Advice / Tips? (No spoilers please!)


Iron Gods


My group is about to start up Iron Gods and since it's a pretty unique sounding adventure path, we're all kind of unsure what to play as. The way it sounds makes it seem like lots of constructs, androids, and aliens (possibly aberrant in nature and uncrittable?)

It seems the last thing we really want to do is be a stealth-based/precision damage based party, which was our original plan until the DM told us which AP we were doing (Rogue, Vivisectionist, Swashbuckler, Snake-Bite Striker [Brawler with Sneak Attack]). We also don't have access to the Technology book (DM is still reading it) so we're not sure how good lasers and what not will be, and if that technologist feat is going to pay off.

Does anyone have any tips or advice (that don't spoil the story) for a group about to go in? For example, I know in Rise of the Runelords (SPOILERS FOR RUNELORDS) if you're the only wizard in the group, you essentially collect more spellbooks than in any other adventure path and become spell-rich. Also, there's lots of giants..

Silver Crusade

For one, there's tons of spoilers in the forums to be had despite spoiler tags (kinda something you want to ask in the advice forum). But any class will really work. You can still deal precision damage to constructs such as robots.

I can tell you that once you are about 5th level, a feat in firearms becomes handy, but I'll divulge no more than that. Gunslinger is a good choice, just be aware it's 11gp (1 bullet, 1 dose black powder) a shot so early levels will be painful as usual.


Drizheim wrote:
It seems the last thing we really want to do is be a stealth-based/precision damage based party

I wouldn't worry about that, there is a wide variety of enemies in this AP, so yes there will times where your attacks won't as effective, but those are the exceptions. My party has a Swashbuckler and a sneaking Bard and there haven't been many problems so far.

Drizheim wrote:
We also don't have access to the Technology book (DM is still reading it) so we're not sure how good lasers and what not will be, and if that technologist feat is going to pay off.

Tech weapons and everything else you want to know. For the technologist feat, it is totally worth it, but not at first level. It also wouldn't fit thematically to have it at 1st level, in most cases.

Drizheim wrote:
Does anyone have any tips or advice (that don't spoil the story) for a group about to go in?

Have fun and just think about why your PC would have a motivation to seek out all that technology. Oh... and Knowledge Engineering.


The first three books (I do not have the others yet) have a variety of opponents. Nothing wrong with stealth or precision damage. There are situations where someone with consistent high damage output is useful (rather then everyone having average damage output).

Silver Crusade

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Its been a few months, how far in to the AP are you guys now?


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Even if you were fighting all robots all the time (which you aren't) that would be no detriment to a precision-damage based character--remember, in Pathfinder, constructs are no longer immune to critical hits or precision damage. That list is now limited to elementals, oozes, incorporeal creatures, and a handful of other specifically noted creatures--those without any kind of defined physical structure, and therefore no structural weaknesses, more or less.

Grand Lodge

Just for others who stumble into this thread.
I would hold off before reading the Technology Guide.
You want a lot of this content to be a surprise!

I would also add that certain playstyles are favoured in Iron Gods

-Make sure you understand feat requirements for tech, including the Technologist feat as well as weapon proficiencies.
-Have a discussion with your GM about crafting feats and the campaign.
-Ranged damage characters get a lot more toys than melee, but the toys that melee gets are AWESOME.
-If you can find a way to become a Technomancer, do it.
-Brigh, Zyphus, the Dark Tapestry and the nature of divinity are all important in this adventure.


Pathfinder Rulebook Subscriber
Ayanzo wrote:
I can tell you that once you are about 5th level, a feat in firearms becomes handy, but I'll divulge no more than that. Gunslinger is a good choice, just be aware it's 11gp (1 bullet, 1 dose black powder) a shot so early levels will be painful as usual.

Not wanting to derail the thread, but Gunslingers get the Gunsmithing feat for free at level 1, which includes the line "You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price." So it's only 1gp1sp per shot. Which is still way more than arrows/bolts, but not quite as crippling as the 11gp cost. We made the same mistake in our first session with a gunslinger in the party, and I had to refund a whole bunch of cash to them when we realised that.

Back on topic, as others have said, any group can work. I actually like the idea of a stealth-focused strike team, seems pretty thematic to the whole sci-fi storyline.

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