Appropriate Race Ideas in Iron Gods | World Anvil

Appropriate Race Ideas

Any and all of the core player character races (Human, dwarf, elf, Gnome , halfling, half-elf, and Half-Orc) are appropriate choices for the Iron Gods Adventure Path. As in the majority of nations in the Inner Sea region, most of Numeria's inhabitants are human. While the majority of these humans are Kellid, other human ethnicities have moved into the area following the lure of unexplored technology and mysterious ruins. More exotic choices can be made with GM approval—in Numeria, the following races are common enough: aasimar, changeling, orc, and tiefling. Other races could work, but they may seem a bit too exotic or out of place for the adventures in Iron Gods for some groups. If your GM allows more powerful races like aasimars or tieflings, they may wish to allow less powerful choices the opportunity to bolster themselves using the race building options in Pathfinder RPG Advanced Race Guide, but keep in mind that this increases the baseline power of the PCs and the GM may need to adjust the encounters in the adventures somewhat. (hahahaha! like that won't need to happen anyway...)

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