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Capitão Toninho Chaotic Good

Character Name Alignment Player

Buccaneer (4) Not set Not set


Character Level Deity Homeland Campaign

Human Medium Not set Not set (Adult) Not set Not set Not set Not set
Race Size Gender Age Height Weight Hair Eyes

Ability Score Mod. Temp. Temp.


Name Score Mod. HP
Hit Points
51 Movement
STR
Strength
8 -1 Total nonlethal Damage

30 ft. 6 sq. 30 ft. 6 sq.


Base Speed Armor Speed Burrow
DEX
Dexterity
20 +5
Wounds / Current HP

CON 16 +3 Initative 5 5 0 Fly Maneuverability Swim Climb Temp. Mods


Constitution = +
TOTAL Dex Misc. SKILLS
INT
Intelligence
14 +2 Damage Skill Names Total Abilit Ranks Misc
Reduction
x Acrobatics 9 =DEX 5 +1 +3
WIS 10 +0 Bardic
Wisdom
Performanc x Appraise 6 =INT 2 +1 +3

CHA
x Artistry 9 =INT 2 +1 +6
Charisma
20 +5 Power 2
x Bluff 15 =CHA 5 +4 +6
x Climb -1 =STR -1 +0 +0
AC
Armor Class
23 =10+ 4 + 3 + 5 + 0 + 0 + 1 + 0
TOTAL Armor Shield Dex. Size Natural Deflect. Misc.
x Craft (a) 2 =INT 2 +0 +0
x Craft (b) 2 =INT 2 +0 +0
Touch AC 16 Flat Footed AC 18
x Craft (c) 2 =INT 2 +0 +0
Total Base Save Ability Magic Misc. Mod. Temp. Mod. x Diplomacy 15 =CHA 5 +4 +6
FortitudeConstitution
5 = 1 + 3 + 0 + 1 + Disable Device* =DEX + +
x Disguise 12 =CHA 5 +1 +6
Reflex 10 = 4 + 5 + 0 + 1 +
Dexterity x Escape Artist 9 =DEX 5 +1 +3

Will 10 = 4 + 5 + 0 + 1 +
Fly 5 =DEX 5 +0 +0
Wisdom

Handle Animal* =CHA + +


Spell Energy Heal 0 =WIS 0 +0 +0
B.A.B. 3 Resistance Resistance
x Intimidate 15 =CHA 5 +4 +6
CMB 2 = 3 + -1 + 0 + 0 x Knowledge (arcana) 6 =INT 2 +1 +3
Total BAB Strength Size Mod. Misc. Mod. x Knowledge (dungeoneering) 6 =INT 2 +1 +3
CMD 18 =10+ 3 + -1 + 5 + 0 + 1 x Knowledge (engineering) 6 =INT 2 +1 +3
Total BAB Strength Dex Mod. Size. Mod. Misc. Mod.
x Knowledge (geography) 6 =INT 2 +1 +3
Weapon x Knowledge (history) 6 =INT 2 +1 +3
Starknife +1 (Mainhand) x Knowledge (local) 9 =INT 2 +4 +3
Critical Type Range Ammo
x Knowledge (nature) 6 =INT 2 +1 +3
20/x3 P 20 ft. x Knowledge (nobility) 6 =INT 2 +1 +3
Attack Damage
x Knowledge (planes) 6 =INT 2 +1 +3
+8 1d4+7 x Knowledge (religion) 6 =INT 2 +1 +3
Weapon x Linguistics 6 =INT 2 +1 +3
Starknife +1 (Offhand) x Lore 6 =INT 2 +1 +3
Critical Type Range Ammo x Perception 4 =WIS 0 +1 +3
20/x3 P 20 ft. x Perform (a) 14 =CHA 5 +3 +6
Attack Damage x Perform (b) 12 =CHA 5 +1 +6
+8 1d4+7 x Profession (a)* =WIS + +
Weapon x Profession (b)* =WIS + +
Starknife +1 Ride 5 =DEX 5 +0 +0
Critical Type Range Ammo x Sense Motive 4 =WIS 0 +1 +3
20/x3 P 20 ft. x Sleight of Hand* =DEX + +
Attack Damage x Spellcraft* =INT + +
+10 1d4+8 x Stealth 9 =DEX 5 +1 +3

Weapon
Survival 0 =WIS 0 +0 +0
Swim -1 =STR -1 +0 +0

Critical Type Range Ammo


x Use Magic Device* =CHA + +
X Class Skill *Trained Only

Conditional Modifiers
Attack Damage
Armor check penalties applied to skills.

