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True 20 for Iron Kingdoms
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<blockquote data-quote="Skywalker" data-source="post: 2421982" data-attributes="member: 1538"><p><strong>CHAPTER FOUR: FEATS</strong></p><p> </p><p>The following Feats are added to those available in addition to those in True 20. The Feats grant the benefit listed in the IKCG as modified below:</p><p></p><p><strong><em>GENERAL FEATS</em></strong></p><p></p><p>- <strong> Advanced Synthesis</strong> (General): Prerequisites: Society Membership (Order of the Golden Crucible). PC may increase Craft DC of Alchemic Items by 5 and reduce the time to create them by half.</p><p>- <strong>Adventurer’s Zeal</strong> (General): It works in the manner set out in the Adventuring Scholar Prestige Class.</p><p>- <strong>Calloused Hands</strong> (General): Prerequisites: Craft, Mechanika or Technology 6 ranks.</p><p>- <strong>Combat Loading</strong> (General): Prerequisites: None. Works like the Improved Combat Loading Feat except it removes the need for a Warcraft Skill roll when reloading.</p><p>- <strong>Earth’s Skin</strong> (General): Prerequisites: Cleric of Dhunia and Earthshaping 6 ranks. This Feat doubles the PCs Toughness bonus against acid, cold, electricity, fire and sonic damage. </p><p>- <strong>Elemental Mastery</strong> (General): Prerequisites: Cleric of Dhunia and Shaping Power 11 ranks. It works in the manner set out in the Blackclad Prestige Class. However, it can be taken for any one element in with the PC has the Shaping Power at 11+ ranks. The Feat allows the PC to use the Shaping Power to communicate with that element and travel through that element up to a distance determined in a manner set out in the Sense Mind Power. </p><p>- <strong>Faithful Resolve</strong> (General): Prerequisites: Society Membership (Illuminated One).</p><p>- <strong>Fell Calling</strong> (General): Prerequisites: Trollkin. It works in the manner set out in the Fell Caller Class. The prerequisite is the PC must be a Trollkin. The Feat grants access to 2 Fell Calls per day and can be taken a number of times. The existing prerequisites still apply the damaging effects for Stunning Blast, Sonic Blast and Doom’s Quaking Call are now Perform (Fell Calling) ranks/2. Sonic Blast causes deafness in addition to damage. This imposes a -4 to initiative and to Power usage. Confusion’s Call lasts for 1 minute and is negated by a Will Save. If effected the result is 1 – wanders away for 1 minute, 2-6 does nothing for 1 round, 7-9 attack nearest creature for 1 round, 10 act normally for 1 round.</p><p>- <strong>Firearms Training</strong> (General): Prerequisites: None. Same benefit as the Exotic Weapon Proficiency (Small Arms) Feat.</p><p>- <strong>For the Motherland</strong> (General): Prerequisites: Society Membership (Greylords Covenant).</p><p>- <strong>Group Subdual</strong> (General): Prerequisites: None.</p><p>- <strong>Inquisitor</strong> (General): Prerequisites: Society Membership (Illuminated One). +2 bonus to Knowledge (Supernatural) and Second Sight to detect Power use.</p><p>- <strong>Mechanical Secrets</strong> (General): Prerequisites: Society Membership (Steam and Iron Workers’ Union). PC may reduce Wealth DC on Mechanika Skill rolls by 5.</p><p>- <strong>Mindfire </strong>(General): Prerequisites: Cleric of Dhunia and Fireshaping 6 ranks. </p><p>- <strong>Power Resistance</strong> (General): It grants against a +1 bonus to all Saves to resist Powers.</p><p>- <strong>Rite of Assessment</strong> (General): Prerequisites: Cleric of Great Fathers.</p><p>- <strong>Salvage Ammunition</strong> (General). Prerequisites: Warcraft 10 ranks.</p><p>- <strong>Society Membership</strong> (General): Choose one society or organisation. This Feat grants the benefits of the Connections, Contacts and Wealthy Feats when dealing with that society.