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Official Blood and Bewitchment Character Creation Thread

Started by Steerpike, June 11, 2010, 12:41:10 AM

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Steerpike

OFFICIAL PLAY TIME: WEDNESDAYS 1:00 EST

Character Information

Steps to Create a Character:

1) Concept.  Is your character a weatherbeaten corsair from Lophius?  A zerda thief with a quick tongue and a quicker blade?  A hagman witch-warrior with a zealous hatred of leechkin?  A lilix assassin banished for blasphemy?

2) Assign Ability Sores.  You have 24 points to spend.  Your abilities - Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma - begin at 10. You have a pool of additional points that you may spend to improve your scores. Each point you spend increases a single ability by 1 point until that score reaches 15. For each point above 15, it costs 2 points to improve an ability. For each point  above 17, it costs 4 points to improve an ability by 1. In addition, you can pick one of your scores as a weakness. In such a case, you drop that score to 8 and cannot spend points to improve it at this time. In return, you gain 2 bonus points to spend on your abilities.


ScoreModifierScoreModifier
1'"524'"25+7
2'"3'"426'"27+8
4'"5'"328'"29+9
6'"7'"230'"31+10
8'"9'"132'"33+11
10'"11034'"35+12
12'"13+136'"37+13
14'"15+238'"39+14
16'"17+340'"41+15
18'"19+442'"43+16
20'"21+544'"45+17
22'"23+6--

You can see a detailed breakdown of each ability on the SRD.

3) Choose your race from the list below.

4) Choose your traits.  If you're human, you get 2 of these.  Most non-humans only get one.  Check the racial description for your number of traits.

5) Choose your class(es).  A list is provided at the bottom.  If you are non-human and want to multiclass, consider taking levels in your favoured class: otherwise, you will be hampered by an XP penalty.

6) Buy skills (these will be up soon, but they're fairly close to the 3.5 skills in the SRD).

7) Choose Feats.  You get 2 at first level and 1 at every even level, so a 4th level character gets 4 feats.  Some classes also provide bonus feats.

8 ) Figure Hit Points.  You get the highest possible number of hit points at your first level.  For the other levels, you must roll to see how many hit points you get.  See your class for details.  You add your Constitution modifier each level to your hit points.

9) Purchase equipment.  You have 3500 obeloi (same as gp).  Anything worth less than 1 obelus can be rounded up to 1 obelus.

10) Post character Sheet.  Nomadic has provided an excellent example of what a completed character sheet looks like.

11) Launch your character into the blood-spattered madness that is the Cadaverous Earth.

Characters can be posted here.

A collection of important link can be found at the bottom.

All characters begin without their equipment, but their equipment will be returned to them following the first encounter.

After much deliberation and indecisiveness on my part, characters have 3500 obeloi to purchase this starting equipment.  Characters begin at level 4, to accommodate races with LAs.


Magic items are going to be somewhat downplayed, especially things like magic armor and weapons, which will be relatively rare and unique (this is not a world of generic +1 swords).  I'll allow magic weapons to be purchased at the outset so long as they are given a name and a distinctive appearance/history (which I'm sure anyone here wouldf be more than capable of providing).  They won't be thick on the ground once the campaign starts, however, nor can one stroll down to ye olde magick emporium and pick one up.

More common would be scrolls, potions, magic amulets and rings, and the occasional wondrous item, preferably with a more macabre name and cosmetic flavor.  Grafts and tattoos are very common in Macellaria, though much less common elsewhere (almost nonexistant in Skein, for example).

Masterwork items are widely available.  I'll post the Iron Heroes equipment charts up soon, but for now the equipment list in the SRD is fine (they're almost virtually the same - IH just adds on a few descriptors to its weapons).  Armor works differently in IH than in D&D, however.

Here are the Saving Throw and Armor Charts:



And here's the list of Equipment (1gp = 1 obelus):






Races

Hagman

Base speed 30 ft., swim 40 ft.

Hagmen have the aquatic subtype.

+4 Hide in swampy vegetation.

+2 Listen, -2 Spot.  Hagmen have poor eyesight, but they have adapted their other senses.

+2 on Fortitude saves versus poisons and diseases.  Hagmen have natural resistances from dwelling the the swamps.

Amphibious: Hagmen can breathe both water and air.  Hagmen can spend one day per point of Consitution without being immersed in water.  After that they must make a Constitution check (10+1 per previous check) or take 1 point of subdual damage per day until they immerse themselves in water.  Until they are immersed they cannot heal this subdual damage and are fatigued.

Hermaphrodism: Hagmen can change their sex at will.  The process takes one week to complete.  They can also choose to arrest their metamorphosis at any point, producing seven 'liminal' genders which have various significance in Hagman culture.

Scent: Hagmen have the Scent ability, which functions in water.  This greatly assists them while hunting.

Hagmen still get a Background trait but do not receive an additional trait.

Favoured Class: Hunter

Automatic Languages: Glatch, Shambles

Ghul

+2 Constitution, -2 Charisma

Base speed 30 ft.

Darkvision 60 ft.

Grave-Spawn: Ghilan are immune to disease, aging, poison, and death effects.  Grave-spawn cannot receive organic grafts, though pre-existing and mechanical grafts are permitted.

Natural Weapons: Claws 1d3, bite 1d4.

Light Sensitivity: Ghilan are dazzled in direct sunlight.

Carnivorous: Ghilan can only digest meat.

Ghilan get one trait, but it cannot be a Background trait (amnesia).

Favoured Class: Any

Automatic Languages: Shambles

Lilix

Males: +2 Strength, -2 Intelligence
Females: +2 Dexterity, -2 Constitution

Base speed 30 ft.

Darkvision 30 ft.

+2 Bluff

Arachnoid: Lilix have six arms (and two legs).  They have one primary hand and five off hands for combat purposes.  They can, of course, take Multiweapon Fighting to ameliorate the normal penalty for fighting with additional weapons.

Liquid Diet: Lilix can only ingest liquid food.

Lilix still get a Background trait but do not receive an additional trait.

Favoured Class: Executioner

Automatic Languages: Spiderchatter, Chattelchatter

LA +1

Shade

In their natural forms, shades are Oozes with 5d10 HD that take 1 point of damage each round if exposed to sunlight.  However, while possessing a host, Shades are represented by a template:

'Shade' is a template that can be applied to any humanoid, monstrous humanoid, animal, magical beast, or aberration (hereafter referred to as the 'host') of Huge size or smaller.

The host loses its class and all associated features (HD, skills, etc) but gains those of the shade (NOT its Ooze HD - its class HD, which don't apply when the shade is in Ooze form), which are only active while the shade is in possession of a host.  The shade is only expelled from the host if the host is killed or if they are exposed to direct sunlight, in which case they must make a Constitution check (DC 10 +1 per round) every round or be expelled from their host.  Shades can also voluntarily leave their host bodies.

Shades still get a Background trait but do not receive an additional trait.

Darkvision 60 ft.

Grave-Spawn: The host is immune to disease, aging, poison, and death effects.  Grave-spawn cannot receive organic grafts, though pre-existing grafts and mechanical grafts are permitted.

Shades are immune to mind-influencing effects and critical hits: Shades have alien psychologies, and do not perceive pain as their hosts do.  Chop off a host's head, and the shade can continue fighting with it.

Attributes: The host retains its physical attributes.  Its mental attributes are replaced with those of the shade, all of which have a +2 bonus.

The host bodies of shades eventually begin to decompose unless measures are taken to avoid decay.  This manifests as ability damage '" 1 point in each physical attribute a month.

Favoured Class: Any

Automatic Languages: Shambles, Morbis

LA +3

Mantid

Base Speed 30ft., Fly 10 ft. (poor)

Darkvision 30 ft.

+2 Craft (clockwork)

+4 Jump

Natural Attacks: Mantids have two claw that function as natural attacks identical to scythes (1d6, can make trip attacks).  One claw is primary, the other secondary (-5).  They can wield normal weapons at the same time (they have four arms), though they suffer normal penalties for multiweapon fighting if they do so.

Carnivorous: Mantids can only digest meat.

Mantids still get a Background trait but do not receive an additional trait.

