From b0a13ecdf43c5845077cb54668a4b54f13f6bec3 Mon Sep 17 00:00:00 2001 From: Namalee Date: Tue, 9 Jun 2026 23:19:15 +0200 Subject: [PATCH] feat: Improve Iron Kingdoms collections (#2762) --- ...ngdoms Requiem - Borderlands & Beyond.json | 1538 +++++++++++++++-- ...ss; Iron Kingdoms Requiem - Core Book.json | 1371 +++++++++++---- ...ss; Iron Kingdoms Requiem - Deep Wild.json | 178 +- ...n Kingdoms Requiem - Nightmare Empire.json | 1191 +++++++++++-- 4 files changed, 3560 insertions(+), 718 deletions(-) diff --git a/collection/Privateer Press; Iron Kingdoms Requiem - Borderlands & Beyond.json b/collection/Privateer Press; Iron Kingdoms Requiem - Borderlands & Beyond.json index 8e7318650..4217ecb1c 100644 --- a/collection/Privateer Press; Iron Kingdoms Requiem - Borderlands & Beyond.json +++ b/collection/Privateer Press; Iron Kingdoms Requiem - Borderlands & Beyond.json @@ -5,7 +5,7 @@ { "json": "IRKBnB", "abbreviation": "IRK:BnB", - "full": "Iron Kingdoms: Requiem \u2014 Borderlands & Beyond", + "full": "Iron Kingdoms: Requiem — Borderlands & Beyond", "url": "https://privateerpress.com", "version": "1.0.0", "authors": [ @@ -17,11 +17,11 @@ "color": "8B4513" } ], - "dateAdded": 1780761714, - "dateLastModified": 1780761714, + "dateAdded": 1780997755, + "dateLastModified": 1780998155, + "_dateLastModifiedHash": "108c3ed480", "status": "ready", - "edition": "classic", - "_dateLastModifiedHash": "3631a0adfe" + "edition": "classic" }, "background": [ { @@ -589,7 +589,7 @@ ], [ 3, - "Guardian. Fighting means more than victory\u2014it means survival of my kin. (Good)" + "Guardian. Fighting means more than victory—it means survival of my kin. (Good)" ], [ 4, @@ -677,7 +677,7 @@ ], [ 6, - "North, south, east, west\u2014these are no help to me, as I lose my bearings all the time." + "North, south, east, west—these are no help to me, as I lose my bearings all the time." ] ] } @@ -2070,7 +2070,7 @@ }, { "type": "entries", - "name": "Tier 1 \u2014 Cattle Rustlers", + "name": "Tier 1 — Cattle Rustlers", "entries": [ "{@b Hideout.} You maintain a small camp somewhere in the scrubland or in a cave in the shadow of the mountains. Here you tend to whatever steeds and animals you have captured. You have tents for sleeping and a place where you stash your ill-gotten gains.", "{@b Lay of the Land.} You can scout the lands around you and gather information from other locals and travelers about potential marks. Spending downtime to gather such information requires an expenditure of {@dice 1d4} gp, which goes toward bribes and drinks. Gathering information takes {@dice 1d4} days.", @@ -2079,7 +2079,7 @@ }, { "type": "entries", - "name": "Tier 2 \u2014 Highway Bandits", + "name": "Tier 2 — Highway Bandits", "entries": [ "{@b Bandits.} Novices and new recruits seek out your group to learn your ways and make a life for themselves. You gain {@dice 1d4} hirelings with a challenge rating of 1/4 or lower.", "{@b Improved Steeds.} While you are riding your steed, attack rolls targeting your mount are made with disadvantage.", @@ -2088,7 +2088,7 @@ }, { "type": "entries", - "name": "Tier 3 \u2014 Feared Raiders", + "name": "Tier 3 — Feared Raiders", "entries": [ "{@b Additional Camps.} Your company maintains {@dice 1d4} extra campsites where supplies are stashed in case you need to flee your regular camp.", "{@b Bandit Kings.} Your company gains {@dice 2d8} hirelings with a challenge rating of 1/2 or lower. Half these new recruits have mounts with a challenge rating of 1/4 or lower.", @@ -2097,7 +2097,7 @@ }, { "type": "entries", - "name": "Tier 4 \u2014 Lords of the Badlands", + "name": "Tier 4 — Lords of the Badlands", "entries": [ "{@b Hardened Killers.} The number of hirelings you can have increases by {@dice 2d4}, and your hirelings can have a challenge rating of 1 or lower. These new recruits ride on mounts with a challenge rating of 1/2 or lower.", "{@b Tithes.} You claim a tithe of 200 gp a month from groups of raiders engaging in smaller actions." @@ -2135,7 +2135,7 @@ }, { "type": "entries", - "name": "Tier 1 \u2014 Ostlers", + "name": "Tier 1 — Ostlers", "entries": [ "{@b Caravan.} You have {@dice 2d3} wagons large enough to carry goods or a single laborjack, with enough draft animals to pull them. Alternatively, you have {@dice 3d6} mules and draft animals to carry your cargo.", "{@b Iron Road Tongue.} You can replace one language you gain from your race or background with Iron Road Tongue. You learn Iron Road Cant, which you can use to pass along secret messages by speaking in code or carving runes. Deciphering the cant requires tools or magic (DC 15 Wisdom (Perception) to notice it).", @@ -2144,7 +2144,7 @@ }, { "type": "entries", - "name": "Tier 2 \u2014 Seasoned Traders", + "name": "Tier 2 — Seasoned Traders", "entries": [ "{@b Laborers.} You gain your choice of {@dice 2d4} hirelings with a challenge rating of 1/4 or lower or a clapped-out steamjack and a carriage with fuel for it.", "{@b Regular Income.} You can claim a steady income of 100 gp after taxes and can buy new stock to trade at the next town." @@ -2152,15 +2152,15 @@ }, { "type": "entries", - "name": "Tier 3 \u2014 Merchants of the Iron Roads", + "name": "Tier 3 — Merchants of the Iron Roads", "entries": [ - "{@b Caravanserai.} You know the location of {@dice 1d4} caravanserai\u2014places along the main trade routes that provide stables, accommodations, and protection. You can easily take long rests at these locations and can withdraw money owed to you or take out up to 200 gp in credit.", - "{@b Heavy Metal Merchants.} You gain a light laborjack\u2014a Forager class 'jack with a cupernum-grade cortex." + "{@b Caravanserai.} You know the location of {@dice 1d4} caravanserai—places along the main trade routes that provide stables, accommodations, and protection. You can easily take long rests at these locations and can withdraw money owed to you or take out up to 200 gp in credit.", + "{@b Heavy Metal Merchants.} You gain a light laborjack—a Forager class 'jack with a cupernum-grade cortex." ] }, { "type": "entries", - "name": "Tier 4 \u2014 Grand Caravan", + "name": "Tier 4 — Grand Caravan", "entries": [ "{@b Greasing the Gears.} You gain a +2 bonus on Wisdom (Insight) checks and Charisma (Persuasion) checks.", "{@b Money Makes the World Go 'Round.} You have a regular monthly income after taxes of 500 gp." @@ -2197,7 +2197,7 @@ }, { "type": "entries", - "name": "Tier 1 \u2014 Tribal Woodsmen", + "name": "Tier 1 — Tribal Woodsmen", "entries": [ "{@b Encampment.} You have a well-built collection of shacks where you can rest, house your mounts, and store food, equipment, and livestock.", "{@b The Kulgat Oath.} All members of your kriel are assumed to have formed around this blood ritual. You have advantage on ability checks related to social situations when you meet a stranger who is related by blood or oath to the kriel's trollkin.", @@ -2206,7 +2206,7 @@ }, { "type": "entries", - "name": "Tier 2 \u2014 Clansmen", + "name": "Tier 2 — Clansmen", "entries": [ "{@b Shrine.} You can research the temple scrolls as a downtime activity (at least 8 hours). After this time, you can choose one 1st-level spell you know and replace it with another one from the appropriate spell list. Fell callers who engage in this downtime gain a bonus use of their Fell Call feature for the next 24 hours.", "{@b Tribe.} You gain {@dice 1d4} hirelings willing to defend your home. Hirelings must have a challenge rating of 1/4 or lower." @@ -2214,7 +2214,7 @@ }, { "type": "entries", - "name": "Tier 3 \u2014 Kriel Warriors", + "name": "Tier 3 — Kriel Warriors", "entries": [ "{@b Kuar.} A druid who spends time here can replace one known spell of 3rd level or lower with another from the druid spell list and can produce a 1st-level spell scroll. Additionally, a character who spends {@dice 1d6} days of training and 50 gp of material can attempt an animus shaping on a warbeast.", "{@b Warriors of the Land.} You gain {@dice 1d6} hirelings with a challenge rating of 1 or lower." @@ -2222,7 +2222,7 @@ }, { "type": "entries", - "name": "Tier 4 \u2014 Legends Writ Upon the Stones", + "name": "Tier 4 — Legends Writ Upon the Stones", "entries": [ "{@b Masters of the Beasts.} Your company now breeds warbeasts. You can bond with one additional warbeast you share a resonance with.", "{@b A Song of Stone and Thunder.} When interacting with others, you can replace Charisma (Persuasion) and Charisma (Intimidation) checks with Strength (Athletics) checks. In addition, you can perform a number of extra fell calls equal to your Strength modifier." @@ -2266,7 +2266,7 @@ }, { "type": "entries", - "name": "Tier 1 \u2014 Poachers", + "name": "Tier 1 — Poachers", "entries": [ "{@b Camp.} You have access to regular hunting grounds, tents, a large cauldron for cooking and brewing, and a modest collection of alchemical ingredients. You can craft an extra alchemical item during a short or long rest.", "{@b Hunting Grounds.} You can replace one proficiency from your race or background with proficiency in the Survival skill." @@ -2274,7 +2274,7 @@ }, { "type": "entries", - "name": "Tier 2 \u2014 Skilled Hunters", + "name": "Tier 2 — Skilled Hunters", "entries": [ "{@b Well-Stocked Provisions.} If you spend at least 8 hours in camp researching, you can choose one common formula you know and replace it with another, or choose one 1st-level spell you know and replace it with another from your spell list. After a long rest at your camp, you regain two uses of your field alchemy kit.", "{@b Whipper-In and Kenneler.} You gain {@dice 1d8} hirelings who act as kennelers and whipper-ins. Hirelings must have a challenge rating of 1/4 or lower." @@ -2282,7 +2282,7 @@ }, { "type": "entries", - "name": "Tier 3 \u2014 Big Game Hunters", + "name": "Tier 3 — Big Game Hunters", "entries": [ "{@b Improved Provisions.} As a downtime activity, a member can choose one known uncommon formula/talisman and replace it with one uncommon formula/talisman or two common formulas/talismans. After a long rest at camp, you regain five uses of your field alchemy kit.", "{@b Trophy Hunters.} You gain a +2 bonus to Charisma (Persuasion) checks when dealing with other alchemists and bone grinders." @@ -2290,7 +2290,7 @@ }, { "type": "entries", - "name": "Tier 4 \u2014 Monster Slayers", + "name": "Tier 4 — Monster Slayers", "entries": [ "{@b Master Alchemists.} When interacting with others, you can replace Charisma (Intimidation) and Charisma (Persuasion) checks with Intelligence (Arcana) checks.", "{@b Monster Slayers.} Once per turn, you can add your Wisdom modifier to your attack roll against a Large or larger creature. In addition, you have advantage on saving throws against being frightened by Large or larger creatures." @@ -2300,7 +2300,7 @@ "type": "entries", "name": "Quirks", "entries": [ - "Roll or choose a quirk: (1) Your company is a ragtag collection of hunters and bone grinders from other tribes; (2) Your company was founded after you defeated a savage beast that was raiding a village; (3) You were originally outriders and scouts for your tribe, but you returned to find many of your people dead; (4) Your company was formed by a notable patron who calls upon you at inopportune moments; (5) One of your founding members left after you discovered them stealing and poaching\u2014they are now a sworn enemy; (6) Your company follows a peculiar tradition and wears a unique pendant from the time of the Molgur; (7) Your company is followed by a small annoying creature that steals items but acts as an early warning; (8) Your company has existed for decades, passing down hunting grounds through family bloodlines; (9) Your company was founded during a great ritual meal; (10) The fleeing skorne forces have left vast swathes of land unclaimed, creating prime hunting grounds." + "Roll or choose a quirk: (1) Your company is a ragtag collection of hunters and bone grinders from other tribes; (2) Your company was founded after you defeated a savage beast that was raiding a village; (3) You were originally outriders and scouts for your tribe, but you returned to find many of your people dead; (4) Your company was formed by a notable patron who calls upon you at inopportune moments; (5) One of your founding members left after you discovered them stealing and poaching—they are now a sworn enemy; (6) Your company follows a peculiar tradition and wears a unique pendant from the time of the Molgur; (7) Your company is followed by a small annoying creature that steals items but acts as an early warning; (8) Your company has existed for decades, passing down hunting grounds through family bloodlines; (9) Your company was founded during a great ritual meal; (10) The fleeing skorne forces have left vast swathes of land unclaimed, creating prime hunting grounds." ] } ] @@ -2327,7 +2327,7 @@ }, { "type": "entries", - "name": "Tier 1 \u2014 Echoes of Scyrah", + "name": "Tier 1 — Echoes of Scyrah", "entries": [ "{@b Arcanist Armorer.} You receive a 10 percent discount on costs to repair your weapons and gear with a trusted arcanist weaponsmith.", "{@b Mercenary Charter.} Your company holds a mercenary charter allowing you to legally fight within the borders of the Iron Kingdoms. The charter details civilian treatment, loot distribution, and contract obligations. Contracts are worth no more than 200 gp at this tier.", @@ -2336,7 +2336,7 @@ }, { "type": "entries", - "name": "Tier 2 \u2014 Shadows of Scyrah", + "name": "Tier 2 — Shadows of Scyrah", "entries": [ "{@b Forgotten of Scyrah.} You gain your choice of {@dice 1d6} hirelings with a challenge rating of 1/2 or lower, or a myrmidon with a challenge rating of 4 or lower that will require time and money to bring up to full working order.", "{@b Mementos of Scyrah.} An Iosan arcanist who finishes a long rest at camp and meditates in the presence of the relics can choose one spell of 1st or 2nd level and replace it with another from the warcaster spell list, or produce a spell engine that can generate {@dice 1d4} 2nd-level spells." @@ -2344,7 +2344,7 @@ }, { "type": "entries", - "name": "Tier 3 \u2014 Wraiths of Scyrah", + "name": "Tier 3 — Wraiths of Scyrah", "entries": [ "{@b Eyes of Lacyr.} When you make a death saving throw at the start of your turn, you have advantage on the roll. You can't use this effect again until you finish a short or long rest.", "{@b Trained Soldiers.} You gain {@dice 1d10} hirelings with a challenge rating of 1 or lower who act as privates and {@dice 1d4} hirelings with a challenge rating of 2 or lower who act as sergeants." @@ -2352,7 +2352,7 @@ }, { "type": "entries", - "name": "Tier 4 \u2014 Remembrance of Scyrah", + "name": "Tier 4 — Remembrance of Scyrah", "entries": [ "{@b Beacon of Ios.} When interacting with others, you can replace Charisma (Persuasion) and Charisma (Intimidation) checks with Intelligence (Religion) checks.", "{@b Militant Order.} You gain {@dice 1d10} hirelings with a challenge rating of 2 or lower and {@dice 1d4} hirelings with a challenge rating of 4 or lower. In place of half the hirelings, you can choose to gain a myrmidon with a challenge rating of 4 or lower." @@ -2362,7 +2362,7 @@ "type": "entries", "name": "Quirks", "entries": [ - "Roll or choose a quirk: (1) You have a few books from the city of Shyrr detailing operas you once saw there; (2) Your company is made up of members from numerous houses of Ios bound together as refugees; (3) You have skorne artifacts, including an oculus, in your collection of loot; (4) All members wear small slivers of white marble with blue veins cut from a stone from the Great Fane of Lacyr; (5) You have a patron who funds your company in return for loyalty and aid; (6) Your company resides in an Iosan outpost haunted by one of the riven; (7) The last of a noble bloodline died in battle leading some of your company\u2014you have taken on their name; (8) Your company includes some Nyss elves and the two peoples exchange culture and expertise; (9) The loss of your gods has turned you toward Dhunia or the Wurm; (10) You have a contact within the borders of Ios and await the right time to claim a cache of weapons." + "Roll or choose a quirk: (1) You have a few books from the city of Shyrr detailing operas you once saw there; (2) Your company is made up of members from numerous houses of Ios bound together as refugees; (3) You have skorne artifacts, including an oculus, in your collection of loot; (4) All members wear small slivers of white marble with blue veins cut from a stone from the Great Fane of Lacyr; (5) You have a patron who funds your company in return for loyalty and aid; (6) Your company resides in an Iosan outpost haunted by one of the riven; (7) The last of a noble bloodline died in battle leading some of your company—you have taken on their name; (8) Your company includes some Nyss elves and the two peoples exchange culture and expertise; (9) The loss of your gods has turned you toward Dhunia or the Wurm; (10) You have a contact within the borders of Ios and await the right time to claim a cache of weapons." ] } ] @@ -2389,7 +2389,7 @@ }, { "type": "entries", - "name": "Tier 1 \u2014 The Branded", + "name": "Tier 1 — The Branded", "entries": [ "{@b Arcane Lodge.} You maintain a modest lodge with a common room, guest quarters, workshops, laboratories, a library, a kitchen, and stables. You can stay at the lodge and maintain a modest lifestyle at no expense. You gain a single hireling with a challenge rating of 1/4 or lower to act as the butler.", "{@b Scholars of Magic.} You can replace one proficiency gained from your race or background with proficiency in the Arcana skill. If you are a spellcaster, you learn one additional cantrip from your spell lists." @@ -2397,7 +2397,7 @@ }, { "type": "entries", - "name": "Tier 2 \u2014 Adepts of the Arcane", + "name": "Tier 2 — Adepts of the Arcane", "entries": [ "{@b Arcane Forge.} As a downtime activity, you can produce {@dice 1d3} 1st-level spell engines or learn a new mechanika rune with a rune point cost of 2 or lower. The cost of crafting components for mechanikal items is reduced by 20 percent.", "{@b Muscle and Metal.} You gain your choice of {@dice 1d6} hirelings with a challenge rating of 1/4 or lower, one Grundback Snapper steamjack with a challenge rating of 1 or lower, or an ogrun master-at-arms with a challenge rating of 1 or lower." @@ -2405,7 +2405,7 @@ }, { "type": "entries", - "name": "Tier 3 \u2014 Mystics-at-Arms", + "name": "Tier 3 — Mystics-at-Arms", "entries": [ "{@b Full Metal Arcanist.} As a downtime activity before a combat engagement, your company's spellcasters can choose any two spells of 2nd level or lower and replace them with two different spells, both primarily magical attacks. Non-spellcasters can spend downtime changing runeplates and charging capacitors.", "{@b Law and Order.} When interacting with others, you can replace Wisdom (Insight) checks with Intelligence (Arcana) checks." @@ -2413,7 +2413,7 @@ }, { "type": "entries", - "name": "Tier 4 \u2014 Elders of Odom", + "name": "Tier 4 — Elders of Odom", "entries": [ "{@b Company of Iron.} You gain your choice of {@dice 1d6} hirelings with a challenge rating of 1 or lower, or {@dice 1d4} ogrun with a challenge rating of 2 or lower.", "{@b Foundry of Odom.} When crafting mechanikal items at your lodge, you receive a 30 percent discount on materials and reduce the time needed to craft by 20 percent." @@ -2423,7 +2423,7 @@ "type": "entries", "name": "Quirks", "entries": [ - "Roll or choose a quirk: (1) You have an anvil that dates back to the rebellion and the creation of the colossals; (2) You inherited the company after the passing of a friend; (3) You gained control of the lodge after winning an arcane duel\u2014the former leader has left vowing revenge; (4) You discovered a vein of precious ore in a forgotten mine; (5) Your company has a long history with an ogrun tribe; (6) Your lodge sits upon a haunted mine from which spirits wander; (7) Your company was founded after you were witnesses in a trial and the defendant was executed; (8) Your lodge hides a secret: one of its founding members was a traitor; (9) Your lodge is an extension of a larger lodge; (10) Your lodge has the bones of some ancient beast rumored to have been slain by a legendary master of the Brand of Odom." + "Roll or choose a quirk: (1) You have an anvil that dates back to the rebellion and the creation of the colossals; (2) You inherited the company after the passing of a friend; (3) You gained control of the lodge after winning an arcane duel—the former leader has left vowing revenge; (4) You discovered a vein of precious ore in a forgotten mine; (5) Your company has a long history with an ogrun tribe; (6) Your lodge sits upon a haunted mine from which spirits wander; (7) Your company was founded after you were witnesses in a trial and the defendant was executed; (8) Your lodge hides a secret: one of its founding members was a traitor; (9) Your lodge is an extension of a larger lodge; (10) Your lodge has the bones of some ancient beast rumored to have been slain by a legendary master of the Brand of Odom." ] } ], @@ -2435,7 +2435,7 @@ "name": "Barber-Surgeon", "source": "IRKBnB", "entries": [ - "People on the borderlands are hardy, and many are subject to life in harsh conditions. The ability to withstand brutal injuries and deadly environments means that some in the borderlands, particularly among the farrow, have an approach to medicine that is pragmatic\u2014but not delicate. Barber- surgeons, with some glee, saw off limbs, drill holes in skulls to relive hematomas, and use medications that are almost as deadly as the injuries and diseases they are trying to cure. Amongst the trollkin, such surgeons are common, thanks to the regenerative ability of the trollkin race. Limb removal and invasive procedures can be performed without the worry of the patient dying. Amongst the human populations of the Iron Kingdoms, barber-surgeons are also common and considered distinct from doctors. While a doctor has studied at a university and practiced their profession on cadavers, barber-surgeons learn out in the field, acting as apprentices to their mentors, holding down patients as they watch a bone saw driven through yet another limb. Barber-surgeons are likely to be found amongst the itinerant human populations, villages, and military forces and onboard ships." + "People on the borderlands are hardy, and many are subject to life in harsh conditions. The ability to withstand brutal injuries and deadly environments means that some in the borderlands, particularly among the farrow, have an approach to medicine that is pragmatic—but not delicate. Barber- surgeons, with some glee, saw off limbs, drill holes in skulls to relive hematomas, and use medications that are almost as deadly as the injuries and diseases they are trying to cure. Amongst the trollkin, such surgeons are common, thanks to the regenerative ability of the trollkin race. Limb removal and invasive procedures can be performed without the worry of the patient dying. Amongst the human populations of the Iron Kingdoms, barber-surgeons are also common and considered distinct from doctors. While a doctor has studied at a university and practiced their profession on cadavers, barber-surgeons learn out in the field, acting as apprentices to their mentors, holding down patients as they watch a bone saw driven through yet another limb. Barber-surgeons are likely to be found amongst the itinerant human populations, villages, and military forces and onboard ships." ] }, { @@ -2456,7 +2456,7 @@ "name": "Guttersnipe", "source": "IRKBnB", "entries": [ - "Living within the cities of the Iron Kingdoms can be difficult for those outside the dominant culture. This is particularly true for gobbers and some of the bogrin who try to make a living in these cities. Prejudice and outright hostility push these outsiders to the cities' fringes, where they eke out a life amongst the vagrants or form small collectives in the ghettos and undercities of these metropolises. Unwanted for respectable jobs, many enter a life of crime, and, in the case of gobbers, their natural aptitude for stealth and dexterity makes them perfect purse-snatchers and pickpockets. Guttersnipes refine these talents to excel at burglary, espionage, and shadowing others. Many can even anticipate the needs of their buyers, acquiring information and items before others even know they need what the guttersnipe has just stolen." + "Living within the cities of the Iron Kingdoms can be difficult for those outside the dominant culture. This is particularly true for gobbers and some of the bogrin who try to make a living in these cities. Prejudice and outright hostility push these outsiders to the cities’ fringes, where they eke out a life amongst the vagrants or form small collectives in the ghettos and undercities of these metropolises. Unwanted for respectable jobs, many enter a life of crime, and, in the case of gobbers, their natural aptitude for stealth and dexterity makes them perfect purse-snatchers and pickpockets. Guttersnipes refine these talents to excel at burglary, espionage, and shadowing others. Many can even anticipate the needs of their buyers, acquiring information and items before others even know they need what the guttersnipe has just stolen." ] }, { @@ -2510,14 +2510,14 @@ "type": "entries", "name": "This Is a Stick Up", "entries": [ - "Caravans and traders make for worthwhile sport and even worthier targets, as do scouts from rival tribes. As a downtime activity, any number of members from your company can set out to ambush travelers and locals on the roads. Each member of your company that goes out raiding chooses and rolls a d4, d6, d8, or d10. Each roll of 1 and each roll that is greater than the character's Wisdom modifier + proficiency bonus is considered a failure. The company gains 10 gp × the sum of the successful rolls. If the total number of failures is greater than the maximum Wisdom modifier + proficiency bonus among all the company's members, the raid results in a conflict with a well-armed force consisting of 3d4 creatures with a challenge rating of 1. These creatures can be an immediate encounter, as guards, or can arrive at a later inconvenient time, at the GM's discretion." + "Caravans and traders make for worthwhile sport and even worthier targets, as do scouts from rival tribes. As a downtime activity, any number of members from your company can set out to ambush travelers and locals on the roads. Each member of your company that goes out raiding chooses and rolls a d4, d6, d8, or d10. Each roll of 1 and each roll that is greater than the character’s Wisdom modifier + proficiency bonus is considered a failure. The company gains 10 gp × the sum of the successful rolls. If the total number of failures is greater than the maximum Wisdom modifier + proficiency bonus among all the company’s members, the raid results in a conflict with a well-armed force consisting of 3d4 creatures with a challenge rating of 1. These creatures can be an immediate encounter, as guards, or can arrive at a later inconvenient time, at the GM’s discretion." ] }, { "type": "entries", "name": "Company Accomplishments", "entries": [ - "Your company's prestige increases whenever you carve out your hunting territory and prove your ability through acts such as the following: • Hijacking a caravan, train, or steamboat • Destroying a rival tribe or company of raiders • Breaking someone out of prison • Stealing an item worth at least 1,000 gp • Capturing and selling 1,000 gp worth of livestock TIER 1: CATTLE RUSTLERS At this tier, your company is a small number of armed warriors who make a living raiding farms and small holdings, along with any small group of traveling merchants. At this tier, your marks are usually farmers and caravans with herds or goods with a total worth of no more than 100 gp. You might operate as a small party of some larger group of bandits or outriders for a tribe." + "Your company’s prestige increases whenever you carve out your hunting territory and prove your ability through acts such as the following: • Hijacking a caravan, train, or steamboat • Destroying a rival tribe or company of raiders • Breaking someone out of prison • Stealing an item worth at least 1,000 gp • Capturing and selling 1,000 gp worth of livestock TIER 1: CATTLE RUSTLERS At this tier, your company is a small number of armed warriors who make a living raiding farms and small holdings, along with any small group of traveling merchants. At this tier, your marks are usually farmers and caravans with herds or goods with a total worth of no more than 100 gp. You might operate as a small party of some larger group of bandits or outriders for a tribe." ] }, { @@ -2555,13 +2555,13 @@ "name": "The Brand of Odom", "source": "IRKBnB", "entries": [ - "The only official arcane organization in Rhul is also the oldest in all of western Immoren: the ancient and secretive Brand of Odom. Founded in prehistory by the Great Father whose name it shares, the Brand of Odom is unique among arcane orders in that its oaths and bylaws were laid down by divine edict rather than formulated by mortal minds. As such, the Brand of Odom holds an equally unique position in Rhulic society, with several highly placed members serving the government of Rhul as Moot Judges and advisors to clan lords. The organization's knowledge and wisdom are highly valued by the Moot of the Hundred Houses, and even though members of the order do not serve on the Moot itself, they are often called upon to give testimony and offer insights. Furthermore, Rhul's intelligence services rely as heavily on the Brand of Odom as they do on more traditional methods of gathering information, and the organization's tactical arcanists are regularly seen alongside Rhulic soldiers. Originally an organization of wizards like the Order of Wizardry in Ceryl to the south, the Brand of Odom strives to maintain what essentially amounts to a monopoly on arcane lore within Rhul. To this end, it inducts arcane mechaniks and dwarven sorcerers into its ranks as well, although such individuals have rarely reached the highest echelons of the order. The organization's strict rules are part of the edicts laid down by the Great Fathers in ancient times and are thus virtually impossible to change, which has caused the Brand of Odom to lag behind in certain areas of study. These include necromancy, which remains forbidden by the edicts even as it gains greater\u2014if grudging\u2014acceptance across the Iron Kingdoms. Strict oaths of secrecy and loyalty bind the members of the Brand of Odom and restrict them from teaching their arts to outsiders, but nothing prevents a dwarf beyond the borders of Rhul from learning arcane secrets in other ways, and more than one aspiring dwarven arcanist has fled Rhul in order to study secrets forbidden by the order. The organization grants its members considerable leeway to pursue their own agendas, but all are expected to answer the call whenever a senior member of the order or the Moot of the Hundred Houses requires their service. Outsiders are often surprised to learn that the order's name is quite literal. Upon advancing beyond the rank of apprentice and being fully inducted into the order, each member of the Brand of Odom is marked with an ancient dwarven rune associated with Great Father Odom. Aside from serving as a way of identifying other members of the order, the rune, which roughly translates to \"that which is hidden,\" is enchanted when administered and can be used by high-ranking members to locate a Brand of Odom wizard at any time, regardless of the wizard's location on Caen.", + "The only official arcane organization in Rhul is also the oldest in all of western Immoren: the ancient and secretive Brand of Odom. Founded in prehistory by the Great Father whose name it shares, the Brand of Odom is unique among arcane orders in that its oaths and bylaws were laid down by divine edict rather than formulated by mortal minds. As such, the Brand of Odom holds an equally unique position in Rhulic society, with several highly placed members serving the government of Rhul as Moot Judges and advisors to clan lords. The organization’s knowledge and wisdom are highly valued by the Moot of the Hundred Houses, and even though members of the order do not serve on the Moot itself, they are often called upon to give testimony and offer insights. Furthermore, Rhul’s intelligence services rely as heavily on the Brand of Odom as they do on more traditional methods of gathering information, and the organization’s tactical arcanists are regularly seen alongside Rhulic soldiers. Originally an organization of wizards like the Order of Wizardry in Ceryl to the south, the Brand of Odom strives to maintain what essentially amounts to a monopoly on arcane lore within Rhul. To this end, it inducts arcane mechaniks and dwarven sorcerers into its ranks as well, although such individuals have rarely reached the highest echelons of the order. The organization’s strict rules are part of the edicts laid down by the Great Fathers in ancient times and are thus virtually impossible to change, which has caused the Brand of Odom to lag behind in certain areas of study. These include necromancy, which remains forbidden by the edicts even as it gains greater—if grudging—acceptance across the Iron Kingdoms. Strict oaths of secrecy and loyalty bind the members of the Brand of Odom and restrict them from teaching their arts to outsiders, but nothing prevents a dwarf beyond the borders of Rhul from learning arcane secrets in other ways, and more than one aspiring dwarven arcanist has fled Rhul in order to study secrets forbidden by the order. The organization grants its members considerable leeway to pursue their own agendas, but all are expected to answer the call whenever a senior member of the order or the Moot of the Hundred Houses requires their service. Outsiders are often surprised to learn that the order’s name is quite literal. Upon advancing beyond the rank of apprentice and being fully inducted into the order, each member of the Brand of Odom is marked with an ancient dwarven rune associated with Great Father Odom. Aside from serving as a way of identifying other members of the order, the rune, which roughly translates to “that which is hidden,” is enchanted when administered and can be used by high-ranking members to locate a Brand of Odom wizard at any time, regardless of the wizard’s location on Caen.", { "type": "entries", "name": "The Church of the Great Fathers", "entries": [ - "Even though the Rhulfolk are not as aggressively devout as the citizens of the now-depopulated Protectorate of Menoth to the south, worship of the Great Fathers and the Claywives is as inextricably tied to the politics of Rhul as veneration of the Lawgiver is to the Protectorate. Because the Great Fathers handed down the edicts that became the basis of the Codex, which still governs all laws throughout Rhul, the church and politics have always gone hand-in-glove in the dwarven nation. Unlike the Protectorate, Rhul never developed into a theocracy; instead, its clergy hold a vital advisory role at virtually every level of government, and the justicars of the Church of the Great Fathers are regularly seen in public courts throughout Rhul, advising Moot Judges and mediating conflicts between clans or even individuals. The Claywives were the first clerics of the Church of the Great Fathers, so it is hardly surprising that female dwarves dominated both the clergy and the judiciary for centuries. Over time, however, the balance of power within the church has shifted, and all genders are now represented at every level of power. There are even ogrun and, more rarely, other peoples who have joined the clergy of the Great Fathers, although their shorter lifespans make them less likely to attain the highest ranks within the church. Unlike the Moot of the Hundred Houses, which operates out of the Moot Hall, the Church of the Great Fathers does not have a specific headquarters. Most consider the Library of the Codex in Ghord the most sacred building in Rhul, for it is where the original edicts are still kept, along with records of every moot for the last six millennia. This also makes it one of the largest\u2014and certainly the oldest\u2014repositories of knowledge and history in all of western Immoren. The Library of the Codex is home to numerous senior members of the clergy at any given time, and countless scribes work diligently within its halls to preserve, copy, and restore antique texts. Even so, it is no more the operating center of the church than any of the other temples to the Great Fathers that are found in every Rhulic city. It is, however, an excellent illustration of the way in which other aspects of dwarven life are integrated into the church and vice versa. Despite being the church's domain, the library is guarded by members of the Rhulic military and protected by magical wards and spells placed there by the wizards of the Brand of Odom. These safeguards help ensure the safety of the dwarven sages, scholars, bureaucrats, and lawmakers who frequently make use of the extensive records kept within the library's walls. The church's intimate integration into Rhulic life extends", - "far beyond the highest ranks of government. Every day, dwarves bring their problems and grievances to local members of the clergy, who often offer advice and mediate conflicts long before they require the intervention of the judiciary. Furthermore, the church acts as a safe haven in times of interclan feuds and other strife, offering sanctuary to any Rhulfolk who seek it\u2014and woe to any dwarf foolish or impious enough to visit violence upon one of these temples or on the heads of those who have taken shelter within them." + "Even though the Rhulfolk are not as aggressively devout as the citizens of the now-depopulated Protectorate of Menoth to the south, worship of the Great Fathers and the Claywives is as inextricably tied to the politics of Rhul as veneration of the Lawgiver is to the Protectorate. Because the Great Fathers handed down the edicts that became the basis of the Codex, which still governs all laws throughout Rhul, the church and politics have always gone hand-in-glove in the dwarven nation. Unlike the Protectorate, Rhul never developed into a theocracy; instead, its clergy hold a vital advisory role at virtually every level of government, and the justicars of the Church of the Great Fathers are regularly seen in public courts throughout Rhul, advising Moot Judges and mediating conflicts between clans or even individuals. The Claywives were the first clerics of the Church of the Great Fathers, so it is hardly surprising that female dwarves dominated both the clergy and the judiciary for centuries. Over time, however, the balance of power within the church has shifted, and all genders are now represented at every level of power. There are even ogrun and, more rarely, other peoples who have joined the clergy of the Great Fathers, although their shorter lifespans make them less likely to attain the highest ranks within the church. Unlike the Moot of the Hundred Houses, which operates out of the Moot Hall, the Church of the Great Fathers does not have a specific headquarters. Most consider the Library of the Codex in Ghord the most sacred building in Rhul, for it is where the original edicts are still kept, along with records of every moot for the last six millennia. This also makes it one of the largest—and certainly the oldest—repositories of knowledge and history in all of western Immoren. The Library of the Codex is home to numerous senior members of the clergy at any given time, and countless scribes work diligently within its halls to preserve, copy, and restore antique texts. Even so, it is no more the operating center of the church than any of the other temples to the Great Fathers that are found in every Rhulic city. It is, however, an excellent illustration of the way in which other aspects of dwarven life are integrated into the church and vice versa. Despite being the church’s domain, the library is guarded by members of the Rhulic military and protected by magical wards and spells placed there by the wizards of the Brand of Odom. These safeguards help ensure the safety of the dwarven sages, scholars, bureaucrats, and lawmakers who frequently make use of the extensive records kept within the library’s walls. The church’s intimate integration into Rhulic life extends", + "far beyond the highest ranks of government. Every day, dwarves bring their problems and grievances to local members of the clergy, who often offer advice and mediate conflicts long before they require the intervention of the judiciary. Furthermore, the church acts as a safe haven in times of interclan feuds and other strife, offering sanctuary to any Rhulfolk who seek it—and woe to any dwarf foolish or impious enough to visit violence upon one of these temples or on the heads of those who have taken shelter within them." ] }, { @@ -2609,8 +2609,8 @@ "str": 20, "dex": 8, "con": 20, - "int": 8, - "wis": 10, + "int": 1, + "wis": 1, "cha": 1, "save": { "str": "+9", @@ -2740,8 +2740,8 @@ "str": 18, "dex": 10, "con": 20, - "int": 8, - "wis": 10, + "int": 1, + "wis": 1, "cha": 1, "save": { "str": "+8", @@ -2865,8 +2865,8 @@ "str": 20, "dex": 8, "con": 20, - "int": 8, - "wis": 10, + "int": 1, + "wis": 1, "cha": 1, "save": { "str": "+9", @@ -2984,8 +2984,8 @@ "str": 19, "dex": 18, "con": 18, - "int": 6, - "wis": 10, + "int": 1, + "wis": 1, "cha": 1, "save": { "dex": "+7", @@ -3097,8 +3097,8 @@ "str": 20, "dex": 12, "con": 20, - "int": 6, - "wis": 10, + "int": 1, + "wis": 1, "cha": 1, "save": { "dex": "+4", @@ -3210,8 +3210,8 @@ "str": 19, "dex": 10, "con": 19, - "int": 6, - "wis": 10, + "int": 1, + "wis": 1, "cha": 1, "save": { "con": "+7" @@ -3319,8 +3319,8 @@ "str": 20, "dex": 10, "con": 20, - "int": 6, - "wis": 10, + "int": 1, + "wis": 1, "cha": 1, "save": { "con": "+8" @@ -3852,7 +3852,7 @@ ], "reaction": [ { - "name": "Disbinding (Recharge 5\u20136)", + "name": "Disbinding (Recharge 5–6)", "entries": [ "Enemy spells affecting the soulless or any ally of the soulless within 5 feet of it end immediately. The soulless and any allies within 5 feet of it can't be affected by enemy concentration spells for 1 minute." ] @@ -4330,7 +4330,7 @@ ] }, { - "name": "Field Mechanik (Recharge 5\u20136)", + "name": "Field Mechanik (Recharge 5–6)", "entries": [ "The mechanik chooses one construct, vehicle, mechanikal device, arcanikal device, or suit of steam armor it can see within 5 feet of it. The chosen creature or object regains 3 ({@dice 1d6}) hit points, or 5 ({@dice 1d6+2}) hit points if it is of Iosan construction. If the target is an arcanikal device that uses charges, the device also regains 2 charges." ] @@ -4762,7 +4762,7 @@ ] }, { - "name": "Guns Blazing (Recharge 5\u20136)", + "name": "Guns Blazing (Recharge 5–6)", "entries": [ "While within 30 feet of the officer, each High Shield gunner who can hear and understand the officer can make two attacks each time it makes a ranged attack." ] @@ -5534,6 +5534,311 @@ ], "subclassTitle": "Shamanic Domain", "hasFluff": true, + "classTableGroups": [ + { + "colLabels": [ + "{@filter Cantrips Known|spells|level=0|class=Shaman}" + ], + "rows": [ + [ + 2 + ], + [ + 2 + ], + [ + 2 + ], + [ + 3 + ], + [ + 3 + ], + [ + 3 + ], + [ + 3 + ], + [ + 3 + ], + [ + 3 + ], + [ + 4 + ], + [ + 4 + ], + [ + 4 + ], + [ + 4 + ], + [ + 4 + ], + [ + 4 + ], + [ + 4 + ], + [ + 4 + ], + [ + 4 + ], + [ + 4 + ], + [ + 4 + ] + ] + }, + { + "title": "Spell Slots per Spell Level", + "colLabels": [ + "{@filter 1st|spells|level=1|class=Shaman}", + "{@filter 2nd|spells|level=2|class=Shaman}", + "{@filter 3rd|spells|level=3|class=Shaman}", + "{@filter 4th|spells|level=4|class=Shaman}", + "{@filter 5th|spells|level=5|class=Shaman}", + "{@filter 6th|spells|level=6|class=Shaman}", + "{@filter 7th|spells|level=7|class=Shaman}", + "{@filter 8th|spells|level=8|class=Shaman}", + "{@filter 9th|spells|level=9|class=Shaman}" + ], + "rowsSpellProgression": [ + [ + 2, + 0, + 0, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 3, + 0, + 0, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 2, + 0, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 0, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 2, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 1, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 2, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 1, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 1, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 1, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 1, + 1, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 1, + 1, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 1, + 1, + 1 + ], + [ + 4, + 3, + 3, + 3, + 3, + 1, + 1, + 1, + 1 + ], + [ + 4, + 3, + 3, + 3, + 3, + 2, + 1, + 1, + 1 + ], + [ + 4, + 3, + 3, + 3, + 3, + 2, + 2, + 1, + 1 + ] + ] + } + ], "cantripProgression": [ 2, 2, @@ -5970,7 +6275,7 @@ "type": "entries", "name": "Spellcasting Focus", "entries": [ - "You must have a spellcasting focus\u2014specifically a bone grinder talisman, {@item bone grinder's kit|IRKCore}, or {@item cook's utensils|PHB}\u2014in hand when you cast any spell with this feature." + "You must have a spellcasting focus—specifically a bone grinder talisman, {@item bone grinder's kit|IRKCore}, or {@item cook's utensils|PHB}—in hand when you cast any spell with this feature." ] }, { @@ -8520,36 +8825,36 @@ "2", "2", "2", - "\u2014", - "\u2014", - "\u2014" + "—", + "—", + "—" ], [ "4th", "2", "2", "3", - "\u2014", - "\u2014", - "\u2014" + "—", + "—", + "—" ], [ "5th", "2", "3", "3", - "\u2014", - "\u2014", - "\u2014" + "—", + "—", + "—" ], [ "6th", "2", "3", "3", - "\u2014", - "\u2014", - "\u2014" + "—", + "—", + "—" ], [ "7th", @@ -8557,8 +8862,8 @@ "4", "4", "2", - "\u2014", - "\u2014" + "—", + "—" ], [ "8th", @@ -8566,8 +8871,8 @@ "4", "4", "2", - "\u2014", - "\u2014" + "—", + "—" ], [ "9th", @@ -8575,8 +8880,8 @@ "4", "4", "2", - "\u2014", - "\u2014" + "—", + "—" ], [ "10th", @@ -8584,8 +8889,8 @@ "4", "4", "3", - "\u2014", - "\u2014" + "—", + "—" ], [ "11th", @@ -8593,8 +8898,8 @@ "4", "4", "3", - "\u2014", - "\u2014" + "—", + "—" ], [ "12th", @@ -8603,7 +8908,7 @@ "4", "3", "2", - "\u2014" + "—" ], [ "13th", @@ -8612,7 +8917,7 @@ "4", "3", "2", - "\u2014" + "—" ], [ "14th", @@ -8621,7 +8926,7 @@ "4", "3", "2", - "\u2014" + "—" ], [ "15th", @@ -8630,7 +8935,7 @@ "4", "3", "2", - "\u2014" + "—" ], [ "16th", @@ -8639,7 +8944,7 @@ "4", "3", "3", - "\u2014" + "—" ], [ "17th", @@ -8648,7 +8953,7 @@ "4", "3", "3", - "\u2014" + "—" ], [ "18th", @@ -8657,7 +8962,7 @@ "4", "3", "3", - "\u2014" + "—" ], [ "19th", @@ -9151,7 +9456,7 @@ "level": 3, "entries": [ "When you choose this tradition at 3rd level, you learn to channel your ki to heal or hurt others. You automatically learn the Ayisla's Cleansing discipline, and you choose one additional discipline from the options below. You learn one additional healing discipline at 6th, 11th, and 17th level. Whenever you learn a new discipline, you can replace one discipline you know with another.", - "Casting Spells. Some disciplines allow you to cast spells. You use normal casting time and rules but don't need material components. Once you reach 5th level, you can spend additional ki points to increase a discipline spell's level (1 additional ki point per spell level above the base). The maximum ki points you can spend on a discipline spell (including base cost) is determined by your monk level: levels 5\u20138: 3 ki; 9\u201312: 4 ki; 13\u201316: 5 ki; 17\u201320: 6 ki.", + "Casting Spells. Some disciplines allow you to cast spells. You use normal casting time and rules but don't need material components. Once you reach 5th level, you can spend additional ki points to increase a discipline spell's level (1 additional ki point per spell level above the base). The maximum ki points you can spend on a discipline spell (including base cost) is determined by your monk level: levels 5–8: 3 ki; 9–12: 4 ki; 13–16: 5 ki; 17–20: 6 ki.", { "type": "refOptionalfeature", "optionalfeature": "Ayisla's Cleansing|IRKBnB" @@ -9267,7 +9572,7 @@ "subclassSource": "IRKBnB", "level": 6, "entries": [ - "At 6th level, your ability to manipulate the energies flowing through your gauntlets grows. When casting force bolt, you can spend up to 3 additional ki points. Additionally, when you hit a creature with your power gauntlets, you can spend up to 3 ki points\u2014for each ki point spent, the enemy creature or object is pushed an additional 5 feet away from you." + "At 6th level, your ability to manipulate the energies flowing through your gauntlets grows. When casting force bolt, you can spend up to 3 additional ki points. Additionally, when you hit a creature with your power gauntlets, you can spend up to 3 ki points—for each ki point spent, the enemy creature or object is pushed an additional 5 feet away from you." ] }, { @@ -9450,7 +9755,7 @@ "type": "entries", "name": "Condemn Actions", "entries": [ - "The target takes a \u22122 penalty to attack rolls and damage rolls. Additionally, the target has disadvantage on Strength and Dexterity saving throws. This effect lasts for 1 minute." + "The target takes a −2 penalty to attack rolls and damage rolls. Additionally, the target has disadvantage on Strength and Dexterity saving throws. This effect lasts for 1 minute." ] }, { @@ -9464,7 +9769,7 @@ "type": "entries", "name": "Condemn Words", "entries": [ - "The target takes a \u22122 penalty to its spell save DC for 1 minute. Additionally, for 24 hours, the target forgets how to speak, read, and write the language it last spoke." + "The target takes a −2 penalty to its spell save DC for 1 minute. Additionally, for 24 hours, the target forgets how to speak, read, and write the language it last spoke." ] } ] @@ -9539,7 +9844,7 @@ "level": 7, "entries": [ "Starting at 7th level, your training drills have taught you how to ward yourself and your allies. As a bonus action, you can choose one friendly creature within 10 feet of you. You and the chosen creature gain resistance to bludgeoning, piercing, or slashing damage (your choice) from nonmagical attacks. This effect lasts for 1 minute or until you and the chosen creature are no longer within 10 feet of each other. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.", - "At 18th level, the range increases to 30 feet, and you no longer need to choose a damage type\u2014you and the chosen creature gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks." + "At 18th level, the range increases to 30 feet, and you no longer need to choose a damage type—you and the chosen creature gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks." ] }, { @@ -9565,7 +9870,7 @@ "subclassSource": "IRKBnB", "level": 18, "entries": [ - "At 18th level, the range of your Aura of Defense increases to 30 feet. Additionally, you no longer need to choose a damage type\u2014you and the chosen creature gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks." + "At 18th level, the range of your Aura of Defense increases to 30 feet. Additionally, you no longer need to choose a damage type—you and the chosen creature gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks." ] }, { @@ -9843,7 +10148,7 @@ "subclassSource": "IRKBnB", "level": 18, "entries": [ - "Beginning at 18th level, any weapons or armor forged by you are connected to you through your divine bond. As a bonus action, you can immediately attune to any weapon or armor you have personally created\u2014this does not count against the total number of items you can have attuned. You may cast spells in armor you have personally created.", + "Beginning at 18th level, any weapons or armor forged by you are connected to you through your divine bond. As a bonus action, you can immediately attune to any weapon or armor you have personally created—this does not count against the total number of items you can have attuned. You may cast spells in armor you have personally created.", "Additionally, as a bonus action, you gain advantage on your next attack roll with a weapon you have personally created. Each of these features can be used once and can be regained after a short or long rest.", "Any armor you are attuned to that you have personally created grants you immunity to cold damage." ] @@ -9858,7 +10163,7 @@ "subclassSource": "IRKBnB", "level": 2, "entries": [ - "Upon your induction into the role of a magister at 2nd level, you are awarded an arcantrik harness\u2014a symbol of your authority and a means to focus the energies you manipulate. Each harness is unique and must be attuned to the wearer. If you lose your harness, you must procure a new one from your sponsor.", + "Upon your induction into the role of a magister at 2nd level, you are awarded an arcantrik harness—a symbol of your authority and a means to focus the energies you manipulate. Each harness is unique and must be attuned to the wearer. If you lose your harness, you must procure a new one from your sponsor.", "You can use an arcantrik harness as an arcane focus. While wearing an arcantrik harness, you can ignore the verbal requirements of any spell that has somatic components. This does not affect the spell's casting time. If your hands are bound, you can't use this feature.", "In addition, you gain proficiency in the Intimidation skill if you don't already have it.", { @@ -10115,7 +10420,7 @@ "entries": [ "When you reach 3rd level, you augment your mechanikal skill with the ability to cast wizard spells.", "Cantrips. Choose two cantrips from the {@filter wizard spell list|spells|class=Wizard}. You learn an additional wizard cantrip of your choice at 10th level. When you gain a level in this class, you can replace one known cantrip with another from the wizard list.", - "Spells Known. You know three 1st-level wizard spells of your choice, two of which must be abjuration or evocation spells. The Spells Known column of the Arcanist Mechanik Spellcasting table shows when you learn more. Each new spell must be an abjuration or evocation spell of a level for which you have spell slots\u2014except spells learned at 8th, 14th, and 20th level, which can come from any school.", + "Spells Known. You know three 1st-level wizard spells of your choice, two of which must be abjuration or evocation spells. The Spells Known column of the Arcanist Mechanik Spellcasting table shows when you learn more. Each new spell must be an abjuration or evocation spell of a level for which you have spell slots—except spells learned at 8th, 14th, and 20th level, which can come from any school.", "Spellcasting Ability. Intelligence is your spellcasting ability. Spell save DC = 8 + proficiency bonus + Intelligence modifier. Spell attack modifier = proficiency bonus + Intelligence modifier.", { "type": "table", @@ -10144,36 +10449,36 @@ "2", "3", "2", - "\u2014", - "\u2014", - "\u2014" + "—", + "—", + "—" ], [ "4th", "2", "4", "3", - "\u2014", - "\u2014", - "\u2014" + "—", + "—", + "—" ], [ "5th", "2", "4", "3", - "\u2014", - "\u2014", - "\u2014" + "—", + "—", + "—" ], [ "6th", "2", "4", "3", - "\u2014", - "\u2014", - "\u2014" + "—", + "—", + "—" ], [ "7th", @@ -10181,8 +10486,8 @@ "5", "4", "2", - "\u2014", - "\u2014" + "—", + "—" ], [ "8th", @@ -10190,8 +10495,8 @@ "6", "4", "2", - "\u2014", - "\u2014" + "—", + "—" ], [ "9th", @@ -10199,8 +10504,8 @@ "6", "4", "2", - "\u2014", - "\u2014" + "—", + "—" ], [ "10th", @@ -10208,8 +10513,8 @@ "7", "4", "3", - "\u2014", - "\u2014" + "—", + "—" ], [ "11th", @@ -10217,8 +10522,8 @@ "8", "4", "3", - "\u2014", - "\u2014" + "—", + "—" ], [ "12th", @@ -10227,7 +10532,7 @@ "4", "3", "2", - "\u2014" + "—" ], [ "13th", @@ -10236,7 +10541,7 @@ "4", "3", "2", - "\u2014" + "—" ], [ "14th", @@ -10245,7 +10550,7 @@ "4", "3", "2", - "\u2014" + "—" ], [ "15th", @@ -10254,7 +10559,7 @@ "4", "3", "2", - "\u2014" + "—" ], [ "16th", @@ -10263,7 +10568,7 @@ "4", "3", "3", - "\u2014" + "—" ], [ "17th", @@ -10272,7 +10577,7 @@ "4", "3", "3", - "\u2014" + "—" ], [ "18th", @@ -10281,7 +10586,7 @@ "4", "3", "3", - "\u2014" + "—" ], [ "19th", @@ -10547,8 +10852,8 @@ "subclassSource": "IRKBnB", "level": 14, "entries": [ - "Starting at 14th level, your ability to change the flow of arcane energy extends to mechanika and arcanika. When you hit a creature, you can target one of its mechanikal or arcanikal items. Instead of doing damage to the creature, you can spend any number of focus points\u2014for each focus point spent, the mechanikal or arcanikal item's capacitor or arcane condenser loses 1 charge.", - "If a mechanikal or arcanikal weapon is reduced to 0 charges, attacks with the weapon are made with disadvantage until recharged. If a suit of mechanikal or arcanikal armor is reduced to 0 charges, the wearer takes a \u22122 penalty to AC until recharged.", + "Starting at 14th level, your ability to change the flow of arcane energy extends to mechanika and arcanika. When you hit a creature, you can target one of its mechanikal or arcanikal items. Instead of doing damage to the creature, you can spend any number of focus points—for each focus point spent, the mechanikal or arcanikal item's capacitor or arcane condenser loses 1 charge.", + "If a mechanikal or arcanikal weapon is reduced to 0 charges, attacks with the weapon are made with disadvantage until recharged. If a suit of mechanikal or arcanikal armor is reduced to 0 charges, the wearer takes a −2 penalty to AC until recharged.", "Once you use this feature, you can't use it again until you finish a short or long rest." ] }, @@ -10730,7 +11035,7 @@ "subclassSource": "IRKBnB", "level": 1, "entries": [ - "When you choose this tradition at 1st level, you acquire a Grundback Snapper\u2014a small utility 'jack that can carry items, pull cargo, and engage enemies in battle if necessary.", + "When you choose this tradition at 1st level, you acquire a Grundback Snapper—a small utility 'jack that can carry items, pull cargo, and engage enemies in battle if necessary.", "The Grundback Snapper (Medium construct, CR 1/2) has AC 13, 28 HP (3d8+15), Speed 25 ft., STR 16, DEX 10, CON 18, INT 8, WIS 10, CHA 1. It is proficient in Athletics (+6), has resistance to nonmagical bludgeoning/piercing/slashing damage, and is immune to poison and psychic damage, as well as the charmed, frightened, paralyzed, petrified, and poisoned conditions. Its attacks are magical for overcoming resistances to nonmagical attacks versus steamjacks, colossals, and warbeasts. It requires coal and water to function (10 hours/150 lb. coal out of combat; 1 hour in combat). Multiattack: two melee attacks. Slam: +5 to hit, reach 10 ft., {@damage 2d4+2} bludgeoning. Snap, Snap!: +5 to hit, reach 5 ft., {@damage 2d4+2} piercing." ] }, @@ -10934,12 +11239,12 @@ "type": "section", "name": "Bone Grinder", "entries": [ - "Arms dripping with gore, a farrow covered in grisly talismans of dried flesh and small bones wrests a gallstone free from the guts of the dead fog drake, squealing in pleasure at such a precious discovery. Humming to herself, the gobber mixes a poultice of blood, spit, and hair until the concoction begins to bubble and smoke before she applies it to her companion's fresh wounds.", + "Arms dripping with gore, a farrow covered in grisly talismans of dried flesh and small bones wrests a gallstone free from the guts of the dead fog drake, squealing in pleasure at such a precious discovery. Humming to herself, the gobber mixes a poultice of blood, spit, and hair until the concoction begins to bubble and smoke before she applies it to her companion’s fresh wounds.", { "type": "entries", "name": "A Strange Alchemy", "entries": [ - "The bone grinder's art is a synthesis of alchemy and magic. They are as aware of the properties of the natural world as any alchemist would be of the properties of alchemical acid or blasting powder. With this knowledge, they mix a strange dark magic, unlike any studied by the mystics of the Iron Kingdoms. The results are a strange combination of magic and alchemy that combine the power of mysticism with the reliability and function of mechanika. The best minds of the Iron Kingdoms still cannot agree on how and why the fetishes and charms of the bone grinders can work, but their effectiveness is undeniable." + "The bone grinder’s art is a synthesis of alchemy and magic. They are as aware of the properties of the natural world as any alchemist would be of the properties of alchemical acid or blasting powder. With this knowledge, they mix a strange dark magic, unlike any studied by the mystics of the Iron Kingdoms. The results are a strange combination of magic and alchemy that combine the power of mysticism with the reliability and function of mechanika. The best minds of the Iron Kingdoms still cannot agree on how and why the fetishes and charms of the bone grinders can work, but their effectiveness is undeniable." ] }, { @@ -10973,7 +11278,7 @@ "type": "entries", "name": "Old Gods and Great Spirits", "entries": [ - "Through a link to their gods, shamans interact with the world of spirits and the supernatural. They can manifest powerful magic and perform rites that bolster their allies or enfeeble their foes. Shamans of Dhunia look to both the mother-goddess' mercy and her wrath. Those who supplicate the Devourer Wurm are given dominion over the powers of great predatory beasts and unlock their own savage prowess. In other regions, shamans from cultures like the croaks practice their own rites to appease the spirits of the wilderness and the gods who hold dominion over them. Shamans are commanding figures who wield their influence in battle and beyond. Through the empowerment of the gods, they can steer the fate of a whole tribe, and they often rise as savage champions and stalwart protectors of their people." + "Through a link to their gods, shamans interact with the world of spirits and the supernatural. They can manifest powerful magic and perform rites that bolster their allies or enfeeble their foes. Shamans of Dhunia look to both the mother-goddess’ mercy and her wrath. Those who supplicate the Devourer Wurm are given dominion over the powers of great predatory beasts and unlock their own savage prowess. In other regions, shamans from cultures like the croaks practice their own rites to appease the spirits of the wilderness and the gods who hold dominion over them. Shamans are commanding figures who wield their influence in battle and beyond. Through the empowerment of the gods, they can steer the fate of a whole tribe, and they often rise as savage champions and stalwart protectors of their people." ] }, { @@ -10995,7 +11300,7 @@ "type": "section", "name": "Warlock", "entries": [ - "As a trio of snarling, two-headed dogs emerge from the shadows, the young human in tribal garb smiles wickedly at the soldiers who trespassed on his people's lands. His beasts will feast tonight. The husky trollkin carves off a hunk of roasting mutton and hands it up to her drooling troll companion, gently patting the large creature's chin as she rewards him for a successful hunt. Snorting in anger, the farrow lashes out at his cowering warbeast with a hoof, goading it to a wide-eyed and foam- spattered frenzy. Warlocks are powerful magic-users who wield primal power. Wringing the mystical energy produced by the rage of the warbeasts they control, warlocks are fearsome warriors who dominate the battlefields of the wilderness.", + "As a trio of snarling, two-headed dogs emerge from the shadows, the young human in tribal garb smiles wickedly at the soldiers who trespassed on his people’s lands. His beasts will feast tonight. The husky trollkin carves off a hunk of roasting mutton and hands it up to her drooling troll companion, gently patting the large creature’s chin as she rewards him for a successful hunt. Snorting in anger, the farrow lashes out at his cowering warbeast with a hoof, goading it to a wide-eyed and foam- spattered frenzy. Warlocks are powerful magic-users who wield primal power. Wringing the mystical energy produced by the rage of the warbeasts they control, warlocks are fearsome warriors who dominate the battlefields of the wilderness.", { "type": "entries", "name": "Furious Power", @@ -11007,7 +11312,7 @@ "type": "entries", "name": "Resonant Spirits", "entries": [ - "A warlock's spirit is shaped by a mystical force known as a resonance, which dictates the nature of creatures the warlock can bond with and guides the shape of the warlock's own potential. These resonances take many forms, from the blood-bond common among trollkin and their pure-blooded cousins to the feral spirits who have undergone the wilding. Not all who bear a resonant spirit are aware of it, and some might awaken to their true potential later in their lives. Others discover this innate talent early when they touch the minds and spirits of resonant creatures with their thoughts. Once one discovers this resonance, it becomes impossible to ignore." + "A warlock’s spirit is shaped by a mystical force known as a resonance, which dictates the nature of creatures the warlock can bond with and guides the shape of the warlock’s own potential. These resonances take many forms, from the blood-bond common among trollkin and their pure-blooded cousins to the feral spirits who have undergone the wilding. Not all who bear a resonant spirit are aware of it, and some might awaken to their true potential later in their lives. Others discover this innate talent early when they touch the minds and spirits of resonant creatures with their thoughts. Once one discovers this resonance, it becomes impossible to ignore." ] } ] @@ -11075,7 +11380,7 @@ "type": "section", "name": "Predator", "entries": [ - "Shamans who revere great hunter spirits, such as those that prey on lesser or weaker beings, are common. The power of the predator is attractive, particularly to cultures that revere strength and settle disputes through violence, and shamans who serve the great predator spirit are expected to prove their worth in battle. Among the wild peoples of western Immoren, worship of the Devourer Wurm is common. Human barbarians, many bogrin, ogrun, and others call upon the Beast of All Shapes to empower them and strengthen their tribes. Since the earliest days, there have been those who exult in the Devourer's savage glory, supplicating it with bloody rites and ritual sacrifice. Devourer shamans still worship in much the same manner as they always have in isolated wilderness communities. Able to channel the predatory essence of their primitive god, Devourer shamans summon raw magical power that is both primal and terrifying. They often accompany the warriors of their tribes on hunts and raids, making sacrifices of bloodletting to the Devourer Wurm. Through sacrifice, ritual, and ordeal, shamans learn how to supplicate the Wurm and harness its unfathomable power. Some of the swamp-dwelling peoples of western Immoren also tap into the predator's power through worship of Kossk, the god of the gatorman tribes." + "Shamans who revere great hunter spirits, such as those that prey on lesser or weaker beings, are common. The power of the predator is attractive, particularly to cultures that revere strength and settle disputes through violence, and shamans who serve the great predator spirit are expected to prove their worth in battle. Among the wild peoples of western Immoren, worship of the Devourer Wurm is common. Human barbarians, many bogrin, ogrun, and others call upon the Beast of All Shapes to empower them and strengthen their tribes. Since the earliest days, there have been those who exult in the Devourer’s savage glory, supplicating it with bloody rites and ritual sacrifice. Devourer shamans still worship in much the same manner as they always have in isolated wilderness communities. Able to channel the predatory essence of their primitive god, Devourer shamans summon raw magical power that is both primal and terrifying. They often accompany the warriors of their tribes on hunts and raids, making sacrifices of bloodletting to the Devourer Wurm. Through sacrifice, ritual, and ordeal, shamans learn how to supplicate the Wurm and harness its unfathomable power. Some of the swamp-dwelling peoples of western Immoren also tap into the predator’s power through worship of Kossk, the god of the gatorman tribes." ] } ] @@ -11091,7 +11396,7 @@ "type": "section", "name": "Farrow", "entries": [ - "A hardy species of a porcine nature, the farrow have existed at the fringes of the Iron Kingdoms and the more orderly civilizations beyond its borders. Many of their tribes are found in the Bloodstone Marches, where they eke out a life consuming the scraps left by other peoples of western Immoren and lead savage raids upon caravans and isolated communities. While they are hardy and brutal, they are also always looking for opportunity and an easy meal. Ornery and pugnacious, the farrow are a most successful breed of Dhunians. While they're not as hardy as the trollkin or as strong as the ogrun, the Great Mother seems to have blessed her tusked children with a tenacity that is second to none, along with the ability to thrive on castoffs and spoiled meat. Throw a farrow in a scrap heap or the trash pile behind a butcher shop, and you'll see that farrow live like a king. \u2014Dunning Kase, Caspian University lecturer" + "A hardy species of a porcine nature, the farrow have existed at the fringes of the Iron Kingdoms and the more orderly civilizations beyond its borders. Many of their tribes are found in the Bloodstone Marches, where they eke out a life consuming the scraps left by other peoples of western Immoren and lead savage raids upon caravans and isolated communities. While they are hardy and brutal, they are also always looking for opportunity and an easy meal. Ornery and pugnacious, the farrow are a most successful breed of Dhunians. While they’re not as hardy as the trollkin or as strong as the ogrun, the Great Mother seems to have blessed her tusked children with a tenacity that is second to none, along with the ability to thrive on castoffs and spoiled meat. Throw a farrow in a scrap heap or the trash pile behind a butcher shop, and you’ll see that farrow live like a king. —Dunning Kase, Caspian University lecturer" ] } ] @@ -11124,7 +11429,7 @@ "name": "Warchief", "entries": [ "Among the tribes of the bogrin, humans, trollkin, and ogrun, mighty individuals rise to prominence and power, leading their people into battle. They fight for their ancestral homes. They fight for their faith. They fight for their very survival. They have survived bloodshed and cheated death. Bellowing over the cacophony of gunfire and clashing steel, they call their kin to arms. With a stern gaze, they survey the battlefield and send forth their warriors with rousing words invoking their ancestors in order to steel their resolve. Brandishing weapons handed down through their tribe and wearing armor inscribed with the tales and lore of their", - "people, warchiefs proudly display their trophies. They are impressive figures acting as a focal point of the tribe, and they carry on their shoulders the burdens of their people. Warchiefs wield power and respect, but to maintain their grip upon it, they must exert it. To appear strong means crushing their enemies and putting their advisors and captains in their place. If they fail to maintain this appearance of command and domination, all too soon enemies from without and within the tribe begin to sharpen their knives. Warchiefs are skilled fighters and cunning strategists. Being a warchief requires more than just bearing arms into battle and rushing headlong into the enemy. A warchief must also be wise, poring over maps scratched in the dirt to plan the next bloody engagement. Furthermore, even the most savage warchiefs are short lived if they lack some sense of diplomacy. A warchief looking for endless battles soon finds the end of an opponent's sword or a knife lodged in the back. Among the people of the Iron Kingdoms, they are savage tribal leaders, uncouth and lacking in decorum. Among the other tribes of the Bloodstone Marches and in the wilderness, warchiefs are characters of legend and rivals to be despised and envied." + "people, warchiefs proudly display their trophies. They are impressive figures acting as a focal point of the tribe, and they carry on their shoulders the burdens of their people. Warchiefs wield power and respect, but to maintain their grip upon it, they must exert it. To appear strong means crushing their enemies and putting their advisors and captains in their place. If they fail to maintain this appearance of command and domination, all too soon enemies from without and within the tribe begin to sharpen their knives. Warchiefs are skilled fighters and cunning strategists. Being a warchief requires more than just bearing arms into battle and rushing headlong into the enemy. A warchief must also be wise, poring over maps scratched in the dirt to plan the next bloody engagement. Furthermore, even the most savage warchiefs are short lived if they lack some sense of diplomacy. A warchief looking for endless battles soon finds the end of an opponent’s sword or a knife lodged in the back. Among the people of the Iron Kingdoms, they are savage tribal leaders, uncouth and lacking in decorum. Among the other tribes of the Bloodstone Marches and in the wilderness, warchiefs are characters of legend and rivals to be despised and envied." ] } ] @@ -11156,7 +11461,7 @@ "type": "section", "name": "Void", "entries": [ - "Since the deaths of the Iosan gods, the clerics who once served them have been faced with a terrible truth. The gods from whom they drew their power are undeniably dead, yet their prayers are still answered\u2014but by what, no one knows. When Iosan priests now call upon the same powers they did before, the answers come as shadowy and warped echoes of what they once called blessings. The power that comes through seems to itself defy understanding: magic is nullified, the minds of enemies are twisted to such despair and confusion that they cannot act, or there are glimpses of a place as dark and cold as the spaces between the stars. For lack of a better understanding, the Iosans have begun to refer to this unknown source of power as the Void. Clerics who once served Scyrah and Nyssor have been affected in various ways by these developments. Some have had their minds twisted to the point of madness by bizarre justifications for their powers continuing despite a seeming lack of a knowable source. Others seem to accept the Void as a natural force of the universe hitherto unknown, and, in fact, some scholars hail these events as the discovery of a force that will lead to radical new theories of natural law. Still others turn away from the use of Void energy entirely, believing its arrival to be a symbol, if not a manifestation, of the death of their gods. Never before has the world seen gods die and have their power replaced so utterly by something completely unknown. No one who studies these events can fail to be shaken in their beliefs, whatever they may be, and most agree that, whatever the Void truly is, its manifestation can only bode ill for all of Caen. Clerics of the Void In the Iron Kingdoms setting, clerics of the Void domain are Iosans and Nyss who were formerly priests of their respective gods. This restriction reflects the story of clerics in the Iron Kingdoms, but your GM can lift it if it doesn't apply to your campaign setting or your GM's version of the Iron Kingdoms." + "Since the deaths of the Iosan gods, the clerics who once served them have been faced with a terrible truth. The gods from whom they drew their power are undeniably dead, yet their prayers are still answered—but by what, no one knows. When Iosan priests now call upon the same powers they did before, the answers come as shadowy and warped echoes of what they once called blessings. The power that comes through seems to itself defy understanding: magic is nullified, the minds of enemies are twisted to such despair and confusion that they cannot act, or there are glimpses of a place as dark and cold as the spaces between the stars. For lack of a better understanding, the Iosans have begun to refer to this unknown source of power as the Void. Clerics who once served Scyrah and Nyssor have been affected in various ways by these developments. Some have had their minds twisted to the point of madness by bizarre justifications for their powers continuing despite a seeming lack of a knowable source. Others seem to accept the Void as a natural force of the universe hitherto unknown, and, in fact, some scholars hail these events as the discovery of a force that will lead to radical new theories of natural law. Still others turn away from the use of Void energy entirely, believing its arrival to be a symbol, if not a manifestation, of the death of their gods. Never before has the world seen gods die and have their power replaced so utterly by something completely unknown. No one who studies these events can fail to be shaken in their beliefs, whatever they may be, and most agree that, whatever the Void truly is, its manifestation can only bode ill for all of Caen. Clerics of the Void In the Iron Kingdoms setting, clerics of the Void domain are Iosans and Nyss who were formerly priests of their respective gods. This restriction reflects the story of clerics in the Iron Kingdoms, but your GM can lift it if it doesn’t apply to your campaign setting or your GM’s version of the Iron Kingdoms." ] } ] @@ -11236,8 +11541,8 @@ "type": "section", "name": "Gun", "entries": [ - "During the conflicts that shook the Iron Kingdoms in recent decades, the famed mercenaries of the Hammerfall High Shield Gun Corps became one of the most recognizable symbols of dwarven efficiency and reliability for those outside Rhul. Laying down unerring fire as they clustered in ranks behind their distinctive shields, the High Shields left their mark on every battlefield on which they set their sights, occasionally doing so alongside an efficient Rhulic 'jack or two. Much of the High Shields' martial prowess can be laid at the feet of Pelgor Dhurg. A cousin of the current Stone Lord of Clan Dhurg, this dwarven champion worked as a mercenary in Llael during his youth and brought some of humanity's innovations back with him when he took charge of Hammerfall, perhaps the most imposing of all the Rhulic border forts. He combined these changes with typical Rhulic ingenuity and rigor to create the High Shield Gun Corps, one of the most sought-after mercenary companies in western Immoren. Of course, the High Shields aren't just mercenaries. In fact, the primary duty of the indomitable company is to safeguard Hammerfall, and for those who have faced a single contingent of High Shields on the battlefield, the prospect of marching against a fortress garrisoned by hundreds of them is quite daunting. Hiring the highly trained soldiers out as mercenaries serves several purposes beyond filling Clan Dhurg's coffers. It not only provides the soldiers with valuable field experience but also allows Rhul to maintain a presence on the battlefields of western Immoren without openly engaging in war. Because the members of the High Shields take rotating shifts and spend months in the trenches as mercenaries before switching to the less dramatic and far less dangerous job of standing watch in Hammerfall, just", - "about every member of the corps has seen actual combat even though the walls of Hammerfall haven't been besieged since the Claiming\u2014and hadn't seen an attack for centuries before that. The most important role the High Shields play as mercenaries, however, is an unofficial one. Their presence among the armies of the Iron Kingdoms helps the members of Clan Dhurg\u2014and, through them, the rest of the Moot of the Hundred Houses\u2014keep a finger on the pulse of their neighbors to the south. After serving alongside their counterparts among the humans, elves, and other races, the High Shields rotate back to service at Hammerfall, bringing with them valuable intelligence about life and death beyond the borders of Rhul. In the years of relative peace that have followed the Claiming, Hammerfall's soldiers have found themselves less and less in demand by the outside kingdoms, but experienced and reliable soldiers are never unemployed for long, and many High Shields now sell their considerable skills guarding everything from trade caravans to diplomatic envoys." + "During the conflicts that shook the Iron Kingdoms in recent decades, the famed mercenaries of the Hammerfall High Shield Gun Corps became one of the most recognizable symbols of dwarven efficiency and reliability for those outside Rhul. Laying down unerring fire as they clustered in ranks behind their distinctive shields, the High Shields left their mark on every battlefield on which they set their sights, occasionally doing so alongside an efficient Rhulic ’jack or two. Much of the High Shields’ martial prowess can be laid at the feet of Pelgor Dhurg. A cousin of the current Stone Lord of Clan Dhurg, this dwarven champion worked as a mercenary in Llael during his youth and brought some of humanity’s innovations back with him when he took charge of Hammerfall, perhaps the most imposing of all the Rhulic border forts. He combined these changes with typical Rhulic ingenuity and rigor to create the High Shield Gun Corps, one of the most sought-after mercenary companies in western Immoren. Of course, the High Shields aren’t just mercenaries. In fact, the primary duty of the indomitable company is to safeguard Hammerfall, and for those who have faced a single contingent of High Shields on the battlefield, the prospect of marching against a fortress garrisoned by hundreds of them is quite daunting. Hiring the highly trained soldiers out as mercenaries serves several purposes beyond filling Clan Dhurg’s coffers. It not only provides the soldiers with valuable field experience but also allows Rhul to maintain a presence on the battlefields of western Immoren without openly engaging in war. Because the members of the High Shields take rotating shifts and spend months in the trenches as mercenaries before switching to the less dramatic and far less dangerous job of standing watch in Hammerfall, just", + "about every member of the corps has seen actual combat even though the walls of Hammerfall haven’t been besieged since the Claiming—and hadn’t seen an attack for centuries before that. The most important role the High Shields play as mercenaries, however, is an unofficial one. Their presence among the armies of the Iron Kingdoms helps the