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Published by Berserker_Dad, 2023-10-08 21:56:36

Iron Kingdoms-Requiem

Iron Kingdoms-Requiem

GM GUIDE SEA DOGS Rowdy, disorganized, and untrustworthy even to one another, sea dogs gather together in shadowy port bars to plot their next great haul. They care not for whom they work, but only for the gold coins they earn, which they quickly drink and gamble away before their next calamitous adventure. Mustered together from disreputable coastal taverns and wharves, these gangs of seafaring deckhands are motley pirates hungry for spoils. Armed with swords and pistols and barely kept in check by their grizzled mates, sea dogs will serve any master with sufficient coin. What they lack in training and manners, they make up for with frightening bluster and enthusiastic greed. Sea Dog Officer Medium humanoid (any race), chaotic neutral Armor Class 15 (studded leather) Hit Points 39 (6d8 + 12) Speed 30 ft., swim 10 ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 14 (+2) 10 (+0) 15 (+2) 15 (+2) Saving Throws Wis +4, Cha +4 Skills Intimidation +6, Perception +4, Survival +4 Senses passive Perception 12 Languages any one language Challenge 2 (450 XP) Old Salt. The sea dog has advantage on Wisdom (Survival) checks to predict the weather, as well as on any ability checks it makes using navigator’s tools. Sea Rover. The sea dog ignores movement penalties caused by the motion of the waves or by a wet and slippery deck. Additionally, if the sea dog is prone, it can make a DC 10 Dexterity saving throw at the end of each of its turns, standing up on a success without costing any movement. Actions Multiattack. The sea dog makes three attacks: two with its cutlass and one with its pistol or three with its cutlass. Cutlass. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Pistol. Ranged Weapon Attack: +5 to hit, range 30/90 ft., one target. Hit: 7 (1d8 + 3) piercing damage. No Sleeping on the Job! The sea dog can designate up to 3 sea dog allies within 30 feet of it that can hear it. Each chosen ally that is suffering from a condition that a saving throw can end can make the saving throw as a reaction, ending the effect on itself on a successful save. Reactions Slip Away. When a creature that the sea dog can see within 30 feet of it moves, the sea dog can use its reaction to move up to half its speed without provoking opportunity attacks. 250


GM GUIDE Sea Dog Press Ganger Medium humanoid (any race), chaotic neutral Armor Class 11 (leather armor) Hit Points 32 (5d8 + 10) Speed 30 ft., swim 10 ft. STR DEX CON INT WIS CHA 14 (+2) 11 (+0) 15 (+2) 10 (+0) 10 (+0) 11 (+0) Skills Intimidate +2, Survival +2 Senses passive Perception 10 Languages any one language Challenge 1/2 (100 XP) Knockout Strike (Recharge 5–6). When the sea dog hits a target with a melee weapon attack, the target must succeed on a DC 12 Constitution saving throw or be stunned until the end of the creature’s next turn. If the target is already stunned, it is knocked unconscious instead. Sea Rover. The sea dog ignores movement penalties caused by the motion of the waves or by a wet and slippery deck. Additionally, if the sea dog is prone, it can make a DC 10 Dexterity saving throw at the end of each of its turns, standing up on a success without costing any movement. Actions Multiattack. The sea dog makes two melee attacks. Blunt Instrument. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Sea Dog Pirate Medium humanoid (any race), chaotic neutral Armor Class 13 (leather armor) Hit Points 19 (3d8 + 6) Speed 30 ft., swim 10 ft. STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 15 (+2) 10 (+0) 12 (+1) 10 (+0) Skills Intimidate +2, Survival +3 Senses passive Perception 11 Languages any one language Challenge 1/4 (50 XP) Point Blank. The sea dog does not have disadvantage on pistol attacks against a target within 5 feet of it. Sea Rover. The sea dog ignores movement penalties caused by the motion of the waves or by a wet and slippery deck. Additionally, if the sea dog is prone, it can make a DC 10 Dexterity saving throw at the end of each of its turns, standing up on a success without costing any movement. Actions Cutlass. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. Pistol. Ranged Weapon Attack: +4 to hit, range 30/90 ft., one target. Hit: 6 (1d8 + 2) piercing damage. 251


