Iron Heroes - I have it in my hands!

Sorcica said:
The Dark Gods of Scandinavia are powerful indeed!
Okay, ud med sproget, hvor har du købt den henne??? Huh? Huh? HUH? HUH!? (that's enough Donkey!) - JEG VIL OGSÅ HAVE DEN!
Jeg går ud fra at det er hardcopy udgaven du har og ikke en pdf version.

(for those who don't master our mythic language: Okay, spill the beans, where did you buy it??? - I WANT IT TOO!
I assume it's the hardcopy edition you have and not the pdf version)
 

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Just catching up here and had a few more questions...

1. Reserve Points - any differences between IH's and Unearthed Arcana's versions?

2. Dying - Do they use D&D's -10 limit or AE's -Con?

3. Hit Point recovery - Any changes to the rate of natural healing? Feats to improve?

4. Weapon Masters - What are their feat masteries and armor proficiencies?

Thanks again!
 
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Thanks for all the hard work you have been putting into this thread, I'm sure it is tedious.

Now, that you're all buttered up ... can you tell me more about the Executioner? From what I have heard so far, it is basically everything that I have always wanted from a character class EVER.

And can you tell me more about their "traits" (you know, the substitute for Race in IH). I have seen some neat pictures of the "Northborn".
 

Sorcica said:
And they are!!
And I really like those rules, very simple and flexible, yet wholly adequate.

To get a +2 bonus to an ability check, suffer 5 hit points of strain damage. No upper limit, so anything's possible!

Cool :cool:
Do you choose before or after you roll?

MAN that is sooooo cool. it would be way broken in D&D, but given that healning magic [if there] can fail and fail BADLY in IH, It is a great addition
 

Waitaminutehere...
Sorcica said:
War Leader [Tactics]
1: Strategy token pool; token grants allies +4 flanking bonus.

Is that just a +4 bonus that won't stack with actual flanking, or does that grant full 'sneak attack now available' flanking?
 

Ok, I'm back. I will try and answer the questions all at once.

Razor Fiend: The damage is for each previous dagger attack that hit your opponent. Bonus only gained for attacks that hit during your current action.

Necromancy has the following methods: Animate Dead, Healing Hands. So necromancy can animate the dead, but it is also the healing scool.

Undead: No turning..... hack them! (there are no gods in IH)

Feat Mastery Executioner: Finesse and Power to 9th, Lore to 8th and all others to 7.

Where I got it?: In Copenhagen (sådan er det at bo i Jylland! ;) )

Reserve Points: Can't remember AE, but here it's equal to max. hits, you can use 1 Reserve to heal 1 hp over 1 minute (no combat). 1 reserve to heal 4 points of non-lethal. Eight hours rest gives con score + level back in reserve. Full day rest gives double con + level.

Healing: eight hour rest = 1 hp per level. Full day = 2 x level. Healing lore Feat Mastery can improve healing.

Dying: -10.

Feat Mastery Weapon Master: Choose one primary and one secondary from list: Armor, Defense, Finesse or Power.
Armor Prof.: light, medium, all shields. (simple and martial weapons).

War Leader: Spend 1 token to grant two allies a +4 flanking bonus instead of the usual +2. They must form a flank on their own. The bonus does not extend to other flanks they make.

*phew*

:)
 
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frankthedm said:
Do you choose before or after you roll?

I don't know. Looks like you choose before you roll, but it doesn't say so (at least, I haven't found it).

But I think it would be best if you decide after. Then when you know you *must* move that boulder and the GM goes "...not quite there yet. another 5 hp damage?", there's some tough choices to make.

Looking at the rules now, I see they are different for each ability score. Fx. +2 to dex for a -2 to dex for one hour afterwards.
Not sure if I like different systems for different abilities.
 

Sorcica said:
Necromancy has the following methods: Animate Dead, Healing Hands. So necromancy can animate the dead, but it is also the healing scool.
So... there is magical healing after all?

Undead: No turning..... hack them! (there are no gods in IH)
:cool:

Reserve Points: Can't remember AE, but here it's equal to max. hits, you can use 1 Reserve to heal 1 hp over 1 minute (no combat). 1 reserve to heal 4 points of non-lethal. Eight hours rest gives con score + level back in reserve. Full day rest gives double con + level.

Healing: eight hour rest = 1 hp per level. Full day = 2 x level. Healing lore Feat Mastery can improve healing.
So, a 5th level character with a 16 Con regains 37 Reserve and 10 Regular HPs on a full day's rest. Nice, rapid recovery shouldn't be an issue in IH.

On the topic of HPs, what is the spread in class HPs? 1d4+2 to 1d4+8?

Dying: -10.
Kinda surprised Mike didn't go AE's route here... I've always preferred it over D&D's.

Feat Mastery Weapon Master: Choose one primary and one secondary from list: Armor, Defense, Finesse or Power.
Armor Prof.: light, medium, all shields. (simple and martial weapons).
Cool!! I was certain the WM was strictly going to be on the light side... this is a very welcome surprise indeed.

Cheers!
 


A'koss said:
Kinda surprised Mike didn't go AE's route here... I've always preferred it over D&D's.

Me 2. I was really surprised when the playtest docs showed up and that was missing. On the other hand, it is trivially easy to add in again.
 

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