I have a love for the iron kingdoms campaign setting put together by Privateer press though I don't care much for the different rpg system they switched to. Because of this I have done a little work porting the old d20 version to pathfinder for some fun. In this case I am looking for interest in either running the Witchfire Trilogy(think half of an adventure path) if the group needs an introduction to the setting, or a more custom and open world adventure if the group is familiar.
Either way, it will be a semi high powered game, high stat potential and reasonably high magic item availability(though some of this will be the setting specific mechanica) and some spells and items may be inappropriate to the setting and hence be rare/nonexistent. This is just the start of the setting/house rules as I don't want to blot out the sky during an interest check.
Anyone familiar with the setting may let me know if they wish to pursue one of the exceptional concepts presented in the tabletop mini's game. If you are interested in some steampunk action but are unfamiliar with the setting let me know and I will either explain some more for you or point you in the direction of some good reference material.
Sorry if this was a bit long winded, just wanted to get the concepts across.
I have pdf's I can share for the books that matter. Some of the adjusted classes and gimmicks had to be homebrew adjusted and fiddled with. Like the ranger for example, instead of just making them no magic(odd and tough thing to do when the thing old version gave them to replace it was favored terrain which vanilla ranger now has) when you choose ranger you can now choose between ranger(affiliated with circle druids unless some other organization makes more sense) that has the magic, or scout allied with some form of military(choosing from one of the ranger archtypes that forgoes spellcasting).
Damn I'm long winded tonight. Anyways I look forward to some interesting discussions and potentially good gaming with you. If you have any questions feel free to ask and I will do my best to get back to you expediently.
Now this I can sink my teeth into, since I have more time to play in Pbps. I do have a couple of questions:
A) Did the gun mage get converted into the Pathfinder wizard spellslinger archetype?
B)How are you doing steamjacks and the mages who control them (I can't remember the name)
C)Lastly, how are the firearms translated over?
|Lord Foul II|
Given the nature of the game, have you considered gestalt?
I've only played one game of iron kingdoms but it was glorious
I played a storm knight/Warmage I think it was called and I called myself other trifalgerson (when I unlocked a third class I went with some sort of enchanting class I can't remember the name of)
I loved that game, we had an ogrin who used a customized battle cannon for a weapon, and we had my guy who eventually invented a wearable Steamjack and kicked all kinds of ass
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First of all, YAY for interest!!
Now lets get to the questions and comments.
Black Dow: I'd love to have your fell caller along as it is a very flavorful class and trollkin are lots of fun too.
Yokaiboy: Gobbers are a bit of an interesting dilemma I hadn't had to address previously. I believe stat wise they would use the goblin as a basis, while flavor and archetypes will trend a bit more towards gnome with a bit of halfling mixed in for good measure.
Stormcrow: I decided the wizard archetype didn't suit the flavor of the gunmage so well. Instead I did it up as a magus archetype which better matches the 6th level casting and the more martial aspects of the class. I might be amenable to letting you use the wizard version if your looking to make more of a spell slinging artillery type, though it may need some adjustment.
The steamjack rules port over fairly well without much messing about, basically big constructs/golems which are a bit smarter but are fuel reliant. As to the warcasters(and warlocks if anyone is interested in them) they will still be prestige classes, though the prerequisites are a bit different than initially published(same for most of the other prestige classes)
Firearms are one of the biggish reworks from a pathfinder point of view. Instead of them being fairly rare and mostly unknown/unexpected weaponry, they are fairly prolific. This plus the differences in powders(IK uses a binary blasting powder instead of black powder as we know it) makes the rules a bit odd. I tend to favor the IK version of firearms though reloading is adjusted a bit. This also means they target regular AC instead of touch in most circumstances.
I hope this answers your questions and gives you all hope for the future. Any other or new questions feel free to ask
@ lord foul: I wasn't really considering gestalt for this one as thats a power level somewhat above both the setting and my comfort level to GM at this time. There are however more than a few options for building characters with both spellcasting and martial prowess without gestalt.
the storm knights are a military organization that I would likely have you roleplay into if thats the direction your wanting to go with a character. Basically it would allow you access to the specialized armor and weaponry that makes them so unique.
I've got a couple of character ideas I'd like to consider, both from our 2nd campaign we were running (25 years after the original timeline) that died out for a number of reasons.
One is a Nyss sorceress who is trying to create Nyss Arcanika. She had some strange things she'd made to help her deal with the heat, including a rather cool (haha) cloak that was a kind of portable air conditioner and oversized battlefan. She had a fair intelligence and high charisma and dex, and carried a nyss claymore because, well, she's a nyss.
The other was a Cygnaran wizard who had been involved in research into advanced stormchamber designs. He unfortunately ran into an accident while perfecting his creation and his soul was trapped in the mechanical mite he was using as a testbed for the prototype. He didn't remember much but became self-aware from within the mechanical body and found that his magic had changed from wizardry to sorcerery (impossible bloodline because it just fits so nicely with the concept). He pretends to be a simple construct, most of the time, and uses a special use of ghost sound to talk by creating his words with it (if you have ever watched Babylon 5 and heard Ambassador Kosh speak he sounds a lot like that in my mind).
|Whiskey and a Bonesaw|
|The yellow boxes|
Unfortunately there is not a players guide, but I could do a general breakdown if needed. The uber basic is just to be either politically neutral, or in the favor of cygnar or at least not a huge openly sought criminal in their lands.
Honestly I have run the trilogy a few times over the years and if it'll work out I'm leaning towards a more open campaign so that your not stuck on the rails that is that sort of campaign. The big ideas in this direction are as follows:
1. problem solvers on retainer to a rich patron. Allows some direction and lets me basically give you "missions".
2. Independent company of _______. Could be thrill seekers, archaeologists, criminals, or other less orderly conglomeration. This would be the most free form of the options letting you take on any objectives or challenges you feel you can handle.
3. Mercenary company, whether in charge or as newish squad of recruits placed together. This would allow us to start with missions assigned with leeway as to how you complete them, and then progress to the point where you choose your own direction and activities.
Consider me interested too. The Iron Kingdoms are an interesting place to visit and I've been looking for an excuse to burst out the myrmidarch magus archetype for a whirl.
When in the IK timeline are you thinking of placing this? I haven't kept up with the lore since the edition swap (sadly) but it seemed as things were heating up significantly and that may affect the flavor a bit : )
Of the three options I think I prefer 1 or 3, simply because aligning the life goal of a pbp group can be such a hassle - at least when people hardly know eachother and characters. But I wouldn't mind transitioning into a more free-form game after a while when the general group motivations are ironed out.
It's not as bad as you might think. The changes are relatively minor and mostly related to specific classes. Skill requirements for fears and such are east to account for. Somewhere I have a conversion off at home that details it all nicely.
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