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Heroes of the Iron Waste

Page history last edited by Capellan 6 months, 2 weeks ago

Rulebooks

The following books are in use for players:

  • Core Rulebook
  • Advanced Player's Guide
  • Treasure Vault

 

 

Options

The free archetype option from the Gamemastery Guide is in use.

PCs must meet the requirements for dedication and archetype feats to take them.

 

 

Ancestries

All common ancestries are allowed.  See below for additional notes.


Dwarf

Most dwarves come from the mountainous southern highlands.  They are often very dark skinned.

Early contact with the dwarves was tainted by suspicion due to their underground homes.  This still occasionally occurs among more superstitious/uneducated people.

All heritages are allowed.

 

Elf

Many noble families of the Kingdom's heartland are elven.

Arctic, Cavern and Woodland Elf heritages are not available.  The following new options replace them:

High Elf - You are born of a noble house.  You are trained in Society and gain the Courtly Graces skill feat.

Sun Elf - You are blessed by Ahu-Ra and have gained incredible resilience against hot environments, granting you fire resistance equal to half your level (minimum 1). You treat environmental heat effects as if they were one step less extreme (incredible heat becomes extreme, extreme heat becomes severe, and so on).

 

Gnome

Gnomes are a rare curiosity in the Kingdom of the Sun, and are all travelers from distant lands.

All heritages are allowed.

 

Goblin

Most live on the fringes of society, doing the dirtiest jobs.

Snow Goblin heritage is not available.

 

Halfling

Found scattered throughout the kingdom.

Hillock Halfling heritage is renamed to 'Riverside Halfling'

Wildwood Halfling heritage is not available.

 

Human

The default, just like always :)

 

Half-Elves are common in the Kingdom of the Sun.

 

Half-Orcs are most common in the east, but can be found throughout the region. They are sometimes viewed with suspicion, given that Orcs are associated with the Kizhite Empire, which has not always had friendly relations with the Kingdom. However, though fierce and war-like, Orcs are not automatically bestial and evil in this setting, so half-orcs and even full-blooded orcs are not as marginalised as might often be the case in PF2 campaigns.

 

It should be noted that Kizhite Orcs tend to be brownish rather than green. There's a certain bull-like aspect to their features, and a few especially blessed pure-blooded Kizhite Orcs actually grow horns (mechanically speaking, in this setting, minotaurs are a breed of Orc).

.

All heritages are allowed.

 

New Ancestry Feat:

 

Zhaduk's Blessing (Feat 5) 

(Orc)

Zhaduk's blessing manifests a pair of short, bull-like horns growing from the sides of your head.  These horns inflict 1d6 piercing damage; they are in the brawling group and have the unarmed trait.

 

 

Backgrounds

All common backgrounds are allowed.

 

 

Classes

All common classes are allowed.  A few special notes apply for some classes:

 

Barbarian

Allowed animal instincts are:

Bull, Cheetah (Cat), Crocodile (as per Shark), Jackal (as per Wolf), Snake

 

Champion

See Gods of the Iron Waste for deities and what domains and favoured weapon each has.

 

Cleric

See Champion

 

Druid

Allowed animal companions: Bird, Camel (as per Horse), Cat, Crocodile (see below), Horse, Jackal (as per Wolf), Snake

 

Monk

The common term used in the Kingdom for such folk is "Ascetic".

 

Ranger 

See Druid.

 

Sorcerer

The common name of some bloodlines may be different, but the effects are the same.

 

 

Spells, Rituals and Equipment

All common items are allowed.

Uncommon items may become available in game.

 

 

Animal Companions

 

Crocodile

Your companion is a crocodile.

Size Small

Melee [one-action] jaws, Damage 1d8 piercing

Str +3, Dex +2, Con +2, Int –4, Wis +1, Cha +0

Hit Points 8

Skill Intimidation

Senses low-light vision

Speed 25 feet, swim 25 ft

Support Benefit Your crocodile mauls your enemies when you create an opening. Until the start of your next turn, each time you hit a creature in the crocodile's reach with a Strike, the creature takes 1d8 piercing damage from the crocodile. If your bear is crocodile or savage, the slashing damage increases to 2d8.

Advanced Maneuver Gripping Jaws

Gripping Jaws [one-action]

Requirements The crocodile's last action was a successful jaws Strike.

The crocodile makes another jaws Strike against the same target.

If this Strike hits, the target is also grabbed, as if the crocodile had successfully Grappled the target.

 

 

 

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