
GM Bloodied Waters |

As the title says, this is a recruitment thread for my upcoming Razor Coast campaign that is to be hosted here on the messageboards.
I had written SEVERAL walls o' text for prospective PCs to peruse but, after trying to post and summarily having the post eaten, I am just putting recruitment up for now and adding the 'world lore' piecemeal in the campaign information tab later.
To give you an idea though, the campaign is set in the Razor Coast area, a beautiful but deadly chain of islands on the high seas. The majority of the urban adventuring will take place in Port Shaw, which is something like a seedier Port Royal, while the wilderness adventuring is split between exploring the various islands and sailing the seas. The setting has a definite Caribbean/Polynesian feel to it and it is intended as a sandbox, which is precisely how I intend to run it.
Character Creation Details
Starting Level: 5. Yep, you heard me right, you start the campaign at level 5! No more Dire Rat massacres for XP!
HP: Max HP per HD. Trust me, you will need it!
Race: Any Core Race is automatically accepted, though most Pathfinder races are allowed. Those of you interested in setting-unique races, the Tulita (Tribal natives of the islands), Menehune (Gnome race who worship the volcano goddess Pele), and Dajobasu (Individuals from normal races, cursed from birth, who bear features reminiscent of sharks) will all be available once I get the rest of the information necessary for you guys in the campaign information tab.
Alignment: Any but CE. That said, those who are evil PLEASE try to be team players!
Class: All Paizo-produced classes are legal for this AP, along with MOST archetypes. I will also allow some 3PP material, though it must be cleared before being used. To answer the likely most-asked questions about 3PP allowances, if it is a Dreamscarred Press class for Pathfinder related to the Psionics, Path of War, or Akashic Mysteries lines, it is allowed.
Ability Scores: 20 point build, with baseline scores of 10 (Before racial modifiers).You may also, if you are at the 'base starting racial cap' on ability scores with a penalty, pay a number of points equal to the penalty to override it, so you can bring it all the way up to an 18, if you so desire. Why? Because we don't have enough drum-playing Dwarven Bards, greatsword-wielding Elven Barbarians, fully suited-up Halfling Paladins, or canny Orc Alchemists! Screw those starting racial caps!
Skills: You get +1 skill point per level. Have fun with it!
Feats: You get a bonus feat at first level!
Traits: 2 standard, plus a bonus Trait if you choose to take a Drawback.
Fluff: You MUST include fluff with your characters! This is a roleplaying game after all and, as such, I expect there to be something to roleplay with. 'I grew up as a 1st level murderhobo alone in the desert of trench coat antiheroes' doesn't quite cut it! Add some backstory, your appearance, what your character's personality is like, ect. I encourage you to post whatever you desire in the beginning, even if it just a blurb, but your final character must have at least a decent amount of fluff.
And now for the posting requirements! I expect 1 post per day, minimum, from anyone selected, though I would prefer 2-3 posts per day. If you miss a day, please let me know why. If there is somewhere that you have to be and cannot post, please let me know so I can bot your character as necessary to help keep your character up to pace with the campaign. If you ever feel the need to quit the campaign, something I frown upon unless there is a legitimate reason, please let me know so I can work your character's removal into the story so there is no awkward 'Bobo Baggins runs off into the jungle and is eaten alive by a miniature kaiju, no save' sort of situation. It is only fair to myself and your fellow players that you do so, because I have seen a lot of threads fall apart after a person just vanishes for no reason and the GM has to explain away why the character is no longer there or else has to burden himself/herself by piloting that character until he can dump it off somewhere.

Tirion Jörðhár |

Rule number 1 with Paizo - if you are planning on posting anything longer than 1-2 paragraphs, type it in a word processor as the Paizo site tends to reset if left on a single page for longer than 10-20 minutes, which often results in lots of lost work.
All things considered though, this is one of the few problems I have found with the site.
EDIT:
Is the character building a straight 20 points? Or the standard Pathfinder escalating point value 11-13 = 1 point each, 14-15 = 2 points each, etc.

GM Bloodied Waters |

Tirion, it's a straight, non-escalating point buy.
Redblade8, there IS a player's guide, but it is unfortunately not free. Otherwise I would post it for people to view. I have heard that Paizo is quite squicky about people putting up Google Docs. That's why I am simply transplanting the fluff for PCs to peruse later on.

