Freeport is one of the classic city settings of fantasy roleplaying and it’s back—bigger and better—in this monstrous new sourcebook for the Pathfinder Roleplaying Game. Clocking in at a massive 544 pages, Freeport: The City of Adventure lovingly details a metropolis that mixes fantasy tropes, piracy, and Lovecraftian horror into an action packed setting for your RPG campaign. The city is now more detailed than ever, with added locations, characters, hooks, and a brand new, full-length adventure. The book, featuring a cover by fan favorite artist Wayne Reynolds and a fold-out map of the city, also includes full rules support for the Pathfinder Roleplaying Game: new classes, archetypes, feats, and magic items. As always you can use Freeport on its own or drop it into your campaign setting of choice. So set sail for Freeport, mateys! Come for the pirates, stay for the cosmic horror!
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Having happily played in bits & pieces of Freeport modules back in the 3.5 days, I was glad to finally purchase this gargantuan PDF in order to have a detailed, comprehensive scope of Freeport in its full Pathfinder glory. And in that regard, this Green Ronin publishing endeavour delivers ... HARDCORE. As it stands, there are a number of Green Ronin Freeport products for sale at Paizo and places like RPGNow that are edition-neutral, 3.X-only or PF-rules. This book supercedes all of them, I believe. And gives a good starting-point core rulebook for new Pathfinder Freeport supplements (like the excellent Dark Deeds in Freeport).
This 544 page rulebook has absolutely jawdropping eye-candy in regards to fonts, coloration, layout & art. I love books like this that with pure aesthetics alone, gives a GM electric inspiration right off the bat. Coupled with the flavorful fluff and storytelling, I'm fairly hard-pressed to find a sourcebook that has immersed me this fast and this deep upon first read.
I love how every single district and "location of interest" in Freeport has delightfully wonderful drill-down minutiae. Because this is a city not meant to briefly carouse through for your characters ... it's meant as a destination city where PCs can't wait to get out of bed and see who's behind each door and lurking deep in the bowels of the sewers.
Besides all the tasty fluff, there's about 130 pages dedicated to Freeport's proprietary crunch. New races, tweaked races, new classes, new feats/traits/skill-uses and a very cool Insanity/Madness system all populate this section. And they all do a great job at melding the playing atmosphere into one where Lovecraft, piracy, urban intrigue and port culture are all thematically interweaved into one extremely riveting campaign setting where you can simultaneously smell salt and blood wafting through air.
I'm a big fan of new spells and magical items in my 3PP PDF products. And this 32 page section also gets 5 stars from me - especially for the creativity and theme-appropriateness. The stat blocks and game balance components of all the spells and goodies look well-crafted and error-free.
As for the Ironjack Legacy adventure in the tail end of the book, I'll have to figure out a way to shoe-horn this into my current Forgotten Realms campaign. But it looks easy enough and I love how it emphasizes the PCs having to tour Freeport to get a good overall strategic assessment of the city's cartography. Very nice.
As with all 500+ page books, I'm gonna need a few more sit-down sessions in order to get full absorption of all the little things I missed in the first few reads (and there's a metric ton of minutiae in this book). It's one of the few RPG sourcebooks I feel comfortable with just reading as a leisure/entertainment book outside of its campaign setting utility.
Yeah, with the dock workers strike going on right now on the West Coast, all the container ships are just sitting at anchor waiting til they can dock and unload.
I downloaded the pdf, and I'm deeply impressed. Even if you don't use Freeport as a unified setting, there are enough fascinating businesses, NPCs and ships in this book to add a lot of value to any nautical campaign (Skull & Shackles, Razor Coast, Savage Tide, etc.).
I just received my Backer copy today. OMG this book is huge! Not Slumbering Tsar huge but right there with Deep Magic. Yes it includes the map that was asked about earlier in this thread. Binding looks good and paper is good. Haven't taken the time to do much exhaustive checking just a cursory look.
EDIT: BTW I am in Houston TX. In case anyone is curious.
This sounds great.
Too bad (well not really) my GM might run his next campaign in and around Freeport. The hardcover would look great in my collection.
Can I ask why it is so costly? I realize it is 544 pages.
It's 544 pages. When you note that the Advanced Class Guide is 256 pages and $39.99, I don't see why it's a surprise that a book more than twice that size comes close to double that cost.
Of course it's also got full color glossy interiors, a Wayne Reynolds cover, maps on the endpapers (Freeport on the front endpaper, the continent and the Serpent's Teeth islands on the back endpapaer), and an attached separate folded map.
Seeing the look on my friend's face when he got it was awesome.
I got it for him because he loves Pirates and detailed setting books and it turns out that unknown to me he had extensive experience playing in Freeport years ago and had a nostalgia rush when he saw the book.
I'm curious .... how many spells are posted in this book? Both reprinted (converted over from 3.5 rules) and brand-new-never-seen-before spells? Especially for Wizards/Sorcerors.
I'm curious .... how many spells are posted in this book? Both reprinted (converted over from 3.5 rules) and brand-new-never-seen-before spells? Especially for Wizards/Sorcerors.
How about I just list all the sor/wiz spells for you?
Sorcerer/Wizard Spells 1st-Level Sorcerer/Wizard Spells
Bewilder: Target must delay action.
Flash/Bang: Create a burst of sound and smoke to distract your enemies.
Force Armor: Gain +8 armor bonus for 1 round as an immediate action.
2nd-Level Sorcerer/Wizard Spells
Bulwark: Fortify buildings, structures, and vehicles.
