realsorien (
realsorien) wrote2011-05-11 03:53 pm
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And Still MORE Gamestuff!
Here is the basic rules for character generation for the Anuris campaign, as well as the divinities of the Civilized Races. Obviously, there will be more to come. :)
Edit: Added the clerical Domains to the Deities section.
Character Generation- Anuris Campaign
These are the basic character generation rules for the campaign.
PC’s start at 3rd level.
Stats: Roll either 4D6 and take the top three dice, rerolling results of 1, or roll 10+2D4. The average range of stats should be 12 to 18 before racial modifiers. I’d prefer to see the rolls and be present for creation, but given what kind of campaign this will be, I’m not THAT concerned.
Hit Points: At 1st level, all PCs get 10 Hit Points. Roll HP for 2nd and 3rd levels as normal.
Choose your race and apply the modifiers, then choose your class. Multiclassing is allowed, but no character may have more than two classes. Also, counterintuitive combinations (Paladin/Rogue anyone?) aren’t allowed. If you really want an unusual race not listed here, or some other exceptional situation, talk to me- things could be worked out. This is NOT a guarantee of getting something special- I’d prefer the races supplied be used.
Alignment: Any non-evil alignment is allowed.
Once the character is built, you have 500 gold initially to equip your character. Magic and special items will be gained once basic equipment has been obtained. Assume most, if not all of the gear in the Pathfinder Core Rulebook will be available, subject to GM approval.
Spellcasters can choose spells as they desire, subject to GM approval; further spells beyond those gained through basic advancement will be determined with the GM.
Come up with a basic backstory for your character. This doesn’t have to be an elaborate multipage tale of adventure, but it CAN be. Feel free to build your place of origin according to the data currently available, and we can work out any details that might be problematic. I’m allowing the PC’s to essentially help create the world beyond the initial starting area and information.
Receive goodies (magic and unusual items) from the GM, and additional cash.
Special: Spellcasters use the rules as is for the most part for their casting. However, the total of their spells per day is their spell point total (SP). As an example, if you have 4 first level and 3 second level spells, that’s ((1x4)=4) + ((2x3)= 6)= 10 SP. You can use these points to cast any spells you have memorized or known. If you want to cast Magic Missile 10 times, you can! Spell Points fully recover with 8 hours of rest, but partial rest will restore partial points. SP/8 is the hourly amount regained, and SP/16 is the rate per our that they are regained out of combat but not resting. Don’t worry about the bookkeeping, I’ll keep rough track. Its less complicated than it looks.
Gods and Religions of Anuris
On Anuris, there are many gods, but only ten have any connection to the Civilized Races. Five of these are the Old Gods, and Five are referred to as the New Gods. The Old Gods have no names- instead, they are referred to by titles. If they ever had names, they were forgotten long ago. They do not interfere in the affairs of mortals, and mortals in kind mostly use them in oaths of passion.
This is not to say that these are the only Gods; indeed, there are many lesser divinities, and a number (some say it is a high number) of evil Gods who are worshipped but the darker side of mortal nature. There are also the Gods of the creatures who seek the darkness and strive to overthrow Civilization. Clerics and Priests of Anuris worship all of the Gods, but take an association with one in particular as their patron. They get proficiency in the weapon, if any, borne by their patron as a bonus feat. Talk to the GM as to Domain Spells and other special abilities.
The Old Gods are as follows:
The Bringer- The Master of Life and Creation, he may have been the progenitor of the world.
The Destroyer- Death personified, it is said that everyone on Anuris will remember his name at the End of the World.
The Preserver- Time itself as a cloaked woman chained to a sundial, she oversees the fate of existence.
The Fury- Mariners especially fear the Lady of Storms.
The Trickster- Male or female at will, the trickster plays games with the New Gods being the butts of his (or her) jokes.
The New Gods, regardless of their pantheonic title, are thousands of years old. Each has taken a form representative of one of the Five Civilized Races, as well as their favored spheres of influence. With the appearance of the Sarind, There is question whether their God is separate, or simply one of the New Gods masquerading. The Sarind themselves don’t particularly seem to care.
Ah-Hur (or Ahr): The Essence of Spirit, Creativity, Hunting and the Locin- Ah-Hur generally appears in loose clothing of current style, or garbed in roguish or bardic gear, and has a devil-may-care attitude. He is a patron of the Arts, and is most often followed by bards, rogues, and other creative individuals. His alignment is Chaotic Neutral with strong Good tendencies. When he bears a weapon, it is usually a rapier or scimitar that shifts shape in disturbing ways.
Domains: Animal, Chaos, Liberation, Luck, Travel, Trickery.
