Karl Green
First Post
Sorry all... after some thought I am going for LESS house rules. Just to make it simple Simple is good for me and you Anyway the stuff for NPC and treasure remains the same... AND I would not mind if spellcaster would multiclass so I will leave that stuff in there... Also I sort of like the Corruption/Taint rules from Oriental Adventure so I will still be using some of that... otherwise...ALSO I upped the d4 hit points to 3 points a level, just cause that is the nice thing to do
OK then Black Sails over Freeport Character Creation
Character Creation.
5th level.
32 points Attribute buying (remember the +1 stat at 4th level).
Hit Points – max at first level, then d4 =3; d6 =4, d8 =6, d10 =8, d12 =10 hit points each level after.
4000 gold pieces in starting funds (NOTE you will have 2d6 gold pieces to start the game; any funds you do not spend out of your starting wealth will be lost).
All classes and races from the PHB 3.5 are allowed. Classes from the Complete Warrior area also allowed. Prestige classes found in the DMG 3.5 and the CW are also allowed EXCEPT for Forgotten Realms specific ones (Red Wizards, Purple Knights and one or two others I can't remember right now). I might allow them with changes so ask first.
Multiclassing Spell-casters: I think I would prefer pure spellcasters (Cleric, Druid, Sorcerer and Wizards) to take a level or two in some other non pure spellcasting class. This will limit the upper powered spells I think in a good way. BUT to help compensate a bit, the number of spells you can cast a day will be your total character level. This will not let you cast higher level spells, only additional spells (i.e. a 3rd level wizard/2nd level fighter would be able to cast four cantrips, three 1st level and two 2nd level spells). Wizards learn one additional spell each time they take a non-wizard level and sorcerers learn their spells at their total character level (but again can’t cast higher level spells until they reach they Sorcerers level needed). I will allow exceptions to this though… Elves can always be full level Wizards or Sorcerers (and the Elf’s preferred classes now should be Wizards and Sorcerer). And Humans can also have full levels in any of these classes, just because they are Humans.
Limit on magical items (mostly from limiting your starting wealth, but no more then a couple potions or scrolls people).
The gods worshipped in this world are those found in the Player’s Handbook. Freeport also has its patron god of Pirates and Privateers called Harrimast (CN; priest: any Chaotic; Spheres - Air, Travel, War, Water; Favored Weapon: Cutlass)
Alignment – any nonevil.
Magic is rare but potent
First NPC spellcaster are rare(r). I will be modifying most of the NPC listed as spellcasters to either non-spellcaster or maybe Adepts or maybe just lowering their level. Also for NPC spellcaster, metamagical and creations feats will either be disallowed or will be rare… in most cases. There are some magical items that I really do like (like the Figure Heads mounted onto ships that might give them some magical effects) that I will continue and might make cheaper only because they add favor.
The Player Characters; being the exceptional people that they are will still be able to take normal classes and can take any creation feat or metamagic feat. I would ask that you limit them somewhat to better fit the world but with a good reason I can accept most.
I will also reduce the amount of magic given out as treasure. The PCs must rely more on mundane equipment, or take the time to make their own magic items. Remember that I will look at CR ratings of monsters and will watch this close.
Lastly, evil spells and necromantic spells (save a few) cause taint, ala OA. If you have one of these spells and cast it I will start to let you know about what happens
Brief World Info
(note that I am big fan of the Warhammer world, so my world will have a bit of that feel, so any similarities are strictly intentional)
Freeport is situated around this world’s equator, on a chain of islands fairly far from any large land mass. Founded as a pirate haven almost 800 years ago, in the last two hundred years it has transformed itself to a hub of trading and commerce. The Old World is to the west, about 10 days away by sailing ship. It is homeland to Humans, Halflings, Dwarves, Wood Elves, Gnomes and all manner of Orc-Kind. There are a fairly large number of different independent nations here, with early renaissance, late-middle ages feel to them. Feudalism is dying, and merchants and traders, guilds and craftsmen are coming into their own. Cities have grown in importance, and travel and exploration is all the rage. South of these nations are the lands of the desert princes (many nations and city states). Great traders in silk and spices, they a proud and courteous people. It is said that farther west, perhaps another month or so of sailing is the land of Khaina, and exotic land of mystics said to be ruled by dragons and living gods. To the northwest, about 3 weeks sailing is a set of large islands (England/Ireland sized, but 4 or 5 total) with a strong Norsemen feel, called Northolt. They tend to raid throughout the seas in their dragonships. To the northeast about a two weeks away is a huge island called Tir na Quin, the elven sea-nation. The elves pry the seas in the eloquent ships that often have a bird or fish motif and are great traders and explorers. They island is off-limits to all non-elves (and dark elves) but they freely trade with anyone… just else where. Another two weeks farther northeast is Darnekk na Quin, a desolate land of rock and ice, home to the Dark Sidhe Quin, the Dark Elves. Totally evil to the bone and without mercy to all but their own race, the too pry the seas… but in black ships, looking for plunder, slaves and slaughter. To the east, about four weeks away is the newly discovered continent of Luseena. The lands here are mostly jungles and rainforests, filled with strange monsters and natural resources undreamed of by the old world.
