My first Iron Heroes... er, umm... Hero!

Ozmar

First Post
A'koss said:
Grenloke

Class: Weapon Master
Level: 20
Hit Points: 251
Reserve Points: 251

[snip]

Enjoy!

Wow! Thanks! That guy's pretty scary. I'm beginning to believe that maybe IH chars really can stand up to the equivalent CR foes.

*can't wait for my book to arrive!*

Ozmar the Impatient
 

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melon-neko

First Post
I was bored (at work) so i made an executioner. I did not try to do anything tough, she is just an assassin, probably not to good in a straight up fight, but able to kill and dissapear easily.(especially once she gets level 5). She's also really good at flanking ^^

Iga Mitsume - 2nd level Executioner
Str: 12/+1
Dex: 18/+4 - Ref: +6
Con: 12/+1 - Fort: +3
Wis: 14/+2 - Will: +4
Int: 13/+1
Cha: 10/+0
BAB: +2 Kukri: +6 (D4+1)-18-20/x2
BDB +2 (16) / DR D2/Magic
Initiative: +8
HP: 6-18 (14)

Character traits: City rat(face in the crowd), Nondescript
Class Traits: Executioner pool, Executioner eye, Finesse Mastery 1, Power mastery 1 (May use power feats on finesse weapons), Sneak attack 1d6
Feats: Razor fiend, Improved Initiative, Weapon finesse

Skills: Athletic 5, Stealth 5, Perception 5, Balance 5, Escape artist 5, Tumble 5, Use rope 5

Kukri
Daggers
Leather armor
 

Kaos

First Post
Random Thief

Just thrown together. Standard stat package, second level as seemsto be standard here.
Saira - 2nd level thief
Str 10
Dex 18 +4 (ref +6)
Con 10 (fort +2)
Int 14 +2
Wis 14 +2 (wil +4)
Cha 16 +3
BaB: +1, +5 ranged
BdB: +2 (passive def 10, active +6, total +16)
Initiative +8
HP: 14
Traits: Dextrous (+2 dex, -2 con), Lithe Acrobat (+2 tumble, no penalty tumbling at full speed)

Class features: 1 Alias (+ 2 to disguise as alias, +2 to bluff in alias, needs details)
Skill Mastery - +2 to max ranks of all skills
Sneak attack: 1d6
Feats: Improved initiative - +4 to initiative
Devious Manipulator 1 - make bluff checks to gain tokens; spend tokens in combat to give +1 to attack or -1 to opponents attack, out of combat spend 1 token for +2 to bluff or spend tokens to maintain bluff longer; spend only 5 tokens on these.
Devious Manipulator 2 - spend tokens to maintain bluff continuously; if bluffed opponent finds compelling evidence to counter your lie, make another bluff check to keep him from accepting it

Skills, saved for last cause that's what the thief is about...
(12+2)x4 at first level = 56; +14 at second for 70 points.

Groups: Agility Atheltics Robery Social Stealth Theatrics
Skills - Ranks / Total bonus
Appraise - 7 / +9
Search - 7 /+9
Spot - 7 /+9
Sense Motive - 7 /+9

(Now for the stuff from groups)
Balance - 7 / +13
Escape Artist - 7/ +11
Tumble - 7/ +15
Open Lock - 7 /+11
Sleight of Hand - 7 /+13
Hide - 7 / +11
Move Silent - 7 /+11

Climb - 7/+7
Jump - 7 /+7
Swim - 7 /+7

Disable Device - 7 /+9
Forgery - 7 /+9
Bluff - 7 /+10
Diplomacy - 7 /+12
Intimidate - 7 / +12
Gather Information - 7 /+10
Disguise - 7 /+10 (+12 with bluff synergy)
Perform (dance) - 7 /+10

So, even with an int bonus there's still plenty of skills she doesn't have. OTOH, at third level she keeps all her skills maxed and still has four points left over...
Note that many of the ones she does have, hit their synergy bonuses at first level (due to advanced ranks.)
 
Last edited:

Sleeping Dragon

First Post
Here's the character I'll be playing shortly in an Iron Heroes/Song of Ice and Fire game. Going off beyond the Wall to hunt down wildlings, hence why I classify my alias as useless. ("No, I'm not a member of the Night's Watch, I just like gallivanting beyond the Wall dressed entirely in black.")

