Parte 1: A Investigação da Ferrovia



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Name Race Size Class Level Alignment Current XP Xp to the Next Level
Arya Vulpes Kitsune (Monstruous Humanoid) Medium Bard 3 Chaotic Neutral 5025 6000
Atributos Valor Mod
Strength (STR) 8 -1
Dexterity (DEX) 18 +4
Constitution (CON) 14 +2
Intelligence (INT) 10 +0
Wisdom (WIS) 10 +0
Charisma (CHA) 18 +4
Total HP HD Mod Feat Race Other
24 3d8 +6 0 0 0
Movement Fly Swim Climb Dig
9m 0 0 0 0
Senses
normal vision
Initiative DEX Feat Race Class Other
+8 +4 +4 0 0 0
Skill Total Rank Mod Trained Class Race Other Size
Acrobatics (DEX) +12 +3 +4 +3 +0 +2 +0 +0
Appraise (INT) +0 +0 +0 +0 +0 +0 +0 +0
Bluff (CHA) +10 +3 +4 +3 +0 +0 +0 +0
Climb (STR) -1 +0 -1 +0 +0 +0 +0 +0
Craft (INT) +0 +0 +0 +0 +0 +0 +0 +0
Craft (INT) +0 +0 +0 +0 +0 +0 +0 +0
Diplomacy (CHA) +10 +3 +4 +3 +0 +0 +0 +0
Disable Device (DEX) +4 +0 +4 +0 +0 +0 +0 +0
Disguise (CHA) +4 +0 +4 +0 +0 +0 +0 +0
Escape Artist (DEX) +4 +0 +4 +0 +0 +0 +0 +0
Fly (DEX) +4 +0 +4 +0 +0 +0 +0 +0
Handle Animal (CHA) +4 +0 +4 +0 +0 +0 +0 +0
Heal (WIS) +0 +0 +0 +0 +0 +0 +0 +0
Intimidate (CHA) +4 +0 +4 +0 +0 +0 +0 +0
Knowledge (Arcana) (INT) +7 +3 +0 +3 +1 +0 +0 +0
Knowledge (Dungeoneering) (INT) +1 +0 +0 +0 +1 +0 +0 +0
Knowledge (Engineering) (INT) +1 +0 +0 +0 +1 +0 +0 +0
Knowledge (Geography) (INT) +1 +0 +0 +0 +1 +0 +0 +0
Knowledge (History) (INT) +1 +0 +0 +0 +1 +0 +0 +0
Knowledge (Local) (INT) +1 +0 +0 +0 +1 +0 +0 +0
Knowledge (Nature) (INT) +1 +0 +0 +0 +1 +0 +0 +0
Knowledge (Nobility) (INT) +1 +0 +0 +0 +1 +0 +0 +0
Knowledge (Planes) (INT) +1 +0 +0 +0 +1 +0 +0 +0
Knowledge (Religion) (INT) +1 +0 +0 +0 +1 +0 +0 +0
Linguistics (INT) +0 +0 +0 +0 +0 +0 +0 +0
Perception (WIS) +6 +3 +0 +3 +0 +0 +0 +0
Perform (Singing) (CHA) +10 +3 +4 +3 +0 +0 +0 +0
Perform (CHA) +4 +0 +4 +0 +0 +0 +0 +0
Profession (WIS) +0 +0 +0 +0 +0 +0 +0 +0
Profession (WIS) +0 +0 +0 +0 +0 +0 +0 +0
Ride (DEX) +4 +0 +4 +0 +0 +0 +0 +0
Sense Motive (WIS) +0 +0 +0 +0 +0 +0 +0 +0
Sleight of Hand (DEX) +10 +3 +4 +3 +0 +0 +0 +0
Spellcraft (INT) +6 +3 +0 +3 +0 +0 +0 +0
Stealth (DEX) +10 +3 +4 +3 +0 +0 +0 +0
Survival (WIS) +0 +0 +0 +0 +0 +0 +0 +0
Swim (STR) -1 +0 -1 +0 +0 +0 +0 +0
Use Magic Device (CHA) +4 +0 +4 +0 +0 +0 +0 +0
Use Technological Device (INT) +0 +0 +0 +0 +0 +0 +0 +0
CA Base DEX Armor Natural Size Other
18 10 +4 +4 0 0 0

Touch Flat-Footed
14 14
Fortitude Mod Feat Race Class Other
+3 +2 +0 +0 +1 +0

Reflex Mod Feat Race Class Other
+7 +4 +0 +0 +3 +0

Will Mod Feat Race Class Other
+3 +0 +0 +0 +3 +0
BAB
+2

Melee BAB STR
+1 +2 -1

Ranged BAB DEX
+6 +2 +4
CMB BAB STR Race Class Size Other
+1 +2 -1 +0 +0 +0 +0

CMD Base BAB STR DEX Race Class Size Other
15 10 +2 -1 +4 +0 +0 +0 +0
Attack To Hit Damage Dec
Light Crossbow +6 1d6 19-20/x2
Range Notes
30m none

Attack To Hit Damage Dec
Rapier +6 1d6-1 18-20/x2
Range Notes
melee weapon finesse

Attack To Hit Damage Dec
Touch +1 spell x2
Range Notes
touch spell
AC Item Type Ac Bonus Skill penalty Spell Failure Weight Properties
Chain Shirt Light 4 -2 15% 12,5kg none

Conditional Bonuses
teste
Language
Common, Beastfolk
Class Ability
Bard

A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Bard

A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bard

A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Countersong (Su):

At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su):

At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a non instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su):

At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage +1 bonus to attack and damage (Su):

A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Inspire Competence +2 on one Skill check (Su):

A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.

Bard

Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.


Bard

At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill.

    At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute. The types of Perform and their associated skills are:
  • Act (Bluff, Disguise)
  • Comedy (Bluff, Intimidate)
  • Dance (Acrobatics, Fly)
  • Keyboard Instruments (Diplomacy, Intimidate)
  • Oratory (Diplomacy, Sense Motive)
  • Percussion (Handle Animal, Intimidate)
  • Sing (Bluff, Sense Motive)
  • String (Bluff, Diplomacy)
  • Wind (Diplomacy, Handle Animal)
Bard

At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.


Race Ability
Kitsune

A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores and can remain in this form indefinitely

Kitsune

Some talented kitsune take more naturally to shapeshifting than magic, and develop that gift. They gain Fox Shape (Pathfinder Player Companion: Dragon Empires Primer 5) as a bonus feat at 1st level, ignoring its prerequisites. This racial trait replaces kitsune magic.

