So yeah, both the character sheets look fine.
Also I'm dumb and not entirely sure how you figure out weight limits and the like. The only DM I've had was like '!#%$ keeping track of that.'
EDIT: So found out whats up with
weight. Its based off of Strength.
Also also, Action points look pretty cool, so I'm considering implicating them. I'll check into it.
Anyway, on to the setting stuff. It'll probably suck.
The land this will take place in is going to be pseudo-modern. The general basis is that there is essentially a presidential like role, and a free market. However, most of the power is in the hands of wizard CEOs and other owners of big businesses. The human kingdoms, before they became the collection of city-states they are now known as, have essentially absorbed most surrounding cultures into their own and built over their ancestral homelands. Not everyone's happy about this. Most of the more monstrous races (Orks, Lizardfolk, Goblins) and Dwarves live their lives in mining towns as second rate citizens. Those that move to the city usually end up working in menial labor jobs and factories, allowing for a more comfortable living for the newly growing middle class (consisting of more humanoid races).
Despite the mass production, tech levels are still pretty low and very reliant on magic. Most of it is based on complex enchantments, on various things and general have little resemblance to its contemporary counterpart (like a phone or radio equivalent might be as simple as a crystal you carry around.) Clothing has most certainly taken on more modern styles, but however much varies. But at the same time transportation is still based around carriages for the most part and weaponry has not advanced much either.
The main religion is a pantheistic view based on worship of a deity known as The Blacksmith. The story told involves the teachings of the Blacksmith to his children, the Gods, and the laws he layed down. Scholars often note the correlation to the children of The Blacksmith and many of the gods found in pre-democracy religions, some which are still worshiped to this day, leading some to think this tale is a metaphoric one.
How various classes fit into the setting.
Barbarians: Still exist, in a much lesser extent. Mostly they eke out a small existence in tribes outside the main country. Occasionally they find ways to integrate themselves into society, often with feelings of alienation.
Bards: Doing quite a bit better now a days. Some of them use these new fangled recording magiks to make albums and go platinum, though few do so its the hope that they can make it too that drives more people to become bards than ever before.
Cleric: Working in churches, they are seen as a very big part of society. Often times they fulfill the role of preachers, speaking about the gospel of The Blacksmith, though there are many different ways they interpret The Blacksmith and his children. Some churches even focus on the children of the Blacksmith in more important roles.
Druid: The sacred order of druids have come to the consensus that the world needs them the most right now. While many simply do not interfere and tend to prefer peaceful lives in nature, a good deal have taken to protesting businesses and sometimes even eco-terrorism. Others have started to claim that the magic factories are having a negative impact on the land.
Fighter: Tends to scrape money by however they can and honestly haven't changed much over the years. Whether its gladiatorial games, underground sword fighting, or slaying monsters there's always something that can be done.
Monk: Basically the same. They often try to detach themselves from the materialistic culture.
Paladin: Very similar position to Clerics, but more active on the streets. They defend people from monsters, but they also hand out fliers. They might go to a mining town as a missionary, or they might try to crush those who don't worship The Blacksmith.
Ranger: Tend to stay out of major cities, though some are just as bitter as druids when it comes to the growing manufacturing trend.
Rogue: Also has not changed much. With the shady politicians and business wizards, one might even say they're thriving.
Sorcerers: They've been a thing that's always existed but recently, especially in factory cities, more of them are being discovered every day. Some believe this is linked to the growing magic pollution.
Wizards: While wizards are certainly in control of big businesses, its a lot harder to make it as an enterprising wizard on their own. Many end up working as hired hands, using their knowledge for whatever they can, hoping they will be struck with the inspiration to make them an entrepreneur.
Also,
Warforged: Originally they were created as soldiers by the old kingdom predating the recent democracy, brought to life with the strange crystals that a lot of magic items seemed to be based on along with being what the mining towns are looking for. After the war, they were used in mining operations until they were granted full citizenship in recent history. While that is a lot better than the citizens of mining towns, many people still fear them as brutal machines.