Name: Daryn Fox (Flowers)
Class: Thief 4/Harrier 1
Age: 26
Gender: Male

ABILITY SCORES

Strength: 13 (+1) [3 pts]
Dexterity: 20 (+5) [9 pts, +1 level, +2 Dextrous]
Constitution: 12 (+1) [4 pts, -2 Dextrous]
Intelligence: 14 (+2) [4 pts]
Wisdom: 10 (+0) [0 pts]
Charisma: 14 (+2) [4 pts]

COMBAT SCORES

Hit Points/Reserve Points: 39
Active Defense: 20 [10+5 base+5 Dexterity], +1 Dodge vs. two opponents, +2 Overwhelming Presence, +4 vs. AoOs for movement
Passive Defense: 10
Damage Reduction: 1d2/magic [Leather]
Speed: 40 feet [8 squares]
Initiative: +5 [Dexterity]
BAB: +4
Melee Attack: +5 (+9 dagger)
Ranged Attack: +9

SAVING THROWS

Fortitude: +6 [+5 base, +1 Constitution]
Reflex: +10 [+5 base, +5 Dexterity]
Will: +5 [+5 base, +0 Wisdom]

ATTACKS

Masterwork dagger +10 melee (1d4+5, 19-20/x2, 10'), full attack +8/+8 melee (1d4+5, 19-20/x2, 10')
Dagger +9 melee (1d4+2, 19-20/x2, 10'), full attack +7/+7 melee (1d4+5, 19-20/x2, 10')
Mighty (+2) composite shortbow +9 ranged (1d6+2, x3, 70')

SKILLS (108 points)
Agility 9 ranks
Tumble +21 [9 ranks, +5 Dexterity, +5 Combat Mobility, +2 synergy from Jump]
Balance +16 [9 ranks, +5 Dexterity, +2 synergy from Tumble]
Escape Artist +14 [9 ranks, +5 Dexterity], +16 vs. ropes [+2 synergy from Use Rope]

Athletics 9 ranks
Jump +16 [9 ranks, +1 Strength, +4 speed, +2 synergy from Tumble]
Climb +12 [9 ranks, +1 Strength, +2 climber's kit], +14 to climb a rope [+2 synergy from Use Rope]
Swim +10 [9 ranks, +1 Strength]

Robbery 9 ranks
Sleight of Hand +16 [9 ranks, +5 Dexterity, +2 synergy from Bluff]
Open Lock +14 [9 ranks, +5 Dexterity]
Disable Device +11 [9 ranks, +2 Intelligence]
Forgery +11 [9 ranks, +2 Intelligence]

Social 9 ranks
Diplomacy +15 [9 ranks, +2 Charisma, +2 synergy from Bluff, +2 synergy from Sense Motive]
Intimidate +13 [9 ranks, +2 Charisma, +2 synergy from Bluff]
Bluff +11 [9 ranks, +2 Charisma]
Gather Information +11 [9 ranks, +2 Charisma]

Stealth 9 ranks
Hide +14 [9 ranks, +5 Dexterity]
Move Silently +14 [9 ranks, +5 Dexterity]

Theatrics 9 ranks
Disguise +11 [9 ranks, +2 Charisma], +13 to act in character [+2 synergy from Bluff]
Perform (oratory) +11 [9 ranks, +2 Charisma]

Search +11 [9 ranks, +2 Intelligence]
Use Rope +10 [5 ranks, +5 Dexterity], +12 to bind someone [+2 synergy from Escape Artist]
Ride +9 [4 ranks, +5 Dexterity]
Listen +9 [9 ranks, +0 Wisdom]
Spot +9 [9 ranks, +0 Wisdom]
Survival +9 [9 ranks, +0 Wisdom]
Sense Motive +8 [8 ranks, +0 Wisdom]
Literacy (Westerosi) 1 rank

LANGUAGES
Westerosi (literate)

CLASS FEATURES
Physical Trait - Dextrous: Gain +2 to Dexterity, -2 to Constitution
Mental Trait - Weapon Bond (dagger): Use Dexterity to attack and damage with daggers.
+2d6 sneak attack: Gain +2d6 sneak attack damage against flanked/flat-footed/feinted opponent
Alias: Can create useless alias
Skill expertise: Max skill ranks equal thief level+5 or character level+3
Honor of thieves: Can make special attack with concealed weapon to start battle
Fast movement: +10 to land speed
Combat mobility: +4 Defense against AoOs from movement, gain double Dex mod to Tumble, can tumble at full speed w/o penalty

FEATS (Masteries - Social 3, Defense 3, Finesse 2, Rest 0)
Dodge 1: +1 dodge bonus to Defense against one target, gain dodge pool
Overwhelming Presence 1: Move action to gain Charisma bonus to active Defense
Razor Fiend 1: Gain Quick Draw with daggers; gain extra attack with dagger while full attacking, at -2 penalty and 1/2 Strength to damage
Dodge 3: +1 dodge bonus to Defense against two targets, dodge pool applies vs. both

For amusement's sake I worked out how hard it would be to get that many skill points in D&D...as a rogue or scout, he'd need a +35.2 Intelligence score :eek:
 

Sleeping Dragon said:
Here's the character I'll be playing shortly in an Iron Heroes/Song of Ice and Fire game. Going off beyond the Wall to hunt down wildlings, hence why I classify my alias as useless. ("No, I'm not a member of the Night's Watch, I just like gallivanting beyond the Wall dressed entirely in black.")

He could have an alias beyond the wall as a fallen brother or as a smuggler who dresses in Night Watch blacks.

Inside the wall I'm pretty certain there are actually a good few Night Watch alias men running about that, and I'm not just talking Life of Brian style pseudonyms either.
 

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