Crafter Level ; Crafting Proficiency Rank ; Crafting Feat
Formula Price
Tools You have an appropriate set of tools and, in many cases, a workshop; Crafting Materials You must supply raw materials worth
Extra Requirements
Crafter Level ; Crafting Proficiency Rank ; Crafting Feat
Formula Price
Tools You have an appropriate set of tools and, in many cases, a workshop; Crafting Materials You must supply raw materials worth
Extra Requirements
This setup time is the base number of days it takes to create the item. If you decide to take the slow and methodical approach (Core Rulebook 244), you spend that number of days of Regular Setup in Table 1, and then attempt the Crafting check to determine your success. You can instead rush the process (Treasure Vault 158), taking days off the time needed to setup the item while introducing a greater risk of failure.
Below, you may change your Crafting Proficiency Rank and your Crafter Level.
Take the DC from Table 1. When you take Rush Crafting, you have to decide on your approach to the job, from Trained to Legendary, which is limited by your proficiency. That choice sets the Setup Time and the Crafting DC.
Critical Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in Crafting.
Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level and your proficiency rank.
Failure You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over.
Critical Failure You fail to complete the item. You ruin 10% of the raw materials you supplied, but you can salvage the rest (30 gp). If you want to try again, you must start over.
If your Crafting check is a success, you expend the raw materials and can complete the item immediately by paying the remaining portion of the item’s Price in materials. Alternatively, you can spend additional downtime days working on the item. Above, you may change your Proficiency Rank and your Crafter Level. Below you can choose your Crafting Check Result from Step 3 and you may select the Additional Days of Work. This webtool calculates the Remaining Balance.
If you are at least an Expert in Crafting, you can rush the finishing process (toggle the Rush the Finish), reducing the value of the materials you must expend to complete the item. Doing so comes at a risk; at the end of the creation process, once the item is finished, you must attempt a DC flat check.
Success the item is complete and works perfectly.
Failure the item is still completed, but it gains a quirk.
Critical Failure the item is ruined or might become a cursed item attached to you.
To use one of the NPCs in this section to represent an NPC of a different ancestry, apply the adjustments below for the desired ancestry. These provide the basic features from that ancestry, like darkvision, altered Speed, and unique abilities like a halfling’s keen eyes. For other ancestries, you can create similar templates following the same format. In addition to these base changes, you can add the effects of a specific heritage: you might apply the snow goblin heritage if your NPC is a Frostfur goblin and you want them to have cold resistance. You can also give them an ancestry feat, or even adjust their ability scores and skills to reflect the new ancestry’s strengths and weaknesses. For a half-elf, half-orc, or any other heritage essential to the character, you should always apply the heritage effect.
| Ancestry | New Trait | Senses | New Languages | Speed Change | Special |
|---|---|---|---|---|---|
|
|
ANADI | — | Anadi, Mwangi | — | Fangs |
|
|
ANADI | — | Anadi, Mwangi | — | Fangs |
|
|
ANDROID | — | Androffan | — | — |
|
|
AUTOMATON | — | Utopian, the language of the plane of, Axis | — | — |
|
|
AUTOMATON | — | Utopian, the language of the plane of, Axis | — | — |
|
|
AZARKETI | — | Alghollthu | -5 feet | — |
|
|
CATFOLK | Low-Light Vision | Amurrun | — | Land on your Feet |
|
|
CONRASU | — | Mwangi, Rasu | — | Sunlight Healing |
|
|
CONRASU | — | Mwangi, Rasu | — | Sunlight Healing |
|
|
DOPPELGANGER | — | — | — | — |
|
|
DOPPELGANGER | — | — | — | — |
|
|
DRAGON | — | Draconic | — | — |
|
|
DWARF | Darkvision | Dwarven | -5 feet | — |
|
|
ELF | Low-Light Vision | Elven | +5 feet | — |
|
|
FETCHLING | Darkvision | Shadowtongue | — | — |
|
|
GHORAN | Low-Light Vision | Sylvan | — | — |
|
|
GNOLL | — | Gnoll | — | Bite |
|
|
GNOLL | — | Gnoll | — | Bite |
|
|