Kitsune

Receive Magical Tail as a Bonus Feat

2/day Disguise Self, CL 3

Kitsune

+2 racial bonus to Acrobatics

Kitsune

Armor Class

19 (+6 DEX, +2 Size, +1 Natural Armor)

Hit Points

24 (3d8 + 6)

Initiative:

+10 (+6 DEX + 4 Improved Initiative)

Speed

40ft. (12m)

STR

6 (-2)

DEX

22 (+6)

CON

14 (+2)

INT

10 (+0)

WIS

10 (+0)

CHA

18 (+4)

Saves:


Fortitude +3 (+1 class, +2 CON)


Reflexes +9 (+3 Class, +6 DEX)


Will +3 (+3 Class)


Base Attack Bonus +2


Melee +2 (+2 BAB, -2 STR, +2 Size), Ranged +10 (+2 BAB, +6 DEX, +2 Size)


CMB -1 (+2 BAB, -1 STR, -2 Size)


CMD 13 (+2 BAB, -1 STR, +4 DEX, -2 Size, +10 Base)


Senses:

Low Light Vision

Scent

Languages:

Common, Sylvan, unable to Speak

Skills (trained):


Acrobatics +12 (+3 Rank, +4 DEX, +3 Trained, +2 Racial)


Bluff +10 (+3 Rank, +4 CHA, +3 Trained)


Diplomacy +10 (+3 Rank, +4 CHA, +3 Trained)


Knowledge (Arcane) +7 (+3 Rank, +0 INT, +1 Bardic Knowledge, +3 Trained)


Perception +6 (+3 Rank, +0 WIS, +3 Trained)


Perform +10 (+3 Rank, +4 CHA, +3 Trained)


Sleight of Hand +10 (+3 Rank, +4 DEX, +3 Trained)

Spellcraft +6 (+3 Rank, +0 INT, +3 Trained)


Stealth +18 (+3 Rank, +4 DEX, +8 Size, +3 Trained)


XP:

4325

Attacks


Bite, +6, 1d3-2, 20/x2


Touch Spell, +2, per Spell, 20/x2


Ray Spell, +10, per Spell, 20/x2


Defenses


Armor: None


Shield: None


Level Class Bonus Total CD
1 2 +1 3/day 15
2
3
4
5
6
7
8
9

Domain/School/Bloodline
None
Name Weight Location
Rapier 1kg Worn
Chain Shirt 1kg Worn
Winter Clothes 1kg Worn
Light Crossbow 1kg Worn
10 Bolts 1kg Worn
Wallet (1GP, 4SP, 2CP) 1kg Worn
2 sets of Winter Clothes 1kg Carried
Winter Hat 1kg Carried
Sleeping Bag 1kg Carried
Starter Adventurer's Kit 1kg Carried
Level Spell Name
Cantrip Mending
Cantrip Detect Magic
Cantrip Summon Instrument
Cantrip Prestidigitation
Cantrip Message
Cantrip Mage Hand
1 Cure Light Wounds
1 Charm Person
1 Hideous Laughter
1 Grease

Jooj Spellsinger


Race
Familiar sem mestre

Size
Tiny

Classe
Mago

Level
4

Aligment
Neutro/Bom

Current XP next level
6425 10000

Atributos Valor Mod
Strength (STR) 6 -2
Dexterity (DEX) 16 3
Constitution (CON) 16 3
Intelligence (INT) 20 5
Wisdom (WIS) 10 0
Charisma (CHA) 10 0
Total HP HD Mod Other
30 4d6 12 0
Movement Fly Swim Climb Dig
4,5 0 6 0 0
Senses
low light vision, dark vision 60ft
Initiative DEX Feat Race Class Other
3 3 0 0 0 0
Armor Class Base DEX Armor Natural Size Other
18 10 3 1 0 2 2

Touch Flat-Footed
0 0
Fortitude Mod Feat Race Class Other
4 3 0 0 1 0

Reflex Mod Feat Race Class Other
4 3 0 0 1 0

Will Mod Feat Race Class Other
4 0 0 0 4 0
BAB
2

Melee BAB STR Size Other
2 2 -2 2 0

Ranged BAB DEX Size Other
7 2 3 2 0
CMB BAB STR Race Class Size Other
-2 2 -2 0 0 -2 0

CMD Base BAB STR DEX Race Class Size Other
11 10 2 -2 3 0 0 -2 0
Attack To Hit Damage Dec
0 0 0 0
Range Notes
0 0

Attack To Hit Damage Dec
0
Range Notes
0 0

Range Notes
0 0
AC Item Type Ac Bonus Skill penalty Spell Failure Weight Properties
Skill Total Rank Mod Trained Other Size
Acrobatics(DEX) 3 0 3 0 0 0
Appraise (INT) 5 0 5 0 0 0
Bluff (CHA) 0 0 0 0 0 0
Climb (STR) -2 0 -2 0 0 0
Craft (not determined) (INT) 6 1 5 0 0 0
Craft (not determined) (INT) 5 0 5 0 0 0
Craft (not determined) (INT) 5 0 5 0 0 0
Diplomacy (CHA) 0 0 0 0 0 0
Disable Device (DEX) 3 0 3 0 0 0
Disguise (CHA) 0 0 0 0 0 0
Escape Artist (DEX) 3 0 3 0 0 0
Fly (DEX) 10 3 3 0 0 4
Handle Animal (CHA) 0 0 0 0 0 0
Heal (WIS) 0 0 0 0 0 0
Intimidate (CHA) 0 0 0 0 0 0
Knowledge (Arcana) (INT) 9 4 5 0 0 0
Knowledge (Dungeoneering) (INT) 7 2 5 0 0 0
Knowledge (Engineering) (INT) 6 1 5 0 0 0
Knowledge (Geography) (INT) 6 1 5 0 0 0
Knowledge (History) (INT) 6 1 5 0 0 0
Knowledge (Local) (INT) 7 2 5 0 0 0
Knowledge (Nature) (INT) 7 2 5 0 0 0
Knowledge (Nobility) (INT) 5 5 0 0 0
Knowledge (Planes) (INT) 7 2 5 0 0 0
Knowledge (Religion) (INT) 8 3 5 0 0 0
Linguistics (INT) 5 0 5 0 0 0
Perception (WIS) 4 4 0 0 0 0
Perform (CHA) 0 0 0 0 0 0
Perform (CHA) 0 0 0 0 0 0
Perform (CHA) 0 0 0 0 0 0
Profession (WIS) 0 0 0 0 0 0
Profession (WIS) 0 0 0 0 0 0
Profession (WIS) 0 0 0 0 0 0
Ride (DEX) 3 0 3 0 0 0
Sense Motive (WIS) 0 0 0 0 0 0
Sleight of Hand (DEX) 3 0 3 0 0 0
Spellcraft (INT) 9 4 5 0 0 0
Stealth (DEX) 15 4 3 0 0 8
Survival (WIS) 0 0 0 0 0 0
Swim (STR) -2 0 -2 0 0 0
Use Magic Device (CHA) 0 0 0 0 0 0
Use Technological Device (INT) 5 0 5 0 0 0
Languages

