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Paperback Iron Kingdoms: Liber Mechanika Book

ISBN: 1933362014

ISBN13: 9781933362014

Iron Kingdoms: Liber Mechanika

The Liber Mechanika is your handbook to the arcane art of mechanikal artifice and steam-follery in the Iron Kingdoms or any d20 campaign world. This game supplement adds further detail to the fusion... This description may be from another edition of this product.

Recommended

Format: Paperback

Condition: Very Good

$30.39
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Mechanika - it's what's for dinner...

The Liber Mechanika is the first guidebook released by Privateer Press for the Iron Kingdoms RPG world setting since their award-winning Character (IKCG) and World Guides (IKWG). Unlike the World Guide, which was entirely fluff, the Liber Mechanika is full of crunchy goodness; a mix of rule and lists sprinkled through with the kind of fluff that gives the Iron Kingdoms their unique bite. The book is divided into three large chapters (which read more like 'themes'), themselves divided into topics covering anything from steamjack construction to mechanikal limbs. Chapter 1: Hands-On Experience begins with a completely revised arcane mechanik class description. The original arcane mechanik (AM) was a woefully underequipped wizard variant with a few abilities to aid in creating mechanikal devices. The new AM has an almost entirely new bag of tricks: his BAB stages faster, he gains spells per day faster (for example, the original AM could not cast 3rd level arcane spells at 6th level, the new AM can), and his abilities have been rearranged and added to. Of these new abilities, the fabrication score is the most useful for those characters who look forward to creating mechanikal devices. Fabrication reduces the XP amount needed to fabricate and draft mechanikal plans. Since only the arcane mechanik gains this ability the increased magic creation costs put forward in the IKCG become even more costly and dangerous for wizards and other spellcasters to create purely magical or even mechanikal devices. The Liber Mechanika introduces four new prestige classes. Each class interacts in a specialized way with the inner workings of mechanikal devices. The field mechanik is a combat mechanik, capable of repairing mechanikal constructs during the heat of battle. The ironhead knows how to squeeze performance out of her steam armor, and is able to customize it in ways never imagined by its original builders. A preceptor of Cyriss seeks to further his knowledge of the Maiden of the Gears by following Her precepts and enigmas. Both clockwork and steam-powered servants are the domain of the mechanist. Since no d20 book is complete without new Feats, the LM contains 15 feats, of which 6 are updated from the IKCG. Following feats a section on equipment begins with rules on building steam armor. Steam armor is heavy, expensive, customizable armor worn by adventurers and soldiers in Immoren. The design and creation rules cover both light and heavy steam armors as well as customization rules for such addons as servitor bays and cloud venting. Mechanikal limbs are also covered, from construction and maintenance to customizations such as punch pistons and secret compartments. Servitors and their care and feeding follows, including how mechanikal familiars interact with their owners, and enhancements like the porter's scabbard (my sword, Patsy). Servitors can even be taught to reload firearms for their owner, something any gun mage will be happy to hear. Tools of the Trade
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