# Pathfinder: Iron Gods
**********
>[!infobox]+
>#### Sections
>[[Iron Gods Character Creation and House Rules#Setting|Setting]]
>[[Iron Gods Character Creation and House Rules#Character Background|Character Background]]
>[[Iron Gods Character Creation and House Rules#Ability Scores|Ability Scores]]
>[[Iron Gods Character Creation and House Rules#Alignment|Alignment]]
>[[Iron Gods Character Creation and House Rules#Races|Races]]
>[[Iron Gods Character Creation and House Rules#Classes|Classes]]
>[[Iron Gods Character Creation and House Rules#Skills|Skills]]
>[[Iron Gods Character Creation and House Rules#Feats|Feats]]
>[[Iron Gods Character Creation and House Rules#Traits|Traits]]
>[[Iron Gods Character Creation and House Rules#Drawbacks|Drawbacks]]
>[[Iron Gods Character Creation and House Rules#Death and Dying|Death and Dying]]
The full Iron Gods Player's Guide can be found [[Iron Gods Players Guide.pdf|here]] In addition I have provided some information about the setting, highlighted house rules and other information that is useful in the character creation process. Even though we are playing an adventure path, I make every effort to incorporate character origins, backstories, personal quests and NPCs (and any other elements) into the events of the adventure. So please be sure to think about your character's background and goals as you're making them... and if you need help integrating those things into the lore of Golarion, I will be happy to help.
## Setting
Iron Gods is a level 1-20 adventure path set in the land of Numeria in **4714 AR**. This adventure path takes placed during the events of Wrath of the Righteous and Mummy's Mask. For those who have played in previous Pathfinder games, and want an idea of the state of the world (and perhaps some previously played characters) here is the timeline:
* **4707 AR** Rise of the Runelords
* **4708 AR** Curse of the Crimson Throne
* **4709 AR** Legacy of Fire
* **4710 AR** Kingmaker
* **4711 AR** Jade Regent
* **4713 AR** Wrath of the Righteous (ongoing)
* **4714 AR** Mummy's Mask (ongoing)
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<img src="https://publish-01.obsidian.md/access/26ff1f645efddfe71af96c5ac9a5c23e/99%20Assets/NumeriaMap.jpg" style="margin: 5px; float: left;" width="66%">
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Numeria is large and hostile land populated with murderous machines, mutated monsters, ravaging hordes of kellid, orc, and giant raiders and twisted alien creatures. The land is roughly divided into four major regions:
* **Sovereign's Reach:** The northern region is firmly under the control of the Black Sovereign's forces and the Technic League: a cabal of technomancers who seek to control all Advanced Technology.
* **Numerian Plains:** The safest and most fertile region of Numeria, in that it is beyond the easy reach of the Technic League or the Sovereign's Legion, and crops will grow there. Life here is merely hard rather than unforgiving, and the touch of the Rain of Star is lighter.
* **Sellen Hills:** The hills East of the Sellen river are home to three Kellid tribes constantly vying for territory. Commerce and the flow of Mendevian Crusaiders up and down the Sellen river sustains towns and cities, but venturing out of sight of the river is a risky proposition.
* **Felldales:** The blasted wastes of the Felldales was the most heavily bombarded by falling space junk during the Rain of Stars, and it remains a hazardous wasteland haunted by sickness, corruption life and murderous machines. Those who try to carve out a living in the Felldales are either desperate or foolish.
The Iron Gods campaign starts in the City of Torch, in the Numerian Plains region. The town will be the starting off point for our heroes' first adventure, but they will be travelling across Numeria rather than using Torch as a hub, so plan your character accordingly.
## Character Background
Please keep these questions in mind as you are building your character and background. Send an email to me with the answers for your character, along with a character backstory, and an idea of what you would like your character to accomplish as they make their way through the adventure. I will make a significant effort to work your character's story, goals and NPCs into the adventure path.
Also, please let me know of any specific items you would like to have available for your character.
