Fatespinner's Pathfindered Iron Kingdoms


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Dark Archive RPG Superstar 2013 Top 32

This will be the OOC/discussion thread for my Pathfinderized IK game to be starting in the next two weeks or so.

This will also contain my conversion notes for the benefit of my players and anyone else who wants to peruse them. As the primary purpose of this thread is for myself and my players, please refrain from extensive commentary/criticism on my conversions in this thread. I would be happy to address your concerns and questions elsewhere.

As I write this post, I am at school. I will be wrapping up my first major conversion and posting it here sometime tonight: The Gun Mage.

I would like to note that my conversions have really only just begun and I plan on converting things on an "as needed" basis. The core classes have already been covered (though there are a few IK modifications, especially for the Ranger if anyone decides to play one) but if anyone decides they want to shoot for a particular IK prestige class, I will take a look at it and make the conversion then.

Also, as I come across things that do not fit with the altered setting as written, I will modify them accordingly. I will already say that, due to the way healing in IK works, I am going to be modifying the cleric's channel energy ability. I will probably be reverting it to the old turn/rebuke undead (though using the Pathfinder rules for it). Fair warning. Healing is not easy to come by in IK.

Paizo Employee Developer

Thanks for having me. What is everyone else thinking of playing?

Also, what character creation guidelines should we follow?

Dark Archive RPG Superstar 2013 Top 32

Mike Kimmel wrote:
Also, what character creation guidelines should we follow?

Ah, good question. :)

Characters will be starting at level 2.
Stats will be generated with the point buy method given in the PFRPG core rules using 20 points.
I will need to look through my IK book tonight after I get home and post any racial modifications (if any). I plan on using the national bonuses, etc. from the IK core book for humans (otherwise you'd all be basically the same). I highly doubt that I'll allow ogren or trollkin but, again, I'll look at them in more detail tonight.

Basically, I wouldn't suggest putting anything down on paper yet. Developing a concept at this stage is fine, but the mechanics are going to be a little different. Stay tuned.

Paizo Employee Developer

Thanks! I'll probably stick with a human.

Sovereign Court

Female Human Level 4 Bard

I'm willing to test out the gun mage, if no one else is interested in the concept. If someone else wants to be one, I'll look at my options.

I haven't had a chance to look the character guide over in detail yet, so I haven't seen how magic etc. differs.

Dark Archive RPG Superstar 2013 Top 32

Jess Door wrote:

I'm willing to test out the gun mage, if no one else is interested in the concept. If someone else wants to be one, I'll look at my options.

I haven't had a chance to look the character guide over in detail yet, so I haven't seen how magic etc. differs.

Magic as a whole doesn't really differ at all. However, spells from the Necromancy school deal nonlethal damage to the caster unless they pass a Fortitude save (the DC of this save and the damage dealt scales up with spell level). Also, any spells that involve travel into or through other planes (plane shift, teleport, ethereal jaunt, etc.) have been removed. Everything else is pretty much the same for arcane spellcasters. Healing is substantially affected, however, and I'll be going over that stuff once I get my hands on my book tonight. I do know that raise dead is now a 9th level spell and resurrection and true resurrection have been eliminated completely.


F Exotic Elf TBA

*Doffs hat* Hello! And a heart felt thanks for allowing my poor self into these fine threads. *bows*

SO, until I hear about the availability of the Paizo Alchemist, might I inquire as to the Iron Kingdoms Combat Alchemist? The class is detailed in one of the No Quarters I do believe, not sure if it appeared in the 'older' original books, haven't actually played an IK game in such a loong time.

So, am happy to twirl a pistol along side Mz Door, or perhaps cut a rakish figure with the dueling sword? Not fussed either way. Though adding one of either of the Alchemists will probably help the parties survival, since Iron Kingdoms actively discourages "Cleric on a stick" sorts of shenanigans in its reality. ;)

Also interested on whether traits will be allowed? Starting with a larger helping of crowns is always a good thing.

Till the next correspondence, toodle-pip!

Dark Archive RPG Superstar 2013 Top 32

Jasper Di' Glaeys wrote:
SO, until I hear about the availability of the Paizo Alchemist, might I inquire as to the Iron Kingdoms Combat Alchemist? The class is detailed in one of the No Quarters I do believe, not sure if it appeared in the 'older' original books, haven't actually played an IK game in such a loong time.

Hm. I'm not actually familiar with the Combat Alchemist. If I do actually have that No Quarter, I can't remember it for the life of me. I'd prefer to stick to core as much as possible, though, just to minimize the complexity of something that is already a bit outside the norm. ;)

Jasper Di' Glaeys wrote:
Also interested on whether traits will be allowed? Starting with a larger helping of crowns is always a good thing.

I see no problem with allowing the standard 2 traits at character creation, but the traits must come from the general trait list on the web enhancement (no faction or national traits from other Pathfinder splatbooks/enhancements). It's worth noting, though, that you will be starting at level 2 instead of level 1, so you'll be given a commensurate amount of starting money.


Male Caffinated Aboleth Expert 7 (Obscure/useless knowledges)/Monk 2/Psychic Warrior 2

Are you still looking for people for this Fatespinner, and if so, is this going to be via TTOP or is it going to be PbP?

I love IK.

Dark Archive RPG Superstar 2013 Top 32

Yasha0006 wrote:

Are you still looking for people for this Fatespinner, and if so, is this going to be via TTOP or is it going to be PbP?

I love IK.

Weeeeellllll.... I was going to cap admission at 5 players, but I would make room for you due to the apparent death of my WoD PbP.

This will be another PbP, yes. However, I'm hoping that the level of action and development in this game will lend aid to its long-term survivability as opposed to the WoD game which was mostly investigation and mystery (though that first fight was AWESOME!).


Male Caffinated Aboleth Expert 7 (Obscure/useless knowledges)/Monk 2/Psychic Warrior 2

WOOT!

