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
2 IRON HEROES Table of Contents 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 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 any company 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 produced 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 incorporate 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 Henchman Productions 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 Iron Heroes 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 graphic designs, 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>.
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 of the 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 parameters (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 System Reference 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 material is 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 Game Content 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 without express 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.
4 IRON HEROES INTRODUCTION: 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 character s talents and abilities, rather than his equipment, determine his capabilities. Magic in Iron Heroes is a dangerous force, one that is as likely to harm its user as his enemies. 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 fantasy 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 character 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 warrior 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 executioner 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 unparalleled flexibility, excitement, and customization to the game. Chapter Six: Roleplaying Iron Heroes. This chapter covers guidelines on creating your character s personality, background, 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 situations, 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: 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 otherwise 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, combat works the same as in the core rules. Initiative, critical hits, attack rolls, and saving throws remain unchanged. Some portions 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.
6 IRON HEROES 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 enemies 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 creative flair that leads you to take actions you might never have considered 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 harrier 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 opponent 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,