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Enzio Sancta N
Character Name Alignment
Inventor 2
Character Level
Human Kaastian - Da Gama Duchy Medium
Race Size
Machão NA
Gender Age
- -
Height Weight
Grey Grey
Hair Eyes
Edgar Lopes Nunes
Player
None Lisabone
Deity Homeland
None 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
8 -1 N/A -1
Dex
Dexterity
16 +3 N/A +3
Con
Constitution
12 +1 N/A +1
Int
Intelligence
17 +3 N/A +3
Wis
Wisdom
10 +0 N/A +0
Cha
Charisma
12 +1 N/A +1
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
13
0
0
Initiative
Dex
Modifier
+3
+3
+0
BAB
+1
ARMOUR CLASS
Total AC
Armour
Shield
Dex
15
+2
+0
+3
Size
Natural
Deflection
Misc
+0
+0
+0
+0
Touch
13
Flat Footed
12
Flat Footed + Touch
10
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +4 +3 CON +1 +0 +0 +0
Reflex +3 +0 DEX +3 +0 +0 +0
Will +3 +3 WIS +0 +0 +0 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+0 +1 -1 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
13 10 +1 -1 +3 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30
-
-
-
-
-
Languages

Kaastian, Common, Zabyssian, Laotse, Meynari, Indra, Minzao, Ulnuc

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics +3 (DEX)  +3 +0 +0
Bluff +2 (CHA)  +1 +0 +1
Climb +3 (STR)  -1 +1 +3
Diplomacy +4 (CHA)  +3 +0 +1
Disable Device* +7 (DEX)  +3 +1 +3
  Disguise +1 (CHA)  +1 +0 +0
  Escape Artist +3 (DEX)  +3 +0 +0
Fly +3 (DEX)  +3 +0 +0
  Heal +0 (WIS)  +0 +0 +0
Intimidate +2 (CHA)  +1 +0 +1
  Knowledge: Arcana +3 (INT)  +3 +0 +0
Knowledge: Dungeoneering +8 (INT)  +3 +2 +3
  Knowledge: Local +3 (INT)  +3 +0 +0
  Knowledge: Nature +3 (INT)  +3 +0 +0
  Knowledge: Planes +3 (INT)  +3 +0 +0
  Knowledge: Religion +3 (INT)  +3 +0 +0
Perception +0 (WIS)  +0 +0 +0
Ride +3 (DEX)  +3 +0 +0
  Sense Motive +0 (WIS)  +0 +0 +0
Spellcraft* +8 (INT)  +3 +2 +3
  Stealth +3 (DEX)  +3 +0 +0
  Survival +0 (WIS)  +0 +0 +0
Swim +3 (STR)  -1 +1 +3
Use Magic Device* +7 (CHA)  +3 +1 +3
Background Skills
CS Skill Total AB Mod Ranks Misc
Appraise +9 (INT)  +3 +2 +4
Craft: Gunsmithing +9 (INT)  +3 +2 +4
Craft: Alchemy +9 (INT)  +3 +2 +4
Knowledge: Engineering +8 (INT)  +3 +2 +3
  Knowledge: Geography +3 (INT)  +3 +0 +0
  Knowledge: History +3 (INT)  +3 +0 +0
  Knowledge: Nobility +3 (INT)  +3 +0 +0
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Skill Notes
+1 to all UNTRAINED charisma based skills.
Feats

Gunsmithing

You know the secrets of repairing and restoring firearms.

Benefit: If you have access to a gunsmith’s kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.

Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).

Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).

Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.

Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.

Rapid Reload - Arquebus

The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity.

Normal: A character without this feat needs a move action to reload a hand or light crossbow, a standard action to reload a one-handed firearm, or a full-round action to load a heavy crossbow or a two-handed firearm.

Extra Innovation - Genius Tools

Choose a basic Innovation from the inventor list, add that innovation to your known innovations as a bonus.

Extra Innovation - Inventive Construct

Choose a basic Innovation from the inventor list, add that innovation to your known innovations as a bonus.

Special Abilities

Kaastian Ethnic Proficiencies
Characters with this trait are proficient with the following gear: Rapier; Estoc; Halberd; Pistol.

A character with this trait may begin play with a firearm they are proficient with (worth 10gp in a vendor if one handed or 20gp if two handed). If they choose to do so, deduct it's worth from the total starting gold.
Gunpowder Revolution
+1+⅕ their level to Attack rolls with firearms. Rapid Reload as bonus feat at level 1.
Of Crafts and Trade
Characters with this trait get +1+⅕ their level to the following Skill Checks: Appraise, Profession (any) and Craft (any).
Courtier
Characters with this trait get +1 to all non-trained Charisma skill checks. This bonus increases to +2 at level 8 and +3 at level 16.
Shrewd Merchant
Characters with this trait can roll twice for Appraise and Profession Skill Checks and choose the higher roll.
Avid Seafarers
Characters with this trait, while on ships, get 1+⅕ their level to saving throws and to acrobatics skill checks.
Diamond Business
Characters with this trait start a campaign with triple the amount of their starting gold.
Duchy of ... da Gama
+1+⅕ their level to Use Magic Device and to Damage Rolls with Arquebus. Proficient with Arquebus. Zabyssian, and Daiju as bonus languages.

Traits

Pragmatic Activator
While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
Clever Wordplay - Diplomacy
Your cunning and logic are more than a match for another’s confidence and poise. Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.
Cosmopolitan - Bluff, Diplomacy
You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for you.
Raised with Firearms
You were born in a nation where firearms are well known. Add firearms to your weapon proficiencies.
Gunsmith
You are used to tinker with firewarms. Add Gunsmithing as a bonus feat.