Consider me definitely there.

Goes back to read the thread carefully over again...

How quickly would you like character submissions Fatespinner?

I looked a bit and haven't really seen anything yet, but is the PbP Thread already up? I'm bookmarking them.

And....(as if this isn't enough questions already...)

I see that Sunset, Jess Door and Mike Kimmel are onboard, who else, out of curiosity?

Dark Archive RPG Superstar 2013 Top 32

Yasha0006 wrote:

How quickly would you like character submissions Fatespinner?

I looked a bit and haven't really seen anything yet, but is the PbP Thread already up? I'm bookmarking them.

And....(as if this isn't enough questions already...)

I see that Sunset, Jess Door and Mike Kimmel are onboard, who else, out of curiosity?

Well, the discussion actually started on this thread. I'd suggest you give that a look first.

And no, the actual game thread has not been started. I'm still making conversion notes and don't expect to start the game for at least another week. People won't even be able to MAKE characters until I complete the conversion notes. :)


Male Caffinated Aboleth Expert 7 (Obscure/useless knowledges)/Monk 2/Psychic Warrior 2

Okay cool. I'll go ahead and read that thread then.

Dark Archive RPG Superstar 2013 Top 32

Before I get around to converting a bunch of various races, is anyone actually interested in playing an ogrun, trollkin, gobber, dwarf, or Nyss? The dwarves I don't think are too much different in IK than they are normally, but the other ones will require at least a bit of conversion.

EDIT: Note that the list above (ogrun, trollkin, gobber, dwarf, and Nyss) is a full list of non-human races I'm considering. If you want to play something that isn't one of those, consider this an official "No." :)

I have no problem making these conversions if someone wants to play one. I don't want any more than one non-human in the group, though, as they really are quite rarely found in the company of humans in IK. If someone wants to play one, let me know. I'm inclined to go with "first come, first served" here. If no one wants to, then that's great too. Means less work for me!


Male Caffinated Aboleth Expert 7 (Obscure/useless knowledges)/Monk 2/Psychic Warrior 2

Hmm...a dwarf does sound intriguing...but I'll happily step aside if someone else really wants to play a non-human race.

So... Dwarf...Maybe.

Now I'm looking up IK dwarves...trying to remember how they are...


Male Caffinated Aboleth Expert 7 (Obscure/useless knowledges)/Monk 2/Psychic Warrior 2

Hmm...now that I have gone through and read the Bodger from start to finish again, I would definitely express interest in it Fatespinner.

My absolute preference would be Alchemist (if allowed, the new PF one)
but I know that Jasper has already expressed interest in that class as well.

The Bodger class comes in close behind the Alchemist for me. Skilled classes that aren't just plain rogues are kind of my favorite thing.

So then, depending on what Jasper wants to do, and if its even approved or not...thats about where I stand for now.

Dark Archive RPG Superstar 2013 Top 32

Yasha0006 wrote:
Hmm...now that I have gone through and read the Bodger from start to finish again, I would definitely express interest in it Fatespinner.

Okay, I will take a look at the Paizo Alchemist when I get home tonight and see if it is something I want to allow. Once I've done that, I'll get to work on converting the Bodger.


M half-orc Dungeon Master lvl 18

<Dotted>

I'm fine playing a human, especially since this is my intro to IK. I'm just downloading the book now and will try to get a concept up soon.


Male Caffinated Aboleth Expert 7 (Obscure/useless knowledges)/Monk 2/Psychic Warrior 2

Thanks for the reminder Ghettowedge.

Yeah, I think baseline Human for me, now that I've thought about it. For the rest, time for me to wait and hear what Fatey says.


M half-orc Dungeon Master lvl 18

I was thinking of playing a more melee oriented character.

My first choice would be a barbarian/rogue, a hot-tempered northman big and fast, and a terribly dirty fighter.

My second choice is a classic paladin of the Morrow, leading into Battle Chaplain.

I'm leading towards the first, but taking suggestions.


Male Caffinated Aboleth Expert 7 (Obscure/useless knowledges)/Monk 2/Psychic Warrior 2

Hey Ghettowedge, and anyone else wondering about healing magics, read starting on page 276-278 and the tables 5-1 and 5-2 with their following descriptions in the IK Character Guide. I don't know if Fatespinner is following these exactly or not. Either way though, those tables should give you all some idea of how healing magics work in IK.

Knowing Fate, he might be doing something even more evil!

For you, Ghettowedge, or anyone thinking of creating a melee-type character, make absolutely sure you have a ranged weapon of some kind.
Because of the way magical healing works (after a certain point), most people try to avoid getting injured as much as possible.

A tank character, while always helpful, might need to be healed so often that the healing magic can go awry. A heavily armored or skirmisher type might be a good idea. A barbarian can certainly fill those roles quite well.

Just make sure you remember that any character who is more the 'stand and fight' type will still try their hardest not to get all bloodied in every fight.

Of course, we're all likely to have to be healed enough that 'Pain of Healing/Healed' will happen often enough. That is one of the things I've always liked about IK, it makes Healing magics a 'last-resort'. Its far safer (if you can take the time) to just camp down and rest to heal instead of always turning to the cleric to heal you.

Oh! And don't forget, Raise Dead is a 9th level spell and none of the Resurrection chain of spells exist at all.

Sovereign Court

Female Human Level 4 Bard
Yasha0006 wrote:
Hey Ghettowedge, and anyone else wondering about healing magics, read starting on page 276-278 and the tables 5-1 and 5-2 with their following descriptions in the IK Character Guide. I don't know if Fatespinner is following these exactly or not. Either way though, those tables should give you all some idea of how healing magics work in IK.

Yeah, I saw that, that's why I asked the question. The rule was optional in the book so I wanted to know if we'd be using that option.

