Posts
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Let's Read the Dark Sun Creature Catalog: Baazrag
A pack of baazrags ready to attack. Copyright 2010 Wizards of the Coast. This post is part of a series! Click here to see the rest.
Athas has no mundane Earth animals. Instead of wolves or dogs, you get these things.
The Lore
Baazrags are beetle-lizard things the size of large dogs. In their natural environment, they’re desert predators organized in large but loose packs. Pack members stick close to each other but most fend for themselves, feeding on weeds and small animals and accumulating water in a sac under their shell. When one of them detects large prey it alerts the others, and the entire pack works together for the big meal ticket.
All baazrags are born female, but only a few manage to reach the right size, age, and biochemical triggers to become egg-laying breeders. When a breeder is present, some of the other baazrags will become male, and will help fertilize and defend the eggs. Breeders and other powerful baazrags have some innate psychic sensitivity - proximity to psychic characters irritates them, making them more hostile.
The Numbers
Bazraags are Natural Beasts with the Reptile tag. Like most monster tags, it does nothing by itself but some effects may key off it. Most specimens are Medium, but Whelps are Small and breeders are Large. Their signature trait is Pack Harrier, a passive trait which gives them combat advantage against any target surrounded by two or more of their allies. They have a ground speed of 8, so good lock outrunning them when they find you.
Baazrag Whelp
Baazrags are capable of fighting from the moment they hatch, but they’re still too vulnerable to strike out on their own and so stick close to their mother. When they grow up a little more, they join the other members of the pack in their semi-independent activities.
Whelps are Level 1 Minion Skirmishers with the signature traits mentioned above, plus the Scrambler trait that lets them ignore difficult terrain when they shift. Their bite does the kind of damage you’d expect from a Level 1 Minion, which isn’t anything spectacular.
Baazrag Gnawer
A particularly tenacious hunter that strays a bit further from the pack to act as a scout. It’s usually the first to spot large prey and warn its companions, and when it bites down it doesn’t let go.
Gnawers are Level 1 Skirmishers with 29 HP and all the standard traits. It also has the Latcher trait, which gives it +2 AC when it’s latched onto a victim (see below).
The gnawer’s Bite does a lot of work here. It deals standard damage on a hit and lets the creature latch onto the target, which works like a custom status effect. While the gnawer is latched on a target, it moves when the target moves, without provoking opportunity attacks, and can stop at any unoccupied square adjacent to the target at the destination. It can obviously only latch onto one creature at a time.
While the gnawer is latched, it can use the Gnaw attack, which on a hit deals heavy physical damage, ongoing 5 poison (save ends) and lets the creature detach and shift 2 squares.
The main difference between having a gnawer attached and being grabbed is that the target is not immobilized. Therefore, even though the stat block doesn’t say it, I’d let PCs treat it like a grab for purposes of escaping it early. On the other hand, while a gnawer can only grab one target, multiple gnawers can attach to the same target. Don’t let it happen!
Finally, as a move action, the gnawer can use Bounder to jump 4 squares without provoking opportunity attacks. This is at-will, so it’s a very slippery creature if you don’t have a fighter with you.
Baazrag Swarm
One whelp is nearly harmless, but the whole litter at once is bad news. This is a Medium swarm, counting as a Level 3 Soldier with 46 HP. They have the usual swarm resistances: half damage from melee and ranged attacks, vulnerable 5 against close and area attacks.
Like all Swarms, this one can occupy the same space as its enemies, and its area counts as difficult terrain. It cannot be pushed, pulled or slid by melee or ranged attacks, and can squeeze past any opening big enough for an individual member without penalty. In this case, the members are probably Small. It also has Pack Harrier, and a Hinder aura (1) that slows enemies who start their turns inside. Being inside the swarm also counts as being inside the aura, obviously.
Their basic melee attack is Bloodthirsty Swarm, which deals extra damage against prone targets. Their other attack is of course Pull Down, which damages and knocks prone on a hit.
