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 | — | — | — | — |
|
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 | — | — |
|
GRIPPLI SMALL | — | Grippli | — | — |
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HALFLING SMALL | Keen Eyes | Halfling | — | — |
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GOBLIN | Darkvision | Goblin | — | — |
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HUMAN | — | — | — | — |
|
KASHRISHI SMALL | — | Kashrishi | — | — |
|
KASHRISHI SMALL | — | Kashrishi | — | — |
|
KITSUNE | — | — | — | — |
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KOBOLD SMALL | Darkvision | Draconic | — | Draconic Exemplar |
|
LESHY SMALL | Low-Light Vision | Sylvan | — | Plant Nourishment |
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LIZARDFOLK | — | Iruxi | — | Aquatic Adaptation |
|
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 | — | — |
|
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. |
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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 |
|
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. |
|
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+5
2d20kh 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 (fiend) Religion DC 15
Perception +7; greater Darkvision
Languages Common, Infernal; aura, divination, magical)" data-content="
A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn’t give any special access to their thoughts, and communicates no more information than normal speech would.
" >telepathy (touch)Skills Acrobatics +7, Arcana +6, Deception +7, Religion +5
AC 17; Fort +5, Ref +9, Will +7
HP 15; Immunities fire; Weaknesses good 3; Resistances physical 3 (except silver), poison 5
Speed 20 feet, fly 30 feet
Melee stinger +9 / +5 / +1 (agile, evil, finesse, magical), Damage 1d4–1 piercing plus 1d4 evil and
Divine Innate Spells DC 17; 4th read omens; 2nd invisibility (at will, self only); 1st charm, detect alignment (at will, good only); Cantrips (1st) detect magic
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster’s transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn’t gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block. (concentrate, divine, polymorph, transmutation)
Diabolic Healing (concentrate, divine, healing, necromancy); Frequency once per round. Effect The imp regains 1d6 Hit Points.
Imp Venom (poison); Saving Throw DC 16 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison and clumsy 1 (1 round); Stage 2 1d6 poison damage, clumsy 1, and slowed 1 (1 round)
Infernal Temptation (divine, concentrate, enchantment, evil, fortune); Frequency once per day. Effect The imp offers a non‑fiend within 15 feet a bargain, granting a boon of good luck if the creature accepts. The boon lasts for 1 hour once accepted. If the creature dies while the boon is in place, its soul travels to Hell, where it is bound for eternity and unable to be raised or resurrected except by wish or similar magic. Once during the hour, the creature can roll an attack roll or saving throw twice and use the higher result.
Imps are infiltrators and corruptors who, despite their diminutive stature, are more than capable of subtly influencing a weak-willed individual into performing increasingly evil acts over time. An imp will often agree to serve a mortal and act docile and loyal in a long-term plot to eventually damn its master’s soul to Hell. Imps are born directly from Hell itself, rather than from mortal souls, and thus they serve outside the usual diabolic hierarchy, granting them leeway to pursue their specialties. Despite standing a mere 2-feet tall, imps can be vicious combatants, flying out of reach and turning invisible to escape should the odds turn against them.