
TheBardLTTP |
My DM informed me that, once were done with the homebrew campaign he's running, we'll be playing the skulls and shackles campaign setting. He hasn't given many details as to what's going to happen and, in respect for my DM, I'm not going to do any peaking. He has said that our characters are going to be doing some things of a questionable nature and that the friends we make will affect how the story goes.
I want to make a lawful neutral half-orc monk. This is my first time running a character that isn't either CN,CG, or NG. I need to create a code of ethics that he can follow and my mind is a blank. Any advice any of you can offer would be appreciated.

Apocalypso |

Your GM may introduce some variables... but generally speaking the PC's are going to be law-breakers.
Unless your GM changes the background a bit, you will *not* be government-sponsored-lawful privateers. You will be every-critter-for-themselves-chaotic pirates.
So if you wanna be a monk (not a bad choice considering that heavy armor + deep water = bad) you're going to have to find an in-character reason to stay with the rest of your probably chaotic compatriots.
And you will need a reason to have come to the sea to begin with.
Perhaps you are chasing someone who broke the law?
Perhaps you are chasing someone who harmed your family?
Perhaps a quest from your monastery?
Perhaps you have ideas about who should be running things on the high seas, and its not the current people?

TheBardLTTP |
Your GM may introduce some variables... but generally speaking the PC's are going to be law-breakers.
Unless your GM changes the background a bit, you will *not* be government-sponsored-lawful privateers. You will be every-critter-for-themselves-chaotic pirates.
So if you wanna be a monk (not a bad choice considering that heavy armor + deep water = bad) you're going to have to find an in-character reason to stay with the rest of your probably chaotic compatriots.
And you will need a reason to have come to the sea to begin with.
Perhaps you are chasing someone who broke the law?
Perhaps you are chasing someone who harmed your family?
Perhaps a quest from your monastery?
Perhaps you have ideas about who should be running things on the high seas, and its not the current people?
His backstory is that he was a foundling of the temple he was trained at. One of the things he seeks is the identities of his birth-parents. It could be that he's there because his search has led him to the sea.

TheBardLTTP |
A monk will do fine in the shackles. I suggest the lawfulness of your monk be personal honor and discipline. There is a players guide so that will be helpful.
Could you please give me the title of the players guide or a link to it. I might want to snag that.
And as an addendum, thanks for the comments so far. I honestly wasn't expecting such a quick response.

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You might try a 'samurai'-style angle to explain your presence: if your sworn lord/sensei/big kahuna gave you an order to preserve the life and safety of a rakish scofflaw (the other PC), then you're upholding your alignment by accompanying him even if you're not obligated by your code to obey him.
It's also possible to portray a character who's hoping to reform the Shackles overall and sees gaining political power through piracy as the regrettable but necessary first step, but that seems more of a Neutral position than a Lawful Neutral one - LN and NG both feel that methods matter, even if they disagree about which methods or why they matter.

Flapjack Johnson |

Your GM may introduce some variables... but generally speaking the PC's are going to be law-breakers.
Unless your GM changes the background a bit, you will *not* be government-sponsored-lawful privateers. You will be every-critter-for-themselves-chaotic pirates.
So if you wanna be a monk (not a bad choice considering that heavy armor + deep water = bad) you're going to have to find an in-character reason to stay with the rest of your probably chaotic compatriots.
And you will need a reason to have come to the sea to begin with.
Perhaps you are chasing someone who broke the law?
Perhaps you are chasing someone who harmed your family?
Perhaps a quest from your monastery?
Perhaps you have ideas about who should be running things on the high seas, and its not the current people?
I'm the one DM'g. Just thought I'd drop by. I will be making some minor changes here and there, but yes, the PC's will be lawbreakers. I'm not changing anything plot wise, just a few tweaks to the ship combats, and some npc's. Nothing major.
I'm very interested in the monk. The OP is very good at backstories and playing in both character and alignment.

Xaratherus |

I don't know how tied you are to the half-orc, but I believe there's an aasimar variant that allows for non-lawful monks?
As others mentioned, "law" can mean a personal code of honor - and strangely enough, some pirate captains instituted such codes. You can read about a few of them on Wikipedia. If you pick one of those as your 'law' then you should fit in among many pirate crews.
As an aside, we just abandoned a Skull and Shackles run because of a total party wipe in the first module (GM decided after our deaths that he'd prefer to run an original campaign instead of restarting the AP). A tip: A well-balanced party is very important for survival in S&S, probably moreso than any other AP I've run.

TheBardLTTP |
The proto code he answers to:
1) He doesn't want to cause undue pain or suffering to the undeserving.
2) He will not steal from those who have nothing to take.
3) His allies are his blood brothers. If they spill their blood in his defense, he will spill his in theirs.
That's all I can think of at the moment. Anything else you all can think of to improve his chances of not having to take a long walk on a short gangplank/ being keelhauled would be appreciated.

Byrdology |

TWF ranger/ MoMS. Scimitar and unarmed strike, snake and crane style
20 pt buy
Str: 16
Dex: 16
Con: 12
Int: 10
Wis: 13
Cha: 10
1) rng- combat ref, dodge
2) rng- TWF
3) Monk- snake style, snake fang
4) rng-
5) Monk- crane style, crane wing
6) rng-
7) rng- imp TWF
8) rng- 2 weapon defense
9) rng- power attack
10) rng-
11) rng- 2 weapon rend
12) rng-

Jarleth |

I am having a similar set of decision as we start a Skulls and Shackles campaign. Like you I am thinking of running a monk. I see little problem with the Lawful alignment since being lawful doesn't mean blinding following the law but having a strict code of conduct. Loyalty to friends and companions is a good place to start. Keep your word and try not to lie. Just be consistent in your actions. I am choosing Lawful Neutral because I think that is going to be easier than Lawful Good would be.

Zog of Deadwood |

There's always the Monk archetype Martial Artist out of Ultimate Combat. They can be of any alignment whatsoever.

TheBardLTTP |
There's always the Monk archetype Martial Artist out of Ultimate Combat. They can be of any alignment whatsoever.
I did not notice that. I think that might just work. Thanks for the heads up.