### Basics
- Race:
- Gender:
- Name:
- Age:
### Class
- What class is your PC now?:
- Why did they choose that class?:
- Do they have a mentor or teacher? If not, how did they come into their class:
### Alignment/Philosophy:
- Is your PC lawful, neutral or chaotic?
- Is your PC good, neutral or evil?
- How do they tell the difference between right from wrong?
- Is mortality ordained by the gods/universe, by society/culture or by persons?
- Who was the person who most influenced their beliefs?
### Psychology:
- What does your PC like best about themselves?
- What do they dislike most about themselves?
- What is their biggest fear?:
- What is their biggest regret?:
- What is the happiest moment in their life?:
- Does the PC have any hobbies or non-adventuring interests?:
- How would a stranger describe the PC, to distinguish them from another member of their race?:
### Family and Friends:
- Does your PC have any family? If so, who are they?:
- Do they have a spouse/lover? If so, who are they?:
- Does PC have a best friend or two? If so, Who are they?
- Does the PC have any rivals? If so, what is the source of animosity between them?
### History:
- Where was the PC born? Where were they raised, and by whom?:
- What brought them to Torch?:
- Does the PC have any prior relationship to any other PCs?:
## Ability Scores
Ability scores will be determined by a 25 point-buy system. Each character receives a number of points to spend on increasing his basic attributes. In this method, all attributes start at a base of 10. A character can increase an individual score by spending some of his points. Likewise, he can gain more points to spend on other scores by decreasing one or more of his ability scores. No score can be reduced below 8 or raised above 18 using this method. Total scores after age and racial modifiers may not exceed 20 at character creation.
| Ability Score | Point Cost |
|:-------------:|:----------:|
| 8 | -2 |
| 9 | -1 |
| 10 | 0 |
| 11 | 1 |
| 12 | 2 |
| 13 | 3 |
| 14 | 5 |
| 15 | 7 |
| 16 | 10 |
| 17 | 13 |
| 18 | 17 |
## Alignment
I do not restrict alignment, but please keep in mind that your character needs to be able to work with the other members of the party, and help move the story along. Make sure your character has a reason to be part of the group and go along with the flow of the story.
## Races
Characters are encouraged to play one of the core races (Dwarf, Elf, Gnome, Half-Elf, Half-Orc, Halfling, Human), or one of the races that feature prominently in the adventure path. In addition to the core races, dwarves, ratfolk, orcs, goblins and tieflings are fairly common in the Numeria region, and easily fit into the adventure. If you wish to play a non-core race, or one that is not listed above, please let me know what you have in mind and how their presence would fit in Numeria.
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### Human (Kellid)
Numeria is a populated by a variety of Kellid tribes that roam from place to place in search of game and foraging, while others band together to scrape out a living on meager farms in the rocky soil, trusting in numbers to defend them from raiders, brigands and radioactive monsters. There are, of course, other humans who live in the area: Varisian wanderers, displaced Shoanti exiles, Taldan expatriates, Ulfen and Varki traders from the far West and North. Maybe even travelers from further reaches. Humans tend to move about.
- **+2 to One Ability Score**: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
- **Bonus Feat**: Humans select one extra feat at 1st level.
- **Skilled**: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
- **Languages**: Kellid humans begin play speaking Hallit (Common). Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
### Elf
While not specifically numerous in Numeria, every generation there are some elves that find themselves drawn to the strange crash sites of the land. Many turn back after setting their eyes on the desolation that is the felldales, or upon encountering the mutated horrors that live within Numeria's borders, but others persist for reasons unclear.
- **+2 Dexterity, +2 Intelligence, –2 Constitution**: Elves are nimble, both in body and mind, but their forms are frail.
- **Low-Light Vision**: Elves can see twice as far as humans in conditions of dim light.
- **Elven Immunities**: Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
- **Elven Magic**: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
- **Keen Senses**: Elves receive a +2 racial bonus on Perception checks.
- **Weapon Familiarity**: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
- **Languages**: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
### Android
Strange beings born from the Rain of Stars, androids are shockingly lifelike, but also uncanny in appearance and manor. The Kellish taboo against the relic of the Rain of Stars, and the Technic League's presumed ownership over anything they deem to be "advanced technology," and their own difficulty with understanding emotion, make it hard for androids to find community.
