Iron Gods with an Advanced Class party


Iron Gods


Okay, so I have a dumb gimmick idea, and I want to tell someone about it. I don't expect this to be a long-lived thread, unless it gets hijacked by arguments, but I want to get my thoughts out there so they don't fester. And maybe someone else will like the sound of it.

What if I ran Iron Gods and restricted the players' class options to ACG originals? I have two reasons for this: 1, it's the first Adventure Path to come out after the ACG, and 2, the setting and themes have a certain "gonzo fantasy" flavor that might suit weird hybrids better than the old classics. My third reason was that the new classes would be more balanced against each other, but that doesn't seem like the case based on my second-hand impressions. Luckily, I'm not terribly worried about that side of things.

Granted, between the cost of buying a whole AP and finding enough willing players, I don't expect any opportunities to execute this plan in the near future. But there you go.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

If you can find a group of players who want to do that then do it I say! :)


Adventure Path Charter Subscriber

With the right players, you might not even have to tell them "ACG only" -- my Wrath of the Righteous campaign has one paladin PC, and four ACG PCs. The paladin player was considering a brawler, too.


Hell yes,sir. I am so excited for all of the new Paizo releases tomorrow. My group is doing a similar thing with Emerald Spire, only ACG. My suggestion? Make someone play a hunter and give the companion the mutant template. Think about a hunter with cyber implants, roaming Numeria with a mutant panther or something. Too cool.


BRADicPerformance wrote:
Hell yes,sir. I am so excited for all of the new Paizo releases tomorrow. My group is doing a similar thing with Emerald Spire, only ACG. My suggestion? Make someone play a hunter and give the companion the mutant template. Think about a hunter with cyber implants, roaming Numeria with a mutant panther or something. Too cool.

This is exactly the problem I have with every game I run: I end up creating hypothetical parties in my head and there's always the shameful ghost of frustration when the players follow their own, equally awesome ideas. I would never dictate class choice to this degree, though I always nudge them in the direction of unfilled roles when needed.

THAT SAID, I do have a lot of cool ideas like that. The Brawler with Against the Technic League would make a great escaped gladiator, especially if they use that mutagen archetype (you just know the handlers would dope their fighters up with whatever they could find). A Warpriest of Gorum with Robot Slayer would probably see the so-called "Iron Gods" as affronts to Our Lord in Iron.

Oh yeah, and that reminds me: I'd probably make one exception on the class rule for Gunslingers, because this seems like the first AP that one would really fit into with minimal adjustments.


Yeah, I probably shouldn't have said "make". Lol. More like, offer them a free mutant template… but I know what you're saying. When I heard about this campaign I had the hardest time deciding on whether to play it or run it. I guess I figure if I run it I can insert all of my "brilliant" ideas in instead of deciding between a dozen concepts. We are going to be starting it aproximately in the beginning of 2015 when our Righteous campaign ends.


I suggest also allowing archetypes and PrC presented in the Technology Guide.


Insain Dragoon wrote:
I suggest also allowing archetypes and PrC presented in the Technology Guide.

The Rogue one I think has alot of potential flavor wise.

Dark Archive

1 person marked this as a favorite.

We got close It was going to be a Stygian Slayer, Empiricist Investigator, Forgepriest Warpriest, and a Picaroon Swashbuckler. But the Sashbuckler got changed to a Gunslinger. So almost


Azthur the Righteous is a dwarven warpriest (forgepriest) of Torag dedicated to cleansing Golarion of the blight of the Technic League. I gave him the Foeslayer (technic league) feat as well as the Against the Technic League and Robot Slayer traits. Crafter's Wrath seems like it would be super useful throughout this campaign.

The character looks great on paper, but I'm not sure I want to wear a gruff dwarven skin for the entirety of the AP.

Mak the Slayer is a kellid slayer with the pureblade archetype. I went with two-weapon fighting so he can dual wield axes and he has the Against the Technic League and Sworn Enemy Constructs traits. Mak seems like one of the better melee characters that I've designed for this AP but he won't be able to utilize tech or magic as the AP develops so I'm not sure how useful he will remain as the AP advances. Bonus points for those that spot the name homage.

Trancmar the Trustworthy is a steel hound investigator of Varisian descent operating out of Torch. I gave him two weapon fighting/defense to make him more useful in combat and he has the Numerian Archeologist trait. I like the idea behind the character and he should be useful in working some of the tech found in Numeria, but I am worried that investigators will be too limited outside of their skillset.

Steelbiter the Half-Orc is a brawler with the steel-breaker archetype. He is a former gladiator that has escaped from the imprisonment by the Technic League and now dedicates himself to destroying the league. He has the robot slayer trait and proficiency in firearms. As with the other melee based characters, I fear that he may be too limited as the AP unfolds.

Any feedback on these concepts would be greatly appreciated. Gracias!

Silver Crusade

Our IG game -- three people, because our fourth saw a kitten and wandered off -- is all ACG. It can definitely work. (The fourth also was.)

-----

Me: Cosette (no surname), NG Swashbuckler. Simultaneously thinks robots are really cool and loves to fight them, because if you fight the coolest thing and win, a lot, you're the new coolest thing. Dopey as hell and kind of an alcoholic.

Corman Decker, LG Slayer. Torch city guard, friend of Khonnir's. Very straight-laced, kind of irritable, ungodly patient, and a deep, /deep/ sleeper.

Alec (surname unknown), CG Shaman. Loves space. Drinks Numerian fluids, willingly and on the regular. Wants to talk to everyone. EVERYONE. Loves space just SO MUCH. Really good at anything that isn't combat. Is a purestrain shenanigans character, despite being 3/4 BAB.

-----

Of note: We have currently

done some stupid things:
let Meyanda gather all the power she needed in the interest of proving to her that we were actually pretty friendly and cool and willing to negotiate, meaning the excavator was just barely ready to start running when we had the fight with Hellion, and it owned. We also befriended the vegepygmies and the cerebric fungus, and made them friends with each other.
Basically, we've fallen ass-backward into every situation but it's all okay.


1 person marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I'd say an arcanist, bloodrager, shaman, and slayer party will probably fare at least as well as the "classic" cleric, fighter, rogue, wizard group (or variations thereof)...


Pathfinder Adventure Path Subscriber

I´m playing a blooded arcanist and have tons of fun.

Being a bit into the AP, i can say though that the archetypes given in the technology guide are kinda tailored to this AP and a very good fit too. Especially the rogue and the barbarian one. Cleric is more of an NPC thing and in the same grounds as playing a kasatha. The fighter might be cool at later levels.

Community / Forums / Pathfinder / Pathfinder Adventure Path / Iron Gods / Iron Gods with an Advanced Class party All Messageboards

Want to post a reply? Sign in.
Recent threads in Iron Gods