Action Icons

Action Icon
Single á
Double â
Triple ã
Free à
Reaction ä

Areas Of Effect (CRB 456)

Emanation
5ft 10ft 5ft 10ft
Cone
15ft diag 15ft orth 30ft diag 30ft orthog
60ft diagonal 60ft orthogonal
Burst
5ft 10ft 20ft 30ft
15ft
Line
30 ft 60 ft

Cover (CRB 477)

Cover Bonus Can Hide
Lesser +1 AC No
Standard +2 AC / Reflex / Stealth Yes
Greater +3 AC / Reflex / Stealth Yes

Cost Of Living (CRB 249)

Standard Week Month Year
Subsistence 4 sp 2 gp 24 gp
Comfortable 1 gp 4 gp 52 gp
Fine 30 gp 130 gp 1,600 gp
Extravagant 100 gp 430 gp 5,200 gp

Basic Services (CRB 294)

Item Price Bulk Hands
Beverages
Ale (mug) 1 cp L 1
Ale (keg) 2 sp 2 2
Coffee or tea (pot) 2 cp L 1
Wine (bottle) 1 sp L 1
Fine wine (bottle) 1 gp L 1
Food
Poor meal 1 cp L 2
Square meal 3 cp L 2
Fine dining 1 gp L 2
Hireling (per day)
Unskilled 1 sp
Skilled 5 sp
Lodging (per day)
Floor space 3 cp
Bed 1 sp
Private Room 8 sp
Extravagant Suite 10 gp
Stabling (per day) 2 cp
Toll > 1cp
Transportation (per 5 miles)
Caravan 3 cp
Carriage 2 sp
Ferry or riverboat 3 cp
Sailing ship 6 cp

Animal Services (CRB 249)

Animals Daily Rate Purchase
Dogs
Guard Dog 1 cp 2 sp
Riding Dog 6 cp 4 gp
Horse
Riding Horse 1 sp 8 gp
Warhorse 1 gp 30 gp
Pack Animal 2 cp 2 gp
Pony
Riding Pony 8 cp 7 gp
Warpony 8 sp 24 gp

Formulas (CRB 293)

Level Price Level Price Level Price
0 5 sp 7 18 gp 14 225 gp
1 1 gp 8 25 gp 15 325 gp
2 2 gp 9 35 gp 16 500 gp
3 3 gp 10 50 gp 17 750 gp
4 5 gp 11 70 gp 18 1,200 gp
5 8 gp 12 100 gp 19 2,000 gp
6 13 gp 13 150 gp 20 3,500 gp

Spells (CRB 238/565)

Learn Price Learn DC Scroll Price Item Level Service Price
0th 2 gp 15
1st 2 gp 15 4 gp 1 3 gp
2nd 6 gp 18 12 gp 3 7 gp
3rd 16 gp 20 30 gp 5 18 gp
4th 36 gp 23 70 gp 7 40 gp
5th 70 gp 26 150 gp 9 80 gp
6th 140 gp 28 300 gp 11 160 gp
7th 300 gp 31 600 gp 13 360 gp
8th 650 gp 34 1,300 gp 15 720 gp
9th 1,500 gp 36 3,000 gp 17 1,800 gp
10th 7,000 gp 41 8,000 gp 19

Environmnt Damage (CRB 512)

Category Damage Average
Minor 1d6 - 2d6 5
Moderate 4d6 - 6d6 17
Major 8d6 - 12d6 35
Massive 18d6 - 24d6 73

Temperature Effects (CRB 518)

Temperature Fatigue Damage
<= -80°F 2 hrs Moderate cold every minute
-79°F – -20°F 4 hrs Minor cold every 10 minutes
-21°F – 12°F 4 hrs Minor cold every hour
13°F – 32°F 4 hrs
33°F – 94°F 8 hrs
95°F – 104°F 4 hrs
105°F – 114°F 4 hrs Minor fire every hour
115°F – 139°F 4 hrs Minor fire every 10 minutes
>=140°F 2 hrs Moderate fire every minute

Watches And Rests (CRB 500)

Group Size Rest Length Watch Length
2 16 hrs 8 hrs
3 12 hrs 4 hrs
4 10 hrs 40 mins 2 hrs 40 mins
5 10 hrs 2 hrs
6 9 hrs 36 mins 1 hr 36 mins

Travel Speed (CRB 479)

Speed Feet / min Miles / hour Miles / day
10 feet 100 feet 1 miles 8 miles
15 feet 150 feet 1.5 miles 12 miles
20 feet 200 feet 2 miles 16 miles
25 feet 250 feet 2.5 miles 20 miles
30 feet 300 feet 3 miles 24 miles
35 feet 350 feet 3.5 miles 28 miles
40 feet 400 feet 4 miles 32 miles
50 feet 500 feet 5 miles 40 miles
60 feet 600 feet 6 miles 48 miles

Bulk Conversion (CRB 295)

Size Bulk Limit Treat as Light Treat as Negligible
Tiny Half
Small / Med Standard L
Large x2 1 Bulk L
Huge x4 2 Bulk 1 Bulk
Gargantuan x8 4 Bulk 2 Bulk

Identify Creature (CRB 506)

Trait Skill Trait Skill
Aberration Occultism Fey Nature
Astral Occultism Fiend Religion
Celestial Religion Fungus Nature
Construct Arcana / Crafting Beast Arcana / Nature
Humanoid Society Monitor Religion
Elemental Arcana / Nature Dragon Arcana
Ethereal Occultism Plant Nature
Spirit Occultism Undead Religion
Ooze Occultism Animal Nature

Regional Languages (CRB 432)

Language Regions
Hallit Irrisen / Mendev / Numeria / Realm of the Mammoth Lords / Sarkoris / Ustalav
Kelish Katapesh / Kelesh / Osirion / Qadira
Mwangi Mwangi Expanse / The Shackles / Thuvia / Vidrian
Osiriani Geb / Katapesh / Mana Wastes / Nex / Osirion / Rahadoum / Thuvia
Shoanti Hold of Belkzen / Varisia
Skald Irrisen / Lands of the Linnorm Kings
Tien Lands of the Linnorm Kings / Realm of the Mammoth Lords / Tian Xia
Varisian Brevoy / the Gravelands / Nidal / Nirmathas / Ustalav / Varisia
Vudrani Jalmeray / Katapesh / Nex / Vudra

Month / Day (CRB 419)

Earth Golarion Earth Golarion
Jan Abadius Sunday Sunday
Feb Calistril Monday Moonday
Mar Pharast Tuesday Toilday
Apr Gozran Wednesday Wealday
May Desnus Thursday Oathday
Jun Sarenith Friday Fireday
Jul Erastus Saturday Starday
Aug Arodus
Sep Rova
Oct Lamashan
Nov Neth
Dec Kuthona

