Iron Gods Sheets Thread
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lapis-lazily
Shinigami02
6 posters
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Iron Gods Sheets Thread
- Adventure Synopsis:
- Numeria has a long history of mystery and wonder buried under its rugged landscape, for on that one fateful night thousands of years ago, the Rain of Stars scarred the land. The fragmented remnants of a ship from beyond the stars fell from the sky, scattering strange technological ruins and deadly perils across the land. Today, these sites are feared by the barbaric tribes and coveted by the sinister spellcasters of the Technic League. Yet something worse than brutish berserker or super-science wizard has risen to power in these hidden technological halls. The Iron Gods are ready to make their presence known, and if they are not opposed by the region's newest heroes, a scourge unlike any the Inner Sea has seen will arise!
Player's Guide
So yeah, all my attempts at more traditional games have fallen apart, so I figured I'd try something a bit... less conventional. Like sticking a butt-ton of sci-fi into Pathfinder. And since technology is... limited... in Pathfinder (even with this entire AP and an entire book dedicated to it, go figure) I reserve the right to Homebrew things at my leisure, if I feel the need.
- Build Rules:
- - 25 Point Buy
- Core Races, Races up to 13 RP, Androids, and Aasimar are fine (though some unusual races might need explanation). Other 1pp races...I'm a push over sotalk to me and we can maybe figure something out. Homebrew definitely talk to me, but this is actually not a horrible AP to bring some weird things to... provided you might be okay with some concessions on the race's origins
- All 1pp classes are fine. If you have a really weird archetype talk to me first. If you want to bring a Technology archetype, well, this is absolutely the game to do that.
- 2 Traits, would really prefer if one is a Campaign trait, can take a Drawback for a third.
- Background Skills, of course.
-- If your class has strong adventuring use for a Background Skill (E.G. Bards and Performance) that's not a Background Skill for you. If you're not sure if a skill is under this clause, ask me.
-- Knowledge (Engineering) is not a Background Skill for this campaign.
- Standard 2+Int Skills to 4+Int Skills unless you're an Int-caster upgrade. And to confirm, yes, this applies if your class is normally an Int-caster but an archetype changes that without impacting Skills. *coughEldritchScionIsAnnoyingLikeThatcough*
- Oreads get Slow and Steady (see Dwarves) rather than just Slow.
- Taking a page out of Perci's book (and a bit of Starfinder and PF2e): Removing the Firing Into A Melee penalty (and by extension the Precise Shot feat) from the game, and making Weapon Finesse a quality of the weapons rather than a feat (still apply Strength to Damage unless you have a feature that says so). If your class or archetype would give you one of those for free talk to me and if a replacement feels necessary we'll see about doing that.
- Similarly to cutting down on Feat Tax, remove the Dexterity, Intelligence, Combat Reflexes, and Improved Unarmed Strike prerequisites from all Improved Combat Maneuver feats. AKA the prerequisites Dirty Fighting removes anyways. It's still a good feat, would recommend, but feat taxes are bad.
- It's not going to matter until level 3 but (modified) Automatic Bonus Progression is in effect. I don't charge your bonus for weapon abilities, I never liked that rule.
-- Subnote: I'm not actually going to be modifying the treasure at all because of this (other than removing +X, Big Six items, etc as relevant of course, and maybe adding Properties to some items to compensate <.< ). I just like ABP, and feel that it makes it more likely some of the fun stuff in this campaign might actually see some use rather than going on the scrap heap.
- Similar to the reasoning above, Firearms of all sorts (and some other stuff besides, I'll bring that up if/when it comes up) are getting downgraded to Martial weapons. No other cost modifications are being made though, as compared to the Gun Rarity rules.
- Also not going to matter until later, but High Average HP on level ups.- A bit of advice:
- Knowledge (Engineering) and Disable Device are going to be useful skills. I would highly recommend someone take them.
- Other House Rules:
- - Scrolls are Scrolls. None of this Arcane/Divine/Psychic (implied to exist) scrolls nonsense.
