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<blockquote data-quote="WanderingMystic" data-source="post: 4419327" data-attributes="member: 69157"><p>Here are a few of the rules I have been using in my 4e Iron Kingdoms </p><p></p><p> [code][CENTER]SIMPLE RANGED WEAPONS[/CENTER]</p><p> [CENTER]</p><p>[/CENTER]</p><p> [CENTER]One-Handed[/CENTER]</p><p> [CENTER]</p><p>[/CENTER]</p><p> [LEFT] Holdout Pistol[/LEFT]</p><p> [LEFT] Proficiency: +2 [/LEFT]</p><p> [LEFT] Damage: 1d6[/LEFT]</p><p> [LEFT] Range: 6/12[/LEFT]</p><p> [LEFT] Price 30 gold[/LEFT]</p><p> [LEFT] Weight: 3 lb[/LEFT]</p><p> [LEFT] Group: Pistol[/LEFT]</p><p> [LEFT] Properties: High Crit, Load Move, Off-hand[/LEFT]</p><p> [LEFT] </p><p>[/LEFT]</p><p> [LEFT] Small Pistol[/LEFT]</p><p> [LEFT] Proficiency: +2 [/LEFT]</p><p> [LEFT] Damage: 1d8[/LEFT]</p><p> [LEFT] Range: 10/20[/LEFT]</p><p> [LEFT] Price 40 gold[/LEFT]</p><p> [LEFT] Weight: 4 lb[/LEFT]</p><p> [LEFT] Group: Pistol[/LEFT]</p><p> [LEFT] Properties: High Crit, Load Move[/LEFT]</p><p> [LEFT] </p><p>[/LEFT]</p><p> [CENTER] Two-Handed[/CENTER]</p><p> [CENTER] </p><p>[/CENTER]</p><p> [LEFT] Blunderbuss[/LEFT]</p><p> [LEFT] Proficiency: +2 [/LEFT]</p><p> [LEFT] Attack: Vs. Reflex[/LEFT]</p><p> [LEFT] Damage: 1d8[/LEFT]</p><p> [LEFT] Range: Close Wall 3[/LEFT]</p><p> [LEFT] Price 150 gold[/LEFT]</p><p> [LEFT] Weight: 16 lbs[/LEFT]</p><p> [LEFT] Group: Rifle[/LEFT]</p><p> [LEFT] Properties: High Crit, Load Minor & Move[/LEFT]</p><p> [LEFT] </p><p>[/LEFT]</p><p> [LEFT] Long Rifle[/LEFT]</p><p> [LEFT] Proficiency: +2 [/LEFT]</p><p> [LEFT] Damage: 1d10[/LEFT]</p><p> [LEFT] Range: 15/30[/LEFT]</p><p> [LEFT] Price 50 gold[/LEFT]</p><p> [LEFT] Weight: 10 lbs[/LEFT]</p><p> [LEFT] Group: Rifle[/LEFT]</p><p> [LEFT] Properties: High Crit, Load Minor & Move[/LEFT]</p><p> [LEFT] </p><p>[/LEFT]</p><p> [LEFT] </p><p>[/LEFT]</p><p> [LEFT] </p><p>[/LEFT]</p><p> [LEFT] </p><p>[/LEFT]</p><p> [CENTER]MILITARY RANGED WEAPONS[/CENTER]</p><p> [CENTER]</p><p>[/CENTER]</p><p> [CENTER]One-Handed[/CENTER]</p><p> [CENTER]</p><p>[/CENTER]</p><p> [LEFT] Military Pistol[/LEFT]</p><p> [LEFT] Proficiency: +2 [/LEFT]</p><p> [LEFT] Damage: 1d10[/LEFT]</p><p> [LEFT] Range: 15/30[/LEFT]</p><p> [LEFT] Price 60 gold[/LEFT]</p><p> [LEFT] Weight: 6 lbs[/LEFT]</p><p> [LEFT] Group: Pistol[/LEFT]</p><p> [LEFT] Properties: High Crit, Load Move[/LEFT]</p><p> [LEFT] </p><p>[/LEFT]</p><p> [CENTER] Two-Handed[/CENTER]</p><p> [CENTER] </p><p>[/CENTER]</p><p> [LEFT] Military Rifle[/LEFT]</p><p> [LEFT] Proficiency: +2 [/LEFT]</p><p> [LEFT] Damage: 1d12[/LEFT]</p><p> [LEFT] Range: 25/50[/LEFT]</p><p> [LEFT] Price 75 gold[/LEFT]</p><p> [LEFT] Weight: 15 lbs[/LEFT]</p><p> [LEFT] Group: Rifle[/LEFT]</p><p> [LEFT] Properties: High Crit, Load Minor & Move</p><p></p><p>[/LEFT]</p><p>[U]Ammunition[/U]</p><p></p><p>Military pistol: 2 gp</p><p>Rifle: 1 gp</p><p>Military Rifle: 2 gp</p><p>Pistol: 1 gp</p><p>Blunderbuss: 4 gold</p><p></p><p></p><p>i am allowing a rogue to be able to use holdout pistols with there abilities [/code]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.</p><p></p><p> [code]HUMANS (KHARD)</p><p> +2 to Strength</p><p> Automatic trained skill: endurance</p><p> +2 nature, +2 intimidate</p><p> 1 extra at-will power of your choice from your class</p><p> 1 bonus feat (typically Human Perseverance, Mounted Combat, Power Attack, Toughness </p><p> or Weapon Focus (axe or bow)</p><p> +1 to Fortitude, Reflex, and Will defenses.</p><p></p><p>HUMANS (KOSSITE)</p><p> +2 to Constitution</p><p> Automatic trained skill: nature</p><p> +2 athletics, +2 stealth</p><p> 1 extra at-will power of your choice from your class</p><p> 1 bonus feat (typically Weapon Focus (bow), Skill Focus (Nature), or Two-Weapon Fighting)</p><p> +1 to Fortitude, Reflex, and Will defenses.