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Classes
Since the 4th edition rules set debuted last year, a great deal of content has been released. Some of it has a style and feel that would be inappropriate to the Iron Kingdoms character setting as it is presented in the fluff. However, the class features and the actual powers of almost all of those classes do not conflict in any major way. They obviously do not take advantage of the various benefits of the setting, so we shouldn't expect to see a second story man like class come from Wizards for Rogue any time soon. However, there is no reason rogue should not work, with a few modifications, for the setting. Likewise, it would be a shame to not allow players to choose classes for your campaign because the fluff as presented doesn't allow it.
Presented herein are the changes to the 4th edition classes already in place. Often, this is simply a suggestion for another way to handle the class in terms of fluff, and occasionally it is adding a feature that Iron Kingdoms would bring to it. Keep in mind that while not all class abilities have been renamed and reassigned to match the setting, this is because characters never talk about class features anyway. Even in Forgotten Realms no legitimate player playing a Barbarian is going to respond to an NPC's question of his profession by saying “I'm a Thaneborn Triumph Barbarian.” Since these terms shouldn't have to come up in character, there is often little attention paid to the names of class abilities. The exceptions to this rule occur in cases like Warlock where the power the Warlock is devoted to does matter by name to the character.
Some of the classes also have an alternate version of the class presented below their description. This mechanic was created to allow classes that may have limited character background possibilities to have a little more variety. They are also sometimes in place to allow previously unavailable character concepts to come into play. Either way, the alternate version of the class acts in every way like the original class except for the listed changes. This means that they have access to any powers, feats or paragon paths that the original class would have. Keep in mind however, if the alternate class replaces a class feature that is required for a specific feat or paragon path, the alternate does not qualify for that option.
Psionics
Bodged Together does not have any inherent issue with psionics. Heck, our gaming group ate the first 3rd edition psionics book up! However, the fact is that Privateer Press has made absolutely no precedent for there to be this alternate power source in the Iron Kingdoms world. Thus, we are basically avoiding it. The classes with this power source are almost all very mentally focused people, and they are otherwise perfect examples of their type. When thinking about what the psionic type represents in Iron Kingdoms, do not think of some alternate power source, but rather of a type of cerebral connection to their art.
Ideal Classes
We have made every effort in this section to make sure every class in 4th edition can be played in the Iron Kingdoms world. However, we have to admit that they aren't all a perfect fit; even with our changes. The following is the list of the preferred classes. These ones have the easiest time fitting into the general feeling of Immoren without undergoing too much change or too much specific character concept. The ideal classes are; Avenger, Barbarian, Bard, Cleric, Fighter, Invoker, Monk, Paladin, Psion, Ranger, Rogue, Runeshaper, Sorcerer, Warden, Warlock, Warlord and Wizard
Ardent requires a relatively specific character concept, and is likely used best as simply someone who in the world is considered a paladin. Which makes it difficult to justify not just playing a paladin. Arcane based Assassins are already something that Privateer stated was against the feel of the game back in 3rd edition when assassin was far less arcane. Still, with the changes we made (and they were extensive in comparison to most) it should have some space in the game. Battlemind and Swordmage also run into the being very specific problem, which sometimes limits them to character concepts which seem to be an excuse to play the class. Seeker and Shaman both work, but neither feels precisely correct for how the wilds are handled in Immoren. Finally, the Druid as presented by wizards is simply not the same druid that the Iron Kingdoms represents. It works, but the druids of Orboros are simply too unique to be covered in this class.
Divine power manifests itself in many ways. Each of the gods, and even the ascendants, have such differing philosophies that their devoted sometimes appear to draw their power from very different sources. The ardent are divine casters whose power comes to them in a very different way than it does their fellows. Whereas the clerics and invokers of a god must memorize complex prayer, spending large parts of their life in practice and study, the ardent finds his devotion to be a natural process. In life the ardent tries to stick to the principles of his god, and devotes his time more to worship than study. In response, his god grants him power in a subtle, powerful way. These devotees feel their god's power like a sorcerer does the gift. It is simply a part of their being.
Ardent are most common among the humans. Both Morrow and Thamar claim many of these warriors among their ranks. They join the ranks of paladins and knights for Morrow, and they are often the guardians of powerful Thamarite shrines for his dark sister. They are natural leaders, and often bring others closer to their god. Few ardent ever serve as priests in Morrow's worship, preferring a stronger handed role which is better suited to their talents. Thamarites ardent are often responsible for turning many to her dark worship as they can see the benefits of her power in their every day lives.
Among the Menites ardent can be found primarily in two roles. They are often indistinguishable from their paladin brothers, and are found quite commonly among the Order of the Wall. Many times, the leaders of this group are in fact ardent. The Exemplar, likewise, find ardent in the leadership to be a common phenomenon. In this role few, even the ardent himself, recognize that this leader is anything more than blessed by Menoth, as their powers simply appear to be martial prowess, or at best small miracles that come from the creator.
Oddly, some priests of Cyriss are also ardent. They are far more practiced than their compatriots among the other human religions, however, even their talent at engineering often comes as second nature to them. These are people who spent their lives finding human interaction uncomfortable, preferring the cold logic of mathematics and science. They often feel called by Cyriss to their role, and their mastery over the divine is never diminished in any way by their transformation into constructs if they are able to advance.
