character record sheet - mad · pdf filecharacter record sheet strength dexterity...

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= 10 + = 10 + = 10 + Character Record Sheet strength dexterity constitution intelligence wisdom charisma Additional Modifiers weapon att bonus damage critical range type size notes weapon att bonus damage critical range type size notes weapon att bonus damage critical range type size notes weapon att bonus damage critical range type size notes weapon att bonus damage critical range type size notes character player class level race glory points patron deity/religion origin residence 2nd 3rd 4th 1 2 3 4 Ability Size Misc Misc Class Base Multiple Attacks Modifiers melee ranged Total grapple Max Denotes Skill Can Be Used Untrained — * Armor Check Penalty Applies (Double For Swim) proficiencies Weapons: Simple Martial Armor: Light Medium Heavy Exotic Die Type(s) Shields Reserve Score Mod Score Mod Temp Temp Shield Natural Size Shield Dex Misc Reduction Armor/Protective Item Bonus Dex Penalty Weight Notes Def Max Check Damage Misc base flat-footed touch Total Current HP Current Reserve 1 2 3 4 Class BDB Active Active Modifiers Max Ranks = Level + 3 Damage Reduction fortitude reflex will Misc Dex Total speed Base Modified Ability Misc Misc Level Total Modifiers Char Saving Throws Defense Hit Points Weapons Attack Rolls Initiative Glory Points Skills Ability Scores Misc Ranks Ability Total Misc Misc appraise concentration decipher script heal knowledge knowledge knowledge knowledge balance escape artist tumble climb jump swim concentration decipher script spellcraft use magic device listen search sense motive spot disable device forgery open lock sleight of hand bluff diplomacy gather information intimidate hide move silently bluff disguise perform sleight of hand handle animal ride survival use rope craft profession Academia Agility Athletics Mysticism Perception Robbery Social Stealth Theatrics Wilderness Lore Ungrouped ( ) ) ) ) ( ( ( ( ( ( ( ( ) ) ) ( ) ) ) Int Con Int Wis Int Int Int Int Dex* Dex* Dex* Str* Str* Str** Con Int Int Cha Wis Int Wis Wis Int Int Dex Dex* Cha Cha Cha Cha Cha Cha Cha Cha Cha Dex Cha Dex Wis Dex Str Dex Dex Str Dex –5 –10 –15 Con Dex Wis –10 –5 –10 –15 Dex

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= 10 += 10 += 10 +

Character Record SheetCharacter Record SheetCharacter Record SheetCharacter Record Sheet

strengthdexterityconstitutionintelligencewisdomcharisma

Additional Modifiers

weapon att bonus damage critical range type size

notes weapon att bonus damage critical range type size

notes weapon att bonus damage critical range type size

notes weapon att bonus damage critical range type size

notes weapon att bonus damage critical range type size

notes

character playerclass levelrace glory pointspatron deity/religionorigin residence

2nd 3rd 4th 1 2 3 4 Ability Size Misc MiscClass BaseMultiple Attacks Modifiers

meleeranged

Total

grapple

Max

Denotes Skill Can Be Used Untrained — * Armor Check Penalty Applies (Double For Swim)

proficienciesWeapons: Simple Martial Armor: Light Medium HeavyExotic

Die Type(s)

Shields

ReserveScore Mod Score Mod

Temp Temp

ShieldNatural Size Shield Dex Misc

ReductionArmor/Protective Item Bonus Dex Penalty Weight NotesDef Max CheckDamage

Misc

baseflat-footedtouch

Total

Current HP Current Reserve

1 2 3 4Class BDB Active

Active Modifiers

Max Ranks = Level + 3Damage Reduction

fortitudereflexwill

MiscDexTotal

speedBase Modified

Ability Misc MiscLevelTotalModifiersChar

Saving Throws

Defense

Hit Points

Weapons

Attack Rolls

Initiative

Ability Scores Skills

Glory

Points

Saving Throws

Defense

Hit Points

Weapons

Attack Rolls

Initiative Glory

Points

SkillsAbility ScoresMiscRanksAbilityTotal MiscMisc

appraise balance bluff climb concentration craft decipher scriptdiplomacy disable devicedisguise escape artist forgery gather information handle animalheal hideintimidate jump knowledgeknowledgeknowledgeknowledgelisten move silentlyopen lockperformperformperformprofessionride search sense motive sleight of handspellcraftspot survival swim tumbleuse magic deviceuse rope

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Groups

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Ac,My

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Ro

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Ac

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At

Ac

Ac

Ac

Ac

Pe

St

Ro

Th

Th

Th

No

WL

Pe

Pe

Ro,Th

My

Pe

WL

At

Ag

My

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Int

Dex*

Cha

Str*

Con

Int

Int

Cha

Int

Cha

Dex*

Int

Cha

Cha

Wis

Dex

Cha

Str*

Int

Int

Int

Int

Wis

Dex

Dex

Cha

Cha

Cha

Wis

Dex

Int

Wis

Dex*

Int

Wis

Wis

Str**

Dex*

Cha

Dex

MiscRanksAbilityTotal MiscMisc

appraise concentration decipher scriptheal knowledgeknowledgeknowledgeknowledgebalance escape artist tumbleclimb jump swim concentration decipher scriptspellcraftuse magic devicelisten search sense motive spot disable deviceforgery open locksleight of handbluff diplomacy gather information intimidate hidemove silentlybluff disguise perform

sleight of handhandle animalride survival use rope craft

profession

Ac

adem

ia

Agili

ty

Athl

etic

s

Mys

ticis

m

Perc

eptio

n

Robb

ery

So

cial

St

ealth

Th

eatri

cs

Wild

erne

ss L

ore

Ungr

oupe

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Int

Con

Int

Wis

Int

Int

Int

Int

Dex*

Dex*

Dex*

Str*

Str*

Str**

Con

Int

Int

Cha

Wis

Int

Wis

Wis

Int

Int

Dex

Dex*

Cha

Cha

Cha

Cha

Cha

Cha

Cha

Cha

Cha

Dex

Cha

Dex

Wis

Dex

Str

Dex

Dex

Str

Dex

–5 –10 –15

Con

Dex

Wis

–10

–5 –10 –15

Dex

mastery feats Rating

item location wt item location wt item location wt

total weight carriedcurrent load

Walk Hustle Run

movement

lifting

normal+3+1

0Ω3Ω6

Ω4Ω4Ω3

max dex enc pen run

light

heavymedium

load capacityhit points by level

= Base Speed = 2 × Base = 4 × BaseLift Over Head

= Max Load

Lift Off Ground

= 2 × Max Load

Push or Drag

= 5 × Max Load

Run

= 3 × Base

xps needed for next level

total experiencemarks earned (10 needed for new level) cp –

sp –

gp –

pp –

gems –

Equipment

Money & GemsExperienceMovement & Lifting

Special Abilities & Feats

LanguagesLanguages

Equipment

Money & GemsExperienceMovement & Lifting

Traits, Special Abilities & Feats

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1 2 3 4 5 6 7 8 9 10

Aim Token PoolGranted by Archer class (Iron Heroes Revised, pg. 31)

At the start of your turn, designate an opponent that you can see as the target of your Aim token pool. You earn Aim tokens by spending part of your actions doing nothing but aiming at your target. If your target hasn’t moved since your last action, you gain an additional token at the start of your turn.

