diff --git a/Iron Kingdoms RPG/IKPRG.html b/Iron Kingdoms RPG/IKPRG.html index bf0822df13..6107ef793b 100644 --- a/Iron Kingdoms RPG/IKPRG.html +++ b/Iron Kingdoms RPG/IKPRG.html @@ -1,4 +1,3 @@ - @@ -9,28 +8,47 @@ -
+DefenseModify with 'Other Defenses' in the Combat Tab |
- ArmorModify with 'Other Defenses' in the Combat Tab |
- - | + | DefenseModify with 'Other Defenses' in the Combat Tab |
+ ArmorModify with 'Other Defenses' in the Combat Tab |
+ + | MovementIncreasing the modifier by +1 will increase the distance by +6ft |
- Command RangeIncreasing the modifier by +1 will increase the radius by +6ft |
- Control AreaIncreasing the modifier by +1 will increase the distance by +12ft |
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Basic Info
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+ After a short rest following an encounter, a character automatically regains a number of vitality points equal to his PHY.
+ Characters who have suffered damage continue to recover over time. A character regains 1 vitality point each hour for the first three hours after being injured. After that he regains 1 Vitality point every six hours until he has regained all of his vitality points.
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Unleashed, page 102 |
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- Amphibious – Bog trogs treat water as open terrain and gain concealment while in water. Amphibious characters never make Swimming skill rolls and can always advance their full SPD while swimming (p. 194). A bog trog can remain submerged indefinitely. - |
+ + | |
- Blending – Bog trog skin pigmentation naturally changes to enable them to blend into their surroundings. Provided his body is mostly uncovered and he is not wearing armor, a bog trog gains boosted Sneak skill rolls. - |
+ + | |
- Natatorial – If a bog trog goes twenty-four hours without being able to fully immerse himself in water, he suffers a –2 penalty on all skill rolls from discomfort and impaired respiration. This penalty is removed immediately if the bog trog immerses itself in water but returns if he leaves the water before spending at least fifteen minutes submerged. Periodic immersion at more frequent intervals prevents this penalty. - |
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Core book, page 109 |
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- Load Bearing – Dwarf characters start the game with the Load Bearing ability (p. 164). This ability is in addition to any others the character gains from his starting career. - |
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Unleashed, page 103 |
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- Go to Ground – A farrow character starts the game with the Go to Ground ability. This ability is in addition to any others the character gains from his starting careers. - |
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- Disease Resistance – A farrow character starts the game with the Disease Resistance ability. This ability is in addition to any others the character gains from his starting careers. - |
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- Heightened Olfactory Senses – A farrow character gains boosted Detection and Tracking skill rolls in situations in which his heightened sense of smell can be applied. - |
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Unleashed, page 104 |
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- Gatormen are medium-based characters. - |
+ + | |
- Amphibious – Gatormen treat water as open terrain and gain concealment while within water. Amphibious characters never make Swimming skill rolls and can always advance their full SPD while swimming (p. 194). A gatorman can remain submerged for a number of turns equal to twice his Physique stat. - |
+ + | |
- Bite – In addition to his normal attacks, a gatorman can make one unarmed melee attack with his jaws during each of his turns. This attack uses the Unarmed Combat skill and is POW 5. - |
+ + | |
- Flesh of Steel – A gatorman character starts the game with the Flesh of Steel ability (p. 161). This ability is in addition to any others the character gains from his starting careers. - |
+ + | |
- Gnawing Hunger – A gatorman must eat at least once every four waking hours. If a gatorman character goes more than four hours without eating, he suffers –1 to Willpower skill rolls until he eats again. Luckily gatormen are not picky eaters and will devour any meat they can chew and swallow. - |
+ + | |
- Imitative Power – Gatormen often bedeck themselves in the trappings of rival races, believing such charms enable them to steal a portion of their enemies’ power. While wearing or holding at least one relic, tool, trinket, or piece of clothing that was once possessed by a member of another race, the gatorman character gains +1 on social rolls involving characters of that race. - |
+ + | |
Core book, page 110 |
+ ||