Commom, Salamandrês, Draconico, Celestial, Abissal, Sylvan, Elfico

Conditional Bonuses

+2 de fortitude contra venenos

Feats
  • Feat (B) Skill Focus: Perception
  • Spell Focus: Conjuration
  • 1º (B) Augment Summoning
  • 1º (B) Scribe Scroll
  • Iniciativa aprimorada
Class Abilities
  • Escola especializada: Conjuração (Teleportação) Excluidas: Necro, Enchant
  • Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends. This increase is not doubled by Extend Spell.
  • Substitui acid dart por Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Race
  • Paralyzing Mucus (Ex) A lich newt secretes poison from its skin, and any creature that successfully hits it with a natural weapon or unarmed strike must immediately attempt a save against its poison. Poison (Ex) Slam—injury or contact; save Fort DC 12; frequency 1/round for 2 rounds; effect 1d2 Str damage; cure 1 save.
  • amphibious
  • +8 racial de swim
Level Class Bonus Total CD
0 none none at-will
1 3
2 2
3
4
5
6
7
8
9
Domain/School/Bloodline
		
Level Spell Name
Cantrip/Orison

Todos

1
  • Summom monster
  • Grease
  • Ear Piercing Scream
  • Silent Image
  • Vanish
  • Color Spray
  • Comprehend Language
  • Mount
  • Sow Tought
2
  • Summom Monster II
  • Web
  • Make Whole
  • Gliterdust
  • Levitate
3
		
4
		
5
		
6
		
7
		
8
		
9
		
Equipamentos
  • Haramaki
  • Livro Arcano
  • Mochila
Notas

POSSE DO BARCOADOR CUSTOS OPERACIONAIS DO TIME (ESTADIA, ESTACIONAMENTO, MUNIÇÃO, EQUIPAMENTOS, ETC) DENTRO DO RAZOÁVEL AO FINAL DO CUMPRIMENTO DO CONTRATO, O VEÍCULO É DE POSSE DO GRUPO

Name Race Size Class Level Alignment Current XP Xp to the Next Level
Thorgon Orc da Montanha, Licantropo (Urso) (Humanoid, Shapeshifter) Medium Barbarian (Invulnerable Rager) 3 Neutral 5025 9000
Atributos Valor Mod
Strength (STR) 20 +5
Dexterity (DEX) 10 +0
Constitution (CON) 18 +4
Intelligence (INT) 12 +1
Wisdom (WIS) 12 +1
Charisma (CHA) 6 -2
Total HP HD Mod Feat Race Other
38 3d12 +12 0 0 0
Total HP HD Mod Feat Race Other
40 3d12 +12 0 0 6
Movement Fly Swim Climb Dig
12m 0 0 0 0
Senses
Low Light Vision
Scent
Initiative DEX Feat Race Class Other
+0 +0 +0 0 0 0
Skill Total Rank Mod Trained Class Race Other Size
Acrobatics (DEX) +0 +0 +0 +0 +0 +0 +0 +0
Appraise (INT) +1 +0 +1 +0 +0 +0 +0 +0
Bluff (CHA) -2 +0 -2 +0 +0 +0 +0 +0
Climb (STR) +11 +3 +5 +3 +0 +0 +0 +0
Craft (INT) +1 +0 +1 +0 +0 +0 +0 +0
Craft (INT) +1 +0 +1 +0 +0 +0 +0 +0
Diplomacy (CHA) -2 +0 -2 +0 +0 +0 +0 +0
Disable Device (DEX) +0 +0 +0 +0 +0 +0 +0 +0
Disguise (CHA) -2 +0 -2 +0 +0 +0 +0 +0
Escape Artist (DEX) +0 +0 +0 +0 +0 +0 +0 +0
Fly (DEX) +0 +0 +0 +0 +0 +0 +0 +0
Handle Animal (CHA) +0 +0 +0 +0 +0 +0 +0 +0
Heal (WIS) +1 +0 +1 +0 +0 +0 +0 +0
Intimidate (CHA) +4 +3 -2 +3 +0 +0 +0 +0
Knowledge (Arcana) (INT) +1 +0 +1 +0 +0 +0 +0 +0
Knowledge (Dungeoneering) (INT) +1 +0 +1 +0 +0 +0 +0 +0
Knowledge (Engineering) (INT) +1 +0 +1 +0 +0 +0 +0 +0
Knowledge (Geography) (INT) +1 +0 +1 +0 +0 +0 +0 +0
Knowledge (History) (INT) +1 +0 +1 +0 +0 +0 +0 +0
Knowledge (Local) (INT) +1 +0 +1 +0 +0 +0 +0 +0
Knowledge (Nature) (INT) +7 +3 +1 +3 +0 +0 +0 +0
Knowledge (Nobility) (INT) +1 +0 +1 +0 +0 +0 +0 +0
Knowledge (Planes) (INT) +1 +0 +1 +0 +0 +0 +0 +0
Knowledge (Religion) (INT) +1 +0 +1 +0 +0 +0 +0 +0
Linguistics (INT) +1 +0 +1 +0 +0 +0 +0 +0
Perception (WIS) +7 +3 +1 +3 +0 +0 +0 +0
Perform (CHA) -2 +0 -2 +0 +0 +0 +0 +0
Perform (CHA) -2 +0 -2 +0 +0 +0 +0 +0
Profession (WIS) +1 +0 +1 +0 +0 +0 +0 +0
Profession (WIS) +1 +0 +1 +0 +0 +0 +0 +0
Ride (DEX) +0 +0 +0 +0 +0 +0 +0 +0
Sense Motive (WIS) +1 +0 +1 +0 +0 +0 +0 +0
Sleight of Hand (DEX) +0 +0 +0 +0 +0 +0 +0 +0
Spellcraft (INT) +0 +0 +0 +0 +0 +0 +0 +0
Stealth (DEX) +0 +0 +0 +0 +0 +0 +0 +0
Survival (WIS) +7 +3 +1 +3 +0 +0 +0 +0
Swim (STR) +5 +0 +5 +0 +0 +0 +0 +0
Use Magic Device (CHA) -2 +0 -2 +0 +0 +0 +0 +0
Use Technological Device (INT) +1 +0 +1 +0 +0 +0 +0 +0
CA Base DEX Armor Natural Size Other
12 10 +0 +0 +2 0 0