Fighting Chicken |

Dotting with great interest. I'm thinking of a half-elf, half-Tulita bastard, shut out of the family fortune and determined to climb to the top of Port Shaw's social ladder. Swashbuckler by class and focusing on social, mercantile and ship-related skills.
I have a couple of questions:
1) How does the Razor play with Golarion, if at all? Does the Razor exist somewhere in that world (and thus so do Golarion's gods and ethnicities) or are you going to use the player's guide's larger setting, which as I understand it is still a little undefined by Frog God Games?
2) The Player's Guide has some ships for sale, some of which could be within grasp for a 5th level character, if I recall correctly (I don't have the PG with me). Would it be possible to start the game with a ship, or are those plot-devices that become available later?
Thank you!

Nini |

Dot!
I made this character for another Razor Coast game, but that one died about three posts in. Hopefully this one does better : )
Anyway!
Fluff is included, but I shall look over it and perhaps adjust/improve it.
The crunchy stuff needs an update/change to comply with the campaign rules, but that shouldn't be that hard : )

Arknight |

Interested! :)
I think for this I shall work up Kellen Raines (not his real family name but the one he fights and sails under), Brawler, Sailor and merchant's son ( who is an embarrassment for his interest in such a lowly profession and sport.
I had considered making him a Fighter/Monk, but I think I'll go with Brawler (Snakebite Striker) instead.
Edit: I'd also like to use the Brevoy Bandit trait, re-fluffed for Razor Coast (use Strength for Profession (sailor) in addition to Wisdom)

Lady Kelendia |

Dotting, also with an Undine in mind. Mine would be a monk/magus though. A trident wielding water mage that drags the unlucky under the seas. A shipboard marine first and foremost, but loves a fine wine and a good song or roll in the hammock in the evenings. She had a rather liberated mother, and perhaps some of that nature rubbed off on her as well. A murderous water wench to keep your crew in line, no matter what it takes!
Will post more backstory when I get the chance.

GM Bloodied Waters |

I FORGOT TO LIST THE GOLD AGAIN! YOU START OUT WITH A COOL 11,500 GP!
Fighting Chicken, Razor Coast is not set in Golarion, so none of the Golarion ethnicities apply. However, I am not opposed to people using Golarion deities, due to there only being a handful of setting-specific ones. In this setting though, MOST of the gods prefer to operate more in the background than on Golarion. The exceptions are the Loa that the Aizanes Tulita worship, as these are gods with intimate ties to the world itself, and Pele, because let's just face it, the goddess of volcanoes cares nothing for subtlety and is not shy about letting her wrath be known.
As for the ships, you may definitely invest in one, but I know my buddy is going to apply and wants to play a semi-retired pirate who took the Colonial Pardon (Basing this on the actual British pardons from the golden age of Caribbean pirates, apparently,) so you might save money if you were just boarding up with him as first mate or something. Then again, it depends on what you're looking for. If you want to be captain yourself, you may purchase a ship, though we only need one through the early to middle game.
Redblade8, a Vishkanya? You're the first person outside of my former homegroup that I actually have seen use one!
Mowque, you may use Golarion deities or you may select one of the setting-specific ones that I will be list in a bit once I am done transcribing the massive amount of fluff from the Razor Coast player's guide.
Arknight, unless a trait is REALLY specific, you may refluff it for the purposes of the campaign.

Threeshades |

Please no guns. Please no guns. Please no guns.
Sorry, never seen a purpose for them in high fantasy even if Paizo has created feats and classes for them.
Sorry to disappoint but this is the razor coast book's cover.
It's a pirate campaign.

GM Bloodied Waters |

Bigrig107, guns are at the Commonplace level in this setting, but only ones appropriate to the setting, so no revolvers, machine guns, or other types of nonsense! Bring on the muskets, flintlocks, arquebuses, pepperboxes, ect!
Sorry Tirion, but this setting is very much based on the Golden Age of Pirates in the Caribbean/Polynesian area, so not including firearms would be somewhat remiss!
Threeshades, it's not necessarily a pirate campaign, although it could turn into one. Still, it DOES have firearms!
SOME PRELIMINARY INFO UP IN CAMPAIGN INFORMATION TAB ON PORT SHAW AND A SHORT BLURB ABOUT THE SETTING ITSELF! A FEW MORE WALLS OF TEXT TO COME IN SPOILERS SOON!
EDIT: Drak, that's ok!

"Suny" |

Thank'e fer tha' welcomin'. (^_^)
Right intrigued I be fer this adventure. Bin selected an' played in another PbP which has up an' died on m'slefs. :(
Were a naffy, fun time t'be had.
I be lookin' forwards ta' knwoin' if'n m'selfs meets tha' DM's approval fer racial types, an' all?
Much cheers ta' every one.