</p><p>- <strong>Spring of Understanding</strong> (General). Prerequisites: Cleric of Dhunia and Watershaping 6 ranks. </p><p>- <strong>Steamo</strong> (General). Prerequisites: Mechanika or Technology 4 ranks. +4 Fortitude and Toughness against heat damage.</p><p>- <strong>Strength of the Earth </strong>(General): Prerequisites: Cleric of Dhunia and Earthshaping 6 ranks.</p><p>- <strong>Stronghammer Smith</strong> (General): Prerequisites: Ogrun.</p><p>- <strong>Summon Elemental</strong> (General): Prerequisites: Cleric of Dhunia and Shaping Power 9 ranks. Works as described in Blue Rose.</p><p>- <strong>Summon Infernals</strong> (General): Prerequisites: Corruption 1+ and a Shaping Power 9 ranks. Works as Summon Darkfiends does as described in Blue Rose.</p><p>- <strong>Tall Tales</strong> (General).</p><p>- <strong>Thunderous Exaltation</strong> (General): Prerequisites: Cleric of Great Fathers.</p><p>- <strong>Unbreakable Concentration</strong> (General): Prerequisites: Greylord and Concentration 8 ranks.</p><p>- <strong>Undine Summons</strong> (General): Prerequisites: Cleric of Dhunia and Watershaping 6 ranks. </p><p>- <strong>University Education</strong> (General): Prerequisites: Wealthy or Int +2.</p><p>- <strong>Vigilance and Voice of Law</strong> (General): Prerequisites: Cleric of Great Fathers.</p><p>- <strong>Wind Shroud</strong> (General): Prerequisites: Cleric of Dhunia and Windshaping 6 ranks.</p><p>- <strong>Witchhound</strong> (General): Sense Arcane Magic users with a Wis DC (15-Corruption).</p><p></p><p><strong><em>ADEPT FEATS</em></strong></p><p></p><p>- <strong>Gun Mage</strong> (Adept): It works in the manner set out in the Gun Mage Class. It allows the PC to use Elemental Strike Power through a pistol so that any feats benefiting gun use apply. The pistol takes damage equal to the Power ranks on each shot.</p><p></p><p><strong><em>EXPERT FEATS</em></strong></p><p></p><p>- <strong>Bodging</strong> (Expert): It works in the manner set out in the Bodger Class. The Feat allows the Bodger to make bodged repairs at halve the time, Wealth DC and Craft DC as normal repairs. However, the item must be maintained for hour a day or fall back into disrepair. If the Bodger has access to junkyards, the Bodger may replace the Wealth check with a Search check. For normal construction and repairs, a Bodger may use the feat to reduce the Wealth DC by 5 with a successful Search Skill check at DC 15. </p><p>- <strong>Fabricate Identity</strong> (Expert): It works in the manner set out in the Spy Prestige Class.</p><p>- <strong>Jack Wrenching</strong> (Expert): It works in the manner set out in the Bodger Class. As an attack action, a PC may make any mechanical device work for 1d6 rounds. This can be used on any one device 1d3 times. If the PC has Taunt Feat, Jack Wrenching can be used at a range of up to 30ft.</p><p>- <strong>Rugged Mechanika</strong> (Expert): Prerequisites: Mechanika 14 ranks. All Mechanika made by the PC have +5 Toughness.</p><p></p><p><strong><em>WARRIOR FEATS</em></strong></p><p></p><p>- <strong>Armour Proficiency (Warcaster Armour)</strong> (Warrior)</p><p>- <strong>Bayonet Charge</strong> (Warrior): Prerequisites: None.</p><p>- <strong>Gunslinging</strong> (Warrior): Prerequisites: Dex +1.</p><p>- <strong>Improved Combat Loading</strong> (Warrior): Prerequisites: Combat Loading. Reduce the time to load any gun by 1 standard action. If the gun can be reloaded with 1 standard action, reduce the time to a move action.</p><p>- <strong>Sharp Shooter</strong> (Warrior). The PC may add Dex as a damage bonus to any ranged weapon after taking an Aim action.</p><p></p><p><strong><em>CHANGED FEATS</em></strong></p><p></p><p>The following feats are changed:</p><p></p><p><strong>Familiar</strong> (Adept): This Feat may now be taken to bond with a Mechanical Familiar,as set out in the Arcane Mechanic Class, or a Magelock Pistol, as set out in the Gun Mage Class, with the following changes:</p><p></p><p> - Spell Link is now gained at level 3-4.</p><p> - Ranged Touch and Touch is removed.</p><p> - Gun Scrye is performed as if it were the Scrying Power at (Adept level +3) ranks.</p><p> - The Pistol’s bonus to HP is now a bonus for the PC’s Will Save to resist the ill effects of the Wild Talent (Elemental Strike).</p><p></p><p><strong>Improvised Tools</strong> (Expert): This Feat now also allows the PC to remove the penalty from using Improvised Weapons.</p></blockquote><p></p>
