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!
Hit Points 8
Size Medium; Speed 25 feet
Ability Boosts Strength, Wisdom, Free; Ability Flaw Intelligence
Languages Common, Iruxi
Additional Languages equal to your Intelligence modifier (if it’s positive). Choose from Amurrun, Aquan, Boggard, Draconic, Elven, Jotun, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region).
Claws Your sharp claws offer an alternative to the fists other humanoids bring to a fight. You have a claw unarmed attack that deals 1d4 slashing damage and has the agile and finesse traits.
Aquatic Adaptation Your reptilian biology allows you to hold your breath for a long time. You gain the Breath Control general feat as a bonus feat.
Lizardfolk are consummate survivors, heirs to empires considered ancient even by the elves.
Lizardfolk move through the societies of other humanoids with the steely reserve of born predators. They have a well-deserved reputation as outstanding rangers and unsentimental fighters. Though lizardfolk have adapted to many different environments, many of them still prefer to remain near bodies of water, using their ability to hold their breath to their advantage. As a result, lizardfolk usually prefer equipment that is not easily damaged by moisture, eschewing leather and metal for gear made of stone, ivory, glass, and bone.
Lizardfolk vary depending on their environment, but share toothy snouts and long and powerful tails. Those from temperate or desert regions tend toward gray, green, or brown scales that aid in camouflage, while those from tropical climes are brightly colored. Many sport dorsal spikes or garish neck frills that hint at their clan lineage. Lizardfolk reach physical adulthood at age 15 and live up to 120 years. The average lizardfolk stands 6 to 7 feet tall, but grows throughout their lifetime, gaining strength and size with age.
Known among themselves as iruxi, lizardfolk are raised communally from the moment they break from their shells. They have an oral tradition stretching back thousands of years, brought to life through epic poems, evocative carvings, and ancestral rites performed among fields of fossilized bone. Lizardfolk are passionate astrologers with one eye on the future. If they seem slow to act, it is because their long history has taught them the value of patience.
The simple villages most outsiders associate with iruxi are the homes of migrants in outlying regions. True iruxi settlements are often overlooked, as they are partially or mostly submerged in water. These glass and stone complexes bear the mark of every generation of lizardfolk that lived within them, and lizardfolk bones often adorn the walls, as many lizardfolk believe these remains can be animated by ancestral spirits when the residents are in danger.
Most iruxi are unconcerned with heavy questions of morality and are therefore usually neutral in alignment. Adventuring iruxi who leave their people to travel might have any number of reasons for doing so and can be of any alignment. Iruxi religion plays a large role in their culture, but it is heavily practical, blending animism and ancestor worship with druidic rites. Of the gods, only Gozreh is commonly revered, but lizardfolk may call upon other powers devoted to ancient wyrms, astrology, nature, rivers, and might of arms, from kindly Desna to cruel Hanspur and certain demon lords.
Lizardfolk names come from their ancient language and tend to be traditional. Names are typically chosen by the clan’s astrologer in accordance to omens and which star signs are ascendant when an iruxi egg hatches, though occasionally an iruxi’s parents may name a hatchling for an ancestor or a beloved historical hero.
Arasheg, Barashk, Essaru, Enshuk, Gishkim, Hazi, Inishish, Kutak, Nasha, Shulkuru, Tizkar, Utakish, Zelkekek
Exclusive Heritages | Description |
cliffscale lizardfolkLOCG | Your toes are adapted for gripping and climbing. |
cloudleaper lizardfolkLOAG | Your body is light with flaps of skin along your limbs that catch the air that passes beneath you. |
frilled lizardfolkLOCG | You can flare your neck frill and flex your dorsal spines, Demoralizing your foes. |
sandstrider lizardfolkLOCG | Your thick scales help you retain water and combat the sun’s glare. |
unseen lizardfolkLOCG | You can change your skin color to blend in with your surroundings, making minor shifts with a single action and dramatic changes over the course of an hour. |
wetlander lizardfolkLOCG | Your family is descended from the most common lizardfolk heritage, and you are accustomed to aquatic environments. |
woodstalker lizardfolkLOAG | You move easily through thick forest and jungle, using every branch or bush. |
Versatile Heritages | Description |
AasimarAPG | You descend from celestials or were touched by the celestial realms, gaining an air of awe and grace, as well as features distinctive to your celestial forebears. |
AphoriteLOAG | You were born with a connection to Axis, the Plane of Law. |