I mean, I like playing clerics but if healing is pretty much not going to be possible past a certain point, I need to know that up front, as it has a lot of repercussions throughout the pathfinder cleric. For example, Charisma means next to nothing once again, and turn undead becomes really unimportant, as there's no alternative use for it except possibly getting smites with a feat. Etc.

The removal of heavy armor proficiencies is a lot nastier here than it is in Golarion as well.


Male Caffinated Aboleth Expert 7 (Obscure/useless knowledges)/Monk 2/Psychic Warrior 2

Good point, Jess Door. I guess we'll just have to wait and see how Fatespinner plans to use it.

He did give some indication that Healing magics would be restricted...but I don't know if he is going to follow those rules directly or not. We'll just have to wait until he comments.

Sovereign Court

Female Human Level 4 Bard
Yasha0006 wrote:

Good point, Jess Door. I guess we'll just have to wait and see how Fatespinner plans to use it.

He did give some indication that Healing magics would be restricted...but I don't know if he is going to follow those rules directly or not. We'll just have to wait until he comments.

So...more questions. The Bard - it looks as if the spell list hasn't changed, and the bard doesn't have divine healing magic - he has arcane healing magic. Does that mean the bard doesn't have any limits on the amount of hit points he can cure a day?


Male Caffinated Aboleth Expert 7 (Obscure/useless knowledges)/Monk 2/Psychic Warrior 2

Thats a really good question Jess. I have absolutely no idea concerning the Bard and healing magics. The IK games I've run never had that come up.

Curses...Fatespinner isn't in the Chatroom yet.

If I see him, I'll ask him.


M half-orc Dungeon Master lvl 18

I'm at work, but I can't stop thinking about my character. I guess it's one advantage of 3.x over 4e. I don't plan at all with my 4e characters. I've think I've decided to go tank. Maybe fighter with heavy armor, shield and weapon expertise.

As soon as I downloaded the book I read through the healing section. My confusion with the system right now is the Mechanika (I think). I haven't thoroughly read the section yet, but skimming it left me intimidated. I can't tell, but it looks like those items are cheaper than magic items, but do the same stuff.

And don't worry, I'll have a ranged weapon. As a DM I've seen way too many melee characters become useless because they didn't have enough sense to even buy 1 javelin.

Sovereign Court

Female Human Level 4 Bard

I"m thinking cleric of Morrow, with Ascended Solovin.


Male Caffinated Aboleth Expert 7 (Obscure/useless knowledges)/Monk 2/Psychic Warrior 2

Ghettowedge! Don't really worry about Mechanika right now. Its overly complicated (though cool) at its best. Thats one of the reasons Fatespinner doesn't want any of us playing an Arcane Mechanik.

I think he'll be handling that slowly and letting us get used to the system of it.

Geez, I've run IK campaigns before and even I lose track with Mechanika.

Dark Archive RPG Superstar 2013 Top 32

I hit a bit of writer's block late last night (around 5am) and wasn't able to quite wrap up the Gun Mage stuff. I'll address a few questions here, though, to get some creative juices flowing.

1.) I intend to use the Pain of Healing/Healed rules. I'll need to review them to see if I want to stick to them exactly, but I'm reasonably certain that I won't need to modify them. You can safely assume I'll be running those rules as written, with the caveat that I may tweak it slightly.

2.) RE: Arcane Healing Magic - I have something of an issue with this notion, particularly given the setting. What I will probably do is bump all the bard's cure spells up a slot (i.e. cure light wounds becomes a 2nd level spell instead of 1st) and then alter them to work like the vigor spells instead of cure spells. This means that instead of a burst of healing, the recipient gains fast healing 1 (or 2, or 3, depending on the spell) for 10 rounds + 1 round per caster level. Thus, lesser vigor would replace cure light wounds, would become a 2nd level spell, and would grant fast healing 1 for (10 + CL) rounds.

3.) Channel Energy is getting changed. Clerics must still choose positive or negative energy as normal. However, they will gain the appropriate feat (Turn Undead or Command Undead) for free at first level. Positive energy channelers can still use their channels to damage undead but can no longer heal living creatures. Negative energy channelers will be unchanged (meaning they can still hurt living AND heal undead), but every use of channeling negative energy will count as casting a Necromancy spell of 1st level (meaning the cleric will need to make a Fort save to avoid nonlethal damage... yes, I'm using those rules too). Obviously, they both can use their channels to power their free Turn/Command feats as well (though using Command Undead would also count as Necromancy... it's dangerous to be a negative energy channeler).

4.) Mechanika - Don't worry about it yet. You're starting at level 2 and won't have access to any at this stage.


M half-orc Dungeon Master lvl 18

I have a question: Will we be using battle maps, where position and tactics will matter, or will combat be done in more of a mind's eye fashion?

I'd prefer the former, but wouldn't be upset if it was done another way.

Dark Archive RPG Superstar 2013 Top 32

ghettowedge wrote:

I have a question: Will we be using battle maps, where position and tactics will matter, or will combat be done in more of a mind's eye fashion?

I'd prefer the former, but wouldn't be upset if it was done another way.

I plan on using maps. I'll name objects on a grid (letters across the horizontal plane, numbers down the vertical) and leave you to your own devices to create a map. Personally, I use Excel.

Dark Archive RPG Superstar 2013 Top 32

Gun Mage is almost finished! I'm a little concerned that the 20th level abilities might be too strong, but I'd be open to some feedback once I post them.


M half-orc Dungeon Master lvl 18
Fatespinner wrote:
I plan on using the national bonuses, etc. from the IK core book for humans (otherwise you'd all be basically the same).

Just for clarification, instead of the floating +2 from PRPG, we'll be getting the regional bonuses and penalties from IK, right?

There is a good chunk of regional information. Is there a specific region we should be paying special attention to? I assume you're expecting characters from different regions.

Dark Archive RPG Superstar 2013 Top 32

ghettowedge wrote:

Just for clarification, instead of the floating +2 from PRPG, we'll be getting the regional bonuses and penalties from IK, right?

