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True 20 for Iron Kingdoms
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<blockquote data-quote="Skywalker" data-source="post: 2421965" data-attributes="member: 1538"><p><strong>CHAPTER ONE: RACES</strong></p><p><strong></strong></p><p><strong><em>GENERAL</em></strong></p><p></p><p>Each PC chooses a Race from the IKCG. The Races provide additional benefits to the PC at 1st level above what is granted in True 20.</p><p></p><p>All Ability Adjustments set out in the IKCG are halved.</p><p></p><p>The following Skills are converted to the appropriate True 20 Skill:</p><p></p><p> - Spot > Notice</p><p> - Hide or Move Silently > Stealth</p><p> - Spellcraft > Knowledge (Supernatural)</p><p> - Balance > Acrobatics</p><p> - Profession (Sailor) > Survival</p><p> - Use Rope > Sleight of Hand</p><p></p><p>Any Automatic Class Skills are converted to a known Skill that the PC gains for free.</p><p></p><p><strong><em>HUMAN CULTURES</em></strong></p><p></p><p>All Human PCs may select a free Feat chosen from his cultures Popular Starting Feat list. </p><p></p><p>The following Feats are to the appropriate True 20 Feat:</p><p></p><p> - Alertness > Skill Focus (Notice)</p><p> - Combat Casting > Wild Talent</p><p> - Combat Expertise > Defensive Attack</p><p> - Combat Reflexes > Improved Initiative</p><p> - Improved Unarmed Strike > Improved Strike</p><p> - Persuasive > Skill Talent (Bluff and Diplomacy)</p><p> - Power Attack > Aggressive Attack</p><p> - Weapon Finesse > Accurate Attack</p><p></p><p>Jingoistic and Socially Isolated Flaws are removed. Instead, one or other of these Flaws are common amongst all Humans. The GM is free to impose the penalties of these Flaws when Humans are dealing with other cultures or races.</p><p></p><p><strong>Kossites</strong> get a +1 to Dexterity.</p><p></p><p><strong>Midlunders’</strong> +1 bonus to Fortitude is removed and the Great Fortitude Feat is added to their Popular Starting Feat list.</p><p></p><p><strong>Tordorans’</strong> +1 bonus to Will is removed and the Iron Will Feat is added to their Popular Starting Feat list.</p><p></p><p><strong>Caspians</strong> do not get a +2 to Charisma.</p><p></p><p><strong>Schardes</strong> do not get a +2 racial bonus to Swim.</p><p></p><p><strong><em>OTHER RACES</em></strong></p><p></p><p>Unlike Humans, each Non-Human race must begin 1st level in the following Roles (determined from Favoured Class):</p><p></p><p> - Iosan > Adept </p><p> - Bogrun, Gobbers Expert > Expert </p><p> - Dwarves, Nyss, Ogrun, Trollkin > Warrior </p><p></p><p><strong>Dwarves: </strong> +2 racial bonus to Appraise is removed. When a Dwarf breaks his oath he suffers -1 to Ability scores for each day it remains unbroken (max -5). If the breach is repaired, the Dwarf recovers -1 each day until fully restored. </p><p></p><p><strong>Bogruns and Gobbers: </strong> +2 racial bonus to Move Silently is removed. NB: camouflage now adds to Stealth. Low Light Vision is replaced with the Night Vision Feat. Bogruns resistance to temperature is replaced with a +2 racial bonus to Fortitude Saves against temperature based effects.</p><p></p><p><strong>Iosan: </strong>All racial benefits that effect Scrying are replaced with:</p><p></p><p> - +2 racial bonus to Sense Motive and Second Sight to detect the Scrying Power.</p><p> - +2 racial bonus to the difficulty to use Scrying Power on an Iosan.</p><p> - Supernatural Talent (Scrying Power).</p><p></p><p>Low Light Vision is replaces with the Night Vision Feat. Iosan may treat long swords, long bows, short swords and short bows as simple weapons.</p><p></p><p><strong>Nyss: </strong>May treat the Nyss Claymore as a martial weapon. Nyss bonuses and penalties to spell based temperature effects apply to all corresponding temperature effects.</p><p></p><p><strong>Ogruns: </strong> +2 bonus to AC and bonus HP are removed. NB: large size now grants a +2 to Toughness. +1 Level Adjustment is removed. When an Ogrun is disloyal to his sworn master, he suffers -1 to Ability scores for each day he remains disloyal (max -5). If the breach is repaired, the Ogrun recovers -1 each day until fully restored. Ogruns may not take Arcane Magic.</p><p></p><p><strong>Trollkins: </strong>DR against nonlethal damage is removed and replaced with a +2 racial bonus to Toughness to non-lethal damage. Trollkins’ recovery checks are reduced in time in the manner described in the IKCG. +1 Level Adjustment is removed. Trollkins may not take Arcane Magic unless they are of the Sorcerer sub-race. Trollkin Sorcerers have +1 to Con (not +4).</p></blockquote><p></p>