Other races rarely see ardent among their people. The elves have a few devout warriors who seem to show those qualities, but these were far more common before the Rivening, when there were gods devoted to combat and martial prowess. The dwarves find these slightly more common as combat is a central tenant of many of their faiths, but it is rare for this to appear as anything but a cleric's talent. Oddly, it is the ogrun worshipers of the Twelve Fathers who find this path to be the most common among non-humans. Their culture has often had a physical and martial bent, and the Twelve Fathers often reward this with this powerful divine path. These are still rare among even this group, but they are easily distinguished when this talent is found among them.
Class Features: There are no changes to the class features. The class still maintains the Psionic power source, but this is only for the reference of other character options. Within the Iron Kingdoms ardent are seen as very gifted divine spellcasters and nothing more.
Dark arts, sorcery and death have been a natural combination since Thamar introduced the gift to mankind. Magic used in this way is nearly always a taboo in any culture, and thus it is rarely allowed to blossom toward such a dark end as the killing of another individual. However, in some areas, and among some people, the arcane arts are a potent weapon, used almost entirely for the death of others.
The most prevalent people to use this form of magic are the Thamarites. Their dark goddess often gifts those who follow her selfish ways if they offer human lives in her name. These assassins may be random, or occasionally they may seek to overthrow empires. Maybe they simply seek chaos. Either way, their talent at infiltration and silently destroying their target is unparalleled. They often even seek aid from infernalists to augment their abilities, as they often have plenty of souls they could gather for sacrifices to the dark outer world beings.
The Skorne also make ready use of these dark killers. Their culture is almost exclusively honorable about all dealings, often preferring an open fight against overwhelming odds to a tactical victory won through dark dealings. However, as the influence of Vinter Raelthorne spread among the Skorne people, groups such as the Bloodrunners began to use their arcane abilities to strike their foes down. They appear from shadow, strike quickly, and disappear from whence they came. They are becoming a feared force in the Skorne lands.
Other cultures occasionally have assassins among their number, but they are almost always different from the above example. Often, the term assassin would never be applied to them as it would be inaccurate. Many arcane spellcasters gain some renown for their stealthy tendencies and for more than anything their ability to gather secret information. These are almost exclusively individuals rather than a class or group of people, and they are often found working as mercenaries for the various armies. These hard bitten wizards and sorcerers often find themselves in morally comprising situations, but rarely do their employers even imply that they should just murder a target. This sort of task is most often left to more expendable assassins with less unique talents.
Class Features: There are no significant changes to the Assassin's class features, however, the Shadow power source becomes Arcane.
Avenger may be too positive a name for these people. Those who belong to this group are often insane religious fanatics, incapable of seeing the destruction they bring. While there are a few among more protective cultures, they almost always serve a more violent goal.
Among the most prevalent Avengers are the Iosan mage hunters. The avengers among these assassins are true adherents to Scyrah, and their faith is behind them in each action they take. Using her power they can hunt targets across great distances and they show an unerring focus when fighting the wizards they have sworn to eradicate.
Perhaps equally widespread, however, are the Order of the Fist monks. The avengers among the monks are some of Menoth's most faithful servants, showing devotion and sacrifice in everything. They do not always eschew weaponry the way some of their less divinely focused colleagues do, but their faith in Menoth's blessing is a power none can deny. In addition, among the Daughters of the Flame there are many who answer the call through this same godly devotion.
Finally, there are even some among the Morrowans. The Order of the Keeping does not tend to encourage these sorts of people, but there is no denying that they tend to be important members of the church. When a task seems slightly morally objectionable, the avengers among their caste are the first to put themselves at risk for the greater good. They have been used in the past to dispatch enemies of the church silently and secretly.
Certainly, however, there avengers from most of the religious groups. It is a discipline that lends well to Thamarite culture since it does very well striking from the shadows. It has a following among the Cryxians and the blighted Nyss following the dragon Everblight. These avengers often present a serious danger to mainstream society, keeping their actions secret and worshiping their dark gods through the execution of the god's enemies.
Class Features
There are no changes to the avenger class features.
The barbarian, also known as a berserker, represents one of the oldest fighting styles in Immoren. The barbarians who followed the oldest of the gods, the Devourer Wurm and Dhunia, almost exclusively would have been among these furious warriors. Battle was an exercise in reckless abandon, and to many of these people there was a certain religious fervor to completely leaving oneself behind in the heat of battle.
The barbarian in modern culture is less prevalent. The spiritual focus of barbarians has been left behind in recent times, especially by the human cultures, for a more civilized form of worship. However, among the cults of the Wurm there are still many who let rage consume them in each fight. The frightening Tharn out of the Thornwood are a race of people whose leaders and indeed even their priests belong to this class.
Among the Dhunians there are many berserkers. Trollkin have a cultural pride in those who charge without any thought to their own well being. There is a certain kind of nobility to it, and the connection it brings to Dhunia helps to fuel it.
While there are many who fight with fury and abandon, it is truly the spiritual connection that most of the human cultures lack to become barbarians. The elemental attacks granted by raging are not in line with a Khadoran or Dwarven warrior. In the end, it is those still among the wild spiritualistic cultures in Immoren's dangerous wilderness who truly qualify as berserkers.
Class Abilities: There are no changes to the barbarian class features.
Rage Mage
Magic runs through the veins of Immoren's sorcerers. Some of these people choose to wield their magic as wizards do, honing it as they age and practicing its many possibilities. Others wield it like a club. That is, a rough tool, barely honed – and better for it. These people furiously advance upon their foes, and nothing will stop them from unleashing arcane might and brute force. These people are often referred to as rage mages, and they are a dangerous group. Khador's Doomreavers and their leader, The Butcher of Khardov, are good examples of these barbaric sorcerers.