There is a good chunk of regional information. Is there a specific region we should be paying special attention to? I assume you're expecting characters from different regions.

The game will be starting in Corvis, which is a relatively cosmopolitan city in northern Cygnar. This gives characters from pretty much anywhere a good reason to be in the area, though Khadorans will still be largely regarded with the "stink eye."

I'll go ahead and pause what I'm doing on the Gun Mage for now to post up all the regional stuff for characters so that you guys can at least get that stuff done. ;)


M half-orc Dungeon Master lvl 18

No need to rush. I'll be busy enough trying to absorb the information. Those were just things I thought of while reading.

Dark Archive RPG Superstar 2013 Top 32

Okay, here are the humans of the Iron Kindgoms, in order as presented from the book and modified for the purposes of this game.

First note: Instead of the normal human feat, you will have to choose your starting bonus feat from the list given for your character's region of origin. This does limit you slightly, but you're still getting more than you would normally get under the basic Pathfinder rules for humans. Read on to see what I mean.

Second note: If you have a regional bonus or penalty to a stat, your floating "+2 to any stat" cannot enhance that stat further (or remove the penalty). Also, humans continue to receive a bonus skill point per level as normal.

Third note: Unlike normal D&D, not all classes/races are automatically literate. If a written language is not listed in your "Automatic Languages," then you must choose one from your "Bonus Languages" in order to read/write. If you do not have an INT modifier of +1 or greater to select bonus languages, you must invest a skill point in Linguistics to obtain the written language. If a language does not have "(written)" or "(spoken)" after it, then it counts as both spoken and written.

Fourth note: Yes, I'm aware that all of these nationalities are not necessarily "balanced." They aren't SUPPOSED to be.

Fifth note: The Cygnaran language = "Common" for IK, though it is not nearly as ubiquitous.

Khard
Starting Bonus Feats: Endurance, Mounted Combat, Power Attack, Toughness
Ability Scores: +2 any stat, +2 STR, -2 INT
Automatic Class Skill: Handle Animal
Racial Skill Bonuses: +2 Handle Animal, +2 Intimidate
Automatic Languages: Cygnaran (spoken), Khadoran (spoken)
Bonus Languages: Cygnaran (written), Khadoran (written), Khurzic, Ordic

Kossite
Starting Bonus Feats: Point Blank Shot, Two-Weapon Fighting, Skill Focus (Survival)
Ability Scores: +2 any stat, +2 CON, -2 INT, -2 CHA
Automatic Class Skill: Survival
Racial Skill Bonuses: +2 Climb, +2 Craft (any wood-related)
Automatic Languages: Cygnaran (spoken), Khadoran (spoken)
Bonus Languages: Cygnaran (written), Khadoran (written), Khurzic, Ordic

Ryn
Starting Bonus Feats: Combat Expertise, Improved Initiative, Quick Draw, Weapon Finesse
Ability Scores: +2 any stat, +2 CHA, -2 WIS
Automatic Class Skill: Diplomacy
Racial Skill Bonuses: +2 Bluff, +2 Sense Motive
Automatic Languages: Cygnaran (spoken), Llaelese
Bonus Languages: Caspian, Cygnaran (written), Khadoran, Rhulic (spoken), Shyr (spoken, requires 2 ranks to learn)

Skirov
Starting Bonus Feats: Great Fortitude, Iron Will, Toughness
Ability Scores: +2 any stat, +2 CON, -2 INT
Automatic Class Skill: Knowledge (Religion)
Racial Skill Bonuses: +2 Perception, +2 Survival
Automatic Languages: Cygnaran (spoken), Khadoran (spoken)
Bonus Languages: Cygnaran (written), Khadoran (written), Khurzic (spoken), Rhulic (spoken), Urnyak

Umbrean
Starting Bonus Feats: Combat Reflexes, Endurance, Toughness, Weapon Finesse
Ability Scores: +2 any stat, +2 STR, -2 CHA
Automatic Class Skill: Knowledge (History)
Racial Skill Bonuses: +2 Handle Animal, +2 Perception
Automatic Languages: Cygnaran (spoken), Khadoran (spoken), Llaelese
Bonus Languages: Cygnaran (written), Khadoran (written), Khurzic, Rhulic (spoken)

Midlunder
Starting Bonus Feats: Endurance, Iron Will, Power Attack
Ability Scores: +2 any stat
Special: +1 to Fortitude saves
Automatic Class Skill: Knowledge (History)
Racial Skill Bonuses: +2 Craft (blacksmith), +2 Diplomacy
Automatic Languages: Cygnaran
Bonus Languages: Caspian, Khadoran, Llaelese, Ordic, Rhulic (spoken), Rhulic (written)

Morridane
Starting Bonus Feats: Alertness, Combat Reflexes, Dodge, Run
Ability Scores: +2 any stat, +2 DEX, -2 CHA
Automatic Class Skill: Survival
Racial Skill Bonuses: +2 Climb, +2 Stealth
Automatic Languages: Cygnaran, Khadoran (spoken)
Bonus Languages: Caspian, Khadoran (written), Khurzic, Llaelese, Ordic

Thurian
Starting Bonus Feats: Blind-Fight, Combat Casting, Skill Focus (any), Two-Weapon Fighting
Ability Scores: +2 any stat, +2 INT, -2 WIS
Automatic Class Skill: Bluff
Racial Skill Bonuses: +2 Diplomacy, +2 Spellcraft
Automatic Languages: Cygnaran, Ordic (spoken)
Bonus Languages: Caspian, Khadoran, Khurzic, Llaelese, Ordic (written)

Tordoran
Starting Bonus Feats: Combat Expertise, Dodge, Improved Initiative
Ability Scores: +2 any stat
Special: +1 to Will saves
Automatic Class Skill: Acrobatics
Racial Skill Bonuses: +2 Profession (sailor), +2 Swim
Automatic Languages: Cygnaran (spoken), Ordic
Bonus Languages: Cygnaran (written), High Tordoris, Khadoran, Llaelese