Touch Flat-Footed
10 12
CA Base DEX Armor Natural Size Other
10 10 +0 +0 +2 0 -2

Touch Flat-Footed
8 10
Fortitude Mod Feat Race Class Other
+7 +4 +0 +0 +3 +0

Reflex Mod Feat Race Class Other
+1 +0 +0 +0 +1 +0

Will Mod Feat Race Class Other
+2 +1 +0 +0 +1 +0
Will Mod Feat Race Class Other
+3 +1 +0 +0 +2 +0
BAB
+3

Melee BAB STR SIZE OTHER
+8 +3 +5 +0 +0

Ranged BAB DEX SIZE OTHER
+3 +3 +0 +0 +0
CMB BAB STR Race Class Size Other
+8 +3 +5 +0 +0 +0 +0

CMD Base BAB STR DEX Race Class Size Other
18 10 +3 +5 +0 +0 +0 +0 +0
Attack To Hit Damage Dec
Greataxe +9 3d6+7 20/x3
Range Notes
Melee Masterwork, Large
Attack To Hit Damage Dec
Greataxe +8 3d6+10 20/x3
Range Notes
Melee Masterwork, Large
Attack To Hit Damage Dec
Greataxe +11 3d6+9 20/x3
Range Notes
Melee Masterwork, Large
Attack To Hit Damage Dec
Greataxe +10 3d6+12 20/x3
Range Notes
Melee Masterwork, Large

Conditional Bonuses
Quando em Rage, não pode usar perícias baseadas em INT, DEX ou CHA (exceto Acrobatics, Fly, Intimidate and Ride )
Language
Common, Orc
Level Feat
1 Power Attack
3 A ser Escolhido
Class Ability
Barbarian

A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields)

Barbarian

A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive. While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting). A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.

Barbarian

A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive. While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting). A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.

  • Guarded Life (Ex) (Advanced Player's Guide pg. 76): While raging, if the barbarian is reduced below 0 hit points, 1 hit point of lethal damage per barbarian level is converted to nonlethal damage. If the barbarian is at negative hit points due to lethal damage, she immediately stabilizes.
Barbarian

At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage. This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.


Barbarian

A barbarian’s base speed is faster than the norm for her race by 3m. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s base speed.


Race Ability
Orc da Montanha

Continua lutando mesmo com pontos de vida negativos

Orc da Montanha

Sempre que isso for uma vantagem, é considerado de uma categoria de tamanho maior, como para empunhar armas ou manobras de combate ou testes de Intimidate, isso não muda seu alcance

Licantropo

A natural lycanthrope's bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Fortitude DC 15 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect.

Licantropo

In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in animal or hybrid form.

Licantropo

All lycanthropes have three forms—a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form. A natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain lycanthrope reverts to its humanoid form, although it remains dead.

Licantropo

Armor Class

18 (+1 DEX, -1 Size, +8 Natural Armor) (16 Raging)

Touch: 10 (8 Raging)

Flat Footed: 18 (16 Raging)

Hit Points

36 (3d12 + 15) (38 Raging)

Initiative:

+1 (+1 DEX)

Speed

12m (15m on animal form)

STR

23 (+6)

DEX

13 (+1)

CON

21 (+5)

INT

12 (+1)

WIS

12 (+1)

CHA

6 (-2)

Saves:


Fortitude +8 (+3 class, +5 CON)


Reflexes +2 (+1 Class, +1 DEX)


Will +2 (+1 Class, +1 WIS) (+4 Raging)


Base Attack Bonus +2


Melee +8 (+3 BAB, +6 STR, -1 Size), Ranged +3 (+3 BAB, +1 DEX, -1 Size)


CMB +10 (+3 BAB, +6 STR, +1 Size)


CMD 21 (+3 BAB, +6 STR, +1 DEX, +1 Size, +10 Base)


Senses:

Low Light Vision

Scent

Languages:

Common, Orc, unable to Speak

Skills (trained):


Climb +12 (+3 Rank, +6 STR, +3 Trained)


Intimidate +8 (+3 Rank, -2 CHA, +3 Trained, +4 Size)


Knowledge (Nature) +7 (+3 Rank, +1 INT, +3 Trained)


Perception +7 (+3 Rank, +1 WIS, +3 Trained)


Survival +7 (+3 Rank, +1 WIS, +3 Trained)


XP:

5025

Attack To Hit Damage Dec
Greataxe +9 3d6+9 20/x3
Range Notes
Melee Masterwork, Large
Attack To Hit Damage Dec
Greataxe +8 3d6+12 20/x3
Range Notes
Melee Masterwork, Large
Attack To Hit Damage Dec
Greataxe +11 3d6+11 20/x3
Range Notes
Melee Masterwork, Large
Attack To Hit Damage Dec
Greataxe +10 3d6+14 20/x3
Range Notes
Melee Masterwork, Large
Attack To Hit Damage Dec
NAtural Attacks: Claw/Claw/Bite +8/+8/+8 1d6+6/1d6+6/1d6+6 20/x2
Range Notes
Melee If hit with Claw, Grab (CMB +14)
Attack To Hit Damage Dec
NAtural Attacks: Claw/Claw/Bite +7/+7/+7 1d6+8/1d6+8/1d6+8 20/x2
Range Notes
Melee If hit with Claw, Grab (CMB +13)
Attack To Hit Damage Dec
NAtural Attacks: Claw/Claw/Bite +10/+10/+10 1d6+8/1d6+8/1d6+8 20/x2
Range Notes
Melee If hit with Claw, Grab (CMB +13)
Attack To Hit Damage Dec
NAtural Attacks: Claw/Claw/Bite +9/+9/+9 1d6+10/1d6+10/1d6+10 20/x2
Range Notes
Melee If hit with Claw, Grab (CMB +13)

