The World
We’ll be playing in an emerging steam punk world and drawing inspiration from Iron Kingdoms to fill in the gaps

Hero Points
I think we’ll give hero points a try, might be interesting.

New Skills
Craft (Demolitions) (INT): Used to reload and make cannons and explosives
Combining Craft (Demolitions) and Craft (Cannoneer) into one skill

Craft (Gunsmithing) (INT): Used to create rifles, pistols and ammunition
Craft (Small Arms) will not be used in the game, reloading weapons is discussed below

Craft (Mechanika) (INT): Used to create mechanical devices
Combining Craft (Mechanika), Craft (Clockworking) and Craft (Steam Engine)

Jack Handling (CHA): Used to control Jacks

Knowledge (Mechanica) (INT): Know about mechanika
For purposes of satisfying prerequisites, characters that have the requisite ranks in Knowledge (Engineering) and Knowledge (Arcana) are considered to meet the prerequisites. Basically, your character can take these two Knowledges and know everything covered by this skill.

Skill Revisions
• Use Magic Device and Use Psionic Device are one skill
• Crafting is done in GP/PP, not SP/GP; use half the item’s market value
• Combine Climb, Jump and Swim into one skill now called Athletics. If any of your levels list any of these skills as class skills, Athletics is considered a class skill.

New Class Skills
Barbarian: No new proficiencies

Bard: Add Craft (Gunsmithing) and Craft (Mechanika). Add Weapon Proficiency (Pistols)

Cleric: Add Weapon Proficiency (Rifles)

Druid: No new proficiencies

Fighter: Add Craft (Demolitions) and Craft (Gunsmithing). Add Weapon Proficiency (Pistols) and Weapon Proficiency (Rifles)

Monk: No new proficiencies

Paladin: Add Craft (Demolitions) and Craft (Gunsmithing). Add Weapon Proficiency (Pistols) and Weapon Proficiency (Rifles)

Ranger: Add Craft (Demolitions) and Craft (Gunsmithing). Add Weapon Proficiency (Pistols) and Weapon Proficiency (Rifles)

Rogue: Add Craft (Demolitions), Craft (Gunsmithing), Craft (Mechanika) and Jack Handling. Add Weapon Proficiency (Pistols).

Sorcerer: Add Jack Handling

Wizard: Add Craft (Mechanika) and Jack Handling

New Feats
There are all kinds of new feats in the Iron Kingdoms campaign setting. Reference the Character Guide on p. 152 for more information.

Feat Revisions
Two Pistol Fighting – Merged with Two Weapon Fighting
Improved Two Pistol Fighting – Merged with Improved Two Weapon Fighting
Craft Blasting Power – Replaced with Craft Alchemy

Replace Combat Reloading with the following:

Rapid Reloading (Combat)
Rapid Reloading can also be taken for firearms. Choose one type of firearm upon selecting this feat (pistols or rifles) upon selecting this feat. You can reload those weapons quickly.

Prerequisite: Weapon Proficiency (chosen firearms type)

Benefit: The time required to reload your chosen type of firearm is reduced to a free action (if a move equivalent), a swift action (if a standard action), or a move action (if a full round action). Reloading a rifle still provokes an attack of opportunity.

If you have selected this feat for a firearm that only requires a move action to reload, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow.

Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of firearm.

Replace Improved Combat Reloading with the following:

Firearm Mastery (Combat)
You can load firearms with blinding speed and even reload them in melee with little fear of reprisal.

Prerequisites: Dex 15, Point-Blank Shot, Rapid Reload, Rapid Shot

Benefit: The time required for you to reload any type of firearm is reduced to a free action, regardless of the type of firearm used. You can fire a firearm as many times in a full attack action as you could attack if you were using a bow. Reloading a firearm for the type of crossbow you chose when you took Rapid Reload no longer provokes attacks of opportunity.

Special: Starting at 6th level, a ranger with the archery combat style may select Firearm Mastery as a combat style feat.

New Equipment
New Weaponry
Firearms are divided into two categories: Pistols and Rifles. Each one requires their own weapon proficiency. Classes that grant martial weapon proficiency typically also grant proficiency for both.

Firearms House Rules
The listed ammunition cost is for a box of shots (20 shots per box) instead of a single shot.
Combined weapons have no penalty to attack, but instead the character does not get a free attack after a successful melee attack.

Reloading Arms
DCs for reloading weaponry will still stand, but use the following roll instead:

d20 + BAB + Dex Mod + Int Mod

There is no concentration check to reload small arms.

Conditional Modifiers include:
• Weapon Proficiency (Appropriate Weapon): +2
• Weapon Focus (Appropriate Weapon): +2
• Greater Weapon Focus (Appropriate Weapon): +2 (cumulative)
• 2+ Ranks in Craft (Gunsmithing): +2
• Skill Focus in Craft (Gunsmithing): +3 or +6 (depending on CL)
• PrC Classes – PRC classes such as Pistoleer or Rifleman confer a +1 bonus / level to reload the types of firearms they specialize in
Other Modifiers may apply, appeal to GM for conditional approval

Friendly Fire
Creatures with spell resistance can drop their SR as a free action to accept incoming or self cast friendly spells. Bringing your SR back up is also a free action. This includes SR granted form magic items. Conditions such as dazed or unconscious typically prevent the creature from controlling their SR.

Against an incoming friendly attack, such as a touch attack that grants a healing spell, you can choose to make yourself flat footed if you are not already. Being flat footed does not persist after the desired action is taken.


Steam Breath Jonathonathon