Action Spent TokensAiming GainedMove 1Standard 2Full-round 4Opponent remains still 1

Improved Aim Pool: One you reach 10th level in the Archer class, you gain more tokens per action spent aiming, and you may also spend a single free action aiming at your target.

Action Spent TokensAiming GainedFree 1Move 2Standard 3Full-round 5Opponent remains still 2

Supreme Aim Pool: Once you reach 15th level in the Archer class, you gain even more tokens per action spent aiming.

Action Spent TokensAiming GainedFree 2Move 4Standard 6Full-round 10Opponent remains still 4

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1 2 3 4 5 6 7 8 9 10

Armor Token PoolGranted by Armiger class (Iron Heroes Revised, p. 36)

Starting at 3rd level. whenever you suffer an attack, keep track of the damage your armor absorbs. For every 10 points of damage absorbed, you earn 1 Armor token to spend against that foe.

You can use the tokens from your Armor pool against any opponent you like, as long as that opponent has hit your armor. Unspent tokens are lost at the end of the encounter.

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20 19 18 17 16 15 14 13 12 11

1 2 3 4 5 6 7 8 9 10

Armor Token PoolGranted by Armiger class (a la Mellowship Slinky)

The Armiger gains Armor tokens. An armiger spends these tokens to power Armor abilities and may not possess more than his armiger level + 5 unspent armor tokens. At the beginning of each combat, the Armiger makes a DR check and gains a number of Armor tokens equal to half the check result (round up). If the armiger ends his turn threatening or being threatened by at least one opponent in melee and is not the subject of a damaging attack by the end of his next turn he may

make a DR check and gain a number of Armor tokens equal to the check. Do not count temporary modifiers (such as the effects of Armor Pool abilities or defense challenges) when determining how many tokens are gained.

If the Armiger is not threatening or threatened by any opponents, he may use a standard action to marshal his defenses and gain the minimum value of a DR check in armor tokens.

For every 20 points of damage a vardrag suffers, it gains 1 Battle Lust token.

If a vardrag begins his turn without any opponents within his threatened area (to the best of its knowledge), it must move towards the nearest enemy. If that isn’t enough to place an opponent within the vardrag’s threatened area, it loses 1 Battle Lust token.

A character that succeeds on a Diplomacy check (opposed by the vardrag’s Will save) causes the vardrag to lose 1 Battle Lust token. If the character accepts a –5 skill challenge to his Diplomacy check, an additional Battle Lust token is lost. The character can accept as many skill challenges as he desires, each increasing the loss of Battle Lust tokens by 1.

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1 2 3 4 5 6 7 8 9 10

Battle Lust Token PoolGranted by Vardrag race (Iron Heroes Bestiary, pg. 88)

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1 2 3 4 5 6 7 8 9 10

Token Pool

Each point of Constitution drained by the vampire’s blood drain attack against a humanoid, monstrous humanoid, or giant type adds one Blood token to the pool.

If the vampire does not have a blood drain attack, he can still drain Constitution from a helpless (or willing) victim. This process produces one Blood token for every 2 points of Constitution lost. Draining 2 points of Con this way requires one minute. The victim will continue to bleed 2 points of Con per minute until a Heal

check (DC 15) is made to staunch the flow of blood.

A vampire can drain blood from, or give blood to, another vampire. In this case, it does not drain Con, instead it transfers blood tokens directly.

A vampire’s blood token pool can have a maximum number of blood tokens equal to 10 + two times his number of vampire racial levels. Every day at sunset the vampire must take one token, plus one token per vampire racial level, from the pool to fuel his

abilities and continue his undead existence. If the vampire does not have enough blood tokens to sate his need for blood, he gains one negative level per day. A negative level gained in this way can be removed by spending 10 blood tokens. If the vampire accumulates negative levels equal to his hit dice, he falls into a state of suspended animation and no longer accumulates negative levels due to lack of blood. A vampire in this state can be revived by pouring 10 Con worth of blood into his mouth, removing one negative level.

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20 19 18 17 16 15 14 13 12 11

1 2 3 4 5 6 7 8 9 10

Blood Token PoolGranted by Vampire template

Each time you make a Cleave attack, you gain 1 Cleave token. You must spend these tokens before the end of your current action.

If you gain tokens during someone else’s action (such as Cleaving as part of an attack of opportunity), you must spend your tokens before the end of your attacks.

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20 19 18 17 16 15 14 13 12 11

1 2 3 4 5 6 7 8 9 10

Cleave Token PoolGranted by Cleave expanded mastery 8 (Iron Heroes Revised, pg. 126)

You gain 1 Deception token by succeeding on a Bluff check opposed by your target’s Sense Motive check. You may have a number of unspent tokens equal to 10 + your level.

You may designate only one target at a time. If you switch to a different target, any built-up Deception tokens are lost.

If you have expanded mastery 4 in the Devious Manipulator feat, you may set aside tokens gained from a target for later use, even if you switch to a different target afterwards. You may set aside a maximum number of Deception tokens equal to your level per target.

By accepting a –5 skill challenge to your Bluff check, you increase the number of tokens gained by 1. You may accept as many challenges as you like, each increasing the gained amount of tokens by 1.

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1 2 3 4 5 6 7 8 9 10

Deception Token PoolGranted by Devious Manipulator feat (Iron Heroes Revised, pg. 128)

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1 2 3 4 5 6 7 8 9 10

Dedication Token PoolGranted by Dedicate class (Iron Heroes Player’s Companion, pg. 12)

At the start of an encounter you gain a number of Dedication tokens based on your level.

Class Tokens per Level Encounter 1-2 1 3-4 2 5-6 3 7-8 4 9-10 5 11-12 6 13-14 7 15-16 8 17-18 9 19-20 10

Your pool of unspent Dedication tokens cannot exceed 10 + your Dedicate level.

Dedicated Focus: You can also earn tokens by focusing on the task at hand. Make a Concentration check.

Action type Check Mod.Free –10Move –5Standard 0Full-round +5

You gain a number of tokens based on the result of your Concentration check.

