Razor Coast

Game Master martinaj


The Razor Coast Setting

What Everyone Knows:
The Razor Coast is the name given to a stretch of shore and sea in a balmy region of the world. As far as most people are concerned, its history begins with the pirate Aldrin Shaw, who claimed the a bay in the Razor and founded the settlement of Port Shaw. The native Tullita people were displaced or marginalized, but trade boomed and the port drew in certain unsavory elements. Since its founding, Port Shaw has thrived as a lair of pirates and privateers, merchants and thieves, and the Razor Coast has gained a wild reputation as an untamable backwater with dangerous but potentially lucrative opportunities.

If You're From Around Here...:
The locals of Port Shaw are either colonists or Tullita. Colonists are largely human, but elves, dwarves, and all manner of other races have been known to make their homes here, and even monstrous races are seen resided in the city from time to time.

The seas around the Razor are filled with small islands and see a lot of ship traffic in spite of the dangerous creatures living in its waters. The most famous of these was the Demon Below aka the Krakenfiend, a monstrous tentacled creature that was known to prey on ships along prominent trade routes. Five years ago a group of heroes known as the Wave Riders attempted to engage and slay the beast, but their leader was killed, and since then the rest have faded deeper into obscurity each year. Things have been a bit quieter since then, though, so it's very possible that the Demon Below perished from its injuries

Port Shaw is ruled by a council of three Elders, a system of governance co-opted from the native Tullita, though these days the positions usually go to wealthy merchants. Currently, the three elders are Elder Hargrove (a wealthy human merchant), Elder Nakuakaua (a native Tullita who is regarded as a puppet or a trophy by most), and Elder Crimmeran (an elf who mostly looks after elven interests in the port)

Peace is kept (ostensibly) by the Municiple Dragoons, who are commanded by the capable and personable Gregory Bonedeuce. After ending a recent and bloody war against the infamous pirate Garr Bloodbane, he has become one of the most famous and popular men in the city, though the notorious sea dog Falken Drango has been making a lot of trouble of late. Another name everyone knows is Bethany Razor, Port Shaw's only privateer, and the widow of the late Jacob Razor, who was the previous commandant of the Dragoons before he was slain by Garr Bloodbane.

The native population, the Tullita, are mostly treated as second class citizens, usually living in the "district" of the city known as the Outskirts or working in plantations. A few people pity their plight, but violent responses to land claims and whaling have hardened many people against them.

The Tullita have their own animistic religion, but most people in Port Shaw pay lip service Quell, the god of the sea, trade, and exploration.

The Gods of the Razor Coast:
The Razor Coast has adopted many deities from distant lands. Those worshiped by the citizens of Port Shaw and the surrounding villages include...

Quell: Chaotic Good god of the seas, sailor, maritime exploration, and trade.
Domains: Community, Travel, Water, Weather
Favored Weapon: Trident
Quell is an ancient deity is both a patron of those bold enough to brave the seas and the keeper of hearth and home for those who make their profession on it. He encourages followers to be brazen but charitable, and is easily the most popular god in Port Shaw.

Belon the Wise: Neutral Good god of magic, worldly wisdom, roads, and common sense.
Domains: Knowledge, Magic, Travel, Trickery
Favored Weapon: Quarterstaff
Belon the Wise promotes learning via empirical experience. His priests respect wisdom, and try to use what they have learned to benefit others.

Bowbe: Chaotic Neutral god of rage, combat, and violence.
Domains: Chaos, Strength, Destruction, War
Favored Weapon: Greatsword or Warhammer (gain proficiency with one)
Bowbe is concerned with two things: Fighting and glory, and he expects his followers to seek them both. He only shows favor to those followers who take his name in vain, cursing him when they need his favor most.

Pekko: Chaotic Good god of ale, wine, celebrations. the harvest, and camaraderie.
Domains: Chaos, Good, Community, Plants, Travel
Favored Weapon: Quarterstaff

Vanitthu: Lawful Neutral god of defense, justice, sieges, and duty
Domains: Healing, Law, Protection, War
Favored Weapon: Spear

The Tullita have gods of their own, but very few clerics (If you follow their religion it is more likely that you are a shaman or a druid). The worship spirits as concepts more than as actual gods. Above all others they revere the methodical and industrious Grandfather Turtle, the kind and benevolent Whale, or loving and free Dolphin. However, they do also pay homage to fierce and fiery Pele, mother of their race. She is a fearsome and fickle goddess with few actual clerics, but she can grant the Chaos, Destruction, Earth, Fire, and Weather domains to those who earn her favor. Her favored weapon is the spear.

