Part VI-The rest of the classes.SorcererArmor still screws over non-bard arcane spellcastingTormenta sorcerers start with bad Bab, 8 +Con mod PV, plus 2+Con mod PV per level. 2+Int mod trained perícias, picking from Knowledge, Bluff, Spellcraft, Intimidate, Profession, Base talentos are Simple weapons, and Iron Will.
Well, still pretty squishy and not very skilled, but least they have two Carisma-based perícias. But wait! They now have abilities besides spellcasting! Well, one ability, Supernatural Bloodline. Pick from a bunch of choices, gain a bonus that scales up every 5 levels
Aberration Bloodline-Enemies whitin 9 m find your disturbing and suffer a -1 penalty on attacks, saves and other 1d20 checks. Sounds pretty sweet, basically +1 to your spell DCs as long as you're close, as well as +1 AC against melee. At 5th level 25% fortification, kinda meh. At 10th level your limbs stretch and you gain +3m to your base speed and your natural reach increases by 1,5 m. At 15th level blindsense 18 m. At 20th level full crit immunity and DR 5/-.
Draconic Bloodline- Start with a pair of natural claw attacks that deal the same damage as daggers, you can use both on the same round by taking a -4 penalty on the attack rolls. Eerr, you're a sorcerer, why are you're trying to melee? At 5th level scales give you +2 AC, which is always nice. At 10th level a breath weapon dealing 1d6 per level acid/fire/electricity or cold damage in a 9 m cone, reflex save for half. You only get to use it 1/day tough. At 15th level as a move action you can grow wings and fly at a speed of 18 m. No action to retract them tough. At 20th level as a standard action you can turn into a dragon! Huge size, +16 Força, +8 AC, 2 natural claw attacks dealing 2d6 each (do they stack with the pair of claws you got at first level?) plus a 2d8 natural bite. You can use all your natural weapons on the same turn by taking a -4 penalty on the attack rolls. Unlike the druid transformations, this one doesn't say you take size penalties, not sure if that's intentional or not. Also go figure what happens to your equipment.
Elemental Bloodline-Choose between water, air, fire, earth
or heart. You gain one extra PM, that can only be used for spells with a related descriptor (water includes cold, air includes electricity, earth includes acid). At 5th level you gain resistance 10 against those descriptors. At 10th level the DC of your spells with those descriptors increases by 1. At 15th level you get either swim 18 m plus being able to pass trough passages that weren't hermitically sealed if you picked water, fly 18 m if you picked air, +1 damage per die if you picked fire, or DR 5/- if you picked earth. Finally at 20th level you become an elemental, gaining immunity to stunning, disease, paralyzis, sleep, poison, and the respective descriptors to your chosen element.
Then spells. You can cast 2nd level spells right away at 3rd level, and then one extra level every two other levels, up to 9th level spells at 17th level. Car-based, you start with 4 cantrips and 1+Car mod 1st level spells. Then one extra spell known every level up. To cast all of those you gain 3+Car mod PMs plus 3 PM per level. Sorcerers are still spontaneous spellcasters.
Overall, sorcerers clearly got buffed, with faster spell progression, more spells known, and bloodlines are a nice extra. The draconic one is kinda schyzophrenic as you really don't want to be going in melee if you're a sorcerer, unless there's some really good self-buffs waiting in the magic section. Otherwise aberration bloodline seems pretty tempting, but the elemental bloodlines sound pretty solid. Altough fire sounds somewhat weaker as it only covers one descriptor. Sure, there may be more enemies trying to use fire against you, but those enemies will also probably be resistant or even immune to fire.
FighterThe real reason the minotaurs resort to violent conquest and enslaving is because none of them has trained Diplomacy.... It's the freaking 3.5 fighter. 20+Con mod starting PV, plus 5+Con mod per level, then a combat talento at first and second level, then another every two other levels. That's it. Oh, wait, they get perception as a class
skill perícia. Combat talentos better be damn good to justify all those dead levels.
RogueWorld of Tormentacraft.Tormenta rogues start with medium Bab, 12 +Con mod PV, plus 3+Con mod PV per level. 8+Int mod trained perícias, picking from Acrobatics, Athletics, Perform, Ride, Knowledge, Diplomacy, Bluff, Stealth, Initiative, Sense Motive, Thievery, Gather Information, Profession, Perception. Base talentos are Light Armor, Simple and Martial weapons, shields, Lighting Reflexes.
