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==Campaign Setting== The '''[[Alchemist]]''' is a character who studies the arcane sciences of chemistry to create and utilize potent chemical tools and weapons. As they gain levels, they gain an arsenal of increasingly complex alchemical formulae that they can create during downtime, as well as certain simpler formulae they can whip up on the fly if they have access to their alchemist's supplies. The three subclasses of the Alchemist are: * The ''Combat Alchemist'', a warrior-alchemist who specializes in the use of weaponized alchemy, lobbing homemade grenades at foes with increasing skill and versatility as they age. Whilst their features don't revolve around it, they often carry Crucible Arms - specialist weapons that either spray deadly alchemical liquids like flamethrowers or can infuse bullets with fiery, acidic or toxic fluids. * The ''Synthesist'' is dedicated to pursuing the true understanding of alchemy, allowing them to produce more powerful alchemical items and otherwise wring more use out of their alchemical supplies and formulae. * The ''Rogue Alchemist'' is either a criminal who turned to alchemy to augment their lawbreaking, or just an alchemist who refuses to knuckle under to the established alchemical guilds (or was kicked out of them, or otherwise has cause to operate under the table, as it were). They specialize in scrounging up substitute ingredients and outright pilfering alchemical formulae from others but are also masterful poisoners. * The ''Biochemist'' (from DW) is a potion master, specializing in boosting living beings through drugs and tinctures. The '''[[Gun Mage]]''' is one of the most iconic classes of the Iron Kingdoms; a [[gish]] who combines spellcasting powers with [[gunslinger]] talents to become a master of ranged combat. Take note that despite using the 5e spell list, Gun Mages do '''not''' specialize in the use of ray spells and other "beam" type offensive spells, but instead focus on taking ordinary ammo and channeling magic into it; this is represented by their core class feature, ''Rune Shot'', which lets them pick a number of different potential buffs they can apply to their bullets by spending spell slots, such as adding elemental damage, boosting accuracy, heightening damage, turning it into a guided projectile, etc. The higher the Gun Mage's level, the more Rune Shot options they can pick up. They are Charisma-based [[Half Caster]]s, although they can cast 6th level spells rather than the normal 5th level spell cap. They rely on the use of the Magelock weapons, but can substitute any firearm - however, until they gain the Weapon Bond feature, using non-Magelock firearms to launch Rune Shots causes the weapon to degrade with each use. There are three Gun Mage subclasses: * ''Militant Order of the Arcane Tempest'' represents true soldier gun mages who gain increasingly potent combat-related abilities. * ''Order of the Thorn'' is an order of covert operatives from Llael who specialize in espionage, sabotage and assassination. Their subclass features are a mixture of stealthy shooting tricks and an increased ability to fight to the last. * ''Order of the Lone Gun'' covers self-trained, mavericks, or heirs to minor traditions that haven't developed into fully-fledged orders. They're the most versatile of the gun mages, with a grab-bag of useful tricks. * ''Order of the Witch'' (from NK) teaches gun mages to meld some of the Cryxian traditions of [[Blood Magic]] with the art of wielding firearms. They gain Bleeder (heal by 1/2 damage dealt with this rune shot) as a bonus rune shot, can stab and shoot with a witchlock's bayonet in the same turn, can use a successful shot from a witchlock to regain a Rune Shot 1/short rest, and can deal two Rune Shots at one by blasting away with dual witchlocks. The '''Gunfighter''' is, of course, a [[gunslinger]] by any other name. It's a warrior class dedicated to mastery over the new firearms included in the Requiem corebook, with its core feature being access to a number of special attacks called "Trick Shots"; in this regard they're sort of like dexterity gun mages. They tend to focus on evasion, stealth, and just staying well out of reach of the enemy, so don't mistake them for a [[fighter]] even if they are a "mundane combat-focused" class! Three subclasses here: * ''Pistoleers'' specialize in the use of pistols, allowing them to draw and fire with greater speed than other gunfighters. * ''Sharpshooters'' specialize in the use of long arms like rifles; they don't fire as frequently as pistoleers, but they hit targets a lot harder and from a lot further away. * ''Commandos'' are stealthy gunfighters who specialize in quick, brutal stealth attacks to take down foes. As a result of their tendency to work in close range, they are also more adept at melee weapons than pistoleers or sharpshooters. * ''Ghost Snipers'' (from B&B) specialize in firing from afar but are better at avoiding notice after firing whether because they ran just after firing or because that shot has been silenced. * ''Wraith'' (from NK) is a Gunfighter/[[Necromancer]] fusion, the Wraith is an [[Intelligence]]-based [[Third Caster]] with access to a small school of "ghost themed" spells (buffs and debuffs), the unique Trick Shots "Lead Poisoning" and "Spelleater", the ability to shoot through protective spells and disrupt spellcaster concentration, and the ability to regain spell slots by using Spelleater or disrupting enemy casting. '''Mechaniks''' are the [[artificer]]s of Immoren, adventurer-scientists who specialize in building, maintaining and utilizing the various [[steampunk]] gear of the Iron Kingdoms to solve their problems. Unlike the Alchemist, Gun Mage and Gunfighter, they don't have a specific class-based set of "things