Class Abilities: When using this alternate to the normal barbarian class, the first keyword in all barbarian powers becomes arcane, and any abilities that effect arcane powers and abilities apply to this alternate to the class. Rage Mages are not able to choose Nature as one of their trained skills, and they gain Arcana on their list of class skills.
These sorcerers are rare in Western Immoren. Very rarely does a talent with the arcane combine with music. Sometimes, however, individuals have developed powerful spells and incantations around songs and poems to the effect of inspiring whole armies. This is a powerful kind of magic that can move people to change.
Art is a powerful tradition among the elves of Ios. Pursuing a life as an artisan is as respected as pursuing a life as a builder or warrior. This reverence for the power of art and the natural Elven tendency for magic makes it most likely that these people will hail from that mysterious northern land.
In Rhulic culture bards are found among the various houses. These members of this class are keepers of history and often inspire their fellows with stories of significant ancestors or the exploits of the Twelve Fathers. Their music, if any at all, tends to be a steady drumming beat to keep Dwarves and Ogrun alike fighting past the point of exhaustion.
Among humans, the only significant number of bards come from the upper class of the nations. While sorcery is rare among any group, when it appears among the upper class it is even rarer that it is allowed to flourish with the many stigmas attached to Thamar's Gift. When it is, however, allowed to grow stronger, this talent is often hidden as an extraordinary talent at something acceptable, such as the study and performance of music. Most of these bards are not satisfied with hiding their power and often are eventually removed from their culture or they are found escaping it.
Class Abilities: There are no changes to the bard class features.
War Bard
Drums pound from behind the troops, and each one marches to the steady beat. As the tides turn and battle is unsure, the powerful song of the War Bard keeps soldiers focused on the fight, and on victory rather than defeat. War Bards are by far the most common way for the bard class to manifest in Iron Kingdoms. They are more proficient at war, but they tend to have a slightly less social bent than normal bard.
Class Abilities: War Bards lose the Skill Versatility and Words of Friendship class features. In exchange, they can use any magical Military weapon as an implement for their bard powers with the Implement keyword.
Only specific sorts of cultures breed battleminds as front line warriors. These people possess military excellence as well as potent arcane abilities. Depending on the culture these arcane abilities may be of sorcerous origin, or they could be taught as a part of their training. The fringe cultures of the kingdoms are the most likely to find battleminds among its members.
The satyxis train these warriors to fight among their sisters. They are fast, powerful, and deadly spellcasters who use the same weapons as their exclusively martial companions. They are often sent to captain large ships or lead whole units of troops, since their abilities make them well suited to return the unit alive (or at least still put together). The dragons that use these talented individuals are not limited to the Dragon-father, however. Everblight makes use of these casters among his blighted nyss warriors. These tainted beings have some part of his power imbued in them, and as former guardians of their people in their true lives, they use these new and formidable arcane powers in their new lives.
The concept of arcane might in a powerful warrior is not new however, as the elves have been using them for generations. While this talent is rarely exploited, elven tradition allows for such a warrior. They are rare, however, as this sort of magic can be extremely taxing on a weaker being, and elves have not long been known for their powerful frames or formidable fortitude.
Finally, the Skorne of Eastern Immoren often find this path to be attractive. In their culture, simply being a powerful spellcaster is rarely considered an honorable position in society. It is unlikely that without serious accolades from other members that a person who studies the arcane arts of mortithurgy would advance through the ranks in his lifetime. However, should that person also have a martial tradition to follow they may indeed find themselves quickly raising up through the ranks of society, using their dual talents to their advantage.
Class Abilities: None of the battlemind's class abilities are changed, though their power source in terms of fluff is considered Arcane. They are still Psionic characters for purposes of any other abilities.
The tradition of the cleric in Western Immoren goes back to the worship of the Creator of Man, Menoth. As his influence shaped human culture and brought about protective civilization, his priests became regimented defenders of their people. And with this, the clerics of the Iron Kingdoms became important leaders in their cultures. Since that time this class has only become more prevalent and powerful.
Not all priests are clerics. The religious leaders of the wild cultures like the Devourer cultists and the Dhunians are not clerics but shamans. They lead and defend through very different means. Likewise, not all priests even among the Morrowans and Menites are clerics. The scrutators that torture and purify the unfaithful are not clerics, and the warrior priests of Morrowan history, such as Ascendant Markus, were not clerics either. Clerics are defenders and healers. They shelter followers of their faiths and defend them from others. This is not to say that they are not combatants, far from it for both of these religions, but they do so mostly to lead their people to victory.
Clerics are also among the priest caste in Rhulic, Iosan and Nyss culture. The Rhulfolk have a powerful tradition of clerics, and these are often keepers of their long clan histories. They are also prideful warriors, and often reveal unique talent in combat. Elven clerics tend to be shepherds and significant political figures. Most of these remain in their sheltered cultures, rarely venturing into human lands.
Many races have revered the wild places of the Iron Kingdoms. They often have cultural imperatives to protect its sanctity and beauty and to keep it from being taken over in increasing expansion. Druids arise from such cultures as defenders or caretakers of these wild places. They give themselves over to the power of the natural world, taking power from its gods and using them how they see fit. The way they utilize and attain this power is not through worship, but ritual, and thus they are not priests of the gods who they utilize.