These things are slightly less dangerous needlefang drake swarms. They’re higher level and do more base damage, but their aura doesn’t give them additional free attacks against prone targets. This means they will probably leave incapacitated PCs alone while other enemies remain in the map, though those would still be fair game if nothing else is in reach.
Baazrag Breeder
A typical baazrag who managed to grow and develop the ability to lay eggs. It’s Large in size, and a Level 5 Brute with 77 HP. I’m guessing not every old-enough baazrag will reach this state - it might be something related to hormones, like in an insect hive.
The breeder upgrades her Pack Harrier trait to Pack Master, and only needs one other adjacent ally to gain Combat Advantage against a target. She can attack with a basic Claw attack or with a Bite that deals bonus damage against prone targets and inflicts ongoing 5 poison (save ends) on a hit.
She also has psychic powers! Psychic Lure is a minor action Close Burst 5 vs. Will that targets one enemy and pulls them 3 squares on a hit. And that irritability when near other psychic sources translates into the Psychic Provocation reaction, which lets the breeder immediately charge anyone who deals psychic damage to her once per turn.
Encounters and Final Impressions
Baazrags look like typical random encounters during wilderness travel, but depending on how the PCs are doing in their trek they could also seek the creatures out to harvest their water sacs and meat.
The first sign of a baazrag pack is the lone scout that will make an effort to call its buddies when it finds the party. Then they’ll swarm the prey and try to pull it down for the kill, but will give up if they think the prey is too tough and the fight is going against them.
Breeders, if present, stay a bit further away and try to lure a lone victim with Psychic Lure. If they manage it, they’ll attack the isolated PC with the help of any nearby young.
Individual adult Baazrags could all be represented by gnawers, though you could also reskin Gray Wolves from the Monster Vault as other baazrag adults. Any and all of these might be found as members of humanoid encounter groups as guard and war animals, just like the beasts they replace.
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Let's Read the Dark Sun Creature Catalog: Anakore
An typical anakore specimen, looking like a gray spiky armadillo man with large claws. Copyright 2010 Wizards of the Coast. This post is part of a series! Click here to see the rest.
I have no idea if anakores appeared before. This is the first time I’ve read about them.
The Lore
Little is known about the origins of these creatures. Ancient tales speak of a terror from beyond the sky that touched their humanoid ancestors, causing them to recoil from the sun and seek shelter underground. Over time, these ancestors became today’s anakores.
Anakores live in small hunter-gatherer bands led by their most accomplished tracker. They burrow beneath the desert sands during the day, and from there they can feel the vibrations of prey passing overhead, and smell blood spilled on the ground. When anakores detect prey, they can follow it all day by tunneling through the sands, waiting until nightfall to spring their ambush from below. Then they will fight with their powerful digging claws and their paralytic bites.
While on the move, the creatures subsist on plant roots, including certain poisonous species that help the formation of their venom. Rootless vegetation spread around an area is a possible signt of anakore presence, though they’re smart enough to clean this up if they intend to stay in place for a while.
Different band members specialize in different parts of an attack - some lead the ambush, others strike to hurt and incapacitate victims, and yet others drag those victims underground.
I guess a lot of the time they prey on the local fauna, but anakores don’t mind attacking sapient travellers, and judging from what the book says seem to prefer it. They don’t have any visible sexual dimorphism, and rumor has it that they reproduce by dragging some of their sapient victims to weird cocoons under the sands. There, the victims are transformed into more anakores. No one knows what criteria they use to select new candidates.
The Numbers
Anakores are Medium Aberrant Humanoids, which means they’re sapient. They have low-light vision and Tremorsense 5, plus a ground speed of 5 with Earth Walk and a burrow speed of 6 on loose earth only. They communicate in Deep Speech.
Their signature traits are Dune Diver, which lets them charge while burrowing, and Sensitive to Light, which gives them a -2 penalty to attacks for a turn when they’re exposed to direct sunlight or take radiant damage.
