New Rules

Whenever a character takes damage equivalent to massive damage, he must make a successful DC 15 Fortitude save or be reduced to –1 hit points and gain a permanent debilitating scar or handicap. These effects are randomly determined by rolling 1d20 on the table below. Effects are permanent and cumulative, though the GM should reroll results that seem too crippling or
don’t make sense—such as a character losing a hand two or three times. The regenerate spell heals scars and restores lost limbs, removing both positive and negative effects.

Rules for eye patches, peg legs, and prostheses to cover injuries and replace lost limbs may be found in Pirates of the Inner Sea.

d20 Battle Scar or Amputation
1–5 Minor scar—interesting but otherwise cosmetic
6–8 Moderate scar—cut on face (+1 bonus on Charisma-based skill checks for first scar only,
consider subsequent cuts as a major scar)
9–10 Major scar—severe cut on face (–1 penalty on Charisma-based skill checks2.)
11–14 Loss of finger (for every 3 fingers lost, –1 Dex)
15–16 Impressive wound (–1 Con)
17 Loss of eye (–4 penalty on all sight-based Perception checks)
18 Loss of leg (speed reduced to half, cannot charge)
19 Loss of hand (cannot use two-handed items1.)
20 Loss of arm (–1 Str, cannot use two-handed items1.)

1. Losing a single hand or arm does not affect a spellcaster’s ability to cast spells with somatic components.
2. At the GM’s discretion, characters with major scars may also be granted a +1 bonus on all Bluff, Diplomacy, or Intimidate checks against other pirates, as the scars of battle are much admired by pirates.

Characters unaccustomed to life on board ships run the risk of getting seasick. Such characters must succeed at a DC 5 Fortitude save or become nauseated for the rest of the day. On the following day, the character is entitled to a new save. On a success, the character is sickened instead of nauseated. On a failure, the nauseated condition persists for another day. Each day thereafter, a character is entitled to another Fortitude save. Making two successful saves in a row allows the character to recover from seasickness for the duration of the voyage. The DC of seasickness increases to 15 in rough weather, and those who succeed at a check to stave off seasickness for a day must make an additional save if conditions change for the worse. Characters with 1 or more ranks in Profession (sailor) are never subject to seasickness.

New Rules

Skull and Shackles Lord_AO