6
A V ARIANT PLAYERS 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 Sample file

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Page 1: New Sample filewatermark.drivethrurpg.com/pdf_previews/25985-sample.pdf · 2018. 4. 28. · A VARIANT PLAYER’S HANDBOOK BY MIKE MEARLS Requires use of theDungeons & Dragons® Third

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

Sam

ple

file

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IRON HEROES2

Introduction: Action Fantasy!

What Is This Book? . . . . . . . . . . . . .4

Combat: Options and Choices . . . .5

Character Classes . . . . . . . . . . . . . .6

Focus on Skills . . . . . . . . . . . . . . . .7

More Feats . . . . . . . . . . . . . . . . . . . .7

An Implied Setting . . . . . . . . . . . . . .8

Getting Started . . . . . . . . . . . . . . . .10

Creating Characters . . . . . . . . . . . .11

Gaining Levels . . . . . . . . . . . . . . . . . .12

Chapter One: Abilities

Ability Modifiers . . . . . . . . . . . . . . .13

The Abilities . . . . . . . . . . . . . . . . . . .13

Generating Ability Scores . . . . . . .17

Ability Score Bonuses and Damage .17

Chapter Two: Traits

Selecting Traits . . . . . . . . . . . . . . . .18

Trait Categories . . . . . . . . . . . . . . . .18

Trait Descriptions . . . . . . . . . . . . . .19

Chapter Three: Character Classes

Level-Dependent Abilities . . . . . . . .28

Experience and Levels . . . . . . . . . . .30

New Class Concepts . . . . . . . . . . . .30

Sidebar: Iron Heroes Token Pools . .31

Archer . . . . . . . . . . . . . . . . . . . . . . . .31

Armiger . . . . . . . . . . . . . . . . . . . . . . .36

Berserker . . . . . . . . . . . . . . . . . . . . . .40

Executioner . . . . . . . . . . . . . . . . . . .45

Sidebar: Sneak Attacks

With Token Use . . . . . . . . . . . . . . . .47

Harrier . . . . . . . . . . . . . . . . . . . . . . .50

Hunter . . . . . . . . . . . . . . . . . . . . . . . .53

Man-at-Arms . . . . . . . . . . . . . . . . . . .58

Thief . . . . . . . . . . . . . . . . . . . . . . . . . .60

Weapon Master . . . . . . . . . . . . . . . .64

Special Spellcasting Class:

The Arcanist . . . . . . . . . . . . . . . . . . .68

Multiclassing . . . . . . . . . . . . . . . . . .72

Sidebar: Why a Base Defense

Penalty? . . . . . . . . . . . . . . . . . . . . . . .72

Chapter Four:

Skills and Ability Checks

Using Skills . . . . . . . . . . . . . . . . . . .73

Extended Skill Checks . . . . . . . . . .76

Combining Skill Attempts . . . . . . . .76

Skill Challenges . . . . . . . . . . . . . . . .76

Skill Groups . . . . . . . . . . . . . . . . . . .78

Base Attack Checks . . . . . . . . . . . . .79

Skill Descriptions . . . . . . . . . . . . . .79

Sidebar: Changes to Craft . . . . . . .84

Sidebar: Roleplaying and

Diplomacy Checks . . . . . . . . . . . . . .88

Sidebar: Changes to Diplomacy . . .88

Ability Checks . . . . . . . . . . . . . . . . .111

Chapter Five: Feats

Gaining Feats . . . . . . . . . . . . . . . . . .114

General Feats . . . . . . . . . . . . . . . . . .114

General Feat Descriptions . . . . . . .114

Sidebar: Converted Feats . . . . . . . .117

Mastery Feats . . . . . . . . . . . . . . . . . .118

Mastery Feat Descriptions . . . . . . .119

Sidebar: Parry Token Pool . . . . . . .127

Sidebar: Strategy Token Pool . . . .143

Chapter Six: Roleplaying Iron Heroes

Combat With Personality . . . . . . . .148

Sidebar: Defining Characteristics . .149

Background and Goals:

The Ties That Bind . . . . . . . . . . . . . .149

Sidebar: A Character

Questionnaire . . . . . . . . . . . . . . . . .150

The Final Details . . . . . . . . . . . . . . . .150

Your Character’s World . . . . . . . . .151

Table of Contents

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 anycompany 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 HenchmanProductions 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 IronHeroes 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 graphicdesigns, 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>.

