Campaign Rules

  • We’re using a point-buy system using the epic fantasy level of points (25) described in the Core rule book (pg 16)
  • Individual XP can be rewarded. This may result in not all characters leveling up at the end of a session.
  • Characters must at least not be against being a pirate.
  • It’s recommended that players take a campaign trait from the player’s guide. A different campaign trait (including one designed by the player) can be used with GM approval.
  • Lawful characters are not recommended. In particular, Lawful Good and Lawful Evil will probably not work well on a pirate ship. Lawful Neutral is allowed as long as the character has a clearly defined set of rules they have vowed to follow. This set of rules must be approved by the GM and large deviance from it will result in alignment changes. (Example of type of rule which doesn’t count towards making a lawful character : character always takes any treasure he can find)
  • Characters have the average starting gold for their class (Core, pg 140) and should spend it when creating their character as if they will be using the equipment.
  • Players will not be starting out with equipment. Get initial equipment as normal but don’t have it equipped initially. Players may attempt to hide a single small, non-threatening item on their person at the beginning of an adventure (ex: a cleric’s holy symbol). The GM will decide if you succeed or not.
  • Remember that you’ll be spending much of the campaign on ships. Heavy armor when you’re above water isn’t a good idea. Also some skills and feats are recommended (see Player’s Guide) such as Profession (sailor), climb, swim, and some form of social skill.

Campaign Rules

SatChad: Pirates! bjwhitfield