members of Clan Dhurg—and, through them, the rest of the Moot of the Hundred Houses—keep a finger on the pulse of their neighbors to the south. After serving alongside their counterparts among the humans, elves, and other races, the High Shields rotate back to service at Hammerfall, bringing with them valuable intelligence about life and death beyond the borders of Rhul. In the years of relative peace that have followed the Claiming, Hammerfall’s soldiers have found themselves less and less in demand by the outside kingdoms, but experienced and reliable soldiers are never unemployed for long, and many High Shields now sell their considerable skills guarding everything from trade caravans to diplomatic envoys." ] } ] @@ -11253,7 +11558,7 @@ "type": "section", "name": "Edicts", "entries": [ - "Paladins who vow the Oath of Edicts are enforcers of the ancient laws, codes, and protocols decreed by their deity. These divine warriors burden themselves neither with interpretation of the law nor its ethical or moral disposition. Whether a code is \"good\" or \"evil\" or \"right\" or \"wrong\" is of little consequence to them because they focus solely on ensuring that the ancient law is enforced. Modern laws change with new kings, queens, and nations; as such, these paladins do not hold them in as high regard. To them, the ancient laws are immutable and a sacred connection to their deity that must be preserved at all costs. The largest collection of paladins sworn to this oath are the Moot Judges of Rhul. The original laws of dwarven society, known as Edicts, were set down by the Great Fathers, the ancient progenitors who have risen to become demigods of the dwarven people. These Edicts are interpreted by laws that have been collected in a massive series of documents known as the Codex. The Rhulic Moot spends much of its time in discussion and negotiation, creating laws to interpret the various Edicts into more detailed and situational judgments. These laws are revised and amended with the times, but whenever there is a conflict, the original Edict always takes precedence. It is these original Edicts that the Moot Judges preserve and enforce at all costs." + "Paladins who vow the Oath of Edicts are enforcers of the ancient laws, codes, and protocols decreed by their deity. These divine warriors burden themselves neither with interpretation of the law nor its ethical or moral disposition. Whether a code is “good” or “evil” or “right” or “wrong” is of little consequence to them because they focus solely on ensuring that the ancient law is enforced. Modern laws change with new kings, queens, and nations; as such, these paladins do not hold them in as high regard. To them, the ancient laws are immutable and a sacred connection to their deity that must be preserved at all costs. The largest collection of paladins sworn to this oath are the Moot Judges of Rhul. The original laws of dwarven society, known as Edicts, were set down by the Great Fathers, the ancient progenitors who have risen to become demigods of the dwarven people. These Edicts are interpreted by laws that have been collected in a massive series of documents known as the Codex. The Rhulic Moot spends much of its time in discussion and negotiation, creating laws to interpret the various Edicts into more detailed and situational judgments. These laws are revised and amended with the times, but whenever there is a conflict, the original Edict always takes precedence. It is these original Edicts that the Moot Judges preserve and enforce at all costs." ] } ] @@ -11285,7 +11590,7 @@ "type": "section", "name": "Nyss Hunter", "entries": [ - "The Nyss hunters who escaped the Shard Spires and the dragon Everblight's throngs of blighted legions have lived difficult lives. Beyond their homeland, they have evolved into hardened killers who use their traditional bow and claymore to swiftly dispatch their enemies. The Nyss hunters have taught people of other cultures about their traditional hunting techniques and told stories of the abominations that nearly wiped out their race in order to preserve a part of their own culture." + "The Nyss hunters who escaped the Shard Spires and the dragon Everblight’s throngs of blighted legions have lived difficult lives. Beyond their homeland, they have evolved into hardened killers who use their traditional bow and claymore to swiftly dispatch their enemies. The Nyss hunters have taught people of other cultures about their traditional hunting techniques and told stories of the abominations that nearly wiped out their race in order to preserve a part of their own culture." ] } ] @@ -11317,7 +11622,7 @@ "type": "section", "name": "Mage Slayer", "entries": [ - "The shadows are often home to those who would wield magic for dark purposes. The shadows are home to many, however, including those who specialize in removing such threats. The assassin's blade is a potent tool, but sometimes you need a specialist, someone who can slip past the wizardly defenses and counter magic with more than just cold steel." + "The shadows are often home to those who would wield magic for dark purposes. The shadows are home to many, however, including those who specialize in removing such threats. The assassin’s blade is a potent tool, but sometimes you need a specialist, someone who can slip past the wizardly defenses and counter magic with more than just cold steel." ] } ] @@ -11333,7 +11638,7 @@ "type": "section", "name": "Ice Forged", "entries": [ - "The Nyss' god, Nyssor, was known primarily as the Scyir of Winter to most outsiders. However, to the Nyss and, to a lesser extent, the Iosans, Nyssor is also the Grand Crafter. Nyssor's ability to forge and create was equal to or greater than his affinity and skill with cold. Some who have shown natural ability with cold or the ability to create are thought to be touched by Nyssor in some way. A very rare few are able to harness these gifts in unison in such a way that they become something more than the sum of their parts. Known as Ice Forged, their abilities echo those of their departed god. How these abilities persist in the face of Nyssor's murder is unknown. It's as if these abilities have crystallized and frozen themselves within the chosen vessel, or, perhaps, they are not from their god, but the Nyss have somehow ascended toward godhood themselves through these skills. Whatever the reason may be, the Ice Forged can create masterpieces for their people while honoring their fallen deity." + "The Nyss’ god, Nyssor, was known primarily as the Scyir of Winter to most outsiders. However, to the Nyss and, to a lesser extent, the Iosans, Nyssor is also the Grand Crafter. Nyssor’s ability to forge and create was equal to or greater than his affinity and skill with cold. Some who have shown natural ability with cold or the ability to create are thought to be touched by Nyssor in some way. A very rare few are able to harness these gifts in unison in such a way that they become something more than the sum of their parts. Known as Ice Forged, their abilities echo those of their departed god. How these abilities persist in the face of Nyssor’s murder is unknown. It’s as if these abilities have crystallized and frozen themselves within the chosen vessel, or, perhaps, they are not from their god, but the Nyss have somehow ascended toward godhood themselves through these skills. Whatever the reason may be, the Ice Forged can create masterpieces for their people while honoring their fallen deity." ] } ] @@ -11349,7 +11654,7 @@ "type": "section", "name": "Magister", "entries": [ - "Masters of kinetic field technology, the Magisters of Shyeel speak with the authority of one of Ios' most powerful houses. Even Dawnguard scyirs will present their orders more as requests than demands. Trained to manipulate those same forces that allow their myrmidons to function, magisters defend Shyeel's interests and deliver its edicts with bone-shattering authority. Houses of nobility, mercantile interests, guilds, and societies often have a reach stretching across borders and even continents. While they may have spies and diplomatic envoys in court, it is the magisters who speak with the full weight and authority of their sponsors, which they support by their mastery of kinetic forces. Magisters wear regalia clearly identifying their allegiance, lest there be any question whom they represent. These regalia are not merely decorative; they generate a protective field that the magister can manipulate. While some may consider it uncivilized, magisters will not shy away from enforcing an edict by means of a closed fist wrapped in a kinetic field." + "Masters of kinetic field technology, the Magisters of Shyeel speak with the authority of one of Ios’ most powerful houses. Even Dawnguard scyirs will present their orders more as requests than demands. Trained to manipulate those same forces that allow their myrmidons to function, magisters defend Shyeel’s interests and deliver its edicts with bone-shattering authority. Houses of nobility, mercantile interests, guilds, and societies often have a reach stretching across borders and even continents. While they may have spies and diplomatic envoys in court, it is the magisters who speak with the full weight and authority of their sponsors, which they support by their mastery of kinetic forces. Magisters wear regalia clearly identifying their allegiance, lest there be any question whom they represent. These regalia are not merely decorative; they generate a protective field that the magister can manipulate. While some may consider it uncivilized, magisters will not shy away from enforcing an edict by means of a closed fist wrapped in a kinetic field." ] } ] @@ -11445,7 +11750,7 @@ "type": "section", "name": "Arcanika Adeptis", "entries": [ - "Your ability to wield arcanika goes beyond what the other warcasters of Ios can do. Your insight into and knowledge of how arcanika functions allows you to manipulate it with an efficiency that only a few can understand. As such, you're able to not only get the most out of your arcanika, but you can push it beyond its normal limits." + "Your ability to wield arcanika goes beyond what the other warcasters of Ios can do. Your insight into and knowledge of how arcanika functions allows you to manipulate it with an efficiency that only a few can understand. As such, you’re able to not only get the most out of your arcanika, but you can push it beyond its normal limits." ] } ] @@ -11461,8 +11766,8 @@ "type": "section", "name": "Rhulic Warcaster", "entries": [ - "The people of Rhul are blessed with adepts of arcane mechanika and the materials they use. Their lands are rich in rare ores and minerals that are critical to the production of high-quality steels and alloys and the fabrication of high- grade steamjack cortexes. Furthermore, Rhulic ingenuity led them to find many novel applications for steamjacks and discover crafting solutions that have hindered other kingdoms in their production of these weapons of war. Rhulic warjacks are not one-trick ponies but, rather, are armed with equipment and weapons that serve dual purposes. On the battlefield, such machines rend flesh and crush bone, yet, at home, the same warjacks are used for mining, construction, and labor. Understandably then, Rhulic warcasters hold a prominent position in society. They defend the borders of Rhul, fight for their clans, and control 'jacks working in mines or on construction sites. They fill the coffers of their clan through their domestic labors or as mercenaries for hire in the wars between the peoples of the Iron Kingdoms.", - "Rhulic warcasters' roles changed dramatically as the Claiming began. While the infernals were focused on reaping the souls of humans, that did not stop them from turning their gaze to the other peoples of Immoren. Twisted creatures born from nightmares invaded Rhul, driven by the need to destroy and steal souls. Standing between the people of Rhul and the demons were their warcasters. The heroes of the clans wielded magic and advanced weaponry as a hammer blow to the infernal invaders. Rock hammers, pulverizing drills, and the very squat stature of the Rhulic 'jacks suited the battles in the tunnels, mines, and cities of Rhul, but the adaptability of the Rhulic warjacks also allowed their warcasters to turn the tables no matter the arena of war. Just like the warcasters of the Iron Kingdoms, Rhulic warcasters are the beating heart of an army, as they direct arcane energies into their weapons, warjacks, and spells to tilt the fight in their favor. This ability to direct arcane forces into their warjacks, coupled with the quality of Rhulic cortexes and weapons, allows Rhulic warcasters to achieve victories that warcasters of other kingdoms would be hard pressed to achieve." + "The people of Rhul are blessed with adepts of arcane mechanika and the materials they use. Their lands are rich in rare ores and minerals that are critical to the production of high-quality steels and alloys and the fabrication of high- grade steamjack cortexes. Furthermore, Rhulic ingenuity led them to find many novel applications for steamjacks and discover crafting solutions that have hindered other kingdoms in their production of these weapons of war. Rhulic warjacks are not one-trick ponies but, rather, are armed with equipment and weapons that serve dual purposes. On the battlefield, such machines rend flesh and crush bone, yet, at home, the same warjacks are used for mining, construction, and labor. Understandably then, Rhulic warcasters hold a prominent position in society. They defend the borders of Rhul, fight for their clans, and control ’jacks working in mines or on construction sites. They fill the coffers of their clan through their domestic labors or as mercenaries for hire in the wars between the peoples of the Iron Kingdoms.", + "Rhulic warcasters’ roles changed dramatically as the Claiming began. While the infernals were focused on reaping the souls of humans, that did not stop them from turning their gaze to the other peoples of Immoren. Twisted creatures born from nightmares invaded Rhul, driven by the need to destroy and steal souls. Standing between the people of Rhul and the demons were their warcasters. The heroes of the clans wielded magic and advanced weaponry as a hammer blow to the infernal invaders. Rock hammers, pulverizing drills, and the very squat stature of the Rhulic ’jacks suited the battles in the tunnels, mines, and cities of Rhul, but the adaptability of the Rhulic warjacks also allowed their warcasters to turn the tables no matter the arena of war. Just like the warcasters of the Iron Kingdoms, Rhulic warcasters are the beating heart of an army, as they direct arcane energies into their weapons, warjacks, and spells to tilt the fight in their favor. This ability to direct arcane forces into their warjacks, coupled with the quality of Rhulic cortexes and weapons, allows Rhulic warcasters to achieve victories that warcasters of other kingdoms would be hard pressed to achieve." ] } ] @@ -11510,7 +11815,7 @@ "type": "section", "name": "Runeshaper", "entries": [ - "Runeshapers are among the most formidable trollkin sorcerers, having learned to manipulate stone by the power of their will. At a runeshaper's call, rune-carved rocks rise into the air around them. These stones fly at the trollkin's foes with deadly force while the earth itself trembles, bringing would-be attackers to their knees." + "Runeshapers are among the most formidable trollkin sorcerers, having learned to manipulate stone by the power of their will. At a runeshaper’s call, rune-carved rocks rise into the air around them. These stones fly at the trollkin’s foes with deadly force while the earth itself trembles, bringing would-be attackers to their knees." ] } ] @@ -12122,7 +12427,8 @@ "value": 1000, "property": [ "L", - "S" + "S", + "MSF" ], "firearm": true, "entries": [ @@ -12146,7 +12452,8 @@ "value": 20000, "property": [ "L", - "S" + "S", + "IOS" ], "firearm": true, "entries": [ @@ -12168,7 +12475,8 @@ "value": 28000, "property": [ "2H", - "S" + "S", + "IOS" ], "firearm": true, "entries": [ @@ -12190,11 +12498,12 @@ "value": 1000, "property": [ "2H", - "S" + "S", + "MSF" ], "firearm": true, "entries": [ - "The crude firearms of farrow tribes are built to be sturdy\u2014as likely to be used as a bludgeon as a gun.", + "The crude firearms of farrow tribes are built to be sturdy—as likely to be used as a bludgeon as a gun.", "{@b Magazine (1).} This firearm holds 1 round of ammunition. After firing, you must use your action or bonus action to reload before firing again.", "{@b Misfire (3).} If you roll a 1, 2, or 3 on the attack roll's {@dice d20}, the weapon misfires. The attack misses and the weapon must be cleared with an action before it can be fired again.", "{@b Improvised Club.} A pig iron can be used as an improvised melee weapon; when used as a melee weapon, it is treated as a club." @@ -12218,7 +12527,7 @@ ], "range": "20/60", "entries": [ - "Enormous stone columns used by trollkin warriors as tests of strength\u2014and in battle, flung into enemy formations or swung like oversized mauls.", + "Enormous stone columns used by trollkin warriors as tests of strength—and in battle, flung into enemy formations or swung like oversized mauls.", "{@b Thrown (20/60).}", "{@b Knockback.} A Medium or smaller creature hit by a thrown caber is also pushed 5 feet away." ], @@ -12386,7 +12695,8 @@ "property": [ "H", "LD", - "S" + "S", + "AOE" ], "firearm": true, "entries": [ @@ -12409,7 +12719,8 @@ "value": 30000, "property": [ "L", - "S" + "S", + "IOS" ], "firearm": true, "entries": [ @@ -12432,7 +12743,8 @@ "property": [ "LD", "2H", - "S" + "S", + "IOS" ], "firearm": true, "entries": [ @@ -12456,7 +12768,8 @@ "property": [ "H", "2H", - "S" + "S", + "AOE" ], "firearm": true, "entries": [ @@ -12481,7 +12794,8 @@ "property": [ "H", "2H", - "S" + "S", + "IOS" ], "firearm": true, "entries": [ @@ -12526,7 +12840,8 @@ "property": [ "H", "2H", - "S" + "S", + "IOS" ], "firearm": true, "entries": [ @@ -12550,7 +12865,8 @@ "value": 9500, "property": [ "2H", - "S" + "S", + "IOS" ], "firearm": true, "entries": [ @@ -12575,7 +12891,8 @@ "H", "LD", "2H", - "S" + "S", + "MSF" ], "firearm": true, "entries": [ @@ -12599,7 +12916,9 @@ "property": [ "H", "2H", - "S" + "S", + "MSF", + "VLY" ], "firearm": true, "entries": [ @@ -12623,7 +12942,9 @@ "value": 22500, "property": [ "2H", - "S" + "S", + "MSF", + "IOS" ], "firearm": true, "entries": [ @@ -12778,7 +13099,10 @@ "Attacks made using this warhead are made at disadvantage if not fired from a Stormfall great bow or a Nyss great bow.", "{@b AOE (5).} This arrow detonates into razor-sharp shards just prior to impact. Has AOE (5) and deals {@damage 2d6} piercing damage. After the arrow explodes, the affected area is treated as if covered in caltrops." ], - "rarity": "none" + "rarity": "none", + "property": [ + "AOE" + ] }, { "name": "Stormfall Warhead: Emberstorm Arrow", @@ -12790,7 +13114,10 @@ "Attacks made using this warhead are made at disadvantage if not fired from a Stormfall great bow or a Nyss great bow.", "{@b AOE (10).} This arrow detonates in a fiery cloud that continues to burn. Has AOE (10) and deals {@damage 2d6} fire damage. After the arrow explodes, the affected area continues to burn for 1 minute. A creature that enters the burning area must succeed on a DC 14 Dexterity saving throw or take {@damage 1d4} fire damage." ], - "rarity": "none" + "rarity": "none", + "property": [ + "AOE" + ] }, { "name": "Stormfall Warhead: Starstrike Arrow", @@ -12802,7 +13129,10 @@ "Attacks made using this warhead are made at disadvantage if not fired from a Stormfall great bow or a Nyss great bow.", "{@b AOE (5).} This arrow detonates in a brilliant flash of scorching light. Has AOE (5) and deals {@damage 2d6} radiant damage. Any creature in the AOE must succeed on a DC 14 Constitution saving throw or be {@condition blinded} until the end of its next turn." ], - "rarity": "none" + "rarity": "none", + "property": [ + "AOE" + ] }, { "name": "Arcanist's Multitool", @@ -12995,7 +13325,10 @@ "{@b Slot:} Ranged Weapon | {@b Rune Points:} 3", "As part of an attack, you can expend 3 charges from the item's capacitor to gain Area of Effect (20). Each other creature within a number of feet equal to the AOE range must make a Dexterity saving throw with a DC of 13 or 10 + the attacker's proficiency bonus, whichever is higher. On a failed save, the creature takes half of the damage taken by the target." ], - "rarity": "none" + "rarity": "none", + "property": [ + "AOE" + ] }, { "name": "Arcanika Rune: Witch Mark", @@ -13093,6 +13426,843 @@ ], "charges": 3, "recharge": "dawn" + }, + { + "name": "Grappler", + "source": "IRKBnB", + "page": 186, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 30000, + "weight": 20, + "dmg1": "2d8", + "dmgType": "B", + "property": [ + "S" + ], + "entries": [ + "A heavily reinforced cargo clamp designed for Rhulic steamjacks.", + "A steamjack equipped with a grappler has advantage on Strength (Athletics) checks made to begin or maintain a grapple." + ] + }, + { + "name": "Pulverizer", + "source": "IRKBnB", + "page": 186, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 166000, + "weight": 35, + "dmg1": "2d12", + "dmgType": "B", + "property": [ + "S" + ], + "entries": [ + "This massive, mechanikally enhanced hammer is specially designed to shatter hard stone in one powerful blow. Powered by an arcanodynamic accumulator.", + "If this weapon has power and a steamjack scores a critical hit with it, the target must succeed on a DC 15 Constitution saving throw or be stunned until the end of the steamjack's next turn. The pulverizer expends 2 charges of its capacitor per day of use." + ] + }, + { + "name": "Rock Drill", + "source": "IRKBnB", + "page": 186, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 45000, + "weight": 35, + "dmg1": "2d10", + "dmgType": "P", + "property": [ + "S" + ], + "entries": [ + "This industrial rock drill can be used to deadly and destructive effect in combat.", + "When a steamjack makes an attack with a rock drill against a target the steamjack has already hit during its turn, the steamjack makes the attack roll with advantage. Attacks made with a rock drill deal double damage to objects and structures." + ] + }, + { + "name": "Shield System", + "source": "IRKBnB", + "page": 186, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 40000, + "weight": 40, + "dmg1": "2d8", + "dmgType": "B", + "property": [ + "S" + ], + "entries": [ + "A mount that integrates an assault shield directly into a steamjack's arm. The reinforced steel shield is designed to protect the warjack from harm while also allowing it to deliver punishing blows.", + "A steamjack equipped with a shield system gains a +2 bonus to AC." + ] + }, + { + "name": "Avalanche Cannon", + "source": "IRKBnB", + "page": 186, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 50000, + "weight": 150, + "dmg1": "3d12", + "dmgType": "P", + "property": [ + "S", + "AOE" + ], + "range": "90/270", + "reload": 5, + "entries": [ + "AOE (15). Firearm (range 90/270). Magazine (5).", + "Lacking any industrial utility whatsoever, an avalanche cannon is a dedicated weapon of war used to obliterate targets at great range. A cannon can't be reloaded during combat. Reloading outside of combat takes 20 minutes but doesn't require specialized tools or training. Fires standard artillery rounds.", + "An avalanche cannon integrates a buckler into its design. A steamjack equipped with an avalanche cannon gains a +1 bonus to its AC." + ] + }, + { + "name": "Flamestorm Cannon", + "source": "IRKBnB", + "page": 186, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 45000, + "weight": 35, + "dmg1": "3d8", + "dmgType": "F", + "property": [ + "S", + "MSF" + ], + "entries": [ + "Firearm (40-foot cone). Magazine (10). Misfire (2).", + "The Grundback flamestorm cannon was developed to clear out mines infested with undead shaft wights. The weapon projects a short-ranged spray of burning fuel. Reloading outside of combat takes 20 minutes.", + "Each attack with this weapon uses 8 gp worth of alchemical fuel.", + "Hard Point Weapon: can be mounted on a Grundback Runner's hard point.", + "Focus Efficient: If bonded to a warcaster and within control range, the steamjack can spend 1 focus point to use both the Attack Bonus and Damage Bonus effects of the warcaster's Focus Manipulation feature." + ] + }, + { + "name": "Grundback Light Cannon", + "source": "IRKBnB", + "page": 186, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 35000, + "weight": 35, + "dmg1": "3d8", + "dmgType": "P", + "range": "60/180", + "reload": 10, + "entries": [ + "Firearm (range 60/180). Magazine (10).", + "Perfectly designed for the small, compact frame of the Grundback Runner chassis. Despite its stout appearance, this weapon packs impressive power and accuracy. Can't be reloaded during combat. Reloading outside of combat takes 20 minutes. Fires light artillery rounds.", + "Hard Point Weapon: can be mounted on a Grundback Runner's hard point.", + "Focus Efficient: If bonded to a warcaster and within control range, the steamjack can spend 1 focus point to use both the Attack Bonus and Damage Bonus effects of the warcaster's Focus Manipulation feature." + ] + }, + { + "name": "Hailshot Cannon", + "source": "IRKBnB", + "page": 186, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 45000, + "weight": 35, + "dmg1": "3d6", + "dmgType": "P", + "property": [ + "S" + ], + "entries": [ + "Firearm (40-foot cone). Magazine (10).", + "This rapid-fire cannon was designed to tear through masses of troops with each thunderous salvo. Can't be reloaded during combat. Reloading outside of combat takes 20 minutes. Each attack uses 8 gp worth of ammunition and blasting powder.", + "Hard Point Weapon: can be mounted on a Grundback Runner's hard point.", + "Focus Efficient: If bonded to a warcaster and within control range, the steamjack can spend 1 focus point to use both the Attack Bonus and Damage Bonus effects of the warcaster's Focus Manipulation feature." + ] + }, + { + "name": "Sledge Cannon", + "source": "IRKBnB", + "page": 186, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 55000, + "weight": 200, + "dmg1": "3d12", + "dmgType": "P", + "property": [ + "S" + ], + "range": "50/100", + "reload": 5, + "entries": [ + "Firearm (range 50/100). Magazine (5).", + "The sledge cannon was designed to crack open rock walls during mining operations. Its hardened ammunition makes it extremely dangerous on the battlefield. A steamjack equipped with a sledge cannon has +1 AC." + ] + }, + { + "name": "Force Claw", + "source": "IRKBnB", + "page": 194, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 20000, + "weight": 8, + "dmg1": "2d6", + "dmgType": "S", + "entries": [ + "Light myrmidon weapon. This weapon's arcanik runes sheath its blades in a field of energy that enhances their cutting power." + ] + }, + { + "name": "Glaive, Myrmidon", + "source": "IRKBnB", + "page": 194, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 22500, + "weight": 14, + "dmg1": "2d4", + "dmgType": "S", + "property": [ + "F" + ], + "entries": [ + "Finesse. Light myrmidon weapon. This wrist-mounted blade keeps a myrmidon's hand free to perform other tasks." + ] + }, + { + "name": "Repulsor", + "source": "IRKBnB", + "page": 194, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 24000, + "weight": 8, + "dmg1": "2d4", + "dmgType": "O", + "property": [ + "S" + ], + "entries": [ + "Light myrmidon weapon. This reinforced sphere of hardened steel is attached to a myrmidon in place of a fist. Although a repulsor's lack of digits prevents a myrmidon from picking up or manipulating objects with it, relays within the weapon allow it to project energy from its power field, empowering each strike with raw force projection.", + "After a melee attack, a myrmidon equipped with a repulsor can expend 1 charge from its arcane condenser to shove the target as a bonus action." + ] + }, + { + "name": "Rune Blade", + "source": "IRKBnB", + "page": 194, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 25000, + "weight": 12, + "dmg1": "2d6", + "dmgType": "N", + "entries": [ + "Light myrmidon weapon. House Vyre etches these lethal weapons with occult symbols during each stage of the forging process. These runes cause each strike of the blade to corrupt and degrade a target's armor and flesh." + ] + }, + { + "name": "Distortion Blade", + "source": "IRKBnB", + "page": 194, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 55000, + "weight": 24, + "dmg1": "3d10", + "dmgType": "O", + "property": [ + "R", + "S" + ], + "entries": [ + "Heavy myrmidon weapon. Reach. Distortion blades fabricated by House Shyeel use arcanikal enhancements to shift the state of the blade rapidly, allowing the weapon to pass through armor with ease.", + "Once per turn, when a myrmidon hits a creature with an attack using this weapon, the myrmidon can expend 1 charge from its arcane condenser to reroll any number of dice in the damage roll." + ] + }, + { + "name": "Force Fist", + "source": "IRKBnB", + "page": 194, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 35000, + "weight": 16, + "dmg1": "3d8", + "dmgType": "B", + "entries": [ + "Heavy myrmidon weapon. This weapon features reinforced and oversized striking surfaces, behind which lies a kinetic emitter that increases the power of the myrmidon's blows." + ] + }, + { + "name": "Heavy Force Claw", + "source": "IRKBnB", + "page": 194, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 40000, + "weight": 18, + "dmg1": "3d10", + "dmgType": "S", + "entries": [ + "Heavy myrmidon weapon. A larger version of the force claw used by light myrmidons. Sheathed in a field of arcanik energy that enhances cutting power." + ] + }, + { + "name": "Rune Fist", + "source": "IRKBnB", + "page": 194, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 37500, + "weight": 16, + "dmg1": "3d8", + "dmgType": "B", + "property": [ + "S" + ], + "entries": [ + "Heavy myrmidon weapon. Each rune fist is affixed with nodes that help channel energies from the myrmidon's arcane condenser in order to disrupt the crude magic of other races.", + "Once per turn, when a myrmidon hits a creature with an attack using this weapon, the myrmidon can expend 1 charge from its arcane condenser. If the target is concentrating on a spell, the target has disadvantage on its saving throw to maintain concentration." + ] + }, + { + "name": "Saber Fist", + "source": "IRKBnB", + "page": 194, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 36000, + "weight": 16, + "dmg1": "3d8", + "dmgType": "S", + "property": [ + "F" + ], + "entries": [ + "Heavy myrmidon weapon. Finesse. A saber fist is similar to the glaives used by some of House Shyeel's lighter myrmidons but scaled up for use by heavy myrmidons." + ] + }, + { + "name": "Thermal Blade", + "source": "IRKBnB", + "page": 194, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 45000, + "weight": 32, + "dmg1": "3d12", + "dmgType": "S", + "property": [ + "R", + "S" + ], + "entries": [ + "Heavy myrmidon weapon. Reach. When activated, a thermal blade's arcanikal runes bathe the weapon in white-hot flames.", + "As part of an attack using this weapon, a myrmidon can expend 1 charge of its arcane condenser to cause the blade to deal fire damage instead of slashing damage." + ] + }, + { + "name": "Void Blade", + "source": "IRKBnB", + "page": 194, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 55000, + "weight": 32, + "dmg1": "3d12", + "dmgType": "S", + "property": [ + "R", + "S" + ], + "entries": [ + "Heavy myrmidon weapon. Reach. This weapon draws on House Vyre's research into the profane and occult. A void blade can not only slice through flesh and armor but also harm a target's soul, inflicting wounds so grievous that even powerful magic can't heal them.", + "Once per turn, when a myrmidon hits a non-construct, non-undead creature with an attack using this weapon, the myrmidon can expend 1 charge from its arcane condenser to prevent the target from regaining hit points until the start of the myrmidon's next turn." + ] + }, + { + "name": "Death Driver Cannon", + "source": "IRKBnB", + "page": 194, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 45000, + "weight": 40, + "dmg1": "2d8", + "dmgType": "N", + "property": [ + "S", + "PWC" + ], + "range": "60/180", + "entries": [ + "Light myrmidon weapon. Firearm (range 60/180). Power Cost (1).", + "Emitting a strangely harmonic tone when unleashed, this weapon draws on the occult experiments of House Vyre and can briefly animate and control the bodies of those it kills.", + "When this weapon reduces a creature other than an undead or a construct to 0 hit points, the myrmidon can expend 1 charge from its arcane condenser to force the creature to move up to its speed and make a single melee attack against a target of the myrmidon's choice." + ] + }, + { + "name": "Polarity Cannon", + "source": "IRKBnB", + "page": 194, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 40000, + "weight": 25, + "dmg1": "2d8", + "dmgType": "O", + "property": [ + "S", + "FDP", + "PWC" + ], + "entries": [ + "Light myrmidon weapon. Field Dependency. Firearm (60-foot cone). Power Cost (1).", + "This weapon unleashes blasts of raw energy capable of sapping an enemy's forward momentum.", + "As part of an attack using this weapon, a myrmidon can expend 1 additional charge from its arcane condenser to kinetically bind the target of the attack. A creature bound in such a way has its speed reduced by 10 feet until the start of the myrmidon's next turn." + ] + }, + { + "name": "Wind-Flayer", + "source": "IRKBnB", + "page": 194, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 42500, + "weight": 35, + "dmg1": "2d8", + "dmgType": "S", + "property": [ + "S", + "PWC" + ], + "range": "80/240", + "entries": [ + "Light myrmidon weapon. Firearm (range 80/240). Power Cost (1).", + "This destructive weapon is designed to harness reality-warping energies. When unleashed in concentrated bursts, these energies tear their targets apart, buckling armor and stripping flesh.", + "A creature hit by this weapon is lifted 10 feet off the ground and pushed 10 feet away from the myrmidon. For each additional charge a myrmidon expends from its arcane condenser, it can increase the distance of the push by 10 feet." + ] + }, + { + "name": "Cyclone Cannon", + "source": "IRKBnB", + "page": 194, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 55000, + "weight": 45, + "dmg1": "3d8", + "dmgType": "R", + "property": [ + "S", + "FDP", + "PWC" + ], + "range": "80/240", + "entries": [ + "Heavy myrmidon weapon. Field Dependency. Firearm (range 80/240). Power Cost (1).", + "This rapid-fire weapon can be used to lay down a suppressive fire of blazing energy in support of advancing troops or concentrated into volleys capable of tearing apart several targets at range.", + "Instead of making a normal single-target attack, a myrmidon equipped with a cyclone cannon can expend 3 charges of its arcane condenser to spray a 10-foot cube within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's normal damage, taking no damage on a successful save." + ] + }, + { + "name": "Force Cannon", + "source": "IRKBnB", + "page": 194, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 70000, + "weight": 60, + "dmg1": "3d12", + "dmgType": "O", + "property": [ + "S", + "FDP", + "PWC" + ], + "range": "80/240", + "entries": [ + "Heavy myrmidon weapon. Field Dependency. Firearm (range 80/240). Power Cost (2).", + "This weapon uses a power field's excess energy to produce intense, concentrated blasts of raw force.", + "When a myrmidon takes the Attack action and attacks with a force cannon, the weapon's normal range increases by 10 feet, and the weapon deals an extra 1d4 damage for each focus point currently on the myrmidon. Each shot requires a myrmidon to expend 2 charges from its arcane condenser." + ] + }, + { + "name": "Halo Cannon", + "source": "IRKBnB", + "page": 194, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 65000, + "weight": 60, + "dmg1": "3d12", + "dmgType": "F", + "property": [ + "S", + "AOE", + "FDP", + "PWC" + ], + "range": "60/180", + "entries": [ + "Heavy myrmidon weapon. AOE (15). Field Dependency. Firearm (range 60/180). Power Cost (2).", + "A halo cannon projects an intense blast of concentrated heat. Each shot requires a myrmidon to expend 2 charges from its arcane condenser." + ] + }, + { + "name": "Runespear Cannon", + "source": "IRKBnB", + "page": 194, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 60000, + "weight": 40, + "dmg1": "3d8", + "dmgType": "P", + "property": [ + "S", + "PWC" + ], + "range": "80/240", + "reload": 10, + "entries": [ + "Heavy myrmidon weapon. Firearm (range 80/240). Magazine (10). Power Cost (1).", + "A runespear cannon fires rune-inscribed projectiles at immense velocity. Particularly potent against spellcasters, as its field-augmented projectiles make such targets vulnerable to subsequent arcane strikes.", + "A creature hit by a runespear cannon has disadvantage on saving throws against spells, and spell attacks targeting the creature have advantage. This effect lasts until the start of the myrmidon's next turn.", + "Each shot requires 1 runespear and 1 charge from the arcane condenser. Can't be reloaded during combat; reloading outside of combat takes 20 minutes." + ] + }, + { + "name": "Shatter Cannon", + "source": "IRKBnB", + "page": 194, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 70000, + "weight": 60, + "dmg1": "3d12", + "dmgType": "T", + "property": [ + "S", + "PWC" + ], + "range": "90/270", + "entries": [ + "Heavy myrmidon weapon. Firearm (range 90/270). Power Cost (2).", + "A shatter cannon uses concentrated blasts of sound waves to cause increasingly debilitating vibrations in the structure of a target. The weapon's sound waves are so intense that a single pulse can shatter armor and bones, burst organs, and rupture tissues." + ] + }, + { + "name": "Vortex Cannon", + "source": "IRKBnB", + "page": 194, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 67500, + "weight": 45, + "dmg1": "3d8", + "dmgType": "B", + "property": [ + "S", + "AOE", + "PWC" + ], + "range": "60/180", + "entries": [ + "Heavy myrmidon weapon. AOE (10). Firearm (range 60/180). Power Cost (2).", + "A vortex cannon seems to defy the laws of nature when it fires. Its projected energy field bends and swallows light, creating a dense field of distorted energies that ripple outward from a central point. The weapon's blasts mimic gravity, warping the nature of space itself.", + "When a vortex cannon hits a creature, other creatures in the AOE have disadvantage on the saving throw to avoid damage. On a failed save, a creature takes the full damage taken by the target rather than half of the damage. Each shot requires a myrmidon to expend 2 charges from its arcane condenser." + ] + }, + { + "name": "Flak Field", + "source": "IRKBnB", + "page": 187, + "type": "SJC", + "rarity": "none", + "value": 25000, + "weight": 25, + "entries": [ + "As an action, a steamjack equipped with a flak field can fire a series of powerful short-range grenades that fill the air with shrapnel. Each other creature within 20 feet of the steamjack must make a DC 15 Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one.", + "A steamjack's flak field carries enough explosives for three uses before it must be reloaded." + ] + }, + { + "name": "Light Power Field", + "source": "IRKBnB", + "page": 189, + "type": "SJC", + "rarity": "none", + "value": 20000, + "entries": [ + "House Shyeel myrmidon upgrade. A force field that protects a myrmidon from attacks. While active, it negates any damage caused by physical attacks or spells until it has absorbed 20 points of damage, at which point it collapses and requires 24 hours to recharge.", + "A myrmidon can spend 1 focus point once per round to restore 2d6 hit points to its force field (Force Field Restoration)." + ] + }, + { + "name": "Heavy Power Field", + "source": "IRKBnB", + "page": 189, + "type": "SJC", + "rarity": "none", + "value": 30000, + "entries": [ + "House Shyeel myrmidon upgrade. A force field that protects a myrmidon from attacks. While active, it negates any damage caused by physical attacks or spells until it has absorbed 40 points of damage, at which point it collapses and requires 24 hours to recharge.", + "A myrmidon can spend 1 focus point once per round to restore 2d6 hit points to its force field (Force Field Restoration)." + ] + }, + { + "name": "Fleet Generator", + "source": "IRKBnB", + "page": 197, + "type": "SJC", + "rarity": "none", + "value": 25000, + "weight": 15, + "entries": [ + "Myrmidon upgrade. While this device is functional and the myrmidon's power field is active, the myrmidon's walking speed increases by 10 feet." + ] + }, + { + "name": "Force Generator", + "source": "IRKBnB", + "page": 197, + "type": "SJC", + "rarity": "none", + "value": 45000, + "weight": 25, + "entries": [ + "Myrmidon upgrade. While this device is functional and the myrmidon's power field is active, the myrmidon doubles its Strength modifier when it makes a damage roll with a melee weapon." + ] + }, + { + "name": "Force Lock Generator", + "source": "IRKBnB", + "page": 197, + "type": "SJC", + "rarity": "none", + "value": 40000, + "weight": 35, + "entries": [ + "Myrmidon upgrade. While this device is functional and the myrmidon's power field is active, any creature that starts its turn within 5 feet of the myrmidon can't take the Disengage action." + ] + }, + { + "name": "Kinetic Capacitor", + "source": "IRKBnB", + "page": 197, + "type": "SJC", + "rarity": "none", + "value": 50000, + "weight": 40, + "entries": [ + "Myrmidon upgrade. Once per round, when a myrmidon equipped with this device is hit by a melee or ranged weapon attack and its power field is active, it gains 1 focus point." + ] + }, + { + "name": "Phantasmal Field Generator", + "source": "IRKBnB", + "page": 197, + "type": "SJC", + "rarity": "none", + "value": 55000, + "weight": 35, + "entries": [ + "Myrmidon upgrade. While this device is functional, the myrmidon has at least 1 focus point, and its power field is active, the area within 5 feet of the myrmidon is considered to be lightly obscured, and ranged attacks targeting the myrmidon are made with disadvantage." + ] + }, + { + "name": "Phoenix Field Generator", + "source": "IRKBnB", + "page": 197, + "type": "SJC", + "rarity": "none", + "value": 110000, + "weight": 25, + "entries": [ + "Myrmidon upgrade. While this device is functional and the myrmidon's power field is active, its force field regains 5 hit points at the start of each of the myrmidon's turns." + ] + }, + { + "name": "Ghordson Basher Chassis", + "source": "IRKBnB", + "page": 183, + "type": "SJC", + "rarity": "none", + "value": 450000, + "entries": [ + "Chassis only (without cortex). Full price with Rhulic arcanum-grade cortex: 9,000 gp.", + "Fuel Load/Burn Time: 900 lb. coal / 13 hours general, 2.5 hours combat.", + "Stock Cortex: Rhulic arcanum-grade equivalent.", + "This heavy warjack appears to be little more than a mass of armor atop a pair of powerful steam-powered legs. Designed for utility and durability, its primary purpose is hauling heavy loads at construction and mining sites. Comes stock with a flak field. Has no limbs and cannot be equipped with additional weapons. See the Ghordson Basher creature entry." + ] + }, + { + "name": "Ghordson Driller Chassis", + "source": "IRKBnB", + "page": 183, + "type": "SJC", + "rarity": "none", + "value": 580000, + "entries": [ + "Chassis only (without cortex). Full price with Rhulic arcanum-grade cortex: 10,300 gp.", + "Fuel Load/Burn Time: 915 lb. coal / 12 hours general, 2.5 hours combat.", + "Stock Cortex: Rhulic arcanum-grade equivalent.", + "Originally designed as an industrial laborjack, the Ghordson Driller has proven itself on the field of battle. Variants include the Ghordson Avalancher and the Wroughthammer Rockram. See the Ghordson Driller creature entry." + ] + }, + { + "name": "Grundback Runner Chassis", + "source": "IRKBnB", + "page": 183, + "type": "SJC", + "rarity": "none", + "value": 220000, + "entries": [ + "Chassis only (without cortex). Full price with Rhulic arcanum-grade cortex: 6,700 gp.", + "Fuel Load/Burn Time: 350 lb. coal / 16 hours general, 4 hours combat.", + "Stock Cortex: Rhulic arcanum-grade equivalent.", + "Originally designed to carry messages through tunnels and mines, this squat compact chassis is unquestionably lethal when commanded by a skilled 'jack marshal or warcaster. Has no arms; uses weapon hard points. Variants: Grundback Blaster, Grundback Cremator, Grundback Gunner. See the Grundback Runner creature entry." + ] + }, + { + "name": "House Shyeel Light Myrmidon Chassis", + "source": "IRKBnB", + "page": 188, + "type": "SJC", + "rarity": "none", + "value": 500000, + "entries": [ + "Chassis only (without cortex). Full price with Iosan aurum-grade cortex equivalent: 7,000 gp.", + "Peak Operational Duration: 3 hours combat.", + "Stock Cortex: Iosan aurum-grade cortex equivalent.", + "House Shyeel's light chassis is sleek and fast. Rather than rely on thick armored plating, it integrates a sophisticated force-field generator. Powered by arcane condenser (not coal/steam). Variants (include light power field): Chimera, Gorgon, Griffon. See the House Shyeel Light Myrmidon creature entry." + ] + }, + { + "name": "House Vyre Light Myrmidon Chassis", + "source": "IRKBnB", + "page": 188, + "type": "SJC", + "rarity": "none", + "value": 500000, + "entries": [ + "Chassis only (without cortex). Full price with Iosan aurum-grade cortex equivalent: 7,000 gp.", + "Peak Operational Duration: 2.5 hours combat.", + "Stock Cortex: Iosan aurum-grade cortex equivalent.", + "House Vyre's light chassis forgoes the defensive power fields of House Shyeel in favor of more robust armor and innovative weapon systems. Houses specialized mechanisms that generate unique distorted energies for its weapons. Powered by arcane condenser. Variants: Aeternae. See the House Vyre Light Myrmidon creature entry." + ] + }, + { + "name": "Manticore Heavy Myrmidon Chassis", + "source": "IRKBnB", + "page": 188, + "type": "SJC", + "rarity": "none", + "value": 600000, + "entries": [ + "Chassis only (without cortex). Full price with Iosan aurum-grade cortex equivalent: 8,500 gp.", + "Peak Operational Duration: 3 hours combat.", + "Stock Cortex: Iosan aurum-grade cortex equivalent.", + "The first-generation House Shyeel heavy myrmidon design, created in 315 AR. A powerful machine with integrated force-field generators. Powered by arcane condenser. See the Manticore creature entry." + ] + }, + { + "name": "Sphinx Heavy Myrmidon Chassis", + "source": "IRKBnB", + "page": 188, + "type": "SJC", + "rarity": "none", + "value": 600000, + "entries": [ + "Chassis only (without cortex). Full price with Iosan aurum-grade cortex equivalent: 8,500 gp.", + "Peak Operational Duration: 2.5 hours combat.", + "Stock Cortex: Iosan aurum-grade cortex equivalent.", + "The oldest of House Vyre's myrmidon designs, a large and heavy machine capable of mounting a wide variety of weapon systems. Powered by arcane condenser. Variants: Banshee, Daemon. See the Sphinx creature entry." + ] + } + ], + "itemType": [ + { + "name": "Steamjack Component", + "abbreviation": "SJC", + "source": "IRKBnB", + "page": 186, + "entries": [ + "Steamjack components are the mechanical and arcane parts that define a steamjack's capabilities: chassis (the body), cortex (the brain), ammunition, and upgrades. These items can be installed on or removed from a steamjack by a qualified mechanik." + ] + }, + { + "name": "Steamjack Weapon", + "abbreviation": "SJCW", + "source": "IRKBnB", + "page": 186, + "entries": [ + "Steamjack weapons are oversized weapons designed to be mounted on or wielded by steamjacks. They cannot be used by Medium or smaller creatures. Each weapon is mounted in place of one of the steamjack's arms unless otherwise noted." + ] + } + ], + "itemProperty": [ + { + "abbreviation": "IOS", + "source": "IRKBnB", + "page": 175, + "name": "Iosan", + "entries": [ + "This weapon is of Iosan manufacture. Iosan guns use a single-powder system devised by elven alchemists, giving them a longer range at the cost of lower impact. Iosan ammunition is incompatible with non-Iosan weapons. A character not proficient with simple or martial weapons of this type has disadvantage the first time they use this weapon." + ] + }, + { + "abbreviation": "FDP", + "source": "IRKBnB", + "page": 194, + "name": "Field Dependency", + "entries": [ + "A weapon or upgrade with this property won't function if the myrmidon's power field has collapsed or if the myrmidon doesn't have a power field." + ] + }, + { + "abbreviation": "PWC", + "source": "IRKBnB", + "page": 194, + "name": "Power Cost", + "entries": [ + "The weapon requires 1 or more charges from a myrmidon's arcane condenser to fire, noted in parentheses." + ] } ], "race": [ @@ -13746,15 +14916,15 @@ "type": "entries", "name": "Small Is Big for the Smaller", "entries": [ - "Bogrin, like many of Dhunia's children, form tribes and kriels in the wilderness, but some bogrin make a life within the cities of the Iron Kingdoms, most notably in the pirate city Five Fingers. While bogrin are the more aggressive goblin species, forming raiding parties to attack farmsteads and caravans, they will not look for a fight until the numbers are on their side. The centuries of preying on the early nations of humans and claiming lands populated by giant, ferocious beasts have instilled bogrin culture with tenaciousness, teamwork, loyalty, and a keen sense of deception and trickery. Rarely do they attack their targets and enemies head-on, choosing instead to lure them into well-laid traps, bottlenecks, and dead ends. These tribes are still led by the strongest and most devious members, who enjoy the best cuts of meat and have the first choice of the spoils of battle. LITTLE THIEVES ARE HANGED," + "Bogrin, like many of Dhunia’s children, form tribes and kriels in the wilderness, but some bogrin make a life within the cities of the Iron Kingdoms, most notably in the pirate city Five Fingers. While bogrin are the more aggressive goblin species, forming raiding parties to attack farmsteads and caravans, they will not look for a fight until the numbers are on their side. The centuries of preying on the early nations of humans and claiming lands populated by giant, ferocious beasts have instilled bogrin culture with tenaciousness, teamwork, loyalty, and a keen sense of deception and trickery. Rarely do they attack their targets and enemies head-on, choosing instead to lure them into well-laid traps, bottlenecks, and dead ends. These tribes are still led by the strongest and most devious members, who enjoy the best cuts of meat and have the first choice of the spoils of battle. LITTLE THIEVES ARE HANGED," ] }, { "type": "entries", "name": "But Great Ones Escape", "entries": [ - "While outsiders may think of bogrin as savage annoyances to traders traveling the roads of western Immoren, bogrin do have a well-developed society. They are practiced in bushcraft, alchemical arts, and skinning, and they happily trade their wares and trinkets with outsiders. Before the coming of the Orgoth, the bogrin tribes were part of the larger community of Molgur peoples, aiding their larger spiritual cousins in raids upon the Menite pilgrims who were invading the Molgur's ancestral lands. Despite the collapse of the Molgur alliance, the bogrin still follow their spoken traditions and myths, praying to the Devourer Wurm and Some folk still tend to look disparagingly on gobbers, but in large part, this undeserved reputation is the fault of their next of kin, the inhospitable bogrin. These contentious critters thrive in hostile regions and tend toward barbarism and savagery, quite unlike their smaller relatives. Evolution is a mystery. \u2014Gameo Ortmin, astrometrician and follower of Cyriss", - "Dhunia and looking for their guidance and blessings in acts of bloodshed and healing, respectively. Such is their faith in the Great Mother that bogrin often establish settlements where their mystics find the strongest spiritual connection to the goddess\u2014caves, waterfalls, mines, and natural rock formations. Here, upon stone altars, the bogrin offer up blood and flesh sacrifices to the Devourer Wurm and the Great Mother in raucous rites of fire and feasting." + "While outsiders may think of bogrin as savage annoyances to traders traveling the roads of western Immoren, bogrin do have a well-developed society. They are practiced in bushcraft, alchemical arts, and skinning, and they happily trade their wares and trinkets with outsiders. Before the coming of the Orgoth, the bogrin tribes were part of the larger community of Molgur peoples, aiding their larger spiritual cousins in raids upon the Menite pilgrims who were invading the Molgur’s ancestral lands. Despite the collapse of the Molgur alliance, the bogrin still follow their spoken traditions and myths, praying to the Devourer Wurm and Some folk still tend to look disparagingly on gobbers, but in large part, this undeserved reputation is the fault of their next of kin, the inhospitable bogrin. These contentious critters thrive in hostile regions and tend toward barbarism and savagery, quite unlike their smaller relatives. Evolution is a mystery. —Gameo Ortmin, astrometrician and follower of Cyriss", + "Dhunia and looking for their guidance and blessings in acts of bloodshed and healing, respectively. Such is their faith in the Great Mother that bogrin often establish settlements where their mystics find the strongest spiritual connection to the goddess—caves, waterfalls, mines, and natural rock formations. Here, upon stone altars, the bogrin offer up blood and flesh sacrifices to the Devourer Wurm and the Great Mother in raucous rites of fire and feasting." ] } ] @@ -13769,7 +14939,7 @@ "type": "entries", "name": "Farrow", "entries": [ - "A hardy species of a porcine nature, the farrow have existed at the fringes of the Iron Kingdoms and the more orderly civilizations beyond its borders. Many of their tribes are found in the Bloodstone Marches, where they eke out a life consuming the scraps left by other peoples of western Immoren and lead savage raids upon caravans and isolated communities. While they are hardy and brutal, they are also always looking for opportunity and an easy meal. Ornery and pugnacious, the farrow are a most successful breed of Dhunians. While they're not as hardy as the trollkin or as strong as the ogrun, the Great Mother seems to have blessed her tusked children with a tenacity that is second to none, along with the ability to thrive on castoffs and spoiled meat. Throw a farrow in a scrap heap or the trash pile behind a butcher shop, and you'll see that farrow live like a king. \u2014Dunning Kase, Caspian University lecturer", + "A hardy species of a porcine nature, the farrow have existed at the fringes of the Iron Kingdoms and the more orderly civilizations beyond its borders. Many of their tribes are found in the Bloodstone Marches, where they eke out a life consuming the scraps left by other peoples of western Immoren and lead savage raids upon caravans and isolated communities. While they are hardy and brutal, they are also always looking for opportunity and an easy meal. Ornery and pugnacious, the farrow are a most successful breed of Dhunians. While they’re not as hardy as the trollkin or as strong as the ogrun, the Great Mother seems to have blessed her tusked children with a tenacity that is second to none, along with the ability to thrive on castoffs and spoiled meat. Throw a farrow in a scrap heap or the trash pile behind a butcher shop, and you’ll see that farrow live like a king. —Dunning Kase, Caspian University lecturer", { "type": "entries", "name": "Ham Fisted", @@ -13781,7 +14951,7 @@ "type": "entries", "name": "Globe Trotters", "entries": [ - "While the farrow are not above eating carrion and rancid offcuts, they are also not just brutish animals (and are even seemingly excellent cooks). The farrow have a society, of sorts, dominated by strength and cunning. Like many of the other peoples in the wilds, the farrow are the children of Dhunia. And while Dhunian shamans exist among the farrow, the farrow have no written history or even oral traditions that explain their origins. AS YOU SOW, SO SHALL YOU REAP Farrow villages can be found from the heights of the Dragonspine Peaks to the depths of the Thornwood Forest and across the Bloodstone Marches. Their hovels, and nearly everything of farrow life, is made from the scraps and detritus that the farrow steal, plunder, and dig up. Nothing is wasted, not even their dead\u2014farrow have no taboos regarding cannibalism. Such ingenuity even allows the farrow to fashion crude firearms, and artisans and craftsmen gain elevated status for arming the tribal raiding parties. The very bottom of their society is thus composed of the weak, dim- witted, and ostracized, who toil away while being savagely beaten into submission. Much to the surprise of humans and Iosans, the farrow even have a language known as Grun. Cobbled together from words in ancient Caspian, the odd intelligible Cygnaran verbiage, Molgur-Trul, and even some Gobberish, the language sounds half-garbled, punctuated with grunts and squeals." + "While the farrow are not above eating carrion and rancid offcuts, they are also not just brutish animals (and are even seemingly excellent cooks). The farrow have a society, of sorts, dominated by strength and cunning. Like many of the other peoples in the wilds, the farrow are the children of Dhunia. And while Dhunian shamans exist among the farrow, the farrow have no written history or even oral traditions that explain their origins. AS YOU SOW, SO SHALL YOU REAP Farrow villages can be found from the heights of the Dragonspine Peaks to the depths of the Thornwood Forest and across the Bloodstone Marches. Their hovels, and nearly everything of farrow life, is made from the scraps and detritus that the farrow steal, plunder, and dig up. Nothing is wasted, not even their dead—farrow have no taboos regarding cannibalism. Such ingenuity even allows the farrow to fashion crude firearms, and artisans and craftsmen gain elevated status for arming the tribal raiding parties. The very bottom of their society is thus composed of the weak, dim- witted, and ostracized, who toil away while being savagely beaten into submission. Much to the surprise of humans and Iosans, the farrow even have a language known as Grun. Cobbled together from words in ancient Caspian, the odd intelligible Cygnaran verbiage, Molgur-Trul, and even some Gobberish, the language sounds half-garbled, punctuated with grunts and squeals." ] } ] @@ -13796,12 +14966,12 @@ "type": "entries", "name": "Idrian Marchfolk", "entries": [ - "The Bloodstone Marches have always bred hardy folk but none more so than the nomadic tribes hidden deep in the Marches, beyond the reach of the Protectorate of Menoth. When Hierarch Luctine launched crusades across the Marches to convert the Idrian tribes, much blood was shed. Then, in 504 AR, a great earthquake decimated the Idrians while leaving the Sul-Menites untouched. Recognizing the hand of the divine, many Idrians converted, but far out across the Marches, other tribes adhered to their belief. Some continued in their traditional tribal worship of Dhunia, the Wurm, or their ancestors. For over a century, these tribes evaded the scrutators, allowing the priesthood to believe them extinct and letting themselves be forgotten by civilization. The tribes' only contact with Menite settlements was through lone Idrians sneaking into settlements to trade with their kin before vanishing once again into the wastes.", + "The Bloodstone Marches have always bred hardy folk but none more so than the nomadic tribes hidden deep in the Marches, beyond the reach of the Protectorate of Menoth. When Hierarch Luctine launched crusades across the Marches to convert the Idrian tribes, much blood was shed. Then, in 504 AR, a great earthquake decimated the Idrians while leaving the Sul-Menites untouched. Recognizing the hand of the divine, many Idrians converted, but far out across the Marches, other tribes adhered to their belief. Some continued in their traditional tribal worship of Dhunia, the Wurm, or their ancestors. For over a century, these tribes evaded the scrutators, allowing the priesthood to believe them extinct and letting themselves be forgotten by civilization. The tribes’ only contact with Menite settlements was through lone Idrians sneaking into settlements to trade with their kin before vanishing once again into the wastes.", { "type": "entries", "name": "Returning Whence They Came", "entries": [ - "After the Claiming and the subsequent decline of the Protectorate's power, Menite civilians of Idrian descent found themselves under the scrutiny of an increasingly paranoid priesthood. As the Exemplars and Cleansers became more heavy-handed in their purges, more and more Idrians stole away in the night to make the perilous journey east to their ancestral homelands, seeking sanctuary with those they had abandoned. The tribes of the Marches have welcomed the return of their kin and become bolder as their numbers grow. Some tribes have used their greater numbers to establish longer-term settlements deep in the Marches, re- establishing agricultural practices that were impossible while constantly moving to avoid Menite patrols. Others see their increased ranks as an opportunity to seize territory from neighboring Tharn and farrow, reinforced by weapons and, in some rare cases, warjacks brought to them by their returning kin." + "After the Claiming and the subsequent decline of the Protectorate’s power, Menite civilians of Idrian descent found themselves under the scrutiny of an increasingly paranoid priesthood. As the Exemplars and Cleansers became more heavy-handed in their purges, more and more Idrians stole away in the night to make the perilous journey east to their ancestral homelands, seeking sanctuary with those they had abandoned. The tribes of the Marches have welcomed the return of their kin and become bolder as their numbers grow. Some tribes have used their greater numbers to establish longer-term settlements deep in the Marches, re- establishing agricultural practices that were impossible while constantly moving to avoid Menite patrols. Others see their increased ranks as an opportunity to seize territory from neighboring Tharn and farrow, reinforced by weapons and, in some rare cases, warjacks brought to them by their returning kin." ] }, { @@ -13815,8 +14985,8 @@ "type": "entries", "name": "Marchfolk Names", "entries": [ - "Surnames are a recent addition to Idrian name-giving rituals. The conventional practice is to combine a short surname with one's tribal name. (Eleven tribes are officially recognized within the Protectorate of Menoth\u2014the eleven that converted en masse in 565 AR.) The name-giving ritual takes place when a child turns three. Up until that time, the child has neither a first nor last name and is referred to only as \"child\" or some other dismissive term. During the ritual, the child will be presented with a patronymic name. For example, if a boy's father hails from the Makha tribe, the boy may then We follow the old ways. The way of sun and blood, as our people have done since the days when the skies were made of fire. We do not bow to the god that those living in the cities would have us worship. Their god does not know us. We do not know him. We worship the Great Mother and the hungry Wurm. Our gods are older than theirs and are more generous with their gifts. \u2014Ibram Ad-Zara, Marchfolk shaman", - "Pygs have come a long way in a short time. These little ones used to be no more than a nuisance to us, more civilized trollkin. Some of us found uses for them, like the ones that carry my kegs of ale. Since Ironhide founded the United Kriels, pygs have really found their place with us. With their knack for using the smaller, human- made firearms and their natural gravitation toward our more primal cousins, pygs are no longer the savages they used to be. \u2014Borka Kegslayer be named Sahu Kehtmakha; if a girl's father is of Silmani blood, she may be named Saleha Tarsilmani. Male Names: Abidin, Adil, Adira, Affendi, Aiman, Akhet, Akhun, Amir, Amon, Amran, Anazim, Anuar, Arshad, Arzu, Azlan, Badan, Bahari, Baharudin, Bakara, Bakva, Banu, Bashah, Dahari, Djavak, Djokola, Durga, Faizal, Fakharuddin, Farhan, Fashran, Fazrul, Ghani, Goha, Gosaf, Haakim, Hadi, Hafizul, Harun, Hasnan, Huslan, Ihsan, Imran, Ishak, Iskandar, Izal, Jaafar, Juhari, Kamarul, Khalid, Khvas, Kutsna, Lasha, Makhari, Marlizam, Moastaf, Muzaffar, Naazim, Nahak, Najmudin, Nazri, Proha, Razak, Retek, Rosdan, Saadim, Sahrizan, Sahu, Saltuk, Shaharuddin, Shamsul, Shariman, Shazrin, Siva, Sulaiman, Syahiran, Taarek, Taha, Tajuddin, Tarmizi, Umar, Vasan, Vasu, Volka, Yahaja, Yusuf, Zadar, Zahrin, Zahrul, Zakari, Zaru, Zedrin Female Names: Adisa, Ami, Amira, Anisah, Aryani, Asmida, Aysha, Azara, Azlina, Bala, Chiora, Dalina, Dasima, Dedika, Dendara, Ezadura, Fareha, Fariza, Fatimah, Gulisa, Hafizah, Hasha, Haslina, Imanina, Indra, Jamilah, Juvita, Katijah, Kheta, Kita, Laili, Lamara, Lamzira, Latifah, Lilja, Mahiran, Maisa, Mariani, Maya, Mazlin, Mutiara, Nadira, Nazariah, Nurjahan, Opra, Rahanah, Rahiza, Rana, Razmani, Reha, Rohani, Safrina, Saleha, Sanatha, Shafeera, Shalan, Shorena, Shuhada, Siti, Suriani, Tasara, Tiara, Tiesa, Uma, Usha, Voha, Yana, Yara, Yasmin, Yati, Yuzmin, Zahidah, Zahirah, Zakira, Zarina, Zuraina" + "Surnames are a recent addition to Idrian name-giving rituals. The conventional practice is to combine a short surname with one’s tribal name. (Eleven tribes are officially recognized within the Protectorate of Menoth—the eleven that converted en masse in 565 AR.) The name-giving ritual takes place when a child turns three. Up until that time, the child has neither a first nor last name and is referred to only as “child” or some other dismissive term. During the ritual, the child will be presented with a patronymic name. For example, if a boy’s father hails from the Makha tribe, the boy may then We follow the old ways. The way of sun and blood, as our people have done since the days when the skies were made of fire. We do not bow to the god that those living in the cities would have us worship. Their god does not know us. We do not know him. We worship the Great Mother and the hungry Wurm. Our gods are older than theirs and are more generous with their gifts. —Ibram Ad-Zara, Marchfolk shaman", + "Pygs have come a long way in a short time. These little ones used to be no more than a nuisance to us, more civilized trollkin. Some of us found uses for them, like the ones that carry my kegs of ale. Since Ironhide founded the United Kriels, pygs have really found their place with us. With their knack for using the smaller, human- made firearms and their natural gravitation toward our more primal cousins, pygs are no longer the savages they used to be. —Borka Kegslayer be named Sahu Kehtmakha; if a girl’s father is of Silmani blood, she may be named Saleha Tarsilmani. Male Names: Abidin, Adil, Adira, Affendi, Aiman, Akhet, Akhun, Amir, Amon, Amran, Anazim, Anuar, Arshad, Arzu, Azlan, Badan, Bahari, Baharudin, Bakara, Bakva, Banu, Bashah, Dahari, Djavak, Djokola, Durga, Faizal, Fakharuddin, Farhan, Fashran, Fazrul, Ghani, Goha, Gosaf, Haakim, Hadi, Hafizul, Harun, Hasnan, Huslan, Ihsan, Imran, Ishak, Iskandar, Izal, Jaafar, Juhari, Kamarul, Khalid, Khvas, Kutsna, Lasha, Makhari, Marlizam, Moastaf, Muzaffar, Naazim, Nahak, Najmudin, Nazri, Proha, Razak, Retek, Rosdan, Saadim, Sahrizan, Sahu, Saltuk, Shaharuddin, Shamsul, Shariman, Shazrin, Siva, Sulaiman, Syahiran, Taarek, Taha, Tajuddin, Tarmizi, Umar, Vasan, Vasu, Volka, Yahaja, Yusuf, Zadar, Zahrin, Zahrul, Zakari, Zaru, Zedrin Female Names: Adisa, Ami, Amira, Anisah, Aryani, Asmida, Aysha, Azara, Azlina, Bala, Chiora, Dalina, Dasima, Dedika, Dendara, Ezadura, Fareha, Fariza, Fatimah, Gulisa, Hafizah, Hasha, Haslina, Imanina, Indra, Jamilah, Juvita, Katijah, Kheta, Kita, Laili, Lamara, Lamzira, Latifah, Lilja, Mahiran, Maisa, Mariani, Maya, Mazlin, Mutiara, Nadira, Nazariah, Nurjahan, Opra, Rahanah, Rahiza, Rana, Razmani, Reha, Rohani, Safrina, Saleha, Sanatha, Shafeera, Shalan, Shorena, Shuhada, Siti, Suriani, Tasara, Tiara, Tiesa, Uma, Usha, Voha, Yana, Yara, Yasmin, Yati, Yuzmin, Zahidah, Zahirah, Zakira, Zarina, Zuraina" ] }, { @@ -13838,7 +15008,7 @@ "type": "entries", "name": "Pygmy Troll", "entries": [ - "More commonly known as pygs, pygmy trolls are small\u2014very small. Once, they lived on the fringe of the trollkin society, but the recent struggles of the trollkin kriels have allowed pygs to earn a larger place with the trollkin. Their natural talent for scavenging and knack with firearms has garnered them respect and even prestige within the United Kriels. Much like their larger kin, pygs tend toward pale gray skin tinged with blue and green. Pygs have four fingers and toes as well as the typical spiny protrusions on the backs of their heads and necks. Their adaptability and eagerness are allowing pygs to find their own place in the larger world.", + "More commonly known as pygs, pygmy trolls are small—very small. Once, they lived on the fringe of the trollkin society, but the recent struggles of the trollkin kriels have allowed pygs to earn a larger place with the trollkin. Their natural talent for scavenging and knack with firearms has garnered them respect and even prestige within the United Kriels. Much like their larger kin, pygs tend toward pale gray skin tinged with blue and green. Pygs have four fingers and toes as well as the typical spiny protrusions on the backs of their heads and necks. Their adaptability and eagerness are allowing pygs to find their own place in the larger world.", "A NEW TRADITION While the trollkin have often lived with their clans, called kith, and neighboring communities, called kriel, these concepts are relatively new to the pygmy trolls. Having lived on the fringes of trollkin society, the pygs had some rudimentary understanding of kith and kriel, but they now are rapidly learning how they fit into those social structures. The United Kriels have rapidly added the adaptable pygs to their armed forces, giving the pygs traditions of their own, such as the bushwhackers and the Northkin lookouts." ] } @@ -13852,7 +15022,7 @@ "type": "entries", "name": "Soulless", "entries": [ - "Much like their soul-having kin, soulless are similar to humans in build, reaching upward of six feet tall. Physically, the soulless are similar to the Iosans: willowy yet vigorous. Soulless generally don't live as long as their Iosan relatives, typically no more than 100 years. While rumors persist there have been soulless that have lived beyond of 200 years, that has yet to be seen. Soulless are pale like a common Iosan and may have various shades of hair color, but it is not uncommon for them to be bald. Tattoos that cover much of their body are a holdover from their time serving the Retribution of Scyrah. Since the Sundering, it is unknown if those traditions have persisted among the soulless. Unlike the Iosans, all soulless have eyes of pure black that appear as oily pools of nothingness, yet they see as normal Iosans would. The typical xenophobia and secret-keeping of the Iosans applies to the soulless as well. However, after the Sundering, these traits seem magnified or heightened. A WELL-KEPT SECRET No one in western Immoren has kept secrets better than the Iosans. They tightly patrol their borders and expel or outright kill any unwanted guests. Thus, little is known of the nation of Ios, much less of their people and ongoing plight. While once a rarity, the soulless are now the majority and one of the darkest secrets kept by the Iosan people. Starting not long after the Rivening and the return of the goddess Scyrah, Iosan births were marred with the unique circumstance of infants born without souls. With the death of the goddess Ayisla, Suzerain of the Fallen, Iosan souls could no longer be reincarnated into a new vessel. The result of which has finally come full circle with the Sundering: the assassination of the remaining Iosan gods, Nyssor and Scyrah. Partnered with their eldritch allies, the soulless are now the only living Iosans within the nation of Ios. Those coming to the edge of the borders of Ios\u2014or worse, beyond its borders\u2014are likely to find the last things they see are a pair of onyx eyes and a blade edge. Prior to the Sundering, Iosans were rarely seen outside of their homeland. Soulless, by comparison, are nearly nonexistent outside of Ios. Those that are living abroad are either agents of the Retribution of Scyrah or former agents of the Retribution that never returned home. Since the Sundering, soulless have been seen more and more as they work tasks their eldritch allies cannot. Soulless? Yes, I've interacted with them. Creepy doesn't begin to describe the feeling I had being around one. At first, I tried talking with it, but the distant tone in its voice and complete lack of social etiquette made the situation even weirder, if that's possible. Eventually, I was called away to receive my orders and not a moment too soon. Any more awkward silence and I would have had to make an excuse to get away from it. \u2014Commander Shael Elloth, mage hunter" + "Much like their soul-having kin, soulless are similar to humans in build, reaching upward of six feet tall. Physically, the soulless are similar to the Iosans: willowy yet vigorous. Soulless generally don’t live as long as their Iosan relatives, typically no more than 100 years. While rumors persist there have been soulless that have lived beyond of 200 years, that has yet to be seen. Soulless are pale like a common Iosan and may have various shades of hair color, but it is not uncommon for them to be bald. Tattoos that cover much of their body are a holdover from their time serving the Retribution of Scyrah. Since the Sundering, it is unknown if those traditions have persisted among the soulless. Unlike the Iosans, all soulless have eyes of pure black that appear as oily pools of nothingness, yet they see as normal Iosans would. The typical xenophobia and secret-keeping of the Iosans applies to the soulless as well. However, after the Sundering, these traits seem magnified or heightened. A WELL-KEPT SECRET No one in western Immoren has kept secrets better than the Iosans. They tightly patrol their borders and expel or outright kill any unwanted guests. Thus, little is known of the nation of Ios, much less of their people and ongoing plight. While once a rarity, the soulless are now the majority and one of the darkest secrets kept by the Iosan people. Starting not long after the Rivening and the return of the goddess Scyrah, Iosan births were marred with the unique circumstance of infants born without souls. With the death of the goddess Ayisla, Suzerain of the Fallen, Iosan souls could no longer be reincarnated into a new vessel. The result of which has finally come full circle with the Sundering: the assassination of the remaining Iosan gods, Nyssor and Scyrah. Partnered with their eldritch allies, the soulless are now the only living Iosans within the nation of Ios. Those coming to the edge of the borders of Ios—or worse, beyond its borders—are likely to find the last things they see are a pair of onyx eyes and a blade edge. Prior to the Sundering, Iosans were rarely seen outside of their homeland. Soulless, by comparison, are nearly nonexistent outside of Ios. Those that are living abroad are either agents of the Retribution of Scyrah or former agents of the Retribution that never returned home. Since the Sundering, soulless have been seen more and more as they work tasks their eldritch allies cannot. Soulless? Yes, I’ve interacted with them. Creepy doesn’t begin to describe the feeling I had being around one. At first, I tried talking with it, but the distant tone in its voice and complete lack of social etiquette made the situation even weirder, if that’s possible. Eventually, I was called away to receive my orders and not a moment too soon. Any more awkward silence and I would have had to make an excuse to get away from it. —Commander Shael Elloth, mage hunter" ] } ] @@ -14757,7 +15927,7 @@ } ], "entries": [ - "You compel a sentient creature that you can see within range to confess its wrongdoings for the duration. The target must succeed on a Wisdom saving throw or begin truthfully confessing any acts it has performed within the last week that it either believes were wrong or knows are against local laws and traditions. The target can still take actions normally, but it takes a \u22122 penalty to its save DC if it casts a spell that includes a verbal component or uses an ability that requires it to use its voice while it is confessing.", + "You compel a sentient creature that you can see within range to confess its wrongdoings for the duration. The target must succeed on a Wisdom saving throw or begin truthfully confessing any acts it has performed within the last week that it either believes were wrong or knows are against local laws and traditions. The target can still take actions normally, but it takes a −2 penalty to its save DC if it casts a spell that includes a verbal component or uses an ability that requires it to use its voice while it is confessing.", "Once the target has confessed all its wrongdoings, the spell ends." ], "savingThrow": [ @@ -17416,4 +18586,4 @@ } } ] -} +} \ No newline at end of file diff --git a/collection/Privateer Press; Iron Kingdoms Requiem - Core Book.json b/collection/Privateer Press; Iron Kingdoms Requiem - Core Book.json index fcbfd7354..55fe7c4d3 100644 --- a/collection/Privateer Press; Iron Kingdoms Requiem - Core Book.json +++ b/collection/Privateer Press; Iron Kingdoms Requiem - Core Book.json @@ -5,7 +5,7 @@ { "json": "IRKCore", "abbreviation": "IRK:Core", - "full": "Iron Kingdoms: Requiem \u2014 Core Book", + "full": "Iron Kingdoms: Requiem — Core Book", "url": "https://privateerpress.com", "version": "1.0.0", "authors": [ @@ -17,11 +17,11 @@ "color": "8B0000" } ], - "dateAdded": 1780762566, - "dateLastModified": 1780762566, + "dateAdded": 1780997754, + "dateLastModified": 1780998155, + "_dateLastModifiedHash": "1da5644c88", "status": "ready", - "edition": "classic", - "_dateLastModifiedHash": "3dcabd7122" + "edition": "classic" }, "background": [ { @@ -1090,7 +1090,7 @@ ], [ 6, - "I do not hesitate to lend aid to someone in need\u2014even to my enemies." + "I do not hesitate to lend aid to someone in need—even to my enemies." ], [ 7, @@ -1523,7 +1523,7 @@ ], [ 2, - "Failure to maintain my routine causes me great distress\u2014distress that I am quite willing to pass on to others." + "Failure to maintain my routine causes me great distress—distress that I am quite willing to pass on to others." ], [ 3, @@ -1763,7 +1763,7 @@ ], [ 5, - "Very little can shake my optimistic outlook on the world\u2014not even the Claiming itself." + "Very little can shake my optimistic outlook on the world—not even the Claiming itself." ], [ 6, @@ -2254,7 +2254,7 @@ ], [ 6, - "I often talk at length about the intricacies of sailing to anyone who will listen\u2014and a few who won't." + "I often talk at length about the intricacies of sailing to anyone who will listen—and a few who won't." ], [ 7, @@ -2644,7 +2644,7 @@ } ], "entries": [ - "The Protectorate of Menoth launched the Northern Crusade at the same time that Hierarch Voyle declared the nation's independence from Cygnar. No matter when you joined the Crusade, you were there when it ended\u2014left without a purpose, your faith nearly shattered.", + "The Protectorate of Menoth launched the Northern Crusade at the same time that Hierarch Voyle declared the nation's independence from Cygnar. No matter when you joined the Crusade, you were there when it ended—left without a purpose, your faith nearly shattered.", { "type": "entries", "name": "Feature: Faith in What's Real", @@ -2900,7 +2900,7 @@ ], [ 3, - "Almost any disagreement can be settled with a drink, and for those that can't\u2014well, that's what these fists are for." + "Almost any disagreement can be settled with a drink, and for those that can't—well, that's what these fists are for." ], [ 4, @@ -3552,7 +3552,7 @@ "rows": [ [ 1, - "I enjoy a good puzzle\u2014maybe a little too much, in fact." + "I enjoy a good puzzle—maybe a little too much, in fact." ], [ 2, @@ -3674,7 +3674,7 @@ "rows": [ [ 1, - "I believe every situation\u2014even personal ones\u2014should be approached intellectually." + "I believe every situation—even personal ones—should be approached intellectually." ], [ 2, @@ -3899,7 +3899,7 @@ "rows": [ [ 1, - "In my line of work, it is incredibly hard for me to trust anyone\u2014even my allies." + "In my line of work, it is incredibly hard for me to trust anyone—even my allies." ], [ 2, @@ -3971,7 +3971,7 @@ "type": "entries", "name": "Feature: Fiery Courage", "entries": [ - "Your years of service to the Temple have been filled with flame\u2014both in the rituals of your belief and in the arms you carried into battle. While carrying a fiery item such as a torch or a flame spear, you have advantage on saving throws against being frightened, and effects caused by flames cannot frighten you." + "Your years of service to the Temple have been filled with flame—both in the rituals of your belief and in the arms you carried into battle. While carrying a fiery item such as a torch or a flame spear, you have advantage on saving throws against being frightened, and effects caused by flames cannot frighten you." ] }, { @@ -4195,7 +4195,7 @@ "type": "entries", "name": "Suggested Characteristics", "entries": [ - "Whether they are of noble or common birth, traders know how to interact with\u2014and get the best deal from\u2014nearly everyone. A careful balance of pragmatism and optimism helps ensure they're prepared for the next deal that comes their way.", + "Whether they are of noble or common birth, traders know how to interact with—and get the best deal from—nearly everyone. A careful balance of pragmatism and optimism helps ensure they're prepared for the next deal that comes their way.", { "type": "table", "caption": "Personality Trait", @@ -4276,7 +4276,7 @@ ], [ 6, - "A Bargain. I'm happiest when I know I've gotten the best possible deal on something\u2014on anything, really. (Any)" + "A Bargain. I'm happiest when I know I've gotten the best possible deal on something—on anything, really. (Any)" ] ] }, @@ -5062,7 +5062,7 @@ }, { "type": "entries", - "name": "Tier 1 \u2013 Local Wizards", + "name": "Tier 1 – Local Wizards", "entries": [ "{@b Guild House.