Iron Heroes Bard

davedoty

First Post
I'm an novice GM running an Iron Heroes campaign. One of my players is very set on playing spellcasters, but the IH classes are throwing me for a loop. He chews through creatures that seem well-designed for the rest of the party. He has a history as a powergamer, but I really believe he's reigning it in. The problem is due to wonkily designed spellcaster classes in a game not really suited for them, and my inexperience as a GM which prevents me from adapting properly to his abilities.

As an attempt to compromise, I'm trying to convert over the bard. This would allow him to have fun as a spellcaster, but not make him too powerful for me to handle. I also thought that in a low-magic campaign in which the bard was the only PC magical class, the bard could actually shine instead of being overshadowed by the sexier spellcasting classes.

I wanted to get feedback before I give him my proposal. Are there any people familiar with the IH rules in these parts?


Iron Heroes Bard


HD 1d4+2

sp: (6+Int) Your skill groups will be the same as the Arcanist, but I will give you the option to drop one of the 4 and take one of your choice to tailor to your character concept. Theatrics is your only group with perform, so if you drop it, you will have to buy perform with one of your extra skill points.

Feats: You can have the Feats and Feat trees of either the Hunter or the Arcanist. They both have Lore as the first and Tactics as the second tree. Hunter gets weapon feat mastery as the third, Arcanist gets social. That's the main difference, depending on how you want to play your character.

BAB and Base Defense Bonus are the same as that of the Thief.

Weapon and Armor proficiencies: same as the srd bard.

Perform pool: I am going to rule that you begin each encounter with one performance pool token, and that you must play your instrument/sing as a full round action to gain another token. Obviously, this is JUST performing; you can't gain a token while performing as part of bardic magic or spellcasting. You can spend the token to either use bardic music or cast a spell. An effect that lasts for multiple rounds with concentration does not require additional token. 0-level spells require no tokens.

Bardic Music: All of the first-level bardic music abilities seem fair to me. In future, I reserve the right to modify your new abilities, or the upgrades to the current ones, as you level.

Spellcasting: Instead of trying to cover all of the bases, you put together the known spell list you want, and I will approve, reject, or alter the effects of the spells.

Do not spend any of your known spell slots of cure spells. All "cure XXX" wounds spells will be added to your known spells list for free. For some "mysterious" reason, you can only heal any person once per day. You can cast as many cure spells as you have spells per day, but each must be on a different person. In other words, healing still needs to be rare, and death needs to be a possibility. Because the cure spells are a bonus, they cannot be traded in at later levels.

Two changes I can tell you in advance that I will make to your spells if you choose them. All summon spells will be converted to the equivalent summon nature's ally spell. Magic Weapon and similar spells WILL give you the bonus, but will not count as a magic weapon for overcoming damage reduction.
 

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Well I don't really know anything about IH campaign but being a powergamer and having a DM who knows how to adapt to a group of powergamers I'd offer some DMing advice on what he does to us.

Exploit your spellcasters weaknesses. If you want the campaing to have low magic give the monsters a good deal of spell resistance. Make it so that only about 25% of his spells against monsters actually get at them. Maybe this is the main reason why its a low magic world? Monster have adapted throughout the millenia to constant barrages from wonky spellcasters and have built up lots of spell resistance. This after all does nothing for stopping your barbarians axe. Your PC still gets to be a spell caster but his role may change to buffer/healer instead of killing your monsters before they can do anything.

Have the mosters attack the spellcaster first. Maybe all intelligent monsters know what spellcasters are and they are greatly feared and thus monsters just kill them on sight ingnoring everything else. I would think as a spellcaster he would have low HP and AC so he should be an easy target for your monsters. If they kill him maybe he will roll up a non spellcaster or you can warn them about this bit of information.

If you want to turn it into a higher powered campaing encourage your other players to munckin their characters too. Then just start throwing higher Challenge rating monsters against them until fights seem about where you want them.


I do have a comment about your bard though. You want to make Magic Weapon and Greater Magic Spells still work but not overcome damage reduction. I'd go against this. Here's why. These spells are used for making magic items so in theory if the spell doesn't allow for damage reduction then the enhancement bonus magical weapons have won't either and this can cause some problems at higher levels. Maybe you have this worked out how it works but I'd leave the spell as it stands.

Ultimately your the Dm so your word is law and its not a democracy. But your players may want an explaination so be prepared to give one. Also take my advice for what you will. Its just my experience and with a different game. I do hope imaybe something I said helps though. Good luck
 

Thanks for the feedback.

Here's the problem with magic weapons in IH: armor doesn't affect AC at all in this ruleset. (They had to rename AC for this reason.) Instead, armor grants dr/magic. As such, even a +1 magic weapon can, at low levels, be almost gamebreakingly powerful. In regular 3.5, it would be the equivalent of a +1 magic weapon that made touch attacks. This is part of why magic items are so rare, it's suggested that they either be cursed, or that the players have to go through a major quest line for even a relatively minor object.

The players will not be crafting any magic items themselves, for certain. And they won't be buying any random magic items from the DMG at the local shop. I will be creating and crafting the stats of any magic items that enter the game world, so that gives me some wiggle room.
 

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