Brvheart's Skull&Shackles

Game Master brvheart

Become a pirate and plunder the Shackles and maybe one day challenge the Pirate King himself for leadership!


The Shackles


The shipping lanes of Golarion’s seas and oceans
are filled with fat merchant vessels laden with
trade goods both mundane and exotic, as well
as the pirates and freebooters who prey on them. Under
the banner of their Hurricane King, these buccaneers
sally forth from that archipelago of lawless pirate ports
and anchorages known as the Shackles, plundering the
shipping of countless countries and trade consortiums,
then vanishing back into the maze of islands and reefs they
call home. The nations of the Inner Sea would like nothing
more than to end the pirate menace once and for all, but
the eternal hurricane known as the Eye of Abendego has
thus far shielded the Free Captains of the Shackles from
the threat of retaliation.

House Rules
1) Character creation:
A) Characters will be created with a 20 point buy.
B) Classes and weapons are restricted to European only.
C) Classes should fit an old school theme and that of a pirate.
D) Sources: Core Rules, Advanced Players Guide, Ultimate Combat, Ultimate Magic and ACG. No Unchained Classes
Additional Sources: Freebooter's Guide, A Brace of Pistols, Book of Magic Pirate Spells, 101 Pirate and Privateer Traits, Fire As She Bears, Pirates of the Inner Sea, Heart of the Jungle, Inner Sea World Guide, Isle of the Shackles and Dead Man's Chest and any other Golarian source that befits the Shackles theme.
E) Races Human, elf, half elf, dwarf, halfling, gnome, goblin, half-orc and orc.

2) Fumbles: Rolling a natural 1 in combat will result in a fumble ending the player action for the turn.
3) Skill checks.
A) Rolling a natural 1 on a skill check results in a -10 to the check.
B) Rolling a natural 20 on a skill check results in a +10 to the check.
4) Initiative: Rolling a natural 1 results in an initiative of a 1.
5) Area of Affect Spells:
A) The action of combat is considered a dance, therefore when an area of affect spell affects enemies that are in melee combat with adjacent characters they are considered to be in the area of affect.
B) Exceptions: Some spells are done on a line affect such as a lightning bolt and thus will not affect adjacent characters. Also the feat shape spell can shape the spell to only affect certain squares. Also spells that only affect squares do not affect adjacent squares.
6) Hit points: Reroll all natural 1's on hit point rolls. Barbarians can reroll all 1's and 2's.
7) Cure spells: If the die/dice are all natural 1's, reroll.
8) I don't take 10 or 20.
9) Dispel Magic I am rule 0ing Dispel magic back to the 10 level limit. If you want more than that, use Greater Dispel.
10) Note on ranged attacks: Cover: When firing through your allies they provide a +4 cover to the enemy. This is in addition to the -4 for firing into melee. Precise shot removes the latter only. Improved precise shot is needed to get around this. Now here is the kicker. If you miss by the cover, you hit the cover. Meaning you have a 20% chance of hitting your ally!
11) Giving an unconscious person a potion requires a DC15
heal check. If you fail by 5 you spoil the potion.