Conditions (CRB 618)

Condition Effect
Blinded
  • Normal terrain: difficult
  • Crit Fail vs visual Percept
  • -4 on Percept
  • Immune vs Visual
Broken
  • Cannot be used
  • Cannot grant bonuses
  • Light armor: -1 AC
  • Medium armor: -2 AC
  • Heavy armor: -3 AC
Clumsy (N)
  • -N on Dex Checks / Dex DC / Refl Saves / ranged attacks
Concealed
  • DC5 flat vs Fail: miss target
Confused
  • Flat-Footed
  • No Delay / Ready / reactions
  • Only: Attack vs random
  • Save: When hit, DC11 flat
Controlled
  • Controller dictates actions
Dazzled
  • Everything is Concealed
Deafened
  • Crit fail on auditory Percept
  • -2 on Percept
  • DC5 flat vs Fail: waste Auditory action
  • Immune vs Auditory
Doomed (N)
  • Reduce dying value by N
  • Save: N-1 on long rest
Drained (N)
  • -N on Con Checks / Fort Saves
  • HP: -Nx Level
  • HP Max: -Nx Level
  • Save: N-1 on long rest
Dying (N)
  • Start turn: DC10+N flat (crit:N+2) (fail:N+1) (succs:N-1)
  • On damage: N+1 (crit:N+2)
  • Save: N==0 (HP stays at 0)
  • or, Save: HP>=1
  • On save, gain Wounded+1
  • Death: N==4 (-Drained)
Encumbered
  • Clumsy (1) -10ft speed penalty
Enfeebled (N)
  • -N on Str Checks / Str DC / Str melee attack
Fascinated
  • -2 on Percept / skill checks
  • No Concentrate actions (unless related to fascination)
  • Save: hostile action vs you/ally
Fatigued
  • -1 on saving throws / AC
  • No Explore actions
  • Save: on long rest
Flat-Footed
  • -2 on AC
Fleeing
  • No Delay / Ready
  • Only: Move actions (away from source)

Conditions (CRB 618)

Condition Effect
Frightened (N)
  • -N on all checks / all DCs
  • Save: N-1 on end of turn
Grabbed
  • Flat-Footed / Immobilised
  • DC5 flat vs Fail: waste Manipulate action
Hidden
  • Opponents you're hidden from are Flat-Footed
  • Opponents: DC11 flat vs Fail: attack or effect misses
Immobilised
  • No Move actions
  • Forced move: Fort DC
Invisible
  • Cannot be seen
  • Detect: Percept vs Stealth DC
Paralyzed
  • Flat-Footed
  • Only Recall Knowledge
(X) Persistent Damage
  • Take X damage at end of turn
  • Save: DC15 flat after damage
Petrified
  • AC 9, Hardness 8
  • Die if destroyed
Prone
  • Flat-Footed
  • -2 on attack roll
  • On Take Cover: +4 AC
Quickened
  • Gain 1 action on start of turn
Restrained
  • Flat-Footed / Immobilised
  • No Attack actions
  • Only Escape / Force Open
Sickened (N)
  • -N on all checks / all DCs
  • No elixirs or potions
  • Save: Action, Fort save (succs: N-1) (crit succs: N-2)
Slowed (N)
  • -N actions per turn
Stunned (N)
  • Lose N actions per turn
  • Save: N-number of actions lost on end of turn
  • If N is a duration: Stunned until end of duration
Stupefied (N)
  • -N on Int, Wis, Cha checks / Int, Wis, Cha DCs / Will save / spell attack, / spell DCs
  • DC5+N flat vs Fail: disrupt cast spell
Unconscious
  • Blinded/Flat-Footed/Prone
  • No actions
  • -4 on AC/Percept/Refl saves
Undetected
  • When undetected by creature, that creature is Flat-Footed
Wounded (N)
  • N+1 on recovery from Dying
  • Save: Treat Wounds
  • or Save: full HP and rest for 10 mins

Basic Actions (CRB 469)

Aidä: DC 20 check to give a +1 circumstance bonus to assisted skill check or attack roll (crit success: +2, +3 if master, +4 if legendary).
Crawlá: [move] Move 5 feet while Prone.
Delay à: Select this when your turn begins; take your turn later.
Drop Proneá: [move] Fall Prone.
Escapeá: [attack] Attempt to get free when Grappled, Restrained, or Immobilized. Use unarmed attack modifier, Acrobatics, or Athletics.
Interactá: [manipulate] Grab an object, open a door, draw an item, or do a similar action.
Leapá: [move] Jump horizontally 10 feet (15 feet if your Speed is 30 feet or more), or vertically 3 feet and horizontally 5 feet.
Readyâ: [concentrate] Prepare to take a single action or free action as a reaction with a trigger you designate.
Release à: [manipulate] Release something you're holding without triggering reactions.
Seeká: [concentrate] [secret] Scan an area for signs of creatures or objects using Perception.
Sense Motiveá: [concentrate] [secret] See if a creature is lying.
Standá: [move] You stand up from prone.
Stepá: [move] Move 5 feet without triggering reactions.
Strideá: [move] Move up to your Speed.
Strikeá: [attack] Attack with a weapon or unarmed attack.
Take Coverá: Gain cover, or get greater cover if you have cover.

Specialty Actions (CRB 472)

Arrest a Fall ä: Use Acrobatics to slow your fall while flying.
Avert Gaze á: Get a +2 circumstance bonus against Visual abilities.
Burrow á: [move] Move up to your burrow Speed.
Fly á: [move] Move up to your fly Speed. Moving upward counts as traveling through difficult terrain. You can move straight down 10 feet for every 5 feet of movement you spend. If you're airborne at the end of your turn and didn't Fly this round, you fall.
Grab an Edge ä: [manipulate] Try to catch something to stop a fall.
Mount á: [move] Get on an allied animal bigger than you to ride it.
Point Out á: [auditory] [manipulate] [visual] Reveal Unobserved creature.
Raise a Shield á: Put up a shield to get its bonus to AC.