GM Bloodied Waters |

Alynthar42, the cap on maximum ability scores, which is lower in some races due to racial penalties. For example, you cannot bring a score above 18, before modifiers, in most races, but it is traditional that those with a racial penalty to a score due to race, CHA for Dwarves to use an example, to cap out at character creation at 16 WITH modifiers (In the case of -2 penalties). Get it now? I don't know if there's an actual term for it, but I'm sure you get the idea now, right?
ABOUT 5 MORE MASSIVE SPOILERS TO ADD TO THE CAMPAIGN INFORMATION TAB!

Alynthar42 |

Here's Alynthar at level five. Please, for the love of Cthulhu let me into this game. I've wanted to play a nautical campaign for so long. I will frikkin pay you to let me into this, if I have to.
ALYNTHAR (Korvosa)
(Korvosa) Male Wizard 5
Init +5; Senses Perception +4, Darkvision 60 ft
==DEFENSE==
AC 14, touch 14, flat-footed 11 (+3 dex, +1 deflection)
hp 30 (5d6+-5)
SR 0 ; ER Cold 5, Electricity 5, Fire 5
Fort +1, Ref +5, Will +4
Defensive Abilities Tiefling Resistances (PFBty 264)
==OFFENSE==
Spd 30 ft/x4
Melee Masterwork Quarterstaff +2 (1d6-1) 20/x2 monk, CM +1
Melee Masterwork Cold Iron Melee Dagger +2 (1d4-1) 19-20/x2 CM +1
Ranged Masterwork Light Crossbow +6 (1d8) 19-20/x2 CM +1
Ranged Masterwork Cold Iron Thrown Dagger +6 (1d4-1) 19-20/x2 Returning
Special Attacks Darkness (PFBty 264), Power over Undead (PFCR 81)
==STATISTICS==
Str 9, Dex 16, Con 8, Int 21, Wis 8, Cha 14
BAB +2, CMB +1, CMD +15
Feats Augment Summoning (PFCR 118), Craft Wondrous Item (PFCR 120), Scribe Scroll (PFCR 132), Spell Focus (Conjuration) (PFCR 134), Superior Summoning (PFUM 157), Varisian Tattoo (PFAP: RotR (PG) 14)
Skills Appraise +9, Craft (alchemy) +9, Craft (trapmaking) +9, Escape Artist +4, Fly +7, Handle Animal +3, Intimidate +4, Knowledge (arcana) +12, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (religion) +10, Knowledge (planes) +10, Linguistics +10, Perception +4, Spellcraft +13
SQ Sneaky (PFBty 264), Arcane Bond (PFCR 78)
Traits Focused Mind (Magic) (PFAPG 329), Reactionary (Combat) (PFAPG 328)
Languages Abyssal, Celestial, Common, Draconic, Drow Sign Language, Goblin, Infernal, Orc
Eq'd Magic Robe of Bones, Headband of Vast Intelligence +2, Ring of Protection +1 (R), Cloak of Resistance +1
He also has two bloody human skeletons, which he purchased control of from a necromancer for 370 gp each (Spellcasting service material component + legal risks), and basic adventuring gear. He keeps the skeletons locked in a trunk when in town or around those who disapprove of his work.
Fluffwise, he's the same character, but has been on the run for some time now, and has been adventuring while he tries to avoid Fastar's grasp.
By the way, I reccommend that everybody put a point into linguistics to learn Drow Sign Language (Alynthar picked it up from a business associate of Fastar's, and will be happy to teach it to any other characters) so that they have a nonverbal method of communication.

