Item description for Liber Mechanika (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Iron Kingdoms Setting) by Privateer Press...
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 of magic and mechanical science to produce inventions of spectacular and wonderous power. Within awaits a series of wonders ready to be revealed to the inquiring and inventive minds of players and game masters alike. Inside you will find: * A revisted and revised arcane mechanik base class. * Four prestige classes unique to the Iron Kingdoms * Details on mysterious Cyriss-tech * Streamlined rules for mechanika creation * Rules and options for building steamjacks Gear up for Full-Metal Fantasy with the Liber Mechanika!
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Est. Packaging Dimensions: Length: 10.8" Width: 8.3" Height: 0.3" Weight: 0.8 lbs.
Release Date Aug 26, 2005
Publisher Privateer Press
ISBN 1933362014 ISBN13 9781933362014
Reviews - What do customers think about Liber Mechanika (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Iron Kingdoms Setting)?
Mechanika - it's what's for dinner... May 12, 2006
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 rounds out Chapter One and covers a range of mechanika-themed mundane equipment for purchase such as the Amblerose rivet gun, portable steam engine, and new firearm customization.
Chapter 2: The Foundry expands on the rules for creating purely mechanikal equipment found in the IKCG including new power sources like the Stormchamber, and new mechanikal components including elemental emitters. Creation of arcantrix wondrous items includes glyphweave garments - essentially cloth woven with metal threads which can be used as rune plates along with several other new components. Warcaster armor is reworked in the LM, replacing and expanding the design rules contained in the IKCG.
Building mechanikal and arcantrix items has always involved a fair bit of number-crunching. Components must be socketed together and run through a power source such as a Stormchamber or arcane accumulator. The process is involved, but players and DMs alike who enjoy working with the meat of the rules will enjoy the steps set forth in the LM. But, for players or DMs who do not have the time or patience to work through the design rules Rob Baxter has also included a streamlined mechanikal creation system. This allows the player and DM to build items with a minimal amount of time investment. Mechanikal devices can be damaged or destroyed in the course of adventuring, so the LM is nice enough to provide rules for when that Thrall Lieutenant sunders a player's mechanikal sword. Several new spells, such as arcane insulator's ability to block dispel magic attacks against magical power sources make life easier for arcane mechaniks, while lash cortex is just about enough to ruin a servitor's - and its controller's - day. The foundry explores some of the mysteries of Cyriss and her enigmatic Cyriss-tech. Cyriss-tech functions better, requires less power, and often defies fundamental mechanikal principles. Creation of Cyriss-tech as well as the inhuman Vessels of Cyriss template are also included.
Chapter 3: Minds of Metal, Hearts of Fire is the owner's manual for steamjacks. These rules replace those found for steamjack creation in the IKCG. Steamjack (and warjack) creation is a process similar to creating steam armor. Chassis design, cortex selection, and attribute increases are covered, as well as a sidebar on converting WARMACHINE miniatures game warjacks to the d20 setting.
The Liber Mechanika is a great resource tool for designing and using mechanikal items in the Iron Kingdoms. Since magic has its own perils in the IK, mechanikal design replaces on many levels the traditional magic item design found in the DMG. The revised arcane mechanik is a useful core class now, and will find utility in more parties than it used to. The rules are well-written, if a bit convoluted (see The Bad), and although scarce, the artwork throughout the book is top-notch. What background and fluff the LM contains is scattered through the relevant sections and takes into account the ongoing war in Immoren, providing information on how to work specific situations into your campaign (for example, how the party might be treated if it wanders into Khador with a steamjack and no mercenary charter). The information on Cyriss raises even more questions about the newest god in the IK pantheon, but puts some to rest as well. This book is a must for any DM or arcane mechanik player, as well as fans of the IK setting.
I had to read through The Foundry twice and create a few items as samples to fully grasp the mechanika/arcantrix construction rules. They are complex, but diligent reading and the much appreciated inclusion of the streamlined creation process will help players and DMs. There are a few typos in the book, things like the ironhead's Mechanikal Aptitude ability being listed as Mechanik in the level table, but nothing that can't be overlooked. I had also hoped to see more pre-generated mechanika/arcantrix items in the book, but the rules for creation take up any room they might have needed. In addition, the conversion rules for WARMACHINE warjacks cover the basic statistic conversions, but leave the rules for weapons and special abilities up to the DM (luckily, Privateer Press' No Quarter magazine has begun converting warjacks over, giving DMs a better starting point for their own conversions). And on the subject of steamjack/warjack weapons only a couple weapons are listed in the equipment section in chapter one, there is no list of weapons (ranged or otherwise) for purchase and installation under the 'jack creation rules.