Skill Actions (CRB 235)

Dex Acrobatics: Balanceá, Tumble Throughá
Trained: Maneuver in Flightá, Squeeze
Int Arcana: Recall Knowledgeá
Trained: Borrow an Arcane Spell, Decipher Writing, Identify Magic, Learn a Spell
Str Athletics: Climbá / Force Opená, Grappleá, High Jumpâ, Long Jumpâ, Shoveá, Swimá, Tripá
Trained: Disarm á
Int Crafting: Recall Knowledgeá, Repair
Trained: Craft, Earn Income, Identify Alchemy
Cha Deception: Create Diversioná, Impersonate, Lie
Trained: Feintá
Cha Diplomacy: Gather Information, Make an Impression, Requestá
Cha Intimidation: Coerce, Demoralizeá
Int Lore: Recall Knowledgeá
Trained: Earn Income
Wis Medicine: Administer First Aidâ, Recall Knowledgeá
Trained: Treat Disease, Treat Poisoná, Treat Wounds
Wis Nature: Command an Animalá, Recall Knowledgeá
Trained: Identify Magic, Learn a Spell
Int Occultism: Recall Knowledgeá
Trained: Decipher Writing, Identify Magic, Learn a Spell
Cha Performance: Performá
Trained: Earn Income
Wis Religion: Recall Knowledgeá
Trained: Decipher Writing, Identify Magic, Learn a Spell
Int Society: Recall Knowledgeá, Subsist
Trained: Create Forgery, Decipher Writing
Dex Stealth: Conceal an Objectá, Hideá, Sneaká
Wis Survival: Sense Direction, Subsist
Trained: Cover Tracks, Track
Dex Thievery: Palm an Objectá, Stealá
Trained: Disable a Deviceâ, Pick a Lockâ

Relic Gifts (GMG 95)

Number of Gifts Minimum Level Gifts Type Gold Piece Equivalent
1 1st Minor 20 gp
2 5th Minor 160 gp
3 9th Major 700 gp
4 13th Major 3,000 gp
5 17th Grand 15,000 gp

XP Award (CRB 508)

Accomplishment Award
Minor 10 XP
Moderate 30 XP / 1 Hero Point
Major 80 XP / 1 Hero Point

Encounter Budget (CRB 489)

Threat Budget PC Adjustment
Trivial <= 40 XP <= 10 XP
Low 60 XP 15 XP
Moderate 80 XP 20 XP
Severe 120 XP 30 XP
Extreme 160 XP 40 XP

Creature/Hazard XP (CRB 508)

Creature / Hazard Level Simple Hazard Creature / Complex Hazard
Party Level - 4 2 XP 10 XP
Party Level - 3 3 XP 15 XP
Party Level - 2 4 XP 20 XP
Party Level - 1 6 XP 30 XP
Party Level 8 XP 40 XP
Party Level + 1 12 XP 60 XP
Party Level + 2 16 XP 80 XP
Party Level + 3 24 XP 120 XP
Party Level + 4 32 XP 160 XP

Encounter Groups (GMG 48)

Group XP Build
Boss and Lackeys 120
  • 1x party level +2
  • 4x party level -4
Boss and Lieutenant 120
  • 1x party level +2
  • 1x party level
Elite Enemies 120
  • 3x party level
Lieutenant and Lackeys 80
  • 1x party level
  • 4x party level -4
Mated Pair 80
  • 2x party level
Troop 80
  • 1x party level
  • 2x party level -2
Mook Squad 60
  • 6x party level -4

Elite Adjustment (B1 6)

Starting Level HP Increase
1–2 10 HP
3–5 15 HP
6–20 20 HP
20+ 30 HP
  • +2 to AC, attack bonus, DCs, saves, Percept, and skills.
  • +2 to damage for Strikes and offensive abilities, or +4 for limited use abilities.

Weak Adjustment (B1 6)

Starting Level HP Decrease
<=1 10 HP
2–4 15 HP
5–19 20 HP
20+ 30 HP
  • -2 from AC, attack bonus, DCs, saves, Percept, and skills.
  • -2 from damage for Strikes and offensive abilities, or -4 for limited use abilities.

Simple DCs (CRB 503)

Difficulty DC
Untrained 10
Trained 15
Expert 20
Master 30
Legendary 40

DCs By Level/Spell (CRB 503)

Level DC Level DC Spell DC
0 14 13 31 0th
1 15 14 32 1st 15
2 16 15 34 2nd 18
3 18 16 35 3rd 20
4 19 17 36 4th 23
5 20 18 38 5th 26
6 22 19 39 6th 28
7 23 20 40 7th 31
8 24 21 42 8th 34
9 26 22 44 9th 36
10 27 23 46 10th 39
11 28 24 48
12 30 25 50

DC Adjustment (CRB 503)

Difficulty Adjustment Rarity
Incredibly Easy -10
Very Easy -5
Easy -2
Hard +2 Uncommon
Very Hard +5 Rare
Incredibly Hard +10 Unique

Force Open DC (CRB 515)

Structure Force Open DC
Stuck door or window 15
Exceptionally stuck 20
Lift wooden portcullis 20
Lift iron portcullis 30
Bend iron bars 30

Terrain (CRB 475)

Terrain Effect
Difficult Terrain Each square costs 5 extra feet of movement.
Greater Difficult Terrain Each square costs 10 extra feet of movement.
Hazardous Terrain Moving through hazardous terrain deals damage.
Narrow Surface Flat-Footed and must Balance to cross. On hit or fail a save, succeed at a Reflex save or fall.
Uneven Ground Flat-Footed and might need to Balance or fall Prone. When you're hit or fail a save, succeed at a Reflex save or fall.
Incline You're Flat-Footed while Climbing.

Material Hardness (CRB 577)

Material Hardness, HP (BT)
Paper / Thin Cloth / Thin Glass 0, 1 (—)
Cloth / Glass 1,4 (2)
Glass Structure/Thin Leather/Thin Rope 2, 8 (4)
Thin Wood 3, 12 (6)
Leather / Rope / Thin Stone 4, 16 (8)
Thin Iron / Thin Steel / Wood 5, 20 (10)
Stone 7, 28 (14)
Iron or Steel 9, 38 (18)
Wooden Structure 10, 40 (20)
Stone Structure 14, 56 (28)
Iron or Steel structure 18, 72 (36)

Object DC / HP (CRB 515)

Door Climb Hardness, HP (BT)
Wood DC 20 10, 40 (20)
Stone DC 30 14, 56 (28)
Reinforced Wood DC 15 15, 60 (30)
Iron DC 30 18, 72 (36)
Wall Climb Hardness, HP (BT)
Crumbling Masonry DC 15 10, 40 (20)
Wooden Slats DC 15 10, 40 (20)
Masonry DC 20 14, 56 (28)
Hewn Stone DC 30 14, 56 (28)
Iron DC 40 18, 72 (36)
Portcullis Climb Hardness, HP (BT)
Wood DC 10 10, 40 (20)
Iron DC 10 18, 72 (36)

Encounter Chance (GMG 173)

Terrain Type Flat Check DC
Aquatic 17
Arctic 17
Desert 17
Forest 14
Mountain 16
Plains 12
Swamp 14
On a road/river, -2 DC. If flying, +3 DC.

