Ardor

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Base info

Human Primalist Wizard 10
N Medium humanoid
Init +2
Senses: Perception +2

Defense

AC 14, touch 14, flat-footed 12 (+2 ring +2 Dex)
hp 66 (10d6[36] + 3*10)
Fort +6 (+3 Con, +3 Wiz)
Ref +5 (+2 Dex, +3 Wiz)
Will +9 (+2 Wis, +7 Wiz)

Offense

Speed 30 ft.
Melee quarterstaff +3 (1d6–2)
Ranged mwk sling +7 (1d4–2)

Wizards #Spells Prepared (CL 10th; concentration +13)


Statistics

Str 6 (-2), Dex 15 (+2), Con 17 (+3), Int 23 (+6), Wis 14 (+2), Cha 10 (+0)
Base Atk +5; CMB +3 (+5 BAB, -2 Str); CMD 15 (10 +5 BAB, -2 Str, +2 Dex)

Feats

Skills (2+3 Int) x3 for Wizard & (2+4 Int) x7 for Wizard = 57

  • Spellcraft +17 (10 ranks +3 class + 4 Int)
  • Knowledge (arcana) +17 (10 ranks +3 class +4 Int)
  • Craft (sculptures) +17 (10 ranks +3 class +4 Int)
  • Knowledge (engineer) +10 (3 ranks +3 class +4 Int)
  • Knowledge (planes) +10 (3 ranks +3 class +4 Int)
  • Knowledge (dungeon) +10 (3 ranks +3 class +4 Int)
  • Knowledge (history) +10 (3 ranks +3 class +4 Int)
  • Knowledge (geography) +10 (3 ranks +3 class +4 Int)
  • Knowledge (nobility) +10 (3 ranks +3 class +4 Int)
  • Knowledge (nature) +10 (3 ranks +3 class +4 Int)
  • Fly +8 (3 ranks +3 class +2 Dex)
  • Appraise +10 (3 ranks +3 class +4 Int)

Languages Common, Tien, Varisian, Skald

SQ


Combat Gear:

  • #Mask Golem
  • Mask of Intelligence +4
  • Ring of Protection +2

Other Gear

  • Masterwork sling with 20 bullets
  • Quarterstaff
  • Backpack
  • Healer's kit
  • Silk rope (50 ft.)
  • Spell component pouch

3000 gp

Reference

Wizard

Hit Die: d6

Class Skills

The wizards's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

Skill Ranks Per Level: 2 + Int modifier.

Levels

Lvl BAB Fort Ref Will Special Spells Per Day
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Primal Magic, arcane school, cantrips, Scribe Scroll 3 1
2nd +1 +0 +0 +3 4 2
3rd +1 +1 +1 +3 4 2 1
4th +2 +1 +1 +4 4 3 2
5th +2 +1 +1 +4 Enhance Primal Magic Event, Primal Magic +1/day 4 3 2 1
6th +3 +2 +2 +5 4 3 3 2
7th +3 +2 +2 +5 4 4 3 2 1
8th +4 +2 +2 +6 4 4 3 3 2
9th +4 +3 +3 +6 4 4 4 3 2 1
9th +5 +3 +3 +7 4 4+2+E 4+2+E 3+1+E 3+1+E 2+E

Bonus spells from high Int and Evocation school spec.

Spells

A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.

A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Starting Spells (See Spellbooks below): A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).

Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast. If he has chosen to specialize in a school of magic, one of the two free spells must be from his specialty school.

Spellbooks

A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.

A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook.

Adding Spells to a Wizard's Spellbook

Wizards can add new spells to their spellbooks through several methods. A wizard can only learn new spells that belong to the wizard spell lists (see Magic).

Spells Gained at a New Level

Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.

Spells Copied from Another Spellbook or Scroll

A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty.

Primal Magic

Primal Magic (Su)

At 1st level, a primalist may attempt to channel primal magic as a swift action to cast a prepared spell without losing that spell from its spell slot. Essentially, a primalist is forcing primal magic into the world and attempting to shape it into a specific spell effect. To use this ability, she casts the spell as she would normally, but as the spell’s effects take place, she makes a concentration check (DC 20 + double the spell’s level). If she fails this check, she expends the spell normally as if she had cast it, but its actual effects are replaced by a primal magic event with a CR equal to her caster level and she is staggered for 1 round per level of the spell she was attempting to cast. If she makes this check, she casts the spell normally and it is not expended from her prepared spell slot, allowing her to cast that spell again at a later point.

Arcane School

A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.

A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

Evocation Arcane School (Admixture subschool)

Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.

Opposition schools: Illusion, Divination.

Intense Spells

Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.