*I reserve the right to add any more as necessary/desired*
So yeah. Looking for ~4 players, will go as low as 3 if necessary, or as high as 6 if I'm really convinced. Be aware if I go the latter direction I may bump up the difficulty on some encounters, these APs are easy enough for 4 well-built PCs. To apply send me (either through PM or DM on Discord) at least a basic synopsis of your character: where they come from, what they do, why they care about a small town in the outskirts of Nirmathas, stuff like that. Can be as detailed or as simple as you like, as long as it gives me a feel for who you are.
Last edited by Shinigami02 on Fri May 01, 2020 3:54 pm; edited 1 time in total
Shinigami02- Posts : 765
Join date : 2018-08-14
Age : 30
Re: Iron Gods Sheets Thread
- Seski:
- Seski
Female Snake Fighter 1
LE Medium Monstrous Humanoid
Init +1; Senses Darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 16, touch 11, flatfooted 15
HP 13/13
Fort +5, Ref +3, Will +0
--------------------
Offense
--------------------
Speed 40 ft (30 due to armor)
Melee
Bite: +5 1d4+4 Piercing (20x2) + Poison
Earthbreaker: +6 2d6+6 Bludgeoning (20x3)
Ranged
--------------------
Formulae
--------------------
--------------------
Statistics
--------------------
Str 18 (+4)
Dex 12 (+1)
Con 16 (+3)
Int 16 (+3)
Wis 10 (+0)
Cha 7 (-2)
Base Atk +1; CMB +5 (+9 grapple); CMD 16 (18 grapple)
Feats
Weapon Focus: +1 to attack rolls with Earthbreakers
Improved Grapple: +2 to grapple maneuvers and CMD vs grapple. Does not provoke.
Traits
Bruising Intellect: Int to Intimidate. Is class skill.
Clever Wordplay: Int to Diplomacy. Is class skill.
Numerian Archaeologist: Know Androffan. Roll twice and choose when rolling for glitches on timeworn technological items.
Betrayed: Roll twice on sense motive to gain hunches and take the lower result.
Skills ACP -4
Diplomacy +7
Disable Device +2 (-2)
Intimidation +7
Knowledge (Arcana) +4
Knowledge (Dungeoneering) +7
Knowledge (Engineering) +7
Knowledge (Nature) +4
Background Skills
Craft (Alchemy) +7
Craft (Mechanical) +7
Languages
Common, Hallit, Orc, Goblin, Elven, Androffan
Other Gear
14 Gold, 5 Silver
Alchemy Crafting Kit
Backpack
Bedroll
Belt Pouch
Flint and Steel
Ink + Pen
Iron Pot
Mess Kit
Scale Mail
Soap
Thieves' Tools
Torches (10)
Trail Rations (5 Days)
Waterproof Bag
Waterskin
--------------------
Special Abilities
--------------------- Race:
- Constrict: You may grapple without the use of your hands by constricting with your tail and receive a +2 bonus to grapple checks made this way. You may not move while grappling this way.
Legless: You have no foot slot and leg slot items must be modified to fit. You can't be tripped.
Resistant: +2 to saves vs mind affecting effects and poison.
Poison: Injury; save Fort DC 14 (10 + Con + 1/2 level); frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save. Can be applied to a weapon as a standard action.
- Class:
Last edited by lapis-lazily on Fri May 01, 2020 1:16 pm; edited 1 time in total
lapis-lazily- Posts : 1388
Join date : 2018-09-20
Age : 29
Re: Iron Gods Sheets Thread
- Yakaika:
Yakaika Tsukiakari
Neutral Good Kitsune Female (She/Her)
Fighter 1
Medium Humanoid (Kitsune), 30 ft.
Initiative +7
---------------------
Attributes
---------------------
Number Modifier
Str 16 +3
Dex 17 +3
Con 14 +2
Int 12 +1
Wis 7 -2
Cha 10 +0
---------------------
Attacks
---------------------
base attack bonus +1
melee +4, ranged +4
CMB +4
Bite +4, 1d4+3 P, 20/x2
Katana +5, 1d8+3 S, 18-20/x2, deadly
Shortbow +4, 1d6 P, 20/x3, 60ft.
