Iron Heroes Website: 2 IRON HEROES Table of Contents
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Sample file A VARIANT PLAYER’S HANDBOOK BY MIKE MEARLS Requires use of the Dungeons & Dragons® Third Edition Core Books, published by Wizards of the Coast, Inc. This book utilizes updated material from the v. 3.5 revision. ADDITIONAL CREDITS Editing and Typesetting: Sue Weinlein Cook • Creative Direction: Monte Cook Cover Art: Jeremy Jarvis • Interior Art and Concept Art: Kev Crossley Cover Design and Interior Page Design: Lisa Chido Indexing: Lori Ann Curley • Proofreading: Scott Holden Special Thanks: Monte Cook, Jonathan Tweet, and Skip Williams For supplemental material, visit the Iron Heroes Website: www.fierydragon.com/ironheroes 2 IRON HEROES Table of Contents Introduction: Action Fantasy! Sidebar: Iron Heroes Token Pools . .31 Skill Descriptions . .79 What Is This Book? . .4 Archer . .31 Sidebar: Changes to Craft . .84 Combat: Options and Choices . .5 Armiger . .36 Sidebar: Roleplaying and Character Classes . .6 Berserker . .40 Diplomacy Checks . .88 Focus on Skills . .7 Executioner . .45 Sidebar: Changes to Diplomacy . .88 More Feats . .7 Sidebar: Sneak Attacks Ability Checks . .111 An Implied Setting . .8 With Token Use . .47 Getting Started . .10 Harrier . .50 Chapter Five: Feats Creating Characters . .11 Hunter . .53 Gaining Feats . .114 Gaining Levels . .12 Man-at-Arms . .58 General Feats . .114 Thief . .60 General Feat Descriptions . .114 Chapter One: Abilities Weapon Master . .64 Sidebar: Converted Feats . .117 Ability Modifiers . .13 Special Spellcasting Class: Mastery Feats . .118 The Abilities . .13 The Arcanist . .68 Mastery Feat Descriptions . .119 Generating Ability Scores . .17 Multiclassing . .72 Sidebar: Parry Token Pool . .127 Ability Score Bonuses and Damage .17 Sidebar: Why a Base Defense Sidebar: Strategy Token Pool . .143 Penalty? . .72 Chapter Two: Traits Chapter Six: Roleplaying Iron Heroes Selecting Traits . .18 Chapter Four: Combat With Personality . .148 Trait Categories . .18 Skills and Ability Checks Sidebar: Defining Characteristics . .149 Trait Descriptions . .19 Using Skills . .73 Background and Goals: Extended Skill Checks . .76 The Ties That Bind . .149 Chapter Three: Character Classes Combining Skill Attempts . .76 Sidebar: A Character Level-Dependent Abilities . .28 Skill ChallengesSample . file. .76 Questionnaire . .150 Experience and Levels . .30 Skill Groups . .78 The Final Details . .150 New Class Concepts . .30 Base Attack Checks . .79 Your Character’s World . .151 Fiery Dragon Productions and the Fiery Dragon logo are trademarks of Fiery Dragon Productions, Inc. All rights reserved. All other content is ©2007 Adam Windsor. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. This book is compatible with 3rd Edition and Revised 3rd Edition rules. This edition of Iron Heroes is pro- duced under version 1.0a and/or draft versions of the Open Game License and the System Reference Document by permission of Wizards of the Coast. Subsequent versions of this product will incorpo- rate later versions of the license and document. Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version 1.0a: Any and all Henchman Productions logos and identifying marks and trade dress, such as all Henchman Productions product and product line names including but not limited to Iron Heroes, Mastering Iron Heroes, The Iron Heroes Bestiary; any specific characters and places; capitalized names and original names of places, artifacts, characters, races, countries, geographic locations, gods, historic events, and organizations; any and all stories, storylines, histories, plots, thematic elements, and dialogue; and all artwork, symbols, designs, depictions, illustrations, maps, and cartography, likenesses, poses, logos, or graphic designs, except such elements that already appear in final or draft versions of the d20 System Reference Document or as Open Game Content below and are already open by virtue of appearing there. The above Product Identity is not Open Game Content. Check out Fiery Dragon online at <www.fierydragon.com>. TABLE OF CONTENTS 3 How Is an Iron Heroes Setting Healing and Reserve Points . .187 Chapter Ten: Magic Different? . .153 Space Occupied in Combat . .188 Basic Principles of Magic . .220 Sidebar: Combat and High Movement . .189 The Mechanics of Magic . .221 Adventure . .154 Other Move Actions . .194 Sidebar: Tracking Mana . .221 Sidebar: Creating the First . .154 Free Actions . .194 Casting Spells . .223 Special Attack Actions . .194 Sidebar: Shapable Areas Chapter Seven: Equipment Saving Throws . .202 and Effects . .226 Coins . .156 Mounted Combat . .202 Sidebar: Line of Effect . .227 Weapons . .156 Magic