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Post by maswoon on Tue Aug 14, 2018 3:12 pm

Has he lost his mind
Can he see or is he blind
Can he walk at all
Or if he moves will he fall

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Location : Oregon

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Post by Nix Machina on Tue Aug 14, 2018 7:49 pm

Dazja Ironblood:
Name: Dazja Ironblood
Race: Half-orc (Humanoid (human), humanoid (orc))
Class: Cleric (Iron Priest, Divine Paragon)
Alignment: N
Deity: Brigh

Size: Medium
Pronouns: She/her
Age: 22
Height: 6’1"
Weight: 243 lbs
Hair Color: Black
Eye Color: Dark brown
Skin Color: Light greenish

HP: 19
AC: 16
Touch: 11
Flat Footed: 15
Armor: Scale mail
Fort: +5
Ref: +1
Will: +6

Speed: 20 ft
Initiative: +3
Perception: +3 (darkvision 60ft)
Weapon: Falchion: +4 to hit, 2d4+5 slashing (18-20/x2)
Bite: +4 to hit (-1 as secondary), 1d4+3 piercing (x2)
Light hammer: +4 to hit, 1d4+3 bludgeoning (x2), 20 ft range

STR: 17 (+3)
DEX: 12 (+1)
CON: 14 (+2)
INT: 8 (-1)
WIS: 16 (+3)
CHA: 13 (+1)
BAB: +1
CMB: +4
CMD: 15

Racial Abilities
Toothy - Gain a bite attack for 1d4 damage
Darkvision 60 ft
Orc Ferocity - when dropped to negative HP, disabled for one turn before falling unconscious
Weapon Familiarity - proficient in greataxe and falchion, orc weapons are martial

Class Abilities
Aura: Brigh is true neutral, so no specific aura.
Devoted Domain - only gets the domain powers from one domain (Artifice: Construct), gets domain spells from both. Receives sentinel obedience boons earlier than normal.
Channel Energy - heal 1d6, 3+CHA per day (4/day)
Artificer’s Touch - can cast mending at will. Additionally, can touch a construct to deal 1d6 damage (+1 per two cleric levels) 3+WIS per day (7/day).
Divine Brand - has a mark on forehead that acts as a holy symbol if uncovered

Selective Channel - can choose who gets affected by channel energy
Deific Obedience (bonus) - by crafting a new creation, working on an existing creation, or disassembling a creation to see how it works, writing notes on it, and sharing those notes with someone else, you can gain a +4 sacred bonus to Disable Device. Must be performed daily - if a day is missed, the bonus goes away until the obedience is performed again.

Against the Technic League - +2 damage vs. anyone known to work with Technic League
Reactionary - +2 initiative
Cynic - +1 Sense Motive, SM is a class skill
Scarred (Drawback) - -5 Disguise, -2 Bluff

Skills (-5 Disguise, -2 Bluff)
Armor Check Penalty: -4
Craft: Mechanical (1) +3
Disable Device (2) +6 (+10 with obedience)
Heal (2) +8
Knowledge: Engineering (2) +4
Profession: Engineer (1) +7
Sense Motive (2) +9

Background: Craft: Mechanical (1), Knowledge: Engineering (2), Profession: Engineer (1)

Common, Orc

Falchion, scale mail, light hammer, backpack, bedroll, belt pouch, candles (10), cheap holy text, flint and steel, mess kit, rope, soap, trail rations (5 days), waterskin, common artisan’s tools (mechanical), masterwork thieves' tools



0-level: detect magic, guidance, stabilize, light
1st level: bless, divine favor, shield of faith, magic stone (domain)

"You don't have to stay," said the morning star.
"Run away, run away, run away, to a far
To a far, to a far, to a far, to a far,
To a far and a sunless land."

"You can run," said the sun, in the middle of the day.
"Oh, I wish someone had told me that I could run away -
Run away, run away, run away, run away,
To a far and a peaceful land."

