Getting Started:
Rolling Ability Scores: Use the "Purchase" method described in the Pathfinder core book. Each 1st level character receives 25 points to spend on their abilities.
Starting Funds: If the player rolls very low for starting funds to purchase equipment, they may at the GM's approval, take out a loan at 10% interest from a game world bank. The character will be expected to make payments on time each month from their accumulated coin and/or treasure. The PC may not borrow more than 500gp at a time and must pay back one loan before taking out another.
Encumberance: Characters may carry up to their maximum allowed weight in gear, clothing and items as allowed by their strength score without penalty. Beyond the maximum they must shed some weight or their movement rate is redued by 50%.
Magic Items: Magic items are much rarer in Aerth than other campaign settings. At the beginning of play a character is allowed only a certain number of items according to what level they are when play starts. If they are levels 1-5, the character may begin play with 1 minor item rolled randomly. For levels 6-10, the character may have 2 minor and 1 medium item rolled randomly. For levels 11-15, 2 minor, 2 medium and 1 major; and levels 16-20 receive 3 minor, 3 medium and 2 major. When rolling your starting items, use the revised tables below to start. All other magic item tables are as they are presented in the Core book. There is no value restriction on the items rolled. (The basic reason why items are so rare is that the majority of items that have ever existed were created during the nether time or the golden age during the times of Empyrea and Luria, but when those civilizations were lost, much of the learning and knowledge that had been accumulated up to that point was lost. Items, when they are found tend to be closely guarded and horded by those who possess them. Note that this does not mean things like potions, scrolls and the like are hard to find. But magic arms and armor are very rare.)
Revised Table 15-1: (Community Size / Base Value / Minor / Medium / Major)
| Thorp |
25 gp |
1d4 |
|
|
| Hamlet |
100 gp |
1d4 |
|
|
| Village |
250 gp |
1d6 |
1d4 |
|
| Small Town |
500 gp |
2d4 |
1d4 |
|
| Large Town |
1,000 gp |
2d4 |
1d6 |
1d4 |
| Small City |
2,000 gp |
2d4 |
2d4 |
1d4 |
| Large City |
4,000 gp |
3d4 |
2d4 |
1d6 |
| Metropolis |
8,000 gp |
3d4 |
2d4 |
2d4 |
Revised Table 15-2: Random Magic Item Generation (Minor / Medium / Major)
| 01-04 |
01-03 |
01-02 |
Armor & Shields |
| 05-09 |
04-06 |
03-05 |
Weapons |
| 10-30 |
08-30 |
06-10 |
Potions |
| 31-45 |
31-40 |
11-25 |
Rings |
| 46-60 |
41-55 |
26-45 |
Rods |
| 61-75 |
56-70 |
46-75 |
Scrolls |
| 76-85 |
71-80 |
76-85 |
Staves |
| 86-97 |
81-97 |
86-97 |
Wands |
| 98-100 |
98-100 |
98-100 |
Wondrous Items |
Spells: The following spells are either not found in Aerth, or they are allowed but with altered requirements. Please review the list before deciding on your characters spells known, if any.
Disintegrate: Does not give the victim the chance to be raised.
Finger of Death: Yes it is useful to the pc, but it could be just as useful to an NPC.
Limited Wish: See “Wish” below.
Symbol of Death: Not very fun to be a player on the receiving end of this.
Raise Dead: (Allowed with Restrictions). Only clerics may cast this spell and they must spend at least 1d6 rounds praying before attempting to cast. Any interruption to the prayer means the cleric has to start over again. The material component for this spell can either be a single gem of 5,000gp worth or a number of gems totalling the same amount in value; the gem(s) do not have to be diamond. Also take note that Priests of any of the old gods who are evil in nature must perform a human sacrifice to cast this spell. Note that instead of taking two negative levels, the target of this spell has their physical abilities reduced by 1d6 instead, this point loss is temporary, and natural healing regains the lost points. All other effects are as per the text on page 329 of the core book.
Resurrection: (Allowed with Restrictions). Only the head cleric of an order may cast this, that cleric must be at least 20th level. This spell also has the same material component as "Raise Dead". Also instead of imposing a negative level, this spell reduces all physcial ability scores by 1d6; Strength, Dexterity and Constitution, until the character rests the required amount of time to regain the ability points lost. All other effects of this spell are as per the text given on page 334 of the core book.
Reverse Gravity: Floating is one thing, flying is even fancier, but changing one of the basic laws of creation is out of the question.
Rusting Grasp: For the same exact reason that I hate rust monsters. Nothing can be more personally responsible for sending thousands of gold worth of equipment to the trash heap. Roleplaying is having fun. And when that big new sword disintegrates before the player can even use it, they will not have fun. The GM might be having a blast but the spirit of the game is only served when the players are having a blast as well.
Wish: Sorry, but power like this in spell form was never part of the bargain. The ability to completely alter reality at will is a power the Lor kept to himself. Note however that this magic can be contained in certain items, see “A Note About Wish Magic" below. The only other way to gain a “Wish” is to have it granted to you by Lor.
A Note About Wish Magic:
Wish is a very powerful spell, so much so in fact it can be more a source of grief for the player than joy when twisted by a particularly devious DM. In Aerth the Wish Spell doesn’t exist but this is not to say that Wish itself does not. It does, but the items that carry it are once in a lifetime finds that are beyond the royal treasuries of most nations in value. Lor may also grant a wish to a character that performs some appropriate service. A ring of three wishes as presented in the old DMG could easily ransom a nation the size of Darandor or even Rhune. More often, if encountered at all, magical items containing the Wish magic only work once then they are drained completely.
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