Favoured Class: Weapon Master

Automatic Languages: Bugspeak, Shambles

LA +1

Zerda

Small size

Base speed 30 ft.

Low Light Vision (4x)

+2 Dexterity, -2 Strength, -2 Intelligence

Natural Weapons: Bite 1d4 and two claws 1d3 each (one primary, one secondary).

Heat Endurance: +4 on Fortitude saves versus hot weather.

+4 Listen

+2 Move Silently, Spot, Survival

Zerda still get a Background trait but do not receive an additional trait.

Favoured Class: Harrier

Automatic Languages: Zerda; most zerda know enough Shambles to piece a sentence or two together

Leechkin

+2 Strength, -4 Charisma - Leechkin are surprisingly powerful for such spindly creatures, but they lack essential drive or ambition.

Base speed 20 ft.  Leechkin are generally sluggish.

Leechkin have the aquatic subtype.

+2 Hide in swampy vegetation.

+4 Swim.

Amphibious: Leechkin are fully amphibious and can breathe both water and air.  They do not have  a Swim speed, however,

Naturals Weapons: Two bites for 1d4 each (one primary, one secondary).

Blood Drain (Ex): A leechkin can suck blood from a living victim with its mouths by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d2 point of Constitution drain each round the pin is maintained. On each such successful attack, the leechkin gains temporary hit points equal to the amount of Constitution it drained.

Haematophage: Leechkin only consume blood.  They follow the normal rules for thirst, but in addition to taking subdual damage they must make a Will save (DC 10 +1 per previous check) every hour or attack the nearest non-leechkin.  They do not get fatigued from thirst; however they do gain a temporary +2 Strength and +2 Constitution until they feed, and their base speed doubles (40 ft.).

Leechkin can smell blood.  This functions like the Scent ability, but only on creatures with warm blood (i.e. a leechkin could sense a living human but not a shade).

Leechkin do not earn traits - they are too apathetic.

Favoured Class: Berserker

Automatic Languages: Shambles, Leechdance

Jatayi

Base speed 30 ft., Fly 30 ft. (average)

Low Light Vision (x4) '" can also perceive magnetic fields

Jatayi always take the Desert Born Background trait and the Eidetic Memory trait, but don't get additional traits.

Necrophagic: Jatayi only eating decomposing meat.

+2 Perform: Jatayi are natural performers, particularly when it comes to songs and stories.

Favoured Class: Bard.  Jatayi are the only race with a Bardic tradition.  Jatayi Bards are usually called Fablers.

Automatic Languages: Jatayi, Shambles

LA: +1

Anthropophagoi

+2 Wisdom, -2 Charisma '" Anthropophagoi are resistant to mind-influencing effects (likely an adaptation due to constant ghostgrass exposure), but lack social graces.

Base speed 30 ft.

-4 Listen.

+2 Hide, Move Silently, and Survival.

Unusual Anatomy: Because of their strange body shapes anthropophagoi have to wear specially made armour.  If they don regular armour they are unable to see, hear, or smell.

Carnivorous: Anthropophagoi can only digest meat.

Shriek: Anthropophagoi can shriek hideously as a standard action.  All enemies within 60 ft. of the anthropophagus must make a Fear save (DC 10 + the anthropophagus' level) or be Shaken (-2 on attack rolls, saving throws, skills checks, and ability checks).

Natural Weapon: Bite 1d6.

Witch-Doctors: Anthropophagoi cast using Wisdom rather than Intelligence as their base attribute.  They cannot cast Abjuration spells or Evocation spells but can prepare an additional Necromancy spell per spell level per day, and get a +2 to Witchcraft checks to learn Necromancy spells.

Anthropophagoi always take the Savage Appearance trait and the Bloodthirsty trait but receive no other traits.

Favoured Class: Berserker.  Many anthropophagoi who multiclass become Berserker/Hunters.

Automatic Languages: Anthropophagoi (sign language).


Classes

The standard Iron Heroes classes are all available.  The spellcasting class is the Wizard (renamed Witch).  Instead of summoning a typical familiar the Witch can either craft a servitor (treat as a human, medium zombie), bind a demon with a silver chain (treat as a quasit or an imp), or create an alchemical homunculus (as in the MM).  All spells, including those from other spell lists (druid, cleric, etc), are available, save those that refer to alignment.  However, players are required to rename their spells, and are encouraged to add their own cosmetic descriptions as well.

New Class

To create the Witch class, just take the Wizard and add on the Feat Masteries and Defense Bonuses of the Arcanist. The Witch also gets the Arcanist's 1d4+2 HD per level!

Also, if desired, Scribe Scroll can be swapped out for Craft Eldritch Tattoo!

Here are the custom familiars:

Medium Zombie, called a servitor - +2 Fortitude Saves
Quasit or Imp (treat as a generic "demon" familiar, like those of the magisters of Skein) - +3 Knowledge (demonology) checks
Fiendish Animal (again, a demonic familiar - feel free to customize it cosmetically) - +3 Knowledge (demonology) checks
Homunculus, as in the MM (an alchemical construct) - +3 Craft (Alchemy) checks





GUNFIGHTER

Hit Die: 1d4+4/level

SKILL GROUPS

Gunfighters learn to fight on the run, and their long hours of practice with ranged weapons hone their senses to a fine edge. They gain access to the Agility, Athletics, and Perception skill groups and may purchase skills from other groups as normal. A Gunfighter needs good Spot and Listen skill ranks to notice enemies before they can draw too close. Agility and Athletics allow her to escape from dangerous situations or reach spots that offer excellent sniping opportunities.

Skill Points at 1st Level: (4 + Intelligence modifier) x4
Skill Points at Each Additional Level: 4 + Intelligence modifier

FEATS
Gunfighters focus on ranged combat and, as such, they gain excellent mastery with Projectile feats. They gain average mastery with Defense feats, as they learn to avoid blows and flee melee for a safe firing position. They gain some mastery in Finesse, too'"when they must fight in melee, they generally prefer light weapons that take advantage of their excellent agility.

CLASS FEATURES
The Gunfighter's class abilities revolve around access to the aim token pool. The aim pool represents a Gunfighter's genius at locking onto one target, taking careful aim, and firing a single dart with incredible precision. A skilled Gunfighter not only hits her target, she strikes him at the exact point she chooses.

Weapon and Armor Proficiency: Gunfighters are proficient with all simple weapons, all firearms, and light armor. As a Gunfighter, you trained to hit opponents from a distance. You studied melee combat only as a tactic of last resort.

Ranged Base Attack Bonus: Gunfighters focus much of their
training on firearms.  When using a pistol or long arm, use the ranged base attack bonus on the Gunfighter Class Features and Mastery table (see page 33). When armed with any other sort of weapon, use the normal base attack bonus. If you take levels of other classes, add the ranged base attack bonus to your other class' base attack bonus to determine your modifier when using projectile and thrown weapons. Add in the Gunfighter's normal base attack bonus for all other circumstances.

Aim Pool: At the start of your turn, you may designate a single opponent that you can see (a creature or object) as the target of your aim token pool. You earn 1 aim token against him if you spend a move action doing nothing but aiming at him. You earn 2 aim tokens if you spend a standard action doing nothing but aiming at him. You earn 4 aim tokens if you spend a full-round action drawing a bead on him, doing nothing but aiming. In addition, you automatically earn an additional aim token if your target did not move between your last action and your current one. You can take aim against a motionless enemy with ease. You gain this token at the start of your action. You spend aim tokens to power various Gunfighter class abilities, described below. The longer you aim, the better your shot. In other words, if you spend more aim tokens on an attack, it garners more powerful effects.

You keep building up aim tokens until you select a different opponent as the target for your aim pool. You can never have more tokens than 10 + your level in a pool at once. You lose any extra tokens you build up above this limit. At some point, additional aiming fails to improve your accuracy. When you select a new foe as your target, you lose the aim tokens you have built up and must start accruing them again. Aim tokens that go unspent upon a particular target grant you no special benefits; you must discard them and may begin accumulating new tokens against a different target. You cannot carry aim token pools against more than one target at the same time.

