item bonus with Will
8 prepare four common cantrips each day from the saves.

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P athfinder 2 e
Minor Power: You gain a +1 item bonus with one skill
you gained proficiency with through your bloodline. M inor N exuses
Minor Power: You gain the Quick Focus reaction. Minor nexuses are things that impact the true nature
Quick Focus [reaction] of a creature’s runic description, but not to the
Trigger Your focus pool is not full. degree of a major nexus. Most Soul Swords have
You gain one Focus Point. Once you have used only one or two powers taken from minor nexuses.
the Quick Focus reaction, you cannot do so again
until you next make your daily preparations. BACKGROUND
Moderate Power: You gain a sorcerer feat you A character can gain a minor or moderate ability
meet the prerequisites for. It can have a level no from their background.
greater than half your sorcerer level. Minor Power: Select one skill you are trained in
Moderate Power: Select an additional bloodline. from your background. You gain a +1 item bonus
You gain the blood magic of that bloodline. to checks with this skill. This minor ability may
Moderate Power: Your mystic senses warn you be selected more than once. Each time, it grants
of damager. Select Arcana, Nature, Occultism, or a +1 item bonus to a different skill from your
Religion. You can always use this skill to roll initiative. background.
Major Power: Your Soul Sword gains the spell- Moderate Power: Select a feat granted by a
storing weapon property rune. background other than your own. You gain this feat
as a bonus feat.
Major Power: You gain a sorcerer feat you meet
the prerequisites for. It can have a level no greater CHAOS
than 2/3 your sorcerer level.
This includes any character with any chaotic
Major Power: You gain an additional spell slot for alignment.
the highest-level spell you can cast.
Major Power: The weapon gains the anarchic
WIZARD weapon property rune.
Minor Power: You gain a +1 item bonus with Arcana.
Minor Power: You gain a +1 item bonus with one EVIL
skill of your choice you are at least proficient with. This includes any character with any evil alignment.

Minor Power: You gain the Quick Focus reaction. Moderate Power: Your Soul Sword gains the
Quick Focus [reaction] wounding weapon property rune.
Trigger Your focus pool is not full. Major Power: The weapon gains the unholy
You gain one Focus Point. Once you have used weapon property rune.
the Quick Focus reaction, you cannot do so again
until you next make your daily preparations. GOOD
Moderate Power: You gain a wizard feat you This includes any character with any good
meet the prerequisites for. It can have a level no alignment.
greater than half your wizard level.
Moderate Power: Once per day, you can expend a
Moderate Power: Select an arcane school other hero point to grant two allies you can see one hero
than your own. You learn the school spell of that point each.
arcane school.
Major Power: The weapon gains the holy weapon
Major Power: Select an additional arcane thesis.
property rune.
You gain all its effects.
Major Power: You gain a wizard feat you meet the LAWFUL
prerequisites for. It can have a level no greater than This includes any character with any lawful
2/3 your wizard level. alignment.
Major Power: Select one school of magic. You gain Major Power: The weapon gains the axiomatic
a +1 item bonus to spell DCs for spells of that school. weapon property rune. 9

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S oul S word

R unes
Level 17: Moderate power.
Level 18: Major power
A Soul Sword is already a powerful rune, an ancient Level 19: The Soul Sword’s greater striking rune
and powerful ephemeral concept someone allowed becomes a major striking rune, causing it to deal
with numerous metals and forged into physical form. four damage dice instead of three.
As a result, it is at its maximum runic potency. No
permanent runes can be added to a Soul Sword, and Level 20: Major power.
none of its runes can be transferred to other weapons.
A Soul Sword does not have runes placed upon
it from without, instead its inherent runic power
C ost of a S oul S word
develops runes as its bond with a wielder grows, and The average value of the Soul Sword rests
that wielder gains in competence and experience somewhere between 1/2 and 2/3 of a character’s
assumed wealth per level (see Soul Sword Assumed
P owers B y L evel Value, below). That’s a considerable amount of
magic power to add to a character, and if the GM
These are a Soul Sword’s powers, based in its doesn’t want to use it as a scaling artifact to drive
effective level. the plot of a game forward, allowing one or more
Level 1: Minor power. When the owner first gains characters to benefit from the Soul Sword can be
this weapon, or gains a new level, the Soul Sword unbalancing pretty quickly. To keep such a character
can become any type of weapon the owner prefers balanced, the power of the Soul Sword must be paid
and is proficient with. This functions as the for somehow. A number of different options are
shifting rune, but can only be used when a new presented below.
level is gained. The weapon also subtle changes
at every level to match the inner nature and style SOUL SWORD ASSUMED
of the wielder, adding their colors, heraldry, holy VALUE PER EFFECTIVE LEVEL
symbol, and so on to its appearance.
Level Assumed Value
Level 2: The Soul Sword develops a +1 weapon
potency rune, granting attack rolls made with the 1 15 gp
Soul Sword gain a +1 item bonus. 2 20 gp
Level 3: Minor power 3 50 gp
Level 4: The Soul Sword develops a striking rune, 4 100 gp
causing it to deal two damage dice instead of one.
5 180 gp
Level 5: Minor power
6 300 gp
Level 6: Minor Power
7 480 gp
Level 7: Moderate Power
Level 8: Moderate Power 8 730 gp
Level 9: Minor Power 9 1,070 gp
Level 10: The Soul Sword’s potency rune becomes 10 1,550 gp
a +2 weapon potency rune, granting attack rolls 11 2,200 gp
made with the Soul Sword to gain a +2 item bonus.
12 3,000 gp
Level 11: Moderate Power
13 4,250 gp
Level 12: The Soul Sword’s striking rune becomes
a greater striking rune, causing it to deal three 14 6,200 gp
damage dice instead of two. 15 9,000 gp
Level 13: Major Power 16 13,500 gp
Level 14: Moderate Power 17 20,000 gp
Level 15: Major Power
18 30,000 gp
Level 16: The Soul Sword’s potency rune becomes
a +3 weapon potency rune, granting attack rolls 19 46,000 gp
10 made with the Soul Sword gain a +3 item bonus. 20 75,000 gp

