The Iron Kingdoms Character Guide "IKCG" discussion thread

That's right folks, all 400 hard covered pages of this lovely beast are in my hands right now. I only just picked this up today (FRP games pick-up order), so I obviously haven't had time to read the whole thing yet ( I'm flipping through now ), but I'd be glad to answer any content questions in advance of further discussion.

Oh yeah. The art & layout is GREAT, as you would expect from PP.

One thing worth noting immediately is a pervading feeling of impending war permeating the book's "flavor" text. I'm guessing this was a done to support and integrate themes from the WARMACHINE mini's game, but it lends an interesting tension to the setting.

I'll check back soon for any questions.
 
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In general I'm unfamiliar with the Iron Kingdoms setting. I'd apperciate any kind of information you can give me, races new core classes, a general over view the works. I'm a greedy man and this is on my list right above Dragonmech.
 

MDSnowman said:
In general I'm unfamiliar with the Iron Kingdoms setting. I'd apperciate any kind of information you can give me, races new core classes, a general over view the works. I'm a greedy man and this is on my list right above Dragonmech.

Fair enough. For those relatively unfamiliar ...

The Iron Kindgoms is a Fantasy setting, with some low tech powder weapons and magic assisted steam technology called "mechanika". They try and stay away from the Steampunk moniker, instead using the phrase "Full Metal Fantasy" to describe the genre. Think about it this way: It's not magic users OR technology users, but magic wielders that embrace and enhance tech & vice/versa.

More setting intro stuff here if you are interested in that:
http://www.privateerpress.com/IRONKINGDOMS/intro.php

I'll post a list of new classes etc. in the next post
 
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IKCG Table of Contents

Chapter One: Western Immoren
A Geographical Overview • Sidereal Scripture: A Treatise of the Heavens • Races of Western Immoren • State of Affairs

Chapter Two: Characters & Classes
How Iron Kingdoms Classes Differ • New Classes • Arcane Mechanik • Bodger • Fell Caller • Gun Mage • Prestige Classes • Battle Chaplain • Blackclad • Mage Hunter • Pistoleer • Rifleman • Second-Story Man • Warcaster • Skills & Feats

Chapter Three: Weapons & Gear
Implements of Enterprise • Weapons • Armor • Gear

Chapter Four: Cosmology & Religion
Cosmology • History of the Gods of Men • Morrow • Thamar • Menoth • The Devourer Wurm • Cyriss • History of the Great Fathers • The Great Fathers • History of the Divine Court • Scyrah • Nyssor • History of Dhunia • Dhunia

Chapter Five: Magic & Mechanika
Magic Among the People of Western Immoren • The Source of Magic • Paths of Divine Magic • New Cleric Domains • The 'Gift' of Arcane Magic • Arcane Orders of the Iron Kingdoms • Magic Items in the Iron Kingdoms • Alchemy • The Advent of Science • Mechanika • Fabricants • Steamjacks • Iron Kingdoms Spells

Appendices
 

Races:

Humans ( MANY different ethnicities with optional rules for ability adjustments )
Dwarf
Goblin ( Gobber & Bogrin )
Elf (Iosan & Nyss )
Ogrun ( basically a half ogre - +1 LA { Large, +4 Str, -2Int, -2 Wis, +2 AC bonus, 40ft base move)
Trollkin ( many types of Trolls in IK )

NOT in IK: Halflings, Gnomes, Orcs and other common monstrous humanoids)
 


Fell Caller:

Trollkin only core class
CHA prime attribute
any non-lawful
d8
Looks like a cleric BAB
good fort saves
Bonus feat every 4 levels ( from fighter list basically )
Fell calls/day progression = +2/level
simple & martial weapons
light/med armor
4+ int mod skill pts/lvl

Fell calls have spell like effects that increase in power ( greater perform ranks needed ) fear /confusion/ offensive blasts /signaling type effects
 
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