Firearms:
Guns are a lot more common and a lot cheaper in the Razor Coast than in traditional settings. Firearms are considered Martial Weapons (not Exotic), and are a lot more affordable. If you are a member of a class or archtype that gives you a starter gun, you begin play with a free, non-broken masterwork firearm instead. All Early Firearms from Ultimate Combat can be purchased freely at 10% of their listed price.

Item Creation:
No item creation feats. The campaign is going to be moving too fast for you to craft more than like 3 or 4 items. However, given that Port Shaw is a pretty big port city and it's a high-magic setting, there is a pretty solid shot you will be able to buy what you're after if you're willing to track it down through the right channels.

House Rules

House Rules:

Weapon Finesse: All weapons that are finesseable now have the “finesse” special quality. When wielding a weapon with this quality, any proficient user is able to use their Dex modifier in place of their Str modifier to determine their bonus to hit. The Weapon Finesse feat allows a character to use their Int bonus in place of Str to determine their damage bonus to any Finesse weapon with which they are proficient. This bonus applies in full to both main-hand and off-hand weapons, and is not multiplied by 1.5 for two-handed weapons. The damage is considered precision-based damage. It is not multiplied on a critical hit. Any creature immune to sneak attack or to critical hits is immune to this damage, and effects that reduce the chances of critical hits occurring likewise have a chance of ignoring the bonus damage from Weapon Finesse. The feat now has the following prerequisites: Base Attack Bonus +1, Dex 13 or higher, Int 13 or higher. Classes that gain Weapon Finesse from a special ability still gain it even if they do not meet these prerequisites.

Point Blank Shot, Precise Shot, and Far Shot: Precise shot is removed from the game. Instead, any character with Point Blank Shot also suffers no penalty for firing into melee as long as they are within 30 feet of their target. Far Shot functions as it did before, but removes the penalty for firing into melee at all ranges. Anything that previously listed Precise Shot as a prerequisite uses Far Shot instead.

Athletics Skill
This skill folds all the applications of Climb and Swim into a single skill. Furthermore, skill checks related to jumping are moved from Acrobatics to this skill. The "Athletics" feat is removed from the game. Class features based on jumping that worked off of ranks in Acrobatics now work off of ranks in Athletics.

Athletics is based upon Strength, and is affected by Armor Check Penalty. It is a class skill for Barbarians, Druids, Fighters, Monks, Rangers, Rogues, Cavaliers, Inquisitors, Magi, Bloodragers, Brawlers, Hunters, Shaman, Skald, Slayer, Swashbuckler, and Warpriest. For prestige classes, they always have Athletics as a class skill if they have both Climb and Swim as a class skill. If they have only one of these as a class skill, they may gain Athletics at GM discretion.

If a class is granted Climb or Swim as a class skill via a class feature (Like a Sorcerer Bloodline or a an Oracle Mystery), they might gain Athletics as a class skill, but it is more likely they will gain a bonus equal to 1/2 level on Athletics checks made for the relevant action. The feat “Athletic” is removed from the game.

The “Athletic” feat does not exist

Light shields and casting
When wielding a Light Shield, that hand is considered to be free for the purposes of casting spells, provided nothing else is being held in it. Arcane spell failure chance still applies when applicable.

Called Shots from UC
These rules are used as written. Feats or items that work off of or improve called shots are not used.

Wounds and Vigor from UC
Used as written. At GM discretion, certain powerful or dangerous attacks or hazards may target WP directly instead of damaging VP.

Sneak Attacks and WP: When a rogue is in a position in which they could make a sneak attack, they may forgo their usual attacks in a round and instead use a full-round action to make a single attack roll against a target. If this attack hits, they roll damage as normal, but instead of adding sneak attack dice this attack deals 1 WP for each die they would have normally rolled. If used with a ranged weapon, the rogue must be within 30 feet of their target. This is a probationary rule that hopefully gives rogues a bit more "oomph." I reserve the right to remove or power it down if it becomes unbalancing.

Triple 20s
If a critical hit is threatened, and a natural 20 is rolled on the confirmation (a natural 20, not another threat) a second confirmation is rolled. If this hit confirms, the attack, in addition to deal critical damage to VP, deals WP equal to the target's Wound Threshold.