[IK] The Corvis University Discreet Investigation and Retrieval Union (OOC)

Devyn said:
by being a "publicly devout" follower of Morrow, as well as a firebrand against the Protectorate, I am hoping that will counter the distrust that many may have against an Idrian living within Corvis. But having said that I do anticipate some racial persecution and will use a fast tongue (and faster feet) to hopefully get out of any real trouble.
Being publicly seen as a devoutly religious person will certainly put you in better standing among the clergy and those Corvisites who regularly attend that church. There will still be plenty of folks, however, who don't know you from Adam, and who will treat you as a member of your race, not as an individual. Note that most citizens of Cygnar aren't necessarily prejudiced against Idrians, it's just that you're different. Given the fact that there are gobbers, trollkin and ogrun walking around, there are a lot more obvious people to be prejudiced against. :)

Also, it should be noted that it's actually most Idrians who think they're better than everyone else. According to the IKCG, they can take the optional "jingoistic" flaw (which gives them -2 on all social interactions with all non-Idrians). You can take this if you choose.

Devyn said:
Perhaps I can use a disagreement over territory, the % cut they want or targets with the Griffons, instead of the local militia, as a motivaing factor in my "volunteering" to help the good professor. How does that fit?
That works well. Because of recent chaos (especially among the Griffons), the criminal gangs are poorly organized and motivated, so this would be a good time to get out while the getting is good.

Devyn said:
Would Professor Pendrake have an open invitation for help or is their such a supply of readily available talent that he can pick and choose "the best" for his expeditions?
Usually Pendrake goes himself, accompanied by a few of his best students, as welll as some men-at-arms. The rumor is that his students are tired of getting poisoned, bitten, shot, mangled, chewed, stabbed and having their life essences drained, and don't want to go on Pendrake's expeditions as much anymore. That's where you guys would come in. There are also plenty of other groups that might be interested in what you bring back.

Anything dealing with the divine would be of great interest to the Church. Most of the more martial clerics and paladins of Morrow are currently dealing with countering the Protectorate in Southern Cygnar. The rest are currently rebuilding the cathedral of Morrow in Corvis which was burned down during the recent troubles, and therefore have little time to go treasure hunting.

Anything arcane would be of great interest to the F.O.W. (Fraternal Order of Wizards) who have a strong presence in Corvis.

Then there are hosts of collectors and scholars affiliated loosely (or not at all) with the University who might be interested in any historical artifacts you might uncover, Orgoth or otherwise.

Devyn said:
What is the reputation of the Professor and his status ( and that of his relic hunting expeditions) within the university?
He's highly respected as the foremost authority in, and holds the Chair in the Corvis University Department of Extraordinary Zoology. Having said that, most other professors don't have his penchant for "field study," and speak of him as a bit of an oddball, although never to his face. They are content to perform experiments in their labs and give lectures. They do like him for the occasional prestige he brings them.
 

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DrunkenMonkey said:
I plan on playing a midlunder as well so I need any changes between lock and load and the IKCG on the ranger class.

Ranger, 3rd level
Saves: Fort +3, Ref +3, Will +1
BAB, HP, HD, Skill Points like in the 3.5 PHB
Class Skills: Climb, Concentration, Craft, Craft (cannoneer, demolitions, small arms), Creature Lore, Handle Animal, Hide, Jump, Knowledge (geography, nature, tactics), Listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim, Use Rope.
Class abilities: 1st favored enemy, Track (bonus feat), Wild Empathy, 1st favored terrain, Alertness (bonus feat).

Favored Terrain: Chose a type of terrain from the list below as a favored terrain, representing specialized training and familiarity in that environment. The ranger gains a +2 competency bonus to Hide, Move Silently, Spot, and Survival chekcs in this favored terrain and this ability also reduces movement penalties (see PHB) in the favored terrain to the next highest fraction. Available favored terrains are: arctic, desert, forest, hills, jungle, mountains, plains, scrub, and swamp.

DrunkenMonkey said:
I would also like to have a customized long rifle so if you could post any changes on the long rifle and customization options it would be greatly appreciated.

See my reply to Karl Green above for info about firearm customization options and new ammo, all of which are available for rifles. Two additional available only for the rifle are: Barrell Baffle (shortens RI by 30', makes it almost impossible to locate a concealed shooter; Cost 40 gp per baffle, 15 gp to replace powder, which is used up each time the rifle is fired; replacing baffle is a standard action), and Scope Customization (reduces RI Penalty from -2 to -1; Cost 75 gp).

