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==Core Book== '''Gobbers''' can use the [[halfling]] traits if you really want, but their official trats are +2 Dex, +1 Cha, Small size, 25 feet speed, ''Superior Darkvision'', and the traits ''Beneath Notice'' (free Stealth proficiency, when you Disengage you can then attempt to Hide), ''Nimbleness'' (you can move through the space of bigger creatures), and ''Tinkerer'' (1 free tool proficiency from the list of alchemist's supplies, mason's tools, smith's tools or tinker's tools). '''Humans''' are all Medium with a base speed of 30 feet, but gain an ability score modifier and racial traits based on their nationality: * Cygnaran: +1 Int, +1 Cha, ''Right to Bear Arms'' (+1 to attack rolls with Simple and Martial Firearms), ''Well Educated'' (pick 2 skill proficiencies: Arcana, Insight, Medicine, Nature, Religion) and ''Industrial Revolution'' (+d4 to ability checks with artisan's tools). * Protectorate of Menoth: +1 Str, +1 Con, ''Pilgrim's Path'' (proficiency in History, Religion and Survival), ''Citizen Soldiers'' (proficiency with simple & martial melee weapons, light armor, medium armor, and shields). * Khadoran: +1 Con, +1 Wis, ''Legacy of the North'' (pick 2 skills: Animal Handling, Athletics, Intimidation, Survival), ''Iron Will'' (advantage on saves vs. Frightened), ''Northern Resilience'' (+2 to Constitution checks and saves). * Llaelese: +1 Int, +1 Cha, ''Keen Mind'' (pick 2 skill proficiencies: Deception, Intimidation, Perception, Stealth), ''Blood of Liberty'' (+d4 to Investigation and Insight checks), ''Dueling Code'' (free Martial Weapon proficiency). * Ordic: +1 Str, +1 Dex, ''Shore Leave'' (pick 2 skill proficiencies: Acrobatics, Athletics, Performance, Survival), ''Sea Legs'' (Swim Speed of 30 feet when in Light Armor or less), ''Coastal Home'' (1 water vehicle proficiency, 1 tool proficiency from: carpenter's tools, cartographer's tools, navigator's tools, or cook's utensils). * Cryxian: +1 Dex, +1 Wis, ''Smuggler's Heritage'' (pick 2 skill proficiencies: Deception, Intimidation, Perception, Stealth), ''A Pirate's Life'' (proficiency with Cutlass and Simple Pistols), ''Touch of Blight'' (Advantage on saves vs. disease and poison, Resistance to Acid and Necrotic damage). '''Elves''' of the Iron Kingdoms are Medium Sized with a 30 foot speed and have ''Keen Senses'' (Perception proficiency) instead of the basic core race's traits. Though each is considered a separate race, they share this much until you pick their nationality: * Iosan Elves have +2 Int, +1 Cha, Darkvision, and the racial traits ''Martial Society'' (re-roll attack rolls of 1; 2nd result stands), and ''Skill Versatility'' (pick 2 skill and/or tool proficiencies of your choice). * Nyss elves have +2 Dex, +1 Int, and the racial traits ''Child of Winter'' (Resistant to Cold damage), ''Nyss Weapon Training'' (free proficiency with Nyss Longbow and Nyss Claymore), ''Quick Response'' (roll Initiative with Advantage 1/day) and ''Light Resilience'' (Advantage on saves vs. Blindness). ** Borderlands Survival Guide gives Iosan and Nyss elves the ability to become Eldritch, magical elven [[vampire]]s. This replaces all racial traits aside from proficiencies with Superior Darkvision, Undead (immunity to starvation and sleep deprivation), Dread Touch (prof/day ability to make special unarmed attacks that require a save to avoid extra damage, all while healing an equal amount of damage) and Eldritch Weakness (vulnerable to wholly organic materials like wood and bone, plus a need to commit ritual murders every day or else suffer Str drain) * Soulless Elves (from B&B) have +2 Int, +1 Dex, Darkvision, and the racial traits ''[[Blank|Arcane Anathema]]'' (inability to cast spells, advantage to saving throws against spells and half-damage even if it fails), ''Martial Society'' (re-roll attack rolls of 1; 2nd result stands) and ''Skill Versatility'' (pick 2 skill and/or tool proficiencies of your choice). '''Ogrun''' gain +2 Str, +1 Con, are Medium Size with a speed 30 feet, and have the racial traits ''Powerful Build'', ''Huge Stature'' (can wield 2-handed weapons 1-handed, Versatile weapons always do 2-handed damage value), ''Thick-Skinned'' (+1 AC when in Medium, Light or No Armor), and ''Imposing Presence'' (free Proficiency in Intimidation or Persuasion). *If you want to specifically play a Rhulic Ogrun, you