[QUOTE="Skywalker, post: 2421982, member: 1538"] [b]CHAPTER FOUR: FEATS[/b] The following Feats are added to those available in addition to those in True 20. The Feats grant the benefit listed in the IKCG as modified below: [b][i]GENERAL FEATS[/i][/b][i][/i] - [b] Advanced Synthesis[/b] (General): Prerequisites: Society Membership (Order of the Golden Crucible). PC may increase Craft DC of Alchemic Items by 5 and reduce the time to create them by half. - [b]Adventurer’s Zeal[/b] (General): It works in the manner set out in the Adventuring Scholar Prestige Class. - [b]Calloused Hands[/b] (General): Prerequisites: Craft, Mechanika or Technology 6 ranks. - [b]Combat Loading[/b] (General): Prerequisites: None. Works like the Improved Combat Loading Feat except it removes the need for a Warcraft Skill roll when reloading. - [b]Earth’s Skin[/b] (General): Prerequisites: Cleric of Dhunia and Earthshaping 6 ranks. This Feat doubles the PCs Toughness bonus against acid, cold, electricity, fire and sonic damage. - [b]Elemental Mastery[/b] (General): Prerequisites: Cleric of Dhunia and Shaping Power 11 ranks. It works in the manner set out in the Blackclad Prestige Class. However, it can be taken for any one element in with the PC has the Shaping Power at 11+ ranks. The Feat allows the PC to use the Shaping Power to communicate with that element and travel through that element up to a distance determined in a manner set out in the Sense Mind Power. - [b]Faithful Resolve[/b] (General): Prerequisites: Society Membership (Illuminated One). - [b]Fell Calling[/b] (General): Prerequisites: Trollkin. It works in the manner set out in the Fell Caller Class. The prerequisite is the PC must be a Trollkin. The Feat grants access to 2 Fell Calls per day and can be taken a number of times. The existing prerequisites still apply the damaging effects for Stunning Blast, Sonic Blast and Doom’s Quaking Call are now Perform (Fell Calling) ranks/2. Sonic Blast causes deafness in addition to damage. This imposes a -4 to initiative and to Power usage. Confusion’s Call lasts for 1 minute and is negated by a Will Save. If effected the result is 1 – wanders away for 1 minute, 2-6 does nothing for 1 round, 7-9 attack nearest creature for 1 round, 10 act normally for 1 round. - [b]Firearms Training[/b] (General): Prerequisites: None. Same benefit as the Exotic Weapon Proficiency (Small Arms) Feat. - [b]For the Motherland[/b] (General): Prerequisites: Society Membership (Greylords Covenant). - [b]Group Subdual[/b] (General): Prerequisites: None. - [b]Inquisitor[/b] (General): Prerequisites: Society Membership (Illuminated One). +2 bonus to Knowledge (Supernatural) and Second Sight to detect Power use. - [b]Mechanical Secrets[/b] (General): Prerequisites: Society Membership (Steam and Iron Workers’ Union). PC may reduce Wealth DC on Mechanika Skill rolls by 5. - [b]Mindfire [/b](General): Prerequisites: Cleric of Dhunia and Fireshaping 6 ranks. - [b]Power Resistance[/b] (General): It grants against a +1 bonus to all Saves to resist Powers. - [b]Rite of Assessment[/b] (General): Prerequisites: Cleric of Great Fathers. - [b]Salvage Ammunition[/b] (General). Prerequisites: Warcraft 10 ranks. - [b]Society Membership[/b] (General): Choose one society or organisation. This Feat grants the benefits of the Connections, Contacts and Wealthy Feats when dealing with that society. - [b]Spring