Encounter Type (GMG 173)

1d10 Encounter
1–5 Harmless
6–7 Hazard
8–10 Creature

Size and Reach (CRB 474)

Size Space Reach (Tall) Reach (Long)
Tiny < 5 foot 0 feet 0 feet
Small 5 foot 5 feet 5 feet
Medium 5 foot 5 feet 5 feet
Large 10 foot 10 feet 5 feet
Huge 15 foot 15 feet 10 feet
Gargantuan >20 foot 20 feet 15 feet

Party Treasure By Level (CRB 509)

Total Permanent Consumables Party Per PC
1 175 gp 2nd: 2, 1st: 2 2nd: 2, 1st: 3 40 gp 10 gp
2 300 gp 3rd: 2, 2nd: 2 3rd: 2, 2nd: 2, 1st: 2 70 gp 18 gp
3 500 gp 4th: 2, 3rd: 2 4th: 2, 3rd: 2, 2nd: 2 120 gp 30 gp
4 850 gp 5th: 2, 4th: 2 5th: 2, 4th: 2, 3rd: 2 200 gp 50 gp
5 1,350 gp 6th: 2, 5th: 2 6th: 2, 5th: 2, 4th: 2 320 gp 80 gp
6 2,000 gp 7th: 2, 6th: 2 7th: 2, 6th: 2, 5th: 2 500 gp 125 gp
7 2,900 gp 8th: 2, 7th: 2 8th: 2, 7th: 2, 6th: 2 720 gp 180 gp
8 4,000 gp 9th: 2, 8th: 2 9th: 2, 8th: 2, 7th: 2 1,000 gp 250 gp
9 5,700 gp 10th: 2, 9th: 2 10th: 2, 9th: 2, 8th: 2 1,400 gp 350 gp
10 8,000 gp 11th: 2, 10th: 2 11th: 2, 10th: 2, 9th: 2 2,000 gp 500 gp
11 11,500 gp 12th: 2, 11th: 2 12th: 2, 11th: 2, 10th: 2 2,800 gp 700 gp
12 16,500 gp 13th: 2, 12th: 2 13th: 2, 12th: 2, 11th: 2 4,000 gp 1,000 gp
13 25,000 gp 14th: 2, 13th: 2 14th: 2, 13th: 2, 12th: 2 6,000 gp 1,500 gp
14 36,500 gp 15th: 2, 14th: 2 15th: 2, 14th: 2, 13th: 2 9,000 gp 2,250 gp
15 54,500 gp 16th: 2, 15th: 2 16th: 2, 15th: 2, 14th: 2 13,000 gp 3,250 gp
16 82,500 gp 17th: 2, 16th: 2 17th: 2, 16th: 2, 15th: 2 20,000 gp 5,000 gp
17 128,000 gp 18th: 2, 17th: 2 18th: 2, 17th: 2, 16th: 2 30,000 gp 7,500 gp
18 208,000 gp 19th: 2, 18th: 2 19th: 2, 18th: 2, 17th: 2 48,000 gp 12,000 gp
19 355,000 gp 20th: 2, 19th: 2 20th: 2, 19th: 2, 18th: 2 80,000 gp 20,000 gp
20 490,000 gp 20th: 4 20th: 4, 19th: 2 140,000 gp 35,000 gp

Treasure/Encounter (GMG 51)

Low Moderate Severe Extreme
1 13 gp 18 gp 26 gp 35 gp
2 23 gp 30 gp 45 gp 60 gp
3 38 gp 50 gp 75 gp 100 gp
4 65 gp 85 gp 130 gp 170 gp
5 100 gp 135 gp 200 gp 270 gp
6 150 gp 200 gp 300 gp 400 gp
7 220 gp 290 gp 440 gp 580 gp
8 300 gp 400 gp 600 gp 800 gp
9 430 gp 570 gp 860 gp 1,140 gp
10 600 gp 800 gp 1,200 gp 15.6K gp
11 865 gp 1,150 gp 1,725 gp 2,300 gp
12 1,250 gp 1,650 gp 2,475 gp 3,300 gp
13 1,875 gp 2,500 gp 3,750 gp 5,000 gp
14 2,750 gp 3,650 gp 5,500 gp 7,300 gp
15 4,100 gp 5,450 gp 8,200 gp 10.9K gp
16 6.2K gp 8,250 gp 12.4K gp 16.5K gp
17 9,600 gp 12.8K gp 19.2K gp 25.6K gp
18 15.6K gp 20.8k gp 31.2K gp 415.6K gp
19 26.6K gp 35.5K gp 53,250 gp 71K gp
20 36.8K gp 49K gp 73.5K gp 98K gp

Reputation (GMG 164)

Rep Points Increase Decrease
Revered 30–50 Major Moderate or major
Admired 15–29 Major Any
Liked 5–14 Moderate or major Any
Ignored -4–4 Any Any
Disliked -5–-14 Any Moderate or major
Hated -15–-29 Any Major
Hunted -30–-50 Moderate or major Major

Income Earned (CRB 236)

Fail Trained Expert Master Legendary
0 1 cp 5 cp 5 cp 5 cp 5 cp
1 2 cp 2 sp 2 sp 2 sp 2 sp
2 4 cp 3 sp 3 sp 3 sp 3 sp
3 8 cp 5 sp 5 sp 5 sp 5 sp
4 1 sp 7 sp 8 sp 8 sp 8 sp
5 2 sp 9 sp 1 gp 1 gp 1 gp
6 3 sp 1.5 gp 2 gp 2 gp 2 gp
7 4 sp 2 gp 2.5 gp 2.5 gp 2.5 gp
8 5 sp 2.5 gp 3 gp 3 gp 3 gp
9 6 sp 3 gp 4 gp 4 gp 4 gp
10 7 sp 4 gp 5 gp 6 gp 6 gp
11 8 sp 5 gp 6 gp 8 gp 8 gp
12 9 sp 6 gp 8 gp 10 gp 10 gp
13 1 gp 7 gp 10 gp 15 gp 15 gp
14 1.5 gp 8 gp 15 gp 20 gp 20 gp
15 2 gp 10 gp 20 gp 28 gp 28 gp
16 2.5 gp 13 gp 25 gp 36 gp 40 gp
17 3 gp 15 gp 30 gp 45 gp 55 gp
18 4 gp 20 gp 45 gp 70 gp 90 gp
19 6 gp 30 gp 60 gp 100 gp 130 gp
20 8 gp 40 gp 75 gp 150 gp 200 gp
20 (crit) — 50 gp 90 gp 175 gp 300 gp