[QUOTE="Skywalker, post: 2421965, member: 1538"] [b]CHAPTER ONE: RACES [i]GENERAL[/i][/b] Each PC chooses a Race from the IKCG. The Races provide additional benefits to the PC at 1st level above what is granted in True 20. All Ability Adjustments set out in the IKCG are halved. The following Skills are converted to the appropriate True 20 Skill: - Spot > Notice - Hide or Move Silently > Stealth - Spellcraft > Knowledge (Supernatural) - Balance > Acrobatics - Profession (Sailor) > Survival - Use Rope > Sleight of Hand Any Automatic Class Skills are converted to a known Skill that the PC gains for free. [b][i]HUMAN CULTURES[/i][/b][i][/i] All Human PCs may select a free Feat chosen from his cultures Popular Starting Feat list. The following Feats are to the appropriate True 20 Feat: - Alertness > Skill Focus (Notice) - Combat Casting > Wild Talent - Combat Expertise > Defensive Attack - Combat Reflexes > Improved Initiative - Improved Unarmed Strike > Improved Strike - Persuasive > Skill Talent (Bluff and Diplomacy) - Power Attack > Aggressive Attack - Weapon Finesse > Accurate Attack Jingoistic and Socially Isolated Flaws are removed. Instead, one or other of these Flaws are common amongst all Humans. The GM is free to impose the penalties of these Flaws when Humans are dealing with other cultures or races. [b]Kossites[/b] get a +1 to Dexterity. [b]Midlunders’[/b] +1 bonus to Fortitude is removed and the Great Fortitude Feat is added to their Popular Starting Feat list. [b]Tordorans’[/b] +1 bonus to Will is removed and the Iron Will Feat is added to their Popular Starting Feat list. [b]Caspians[/b] do not get a +2 to Charisma. [b]Schardes[/b] do not get a +2 racial bonus to Swim. [b][i]OTHER RACES[/i][/b][i][/i] Unlike Humans, each Non-Human race must begin 1st level in the following Roles (determined from Favoured Class): - Iosan > Adept - Bogrun, Gobbers Expert > Expert - Dwarves, Nyss, Ogrun, Trollkin > Warrior [b]Dwarves: [/b] +2 racial bonus to Appraise is removed. When a Dwarf breaks his oath he suffers -1 to Ability scores for each day it remains unbroken (max -5). If the breach is repaired, the Dwarf recovers -1 each day until fully restored. [b]Bogruns and Gobbers: [/b] +2 racial bonus to Move Silently is removed. NB: camouflage now adds to Stealth. Low Light Vision is replaced with the Night Vision Feat. Bogruns resistance to temperature is replaced with a +2 racial bonus to Fortitude Saves against temperature based effects. [b]Iosan: [/b]All racial benefits that effect Scrying are replaced with: - +2 racial bonus to Sense Motive and Second Sight to detect the Scrying Power. - +2 racial bonus to the difficulty to use Scrying Power on an Iosan. - Supernatural Talent (Scrying Power). Low Light Vision is replaces with the Night Vision Feat. Iosan may treat long swords, long bows, short swords and short bows as simple weapons. [b]Nyss: [/b]May treat the Nyss Claymore as a martial weapon. Nyss bonuses and penalties to spell based temperature effects apply to all corresponding temperature effects. [b]Ogruns: [/b] +2 bonus to AC and bonus HP are removed. NB: large size now grants a +2 to Toughness. +1 Level Adjustment is removed. When an Ogrun is disloyal to his sworn master, he suffers -1 to Ability scores for each day he remains disloyal (max -5). If the breach is repaired, the Ogrun recovers -1 each day until fully restored. Ogruns may not take Arcane Magic. [b]Trollkins: [/b]DR against nonlethal damage is removed and replaced with a +2 racial bonus to Toughness to non-lethal damage. Trollkins’ recovery checks are reduced in time in the manner described in the IKCG. +1 Level Adjustment is removed. Trollkins may not take Arcane Magic unless they are of the Sorcerer sub-race. Trollkin Sorcerers have +1 to Con (not +4). [/QUOTE]
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