Magnimar: City of Monuments is a Pathfinder campaign being run using Roll20. The theme is a group of city based adventurers working with and against a number of factions within the city - e.g., thieves, merchants, nobles and other more unusual groups.
The aim is for a relatively low level campaign, using a non-standard experience point system so that advancement flattens after 5th level. It will also be relatively low magic compared to standard Pathfinder, with a more restricted availability of magic items.
Each player can have up to three characters defined, though only one character can be in play at once. Inactive characters can be simply used as a backup in case of death, or as options when a particular adventure calls for a specialist skill set.
Inactive characters will gain experience as the active character does, though it will be at reduced rate (there will be no XP for killing things, but instead for achieving objectives and gaining fame and influence). All characters will also gain experience over time.
For an inactive character to gain experience, it must have a name, gender, race and class defined. It isn't necessary to detail the character beyond this until it is actually used in play, but it allows that character to start gaining experience.
A player has a choice either to grant 75% of gained XP to a single inactive character, or to give two inactive characters 50% each. For example, if a player has three characters, Alice, Bob and Eve, and Eve goes on an adventure and gains 1000 XP, then the player can also give Alice or Bob 750 XP, or give Alive and Bob 500 XP. In either case, Eve gains the full 1000 XP.
Not all classes and races will be allowed as player characters in the campaign. Over the course of the campaign, this allowed list may open up, either due to in-game actions (such as befriending a group of Ratfolk in the city sewers), or due to the GM becoming more comfortable with allowing them.
Allowed Races: Human, Dwarf, Gnome, Halfling, Half-Elf.
Only one of a player's characters can be non-human at any one time. The exception is when a new race becomes available - in this case a new character can be created of that race.
The following classes are allowed. Some aren't either because they probably won't fit into the style of the game (e.g. Paladins and Druids), because they focus on rules I don't want to bring in (e.g. Gunslingers) or because I don't want the hassle of them in Roll20 (e.g. Summoners).
Clerics must follow a god. A cleric can't follow a vague philosophy or ideal.
Occult Classes: Not at this point in time, but willing to consider. I will probably bring them in as NPCs first to see how they play.
Prestige classes must be gained through roleplay, not simply 'levelled up' to. Not all prestige classes will be available.
It's worth taking a look at the archetypes available for the various classes.
Characters gain a +1 bonus to an ability every four levels.
Gaining bonuses to low attributes may be possible from reputations.
If a character dies, then you can bring it one of your secondary characters. Even if you don't want to play two characters, having a secondary backup means you don't have to start a new character at 1st level. If you have no secondary characters to fall back on, then you're starting a new character at 1st level with 0 XP.
Only one of your characters can be non-human at any given time. None of them can be the same class as another. For multi-classed characters, all classes count in this restriction (so if you have a fighter/rogue, other characters can't have fighter or rogue levels).
You may retire a character at any point. It will become an NPC controlled by the GM.
Human characters may start with up to 3 background traits. Non-humans may take a racial trait, plus up to two other traits.
Hero Points will not be used.
Magic items which require a caster level higher than 3rd are not commonly available anywhere (using the 75% chance rule). Specific items may be available in named shops however, and if NPC spellcasters can be persuaded, they may be crafted on request.
However, most NPC spellcasters who have the ability to make items will probably have a long backlog of requests from far more important people than the PCs. Gaining fame and influence with factions will help a lot in jumping the queue.
Using a secondary character to make items for you is a viable option.
No gunpowder weapons or high technology will be available from the start.