Special Senses (CRB 465)

Sense Effect
Low Light Vision Can see perfectly in dim light (as per bright light)
Darkvision Can see perfectly in natural darkness, no colour vision
Greater Darkvision Can see perfectly in magical darkness, no colour vision

Item Prices (GMG 85)

Permanent Item Price Consumable Item Price
1 10 – 20 gp 3 – 4 gp
2 25 – 35 gp 5 – 7 gp
3 45 – 60 gp 8 – 12 gp
4 75 – 100 gp 13 – 20 gp
5 125 – 160 gp 21 – 30 gp
6 200 – 250 gp 31 – 50 gp
7 300 – 360 gp 51 – 70 gp
8 415 – 500 gp 71 – 100 gp
9 575 – 700 gp 101 – 150 gp
10 820 – 1,000 gp 151 – 200 gp
11 1,160 – 1,400 gp 201 – 300 gp
12 1,640 – 2,000 gp 301 – 400 gp
13 2,400 – 3,000 gp 401 – 600 gp
14 3,600 – 4,500 gp 601 – 900 gp
15 5,300 – 6,500 gp 901 – 1,300 gp
16 7,900 – 10,000 gp 1,301 – 2,000 gp
17 12,000 – 15,000 gp 2,001 – 3,000 gp
18 18,600 – 24,000 gp 3,001 – 5,000 gp
19 30,400 – 40,000 gp 5,000 – 8,000 gp
20 52,000 – 70,000 gp 8,001 – 14,000 gp

Item Bonus (GMG 196)

Level Benefits
2 Attack potency +1
3 Skill potency (1 at +1)
4 Devastating attacks (2 dice)
5 Defense potency +1
6 Skill potency (2 at +1 each)
7 Perception potency +1
8 Saving throw potency +1
9 Skill potency (1 at +2, 1 at +1)
10 Attack potency +2
11 Defense potency +2
12 Devastating attacks (3 dice)
13 Perception potency +2; skill potency (2 at +2 each, 1 at +1)
14 Saving throw potency +2
15 Skill potency (3 at +2 each, 1 at +1)
16 Attack potency +3
17 Ability apex; skill potency (1 at +3, 2 at +2 each, 2 at +1 each)
18 Defense potency +3
19 Devastating attacks (4 dice), Perception potency +3
20 Saving throw potency +3; skill potency (2 at +3 each, 2 at +2 each, 2 at +1 each)

Quick Finds

d12 Find d12 Find
1 Artwork 7 Magic herbs
2 Body 8 Map
3 Food or drink 9 Monster parts
4 Jewelry 10 Secret message
5 Key 11 Signet or insignia
6 Letter 12 Tome

Planes (GMG 138)

Negative Energy Plane (Inner Plane)
Locals: sceaduinars, wraiths, other undead
Positive Energy Plane (Inner Plane)
Locals: jyoti, (enlightened)
Plane of Air (Inner Plane)
Powers: elemental lords of air
Locals: air elementals, cloud dragons, djinn, (air pneuma)
Plane of Earth (Inner Plane)
Powers: elemental lords of earth , Nivi Rhombodazzle
Locals: crystal dragons, earth elementals, shaitans, (earth pneuma)
Plane of Fire (Inner Plane)
Powers: elemental lords of fire , Feronia
Locals: azers, efreet, fire elementals, magma dragons, (fire pneuma)
Plane of Water (Inner Plane)
Powers: elemental lords of water
Locals: brine dragons, marids, water elementals, (water pneuma)
Astral Plane (Transitive Plane)
Powers: Alseta, Apsu
Locals: shining children, (untethered)
Ethereal Plane (Transitive Plane)
Powers: Alazhra
Locals: ether spiders, night hags, (terrorized)
First World (Transitive Plane)
Powers: the Eldest
Locals: fey, linnorms
Shadow Plane (Transitive Plane)
Powers: velstrac demagogues, Zon-Kuthon
Locals: caligni, d'ziriaks, kayals (fetchlings), umbral dragons, velstracs, (the mutilated)
Abbadon (Outer Plane)
Powers: Ahriman, daemon harbingers, Fumeiyoshi, Horsemen of the Apocalypse, Lao Shu Po, Urgathoa , Zyphus
Locals: daemons, night hags, nightmares, (the hunted)
Abyss (Outer Plane)
Powers: Camazotz, demon lords, Droskar, Ghlaunder, goblin hero-gods, Gyronna, Lady Nanbyo, Lamashtu, nascent demon lords, qlippoth lords
Locals: demons, qlippoth, (larvae)
Axis (Outer Plane)
Powers: Abadar, Brigh, Chaldira, halfling pantheon, Irori, Lissala, Milani, Norgorber, primeval inevitables
Locals: aeons, inevitables, (remade)
Boneyard (Outer Plane)
Powers: Achaekek, Groetus, psychopomp ushers, Pharasma
Locals: psychopomps, (the dead)

Planes (GMG 138)

Elysium (Outer Plane)
Powers: Calistria, Cayden Cailean, Desna, elven pantheon, empyreal lords, Gorum, giant pantheon , Kofusachi, Milani, Nocticula
Locals: azatas, (the chosen)
Heaven (Outer Plane)
Powers: dwarven pantheon, Easivra, empyreal lords, Erastil, Iomedae, Shizuru, Torag , Tsukiyo
Locals: archons, (the elect)
Hell (Outer Plane)
Powers: archdevils, Asmodeus, Dahak, Erecura, General Susumu, infernal dukes, Minderhal, Yaezhing, Zursvaater, queens of the night
Locals: devils, hellhounds, (the damned)
Maelstrom (Outer Plane)
Powers: Besmara, Hanspur, Hei Feng, Naderi, Nalinivati, Nethys, orc pantheon, protean lords , Sivanah, Speakers of the Depths, Sun Wukong, Yamatsumi, Ydersius
Locals: proteans, (the shapeless)
Nirvana (Outer Plane)
Powers: Daikitsu, empyreal lords, Gruhastha, Kazutal, Kurgess, Qi Zhong, Sarenrae, Shelyn
Locals: angels, (the cleansed)
Dimension of Time (Dimension)
Powers: Tawil at'Umr, Yog-Sothoth
Locals: hounds of Tindalos, (the unbound)
Dreamlands (Dimension)
Powers: Elder Mythos pantheon
Locals: animate dreams, Denizens of Leng, Leng spiders, (dreamers)