They still have sneak attack 1d6+1d6 per two levels, needing to catch an enemy flatfooted or flanked, and crit-immune creatures still shrug it off. Then Trapfinding, that now seems to be be working from the Perception perícia (I would guess it would be based on Thievery).
Evasion at 2nd level, and then Rogue Techniques. Pick from a list, then again every 3 other levels.
Crippling Attack-Creatures damaged by your sneak attack take a -2 penalty on attacks, saves and checks for 1 minute. Pretty sweet!
Stand Up-Get up from prone as a free action. Should give a bonus on Perform (breakdancing).
Rapid Disable-Disable mechanisms as a standard action instead of 1d4 rounds (check the Thievery skill for details).
Rapid Sneak-Move at full speed while sneaking around!
Skill Perícia Mastery-Choose a number of perícias equal to 1+Int mod. You can always choose to take 10 on those.
Slippery Mind-Same as before.
Opportunist-Gain +4 to attack rolls against enemies that were already damaged this round. Kinda counter-productive with going first, but I guess you can delay after combat starts.
Defensive Roll-If you suffer damage, you can try a Reflex save with the same DC to reduce it to half. Only 1/day, but you can pick it multiple times for extra uses.
Combat Trick-bonus combat talento, can pick multiple times.
Perícia Trick-learn an extra perícia. You can take it multiple times, but I wouldn't want to pick it even once.
Magic Trick-Become able to cast a 1st level arcane spell of your choice, Int based, 1+Int mod PM. You can take it multiple times to learn extra 1st level spells and +1 PM, but you're still suffering from armor spell failure.
At 3rd level trapsense. +1 to AC against trap attacks and on reflex saves against traps, scaling +1 every 3 levels. At 4th level uncanny dodge, scaling to improved uncanny dodge at 8th level. Improved evasion at 10th level.
All in all rogues seem buffed up, in particular with the techniques, of which there's several nice ones. However after 11th level the class really starts to dry up. Some extra trap sense here, some more sneak attack there, 16th level doesn't give you anything at all. Considering the new way
skills perícias work, rogues seem like they really want to multiclass into something else mid-career.
WizardA wizard trained in Profession (Booze Brewer)Tormenta wizards start with bad Bab, 8 +Con mod PV, plus 2+Con mod PV per level. 2+Int mod trained perícias, picking from Knowledge, Bluff, Spellcraft, Profession and Perception, Base talentos are Simple weapons, and Iron Will.
Wizards cast pretty much the same as sorcerers, except they're Int based, know one extra cantrip and two extra 1st level spells at start, and then learn two extra spells at every level up. They also start with just 1+Int mod PM, but then gain 3 PM per level just like the sorcerer. Last but not least, they must prepare how they're going to spend their PM ahead of time every day.
Their unique class ability is Arcane Mysteries (bonus magic talento at 1st level and every other 5 levels), plus Arcane Link. Your first choice is an Item of Power, like a wand, staff, book, hat, amulet or even a weapon. Once per day you can use it to cast any spell you know whitout spending PM, including metamagic (metamagic spends extra PM? Seems like so). However if you try to cast a spell whitout wearing or holding your item of power, you need to make a Spellcraft check with DC 15+spell level or waste your action and PM. The Item of Power has DR 10/- and PV equal to half your own. If it is destroyed, you're stunned for 1d4 rounds and then must spend a week and 100
GP TO to build a new one.
Or you can pick a familiar. Telepathic link up to 1 km, they're all tiny animals with standardized stats, except their HP is half their master's. The exact kind gives you a special bonus. Snake for Perícia Focus on Bluff (or basic training on it), Owl can fly faster and grants low light vision, Crow can fly faster and grants Iron Will (but tormenta wizard already gets Iron Will base...
), Falcon can fly faster and gives you
Falcon Punch training in Perception or Perícia Focus on it, Cat gives Stealth training or Focus on it, Bat can fly faster and grants darkvision 18m, Rat grants Great Fortitude, Toad grants Vitality as a bonus talento.
And that's it. No spellbooks to which you can keep adding spells. Which is probably for the best. Overall much closer to the sorceror in terms of relative power, the wizard knows a lot more spells but must prepare them beforehand. They have pretty much the same PM progressions tough, just that sorcerors start with a little more, which I guess helps make up for the part where wizards get two extra abilities at first level.
