IRON FIST
A d20 3.5/Iron Kingdoms Game
CLASSES
You actually have two classes (using the gestalt rules).
Your first class is essentially a somewhat mundane “background” class. There are many options, but they all use the NPC classes (Adept, Aristocrat, Commoner, Expert, Warrior) as a basis for each. Each of these classes gains one or two talents as listed. Talents are explained at the end.
Background classes do not carry over into Prestige Classes, but resume if you take a subsequent level in your gestalt classes.
Your second class is your “adventuring” class: Arcane Mechanic, Berserker (Barbarian), Bodger, Cleric, Druid, Fell Caller, Fighter, Gun Mage, Monk, Paladin, Rogue, Scout (Ranger), Sorcerer, War Bard (Bard) or Wizard.
If you have some other adventuring class you want to use, just ask me. I might let it slide.
BACKGROUND NPC CLASS
CLASS TO USE TALENTS
Agitator Expert Public Speaking, Street Fighter
Apprentice Wizard Adept Fast Hands, Prestidigitation
Artisan Expert Artistic, Etiquette
Bailiff Commoner Mathematical, Orientation
Barber-Surgeon Expert Savvy, Surgery
Boatman Commoner Orientation, Seasoned Traveler
Bodyguard Warrior Street Fighter, Strong
Bone Picker Commoner Disease Resistance, Street Smart
Bounty Hunter Warrior Orientation, Weapon Training (net)
Brawler Expert Menacing, Street Fighter
Burgher Aristocrat Dealmaker, Savvy
Camp Follower Commoner Seasoned Traveler, Street Fighter
Cat Burglar Expert Alley Cat, Street Smart
Charcoal-Burner Commoner Savvy, Strong
Charlatan Expert Schemer, Street Smart
Coachman Commoner Quick Draw, Seasoned Traveler
Courtier Expert Savvy, Schemer
Demagogue Adept Public Speaking, Street Smart
Dregg-Wrecker Warrior Fearless, Striker
Duelist Warrior Quick Draw, Swashbuckler
Dungeon Delver Expert Fleet-Footed, Orientation
Engineer Expert Mathematical, Wrestler
Entertainer Expert Mimic, Reactionary
Envoy Aristocrat Dealmaker, Seasoned Traveler
Explorer Expert Orientation, Seasoned Traveler
Fence Expert Dealmaker, Street Smart
Ferryman Commoner Street Fighter, Suave
Field-warden Expert Fleet-Footed, Weapon Training (sling)
Fisherman Commoner Hardy, Orientation
Flagellant Adept Fearless, Striker
Friar Adept Wise, Seasoned Traveler
Ghost Strider Expert Fleet-footed, Surefooted
Grave Robber Expert Disease Resistance, Street Smart
Hedge Wizard Adept Hedge Magic, Prestidigitation
Herald Aristocrat Etiquette, Public Speaking
Highwayman Warrior Swashbuckler, Trick Riding
Hunter Warrior Hardy, Marksman
Initiate Adept Public Speaking, Suave
Innkeeper Commoner Street Fighter, Street Smart
Interrogator Expert Menacing, Wrestler
Jailer Commoner Disease Resistance, Wrestler
Knight Aristocrat Cavalry, Striker
Marine Warrior Quick Draw, Striker
Mate Expert Disease Resistance, Seasoned Traveler
Mercenary Warrior Quick Draw, Rapid Reload
Merchant Commoner Dealmaker, Mathematical
Messenger Commoner Fleet-footed, Orientation
Militiaman Warrior Striker, Weapon Training (polearm)
Miner Commoner Dodger, Durable
Minstrel Commoner Etiquette, Public Speaking
Navigator Expert Orientation, Seasoned Traveler
Noble Aristocrat Etiquette, Schemer
Norse Beserker Warrior Frenzy, Quick Draw
Outlaw Warrior Rover, Sharp Shooter
Outrider Expert Charm Animal, Orientation
Peasant Commoner Flee!, Hardy
Physician Expert Disease Resistance, Surgery
Pistolero Warrior Quick Draw, Sure Shot
Pit Fighter Warrior Striker, Wrestler