Environment Details (GMG 18)

Aquatic Sights: choppy water, rolling waves, sunlight glinting, horizon, driftwood
Sounds: waves lapping against a ship, seabirds' cries, fluttering sails, creatures breaching the surface
Smells: salt water, crisp fresh air, dead fish
Textures: frigid water, slimy seaweed, crusty salt collecting on surfaces
Weather: powerful wind, oncoming storm
Arctic Sights: blinding reflected sunlight, snowy plains, distant glaciers, deep crevasses, rocky cliffs, ice floes and bergs, animal tracks in snow
Sounds: howling winds, drips of melting ice, utter quiet
Smells:clean air,frozen bog,lichen,seaweed
Textures: crunching snow, hard ice
Weather: frigid gales, light snowfall, pounding blizzard
Forest Sights: towering trees, dense undergrowth, verdant canopies, colorful wildlife, dappled sunlight through the trees, mossy tree trunks, twisted roots

Environment Details (GMG 18)

Forest Sounds: rustling leaves, snapping branches, animal calls
Smells: decomposing vegetation, flowering plants, pine trees, earthy mushrooms
Textures: leaves crunching underfoot, scraping branches, water dripping from above, rough bark
Weather: still air, cool shade, sporadic breeze, rain on the canopy, branches coated in thick snow
Mountain Sights: bare cliffs, snow caps, hardy trees, slopes littered with scree, fallen rocks, birds flying on currents, fog among the peaks
Sounds: howling wind, falling rocks, clear echoes, rocks crunch underfoot, avalanche
Smells: blowing dust, pine trees, snow
Textures: rough stone, powdery snow, unstable rubble Weather swirling clouds, chill of high altitude, direct sunlight, powerful wind and rain
Plains Sights: grass waving gently, scattered wildflowers, rocky outcroppings or boulders, the curve of the horizon
Sounds: rustling wind, birdsong, distant sounds carried far
Smells: fresh air, earthy soil, distant carcasses
Textures: touch of tall grass, rasp of scrub brush, crunch of dry dirt
Weather: cooling of gentle wind, heat of direct sunlight, massive black thunderclouds
Swamp Sights: lush leaves, clouds of gnats, algae-coated water, shacks on stilts, darting fish
Sounds: croaking frogs, chirping insects, bubbling, splashing
Smells: rich moss and algae, pungent swamp gases
Textures: pushing through floating detritus, tangling creepers, thick mud
Weather: oppressive humidity, still air, pouring rain, rays of sunlight
Underground Sights: winding passages, sputtering yellow torchlight, uneven or cracked floors, ancient writings or architecture, stalagmites/tites
Sounds: dripping condensation, scurrying rats or insects, distant clunks of machinery, tinny echoes of your voices and footsteps
Smells: staleness of still air, sulfur, tang of metal deposits
Textures: rough rock walls, erosion-smoothed stone, cobwebs Weather chill of underground air, geothermal heat

Obstacles (GMG 159)

Underground
Crumbling Corridor (1st): DC13 Acro to avoid disturbing walls, DC15 Craft to shore up walls
(Quaking Corridor (11th): DC25 Acro, DC30 Craft)
Fungus Grotto (1st): DC15 Fort to endure poisonous spore, DC13 Surv to avoid the mushrooms
(Virulent Fungi (5th): DC20 Fort, DC18 Surv)
Pit Trap (1st): DC13 Athl to climb out, DC15 Perc to spot the trap before it's triggered
(Exceptional Pit Trap (5th): DC20 Athl, DC18 Perc)
Wandering Gelat Cube (1st): DC18 Occu to id its weakness, DC15 Stealth to sneak
(Wandering Black Pudding (7th): DC24 Occu, DC19 Stealth)
Collapsed Tunnel (5th): DC20 Athl to dig through, DC18 Perc to find a secret door around
(Ancient Collapse (12th): DC30 Athl, DC28 Perc)
Pendulum Trap (5th): DC20 Refl to dodge the blades, DC15 Thief to disable the tap
(Panoply of Pendulums (12th): DC30 Refl, DC28 Thief)
Wooden Portcullis (8th): DC25 Acro to squeeze through, DC20 Athl to lift the gate
(Iron Portcullis (11th): DC25 Acro, DC30 Athl)
Urban
Crowd (1st): DC15 Acro or Athl to weave or push through, DC13 Soci to follow the flow
(Festival Crowd (4th): DC20 Athl, DC18 Soci)
Fruit Cart (1st): DC13 Athl to vault over/smash, DC15 Intm to make the merchant move it
(Merchant Pavilion (5th): DC20 Athl, DC22 Intm)
Guard Dog (1st): DC14 Natu to calm, DC16 Stealth to sneak
(Guard Roc (9th): DC26 Natu, DC28 Stealth)
Rickety Roofs (1st): DC15 Acro to cross clotheslines, DC13 Athl to jump roof to roof
(Crumbling, Steep Roofs (5th): DC 18 Acro, DC20 Athl)
Wooden Fence (1st): DC13 Athl to climb over, DC15 Thie to unlock a gate
(High Iron Fence (8th): DC20 Athl, DC25 Thief)
Gang of Hooligans (2nd): DC13 Decp to trick, DC15 Stealth to sneak
(Elite Criminals (12th): DC28 Decp, DC30 Stealth)
Twisting Alleyways (2nd): DC17 Perc to find a path, DC13 Soci to recall a map
(Multi-Story Maze (7th): DC22 Perc, DC20 Soci)
Wilderness
Deep Mud (1st): DC15 Athl to slog through, DC13 Perc to find a path
(Horrid Bog (5th): DC20 Athl, DC18 Perc)
Downpour (1st): DC13 Fort to push through, DC15 Natu to predict the weather
(Magical Thunderstorm (5th): DC30 Fort, DC25 Natu)
Rope Bridge (1st): DC15 Acro to cross carefully, DC13 Craft to make repairs
(Solitary Frayed Rope (11th): DC25 Acro, DC30 Craft)
Rushing River (1st): DC15 Athl to swim or hop across stones, DC13 Surv to find a ford nearby
(Flash Flood (5th): DC20 Athl, DC18 Surv)
Steep Hills (1st): DC13 Athl to climb across, DC15 Perc to find easier path
(Rugged Mountain (5th): DC20 Athl, DC18 Perc)
Swarm of Wasps (1st): DC15 Fort to endure stings, DC13 Surv to smoke them out
(Those Aren't Wasps! (5th): DC20 Fort, DC18 Surv)
Tangled Forest (2nd): DC17 Perc to find the way, DC13 Surv to plot a path
(Enchanted Forest (5th): DC20 Perc, DC18 Surv)

