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Forvil Balimac

CONSTRUCT DIVINE FORGEBORN HUMANOID LIVING MECHANICAL
Remastered
Class
Runesmith Tinkerer
Size
Medium
XP
Level
  1  
Hero Points
1
Deity
Cormaq Thunderhand
Suranthi Forgeborn
Artisan
30 feet
+4
Strength
Modifier
+2
Dexterity
Modifier
+1
Constitution
Modifier
+4
Intelligence
Modifier
-1
Wisdom
Modifier
+0
Charisma
Modifier
Total
17
Base
10
Key
4
Item
0
Prof
3
U T E M L
  +2      

 
Valarian (Common), Dwarven, Celetric, Elven, Koltani
HP
20/20
Temp. HP
0
Resistances and Immunities
Weak (3) Thunder Damage
Resist (2) Necrotic, Fire, Cold and Lightning Damage
Total
2
Prof. Mod
3
Att. Mod (Wis)
-1
Item Mod
0
U T E M L
  +2      

 
Total
20
AC Base
10
Dex Bonus (or AC Cap)
2
Item
5
Prof
3
U T E M L
  +2      

 
Unarmored
U T E M L
  +2      

 
Light
U T E M L
  +2      

 
Medium
U T E M L
  +2      

 
Heavy
U T E M L
+0        

 
Shield AC
+0
Hardness
0
Shield HP
0 / 0
BT
0
Save Total Mod Prof Item Prof. Bonus
Fortitude (CON) 4 1 3 0 2
Reflex (DEX) 5 2 3 0 2
Will (WIS) 2 -1 3 0 2
Simple Weapons
U T E M L
+0        

 
Martial Weapons
U T E M L
+0        

 
Melee (Basic Hand Weapons)Trained
Melee (Fencing)Trained
Ranged (Firearms)Trained
Ranged (Explosives)Trained
Ranged (Crossbows)Trained
Striking Rapier 1d20+7 2d6+4 Piercing
Flame-Kissed Rifle 1d20+6 2d8+2 1d6 Piercing and Fire
Total Prof. Mod Att. Mod Item Mod Armor Mod
+2 Acrobatics (dex)   2 0 0
+7 Arcana (int) 3 4 0
+7 Athlethics (str) 3 4 0 0
+9 Crafting (int) 5 4 0
+0 Deception (cha)   0 0
+3 Diplomacy (cha) 3 0 0
+0 Intimidation (cha)   0 0
+7 Lore: guild 3 +4 0
+9 Lore: runesmithing 5 +4 0
-1 Medicine (wis)   -1 0
-1 Nature (wis)   -1 0
+7 Occultism (int) 3 4 0
+0 Performance (cha)   0 0
+2 Religion (wis) 3 -1 0
+7 Society (int) 3 4 0
+2 Stealth (dex)   2 0 0
-1 Survival (wis)   -1 0
+5 Thievery (dex) 3 2 0 0
Constructed Shell: +2 to Armor Class as a Natural Armor Boost, Vulnerable (3) to Thunder Damage, and Resist (2) to Necrotic, Fire, Cold, and Lightning Damage.

Construct of Manna: Detect magick detects you even if nothing you are wearing or no parts of you are actively enchanted. Your magnicore engine registers, your living metal body registers.

Constructed Presence: You do not appear to register with detect life type magicks, and any attempt to Treat Wounds you has to be rolled with Crafting not Medicine. However you do have a sort of 'pulse' within your machinery's ambient noise and are very much alive as far as magicks of a healing nature are concerned, though they are less effective. You reduce any magick healing you take by 3 to a minimum of 1.