Their poison is a rider on a different attack on every stat block, but the effect is always the same: the target is slowed on a hit (save ends), worsening to immobilized (save ends) after the first failed save.
Anakore Hunter
These are the ones who drag people under. They’re Level 5 Lurkers with 48 HP. Their basic claw attacks grab the target on a hit, and on their next turn they can choose to either bite the victim or drag them under.
The bite targets a grabbed creature and deals a bit less damage than the claws, but applies the poison described above. Drag Under (melee 1 vs. Fortitude) can target either immobilized or grabbed creatures. It deals more damage than the claw, inflicts 5 ongoing damage and removes the target from play (save ends both). When the effect ends the target reappears at its previous position or on the closest unoccupied square. And even them they’re still immobilized (save ends), so the hunter can try to drag them under again right away instead of having to bite.
Presumably, victims who drop to 0 HP by this attack would be dragged further down and not come back up. Don’t let that happen!
Anakore Render
This is the one that hurts the prey and makes it more vulnerable to the others. Renders are Level 7 Brutes with 96 HP and a ground speed of 7 instead of the usual 5.
Their claws do heavy damage on a hit, pushing the target 2 squares and knocking it prone. Their blood frenzy ablity (recharge 5+) lets them perform two of these attacks in one action.
As a move action, they can use Blood Hunger to shift 3 squares closer to a bloodied creature. As a minor action, they can use a rending bite against a prone or bloodied creature, which does light physical damage and applies anakore venom.
Anakore Dune King
Often the leaders of a pack, Dune Kings signal the start of an attack by bursting up from the ground in the middle of their targets and distracting them so their fellows can attack the victims more safely. They’re Level 9 Skirmishers with 94 HP and the Leader tag.
Their claws damage and apply anakore poison on a hit, but the real threat here is the Sand Eruption ability (recharge 5+). The dune king must be underground to start this, and the action lets him move 4 squares to a square that’s not underground. The first time they enter such a square, they can perform a Close Burst 2 attack that targets enemies and deals very heavy physical damage on a hit, sliding the targets 2 squares. Additionally, each anakore in the burst can shift 3 squares as a free action, and the area of the burst becomes difficult terrain until the end of the encounter.
Finally, Dune Kings can shift 1 square as a minor action using Sand Slide, which makes them as slippery as kobolds despite their size.
Encounters and Final Impressions
Anakore bands only hunt in places where they can burrow, which means the terrain on the map will mostly be soft earth, sand, or silt. An anakore-only encounter is the most common one, I think, but they can also appear with other burrowing predators that they either trained, or which happen to be opportunistically hanging around.
They can also work with other sapients that pay them in food and trinkets for doing what they were already going to do anyway, and you might also find them in bizarre aberrant ruins on or under the surface, drawn there by strange dreams and performing unspeakable rituals.
Anakores are smart enough to recognize when they’re in a poor situation, and when they should negotiate instead of fighting. But if they think they should fight, their underground ambushes can be pretty terrifying, as all of their powers synergize very well and make the tactics described in the lore section very effective.
Their burrow speed lets them go back underground at will, meaning each Dune King might be able to perform more than one Sand Eruption in a fight, and the Hunters can move with relative impunity among the party to harass and grab the PCs. Renders stay up top once they emerge, and all of them are immune to the difficult terrain created by the Kings due to Earth Walk.
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Let's Read the Dark Sun Creature Catalog: Aarakocra
An aarakocra warrior holding a spear with their feet. Copyright 2010 Wizards of the Coast. This post is part of a series! Click here to see the rest.
As far as I know Aarakocra first show up on the 1e Fiend Folio as relatively peaceful and good-natured bird people. They’re like that in most of their appearances, but just like with all everything else about this setting the Athasian version is Darker and Sunnier(TM).
The Lore
Here, Aarakocra are vulture-people, who band together in insular tribes for survival in the harsh wastelands of Athas. They just want to be left alone to do their own thing, but are understandably mistrustful of outsiders in a setting full of slavers and sorcerer-kings. Each tribe claims a territory, and fiercely defends it. Their settlements are built atop desert mesas and other high places, and they use these vantage points to survey their territory for food and intruders.
