Skull and Shackles Recruitment/Sheets Thread
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Skull and Shackles Recruitment/Sheets Thread
Kicking off 2022 in style, let's try another attempt at some High Seas Swashbuckling. This time in Second Edition!
I have the Player's Guide if needed, though as it is PF1e content it's mostly the setting info that's of any real note.
Looking for 3-5 players preferably.
If there's any questions, contact me in Discord or by PM.
I have the Player's Guide if needed, though as it is PF1e content it's mostly the setting info that's of any real note.
Looking for 3-5 players preferably.
- Build Rules:
- - This is a PF2e game, so standard PF2e stuff applies.
- All Classes are allowed, including the Dark Archives playtest ones if so desired. In the event this game is ongoing when Dark Archives comes out, those playing the Playtest class will be allowed adjustments to fit the official versions. Inventors might be a bit wonky with this particular adventure's opening, but if so desired we can work something out. Also, probably stay away from Paladin. Liberators might not actually be that out of place in the Shackles, Redeemers might work out, Paladins have no business being Pirates.
- Adventure Backgrounds (more on that later) are preferred, but not mandatory. All Common Backgrounds are allowed if desired. Uncommon and Rare consult with me before choosing. If your Background gives you a Lore (like most do) treat it as the Additional Lore feat, advancing it automatically at levels 3, 7, and 15. The knowledge from your background should stay relevant.
- All Common and Uncommon Ancestries are allowed. For Rare Ancestries consult with me, but know I'm especially a pushover for Ancestries. All Versatile Heritages are allowed (though do keep in mind that some have restrictions on which Ancestries they can actually be put on).
- All characters have Access to Uncommon Firearms as a Gunslinger does. This is the Shackles, Guns and Piracy go hand in hand. Note Gunslingers don't automatically have access to Beast Guns, and maybe a few other particular instances. In addition, as this is the Shackles, all characters also have access to the Boarding Axe, Boarding Pike, and Combat Grapnel weapons.
- This game will be using a limited version of the Free Archetype rules. What this means is at all Even levels you gain a bonus feat from a valid Archetype (see spoiler below), following Prerequisites as normal. These bonus feat slots are separate from your normal feats, and as such the Dedication clause from these slots don't interfere with your normal feats, and any Dedication clause from your normal feats doesn't interfere with these bonus feat slots. Dedication clauses within the same slot type still apply as normal though.- Valid Archetypes:
- Pirate
Gunslinger Multiclass
Rogue Multiclass
Swashbuckler Multiclass
Artillerist
Trick Driver
Weapon Improviser
Marshal
Viking
Archetypes selected because I think they fit a Pirate-y theme. If you think another Archetype would fit the theme, give me an argument and I'll take it into consideration.
- Adventure Backgrounds:
- Ancient Explorer:
- You are a student of the ancient history of Golarion, and you’ve come to the Shackles to explore the crumbling and vine-choked ruins of the cyclops empire of Ghol-Gan, which have lain abandoned among the isles of the Shackles for thousands of years.
You went to a tavern called the Formidably Maid in Port Peril last night to meet a contact who supposedly had an old map of lost cyclops ruins to sell, but the drink was stronger than you had expected and you passed out before making the deal.
Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost.
You're trained in the Society skill and the Ghol-Ghan Lore skill. You gain the Multilingual skill feat. In addition to the two languages from Multilingual, you learn the Cyclops language.
- Barroom Talespinner:
- You grew up listening to tales of adventure and piracy on the high seas and the sea chanteys of old salts in dockside dives. You learned all about what it’s like to be a pirate by talking with the sailors on shore leave, and learned how to tell a tale (or perform some other pirate entertainment) yourself.
You went to a tavern called the Formidably Maid in Port Peril to earn a few coins with your tales of the sea. The patrons seemed pleased with your performance and bought you a few drinks. You had just remembered a tale of an unfortunate sailor who found himself press-ganged on a pirate ship after his drink was drugged when suddenly everything went black.
Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost.
You're trained in the Performance skill, and the Pirates Lore skill. You gain the Impressive Performance skill feat. In addition, once per week you can attempt a Pirates Lore check with an average for your level DC to attempt to recall a popular legendary pirate tale, the telling of which gains you a +1 Circumstance Bonus to influence Pirate and Pirate-friendly NPCs.
- Besmara's Blessing:
- You were born aboard a ship at sea or down by the docks in a port city on an auspicious day. Old salts and sea dogs nod knowingly and say that Besmara the Pirate Queen, goddess of piracy, sea monsters, and strife, has marked you for a greater destiny. You don’t know anything about that, but you’ve always felt more at home on the sea than on land, and your keen eyes can easily pick out a sail on the distant horizon.
You came to a tavern in Port Peril called the Formidably Maid in search of your fate. You’re not sure how many drinks you had, but they quickly went to your head and you passed out on the table before you found your destiny—unless it lay in the bottom of a bottle. Then again, maybe you found your destiny after all...
Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.
