I have been thinking about Iron Kingdoms for a while and debating different systems… partly due to the fact that I almost very play straight D&D 3.5 anymore
Some notes and ideas that I have about Grim Tale – Iron Kingdom are…
I am either going to combine some of the skills (Athletics – Climb/Jump/Swim, Notice – Listen/Spot, Sneak – Hide/Move Silent) OR I am going to give more Skill Points for the classes (I think Strong/Tough are going to bump to 4, Fast/Dedicated 6, Charismatic 8 and Smart 10… Humans still get +1 skill bonus over this amount).
Armor – split Armor Class bonus in halved, round up continues to act as AC bonus, ½ round down is the Damage Reduction bonus.
Magic of the Iron Kingdom.
Spellcaster Talent (Smart, Determined or Charismatic). Note that I am using Wulf’s errata that Spell Burn Resistances can not be increased (but see below) and making it a basic talent so that it can be selected at 1st level. There are 3 basic forms of the Talent AND then I am going to add some additional ones that do different things. The basic Spellcaster Talent allows you can cast spells at 1st Level ability (Damage, Duration, Range) and grants a Spell Caster Bonus of 1 +your Ability Modifier (with a Basic DC to casting a Spell of 10 + the Level). You basic Spell Burn Resistances is the controlling Attribute
1. Divine – the oldest, uses WIS to determine Spell Caster Bonus and basic Spell Burn Resistance. The most common, and most accepted. Grants you two ‘Domains’ that grant you two basic 1st level Spells and then your Wisdom modifier in additional spells when you select this Talent. These Domains most come from one of the ‘Gods’ of Iron Kingdom and grant all the additional Skill bonuses (see Iron Kingdom Character Guild). Divine spellcasters can learn additional spells through prayer and study, generally taking 1 day per Spell Level, with a Spellcraft roll DC 15 +level of the spell. The Diviner must be at a church or other holy place to their deity and it must be approved of by their Superiors (i.e. the GM)
2. Sorcery – the second form of magic to come about in the world and the one that is most fear and associated with ‘witchcraft’, Sorcery. Use the caster’s CHA bonus to determine Spell Caster Bonus and basic Spell Burn Resistance +1* (Sorcerers seem to be able to better cast spells then almost any other type of caster; hence the ONE break in the rules where ONE type may gain an additional SBR but at a price, see learning new spells). Sorcerers can choose a number of 1st level spells that they know equal to their CHA bonus, from the Sorcerer/Wizard list (remember that Sorcerers in Iron Kingdom prohibited spell list AND my added ones of
Rope Trick which is band from all spell lists). They can learn 1 additional spell of their choose each time they raise a level after they have selected the Feat. They can not learn spells any other way, unless they purchase them though Feats or Talents.
3. Wizardry – the latest form of magic to form, used by Wizards and a learned form of magic. Used INT bonus to determine Spell Caster Bonus and basic Spell Burn Resistance. GM grants to Player a list of Spell that he/she may choice from equal to his Intelligence score. They can choose 6 +INT bonus in Cantrips/0-level spells and 2 +INT bonus in 1st level spells when this Talent is first selected. They gain 1 additional spell from their list each time they advance a level AFTER they have selected this Talent. Wizards may learn additional spell if they have access to books, library’s etc. Generally it takes them 1 day per Spell Level with a Spellcraft Roll DC 15 +level of the spell. The GM will determine what spells might be available for the Wizard to learn.
Advanced Spellcasting Talent require the Basic Talents. Add +2 to the casters Spell Caster Bonus and 2 level to the effective caster's level for casting spells, etc AND allows the caster to start casting higher level spells (so the first time you take this Talent mean you cast spells at 3rd level for determining damage, range, effect, etc AND can start to learn 2nd level spells).
All Spell Caster Bonus checks are going to be modified by Armor Check Penalty. I might have a Feat/Talent that allows some (Diviner’s mostly) to wear armor with out the check. No ‘Arcane Check Failure %’ mostly cause I don’t like that system
Then there are some unique talents that can be purchased…
Arcane Mechanic – uses INT for Spell Caster Bonus and basic Spell Burn Resistance. I am still working out the details of everything it will be allowed to do, but mostly is the only form of ‘creation magic’ above the basics (potions and scrolls) in the Iron Kingdom
Fell Caller – Trollkin only, gives the basic Fell-Caller Ability.
Bards and Gun Mages are I am still debating, maybe modified versions of Sorcery but I am still figuring that out.
I will more then likely DROP all Prestige Classes listed in the book, and instead add their Abilities to the Talent list. I want to modify a few Talents also to open it up a bit. Surprise Strike might remain an Advanced Talent, but allow Smart, Fast and Charismatic to take it, etc.
More to come…. BUT I am very much looking forward to Grim Tales new Magic Book as that might help me out