you can build", they just have class features that make them better at building and using "tech" items on the fly - they're a [[Skill Monkey]] class more than anything. Three subclasses, yet again: * ''Combat Mechaniks'' are used to serving in combat and keeping valuable military gear, like guns, steamjacks, cybernetics, etc, functioning under pressure. On the other hand, they're also very good at knocking out enemy machines too. * ''Ironheads'' are specialists in the use of steam armor - the [[Power Armor]] of Immoren. Human(oid) tanks, ironheads get to build their own free suit of standard-class steam armor, and subsequently customize it as they level up with more unique tricks and abilities. * ''Arcane Mechaniks'' really are the artificers of the Iron Kingdoms; they're mages who've turned to blending science and sorcery, allowing them to specialize in industrial thaumaturgy - the very elite branch of science that creates the [[magitek]] devices known as mechanika. They're Intelligence-based [[Third Caster]]s with the ability to both cast spells of up to 4th level and to build, fuel and otherwise augment mechanika devices and weapons. * ''Arcane Mechaniks'' (from B&B) really are the artificers of the Iron Kingdoms; they're mages who've turned to blending science and sorcery, allowing them to specialize in industrial thaumaturgy - the very elite branch of science that creates the [[magitek]] devices known as mechanika like 'jacks. They're Intelligence-based [[Third Caster]]s with the ability to both cast spells of up to 4th level and to build, fuel and otherwise augment mechanika devices and weapons. * ''Rhulic Mechaniks'' (from B&B) dedicates on pushing steamjacks to their limits and getting the most out of those limits. * ''Iron Mongers'' (from NK) specialize in fighting on the front line, right alongside their machinery, and are happy to employ a little black magic to aid in tearing down the steamjacks, fortifications and vehicles of their enemies. They gain proficiency in Strength saves and Intimidation, +2 HP per level, can use Tinkering from 15ft away, place a Machine Curse on an enemy construct, vehicle or structure (or boost an ally construct, vehicle or piece of mechanika), do more damage with melee attacks against constructs, vehicles and structures, and can add Strength modifiers to their Tinkering checks. * ''Necrotech'' (from NK) is the most iconically Cryxian tradition of the mekanik, being one part mad scientist and one part [[necromancer]]. They can work on necrotech with their Field Tinkering, build Scrap Thralls, and bolster themselves with necromechanikal augmentations. * ''Trapper'' (from DW) is, as the name suggests, focused on the art of constructing traps. Finally, there are '''[[Warcaster]]s'''; mages who can telepathically link with steamjacks, allowing them to command these [[steampunk]] [[magitek]] [[golem]]s in battle, as well as to exploit mechanika weapons and armor to greater effect. They are Intelligence-based [[Half Casters]] of the "prepared spells" style - the iconic "Focus" from the wargame is adapted into a kind of [[mana]] system; you have a level-based cap on how powerful a spell you can cast (up to 6th level) and on the maximum size of your Focus pool, and you spend Focus points to cast a spell or apply a buff. Their three subclasses reflect their approach to mechanika-augmented magic: * ''Controllers'' are the iconic "steamjack master" warcasters, focused on pushing their steamjacks further and getting the most out of them in battle. They're the only subclass who ''start'' play with a steamjack companion as a result. * ''Arcanists'' focus instead on battle magic; steamjacks are used as "living" defenses and reserves of magical energy. Their features revolve around maximising their offensive spell capabilities, and they can even use Focus to alter their spells in a form of pseudo-[[metamagic]]. * ''Soldiers'' are the warcasters least interested in steamjacks, instead focusing on their bond with mechanika arms and armor. They're all about boosting the most out of their mechanika gear and using Focus to augment their own personal killing abilities, making them the most [[gish]]y of the warcasters. * ''Arcane Assassins'' (from B&B) are warcasters that are ironically made to hunt down their own kind. Not only can they spend focus to cripple the target's spellcasting abilities, but they can also find ways to drain energy from mechanika and arcanik devices. * ''Arcanika Adeptis'' (from B&B) is dedicated entirely to the use of Arcanika - special magic-powered technology from Ios. This grants a special bond with an arcanikal weapon or armor and learning how to feed both Focus and spells into fueling it. * ''Rhulic Warcasters'' (from B&B) uphold the efficiency expected from Rhul, getting the most from even the simplest steamjacks. This provides a unique steamjack as a bond, a simple utility bot that can nonetheless be a very tanky thing with advantages that others cannot find. * ''Void Touched'' (from B&B) is the result of the Sundering hitting Ios, twisting the magic of some to channel a cold and bitter void. This not only makes for some offensive options for Focus, but also the ability to crib a spell from the Cleric's Void Domain. * ''Cryxian Necromancer'' (from NK) obviously represents the unique blend of warcaster magic and [[necromancer]] traditions that underpin Cryx's use of bonejacks. Whilst they ''can'' use bonejacks, they actually focus more on withering foes with a barrage of black magic. * ''Swashbuckler'' (from NK) is a warcaster who has focused on learning how to effectively fight and command warjacks aboard a ship, with the ability to tap their warcaster armor to create breathable air and to magically manipulate the weather.
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