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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
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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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