Defenses


Armor: None


Shield: None


Damage Reduction: 10/Silver

Level Class Bonus Total CD
1
2
3
4
5
6
7
8
9

Domain/School/Bloodline
None
Name Weight Location
Wallet (58GP) 1kg Worn
Starter Adventurer's Kit 1kg Carried
Level Spell Name
Name Race Size Class Level Alignment Current XP Xp to the Next Level
Vraan Ashtok Irhar'Sidhe (Humanoid, Elf) Medium Sorcerer (Mago Bélico, Crossblooded [Impossible, Sage]) 1, Tinker 2 3 Lawful Evil 4600 6000
Atributos Valor Mod
Strength (STR) 12 +1
Dexterity (DEX) 16 +3
Constitution (CON) 11 +0
Intelligence (INT) 20 +5
Wisdom (WIS) 10 +0
Charisma (CHA) 8 -1
Total HP HD Mod Feat Race Other
18 3d8 +0 +0 +0 +0
Movement Fly Swim Climb Dig
9m
Senses
Dark vision 60ft, low light vision
Initiative DEX Feat Race Class Other
+3 +3 +0 +0 +0 +0
Skill Total Rank Mod Trained Class Race Other Size
Acrobatics(DEX) +3 +0 +3 +0 +0 +0 +0 +0
Appraise (INT) +5 +0 +5 +0 +0 +0 +0 +0
Bluff (CHA) -1 +0 -1 +0 +0 +0 +0 +0
Climb (STR) +1 +0 +1 +0 +0 +0 +0 +0
Craft (Clockwork) (INT) +11 +3 +5 +3 +0 +0 +0 +0
Craft (Alchemy)(INT) +9 +1 +5 +3 +0 +0 +0 +0
Craft (Tech. Device) (INT) +6 +1 +5 +0 +0 +0 +0 +0
Diplomacy (CHA) -1 +0 -1 +0 +0 +0 +0 +0
Disable Device (DEX) +3 +0 +3 +0 +0 +0 +0 +0
Disguise (CHA) -1 +0 -1 +0 +0 +0 +0 +0
Escape Artist (DEX) +3 +0 +3 +0 +0 +0 +0 +0
Fly (DEX) +3 +0 +3 +0 +0 +0 +0 +0
Handle Animal (CHA) -1 +0 -1 +0 +0 +0 +0 +0
Heal (WIS) +0 +0 +0 +0 +0 +0 +0 +0
Intimidate (CHA) -1 +0 -1 +0 +0 +0 +0 +0
Knowledge (Arcana) (INT) +11 +1 +5 +3 +2 +0 +0 +0
Knowledge (Dungeoneering) (INT) +9 +1 +5 +3 +0 +0 +0 +0
Knowledge (Engineering) (INT) +9 +1 +5 +3 +0 +0 +0 +0
Knowledge (Geography) (INT) +9 +1 +5 +3 +0 +0 +0 +0
Knowledge (History) (INT) +9 +1 +5 +3 +0 +0 +0 +0
Knowledge (Local) (INT) +5 +0 +5 +0 +0 +0 +0 +0
Knowledge (Nature) (INT) +9 +1 +5 +3 +0 +0 +0 +0
Knowledge (Nobility) (INT) +5 +0 +5 +0 +0 +0 +0 +0
Knowledge (Planes) (INT) +9 +1 +5 +3 +0 +0 +0 +0
Knowledge (Religion) (INT) +9 +1 +5 +3 +0 +0 +0 +0
Linguistics (INT) +5 +0 +5 +0 +0 +0 +0 +0
Perception (WIS) +9 +3 +0 +3 +0 +2 +1 +0
Perform (CHA) -1 +0 -1 +0 +0 +0 +0 +0
Perform (CHA) -1 +0 -1 +0 +0 +0 +0 +0
Profession (WIS) +0 +0 +0 +0 +0 +0 +0 +0
Profession (WIS) +0 +0 +0 +0 +0 +0 +0 +0
Ride (DEX) +3 +0 +3 +0 +0 +0 +0 +0
Sense Motive (WIS) -4 +0 +0 +0 +0 -4 +0 +0
Sleight of Hand (DEX) +3 +0 +3 +0 +0 +0 +0 +0
Spellcraft (INT) +11 +1 +5 +3 +2 +0 +0 +0
Stealth (DEX) +3 +0 +3 +0 +0 +0 +0 +0
Survival (WIS) +0 +0 +0 +0 +0 +0 +0 +0
Swim (STR) +1 +0 +1 +0 +0 +0 +0 +0
Use Magic Device (CHA) +3 +1 -1 +3 +0 +0 +0 +0
Use Technological Device (INT) +11 +3 +5 +3 +0 +0 +0 +0
CA Base DEX Armor Natural Size Other
16 10 +3 +3 +0 +0 +0

Touch Flat-Footed
13 13
Fortitude Mod Feat Race Class Other
+0 +0 +0 +0 +0 +0

Reflex Mod Feat Race Class Other
+6 +3 +0 +0 +3 +0

Will Mod Feat Race Class Other
+5 +0 +0 +0 +5 +0
BAB
+1

Melee BAB STR SIZE OTHER
+2 +1 +1 +0 +0

Ranged BAB DEX SIZE OTHER
+4 +1 +3 +0 +0
CMB BAB STR Race Class Size Other
+2 +1 +1 +0 +0 +0 +0

CMD Base BAB STR DEX Race Class Size Other
15 10 +1 +1 +3 +0 +0 +0 +0
Attack To Hit Damage Dec
Arma Longa Base +5 4d6 20/x3
Range Notes
60m NMF1, 8 pontos de modificação, 6 balas

Attack To Hit Damage Dec
Masterwork Spiked Gauntlet +2 1d4+1 20/x2
Range Notes
Melee Masterwork

Attack To Hit Damage Dec
Toque/Raio +1/+4 Spell 20/x2
Range Notes
Spell Spell
AC Item Type Ac Bonus Skill penalty Spell Failure Weight Properties
Masterwork Studded Leather Armor Light +3 -0 15% 10kg Masterwork

Conditional Bonuses
None
Languages
Common and Elven. Celestial, Draconic, Goblin, Orc, and Sylvan.
Class Ability
Sorcerer

armaduras leves, armas simples e comuns.