GM GUIDE STEAMJACKS The following sections present rules for the chassis of some of the more common laborjacks and warjacks seen in the cities of the Iron Kingdoms. Due to the array of different weapon systems and upgrades available to replace a steamjack’s fists, numerous variations exist. Steamjack Nature. A steamjack is not a living creature. So long as a steamjack has enough coal and water to remain functional, it does not need to rest. It cannot be affected by toxic air, but insufficient oxygen will extinguish its furnace. DOCKER HEAVY LABORJACK CHASSIS The Docker is typical of the heavy laborjacks used to haul cargo onto and off of ships throughout the Iron Kingdoms. The Whaler uses the Docker heavy laborjack chassis. It comes stock with a harpoon cannon mounted on its left arm and is armed with a flensing blade. Height/Weight: 12 ft. 0 in. / 12,000 lb. Fuel Burn/Load Usage: 600 lb. / 6 hours (general), 1 hour (combat) Initial Service Date: 563 AR Original Chassis Design: Engines East Stock Cortex: Ferrum-grade 252


GM GUIDE Docker Heavy Laborjack Large construct (steamjack), unaligned Armor Class 16 (natural armor) Hit Points 84 (8d10 + 40) Speed 20 ft. STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 20 (+5) 5 (−3) 10 (+0) 1 (−5) Saving Throws Str +7, Con +8 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison, psychic Condition Immunities charmed, frightened, paralyzed, petrified, poisoned Senses passive Perception 10 Languages understands the languages of its manufacturer but can’t speak Challenge 5 (1,800 XP) Cortex. The Docker’s cortex allows it to understand basic commands from its controller (spoken verbally by most but usually communicated telepathically by warcasters). Verbal commands must be akin to those issued to a trained animal, such as “stay,” “guard,” “attack,” and so on. The Docker will carry out these commands with no regard for its own safety. Heavy Metal. The Docker’s attacks are magical for the purpose of overcoming resistances and immunity to nonmagical attacks for steamjacks, colossals, and warbeasts. Steam Powered. The Docker requires coal and water to function. When not in combat, it can function for 6 hours with a full fuel load of 600 pounds of coal and fresh water in its boiler. While in combat, the Docker can function for 1 hour with a full fuel load. If the Docker’s coal and water are not refilled at the end of this time, it suffers one level of exhaustion at the end of each minute. Due to the amount of noise its steam engine produces, the Docker has disadvantage on Dexterity (Stealth) checks. Actions Multiattack. The Docker makes two melee attacks. Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. Whaler Heavy Laborjack Large construct (steamjack), unaligned Armor Class 16 (natural armor) Hit Points 84 (8d10 + 40) Speed 20 ft. STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 20 (+5) 5 (−3) 10 (+0) 1 (−5) Saving Throws Str +7, Con +8 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison, psychic Condition Immunities charmed, frightened, paralyzed, petrified, poisoned Senses passive Perception 10 Languages understands the languages of its manufacturer but can’t speak Challenge 5 (2,300 XP) Cortex. The Whaler’s cortex allows it to understand basic commands from its controller (spoken verbally by most but usually communicated telepathically by warcasters). Verbal commands must be akin to those issued to a trained animal, such as “stay,” “guard,” “attack,” and so on. The Whaler will carry out these commands with no regard for its own safety. Heavy Metal. The Whaler’s attacks are magical for the purpose of overcoming resistances and immunity to nonmagical attacks for steamjacks, colossals, and warbeasts. Steam Powered. The Whaler requires coal and water to function. When not in combat, it can function for 6 hours with a full fuel load of 600 pounds of coal and fresh water in its boiler. While in combat, the Whaler can function for 1 hour with a full fuel load. If the Whaler’s coal and water are not refilled at the end of this time, it suffers one level of exhaustion at the end of each minute. Due to the amount of noise its steam engine produces, the Whaler has disadvantage on Dexterity (Stealth) checks. Actions Flensing Blade. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage. If the target is a beast, it takes an extra 7 (2d6) slashing damage. Harpoon Cannon. Ranged Weapon Attack: +3 to hit, range 50/150 ft., one target. Hit: 10 (3d6) piercing damage. If a harpoon fired from a harpoon cannon damages a creature, the harpoon embeds in it. As an action, the Whaler can attempt to pull a Large or smaller creature with an embedded harpoon closer by making a Strength check contested by the creature’s Strength (Athletics) check. If the Whaler succeeds, it pulls the creature 5 feet closer. Dealing 5 slashing damage to the line (AC 10) destroys it without causing additional damage to the harpooned creature. 253