Caspian/Sulese
Starting Bonus Feats: Combat Casting, Iron Will, Power Attack
Ability Scores: +2 WIS, +2 CHA, -2 DEX
Automatic Class Skill: Sense Motive
Racial Skill Bonuses: +2 Diplomacy, +2 Knowledge (Religion)
Automatic Languages: Cygnaran
Bonus Languages: Caspian, Khadoran (Sulese only), Khurzic (Sulese only), Llaelese, Ordic

Idrian
Starting Bonus Feats: Improved Unarmed Strike, Run, Two-Weapon Fighting
Ability Scores: +2 any stat, +2 DEX, -2 INT
Automatic Class Skill: Handle Animal
Racial Skill Bonuses: +2 Acrobatics, +2 Stealth
Automatic Languages: Cygnaran (spoken)
Bonus Languages: Caspian, Cygnaran (written), Khadoran, Khurzic, Molgur

Scharde
Starting Bonus Feats: Iron Will, Persuasive, Two-Weapon Fighting
Ability Scores: +2 any stat, +2 CON, -2 CHA
Automatic Class Skill: Intimidate
Racial Skill Bonuses: +2 Bluff, +2 Profession (sailor), +2 Swim
Automatic Languages: Cygnaran (spoken), Molgur (spoken)
Bonus Languages: Cygnaran (written), Khadoran, Molgur (written), Ordic
*NOTE: The Scharde are pirates, thieves, and murderers. If you want to play one, you'd better have a good damn reason why you've decided to turn your back on your society.*

Dark Archive RPG Superstar 2013 Top 32

Dwarves are identical to the dwarves presented in the PFRPG core rules with the exception that any oath sworn by a lawful dwarf is treated as a geas/quest spell with all of the standard repercussions. Non-lawful dwarves do not have this restriction. They have Cygnaran (spoken) and Rhulic as automatic languages and Cygnaran (written), Dol-Rhul, Khadoran, and Llaelese as bonus language options.

I won't bother converting the other races (trollkin, ogrun, gobbers, bogrin, and Nyss) unless someone really wants to play one.

Dark Archive RPG Superstar 2013 Top 32

Whoever was interested in an Alchemist:

I looked over the PF Alchemist class. It should be fine, but I'm going to make the same modification as I did to the bard: Your healing spells are 1 level higher and will function as the vigor spells. Cure light wounds becomes lessor vigor, cure moderate becomes vigor, and cure serious becomes greater vigor.

Overall, the vigor spells actually restore more hit points, but over a period of time rather than instantly.

Naturally, you'll be able to create IK-specific alchemy items according to the normal rules if you wish.

Dark Archive RPG Superstar 2013 Top 32

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The Gun Mage Revised!

Okay, I've got enough done on my Gun Mage revision that you can create a second level character without an issue. I'm still detailing a lot of the higher level stuff and will post a total update soonish.

Here's what I've got so far:

Iron Kingdoms Gun Mage (Pathfinderized)

Alignment: Any

Hit Die: d8

BAB: Medium.
Saves: Good Reflex/Will.

Class Skills
The Gun Mage's class skills are Acrobatics (Dex), Bluff (Cha), Craft (Int), Intimidate (Cha), Knowledge (Arcana) (Int), Perception (Wis), and Spellcraft (Int).

Skill Ranks per Level: 4 + Int modifier.

Class Features
All of the following are class features of the gun mage.

Weapon and Armor Proficiency: Gun mages are proficient with all simple weapons. Additionally, gun mages are proficient with all pistols. Gun mages are proficient with light armor, but not with any shields.

Spells: A gun mage casts arcane spells drawn from the gun mage spell list presented below. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a gun mage must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a gun mage's spell is 10 + the spell level + the gun mage's Charisma modifier.
Like other spellcasters, a gun mage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Gun Mage. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
A gun mage's selection of spells is extremely limited. A gun mage begins play knowing four 0-level spells. At each new gun mage level, he gains one or more new spells, as indicated on Table: Spells Known. (Unlike spells per day, the number of spells a gun mage knows is not affected by his Charisma score; the numbers on Table: Spells Known are fixed.)
Upon reaching 4th level, and every three gun mage levels after that (7th, 10th, and so on), a gun mage can choose to learn a new spell in place of one he already knows. In effect, the gun mage loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A gun mage may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Unlike a wizard or a cleric, a gun mage need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.

Arcane Focus: A gun mage may cast any spell he knows as though it were affected by the Eschew Materials feat so long as he holds a pistol in his hand. Additionally, a gun mage with a pistol in hand does not suffer the usual arcane spell failure chance associated with wearing light armor (medium and heavy armors still have their normal arcane spell failure chance). Spells cast without a pistol in hand are subject to all the normal requirements and restrictions of spellcasting (including arcane spell failure from armor and shields).
Additionally, any ray spells cast by the gun mage can be focused through the barrel of his pistol, allowing him to use his pistol ranged attack bonus (and any ensuing bonuses from Weapon Focus or other feats) to determine the ranged touch attack bonuses for resolving the ray spell. However, the gun mage cannot cast a spell and fire his pistol at the same time.
Unfortunately, normal pistols are not built to withstand the arcane forces channeled by a gun mage. For every two spell levels cast through the pistol, it loses one point of hardness, rounding up for odd level spells. When the pistol's hardness reaches 0 it is destroyed, consumed by the arcane forces channeled through it. A common pistol has a hardness of 10 and 5 hit points.

Cantrips: Gun mages learn a number of cantrips, or 0-level spells, as noted on Table: Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Magelock Bond: A gun mage is capable of bonding with the strange metal used to create magelock pistols. Doing so takes a full day and uses up alchemical materials costing 100 gp. The bonded weapon becomes an extension of the gun mage, and while many gun mages carry a second, third, or even fourth pistol, not all of them can bond to multiple magelock pistols. A gun mage can only bond to a number of magelock pistols equal to his Charisma ability modifier.