Foreigners traveling through a tribe’s territory will be approached by the aarakocra, who demand tribute in exchange for safe passage. Those who pay are guided to safer paths or useful landmarks. The aarakocra attack those parties who refuse, trying to kidnap some of their members for ransom. Some large merchant houses make deals with the more powerful tribes, paying protection fees in advance to avoid harassment from both the paid off tribe and any weaker ones that might lie along the route.
Aarakocra have a long tradition of reverence for primal spirits of the wind and sun. Many of them display the ability to cast primal spells, and they know rituals to summon air elementals and other spirits.
The Numbers
Aarakocra are Medium Natural Humanoids (take that, Aristotle!). They have low-light vision, ground speeds of 5, and fly speeds of 6. Their signature power is Sly Takeoff, a move action that lets them shift 1 square and then fly 5 squares. It’s very useful for disengaging from melee.
Aarakocra Diver
Braver than most of their kin, these warriors like to fly high and dive at their targets from an angle that leaves the sun at their backs, making it difficult for the victim to spot them until it’s too late. They’re Level 6 Skirmishers with 66 HP.
Divers fight in the traditional aarakocra style, gripping a Reach 2 longspear in their prehensile feet while flying. “Brave” doesn’t mean stupid, so they do everything they can to avoid getting bogged down in ground combat.
Their most likely maneuver is a Flyby Attack, where they can move 6 squares, and make a longspear attack against a target anywhere along the movement. If the target grants combat advantage to the diver, the diver can also make a bite attack as a minor action for a little extra bit of damage.
They can also make a more powerful Diving Charge (recharge 4+), which lets them charge and make an extra strong longspear attack that also knocks prone on a hit. They’ll likely need to use Sly Takeoff to move away afterwards.
Aarakocra Warrior
The typical vulture-folk warrior is not as mobile or brave as the diver, relying on strength of numbers. They descend from the sky and try to stay just high enough off the ground to stab with their spears.
Warriors are Level 6 Minion Skirmishers that fight with reach 1 Spears which do an extra point of damage on a charge. So they still want to charge in and use Sly Takeoff to move away when fighting.
Aarakocra Windcaller
Priests and mystics trained in the aarakocra primal tradition, they know the secret spells to command the wind and use it to fight. They’re Level 8 Controllers with the Leader tag and 82 HP.
Windcallers really lean into the whole “vulture-folk” thing for DS aarakocra, since their powers seem to have a stench theme in addition to a wind theme. For example, their Carrion Scent (aura 10) let flying allies inside hover if they have a fly speed, and make them deal +4 damage to bloodied enemies.
Their melee basic attack is a Wafting Claw that damages and slows (save ends) in a hit. On the first failed save, the target falls prone. They also have a ranged basic attack, Foul Gust (Ranged 10 vs. Reflex) that damages and slides 3 squares on a hit.
In less stinky news, they can also envelop a target in a Dust Veil (ranged 10 vs. Reflex, recharge 4+) that damages and forces the target to treat any nonadjacent creatures as having concealment (save ends). On the first failed save, the target is blinded for a turn.
Once per encounter they can also generate an Instant Whirlwind (close blast 5 vs. Fortitude), which damages enemies, slides them 4 squares, and knocks them prone on a hit. As an effect, it also lets allies inside the blast shift 2 squares.
Encounters
Aarakocra rarely work with other sapients, except maybe for the occasional cooperation with kenku. They will however follow or lure dangerous predators who live in their territory towards groups of intruders they want to kill, and then swoop down to deal with the survivors.
Additionally, their traditional ability to summon elementals is still here, now as an off-screen ritual instead of something that has to happen mid-fight. So it’s entirely possible for encounters to include elementals or other primal spirits.
And as with any kind of sapient person in this hellish wasteland, they might be found in the service of the many despots of Athas as enslaved scouts and soldiers.