- Deft – Whether or not they have the Skilled archetype, gobber characters start the game with the Deft archetype benefit (p. 117). This benefit is in addition to any other archetype benefits the character starts with. - |
+ + | |
- Gobbers have a racial modifier of +1 DEF. - |
+ + | |
- Gobbers cannot use great weapons or rifles. - |
+ + | |
Core book, page 108 |
- - Distrusted – Humans are poorly trusted by the denizens of the wild. As a result, human characters suffer –1 on their non-Intimidation social rolls when dealing with characters of other races. - |
+ |
- Exceptional Potential – Humans are extremely adaptable and talented individuals. Your character begins the game with your choice of +1 PHY, +1 AGL, or +1 INT. Add this bonus before spending Advancement Points. Note this bonus does not increase the character’s racial maximum, just the starting value. - - |
+ + | + |
| + |
Core book, page 111 |
+ ||
- Iosan characters begin the game with an additional ability selected from one of their careers. - - |
+ + | |
Core book, page 112 |
+ ||
- Nyss with the Gifted archetype cannot have the Arcane Mechanik, Arcanist, Gun Mage, or Warcaster careers. - |
+ + | |
- Reduce the cost of Nyss bows (p. 262) and Nyss claymores (p. 256) by 10 gc during character creation. - |
+ + | |
- A Nyss character begins with the Specialization (Nyss bow) and Specialization (Nyss claymore) abilities. - |
+ + | |
- Nyss gain +1 on Initiative and PER rolls. - |
+ + | |
- Nyss gain +3 ARM against cold damage. - |
+ + | |
- Nyss suffer –3 ARM against fire damage. - |
+ + | |
Core book, page 113 |
+ ||
- Huge Stature – An ogrun can wield a weapon in one hand that usually requires two hands to wield, but he suffers –2 on attack rolls with that weapon. - |
+ + | + |
| + | + | |
| + | |
| + | + |
| + | + |
| + | + |
| + | |
Unleashed, page 107 |
+ ||
- Poison Resistance – A pyg character starts the game with the Poison Resistance ability. This ability is in addition to any others the character gains from his starting careers. - |
+ + | |
- Spawn Whelps – If a pyg suffers a lost limb, he spawns a pyg whelp (see “Whelp Companion,” p. 169) that grows to full size in d6 rounds. - |
+ + | |
- Troll Resilience – If a pyg suffers a lost eye or limb due to incapacitation (p. 217), he regenerates the eye or limb d6 + 3 days after fully recovering his vitality. A pyg that is grievously injured can sometimes self-stabilize. Every turn (or every five minutes out of combat) roll a d6. On a roll of 6, the character is stabilized. Pygs never suffer from slow recovery. - |
+ + | |
- Tough – Whether or not they have the Mighty archetype, pyg characters start the game with the Tough archetype benefit (p. 111). This is in addition to any other archetype benefits selected for the character. - |
+ + | + |
| + | |
| + | + |
| + | + |
| + | + |
| + | |
| + | + |
| + | + |
| + | + |
| + | + |
| + | |
Unleashed, page 108 |
+ ||
- Male Tharn are medium-based characters. Female Tharn are small-based characters. - |
+ + | |
- Transformation – A Tharn is able to tap into his primal connection to the Devourer Wurm at will, transforming himself into a predatory beast. During his turn, a Tharn can either spend a full action to transform slowly or spend 1 feat point to transform immediately. |
+ + | + |
| + | ||
Core book, page 114 |
+ ||
- Trollkin with the Gifted archetype cannot have the Arcane Mechanik, Arcanist, or Warcaster careers. - |
+ + | |
- Tough – Whether or not they have the Mighty archetype, trollkin characters start the game with the Tough archetype benefit (p. 116). This is in addition to any other archetype benefits selected for the character. - |
+ + | |
- Feat: Revitalize – Whether or not they have the Mighty archetype, trollkin characters start the game with the Feat: Revitalize archetype benefit (p. 116). This is in addition to any other archetype benefits selected for the character. - |
+ + | |
Unleashed, page 110 |
-
- The character is a skilled battlefield commander. He is able to coordinate the movement and attacks of friendly forces to maximum effect. While in his command range, friendly characters do not suffer the firing into melee penalty for ranged attacks and spells and do not have a chance to hit friendly characters when they miss with ranged or magic attacks while firing into melee. - |
-
Unleashed, page 110 |
-
- The character can spend 1 feat point to use this benefit during his turn. When he uses Flawless Timing, the character names an enemy. The next time that enemy directly hits him with an attack that encounter, the attack is instead considered to be a miss - |
-
Unleashed, page 110 |
-
- The character can spend 1 feat point to double his command range for one round. - |
-
Unleashed, page 110 |
-
- The character can spend 1 feat point to win initiative automatically and take the first turn that combat. If two or more characters use this ability, they make initiative rolls to determine which of them goes first - |
-
Unleashed, page 110 |