Origin: Gun mages are a rare breed, blessed with mystical potential somehow contained within the cold steel receiver of a handgun. An ancient order of witch hunters and wizards calling themselves the Arcane Brotherhood devotes itself to seeking out these individuals and seeing to it that they are properly trained in the use of their powers in order to prevent widespread catastrophes. To capitalize on the gifts of these rare individuals, two countries have organized gun mage academies to provide military training to such persons in order to prevent them from succumbing to the perils of unchecked arcane magic use. In Cygnar, the gun mages of the Cygnaran military are collectively referred to as the Militant Order of the Arcane Tempest. These gun mages specialize in furious combat tactics and battlefield control, making them a formidable force in any conflict. The more ostentatious citizenry of Llael have organized the Loyal Order of the Amethyst Rose, an order of royal escorts and bodyguards who focus on defensive techniques and flamboyant displays of arcane prowess to suppress and befuddle their enemies.
Some few gun mages manage to escape the vigilant eyes of the Arcane Brotherhood, however, and hide themselves amongst society out of fear, cowardice, or any number of other reasons. These orphaned gun mages are the most feared of their kind, for with no formal training or discipline to guide them, they often wind up insane, dead, or worse.
A gun mage must pick one origin upon taking his first level of gun mage. Once made, this choice cannot be changed. A gun mage gains several class skills and a unique ability based on his initial training. As he gains levels, the gun mage's array of techniques expands to allow the gun mage to perform truly wondrous spectacles of magical and martial prowess.

At 1st, 8th, 15th, and 20th level, a gun mage masters a particular technique exclusive to his origin. Additionally, a gun mage's training grants him a passive ability at first level that reflects the basic tenets of his learning.
At 2nd level, and every four levels thereafter, a gun mage receives one bonus feat, chosen from a list specific to each origin. The gun mage must meet the prerequisites for these bonus feats.

Gun Mage Origins
The following origins represent the possible sources of training that a gun mage has obtained.

Militant Order of the Arcane Tempest

Whether your joined the military out of a sense of honor and duty or merely to stay out of the terrible grasp of Cygnaran witch hunters, you were trained in the arts of gun sorcery at the prestigious Cygnaran military academy and have drilled alongside some of the most hardened troops in Western Immoren. Your training has imparted to you an unparalleled discipline and a steady trigger finger even under the harshest conditions.
Class Skills: Climb (Str), Swim (Str).
Bonus Feats: Combat Casting, Combat Loading, Critical Focus, Improved Combat Loading, Point Blank Shot, Precise Shot, Improved Precise Shot, Improved Critical, Quicken Spell, Spell Focus, Greater Spell Focus, Weapon Focus (any).
Origin Techniques: Gun mages trained by the Militant Order of the Arcane Tempest do not provoke attacks of opportunity for firing a pistol in a square threatened by an enemy. Additionally, Tempest gun mages gain proficiency with the longsword and Caspian battleblade.
Origin Training: Tempest gun mages exhibit exceptional prowess in combat, wielding their pistols with practiced grace and lethal efficiency.
Tempest Combat (Ex): At 1st level, a Tempest gun mage with at least one pistol in hand gains the benefits of the Two-Weapon Fighting feat. At 10th level, this ability functions as if he also possessed Improved Two-Weapon Fighting.
Twin Strike (Ex): At 8th level, a Tempest gun mage with at least one pistol in hand may make a single attack with a weapon in each hand as a standard action.
Arcane Invigoration (Su): At 15th level, a Tempest gun mage who scores a critical hit with any spell (or any shot conducting a spell through the Imbue Bullet ability) immediately refreshes the spell slot that was used to cast it as though it had not been cast.
Ballistic Cyclone (Su): At 20th level, a Tempest gun mage may accelerate his body to such an extent as to permit him to make an attack with his pistol at his highest attack bonus against every enemy within 30 feet as a full round action, though the gun mage is still limited by ammunition and must use his Spellshot ability to provide any additional shots beyond the pistol's normal capacity. A gun mage may opt to use a pistol in his off-hand to take some of the shots granted by this ability in order to avoid using more spell slots to fuel Spellshot. He may also voluntarily choose to take fewer than the maximum number of shots if he wishes. A gun mage may make no more than one attack against a single target with this ability, whether the attack succeeds or not. Each use of this ability deals 2 points of Charisma damage to the gun mage that cannot be avoided, though it may be restored like any other ability damage.