- **Languages:** Androids begin play speaking Common. Androids with high Intelligence can choose any language as a bonus language (except secret languages, such as Druidic).
- **Nanite Surge (Ex):** An android’s body is infused with nanites. Once per day as an immediate action, an android can cause her nanites to surge, granting her a bonus equal to 3 + the android’s character level on any one d20 roll; this ability must be activated before the roll is made. When an android uses this power, her circuitry-tattoos glow with light equivalent to that of a torch for 1 round.
- **Emotionless:** Androids can never gain morale bonuses and are immune to fear effects and emotion effects. They have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
- **Constructed (Ex):** For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), androids count both as humanoids and as constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects. They are not subject to fatigue or exhaustion, and are immune to disease and sleep effects.
- **Exceptional Senses (Ex):** Androids have darkvision to a range of 60 feet and lowlight vision. They also gain a +2 racial bonus on Perception checks.
- **+2 Dexterity, +2 Intelligence, –2 Charisma:** Androids have swift reflexes and are very intelligent, but often have difficulty relating to others.
### Lashunta
Fey humanoids might be mistaken for elves, where it not for the fleshy antennae that protrude from their foreheads. Lashunta are psychicly gifted fey of unknown origin. Lashunta are rare in Numeria, but almost unheard-of elsewhere. Those that do live in Numeria tend to keep a low profile, and disguise their true nature among strangers. Those who have been discovered for what they are have a tendency to disappear without warning.
- **+2 Intelligence**: Lashunta are almost universally intelligent and eager to learn.
- **Sexual Dimorphism**: Male and female lashunta have very different body and personality types, more so than most humanoid species. Male lashunta are muscular (+2 Strength) and often brash and unobservant (–2 Wisdom). Female lashunta, though beautiful and commanding (+2 Charisma), lack the males’ rugged builds (–2 Constitution).
- **Lashunta Magic (Sp):** A lashunta possessing an Intelligence score of 11 or higher gains the following spell-like abilities: at will—*daze*, *mage hand*; 1/day—*detect thoughts*. The caster level for these effects is equal to the lashunta’s character level.
- **Knowledgeable**: A lashunta gains a +2 racial bonus to any one Knowledge skill.
- **Limited Telepathy (Su):** A lashunta is able to mentally communicate with any creature within 30 feet with whom she shares a language. Otherwise this ability is identical to the telepathy ability.
- **Languages**: Lashunta begin play speaking Lashunta and Elven. Lashunta with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
### Kasatha
Kasatha tend to live in tribal bands that roam the Felldales in Western Numeria, competing for resources with orc bands, Kellid tribes, goblin raiders, gnoll ravagers and ash giant vermin-riders. Often dismissed as another monster race on account of their elongated heads, four-armed torsos pitch-black eyes, Kasatha are quite shrewd, insightful and contemplative.
- **+2 Dexterity, +2 Wisdom**: Kasathas are nimble and sharply perceptive.
- **Defensive Training**: Kasathas have a +2 dodge bonus to Armor Class.
- **Desert Runner:** A kasatha has a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, and other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
- **Desert Stride:** A kasatha moves through nonmagical difficult terrain in desert environments at normal speed.
- **Jumper**: A kasatha is always considered to have a running start when attempting Acrobatics checks to jump.
- **Multi-Armed**: A kasatha has four arms. One hand is considered its primary hand; all others are considered off hands. It can use any of its hands for other purposes that require free hands.
- **Stalker**: Perception and Stealth are class skills for kasathas.
- **Languages**: Kasathas speak Hallit (Common) and Kasatha. Kasathas with high Intelligence scores can choose from the following: Dwarven, Draconic, Gnoll, Orc, and Sphinx.
## Classes
Any of the classes are available, with the following exceptions and modifications.
- Kineticist class is not permitted.
- Summoner class must use the **Unchained Summoner** variant.