-
- The character is a flawless planner and allows nothing to escape his attention. Assuming he is able to oversee all aspects of his plan, scout out the related sites, and do his research in great detail, he is sure to succeed. Of course this degree of planning takes time and care, but perfection is not without its cost. The character must spend 1 feat point to use this ability. A character following this character’s plans gains an additional die on non-combat related rolls during the day in which the plan was enacted - |
-
Unleashed, page 110 |
-
- At the start of combat, the character can spend 1 feat point to use this benefit. During that combat, he and friendly characters who follow his plan gain +2 to their initiative rolls and +2 to their attack rolls during the first round of combat. - |
-
Unleashed, page 110 |
-
- The character’s quick thinking enables him to act impossibly fast. Once per round, the character can spend 1 feat point to make one attack or quick action at the start of another character’s turn. - |
-
Unleashed, page 110 |
-
- The character possesses an incredible aptitude for intellectual pursuits. The character’s INT rolls are boosted. - |
-
Unleashed, page 110 |
-
- The character’s keen senses miss few details. The character’s PER rolls are boosted. - |
-
Unleashed, page 110 |
-
- The character can attempt to use skills untrained that normally cannot be used untrained, but he suffers a –2 penalty to the skill roll. - |
-
Core book, page 115 |
-
- The character delves further into the mysteries of the arcane and is rewarded with a spell from one of his career spell lists. This benefit can be taken multiple times, but a character still cannot exceed twice his INT in spells known. - - |
-
Core book, page 115 |
-
- Blood Boon – When this character destroys a living character with a melee attack, instead of gaining a feat point he can immediately cast a spell with a cost of 3 or lower without spending fury points or generating fatigue. This benefit does not require the expenditure of a quick action. - |
-
Core book, page 115 |
-
- When this character makes a magic attack roll, he gains an additional die. Discard the lowest die of each roll. - |
-
Core book, page 115 |
-
- The character gains one extra quick action each activation that can be used only to cast a spell. - |
-
Core book, page 115 |
-
- The character can spend 1 feat point during his turn to double his control area for one round. - |
-
Core book, page 115 |
-
- The character can spend 1 feat point when he casts a spell to increase the RNG (range) of the spell by twelve feet (2˝). Spells with a range - |
-
Core book, page 115 |
-
- The character can spend 1 feat point to immediately cast one upkeep spell at the start of combat before the first round. When casting a spell as a result of this benefit, the character is not required to pay the COST of the spell. - |
-
Core book, page 115 |
-
- After failing a fatigue roll, the character can spend 1 feat point to instead automatically succeed on the roll. This benefit can be taken only by characters with the will weaver tradition. - |
-
Core book, page 115 |
-
- The character can automatically sense when another character casts a spell within fifty feet for each point of his ARC stat. Such characters can tune out this detection as background noise but are aware of particularly powerful magic. Additionally, a character with the focuser tradition can sense other focusers within their detection range. - |
-
Core book, page 115 |
-
- The character can identify any spell cast in his line of sight by reading the accompanying spell runes (see the “Runes and Formulae” sidebar, p. 228). He can also learn the type of magic cast (the spell list it came from) and the tradition of the character casting the spell. - |
-
Core book, page 115 |
-
- The character can spend fifteen minutes to create a circle of warding runes around a small room or campsite. The names of the characters he intends to keep safe within the circle are incorporated into the runes. When any other character enters the circle, all named characters are alerted. While in the circle, non-named characters lose incorporeal, and non-named undead and infernal characters suffer –2 on attack rolls - |
-
Core book, page 115 |
-
- The character is a skilled battlefield commander. He is able to coordinate the movement and attacks of friendly forces to maximum effect. While in his command range, friendly characters do not suffer the firing into melee penalty for ranged attacks and spells and do not have a chance to hit friendly characters when they miss with ranged or magic attacks while firing into melee. - |
-
Core book, page 115 |
-
- The character can spend 1 feat point to use this benefit during his turn. When he uses Flawless Timing, the character names an enemy. The next time that enemy directly hits him with an attack that encounter, the attack is instead considered to be a miss - |
-
Core book, page 116 |