Weapon
Languages

Critical Type Range Ammo


Abyssal, Elven

Attack Damage
Armor Item Bonus Type Check Penalty Spell Failure Weight Properties

Studded leather +1 4 Armor 0 15% 20 lbs.


Buckler +2 3 Shield 0 5% 5 lbs.

Totals 7 0 20% 25 lbs.

Feats Divine Fighting Techniques Equipment Qty. lbs. Head Qty. lbs.

Armor Proficiency, Light Way of the Shooting Star


Divine Fighting Technique Other Specials
Headband Qty. lbs.

Point-Blank Shot Countersong


Quicken Spell Distraction
Shield Proficiency Fascinate Eyes Qty. lbs.

Steadfast Personality Hilt Bash


Two-Weapon Fighting Inspire Competence +2
Shoulders Qty. lbs.
Weapon Proficiency, Simple Inspire Courage +1
Song of Surrender
Well-Versed Neck Qty. lbs.

Chest Qty. lbs.

Body Qty. lbs.

Belt Qty. lbs.

Wrist Qty. lbs.

Hands Qty. lbs.

Feet Qty. lbs.

Rings Qty. lbs.

Ring of Protection +1 1

Play Notes

Racial Traits

Skilled

Background Traits

Avid Reader
Calculated Bribe

Light 26 lbs. or less Lift Over 80 lbs.


Load Head PP 0 Experience Points
GP 0
Medium 27-53 lbs. Lift Off 160 lbs.
Load Ground
SP 0 Next Level
Heavy
Load
54-80 lbs. Drag or
Push
400 lbs. CP 0 15.000 (Medium Progression)
Bard Spell Book

Spell Level 0 1 2 3 4 5 6

Spells per day (adjusted) ∞ 3 (5) 1 (2) - - - -

Spontaneous Caster Spell Use Tracker

Level 1

Level 2

Known Spells
Known Spell Level 0 School Duration Cast time Range/Area Save SR DC

Dancing Lights Evocation 1 minute; 1 standard action medium (100 ft. + 10 ft./level) none no 15

Detect Magic Divination concentration, up to 1 1 standard action 60 ft. cone-shaped emanation none no 15

Ghost Sound Illusion 1 round/level; 1 standard action close (25 ft. + 5 ft./2 levels) Will disbelief no 15

Lullaby Enchantment concentration + 1 round/level; 1 standard action medium (100 ft. + 10 ft./level) Will negates yes 15

Mage Hand Transmutation concentration; 1 standard action close (25 ft. + 5 ft./2 levels) none no 15

Summon Instrument Conjuration 1 min./level; 1 round 0 ft. none no 15

Known Spell Level 1 School Duration Cast time Range/Area Save SR DC

Charm Person Enchantment 1 hour/level; 1 standard action close (25 ft. + 5 ft./2 levels) Will negates yes 16

Cure Light Wounds Conjuration instantaneous; 1 standard action touch Will half yes 16

Ear-Piercing Scream Evocation instantaneous; see text; 1 standard action close (25 ft. + 5 ft./2 levels) Fortitude yes 16

Ventriloquism Illusion 1 min./level; 1 standard action close (25 ft. + 5 ft./2 levels) Will disbelief no 16

Known Spell Level 2 School Duration Cast time Range/Area Save SR DC

Blistering Invective Evocation instantaneous; 1 standard action personal 30-ft. radius Reflex partial, speci 17

Invisibility Illusion 1 min./level (D); 1 standard action personal or touch Will negates yes 17
Spell Descriptions (A-Z)
BLISTERING INVECTIVE

School: Evocation
Level: alchemist 2, bard 2, inquisitor 2, mesmerist 2
Descriptor: fire, language-dependent
Casting time: 1 standard action
Components: V, S
Range: personal
Area: 30-ft. radius
Duration: instantaneous;
Saving Throw: Reflex partial, see text
Spell Resistance: special, see below
You unleash an insulting tirade so vicious and spiteful that enemies who hear it are physically scorched by your fury. When you cast this spell, make
an Intimidate check to demoralize each enemy within 30 feet of you (see page 99 of the PFRPG Core Rulebook). Enemies that are demoralized this
way take 1d10 points of fire damage and must succeed at a Reflex save or catch fire. Spell resistance can negate the fire damage caused by this
spell, but does not protect the creature from the demoralizing effect.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC

CHARM PERSON

School: Enchantment (charm)


Level: bard 1, sorcerer/wizard 1, witch 1, shaman 1, occultist 1, psychic 1, mesmerist 1
Descriptor: mind-affecting
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Targets: one humanoid creature
Duration: 1 hour/level;
Saving Throw: Will negates
Spell Resistance: yes
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently
being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. The spell does not enable you to control the
charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject
orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected
creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you
or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your
commands, or else be good at pantomiming.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

CURE LIGHT WOUNDS

School: Conjuration (healing)


Level: bard 1, cleric/oracle 1, druid 1, paladin 1, ranger 2, witch 1, inquisitor 1, alchemist 1, shaman 1, occultist 1, spiritualist 1
Casting time: 1 standard action
Components: V, S
Range: touch
Targets: creature touched
Duration: instantaneous;
Saving Throw: Will half (harmless); see text
Spell Resistance: yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum
+5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply
spell resistance, and can attempt a Will save to take half damage.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

DANCING LIGHTS

School: Evocation
Level: bard 0, sorcerer/wizard 0, witch 0, magus 0, shaman 0, occultist 0, psychic 0, mesmerist 0
Descriptor: light
Casting time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Effect: Up to four lights, all within a 10-ft.-radius area
Duration: 1 minute;
Saving Throw: none
Spell Resistance: no
Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four
glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-
foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or
turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's
range. You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous
casting is dispelled. If you make this spell permanent, it does not count against this limit. Dancing lights can be made permanent with a
permanency spell.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

DETECT MAGIC
School: Divination
Level: bard 0, cleric/oracle 0, druid 0, sorcerer/wizard 0, summoner 0, witch 0, inquisitor 0, magus 0, shaman 0, occultist 0, psychic 0, mesmerist 0,
spiritualist 0
Casting time: 1 standard action
Components: V, S
Range: 60 ft.
Area: cone-shaped emanation
Duration: concentration, up to 1 min./level;
Saving Throw: none
Spell Resistance: no
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or
absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and
location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the
school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates
from a magic item, you can attempt to identify its properties (see Spellcraft). Magical areas, multiple types of magic, or strong local magical
emanations may distort or conceal weaker auras. Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster
level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two. Spell or Object Aura
Power Faint Moderate Strong Overwhelming Functioning spell (spell level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level) Magic item (caster level)
5th or lower 6th-11th 12th-20th 21st+ (artifact) Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is
destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even
weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength Duration of Lingering Aura
Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6x10 minutes Overwhelming 1d6 days Outsiders and elementals are not magical in themselves,
but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers,
but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect magic can be made permanent with a
permanency spell.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

EAR-PIERCING SCREAM

School: Evocation
Level: bard 1, inquisitor 1, sorcerer/wizard 1, witch 1, bloodrager 1, psychic 1
Descriptor: sonic
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Targets: one creature
Duration: instantaneous; see text;
Saving Throw: Fortitude partial (see text)
Spell Resistance: yes
You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two
caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Magic. Copyright 2011, Paizo Publishing, LLC

GHOST SOUND

School: Illusion (figment)


Level: bard 0, sorcerer/wizard 0, magus 0, occultist 0, psychic 0, mesmerist 0
Casting time: 1 standard action
Components: V, S, M (a bit of wool or a small lump of wax)
Range: close (25 ft. + 5 ft./2 levels)
Effect: illusory sounds
Duration: 1 round/level;
Saving Throw: Will disbelief
Spell Resistance: no
Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound
ghost sound creates when casting it and cannot thereafter change the sound's basic character. The volume of sound created depends on your level.
You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching,
or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of
rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans,
while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve. Ghost sound can
enhance the effectiveness of a silent image spell. Ghost sound can be made permanent with a permanency spell.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

INVISIBILITY

School: Illusion (glamer)


Level: bard 2, sorcerer/wizard 2, alchemist 2, summoner 2, inquisitor 2, antipaladin 2, magus 2, occultist 2, psychic 2, mesmerist 2, spiritualist 2
Casting time: 1 standard action
Components: V, S, M/DF (an eyelash encased in gum arabic)
Range: personal or touch
Targets: you or a creature or object weighing no more than 100 lbs./level
Duration: 1 min./level (D);
Saving Throw: Will negates (harmless) or Will negates (harmless, object)
Spell Resistance: yes (harmless) or yes (harmless, object)
The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone
else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so. Items dropped or
put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light,
however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an
item that the subject carries but that extends more than 10 feet from it becomes visible. Of course, the subject is not magically silenced, and certain
other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary
invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks
any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe
depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an
attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge
while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly,
however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this
purpose, even when they include foes in their area. Invisibility can be made permanent (on objects only) with a permanency spell.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