Politician Expert Public Speaking, Schemer
Priest Adept Armored Caster, Petty Magic
Racketeer Commoner Menacing, Street Fighter
Rat Catcher Commoner Disease Resistance, Tunnel Rat
Road-warden Warrior Quick Draw, Weapon Training (firearms)
Rogue Expert Sixth Sense, Street Smart
Scholar Expert Linguistics
Scout Warrior Charm Animal, Orientation
Scribe Expert Linguistics
Seaman Commoner Hardy, Swashbuckler
Sergeant Warrior Striker, Wrestler
Servant Commoner Acute Hearing, Etiquette
Shield-breaker Expert Immovable Stance, Cool-headed
Skorne-Slayer Warrior Lightning Parry, Unsettling
Smuggler Expert Dealmaker, Street Smart
Soldier Warrior Sharpshooter, Striker
Spy Expert Schemer, Sixth Sense
Squire Aristocrat Cavalry, Etiquette
Steward Aristocrat Mathematical, Public Speaking
Student Expert Mathematical, Savvy
Targeteer Warrior Rapid Reload, Sure Shot
Thief Expert Alley Cat, Trap-finder
Thug Warrior Poison Resistance, Striker
Toll-keeper Commoner Stout-hearted, Marksman
Tomb Robber Expert Sixth Sense, Tunnel Rat
Tradesman Commoner Dealmaker, Savvy
Troll-Slayer Warrior Hardy, Quick Draw
Vagabond Commoner Orientation, Seasoned Traveler
Valet Commoner Cool-Headed, Etiquette
Vampire Hunter Warrior Stout-hearted, Striker
Veteran Warrior Rapid Reload, Striker
Watchman Warrior Cool-Headed, Striker
Witch Hunter Warrior Menacing, Sixth Sense
Woodsman Commoner Rover, Weapon Spec (axe)
Zealot Adept Hardy, Public Speaking
TALENT DESCRIPTIONS
Acute Hearing: You gain a +2 bonus to all Listen checks.
Alley Cat: You gain a +2 bonus to all Hide and Move Silently checks in an urban setting.
Armored Caster: Your Arcane Check Penalty when casting spells while wearing armor is reduced by 3 (minimum of 0).
Artistic: You gain a +4 bonus to all Profession (artist) checks and a +2 bonus to Appraise checks when evaluating objects d’art.
Cavalry: You gain a +1 to all attack rolls when you are mounted.
Charm Animal: You gain a +2 bonus to all Handle Animal checks.
Cool-headed: You gain a +1 bonus to all Will saving throws.
Deal-maker: You gain a +2 to all Diplomacy checks.
Disease Resistance: You gain a +2 bonus to all Fortitude saving throws vs. disease.
Dodger: You gain a +1 bonus to all Reflex saving throws.
Durable: You gain +2 to your Constitution.
Etiquette: You are well-versed in the social graces of the upper classes. You gain a +2 bonus to Diplomacy and Gather Information checks when dealing with nobility.
Fast Hands: You gain a +2 bonus to hit with any touch spell you cast.
Fearless: You gain a +8 bonus to all Will saving throws to resist fear effects.
Flee!: Whenever you flee or retreat from combat, you can double your speed for that round.
Fleet-Footed: Your base speed increases by 10 feet.
Frenzy: Once per day, you can go into a frothing rage like a barbarian. If can already go berserk, you can do so one extra time.
Hardy: You gain +5 hit points.
Hedge Magic: You can cast 0-level arcane spells as if you were a sorcerer. If you can already cast 0-level spells, the number you can cast per day doubles.
Immovable Stance: You gain a +8 bonus to resist all bull rush and overrun checks.
Lightning Parry: Whenever you are hit by a melee attack, you can attempt to parry it. You roll to hit and if your total is greater than the roll that hit you, then you parry the attack and take no damage.
Reactionary: You gain a +2 bonus to Reflex saving throws.