Alynthar42 |

Okay, here we go.
ALYNTHAR
Male Wizard 5
Init +9; Senses Perception +4, Darkvision 60 ft
==DEFENSE==
AC 14, touch 14, flat-footed 11 (+3 dex, +1 deflection)
hp 30 (5d6+-5)
SR 0 ; ER Cold 5, Electricity 5, Fire 5
Fort +1, Ref +5, Will +4
Defensive Abilities Tiefling Resistances (PFBty 264)
==OFFENSE==
Spd 30 ft/x4
Melee Masterwork Quarterstaff +2 (1d6-1) 20/x2 monk, CM +1
Melee Masterwork Cold Iron Melee Dagger +2 (1d4-1) 19-20/x2 CM +1
Ranged Masterwork Light Crossbow +6 (1d8) 19-20/x2 CM +1
Ranged Masterwork Cold Iron Thrown Dagger +6 (1d4-1) 19-20/x2 Returning
Special Attacks Darkness (PFBty 264), Power over Undead (PFCR 81)
==STATISTICS==
Str 9, Dex 16, Con 8, Int 21, Wis 8, Cha 14
BAB +2, CMB +1, CMD +15
Feats Craft Wondrous Item (PFCR 120), Greater Spell Focus (PFCR 125), Improved Initiative (PFCR 127), Scribe Scroll (PFCR 132), Spell Focus (Necromancy) (PFCR 134), Varisian Tattoo (PFAP: RotR (PG) 14)
Skills Appraise +9, Craft (alchemy) +9, Craft (trapmaking) +9, Escape Artist +4, Fly +7, Handle Animal +3, Intimidate +4, Knowledge (arcana) +12, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (religion) +10, Knowledge (planes) +10, Linguistics +10, Perception +4, Spellcraft +13
SQ Sneaky (PFBty 264), Arcane Bond (PFCR 78)
Traits Focused Mind (Magic) (PFAPG 329), Reactionary (Combat) (PFAPG 328)
Languages Abyssal, Celestial, Common, Draconic, Drow Sign Language, Goblin, Infernal, Orc
Eq'd Magic Robe of Bones, Headband of Vast Intelligence +2, Ring of Protection +1 (R), Cloak of Resistance +1

Lessah |

Boing!
I think I will actually try my hand at making another character, then see which one I like the most, before updating my old one :P
Just a quick question - you said *all* paizo stuff, right : )?
I was thinking of this archetype because it blends swordfighting and guns in the most pleasant way I have seen of any of paizo's stuff. However! I thought I'd ask before I commit to anything from the Technology Guide :)
I was thinking rapier/cutlass + pepperbox, if you are willing to squint over the issue of needing a free hand to rotate the barrel. If not, I think I will simply invest in like 5 normal pistols and carry a brace and the Quickdraw feat : )
Edit: Cestus + Pepperbox actually works and allows for a somewhat scrappy fighting style. I like it =)
Just a shame that the Dirty Trick Rage Power requires level 6 ...

GM Bloodied Waters |

Alynthar, brinery eh? It appeals to my draconic sensibilities, but let us see your character's fluff! :P As for spells, you get your listed spells known amount and can purchase additional known spells (You ARE a Wizard, after all!) for 1/2 the listed price or find some way to swipe them. As well, enemy spellcasters will have their spellbooks as loot, assuming you don't torch the spellbooks with a fireball or something! You WILL need to track how full your spellbook is and purchase a new one to accomodate any spells over the amount one can hold. Other casters who can learn prepared spells will be given ample opportunities to acquire spells, those I listed are just the ones most relevant to you.
Lessah, that is a fine archetype, just know that there will be no laser blasters or power armor in this campaign! As for the pepperbox, I think that there is a modification or feat somewhere that waives the free hand stipulation.
NEW EQUIPMENT SPOILER HAS BEEN ADDED IN CAMPAIGN INFORMATION! INFORMATION ON THE RAZOR COAST ITSELF IS FORTHCOMING!

Lessah |

@Laser - I guessed. But that is fine by me : ) (edit: And for the record, the electricity gun is the coolest :P)
@Pepperbox - I might have solved it already!
@Info spoilers - You might wanna check if you hit the max character limit. Your equipment spoiler cuts out right in the middle of the fancy rapier!

Alynthar42 |

Sorry. Here's Alynthar's fluff.
Alynthar was born to parents who followed the Goddess of Beauty. When they discovered his Tiefling nature, they did not know what to do. An elf wizard in the region, Fastar, heard of the tiefling baby, and offered to take him in as his apprentice. Alynthar's parents agreed. Unfortunately, Fastar had no intentions of nurturing the child. For the next seventy-nine years, he experimented on Alynthar, finding new uses for various parts of a tiefling (he was particularly fond of blood and bones, which he regrew through regeneration potions made by a witch who owed him a favor), and used him as a slave. Because of his close involvement with the demented wizard, Alynthar was eventually able to pick up some basic magic, without his master's knowledge. Using this magic, he was able to escape, but his former master is now hunting him. Because of his master's experiments, Alynthar is severely deformed. His body is covered in scars, he is missing two fingers on his left hand, and one on his right, and his left ear. He has red slitted eyes, serrated teeth, and the stumps of two horns, which were cut off by his master and cauterized, so that they will not grow back. The torture his master practiced on him have left him frail and weak, but his natural dexterity is unharmed, due to his practice dodging blows and punishments when he was serving as a slave.