WEAPONS
Name AB Critical Type Range Ammo Dmg
Battered Arquebus +4 x3 Blunt & Piercing 75 ft. 10 bullets & 10 paper cartridges 1d8+1
Short Sword +0 19-20 x2 Piercing 1d6+1 Iron Pellet Grenade +4
ARMOUR
Name ACB Type Check Penality Spell Failure Weight Properties
Body Armor+2Light Armor - - 15 lbs. Enzio's Personal Invention - uses int instead of dex
Class Features

Weapon and Armor Proficiency
An inventor is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Base Invention - Armor
An inventor whose base invention is armor has created or modified a suit of armor in such a way that it becomes unusable by any but the inventor.

Initially, the armor functions as either masterwork leather armor or a masterwork breastplate (your choice) with one armor innovation applied to it. If she can afford it, the inventor can enchant her base armor, but any enhancements she applies stay with the invention, and
are suppressed if she reconfigures it into a construct or a weapon (she can still apply them to new masterwork armor she designates as her base armor).

Explode
Within their base inventions, inventors create a failsafe to prevent theft and resolve conflict with a boom. As a standard action, the inventor can cause her base invention to explode out from her space (excluding the inventor), dealing 1d6 fire damage to each creature within 5 feet. Those caught in the explosion can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the inventor’s level + her Intelligence modifier.
For every 2 inventor levels obtained beyond 1st, (3rd, 5th, and so on) the inventor’s base invention can explode for 1d6 additional damage. Once the inventor has caused her base invention to explode, she cannot do so again until she spends at least 1 minute recalibrating that invention. Any activity or event that would prevent the inventor from taking 20 on a skill check also prevents her from recalibrating her base invention.
At 7th level, the inventor’s inventions can explode out in a 5- or 10-foot radius, and at 15th level, they can explode out in a 5-, 10-, or 15-foot radius (your choice).

Overdrive
An inventor can push her base invention beyond its usual safe point,
granting it additional functionality. At1st level, an inventor can use overdrive for a number of rounds per day equal to 4 + her Intelligence modifier. For each level after 1st she possesses, the inventor can use overdrive for 2 additional rounds per day. Temporary increases to intelligence, such as that gained from fox’s cunning, do not increase the total number of rounds that an inventor can use overdrive per day. An inventor can use overdrive as a free action. The total number of rounds of overdrive per day is renewed after allowing her base invention to cool down for 8 hours, although these hours need not be consecutive.

While using overdrive, an inventor’s base invention grants her a +1 bonus on attack and damage rolls with manufactured weapons, natural attacks, and unarmed strikes; as well as on Reflex saving throws. In addition, she takes a –2 penalty to Armor Class as her base invention becomes more difficult to control. She also gains DR /magic equal to her inventor level. This Damage Reduction can prevent an amount of damage up to 4 x the inventor’s level, after which it is suppressed.
This value is not refreshed if the inventor uses overdrive again within 1 minute of using her previous overdrive. While using overdrive, an inventor cannot use any Intelligence-, Wisdom-, or Charisma-based skill (except Intimidate, Knowledge [engineering], and Perception) or any ability that requires patience or concentration (such as spellcasting). An inventor can still use unstable innovations (see below) while using overdrive, but any damage dealt by those innovations applies directly to her Damage Reduction limit, regardless of its type.

An inventor can cease using overdrive as a free action, after which her base invention must cool down for at least 1 minute. An inventor can’t begin using overdrive while her base invention is cooling down or in need of recalibration, but can otherwise use it multiple times per day. If an inventor falls unconscious, overdrive immediately ends.

Armor Innovation - Genius Armor
When wearing her base armor, the inventor adds her Intelligence bonusto her AC instead of her Dexterity bonus. If any effect would reduce or prevent the inventor from adding her Dexterity modifier to AC— such as the armor’s max Dex bonus or being caught flat-footed—, she reduces or does not add her Intelligence modifier, accordingly.

General Innovation - Genius Tools
The inventor can craft a simple, makeshift tool from almost anything lying around as a full-round action. A makeshift tool lasts until used or for a number of minutes up to the inventor’s level. Select up to three skills. When making a skill check with one of those skills, the inventor can expend a makeshift tool as part of the same action to add her Intelligence bonus to the skill check instead of the usual ability modifier.
Penalties from the usual ability score still apply, if any (An inventor with a 17 Intelligence and 9 Dexterity gains a +2 bonus on Acrobatics checks with genius tools). An inventor can select this innovation more than once.

General Innovation - Inventive Construct
The inventor has created a loyal construct companion that has one construct innovation applied to it. This inventive construct does not count as the inventor’s base invention and cannot have additional innovations applied to it, but the inventor can reconfigure it just like any innovation. An inventor cannot select this innovation if her base invention is a construct.

Construct Innovation - Mounted Projectile Launche
The inventor has crafted a masterwork ranged weapon with which she is proficient and mounted it on back of her base construct. The companion can use this weapon to make a ranged attack as a standard action. If the inventor is mounted on the companion, or adjacent to it, she can use the weapon as if she were wielding it. The weapon reloads on its own at the start each of the companion’s turns, if it has ammunition remaining. If she can afford it, the inventor can enchant the weapon, but those enhancements stay with the invention, and are suppressed if she reconfigures it.

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

DMrico.

System

Pathfinder 1e

Statblock Type

Character Sheet

Link/Embed