GNOME SMALL | Low-Light Vision | Gnomish, Sylvan | — | — |
|
|
GOBLIN SMALL | Darkvision | Goblin | — | — |
|
|
GOLOMA | — | Goloma, Mwangi | +5 feet | Eyes in Back |
|
|
GOLOMA | — | Goloma, Mwangi | +5 feet | Eyes in Back |
|
|
GRIPPLI SMALL | — | Grippli | — | — |
|
|
GRIPPLI SMALL | — | Grippli | — | — |
|
|
HALFLING SMALL | Keen Eyes | Halfling | — | — |
|
|
GOBLIN | Darkvision | Goblin | — | — |
|
|
HUMAN | — | — | — | — |
|
|
KASHRISHI SMALL | — | Kashrishi | — | — |
|
|
KASHRISHI SMALL | — | Kashrishi | — | — |
|
|
KITSUNE | — | — | — | — |
|
|
KOBOLD SMALL | Darkvision | Draconic | — | Draconic Exemplar |
|
|
LESHY SMALL | Low-Light Vision | Sylvan | — | Plant Nourishment |
|
|
LIZARDFOLK | — | Iruxi | — | Aquatic Adaptation |
|
|
NAGAJI | Low-Light Vision | Nagaji | — | — |
|
|
NAGAJI | Low-Light Vision | Nagaji | — | — |
|
|
ORC | Darkvision | Orcish | — | — |
|
|
RATFOLK SMALL | Low-Light Vision | Ysoki | — | — |
|
|
SHISK | — | Mwangi, Shisk | — | — |
|
|
SHISK | — | Mwangi, Shisk | — | — |
|
|
SHOONY SMALL | Low-Light Vision | Shoony | — | Blunt Snout |
|
|
SKELETON | — | Necril | — | — |
|
|
SKELETON | — | Necril | — | — |
|
|
SLIME | — | — | -5 feet | — |
|
|
SPRITE | — | Sylvan | -5 feet | — |
|
|
STHENO | — | — | — | — |
|
|
STHENO | — | — | — | — |
|
|
STRIX | — | Strix | — | — |
|
|
TENGU | Low-Light Vision | Tengu | — | Sharp Beak |
|
|
VANARA | — | Vanaran | — | — |
|
|
VANARA | — | Vanaran | — | — |
|
|
VISHKANYA | — | Vishkanya | — | — |
|
|
VISHKANYA | — | Vishkanya | — | — |
To use one of the creature adjustments in this section, just click the adjustment and the changes will be present in the card.
| - | 0 | No adjustment will be applied. | |
| Book of the Dead | Target Creature | Level | Description |
|
|
Any creature | 0 | The ephemeral form of a ghostly creature lets it pass through solid objects and float in the air. |
|
|
Any creature | 0 | Ghoul creatures are typically hairless and gaunt with blue or purple skin and pointed ears. |
|
|
Any creature | 0 | Most skeletons are mindless and follow either the basic instincts they had in life or orders given by their creator. |
|
|
Any creature | 0 | This creature is a reanimated mindless corpse. |
|
|
Any creature | 0 | All types of creatures can have their corpses preserved and rise as mummies. |
|
|
Any creature | 0 | A shadow creature is little more than a sentient shadow powered by negative energy. |
|
|
Any creature | 0 | Most skeletons are mindless and follow either the basic instincts they had in life or orders given by their creator. |
|
|
Any creature | 0 | This creature is a reanimated corpse. |
|
|
Any creature | 0 | A vampiric creature consumes the blood of the living for sustenance. |
|
|
Any creature | 0 | All wights can drain life through their unarmed attacks, but some can draw life force through weapons as well. |
|
|
Any creature | 0 | A zombified creature is a mindless, rotting corpse that attacks everything it perceives. |
| Dark Archive | Target Creature | Level | Description |
|
|
An existing creature | +1 | An experimental cryptid has been purposefully altered through alchemy, engineering, magic, or ritual to contain some degree of construct components. Although powerful, the process is volatile and imperfect. |
|
|
An existing, living creature | +1 | Some strange creatures defy what’s expected from others of their kind due to a peculiar mutation. A mutation can come from a wide variety of sources: a quirk in their lineage, effects from their environment, radiation from bizarre crystals, or exposure to uncontrolled magic. |
|
|
An existing, living creature | +1 | Scholars dream of discovering primeval creatures: remnants of an older age, long thought extinct. Primeval cryptids are resilient survivors of their kind or particularly clever individuals. |
|
|
An existing creature | +1 | As stories spread about a rumored cryptid, the weight of collective belief transforms the creature to match the tales. The limits of its physical body no longer confine it. |
|
|
An existing creature | +1 | A secret society member is an NPC or creature that belongs to a covert organization with influence and connections throughout its local setting and perhaps beyond. |
You're about to report some type of error found in . As soon as I see the report, I'll try to fix it and upload the new correct version of .