Sorcerer

Sorcerer

Magia bélica (Arquetipo para feiticeiro, mago e arcanista, muda o HD, TR, proficiencia em armas e armaduras e magias, cantrips): HD: d8; BBA: Médio; TR: Reflexos Alto. Proficiencias: armaduras leves, armas simples e comuns.

Barreira (SLA): O conjurador dedica sua energia mágica para reduzir o dano recebido ou melhorar teste de resistência. Para cada slot de magia gasto, pode absorver uma quantidade de dano igual o modificador de habilidade chave ou receber +1 de bônus de competência (competence) em testes de resistência. Este efeito pode ser usado como ação livre ao ser atacado.

    Ataque (SLA): Canaliza magia de forma ofensiva. Pode ser usado de duas formas:
  • Intensificação: Como ação rápida (swift action), você canaliza sua magia para ataque. Para cada nível de slot de magia + 1, você pode escolher qualquer combinação das opções a seguir, em qualquer caso, o efeito duta até o final do turno:
  • Receber +1 de competência (competence) pra ataque
  • Adicionar +1d6 ao dano do ataque
  • Multiplicar o alcance do ataque pelo slot usado (slots adicionais aumentam o multiplicador em 1 para cada slot extra).
  • Este efeito dura até ser usado, no máximo 1h.

Raio (SLA): Como ação padrão (standard action) você canaliza sua magia para gerar um efeito de ataque de toque à distância, alcance longo (Long range). Causa 1d6 de dano de força (force) por nível do slot de magia + 1. O ataque é resolvido com nivel de conjurador + habilidade chave de conjuração. Não tem teste de resistência, mas aplica resistência mágica, usa uma ação de ataque.

Movimentação (SLA): Como ação livre (free action) canaliza magia para movimentação. Para nível de slot de magia gasto + 1, ganha ou aumenta um tipo de deslocamento em 1,5m (5 ft) até o final do turno, escolha entre terra, voo (bom) ou natação. Slots adicionais podem ser gastos para aumentar a duração em 1 turno por nível do slot utilizado.

Sorcerer Impossible Bloodline
Sorcerer Wildblodded: Sage
Sorcerer Crossblooded
Tinker

É a Base para a Criação de Dispositivos Tecnológicos, Adicione o Nível de Tinker ao Nível Tecnológico para criar um dispositivo.

Tinker

O Tinker é adepto na criação de Itens e pode fazê-lo de forma mais rápida do que qualquer um. O Tinker pode fazer o teste de Craft para a criação ou reparo de um Item uma vez por dia, ao invés de uma vez por semana. Ele ainda deve passar 8 horas por dia trabalhando no item

Tinker

O Tinker é especialista em carregar tranqueiras que podem ser úteis, ao determinar sua capacidade de carga, faça isso como se a força dele fosse 5 pontos maior.

Tinker

O Tinker é um especialista em encontrar coisas úteis que podem ter sido descartadas por pessoas desatentas Um Tinker pode fazer um teste de Perception CD 15+nível tecnológico do item que ele quer criar. Um sucesso nesse teste, permite a ele encontrar materiais para a criação do item até o valor máximo de metade do nível de Tinker multiplicado por 50po.


Race Ability
Iron Elf

–4 penalty on Sense Motive checks

Iron Elf

Darkvision 60 ft and low-light vision.

Iron Elf

For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), Irhar'Faer count as both humanoids and constructs. Irhar'Faer gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Irhar'Faer can never gain morale bonuses, and are immune to fear effects and all emotion-based effects

Level Class Bonus Total CD
1 3 +2 5/Day 16
2
3
4
5
6
7
8
9

Domain/School/Bloodline
Crossblooded: Sage and Impossible
Name Weight Location
3x Cold Weather outfit 1.5kg Carried
1x Ushanka 0.5kg Worn
1x Tent - Carried
Light Wooden Quickdraw Shield - Carried
Masterwork Studded Leather Armor - Carried
Arma de Fogo Longa, Base - Carried
Backpack - Carried
Masterwork Spiked Gauntlet - Carried
Alchemist Fire - Carried
Antitoxin - Carried
Potion of Keen Senses - Carried
3x Sunrods - Carried
Bedroll - Carried
5x chalk - Carried
Climber's Kit - Carried
Fishook - Carried
Flint and Steel - Carried
Mess Kit - Carried
Pole, 3m - Carried
Shovel - Carried
Signal Whisle - Carried
Silk Rope, 15m - Carried
Trail Rations, 5 days - Carried
Waterskin - Carried
Ammo (30) - Carried
Level Spell Name
Cantrip Detect Magic
Cantrip Prestidigitation
Cantrip Feather Fall

Em construção

Kravus Acidbelly


Race
Dwarf

Size
Medium

Classe
Alchemist (Gun Chemist/Mindchemist)

Level
4

Aligment
Neutro/Bom

Current XP next level
6425 10000

Atributos Valor Mod
Strength (STR) 10 0
Dexterity (DEX) 14 2
Constitution (CON) 14 2
Intelligence (INT) 18 4
Wisdom (WIS) 14 2
Charisma (CHA) 8 -1
Total HP HD Mod Other
33 4d8 6 4
Movement Fly Swim Climb Dig
6m (20 ft) 0 0 0 0
Senses
Darkvision, Stonecunning
Initiative DEX Feat Race Class Other
6 2 4 0 0 0
Armor Class Base DEX Armor Natural Size Other
16 10 2 4 0 0 0

Touch Flat-Footed
12 14
Fortitude Mod Feat Race Class Other
6 2 0 0 4 0

Reflex Mod Feat Race Class Other
6 2 0 0 4 0

Will Mod Feat Race Class Other
3 2 0 0 1 0
BAB
3

Melee BAB STR Size Other
3 3 0 0 0

Ranged BAB DEX Size Other
5 3 2 0 0
CMB BAB STR Race Class Size Other
3 3 0 0 0 0 0

CMD Base BAB STR DEX Race Class Size Other
15 10 3 0 2 0 0 0 0
Attack To Hit Damage Dec
Battle Axe +3 1d8 x3
Range Notes
Melee none

Attack To Hit Damage Dec
Revolver +6 2d6 x2
Range Notes
30m Masterwork, 4 mod slots (unused)
Attack To Hit Damage Dec
Touch (melee) +3 spell x2
Range Notes
spell spell
Attack To Hit Damage Dec
Touch (ranged) +5 spell x2
Range Notes
spell spell