Concentration Tokens Check Result Gained <15 0 15-19 1 20-24 2 25-29 3 30-34 4 35-39 5 40-44 6 45-49 7 50+ 8

When the opponent designated as the target of your Dodge feat attacks you and misses, you gain 1 Dodge token. You may have a total number of unspent Dodge tokens equal to 10 + your level. Your Dodge pool lasts until the end of the encounter, but you lose all your built-up Dodge tokens if you switch to a different target.

If you have expanded mastery 3 in the Dodge feat, you may designate two opponents as the targets of your feat. Both targets build up tokens for your Dodge token pool, and you only lose your built-up tokens if you change both targets at the same time.

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1 2 3 4 5 6 7 8 9 10

Dodge Token PoolGranted by Dodge feat (Iron Heroes Revised, pg. 129)

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1 2 3 4 5 6 7 8 9 10

Execution Token PoolGranted by Executioner class (Iron Heroes Revised, pg. 45)

At the beginning of an encounter you gain an amount of Execution tokens based on your level.

Class Tokens per Level Encounter 1-2 1 3-4 2 5-6 3 7-8 4 9-10 5 11-12 6 13-14 7 15-16 8 17-18 9 19-20 10

You can also earn Execution tokens by studying a foe. If your target doesn’t know you are studying him, you must succeed on a Sense Motive check opposed by his base attack check. If the target is aware of your intent, your check is opposed by his Bluff check. Your Sense Motive check is modified based on what sort of action you spend studying your foe.

Action type Check Mod.Free –10Move –5Standard 0Full-round +5

A successful check earns you 2 Execution tokens, but you must use them only against the studied target. If you try to study a new target, you lose all tokens you earned by studying your previous foe. Otherwise, your Execution tokens last until the end of the encounter.

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1 2 3 4 5 6 7 8 9 10

Fury Token PoolGranted by Berserker class (Iron Heroes Revised, pg. 40)

The amount of unspent Fury tokens you have is equal to 10 + your class level. TokensAction GainedFriend defeated 5 Suffer attack 1 Stoke fury (move action) 1 Stoke fury (standard action) 2 Stoke fury (full-round action) 4

Friend Defeated: An ally drops to 0 or fewer hit points.

Suffer Attack: Granted by each attack that hits and causes enough damage to make it through your armor DR (but not necessarily your berserker DR).

Stoke Fury: You spend the desired action type fanning your rage.

Improved Fury Pool: At 10th level, your ability to stoke your fury increases.

Tokens Action Gained Friend defeated 5 Suffer attack 1 Stoke fury (move action) 2 Stoke fury (standard action) 3 Stoke fury (full-round action) 5

Ultimate Battle Rage: At 20th level, you automatically gain 1 Fury token per round of combat, at the beginning of your action.

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1 2 3 4 5 6 7 8 9 10

Granted by Gladiator feat (Iron Heroes Player’s Companion, pg. 38)

Any character who can see you fighting may use an action on their turn to shout support and encouragement; you must be able to see and hear the character doing the encouragement. You gain a number of Gladiatorial tokens based on the action the character uses to cheer you:

Encouragement TokensAction GainedMove 1Standard 2Full-round 4

You can also psych yourself up for battle: you stomp your feet, gesticulate insultingly, shout challenges or war cries, batter yourself on the forehead with your shield, or the like. You may choose to do this as a move, standard, or full-round action to gain gladiatorial tokens just as if another character had cheered you on. You can accumulate a maximum number of tokens equal to 10 + your level.

If you have expanded mastery 9 in this feat, when you use an action to gain gladiatorial tokens for yourself,

you may add your Charisma bonus to the number of tokens you gain.

Should you find yourself in a true gladiatorial contest, you automatically receive a number of tokens at the start of your turn each round:

Size of Tokens Crowd Gained 1-10 0 11-30 1 31-100 2 101-300 3 301-1000 4 1001+ 5

Gladiatorial Token Pool

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1 2 3 4 5 6 7 8 9 10

Hex Token PoolGranted by Dreaded Witch villain class

Unlike most villain classes, a dreaded witch manages her powers with a token pool. The witch gains tokens as follows:

TokensAction Spent GainedMove 2Standard 3Full-round 5Each miss against witch 1Each damaging attack vs. witch 2Ally or minion defeated 1

The Dreaded Witch’s pool of unspent Hex tokens cannot exceed 10 + the Witch’s Challenge Rating.

In combat, you can use a move action to study a single non- humanoid monster by making an Intelligence check. Divide the result by 5 (rounding down) to find the number of Lore tokens you gain.

If the result of your Intelligence check is less than 5, you lose 1 Lore token instead, or suffer a –1 penalty to attacks and damage against the target monster if you don’t have any Lore tokens to lose.

You may have a number of unspent Lore tokens equal to 10 + your level. These tokens last only until the end of the encounter.

You can build up tokens against one type of opponent at a time. If you switch targets, you lose your built-up Lore tokens, unless the new target is of the same species as the original one.

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1 2 3 4 5 6 7 8 9 10

Lore Token PoolGranted by Beast Lore feat (Iron Heroes Revised, pg. 119)

The number of Mana tokens you can store is determined by level. When you use mana to shape a spell, you reduce your total available mana by the amount spent on the spell. If casting a spell reduces your available mana to less than zero, track the negative total. When you cast a spell that leaves you with a negative mana total, make a Fortitude save (DC 15 + your negative mana total; ignore the minus sign on your total when you determine this Difficulty Class).

Aspects of Power: You must have at least 1 point in your mana pool to use any aspect of power abilities. Use of many of these abilities requires a successful Concentration check; some of them generate unfortunate side effects on the roll of a natural 1 on this check, due to the vagaries of arcane power. Each use of an aspect of power ability costs 1 Mana token, though there is no drain.

Strain: If you fail this saving throw, you suffer strain. Strain is temporary ability score damage equal to your negative

mana total. You suffer this damage to all of your ability scores.You can continue to cast spells after your mana total drops below zero, but you must continue to make Fortitude saves. If you fail another saving throw, you again suffer temporary ability score damage equal to your negative mana total. You do not reset your mana total after taking damage.You cannot reduce your mana pool to less than 0 – your Constitution score. If your pool somehow drops below this value, you immediately die from the traumatic strain.

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Mana PoolGranted by Arcanist class (Iron Heroes Revised, pg. 68)

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Mana Token PoolGranted by Arcanist class (True Sorcery, pg. 112)

The number of Mana tokens you can store is determined by level. You can store Mana tokens indefinitely, but once they’re spent, they’re lost. Each token spent can add a +10 to your Spellcraft checks.

