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The ideal Skull and Shackles party


Skull & Shackles


Pathfinder Adventure Path, Companion Subscriber

Sidenote: it occurs to me that my most recent posts (about minis and Aroden secrecy) may have come across negative towards Paizo. Those are out of the ordinary though as I heart Paizo. I was saving this post for when Skull and Shackles' release gets closer, but now seems as good a time as ever.

APs are generally designed so you can play any character concept you want. Even Jade Regent with its Asian fantasy theme has the built-in ability to essentially play any character as long as you swing by Sandpoint. I'm sure Paizo will make sure Skull and Shackles allows the same freedom, but at the same time, it's the only adventure path that will let your whole group go 100% pirate-themed without your GM wanting to make you walk the plank.

So I'm wondering, if you were going to build the most appropriately flavorful pirate party (4-5 PCs), what would you build? To be clear, I'm not talking about most optimized. In fact, I think some choices would be decidedly suboptimal. Stats and/or important character choices are welcome as maybe this will give people concepts they want to try.

I already have a four person group in mind, but I'll start with my favorite of the bunch:

A Sea Singer bard, choosing a monkey familiar at second level, with a focus on using a rapier and a whip, taking the appropriate trait/feats to be able to use the whip to zip around difficult distances and gaps on ships. Also, being able to disarm somebody at high levels and throw their weapon 15 ft. away (possibly over the side of a ship) is pretty cool.


I will play this AP for sure and I already have a character ready.

The result of the dalliances of a bonuwat girl with an Ekujae elf, Teruawa had a fairly good life, until he and his mother were captured by bekyar slavers when he was 16. His mohter was sacrified to one of their demonic masters, and Teruawa was sold as a slave to a chelish minor noble. The noble hired a priest of Calistria to train him as a pleasure slave. That was the first mistake of the noble, because as the cleric trained him, he teached him the darker aspects of the godess. He had been with his master for 3 years when his sorcerous powers awakened, and Teruawa teared the chelish noble apart with his draconic claws. He fled but was recaptured by pirates.

He is a sorcerer with the draconic bloodline and is going to be a dragon disciple. My ideal pary would be Teruawa, an oracle of the waves, an arcane duelist bard, a dual wielding knife master rogue and a synthesist summoner with many tentacles.


Pathfinder Roleplaying Game Subscriber

For a four-piece group:

- daredevil catfolk gunslinger (dual pistols)
- continually singing goblin bard (Brave Sir Robin style)
- short tempered dwarf alchemist
- unreasonably bored tiefling wizard (universalist)

For a trio:

- theatrical dhampir bone oracle (tongues)
- insane tengu witch (goat familiar)
- faceless-yet-wide-toothy-maw tiefling (demon heritage) fighter (cad archetype)


drumlord wrote:


So I'm wondering, if you were going to build the most appropriately flavorful pirate party (4-5 PCs), what would you build? To be clear, I'm not talking about most optimized. In fact, I think some choices would be decidedly suboptimal. Stats and/or important character choices are welcome as maybe this will give people concepts they want to try.

Been thinking in that direction too, exspecially since pretty quickly, at 4 Lvl or so, yoú have your own ship, which means your own crew...

Personally i´ll go fighter, thinking about a "low" strength/high con built with a couple BarbarianLvls(Hurler?) for oomph. Initially though i was thinking about a finesse-fighter with throwing axes and Lvls as Rogue/Sniper , we´ll see...

The other player will definetely be a monk, great for climbing, moving, swinging...

Someone HAS to take the rogue/pirate-archetype. I´m also very interested in a Seasinger/Skald and aquatic druids or Oracle. And a Sorcerer of Ice ! And i want a Vivisectionist as ship medic and artillery supply for someone with a (large?) Launching crossbow.

@ drumlord: Like i mentioned i´m looking forward to stating out the whole Crew, planning on lots of small teams with lots of different, appropriate Archetypes. Interested ?

