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Character Creation / House Rules.

Posted by Dungeon MasterFor group public
Dungeon Master
GM, 87 posts
Sat 12 Jun 2021
at 16:59
  • msg #1

Character Creation / House Rules

Unless otherwise decided, character creation and advancement rules will be as follow:

Sources: Third-Party material will be considered on a case-by-case basis, but anything reliant on new systems, such a Path of War, will not be allowed.

Current Level: 3
Starting Stats: 20-Point Buy, Min 7 and Max 18 before racial adjustments
Hit Points: Max 1st level, Average rounded up afterwards (d12 = 7, d10 = 6, d8 = 5, d6 = 4)
Feats: Gain 1 feat per level instead of every odd level.

Equipment/Gear: Don't bother purchasing or itemizing mundane adventuring gear(pitons, torches, rope, grappling hook, arrows, etc.) unless they're particularly expensive or burdensome(silk rope, tent, 10-foot pole, masterwork, etc.)
*Currently not tracking things 6 GP and under.*

Advancement: We will be following the Fast experience progression which can be found here: https://www.d20pfsrd.com/class...aracter-advancement/

Background Skills*: https://www.d20pfsrd.com/skills/background-skills/
                   *Except Knowledge (Engineering) will be considered an Adventuring Skill

Traits: 2 Traits in addition to your Campaign Trait, Maximum of one additional Trait with a Drawback. All traits must be of different Types.

Alignment: Evil and Paladins aren't an automatic 'no,' but all characters need to be able to work together and be motivated to help Torch and eventually Numeria from the evils that will befall it.

Character Conflict: Is acceptable so long as it doesn't become player conflict. If you would like your character to cheat or betray the other characters, clear it with me and/or the affected players beforehand.
This message was last edited by the GM at 05:47, Tue 27 June 2023.
Dungeon Master
GM, 88 posts
Sat 12 Jun 2021
at 18:23
  • msg #2

Combat, Dungeon Delving, and Rolls

Irons Gods is heavy on dungeon delving and a bit of a meat grinder. I will not be pulling any punches and character death is likely. On the other hand, to overcome some of the repetitive and monotonous die-rolling that comes with dungeon delving in Play-by-Post there are some things I will do which work to your advantage.

Initiative: I will roll initiatives. Pausing for everyone to make a single die roll often needlessly delays the game by a day or more. If there are a number of enemies their initiatives will be averaged and they will act together. All PCs who act before the next enemies can post in any order and their actions will resolve in that order unless otherwise stated(The fighter posts first, but says he will charge in after the mage acts--not wanting to get singed by a possible fireball.)

Automatic Reactive Rolls: I will assume, when you are not in combat or fleeing, that you are always on the lookout for traps or hidden things. I will both Take 10 AND roll for every character and include a private line to anyone who succeeds. You may additionally take 20, but doing so on an area requires being present in that area and risks tripping proximity triggers. I will do the same for automatic and reactive uses of skills such as Appraise, Sense Motive, Knowledge, Linguistics, Profession, and Spellcraft. Unfortunately if I have already rolled a non-repeatable skill check for you, further checks will not be considered(but go ahead and roll in case I may have overlooked something.)
Dungeon Master
GM, 379 posts
Wed 22 Jun 2022
at 18:06
  • msg #3

Campaign Traits

Against the Technic League: Although the Black
Sovereign rules Numeria in name, it’s the spellcasters of
the Technic League who hold the real power. While their
inf luence is certainly strongest in the capital of Starfall,
their touch can be felt even here in Torch—the League
takes a significant cut of the town’s income as tithes every
month. For some reason, you have a grudge against the
Technic League. Perhaps your parents lost their jobs as the
result of an act they took that displeased the League—you
might even suspect the League was responsible for their
deaths. Alternatively, you could just rankle at the League’s
open acceptance of slavery, their reputation for sadism and
cruelty, or their penchant for hoarding and controlling
technological wonders. Talk to your GM to refine the reasons
why you hate the Technic League, but you’re convinced that
they are somehow responsible for putting out the town’s
torch and that evidence of their tampering can be found in
the caverns below—if you can find evidence of the Technic
League working against Torch’s better interests, that could
well be a step toward the town’s independence from the
League. Choose either weapons or spells. If you choose
weapons, you gain a +2 trait bonus on all damage rolls made
against targets you know are associated with the Technic
League. If you choose spells, increase the save DC of your
spells by 1 when you target such a foe.