Deities (CRB 437)

Abadar Edict: Civilize the frontiers, earn wealth via hard work and trade, follow the law
Anathema: Commit banditry or piracy, steal, undermine a court
Asmodeus Edict: Negotiate to your best advantage, rule tyrannically, torture weaker beings, show subservience to your betters
Anathema: Break contracts, free slaves, show mercy to enemy
Calistria Edict: Pursue your personal freedom, seek hedonistic thrills, take revenge
Anathema: Become consumed by love or need for revenge, let a slight go unanswered
Callean
Cayden
Edict: Drink, free slaves and aid the oppressed, seek glory and adventure
Anathema: Waste alcohol, be mean or standoffish when drunk, own a slave
Desna Edict: Aid fellow travelers, explore new places, express yourself through art and song, find what life has to offer
Anathema: Cause fear or despair, cast nightmare or use similar magic to corrupt dreams, engage in bigoted behavior
Erastil Edict: Care for home and family, fulfill duties, keep the peace, protect community
Anathema: Abandon your home in its time of need, choose yourself over your community, tarnish your reputation, tell lies
Gorum Edict: Attain victory in fair combat, push your limits, wear armor in combat
Anathema: Kill prisoners or surrendering foes, prevent conflict via negotiation, win a battle via underhanded tactics/magic

Deities (CRB 437)

Gozreh Edict: Cherish, protect, and respect nature
Anathema: Bring civilization to intrude on the wild, create undead, despoil nature
Iomedae Edict: Be temperate, fight for justice and honor, hold valor in your heart
Anathema: Abandon companion, dishonor yourself, refuse a challenge from an equal
Irori Edict: Be humble; help others perfect themselves; hone your body, mind, and spirit; practice discipline
Anathema: Become addicted to a substance, destroy an important historical text, repeatedly fail to maintain self-control
Lamashtu Edict: Bring power to outcasts and the downtrodden, indoctrinate children, make the beautiful monstrous, reveal the corruption and flaws in all things
Anathema: Attempt to treat a mental illness or deformity, provide succor to Lamashtu's enemies
Nethys Edict: Seek out magical power and use it
Anathema: Pursue mundane paths over magical ones
Norgorber Edict: Keep your true identity secret, sacrifice anyone necessary, take every advantage in a fight, work from the shadows
Anathema: Allow your true identity to be connected to your dark dealings, share a secret freely, show mercy
Pharasma Edict: Understand ancient prophecies, destroy undead, lay bodies to rest
Anathema: Create undead, desecrate a corpse, rob a tomb

Deities (CRB 437)

Rovagug Edict: Destroy all things, free Rovagug from his prison
Anathema: Create something new, let material ties restrain you, torture a victim or otherwise delay its destruction
Sarenrae Edict: Destroy the Spawn of Rovagug, protect allies, provide aid to the sick and wounded, seek and allow redemption
Anathema: Create undead, lie, deny a repentant creature an opportunity for redemption, fail to strike down evil
Shelyn Edict: Be peaceful, choose and perfect an art, lead by example, see the beauty in all things
Anathema: Destroy art or allow it to be destroyed, unless saving a life or pursuing greater art; refuse to accept surrender
Torag Edict: Be honorable and forthright, keep your word, respect the forge, serve your people
Anathema: Tell lies or cheat someone, intentionally create inferior works, show mercy to the enemies of your people
Urgathoa Edict: Become undead upon death, create or protect the undead, sate your appetites
Anathema: Deny your appetites, destroy undead, sacrifice your life
Zon-Kuthon Edict: Bring pain to the world, mutilate your body
Anathema: Create permanent or long-lasting sources of light, provide comfort to those who suffer

Gems (GMG 114)

d% Lesser Semiprecious Price
1–7 Agate 1d4 x 5sp
8–14 Alabaster 1d4 x 5sp
15–21 Azurite 1d4 x 5sp
22–28 Hematite 1d4 x 5sp
29–35 Lapis lazuli 1d4 x 5sp
36–42 Malachite 1d4 x 5sp
43–49 Obsidian 1d4 x 5sp
50–56 Pearl, irregular freshwater 1d4 x 5sp
57–63 Pyrite 1d4 x 5sp
64–70 Rhodochrosite 1d4 x 5sp
71–77 Quartz, rock crystal 1d4 x 5sp
78–84 Shell 1d4 x 5sp
85–92 Tiger's-eye 1d4 x 5sp
93–100 Turquoise 1d4 x 5sp
d% Moderate Semiprecious Price
1–7 Bloodstone 1d4 x 25sp
8–14 Carnelian 1d4 x 25sp
15–21 Chrysoprase 1d4 x 25sp
22–28 Citrine 1d4 x 25sp
29–35 Ivory 1d4 x 25sp
36–42 Jasper 1d4 x 25sp
43–49 Moonstone 1d4 x 25sp
50–56 Onyx 1d4 x 25sp
57–63 Peridot 1d4 x 25sp
64–70 Quartz, milky, rose, or smoky 1d4 x 25sp
71–77 Sard 1d4 x 25sp
78–84 Sardonyx 1d4 x 25sp
85–92 Spinel, red or green 1d4 x 25sp
93–100 Zircon 1d4 x 25sp
d% Greater Semiprecious Price
1–10 Amber 1d4 x 5gp
11–20 Amethyst 1d4 x 5gp
21–30 Chrysoberyl 1d4 x 5gp
31–40 Coral 1d4 x 5gp
41–50 Garnet 1d4 x 5gp
51–60 Jade 1d4 x 5gp
61–70 Jet 1d4 x 5gp
71–80 Pearl, saltwater 1d4 x 5gp
81–90 Spinel, deep blue 1d4 x 5gp
91–100 Tourmaline 1d4 x 5gp
d% Lesser Precious Price
1–25 Aquamarine 1d4 x 50gp
26–50 Opal 1d4 x 50gp
51–75 Pearl, black 1d4 x 50gp
76–100 Topaz 1d4 x 50gp
d% Moderate Precious Price
1–25 Diamond, small 1d4 x 100gp
26–50 Emerald 1d4 x 100gp
51–75 Ruby, small 1d4 x 100gp
76–100 Sapphire 1d4 x 100gp
d% Greater Precious Price
1–25 Diamond, large 1d4 x 500gp
26–50 Emerald, brilliant green 1d4 x 500gp
51–75 Ruby, large 1d4 x 500gp
76–100 Star sapphire 1d4 x 500gp

