Difference between revisions of "Skull & Shackles"
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=== Class & Race === | === Class & Race === | ||
* '''Recommended Races''': Human ([[Common_(Greyhawk)|Common]], [[Suel_(Greyhawk)|Suel]], and [[Other_Humans_(Greyhawk)#Tuov|Tuov]]). <br>Members of these races get an additional trait at character creation. Note that these human sub-races have racial traits. Also note that the campaign takes place in the Common language region, so Common humans gain an additional trait as compensation for getting no native language. | * '''Recommended Races''': Human ([[Common_(Greyhawk)|Common]], [[Suel_(Greyhawk)|Suel]], and [[Other_Humans_(Greyhawk)#Tuov|Tuov]]). <br>Members of these races get an additional trait at character creation. Note that these human sub-races have racial traits. Also note that the campaign takes place in the Common language region, so Common humans gain an additional trait as compensation for getting no native language. | ||
− | * '''Recommended Classes''': Alchemist, Bard, Fighter, Oracle, Ranger, Rogue, Sorcerer, Wizard. <br>Members of these classes get an additional trait at character creation. | + | * '''Recommended Classes''': Alchemist, Bard, Fighter, Oracle, Ranger, Rogue, Summoner, Sorcerer, Wizard. <br>Members of these classes get an additional trait at character creation. |
* '''Discouraged Classes''': Cavalier (except new archetypes from here), Monk, Inquisitor, Paladin. | * '''Discouraged Classes''': Cavalier (except new archetypes from here), Monk, Inquisitor, Paladin. | ||
* '''Class Options''' besides those in official Pathfinder | * '''Class Options''' besides those in official Pathfinder | ||
+ | {| class="wikitable" | ||
+ | |valign=top width="24%"|'''Full Base Attack Bonus''' <br> | ||
+ | == Classes== | ||
{| class="wikitable" | {| class="wikitable" | ||
|valign=top width="24%"|'''Full Base Attack Bonus''' <br> | |valign=top width="24%"|'''Full Base Attack Bonus''' <br> | ||
Line 57: | Line 60: | ||
** [[Fencer (Apath)|Fencer]] | ** [[Fencer (Apath)|Fencer]] | ||
** [[Militant (Apathy)|Militant]] | ** [[Militant (Apathy)|Militant]] | ||
+ | * Paladin | ||
+ | ** [[Divine Liberator (Apath)|Divine Liberator]] | ||
* [[Ranger (Apath)|Ranger]] | * [[Ranger (Apath)|Ranger]] | ||
− | ** [[ | + | ** [[Child of the Wild (Apath) | Child of the Wild]] |
** [[Dispassionate Hunter (Apath)|Dispassionate Hunter]] | ** [[Dispassionate Hunter (Apath)|Dispassionate Hunter]] | ||
** [[Nomad (Apath)|Nomad]] | ** [[Nomad (Apath)|Nomad]] | ||
− | ** [[ | + | ** [[Courier (Apath)|Courier]] |
− | * | + | * [[Spellsword (Apath)|Spellsword]] |
− | ** [[ | + | ** [[Swordmage_(Apath)|Swordmage]] |
|valign=top width="24%"|'''¾ Base Attack Bonus''' | |valign=top width="24%"|'''¾ Base Attack Bonus''' | ||
* [[Bard (Apath)|Bard]] | * [[Bard (Apath)|Bard]] | ||
+ | ** [[Dandy (Apath) | Dandy]] | ||
** [[Divine Bard (Apath)|Divine Bard]] | ** [[Divine Bard (Apath)|Divine Bard]] | ||
* Cleric | * Cleric | ||
− | ** [[ | + | ** [[Crafty Cleric (Apath)|Crafty Cleric]] |
+ | * [[Druid (Apath)|Druid]] | ||
+ | * Magus | ||
+ | ** [[Robe Magus (Apath) | Robe Magus]] | ||
* [[Oracle (Apath)|Oracle]] | * [[Oracle (Apath)|Oracle]] | ||
− | * [[ | + | * Rogue |
+ | ** [[Mountebank (Apath) | Mountebank]] | ||
+ | * Summonner | ||
+ | ** [[Robed Summoner (Apath) | Robed Summoner]] | ||
|valign=top width="24%"|'''½ Base Attack Bonus''' <br> | |valign=top width="24%"|'''½ Base Attack Bonus''' <br> | ||
* [[Sorcerer (Apath)|Sorcerer]] | * [[Sorcerer (Apath)|Sorcerer]] | ||
Line 76: | Line 88: | ||
** [[Crafty Sorcerer (Apath)|Crafty Sorcerer]] | ** [[Crafty Sorcerer (Apath)|Crafty Sorcerer]] | ||
** [[Wildcard Sorcerer (Apath)|Wildcard Sorcerer]] | ** [[Wildcard Sorcerer (Apath)|Wildcard Sorcerer]] | ||
+ | * [[Theurge (Apath)|Theurge]] | ||
+ | * [[Wizard (Apath)|Wizard]] | ||
+ | ** [[Tantrist (Apath)|Tantrist]] | ||
+ | ** [[Wu-Jen (Apath)|Wu Jen]] | ||
|} | |} | ||
Revision as of 13:59, 20 August 2012
Unofficial rules compendium | |
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Skulls and Shackles is a pirate Adventure Path by Pazio. The local campaign is set in the World of Greyhawk|.