Part Crowd: Move through crowds or swarms at normal speed.
Saltburst: Deals 2d4 damage (2d8 to plant and cold creatures) in 10-ft.-radius burst.
Stunning Bolt: Ray of lightning deals 1d6 nonlethal/ caster level (max. 10d6).
Subvert Minion: Take control of one summoned creature.
Unhinge: Target creature gains 1d4 insanity points + 1/two caster levels.
3rd-Level Sorcerer/Wizard Spells
Body of Eyes: Gain +10 bonus on visual Perception checks and immunity to flanking.
Fortify MindM: Creatures gain resistance to insanity points.
Ray of Rot: Ray deals 3d6, +1 per caster level, to vegetable creature or object.
StarvationM: Creatures within 30 ft. become sickened and hungry.
4th-Level Sorcerer/Wizard Spells
DiveF: Target gains darkvision, +4 on Swim checks, and ability to breathe underwater.
Phantasmal CrewmenM: Create immaterial crewmen to man a vessel or fire siege weapons.
Shadow Blade: Create a blade of semi-solid shadow.
5th-Level Sorcerer/Wizard Spells
FirebirdM: Conjure a giant eagle made of magical fire.
Strangle: Target takes 4d6 nonlethal damage or starts to suffocate.
6th-Level Sorcerer/Wizard Spells
Inscribe Yellow SignM: Draw the maddening sigil of the Unspeakable One.
7th-Level Sorcerer/Wizard Spells
Pirate’s BootyMF: Erase all memory of the location of a single treasure chest.
8th-Level Sorcerer/Wizard Spells
Vice of the Deep: Targets within 30 ft. take 1d6/caster level and are deafened.
9th-Level Sorcerer/Wizard Spells
Insanity, Mass: As insanity, but affects all within 30 ft.
I own the old Freeport Companion and I'm curious : will this contain new classes that weren't in Freeport Companion? Updated classes? Which ones ( new and updated classes) ?
The book (out now, available in hardback and pdf) has a combination of new and updated classes, taking advantage of the advancements in the Pathfinder RPG since the old Freeport Companion.
This book has:
The Freebooter: A new full base attack class that adapts elements of old classes, allowing you to have a customizable swashbuckling character that neither invalidates nor overlaps with the ACG swashbuckler class. The freebooter gets to choose a specific defensive style (armored fighting, canny fighting, flashy fighting, or maneuverability), bonus feats tied to a theme, and dirty fighting (a lesser sneak attack that's a bonus for her, rather than a mandatory damage boost).
Monster Slayer, a full base attack class that includes elements of two of old Freeport classes to form a front-line fighter who specializes in hunting down and killing things, and has additional powers specifically designed to help against monsters of one or more type.
Noble: A 3/4 base attack class that is a near-total redesign of previous noble classes, and can specialize in different kinds of power bases, including arcane or divine magic (and thus some spellcasting), or diplomacy, illicit affairs, military, or scholarly training. He also gains influence points, a sphere of influence, and eventually the ability to inspire others.
Cultist: A divine NPC class for, well, cultists. Except for ratfolk, who get enough bonuses to treat it as nearly a heroic class.
And then both updated and new archetypes, including the inquisitor-mage.
In light of Owen's kind act of listing spells for me (see a few posts above) and Christina's help in clearing up some Freeport concerns of mine ... I wrote up a quick, little review of this amazing book.
Granted, a tome of this size and epic scope deserves an equally epic review ... so I apologize for my brevity.
That all said, this Freeport book is the Be All, End All. Totally worth the money spent. And as much as I love the somewhat similar Razor Coast product, this Freeport sourcebook totally trumps it and demands all the creative accolades it can get. Kudos the design and development team!
With profound gratitude, Crai presents the ninja known as Liz Courts with a magic Staff of the Stealthy Editor +2. This 5' long matte, ebony darkwood staff is shod on one end with a black rubber eraser and on the other end, a burnt charcoal drawing cap.
Its other magical properties ... remain a mystery ...
With profound gratitude, Crai presents the ninja known as Liz Courts with a magic Staff of the Stealthy Editor +2. This 5' long matte, ebony darkwood staff is shod on one end with a black rubber eraser and on the other end, a burnt charcoal drawing cap.
Its other magical properties ... remain a mystery ...
I have The Player's Guide to Freeport and Freeport Companion: Pathfinder RPG Edition, do I need this book too? What does this book have that these books don't?
So got this from humble bundle and... Lol, did I just spot Kalevala reference in art on magic items section? With Louhi replaced by sea serpent, but still
Fatal Rose wrote:
I have The Player's Guide to Freeport and Freeport Companion: Pathfinder RPG Edition, do I need this book too? What does this book have that these books don't?
500 pages of setting material, supplemental rules and an adventure. I'd recommend current humble bundle for affordable price with other rpg stuff included.
I finally bought this book after buying the Freeport companion and players guide to Freeport. It contains everything in the player's guide to Freeport as well as a decent overview of the world outside of the islands Freeport is on, an extensive description of the city, and stats for several Freeport npcs, including the pirate rogue in the picture for the freebooter class, which is odd to show instead of the similar freebooter. I'm glad I decided to get this as the Freeport Companion is dated and the players guide is pdf-only.
In the map of the continent there seems to be a rift between hexworth and kizmir and iovan yet the description says yurtha rift is between hexworth and tagmata. The map only shows hills and plains between hexworth and tagmata. What's going on?