The Cutlass is a curved sword with a hand guard added… it adds +2gp to the price of a sword and adds +½ lbs and +2 to resist disarm rolls (otherwise treat as normal).
Firearms have been introduced within the last 20 years to Freeport although they have not really caught on until the last 5 or 6 years. If anyone is interested and does not have the book, they require a Firearms Feat (allowing you to use all types of firearms), generally take 3 rounds to reload. They do fairly good damage, and only metal armor adds ½ its Armor Class protection against them (nonmetal armors offer no AC protection). I don’t not bring the book today so tomorrow I will post a few more facts about them.
I am pretty easy when it comes to how you want to post your character. However you feel comfortable doing BUT I have to be able to see all the information so be complete.
You can look at some free stuff for Freeport here...
http://www.greenronin.com/freeportfocus.shtml
Oh yea last but not least... I really like the ideas of Convent Items (from Midnight) or “leveling items”… basically an magical items that increases in power as you do… but that it unique to you and you along. How I think I am going to do this… choice an item (be it magical or not) that you wish to have this ability to infuses it with something of yourself. It could be a family heirloom, an ancestral weapon, etc. And give me a very brief description of what you think it should do and where it should grow. I will let you know what each one does and if with time, what additional powers it will have.
If you choice an item that is magical, it will have additional properties, and as you go up in levels it will gain additional abilities/magical effects. If you choice a non-magical item it will have magical properties and will also grow in power but maybe not as fast or in the same way as a magical one would BUT it will NOT generally show up as being magical. Certain higher level detects will be required to see that it is indeed magical.
The reason for this of course is that you don't just discard your family sword or sheild +1 as soon as you get a +2 item, etc.
OK then Black Sails over Freeport Character Creation
Character Creation.
5th level.
32 points Attribute buying (remember the +1 stat at 4th level).
Hit Points – max at first level, then d4 =3; d6 =4, d8 =6, d10 =8, d12 =10 hit points each level after.
4000 gold pieces in starting funds (NOTE you will have 2d6 gold pieces to start the game; any funds you do not spend out of your starting wealth will be lost).
All classes and races from the PHB 3.5 are allowed. Classes from the Complete Warrior area also allowed. Prestige classes found in the DMG 3.5 and the CW are also allowed EXCEPT for Forgotten Realms specific ones (Red Wizards, Purple Knights and one or two others I can't remember right now). I might allow them with changes so ask first.
Multiclassing Spell-casters: I think I would prefer pure spellcasters (Cleric, Druid, Sorcerer and Wizards) to take a level or two in some other non pure spellcasting class. This will limit the upper powered spells I think in a good way. BUT to help compensate a bit, the number of spells you can cast a day will be your total character level. This will not let you cast higher level spells, only additional spells (i.e. a 3rd level wizard/2nd level fighter would be able to cast four cantrips, three 1st level and two 2nd level spells). Wizards learn one additional spell each time they take a non-wizard level and sorcerers learn their spells at their total character level (but again can’t cast higher level spells until they reach they Sorcerers level needed). I will allow exceptions to this though… Elves can always be full level Wizards or Sorcerers (and the Elf’s preferred classes now should be Wizards and Sorcerer). And Humans can also have full levels in any of these classes, just because they are Humans.
Limit on magical items (mostly from limiting your starting wealth, but no more then a couple potions or scrolls people).
The gods worshipped in this world are those found in the Player’s Handbook. Freeport also has its patron god of Pirates and Privateers called Harrimast (CN; priest: any Chaotic; Spheres - Air, Travel, War, Water; Favored Weapon: Cutlass)
Alignment – any nonevil.