"You can run away," said the sunset's light,
And it set its horizon in a hard flat line.
"It's okay, it's okay, it's okay, and you'll find
A far and a sunless land.
A far and a sunless land."

And the night rolls over and it makes me sick,
It's a trick, it's a trick, it's a trick, it's a trick.
And I wish someone had told me that I could run away
To a far and a sunless land.

-Jenna Moran, A Far and a Sunless Land
Nix Machina
Nix Machina

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Join date : 2018-08-14
Age : 26
Location : A Far and a Sunless Land

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Post by SnakeWrangler on Wed Aug 15, 2018 10:18 am

Lyza Terran:
NG Human (Ulfen) Earthbreaker Master Fighter Level 2

Size M, Gender F, Age 27, 6'3", 168 lbs, long brown hair, brown eyes
Init +1, Perception +5

HP 16/21
[Max of 1d10 + 2x1 (CON) + 1x1 (FCB)]
AC 16, Touch 11, Flat-footed 15
Fortitude +5, Reflex +1, Will +0

Speed 30 ft.
(20 with Scale Mail)

No modifier: +8 to hit, 2d6 + 7 bludgeoning damage
Power Attack: +9 to hit, 2d6 + 10 bludgeoning damage

STR 20 (+5)
DEX 12 (+1)
CON 14 (+2)
INT 11 (-)
WIS 10 (-)
CHA 10 (-)
BAB: +1, CMB: +5, CMD: 16

Race Stuff:
Race page link.
Bonus feat.
Bonus skill per day.

Bonus Feats mostly.

Level 2:
Weapon Guard (Ex)
At 2nd level, a weapon master gains a +1 bonus to CMD against disarm and sunder attempts while wielding his chosen weapon. This bonus also applies on saves against any effect that targets his chosen weapon (for example, grease, heat metal, shatter, warp wood). The bonus increases by +1 for every four levels beyond 2nd.

1: Power Attack (Take a penalty to hit for a bonus to damage.)
2: Cleave (When landing an attack, can choose to also attack a second in-reach enemy at a -2 AC penalty.)
Human: Furious Focus (Ignore the first penalty to hit while Power Attacking.)
Fighter 1: Weapon Focus (Earthbreaker) (+1 to hit with Earthbreakers.)
++Skymetal Smith:
The fires atop Torch Hill have long been a boon to smiths and metalworkers, and your family is no exception. Whether you grew up in Torch or simply made several trips here with your parents to use the fire, this was to be your first time to use the torch for your own project. You managed to use the fires to craft a small weapon or piece of armor from skymetal, but not long thereafter the fires went out. The violet flames are as much a part of your upbringing as anything else, and their loss distresses you; you hope to find a way to rekindle the torch below the hill. You’ve long hoped to work with skymetal, and begin the game with a small metal bauble made of Noqual— you made this item yourself. The item is nothing more than a valuable art object worth 100 gp. You can sell it to gain an additional 100 gp when creating your character, but if you keep it, your pride in its crafting grants you a +2 trait bonus on Will saving throws made against emotion and fear effects. You lose this bonus if you willingly sell or give up the item, but if it is destroyed or lost through no fault of your own, you retain a +1 trait bonus on such Will saves.
You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
++Armor Expert:
You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.
--You have a strong emotional attachment to Cindy. Whenever she's either threatened, in danger, or kidnapped, you take a –1 penalty on Will saves and a –2 penalty on saves against fear effects. If the person to which you’re attached is ever lost, killed, or destroyed, exchange this drawback for the Doubt drawback.

Perception +6
Intimidate +5
Survival +5
Know (Dungeon) +1
Sense Motive +1
Swim +9 (ACP)
Climb +9 (ACP)
Craft (Weapons) +5
Craft (Armor) +5

ACP is -3. (-4 armor, +1 trait)

Skill Levels:
1: Perception, Intimidate, Survival, Swim, Climb
1 BG: Craft (Weapons, Armor)


Earthbreaker (14 lb.)
Cold Iron Halberd (12 lb.)
Chakram (1) (1 lb.)
Scale Mail [+5 Armor, +3 Dex, -4 ACP] (30 lb.)


