
Arikiel |

Has anybody done up a Dark Water campaign setting for Pathfinder (or even 3.5)? What classes, races, monsters, equipment, etc would be in such a setting? Which source books would be valuable in running a game set in such a world? Where to even start?! Any thought or pointers would be much appreciated. :D

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Arikiel |

You're all welcome.
Thanks. I already knew of that site and it is a great resource. Was just hoping to do a d20 version without having to convert everything from scratch. >.<
What other resources might you recommend? Like for naval combat and ship rules? Also with there not being many magic users are there write ups on running a world with few casters and magic items?
If people are actually interested maybe we could work together on bringing it into Pathfinder? ^_^

DeathQuaker RPG Superstar 2015 Top 8 |

SwnyNerdgasm, that is awesome, I have to remember to look at that more carefully later.
Arikiel, I think I've seen other informal discussions of converting it, but nothing very final or official.
For ship rules, Ultimate Combat covers water vehicles in their vehicle rules section. And yes, that AP will have some stuff to it to (might be the first AP I buy...).
I'd be interested in helping but I'm finishing up another big conversion project first (Pathfinderizing Slayers d20)--but still definitely interested. I loved Pirates of Dark Water and always felt it had a lot of unexplored potential.
I don't <i>think</i> it would take a lot of conversion. Most of the races are humans, elves, dwarves, half-orcs, the latter 3 by other names and appearances. The world is clearly fighter and rogue heavy.
I was writing up a sailor ranger archetype I can dig up that could be useful.
Eco-mancers seem to be more or less druids, IIRC, but without shapeshifting. Another possibility could be using witches as the baseline, since they have a good spell list for it (a mix of healing and elemental), although ecomancers don't have familiars. Or perhaps certain sorcerer bloodlines (or a created sorcerer bloodline) would work (verdant bloodline comes to mind, but needs healing abilities). My first instinct would be to work off the druid build, but replace the shapeshifting and summon nature's ally with something else--maybe a danger sense and improved healing abilities amongst other things.
Dark water itself is maybe a big-ass, high CR Hazard?

VoodistMonk |

A while? Lol.
Truth be told, this sounds awesome.
I haven't seen that show in longer than this thread has been dead, but I am in the process of combining a bunch of previous edition pirate adventures with Skulls & Shackles for an upcoming gestalt campaign I plan to run... I will have to check out that other Pirates of Dark Water game, see if it has anything worth stealing, I mean using.

VoodistMonk |

Here is a page you might want to check. http://piratesofdarkwater.net/buriedtreasure/worldbook/01.html
Loving this so far...
Kree appear to be analogous to Elves, specifically Elf Druids... and the Scon analogous to Dwarves. So much so, that they could probably convert straight across to those existing Pathfinder races without any problems or changes.
The Antari don't immediately have a Pathfinder equivalent that comes to mind... but you could probably give Duergar some racial crafting doodads instead of Stability... Mending at will, and Make Whole 1/day instead of Enlarge Person... or whatever.
The Treasures of Rule, once combined, have to be Synchrony Device powerful... as I compare Dark Water's destructive powers akin to that of Negative Energy... and to be able to undo such damage means you would pretty much be activating a Synchrony Device keyed to the opposite energy.
By themselves, the Treasures of Rule are otherwise pretty generic. They are like Voltron, the more you hook up, the better it gets. Just make sure they all have Artifact-status, otherwise some Wizard somewhere will figure out how to craft them all without leaving his mother's basement.

Michael Hastings |
Here is thought about the Dark Water. Thinking of its nature and possible origin. All the dead stuff that sinks to the bottom. Add a touch of necromancy. Now you have an undead ooze that is being slowly guided by something. Also, you can control the hit dice to match the encounter.
For the treasures. Yes, looks and acts just like a magic item. Until you start to Identify it. Follow the rules about the Identify spell and Artifacts. That is why Ren's compass is important. Only way to find the Treasures.

VoodistMonk |

Yeah, it has been decades since I have actually seen the show. It's come up in abstract pop culture reference from time to time because my friends are all nerds like me. But my mind is now full of Batman Who Laughs and Bryce Wayne's version of Dark Water. Lol. I think it's Bryce Wayne's wierd anti-life water that is turning everyone to zombie trench monsters... $#!+ gets strange, Joker dragons and stuff.
I might have to give this a more serious look, and make it a much larger part of my pirate-themed gestalt campaign. I was mainly going to just add a bunch of other pirate-themed adventures and one-off's from previous editions of D&D to Skulls & Shackles... still largely using a modified S&S plot sequence.
But this might just provide a fun way to tie everything together. I just don't want it to be cheesy.

Michael Hastings |
My campaign background takes place a few years after the events in the cartoon. King Ren has taken his place in the Wave Throne. One of the first things he has done is declared war on the pirates. The Merchants Guilds are financing his fleet building. Bloth stands alone. He has made to many enemies and the other pirate captains blame him for King Ren's destruction of several known Pirate ships. Morpho and his cult have a high bounty on his head and has had to keep on the run. King Ren only has 7 of the treasures and still seeks the others

McDaygo |

Yeah, it has been decades since I have actually seen the show. It's come up in abstract pop culture reference from time to time because my friends are all nerds like me. But my mind is now full of Batman Who Laughs and Bryce Wayne's version of Dark Water. Lol. I think it's Bryce Wayne's wierd anti-life water that is turning everyone to zombie trench monsters... $#!+ gets strange, Joker dragons and stuff.
I might have to give this a more serious look, and make it a much larger part of my pirate-themed gestalt campaign. I was mainly going to just add a bunch of other pirate-themed adventures and one-off's from previous editions of D&D to Skulls & Shackles... still largely using a modified S&S plot sequence.
But this might just provide a fun way to tie everything together. I just don't want it to be cheesy.
So in the game I run for world building I made 7 swords of besmara. Each one given to a pirate captain of specific ship each sword has the ability to cast unseen crew (level 10) and track ship (captain’s ship only) but each also serves as a key to a 7 lock safe with a mysterious treasure (I haven’t decided what as its only world building lore) The captains never tried to open it cause per decree of Besmara a captain can have one sword so its a council of captains needed to open it but none trust each other.
1) Normal pirates
2) Undead Crew, Captain is a lich, ship is bone ship
3) Sea faring Barbarian/shaman tribes, think the coconuts in moana where smalls boats combine into a mega ship.
4) Monster races, sea trolls, etc Captain is a Wereshark half balor
5) Full Goblin Crew
6) Sea Thieves, Pirates that sail in under guise of merchant and like a thief guild rob a town with a no kill policy unless self defense.
7) Awakened Animals as pirates
Now I haven’t decided whats in the safe treasure wise but I think opening it will release Dark water into the world as a final test

McDaygo |

Captain is a Wereshark half balor... see, we need more of this.
Wereshark half balor blood Kineticist lol without joting his stats cause it will take too long to type via phone here is his background:
Father was a Balor, Mother was a wereshark “sacrificed” to the Balor by locals. Originally the first mate of the pirate crew he over threw the original captain as he was more powerful, rest of the monsters quickly fell in line.

Michael Hastings |
Did a write up of the Kakamora. Take the goblin race. Three levels of rogue archetype pirate. Change out the language to kakamora. Add wooden armor. Harpoon and blowgun weapons. Two feats roll with it and exotic weapon (harpoon). Make sure they have points in the skills performance (percussion), climb, acrobatics, profession (sailor), and swim