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 |
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ANADI | — | Anadi, Mwangi | — | Fangs |
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ANADI | — | Anadi, Mwangi | — | Fangs |
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ANDROID | — | Androffan | — | — |
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AUTOMATON | — | Utopian, the language of the plane of, Axis | — | — |
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AUTOMATON | — | Utopian, the language of the plane of, Axis | — | — |
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AZARKETI | — | Alghollthu | -5 feet | — |
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CATFOLK | Low-Light Vision | Amurrun | — | Land on your Feet |
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CONRASU | — | Mwangi, Rasu | — | Sunlight Healing |
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CONRASU | — | Mwangi, Rasu | — | Sunlight Healing |
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DOPPELGANGER | — | — | — | — |
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DOPPELGANGER | — | — | — | — |
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DRAGON | — | Draconic | — | — |
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DWARF | Darkvision | Dwarven | -5 feet | — |
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ELF | Low-Light Vision | Elven | +5 feet | — |
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FETCHLING | Darkvision | Shadowtongue | — | — |
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GHORAN | Low-Light Vision | Sylvan | — | — |
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GNOLL | — | Gnoll | — | Bite |
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GNOLL | — | Gnoll | — | Bite |
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GNOME SMALL | Low-Light Vision | Gnomish, Sylvan | — | — |
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GOBLIN SMALL | Darkvision | Goblin | — | — |
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GOLOMA | — | Goloma, Mwangi | +5 feet | Eyes in Back |
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GOLOMA | — | Goloma, Mwangi | +5 feet | Eyes in Back |
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GRIPPLI SMALL | — | Grippli | — | — |
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GRIPPLI SMALL | — | Grippli | — | — |
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HALFLING SMALL | Keen Eyes | Halfling | — | — |
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GOBLIN | Darkvision | Goblin | — | — |
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HUMAN | — | — | — | — |
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KASHRISHI SMALL | — | Kashrishi | — | — |
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KASHRISHI SMALL | — | Kashrishi | — | — |
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KITSUNE | — | — | — | — |
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KOBOLD SMALL | Darkvision | Draconic | — | Draconic Exemplar |
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LESHY SMALL | Low-Light Vision | Sylvan | — | Plant Nourishment |
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LIZARDFOLK | — | Iruxi | — | Aquatic Adaptation |
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NAGAJI | Low-Light Vision | Nagaji | — | — |
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NAGAJI | Low-Light Vision | Nagaji | — | — |
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ORC | Darkvision | Orcish | — | — |
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RATFOLK SMALL | Low-Light Vision | Ysoki | — | — |
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SHISK | — | Mwangi, Shisk | — | — |
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SHISK | — | Mwangi, Shisk | — | — |
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SHOONY SMALL | Low-Light Vision | Shoony | — | Blunt Snout |
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SKELETON | — | Necril | — | — |
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SKELETON | — | Necril | — | — |
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SLIME | — | — | -5 feet | — |
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SPRITE | — | Sylvan | -5 feet | — |
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STHENO | — | — | — | — |
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STHENO | — | — | — | — |
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STRIX | — | Strix | — | — |
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TENGU | Low-Light Vision | Tengu | — | Sharp Beak |
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VANARA | — | Vanaran | — | — |
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VANARA | — | Vanaran | — | — |
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VISHKANYA | — | Vishkanya | — | — |
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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 |
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Any creature | 0 | The ephemeral form of a ghostly creature lets it pass through solid objects and float in the air. |
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Any creature | 0 | Ghoul creatures are typically hairless and gaunt with blue or purple skin and pointed ears. |
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Any creature | 0 | Most skeletons are mindless and follow either the basic instincts they had in life or orders given by their creator. |
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Any creature | 0 | This creature is a reanimated mindless corpse. |
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Any creature | 0 | All types of creatures can have their corpses preserved and rise as mummies. |
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Any creature | 0 | A shadow creature is little more than a sentient shadow powered by negative energy. |
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Any creature | 0 | Most skeletons are mindless and follow either the basic instincts they had in life or orders given by their creator. |
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Any creature | 0 | This creature is a reanimated corpse. |
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Any creature | 0 | A vampiric creature consumes the blood of the living for sustenance. |
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Any creature | 0 | All wights can drain life through their unarmed attacks, but some can draw life force through weapons as well. |
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Any creature | 0 | A zombified creature is a mindless, rotting corpse that attacks everything it perceives. |
| Dark Archive | Target Creature | Level | Description |
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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. |
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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. |
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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. |
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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. |
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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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Recall Knowledge (fey) Nature DC 23
Perception +10; Low-Light Vision
Languages Common, Sylvan
Skills Acrobatics +9, Athletics +10 (+14 to High Jump or Long Jump), Deception +8, Intimidation +10, Stealth +11, Thievery +9
Str +3, Dex +4, Con +1, Int +0, Wis +1, Cha +3
Items Jack’s Tattered Cape (below), Little Love (below)
AC 18; Fort +6, Ref +13, Will +8
A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster’s Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is frightened 1.
