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Skull and Shackles Player’s Guide

Character Creation Outline

Stats: 40 Point Buy

Race: Any race mentioned in the Player’s Guide is fine. Any other races should be cleared by me first.

Classes: All Core, Base, Alternate, Hybrid, Unchained, Prestige, and Occult Classes are fine. If you wish to play Master Summoner, come prepared as it is a harder class to play. If you want to try the class but are unable to handle it, then we will speak about how to either play it better or we will replace the class with something easier to play. Anyone playing a Gunslinger should take into account that this is the age of pirates. There are no revolvers yet. These are still gun powder pistols and blunderbusses. Double-Barreled hand guns are extremely rare and break when rolling a natural 1 and failing the recovery check. Also, any firearms will hit the regular AC of an enemy, not the Touch AC. If you have an issue with these rules, don’t pick the class.

Any 3rd Party will have to be cleared by me first. In order for me to accept a 3rd party class, you will have to defend your choice with a small summary of what your backstory would be (especially if it is race specific)

Alignment: Any Alignment is allowed, but must be played properly. If the majority of the player base is Good or Evil, you must exhibit your reasoning for continuing with the party if you are of opposite alignment.

Traits: 2 Regular, non-campaign specific traits and 1 Campaign Trait from the Skull and Shackles Player Guide. The Campaign trait tells you how you enter the story arch.

Backstory: Any well written backstory of 2-3 paragraphs that include the campaign trait ending will receive a bonus of my choosing.

Skills: 2 Additional Skill points per level in addition to the points allotted by your class. All players now have Swim as a class skill, and gain a bonus to Swim Checks equal to half their class level. Whether you put points into the skill is up to you.

Hit Points: 1st level as normal, all subsequent 3/4 max, alternating rounding down on even levels, and up on odd.

Ship Combat: The Skull and Shackles Player Guide has all the information you will need to perform ship combat. It is recommended that someone on the team become familiar with the workings of ship combat, and someone should be proficient in Siege Engines.

The Ship: The ship you will be on is basically another character on the team. There is a character sheet that will hold the information on the ship. Please designate someone to keep track of the ship and its damage.

Loot: Any time I grant a specific amount of gold pieces as loot, it is meant as each person receives that amount of gold. If I say you get 300 gold, don’t split it 6 ways. I mean each person gets 300 gold. Any gems or loot you get outside of gold is not covered by this rule.

Combat: Critical Hits from an enemy with a CR+3 or greater than yourself will use the Battle Scar or Amputation Table below:

d20 Battle Scar or Amputation

  • 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, consider 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*)
  • 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.

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