Skull & Shackles
Skull and Shackles Characters
Characters of almost any race or class can be found in the the Shackles, so long as they have a reason to embrace a life of piracy. In fact, the only class that is not a good fit for the Skull & Shackles Adventure Path is the Paladin, whose alignment restriction and code of conduct are in direct opposition to the themes of piracy and plunder in this campaign.
Please Know you must first ask the GM for monster races. Light Sensitive creatures are a big NO!
The following classes aren’t piratey enough and will not be allowed in the party: Paladin, Cavalier, and Summoner.
Alignment: Any non-lawful or non-chaotic
Stats: 4d6 throw out the lowest
Traits: 2 Traits as well as one Campaign Trait
Hit Points: Full hit die at 1st level and up to 5th level.
Starting Gold: Average starting wealth
Animal Companions/Familiars: Characters will not be starting with an animal companion or familiar. These will be allowed later during the story.
A number of archetypes are especially suitable for use in the Skull & Shackles Adventure Path. The following archetypes are all good choices:
Pathfinder RPG Advanced Player’s Guide
Aquatic Druid (Druid)
Sea Singer (Bard)
Water Elementalist (Wizard)
Pathfinder Player Companion: Inner Sea Magic
Pathfinder Player Companion: Pirates of the Inner Sea
Pathfinder RPG Ultimate Combat
Sea Reaver (Barbarian)
Pathfinder RPG Ultimate Magic
Sea Witch (Witch)
Shark Shaman (Druid)
Storm Druid (Druid)
Bloodlines: The elemental (water) bloodline is a solid choice for a sorcerer in the Skull & Shackles Adventure Path, as is the aquatic bloodline or stormborn bloodline from the Advanced Player’s Guide.
Domains: Clerics, druids, and inquisitors that have some connection to the sea make a perfect fit for the Skull & Shackles Adventure Path. Details on Besmara— goddess of piracy, strife, and sea monsters—can be found in Pathfinder Adventure Path #55. Good domain choices include Charm, Liberation, Luck, Travel, Trickery, Water, and Weather, and useful subdomains include Curse, Deception, Oceans, Revolution, Storms, and Thievery. In addition, druids might be interested in the aquatic terrain domain from Ultimate Magic.
Favored Enemies and Terrains: Good favored enemy choices for rangers in the Skull & Shackles Adventure Path include aberration, humanoid (giant), monstrous humanoid, and in particular, humanoid (human). For favored terrains, water would be the obvious choice.
Skills and Feats: Certain skills and feats will be particularly useful during the Skull & Shackles Adventure Path. First and foremost is the Profession (sailor) skill. Some sort of social skill—either Bluff, Diplomacy, or Intimidate—will also be important, especially in the first adventure, and to gain Infamy throughout the campaign. Characters interested in using siege engines such as ballistae and catapults during ship-to-ship combat should strongly consider taking the Exotic Weapon Proficiency feat to gain proficiency with siege engines and putting ranks in Knowledge (engineering). Other skills that will be helpful are Climb, Craft (sails), Craft (ships), Craft (siege engine), Knowledge (engineering), Knowledge (local), Profession (cook), Profession (siege engineer), and Swim. Feats such as Athletic and Skill Focus can be useful, as well as feats such as Expert Driver, Sea Legs, Siege Commander, Siege Engineer, Siege Gunner, Skilled Driver, and Sure Grasp (all from Ultimate Combat).