Most druids revere Dhunia. She is the planet and the life force of the plants, animals and other various wonders that druids fight for. She is not jealous with her power and gives it freely to those who call on it in her defense. These druids are often out of barbaric gobber or trollkin tribes, and occasionally they even hail from Ogrun. It is far more likely to find a shaman out of these tribes, but druids can be found occasionally. Out of the wilds of the Iron Kingdoms there are also some druids who take their power from the Devourer Wurm. They are often bogrin tribes, but sometimes they are found in less civilized races like the farrow or the bog trogs.
Among the elves druids occasionally arise. Both the nyss and the iosans have great respect for their natural surroundings, and though the gods they have remaining do not focus on nature as some of their old gods did, they are still a good source of power for druidic magic.
However, druids go by many names. This class is not appropriate for nearly all of the druids who revere Orboros. These people are less defensive of the wilderness, and take an entirely different approach to druidic power. This being said, there are worse choices of class for these druids, and in the face of simply not playing a character concept, this class will do.
Class Features: There are no changes to the druid class features in the Iron Kingdoms.
Mercenaries, soldiers, bodyguards and thugs, fighters hail from a variety of backgrounds. Any person who focuses their value on martial proficiency has a high chance of being from the fighter class. This class comes from every nation, race and religion, and is by no means uncommon. That being said, every two-bit mercenary or bouncer is a fighter. These individuals are trained, practiced and skilled at combat. They often treat combat like a craftsman treats his trade, knowing that combat is just a combination of factors, and that they can always come out with the results they expect through careful work. This is not to say that fighters never appreciate the emotion and chaos of a fight, but there is always a part of them which remains cool and detached in any situation.
Class Features: Fighters gain proficiency with simple and military firearms.
Channeling the divine magic of the gods is often seen as a defense to its people. However, Invokers are a different kind of religious spell caster. To invokers, godly magic is a weapon, not a shield. They use this magic to debilitate their foes and destroy the enemies of their gods. This power is given freely by their deity, so long as they continue to be exemplars of their faith. To the untrained observer, there is little difference between invokers and clerics, and often they do in fact fill the same societal role.
To Menites invokers are the most prevalent sort of priest. With the rise of the scrutators in the Protectorate, Menoth's power is more often being used as a weapon. Scrutators are almost exclusively of the invoker class, and are often seen on the battlefield in the modern era. In the Morrowan church, invokers are significantly rarer. Their priests tend to be shepherds of their people. However, some Morrowan priests would reveal themselves to instead be invokers if challenged in combat, and the Order of Illumination features a great many invokers among its ranks. Cyrissist priests are almost exclusively from this group. Her power is not a merciful one, and she inspires a direct approach in her priests. In addition, nearly every Thamarite priest hails from this class. It is simply more in line with the individualistic nature of Thamar to belong to this more offensive order.
Among the non-human religions invokers are nearly as prevalent. For every Dwarven cleric there is an invoker. Their culture is one that reveres war, and this type of divine power allows them a combatants role which many Rhulfolk would prefer. The Elves of Scyrah and Nyssor likewise have invokers among their ranks. The Nyss have fewer, though their strong warrior tradition likewise has many of them in this role. The modern Iosans, however, have much more need in war of invokers than they do of clerics, and thus this sort of worshiper is on the rise.
The religions that follow the prevalent dragons, Toruk and Everblight, of Western Immoren also have nearly all Invokers among their people. Dragons are not forgiving or shepherding in any way, and thus their lack of clerics in made up for through the invokers among their ranks.
Class Features: Given their nature as priests in Iron Kingdoms society, invokers do function somewhat differently. As implements they use holy symbols as clerics, and they do not gain hand of fate as one of their first level rituals. Instead, they gain the Magic Circle ritual and may cast it once per day without components. And, of note, their source of power does not differ from clerics; they simply wield this power in a different way.
Warder
Storms rage and the very earth itself gives way under the influence of the druids of the Circle of Orboros. These druids wield the power of destructive natural forces without devoting themselves to any deity. The warders wield this power with an intense focus that allows them to throw their foes about the field and call lightning on them from a great distance. They have also learned to wield elemental power in a variety of ways, always having the spells on hand that they need. They are often called upon to destroy unnatural machinations of men, gods or dragons, and have a number of techniques with which to do so. Warders are powerful elemental leaders of the Circle. Warder is one of the classes which can be used for a Circle Druid, and they represent the powerful elemental druids such as Kreugar.
Class Features: Warders power source is Primal instead of Divine. Replace the first keyword of each power with Primal. They do not have the Channel Divinity class feature, it is replaced with the Druidic Talent class feature, as detailed below. In addition, Warders have a different set of class skills as detailed below.
Trained Skills: Nature. From the class skills list below choose three more trained skills at 1st level. Class Skills: Arcana (Int), Diplomacy (Cha), Endurance (Con), History (Int), Intimidate (Cha), Nature (Wis), Perception (Wis), Stealth (Dex)
Druidic Talent
Choose two damage types from the following list; Cold, Fire, Lightning, Poison and Thunder. When you select a new warder power you may choose to replace any damage keywords with one of the two damage types you chose for druidic talent. When you select a power with the Force, Psychic or Radiant keywords, you must replace that keyword with one of the two you chose for Druidic Talent.
In addition, whenever you deal damage of one of the two keywords chosen for Druidic Talent to Constructs, Undead or Blighted creatures the creature gains vulnerability 5 to that type of damage until the end of the encounter.
Monastic traditions are rare in the Iron Kingdoms. They allow a group of adherents to attain perfection of body and spirit in a way that very few others allow. And this is the reason for their rarity. Very few groups have the funds or the population to allow people this kind of life, and when they do, people rarely choose it. The Morrowans and the Menites, however, have proud monastic traditions, and they consider them very important.