Action Spent Aim Tokens
Aiming Gained
Move 1
Standard 2
Full-round 4
Opponent remains still 1

Deadeye Shot: Each time you gain deadeye shot (at 1st, 3rd, 5th, 7th, and 9th levels), you select a new ability from those listed below. Each deadeye shot ability costs a number of aim tokens to use. You spend aim tokens as a free action and apply the effects to the shots you take for the rest of your turn. You can complete this free action before taking a shot, but you cannot use aim tokens to benefit more than one deadeye shot ability in a given attack. Unless otherwise stated, a deadeye shot ability costs 1 aim token to use. You can spend more than one aim token on a single ability to gain its benefits multiple times. For example, if you spend 2 tokens on distant shot, you reduce the range penalty to your attacks by 4. You cannot reduce a penalty beyond 0 to turn it into a bonus. Where noted below, certain abilities are not available to use more than once in a single attack. Unless otherwise stated, a deadeye shot inflicts normal damage in addition to the effect described below. You can gain the benefits of deadeye shot abilities only against the target of your aim pool.

Vital Shot You can spend two aim tokens to add 1d6 to your damage roll. In the case of a critical hit, the extra damage is not multiplied. You cannot use this ability more than once on a given attack, but it can be combined with Deadly Shot or other abilities that deal additional damage.

Accurate Shot: You take aim at the smallest bit of an exposed foe, hitting him despite cover. Accurate shot reduces your opponent's defense bonus due to cover by 2 points for each token spent. You cannot reduce the defense bonus of an opponent who enjoys full cover from you if that cover blocks your line of sight to him.

Armor Piercing Shot: You take aim at a chink in your opponent's armor, hoping to overcome his defenses by hitting a poorly defended spot. Your shot inflicts a '"1 penalty to your foe's damage reduction for each token spent. However, you
cannot reduce the damage reduction below 0.

Deadly Shot: You target a particularly sensitive or vulnerable area on your opponent's body, such as the eyes. By spending 2 aim tokens, your attack grants you a bonus to damage equal to half your Dexterity bonus. You cannot use this ability more than once on a given attack.

Disrupting Shot: You shoot an arrow at an opponent's hand, weapon, talon, or paw to disrupt his attacks. Rather than inflict damage, you cause him to suffer a '"1 penalty to his attacks until the end of his next action for each token spent, unless he succeeds in a Fortitude save (DC equal to your attack's result).

Distant Shot: Even at long range, your shots hit with uncanny accuracy. You reduce the range penalty to your attacks by 2 points per token spent.

Hamstring Shot: To use this ability, ready an action to fire at your target when he moves. If your readied attack hits, your opponent must succeed at a Fortitude save (DC 10 + half your Gunfighter level + number of tokens spent on this shot) or move at half his normal speed until the end of his current action.

Unerring Shot: Before you resolve your attack, your opponent must attempt a Reflex save (DC 10 + half your Gunfighter level + number of tokens spent on this attack). If his save fails, he loses his active bonus to defense against your next shot. This ability does not apply to subsequent shots.

Bonus Feats: At 2nd, 6th, 10th, 14th, and 18th levels, you gain a bonus feat that must come from the Projectile feat category. Otherwise, you can spend this selection on any feat of your choice, provided that you meet its mastery requirements. Bonus feats are in addition to the feat a character gets at every even-numbered level.

Improved Aim Pool: You can now fill your aim pool faster than before, as you quickly assess a target and prepare to fire; see the table below for the improved token values for time spent aiming. Note that you can take a free action to aim only once per round.

Action Spent Aim Tokens
Aiming Gained
Free 1
Move 2
Standard 3
Full-round 4
Opponent remains still 2

Sniper Shot: Each time you gain sniper shot (at 11th, 13th, and 15th levels), you may select one of the abilities described below or one of the deadeye shot abilities above. You spend your aim tokens on sniper shots in the manner described for deadeye shot abilities. You may spend tokens on both a deadeye shot and sniper shot ability at the same time.

Improved Vital Shot: You can spend two aim tokens to add 2d6 to your damage roll. In the case of a critical hit, the extra damage is not multiplied. You cannot use this ability more than once on a given attack, but it can be combined with Deadly Shot or other abilities that deal additional damage.

Critical Shot: If you take careful aim against an opponent, you can make a deadly shot to his eyes, throat, or other vulnerable spot. With some luck, you can strike a foe dead in
one shot. Using this ability requires an expenditure of 8 aim tokens. Make a single attack as a full-round action. If your attack succeeds, you automatically cause a critical hit. You cannot use this ability more than once on a given attack.

Daunting Shot: You fire an arrow that nicks a creature's ear, creases his skull, sticks directly in the center of his coat of arms, or otherwise demonstrates your uncanny accuracy. Your target must make a Will save (DC 10 + half your Gunfighter level + the number of aim tokens spent) or become shaken for 2d4 rounds. You cannot use this ability to impose a condition worse than 'shaken' upon a creature.

Flanked Shot: When your target is flanked or denied his active bonus to defense, you can inflict extra damage if you are within 30 feet of him. For every 2 aim tokens spent, your
attack causes +1d6 points of damage. Do not multiply this damage on a critical hit. Creatures immune to criticals are also immune to this ability.

Sundering Shot: You can shoot small items off a creature's body, cut belts, and destroy similar little items. By spending 4 aim tokens, you may make an attack against a single item carried by your target; the item must have a hardness of 2 or lower. Your shot suffers a '"4 penalty. On a success, you damage the item as normal. You can choose to damage an item directly, thus possibly destroying it, or sever a belt or pouch to knock it to the ground at the target's feet. You cannot use this ability more than once on a given attack.

Volley Shot: You use your first shot to guide the rest of your attacks as part of a full-attack action. If your first arrow strikes home, the rest will almost invariably follow into the target. If it misses, your arrows hit nothing but air. Before making your attack, spend 4 aim tokens. Roll a single attack against your opponent as normal. For your iterative attacks (the extra attacks you gain from having a high base attack bonus), use the following method to determine whether they hit: Subtract 3 points from the first attack's result. This total is the result for your second arrow. Subtract another 3 (6 total) for the third arrow's result, and 3 more (9 total) for the fourth arrow's result. Use this method in place of rolling your attacks and using your iterative attack bonuses. When using a volley shot, you cannot employ feats that grant you additional attacks. You may use this ability only once on a given attack.

Vulnerable Shot: To use this ability, you must spend 2 aim tokens and ready a ranged attack for when your target suffers
damage from any other source. Your target loses his active bonus to defense against your readied attack. In addition, you inflict bonus damage equal to your Dexterity bonus. You may use vulnerable shot only once on a given attack.

Supreme Aim Pool: As with the improved aim pool ability, above, you gain even more tokens for spending actions to aim, as shown in the following table.
Action Spent Aim Tokens
Aiming Gained
Free 2
Move 4
Standard 6
Full-round 8
Opponent remains still 4

Killing Shot: Each time you gain a killing shot (at 17th and 19th levels), you can select one of the abilities described below or one of the deadeye or sniper shot abilities above. You spend aim tokens on killing shots in the manner described for deadeye shot abilities. You may spend tokens on a deadeye, sniper, and killing shot ability at the same time.

Death Shot: You put an arrow into a foe's eye, skewer his throat, or pierce his heart. Using this ability requires an initial expenditure of 8 aim tokens. Then you must spend additional tokens to establish this attack's Fortitude save Difficulty Class (DC 10 + half your Gunfighter level + number of additional tokens spent). Make a single ranged attack as a full-round action. If you hit and inflict damage, your target must succeed at the Fortitude save described above or immediately fall to '"1 hit points. This ability remains a favorite of snipers and others who can hide and observe a target for several minutes. You cannot use this ability more than once on a given attack.

Improved Deadly Shot: By spending 2 aim tokens, you gain a bonus to damage equal to your Dexterity bonus on all your ranged attacks against your target. This bonus lasts until your next action. You cannot use this ability more than once on a given attack.

Power Shot: You may spend 2 aim tokens to use your ranged weapon as a melee weapon against your chosen target. You threaten him if he is within your natural reach. You do not provoke attacks of opportunity for making ranged attacks against him while he is within your natural reach. You gain double your Strength bonus to damage on shots made in this manner if you wield a weapon that allows any Strength bonus to damage. You gain this benefit even if your bow normally has a cap on the bonus damage. You cannot use this ability more than once on a given attack.

