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. |
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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.
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As the creature leapt from the tree, I called upon my tokens to put up a barrier between us, but it decided to spew fire at me instead. Ah, how fortunate! I recently imbued my clothing to resist any harm from fire. Not only did that mean the blast barely singed me as I ducked to the side, it also meant once I killed the thing that I could use its parts to increase that imbuing even further! The only way this could possibly get better was if it knew some useful fire spells too...
—Zara, Monster Mage
The Monster Parts system allows PCs to upgrade weapons and armor using pieces from foes they defeat. It is a perfect fit for adventures that take place far from civilization, where the PCs need to scrounge and forage for all the gear they need. However, the aesthetics of using the parts of defeated monsters to improve and customize gear can be exciting and rewarding for PCs in all sorts of campaigns. Monster parts can replace some or even all of the standard rewards that PCs would receive, depending upon what works best for your group.
With this system, PCs can gather parts from monsters they defeat and use them to upgrade weapons, armor, and even skill items. The upgrades come in two major types—refinement improves the fundamental abilities of the item, and imbuing adds increasingly powerful special properties, which can sometimes branch along multiple paths. As weapons and armor become more refined, they can eventually be imbued multiple times, becoming truly fearsome armaments. In order to achieve these upgrades, the PCs need to defeat monsters with parts that meet the requirements for the refinement or imbuing.
If you’re a player, your next step is to check out the Quick Start Guide for PCs on the next two pages, which will let you know what you need to do to use the new system. In the end it’s pretty simple: you kill monsters and use their parts to first create and then upgrade your weapons, armor, and gear, but as with all new things, it can take a little while to get used to the new way of handling treasure.
Next, you might want to check out some of the benefits you can gain on your items by refining or imbuing them, so you can start planning the paths you’ll take and potentially aiming to kill specific types of monsters that provide the parts you’ll need.
You can enhance your game further with the backgrounds, items, and especially the innovative archetypes at the end of the chapter, which allow a character to learn spells and special abilities from the monsters they defeat in battle.
If you’re a GM, you can start instead with the Quick Start Guide for GMs on page 128. You’ll need to make a few quick decisions on how you want to use the new system, which you can figure out together with the group.
Don’t worry, all the math and extra work has been calculated for you, so once you know what you want to do, you’ll find a comprehensive set of tables that do the work for you when it comes to figuring out how much value of monster parts to give the PCs so that they can create awesome new items out of monster parts. If you’re midway through your campaign and want to convert midstream, there’s also advice for how to swap over to the new system quickly and easily with the minimum amount of friction and time spent updating characters, so you can get right to the action.
There are even extra sidebars throughout the section with all sorts of additional tweaks and tips, as well as ways to combine these rules with other variants like automatic bonus progression and relics. The only limit is your own imagination!
If your character is using the Monster Parts system from this book, you can use the following steps to create awesome items for yourself and your teammates out of monster parts.
This part works like normal. Normally, you need to kill monsters before you can harvest their parts, though if your group is more peaceful, you might be able to find monster parts as quest rewards, or even unlock the powerful magical effects of monster parts freely given.
Next, you gather ingredients from the monsters you defeated. The GM will tell you how much value the monster parts have, as well as their Bulk. To prevent you from having to carry a lot of materials and keep track of them all, you might want to consider using them right away, but if not, you can hold onto them as long as you want. For more information, see Gathering Ingredients on page 132. If you have plenty of downtime, you can try to get more total value of monster parts from a monster’s corpse. For more information, see Gathering More From Monsters on page 135.
Refining an item with monster parts is the first step towards creating an awesome custom item with the parts you’ve found. During this step, you can either create the base mundane item from scratch by providing monster parts equal to its Price, or you can start with an existing mundane item. Once you’ve chosen the item, refine it to make it more powerful, using as many monster parts as you like, as long as they meet the item’s refining requirements. For instance, you can refine a sword out of parts from a monster that had slashing or piercing unarmed attacks. As you reach certain threshold values while refining, your item will level up, increasing its item level and potentially gaining more benefits. You can’t refine an item higher than your own level. For more information, see Refining on page 136, and for an example, see Example of Refining on page 141.