## Skills
No new skills are introduced to the Pathfinder RPG to model how characters interact with technology—rather, existing skills are expanded to allow for such interaction. There are also a few additional changes to how skills are used.
### Background Skills
In addition to their normal allotment of regular skill ranks, all characters gain 2 background skill ranks each time they gain a level in a PC class. The character’s Intelligence modifier doesn’t adjust this value. Background skill ranks can be used to gain ranks only in background skills, not adventuring skills. Characters can expend their regular skill ranks on background skills if they desire.
- Appraise
- Artistry
- Craft
- Handle Animal
- Knowledge (engineering)
- Knowledge (geography)
- Knowledge (history)
- Knowledge (nobility)
- Lore
- Perform
- Profession
- Sleight of Hand
## Feats
Characters gain feats at every odd level, as well as from race and class features that grant bonus feats. Feats from any Paizo source are permitted, with a few changes and exceptions.
### Altered Feats
To address some of the useless and dead-weight feats, some feats have been consolidated or eliminated. The "Elephant in the Room" ruleset can be found [[EitR.pdf|here]]. The following exceptions to the rules found in that document are as follows:
- Power Attack, Combat Expertise and Deadly Aim are feats as normal.
- Improved Vital Strike is not a feat, it's benefits are included in Greater Vital Strike when you reach BAB +16.
### Banned Feats
The following feats are not available to any characters or NPCs:
- Clustered Shots
- Orator
- Sacred Geometry
### Item Creation
Item Creation feats (including the crafting of technological items) are permitted, but only for player characters. Not cohorts, squires, or other player-controlled NPCs. Furthermore, there are some clarifications, rulings and house rules that need to be kept in mind.
**Item Creation Feats and Starting Wealth**
Characters starting gold and wealth by level for new characters measures the value of their *possessions*, not necessarily their price. Any magic items purchased at character creation are purchased at their full price, regardless if they were crafted via your item creation feats or not. A 4th level fighter who enters the game with a +1 longsword may have found it on a previous adventure, or inherited it from their parents, purchased it from a travelling merchant, or may even have forged it themselves with their own hands. No matter how they acquired the item, it still constitutes 2,000 gp of their starting wealth.# Item Creation and Companion Characters
**Item Creation Requirements**
All requirements for item creation are mandatory. You cannot bypass crafting requirements by simply increasing the craft DC.
If you wish to create a magic item and hire a wizard to cast the required spell, then you can create the item, but the craft DC increases by 5. If you need a lawful good dwarf cleric with the toughness feat to cast a spell to meet the requirements, then the craft DC increases by 25, for the alignment requirements, race requirement, cleric spell requirement and feat requirement.
If your character possesses a feat, class feature or other extraordinary ability to bypass item creation requirements, those abilities are effective, but you still must meet the higher craft DC for any missing requirements (unless your ability specifically states otherwise).
## Traits
Player characters are permitted to take two traits. Traits and drawbacks are not available for companion characters or NPCs, unless they take the Additional Traits feat.
Traits can be taken from any Paizo source, except campaign traits, which must be take from the [[Iron Gods Players Guide.pdf|Iron Gods player guide]].
## Drawbacks
A player may select a third trait if they take a drawback. Drawbacks must be relevant and impactful to your character. Taking a –5 penalty to diplomacy and intimidate on a 7 Charisma druid without ranks in either skill isn't really a drawback.
If you would like to create a thematically appropriate drawback, please let me know. A few example custom drawbacks are listed below.
**Custom Drawbacks**
- [[Butterfingers]]
- [[Clumsy]]
- [[Lame]]
## Death and Dying
Characters should not be so fragile that one poorly timed critical hit can kill them off, and they should not be *easier* to kill as they go up in level... I also don't like the idea of death being an inconsequential inconvenience. With that in mind, there is a larger "death and dying" thresh hold, and resurrection magics have been altered. Death and dying functions exactly as normal for Pathfinder, except that a character dies when they reach hit points equal to 0-(character level + constitution score)×2. Thus a 3rd level character with a constitution of 12 would die at -30 Hit points (0-((3+12)×2)).
## Hero Points