Tuesday, June 09, 2026

Freeport Pathfinder and E6 Low Magic

I just finished the chapter on Freeport Classes, so I'm getting near the end of this monster book that's twice as big as most of my other books. I had thought that it would mostly just reprint two sources: 1) The Pirate's Guide to Freeport and 2) Pathfinder Freeport Companion. I was surprised—mostly pleasantly—to find that this was not the case. The Pirate's Guide stuff is largely intact, but there were many minor updates and changes. This wasn't necessarily good nor bad; why did the Union guy die and his widow is now taking his place, for example? I don't remember reading about him dying in one of the adventures, so I think that that's just meant to both advance minor details to make the setting "feel more alive" from a meta perspective, and I also suspect to eliminate another strong (albeit a liberal) male icon and replace him with a woman. Some of the other changes were more consequential. Why is there a new third crime lord competing with Finn and Mr. Wednesday? (None of whom are anywhere near as good as the four crime lords from Five Fingers still. Sadly.) Why are there now a lot more orcs and goblinoids than there were even in the Pirate's Guide, which is already a lot more than there were in the original Freeport sourcebook? There seems a concerted effort to make liberal themes more front and center, because in spite of the fact that they are orcs and goblins, this is clearly meant to be a morality tale of sorts around immigration, racism, etc.; although they haplessly kind of demonstrate the conservatives' point while doing so, even though they clearly expect you to take an NPC liberal perspective on it. As an aside, because of this, the Freebooter's seat on the council, which has a three year term limit and so needed to have a different NPC in it, now has Captain Scarbelly, a notoriously villainous orc captain from earlier in the game, shown prominently on the anniversary omnibus version of the original Freeport trilogy.

I was pleasantly surprised by these kinds of developments, you may ask? I suppose. It's pleasant to see that they actually took a look at the text and didn't just replicate it. Many of the changes that they made are not ones that I personally would have made, but others are interesting, and I applaud them for making the effort anyway.

The rules were also significantly changed, probably because of more things that had come out in Pathfinder since the original Pathfinder companion. There's a new base class, the Freebooter, that kind of combines the corsair and assassin into one flexible a la carte menu version. The corsair does still appear as an archetype instead of a class, as does the survivalist, and most of the prestige classes. I didn't notice too much different with the monster hunter class, but I didn't really check, and the noble seems to have been substantially restructured. The Freebooter is actually, as written, a great alt.swashbuckler class for use with the PF1e rules, and I'd highly recommend it as such. It has a more traditional feel than the swashbuckler too, which is kind of a fiddly-looking class to play, where you have a pool of points to spend, etc. This one just has a big menu of a la carte options to pick from, giving it a flavor somewhere between fighter and rogue, but with the fighters' BAB and hit die, and lots of ways to actually build it. 

In fact, they didn't do any prestige classes at all, converting all of the ones that they used to have into archetypes. I kind of think that's what Pathfinder should have done in the beginning; replace prestige classes with archetypes. I'd modify my E6 low magic rules to say that this is actually how you should do it; not use prestige classes at all, and just open up the use of archetypes. I'd also say, although not force, that players consider higher level (than 6) class abilities as your first option for feat selection; continue taking those class abilities, in order, as if they were feats for your post 6th level advancement. Sometimes you need to throw in a feat too, but I think a more "bounded accuracy" feel can be maintained by using E6 and continuing to gain class abilities.

Of course, this applies to non-magical classes. It remains the only way to cast higher level spells that you have to treat them as rituals/incantations. But hey, lower power and bounded accuracy isn't the only goal; lower magic was obviously always a goal too, right? Speaking of which, the noble offers an ability to become a minor spellcaster which I could take without skipping a level. It becomes another alternative to spellcasting where you can get some magic without having to use the spellcasting classes. Another plus. 

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