You're trained in the Survival skill and the Sailing Lore skill. You gain the Terrain Expertise skill feat for aquatic terrain. In addition, once per week, as a Free Action you can reroll a Sailing Lore check, and take the higher result. This is a Fortune effect.
- Buccaneer's Blood:
- One of your ancestors was an infamous Free Captain of the Shackles, whose very name struck fear in the hearts of those who sailed the seas in search of an honest living. Piracy is in your blood, and you’ve always longed to follow in your forebear’s footsteps and plunder the shipping lanes.
You went to a tavern called the Formidably Maid, a notorious pirate hangout in Port Peril, eager to start your career as a buccaneer. While you were there, however, a dashing and flirtatious corsair caught your eye, and after a whirlwind night of booze and romance, you found yourself beaten senseless and stuffed in a sack, carried off to who knows where.
Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost.
You're trained in the Intimidation skill and the Sailing Lore skill. You gain the Intimidating Glare skill feat. In addition, when you take the Influence Infamy downtime activity, you increase the maximum amount of Infamy and Disrepute you gain from a settlement by 1, to a new maximum of 6.
- Dockside Brawler:
- You grew up on the dangerous docks of one of the Shackles’ numerous ports or anchorages, and quickly learned that fists often make a better point than fancy words, especially when used the right way. You’ve always preferred action to talk, anyway.
While drinking at a tavern called the Formidably Maid in Port Peril last night, you got into a brawl with
some of the other patrons. You handled yourself well, but a group of rough-looking characters ganged up on
you and overwhelmed you, knocking you unconscious.
Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost.
You're trained in the Athletics skill and the Gladiatorial Lore skill. You gain the Titan Wrestler Skill Feat. In addition, you are proficient with Knuckle Duster weapons as with your highest weapon proficiency, and if you would already be proficient as such with them you gain a +1 Status Bonus to damage with such weapons. You also begin play with a Knuckle Duster weapon, despite the starting circumstances of this campaign.
- Eye For Plunder:
- You’ve always had a keen eye for the glitter of gold or silver, and you’ve robbed enough rich merchants and raided enough ships to have a feel for where the most valuable plunder is hidden.
You found yourself relatively well off when you got your share of your last voyage’s plunder, and decided to spend a few of your hard-won coins at the Formidably Maid, a popular pirate tavern in Port Peril. Maybe the shine of your new wealth distracted you, however, because you never saw the miscreants who slipped something into your drink, knocking you out cold.
Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost.
You're trained in the Thievery skill, and the Lore skill for a city you lived in as a thief. You gain the Experienced Professional skill feat. Additionally, you start play with 1d4 (rolled at start of game) gp worth of mundane trade goods you manage to scrounge together on your first day on the Wormwood.
- Ilizmagorti Native:
- You grew up in the city of Ilizmagorti on Mediogalti Island, a pirate port infamous for both the scoundrels who visit it and the feared Red Mantis assassins who run it. You’ve been around pirates all your life, but you’ve learned to be wary in your dealings with people, as there’s no telling who might be a Red Mantis in disguise.
Looking to make your fortune, you hopped aboard a pirate ship in Ilizmagorti, and decided to celebrate your safe arrival in Port Peril with a few drinks at a tavern called the Formidably Maid. There were some suspicious looking characters there, to be sure, and you decided to give them a wide berth, but as you left, feeling a bit woozy from drink, you were set upon by thugs in a dark alley and knocked unconscious.
Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.
You're trained in the Society skill and in the Shackles Lore skill. You gain the Streetwise skill feat. In addition, you gain a +1 Circumstance Bonus on Perception checks to Sense Motive.
- Peg Leg:
- One of your legs was bitten off below the knee by a shark when you were just a child, and was replaced with a wooden peg leg. You’ve long since gotten used to your prosthesis, and don't let it slow you down. You’ve had to learn to deal with the pain of your injury as well, hardening you to it.
Your balance always gets a bit shaky after a few drinks, and last night at the Formidably Maid—a tavern in Port Peril—was no exception. That must be why you fell to the floor as soon as you tried to stand up. What happened next is hazy, but you’re pretty sure you were dragged out of the bar and onto a ship at the docks. At least they didn’t throw you to the sharks...
Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost.
You're trained in the Survival skill and the Fishing Lore skill. You gain the Experienced Tracker skill feat. Additionally, you gain a +1 Circumstance Bonus to damage rolls against Sharks or other Animals with the Aquatic trait, and you begin play with a Basic Prosthesis item. Despite the flavor of this Background, if you prefer your prosthetic limb may be an arm.
Characters with this Background gain Access to the Sterling Dynamo archetype and may take it with their Free Archetype slots.
- Ship's Surgeon:
- On a ship, a sailor often has to learn multiple skills, and this rule certainly applies to you. Your father was a woodworker, and you learned your first trade from him. But on your first voyage at sea you quickly found out that a carpenter is often a ship’s doctor as well—after all, who knows more about sawing off limbs than someone who saws wood for a living? People are a lot bloodier than wood, that’s for sure, but you haven’t had many complaints—those sailors who have enjoyed your services are either happy to be alive or dead, and there’s old salts who swear the peg legs you for made them are better than the real legs they used to have.
