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Characters
Characters An Agarthan mortal is not necessarily comparable to his counterpart in another setting. When building characters for "City of Eternity" games, please refer to the following changes to the usual options.
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--[ A Guide to Applications ]-- |
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Alignment
A player may select one of the following alignments when building a character. Note the alignment restrictions imposed on certain character classes.
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--[ A Guide to Applications ]-- |
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Class Feature Alterations
Except where here specified, class features of all Pathfinder RPG classes function exactly as seen in the Pathfinder source books and the Pathfinder SRD. If a feat or variant grants class features that are altered by this ruleset, the granted features are the mofdified ones and not the original.
Most of the changes relate to weapon groupings and alignment changes, though some classes (most notably Paladins) are more appreciably altered.
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Adjusting to relocation and new job. I appreciate your patience.
--[ A Guide to Applications ]-- Last edited by Aeternis; May 25th, 2012 at 02:33 PM. |
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Feats, Skills, and Traits
The link at the end of this post will take you to the hosted sheet which lists all of the setting-specific feats, skills (including new uses of existing skills), and traits. These lists are not a replacement for the existing Pathfinder skills, feats, and traits, but a supplement, and especially in the case of the feats the "City of Eternity" feats often have prerequisites in the original feats.
It should be noted that none of this is designed to be balanced in the same way as the standard Pathfinder rule set - the setting rule set for "City of Eternity" games is designed to change the nature of combat in a rather big way. In the case of the traits list, the setting-specific traits should provide more bonus per trait than the standard ones, and that's intended. This puts the "Extra traits" feat in play, both as a flavor option and as a power option, though it is hoped that you'll pick traits that make sense rather than traits that stack plusses the way you like. Your DM can and will nix traits that are perceived as not matching the character as portrayed.
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Adjusting to relocation and new job. I appreciate your patience.
--[ A Guide to Applications ]-- Last edited by Aeternis; Jan 17th, 2012 at 11:44 PM. |
#5
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Magical Aptitude (Or lack thereof)
Truly spectacular magical talents among Agarthan mortals are rare, and cultivated carefully, locked away within the Institute of the Arcane and trained to maximize their potential. After all, the growing world-city will need powerful magi and priests to maintain its infrastructure, which is based on powerful magic of the sort that only the greatest casters can perform. This sort of mortal doesn't have many adventures - it would be considered an insult to the rest of the world-city for them to be allowed to do so. Because of this, player characters in this setting may not use all of their advancement to gain magical talents - if they were so capable, they'd be safe in a lab somewhere in the world-city, working for the Institute of the Arcane (even clerics work for the Institute) or for one of the major religions.
Before you go all out building a Wizard/Cleric character for a game in "The City of Eternity", you should be warned that full-caster classes cannot make up more than half of a character progression (with the exception of first-level, non-gestalt characters). Furthermore, for each level of full-caster class a character has, a level of a non-magic-using class must be taken before the next level of the full-caster class can be attained. Class variants and optimizations are taken into effect when determining whether or not a character class is a non-magic class, a partial-magic class, or a full-caster class, so a Skirmisher (ranger archetype without spells) counts as a non-magic class where a standard Ranger is considered partial-magic. When a character is created at level 1 with no magical abilities, that character's player chooses one of three options concerning future magical talent: Latent Talent, Minor Talent, Unique Talent, or Magically Bereft, as below. Unless the character is determined to possess latent talent, they may never level up in any partial-magic or full-caster class. Latent Talent: The character's magical talent has not been trained or realized. There is no immediate advantage to this option, but it leaves open the option to level up in a magical class at a later level. Minor Talent: The character has a small but handy magical talent, and learns the use of two cantrips and one first-level spell, which must be drawn from the same type of magic (arcane or divine). They may cast their cantrips at will as a standard action, and may cast their first level spell as a standard action once per day per hit die. Unique Talent: The character gains the use of a minor, unique special magical power defined by their player. The DM has veto and balancing power over these abilities, and should necessary to make them approximately as powerful or useful as a Minor Talent. Magically Bereft: The character has no control over the flow of magic, and for this reason magic flows around them and it is slightly more difficult to harm them with magical effects. The character and adjacent characters (friend and foe) gain a +1 bonus to saves versus magic, but the bereft character must automatically attempt to resist all spells, including harmless ones. In addition, characters adjacent to a bereft character (again, friend and foe) suffer a -2 penalty on concentration checks made to successfully cast spells. When a bereft character reaches 8 hit dice, he or she qualifies for the Disruptive feat, even if he or she is not a fighter, and at 12 HD, the character qualifies for the Spellbreaker feat in the same way (though Spellbreaker still requires Disruptive).
__________________
Adjusting to relocation and new job. I appreciate your patience.
--[ A Guide to Applications ]-- Last edited by Aeternis; Jan 18th, 2012 at 08:31 PM. |
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