Skull & Shackles

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Unofficial rules compendium

This is Pazio's adventure arc. It is not settled if this will take place in the World of Greyhawk or Golarion.

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

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 None
6–8 Moderate scar Cut on face, +1 bonus on Charisma-based skill checks for first scar only, subsequent cuts 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. NG, CG. N, and CN characters get 1 extra trait.

  • Patrons - The following gods make good patrons for pirates
    • Besmara - CN Common god of piracy - Chaos, Trickery, War, Water, Weather. Weapon: Rapier.
    • Kord - CG Suel/Common god of challenges, strength and bravery - Chaos, Glory (Heroism), Good, Strength. Weapon: Greatsword.
    • Norebo - CN Suel god of luck and gambling - Chaos, Luck, Trickery. Weapon: Dagger.
    • Procan - CN Oerdian god of storms and oceans - Animal, Chaos, Travel, Water, Weather. 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. Note that the campaign takes place in the Common language region, so Common humans gain one additional trait as compensation for getting no native language.
  • Recommended Classes: Alchemist, Bard, Fighter, Oracle, Ranger, Rogue, Sorcerer, Wizard.
    Members of these classes get an additional trait at character creation.
  • Discouraged Classes: Chevalier (except new archetypes from here), Monk, Inquisitor, Paladin.
  • Class Options besides those in official Pathfinder
Full Base Attack Bonus
¾ Base Attack Bonus ½ Base Attack Bonus

Traits

Characters get 0-4 traits from a combination of alignment, race, and class. A character can take no more than one feat from each category at start.

Number of traits

  • Campaign-friendly Race
    • Common human +2
    • Suel human +1
    • Tuov Human +1
  • Campaign-friendly alignment +1
    • Chaotic Good
    • Chaotic neutral
    • Neutral
    • Neutral Good
  • Campaign-friendly Class +1
    • Alchemist
    • Bard
    • Fighter
    • Oracle
    • Ranger
    • Rogue
    • Sorcerer
    • Wizard

Map Guide to Traits

Human Race Traits

Other Race Traits

Other Traits

See Also

External Links