ArdandeRE | Your elemental heritage is reflected in the oils and fragrances of plants, in tree resin that fossilizes into amber, or in the gentle smell of a flower. |
BeastkinLOAG | The blood of a beast flows through your veins, granting you the ferocity and might of animals. |
ChangelingAPG | Your mother was a hag. |
DhampirAPG | You are the scion of a vampire, half living and half undead, gifted with uncanny charm and grace, a bloodless pallor, and elongated incisors. |
DuskwalkerAPG | Thanks to an ancient bargain, your soul has been reborn as a duskwalker, a planar scion with a connection to psychopomps and the Boneyard. |
GanziLOAG | Your blood is touched by primal chaos. |
IfritLOAG | You descend from fire elementals or bear the mark of the Inner Spheres, and your features illustrate the influence that elemental fire has over you. |
OreadLOAG | An earth elemental ancestor has influenced your bloodline, and your features highlight this elemental planar connection. |
ReflectionDA | You were created as a duplicate of another creature, intentionally or accidentally, though you might not know of your origins. |
SuliLOAG | You are descended from a janni or otherwise embody a dichotomy of opposing elemental planar forces. |
SylphLOAG | You are descended from air elementals or were born under the element’s influence. |
TalosRE | Your physical features reflect the influence a zuhra or other metal elemental has had over your bloodline. |
TieflingAPG | You descend from fiends or bear the mark of the fiendish realms, manifesting as some unusual feature that belies your heritage, such as horns or a tail. |
UndineLOAG | A water elemental ancestor influences your bloodline. |
draconic scionBAD | You possess the power of dragons, whether you descended from dragons, learned from dragons, were transformed by exposure to draconic energy, or reincarnated from a past life as a dragon. |
Level 1 Lizardfolk Feats | Prerequisites | Benefits |
CBone MagicLOAG | — | Your connection to your iruxi ancestors manifests as a simple primal spell that you cast using a fragment of an ancestor’s bones. |
CConsult the StarsLOAG | — | You find wisdom in the movements of the heavens. |
rLet’s Try That AgainSG-04 | — | You feel a sense of deja vu when you’ve made a mistake, almost as if you weren’t so careless in a past life and could certainly do better if given another chance. |
CLightning TongueLOAG | — | Your tongue darts out faster than the eye can see to retrieve loose objects. |
rLike a RoachSG-04 | — | Living with the bare necessities isn’t terribly hard for someone who has defied death, and like a cockroach, you always know how to survive. |
CLizardfolk LoreLOCG | — | You listened carefully to the tales passed down among your community. |
CMarsh RunnerLOCG | You have a swim Speed. | You are adept at moving through marshy terrain. |
CParthenogenic HatchlingLOCG | — | You were hatched from an unfertilized egg during hard times for your people, and you are a biological copy of your mother. |
CRazor ClawsLOCG | — | Your have honed your claws to be deadly. |
CReptile RiderLOAG | — | To you, crocodilians, giant lizards, and dinosaurs are loyal steeds, not monsters. |
CReptile SpeakerLOCG | — | You hear the sounds of reptiles as language. |
CSharp FangsLOCG | — | Your teeth are formidable weapons. |
CTail WhipLOCG | — | By birth or through training, your tail is strong enough to make for a powerful melee weapon. |
rWeight of ExperienceSG-04 | — | The experience you’ve accumulated over multiple lifetimes envelops you like a weighted blanket, providing comfort and bestowing confidence under pressure. |
rWisdom From Another LifeSG-04 | — | You absorbed a wide variety of facts before you died, and your soul still remembers slivers of this precious knowledge. |
Level 5 Lizardfolk Feats | Prerequisites | Benefits |
rAnimal Soul SiblingsSG-04 | — | Your eyes have been opened to the spiritual essence suffusing the world. |
rEmpathy IncarnateSG-04 | — | Reincarnation has given you a compassionate perspective and enabled you to relate to almost everyone you speak with, putting them at ease and quickly generating trust. |
CEnvenom FangsLOCG | Sharp Fangs | You envenom your fangs. |
rFey InfluenceLOIL | — | You have been exposed to powerful fey magic. |
CFlexible TailLOAG | — | You can perform simple Interact actions with your tail, such as opening an unlocked door. |
CGecko’s GripLOCG | cliffscale lizardfolk | You stick to walls with a preternatural grip. |
CGuided By the StarsLOAG | — | The stars grant you insights that guide your actions. |
CIruxi GlideLOAG | cloudleaper lizardfolk heritage | You glide slowly toward the ground, 5 feet down and up to 25 feet forward through the air. |
CIruxi Unarmed CunningLOCG | — | You make the most of your iruxi unarmed attacks. |
rI’Ve Had Many JobsSG-04 | — | Finding and excelling at odd jobs is child’s play to one who has worked many occupations during many lives. |
rReincarnated RidiculerSG-04 | — | You’ve practiced the art of taunting an enemy, ensuring they know death will only make you stronger. |