LULLABY

School: Enchantment (compulsion)


Level: bard 0, psychic 0, mesmerist 0
Descriptor: mind-affecting
Casting time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Area: living creatures within a 10-ft.-radius burst
Duration: concentration + 1 round/level;
Saving Throw: Will negates
Spell Resistance: yes
Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a -5 penalty on Perception checks and a -2 penalty on Will
saves against sleep effects while the lullaby is in effect. Lullaby lasts for as long as the caster concentrates, plus up to 1 round per caster level
thereafter.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

MAGE HAND

School: Transmutation
Level: bard 0, sorcerer/wizard 0, summoner 0, magus 0, occultist 0, psychic 0, mesmerist 0, spiritualist 0
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Targets: one nonmagical, unattended object weighing up to 5 lbs.
Duration: concentration;
Saving Throw: none
Spell Resistance: no
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in
any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

SUMMON INSTRUMENT

School: Conjuration (summoning)


Level: bard 0
Casting time: 1 round
Components: V, S
Range: 0 ft.
Effect: one summoned handheld musical instrument
Duration: 1 min./level;
Saving Throw: none
Spell Resistance: no
This spell summons one handheld musical instrument of your choice. This instrument appears in your hands or at your feet (your choice). The
instrument is typical for its type. Only one instrument appears per casting, and it will play only for you. You can't summon an instrument too large
to be held in two hands. The summoned instrument disappears at the end of this spell.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

VENTRILOQUISM

School: Illusion (figment)


Level: bard 1, sorcerer/wizard 1, summoner 1, psychic 1, mesmerist 1, spiritualist 1
Casting time: 1 standard action
Components: V, F (parchment rolled into cone)
Range: close (25 ft. + 5 ft./2 levels)
Effect: intelligible sound, usually speech
Duration: 1 min./level;
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: no
You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you
know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it).
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

Open Game License and Copyright details available at: https://pathbuilder2e.com/legacy/license.html


FEATS

ARMOR PROFICIENCY, LIGHT

Requirements: None
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to
Dexterity- and Strength-based skill checks.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

DIVINE FIGHTING TECHNIQUE

Requirements: Same alignment as chosen deity.


Select a deity. You can use that deity's fighting technique and receive any benefit for which you qualify, as described in
the Divine Fighting Techniques section below.
Section 15 Copyright Notice: Pathfinder Player Companion: Weapon Master's Handbook Copyright 2015, Paizo Inc

POINT-BLANK SHOT

Requirements: None
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

QUICKEN SPELL

Requirements: None
Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same
round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 fullround action cannot be
quickened. A quickened spell uses up a spell slot four levels higher than the spell's actual level. Casting a quickened
spell doesn't provoke an attack of opportunity.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

SHIELD PROFICIENCY

Requirements: None
When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-
based skills.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

STEADFAST PERSONALITY

Requirements: None
Add your Charisma modifier instead of your Wisdom bonus to Will saves. If you have a Wisdom penalty, you must apply
both your Wisdom penalty and your Charisma modifier.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Class Guide Copyright 2014, Paizo Inc

TWO-WEAPON FIGHTING

Requirements: Dex 15.


Your penalties on attack rolls for fighting with two weapons are reduced. the penalty for your primary hand lessens by 2
and the one for your off hand lessens by 6. See Two-Weapon Fighting in Chapter 8.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

WEAPON PROFICIENCY, SIMPLE

Requirements: None
You make attack rolls with simple weapons without penalty.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

Open Game License and Copyright details available at: https://pathbuilder2e.com/legacy/license.html


Description
A PFRPG character build.

Notes
Herança da Mulher
Lv1 - Vitalidade da Mãe
Sua fé lhe concede maior vitalidade, você ganha +2 de vida todo nível.
Lv3 - Dama da Sorte
Você é concedido com uma sorte superior, você pode 3 vezes por dia escolher rerolar um dado da sua escolha
(apenas rolados por você) mas apenas antes do resultado ser revelado
**Sacrifícios**
Você deve sempre proteger a vida
Você não deve machucar os indefesos e inocentes
Custom skill points added to build
Custom feat choice add at level: 2
Custom feat choice add at level: 4

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