Eirnarr’h: The Essence of Air, Magic, Honor and the Akim- He appears as a nude Akim male seemingly formed of silver, blue light shining from his eyes. His primary followers include rulers and lawmakers as well as students of magic. He never bears a weapon, and his alignment is Lawful Good.
Domains: Air, Good, Law, Magic, Nobility, Weather.
Inurion: The Essence of Water, Scholarly Knowledge, Learning and the Elves- Clad in what seem to be stormclouds and fog, Inurion appears as an Elven woman of terrifying beauty. Sailors and shipwrights as well as seekers of knowledge are her followers. Her weapon is a sword of lightning, and her alignment is Chaotic Good.
Domains: Charm, Knowledge, Luck, Rune, Water, Weather.
Mor: The Essence of Earth, War, Industry and the Dwarves- Mor either appears as an older Dwarven male dressed in the garb of a blacksmith, or wearing ornate plate armor and bearing a massive long-handled hammer. Warriors, metalworkers and miners follow him as well as the Dwarves. He is Lawful Neutral with strong Good tendencies.
Domains: Artifice, Earth, Law, Protection, Strength, War.
Ssur: Life, Growth and Death seem to be the provinces of Ssur, divinity of the Sarind. Whether male or female isn’t readily apparent to non-Sarind, and really, a God can be what it wants to be. Sarind are his primary followers, though Druids and a growing number of farmers also give their worship. Simple robes of green and brown are his garb, and his weapon is a shimmering spear of blackness. His alignment is neutral.
Domains: Animal, Darkness, Death, Plant, Protection, Repose.
Vaelon: The Essence of Fire, Light, Healing and Humanity- She appears as a human woman in simple robes with flames for hair and alabaster-white skin. When she needs a weapon, she bears a simple staff made of pure light or a bow made of sunfire. Healers, commoners and Humans are her primary followers, and her alignment is Neutral Good.
Domains: Community, Fire, Good, Healing, Protection, Sun.
Each of the New Gods have five Servitors. These beings are unnamed and appear as perfected forms of their patron’s chosen race. They are gods in their own right, but do not seek worship. The powers that they display are generally in keeping with the provinces of their patrons. When a Cleric of sufficient power calls for divine intervention of a major form, it is normally one or more of the Servitors that responds. Some sages and philosophers speculate that the New Gods are the ascended forms of former Servitors of the Old Gods, but this isn’t a question that is likely to ever have an answer.
Edit: Added the clerical Domains to the Deities section.
Character Generation- Anuris Campaign
These are the basic character generation rules for the campaign.
PC’s start at 3rd level.
Stats: Roll either 4D6 and take the top three dice, rerolling results of 1, or roll 10+2D4. The average range of stats should be 12 to 18 before racial modifiers. I’d prefer to see the rolls and be present for creation, but given what kind of campaign this will be, I’m not THAT concerned.
Hit Points: At 1st level, all PCs get 10 Hit Points. Roll HP for 2nd and 3rd levels as normal.
Choose your race and apply the modifiers, then choose your class. Multiclassing is allowed, but no character may have more than two classes. Also, counterintuitive combinations (Paladin/Rogue anyone?) aren’t allowed. If you really want an unusual race not listed here, or some other exceptional situation, talk to me- things could be worked out. This is NOT a guarantee of getting something special- I’d prefer the races supplied be used.
Alignment: Any non-evil alignment is allowed.
Once the character is built, you have 500 gold initially to equip your character. Magic and special items will be gained once basic equipment has been obtained. Assume most, if not all of the gear in the Pathfinder Core Rulebook will be available, subject to GM approval.
Spellcasters can choose spells as they desire, subject to GM approval; further spells beyond those gained through basic advancement will be determined with the GM.
Come up with a basic backstory for your character. This doesn’t have to be an elaborate multipage tale of adventure, but it CAN be. Feel free to build your place of origin according to the data currently available, and we can work out any details that might be problematic. I’m allowing the PC’s to essentially help create the world beyond the initial starting area and information.
Receive goodies (magic and unusual items) from the GM, and additional cash.
Special: Spellcasters use the rules as is for the most part for their casting. However, the total of their spells per day is their spell point total (SP). As an example, if you have 4 first level and 3 second level spells, that’s ((1x4)=4) + ((2x3)= 6)= 10 SP. You can use these points to cast any spells you have memorized or known. If you want to cast Magic Missile 10 times, you can! Spell Points fully recover with 8 hours of rest, but partial rest will restore partial points. SP/8 is the hourly amount regained, and SP/16 is the rate per our that they are regained out of combat but not resting. Don’t worry about the bookkeeping, I’ll keep rough track. Its less complicated than it looks.