CShed TailLOCG | Tail Whip | You can shed your tail to escape. |
rSleep of the RebornSG-04 | — | Philosophers compare the cycle of life, death, and rebirth to sleeping, dreaming, and waking. |
CSwift SwimmerLOCG | wetlander lizardfolk | You swim faster than most iruxi. |
CTongue DisarmLOAG | trained in Athletics, Lightning Tongue | You lash out with your tongue to disarm your foe. |
Level 9 Lizardfolk Feats | Prerequisites | Benefits |
CBone CallerLOAG | — | Using a mixture of dinosaur bones and the bones of your ancestors to focus your magic, you animate lizards and dinosaurs to carry messages or serve as mounts. |
CDangleLOAG | Flexible Tail | You can hang by your tail from any suitable anchor point, such as a tree branch, balcony, or rocky outcropping (subject to the GM’s discretion), typically while climbing. |
rDrain EmotionLOIL | Fey Influence | You touch an adjacent creature and attempt to draw out its excess emotion. |
rFey AscensionLOIL | Fey Influence | The fey influence on your form and features grows even more powerful and notable. |
rLingering EchoesSG-04 | — | Not everyone is reincarnated, and you feel a strong connection with the spiritual echoes of those who didn’t receive the same opportunity as you. |
rPlant Soul SiblingsSG-04 | Animal Soul Siblings | You’re now able to connect with the spirits present in the greenery of the natural world. |
rRapid RetrainingSG-04 | — | Some feel trapped by their choices and have a tough time reinventing themselves. |
CRead the StarsLOAG | trained in Astrology Lore or Occultism | You’re incredibly skilled in iruxi astrology, and you can gain useful (if cryptic) hints from the stars’ alignment. |
CTerrain AdvantageLOCG | — | You can take advantage of the terrain to bypass foes’ defenses. |
rYou Seem Somewhat FamiliarSG-04 | — | You fought hundreds of foes in your various past lives, and now and then, something about a new opponent tugs at your memory, almost as if you defeated their grandparent long ago. |
Level 13 Lizardfolk Feats | Prerequisites | Benefits |
CBone InvestitureLOAG | — | You encase yourself in spiritual dinosaur bones to become a Huge dinosaur. |
rCannibalize MagicLOIL | Fey Influence | The fey magic inside of you is a vital part of your body, and you can steal other sources of magic to replenish yours. |
rClinging to LifeSG-04 | — | This life still holds much for you, and you aren’t ready to fall back into the River of Souls just yet. |
rEldritch CalmLOIL | Fey Influence | Your fey heritage has altered your mindset to more resemble the uncanny perspective of the fey. |
rGlamourLOIL | Fey Influence | You unlock a new level of fey power and can manipulate the perceptions of others using a font of First World magic. |
rI Sense MalevolenceSG-04 | — | Your time in theRiver of Souls has given you deep insight into the machinations of those who refuse to move on. |
CIruxi Spirit StrikeLOAG | — | Your iruxi unarmed attacks channel the spiritual energy of your ancestors. |
rLinguistic RevivalSG-04 | — | You achieved fluency in different languages with each reincarnation, and your brain remembers much of the grammar, idioms, and obscenities that you spouted in old lives. |
rPain Is TemporarySG-04 | — | Sangpotshi practitioners know that suffering is a fleeting sensation that ultimately strengthens the soul and prepares it for a new reincarnation. |
CPrimal RampageLOCG | Iruxi Unarmed Cunning | You tap into the unstoppable, primeval strength of your ancient kin. |
rStone Soul SiblingsSG-04 | Plant Soul Siblings | Your connection with nature’s spirits has progressed to the point where you can even have casual conversation with pebbles and boulders. |
rUnbreakable ResolveSG-04 | — | The experience of coming back after death has granted you a strong sense of resolve; devilish words, slick spells, and conniving trickery can’t easily catch you off guard. |
Level 17 Lizardfolk Feats | Prerequisites | Benefits |
CBone RiderLOTME | — | Using your ancestors’ bones, you manifest their spirits around you in a fossilized form, terrifying your foes. |
rBoneyard AcquaintanceSG-04 | — | Before your soul returned to the Material Plane, you interacted with a host of other souls on their way to the Boneyard. |
rFey TranscendenceLOIL | Fey Influence | You become a powerful fey creature, gaining strengths tied to the First World but also some of the weakness against which all fey must contend. |
rIndomitable SpiritSG-04 | — | Your soul has accumulated countless particles of quintessence over myriad deaths and rebirths, and for one moment, this raw material from the Great Beyond envelops you and your comrades. |
rRelease the LightSG-04 | — | Many people report seeing a bright light before their death. |
CScion TransformationLOAG | — | You go into hibernation for 24 hours and perform a ritual dedicated to your ancestors, undergoing a one-time metamorphosis. |
rSee You in HellSG-04 | — | You aren’t sure if you’ll be reincarnated again, so you might as well take this foe with you. |
rThis Time, Bring the BodySG-04 | — | Death sends a soul into the River of Souls. |