Versatile Evocation

Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Elemental Manipulation

Elemental Manipulation (Su): At 8th level, you can emit a 30-foot aura that transforms magical energy. Choose an energy type from acid, cold, electricity, and fire, and a second type to transform it into. Any magical source of energy of this type with a caster level equal to or less than your wizard level is altered to the chosen energy type. This includes supernatural effects from creatures with Hit Dice no greater than your caster level. For example, you could transform a white dragon’s frigid breath weapon (a supernatural ability), but not a fire elemental’s fiery touch (an extraordinary ability). If an effect lies only partially within your aura, only the portions within the aura are transformed. You can use this ability for a number of rounds per day equal to your wizard level. The rounds do not need to be consecutive.

Cantrips

Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).

Scribe Scroll

At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

See #Magic Item Creation rules for more information.

Arcane Spells and Armor

Armor restricts the complicated gestures required while casting any spell that has a somatic component. The armor and shield descriptions list the arcane spell failure chance for different armors and shields.

If a spell doesn't have a somatic component, an arcane spellcaster can cast it with no arcane spell failure chance while wearing armor. Such spells can also be cast even if the caster's hands are bound or he is grappling (although concentration checks still apply normally). The metamagic feat Still Spell allows a spellcaster to prepare or cast a spell without the somatic component at one spell level higher than normal. This also provides a way to cast a spell while wearing armor without risking arcane spell failure

Enhance Primal Magic Event

At 5th level, when a primalist triggers a primal magic event, as a swift action she can increase or decrease its CR by 1. If she makes a concentration check (DC = 15 + the primal magic event’s CR), she can instead increase or decrease the CR by 2. If she reduces a primal magic event’s CR to less than 1, the event is negated. She can choose to use this ability after she determines what primal magic event she triggers, but before she resolves the effects of that event.

Primal Surge

Primal Surge (Su): At 10th level, whenever a primalist triggers a primal magic event, she rolls the percentile dice twice to determine the event that occurs and chooses which one of the two possible events occurs. She becomes resistant to the effects of primal magic events. Anytime an event would affect her, the GM rolls 1d20 + the event’s CR against a DC of 11 + her wizard level. If this roll fails, the event does not affect her, similar to a creature with spell resistance ignoring magical effects with an SR check. If the primal magic event is duplicating the effects of a spell that does not allow spell resistance (such as create pit), this resistance does not apply.

Feats

Spell Penetration

You get a +4 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.

Spell Focus

Greater Spell Focus - Evocation: Add +2 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Golem Constructor

Benefit: You have learned the art and craft of creating a single type of golem (such as stone golems or iron golems). When creating a golem of this type, you count as having the Craft Wondrous Item, Craft Magic Arms and Armor, and Craft Construct feats. You must meet all other construction requirements for the golem as normal.

Special: You may select this discovery multiple times. Each time you select this discovery, it applies to a different kind of golem.

Craft Construct

You can create any construct whose prerequisites you meet. The act of animating a construct takes one day for each 1,000 gp in its market price. To create a construct, you must use up raw materials costing half of its base price, plus the full cost of the basic body created for the construct. Each construct has a special section that summarizes its costs and other prerequisites. A newly created construct has average hit points for its Hit Dice.

Mask Golem

See. p. XXX

Spellbook

Starting:

  • 0: all /div, ill
  1. 3 + 3
  • +2/level


  1. See Invisibility
  2. Dominate Person, Telekinesis

Primal Magic rules

Magic is the lifeblood of many worlds. Yet in its raw form, magic is not an ordered force—it is the all-encompassing chaos of possibility. The same energies that can be shaped to create explosive fireballs, raise the dead, divine the future, heal the sick, and summon demons can do that and more without the direction of skilled spellcasters. Normally, this unfocused magical potential does not exist in reality; it lies beyond reality, where it waits to be tapped. Where exactly magic comes from remains a lively debate today, but when magic is unleashed without any attempt to focus it—when it leaks into the world in its raw form—the result is known as primal magic.

In some realms, magic is left to indulge in its raw chaos as it wishes—here, primal magic is often called “wild magic.” On the Material Plane, the world feels the touch of primal magic when the laws of reality themselves have been damaged. Here, magic flows in unpredictable tides and currents. At one moment, a region function normally while at another, magic won’t function at all. Usually, though, primal magic holds sway.

Manifestations of primal magic tend to build up potential before they explode into existence. Just as a thunderstorm doesn’t constantly lance the ground below with a constant beam of lightning, these bolts manifest periodically and almost randomly. And just as lightning can be called with lightning rods, primal magic can be purposefully or accidentally drawn out by utilizing magic in areas where such energies are building.

When primal magic manifests, roll on Table: Sample Primal Magic Events to determine what occurs.

