Option A) 15 point buy
Option B) 4d6 drop lowest arrange to taste, rolls below 12 or above 23 pointbuy are rerolled, all rolls recorded by DM
- Half Orc
* Rare races
All except Paladin
Pick one from the Skull and Shackles Player's Guide
|Ancient Explorer||+1 trait bonus on Knowledge (history) and Knowledge (local) checks, and one of these skills is a class skill for you. Cyclops or Polyglot as bonus language.|
|Barroom Talespinner||You gain a +1 trait bonus on Diplomacy checks and one category of Perform checks, and one of these skills is a class skill for you. In addition, once per week you can make a DC 15 Knowledge (local) or Intelligence check to see if you know a popular legendary pirate tale, the telling of which grants you a +1 trait bonus on checks made to influence NPCs on the Wormwood.|
|Besmara's Blessing||You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).|
|Buccaneer's Blood||You gain a +1 trait bonus on Intimidate and Profession (sailor) checks. In addition, you gain a one-time +1 trait bonus to your Disrepute and Infamy scores (see “The Life of a Pirate” in Pathfinder Adventure Path #55 for details on the Infamy system).|
|Dockside Brawler||Fortunately, you were able to conceal your brass knuckles when you were press-ganged, and you begin the campaign with them, regardless of your starting circumstances. You gain a +1 trait bonus on damage rolls with brass knuckles and improvised weapons.|
|Eye for Plunder||You gain a +1 trait bonus on Appraise and Perception checks to find concealed or secret objects (including doors and traps). In addition, you begin the campaign with a selection mundane trade goods worth 50 gp that you were able to scrounge together during your first day on the Wormwood.|
|Slintith Native||You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you. In addition, your familiarity with the pirate's life allows you to make untrained Knowledge (local) checks regarding pirates or the region of the Shackles.|
|Peg Leg||You've had to learn to deal with the pain of your injury as well, and you gain a +1 trait bonus on Fortitude saves. Ever since your accident you've hated sharks, and you also gain a +1 trait bonus on damage rolls against sharks and other animals with the aquatic subtype.|
|Ship's Surgeon||You gain a +1 trait bonus on Craft (carpentry) and Heal checks, and Heal is a class skill for you.|
|Touched by the Sea||You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1.|
All starting equipment was confiscated upon being press-ganged, one of your early goals it to retrieve it from your pirate captors.
Any bonus given to a character for 1/6 favored classes is changed to 1/5 for the Pirates campaign, other bonuses given more frequently are not affected.
Any single classed character of a class that has a level 20 "Capstone" ability will receive that ability at the final level PCs reach before the end of the campaign. The campaign is intended to see the characters conclude their regular careers at level 15.