Class Max Mana Max TokensLevel Pool Expended1st Int bonus 14th 2 + Int bonus 28th 4 + Int bonus 312th 6 + Int bonus 416th 8 + Int bonus 520th 10 + Int bonus 6

Gaining Mana: You gain Mana tokens by spending actions channeling:

Action Spent TokensChanneling GainedStandard 1Full-round 2

Aspects of Power: Each use of an aspect of power ability costs 1 Mana token, though there is no drain.

Drain Reduction: The drain of a spell is reduced by an amount equal to your available Mana tokens. Mana tokens can reduce drain to 1, but not below 1. Augmented effects cause additional drain equal to Spellcraft DC ÷ 5, rounded down. Each token spent as a bonus to a Spellcraft check also increases drain by +4.

If you improve a creature’s attitude towards you to friendly or helpful using the Diplomacy skill, you earn 2 Manipulation tokens. Thereafter, you gain 2 additional tokens for each day that you interact with him for at least one hour and succeed at a Diplomacy check (DC 10 + creature’s Will save modifier). Spending 1 Manipulation token decreases this DC by 5.

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1 2 3 4 5 6 7 8 9 10

Manipulation Token PoolGranted by Political Mastermind feat (Iron Heroes Revised, pg. 137)

Whenever you roll a “1” on an attack roll or saving throw, you gain an Omen token. Any time you are about to make an attack roll or saving throw, you can choose to spend Omen tokens on the roll. Each token grants you a +1 bonus for that roll only; you must announce how many tokens you are spending before you make the roll. You can spend as many tokens as you wish on a single roll, up to the number currently in your pool. Omen tokens do not expire; they are lost only when they are used. However, you can only have a

maximum number of Omen tokens at any one time equal to 10 + your character level.

Omen of Despair: You may spend Omen tokens on Intimidate skill checks. This works exactly as outlined above when spending tokens on attack rolls and saving throws, except that you get a +2 bonus per token spent, rather than +1.

Omen of Glory: You may spend Omen tokens on Diplomacy skill checks. This works exactly as outlined above

when spending tokens on attack rolls and saving throws, except that you get a +2 bonus per token spent, rather than +1.

Omen of Sacrifice: You may spend Omen tokens on Bluff skill checks. This works exactly as outlined above when spending tokens on attack rolls and saving throws, except that you get a +2 bonus per token spent, rather than +1.

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Omen Token PoolGranted by Child of Omen background (Iron Heroes Player’s Companion, pg. 6)

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1 2 3 4 5 6 7 8 9 10

Granted by Myrmidon class (Iron Heroes Player’s Companion, pg. 17)

At the end of your turn each round, you gain one Opportunism token for every enemy you threaten who is also threatened by at least one of your allies.

If an Opportunism ability has a target other than yourself, you may use your tokens against any opponent. At the end of the encounter, you lose any remaining tokens you have built up. Your pool of unspent Opportunism tokens cannot exceed 10 + your Myrmidon level.

Eye for Opportunity: From 2nd level onward, you may make a Spot check.

Action type Check Mod.Free –10Move –5Standard 0Full-round +5

You gain a number of tokens based on the result of your Spot check.

Spot Tokens Check Result Gained <10 0 10-19 1 20-29 2 30-39 3 40+ 4

Improved Opportunism Pool: Starting at 14th level, a Myrmidon can find opportunities even against foes who aren’t distracted. At the end of your turn each round, you gain 1 Opportunism token for every enemy you threaten.

Opportunism Token Pool

Designate one opponent as the target of your Parry token pool. When using the Combat Expertise feat to increase your defense, you gain 1 Parry token each time your target attacks you and misses.

You can change the target of your Parry token pool as a free action, but you lose all Parry tokens accumulated against your previous target.

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Parry Token PoolGranted by Combat Expertise expanded mastery 3 (Iron Heroes Revised, pg. 126)

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1 2 3 4 5 6 7 8 9 10

Patronage Token PoolGranted by Icon expanded mastery 3 (Iron Heroes Player’s Companion, pg. 39)

This pool represents the patronage of wealthy and important characters who can provide you with assistance in exchange. Each time you hold a performance for your patrons (lasting a minimum of 1 hour), you gain Patronage tokens based on the result of your Perform check.

Perform Tokens Check Result Gained <15 0 15-29 1 30-44 2 45+ 3

You can make only one such performance per day. You can accumulate a maximum number of tokens equal to 10 + your level, and you can spend the tokens in order to gain favors from your patrons.

Patronage tokens generally last until used, provided you make at least one performance for your patron each week. If more than seven days have passed since your last performance, you lose one patronage token per day after the seventh.

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Popularity Token PoolGranted by Political Mastermind expanded mastery 2 (Iron Heroes Revised, pg. 137)

Designate an entire city or district as the target of your Political Mastermind feat. Once per day, after four hours of talking with the common folk, make a Diplomacy check against a DC based on the city’s size (reduce the DC by 5 if you target only a district within it).

Size DC Tiny (village) 15 Small (town) 20 Medium (city) 25 Large (metropolis) 30

Each day that your check succeeds, you gain 1 Popularity token.

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1 2 3 4 5 6 7 8 9 10

Spiritualism Token PoolGranted by Spiritualist class (Iron Heroes Player’s Companion, pg. 22)

You use your rituals as follows:

1. Choose the target effect.2. Choose the type of action.3. Make a pact check (d20 + base pact

check bonus + any modifiers) against the effect DC.

4. If you meet the DC, you get 1 Spirit token, +1 per each 2 points by which your check exceeds the DC, to the effect’s limit.

5. If you miss the DC, you lose 1d6 hit points per token you cannot afford to pay.

6. If you have enough tokens, cast

the spell using some or all of them once per round as a free action.

7. If you do not have enough tokens, either give up and lose all tokens or return to step 2 and try again during your next turn.

Pact Check Modifiers: Pact checks are made with the following modifiers:

Ritual length Check Mod.Move –5Standard 0Full-round +5

Sacrificial offerings Check Mod.Scarification +1/1d4 dmgValuables +1/100 gp

Spiritual fatigue Check Mod.Per token in pool –1Per spell in last hour –2

Other modifiers Check Mod.Favored Pact ability +2Master of Spirits ability +5Changeling Child trait +1

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1 2 3 4 5 6 7 8 9 10

Strategy Token PoolGranted by Analyze Opponents base mastery; Combat Instincts expanded mastery abilities (2, 4, 9); Tactics of the

Mind feat expanded mastery abilities (2, 3, 4, 6, 9); War Leader feat base mastery

You may study the battlefield and your enemies each round. As a standard action, make an Intelligence or Wisdom check (your choice). If you gain access to strategy tokens through two or more different feats (such as having both Tactics of the Mind mastery 2 and War Leader, but not different mastery levels of the same feat), you gain a +5 bonus on each check made to gather tokens.