in Combat . .203 Sidebar: Spells and Save DCs . .228 Armor and Shields . .165 Combat Challenges . .205 Spell Methods . .228 Sidebar: Armor and Spellcasting . .165 Sidebar: For DMs—Challenges Sidebar: A Sample Conjuration Goods and Services . .169 On the Fly . .205 Method Creation Spell . .233 Mounts and Related Gear . .172 Stunts . .207 Sidebar: A Sample Divination Sidebar: Challenges and Stunts . .207 Method Scrying Spell . .234 Chapter Eight: Combat Sidebar: Skills Versus Stunts . .208 Sidebar: A Sample Enchantment What’s New? . .173 Sidebar: Options, Options, Options .209 Method Alter Mind Spell . .235 Actions in Combat . .174 States and Conditions . .209 Sidebar: A Sample Evocation Method Initiative . .176 Sidebar: Stunts and Challenges— Eldritch Blast Spell . .238 Surprise . .177 An Example of Play . .210 Attacks . .178 Appendix: Sidebar: Stacking Modifiers . .179 Chapter Nine: Adventuring Campaigns and Conversions Defense . .181 Carrying Capacity . .213 Running Iron Heroes . .247 Sidebar: Static Damage Reduction . .183 Movement . .214 Conversion Rules . .248 Sidebar: Natural Armor and VisionSample and Light . file. .217 Character Sheet . .250 Damage Reduction . .184 Breaking and Destroying Index . .251 Damage, Injuries, and Death . .185 Objects . .218 Open Game License . .254 Designation of Open Game Content: Subject to the Product Identity designation above, the following portions of Iron Heroes are designated as Open Game Content: the “Before You Start” section of the Introduction; the entirety of Chapters One and Four; the class advancement tables and “Class Features” sections of Chapter Three; the feats in Chapter Five in their entirety; the names, spell param- eters (range, duration, etc.), and game mechanics of the spell methods in Chapter Ten; and anything else contained herein which is already Open Game Content by virtue of appearing in the System Reference Document or some other Open Game Content source. In Chapters Seven, Eight, and Nine, all the material that also appears in the System Reference Document is open, and all other material is not. Some portions of this book which are Open Game Content originate from the System Reference Document and are ©1999–2005 Wizards of the Coast, Inc. The remainder of these Open Game Content portions of this book are hereby added to Open Game Content and if so used, should bear the COPYRIGHT NOTICE “Iron Heroes ©2007 Adam Windsor.” This material is protected under the copyright laws of the United States of America. Any reproduction, retransmission, or unauthorized use of the artwork or non-Open Game Content herein is prohibited without express written permission from Adam Windsor, except for purposes of review or use of Open Game Content consistent with the Open Game License. The original purchaser may print or photocopy copies for his or her own personal use only. This document is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. 4 IRON HEROES INTRODUCTION:Action Fantasy! Welcome to Iron Heroes, a variant player’s handbook. This book takes the basic rules you already know and introduces a set of expansions designed to promote a different style of play. ter’s other abilities, plus how to generate them for your character. Chapter Two: Traits. Iron Heroes player characters (PCs) are defined by their traits rather than a specific race. A tall war- rior from the northern, arctic wastelands has different traits than a lithe, scimitar-wielding horseman of the desert. The trait system allows you to define your character’s physical and mental attributes with superior precision. Chapter Three: Character Classes. From the deadly exe- cutioner to the dauntless armiger, the 10 character classes in Iron Heroes present you with a set of heroic templates that you can customize with the innovative new feat system. Chapter Four: Skills and Ability Checks. Danger and combat are the meat and drink of a heroic warrior, and as such the core skills receive new rules that cover their use in such situations. Chapter Five: Feats. More than simple abilities, the new rules for mastery, feat categories, and descriptors bring unpar- Samplealleled file flexibility, excitement, and customization to the game. ron Heroes focuses on action and adventure. Your charac- Chapter Six: Roleplaying Iron Heroes. This chapter cov- I ter’s talents and abilities, rather than his equipment, ers guidelines on creating your character’s personality, back- determine his capabilities. Magic in Iron Heroes is a dan- ground, and the nonrule qualities that make him interesting. gerous force, one that is as likely to harm its user as his ene- It also presents brief notes on a typical Iron Heroes campaign mies. Before you get started with the rules,