Loyal Order of the Amethyst Rose

Raised in the noble traditions of Llael and educated by the Loyal Order of the Amethyst Rose, you had the fortune of being raised in a society where sorcerous talent was something to be admired and respected. The Amethyst Rose was originally created as an order of elite royal guards and escorts for high-profile Llaelese nobles. In the aftermath of the Khadoran invasion, the remnants of the Amethyst Rose continue their duties to defend the Llaelese people from the oppression of their foreign invaders.
Class Skills: Diplomacy (Cha), Sense Motive (Wis).
Bonus Feats: Dodge, Mobility, Dazzling Display, Lightning Reflexes, Improved Initiative, Point Blank Shot, Precise Shot, Shot on the Run, Toughness, Extend Spell, Silent Spell, Weapon Focus (any pistol).
Origin Techniques: Gun mages trained by the Loyal Order of the Amethyst Rose gain Uncanny Dodge as the rogue ability of the same name. Additionally, Amethyst gun mages gain proficiency with the rapier and shortsword.
Origin Training: Amethyst gun mages excel at defensive maneuvering and provide potent and versatile support abilities to protect the lives of their allies.
Bodyguard (Ex): At 1st level, an Amethyst gun mage learns to place himself in harm's way to protect their allies. Any time a friendly target within 5 feet of the gun mage is the target of a ranged attack or spell that requires an attack roll, the gun mage may take an immediate action to swap places with the target (who must be willing) and treat the attack or spell as if he were the original target. The gun mage may only use this ability once per round. At 10th level, the gun mage extends the range of this ability to 10 feet.
Suppression Fire (Ex): At 8th level, any target an Amethyst gun mage fires at with a pistol or targets with an offensive spell suffers a -2 morale penalty on attack rolls until the beginning of the gun mage's next turn, even if the attack misses. Treat this as a mind-affecting fear effect. Spells that do not require attack rolls do not bestow this penalty.
Spellbound Fortitude (Su): At 15th level, an Amethyst gun mage who is reduced to 0 or fewer hit points but is not slain outright immediately gains a number of temporary hit points equal to twice his gun mage level. These temporary hit points persist for one hour before disappearing, at which point the gun mage is reduced to his former hit point total (unless his hit points are restored in some way during the interim). A gun mage cannot benefit from this ability more than once in a 24-hour period.
Aegis (Su): At 20th level, an Amethyst gun mage may erect a shimmering amethyst barrier of arcane energy to defend himself and his allies. The barrier is a sphere centered on the gun mage's pistol that moves with it as long as the effect persists. The barrier's radius is determined by the gun mage when he activates the ability (up to 20' maximum) and remains the same size unless the ability is activated again with different parameters. Allies within the barrier (including the gun mage) gain SR equal to 11 + the gun mage's class levels against all hostile spells as well as a +5 bonus to AC against attacks that originate outside the sphere. The gun mage must spend a full round action to activate the barrier and expend a spell slot to power the effect. Once in effect, the barrier lasts for a number of rounds equal to the level of the spell slot expended. Each use of this ability deals 2 points of Charisma damage to the gun mage that cannot be avoided, though it may be restored like any other ability damage.

The Orphaned

Forced into a life of seclusion and scorn by the witch hunters of the Arcane Brotherhood, you were one of the unfortunate gun mages who set out into the darkness alone to learn your trade, perfecting techniques to keep you safe from those who would do you harm. Now that the pyres of the witch hunts have begun to die down, it seems safe to re-enter society and be accepted for what you are, though not everyone is so understanding.
Class Skills: Disguise (Cha), Stealth (Dex).
Bonus Feats: Still Spell, Silent Spell, Quick Draw, Spell Penetration, Greater Spell Penetration, Toughness, Great Fortitude, Weapon Focus (any pistol), Point Blank Shot, Precise Shot, Run, Quicken Spell.
Origin Techniques: The orphaned gun mages all seem to exhibit a knack for getting themselves out of sticky situations. Consequently, orphaned mages enjoy a +1 luck bonus on all saving throws. Additionally, orphaned mages gain proficiency in any one martial melee weapon, chosen at level 1.
Origin Training: Orphaned gun mages are experts of stealth and assassination, their unique talents best suited for escaping bad situations or quickly putting an end to a tense situation.
Surprise Attack (Ex): At 1st level, an orphaned gun mage deals additional damage equal to his gun mage level when firing his pistol or casting a ranged touch spell at any target that is flat-footed against his attack as long as that target is within 30 feet. At 10th level, this ability is useable at up to 60 feet.
Anonymity (Su): At 8th level, any attempt to discern the gun mage's thoughts, alignment, or location by magical means must first succeed at a caster level check (DC 12 + gun mage's level) or fail. This also includes spells that passively respond to the proximity of creatures (such as alarm) and spells designed to trigger according to a specific criterion that the gun mage meets (such as a symbol of death spell keyed to trigger on gun mages). This ability does not have any effect on mundane sight, nor does it make an invisible gun mage more difficult to see with see invisibility and similar magics This ability extends to items in the gun mage's possession as well, so long as they remain within five feet of him.
Arcane Obfuscation (Su): At 15th level, an orphaned gun mage who suffers a critical hit immediately vanishes in a swirl of shadows for a number of rounds equal to his Charisma modifier (minimum 1). This ability functions as greater invisibility, except that even an observer with true seeing or similar magics must make a caster level check (as per anonymity, above) to see through the illusion.
Spellcrusher Shot (Su): At 20th level, an orphaned gun mage learns to channel his angst and rage into a single devastating shot that powers through enemy defenses and delivers terrifying results. To activate this ability, the gun mage expends a spell slot of his choosing and fires a rune-cast bullet from his pistol as a full-round action. The shot gains a bonus of +1d6 force damage per spell level of the slot expended in addition to all the normal damage bonuses he receives for that weapon (this damage does not stack with the force damage bonus normally associated with channeling into rune-cast bullets). The shot automatically ignores any magical defenses or barriers with a spell level equal to or less than the spell slot sacrificed (thus, a shot fired with a 1st level slot expended would ignore mage armor and shield but not mirror image or blur). The shot is simply resolved as if the spells had never been cast in the first place, though the effects persist after the shot is resolved (they are not dispelled or removed by this ability). Each use of this ability deals 2 points of Charisma damage to the gun mage that cannot be avoided, though it may be restored like any other ability damage.

Cast Rune Bullet: At 3rd level, the gun mage learns how to craft special bullets that channel spell energy. When firing a rune-cast bullet, the gun mage can, as a free action, channel a spell into the bullet. If the bullet hits its target, it does an additional 1d6 force damage per level of the spell channeled into the bullet. Cantrips cannot be channeled in this way.
In addition, upon reaching 6th level, the gun mage's rune-cast bullets are treated as having a +1 enhancement bonus when spell levels are channeled into the bullet. This bonus increases by +1 for every 6 levels in the gun mage class; +2 at 12th level, +3 at 18th level.
Casting rune bullets requires a full gunner's kit and a DC 15 Craft (small arms) check for every hour of work. For each successful check, the gun mage creates 5 rune bullets. The materials consumed in the process have a gold piece value equal to the normal pistol charge cost for the weapon being crafted for plus 25gp per bullet. Failing this check causes the gun mage to become fatigued for the remainder of the day and also uses up 40% of the raw materials needed to craft the bullets.