I've already listed bunches of new pistols and one carbine. Here are new rifles:

RIFLES

Clockwerk Arms revolving rifle: 900 gp, 2d6-2, 19-20/x3, 120' RI, 20 lbs.
(Up to 3 shots as a full attack action, or with Rapid Shot, reload 4 S, check DC 16 to fully reload or 2 S to reload one barrel, Ammo 7-9 gp)

Radliffe twoshot rifle: 625 gp, 2d6-2, 19-20/x3, 140' RI, 10 lbs.
(Up to 2 shots as a full attack action, or with Rapid Shot, reload 2 S, check DC 14 to fully reload or 1 S to reload one barrel, Ammo 8-10 gp)

Rifle, long: 500 gp, 2d6, 19-20/x3, 160' RI, 10 lbs.
(Reload 1 S, DC 10, Ammo 8-10 gp)

Rifle, military: 600 gp, 2d8, 19-20/x3, 200' RI, 15 lbs.
(Reload 2 S, DC 12, Ammo 10-12 gp)

Serricsteel long rifle: 800 gp, 2d6, 18-20/x3, 160' RI, 8 lbs.
(Increased hp and hardness, Reload 1 S, DC 8, Ammo 8-10 gp)

Serricsteel military rifle: 900 gp, 2d8, 18-20/x3, 200' RI, 12 lbs.
(Increased hp and hardness, Reload 2 S, DC 10, Ammo 10-12 gp)

Vanar liberator: 725 gp, 2d8+2, 19-20/x3, 240' RI, 20 lbs.
(Reload 2 S, DC 14, Ammo 16-18 gp)

Vislovski Rifle: 600 gp, 2d6+2, 19-20/x3, 180' RI, 14 lbs.
(Reload 1 S, DC 12, Ammo 10-12 gp)

Note that reloading in combat draws attacks of opportunity, unless you make a DC 15 Concentration check. The Combat Loading feat gives you a +4 on that roll (like Combat Casting). The IKCG does not list Concentration as a class skills for fighter classes, but I do :)

Here are some combat-related feats from the IKCG you might be interested in:

IK FEATS

BAYONET CHARGE [GENERAL]
Prereqs: Dex 13, Dodge, Mobility, Point Blank Shot.
Benefit: When using the charge action with a loaded missle weapon mounted with a bayonet, the character can fire the weapon at point blank range, and made a charge attack with the boyonet, provided that he is able to reach his opponnent with his charging movement. This does not provoke an attack of opportunity. Both attacks must target the same opponent.

GROUP SUBDUAL [GENERAL]
Prereqs: BAB +1
Benefit: If the character and one or more of his allies with the Group Subdual feat are attacking the same target and inflicting only nonlethal damage, he gets one extra attack per round at his highest BAB.

GUNSLINGER [GENERAL]
Prereqs: Dex 13, EWP (small arms), Quick Draw
Benefit: On the first round of combat, you can subtract a number (up to your BAB) from you attack roll and add it to your Initiative check.

I'll add more when I'm not at work ;)
 
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OK I re-submitted my character over in the RG, let me know if it looks good now ;)

Dropped the scrolls and some other stuff to get a extra small pistol. I figure also with my Burning Hands I have a few attacks etc.

Can't wait to start :D
 

Damn those broken ENWorld servers!!! Hey, I know I'm getting to ya late, but is there any more room to come onboard? Lemme know!

TZ
 

taitzu52 said:
Damn those broken ENWorld servers!!! Hey, I know I'm getting to ya late, but is there any more room to come onboard? Lemme know!
You're not late at all TZ. Do you know what character you'd like to play? So far we've got one ranger, one rogue, and one sorcerer. Are you familiar with the setting?
 

OOOKKKK ;) re-re-posted. Dropped some ammo to pay for the pistol. Changed the names to masterwork AND the reason that I spoke Dwarven and Khadoran is that I figured there were members of that race in the merc group that he belong to before leaving to join up with the University
 

Blue_Genie said:
Are you familiar with the setting?

