The Razor Coast: Islands and Pirates
- Fifteen point point-buy. Abilities start at 10. No ability can be lowered below nine. Apply racial adjustments after assigning points.
- No hero points, at least upon leveling. Hero Points may be given our for something heroic. Nobody starts with them.
- Pathfinder Core Book, Advanced Player’s Guide, Ultimate Magic and Ultimate Combat are fine (minus major rules systems change). The Summoner from the APG is NOT allowed.
- The Pathfinder Unchained versions of the Rogue, Barbarian, Monk and Summoner are fine. If we find they’re broken, we’ll need to change them. If you want to stick with the core versions of the Rogue, Monk and Barbarian, that’s also fine. See Pathfinder Unchained Classes
- Skills: Use the Background Skills rule variant from Pathfinder Unchained . This will allow you to pick a variety of fun skills that aren’t always useful.
- Traits, feats, weapons and most other things are acceptable from The Freebooter’s Guide to the Razor Coast.
- Races: All core races are fine. You can choose an ethnicity or nationality for humans (Tulita natives for example).
- Leveling: I’d like to consider using the Slow advancement path. We can talk more, but I think this will keep the power level down.
- I’m open to using the Scaled Items (items that develop with you as you level) rules from Pathfinder Unchained . This needs to be something you’re interested in and would allow a favored item to increase in power as the character grows.
- Characters start at Level 1. The party’s starting point will be in a port where passage can be had to the Razor Coast. Think about motivations your character might have to make a long voyage to the Razor Coast. There will be some adventures that provide some, but why is the character at a backwater port anyhow?
- A backstory is required of some kind, at least a vague inclination. Remember it’s a Caribbean style campaign, so there needs to be a good reason your “ninja” shows up. And, for that matter, is the character really called a ninja? Think about it.
- Firearms exist, as outlined in Ultimate Combat. However, both the firearm and ammunition can be extremely expensive, up to x4, depending on trade issues, etc. Also, while you can play the Gunslinger class, please don’t call it a “gunslinger.” A “warrior specializing in firearms” or an “explosives expert” or something more generic would fit better.
- At various points, you’ll either have the option to own a sea-faring ship or at least travel on another’s ship. Someone might want naval skills; swimming or underwater might happen. We will occasionally use ship-building and naval combat rules from Frog God Games’ Fire as She Bears!.
- Characters that miss a session, don’t get XP. You can have someone play your character, but if they die or something bad happens, then so be it.
- Knowledge and other skills are not infallible. There are many unique creatures, etc. that you simply won’t be able to identify. Skills are not magic, i.e. sometimes you shouldn’t be able to “perceive” everything around you with a dice roll. The goal is to have fun.
- If anything is found not to work or be un-fun, we change it. “Fun” should rule the day, not “balance” or rules.