of Understanding[/b] (General). Prerequisites: Cleric of Dhunia and Watershaping 6 ranks. - [b]Steamo[/b] (General). Prerequisites: Mechanika or Technology 4 ranks. +4 Fortitude and Toughness against heat damage. - [b]Strength of the Earth [/b](General): Prerequisites: Cleric of Dhunia and Earthshaping 6 ranks. - [b]Stronghammer Smith[/b] (General): Prerequisites: Ogrun. - [b]Summon Elemental[/b] (General): Prerequisites: Cleric of Dhunia and Shaping Power 9 ranks. Works as described in Blue Rose. - [b]Summon Infernals[/b] (General): Prerequisites: Corruption 1+ and a Shaping Power 9 ranks. Works as Summon Darkfiends does as described in Blue Rose. - [b]Tall Tales[/b] (General). - [b]Thunderous Exaltation[/b] (General): Prerequisites: Cleric of Great Fathers. - [b]Unbreakable Concentration[/b] (General): Prerequisites: Greylord and Concentration 8 ranks. - [b]Undine Summons[/b] (General): Prerequisites: Cleric of Dhunia and Watershaping 6 ranks. - [b]University Education[/b] (General): Prerequisites: Wealthy or Int +2. - [b]Vigilance and Voice of Law[/b] (General): Prerequisites: Cleric of Great Fathers. - [b]Wind Shroud[/b] (General): Prerequisites: Cleric of Dhunia and Windshaping 6 ranks. - [b]Witchhound[/b] (General): Sense Arcane Magic users with a Wis DC (15-Corruption). [b][i]ADEPT FEATS[/i][/b][i][/i] - [b]Gun Mage[/b] (Adept): It works in the manner set out in the Gun Mage Class. It allows the PC to use Elemental Strike Power through a pistol so that any feats benefiting gun use apply. The pistol takes damage equal to the Power ranks on each shot. [b][i]EXPERT FEATS[/i][/b][i][/i] - [b]Bodging[/b] (Expert): It works in the manner set out in the Bodger Class. The Feat allows the Bodger to make bodged repairs at halve the time, Wealth DC and Craft DC as normal repairs. However, the item must be maintained for hour a day or fall back into disrepair. If the Bodger has access to junkyards, the Bodger may replace the Wealth check with a Search check. For normal construction and repairs, a Bodger may use the feat to reduce the Wealth DC by 5 with a successful Search Skill check at DC 15. - [b]Fabricate Identity[/b] (Expert): It works in the manner set out in the Spy Prestige Class. - [b]Jack Wrenching[/b] (Expert): It works in the manner set out in the Bodger Class. As an attack action, a PC may make any mechanical device work for 1d6 rounds. This can be used on any one device 1d3 times. If the PC has Taunt Feat, Jack Wrenching can be used at a range of up to 30ft. - [b]Rugged Mechanika[/b] (Expert): Prerequisites: Mechanika 14 ranks. All Mechanika made by the PC have +5 Toughness. [b][i]WARRIOR FEATS[/i][/b][i][/i] - [b]Armour Proficiency (Warcaster Armour)[/b] (Warrior) - [b]Bayonet Charge[/b] (Warrior): Prerequisites: None. - [b]Gunslinging[/b] (Warrior): Prerequisites: Dex +1. - [b]Improved Combat Loading[/b] (Warrior): Prerequisites: Combat Loading. Reduce the time to load any gun by 1 standard action. If the gun can be reloaded with 1 standard action, reduce the time to a move action. - [b]Sharp Shooter[/b] (Warrior). The PC may add Dex as a damage bonus to any ranged weapon after taking an Aim action. [b][i]CHANGED FEATS[/i][/b][i][/i] The following feats are changed: [b]Familiar[/b] (Adept): This Feat may now be taken to bond with a Mechanical Familiar,as set out in the Arcane Mechanic Class, or a Magelock Pistol, as set out in the Gun Mage Class, with the following changes: - Spell Link is now gained at level 3-4. - Ranged Touch and Touch is removed. - Gun Scrye is performed as if it were the Scrying Power at (Adept level +3) ranks. - The Pistol’s bonus to HP is now a bonus for the PC’s Will Save to resist the ill effects of the Wild Talent (Elemental Strike). [b]Improvised Tools[/b] (Expert): This Feat now also allows the PC to remove the penalty from using Improvised Weapons. [/QUOTE]
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