Dark Archive RPG Superstar 2013 Top 32

Building a level progression table in this format is going to be impossible, so suffice to say at 2nd level you will have 5 cantrips known and 2 1st-level spells known, though you can cast zero 1st-level spells per day (plus any bonus spells from high CHA). I haven't detailed the spell list yet, but I don't plan on changing much from the one in the IK book.

At level 2, you have Arcane Focus, Cantrips, Magelock Bond, and one bonus feat from your Origin's list (whichever one you go with). Also, you will be starting with a magelock pistol (but only one).


Male Caffinated Aboleth Expert 7 (Obscure/useless knowledges)/Monk 2/Psychic Warrior 2

Cool. I'll take an in depth look at the Alchemist this afternoon with that in mind. Healing wasn't mainly what I was interested in anyway. I'm not sure exactly what Sunset's thoughts were on the Alchemist as far as concept is concerned.

So, I'll let some people weigh in and check back later.

Sovereign Court

Female Human Level 4 Bard
Fatespinner wrote:

Building a level progression table in this format is going to be impossible, so suffice to say at 2nd level you will have 5 cantrips known and 2 1st-level spells known, though you can cast zero 1st-level spells per day (plus any bonus spells from high CHA). I haven't detailed the spell list yet, but I don't plan on changing much from the one in the IK book.

At level 2, you have Arcane Focus, Cantrips, Magelock Bond, and one bonus feat from your Origin's list (whichever one you go with). Also, you will be starting with a magelock pistol (but only one).

Hm. it might be easiest to say number of spells known and castable any day match the bard's list. They spells they know are different, but that would save everyone time and confusion. :)

Sovereign Court

Female Human Level 4 Bard

Question about Clerics of Morrow: I am allowed to have wealth no greater than 500 times my level. For second level, that means I get my actual wealth by level, as that's 1000 (maybe for IK it's different?). BUT - if we were starting off 3rd level, that'd mean I was allowed to only have 1,500 of the 3000 starting gold, right?

does that mean I can't buy armor and stuff if it's expensive? How does that work?

Dark Archive RPG Superstar 2013 Top 32

Jess Door wrote:
Hm. it might be easiest to say number of spells known and castable any day match the bard's list. They spells they know are different, but that would save everyone time and confusion. :)

Actually, the spells known and castable match the old 3.5 Gun Mage from the book. :) It's a minor difference, but it matters. The Gun Mage's spell progression is actually a bit slower than the Bard.

RE: The wealth thing. I'm going to assume that it means you cannot have more than that amount in CASH. You can still have equipment and items like any other class.

Paizo Employee Developer

So what do we have in terms of characters so far? What is everyone thinking of playing? I like to fill in the gaps with a role that hasn't been covered yet. :)

Sovereign Court

Female Human Level 4 Bard
Mike Kimmel wrote:
So what do we have in terms of characters so far? What is everyone thinking of playing? I like to fill in the gaps with a role that hasn't been covered yet. :)

I'm probably going healing / diplomacy based cleric of morrow. looks like she'll be pretty poor at combat, all around.

If you would rather that concept, I'll go wizard without objection. Even given the sharp limitations on healing in IK, I thought someone with some healing ability was pretty much necessary.

Fatespinner, does lay on hands count toward your divine healing limit? Or is that considered "not quite the same as the spell", like monks' abundant step isn't quite similar enough to dimension door to get them in the same trouble teleporting gives casters?

Dark Archive RPG Superstar 2013 Top 32

Jess Door wrote:
Fatespinner, does lay on hands count toward your divine healing limit? Or is that considered "not quite the same as the spell", like monks' abundant step isn't quite similar enough to dimension door to get them in the same trouble teleporting gives casters?

Yes, lay on hands is still a source of divine healing and thus it does count towards you daily healing allotment.

Really, though, the healing limitation is not quite as terrible as I think it's being made out to be. You can heal a number of hit points per day equal to your level X (10+WIS mod). Thus, a second level cleric with 16 WIS can still dole out 26 points of healing without fear. 52 points with the Healing domain. I think a 2nd level cleric would be hard-pressed to even accomplish 26 points of healing in a day, much less 52. That's three castings of cure light wounds if you roll high each time and you only have 3-4 total first level spells per day.

Morrowan clerics have no restrictions on healing people of other faiths, only of other alignments. As long as the party is all Good, you have nothing to worry about.


Male Caffinated Aboleth Expert 7 (Obscure/useless knowledges)/Monk 2/Psychic Warrior 2

To field the question by Mike Kimmel above, Character Ideas I have:

Alchemist

Bodger

Which of those two I pick will strongly depend on what everyone else wants to play. I know that Sunset expressed interest in the Alchemist as well...so I'm not really sure yet.

I'll probably need to see a Pathfinderized Bodger first as well.

Both are oddball characters (a bit of a specialty of mine) and I like niche characters that don't necessarily fit in with the standard Mage-Rogue-Fighter-Cleric basic 4.


M half-orc Dungeon Master lvl 18
Mike Kimmel wrote:
So what do we have in terms of characters so far? What is everyone thinking of playing? I like to fill in the gaps with a role that hasn't been covered yet. :)

I'm building a tank fighter. Everything I have is going into AC.


Male Caffinated Aboleth Expert 7 (Obscure/useless knowledges)/Monk 2/Psychic Warrior 2

Quick question Fatespinner. Will mundane items from the (admittedly 3.0) Arms and Equipment guide be available?

This may sound a bit odd, but I like to purchase things like

Mess Kits, Jeweler's Loupe, Folding case/Table.

Things like that...not necessarily those particular ones (unless I make a travelling gem-cutter...err)

Just wanted to know.

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