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City of Monuments

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.

Character Generation

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. 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.

Class and Race Restrictions

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.

House Rules

Character Generation

Players can each have up to three characters defined. Only one character can be in play at once, but other characters can be used as either backups in the case of death, or as options when a particular adventure calls for a different skill set.

The primary character is the one being actively played. The other characters count as secondary. To be valid, a secondary character must have a name, race and class defined - though particular attributes and skills don't need to be fleshed out until they enter play.

When the primary character gains XP, an additional 75% of that XP value can be split amongst your valid secondary characters. So if your primary character gets 800 XP, a secondary character also gets 600XP (or they could both get 300 XP). How much XP the primary character gets is never affected by this split.

Character Death

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.

Ability Scores

  • Using the purchase method only.
    • 15 points to start with.

Characters do not gain a +1 bonus to an ability every four levels. Instead, every level after first, you gain 1 point to spend on raise ability scores using the purchase method. Costs are considered before the +2/-2 modifiers.

Costs after character generation for abilities above 18 follow a similar progression:

Score Points
19 21
20 26
21 31
22 37

Races

The following races are allowed: Human, Dwarf, Gnome, Halfling, Half-Elf.

It may be possible to encounter other races during play, and pick one up. For example, if you encounter a tribe of Ratfolk and befriend them, one of them might be willing to tag along and join the group as a PC. Merely meeting a Tiefling in the marketplace doesn't count.

Classes

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).

Core Classes: Barbarian (Unchained), Bard, Cleric, Fighter, Monk (Unchained), Ranger, Rogue (Unchained), Sorcerer, Wizard

Base Classes: Alchemist, Inquisitor, Magus, Oracle, Vigilante, Witch

Hybrid Classes: Arcanist, Bloodrager, Brawler, Investigator, Shaman, Skald, Slayer, Warpriest

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. Prestige classes cannot be taken before 6th level. Some, such as the Mystic Theurge are simply banned.

Traits

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

Hero Points will not be used.

Other Things

Firearms

Nope.

Magic Items

Magic items which require a caster level higher than 3rd are not commonly available anywhere (using the 75% chance rule).

magnimar/index.1466934165.txt.gz · Last modified: 2016/06/26 09:42 by sam