Artisan's Outfit

>>Other (on person):
Belt Pouch

>>Other (in backpack):
Iron Pot
Mess Kit
Rope (50 ft. hempen)
Torches (10)
Rations (5 days)
Mwk. Smithing Tools (1 lb.)

>>Not Carried:

87 lb.
/133 lb. Light Load
/266 lb. Medium Load
/400 lb. Heavy Load

0 gold


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Post by Omega_Platinum on Wed Aug 15, 2018 2:43 pm

Name: Koda Windigo
Race: Male Human (Varisian)
Overall Level: 2
Classes: Sorcerer 1 (Nanite/Psychic Bloodline, Favored), Fighter 1, Eldritch Knight 0
Alignment: NG

Size: Medium
Pronouns: he/him
Age: 23
Height: 5’ 10”
Weight: 215 lbs
Hair Color: Light Grey
Eye Color: White, No Pupils
Skin Color: Pale, Greyish in places
Languages: Common

HP: 18
AC: 16
Touch: 11
Flat Footed: 15
Armor: Scale Mail (+3 max dex, -4 ACP, 25% spell fail)

Fort: +4
Ref: +1
Will: +1
(+2 trait bonus to saving throws versus divination effects)

Speed: 30', 20' armored
Initiative: +5
Perception: 0

STR: 18 (+4)
DEX: 12 (+1)
CON: 14 (+2)
INT: 8 (-1)
WIS: 10 (0)
CHA: 16 (+3)

BAB: +1
CMB: +5
CMD: 16

• Greatsword, 2H Power Attack : +4 to hit, 2d6+8 slashing (19-20/x2)
• Greatsword, 2H: +5 to hit, 2d6+6 slashing (19-20/x2)
• Chakram: +5 to hit, 1d8+4 slashing (x2), Range 30’
• Psychic Strike: 30 feet, 1 creature that you can see, DC 13 Will Save, deals 1d6 +0 psychic damage and becomes shaken for 1 round. 6 uses per day.

Spells Per Day: 3
Cantrips (4): Light, Detect Magic, Mage Hand, Prestidigitation
1st (1): Shield

Racial Abilities
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Class Abilities
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Crossblooded: Nanite / Psychic
•Bonus Skills: Sense Motive

Bloodline Arcanas
•Nanite: Whenever you cast a spell from the transmutation school and target only yourself, increase the spell’s duration by 50%. This does not stack with metamagic feats or abilities such as Extend Spell.
•Psychic: Bloodline Arcana: Your sorcerer spells and spell-like abilities count as psychic instead of arcane. You use thought and emotion components instead of verbal and somatic components when casting your spells.

1st: Psychic Strike - You can overwhelm the minds of those nearby. You can target one creature within 30 feet that you can see; that creature must succeed at a Will saving throw (DC = 10 + 1/2 your sorcerer level + your Charisma modifier) or it takes 1d6 points of damage + 1 point for every 2 sorcerer levels you possess and becomes shaken for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

• Combat Caster: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
• Improved Initiative (Human): You get a +4 bonus on initiative checks
• Power Attack (Fighter 1): Before attack, choose to take -1 to all melee attacks and CM checks, gain +2 bonus to all melee damage rolls. Bonus damage +50% if using a weapon with 2H or a primary natural weapon that adds 1.5x STR on damage rolls. Bonus damage -50% if using an off-hand weapon or secondary natural weapon. Every BAB +4 (+5, +9, etc) additional -1 attack and +2 damage.

• Against the Technic League (Campaign): +2 damage vs. anyone known to work with Technic League.
• Trustworthy: Benefits: You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
• Carefully Hidden (Human): You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.
• Warded Against Nature (Drawback): Animals do not willingly approach within 30 feet of you, unless you or the animal’s master succeeds at a DC 20 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect.