As the primal magic exerts its power, consider crossing off the effect that occurs and designing replacement events and effects. If you want primal magic to play a big role in your campaign, you should try to ensure that no two effects are ever quite the same. One easy way to achieve this is to simply substitute random spell effects with unusual descriptions in place of normal ones, such as a black fireball that smells of roses and deals acid damage.

Spontaneous primal magic effects can occur as often or as infrequently as you wish, but as a general rule, try to limit the effects to one per combat encounter at most. The majority of primal magic effects should instead occur when creatures activate magic items, use spell-like abilities, or cast spells in such an area (simply carrying a magic item or gaining the benefits of a constant-use item or spell effect isn’t enough—it’s the actual act of activation or casting that triggers primal magic). When a creature activates a magic item, casts a spell, or uses a spell-like ability in an area infused with primal magic, there’s a 50% chance that the spell effect is replaced by a primal magic effect. A spellcaster casting a spell, using a spell-like ability, or activating a spell completion or spell trigger magic item can make a concentration check (DC = 15 + twice the spell’s level) to focus the magic and avoid triggering a primal magic effect. Creatures activating other kinds of magic items do not have the option of making a Spellcraft check to avoid triggering a primal magic effect.

When a primal magic effect occurs naturally, it targets a random creature or location in the vicinity around the PCs or whatever region you wish to inflict the event upon. When the effect occurs, you need to determine the CR of the event. If the event is triggered by a spellcaster or a magic item, the event’s CR is equal to the spellcaster’s or item’s caster level. When an event occurs naturally, you can roll 1d20 to determine the CR. Of course, you should strongly consider lowering primal magic event CRs to match or at least closely approximate the average party level of your PCs. Not all primal magic events are harmful, but it’s neither fun nor fair for players to frequently be hit with an effect that’s too far beyond their ability to deal with.

Primal magic events often linger for minutes, hours, or even days. These effects can be dispelled via dispel magic and similar spells. Treat the event’s CR as its caster level in this case.

In Table: Sample Primal Magic Events, “CR” is used to indicate a mathematical value; use the primal magic’s CR to set this number. For example, a CR 11 primal magic event that lasts for “CR minutes and affects an area with a radius of CR × 5 feet” lasts for 11 minutes and affects an area with a radius of 55 feet.

Unleashing Primal Magic

Areas affected by primal magic are like scars upon the rugged flesh of the world, invisibly and intangibly overlaid on the fabric of reality. Generally, areas of primal magic form in places afflicted by forces beyond mortal control—areas scoured by godly wrath, breaches between the planes, sites where powerful artifacts were destroyed. In most of these instances, the primal magic subsides as reality repairs itself, though it might take a matter of weeks, years, or even centuries. In the cases of extreme abuse, an area’s magical cohesiveness might never recover, resulting in areas of permanent primal magic. In general, the location of existing areas of primal magic and the creation of new areas is left up to the GM, but should always be the result of magic of extraordinary force or of an arcane catastrophe of epic proportions. Such should be encountered only rarely, allowing such sites to retain their sense of danger and calamitous history.

Sample Primal Magic Events
d% Effect
1–6 Creatures and objects within a radius equal to 5 × CR are drained of color for CR minutes. A gnome in this area must make a DC 15 Will save to avoid being shaken by this effect for the duration of the loss of color. This is a mind-affecting fear effect.
7–10 A number of strangely colored centipedes appear in the area—these centipedes ignore non-spellcasters and attack only creatures capable of casting spells or using spell-like abilities. This encounter should be a mix of centipedes that equals the CR of the primal magic event. The corpses of any slain centipedes pivot until their heads point in the direction of the Pit of Gormuz.
11–14 Strange music fills the air for a number of minutes equal to the CR. Possible choices include the following (roll 1d4):
  1. Battle chants
  2. Opera arias
  3. Prayers, or
  4. Monastic chants.

The music instills in those who hear it a strong urge to sing or dance along. A creature who does so gains a +2 morale bonus on attack rolls and saving throws for the duration of the music.