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P athfinder 2 e
powers are paid for with feat slots rather than gp
P ay the P iper value. This allows characters to choose how much
effort they wish to put into growing their bond to a
The simplest way to keep the value of the Soul
relic, and makes that process feel much more like
Sword covered is to make the character owning it
an effort the character undertakes, rather than a free
to pay for any increase in effective level. In this
bonus simply from gaining levels.
scenario when the GM adds a Soul Sword to the
The baseline assumption is that these feats can be
campaign, its value as treasure is figured based on
taken only as class feats or ancestry feats, though a
the effective level it begins at (normally the average
GM can allow general or skill feat slots to be used if
party level of the PCs). If the eventual owner wants
they wish to be significantly less restrictive.
to increase that effective level, they must pay the
difference in the cost listed on Table: Soul Sword
Assumed Value Per Effective Level. This payment S oul S word A ttunement F eats
may be in gold, items, or other valuables which
have their full value counted against the needed Soul Sword Attunement I Feat 2
cost. The GM may have these be sacrificed in a Soul Sword
ritual overseen by a priest of a god of leadership Prerequisites Owner of a Soul Sword.
or nobility, a runecaster (see Master Class: The You attune yourself to a Soul Sword. The Soul
Runecaster), or a similar sage or adept. Sword’s effective level increases to match your
A Soul Sword as Permanent Items character level, to a maximum effective level of 6th.

If the GM just keeps track of how many permanent Soul Sword Attunement II Feat 6
items each player in a campaign has, the Soul Soul Sword
Sword can simply be treated as the two highest- Prerequisites Owner of the Soul Sword, Soul
level permanent items a character should have (see Sword effective level 6+.
Table 10-10: Character Wealth in Chapter 10 of You further attune yourself to your Soul Sword. The
the Pathfinder Core Rulebook). In this scenario a Soul Sword’s effective level increases to match your
character wouldn’t normally acquire the Soul Sword character level, to a maximum effective level of 10th.
before 4th level, when they would have it and their
only other permanent item would be 1st, while at
Soul Sword Attunement III Feat 10
Soul Sword
15th example a character could have a Soul Sword as
Prerequisites Owner of a Soul Sword, Soul
well as one 12th and one 11th level permanent items.
Sword effective level 10+.
A S oul S word as F eats You further attune yourself to your Soul Sword. The
Soul Sword’s effective level increases to match your
Since a Soul Sword often functions more like part character level, to a maximum effective level of 15th.
of a character’s core ability than an item (growing
with the character), one good option is to charge Soul Sword Attunement IV Feat 16
characters feats to be able to access higher levels Soul Sword
of the Soul Sword’s power. Under these rules a Prerequisites Owner of a Soul Sword, Soul
character can access a Soul Sword’s power as it Sword effective level 15+.
gains in level, but to gain access to the relic’s You complete your attunement to your Soul
powers for levels 3 and higher, the character must Sword. The Soul Sword’s effective level increases to
take a feat to do so. This option allows characters match your character level, to a maximum effective
to gain the very minor 1st-2nd level, but higher level level of 20th.

