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Buy itEmbark upon a journey into the realm of "Full Metal Fantasy," a land where battle-hardened characters gird themselves in scarred mail and metal and take up their saw-toothed blades and smoking forgelock pistols, where steamjacks belch ash and stream upon the battlefields and the cobbled streets of cities and strongholds, and where steam power is fused with arcane might. This is the official Iron Kingdoms character guide, with new and exciting character classes and prestige classes, heaps of new skills, feats, weapons and gear. Expansive details on magic and mechanika, and new races like Gobbers, Ogrun and Trollkin. To make full use of this book you also need the D&D Player's Handbook and Dungeon Master's Guide.
| Publisher | Privateer Press |
| ISBN | 0970697066 |
| Format | Hardcover |
| Author | Iron Kingdoms |
| EAN | 9780970697066 |
| Label | Privateer Press |
| Dewey Decimal Number | 793 |
| Studio | Privateer Press |
| Number Of Pages | 400 |
| Title | Iron Kingdoms Character Guide: Full Metal Fantasy, Vol. 1 |
| Publication Date | 2004-07-01 |
| Manufacturer | Privateer Press |
Review by Daniel Price, 2006-03-20
Iron Kingdoms Character Guide: Full Metal Fantasy, Vol. 1 is packed to the brim with great rules and source material for the Iron Kingdoms campaign setting. The book has been laid out in an easy-to-read and easy-to-find information format. This book covers all the essentials in rules supplements to really give your campaign that "Full Metal" feel.
This book was also designed to go with Volume 2 to create an 800 page arsenal of amazing background information and rules for Iron Kingdoms.
Review by Charles Feduke, 2005-06-08
From scanning the reviews, I think everything I would say has already been said. This book has been the most enjoyable d20 sourcebook I have ever read. The artwork is fantastic and the content is awesome. For a rule/source book... it's a page turner. Well, page turner in a role-playing gamer way. Odd to say that, but there are various devices throughout the book that keep you interested - adventure hooks in sidebars, enlarged quotes and narratives, and really great, off the wall ideas. The paper is thick so the book looks incredibly thick; print is unfortunately in black and white (off topic: the Warmachine tabletop books (printed in full color) from Privateer Press are on par if not better than Games Workshop's tabletop books). I only noticed slight problems in some character class modifications detailed; otherwise the book appears to be spelling-, punctuation-, and grammar-error free.
I finally found a campaign setting as immersive and interesting as al Qadim... I am once again excited to DM.
Highly recommended.
Review by Rodney Demo, 2005-04-13
Okay since everybody has written alot about the book already I'll give the "bullet points." The book has a very diverse feature of races which I found as a breath of fresh air. The rules and added classes are well written and easy to understand. The new weapons and armor are interesting along with a truck load of information of the iron kingdoms. I'd say it even rivals Forgotten Realms in history and culture. The only reason I gave it 4 stars is due to magic creation section, you thought the DMG was tough this took me about a 5th reading and compairing the two books to figure it out. This section of the book was the only unflowing part but other than that I would HIGHLY recommend getting this book.
If your looking at Eberron I'd look here first. Eberron doesn't even come close!
Review by 123, 2005-04-09
I love the Iron Kingdoms and you may say that there are comparisons to Eberron but all I have to say is that Eberron never did anything like this for me! I love the feel of The Iron Kingdoms and to me that is very very important.
Review by Redmaw, 2005-01-31
My favorite d20 product thus far ! At least until the World Guide appears. Slick presentation, beautiful artwork, and a completely original idea.
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