} Your company begins with a small guild house including servants' quarters, a stable, a kitchen, a great hall, a meeting room, bedchambers, guest rooms, and an alchemical workshop.", "{@b Knowledge of the Arcane.} You can replace one proficiency you gain from your race or background with proficiency in the Arcana skill. If you are a spellcaster, you learn one additional cantrip from your spell lists." @@ -5070,7 +5070,7 @@ }, { "type": "entries", - "name": "Tier 2 \u2013 Skilled Spellcasters", + "name": "Tier 2 – Skilled Spellcasters", "entries": [ "{@b Assistants and Retainers.} You gain {@dice 1d6} hirelings (CR 1/4 or lower) as guards, servants, apprentices, or research assistants.", "{@b Research Library.} You gain access to a library for arcane research. You can spend 8 hours copying arcane formulas to: replace one known 1st-level spell with another; copy a 1st-level spell into a spellbook; produce {@dice 1d4} cantrip spell scrolls; or learn one mechanika rune with a rune point cost of 3 or lower." @@ -5078,7 +5078,7 @@ }, { "type": "entries", - "name": "Tier 3 \u2013 Arcane Authorities", + "name": "Tier 3 – Arcane Authorities", "entries": [ "{@b Improved Research Library.} You can now replace or reproduce spells of 3rd level or lower, produce {@dice 1d4} 1st-level spell scrolls, or learn one mechanika rune with a rune point cost of 3 or lower.", "{@b Respected Arcanists.} You gain a +2 bonus to Charisma (Persuasion) checks when interacting with other practitioners of the arcane." @@ -5086,7 +5086,7 @@ }, { "type": "entries", - "name": "Tier 4 \u2013 Masters of Magic", + "name": "Tier 4 – Masters of Magic", "entries": [ "{@b Advanced Research Library.} You can now replace or reproduce spells of 5th level or lower, produce {@dice 1d4} 3rd-level spell scrolls, or learn one 5th-level mechanika rune.", "{@b The Great and Terrible.} You can replace Charisma (Intimidation) or Charisma (Persuasion) checks with Intelligence (Arcana) checks when interacting with others." @@ -5100,7 +5100,7 @@ "source": "IRKCore", "page": 160, "entries": [ - "{@b Adventuring Company.} You are part of a group devoted to an unpopular, or perhaps dangerous, deity\u2014remnants of an infernalist cult, adherents to an aspect of the Devourer Wurm, fringe worshippers of Cyriss, or devotees of one of the Defiers of the Wicked Harvest.", + "{@b Adventuring Company.} You are part of a group devoted to an unpopular, or perhaps dangerous, deity—remnants of an infernalist cult, adherents to an aspect of the Devourer Wurm, fringe worshippers of Cyriss, or devotees of one of the Defiers of the Wicked Harvest.", { "type": "entries", "name": "Prerequisites", @@ -5124,7 +5124,7 @@ }, { "type": "entries", - "name": "Tier 1 \u2013 Fringe Cult", + "name": "Tier 1 – Fringe Cult", "entries": [ "{@b Life in the Shadows.} Your company can easily find a safe place in slums, abandoned warehouses, derelict factories, and similar locations to convene and practice your faith.", "{@b Coded Speech.} You can replace one language you gain from your race or background with a unique language based on your worship." @@ -5132,14 +5132,14 @@ }, { "type": "entries", - "name": "Tier 2 \u2013 Devoted Following", + "name": "Tier 2 – Devoted Following", "entries": [ "{@b Acolytes.} You gain {@dice 2d10} new members (CR 1/4 or lower) who serve the cult as aides, guards, and messengers and attend important rituals." ] }, { "type": "entries", - "name": "Tier 3 \u2013 Keepers of the Faith", + "name": "Tier 3 – Keepers of the Faith", "entries": [ "{@b Faithful Masses.} You can expect a 10 percent discount on goods and services from vendors in your local area. Additionally, you gain {@dice 2d10} acolytes with a challenge rating of 1/2 or lower.", "{@b Tithes.} Each week, you receive {@dice 1d6} gp per class level as a tithe from the faithful." @@ -5147,7 +5147,7 @@ }, { "type": "entries", - "name": "Tier 4 \u2013 Eye of the Gods", + "name": "Tier 4 – Eye of the Gods", "entries": [ "{@b Devotion.} You and all members of your cult gain advantage on saving throws against being charmed or frightened. You also gain advantage on Charisma (Persuasion) checks made to convince cult members to follow your commands." ] @@ -5160,7 +5160,7 @@ "source": "IRKCore", "page": 162, "entries": [ - "{@b Adventuring Company.} You are part of a group that seeks a greater understanding of the mysteries of western Immoren\u2014explorers, ghost hunters, tomb robbers, or perhaps an expedition from Corvis University.", + "{@b Adventuring Company.} You are part of a group that seeks a greater understanding of the mysteries of western Immoren—explorers, ghost hunters, tomb robbers, or perhaps an expedition from Corvis University.", { "type": "entries", "name": "Prerequisites", @@ -5184,7 +5184,7 @@ }, { "type": "entries", - "name": "Tier 1 \u2013 Fledgling Adventurers", + "name": "Tier 1 – Fledgling Adventurers", "entries": [ "{@b Linguistics.} You can replace one language from your race or background with an ancient or uncommon language (e.g., ancient Caspian, Khurzic, Old Morridane, Orgoth, or a Molgur dialect), including reading and writing it.", "{@b An Eye for the Abnormal.} You gain a +2 bonus to passive Wisdom (Perception) checks to notice hidden entrances, ruins, ancient inscriptions, and similar elements.", @@ -5193,7 +5193,7 @@ }, { "type": "entries", - "name": "Tier 2 \u2013 Notable Explorers", + "name": "Tier 2 – Notable Explorers", "entries": [ "{@b Outfitters.} You receive a 10 percent discount on adventuring gear, ammunition, equipment packs, tools, and mounts and vehicles.", "{@b Sponsorship.} A sponsor (noble patron, university, or religious organization) establishes an expense account of 100 gp per month. Any unspent gold is lost at month's end. In return, your sponsor receives monthly reports and first chance to purchase significant artifacts." @@ -5201,7 +5201,7 @@ }, { "type": "entries", - "name": "Tier 3 \u2013 Famous Investigators", + "name": "Tier 3 – Famous Investigators", "entries": [ "{@b Applied Knowledge.} Members of the company gain advantage on Dexterity saving throws to avoid traps or environmental hazards (not if blinded, deafened, or incapacitated).", "{@b Noteworthy Investigators.} You gain a +2 bonus to Charisma (Persuasion) checks when interacting with explorers or wilderness tribes." @@ -5209,7 +5209,7 @@ }, { "type": "entries", - "name": "Tier 4 \u2013 Masters of Discovery", + "name": "Tier 4 – Masters of Discovery", "entries": [ "{@b Improved Sponsorship.} Your sponsor increases your expense account to 500 gp per month.", "{@b Remarkable Accomplishments.} You can replace Charisma (Intimidation) or Charisma (Persuasion) checks with Intelligence (Investigation) or Wisdom (Survival) checks." @@ -5246,7 +5246,7 @@ }, { "type": "entries", - "name": "Tier 1 \u2013 Rookies", + "name": "Tier 1 – Rookies", "entries": [ "{@b Badges.} You have a badge or writ of authority giving you the legal right to enforce laws, take captives, and interrogate suspects.", "{@b Precinct House.} You have access to a minor precinct house with a small barracks, a holding cell, and a secure storage room. You are not expected to pay to maintain it but do not own it outright." @@ -5254,7 +5254,7 @@ }, { "type": "entries", - "name": "Tier 2 \u2013 Law Enforcers", + "name": "Tier 2 – Law Enforcers", "entries": [ "{@b Armory.} You have access to an armory affiliated with a major law-enforcing body. It contains adventuring gear and weapons worth 25 gp or less. You can requisition items but are responsible for their care and must return them after completing a case.", "{@b Fearful Reputation.} You gain a +2 bonus on Charisma (Intimidation) checks involving lawbreakers and their associates." @@ -5262,7 +5262,7 @@ }, { "type": "entries", - "name": "Tier 3 \u2013 Peacekeepers", + "name": "Tier 3 – Peacekeepers", "entries": [ "{@b Broad Authority.} You have complete access to the facilities of any city watch or garrison while pursuing a criminal target.", "{@b Request Backup.} While pursuing a criminal, you can request {@dice 1d6} city watch plus one watch commander, or one laborjack. These forces remain under your command for 24 hours or until a task is completed. You cannot request backup again for 24 hours after using this benefit." @@ -5270,7 +5270,7 @@ }, { "type": "entries", - "name": "Tier 4 \u2013 Justiciars", + "name": "Tier 4 – Justiciars", "entries": [ "{@b Legal Immunity.} Your company can operate with near impunity. Barring extraordinary circumstances, you are immune to reprisal for actions that occur during your pursuit of a criminal. Abuse of this privilege could lead to its revocation." ] @@ -5307,7 +5307,7 @@ }, { "type": "entries", - "name": "Tier 1 \u2013 Freelance Fighters", + "name": "Tier 1 – Freelance Fighters", "entries": [ "{@b Mercenary Charter.} Your company holds a mercenary charter that outlines conduct, looting, and contract obligations. Common stipulations include: civilians must not come to undue harm; loot is distributed evenly; no obligation to follow laws that violate natural law; 30-day non-compete clause after completing a contract.", "{@b Military Supplier.} You can purchase weapons and armor at a 10 percent discount.", @@ -5316,7 +5316,7 @@ }, { "type": "entries", - "name": "Tier 2 \u2013 Soldiers of Fortune", + "name": "Tier 2 – Soldiers of Fortune", "entries": [ "{@b Fresh Recruits.} You gain {@dice 1d10} hirelings (CR 1/4 or lower) to act as privates and support staff.", "{@b Garrison.} Your company gains a modest chapter house with a barracks, mechanik's workshop, muster field, smithy, and stables. You can maintain a modest lifestyle there at no expense." @@ -5324,7 +5324,7 @@ }, { "type": "entries", - "name": "Tier 3 \u2013 Professional Soldiers", + "name": "Tier 3 – Professional Soldiers", "entries": [ "{@b Better Negotiators.} When beginning negotiations for a new contract, one character can barter for improved pay with a Charisma (Persuasion) check (DC 12 + 2 for each 100 gp over standard pay). Success means the extra gold is paid as an advance.", "{@b Improved Recruits.} You gain your choice of {@dice 1d10} hirelings (CR 1 or lower) or {@dice 1d4} command staff (CR 2 or lower)." @@ -5332,7 +5332,7 @@ }, { "type": "entries", - "name": "Tier 4 \u2013 Lords of War", + "name": "Tier 4 – Lords of War", "entries": [ "{@b Fearsome Reputations.} You gain a +2 bonus on Charisma (Intimidation) checks involving enemy forces and Charisma (Persuasion) checks involving friendly forces.", "{@b Superior Recruits.} You gain your choice of {@dice 1d10} hirelings (CR 2 or lower) or {@dice 1d4} command staff (CR 4 or lower)." @@ -5369,7 +5369,7 @@ }, { "type": "entries", - "name": "Tier 1 \u2013 Local Hoods", + "name": "Tier 1 – Local Hoods", "entries": [ "{@b Hideout.} Your company begins with a hideout watched over by gang affiliates. The hideout has a meeting area, administrative office, sleeping chambers, hidden cells, and several secret exits.", "{@b Five Cant.} You can replace one language from your race or background with Five Cant.", @@ -5378,7 +5378,7 @@ }, { "type": "entries", - "name": "Tier 2 \u2013 Criminal Outfit", + "name": "Tier 2 – Criminal Outfit", "entries": [ "{@b Improved Criminal Info.} Targets increase in value to up to 200 gp. You may also learn about alternative entry methods, guard numbers, and other information.", "{@b Protection Racket.} Local vendors provide a steady income of 100 gp in protection money each month.", @@ -5387,7 +5387,7 @@ }, { "type": "entries", - "name": "Tier 3 \u2013 Underworld Bosses", + "name": "Tier 3 – Underworld Bosses", "entries": [ "{@b Eyes on the Street.} Criminal info arrives daily; citizens of your territory treat gang members like nobles; protection money increases to 200 gp per month.", "{@b Additional Hideouts.} Lesser criminal operations provide safe and secure hideouts (equivalent to the tier 1 Hideout benefit) wherever you travel within your territory.", @@ -5396,7 +5396,7 @@ }, { "type": "entries", - "name": "Tier 4 \u2013 Crime Syndicate", + "name": "Tier 4 – Crime Syndicate", "entries": [ "{@b Gang Tithes.} Lesser gangs pay a percentage of their scores to you, amounting to 500 gp each month.", "{@b Premier Recruits.} Your number of hirelings increases by {@dice 2d4}, and these NPCs can have CR 2 or lower." @@ -5434,7 +5434,7 @@ }, { "type": "entries", - "name": "Tier 1 \u2013 Local Corsairs", + "name": "Tier 1 – Local Corsairs", "entries": [ "{@b Any Port in a Storm.} Your company knows a network of hidden pirate lairs and smuggling ports along the coast.", "{@b Five Cant.} You can replace one language from your race or background with Five Cant.", @@ -5443,16 +5443,16 @@ }, { "type": "entries", - "name": "Tier 2 \u2013 Privateers", + "name": "Tier 2 – Privateers", "entries": [ "{@b Letter of Marque.} Your company gains a letter of marque authorizing you to take rival vessels as prizes. For each rival vessel defeated in battle, your company earns 1 prestige.", - "{@b Variant \u2013 Hostis Humani Generis.} Rather than taking a letter of marque, you can choose to be true pirates. For each vessel your crew defeats in battle, you earn 1 prestige and gain a +1 bonus to Charisma (Intimidation) checks. However, you are subject to legal consequences and are not welcomed in civilized ports.", + "{@b Variant – Hostis Humani Generis.} Rather than taking a letter of marque, you can choose to be true pirates. For each vessel your crew defeats in battle, you earn 1 prestige and gain a +1 bonus to Charisma (Intimidation) checks. However, you are subject to legal consequences and are not welcomed in civilized ports.", "{@b Sea Dogs.} You gain {@dice 1d4} hirelings (CR 1/4 or lower) for boarding actions and coastal raids." ] }, { "type": "entries", - "name": "Tier 3 \u2013 Infamous Marauders", + "name": "Tier 3 – Infamous Marauders", "entries": [ "{@b Dread Pirates.} While flying your colors, any creature not part of your crew who recognizes your flag must make a DC 13 Wisdom saving throw or be frightened of all crew members for 10 minutes. A creature can repeat the save at the start of each of its turns.", "{@b Better Recruits.} Your number of hirelings increases by {@dice 1d4}, and hirelings can have CR 1 or lower." @@ -5460,7 +5460,7 @@ }, { "type": "entries", - "name": "Tier 4 \u2013 Sea Reavers", + "name": "Tier 4 – Sea Reavers", "entries": [ "{@b Commodores.} When launching a pirate raid, you can call upon {@dice 1d4} keelboats each crewed by {@dice 1d10+10} NPCs (CR 1 or lower). These vessels accompany your crew for the duration before looting what plunder they can.", "{@b Premier Recruits.} Your number of hirelings increases by {@dice 2d4}, and these NPCs can have CR 2 or lower." @@ -5474,7 +5474,7 @@ "source": "IRKCore", "page": 172, "entries": [ - "{@b Adventuring Company.} You and the other members of your party are intelligencers employed by a kingdom, major organization, or private concern\u2014perhaps members of the Cygnaran Reconnaissance Service, agents of a noble house, or simply freelancers in the employ of the highest bidder.", + "{@b Adventuring Company.} You and the other members of your party are intelligencers employed by a kingdom, major organization, or private concern—perhaps members of the Cygnaran Reconnaissance Service, agents of a noble house, or simply freelancers in the employ of the highest bidder.", { "type": "entries", "name": "Prerequisites", @@ -5498,7 +5498,7 @@ }, { "type": "entries", - "name": "Tier 1 \u2013 Infiltrators", + "name": "Tier 1 – Infiltrators", "entries": [ "{@b Cover Story.} Your employer has set up your company with a credible cover and all documentation required for travel. Any papers you carry are forgeries sufficient to pass a cursory inspection.", "{@b Expense Account.} You have access to a company account containing 50 gp per member, replenished at the start of each month. Any money not spent by month's end is reclaimed." @@ -5506,7 +5506,7 @@ }, { "type": "entries", - "name": "Tier 2 \u2013 Operatives", + "name": "Tier 2 – Operatives", "entries": [ "{@b Safe Houses.} Your employer sets up a network of safe houses with strong locks, stout doors, and at least one back entrance for quick escape.", "{@b Contact Network.} You learn the identity of multiple contacts in your region who can provide intelligence, act as getaway drivers, and help find alternative routes. Contacts have CR 2 or lower." @@ -5514,7 +5514,7 @@ }, { "type": "entries", - "name": "Tier 3 \u2013 Espionage Experts", + "name": "Tier 3 – Espionage Experts", "entries": [ "{@b Advanced Intel.} When you gain intelligence from your contact network, you can request specific information about a target. Depending on quality, you gain a +1 or +2 bonus on related ability checks and saving throws.", "{@b Increased Expenses.} Your expense account increases by 50 gp per member per month." @@ -5522,7 +5522,7 @@ }, { "type": "entries", - "name": "Tier 4 \u2013 Spymasters", + "name": "Tier 4 – Spymasters", "entries": [ "{@b Black Market.} Your company finds a supplier of black-market goods. You receive a 10 percent discount on illegal or difficult-to-obtain items and the vendor purchases stolen goods at three-quarters of their value.", "{@b Everyone's Secrets.} If you spend at least 8 hours surveilling a location or shadowing a target, you learn one piece of information your target would prefer to keep undisclosed. You can use this to gain advantage on Charisma (Persuasion) or Charisma (Intimidation) contests against that target." @@ -5537,7 +5537,7 @@ "name": "Explorer", "source": "IRKCore", "entries": [ - "You've charted paths through the inhospitable jungles of Alchiere and the trackless wastes of the frozen north to fill in the blank areas on the map. You are more at home in a freshly unsealed Orgoth tomb than in the bustling streets of a major city. You've been lost more times than you can count but have always found your way back to civilization." + "You’ve charted paths through the inhospitable jungles of Alchiere and the trackless wastes of the frozen north to fill in the blank areas on the map. You are more at home in a freshly unsealed Orgoth tomb than in the bustling streets of a major city. You’ve been lost more times than you can count but have always found your way back to civilization." ] }, { @@ -5551,42 +5551,42 @@ "name": "Greylords Covenant", "source": "IRKCore", "entries": [ - "You are a member of the Greylords Covenant, the arcane branch of both the Khadoran Army and the Khadoran government. As such, you've worked alongside accomplished arcanists, patriots, and soldiers in one of the most formidable occult organizations in western Immoren." + "You are a member of the Greylords Covenant, the arcane branch of both the Khadoran Army and the Khadoran government. As such, you’ve worked alongside accomplished arcanists, patriots, and soldiers in one of the most formidable occult organizations in western Immoren." ] }, { "name": "Investigator", "source": "IRKCore", "entries": [ - "You are a skilled detective adept in the techniques of deduction, criminology, and interrogation. In the past, you may have been a watch inspector who used your abilities to catch criminals and keep your city safe, a former inquisitor, or a member of a military intelligence-gathering organization who ferreted out the secrets of your nation's enemies, both foreign and domestic." + "You are a skilled detective adept in the techniques of deduction, criminology, and interrogation. In the past, you may have been a watch inspector who used your abilities to catch criminals and keep your city safe, a former inquisitor, or a member of a military intelligence-gathering organization who ferreted out the secrets of your nation’s enemies, both foreign and domestic." ] }, { "name": "Iron Fang", "source": "IRKCore", "entries": [ - "You are a trained Iron Fang and were recently part of the mighty legions of Khador. Your grueling training and battlefield experience have made you dauntless and have inured you to the hardships of battle. Skilled at formation fighting, you feel most comfortable in action when allies are close at hand and you can watch each other's backs." + "You are a trained Iron Fang and were recently part of the mighty legions of Khador. Your grueling training and battlefield experience have made you dauntless and have inured you to the hardships of battle. Skilled at formation fighting, you feel most comfortable in action when allies are close at hand and you can watch each other’s backs." ] }, { "name": "Kayazy", "source": "IRKCore", "entries": [ - "You are related to one of the kayazy, Khador's infamous \"merchant princes.\" By tradition, members of the kayazy are leaders of both legitimate commercial industry and the criminal underworld, something they perceive as a natural and inevitable extension of their role in mercantile and industrial business. Whether or not you are related by blood to your family's leader, you are a valued member of the organization and can expect to draw support from it when needed." + "You are related to one of the kayazy, Khador’s infamous “merchant princes.” By tradition, members of the kayazy are leaders of both legitimate commercial industry and the criminal underworld, something they perceive as a natural and inevitable extension of their role in mercantile and industrial business. Whether or not you are related by blood to your family’s leader, you are a valued member of the organization and can expect to draw support from it when needed." ] }, { "name": "Knight Exemplar", "source": "IRKCore", "entries": [ - "You are one of the elite armored warriors of the Menite faith. You live by a strict code of absolute obedience to the Menite Temple's priests, especially those in the scrutator caste, and follow every order without question or hesitation. You fight with a faith that borders on the inhuman. Able to withstand punishment that would cripple those of lesser faith, you are made nearly unstoppable by the divine gifts bestowed on you by the Creator." + "You are one of the elite armored warriors of the Menite faith. You live by a strict code of absolute obedience to the Menite Temple’s priests, especially those in the scrutator caste, and follow every order without question or hesitation. You fight with a faith that borders on the inhuman. Able to withstand punishment that would cripple those of lesser faith, you are made nearly unstoppable by the divine gifts bestowed on you by the Creator." ] }, { "name": "Knights of the Prophet", "source": "IRKCore", "entries": [ - "You are a member of one of the largest orders of knights serving the Church of Morrow. Although you are not forbidden from defending your nation, you have taken solemn oaths to protect and preserve the church itself above all else. You may have felt called to join, or you may have been knighted as a notable defender of the faith and a pious warrior who acted on your initiative in times of great peril. You've frequently been dispatched to protect Morrowan temples in war-torn regions, where you were required to remain neutral in the battles taking place around you unless they threatened the sacred sites you were sent to protect." + "You are a member of one of the largest orders of knights serving the Church of Morrow. Although you are not forbidden from defending your nation, you have taken solemn oaths to protect and preserve the church itself above all else. You may have felt called to join, or you may have been knighted as a notable defender of the faith and a pious warrior who acted on your initiative in times of great peril. You’ve frequently been dispatched to protect Morrowan temples in war-torn regions, where you were required to remain neutral in the battles taking place around you unless they threatened the sacred sites you were sent to protect." ] }, { @@ -5607,42 +5607,42 @@ "name": "Northern Crusade", "source": "IRKCore", "entries": [ - "The Protectorate of Menoth launched the Northern Crusade at the same time that Hierarch Voyle declared the nation's independence from Cygnar. You may have been in the initial wave of soldiers who marched hundreds of miles through the Bloodstone Marches, then into Cygnar, and finally into eastern Llael. Or perhaps you were one of the faithful thousands who joined the Crusade in the years of the occupation, fighting to spread the truth of the Lawgiver to the faithless. No matter when you joined the Crusade, you were there when it ended. You were left behind when the bulk of the army marched south to protect Tower Judgement from skorne invaders, and you witnessed the slow decline of the Protectorate's presence in Llael, the horrors of the Claiming, and\u2014finally\u2014the restoration of Llael's independence. You've been left without a purpose, and your faith is nearly shattered." + "The Protectorate of Menoth launched the Northern Crusade at the same time that Hierarch Voyle declared the nation’s independence from Cygnar. You may have been in the initial wave of soldiers who marched hundreds of miles through the Bloodstone Marches, then into Cygnar, and finally into eastern Llael. Or perhaps you were one of the faithful thousands who joined the Crusade in the years of the occupation, fighting to spread the truth of the Lawgiver to the faithless. No matter when you joined the Crusade, you were there when it ended. You were left behind when the bulk of the army marched south to protect Tower Judgement from skorne invaders, and you witnessed the slow decline of the Protectorate’s presence in Llael, the horrors of the Claiming, and—finally—the restoration of Llael’s independence. You’ve been left without a purpose, and your faith is nearly shattered." ] }, { "name": "Privateer", "source": "IRKCore", "entries": [ - "You are a privateer, buccaneer, or pirate. Although your victims make no distinction, you have always prided yourself on having a code that sets you apart from the common raiders on the high seas and rivers of western Immoren. You may have gained your skills and reputation as a crew member on an infamous ship or as part of a legitimate mercantile or naval force. Whether you served with the Mercarian League, sailed aboard a Cygnaran or Khadoran warship, or scavenged trading routes as part of a ruthless pirate crew, you learned your lessons well. You're a deadly close-quarters combatant who can manage a shipboard gun in a pinch. Lately, you've plied your trade more legitimately. Issued a letter of marque from one of the Iron Kingdoms, you've most recently hunted and captured the ships of enemy nations or fought your former fellows as they preyed upon merchant ships." + "You are a privateer, buccaneer, or pirate. Although your victims make no distinction, you have always prided yourself on having a code that sets you apart from the common raiders on the high seas and rivers of western Immoren. You may have gained your skills and reputation as a crew member on an infamous ship or as part of a legitimate mercantile or naval force. Whether you served with the Mercarian League, sailed aboard a Cygnaran or Khadoran warship, or scavenged trading routes as part of a ruthless pirate crew, you learned your lessons well. You’re a deadly close-quarters combatant who can manage a shipboard gun in a pinch. Lately, you’ve plied your trade more legitimately. Issued a letter of marque from one of the Iron Kingdoms, you’ve most recently hunted and captured the ships of enemy nations or fought your former fellows as they preyed upon merchant ships." ] }, { "name": "Resistance Veteran", "source": "IRKCore", "entries": [ - "Whether you were a loyal citizen of Llael or a Cygnaran soldier fighting for Llael's independence, you were trapped in southeast Llael after the fall of the capital. You spent many long, bleak years fighting but never gave up the dream of restoring the nation. You performed some dark deeds while the country was divided, but you did what had to be done in order to hold on to what little of Llael was still free." + "Whether you were a loyal citizen of Llael or a Cygnaran soldier fighting for Llael’s independence, you were trapped in southeast Llael after the fall of the capital. You spent many long, bleak years fighting but never gave up the dream of restoring the nation. You performed some dark deeds while the country was divided, but you did what had to be done in order to hold on to what little of Llael was still free." ] }, { "name": "Retribution of Scyrah", "source": "IRKCore", "entries": [ - "You are one of the Iosan zealots who believe that human arcanists' eradication will restore your gods. Whether you were a lifelong believer in the cause or one of the thousands who joined the movement more recently, your devotion is certain. You may have been part of the Retribution's newly gathered army in Ios or one of the far-flung agents who worked in human lands for centuries, but no matter how you served, you believe fighting is better than accepting extinction." + "You are one of the Iosan zealots who believe that human arcanists’ eradication will restore your gods. Whether you were a lifelong believer in the cause or one of the thousands who joined the movement more recently, your devotion is certain. You may have been part of the Retribution’s newly gathered army in Ios or one of the far-flung agents who worked in human lands for centuries, but no matter how you served, you believe fighting is better than accepting extinction." ] }, { "name": "Seeker", "source": "IRKCore", "entries": [ - "Driven by the goal of rectifying the troubles that plague your people, you are a member of a minority religious sect and movement among some Iosans who voluntarily live as exiles from Ios. Unlike those in the Retribution, you believe in finding answers rather than assigning blame or seeking vengeance, and your search for a solution to whatever mysterious ailment has afflicted the goddess Scyrah has taken you far from home. You cling to the hope that the Vanished are awaiting rediscovery somewhere beyond Ios' borders, and you remain optimistic that engaging in active investigation abroad and developing strong alliances with knowledgeable individuals of other races will help you find a remedy for the current state of your race still in Ios." + "Driven by the goal of rectifying the troubles that plague your people, you are a member of a minority religious sect and movement among some Iosans who voluntarily live as exiles from Ios. Unlike those in the Retribution, you believe in finding answers rather than assigning blame or seeking vengeance, and your search for a solution to whatever mysterious ailment has afflicted the goddess Scyrah has taken you far from home. You cling to the hope that the Vanished are awaiting rediscovery somewhere beyond Ios’ borders, and you remain optimistic that engaging in active investigation abroad and developing strong alliances with knowledgeable individuals of other races will help you find a remedy for the current state of your race still in Ios." ] }, { "name": "Spy", "source": "IRKCore", "entries": [ - "You are an intelligencer, either a freelance operative or an agent of one of the Iron Kingdoms. Until recently, you've lived in a shadowy world of hidden truths and shifting alliances. From simple research to more direct means, you know numerous ways to gain the information your clients seek." + "You are an intelligencer, either a freelance operative or an agent of one of the Iron Kingdoms. Until recently, you’ve lived in a shadowy world of hidden truths and shifting alliances. From simple research to more direct means, you know numerous ways to gain the information your clients seek." ] }, { @@ -5656,14 +5656,14 @@ "name": "Trader", "source": "IRKCore", "entries": [ - "You might have been a member of the Searforge Commission in charge of one of their trading posts outside of Rhul, or perhaps you spoke for a group of traveling gobber bodgers who hoped to pick up some odd jobs in the wake of passing armies. Whatever your past, you've always had a nose for a deal and the ability to out-haggle almost anyone you've come across." + "You might have been a member of the Searforge Commission in charge of one of their trading posts outside of Rhul, or perhaps you spoke for a group of traveling gobber bodgers who hoped to pick up some odd jobs in the wake of passing armies. Whatever your past, you’ve always had a nose for a deal and the ability to out-haggle almost anyone you’ve come across." ] }, { "name": "Trencher", "source": "IRKCore", "entries": [ - "You've fought on the front lines of numerous conflicts and have spent many miserable hours hunkered down in a trench or a foxhole between firefights. These experiences have taught you not only the value of allies, but also the importance of looking out for yourself first if necessary." + "You’ve fought on the front lines of numerous conflicts and have spent many miserable hours hunkered down in a trench or a foxhole between firefights. These experiences have taught you not only the value of allies, but also the importance of looking out for yourself first if necessary." ] }, { @@ -5677,7 +5677,7 @@ "name": "Winter Guard", "source": "IRKCore", "entries": [ - "Having failed to prove yourself as capable as the best conscripts your age, you spent your required years of service to the Motherland in the Khadoran Winter Guard. As a soldier, you engaged the Motherland's enemies on the front lines, where you formed lasting bonds of fellowship and learned of numerous possibilities beyond the township of your birth. You are grateful for the experience but are glad it's all behind you now." + "Having failed to prove yourself as capable as the best conscripts your age, you spent your required years of service to the Motherland in the Khadoran Winter Guard. As a soldier, you engaged the Motherland’s enemies on the front lines, where you formed lasting bonds of fellowship and learned of numerous possibilities beyond the township of your birth. You are grateful for the experience but are glad it’s all behind you now." ] }, { @@ -5689,7 +5689,7 @@ "type": "entries", "name": "Prerequisites", "entries": [ - "Any character can belong to an Arcane Order company, but it must include at least one character with the Spellcasting or Pact Magic feature. Those with the Spellcasting or Pact Magic feature are full members of the organization with an equal vote on decisions pertaining to the good of the order or chapter house. Those who are not spellcasters are assumed to be guards and skilled experts in the order's employ." + "Any character can belong to an Arcane Order company, but it must include at least one character with the Spellcasting or Pact Magic feature. Those with the Spellcasting or Pact Magic feature are full members of the organization with an equal vote on decisions pertaining to the good of the order or chapter house. Those who are not spellcasters are assumed to be guards and skilled experts in the order’s employ." ] }, { @@ -5703,14 +5703,14 @@ "type": "entries", "name": "Company Accomplishments", "entries": [ - "Your company's prestige increases whenever you prove your arcane supremacy through acts such as the following: • Using arcane magic to protect a notable figure • Recovering a rare or ancient book of arcane lore • Discovering a unique magic item • Destroying an unnatural threat such as an infernal or a powerful grymkin or undead creature • Developing a powerful new spell or rediscovering a forgotten one • Fabricating a mechanikal item worth at least 1,500 gp TIER 1: LOCAL WIZARDS At this tier, your company is a small independent order or a small local chapter of a larger group such as the Order of Wizardry or the Greylords Covenant. You have limited influence in the world of the arcane and might be just starting out in your pursuit of esoteric knowledge." + "Your company’s prestige increases whenever you prove your arcane supremacy through acts such as the following: • Using arcane magic to protect a notable figure • Recovering a rare or ancient book of arcane lore • Discovering a unique magic item • Destroying an unnatural threat such as an infernal or a powerful grymkin or undead creature • Developing a powerful new spell or rediscovering a forgotten one • Fabricating a mechanikal item worth at least 1,500 gp TIER 1: LOCAL WIZARDS At this tier, your company is a small independent order or a small local chapter of a larger group such as the Order of Wizardry or the Greylords Covenant. You have limited influence in the world of the arcane and might be just starting out in your pursuit of esoteric knowledge." ] }, { "type": "entries", "name": "Benefits", "entries": [ - "Guild House. Your company begins the game with a small guild house that includes servants' quarters, a stable, a kitchen, a great hall, a meeting room, bedchambers for the members, guest rooms, and an alchemical workshop. Knowledge of the Arcane. You can replace one proficiency" + "Guild House. Your company begins the game with a small guild house that includes servants’ quarters, a stable, a kitchen, a great hall, a meeting room, bedchambers for the members, guest rooms, and an alchemical workshop. Knowledge of the Arcane. You can replace one proficiency" ] } ] @@ -5719,7 +5719,7 @@ "name": "Cult Assembly", "source": "IRKCore", "entries": [ - "Not all belief systems in western Immoren are viewed equally. You are part of a group devoted to an unpopular, or perhaps dangerous, deity. Your organization could be the remnant of an infernalist cult that remains hidden in the shadows, adherents to an aspect of the Devourer Wurm, fringe worshippers of Cyriss, or perhaps devotees of one of the Defiers of the Wicked Harvest. Your cult might be a fringe group of a dominant faith, or you might be the only known worshippers of your deity. Many cults operate at the edges of society, working in secret to grow their power and swell their ranks as they pay obeisance to the figure they worship. In return, some of the cult's inner circle receive blessings from their unusual gods.", + "Not all belief systems in western Immoren are viewed equally. You are part of a group devoted to an unpopular, or perhaps dangerous, deity. Your organization could be the remnant of an infernalist cult that remains hidden in the shadows, adherents to an aspect of the Devourer Wurm, fringe worshippers of Cyriss, or perhaps devotees of one of the Defiers of the Wicked Harvest. Your cult might be a fringe group of a dominant faith, or you might be the only known worshippers of your deity. Many cults operate at the edges of society, working in secret to grow their power and swell their ranks as they pay obeisance to the figure they worship. In return, some of the cult’s inner circle receive blessings from their unusual gods.", { "type": "entries", "name": "Prerequisites", @@ -5731,14 +5731,14 @@ "type": "entries", "name": "Indoctrination Rituals", "entries": [ - "By spending multiple days in intense religious rituals, you can indoctrinate attendees into your beliefs and cause. Indoctrination requires at least 5 days spent praying, chanting, and performing obeisance to your cult's deity. At the end of this time, your company earns 2d6 new followers. These followers are commoners devoted to the cult's leaders. Followers pay 1 gp apiece to the cult each day from their meager wages and obey the orders of the cult's leadership to the best of their abilities, with some even willing to lay down their lives for the cult." + "By spending multiple days in intense religious rituals, you can indoctrinate attendees into your beliefs and cause. Indoctrination requires at least 5 days spent praying, chanting, and performing obeisance to your cult’s deity. At the end of this time, your company earns 2d6 new followers. These followers are commoners devoted to the cult’s leaders. Followers pay 1 gp apiece to the cult each day from their meager wages and obey the orders of the cult’s leadership to the best of their abilities, with some even willing to lay down their lives for the cult." ] }, { "type": "entries", "name": "Company Accomplishments", "entries": [ - "Your company's prestige increases whenever you prove your faith and devotion through acts such as the following: • Inducting an influential person into your cult • Defeating a rival organization that wants to destroy your cult • Recovering a relic or religious text important to your deity • Performing a significant ritual • Witnessing a manifestation of your god in action • Consecrating a place of significance to your deity TIER 1: FRINGE CULT At this tier, your cult is a small but devoted group of individuals. Gathering in back rooms and dim alleys to hold your services, you have yet to curry the favor of your deity and must keep your organization secret in order to avoid the attention of those who fear your ultimate goals." + "Your company’s prestige increases whenever you prove your faith and devotion through acts such as the following: • Inducting an influential person into your cult • Defeating a rival organization that wants to destroy your cult • Recovering a relic or religious text important to your deity • Performing a significant ritual • Witnessing a manifestation of your god in action • Consecrating a place of significance to your deity TIER 1: FRINGE CULT At this tier, your cult is a small but devoted group of individuals. Gathering in back rooms and dim alleys to hold your services, you have yet to curry the favor of your deity and must keep your organization secret in order to avoid the attention of those who fear your ultimate goals." ] }, { @@ -5752,7 +5752,7 @@ "type": "entries", "name": "Quirks", "entries": [ - "Many adventuring companies have quirks that set them apart from other such groups. Choose a quirk for your adventuring company, or roll on the table below. important ritual whenever one of the moons is full. masks that depict an aspect of your deity in order to conceal your identities during gatherings. a symbol that represents your devotion. Examples include ceremonial weaponry, consecrated talismans, and concealed tattoos. threatening not only to undermine its efforts, but also to reveal its members to local authorities. temple to your god. foremost among your god's worshippers and are willing to absorb or destroy all other sects you encounter. night. Holding religious services during the day is considered blasphemy. competing halves that trade leadership and responsibilities based on their accomplishments. arduous physical, mental, or spiritual ordeal before being initiated as members. partake of a particular food, drink, or activity." + "Many adventuring companies have quirks that set them apart from other such groups. Choose a quirk for your adventuring company, or roll on the table below. important ritual whenever one of the moons is full. masks that depict an aspect of your deity in order to conceal your identities during gatherings. a symbol that represents your devotion. Examples include ceremonial weaponry, consecrated talismans, and concealed tattoos. threatening not only to undermine its efforts, but also to reveal its members to local authorities. temple to your god. foremost among your god’s worshippers and are willing to absorb or destroy all other sects you encounter. night. Holding religious services during the day is considered blasphemy. competing halves that trade leadership and responsibilities based on their accomplishments. arduous physical, mental, or spiritual ordeal before being initiated as members. partake of a particular food, drink, or activity." ] }, { @@ -5787,12 +5787,12 @@ "name": "Outlaws", "source": "IRKCore", "entries": [ - "Crime does pay, but sometimes in blood. This lesson is learned by criminals across the Iron Kingdoms, from the syndicates of Five Fingers to the vicious bratyas of the Korsk underworld to the feral gangs of the Cryxian port of Blackwater. You and your fellow characters are members of a close-knit gang of criminals, ruffians, and thugs motivated by the promise of coin or blood for blood's sake.", + "Crime does pay, but sometimes in blood. This lesson is learned by criminals across the Iron Kingdoms, from the syndicates of Five Fingers to the vicious bratyas of the Korsk underworld to the feral gangs of the Cryxian port of Blackwater. You and your fellow characters are members of a close-knit gang of criminals, ruffians, and thugs motivated by the promise of coin or blood for blood’s sake.", { "type": "entries", "name": "Prerequisites", "entries": [ - "Each member of an Outlaws company must have at least one of the following: • The Criminal or Kayazy background • Proficiency in Deception, Intimidation, Sleight of Hand, or Stealth • Proficiency with thieves' tools" + "Each member of an Outlaws company must have at least one of the following: • The Criminal or Kayazy background • Proficiency in Deception, Intimidation, Sleight of Hand, or Stealth • Proficiency with thieves’ tools" ] }, { @@ -5806,7 +5806,7 @@ "name": "Pirate Crew", "source": "IRKCore", "entries": [ - "Whether pirates or privateers, you and your fellow characters are the ranking officers of a small frigate. You might be criminals of the sea, pillaging and looting the coasts of the Iron Kingdoms for your own purposes, perhaps even in the employ of Cryx's Black Fleet. Or you might be officially recognized privateers bearing a letter of marque issued by the naval authorities of Cygnar, Khador, or Ord.", + "Whether pirates or privateers, you and your fellow characters are the ranking officers of a small frigate. You might be criminals of the sea, pillaging and looting the coasts of the Iron Kingdoms for your own purposes, perhaps even in the employ of Cryx’s Black Fleet. Or you might be officially recognized privateers bearing a letter of marque issued by the naval authorities of Cygnar, Khador, or Ord.", { "type": "entries", "name": "Prerequisites", @@ -5837,28 +5837,28 @@ "type": "entries", "name": "New Identity", "entries": [ - "If the cover identity of any member of your company becomes compromised, or if your company's members need cover identities for a specific task, you can spend 7 days establishing new cover identities. You and the other members of your company spend this time purchasing forged documents, developing cover stories, researching details significant to your unique stories, and seeding the local region with rumors about your new identities in order to establish a sense of validity. When your company creates new cover identities, each member receives a plausible cover, along with appropriate documentation. The cost of these new identities is 25 gp per member." + "If the cover identity of any member of your company becomes compromised, or if your company’s members need cover identities for a specific task, you can spend 7 days establishing new cover identities. You and the other members of your company spend this time purchasing forged documents, developing cover stories, researching details significant to your unique stories, and seeding the local region with rumors about your new identities in order to establish a sense of validity. When your company creates new cover identities, each member receives a plausible cover, along with appropriate documentation. The cost of these new identities is 25 gp per member." ] }, { "type": "entries", "name": "Company Accomplishments", "entries": [ - "Your company's prestige increases whenever you undermine the security of your rivals through acts such as the following: • Blackmailing someone beholden to a rival power • Forging documents to misdirect your opponents • Uncovering a valuable secret known only to your foes • Infiltrating the inner circle of your target's trust • Rescuing a captured ally • Sabotaging enemy assets worth at least 1,000 gp TIER 1: INFILTRATORS At this tier, your company is a small group of infiltrators newly established in a target location. You occasionally receive coded messages from your employer directing you to a specific location or individual to uncover information the employer requires." + "Your company’s prestige increases whenever you undermine the security of your rivals through acts such as the following: • Blackmailing someone beholden to a rival power • Forging documents to misdirect your opponents • Uncovering a valuable secret known only to your foes • Infiltrating the inner circle of your target’s trust • Rescuing a captured ally • Sabotaging enemy assets worth at least 1,000 gp TIER 1: INFILTRATORS At this tier, your company is a small group of infiltrators newly established in a target location. You occasionally receive coded messages from your employer directing you to a specific location or individual to uncover information the employer requires." ] }, { "type": "entries", "name": "Benefits", "entries": [ - "Cover Story. Your employer has set up your company with a credible cover designed to help you pursue your employer's goals. This includes all documentation required for travel. Any papers you carry are forgeries whose quality is sufficient to pass any cursory inspection. Expense Account. You have access to a company account set up by your employer. You can use this account to purchase mission-critical equipment, secure services and hirelings, or do anything else you need to do while executing your duties. The account contains 50 gp per member of the company," + "Cover Story. Your employer has set up your company with a credible cover designed to help you pursue your employer’s goals. This includes all documentation required for travel. Any papers you carry are forgeries whose quality is sufficient to pass any cursory inspection. Expense Account. You have access to a company account set up by your employer. You can use this account to purchase mission-critical equipment, secure services and hirelings, or do anything else you need to do while executing your duties. The account contains 50 gp per member of the company," ] }, { "type": "entries", "name": "Quirks", "entries": [ - "Many adventuring companies have quirks that set them apart from other such groups. Choose a quirk for your adventuring company, or roll on the table below. is known to you only by a pseudonym and who communicates through proxies and mysterious letters. intelligence of your nation's armed forces. company became spies unwillingly after your current employer threatened you with unpleasant blackmail about your past misdeeds. person, such as an influential merchant, one of the High Captains of Five Fingers, or one of the Stone Lords of Rhul. institution such as the Church of Morrow in Caspia or the Temple of the Flame in Sul. You gather intelligence about potential heresies and enemies of the faith for your masters. of a resistance cell or rebel group, such as the Vinter loyalists of Cygnar or former Inquisitors. organization such as the Order of the Golden Crucible, Order of Wizardry, or Steam and Iron Workers Union. mercenary spies with no single employer. noble who seeks to undermine the authority of your kingdom's current ruler. inhuman authority such as Lord Toruk or one of the remaining infernal masters. which is replenished at the start of each month. Any money not spent by the end of the month is reclaimed by the employer and lost. TIER 2: OPERATIVES Your company has proved its capability and value to its employer, who will begin diverting additional resources to help you pursue your missions." + "Many adventuring companies have quirks that set them apart from other such groups. Choose a quirk for your adventuring company, or roll on the table below. is known to you only by a pseudonym and who communicates through proxies and mysterious letters. intelligence of your nation’s armed forces. company became spies unwillingly after your current employer threatened you with unpleasant blackmail about your past misdeeds. person, such as an influential merchant, one of the High Captains of Five Fingers, or one of the Stone Lords of Rhul. institution such as the Church of Morrow in Caspia or the Temple of the Flame in Sul. You gather intelligence about potential heresies and enemies of the faith for your masters. of a resistance cell or rebel group, such as the Vinter loyalists of Cygnar or former Inquisitors. organization such as the Order of the Golden Crucible, Order of Wizardry, or Steam and Iron Workers Union. mercenary spies with no single employer. noble who seeks to undermine the authority of your kingdom’s current ruler. inhuman authority such as Lord Toruk or one of the remaining infernal masters. which is replenished at the start of each month. Any money not spent by the end of the month is reclaimed by the employer and lost. TIER 2: OPERATIVES Your company has proved its capability and value to its employer, who will begin diverting additional resources to help you pursue your missions." ] }, { @@ -5911,8 +5911,8 @@ "str": 16, "dex": 10, "con": 20, - "int": 5, - "wis": 10, + "int": 1, + "wis": 1, "cha": 1, "passive": 10, "languages": [ @@ -5984,8 +5984,8 @@ "str": 20, "dex": 10, "con": 20, - "int": 5, - "wis": 10, + "int": 1, + "wis": 1, "cha": 1, "save": { "str": "+8", @@ -6073,8 +6073,8 @@ "str": 19, "dex": 10, "con": 20, - "int": 5, - "wis": 10, + "int": 1, + "wis": 1, "cha": 1, "save": { "str": "+7", @@ -6156,8 +6156,8 @@ "str": 20, "dex": 10, "con": 20, - "int": 5, - "wis": 10, + "int": 1, + "wis": 1, "cha": 1, "save": { "str": "+8", @@ -6239,8 +6239,8 @@ "str": 18, "dex": 10, "con": 20, - "int": 5, - "wis": 10, + "int": 1, + "wis": 1, "cha": 1, "passive": 10, "languages": [ @@ -6312,8 +6312,8 @@ "str": 18, "dex": 10, "con": 20, - "int": 5, - "wis": 10, + "int": 1, + "wis": 1, "cha": 1, "passive": 10, "languages": [ @@ -6385,8 +6385,8 @@ "str": 20, "dex": 10, "con": 20, - "int": 6, - "wis": 10, + "int": 1, + "wis": 1, "cha": 1, "save": { "str": "+8", @@ -6474,8 +6474,8 @@ "str": 18, "dex": 10, "con": 20, - "int": 6, - "wis": 10, + "int": 1, + "wis": 1, "cha": 1, "passive": 10, "languages": [ @@ -7170,7 +7170,7 @@ { "name": "Cursed Touch", "entries": [ - "{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}1d4 \u2212 1 bludgeoning damage, and the target must succeed on a {@dc 13} Constitution saving throw or become {@condition poisoned} for 1 minute. While {@condition poisoned} in this way, the creature has disadvantage on saving throws against the wretch's spells." + "{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}1d4 − 1 bludgeoning damage, and the target must succeed on a {@dc 13} Constitution saving throw or become {@condition poisoned} for 1 minute. While {@condition poisoned} in this way, the creature has disadvantage on saving throws against the wretch's spells." ] }, { @@ -7842,7 +7842,7 @@ { "name": "Cannon Shield", "entries": [ - "{@atk rw} {@hit 1} to hit, range 10/30 ft., one target. {@h}1d10 \u2212 2 piercing damage. Firearm. Reload (1 shot)." + "{@atk rw} {@hit 1} to hit, range 10/30 ft., one target. {@h}1d10 − 2 piercing damage. Firearm. Reload (1 shot)." ] } ] @@ -8402,7 +8402,7 @@ ] }, { - "name": "Knockout Strike (Recharge 5\u20136)", + "name": "Knockout Strike (Recharge 5–6)", "entries": [ "The press ganger makes a Blunt Instrument attack. If it hits, the target must succeed on a {@dc 12} Constitution saving throw or become {@condition stunned} until the end of the press ganger's next turn. A target that is already {@condition stunned} and fails this save falls {@condition unconscious} for 1 hour or until it takes damage." ] @@ -10688,7 +10688,7 @@ "level": 11, "entries": [ "Starting at 11th level, on your turn, you can take direct control of one bonded steamjack within your control range. You see through its eyes and control its actions directly.", - "While in direct control, the steamjack uses your proficiency bonus for attacks (if higher) and gains the benefit of your feats and class features. You can cast bonus-action spells while in direct control, but you\u2014not the steamjack\u2014are the point of origin, with line of sight and range determined by your position.", + "While in direct control, the steamjack uses your proficiency bonus for attacks (if higher) and gains the benefit of your feats and class features. You can cast bonus-action spells while in direct control, but you—not the steamjack—are the point of origin, with line of sight and range determined by your position.", "You remain in direct control as long as you concentrate (as if concentrating on a spell), or until the steamjack leaves your control range or you choose to end control." ] }, @@ -12782,36 +12782,36 @@ 2, 3, 2, - "\u2014", - "\u2014", - "\u2014" + "—", + "—", + "—" ], [ 4, 2, 4, 3, - "\u2014", - "\u2014", - "\u2014" + "—", + "—", + "—" ], [ 5, 2, 4, 3, - "\u2014", - "\u2014", - "\u2014" + "—", + "—", + "—" ], [ 6, 2, 4, 3, - "\u2014", - "\u2014", - "\u2014" + "—", + "—", + "—" ], [ 7, @@ -12819,8 +12819,8 @@ 5, 4, 2, - "\u2014", - "\u2014" + "—", + "—" ], [ 8, @@ -12828,8 +12828,8 @@ 6, 4, 2, - "\u2014", - "\u2014" + "—", + "—" ], [ 9, @@ -12837,8 +12837,8 @@ 6, 4, 2, - "\u2014", - "\u2014" + "—", + "—" ], [ 10, @@ -12846,8 +12846,8 @@ 7, 4, 3, - "\u2014", - "\u2014" + "—", + "—" ], [ 11, @@ -12855,8 +12855,8 @@ 8, 4, 3, - "\u2014", - "\u2014" + "—", + "—" ], [ 12, @@ -12864,8 +12864,8 @@ 8, 4, 3, - "\u2014", - "\u2014" + "—", + "—" ], [ 13, @@ -12874,7 +12874,7 @@ 4, 3, 2, - "\u2014" + "—" ], [ 14, @@ -12883,7 +12883,7 @@ 4, 3, 2, - "\u2014" + "—" ], [ 15, @@ -12892,7 +12892,7 @@ 4, 3, 2, - "\u2014" + "—" ], [ 16, @@ -12901,7 +12901,7 @@ 4, 3, 3, - "\u2014" + "—" ], [ 17, @@ -12910,7 +12910,7 @@ 4, 3, 3, - "\u2014" + "—" ], [ 18, @@ -12919,7 +12919,7 @@ 4, 3, 3, - "\u2014" + "—" ], [ 19, @@ -13154,9 +13154,9 @@ "16 (+3)", "10 (+0)", "20 (+5)", - "5 (\u22123)", + "5 (−3)", "10 (+0)", - "1 (\u22125)" + "1 (−5)" ] ] }, @@ -13164,7 +13164,7 @@ "{@b Condition Immunities} charmed, frightened, paralyzed, poisoned", "{@b Senses} passive Perception 10", "{@b Languages} Understands the language of its manufacturer but can't speak", - "{@b Challenge} \u2014", + "{@b Challenge} —", "{@b Clapped Out.} The steamjack cannot take the Dash action or the Disengage action. At the end of a turn in which the steamjack rolls a 1 on a skill check or an attack roll, the steamjack is stunned until the end of its next turn.", "{@b Cortex.} The steamjack'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 steamjack will carry out these commands with no regard for its own safety.", "{@b Steam Powered.} The steamjack requires coal and water to function. When not in combat, it can function for 7 hours with 200 pounds of coal and fresh water in its boiler. While in combat, it can function for 1 hour with a full fuel load. If its coal and water are not refilled at the end of this time, the steamjack suffers 1 level of exhaustion at the end of each minute.", @@ -13438,7 +13438,7 @@ "type": "entries", "name": "Fell Howl", "entries": [ - "While you perform this fell call, each enemy creature that can hear you within 60 feet of you has disadvantage on saving throws against being frightened or charmed and takes a \u22121 penalty on attack rolls and damage rolls." + "While you perform this fell call, each enemy creature that can hear you within 60 feet of you has disadvantage on saving throws against being frightened or charmed and takes a −1 penalty on attack rolls and damage rolls." ] }, { @@ -13582,7 +13582,7 @@ "level": 2, "entries": [ "Starting at 2nd level, you can use your Channel Divinity to banish darkness and aid those in need. As an action, you present your holy symbol, causing a sphere of radiance to emanate from you. When you use this feature, you have a pool of hit points equal to 5 × your cleric level that you can use to manipulate the vitality of creatures. Choose any creatures within 30 feet of you, and divide those hit points among them. For each creature, you can choose whether you restore lost hit points to the creature or the creature takes radiant damage instead.", - "This feature can restore a creature to no more than half of its hit point maximum and cannot reduce a creature below half of its hit point maximum. You can't use this feature on a construct or to restore hit points to an undead." + "This feature can restore a creature to no more than half of its hit point maximum and cannot reduce a creature below half of its hit point maximum. You can’t use this feature on a construct or to restore hit points to an undead." ], "consumes": { "name": "Channel Divinity" @@ -13700,7 +13700,7 @@ "level": 1, "entries": [ "At 1st level, you learn to weave magic with a subtlety others lack. You can suppress the verbal and somatic components of your spells to a point where only those who are paying close attention can notice them, and your spells do not produce spell runes when cast.", - "If you are hiding from the target of a spell when you cast it, make a Charisma ({@skill Deception}) check contested by the creature's Wisdom ({@skill Insight}) check. If you win the contest, you remain hidden." + "If you are hiding from the target of a spell when you cast it, make a Charisma ({@skill Deception}) check contested by the creature’s Wisdom ({@skill Insight}) check. If you win the contest, you remain hidden." ] }, { @@ -13949,7 +13949,7 @@ "type": "entries", "name": "Spell Slots", "entries": [ - "The Battle Chaplain Spellcasting table shows how many spell slots you have. To cast a spell, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest." + "The Battle Chaplain Spellcasting table shows how many spell slots you have. To cast a spell, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest." ] }, { @@ -14000,45 +14000,45 @@ "2", "2", "2", - "\u2014", - "\u2014", - "\u2014" + "—", + "—", + "—" ], [ "4th", "2", "3", "2", - "\u2014", - "\u2014", - "\u2014" + "—", + "—", + "—" ], [ "5th", "2", "3", "3", - "\u2014", - "\u2014", - "\u2014" + "—", + "—", + "—" ], [ "6th", "2", "3", "3", - "\u2014", - "\u2014", - "\u2014" + "—", + "—", + "—" ], [ "7th", "2", "4", "3", - "\u2014", - "\u2014", - "\u2014" + "—", + "—", + "—" ], [ "8th", @@ -14046,8 +14046,8 @@ "4", "4", "2", - "\u2014", - "\u2014" + "—", + "—" ], [ "9th", @@ -14055,8 +14055,8 @@ "5", "4", "2", - "\u2014", - "\u2014" + "—", + "—" ], [ "10th", @@ -14064,8 +14064,8 @@ "6", "4", "2", - "\u2014", - "\u2014" + "—", + "—" ], [ "11th", @@ -14073,8 +14073,8 @@ "7", "4", "3", - "\u2014", - "\u2014" + "—", + "—" ], [ "12th", @@ -14082,8 +14082,8 @@ "7", "4", "3", - "\u2014", - "\u2014" + "—", + "—" ], [ "13th", @@ -14092,7 +14092,7 @@ "4", "3", "2", - "\u2014" + "—" ], [ "14th", @@ -14101,7 +14101,7 @@ "4", "3", "2", - "\u2014" + "—" ], [ "15th", @@ -14110,7 +14110,7 @@ "4", "3", "2", - "\u2014" + "—" ], [ "16th", @@ -14119,7 +14119,7 @@ "4", "3", "3", - "\u2014" + "—" ], [ "17th", @@ -14128,7 +14128,7 @@ "4", "3", "3", - "\u2014" + "—" ], [ "18th", @@ -14137,7 +14137,7 @@ "4", "3", "3", - "\u2014" + "—" ], [ "19th", @@ -14210,7 +14210,7 @@ "subclassSource": "IRKCore", "level": 10, "entries": [ - "Starting at 10th level, your strikes can mute an enemy's ability to work magic. When you hit a creature with a melee weapon attack, it has disadvantage on Constitution saving throws to maintain concentration. If you cause a spell to end in this way, you can restore an expended spell slot equal to or lower than the level of the spell you ended." + "Starting at 10th level, your strikes can mute an enemy’s ability to work magic. When you hit a creature with a melee weapon attack, it has disadvantage on Constitution saving throws to maintain concentration. If you cause a spell to end in this way, you can restore an expended spell slot equal to or lower than the level of the spell you ended." ] }, { @@ -14249,7 +14249,7 @@ "subclassSource": "IRKCore", "level": 3, "entries": [ - "Beginning when you choose this archetype at 3rd level, you can use your reaction to deflect blows when a friendly creature within 5 feet of you is hit by a melee weapon attack. When you do so, make a normal melee attack roll. If your result equals or beats the attacker's roll, the attacker's attack is deflected and automatically misses. If you are wielding a shield, you have advantage on this roll.", + "Beginning when you choose this archetype at 3rd level, you can use your reaction to deflect blows when a friendly creature within 5 feet of you is hit by a melee weapon attack. When you do so, make a normal melee attack roll. If your result equals or beats the attacker’s roll, the attacker’s attack is deflected and automatically misses. If you are wielding a shield, you have advantage on this roll.", "If you are wielding a weapon with the heavy and reach properties and you successfully deflect an attack, you can immediately make an opportunity attack against the attacker as part of the same reaction." ] }, @@ -14319,7 +14319,7 @@ "level": 3, "entries": [ "Beginning when you choose this archetype at 3rd level, you have learned the fundamentals of wielding the unique arms and armor of the Storm Knight. You gain proficiency with Storm Knight armor and one of the following weapons of your choice: storm glaives, storm lances, storm throwers, or voltaic halberds.", - "If you are in good standing with the Storm Knight Academy in Cygnar, you receive one suit of Storm Knight armor and the storm weapon you gained proficiency with at no cost. In return, you must swear loyalty to both the Crown and the Storm Knights, and you may be called upon to serve in the Cygnaran military at the GM's discretion." + "If you are in good standing with the Storm Knight Academy in Cygnar, you receive one suit of Storm Knight armor and the storm weapon you gained proficiency with at no cost. In return, you must swear loyalty to both the Crown and the Storm Knights, and you may be called upon to serve in the Cygnaran military at the GM’s discretion." ] }, { @@ -14333,7 +14333,7 @@ "level": 7, "entries": [ "At 7th level, when you hit a target with a melee or ranged attack, you can arc lightning onto nearby enemies. When you do, choose another target within 5 feet of the creature you originally hit and make the same type of attack roll against the chosen target. If you hit, that target takes {@damage 1d8} lightning damage.", - "This additional attack cannot generate another Arc Lightning attack. Your weapon must have the storm property and must be activated to gain this benefit. Arc Lightning damage does not benefit from the additional damage granted by a weapon's storm property." + "This additional attack cannot generate another Arc Lightning attack. Your weapon must have the storm property and must be activated to gain this benefit. Arc Lightning damage does not benefit from the additional damage granted by a weapon’s storm property." ] }, { @@ -14360,7 +14360,7 @@ "subclassSource": "IRKCore", "level": 15, "entries": [ - "At 15th level, you can direct the tides of battle by shouting commands through the din of combat. As a bonus action, you can use one of the following commands. Each command's benefit lasts until the start of your next turn. Friendly creatures cannot gain these benefits if they cannot see or hear you or cannot understand you. You can use this feature three times. You regain all expended uses after you finish a short or long rest.", + "At 15th level, you can direct the tides of battle by shouting commands through the din of combat. As a bonus action, you can use one of the following commands. Each command’s benefit lasts until the start of your next turn. Friendly creatures cannot gain these benefits if they cannot see or hear you or cannot understand you. You can use this feature three times. You regain all expended uses after you finish a short or long rest.", { "type": "options", "entries": [ @@ -14467,7 +14467,7 @@ "level": 11, "entries": [ "At 11th level, you can sense emotions, which appear to you as brightly colored auras that radiate around nearby creatures. You always know the emotional state of living sentient creatures within 60 feet of you.", - "Additionally, if you can sense a creature's emotional state, you have advantage on Wisdom ({@skill Perception}) and Wisdom ({@skill Insight}) checks to determine whether that creature is trying to deceive you. This emotional vision allows you to see creatures in complete darkness, as well as creatures that are {@condition invisible}. Physical objects block the glowing aura, thereby allowing creatures to hide from you normally." + "Additionally, if you can sense a creature’s emotional state, you have advantage on Wisdom ({@skill Perception}) and Wisdom ({@skill Insight}) checks to determine whether that creature is trying to deceive you. This emotional vision allows you to see creatures in complete darkness, as well as creatures that are {@condition invisible}. Physical objects block the glowing aura, thereby allowing creatures to hide from you normally." ] }, { @@ -14480,7 +14480,7 @@ "subclassSource": "IRKCore", "level": 17, "entries": [ - "At 17th level, you can manipulate your enemies' ki to twist their minds and manipulate their emotions. As an action, you can spend 6 ki points to impose one of the following effects on a target within 60 feet of you. A creature targeted by one of these effects is aware that you caused it only if the creature succeeds on the saving throw associated with the effect.", + "At 17th level, you can manipulate your enemies’ ki to twist their minds and manipulate their emotions. As an action, you can spend 6 ki points to impose one of the following effects on a target within 60 feet of you. A creature targeted by one of these effects is aware that you caused it only if the creature succeeds on the saving throw associated with the effect.", { "type": "options", "entries": [ @@ -14495,21 +14495,21 @@ "type": "entries", "name": "Dull Awareness", "entries": [ - "The target must make a Wisdom saving throw. On a failed save, attack rolls against the creature are made with advantage, and the creature's passive Perception is 0 for 5 rounds." + "The target must make a Wisdom saving throw. On a failed save, attack rolls against the creature are made with advantage, and the creature’s passive Perception is 0 for 5 rounds." ] }, { "type": "entries", "name": "Placate the Fierce", "entries": [ - "The target must make a Wisdom saving throw. On a failed save, the creature takes a \u22122 penalty to its AC, can't use reactions, and is {@condition charmed} by you. This effect lasts for 5 rounds or until you harm the creature." + "The target must make a Wisdom saving throw. On a failed save, the creature takes a −2 penalty to its AC, can’t use reactions, and is {@condition charmed} by you. This effect lasts for 5 rounds or until you harm the creature." ] }, { "type": "entries", "name": "Stupefy", "entries": [ - "The target must make an Intelligence saving throw. On a failed save, the creature can't cast spells, activate magic items, understand languages, or communicate in any intelligible way for 5 rounds." + "The target must make an Intelligence saving throw. On a failed save, the creature can’t cast spells, activate magic items, understand languages, or communicate in any intelligible way for 5 rounds." ] } ] @@ -14526,8 +14526,8 @@ "subclassSource": "IRKCore", "level": 3, "entries": [ - "Beginning when you choose this tradition at 3rd level, you master the Shifting Sands Stance, allowing you to weave through your foes' strikes unharmed.", - "If you do not move during your turn, you can enter Shifting Sands Stance as a bonus action at the end of your turn. While you are in this stance, you gain a +2 bonus to AC, your movement doesn't provoke opportunity attacks, and you can immediately move up to 15 feet plus your Unarmored Movement bonus when a creature misses you with an attack.", + "Beginning when you choose this tradition at 3rd level, you master the Shifting Sands Stance, allowing you to weave through your foes’ strikes unharmed.", + "If you do not move during your turn, you can enter Shifting Sands Stance as a bonus action at the end of your turn. While you are in this stance, you gain a +2 bonus to AC, your movement doesn’t provoke opportunity attacks, and you can immediately move up to 15 feet plus your Unarmored Movement bonus when a creature misses you with an attack.", "Shifting Sands Stance lasts until the start of your next turn, at which point you can choose to maintain it without using a bonus action. The stance ends automatically if you move during your turn, are knocked {@condition prone}, or are incapacitated. You cannot gain these benefits if you are wearing armor or wielding a shield." ] }, @@ -14569,7 +14569,7 @@ "level": 17, "entries": [ "At 17th level, you gain the ability to make your flesh as hard as forged steel in response to being struck, and you can transmit the kinetic energy of the blow into your fists in order to deliver a counterstrike.", - "When a creature hits you with a melee attack, you can spend 3 ki points to reduce the damage by half. After the attack is resolved, you can use your reaction to make an unarmed strike targeting the creature that hit you. If you do, you have advantage on the attack roll, and if you hit, the attack deals extra bludgeoning damage equal to the amount by which the creature's damage was reduced." + "When a creature hits you with a melee attack, you can spend 3 ki points to reduce the damage by half. After the attack is resolved, you can use your reaction to make an unarmed strike targeting the creature that hit you. If you do, you have advantage on the attack roll, and if you hit, the attack deals extra bludgeoning damage equal to the amount by which the creature’s damage was reduced." ] }, { @@ -14792,7 +14792,7 @@ "subclassSource": "IRKCore", "level": 3, "entries": [ - "When a friendly creature within 30 feet of you is damaged by an enemy creature's attack, you can use your reaction to respond with holy indignation. When you do, you gain a +2 bonus to attack and damage rolls made with melee weapons for 1 minute." + "When a friendly creature within 30 feet of you is damaged by an enemy creature’s attack, you can use your reaction to respond with holy indignation. When you do, you gain a +2 bonus to attack and damage rolls made with melee weapons for 1 minute." ], "consumes": { "name": "Channel Divinity" @@ -14839,8 +14839,8 @@ "level": 15, "entries": [ "At 15th level, you can absorb damage inflicted on others. When a friendly creature within 30 feet of you is damaged, you can use your reaction to absorb any amount of damage caused by the attack. Divide the damage between yourself and the friendly creature in any way you choose, even if this incapacitates or kills you.", - "The amount of damage that can be absorbed is determined after any resistances or vulnerabilities from the original damage roll are calculated. This feature doesn't transfer any other effects that accompany the damage, and the damage you absorb can't be reduced in any way.", - "If you absorb any damage in this manner, you can immediately assume Stone-and-Mortar Stance without using an action or expending one of your uses of Channel Divinity. Once you use this feature, you can't use it again until you finish a long rest." + "The amount of damage that can be absorbed is determined after any resistances or vulnerabilities from the original damage roll are calculated. This feature doesn’t transfer any other effects that accompany the damage, and the damage you absorb can’t be reduced in any way.", + "If you absorb any damage in this manner, you can immediately assume Stone-and-Mortar Stance without using an action or expending one of your uses of Channel Divinity. Once you use this feature, you can’t use it again until you finish a long rest." ] }, { @@ -14868,7 +14868,7 @@ "level": 3, "entries": [ "At 3rd level, you are seasoned at the art of negotiating bounty claims, tracking your prey, and bringing them in alive if necessary. When you reduce a creature to 0 hit points with any type of attack, you can choose to knock the creature out. The creature falls unconscious and is stable.", - "In addition, you gain proficiency in the {@skill Persuasion} skill, and you have advantage on Charisma ({@skill Persuasion}) checks when negotiating a bounty-hunting contract. Once you have accepted a contract, you gain your favored enemy benefits against the contract's targets until either you are no longer actively hunting them or the contract has been fulfilled.", + "In addition, you gain proficiency in the {@skill Persuasion} skill, and you have advantage on Charisma ({@skill Persuasion}) checks when negotiating a bounty-hunting contract. Once you have accepted a contract, you gain your favored enemy benefits against the contract’s targets until either you are no longer actively hunting them or the contract has been fulfilled.", "If you accept multiple contracts, you can apply this benefit to only one contract each day. Choose a contract each time you finish a long rest, but no more than once every 24 hours." ] }, @@ -14882,7 +14882,7 @@ "subclassSource": "IRKCore", "level": 7, "entries": [ - "Starting at 7th level, you can maintain your concentration on the {@spell hunter's mark} spell indefinitely, including while you are unconscious. While a creature affected by hunter's mark is on the same plane of existence as you, you know the creature's general cardinal direction, and you can make a Wisdom ({@skill Survival}) check to begin tracking the creature. If you succeed, you can track the creature from anywhere on the plane." + "Starting at 7th level, you can maintain your concentration on the {@spell hunter’s mark} spell indefinitely, including while you are unconscious. While a creature affected by hunter’s mark is on the same plane of existence as you, you know the creature’s general cardinal direction, and you can make a Wisdom ({@skill Survival}) check to begin tracking the creature. If you succeed, you can track the creature from anywhere on the plane." ] }, { @@ -14910,7 +14910,7 @@ "type": "entries", "name": "Deceiver", "entries": [ - "You gain proficiency in the {@skill Deception} skill. As an action, you can attempt to charm a nonhostile humanoid within 30 feet of you. Make a Charisma ({@skill Deception}) check contested by the target's Wisdom ({@skill Insight}) check. If you succeed, the target is {@condition charmed} by you for one hour or until you or your companions do anything harmful to it. Each hour, unless the creature is unconscious, you must make a new check contested by the creature's Insight check. You can charm up to three creatures at a time with this feature." + "You gain proficiency in the {@skill Deception} skill. As an action, you can attempt to charm a nonhostile humanoid within 30 feet of you. Make a Charisma ({@skill Deception}) check contested by the target’s Wisdom ({@skill Insight}) check. If you succeed, the target is {@condition charmed} by you for one hour or until you or your companions do anything harmful to it. Each hour, unless the creature is unconscious, you must make a new check contested by the creature’s Insight check. You can charm up to three creatures at a time with this feature." ] }, { @@ -14970,7 +14970,7 @@ "level": 3, "entries": [ "At 3rd level, you gain an additional favored enemy: arcane spellcasters. You gain your favored enemy benefits against bards, gun mages, sorcerers, warcasters, wizards, warlocks, and any creature that casts spells and uses its Intelligence modifier for its spell save DC.", - "Additionally, when you damage a creature that is concentrating, add 5 to the DC of the creature's Constitution saving throw to maintain concentration." + "Additionally, when you damage a creature that is concentrating, add 5 to the DC of the creature’s Constitution saving throw to maintain concentration." ] }, { @@ -14983,7 +14983,7 @@ "subclassSource": "IRKCore", "level": 7, "entries": [ - "Starting at 7th level, you are capable of perceiving residual arcane energies left behind by spellcasting and can track the spellcaster responsible. When you spend 1 minute to search an area, you automatically know the school and level of any spells that were cast in that area within the last 24 hours, but not who cast the spells or which specific spells were cast. If the spellcaster is on the same plane of existence as you, you can track the creature for up to 7 days after the spell was cast by succeeding on a daily Wisdom ({@skill Survival}) check with a DC equal to the spellcaster's spell save.", + "Starting at 7th level, you are capable of perceiving residual arcane energies left behind by spellcasting and can track the spellcaster responsible. When you spend 1 minute to search an area, you automatically know the school and level of any spells that were cast in that area within the last 24 hours, but not who cast the spells or which specific spells were cast. If the spellcaster is on the same plane of existence as you, you can track the creature for up to 7 days after the spell was cast by succeeding on a daily Wisdom ({@skill Survival}) check with a DC equal to the spellcaster’s spell save.", "Additionally, when a favored enemy begins to cast a spell that you can see or hear, you can use your reaction to attack that creature immediately before the spell is cast. If your attack reduces the creature to 0 hit points, the spell is not cast, but the spell slot for the casting is still spent." ] }, @@ -15010,9 +15010,9 @@ "subclassSource": "IRKCore", "level": 15, "entries": [ - "Beginning at 15th level, as a bonus action, you can imbue one arrow, bolt, or bullet with ethereal capabilities. Your next ranged weapon attack with this phantom shot ignores half cover and three-quarters cover, and the targeted creature's AC becomes 10 + its Dexterity modifier for this attack. The imbued ammunition loses this benefit at the start of your next turn.", - "Additionally, you can use the imbued ammunition to attack a creature that you can't see, but you must know the creature's general area and must make a Wisdom ({@skill Perception}) check contested by the creature's Dexterity ({@skill Stealth}) check to locate its position. The creature has advantage on this check if it is more than 30 feet away from you. If you succeed, your next ranged weapon attack ignores total cover, and the targeted creature's AC becomes 10 + its Dexterity modifier for this attack.", - "Once you use this feature, you can't do so again until you finish a long rest or expend a spell slot of 4th level or higher." + "Beginning at 15th level, as a bonus action, you can imbue one arrow, bolt, or bullet with ethereal capabilities. Your next ranged weapon attack with this phantom shot ignores half cover and three-quarters cover, and the targeted creature’s AC becomes 10 + its Dexterity modifier for this attack. The imbued ammunition loses this benefit at the start of your next