DM Duke's Skull & Shackles: Wormwood Mutiny

Game Master DukeRuckley



Please feel free to discuss what you would like to play here. The following are the character creation rules:

*Point Buy: If your highest stat is higher than 18 after racial bonuses/penalties, you are limited to a 17 point buy. If it is 18 exactly, you get a 19 point buy. If it is less than 18, you get a 22 point buy. The goal is to make some of the MAD classes/concepts a little more appealing while limiting some of the optimization of the SAD classes. (MAD = multiple ability dependent, SAD = single ability dependent).

*Alignment: You will end up being pirates, so lawful good is prohibited. In addition, I'd like you to be non-evil in order to avoid party squabbling. This limits you to NG, CG, LN, TN, and CN. Please note that NG may be difficult to play in this campaign (you'll be plundering!). LN characters should be played with "personal" laws/codes instead of being lawful towards a city's law, otherwise it doesn't make sense for them to be pirates.

*Races: Core races (Dwarf, Elf, Gnome, Half-elf, Halfling, Half-orc, Human) are permitted. The following non-core races are also permitted: Goblin, Tengu, and Tiefling,. Alternate racial traits will be approved on an individual basis (but are probably fine for the most part). Other races will be considered on a case-by-case basis.

*Classes: The following classes are prohibited: Alchemist, Cavalier, Gunslinger, Magus, Summoner, Ninja, and Samurai. If you really want to play one of those classes, let me know and we'll work it out. The goal is to avoid the more overpowered classes, and to keep within the theme of the adventure. (Cavalier and Samurai will be ineffective on a boat). If you choose to work your way toward a prestige class, let me know in advance.

*Archetypes: Archetypes are generally permitted. I'll review them individually to be sure. The Player's Guide lists some recommended archetypes for the campaign.

*Traits: You get two traits. One trait must be from the Player's Guide, and the other from any other source (with approval).
Skills: Profession (sailor), social skills, and swim will be very important. The Player's Guide has more recommendations if you'd like to take a look.

*Starting HP: You will start with max HP for your class. Every level thereafter you will take average HP rounded up (3 for 1d4, 4 for 1d6, 5 for 1d8, 6 for 1d10, and 7 for 1d12).

*Starting Wealth: You will start with average wealth for your class. Note that items that are commonly found on a ship are not necessary to purchase (rope, candles, etc.). If you have questions about a specific item, feel free to ask.

*Firearms: Guns are not widely used at the time of this campaign and will be extremely difficult to get hold of. They will show up in the campaign, but it would be wise not to build around their use.

Note that I'll review your characters before we start. If you are planning on building your character around or up to a specific feat or feat chain, please let me know in advance. Certain feats may not be allowed (like Leadership and Antagonize).

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