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Iron Kingdoms Conversions

Tzeentch

First Post
IRON KINGDOMS RACE CONVERSIONS (UPDATED AND EXPANDED WITH LANGUAGE RULES AND HUMAN HOMELANDS)
http://www.enworld.org/forum/showthread.php?t=237526

- For languages, here I tried to roll up as many of the IK languages into the 4e basic language groups.

IRON KINGDOMS FIREARMS
http://www.enworld.org/forum/showthread.php?t=237542

- I think I was on a similar line of thinking as you. The damages are as per IK for the most part however (minus the rather odd + and - damages you noted). Reload times are quite high in my version to counter that. I really like your gun mage sample power, but I would probably treat gun mages as just Wizards with, at best, substitution powers.
Second, you're right about classes being pretty straight forward. The IK ranger is the 4e Ranger. For the Arcane Mechanik I'd suggest using the Artificer from Eberron (after all, it was Eberron that stole the AM rules why not take it back ;)). They have rules for magically repairing machines and magically creating machines (like Darius or the IC Combine). There's a Dragon Magazine preview that gives some details as a WiP.
True. Although some of the aspects of the Artificer are not great matches (although it seems perfect for Cyriss-worshippers) it can fit in for both the bodger and arcane mechanik I think - especially with "substitution" abilities that better match the two themes. In 4e especially there's not much reason to invent a whole new cloth for a class (or two) that even in 3e was pretty marginal in group utility.
Third, healing. For divine healing you could use skill checks. Use the Religion skill and provide a DC:
I'm partial to something very simple that doesn't mess with healing too much (due to that being an important game balance mechanism). How about instead just straight penalties to the amount healed based on divergent religions and the skill check only for big uses of healing (dailies, encounters) and have the penalty not be at the mercy of a random die roll to keep things? I'm not sure how to go about this honestly, it's a core difference of the IK universe.
 

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WanderingMystic

Adventurer
Here are a few of the rules I have been using in my 4e Iron Kingdoms

Code:
[CENTER]SIMPLE RANGED WEAPONS[/CENTER]
 [CENTER]
[/CENTER]
 [CENTER]One-Handed[/CENTER]
 [CENTER]
[/CENTER]
 [LEFT] Holdout Pistol[/LEFT]
 [LEFT]     Proficiency: +2  [/LEFT]
 [LEFT]     Damage: 1d6[/LEFT]
 [LEFT]     Range: 6/12[/LEFT]
 [LEFT]     Price 30 gold[/LEFT]
 [LEFT]     Weight: 3 lb[/LEFT]
 [LEFT]     Group: Pistol[/LEFT]
 [LEFT]     Properties: High Crit, Load Move, Off-hand[/LEFT]
 [LEFT] 
[/LEFT]
 [LEFT] Small Pistol[/LEFT]
 [LEFT]     Proficiency: +2  [/LEFT]
 [LEFT]     Damage: 1d8[/LEFT]
 [LEFT]     Range: 10/20[/LEFT]
 [LEFT]     Price 40 gold[/LEFT]
 [LEFT]     Weight: 4 lb[/LEFT]
 [LEFT]     Group: Pistol[/LEFT]
 [LEFT]     Properties: High Crit, Load Move[/LEFT]
 [LEFT] 
[/LEFT]
 [CENTER] Two-Handed[/CENTER]
 [CENTER] 
[/CENTER]
 [LEFT] Blunderbuss[/LEFT]
 [LEFT]     Proficiency: +2  [/LEFT]
 [LEFT]     Attack: Vs. Reflex[/LEFT]
 [LEFT]     Damage: 1d8[/LEFT]
 [LEFT]     Range: Close Wall 3[/LEFT]
 [LEFT]     Price 150 gold[/LEFT]
 [LEFT]     Weight: 16 lbs[/LEFT]
 [LEFT]     Group: Rifle[/LEFT]
 [LEFT]     Properties: High Crit, Load Minor & Move[/LEFT]
 [LEFT] 
[/LEFT]
 [LEFT] Long Rifle[/LEFT]
 [LEFT]     Proficiency: +2  [/LEFT]
 [LEFT]     Damage: 1d10[/LEFT]
 [LEFT]     Range: 15/30[/LEFT]
 [LEFT]     Price 50 gold[/LEFT]
 [LEFT]     Weight: 10 lbs[/LEFT]
 [LEFT]     Group: Rifle[/LEFT]
 [LEFT]     Properties: High Crit, Load Minor & Move[/LEFT]
 [LEFT] 
[/LEFT]
 [LEFT] 
[/LEFT]
 [LEFT] 
[/LEFT]
 [LEFT] 
[/LEFT]
 [CENTER]MILITARY RANGED WEAPONS[/CENTER]
 [CENTER]
[/CENTER]
 [CENTER]One-Handed[/CENTER]
 [CENTER]
[/CENTER]
 [LEFT] Military Pistol[/LEFT]
 [LEFT]     Proficiency: +2  [/LEFT]
 [LEFT]     Damage: 1d10[/LEFT]
 [LEFT]     Range: 15/30[/LEFT]
 [LEFT]     Price 60 gold[/LEFT]
 [LEFT]     Weight: 6 lbs[/LEFT]
 [LEFT]     Group: Pistol[/LEFT]
 [LEFT]     Properties: High Crit, Load Move[/LEFT]
 [LEFT] 
[/LEFT]
 [CENTER] Two-Handed[/CENTER]
 [CENTER] 
[/CENTER]
 [LEFT] Military Rifle[/LEFT]
 [LEFT]     Proficiency: +2  [/LEFT]
 [LEFT]     Damage: 1d12[/LEFT]
 [LEFT]     Range: 25/50[/LEFT]
 [LEFT]     Price 75 gold[/LEFT]
 [LEFT]     Weight: 15 lbs[/LEFT]
 [LEFT]     Group: Rifle[/LEFT]
 [LEFT]     Properties: High Crit, Load Minor & Move