Failure The creature is frightened 2.
Critical Failure The creature is frightened 4. (aura, emotion, fear, mental) 15 feet, DC 17
Trigger A creature within the monster’s reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn’t count toward the monster’s multiple attack penalty, and its multiple attack penalty doesn’t apply to this Strike.
Speed 40 feet
Melee Little Love +12 / +8 / +4 (agile, finesse, versatile S), Damage 1d4+5 piercing
Ranged Little Love +12 / +8 / +4 (agile, thrown 10 feet, versatile S), Damage 1d4+5 piercing
Primal Innate Spells DC 20; 5th passwall; 1st feather fall (at will); Constant (2nd) pass without trace
Breath Weapon (evocation, fire, primal) Spring-Heeled Jack exhales a gout of bright blue fire that deals 4d6 fire damage in a 15-foot cone (DC 20 basic Reflex save). He can’t use Breath Weapon again for 1d4 rounds.
Malicious Stab Spring-Heeled Jack deals an additional 1d6 precision damage to flat-footed or frightened creatures (2d6 precision damage to creatures that are both flat-footed and frightened).
Vault (move) Spring-Heeled Jack jumps up to 20 feet in any direction, including vertically. This movement doesn’t trigger reactions based on movement.
You can also add one of these abilities to an ordinary Spring-Heeled Jack to distinguish them from others, hinting to the players that more than one of these wicked creatures exist.
Change Shape (concentrate, polymorph, primal, transmutation) Spring-Heeled Jack takes on the appearance of a Medium humanoid dressed in exquisite finery. This doesn’t change his Speed or his attack and damage modifiers with his Strikes. When in this form, Spring-Heeled Jack gains a Diplomacy modifier equal to his Intimidation modifier.
Resonant Terror (concentrate, curse, emotion, enchantment, fear, mental, primal) Spring-Heeled Jack glares at a creature he can see within 30 feet. The target must immediately attempt a Will save (DC equal to the DC of Jack’s Breath Weapon) or become frightened 1 (frightened 2 on a critical failure), and it can’t reduce its frightened condition below 1 for 24 hours or until this curse is removed. After attempting its save, the creature is temporarily immune to this ability for 24 hours.
Vanishing Leap (illusion, primal) Trigger Spring-Heeled Jack uses Vault; Effect Spring-Heeled Jack becomes invisible for 1 round.
The greatest secret of the murderous trickster known as Spring-Heeled Jack is that he isn’t a unique creature. Instead, he’s one of a rare type of fey native to the First World who enjoy causing bloody mayhem in the Material Plane. These fey are so rare and so distrustful of one another’s company that two have never been seen together; the mistaken assumption that only a single Spring-Heeled Jack exists is therefore entirely understandable. The fact that sightings occur across Ustalav (and beyond) and across centuries of time is ascribed to the trickster’s long lifespan and mysterious ability to travel quickly, or to the belief that there’s no such creature, merely an urban legend that twisted minds attempt to bring to life through costumes, magic, and a series of murders and mayhem. Even in fear-drenched Ustalav, no one has yet guessed that multiple Spring-Heeled Jacks exist or postulated that some future event might drive them to overcome their mutual disdain and gather into a murderous cabal, far more powerful than the sum of its parts.
Spring-Heeled Jacks are cruel-eyed, hairy fey with vaguely humanoid shapes and extra features that cause them to be easily mistaken for demons or devils. Glowing eyes, cloven hooves, menacing horns, and a pointed tail combine to create the mien of a wicked imp; his love of sudden and sadistic violence completes the impression. Almost all have jet-black skin and fur, though a few exceptions might exist.
Spring-Heeled Jacks typically hide their features in tattered cloaks, appearing as a hunched elder or a youth in the nighttime conditions they enjoy. Such a disguise rarely holds up to any scrutiny, but that doesn’t matter much to the Spring-Heeled Jack, who only needs something that offers just enough doubt for their target to move within striking distance, which can be from much farther away than most other creatures even realize. Once close enough, the Spring-Heeled Jack leaps startling distances in the blink of an eye to easily slash at a victim who had, until that moment, considered themself safe.
A Spring-Heeled Jack has drastically more treasure for his creature level than usual, so even though Jacks aren’t unique, be mindful of how much wealth you’ve added to your group. On top of giving too much treasure, fighting multiple encounters with several Spring-Heeled Jacks is anti-thematic for the creature’s lore. Instead, you should consider balancing an encounter with Spring-Heeled Jack with encounters that give a little less treasure to keep in line with the expectations.