
Dain GM |
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Introduction
Corsairs of Varisia
“Corsairs of Varisia” is a homebrew campaign which has low magic; emerging technology in the form of firearms; reavers, swashbucklers, buccaneers, and pirates.
Borrowing heavily from ideas from “Vikings”; “Skull and Shackles”; “Sinbad” and “Assassin’s Creed IV”’ the “Corsairs of Varisa” campaign pits the starting party in an emerging town situated between Riddleport and Magnimar.
The town, formerly Roderic’s Cove, had been conquered by pirates from Riddleport, but has been recently liberated from support from the south to stop the advance of Riddleport into their waters.
The town was renamed “Beacon” and the lord of the town is calling on any who wish to make their fortune and become something great; with little to aid them but their wits and steel.
In the year 4640 the small town of Roderic’s Cove was founded.
It grew in power and size until in the year 4700 when pirates from Riddleport conquered it and made it their own.
In 4708 the joint efforts from the King of Korvosa and the government of Magnimar managed to clean out the pirates and liberate the town.
Much of the town was destroyed in the fighting; however there was plenty of land that had been cleared for crops as well as places to build and quickly a new government was established and the town was renamed – Beacon, as it shines as a symbol to draw in those interested in freedom.
It is no secret that both the citizens of Magnimar and Korvosa were concerned that Riddleport may attempt to expand their dominion south along the coast and possibly disrupt trade and possibly assault their own cities. To offset these complications both city-states invested in forestalling the pirate expansion by creating an outpost that they hoped would fend off any more military action from Riddleport.
They could not afford to spend much money in such a venture, so to draw interest from outsiders the current government of Beacon has taken to issue licenses for privateers; bounty hunters, militia men or soldiers of fortune.
The government of Beacon will not offer much in the way of gold or loot; but they will offer more in the way of land and position within the town. Any person who distinguishes themselves in battle is free to keep whatever they claim; but contract work gains them land and title.
The governments of both Magnimar and Korvosa have promised to honor those titles for any who visit their own city-states in an effort to give them more weight and hopefully draw more attention from outsiders looking to make a name for themselves.
Notes on Settlements can be found Here.
Beacon
Large Town – Close to a Small City with nearly 5,000 residents. Depending on what players do, it could become larger quickly.
Population Make-up
Approximately 55% of the town is Human.
There is about 15% elves; 15% Halflings; 5% gnomes; 5% dwarves and the remaining 5% is made up of mixed-breeds such as Half-Elves or Half-orcs.
Approximate Weather
The average weather and climate of Beacon is similar to this.
Moon Cycle –
To deal with issues such as nighttime, darkness and so on – a moon cycle will be used.
A chart with the moon cycle can be found Here
The starting time for the game will be January 2014 – or, in game terms;
Abadius, 1st; 4710.
House Rules for The Pirates of Varisa: A Homebrew Campaign
This game is designed to be a low-magic, swashbuckling, high adventure game.
The following are the basics from creating a character in Dain’s Pirates of Varisia.
To aid in the game, a reference site can be found at: Reference Site
When creating a character all players have a 20 Point Buy system and begin the campaign on third level.
Starting gear is limited to purchasing gear found here: Starting Gear.
Characters have standard starting third level gold, but are not able to purchase any magical gear at this time.
Playable Races
All Core Races are available for a player to choose from.
Available Classes
A player can choose from any class from the following list:
A player may also select from the following options –
A player may also select from the following options –
All Paizo Gunslinger Archetypes are available, including Mechanist
Under the Core Rules a player may choose from:
Barbarians
Bards (with this caveat)
No spells; instead they gain a Scholar Secret on third level and every three levels after (6, 9, 12, 15, 18).
On level 12 these Secrets include Advanced Scholar Secrets.
Fighters
Monk
Ranger
Rogue
Rules on Crafting:
The following House Rule is in play for Crafting:
1. Calculate DC
2. Pay 1/3 GP in "parts".
3. Roll appropriate Crafting Check.
4. If Check succeeds - then multiply DC x Check x 1/2 x Gold.
In short - if you are crafting a "weapon" and the DC is 15, and the weapon costs 30 gold and you roll a "Craft Weapons" check of 20 - your total is 15x20x.5xgold = 150 gold completed in seven days. Or - 21 gold pieces in one day of work. This means you can craft a weapon in roughly 2 days provided you have the time, parts and place to craft it.
Rules for Bargaining
1. A buyer and seller make opposed Diplomacy Checks.
2. Whoever wins the check lowers/raises the base price by 5%
3. For every 5 points the victor succeeds by, raise or lower the price by an additional 1%
In other words a seller is selling an item for 100 GP. The buyer wants it – they bargain.
The Seller rolls a 20; the Buyer rolls a 25. The buyer wins and exceeds the Seller’s price by 5 points; the price drops by 6% from the book total.
Rules on Firearms
1. You can use a pistol to "club" someone for 1d4 points of damage so long as you are proficient with Simple Weapons.
2. You can use a two-handed firearm to "club" someone for 1d8 points of damage, so long as you are proficient with Simple Weapons.
3. A double-barrelled musket has a range increment of 40 feet, not 10 feet.
4. Gunpowder is more common. Therefore all costs associated with firearms are now half price.
5. A Firearm resolves Ranged Touch attacks in the first 2 range increments. Using the “Deadeye” Gunslinger Deed resolves it in any of the 5 range increments (standard penalties for Range apply, however).
6. Firearms are now considered Martial Weapons.
More notes on Black Powder can be found here.
Bonus’s for Posting
This game is more about story than simple “Hack-and-Slash”. So for every 50 posts a PC makes they gain a free Re-Roll to be used at any time. They may have up to 3 re-rolls at a time.