Final Impressions
Mechanically I think these are mostly equivalent to traditional aarakocra in terms of capabilities, but I like that their lore makes them a group PCs are likely to deal with at some point, instead of putting them atop isolated mountain ranges.
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Let's Read the Dark Sun Creature Catalog!
The book's cover, depicting several monsters including the Dragon of Tyr. Copyright 2010 Wizards of the Coast. As I write this, RPGnet forum user zedturtle is just starting a Let’s Read of the Dark Sun Campaign Setting for 4e, and I thought I’d join in on the fun by doing a parallel Let’s Read of the Creature Catalog.
The Creature Catalog was published alongside the Campaign Setting in 2010, and is the “second to last” monster book published for D&D Fourth Edition. The last one would be Threats to the Nentir Vale, which I already covered and which can be read either in my blog or on the RPG.net forums. It did still come after the Monster Manual 3, and so enjoys the rules and formatting improvements that came with that book.
The book opens up with a short description of the stat block format, and tells us that the book is divided into two sections. “Monsters A to Z” is the kind of thing you’ve come to expect from a monster book, and “Personages of Athas” is a bunch of important NPCs and major villains like the Sorcerer Kings.
Fourth Edition Monster Rules: A Refesher
I posted something similar at the start of every monster book Let’s Read, and I’ll do so again this time, since it’s been a while.
Level and Role
Unlike 3e and 5e, Fourth Edition D&D doesn’t have the concept of a “Challenge Rating”. Monsters instead have levels ranging from 1 to 30, just like PCs. A monster’s base attack bonus, damage, defenses, and HP are all based on its level, with adjustments for its combat role.
A monster’s combat role determines the monster’s baseline stats and most of its preferred tactics:
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Skirmishers are highly mobile melee combatants.
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Soldiers have good AC, accurate attacks, and usually some ability that helps draw PC attention to themselves. They form a “front line” that protects Team Monster’s squishier damage dealers.
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Brutes deal heavy damage and have more HP, but are a bit less accurate and easier to hit. They’re also good components of the front line, particularly when paired with soldiers.
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Controllers are good at both melee and ranged combat, and have lots of area attacks and other powers that impose negative conditions on PCs.
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Artillery monsters have strong and accurate ranged attacks, but are worse at melee and kinda fragile.
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Lurkers are fragile in a direct fight but have attacks that deal huge damage if certain conditions are met. Most commonly, that’s when they attack from hiding. They have abilities that let them re-establish that condition, so a typical lurker will attack one turn and spend the next one hiding again.
In addition to this “primary” role, there are some extra roles a monster might have. An Elite monster is worth two regular monsters, with double the HP and some ability to perform multiple attacks per turn. A Solo monster is worth five regulars, has four times the HP, attacks that affect a large number of PCs at the same time, and usually some resistance to being “stun-locked”. Minions are weak monsters that deal half the damage for their level and always have 1 HP (but cannot be damaged by missed attacks). Four to six minions are worth one regular monster.
Finally, a monster tagged as a Leader will have abilities that enhance their buddies somehow.
This famous post from the Blog of Holding has the individual monster design formula written out as compactly as possible. This also shows us that it’s easy to adjust a monster’s level on the fly, if needed.
Origin and Type
Monsters also have an origin and a type, though that’s more of a lore component and doesn’t affect mechanics like it does in 3e and 5e.
The origin tells us the place in 4e’s cosmology to which the monster is most closely tied, even if it’s not currently where it lives. Each of the big planes has its own origin tag. Natural monsters are from the natural world (known as the “Prime Material” in other editions), Fey monsters from the Feywild, Aberrant monsters are tied to the Far Realm, and so on.
Monster type is largely “vibes” based in a way I really like:
Beasts behave like animals; magical beasts look like animals and behave like people; humanoids look and behave like people; animates are non-intelligent things that move because of magic. A giant ant is a natural beast, an elf is a fey humanoid, a shield guardian is a natural animate, a zombie is a shadow animate.