GM GUIDE FORAGER LIGHT LABORJACK CHASSIS The Forager is a typical light laborjack. Heavy tools are often integrated into its chassis for specialized work. A Forager comes stock with a ferrum-grade cortex. The Angler uses the Forager light laborjack chassis and is common among whaling crews. It replaces one of the Forager’s arms with a harpoon launcher and typically carries an oversized gaff hook. Height/Weight: 8 ft. 9 in. / 5,600 lb. Fuel Burn/Load Usage: 300 lb. / 7 hours (general), 1 hour (combat) Initial Service Date: 540 AR Original Chassis Design: Engines East Stock Cortex: Ferrum-grade Angler Light Laborjack Large construct (steamjack), unaligned Armor Class 16 (natural armor) Hit Points 42 (4d10 + 20) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 20 (+5) 5 (−3) 10 (+0) 1 (−5) Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison, psychic Condition Immunities charmed, frightened, paralyzed, petrified, poisoned Senses passive Perception 10 Languages understands the languages of its manufacturer but can’t speak Challenge 2 (450 XP) Cortex. The Angler’s cortex allows it to understand basic commands from its controller (spoken verbally by most but usually communicated telepathically by warcasters). Verbal commands must be akin to those issued to a trained animal, such as “stay,” “guard,” “attack,” and so on. The Angler will carry out these commands with no regard for its own safety. Steam Powered. The Angler requires coal and water to function. When not in combat, it can function for 7 hours with a full fuel load of 300 pounds of coal and fresh water in its boiler. While in combat, the Angler can function for 1 hour with a full fuel load. If the Angler’s coal and water are not refilled at the end of this time, it suffers one level of exhaustion at the end of each minute. Due to the amount of noise its steam engine produces, the Angler has disadvantage on Dexterity (Stealth) checks. Actions Gaff Hook. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Harpoon Cannon. Ranged Weapon Attack: +3 to hit, range 50/150 ft., one target. Hit: 10 (3d6) piercing damage. If a harpoon fired from a harpoon cannon damages a creature, the harpoon embeds in it. As an action, the Angler can attempt to pull a Large or smaller creature with an embedded harpoon closer by making a Strength check contested by the creature’s Strength (Athletics) check. If the Angler succeeds, it pulls the creature 5 feet closer. Dealing 5 slashing damage to the line (AC 10) destroys it without causing additional damage to the harpooned creature. Forager Light Laborjack Large construct (steamjack), unaligned Armor Class 16 (natural armor) Hit Points 42 (4d10 + 20) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 20 (+5) 5 (−3) 10 (+0) 1 (−5) Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison, psychic Condition Immunities charmed, frightened, paralyzed, petrified, poisoned Senses passive Perception 10 Languages understands the languages of its manufacturer but can’t speak Challenge 2 (450 XP) Cortex. The Forager’s cortex allows it to understand basic commands from its controller (spoken verbally by most but usually communicated telepathically by warcasters). Verbal commands must be akin to those issued to a trained animal, such as “stay,” “guard,” “attack,” and so on. The Forager will carry out these commands with no regard for its own safety. Steam Powered. The Forager requires coal and water to function. When not in combat, it can function for 7 hours with a full fuel load of 300 pounds of coal and fresh water in its boiler. While in combat, the Forager can function for 1 hour with a full fuel load. If the Forager’s coal and water are not refilled at the end of this time, it suffers one level of exhaustion at the end of each minute. Due to the amount of noise its steam engine produces, the Forager has disadvantage on Dexterity (Stealth) checks. Actions Multiattack. The Forager makes two slam attacks. Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. 254