Local Ties: You have ties to a prominent local in the town
of Torch—the missing wizard Khonnir Baine. If you’re a
wizard, alchemist, or other scholarly type, he may have
been your tutor or teacher. If you’re of a more martial bent,
Khonnir could instead have been a friend or business
associate of your mother, father, or patron. He may
even have been your adoptive father, in which case
you likely have a bond of friendship or rivalry with
his adopted daughter Val (your GM has more information on
her in this case if you wish to know more for your character’s
background). Your association with Khonnir has given you
insight into how technology works. Choose Disable Device or
Knowledge (engineering). You gain a +1 trait bonus on checks
with this skill, and it is a class skill for you. In addition,
you are treated as if you possessed the Technologist feat for
the purposes of resolving checks associated with that skill.
If you gain the Technologist feat, your trait bonus for the
selected skill increases to +3.

Numerian Archaeologist: Numeria is a land ripe for
archaeological exploration, since so many of the strange
technological dungeons have been either avoided by the
superstitious barbarian tribes or have been locked down by
the Technic League, leaving many of them untouched and
ripe for exploration. You’ve studied the strange language
associated with these eerie technological ruins, and are eager
to start exploring them—you suspect that Torch’s namesake
is in fact part of a larger buried ruin, and you hope to enter
these ruins and learn their original purpose by exploring
the caves below town. You gain Androffan as an additional
language. In addition, you possess a knack for technological
items; when you use a timeworn technological item, roll
twice when determining any glitches the item might cause
and choose which result to use as your actual result. Talk
to your GM for more information about resolving glitches.

Robot Slayer: The strange automatons that plague the
wilds of Numeria are a blight upon the world, and the idea
that there could be countless more of these creatures lying in
wait in the unknown ruins scattered throughout the region
chills your blood. Khonnir’s recovery of a deactivated robot
from the caves below Torch worries you—not only could
that thing wake up and run amok in town, but there may
well be more lurking below! You want to explore the caves
under Torch to determine if there is indeed a lurking robot
threat below town. You gain a +1 trait bonus on attack rolls
against robots and a +1 dodge bonus to AC against attacks
made by robots.

Skymetal Smith: The fires atop Torch Hill have long been
a boon to smiths and metalworkers, and your family is no
exception. Whether you grew up in Torch or simply made
several trips here with your parents to use the fire, this was
to be your first time to use the torch for your own project.
You managed to use the fires to craft a small weapon or
piece of armor from skymetal, but not long thereafter the
fires went out. The violet f lames are as much a part of your
upbringing as anything else, and their loss distresses you;
you hope to find a way to rekindle the torch below the hill.
You’ve long hoped to work with skymetal, and begin the
game with a small metal bauble made of the skymetal of your
choice—you made this item yourself. The item is nothing
more than a valuable art object worth 100 gp. You can sell it
to gain an additional 100 gp when creating your character,
but if you keep it, your pride in its crafting grants you a +2
trait bonus on Will saving throws made against emotion and
fear effects. You lose this bonus if you willingly sell or give
up the item, but if it is destroyed or lost through no fault
of your own, you retain a +1 trait bonus on such Will saves.

Stargazer: They say the strange technological ruins
scattered throughout Numeria came from the skies several
thousand years ago. The concept of life on other planets far
beyond Golarion has always fascinated you, and you’ve long
hoped to learn more about what life on those other planets
may have been like. You’ve heard stories about the strange
alien creatures found in Numerian dungeons and hope to
learn all you can about them—perhaps some of these aliens
can be found in the caverns below Torch! You gain a +2 trait
bonus on Knowledge checks to identify alien monsters’
abilities and weaknesses. In addition, you gain a +1 trait
bonus on Knowledge (geography) checks, and this skill is
a class skill for you. You are treated as if you possessed the
Technologist feat for the purposes of resolving checks to
identify an alien creature using a Knowledge skill and for
all Knowledge (geography) checks. If you already possess
the Technologist feat, then your trait bonus on Knowledge
(geography) checks increases to +3.
Dungeon Master
GM, 380 posts
Wed 22 Jun 2022
at 18:11
  • msg #4