Int or Wis Tokens Check Result Gained <10 0 10-19 1 20+ 2

You can accumulate a maximum number of Strategy tokens equal to 10 + your level. Your Strategy tokens last until the end of the encounter.

Select a single opponent as the target of your Stun token pool. Each time you hit that opponent for 10 or more points of damage with a power weapon, you gain 1 Stun token.

You can have a number of unspent Stun tokens equal to 10 + your level. If you change the target of your Stun token pool, all tokens built up against the previous target are lost.

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1 2 3 4 5 6 7 8 9 10

Stun Token PoolGranted by Stunning Strike feat (Iron Heroes Revised, pg. 142)

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Tactical Token PoolGranted by Hunter class (Iron Heroes Revised, pg. 53)

At the beginning of an encounter you gain an amount of Tactical tokens based on your level.

Class Tokens per Level Encounter 1-2 1 3-4 2 5-6 3 7-8 4 9-10 5 11-12 6 13-14 7 15-16 8 17-18 9 19-20 10

You can also gain Tactical tokens by studying the battlefield. The am mount of Tactical tokens gained is based on the type of action spent studying the battlefield.

TokensAction GainedMove 1Standard 2

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Trap Token PoolGranted by Trap Lore feat (Iron Heroes Player’s Companion, pg. 42)

This pool represents your ability to manufacture traps. If you spend 4 hours in a day seeking out materials for traps and working to put them together, you may make a Craft (metal/tools and trinkets) check. If your check result is 20 or more, you gain a trap token. In addition, if you disable a device and beat the required DC by 5 or more, you can choose to cannibalize some parts from it. This also grants you 1 trap token. You can gain only 1 token per trap in this manner.

Once you have accumulated trap tokens, you can spend 1 hour and 2 tokens to build a trap. A completed trap weighs 1 pound. Once built, a trap requires 1 full-round action to install. Thus, you can create your traps ahead of time, then carry them with you and place them where you need them. You can install a trap in a square or on an object (such as a door or chest).

You can have a total number of trap tokens equal to 10 + your level. Once you reach this limit, you cannot gain additional trap tokens until you expend some to create traps.

Each round of combat, a blade tyrant gains a number of Tyrant tokens equal to 1 + its current Charisma modifier.

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Tyrant Token PoolGranted by Blade Tyrant race (Iron Heroes Bestiary, pg. 31)

If you spend four hours of a day seeking out ingredients for a poison or working to create a toxin, you gain 1 Venom token.

If you slay a creature that has a poison special attack and succeed at a DC 15 Heal check, you gain 1 Venom token. This check must occur within one hour of the creature’s death. Each creature can only yield enough poison for 1 Venom token.

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Venom Token PoolGranted by Venom Mastery feat (Iron Heroes Revised, pg. 145)

Designate a target for your Weapon token pool. Each time you hit that opponent with your favored weapon, you gain 1 Weapon token. You gain the token even if the target’s armor absorbs all damage. The Weapon Master gains 2 tokens per hit from levels 7 to 14, and 3 tokens per hit for levels 15+.

Your number of unspent Weapon tokens equals 10 + your class level. If you change to a new target, you lose all unspent Weapon tokens gained from attacking your previous foe.

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Weapon Token PoolGranted by Weapon Master class (Iron Heroes Revised, pg. 64)

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Aim Token PoolGranted by Archer class (Iron Heroes Revised, pg. 31)

At the start of your turn, designate an opponent that you can see as the target of your Aim token pool. You earn Aim tokens by spending part of your actions doing nothing but aiming at your target. If your target hasn’t moved since your last action, you gain an additional token at the start of your turn.

Action Spent TokensAiming GainedMove 1Standard 2Full-round 4Opponent remains still 1

Improved Aim Pool: One you reach 10th level in the Archer class, you gain more tokens per action spent aiming, and you may also spend a single free action aiming at your target.

Action Spent TokensAiming GainedFree 1Move 2Standard 3Full-round 5Opponent remains still 2

Supreme Aim Pool: Once you reach 15th level in the Archer class, you gain even more tokens per action spent aiming.

Action Spent TokensAiming GainedFree 2Move 4Standard 6Full-round 10Opponent remains still 4

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Armor Token PoolGranted by Armiger class (Iron Heroes Revised, p. 36)

Starting at 3rd level. whenever you suffer an attack, keep track of the damage your armor absorbs. For every 10 points of damage absorbed, you earn 1 Armor token to spend against that foe.

You can use the tokens from your Armor pool against any opponent you like, as long as that opponent has hit your armor. Unspent tokens are lost at the end of the encounter.

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Armor Token PoolGranted by Armiger class (a la Mellowship Slinky)

The Armiger gains Armor tokens. An armiger spends these tokens to power Armor abilities and may not possess more than his armiger level + 5 unspent armor tokens. At the beginning of each combat, the Armiger makes a DR check and gains a number of Armor tokens equal to half the check result (round up). If the armiger ends his turn threatening or being threatened by at least one opponent in melee and is not the subject of a damaging attack by the end of his next turn he may

make a DR check and gain a number of Armor tokens equal to the check. Do not count temporary modifiers (such as the effects of Armor Pool abilities or defense challenges) when determining how many tokens are gained.

If the Armiger is not threatening or threatened by any opponents, he may use a standard action to marshal his defenses and gain the minimum value of a DR check in armor tokens.

For every 20 points of damage a vardrag suffers, it gains 1 Battle Lust token.

If a vardrag begins his turn without any opponents within his threatened area (to the best of its knowledge), it must move towards the nearest enemy. If that isn’t enough to place an opponent within the vardrag’s threatened area, it loses 1 Battle Lust token.

A character that succeeds on a Diplomacy check (opposed by the vardrag’s Will save) causes the vardrag to lose 1 Battle Lust token. If the character accepts a –5 skill challenge to his Diplomacy check, an additional Battle Lust token is lost. The character can accept as many skill challenges as he desires, each increasing the loss of Battle Lust tokens by 1.

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Battle Lust Token PoolGranted by Vardrag race (Iron Heroes Bestiary, pg. 88)

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Token Pool

Each point of Constitution drained by the vampire’s blood drain attack against a humanoid, monstrous humanoid, or giant type adds one Blood token to the pool.

If the vampire does not have a blood drain attack, he can still drain Constitution from a helpless (or willing) victim. This process produces one Blood token for every 2 points of Constitution lost. Draining 2 points of Con this way requires one minute. The victim will continue to bleed 2 points of Con per minute until a Heal

check (DC 15) is made to staunch the flow of blood.

A vampire can drain blood from, or give blood to, another vampire. In this case, it does not drain Con, instead it transfers blood tokens directly.