MonkReturn of the fanserviceTormenta monks must be lawful, start with
full Bab, 16 +Con mod PV, plus 4+Con mod PV per level. 4+Int mod trained perícias, picking from Acrobatics, Athletics, Knowledge, Diplomacy, Heal, Stealth, Initiative, Stealth, Sense Motive, Profession, Perception. Base talentos are Simple weapons, Exotic weapons (nunchaku, sai, shuriken), great Fortitude, Lighting Reflexes, Iron Will, Improved Unarmed Strike.
The monk gains improved unarmed damage to 1d6 at first level, and scales up every 4 levels to 2d10 at 20th level. Flurry of blows allows you to make one extra attack per turn with unarmed strikes, staffs, nunchaku, sai or shurikens by taking a -2 penalty on all attack rolls, which sounds a much better deal now that the monk has full Bab and everybody else seems to be eating a -4 penalty on attack rolls for the same kind of effect.
Sixth Sense
allows you to see dead people gives your Sab bonus to AC, that increases by 1 at 5th level and every other 5 levels.
Fighting Style grants you a bonus combat talento at 1st, 2nd and every other 4 levels. You also gain evasion at 2nd level.
Fast movement grants +3 m to your base speed, and again every other 3 levels.
Chi attack at 4th level makes your unarmed strikes count as magic to bypass DR/magic. At 10th level they count as your alignment, and at 16th level ad adamantine. 4th level also grants +5 on Acrobacy and Athletics tests, increasing an extra +5 at 9th level and every other 5 levels.
Corporal Integrity at 7th level allows you, as a fullround action 1/day, heal yourself by an amount equal to your Sab mod times your level. Meh.
Improved Evasion and Diamond Body come online at 9th level, and now makes you immune to all diseases and poisons, not just natural ones.
At 11th level you no longer take a penalty on Flurry of Blows.
At 13th level Diamond Soul grants you a +4 bonus on saves against magic effects.
Quivering Palm at 15th level allows you to once per day to make an unarmed strike that doesn't deal damage, instead forcing the enemy to make a Fort save with DC 10+1/2 level+Sab mod or die. Creatures immune to criticals are immune. Whatever hapenned with delaying the effect so you can replicate Fist of the North Star? Ah, well, at least it's 1/day instead of 1/week.
Timeless body at 15th level makes you stop taking penalties for aging and cannot be magically aged. You still die when your time comes.
Tongue of the Sun and the Moon at 17th level allows you to speak with any creature with Int 3 or more. Considering that not all clerics and wizards can afford to learn Tongues in their free time, this may actually be useful now!
Empty Body at 19th level allows you to become ethereal as the spell ethereal form. Only one minute per day, but activating this ability is a
free action, so awesome.
Perfect Self at 20th level grants the monk DR 5/-.
Plus you auto-suceed at all saves! Now there's a proper capstone!
And a final note saying that monk abilities don't work if you're using armor or shields.
Monk clearly got bufed all around, and when you take in account the general changes so far implemented by Tormenta like fewer magic items, multiple attacks after moving and no more full list casters, seems pretty promising. Still will need to check on the actual combat talentos tough.
PaladinDwarves no longer have a Cha Car penalty b*****!Tormenta paladins must be lawful good, start with full Bab, 20 +Con mod PV, plus 5+Con mod PV per level. 2+Int mod trained perícias, picking from Handle Animals, Athletics, Ride, Knowledge, Heal, Diplomacy, Initiative, Sense Motive, Profession. Base talentos are Light, Medium and Heavy Armor, Simple and Martial weapons, Shields, Great Fortitude.
What, no perception? Well, let's check the class abilities.
First there's the code of conduct. No allying with evil creatures, and if you commit an evil act out of your own will, you lose all paladin abilities until you receive an attonment spell.
Then you must pick a god between Allihanna, Azgher, Khalmyr, Lena, Lin-Wu, Marah, Tanna-Toh, Tauron, Thyatis or Valkaria and get their special power. Still have no idea what they are, but it's the same thing clerics get at least.
Smite Evil works the same as before, except you can declare it before any melee attack as a free action, and gain an extra use every 3 levels. Then you also gain Detect Evil at will.