Humanoid doesn’t even mean “two arms and two legs”: centaurs are fey humanoids! I love this system. In previous readings, I tended to go with Int scores and the like to guess if a monster was sapient or not, but in this one I’m going mostly from the classification.
Encounter Design
When designing encounters, the GM decides the encounter’s level (which is usually from 1 to 35). That and the number of PCs in the party gives them a XP budget for the encounter. The easiest way to fill this budget is to add a number of regular monsters equal to the number of PCs, of the same level as the encounter. Obviously GMs can mix it up by varying monster levels, and adding minions, elites or solos too.
Encounter level doesn’t have to be equal to the party’s level. An “equal level” encounter is considered a easy-to-moderate difficulty fight. Level-1 or Level-2 are easy, and anything lower than that is not worth playing out using the full combat rules. Level+4 or Level+5 are scary nightmare battles where victory is no longer assured, suitable for final boss fights. Anything harder than that will dramatically increase the chances of a TPK.
Encounters don’t have to be “perfectly balanced”, not anymore than they do in any other edition. What this system does is deliver consistent encounters. If you want them to be easy, they’ll be easy. If you want them to be hard, they’ll be hard. The number of times where the opposite of what you want happens is kept to a minimum. And that’s why I love these rules to bits.
Coming up Next
Starting from the next post, we’ll get right to the monster entries!
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Como Obter e Instalar um e-CPF ou e-CNPJ A3 no Ubuntu Linux em 2025
Este post é completamente diferente do conteúdo usual do Octopus Carnival, mas obter a informação aqui foi tão complicado que eu me sinto compelido a deixar instruções para as gerações futuras (e para mim mesmo, caso eu esqueça). Ele está em português porque estas instruções são relevantes para quem está no Brasil.
Neste artigo, eu vou explicar todos os passos necessários para emitir e instalar um certificado digital A3 (e-CPF ou e-CNPJ) em uma máquina rodando Ubuntu 22.04 ou 24.04.
O post foi originalmente escrito no meio de 2024, mas até onde eu sei suas instruções ainda são válidas.
Background e Introdução
Pode pular essa sessão inteira se você só quer as instruções. Vá direto aos Pré-Requisitos.
Apenas uma raríssima minoria das certificadoras brasileiras sequer apresenta instruções para emitir um utilizar um certificado A3 em Linux, e essas instruções são invariavelmente para uma versão mais antiga do Ubuntu, como a 18.04 ou a 20.04. Se você tem uma versão mais recente, como provavelmente é o caso, você está por conta própria. O propósito deste artigo é remediar isso. Ele reúne informações de diversas fontes separadas.
Minha inspiração para escrever este post foi este outro excelente artigo que explica muitas das mesmas coisas. A diferença aqui é que ele usa uma versão um pouco mais antiga de alguns softwares, com instalação mais complicada.
Pré-requisitos
Você precisa de um computador rodando a versão mais atualizada do Ubuntu 22.04 ou 24.04, ou um de seus derivados (como o Pop OS). Os passos a seguir em geral são válidos para as duas versões, com uma única excessão:
O Assinador SERPRO só pode ser instalado no Ubuntu 22.04 ou derivados! A versão mais recente quando da autoria deste post é a 4.2.1, que depende da biblioteca
libappindicator1
, que por sua vez foi removida do Ubuntu 24.04.Passo 1: Adquira o Token
Escolher um dispositivo físico com bom suporte a Linux costumava ser uma dor de cabeça sem tamanho, mas isso agora está bem mais fácil: usaremos um token USB do modelo Safenet eToken 5110.
Se você conhecer uma certificadora que venda certificados A3 em tokens com esse modelo, pode pular este passo, o passo 3, e o passo 6. Caso contrário, precisamos de um token vazio para cada certificado que queremos obter. Cada token guarda apenas um único certificado. A Digital Security do Brasil vende tokens vazios, e ela não é a única. Se tiver outra loja de sua confiança, pode encomendar por lá.
