Skull and Shackles
Skull and Shackles Player Info
Character Creation Information
15 point buy, nothing below 8 after modifiers. Gain one extra attribute point if choosing from “Appropriate Races” and one extra point if choosing from “Very Good Options” for class.
These races occur in great numbers in the area.
- Monkey Goblin
These races are in the Pathfinder core world, Golarion, but they arne’t native to the area so we’ll need a good background fleshing them out.
Other races are not available.
- Besmara – Goddess of Piracy (CN)
- Gozreh – God of Storm and Sky / Goddess of Wave and Surf (N)
- Norgorber – Demigod of Thieves and Assassins (NE)
- Pharasma – Goddes of Death and Rebirth (N)
- Cayden Cailean – Demigod of Alcohol and Bravery (CG)
- Calistria – Goddess of Lust and Revenge (CN)
Very good options:
These are ones which fit neatly in with piracy but might have some issues for players that may be limiting or frustrating at times:
- Clerics of one of the gods above
- Druid of Aquatic Domain
Classes which would work but need backgrounds to be fleshed out:
These are generally ones which wouldn’t fit in really well with pirates and you likely will have some problems with these. I’d recommend against them but do not prohibit them.
- Cleric of another God (there are a bazillion in Golarion)
- Druids of other domains
These classes which would cause conflict with the group or otherwise not work so well.
- Antipaladin (too evil)
- Cavalier (won’t be fun, trust me on this)
- Clerics of gods who’d be very anti-piracy (Iomede, Abadar, Asmodeus, etc.) or of gods who are a bit TOO evil (Rovagud, Baphomet, Lamashtu, etc.) (too much conflict) or who do not worship a specific god (do not exist in this game world)
- Monk (poor flavor)
- Ninja (poor flavor)
- Paladin (too much conflict with the party)
- Samurai (poor flavor)
Non-Paizo classes aren’t available. Honestly, there are a bazillion to choose from so you should be able to find SOMETHING.
Bard – Buccaneer, Daredevil, Sea Singer
Fighter – Cad, Corsair
Rogue – Pirate, Smuggler, Thug
Suggested Sorcer Bloodlines: Aquatic, Elemental (Air), Elemental (Water), Marid, Stormborn
Animal companions / familiairs / etc.: I’d HIGHLY recommend going with ones which are small and are common to the high seas so obtaining a new one is easy.
Skip the LG, LN, and CE alignments because of clashes with PCs. My general takes on alignment:
1) CN doesn’t mean insanity.
2) Even Hitler had friends.
3) Good means you’re willing to give of yourself to help others, even those you don’t know.
4) Evil means you’re willing to take from others to help yourself, even those you do know.
5) Neutral generally means you help your friends, hurt your enemies, and leave the rest of everyone pretty much alone.
6) Alignment is a mechanic for game-related items but it’s not an excuse for poor role-play or a substitute for a well-rounded character.
You really, really want it – Profession (Sailer)
Take a social skill – One or more of Bluff, Diplomacy, Indimidate
Very Good skills for piracy – Climb, Profession (cook), Slight of Hand, Survival, and Swim
Complimentary pirate skills – Craft (Sails), Craft (Ships), Craft (Siege Engine), Knowledge (Engineering), Knowledge (local), and Profession (siege Engineer)
Good feets for piracy – Athletic, Sklll Focus, Expert Diver, Sea Legs, Siege Gunner, Skilled Driver, Sure Grasp. No 3rd party feats.
What’s piracy without guns? We are using the “Emerging Guns” and “Early Firearms” options. Firearms are an exotic weapon. If you want to use firearms, I’d suggest you take a single level in Gunslinger (to get a free gun) and then move to Fighter (Trench Fighter Archetype) as the abilities are better than Gunslinger abilities.
Put your equipment on a SEPERATE sheet of paper.
You get TWO traits. One you can choose freely from those listed on the Paizo SRD but you will need to work in into your character background.
The second must come from the foollowing list of campaign traits:
Ancient Traveler: 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 are meeting a contact at a tavern called the Formidably Maid who has an old map of the lost cyclops ruins to sell. He is running a little late so you have a couple drinks to pass the time.
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 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.
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, 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…
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 you drank the night away.
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.
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.
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 suspiciouslooking 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.
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 (Pathfinder Player Companion: Pirates of the Inner Sea 20). You’ve long since gotten used to your prosthesis, however, and take none of the normal penalties from having a peg leg. You’ve had to learn to deal with the pain of your injury as well. 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…
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.
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.