GM GUIDE NOMAD HEAVY WARJACK CHASSIS The Nomad is a simple but effective machine. Among the first warjacks to enter widespread production, the Nomad served as Cygnar’s premiere heavy warjack for decades. It has since become a mainstay for mercenary companies throughout western Immoren. The Nomad comes stock with an aurum-grade cortex and is typically outfitted with a battleblade and a buckler. Height/Weight: 12 ft. 1 in. / 15,000 lb. Fuel Burn/Load Usage: 660 lb. / 5 hours (general), 1 hour (combat) Initial Service Date: 455 AR (decommissioned 563 AR) Original Chassis Design: Fraternal Order of Wizardry Stock Cortex: Aurum-grade TALON LIGHT WARJACK CHASSIS Originally developed as a frontline Cygnaran warjack, the Talon is now a common sight in mercenary markets and salvage yards. After decades of service, the chassis was decommissioned by the Cygnaran Royal Armory in favor of more modern designs. Yet the Talon remains a favorite among mercenaries with enough gold or influence to acquire one. It comes stock with two fists and an aurum-grade cortex and is often equipped with a stun lance and a shield. Height/Weight: 9 ft. / 6,500 lb. Fuel Burn/Load Usage: 330 lb. / 5 hours (general), 1 hour (combat) Initial Service Date: 522 AR (decommissioned 579 AR) Original Chassis Design: Fraternal Order of Wizardry Stock Cortex: Aurum-grade Nomad Heavy Warjack Large construct (steamjack), unaligned Armor Class 18 (natural armor) Hit Points 105 (10d10 + 50) Speed 20 ft. STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 20 (+5) 6 (−2) 10 (+0) 1 (−5) Saving Throws Str +8, Con +8 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses passive Perception 10 Languages understands the languages of its manufacturer but can’t speak Challenge 6 (2,300 XP) Cortex. The Nomad’s cortex allows it to understand basic commands from its controller (spoken verbally by most but usually communicated telepathically by warcasters). Verbal commands must be akin to those issued to a trained animal, such as “stay,” “guard,” “attack,” and so on. The Nomad will carry out these commands with no regard for its own safety. Heavy Metal. The Nomad’s attacks are magical for the purpose of overcoming resistances and immunity to nonmagical attacks for steamjacks, colossals, and warbeasts. Steam Powered. The Nomad requires coal and water to function. When not in combat, it can function for 5 hours with a full fuel load of 660 pounds of coal and fresh water in its boiler. While in combat, the Nomad can function for 1 hour with a full fuel load. If the Nomad’s coal and water are not refilled at the end of this time, it suffers one level of exhaustion at the end of each minute. Due to the amount of noise its steam engine produces, the Nomad has disadvantage on Dexterity (Stealth) checks. Tried and True. When the Nomad regains hit points, it regains 5 additional hit points. Actions Multiattack. The Nomad makes two slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage. Talon Light Warjack Large construct (steamjack), unaligned Armor Class 16 (natural armor) Hit Points 38 (4d10 + 20) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 20 (+5) 6 (−2) 10 (+0) 1 (−5) Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison, psychic Condition Immunities charmed, frightened, paralyzed, petrified, poisoned Senses passive Perception 10 Languages understands the languages of its manufacturer but can’t speak Challenge 3 (700 XP) Cortex. The Talon’s cortex allows it to understand basic commands from its controller (spoken verbally by most but usually communicated telepathically by warcasters). Verbal commands must be akin to those issued to a trained animal, such as “stay,” “guard,” “attack,” and so on. The Talon will carry out these commands with no regard for its own safety. Heavy Metal. The Talon’s attacks are magical for the purpose of overcoming resistances and immunity to nonmagical attacks for steamjacks, colossals, and warbeasts. Steam Powered. The Talon requires coal and water to function. When not in combat, it can function for 7 hours with a full fuel load of 300 pounds of coal and fresh water in its boiler. While in combat, the Talon can function for 1 hour with a full fuel load. If the Talon’s coal and water are not refilled at the end of this time, it suffers one level of exhaustion at the end of each minute. Due to the amount of noise its steam engine produces, the Talon has disadvantage on Dexterity (Stealth) checks. Tried and True. When the Talon regains hit points, it regains 5 additional hit points. Actions Multiattack. The Talon makes two slam attacks. Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. 255


INSPIRATION OTHER PROFICIENCIES & LANGUAGES TEMPORARY HIT POINTS INITIATIVE SPEED ARMOR CLASS DEATH SAVES EQUIPMENT FEATURES & TRAITS PASSIVE WISDOM (INSIGHT) SKILLS ATTACKS & SPELLCASTING TOTAL REMAINING NAME CHARGES LIFESPAN LIFESPAN CHARGES USED SAVING THROWS CHARACTER NAME PASSIVE WISDOM (PERCEPTION) HIT DICE Total ______________ Successes Failures CURRENT HIT POINTS Hit Point Maximum ____________________________ MECHANIKA _________ ___ _________ _________ ___ _________ _________ ___ _________ DEXTERITY CONSTITUTION INTELLIGENCE WISDOM CHARISMA IRON KINGDOMS™ PROFICIENCY BONUS m _____ Acrobatics (Dex) m _____ Animal Handling (Wis) m _____ Arcana (Int) m _____ Athletics (Str) m _____ Deception (Cha) m _____ History (Int) m _____ Insight (Wis) m _____ Intimidation (Cha) m _____ Investigation (Int) m _____ Medicine (Wis) m _____ Nature (Int) m _____ Perception (Wis) m _____ Performance (Cha) m _____ Persuassion (Cha) m _____ Religion (Int) m _____ Sleight of Hand (Dex) m _____ Stealth (Dex) m _____ Survival (Wis) m ______ Strength m ______ Dexterity m ______ Constitution m ______ Intelligence m ______ Wisdom m ______ Charisma CLASS & LEVEL BACKGROUND PLAYER NAME RACE ALIGNMENT EXPERIENCE POINTS STRENGTH Name ATK Bonus Damage/Type CP SP EP GP PP