Passo 2: Instale o Driver do Token
Mesmo um token USB ainda precisa de um driver especializado para ser lido. O eToken 5110 utiliza o Safenet Authentication Client, e foi por isso que eu o escolhi - ele roda em ambas as versões do Ubuntu visadas por este artigo e tem uma interface um pouco mais agradável e completa.
Precisamos da versão 10.8 do cliente. A maioria dos lugares só tem até a 10.7 para download, mas a GlobalSign tem a 10.8 aqui.
Faça o download (é gratuito e não requer registro), extraia o arquivo zip, e ache o arquivo chamado
safenetauthenticationclient_10.8.1050_amd64.deb
dentro da estrutura. Instale-o em seu sistema usando os seguintes comandos:sudo dpkg -i safenetauthenticationclient_10.8.1050_amd64.deb sudo apt install --fix-broken
O primeiro comando acima instala o pacote; o segundo instala quaisquer dependências dele que estejam faltando. Todas essas dependências existem nos repositórios padrão do Ubuntu 22.04 e 24.04.
Passo 3: Inicialize o Token
Cada token deve ter duas senhas associadas a ele. Uma senha “de usuário” (PIN) que é usada para acessar o conteúdo do token, e uma senha de administração (PUK) que é usada para modificar as informações dele. Neste passo vamos definir as duas para o(s) token(s) que você adquiriu no primeiro passo.
Este manual explica como inicializar um eToken 5110 vazio usando o Safenet Authentication Client que instalamos no passo anterior. As instruções relevantes começam na página 11. Lembre-se de anotar as senhas em um local seguro, como um gerenciador de senhas. Elas não podem ser recuperadas de outra maneira depois de definidas.
O processo basicamente consiste em mudar as senhas de um valor pré-defindo “de fábrica” para os valores que você deseja. Se você adquiriu o seu token de outra loja que não a Digital Security, pode ser que a senha default seja outra - cheque o manual que vier com ele. Jamais mantenha a senha de fábrica do token!
Passo 4: Compre Seu Certificado A3
Aqui eu tive uma boa experiência com a Soluti e o Grupo Mafra. Em ambos os casos foi necessário falar com o canal de vendas por WhatsApp deles para especificar que eu precisava de um certificado digital A3 sem mídia. A Soluti vende e-CPF e e-CNPJ - eles têm loja virtual mas para adquirir sem mídia ainda é necessário falar com um representante. O Grupo Mafra vende direto por WhatsApp e representa a certificadora ABS, que no final das contas também emite certificado pela Soluti - mas o preço deles é bem menor.
Em ambos os casos o procedimento foi o mesmo. Após pagar o certificado, marquei uma videoconferência pelo sistema deles, na qual foi verificada minha identidade e obti uma senha de emissão e revogação. No caso da Mafra/ABS, fui direcionado a uma página onde eu mesmo gerei a senha. No caso da Soluti, eles me passaram a senha durante a chamada de vídeo.
Após o sucesso da chamada, recebi um e-mail com um assunto parecido com “Solicitação de Certificado Digital aprovada”. No corpo desse e-mail, há um número de solicitação e um “Usuário de Emissão”. Esse é o nome de usuário que faz par com a senha obtida na chamada. Precisamos dos dois para os próximos passos.