You were between ships in Port Peril, and after stopping for a drink at a tavern called the Formidably
Maid, you happened upon a damsel in distress in the alleyway outside. Thinking you could help, you didn’t notice the thugs hiding nearby, and they caught you unawares. You’ve been on enough ships to know a press
gang by the blow of the sap on the back of your neck—you just hope whatever ship you end up on needs a surgeon.
Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost.
You're trained in the Medicine skill and in the Crafting skill. You gain the Risky Surgery skill feat. Additionally, you begin play with a set of basic Healer's Tools.
- Touched by the Sea:
- You’ve always felt the call of the sea and your blood surges with the ebb and flow of the tides. Perhaps one of your parents was a sailor or pirate, or maybe one of your ancestors had a bit of aquatic elf or undine blood in them. Whatever the reason, you’re as comfortable in the water as you are on land.
You came to Port Peril in search of your destiny, and after a few drinks at a tavern called the Formidably Maid, you went down to the docks to take in a view of the sea. The last thing you remember is a blow to the back of your head and the waves rushing up to meet you.
Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost.
You're trained in the Athletics skill, and in the Sailing Lore skill. You gain the Underwater Marauder skill feat. Additionally you can hold your breath twice as long without suffocating.
- Important Other Rules:
- Peg Legs and Eye Patches:
- When a character is reduced to 0 Hit Points and begins Dying, or is Crit by a sufficiently Threatening enemy, they must make a Fortitude save with an Easy DC for the level of the enemy that downed them. On a Failure they must roll a d20 on the chart below. Effects are Permanent and Cumulative, though at the GM's discretion some results may be rerolled if the results are too crippling or or don't make sense (such as losing a hand more than twice). A Regeneration spell can heal scars and restore lost limbs, removing all effects, or if one wishes to keep the aesthetic purchasing a Prosthetic, 7 days of Downtime, and a Medicine Check with a Hard DC can also remove negative effects.
_d20__ Battle Scar or Amputation 15-20 Minor Scar - Interesting, but otherwise Cosmetic 11-14 Moderate Scar - Cut on Face, +1 Circumstance Bonus on Charisma-based skill checks for first scar. For other scars, roll 1d20, 1-10 Minor Scar, 11-20 Major Scar 9-10 Major Scar - Severe Cut on Face, -1 Circumstance Penalty on Charisma-based skill checks. At GM's discretion, may grant a +1 Circumstance Bonus instead with certain Battle Scar-respecting NPCs. 7-8 Loss of Finger - For every 3 fingers lost, -1 Circumstance Penalty to Dexterity Score. 5-6 Impressive Wound - -1 Circumstance Penalty to Constitution Score. 4 Loss of Eye - -2 Circumstance Penalty to Sight-based Perception checks. 3 Loss of Leg - -10 Circumstance Penalty to Land Speed 2 Loss of Hand - Cannot use 2-Handed Items 1 Loss of Arm - -1 Circumstance Penalty to Strength, cannot use 2-Handed Items
More ruleset updates will likely be coming in the future.
- Pirate Weapons:
- While Paizo has added several key Pirate Weapons, there are some that still haven't made it in. So I'm adding them. All characters in this campaign have access to all of these.
Ranged Grapple trait: This weapon can be used to Grapple with the Athletics skill at a distance up to the weapon's first increment. The skill check takes a –2 circumstance penalty. You can add the weapon's item bonus to attack rolls as a bonus to the check. As with using a melee weapon to Grapple, a Ranged Grapple doesn't deal any damage when used to Grapple. This trait usually appears only on a Thrown weapon.Weapon Price Damage Bulk Hands Group Traits Simple Weapons Hook Hand 6 sp 1d4 P - 1 Knife Agile, Disarm, Finesse, Free Hand Martial Weapons Cat-o'-Nine-Tails 1 sp 1d8 S L 1 Flail Disarm, Nonlethal Cutlass 1 gp 1d6 S 1 1 Sword Forceful, Sweep Harpoon 1 gp 1d6 P 1 1 Spear Thrown 30 ft, Tethered, Ranged Grapple*
Hook Hand Prosthetic: Instead of a normal hand, this alternative to the Basic Hand Prosthesis takes the form of a sinister hook. As long as a Hook Hand Prosthetic is attached you gain the Hook Hand Strike. A Hook Hand Prosthetic can be used to carry many items, but lacks the grip and manual dexterity required to wield most weapons.
Cat-o'-Nine-Tails: A cat-o’-nine-tails, also known as the “captain’s daughter,” is a short whip made of nine knotted thongs about 3 feet in length, designed to lacerate and inflict great pain without doing serious permanent damage.
Cutlass: A one-handed short sword with a slightly curved blade suitable for using in the cramp quarters of a ship. Functions very similarly to a Scimitar.
Harpoon: A barbed spear with an attached rope, frequently used to grab onto soft targets at range.
If there's any questions, contact me in Discord or by PM.
Shinigami02- Posts : 765
Join date : 2018-08-14
Age : 30
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