Ranged Disarm: You fire an arrow to knock a weapon from an opponent's hand. Spend 4 aim tokens and make a single attack as a standard action; your foe makes an opposed attack. If your result is higher, you knock his weapon to the ground in his current space. The target gains a +4 bonus if his weapon is two-handed. If his weapon is larger than yours, he gains an additional +4 bonus for each size category of difference between his weapon and yours. You do not gain a benefit if you wield a larger weapon. You cannot use this ability more than once on a given attack.

Ranged Trip: As a normal attack, you may spend at least 4 aim tokens to attempt to trip a target. Resolve your attack as normal. If you hit and inflict damage, your target must succeed at a Reflex save (DC 10 + half your Gunfighter level + number
of tokens spent) or be knocked prone. He gains the benefits of being prone (and the drawbacks, if applicable) against the rest of your attacks on your action.

Legendary Shot: The legendary shot, gained at 20th level, is the stuff of epic tales. It is the ultimate expression of the Gunfighter's talents, and those who witness these demonstrations of supreme mastery rarely forget them. To attempt a legendary shot, you must spend 10 aim tokens before your attack. You then may fire at your chosen target with one of the following special benefits:
'¢ All of your shots for the rest of your action hit, as long as you have line of sight to your target. Do not roll to resolve your attacks.
'¢ Any shot that hits automatically inflicts maximum damage. Treat all damage dice rolled as maximum values.
'¢ You may take a single shot at an opponent who is out of your line of sight by banking and ricocheting shots. You suffer a '"4 penalty to all your attacks, and your opponent must have been in your line of sight on your previous action. This attack assumes that a clear, physical path exists between you and your target.
'¢ You may attack your target at up to double your weapon's maximum range without range penalties. Choose one benefit from the list above; you cannot spend tokens to gain more than one of them at the same time. You may combine a deadeye, sniper, or killing shot ability with a legendary shot.

New Traits

Trait: Fleshy (Physical)
You are a graftpunk, swapping your own body parts for alien flesh.
Mechanics: You begin with one free graft worth 1000 obeloi or less.  

New Feats

Weapon Proficiency: Firearms

Prerequisites: None.

Benefit:You are proficient with firearms.

Multiweapon Fighting [Finesse, Power]

Prerequisites: Dex 13, three or more hands.

Benefit: Penalties for fighting with multiple weapons are reduced by 2 with the primary hand and reduced by 6 with off hands.

Normal: A creature without this feat takes a -6 penalty on attacks made with its primary hand and a -10 penalty on attacks made with its off hands. (It has one primary hand, and all the others are off hands.) See Two-Weapon Fighting.

Special

This feat replaces the Two-Weapon Fighting feat for creatures with more than two arms.

Expanded Mastery: 2. When wielding a double weapon or two or more weapons (not including natural weapons or unarmed strikes), you enjoy a +1 shield (passive) bonus to your defense. When you are fighting defensively or using the full defense action, this shield bonus increases to +2.

Expanded Mastery: 3. You can distract an opponent with one of your off-hand weapons or one end of your double weapon. If you use a full attack action but do not use that weapon or end of your double weapon to attack, you gain a +2 bonus to attacks against one opponent you threaten. You gain this benefit until the end of your current action.

Expanded Mastery: 4. In addition to the standard extra attacks you get with off-hand weapons, you get a single second attack with one off-hand weapon, albeit at a '"5 penalty.

Expanded Mastery: 5. If you score a critical hit with one of your weapons, you increase the critical threat range for your other weapon by 1. As your first attack drives into your foe, you use the leverage of the impact to yank him into a precarious position.

Expanded Mastery: 6. When you fight with multiple weapons or with double weapons, you cannot be flanked. You use both ends of your weapon, or several weapons, to ward off attacks from multiple directions.

Expanded Mastery: 7. You get a third attack with one of your offhand weapons, albeit at a '"10 penalty. You must also have the expanded mastery 4 ability to select this expanded feat option.

Expanded Mastery: 8. You can make a special rend attack with your two weapons. If you strike an opponent at least once with several weapons, or with both ends of a double weapon, you inflict additional rending damage equal to your primary weapon's damage plus double your Strength bonus. When you hit your opponent with both attacks, you rip him apart with several weapons at once.

Expanded Mastery: 9. When you use the charge action or a standard attack, you gain all of your off-hand attacks with a second weapon or the second end of your double weapon.

Expanded Mastery: 10. When you use a full attack action, you confuse your opponent with a flurry of attacks from your weapon. For each one that hits, you gain a +1 bonus to your remaining attacks. This bonus, which stacks with each successful hit, lasts until the end of your current action.

Graft Flesh (Item Creation) - Lore, Base Mastery 1

Prerequisites: Craft (Alchemy) 6 ranks, Heal 6 ranks, Craft (Tailor) 6 ranks, Caster level 1st

Benefits: You can graft alien flesh using eldritch techniques and good old fashioned stitches.  Grafts take one hour per 100 obeloi in its price and require a Craft (Tailor) check of DC 10 +1 for every 1000 obeloi in its price.  If you succeed, the graft is complete; if you fail, the process has failed.  If fail by more than 5, the raw materials are lost.  There is no XP cost (XP costs are stupid).

Expanded Mastery 2: You no longer spoil the raw materials if you fail a graft check.

Expanded Mastery 3: Grafts now take only a half hour per 100 obeloi.

Craft Eldritch Tattoo - Lore, Base Mastery 1

Prerequisite: Caster level 1st

Benefit: You can create an arcane tattoo of any spell that you know. Creating the tattoo takes one hour for each 100 obeloi in its base price. The base price of a tattoo is its spell level × its caster level × 50 obeloi. To create the tattoo, use up raw materials costing one-half of this base price.  There is no XP cost (XP costs are very silly).

Eldritch tattoos function exactly like scrolls, and can be used only by those "wearing" the tattoo.  However, no spellcraft check/read magic spell is necessary.  Following a tattoo's use, it fades from the user's flesh.  A medium sized indidivudal can have up to 13 tattoos at any one time: 2 on each limb, 2 on their back and chest, and one on their face or neck.

Expanded Mastery 2: Your tattoos can now be crafted as permanent for spell level × its caster level × 500 obeloi.  Their powers are usable once per day.

Cast Glyph Bullet - Base Mastery 1, Projectile

Prerequisites
: Weapon Proficiency (Firearms), Cast 3rd, Craft (Gunsmith) 6 ranks

When firing a glpyh-cast bullet you can, as a free action, channel a spell into the bullet. If the bullet hits its target, it does an additional +1d6 force damage per level of the spell channeled into the bullet.  Cantrips only add +1d3 damage.

Casting glyph bullets is a very intensive process, requiring molten and powdered metals and meticulous spellwork. Casting glyph bullets requires a properly equipped gunner's kit and the appropriate skill check (Craft (Gunsmith)). The material cost, in addition to the standard bullet cost, is 1 obelus for each glyph-cast bullet, which are regularly lead and gold shavings or dust'"indispensable for its conductive properties. Once the lead is liquefied, the gold is sprinkled into the molten metal and, as the rounds cool, manifests as flecks. Thereupon the caster etches his signature mark '" a glyph'" with gold shavings onto the bullet. This mark acts as the receiving point for the caster`s spells, and the flecks carry the spell throughout the bullet.

Casters normally are able to cast and etch 5 bullets per hour, but the cost is exacting and requires focus. Every hour after the first, a caster must make a Concentration check (DC 12). If the check fails,the caster is fatigued and must wait an hour before attempting to cast more bullets. Magnifying glasses and superior etching tools can lower this DC.

Etching the very precise runes is meticulous, especially difficult on the eyes even under the best lighting. A bleary eyed crafter takes a temporary penalty of -1 to all attacks per hour spent casting glyph bullets. These points are recovered at a rate of 1 point every hour provided the caster is no longer etching glyphs.

Expanded Mastery 2: You no longer need to make Concentration checks while crafting bullets.

