Ironfang Invasion Sheets Thread
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Ironfang Invasion Sheets Thread
It's time to play Fire Emblem! Wait, what?
Your quiet little town has been invaded, and it's time to run like hell and live to fight another war.
PB 20, kobolds don't suck, background skills, minimum skill points 4+Int
Players Guide here: https://www.dropbox.com/s/6oj2pg3utu3bs9m/Ironfang%20Invasion%20-%20Player%27s%20Guide.pdf?dl=0
Your quiet little town has been invaded, and it's time to run like hell and live to fight another war.
PB 20, kobolds don't suck, background skills, minimum skill points 4+Int
Players Guide here: https://www.dropbox.com/s/6oj2pg3utu3bs9m/Ironfang%20Invasion%20-%20Player%27s%20Guide.pdf?dl=0
Perci- Posts : 354
Join date : 2019-08-23
Age : 31
Re: Ironfang Invasion Sheets Thread
- Jicsa Nestalona:
- Stats:
- CG Elf Alchemist (Chirurgeon) 4
Background Profession: Doctor
Size: Medium, Gender: Female, Age: 114 years, Height: 5'8", Weight: 102 lbs.
Amethyst-Purple Eyes, Silver-White Hair
Init: +3, Perception: +7
Defenses
HP 27, AC: 15, Touch: 13, Flat Footed: 12
Fort: +5, Ref: +7, Will: +1
Armor: Leather Armor
Offenses
Speed 30
Bomb +6 (2d6+4 Fire [x2]) 20 Feet, Splash 6 [Ref DC 16]
Shortbow +7 (1d6 Piercing [x3]) 60 Feet; 60 Arrows
Utility Dagger +6 (1d4+1 [19-20/x2]) 10 Feet, Throwable
Stats
STR: 12 (+1)
DEX: 16 (+3)
CON: 12 (+1)
INT: 19 (+4)
WIS: 10 (+0)
CHA: 8 (-1)
BAB: 3, CMB: +4, CMD: 17
Racial Abilities
Low-Light Vision
Blended View: Gain Darkvision 60'
Elven Immunities: Immune to Magical Sleep. Gain a +2 Racial Bonus to Saves vs Enchantment Spells and Effects.
Fey-Sighted: Gain Detect Magic as a Constant Spell-Like Ability, with a Caster Level of my Character Level.
Weapon Familiarity: Proficient with Shortbows, Composite Shortbows, Longbows, Composite Longbows, Longswords, and Rapiers, and treat any Exotic weapon with "Elven" in its name as a Martial weapon.
Class Abilities
Alchemy: Can brew Potion-Like Extracts, which functions sort of like Prepared Casting. Can ID Potions with Craft (Alchemy) as if using Detect Magic. I prepare Extracts from a Formula Book. I can copy Formulas from a Spellbook (if it's on my list,) but Spellbook casters cannot copy spells from my Formula Book. Drawing and Drinking an Extract is a Standard Action that provokes Attacks of Opportunity. Preparing an Extract takes 1 minute.
Bomb (8/day, DC 16, 2d6): Can mix volatile chemicals and a bit of personal magical energy into an explosive projectile. Bombs are thrown splash weapons with a range of 20 feet, and deal 1d6 Fire Damage, +1d6 per 2 levels beyond 1st. On a crit (or with anything else that multiplies damage dice, e.g. Vital Strike) only the first d6 is multiplied. The Bomb splashes squares adjacent to the target for minimum damage, Reflex DC 10+1/2 Level+Int halves Splash damage.
Throw Anything: Gain the Throw Anything Feat as a bonus feat. Add Int modifier to damage with Splash weapons, including Splash damage. This includes Bombs.
Brew Potion: Gain Brew Potion as a Bonus Feat. I can brew potions of any Extract I know (that can be brewed into a potion normally, so excluding Personal spells.)
Mutagen: Can brew a Mutagen to boost Physical ability scores at the cost of personality. Brewing a Mutagen takes 1 hour. Drinking a Mutagen applies +2 Nat Armor, +4 Alchemical Bonus to a physical stat chosen when the Mutagen is brewed, and a -2 Penalty to a mental stat based on which Physical stat is chosen (Str/Int, Dex/Wis, Con/Cha.) Only Alchemists can use Mutagens, non-Alchemists attempting to drink a Mutagen must make a Fort Save (DC 10+1/2 Alch level+Int Mod) or be Nauseated for 1 hour, with no other effects.