A vampire’s blood token pool can have a maximum number of blood tokens equal to 10 + two times his number of vampire racial levels. Every day at sunset the vampire must take one token, plus one token per vampire racial level, from the pool to fuel his

abilities and continue his undead existence. If the vampire does not have enough blood tokens to sate his need for blood, he gains one negative level per day. A negative level gained in this way can be removed by spending 10 blood tokens. If the vampire accumulates negative levels equal to his hit dice, he falls into a state of suspended animation and no longer accumulates negative levels due to lack of blood. A vampire in this state can be revived by pouring 10 Con worth of blood into his mouth, removing one negative level.

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Blood Token PoolGranted by Vampire template

Each time you make a Cleave attack, you gain 1 Cleave token. You must spend these tokens before the end of your current action.

If you gain tokens during someone else’s action (such as Cleaving as part of an attack of opportunity), you must spend your tokens before the end of your attacks.

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Cleave Token PoolGranted by Cleave expanded mastery 8 (Iron Heroes Revised, pg. 126)

You gain 1 Deception token by succeeding on a Bluff check opposed by your target’s Sense Motive check. You may have a number of unspent tokens equal to 10 + your level.

You may designate only one target at a time. If you switch to a different target, any built-up Deception tokens are lost.

If you have expanded mastery 4 in the Devious Manipulator feat, you may set aside tokens gained from a target for later use, even if you switch to a different target afterwards. You may set aside a maximum number of Deception tokens equal to your level per target.

By accepting a –5 skill challenge to your Bluff check, you increase the number of tokens gained by 1. You may accept as many challenges as you like, each increasing the gained amount of tokens by 1.

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Deception Token PoolGranted by Devious Manipulator feat (Iron Heroes Revised, pg. 128)

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Dedication Token PoolGranted by Dedicate class (Iron Heroes Player’s Companion, pg. 12)

At the start of an encounter you gain a number of Dedication tokens based on your level.

Class Tokens per Level Encounter 1-2 1 3-4 2 5-6 3 7-8 4 9-10 5 11-12 6 13-14 7 15-16 8 17-18 9 19-20 10

Your pool of unspent Dedication tokens cannot exceed 10 + your Dedicate level.

Dedicated Focus: You can also earn tokens by focusing on the task at hand. Make a Concentration check.

Action type Check Mod.Free –10Move –5Standard 0Full-round +5

You gain a number of tokens based on the result of your Concentration check.

Concentration Tokens Check Result Gained <15 0 15-19 1 20-24 2 25-29 3 30-34 4 35-39 5 40-44 6 45-49 7 50+ 8

When the opponent designated as the target of your Dodge feat attacks you and misses, you gain 1 Dodge token. You may have a total number of unspent Dodge tokens equal to 10 + your level. Your Dodge pool lasts until the end of the encounter, but you lose all your built-up Dodge tokens if you switch to a different target.

If you have expanded mastery 3 in the Dodge feat, you may designate two opponents as the targets of your feat. Both targets build up tokens for your Dodge token pool, and you only lose your built-up tokens if you change both targets at the same time.

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Dodge Token PoolGranted by Dodge feat (Iron Heroes Revised, pg. 129)

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Execution Token PoolGranted by Executioner class (Iron Heroes Revised, pg. 45)

At the beginning of an encounter you gain an amount of Execution tokens based on your level.

Class Tokens per Level Encounter 1-2 1 3-4 2 5-6 3 7-8 4 9-10 5 11-12 6 13-14 7 15-16 8 17-18 9 19-20 10

You can also earn Execution tokens by studying a foe. If your target doesn’t know you are studying him, you must succeed on a Sense Motive check opposed by his base attack check. If the target is aware of your intent, your check is opposed by his Bluff check. Your Sense Motive check is modified based on what sort of action you spend studying your foe.

Action type Check Mod.Free –10Move –5Standard 0Full-round +5

A successful check earns you 2 Execution tokens, but you must use them only against the studied target. If you try to study a new target, you lose all tokens you earned by studying your previous foe. Otherwise, your Execution tokens last until the end of the encounter.

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Fury Token PoolGranted by Berserker class (Iron Heroes Revised, pg. 40)

The amount of unspent Fury tokens you have is equal to 10 + your class level. TokensAction GainedFriend defeated 5 Suffer attack 1 Stoke fury (move action) 1 Stoke fury (standard action) 2 Stoke fury (full-round action) 4

Friend Defeated: An ally drops to 0 or fewer hit points.

Suffer Attack: Granted by each attack that hits and causes enough damage to make it through your armor DR (but not necessarily your berserker DR).

Stoke Fury: You spend the desired action type fanning your rage.

Improved Fury Pool: At 10th level, your ability to stoke your fury increases.

Tokens Action Gained Friend defeated 5 Suffer attack 1 Stoke fury (move action) 2 Stoke fury (standard action) 3 Stoke fury (full-round action) 5

Ultimate Battle Rage: At 20th level, you automatically gain 1 Fury token per round of combat, at the beginning of your action.

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Granted by Gladiator feat (Iron Heroes Player’s Companion, pg. 38)

Any character who can see you fighting may use an action on their turn to shout support and encouragement; you must be able to see and hear the character doing the encouragement. You gain a number of Gladiatorial tokens based on the action the character uses to cheer you:

Encouragement TokensAction GainedMove 1Standard 2Full-round 4

You can also psych yourself up for battle: you stomp your feet, gesticulate insultingly, shout challenges or war cries, batter yourself on the forehead with your shield, or the like. You may choose to do this as a move, standard, or full-round action to gain gladiatorial tokens just as if another character had cheered you on. You can accumulate a maximum number of tokens equal to 10 + your level.

If you have expanded mastery 9 in this feat, when you use an action to gain gladiatorial tokens for yourself,

you may add your Charisma bonus to the number of tokens you gain.

Should you find yourself in a true gladiatorial contest, you automatically receive a number of tokens at the start of your turn each round:

Size of Tokens Crowd Gained 1-10 0 11-30 1 31-100 2 101-300 3 301-1000 4 1001+ 5

Gladiatorial Token Pool

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Hex Token PoolGranted by Dreaded Witch villain class

Unlike most villain classes, a dreaded witch manages her powers with a token pool. The witch gains tokens as follows:

TokensAction Spent GainedMove 2Standard 3Full-round 5Each miss against witch 1Each damaging attack vs. witch 2Ally or minion defeated 1

The Dreaded Witch’s pool of unspent Hex tokens cannot exceed 10 + the Witch’s Challenge Rating.

In combat, you can use a move action to study a single non- humanoid monster by making an Intelligence check. Divide the result by 5 (rounding down) to find the number of Lore tokens you gain.

If the result of your Intelligence check is less than 5, you lose 1 Lore token instead, or suffer a –1 penalty to attacks and damage against the target monster if you don’t have any Lore tokens to lose.

