So the gaming group is finally finishing the Kingmaker series, and the next thing we’ll be running is the Skull and Shackles
adventure path, a story of piracy on the high seas. There are a few things to
clarify in starting this path.
Will you be as infamous as Edward Teach?
Campaign Info:
First, it’s slightly slower progression than we’ve had. The whole path will run from level one to level twelve. The focus is equally on skills and roleplaying as much as combat.
First, it’s slightly slower progression than we’ve had. The whole path will run from level one to level twelve. The focus is equally on skills and roleplaying as much as combat.
To get a sense of the campaign, you should download the free
Skull and Shackles PDF from the Paizo website and read it over. You can get it here. Note that it's free, but you still have to checkout--it doesn't cost anything tho!
As you will
see, the module begins with each of you shanghaied in a port city where you just
arrived and were considering trying your fortune as part of a sailing crew. Characters should be interested in piracy but without real
ship experience. So at first level, I ask that no one take Profession (Sailor).
You may take a campaign trait that gives you a bonus to this skill—representing
growing up near the sea, and you may even take Skill Focus Profession (Sailor)
at first level if you really wish (appropriate for a character who has lots of
book learning about the profession). But you cannot have any ranks, as your
characters have never actually sailed.
Or a colorful rogue like Calico Jack?
I may be substituting a different ship-to-ship combat system
than the one presented in the player’s guide. If you would all give those rules
a read-thru at your leisure and let me know your thoughts. The only real
complaints about this module path I have read have revolved around those, so we
might swap to something else (like Wooden Ships Iron Men). Note that we will be using the scars and peg legs optional rules for character wounds.
Characters, Races, and Classes:
Character races can be any from the player's handbook. Characters use a 20-point buy system for their ability scores. Hit points are max at first level, and then half-plus-one for all subsequent levels. Starting gold is the average as listed for the character class. As for classes, I think they fall into some general categories, which I have broken into these categories.
As always we will be using only the main rulebook and the advanced character
guide.
Best Options:
Barbarian, Bard, Cleric of Besmara (goddess of pirates), Cleric
of Gozreh (goddess of nature and ocean), Druid*, Fighter, Ranger, Sorcerer,
Rogue
Okay Options:
Cleric of Desna (goddess of freedom and luck), Wizard*,
Oracle (not ideal, but they’ll certainly work)
Poor Options:
Clerics of other non-lawful Gods, Monk, Alchemist, Summoner
(these all face serious handicaps in the game)
Terrible Options:
Clerics of Lawful Gods, Paladin, Cavalier, Inquisitor, Witch* (just please don’t play these)
*Note that druids, witches, and wizards must acquire their animal
companions or familiars through play, so you will not start with them.
Become queen of the seas like Anne Bonny?
Skills, Feats, and Traits:
So a few skills come up more often than others in this one.
Strongly consider having at least one social skill (Bluff, Diplomacy, or
Intimidate). Other good skills: Knowledge (engineering), Climb, Craft (cloth),
Craft (ships), Craft (siege engine), Knowledge(local), Knowledge (geography),
Profession (cook), Survival, and Swim. As for feats, ones that enhance these
skills could be especially useful (Skill Focus and Athletic). The player’s
guide lists some others, but we won’t be using Ultimate Combat, so don’t fret
those. Finally, every character starts with one campaign trait from the guide
and one character trait of their choice.
Items:
You can check out the new pirate weapons in the player's guide, and while you
probably won’t start with any they would be very characterful (and you’re far
more likely to find magic versions of those types of weapons than others). You
might also think twice before becoming a heavy armor wearer—as a ship is not
always safe for such a garb. There will also be firearms, though they will be
highly rudimentary. I will be making a set of house rules for the available
guns, and you will see that they conform to the very start of blackpowder. In
short, reloading in combat will be a slow, almost never, situation. Instead,
characters might carry a brace of pistols to fire as they close on foes. The
guns will be comparable to crossbows and the like, and a trained crossbowman
will likely outshine a gunman every time.
Or a noble-ish privateer with proper letter of marque like Sir Henry Morgan?
Putting the Scale in Scallywag:
Finally, there is the matter of alignment and attitude. This module series requires your character to be a pirate, no doubt about it. You don't have to be out-and-out bloodthirsty, but you do have to be ready to sail the seas for plunder. This means sacking ships and killing sailors. I don't want a group of stone cold killers though. Rather, I think that Long John Silver in Treasure Island is a good example. He's bad and nasty, but he does care about the people he has a bond with such as Jim Hawkins. So work with your friends, but make foes walk the plank.
Blog
I'll be using this blog to do general announcements so that we can keep things in one spot. I will also use it to track status of friends and foes, as well as the characters' infamy throughout the campaign. Plus, I'll be painting up a few pirate crews to challenge the heroes--and displaying them plus the heroes' own miniatures and characters here.
Fantastic! I hope to run into a certain dwarf on the high seas. How diesel would the cleric of Gozreh with his breastplate and ring of swimming be??
ReplyDeleteI'm still formulating ideas, but thinking barbarian at the moment.
Brad
I'm feeling the need to bard. After seeing the raw power of Eovard's 50/50 detect magics! All kidding aside I think I want to try a spellcaster that can actually swing a sword.
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