{"name":"Forvil Balimac","character_name":"Forvil Balimac","remastered":"1","player_name":"","class":"Runesmith Tinkerer","level":"1","background":"Artisan","ancestry__heritages":"Suranthi Forgeborn","size":"Medium","traits":"Divine, Mechanical, Living, Forgeborn, Humanoid, Construct","deity":"Cormaq Thunderhand","experience_points":"","hero_points":"1","strength":"4","dexterity":"2","constitution":"1","intelligence":"4","wisdom":"-1","charisma":"0","class_main_ability":"INT","class_dc_proficiency":"2","class_dc_item_bonus":"","armor_class_cap":"4","armor_class_item_bonus":"5","armor_class_proficiency":"2","unarmored_proficiency":"2","light_armor_proficiency":"2","medium_armor_proficiency":"2","heavy_armor_proficiency":"0","shield_armor_class_bonus":"","shield_hardness":"","shield_break_threshold":"","shield_max_hp":"","shield_current_hp":"","max_hp":"","hp_anc":"13","hp_class":"6","hp_other_lvl":"","hp_other_lvl_desc":"","hp_other_once":"","hp_other_once_desc":"","current_hp":"20","temporary_hp":"","resistances_and_immunities":"Weak (3) Thunder Damage\r\nResist (2) Necrotic, Fire, Cold and Lightning Damage","conditions":"","perception_proficiency":"2","preception_item_bonus":"","senses":"","simple_weapon_proficiency":"0","martial_weapon_proficiency":"0","other_weapons_proficiency":"Melee (Basic Hand Weapons) | Trained\r\nMelee (Fencing) | Trained\r\nRanged (Firearms) | Trained\r\nRanged (Explosives) | Trained\r\nRanged (Crossbows) | Trained","fortitude_save_proficiency":"2","fortitude_save_item_bonus":"","reflex_save_proficiency":"2","reflex_save_item_bonus":"","will_save_proficiency":"2","will_save_item_bonus":"","saving_throws_notes":"","pbusc":"default","pbusc_custom":"","acrobatics_proficiency":"0","acrobatics_item_modifier":"","acrobatics_armor_penalty":"0","arcana_proficiency":"2","arcana_item_modifier":"","athlethics_proficiency":"2","athlethics_item_modifier":"","athlethics_armor_penalty":"0","crafting_proficiency":"4","crafting_item_modifier":"","deception_proficiency":"0","deception_item_modifier":"","diplomacy_proficiency":"2","diplomacy_item_modifier":"","intimidation_proficiency":"0","intimidation_item_modifier":"","medicine_proficiency":"0","medicine_item_modifier":"","nature_proficiency":"0","nature_item_modifier":"","occultism_proficiency":"2","occultism_item_modifier":"","performance_proficiency":"0","performance_item_modifier":"","religion_proficiency":"2","religion_item_modifier":"","society_proficiency":"2","society_item_modifier":"","stealth_proficiency":"0","stealth_item_modifier":"","stealth_armor_penalty":"0","survival_proficiency":"0","survival_item_modifier":"","thievery_proficiency":"2","thievery_item_modifier":"","thievery_armor_penalty":"0","lores":"Guild | +4 | 2; Runesmithing | +4 | 4","melee_strikes":"Striking Rapier | [roll:1d20+7] | [roll:2d6+4] | Piercing","ranged_strikes":"Flame-Kissed Rifle | [roll:1d20+6] | [roll:2d8+2] [roll:1d6] | Piercing and Fire","speed":"30 feet","movement":"","language":"Valarian (Common), Dwarven, Celetric, Elven, Koltani","feats_freeform":"[b]Constructed Shell:[\/b] +2 to Armor Class as a Natural Armor Boost, Vulnerable (3) to Thunder Damage, and Resist (2) to Necrotic, Fire, Cold, and Lightning Damage.\r\n\r\n[b]Construct of Manna:[\/b] 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.\r\n\r\n[b]Constructed Presence:[\/b] 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.\r\n\r\n[b]Sleepless Sleep:[\/b] 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.","ancestry_feats_and_ability":"[b]Manna Disrupter Burst:[\/b] You get a Focus Point and unlock this special reaction 'spell' that can be utilized","skill_feats":"[b]Specialty Crafting:[\/b] 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, this bonus increases to +2. If it\u2019s unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking. (Runesmithing and Blacksmithing for Forvil)","general_feats":"[b]Inventor:[\/b] You are a genius at Crafting, easily able to determine how things are made and create new inventions. You can spend downtime to invent a common formula that you don\u2019t know. This works just like the Craft activity: you spend half the Price of the formula up front, attempt a Crafting check, and on a success either finish the formula by paying the difference or work for longer to decrease the Price. The difference is that you spend the additional time in research, design, and development, rather than in creating an item. Once it\u2019s complete, you add the new formula you invented to your formula book.\r\n\r\nThe GM might allow you to invent uncommon or rare formulas, typically with an increased DC. You need the Alchemical Crafting feat to invent alchemical formulas and the Magical Crafting feat to invent magical formulas.","class_feats_and_abilities":"[b]Overdrive [pf:1a]:[\/b] [i]Frequency limit:[\/i] 1\/round. Temporarily cranking the gizmos on your body into overdrive, you try to add greater power to your attacks. Attempt a Crafting check that has a standard DC for your level.\r\nCritical Success Your gizmos go into a state of incredible efficiency called critical overdrive, adding great power to your attacks. Your Strikes deal additional damage equal to your Intelligence modifier for 1 minute. After the Overdrive ends, your gizmos become unusable as they cool down or reset, and you can't use Overdrive for 1 minute.