SAVES / PERCEPTION
[dice=Fortitude]d20+6[/dice]
[dice=Reflex]d20+8[/dice]
[dice=Will]d20+8[/dice]
[dice=Perception]d20+6[/dice]
INITIATIVE
[dice=Init; Avoid Notice]d20+6[/dice]
SKILLS
[dice=Acrobatics(T)]d20+6[/dice]
[dice=Arcana(U)]d20[/dice]
[dice=Athletics(T)]d20+5[/dice]
[dice=Crafting(U)]d20[/dice]
[dice=Deception(U)]d20[/dice]
[dice=Diplomacy(U)]d20[/dice]
[dice=Intimidation(U)]d20[/dice]
[dice=Medicine(T)]d20+6[/dice]
[dice=Nature(U)]d20+3[/dice]
[dice=Occultism(U)]d20[/dice]
[dice=Performance(U)]d20[/dice]
[dice=Religion(U)]d20+3[/dice]
[dice=Society(U)]d20[/dice]
[dice=Stealth(T)]d20+6[/dice]
[dice=Survival(T)]d20+6[/dice]
[dice=Thievery(U)]d20+3[/dice]
[dice=PFS Lore(T)]d20+3[/dice]
[dice=Warfare Lore(T)]d20+3[/dice]
MELEE
[dice=Shortsword]d20+6[/dice] for [dice=Piercing/Slashing Damage]1d6+2[/dice] [ooc]Doubled on Crit[/ooc]
[dice=Shortsword, MAP, Agile]d20+2[/dice] for [dice=Piercing/Slashing Damage]1d6+2[/dice] [ooc]Doubled on Crit[/ooc]
[dice=Shortsword, MAP 2+, Agile]d20-2[/dice] for [dice=Piercing/Slashing Damage]1d6+2[/dice] [ooc]Doubled on Crit[/ooc]
[dice=Fist Attack]1d20+6[/dice] for [dice=Bludgeoning Damage]1d6+2[/dice] [ooc]Crit - Double Damage[/ooc]
[dice=Fist Attack, MAP, Agile]1d20+2[/dice] for [dice=Bludgeoning Damage]1d6+2[/dice] [ooc]Crit - Double Damage[/ooc]
[dice=Fist Attack, MAP 2+, Agile]1d20-2[/dice] for [dice=Bludgeoning Damage]1d6+2[/dice] [ooc]Crit - Double Damage[/ooc]
Gorilla Slam attacks have to be in Gorilla Stance
[dice=Gorilla Slam]1d20+5[/dice] for [dice=Bludgeoning Damage]1d6+2[/dice] [ooc]Crit - Double Damage[/ooc]
[dice=Gorilla Slam, MAP, Agile]1d20+0[/dice] for [dice=Bludgeoning Damage]1d6+2[/dice] [ooc]Crit - Double Damage[/ooc]
[dice=Gorilla Slam, MAP 2+, Agile]1d20-5[/dice] for [dice=Bludgeoning Damage]1d6+2[/dice] [ooc]Crit - Double Damage[/ooc]
Add +1 to damage for each attack past the first connects (i.e. damage is +3 if the 2nd attack hits, etc).
Gorilla Slam has the Forceful Trait - This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
RANGED
[dice=Halfling Sling Staff, 80' range, reload 1]d20+6[/dice] for [dice=Bludgeoning Damage]1d10+1[/dice] [ooc]Doubled on Crit[/ooc]
[dice=Halfling Sling Staff, MAP, 80' range, reload 1]d20+1[/dice] for [dice=Bludgeoning Damage]1d10+1[/dice] [ooc]Doubled on Crit[/ooc]
MEDICINE
[dice=Healing]2d8[/dice]
[dice=Extra Healing (Crit)]2d8[/dice]