In the Morrowan faith, monks come from the Order of the Keeping. These people are tasked with the protection and collection of powerful artifacts, especially those with religious significance. The existence of such an order is to guarantee that these collections remain guarded and that their guards do not fall victim to the temptation of the artifacts' power. These monks train for the majority of their lives to become perfect protectors of their faith, and very few earthly things would be able to sway them. They are well respected in their religion, and are often treated like high ranking priests.
The Menite trend is slightly different. It is a newer order, and it exemplifies the brutal obiediance that Menoth demands. The Order of the Fist monks also train to achieve perfect physical and mental perfection. However, rather than seek to protect important things and places, they are used as perfect and unwavering special forces. Since they have little reliance on weaponry or armor, they are able to blend into crowds in the rest of Immoren. This allows them to be assassins, spies, and whatever else Menoth needs them to be. While less noble of a profession, they make the grueling discipline required for their path seem necessary and worthwhile.
Class Features: While the power source for monk powers remains psionic for rules purposes, they actually draw a great deal of their power from their god. The psionic power source represents the personal discipline and mental power required to perform the amazing feats which they do as reflex. In addition, Ki Focuses are a little different in the Iron Kingdoms. Use the same statistics for this focus, but each focus must have religious significance. Perhaps it is a small menofix with a phrase from Menoth's laws written on it, or a small idol of an Ascendant. Either way, it may well be the only thing on the monk which identifies him with his deity.
In addition, monks are able to use any item or feat that requires a Divine power source.
The paladin tradition in Western Immoren goes back as far as civilized religion. Paladins are the martial exemplars of their faith. They fight past the point of hope even when overwhelmingly outnumbered. Their people have learned that paladins can be called upon for any task that may require them. Paladins are also some of the foremost zealots for their beliefs, and in some cultures are even called upon as religious police.
These holy warriors fight with direct sanction from their gods. Every attack is in someway guided by the divine power that fuels their more spectacular magical abilities. These people are rare, in some part because the religious path is a difficult one in Western Immoren. Paladins must make decisions in black and white, despite their world existing in shades of grey. Altruistic mindsets are difficult to uphold in this world, and many times in the past paladins have found themselves left behind by those more willing to make questionable decisions.
The first group to boast paladins still has the same strong paladin corps they did thousands of years ago: the Dwarves. Their paladins are hardy warriors in service of the various Twelve Fathers. However, they are unique in that their gods do not have the same heavy-handed view of morality. Dwarven paladins are the moral center of their society, but it is a society where the religious laws are less than standardized.
Human society has had a long line of paladins since the Menites covered the landscape. The Order of the Wall is the active Menite paladin order, and they exemplify the old faith of Menoth. They are virtuous and decisive, but maintain a sort of odd mercy for those of the modern Menite faith. Morrows also have a strong paladin core, after all the first Ascendant was a paladin. In fact, the church often uses paladins to accomplish a variety of specialized tasks, and as a result keeps a number of them on hand. Morrowan paladins tend to be the most directly zealous members of the faith, and often decry moral misdeeds far more than the priests ever would.
Other human faiths have far fewer paladins. The Thamarites rarely find that their divine talents manifest in someone so devoted to protecting others of their faith. Self-sacrifice is simply not in their creed. Certainly some have arisen throughout time, and they are often found protecting the few holy sites in the name of the dark twin. To the worshipers of Cyriss the paladin is simply not an option. Cyriss does not provide that sort of self-sacrificing spirit to her people.
The only other people to have paladins have been the Iosans. Paladins are often found in cultures that need renewed religious hope to keep their faith alive, and paladins have increased in number since the retribution has grown. They are defenders of the important members of their society, and they are powerful warriors on the front lines.
Class Abilities: There are no changes to the paladin class features in the Iron Kingdoms.
Wizardy and Sorcery both take many forms. While the most common versions are covered in their aptly named classes, there are other kinds which appear nearly as often. Psions are simply members of those arcane traditions with a different outlook. Wizards and Sorcerers often emulate the powers of the natural world around them. They take the power of fire and lightning, or even the power of plague, and bend its natural destruction to bring doom upon their foes. The creations of the psion are often far more subtle. They understand the power of the mind itself, and they use this as a force on the minds of others. They push their foes' thoughts and force them to act as they please. They also often forgo their flashier counterparts' elemental wonders by manipulating simple magic to push their foes around the field.
As wizards, these spellcasters are well respected. Their use in military as well as peace-keeping functions make them just as desired as the more conventional wizards. In fact, they have enjoyed a history of being powerful special operatives, often being sent behind enemy lines where their unique and well hidden abilities would likely be missed for some time. In fact, a great many of Khador's Greylord Covenant are psions, and the Khadorans have found many useful, if morally questionable, uses for them.
As sorcerers these are among the most feared and hated. Their natural ability to affect the very thoughts of those around them tends to steer them down a dangerous and cruel path. Even during childhood they tend to find it difficult to interact with others without exerting at least some small influence over their minds. And as they grow older and more powerful, this tendency only worsens. Many tales of whole towns following the insane words of one psion for months at a time have circulated to the point that even considerably tolerant individuals are very cautious around them. These sorcerers are some of the most likely to be found hanging from a stake at the edges of town. People are often too scared to even allow them the chance to defend themselves.