11

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OPEN GAME LICENSE Version 1.0a Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
the Coast, Inc (“Wizards”). All Rights Reserved. Pathfinder Roleplaying Game Ultimate Intrigue, © 2016, Paizo Inc.; Authors: Jesse Benner,
1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Robert N. Emerson,
contributed Open Game Content; (b)”Derivative Material” means copyrighted material including Amanda Hamon Kunz, Steven Helt, Thurston Hillman, Tim Hitchcock, Mikko Kallio, Rob
derivative works and translations (including into other computer languages), potation, modification, McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid,
correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in Alexander Riggs, David N. Ross, David Schwartz, Mark Seifter, Linda Zayas-Palmer.
which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, Pathfinder Roleplaying Game Ultimate Magic, © 2011, Paizo Publishing, LLC; Authors: Jason
license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-
Game Content” means the game mechanic and includes the methods, procedures, processes and MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
routines to the extent such content does not embody the Product Identity and is an enhancement Pathfinder Roleplaying Game Adventurer’s Guide © 2017, Paizo Inc.; Authors: Benjamin
over the prior art and any additional content clearly identified as Open Game Content by the Bruck, John Compton, Crystal Frasier, Tim Hitchcock, Jenny Jarzabski, Isabelle Lee, Joe Pasini,
Contributor, and means any work covered by this License, including translations and derivative Jessica Price, David Schwartz, and Josh Vogt.
works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means
Skreyn’s Register: The Bonds of Magic, © 2002, Sean K Reynolds.
product and product line names, logos and identifying marks including trade dress; artifacts;
creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, The Book of Experimental Might, © 2008, Monte J. Cook; All rights reserved.
artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, The Book of Fiends, © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris
photographic and other visual or audio representations; names and descriptions of characters, spells, Pramas, and Robert J. Schwalb.
enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, The Book of Hallowed Might, © 2002, Monte J. Cook.
environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols,
Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark
or graphic designs; and any other trademark or registered trademark clearly identified as Product
Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis
identity by the owner of the Product Identity, and which specifically excludes the Open Game
Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a
Contributor to identify itself or its products or the associated products contributed to the Open Angel, Monadic Deva from the Tome of Horrors Complete, © 2011, Necromancer Games,
Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original
edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) material by Gary Gygax.
“You” or “Your” means the licensee in terms of this agreement. Angel, Monadic Deva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.;
2. The License: This License applies to any Open Game Content that contains a notice indicating Author: Scott Greene, based on original material by E. Gary Gygax.
that the Open Game Content may only be Used under and in terms of this License. You must affix Angel, Movanic Deva from the Tome of Horrors Complete, © 2011, Necromancer Games,
such a notice to any Open Game Content that you Use. No terms may be added to or subtracted Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original
from this License except as described by the License itself. No other terms or conditions may be material by Gary Gygax.
applied to any Open Game Content distributed using this License. Angel, Movanic Deva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.;
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the Author: Scott Greene, based on original material by E. Gary Gygax.
terms of this License. Brownie from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary
grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this Gygax.
License to Use, the Open Game Content. Brownie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Greene, based on original material by E. Gary Gygax.
Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised, © 2002,
to grant the rights conveyed by this License. Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this Daemon, Derghodaemon from the Tome of Horrors Complete, © 2011, Necromancer Games,
License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original
You are copying, modifying or distributing, and You must add the title, the copyright date, and material by Gary Gygax.
the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content Daemon, Derghodaemon from the Tome of Horrors, Revised, © 2002, Necromancer Games,
you Distribute. Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as Daemon, Guardian from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc.,
to compatibility, except as expressly licensed in another, independent Agreement with the owner of published and distributed by Frog God Games; Author: Scott Greene, based on original material
each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with by Ian McDowall.
any Trademark or Registered Trademark in conjunction with a work containing Open Game Content
except as expressly licensed in another, independent Agreement with the owner of such Trademark or Daemon, Hydrodaemon from the Tome of Horrors Complete, © 2011, Necromancer Games,
Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original
challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open material by Gary Gygax.
Game Content shall retain all rights, title and interest in and to that Product Identity. Daemon, Hydrodaemon from the Tome of Horrors, Revised, © 2002, Necromancer Games,
8. Identification: If you distribute Open Game Content You must clearly indicate which portions Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
of the work that you are distributing are Open Game Content. Daemon, Piscodaemon from the Tome of Horrors Complete, © 2011, Necromancer Games,
9. Updating the License: Wizards or its designated Agents may publish updated versions of this Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original
License. You may use any authorized version of this License to copy, modify and distribute any material by Gary Gygax.
Open Game Content originally distributed under any version of this License. Daemon, Piscodaemon from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.;
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Author: Scott Greene, based on original material by E. Gary Gygax.
Content You Distribute. Demon, Shadow from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc.,
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using published and distributed by Frog God Games; Author: Scott Greene, based on original material
the name of any Contributor unless You have written permission from the Contributor to do so. by Neville White.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this Dragon Horse from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc.,
License with respect to some or all of the Open Game Content due to statute, judicial order, or published and distributed by Frog God Games; Author: Scott Greene, based on original material
governmental regulation then You may not Use any Open Game Material so affected. by Gary Gygax.
13 Termination: This License will terminate automatically if You fail to comply with all Flumph from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published
terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All and distributed by Frog God Games; Author: Scott Greene, based on original material by Ian
sublicenses shall survive the termination of this License. McDowell and Douglas Naismith.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall Froghemoth from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott
be reformed only to the extent necessary to make it enforceable. Greene, based on original material by E. Gary Gygax.
15. COPYRIGHT NOTICE Giant, Wood from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc.,
published and distributed by Frog God Games; Authors: Scott Greene, based on original material
Open Game License v 1.0a, © 2000, Wizards of the Coast, Inc. by Wizards of the Coast.
System Reference Document, © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Hippocampus from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc.,
Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. published and distributed by Frog God Games; Authors: Scott Greene and Erica Balsley, based
System Reference Document, © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, on original material by Gary Gygax.
Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Huecuva from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published
Advanced Player’s Guide, © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn. and distributed by Frog God Games; Author: Scott Greene, based on original material by
Anger of Angels, © 2003, Sean K Reynolds. Underworld Oracle.
Book of Fiends, © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris Ice Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott Greene.
Pramas, Robert J. Schwalb. Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott
Monte Cook’s Arcana Unearthed, © 2003, Monte J. Cook. Greene, based on original material by Philip Masters.
Path of the Magi, © 2002, Citizen Games/Troll Lord Games; Authors: Mike McArtor, W. Jason Kech from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published and
Peck, Jeff Quick, and Sean K Reynolds. distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
Pathfinder RPG Core Rulebook, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based Marid from the Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author: Scott Greene.
on material by Jonathan Tweet, Monte Cook, and Skip Williams. Mihstu from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott
Pathfinder Roleplaying Game Advanced Class Guide, © 2014, Paizo Inc.; Authors: Dennis Greene, based on original material by E. Gary Gygax.
Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Muckdweller from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc.,
Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, published and distributed by Frog God Games; Author: Scott Greene, based on original material
Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. by Gary Gygax.
Stephens, and Russ Taylor. Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott
Pathfinder Roleplaying Game Core Rulebook, © 2009, Paizo Inc.; Author: Jason Bulmahn, Greene, based on original material by E. Gary Gygax.
based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Necrophidius from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author:
Pathfinder Roleplaying Game Core Rulebook, © 2009, Paizo Publishing, LLC; Author: Jason Scott Greene, based on original material by Simon Tillbrook.
Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

