Tools You have an appropriate set of tools and, in many cases, a workshop; Crafting Materials You must supply raw materials worth
Extra Requirements
STEP 2: Setup Time
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.
STEP 3: Crafting Skill Check
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.
STEP 4: Finishing the Project
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.
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Change Ancestry NPC
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.
In a near future, this webtool will allow you, in addition to these base changes, to 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.
To use one of the creature adjustments in this section, just click the adjustment and the changes will be present in the card.
Choose Adjustment:
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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.
Filtering Settings
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Source Books
Experience Points Award
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:
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
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SPRITE
ANCESTRY
RARE
FEY
SPRITE
Hit Points 6
Size Tiny (see sidebar on page 128); Speed 20 feet
Additional Languages equal to your Intelligence modifier (if it’s positive). Choose from Celestial, Draconic, Elven, Gnomish, Goblin, Jotun, and any other languages to which you have access (such as the languages prevalent in your region).
Magical Strikes Your inherent magic pervades your entire being. All your Strikes are magical, whether with unarmed attacks or weapons.
Sprites are diminutive, whimsical, and exuberant creatures from the fey realm known as the First World. They love playing pranks, exploring new things, and embracing everything to do with magic.
When most people picture a fey, chances are they’re thinking of a sprite. The majority of sprites remain in the First World, where they are essentially immortal, reincarnating to a new form of fey when their life eventually comes to an end. Some even meld together with others to form a more substantial body or split apart into multiple smaller fey. However, sprites are incredibly curious about all forms of magic, leading a significant number to risk the mortal world to explore the new possibilities offered by the unusually static nature of mortal existence. These creatures mix in with other, smaller groups of Material Plane comrades, including exiles from the First World, those whose family swore pacts to mortals, and even contemplative individuals curious to enter the mortal cycle of souls.
The first generation of Material Plane sprites were content to guard magical locations or objects, learn music, and play pranks on the unsuspecting. Panic struck when children born in the mortal world didn’t form wings upon adulthood—some sprites transitioning to the mortal world likewise lost their wings after a time. Believing this to be a sign that the mortal world was too alien for them to live there, many of the initial sprite explorers returned to the safety of the First World.
However, their wingless children exhibited a potential unmatched by any of their ancestors, as well as a particular magical affinity for the mortal world. They became the mightiest of sprite heroes, but also, on occasion, the most dangerous villains. As they came close to reaching their full strength, many of them did grow their wings at long last: larger, unique, and more vibrant than any from the First World had seen before, a sign of their limitless potential.
If you want a character who is tiny, mercurial, and curious, you should play a sprite.
You Might...
Play good-natured pranks on those around you, intended to teach a lesson, aid in locating a lost item, or even help find love.
Become sidetracked by something new and eye-catching before you have fully followed through on your previous plan.
Find something magical that’s so important to you, you can’t help but protect it with every ounce of your strength.
Others Probably...
Expect you to know strange fey mysteries and perform fantastical primal magic well beyond your actual abilities.
Consider you the prime suspect whenever unexplained hijinks or serendipity comes their way.
Misconstrue the way your mind works, seeing your flitting attention as a sign of being scatterbrained.
Physical Description
Sprites are tiny faeries whose features vary wildly based on their heritage. The Wingless—those with the potential to become powerful heroes and villains, including all PC sprites—slowly grow their wings over time as their magical potential manifests, though some never grow wings at all. Those sprites with humbler destinies typically grow wings when reaching full adulthood and mastering their innate magic. Sprites reach adulthood at around the same rate as humans do, but a typical fey who can manage to stay out of mischief and danger can live 1,000 years or more. Material Plane sprites who sense their time is coming to an end usually return to the First World to be reborn and start their adventure all over again.
Society
Sprites habitually live in tiny, reclusive villages in areas with abundant magic, natural beauty, or other curiosities of interest. Other sprites live as loners or with small family or peer groups, traveling across the land in search of excitement.
Alignments and Religion
Sprites run the gamut of alignments but are rarely lawful or evil. They are far more likely to worship the Eldest— the peculiar deities of the fey—than those of the mortal world. They have a particular affinity for Shyka, the many-formed Eldest of time, and the Lantern King, the trickster among their ranks. Among mortal deities, sprites appreciate Desna the most, and due to her iconic depiction as a butterfly-winged woman, some Desnan sprites claim her as one of their own. Sprites also readily comprehend the doctrines of Cayden Cailean and Shelyn, and the goddess of beauty and art is a particular favorite among grigs.
Names
Sprite names are based entirely on their parents’ whimsy. Sprites often adopt additional monikers later in life or change those assigned to them at birth; this is neither frowned upon nor considered abnormal.
While PCs sprites are marked from adulthood as destined for great things, their childhoods before that point vary as widely as any other ancestry. That said, the tendency of most sprites to live either apart from civilization or in small villages means they rarely have backgrounds related to cities or large organizations and more likely were acrobats, animal whisperers, artists, entertainers, gamblers, herbalists, hermits, nomads, or scouts. Sprites are most often bards, rogues, or sorcerers, though sprite rangers and druids do exist and tap into their love of the natural world. Likewise, sprite witches and wizards are even more enthusiastic about learning the secrets of magic, and sprite oracles approach the contradictions of their mystery from the experience of living the contradictions between the fey and mortal worlds.
Sprites in Society
Sprites who mingle openly among mortals find that mortal superstitions about fey regularly color their interactions with sprites, for both good and ill. Mortals often believe halfremembered tales, frequently about a different sort of fey altogether; most sprites find this hilarious and play along. Mortals uninterested in sprites’ pranks tend to view them as nuisances and treat them accordingly. Additionally, sprites’ small stature and excitable natures sometimes cause mortals to treat them like children. Sprites vary in their reactions to this sort of treatment from annoyance to good humor, and sometimes even a realization that they can get away with more this way.
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.
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.
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.
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.
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.
The experience you’ve accumulated over multiple lifetimes envelops you like a weighted blanket, providing comfort and bestowing confidence under pressure.
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.
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.
While you are more susceptible to cold iron than most of the Wingless, you also have an incredible resilience and a deeper connection to the healing energies of the First World.
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.
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.
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.