Expanded Mastery 3: the gun crafter's glyph-cast bullets are treated as having a +1 enhancement bonus when spell levels are channeled into the bullet, allowing it to overcome resistances to non-magical weapons, as well as dealing the additional damage bonus.

Expanded Mastery 4: You are no longer bleary-eyed after crafting bullets.

Expanded Mastery 5: The enhancement bonus is increased to +2.  This can only be selected if you have Expanded Mastery 3.

Expanded Mastery 6: You can craft 10 bullets per hour.

Expanded Mastery 7: The enhancement bonus is increased to +3.  This can only be selected if you have Expanded Mastery 5.

Expanded Mastery 8: You can craft 20 bullets per hour.   This can only be selected if you have Expanded Mastery 6.

Expanded Mastery 9: The enhancement bonus is increased to +4.   This can only be selected if you have Expanded Mastery 7.

Expanded Mastery 9: The enhancement bonus is increased to +5.   This can only be selected if you have Expanded Mastery 9.

Grafts

Chitin Plates: Scavenged from the corpse of some monstrous insect, these plates are fused into your flesh, giving you a rigid exoskeleton.  This provides a Passive Defence Bonus without a check penalty, similar to a buckler; this stacks with a shield.
1000 obeloi (+1), 4,000 obeloi (+2), 9,000 obeloi (+3), 16,000 obeloi (+4), 25 0000 obeloi (+5), 36 000 obeloi (+6)

Squamous Skin: Your fragile skin is replaced with a thick layer of scales or other resilient hide.  This provides Damage Reduction and has no check penalty; this stacks with armour.
1000 obeloi (1/magic), 4,000 obeloi (1d2/magic), 9,000 obeloi (1d3/magic), 16,000 obeloi (1d3/magic), 25 0000 obeloi (1d6/magic), 36 000 obeloi (1d8/magic)

Fangs: Wrenched from the mouth of a dog, big cat, crocodile, or some toothy abomination, these fangs replace your regular teeth.  You gain a bite attack as a natural attack.
500 obeloi (1d2), 750 obeloi (1d3), 1000 obeloi (1d4), 3000 obeloi (1d6), 6000 obeloi (1d8)

Clawed Hand: One of your hands is replaced with that of a clawed beast of some description.  This provides you with a single natural Claw attack.
500 obeloi (1d2), 750 obeloi (1d3), 1000 obeloi (1d4), 3000 obeloi (1d6), 6000 obeloi (1d8)

Antitoxin Gland: Drawn from the innards of some venomous creature, this small organ can be discretely implanted and hooked up to the bloodstream.  It provides a bonus to Fortitude saves versus poisons.
500 obeloi (+1), 1000 obeloi (+2), 4000 obeloi (+3), 9000 obeloi (+4), 16000 obeloi (+5)

Tentacle: Harvested from one of the many aqueous horrors of the Sallow Seas or the Fevered Ocean or else culled from something even stranger, this graft usually replaces a limb with a suckered tentacles, though for an additional charge it can be sutured on in addition to other limbs.  Treat the tentacle as a natural weapon dealing 1d3 damage.  It is fully prehensile.
750 obeloi (extra arm version is 2750 obeloi)

Extra Limb: Wrenched from the socket of one of the more humanoid denizens of the Cadaverous Earth, this extra limb is a must for any fleshy looking to multitask.  The limb counts as an extra off hand.  To wield more than two weapons at once with reduced penalties, take the multiweapon fighting feat.
2250 obeloi

Weapon Graft: While most grafts are living tissue attached to another living body, a weapon graft is exactly what the name suggests: a normal, masterwork, or magic melee weapon grafted onto the hand so it is never unarmed. The weapon actually becomes a natural weapon, though its other properties are unchanged. The grafted creature receives a +1 bonus on all attack and damage rolls with the weapon, as long as it is proficient with the weapon. However, it cannot use the hand with the graft for anything but combat, and it takes a '"2 penalty on all skill checks requiring the use of hands (if it only has one additional hand).
Weapon price + 1,000 obeloi  (extra arm version is 3000 obeloi)

Firearms

Pistols

Flintlock Pistol: 2d4/x3, Range 10 ft., Single Shot (1), Medium Size, 200 obeloi

Blunderbuss Pistol: 2d8/x3, Range 5 ft., Single   Shot (1), Medium Size, 6 lb, 175 obeloi

Four-barrelled Pistol:   2d4/x3, Range:   15 ft.,   Single Shot (4),   Medium Size,   3 lb,   375 obeloi

Wheellock Duelling Pistol:   2d6/x3   20 ft.,   Single Shot (1),   Medium Size,   3 lb,   300 obeloi

Pepperbox:   2d4/x3, Range:   15 ft.,   Single   Shot (8), Small Size,   2 lb,   500 obeloi

Revolver:   2d6/x3, Range: 15 ft.,   Single   Shot (6), Medium Size,   3 lb,   650 obeloi

Long Arms

Flintlock Musket:   2d8/x3, Range: 30 ft.,   Single Shot (1),   Large   Size, 12 lb,   400 obeloi

Blunderbuss:   2d10/x3   5 ft., Range: 5 ft.   Single   Shot (1), Large Size,   12 lb,   350 obeloi

Repeating Rifle:   2d10/x3, Range:   70 ft.   Single   Shot (6), Large Size, 10 lb,   600 obeloi

Combat in Iron Heroes

RESERVE POINTS
Reserve points represent your resiliency, toughness, and willpower. Since hit point damage has no effect on characters until they reach 0, most effects that damage you cause no more than superficial bleeding, minor scrapes, and bruises. While these injuries can prove life threatening if you sustain many of them in a short period, you can rally your strength quickly if you have time to rest. Reserve points represent your capacity to recharge your energy and shrug off the effects of minor injuries. You have reserve points equal to your maximum hit points. Whenever you engage in nonstrenuous activity, you may choose to convert 1 reserve point to heal 1 hit point per minute. Remember that whenever you receive healing, you heal an amount of nonlethal damage equal to the hit point damage at the same time. During these minutes, you catch your breath, the pain from a twisted ankle fades, or a cut stops bleeding and slowly starts to heal. You do not gain reserve-point healing while engaged in combat or undertaking other strenuous actions such as climbing a wall or running a long distance. If you have suffered nonlethal damage, you may use 1 reserve point to heal 4 points of nonlethal damage. When you choose this option, you do not heal 1 hit point with that reserve point, only nonlethal damage. A successful Heal skill check to treat wounds as described in Chapter Four restores a number of reserve points to your pool equal to the healer's number of ranks in Heal. After a successful Heal check to offer long-term care, you recover reserve points at twice the normal rate.

REPLENISHING RESERVE POINTS
Any healing you receive above and beyond your maximum hit points replenishes your reserve point pool. You also regain reserve points via rest and relaxation. If you rest eight hours straight during a day, you regain reserve points equal to your Constitution score + your level. If you spend a full day doing nothing but resting, you regain reserve points equal to double your Constitution score + your level. You do not regain reserve points if your hit points are at or below 0.

CONSTITUTION CHANGES
If your Constitution score goes up or down, your reserve points go up or down just like your hit points. If your reserve points drop below 0, you suffer no additional effects or damage. You simply do not have any reserve points to spend on healing yourself.

RESERVE POINTS IN THE GAME
Reserve points make it possible for characters to soak up a fair amount of damage in combat without worrying about healing. Reserve points work too slowly to provide relief during a battle, making a character's maximum hit points as important as ever. However, once a fight ends, injured characters can quickly restore themselves to maximum hit points. And even with this healing, a series of tough encounters can prove deadly. As a character's reserve points drop to 0, he loses the ability to boost his hit points between fights. Players must pay careful attention to their reserve pools to avoid spending their strength before an important battle. More importantly, reserve points have little effect on the lethality of a given encounter. They work too slowly to provide any relief during a battle. Instead, they make it possible to run three or four deadly fights in the course of a day without the action grinding to a halt as the PCs seek out healing. Reserve points don't make the current fight any less lethal. Instead, they create a cushion that causes the current battle to have less of an impact on the party's chances in the next fight.