Adventuring Skills (4 per level)
• Survival +4
• Climb +8
• Swim +8
• Bluff +8
• Diplomacy +8
• Intimidate +7
• Sense Motive +4
• Use Magical Device +7
• Knowledge (Dungeoneering) +3

Background Skills (2 per level)
• Knowledge (Engineering) +4
• Appraise +4

Scale mail, greatsword, MW shortsword, chakram (5), backpack, bedroll, belt pouch, flint and steel, mess kit, rope (50'), soap, canteen, explorer's outfit, sunrod (4), trail rations (10 days), MW Hand Crossbow, MW Chain Shirt, Brown Keycard, Black Keycard, syringe finger claw, plastic armor plating.
Money: 23 gp, 7 sp, 94 gp worth of broken silverdisks
Weight - FLEXES

Last edited by Omega_Platinum on Thu Aug 30, 2018 2:46 pm; edited 3 times in total

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Join date : 2018-08-15
Age : 29
Location : Oregon

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Post by Drekkle on Thu Aug 16, 2018 8:48 am


NG Android Gunslinger(Techslinger) 2

Size: M, Gender: M, Age: 11 (23 in liar years), 5'8" 135 lbs

Init: +4, Perception: +10, Darkvision, Low Light Vision 60ft

HP 22, AC: 19, Touch: 15, Flat Footed: 14
Fort: +5 (+3 base, +2 con), Ref: +7 (+3 base, +4 dex), Will: +4 (+0 base, +3 wis, +1 trait)
Additional +4 to saves against mind effecting, paralysis, poison, and stun. Immune to disease, sleep, and fear. Not subject to fatigue or exhaustion. Additional +2 against divinations.

Speed 30ft

Pistol: +6 - 1d8 x4 20ft
Misfire: 1, Capacity: 1, Reload: Standard, Move with cartridge

Dagger: +2 - 1d4 19-20/x2
+6 - 1d4 19-20/x2 10ft

STR: 10 (+0)
DEX: 19 (+4)
CON: 14 (+2)
INT: 10 (+0)
WIS: 16 (+3)
CHA: 7  (-2)
BAB: +2, CMB: +2, CMD: 17

Racial Abilities
Alert: +2 perception
Emotionless: -4 sense motive
Darkvision, Low light vision 60ft
Constructed: Count as both human and construct. +4 bonus on saves versus mindeffecting, paralysis, poison, and stun, not subject to fatigue or exhaustion, immune to disease and sleep, cannot gain morale bonuses, immune to fear and emotion effects
Nanite Surge: 1/1 - immediate action, +4 on any one 1d20 roll, must be activated before roll is made. Circuit tattoos glow for 1 round

Class Abilities
Gunsmith: Gain a battered firearm. All other creatures treat it as broken. Does not work for anyone else if it has the broken condition. Gain Gunsmithing.
Grit: 3/3 - regained upon crits and killing blows with guns.
Covet Charge (Ex): Can spend 1 grit to use 1 charge fewer when firing a technological weapon (minimum 0), as long as the weapon has enough charges remaining to be fired at least once.
Reliable (Ex): Can spend 1 grit as a free action to prevent a timeworn firearm from glitching.
Gunslinger’s Dodge (Ex): When targeted by a ranged attack, can spend 1 grit to move 5 feet as an immediate action; doing so gives +2 AC against the attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, can drop prone to gain +4 AC against the attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Nimble (Ex): gain +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).