Class Abilities: There are no changes to the class abilities. However, psions are able to use any item or feat that requires the Arcane keyword be in one of their classes, as their power is simply an offshoot of that.
Silent stalkers, powerful hunters, and expert woodsmen, rangers fill many roles in the Iron Kingdoms. They are often a very professional group, taking their part in their communities very seriously. They tend to hail from small groups or from a wilderness tradition, and are not to be confused with the rangers who work for armies as marksmen. While their talents are often called upon in military situations, they do not favor firearms, and thus are used in more specialized fields.
Where they do fit in is the wilderness. They make excellent trackers, and many of the woodsmen who navigate dangerous areas like the far north or the Thornwood are rangers by class. Thus, many Morridane and Kossite find the path of the ranger to be a useful one. Likewise, they are found among Thurians since the wandering lifestyle of a ranger is often an interesting opportunity for these people. In addition, most Idrians are rangers by necessity. Their lives require a powerful knowledge of survival tactics, and even attaining food requires expert acumen.
Among the non-humans, the elves claim the most rangers. Both the Iosan and Nyss people rely on rangers in their military, and rangers are often respected warriors in their culture. The Rhulfolk of the north do not tend to favor that path, though some of the wider ranging guards who often find themselves deep in the mountain territory do tend to gravitate toward that path.
Class Abilities: Rangers gain proficiency in simple and military firearms. While they do not tend to find the limited fire-rate to be very useful, the concept of firearms comes easily to rangers.
These people are thugs, thieves, assassins, gamblers, con-artists, pit fighters, and nearly any other less-than-reputable occupation imaginable. Very little ties what makes a rogue to others, except that they are (usually) precise combatants who favor an ambush over direct combat. That being said, there are many who stake their pride on face-to-face fights. This may be the class with the most variety of people who belong to it, and it is a very common class in the Iron Kingdoms. There is only one major group that does not have a large population of rogues, and that is the Menites. The lifestyle of most rogues lands them on a wrack very quickly in the Protectorate. Outside of that small nation, though, rogues inhabit every city, village and town, making their way through any tactic it takes.
In the Iron Kingdoms, the only thing that separates rogues from other variances of themselves is the prevalence of firearms. Rogues gravitated to the high powered weapons early in the use of guns, and still see a great deal of use now. While these weapons may not be as quiet as a crossbow or a bow, they are significantly smaller; and they pack a bigger punch.
Class Abilities: Rogues gain proficiency with one handed simple small arms and small pistols, and may use them to make any attack that allows them to use a light crossbow.
The power of runic languages is well known throughout the Iron Kingdoms. Nearly all permanent magical creations are put together as a result of complex runes, and even the mechanikal creations exist because of the existence of rune plates. Two religious groups make constant use of runes, however, even in their worship. The dwarves have always been known for their beautiful runic language, and these runes hold a complex kind of power. The Thamarites, using a runic language called Telgesh have been able to manipulate undead as well as create a variety of powerful effects.
The dwarven runepriest is an exemplar of his people. The divine runes inscribed on his armor and weapons display the strength of his clan and his gods, as each rune may hold even personal significance for him. At the forefront of a battle, these divine runes emit a low divine glow, and allow him access to a torrent of divine power. Allies often see these runes as an inspiration, and indeed their power extends to those who would fight alongside such a warrior.
To the Thamarites the runes are a tool. There is nothing particularly moving about Telgesh, and in fact, most Thamarites cannot even read one symbol. However, to those who master its very complex art, a unique kind of power is opened up to them. They need no prayer, and they need make no devotion for Thamar to allow them access to her powerful gifts. They need only master each intricacy of this insanely complex language. Written within the lines and words is this power. Drawing on it is akin to casting an arcane spell, it can be physically and mentally draining on the wielder. It is important to remember that Thamar's power is often found manifesting itself as an arcane energy, and indeed, these divine spellcasters often appear to be acutely powerful wizards.
Of note; one does not actually need to be a Thamarite to become familiar with this art. However, as most of the tomes on its use are found in books of necromancy, and religious texts to Thamar, it is difficult to study it without becoming associated very directly with her worshipers.
Class Features: There are no changes to the class features.
Seekers are hunters with a particular devotion to one of the wild deities. There is likely some connection between the way their powers appear and the powers of gun mages. They follow a similar path, although the source of their powers is obviously quite different.
Many Dhunian tribes have had great warriors whose mastery of the elemental forces she commands have somehow imbued their bows. Each shot would slow the prey, stopping beings as powerful as a Thornwood Mauler where it stood. Among the gobbers these are often priests, who use weapons as simple as darts and slings with amazing power. Among the ogrun and trollkin there are often thrown weapons such as spears which have seen use in this tradition. Either way, it is a rare talent, and is often granted at birth by Dhunia.
The Circle has also boasted a number of these warriors. A number among the Wolves of Orboros, especially among their reeves, have displayed this talent. They are often selected from among the people as if they were found to possess druidic talent, and are thus treated as a prize. Their natural power is not learned, but born. This kind of spontaneous power has a number of tactical advantages to the druids who are often limited by a lack of time for preparation. These warriors often use crossbows and longbows.
Finally, the worshipers of the Devourer sometimes manifest this power. This is by far the rarest circumstance of the three, as the followers of the Wurm tend to avoid cowardly things like ranged weaponry. However, occasionally someone will be born among the Wurms' cultists who has both the talent and the inclination to utilize it. These people are often regarded as powerful, if not strange, hunters and their skills are used quite frequently.
Class Features: There are no changes to the seeker's class features.