turn.", + "Additionally, you can use the imbued ammunition to attack a creature that you can’t see, but you must know the creature’s general area and must make a Wisdom ({@skill Perception}) check contested by the creature’s Dexterity ({@skill Stealth}) check to locate its position. The creature has advantage on this check if it is more than 30 feet away from you. If you succeed, your next ranged weapon attack ignores total cover, and the targeted creature’s AC becomes 10 + its Dexterity modifier for this attack.", + "Once you use this feature, you can’t do so again until you finish a long rest or expend a spell slot of 4th level or higher." ] }, { @@ -15040,7 +15040,7 @@ "level": 7, "entries": [ "Starting at 7th level, you can whisper the blessings of your deity as a bonus action, empowering one weapon you are wielding. When you do so, the empowered weapon becomes magical for 1 minute, during which you gain a +2 bonus to weapon attack rolls you make with it. You cannot empower another weapon until the effect ends.", - "Additionally, when you deal damage to an aberration, fey, fiend, or undead with an empowered weapon, that creature's hit point maximum is reduced by the amount of damage taken (including additional damage from other effects). This reduction lasts until the target finishes a long rest. If a target's hit point maximum is reduced to 0, it is utterly destroyed and cannot be rejuvenated, resurrected, or returned in any capacity." + "Additionally, when you deal damage to an aberration, fey, fiend, or undead with an empowered weapon, that creature’s hit point maximum is reduced by the amount of damage taken (including additional damage from other effects). This reduction lasts until the target finishes a long rest. If a target’s hit point maximum is reduced to 0, it is utterly destroyed and cannot be rejuvenated, resurrected, or returned in any capacity." ] }, { @@ -15054,7 +15054,7 @@ "level": 11, "entries": [ "At 11th level, you gain a +10 bonus to Wisdom ({@skill Survival}) checks to track aberrations, fey, fiends, or undead and to Intelligence checks to recall information about them.", - "Additionally, when an aberration, fey, fiend, or undead that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you." + "Additionally, when an aberration, fey, fiend, or undead that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you." ] }, { @@ -15136,7 +15136,7 @@ "subclassSource": "IRKCore", "level": 9, "entries": [ - "At 9th level, you gain proficiency in the {@skill Intimidation} skill. Additionally, you can attempt to terrorize a humanoid within 30 feet of you into cowering in fear as a bonus action. Make a Strength ({@skill Intimidation}) check contested by the target's Wisdom ({@skill Insight}) check. If you succeed, the creature is {@condition frightened} for a number of rounds equal to your Strength modifier (a minimum of 1 round).", + "At 9th level, you gain proficiency in the {@skill Intimidation} skill. Additionally, you can attempt to terrorize a humanoid within 30 feet of you into cowering in fear as a bonus action. Make a Strength ({@skill Intimidation}) check contested by the target’s Wisdom ({@skill Insight}) check. If you succeed, the creature is {@condition frightened} for a number of rounds equal to your Strength modifier (a minimum of 1 round).", "You can use this feature a number of times equal to your Strength modifier (a minimum of once). You regain any expended uses when you finish a long rest." ] }, @@ -15209,7 +15209,7 @@ "type": "entries", "name": "Mocking Flourish", "entries": [ - "You can use a bonus action to insult a humanoid that can see or hear you within 30 feet of you. Make a Charisma ({@skill Performance}) check contested by the creature's Intelligence check. If you succeed, the creature has disadvantage on attack rolls against creatures other than you until the start of your next turn." + "You can use a bonus action to insult a humanoid that can see or hear you within 30 feet of you. Make a Charisma ({@skill Performance}) check contested by the creature’s Intelligence check. If you succeed, the creature has disadvantage on attack rolls against creatures other than you until the start of your next turn." ] } ] @@ -15267,7 +15267,7 @@ "type": "section", "name": "Alchemist", "entries": [ - "In a dimly lit laboratory, a gobber drips a dire troll's black bile into a boiling flask. After a few moments, the concoction begins to burble and churn as the tissues of troll muscle regenerate within the flask at an accelerated speed. A Crucible Guard sergeant twists a valve on his rifle, releasing a stream of pressurized fluid that coats the bullet loaded into his gun. When he fires, the blistering corrosive that coats the round punches through his target's armor and begins eating away at the flesh below. A rogue alchemist silently approaches a Golden Crucible lab. She retrieves a strange paste from a pouch at her belt and smears it on a reinforced window. Within moments, the glass evaporates into faint vapor, and she slips inside and begins rifling through the notes and formulas scattered across the top of a nearby desk. No matter how they choose to apply their skills, alchemists have a deep understanding of the potent and dangerous art of alchemy. By skillfully mixing, brewing, and refining ingredients, they can produce a vast array of different concoctions. Although alchemists are not known for their skill in combat, their skill in the craft of alchemy can make them as dangerous as the most highly trained soldier.", + "In a dimly lit laboratory, a gobber drips a dire troll’s black bile into a boiling flask. After a few moments, the concoction begins to burble and churn as the tissues of troll muscle regenerate within the flask at an accelerated speed. A Crucible Guard sergeant twists a valve on his rifle, releasing a stream of pressurized fluid that coats the bullet loaded into his gun. When he fires, the blistering corrosive that coats the round punches through his target’s armor and begins eating away at the flesh below. A rogue alchemist silently approaches a Golden Crucible lab. She retrieves a strange paste from a pouch at her belt and smears it on a reinforced window. Within moments, the glass evaporates into faint vapor, and she slips inside and begins rifling through the notes and formulas scattered across the top of a nearby desk. No matter how they choose to apply their skills, alchemists have a deep understanding of the potent and dangerous art of alchemy. By skillfully mixing, brewing, and refining ingredients, they can produce a vast array of different concoctions. Although alchemists are not known for their skill in combat, their skill in the craft of alchemy can make them as dangerous as the most highly trained soldier.", { "type": "entries", "name": "Sufficiently Advanced Science", @@ -15301,12 +15301,12 @@ "type": "section", "name": "Gun Mage", "entries": [ - "A circle of blue runes flashes into life around the barrel of the Cygnaran soldier's pistol. When her shot strikes her target, the deafening roar of thunder fills the air, and the force of the impact knocks the man she shot off his feet. Perched on the eave of a roof, the Llaelese sniper settles his sights on his target. Magic flows from him into his waiting bullet. When he fires, his gun makes no sound, and his target falls in eerie silence. The Ordic gambler dives behind an overturned table just as his three opponents open fire. Despite having only one bullet in his pistol, he grins as he rises and fires, guiding his bullet through his trio of targets. Gun mages are arcanists who combine firearm skill with the ability to channel magic through rune-inscribed bullets. They carry a particular mystique in the minds of common people. To the average citizen, gun mages are seen as romantic figures: dashing officers and arcanists who are as skilled with their weapons as they are with magic. In truth, these arcanists practice their magic as a dedicated martial discipline. To fully harness their abilities, gun mages make use of magelocks\u2014special firearms made of an expensive steel alloy that is both resistant to heat and responsive to magic. Some might consider a gun mage's reliance on firearms and ammunition to be a limitation compared to other spellcasters, but the deadly effectiveness of a practiced gun mage in battle is indisputable. Firearms are potent weapons in their own right, but augmented by a gun mage, a magelock firearm becomes an incredibly versatile weapon.", + "A circle of blue runes flashes into life around the barrel of the Cygnaran soldier’s pistol. When her shot strikes her target, the deafening roar of thunder fills the air, and the force of the impact knocks the man she shot off his feet. Perched on the eave of a roof, the Llaelese sniper settles his sights on his target. Magic flows from him into his waiting bullet. When he fires, his gun makes no sound, and his target falls in eerie silence. The Ordic gambler dives behind an overturned table just as his three opponents open fire. Despite having only one bullet in his pistol, he grins as he rises and fires, guiding his bullet through his trio of targets. Gun mages are arcanists who combine firearm skill with the ability to channel magic through rune-inscribed bullets. They carry a particular mystique in the minds of common people. To the average citizen, gun mages are seen as romantic figures: dashing officers and arcanists who are as skilled with their weapons as they are with magic. In truth, these arcanists practice their magic as a dedicated martial discipline. To fully harness their abilities, gun mages make use of magelocks—special firearms made of an expensive steel alloy that is both resistant to heat and responsive to magic. Some might consider a gun mage’s reliance on firearms and ammunition to be a limitation compared to other spellcasters, but the deadly effectiveness of a practiced gun mage in battle is indisputable. Firearms are potent weapons in their own right, but augmented by a gun mage, a magelock firearm becomes an incredibly versatile weapon.", { "type": "entries", "name": "Free Spirits", "entries": [ - "Gun mages tend to be nonconformists. Their magic is not just a talent, but a passion. It is not the bookish training common among other orders, or even the intuitive art of the sorcerer. It requires focus and intense training, as well as a quickness of mind and a sureness of purpose that come only from complete confidence in one's ability. Gun mages tend to be less rigidly ordered and far more impulsive than their arcane brethren. Those who possess more tempered personalities likely underwent rigorous training as part of a military order." + "Gun mages tend to be nonconformists. Their magic is not just a talent, but a passion. It is not the bookish training common among other orders, or even the intuitive art of the sorcerer. It requires focus and intense training, as well as a quickness of mind and a sureness of purpose that come only from complete confidence in one’s ability. Gun mages tend to be less rigidly ordered and far more impulsive than their arcane brethren. Those who possess more tempered personalities likely underwent rigorous training as part of a military order." ] }, { @@ -15328,19 +15328,19 @@ "type": "section", "name": "Gunfighter", "entries": [ - "The mercenary's hand hovers over her holster. Her opponent stands in a similar pose on the opposite end of a dusty street in Ternon Crag. When the clock bells chime, their rivalry will end. One of them will be declared the fastest gun in the Bloodstone Marches; the other will end up in a beggar's grave. The Khadoran hunter squints at a field of blinding white snow. His targets, a pack of blight-scarred Nyss, are little more than black specks in the distance. He slows his breathing and aims for the lead figure as his finger slowly squeezes the trigger. A commando slips through the shadowy underbrush toward the circle of cult members, her carbine primed to shoot down their leader. Keeping out of sight, she raises her weapon and prepares to cut the cult's ritual short. All of these individuals are gunfighters, warriors who live and die by the steadiness of their hand and the sharpness of their eyes. They are a diverse group made up of former soldiers, independent mercenaries, killers for hire, and skilled hunters, but they are united by their unparalleled skill with a firearm. Whether they are fighting on the front lines of battle or participating in a shootout in a backwater saloon, these men and women are intimately familiar with death\u2014and they understand how swiftly it can be delivered.", + "The mercenary’s hand hovers over her holster. Her opponent stands in a similar pose on the opposite end of a dusty street in Ternon Crag. When the clock bells chime, their rivalry will end. One of them will be declared the fastest gun in the Bloodstone Marches; the other will end up in a beggar’s grave. The Khadoran hunter squints at a field of blinding white snow. His targets, a pack of blight-scarred Nyss, are little more than black specks in the distance. He slows his breathing and aims for the lead figure as his finger slowly squeezes the trigger. A commando slips through the shadowy underbrush toward the circle of cult members, her carbine primed to shoot down their leader. Keeping out of sight, she raises her weapon and prepares to cut the cult’s ritual short. All of these individuals are gunfighters, warriors who live and die by the steadiness of their hand and the sharpness of their eyes. They are a diverse group made up of former soldiers, independent mercenaries, killers for hire, and skilled hunters, but they are united by their unparalleled skill with a firearm. Whether they are fighting on the front lines of battle or participating in a shootout in a backwater saloon, these men and women are intimately familiar with death—and they understand how swiftly it can be delivered.", { "type": "entries", "name": "Way of the Gun", "entries": [ - "Gunfighters learn how to use a wide variety of firearms. The individual characteristics of these weapons vary, but the core principles\u2014trigger control, sight picture, and controlled breathing\u2014do not. Be they pistoleers who rely on twitch reflexes or patient snipers who wait for the perfect shot, gunfighters learn the skills they need to operate their weapons under a wide array of conditions." + "Gunfighters learn how to use a wide variety of firearms. The individual characteristics of these weapons vary, but the core principles—trigger control, sight picture, and controlled breathing—do not. Be they pistoleers who rely on twitch reflexes or patient snipers who wait for the perfect shot, gunfighters learn the skills they need to operate their weapons under a wide array of conditions." ] }, { "type": "entries", "name": "A Fistful of Iron", "entries": [ - "A gunfighter without a shooting iron is little more than target practice. Most who live by the gun keep their weapons in fine form and clean them meticulously as part of their nightly rituals, and they would feel naked without a rifle slung over their shoulder or a pistol's weight at their hip. Not everyone who picks up a firearm is a gunfighter. The discipline requires a certain degree of skill, as well as the willingness to go into battle while a hailstorm of lead rains down all around you. Those who survive their first few shootouts find that their weapons become an extension of themselves. Over time, they learn how to coax their shots to greater effect, mastering startling trick shots in order to impress bystanders or turn a fight in their favor." + "A gunfighter without a shooting iron is little more than target practice. Most who live by the gun keep their weapons in fine form and clean them meticulously as part of their nightly rituals, and they would feel naked without a rifle slung over their shoulder or a pistol’s weight at their hip. Not everyone who picks up a firearm is a gunfighter. The discipline requires a certain degree of skill, as well as the willingness to go into battle while a hailstorm of lead rains down all around you. Those who survive their first few shootouts find that their weapons become an extension of themselves. Over time, they learn how to coax their shots to greater effect, mastering startling trick shots in order to impress bystanders or turn a fight in their favor." ] } ] @@ -15355,19 +15355,19 @@ "type": "section", "name": "Mechanik", "entries": [ - "A seven-foot-tall suit of walking iron bursts through the warehouse wall, sending the Dog Street Cutters into disarray. With a blast of steam from its boiler, the powered armor lashes out with the hook block of the hauling crane mounted on its left shoulder, scattering the gang's members in every direction. The tinny, high-pitched laughter of Dubbin the gobber echoes from deep within the armor. \"Not so small anymore, am I?\" Corporal Denton Hurst huddles behind the mangled chassis of the incapacitated warjack. Bullets pinging off the Mule's hull let him know that the Scharde pirates have a bead on his position, and he can hear their captain calling for a cannon to take aim. He takes a blind shot over the 'jack with his pistol and tightens the last clamp on his pneumatic patch. With a quick prayer to Ascendant Corben, the corporal watches the pressure gauge of the 'jack's boiler begin to climb. Magus Cordelia MacLinn holds her breath and urges her hand to keep steady as she guides her etching tool across the surface of the runeplate on her workbench. This final, critical stroke will be the difference between a runeplate worth thousands of crowns and a fancy, not to mention costly, bit of junk\u2014if she's lucky. She looks across the workshop to the corner where Magus Brunder used to work. The steamworks'custodian had scrubbed the stones for two full hours yesterday but still hadn't managed to pick all the bits of shrapnel out of them. Foolish Brunder. At least she wouldn't have to warn him about his sloppy head serifs again. Whether they are skilled engineers or talented bodgers, mechaniks can apply quick fixes to damaged machines, much like combat medics patch up wounded soldiers to keep them fighting. There isn't a nation in western Immoren that doesn't have a great need for talented field mechaniks, but those who are unwilling or unable to find employment in the military are always welcome in the many mercenary companies that employ aging warjacks in constant need of vital maintenance, or in the industrial bourgs of cities that rely on laborjacks and massive steam engines to keep the wheels of industry turning.", + "A seven-foot-tall suit of walking iron bursts through the warehouse wall, sending the Dog Street Cutters into disarray. With a blast of steam from its boiler, the powered armor lashes out with the hook block of the hauling crane mounted on its left shoulder, scattering the gang’s members in every direction. The tinny, high-pitched laughter of Dubbin the gobber echoes from deep within the armor. “Not so small anymore, am I?” Corporal Denton Hurst huddles behind the mangled chassis of the incapacitated warjack. Bullets pinging off the Mule’s hull let him know that the Scharde pirates have a bead on his position, and he can hear their captain calling for a cannon to take aim. He takes a blind shot over the ’jack with his pistol and tightens the last clamp on his pneumatic patch. With a quick prayer to Ascendant Corben, the corporal watches the pressure gauge of the ’jack’s boiler begin to climb. Magus Cordelia MacLinn holds her breath and urges her hand to keep steady as she guides her etching tool across the surface of the runeplate on her workbench. This final, critical stroke will be the difference between a runeplate worth thousands of crowns and a fancy, not to mention costly, bit of junk—if she’s lucky. She looks across the workshop to the corner where Magus Brunder used to work. The steamworks’custodian had scrubbed the stones for two full hours yesterday but still hadn’t managed to pick all the bits of shrapnel out of them. Foolish Brunder. At least she wouldn’t have to warn him about his sloppy head serifs again. Whether they are skilled engineers or talented bodgers, mechaniks can apply quick fixes to damaged machines, much like combat medics patch up wounded soldiers to keep them fighting. There isn’t a nation in western Immoren that doesn’t have a great need for talented field mechaniks, but those who are unwilling or unable to find employment in the military are always welcome in the many mercenary companies that employ aging warjacks in constant need of vital maintenance, or in the industrial bourgs of cities that rely on laborjacks and massive steam engines to keep the wheels of industry turning.", { "type": "entries", "name": "Quick Wits and Stubborn Dispositions", "entries": [ - "Experts of the quick fix, mechaniks specialize in tearing down and rebuilding machines of all types. They are problem solvers with a talent for keeping the most clapped-out and run-down devices functioning, including the weapons and equipment of their comrades in arms. Most are driven to constantly tinker with some new\u2014or, in many cases, old\u2014bit of mechanika, whether trying to improve on the design or simply attempting to get it in working order again. Their inquisitive nature and stubborn approach to fixing things leads most mechaniks to keep broken firearms, bits of steamjacks, and other miscellaneous components rattling around the bottom of their toolkits. Most have the skill to completely repair the stuff, if only they were willing to dedicate the time and funds to do so, but for many of them, continuing to cobble odd bits into makeshift parts and fix what they can day after day is not only easier, but more satisfying." + "Experts of the quick fix, mechaniks specialize in tearing down and rebuilding machines of all types. They are problem solvers with a talent for keeping the most clapped-out and run-down devices functioning, including the weapons and equipment of their comrades in arms. Most are driven to constantly tinker with some new—or, in many cases, old—bit of mechanika, whether trying to improve on the design or simply attempting to get it in working order again. Their inquisitive nature and stubborn approach to fixing things leads most mechaniks to keep broken firearms, bits of steamjacks, and other miscellaneous components rattling around the bottom of their toolkits. Most have the skill to completely repair the stuff, if only they were willing to dedicate the time and funds to do so, but for many of them, continuing to cobble odd bits into makeshift parts and fix what they can day after day is not only easier, but more satisfying." ] }, { "type": "entries", "name": "Keeping the World Running", "entries": [ - "Since the advent of mechanika, these wondrous machines have needed sturdy individuals to keep them operational. Mechaniks filled this need by applying engineering and machinist principles to the complex and sometimes delicate components of advanced mechanikal devices. As a group, mechaniks are bursting with ideas for how to improve existing devices and constantly daydreaming about the latest mechanikal inventions. Because most mechaniks are obsessed with discovering more mechanika, scrounging for new and useful parts, and creating new contraptions, being tied down to a single workshop can wear down even the most enthusiastic of them. As a result, some leave the comfort of a steady position in a steamworks factory in search of fortune or new challenges; others take to the road to meet other mechaniks and see devices they'd never see otherwise." + "Since the advent of mechanika, these wondrous machines have needed sturdy individuals to keep them operational. Mechaniks filled this need by applying engineering and machinist principles to the complex and sometimes delicate components of advanced mechanikal devices. As a group, mechaniks are bursting with ideas for how to improve existing devices and constantly daydreaming about the latest mechanikal inventions. Because most mechaniks are obsessed with discovering more mechanika, scrounging for new and useful parts, and creating new contraptions, being tied down to a single workshop can wear down even the most enthusiastic of them. As a result, some leave the comfort of a steady position in a steamworks factory in search of fortune or new challenges; others take to the road to meet other mechaniks and see devices they’d never see otherwise." ] } ] @@ -15382,19 +15382,19 @@ "type": "section", "name": "Warcaster", "entries": [ - "The Cygnaran warcaster charges into the enemy's battle line, her sword and hand cannon crackling with arcane energy. Bullets deflect harmlessly off of her power field as she closes the gap. When she reaches the mercenary soldiers, she cuts them down with strikes of her magically empowered blade. The heavy thud of the Ordic warcaster's warjacks cause the ground to tremble as he approaches the infernalists' hideout. No doubt they heard him coming; the stomping of three Toro heavy warjacks is hard to miss. With a telepathic command, he sends his battlegroup crashing through the walls and into battle. As the barbarian horde draws near, the Khadoran warcaster reflects on the harsh instruction she received from her teachers in the Greylords Covenant. Eschewing blade and bullet, she gestures at the advancing warriors and speaks the words to the arcane formula she has prepared for this moment. With a roar, a storm of ice erupts from her fingertips and falls upon her enemies like the wrath of Menoth himself. Warcasters are rare and powerful battle mages gifted with the ability to commune with and command the most devastating weapons of war in the Iron Kingdoms: warjacks. Their ability to manipulate the forces of magic is intrinsic, but most learn to hone and shape it in one of the great military institutes responsible for warcaster training\u2014such as", + "The Cygnaran warcaster charges into the enemy’s battle line, her sword and hand cannon crackling with arcane energy. Bullets deflect harmlessly off of her power field as she closes the gap. When she reaches the mercenary soldiers, she cuts them down with strikes of her magically empowered blade. The heavy thud of the Ordic warcaster’s warjacks cause the ground to tremble as he approaches the infernalists’ hideout. No doubt they heard him coming; the stomping of three Toro heavy warjacks is hard to miss. With a telepathic command, he sends his battlegroup crashing through the walls and into battle. As the barbarian horde draws near, the Khadoran warcaster reflects on the harsh instruction she received from her teachers in the Greylords Covenant. Eschewing blade and bullet, she gestures at the advancing warriors and speaks the words to the arcane formula she has prepared for this moment. With a roar, a storm of ice erupts from her fingertips and falls upon her enemies like the wrath of Menoth himself. Warcasters are rare and powerful battle mages gifted with the ability to commune with and command the most devastating weapons of war in the Iron Kingdoms: warjacks. Their ability to manipulate the forces of magic is intrinsic, but most learn to hone and shape it in one of the great military institutes responsible for warcaster training—such as", { "type": "entries", "name": "The Heart of Battle", "entries": [ - "Manipulators of magic are rare in the Iron Kingdoms, but warcasters are the rarest of the rare. Warcasters tap into the great unseen reservoir of magical energy on a level that surpasses anything attainable through traditional arcane and divine methods. The military potency of each nation in the Iron Kingdoms depends on the strength and number of its warcasters, who are key to maintaining each nation's power and fending off its rivals. As such, nearly all warcasters have served in the military at some point. Although many continue to serve their nation in this role today, freelance warcasters can be found among some of western Immoren's greatest mercenary companies, many of which are led by one or more of these masters of the arcane. These freelancers occasionally have difficulty maintaining a stable of warjacks without the support that comes with being part of a standing army, but many willingly make this trade in exchange for the freedom to sell their services to the highest bidder." + "Manipulators of magic are rare in the Iron Kingdoms, but warcasters are the rarest of the rare. Warcasters tap into the great unseen reservoir of magical energy on a level that surpasses anything attainable through traditional arcane and divine methods. The military potency of each nation in the Iron Kingdoms depends on the strength and number of its warcasters, who are key to maintaining each nation’s power and fending off its rivals. As such, nearly all warcasters have served in the military at some point. Although many continue to serve their nation in this role today, freelance warcasters can be found among some of western Immoren’s greatest mercenary companies, many of which are led by one or more of these masters of the arcane. These freelancers occasionally have difficulty maintaining a stable of warjacks without the support that comes with being part of a standing army, but many willingly make this trade in exchange for the freedom to sell their services to the highest bidder." ] }, { "type": "entries", "name": "Living Weapons", "entries": [ - "Most warcasters live their whole life on the battlefield. As soon as they complete a brief apprenticeship or formal academy training, they are thrust into the jaws of combat. Only a handful of them\u2014those who survive decades of constant warfare\u2014reach an age where they could consider retiring to a more peaceful life. Most who do so end up training the next generation of warcasters, for their experience in battle and mastery of the arcane are resources too valuable for a nation to relinquish. Due to the tremendous powers they harness and the importance of their role, each nation's warcasters seem larger than life to its citizens, most of whom do not understand the difficulty of their champions' jobs and the stresses under which they operate." + "Most warcasters live their whole life on the battlefield. As soon as they complete a brief apprenticeship or formal academy training, they are thrust into the jaws of combat. Only a handful of them—those who survive decades of constant warfare—reach an age where they could consider retiring to a more peaceful life. Most who do so end up training the next generation of warcasters, for their experience in battle and mastery of the arcane are resources too valuable for a nation to relinquish. Due to the tremendous powers they harness and the importance of their role, each nation’s warcasters seem larger than life to its citizens, most of whom do not understand the difficulty of their champions’ jobs and the stresses under which they operate." ] } ] @@ -15446,7 +15446,7 @@ "type": "section", "name": "Rogue Alchemist", "entries": [ - "Rogue alchemists are lawbreakers who use alchemy in furtherance of their crimes\u2014although for some, the first crime was to practice alchemy without the approval of a group such as the Order of the Golden Crucible. Frequently found in the criminal underbellies of cities across western Immoren, rogue alchemists are skilled poisoners accustomed to making do without many resources. Cut off from the backing of a powerful alchemy guild, these resourceful individuals have had to steal much of what they have, up to and including formulas copied from another alchemist's notes." + "Rogue alchemists are lawbreakers who use alchemy in furtherance of their crimes—although for some, the first crime was to practice alchemy without the approval of a group such as the Order of the Golden Crucible. Frequently found in the criminal underbellies of cities across western Immoren, rogue alchemists are skilled poisoners accustomed to making do without many resources. Cut off from the backing of a powerful alchemy guild, these resourceful individuals have had to steal much of what they have, up to and including formulas copied from another alchemist’s notes." ] } ] @@ -15462,7 +15462,7 @@ "type": "section", "name": "Arcane Tempest", "entries": [ - "For more than two decades, the gun mages of the Militant Order of the Arcane Tempest have trained in the art of harnessing the arcane through gun fighting. Whereas other gun mages may be dilettantes in war, members of the Militant Order of the Arcane Tempest are hardened fighters trained for battle. Members of this order serve alongside those of the army's other service branches, whether providing fire support on the battlefields of western Immoren or acting as specialized operatives who protect their nation at any cost." + "For more than two decades, the gun mages of the Militant Order of the Arcane Tempest have trained in the art of harnessing the arcane through gun fighting. Whereas other gun mages may be dilettantes in war, members of the Militant Order of the Arcane Tempest are hardened fighters trained for battle. Members of this order serve alongside those of the army’s other service branches, whether providing fire support on the battlefields of western Immoren or acting as specialized operatives who protect their nation at any cost." ] } ] @@ -15478,7 +15478,7 @@ "type": "section", "name": "Thorn", "entries": [ - "Formerly the Loyal Order of the Amethyst Rose, the Order of the Thorn are consummate survivors skilled in covert military operations. Members of the order wear black to mourn the many years of suffering and occupation that once gripped their homeland. Their somber uniforms are a reminder to never again allow the people of Llael to fall victim to foreign schemes or control. Thorn gun mages are among the most zealous and dedicated of Llael's soldiers. Having fought in resistance cells during the long years of their kingdom's occupation, many of them are skilled in espionage, sabotage, and assassination. They combine the skillful dueling traditions of the former Loyal Order of the Amethyst Rose with a merciless approach to conflict." + "Formerly the Loyal Order of the Amethyst Rose, the Order of the Thorn are consummate survivors skilled in covert military operations. Members of the order wear black to mourn the many years of suffering and occupation that once gripped their homeland. Their somber uniforms are a reminder to never again allow the people of Llael to fall victim to foreign schemes or control. Thorn gun mages are among the most zealous and dedicated of Llael’s soldiers. Having fought in resistance cells during the long years of their kingdom’s occupation, many of them are skilled in espionage, sabotage, and assassination. They combine the skillful dueling traditions of the former Loyal Order of the Amethyst Rose with a merciless approach to conflict." ] } ] @@ -15526,7 +15526,7 @@ "type": "section", "name": "Sharpshooter", "entries": [ - "Sharpshooters are masters of the long arm. Given the range from which they traditionally deal death, they are among the most feared combatants across all of western Immoren. Many of these gunslingers were part of an elite military unit or developed their skills as a result of inborn potential and practice. Some hone their talents as hunters living on the frontier of civilization, where one's accuracy with a rifle or another long gun can mean the difference between feast and famine. Those who master the rifle are keen-eyed individuals capable not only of spotting targets at a great distance, but also of finding the ideal sniping position or blind from which to fire. Sharpshooters who have left military service often find employment as guns for hire, and their skills, along with the high cost of maintaining their weapons, demand a premium fee. Many join criminal organizations and gun down their rivals with a sniper's ruthless accuracy" + "Sharpshooters are masters of the long arm. Given the range from which they traditionally deal death, they are among the most feared combatants across all of western Immoren. Many of these gunslingers were part of an elite military unit or developed their skills as a result of inborn potential and practice. Some hone their talents as hunters living on the frontier of civilization, where one’s accuracy with a rifle or another long gun can mean the difference between feast and famine. Those who master the rifle are keen-eyed individuals capable not only of spotting targets at a great distance, but also of finding the ideal sniping position or blind from which to fire. Sharpshooters who have left military service often find employment as guns for hire, and their skills, along with the high cost of maintaining their weapons, demand a premium fee. Many join criminal organizations and gun down their rivals with a sniper’s ruthless accuracy" ] } ] @@ -15542,7 +15542,7 @@ "type": "section", "name": "Commando", "entries": [ - "Commandos have been forged during years of warfare in some of the most brutal fighting in all the Iron Kingdoms. They are among the toughest soldiers in western Immoren, and their special training has forced them to master a variety of skills, including camouflage and covert unit coordination. In battle, they crawl to the very edge of no-man's-land to silently neutralize enemy scouts and snipers before disappearing back into the woods without a trace. Masters of clandestine operations, sabotage, and targeted elimination behind enemy lines, commandos are elite soldiers of a rare breed\u2014the best of the best. They strike out on the most dangerous and sensitive assignments, and their paramount goal is always simple: complete the mission at any cost." + "Commandos have been forged during years of warfare in some of the most brutal fighting in all the Iron Kingdoms. They are among the toughest soldiers in western Immoren, and their special training has forced them to master a variety of skills, including camouflage and covert unit coordination. In battle, they crawl to the very edge of no-man’s-land to silently neutralize enemy scouts and snipers before disappearing back into the woods without a trace. Masters of clandestine operations, sabotage, and targeted elimination behind enemy lines, commandos are elite soldiers of a rare breed—the best of the best. They strike out on the most dangerous and sensitive assignments, and their paramount goal is always simple: complete the mission at any cost." ] } ] @@ -15558,7 +15558,7 @@ "type": "section", "name": "Combat Mechanik", "entries": [ - "Nothing is ever simple on the battlefield. Armor gets mangled, weapons misfire at the most inopportune times, and warjacks break down under the strain of combat. Combat mechaniks brave the front lines to make crucial repairs under fire. Every one of them must be as adept with a firearm as they are at maintaining and repairing equipment in the field, and many are veteran soldiers who have faced a multitude of foes. Whether handling a traditional weapon, swinging a heavy 'jack wrench, or bodging a piece of hardware back together, combat mechaniks keep their allies in fighting form." + "Nothing is ever simple on the battlefield. Armor gets mangled, weapons misfire at the most inopportune times, and warjacks break down under the strain of combat. Combat mechaniks brave the front lines to make crucial repairs under fire. Every one of them must be as adept with a firearm as they are at maintaining and repairing equipment in the field, and many are veteran soldiers who have faced a multitude of foes. Whether handling a traditional weapon, swinging a heavy ’jack wrench, or bodging a piece of hardware back together, combat mechaniks keep their allies in fighting form." ] } ] @@ -15574,7 +15574,7 @@ "type": "section", "name": "Ironhead", "entries": [ - "One of the most unusual settlements in all of Cygnar, Ironhead Station exists entirely beneath the Wyrmwall Mountains. The city is connected to the outside world through a series of elaborate rail tunnels that run through the Wyrmwall Mountains for sixty miles, only ten of them aboveground. Excavated with the help of enterprising dwarven settlers who left Rhul behind after the Orgoth Occupation, Ironhead Station is home to more Rhulfolk than humans, many of whom live in the nearby city of Ironhead Enclave, which lies less than a mile away and entirely underground. In 609 AR, this city of several thousand dwarves was devastated by skirmishes between dragons. Even though the region has had many years to rebuild, the draconic blood spilled here left the taint of its blight in ways that can still be seen, and the stoic Rhulfolk of the Enclave still slay the occasional dragonspawn or other blighted beast in the tunnels. Ironhead Station has enjoyed renewed prosperity in recent years as supplies and people have traveled along the underground rail to the more distant duchies and as rail lines have continued to expand throughout the kingdom, but the tunnels and mountains surrounding the city have also grown more perilous. Conflicts on the surface have stirred or emboldened things that slept beneath the earth, and miners and stevedores have come to local taverns to share tales of gravel-belching undead, spiders as big as warjacks, and other, stranger things in the dark beneath the earth. Adventure Hook A warehouse in Ironhead Enclave has a problem\u2014a skigg problem. The powder-hungry vermin are an annoyance unless they consume blasting powder\u2014at which point they become an explosive hazard. The dwarves had been using the warehouse to store blasting powder before sending it to Caspia, but a train traveling through Ironhead Station unfortunately brought skiggs with it, and now the pint-size pests are eating the blasting powder. The Rhulfolk have made several attempts to rout the beasts, but they keep coming back. The dwarves are willing to pay a pretty penny to anyone who can get rid of the skiggs\u2014 preferably without blowing the whole place sky-high." + "One of the most unusual settlements in all of Cygnar, Ironhead Station exists entirely beneath the Wyrmwall Mountains. The city is connected to the outside world through a series of elaborate rail tunnels that run through the Wyrmwall Mountains for sixty miles, only ten of them aboveground. Excavated with the help of enterprising dwarven settlers who left Rhul behind after the Orgoth Occupation, Ironhead Station is home to more Rhulfolk than humans, many of whom live in the nearby city of Ironhead Enclave, which lies less than a mile away and entirely underground. In 609 AR, this city of several thousand dwarves was devastated by skirmishes between dragons. Even though the region has had many years to rebuild, the draconic blood spilled here left the taint of its blight in ways that can still be seen, and the stoic Rhulfolk of the Enclave still slay the occasional dragonspawn or other blighted beast in the tunnels. Ironhead Station has enjoyed renewed prosperity in recent years as supplies and people have traveled along the underground rail to the more distant duchies and as rail lines have continued to expand throughout the kingdom, but the tunnels and mountains surrounding the city have also grown more perilous. Conflicts on the surface have stirred or emboldened things that slept beneath the earth, and miners and stevedores have come to local taverns to share tales of gravel-belching undead, spiders as big as warjacks, and other, stranger things in the dark beneath the earth. Adventure Hook A warehouse in Ironhead Enclave has a problem—a skigg problem. The powder-hungry vermin are an annoyance unless they consume blasting powder—at which point they become an explosive hazard. The dwarves had been using the warehouse to store blasting powder before sending it to Caspia, but a train traveling through Ironhead Station unfortunately brought skiggs with it, and now the pint-size pests are eating the blasting powder. The Rhulfolk have made several attempts to rout the beasts, but they keep coming back. The dwarves are willing to pay a pretty penny to anyone who can get rid of the skiggs— preferably without blowing the whole place sky-high." ] } ] @@ -15590,7 +15590,7 @@ "type": "section", "name": "Arcane Mechanik", "entries": [ - "Bridging the gap between machines and magic, arcane mechaniks are arcanists with a penchant for mechanikal engineering. They are innovative crafters of mechanikal devices, and they have the necessary skills and knowledge to create and repair mechanikal armor and weapons, as well as the arcane systems of steamjacks. Arcane mechaniks are respected figures, and their most wondrous creations\u2014the steamjacks found across western Immoren\u2014are among the most iconic symbols of the modern age. Standing at the forefront of practical innovation, arcane mechaniks employ industrial thaumaturgy in the crafting of potent devices. Any good mechanik can assemble and maintain a piece of mechanika, but arcane mechaniks focus on creative and innovative ways to use runeplates and more specialized components. Creating mechanika is an incredibly expensive undertaking, and many arcane mechaniks turn to adventuring and mercenary work to fund their endeavors. Because their skills are in high demand, they typically have little trouble finding lucrative employment. As an added bonus, the wild and unpredictable life of a freelance mercenary often provides the perfect testing ground for many types of mechanikal creations." + "Bridging the gap between machines and magic, arcane mechaniks are arcanists with a penchant for mechanikal engineering. They are innovative crafters of mechanikal devices, and they have the necessary skills and knowledge to create and repair mechanikal armor and weapons, as well as the arcane systems of steamjacks. Arcane mechaniks are respected figures, and their most wondrous creations—the steamjacks found across western Immoren—are among the most iconic symbols of the modern age. Standing at the forefront of practical innovation, arcane mechaniks employ industrial thaumaturgy in the crafting of potent devices. Any good mechanik can assemble and maintain a piece of mechanika, but arcane mechaniks focus on creative and innovative ways to use runeplates and more specialized components. Creating mechanika is an incredibly expensive undertaking, and many arcane mechaniks turn to adventuring and mercenary work to fund their endeavors. Because their skills are in high demand, they typically have little trouble finding lucrative employment. As an added bonus, the wild and unpredictable life of a freelance mercenary often provides the perfect testing ground for many types of mechanikal creations." ] } ] @@ -15654,7 +15654,7 @@ "type": "section", "name": "Fell Caller", "entries": [ - "Fell callers combine terrifying shout attacks with respectable combat ability. They are fearless warriors full of passion, charisma, and\u2014oftentimes\u2014rage. Fell callers are born with their gift, and most find it difficult not to follow the calling. With their incredible voices, fell callers strike fear into their opponents, bolster the courage of their comrades, confuse their enemies, unleash destructive sonic blasts, and even make the ground itself tremble. All such calls are vocal effects and are essentially shouted; indeed, the most notable attribute of nearly all fell callers is their deep, booming voice. All fell callers in the Iron Kingdoms are trollkin. They are the descendants of the ancient trollkin hero Bragg, the first of all fell callers. His exploits are numerous and legendary, and he is a central figure in many trollkin songs and tales. Although trollkin are sometimes known as a stolid breed, Bragg embodied the fiery temper and garrulous fervor that lurks in those of trollkin blood." + "Fell callers combine terrifying shout attacks with respectable combat ability. They are fearless warriors full of passion, charisma, and—oftentimes—rage. Fell callers are born with their gift, and most find it difficult not to follow the calling. With their incredible voices, fell callers strike fear into their opponents, bolster the courage of their comrades, confuse their enemies, unleash destructive sonic blasts, and even make the ground itself tremble. All such calls are vocal effects and are essentially shouted; indeed, the most notable attribute of nearly all fell callers is their deep, booming voice. All fell callers in the Iron Kingdoms are trollkin. They are the descendants of the ancient trollkin hero Bragg, the first of all fell callers. His exploits are numerous and legendary, and he is a central figure in many trollkin songs and tales. Although trollkin are sometimes known as a stolid breed, Bragg embodied the fiery temper and garrulous fervor that lurks in those of trollkin blood." ] } ] @@ -15670,7 +15670,7 @@ "type": "section", "name": "Benefaction", "entries": [ - "Morrow emphasizes the pursuit of the greater good, and his followers believe that living a good life requires more than mindless obedience to the True Law\u2014that it must include benevolence, mercy, compassion, and self-sacrifice. The Church of Morrow, although unified, places a great deal of emphasis on choice and interpretation. Worshippers of Morrow seek freedom from the bonds and limitations of this world and liberation of mind, body, and soul. Working on an international scale, the Church of Morrow advocates for peace. Despite its peaceful nature, however, it acknowledges that warfare is sometimes necessary and that not all disputes can be settled with words. In times of war, the church's primary concerns are that battles be fought honorably, that the wounded be properly tended to, and that last rights be given to the dead. Morrow's divine servants, the ascendants, are an integral part of worship, and they serve as a source of hope and inspiration for all Morrowans. Most devotees also pray to a patron ascendant whose teachings most closely match their own beliefs or lifestyle. Working to emulate Morrow's example of self-sacrifice and mercy, many priests of Morrow give charitably of themselves to those in need and help protect their flock against both infernal threats and other dangers to body and soul. Morrow's faithful have a complex relationship with the worshippers of the god's dark twin, Thamar, due to the opposing yet intertwined nature of the two deities. Although Morrowans and Thamarites work together to battle the corrupting influence of outsiders such as the infernals, the alliances they forge are always delicate." + "Morrow emphasizes the pursuit of the greater good, and his followers believe that living a good life requires more than mindless obedience to the True Law—that it must include benevolence, mercy, compassion, and self-sacrifice. The Church of Morrow, although unified, places a great deal of emphasis on choice and interpretation. Worshippers of Morrow seek freedom from the bonds and limitations of this world and liberation of mind, body, and soul. Working on an international scale, the Church of Morrow advocates for peace. Despite its peaceful nature, however, it acknowledges that warfare is sometimes necessary and that not all disputes can be settled with words. In times of war, the church’s primary concerns are that battles be fought honorably, that the wounded be properly tended to, and that last rights be given to the dead. Morrow’s divine servants, the ascendants, are an integral part of worship, and they serve as a source of hope and inspiration for all Morrowans. Most devotees also pray to a patron ascendant whose teachings most closely match their own beliefs or lifestyle. Working to emulate Morrow’s example of self-sacrifice and mercy, many priests of Morrow give charitably of themselves to those in need and help protect their flock against both infernal threats and other dangers to body and soul. Morrow’s faithful have a complex relationship with the worshippers of the god’s dark twin, Thamar, due to the opposing yet intertwined nature of the two deities. Although Morrowans and Thamarites work together to battle the corrupting influence of outsiders such as the infernals, the alliances they forge are always delicate." ] } ] @@ -15686,7 +15686,7 @@ "type": "section", "name": "Obedience", "entries": [ - "One might think that fear is the cornerstone of worshipping Menoth, yet most Menites remain true because of their belief in the vows and rules laid out by the Canon of the True Law. The strength of their faith is evident in their every action and in their adherence to a strict set of guidelines and commandments that every responsible worshipper must know by rote. Clerics of the Lawgiver draw their power not from fonts or tokens, but from preaching to the flock and maintaining their vows. Teaching the faithful to keep order and follow the dictates of the canon instills a sense of discipline; maintaining the laws of Menoth keeps the body and mind pure. Outwardly, clerics of Menoth are stern, controlled, and disciplined individuals with the bearing of a soldier and the wisdom of a stern taskmaster. The vows a Menite cleric makes follow the precepts of justice, penitence, obedience, purity, and wrath. To a cleric of Menoth, these vows are as sacred as prayer, and they require the cleric to make special rites and devotions as a sign of obedience and willingness to pursue the Lawgiver's will. Life is filled with struggles, pain, and toil\u2014as it should be\u2014and maintaining one's vows requires constant struggle, even for the most devout. Whether they are dealing out the harsh justice of Menoth, atoning for their own shortcomings through acts of penitence, displaying their absolute obedience Other Thamarite Domains Thamar is a complex deity with many different facets, and her worshippers are similarly diverse. In addition to the Guile domain, any domain that involves death, shadow, or manipulation would be appropriate for a priest of the Dark Twin." + "One might think that fear is the cornerstone of worshipping Menoth, yet most Menites remain true because of their belief in the vows and rules laid out by the Canon of the True Law. The strength of their faith is evident in their every action and in their adherence to a strict set of guidelines and commandments that every responsible worshipper must know by rote. Clerics of the Lawgiver draw their power not from fonts or tokens, but from preaching to the flock and maintaining their vows. Teaching the faithful to keep order and follow the dictates of the canon instills a sense of discipline; maintaining the laws of Menoth keeps the body and mind pure. Outwardly, clerics of Menoth are stern, controlled, and disciplined individuals with the bearing of a soldier and the wisdom of a stern taskmaster. The vows a Menite cleric makes follow the precepts of justice, penitence, obedience, purity, and wrath. To a cleric of Menoth, these vows are as sacred as prayer, and they require the cleric to make special rites and devotions as a sign of obedience and willingness to pursue the Lawgiver’s will. Life is filled with struggles, pain, and toil—as it should be—and maintaining one’s vows requires constant struggle, even for the most devout. Whether they are dealing out the harsh justice of Menoth, atoning for their own shortcomings through acts of penitence, displaying their absolute obedience Other Thamarite Domains Thamar is a complex deity with many different facets, and her worshippers are similarly diverse. In addition to the Guile domain, any domain that involves death, shadow, or manipulation would be appropriate for a priest of the Dark Twin." ] } ] @@ -15750,7 +15750,7 @@ "type": "section", "name": "Deception", "entries": [ - "Thamar, the Dark Twin, claims that she wants to liberate minds and free them from the shackles of morality, and her priests follow this creed doggedly. Many of them find their niche in the criminal underworld, but even those who are paid handsomely for their services earn additional money by offering to remove\u2014or bestow\u2014curses and diseases. On the whole, Thamar's priests are an individualistic lot. There is no single church with authority over the Dark Twin's worshippers, and it is rare even for two septs in the same city to share the same goals. The followers of Thamar seek profit, pleasure, and power, and they see nothing wrong in dealing with infernals or using necromancy\u2014provided that the Thamarite is the primary beneficiary of such an exchange, of course. Wily and cunning, Thamarite priests often use unwitting accomplices to accomplish their agendas. Thamar advocates the use of any shortcuts to power; in the eyes of the Dark Twin, treason, murder, deception, and betrayal are all tools of the trade. The path of ascension\u2014which, according to Thamar's teachings, involves attaining complete freedom from conventional morality\u2014is essential to Thamarites, although many become too distracted by the lust for power to stay on this path for long. Despite the general mistrust they inspire among non- Thamarites, not all who worship Thamar are evil or diabolical. During the Claiming, the Dark Twin's followers allied with their Morrowan counterparts to oppose the infernal invaders, although these alliances were always destined to be tenuous and short-lived. In the absence of a mutual threat since the Battle of Henge Hold, many Thamarites have returned to their old, secretive ways. Like other entities who see value in guile above obedience, Thamar has many worshippers who straddle the line between criminal and cleric. These devotees are seldom interested in healing the sick and wounded; instead, they wield divine magic for the purpose of acquiring higher power and punishing those who would stand in their way." + "Thamar, the Dark Twin, claims that she wants to liberate minds and free them from the shackles of morality, and her priests follow this creed doggedly. Many of them find their niche in the criminal underworld, but even those who are paid handsomely for their services earn additional money by offering to remove—or bestow—curses and diseases. On the whole, Thamar’s priests are an individualistic lot. There is no single church with authority over the Dark Twin’s worshippers, and it is rare even for two septs in the same city to share the same goals. The followers of Thamar seek profit, pleasure, and power, and they see nothing wrong in dealing with infernals or using necromancy—provided that the Thamarite is the primary beneficiary of such an exchange, of course. Wily and cunning, Thamarite priests often use unwitting accomplices to accomplish their agendas. Thamar advocates the use of any shortcuts to power; in the eyes of the Dark Twin, treason, murder, deception, and betrayal are all tools of the trade. The path of ascension—which, according to Thamar’s teachings, involves attaining complete freedom from conventional morality—is essential to Thamarites, although many become too distracted by the lust for power to stay on this path for long. Despite the general mistrust they inspire among non- Thamarites, not all who worship Thamar are evil or diabolical. During the Claiming, the Dark Twin’s followers allied with their Morrowan counterparts to oppose the infernal invaders, although these alliances were always destined to be tenuous and short-lived. In the absence of a mutual threat since the Battle of Henge Hold, many Thamarites have returned to their old, secretive ways. Like other entities who see value in guile above obedience, Thamar has many worshippers who straddle the line between criminal and cleric. These devotees are seldom interested in healing the sick and wounded; instead, they wield divine magic for the purpose of acquiring higher power and punishing those who would stand in their way." ] } ] @@ -15766,7 +15766,7 @@ "type": "section", "name": "Fist", "entries": [ - "No warrior looks more unassuming at rest\u2014or is more devastating in motion\u2014than a monk dedicated to the Way of the Fist. This unique fighting style was created by the infamous Garrick Voyle, former hierarch of the Protectorate" + "No warrior looks more unassuming at rest—or is more devastating in motion—than a monk dedicated to the Way of the Fist. This unique fighting style was created by the infamous Garrick Voyle, former hierarch of the Protectorate" ] } ] @@ -15782,7 +15782,7 @@ "type": "section", "name": "Radiance", "entries": [ - "Paladins dedicated to the Oath of Radiance are shining beacons of hope sworn to keep the darkness at bay. They value peace but know full well that some conflicts can only be resolved by bloodshed. Following a strict code of honorable conduct on the battlefield, these paladins hold to the convictions that war does not excuse depravity and that victory does not excuse immorality. Ensuring the proper burial of the dead is among their sacral duties, and they take equal care with the corpses of comrades and enemies alike. The undead are an affront to all these blessed champions stand for, and they will stop at nothing to put the shambling dead and other unquiet spirits to eternal rest. Perhaps the most famous of these types of paladins are the Precursor Knights of Cygnar, who follow the virtues taught by the warrior-philosopher god Morrow and his martial ascendants. Although Morrow is worshipped throughout western Immoren, the Precursors are a distinctly Cygnaran order. Originally sanctified on the holy grounds of Caspia's Archcourt Cathedral, they occupy a number of far-flung fortress monasteries throughout the kingdom." + "Paladins dedicated to the Oath of Radiance are shining beacons of hope sworn to keep the darkness at bay. They value peace but know full well that some conflicts can only be resolved by bloodshed. Following a strict code of honorable conduct on the battlefield, these paladins hold to the convictions that war does not excuse depravity and that victory does not excuse immorality. Ensuring the proper burial of the dead is among their sacral duties, and they take equal care with the corpses of comrades and enemies alike. The undead are an affront to all these blessed champions stand for, and they will stop at nothing to put the shambling dead and other unquiet spirits to eternal rest. Perhaps the most famous of these types of paladins are the Precursor Knights of Cygnar, who follow the virtues taught by the warrior-philosopher god Morrow and his martial ascendants. Although Morrow is worshipped throughout western Immoren, the Precursors are a distinctly Cygnaran order. Originally sanctified on the holy grounds of Caspia’s Archcourt Cathedral, they occupy a number of far-flung fortress monasteries throughout the kingdom." ] } ] @@ -15814,7 +15814,7 @@ "type": "section", "name": "Mage Hunter", "entries": [ - "Mage hunters specialize in eliminating enemy spellcasters and arcane constructs. These unconventional ranged assassins frequently hunt in circumstances regular soldiers rarely face, such as deep behind enemy lines. Mage hunters learn to be at home in any environment, to scavenge and improvise whenever needed, and to kill without a moment's hesitation. Even in pitched battles, mage hunters will use misdirection and stealth to gain the element of surprise. The Retribution of Scyrah have used these silent assassins to wage a secret war against humanity for centuries. These Iosans believe that human arcanists and their mechanikal constructs are responsible for the harm done to their god, Scyrah. Initial training and drills at the Syvash Stronghold only take aspiring recruits so far, and they are not counted as full mage hunters until they join a strike team in one of the many operations currently underway in the human kingdoms. This unforgiving environment puts their skills to the test on missions where the stakes are life and death. Those found wanting never last long, but those who remain are hardened by field experience. In time, the best of them no longer need the support of a group and can work independently." + "Mage hunters specialize in eliminating enemy spellcasters and arcane constructs. These unconventional ranged assassins frequently hunt in circumstances regular soldiers rarely face, such as deep behind enemy lines. Mage hunters learn to be at home in any environment, to scavenge and improvise whenever needed, and to kill without a moment’s hesitation. Even in pitched battles, mage hunters will use misdirection and stealth to gain the element of surprise. The Retribution of Scyrah have used these silent assassins to wage a secret war against humanity for centuries. These Iosans believe that human arcanists and their mechanikal constructs are responsible for the harm done to their god, Scyrah. Initial training and drills at the Syvash Stronghold only take aspiring recruits so far, and they are not counted as full mage hunters until they join a strike team in one of the many operations currently underway in the human kingdoms. This unforgiving environment puts their skills to the test on missions where the stakes are life and death. Those found wanting never last long, but those who remain are hardened by field experience. In time, the best of them no longer need the support of a group and can work independently." ] } ] @@ -15862,7 +15862,7 @@ "type": "section", "name": "Guile", "entries": [ - "Thamar, the Dark Twin, claims that she wants to liberate minds and free them from the shackles of morality, and her priests follow this creed doggedly. Many of them find their niche in the criminal underworld, but even those who are paid handsomely for their services earn additional money by offering to remove\u2014or bestow\u2014curses and diseases. On the whole, Thamar's priests are an individualistic lot. There is no single church with authority over the Dark Twin's worshippers, and it is rare even for two septs in the same city to share the same goals. The followers of Thamar seek profit, pleasure, and power, and they see nothing wrong in dealing with infernals or using necromancy\u2014provided that the Thamarite is the primary beneficiary of such an exchange, of course. Wily and cunning, Thamarite priests often use unwitting accomplices to accomplish their agendas. Thamar advocates the use of any shortcuts to power; in the eyes of the Dark Twin, treason, murder, deception, and betrayal are all tools of the trade. The path of ascension\u2014which, according to Thamar's teachings, involves attaining complete freedom from conventional morality\u2014is essential to Thamarites, although many become too distracted by the lust for power to stay on this path for long. Despite the general mistrust they inspire among non- Thamarites, not all who worship Thamar are evil or diabolical. During the Claiming, the Dark Twin's followers allied with their Morrowan counterparts to oppose the infernal invaders, although these alliances were always destined to be tenuous and short-lived. In the absence of a mutual threat since the Battle of Henge Hold, many Thamarites have returned to their old, secretive ways. Like other entities who see value in guile above obedience, Thamar has many worshippers who straddle the line between criminal and cleric. These devotees are seldom interested in healing the sick and wounded; instead, they wield divine magic for the purpose of acquiring higher power and punishing those who would stand in their way." + "Thamar, the Dark Twin, claims that she wants to liberate minds and free them from the shackles of morality, and her priests follow this creed doggedly. Many of them find their niche in the criminal underworld, but even those who are paid handsomely for their services earn additional money by offering to remove—or bestow—curses and diseases. On the whole, Thamar’s priests are an individualistic lot. There is no single church with authority over the Dark Twin’s worshippers, and it is rare even for two septs in the same city to share the same goals. The followers of Thamar seek profit, pleasure, and power, and they see nothing wrong in dealing with infernals or using necromancy—provided that the Thamarite is the primary beneficiary of such an exchange, of course. Wily and cunning, Thamarite priests often use unwitting accomplices to accomplish their agendas. Thamar advocates the use of any shortcuts to power; in the eyes of the Dark Twin, treason, murder, deception, and betrayal are all tools of the trade. The path of ascension—which, according to Thamar’s teachings, involves attaining complete freedom from conventional morality—is essential to Thamarites, although many become too distracted by the lust for power to stay on this path for long. Despite the general mistrust they inspire among non- Thamarites, not all who worship Thamar are evil or diabolical. During the Claiming, the Dark Twin’s followers allied with their Morrowan counterparts to oppose the infernal invaders, although these alliances were always destined to be tenuous and short-lived. In the absence of a mutual threat since the Battle of Henge Hold, many Thamarites have returned to their old, secretive ways. Like other entities who see value in guile above obedience, Thamar has many worshippers who straddle the line between criminal and cleric. These devotees are seldom interested in healing the sick and wounded; instead, they wield divine magic for the purpose of acquiring higher power and punishing those who would stand in their way." ] } ] @@ -15878,7 +15878,7 @@ "type": "section", "name": "Wall", "entries": [ - "Paladins who take the Oath of the Wall are stalwart defenders of the faithful masses. They prioritize mercy and protection of the innocent and are capable of becoming physical embodiments of their god's will in order to protect their flock. Encased in heavy armor and trained to hold against any enemy, these devout warriors have honed their bodies into unbreakable living weapons over years of intense training. The best-known organization of paladins sworn to this oath is the Order of the Wall in the Protectorate of Menoth. This order has served humanity since the first words of the Canon of the True Law were revealed. Their dedication to the common people of the Protectorate often puts them at odds with the ruthless scrutators, who prefer to penalize the wayward with torture and death rather than guide them back to the path of the Creator." + "Paladins who take the Oath of the Wall are stalwart defenders of the faithful masses. They prioritize mercy and protection of the innocent and are capable of becoming physical embodiments of their god’s will in order to protect their flock. Encased in heavy armor and trained to hold against any enemy, these devout warriors have honed their bodies into unbreakable living weapons over years of intense training. The best-known organization of paladins sworn to this oath is the Order of the Wall in the Protectorate of Menoth. This order has served humanity since the first words of the Canon of the True Law were revealed. Their dedication to the common people of the Protectorate often puts them at odds with the ruthless scrutators, who prefer to penalize the wayward with torture and death rather than guide them back to the path of the Creator." ] } ] @@ -15894,7 +15894,7 @@ "type": "section", "name": "Vigilant", "entries": [ - "Vigilants are religious zealots trained to stalk and dispatch unnatural predators, including otherworldly horrors such as infernals. Through whispered words, they weave blessings into their weapons as they strike down witches, abnormalities, and planar invaders. The Church of Morrow's Order of Illumination investigates occult threats. When force of arms is required, it dispatches teams of vigilants to eliminate these threats and limit harm to the general populace. With weapons empowered by the light of Morrow, these tireless hunters stave off the horrors of the unknown and provide sanctuary to those incapable of defending themselves." + "Vigilants are religious zealots trained to stalk and dispatch unnatural predators, including otherworldly horrors such as infernals. Through whispered words, they weave blessings into their weapons as they strike down witches, abnormalities, and planar invaders. The Church of Morrow’s Order of Illumination investigates occult threats. When force of arms is required, it dispatches teams of vigilants to eliminate these threats and limit harm to the general populace. With weapons empowered by the light of Morrow, these tireless hunters stave off the horrors of the unknown and provide sanctuary to those incapable of defending themselves." ] } ] @@ -16057,7 +16057,7 @@ "RS:GunMage" ], "entries": [ - "On a hit against a steamjack or a creature wearing nonmagical metal armor, the target takes a permanent and cumulative \u22121 penalty to its AC. Armor reduced to AC 10 is destroyed." + "On a hit against a steamjack or a creature wearing nonmagical metal armor, the target takes a permanent and cumulative −1 penalty to its AC. Armor reduced to AC 10 is destroyed." ] }, { @@ -16224,15 +16224,15 @@ "name": "Critical Damage", "entries": [ "When you are critically hit or suffer a dangerous malfunction, roll d10 on the Critical Damage table:", - "1\u20132: No damage.", - "3: Operator Rattled \u2014 no reactions until end of your next turn.", - "4: Arm Damaged \u2014 disadvantage on attack rolls with that arm (DC 10 Int, 1 hr repair).", - "5: Loss of Power \u2014 disadvantage on Strength checks (DC 10 Int, 1 hr repair).", - "6: Movement Damaged \u2014 speed \u201310 ft, no Dash action (DC 15 Int, 2 hr repair).", - "7: Boiler Leak \u2014 1d4 fire damage per minute until removed (DC 15 Int, 2 hr repair).", - "8: Operator Hit \u2014 attack ignores damage threshold.", - "9: Rupture \u2014 ignore damage threshold until repaired (DC 17 Int, 3 hr repair).", - "10: Boiler Explosion \u2014 5d6 fire to you and creatures within 10 ft, armor loses power (DC 17 Int, 3 hr repair)." + "1–2: No damage.", + "3: Operator Rattled — no reactions until end of your next turn.", + "4: Arm Damaged — disadvantage on attack rolls with that arm (DC 10 Int, 1 hr repair).", + "5: Loss of Power — disadvantage on Strength checks (DC 10 Int, 1 hr repair).", + "6: Movement Damaged — speed –10 ft, no Dash action (DC 15 Int, 2 hr repair).", + "7: Boiler Leak — 1d4 fire damage per minute until removed (DC 15 Int, 2 hr repair).", + "8: Operator Hit — attack ignores damage threshold.", + "9: Rupture — ignore damage threshold until repaired (DC 17 Int, 3 hr repair).", + "10: Boiler Explosion — 5d6 fire to you and creatures within 10 ft, armor loses power (DC 17 Int, 3 hr repair)." ] } ] @@ -16295,7 +16295,7 @@ "entries": [ "Generates 5 charges per hour for the bond plate and power field. While powered, replenishes 5 charges at the start of each of your turns (max 20).", "Additional devices can be connected to the turbine at 10 gp per item.", - "If the armor lacks power, you have \u20132 AC." + "If the armor lacks power, you have –2 AC." ] }, { @@ -16325,7 +16325,7 @@ "name": "Arcane Turbine", "entries": [ "Generates 5 charges per hour for the bond plate and power field. While powered, replenishes 5 charges at the start of each of your turns (max 20).", - "If the armor lacks power: \u20132 AC, speed \u201310 ft, and disadvantage on Stealth checks unless Str 13+." + "If the armor lacks power: –2 AC, speed –10 ft, and disadvantage on Stealth checks unless Str 13+." ] }, { @@ -16355,7 +16355,7 @@ "name": "Arcane Turbine", "entries": [ "Generates 5 charges per hour for the bond plate and power field. While powered, replenishes 5 charges at the start of each of your turns (max 20).", - "If the armor lacks power: \u20132 AC, speed \u201310 ft, and disadvantage on Stealth checks unless Str 15+." + "If the armor lacks power: –2 AC, speed –10 ft, and disadvantage on Stealth checks unless Str 15+." ] }, { @@ -16646,7 +16646,8 @@ "range": "20/60", "reload": 1, "property": [ - "L" + "L", + "MSF" ], "ammoType": "light round|IRKCore", "entries": [ @@ -16732,7 +16733,9 @@ "range": "30/90", "reload": 1, "property": [ - "2H" + "2H", + "AOE", + "MSF" ], "ammoType": "light round|IRKCore", "entries": [ @@ -16777,7 +16780,8 @@ "range": "35/105", "reload": 1, "property": [ - "2H" + "2H", + "MSF" ], "ammoType": "light round|IRKCore", "entries": [ @@ -16999,7 +17003,8 @@ "dmg2": "1d10", "property": [ "S", - "V" + "V", + "STM" ], "entries": [ "The fearsome mechanikal weapon of Cygnar's Stormblade infantry. Powered by a dedicated storm chamber (4 charges per minute of operation).", @@ -17032,7 +17037,8 @@ "dmgType": "P", "property": [ "R", - "S" + "S", + "STM" ], "entries": [ "A galvanically charged mechanikal lance, signature weapon of Cygnar's Storm Lances. Balanced for horseback charges, with a shorter blade above the pommel for close-in fighting. Powered by a storm chamber (4 charges per minute).", @@ -17064,7 +17070,8 @@ "dmg1": "1d4", "dmgType": "P", "property": [ - "S" + "S", + "STM" ], "entries": [ "A complex weapon designed for Stormblade knights. The operator wears a dedicated storm chamber on a back mount connected by an arcane conduit. Each attack requires 4 charges.", @@ -17137,7 +17144,8 @@ "H", "R", "S", - "2H" + "2H", + "STM" ], "entries": [ "The iconic weapon of the Cygnaran Stormguard. Powered by a storm chamber (4 charges per minute).", @@ -17256,6 +17264,9 @@ "entries": [ "Magazine (1): Once you make 1 attack, you must use an action or bonus action to reload.", "Magelock: This weapon is specially hardened against the effects of a gun mage's rune shots. While in the hands of a gun mage, a magelock weapon is a magic weapon." + ], + "property": [ + "MGL" ] }, { @@ -17273,7 +17284,8 @@ "range": "40/120", "reload": 2, "property": [ - "S" + "S", + "MGL" ], "ammoType": "light round|IRKCore", "entries": [ @@ -17300,6 +17312,9 @@ "entries": [ "Magazine (4): Once you make 4 attacks, you must use an action or bonus action to reload.", "Volley: You can make an attack against a single target, or fire multiple shots into a 10-foot cube within normal range. Each creature in the cube must make a Dexterity saving throw (DC = 8 + your attack modifier) or take normal weapon damage. A volley cannot hit more targets than the magazine count when fired." + ], + "property": [ + "VLY" ] }, { @@ -17362,7 +17377,8 @@ "reload": 1, "property": [ "H", - "2H" + "2H", + "AOE" ], "ammoType": "battle cannon shell|IRKCore", "entries": [ @@ -17407,7 +17423,8 @@ "range": "60/180", "reload": 1, "property": [ - "2H" + "2H", + "MGL" ], "ammoType": "heavy round|IRKCore", "entries": [ @@ -17542,7 +17559,8 @@ "dmgType": "P", "range": "20/60", "property": [ - "S" + "S", + "AOE" ], "entries": [ "Grenade: You must throw this weapon to make a ranged attack with it. Add your Dexterity modifier to the attack roll but not the damage roll.", @@ -17562,7 +17580,8 @@ "dmgType": "F", "range": "20/60", "property": [ - "S" + "S", + "AOE" ], "entries": [ "Grenade: You must throw this weapon to make a ranged attack with it. Add your Dexterity modifier to the attack roll but not the damage roll.", @@ -17668,7 +17687,7 @@ "value": 2000, "weight": 2, "entries": [ - "Affixed tightly with adjustable buckles and straps, creating an impermeable seal. You can don or doff a gas mask as a bonus action. While wearing it, you suffer \u22125 to passive Perception but are immune to inhaled toxins (e.g., stinking cloud). Replacement filters cost 5 gp each and provide 1 hour of protection." + "Affixed tightly with adjustable buckles and straps, creating an impermeable seal. You can don or doff a gas mask as a bonus action. While wearing it, you suffer −5 to passive Perception but are immune to inhaled toxins (e.g., stinking cloud). Replacement filters cost 5 gp each and provide 1 hour of protection." ] }, { @@ -18725,7 +18744,8 @@ "dmgType": "A", "range": "20/60", "property": [ - "S" + "S", + "AOE" ], "entries": [ "Grenade: You must throw this weapon to make a ranged attack with it. Add your Dexterity modifier to the attack roll but not the damage roll.", @@ -18743,7 +18763,8 @@ "weight": 2, "range": "20/60", "property": [ - "S" + "S", + "AOE" ], "entries": [ "Grenade: You must throw this weapon to make a ranged attack with it. Add your Dexterity modifier to the attack roll but not the damage roll.", @@ -18762,7 +18783,8 @@ "weight": 2, "range": "20/60", "property": [ - "S" + "S", + "AOE" ], "entries": [ "Grenade: You must throw this weapon to make a ranged attack with it. Add your Dexterity modifier to the attack roll but not the damage roll.", @@ -18780,7 +18802,8 @@ "weight": 2, "range": "20/60", "property": [ - "S" + "S", + "AOE" ], "entries": [ "Grenade: You must throw this weapon to make a ranged attack with it. Add your Dexterity modifier to the attack roll but not the damage roll.", @@ -18798,11 +18821,12 @@ "weight": 2, "range": "20/60", "property": [ - "S" + "S", + "AOE" ], "entries": [ "Grenade: You must throw this weapon to make a ranged attack with it. Add your Dexterity modifier to the attack roll but not the damage roll.", - "AOE (5): Creatures in the Area of Effect do not take damage but must succeed on a Dexterity saving throw against the creator's alchemy save DC or take a \u22122 penalty to AC for 1 minute. Steamjacks, targets wearing metal armor, and metal objects have vulnerability to all damage until the end of your next turn if they were in the AOE. Creatures and steamjacks with immunity to acid damage are not affected." + "AOE (5): Creatures in the Area of Effect do not take damage but must succeed on a Dexterity saving throw against the creator's alchemy save DC or take a −2 penalty to AC for 1 minute. Steamjacks, targets wearing metal armor, and metal objects have vulnerability to all damage until the end of your next turn if they were in the AOE. Creatures and steamjacks with immunity to acid damage are not affected." ] }, { @@ -18850,7 +18874,7 @@ ], "entries": [ "Alchemical Magazine (5): Refilling requires expending one use of a field alchemy kit.", - "Special: When you make an attack, choose between acid, cold, fire, or poison damage. You can make a normal single-target attack, or spray everything in a 20-foot cone by dispensing the weapon's full magazine. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's normal damage, taking no damage on a successful save. The damage type listed (acid) is the default; you choose the type each attack." + "Special: When you make an attack, choose between acid, cold, fire, or poison damage. You can make a normal single-target attack, or spray everything in a 20-foot cone by dispensing the weapon’s full magazine. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon’s normal damage, taking no damage on a successful save. The damage type listed (acid) is the default; you choose the type each attack." ] }, { @@ -18966,9 +18990,9 @@ "value": 5000, "weight": 1, "entries": [ - "{@i Common Alchemical Formula.