Dain GM |

Caius Lucius Titus stood by the large window of his study watching the harbor below.
His jet eyes scanned the water and he observed that there was little shipping that day; only a modest amount of action by the docks. His gaze flicked over the few warehouses and noticed a collection of sailors loading crates in one of them from a small convoy that had come from a frigate in the gray waters of the bay.
Construction on southern keep was moving along as well as could be expected; but nevertheless he felt an uneasy tension, as if the entire community sensed impending troubles in the air.
A knock at the door to his chambers startled him.
”Come,” he barked with a dry growl.
The door open and young man entered the room.
Neatly dressed in the heraldry of House Titus; the man – one Casius Decimus, a Cheliax native like his lord – moved in with the confident stride that comes from a servant long employed under a just and honorable master.
”M’lord Titus – I present to you Kal Kathos; of the Shadde-Quah; the “Axe Clan”,” the servant said with an imperious voice, then ushered in the man to his lord’s chambers and exited, leaving the two to speak privately.
Kal Kathos was a man very different than Caius Titus; whereas Titus was nearing fifty and dressed in loose linens with a black silk doublet and fine boots and a heavy wool cloak draped about him for warmth; Kal Kathos was young – perhaps in his early twenties and massive in size, his very presence seeming to cry out “barbarian”.
Long black hair, twisted into kinky knots from the salt air and wind draped about his shoulders. His skin was bronzed from the years before the mast, for he had spent much time raiding the coasts when he was not doing battle in the high cliffs near his homelands. Thick leathers were stitched in a crude armor which was adorned only by a heavy covering over his left shoulder that was fashioned from the skull of an orc chief.
Yet despite these obvious differences there was also a strange similarity between the two men.
They were both men who very obviously possessed an extraordinary force of will; a will that no man could alter, except with reasonable words or deeds. Indeed, it was clear that each man would die before they allowed themselves to be humbled or dishonored by the imposition of the dominion of another.
The young man came forward into the room.
True to his clan’s name Kal Kathos did indeed carry a long axe which hung from his belt and a wide shield slung over his back. As he watched Titus turn to him, the younger man cocked his head a bit as he crossed his heavy arms in front of him, eyeing Titus with a cool but appraising gaze.
Titus turned to look at the man and nodded.
”Greetings, Kal Kathos of the Shadde-Quah; I am honored to meet with you again,” he said with a polite yet weary voice.
The young man watched the older with a neutral face.
”I see before me my friend Caius Titus of the Quah called Beacon; yet I see darkness on the face of Caius Titus. Why is this?”
Titus smiled a little at the direct manner of speaking that Kal Kathos addressed him.
”You are wise, my friend,” he said, gesturing expansively to the floor before them, knowing the barbarian would not sit in the frippery of chairs and couches.
Kal Kathos nodded his head and with an easy grace moved before Titus and flung himself onto the floor, crossing his legs before him and resting his hands on his thighs; his back straight, regarding the other.
Caius Titus moved to the floor as well, ignoring the comfort of his own chair. Instead, he sat on the floor before the young chieftain as an equal, to honor his guest.
Crossing his legs as well, Titus kept his back equally straight, though he adjusted the long dueling blade somewhat more comfortably around his waist as he watched the younger man.
”As you know I have had the honor of being Lord Regent of the town of Beacon for nearly a year; yet during that time I am worried for the security of the town I govern and the people therein,” he said after a moment.
Kal Kathos said nothing; watching the older man before him, waiting for him to come to his point.
Titus sighed after a moment, then continued.
”We have had an uneasy stalemate with forces of Riddleport; but those dogs are like a sheathed knife at my back – they are safe for now, but at any moment may slip their sheathe and stab deep into my vitals.”
”The eastern lands are quiet, but I sense silence is merely the prelude to darker times. Winter Solstice is upon us and soon the orc tribes may attempt assault on our eastern borders even as the shipping lanes are beset with corsairs from the northlands.”
”I have little support from my own people, for they all seek my place of power and I think many may be spies to their respective homelands – be it Magnimar or Korvosa.”
”With so many potential dangers abroad, I do not know where I can turn. Your presence here is a comfort to me; but – in truth – I am afraid I cannot offer you much support yet, for I do not yet know who to send, for I do not wholly trust all of my folk, and those that I do trust I must keep close to protect my own people.”
Kal Kathos frowned, recognizing the troubles of any chief of a Quah, and the duties such a man must endure.
”It is said with my people that when you go to the barrels for fish and find rot inside that you must turn from the barrel and go to the sea; else you may die of disease,” the youth said slowly.
Titus watched Kal Kathos with a cocked head and the barbarian continued after a moment.