Sam

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TABLE OF CONTENTS 3

How Is an Iron Heroes Setting

Different? . . . . . . . . . . . . . . . . . . . . .153

Sidebar: Combat and High

Adventure . . . . . . . . . . . . . . . . . . . . .154

Sidebar: Creating the First . . . . . . .154

Chapter Seven: Equipment

Coins . . . . . . . . . . . . . . . . . . . . . . . . .156

Weapons . . . . . . . . . . . . . . . . . . . . . .156

Armor and Shields . . . . . . . . . . . . . .165

Sidebar: Armor and Spellcasting . .165

Goods and Services . . . . . . . . . . . . .169

Mounts and Related Gear . . . . . . .172

Chapter Eight: Combat

What’s New? . . . . . . . . . . . . . . . . . . .173

Actions in Combat . . . . . . . . . . . . . .174

Initiative . . . . . . . . . . . . . . . . . . . . . .176

Surprise . . . . . . . . . . . . . . . . . . . . . . .177

Attacks . . . . . . . . . . . . . . . . . . . . . . .178

Sidebar: Stacking Modifiers . . . . . .179

Defense . . . . . . . . . . . . . . . . . . . . . . .181

Sidebar: Static Damage Reduction . .183

Sidebar: Natural Armor and

Damage Reduction . . . . . . . . . . . . . .184

Damage, Injuries, and Death . . . . . .185

Healing and Reserve Points . . . . . .187

Space Occupied in Combat . . . . . . .188

Movement . . . . . . . . . . . . . . . . . . . . .189

Other Move Actions . . . . . . . . . . . .194

Free Actions . . . . . . . . . . . . . . . . . . .194

Special Attack Actions . . . . . . . . . .194

Saving Throws . . . . . . . . . . . . . . . . .202

Mounted Combat . . . . . . . . . . . . . . .202

Magic in Combat . . . . . . . . . . . . . . .203

Combat Challenges . . . . . . . . . . . . .205

Sidebar: For DMs—Challenges

On the Fly . . . . . . . . . . . . . . . . . . . . .205

Stunts . . . . . . . . . . . . . . . . . . . . . . . .207

Sidebar: Challenges and Stunts . . .207

Sidebar: Skills Versus Stunts . . . . .208

Sidebar: Options, Options, Options .209

States and Conditions . . . . . . . . . .209

Sidebar: Stunts and Challenges—

An Example of Play . . . . . . . . . . . . .210

Chapter Nine: Adventuring

Carrying Capacity . . . . . . . . . . . . . .213

Movement . . . . . . . . . . . . . . . . . . . . .214

Vision and Light . . . . . . . . . . . . . . . .217

Breaking and Destroying

Objects . . . . . . . . . . . . . . . . . . . . . . .218

Chapter Ten: Magic

Basic Principles of Magic . . . . . . . .220

The Mechanics of Magic . . . . . . . . .221

Sidebar: Tracking Mana . . . . . . . . . .221

Casting Spells . . . . . . . . . . . . . . . . .223

Sidebar: Shapable Areas

and Effects . . . . . . . . . . . . . . . . . . . .226

Sidebar: Line of Effect . . . . . . . . . . .227

Sidebar: Spells and Save DCs . . . . .228

Spell Methods . . . . . . . . . . . . . . . . .228

Sidebar: A Sample Conjuration

Method Creation Spell . . . . . . . . . .233

Sidebar: A Sample Divination

Method Scrying Spell . . . . . . . . . . .234

Sidebar: A Sample Enchantment

Method Alter Mind Spell . . . . . . . .235

Sidebar: A Sample Evocation Method

Eldritch Blast Spell . . . . . . . . . . . .238

Appendix:

Campaigns and Conversions

Running Iron Heroes . . . . . . . . . . .247

Conversion Rules . . . . . . . . . . . . . . .248

Character Sheet . . . . . . . . . . . . . . .250

Index . . . . . . . . . . . . . . . . . . . . . . . . .251

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 ofthe 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 SystemReference 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 materialis 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 GameContent 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 withoutexpress 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.