Gods and Religions of Anuris
On Anuris, there are many gods, but only ten have any connection to the Civilized Races. Five of these are the Old Gods, and Five are referred to as the New Gods. The Old Gods have no names- instead, they are referred to by titles. If they ever had names, they were forgotten long ago. They do not interfere in the affairs of mortals, and mortals in kind mostly use them in oaths of passion.
This is not to say that these are the only Gods; indeed, there are many lesser divinities, and a number (some say it is a high number) of evil Gods who are worshipped but the darker side of mortal nature. There are also the Gods of the creatures who seek the darkness and strive to overthrow Civilization. Clerics and Priests of Anuris worship all of the Gods, but take an association with one in particular as their patron. They get proficiency in the weapon, if any, borne by their patron as a bonus feat. Talk to the GM as to Domain Spells and other special abilities.
The Old Gods are as follows:
The Bringer- The Master of Life and Creation, he may have been the progenitor of the world.
The Destroyer- Death personified, it is said that everyone on Anuris will remember his name at the End of the World.
The Preserver- Time itself as a cloaked woman chained to a sundial, she oversees the fate of existence.
The Fury- Mariners especially fear the Lady of Storms.
The Trickster- Male or female at will, the trickster plays games with the New Gods being the butts of his (or her) jokes.
The New Gods, regardless of their pantheonic title, are thousands of years old. Each has taken a form representative of one of the Five Civilized Races, as well as their favored spheres of influence. With the appearance of the Sarind, There is question whether their God is separate, or simply one of the New Gods masquerading. The Sarind themselves don’t particularly seem to care.
Ah-Hur (or Ahr): The Essence of Spirit, Creativity, Hunting and the Locin- Ah-Hur generally appears in loose clothing of current style, or garbed in roguish or bardic gear, and has a devil-may-care attitude. He is a patron of the Arts, and is most often followed by bards, rogues, and other creative individuals. His alignment is Chaotic Neutral with strong Good tendencies. When he bears a weapon, it is usually a rapier or scimitar that shifts shape in disturbing ways.
Domains: Animal, Chaos, Liberation, Luck, Travel, Trickery.
Eirnarr’h: The Essence of Air, Magic, Honor and the Akim- He appears as a nude Akim male seemingly formed of silver, blue light shining from his eyes. His primary followers include rulers and lawmakers as well as students of magic. He never bears a weapon, and his alignment is Lawful Good.
Domains: Air, Good, Law, Magic, Nobility, Weather.
Inurion: The Essence of Water, Scholarly Knowledge, Learning and the Elves- Clad in what seem to be stormclouds and fog, Inurion appears as an Elven woman of terrifying beauty. Sailors and shipwrights as well as seekers of knowledge are her followers. Her weapon is a sword of lightning, and her alignment is Chaotic Good.
Domains: Charm, Knowledge, Luck, Rune, Water, Weather.
Mor: The Essence of Earth, War, Industry and the Dwarves- Mor either appears as an older Dwarven male dressed in the garb of a blacksmith, or wearing ornate plate armor and bearing a massive long-handled hammer. Warriors, metalworkers and miners follow him as well as the Dwarves. He is Lawful Neutral with strong Good tendencies.
Domains: Artifice, Earth, Law, Protection, Strength, War.
Ssur: Life, Growth and Death seem to be the provinces of Ssur, divinity of the Sarind. Whether male or female isn’t readily apparent to non-Sarind, and really, a God can be what it wants to be. Sarind are his primary followers, though Druids and a growing number of farmers also give their worship. Simple robes of green and brown are his garb, and his weapon is a shimmering spear of blackness. His alignment is neutral.
Domains: Animal, Darkness, Death, Plant, Protection, Repose.
Vaelon: The Essence of Fire, Light, Healing and Humanity- She appears as a human woman in simple robes with flames for hair and alabaster-white skin. When she needs a weapon, she bears a simple staff made of pure light or a bow made of sunfire. Healers, commoners and Humans are her primary followers, and her alignment is Neutral Good.
Domains: Community, Fire, Good, Healing, Protection, Sun.
Each of the New Gods have five Servitors. These beings are unnamed and appear as perfected forms of their patron’s chosen race. They are gods in their own right, but do not seek worship. The powers that they display are generally in keeping with the provinces of their patrons. When a Cleric of sufficient power calls for divine intervention of a major form, it is normally one or more of the Servitors that responds. Some sages and philosophers speculate that the New Gods are the ascended forms of former Servitors of the Old Gods, but this isn’t a question that is likely to ever have an answer.