Sleepless Sleep: You are not immune to sleep, but do not sleep as most do. You are a level of aware, taking -6 to Perception and needing to spend a three action effort to boot up systems to get out of 'rest mode'. In rest mode you are immobile, and as noted only semi aware. Magick effects that would cause sleep inflict this state instead and you get to attempt your save each round against the effect until it ends or you succeed it, and should you succeed it, that turn immediately all three actions are spent for the rebooting protocol to 'awaken' you. This does unfortunately mean should you ever be stuck to suffer the full duration of such an effect for you it lasts a few seconds longer. You do have +2 to saves against such effects however.
Empowered of Might Mail and Gambeson Armor (+3 AC). Has the Empower Tier 1 Rune for Strength as the default if campaign doesn't start at Daily Prep, meaning the strength listed on this sheet is naturally 1 step lower without this.
Flame Kissed Rifle (has Fire Rune Tier I naturally) (Reload (2), Dangerous, Accurate, Fatal, 150 feet range increment)
Striking Rapier (Has Tier I Striker's Rune naturally)
Spell Attack Roll
Total Key Prof
7 4 3
Spell DC
Total Base Key Prof
17 10 4 3
Magic Tradition
Occult
Spells Per Day
Per Day
Rank 1 2 3 4 5 6 7 8 9 10
Current
Focus Points
1
Spellbook
Tier I Empowering Rune: Must be keyed to one of the six attributes grants a free boost (so increase modifier by 1, the actual static stat by 2) Must be worn on a piece of armor or clothing or some other such accessory.

Tier I Striker Rune: Armor: 25% chance critical hits from any Ranged weapon are ignored and treated as normal hits instead. Shield: 25% chance critical hits from any Melee weapon are ignored and treated as normal hits instead. Weapon: Extra dice of damage.

Tier I Ruby Rune: Weapons: On hit the weapon deals 1d6 additional Fire damage and target must make a Reflex Save against your Caster DC. On Critical Failure they become Ablaze (2). On Failure they become Ablaze (1). Success and Critical Success are the same. Armor and Shields: Grants the wielder/wearer Resist (1/2 level+Intelligence Modifier) Fire.

FOCUS SPELL Manna Disrupter Burst : 20 feet radius, triggered by a creature attempting to cast magick near you, you can choose to deploy this. Roll a Crafting check against their Casting DC. On a critical success, they lose the spell slot, there is an electrical backlash that deals 1d6+5 electrical damage to them. On a Success they lose the spell slot, and the electrical backlash is less severe only dealing 5 points of damage. On a Failure they take the 5 points of electrical damage and must succeed a Fortitude Save against your Caster DC to insure the spell succeeds. On a Critical Failure they are unaffected entirely.

Manna Spike: Frequency limit 1/day. Trigger being affected by magick requiring a saving throw. You add 1d4+4 to the saving throw.
Power Save | 1d20+4
Logic Save | 1d20+9
Ego Save | 1d20+0
© Paizo - PF2e v1.8 Sheet made by Gorkam and Davina, update by Tillerz - Updated: 2024-02-03

Statblocks for your Feats and Ability.

Ancestry Feats & Abilities

Manna Disrupter Burst: You get a Focus Point and unlock this special reaction 'spell' that can be utilized]

Skill Feats

Specialty Crafting: Your training focused on Crafting one particular kind of item. Select one of the specialties listed below; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting]

General Feats

Inventor: You are a genius at Crafting]
[block: you add the new formula you invented to your formula book.   The GM might allow you to invent uncommon or rare formulas]

Class Feats & Abilities

Overdrive : Frequency limit: 1/round. Temporarily cranking the gizmos on your body into overdrive]
[block: you try to add greater power to your attacks. Attempt a Crafting check that has a standard DC for your level. Critical Success Your gizmos go into a state of incredible efficiency called critical overdrive]
[block: and you can't use Overdrive for 1 minute. Success Your gizmos go into overdrive]
[block: except the additional damage is equal to half your Intelligence modifier. Failure Your gizmos whine concerningly and begin to smoke. Your Strikes deal 1 additional fire damage. Critical Failure Whoops! Something explodes. You take fire damage equal to half your level (rounded up)]
[block: and you can’t use Overdrive again for 1d4 rounds as your gizmos reset.   Special When under the effects of Overdrive]
[block: to insure you can utilize it properly. elsewise you wouldn't be able to handle them with your proficency.   Runes: These are your particular trinkets of choice]

How long can you make a table?

Up to 13-14 to not go into the sidebar, and 20 to not go off the page (on my monitor at least)


Iwonderhowlongicanmakethistablebeforeitlookslikeabsolutepoopactuallyquitelongthatscooliwillusethiseverywhere
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[block: and can be used again.   Manna Spike: You gain access to this special reaction you can utilize 1/day. At 5th level you can utilize it 2/day and every five levels after an additional time.]

Statblocks for your spells.


Created by

Keon Croucher.

System

Pathfinder 2e

Statblock Type

Character Sheet

Link/Embed