Many tribes of the wilds call on the power of Dhunia and the Devourer Wurm in their own ways. Shamans find this power in the spirit of the beasts created by these two deities. While this path is certainly more common among Dhunians, some shamans do revere the Wurm and lead their tribes with a ferocious beast at its head. The spirit used by both groups in this case is not truly some spiritual beast pulled from some powerful realm but rather a pure creation of the shaman. This type of spirit companion was first made thousands of years ago. It is possible that the spirit is simply an easy way for the shaman to focus its power, understanding that the powerful natural forces they are wielding come from a source similar to that which animates the true beasts. It may have also come about to make their magic easier for the tribe to identify, knowing they are fighting alongside something familiar.
No matter why they come about, these spirits are conduits of a god's power. Dhunia's worshipers find that her force can flow quickly through these spirits, as if it gives the power below the surface of the ground a point from which to leap out. For the Wurm's followers it is a single point of order in a philosophy of chaos and disorder. This one logical place for that power to flow forth gives the shaman the mental presence to be able to use a full range of abilities.
Class Abilities: There are no changes to the shaman's class abilities in the Iron Kingdoms.
Wild magic has flowed through the veins of nearly every type of people in the Iron Kingdoms. While this has only applied to humans since Thamar's Gift was extended during the Orgoth rebellion, it has been inseparably important since that time. This gift of sorcery manifests in many ways, but this class represents it in its purest and earliest form: as a weapon. Sorcerers have affected history mostly through destruction and fire. When this power manifests itself, many go insane with their new-found abilities, while others quietly harness the power. Given their destructive bent, sorcerers have been hunted in various cultures throughout the years to keep their potential from devastating whole settlements.
In modern times, sorcerers have had a difficult time surviving. Vinter Raelthorne dealt a heavy blow with his inquisition of sorcerers, and they have always been openly hunted in Menite lands. However, throughout human history they have been used in wars, and have thus found positions in the more permissive cultures. No matter the view their culture has, human sorcerers are rare enough that each one of them lives an unusual life, and they tend to find work as adventurers to give themselves a positive (or at least profitable) way to use their abilities.
Among Elves sorcery has been common for thousands of years, and while they prefer the focused magic of wizardry, the do not deny the power of their sorcerers. Perhaps because of their more permissive attitude, they have far fewer problems with mass destruction from within by recently emerged sorcerers. The more barbaric cultures have always had sorcerers among their people, with the exception of course of the Ogrun. Trollkin, in fact, have a long history of sorcerers as those born sorcerers show the mark of their talent on their albino skin.
Class Abilities: While there are not any changes to the actual class abilities in the Iron Kingdoms, one thing should be noted. The Spell Source class feature has four different places that a sorcerer's power could hail from. These names are not indicative of a source in the Iron Kingdoms, and should be treated as important to rules reference only. Sorcerers do not gain their power from the stars or dragons, and tying spell sources to specific roots of power would limit character creation options.
Gun mages are an increasingly common sight in the kingdoms, as people with this sorcerous talent have greater and greater access to the weapons they use to focus their power. Swordmages have a similar calling, their energy is focused in a single weapon. However, they are nearly unheard of among the humans of Immoren. For reasons that are neither known or full explored, only the elves and dwarves have found this power to manifest itself in their hands.
Among the elves it is an acquired trait. Specialization is encouraged in their culture, but that does not mean each person chooses only one path. For those who have found skill in wizardry and at sword play sometimes choose to combine the two disciplines. These warriors are used in wars for their ability to fight on the front lines with the normal rank and file soldiers while providing the frightening magical potential that the elves have become feared for.
The dwarves came upon this sort of magic as what was essentially an accident. These people have also long been known for their power in arcane arts, only second to their skill at the forge. These arts often combine as dwarven smiths who are capable arcanists are their most valued artisans, given their ability to craft magical and mechanikal creations. Some of these smiths develop a uniquely powerful bond to the weapons they create, and it is these who often become swordmages. Other dwarves have made these sorts of deep connections to their weapons, often as the result of an ancestral gift, but the craftsmen are by far the most likely to do so.
Class Abilities: There are no changes to the swordmage class features. However, dwarf swordmages use one-handed hammers and maces as their bonded weapon instead of blades.
The magic of wilds is ingrained in wardens. They are powerful spell users who have focused the wild energy of Caen inward and made themselves more powerful in the process. They can focus the transformative power of the Wurm or Dhunia to change their bodies into what weapon they need to handle a given situation. This transformation has a superficial resemblance to the type of change that comes over the Tharn when they tap into the power of the Wurm, but it is built from experience rather than blood.
Some defenders of Dhunian tribes belong to this group. They are by no means a common sight in these communities, but they have a long lasting effect on those they protect. They are the ones who many of these tribes tell stories of centuries later. They also appear among cultists following the Devourer Wurm. It is a natural extension of following the Wurm to take on aspects of the wild natural world in combat. They often fill the role of shamans for these tribes, leading them in battle by being at the forefront of any attack.
One other group can boast a population of wardens, and for these people it is far less in devotion of the aspect of a deity than the use of it. The Circle of Orboros counts wardens among their druids. The various powers of the mysterious druids take many forms and the adaptive and hardy path of the warden is a wise one in the dangerous life of a Circle druid. Potent Baldur certainly has a powerful connection to Orboros in his very veins, and this kind of druid may be on the rise as their battle prowess is being tested for one of the first times in open warfare.
Class Abilities: There are no changes to the warden class features in the Iron Kingdoms.
