![]() However, there is a highly useful page about spell effects at sea (though Fireball is listed under 'D' for Delayed Blast Fireball). The premise is good, the execution is standard and details are overly complicated. The rules for Naval Combat start simply, devolve, then end with over four pages about seige engines. Likewise there is no overarching goal implied to aid party unity which will be even more important in a Chaotic leaning Adventure Path. This will be a major shortcoming for those players who wish to define their characters in terms of life in The Shackles. ![]() There are vague backgrounds mentioned in the mostly mediocre traits but otherwise this section appears rushed and incomplete. The usual breakdown of why particular classes or races may be in the area, or what connections they may have to the adventure path, is pretty much skipped. Instead of being mostly advice about characters and how they link with the adventure path with a couple of extra rules thrown in, this is the opposite: there's a whole bunch of rules for ships and naval combat and the players get only a few pages. The balance differs significantly from previous Player's Guides. Well done, lads and lasses… looking forward to playing this one!Īt 30 pages, this is the longest Player's Guide I've seen yet. The effects of spells list is as comprehensive as I could wish for (and also vitally necessary), and I love the siege weapon section (Awesome that we now have different sizes of ballistae). As far as ship to ship combat is concerned, reading rules that regard opposed skill checks of pilots, including maneuvers such as “Shearing”, “In Irons”, “Dirty air”, “Wind gauge”, etc, lets me know that the game designers have done their homework. I’m itching to see how the fleet action rules are different. I’m having images of the old “Star Fleet Battles” game already. Can you imagine figuring out damage for a 20 ballista broadside, plus archers with fire arrows? The idea to split the rules into “fleet actions” “ship to ship” and “shipboard” conflict is brilliant, and brings a real tactical element into play. The combat rules were previously sketchy, and would have been onerous to employ. The ship-to-ship combat section is longest, most detailed and, IMHO, necessary. With 30+ years of sailing experience under my belt, I find this guide to be spot on! I think five pages of character-related content is thorough enough, without telling the players “This is the character you need to play in this campaign.” I love the scar and “peg leg” rules, and love that one of the character types is an amputee that has no debilitations from his lost limb, and a + on fortitude and a hatred and fear of sharks! New rules for ship-to-ship combat also give players the resources they'll need to sail pirate vessels, board enemy ships, and claim plunder as true scallywags.Īdventurers don't need to take to the seas unprepared! Gather your allies, practice your best pirate voice, and let the Skull & Shackles Player's Guide set your course for the swashbuckling adventure of the Skull & Shackles Adventure Path. ![]() Within, players of this campaign will find everything they need to create character backgrounds tied to personalities and events vital to Pathfinder Adventure Path’s expedition onto the high seas, along with new campaign-specific traits to give bold adventurers the edge they’ll need to take on the varied and unpredictable dangers of the pirate isles known as the Shackles. The Skull & Shackles Player’s Guide gives players all the spoiler-free information, inspiration, and new rules they’ll need to create characters prepared for the swashbuckling adventure and piratical perils of the Skull & Shackles Adventure Path. ![]()
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