RPG Superstar 2009, Contributor

Some suggestions:

Alchemist (with a heavy focus on bombs)
Barbarian (sea reaver archetype)
Bard (daredevil, seasinger, or skald archetypes)
Cavalier (definitely a musketeer archetype)
Cleric (of Gozreh, naturally, with access to the Water and Weather domains--as well as the Storms and Oceans subdomains)
Druid (with the Aquatic domain and a seagull animal companion)
Fighter (free hand archetype)
Inquisitor (of Besmara or Calistria, a vengeance-taker)
Monk (drunken master archetype)
Oracle (of Waves or Wind mysteries)
Paladin (NOT!)
Ranger (skirmisher archetype with a viper snake animal companion)
Rogue (rake, swashbuckler, or pirate achetypes)
Sorceror (cross-blooded archetype with marid and elemental bloodlines)
Summoner (with a sea serpent eidolon)
Witch (sea witch archetype)
Wizard (elemental schools of air or water)

My two cents,
--Neil


Great characters for a pirate campaign?

Gunslinger: When I think of pirates the image that comes to my mind is the guy with the cutlass in one hand and a pistol in the other.

Monk: Lots of climbing and leaping on board ships.

Rogue with pirate archetype: obvious

Waves oracle or storm druid: because the healer works best with an ocean theme in such a place.

Barbarian: Because heavy armor on ships is bad.

Wizard/Sorcerer: Water, air, or storm theme fits amazingly.

Alchemist: The pirate stories most people are familiar with come from a more modern era, making the alchemist more of a fitting caster type thematically. Alternatively, the Chirurgeon archetype might fit more thematically than a cleric if you want a healer.

Bard: If you have crew, you have a large number of people to buff up.

Cheliax

1 person marked this as a favorite.
Pathfinder Modules Subscriber

I foresee my Chelish Witch with the Gravewalker archetype captaining a crew of Undead scouring the seas.

Can you imagine the fear on any vessel when a ship reeking of death barrels down on them with catapults hurling giant balls of flaming and bloody bones onto their decks ?
The only thing worse will be when those bones stand up and attack while zombie nightmares crawl up the side of the boat while a witch rains curses and spells down around them. It's going to be night of the living dead meets when a stranger calls meets a perfect storm.

I'm gonna be a nightmare on the high seas...

Osirion

Pathfinder Adventure Path, Companion, Modules Subscriber

A great character for the campaign... Errol Flynn!

:)

Silver Crusade

2 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules Subscriber

Been wanting to play a Vudrani Flowing Monk badly, but I don't see my concept for that working out in this AP.

A capoeira-flavored Bonuwat Martial Artist though...


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber

I've been running a Pathfinder pirates campaign for two years, our PCs are:


  • a Bonuwat Mwangi monk (captain)
  • a cleric of Gozreh who likes guns (master gunner)
  • a halfling assassin (bosun)
  • an Ulfen druid/barbarian/ranger with serpent shaman and large constrictor pet (first mate)
  • We had a Garundi ranseur-wielding barbarian but that player moved away shortly into the campaign

The mix has worked out very well. All very thematically appropriate and nobody doing anything really stupid like wearing metal armor. The monk's mobility and AC serve him very well in the setting, Gozreh powers are great in a ship setting, assassins love crow's nests, and the Ulfen can tank but also has a lot of knobs to pull on, given 3 classes of powers.


Pathfinder Adventure Path, Companion Subscriber

It's been a week, but I fully intend to keep the thread going. I'm just a procrastinator. I love some of the concepts I'm seeing above. Here are the full stats for the sea singer bard I have in mind at lvl 1, 20 point buy:

Sea Singer Bard
Male human bard (sea singer) 1
CG Medium humanoid (human)
Init +1; Senses Perception +3

DEFENSE
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 9 (max +1 con, +1 favored)
Fort +1, Ref +3, Will +1

OFFENSE
Speed 30 ft.
Melee rapier +5 (1d6+4/18-20) or
whip disarm +6 (enemy disarmed) or
whip trip +4 (enemy tripped)
Ranged sling +4 (1d4/x2)
Special Attacks bardic performance 6 rounds/day (sea shanty, distraction, fascinate, inspire courage +1)
Bard Spells Known (CL 1st; concentration +3)
1st (2/day) - Grease, Sleep
0 (at will) - Detect Magic, Ghost Sound, Prestidigitation, Read Magic