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IRON HEROES4

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.

Iron Heroes focuses on action and adventure. Your charac-

ter’s talents and abilities, rather than his equipment,

determine his capabilities. Magic in Iron Heroes is a dan-

gerous force, one that is as likely to harm its user as his ene-

mies. Before you get started with the rules, this introduction

gives you an overview of what you can expect from this book.

WHAT IS THIS BOOK?

Iron Heroes is a handbook for people who want to play a fanta-

sy roleplaying game. It contains all the information you need

to create a character, fight foes, and play out adventures.

Although this book is a stand-alone work, you can use it

alongside other player’s handbooks, mixing and matching the

races, classes, skills, feats, spells, and even some of the rules, if

you wish. This book expands your available roleplaying

options dramatically.

It should be noted that this book is intended for those who

have already played roleplaying games in the past. Beginners

looking for a simplistic, tutorial-style game book should look

elsewhere. This is an advanced rulebook.

Here’s what you’ll find in each chapter of Iron Heroes:

Chapter One: Abilities. This chapter contains all you

need to know about Strength, Intelligence, and a charac-

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-

alleled flexibility, excitement, and customization to the game.

Chapter Six: Roleplaying Iron Heroes. This chapter cov-

ers guidelines on creating your character’s personality, back-

ground, and the nonrule qualities that make him interesting.

It also presents brief notes on a typical Iron Heroes campaign

setting.

Chapter Seven: Equipment. This chapter gives you new

types of weapons and armor, plus all the basics.

Chapter Eight: Combat. The core structure of the game

remains familiar to established roleplayers, with a few variant

twists for experienced players or for those who simply want

to take advantage of advanced development of the rules. Of

special interest are challenge and stunt systems that allow

players to accomplish amazing tasks.

Chapter Nine: Adventuring. This chapter includes many

of the basic rules needed for a variety of adventuring situa-

tions, from determining how much equipment you can carry

to keeping track of how much light a torch casts over an area.

Chapter Ten: Magic. Magic exists in Iron Heroes, but don’t

rely on it to save the day. There are no formulaic spells.

Instead, casters summon magical energy, attempt to shape it

to their desire, and unleash it upon the world. Sometimes a

spell works perfectly. Most of the time, it causes as many

problems as it solves.

INTRODUCTION:

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INTRODUCTION: ACTION FANTASY! 5

Appendix. Finally, the appendix offers suggestions for DMs

to mix and match Iron Heroes rules with standard d20 System

rules and provides additional gamemastering tips.

The rules in this book are entirely compatible with other

fantasy roleplaying supplements you might own. In most cases,

these rules remain the same as those in games compatible with

the d20 System, although various sections of this book discuss

some changes you need to learn. While Iron Heroes contains

all you need to play the game, you will find mentions of some

basic game concepts (such as certain conditions or specific

magic items) explained more fully in the DMG. You will also

read some references to monsters found in the MM.

Bonus source material and ideas to augment the information

in Iron Heroes appear online at <www.fierydragon.com/ironheroes>.

This rulebook is protected content except for items specifically

called out as Open Game Content on the title page. For full

details, please turn to page 254. Open content is not other-

wise marked in the text of this book.

COMBAT: OPTIONS AND CHOICES

Iron Heroes focuses on fantasy action and adventure. As such,

combat plays an important role in the system. At its core, com-

bat works the same as in the core rules. Initiative, critical hits,

attack rolls, and saving throws remain unchanged. Some por-

tions of the rules, such as attacks of opportunity, appear here

in simplified forms. In most cases, the changes simply add to

the game system rather than truly alter how things work.

