{"player":"Edgar Lopes Nunes","name":"Enzio Sancta","race":"Human Kaastian - Da Gama Duchy","imageid":"3708897","class_and_level":"Inventor|2","size":"Medium","age":"NA","gender":"Mach\u00e3o","alignment":"N","deity":"None","homeland":"Lisabone","domain":"None","height":"","weight":"","hair_color":"Grey","eye_color":"Grey","xp":"","strength":"8","dexterity":"16","constitution":"12","intelligence":"17","wisdom":"10","charisma":"12","total_health":"13","hd":"2d8","damage_reduction":"","spell_resistance":"","armor_ac_modifier":"2","shield_ac_modifier":"","dex_ac_modifier":"","size_ac_modifier":"","natural_ac_modifier":"","deflection_ac_modifier":"","misc_ac_modifier":"","fortitude_save_base":"3","fortitude_save_magic_modifier":"","fortitude_save_misc_modifier":"","temporary_fortitude_save_modifier":"","reflex_save_base":"0","reflex_save_magic_modifier":"","reflex_save_misc_modifier":"","temporary_reflex_save_modifier":"","will_save_base":"3","will_save_magic_modifier":"","will_save_misc_modifier":"","temporary_will_save_modifier":"","save_notes":"","base_attack_bonus":"1","initiative_dex_modifier":"3","initiative_modifier":"","cmb_bab_modifier":"1","cmb_str_modifier":"-1","cmb_size_modifier":"","cmb_modifier":"","cmd_bab_modifier":"1","cmd_str_modifier":"-1","cmd_dex_modifier":"3","cmd_size_modifier":"","cmd_modifier":"","weapon_table":"Battered Arquebus|+4|x3|Blunt & Piercing|75 ft.|10 bullets & 10 paper cartridges|1d8+1;\r\nShort Sword|+0|19-20 x2|Piercing|1d6+1|\r\nIron Pellet Grenade|+4|x2|Blunt, Piercing & Slashing|10 ft.| 5|3d6;","armor_table":"Body Armor|+2|Light Armor| - | - |15 lbs.| Enzio's Personal Invention - uses int instead of dex;","known_spells":"","spell_per_day":"","bonus_spells":"","spell_dc":"","spellbook_txt":"","spell_notes":"","speed_base":"30","speed_armor":"","speed_fly":"","speed_swim":"","speed_climb":"","speed_burrow":"","acrobatics_att_modifier":"","acrobatics_rank":"","acrobatics_modifier":"","appraise_cs":"1","appraise_att_modifier":"","appraise_rank":"2","appraise_modifier":"1","bluff_cs":"1","bluff_att_modifier":"","bluff_rank":"","bluff_modifier":"1","climb_cs":"1","climb_att_modifier":"","climb_rank":"1","climb_modifier":"","craft_1_cs":"1","craft_1_name":"Gunsmithing","craft_1_att_modifier":"","craft_1_rank":"2","craft_1_modifier":"1","craft_2_cs":"1","craft_2_name":"Alchemy","craft_2_att_modifier":"","craft_2_rank":"2","craft_2_modifier":"1","craft_3_name":"","craft_3_att_modifier":"","craft_3_rank":"","craft_3_modifier":"","craft_4_name":"","craft_4_att_modifier":"","craft_4_rank":"","craft_4_modifier":"","craft_5_name":"","craft_5_att_modifier":"","craft_5_rank":"","craft_5_modifier":"","diplomacy_cs":"1","diplomacy_att_modifier":"3","diplomacy_rank":"","diplomacy_modifier":"1","disable_device_cs":"1","disable_device_att_modifier":"","disable_device_rank":"1","disable_device_modifier":"","disguise_att_modifier":"","disguise_rank":"","disguise_modifier":"","escape_artist_att_modifier":"","escape_artist_rank":"","escape_artist_modifier":"","fly_cs":"1","fly_att_modifier":"","fly_rank":"","fly_modifier":"","handle_animal_att_modifier":"","handle_animal_rank":"","handle_animal_modifier":"1","heal_att_modifier":"","heal_rank":"","heal_modifier":"","intimidate_cs":"1","intimidate_att_modifier":"","intimidate_rank":"","intimidate_modifier":"1","know_1_att_modifier":"","know_1_rank":"","know_1_modifier":"","know_2_cs":"1","know_2_att_modifier":"","know_2_rank":"2","know_2_modifier":"","know_3_cs":"1","know_3_att_modifier":"","know_3_rank":"2","know_3_modifier":"","know_4_att_modifier":"","know_4_rank":"","know_4_modifier":"","know_5_att_modifier":"","know_5_rank":"","know_5_modifier":"","know_6_att_modifier":"","know_6_rank":"","know_6_modifier":"","know_7_att_modifier":"","know_7_rank":"","know_7_modifier":"","know_8_att_modifier":"","know_8_rank":"","know_8_modifier":"","know_9_att_modifier":"","know_9_rank":"","know_9_modifier":"","know_10_att_modifier":"","know_10_rank":"","know_10_modifier":"","linguistics_att_modifier":"","linguistics_rank":"","linguistics_modifier":"","perception_cs":"1","perception_att_modifier":"","perception_rank":"","perception_modifier":"","perform_1_name":"","perform_1_att_modifier":"","perform_1_rank":"","perform_1_modifier":"","perform_2_name":"","perform_2_att_modifier":"","perform_2_rank":"","perform_2_modifier":"","perform_3_name":"","perform_3_att_modifier":"","perform_3_rank":"","perform_3_modifier":"","perform_4_name":"","perform_4_att_modifier":"","perform_4_rank":"","perform_4_modifier":"","perform_5_name":"","perform_5_att_modifier":"","perform_5_rank":"","perform_5_modifier":"","prof_1_cs":"1","prof_1_name":"","prof_1_att_modifier":"","prof_1_rank":"","prof_1_modifier":"1","prof_2_name":"","prof_2_att_modifier":"","prof_2_rank":"","prof_2_modifier":"","prof_3_name":"","prof_3_att_modifier":"","prof_3_rank":"","prof_3_modifier":"","prof_4_name":"","prof_4_att_modifier":"","prof_4_rank":"","prof_4_modifier":"","prof_5_name":"","prof_5_att_modifier":"","prof_5_rank":"","prof_5_modifier":"","ride_cs":"1","ride_att_modifier":"","ride_rank":"","ride_modifier":"","sense_motive_att_modifier":"","sense_motive_rank":"","sense_motive_modifier":"","sleight_of_hand_att_modifier":"","sleight_of_hand_rank":"","sleight_of_hand_modifier":"","spellcraft_cs":"1","spellcraft_att_modifier":"","spellcraft_rank":"2","spellcraft_modifier":"","stealth_att_modifier":"","stealth_rank":"","stealth_modifier":"","survival_att_modifier":"","survival_rank":"","survival_modifier":"","swim_cs":"1","swim_att_modifier":"","swim_rank":"1","swim_modifier":"","use_magic_device_cs":"1","use_magic_device_att_modifier":"3","use_magic_device_rank":"1","use_magic_device_modifier":"","skill_notes":"+1 to all UNTRAINED charisma based skills.","feats":"[h2]Gunsmithing[\/h2]You know the secrets of repairing and restoring firearms.\r\n\r\nBenefit: If you have access to a gunsmith\u2019s 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.\r\n\r\nCrafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM\u2019s 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\u2019s price (minimum 1 day).\r\n\r\nCrafting 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\u2019s 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).\r\n\r\nRestoring a Broken Firearm: Each day, with an hour\u2019s 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.\r\n\r\nSpecial: 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.\r\n[h2]Rapid Reload - Arquebus[\/h2] 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.\r\n\r\nNormal: 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.\r\n[h2]Extra Innovation - Genius Tools[\/h2] Choose a basic Innovation from the inventor list, add that innovation to your known innovations as a bonus.\r\n[h2]Extra Innovation - Inventive Construct[\/h2] Choose a basic Innovation from the inventor list, add that innovation to your known innovations as a bonus.","special_abilities":"[h4]Kaastian Ethnic Proficiencies[\/h4] Characters with this trait are proficient with the following gear: Rapier; Estoc; Halberd; Pistol.\r\n\r\nA 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.\r\n[h4]Gunpowder Revolution[\/h4] +1+\u2155 their level to Attack rolls with firearms. Rapid Reload as bonus feat at level 1.\r\n[h4]Of Crafts and Trade[\/h4] Characters with this trait get +1+\u2155 their level to the following Skill Checks: Appraise, Profession (any) and Craft (any).\r\n[h4]Courtier[\/h4] 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.\r\n[h4]Shrewd Merchant[\/h4] Characters with this trait can roll twice for Appraise and Profession Skill Checks and choose the higher roll.\r\n[h4]Avid Seafarers[\/h4] Characters with this trait, while on ships, get 1+\u2155 their level to saving throws and to acrobatics skill checks.\r\n[h4]Diamond Business[\/h4] Characters with this trait start a campaign with triple the amount of their starting gold.\r\n[h4]Duchy of ... da Gama[\/h4] +1+\u2155 their level to Use Magic Device and to Damage Rolls with Arquebus. Proficient with Arquebus. Zabyssian, and Daiju as bonus languages.","traits":"[h4]Pragmatic Activator[\/h4] 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.\r\n[h4]Clever Wordplay - Diplomacy[\/h4] Your cunning and logic are more than a match for another\u2019s confidence and poise. Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.\r\n[h4]Cosmopolitan - Bluff, Diplomacy[\/h4] 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.\r\n[h4]Raised with Firearms[\/h4] You were born in a nation where firearms are well known. Add firearms to your weapon proficiencies.\r\n[h4]Gunsmith[\/h4] You are used to tinker with firewarms. Add Gunsmithing as a bonus feat.","languages":"Kaastian, Common, Zabyssian, Laotse, Meynari, Indra, Minzao, Ulnuc","arms_and_equipment_txt":"","class_features_txt":"[h4]Weapon and Armor Proficiency[\/h4] An inventor is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).\r\n\r\n[h4]Base Invention - Armor[\/h4] 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.\r\n\r\nInitially, 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\r\nare 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).\r\n\r\n[h4]Explode[\/h4] 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\u2019s level + her Intelligence modifier.\r\nFor every 2 inventor levels obtained beyond 1st, (3rd, 5th, and so on) the inventor\u2019s 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.\r\nAt 7th level, the inventor\u2019s 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).\r\n\r\n[h4]Overdrive[\/h4] An inventor can push her base invention beyond its usual safe point, \r\ngranting 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\u2019s 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.\r\n\r\nWhile using overdrive, an inventor\u2019s 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 \u20132 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\u2019s level, after which it is suppressed.\r\nThis 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.\r\n\r\nAn 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\u2019t 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.\r\n\r\n[h4]Armor Innovation - Genius Armor[\/h4] 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\u2014 such as the armor\u2019s max Dex bonus or being caught flat-footed\u2014, she reduces or does not add her Intelligence modifier, accordingly.\r\n\r\n[h4]General Innovation - Genius Tools[\/h4] 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\u2019s 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.\r\nPenalties 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.\r\n\r\n[h4]General Innovation - Inventive Construct[\/h4] 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\u2019s 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.\r\n\r\n[h4]Construct Innovation - Mounted Projectile Launche[\/h4] 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\u2019s 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.","creatures_and_mounts_txt":"","possessions_and_property_txt":"","retinue_txt":"","arms_and_equipment":"","class_features":"","creatures_and_mounts":"","possessions_and_property":"","retinue":"","spellbook_0_level_spells":"","spellbook_1_level_spells":"","spellbook_2_level_spells":"","spellbook_3_level_spells":"","spellbook_4_level_spells":"","spellbook_5_level_spells":"","spellbook_6_level_spells":"","spellbook_7_level_spells":"","spellbook_8_level_spells":"","spellbook_9_level_spells":"","tags":"","templateId":"947","blockId":"1101203","world":"91bdcc35-8c71-49f6-8597-0cf540883f9f","folder":"","isShared":"on"}