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Chapter 5 by Nemo of Utopia Nemo of Utopia

What To Do Now?

Read Your Sheet.

You're not expecting any changes, but it will kill a few minutes, so you open your sheet and look over your stats and abilities...


Name: Godblood-Iron Golem (Least)

Race: Godblood-Iron Golem (Least)
Racial Base Statistics:
Size: Medium. (5'0")
Base Speeds: Ambulate: 30' Swim: Cannot Swim, automatically sinks to the bottom at 30' per round, where they may Ambulate as normal pending terrain conditions. Fly: N/A. Climb: As-Per Climb Skill-Check. Burrow: N/A.
Sensory Abilities: Normal Vision, Darkvision: 60', Blindsense: 30'.
Racial Modifiers:
Race Stat Modifiers: -2 Appearance, +4 Strength, Constitution = N/A, -2 Dexterity, +2 Wisdom, -2 Intelligence, -2 Charisma.
Racial Skill Modifiers: +4 Perception, +2 Craft: Armorsmithing, +2 Craft: Blacksmithing, +2 Craft: Weaponsmithing, +2 Profession: Smith.
Racial Specializations:
Feats:
Iron Will: +3 to will saves.
Fortitude: +3 HP, +1 additional HP for each hit die or class level beyond third.
Special Abilities:
Sculptable Body: for 5 committed MP you can re-sculpt up to 5% of your body for 24 hours. While you have part of your body sculpted you cannot sculpt more of your body. The change takes 10 minutes both to enact and reverse. Enacting the change requires concentration but reversing it does not. This allows you to give yourself any one-handed martial weapon with which you are proficient that cannot be sundered or disarmed, as well as armor spikes.
Special Defenses:
Doesn't Breathe: Godblood-Iron Golems, like all Golems, do not breathe and are immune to suffocation.
Doesn't Eat Or Drink: Godblood-Iron Golems, like all Golems, do not require nourishment and are immune to negative effects from thirst and hunger. They cannot starve or die of dehydration. Conversely, however, they cannot consume potions, cordials, elixirs, or food-based buffing items. They may, however, make use of magic Oils...
Doesn't Sleep: Godblood-Iron Golems, like all Golems, do not sleep and are immune to Nightmares, Phantasms, Sleep Effects, and any other effect which requires or mimics sleep. Conversely, however, they cannot benefit from Dream, Heralding, or Prophesy effects which require sleep to function.
Immune To Poison: Godblood-Iron Golems, like all Golems, have no internal organs and are immune to all poisons. This has the added advantage of allowing them to apply injury and contact poisons to themselves to be used on the enemy: but beware of poisoning your allies if you own one and use this technique...
Immune To Disease: Godblood-Iron Golems, like all Golems, have no internal organs and are immune to all diseases. Beware however as they can become carriers for some types of disease if not thoroughly cleaned periodically.


Classes And Levels:
Class 1: None
Class 1 Levels: 0
Class 2: None.
Class 2 Levels: 0
Class 3: None.
Class 3 Levels: 0
Class 4: None.
Class 4 Levels: 0
Prestige Class 1: None.
Prestige Class 1 Levels: 0
Prestige Class 2: None.
Prestige Class 2 Levels: 0
Prestige Class 3: None
Prestige Class 3 Levels: 0


Hit-Dice:
HP: 5d12/Construct (Total HP 43)
MP: 5d4/Construct (Total MP 13)


Base Statistics:
App: 7, Str: 14, Dex: 10, Con: N/A, Int: 13, Wis: 14, Cha: 10.


Skills:
Appraise: +2: 1 Rank, +1 INT Mod.
Climb: +6: 4 ranks, +2 Str Mod
Craft: Armorsmithing, +4: 1 Rank, +1 Int mod, +2 Racial
Craft: Blacksmithing, +4: 1 Rank, +1 Int mod, +2 Racial
Craft: Weaponsmithing, +4: 1 Rank, +1 Int mod, +2 Racial
Perception, +7: 1 Rank, +2 Wis mod, +4 Racial
Profession: Smith, +4: 1 Rank, +1 Int mod, +2 Racial


Inventory & Equipment:

Equipment Slots:

Head:
Forehead:
Eyes:
Ears:
Nose:
Mouth:
Neck:
Shoulders:
Back:
Chest:
Arms:
Wrists:
Hands:
Hips:
Penis/Vagina: N/A
Rectum: N/A
Legs:
Ankles:
Feet:
Armor: Godblood-Iron Body: +4 AC, 5 DR/Adimantium or Magic.
Left Ring:
Right Ring:
Weapon 1:
Weapon 2/Shield:

Inventory:

NONE.
(No containers equipped...)


Combat Stats:

AC: 14 :10 Base, +4 Armor, +0 Dex, +0 Misc

Saves:
Will: +7: +2 base, +2 Wis, +3 Feat, +0 Misc.
Fort: +2: +2 Base, +0 Cha, +0 Misc.
Reflex: +3: +3 base, +0 Dex, +0 Misc.

BAB: +5
Melee Bonus: +7: +5 BAB, +2 STR, +0 Misc.
Ranged Bonus: +5: +5 BAB, +0 DEX, +0 Misc.
CMB: +7: +5 BAB, +2 STR, +0 Misc.
CMD: +7: +5 BAB, +2 STR, +0 DEX, +0 Misc.

Attacks:
2 Slams: 1d6+2 Each.


Yep, exactly what you'd expected to find, nothing's changed. Guess it's time to wait for the heroes...

What Sorts Of 'Heroes' Show Up?

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