---------------------
Defenses
---------------------
HP 12/12
AC 17, Touch AC 13, Flatfooted AC 14
Fortitude +4/Reflex +3/Will -2 (0 vs. [Emotion|Fear])
CMD +7
---------------------
Active Abilities
---------------------
---------------------
Passive Abilities
---------------------- Racials and Traits:
- Skilled (replaces Agile and Kitsune Magic) - +1 Skill Point/level
Change Shape (Su) - Can assume a specific female human form. Cannot use Bite, but gains +10 Racial on Disguise to appear human.
Low-Light Vision
Skymetal Smith - Crafted bauble of skymetal of choice worth 100gp. Can be sold, but while kept, grants +2 to Will vs. [Emotion] and [Fear]. If lost or destroyed through no fault of my own, bonus reduced to +1 instead.
Artisan - +2 Trait to Craft (Weapons)
- Feats:
- Weapon Focus (Katana) - +1 to hit with Katanas
Improved Initiative - +4 to Initiative rolls
- Skills:
- ---------------------
Skills (6/level + 2 bg/level)
---------------------
Acrobatics +4
Climb +7
Knowledge (Dungeoneering) +5
Knowledge (Engineering) +5
Swim +7
Craft (Weapons) +7
Profession (Miner) +2
Linguistics +1
- Proficiencies and Languages:
- ---------------------
Proficiencies
---------------------
All simple and martial weapons, all armor and shields
---------------------
Languages
---------------------
Common
Sylvan
Hallit
Androffan
---------------------
Equipment
---------------------
Katana
Lamellar Armor (Leather)
Explorer's Outfit
Shortbow
Arrows (20)
---------------------
Inventory
---------------------
Fighter's Kit
Traveler's Outfit
adamantine pendant (symbol of Daikitsu) (value 100gp)
24gp
Perci- Posts : 354
Join date : 2019-08-23
Age : 31
Re: Iron Gods Sheets Thread
- Digsby:
- Digsby Drakslag
Male dwarf hunter (dragon tactician)
CN medium humanoid (dwarf)
Init +10; Perception +7 (darkvision)
--------------------
Defense
--------------------
AC 17, touch 14, flatfooted 13
hp 15
Fort +6, Ref +6, Will +3
--------------------
Offense
--------------------
Speed 20'
Ranged longbow +4 (1d8, x3)
--------------------
Spells
--------------------
CL 1st; Concentration +4
Orisons create water, guidance, spark, stabilize
1st level (2/day) - aspect of the falcon, magic fang
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 16, Int 7, Wis 16, Cha 10
Base Atk +0; CMB +0; CMD 14
Feats Improved Initiative, Toughness
Traits Local Ties, Reactionary
Skills Disable Device +9, Perception +7, Stealth +10, Survival +9
Background Skills Handle Animal +4, Lore (dragons)
Languages Common, Dwarven
Other Gear hide shirt, backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, trail rations (5 days), waterskin, 40 arrows, 40 blunt arrows, 30 gp
--------------------
Special Abilities
--------------------- Dwarf:
- Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Slag Child: Dwarves from dishonored families must append “-slag,” “-slagsun,” or “-slagdam” to their surnames to indicate their shameful status. These dwarves are commonly banished or ostracized; they are forced to eke out a living at the fringes of dwarven settlements or in bleak wilderness areas. They gain a +2 racial bonus on Stealth and Survival checks.
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.
Treasure Sense:Some dwarves have learned to sense the presence of material wealth with dragonlike precision. This ability functions as scent, except it can detect only precious metals (copper, silver, and gold) and creatures primarily made of such materials.
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.