} Crafted during a short or long rest using alchemist's supplies and the required ingredients. Retains potency for 24 hours.", + "{@i Common Alchemical Formula.} Crafted during a short or long rest using alchemist’s supplies and the required ingredients. Retains potency for 24 hours.", "As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes {@damage 2d8} acid damage.", - "{@i Ingredients:} 1 unit of alchemist's stone, 2 units of organic acid." + "{@i Ingredients:} 1 unit of alchemist’s stone, 2 units of organic acid." ] }, { @@ -18980,9 +19004,9 @@ "value": 5000, "weight": 1, "entries": [ - "{@i Common Alchemical Formula.} Crafted during a short or long rest using alchemist's supplies and the required ingredients. Retains potency for 24 hours.", + "{@i Common Alchemical Formula.} Crafted during a short or long rest using alchemist’s supplies and the required ingredients. Retains potency for 24 hours.", "A fast-acting pharmaceutical that promotes rapid blood clotting and regeneration. A character who consumes it regains 1 spent Hit Die. If a creature taking damage from wounds or ongoing bleeding effects consumes alchemical restorative, the damage effect ends.", - "{@i Ingredients:} 2 units of alchemist's stone, 1 unit of mutagenic extract, 1 unit of organic oil." + "{@i Ingredients:} 2 units of alchemist’s stone, 1 unit of mutagenic extract, 1 unit of organic oil." ] }, { @@ -18994,9 +19018,9 @@ "value": 5000, "weight": 1, "entries": [ - "{@i Common Alchemical Formula.} Crafted during a short or long rest using alchemist's supplies and the required ingredients. Retains potency for 24 hours.", + "{@i Common Alchemical Formula.} Crafted during a short or long rest using alchemist’s supplies and the required ingredients. Retains potency for 24 hours.", "When ingested, this pungent elixir helps counteract many natural and alchemical poisons. A creature that drinks a vial of antitoxin has advantage on saving throws against poison for 1 hour. This item confers no benefit to undead or constructs.", - "{@i Ingredients:} 1 unit of alchemist's stone, 1 unit of organic acid, 2 units of organic toxin." + "{@i Ingredients:} 1 unit of alchemist’s stone, 1 unit of organic acid, 2 units of organic toxin." ] }, { @@ -19008,10 +19032,10 @@ "value": 5000, "weight": 1, "entries": [ - "{@i Common Alchemical Formula.} Crafted during a short or long rest using alchemist's supplies and the required ingredients. Retains potency for 24 hours.", + "{@i Common Alchemical Formula.} Crafted during a short or long rest using alchemist’s supplies and the required ingredients. Retains potency for 24 hours.", "Black, viscous, and glue-like. As an action, throw a flask of black oil up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the black oil as an improvised weapon. On a hit, the target is blinded for {@dice 1d4} rounds.", "Eye protection such as goggles protects against the effects of black oil. Black oil is not water-soluble and can only be removed from the eyes by using an action to liberally apply strong alcohol or alchemical solvent.", - "{@i Ingredients:} 2 units of alchemical waste (liquid), 1 unit of alchemist's stone, 1 unit of organic toxin." + "{@i Ingredients:} 2 units of alchemical waste (liquid), 1 unit of alchemist’s stone, 1 unit of organic toxin." ] }, { @@ -19023,7 +19047,7 @@ "value": 5000, "weight": 1, "entries": [ - "{@i Common Alchemical Formula.} Crafted during a short or long rest using alchemist's supplies and the required ingredients. Retains potency for 24 hours.", + "{@i Common Alchemical Formula.} Crafted during a short or long rest using alchemist’s supplies and the required ingredients. Retains potency for 24 hours.", "A two-part oil sealed in a jar. You can shake bottled light as a bonus action. Once shaken, it provides bright light in a 20-foot radius and dim light for an additional 20 feet for 1 minute. After a bottle goes dark, it can be shaken again to reactivate the light.", "{@i Ingredients:} 1 unit of arcane extract, 2 units of bioluminescent extract." ] @@ -19037,7 +19061,7 @@ "value": 5000, "weight": 1, "entries": [ - "{@i Common Alchemical Formula.} Crafted during a short or long rest using alchemist's supplies and the required ingredients. Retains potency for 24 hours.", + "{@i Common Alchemical Formula.} Crafted during a short or long rest using alchemist’s supplies and the required ingredients. Retains potency for 24 hours.", "A heavy, foul-smelling ointment that protects skin, clothing, and other materials from fire. A single application can cover a single creature of up to Medium size or up to three feet of material. A creature or item treated by an application of firebane salve has resistance to fire damage for 3 hours.", "{@i Ingredients:} 2 units of alchemical waste (liquid), 2 units of arcane extract." ] @@ -19051,9 +19075,9 @@ "value": 5000, "weight": 1, "entries": [ - "{@i Common Alchemical Formula.} Crafted during a short or long rest using alchemist's supplies and the required ingredients. Retains potency for 24 hours.", + "{@i Common Alchemical Formula.} Crafted during a short or long rest using alchemist’s supplies and the required ingredients. Retains potency for 24 hours.", "A divinely infused alchemical salve applied to grievous wounds. For 1 hour after you use this liniment, you regain {@dice 1d4} additional hit points whenever you regain hit points.", - "{@i Ingredients:} 1 unit of alchemist's stone, 1 unit of arcane minerals, 1 unit of organic oil." + "{@i Ingredients:} 1 unit of alchemist’s stone, 1 unit of arcane minerals, 1 unit of organic oil." ] }, { @@ -19065,8 +19089,8 @@ "value": 5000, "weight": 1, "entries": [ - "{@i Common Alchemical Formula.} Crafted during a short or long rest using alchemist's supplies and the required ingredients. Retains potency for 24 hours.", - "A thick, dull-black ointment applied to clothes and equipment. A creature that coats its equipment in an application of night's black has advantage on Dexterity (Stealth) checks for 1 hour.", + "{@i Common Alchemical Formula.} Crafted during a short or long rest using alchemist’s supplies and the required ingredients. Retains potency for 24 hours.", + "A thick, dull-black ointment applied to clothes and equipment. A creature that coats its equipment in an application of night’s black has advantage on Dexterity (Stealth) checks for 1 hour.", "{@i Ingredients:} 1 unit of alchemical waste (liquid), 1 unit of mutagenic extract, 1 unit of organic oil." ] }, @@ -19079,9 +19103,9 @@ "value": 5000, "weight": 1, "entries": [ - "{@i Common Alchemical Formula.} Crafted during a short or long rest using alchemist's supplies and the required ingredients. Retains potency for 24 hours.", + "{@i Common Alchemical Formula.} Crafted during a short or long rest using alchemist’s supplies and the required ingredients. Retains potency for 24 hours.", "A dangerous alchemical oil that bursts into superheated flame upon exposure to the air. As an action, throw a flask of vitriolic fire up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the vitriolic fire as an improvised weapon. On a hit, the target takes {@damage 1d6} fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.", - "{@i Ingredients:} 2 units of alchemist's stone, 1 unit of heavy metals, 1 unit of Menoth's Fury." + "{@i Ingredients:} 2 units of alchemist’s stone, 1 unit of heavy metals, 1 unit of Menoth’s Fury." ] }, { @@ -19093,9 +19117,9 @@ "value": 15000, "weight": 1, "entries": [ - "{@i Uncommon Alchemical Formula.} Crafted during a short or long rest using alchemist's supplies and the required ingredients (two uses of a field alchemy kit). Retains potency for 24 hours.", + "{@i Uncommon Alchemical Formula.} Crafted during a short or long rest using alchemist’s supplies and the required ingredients (two uses of a field alchemy kit). Retains potency for 24 hours.", "As an action, you can throw a flask of alchemical explosive up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating it as an improvised weapon. On a hit, the target takes {@damage 2d8} bludgeoning damage.", - "{@i Ingredients:} 1 unit of alchemist's stone, 2 units of mineral crystals, 2 units of organic acid." + "{@i Ingredients:} 1 unit of alchemist’s stone, 2 units of mineral crystals, 2 units of organic acid." ] }, { @@ -19107,9 +19131,9 @@ "value": 15000, "weight": 0.5, "entries": [ - "{@i Uncommon Alchemical Formula.} Crafted during a short or long rest using alchemist's supplies and the required ingredients (two uses of a field alchemy kit). Retains potency for 24 hours.", + "{@i Uncommon Alchemical Formula.} Crafted during a short or long rest using alchemist’s supplies and the required ingredients (two uses of a field alchemy kit). Retains potency for 24 hours.", "An ashen powder faintly smelling of sulfur, laced with energy from beyond the living world. As an action, you can throw this powder into the air at a point up to 20 feet away. Creatures with the Etherealness feature within 20 feet of that point lose the Etherealness and Incorporeal Movement traits and all damage resistances for {@dice 1d4} minutes.", - "{@i Ingredients:} 1 unit of alchemist's stone, 1 unit of arcane minerals, 1 unit of ectoplasm." + "{@i Ingredients:} 1 unit of alchemist’s stone, 1 unit of arcane minerals, 1 unit of ectoplasm." ] }, { @@ -19121,10 +19145,10 @@ "value": 15000, "weight": 1, "entries": [ - "{@i Uncommon Alchemical Formula.} Crafted during a short or long rest using alchemist's supplies and the required ingredients (two uses of a field alchemy kit). Retains potency for 24 hours.", + "{@i Uncommon Alchemical Formula.} Crafted during a short or long rest using alchemist’s supplies and the required ingredients (two uses of a field alchemy kit). Retains potency for 24 hours.", "A fog that causes terror in those who breathe its vapors. As an action, you can throw a flask of fear gas up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the fear gas as an improvised weapon. On a hit, the target is exposed to fear gas.", "A creature exposed to fear gas must succeed on a Wisdom saving throw against your Alchemy save DC or be frightened of all other creatures for 1 minute. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success.", - "{@i Ingredients:} 1 unit of alchemist's stone, 1 unit of arcane extract, 1 unit of arcane minerals, 1 unit of organic oil." + "{@i Ingredients:} 1 unit of alchemist’s stone, 1 unit of arcane extract, 1 unit of arcane minerals, 1 unit of organic oil." ] }, { @@ -19136,10 +19160,10 @@ "value": 15000, "weight": 1, "entries": [ - "{@i Uncommon Alchemical Formula.} Crafted during a short or long rest using alchemist's supplies and the required ingredients (two uses of a field alchemy kit). Retains potency for 24 hours.", + "{@i Uncommon Alchemical Formula.} Crafted during a short or long rest using alchemist’s supplies and the required ingredients (two uses of a field alchemy kit). Retains potency for 24 hours.", "A clear, red strength-enhancement serum designed to be injected into a creature. Administering a dose requires a clockwork injector or syringe.", "When you use this elixir, you have advantage on Strength checks, and your melee attacks deal an extra {@damage 1d6} weapon damage. This bonus lasts for a number of rounds equal to your Constitution modifier (minimum of 1 round). Immediately after the elixir wears off, you suffer one level of exhaustion.", - "{@i Ingredients:} 1 unit of alchemist's stone, 1 burrow-mawg adrenal gland, 1 unit of mutagenic extract." + "{@i Ingredients:} 1 unit of alchemist’s stone, 1 burrow-mawg adrenal gland, 1 unit of mutagenic extract." ] }, { @@ -19151,9 +19175,9 @@ "value": 15000, "weight": 1, "entries": [ - "{@i Uncommon Alchemical Formula.} Crafted during a short or long rest using alchemist's supplies and the required ingredients (two uses of a field alchemy kit). Retains potency for 24 hours.", + "{@i Uncommon Alchemical Formula.} Crafted during a short or long rest using alchemist’s supplies and the required ingredients (two uses of a field alchemy kit). Retains potency for 24 hours.", "A concoction that places a creature into a highly suggestible state. Must be injected or ingested. If ingested, the effect begins after 1 minute; if injected, it is instantaneous. When the elixir takes effect, the creature must make a Constitution saving throw. On a failed save, the creature is charmed by other creatures it encounters for 1 hour. A creature that fails can repeat the saving throw at the end of each of its turns. A creature that succeeds is immune to this elixir for 24 hours. If harmed by a creature that has charmed it, the charmed creature immediately becomes immune to the effect.", - "{@i Ingredients:} 1 unit of alchemist's stone, 2 units of organic acid, 1 unit of organic toxin." + "{@i Ingredients:} 1 unit of alchemist’s stone, 2 units of organic acid, 1 unit of organic toxin." ] }, { @@ -19165,10 +19189,10 @@ "value": 15000, "weight": 1, "entries": [ - "{@i Uncommon Alchemical Formula.} Crafted during a short or long rest using alchemist's supplies and the required ingredients (two uses of a field alchemy kit). Retains potency for 24 hours.", + "{@i Uncommon Alchemical Formula.} Crafted during a short or long rest using alchemist’s supplies and the required ingredients (two uses of a field alchemy kit). Retains potency for 24 hours.", "A fast-acting compound that temporarily softens and corrodes metals. Consists of two reactive substances that must be mixed to take effect.", "As a bonus action, you can mix the two parts of rust agent. Once mixed, it must be immediately applied or thrown. You can splash rust agent onto a creature within 5 feet or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object treating it as an improvised weapon. Steamjacks and creatures wearing primarily metal armor that are hit by rust agent lose any resistances they have for 1 round. Creatures and steamjacks with immunity to acid damage are not affected.", - "{@i Ingredients:} 1 unit of alchemical waste (crystal), 1 unit of alchemist's stone, 1 unit of heavy metals, 1 unit of mineral acid." + "{@i Ingredients:} 1 unit of alchemical waste (crystal), 1 unit of alchemist’s stone, 1 unit of heavy metals, 1 unit of mineral acid." ] }, { @@ -19180,8 +19204,8 @@ "value": 15000, "weight": 1, "entries": [ - "{@i Uncommon Alchemical Formula.} Crafted during a short or long rest using alchemist's supplies and the required ingredients (two uses of a field alchemy kit). Retains potency for 24 hours.", - "An opalescent liquid that dulls a creature's senses. A creature that consumes somnolence elixir must make a Constitution saving throw. On a failed save, the creature immediately falls unconscious for 1 hour. On a successful save, the creature remains conscious but has disadvantage on Intelligence and Wisdom checks for 1 hour. Constructs and undead are immune to somnolence elixir.", + "{@i Uncommon Alchemical Formula.} Crafted during a short or long rest using alchemist’s supplies and the required ingredients (two uses of a field alchemy kit). Retains potency for 24 hours.", + "An opalescent liquid that dulls a creature’s senses. A creature that consumes somnolence elixir must make a Constitution saving throw. On a failed save, the creature immediately falls unconscious for 1 hour. On a successful save, the creature remains conscious but has disadvantage on Intelligence and Wisdom checks for 1 hour. Constructs and undead are immune to somnolence elixir.", "{@i Ingredients:} 1 unit of arcane minerals, 1 unit of organic acid, 2 units of organic oil." ] }, @@ -19194,9 +19218,665 @@ "value": 15000, "weight": 1, "entries": [ - "{@i Uncommon Alchemical Formula.} Crafted during a short or long rest using alchemist's supplies and the required ingredients (two uses of a field alchemy kit). Retains potency for 24 hours.", + "{@i Uncommon Alchemical Formula.} Crafted during a short or long rest using alchemist’s supplies and the required ingredients (two uses of a field alchemy kit). Retains potency for 24 hours.", "Alchemically treated salt that forms a barrier undead and infernals cannot cross. As an action, you can spread spirit salts into a line 10 feet long and 1 foot wide. Undead and infernals cannot cross this line. The effect lasts for {@dice 1d4} + 1 rounds and ends at the start of your turn.", - "{@i Ingredients:} 2 units of alchemist's stone, 1 unit of ectoplasm, 2 units of mineral crystals." + "{@i Ingredients:} 2 units of alchemist’s stone, 1 unit of ectoplasm, 2 units of mineral crystals." + ] + }, + { + "name": "Battleaxe, Steamjack", + "source": "IRKCore", + "page": 219, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 22500, + "weight": 25, + "dmg1": "2d8", + "dmgType": "S", + "entries": [ + "A common weapon among mercenary warjacks, this axe's steel shaft and reinforced cheeks help it withstand heavy impacts." + ] + }, + { + "name": "Battleblade, Steamjack", + "source": "IRKCore", + "page": 219, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 27500, + "weight": 30, + "dmg1": "2d8", + "dmgType": "S", + "property": [ + "R" + ], + "entries": [ + "This steamjack-sized greatsword is based on the design of the Caspian battleblade. The venerable weapon of the Nomad." + ] + }, + { + "name": "Battle Mace, Steamjack", + "source": "IRKCore", + "page": 219, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 18000, + "weight": 40, + "dmg1": "2d6", + "dmgType": "B", + "entries": [ + "Designed for the Mule configuration of the Nomad chassis, which was decommissioned in 582 AR, this weapon consists of a heavy, spiked ball atop a long, reinforced steel rod." + ] + }, + { + "name": "Cargo Claw", + "source": "IRKCore", + "page": 219, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 26000, + "weight": 25, + "dmg1": "2d10", + "dmgType": "B", + "property": [ + "S" + ], + "entries": [ + "Heavy steamjacks only. A heavily reinforced limb mounted in place of one of a heavy steamjack's arms. Light steamjacks cannot be outfitted with a cargo claw because their chassis are not strong enough to support the claw system and the weight of the cargo it is designed to lift.", + "A steamjack equipped with a cargo claw has advantage on Strength rolls to push, pull, or lift objects and has advantage on Strength checks to maintain a grapple." + ] + }, + { + "name": "Combat Hammer, Steamjack", + "source": "IRKCore", + "page": 219, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 10000, + "weight": 45, + "dmg1": "2d8", + "dmgType": "B", + "entries": [ + "This weapon consists of a massive head mounted on a steel handle." + ] + }, + { + "name": "Drill Rig, Heavy", + "source": "IRKCore", + "page": 219, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 27500, + "weight": 50, + "dmg1": "2d10", + "dmgType": "P", + "property": [ + "S" + ], + "entries": [ + "Heavy steamjacks only. An industrial drill is mounted in place of one of a steamjack's arms and draws on the power of the steamjack's boiler to function.", + "Attacks made with a drill rig deal double damage to objects and structures." + ] + }, + { + "name": "Drill Rig, Light", + "source": "IRKCore", + "page": 219, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 15000, + "weight": 30, + "dmg1": "2d8", + "dmgType": "P", + "property": [ + "S" + ], + "entries": [ + "An industrial drill is mounted in place of one of a steamjack's arms and draws on the power of the steamjack's boiler to function.", + "Attacks made with a drill rig deal double damage to objects and structures." + ] + }, + { + "name": "Industrial Torch", + "source": "IRKCore", + "page": 219, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 20000, + "weight": 35, + "dmg1": "2d6", + "dmgType": "F", + "property": [ + "S" + ], + "entries": [ + "Magazine (20). This attachment is an oversized version of the blowtorches used by mechaniks. It combines highly combustible gases in precise proportions to create a super-hot flame that can melt metal.", + "An industrial torch can't be reloaded during combat. Reloading an industrial torch outside of combat takes 20 minutes but doesn't require specialized tools or training.", + "Ammunition: Industrial torch fuel (20) — 20 gp, 60 lb." + ] + }, + { + "name": "Flail, Heavy, Steamjack", + "source": "IRKCore", + "page": 219, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 17500, + "weight": 25, + "dmg1": "2d10", + "dmgType": "B", + "entries": [ + "Heavy steamjacks only. This weapon consists of one or more heavy, spiked iron balls suspended by a chain and attached to a long steel rod." + ] + }, + { + "name": "Flail, Light, Steamjack", + "source": "IRKCore", + "page": 219, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 10000, + "weight": 20, + "dmg1": "2d8", + "dmgType": "B", + "entries": [ + "This weapon consists of one or more heavy, spiked iron balls suspended by a chain and attached to a long steel rod." + ] + }, + { + "name": "Halberd, Heavy, Steamjack", + "source": "IRKCore", + "page": 219, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 30000, + "weight": 70, + "dmg1": "2d12", + "dmgType": "S", + "property": [ + "R" + ], + "entries": [ + "Heavy steamjacks only. This heavy, reinforced cleaving implement is attached to the end of a long steel pole." + ] + }, + { + "name": "Halberd, Light, Steamjack", + "source": "IRKCore", + "page": 219, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 20000, + "weight": 50, + "dmg1": "2d10", + "dmgType": "S", + "property": [ + "R" + ], + "entries": [ + "This heavy, reinforced cleaving implement is attached to the end of a long steel pole." + ] + }, + { + "name": "Scrap Saw", + "source": "IRKCore", + "page": 219, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 17500, + "weight": 30, + "dmg1": "2d6", + "dmgType": "S", + "property": [ + "S" + ], + "entries": [ + "This powerful, steam-driven saw features rows of hardened steel teeth and is mounted in place of a steamjack's arm.", + "When a steamjack scores a critical hit with this weapon, it can make an additional attack against the target hit." + ] + }, + { + "name": "Spear, Heavy, Steamjack", + "source": "IRKCore", + "page": 219, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 21000, + "weight": 40, + "dmg1": "2d8", + "dmgType": "P", + "property": [ + "R" + ], + "entries": [ + "Heavy steamjacks only. A heavy spear made of reinforced steel." + ] + }, + { + "name": "Spear, Light, Steamjack", + "source": "IRKCore", + "page": 219, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 14000, + "weight": 30, + "dmg1": "2d6", + "dmgType": "P", + "property": [ + "R" + ], + "entries": [ + "A heavy spear made of reinforced steel." + ] + }, + { + "name": "Stun Lance", + "source": "IRKCore", + "page": 219, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 247000, + "weight": 40, + "dmg1": "2d8", + "dmgType": "P", + "property": [ + "R", + "S" + ], + "entries": [ + "The stun lance is the venerable stock weapon of the Talon but is not included with the chassis. A negatively tuned apparatus in the weapon sends conflicting signals into the cortex of any steamjack it strikes. It is designed to be used with an integral alchemical capacitor.", + "Any steamjack hit by a stun lance must succeed on a DC 13 Constitution saving throw or be incapacitated until the end of its next turn." + ] + }, + { + "name": "Cannon, Steamjack", + "source": "IRKCore", + "page": 219, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 45000, + "weight": 40, + "dmg1": "3d8", + "dmgType": "P", + "property": [ + "S", + "AOE" + ], + "range": "80/240", + "reload": 8, + "entries": [ + "Heavy steamjacks only. AOE. Firearm (range 80/240). Magazine (8).", + "This heavy, self-loading weapon is mounted in place of one of a steamjack's arms. Due to the speed of its reloading mechanism, this weapon cannot be fired more than once per turn. A cannon can't be reloaded during combat. Reloading a cannon outside of combat takes 20 minutes but doesn't require specialized tools or training. The cannon fires standard artillery rounds in metal casings." + ] + }, + { + "name": "Flamethrower, Steamjack", + "source": "IRKCore", + "page": 219, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 37500, + "weight": 35, + "dmg1": "3d8", + "dmgType": "F", + "property": [ + "S" + ], + "entries": [ + "Firearm (self, 30 ft. cone). Magazine (10).", + "Based on technology that originated in the Protectorate of Menoth, the flamethrower is a horrific weapon that sprays burning fuel over enemy combatants. Due to the slow rate of its fuel-pump mechanism, this weapon can be fired only once per turn. A flamethrower can't be reloaded during combat. Reloading a flamethrower outside of combat takes 30 minutes but doesn't require specialized tools or training.", + "Each creature in the area of a flamethrower attack must make a Dexterity saving throw with a DC equal to 10 + the steamjack's Dexterity modifier. On a failed save, the creature is damaged by the flamethrower." + ] + }, + { + "name": "Harpoon Cannon", + "source": "IRKCore", + "page": 219, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 25000, + "weight": 35, + "dmg1": "3d6", + "dmgType": "P", + "property": [ + "S" + ], + "range": "50/150", + "reload": 1, + "entries": [ + "Firearm (range 50/150). Magazine (1).", + "Driven by blasting powder, this self-loading harpoon launcher is mounted in place of one of a steamjack's arms. Due to the rate at which its winch mechanism retracts the harpoon, this weapon can be fired only once per turn. A harpoon cannon can't be reloaded during combat. Reloading a harpoon cannon outside of combat takes 20 minutes but doesn't require specialized tools or training.", + "If a harpoon fired from a harpoon cannon damages a creature, the harpoon embeds in it. As an action, the steamjack 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 steamjack 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." + ] + }, + { + "name": "Light Gun, Steamjack", + "source": "IRKCore", + "page": 219, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 20000, + "weight": 20, + "dmg1": "2d10", + "dmgType": "P", + "range": "80/240", + "reload": 10, + "entries": [ + "Firearm (range 80/240). Magazine (10).", + "This light, self-loading cannon is mounted in place of one of a steamjack's arms. A light gun can't be reloaded during combat. Reloading a light gun outside of combat takes 20 minutes and does not require specialized tools or training. A light gun fires light artillery rounds in metal casings." + ] + }, + { + "name": "Scattershot Cannon", + "source": "IRKCore", + "page": 219, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 22500, + "weight": 40, + "dmg1": "3d10", + "dmgType": "P", + "property": [ + "S" + ], + "entries": [ + "Firearm (self, 30 ft. cone). Magazine (8).", + "This short, broad-barreled cannon is designed to disperse grape shot into masses of enemy troops. Due to the slow rate of its auto-loading mechanism, this weapon can be fired only once per turn. Reloading a scattershot cannon outside of combat takes 20 minutes but does not require specialized tools or training.", + "Each creature in the area of the scattershot cannon attack must make a Dexterity saving throw with a DC equal to 10 + the steamjack's Dexterity modifier. On a failed save, the creature is damaged by the scattershot cannon." + ] + }, + { + "name": "Steam Lobber", + "source": "IRKCore", + "page": 219, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 55000, + "weight": 50, + "dmg1": "4d10", + "dmgType": "B", + "property": [ + "S", + "AOE" + ], + "range": "50/150", + "reload": 6, + "entries": [ + "AOE. Firearm (range 50/150). Magazine (6).", + "Developed for the Mule warjack, the steam lobber relies on pressure from a steamjack's boiler to hurl powerful explosive projectiles. Due to the slow rate of its auto-loading mechanism, this weapon can be fired only once per turn. Reloading a steam lobber outside of combat takes 20 minutes but does not require specialized tools or training.", + "If a steamjack equipped with a steam lobber does not move during its turn, the normal range of the weapon increases by 20 feet, and the long range increases by 60 feet. Each creature damaged by a steam lobber must succeed on a Strength saving throw with a DC equal to 10 or the damage dealt, whichever is higher, or be knocked prone." + ] + }, + { + "name": "Steam Riveter", + "source": "IRKCore", + "page": 219, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 17500, + "weight": 35, + "dmg1": "1d10", + "dmgType": "P", + "property": [ + "S" + ], + "range": "10/30", + "reload": 10, + "entries": [ + "Firearm (range 10/30). Magazine (10).", + "This industrial rivet gun is designed to replace a laborjack's arm. It uses steam pressure from the laborjack's boiler to fire heavy rivets with enough force to penetrate plate steel. Due to the time it takes to build up the required pressure, this weapon can be fired only once per turn. A steam riveter can't be reloaded during combat. Reloading a steam riveter outside of combat takes 20 minutes but doesn't require specialized tools or training.", + "A creature damaged by a steam riveter takes 1d4 fire damage at the start of each of its turns. The creature can end this damage by using its action to remove the heated rivet." + ] + }, + { + "name": "Artillery Rounds, Standard", + "source": "IRKCore", + "page": 218, + "type": "SJC", + "rarity": "none", + "value": 12000, + "weight": 2, + "entries": [ + "Pack of 8 rounds. Standard artillery rounds for steamjack cannons. Fired from the {@item Cannon, Steamjack|IRKCore}." + ] + }, + { + "name": "Artillery Rounds, Light", + "source": "IRKCore", + "page": 218, + "type": "SJC", + "rarity": "none", + "value": 5000, + "weight": 1, + "entries": [ + "Pack of 10 rounds. Light artillery rounds for steamjack light guns. Fired from the {@item Light Gun, Steamjack|IRKCore}." + ] + }, + { + "name": "Flamethrower Fuel", + "source": "IRKCore", + "page": 218, + "type": "SJC", + "rarity": "none", + "value": 10000, + "weight": 40, + "entries": [ + "10 charges. Highly combustible alchemical fuel for steamjack flamethrowers. Used with the {@item Flamethrower, Steamjack|IRKCore}." + ] + }, + { + "name": "Harpoon", + "source": "IRKCore", + "page": 218, + "type": "SJC", + "rarity": "none", + "value": 1000, + "weight": 10, + "entries": [ + "A single harpoon for a steamjack harpoon cannon. Used with the {@item Harpoon Cannon|IRKCore}." + ] + }, + { + "name": "Industrial Torch Fuel", + "source": "IRKCore", + "page": 218, + "type": "SJC", + "rarity": "none", + "value": 2000, + "weight": 60, + "entries": [ + "20 charges. Combustible gas canisters for the steamjack industrial torch. Used with the {@item Industrial Torch|IRKCore}." + ] + }, + { + "name": "Scattershot Rounds", + "source": "IRKCore", + "page": 218, + "type": "SJC", + "rarity": "none", + "value": 4000, + "weight": 2, + "entries": [ + "Pack of 8 rounds. Grape shot ammunition for the scattershot cannon. Used with the {@item Scattershot Cannon|IRKCore}." + ] + }, + { + "name": "Steam Lobber Round", + "source": "IRKCore", + "page": 218, + "type": "SJC", + "rarity": "none", + "value": 1500, + "weight": 5, + "entries": [ + "A single explosive projectile designed for the steam lobber. Unique to this weapon's design. Used with the {@item Steam Lobber|IRKCore}." + ] + }, + { + "name": "Steam Rivets", + "source": "IRKCore", + "page": 218, + "type": "SJC", + "rarity": "none", + "value": 1000, + "weight": 1, + "entries": [ + "Pack of 10 rivets. Industrial rivets for the steam riveter. Used with the {@item Steam Riveter|IRKCore}." + ] + }, + { + "name": "Cupernum-grade Cortex", + "source": "IRKCore", + "page": 218, + "type": "SJC", + "rarity": "none", + "value": 10000, + "weight": 25, + "entries": [ + "The most basic steamjack cortex available on the market. Provides rudimentary intelligence sufficient for simple labor tasks. Laborjack-grade only; not suitable for warjack combat operations.", + "Proficiency Bonus: +1 | Max Focus Points: 1 | Drive DC: —" + ], + "ability": { + "static": { + "int": 5, + "wis": 10 + } + } + }, + { + "name": "Ferrum-grade Cortex", + "source": "IRKCore", + "page": 218, + "type": "SJC", + "rarity": "none", + "value": 100000, + "weight": 30, + "entries": [ + "A solid mid-range cortex capable of directing a steamjack in basic combat operations. Standard issue for laborjacks assigned to light mercenary duty.", + "Proficiency Bonus: +2 | Max Focus Points: 2 | Drive DC: 15" + ], + "ability": { + "static": { + "int": 5, + "wis": 10 + } + } + }, + { + "name": "Aurum-grade Cortex", + "source": "IRKCore", + "page": 218, + "type": "SJC", + "rarity": "none", + "value": 250000, + "weight": 40, + "entries": [ + "A quality cortex used by most warjacks assigned to mercenary companies and military units. Capable of interpreting tactical commands and making independent decisions in combat.", + "Proficiency Bonus: +3 | Max Focus Points: 3 | Drive DC: 14" + ], + "ability": { + "static": { + "int": 6, + "wis": 10 + } + } + }, + { + "name": "Arcanum-grade Cortex", + "source": "IRKCore", + "page": 218, + "type": "SJC", + "rarity": "none", + "value": 450000, + "weight": 50, + "entries": [ + "The finest cortex produced in the Iron Kingdoms, reserved for elite military warjacks and those under the direct control of warcasters. Displays a degree of tactical acuity approaching low sentience.", + "Proficiency Bonus: +4 | Max Focus Points: 4 | Drive DC: 12" + ], + "ability": { + "static": { + "int": 8, + "wis": 10 + } + } + }, + { + "name": "Docker Heavy Laborjack Chassis", + "source": "IRKCore", + "page": 216, + "type": "SJC", + "rarity": "none", + "value": 250000, + "entries": [ + "Chassis only (without cortex). Full price with Ferrum-grade cortex: 3,500 gp.", + "Fuel Load/Burn Time: 660 lb. coal / 5 hours general, 1 hour combat.", + "Stock Cortex: Ferrum-grade.", + "A heavy laborjack chassis used throughout the Iron Kingdoms for industrial work. Its sturdy frame has been adapted into several warjack configurations including the Justicer and Whaler. See the Docker Heavy Laborjack creature entry." + ] + }, + { + "name": "Forager Light Laborjack Chassis", + "source": "IRKCore", + "page": 216, + "type": "SJC", + "rarity": "none", + "value": 150000, + "entries": [ + "Chassis only (without cortex). Full price with Ferrum-grade cortex: 2,500 gp.", + "Fuel Load/Burn Time: 300 lb. coal / 7 hours general, 1 hour combat.", + "Stock Cortex: Ferrum-grade.", + "A versatile light laborjack chassis found across western Immoren. Its compact design makes it suitable for light industrial and scouting roles. See the Forager Light Laborjack creature entry." + ] + }, + { + "name": "Nomad Heavy Warjack Chassis", + "source": "IRKCore", + "page": 216, + "type": "SJC", + "rarity": "none", + "value": 550000, + "entries": [ + "Chassis only (without cortex). Full price with Aurum-grade cortex: 8,000 gp.", + "Fuel Load/Burn Time: 660 lb. coal / 5 hours general, 1 hour combat.", + "Stock Cortex: Aurum-grade.", + "The Nomad is a rugged, multipurpose heavy warjack popular with mercenary companies across the Iron Kingdoms for its affordability and adaptability. Variants include the Mule and the Rover. See the Nomad Heavy Warjack creature entry." + ] + }, + { + "name": "Talon Light Warjack Chassis", + "source": "IRKCore", + "page": 216, + "type": "SJC", + "rarity": "none", + "value": 350000, + "entries": [ + "Chassis only (without cortex). Full price with Aurum-grade cortex: 6,000 gp.", + "Fuel Load/Burn Time: 330 lb. coal / 6 hours general, 1 hour combat.", + "Stock Cortex: Aurum-grade.", + "The Talon is an agile light warjack commonly used by mercenary companies. Its stock weapon, the stun lance, is sold separately. Variants include the Buccaneer. See the Talon Light Warjack creature entry." ] } ], @@ -19206,6 +19886,71 @@ "abbreviation": "AC", "source": "IRKCore", "page": 78 + }, + { + "name": "Steamjack Component", + "abbreviation": "SJC", + "source": "IRKCore", + "page": 215, + "entries": [ + "Steamjack components are the mechanical and arcane parts that define a steamjack's capabilities: chassis (the body), cortex (the brain), ammunition, and upgrades. These items can be installed on or removed from a steamjack by a qualified mechanik." + ] + }, + { + "name": "Steamjack Weapon", + "abbreviation": "SJCW", + "source": "IRKCore", + "page": 219, + "entries": [ + "Steamjack weapons are oversized weapons designed to be mounted on or wielded by steamjacks. They cannot be used by Medium or smaller creatures. Each weapon is mounted in place of one of the steamjack's arms unless otherwise noted." + ] + } + ], + "itemProperty": [ + { + "abbreviation": "AOE", + "source": "IRKCore", + "page": 197, + "name": "Area of Effect", + "entries": [ + "This weapon's ammunition explodes when it hits a target and may hit nearby creatures standing as well. Each other creature within a number of feet equal to the AOE range (noted in parentheses) must make a Dexterity saving throw with a DC of 13 or 10 + the attacker's proficiency bonus, whichever is higher. On a failed save, the creature takes half of the damage taken by the target." + ] + }, + { + "abbreviation": "MSF", + "source": "IRKCore", + "page": 197, + "name": "Misfire", + "entries": [ + "If you roll equal to or lower than a weapon's misfire rating (noted in parentheses), the weapon jams as its ammunition fails. The attack automatically misses, and the weapon cannot be used again unless you use an action or a bonus action to clear the chamber and fix whatever caused the weapon to misfire." + ] + }, + { + "abbreviation": "MGL", + "source": "IRKCore", + "page": 197, + "name": "Magelock", + "entries": [ + "A magelock weapon is specially hardened against the effects of a gun mage's rune shots. While in the hands of a gun mage, a magelock weapon is a magic weapon." + ] + }, + { + "abbreviation": "VLY", + "source": "IRKCore", + "page": 198, + "name": "Volley", + "entries": [ + "You can use a weapon with the Volley property to make an attack against a single target, or you can fire multiple shots into a 10-foot cube within the weapon's normal range, in which case each creature in the area must make a Dexterity saving throw with a DC equal to 8 + your attack modifier. On a failed save, the creature takes normal damage from the weapon. A volley cannot hit more targets than the number of pieces of ammunition in the weapon's magazine when it is fired." + ] + }, + { + "abbreviation": "STM", + "source": "IRKCore", + "page": 197, + "name": "Storm", + "entries": [ + "As a bonus action, you can activate or deactivate this weapon. While activated, this weapon deals 1d4 lightning damage in addition to its normal damage. Each time you make an attack with this weapon while it is activated, you suffer 1d4 lightning damage after resolving the attack." + ] } ], "race": [ @@ -19791,7 +20536,7 @@ "type": "entries", "name": "Age", "entries": [ - "Trollkin mature at the same rate as humans but live nearly twice as long\u2014about 150 years, on average." + "Trollkin mature at the same rate as humans but live nearly twice as long—about 150 years, on average." ] }, { @@ -20484,7 +21229,7 @@ "type": "entries", "name": "Human", "entries": [ - "Of all the peoples of western Immoren, humanity is perhaps the most perplexing to consider We have adapted to live in a bevy of different conditions, from freezing tundra to parched desert. Countless variations are found among us, making it difficult to find any description that fully encompasses the breadth of all we humans have to offer. But do not allow yourself to be mistaken. Despite all our advancements, philosophies, and sciences, and despite the favor of the gods we worship and the Gift of Magic that has been bestowed upon us, we have within ourselves the same inclination toward violence and warfare that made us so welcome among the Molgur tribes We may dress up our violence with modern conveniences and brilliant strategies, but something within us calls us to shed blood \u2014Professor Viktor Pendrake Mankind holds sway from the far north of Khador all the way to the southern tip of Bloodshore Island. There is great diversity among humanity\u2014so much so that a traveler across western Immoren can expect to encounter numerous ethnic and regional groups, most of which identify themselves based on the most prominent old kingdoms from the Thousand Cities Era before the arrival of the Orgoth. These cultural identities are deeply rooted despite the rise of the modern kingdoms defined by the Corvis Treaties. Cultures and appearance vary dramatically among these groups, as most of these identifications are based on region rather than bloodline." + "Of all the peoples of western Immoren, humanity is perhaps the most perplexing to consider We have adapted to live in a bevy of different conditions, from freezing tundra to parched desert. Countless variations are found among us, making it difficult to find any description that fully encompasses the breadth of all we humans have to offer. But do not allow yourself to be mistaken. Despite all our advancements, philosophies, and sciences, and despite the favor of the gods we worship and the Gift of Magic that has been bestowed upon us, we have within ourselves the same inclination toward violence and warfare that made us so welcome among the Molgur tribes We may dress up our violence with modern conveniences and brilliant strategies, but something within us calls us to shed blood —Professor Viktor Pendrake Mankind holds sway from the far north of Khador all the way to the southern tip of Bloodshore Island. There is great diversity among humanity—so much so that a traveler across western Immoren can expect to encounter numerous ethnic and regional groups, most of which identify themselves based on the most prominent old kingdoms from the Thousand Cities Era before the arrival of the Orgoth. These cultural identities are deeply rooted despite the rise of the modern kingdoms defined by the Corvis Treaties. Cultures and appearance vary dramatically among these groups, as most of these identifications are based on region rather than bloodline." ] } ] @@ -20516,7 +21261,7 @@ "type": "entries", "name": "Grim Outlook", "entries": [ - "Iosans have been reticent for as long as humanity can remember, but their isolationism has taken an extreme turn in the last few decades, during which the nation of Ios has closed its borders and cut off all trade with foreigners. Its forests are a strange and silent place from which no Iosans emerge, and intruders who venture beyond its borders are never seen again. Rumors circulate of some great downfall, perhaps matching the Cataclysm of ancient days, but neither scholars nor treasure hunters have returned to confirm the truth. Despite all this, a number of Iosans live among the human kingdoms. These tend to be exiles, pilgrims, or well-armed agents serving vital missions. Two Iosan religious sects have specific reasons to be abroad in human lands: the Seekers and the Retribution of Scyrah, with the former tending to be much friendlier to humans than the latter. The people of Ios have long been a secretive sort, living in seclusion among their forests The rare ambassadors who emerged to make contact with the human nations were tight-lipped about their homeland even before they shut off their borders to trade. Yet recent changes have caused a few more of them to trickle out into the wider world\u2014sadly, not always for the betterment of both peoples The assassins among them who seek out the magically gifted are all but common knowledge to the upper chambers of power in the Iron Kingdoms, as are the seekers of knowledge who search every darkened corner of the world for a way to reverse the fate that has befallen their nation Those who still live in the cities of the Iron Kingdoms, if they know anything about these groups, are unlikely to reveal any secrets Yet do not dismiss them due to their privacy. Iosans live long and storied lives, and if you are privileged enough to be considered a friend, you will find them loyal and capable companions. \u2014Lynus Wesselbaum former assistant to Viktor Pendrake" + "Iosans have been reticent for as long as humanity can remember, but their isolationism has taken an extreme turn in the last few decades, during which the nation of Ios has closed its borders and cut off all trade with foreigners. Its forests are a strange and silent place from which no Iosans emerge, and intruders who venture beyond its borders are never seen again. Rumors circulate of some great downfall, perhaps matching the Cataclysm of ancient days, but neither scholars nor treasure hunters have returned to confirm the truth. Despite all this, a number of Iosans live among the human kingdoms. These tend to be exiles, pilgrims, or well-armed agents serving vital missions. Two Iosan religious sects have specific reasons to be abroad in human lands: the Seekers and the Retribution of Scyrah, with the former tending to be much friendlier to humans than the latter. The people of Ios have long been a secretive sort, living in seclusion among their forests The rare ambassadors who emerged to make contact with the human nations were tight-lipped about their homeland even before they shut off their borders to trade. Yet recent changes have caused a few more of them to trickle out into the wider world—sadly, not always for the betterment of both peoples The assassins among them who seek out the magically gifted are all but common knowledge to the upper chambers of power in the Iron Kingdoms, as are the seekers of knowledge who search every darkened corner of the world for a way to reverse the fate that has befallen their nation Those who still live in the cities of the Iron Kingdoms, if they know anything about these groups, are unlikely to reveal any secrets Yet do not dismiss them due to their privacy. Iosans live long and storied lives, and if you are privileged enough to be considered a friend, you will find them loyal and capable companions. —Lynus Wesselbaum former assistant to Viktor Pendrake" ] }, { @@ -20536,12 +21281,12 @@ "type": "entries", "name": "Nyss", "entries": [ - "The Nyss are a rugged race that once inhabited the frozen north amid the imposing peaks of the Shard Spires\u2014a region so inhospitable that even the hardy Khadorans ceded it to them. They lived there as seminomadic tribes with permanent structures reserved for houses of worship to their god, Nyssor. Driven from their home by betrayal and corruption by the dragon Everblight, they have been forced to live among the Iron Kingdoms as refugees. Although Nyss walk a difficult road, few others possess their strength of will.", + "The Nyss are a rugged race that once inhabited the frozen north amid the imposing peaks of the Shard Spires—a region so inhospitable that even the hardy Khadorans ceded it to them. They lived there as seminomadic tribes with permanent structures reserved for houses of worship to their god, Nyssor. Driven from their home by betrayal and corruption by the dragon Everblight, they have been forced to live among the Iron Kingdoms as refugees. Although Nyss walk a difficult road, few others possess their strength of will.", { "type": "entries", "name": "Pale As Ice", "entries": [ - "Physically, Nyss are somewhat reminiscent of Iosans, but there is no mistaking the two. Nyss are tall\u2014taller than Iosans\u2014with skin to match their snowy realm and stark hair that's either jet black or very pale. Their eyes are like ice, cold and blue or sometimes violet. Nyss mark themselves with intricate tattoos called siyaeric, or \"letters of the skin,\" which relate to traditions that mark an individual as a member of a particular \"shard,\" or tribe. Additional modifications to these tattoos express personal convictions, family history, noteworthy deeds, or religious, magical, or spiritual beliefs." + "Physically, Nyss are somewhat reminiscent of Iosans, but there is no mistaking the two. Nyss are tall—taller than Iosans—with skin to match their snowy realm and stark hair that's either jet black or very pale. Their eyes are like ice, cold and blue or sometimes violet. Nyss mark themselves with intricate tattoos called siyaeric, or “letters of the skin,” which relate to traditions that mark an individual as a member of a particular “shard,” or tribe. Additional modifications to these tattoos express personal convictions, family history, noteworthy deeds, or religious, magical, or spiritual beliefs." ] }, { @@ -20555,14 +21300,14 @@ "type": "entries", "name": "Prodigal Returns", "entries": [ - "The Nyss are a tribal people who live close to the land as superlative hunters, trackers, archers, and swordsmen. One need look no further than the shanty villages in the poorer districts of any major city to witness the remainder of what were, formerly, the most elusive peoples in western Immoren The Nyss who fled their mountain homes have found a new life among the human kingdoms, though not an easy one Years spent as refugees have hardened these already cold people. While some have managed to rebuild their lives and could hardly be considered \"refugees\" any longer, there is a deep sadness within those I encounter on the streets\u2014a void of having lost their homes and families forever Rumors of an exodus of the Nyss to Ios have circulated for some years now If true, I suspect that those who now live among the forests of Ios find themselves as discontented as the Nyss who live by the dockyards of the City of Ghosts \u2014Professor Viktor Pendrake" + "The Nyss are a tribal people who live close to the land as superlative hunters, trackers, archers, and swordsmen. One need look no further than the shanty villages in the poorer districts of any major city to witness the remainder of what were, formerly, the most elusive peoples in western Immoren The Nyss who fled their mountain homes have found a new life among the human kingdoms, though not an easy one Years spent as refugees have hardened these already cold people. While some have managed to rebuild their lives and could hardly be considered “refugees” any longer, there is a deep sadness within those I encounter on the streets—a void of having lost their homes and families forever Rumors of an exodus of the Nyss to Ios have circulated for some years now If true, I suspect that those who now live among the forests of Ios find themselves as discontented as the Nyss who live by the dockyards of the City of Ghosts —Professor Viktor Pendrake" ] }, { "type": "entries", "name": "Character Options", "entries": [ - "Inheritors of a long and ancient line, they have mastered the forging of superior weapons and the crafting of supple leather armor. Considered the chosen people of the winter god Nyssor, the Nyss have an affinity for cold. Sorcery is common among them and is seen as a blessing that allows them to manifest the power of cold against their enemies. The Nyss were traditionally a strongly devout people, but their culture was recently shattered by the arrival of the dragon Everblight, who worked through his minions to enslave most of the Nyss as part of his legion. The few who escaped the dragon's blight fled south as refugees to eke out livings as mercenaries, hunters, or criminals. Even as they tried to preserve their old ways, they relied on other peoples to ensure their survival. The recovery and return of the god Nyssor to Ios has caused many Nyss to return to their former homeland. They still live as outsiders among the Iosans, gathering in smaller communities in the forests, but some have chosen to see it as a homecoming. Those who have not returned to Ios still live among the kingdoms of humanity, doing what they must to survive." + "Inheritors of a long and ancient line, they have mastered the forging of superior weapons and the crafting of supple leather armor. Considered the chosen people of the winter god Nyssor, the Nyss have an affinity for cold. Sorcery is common among them and is seen as a blessing that allows them to manifest the power of cold against their enemies. The Nyss were traditionally a strongly devout people, but their culture was recently shattered by the arrival of the dragon Everblight, who worked through his minions to enslave most of the Nyss as part of his legion. The few who escaped the dragon’s blight fled south as refugees to eke out livings as mercenaries, hunters, or criminals. Even as they tried to preserve their old ways, they relied on other peoples to ensure their survival. The recovery and return of the god Nyssor to Ios has caused many Nyss to return to their former homeland. They still live as outsiders among the Iosans, gathering in smaller communities in the forests, but some have chosen to see it as a homecoming. Those who have not returned to Ios still live among the kingdoms of humanity, doing what they must to survive." ] } ] @@ -20577,7 +21322,7 @@ "type": "entries", "name": "Ogrun", "entries": [ - "The noble ogrun who live among the kingdoms of humanity often face discrimination and fear born from their great size and tremendous strength, yet they have continued to live among us with no more incidents than any other people\u2014far fewer, in most cases In Rhul, ogrun are as much a part of society as the dwarves in many of their communities. The Rhulfolk's proficiency at negotiation and trade has no doubt rubbed off on their overlarge neighbors, arming them with skills that help them fold into our larger societies These talents, coupled with unshakable codes of honor and fealty, make ogrun ideal bodyguards and soldiers As can easily be seen among the ranks of Cygnar's trenchers, ogrun treat their responsibility to a commanding officer with the same gravity as they would to one of their \"korune\" masters Even in less-regimented circumstances, such as in a workshop or on the docks, ogrun are inclined to deep-seated loyalty An employer can be certain that any ogrun in their employ will fill their duties to the best of their abilities \u2014Beldam Sigmur Rhulic scholar Ogrun are fierce-looking, formidable creatures who tower over most other races and are capable of remarkable feats of strength. They are also a tremendously honorable people who have earned a place for themselves in the Iron Kingdoms, primarily as laborers and peerless warriors.", + "The noble ogrun who live among the kingdoms of humanity often face discrimination and fear born from their great size and tremendous strength, yet they have continued to live among us with no more incidents than any other people—far fewer, in most cases In Rhul, ogrun are as much a part of society as the dwarves in many of their communities. The Rhulfolk’s proficiency at negotiation and trade has no doubt rubbed off on their overlarge neighbors, arming them with skills that help them fold into our larger societies These talents, coupled with unshakable codes of honor and fealty, make ogrun ideal bodyguards and soldiers As can easily be seen among the ranks of Cygnar’s trenchers, ogrun treat their responsibility to a commanding officer with the same gravity as they would to one of their “korune” masters Even in less-regimented circumstances, such as in a workshop or on the docks, ogrun are inclined to deep-seated loyalty An employer can be certain that any ogrun in their employ will fill their duties to the best of their abilities —Beldam Sigmur Rhulic scholar Ogrun are fierce-looking, formidable creatures who tower over most other races and are capable of remarkable feats of strength. They are also a tremendously honorable people who have earned a place for themselves in the Iron Kingdoms, primarily as laborers and peerless warriors.", { "type": "entries", "name": "High and Mighty", @@ -20589,7 +21334,7 @@ "type": "entries", "name": "Loyal to a Fault", "entries": [ - "Ogrun are one of the major Dhunian races, and they remain a spiritual people despite the changes their society has undergone within Rhul. Traditional ogrun culture is rooted in a simple but effective system of feudalism whereby young warriors called bokurs must eventually find worthy leaders to serve. Elder ogrun in turn hope to prove worthy enough to earn the binding oaths of young bokurs, for whom they then carry a certain responsibility. The ogrun in the leadership position is a korune\u2014a lord\u2014and there can be multiple layers of vassalage in an ogrun tribe, with the leader being whoever boasts the largest chain of subordinates. General obligations are secondary to personal oaths, and even Rhulic ogrun feel the urge to find a worthy korune, generally after an extended period of wandering and self-testing." + "Ogrun are one of the major Dhunian races, and they remain a spiritual people despite the changes their society has undergone within Rhul. Traditional ogrun culture is rooted in a simple but effective system of feudalism whereby young warriors called bokurs must eventually find worthy leaders to serve. Elder ogrun in turn hope to prove worthy enough to earn the binding oaths of young bokurs, for whom they then carry a certain responsibility. The ogrun in the leadership position is a korune—a lord—and there can be multiple layers of vassalage in an ogrun tribe, with the leader being whoever boasts the largest chain of subordinates. General obligations are secondary to personal oaths, and even Rhulic ogrun feel the urge to find a worthy korune, generally after an extended period of wandering and self-testing." ] }, { @@ -20603,7 +21348,7 @@ "type": "entries", "name": "Character Options", "entries": [ - "Variant: Rhulic Ogrun Ogrun in the mountainous region of Rhul have long had a relationship with the dwarves. If you want to play an ogrun with a close connection to the Rhulfolk, you can use these variant traits, both of which replace the Imposing Presence trait. Lessons of Ghord. You benefit from the teachings of the Rhulfolk to the ogrun. You are proficient with your choice of mason's tools or smith's tools and have proficiency in the History skill. Oath of Fealty. Choose another friendly Rhulic or ogrun character to be your korune. You swear fealty to that character and are incapable of betraying that oath. You may disobey specific orders but must always work toward your korune's greater goals, such as the goal of a Rhulic dwarf's Oathbound trait. If your korune is within 5 feet of you when you take the Dodge action, you can choose to have your korune benefit from the action instead of you. After you use this trait, you can't use it again until you finish a short or long rest. loyalty is legendary, and they have a reputation for being among the most dedicated and fiercest bodyguards in western Immoren. Mercenary ogrun are deemed more trustworthy and reliable than other sell-swords and can command a premium wage. Rhulic ogrun have adopted many of the beliefs and priorities of dwarven society, including taking great pride in their work. While most ogrun choose to master the combat arts, there are many accomplished ogrun smiths, masons, and mechanics who tackle these professions with the same dedication as a bokur mastering his battle-glaive." + "Variant: Rhulic Ogrun Ogrun in the mountainous region of Rhul have long had a relationship with the dwarves. If you want to play an ogrun with a close connection to the Rhulfolk, you can use these variant traits, both of which replace the Imposing Presence trait. Lessons of Ghord. You benefit from the teachings of the Rhulfolk to the ogrun. You are proficient with your choice of mason’s tools or smith’s tools and have proficiency in the History skill. Oath of Fealty. Choose another friendly Rhulic or ogrun character to be your korune. You swear fealty to that character and are incapable of betraying that oath. You may disobey specific orders but must always work toward your korune’s greater goals, such as the goal of a Rhulic dwarf’s Oathbound trait. If your korune is within 5 feet of you when you take the Dodge action, you can choose to have your korune benefit from the action instead of you. After you use this trait, you can’t use it again until you finish a short or long rest. loyalty is legendary, and they have a reputation for being among the most dedicated and fiercest bodyguards in western Immoren. Mercenary ogrun are deemed more trustworthy and reliable than other sell-swords and can command a premium wage. Rhulic ogrun have adopted many of the beliefs and priorities of dwarven society, including taking great pride in their work. While most ogrun choose to master the combat arts, there are many accomplished ogrun smiths, masons, and mechanics who tackle these professions with the same dedication as a bokur mastering his battle-glaive." ] } ] @@ -20618,19 +21363,19 @@ "type": "entries", "name": "Trollkin", "entries": [ - "The order inherent in the trollkin way of life is reflected in their stonemasonry\u2014some of the oldest existing architecture in all of western Immoren\u2014and their various cultural habits Indeed, their strange mating rituals, peculiar diet of vastly undercooked (if not raw) foodstuffs, and impressive vocal range mark them as the oddest of the enlightened races (And this is to say nothing of the \"tohmaak,\" a traditional greeting between young bravos and warriors involving solid headbutts rather than firm handshakes!) If anything, trollkin truly have a great capacity for song Among their males, I have heard exceptionally gifted individuals capable of a warbling chant known as \"fell calling \" In fact, this trill vocalization is so powerful that some use it as a weapon, and to great effect. Taking a cue from the ogrun, trollkin are now circulating more and more amongst men as skilled stoneworkers and weavers, although they do not intermingle quite as easily as ogrun or gobbers, for even within the communities of men, trollkin gather in bunches and tend to keep to their own \u2014Gameo Ortmin astrometrician and follower of Cyriss Savage trolls once roamed all the forests and plains of Immoren, but as time passed they assembled into tribes, which branched into clan families, and soon enough trolls came in a variety of shapes, sizes, and eating habits. The latter is perhaps the greatest distinction that sets trollkin apart from other trolls, allowing the other races of western Immoren to experience their peculiarities firsthand without fear of becoming their next meal. Trollkin still retain a nigh- insatiable hunger and are known for their feasts\u2014which often consist of awfully undercooked foods by human standards\u2014 but intelligent races no longer tend to make the menu.", + "The order inherent in the trollkin way of life is reflected in their stonemasonry—some of the oldest existing architecture in all of western Immoren—and their various cultural habits Indeed, their strange mating rituals, peculiar diet of vastly undercooked (if not raw) foodstuffs, and impressive vocal range mark them as the oddest of the enlightened races (And this is to say nothing of the “tohmaak,” a traditional greeting between young bravos and warriors involving solid headbutts rather than firm handshakes!) If anything, trollkin truly have a great capacity for song Among their males, I have heard exceptionally gifted individuals capable of a warbling chant known as “fell calling ” In fact, this trill vocalization is so powerful that some use it as a weapon, and to great effect. Taking a cue from the ogrun, trollkin are now circulating more and more amongst men as skilled stoneworkers and weavers, although they do not intermingle quite as easily as ogrun or gobbers, for even within the communities of men, trollkin gather in bunches and tend to keep to their own —Gameo Ortmin astrometrician and follower of Cyriss Savage trolls once roamed all the forests and plains of Immoren, but as time passed they assembled into tribes, which branched into clan families, and soon enough trolls came in a variety of shapes, sizes, and eating habits. The latter is perhaps the greatest distinction that sets trollkin apart from other trolls, allowing the other races of western Immoren to experience their peculiarities firsthand without fear of becoming their next meal. Trollkin still retain a nigh- insatiable hunger and are known for their feasts—which often consist of awfully undercooked foods by human standards— but intelligent races no longer tend to make the menu.", { "type": "entries", "name": "Tough and Loud", "entries": [ - "Trollkin are large\u2014very large. The smallest of them are on par with the largest human, and they stand roughly a head shorter than a hefty ogrun, but they cannot be mistaken for either. Their thick, freckled skin is pale gray, touched blue and green in places, and their irises are so pale that their eyes appear stark white. Trollkin have large three-fingered hands, three-toed feet, and spiny protrusions on the backs of their heads and necks, and their sonorous voices are not easily misjudged. Indeed, they are captivating singers, and some are so powerful they can utilize their articulations as actual weapons. Others among them have been born with sorcerous abilities. These \"blessed\" trollkin sorcerers are easily identified by their smaller size and stark white skin, and they are held in high regard among their people." + "Trollkin are large—very large. The smallest of them are on par with the largest human, and they stand roughly a head shorter than a hefty ogrun, but they cannot be mistaken for either. Their thick, freckled skin is pale gray, touched blue and green in places, and their irises are so pale that their eyes appear stark white. Trollkin have large three-fingered hands, three-toed feet, and spiny protrusions on the backs of their heads and necks, and their sonorous voices are not easily misjudged. Indeed, they are captivating singers, and some are so powerful they can utilize their articulations as actual weapons. Others among them have been born with sorcerous abilities. These “blessed” trollkin sorcerers are easily identified by their smaller size and stark white skin, and they are held in high regard among their people." ] }, { "type": "entries", "name": "Steeped in Tradition", "entries": [ - "For trollkin, the tribal way of life has never faded. Every trollkin is a member of a tightly knit clan called a kith, who are often related by blood, and neighboring kith are considered a kriel, a word in Molgur that essentially translates as \"people.\" It is believed that as many as two hundred kriels" + "For trollkin, the tribal way of life has never faded. Every trollkin is a member of a tightly knit clan called a kith, who are often related by blood, and neighboring kith are considered a kriel, a word in Molgur that essentially translates as “people.” It is believed that as many as two hundred kriels" ] }, { @@ -20644,7 +21389,7 @@ "type": "entries", "name": "Children of Dhunia", "entries": [ - "Trollkin are unrestrained in their music and dance and just as unrestrained in acting on their belief that all natural phenomena are born of Dhunia and have souls. Spirits dominate everything they do, and it is customary, in honor of Dhunia, to offer fruits and flowers to others as a token of goodwill or to make amends. Like the soul, blood and bloodline are extremely important to all trollkin, and dismissing or disrespecting either is considered a grave offense. Most trollkin adherents of Dhunia believe that all things come from and return to the earth to be reborn. \"Deep and true as blood and bone\" is a trollkin vow that literally means \"all things\" or \"all that I am,\" which encompasses every life a trollkin has lived, as well as the lives of all relatives and ancestors. It is a somber phrase used only when trollkin speak the truth or make an oath." + "Trollkin are unrestrained in their music and dance and just as unrestrained in acting on their belief that all natural phenomena are born of Dhunia and have souls. Spirits dominate everything they do, and it is customary, in honor of Dhunia, to offer fruits and flowers to others as a token of goodwill or to make amends. Like the soul, blood and bloodline are extremely important to all trollkin, and dismissing or disrespecting either is considered a grave offense. Most trollkin adherents of Dhunia believe that all things come from and return to the earth to be reborn. “Deep and true as blood and bone” is a trollkin vow that literally means “all things” or “all that I am,” which encompasses every life a trollkin has lived, as well as the lives of all relatives and ancestors. It is a somber phrase used only when trollkin speak the truth or make an oath." ] }, { @@ -20656,7 +21401,7 @@ "type": "entries", "name": "Kith and Kriel", "entries": [ - "Because they are so close-knit, trollkin are sometimes considered aloof, or even hostile, by other races. This may have something to do with their bias against creatures they consider \"weak blooded,\" but they try not to hold this too personally against those who lack the good fortune to have been born a trollkin. Indeed, some have even been heard to say that some of their associates of other races \"must have been trollkin in a former life\" or that \"there's always the next life\" for their comrades to be reborn as trollkin." + "Because they are so close-knit, trollkin are sometimes considered aloof, or even hostile, by other races. This may have something to do with their bias against creatures they consider “weak blooded,” but they try not to hold this too personally against those who lack the good fortune to have been born a trollkin. Indeed, some have even been heard to say that some of their associates of other races “must have been trollkin in a former life” or that “there’s always the next life” for their comrades to be reborn as trollkin." ] } ] @@ -20672,7 +21417,7 @@ "name": "Gobber", "entries": [ "Despite being half the size of humans, gobbers have found a niche among the civilizations of the Iron Kingdoms and within the expansive wilderness of western Immoren. Although some face prejudice from intolerant humans, they have still managed to integrate themselves into nearly every human society. Among wilder folk, gobbers often find a place as traders of goods manufactured in cities or sell their skills as tinkerers and bodgers. COMMUNAL CREATURES Gobbers are one of the three major races that worship the mother-goddess Dhunia, although religion is not a major aspect of their lives. Indeed, they seem irreverent and lacking in solemnity to members of some cultures, but this is merely an extension of their curiosity and general disregard for social barriers. Gobber society has little regimentation or hierarchy, and all gobbers are expected to speak frankly and contribute to the general well-being of their family and closest friends. Gobbers who work and live together fall into a communal relationship in which ownership of items such as tools and weapons becomes meaningless, a behavior they may also", - "exhibit with friends and colleagues of other races. Although they do not consider taking another's belongings under such circumstances to be theft, those who live in human society understand human norms and are not allowed to plead ignorance as a means of evading punishment for such crimes. Small in stature and naturally skilled at evading notice, gobbers make exceptional thieves, but their success in this field has led to unfortunate stereotypes. Most gobbers prefer to create things of lasting value by the skill of their hands and equally nimble minds than to survive by pilfering. That said, they are often exploited in low-paying jobs, with many living in poverty and sometimes turning to criminal professions as an alternative. Others live as seminomadic junkers, a respectable trade among gobbers, and travel from town to town salvaging broken and discarded items to" + "exhibit with friends and colleagues of other races. Although they do not consider taking another’s belongings under such circumstances to be theft, those who live in human society understand human norms and are not allowed to plead ignorance as a means of evading punishment for such crimes. Small in stature and naturally skilled at evading notice, gobbers make exceptional thieves, but their success in this field has led to unfortunate stereotypes. Most gobbers prefer to create things of lasting value by the skill of their hands and equally nimble minds than to survive by pilfering. That said, they are often exploited in low-paying jobs, with many living in poverty and sometimes turning to criminal professions as an alternative. Others live as seminomadic junkers, a respectable trade among gobbers, and travel from town to town salvaging broken and discarded items to" ] } ] @@ -23465,7 +24210,7 @@ } ], "entries": [ - "You unleash the full fury of Roth\u2014scion of soldiers and mercenaries\u2014causing an enemy to descend into mindless frenzy. Choose a creature you can see within range. The target must make a Wisdom saving throw. On a failed save, the creature must use its reaction to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, or if it can't use its reaction, the target takes {@damage 3d10} psychic damage.", + "You unleash the full fury of Roth—scion of soldiers and mercenaries—causing an enemy to descend into mindless frenzy. Choose a creature you can see within range. The target must make a Wisdom saving throw. On a failed save, the creature must use its reaction to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, or if it can't use its reaction, the target takes {@damage 3d10} psychic damage.", "This spell has no effect on constructs or the undead." ], "damageInflict": [ @@ -23563,7 +24308,7 @@ } ], "entries": [ - "Following the example of Khorva, scion of assassins, you inflict a debilitating curse on a creature you can see within range. The creature must make a Wisdom saving throw. On a failed save, its natural and nonmagical worn armor begins to fester and crumble, and the creature takes a \u22122 penalty to AC for the spell's duration. Until the spell ends, whenever the target takes damage from a weapon or spell attack, it takes an extra {@damage 1d8} necrotic damage." + "Following the example of Khorva, scion of assassins, you inflict a debilitating curse on a creature you can see within range. The creature must make a Wisdom saving throw. On a failed save, its natural and nonmagical worn armor begins to fester and crumble, and the creature takes a −2 penalty to AC for the spell's duration. Until the spell ends, whenever the target takes damage from a weapon or spell attack, it takes an extra {@damage 1d8} necrotic damage." ], "damageInflict": [ "necrotic" @@ -24317,4 +25062,4 @@ } } ] -} +} \ No newline at end of file diff --git a/collection/Privateer Press; Iron Kingdoms Requiem - Deep Wild.json b/collection/Privateer Press; Iron Kingdoms Requiem - Deep Wild.json index 3132a69f4..6eb9f4dfa 100644 --- a/collection/Privateer Press; Iron Kingdoms Requiem - Deep Wild.json +++ b/collection/Privateer Press; Iron Kingdoms Requiem - Deep Wild.json @@ -5,7 +5,7 @@ { "json": "IRKDWld", "abbreviation": "IRK:DW", - "full": "Iron Kingdoms: Requiem \u2014 Deep Wild", + "full": "Iron Kingdoms: Requiem — Deep Wild", "url": "https://privateerpress.com", "version": "1.0.0", "authors": [ @@ -17,11 +17,11 @@ "color": "1A4A1A" } ], - "dateAdded": 1780759588, - "dateLastModified": 1780759588, + "dateAdded": 1780997646, + "dateLastModified": 1780998155, + "_dateLastModifiedHash": "e2a988a35c", "status": "ready", - "edition": "classic", - "_dateLastModifiedHash": "bf089e4cfc" + "edition": "classic" }, "background": [ { @@ -1280,7 +1280,7 @@ ], [ 2, - "I am always on the lookout for my next big score\u2014the one that will set me up for life." + "I am always on the lookout for my next big score—the one that will set me up for life." ], [ 3, @@ -2476,7 +2476,7 @@ }, { "type": "entries", - "name": "Tier 1 \u2014 Backwoods Recruits", + "name": "Tier 1 — Backwoods Recruits", "entries": [ "{@b Encampment.} Your ragtag group maintains a simple but effective encampment of tents, lean-tos, and natural shelters. You can stay at your encampment and maintain a poor lifestyle at no expense.", "{@b Masters of None.} When you make an ability check using a skill or tool you aren't proficient with, you can add your proficiency bonus to the roll. You can use this benefit once between long rests.", @@ -2485,7 +2485,7 @@ }, { "type": "entries", - "name": "Tier 2 \u2014 Ragged Soldiers", + "name": "Tier 2 — Ragged Soldiers", "entries": [ "{@b Ambuscade.} During the first round of combat, you have advantage on attack rolls against creatures that haven't taken an action yet that turn.", "{@b Fresh Faces.} Your growing reputation attracts new recruits. You gain {@dice 1d6} hirelings with a challenge rating of 1/2 or lower.", @@ -2494,7 +2494,7 @@ }, { "type": "entries", - "name": "Tier 3 \u2014 Motley Militia", + "name": "Tier 3 — Motley Militia", "entries": [ "{@b Advance Payment.} When you take on a mercenary contract, you can demand up to 200 gp in advance, depending on the total terms of the contract.", "{@b Champions-at-Arms.} You gain your choice of {@dice 1d8} hirelings with a challenge rating of 1 or lower or {@dice 1d4} hirelings with a challenge rating of 2 or lower.", @@ -2503,9 +2503,9 @@ }, { "type": "entries", - "name": "Tier 4 \u2014 Frontier Legends", + "name": "Tier 4 — Frontier Legends", "entries": [ - "{@b Hard-Bitten.} Having stared death in the face on battlefields all over western Immoren, you've become inured to the hardships and dangers of your trade. Members of your company\u2014including your hirelings\u2014have advantage on saving throws to avoid being {@condition charmed} or {@condition frightened}.", + "{@b Hard-Bitten.} Having stared death in the face on battlefields all over western Immoren, you've become inured to the hardships and dangers of your trade. Members of your company—including your hirelings—have advantage on saving throws to avoid being {@condition charmed} or {@condition frightened}.", "{@b Fearsome Fighters.} You gain your choice of {@dice 1d10} hirelings with a challenge rating of 2 or lower or a steamjack, myrmidon, or warbeast with a challenge rating of 5 or lower." ] } @@ -2541,7 +2541,7 @@ }, { "type": "entries", - "name": "Tier 1 \u2014 Unruly Mob", + "name": "Tier 1 — Unruly Mob", "entries": [ "{@b Bring 'Em Back Alive.} You can replace one proficiency you gained from your background or class with proficiency in the Survival skill, and you can double your proficiency bonus when you use the Survival skill for tracking.", "{@b No Place Like Home.} So long as you are in your community, you can enjoy a modest lifestyle at no expense. The community will protect you from discovery and provide wares and services at little or no charge if they can." @@ -2549,16 +2549,16 @@ }, { "type": "entries", - "name": "Tier 2 \u2014 Local Toughs", + "name": "Tier 2 — Local Toughs", "entries": [ - "{@b Billet.} The community has set aside a structure for your use\u2014a converted barn, empty house, or storefront\u2014that houses your company, provides room for extra supplies, and can act as a makeshift jail.", + "{@b Billet.} The community has set aside a structure for your use—a converted barn, empty house, or storefront—that houses your company, provides room for extra supplies, and can act as a makeshift jail.", "{@b The Law in These Parts.} You are seen as arbiters of local justice. Those in your area will generally go along with you as you interrogate people, search houses, take captives, and so on.", "{@b Spiritual Support.} Your community's spiritual advisors have taken a keen interest in your well-being. You gain one bone grinder, cleric, shaman, or other spiritual leader with a challenge rating of 3 or lower." ] }, { "type": "entries", - "name": "Tier 3 \u2014 Regulators", + "name": "Tier 3 — Regulators", "entries": [ "{@b Deputize.} When you need them, the people of your community will take up arms to help repel an attack or bring down a threat. At the GM's discretion, you can unofficially deputize up to {@dice 3d6} members of your community with a challenge rating of 1/4 or lower, plus one steamjack, myrmidon, warbeast, or community member with a challenge rating of 6 or lower. These individuals follow your orders for 48 hours or until the specific problem is resolved. Once you deputize members in this way, you can't do so again for {@dice 1d4} days.", "{@b Friends in High Places.} You have the ear of whoever is in charge in your community. You are largely immune to being held accountable for your actions if you can demonstrate they are in the best interests of the community. Even if you get into trouble outside your territory, your contacts may send someone to advocate on your behalf or break you out of jail." @@ -2566,7 +2566,7 @@ }, { "type": "entries", - "name": "Tier 4 \u2014 Community Champions", + "name": "Tier 4 — Community Champions", "entries": [ "{@b Hard-Won Respect.