”Your people – you think they speak with two tongues. Further, if you were to send for help from the folk who aided you in the past I say that would be the act of a fool; for then they would think you are weak and whatever help they do send – how could you trust it; for you already doubt them,” he added with a shrug.
”But I do not say go to those who aided you – instead, be like the fisher – but be a fisher of men.”
”Seek allies from beyond those places; cast your net into the wide world and draw forth new allies who are loyal to none; then, when they are here – show them who you are and earn their fealty as a great warchief should.”
Titus thought a moment.
”A good stratagem my friend; but what should I use as… bait? To catch a fish is one thing; to catch a man is something different.”
Kal Kathos smiled widely at the words, his teeth white and strong and they gleamed in the red light of the crackling fire which burned bright in the study.
”You must use the right bait, aye!”
”For such men you could offer coin; but that would only lure men who could be bought. For other men you could offer power – but that is a dangerous promise; to give power as payment when you are the master and wish to keep your own power,” he said, his wide smile receding into a pleasant grin.
Then he thumped his thigh with his fist.
”But I do not say to use that bait, no. Instead, use the bait to draw the right sort of men.”
”You wish men who would be lured by a man of honor; then you must offer that which lures men who seek honor.”
”Tell all who would come that you will reward with rank and title in your House; give them land. That is best.”
Titus frowned, confused at the suggestion.
”Why should land be best?” he asked, curious to know why the youth thought so.
Kal Kathos grunted and waved his callous hand absently.
”Land means home; it means that those who come will have a place here – a place to protect, a place to fight for. It does not call men who wish coin; it calls forth men who wish stability and a place to become something better. Men who wish to become something better are the best types for making a place great.”
”When the orc scum come for blood a man who has land and rank in this place will stay to protect it; if they leave they will leave all that they bled for. They will fight harder to protect their land – which is your land, as you are lord – and land only costs you the price of iron, to drive off those who would make your folk bleed.”
Caius Titus nodded at the suggestion, pleased. Yet a sudden thought troubled him.
”You have given me good wisdom, Kal Kathos – but tell me; how does this help you, and if it does not – how can I do so?” he asked.
Kal Kathos grunted, his eyes becoming serious.
”Warbands from the black dogs of Riddleport come for my folk; they have sent slavers and killers to slaughter my people and loot them for goods and gear. So far they have mostly failed; but I think that they will grow in power.”
”It is known that your folk defeated them and for now they lick their wounds during the winter. But when the ice thaws they will come to attack our people again.”
Kal Kathos watched Titus carefully, then continued.
”If my friend Caius Titus is strong and his people are strong then your people will have many warriors and many ships in the sea to protect their strength. Such protection will wipe the sea clean of threats and will in turn make my people more safe as you become more safe.”
”Our folk are allied – your strength gives me strength against our enemy,” he ended with a simple shrug of his shoulders.
Titus leaned back and thought for a moment.
”Very well; your wisdom is much appreciated, as usual, my friend,” he said after a moment.
”I shall issue a proclamation asking for the aid of warriors – be they a great sailor or warrior of the plains and hills.”
”I shall promise them title and rank in my lands and the chance for property and stability, and – in time – wealth and power.”
”I shall offer these promises for any who would come; and if they come, they will find that this town will be more than a place to stuff their pockets, but it will be a place that they can become mighty; if they are willing to defend it and fight to make it flourish,” he added the last, almost to himself.
Kal Kathos grinned widely.
”It is good,” he said with a jovial voice.
”Send out your runners to the far corners of the realms; make this word known, and soon you will see those come to join with you.”
”You will have mighty warriors – be they corsair or ranger; they will join with your House and your Quah. As you grow in power your strength will be like a shield to my people; and my people in turn will honor you with gifts of gold and pearls which we steal from the dogs of Riddleport.”
Caius Titus grinned at the offer finally.
”Between you and I there can be no talk of payment; but I accept your generous offer as a symbol of friendship,” he said sincerely, then stood up.
Kal Kathos stood as well, and reached his massive hand to clap the wiry strength of the hand in front of him in a firm embrace.
”It is good, Caius Titus. I look forward to the day when the folk come to your land and to prove that they desire to be great.”
Titus nodded.
”I, too, look forward to such a day my friend. I pray it is soon…” he said sincerely.
And so it was the proclamation was issued and the word was given; men and women seeking high adventure and to make their fortune were called forth to the nation of Varisia and the emerging City State of "Beacon".
Who would answer the calling?
Only time would tell...