AC Item Type Ac Bonus Skill penalty Spell Failure Weight Properties
Chain Shirt Light +4 -2 20% 12,5kg (25lbs) none
Skill Total Rank Mod Trained Other Size
Acrobatics(DEX) 2 0 2 0 0 0
Appraise (INT) 4 0 4 0 0 0
Bluff (CHA) -1 0 -1 0 0 0
Climb (STR) 0 0 0 0 0 0
Craft (not determined) (INT) 8 4 4 0 0 0
Craft (not determined) (INT) 4 0 4 0 0 0
Craft (not determined) (INT) 4 0 4 0 0 0
Diplomacy (CHA) -1 0 -1 0 0 0
Disable Device (DEX) 2 0 2 0 0 0
Disguise (CHA) -1 0 -1 0 0 0
Escape Artist (DEX) 2 0 2 0 0 0
Fly (DEX) 2 0 2 0 0 0
Handle Animal (CHA) -1 0 -1 0 0 0
Heal (WIS) 2 0 2 0 0 0
Intimidate (CHA) -1 0 -1 0 0 0
Knowledge (Arcana) (INT) 4 0 4 0 0 0
Knowledge (Dungeoneering) (INT) 4 0 4 0 0 0
Knowledge (Engineering) (INT) 4 0 4 0 0 0
Knowledge (Geography) (INT) 4 0 4 0 0 0
Knowledge (History) (INT) 4 0 4 0 0 0
Knowledge (Local) (INT) 4 0 4 0 0 0
Knowledge (Nature) (INT) 8 4 4 0 0 0
Knowledge (Nobility) (INT) 4 0 4 0 0 0
Knowledge (Planes) (INT) 4 0 4 0 0 0
Knowledge (Religion) (INT) 4 0 4 0 0 0
Linguistics (INT) 6 2 4 0 0 0
Perception (WIS) 6 4 2 0 0 0
Perform (CHA) -1 0 -1 0 0 0
Perform (CHA) -1 0 -1 0 0 0
Perform (CHA) -1 0 -1 0 0 0
Profession (WIS) 6 4 2 0 0 0
Profession (WIS) 2 0 2 0 0 0
Profession (WIS) 2 0 2 0 0 0
Ride (DEX) 2 0 2 0 0 0
Sense Motive (WIS) 4 2 2 0 0 0
Sleight of Hand (DEX) 2 0 2 0 0 0
Spellcraft (INT) 4 0 4 0 0 0
Stealth (DEX) 6 4 2 0 0 0
Survival (WIS) 6 4 2 0 0 0
Swim (STR) 0 0 0 0 0 0
Use Magic Device (CHA) -1 0 -1 0 0 0
Use Technological Device (INT) 8 4 4 0 0 0
Languages

Common, Dwarven, Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Conditional Bonuses
  • Defensive Training
  • Greed
  • Hatred
  • Hardy
  • Stability
Feats
  • Improved Initiative
  • Firearm Knack
  • Journeyman Alchemist
Class Abilities
  • Weapon and Armor Proficiency: Gun chemists are proficient with all simple weapons, firearms, and light armor.
  • Alchemy
  • Gunsmith
  • Cartridge Savant (Ex)
  • Cognatogen
  • Perfect Recall
  • Poison Use
  • Bonus Feats (Mindchemist in place of discoveries)
  • Swift Alchemy
  • Discovery lvl 2: Infusion
  • Discovery lvl 4: Exploding Bullet
  • Favored Classe Bonus: +1hp/level
Race
  • Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
  • Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Level Class Bonus Total CD
0 none none at-will
1 3 1 4 15
2 1 1 2 16
3
4
5
6
7
8
9
Domain/School/Bloodline
		
Level Spell Name
Cantrip/Orison
		
1
  • Crafter's Fortune
  • Cure Light Wounds
  • Shield
2
  • Cat's Grace
  • Cure Moderate Wounds
  • Detect Thoughts
  • Fox's Cunning
  • Restoration (Lesser)
3
		
4
		
5
		
6
		
7
		
8
		
9
		
Equipamentos
  • Revolver (Masterwork)
  • Battle Axe
  • Chain Shirt
    • Backpack:
    • Bedroll
    • Blanket
    • Canteen
    • Cold-weather Outfit x2
    • Tent
    • Flint & Steel
    • Wallet:
    • 66 GP
    • 109 SP
    • 100CP
Notas
		
Name Race Size Class Level Alignment Current XP Xp to the Next Level
Taclai Forjado (Construct) Medium Oracle 3 Chaotic Neitral 4600 6000
Atributos Valor Mod
Strength (STR) 12 1
Dexterity (DEX) 10 0
Constitution (CON) - -
Intelligence (INT) 16 3
Wisdom (WIS) 13 0
Charisma (CHA) 16 3
Total HP HD Mod Feat Race Other
43 3d8 - 5 20 0
Movement Fly Swim Climb Dig
6m
Senses
Dark vision 60ft, low light vision
Initiative DEX Feat Race Class Other
4 0 4 0 0 0
Skill Total Rank Mod Trained Class Race Other Size
Acrobatics(DEX) 0 0 0 0 0 0 0 0
Appraise (INT) 3 0 3 0 0 0 0 0
Bluff (CHA) 9 3 3 3 2 -2 0 0
Climb (STR) 1 0 1 0 0 0 0 0
Craft (Clockwork) (INT) 8 2 3 3 0 0 0 0
Craft (Alchemy)(INT) 3 0 3 0 0 0 0 0
Craft (Tech. Device) (INT) 3 0 3 0 0 0 0 0
Diplomacy (CHA) 1 0 3 0 0 -2 0 0
Disable Device (DEX) 0 0 0 0 0 0 0 0
Disguise (CHA) 6 2 3 3 0 -2 0 0
Escape Artist (DEX) 0 0 0 0 0 0 0 0
Fly (DEX) 0 0 0 0 0 0 0 0
Handle Animal (CHA) -1 0 3 0 0 -4 0 0
Heal (WIS) 4 1 0 3 0 0 0 0
Intimidate (CHA) 10 2 3 3 2 0 0 0
Knowledge (Arcana) (INT) 3 0 3 0 0 0 0 0
Knowledge (Dungeoneering) (INT) 3 0 3 0 0 0 0 0
Knowledge (Engineering) (INT) 3 0 3 0 0 0 0 0
Knowledge (Geography) (INT) 3 0 3 0 0 0 0 0
Knowledge (History) (INT) 3 0 3 0 0 0 0 0
Knowledge (Local) (INT) 3 0 3 0 0 0 0 0
Knowledge (Nature) (INT) 3 0 3 0 0 0 0 0
Knowledge (Nobility) (INT) 3 0 3 0 0 0 0 0
Knowledge (Planes) (INT) 10 2 3 3 0 2 0 0
Knowledge (Religion) (INT) 8 2 3 3 0 0 0 0
Linguistics (INT) 3 0 3 0 0 0 0 0
Perception (WIS) 0 0 0 0 0 0 0 0
Perform (CHA) 1 0 3 0 0 -2 0 0
Perform (CHA) 1 0 3 0 0 -2 0 0
Profession (WIS) 4 1 0 3 0 0 0 0
Profession (WIS) 0 0 0 0 0 0 0 0
Ride (DEX) 0 0 0 0 0 0 0 0
Sense Motive (WIS) 5 2 0 3 0 0 0 0
Sleight of Hand (DEX) 0 0 0 0 0 0 0 0
Spellcraft (INT) 11 3 3 3 0 2 0 0
Stealth (DEX) 0 0 0 0 0 0 0 0
Survival (WIS) 4 1 0 3 0 0 0 0
Swim (STR) 1 0 1 0 0 0 0 0
Use Magic Device (CHA) 1 0 3 0 0 -2 0 0
Use Technological Device (INT) 3 0 3 0 0 0 0 0
CA Base DEX Armor Natural Size Other
16 10 0 4 2 0 0