} Brigands and raiders for leagues around know better than to bring trouble to your door, and the people of your community see you as heroes. Local leaders must actively curry your favor to maintain their position of power, since anyone you support is sure to have a significant advantage." ] @@ -2587,7 +2587,7 @@ "name": "Champion", "source": "IRKDWld", "entries": [ - "You were born with an exceptional talent for combat, and you've spent your life training and honing your skills in order to become a true master of the art of war. You've fought in countless battles and have won fame and glory with your impressive feats of strength and cunning tactics." + "You were born with an exceptional talent for combat, and you’ve spent your life training and honing your skills in order to become a true master of the art of war. You’ve fought in countless battles and have won fame and glory with your impressive feats of strength and cunning tactics." ] }, { @@ -2608,7 +2608,7 @@ "name": "Outcast", "source": "IRKDWld", "entries": [ - "You have been cast out from your community, tribe, or society. Perhaps you were accused of a crime you did not commit or violated a cultural taboo or law. Maybe you simply disagreed with the prevailing values or beliefs of your people and were exiled as a result. Regardless of the reason, you've learned to survive on your own in an often hostile and unforgiving world. Fiercely independent and self-reliant, you've had to fend for yourself without the support of a community. As a result, you're extremely resourceful, and you know how to find shelter, food, and water in even the harshest environments. Whether you honed your skills as a hunter, gatherer, or crafter, you've become adept at using whatever tools and resources you have at hand." + "You have been cast out from your community, tribe, or society. Perhaps you were accused of a crime you did not commit or violated a cultural taboo or law. Maybe you simply disagreed with the prevailing values or beliefs of your people and were exiled as a result. Regardless of the reason, you’ve learned to survive on your own in an often hostile and unforgiving world. Fiercely independent and self-reliant, you’ve had to fend for yourself without the support of a community. As a result, you’re extremely resourceful, and you know how to find shelter, food, and water in even the harshest environments. Whether you honed your skills as a hunter, gatherer, or crafter, you’ve become adept at using whatever tools and resources you have at hand." ] }, { @@ -2629,21 +2629,21 @@ "name": "Swamp Angler", "source": "IRKDWld", "entries": [ - "You were born and raised in the murky swamps, where you learned the art of survival through fishing and hunting. As a swamp angler, you know the ins and outs of the swamp's ecosystem, from the best fishing spots to the dangers that lurk beneath the murky waters. You have both a keen eye for spotting prey and the skills to track it down, making you a valuable asset to any group that ventures into the swamp." + "You were born and raised in the murky swamps, where you learned the art of survival through fishing and hunting. As a swamp angler, you know the ins and outs of the swamp’s ecosystem, from the best fishing spots to the dangers that lurk beneath the murky waters. You have both a keen eye for spotting prey and the skills to track it down, making you a valuable asset to any group that ventures into the swamp." ] }, { "name": "Swamp Chef", "source": "IRKDWld", "entries": [ - "You have spent your life living off the land in the swamps and marshes of western Immoren. Along the way, you've learned how to cook up delicious and unique meals made from local flora and fauna, no matter how humble or unappetizing the ingredients." + "You have spent your life living off the land in the swamps and marshes of western Immoren. Along the way, you’ve learned how to cook up delicious and unique meals made from local flora and fauna, no matter how humble or unappetizing the ingredients." ] }, { "name": "Tribal Councilor", "source": "IRKDWld", "entries": [ - "Born and raised in a close-knit community that values tradition and the wisdom of its elders, you were chosen by your tribe to serve on its council\u2014a group of leaders who make important decisions for the community and mediate disputes between its members. You are respected for your knowledge of tribal law, your ability to negotiate with other groups, and your dedication to the well-being of your people." + "Born and raised in a close-knit community that values tradition and the wisdom of its elders, you were chosen by your tribe to serve on its council—a group of leaders who make important decisions for the community and mediate disputes between its members. You are respected for your knowledge of tribal law, your ability to negotiate with other groups, and your dedication to the well-being of your people." ] }, { @@ -2657,7 +2657,7 @@ "name": "Irregulars", "source": "IRKDWld", "entries": [ - "Just as there is an important\u2014if often academic\u2014distinction between a pirate and a privateer, not every mercenary company in the Iron Kingdoms operates with the benefit and legitimacy of a charter. After all, acquiring and maintaining a charter takes money and time, and it's easy enough for a mercenary company to lose its charter if it engages in less- than-scrupulous practices. Not everyone has equal access to legitimate charters, however. Plenty of folks looking for muscle are happy to hire farrow or gatorfolk but are unlikely to sign a contract with them. Your group might belong to one of the many military units that were drawn or conscripted from the rural fringes of the Iron Kingdoms during wartime. Perhaps you had a hard time returning to a life of agrarian toil and found fighting more to your liking, or maybe you're technically still on the military", + "Just as there is an important—if often academic—distinction between a pirate and a privateer, not every mercenary company in the Iron Kingdoms operates with the benefit and legitimacy of a charter. After all, acquiring and maintaining a charter takes money and time, and it’s easy enough for a mercenary company to lose its charter if it engages in less- than-scrupulous practices. Not everyone has equal access to legitimate charters, however. Plenty of folks looking for muscle are happy to hire farrow or gatorfolk but are unlikely to sign a contract with them. Your group might belong to one of the many military units that were drawn or conscripted from the rural fringes of the Iron Kingdoms during wartime. Perhaps you had a hard time returning to a life of agrarian toil and found fighting more to your liking, or maybe you’re technically still on the military", { "type": "entries", "name": "Company", @@ -2667,35 +2667,35 @@ "type": "entries", "name": "Accomplishments", "entries": [ - "Your company's prestige increases whenever you prove your worth in battle through acts such as the following: • Killing or capturing an enemy commander • Routing a rival mercenary company\u2014especially one with a charter • Negotiating a contract with a warlord, noble, or military commander from a standing military • Saving the life of a chieftain, a warlord, a noble, or another notable figure • Capturing a warjack, a warbeast, or another valuable weapon or possession from a rival mercenary company or another force TIER 1: BACKWOODS" + "Your company’s prestige increases whenever you prove your worth in battle through acts such as the following: • Killing or capturing an enemy commander • Routing a rival mercenary company—especially one with a charter • Negotiating a contract with a warlord, noble, or military commander from a standing military • Saving the life of a chieftain, a warlord, a noble, or another notable figure • Capturing a warjack, a warbeast, or another valuable weapon or possession from a rival mercenary company or another force TIER 1: BACKWOODS" ] }, { "type": "entries", "name": "Recruits", "entries": [ - "Whether your company is a former unit of a standing military, such as the Kossite irregulars often employed by Khador, or simply a newly formed mercenary company without access to a charter, you are likely just beginning your career as sell-swords. Regardless of how much combat you've been in, your experience navigating the world of such work remains limited. You're learning the ropes, but you're learning them quickly." + "Whether your company is a former unit of a standing military, such as the Kossite irregulars often employed by Khador, or simply a newly formed mercenary company without access to a charter, you are likely just beginning your career as sell-swords. Regardless of how much combat you’ve been in, your experience navigating the world of such work remains limited. You’re learning the ropes, but you’re learning them quickly." ] }, { "type": "entries", "name": "Benefits", "entries": [ - "Your company gains the following benefits at this tier. Encampment. Many mercenary companies enjoy the benefits of a chapter house or garrison, but your ragtag group of would-be soldiers just needs a place to tie up the horses or work on your warjacks. In your case, this comes in the form of a simple but effective encampment of tents, lean-tos, and maybe even a natural cave or other defensible structure, such as a run-down border fort. You can stay at your encampment and maintain a poor lifestyle at no expense. Masters of None. Whether your crew lacks the official military training provided to many soldiers throughout the Iron Kingdoms or has received a patchwork of such training drawn from several sources, your unlikely origins mean that you have access to a mishmash of different skills and backgrounds. As a result, members of your company occasionally demonstrate aptitude in unexpected areas. When you make an ability check using a skill you aren't proficient in or a set of tools you aren't proficient with, you can add your proficiency bonus to the roll. You can use this benefit once between long rests. No Nonsense. Without the protection of a mercenary charter, you and your fellow irregulars have to learn how to demand what you're owed\u2014and take it, if necessary. You can replace one proficiency gained from another source, such as your background or class, with proficiency in the Intimidation skill, and you can add double your proficiency bonus when you use the Intimidation skill to negotiate or collect on a contract for mercenary work. TIER 2: RAGGED SOLDIERS Though your company is still a motley crew compared to a chartered mercenary company or a more traditional military unit, you're beginning to earn a reputation as soldiers who can't be trifled with. Meanwhile, would-be warriors have begun flocking to your banner, hoping to reap the benefit of your growing reputation." + "Your company gains the following benefits at this tier. Encampment. Many mercenary companies enjoy the benefits of a chapter house or garrison, but your ragtag group of would-be soldiers just needs a place to tie up the horses or work on your warjacks. In your case, this comes in the form of a simple but effective encampment of tents, lean-tos, and maybe even a natural cave or other defensible structure, such as a run-down border fort. You can stay at your encampment and maintain a poor lifestyle at no expense. Masters of None. Whether your crew lacks the official military training provided to many soldiers throughout the Iron Kingdoms or has received a patchwork of such training drawn from several sources, your unlikely origins mean that you have access to a mishmash of different skills and backgrounds. As a result, members of your company occasionally demonstrate aptitude in unexpected areas. When you make an ability check using a skill you aren’t proficient in or a set of tools you aren’t proficient with, you can add your proficiency bonus to the roll. You can use this benefit once between long rests. No Nonsense. Without the protection of a mercenary charter, you and your fellow irregulars have to learn how to demand what you’re owed—and take it, if necessary. You can replace one proficiency gained from another source, such as your background or class, with proficiency in the Intimidation skill, and you can add double your proficiency bonus when you use the Intimidation skill to negotiate or collect on a contract for mercenary work. TIER 2: RAGGED SOLDIERS Though your company is still a motley crew compared to a chartered mercenary company or a more traditional military unit, you’re beginning to earn a reputation as soldiers who can’t be trifled with. Meanwhile, would-be warriors have begun flocking to your banner, hoping to reap the benefit of your growing reputation." ] }, { "type": "entries", "name": "Benefits", "entries": [ - "Your company gains the following benefits at this tier. Ambuscade. There are advantages to operating outside the protection of a mercenary charter, and one of those is fewer restrictions on how you implement your tactics. Even when you're facing better equipped or more numerous foes, you can turn these circumstances to your advantage and strike before your more regimental opponents are prepared. During the first round of combat, you have advantage on attack rolls against creatures that haven't taken an action yet that turn. Fresh Faces. Your growing reputation leads new recruits to seek you out in the hope that you'll let them join your company. You gain 1d6 hirelings with a challenge rating of 1/2 or lower. Pay Up. You can negotiate better contracts, and you're more likely to get paid in a timely manner. When you spend downtime working as a sell-sword, you gain 1d10 gp for each day spent doing such work, rather than 1d6 gp. TIER 3: MOTLEY MILITIA At this point, your company's reputation precedes you. Clients often come to you for your services, relieving you of the need to go out in search of contracts. In addition, you can command better prices, and you gain access to higher quality gear and recruits." + "Your company gains the following benefits at this tier. Ambuscade. There are advantages to operating outside the protection of a mercenary charter, and one of those is fewer restrictions on how you implement your tactics. Even when you’re facing better equipped or more numerous foes, you can turn these circumstances to your advantage and strike before your more regimental opponents are prepared. During the first round of combat, you have advantage on attack rolls against creatures that haven’t taken an action yet that turn. Fresh Faces. Your growing reputation leads new recruits to seek you out in the hope that you’ll let them join your company. You gain 1d6 hirelings with a challenge rating of 1/2 or lower. Pay Up. You can negotiate better contracts, and you’re more likely to get paid in a timely manner. When you spend downtime working as a sell-sword, you gain 1d10 gp for each day spent doing such work, rather than 1d6 gp. TIER 3: MOTLEY MILITIA At this point, your company’s reputation precedes you. Clients often come to you for your services, relieving you of the need to go out in search of contracts. In addition, you can command better prices, and you gain access to higher quality gear and recruits." ] }, { "type": "entries", "name": "Benefits", "entries": [ - "Your company gains the following benefits at this tier. Advance Payment. The high demand for your services allows you to negotiate better terms. When you take on a mercenary contract, you can demand up to 200 gp in advance, depending on the total terms of the contract. Champions-at-Arms. The warriors who come to you seeking work are of a higher caliber, and they have reputations of their own. Some of them still aren't the type a chartered mercenary company would recruit, but they are hard-bitten individuals who know how to fight\u2014and, just as important, how to survive. You gain your choice of 1d8 hirelings with a challenge rating of 1 or lower or 1d4 hirelings with a challenge rating of 2 or lower. Frontier Fortress. Now that your company's strength and" + "Your company gains the following benefits at this tier. Advance Payment. The high demand for your services allows you to negotiate better terms. When you take on a mercenary contract, you can demand up to 200 gp in advance, depending on the total terms of the contract. Champions-at-Arms. The warriors who come to you seeking work are of a higher caliber, and they have reputations of their own. Some of them still aren’t the type a chartered mercenary company would recruit, but they are hard-bitten individuals who know how to fight—and, just as important, how to survive. You gain your choice of 1d8 hirelings with a challenge rating of 1 or lower or 1d4 hirelings with a challenge rating of 2 or lower. Frontier Fortress. Now that your company’s strength and" ] } ] @@ -2704,7 +2704,7 @@ "name": "Posse", "source": "IRKDWld", "entries": [ - "The nations of the Iron Kingdoms maintain standing armies to defend their borders, and even smaller communities often establish armed and trained militias, but the folk of the deep wilds have no such protections. When the territory of a swampie village or a group of farrow brigands must be defended, when a gatorfolk congregation needs to bring down a dangerous beast that is plaguing the area, or when small communities on the fringes of the wilderness decide to enforce order, they do so by rounding up the biggest, strongest, and angriest members of their community and forming a posse. Sometimes, this means hunters, trappers, or even former soldiers; other times, it just means a bunch of burly farmhands and anyone else willing to take up a makeshift weapon to defend their home. What posses lack in training or equipment, they make up for in determination. After all, they don't have a lot of choice. They're not fighting for duty or country; they're literally fighting to survive.", + "The nations of the Iron Kingdoms maintain standing armies to defend their borders, and even smaller communities often establish armed and trained militias, but the folk of the deep wilds have no such protections. When the territory of a swampie village or a group of farrow brigands must be defended, when a gatorfolk congregation needs to bring down a dangerous beast that is plaguing the area, or when small communities on the fringes of the wilderness decide to enforce order, they do so by rounding up the biggest, strongest, and angriest members of their community and forming a posse. Sometimes, this means hunters, trappers, or even former soldiers; other times, it just means a bunch of burly farmhands and anyone else willing to take up a makeshift weapon to defend their home. What posses lack in training or equipment, they make up for in determination. After all, they don’t have a lot of choice. They’re not fighting for duty or country; they’re literally fighting to survive.", { "type": "entries", "name": "Prerequisites", @@ -2716,7 +2716,7 @@ "type": "entries", "name": "The Toughest Around", "entries": [ - "When it comes time to defend your tribal territory against a rampaging swamp horror or your freehold against brigands from the hills, you need the sturdiest folks in town. Posses often travel far afield, and their members must be able to survive hardships for long periods of time. Each member's hit point maximum increases by an amount equal to twice the member's level. Whenever a member of the posse gains a level thereafter, that member's hit point maximum increases by an additional 2 hit points." + "When it comes time to defend your tribal territory against a rampaging swamp horror or your freehold against brigands from the hills, you need the sturdiest folks in town. Posses often travel far afield, and their members must be able to survive hardships for long periods of time. Each member’s hit point maximum increases by an amount equal to twice the member’s level. Whenever a member of the posse gains a level thereafter, that member’s hit point maximum increases by an additional 2 hit points." ] }, { @@ -2728,14 +2728,14 @@ "type": "entries", "name": "Accomplishments", "entries": [ - "Your company's prestige increases when you go above and beyond to protect your community from harm by performing acts such as the following: • Defending the community from an attacking force that boasts superior numbers or firepower • Capturing or slaying a large beast that has been causing trouble in the region • Bringing in a local ne'er-do-well of some renown, or proving that someone in the region is being wrongfully accused • Protecting the community during a time of disaster or famine, such as rescuing individuals from a burning building or evacuating individuals during a flood • Expanding the territory or resources available to the community TIER 1: UNRULY MOB Generally speaking, posses form when and where they're needed. Maybe your village is a frequent target of brigands, or your coastal community is often raided by pirates. Perhaps a strange beast from the wilderness has recently begun slaying the livestock, or a string of murders has been committed in town and no one knows who is to blame. Whatever the case, most posses form spontaneously and persist only if the needs of the community demand it and its members have the will to keep it going. Even if your posse first banded together out of necessity, something has kept all of you together, and you find that you can defend your community better as a group." + "Your company’s prestige increases when you go above and beyond to protect your community from harm by performing acts such as the following: • Defending the community from an attacking force that boasts superior numbers or firepower • Capturing or slaying a large beast that has been causing trouble in the region • Bringing in a local ne’er-do-well of some renown, or proving that someone in the region is being wrongfully accused • Protecting the community during a time of disaster or famine, such as rescuing individuals from a burning building or evacuating individuals during a flood • Expanding the territory or resources available to the community TIER 1: UNRULY MOB Generally speaking, posses form when and where they’re needed. Maybe your village is a frequent target of brigands, or your coastal community is often raided by pirates. Perhaps a strange beast from the wilderness has recently begun slaying the livestock, or a string of murders has been committed in town and no one knows who is to blame. Whatever the case, most posses form spontaneously and persist only if the needs of the community demand it and its members have the will to keep it going. Even if your posse first banded together out of necessity, something has kept all of you together, and you find that you can defend your community better as a group." ] }, { "type": "entries", "name": "Benefits", "entries": [ - "Your company gains the following benefits at this tier. Bring 'Em Back Alive. Whether hunting down wild beasts that are menacing your territory or bringing in those who have violated your community's rules, you are adept at tracking down your quarry. You can replace one proficiency you gained from another source, such as your background or class, with proficiency in the Survival skill and can double your proficiency bonus when you use the Survival skill for tracking.", + "Your company gains the following benefits at this tier. Bring ’Em Back Alive. Whether hunting down wild beasts that are menacing your territory or bringing in those who have violated your community’s rules, you are adept at tracking down your quarry. You can replace one proficiency you gained from another source, such as your background or class, with proficiency in the Survival skill and can double your proficiency bonus when you use the Survival skill for tracking.", "No Place Like Home. You defend your community from threats both internal and external, but your community takes care of you in return. So long as you are in your community," ] } @@ -3022,7 +3022,7 @@ ] }, { - "name": "Stone Spray (Recharge 5\u20136)", + "name": "Stone Spray (Recharge 5–6)", "entries": [ "{@atk rs} {@hit 6} to hit. Each creature in a 30-foot cone must make a DC 14 Dexterity saving throw, taking {@damage 3d8} bludgeoning damage on a failed save, or half as much on a success." ] @@ -3333,7 +3333,7 @@ ] }, { - "name": "Phase Jump (Recharge 5\u20136)", + "name": "Phase Jump (Recharge 5–6)", "entries": [ "The wayfarer teleports up to 60 feet to an unoccupied space it can see, or to within 10 feet of a Shifting Stone it knows of." ] @@ -5022,7 +5022,7 @@ "classSource": "IRKDWld", "level": 10, "entries": [ - "At 10th level, fighting monsters has given you a unique insight into their physiology, allowing you to see their weak points and understand how to inflict the most damage upon them. Your weapon attacks score a critical hit on a roll of 19\u201320 against your favored enemies. When you score a critical hit against one of your favored enemies, the target can't regain hit points until the start of your next turn." + "At 10th level, fighting monsters has given you a unique insight into their physiology, allowing you to see their weak points and understand how to inflict the most damage upon them. Your weapon attacks score a critical hit on a roll of 19–20 against your favored enemies. When you score a critical hit against one of your favored enemies, the target can't regain hit points until the start of your next turn." ] }, { @@ -6390,7 +6390,7 @@ "type": "entries", "name": "New Fast Brew: Simple Stimulant", "entries": [ - "You mix ingredients to create a dose of simple stimulant\u2014a bitter, milky fluid that provides a surge of energy and alertness. As an action, a creature can consume a dose of simple stimulant to ignore the highest level of exhaustion it currently suffers. This effect lasts for 1 hour. In addition, a creature can consume a dose of simple stimulant during a short rest to reduce its exhaustion level by 1." + "You mix ingredients to create a dose of simple stimulant—a bitter, milky fluid that provides a surge of energy and alertness. As an action, a creature can consume a dose of simple stimulant to ignore the highest level of exhaustion it currently suffers. This effect lasts for 1 hour. In addition, a creature can consume a dose of simple stimulant during a short rest to reduce its exhaustion level by 1." ] }, { @@ -7075,7 +7075,7 @@ "subclassSource": "IRKDWld", "level": 18, "entries": [ - "At 18th level, the range of your Aura of Defense increases to 30 feet. Additionally, you no longer need to choose a damage type \u2014 you and the chosen creature gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks." + "At 18th level, the range of your Aura of Defense increases to 30 feet. Additionally, you no longer need to choose a damage type — you and the chosen creature gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks." ] }, { @@ -7209,7 +7209,7 @@ "subclassSource": "IRKDWld", "level": 20, "entries": [ - "At 20th level, divine fury guides your strikes. You can choose to use this feature at the beginning of a combat encounter, when everyone rolls initiative. If you do, during the first round of combat your first weapon attack scores a critical hit on a roll of 18\u201320, and if you hit a creature with a weapon attack, you can use a bonus action to force the target to lose all its damage resistances until the end of your next turn. You can use this feature three times. You regain all expended uses when you finish a long rest." + "At 20th level, divine fury guides your strikes. You can choose to use this feature at the beginning of a combat encounter, when everyone rolls initiative. If you do, during the first round of combat your first weapon attack scores a critical hit on a roll of 18–20, and if you hit a creature with a weapon attack, you can use a bonus action to force the target to lose all its damage resistances until the end of your next turn. You can use this feature three times. You regain all expended uses when you finish a long rest." ] }, { @@ -8079,20 +8079,20 @@ "type": "section", "name": "Monster Hunter", "entries": [ - "Bursting through the jungle canopy, a satyr charges headlong toward its prey: an Ordic hunter standing in the middle of a small clearing. Steadfast and deliberate, the hunter steadies her aim and pulls the trigger of her modified Vanar Liberator, puncturing a hole through the eye socket of the oncoming beast. The satyr's momentum carries it onward until it falls flat in front of the hunter. The totem hunter has the gorax's scent now, and nothing will keep him from finding his quarry and adding its carcass to his stockpile of trophies. Moving swiftly and silently through the forest, the totem hunter surprises the creature and jams his sharpened kelkax through its abdomen, severing its spine and killing it instantly. The long-bearded Kossite peers out from behind a web of black pine needles heavy with snow as his quarry comes into view in the clearing below. The infernalist had sought to escape punishment by fleeing the city, but the Kossite is here to deliver retribution, if not justice. Without a sound, he drops down from his perch in the tree and ends the traitor's life with a quick hack of his axe. These individuals are all monster hunters. Whether motivated by amassing trophies, collecting rewards, or simply hunting dangerous prey for its own sake, they are committed to taking on the deadliest prey in the wilds and coming out on top. Dealing with such creatures requires a particular set of skills, and several traditions have sprung up across western Immoren, each with its own specialized methods for tracking prey and eliminating it.", + "Bursting through the jungle canopy, a satyr charges headlong toward its prey: an Ordic hunter standing in the middle of a small clearing. Steadfast and deliberate, the hunter steadies her aim and pulls the trigger of her modified Vanar Liberator, puncturing a hole through the eye socket of the oncoming beast. The satyr’s momentum carries it onward until it falls flat in front of the hunter. The totem hunter has the gorax’s scent now, and nothing will keep him from finding his quarry and adding its carcass to his stockpile of trophies. Moving swiftly and silently through the forest, the totem hunter surprises the creature and jams his sharpened kelkax through its abdomen, severing its spine and killing it instantly. The long-bearded Kossite peers out from behind a web of black pine needles heavy with snow as his quarry comes into view in the clearing below. The infernalist had sought to escape punishment by fleeing the city, but the Kossite is here to deliver retribution, if not justice. Without a sound, he drops down from his perch in the tree and ends the traitor’s life with a quick hack of his axe. These individuals are all monster hunters. Whether motivated by amassing trophies, collecting rewards, or simply hunting dangerous prey for its own sake, they are committed to taking on the deadliest prey in the wilds and coming out on top. Dealing with such creatures requires a particular set of skills, and several traditions have sprung up across western Immoren, each with its own specialized methods for tracking prey and eliminating it.", { "type": "entries", "name": "The Most Dangerous Prey", "entries": [ - "Monster hunters may seem like any other mercenary with a gun or sword, but their unique skills set them apart from other would-be adventurers and military recruits. These individuals can track their quarry with ease and know the exact weapon, spell, or tool needed to end their prey's existence. They can make the largest apex predator hesitate before attacking and can even force these creatures to fear for their lives. Patient, astute, and quick to act, monster hunters ply their trades far and wide. There's no terrain they can't handle and no creature they won't hunt." + "Monster hunters may seem like any other mercenary with a gun or sword, but their unique skills set them apart from other would-be adventurers and military recruits. These individuals can track their quarry with ease and know the exact weapon, spell, or tool needed to end their prey’s existence. They can make the largest apex predator hesitate before attacking and can even force these creatures to fear for their lives. Patient, astute, and quick to act, monster hunters ply their trades far and wide. There’s no terrain they can’t handle and no creature they won’t hunt." ] }, { "type": "entries", "name": "Wild Things", "entries": [ - "Monster hunters are often found traveling the farthest reaches of Immoren, whether hunting and tracking prey or training others in the trade. The most arduous and inhospitable lands are their home, as such areas are fertile hunting grounds\u2014a whetstone for sharpening a hunter's skills. Beasts of all sizes and shapes become their targets, and nothing less than death will stop them from executing their charge.", - "Although there's no official guild or lodge for monster hunters, hunters will typically welcome one who walks the same path unless the newcomer is there to poach a kill. Honor among hunters exists, but it lasts only until one of them is forced into the role of prey\u2014a role against which a hunter naturally rebels. There is much to be learned from different monster hunters, as their skills differ in accordance with their preferred quarry and weaponry. Some find guns and rifles more suitable, while others prefer to get close in order to hew a beast to pieces with axe or sword." + "Monster hunters are often found traveling the farthest reaches of Immoren, whether hunting and tracking prey or training others in the trade. The most arduous and inhospitable lands are their home, as such areas are fertile hunting grounds—a whetstone for sharpening a hunter’s skills. Beasts of all sizes and shapes become their targets, and nothing less than death will stop them from executing their charge.", + "Although there’s no official guild or lodge for monster hunters, hunters will typically welcome one who walks the same path unless the newcomer is there to poach a kill. Honor among hunters exists, but it lasts only until one of them is forced into the role of prey—a role against which a hunter naturally rebels. There is much to be learned from different monster hunters, as their skills differ in accordance with their preferred quarry and weaponry. Some find guns and rifles more suitable, while others prefer to get close in order to hew a beast to pieces with axe or sword." ] } ] @@ -8107,7 +8107,7 @@ "type": "section", "name": "Warlord", "entries": [ - "A human captain in plate armor leads her troops into battle, barking out orders and directing the flow of the fight. She wields a greatsword with deadly precision, cutting through enemy lines and inspiring her allies with her bravery. Using her tactical prowess to position her allies for maximum effectiveness, the captain leads a well-coordinated assault that proves crucial to her army's victory. A trollkin chieftain charges into the fray, wielding a massive greataxe with devastating power. He is flanked by a pair of pyg fighters, who dart in and out of the battle as they take down enemies with their shortswords. The chieftain bellows orders to his troops, urging them to push forward and break through the enemy lines as a nearby shaman rains fire and lightning down on the enemy army and weakens their defenses. An ogrun korune stands at the front of his troops, his shield held high as he leads the charge against a horde of blighted elves. His allies follow closely behind him, their weapons at the ready. The ogrun uses his knowledge of the battlefield to direct his troops, calling out commands and adjusting their positions as necessary. A master of defensive warfare, he uses his shield to protect his allies, deflecting enemy attacks with ease. These individuals are warlords\u2014skilled tacticians and natural leaders in war. Their very presence on the battlefield is enough to inspire their allies and intimidate their foes." + "A human captain in plate armor leads her troops into battle, barking out orders and directing the flow of the fight. She wields a greatsword with deadly precision, cutting through enemy lines and inspiring her allies with her bravery. Using her tactical prowess to position her allies for maximum effectiveness, the captain leads a well-coordinated assault that proves crucial to her army’s victory. A trollkin chieftain charges into the fray, wielding a massive greataxe with devastating power. He is flanked by a pair of pyg fighters, who dart in and out of the battle as they take down enemies with their shortswords. The chieftain bellows orders to his troops, urging them to push forward and break through the enemy lines as a nearby shaman rains fire and lightning down on the enemy army and weakens their defenses. An ogrun korune stands at the front of his troops, his shield held high as he leads the charge against a horde of blighted elves. His allies follow closely behind him, their weapons at the ready. The ogrun uses his knowledge of the battlefield to direct his troops, calling out commands and adjusting their positions as necessary. A master of defensive warfare, he uses his shield to protect his allies, deflecting enemy attacks with ease. These individuals are warlords—skilled tacticians and natural leaders in war. Their very presence on the battlefield is enough to inspire their allies and intimidate their foes." ] } ] @@ -8125,7 +8125,7 @@ "type": "section", "name": "Big-Game Hunter", "entries": [ - "You are well known for going after larger creatures and putting them down with a well-timed shot from your rifle or pistol. You certainly aren't afraid to get into the thick of things with a sword or an axe, but you feel that firearms are almost always the best tool for the job." + "You are well known for going after larger creatures and putting them down with a well-timed shot from your rifle or pistol. You certainly aren’t afraid to get into the thick of things with a sword or an axe, but you feel that firearms are almost always the best tool for the job." ] } ] @@ -8205,8 +8205,8 @@ "type": "section", "name": "Biochemist", "entries": [ - "For many in western Immoren, the most obvious and familiar application of the biochemist's art comes in the form of the strange warbeasts that Dr. Arkadius has managed to fashion from the farrow population. By applying his knowledge of alchemy and certain surgical and electrical stimulations, he has transformed normal farrow into massive beasts more than triple their previous size. These creatures have proven integral to the armies of the Thornfall Alliance, but they are merely the first step in the doctor's grand ambitions, which extend to finding the secret of life itself. Even though Dr. Arkadius is the most infamous biochemist operating in and around the Iron Kingdoms, he is far from the only one. Indeed, biochemists ply their trade within the very halls of the Order of the Golden Crucible itself, albeit", - "under much stricter guidelines than those constraining someone like Arkadius. The biochemical experiments of these sanctioned alchemists have nevertheless produced some particularly strange results, which can be seen among the bizarre experimental beings that the Order sometimes sends into battle as shock troops. Whether serving a major trade organization, working at the behest of a warlord such as the farrow Lord Carver, or carrying out experiments in an isolated lab hidden from the sight of nearby communities, biochemists skate a narrow ethical line, and they sometimes careen over it completely. Whereas most alchemists work with reagents and inert components, biochemists tinker with the raw stuff of life itself, and they often use living creatures as research subjects. Some biochemists restrict their experiments to volunteers or less intelligent beasts, but not all of them have such scruples, and the lab of many a biochemist is little more than a theater for vivisection. Even though many biochemists' methods are unorthodox at best, there's no denying the results. Their alchemical elixirs are capable of strengthening flesh and bone, curing disease, and even bending a creature to their will. Such abilities are invaluable on the battlefields of western Immoren, as those who have benefitted from the skills of Dr. Arkadius and his ilk can attest." + "For many in western Immoren, the most obvious and familiar application of the biochemist’s art comes in the form of the strange warbeasts that Dr. Arkadius has managed to fashion from the farrow population. By applying his knowledge of alchemy and certain surgical and electrical stimulations, he has transformed normal farrow into massive beasts more than triple their previous size. These creatures have proven integral to the armies of the Thornfall Alliance, but they are merely the first step in the doctor’s grand ambitions, which extend to finding the secret of life itself. Even though Dr. Arkadius is the most infamous biochemist operating in and around the Iron Kingdoms, he is far from the only one. Indeed, biochemists ply their trade within the very halls of the Order of the Golden Crucible itself, albeit", + "under much stricter guidelines than those constraining someone like Arkadius. The biochemical experiments of these sanctioned alchemists have nevertheless produced some particularly strange results, which can be seen among the bizarre experimental beings that the Order sometimes sends into battle as shock troops. Whether serving a major trade organization, working at the behest of a warlord such as the farrow Lord Carver, or carrying out experiments in an isolated lab hidden from the sight of nearby communities, biochemists skate a narrow ethical line, and they sometimes careen over it completely. Whereas most alchemists work with reagents and inert components, biochemists tinker with the raw stuff of life itself, and they often use living creatures as research subjects. Some biochemists restrict their experiments to volunteers or less intelligent beasts, but not all of them have such scruples, and the lab of many a biochemist is little more than a theater for vivisection. Even though many biochemists’ methods are unorthodox at best, there’s no denying the results. Their alchemical elixirs are capable of strengthening flesh and bone, curing disease, and even bending a creature to their will. Such abilities are invaluable on the battlefields of western Immoren, as those who have benefitted from the skills of Dr. Arkadius and his ilk can attest." ] } ] @@ -8222,8 +8222,8 @@ "type": "section", "name": "Trapper", "entries": [ - "The mechanical marvels that have become so commonplace throughout the Iron Kingdoms are less readily available in the deep wilds, but that doesn't mean the wilds aren't home to individuals who prize ingenuity and design incredible inventions. Although gunsmiths and even 'jack marshals are becoming more common among the peoples of the wilderness, the oldest engineering tradition in the deep wilds is that of the trapper. Most city folk think of trappers as simply another strain of Alternate Gear A trapper's background is more low-tech than that of many other mechaniks, and trappers often create their cunning traps from simple ingredients and whatever nature provides. To reflect this, a player who is creating a trapper may want to make some modifications to the proficiencies and gear allocated to the mechanik class in Iron Kingdoms: Requiem. We recommend the following substitutions: proficiency with blowguns, bolas, or one martial ranged weapon of your choice. with a greatclub; replace the option for a rivet gun, powder, and rivets for 20 shots with (a) a blowgun and 20 darts, (b) a bola, or (c) a gobber bellows; and replace an armored apron with (a) scrap armor or (b) bog trog armor.", - "hunter, but good trappers know much more than just how to track their prey and where to set their traps. An effective trap is a marvel of engineering every bit as nuanced as a piece of mechanika, if nowhere near as complicated (\"needlessly complicated,\" as any trapper would tell you). Some trappers utilize premade components, such as saw-toothed metal foothold traps with spring-loaded triggers; others create elaborate pulleys and counterweights using only what nature has already provided. Setting a trap is the backbone of the trapper's art. From simple pits dug in the ground to elaborate devices with hair triggers, traps come in numerous forms, and most dedicated trappers constantly tinker with different variations and put their own unique spins on standard formulas. Almost all traps have one thing in common: they are stationary devices designed to catch, kill, or incapacitate an animal or another target. Most consist of a trigger, such as a tripwire or pressure plate, that activates the trap itself, and they're usually hidden so that their victims aren't aware of them until they've already been set off. Whatever their methods, skilled trappers have been an integral part of life for most rural populations since the days of the ancient Molgur alliance, and many backwater communities still rely on them today. Modern-day trappers can make a good living by trading with members of other tribes and villages. They can also do very well for themselves in urban centers, where resources like hides and meat are still needed even though the locals have forgotten\u2014or would prefer not to think about\u2014how such things are acquired. At home in the wilderness, trappers combine mechanical savvy with survivalist know-how, allowing them to stalk their prey for long periods before setting the perfect trap to ensnare a target. Dedicated trappers modify and hone their techniques over time, creating traps that fit a specific need while reflecting their own particular approach." + "The mechanical marvels that have become so commonplace throughout the Iron Kingdoms are less readily available in the deep wilds, but that doesn’t mean the wilds aren’t home to individuals who prize ingenuity and design incredible inventions. Although gunsmiths and even ’jack marshals are becoming more common among the peoples of the wilderness, the oldest engineering tradition in the deep wilds is that of the trapper. Most city folk think of trappers as simply another strain of Alternate Gear A trapper’s background is more low-tech than that of many other mechaniks, and trappers often create their cunning traps from simple ingredients and whatever nature provides. To reflect this, a player who is creating a trapper may want to make some modifications to the proficiencies and gear allocated to the mechanik class in Iron Kingdoms: Requiem. We recommend the following substitutions: proficiency with blowguns, bolas, or one martial ranged weapon of your choice. with a greatclub; replace the option for a rivet gun, powder, and rivets for 20 shots with (a) a blowgun and 20 darts, (b) a bola, or (c) a gobber bellows; and replace an armored apron with (a) scrap armor or (b) bog trog armor.", + "hunter, but good trappers know much more than just how to track their prey and where to set their traps. An effective trap is a marvel of engineering every bit as nuanced as a piece of mechanika, if nowhere near as complicated (“needlessly complicated,” as any trapper would tell you). Some trappers utilize premade components, such as saw-toothed metal foothold traps with spring-loaded triggers; others create elaborate pulleys and counterweights using only what nature has already provided. Setting a trap is the backbone of the trapper’s art. From simple pits dug in the ground to elaborate devices with hair triggers, traps come in numerous forms, and most dedicated trappers constantly tinker with different variations and put their own unique spins on standard formulas. Almost all traps have one thing in common: they are stationary devices designed to catch, kill, or incapacitate an animal or another target. Most consist of a trigger, such as a tripwire or pressure plate, that activates the trap itself, and they’re usually hidden so that their victims aren’t aware of them until they’ve already been set off. Whatever their methods, skilled trappers have been an integral part of life for most rural populations since the days of the ancient Molgur alliance, and many backwater communities still rely on them today. Modern-day trappers can make a good living by trading with members of other tribes and villages. They can also do very well for themselves in urban centers, where resources like hides and meat are still needed even though the locals have forgotten—or would prefer not to think about—how such things are acquired. At home in the wilderness, trappers combine mechanical savvy with survivalist know-how, allowing them to stalk their prey for long periods before setting the perfect trap to ensnare a target. Dedicated trappers modify and hone their techniques over time, creating traps that fit a specific need while reflecting their own particular approach." ] } ] @@ -8239,7 +8239,7 @@ "type": "section", "name": "Ravager", "entries": [ - "The Ravagers of the Tharn, the most barbarous of human tribes, channel the savage power of the Devourer Wurm. They are known for their fierce combat skills and their willingness to feast upon their fallen enemies' still-beating hearts to fuel their berserk frenzy. Before battle, they bellow a call to the Wurm, which enters them into a chaos frenzy whereby their bodies are transformed\u2014muscle mass expands and thickens, skin hardens, and teeth grow to terrible fangs." + "The Ravagers of the Tharn, the most barbarous of human tribes, channel the savage power of the Devourer Wurm. They are known for their fierce combat skills and their willingness to feast upon their fallen enemies’ still-beating hearts to fuel their berserk frenzy. Before battle, they bellow a call to the Wurm, which enters them into a chaos frenzy whereby their bodies are transformed—muscle mass expands and thickens, skin hardens, and teeth grow to terrible fangs." ] } ] @@ -8255,7 +8255,7 @@ "type": "section", "name": "Slaughterhouser", "entries": [ - "Pushed to the fringes of the Iron Kingdoms, most farrow survive by raiding and scavenging. Such tactics may be enough to secure them the meager resources they need to survive, but they are of little use against the massive predators that also make the wilds their home. To combat such dangerous foes, the farrow have developed a unique martial tradition\u2014one that uses both ferocity and cunning to hack apart even the largest of enemies. Those who follow this path are known as slaughterhousers. Building on techniques pioneered by farrow for bringing down large prey, slaughterhousers gained prominence and became organized as the infamous farrow Lord Carver swept across the badlands of western Immoren and united previously disparate farrow tribes into the Thornfall Alliance. Already accustomed to fighting in something that at least passed for loose formations, these big, strong, and ferocious farrow made perfect shock troops and bodyguards for Lord Carver and his generals. Quickly finding favor among the forces of the Thornfall Alliance, slaughterhousers further refined techniques that had been practiced for centuries.Far from flying into the blind rages of some Devourer-worshipping berserkers, the farrow slaughterhousers, for all their brutal viciousness, utilized cunning tactics to make the best use of their numbers. This allowed them to protect themselves from harm while hacking apart their foes. Favoring heavy chopping weapons such as their signature pole cleavers, slaughterhousers are a regular sight amid the armies of the Thornfall Alliance. Their traditions are not limited to those fearsome and heavily armed soldiers, however." + "Pushed to the fringes of the Iron Kingdoms, most farrow survive by raiding and scavenging. Such tactics may be enough to secure them the meager resources they need to survive, but they are of little use against the massive predators that also make the wilds their home. To combat such dangerous foes, the farrow have developed a unique martial tradition—one that uses both ferocity and cunning to hack apart even the largest of enemies. Those who follow this path are known as slaughterhousers. Building on techniques pioneered by farrow for bringing down large prey, slaughterhousers gained prominence and became organized as the infamous farrow Lord Carver swept across the badlands of western Immoren and united previously disparate farrow tribes into the Thornfall Alliance. Already accustomed to fighting in something that at least passed for loose formations, these big, strong, and ferocious farrow made perfect shock troops and bodyguards for Lord Carver and his generals. Quickly finding favor among the forces of the Thornfall Alliance, slaughterhousers further refined techniques that had been practiced for centuries.Far from flying into the blind rages of some Devourer-worshipping berserkers, the farrow slaughterhousers, for all their brutal viciousness, utilized cunning tactics to make the best use of their numbers. This allowed them to protect themselves from harm while hacking apart their foes. Favoring heavy chopping weapons such as their signature pole cleavers, slaughterhousers are a regular sight amid the armies of the Thornfall Alliance. Their traditions are not limited to those fearsome and heavily armed soldiers, however." ] } ] @@ -8271,7 +8271,7 @@ "type": "section", "name": "Fauna", "entries": [ - "Bards of the College of Fauna feel a deeper connection to the natural world than many of their counterparts do, and they use their craft to connect with their patrons on a more primal level. This bond allows them to charm and enthrall audiences that don't even have the capacity for speech or the ability to understand the tales they weave. Connected to the natural world, these bards are often more deeply connected to the animals around them than to sentient beings, and they associate with others out of necessity or obligation just as often as they do out of any true desire. Although they participate in politicking and the machinations of empires, they do so with a constant eye on the wilder denizens of the world\u2014whether to work for their benefit or to use them for personal gain." + "Bards of the College of Fauna feel a deeper connection to the natural world than many of their counterparts do, and they use their craft to connect with their patrons on a more primal level. This bond allows them to charm and enthrall audiences that don’t even have the capacity for speech or the ability to understand the tales they weave. Connected to the natural world, these bards are often more deeply connected to the animals around them than to sentient beings, and they associate with others out of necessity or obligation just as often as they do out of any true desire. Although they participate in politicking and the machinations of empires, they do so with a constant eye on the wilder denizens of the world—whether to work for their benefit or to use them for personal gain." ] } ] @@ -8287,7 +8287,7 @@ "type": "section", "name": "Warder", "entries": [ - "The archetypal Warder specializes in protecting allies and disrupting enemies through tactical positioning and defensive techniques. WARDER'S DISCIPLINE" + "The archetypal Warder specializes in protecting allies and disrupting enemies through tactical positioning and defensive techniques. WARDER’S DISCIPLINE" ] } ] @@ -8303,7 +8303,7 @@ "type": "section", "name": "Wolf of Orboros", "entries": [ - "The men and women of the Wolves of Orboros guard the Circle Orboros' territories and serve as its agents in remote towns and villages. Families in the dark forests and isolated hills have passed this tradition to their sons and daughters, thereby initiating these rugged folk into a secret cabal that furthers the interests of the Circle's blackclads. In exchange for this fealty, the druids vow to watch over the Wolves' lands and families\u2014a significant gesture in the brutal regions beyond civilization. The Circle Orboros shelters and protects these family lines as a precious commodity, for they produce a greater than average number of children who undergo the wilding. Each Wolf of Orboros trains to master the cleft-bladed spear, a powerful piercing weapon designed to punch through thick hides and armor. Wolves of Orboros must prove their skill with this weapon and demonstrate the ability to survive in the wilds to earn the wolf pelt that marks them as a brother or sister. Each one is granted a suit of hunter's armor: light laminated plates of ritually treated metal nested inside a suit of finely wrought chain mail and connected by toughened but supple leather crafted by senior Wolves who mastered the ways of this craft. A cloak of fine wolf fur is also bestowed on each new member upon initiation. Used for both rites and battles, the cloak is one of the means by which Wolves from different regions may quickly recognize one another. In times of great need, the Circle bolsters these warriors' ranks with recruits lured by offers of coin and other valuables. Such initiates serve more as mercenaries than as dedicated defenders, but they possess the same grit and survival knowledge as all Wolves, and many continue to serve after their contracts have ended. Coercing or intimidating individuals into the Wolves of Orboros is not unheard of, but the blackclads know that such tactics breed resentment, so they prefer volunteers. Fortunately for them, the lifestyle of the Wolves of Orboros has an undeniable appeal to those who live on the fringes of society and hunger to belong to some greater cause, so fresh warriors are rarely in short supply." + "The men and women of the Wolves of Orboros guard the Circle Orboros’ territories and serve as its agents in remote towns and villages. Families in the dark forests and isolated hills have passed this tradition to their sons and daughters, thereby initiating these rugged folk into a secret cabal that furthers the interests of the Circle’s blackclads. In exchange for this fealty, the druids vow to watch over the Wolves’ lands and families—a significant gesture in the brutal regions beyond civilization. The Circle Orboros shelters and protects these family lines as a precious commodity, for they produce a greater than average number of children who undergo the wilding. Each Wolf of Orboros trains to master the cleft-bladed spear, a powerful piercing weapon designed to punch through thick hides and armor. Wolves of Orboros must prove their skill with this weapon and demonstrate the ability to survive in the wilds to earn the wolf pelt that marks them as a brother or sister. Each one is granted a suit of hunter’s armor: light laminated plates of ritually treated metal nested inside a suit of finely wrought chain mail and connected by toughened but supple leather crafted by senior Wolves who mastered the ways of this craft. A cloak of fine wolf fur is also bestowed on each new member upon initiation. Used for both rites and battles, the cloak is one of the means by which Wolves from different regions may quickly recognize one another. In times of great need, the Circle bolsters these warriors’ ranks with recruits lured by offers of coin and other valuables. Such initiates serve more as mercenaries than as dedicated defenders, but they possess the same grit and survival knowledge as all Wolves, and many continue to serve after their contracts have ended. Coercing or intimidating individuals into the Wolves of Orboros is not unheard of, but the blackclads know that such tactics breed resentment, so they prefer volunteers. Fortunately for them, the lifestyle of the Wolves of Orboros has an undeniable appeal to those who live on the fringes of society and hunger to belong to some greater cause, so fresh warriors are rarely in short supply." ] } ] @@ -8319,7 +8319,7 @@ "type": "section", "name": "Wrastler", "entries": [ - "Many martial traditions exist throughout western Immoren, not all of which are practiced in walled monasteries or on the training fields of national militaries. Those who follow the Way of the Wrastler learn by observing the great reptiles of the swamp and emulating their ways. Any swampie can tell you that a gator should never be underestimated, no matter how torpid or lazy it might appear. Many of those who pursue the Way of the Wrastler were taught these arts by a master, but they are more independent than most of the ascetic warriors found elsewhere throughout the continent. Even a practitioner of this tradition who trains under a master will spend considerable time alone in the swamp, simply observing the endless cycle of predation that makes up so much of life there. This practice teaches these monks more than the cold cunning and swift strikes of the massive reptiles they emulate: they also learn a seemingly infinite patience that allows them to hold uncannily still until the moment comes to strike. Of course, the power of a huge gator lies in more than just its speed or its patience. Size and strength play a role, and those who follow the Way of the Wrastler learn how to turn their own size and strength\u2014however great or modest it may be\u2014to their advantage. The fighting style of these monks prioritizes grapples and throws, echoing the lethal death rolls practiced by gators and the blackhide wrastlers who give this monastic tradition its name. Anyone can learn its principles, and there are many among the smaller folk of the swamp\u2014 including swampies, anura, and even swamp gobbers\u2014who have used these skills to stay alive in a world of larger and more fearsome predators." + "Many martial traditions exist throughout western Immoren, not all of which are practiced in walled monasteries or on the training fields of national militaries. Those who follow the Way of the Wrastler learn by observing the great reptiles of the swamp and emulating their ways. Any swampie can tell you that a gator should never be underestimated, no matter how torpid or lazy it might appear. Many of those who pursue the Way of the Wrastler were taught these arts by a master, but they are more independent than most of the ascetic warriors found elsewhere throughout the continent. Even a practitioner of this tradition who trains under a master will spend considerable time alone in the swamp, simply observing the endless cycle of predation that makes up so much of life there. This practice teaches these monks more than the cold cunning and swift strikes of the massive reptiles they emulate: they also learn a seemingly infinite patience that allows them to hold uncannily still until the moment comes to strike. Of course, the power of a huge gator lies in more than just its speed or its patience. Size and strength play a role, and those who follow the Way of the Wrastler learn how to turn their own size and strength—however great or modest it may be—to their advantage. The fighting style of these monks prioritizes grapples and throws, echoing the lethal death rolls practiced by gators and the blackhide wrastlers who give this monastic tradition its name. Anyone can learn its principles, and there are many among the smaller folk of the swamp— including swampies, anura, and even swamp gobbers—who have used these skills to stay alive in a world of larger and more fearsome predators." ] } ] @@ -8335,7 +8335,7 @@ "type": "section", "name": "Chosen", "entries": [ - "Paladins who follow the Oath of the Chosen are resolute protectors tasked with guarding important individuals. Some of them have been granted a vision by their deity; others have been commanded by their order. Regardless of how they come by their calling, they have but one duty: to protect the chosen at all costs. The largest group of these paladins originated with a farrow warlord now known as Helga the Conqueror. Her early conquests and battles attracted a small but devoted coterie of followers. The members of this honor guard called themselves Valkyries, their name borrowed from some forgotten farrow legend. Their loyalty to Helga and her ideals was unshakable. Indomitable warriors, they protected Helga and others she deemed important to her cause, and their ranks have swelled since Helga's marriage to Lord Carver. Similar groups of paladins have been slowly propagating within other faiths, including those of Morrow, Menoth, and Thamar. It seems that after the Claiming, the gods of Urcaen are taking notice of those who need their protection." + "Paladins who follow the Oath of the Chosen are resolute protectors tasked with guarding important individuals. Some of them have been granted a vision by their deity; others have been commanded by their order. Regardless of how they come by their calling, they have but one duty: to protect the chosen at all costs. The largest group of these paladins originated with a farrow warlord now known as Helga the Conqueror. Her early conquests and battles attracted a small but devoted coterie of followers. The members of this honor guard called themselves Valkyries, their name borrowed from some forgotten farrow legend. Their loyalty to Helga and her ideals was unshakable. Indomitable warriors, they protected Helga and others she deemed important to her cause, and their ranks have swelled since Helga’s marriage to Lord Carver. Similar groups of paladins have been slowly propagating within other faiths, including those of Morrow, Menoth, and Thamar. It seems that after the Claiming, the gods of Urcaen are taking notice of those who need their protection." ] } ] @@ -8351,7 +8351,7 @@ "type": "section", "name": "Paragon", "entries": [ - "Paladins who follow the Oath of the Paragon are champions for their people, and they have been chosen by their deity to inspire others to live up to a particular ideal. Their vow holds them to a high standard that can be extremely difficult to meet, but those who maintain the extreme discipline required find themselves blessed with skills and abilities that can help them endure more than they thought possible. Many would call them the perfect warrior priests, but these paladins don't see it that way; they simply see this role as their calling and duty. Most paladins who swear the Oath of the Paragon are worshippers of Dhunia. Ogrun who swear this oath are typically found in Rhul, and they favor ideals that are common among the Rhulic people. Most trollkin who follow this path make their home in Tolok Fortress, where they adhere to the tenets of the famed trollkin warlock Madrak Ironhide. Few gobbers, farrow, and humans swear this oath, but even their numbers have surged in recent years, possibly fueled by a desire to protect their fellows in the wake of the Claiming." + "Paladins who follow the Oath of the Paragon are champions for their people, and they have been chosen by their deity to inspire others to live up to a particular ideal. Their vow holds them to a high standard that can be extremely difficult to meet, but those who maintain the extreme discipline required find themselves blessed with skills and abilities that can help them endure more than they thought possible. Many would call them the perfect warrior priests, but these paladins don’t see it that way; they simply see this role as their calling and duty. Most paladins who swear the Oath of the Paragon are worshippers of Dhunia. Ogrun who swear this oath are typically found in Rhul, and they favor ideals that are common among the Rhulic people. Most trollkin who follow this path make their home in Tolok Fortress, where they adhere to the tenets of the famed trollkin warlock Madrak Ironhide. Few gobbers, farrow, and humans swear this oath, but even their numbers have surged in recent years, possibly fueled by a desire to protect their fellows in the wake of the Claiming." ] } ] @@ -8399,7 +8399,7 @@ "type": "section", "name": "Shepherd", "entries": [ - "Shepherds are a unique breed of rangers who can work with warbeasts and harness their natural abilities in ways that are commonly the domain of warlocks. A shepherd can amplify a warlock's strengths and help push the warlock's warbeasts further and more often than the warlock could alone. As a result, a shepherd who lives in a group or community with multiple warlocks and warbeasts is always in high demand. A unique combination of strength and finesse allows shepherds to manage warbeasts in a way few others can, but their best attribute might be their understanding of the needs of each creature they work with. Particularly well-attuned shepherds can even anticipate a creature's needs and respond before such needs become a problem, making shepherds invaluable in the wilds." + "Shepherds are a unique breed of rangers who can work with warbeasts and harness their natural abilities in ways that are commonly the domain of warlocks. A shepherd can amplify a warlock’s strengths and help push the warlock’s warbeasts further and more often than the warlock could alone. As a result, a shepherd who lives in a group or community with multiple warlocks and warbeasts is always in high demand. A unique combination of strength and finesse allows shepherds to manage warbeasts in a way few others can, but their best attribute might be their understanding of the needs of each creature they work with. Particularly well-attuned shepherds can even anticipate a creature’s needs and respond before such needs become a problem, making shepherds invaluable in the wilds." ] } ] @@ -8415,7 +8415,7 @@ "type": "section", "name": "Desperado", "entries": [ - "Desperados make a living robbing those who travel western Immoren's often dangerous roads and highways. They come in many forms, from villainous brutes to charming brigands of marked style and dash. Though seldom motivated by anything nobler than the acquisition of wealth, some desperados make it a point of pride to target those most able to pay their rough tithe. Regardless of their motivations, they are adept at stalking and ambushing targets and then quickly vanishing into the wilderness. The character of a cloaked and hooded figure atop a treasured steed is a common subject of popular songs and stories, but not all of them are such noble figures. Unscrupulous soldiers who have completed their service or have been discharged because of injury have little trouble transitioning to the life of the desperado." + "Desperados make a living robbing those who travel western Immoren’s often dangerous roads and highways. They come in many forms, from villainous brutes to charming brigands of marked style and dash. Though seldom motivated by anything nobler than the acquisition of wealth, some desperados make it a point of pride to target those most able to pay their rough tithe. Regardless of their motivations, they are adept at stalking and ambushing targets and then quickly vanishing into the wilderness. The character of a cloaked and hooded figure atop a treasured steed is a common subject of popular songs and stories, but not all of them are such noble figures. Unscrupulous soldiers who have completed their service or have been discharged because of injury have little trouble transitioning to the life of the desperado." ] } ] @@ -8431,7 +8431,7 @@ "type": "section", "name": "Poacher", "entries": [ - "Poachers specialize in hunting and trapping prey. They use their skills to track and capture wild animals for profit or sustenance, and they must rely on their wits and knowledge of the land to survive. POACHER'S INSTINCTS" + "Poachers specialize in hunting and trapping prey. They use their skills to track and capture wild animals for profit or sustenance, and they must rely on their wits and knowledge of the land to survive. POACHER’S INSTINCTS" ] } ] @@ -8447,7 +8447,7 @@ "type": "section", "name": "Arcanivore", "entries": [ - "Deep in the murky wilds of the Iron Kingdoms dwell creatures that inspire dread in the hearts of all sane beings, but for those gifted with arcane prowess, perhaps none is more alarming than the thrullg, a loathsome creature whose size belies its ability to remain undetected in its habitat. For many, the first and only warning of a thrullg's presence is when all magic ceases to work in the vicinity. In a world suffused with bewildering energies\u2014from the ley lines shepherded by the Circle Orboros to the divine power channeled through priests\u2014it should come as no surprise that the phenomenon of magical interference has started to arise in unexpected places. Each day, parents in rural communities give birth to children who grow up without exposure to mechanika but who, once grown, encounter magic only to find their mere presence interfering with its function. Considered little more than urban legend by many, those who can feed on magic energies are rare but very real. Exactly how they come to be is unknown\u2014a quirk of genetics, a touch of the divine, or perhaps the influence of meddling grymkin\u2014but in the presence of these individuals, spellcraft can spark and flicker and die out as arcanivores draw that power into themselves." + "Deep in the murky wilds of the Iron Kingdoms dwell creatures that inspire dread in the hearts of all sane beings, but for those gifted with arcane prowess, perhaps none is more alarming than the thrullg, a loathsome creature whose size belies its ability to remain undetected in its habitat. For many, the first and only warning of a thrullg’s presence is when all magic ceases to work in the vicinity. In a world suffused with bewildering energies—from the ley lines shepherded by the Circle Orboros to the divine power channeled through priests—it should come as no surprise that the phenomenon of magical interference has started to arise in unexpected places. Each day, parents in rural communities give birth to children who grow up without exposure to mechanika but who, once grown, encounter magic only to find their mere presence interfering with its function. Considered little more than urban legend by many, those who can feed on magic energies are rare but very real. Exactly how they come to be is unknown—a quirk of genetics, a touch of the divine, or perhaps the influence of meddling grymkin—but in the presence of these individuals, spellcraft can spark and flicker and die out as arcanivores draw that power into themselves." ] } ] @@ -8463,7 +8463,7 @@ "type": "section", "name": "Twin Soul", "entries": [ - "Comprised of a pair of twins\u2014one a full-bodied protector, the other a lesser twin\u2014the twin soul can be off-putting to those who do not understand them, but the two spirits intertwine and reinforce each other, making them a powerful font of magic. Those born into this union are blessed with eternal companionship in the form of their twin, as well as a spark of magical greatness. The smaller twin uses its strange nature to cast a variety of spells with great skill, from simple protections to devastating magical strikes. As the protector of the pair, the larger twin shares the burden of this sorcerous gift, ensuring that the lesser twin is not as heavily taxed by the effort of weaving spells. A conjoined twin is two personalities in one body, and the two can sometimes be seen arguing quietly with each other. Most who encounter them view them as aberrations and avoid eye contact with the malformed twin in favor of dealing with the larger twin. This revulsion can lead outsiders to underestimate these powerful beings. LIL' BUDDY" + "Comprised of a pair of twins—one a full-bodied protector, the other a lesser twin—the twin soul can be off-putting to those who do not understand them, but the two spirits intertwine and reinforce each other, making them a powerful font of magic. Those born into this union are blessed with eternal companionship in the form of their twin, as well as a spark of magical greatness. The smaller twin uses its strange nature to cast a variety of spells with great skill, from simple protections to devastating magical strikes. As the protector of the pair, the larger twin shares the burden of this sorcerous gift, ensuring that the lesser twin is not as heavily taxed by the effort of weaving spells. A conjoined twin is two personalities in one body, and the two can sometimes be seen arguing quietly with each other. Most who encounter them view them as aberrations and avoid eye contact with the malformed twin in favor of dealing with the larger twin. This revulsion can lead outsiders to underestimate these powerful beings. LIL’ BUDDY" ] } ] @@ -8479,7 +8479,7 @@ "type": "section", "name": "The Maw", "entries": [ - "The quest for power leads some aspirants to beings beyond comprehension, whether alien entities, ancient gods, the long dead, the timeless, or even entities beyond these. Some hear the voices of their benefactors, but in the depths of the otherworldly void, there is no such sentience or intellect. There is only a devouring emptiness: a hollow at the heart of reality that draws in those that cross its path and ultimately crushes all within its event horizon. Some revere this cosmic force as the embodiment of destruction and the ultimate death of all things, but others recognize a kindred essence\u2014a companion to the void in their own souls. This connection can be fed and drawn upon in turn. Whether a manifestation of the Devourer Wurm or a hungry god like Kossk, the ravenous, insatiable Maw is a font of power for those willing to sacrifice to it." + "The quest for power leads some aspirants to beings beyond comprehension, whether alien entities, ancient gods, the long dead, the timeless, or even entities beyond these. Some hear the voices of their benefactors, but in the depths of the otherworldly void, there is no such sentience or intellect. There is only a devouring emptiness: a hollow at the heart of reality that draws in those that cross its path and ultimately crushes all within its event horizon. Some revere this cosmic force as the embodiment of destruction and the ultimate death of all things, but others recognize a kindred essence—a companion to the void in their own souls. This connection can be fed and drawn upon in turn. Whether a manifestation of the Devourer Wurm or a hungry god like Kossk, the ravenous, insatiable Maw is a font of power for those willing to sacrifice to it." ] } ] @@ -8495,7 +8495,7 @@ "type": "section", "name": "Bokor", "entries": [ - "Even though many shamanic practices differ considerably from the religious rites that one might observe in a cathedral dedicated to Morrow or Menoth, a wanderer from one of the cities of the Iron Kingdoms would nevertheless recognize a trollkin shaman of Dhunia as a similar practitioner of faith, even if both the practices and the faith were quite different. Not so with the bokors of the gatorfolk. These shamans often serve either Kossk or Barnabas\u2014or both\u2014and invoke them in their rites, but they also draw upon the power of other spirits that infest the swamps they call home. Bokors lead their congregation in dark rites, devouring flesh and calling upon spirits and the essence of those long dead to serve their purposes. A bokor owes no fealty to these spirits, and the relationship between the two is often one of struggle, as the bokor attempts to assert dominance over the spirits and bend them to its will. Most gatorfolk devour the flesh of their foes in ritualistic celebration, but bokors also draw nourishment from the souls of those slain in the name of their hungry gods. Bokors tend to be ambitious, and most of them will hoard whatever power they can, either for their own personal glory or for that of their tribe. These powerful shamans harness the spirits of the dead, and the living rightly fear their necromantic prowess." + "Even though many shamanic practices differ considerably from the religious rites that one might observe in a cathedral dedicated to Morrow or Menoth, a wanderer from one of the cities of the Iron Kingdoms would nevertheless recognize a trollkin shaman of Dhunia as a similar practitioner of faith, even if both the practices and the faith were quite different. Not so with the bokors of the gatorfolk. These shamans often serve either Kossk or Barnabas—or both—and invoke them in their rites, but they also draw upon the power of other spirits that infest the swamps they call home. Bokors lead their congregation in dark rites, devouring flesh and calling upon spirits and the essence of those long dead to serve their purposes. A bokor owes no fealty to these spirits, and the relationship between the two is often one of struggle, as the bokor attempts to assert dominance over the spirits and bend them to its will. Most gatorfolk devour the flesh of their foes in ritualistic celebration, but bokors also draw nourishment from the souls of those slain in the name of their hungry gods. Bokors tend to be ambitious, and most of them will hoard whatever power they can, either for their own personal glory or for that of their tribe. These powerful shamans harness the spirits of the dead, and the living rightly fear their necromantic prowess." ] } ] @@ -8511,7 +8511,7 @@ "type": "section", "name": "Mist Speaker", "entries": [ - "For the bog trogs who live among the marshes and glens that cover much of western Immoren, mist speakers act as important mystics and counselors to chieftains and even to the gatorfolk who have oppressed so many bog trog tribes. Believed to interpret the dreams of the \"big fish\"\u2014the sleeping beast known as Ashiga\u2014mist speakers are revered for being in touch with a greater power, and more than one of these shamans have used this deference to their own advantage and that of their tribe. Not exactly a deity in the traditional sense, Ashiga is portrayed as a giant piscine monster that slumbers eternally beneath the legendary swamp known as Sike Dulra. According to bog trog tradition, Ashiga will one day awaken to slake its hunger upon the enemies of the bog trogs. Bog trogs do not ask Ashiga for boons or attempt to propitiate it. Instead, they engage in religious practices for a single purpose: to hasten this time of awakening. Although they are the spiritual leaders of their people, mist speakers do not perform the normal roles of a priestly caste. Their primarily responsibility is to listen to the dreams of Ashiga. Properly interpreted, these dreams carry useful portents to the mist speakers, granting them knowledge and power that they can use to control the weather, ensure good fishing, tend to the sick and wounded, and even turn the tide of battle. Because of this unique connection to Ashiga\u2014 and the powers that it conveys\u2014mist speakers fulfill many essential functions in bog trog society. Despite the vital role they play, they are more likely to act as advisors and cunning counselors than chieftains, and even the pragmatic gatorfolk have come to understand the utility of these fishy mystics." + "For the bog trogs who live among the marshes and glens that cover much of western Immoren, mist speakers act as important mystics and counselors to chieftains and even to the gatorfolk who have oppressed so many bog trog tribes. Believed to interpret the dreams of the “big fish”—the sleeping beast known as Ashiga—mist speakers are revered for being in touch with a greater power, and more than one of these shamans have used this deference to their own advantage and that of their tribe. Not exactly a deity in the traditional sense, Ashiga is portrayed as a giant piscine monster that slumbers eternally beneath the legendary swamp known as Sike Dulra. According to bog trog tradition, Ashiga will one day awaken to slake its hunger upon the enemies of the bog trogs. Bog trogs do not ask Ashiga for boons or attempt to propitiate it. Instead, they engage in religious practices for a single purpose: to hasten this time of awakening. Although they are the spiritual leaders of their people, mist speakers do not perform the normal roles of a priestly caste. Their primarily responsibility is to listen to the dreams of Ashiga. Properly interpreted, these dreams carry useful portents to the mist speakers, granting them knowledge and power that they can use to control the weather, ensure good fishing, tend to the sick and wounded, and even turn the tide of battle. Because of this unique connection to Ashiga— and the powers that it conveys—mist speakers fulfill many essential functions in bog trog society. Despite the vital role they play, they are more likely to act as advisors and cunning counselors than chieftains, and even the pragmatic gatorfolk have come to understand the utility of these fishy mystics." ] } ] @@ -8845,7 +8845,15 @@ "name": "Staff of the Winter Crone", "source": "IRKDWld", "page": 141, - "type": "ST", + "type": "M", + "weaponCategory": "simple", + "dmg1": "1d6", + "dmg2": "1d8", + "dmgType": "B", + "property": [ + "V" + ], + "staff": true, "rarity": "very