Magic is rare but potent
First NPC spellcaster are rare(r). I will be modifying most of the NPC listed as spellcasters to either non-spellcaster or maybe Adepts or maybe just lowering their level. Also for NPC spellcaster, metamagical and creations feats will either be disallowed or will be rare… in most cases. There are some magical items that I really do like (like the Figure Heads mounted onto ships that might give them some magical effects) that I will continue and might make cheaper only because they add favor.
The Player Characters; being the exceptional people that they are will still be able to take normal classes and can take any creation feat or metamagic feat. I would ask that you limit them somewhat to better fit the world but with a good reason I can accept most.
I will also reduce the amount of magic given out as treasure. The PCs must rely more on mundane equipment, or take the time to make their own magic items. Remember that I will look at CR ratings of monsters and will watch this close.
Lastly, evil spells and necromantic spells (save a few) cause taint, ala OA. If you have one of these spells and cast it I will start to let you know about what happens
Brief World Info
(note that I am big fan of the Warhammer world, so my world will have a bit of that feel, so any similarities are strictly intentional)
Freeport is situated around this world’s equator, on a chain of islands fairly far from any large land mass. Founded as a pirate haven almost 800 years ago, in the last two hundred years it has transformed itself to a hub of trading and commerce. The Old World is to the west, about 10 days away by sailing ship. It is homeland to Humans, Halflings, Dwarves, Wood Elves, Gnomes and all manner of Orc-Kind. There are a fairly large number of different independent nations here, with early renaissance, late-middle ages feel to them. Feudalism is dying, and merchants and traders, guilds and craftsmen are coming into their own. Cities have grown in importance, and travel and exploration is all the rage. South of these nations are the lands of the desert princes (many nations and city states). Great traders in silk and spices, they a proud and courteous people. It is said that farther west, perhaps another month or so of sailing is the land of Khaina, and exotic land of mystics said to be ruled by dragons and living gods. To the northwest, about 3 weeks sailing is a set of large islands (England/Ireland sized, but 4 or 5 total) with a strong Norsemen feel, called Northolt. They tend to raid throughout the seas in their dragonships. To the northeast about a two weeks away is a huge island called Tir na Quin, the elven sea-nation. The elves pry the seas in the eloquent ships that often have a bird or fish motif and are great traders and explorers. They island is off-limits to all non-elves (and dark elves) but they freely trade with anyone… just else where. Another two weeks farther northeast is Darnekk na Quin, a desolate land of rock and ice, home to the Dark Sidhe Quin, the Dark Elves. Totally evil to the bone and without mercy to all but their own race, the too pry the seas… but in black ships, looking for plunder, slaves and slaughter. To the east, about four weeks away is the newly discovered continent of Luseena. The lands here are mostly jungles and rainforests, filled with strange monsters and natural resources undreamed of by the old world.
The Cutlass is a curved sword with a hand guard added… it adds +2gp to the price of a sword and adds +½ lbs and +2 to resist disarm rolls (otherwise treat as normal).
Firearms have been introduced within the last 20 years to Freeport although they have not really caught on until the last 5 or 6 years. If anyone is interested and does not have the book, they require a Firearms Feat (allowing you to use all types of firearms), generally take 3 rounds to reload. They do fairly good damage, and only metal armor adds ½ its Armor Class protection against them (nonmetal armors offer no AC protection). I don’t not bring the book today so tomorrow I will post a few more facts about them.
I am pretty easy when it comes to how you want to post your character. However you feel comfortable doing BUT I have to be able to see all the information so be complete.
You can look at some free stuff for Freeport here...
http://www.greenronin.com/freeportfocus.shtml
Oh yea last but not least... I really like the ideas of Convent Items (from Midnight) or “leveling items”… basically an magical items that increases in power as you do… but that it unique to you and you along. How I think I am going to do this… choice an item (be it magical or not) that you wish to have this ability to infuses it with something of yourself. It could be a family heirloom, an ancestral weapon, etc. And give me a very brief description of what you think it should do and where it should grow. I will let you know what each one does and if with time, what additional powers it will have.
If you choice an item that is magical, it will have additional properties, and as you go up in levels it will gain additional abilities/magical effects. If you choice a non-magical item it will have magical properties and will also grow in power but maybe not as fast or in the same way as a magical one would BUT it will NOT generally show up as being magical. Certain higher level detects will be required to see that it is indeed magical.
The reason for this of course is that you don't just discard your family sword or sheild +1 as soon as you get a +2 item, etc.
Last edited: