War Ruins Aeris
NOTE: For all restrictions, exceptions are possible with justification & approval. (For example, the Explorer/Guide background from Scales of War makes perfect sense, even though it is from setting material).
The group has chosen to play the independent group, exploring the ancient sites. You have no backers, nor are you employed by others. The following rules apply:
o No unaligned (just because it’s boring)
o No Lawful Good (exploring some sites will involve “circumventing the government”)
o All other alignments are acceptable, but do not have to be stereotypical. Evil characters can have the rare “good” moment, with the right reason. Likewise, good characters can struggle with morale decisions. As such, the group need not share the same alignment.
o The group should have a past together. Starting at 6th level, there should be something you’ve done together before (other than this). The simplest answer is served together in a mercenary group. You’re welcome to choose something else, however, but this will be the tie that brings in all (nearly all?) future characters as well.
No Man is an Island
Beyond the other PCs, each character should have at least two individuals: friends, family, dependents, fellow criminals, comrades-in-arms, etc., unrelated to each other, with which they have very close ties. These are people who are meaningful to the PC (even (chaotic) evil PCs).
Starting Level: 6th
Special Object: Characters start with 1 magical item. This item can be up to 9th level. You can take an item of lower value, but do not receive the difference. There should be a story to explain where the item came from that would give the item meaning to the character beyond, “I found it.” Expect this to be an item that stays with the character throughout the campaign, so choose wisely.
Starting Equipment: 150 gp of mundane equipment.
New Skills: I am adding 3 new skills, starting characters must make a case for being trained in them. It is more plausible to retrain for these skills after the group has had the relevant exposure.
o Ancient History (Int) – History of the ancient culture
o Decipher (Wis) – Translating unknown language (modern or ancient, typically imperfect)
o Ancient Arcana (Cha) – The magic of the ancient culture
Backgrounds and Feats
Bonus Feat: Each character gains a bonus feat, for use on a feat which only affects skills or languages.
Background Benefits: Characters may take a non-setting specific background benefit.
Languages from backgrounds convert to:
o Elven – Choose: Quisaadi, Almedhan, or Lerian
o Deep Speech – Choose: Otilannan or Indril
o Draconic – Choose: one monster race
o Dwarven – Choose: Brelynnian or Jharyssian
o Giant – Unaatran
o Primordial – Choose: Arget, Leian, or Sephiran
Aeris Setting Backgrounds
o Birth: Dig Site – You’re the child of an archeologist or treasure hunter
• Skills: Endurance / History
o Birth: Born in a Foreign Land – Your parents were travelers, and you were born and raised in a land that is not the norm for your people.
• Benefit: In addition to the languages of your own nation, you know the national language of the nation you were born in. You are comfortable enough in the land you were born in to negate racial tension penalties for charisma based checks and skills.
o Occupation: Telephite Gem-Cutter
• Benefit: You know more than how to cut them, you can make an Intelligence check about any information relating to Telephite and method of communication.
o Occupation: Archeologist – You were among a legitimate group who has returned to the site since its original discovery for legitimate study.
• Skills – Pre-History / Decipher
o Occupation: Treasure Hunter / Scavenger – You have experience fleeing from authorities interrupting your dig.
• Benefit: +1 speed when your movement is not toward any enemies
o Well-Traveled – You have visited many different countries, for whatever reason. Perhaps you or your parents were among those engaged in the task of mapping.
• Benefit: add any two modern language
Limitations & Modifications
o No setting specific material
o Magic Diminished: Some magical effects are reduced, removed, or limited
Language – magic that affects language has no power over the languages of the ancient culture (such as Comprehend Language, or Reading Spectacles)
Distance – any magic that affects distance greater than sight may be diminished or altered (talk to me about specific occurrences)
o Classes: No Vampires
o “Civilized” Races: Deva, Drow, Duergar, Dwarf, Eladrin, Elf, Half-Elf, Gnome, Goliath, Halfling, Human, Kalashtar, Mul, Shadar-kai
o “Monster” Races: Bladeling, Bugbear, Bullywug, Dragonborn, Genasi, Githyanki, Githzerai, Gnoll, Goblin, Half-Orc, Hobgoblin, Kenku, Kobold, Orc, Minotaur, Shifter, Thri-Kreen, Tiefling, Wilden
o No Revenant, Shade, Shardmind, or Warforged as player races
o Half-elves are the only “blended” race, others are independent races (half-orc, dragonborn, mul), this is just a matter of flavor.
All races will have racial tension by location, when dealing with those of a country which does not have your race as native, suffer a -2 to Diplomacy, Bluff, and Streetwise. Monster races suffer a -4 from the races with nations, but no penalties from other monster races (or Tielfings). i.e. Humans would take a -2 when dealing with Elves from Quisaadi, but not with Elves from Zinnaeris. Tieflings would suffer a -4 when dealing with any civilized races (humans) but no penalty with Dragonborn (for example).
Replace racial languages with national languages
Monster races each have their own language and must use a feat for common
(see Nations of Aeris)
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