Anyone have the Iron Kingdoms book? I have questions

The bonded Magelock Pistol works sorta like a familiar in DnD. As the Gun Mage goes up in level the pistol get more hardness and hit points and gives special abilities. These are some of the standard abilities from familiars like share spells and use of the Alertness feat. As the Gun Mage goes up in level he can use the pistol to make ranged touch attacks and to deliver touch spells at range. The Gun Mage can also eventually see through the pistol such as to look around corners. At 9th level the Gun Mage can cause the pistol to come to his hand if he can see it. Finally, at 13th level the Gun Mage can Scry the position of the pistol.

I didn't see anything about the Grymkin Fey, but it's a really big book so that doesn't mean there's nothing there; I just didn't see it.


David.
 

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BigFreekinGoblinoid said:
Thanks Calico Dave - & Welcome to ENworld!

(got an extra copy for me? )

heh hehe - I guess I can wait.

CD - I f you are still around - how is the art? I heard some of it was too "dark" ( printing issue - not a flavor issue ) Is this a big deal?

TIA
Thanks for the welcome!

I think the art looks good, it really doesn't seem dark to me. There is a small, dark splotch that in the page background art on the top, center of most pages that sometimes make a few letters or a word on the first few lines hard to see, but it's really not bad.
 

BigFreekinGoblinoid said:
CD - I f you are still around - how is the art? I heard some of it was too "dark" ( printing issue - not a flavor issue ) Is this a big deal?

It's a bit dark, but nothing bad, just makes it look like the sun doesn't shine in Immoren. :)
 

Westwind said:
Has the Rifleman prestige class remained the same?

How has healing magic been changed?

How has magic item pricing been changed?
The Riflemen doesn't have the "find a mentor" type requirement, and the 9th level ability Quick Load (Cannon) is gone, otherwise it appears just as on the Privateer website.

For healing, a cleric can heal a number of points equal to 10 + Wis mod * caster level per day. If he exceeds this then he and the target of the healing has to roll on a table of "bad things". Also, the Cleric's diety and the healing target's alignments factor into if they have to roll on the "bad things" table.

Magic item creation has the cost increased by 150%, so a Cure Light Wounds potion is 75gp instead of 50gp. There is also a chance to permanently lose hit points for each increment of 200 XP the item creation requires.
 

Kid Charlemagne said:
There are a few IK-specific gun-related feats that are bonus feats for the Gun Mage; could you give a quick explanation of what they do? Prices for a magelock would be neat, as well, since my Gun Mage player will be buying one this weekend!
There were two IKCG specific bonus feats for the Gun Mage that I saw. One was Combat Loading and the other was Improved Combat Loading. In IK reloading a firearm requires a Craft skill check and a Concentration check and also provokes and Attack of Opportunity. The Combat Loading feat gives a +4 bonus to the Concentrate check, and the Improved Combat Loading feat does away with the Concentrate check and the AoO.

For the price of the Magelock pistol I didn't see an entry in the equipment section. There's a sidebar in the Gun Mage section that says that they are really hard to obtain and that at auction a small magelock would have bidding start at 650gp and a military one at 800gp. These values are about 3 times what's listed in the equipment section for just the normal pistol.
 

Thanks very much for taking the time to answer these questions, I've been waiting for this book for ages; the idea that I might actually see it in 1-2 weeks is fantastic. I haven't been this psyched for a gaming book since 3.0 came out.

Is the Concentration check needed for anyone reloading a gun (which would be new, afaik), or just the Gun Mage?

Does the new Ranger (Scout) look the same as the one in Lock and Load, with the appropriate 3.5 skill changes?

Is there a list of mechanika-friendly magic items? If you do craft a mechanika item, can you circumvent the possible hp loss (which sounds fantastic).
 

CalicoDave said:
There were two IKCG specific bonus feats for the Gun Mage that I saw. One was Combat Loading and the other was Improved Combat Loading. In IK reloading a firearm requires a Craft skill check and a Concentration check and also provokes and Attack of Opportunity. The Combat Loading feat gives a +4 bonus to the Concentrate check, and the Improved Combat Loading feat does away with the Concentrate check and the AoO.

Wait, so reloading now requires two skill checks? That's new. I would have thought that a concentration check would only be needed if someone readies an action, or uses an AoO to keep you from reloading. Would you mind clarifying?

Oh, and thanks for the info, CalicoDave.
 


As a clarification, I haven't read the book yet, I'm reading peoples questions and then flipping through the book to try to find the answer. In other words, I don't guarantee that my answer are fully correct, but hopefully they are pretty close! :)

Is there a list of mechanika-friendly magic items? If you do craft a mechanika item, can you circumvent the possible hp loss (which sounds fantastic).
The creation of Mechanikal items covers about 30 pages of the book filled with phrases like "trickle socket", "rune plate", and "arcanodynamic accumulators"! It looks like you create various pieces and parts that go into a Mechanikal item and by creating these parts individually the chance of the hit point loss goes down. Instead of making an item that costs 500 XP you make five that cost 100 XP each and put them together, so don't risk losing the hit points.

Does the new Ranger (Scout) look the same as the one in Lock and Load, with the appropriate 3.5 skill changes?
The Ranger (Scout) has changed some from the primer. The skill list has a few more knowledge and craft skills (plus the 3.5 changes). But the class abilities at specific levels changes some. Alertness is now a 3rd level ability and the bonus feats start at 4th and go every 5th level. Also, they gain Endurance at 6th, Evasion at 8th, Swift Tracker at 11th and Camoflage at 13th (both of which have a printing error in the description of the ability, they say Woodland Stride instead), and finally Hide in Plain sight at 18th.

Is the Concentration check needed for anyone reloading a gun (which would be new, afaik), or just the Gun Mage?
I think that the Concentration check would be to avoid the AoO for reloading as it seems to be following the cast defensivly rules from DnD.
 

CalicoDave said:
Picked up the book at Origins and after a quick look thru it looks like the Gun Mage's class abilities stay the same, but the spells per day go up. The Gun Mage now has 6/6/6/6/5/4/4 spells per day at 20th level.

Woo Hoo! George Barleycorn, Gun Mage, is happy. :)
 

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