Numeria Regional Traits

Alien Origins
Requirement(s) Silver Mount
You are in some way tied to the mysterious alien monument known as Silver Mount in Numeria, but you have forgotten an important piece of your past. Perhaps you were a metallurgist’s experiment gone awry, a rediscovered automaton that escaped the mountain’s confines, or the result of some equally enigmatic phenomenon. Regardless, your unusual origins mark you as somehow different from others, and you know the gaps in your memory hold the key to your past. You start play with a unique compass that doesn’t point north and is riddled with indecipherable alien markings—the only object you have that you know to be tied to your home. In addition, your inscrutable mannerisms give you a +2 trait bonus on opposed Bluff checks. Suggestion: Consider being a member of the android race from Pathfinder Campaign Setting: Inner Sea Bestiary.

Ancestral Weapon
Requirement(s) Numeria
You have inherited a sacred tribal weapon wielded by your forebears since the days before the Rain of Stars, and you were trained in its use from a young age. Select either cold iron or silver. You begin play with a masterwork melee weapon made of the material of your choice. You must be prof icient with this weapon, and its combined cost cannot exceed 500 gp. You gain a +1 trait bonus on attack rolls with weapons made of the selected material.

Blighted Physiology
Requirement(s)
Numeria
Exposure to the corruption that seeps through every drop of water and grain of dirt in Numeria has altered your body. Horrif ic growths beneath your skin provide you a +1 natural armor bonus to AC, but your body does not work as a normal creature’s would. You become sickened for 1 round anytime you receive magical healing.

Giant Ambivalence
Requirement(s)
Temperate Highlands—Cloud, Hill, River, Stone
You witnessed or were otherwise strongly influenced by two separate acts by giants, one of great beneficence and one of great violence. You reflexively gauge the intentions of powerful creatures in case they turn to violence. You gain a +1 trait bonus on initiative checks. You also gain a +1 trait bonus on Sense Motive checks, and a +2 trait bonus on Perception checks to not be surprised in a surprise round of combat.
Likely Regions: Isger, Molthune, Numeria, Realm of the Mammoth Lords, Varisia.

Giant-Harried
Requirement(s)
Wastelands—Ash, Hill, River, Shadow
You were robbed by giants or nearly killed by a giant’s prank, and the experience gave you a keen instinct for outmaneuvering bigger creatures. You gain a +1 trait bonus on combat maneuver checks against creatures larger than you and a +1 trait bonus to CMD against such creatures.
Likely Regions: Geb, Mana Wastes, Nex, Nidal, Numeria.

Resourceful Scavenger
Requirement(s)
Numeria native
Living in Numeria required you to become an expert scavenger, searching through ruins and crash sites for valuables and sustenance. Years spent in this pursuit have given you a keen eye for finding valuables and potentially useful resources in the unlikeliest places. You gain a +2 trait bonus on Perception checks when you search a location for valuables or resources. Appraise is always a class skill for you.

Skymetal Affinity
Requirement(s)
Numeria
You gain a +2 trait bonus on Fortitude saves against the negative effects of skymetals, as well as a +2 trait bonus on Craft checks made to create weapons or armor out of skymetals.

Technic Tinkerer
Requirement(s)
Numeria
You managed to uncover some lesser secrets of the Technic League, and have mastered a minor bit of magic. Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st.

Technological Brewmaster
Requirement(s)
Numeria
You have learned the secret of creating potions using advanced scientific techniques so strange that some might consider them alien. When brewing a potion, you can increase its base creation cost by 10% to brew it in half the normal amount of time. This trait does not grant the ability to brew potions.

Touched by the Sky
Requirement(s)
Numeria
Somehow, you managed to retrieve a rare vial of fluid from a piece of crashed wreckage on the plains of Numeria. Before you could be caught with the contraband, you drank it. You now have the ability to stabilize a dying creature with a touch as a standard action.
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