Come Hell & High Water: Skull & Shackles

Game Master Westphalian_Musketeer

Pirates and raiders of The Shackles have always been a notorious nuisance for merchants and generals across the Inner Sea. In the wake of recent efforts of Cheliax to quell the disruptive and unlawful goings-on of The Shackles, several new men and women have been pressed into the service of Captain Barnabas Harrigan's ship the Wormwood. Now these hapless souls are embroiled in a tale of the high seas, pitted against monsters of the deep, and treachery of their fellow pirates.


Pirates and raiders of The Shackles have always been a notorious nuisance for merchants and generals across the Inner Sea. In the wake of recent efforts of Cheliax to quell the disruptive and unlawful goings-on of The Shackles, several new men and women have been pressed into the service of Captain Barnabas Harrigan's ship the Wormwood. Now these hapless souls are embroiled in a tale of the high seas, pitted against monsters of the deep, and treachery of their fellow pirates.

Rules:

1. 20 Point Buy for Ability Scores

2. Races: Core, ratfolk, tengu, undine, catfolk, vanara, and tieflings along with all variant heritages.

3. Classes: Any Paizo class with the following amendments.
- No paladins or anti-paladins.
- No Mediums.
- Fighters receive 4 + INT in skill ranks each level.
- Unchained Summoner only, but they can select any type of Eidolon (Protean, Agathon, Devil, etc.) regardless of alignment. The Eidolon is treated as the Summoner’s alignment for the purposes of spells, feats and effects.

4. Traits: Three traits, one of which must be a campaign trait selected from the Skull & Shackles Player’s Guide.

5. Starting Wealth: 200 Gold Pieces

6. Hit Point Progression: Full hit dice of HP at each level.

7. No Sacred Geometry Feat. No Leadership Feat. If a class feature would grant the Leadership Feat, gain Skill Focus (Diplomacy) instead.

8. Stamina & Combat Tricks: Stamina and Combat Tricks are legal. All characters receive the feat "Combat Stamina" for free at first level, regardless of class.

9. Skill Unlocks: Skill unlocks are legal, as well as the Signature Skill feat.

10. Combat Expertise and Power Attack are lumped into one feat: “Battle Tactics”. This feat allows players to use either Combat Expertise or Power Attack as listed in their own entries. This feat has no prerequisites, and counts as both Combat Expertise and Power Attack for the purposes of prerequisites to other feats. Feats with either Combat Expertise or Power Attack as prerequisites consider the character as having 13 INT and 13 STR for the purpose of meeting other pre-requisites. Characters with all of their levels exclusively in Full-BAB-progression classes (Fighter, Slayer, Cavalier, etc.) receive this feat for free, but lose it if they ever multiclass into a ¾ or ½ BAB-progression class (Rogue, Wizard, Witch, Oracle, etc). Non-full-BAB classes can use a feat to gain the Battle Tactics feat.

11. There will be an NPC in accompaniment of the party.

12.No PVP, including but not limited to the attack of non-dominated characters against their will, damage, destruction or theft of equipment, and destruction/killing of summons, raised undead, familiars or animal companions.