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Iron Heroes - I have it in my hands!

A'koss

Explorer
EricNoah said:
Someone wanted me to post my first attempts at character building. I'm the first to admit I haven't built a d20 character by hand in ages. So, here we go, no etools or nothin' ... :D
Very cool Eric, thanks!

Damn, that Berserker can unload... unreal.
 

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EricNoah

Adventurer
A'koss said:
Very cool Eric, thanks!

Damn, that Berserker can unload... unreal.

Yeah, that Mighty Build trait in play there...

I think I shorted him one berserker ability now that I'm looking harder...
 

A'koss

Explorer
EricNoah said:
Yeah, that Mighty Build trait in play there...

I think I shorted him one berserker ability now that I'm looking harder...
Yoinks. Does that mighty build have any kind of prerequisite (eg. Str)? I think I may have to make a WM build with that trait, then prehaps the Weapon Bond trait to get the Bastard Sword proficiency and Dex shift to attacks... Yum!

P.S. I just had a glance over the Arcanist build - he seems very weak in comparision to the other classes. Have I missed something?
 
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EricNoah

Adventurer
A'koss said:
Yoinks. Does that mighty build have any kind of prerequisite (eg. Str)? I think I may have to make a WM build with that trait, then prehaps the Weapon Bond trait to get the Bastard Sword proficiency and Dex shift to attacks... Yum!

P.S. I just had a glance over the Arcanist build - he seems very weak in comparision to the other classes. Have I missed something?

He is missing his Mastery Level 1 spells for the remaining spell schools (Illusion, Divination, etc.) -- this sheet is for a one-shot and I don't want to overwhelm the player. So he's a lot more flexible than the sheet might suggest. He can perform mastery 1 conjuring, divination, illusion.

Other than that... he's a spellcaster; he's gonna get knocked around like a D&D wizard. And I may not have built him as "optimally" as I could have.

Edit: as I look over it, he's a lot more like a D&D cleric than a wizard. He's got armor. He's a buffer, a protector, a smidge of healer, with very little "wizard" firepower. So maybe think of him like that.
 
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A'koss

Explorer
EricNoah said:
Edit: as I look over it, he's a lot more like a D&D cleric than a wizard. He's got armor. He's a buffer, a protector, a smidge of healer, with very little "wizard" firepower. So maybe think of him like that.
Well, even if he is just a "support guy", magical in-combat healing and buffing are always welcome.

(provided they work... :p )

Cheers!
 

Kunimatyu

First Post
Two major issues that haven't been discussed yet -- saves and death.

Rolling a 1 on a save doesn't autofail, though a 20 still succeeds.

Once you're at -10 hp or below, you must roll a fort save every round (DC = negative hp) or die.

Big changes, if you ask me.

There also don't appear to be rules for binding/summoning outsiders or elementals, which is a little disappointing. Creating abberations is possible at the higher levels, though.
 

EricNoah

Adventurer
Kunimatyu said:
There also don't appear to be rules for binding/summoning outsiders or elementals, which is a little disappointing. Creating abberations is possible at the higher levels, though.

Yeah there are some definite holes in the things magic can do in IH, as compared to D&D. For example, am I missing it or is there no teleportation type power? That's an interesting omission...
 

A'koss

Explorer
Kunimatyu said:
Two major issues that haven't been discussed yet -- saves and death.

Rolling a 1 on a save doesn't autofail, though a 20 still succeeds.
That is a big change... interesting. The new rules for dying were actually touched upon earlier in this thread and are indeed quite cool. However I didn't get an answer to a question I had about it - if you are stabilized at -10 or lower, do you still have to make Fort Saves every round? Reserve Point recovery is 1 HP per minute, so recovery that way is tough.

There also don't appear to be rules for binding/summoning outsiders or elementals, which is a little disappointing.
Yes, that is too bad...
 

A'koss

Explorer
EricNoah said:
Yeah there are some definite holes in the things magic can do in IH, as compared to D&D. For example, am I missing it or is there no teleportation type power? That's an interesting omission...
And this is a good thing IMO. I also hope there are no Save or Die spells or story-breaking divinations.

P.S. Add resurrection to that list too... ;)
 

Driddle

First Post
Turanil said:
do you feel this system is overpowered (compared to normal d20)?


the system is not "overpowered" within its own environment. remember, you're not transplanting a bunch of hungry tigers to a prairie dog colony.
 

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