Pirates of the Fever Sea: Skull and Shackles
Character, Game, and House Rules
Character Creation Rules
General Creation Information:
- Characters will begin play at level 1.
- 300 gold will be given to purchase starting equipment.
- Characters should spend no more than half their total wealth on any single item. For a balanced approach, no more than 25% of their wealth should be spent on weapons, 25% on armor and protective devices, 25% on other magic items, 15% on disposable items like potions, scrolls, and wands, and 10% on ordinary gear and coins.
- Basic Adventuring Gear is free, but must be within reason. Gear that gives bonuses must be discussed with me first.
- Pets and animal companions are encouraged, for both flavor and mechanical reasons.
- I will require a Loot Wishlist from each player. These lists can either be from 1-20, or if you are unsure of where you plan to take your character in higher levels, then 1-10.
- Characters may be of any alignment except Lawful Good, Neutral Evil, or Chaotic Evil.
- Characters must be approved by me first.
Races: All races, cultures, and ethnicities from official Pathfinder products are permitted, though some races from the Advanced Race Guide must be approved by the GM.
Classes: All classes and class variations are allowed, including those from the Advanced Player’s Guide, Ultimate Magic, Ultimate Combat, Pirates of the Inner Sea, and other official Pathfinder products. It is in the party’s best interest to have a balance of classes, so keep that in mind. Refer to the Skull and Shackles Player’s Guide for more detailed suggestions on class choices.
Attributes: You may roll to determine your attributes. Roll 4d6 and discard the lowest die six times. You can roll multiple sets and choose from them.
Hit Points: Max Hitpoints from your HD for 1st level + Constitution Modifier. For the every level thereafter, you may take the median of your HD + Constitution or roll your HD twice and take highest result + Constitution.
Firearms: It’s hard to imagine a pirate adventure without some form of gunpowder, and while the Adventure Path as written does not account for firearms and gunpowder, it allows for campaigns in which they are included. The Firearm rules are as follows:
- Firearms are uncommon, but not rare.
- Only Early Firearms are available.
- Exotic Weapon Proficiency (Firearms) is not required to use firearms if you have Martial Weapon Proficiency from your class.
- All Firearms and ammunition cost 50% less than normal.
- All ships will be outfitted with both cannons and siege weapons.
Hero Points: Each character will begin play with 1 Hero Points. You may choose to be an Anti-hero and choose the bonus feat instead of the Hero Point as stated in the Advanced Player’s Guide.
Traits: Traits are allowed, and required. Two traits must be chosen upon creation, and you may not select more than one from a single category. One trait must be selected from the Skull and Shackles Player’s Guide. Traits from any source are viable. If you choose a Drawback, you may have an additional trait.
Backstories: Backstories are required and must be posted on your character page. Even though it is an official adventure path, I will tweak parts of the campaign and utilize any information you provide. I will include backstories in the campaign. People, locations, and more from the parties’ past may show up down the line. I enjoy centering arcs around a specific character.
Game and House Rules
Naval Combat We will be using the Naval Combat rules found in Fire As She Bears from Frog God Games, which can be found in the Skull and Shackles Dropbox. In addition, the PC Options found in Chapter 5 are available to all characters. We also be utilizing in Freebooter’s Guide to the Razor Coast, and the non-campaign specific options and rules found in the book.
Variant Rules: For this campaign, and all future Pathfinder campaigns I run, we will be utilizing variant rules both from official Paizo sources and third-party sources. We will be using the Piecemeal Armor variant rule found in Ultimate Combat and detailed here. In addition, we will also be using the new Character Background and Drawback variant rules found in Ultimate Campaign, which are detailed here, here, and here. If you are not sure which background your character should fall into, please consult with me. As well, all background and occupation choices must be approved by me.
Combat to Roleplay Ratio: This is a story and character driven campaign, and combat will never occur just for the sake of combat. Every encounter will have relevance to the story (even if it may not seem that way, at first) and some encounters can be avoided or will be scrapped if the party makes the appropriate roleplay choices. Combat will happen frequently during certain parts of the campaign, and well be less frequent during others.
Player Styles: Min/Max’ers, Rule Lawyers, and players who discourage roleplay in favor of combat need not inquire. I have no problem with an optimized character, however I do not want someone who doesn’t care for roleplay and just wants to make the best Fighter or Sorcerer. This campaign is story and roleplay driven, with combat used to progress the story. I would prefer if players reflected that. If you metagame, you will be removed from the party. End of story.
Retraining/Rerolling: I will allow retraining (outside of when it is allowed in rules) and rerolling for the first three sessions. After that, the only time you may reroll or retrain is when the rules permit, or if/when your character dies.