Trapfinding +5 Gain a bonus to find or disable traps, including magical ones. Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps. Sneak Attack +6d6 +6d6 damage if you flank your target or your target is flat-footed. Ledge Walker (Ex) No penalty to use Acrobatics to move full speed on narrow surfaces & not flat footed. Details of life aboard a pirate vessel and rules for becoming the most infamous scallywag to sail the seas, by Jesse Benner, Richard Pett, and F. You cannot be flanked unless the attacker is Level 15. This volume of Pathfinder Adventure Path launches the Skull & Shackles Adventure Path and includes: 'The Wormwood Mutiny,' a Pathfinder RPG adventure for 1st-level characters, by Richard Pett. ![]() Improved Uncanny Dodge (Lv >=15) (Ex) Retain DEX bonus to AC when flat-footed. Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result. ![]() Other Gear Howling Skull Armor, +3 Light Steel Shield, +1 Returning hand Axe, +3 Shortsword, 150 GPīleeding Attack +6 (Ex) Sneak attacks also deal 6 bleed damage/round.Ĭombat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.Ĭrippling Strike (Ex) Your sneak attacks do 2 points of Strength damage.ĭazzling Display (Shortsword) Intimidate check to demoralize can affect those within 30’ who see you.ĭefensive Roll (1/day) (Ex) When reduced below 0 Hp by an attack, can attempt to halve dam with Reflex save.Įvasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. SQ rogue talents (bleeding attack +6, crippling strike, defensive roll, finesse rogue, ledge walker), trapfinding +5 Skills Acrobatics +24, Appraise +10, Bluff +11, Climb +12, Diplomacy +10, Disable Device +16, Intimidate +19, Knowledge (local) +11, Perception +14 (19 to locate traps), Profession (Mariner) 12, Profession (sailor) +20, Sense Motive +5, Sleight of Hand +12, Stealth +14, Survival +8, Swim +14 Even as an experienced GM, I have had trouble pacing the events in the first part of the Wormwood Mutiny. Str 14, Dex 20, Con 22, Int 12, Wis 12, Cha 10įeats Combat Reflexes (6 AoO/round), Dazzling Display (Shortsword), Improved Critical (Shortsword), Improved Initiative, Improved Iron Will (1/day), Iron Will, Shatter Defenses (Shortsword), Shield Focus, Toughness +16, Weapon Finesse, Weapon Focus (Shortsword), Weapon Specialization (Shortsword) I'm running the Skull and Shackles AP with a group of five experienced D&D/PFRPG players. ![]() Special Attacks sneak attack 6d6, weapon training abilities (light blades +1) Having read through it, I love the concept (and my players ADORE the pirate theme). My main question is about how to make the Wormwood Mutiny more interesting. Melee Light Shield Bash +18/13/ 8 (1d32/x2) andġ Returning hand Axe +19/14/ 9 (1d63/x3) and So, Im going to be running Skull & Shackles for my players (technically a 5e conversion of Skull and Shackles, but I figured it would be more useful to post here). fear)ĭefensive Abilities bravery 1, evasion, improved uncanny dodge (lv >=15), trap sense AC 25, touch 15, flat-footed 20 (6 armor, 4 shield, +5 Dex)įort 13, Ref 13 (3 bonus vs.
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