Touch Flat-Footed
10 16
Fortitude Mod Feat Race Class Other
1 - 0 0 1 0

Reflex Mod Feat Race Class Other
1 0 0 0 1 0

Will Mod Feat Race Class Other
3 0 0 0 3 0
BAB
2

Melee BAB STR SIZE OTHER
3 2 1 0 0

Ranged BAB DEX SIZE OTHER
2 2 0 0 0
CMB BAB STR Race Class Size Other
3 2 1 0 0 0 0

CMD Base BAB STR DEX Race Class Size Other
13 10 2 1 0 0 0 0 0
Attack To Hit Damage Dec
Heavy Mace 3 1d8+1 20/x2
Range Notes
melee none

Attack To Hit Damage Dec
Toque 3 spell 20/x2
Range Notes
spell spell

Attack To Hit Damage Dec
Raio 2 spell 20/x2
Range Notes
spell spell
AC Item Type Ac Bonus Skill penalty Spell Failure Weight Properties
Chain Shirt Light 4 -2 15% 12,5kg none

Conditional Bonuses
None
Language
Common, não escolhido, não escolhido, não escolhido
Class Ability
Oracle

Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.

Oracle

Your heart is cursed with the pull of the Abyss. You cannot cast spells with the good or lawful descriptors, nor can you summon good or lawful creatures. Good and lawful creatures instinctively distrust you, and you take a –4 penalty on all Diplomacy checks against such creatures. You gain a +2 bonus on all Bluff and Intimidate checks. Diplomacy is not a class skill for you, but Bluff or Intimidate (choose one) is. At 5th level, you gain a +4 bonus to all saving throws against fear effects. At 10th level, you gain immunity to poison. At 15th level, any weapon you wield is treated as chaotic and evil for the purposes of overcoming damage reduction.

Oracle
Oracle

Defy Elements (Ex): Choose one energy type (acid, cold, fire, electricity, or sonic). You gain resistance 5 to the selected energy type. At 5th level and every 5 levels thereafter, you can choose an additional energy type for which to gain resistance 5, or you can choose a previously chosen energy type and increase that resistance by 5 (to a maximum resistance of 20 for any one energy type).

Oracle

Oracles learn a number of orisons, or 0-level spells, as noted on Table 2–6 under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.


Race Ability
Forjado

O Diabólico:Essa build é criada por construtores que fazem pactos durante a criação da build Construção de outro mundo (Habilidade Primária): Você recebe um bônus de +2 em Knowledge (Planes) e Spellcraft, pois foi fundido com conhecimentos de outros mundos, além disso, seu corpo é maculado com influência demoníaca. Função Diabólica (Habilidade Secundária): Escolhe uma das seguintes opções: Natureza Arcana:Você ganha magias adicionais como se seu atributo de conjuração fosse 2 pontos maior

Forjado

Vulneravel a eletricidade (+50% de dano e fica staggered), Vulneravel a Critical Hits, Vulneravel a efeitos e habilidades de Rust, Sem empatia, -2 em testes de carisma (exceto Intimidation), -4 em Handle Animal, Não são imunes a efeitos de ação mental ou dreno de habilidade ou dano de habilidade nos atributos mentais.

Forjado

Level Class Bonus Total CD
1 4 1 5/Day 14
2
3
4
5
6
7
8
9

Domain/School/Bloodline
Especializada: Conjuração
Excluídas: Necromancia, Encantamento
Name Weight Location
Heavy Mace 1kg Worn
Chain Shirt 1kg Worn
Wallet (68po) 1kg Worn
Level Spell Name
Cantrip Detect Magic
Cantrip Guidance
Cantrip Virtue
Cantrip Bleed
Cantrip Vigor
1 Burning Disarm
1 Doom
1 Deathwatch
1 Entropic Shield

M-8 Javali "Relâmpago Barquinhos

Huge, Vehicle

Armor Class

20 (-4 Size, +14 Natural)

Hit Points

95(12d10 + 40)

Initiative:

same as the pilot

Speed (flight, average)

60ft. (18m), 60km/h, cannot run

STR

35 (+12)

DEX

None

CON

None

INT

None

WIS

None

CHA

None

Saves:


Fortitude +4


Reflexes same as pilot fly test


Will None


Attacks


Light Cannon, gunner attack bonus, 4d8 damage, 100ft (30m), dec 20/x2


Defenses


Hardness 10


Deck Size


3m wide, 6m long


Carrying Capacity


Light Load (full movement): 3192kg


Medium Load (12m flight, 40km/h): 6396kg


Heavy Load (9m flight, 30km/h): 9600kg


Operating Time


8h/day


Activation


2min to start


Boost


Move up to twice speed, consumes 2h/ of activation time, lasts 1h


Racial Features

Construct Traits

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