You may have a number of unspent Lore tokens equal to 10 + your level. These tokens last only until the end of the encounter.

You can build up tokens against one type of opponent at a time. If you switch targets, you lose your built-up Lore tokens, unless the new target is of the same species as the original one.

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Lore Token PoolGranted by Beast Lore feat (Iron Heroes Revised, pg. 119)

The number of Mana tokens you can store is determined by level. When you use mana to shape a spell, you reduce your total available mana by the amount spent on the spell. If casting a spell reduces your available mana to less than zero, track the negative total. When you cast a spell that leaves you with a negative mana total, make a Fortitude save (DC 15 + your negative mana total; ignore the minus sign on your total when you determine this Difficulty Class).

Aspects of Power: You must have at least 1 point in your mana pool to use any aspect of power abilities. Use of many of these abilities requires a successful Concentration check; some of them generate unfortunate side effects on the roll of a natural 1 on this check, due to the vagaries of arcane power. Each use of an aspect of power ability costs 1 Mana token, though there is no drain.

Strain: If you fail this saving throw, you suffer strain. Strain is temporary ability score damage equal to your negative

mana total. You suffer this damage to all of your ability scores.You can continue to cast spells after your mana total drops below zero, but you must continue to make Fortitude saves. If you fail another saving throw, you again suffer temporary ability score damage equal to your negative mana total. You do not reset your mana total after taking damage.You cannot reduce your mana pool to less than 0 – your Constitution score. If your pool somehow drops below this value, you immediately die from the traumatic strain.

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Mana PoolGranted by Arcanist class (Iron Heroes Revised, pg. 68)

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Mana Token PoolGranted by Arcanist class (True Sorcery, pg. 112)

The number of Mana tokens you can store is determined by level. You can store Mana tokens indefinitely, but once they’re spent, they’re lost. Each token spent can add a +10 to your Spellcraft checks.

Class Max Mana Max TokensLevel Pool Expended1st Int bonus 14th 2 + Int bonus 28th 4 + Int bonus 312th 6 + Int bonus 416th 8 + Int bonus 520th 10 + Int bonus 6

Gaining Mana: You gain Mana tokens by spending actions channeling:

Action Spent TokensChanneling GainedStandard 1Full-round 2

Aspects of Power: Each use of an aspect of power ability costs 1 Mana token, though there is no drain.

Drain Reduction: The drain of a spell is reduced by an amount equal to your available Mana tokens. Mana tokens can reduce drain to 1, but not below 1. Augmented effects cause additional drain equal to Spellcraft DC ÷ 5, rounded down. Each token spent as a bonus to a Spellcraft check also increases drain by +4.

If you improve a creature’s attitude towards you to friendly or helpful using the Diplomacy skill, you earn 2 Manipulation tokens. Thereafter, you gain 2 additional tokens for each day that you interact with him for at least one hour and succeed at a Diplomacy check (DC 10 + creature’s Will save modifier). Spending 1 Manipulation token decreases this DC by 5.

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Manipulation Token PoolGranted by Political Mastermind feat (Iron Heroes Revised, pg. 137)

Whenever you roll a “1” on an attack roll or saving throw, you gain an Omen token. Any time you are about to make an attack roll or saving throw, you can choose to spend Omen tokens on the roll. Each token grants you a +1 bonus for that roll only; you must announce how many tokens you are spending before you make the roll. You can spend as many tokens as you wish on a single roll, up to the number currently in your pool. Omen tokens do not expire; they are lost only when they are used. However, you can only have a

maximum number of Omen tokens at any one time equal to 10 + your character level.

Omen of Despair: You may spend Omen tokens on Intimidate skill checks. This works exactly as outlined above when spending tokens on attack rolls and saving throws, except that you get a +2 bonus per token spent, rather than +1.

Omen of Glory: You may spend Omen tokens on Diplomacy skill checks. This works exactly as outlined above

when spending tokens on attack rolls and saving throws, except that you get a +2 bonus per token spent, rather than +1.

Omen of Sacrifice: You may spend Omen tokens on Bluff skill checks. This works exactly as outlined above when spending tokens on attack rolls and saving throws, except that you get a +2 bonus per token spent, rather than +1.

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Omen Token PoolGranted by Child of Omen background (Iron Heroes Player’s Companion, pg. 6)

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Granted by Myrmidon class (Iron Heroes Player’s Companion, pg. 17)

At the end of your turn each round, you gain one Opportunism token for every enemy you threaten who is also threatened by at least one of your allies.

If an Opportunism ability has a target other than yourself, you may use your tokens against any opponent. At the end of the encounter, you lose any remaining tokens you have built up. Your pool of unspent Opportunism tokens cannot exceed 10 + your Myrmidon level.

Eye for Opportunity: From 2nd level onward, you may make a Spot check.

Action type Check Mod.Free –10Move –5Standard 0Full-round +5

You gain a number of tokens based on the result of your Spot check.

Spot Tokens Check Result Gained <10 0 10-19 1 20-29 2 30-39 3 40+ 4

Improved Opportunism Pool: Starting at 14th level, a Myrmidon can find opportunities even against foes who aren’t distracted. At the end of your turn each round, you gain 1 Opportunism token for every enemy you threaten.

Opportunism Token Pool

Designate one opponent as the target of your Parry token pool. When using the Combat Expertise feat to increase your defense, you gain 1 Parry token each time your target attacks you and misses.

You can change the target of your Parry token pool as a free action, but you lose all Parry tokens accumulated against your previous target.

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Parry Token PoolGranted by Combat Expertise expanded mastery 3 (Iron Heroes Revised, pg. 126)

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Patronage Token PoolGranted by Icon expanded mastery 3 (Iron Heroes Player’s Companion, pg. 39)

This pool represents the patronage of wealthy and important characters who can provide you with assistance in exchange. Each time you hold a performance for your patrons (lasting a minimum of 1 hour), you gain Patronage tokens based on the result of your Perform check.

Perform Tokens Check Result Gained <15 0 15-29 1 30-44 2 45+ 3

You can make only one such performance per day. You can accumulate a maximum number of tokens equal to 10 + your level, and you can spend the tokens in order to gain favors from your patrons.

Patronage tokens generally last until used, provided you make at least one performance for your patron each week. If more than seven days have passed since your last performance, you lose one patronage token per day after the seventh.

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Popularity Token PoolGranted by Political Mastermind expanded mastery 2 (Iron Heroes Revised, pg. 137)

Designate an entire city or district as the target of your Political Mastermind feat. Once per day, after four hours of talking with the common folk, make a Diplomacy check against a DC based on the city’s size (reduce the DC by 5 if you target only a district within it).