The Iron Heroes combat rules—and, by extension, character

classes and feats—are designed with the idea that options

and choices make a game fun. While you can simply charge

into a fight and hack at an opponent, Iron Heroes supports a

variety of styles. It does this in a number of ways.

First, combat challenges are additional benefits you can apply

to an attack in return for a penalty on your roll. You can also

accept penalties to your defensive abilities in return for other

benefits. For example, you can take a penalty to an attack for

the chance to force your opponent to move away from you. In

this case, you make a wild, powerful swing that knocks your

target backward if you hit. If you accept a penalty to your

defenses, you can go on the offensive to gain a bonus to

attacks and damage. These challenges allow you to weigh the

benefits and drawbacks of an aggressive attack or a passive

defense. If a foe is near defeat, you can cast aside caution and

throw everything into an attack to finish him off. When the

battle goes against you, just dig in, defend yourself, and wait

for allies to rescue you. The challenges are open to everyone;

you do not need any special abilities or feats to use them.

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IRON HEROES6

The rules for stunts give you the tools to cover a wide range of actions

beyond the scope of the standard combat rules. Stunts are effect based,

which means you first figure out the stunt’s result in game terms, then

build a description around it. When you attempt a stunt, you make a

skill or ability check. The total result of the check determines your

stunt’s effectiveness. You can use stunts to gain a bonus to attacks and

damage, inflict a penalty to an opponent’s actions, knock a foe prone,

and other benefits. In essence, stunts are free-form actions that aid

your attack actions.

Defense, a measure of your ability to dodge and parry blows, replaces

Armor Class. Armor in Iron Heroes provides you with damage reduction,

the ability to reduce the damage you suffer from an attack. Your defense

bonus measures your ability to avoid your opponent’s attacks. Like your

base attack bonus, it increases with level. Also like the attack bonus, it

increases at a rate determined by your class’ focus on defense, speed,

and agility. This change has two important effects on the game. Touch

attacks become less of a sure thing, since most characters are now much

better at avoiding attacks. On the other hand, being caught flat footed

is a recipe for disaster. When you aren’t on your guard, you lose your

class defense bonus. Thus, it pays to keep active watch for hidden ene-

mies and stay alert.

Combat in Iron Heroes is designed to bring out your creativity. It

offers you more options than in other games, so approach it with a cre-

ative flair that leads you to take actions you might never have consid-

ered before.

CHARACTER CLASSES

The character classes in Iron Heroes each embody a particular style of

fighting rather than professions or roles. They are intentionally divorced

from any tight connections to a specific ethos, culture, or organization.

Instead, they form distinct sets of tools that your character uses to

interact with the world. A thief is a clever trickster who thrives on

deception. The berserker fuels his attacks with his inner fury. The harri-

er dashes across the battlefield, dodging and tumbling past enemies

with deadly, elegant speed. Choosing a class is a matter of finding the

fighting style that suits your taste.

Many of the classes use token pools to reflect their talents. Tokens

encourage you to embrace your class’ favored tactics. When you follow

these tactics, you build up tokens that you can spend to activate special

abilities. Think of the tokens as an abstract method of representing a

combination of maneuvers that yields a result greater than the sum of

its parts.

For example, the “parry” token pool allows you to build up tokens

when an opponent attacks and misses you. This represents your ability

to turn aside blows and set up a foe for a devastating counterattack by

knocking his weapon aside or luring him into overextending himself. As

you evade more attacks, you can take greater advantage of your oppo-

nent’s frustration and increasingly risky attacks.

Character classes in Iron Heroes have a few other distinctive features as

well. They have much better saving throws than classes from other games,

and their base attack bonuses and skill ranks are higher than normal,

too. Iron Heroes characters have far more hit points, plus they have

about twice as many feats as the average character from other games.

With these advantages, you might expect that Iron Heroes classes are

far more powerful than classes from other fantasy games. In some ways,

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