Lay on Hands at 2nd level heals 1d8+1 PV by touching someone as a standard action. At 6th level and every 4 other levels increases by another 1d8+1. Can be used to damage undeads if you hit them with an unarmed strike (does it deal unarmed damage as well? Paladin/monk FTW!
). You can use it 1+Car mod times per day.
Divine Grace, Aura of Courage and Divine Health all still the same.
Then at 4th level Channel Positive energy like clerics were doing 3 levels ago.
At 5th level you get a choice. Your first option are spells. Start with 1st level divine spells, unlock another level every other 4 paladin levels, up to 4th level spells at 17th paladin level. It's Sab based, you start knowin 1+Sab mod spells and learn another every level up. Your PM are 1+Sab mod plus another for each level from here, and you must prepare them before hand.
Or if you don't feel like gaining spells, you can choose Paladin Powers! First Faith weapon makes all your melee attacks count as good for bypassing DR, Faith Armor at 9th level gives you +2 AC, at 13th level Holy Power as a standard action 1/day gives you +4 to attack rolls and damage rolls for 1 minute, and at 17th level Champion of Good allows you to 1/day gain DR 20/- as a standard action for 1 minute. Meh, unless cleric spells were really gimped, I think any paladin will be better off with the spellcasting. Half the paladin powers are just 1/day and take a standard action to start, which kinda sucks.
But wait, 5th level isn't over yet! You can also pick between a link with divine forces (read: bonus combat talentos every 5 levels), or a sacred mount. Warhorse for medium paladins, guard dogs for small paladins, they gain generic animal levels at the same rate as you, and the book suggests other animals of same level may be used. Either way if they die, you get stunned for 1d4 rounds and then must spend a day praying and meditation
for another pile of steak.
And finally at 6th level you get Remove Condition. Choose between shaken, frightned, stunned, blind, sick, exhausted or deaf. When you use Heal on Hands, besides healing PV, you also remove that condition from the healed creature. But not completely, frightned creatures become shaken, exhaustion turns to fatigue. At 9th level and every three other levels you can pick another condition to remove, but only one per lay on hands.
Finally a note on ex-paladins. If you stop being lawful or good, you can kiss your paladin abilities goodbyie until you receive an attonment spell.
Overall, paladins seem to have been buffed as well, but more on the utility department. You work as a nice secondary healer and have full Bab and martial weapons which helps you hit stuff a bit better than a cleric, and you're gaining your god's ability like them. Bonus
feats talentos instead of a weakish mount seems like a good deal as well. Still suffers from drying up as you level up, meaning you would probably be better off multiclassing after the early levels.
RangerSince I don't recall an ant-people base race, I'll guess that's a female lefou.Tormenta rangers start with good Bab, 16 +Con mod PV, plus 4+Con mod PV per level. 6+Int mod trained perícias, picking from Handle Animals, Athletics, Ride, Knowledge, Heal, Stealth, Initiative, Profession, Perception, Survival. Base talentos are Light and Medium Armor, Simple and Martial weapons, shields, Great Fortitude, Lighting Reflexes, Track
Wild Empathy works the same as before, except it notes hungry animals may start as hostile by default.
Favored enemy is also pretty much the same, except it doesn't grant a bonus to Bluff checks. On the other hand, the categories are now much broader! You can pick all humanoids as one, aberrations, dragons, lefou, plants and slimes all fall under Monsters, fey and elementals are grouped with outsiders as Spirits, Animals includes vermis, swarms and magical beasts. The other two options are undeads or constructs, meaning a 20th level ranger will have all but one as Favored Enemy. Oh, but they don't all auto-scale. Every time you pick a new choice, you get to buff just one of your styles by an extra +2 (which may be the new one).
At 2nd level fighting style as before, pick between Two Weapon Fighting or Rapid Shot.
At 3rd level Favored Terrain, picking from desert, forest, mountain, swamp, plains, jungle, aquatic, subterranean or Tormenta area. You gain +2 to AC, Acrobatics, Athletics, Stealth, Perception and Survival while on the chosen terrain. You pick another option and the bonus to a terrain of your choice increases by +2 at 8th, 13th and 18th levels.
At 3rd level you gain Endurance.
At 4th level Wild Link. You gain a combat or perícia talento, plus another 9th level and every other 5 levels. Or you can choose an animal companion, that works as one from a druid companion 3 levels behind.