[/LEFT]
[U]Ammunition[/U]

Military pistol: 2 gp
Rifle: 1 gp
Military Rifle: 2 gp
Pistol: 1 gp
Blunderbuss: 4 gold


i am allowing a rogue to be able to use holdout pistols with there abilities
The cost is drastically lowered to make it feasible for players to own I based the damage more off of 4e damage and not the origional damage of the guns.

Code:
HUMANS (KHARD)
    +2 to Strength
    Automatic trained skill: endurance
    +2 nature, +2 intimidate
    1 extra at-will power of your choice from your class
    1 bonus feat (typically Human Perseverance, Mounted Combat, Power Attack, Toughness  
             or Weapon Focus (axe or bow)
    +1 to Fortitude, Reflex, and Will defenses.

HUMANS (KOSSITE)
    +2 to Constitution
    Automatic trained skill: nature
    +2 athletics, +2 stealth
    1 extra at-will power of your choice from your class
    1 bonus feat (typically Weapon Focus (bow), Skill Focus (Nature), or Two-Weapon Fighting)
    +1 to Fortitude, Reflex, and Will defenses.

HUMANS (RYN)
    +2 to Charisma
    Automatic trained skill: diplomacy
    +2 bluff, +2 insight
    1 extra at-will power of your choice from your class
    1 bonus feat (typically Blade Opportunist, Improved Initiative, Quick Draw,  
             or Two-Weapon Fighting)
    +1 to Fortitude, Reflex, and Will defenses.

HUMANS (SKIROV)
    +2 to Constitution
    Automatic trained skill: religion
    +2 nature, +2 perception
    1 extra at-will power of your choice from your class
    1 bonus feat (typically Durable, Human Perseverance, or Toughness)
    +1 to Fortitude, Reflex, and Will defenses.

HUMANS (UMBREAN)
    +2 to Strength
    Automatic trained skill: history
    +2 nature, +2 perception
    1 extra at-will power of your choice from your class
    1 bonus feat (typically Durable, Human Perseverance, Toughness,
             or Weapon Focus (axe, light blade, heavy blade, or small arms)
    +1 to Fortitude, Reflex, and Will defenses.

HUMANS (MIDLUNDER)
    Automatic trained skill: history
    +2 intimidate, +2 streetwise
    1 extra at-will power of your choice from your class
    1 bonus feat (typically Durable, Human Perseverance, Power Attack)
    +3 to Fortitude, +1 to Reflex and Will defenses.
HUMANS (MORRIDANE)
    +2 to Dexterity
    Automatic trained skill: nature
    +2 athletics, +2 stealth
    1 extra at-will power of your choice from your class
    1 bonus feat (typically Alertness, Combat Reflexes, Sure Climber, Fast Runner)
    +1 to Fortitude, Reflex, and Will defenses.

HUMANS (THURIAN)
    +2 to Intelligence
    Automatic trained skill: bluff
    +2 diplomacy, +2 arcana
    1 extra at-will power of your choice from your class
    1 bonus feat (typically Ritual Caster, Skill Focus (any), Two-Weapon Fighting)
    +1 to Fortitude, Reflex, and Will defenses.

HUMANS (TORDORAN)
    Automatic trained skill: acrobatics
    +2 insight, +2 intimidate
    1 extra at-will power of your choice from your class
    1 bonus feat (typically Defensive Mobility, Improved Initiative,  
             or Weapon Focus (axe or heavy blade)
    +1 to Fortitude and Reflex, +3 to Will defenses.

HUMANS (CASPIAN/SULESE)
    +2 to Wisdom
    Automatic trained skill: insight
    +2 history, +2 religion
    1 extra at-will power of your choice from your class
    1 bonus feat (typically Human Perseverance, Ritual Caster, or Power Attack )
    +1 to Fortitude, Reflex, and Will defenses.

HUMANS (IDRIAN)
    +2 to Dexterity
    Automatic trained skill: nature
    +2 acrobatics, +2 stealth
    1 extra at-will power of your choice from your class
    1 bonus feat (typically Fast Runner, Skill Focus (stealth), Two-Weapon Fighting)
    +1 to Fortitude, Reflex, and Will defenses.

