Campaign Traits

Each character starts play with two traits, one of which must be a campaign trait. They are summarized briefly below for convenience; for complete details, reference the Iron Gods Player’s Guide, available as a free download.


Against the Technic League: For some reason, you have a grudge against the Technic League. Choose either weapons or spells. If you choose weapons, you gain a +2 trait bonus on 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 personal ties with Khonnir Baine, and this association has given you insight into technology. Choose either 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: You’ve studied the strange language associated with Numeria’s ruins. . 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: You consider the constructed automatons in Numeria to be dangerous. 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: You’ve hoped to work with skymetal for a very long time. 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: You’re fascinated by the idea of life beyond Golarion. 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.


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Campaign Traits

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