Poison Resistance +2: Gain a +2 bonus to all saves vs Poison.
Infused Curative: All of my Cure extracts are treated as Infusions, allowing non-Alchemists to use them. In addition I can render Cure extracts inert at will to re-prep over them.
Swift Alchemy: I can craft Alchemical Items in half the time, and can apply poison to a weapon as a Move Action.
Discoveries
Precise Bombs: I can avoid up to Int Mod squares of my Bombs' splash radius.
Spell Knowledge (Read Magic): Can prepare and cast Read Magic as a level 1 spell like a Wizard, using level 1 Extract slots for my spell slots. Gives me a proper Caster Level equal to my Alchemist level, I cast off Intelligence, and this counts as having Read Magic in my spell list for prerequisites as well as Spell Trigger and Spell Completion items.- Alchemical "Crafting:
- Casting Level 4
Close: 35, Medium: 140, Long: 560- Level 1 Extracts:
- DC 15, 4/Day
- Formula Book:
- Cure Light Wounds
Shield
Targeted Bomb Admixture
Identify
Reduce Person
Expeditious Retreat
Bomber's Eye
Comprehend Languages
- Level 2 Extracts:
- DC 16, 2/Day
- Formula book:
- Cure Moderate Wounds
Feats
[bonus]Throw Anything: Take no penalty for making ranged attacks with improvised weapons.
[bonus] Brew Potion: Can craft magical potions of spells up to spell-level 3. Cannot brew potions of Personal spells.
Point-Blank Shot: Gain +1 to Attack and Damage Rolls on Attack and Damage Rolls made within 30 feet.
Focused Shot: As a Standard Action can make a single attack with a bow or crossbow against a target within 30 feet and add my Intelligence modifier to damage.
Traits
Frontier Healer: +1 Trait Bonus to Heal and Knowledge (Nature) and one becomes a class skill (doesn't actually matter which, since both already are.) When healing HP through the Heal Skill or Cure spells (but not Wands, Potions, or the like, sadly including Extracts) heal 1 additional Hit Point, +1 per 2 levels past the 1st.
Reluctant Apprentice: Gain +1 Trait Bonus on Knowledge (Arcana) checks, and I am considered Trained even if I have no ranks (but I do.)- Skills:
Disable Device (4) +10
Heal (4) +8
Knowledge (Arcana) (4) +12
Knowledge (Nature) (4) +12
Perception (4) +7
Spellcraft (4) +11
Stealth (4) +7
Use Magic Device (4) +6
Craft (Alchemy) (BG) +11
Profession (Herbalist) (BG) +7
Languages
Common, Elven, Sylvan, Celestial, Draconic, Orc
Gear- Worn:
- Leather Armor, Artisan's Outfit, Common Backpack, Hip Flask, Quiver
- Adventuring Gear:
- Formula Book, Alchemy Crafting Kit, Flint and Steel, Common Arrows, Thieves' Tools
- Magic Gear:
- Lesser Bracers of Archery
- Wondrous Items:
- Head:
Headband:
Eyes:
Neck:
Shoulders:
Body:
Chest:
Wrists:
Hands:
Ring:
Ring:
Belt:
Feet:
Money
1 Gold, 0 Silver, 0 Copper
- Prepared Extracts:
- Level 1 Extracts
Cure Light Wounds (1d8+4)
Cure Light Wounds (1d8+4)
Cure Light Wounds (1d8+4)
Read Magic
Level 2 Extracts
Cure Moderate Wounds (2d8+4)
Cure Moderate Wounds (2d8+4)
Last edited by Shinigami02 on Wed Jan 20, 2021 4:24 am; edited 8 times in total
Shinigami02- Posts : 765
Join date : 2018-08-14
Age : 30
Re: Ironfang Invasion Sheets Thread
- Kroza Cragblade:
- Dwarf (she/her)
Vanilla Fighter 1 / Vanilla Inquisitor 3
LG Medium Humanoid (Dwarf)
Stats
STR 18 (+4)
DEX 14 (+2)
CON 10 (+0)
INT 13 (+1)
WIS 16 (+3)
CHA 5 (-3)
Traits- Kraggodan Castaway:
- You gain one of the following as a bonus language: Common, Hallit, Varisian, or Undercommon. In addition, time spent underground revitalizes your spirits; whenever you are underground—either in natural caverns or an artificial complex—you automatically stabilize if brought below 0 hit points, and if reduced to 0 hit points (or you are stable and conscious when below 0 hit points) you do not take the usual 1 point of damage disabled characters take from performing a standard action. This revitalizing effect fades after 4 consecutive days spent underground, but returns after you spend more than a week above ground again.