Blessing of Nature at 5th level you can choose between spells as a paladin or ranger techniques. Those are +3 m to your base speed at 5th level, traps at 9th level allows you to, with 10 minutes of work and 1+Sab mod times per day, make a trap that affects a 3m square area. DC to find is 20+Sab mod, anyone who walks into it must make a Reflex save with DC 20+Sab mod or either take 6d6 damage or become immobilized, your choice. Immobilized creatures can escape with a For or Acrobatics check with DC 30. As written, you get to choose the trap's effect when it triggers. Excellent for “Just as Planned” moments. Then at 13th level Healing Herbs allows you to 1/day as a standard action heal 4d8+4 and remove any effects caused by poison on the target, which may be yourself. Finally at 17th level you get Hunter's Eye, that allows you to spend a move action to check up a creature whitin 9 m. Against that creature, you gain +4 to attack rolls and your threat range is doubled. No daily limit!
At 6th level Improved Fighting style gives you either Multishot or Improved Two Weapon fighting depending on your previous choice.
At 7th level Forest Path you're no longer slowed down by difficult natural terrains.
At 8th level you can track at normal speed whitout penalty.
At 9th level evasion.
At 11th level Improved Precise Shot or Greater Two Weapon Fighting.
At 12th level the DC for tracking you increases by +10. Too bad your allies are still leaving a mess.
At 13th level you camouflage allows you to hide whitout need of cover, regardless of the type of terrain.
Finally at 17th level Mimetism allows the ranger to hide even while being observed. Really did we need to wait so much time for this kind of ability?
Overall, the ranger also seems buffed. Stronger animal companion, or some bonus talentos, and trapmaking may just be worth giving up spellcasting for, in particular with Hunter's Eye on the horizon. Favored Enemy doesn't scale as fast, but it should apply to a lot more stuff, and Favored Terrain helps as well. However just like the paladin and rogue, ends up drying up in terms of abilities, altough I could see taking a range all the way to 13th level for camouflage. Maybe all the way to 17 for Hunter's eye, or all the way to 20 if you went with spells.
Samurai”My Honor makes me sparkly!”As the first non-3.5 core-based base class, I guess I should first touch a bit on the fluff behind this class.
Many adventurers live by weapons, wits, or magic. But for a samura, honor is stronger than steel, more important than smarts, stronger than any spell.The elite warriors from the Jade Empire, samurais lived to serve, until the Tormenta destroyed their lands. Many commited ritual suicide , the survivors either serve the remaining Tamu-ra nobles, serve the dragon god Lin-Wu, or roam the Reinado in search of honor, be it serving the last wishes of their masters, or searching a glorious death in battle!
Tormenta samurais must be lawful, start with full Bab, 20 +Con mod PV, plus 5+Con mod PV per level. 4+Int mod trained perícias, picking from Acrobatics, Athletics, Handle Animal, Ride, Knowledge, Heal, Diplomacy, Initiative, intimidate, Sense Motive, Profession, Perception. Base talentos are Light, Medium and Heavy Armor, Simple and Martial weapons, Great Fortitude, Iron Will.
Ancestral weapons makes the samurai start with a free
masterwork bastard sword Katana and wakizashi, the pair is known as daisho. They start with a +1 magic enanchment right away to either of those, and increase another +1 every 2 levels, up to +´10 at 19th level. You can put them all on the same weapon, or split them over both weapons, as well as picking special abilities like flaming or keen. In the hands of other people, they're regular weapons, which I guess helps prevent samurais from becoming hunting targets due to the global shortage of magic bling. If the samurai loses them, he takes a -1 penalty on all attacks, saves and checks until he recovers them. Or just buys a new one. Samurais don't have exotic proficiency (katana), so they must use it with both hands. You can also pick a naginata (halberd), darikyu (longbow) as alternative ancestral weapons, or any masterwork weapon for the matter if you prefer.
At 2nd level pick a Combat Style-Iaijutsu gives you Quick Draw, or you can go for two Weapon Fighting. You also gain Kiai Shout, that as a free action gives you +2 to attack and damage rolls for 1 round. Useable 1+Sab mod times per day.
At 4th level and every other 4 levels you gain an extra combat Talento.