</p><p></p><p>HUMANS (RYN)</p><p> +2 to Charisma</p><p> Automatic trained skill: diplomacy</p><p> +2 bluff, +2 insight</p><p> 1 extra at-will power of your choice from your class</p><p> 1 bonus feat (typically Blade Opportunist, Improved Initiative, Quick Draw, </p><p> or Two-Weapon Fighting)</p><p> +1 to Fortitude, Reflex, and Will defenses.</p><p></p><p>HUMANS (SKIROV)</p><p> +2 to Constitution</p><p> Automatic trained skill: religion</p><p> +2 nature, +2 perception</p><p> 1 extra at-will power of your choice from your class</p><p> 1 bonus feat (typically Durable, Human Perseverance, or Toughness)</p><p> +1 to Fortitude, Reflex, and Will defenses.</p><p></p><p>HUMANS (UMBREAN)</p><p> +2 to Strength</p><p> Automatic trained skill: history</p><p> +2 nature, +2 perception</p><p> 1 extra at-will power of your choice from your class</p><p> 1 bonus feat (typically Durable, Human Perseverance, Toughness,</p><p> or Weapon Focus (axe, light blade, heavy blade, or small arms)</p><p> +1 to Fortitude, Reflex, and Will defenses.</p><p></p><p>HUMANS (MIDLUNDER)</p><p> Automatic trained skill: history</p><p> +2 intimidate, +2 streetwise</p><p> 1 extra at-will power of your choice from your class</p><p> 1 bonus feat (typically Durable, Human Perseverance, Power Attack)</p><p> +3 to Fortitude, +1 to Reflex and Will defenses.</p><p>HUMANS (MORRIDANE)</p><p> +2 to Dexterity</p><p> Automatic trained skill: nature</p><p> +2 athletics, +2 stealth</p><p> 1 extra at-will power of your choice from your class</p><p> 1 bonus feat (typically Alertness, Combat Reflexes, Sure Climber, Fast Runner)</p><p> +1 to Fortitude, Reflex, and Will defenses.</p><p></p><p>HUMANS (THURIAN)</p><p> +2 to Intelligence</p><p> Automatic trained skill: bluff</p><p> +2 diplomacy, +2 arcana</p><p> 1 extra at-will power of your choice from your class</p><p> 1 bonus feat (typically Ritual Caster, Skill Focus (any), Two-Weapon Fighting)</p><p> +1 to Fortitude, Reflex, and Will defenses.</p><p></p><p>HUMANS (TORDORAN)</p><p> Automatic trained skill: acrobatics</p><p> +2 insight, +2 intimidate</p><p> 1 extra at-will power of your choice from your class</p><p> 1 bonus feat (typically Defensive Mobility, Improved Initiative, </p><p> or Weapon Focus (axe or heavy blade)</p><p> +1 to Fortitude and Reflex, +3 to Will defenses.</p><p></p><p>HUMANS (CASPIAN/SULESE)</p><p> +2 to Wisdom</p><p> Automatic trained skill: insight</p><p> +2 history, +2 religion</p><p> 1 extra at-will power of your choice from your class</p><p> 1 bonus feat (typically Human Perseverance, Ritual Caster, or Power Attack )</p><p> +1 to Fortitude, Reflex, and Will defenses.</p><p></p><p>HUMANS (IDRIAN)</p><p> +2 to Dexterity</p><p> Automatic trained skill: nature</p><p> +2 acrobatics, +2 stealth</p><p> 1 extra at-will power of your choice from your class</p><p> 1 bonus feat (typically Fast Runner, Skill Focus (stealth), Two-Weapon Fighting)</p><p> +1 to Fortitude, Reflex, and Will defenses.</p><p></p><p>HUMANS (SCHARDE)</p><p> +2 to Constitution</p><p> Automatic trained skill: intimidate</p><p> +2 bluff, +2 athletics</p><p> 1 extra at-will power of your choice from your class</p><p> 1 bonus feat (typically Human Perseverance, Skill Focus (bluff), Two-Weapon Fighting)</p><p> +1 to Fortitude, Reflex, and Will defenses.[/code]</p><p>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 </p><p>[code]TROLLKIN</p><p>RACIAL TRAITS</p><p>Average Height: 6' 4" -6' 10"</p><p>Average Weight: 250-260 lb.</p><p></p><p>Ability Scores: +2 Constitution, +2 Charisma</p><p>Size: Medium</p><p>Speed: 6 squares</p><p>Vision: Low-light Vision</p><p></p><p>Languages: Cygnaran, Molgur</p><p>Skill Bonuses: +2 Endurance, +2 History</p><p></p><p>Cast Iron Stomach: +5 racial bonus to saving throws against poison.</p><p>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.