Linguistics: You gain Language as a class skill and you know 2 more languages.
Marksman: you can re-roll any missed range attack up to 3 times per day.
Mathematical: You have a gift for calculation and can work out a solution for nearly any mathematical problem given sufficient time. You gain a +2 bonus on any Bluff checks when gambling, a +2 bonus on all Profession (navigator) checks, and a +4 bonus on all Listen, Search and Spot checks that involve estimation (distance, size, volume, etc.).
Menacing: You gain a +2 bonus to all Intimidate checks.
Mimic: You have an ear for voices and accents and can reproduce them accurately. You gain a +2 bonus to Disguise and Perform checks that involve vocal components.
Orientation: You gain a +8 bonus to Survival checks to keep from getting lost and to retrace your steps.
Petty Magic: You can cast 0-level divine spells as if you were a cleric. If you can already cast 0-level spells, the number you can caster per day doubles.
Poison Resistance: You gain a +4 bonus to all Fortitude saving throws to resist the effects of poisons.
Prestidigitation: You can cast prestidigitation 3 times per day, and you gain a +2 bonus to all sleight of hand checks.
Public Speaking: Whenever you use Perform skill to affect a crowd, you gain a +2 bonus to your Perform check and can affect 10 times as many people.
Quick Draw: You can draw a light or small weapon as free action.
Rapid Reload: You can reload a weapon as a swift action.
Rover: You gain a +2 bonus to Hide and Move Silently checks when in rural settings.
Savvy: You gain +2 to Intelligence.
Schemer: You gain a +2 bonus to all Bluff, Diplomacy, Intimidate and Charisma checks when intrigue is involved.
Seasoned Traveler: You gain a +4 bonus on all Knowledge (local) checks, and you get a +20% discount on the cost of all food and lodging.
Sharpshooter: Whenever you take the aim action with a ranged, you gain a +4 bonus
Sixth Sense: You gain a +4 bonus to all Listen, Spot and other perception checks to void being surprised, and a +2 to Initiative checks.
Stout-hearted: You gain a +2 bonus to all Fortitude saving throws.
Street Fighter: Whenever you make an unarmed strike, you gain a +1 bonus to hit and to damage.
Street Smart: You gain a +4 bonus to Gather Information checks.
Striker: You gain a +1 to hit OR a +1 to damage with any melee weapon (choose when you gain this talent).
Strong: You gain a +2 bonus to your Strength.
Suave: You gain a +2 bonus to your Charisma.
Sure Shot: Up to 3 times per day, you can re-roll any ranged attack that you miss. You must state you are re-rolling before the GM announces the result of the roll, and must go by the second roll even if it is worse.
Surefooted: You gain a +4 bonus to all Balance checks.
Surgery: You heal twice as many hit points as normal with your Heal checks.
Swashbuckler: You gain a +1 bonus to Balance, Jump and Tumble checks.
Trap-finder: You gain a +4 bonus to all Search checks to find traps.
Trick Riding: You gain a +4 bonus to Ride checks whenever attempting riding tricks.
Tunnel Rat: You gain a +2 bonus to all Hide and Move Silently checks when underground in caves and tunnels.
Unsettling: Your daunting presence disturbs your opponents. Enemies must succeed at a Will save DC 10 + your level + your Charisma modifier or suffer a -2 penalty to all attack and damage rolls until they do succeed (retry each round) or until they are out of sight of you.
Weapon Training (axe): You gain a +1 to hit and damage with an axe.
Weapon Training (small firearms): You gain a +1 to hit with small firearms.
Weapon Training (polearm): You gain a +1 to hit and to damage with a polearm.
Weapon Training (sling): You gain a +1 to hit and to damage with a sling.
Weapon Training (net): You gain a +2 bonus to hit with a net.
Wise: You gain a +2 bonus to Wisdom.
Wrestler: You gain a +4 bonus on all grapple checks or on Escape Artist checks to escape a grapple.
This message was last edited by the GM at 04:48, Sat 26 Sept 2020.