This entry is designed to hold the rules and policies related to character creation.
All of the material contained in this entry at this time relates only to the first foray into the world of Red Mourning; future forays will likely use different rules. Please make sure to read through this fully, as it speaks to several important changes.
The Story So Far
Characters will begin play at an undisclosed location in tunnels just outside the city of Mourning, where, for various reasons they have agreed to act as caravan guards for an Elf merchant, Delphis. How your character came to be there, which (but at least one) of the others he/she knows from past experience, and nearly all other aspects of your character are up to you. Characters will start at level 1. It is unlikely that this campaign will see characters reach tenth level. Please plan your progression accordingly.
Characters will begin play helping Toomas the Halfling as he leads the independent investigation into terrorist attacks against the city of Whitestone. The city is under quarantine, and numerous adventurers have been trapped.
For the first foray into Red Mourning, we will use the Purchase method (Standard Fantasy: 15 points) outlined here in the Pathfinder RPG Core Rulebook.
- Humans, Dwarves, Elves, Half-Elves, Halflings, Tengu, and Nagaji are core PC races for the setting.
- Half-Orcs, Oreads, Strix, Goblins, Hobgoblins and Dragonkin (Using the Kobold and Wyvaran racial templates) are uncommon (players need to work with the GM ahead of time to establish how on not-earth you got here) PC races.
- If you want to play a race not on this list, please ask. Be advised however, that you will not be allowed to play an Ifrit, Kitsune, Suli, Undine, Samsaran, Aasimar, Tiefling, or Kasatha, for reasons that should be obvious to most of you. Monstrous races are generally prohibited.
- I’m on the fence about Gnomes at the moment, so please feel free to share your opinion about them.
Due to a couple of significant historical actions which really deserve their own entries, non-human characters should replace the ‘Common’ language on their character option lists with ‘Tengu’, as it is the language of the Avians which has become the lingua franca among most mortal races. Elven is also fairly common among higher-intelligence sentient. Finally, the language of humans, called merely ‘human’, is available as a bonus language to anyone who would normally receive common.
Age, Height and Weight
In general, please stick to the ranges outlined here.
- Classes are allowed from the following books: Core Rulebook, Advanced Player’s Guide (Although Cavalier [and Samurai] players should be specifically aware that this is a horseless setting), Ultimate Combat (including Gunslingers), and Ultimate Magic.
- Archetypes can be chosen from any Paizo source, but are universally subject to GM approval.
Please note that there will be some changes to spell lists to take into account some specific setting-specific factors. If you plan on playing a spellcaster, there will be some restrictions on spells with the [water] descriptor. In general, I expect these restrictions to be on the order of “spells with the [water] descriptor are cast as if they were two levels higher”.
We will use the optional character traits system described here in the Advanced Player’s Guide. You may use any of the traits described there (with the exception of Log Roller and River Rat, for obvious reasons), but any traits from other sources need to be confirmed with the GM. Each player character may have up to two traits.
Other Optional Rules
Excepting character traits, you don’t need to worry about any of the other optional rules sets available. In particular, we will not be using the Hero Point system or anything from Mythic Adventures for this foray. If you’re hell-bent on playing a Wordcaster, or dying to impress the world with your Performance Combat, this may not be the campaign for you.
World Without Wood
When you begin to chose equipment and equipment related options, please remember that this is a world without wood. Traditional bows, spears, and many other common adventuring items wouldn’t be available. While the woodlessness of the world has many other effects, it is these you should pay most attention to in choosing character options. If your character might have an item which would normally be made of wood (such as a quarterstaff), please discuss with the GM if a metal or mushroom-based model would be available.