can swap ''Imposing Presence'' for either ''Lessons of Ghord'' (free proficiency with History and either mason's tools or smith's tools) or ''Oath of Fealty'' (designate a friendly ogrun or rhulic dwarf as your korune; you must obey them and can grant them a free Dodge 1/short rest). '''Rhulic dwarves''' use the standard dwarf core race with these subrace traits: +1 Int, ''Firearms Training'' (proficiency with Carbines), Master Craftsman (proficiency with Tinker's Tools, can craft magic items in 50gp increments and mundane items in 15gp increments) and Oathbound (swear a formal oath for a specific, long-lasting task at 1st level, with a 2nd at 7th level and a 3rd at 12th level; when performing tasks ''directly'' related to an oath, gain a +1 bonus to all relevant skill checks). '''Trollkin''' are Medium sized with a speed of 30 feet and +1 Str and +1 Con. They have the core racial traits Darkvision, ''Born to be Wild'' (Proficiency in Survival), ''Ceaseless Stamina'' (ignore all effects of Exhaustion until you reach exhaustion level 3, whereupon they all hit you at once; you also recover 3 exhaustion levels per long rest), ''Regenerative'' (reroll Hit Die results of 1-2 when spending Hit Die to regain HP during short rests; 2nd result stands) and ''Trollkin Toughness'' (Advantage on saves vs. disease and poison, resistance to Poison damage). They also have to choose one of the following subraces: * Woodland: +1 Con, ''Woodland Survivalist'' (ignore nonmagical forest-based difficult terrain, Advantage on Survival checks to hunt in forests). * Northkin: +1 Str, ''Northkin Resilience'' (Resistant to Cold damage). * Albino: +1 Cha, ''Cantrip'' (choose 2 cantrips from the Sorcerer spell list, cast with Cha). * Waverider: (from NK) +1 Dexterity and ''Seaborne'' (Advanage on saves against being Knocked Prone and on ability checks made to avoid or escape a grapple). * Blighted: (from NK) +1 Strength, ''Blighted Trollkin Training'' (Proficient with Heavy Armor) and ''Blight Mutation'' (Pick one mutation from the following list; you can sacrifice taking an ability score increase or feat to pick up a new mutation from the list instead). ::''Enhanced Senses:'' Advantage on Perception checks, ignore nonmagical darkness. ::''Venomous:'' Once per short rest, attempt to deliver poison with an unarmed strike (declare before making the attack roll). If the strike hits, the target must pass a Constitution check (DC 12 + your Proficiency bonus) or take +1d6 Poison damage and be Poisoned for 1 minute (save to end at end of each of their turns). ::''Heighted Regeneration:'' 1/day, you can use your Action to spend Hit Dice to recover hit points, as if making a long rest. ::''Magic Resilience:'' You can reroll a failed save against a spell or magical effect (Proficiency Bonus) times per day. ::''Carapace:'' Your unarmored AC is 13 + your Constitution modifier (minimum 14). ::''Bloodthirst:'' 1/day, you can enter a bloody frenzy in battle; a successful melee strike gives you a +1 bonus to attack and damage with your next melee attack, cumulative to +3. The frenzy ends and the bonus is lost if you make a ranged attack, cast a spell, or miss. In addition to all of these, the DM's section of the corebook offers two further options. Firstly, if the DM permits, a Satyxis character can be played by using the tiefling statblock, save for replacing Hellish Resistance with Blight Resistance (Resist Necrotic Damage) and Infernal Legacy with Blood Rituals (spilling your own or another's blood when casting a Ritual spell cuts the casting time from 10 minutes to 1 minute). Secondly, if the DM permits, the Dragonborn statblock can be used to represent somebody who was exposed to dragon blight but survived relatively intact and sane. In this case, the "dragonborn" must take one of the following ancestries based on the dragons of Immoren: * Ashnephos (Fire, 5ft by 30ft line, Dex save) * Blighterghast (Acid, 5ft by 30ft line, Dex save) * Everblight (Cold AND Fire, 15ft cone, Dex save) * Halfaug (Cold AND Fire, 5ft by 30ft line, Dex save) * Scaefang (Poison, 15ft cone, Con save) * Toruk (Necrotic, 15ft cone, Dex save) For Everblight and Halfaug ancestry, the character must try to divide their breath weapon damage dice as evenly as possible. When rolling an uneven amount of dice, choose one type to do more damage.
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