STATISTICS
Str 18 (16 +2 race), Dex 12, Con 12, Int 13, Wis 8, Cha 14
Base Atk +0; CMB +4; CMD 15
Feats Lingering Performance (Human Bonus), Weapon Focus (rapier) (lvl 1)
Traits Fast-Talker (+1 bluff), Fencer (+1 to AoO with blades)
Skills Acrobatics +5, Bluff +7, Climb +8, Diplomacy +6, Perception +3, Perform (sing) +6, Spellcraft +5, Use Magic Device +6; armor check penalty -1
Languages Common, Elven
SQ world traveler
Gear studded leather armor, rapier, whip, sling, 10 sling bullets
total weight: 29 lbs
Encumbrance light 0-100; medium 101-200; heavy 201-300


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game, Tales Subscriber

I've already decided to loan one of my friends my copies of this so I can play. We've decided that this is the perfect opportunity to do an evil group, and I've started brewing up a couple ideas. I even went so far as to buy and paint my mini already :-)
Thus far we have an antipaladin and necromancer planned.

I will be playing a gunslinger (pistolero most likely, though if we have no face character, I'll go mysterious stranger). Debating a few levels of rogue as well, either pirate or knife master. Most likely going with two weapon fighting, picking up opening volley and sword and pistol, so I can go pistol and rapier. I'm also planning on being absolutely festooned with pistols, as any true pirate should be.

Tentative backstory: son of an alkenstar shield Marshall, his father was either murdered by politically opposed fellow marshals or sent on a suicide mission that served no purpose other than getting him out of the way. Upon discovering the truth behind his fathers death he fled across aground, finally riding himself in the shackles. After passing out in a tavern, he wakes up on the ship at the aps opening. Through his journey he has slowly slipped from being a generally honorable person into being the ruthless killer that he will start out as.

More than likely we will have 6 players, so that's only half the group thus far.


drumlord wrote:

whip disarm +6 (enemy disarmed) or

whip trip +4 (enemy tripped)

HA! Just told my TacTeam-Buddy-to-be, that we need a whip-user aboard! Love the Seasinger.

I think i´ll go with a Freehand Fighter/Hurler Barbarian; drool...
Still thinking of a finesse rogue-fighter myself...Herherher.

PS: But i wonder why you don´t run the character on weapon-finesse ?
I would want more AC and go more for ranged attacks with a crossbow, rapier as well as the whip are finesseable...

Silver Crusade

Goblin : Rogue (Bandit/Pirate)

Osirion

Pathfinder Adventure Path Charter Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Modules, Roleplaying Game Subscriber
drumlord wrote:

It's been a week, but I fully intend to keep the thread going. I'm just a procrastinator. I love some of the concepts I'm seeing above. Here are the full stats for the sea singer bard I have in mind at lvl 1, 20 point buy:

... [Stat block snipped]

Weapon Focus requires a BAB of +1 or higher, so bards may not take it at level 1. Consider Weapon Finesse or Agile Maneuvers. Also, if you're planning to go with whip tricks, you might prefer the prehensile whip equipment trait from Adventurer's Armory rather than fencer.


Pathfinder Adventure Path, Companion Subscriber
RedPorcupine wrote:

PS: But i wonder why you don´t run the character on weapon-finesse ?

I would want more AC and go more for ranged attacks with a crossbow, rapier as well as the whip are finesseable...

I went with a strength build mainly because it was just how I started the character, no great strategy. I also forgot that weapon finesse would apply to his trip/disarm checks which we obviously want to make at least a partial focus for this character. Now that I think about it, finesse would work great for the reasons you list and allowing him to increase his dex skills.

logic_poet wrote:
Weapon Focus requires a BAB of +1 or higher, so bards may not take it at level 1. Consider Weapon Finesse or Agile Maneuvers. Also, if you're planning to go with whip tricks, you might prefer the prehensile whip equipment trait from Adventurer's Armory rather than fencer.