1: Precise Shot
Bonus: Gunsmithing

Local Ties: +1 on Disable Device, class skill, and can be used as if had Technologist.
Adopted: Carefully Hidden: +1 on will saves, +2 on saves versus divinations

Disable Device: (C, 1) +10
Perception: (C, 1) +10
Acrobatics: (C, 1) +7
Climb: (C, 1) +4
Swim: (C, 1) +4

Knowledge(Engingeering): (C, 2) +5
Craft (Alchemy): (C, 2): +5

Languages: Common

Gear: 5 silver, Chain Shirt, Battered Pistol, 10 paper cartridges, 12 black powder+bullets, Gunsmith's Kit, Thieves' Tools, Dagger

Worn: Explorer's Outfit


Posts : 398
Join date : 2018-08-16

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Post by bloodrayne03 on Sat Sep 01, 2018 12:42 am

Kendra Nazari:
CN Half-Elf Arcanist 2

Size M, Gender F, Age 23, 5' 2", 143 lbs, dark brown hair, dark blue eyes
Init +2, Perception +3

HP 14, AC 12, Touch 12, Flat-footed 10
Fortitude +1, Reflex +2, Will +4 [+2 vs enchantment spells and effects, immune to sleep effects]

Speed 30

STR 8 (-1)
DEX 14 (+2)
CON 12 (+1)
INT 19 (+4)
WIS 12 (+1)
CHA 14 (+2)
BAB: +1, CMB: +0, CMD: 12

Racial Abilities
Elven Immunities: Kendra is immune to magical sleep effects, and gets +2 vs enchantment spells and effects.
Adaptability: Skill Focus as a bonus feat.
Keen Senses: +2 on Perception checks.
Low-light Vision
Elf Blood: Kendra counts as both human and elf for any effect related to race.
Fey Thoughts: Diplomacy and Perception are class skills.

Class Features
Arcane Reservoir: Kendra has a pool of arcane energy points, with a max of 5 points at a time. Every day when she prepares spells, this pool resets to 4 and any excess points are lost. She can spend these points on exploits, or spend 1 point as a free action to raise the caster level or DC of a spell by 1.
Consume Spells: As a move action, Kendra can consume a spell slot. This adds a number of points to her arcane reservoir equal to the spell level of the consumed spell slot. Any points gained over her maximum are wasted. She may do this 2 times per day.
Quick Study: By spending 1 point, Kendra can replace a prepared spell as a full-round action. She must be able to reference her spellbook to use this exploit, and this provokes an attack of opportunity.

Spells Prepared
Level 0 (DC 14, Unlimited per day)
Detect Magic
Ray of Frost

Level 1 (DC 15, 4 per day) 0/4 used
Color Spray

Spells Known:
Level 0
All cantrips

Level 1
Mage Armor, Shield, Grease, Color Spray, Magic Missile, Expeditious Retreat, Enlarge Person, Technomancy, Protection from Evil

Skill Focus (Knowledge: Engineering): +3 on Knowledge (Engineering) checks. Grows to +6 at 10 ranks.
Technologist: Kendra is considered to be trained in any skill used against a technology-based subject. She must have ranks in that skill if the skill normally requires training to be used.

Numerian Archaeologist: Kendra knows Adroffan. Whenever she rolls for glitches on a timeworn technological item, she rolls twice and chooses the result.
Vagabond Child: +1 to Disable Device checks, and Disable Device is a class skill.
Betrayed: Roll twice and take the lower result when using Sense Motive to make a hunch. This result cannot be rerolled.
Precise Treatment: Use Int instead of Wis for Heal check modifier.

Diplomacy +6, Disable Device +8, Heal +6, Knowledge (Arcana) +8, Knowledge (Dungeoneering) +8, Knowledge (History) +8, Knowledge (Local) +8, Knowledge (Nature) +8, Knowledge (Religion) +8, Spellcraft +9

Background Skills
Craft (Mechanical) +8, Knowledge (Engineering) +12, Linguistics +8

Common, Elven, Androffan, Orc, Hallit, Draconic, Necril, Undercommon

Belt Pouch, Spellbook, Flint and Steel, Ink, Inkpen, Spell Component Pouch, Healer's Kit (4 uses), Thieves' Tools

In Kendra's backpack (Held by Dazja)
Backpack, Bedroll, Iron Pot, Mess Kit, Soap, Torches (8), Trail Rations (3), Waterskin

7.5 lbs

In Kendra's backpack (Held by Dazja)
29.5 lbs

0 g

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