Dain GM |

How exactly do you plan on dealing with the lack of healing? With no spells or Alchemist to provide sustainable forms of survival, and no ability to buy potions, seems to me the party would be particularly fragile.
Healing potions will eventually be included, but for now I didn't want the company to have casting classes to start.
However, there are a few new feats available for healing to help things out a lot, including;
Another is -
I am also thinking of allowing both Cleric and Wizard as a "prestige class" on level 4 or 5 if things start getting too ugly. But it is likely that having a NPC class with some magical healing would be probable, especially as there is a good possibility that a lot of the game will be on the sea.
But it won't be the same scale as Skull and Shackles via the size of the crew. Think of the crew size much smaller and personal - kind of like the crew in Firefly or Farscape, for example.
Having a few members who can aid the party on the ship is a good possibility, but that will depend on the make-up of the party.

Mekura |

What exactly is the in-game explanation for a lack of magic? I ask this because Golarion is a particularly magical world with exceptions, and because, given that you describe the location as within Varisia, with Varisians having magic oriented ties, why there would be a lack of it within this specific region?
Not to mention the whole Thassilonian aspect of Varisia.

Dain GM |

What exactly is the in-game explanation for a lack of magic? I ask this because Golarion is a particularly magical world with exceptions, and because, given that you describe the location as within Varisia, with Varisians having magic oriented ties, why there would be a lack of it within this specific region?
No real specific "in-game" explanation, per se given the dates, but imagine a sort of "fast forward" when science began to overcome magic.
But in other words, I've modified the world a bit for the purpose of the story. So, for example, the world is more advanced via "technology" so magic began to wane a bit.
Firearms are more common and cheaper and Alchemical Weapons are more common as well.
Think of the game more like an actual pirate game than a true Sword and Sorcery game.
Voodoo magic; undead; witch doctors and dark cults - coupled with trained surgeons from old cathedrals and trained scholars able to perform scientific and medical remedies do exist, though.

Dain GM |

I present Hack, Male Human Invulnerable Rager for your consideration.
Hack, having a barbarian on a ship seems like a fun idea; so far I have no problem with him.
Also, I like the backstory notes you did; especially about the "naming". It was good times indeed and I enjoyed reading it and look forward to reading more.
However, a few minor adjustments need to be made before he could hop on board -
1. You'd have to drop the magical items on your sheet - specifically the potions of healing and the amulet of natural armor. To start I'm doing what I can to keep the magic gear to minimum until after the game starts.
It's likely you could get more later, just not to start right now.
2. As for HP (I should have mentioned this part sooner) - your current starting HP will be
Level 1 Maximum; the rest of the levels are 1/2, round up.
Of course you'd get bonuses for Constitution and favored class, though.

Dain GM |

Dotting for interest.
Introducing my Beastmaster and her animal companion, Daya.
Taissa - looks pretty good; I like the pics, too. Very nice!
I noticed that you have played in a Skull and Shackles game before, so I thought I'd toss this out here for you and others who may be interested in joining.
I'm interested in a lot of the social RP, so even though it's likely that you'll eventually be on a ship and part of a crew, the RP will be more like the show "Firefly" than it will "Skull and Shackles".
But props for the backstory and notes; that's good times and very interesting stuff!

Dain GM |

Interesting concept, but I'm afraid I've about given up on games that are core races only. I run too many of those as GM. I've found I more enjoy non-standard races when I'm doing PBP. :)
Truthfully, I enjoy a wider range of races typically.
The last game I ran in I had variances of Metallic Kobolds; Apemen (like the Planet of the Apes); desert races from the Dark Sun world; Yuan-ti, "Oriental Adventures" character types; and others.
However, it became a bit overwhelming.
This game focuses more on a "real-style" game; in which it feels more like our own world, or at least - that's kind of the plan.
While it seems cliche, try to think of it more like some of the Pirates of the Caribbean movies; dealing with undead; variant magics from the dark islands; curses; monstrous beings and sea monsters, to name a few.
In any case, thank you for your comments about the concept. I hope you enjoy what games you're playing in the meantime.

