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Nobu

GOBLIN
Class
Inventor
Size
2' 4"
Alignment
Chaotic Neutral
XP
0
Level
  1  
Hero Points
Deity
Goblin | Charhide
Tinker
25 feet
+0
Str
Modifier
Strength
Score
10
+2
Dex
Modifier
Dexterity
Score
14
+1
Con
Modifier
Constitution
Score
12
+4
Int
Modifier
Intelligence
Score
19
+0
Wis
Modifier
Wisdom
Score
10
+1
Cha
Modifier
Charisma
Score
12
Total
34
Base
10
Key
4
Item
17
Prof
3
U T E M L
  +2      

 
Goblin, Common, Gnomish, Androffan
HP
15/15
Temp. HP
0
Resistances and Immunities
Fire 1
Total
6
Prof. Mod
3
Att. Mod (Wis)
0
Item Mod
3
U T E M L
  +2      

 
Senses
Darkvision
Total
15
AC Base
10
Dex Bonus (or AC Cap)
2
Item
0
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) 12 1 5 6 4
Reflex (DEX) 10 2 3 5 2
Will (WIS) 10 0 5 5 4
Simple Weapons
U T E M L
  +2      

 
Martial Weapons
U T E M L
  +2      

 
Dogslicer 1d20+5 1d6 Slashing
Spoon Gun 1d20+5 1d6 Modular
Total Prof. Mod Ability Mod Item Mod Armor Mod
+10 Acrobatics (dex) 3 2 5
+14 Arcana (int) 3 4 7
+0 Athlethics (str)   0 0
+14 Crafting (int) 3 4 7
+2 Deception (cha)   1 1
+2 Diplomacy (cha)   1 1
+8 Intimidation (cha) 3 1 4
+8 Lore: engineering 8 T Int:4
+0 Medicine (wis)   0 0
+0 Nature (wis)   0 0
+14 Occultism (int) 3 4 7
+8 Performance (cha) 3 1 4
+0 Religion (wis)   0 0
+14 Society (int) 3 4 7
+9 Stealth (dex) 3 2 4
+0 Survival (wis)   0 0
+10 Thievery (dex) 3 2 5
Spell Attack Roll
Total Key Prof
0 0 0
Spell DC
Total Base Key Prof
10 10 0 0
Magic Tradition
Arcane
Spells Per Day
Per Day
Level 1 2 3 4 5 6 7 8 9 10
Current
© 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

Darkvision - Familiar Action
TRAIT

Description A creature with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level darkness spell, block normal darkvision. 
Junk Tinker - Feat 1
GOBLIN

Requirements You have the Goblin trait
Description You can make useful tools out of even twisted or rusted scraps. When using the Crafting skill to Craft, you can make level 0 items, including weapons but not armor, out of junk. This reduces the Price to one-quarter the usual amount but always results in a shoddy item. Shoddy items normally give a penalty, but you don’t take this penalty when using shoddy items you made.

You can also incorporate junk to save money while you Craft any item. This grants you a discount on the item as if you had spent 1 additional day working to reduce the cost, but the item is obviously made of junk. At the GM’s discretion, this might affect the item’s resale value depending on the buyer’s tastes.

Skill Feats

Inventor - Skill Feat 7
TRAITSKILL FEAT 7CRAFTING

Requirements Master in Crafting
Description 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’t know.
Applications 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’s complete, you add the new formula you invented to your formula book.
Specialty Crafting - General Feat 1
GENERALSKILL

Description 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’s 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.

General Feats

Shield Block
REACTION

Description Trigger While you have your shield raised, you would take damage from a physical attack.   You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

Class Feats & Abilities

Charhide Goblin
GOBLIN

Description Your ancestors have always had a connection to fire and a thicker skin, which allows you to resist burning. You gain fire resistance equal to half your level (minimum 1). You can also recover from being on fire more easily. Your flat check to remove persistent fire damage is DC 10 instead of DC 15, which is reduced to DC 5 if another creature uses a particularly appropriate action to help.
Peerless Inventor - Special Feat 1
INVENTORSPECIAL

Description You are constantly inventing, and your skill at crafting is unimpeachable. You gain the Inventor skill feat, even if you don't meet its prerequisites.
Innovation
INVENTORSPECIAL

Description While you're always creating inventions, there's one that represents your preeminent work, the one that you hope— with refinement—might change the world. Choose one innovation. Your innovation's level is equal to your level. If your innovation is destroyed, you can spend 1 day of downtime and attempt a Crafting check with a high DC for your level; on a success, you rebuild it. An innovation only works due to your constant maintenance and tinkering, and therefore has no market Price.
Construct Innovation
INVENTORSPECIAL

Description Your innovation is a mechanical creature, such as a clockwork construct made of cogs and gears. It's a prototype construct companion, and you can adjust most of its base statistics by taking feats at higher levels, such as Advanced Companion. If you use the Overdrive action, your construct gains the same Overdrive benefits you do, and it also takes the same amount of fire damage on a critical failure.   You know how to spend additional time directing, controlling, or programming your construct innovation for a more complex plan of action. You can spend 2 actions to Command instead of 1 when commanding your construct companion; your construct companion can then use an additional action (normally 3 actions, rather than 2).   Choose one initial construct modification to apply to your innovation, either from the following or from other initial construct modifications to which you have access. These modifications alter the construct's abilities or form.   Source Guns & Gears pg. 17
Overdrive - Special Feat 1
1X-ACTIONINVENTORMANIPULATE

Requirements Inventor Class
Description 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.
Applications Once per round. Degrees of Performance Critical 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. Success Your gizmos go into overdrive, adding power to your attacks. As critical success, except the additional damage is equal to half your Intelligence modifier. Failure You make a miscalculation and nothing happens. Critical Failure Whoops! Something explodes. You take fire damage equal to your level, and you can't use Overdrive again for 1 minute as your gizmos cool down and reset.
Explode - Special Feat 1
2X-ACTIONFIREINVENTORMANIPULATEUNSTABLE

Requirements Inventor Class
Description You intentionally take your innovation beyond normal safety limits, making it explode and damage nearby creatures without damaging the innovation... hopefully. The explosion deals 2d6 fire damage with a basic Reflex save to all creatures in a 5-foot emanation around you (if you're wearing or holding the innovation) or around your innovation (if your innovation is a minion).   At 3rd level, and every level thereafter, increase your explosion's damage by 1d6.   If you have the breakthrough innovation class feature, you can choose either a 5-foot or 10-foot emanation for the area when you use Explode; if you have the revolutionary innovation class feature, you can choose a 5-foot, 10-foot, or 15-foot emanation.

Statblocks for your spells.


Created by

ArmyOfRobot.

System

Pathfinder 2e

Statblock Type

Character Sheet

Link/Embed