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19:50, 26th April 2024 (GMT+0)

Campaign House Rules.

Posted by FateFor group 0
Fate
GM, 3 posts
Lady Luck
Sun 11 Aug 2019
at 19:09
  • msg #1

Campaign House Rules

Character Level Cap - The max character level in the campaign is level 9.

Spell Level Cap     - The 3rd level spell levels are the highest level spells that may be cast with standard rules.

4th Level spells may be cast using 'ritual' rules - They take longer to cast, and (usually) require support from other spell casters.

Magic Points - All characters have magic points equal to their character level + caster level + spell modifier.  These are used for a variety of effects.




Character Traits

These are not the 'traits' that you're use to.  These is a character defining aspects that mark character growth that marks the character special from a run of the mill NPC.  Players may discuss their concept with me, and may even suggest a trait they would like for the character, but based on what i am told, ultimately I will decide the effect of the trait on the character.  Some traits may require the use of Magic points to be expended to activate.  Regardless, a Player character wont EVER have more than (3) Character traits.  Core Rule Traits exist, and may still be gained by trading a character feat for two 'Standard' Traits.

Birth Trait - This is a trait of birth.  Something that the character is born into that defines them.  They might be a noble, or of a race not normally allowed in the campaign, or blessed by a divinity with some special aspect to mark them as the chosen of the divine in some shape or manner.  A special affinity for a school or elemental of magic.  This is not something the character selected, but rather a benefit from circumstances of birth.

Adventure Trait - This is a trait that reflects a talent, skill or inclination that led to, or maybe resulted from their life as an adventurer.  Often Class Abilities may be used by the character by expending Magic points for the effect.

Veteran Trait - At fourth level, a character will earn another Trait, this is often the last trait a character will earn.  Often the 'end game' definition of a character.  It might be a noble title, followers, or more advance  Class abilities being made available to the character to reflect their advance place as notable adventurers.




Skills

Characters do not have to pay the feat cost for their first signature skill.  (They still need the five ranks in a Craft, Knowledge, Perform, or Profession skill)

http://www.d20pfsrd.com/feats/...ature-skill-general/


Profession Skills - A profession, is something is a marketable trade, that a character may make use of for income.  The character is familiar with various personalities involved 'in the profession'.  The character is capable of learning and performing skills related to their profession.  There is a campaign limit to how many skill ranks a character have.

Game effect
1)  While not adventuring, a character is presumed to be performing their profession to cover their lifestyle tax.
  -  Rank 0 -      Poor     Base Lifestyle Tax
  -  Rank 1 -      Average  Base Lifestyle Tax
  -  Rank 5 - (x2) Average  Base Lifestyle Tax

2)  When dealing with personalities involved in their profession, the profession skill may be used as a social skill modifier for NPC reactions.

3)  With game master approval, the player may specify a professional class skill.  This is a skill that is justified by a profession.  The skills is now treated as a class skill, though the ranks in this skill may not exceed the professional rank.

4)  The max professional ranks a character may have = Character Level + Int Modifier + Wis Modifier + Cha Modifier




Magic Items

This is a 'low level' campaign, with low level magic.

Using core rules, there is a pretty big gap between  Masterwork Items, Expendable Magic Items, and permanent magic items.


Masterwork items, are potentially cheaper.  Take the base cost of an item, and multiply it 20.  Minimum cost for masterwork items is 20gp.   (So the cost for a MW club will 20gp.)

Expendable Magic Items.  Not much changes here.  Mostly functional cosmetics, ie. i allow 'scrolls' to be put into a book, and allow it to be cast 'out' of a book.  T

Permanent magic Items - As you know them, they're really rare.  In their place are Imbued Magic items.  These are Masterwork items, imbued with a measure of magic.
This message was last edited by the GM at 02:03, Mon 12 Aug 2019.
Fate
GM, 4 posts
Lady Luck
Sun 18 Aug 2019
at 12:56
  • msg #2

Campaign House Rules for Students

As a change of pace I'm willing to consider a few students for the campaign.  Be aware, students start with terrible ability stats and next to no class abilities.  From this point, their goal will be to work through the three 'grades' in the academy and graduate as (level one) adventurers.




Freshman - 3 Class Points        -   6 Ability Points (-2 to 5 of the 6 Ability Scores)
Juniors  - Level 1/4             -  +6 Ability (3 max per ability)
Seniors  - Level 1/2             -  +6 Ability (3 max per ability)



Class Points - are used to determine class abilities that the character starts with.

1 Class points may be used to learn a Skill.

Student Skills:
A rank of a Skill that requires training to use is...

+1 as a Freshman
+2 as a Junior
+3 as a Senior

+1 to the Skill bonus, if the Skill may be used without Training.



2 Class points may be used to be familiar with a single weapon  (Familiar weapons are -2 attack)

If the student is a non-spell caster, 3 Class points may be used to be familiar with all simple weapons

If the student is a spell caster, 3 Class points may be used to grant access to some arcane cantrips or divine orisons.  The student will be able to cast cantrips/orisons per day equal to the student's spell modifier.
This message was last edited by the GM at 12:57, Sun 18 Aug 2019.
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