Dain GM |

Feats updated.
Good times, Hack, I'm eager to see on the boards.
So far we have you and Taissa; but I have a few others who are putting together characters in the meantime. I hope we can start playing soon; but with Christmas coming there may be a few delays for the next few days, but something will be up soon!

Krek |


Dain GM |

** spoiler omitted **
Well, I'm not too sure how the plan will work.
In the game I'm having Cheliax function more like a combo between the Roman Empire in 2nd century AD and the British Empire in the 1700's.
The Cheliax marines carry muskets as well as cutlasses, as do many of the pirates, so that's something to consider.
It would be like going to Port Royal and trying to convince the government to give up firearms and cannon (check the heading specifically - Defense of the Fort for a better "feel" of the world).
Even if you could get them to agree, there are so many criminal elements involved that would continue to use firearms the legal authorities would end up trying to use weapons as well to stay abreast of the enemy.
On the other hand, there is historical precedent for military companies to use specific types of combat and weapon tactics that can often be effective though are often out of date; such as cavalry in the first World War; or having samurai avoid guns in favor of swords.
If you choose to go this route your best bet may be to form a military academy or monastery that teaches a more natural/specialized form of combat/philosophy and lifestyle in general.
Just something to think about; but I'm eager to see at least a prototype.

Dain GM |

I am caught between human mechanist gunslinger for ranged and a Dervish Dance halfling or human swash buckler. I am leaning towards the elf since there will be so many in what do you think. Also is there feat retraining from U. Campaign and traits.
Got to be honest; a multi-classed Gunslinger/Mechanist and Swashbuckler - they make a pretty kick-ass combo. One of the NPC's out there I made already has that build. It's pretty handy, especially if you start at level 3.
But a good question to ask is - what is your "Endgame"?
Are you angling for being a captain; a lord; a magistrate; an infantry commander - or something like that?
This game deals with both pirate adventures and adventures in a city/on land, so planning ahead is a good idea.

Dain GM |

Re: Feat Retraining -
Yes; there will now be Feat Retraining - but on level 3 I hope that is not being used, as you should be able to build your character the way you want to start.
But in the future, I think that will be okay.
Additional Class
Due to some comments about the difficulties of the game and lack of healing, players will now be able to select on level 3 (that is; level 1 and 2 have to be another class) - the Cloistered Cleric.
This version of the Cleric is already fairly weak as Casters go, and not be able to start until level 3 means that any caster who has that class will be limited; but it maybe worthwhile to have at least one player who could do some back-up healing in a pinch.
If no one takes it - don't worry. Scholars have many abilities to aid in Healing; and there will likely be at least one NPC medic/healer on board if things get really ugly.
But the medic will not be going on any "Away Team" missions... so that's another thing to keep in mind.

'Suny' |

*Raises hand* (^_^)
Hey-ya there!
Whut be tha' DM's thinkin' on slightly different, kind'a standard races?
Like tha' Azlanti Gill folks? Or tha' Sea Elfs?
Also, puttin ' in'a post ta' show me interestin' in things....
Much cheers an' season's greetin's ta' all! (^_^)
*Scampers off to enjoy their holiday rum...*

Dain GM |

As for Racial variants such as Desert Elves or Sea Elves, and so on - yes, that is possible. But things such as Gill Folk and so on are a bit too much to handle.
I've played many a campaign with a person who broke a pretty reasonable CR simply because of the race they played and it was a bit frustrating.
So sadly we'll be sticking with just the Core Races for now, but with variations on them allowed on a Case by Case basis; again, such as things like Desert elves and so on.
As for Prestige Classes; if they aren't using magic, than that's probably going to be okay - for example; I have no problem with Aldori Sword Lords.
Finally, when it comes to things such as Hero Points, I'm not entirely sure.
Right now I want to reward good social RP and frequent interaction. To do this, I typically offer a free re-roll of any d20 for every 50 posts a player makes, and a bonus of 1 to start with if they come up with a really good backstory.
I may instead swap that with a Hero Point instead of a d20 roll. But if I do, I probably won't be using a automatic Hero Point per level, and most likely no Hero Point Feats.
I'm not entirely sure about that, though.
Okay, I'm off to my first job; then I have to head to my second job to close the store, so it's likely I won't be on for a good portion of the rest of the day.
Looking forward to more posts in the future, though.
Note: As an aside, I recommend skipping back to the top and reading the "Narrative" to give you a flavor of the type of style of writing I'm interested in for this world. It's a bit longer than some of the normal posts, but the "Style" of the world is what's worth noting.
Okay, looking forward to more tonight.