</p><p>Trollkin Diet: You have resist poison 5 + one half your level.</p><p>Optional - Arcane Restriction: You may not access powers or abilities that use the Arcane power source.</p><p>Trollkin Resilience: You can use trollkin resilience as an encounter power.</p><p></p><p>Trollkin Resilience - Trollkin Racial Power</p><p>You call on the innate toughness that runs in the blood of all trolls to shake off debilitating effects.</p><p>Encounter</p><p>Immediate Reaction / Personal</p><p>Trigger: You suffer an effect a saving throw can end.</p><p>Effect: You make a saving throw against the effect.</p><p></p><p></p><p>FEATS</p><p></p><p>HEROIC</p><p>Strength of the Kriels</p><p>Restrictions: Trollkin.</p><p>You gain 5 temporary hit points per tier when you use a healing surge.</p><p></p><p>Swift Recovery</p><p>Restrictions: Trollkin.</p><p>You may use your second wind as a minor action instead of a standard action.</p><p></p><p>PARAGON</p><p>Real Grit</p><p>Restrictions: Con 17, Trollkin.</p><p>While bloodied you gain +1 to all your defenses.[/code][code]</p><p>GOBLIN</p><p>RACIAL TRAITS</p><p>Average Height:</p><p>Gobber, 3' 4˝ –3' 8˝</p><p>Bogrin, 3’7” -4’2”</p><p>Average Weight:</p><p>Gobber, 40–55 lb.</p><p>Bogrin, 45–65 lb.</p><p></p><p>Ability Scores: +2 Dexterity, +2 Charisma</p><p>Size: Small</p><p>Speed: 6 squares</p><p>Vision: Low-light Vision</p><p></p><p>Languages: Cygnaran, Molgur</p><p>Skill Bonuses: +2 Stealth, +2 Thievery</p><p></p><p>Goblin Reflexes: You gain a +1 racial bonus to your Reflex defense.</p><p>Goblin Tactics: You can use gobber tactics as an at-will power.</p><p></p><p>Goblin Tactics - Goblin Racial Power</p><p>You avoid your enemy’s blow and cleverly slink past his defenses.</p><p>At-Will</p><p>Immediate Reaction Personal</p><p>Trigger: You are missed by a melee attack.</p><p>Effect: You shift 1 square.</p><p></p><p></p><p>FEATS</p><p></p><p>HEROIC</p><p>Swift Camouflage</p><p>Restrictions: Goblin.</p><p>As a standard action you can gain concealment while wearing light or no armor.</p><p></p><p>Dodge and Weave</p><p>Restrictions: Goblin.</p><p>You may activate goblin tactics after a ranged attack misses you.</p><p></p><p>PARAGON</p><p>Gobber Tactics</p><p>Restrictions: Goblin, Gobber</p><p>Whenever you shift using goblin tactics you gain a +2 feat bonus to your AC until the end of your next turn.</p><p></p><p>Bogrin Tactics</p><p>Restrictions: Goblin, Bogrin</p><p>Whenever you shift using goblin tactics you gain a +2 feat bonus to attack rolls until the end of your next turn.[/code]</p><p>Steamworks is working on a <a href="http://www.privateerpressforums.com/index.php?s=&showtopic=149540&view=findpost&p=2261312" target="_blank">Gunmage </a>class until them i have just been using a re flavored warlock as our gunmage.</p><p></p><p>There is a <a href="http://www.privateerpressforums.com/index.php?act=attach&type=post&id=7851" target="_blank">bodger</a> class on the IK forums, it startes out very nice but they quickly become boring a gimicky </p><p></p><p>I am using the playtest version of the Artificer for the arcane mechanic</p></blockquote><p></p>
[QUOTE="WanderingMystic, post: 4419327, member: 69157"] 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 [/code]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.[/code] 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][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.[/code] Steamworks is working on a [URL="http://www.privateerpressforums.com/index.php?s=&showtopic=149540&view=findpost&p=2261312"]Gunmage [/URL]class until them i have just been using a re flavored warlock as our gunmage. There is a [URL="http://www.privateerpressforums.com/index.php?act=attach&type=post&id=7851"]bodger[/URL] 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 [/QUOTE]
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