Good point on weapon focus; silly me.

I agree that the prehensile whip trait seems like a good one. Truthfully many traits could work for this character. Prehensile whip will let you do some cool whip stuff at level 1. The new UC feat Greater Whip Mastery (I think that's the name...) will let you do even better whip tricks starting at lvl 9 I think. No reason you can't have both the trait and the feat.

I will make an updated version of the stats and post later using weapon finesse. If I planned the 15ish levels the AP will take him through I probably wouldn't burn a feat on Agile Maneuvers because I see him only using trip and disarm with the finesse-able whip. With his medium BAB and less feats than a fighter, I don't foresee him being able to get enough feats to make him good at any other maneuvers.


Pathfinder Adventure Path, Companion Subscriber

Behold, the updated Sea Singer Bard, now with weapon finesse. His rapier doesn't do as much damage, but he now has a better AC, better acrobatics which I suspect he'll need, and his climb is still respectable enough to get around a pirate ship with ease. I threw in the prehensile whip trait because whip tricks are fun and the fencer trait is more appropriate for one of my builds coming soon. What do you all think? Is this guy done?

Sea Singer Bard
Male human bard (sea singer) 1
CG Medium humanoid (human)
Init +4; Senses Perception +3

DEFENSE
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 9 (max +1 con, +1 favored)
Fort +1, Ref +6, Will +1

OFFENSE
Speed 30 ft.
Melee rapier +4 (1d6+1/18-20) or
whip disarm +6 (enemy disarmed) or
whip trip +4 (enemy tripped)
Ranged sling +4 (1d4+1/x2)
Special Attacks bardic performance 6 rounds/day (sea shanty, distraction, fascinate, inspire courage +1)
Bard Spells Known (CL 1st; concentration +3)
1st (2/day) - Grease (DC 13), Sleep (DC 13)
0 (at will) - Detect Magic, Ghost Sound, Prestidigitation, Read Magic

STATISTICS
Str 12, Dex 18 (16 +2 race), Con 12, Int 13, Wis 8, Cha 14
Base Atk +0; CMB +4; CMD 15
Feats Lingering Performance (Human Bonus), Weapon Finesse (lvl 1)
Traits Fast-Talker (+1 bluff), Prehensile Whip (cool whip tricks)
Skills Acrobatics +8, Bluff +7, Climb +5, Diplomacy +6, Perception +3, Perform (sing) +6, Spellcraft +5, Use Magic Device +6; armor check penalty -1
Languages Common, Elven
SQ world traveler
Gear studded leather armor, rapier, whip, sling, 10 sling bullets
Total Weight 29 lbs
Encumbrance light 0-100; medium 101-200; heavy 201-300

Osirion

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Roleplaying Game Subscriber
Neil Spicer wrote:

Some suggestions:

Paladin (NOT!)

I can see a Paladin of Abodar working in the campaing. The party will have to lean towards the Privateer (aka sanctioned pirates or pirate hunters) style of play and not be those causing disruption to trade.


I'm thinking seriously of playing an Aquatic Druid, although the Storm Druid seems like it'd be interesting, too. It seems like the abilities you get from Aquatic would be more useful...like the swim speed.

Of course, playing an Undine Storm Druid would give you a swim speed, as well.

That brings me to a different thought...would playing an Undine Aquatic Druid make the 3rd level ability of the Aquatic Druid a complete waste? Since an Undine already has a swim speed of 30 feet it seems like it'd make Natural Swimmer completely useless. If that is the case, it seems like the two options I'd most want to consider are an Undine Storm Druid or a Human Aquatic Druid.


Mikaze wrote:

Been wanting to play a Vudrani Flowing Monk badly, but I don't see my concept for that working out in this AP.

A capoeira-flavored Bonuwat Martial Artist though...

Consider it yoinked.


And now that I have Bestiary 3, I'm stuck between an Undine Storm Druid or a Vanaran Aquatic Druid.