The DiceRoller allows you to roll dices from Creatures description and typing an easy formula.
Each creature has some skills or saves with a bonus or penalty to roll. If you click on those modifiers the Diceroller will give you the roll as a popup! Furthermore, you can also click on all the attacks and damages dice descriptors and you'll have the roll has a popup.
These rolls are logged in the diceroller window and you can check them after and repeat them clicking on the pencil at the end of each roll row.
If you want to type the roll, I give you some examples:
1d20+52d20kh Keeps Higher result (fortune)2d20kl Keeps Lower result (misfortune)2d8 bludgeoning + 1d6 fire
When the group overcomes an encounter with a hazard or creature, each character gains XP equal to the XP of the hazard or creature in the encounter. Match the Party level in the following table to know the XP awarded:
See Experience Points.
Here there is a list of the various monster parts you can gather from this creature. After defeating the monster, players can determine how to best use the parts to refine and imbue items.
You can find rules for refining and imbuing items from a monster at Battlezoo Bestiary.
I update a lot of data from all the Rulebooks and adventure books. I'm developing new features each week. You can collaborate and make suggestions in our Discord Server where we plan and iron out all the webtools. You can access to the Discord Server once you become a Patron. My work updating all data and adding new features to this webtool is only possible to the generous actions of this people:
Visit my patreon webpage and be aware of all the stuff I'm working on.
Help keep running this webtool and become a patron!
You’ve made a breakthrough in your field of study and discovered a powerful new way to enhance your innovation. Choose a breakthrough modification of your innovation’s type to apply to your innovation. You can choose an initial modification of your innovation’s type instead if you prefer.
Whether you used some clever adaptation of the magic-negating skymetal known as noqual or created magical protections of your own design, you’ve strengthened your armor against magic. While wearing the armor, you gain a +1 circumstance bonus to all saving throws against spells and to AC against spells. Against spells that target the armor directly (like heat metal), you instead gain a +4 circumstance bonus to all saving throws and to AC.
Prerequisites Subterfuge Suit Only
You’ve modified your armor’s exterior to let you blend into your surroundings with ease, as long as you stay still. While wearing your armor, you can Hide even without cover or concealment, as the pigmentation shifts to match your surroundings.
You have encased your armor in robust plating. While wearing your armor, you gain resistance to slashing damage equal to half your level.
You’ve improved upon your initial modification’s ability to resist damage. The resistance from your initial armor modification adds your full level, instead of half your level (for instance, phlogistonic regulator’s resistance would increase to your level). If you have more than one initial modification that gives resistance, choose which one this applies to.
Prerequisites Power Suit Only
You’ve expanded your innovation into a heavy bulwark, and your groundbreaking design ensures you don’t take any of the drawbacks for such heavy defenses. Your innovation becomes heavy armor, and your proficiency in your innovation armor (but no other heavy armor) advances to be equal to your proficiency in medium armor. If your Strength score is at least 16, you remove the Speed penalty entirely instead of reducing it to –5 feet. The armor’s adjusted statistics are: AC Bonus +5; Dex Cap +1; Check Penalty –2; Speed Penalty –10 feet; Strength 16; Bulk 3; Group composite; Armor Traits bulwark.