- Dragon Tactician:
- Dragon Focus: At 1st level, a dragon tacticion can take on the aspect of a dragon as a swift action. They must select one type of dragon to emulate, gaining a bonus or special ability based on the type of dragon emulated and their hunter level. The dragon tactician can use this ability for a number of minutes per day equal to their level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The dragon tactician can emulate only one dragon at a time.
The dragon tactician can also apply one of these aspects to their drake companion. Unlike with the dragon tactician themselves, there is no duration on the animal aspect applied to their drake companion. An aspect applied in this way does not count against the dragon tactician's munutes of duration per day - it remains in effect until the dragon tactician changes it. The drake companion’s aspect can be the same aspect the dragon tactician has taken on or a different one. The dragon tactician can select or change the dragon foci on both themselves and their drake companion as part of the same swift action.
Black: The creature gains the ability to breathe underwater. At 8th level, they gain a swim speed of 30 feet, and at 15th level that speed increases to 60 feet.
Blue: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.
Green: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Red: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.
White: The creature gains a +2 enhancement bonus to Constitution. THis bonus increases to +4 at 8th level and +6 at 15th level.
Brass: Desert wind kicks up around the creature, giving it a +2 circumstance bonus to AC against non-magical ranged attacks. This increases to +4 at 8th level, and +6 at 15th level.
Bronze: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.
Copper: The creature gains uncanny dodge, as the rogue class feature. At 12th level, this increases to improved uncanny dodge, as the rogue class feature.
Gold: The creature gains a +2 enhancement bonus to Intelligence. This bonus increases to +4 at 8th level and +6 at 15th level.
Silver: The creature gains a +2 enhancement bonus to Charisma. This bonus increases to +4 at 8th level and +6 at 15th level.
- Skovik:
- Female fire drake companion
CE tiny dragon 1
--------------------
Defense
--------------------
AC 13, touch 13, flatfooted 10
hp 7
Fort +2, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 20 ft.
Melee bite +0 (1d3-1), tail +0 (1d3-1)
--------------------
Statistics
--------------------
Str 8, Dex 17, Con 11, Int 8, Wis 10, Cha 7
Base Atk +1; CMB +0; CMD 11
Feats Extra Drake Power
Drake Powers Intellect
Skills Appraise +3, Intimidate +2, Knowledge (arcana) +3, Linguistics +3, Use Magic Device +2
Languages Common, Draconic
Last edited by Ferret on Mon May 11, 2020 6:41 pm; edited 1 time in total
Ferret- Posts : 2386
Join date : 2018-08-14
Re: Iron Gods Sheets Thread
- Quindarion:
Quindarion Del
Male elf magus (eldritch archer)
LN medium humanoid (elf)
Init: +7 Percep: 0 (Low-light)
Defenses
HP: 9
AC: 18 FF: 13 Touch: 15
Fort: 2 Reflex: 5 Will: 2
Offenses
Longbow +5 (1d8 x3)
Speed 30’
Spells
Prepared:
Cantrips: Acid Splash, Detect Magic, Light
1st: Rime Snowball, Magic Missile- Spellbook:
Cantrips:
All
1st level:
Snowball
Magic Missile
Expeditious Retreat
Grease
True Strike
Shield
Ray of Enfeeblement
Stats
Str: 10
Dex: 20 (+5)
Con: 10
Int: 18 (+4)
Wis: 10
Cha: 7 (-2)
BAB: 0 CMB: 0 CMD: 15
Skills: Acrobatics +9 (10), Spellcraft +8, Know Engineering + 5, Know Arcana +8, Know Planes +8, Know Dungeoneering +8
BG: Profession (Merchant) +4, Know History +5
Feats: Rime Spell, Run
Traits: Against the Technic League (Weapons), Magical Lineage (Snowball), Reckless
Drawback: Bitter
Languages: Common, Elven, Sylvan, Gnome, Gnoll, Goblin
Special Abilities- Racial:
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Fleet Footed: +2 init and Run bonus feat
Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
- Class:
Arcane Pool (5 points): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
Spell Combat (Ex)
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Gold: 7.89
Nobody7713- Posts : 2269
Join date : 2018-08-17
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