-
- The character can spend 1 feat point to win initiative automatically and take the first turn that combat. If two or more characters use this ability, they make initiative rolls to determine which of them goes first - |
-
Core book, page 116 |
-
- The character is a flawless planner and allows nothing to escape his attention. Assuming he is able to oversee all aspects of his plan, scout out the related sites, and do his research in great detail, he is sure to succeed. Of course this degree of planning takes time and care, but perfection is not without its cost. The character must spend 1 feat point to use this ability. A character following this character’s plans gains an additional die on non-combat related rolls during the day in which the plan was enacted - |
-
Core book, page 116 |
-
- At the start of combat, the character can spend 1 feat point to use this benefit. During that combat, he and friendly characters who follow his plan gain +2 to their initiative rolls and +2 to their attack rolls during the first round of combat. - |
-
Core book, page 116 |
-
- The character’s quick thinking enables him to act impossibly fast. Once per round, the character can spend 1 feat point to make one attack or quick action at the start of another character’s turn. - |
-
Core book, page 116 |
-
- The character is quick thinking enough to assess any situation, see every potential angle and outcome, and use the environment itself as a weapon. He can use his attacks to off-balance foes and send them careening off ledges or into nearby vats of molten metal, cause them to stumble over terrain features, hit their weak spots to knock them to the ground, or otherwise maneuver them into a position of weakness and jeopardy. The character must spend 1 feat point to use this ability and explain to the Game Master how he is turning the environment against his enemy. The Game Master then determines the likely effect of the character’s action or attack. Outcomes include a boosted damage roll (see p. 197), knockdown, push, slam, or a fall from a height - |
-
Core book, page 116 |
-
- The character possesses an incredible aptitude for intellectual pursuits. The character’s INT rolls are boosted. - |
-
Core book, page 116 |
-
- The character’s keen senses miss few details. The character’s PER rolls are boosted. - |
-
Core book, page 116 |
-
- The character has a photographic memory and can recall every event in perfect detail. During play he can call upon his memory to ask the Game Master questions pertaining to anything he has seen or experienced. - |
-
Beat Back |
- Core book, page 116 |
-
- When this character hits a target with a melee attack, he can immediately push his target 1˝ directly away. After the target is pushed, this character can advance up to 1˝ |
- |
Core book, page 116 |
-
- Once per turn, this character can spend 1 feat point to gain one additional melee attack. - |
-
Core book, page 116 |
-
- The character is capable of preternatural feats of athleticism. Once during each of his turns in which the character does not run or charge, he can spend 1 feat point to pitch himself over the heads of his enemies into the heart of battle. When the character uses this benefit, place him anywhere within 5˝ of his current location. - |
-
Core book, page 116 |
-
- When an enemy advances and ends its movement within thirty-six feet (6˝) of this character and in his line of sight, this character can immediately spend 1 feat point to charge the enemy. The character cannot make a counter charge while engaged. - |
-
Core book, page 116 |
-
- The character can spend 1 feat point during his turn to gain +3 ARM for one round. - |
-
Core book, page 116 |
-
- The character can spend 1 feat point during his turn to regain a number of vitality points equal to his PHY stat immediately. If a character suffers damage during his turn, the damage must be resolved before a character can use this feat. An incapacitated character cannot use Revitalize. - |
-
Core book, page 116 |
-
- When this character hits a target that has a shield with a melee attack, the character can spend 1 feat point to use this benefit. When the character uses this benefit, after damage has been dealt the other character’s shield is completely destroyed as a result of the attack. - |
-
Core book, page 116 |
-
- The character can spend 1 feat point during his turn to use this benefit. When this ability is used the character names one enemy. For the rest of the encounter, this character gains boosted attack rolls against that enemy. A character can use this benefit only once per encounter unless the original subject of his vendetta is destroyed, at which point the character can spend a feat point to use this benefit again. - |
-
Core book, page 116 |
-
- When one or more characters who are friendly to this character are damaged by an enemy attack while in this character’s command range, this character gains +2 STR and ARM for one round. - |
