Skull & Shackles
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
Characters are created on build points, starting with 20 points. All starting characters gain an additional feat and 0-4 background traits, as specified below.
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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