At 6th level your Fighting Style improves with either Períci Focus (Initiative) or Improved Two Weapon Fighting.
At 7th level Scary Eye allows you to Intimidate vs Will save against an opponent whitin 9 m as a move action. If you suceed they're shaken for 1 minute. If you fail they become immune for a day.
At 10th level Improved Kiai Shout increases your cry's bonus to +4.
At 11th level you dominate your Fighting Style, gaining either Improved Initiative or Greater Two Weapon Fighting.
At 14th level you can use Scary Eye on all enemies whitin range.
At 18th level Greater Kiai Shout increases your cry's bonus to +6.
Well, it's pretty much the Complete Adventurer Samurai with a touch from the Oriental Adventures version, combined and improved.
Staredown Scary Eye is just a move action (and remember that multiple attacks are now just a standard action), plus Kiai Shout applies to all your attacks and can be used quite a bit of times per day right away. With bonus feats sprinkled around, scaling weapons, solid perícias, this doesn't really has any dead levels, so I could see taking a samurai all the way to 19th level. Only thing you get on the last one is a last bonus talento, so you may as well dip fighter for an extra trained perícia.
Swashbuckler “The Masked Pirate strikes again!”In a world of heavy cuirasses and oversized swords, the swashbuckers is the most
fabulous daring and romantic of warriors, prefering to dress himself in broidery and laces. He carries rapiers or pistols in his hands, and daggers or roses in his perfect and brilliant teeth!
Tormenta swasbucklers start with good Bab, 16 +Con mod PV, plus 4+Con mod PV per level. 4+Int mod trained perícias, picking from Acrobatics, Athletics, Perform, Ride, Knowledge, Diplomacy, Bluff, Stealth, Initiative, intimidate, Gather Information, Profession, Perception, Survival. Base talentos are Light Armor, Simple and Martial weapons, Lighting Reflexes.
Light armor is a trap, since it actually prevents you from using your class abilities.
At first level the Swashbuckler gains Selfconfidence, granting him his Car bonus to AC, which improves by +1 at 5th level and every other 5 levels.
Also a bonus combat talento, plus another at 2nd level and every 4 levels thereafter.
Then at 2nd level Fighting Style allows you to pick either Weapon Finesse or Exotic Weapon (pistol or musket). You also gain Evasion.
At 3rd level Paralyzing presence allows you to add your Car bonus to Initiative checks
4th level gives you nothing, 5th level is a measly +1 AC from selfconfidence, finall at 6th level you gain Parry or rapid reload as bonus talentos depending on your Fighting Style choice.
At 8th level Avid Hero allows you to take an extra standard or move action action. Once per day.
At 9th level Improved Evasion, at 11th level Precise Attack (+1d6 damage with finessable weapons) or Deadly Aim (+1 crit threat with projectile weapons) as bonus talentos depending on your fighting style.
Lucky at 13th level you can re-roll a failed attack or check. You must use the second result, even if worst. Still only 1/day.
Finally at 16th level... Slippery mind as the rogue. But rogues could've picked that at their 2nd level.
Well, this last one was kinda of a dispointment to be honest. First two levels are pretty nice, third gives an unique ability, then it's kinda downhill from there. 4Th, 7th, 12th, 17th, 19th are completely dead levels, and many of the others in between are just 1/day abilities or +1 AC. Avid Hero is the best argument for staying on this class to 8th level, and even then it's still just 1/day and you kinda lost 3 levels to get there. It's still better than the Complete Adventurer Swashbuckler, but that's not saying much really. I was really hoping for more after seeing what they did to the Samurai.
..
Overall Opionion on Tormenta Classes: Still will need to check on the actual talentos and spells for a proper evaluation, but so far so good. Fullcasters no longer know hundreds of spells by default, most mundanes get nice tricks all around, hybrid classes like the bard, paladin and ranger can pick spells directly from the fullcaster's lists and get some extra goodies as well.
Multiplied class HP at first level also rewards you for starting with the more tanky classes. A barbarian's base 32 HP seems a lot more impressive than a wizard's puny 8.
The new multiclassing rules also seem to reward dipping, as you no longer need to remain on a class with lots of
skill points trained perícias to keep them at full power. Actually, something like dipping fighter could grant you an extra trained perícia! In particular important now that Initiative is a perícia. One that no fullcaster gets by default.
Next time: perícias!