Suny |

Here be a Suny I can work up in't somat fer yer game.
So,. d'ye allow Druids? I in't actually played a Druid an so would be findin' it interestin'.
Am also thinkin' of addin'/muticlassin' wi' Fighter. I see ye've a Amrtial Arts version, would ye be happy with this one also ? => Unarmed Fighter
Much cheers an' season's greetin's ta' ALL! (^_^)

Loup Blanc |

I'm quite interested and this sounds like a lot of fun, but I'm not incredibly keen on the current class choices... Specifically, I'd like to play a slayer from the ACG playtest, as I think it'd fit nicely into this game. If that'd be allowed, I'd be totally up for this. In the meanwhile, I'll roll around other ideas.

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Can I use my craft Gun to make a cheap gun i.e 834 gp for a double barrel musket before the campaign starts and will there be advanced guns in the campaign. If there is advance firearms do I follow your craft rules or the gunsmithing feats?
Edit
Strait musket master I hate multi classing makes such little sense to me.

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Scratch that to much minutia with a Gunslinger. I will go scimitar swashbuckler just for looking cool.
Can I use this feat from the advanced class guide playtest from the paizo swashbuckler class
Slashing Grace
Choose one type of one-handed slashing weapon.
Prerequisites: Dex 13, Weapon Finesse, proficient with
chosen weapon.
Benefit: When wielding your chosen weapon one
handed, you can treat it as a one-handed piercing weapon
for all feats and class abilities that require such a weapon
(such as swashbuckler’s precise strike). The weapon must
be one for your size.

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Here is the crunch part, will have opening story in a little bit.
Stefan Lebeda
Male Human (Taldan) Monk (Master of Many Styles) 1/Swashbuckler 2
CG Medium humanoid (human)
Init +3; Senses Perception -1
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)
hp 23 (2d10+1d8+3)
Fort +6, Ref +8, Will +1
Defensive Abilities uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +5 (1d4+2/19-20/×2) and
. . masterwork sword, aldori dueling +8 (1d8+2/19-20/×2) and
Special Attacks stunning fist (1/day, DC 10), thrust 1d6
--------------------
Statistics
--------------------
Str 14, Dex 17, Con 12, Int 13, Wis 8, Cha 14
Base Atk +2; CMB +4; CMD 18
Feats Crane Style, Exotic Weapon Proficiency (sword, aldori dueling), Improved Unarmed Strike, Slashing Strike, Stunning Fist, Weapon Finesse, Weapon Focus (sword, aldori dueling)
Traits Dominator , Extremely fashionable, Sword scion
Skills Acrobatics +9, Bluff +8, Diplomacy +8, Intimidate +8, (+10 to demoralize foes), Knowledge (local) +7, Knowledge (nobility) +4, Ride +7, Swim +6
Languages Common, Varisian
SQ fuse style, stunning fist (stun), unarmed strike, Vain
Other Gear Mithral Chain shirt, Dagger x4, Masterwork Sword, Aldori dueling, fine jewelry, Wrist sheath, spring loaded (1 @ 1 lbs), 1097 GP
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Special Abilities
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Crane Style Penalty when fighting defensively reduced to -2 and dodge bonus increases by 1.
Dominator You receive a +2 trait bonus on all attempts to demoralize an opponent in combat using your Intimidate skill.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Slashing Strike (Sword, Aldori dueling) Treat chosen weapon as one-handed piercing weapon for abilities that require it.
Stunning Fist (1/day) (DC 10) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Sword Scion +1 to hit and CMB with longswords and Aldori Dueling Swords.
Thrust +1d6 (Ex) +1d6 damage if you flank your target or your target is flat-footed.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Vain -2 to Cha checks for 24h after failing an opposed Cha check

