Edition Info, Paizo Publishing ( PDF) The Skull & Shackles Player's Guide gives players all the spoiler-free information, inspiration, and new rules they'll. Strange Aeons - Player's Guide. Uploaded by. Poon13 Pathfinder Adventure Path - Skull and Shackles 2 - Interactive dancindonna.info Uploaded by. laura · Iron Gods . presented in the Skull & Shackles Player's Guide, available for free at dancindonna.info Fleet Battles: Rules for building fleets and fighting mass- scale naval conflicts.
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Pathfinder Adventure Path: Skull & Shackles Player's Guide (PFRPG) PDF practice your best pirate voice, and let the Skull & Shackles Player's Guide set your. TM. F. F. SKULL&. ShackleS. Player's Guide. Player's Guide . in the Skull & Shackles Adventure Path as the PCs captain their own ship in search of plunder and infamy! . Player's Guide or the Character Traits Web Enhancement, a free PDF. Ship-to-Ship Combat: Sample ship stat blocks and detailed rules for handling combat between ships are presented in the Skull & Shackles Player's Guide.
As such, they require a huge commitment, both in terms of money and time. I will keep this review as spoiler-free as possible, so that your entire group should be able to read this information and discuss whether it is for you. However, you will inevitably learn some high-level information about what to expect when you play the Adventure Path. If you really hate spoilers, stay away — but I will provide less information than the back covers of the adventures. What Is It?
As such, they require a huge commitment, both in terms of money and time. I will keep this review as spoiler-free as possible, so that your entire group should be able to read this information and discuss whether it is for you. However, you will inevitably learn some high-level information about what to expect when you play the Adventure Path.
If you really hate spoilers, stay away — but I will provide less information than the back covers of the adventures.
What Is It? Raid merchant vessels, again and again and again. Become captain of your very own pirate ship. Navigate the shifty politics of a pirate kingdom known as the Shackles on Golarion. Throw lavish, grog-soaked parties — and to throw around your plunder and infamy.
Race against other vessels through a massive storm. Lead your fleet to war!
If you have download-in from the players, no more motivation is needed! Very few of these adventure are perfectly linear progressions, so there are PC choices along the way — particularly in the second one.
Some of the adventures push the boundaries of the Pathfinder system. If your players are looking for a change of pace, this is an excellent choice. There are a lot of opportunities for role-playing.
Because the adventure occurs in such a social environment — the Shackles pirate society — the PCs have to interact with a lot of other characters.
Sometimes this is informal, sometimes it is integral to the story. Recurring villains are handled mostly well.
But in this case it is much more obvious, I think because the adventures are really only a quasi-sandbox. Certain things must happen to progress the story, and rather than own up to this the adventure path tries to disguise it as more of a sandbox than it really is.
Please pay attention to the nationality of your human character, as it will play a rather large part in several aspects of the campaign. If in doubt, simply decide that your character is a native of the Shackles. Half Elves and Half Orcs: The Shackles are a home to bastards so these two races will do very well in this campaign.
Halflings: A large number of halflings have made the Shackles their home, most of whom are escaped slaves.
Halfling characters have a strong presence in the adventure. Tengu: the bird people are also widely represented in the Shackles. Many seamen consider them good luck to have on a ship. Gnomes: Gnomes, while rare, fit in nicely with the Shackles as they are out to experience as many things as they can.
Elves and Dwarves: both of these races are not a very common sight in the crews and towns of the Shackles. Any elf or dwarf character should have a good reason for choosing this life style that seems far different from common expectations.
Tieflings and Aaisamars: Extremely rare, but just like elves and dwarves with the right story could make the Shackles their home.
Diplomacy, bluff, intimidate, and sense motive Profession: Sailor will also be very helpful, at the start of the campaign as will the climb and swim skills.