Hehe...I bought the first Witchfire module when it first came out and have been in love ever since. I have not really kept up with the ever popular miniatures game, but have the primer, I can access the players guide.

For character choice, I think I'll go straight fighter for now. A human from Cygnar sounds as good as any. Hey, vanilla works. I'm sure that I'll start to b-line for a prestiege or a second class after it all starts to come together. Guns, horses, or even a paladin may be advancement strategies I'll look into.

And I can read the other three players minds right now: dang, no healer!! Hehe. :cool:
 

taitzu52 said:
For character choice, I think I'll go straight fighter for now. A human from Cygnar sounds as good as any. Hey, vanilla works. I'm sure that I'll start to b-line for a prestiege or a second class after it all starts to come together. Guns, horses, or even a paladin may be advancement strategies I'll look into.
In terms of ethnic origin, you can really pick from almost any group. Cygnar has become of a meltingpot, although Midlunders, Morridane, Caspians, and Thurians are the most common.

Also note that I mentioned above that Concentration is a class skill for all fighter-types.

I had promised more combat-related feats from the IKCG. Here they are:

I've already mentioned Combat Loading (see above).

IMPROVED COMBAT LOADING [GENERAL]
Prereqs: Combat Loading, BAB +3.
Benefit: Ignore the required Concentration skill check to load a firemar or artillery piece during combat and don't draw AoO while reloading.

IMPROVED GUNSLINGING [GENERAL]
Prereqs: Dex 17, EWP (small arms), Gunslinger, Quick Draw, Weapon Focus (pistol).
Benefit: The character's attack penalty from the Gunslinger feat is halved (rounded down).

RIFLEMAN [GENERAL]
Prereqs: Craft (small arms) 6 ranks, EWP (small arms), Weapon Focus (rifle).
Benefit: The time it takes the character to reload a military rifle is reduced to 1 standard action.

SHARPSHOOTER [GENERAL]
Prereqs: Point Blank Shot, Precise Shot, Weapon Focus with ranged weapon.
Benefit: Add your Dex mod to damage while using a ranged weapon with which you have the Weapon Focus feat.
Special: A fell caller or fighter may select this feat as a bonus feat.
 


Krug said:
Well I don't mind the healer role. Do I just do a normal cleric? :)
You can if you like. There are a number of different relgions in the Iron Kingdoms, but the predominant one where you are right now is the church of Morrow, also just known as the Church. If you'd like info about other churches, let me know.

The main difference in the IK when it comes to Clerics, is that there is something called the pain of healing. See, there's a war going on in Urcaen (the spirit world). Mosst of the gods are fighting a battle using the souls of their faithful as soldiers. Many gods don't want you to heal people of different faiths, disrupting the balance of life and death. Both the caster and the target of the spell are at risk each time divine power is drawn upon to heal, and the risk can, at times, be serioiusly debilitating.

Here's how it works in game mechanics terms:

A divine spellcaster may, as long as none of the other complicating conditions apply, safely heal a cumulative number of hit points per day equal to (10 + Wis mod) x his caster level. So a 3rd level cleric, with a 15 Wis could heal 36 hp per day. Try and heal any more and bad things will happen to the caster and the recipient. Clerics with the Healing domain can heal twice that number.

It gets trickier. If the subject's alignment is within one step of the diety's alignment, there's no extra trouble. For instance, clerics of Morrow (NG) can safely heal folks who are neutral good, chaotic good, lawful good, and neutral.

If the subject's alignment is more than one step removed, but not of the opposed alignment, from the diety, there is a cumulative 15% chancer per step that something bad will happen. For example, if a cleric of Morrow tries to heal a lawful neutral character, there is a 30% chance that something bad will happen, even if that cleric has not gone over his healing limit.

If the subject's alignment if directly opposed to the diety, something bad will happen. As an example, if this same cleric of Morrow wants to heal a neutral evil character, something bad occurs, and it will be nasty.

If you have the Healing domain, the diety goes a little easier on you.

So what are these bad things that can happen to you? They range from the caster becoming Exhausted and the recipient becoming Fatigued at the low end, all the way to the caster immediately becoming Staggered, and having to make a Will save or permanently lose 1d4 points of Wis and 1d6 hp, and the healing having no effect, and everyone within 10' of the caster being Blown Away 2d4x10 ft, suffering 5d6 points of divine damage from a bolt from the sky.
 

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