Passo 5: Instale o Java 8
Sim, é o Java. Sim, é o oito. Vamos precisar dele para rodar o programa que realiza a emissão dos certificados. Felizmente, não precisa ser o java da Oracle. Use o seguinte comando:
sudo apt install openjdk-8-jdk icedtea-netx
Isso instala a mais recente versão do OpenJDK 8, que tem paridade com o da Oracle para os nossos propósitos. O
icedtea-netx
nos dá a funcionalidade do Java Web Start porque sim, também precisamos disso.Após instalar o JDK, configure seu sistema para que ele seja o padrão. Precisamos fazer isto de duas maneiras diferentes. A primeira é:
sudo update-alternatives --config java
Isso vai mostrar um menu com os diferentes executáveis Java no seu sistema. Mesmo que você não tenha instalado nenhum antes do 8, pode ser que o sistema tenha instalado o 11 junto. Pressione o número correspondente ao
java
to JDK 8 e depois<enter>
.Depois, use esta sequência de comandos para fazer o Java Web Start entender que queremos executá-lo com Java 8:
cd /usr/lib/jvm/ sudo rm default-java sudo ln -s java-8-openjdk-amd64 default-java
Passo 6: Prepare para a Emissão
Com o Safenet Authentication Client rodando, plugue o seu token vazio no computador. Tenha à mão a senha PIN gerada no passo 3, e também o usuário e senha obtidos no passo 4.
A Soluti possui um manual de emissão bem completo aqui. Note que já fizemos muito do que está lá: temos o driver certo do nosso token, e a versão correta do Java.
Seguindo o manual, o próximo passo é baixar o aplicativo emissor aqui. Você vai notar que isso é um arquivo de extensão
jnlp
. É por isso que precisamos do Java Web Start.Em um terminal, vá ao diretório onde você baixou o arquivo
Emissor.jnlp
e execute o seguinte commando:javaws Emissor.jnlp
Você pode a partir daqui seguir o manual da Soluti. Como já disse, vai precisar do nome de usuário e senha do Passo 4 para iniciar a emissão, e a senha do passo 3 para abrir seu token para a gravação das chaves e certificados.
Ao final deste passo, você já tem seu certificado digital emitido! Os próximos passos deixam seu sistema pronto para usar o certificado.
Passo 7: Certifique-se de que o Firefox é um pacote .deb
Conforme é dito no post que me inspirou a inscrever este artigo, a versão Snap do Firefox, que vem com o Ubuntu, não reconhece o token, porque não tem acesso às portas USB. Precisamos instalar o browser como um pacote .deb tradicional.
É possível que você já tenha feito isso por algum outro motivo, ou esteja usando uma variante que já faz isso como o Pop_OS. Se esse for o caso, pode pular este passo.
Caso contrário, adicione o PPA da equipe Mozilla às suas fontes de software:
sudo add-apt-repository ppa:mozillateam/ppa sudo apt update
Em seguida, crie um arquivo chamado
/etc/preferences.d/mozilla-firefox
com os seguintes conteúdos:Package: firefox* Pin: release o=LP-PPA-mozillateam Pin-Priority: 1001
Isso guarante que a versão do PPA tenha precedência sobre o Snap. A seguir, remova o Snap e instale a versão do PPA:
sudo snap remove firefox sudo apt remove firefox sudo apt install -t 'o=LP-PPA-mozillateam' firefox
Passo 8: Adicione Suporte ao Token ao Firefox
Vá em “Edit” -> “Settings” e procure por “Security Devices”. Clique o botão que aparece nos resultados.
Na janela que vai aparecer, clique em “NSS Internal PKCS #11 Module”, depois em “Load” no canto direito da tela. No diálogo que aparecer, dê o nome que quiser ao módulo e em “Module filename” entre
/usr/lib/libeToken.so
.O módulo vai carregar e aparecer na lista do canto esquerdo desta mesma janela. A partir daí você pode plugar seu token, escolher “Log In”, e entrar com a senha PIN dele para ter acesso ao certificado.
Com isso, você já pode usar seu certificado para realizar login em serviços que o exijam. Ele também permite que procurações sejam assinadas pelo serviço e-CAC do Ministério da Fazenda.
Passo 9: Assinador SERPRO
Conforme dito na introdução, o Assinador SERPRO só pode ser instalado em Ubuntu 22.04 ou derivados.
Se o seu sistema se encaixa nessa categoria, basta seguir o tutorial da própria SERPRO. Isso vai instalar a versão 4.2.1 do assinador, que é a mais recente quando da autoria deste post. O Assinador SERPRO é usado para assinar documentos em PDF ou XML em sua máquina local.
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