WHO HAS RESERVE POINTS?
Only characters and creatures with levels in the Iron Heroes core classes gain access to a reserve pool, unless otherwise noted in a monster or NPC class' description. The NPC classes'"warrior, adept, commoner, and others'"do not gain access to reserve points, and neither do most monsters that lack class levels. Unless a creature's description specifically lists a reserve point total, it does not have one.

COMBAT CHALLENGES
A skilled weapon master slashes at a gray ogre's eyes, drawing
blood that temporarily blinds it. If the master's aim were the
slightest bit off, his attack might have missed. An armiger shrugs
off his opponent's blows, allowing his armor to absorb the hits
as he prepares to deliver the killing strike. In these situations, a
warrior accepts a level of risk in return for a potential reward.
Combat challenges work a lot like the skill challenges presented
in Chapter Four. In return for a penalty to your attack
or defense, you gain a bonus to your actions or inflict a
penalty on your foe. Normally, this penalty is '"2 to either
your attacks or defense, but in some cases it is steeper. In
return for this penalty, your attack gains an additional effect,
such as a bonus to damage. A defensive challenge might give
you the option to move faster or provide a bonus to a skill
check. Attack challenges increase the risk that your strike
may miss. Defensive challenges lower your defense, making
you more vulnerable to your foe's attacks.

ACCEPTING A CHALLENGE
You can take on one attack challenge and one defensive challenge
per round. You must state that you wish to accept an
attack challenge at the beginning of your turn, before you take
either your move or standard action. You could not move,
draw an attack of opportunity, and decide to accept a defensive
challenge before striking. Even if you do not gain any of
the benefits of the challenges, you still suffer the penalties.
These penalties last until the start of your next action, though
all of your attacks gain their benefits. An attack challenge's
penalties and benefits apply to any attacks of opportunity you
make, in addition to your normal attacks. Note, however, that
many of these effects cause named penalties. Be sure that
their effects stack depending on their type. (For more on
stacking effects, see the sidebar on page 179.)
Defensive challenges work a little differently than attack
challenges. To gain a defensive challenge's benefits, you first
must expose yourself to the risk associated with it. You can
use a defensive challenge only if at least one opponent
threatens you. You gain its benefits only to melee attacks.
When making a reckless strike, you allow an opponent to
take an easy shot at you. In return, you throw your full
weight behind a strike and batter aside his defenses.
If you want to use a defensive challenge, you must declare
your intention during your action. You then suffer the
appropriate penalty to your defense until your next action.
On that action, you gain the challenge's benefits. This stricture
ensures that a character suffers exposure to the challenge's
drawbacks. From a realism standpoint, it makes sense
that you would have to drop you guard before gaining the
benefits offered by a defensive challenge.
Each challenge provides a different benefit. The minimum
drawback you can suffer is a '"2 penalty to defense or
attacks, though some grant you greater benefits in return
for a stiffer penalty.

ATTACK CHALLENGES
Attack challenges break down into three categories based on
the penalty they levy. Lesser attack challenges cause a '"2 attack
penalty, moderate ones inflict a '"4 penalty, and major ones
carry a '"6 modifier. Each category presents successively
greater benefits, as befits the penalties they cause. Unless
otherwise noted, an attack must hit and inflict damage (in
other words, your damage beats the target's damage reduction)
in order to grant you the challenge's benefit.
You only gain an attack challenge's benefits if you make an
attack during your action. If you do not attack, you gain neither
the benefits nor the drawbacks levied by the challenge.
Following are examples of attack challenges you can accept.

LESSER ATTACK CHALLENGES ('"2)

Bonus Damage: You make a wild swing at your opponent,
one that compensates for its inaccuracy with raw power. You
gain a +1 bonus to melee damage.

Fight Defensively: You keep back from your opponent,
making tentative strikes as you focus on defense. You gain
a +1 active bonus to defense.

Hamper Movement: You tangle your opponent's legs,
slash at his thighs, or otherwise make it tough for him to
move. He suffers a '"1 square injury penalty to movement
for 1 round.

MODERATE ATTACK CHALLENGES ('"4)
Force Movement: You drive your foe back with a mighty
blow, forcing him to cede ground in the face of your advance.
Your target must move one square to allow you to move into
at least one square that he occupied. Your opponent chooses
where he wants to move. If all the available spaces present
any sort of physical or environmental threat, such as a fire or
a pit, he does not have to move. You can force an opponent
to move only once per round, and you do not gain this benefit
on attacks that are not made as part of your standard or
full-round action. For example, you do not gain this benefit
on attacks of opportunity.

Improved Bonus Damage: As described above for the
bonus damage lesser attack challenge, except you gain a
+3 bonus to damage.

Improved Fight Defensively: You make only a few careful
swipes at your foe, preferring instead to concentrate on parrying.
You gain a +2 active bonus to defense.

Wild Flurry: You gain an additional, highly inaccurate
attack. You strike one extra time without the benefits of your
base attack bonus and Strength or Dexterity bonus to attacks
and damage. Your other bonuses apply as normal, as does
the challenge penalty. You may use this option as part of a
standard or full-round action.

MAJOR ATTACK CHALLENGES ('"6)

Improved Force Movement: As described for the force
movement moderate attack challenge above, except you
choose where your opponent moves. If you attempt to force
him into a square that would inflict damage to him, such as a
burning fire or a pit, your target may attempt a Reflex save
(DC 10 + half your base attack bonus) to cancel the movement.
In the event of a successful saving throw, your target
does not move and you cannot move him. Additional attacks
against him lose the benefits of this challenge until your
next action.

Improved Wild Flurry: As above for wild flurry, except you
gain the benefit of your Strength or Dexterity bonus to your
attack and damage, if applicable.

Superior Bonus Damage: As the bonus damage lesser
attack challenge, except you gain a +6 bonus to damage.

DEFENSE CHALLENGES
Defense challenges, like attack challenges, break down into
three categories based on the penalty they levy. Lesser defense
challenges cause a '"2 defense penalty, moderate ones inflict a '"4
penalty, and major ones carry a '"6 modifier. Each category presents
successively greater benefits, as befits the penalties they
cause. Remember, you only gain the benefits of a defensive
challenge after you have accepted its penalties for 1 round.

LESSER DEFENSE CHALLENGES ('"2)

Defensive Roll: You roll with each hit you suffer, making
yourself easier to strike but harder to injure. You gain a +1
bonus on all damage reduction checks for armor. This option
works best against highly skilled opponents who have an
excellent chance to hit you.

Reckless Strike: You drop your guard to focus solely on
hitting and injuring your opponent. You gain either a +2
bonus to damage or a +1 bonus to attacks for 1 round after
accepting this challenge.

Steely Focus: You set aside the chaos and din around you
to focus on an action. You gain a +2 bonus to a single skill
or ability check of your choice as you lower your defenses to
complete the task before you. You must complete this check
on your next action after taking on this challenge.

MODERATE DEFENSE CHALLENGES ('"4)

Heedless Strike: You pay little mind to your defenses as
you leap forward to attack. You gain either a +4 bonus to
damage or a +2 bonus to attacks for 1 round after accepting
this challenge.

Hustle: You press ahead, reducing your defenses in favor
of covering ground. You gain a +1 square (5-foot) bonus
to speed. This bonus applies to your base walking speed.
Determine other movement modes, such as climbing, based
on your improved speed.

Improved Defensive Roll: As for the defensive roll lesser
defense challenge, except you gain a +2 bonus to damage
reduction checks.

Improved Steely Focus: As for the steely focus lesser
defense challenge, except you gain a +4 bonus to your skill
or ability check.

Lashing Strike: You gain the ability to make an additional
attack of opportunity on the round after you accept this challenge.
This extra attack works just like any other attack of
opportunity'"you gain no special ability to make multiple
attacks of opportunity against a single target, for instance.

MAJOR DEFENSE CHALLENGES ('"6)

Focused Determination: You reduce your defenses to buy
yourself time for a skill or ability check. After you suffer this
challenge's defense penalty for 1 round, you may attempt a
skill or ability check without provoking attacks of opportunity.

Improved Hustle: As for the hustle moderate defense challenge,
except you gain a +2 square (10-foot) bonus to speed.