Art Objects (GMG 115)

d% Minor Art Object (1d4gp)
1–5 Elegant cloth doll
6–10 Scrimshaw whale bone
11–15 Illustrated book
16–20 Brass statuette of a bull
21–25 Carved wooden game set
26–30 Set of six ivory dice
31–35 Engraved copper ring
36–40 Lapis lazuli pendant
41–45 Hand mirror with decorated frame
46–50 Colorful velvet half mask
51–55 Set of decorated ceramic plates
56–60 Leather flagon with Caydenite symbol
61–65 Bronze bowl with wave imagery
66–70 Brass anklet
71–75 Iron cauldron with gargoyle faces
76–80 Silver religious symbol
81–85 Bronze brazier with Asmodean artwork
86–90 Plain brass censer
91–95 Simple sculpture
96–100 Simple painting
d% Lesser Art Object (1d4 x 10gp)
1–5 Silk ceremonial armor
6–10 Inscribed crocodile skull
11–15 Illuminated manuscript
16–20 Simple silver circlet
21–25 Copper statuette of a salamander
26–30 Alabaster and obsidian game set
31–35 Silk fan decorated with turquoise
36–40 Ceremonial dagger with onyx hilt
41–45 Amphora with lavish scenes
46–50 Colorful pastoral tapestry
51–55 Chrysoberyl symbol of an evil eye
56–60 Alabaster idol
61–65 Silk mask decorated with citrines
66–70 Set of decorated porcelain plates
71–75 Etched copper ewer
76–80 Brass scepter with amethyst head
81–85 Bronze chalice with bloodstones
86–90 Iron and rock crystal brazier
91–95 Quality sculpture by an unknown
96–100 Quality painting by an unknown
d% Moderate Art Object (1d4 x 25gp)
1–5 Porcelain doll with amber eyes
6–10 Marble altar
11–15 Parade armor with flourishes
16–20 Silver coronet with peridots
21–25 Moonstone and onyx game set
26–30 Gold and garnet ring
31–35 Ceremonial shortsword with spinels
36–40 Silver statuette of a raven
41–45 Porcelain vase inlaid with gold
46–50 Enormous tapestry of a major battle
51–55 Gold necklace with peridots
56–60 Virtuoso silver flute
61–65 Coral idol of an elemental lord
66–70 Silver mirror with gilded frame
71–75 Silver flagon inscribed with fields
76–80 Copper and spinel puzzle box
81–85 Small cold iron cauldron with onyx
86–90 Silver and jade censer
91–95 Life-size sculpture by an expert
96–100 Wide landscape by an expert
d% Greater Art Object (1d4 x 250gp)
1–5 Gilded ceremonial armor
6–10 Ancient dragon skull etched with mystic sigils
11–15 Original manuscript from a world-famous author
16–20 Gold and aquamarine diadem
21–25 Gold dragon statuette
26–30 Jet and white gold game set
31–35 Gold rapier with amethysts
36–40 Gold urn with scenes of judgment
41–45 Splendid lyre of world-famous lyrist
46–50 Platinum-framed monocle
51–55 Gold mask of a high priest
56–60 Crystal dinner set, fine silverware
61–65 Gold and opal bracelet
66–70 Intricate silver and gold music box
71–75 Jeweled orrery of the planes
76–80 Gilded scepter with sapphire
81–85 Fine gold spyglass
86–90 Gold chalice with black pearls
91–95 Towering sculpture by a master
96–100 Famous portrait by a master
d% Major Art Object (1d4 x 1,000gp)
1–5 Jewel-encrusted gold altar
6–10 Saint's bone with lost scriptures
11–15 Previously lost volume from a legendary author
16–20 Jeweled mithral crown
21–25 Platinum dragon statuette
26–30 Diamond ring with platinum band
31–35 Star sapphire necklace
36–40 Darkwood violin by a legend
41–45 Platinum image of a fey noble with a bit of orichalcum
46–50 Jeweled gold puzzle box
51–55 Crystallized dragon heart
56–60 Living flame shaped into a phoenix
61–65 Phasing ether silk tapestry
66–70 Solidified moment of time
71–75 Tankard owned by Cayden Cailean
76–80 Thought lens of astral essence
81–85 Divine art piece created by Shelyn
86–90 Chandelier crafted from dreams
91–95 Enormous chryselephantine sculpture by a legend
96–100 Major painting by a legend

Organization Stats (GMG 168)

Level Followers Max Follower Level Lieutenants Lieutenant Level
1 1–2 0
2 3–4 0
3 5–6 0 1 1
4 7–9 0 1 1
5 10–13 0 1 1
6 14–18 1 2 2
7 19–27 1 2 2
8 28–36 1 3 2–3
9 37–53 1 4–5 2–3
10 54–75 2 6–7 3–4
11 76–99 2 8–10 3–4
12 100–150 2 11–15 3–5
13 151–215 2 16–22 3–5
14 216–300 3 23–30 4–6
15 301–425 3 31–42 4–6
16 426–600 3 43–60 4–7
17 601–850 3 61–85 4–7
18 851–1,200 4 86–120 5–8
19 1,201–1,700 4 121–170 5–8
20 1,701–2,400 4 171–240 5–9

Specialty Crafting (CRB 267)

Speciality Applicable Item
Alchemy Alchemical items such as elixirs
Artistry Fine art, including jewelry
Blacksmithing Durable metal goods, including metal armor
Bookmaking Books and paper
Glassmaking Glass, including glassware and windows
Leatherworking Leather goods, including leather armor
Pottery Ceramic goods
Shipbuilding Ships and boats
Stonemasonry Stone goods and structures
Tailoring Clothing
Weaving Textiles, baskets, and rugs
Woodworking Wooden goods and structures

Coin Values (CRB 271)

Coins CP SP GP PP
Copper (cp) 1 110 1100 11000
Silver (sp) 10 1 110 1100
Gold (gp) 100 10 1 110
Platinum (pp) 1000 100 10 1

Alignment Aura (CRB 328)

Creature / Item Level Spell / Effect Level Aura Strength
0-5 None
6-10 0-3 Faint
11-15 4-7 Moderate
16-20 8-9 Powerful
21 10 Overwhelming

Create Creature Ritual (CRB 408)

Creature Level Spell Level Cost
-1 / 0 2 15 gp
1 2 60 gp
2 3 105 gp
3 3 180 gp
4 4 300 gp
5 4 480 gp
6 5 750 gp
7 5 1,080 gp
8 6 1,500 gp
9 6 2,100 gp
10 7 3,000 gp
11 7 4,200 gp
12 8 6,000 gp
13 8 9,000 gp
14 9 13,500 gp
15 9 19,500 gp
16 10 30,000 gp
17 10 45,000 gp