You’ve improved your speed boosters’ power through a breakthrough that significantly increases the energy flow without risking exploding. You gain a +10-foot status bonus to your Speed, which increases to a +20-foot status bonus when you’re in Overdrive. If you’re legendary in Crafting, it instead increases to a +30-foot status bonus when you’re in Overdrive. You must have the speed boosters modification to select this modification.
You’ve woven an incredibly powerful network of interlocking mesh around your armor, which catches piercing attacks and diffuses them. While wearing your armor, you gain resistance to piercing damage equal to half your level.
You’ve enhanced the tensile capabilities of your armor, enabling it to bend with bludgeoning attacks. While wearing your armor, you gain resistance to bludgeoning damage equal to half your level.
You’ve powered up your construct’s weaponry. Choose one of your construct’s unarmed attacks to gain your choice of one initial weapon modification, chosen from the list on page 18 or from other initial weapon modifications to which you have access. The unarmed attack must meet any requirements for the chosen traits (such as being a melee attack for entangling form), and since it’s an unarmed attack, it can never meet certain requirements, such as being a simple weapon for complex simplicity.
Whether you used some clever adaptation of the magic-negating skymetal known as noqual or created magical protections entirely of your own devising, you’ve made your innovation highly resilient to spells. Your construct innovation gains a +2 circumstance bonus to all saving throws and AC against spells.
With appendages that can claw or create suction, your construct becomes a capable climber. Your innovation gains a climb Speed equal to half its land Speed.
Your innovation is solidly built; it can take significant punishment before being destroyed. Increase its maximum HP by your level.
Your innovation gains expert proficiency in Intimidation, Stealth, and Survival. For any of these skills in which it was already an expert (because of being an advanced construct companion, for example), it gains master proficiency instead. If you have the revolutionary innovation class feature, these proficiencies improve to master, or legendary if your construct innovation was already an expert. You must have the wonder gears modification to select this modification.
Your innovation can transform from a mobile construct to a stationary turret. Your construct companion can transform as a single action, which has the manipulate trait, turning into a turret in its space (or transforming back from a turret into its normal configuration). While it’s a turret, your innovation is immobilized, but the damage die from its projectile launcher increases to 1d6 and the range increment increases to 60 feet. You must have the projectile launcher modification to select this modification.
Prerequisites Ranged Only
A carefully tuned scope or targeting device makes your weapon especially good at hitting weak points. Your innovation gains the backstabber trait (page 230) and increases its range increment by 10 feet.
Prerequisites Melee Only
You carefully engineer the shape of your weapon to maintain its momentum in attacks against successive targets. Your innovation gains the sweep trait and the versatile S trait.
Prerequisites Melee Only
Your innovation is built for easy concealment and surprise attacks. It gains the backstabber and versatile P traits. If the weapon has light Bulk, it also gains the concealable trait.
Prerequisites One-Handed Weapon Only; Can’t Have the Two-Hand Trait
Combining your weapon with a gauntlet, you make it so you can quickly switch between attacking with your weapon and tinkering using your hands. Your innovation gains the free-hand trait.
You’ve devised several alloys that contain useful properties of various metals, and you replace a number of parts of your weapon or its ammunition with pieces from these alloys. Your weapon innovation is cold iron and silver. This means you deal more damage to a variety of supernatural creatures, such as demons, devils, and fey.
Prerequisites Ranged Only
Your weapon can shoot projectiles that split into simple ropes or nets around your foes’ legs to trip your targets, and you can climb using the grappling hooks built into the weapon. Your weapon innovation gains the climbing and ranged trip traits (see the sidebar on page 17).
Prerequisites Thrown Only
Your weapon has an extensible line that you can use to knock your enemies over and quickly recall the weapon back to your hand. Your innovation gains the ranged trip trait and the tethered trait (see the sidebar on page 17).