Suicidal Strike: Your opponent's blows slam into you with
vicious accuracy, but you shrug them off in your relentless
drive to conquer your foe. You gain either a +6 bonus to
damage or a +3 bonus to attacks for 1 round after accepting
this challenge.

Superior Defensive Roll: As for the defensive roll lesser
defense challenge, except you gain a +3 bonus to damage
reduction checks.

STUNTS
A stunt is an action in combat that falls outside the normal
bounds of the rules. Iron Heroes defines a wide variety of different
combat actions you can take. The stunts cover everything
else. These rules are a tool to help you come up with
imaginative, clever, and exciting actions in combat. If you
can imagine it, the stunt rules allow you to attempt it. You
might throw a fistful of sand in an opponent's face to blind
him, run along the narrow top of a wall to maneuver around
a foe, or crack open a keg of beer to send a stream of liquid
into an opponent's face. Stunts reward you for coming up
with interesting and visually engaging actions in combat.

STUNT MECHANICS
The mechanics behind a stunt are relatively simple. When
you attempt a stunt, first you pick out the effect you want to
create. The following sections list several different possible
results for a stunt, broken down into three categories: offensive
stunts, defensive stunts, and maneuver stunts.
Next you describe the stunt. How do you attempt it? Do
you use the terrain and combat situation to your advantage?
What do you expect to happen if the stunt succeeds? Think
of the game as if it were a movie, and describe the scene as
you put the stunt into action. As part of this step, you must
choose the mechanical effect you want to gain from the
stunt. For example, the inflict penalty offensive stunt allows
you to force an opponent to take a penalty to his defense or
attacks. When you attempt the stunt, you announce the
total penalty you wish to inflict. A small penalty calls for a
much lower Difficulty Class than a higher one. In the case of
an opposed check, seeking more powerful effects forces you
to accept a penalty to your check.
The DM then picks one or more skills for you to use for
the stunt. You make this 'stunt check' against a Difficulty
Class chosen by the DM or one determined by the effect you
are seeking. Some stunts allow one of your opponents, such
as the target of an offensive stunt, to make a skill, ability, or
base attack check to foil your stunt. If the stunt check succeeds,
you gain its benefits or your foe suffers its effects.

STUNTS AND ACTIONS
Listed next to the name of each stunt is the action required
to complete it. Most stunts require a standard action to complete,
but a few qualify as attack actions. The attack action
stunts require either a standard attack or a full attack action.

STUNTS AND SKILLS
The DM chooses the skill you must use to complete a stunt
and the skill your target uses to oppose your efforts, if applicable.
He can also decide to replace a skill check with a base
attack/defense check or an ability check. Each of the stunt
types includes a short list of skills that are a good match for
its effects. While the DM can choose any skill he wants, he
should pick one that makes logical sense based on your
description of the stunt. Remember, though, that the DM
has final say on how a stunt works.
When you announce a stunt, you can choose to cancel it
and use a different action if you do not agree with the skill the
DM decides to use. Never argue with the DM on this point.
Wait until the game session is done if you have any concerns.
For DMs, remember that the players trust you to make fair,
impartial decisions. Don't pick skills simply to penalize the
players or make stunts more difficult than normal. By the
same token, be consistent when the NPCs attempt stunts. If
you consistently force the PCs to make illogical skill checks
to defend against stunts, particularly if you choose skills that
they have few ranks in, the players will quickly become frustrated
with your game.
To see some stunts in action, turn to

Nomadic

[ooc]This is my pretty much finished character. For those of you that care about such things but don't want to read all of the sheet he is a Ghul Gunslinger with a bit of eldritch skill. His weapon of choice is a repeating rifle called Meteor which he found on him when he woke up as a Ghul. Since then he's taken on a life of scavenging and fortune hunting out on the wastes and has gleaned a fair bit of knowledge on the safe traversing of the open lands. He recently shot someone trying to rob him of a find. Unfortunately the person he shot didn't ultimately die and used their leverage with the local law to get Eareg arrested under the claim that he had actually stolen the find from them.[/ooc]

Eareg Maar
[spoiler=Stats]
Ghul Witch 1/Gunfighter 4
STR: 10 [+0]
DEX: 17 [+3]
CON: 16 [+3]
INT: 16 [+3]
WIS: 12 [+1]
CHA: 10 [+0]

HP: 48
BAB: +3
RBAB: +6/+1
BDB: +4

Feat Mastery
Projectile: 3
Defense: 2
Lore: 2
Finesse: 1
Social: 1
Tactics: 1
Other: 0

Traits:
Eidetic Memory

Feats:
Beast Lore
Craft Eldritch Tattoo
Precise Shot
Point Blank Shot
Rapid Reload
Summon Familiar
Weapon Proficiency: Firearms

Special:
Deadeye Shot: Distant Shot
Deadeye Shot: Vital Shot

Abilities:
Light Sensitivity
Carnivorous
Darkvision 60ft
Immunity to disease, aging, poison, and death effects

Skills:
Concentration [con] - 2 - +5
Escape Artist [dex] - 3 - +6
Hide [dex] - 5 - +8
Knowledge (geography) [int] - 2 - +5
Knowledge (nature) [int] - 1 - +4
Listen [wis] - 5 - +6
Move Silently [dex] - 5 - +8
Ride [dex] - 5 - +8
Spot [wis] - 5 - +6
Survival [wis] - 5 - +6

Attack:
Claws: 1d3 [natural]
Bite: 1d4 [natural]
Flaming Repeating Rifle: 2d10 - Crit: x3 - Range: 70 ft - Single Shot (6)

Defense:
Leather Armor: 1d2/Magic - Max Bonus: +6 - Penalty: 0
Buckler: +1 Passive - Max Bonus: NA - Penalty: -1

Known Spells:
>All 0th Level<
Blood Wind
Burning Hands
Color Spray
Identify
Magic Missile
Mount
Read Magic

Memorized Spells:
0th Level [3]: Acid Splash, Detect Magic, Flare
1st Level [1]: Color Spray

Tattoos
Detect Magic x1
Identify x4
Magic Missile x1
Blood Wind x1
Mount x2
Read Magic x1
[/spoiler]
[spoiler=Inventory]
Money: 534 obeloi

Items:
Grimoire [3 lbs]
Meteor (Flaming Repeating Rifle) [10 lbs]
Bullets x250 [5 lbs]
Leather Armor [15 lbs]
Buckler [5 lbs]

General Supplies:
Backpack [2 lbs]
Explorer's Outfit [Worn]
Tinderbox [0 lb]

Map Case [1/2 lb]
Parchment x10 [0 lbs]
Charcoal Pencil x3 [0 lbs]
Gunsmiths Kit [5 lbs]
Hide Tarpaulin [3 lbs]
Waterskin [4 lbs]

Total Weight: 52 lbs
[/spoiler]
[spoiler=Magic Items]
Meteor
It is an intricately designed repeating rifle, adorned with faintly red glowing eldritch runes that spell out its name and grotesque carvings of demons devouring each other. The entire weapon is pitch black save where winding traceries flow along the stock and barrel in bright lines of red. Upon speaking its eldritch name the tip of the barrel vomits forth flame and when fired the cast shot ignites into a searing heat, leaping from the barrel in an appearance that befits the weapons name. The background of the Meteor is shrouded in mystery, all that Eareg Maar has uncovered is that it once belonged to a Human bandit of some notoriety countless years ago. When he awoke as a Ghul, other than the simple clothing he wore, was the strange weapon. Since then he has carried it with him everywhere.
[/spoiler]
[spoiler=Fluff]
As a ghul, Eareg Maar has no recollection of who he was when he was alive. Unfortunately there have been no records uncovered as to his past, but he has learned to live with that. Awakening as a Ghul for the first time within the rotting remains of what had once been a wooden shack outside of Macelleria, Eareg found himself with nothing but a simple set of clothing and a single item, an extravagantly engraved rifle of obscure origin. Years of researching who he was bore no fruit, save to make him very capable at finding things others could not. So the Ghul took to the slaughterlands and through great luck managed to slowly crawl from the putrid murk of a common Macellerian to the grimy, yet noticeable level of a skilled scavenger. His growing skill attracted notice with the robber guilds and after several requests (some with veiled threats backing them) Eareg eventually took up with the most forceful of them, The Crimson Shadows, mostly to get them off his back. It was here that a dirty Human witch, filled with more drugs than talent, taught him the basics of eldritch control in exchange for several jars of preserved leechkin flesh. A talent that has served the Ghilian fairly well. Since then Eareg Maar has stayed largely out of guild politics. Content in the fact that as long as he sells his finds through their middlemen, he will be left alone. A bit of knowledge proven not quite as true as he would of hoped now that he is sitting in a cell, awaiting combat in the pits. Charged with the crimes of assault and theft from another scavenger. Fabrications that he cannot disprove.
[/spoiler]