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The smoky tavern was filled with noise, most of it coming from the large table in the back corner of the room. A large group of young toughs were gathered there drinking and engaged in boisterous conversation. Their dress marked them as young nobles, while their swords marked them as probable students of one of the dueling acadamies that Restov was famed for.
"But Stefan, where could you possibly go from here? Surely you can make amends at home, afterall your father is stinking rich!
"I've burned that bridge as thoroughly as could be." Responded the one that had been questioned. He was slightly older than the rest of the group and appeared to be its nominal leader.
"First, I'm the fourth son so I wouldn't be looking forward to much involvement in the family business even if I had the interest. Second, after I escaped that accursed monastery my father stuck me in...."
"Wait! What monastery? You were a monk?!?" interrupted one of the youngest at the table.
Stefan sighed. "Yes, for about a year. My father thought it would be a good idea to have kin in the monastery of Irori in the Icerime Peaks that overlooks one of the only trade routes through there. It didn't matter to him that I was completely unsuited for that lifestyle. Of course, back then was when I still believed all that "honor of the family" stuff. It was the most hellish year ever. Can you believe they expect you to drink water with dinner?"
The table burst out in laughter at that and Stefan puncuated the ridiculousness of the idea by taking a long draught from his tankard.
"Well, needless to say, I stole out of that place as soon as I could. Although, I have to admit that some of the stuff I learned has been very useful here at the academy."
At that comment, there were several nods around the table. They all had seen Stefan use techniques that were unique and even the instructors had commented on.
"Father was none too pleased when I returned and then when I sort of borrowed some family funds to come here, I believe that was too much for him. So, now I'm looking into some things I've heard and will strike out on my own. Besides I was getting sick of my family's insipid fawning over the Surtovas."
Several of the Rostlanders smiled at that. One of them responded.
"I hear rumor that the Restov council is going to offer charters to explore the Stolen Lands, perhaps you would be interested."
"No,"replied Stefan."I am thinking of following another more sure lead. I have heard that a coastal city in Varisia, Beacon, is looking for help and they are offering lands and titles. With those I could completely sever my ties from here and begin a new House. Who knows, years from now you all could be visiting Lord Stefan."
Stefan beamed at the table. And was rewarded with good natured chuckling from the rest.
They think I'm joking, but I will found a new noble house and be remebered in the histories.

Dain GM |

An intriguing introduction. I think I may try to brew up something for this. Any idea of your recruitment timeline? I'm not at home so my resources (e.g. time) may be more limited.
Quick note to all interested parties -
I'm definitely eager to get started; but when we do get started I'm kind of looking for regular posting; generally about twice a day during the week, and at least once during the weekend (roughly 12-14 posts a week average; minimum - but there's a good chance that there will be much more; but I'm trying to be realistic on that level).
The other expectation when it comes to regular posting is that I know everyone has RL issues from time to time; if for some reason you can't post for a day or so, or if you're out of town - or whatever - please at least toss something on the discussion thread that will clue us in on what's up. In other words - "Yeah, I'm out of town for the next three days, posting's will be sporadic if at all - please NPC me until I get back" - that sort of thing.

Dain GM |

Scratch that to much minutia with a Gunslinger. I will go scimitar swashbuckler just for looking cool.
Can I use this feat from the advanced class guide playtest from the paizo swashbuckler class
Slashing Grace
Choose one type of one-handed slashing weapon.
Prerequisites: Dex 13, Weapon Finesse, proficient with
chosen weapon.
Benefit: When wielding your chosen weapon one
handed, you can treat it as a one-handed piercing weapon
for all feats and class abilities that require such a weapon
(such as swashbuckler’s precise strike). The weapon must
be one for your size.
Remember - guns are more common so all costs for guns are half the book standard price.
Also, guns resolve in the first 2 range increments in this game; with grit, they resolve in 5 range increments. But there are currently no plans for advanced firearms (though that may happen later).
Slashing grace is acceptable.

Dain GM |

I'm quite interested and this sounds like a lot of fun, but I'm not incredibly keen on the current class choices... Specifically, I'd like to play a slayer from the ACG playtest, as I think it'd fit nicely into this game. If that'd be allowed, I'd be totally up for this. In the meanwhile, I'll roll around other ideas.
Don't know much about slayers; I'd need more background before I could offer opinions.
For now I'd recommend other options, just to be sure, though.

Dain GM |

Here be a Suny I can work up in't somat fer yer game.
So,. d'ye allow Druids? I in't actually played a Druid an so would be findin' it interestin'.
Am also thinkin' of addin'/muticlassin' wi' Fighter. I see ye've a Amrtial Arts version, would ye be happy with this one also ? => Unarmed Fighter
Much cheers an' season's greetin's ta' ALL! (^_^)
Druids and magic users in general are not allowed in the game to start.
The only exception currently is cleric; and only other the Cloistered Cleric archtype, and that cannot be taken until the player reaches third level at least.
The unarmed fighter archtype is an interesting concept, but I'd have to see more before reaching a decision.

Dain GM |

Dain GM--can I get an answer to my class query on whether I can work a slayer?
Yes - I posted it a few minutes ago. It is two posts above your question.
In other words, I'd need more information; until then I'd probably recommend another option. I may be open to it if I was able to see something on paper, though.
Send me a link of the class so I can look it over and I'll let you know what I think after I have a chance to examine it.