-
Core book, page 116 |
-
- The character is incredibly hardy. When this character is disabled, roll a d6. On a 5 or 6, the character heals 1 vitality point, is no longer disabled, and is knocked down. |
-
Core book, page 117 |
-
- The character does not suffer the normal attack roll penalty with a second weapon while using the Two-Weapon Fighting ability. - |
-
Core book, page 117 |
-
- When this character becomes knocked down, he can immediately move up to twelve feet (2˝) and cannot be targeted by free strikes during this movement. This benefit has no effect while this character is mounted. While knocked down, this character is not automatically hit by melee attacks and his DEF is not reduced. The character can stand up during his turn without forfeiting his movement or action. - |
-
Core book, page 117 |
-
- The character has nimble fingers and steady hands. The character gains boosted AGL rolls. - |
-
Core book, page 117 |
-
- When an enemy advances into and ends its movement in this character’s melee range, this character can spend 1 feat point to immediately make one melee attack targeting it. - |
-
Core book, page 117 |
-
- After directly hitting an enemy with a non-spray, non-AOE (area of effect) ranged or melee attack, instead of making a damage roll, the character can spend 1 feat point to disarm his opponent. When this benefit is used, the enemy’s weapon, or any object in his hand, flies from his grasp. He suffers no damage from the attack. - |
-
Core book, page 117 |
-
- Once during each of his turns, this character can spend 1 feat point to use Swashbuckler. The next time this character makes an attack with a hand weapon after using this benefit, his front arc extends to 360°, and he can make one melee attack against each enemy in his line of sight in his melee range. Regardless of the number of characters hit, Swashbuckler can trigger the Sidestep benefit only once (see below). - |
-
Core book, page 117 |
-
- The character can spend 1 feat point during his turn to gain +3 DEF for one round. - |
-
Core book, page 117 |
-
- The character’s uncanny perception keeps him constantly aware of his surroundings. The character gains boosted Initiative rolls. Additionally, enemies never gain back strike bonuses against this character. - |
-
Core book, page 117 |
-
- When this character hits an enemy character with a melee weapon, he can advance up to 2˝ after the attack is resolved. This character cannot be targeted by free strikes during this movement. - |
-
Core book, page 117 |
- |
- Choose a military skill. When making a non-AOE attack with a weapon that uses that skill, this character gains an additional die on his attack and damage rolls. Discard the lowest die of each roll. This benefit can be taken more than once, each time specifying a different military skill. - - |
- |
| - | Fatgiue/Focus |
+ Fatigue/Focus |
|||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| + | @@ -3017,7 +3622,7 @@ | Fury |
|||||||||||
| + |
@@ -3043,95 +3648,337 @@
-
-
Spells+ +Spells
-
+
+
+
+
+
|
Location |
- + |
Virtuoso? |
- Roll |
- Targeted |
+ Virtuoso? |
+ Roll |
+ Targeted |
Weapon |
|---|
| - | - | - |
|---|
| + | + | + | + | + | + | |||||
|---|---|---|---|---|---|---|---|---|---|---|
| + | + | + | + | + | + | |||||
Armor |
Type |
SPD Modifier |
@@ -3715,25 +4620,81 @@
ARM Modifier |
|||||||
| - | ||||||||||
| + | + | - | - | - | + | + | + | + | ||
| + | + |
+
+
+
+
+ |
+ ||||||||
| + | + | + | + | + | + | + | ||||
| + |
+
+
+
+
+ |
+ |||||||||
| + | + | + | + | + | + | + | ||||
| + |
+
+
+
+
+ |
|||||||||
Mounted? |
+ Name |
+ Type |
+ PHY |
+ SPD |
+ STR |
+ DEF |
+ ARM |
+ MaT |
+
|---|---|---|---|---|---|---|---|---|
| + | + | + | + | + | + | + | + | + |
| + | ||||||||
| + | + | + | + |
| + | Langauges |
+ Book & Page Reference |
+
| + | Caspian (extinct) |
+ FMF, page 67 |
+
|---|---|---|
| + | Cygnaran |
+ FMF, page 67 |
+
| + | Sulese |
+ FMF, page 67 |
+
| + | Llaelese |
+ FMF, page 67 |
+
| + | Ordic |
+ FMF, page 68 |
+
| + | Scharde |
+ FMF, page 68 |
+
| + | Khurzic (extinct) |
+ FMF, page 68 |
+
| + | Khadoran |
+ FMF, page 68 |
+
| + | Kossite |
+ FMF, page 69 |
+
| + | Umbrean |
+ FMF, page 69 |
+
| + | Morridane (extinct) |
+ FMF, page 69 |
+
| + | Idrian |
+ FMF, page 69 |
+
| + | Thurian |
+ FMF, page 69 |
+
| + | Satyx |
+ FMF, page 70 |
+
| + | Thrallspeak |
+ FMF, page 70 |
+
| + | Telgesh |
+ FMF, page 70 |
+
| + | Langauges |
+ Book & Page Reference |
+
| + | Rhulic |
+ FMF, page 70 |
+
|---|---|---|
| + | Shyr |
+ FMF, page 70 |
+
| + | Aeric (Nyss) |
+ FMF, page 70 |
+
| + | Molgur |
+ FMF, page 69 |
+
| + | Gobberish (Gobbers) |
+ FMF, page 69 |
+
| + | Molgur-Og |
+ FMF, page 69 |
+
| + | Molgur-Trul (Trollkin) |
+ FMF, page 69 Unleashed, page 43 |
+
| + | Quor-og (Bog Trog) |
+ Unleashed, page 67 |
+
| + | Grun (Farrow) |
+ Unleashed, page 51 |
+
| + | Quor-gar (Gatorman) |
+ Unleashed, page 57 |
+
| + | Molgur-Tharn (Tharn) |
+ Unleashed, page 67 |
+