Sharpmaw
[spoiler=Familiar]
Owl - Magical Beast
Str: 4
Dex: 17
Con: 10
Int: 6
Wis: 14
Cha: 4

HP: 18
BAB: +2
BDB: +3
Initiative: +3
Speed: 10 ft. (2 squares), fly 40 ft. (average)

Attack: Talons +5 melee (1d4'"3)
Special Qualities: Low-light vision

Skills:
Listen: +16
Move Silently: +17
Spot: +8 (in shadowy illumination)

Feats:
Alertness
Weapon Finesse
[/spoiler]

Steerpike

Looks great, Nomadic!

Having a look at your tattoos, I've put an upper limit on the number (13) available at any one time (see the feat for details).  You're only one tattoo over though, I think.

EDIT: All the Iron Heroes equipment is now up.

TheMeanestGuest

Let the scholar be dragged by the hook.

Steerpike

Whoops, forgot to explain LAs to the uninitiated!

Usually characters start at 1st level.  However, some of the non-human races have abilities that make them more powerful than a character of the same level, so they have an "LA" or Level Adjustment.  A mantid has an LA of +1, for example, so a level 1 mantid gains experience and is otherwise treated as a 2nd level human would be (this to offset powerful abilities such as the mantid's natural weapons and flight abilities).

So, to ensure that even a Shade character (LA +3, because of their abilities) is viable, I'm starting characters at level 4.  For those with an LA of +1, such as the lilix, mantid, etc, they'll start at level 3.  A shade character would start at level 1.

Steerpike

Skills have now been added to the list of links.  The important things to note for D&D veterans are Skill Challanges - basically, increasing a Skill DC to accomplish something more quickly or to perform actions simultaneously - and Skill Groups, which certain Classes give access to: basically, if you have access to a Skill Group you can invest skill points in the group instead of in individual skills, which gives you ranks in all skills under that group (the document explains it better).

Please continue to post any questions - I realize I haven't presented this information in the most organized fashion and have changed my mind on some details here and there.  Sorry for any confusion!

Superfluous Crow

What classes are automatically proficient with firearms? Or is it always a specialty.
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development

Nomadic

I fixed your bonuses thing, turned it into a table so it would be easier to read. Also did you say point buy is 2 points after 15 (16 and 17) and 4 past 17 (18+)? Because I like Llum thought it was AT 15 and AT 17. In which case I actually have more points to spend

TheMeanestGuest

I checked the Iron Heroes player book thing, it looks to be the way Steerpike said.
Let the scholar be dragged by the hook.

Nomadic

Quote from: TheMeanestGuestI checked the Iron Heroes player book thing, it looks to be the way Steerpike said.

Sweet, guess I'll have to re-buy my attributes

Edit: Just did so and the additional points gave me another +1 to int, which means one more level 1 spell :)

Superfluous Crow

My character sheet as of yet. I don't know if I've missed anything or miscalculated, but I hope not. I'll upload some background at some point.  

[ic=Character Sheet]
Mr. Carver
Human (macellarian)
Executioner 4

Abilities
Strength: 13 [+1]
Dexterity: 16 [+3]
Constitution: 16 [+3]
Intelligence: 12 [+1]
Wisdom: 15 [+2]
Charisma: 12 [+1]

Attack (standard): Agony Knife +7 (1d4+1 and penalty/19-20)
Attack (razor fiend):  Agony Knife +5/+5 (1d4 and penalty/19-20)
Options: venom, power attack, sneak attack

HP: 35
Defense: 18 (+4 BDB, +3 dex, +1 chitinous plates)
Armor: 1d3 (studded leather)

Initiative: +3
BAB: +4
BDB: +4

Traits: City rat (bravo), fleshy (chitin plates)
Abilities: Execution pool (2), sneak attack +3d6, executioner's eye, hindering cut, armor-piercing strike  
Skills:

Mastery: Finesse 2, Power 2, Lore 1
Feats: Razor Fiend 1, weapon finesse 1, power attack  1, venom mastery 1
Skill ranks: Perception 7, Stealth 7, Athletics 3, sleight of hand 4, bluff 7, Tumble 7, heal 4, survival 3, knowledge(local: Macellaria) 7
Languages: Shambles, Alleyspeak

Equipment: the Agony Knife (rusty bone-handled Agonizing masterwork dagger covered in sickly glowing purple glyphs; enchanted with pain-enducing hexes), discreet masterwork studded leather outfitted with overt knife scabbards, 12 daggers of various sinister designs, a bowler hat, a dark ancient military coat (haphazardly patched, with three sleeves)  dark glasses, humanskin gloves, small lacquered box containing 4 human teeth, various venom ingredients in a pouch, a purse with 736 obeloi in it.  
Grafts and modifications: a third half-blind eye (green iris) attached by way of a small lump of deformed muscle to the side of his head, black grafted leechkin muscle on his right arm, a dangling ornamentary vestigial arm in his left side, sharpened teeth, acid burns on hands, small squirming subcutaneous plates (chitinious plates)
[/ic]

[ooc]
Character creation notes: ability bonus added to dexterity. Hit points were rolled with WotC's die rolling engine (3d4: 2,2,2)

Cost: 22 obeloi daggers, 2302 obeloi Agony Knife,  180 oleroi modified mwk studded leather, 50 obeloi assorted clothes and accesories, 200 obeloi ornamental grafts, 10 obeloi lacquered box. 3500-(22+2302+180+50+200+10)=3500-2764=736 obeloi
[/ooc]
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development

Steerpike

Great characters so far, guys!

One thing I noticed, Crow - did you add in the defense bonus for the Chitin Plates?

So, so far we've got a spellcasting ghul rifleman covered in arcane tattoos, a sneaky, knife-fighting graftpunk, and an undead, would-be uberwitch following his old journals on the road back to occult power... very cool.

Thanks for changing the table, Nomadic!


Superfluous Crow

Yeah, forgot the plates. Although, admittedly, that's the part I'm the least sure about. It's just vastly easier coming up with useless grafts than useful ones :p
Could you stat up a tentacle graft at some point? You can't have a proper flailing patchwork fleshy without tentacles after all.
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development

Steerpike

Ask and ye shall receive.  I've added three new grafts to the graft section above.  A poison version of the tentacle would be available for more money.

Tentacle: Harvested from one of the many aqueous horrors of the Sallow Seas or the Fevered Ocean or else culled from something even stranger, this graft usually replaces a limb with a suckered tentacles, though for an additional charge it can be sutured on in addition to other limbs.  Treat the tentacle as a natural weapon dealing 1d3 damage.  It is fully prehensile.
750 obeloi (extra arm version is 2750 obeloi)

Extra Limb: Wrenched from the socket of one of the more humanoid denizens of the Cadaverous Earth, this extra limb is a must for any fleshy looking to multitask.  The limb counts as an extra off hand.  To wield more than two weapons at once with reduced penalties, take the multiweapon fighting feat.
2250 obeloi

Weapon Graft: While most grafts are living tissue attached to another living body, a weapon graft is exactly what the name suggests: a normal, masterwork, or magic melee weapon grafted onto the hand of a thrall so it is never unarmed. The weapon actually becomes a natural weapon, though its other properties are unchanged. The grafted creature receives a +1 bonus on all attack and damage rolls with the weapon, as long as it is proficient with the weapon. However, it cannot use the hand with the graft for anything but combat, and it takes a '"2 penalty on all skill checks requiring the use of hands.
Weapon price + 1,000 obeloi  (extra arm version is 3000 obeloi)