Loup Blanc |

Woops! Sorry, you must've ninja'ed me and I didn't notice.
The playtest can be downloaded here; it's got all the classes in it, the slayer being one of them.
It's a mash-up of the ranger and rogue, heavy on combat--they get a favored target mechanic that lets them lock in on a single enemy and take them down, and they get a weaker sneak attack progression later on along with some rogue-talent-like abilities. It would fit well for a pirate-hunter type, I think, allowing the character to focus on their enemy and move in for the kill (or capture).
If you'd prefer I don't do that, though, I may end up going with a gunslinger or some such. They're fun.

Dain GM |

Woops! Sorry, you must've ninja'ed me and I didn't notice.
The playtest can be downloaded here; it's got all the classes in it, the slayer being one of them.
It's a mash-up of the ranger and rogue, heavy on combat--they get a favored target mechanic that lets them lock in on a single enemy and take them down, and they get a weaker sneak attack progression later on along with some rogue-talent-like abilities. It would fit well for a pirate-hunter type, I think, allowing the character to focus on their enemy and move in for the kill (or capture).
If you'd prefer I don't do that, though, I may end up going with a gunslinger or some such. They're fun.
Very interested indeed!
But for now I need to download it and review it - sadly I don't have a software package that lets me view PDF's at this time; but I will see what I can do to get one soon.
Give me some time to look it over; it sounds pretty good so far, though, and I don't think I'd have issues with it, though I'd need to see the formal progression to be sure.
Meanwhile, I need to crash - it's Christmas and I have a lot of things to do early tomorrow; but I'm continuing to check things out, though.
FYI - I'm pretty excited as to how this is going, though.
Looks fairly promising!

Suny |

Ah...*Nods* I see now whut ye be meanin' with tha' small amount of magic.
Still...ye seem happy with tha' back ground/racy stuffs an' it be pleasant that all we be hagglin' over be classes. (^_~)
Here be 'nuther question. Them black, py-jama wearin' folks? How be ye inclined ta' them, then?
Much cheers an' seasonal type greetin's ta' all! (^_^)

Dain GM |

Quick Responses;
Eastern/Classes -
I have no problem with them; and in fact, I enjoy the flavor of eastern classes; including samurai, ninja, ronin, yakuza, yojimbo and (of course) wako.
The deal with them is - they need to feel culturally appropriate.
In other words, if you play a class from Minkai who is samurai, he needs to feel like a samurai (seppuku before dishonor); I don't want people to pick a class because of the perks but not play the culture.
I am assuming that Minkai is supposed to be closer to Japan and Tian Xia is closer to China and a bit of Korea; that's how I'm playing it, in any case. That may not be how the book is playing things out, but it's how I am running it.
While I'm at it -
Cheliax is closer to Great Britain/Rome (with the Cheliax colonies having their influence present; much of Sargava feeling like South Africa, for example).
Ustalav is closer to Romania.
Osirion is obviously Egypt; the Shackles closer to the Caribbean; and Varisia is closer to North America in the 1600's in many ways (again, for the purpose of this game and "Flavor").
Clearly there will be obvious divergences from the actual Real World nations; but they're a good reference point to get things started.
Magic/Arcane Trickster
It's theoretically possible; but no one will be able to start as a Wizard; so it would take a while to get there. I may allow wizards/sorcerer's to start on level 4; but I'm not sure yet.
In any case, wizards are supposed to be very rare - magic exists, but an actual wizard is supposed to be something that people are naturally afraid of, or suspicious of - to be able to use power like a wizard in real life would be terrifying to most people, so if you were playing one, keep that mind for the future.
Priests (on the other hand) are better received typically because they at least draw their power from a deity and are often petitioned by those seeking healing or advice via divination - but even a priest can be frightening as a priest could hold the power over your life or death simply by casting a spell.
At this time I'm not formally ruling it out; but it will take a while before that can happen in any case, as you wouldn't be able to hit level 1 wizard until you reached forth level at least; so it's possible, but not really on my radar at this time.
If you're interested in it the future, it may happen. My recommendation for now is to consider building that class in the meantime. But when/if I allow wizards, there will likely be some caveats in place - in other words, there will be some minor differences between a core wizard (specifically allowing Intimidate as a Class Skill and allowing the Intelligence modifier to effect Intimidate, instead of Charisma; but there will be other differences - if I got that route. We shall see, though). I may allow the NPC class "Adept" as a caster, but likely not until forth level.
I may come up with something else, but I'm not sure what that would be yet.
For now, Clerics are the only casters allowed for now; even then - they're not allowed until third level, and only the "Cloistered Cleric" archtype of clerics. This is power down clerics, as they're not very good as a normal caster; but they might still be useful in the party simply to offset the lack of healing.