Size DC Tiny (village) 15 Small (town) 20 Medium (city) 25 Large (metropolis) 30

Each day that your check succeeds, you gain 1 Popularity token.

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Spiritualism Token PoolGranted by Spiritualist class (Iron Heroes Player’s Companion, pg. 22)

You use your rituals as follows:

1. Choose the target effect.2. Choose the type of action.3. Make a pact check (d20 + base pact

check bonus + any modifiers) against the effect DC.

4. If you meet the DC, you get 1 Spirit token, +1 per each 2 points by which your check exceeds the DC, to the effect’s limit.

5. If you miss the DC, you lose 1d6 hit points per token you cannot afford to pay.

6. If you have enough tokens, cast

the spell using some or all of them once per round as a free action.

7. If you do not have enough tokens, either give up and lose all tokens or return to step 2 and try again during your next turn.

Pact Check Modifiers: Pact checks are made with the following modifiers:

Ritual length Check Mod.Move –5Standard 0Full-round +5

Sacrificial offerings Check Mod.Scarification +1/1d4 dmgValuables +1/100 gp

Spiritual fatigue Check Mod.Per token in pool –1Per spell in last hour –2

Other modifiers Check Mod.Favored Pact ability +2Master of Spirits ability +5Changeling Child trait +1

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Strategy Token PoolGranted by Analyze Opponents base mastery; Combat Instincts expanded mastery abilities (2, 4, 9); Tactics of the

Mind feat expanded mastery abilities (2, 3, 4, 6, 9); War Leader feat base mastery

You may study the battlefield and your enemies each round. As a standard action, make an Intelligence or Wisdom check (your choice). If you gain access to strategy tokens through two or more different feats (such as having both Tactics of the Mind mastery 2 and War Leader, but not different mastery levels of the same feat), you gain a +5 bonus on each check made to gather tokens.

Int or Wis Tokens Check Result Gained <10 0 10-19 1 20+ 2

You can accumulate a maximum number of Strategy tokens equal to 10 + your level. Your Strategy tokens last until the end of the encounter.

Select a single opponent as the target of your Stun token pool. Each time you hit that opponent for 10 or more points of damage with a power weapon, you gain 1 Stun token.

You can have a number of unspent Stun tokens equal to 10 + your level. If you change the target of your Stun token pool, all tokens built up against the previous target are lost.

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Stun Token PoolGranted by Stunning Strike feat (Iron Heroes Revised, pg. 142)

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Tactical Token PoolGranted by Hunter class (Iron Heroes Revised, pg. 53)

At the beginning of an encounter you gain an amount of Tactical tokens based on your level.

Class Tokens per Level Encounter 1-2 1 3-4 2 5-6 3 7-8 4 9-10 5 11-12 6 13-14 7 15-16 8 17-18 9 19-20 10

You can also gain Tactical tokens by studying the battlefield. The am mount of Tactical tokens gained is based on the type of action spent studying the battlefield.

TokensAction GainedMove 1Standard 2

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Trap Token PoolGranted by Trap Lore feat (Iron Heroes Player’s Companion, pg. 42)

This pool represents your ability to manufacture traps. If you spend 4 hours in a day seeking out materials for traps and working to put them together, you may make a Craft (metal/tools and trinkets) check. If your check result is 20 or more, you gain a trap token. In addition, if you disable a device and beat the required DC by 5 or more, you can choose to cannibalize some parts from it. This also grants you 1 trap token. You can gain only 1 token per trap in this manner.

Once you have accumulated trap tokens, you can spend 1 hour and 2 tokens to build a trap. A completed trap weighs 1 pound. Once built, a trap requires 1 full-round action to install. Thus, you can create your traps ahead of time, then carry them with you and place them where you need them. You can install a trap in a square or on an object (such as a door or chest).

You can have a total number of trap tokens equal to 10 + your level. Once you reach this limit, you cannot gain additional trap tokens until you expend some to create traps.

Each round of combat, a blade tyrant gains a number of Tyrant tokens equal to 1 + its current Charisma modifier.

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Tyrant Token PoolGranted by Blade Tyrant race (Iron Heroes Bestiary, pg. 31)

If you spend four hours of a day seeking out ingredients for a poison or working to create a toxin, you gain 1 Venom token.

If you slay a creature that has a poison special attack and succeed at a DC 15 Heal check, you gain 1 Venom token. This check must occur within one hour of the creature’s death. Each creature can only yield enough poison for 1 Venom token.

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Venom Token PoolGranted by Venom Mastery feat (Iron Heroes Revised, pg. 145)

Designate a target for your Weapon token pool. Each time you hit that opponent with your favored weapon, you gain 1 Weapon token. You gain the token even if the target’s armor absorbs all damage. The Weapon Master gains 2 tokens per hit from levels 7 to 14, and 3 tokens per hit for levels 15+.

Your number of unspent Weapon tokens equals 10 + your class level. If you change to a new target, you lose all unspent Weapon tokens gained from attacking your previous foe.

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Weapon Token PoolGranted by Weapon Master class (Iron Heroes Revised, pg. 64)

name race/class hd/lvl hp init spd def atk str dex con int wis cha

notes name race/class hd/lvl hp init spd def atk str dex con int wis cha

notes name race/class hd/lvl hp init spd def atk str dex con int wis cha

notes name race/class hd/lvl hp init spd def atk str dex con int wis cha

notes

Spellcasting

Cohorts, Henchmen & animal Companions

magic notes

Token Pools

Henchmen/animal Companions

Token Pools

magic notes

= 10 + +Int Misc

ModifiersSpell SaveDC Mod

±/≤ mana spent

RatingMastery

schoolsPrimary

Secondary

Tertiary

Others

available

mana

mana

limit

1d20 + masteryvs.

mana spent +5

channeling check

Magic

= Cha Level Misc Misc

ModifiersCheckBonus

Modifier

Modifier

Modifier

Modifier

–5

+2

–1

+1/1d4

+0

+5

–2

+1/100 gp

+5

+1

Check

Check

Check

Check

Move action

Favored pact

Per spirit token in pool

Scarification

Standard action

Master of spirits

Per spell in last hour

Valuables

Full-round action

Changleling Child

Ritual Length Modifiers

OtherModifiers

Spiritual Fatigue Modifiers

Sacrificial Offerings Modifiers

d20 + check bonus + action modifier + spiritual fatigue modifiervs. DC for effect

pact check

channeling check

Spiritualism

IRON HEROES Character Sheet V2.0 3/09 by Patrick M. Murphy • A Mad Irishman Production • www.mad-irishman.net©2007 Adam Windsor.

character sketchpersonality

quote(s)

contacts/friends

enemies

age sex

height weighthair eyesskin handedness

character namedescription birth date size

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Background & Notes

Character Description

Background & Notes

Character Description