Background
See the external links for the official campaign guide, including campaign-specific traits. The campaign is run in Greyhawk, in the island chain just south of the main map. The traditional inhabitants of this area is Suel colonists, with a recent influx of people of the Common culture. Olman and Tuov humans make up a colorful native background, along with lizard folk and many and varied unusual species. Under-water folk might get mixed up in the action but are not allowed as player characters, at least not initially.
Rules
- Further information: House Rules
A Pirate's Fate: When a character would ordinarily die, they can choose to suffer a random lasting injury (as described in the Shackles Player's Guide). Each such scar gives a +1 bonus on Intimidate checks, and Intimidate never suffers any penalties that otherwise apply to Charisma-based skills.
d20 | Battle Scar or Amputation | Game effect |
1–5 | Minor scar | Interesting but otherwise cosmetic |
6–8 | Moderate scar | Cut on face, +1 bonus on Charisma-based skill checks for first scar only, subsequent cuts count as a major scar. |
9–10 | Major scar | Severe cut on face, -1 penalty on Charisma-based skill checks |
11–14 | Loss of finger | For every 3 fingers lost, –1 Dex |
15–16 | Impressive wound | -1 Con |
17 | Loss of eye | -4 penalty on all sight-based Perception checks |
18 | Loss of leg | Speed reduced to half, cannot charge |
19 | Loss of hand | Cannot use two-handed items. Losing a single hand or arm does not affect a spellcaster’s ability to cast spells with somatic components. |
20 | Loss of arm | -1 Str, cannot use two-handed items. Losing a single hand or arm does not affect a spellcaster’s ability to cast spells with somatic components. |
Character Creation
Alignment
No evil characters. Lawful characters are allowed, but discouraged. Neutral Good, Chaotic good, Neutral, and Chaotic Neutral characters get 1 extra trait.
- Patrons - The following gods make good patrons for pirates
- Besmara - CN Common god of piracy - Chaos (Protean), Trickery (Thievery), War (Tactics), Water (Oceans), Weather (Storms). Weapon: Rapier.
- Kord - CG Suel/Common god of challenges, strength and bravery - Chaos, Good, Liberation, Luck, Strength. Weapon: Greatsword.
- Norebo - CN Suel god of luck and gambling - Animal (Fur), Chaos, Charm (Lust), Luck, Trickery. Weapon: Dagger.
- Procan - CN Oerdian god of storms and oceans - Animal (Fur), Destruction (Catastrophe), Travel (Exploration), Water (Oceans), Weather (Storms). Weapon: Trident.
Class & Race
- Recommended Races: Human (Common, Suel, and Tuov).
Members of these races get an additional trait at character creation. Note that these human sub-races have racial traits. Also note that the campaign takes place in the Common language region, so Common humans gain an additional trait as compensation for getting no native language. - Recommended Classes: Alchemist, Bard, Fighter, Oracle, Ranger, Rogue, Summoner, Sorcerer, Wizard.
Members of these classes get an additional trait at character creation. - Discouraged Classes: Cavalier (except new archetypes from here), Monk, Inquisitor, Paladin.
- Class Options besides those in official Pathfinder
Full Base Attack Bonus Classes
TraitsCharacters get 0-4 traits from a combination of alignment, race, and class. As opposed to the normal rules, a character can take more than one trait from each category.
See Also
External Links
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