\r\nSuccess Your gizmos go into overdrive, adding power to your attacks. As critical success, except the additional damage is equal to half your Intelligence modifier.\r\nFailure Your gizmos whine concerningly and begin to smoke. Your Strikes deal 1 additional fire damage.\r\nCritical Failure Whoops! Something explodes. You take fire damage equal to half your level (rounded up), and you can\u2019t use Overdrive again for 1d4 rounds as your gizmos reset.\r\n\r\nSpecial When under the effects of Overdrive, you can still use the Overdrive action. You can't extend your Overdrive's duration this way, but you can turn an overdrive into a critical overdrive if you critically succeed. A failure has no effect on your current Overdrive, and you end your Overdrive on a critical failure. You use this on yourself and it affects all weapons you wield, as your weapons are equal part gear and augmentation. You don't buy ordinary weapons, or if you do you need to then work on them to make them part of your kit, making DC 14 Crafting check on them. Same with armor. Being a Forgeborn you always make such equipment part of you, integrating it into your mechanical and manna scaffolded systems, to insure you can utilize it properly. elsewise you wouldn't be able to handle them with your proficency.\r\n\r\n[b]Runes:[\/b] These are your particular trinkets of choice, those you study and know how to make. Runes are the trinkets of the Runesmith and the way this works, they get as many as their level dictates to assign and equip to any armors, shields or weapons they deem fit after every Rest. They do not need to wield the items themselves, they could attach them to their allies armor, shields, or weapons. Besides the natural limit per level, any given item is limited by its basic level of magick. Mundane items may only have 1 tier of rune equipped (so only 1 rune and it must be Tier I), where as other objects with an appropriate base level of magickal enhancement (so +1, +2, +3 and +4) may have 1+their base Enhancement number worth of Tier attached to them. So a +2 shield could have one Tier III rune, or a single Tier II and a Tier I, or even three Tier I runes. Once assigned to objects, these cannot be changed or altered until the Runesmith takes a Rest, in which case the rune crystals that they had previously assigned simply fade away, their energy and magick spent. You start play knowing a number of Tier 1 etchings equal to your intelligence modifier and every odd level you may learn a new Tier 1, or learn a Tier II of one you already possess upgrading the capabilities of that etching schematic. You possess level+Intelligence Modifier Crystal Resonance Stones. These little stones are the vehicle of which you can do these etching with chisel and manna infused dyes. You create runes within these and can attach them to armor and weapons and other adornments. You prepare 2+Tinkerer level runes a day and must place them as part of daily preparations. Once placed they are stuck where you have placed them until you next Rest, at which point the etchings fade, the manna bled out back to the Dreamweave, and the crystal can be unbound and returned to you, and can be used again.\r\n\r\n[b]Manna Spike:[\/b] 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.","inventory":"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.\r\nFlame Kissed Rifle (has Fire Rune Tier I naturally) (Reload (2), Dangerous, Accurate, Fatal, 150 feet range increment)\r\nStriking Rapier (Has Tier I Striker's Rune naturally)","equipment":"","caster_ability":"INT","tradition":"Occult","spell_attack_proficiency":"2","spell_save_proficiency":"2","spellbook":"[b]Tier I Empowering Rune:[\/b] 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.\r\n\r\n[b]Tier I Striker Rune:[\/b] [i]Armor:[\/i] 25% chance critical hits from any Ranged weapon are ignored and treated as normal hits instead. [i]Shield:[\/i] 25% chance critical hits from any Melee weapon are ignored and treated as normal hits instead. [i]Weapon:[\/i] Extra dice of damage.\r\n\r\n[b]Tier I Ruby Rune:[\/b] [i]Weapons:[\/i] On hit the weapon deals [roll: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. [i]Armor and Shields:[\/i] Grants the wielder\/wearer Resist (1\/2 level+Intelligence Modifier) Fire.\r\n\r\n[b]FOCUS SPELL Manna Disrupter Burst [pf:ra]:[\/b] 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 [roll: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.\r\n\r\n[b]Manna Spike[pf:ra]:[\/b] Frequency limit 1\/day. Trigger being affected by magick requiring a saving throw. You add [roll:1d4+4] to the saving throw.","focus_spells":"","focus_points":"1","innate_spells":"","cantrips":"","spells1":"","spell_slots_1":"","spells2":"","spell_slots_2":"","spells3":"","spell_slots_3":"","spells4":"","spell_slots_4":"","spells5":"","spell_slots_5":"","spells6":"","spell_slots_6":"","spells7":"","spell_slots_7":"","spells8":"","spell_slots_8":"","spells9":"","spell_slots_9":"","spells10":"","spell_slots_10":"","notes":"Power Save | [roll:1d20+4]\r\nLogic Save | [roll:1d20+9]\r\nEgo Save | [roll:1d20+0]","track_spell_1":"","track_spell_2":"","track_spell_3":"","track_spell_4":"","track_spell_5":"","track_spell_6":"","track_spell_7":"","track_spell_8":"","track_spell_9":"","track_spell_10":"","tags":"Construct, Humanoid, Tinkerer","isShared":"on","templateId":"4357","blockId":"1571326","world":"9ebe8bbc-a3dd-42b1-92a7-5aa224c2693f","folder":"31461"}