The Iron Kingdoms Character Guide "IKCG" discussion thread


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Gundark said:
what's the low-down on pistoleer and blackclad? thanks

Pistoleer's are pretty much just that, gunfighters with expertise with the pistol. There is also a Rifleman p[restige class to offer two routes to go down in terms of weapon expertise.

The Blackclad is a prestige Druid class. Blackclads are elite members of the Circle. Think bad ass druids with a penchant for creating Woldwardens (constructs that fight at the behest of the Blackclads will).
 

mo said:
How does the pain of healing work? Sounds like a cool idea to me.

Very cool in concept! We''ll see how it goes over in gameplay! :p

Basically a divine caster can only safley heal a number of HP in one day that equal to 10+wis modifier x class level ( healing Domain allows double this though ). If he tries to go above this, he must roll a d6 on the Pain of healing mishap chart. Effect range from being fatigued to the caster being dealt the damage he was trying to heal ( and the spell not working ! ) . The is a pain of being healed mishap chart too!

Basically healing is nerfed a small bit in the IK

Coming back from the dead is nerfed bigtime!

Raise dead is a NINTH level spell, and ressurection and true ressurection are not available ( unless you deal with infernalist perhaps! - outside of rule guidelines ) Even if you do raise dead, the caster must make a will save of DC 15+ level of being raised or some realy bad things can happen! Worst case scenario - caster could die if he missess save and rolls bad on mishap chart -
 

Dude, this so rocks. My only problem? Cash flow. I've been saving all my discretionary money for the big trip we just took, now I'm hoarding all discretionary money to make up for the budget over-runs of our big trip! :( But within a month or so I'll have this book. Maybe I'll even wait until I can pick up both campaign guides together.
 

Acid_crash said:
Spill the beans on the Gun Mage and Arcane Mecanik please, those two sounds pretty darn cool to play.

Gun Mage :

Bonds with "magelock" pistol - channels arcane magic through it
CHA based casting
any alignment
d6 HD
light armor
Cast like sorcerers
2 zero levels at level one - Spells known are more than double spells/day for first half dozen levels


For the Arcane Mechanic, here is a cut & paste from a .pdf preview that was previously available online

kind; the Steam & Iron Workers Union is the leading
example in Cygnar of such an organization, but there
are several lesser and more local equivalents springing
up here and there. Mechaniks interested in learning
the highest secrets of arcane mechanika must seek out
a master in the fi eld—it is known that the Order of the
Golden Crucible in Llael boasts of many a savant within
their ranks. Less common, though still possible, is for an
arcane mechanik to receive training by the military, such
as the Strategic Academy in Cygnar, where a well-paid
splinter faction of arcane mechaniks develop and test a
Arcane mechaniks are certainly most prevalent
among humans. Dwarves and gobbers have a natural
knack for mechanikal things and thus perform well
as arcane mechaniks; unfortunately fi nding training
is a diffi cult matter for gobbers, making gobber arcane
mechaniks a rare sight, and trollkin and ogrun arcane
mechaniks are virtually unheard of.
Arcane mechaniks tend to get along fairly well with
most classes. As creators at heart, they have an innate
drive to analyze and provide for the needs of others,
which makes them fairly accommodating in general. In a
group they gravitate naturally to a support role, though
their inventions are often known to take the lead.
Game Rule Information
Abilities: Intelligence is the most important ability to
an arcane mechanik, as it has a direct effect on his Craft
abilities, as well as his spell abilities. High Dexterity is
important to arcane mechaniks due to the delicate tasks
they are constantly performing.
Alignment: Any.
Hit Die: d6.
Class Skills
The arcane mechanik’s class skills and the key ability
for each are Appraise (Int), Climb (Str), Concentration
(Con), Craft (Int), Craft (clockwork, mechanika, small
arms, steam engine) (Int), Disable Device (Int), ‘Jack
Handling (Wis), Knowledge (arcana, mechanika, any
science or technical) (Int), Profession (mechanik) (Wis),
Search (Int), Spellcraft (Int), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifi er) x 4.
Skill Points at Each Additional Level: 6 + Int
modifi er.
Class Features
All of the following are the arcane mechanik’s class
features.
Weapon and Armor Profi ciency: Arcane mechaniks
are profi cient with dagger, club, halfspear, handaxe,
heavy mace, heavy pick, light hammer, short sword,
warhammer, light crossbow, and heavy crossbow. They
are profi cient with light and medium armor, and
shields. An arcane mechanik is susceptible to arcane
spell failure while casting in armor if the spell has a
somatic component.
myriad of groundbreaking implements for the Crown.
Arcane
Mechanik
 


jaults said:
Care to share about the Warcaster PrC?

The first 6 level PrC i have ever seen ( why not )

Steamjacks are not really effective without a Warcaster guiding /controlling them.

Requirements: +4 BAB concetrate10 jack Handling 5 spellcraft 7 Feats: Combat Casting, iron will, Leadership , Skill Focus ( Concentration ) - 3rd level spells ( arcane OR divine

Gain proficiency with two martial weapons & armor ( no shield )

+1 level spell/day

can augment jacks with spells & mekanical devices

This one was born o fthe mini game obviously. I see less common applications for typical RPGing
 

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