rare", "reqAttune": true, "bonusWeapon": "+1", @@ -9946,6 +9954,26 @@ ] } ], + "itemType": [ + { + "name": "Steamjack Component", + "abbreviation": "SJC", + "source": "IRKDWld", + "page": 1, + "entries": [ + "Steamjack components are the mechanical and arcane parts that define a steamjack's capabilities: chassis (the body), cortex (the brain), ammunition, and upgrades. These items can be installed on or removed from a steamjack by a qualified mechanik." + ] + }, + { + "name": "Steamjack Weapon", + "abbreviation": "SJCW", + "source": "IRKDWld", + "page": 1, + "entries": [ + "Steamjack weapons are oversized weapons designed to be mounted on or wielded by steamjacks. They cannot be used by Medium or smaller creatures. Each weapon is mounted in place of one of the steamjack's arms unless otherwise noted." + ] + } + ], "race": [ { "name": "Anura", @@ -10500,12 +10528,12 @@ "type": "entries", "name": "Anura", "entries": [ - "After coming to the west, the anura found swamps and marshlands aplenty waiting for them, the anura took to their new homes with relative ease, finding a new ecological niche on the fringes of gatorfolk society. Though many see the gators as little more than another oppressor, the anurans enjoy a relatively unfettered relationship with the gatorfolk, at least when compared to their former skorne slavers. The gators prize the anurans for their skill at hunting and raiding, their arboreal agility, and the poisons they excrete from their skin. Because of this, anuran society is allowed to flourish unchecked, especially compared with the bog trogs, who are more likely to be entirely dominated by their gatorfolk neighbors. Most anurans in western Immoren live in spherical wattle and daub huts suspended in trees above the swampy waters, usually on the outskirts of gatorfolk villages. This relationship is ostensibly one of mutual benefit, since the presence of the gatorfolk helps to protect the anurans from predators or unfriendly neighbors. However, the fact of the matter is that the anurans, like most of the allies of the gatorfolk, are allies of force, not choice. Thanks in part to the poison that their skin naturally excretes, anurans have little need for firearms or the other more \"advanced\" weapons wielded by many in the Iron Kingdoms. Instead, they hunt and fight using a variety of the same tools that their ancestors did back in the Shattered Spine Islands, including atlatls, hunting spears, and oil- filled gourd bombs. This has led some to underestimate the effectiveness of anurans as warriors\u2014which they do at their peril.", + "After coming to the west, the anura found swamps and marshlands aplenty waiting for them, the anura took to their new homes with relative ease, finding a new ecological niche on the fringes of gatorfolk society. Though many see the gators as little more than another oppressor, the anurans enjoy a relatively unfettered relationship with the gatorfolk, at least when compared to their former skorne slavers. The gators prize the anurans for their skill at hunting and raiding, their arboreal agility, and the poisons they excrete from their skin. Because of this, anuran society is allowed to flourish unchecked, especially compared with the bog trogs, who are more likely to be entirely dominated by their gatorfolk neighbors. Most anurans in western Immoren live in spherical wattle and daub huts suspended in trees above the swampy waters, usually on the outskirts of gatorfolk villages. This relationship is ostensibly one of mutual benefit, since the presence of the gatorfolk helps to protect the anurans from predators or unfriendly neighbors. However, the fact of the matter is that the anurans, like most of the allies of the gatorfolk, are allies of force, not choice. Thanks in part to the poison that their skin naturally excretes, anurans have little need for firearms or the other more “advanced” weapons wielded by many in the Iron Kingdoms. Instead, they hunt and fight using a variety of the same tools that their ancestors did back in the Shattered Spine Islands, including atlatls, hunting spears, and oil- filled gourd bombs. This has led some to underestimate the effectiveness of anurans as warriors—which they do at their peril.", { "type": "entries", "name": "Bog Trogs", "entries": [ - "As far as anyone knows, bog trogs have lived in the swamps and waterways of western Immoren at least as long as gatorfolk have, and for centuries, the two have skirmished over territory and resources. In this, however, the gators have an innate advantage. They are bigger, stronger, more vicious, and their bokors have access to swamp magics that the bog trogs simply cannot match. Hence, as the years have passed, more and more bog trog tribes have fallen under the sway of their gatorfolk neighbors. Today, it is more common to find bog trogs living under the heel of a nearby gatorfolk tribe than it is to find bog trogs who are truly independent, and many tribes have become a part of the growing Blindwater Congregation. For most bog trogs, this is not a matter of choice but one of survival. They can either serve the gators or be wiped out by them, and the bog trogs have chosen the more pragmatic option. To outsiders, bog trog villages and the gatorfolk villages that they often lie nearby are superficially similar. Both are built in swampy areas with ample access to water and, indeed, in a bog trog village, the simple reed huts of the bog trogs themselves may be the only things that rise above the water level. The huts are often built on small mounds of earth or even the gathered roots of trees, and most of the rest of the village consists of narrow channels of murky water where bog trogs can lie half-submerged in wait in the event that the village comes under threat. Threat is a constant calculus in the lives of bog trogs, who are often preyed upon by larger and more vicious creatures. Because of this, bog trog villages often incorporate partially flooded underground passages where the residents can seek shelter in the event of attack. These tunnels are also the most likely place to find a shrine to Ashiga, and the mist speakers of the tribe often visit here to commune with the dreams of their sleeping god. Though adult bog trogs are amphibious, able to breathe air or water with equal facility, they prefer to spend much of their time submerged, and the presence of water is vital to their survival as a species. Bog trog eggs are laid underwater, and young bog trogs are born without the lung capacity that allows the adults to survive outside the water. It is only when they have begun to mature that young bog trogs gain the ability to survive on land. Among the gatorfolk, bog trogs are employed as trappers, hunters, catchers of fish, crafters, and, when the occasion calls for it, bodies to be thrown in front of enemy attacks. Though many bog trogs hate their gatorfolk oppressors, and some have even joined the Poison Dart resistance movement originally begun by the anurans, others find their relationship with the larger predators to be mutually beneficial\u2014so long as they watch their step." + "As far as anyone knows, bog trogs have lived in the swamps and waterways of western Immoren at least as long as gatorfolk have, and for centuries, the two have skirmished over territory and resources. In this, however, the gators have an innate advantage. They are bigger, stronger, more vicious, and their bokors have access to swamp magics that the bog trogs simply cannot match. Hence, as the years have passed, more and more bog trog tribes have fallen under the sway of their gatorfolk neighbors. Today, it is more common to find bog trogs living under the heel of a nearby gatorfolk tribe than it is to find bog trogs who are truly independent, and many tribes have become a part of the growing Blindwater Congregation. For most bog trogs, this is not a matter of choice but one of survival. They can either serve the gators or be wiped out by them, and the bog trogs have chosen the more pragmatic option. To outsiders, bog trog villages and the gatorfolk villages that they often lie nearby are superficially similar. Both are built in swampy areas with ample access to water and, indeed, in a bog trog village, the simple reed huts of the bog trogs themselves may be the only things that rise above the water level. The huts are often built on small mounds of earth or even the gathered roots of trees, and most of the rest of the village consists of narrow channels of murky water where bog trogs can lie half-submerged in wait in the event that the village comes under threat. Threat is a constant calculus in the lives of bog trogs, who are often preyed upon by larger and more vicious creatures. Because of this, bog trog villages often incorporate partially flooded underground passages where the residents can seek shelter in the event of attack. These tunnels are also the most likely place to find a shrine to Ashiga, and the mist speakers of the tribe often visit here to commune with the dreams of their sleeping god. Though adult bog trogs are amphibious, able to breathe air or water with equal facility, they prefer to spend much of their time submerged, and the presence of water is vital to their survival as a species. Bog trog eggs are laid underwater, and young bog trogs are born without the lung capacity that allows the adults to survive outside the water. It is only when they have begun to mature that young bog trogs gain the ability to survive on land. Among the gatorfolk, bog trogs are employed as trappers, hunters, catchers of fish, crafters, and, when the occasion calls for it, bodies to be thrown in front of enemy attacks. Though many bog trogs hate their gatorfolk oppressors, and some have even joined the Poison Dart resistance movement originally begun by the anurans, others find their relationship with the larger predators to be mutually beneficial—so long as they watch their step." ] }, { @@ -10527,19 +10555,19 @@ "type": "entries", "name": "Bog Trog", "entries": [ - "Bog trogs are fierce (and fierce-looking) humanoids who dwell in the swamps, marshes, and waterways of western Immoren. They have a reputation for treachery, violence, and belligerence, but much of that reputation comes from interactions with those who trespass into their territory. Bog trogs are often found in the outskirts of wilderness societies, trapping and hunting to support their kin. Although they aren't typically seen in cities, they have occasionally been spotted serving as guides for mercenary companies trekking through the wilds in recent years.", + "Bog trogs are fierce (and fierce-looking) humanoids who dwell in the swamps, marshes, and waterways of western Immoren. They have a reputation for treachery, violence, and belligerence, but much of that reputation comes from interactions with those who trespass into their territory. Bog trogs are often found in the outskirts of wilderness societies, trapping and hunting to support their kin. Although they aren’t typically seen in cities, they have occasionally been spotted serving as guides for mercenary companies trekking through the wilds in recent years.", { "type": "entries", "name": "Something Fishy", "entries": [ - "Despite being humanoids, bog trogs have reptilian and ichthyoid features. Their large eyes, which are massive in proportion to their heads, grant them keen vision even in murky swamp water. They use the short fins on their forelimbs and a long dorsal fin to navigate their way through their watery homes. Their scaly skin is typically dark green to greenish brown in hue, but they can change their color to blend in to different environments. Bog trogs use this camouflage ability while hunting, allowing them to creep unseen among the foliage or lurk just beneath the water's surface in preparation for a sudden ambush." + "Despite being humanoids, bog trogs have reptilian and ichthyoid features. Their large eyes, which are massive in proportion to their heads, grant them keen vision even in murky swamp water. They use the short fins on their forelimbs and a long dorsal fin to navigate their way through their watery homes. Their scaly skin is typically dark green to greenish brown in hue, but they can change their color to blend in to different environments. Bog trogs use this camouflage ability while hunting, allowing them to creep unseen among the foliage or lurk just beneath the water’s surface in preparation for a sudden ambush." ] }, { "type": "entries", "name": "By Land and Sea", "entries": [ - "Fully amphibious and able to survive indefinitely (albeit uncomfortably) on land, bog trogs prefer to submerge themselves as frequently as possible. Their villages lie in murky wetlands and riverways far from western Immoren's industrialized areas. Bog trogs are belligerent and intolerant of other peoples, and they are quick to take up arms against those who intrude upon their territory. Bog trog and gatorfolk tribes often compete in the wilds and can be bitter enemies. In areas where gatorfolk are dominant, bog trogs are pressed into the service of the more physically powerful creatures. There are instances of both species working together, but such cooperation is infrequent at best. Bog trogs are some of the most stubborn, aggressive, and downright mean folk in all the swamps and channels in western Immoren. They protect their territory like rapid skiggs, and being careless around them is just asking for trouble. \u2014Alten Ashley, Monster Hunter" + "Fully amphibious and able to survive indefinitely (albeit uncomfortably) on land, bog trogs prefer to submerge themselves as frequently as possible. Their villages lie in murky wetlands and riverways far from western Immoren’s industrialized areas. Bog trogs are belligerent and intolerant of other peoples, and they are quick to take up arms against those who intrude upon their territory. Bog trog and gatorfolk tribes often compete in the wilds and can be bitter enemies. In areas where gatorfolk are dominant, bog trogs are pressed into the service of the more physically powerful creatures. There are instances of both species working together, but such cooperation is infrequent at best. Bog trogs are some of the most stubborn, aggressive, and downright mean folk in all the swamps and channels in western Immoren. They protect their territory like rapid skiggs, and being careless around them is just asking for trouble. —Alten Ashley, Monster Hunter" ] }, { @@ -10547,7 +10575,7 @@ "name": "Seeking Ashiga", "entries": [ "Bog trogs worship a great beast named Ashiga. Although this being is worshipped as a god, there is no proof that it is a deity. Despite this lack of evidence, most of its devout worshipers hope to find and awaken this slumbering monster so that it will devour their enemies.", - "Ashiga is said to slumber in Sike Durla, a great swamp of bog trog legend. Many of the most eager bog trogs have gone in search of Ashiga and its mythical resting place. Only a few have been known to return to their tribe, and all those have been changed in some way by their experiences. Ashiga's devotees include the bog trog shamans known as mist speakers. Many of these individuals claim to hear the words and dreams of Ashiga, which grants them a position of authority within the tribe. Whether or not they truly hear Ashiga remains to be seen." + "Ashiga is said to slumber in Sike Durla, a great swamp of bog trog legend. Many of the most eager bog trogs have gone in search of Ashiga and its mythical resting place. Only a few have been known to return to their tribe, and all those have been changed in some way by their experiences. Ashiga’s devotees include the bog trog shamans known as mist speakers. Many of these individuals claim to hear the words and dreams of Ashiga, which grants them a position of authority within the tribe. Whether or not they truly hear Ashiga remains to be seen." ] } ] @@ -10562,13 +10590,13 @@ "type": "entries", "name": "Gatorfolk", "entries": [ - "Among the peoples of the wild, few have more natural advantages than the gatorfolk. Hardy and long-lived, gatorfolk require little from the world around them save a ready supply of food\u2014and that, they have no trouble catching for themselves, thanks to their powerful builds and mouths full of sharp teeth. To outsiders, gatorfolk often appear unsophisticated. They build crude huts made from reeds and plants, and their villages contain simple structures such as pens designed to contain hatchlings or rudimentary racks for the drying of meat. The fact is, however, that these simplistic designs are not due to a lack of intellect or cunning on the part of the gators but rather a reflection of how little they really need to survive in the wilderness. For gatorfolk, shelter and clothing are more matters of convenience or personal taste than necessity, and a naked gator can easily survive in just about any conditions. In fact, the gatorfolk have even spread into such inhospitable realms as the arid Bloodstone Marches and the frigid north, though they vastly prefer the temperate marshes of the Iron Kingdoms. The fact that gators can build much more complex structures is demonstrated by the sacral vaults and stone ziggurats constructed by certain tribes, as well as the vast", + "Among the peoples of the wild, few have more natural advantages than the gatorfolk. Hardy and long-lived, gatorfolk require little from the world around them save a ready supply of food—and that, they have no trouble catching for themselves, thanks to their powerful builds and mouths full of sharp teeth. To outsiders, gatorfolk often appear unsophisticated. They build crude huts made from reeds and plants, and their villages contain simple structures such as pens designed to contain hatchlings or rudimentary racks for the drying of meat. The fact is, however, that these simplistic designs are not due to a lack of intellect or cunning on the part of the gators but rather a reflection of how little they really need to survive in the wilderness. For gatorfolk, shelter and clothing are more matters of convenience or personal taste than necessity, and a naked gator can easily survive in just about any conditions. In fact, the gatorfolk have even spread into such inhospitable realms as the arid Bloodstone Marches and the frigid north, though they vastly prefer the temperate marshes of the Iron Kingdoms. The fact that gators can build much more complex structures is demonstrated by the sacral vaults and stone ziggurats constructed by certain tribes, as well as the vast", "and half-sunken palace to Barnabas that has been erected in Blindwater Lake. The gatorfolk are also capable of forging weapons and crafting arms and armor, though their hands are not well suited to the task, and such dexterous chores are often handed off to bog trogs, anura, or swamp gobbers. Ultimately, for all their intelligence, gatorfolk are still reptiles, and their cold-blooded minds are tuned to the endless cycle of predator and prey. Their chilly pragmatism can look particularly cruel to the morality of warm-blooded mammals, and gatorfolk society is built around predation from the literal moment they hatch from their eggs. Unlike many of the other peoples of western Immoren, gatorfolk do not form strong emotional attachments either to their mates or their offspring. Gatorfolk live in mixed colonies, and males and females pair off to mate once a year. A pregnant female lays a clutch of six to ten eggs, which are buried in mounds of earth and fiercely guarded until they hatch. Gatorfolk hatchlings are fully independent but possess none of the fierce intellect of their parents. Instead, their behavior is that of a beast in the wild, focused on subsistence and nothing more. These hatchlings are placed in special winnowing enclosures within the gatorfolk villages, where the largest and strongest will attack and consume the weaker. Those that survive are then raised by the village as a whole. Few gators have any idea who their parents are. Fewer still would ever care.", { "type": "entries", "name": "Human Tribes", "entries": [ - "Throughout western Immoren, in places as distant as the Burningfrost Plains and as near as the Widower's Wood at the base of Corvis, human tribes still live in seclusion, much as they have done since the days of the ancient Molgur. Some among these tribes are Devourer worshippers, nomadic hunters who live just as their ancestors did. Others have taken on certain trappings of their \"civilized\" neighbors, including the worship of Menoth or Morrow or Thamar. Bokors and Spirits Gatorfolk as a whole are not particularly reverent creatures. While most acknowledge either Kossk or Barnabas\u2014or both\u2014 as the deities of their people, few of them offer up prayers or engage in the sorts of religious behavior commonly found among other societies throughout western Immoren. This should not, however, be taken to imply that gatorfolk are not spiritual beings. Indeed, the bokors of the gatorfolk traffic with spirits in ways that few other individuals on Caen would think to\u2014or ever dare. To these gatorfolk, spirits are not distant beings to be appeased or avoided. They are tools, neighbors like any others, to be either dominated by the gatorfolk or to make truces with for mutual benefit. The intense and close-knit connection between gatorfolk and the spirits of their swamp homes may have something to do with their relationship to death and predation. As obligate carnivores, all gatorfolk draw power from death by consuming their fallen prey. Among the bokors, this same principle is simply extended to practices of necromancy that are unique to this cold-blooded society. In all cases, however, they live outside the sight (and oversight) of the Iron Kingdoms\u2014even when they live within their borders. Life among these tribes varies considerably based on where they are located. The Vorgoi, Vindol, Yhari-Umbrean, and other tribes of the north are often highly nomadic, following herds across the snowy plains and mountains they call home. Other northern tribes have constructed settlements at the far edges of Khadoran territory, becoming nominally Khadoran citizens while still maintaining much of their own unique culture\u2014and located so far away from major cities that they are largely free of imperial supervision. Southern tribes occupy a greater variety of ecological niches. The Arjun make their homes in the marshy lands near Ramarck, while the Idrians\u2014undoubtedly the largest of the human tribes remaining in western Immoren\u2014range across much of the arid Bloodstone Marches. Many of the Idrian were subjected to sword-point conversions to the worship of Menoth during the heyday of the Protectorate. Some still regard themselves are Protectorate citizens first, while others have taken advantage of the breakdown of that theocracy to return to their old lives in the surrounding desert. Among many citizens of the Iron Kingdoms, the most commonly encountered human tribes are those known colloquially as \"swampies.\" These are not actually one tribe but several, occupying marshes and bogs throughout the continent. The swampies near Corvis are culturally distinct from those found near Ramarck, for instance, but both would be considered swampies by outsiders. Wherever they are and whatever traditions they follow, many of the human tribes of the deep wilds have been forced by necessity to enter into alliances with their neighbors, whether those neighbors are the humans of the nearby cities or other wilderness peoples such as gatorfolk or Tharn. Many" + "Throughout western Immoren, in places as distant as the Burningfrost Plains and as near as the Widower’s Wood at the base of Corvis, human tribes still live in seclusion, much as they have done since the days of the ancient Molgur. Some among these tribes are Devourer worshippers, nomadic hunters who live just as their ancestors did. Others have taken on certain trappings of their “civilized” neighbors, including the worship of Menoth or Morrow or Thamar. Bokors and Spirits Gatorfolk as a whole are not particularly reverent creatures. While most acknowledge either Kossk or Barnabas—or both— as the deities of their people, few of them offer up prayers or engage in the sorts of religious behavior commonly found among other societies throughout western Immoren. This should not, however, be taken to imply that gatorfolk are not spiritual beings. Indeed, the bokors of the gatorfolk traffic with spirits in ways that few other individuals on Caen would think to—or ever dare. To these gatorfolk, spirits are not distant beings to be appeased or avoided. They are tools, neighbors like any others, to be either dominated by the gatorfolk or to make truces with for mutual benefit. The intense and close-knit connection between gatorfolk and the spirits of their swamp homes may have something to do with their relationship to death and predation. As obligate carnivores, all gatorfolk draw power from death by consuming their fallen prey. Among the bokors, this same principle is simply extended to practices of necromancy that are unique to this cold-blooded society. In all cases, however, they live outside the sight (and oversight) of the Iron Kingdoms—even when they live within their borders. Life among these tribes varies considerably based on where they are located. The Vorgoi, Vindol, Yhari-Umbrean, and other tribes of the north are often highly nomadic, following herds across the snowy plains and mountains they call home. Other northern tribes have constructed settlements at the far edges of Khadoran territory, becoming nominally Khadoran citizens while still maintaining much of their own unique culture—and located so far away from major cities that they are largely free of imperial supervision. Southern tribes occupy a greater variety of ecological niches. The Arjun make their homes in the marshy lands near Ramarck, while the Idrians—undoubtedly the largest of the human tribes remaining in western Immoren—range across much of the arid Bloodstone Marches. Many of the Idrian were subjected to sword-point conversions to the worship of Menoth during the heyday of the Protectorate. Some still regard themselves are Protectorate citizens first, while others have taken advantage of the breakdown of that theocracy to return to their old lives in the surrounding desert. Among many citizens of the Iron Kingdoms, the most commonly encountered human tribes are those known colloquially as “swampies.” These are not actually one tribe but several, occupying marshes and bogs throughout the continent. The swampies near Corvis are culturally distinct from those found near Ramarck, for instance, but both would be considered swampies by outsiders. Wherever they are and whatever traditions they follow, many of the human tribes of the deep wilds have been forced by necessity to enter into alliances with their neighbors, whether those neighbors are the humans of the nearby cities or other wilderness peoples such as gatorfolk or Tharn. Many" ] } ] @@ -11533,7 +11561,7 @@ } ], "entries": [ - "You utter a curse that fills the air with an aura of malevolent energy, hindering the attacks of your enemies. Until the start of your next turn, hostile creatures within 60 feet of you or in your control range take a \u22122 penalty to attack rolls." + "You utter a curse that fills the air with an aura of malevolent energy, hindering the attacks of your enemies. Until the start of your next turn, hostile creatures within 60 feet of you or in your control range take a −2 penalty to attack rolls." ], "classes": { "fromClassList": [ @@ -12836,7 +12864,7 @@ } ], "entries": [ - "A swirling vortex of energy extends out from you in a 15-foot radius. Until the spell ends, the vortex moves with you, remaining centered on you. For the duration, each hostile creature in the area takes a \u22122 penalty to all attack rolls. The spell ends if you are {@condition incapacitated}." + "A swirling vortex of energy extends out from you in a 15-foot radius. Until the spell ends, the vortex moves with you, remaining centered on you. For the duration, each hostile creature in the area takes a −2 penalty to all attack rolls. The spell ends if you are {@condition incapacitated}." ], "classes": { "fromClassList": [ @@ -13170,4 +13198,4 @@ ] } ] -} +} \ No newline at end of file diff --git a/collection/Privateer Press; Iron Kingdoms Requiem - Nightmare Empire.json b/collection/Privateer Press; Iron Kingdoms Requiem - Nightmare Empire.json index e7b54e705..dbad6c520 100644 --- a/collection/Privateer Press; Iron Kingdoms Requiem - Nightmare Empire.json +++ b/collection/Privateer Press; Iron Kingdoms Requiem - Nightmare Empire.json @@ -17,11 +17,11 @@ "color": "4A0404" } ], - "dateAdded": 1780762566, - "dateLastModified": 1780762566, + "dateAdded": 1780997755, + "dateLastModified": 1780998560, + "_dateLastModifiedHash": "2c8fddf716", "status": "ready", - "edition": "classic", - "_dateLastModifiedHash": "46fb7fae95" + "edition": "classic" }, "monster": [ { @@ -53,8 +53,8 @@ "str": 13, "dex": 18, "con": 15, - "int": 8, - "wis": 10, + "int": 1, + "wis": 1, "cha": 4, "save": { "str": "+3", @@ -162,8 +162,8 @@ "str": 16, "dex": 8, "con": 16, - "int": 8, - "wis": 10, + "int": 1, + "wis": 1, "cha": 4, "save": { "str": "+5", @@ -276,8 +276,8 @@ "str": 20, "dex": 10, "con": 20, - "int": 8, - "wis": 10, + "int": 1, + "wis": 1, "cha": 4, "save": { "str": "+8", @@ -394,8 +394,8 @@ "str": 20, "dex": 10, "con": 20, - "int": 8, - "wis": 10, + "int": 1, + "wis": 1, "cha": 4, "save": { "str": "+8", @@ -511,8 +511,8 @@ "str": 19, "dex": 10, "con": 18, - "int": 8, - "wis": 10, + "int": 1, + "wis": 1, "cha": 4, "save": { "str": "+7", @@ -616,8 +616,8 @@ "str": 16, "dex": 10, "con": 18, - "int": 8, - "wis": 10, + "int": 1, + "wis": 1, "cha": 4, "save": { "str": "+5", @@ -733,8 +733,8 @@ "str": 22, "dex": 10, "con": 22, - "int": 8, - "wis": 10, + "int": 1, + "wis": 1, "cha": 4, "save": { "str": "+5", @@ -842,8 +842,8 @@ "str": 20, "dex": 8, "con": 20, - "int": 8, - "wis": 10, + "int": 1, + "wis": 1, "cha": 4, "save": { "str": "+5", @@ -944,8 +944,8 @@ "str": 22, "dex": 10, "con": 22, - "int": 8, - "wis": 10, + "int": 1, + "wis": 1, "cha": 4, "save": { "str": "+5", @@ -1046,8 +1046,8 @@ "str": 16, "dex": 10, "con": 18, - "int": 8, - "wis": 10, + "int": 1, + "wis": 1, "cha": 4, "save": { "str": "+5", @@ -1190,7 +1190,7 @@ ] }, { - "name": "Aura of Corruption (Recharge 5\u20136)", + "name": "Aura of Corruption (Recharge 5–6)", "entries": [ "The priest creates an aura that corrupts the very air around it. Each living creature within 30 feet of the priest takes 3 ({@damage 1d6}) necrotic damage, and all plant life in the area withers and dies. In addition, each creature that is not a construct or undead in the affected area must succeed on a DC 13 Constitution saving throw or become {@condition poisoned} for 1 minute." ] @@ -1441,13 +1441,13 @@ ] }, { - "name": "Field Mechanik (Recharge 5\u20136)", + "name": "Field Mechanik (Recharge 5–6)", "entries": [ "The ironmonger chooses one construct, vehicle, mechanikal device, or steam armor that it can see within 5 feet of it. The chosen creature or object regains 3 ({@damage 1d6}) hit points." ] }, { - "name": "Machine Hex (Recharge 5\u20136)", + "name": "Machine Hex (Recharge 5–6)", "entries": [ "The ironmonger chooses one construct, vehicle, or structure that it can see within 30 feet of it. Until the start of the ironmonger's next turn, the ironmonger and its allies have advantage on attack rolls against the chosen target." ] @@ -1765,7 +1765,7 @@ "cr": "9", "trait": [ { - "name": "Back to Work! (Recharge 5\u20136)", + "name": "Back to Work! (Recharge 5–6)", "entries": [ "When a deathbound revenant drops to 0 hit points within 30 feet of the captain, the captain can take a bonus action to order the revenant back to work. The revenant's corporeal form disintegrates as usual but reconstitutes within 30 feet of the captain at the start of the captain's next turn." ] @@ -2060,13 +2060,13 @@ ] }, { - "name": "Craft Scrap Thrall (Recharge 5\u20136)", + "name": "Craft Scrap Thrall (Recharge 5–6)", "entries": [ "The necrotech crafts a scrap thrall, which appears in an unoccupied space on the ground within 10 feet of the necrotech and is friendly to it. This ability also recharges when a creature drops to 0 hit points within 10 feet of the necrotech." ] }, { - "name": "Field Necrotech (Recharge 5\u20136)", + "name": "Field Necrotech (Recharge 5–6)", "entries": [ "The necrotech chooses one construct, vehicle, undead thrall, mechanikal device, or steam armor that it can see within 5 feet of it. The chosen creature or object regains 4 ({@damage 1d8}) hit points." ] @@ -2135,7 +2135,7 @@ ] }, { - "name": "Craft Stitch Thrall (Recharge 5\u20136)", + "name": "Craft Stitch Thrall (Recharge 5–6)", "entries": [ "The necrosurgeon crafts a stitch thrall, which appears in an unoccupied space on the ground within 10 feet of the necrosurgeon and is friendly to it. This ability also recharges when a humanoid drops to 0 hit points within 10 feet of the necrosurgeon or any of its stitch thralls." ] @@ -2626,7 +2626,7 @@ ], "reaction": [ { - "name": "Whipping Winds (Recharge 5\u20136)", + "name": "Whipping Winds (Recharge 5–6)", "entries": [ "If the witch or an ally of the witch within 5 feet of it is targeted by a ranged attack, the witch can use its reaction to impose disadvantage on the attack roll." ] @@ -2814,7 +2814,7 @@ ] }, { - "name": "Side Step (Recharge 5\u20136)", + "name": "Side Step (Recharge 5–6)", "entries": [ "When the witch hits a living creature with a blood razor attack, it can use its reaction to take the Dash action." ] @@ -2996,7 +2996,7 @@ ] }, { - "name": "Knockout Strike (Recharge 5\u20136)", + "name": "Knockout Strike (Recharge 5–6)", "entries": [ "When the wrecker hits a target with a melee weapon attack, the target must succeed on a DC 12 Constitution saving throw or be {@condition stunned} until the end of the creature's next turn. If the target is already stunned, it is knocked {@condition unconscious} instead." ] @@ -3191,7 +3191,7 @@ ] }, { - "name": "Beguilement (Recharge 5\u20136)", + "name": "Beguilement (Recharge 5–6)", "entries": [ "The warwitch targets one creature it can see. If the target can see the warwitch, the target must succeed on a DC 14 Wisdom saving throw or be {@condition charmed} by the warwitch until the end of its next turn. The charmed creature regards the warwitch as a friendly acquaintance. The warwitch can use its Sneak Attack on the charmed target even if it doesn't have advantage on the attack roll, as long as the warwitch doesn't have disadvantage on the attack roll." ] @@ -3586,7 +3586,7 @@ "type": "entries", "name": "Spellcasting Focus", "entries": [ - "You can use a {@filter weapon with the Sacral property|items|source=IRKNEmp;type=martial weapon} as a spellcasting focus for your blood witch spells. Bloodletting implements\u2014the {@item Sacral Blade|IRKNEmp}, {@item Ritual Blade|IRKNEmp}, and {@item Blood Razor|IRKNEmp}\u2014all have the sacral property and are martial weapons." + "You can use a {@filter weapon with the Sacral property|items|source=IRKNEmp;type=martial weapon} as a spellcasting focus for your blood witch spells. Bloodletting implements—the {@item Sacral Blade|IRKNEmp}, {@item Ritual Blade|IRKNEmp}, and {@item Blood Razor|IRKNEmp}—all have the sacral property and are martial weapons." ] } ] @@ -5982,36 +5982,36 @@ "2", "3", "2", - "\u2014", - "\u2014", - "\u2014" + "—", + "—", + "—" ], [ "4th", "2", "4", "3", - "\u2014", - "\u2014", - "\u2014" + "—", + "—", + "—" ], [ "5th", "2", "4", "3", - "\u2014", - "\u2014", - "\u2014" + "—", + "—", + "—" ], [ "6th", "2", "4", "3", - "\u2014", - "\u2014", - "\u2014" + "—", + "—", + "—" ], [ "7th", @@ -6019,8 +6019,8 @@ "5", "4", "2", - "\u2014", - "\u2014" + "—", + "—" ], [ "8th", @@ -6028,8 +6028,8 @@ "6", "4", "2", - "\u2014", - "\u2014" + "—", + "—" ], [ "9th", @@ -6037,8 +6037,8 @@ "6", "4", "2", - "\u2014", - "\u2014" + "—", + "—" ], [ "10th", @@ -6046,8 +6046,8 @@ "7", "4", "3", - "\u2014", - "\u2014" + "—", + "—" ], [ "11th", @@ -6055,8 +6055,8 @@ "8", "4", "3", - "\u2014", - "\u2014" + "—", + "—" ], [ "12th", @@ -6064,8 +6064,8 @@ "8", "4", "3", - "\u2014", - "\u2014" + "—", + "—" ], [ "13th", @@ -6074,7 +6074,7 @@ "4", "3", "2", - "\u2014" + "—" ], [ "14th", @@ -6083,7 +6083,7 @@ "4", "3", "2", - "\u2014" + "—" ], [ "15th", @@ -6092,7 +6092,7 @@ "4", "3", "2", - "\u2014" + "—" ], [ "16th", @@ -6101,7 +6101,7 @@ "4", "3", "3", - "\u2014" + "—" ], [ "17th", @@ -6110,7 +6110,7 @@ "4", "3", "3", - "\u2014" + "—" ], [ "18th", @@ -6119,7 +6119,7 @@ "4", "3", "3", - "\u2014" + "—" ], [ "19th", @@ -6141,7 +6141,7 @@ ] ] }, - "Wraith Spell List \u2014 Cantrips: chill touch, dancing lights, mending, resistance, true strike. 1st level: bleed, bullet dodger, cloak of fear, detect magic, expeditious retreat, power siphon, shield, snipe. 2nd level: arcane lock, blur, curse of shadows, endless magazine, knock, locate object, parasite, silence, spellpiercer. 3rd level: bestow curse, black spot, calamity, ghost walk, haste, heightened reflexes, refuge, slow. 4th level: confusion, death ward, freedom of movement, locate creature, stoneskin." + "Wraith Spell List — Cantrips: chill touch, dancing lights, mending, resistance, true strike. 1st level: bleed, bullet dodger, cloak of fear, detect magic, expeditious retreat, power siphon, shield, snipe. 2nd level: arcane lock, blur, curse of shadows, endless magazine, knock, locate object, parasite, silence, spellpiercer. 3rd level: bestow curse, black spot, calamity, ghost walk, haste, heightened reflexes, refuge, slow. 4th level: confusion, death ward, freedom of movement, locate creature, stoneskin." ] }, { @@ -7021,36 +7021,36 @@ "3", "3", "2", - "\u2014", - "\u2014", - "\u2014" + "—", + "—", + "—" ], [ "4th", "3", "4", "3", - "\u2014", - "\u2014", - "\u2014" + "—", + "—", + "—" ], [ "5th", "3", "4", "3", - "\u2014", - "\u2014", - "\u2014" + "—", + "—", + "—" ], [ "6th", "3", "4", "3", - "\u2014", - "\u2014", - "\u2014" + "—", + "—", + "—" ], [ "7th", @@ -7058,8 +7058,8 @@ "5", "4", "2", - "\u2014", - "\u2014" + "—", + "—" ], [ "8th", @@ -7067,8 +7067,8 @@ "6", "4", "2", - "\u2014", - "\u2014" + "—", + "—" ], [ "9th", @@ -7076,8 +7076,8 @@ "6", "4", "2", - "\u2014", - "\u2014" + "—", + "—" ], [ "10th", @@ -7085,8 +7085,8 @@ "7", "4", "3", - "\u2014", - "\u2014" + "—", + "—" ], [ "11th", @@ -7094,8 +7094,8 @@ "8", "4", "3", - "\u2014", - "\u2014" + "—", + "—" ], [ "12th", @@ -7103,8 +7103,8 @@ "8", "4", "3", - "\u2014", - "\u2014" + "—", + "—" ], [ "13th", @@ -7113,7 +7113,7 @@ "4", "3", "2", - "\u2014" + "—" ], [ "14th", @@ -7122,7 +7122,7 @@ "4", "3", "2", - "\u2014" + "—" ], [ "15th", @@ -7131,7 +7131,7 @@ "4", "3", "2", - "\u2014" + "—" ], [ "16th", @@ -7140,7 +7140,7 @@ "4", "3", "3", - "\u2014" + "—" ], [ "17th", @@ -7149,7 +7149,7 @@ "4", "3", "3", - "\u2014" + "—" ], [ "18th", @@ -7158,7 +7158,7 @@ "4", "3", "3", - "\u2014" + "—" ], [ "19th", @@ -7868,20 +7868,20 @@ "type": "section", "name": "Blood Witch", "entries": [ - "The Satyxis launches herself across the deck of an enemy vessel. Her hooked blade slashes across the throats of the sailors she passes, the red spray coalescing into a shower of corrosive blood. The witch twists her sacral blade deep in the human soldier's guts. Her quarry's body swells before detonating in a thunderous eruption of bone and gore that cuts down his closest allies. Weaving her long blade in the air, the priestess prepares to cut into the flesh of a rival champion, lending the strength of her opponent's blood to the captain to whom she swears allegiance.", + "The Satyxis launches herself across the deck of an enemy vessel. Her hooked blade slashes across the throats of the sailors she passes, the red spray coalescing into a shower of corrosive blood. The witch twists her sacral blade deep in the human soldier’s guts. Her quarry’s body swells before detonating in a thunderous eruption of bone and gore that cuts down his closest allies. Weaving her long blade in the air, the priestess prepares to cut into the flesh of a rival champion, lending the strength of her opponent’s blood to the captain to whom she swears allegiance.", "are skilled warriors who transform pain and suffering into pure magical power and fury. Savage and merciless killers, these witches combine martial prowess and arcane might, and they keep their blades wet with the blood of their enemies.", { "type": "entries", "name": "Fueled by Blood", "entries": [ - "Blood witches practice ancient magic that enables them to manipulate the energies of life and death. Using the power of sacrifice, they transform a victim's lifeblood into a terrible weapon that unlocks potent arcane effects. Their blood magic makes them terrifying combatants who can bring down foes many times their own size and physical strength. Blood witches also lead their people in rites of blood sacrifice and can divine the future in the blood and entrails of their victims. Whether using blood to fuel themselves in combat or foretelling events to come, blood witches work their magic through a sacral blade shaped by their own hands and tempered in sacrificial blood." + "Blood witches practice ancient magic that enables them to manipulate the energies of life and death. Using the power of sacrifice, they transform a victim’s lifeblood into a terrible weapon that unlocks potent arcane effects. Their blood magic makes them terrifying combatants who can bring down foes many times their own size and physical strength. Blood witches also lead their people in rites of blood sacrifice and can divine the future in the blood and entrails of their victims. Whether using blood to fuel themselves in combat or foretelling events to come, blood witches work their magic through a sacral blade shaped by their own hands and tempered in sacrificial blood." ] }, { "type": "entries", "name": "An Unwelcome Practice", "entries": [ - "For blood witches, pain and bloodshed are stepping stones to occult power. The vital essence of every living creature\u2014 themselves included\u2014is a resource that can be tapped, shaped, and used against their foes. Not surprisingly, the practice of blood magic is feared and reviled by most cultures. Most of those that practice it are brutal and bloodthirsty, like the Satyxis and the Tharn. A few, such as the skorne, simply have a very different relationship with pain and death than most western Immorese cultures do. Almost everyone else views it as a cruel and unwelcome tradition that no right-thinking individual would even consider, much less practice." + "For blood witches, pain and bloodshed are stepping stones to occult power. The vital essence of every living creature— themselves included—is a resource that can be tapped, shaped, and used against their foes. Not surprisingly, the practice of blood magic is feared and reviled by most cultures. Most of those that practice it are brutal and bloodthirsty, like the Satyxis and the Tharn. A few, such as the skorne, simply have a very different relationship with pain and death than most western Immorese cultures do. Almost everyone else views it as a cruel and unwelcome tradition that no right-thinking individual would even consider, much less practice." ] }, { @@ -7903,7 +7903,7 @@ "type": "section", "name": "Raider", "entries": [ - "Dressed in her boarding gear, a Satyxis whips her lacerator around in a vicious arc, using its serrated blades to slice through meat and bone with ease. As more sea dogs pour onto the deck of the ship, she whirls around in an acrobatic display, slashing and tearing through her enemies in a flurry of death and destruction. A trollkin bandit, clad in leather armor and a greatcoat, emerges from a copse of trees and flourishes his pistols as he holds up a courier's coach outside of Corvis, the City of Ghosts. He deftly dodges a strike from a guardsman's Caspian battleblade and pumps two lightning-quick shots into the human's sternum. Having dispatched the defender, the bandit opens the coach and seizes the small chest within before vanishing back into the trees. An ogrun commander pushes his unit deeper into enemy territory, his sturdy frame made even more imposing by the extensive wear and tear on his well-used armor. His every word inspires his team as they ready their weapons and prepare for battle. All these individuals are raiders, cunning warriors who are masters of hit-and-run tactics. These nimble fighters are experts at fighting in close quarters, using their quickness and deft hands to close in on their enemies and eliminate them swiftly.", + "Dressed in her boarding gear, a Satyxis whips her lacerator around in a vicious arc, using its serrated blades to slice through meat and bone with ease. As more sea dogs pour onto the deck of the ship, she whirls around in an acrobatic display, slashing and tearing through her enemies in a flurry of death and destruction. A trollkin bandit, clad in leather armor and a greatcoat, emerges from a copse of trees and flourishes his pistols as he holds up a courier’s coach outside of Corvis, the City of Ghosts. He deftly dodges a strike from a guardsman’s Caspian battleblade and pumps two lightning-quick shots into the human’s sternum. Having dispatched the defender, the bandit opens the coach and seizes the small chest within before vanishing back into the trees. An ogrun commander pushes his unit deeper into enemy territory, his sturdy frame made even more imposing by the extensive wear and tear on his well-used armor. His every word inspires his team as they ready their weapons and prepare for battle. All these individuals are raiders, cunning warriors who are masters of hit-and-run tactics. These nimble fighters are experts at fighting in close quarters, using their quickness and deft hands to close in on their enemies and eliminate them swiftly.", { "type": "entries", "name": "Dance of Death", @@ -7935,7 +7935,7 @@ "type": "section", "name": "Blood Priestess", "entries": [ - "Blood priestesses preserve the ancient traditions of Satyxis blood magic and worship the act of bloodletting itself. Able to harness the arcane force of spilled vitality, these priestesses perform sacred rituals of primal power that predate Toruk's reign. They use the blood of fresh victims to evoke potent spells and safeguard the lives of those they deem worthy, including such preeminent figures as Skarre Ravenmane, the self-styled \"Queen of the Broken Coast.\"" + "Blood priestesses preserve the ancient traditions of Satyxis blood magic and worship the act of bloodletting itself. Able to harness the arcane force of spilled vitality, these priestesses perform sacred rituals of primal power that predate Toruk’s reign. They use the blood of fresh victims to evoke potent spells and safeguard the lives of those they deem worthy, including such preeminent figures as Skarre Ravenmane, the self-styled “Queen of the Broken Coast.”" ] } ] @@ -7951,7 +7951,7 @@ "type": "section", "name": "Blood Seer", "entries": [ - "A blood seer can use the blood and viscera of slain foes to divine the strands of future and fate alike. This bloody fortune-telling guides the strikes of the blood seer and any allies with unerring accuracy and lethal potency. Sacrificial rites empower a blood seer's sacral weapon, allowing it to serve as a conduit for the very energies of life and death." + "A blood seer can use the blood and viscera of slain foes to divine the strands of future and fate alike. This bloody fortune-telling guides the strikes of the blood seer and any allies with unerring accuracy and lethal potency. Sacrificial rites empower a blood seer’s sacral weapon, allowing it to serve as a conduit for the very energies of life and death." ] } ] @@ -8031,7 +8031,7 @@ "type": "section", "name": "Bloodgorger", "entries": [ - "Among the most feared of all of Toruk's soldiers are the cannibalistic bloodgorgers. Even though the tradition began with the blighted trollkin kriels of the Scharde Islands, others among the Dragonfather's most bloodthirsty followers have taken up the mantle and learned how to use their blighted resilience as both weapon and armor in the slaughter of their enemies. The ferocity and cruelty bloodgorgers demonstrate in battle would be enough to make them widely reviled, but their eating habits are what make them as abhorred as infernal cultists. Not content merely to butcher those who stand against them, bloodgorgers delight in feasting upon the fallen. Each mouthful of flesh allows these vicious barbarians to heal even the most grievous wounds\u2014and they aren't shy whatsoever about stuffing their maws while their foes are still alive. Regardless of their origins, all bloodgorgers are touched by the blight of the Dragonfather. They have to be, in order to survive the grisly feasts they partake in. For many of them, this blight manifests itself in cadaverous flesh, sharp spines, and curving horns. Their teeth sharpen to wicked points, and their warped constitution allows them to take unnatural sustenance from the flesh and blood of their foes. Mere blight is not the only reason bloodgorgers exhibit such terrible ferocity, however. They have combined their own unnatural resilience with the arts of blood sacrifice, taken from the occult practices of the Satyxis and the ancient rites of Devourer worshippers. Bloodgorgers' unquenchable thirst for battle not only empowers them to grisly deeds, but also fills their enemies with horror as the ravenous barbarians pour from their ships to slake their terrible appetites." + "Among the most feared of all of Toruk’s soldiers are the cannibalistic bloodgorgers. Even though the tradition began with the blighted trollkin kriels of the Scharde Islands, others among the Dragonfather’s most bloodthirsty followers have taken up the mantle and learned how to use their blighted resilience as both weapon and armor in the slaughter of their enemies. The ferocity and cruelty bloodgorgers demonstrate in battle would be enough to make them widely reviled, but their eating habits are what make them as abhorred as infernal cultists. Not content merely to butcher those who stand against them, bloodgorgers delight in feasting upon the fallen. Each mouthful of flesh allows these vicious barbarians to heal even the most grievous wounds—and they aren’t shy whatsoever about stuffing their maws while their foes are still alive. Regardless of their origins, all bloodgorgers are touched by the blight of the Dragonfather. They have to be, in order to survive the grisly feasts they partake in. For many of them, this blight manifests itself in cadaverous flesh, sharp spines, and curving horns. Their teeth sharpen to wicked points, and their warped constitution allows them to take unnatural sustenance from the flesh and blood of their foes. Mere blight is not the only reason bloodgorgers exhibit such terrible ferocity, however. They have combined their own unnatural resilience with the arts of blood sacrifice, taken from the occult practices of the Satyxis and the ancient rites of Devourer worshippers. Bloodgorgers’ unquenchable thirst for battle not only empowers them to grisly deeds, but also fills their enemies with horror as the ravenous barbarians pour from their ships to slake their terrible appetites." ] } ] @@ -8047,7 +8047,7 @@ "type": "section", "name": "Gladiator", "entries": [ - "Though sometimes regarded as cruel and archaic by the more progressive among the citizenry, fighting pits remain a common sight throughout the Iron Kingdoms. From Corvis to Five Fingers and from Skirov to Leryn, an enterprising fighter can almost always find a match in which to score a few extra coins\u2014at the risk of losing a few teeth, of course. Some of these bouts are refereed and rules-bound, whether fighting bare-knuckle to knockout or armed to first blood. Others are brutal, no-holds-barred events that end in death and frequently pit mortal fighters against savage beasts captured in the wilds of Immoren and starved into a frenzy. The fighters who populate these brutal arenas come from all walks of life and bring to bear every kind of skill imaginable, but all those who thrive in the pits share a few things in common: they are tough, fearless, and capable of playing the crowd. A good gladiator isn't just one who wins. A good gladiator gets people to bet, fires them up, and makes them cheer on the inevitable victory\u2014or the crushing defeat. Such individuals can be found all over the Iron Kingdoms, but they and the fighting pits where they make their names are most common in the darkened port of Blackwater. This pirate city's fighting pits are as vicious as they come, and the living are as likely to fight the dead as they are other gladiators or strange monstrosities hauled in from the jungles of Cryx. Those who survive a long time in the pits of Blackwater become legends and can command a surprisingly comfortable lifestyle, considering their less-than- savory environs." + "Though sometimes regarded as cruel and archaic by the more progressive among the citizenry, fighting pits remain a common sight throughout the Iron Kingdoms. From Corvis to Five Fingers and from Skirov to Leryn, an enterprising fighter can almost always find a match in which to score a few extra coins—at the risk of losing a few teeth, of course. Some of these bouts are refereed and rules-bound, whether fighting bare-knuckle to knockout or armed to first blood. Others are brutal, no-holds-barred events that end in death and frequently pit mortal fighters against savage beasts captured in the wilds of Immoren and starved into a frenzy. The fighters who populate these brutal arenas come from all walks of life and bring to bear every kind of skill imaginable, but all those who thrive in the pits share a few things in common: they are tough, fearless, and capable of playing the crowd. A good gladiator isn’t just one who wins. A good gladiator gets people to bet, fires them up, and makes them cheer on the inevitable victory—or the crushing defeat. Such individuals can be found all over the Iron Kingdoms, but they and the fighting pits where they make their names are most common in the darkened port of Blackwater. This pirate city’s fighting pits are as vicious as they come, and the living are as likely to fight the dead as they are other gladiators or strange monstrosities hauled in from the jungles of Cryx. Those who survive a long time in the pits of Blackwater become legends and can command a surprisingly comfortable lifestyle, considering their less-than- savory environs." ] } ] @@ -8063,7 +8063,7 @@ "type": "section", "name": "Stormsinger", "entries": [ - "As long as ships have plied the seas, men and women have sung tales of their adventures upon the open water. Sea shanties began as a way for crews to keep rhythm when hauling aloft a sail or pulling oars in unison, but they quickly became a way to record and celebrate the joys and terrors of the high seas. Over time, these songs gained the power to invoke the very things they described. Native magical traditions rapidly emerged in the wake of this newly discovered capacity, and sailors soon taught each other how to use this power to aid their own navigation and hinder enemy ships. The ports and routes in and around the Scharde Islands were historically the main seat of this tradition. When Toruk's corruption took root, the power of his blight flowed naturally into these established channels, making the Stormsingers of Cryx a terrifying force capable of calling up fair winds to speed their vessels into battle or gales powerful enough to wreck the sturdiest opponent. But the Stormsinger tradition is not inherently Cryxian, and Stormsingers can be found among the navies of any seafaring nation and even in some civilian trade and fishing fleets." + "As long as ships have plied the seas, men and women have sung tales of their adventures upon the open water. Sea shanties began as a way for crews to keep rhythm when hauling aloft a sail or pulling oars in unison, but they quickly became a way to record and celebrate the joys and terrors of the high seas. Over time, these songs gained the power to invoke the very things they described. Native magical traditions rapidly emerged in the wake of this newly discovered capacity, and sailors soon taught each other how to use this power to aid their own navigation and hinder enemy ships. The ports and routes in and around the Scharde Islands were historically the main seat of this tradition. When Toruk’s corruption took root, the power of his blight flowed naturally into these established channels, making the Stormsingers of Cryx a terrifying force capable of calling up fair winds to speed their vessels into battle or gales powerful enough to wreck the sturdiest opponent. But the Stormsinger tradition is not inherently Cryxian, and Stormsingers can be found among the navies of any seafaring nation and even in some civilian trade and fishing fleets." ] } ] @@ -8079,7 +8079,7 @@ "type": "section", "name": "Marine", "entries": [ - "Naval combat has been a part of life in western Immoren for centuries. Over the years, a special breed of soldier has developed: one who is as comfortable on the deck of a ship as on the battlefield. Whether they were trained at the naval academies of Ord or Cygnar or simply honed their skills aboard the pirate ships plying the Meredius, these marines specialize in ship-to-ship combat and understand the value of versatility and mobility at sea. They can be found in virtually every nation\u2014even landlocked Llael trains equivalents who guard riverboats. Some are soldiers serving crown and country, others are mercenaries in the employ of trading concerns such as the Mercarian League, and most of the rest are nothing more than pirates who use their skills to raid and plunder. The advent of firearms changed the face of warfare in western Immoren, and nowhere was that truer than upon the open sea. Ship-to-ship fighting often gets up close and personal in a hurry, but it usually begins with an exchange of fire before the ships get close enough for a boarding action. Accordingly, marines train in the use of firearms of all types in order to provide devastating volleys as their ship closes with the foe, and they are equally adept at engaging in a vicious, close-in skirmish once boarding actions begin. They also learn to fight under some of the most punishing circumstances, as sea battles take place upon the pitching decks of spray-slicked ships, often under a hail of cannon fire and in less-than-ideal weather. All these skills make marines deadly fighters at sea or on land and serve them well whether they're defending a ship from attack or launching an attack themselves." + "Naval combat has been a part of life in western Immoren for centuries. Over the years, a special breed of soldier has developed: one who is as comfortable on the deck of a ship as on the battlefield. Whether they were trained at the naval academies of Ord or Cygnar or simply honed their skills aboard the pirate ships plying the Meredius, these marines specialize in ship-to-ship combat and understand the value of versatility and mobility at sea. They can be found in virtually every nation—even landlocked Llael trains equivalents who guard riverboats. Some are soldiers serving crown and country, others are mercenaries in the employ of trading concerns such as the Mercarian League, and most of the rest are nothing more than pirates who use their skills to raid and plunder. The advent of firearms changed the face of warfare in western Immoren, and nowhere was that truer than upon the open sea. Ship-to-ship fighting often gets up close and personal in a hurry, but it usually begins with an exchange of fire before the ships get close enough for a boarding action. Accordingly, marines train in the use of firearms of all types in order to provide devastating volleys as their ship closes with the foe, and they are equally adept at engaging in a vicious, close-in skirmish once boarding actions begin. They also learn to fight under some of the most punishing circumstances, as sea battles take place upon the pitching decks of spray-slicked ships, often under a hail of cannon fire and in less-than-ideal weather. All these skills make marines deadly fighters at sea or on land and serve them well whether they’re defending a ship from attack or launching an attack themselves." ] } ] @@ -8095,7 +8095,7 @@ "type": "section", "name": "Shroud Knight", "entries": [ - "Wrapped in a pall of living darkness, a shroud knight is a terrifying sight. Fortunately for most of the living, these creatures are rare outside the Nightmare Empire, and even in Cryx, they are few and far between. The largest concentration of shroud knights can be found among the banes, for these grim warriors tap into the same dark energies that animate the ancient dead. Whether they stand among the living or the dead, shroud knights are among the eeriest and deadliest warriors ever to haunt the battlefields and cursed places of Caen. Because they wield powers inimical to life, they seldom find much welcome among the living. As a result, most shroud knights\u2014living or dead\u2014are part of the forces of the Nightmare Empire. They are not the only ones, however. The soldiers of ancient Morrdh are believed to have counted shroud knights among their numbers, and some modern-day Thamarites on the mainland have learned to harness the shadows of the grave in order to master this ominous martial style. As shroud knights grow in power, however, the aura of darkness that surrounds them grows ever more tangible, and hiding the truth of their abilities from those around them becomes difficult, if not impossible. Even though the recent edicts of greater acceptance for Thamarites on the mainland have made it easier for shroud knights to exist alongside the living, sooner or later, most seek refuge among the dead. Few people know of these energies at all, but many of those believe that only the dead can wield them, for the chill touch of a bane's shadow is enough to leach the warmth and vitality from almost any living soul. Yet some who still stand on this side of the veil have learned to reach beyond Caen and harness the same energy that animates the banes, turning it against their foes and using it to bolster their own resilience." + "Wrapped in a pall of living darkness, a shroud knight is a terrifying sight. Fortunately for most of the living, these creatures are rare outside the Nightmare Empire, and even in Cryx, they are few and far between. The largest concentration of shroud knights can be found among the banes, for these grim warriors tap into the same dark energies that animate the ancient dead. Whether they stand among the living or the dead, shroud knights are among the eeriest and deadliest warriors ever to haunt the battlefields and cursed places of Caen. Because they wield powers inimical to life, they seldom find much welcome among the living. As a result, most shroud knights—living or dead—are part of the forces of the Nightmare Empire. They are not the only ones, however. The soldiers of ancient Morrdh are believed to have counted shroud knights among their numbers, and some modern-day Thamarites on the mainland have learned to harness the shadows of the grave in order to master this ominous martial style. As shroud knights grow in power, however, the aura of darkness that surrounds them grows ever more tangible, and hiding the truth of their abilities from those around them becomes difficult, if not impossible. Even though the recent edicts of greater acceptance for Thamarites on the mainland have made it easier for shroud knights to exist alongside the living, sooner or later, most seek refuge among the dead. Few people know of these energies at all, but many of those believe that only the dead can wield them, for the chill touch of a bane’s shadow is enough to leach the warmth and vitality from almost any living soul. Yet some who still stand on this side of the veil have learned to reach beyond Caen and harness the same energy that animates the banes, turning it against their foes and using it to bolster their own resilience." ] } ] @@ -8111,7 +8111,7 @@ "type": "section", "name": "Order of the Witch", "entries": [ - "The art of the gun mage is considered a refined and gallant tradition by those who live in the Iron Kingdoms, where teachers at arcane schools instruct promising students in how to wield their rune-inscribed pistols, enabling these dashing officers to face down even hulking warjacks. This mystical martial discipline is also carefully cultivated and protected by lone masters who pass their secrets to their protégés. Given the extent to which the art is guarded by military schools and private practitioners alike, it is both surprising and unnerving that Cryx seems to have unlocked the secrets of the craft. Witchlock-wielding gunslingers now play a critical role for the Nightmare Empire, particularly among its fleets and the ranks of the Satyxis. Early gun mages in the Scharde Islands emerged by chance. Satyxis raiders commonly signed their shots with their blood, often smeared over runes blessing the ball of metal to hit true and rend flesh. But for those who had the Gift of Magic coursing through their veins, the very act was a fortuitous discovery and a merger of two arts\u2014rune shot and blood magic. These unintended early experiments often ended with explosive results that ripped apart both the victim and the pistol that fired the shot, but Cryxian ironmongers eventually fashioned their own form of magelocks after examining the pistols of mainland gun mages and discovering the means by which rare and magically resonant metals were used to manufacture such weapons. After countless hours spent hammering upon metal ritually drenched in blood and improving upon their previous failures, ogrun artisans finally succeeded in creating a uniquely Cryxian version of these powerful weapons. Although these firearms\u2014known as witchlocks\u2014exude an aura of death, they require their muzzles to be loaded and are not as advanced as their mainland equivalents. They are often tipped with bayonets and placed in the hands of those who practice blood magic, making these arcane gunslingers a threat both at range and in melee. Each witchlock pistol is fashioned for a particular gunslinger, making it a match for its wielder's unique interpretation of this arcane art. This focus upon the singular nature of both the weapon and its wielder is no accident. Despite their similarities, Cryx's mystical sharpshooters jealously guard their spells and rituals and would rather murder each other than reveal how they use blood magic to empower their ammunition and gun powder." + "The art of the gun mage is considered a refined and gallant tradition by those who live in the Iron Kingdoms, where teachers at arcane schools instruct promising students in how to wield their rune-inscribed pistols, enabling these dashing officers to face down even hulking warjacks. This mystical martial discipline is also carefully cultivated and protected by lone masters who pass their secrets to their protégés. Given the extent to which the art is guarded by military schools and private practitioners alike, it is both surprising and unnerving that Cryx seems to have unlocked the secrets of the craft. Witchlock-wielding gunslingers now play a critical role for the Nightmare Empire, particularly among its fleets and the ranks of the Satyxis. Early gun mages in the Scharde Islands emerged by chance. Satyxis raiders commonly signed their shots with their blood, often smeared over runes blessing the ball of metal to hit true and rend flesh. But for those who had the Gift of Magic coursing through their veins, the very act was a fortuitous discovery and a merger of two arts—rune shot and blood magic. These unintended early experiments often ended with explosive results that ripped apart both the victim and the pistol that fired the shot, but Cryxian ironmongers eventually fashioned their own form of magelocks after examining the pistols of mainland gun mages and discovering the means by which rare and magically resonant metals were used to manufacture such weapons. After countless hours spent hammering upon metal ritually drenched in blood and improving upon their previous failures, ogrun artisans finally succeeded in creating a uniquely Cryxian version of these powerful weapons. Although these firearms—known as witchlocks—exude an aura of death, they require their muzzles to be loaded and are not as advanced as their mainland equivalents. They are often tipped with bayonets and placed in the hands of those who practice blood magic, making these arcane gunslingers a threat both at range and in melee. Each witchlock pistol is fashioned for a particular gunslinger, making it a match for its wielder’s unique interpretation of this arcane art. This focus upon the singular nature of both the weapon and its wielder is no accident. Despite their similarities, Cryx’s mystical sharpshooters jealously guard their spells and rituals and would rather murder each other than reveal how they use blood magic to empower their ammunition and gun powder." ] } ] @@ -8143,7 +8143,7 @@ "type": "section", "name": "Iron Monger", "entries": [ - "Originating among the Scharde ogrun of the Nightmare Empire, the iron monger tradition prizes strength as highly as ingenuity, and its adherents are more than willing to wade into the thick of battle should the situation call for it. The first iron mongers served aboard Cryx's dreaded blackships. Many iron mongers still do, but the tradition has spread to other ships and forces throughout Cryx and even to unaffiliated pirate fleets along the Broken Coast. Iron mongers are fearsome warriors and skilled mechaniks who are as adept at tearing enemy 'jacks apart as they are at keeping their own in good repair. Their brute strength often causes foes to underestimate their cunning and ingenuity\u2014 right up until the moment their 'jacks, their vehicles, and even their fortifications begin falling apart around them. Having honed their talents aboard the eerie ships of the Black Fleet, iron mongers have learned to invoke the dark magic that permeates Cryxian engineering, allowing them to call down effective curses that can strip warjacks apart or render mechanikal weapons more deadly. Ultimately, iron mongers are as comfortable when they're on the deck of a ship or in the heat of battle as they are when they're up to their elbows in the gears of their latest invention. They combine a touch of dark magic with the pragmatic know-how of a field mechanik and the strength of a warrior, and they are often found fighting shoulder to shoulder with the very 'jacks they repair and marshal." + "Originating among the Scharde ogrun of the Nightmare Empire, the iron monger tradition prizes strength as highly as ingenuity, and its adherents are more than willing to wade into the thick of battle should the situation call for it. The first iron mongers served aboard Cryx’s dreaded blackships. Many iron mongers still do, but the tradition has spread to other ships and forces throughout Cryx and even to unaffiliated pirate fleets along the Broken Coast. Iron mongers are fearsome warriors and skilled mechaniks who are as adept at tearing enemy ’jacks apart as they are at keeping their own in good repair. Their brute strength often causes foes to underestimate their cunning and ingenuity— right up until the moment their ’jacks, their vehicles, and even their fortifications begin falling apart around them. Having honed their talents aboard the eerie ships of the Black Fleet, iron mongers have learned to invoke the dark magic that permeates Cryxian engineering, allowing them to call down effective curses that can strip warjacks apart or render mechanikal weapons more deadly. Ultimately, iron mongers are as comfortable when they’re on the deck of a ship or in the heat of battle as they are when they’re up to their elbows in the gears of their latest invention. They combine a touch of dark magic with the pragmatic know-how of a field mechanik and the strength of a warrior, and they are often found fighting shoulder to shoulder with the very ’jacks they repair and marshal." ] } ] @@ -8159,7 +8159,7 @@ "type": "section", "name": "Necrotech", "entries": [ - "\"Eccentric\" is probably the kindest thing a necrotech has ever been called. These twisted creatures are tasked with the vital role of building not only the helljacks and bonejacks of the Nightmare Empire but also the many haphazardly augmented undead warriors that make up the armies of Cryx. Unfortunately, such work tends to have a negative impact on the stability of the practitioner. Indeed, many necrotechs are deranged to the point of being a danger to their fellow Cryxians\u2014which would be a bigger problem if most of their fellow Cryxians weren't already dead and therefore weren't in a position to mind too much if someone borrows an arm or a leg here and there. Despite their unpredictability, necrotechs are absolutely vital to the Cryxian war machine and are therefore given a remarkable amount of freedom to carry out their experiments as they see fit. All that matters is that they continue to produce creations that are useful to the Dragonfather's plans. Although most necrotechs are happy to take a bone saw to a still-living prisoner, they don't view their actions as cruel. Instead, they see themselves as improving on what is already there\u2014and it's difficult to call them hypocrites, since they're as likely to experiment on themselves as on their victims. Over time, most necrotechs make so many idiosyncratic alterations to their own physiology that it becomes difficult to identify their origins as normal mortals. Many are undead, making such augmentations less painful and logistically simpler to perform, but even living necrotechs typically boast mechanized claws, skittering legs, and other self-made \"improvements." + "“Eccentric” is probably the kindest thing a necrotech has ever been called. These twisted creatures are tasked with the vital role of building not only the helljacks and bonejacks of the Nightmare Empire but also the many haphazardly augmented undead warriors that make up the armies of Cryx. Unfortunately, such work tends to have a negative impact on the stability of the practitioner. Indeed, many necrotechs are deranged to the point of being a danger to their fellow Cryxians—which would be a bigger problem if most of their fellow Cryxians weren’t already dead and therefore weren’t in a position to mind too much if someone borrows an arm or a leg here and there. Despite their unpredictability, necrotechs are absolutely vital to the Cryxian war machine and are therefore given a remarkable amount of freedom to carry out their experiments as they see fit. All that matters is that they continue to produce creations that are useful to the Dragonfather’s plans. Although most necrotechs are happy to take a bone saw to a still-living prisoner, they don’t view their actions as cruel. Instead, they see themselves as improving on what is already there—and it’s difficult to call them hypocrites, since they’re as likely to experiment on themselves as on their victims. Over time, most necrotechs make so many idiosyncratic alterations to their own physiology that it becomes difficult to identify their origins as normal mortals. Many are undead, making such augmentations less painful and logistically simpler to perform, but even living necrotechs typically boast mechanized claws, skittering legs, and other self-made “improvements." ] } ] @@ -8175,7 +8175,7 @@ "type": "section", "name": "Dying Hand", "entries": [ - "The Church of Toruk is a pervasive entity in Cryx and the Scharde Islands, and it actively suppresses other religions and demands obedience to the Dragonfather. Those who serve the church welcome the blight and see it as Toruk's divine will remaking them in his image. Monks of the Way of the Dying Hand serve the Church of Toruk as its sanctified enforcers and executioners. They search far and wide for apostates, those who question Toruk's authority, and anyone the priesthood deems a problem. As their skill grows, they gain the ability to harvest souls, for all the souls of the Scharde people belong to Toruk and his servants." + "The Church of Toruk is a pervasive entity in Cryx and the Scharde Islands, and it actively suppresses other religions and demands obedience to the Dragonfather. Those who serve the church welcome the blight and see it as Toruk’s divine will remaking them in his image. Monks of the Way of the Dying Hand serve the Church of Toruk as its sanctified enforcers and executioners. They search far and wide for apostates, those who question Toruk’s authority, and anyone the priesthood deems a problem. As their skill grows, they gain the ability to harvest souls, for all the souls of the Scharde people belong to Toruk and his servants." ] } ] @@ -8191,7 +8191,7 @@ "type": "section", "name": "Vigil Knight", "entries": [ - "The most unusual of all Cygnar's knightly orders, the Knights of the Highgate Vigil\u2014known to most common folk as the Knights of the Vigil\u2014occupy a key role in defending the mainland against threats from the Nightmare Empire and anything else that might menace the Iron Kingdoms from the west. Eschewing bulky armor and weapons, these knights are more like rangers and scouts than the heavily equipped warriors most often associated with the name. Based out of Highgate, the Knights of the Vigil not only patrol the Cygnaran coast and the nearby Wyrmwall Mountains, but also garrison many of the lonely watchtowers that make up Cygnar's first line of defense against attacks from the sea. Favoring crossbows, shortswords, and other weapons they can use to strike silently when needed, the Knights of the Vigil often work in very small groups. Because they frequently take on much more numerous foes, they know well the value of discretion. These differences are not the only ones that separate them from other knightly orders, however. The defense of Cygnar's coast is about more than just having eyes on the water. Equally important is the intelligence that the knights gather from port towns, pirate ships, and anyone who can be coerced into speaking by means of deception, the threat of violence, or the promise of coin. Empowered to do whatever they deem necessary to acquire the information they seek, the Knights of the Vigil frequently work undercover to infiltrate pirate crews. They are even said to have agents in Blackwater, whose seedy taverns make ideal locations for paying off informants. Whether cozying up with pirates and cutthroats in western Immoren's most disreputable dives or patrolling the wildest parts of the Broken Coast, the Knights of the Vigil are imposing individuals who are nevertheless stretched thin in a never-ending watch over the coasts of Cygnar. PIRATE DAYS, CYGNARAN KNIGHTS Each Knight of the Vigil swears an oath upon joining the order, but not all knights abide by these pledges forever. Even though everyone sworn into the order was a Cygnaran citizen at one time, some have forsaken their former country and thrown in their lot with the pirates they once spied on. All active Knights of the Vigil serve the Cygnaran military, but the order is granted enough leeway that it's possible to play a Knight of the Vigil who has gone rogue and is living just about any life imaginable." + "The most unusual of all Cygnar’s knightly orders, the Knights of the Highgate Vigil—known to most common folk as the Knights of the Vigil—occupy a key role in defending the mainland against threats from the Nightmare Empire and anything else that might menace the Iron Kingdoms from the west. Eschewing bulky armor and weapons, these knights are more like rangers and scouts than the heavily equipped warriors most often associated with the name. Based out of Highgate, the Knights of the Vigil not only patrol the Cygnaran coast and the nearby Wyrmwall Mountains, but also garrison many of the lonely watchtowers that make up Cygnar’s first line of defense against attacks from the sea. Favoring crossbows, shortswords, and other weapons they can use to strike silently when needed, the Knights of the Vigil often work in very small groups. Because they frequently take on much more numerous foes, they know well the value of discretion. These differences are not the only ones that separate them from other knightly orders, however. The defense of Cygnar’s coast is about more than just having eyes on the water. Equally important is the intelligence that the knights gather from port towns, pirate ships, and anyone who can be coerced into speaking by means of deception, the threat of violence, or the promise of coin. Empowered to do whatever they deem necessary to acquire the information they seek, the Knights of the Vigil frequently work undercover to infiltrate pirate crews. They are even said to have agents in Blackwater, whose seedy taverns make ideal locations for paying off informants. Whether cozying up with pirates and cutthroats in western Immoren’s most disreputable dives or patrolling the wildest parts of the Broken Coast, the Knights of the Vigil are imposing individuals who are nevertheless stretched thin in a never-ending watch over the coasts of Cygnar. PIRATE DAYS, CYGNARAN KNIGHTS Each Knight of the Vigil swears an oath upon joining the order, but not all knights abide by these pledges forever. Even though everyone sworn into the order was a Cygnaran citizen at one time, some have forsaken their former country and thrown in their lot with the pirates they once spied on. All active Knights of the Vigil serve the Cygnaran military, but the order is granted enough leeway that it’s possible to play a Knight of the Vigil who has gone rogue and is living just about any life imaginable." ] } ] @@ -8207,7 +8207,7 @@ "type": "section", "name": "Seafarer", "entries": [ - "Seafarers may come in all shapes and sizes, but they all go to the same place: the bow of a ship, their eyes ever fixed on the next horizon. They may be pirates, naval officers, explorers, or profiteers, but whoever they are and whatever their origins, they only truly come alive on the deck of a ship as it cuts through the waters of the Meredius. Whether they are captains of their own vessels or merely extremely valuable crew\u2014or, in some cases, simply well-off patrons capable of chartering a ship to take them where they wish to go\u2014seafarers can be found chasing the horizon on all kinds of vessels, of all sizes, all over the Meredius. Many