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 are an unparalleled genius and have discovered a technique that will revolutionize your chosen field—or at least for the time being, your innovation! Choose a revolutionary modification to apply to your innovation. You can also choose an initial or breakthrough modification of the same type instead, if you prefer.
Your armor uses electromagnetic fields, subharmonic distortions, or other techniques to make it difficult for those close to you to move unless you allow it. While wearing your armor, all spaces adjacent to you are difficult terrain for your enemies.
Your armor’s defenses ablate any kind of energy coming your way. While wearing your armor, you gain resistance to all energy damage (acid, cold, electricity, fire, force, negative, positive, and sonic damage) equal to 2 + half your level. You must have the harmonic oscillator, metallic reactance, or phlogistonic regulator modification to select this modification.
You’ve improved upon your breakthrough modification’s ability to resist damage. Choose one of the following breakthrough modifications your innovation has: dense plating, layered mesh, or tensile absorption. Increase the resistance you gain from that modification to be equal to your level, instead of half your level.
Prerequisites Subterfuge Suit Only
You’ve built a multisensory mask over your armor that protects you by distorting your figure from all senses, leaving behind only a hazy image, muffled sounds, and so forth. While wearing the armor, you gain concealment against all creatures, even if they are using a nonvisual precise sense, such as a bat’s echolocation. As normal for effects that leave your location obvious, you can’t use this concealment to Hide or Sneak. If you use a hostile action, the concealment ends until you restore the mask as a single action, which has the manipulate trait.
Prerequisites Power Suit Only
You’ve outfitted your armor with such heavy fortifications that deadly attacks often lose their edge. Each time you’re critically hit while wearing the armor, attempt a DC 13 flat check. On a success, it becomes a normal hit. This isn’t cumulative with fortification runes or other abilities that reduce critical hits with a flat check. Additionally, you gain resistance 2 + half your level against precision damage.
Your armor has so many adjustments and precautions that it can guard against all physical damage. While wearing your armor, you gain resistance to all physical damage (bludgeoning, piercing, and slashing damage, as well as persistent bleed damage) equal to half your level. You must have the dense plating, layered mesh, or tensile absorption breakthrough modification to select this modification.
Whether you’ve done some dabbling in orichalcum alloys or found another engineering solution, you’ve built your innovation in such a way that it can hold an additional property rune. Your innovation can have one more property rune than a normal item of its kind (to a maximum of four property runes with a +3 potency armor).
You fit your construct with a means of flight, such as adding rotors or rebuilding it with wings and a lightweight construction. Your innovation gains a fly Speed of 25 feet.
As you perfect your innovation’s cortex, it becomes much more intelligent. Its Intelligence modifier increases by 2, and it learns a language of your choice from among the languages you know. Your construct gains the ability to use actions that require greater Intelligence, like Coerce and Decipher Writing. Finally, your construct becomes legendary in two Intelligence- or Charisma-based skills of your choice. You must have the marvelous gears modification to select this modification.
Your innovation is hard to damage by any means. It gains resistance 5 to all damage (except adamantine).
You’ve incorporated a device similar to a runestone into your innovation, allowing it to hold a property rune, even though it isn’t a weapon or suit of armor. An armor property rune affects your innovation itself if it would affect the wearer of the armor. A weapon property rune grants whatever properties it would normally grant to a weapon to your innovation’s unarmed attacks, following all the requirements as normal (for instance, a vorpal rune would only apply to slashing melee unarmed attacks); if the rune affects only ranged attacks, it has no effect unless your innovation has a built-in ranged attack (from the projectile launcher initial modification, for example). If the rune would affect the physical shape or appearance of the weapon or armor itself, like glamered, the rune has no effect when etched into your construct.
Your innovation can transform from a mobile construct to a stationary battlefield emplacement. It can unfold as a 2-action activity that has the manipulate trait, changing from its usual form into a thin, straight wall of metal and gears up to 10 feet tall and 30 feet long. The wall must extend through your innovation’s original space. While your construct is a wall, it can’t take any actions except to use the same activity to transform back, and it can’t defend itself easily, making it flat-footed and giving it an additional –2 status penalty to its AC. The wall blocks line of sight and effect unless your innovation has half its maximum HP or fewer, at which point holes in the wall allow creatures to see through and attack with cover, and Tiny creatures to slip through.
Your weapon makes minute recalibrations after every missed attack to ensure the next lands true. Your innovation gains the backswing and shove traits.
Through precise calculation, you’ve found the perfect shape for your weapon to deal extreme damage on a well-placed strike. Your innovation gains the deadly d8 trait. If your innovation was already deadly, it increases its deadly die to d12 instead of gaining deadly d8.
You’ve made your innovation more powerful than other weapons of its kind. Increase your innovation’s weapon damage die by one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12). As normal, you can’t increase your die by more than one size, so this modification isn’t cumulative with complex simplicity.
Prerequisites Melee only
You’ve found a way to construct your weapon so that it can extend while leaving its balance unchanged. Your innovation gains the reach trait. If the weapon already had the reach trait, it increases your reach by an additional 10 feet, instead of the usual additional 5 feet.
Other inventors claim it’s not even technically possible, but you’ve managed to create several metal alloys that seem to work for only you. These alloys can damage opponents vulnerable to any one of the seven skymetals. Your innovation is treated as all seven skymetals (abysium, adamantine, djezet, inubrix, noqual, orichalcum, and siccatite). This means you deal more damage to a variety of creatures, though you don’t apply any of the other special effects for weapons made of those skymetals.
Prerequisites Melee only
A special weighted device lets your weapon retain more of its momentum when you attack. Your innovation gains the forceful and versatile B traits.
Prerequisites Ranged only
You’ve modified your innovation to be dangerous and effective at any range. If your innovation had the volley trait, remove the volley trait. Otherwise, increase your innovation’s range increment by 50 feet or an amount equal to the weapon’s base range increment, whichever is more.
Whether you’ve dabbled with orichalcum or found another engineering solution, you’ve built your innovation in such a way that it can hold an additional property rune. Your innovation can have one more property rune than a normal item of its kind (to a maximum of four property runes with a +3 potency weapon).