HUMANS (SCHARDE)
    +2 to Constitution
     Automatic trained skill: intimidate
     +2 bluff, +2 athletics
     1 extra at-will power of your choice from your class
     1 bonus feat (typically Human Perseverance, Skill Focus (bluff), Two-Weapon Fighting)
     +1 to Fortitude, Reflex, and Will defenses.
While these are more powerful than phb humans they are in line with forgotten realms backgrounds (which are free) in addition giving them only to humans makes humans a more desirable option
Code:
TROLLKIN
RACIAL TRAITS
Average Height: 6' 4" -6' 10"
Average Weight: 250-260 lb.

Ability Scores: +2 Constitution, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Low-light Vision

Languages: Cygnaran, Molgur
Skill Bonuses: +2 Endurance, +2 History

Cast Iron Stomach: +5 racial bonus to saving throws against poison.
Troll Heritage: Your healing surge value is equal to one-quarter of your maximum hit points + your Constitution modifier. You can also regenerate lost limbs over time.
Trollkin Diet: You have resist poison 5 + one half your level.
Optional - Arcane Restriction: You may not access powers or abilities that use the Arcane power source.
Trollkin Resilience: You can use trollkin resilience as an encounter power.

Trollkin Resilience - Trollkin Racial Power
You call on the innate toughness that runs in the blood of all trolls to shake off debilitating effects.
Encounter
Immediate Reaction / Personal
Trigger: You suffer an effect a saving throw can end.
Effect: You make a saving throw against the effect.


FEATS

HEROIC
Strength of the Kriels
Restrictions: Trollkin.
You gain 5 temporary hit points per tier when you use a healing surge.

Swift Recovery
Restrictions: Trollkin.
You may use your second wind as a minor action instead of a standard action.

PARAGON
Real Grit
Restrictions: Con 17, Trollkin.
While bloodied you gain +1 to all your defenses.
Code:
GOBLIN
RACIAL TRAITS
Average Height:
Gobber, 3' 4˝ –3' 8˝
Bogrin, 3’7” -4’2”
Average Weight:
Gobber, 40–55 lb.
Bogrin, 45–65 lb.

Ability Scores: +2 Dexterity, +2 Charisma
Size: Small
Speed: 6 squares
Vision: Low-light Vision

Languages: Cygnaran, Molgur
Skill Bonuses: +2 Stealth, +2 Thievery

Goblin Reflexes: You gain a +1 racial bonus to your Reflex defense.
Goblin Tactics: You can use gobber tactics as an at-will power.

Goblin Tactics - Goblin Racial Power
You avoid your enemy’s blow and cleverly slink past his defenses.
At-Will
Immediate Reaction Personal
Trigger: You are missed by a melee attack.
Effect: You shift 1 square.


FEATS

HEROIC
Swift Camouflage
Restrictions: Goblin.
As a standard action you can gain concealment while wearing light or no armor.

Dodge and Weave
Restrictions: Goblin.
You may activate goblin tactics after a ranged attack misses you.

PARAGON
Gobber Tactics
Restrictions: Goblin, Gobber
Whenever you shift using goblin tactics you gain a +2 feat bonus to your AC until the end of your next turn.

Bogrin Tactics
Restrictions: Goblin, Bogrin
Whenever you shift using goblin tactics you gain a +2 feat bonus to attack rolls until the end of your next turn.
Steamworks is working on a Gunmage class until them i have just been using a re flavored warlock as our gunmage.

There is a bodger class on the IK forums, it startes out very nice but they quickly become boring a gimicky

I am using the playtest version of the Artificer for the arcane mechanic
 
Last edited:

Tzeentch

First Post
Humans are already viable in 4e so, personally, I don't think they need much "buffing." I'm waiting to see how FR does the regional origins and will look at a IK version that can apply to any race.

I'm thinking that guns come down to flavor - but I'm partial to high damage "nuke" sticks with high reload times. This better fits with their place in canon and the wargame, but has the disadvantage of being relatively unwieldy due to incompatibility with normal at-use abilities that assume fast reload ranged weapons. I kept the IK costs in my writeup, but don't consider them realistic even within the context of the IK universe - especially ammunition.
 

WanderingMystic

Adventurer
I'm thinking that guns come down to flavor - but I'm partial to high damage "nuke" sticks with high reload times. This better fits with their place in canon and the wargame, but has the disadvantage of being relatively unwieldy due to incompatibility with normal at-use abilities that assume fast reload ranged weapons.

pg 217 phb states that if you use a power which makes multiple attacks then the reload time is already factored into the power so if you use a power which attacks 4 people but you are using a weapon with move reload you still get to fire all four times, that is why i toned down the damage a bit.

The FR backgrounds are listed at the end of the preview they generally give a bonus skill and +2 to that skill. These aren't feat these are just something everyone gets.
 

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