- Friend in Every Town:
- You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you.
Race Features
Darkvision 60ft- Defensive Training:
- Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
- Unstoppable:
- Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. This racial trait replaces hardy.
- Iron Citizen:
- Dwarves with this racial trait gain a +2 bonus on Diplomacy and Sense Motive checks, and Diplomacy is a class skill for such dwarves. This replaces stability.
- Craftsman:
- Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
- Rock Stepper:
- Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
- Hatred:
- Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
- Weapon Familiarity:
- Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Class Features
Inquisition (Heresy)- Righteous Infiltration:
- You use your Wisdom modifier instead of your Charisma modifier when making Bluff and Intimidate checks.
- Judgment 1/day:
- An inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type.- Judgments:
- Destruction
The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
Healing
The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
Justice
This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Piercing
This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
Protection
The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
Purity
The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency
This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.
Resistance
The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
Smiting
This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
- Monster Lore:
- The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
- Stern Gaze:
- Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
- Cunning Initiative:
- At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
- Detect Alignment:
- At 2nd level, at will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
- Track:
- At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
- Solo Tactics:
- At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
- Spells:
- Spell Slots
Level 0: ∞
Level 1: 3/4- Known Spells:
Feats
Weapon Focus (Dwarven Waraxe)- Toughness:
- You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point.
- Dodge:
- You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
- Favored Judgment (Goblinoids):
- Select a favored race from the ranger’s favored enemies chart. Any sacred or profane bonus you gain from a judgment is 1 higher for attacks you make against or take from creatures that match the selected favored enemy.
- Scarred Legion:
- You gain a +2 bonus on Intimidate checks. You also gain a +2 morale bonus on Will saving throws while adjacent to an ally with this feat. When you charge, if you started the charge adjacent to an ally with this feat, you retain the bonus on Will saves until the start of your next turn.
- Skills:
- Acrobatics -1
Appraise +1
Bluff +3
Climb +5
Craft +8 (Armor)
Diplomacy +4
DD -1
Disguise -3
Escape Artist -1
Fly -1
Handle Animal -3
Heal +8
Intimidate +10
Know Arcana +1
Know Dungeoneering +5
Know Engineering +8
Know Geography +1
Know History +1
Know Local +6
Know Nature +6
Know Nobility +1
Know Planes +1
Know Religion +5
Linguistics +1
Perception +10
Perform -3
Profession +7 (Prospector)
Ride -1
Sense Motive +11
Sleight of Hand -1
Spellcraft +7
Stealth +6
Survival +7
Swim +5
UMD -3
Languages
Dwarven
Common
Hallit
Goblin
Max HP: 32
Saves
Fort +6
Ref +3
Will +6
Gear
+1 buckler & mwk breastplate w/armored kilt
AC: 22
Touch: 13
Flatfooted: 19
ACP: -3
DEX cap: +2
Speed: 20
Dwarven waraxe
Range: Melee
Attack: +8 | against goblinoids: +9
Damage: d10+4 (one-handed) or d10+6 (two-handed)
Damage Type: S
Crit: x3
Spear
Range: Melee or 20ft
Attack: +7 (melee) or +5 (thrown) | against goblinoids: +8 (melee) or +6 (thrown)
Damage: d8+4 (one-handed) or d8+6 (two-handed)
Damage Type: P
Crit: x3
Composite longbow (+2 str)
Range: 110ft
Attack: +5 | against goblinoids: +6
Damage: d8+2
Damage Type: P
Crit: x3
Currency
1 gp
3 sp
9 cp
Other Items
Holy symbol
Masterwork backpack
Bedroll
Blanket
1 torch
6 dwarven rations
5 spears
Last edited by Nimbostratus on Wed Jan 20, 2021 9:52 am; edited 25 times in total
Eagleheart- Posts : 346
Join date : 2018-08-15
Age : 37
minicabbit- Posts : 27
Join date : 2020-03-03
Age : 29
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