seafarers are inveterate explorers who are always looking for new experiences and new places to go. They are often drawn to the islands of the Southern Reach and even distant Zu. Others simply love the feel of sea spray on their face and don't much care where their ship is headed as long as it's plying the waves. From the deadly Satyxis who stands on the gunwale of a blackship with a dagger in her teeth to the Ordic privateer with a letter of marque tucked into his jacket to the Mercarian League trader bound for the lucrative ports of Zu, seafarers come from all walks of life and put their skills to use in all manner of ways on ships that cut the waves from Uldenfrost to Mercir and beyond. Less focused on hunting and stalking prey than many of their mainland ranger peers, seafarers are prized by sailors for their navigation skills, their ability to follow the seemingly impossible trails of other ships, and their uncanny knack for predicting the weather. The fact that most of them are also deadly accurate shots doesn't hurt, either." + "Seafarers may come in all shapes and sizes, but they all go to the same place: the bow of a ship, their eyes ever fixed on the next horizon. They may be pirates, naval officers, explorers, or profiteers, but whoever they are and whatever their origins, they only truly come alive on the deck of a ship as it cuts through the waters of the Meredius. Whether they are captains of their own vessels or merely extremely valuable crew—or, in some cases, simply well-off patrons capable of chartering a ship to take them where they wish to go—seafarers can be found chasing the horizon on all kinds of vessels, of all sizes, all over the Meredius. Many seafarers are inveterate explorers who are always looking for new experiences and new places to go. They are often drawn to the islands of the Southern Reach and even distant Zu. Others simply love the feel of sea spray on their face and don’t much care where their ship is headed as long as it’s plying the waves. From the deadly Satyxis who stands on the gunwale of a blackship with a dagger in her teeth to the Ordic privateer with a letter of marque tucked into his jacket to the Mercarian League trader bound for the lucrative ports of Zu, seafarers come from all walks of life and put their skills to use in all manner of ways on ships that cut the waves from Uldenfrost to Mercir and beyond. Less focused on hunting and stalking prey than many of their mainland ranger peers, seafarers are prized by sailors for their navigation skills, their ability to follow the seemingly impossible trails of other ships, and their uncanny knack for predicting the weather. The fact that most of them are also deadly accurate shots doesn’t hurt, either." ] } ] @@ -8223,7 +8223,7 @@ "type": "section", "name": "Buccaneer", "entries": [ - "The sea lanes of the Scharde Islands are home to many who have lived on the water their entire life. Many are born to fishing families; others very quickly join the ranks of pirates who patrol the Meredius and surrounding waters. For many of these born to the sea, fighting on a deck as it buckles violently during a storm and moving about the rigging of a ship to get the drop on an opponent become second nature. These masters of shipboard combat are known as buccaneers. Their value is not limited to this sphere, however. The lessons learned on a bucking deck\u2014move fast, strike hard, dance away from danger\u2014translate very well to land, making buccaneers a valuable addition to any raiding party. Buccaneers often operate independently of whatever force they are currently allied with. Despite having a reputation for being headstrong and temperamental, they are well respected by the captains who employ them. Because all buccaneers share a rough bond of kinship, two buccaneers employed by opposing forces will often ignore the fighting around them and seek one another out for single combat, saluting each other before falling into a graceful but deadly dance." + "The sea lanes of the Scharde Islands are home to many who have lived on the water their entire life. Many are born to fishing families; others very quickly join the ranks of pirates who patrol the Meredius and surrounding waters. For many of these born to the sea, fighting on a deck as it buckles violently during a storm and moving about the rigging of a ship to get the drop on an opponent become second nature. These masters of shipboard combat are known as buccaneers. Their value is not limited to this sphere, however. The lessons learned on a bucking deck—move fast, strike hard, dance away from danger—translate very well to land, making buccaneers a valuable addition to any raiding party. Buccaneers often operate independently of whatever force they are currently allied with. Despite having a reputation for being headstrong and temperamental, they are well respected by the captains who employ them. Because all buccaneers share a rough bond of kinship, two buccaneers employed by opposing forces will often ignore the fighting around them and seek one another out for single combat, saluting each other before falling into a graceful but deadly dance." ] } ] @@ -8239,7 +8239,7 @@ "type": "section", "name": "Necrosurgeon", "entries": [ - "Necrosurgeons are necrotech specialists tasked with maintaining thralls and crafting replacements as they are destroyed in battle. They spend countless hours bent over carcasses, enthusiastically drilling, digging, and sewing while attended to by stitch thralls\u2014small undead assistants that mindlessly collect bits of corpses for their attending surgeon. As they sift through the piles of fresh human debris their stitch thralls bring them, they often set aside the choicest parts for later use in improving mechanithralls or fabricating stitch thrall assistants. The necromechanikal workshops on the island of Cryx are more like abattoirs than laboratories. There, in the heart of the Nightmare Empire, necrotechs are free to gather their gruesome resources openly. The meat markets and slave stalls of Blackwater and Dreggsmouth provide them with an ample supply of parts, and great harvests of bodies are delivered to them daily from battlefields near and far, either claimed by the Dragonfather's own forces as fresh kills or scavenged from the sites of recent conflicts. With each wagonload of parts that makes its way to these shapers of dead flesh, Cryx's army grows as its enemies' forces diminish." + "Necrosurgeons are necrotech specialists tasked with maintaining thralls and crafting replacements as they are destroyed in battle. They spend countless hours bent over carcasses, enthusiastically drilling, digging, and sewing while attended to by stitch thralls—small undead assistants that mindlessly collect bits of corpses for their attending surgeon. As they sift through the piles of fresh human debris their stitch thralls bring them, they often set aside the choicest parts for later use in improving mechanithralls or fabricating stitch thrall assistants. The necromechanikal workshops on the island of Cryx are more like abattoirs than laboratories. There, in the heart of the Nightmare Empire, necrotechs are free to gather their gruesome resources openly. The meat markets and slave stalls of Blackwater and Dreggsmouth provide them with an ample supply of parts, and great harvests of bodies are delivered to them daily from battlefields near and far, either claimed by the Dragonfather’s own forces as fresh kills or scavenged from the sites of recent conflicts. With each wagonload of parts that makes its way to these shapers of dead flesh, Cryx’s army grows as its enemies’ forces diminish." ] } ] @@ -8255,7 +8255,7 @@ "type": "section", "name": "Warwitch Siren", "entries": [ - "The warwitch tradition is distinct from most Cryxian magic in that it is derived from a potent synthesis of dark Orgoth techniques and the blighted power of Lord Toruk. Warwitches specialize in illusion and trickery, using shadow and enticement to cloud the minds of their opponents. Warwitches are not trained and drilled in the manner of most troops. Their way is a lineage more akin to a shamanic tradition passed on from generation to generation. Because the tradition is historically matrilineal, the majority of warwitches are female, but there is no prescription against anyone of any gender becoming one. Any promising child who shows the proper talent could be taken in by the warwitch matriarchs and trained in their dark ways. The exact details of the training process are a closely guarded secret known by few outside the innermost circles of power in the Nightmare Empire, but they include developing a deep, instinctual grasp of tactics and command in order to transform initiates into extremely effective battlefield commanders. Rumors abound of several types of warwitches, but the type most often found in the world at large is the dreaded siren. These witches specialize in temptation\u2014not only of the senses, but of the mind as well. They hold out promises of whatever their victims desire, only to reveal it too late as bait in a deadly trap. Ingenious and subtle, sirens have been known to offer riches, power, or victory to those who fall under their wiles." + "The warwitch tradition is distinct from most Cryxian magic in that it is derived from a potent synthesis of dark Orgoth techniques and the blighted power of Lord Toruk. Warwitches specialize in illusion and trickery, using shadow and enticement to cloud the minds of their opponents. Warwitches are not trained and drilled in the manner of most troops. Their way is a lineage more akin to a shamanic tradition passed on from generation to generation. Because the tradition is historically matrilineal, the majority of warwitches are female, but there is no prescription against anyone of any gender becoming one. Any promising child who shows the proper talent could be taken in by the warwitch matriarchs and trained in their dark ways. The exact details of the training process are a closely guarded secret known by few outside the innermost circles of power in the Nightmare Empire, but they include developing a deep, instinctual grasp of tactics and command in order to transform initiates into extremely effective battlefield commanders. Rumors abound of several types of warwitches, but the type most often found in the world at large is the dreaded siren. These witches specialize in temptation—not only of the senses, but of the mind as well. They hold out promises of whatever their victims desire, only to reveal it too late as bait in a deadly trap. Ingenious and subtle, sirens have been known to offer riches, power, or victory to those who fall under their wiles." ] } ] @@ -8271,7 +8271,7 @@ "type": "section", "name": "Dirge Seer", "entries": [ - "All creatures are susceptible to the influence of magic through their bloodline or environment, but for those who live in the Scharde Islands, the most potent natural force\u2014by far\u2014is the blight of Toruk, which pervades the area. Among Cryxians, it is as much a part of the environment as primal spirits are in less tainted regions. As such, many who have a natural aptitude for magic find themselves touched by the black claw of Lord Toruk when they experience their magical awakening. All but a few are shunned by those around them as they begin to exhibit an inbuilt ability to control the blight. Often, they are driven mad by the revelation that their power is inherently inimical to life itself. Those few who remain sane are drawn together by the call of the blight and form covens. Known as dirge seers, these sorcerers train together to control and amplify their inherent magical abilities and to master vicious modes of combat that blend melee skills with their powerful magic. Because of their fearsome mystic bloodlust and savage rituals, dirge seers are usually feared and shunned by the unblighted inhabitants of the Scharde Islands. They are said to be able to use their victims' gore to scry fate much like Satyxis blood witches, but their manifestation of this power is based on their veneration of and connection to Lord Toruk. Dirge seers worship the Dragonfather through acts of violence, and they regard the act of battle as a form of prayer. Accordingly, they are often found on battlefields covered in the blood of their victims as they scream Toruk's name in praise. Despite all this, they sometimes sail aboard pirate vessels helmed by captains willing to turn a blind eye to their strange ways in exchange for an advantage over fate." + "All creatures are susceptible to the influence of magic through their bloodline or environment, but for those who live in the Scharde Islands, the most potent natural force—by far—is the blight of Toruk, which pervades the area. Among Cryxians, it is as much a part of the environment as primal spirits are in less tainted regions. As such, many who have a natural aptitude for magic find themselves touched by the black claw of Lord Toruk when they experience their magical awakening. All but a few are shunned by those around them as they begin to exhibit an inbuilt ability to control the blight. Often, they are driven mad by the revelation that their power is inherently inimical to life itself. Those few who remain sane are drawn together by the call of the blight and form covens. Known as dirge seers, these sorcerers train together to control and amplify their inherent magical abilities and to master vicious modes of combat that blend melee skills with their powerful magic. Because of their fearsome mystic bloodlust and savage rituals, dirge seers are usually feared and shunned by the unblighted inhabitants of the Scharde Islands. They are said to be able to use their victims’ gore to scry fate much like Satyxis blood witches, but their manifestation of this power is based on their veneration of and connection to Lord Toruk. Dirge seers worship the Dragonfather through acts of violence, and they regard the act of battle as a form of prayer. Accordingly, they are often found on battlefields covered in the blood of their victims as they scream Toruk’s name in praise. Despite all this, they sometimes sail aboard pirate vessels helmed by captains willing to turn a blind eye to their strange ways in exchange for an advantage over fate." ] } ] @@ -8319,7 +8319,7 @@ "type": "section", "name": "Swashbuckler", "entries": [ - "Ever since the emergence of warcasters and warjacks, every coastal nation has worked to incorporate its warcasters into its naval forces. Cryx and Ord have some of the most potent seafaring warcasters in western Immoren, but even the more landlocked nations have developed maritime warcaster traditions to help their commercial fleets as they sail up and down the rivers of the Iron Kingdoms. Your warcaster training was mastered on the high seas, amid adventuring, sailing, and plundering. You are an expert in boarding actions and close-quarters fighting, and not many on the Meredius can hold their own against you for long. Your magical talents have gotten you far\u2014possibly far enough to command your own ship and crew." + "Ever since the emergence of warcasters and warjacks, every coastal nation has worked to incorporate its warcasters into its naval forces. Cryx and Ord have some of the most potent seafaring warcasters in western Immoren, but even the more landlocked nations have developed maritime warcaster traditions to help their commercial fleets as they sail up and down the rivers of the Iron Kingdoms. Your warcaster training was mastered on the high seas, amid adventuring, sailing, and plundering. You are an expert in boarding actions and close-quarters fighting, and not many on the Meredius can hold their own against you for long. Your magical talents have gotten you far—possibly far enough to command your own ship and crew." ] } ] @@ -8335,7 +8335,7 @@ "type": "section", "name": "Soulweaver", "entries": [ - "Even among societies where magic is commonplace, some lore is considered anathema. Controlling the elements, weaving enchantment and illusion, and redefining the laws of physics are accepted, but darker arts are spoken of in shadowed corners\u2014and even then, only in whispers. Some arcane devotees hunger for lore long forbidden or forgotten and are willing to ignore the horrified expressions of their friends as they delve into secret rituals that bypass the flesh and instead lay hold upon the soul. These profane scholars are known as soulweavers. To them, the soul of another being is little more than fuel\u2014a means to achieve the impossible. This callous disregard for other lives often puts soulweavers at odds with society. Deception often becomes second nature for these wizards as a result of all the time they spend hiding their true capabilities." + "Even among societies where magic is commonplace, some lore is considered anathema. Controlling the elements, weaving enchantment and illusion, and redefining the laws of physics are accepted, but darker arts are spoken of in shadowed corners—and even then, only in whispers. Some arcane devotees hunger for lore long forbidden or forgotten and are willing to ignore the horrified expressions of their friends as they delve into secret rituals that bypass the flesh and instead lay hold upon the soul. These profane scholars are known as soulweavers. To them, the soul of another being is little more than fuel—a means to achieve the impossible. This callous disregard for other lives often puts soulweavers at odds with society. Deception often becomes second nature for these wizards as a result of all the time they spend hiding their true capabilities." ] } ] @@ -8351,7 +8351,7 @@ "type": "section", "name": "Blight", "entries": [ - "Blight is the most potent and pervasive marker of Lord Toruk's presence. This dragonborne malady, which perverts and corrupts flesh, flora, fauna, and even the earth itself, permeates all things in Cryx and makes a mockery of all creation. Such a powerful force is naturally the primary focus for the priests of Toruk. In exchange for a fragment of this corrupting power, they allow their bodies to become twisted and mutated, their minds filled only with the dark song that calls out from the Dragonfather to their broken and screaming souls. Countless numbers of Toruk's clerics remain within the halls of his tremendous chapel-citadel in Skell, keeping as close as they dare to his wasting presence as they sing his praises, but many venture out into the world to spread his corruption in ways both direct and subtle. The Dragonfather's clerics are rarely seen in the open on the mainland because their corrupting presence gives them away quickly, but some operate there in secret, whether moving through the hive-tunnels of their cephalyx allies or masquerading as minor functionaries in human cities. The mere presence of a powerful blight-infested cleric in a town is occasionally enough to disrupt crops and trade in pursuit of" + "Blight is the most potent and pervasive marker of Lord Toruk’s presence. This dragonborne malady, which perverts and corrupts flesh, flora, fauna, and even the earth itself, permeates all things in Cryx and makes a mockery of all creation. Such a powerful force is naturally the primary focus for the priests of Toruk. In exchange for a fragment of this corrupting power, they allow their bodies to become twisted and mutated, their minds filled only with the dark song that calls out from the Dragonfather to their broken and screaming souls. Countless numbers of Toruk’s clerics remain within the halls of his tremendous chapel-citadel in Skell, keeping as close as they dare to his wasting presence as they sing his praises, but many venture out into the world to spread his corruption in ways both direct and subtle. The Dragonfather’s clerics are rarely seen in the open on the mainland because their corrupting presence gives them away quickly, but some operate there in secret, whether moving through the hive-tunnels of their cephalyx allies or masquerading as minor functionaries in human cities. The mere presence of a powerful blight-infested cleric in a town is occasionally enough to disrupt crops and trade in pursuit of" ] } ] @@ -8367,7 +8367,7 @@ "type": "section", "name": "Undying", "entries": [ - "Most of those who adventure under a sworn oath are bound by noble tenets, but not all of them pledge their lives in the service of a greater goal. Some are driven by greed, anger, and self-interest. The stubborn conviction of these wrathful individuals is so pervasive that they are bound\u2014in some cases, even beyond the grave\u2014to the selfish pursuit of their objectives. In some cases, their fixation makes them easy prey for more powerful minds, and those sworn to this type of oath are often found in the service of a powerful figure who can either steer their obsession or obtain binding oaths of subservience with the promise of a common goal. TAKING THE OATH By its very nature, the Oath Undying is far from noble and lends itself to characters of an undead or reborn nature. Those who assume the Oath Undying often do so after a traumatic death and their subsequent resurrection from beyond the grave. While a paladin may choose this Sacred Oath as normal, a paladin of at least 3rd level can replace an existing oath with the Oath Undying. The paladin replaces the features specific to any previously sworn oath with Oath Undying features, but retains all paladin class levels. TENETS UNDYING The tenets of the Oath Undying are self-serving and ignoble. Nothing matters more to those sworn to this oath than their own selves, or those to whom they owe their rebirth. The cries of the suffering and the innocent do not reach their ears; only their own continued existence and pursuit of darker goals hold sway over them. Mercy and sacrifice are unknown concepts, replaced by hatred, spite, and loathing." + "Most of those who adventure under a sworn oath are bound by noble tenets, but not all of them pledge their lives in the service of a greater goal. Some are driven by greed, anger, and self-interest. The stubborn conviction of these wrathful individuals is so pervasive that they are bound—in some cases, even beyond the grave—to the selfish pursuit of their objectives. In some cases, their fixation makes them easy prey for more powerful minds, and those sworn to this type of oath are often found in the service of a powerful figure who can either steer their obsession or obtain binding oaths of subservience with the promise of a common goal. TAKING THE OATH By its very nature, the Oath Undying is far from noble and lends itself to characters of an undead or reborn nature. Those who assume the Oath Undying often do so after a traumatic death and their subsequent resurrection from beyond the grave. While a paladin may choose this Sacred Oath as normal, a paladin of at least 3rd level can replace an existing oath with the Oath Undying. The paladin replaces the features specific to any previously sworn oath with Oath Undying features, but retains all paladin class levels. TENETS UNDYING The tenets of the Oath Undying are self-serving and ignoble. Nothing matters more to those sworn to this oath than their own selves, or those to whom they owe their rebirth. The cries of the suffering and the innocent do not reach their ears; only their own continued existence and pursuit of darker goals hold sway over them. Mercy and sacrifice are unknown concepts, replaced by hatred, spite, and loathing." ] } ] @@ -8566,7 +8566,8 @@ "property": [ "T", "V", - "S" + "S", + "FLW" ], "range": "20/60", "weight": 3, @@ -8588,7 +8589,8 @@ "dmgType": "B", "property": [ "V", - "S" + "S", + "FLW" ], "weight": 5, "value": 15000, @@ -8671,7 +8673,8 @@ "dmgType": "P", "property": [ "H", - "S" + "S", + "MSF" ], "range": "20/60", "weight": 5, @@ -8695,7 +8698,9 @@ "dmg1": "1d8", "dmgType": "P", "property": [ - "S" + "S", + "MSF", + "VLY" ], "range": "20/60", "weight": 2, @@ -8719,7 +8724,8 @@ "dmg1": "2d8", "dmgType": "A", "property": [ - "S" + "S", + "MSF" ], "range": "20/40", "weight": 12, @@ -8827,7 +8833,8 @@ "property": [ "H", "2H", - "S" + "S", + "AOE" ], "range": "10/30", "weight": 8, @@ -8853,14 +8860,16 @@ "property": [ "H", "2H", - "S" + "S", + "AOE", + "MSF" ], "range": "60/180", "weight": 10, "value": 12500, "firearm": true, "entries": [ - "Forged by black ogrun weaponsmiths, smog belchers are heavy culverin-style cannons. Their true power lies in the corrupting clouds of ash their projectiles produce on impact\u2014a choking haze of toxic fumes that rots flesh and destroys the lungs.", + "Forged by black ogrun weaponsmiths, smog belchers are heavy culverin-style cannons. Their true power lies in the corrupting clouds of ash their projectiles produce on impact—a choking haze of toxic fumes that rots flesh and destroys the lungs.", "{@b Firearm.} This weapon requires smog belcher shells.", "{@b AOE (5).} The weapon affects a 5-foot radius area on impact.", "{@b Magazine (1).} This firearm holds 1 shell before requiring a reload (action).", @@ -8879,7 +8888,8 @@ "dmgType": "N", "property": [ "T", - "S" + "S", + "AOE" ], "range": "20/60", "weight": 2, @@ -9351,7 +9361,7 @@ "entries": [ "{@b Dedicated Necromechanika.} Rune Points: 1 | Capacitor: Heartbeat generator", "A compass that functions in the wild and dark energy-saturated sea lanes around Cryx, where normal compasses spin randomly.", - "When using a blight compass, you can expend 1 charge from the item's capacitor to cause the needle to orient toward the position of Toruk's lair for a few seconds\u2014long enough to get a navigational bearing." + "When using a blight compass, you can expend 1 charge from the item's capacitor to cause the needle to orient toward the position of Toruk's lair for a few seconds—long enough to get a navigational bearing." ], "rarity": "none" }, @@ -9442,13 +9452,873 @@ "dmgType": "N", "range": "20/60", "property": [ - "S" + "S", + "AOE" ], "entries": [ "Grenade: You must throw this weapon to make a ranged attack with it. Add your Dexterity modifier to the attack roll but not the damage roll.", "AOE (5): Each other creature within 5 feet of the target must make a DC 13 (or DC 10 + prof, whichever is higher) Dexterity saving throw or take half the damage dealt to the target.", "Special: On a critical hit, the target must succeed on a Constitution saving throw (DC equal to the damage dealt) or gain one level of exhaustion." ] + }, + { + "name": "Bonejack Jaws", + "source": "IRKNEmp", + "page": 198, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 19000, + "weight": 40, + "dmg1": "2d6", + "dmgType": "P", + "property": [ + "S" + ], + "entries": [ + "Many bonejacks, especially those based on the Deathripper chassis, use the blight-hardened skulls of Cryxian wildlife as the bonejack's own head.", + "A creature hit by this weapon is grappled (escape DC 8 + the bonejack's Strength modifier + its proficiency bonus). Until this grapple ends, the bonejack can't use its bonejack jaws on another target." + ] + }, + { + "name": "Bone Saw", + "source": "IRKNEmp", + "page": 198, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 22500, + "weight": 25, + "dmg1": "2d8", + "dmgType": "S", + "entries": [ + "A heavy, necrotite-forged circular saw used by Cryxian warjacks to inflict ragged, tearing wounds on their enemies." + ] + }, + { + "name": "Claw, Cryxian", + "source": "IRKNEmp", + "page": 198, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 12500, + "weight": 50, + "dmg1": "3d8", + "property": [ + "S" + ], + "entries": [ + "Necrotechs make great use of various slashing and crushing claws. When you acquire this weapon, choose whether it will deal bludgeoning or slashing damage." + ] + }, + { + "name": "Eviscerator", + "source": "IRKNEmp", + "page": 198, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 18000, + "weight": 35, + "dmg1": "2d6", + "dmgType": "P", + "property": [ + "S" + ], + "entries": [ + "A specialized claw designed to pierce deeply into flesh and leave brutal wounds when it is retracted.", + "A creature damaged by this weapon must make a Constitution saving throw with a DC equal to 8 + the warjack's Strength modifier + its proficiency bonus. On a failed save, the creature is unable to regain hit points until the end of the warjack's next turn." + ] + }, + { + "name": "Helldriver", + "source": "IRKNEmp", + "page": 198, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 27500, + "weight": 45, + "dmg1": "3d8", + "dmgType": "P", + "property": [ + "R", + "S" + ], + "entries": [ + "A mantis-like spike of hardened steel that allows a helljack to drive deep through armor and flesh and inject a debilitating toxin directly into a living creature's blood.", + "As part of an attack made with this weapon, a warjack can choose to deal poison damage instead of the weapon's normal piercing damage type." + ] + }, + { + "name": "Necrojector", + "source": "IRKNEmp", + "page": 198, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 30000, + "weight": 35, + "dmg1": "3d8", + "dmgType": "P", + "property": [ + "R", + "S", + "AOE" + ], + "entries": [ + "This barbed weapon courses with alchemical sludge and poisons. When a warjack attacks a creature with this weapon, its controller can attack with the weapon as normal or choose one of the following options:", + "{@b Burster.} The weapon deals necrotic damage instead of piercing damage and gains AOE (20).", + "{@b Distillation.} If the attack reduces a living humanoid creature to 0 hit points and the warjack is within the control range of its bonded warcaster, the warcaster regains 2d4 hit points.", + "{@b Psycho Venom.} The weapon deals psychic damage instead of piercing damage, and a creature damaged by the attack becomes a channeler for the warjack's bonded warcaster until the end of the warjack's next turn.", + "Once one of these options has been used, it can't be used again until the weapon has been reloaded. A necrojector can't be reloaded during combat. Reloading a necrojector outside of combat takes 20 minutes but doesn't require specialized tools or training." + ] + }, + { + "name": "Perisher", + "source": "IRKNEmp", + "page": 198, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 28000, + "weight": 75, + "dmg1": "3d8", + "dmgType": "S", + "property": [ + "R", + "S" + ], + "entries": [ + "This claw consists of a scything trio of large pincers intended to grab, crush, tear, slice, and rip.", + "Instead of targeting a single creature, a warjack can use this weapon to make a melee attack against a number of creatures within the weapon's reach equal to its Strength modifier, with a separate attack roll for each target. These attacks are made with disadvantage." + ] + }, + { + "name": "Shield Claw", + "source": "IRKNEmp", + "page": 198, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 15000, + "weight": 65, + "dmg1": "3d6", + "dmgType": "S", + "property": [ + "S" + ], + "entries": [ + "This device is an oversized gauntlet that also functions as a shield. A warjack armed with a shield claw gains a +2 bonus to its AC.", + "A warjack can benefit from only one shield claw at a time." + ] + }, + { + "name": "Stinger", + "source": "IRKNEmp", + "page": 198, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 26500, + "weight": 30, + "dmg1": "3d8", + "dmgType": "I", + "property": [ + "R" + ], + "entries": [ + "This long, poison-injecting weapon is similar to a scorpion's tail. Deals poison damage." + ] + }, + { + "name": "Tentacles", + "source": "IRKNEmp", + "page": 198, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 22500, + "weight": 60, + "dmg1": "3d8", + "dmgType": "S", + "property": [ + "R", + "S" + ], + "entries": [ + "Necrotechs enjoy emulating the natural weapons of creatures native to the Scharde Islands. Some helljacks have one or more arms replaced with a whipping cluster of steel tentacles.", + "A creature hit by this weapon is grappled (escape DC 8 + the helljack's Strength modifier + its proficiency bonus). This weapon has three arms, each of which can grapple a single creature." + ] + }, + { + "name": "Tusks, Steamjack", + "source": "IRKNEmp", + "page": 198, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 19000, + "weight": 20, + "dmg1": "2d6", + "dmgType": "B", + "property": [ + "S" + ], + "entries": [ + "Many different forms of tusks and horns are common adornments—and secondary weapon systems—used on a variety of helljacks.", + "A creature hit by this weapon must make a Strength saving throw with a DC of 8 + the helljack's Strength modifier + its proficiency bonus. On a failed save, the creature is knocked prone." + ] + }, + { + "name": "Vivisector", + "source": "IRKNEmp", + "page": 198, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 30000, + "weight": 55, + "dmg1": "2d12", + "dmgType": "S", + "property": [ + "R" + ], + "entries": [ + "This circular saw is designed to inflict ragged wounds and sever limbs as cruelly as possible." + ] + }, + { + "name": "Doomspitter Cannon", + "source": "IRKNEmp", + "page": 199, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 27500, + "weight": 35, + "dmg1": "3d8", + "dmgType": "P", + "property": [ + "S", + "AOE" + ], + "range": "30/90", + "reload": 5, + "entries": [ + "AOE (10). Firearm (range 30/90). Magazine (5).", + "Loaded with a particularly volatile mixture of lead shot and alchemical waste by-products, this weapon's projectiles explode with a concussive blast that flays flesh from bone and reduces it to smoldering heaps of sludge." + ] + }, + { + "name": "Mortifier", + "source": "IRKNEmp", + "page": 199, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 55000, + "weight": 60, + "dmg1": "3d8", + "dmgType": "P", + "property": [ + "S", + "AOE" + ], + "range": "60/180", + "reload": 5, + "entries": [ + "AOE (10). Firearm (range 60/180). Magazine (5).", + "This cannon fires a rune-inscribed heavy artillery shell that functions as a kind of soul cage. The weapon's blast is devastating, but its true power comes when it is combined with a spirit harvester, which can use soul energy to bring a shell partially into the spirit realm.", + "As part of an attack with this weapon, a warjack with a spirit harvester can consume 1 Hit Dice of collected souls from the spirit harvester to ignore half cover and three-quarters cover." + ] + }, + { + "name": "Necrocannon", + "source": "IRKNEmp", + "page": 199, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 40000, + "weight": 55, + "dmg1": "3d10", + "dmgType": "P", + "property": [ + "S", + "AOE" + ], + "range": "70/210", + "reload": 5, + "entries": [ + "Firearm (range 70/210). Magazine (5).", + "This insidious weapon drips with a toxic alchemical sludge. When a warjack attacks a creature with this weapon, its controller can attack as normal or choose one of the following options:", + "{@b Burster.} The weapon deals necrotic damage instead of piercing damage and gains AOE (20).", + "{@b Distillation.} If the attack reduces a living humanoid creature to 0 hit points and the warjack is within the control range of its bonded warcaster, the warcaster regains 2d4 hit points.", + "{@b Psycho Venom.} The weapon deals psychic damage instead of piercing damage, and a creature damaged by the attack becomes a channeler for the warjack's bonded warcaster until the end of the warjack's next turn.", + "Once one of these options has been used, it can't be used again until the weapon has been reloaded. A necrocannon can't be reloaded during combat. Reloading outside of combat takes 20 minutes." + ] + }, + { + "name": "Plague Bringer", + "source": "IRKNEmp", + "page": 199, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 35000, + "dmg1": "3d10", + "dmgType": "I", + "property": [ + "S", + "AOE" + ], + "range": "70/210", + "reload": 5, + "entries": [ + "AOE (10). Firearm (range 70/210). Magazine (5).", + "This cannon connects to a deep reservoir within a warjack's hull that is filled with a powerful corrosive similar to that employed by bile thralls and bloat thralls. After this weapon is fired, the area covered by its AOE becomes a hazard until the end of the warjack's next turn.", + "When a creature enters the affected area for the first time in a turn or starts its turn there, the creature must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Sludge Cannon", + "source": "IRKNEmp", + "page": 199, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 29000, + "weight": 35, + "dmg1": "3d8", + "dmgType": "A", + "property": [ + "S" + ], + "entries": [ + "Firearm (60-foot cone). Magazine (5).", + "The primary weapon of the Defiler, the sludge cannon spews a 60-foot cone of concentrated, caustic poison that consumes metal and stone more easily than flame eats wood.", + "Each creature in the cone must make a Dexterity saving throw with a DC of 8 + the bonejack's Dexterity modifier + its proficiency bonus. A creature takes 3d8 acid damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "name": "Spiker Cannon", + "source": "IRKNEmp", + "page": 199, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 42500, + "weight": 45, + "dmg1": "3d10", + "dmgType": "P", + "range": "90/270", + "reload": 5, + "entries": [ + "Firearm (range 90/270). Magazine (5).", + "Volley: This cannon can be used to make a single ranged attack or to fire a volley of shots into a 10-foot cube within normal range. Each creature in the area must make a Dexterity saving throw (DC = 8 + your attack modifier) or take the weapon's normal damage. A volley uses all remaining rounds in the magazine.", + "This rapid-fire cannon is fueled by excess steam built up in a helljack's necrotite furnace and fed with crude but effective spikes from its reloading hopper." + ], + "property": [ + "VLY" + ] + }, + { + "name": "Axe-Cannon", + "source": "IRKNEmp", + "page": 206, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 27500, + "weight": 35, + "dmg1": "3d8", + "dmgType": "P", + "property": [ + "S" + ], + "range": "10/30", + "reload": 1, + "entries": [ + "Firearm (range 10/30). Magazine (1).", + "Scaled up for a steamjack's use, this reinforced boarding axe integrates a powerful cannon into its haft. An axe-cannon can be used as a melee weapon; when used as a melee weapon, it is treated as a {@item Battleaxe, Steamjack|IRKCore}. An axe-cannon fires light artillery rounds." + ] + }, + { + "name": "Battle Cutlass", + "source": "IRKNEmp", + "page": 206, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 10000, + "weight": 15, + "dmg1": "2d6", + "dmgType": "S", + "entries": [ + "This heavy, reinforced slashing blade is useful for the close-quarters fighting commonly seen on a ship's deck." + ] + }, + { + "name": "Boarding Hook", + "source": "IRKNEmp", + "page": 206, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 2500, + "weight": 10, + "dmg1": "2d8", + "dmgType": "P", + "property": [ + "R", + "T" + ], + "range": "20/60", + "entries": [ + "Thrown (range 20/60).", + "This weapon consists of an oversized grappling hook attached to a sturdy chain. It can be used like a flail, but its true purpose is to hook the railing of another vessel in order to prevent it from sailing away." + ] + }, + { + "name": "Clamp-Cannon", + "source": "IRKNEmp", + "page": 206, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 25000, + "weight": 40, + "dmg1": "3d6", + "dmgType": "P", + "property": [ + "S" + ], + "range": "10/30", + "reload": 5, + "entries": [ + "Firearm (range 10/30). Magazine (5).", + "This massive clamp is fitted with a short-ranged small-caliber cannon. A clamp-cannon can be used as a melee weapon; when used as a melee weapon, it is treated as a {@item Cargo Claw|IRKCore}. A clamp-cannon fires light artillery rounds." + ] + }, + { + "name": "Heavy Gaff", + "source": "IRKNEmp", + "page": 206, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 2000, + "weight": 20, + "dmg1": "2d8", + "dmgType": "P", + "property": [ + "R" + ], + "entries": [ + "This weapon consists of a long, spear-like pole with a tempered hook and spike on its head." + ] + }, + { + "name": "Shield-Cannon", + "source": "IRKNEmp", + "page": 206, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 30000, + "weight": 55, + "dmg1": "3d8", + "dmgType": "P", + "property": [ + "S" + ], + "range": "10/30", + "reload": 5, + "entries": [ + "Firearm (range 10/30). Magazine (5).", + "This device consists of a heavy short-range cannon mounted in the center of a shield. It can be used as both a shield and a ranged weapon. A shield-cannon grants a +2 bonus to AC while it is equipped. A shield-cannon fires light artillery rounds." + ] + }, + { + "name": "Torpedo Launcher, Heavy", + "source": "IRKNEmp", + "page": 206, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 35000, + "weight": 150, + "dmg1": "4d10", + "dmgType": "F", + "property": [ + "LD", + "S", + "AOE" + ], + "range": "100/300", + "reload": 1, + "entries": [ + "AOE (20). Firearm (range 100/300). Loading. Magazine (1).", + "Originally developed for submersible steamjacks such as the Ordic Mariner, this weapon fires a small self-propelled mechanikal explosive. A steamjack can fire a torpedo launcher only while it is submerged. A torpedo deals double damage to objects, structures, and vehicles.", + "A torpedo launcher can't be reloaded during combat. Reloading a torpedo launcher outside of combat takes 20 minutes. Installing a torpedo launcher requires removing one of the steamjack's arms.", + "Integrating a torpedo launcher requires access to a crane, a mechanik's toolkit, and 2 hours of labor (DC 14 Intelligence check)." + ] + }, + { + "name": "Torpedo Launcher, Light", + "source": "IRKNEmp", + "page": 206, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 25000, + "weight": 80, + "dmg1": "4d10", + "dmgType": "F", + "property": [ + "LD", + "S", + "AOE" + ], + "range": "100/300", + "reload": 1, + "entries": [ + "AOE (20). Firearm (range 100/300). Loading. Magazine (1).", + "A lighter version of the torpedo launcher for smaller steamjacks. A steamjack can fire a torpedo launcher only while it is submerged. A torpedo deals double damage to objects, structures, and vehicles.", + "A torpedo launcher can't be reloaded during combat. Reloading outside of combat takes 20 minutes." + ] + }, + { + "name": "Warhead Pike, Heavy", + "source": "IRKNEmp", + "page": 206, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 216000, + "weight": 16, + "dmg1": "3d8", + "dmgType": "P", + "property": [ + "R", + "S" + ], + "entries": [ + "Reach. Special.", + "This oversized spear was developed specifically for underwater combat against large aquatic creatures. Like the blasting pike used by Khador's Iron Fangs, it is tipped with a powerful explosive charge that detonates on contact.", + "When a steamjack hits a target with a warhead pike, it can choose to detonate the pike's explosive head before it rolls for damage. If it does, the target takes an additional 2d10 bludgeoning damage and must make a Strength saving throw with a DC of 10 or half the total damage dealt, whichever is higher. On a failed save, the target is knocked prone. The steamjack can't use this feature again until the pike is rearmed (1 minute, 15 gp per explosive head)." + ] + }, + { + "name": "Warhead Pike, Light", + "source": "IRKNEmp", + "page": 206, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 191000, + "weight": 9, + "dmg1": "2d8", + "dmgType": "P", + "property": [ + "R", + "S" + ], + "entries": [ + "Reach. Special.", + "A lighter version of the warhead pike for use by smaller steamjacks. Tipped with a powerful explosive charge that detonates on contact.", + "When a steamjack hits a target with a warhead pike, it can choose to detonate the pike's explosive head before it rolls for damage. If it does, the target takes an additional 2d10 bludgeoning damage and must make a Strength saving throw with a DC of 10 or half the total damage dealt, whichever is higher. On a failed save, the target is knocked prone. The steamjack can't use this feature again until the pike is rearmed (1 minute, 15 gp per explosive head)." + ] + }, + { + "name": "Weighted Net", + "source": "IRKNEmp", + "page": 206, + "type": "SJCW", + "rarity": "none", + "weaponCategory": "martial", + "value": 2500, + "weight": 40, + "property": [ + "T", + "S" + ], + "range": "20/60", + "entries": [ + "Special. Thrown (range 20/60).", + "Adapted from fishing nets of woven metal cables used for capturing large sea animals, the heavy weights on this simple weapon help tangle the limbs of enemy steamjacks and crew.", + "A Large or smaller creature hit by a weighted net is restrained until it is freed. A weighted net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within its reach on a success. Dealing 15 slashing damage to the net (AC 16) also frees the creature without harming it.", + "When you use an action, bonus action, or reaction to attack with a weighted net, you can make only one attack regardless of the number of attacks you can normally make.", + "Barbed Net variant: 45 gp — a creature that fails a Strength check to escape takes 2d6 slashing damage." + ] + }, + { + "name": "Acid Vent", + "source": "IRKNEmp", + "page": 200, + "type": "SJC", + "rarity": "none", + "value": 2000, + "weight": 0, + "entries": [ + "Recharge (5–6). As an action, the helljack releases a 20-foot sphere of caustic fog centered on itself. Each creature in the area must succeed on a DC 14 Constitution saving throw or take 4d6 acid damage." + ] + }, + { + "name": "Burrowing Claws", + "source": "IRKNEmp", + "page": 200, + "type": "SJC", + "rarity": "none", + "value": 3500, + "weight": 100, + "entries": [ + "A warjack outfitted with these augmented claws gains a burrow speed equal to half its walking speed." + ] + }, + { + "name": "Extra Stacks", + "source": "IRKNEmp", + "page": 200, + "type": "SJC", + "rarity": "none", + "value": 2500, + "weight": 10, + "entries": [ + "Some necrotechs deliberately include additional exhaust stacks on their furnaces to increase the output of deadly necrotite smoke.", + "A warjack outfitted with extra stacks can use a bonus action on its turn to deal an additional 1d10 poison damage to any creature that starts its turn within 10 feet of the steamjack and is subject to necrotite sickness. This effect lasts until the start of the warjack's next turn." + ] + }, + { + "name": "Flight System", + "source": "IRKNEmp", + "page": 200, + "type": "SJC", + "rarity": "none", + "value": 15000, + "weight": 5, + "entries": [ + "Bonejacks only. A flight system consists of articulating, winglike appendages of bone, metal, and sinew mounted to a bonejack's upper hull and supplemented by necromechanikal runes that lighten its chassis.", + "A bonejack outfitted with a flight system has a flying speed equal to its walking speed. The bonejack can use the flight system to fly for up to 1 hour, all at once or in several shorter flights (minimum 1 minute each). If the bonejack is flying when the duration expires, it glides to the ground at 30 feet per round. The flight system regains its maximum flying duration when the bonejack is fully refueled." + ] + }, + { + "name": "Oversized Tusks", + "source": "IRKNEmp", + "page": 200, + "type": "SJC", + "rarity": "none", + "value": 1500, + "weight": 30, + "entries": [ + "Helljacks only. Some helljacks are adorned with especially large tusks and horns—adornments too massive for the frames of their smaller bonejack cousins.", + "A creature hit by this weapon takes 3d8 bludgeoning damage and must make a Strength saving throw with a DC of 12 + the warjack's Strength modifier + its proficiency bonus. On a failed save, the creature is knocked prone." + ] + }, + { + "name": "Scuttling Limbs", + "source": "IRKNEmp", + "page": 200, + "type": "SJC", + "rarity": "none", + "value": 6500, + "weight": 1100, + "entries": [ + "This set of four spiderlike appendages provides a bonejack with superior stability and allows it to traverse almost any terrain at the cost of some speed.", + "The warjack's walking speed becomes 25 feet even if it was higher. In addition, the warjack can't be knocked prone, and moving through nonmagical difficult terrain costs it no extra movement." + ] + }, + { + "name": "Spirit Harvester", + "source": "IRKNEmp", + "page": 200, + "type": "SJC", + "rarity": "none", + "value": 17500, + "weight": 10, + "entries": [ + "Helljacks only. A helljack equipped with a spirit harvester can use it to collect up to 30 Hit Dice of souls (as a soul cage). As a reaction, when the helljack reduces a living creature to 0 hit points, it can capture the creature's soul. As an action, it can collect disembodied souls within a 60-foot radius (DC 14 Charisma saving throw to evade).", + "As a bonus action, the helljack can consume up to 5 Hit Dice of collected souls: it gains a +1 bonus to its next attack roll for each Hit Die consumed, and its next attack deals an extra 1 necrotic damage per Hit Die consumed.", + "A helljack equipped with a spirit harvester and a mortifier can consume 1 Hit Die of souls to ignore half and three-quarters cover on the mortifier's attack." + ] + }, + { + "name": "Void Accumulator", + "source": "IRKNEmp", + "page": 200, + "type": "SJC", + "rarity": "none", + "value": 10000, + "weight": 1, + "entries": [ + "Helljacks only. When a helljack equipped with a void accumulator starts its turn within 10 feet of a bane, it gains 1 focus point. Focus gained from this item can't exceed the maximum focus of the helljack's cortex." + ] + }, + { + "name": "Wing Blades", + "source": "IRKNEmp", + "page": 200, + "type": "SJC", + "rarity": "none", + "value": 3000, + "weight": 10, + "entries": [ + "Requires the {@item Flight System|IRKNe} upgrade. These items increase the killing power of a winged bonejack.", + "The bonejack's slam attack deals 2d6 slashing damage instead of its normal damage, and the warjack can use its Strength or Dexterity modifier for the attack and damage rolls when making this attack, just as if the attack were made with a finesse weapon." + ] + }, + { + "name": "Torpedo", + "source": "IRKNEmp", + "page": 206, + "type": "SJC", + "rarity": "none", + "value": 13000, + "entries": [ + "A single torpedo for use with a steamjack torpedo launcher. Powered by alchemical capacitors, this self-propelled mechanikal explosive is designed for underwater detonation. Deals double damage to objects, structures, and vehicles." + ] + }, + { + "name": "Deathripper Chassis", + "source": "IRKNEmp", + "page": 191, + "type": "SJC", + "rarity": "none", + "value": 220000, + "entries": [ + "Chassis only (without cortex). Full price with Cryxian arcanum-grade cortex: 4,500 gp.", + "Fuel Load/Burn Time: 44 lb. necrotite + 88 lb. coal / 18 hours general, 3 hours combat.", + "Stock Cortex: Cryxian arcanum-grade equivalent.", + "The Deathripper is a frightening weapon of astonishing speed and bestial ferocity. Its necrotite-fueled engine spews deadly smoke and steam across the battlefield as it surges toward its prey. A bonejack chassis." + ] + }, + { + "name": "Helldiver Chassis", + "source": "IRKNEmp", + "page": 191, + "type": "SJC", + "rarity": "none", + "value": 250000, + "entries": [ + "Chassis only (without cortex). Full price with Cryxian arcanum-grade cortex: 5,000 gp.", + "Fuel Load/Burn Time: 33 lb. necrotite + 66 lb. coal / 13 hours general, 2 hours combat.", + "Stock Cortex: Cryxian arcanum-grade equivalent.", + "A bonejack chassis capable of burrowing underground and ambushing enemies from below." + ] + }, + { + "name": "Leviathan Chassis", + "source": "IRKNEmp", + "page": 191, + "type": "SJC", + "rarity": "none", + "value": 450000, + "entries": [ + "Chassis only (without cortex). Full price with Cryxian arcanum-grade cortex: 9,000 gp.", + "Fuel Load/Burn Time: 100 lb. necrotite + 265 lb. coal / 12 hours general, 2 hours combat.", + "Stock Cortex: Cryxian arcanum-grade equivalent.", + "A powerful helljack chassis capable of operating underwater. Feared by naval forces across the Iron Kingdoms." + ] + }, + { + "name": "Seether Chassis", + "source": "IRKNEmp", + "page": 191, + "type": "SJC", + "rarity": "none", + "value": 500000, + "entries": [ + "Chassis only (without cortex). Full price with Cryxian arcanum-grade cortex: 10,000 gp.", + "Fuel Load/Burn Time: 100 lb. necrotite + 265 lb. coal / 12 hours general, 2 hours combat.", + "Stock Cortex: Cryxian arcanum-grade equivalent.", + "A brutal helljack chassis notorious for its uncontrolled aggression. The Seether's cortex is poorly designed and prone to frenzy, often turning against its own allies." + ] + }, + { + "name": "Slayer Chassis", + "source": "IRKNEmp", + "page": 191, + "type": "SJC", + "rarity": "none", + "value": 580000, + "entries": [ + "Chassis only (without cortex). Full price with Cryxian arcanum-grade cortex: 10,300 gp.", + "Fuel Load/Burn Time: 100 lb. necrotite + 200 lb. coal / 12 hours general, 2 hours combat.", + "Stock Cortex: Cryxian arcanum-grade equivalent.", + "The Slayer is a powerful and versatile helljack chassis capable of mounting a wide variety of weapons. One of the most common heavy warjack designs in Cryx." + ] + }, + { + "name": "Stalker Chassis", + "source": "IRKNEmp", + "page": 191, + "type": "SJC", + "rarity": "none", + "value": 260000, + "entries": [ + "Chassis only (without cortex). Full price with Cryxian arcanum-grade cortex: 5,200 gp.", + "Fuel Load/Burn Time: 33 lb. necrotite + 66 lb. coal / 16 hours general, 2 hours combat.", + "Stock Cortex: Cryxian arcanum-grade equivalent.", + "An agile bonejack chassis designed for stealth and flanking maneuvers." + ] + }, + { + "name": "Mariner Chassis", + "source": "IRKNEmp", + "page": 202, + "type": "SJC", + "rarity": "none", + "value": 700000, + "entries": [ + "Chassis only (without cortex). Full price with Aurum-grade cortex: 9,500 gp.", + "Fuel Load/Burn Time: 300 lb. coal / 6.5 hours general, 1 hour combat.", + "Stock Cortex: Aurum-grade.", + "The quintessential Ordic warjack, perfectly adapted for nautical warfare. Able to function for up to 1 hour while completely submerged. Its stabilization compensator allows it to endure the roughest seas. Variants include the Freebooter and the Swabber. A heavy warjack. See the Mariner creature entry." + ] + }, + { + "name": "Merchantman Chassis", + "source": "IRKNEmp", + "page": 202, + "type": "SJC", + "rarity": "none", + "value": 330000, + "entries": [ + "Chassis only (without cortex). Full price with Ferrum-grade cortex: 5,500 gp.", + "Fuel Load/Burn Time: 280 lb. coal / 4 hours general, 0.5 hours combat.", + "Stock Cortex: Ferrum-grade.", + "A heavy laborjack used on the trade vessels of Cygnar. Often used to haul heavy cargo from a ship's hold. Comes stock with a cargo claw, a hydraulic crane, and a deckjack conditioning module." + ] + }, + { + "name": "Seafarer Chassis", + "source": "IRKNEmp", + "page": 202, + "type": "SJC", + "rarity": "none", + "value": 300000, + "entries": [ + "Chassis only (without cortex). Full price with Ferrum-grade cortex: 4,000 gp.", + "Fuel Load/Burn Time: 300 lb. coal / 8 hours general, 1.5 hours combat.", + "Stock Cortex: Ferrum-grade.", + "A light laborjack developed by Rohannor Steamworks for use on Ordic merchant ships. Pneumatic pistons in its feet and legs allow it to compensate for heaving decks. Warjack variants (Aurum-grade cortex): Boarder, Buccaneer, Swashbuckler." + ] + }, + { + "name": "Windjammer Chassis", + "source": "IRKNEmp", + "page": 202, + "type": "SJC", + "rarity": "none", + "value": 140000, + "entries": [ + "Chassis only (without cortex). Full price with Ferrum-grade cortex: 2,000 gp.", + "Fuel Load/Burn Time: 180 lb. coal / 6 hours general, 0.5 hours combat.", + "Stock Cortex: Ferrum-grade.", + "A general-purpose laborjack used by the Mercarian League for shipboard hauling and line-handling. Affordable but not intended for combat. Comes stock with a pair of cargo claws and a deckjack conditioning module." + ] } ], "itemProperty": [ @@ -9460,6 +10330,35 @@ "entries": [ "A weapon with the Sacral property can be used as a spellcasting focus for blood witch spells. These ritual implements are regularly consecrated in the fresh blood of sacrifices." ] + }, + { + "abbreviation": "FLW", + "source": "IRKNEmp", + "page": 178, + "name": "Fell Weapon", + "entries": [ + "A fell weapon can act as an arcane focus." + ] + } + ], + "itemType": [ + { + "name": "Steamjack Component", + "abbreviation": "SJC", + "source": "IRKNEmp", + "page": 198, + "entries": [ + "Steamjack components are the mechanical and arcane parts that define a steamjack's capabilities: chassis (the body), cortex (the brain), ammunition, and upgrades. These items can be installed on or removed from a steamjack by a qualified mechanik." + ] + }, + { + "name": "Steamjack Weapon", + "abbreviation": "SJCW", + "source": "IRKNEmp", + "page": 198, + "entries": [ + "Steamjack weapons are oversized weapons designed to be mounted on or wielded by steamjacks. They cannot be used by Medium or smaller creatures. Each weapon is mounted in place of one of the steamjack's arms unless otherwise noted." + ] } ], "race": [ @@ -9983,7 +10882,7 @@ "type": "entries", "name": "Banes", "entries": [ - "Starting at 1st level, you can choose a bane for your character\u2014a special restriction that limits your character in some way. When you choose a bane, you gain an additional binding slot, locus, or spectral power of your choice. You can choose an additional bane at 6th, 11th, and 17th level but can't take the same bane more than once.", + "Starting at 1st level, you can choose a bane for your character—a special restriction that limits your character in some way. When you choose a bane, you gain an additional binding slot, locus, or spectral power of your choice. You can choose an additional bane at 6th, 11th, and 17th level but can't take the same bane more than once.", "When you gain a bane, you can choose one from the Banes table or determine it randomly.", { "type": "table", @@ -10451,7 +11350,7 @@ "type": "entries", "name": "Satyxis", "entries": [ - "Satyxis live longer than humans, and they measure their lives in stages of crashing and retreating like the waves and tides. Their closely guarded language, Satyxi, is replete with metaphors about the sea. Outside of Satyx, the vast majority of Satyxis one might encounter are in a \"cresting and crashing\" stage called hlazeka, which is marked by aggression and ambition. Satyxis serve their mandatory military service in the Black Fleet during this time, raiding and pillaging under the black flag. By contrast, the \"low and withdrawing\" stage called zolile draws these warrior women home to pursue more mundane and community-focused pursuits, such as being artisans, rearing children, engaging in agriculture, and tending fisheries. At any given time, about four times as many Satyxis are in zolile as are in hlazeka. Like the tides, which ebb and flow in a perpetual cycle, most Satyxis repeat these life cycles until they are drawn into a leadership role, die, or become too infirm to continue. The transition from one life-stage to another is usually marked by a ceremony undertaken under Calder's new moon\u2014a time when many Satyxis swear binding oaths consecrated in blood. Such oaths are made after some accomplishment that can be seen as a milestone, whether victory in a military campaign or notable battle, a good harvest, raising a daughter to womanhood, or killing a notable foe. Typically, any Satyxis who declares such an oath will have sought counsel from an elder, a leader, or a ship's captain; surprise declarations are exceedingly rare. Regardless of what stage of life a Satyxis has sworn herself to, she is dangerous in ways mainlanders cannot understand. Satyxis society is inextricably bound up in blood rituals and cycles of predation, making this race almost universally feared and despised by the majority of non-Cryxians. Satyxis have become less likely to be killed on sight in most mainland coastal cities since the Claiming, but fear and hatred of these warrior women and their blood sorcery runs deep.", + "Satyxis live longer than humans, and they measure their lives in stages of crashing and retreating like the waves and tides. Their closely guarded language, Satyxi, is replete with metaphors about the sea. Outside of Satyx, the vast majority of Satyxis one might encounter are in a “cresting and crashing” stage called hlazeka, which is marked by aggression and ambition. Satyxis serve their mandatory military service in the Black Fleet during this time, raiding and pillaging under the black flag. By contrast, the “low and withdrawing” stage called zolile draws these warrior women home to pursue more mundane and community-focused pursuits, such as being artisans, rearing children, engaging in agriculture, and tending fisheries. At any given time, about four times as many Satyxis are in zolile as are in hlazeka. Like the tides, which ebb and flow in a perpetual cycle, most Satyxis repeat these life cycles until they are drawn into a leadership role, die, or become too infirm to continue. The transition from one life-stage to another is usually marked by a ceremony undertaken under Calder’s new moon—a time when many Satyxis swear binding oaths consecrated in blood. Such oaths are made after some accomplishment that can be seen as a milestone, whether victory in a military campaign or notable battle, a good harvest, raising a daughter to womanhood, or killing a notable foe. Typically, any Satyxis who declares such an oath will have sought counsel from an elder, a leader, or a ship’s captain; surprise declarations are exceedingly rare. Regardless of what stage of life a Satyxis has sworn herself to, she is dangerous in ways mainlanders cannot understand. Satyxis society is inextricably bound up in blood rituals and cycles of predation, making this race almost universally feared and despised by the majority of non-Cryxians. Satyxis have become less likely to be killed on sight in most mainland coastal cities since the Claiming, but fear and hatred of these warrior women and their blood sorcery runs deep.", { "type": "entries", "name": "Sea Wanderers", @@ -10471,7 +11370,7 @@ "type": "entries", "name": "Revenant", "entries": [ - "I have caused whole graveyards to give up their dead and have commanded those corpses to rise back to their feet and march against the families who interred them. I have made the broken bodies of soldiers and paupers dance like marionettes at my whims. But these were little better than crude, risen thralls. They had no spark of intellect because I chose not to give it to them. Yet I have also witnessed the walking dead who bear that glimmer of life, the look of craving\u2014or of anger. These revenants are more than simple thralls. Their spirits are as complex and varied as those of the living. I have no desire to create undead such as those. When I bring a corpse to its feet, I need to know that it will obey me. \u2014Darragh Wrathe, master necromancer The backbone of the armies of Cryx is the legion of shambling undead known as thralls. Through a mixture of arcane runes, necromancy, and necromechanikal engineering, these reanimated cadavers lurch and groan, possessed of a limited intelligence capable of nothing more than mindless laboring and tearing the enemies of Cryx apart. Most thralls are reanimated by runes carved into their bones and flesh\u2014powerful necromantic sigils that empower a dead body with arcane energy and bind an unliving corpse to a necromancer's will. But another breed of the living dead exists in the Nightmare Empire: autonomous beings not bound to a necromancer's commands. Granted independent thought and agency through complex thrall runes, the use of willful spirits claimed from the void, or other occult practices, these undead rise far above the typical mindless minion. They are among the most terrifying of the Nightmare Empire's undead servants, not just because of their cunning, but because of their unique and unusual talents. GROSS ANATOMY There are many methods by which Cryxians create corporeal, sentient undead, but all of them begin with the corpse of a deceased humanoid. Necromancers prepare a revenant's vessel with animating runes that imbue the remains with a mockery of life. This process would be sufficient if a simple thrall were the desired outcome, but the creation of thinking undead requires additional work. DEAD MEN WALKING The animate, thinking dead most often \"live\" on the island of Cryx, where they are so common as to be unremarkable to other Schardefolk, or on nearby islands under the shadow of Lord Toruk's influence. They do not walk openly among the mortals of the mainland unless they are participating in one of Cryx's brutal raids. On the Scharde Islands, however, these undead are not viewed with the same kind of terror as they cause elsewhere. Commonplace in the Nightmare Empire, they are often seen as just a different kind of citizen toiling under the banner of the Father of All Dragons." + "I have caused whole graveyards to give up their dead and have commanded those corpses to rise back to their feet and march against the families who interred them. I have made the broken bodies of soldiers and paupers dance like marionettes at my whims. But these were little better than crude, risen thralls. They had no spark of intellect because I chose not to give it to them. Yet I have also witnessed the walking dead who bear that glimmer of life, the look of craving—or of anger. These revenants are more than simple thralls. Their spirits are as complex and varied as those of the living. I have no desire to create undead such as those. When I bring a corpse to its feet, I need to know that it will obey me. —Darragh Wrathe, master necromancer The backbone of the armies of Cryx is the legion of shambling undead known as thralls. Through a mixture of arcane runes, necromancy, and necromechanikal engineering, these reanimated cadavers lurch and groan, possessed of a limited intelligence capable of nothing more than mindless laboring and tearing the enemies of Cryx apart. Most thralls are reanimated by runes carved into their bones and flesh—powerful necromantic sigils that empower a dead body with arcane energy and bind an unliving corpse to a necromancer’s will. But another breed of the living dead exists in the Nightmare Empire: autonomous beings not bound to a necromancer’s commands. Granted independent thought and agency through complex thrall runes, the use of willful spirits claimed from the void, or other occult practices, these undead rise far above the typical mindless minion. They are among the most terrifying of the Nightmare Empire’s undead servants, not just because of their cunning, but because of their unique and unusual talents. GROSS ANATOMY There are many methods by which Cryxians create corporeal, sentient undead, but all of them begin with the corpse of a deceased humanoid. Necromancers prepare a revenant’s vessel with animating runes that imbue the remains with a mockery of life. This process would be sufficient if a simple thrall were the desired outcome, but the creation of thinking undead requires additional work. DEAD MEN WALKING The animate, thinking dead most often “live” on the island of Cryx, where they are so common as to be unremarkable to other Schardefolk, or on nearby islands under the shadow of Lord Toruk’s influence. They do not walk openly among the mortals of the mainland unless they are participating in one of Cryx’s brutal raids. On the Scharde Islands, however, these undead are not viewed with the same kind of terror as they cause elsewhere. Commonplace in the Nightmare Empire, they are often seen as just a different kind of citizen toiling under the banner of the Father of All Dragons." ] } ] @@ -10484,7 +11383,7 @@ "type": "entries", "name": "Scharde Ogrun", "entries": [ - "\"Black ogrun\" is a bit of misnomer amongst the common folk in the Iron Kingdoms. The black ogrun are little different than the ogrun seen across the mainland kingdoms. Although they are seen only in service of the Dragonfather\u2014specifically among the Black Fleet, which terrorizes our coastal waters and villages\u2014only minor differences exist between them and their mainland cousins. Therefore, the only logical conclusion is that they are called black ogrun simply because they fly under the black flags and sails of Cryxian vessels. \u2014Viktor Pendrake, speaking to Corvis University on his treatise on the ogrun of western Immoren Terrifying, ruthless, and aggressive, Scharde ogrun tower over most other races and have a strength that awes the other races of western Immoren. Hailing from the Scharde Islands, these creatures live a harsh life that rewards strength, power, and ferocity. They are commonly employed as heavy laborers, smiths, and fighters, and any station they have earned is the result of their fierceness and cunning. BLOOD AND BRUTALITY Scharde ogrun (or \"black ogrun\") are just as large and broad as the ogrun who live in the Iron Kingdoms. Standing at least 7 feet tall, these slabs of muscle and sinew are the backbone of many of the Nightmare Empire's endeavors. These brutes have a deserved reputation as fierce fighters and skilled smiths. Their skin ranges in color from paler hues to deep black and everything in between. Most Scharde ogrun don't have hair on their head, but many wear a beard or other facial hair. STURDY STUFF Scharde ogrun live among some of Caen's most brutal, ruthless, and toughest people. Not surprisingly, this has made their society more austere than those of their brethren in the Iron Kingdoms. To these ogrun, survival of the fittest is their guiding mantra. This simplistic lifestyle commonly leads them to serve as shock troops and heavy laborers in Cryx's Black Fleet. Although Scharde ogrun have no rigid hierarchy, they will follow the largest and fiercest leader until they become the leader or find an even stronger and more vicious individual to follow. BODIES AND PLUNDER The Scharde Islands are an unforgiving place, and most Scharde ogrun adventure out of necessity. Prized for their strength and ruthlessness, they are particularly useful to the Nightmare Empire, whether dead or alive. Seeking their fate and fortune leads many Scharde ogrun to enlist onto one of the many ships that dock at the Scharde Islands. Some become traders or privateers, but most join the Black Fleet" + "“Black ogrun” is a bit of misnomer amongst the common folk in the Iron Kingdoms. The black ogrun are little different than the ogrun seen across the mainland kingdoms. Although they are seen only in service of the Dragonfather—specifically among the Black Fleet, which terrorizes our coastal waters and villages—only minor differences exist between them and their mainland cousins. Therefore, the only logical conclusion is that they are called black ogrun simply because they fly under the black flags and sails of Cryxian vessels. —Viktor Pendrake, speaking to Corvis University on his treatise on the ogrun of western Immoren Terrifying, ruthless, and aggressive, Scharde ogrun tower over most other races and have a strength that awes the other races of western Immoren. Hailing from the Scharde Islands, these creatures live a harsh life that rewards strength, power, and ferocity. They are commonly employed as heavy laborers, smiths, and fighters, and any station they have earned is the result of their fierceness and cunning. BLOOD AND BRUTALITY Scharde ogrun (or “black ogrun”) are just as large and broad as the ogrun who live in the Iron Kingdoms. Standing at least 7 feet tall, these slabs of muscle and sinew are the backbone of many of the Nightmare Empire’s endeavors. These brutes have a deserved reputation as fierce fighters and skilled smiths. Their skin ranges in color from paler hues to deep black and everything in between. Most Scharde ogrun don’t have hair on their head, but many wear a beard or other facial hair. STURDY STUFF Scharde ogrun live among some of Caen’s most brutal, ruthless, and toughest people. Not surprisingly, this has made their society more austere than those of their brethren in the Iron Kingdoms. To these ogrun, survival of the fittest is their guiding mantra. This simplistic lifestyle commonly leads them to serve as shock troops and heavy laborers in Cryx’s Black Fleet. Although Scharde ogrun have no rigid hierarchy, they will follow the largest and fiercest leader until they become the leader or find an even stronger and more vicious individual to follow. BODIES AND PLUNDER The Scharde Islands are an unforgiving place, and most Scharde ogrun adventure out of necessity. Prized for their strength and ruthlessness, they are particularly useful to the Nightmare Empire, whether dead or alive. Seeking their fate and fortune leads many Scharde ogrun to enlist onto one of the many ships that dock at the Scharde Islands. Some become traders or privateers, but most join the Black Fleet" ] } ] @@ -10497,7 +11396,7 @@ "type": "entries", "name": "Specter", "entries": [ - "Flesh is nothing but a hindrance. I have existed for centuries, and in those centuries unnumbered fleshly bodies have been perforated by the bullets of my wraithlock pistols. Yet their own shots have not touched me. Their walls and barriers are no impediment to an ethereal creature like me. They serve only to box in my prey so that they cannot evade me. Some think the loss of the flesh is a sad outcome. I ask, what worth does it even have? \u2014Jerventis, pistol wraith of the Host of Tartarus The angry dead never stay quiet for long on Caen. Whether cursed, consumed by the need for revenge, or pulled back to some semblance of life by a master of necromancy, numerous spirits, ghosts, and wraiths haunt the mortal realm, and many of them are among the most formidable agents in Cryx's legions. A shade's ethereal form makes it difficult (though not impossible) to kill, but its existence as a spirit leaves its soul vulnerable to being trapped, caged, exorcised, or imprisoned. Spirits of all kinds are found across the entirety of Immoren, including the wraiths that haunt Orgoth tombs, the Void spirits of the skorne, the riven of the elves, and the feralgeists that haunt the bones of wild beasts. But for the people of the Iron Kingdoms, the most common spectral undead they will ever encounter are the restless dead that manifest as unruly poltergeists and the vengeful spirits that haunt the backroads where they were brutally murdered or the graveyards where they have been laid to rest. Unable to move on from the world and tied to it by their undying purpose or curse, these spirits become twisted by their tortured existence, appearing as a mockery of their once- living selves. Of all the restless dead that haunt western Immoren, some of the most dangerous are pistol wraiths, many of whom find their way into the ranks of the armies of the Nightmare Empire. WILL-O'-THE-WISPS Regardless of their origin, all spirits share many commonalities. Like all other undead, they do not age, do not need to eat or drink, and do not suffer the ravages of disease and ill health. Despite these apparent benefits, however, undeath offers significant downsides. Although ghosts do not need to eat or drink, they are incapable of enjoying the sensations of consuming succulent food and delicious beverages. They may be able to touch and feel objects, but the strength of these sensations is diminished so much that no pleasure can be gained from them. Specters and ghosts have other hindrances, too. Some spirits have banes, which can either be used to actively harm an undead entity or act as a ward against it. The more powerful the spirit, the more specific and harmful these banes can become. A spirit can also be beholden to items that anchor its essence to Caen. The spirit's essence can retreat to one of these items when it has been significantly harmed, but" + "Flesh is nothing but a hindrance. I have existed for centuries, and in those centuries unnumbered fleshly bodies have been perforated by the bullets of my wraithlock pistols. Yet their own shots have not touched me. Their walls and barriers are no impediment to an ethereal creature like me. They serve only to box in my prey so that they cannot evade me. Some think the loss of the flesh is a sad outcome. I ask, what worth does it even have? —Jerventis, pistol wraith of the Host of Tartarus The angry dead never stay quiet for long on Caen. Whether cursed, consumed by the need for revenge, or pulled back to some semblance of life by a master of necromancy, numerous spirits, ghosts, and wraiths haunt the mortal realm, and many of them are among the most formidable agents in Cryx’s legions. A shade’s ethereal form makes it difficult (though not impossible) to kill, but its existence as a spirit leaves its soul vulnerable to being trapped, caged, exorcised, or imprisoned. Spirits of all kinds are found across the entirety of Immoren, including the wraiths that haunt Orgoth tombs, the Void spirits of the skorne, the riven of the elves, and the feralgeists that haunt the bones of wild beasts. But for the people of the Iron Kingdoms, the most common spectral undead they will ever encounter are the restless dead that manifest as unruly poltergeists and the vengeful spirits that haunt the backroads where they were brutally murdered or the graveyards where they have been laid to rest. Unable to move on from the world and tied to it by their undying purpose or curse, these spirits become twisted by their tortured existence, appearing as a mockery of their once- living selves. Of all the restless dead that haunt western Immoren, some of the most dangerous are pistol wraiths, many of whom find their way into the ranks of the armies of the Nightmare Empire. WILL-O’-THE-WISPS Regardless of their origin, all spirits share many commonalities. Like all other undead, they do not age, do not need to eat or drink, and do not suffer the ravages of disease and ill health. Despite these apparent benefits, however, undeath offers significant downsides. Although ghosts do not need to eat or drink, they are incapable of enjoying the sensations of consuming succulent food and delicious beverages. They may be able to touch and feel objects, but the strength of these sensations is diminished so much that no pleasure can be gained from them. Specters and ghosts have other hindrances, too. Some spirits have banes, which can either be used to actively harm an undead entity or act as a ward against it. The more powerful the spirit, the more specific and harmful these banes can become. A spirit can also be beholden to items that anchor its essence to Caen. The spirit’s essence can retreat to one of these items when it has been significantly harmed, but" ] } ] @@ -10862,7 +11761,7 @@ } ], "entries": [ - "You choose a creature you can see within range and mark it with a black spot that weakens its defenses, allowing attackers to strike at it more accurately until the spell ends. Make a ranged spell attack against the target. On a hit, the creature takes a \u22122 penalty to AC, and attacks against it are made with advantage." + "You choose a creature you can see within range and mark it with a black spot that weakens its defenses, allowing attackers to strike at it more accurately until the spell ends. Make a ranged spell attack against the target. On a hit, the creature takes a −2 penalty to AC, and attacks against it are made with advantage." ], "classes": { "fromClassList": [ @@ -12007,7 +12906,7 @@ ], "entries": [ "You use your connection to deathly energies to strengthen a friendly creature you can see within range. The target gains a +2 bonus to AC, and if the target is a steamjack, the damage of the first attack that hits it is halved.", - "Note: This is the IKRPG version of Death Ward\u2014a different spell from the PHB spell of the same name." + "Note: This is the IKRPG version of Death Ward—a different spell from the PHB spell of the same name." ], "classes": { "fromClassList": [ @@ -13047,7 +13946,7 @@ } ], "entries": [ - "You surround your body with baleful runes that make your attacks strike true. For the duration, hostile creatures within 15 feet of you take a \u22122 penalty to AC." + "You surround your body with baleful runes that make your attacks strike true. For the duration, hostile creatures within 15 feet of you take a −2 penalty to AC." ], "classes": { "fromClassList": [ @@ -13231,7 +14130,7 @@ } ], "entries": [ - "You encase a creature in pure entropy, weakening it and drawing it slowly into oblivion. Choose a creature you can see within range. The creature must make a Constitution saving throw. On a failed save, the creature takes a \u22123 penalty to AC and can't be healed by any means until the spell ends." + "You encase a creature in pure entropy, weakening it and drawing it slowly into oblivion. Choose a creature you can see within range. The creature must make a Constitution saving throw. On a failed save, the creature takes a −3 penalty to AC and can't be healed by any means until the spell ends." ], "classes": { "fromClassList": [ @@ -13401,7 +14300,7 @@ } ], "entries": [ - "You lash out with a parasitic bolt of energy at one creature you can see within range. The target creature must make a Constitution saving throw. On a failed save, the creature takes a \u22122 penalty to AC and you gain a +2 bonus to AC for the duration of the spell." + "You lash out with a parasitic bolt of energy at one creature you can see within range. The target creature must make a Constitution saving throw. On a failed save, the creature takes a −2 penalty to AC and you gain a +2 bonus to AC for the duration of the spell." ], "classes": { "fromClassList": [ @@ -13660,7 +14559,7 @@ } ], "entries": [ - "Dark energy coalesces around a creature of your choice within range, making its strikes deadlier. Each hostile creature within 10 feet of the target has a \u22122 penalty to AC." + "Dark energy coalesces around a creature of your choice within range, making its strikes deadlier. Each hostile creature within 10 feet of the target has a −2 penalty to AC." ], "classes": { "fromClassList": [ @@ -13782,7 +14681,7 @@ } ], "entries": [ - "Unnatural shadows merge with your steamjacks, occluding the vision of their enemies while increasing the potency of their own attacks. For the duration, each steamjack under your control and in your control range gains half cover against ranged attacks, and each hostile creature within 10 feet of an affected steamjack has a \u22122 penalty to AC." + "Unnatural shadows merge with your steamjacks, occluding the vision of their enemies while increasing the potency of their own attacks. For the duration, each steamjack under your control and in your control range gains half cover against ranged attacks, and each hostile creature within 10 feet of an affected steamjack has a −2 penalty to AC." ], "classes": { "fromClassList": [ @@ -14645,4 +15544,4 @@ ] } ] -} +} \ No newline at end of file