Rules

RULES

Starting Gold: As per class
Traits: 2 (1 must be from Iron Gods campaign traits listed below.
Buying Items from PCs: Items are bought from players at 1/2 price but bare in mind a small town shop may not have the 1000s of gp to buy your item of uber death.

Since I want the level of technology etc left as a mystery, please ask before reading the “Technology Guide” as it may contain spoilers and I feel that leaving it as a mystery for people to find out as we play to be much better.

No Technology as Starting Items: On the off chance you have enough gold to buy a technology item, please refrain from gettting them. I want to keep and build the mystery of the technology items as we play through the campaign.

Timeworn Technology

Timeworn technology doesn’t always work as intended. There’s a 50% chance that timeworn items glitch under the following conditions.
• When an item is first used after a month or more of inactivity.
• Anytime a single-use consumable is used.
• When using an item in a way that would drain its last charge.
• When an item requires a d20 roll (such as a skill check or an attack roll) to activate or use, and that roll results in a natural 1.
• When a critical hit is confirmed against the wearer of an active defensive item, such as armor or a force field.

Not all glitches are catastrophic. When an item glitches, its effect is hampered or enhanced, as determined by a d% roll. For items that can consume a variable number of charges, these additional charges do not affect the item’s performance; if such an item must consume twice as many charges, the amount is based on how many charges the user intended to use. When a glitch would cause an item to consume more charges than it currently holds, the item is drained of all charges and fails to function, but any negative effects still occur. Items that fail to function simply shut down if activated, and cannot be activated again for 1 round

New Feats

feats.PNG

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.

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 hop 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.

Automatic Bonus Progression

In order to face the dangers of the game, characters in the game normally need items that grant bonuses to their statistics. With this variant, characters instead gain those bonuses automatically as they increase in level, allowing them to use magic item slots for more interesting items.

All characters gain the abilities listed on the table below when they reach the appropriate level. Decrease character wealth by level to half the normal amount.

The automatic bonuses are often more beneficial than that reduction in wealth, but characters have less flexibility, so the advantages and disadvantages balance out. Items that only grant bonuses to AC, saving throws, and ability scores don’t exist in this variant, and wish and similar spells never grant inherent bonuses to ability scores. Magic weapons and armor do exist, but grant only special abilities, not enhancement bonuses; calculate their prices with the table.

If you want to remove magic items entirely (or make them so exceedingly rare that there is no expectation of finding them), consider giving the characters bonuses from the following table as if they were 2 levels higher. The table extends to 22nd level to account for games without magic items.

Level Bonuses Gained
1st —
2nd —
3rd Resistance 1
4th Armor attunement +1, weapon attunement +1
5th Deflection +1
6th Mental prowess +2
7th Physical prowess +2
8th Armor attunement +1/
1, resistance 2, toughening +1, weapon attunement +1/1
9th Armor attunement 2, weapon attunement +2
10th Deflection +2, resistance +3
11th Mental prowess +4
12th Physical prowess +4
13th Mental prowess +4/
2, physical prowess 4/2, resistance 4, toughening +2
14th Armor attunement +2/
2 or 3, resistance +5, weapon attunement +2/2 or 3
15th Armor attunement +3/
3 or 4, mental prowess +6/2 or 4/4, weapon attunement 3/3 or 4
16th Deflection +3, physical prowess +6/
2 or 4/4, toughening 3
17th Armor attunement +4/
3 or 5, deflection +4, mental prowess +6/2/2 or +4/4/2, physical prowess +6/2/2 or +4/4/2, toughening +4, weapon attunement +4/3 or 5
18th Deflection +5, mental prowess +6/
4/2 or +4/4/4, physical prowess +6/4/2 or +4/4/+4, toughening +5
19th 3 legendary gifts
20th 5 legendary gifts (8 total)
21st 7 legendary gifts (15 total)
22nd 8 legendary gifts (23 total)

Bonuses

The entries below describe the bonuses characters gain.

Armor Attunement

The character can attune herself to one suit of armor or one shield in her possession; she can change that attunement once per day. If she selects a normal set of clothing as her armor, it counts as having a starting enhancement bonus of +0. The attuned suit of armor gains a +1 enhancement bonus at 4th level.

At 8th level, she can split her attunement between a suit of armor and a shield, granting each a +1 enhancement bonus.

At 9th level, she can grant a suit of armor or a shield a +2 enhancement bonus (instead of granting each a +1 enhancement bonus).

At 14th level, she can either grant a suit of armor or a shield a +3 enhancement bonus or grant each a +2 enhancement bonus.

At 15th level, she can either grant a suit of armor or a shield a +4 enhancement bonus or grant both a +3 enhancement bonus.

At 17th level, she can either grant a suit of armor or a shield a +5 enhancement bonus or grant one a +4 enhancement bonus and the other a +3 enhancement bonus.

Deflection

The character gains a +1 deflection bonus to AC at 5th level; this bonus increases to +2 at 10th level, to +3 at 16th level, to +4 at 17th level, and to +5 at 18th level.
Legendary Gifts

The character gains three legendary gifts at 19th level and five more at 20th level. (If you’re using the variant with no magic treasure, characters gain seven more legendary gifts when their effective level reaches 21 and eight more when it reaches 22.) Select these legendary gifts from the following list.

Legendary Ability: Gain a +1 inherent bonus to any ability score. You can select this legendary gift multiple times, and it stacks up to +5 in any one ability score.