FEATURE USES FEATURE USES ALLIES & RELATIONSHIPS ADVENTURING COMPANY BACKSTORY ADVENTURING COMPANY FEATURES PERSONALITY TRAITS FLAWS IDEALS BONDS ADDITIONAL TRAITS/ FEATURES FEATURE WITH SAVE 8 + + FEATURE SAVE DC DC PROF. MOD. CHARACTER NAME CHARACTER APPEARANCE SYMBOL CHARACTER BACKSTORY TREASURE Adventuring Company Name: ____________________________ Name _________ Total __________ Name _________ Total __________ IRON KINGDOMS™ AGE HEIGHT WEIGHT EYES SKIN HAIR


SPELLCASTING CLASS SPELLCASTING ABILITY SPELL SAVE DC SPELL ATTACK BONUS CANTRIPS SPELL LEVEL SLOTS TOTAL SLOTS EXPENDED IRON KINGDOMS™ _________________________________________________ _________________________________________________ _________________________________________________ _________________________________________________ _________________________________________________ _________________________________________________ _________________________________________________ _________________________________________________ 0 3 6 1 SPELL NAME m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ 2 m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ 4 m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ 5 m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ 7 m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ 8 m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ 9 m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________ m _______________________________________________


IMPRINTS ATTACKS BOILER RULES CARGO & EQUIPMENT STEAMJACK NAME INITIATIVE SPEED ARMOR CLASS PASSIVE WISDOM (PERCEPTION) CURRENT HIT POINTS Hit Point Maximum ____________________________ CATASTROPHIC DAMAGE FEATURES CONDITION IMMUNITIES DRIVES DAMAGE RESISTANCES DEATH SAVES DAMAGE IMMUNITIES DEXTERITY CONSTITUTION INTELLIGENCE WISDOM CHARISMA IRON KINGDOMS™ SKILLS m _____ Acrobatics (Dex) m _____ Athletics (Str) m _____ Intimidation (Cha) m _____ Perception (Wis) SAVING THROWS ______ Strength ______ Constitution STRENGTH CHASSIS CORTEX PLAYER NAME FUEL LOAD BURN TIME Water Vulnerability - If the GM determines that the firebox is exposed to a sufficient amount of water, the boiler is extinguished and the steamjack becomes inert. Fuel Reliance - If the steamjack runs out of fuel, it suffers 1 level of exhaustion every minute. At 5 levels, it becomes inert. Crush! The steamjack gains one additional attack and a +2 bonus to melee weapon damage rolls if it takes the Attack action during its next turn. Drive It Back! If the steamjack hits a large or smaller creature with a melee weapon attack during its next turn, it can attempt a contested Strength check to push the target 5 feet away and knock it prone. Get Up! The steamjack is no longer blinded or deafened. On the steamjack’s next turn, it can spend 5 feet of movement to stand up if it is prone. Hurry! The steamjack can take a bonus action during its next turn to take the Dash or Disengage action. Strike True! The steamjack has advantage on attack rolls it makes during its next turn. Bludgeoning, piercing, and slashing from nonmagical attacks Poison, psychic Charmed, exhaustion, frightened, paralyzed, petrified, poisoned PROFICIENCY BONUS MAX FOCUS DRIVE DC EXHAUSTION Successes Failures


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ISBN: 978-1-943693-70-2 PIP 450 www.privateerpress.com Welcome Back to the Iron KKiingdoms Delve into the award-winning world of the Iron Kingdoms with the latest edition of the Iron Kingdoms Roleplaying Game from Privateer Press. Iron Kingdoms: Requiem combines this fantastic setting with the newest edition of the world’s most popular roleplaying game, the 5e rules set. Inside, you’ll find the history of the Iron Kingdoms and the current state of the world following the Claiming and detailed information on the most notable of the world’s unique and fascinating locations. Whether you want to be a human, gobber, trollkin, Rhulic dwarf, ogrun, Iosan, or Nyss elf, you’ll find all the rules that make these different peoples unique when building your character! Then choose a familiar class from the stalwart man-at-arms fighter to the free-flowing monk of the Order of the Fist, or try something new like a gun mage, arcane mechanik, combat alchemist, or even a warcaster! Add in new feats, spells, and backgrounds to make your characters feel even more a part of the world of the Iron Kingdoms, plus rules for the arcane technologies of the land—like firearms and galvanic armor—and you’ll be ready for adventure. Whether it’s your first time in the Iron Kingdoms or your latest excursion, you’ll find full metal fantasy awaiting you!


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