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Pre-History · History · Locations
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Charts, Maps & Rumours · Drinking & Being Drunk · Personal Treasures · Sailing
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The Invisibles · Kulakula · The Mariner · The Scarlet Flag
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Languages · Backgrounds · Free Feats





House Rules

Charts, Maps & Rumours

Drinking & Being Drunk

Drinking is very important for pirates, in both social situations and for drinking contest skill challenges. Every character has Tolerance, which is equal to their Constitution score. Tolerance shows how much alcohol can be drunk before the effects start to show. Weak alcohol counts for 1 point, temperate alcohol counts for 3 points, and strong alcohol counts for 6 points. Once your alcohol intake exceeds your Tolerance, you start to feel the effects of being drunk, and take a penalty to all actions (skill checks, initiative rolls, attack rolls, and damage rolls) and all defenses (AC, Fortitude, Reflex, and Will) equal to one-half the difference between Alcohol and Tolerance.

For example, if your Tolerance was 14, and you had drunk 18 points worth of alcohol, you would take a -2 penalty to all actions and all defenses.

While drunk, you also gain resist damage equal to one-half the difference between Alcohol and Tolerance, because it is harder for you to feel and recognise pain or duress.

For example, if your Tolerance was 14, and you had drunk 18 points worth of alcohol, you would gain Resist damage 2.

At any point you can spend a healing surge and, instead of regaining hit points, eliminate Alcohol points equal to the value of your healing surge. During a short rest you eliminate Alcohol points equal to the value of your healing surge. During an extended rest you eliminate all your accumulated Alcohol points.

Once your Alcohol is equal to twice your Tolerance or more, you fall unconscious.

Certain races have modifiers to their Tolerance.

 Character is... Tolerance Modifier 
 Dwarf +5 
 Goliath, Half-Orc +3 
 Dragonborn +2 
 Human, Shifter +1 
 Eladrin -2 
 Elf -1 
 Small size -5 
 Martial class, Primal class +1 
 Arcane class -1 
 Trained in Endurance +3 
 Trained in Streetwise +1 
 Living Construct +10 

Certain feats and backgrounds may also improve Tolerance.

Personal Treasures



People worship a number of gods, pantheons and other divine forces.

The Invisibles

Domains: Arcana, Change, Darkness, Death, Fate, Knowledge, Madness, Poison, Skill, Strife, Torment, Trickery, Vengeance
Suggested Classes: Artificer, Assassin, Druid, Invoker, Shaman, Warlock, Wizard

The Invisibles are a mysterious divine force that few know anything about, including those who worship them. They are entirely without form, and in order to communicate with the world they must adopt a physical form, or "mask". Masks can be inanimate objects, or the form of a living creature. A mask never has a shadow, meaning that more often than not The Invisibles do their work in darkness, to hide their true nature.

Life Debt

A follower of The Invisibles can perform a ritual at any time without expending components, but the cost of the components is added to their life debt. From time to time, The Invisibles will require the follower to do certain things in order to repay their life debt. Failure to repay the life debt will incur grave penalties, and may even mean death.


Domains: Death, Destruction, Freedom, Protection, Sea, Storm, Strength, War, Wilderness
Suggested Classes: Avenger, Barbarian, Fighter, Monk, Paladin, Ranger, Swordmage

Kulakula is the heathen shark god of the island natives, worshipped far and wide. He takes many forms - most of them sharks, or sharklike in nature. He is a force of emotion and power, worshipped equally as a protector and a destroyer. He encourages his followers to give into their primal emotions and needs, and his most devout heathen followers live in rampant savagery.

Shark's Kin

A follower of Kulakula becomes more and more sharklike the longer he devotes himself to his shark god. They gain slight sharklike traits that provide a bonus to Intimidate and Endurance checks equal to one-half their level. They may start with toughened leathery skin, but as time progresses they may also develop razor-sharp teeth and expressionless black eyes.

At 1st, 11th and 21st level level, a follower of Kulakula can choose one of the following extra benefits:

  • Gain a +2 bonus to damage rolls against bloodied foes.
  • Gain a swim speed equal to your speed +1.
  • Gain regeneration 2 when bloodied.
  • Any creature you summon using a summoning power has a swim speed equal to its speed.
  • When you reduce a nonminion enemy to 0 hit points, you can spend a healing surge and regain 1d6 extra hit points per tier.

A follow of Kulakula cannot take any of these benefits more than once.

The Mariner

Domains: Civilisation, Creation, Destruction, Fate, Justice, Protection, Sea, Storm, Strength
Suggested Classes: Ardent, Avenger, Cleric, Fighter, Paladin, Ranger, Seeker, Sorcerer

The Mariner is the primordial god, the most ancient deity in the world. He did not create the world (which has always existed) but he did cause it to become as it is by hunting and slaying the great sea monsters of the deep. Their corpses became the islands and continents of the world, and their blood became the lesser monsters.

Not wanting to waste his time on such insects, the Mariner created the races of men - the humans, dwarves, elves and so on - to go forth and hunt as he did. Though so much time has passed that this commandment has been all but forgotten amongst the general population, some still remember the Mariner and carry out his will.

The Mariner resembles a grizzled old sailor with a silver-white beard and receding close-cropped hair, standing twenty feet tall. He has an ivory peg leg on his left side, and his right forearm has been replaced by an ivory harpoon. He carved both from the bones of a sea monster after being eaten alive by it, his limbs lost to the beast's digestion. He then tore his way out from the inside, and resumed his task of sailing the forgotten seas.

The Harpoon

A follower of the Mariner gains proficiency in the harpoon, spear, javelin and trident. In addition, the range for heavy thrown weapons increases by +2 for both short and long range. They gain a bonus to knowledge checks made to recognise monsters equal to one-half their level.

When facing a Gargantuan sized enemy, a followed of the Mariner gains a +2 bonus to attack rolls. This increases to a +3 bonus to attack rolls when bloodied.

The Scarlet Flag

Domains: Change, Civilisation, Freedom, Hope, Life, Love, Luck, Protection, Sea, Skill, Strength
Suggested Classes: Bard, Fighter, Ranger, Rogue, Sorcerer, Seeker, Warlord

Scarlet Tattoo

Character Options



Free Feats

At character creation, characters can take one free feat from the following list:

  • Alchemist - You can make alchemical items of your level or lower. You must have the correct formula and an appropriate skill.
  • Firearm Training - You gain proficiency with all military firearms.
  • Gun Caster - You can use a firearm as an implement for your arcane powers and arcane paragon path powers.
  • Hard Drinker - You gain a +10 feat bonus to your Tolerance.
  • Skill Training - You gain training in one skill. The skill need not be on your class skill list.
  • Toughness - You gain an additional 5 hit points at each tier of play (at 1st, 11th and 21st level).

In addition, in exchange for eliminating expertise feats, characters gain a free +1 bonus to attack rolls at 5th, 10th, 15th, 20th and 25th level.