Legendary Armor: Your enhancement bonus from armor attunement increases by 2. If you are attuned to a suit of armor and a shield, you can either increase both bonuses by 1 or increase one bonus by 2. The enhancement bonus on a single attuned item can’t exceed +5, but you can use the excess to add special abilities to the armor or shield (see Magic Weapons and Armor). You can select this legendary gift multiple times; it stacks up to +10 on any one suit of armor or shield.

Legendary Body: Increase your bonuses from physical prowess to 6/6/+4. This counts as two legendary gifts.

Legendary Body 2: Increase your bonuses from physical prowess to 6/6/+6. You must already have legendary body to select this legendary gift.

Legendary Mind: Increase your bonuses from mental prowess to 6/6/+4. This counts as two legendary gifts.

Legendary Mind 2: Increase your bonuses from mental prowess to 6/6/+6. You must already have legendary mind to select this legendary gift.

Legendary Shieldmaster: Gain a +5 enhancement bonus from armor attunement for both your armor and your shield. You can select this legendary gift multiple times, choosing a different attuned suit of armor or shield each time.

Legendary Twin Weapons: Gain a +5 enhancement bonus from weapon attunement for two weapons at the same time. This counts as two legendary gifts. You can select this legendary gift multiple times, adding an additional attuned weapon with a +5 enhancement bonus each time.

Legendary Weapon: Your enhancement bonus from weapon attunement increases by 1. If you are attuned to more than one weapon, you can increase only one weapon’s enhancement bonus in this way. The enhancement bonus on a single weapon can’t exceed +5, but you can use the excess to add magic abilities to weapons (see Magic Weapons and Armor, below). You can select this legendary gift multiple times, and it stacks up to +10 for any one weapon.

Mental Prowess

At 6th level, the character chooses one mental ability score (Intelligence, Wisdom, or Charisma) to gain a permanent +2 enhancement bonus. At 11th level, this bonus increases to +4. At 13th level, the character chooses a second mental ability score to gain a permanent +2 enhancement bonus. At 15th level, the character increases one of these enhancement bonuses by 2. At 17th level, she chooses a third mental ability score to gain a permanent +2 enhancement bonus.

Physical Prowess

At 7th level, the character chooses one physical ability score (Strength, Dexterity, or Constitution) to gain a permanent +2 enhancement bonus. At 12th level, this bonus increases to +4. At 13th level, the character chooses a second physical ability score to gain a permanent +2 enhancement bonus. At 16th level, the character increases one of these enhancement bonuses by 2. At 17th level, she chooses a third physical ability score to gain a permanent +2 enhancement bonus.

Resistance

At 3rd level, the character gains a +1 resistance bonus on all saving throws. This bonus increases to +2 at 8th level, to +3 at 10th level, to +4 at 13th level, and to +5 at 14th level.

Toughening

At 8th level, the character gains a +1 enhancement bonus to natural armor. This bonus increases to +2 at 13th level, to +3 at 16th level, to +4 at 17th level, and to +5 at 18th level.

Weapon Attunement

The character can attune herself to any one weapon in her possession, and can change that attunement once per day. The attuned weapon gains a +1 enhancement bonus at 4th level. At 8th level, the character can split her attunement between two weapons, granting each a +1 enhancement bonus. At 9th level, she can grant a single weapon a +2 enhancement bonus instead of granting two weapons a +1 enhancement bonus each. At 14th level, she can either grant a single weapon a +3 enhancement bonus or grant two weapons a +2 enhancement bonus each. At 15th level, she can either grant a single weapon a +4 enhancement bonus or grant two weapons a +3 enhancement bonus each. At 17th level, she can either grant a single weapon a +5 enhancement bonus or grant one weapon a +4 enhancement bonus and another weapon a +3 enhancement bonus.

Magic Weapons and Armor

In this system, magic weapons, armor, and shields never have enhancement bonuses of their own; those bonuses are granted only through attunement. Any weapon, armor, or shield special abilities on attuned items count against a character’s enhancement bonus from attunement. To determine an attuned magic item’s enhancement bonus, subtract the cost of its special ability from the enhancement bonus granted by attunement. (This applies only to special abilities whose cost is equivalent to an enhancement bonus, not to those that cost a flat amount of gold pieces.) For example, if a character with a +3 enhancement bonus from weapon attunement wields a keen scimitar, she subtracts 1 point of her enhancement bonus (for the cost of keen), leaving her with a +2 keen scimitar. If a character doesn’t have enough of an enhancement bonus to afford the special ability (such as a 4th-level character with a vorpal longsword), she can still use the weapon’s power on its own, but the weapon gains no enhancement bonus.

In this system, adding bonus-equivalent special abilities to items costs significantly less because you are paying only for the special ability, not for a base enhancement bonus (see the table below). To determine the price of specific weapons and armor, remove the flat enhancement bonus and reduce the item’s cost by the amount listed on the table below. For example, a flame tongue is normally worth 20,715 gp, but under this system, it would lose its +1 enhancement bonus and its price would be reduced to 18,715 gp. Specific weapons and armor can be attuned; they then grant the character’s enhancement bonuses from weapon attunement and armor attunement as normal.

Base Price Modifier Weapon Cost Armor/Shield Cost
+1 2,000 gp 1,000 gp
+2 8,000 gp 4,000 gp
+3 18,000 gp 9,000 gp
+4 32,000 gp 16,000 gp
+5 50,000 gp 25,000 gp

Rules

Iron Gods Mike_Craney Mike_Craney