12
Quickling from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published
Pathfinder Roleplaying Game Core Rulebook, © 2010, Paizo Publishing, LLC; Author: Jason and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary
Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Gygax.
Pathfinder Roleplaying Game Core Rulebook, © 2011, Paizo Publishing, LLC; Author: Jason Sandman from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott
Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Greene, based on original material by Roger Musson.
Pathfinder Roleplaying Game Ultimate Combat, © 2011, Paizo Publishing, LLC; Authors: Scarecrow from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author:

Keith Martin ([email protected]) Transaction: 68252


Scott Greene, based on original material by Roger Musson.
Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott
Greene, based on original material by Neville White.
Skulk from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published and
distributed by Frog God Games; Author: Scott Greene, based on original material by Simon
Muth.
Spriggan from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published
and distributed by Frog God Games; Authors: Scott Greene and Erica Balsley, based on original
material by Roger Moore and Gary Gygax.
Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors: Scott
Greene and Patrick Lawinger.
Age of Ashes Player’s Guide © 2019, Paizo Inc.; Authors: James Jacobs, with Amanda Hamon.
Pathfinder Core Rulebook (Second Edition)  © 2019, Paizo Inc.; Designers: Logan Bonner,
Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.
Pathfinder Lost Omens Character Guide (Second Edition) © 2019, Paizo Inc.; Authors:
John Compton, Sasha Lindley Hall, Amanda Hamon, Mike Kimmel, Luis Loza, Ron Lundeen,
Matt Morris, Patchen Mortimer, Andrew Mullen, Mikhail Rekun, Micheal Sayre, Owen K.C.
Stephens, Isabelle Thorne, and Linda Zayas-Palmer.
Pathfinder Adventure Path #148: Fires of the Haunted City © 2019, Paizo Inc.; Authors:
Linda Zayas-Palmer, with Owen K.C. Stephens, James L. Sutter, and Greg Vaughan.
Soul Sword, PF2 © 2020, Owen K.C. Stephens; Author: Owen K.C. Stephens. Project manager
and Planning: Lj Stephens. Bon Vivant: Stan!

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