Some are born with magic, some learn it, and some earn it. The sorcerous people who begin life with such power, and the wizards with their regimented styles often think of themselves as the only kind of arcane power. But warlocks prove this to be untrue. Their power is evident without any natural power or devotion to a history of wizardry, and this fact often disturbs the greater magic community. They gain their power through a devotion or pact with an outside source. Many powerful beings can grant power to lesser mortals in a form other than the divine. Warlocks make deals to gain access to this magic, and channel these powers directly. Very rarely is a “reputable” source called upon for this power, and very truly only the more shadowy beings of power tend to grant these abilities.
Thamarites are the primary people who access this type of power. Their god and the scions in service of her grant divine and arcane magic. Her arcane bent allows her follows to make a pact to gain this kind of power, and thus mimic the sorcery she gave as a gift to humanity. Various scions give this magic in different ways, and thus the power itself manifests differently. Infernalists also find this class tempting. The infernals, with a wave of an ethereal hand, can grant this kind of power for the mere cost of the caster's soul. The afterlife seems a small price to pay for immense power immediately, and many take advantage of this path.
Dragons can also grant this kind of power through the power of their blight, and Toruk's followers as well as Everblight's Nyss have manifested this. This power is permanent in their bodies, and manifests further as they use it, often manifesting on their flesh as well as their abilities. Finally, the magic of the Orgoth seemed to derive from this source, and tales of Orgoth witches seem to tap into some outside source in this same way.
Warlocks come about for one other reason, though it is a bit rarer. When one deals with infernals, Thamar, or any of the dragons, there is a taint on one's soul. Though it is rare that these people start families, it does happen, and the children often carry some of that mark. These people will occasionally manifest powers like a warlock without ever themselves making a deal with any of these groups. Sometimes, the offspring of these people will embrace this power, knowing that they have no real connection to its source.
Class Abilities: To be a warlock in the Iron Kingdoms is to be anathema to any society that discovers you. Thus, in general only those who can cover their actions behind some legitimate source can flourish. As a result, Warlocks are automatically trained in one additional skill from their class list. Some use this to be able to lie about who they are, while others use it to simply hide from the outside world.
In addition, Warlock pacts must mention a specific source. This source is important to character considerations, and while changing specific pact names is not important, the character should be able to note where his power comes from.
Inspiring commanders have graced the bloody battlefields of Immoren for thousands of years as war seems to be the only thing that unifies all of these people. These leaders have been a part of every culture, and lead small armies to victories large armies could never accomplish without them. Nearly every squadron, mercenary company and even city watch is led by a warlord's sage advice. Many of the people have been notable historical figures both for their powerful influence on the soldiers they led, but for their personal accomplishments with a sword. They are not the types of commanders to let others do the fighting, but rather they find themselves in the thick of every battle, showing by example how to handle their foes.
Warlords of note are the heroes of Dwarven and Skorne cultures more than any other. While both of these cultures have notable spellcasters and divine leaders, none are as important to their cultures as those who understand how to lead their troops through a powerful battle-lust. These people are the leaders of both of these cultures, and continue to direct combat from the exalted positions.
Class Abilities: There are no changes to warlord class abilities in the Iron Kingdoms.
Officer
The deafening explosions of heavy munitions drown out the constant sounds of rifles being fired on the landscape of modern war. The only thing that can break through the terrifying, deadly landscape is the reassuring and guiding voice of a capable officer. As he shouts commands, shots line up and take down heavy targets while the proper units move into place. Only by such tactics and the resolve of a fearless leader do many units ever return home.
The officer is an essential member of any modern army. He excels at commanding his troops, as well as leading the way in combat. Officer training generally teaches excellence in ranged combat as well as proficiency with swords.
Key Abilities: Dexterity; Intelligence; Charisma
Weapon Proficiencies: Simple Melee, Light Blades, Simple Ranged, Simple Firearms, Military Firearms
Armor Proficiencies: Cloth, Leather, Chainmail
Bonus to Defense: +2 Will
Trained Skills: From the class skills list below choose four trained skills at 1st level. Class Skills: Bluff (Cha), Diplomacy (Cha), Endurance (Con), Heal (Wis), History (Int), Intimidate (Cha), Insight (Wis)
Class Abilities: Your primary statistic for attacks changes from Strength to Dexterity. Replace all references in class abilities and powers that currently say Strength with Dexterity. In addition, you may choose to gain the following class feature.
Practiced Gunner: You lose proficiency with Chainmail, and gain proficiency with a Superior Firearm of your choice.
There is a power behind words. Arcane energy flows through the world, and the phrases and movements associated with wizards casting their spells have allowed them to access this power. They pull it from the world and unleash it in a controlled and very specific manner. Throughout Immorese history, wizards have been powerful magicians whose study of lore has been them advisers and combatants in the many wars that have raged across the landscape of Immoren.
The Elves and Dwarves have the longest history of wizardry. Their ancient cultures have a long established wizard tradition, as both of their cultures embrace order in all things. The Rhulfolk have many runes they have inscribed to understand the latent magic, while the elves have an established script the allows them to control this force.
Humanity mostly has access to this power for two reasons. One, the gift of magic to humanity by the god Thamar. Secondly the exploits of the first human wizard, Sebastian Kerwin. He was the most powerful singular force in the creation of human magic, and developed most of the techniques still practiced on his own. Now, humans have many schools for their wizards, and the various human nations train their wizards to fight in the wars they always wage.
Class Abilities: There are no changes to wizard class abilities in the Iron Kingdoms.