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!
The frost struck in the time it took him to look. No waving fingers, no incantation, no circle of ancient runes hanging in the air. Just ice covering everything he laid eyes on, his breath hanging white in the summer afternoon as chills wracked his body.
Rarity: Rare
Though Golarion contains classically trained spellcasters, descendants of magical creatures, and entire species who can invoke ancestral patrons for supernatural aid, there are always some who gain unique and unstable powers in strange or unorthodox ways. GMs can use the rules here to grant these so-called deviant abilities to their players and incorporate them into their games. A deviant ability can be the result of exposure to exotic energies, a boon from a powerful entity, cutting-edge scientific experimentation, or any other process that makes sense for your story.
There are two main ways to approach deviant abilities in your game: as an intentional and persistent part of a player’s character that is intrinsic to them and grows throughout their career, or as a more turbulent and transient power they gain as part of an ongoing campaign, intended to be acquired at a certain point in the story and to eventually burn out or fade away when that chapter of the story is told.
A background deviant ability is a core part of a character’s concept—a character may simply have been born with the power to light things on fire by whistling, or they may have gained it as part of whatever incident set them down the road to adventure.
When using background deviant abilities, the player should get to decide what type of deviation they want and build their power. As the player grows, they should be able to improve their deviant ability, whether through special training, seeking out objects of power, or self-improvement, represented as taking additional deviant ability feats.
If everyone in your party wishes to make deviant abilities a part of their character, or for a setting where these abilities are more common, consider using a variant similar to the free archetype variant rule (described on page 194 of the Pathfinder Gamemastery Guide) to grant each character an extra class feat at 2nd level and every even-numbered level thereafter that they can use only to take deviant feats. In most cases, they can gain every possible deviant ability feat by 16th level in this fashion, so there’s no need to grant extra feats after that.
A campaign deviant ability comes about as part of the story of your campaign. The party may find themselves with strangely expanded senses after taking shelter beneath an ancient monolith, or they might drink from a spring of pure magic in a grove and find themselves able to command the elements. As the GM, you should decide the specifics of the deviant abilities yourself, matching them to the event and themes of your campaign. The players might not discover the full capabilities or quirks of their new abilities immediately. Consider waiting for a dramatic moment to reveal that a player has gained a deviant ability, perhaps letting them unleash an unexpected blast of lightning right when they need it the most.
Because a campaign deviant ability is normally only present for a level or maybe two, you usually don’t have to worry about advancing the ability or adjusting campaign rewards to take stock of your PCs’ additional powers. Rather, simply keep in mind that the players might have an extra source of damage or utility ability up their sleeve while they are in a given town or dungeon. Be clear with your players that their newly acquired abilities are temporary; for instance, it might be that the powers the players gained from the ancient monolith will fade once their journey takes them too far. If a player enjoys their deviant ability and wants to keep it even after the moment in the campaign has passed, work with them to develop a story that fits their character—maybe they take a piece of the monolith with them, letting them keep their powers.
In this case, you can give them the opportunity to retrain some of their existing feats into deviant ability feats or let them take those feats again in the future.
Decide what deviant ability you want to build, and what event led to the deviant ability or awoke it. Each ability comprises a main classification—grouping energy projection or enhanced physiology together—with an attendant backlash effect that can occur when the unstable power is pushed too far, and finally, one or more strange quirks (page 103) that personalize the deviant ability further.
If building a background deviant ability, take a feat from the classification that best matches the power you want— these ability classifications determine the general theme of your ability, as well as what type of backlash can happen if your ability runs rampant. For instance, if your power is to breathe blasts of electricity, you could take the Storming Breath feat from the dragon classification, which covers energy manipulation. Once you have gained a feat in a given classification, you can take only feats from that classification, as well as universal deviant ability feats. If you are playing with campaign deviant abilities, simply grant your player the abilities that best fit the story, ignoring the split between classifications if needed.