15–18 A zone of unluck and a strange pale violet radiance equivalent to candlelight fills a CR × 5 foot radius for CR hours. All d20 rolls made in this area must be rolled twice, taking the lower of the two rolls.
19–22 One creature’s body and all its possessions reverse into a mirror image of themselves. The binding of any book in its possession is reversed, though the text within remains normal and legible. This effect is unusual but has no actual game effect. Reversing this effect is possible via break enchantment, limited wish, miracle, polymorph any object, or wish.
23–26 A circular pit opens under the feet of a random target. The pit creates an extradimensional space in the ground, not an actual pit. The pit is 10 feet deep per CR, but otherwise functions as create pit.
27–32 A rain of small objects (anything from flowers to rotten fruit) pelts an area with a radius equal to 5 × CR for CR rounds. This strange hail is not harmful, but during this time all creatures in the area gain concealment and must make concentration checks (DC 15 + the spell’s level) to cast spells.
33–38 Positive energy affects a number of creatures not to exceed CR in total. These creatures are affected by a heal spell (caster level = CR).
39–44 Negative energy affects a number of creatures not to exceed CR in total. These creatures are affected by a harm spell (caster level = CR).
45–48 An area with a radius of CR × 10 feet becomes utterly dark, as if from a deeper darkness spell.
49–54 The environment itself suddenly springs to life and attacks all non-elemental creatures in the immediate area. Treat this event as an encounter with various elementals drawn from the immediate surroundings as appropriate, tailored to be an encounter of a CR equal to that of the primal magic event.
55–62 Strange, shifting curtains of color, akin to an aurora borealis, manifest in the sky but are visible only to those in an area equal to CR × 10 feet in radius. Every creature in this area must make a Will save (DC 10 + CR) or be dazed by the shifting colors for 1 round. The colors persist for 1 round per CR. Creatures must make a new save each round to avoid becoming dazed. This is a mind-affecting pattern effect.
63–68 A random number of creatures not to exceed the event’s CR become confused unless they succeed at a Will save (DC = 10 + CR). For each affected creature, this effect persists until that creature’s confusion effect results in “act normally,” at which point the effect ends for the creature. This is a mind-affecting effect.
69–74 A storm of energy (with an equal chances of being acid, cold, electricity, or fire) sweeps through the area in a CR × 5-foot-radius spread. Each round, the storm inflicts 2 hit points of damage per CR; a Reflex save (DC 10 + CR) halves the damage done. The storm persists for CR rounds.
75–78 Strange telekinetic forces rip through the area, attempting to trip all creatures in a CR × 10 foot radius. The event makes a trip combat maneuver check against all available targets, using a CMB of 10 + CR. Any creature tripped by the event has its equipment reorganized and tangled by the mischievous telekinesis. Until a creature takes a minute to reorganize its belongings, retrieving a stowed item is a full-round action.
79–88 Choose two random creatures in the area, then randomly pick one to be the “wielder” and one to be the “target.” Roll on the rod of wonder table to determine what sort of strange effect occurs between these two creatures.
89–94 A teleportation storm occurs. All creatures in the area must make a Will saving throw (DC = 10 + CR). Those who fail are teleported, as if via dimension door, so that they randomly shift places. If this places a creature in an area too small to accept its space, it instead appears in the closest adjacent space that can contain it. If only one creature is affected, it teleports a number of feet equal to CR × 5 in a random direction.
95–98 A magic jar-like effect affects two creatures. A Will save (DC = 10 + CR) negates the effect. If one creature fails this save but the other succeeds, the creature that fails the save is merely stunned for 1d4 rounds. If both creatures fail the save, their minds are switched into each other’s bodies for a number of rounds equal to the event’s CR.
99–100 Roll twice, discounting results of 99–100. Both events generated by these rolls occur simultaneously.

Magic Item Creation

To create magic items, spellcasters use special feats which allow them to invest time and money in an item's creation. At the end of this process, the spellcaster must make a single skill check (usually Spellcraft, but sometimes another skill) to finish the item. If an item type has multiple possible skills, you choose which skill to make the check with. The DC to create a magic item is 5 + the caster level for the item. Failing this check means that the item does not function and the materials and time are wasted. Failing this check by 5 or more results in a cursed item.

Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by 5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting its prerequisites.

While item creation costs are handled in detail below, note that normally the two primary factors are the caster level of the creator and the level of the spell or spells put into the item. A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell. Using metamagic feats, a caster can place spells in items at a higher level than normal.

Magic supplies for items are always half of the base price in gp. For many items, the market price equals the base price. Armor, shields, weapons, and items with value independent of their magically enhanced properties add their item cost to the market price. The item cost does not influence the base price (which determines the cost of magic supplies), but it does increase the final market price.

In addition, some items cast or replicate spells with costly material components. For these items, the market price equals the base price plus an extra price for the spell component costs. The cost to create these items is the magic supplies cost plus the costs for the components. Descriptions of these items include an entry that gives the total cost of creating the item.

The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for preparing spells is suitable for making items. Creating an item requires 8 hours of work per 1,000 gp in the item's base price (or fraction thereof), with a minimum of at least 8 hours. Potions and scrolls are an exception to this rule; they can take as little as 2 hours to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 8 hours to create, just like any other magic item. The character must spend the gold at the beginning of the construction process. Regardless of the time needed for construction, a caster can create no more than one magic item per day. This process can be accelerated to 4 hours of work per 1,000 gp in the item's base price (or fraction thereof) by increasing the DC to create the item by 5.

The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit. If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours' worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).

A character can work on only one item at a time. If a character starts work on a new item, all materials used on the under-construction item are wasted.