Seems like it'd be pretty neat to play a character that has both a natural Climb and Swim speed...and I doubt the -2 CHA would really hurt all that much.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Roleplaying Game Subscriber

Some "piratey" concepts that I've fleshed out 1st level versions of (I like building characters; so what):
Half-Orc (Bestial, Chain Fighter, Scavenger) Alchemist (Beastmorph Vivisectionist); feral melee/tripper
Half-Elf (Arcane Training (Sorcerer)) Druid (Aquatic Druid); Storms Domain; 13 Cha, use Adaptability for Skill Focus (Diplomacy), Ease of Faith trait, Eldritch Heritage (Serpentine bloodline) at 3rd
or
Half-Orc (Plagueborn) Alchemist (Preservationist Reanimator); Planar Preservationist at 3rd, Spell Focus (Necromancy) at 5th, and Skeleton Summoner at 7th
Half-Elf (Water Child) Druid (Shark Shaman Tempest Druid*); Aquatic Domain, Bully trait
and
Human Monk (Hungry Ghost Monk Master of Many Styles Monk of the Sacred Mountain Qinggong Monk); +1/4 to ki pool each level; Dragon Style (bonus), Improved Grapple, Snapping Turtle Style
Human (Heart of the Wilderness) Ranger (Infiltrator Skirmisher Trophy Hunter)

Human (Heart of the Fields; +1/2 per level on Profession (Sailor) checks) Barbarian (Sea Reaver)
Gnome (Gift of Tongues, Magical Linguist) Bard (Sea Singer)
Human Rogue (Pirate Scout); +1/6 rogue talent each level; 13 Int, Fast Talker trait, Combat Expertise, Improved Feint
Elf (Spirit of the Waters) Witch (Sea Witch); turtle familiar; River Rat trait, Eschew Materials

Halfling (Low Blow, Underfoot) Cavalier (Luring Cavalier Musketeer); Gifted Firearm (musket), Order of the Tome; Dangerously Curious trait, Amateur Gunslinger (Deadeye deed), Precise Strike (bonus)
Dwarf (Craftsman, Stubborn) Gunslinger (Gun Tank Pistolero)
Human Inquisitor (Spellbreaker) of Besmara; Black Powder Inquisition; World Traveler trait (Knowledge (Local)), Skilled Driver (Water Vehicles)
Human Wizard (Spellslinger); Gunsmith (musket); Rapid Reload (Musket), Scribe Scroll

Human Cleric (Besmara); Channel Negative Energy (Weather Variant), Oceans and Storms Domains; 14 Cha, Birthmark trait, Selective Channeling
Half-Orc (Gatecrasher) Fighter (Cad); 13 Int, Dirty Fighter trait, Combat Expertise, Improved Dirty Trick
Human Magus (Bladebound Myrmidarch); Focused Mind trait, Combat Casting, Scribe Scroll
Half-Elf (Ancestral Arms (Longbow), Bard and Summoner as favored classes) Summoner (Evolutionist Master Summoner); +1/4 to evolution pool per summoner level; Arcane Strike; possible dip into bard

Human Oracle (Black-Blooded Oracle*); Waves Mystery, Darkvision and Wintry Touch revelations; Dangerously Curious trait, Extra Revelation, Martial Weapon Proficiency (Trident)
Human Paladin (Antipaladin); Sacred Conduit trait; Improved Shield Bash, Two-Weapon Fighting; Channel Smite at 5th
Halfling (Warslinger) Sorcerer (Crossblooded); Djinni and Stormborn bloodlines, Electricity Ray; River Rat trait, Martial Weapon Proficiency (Halfling Sling Staff)
Dwarf (Deep Warrior, Lorekeeper) Wizard (Siege Mage); Magical Talent trait (detect magic 1/day), Scribe Scroll

*-From Inner Sea Magic

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber
Mikaze wrote:

Been wanting to play a Vudrani Flowing Monk badly, but I don't see my concept for that working out in this AP.

A capoeira-flavored Bonuwat Martial Artist though...

What about Captain Nemo?


Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Modules, Roleplaying Game Subscriber

Dervish Dance Fighter into Duelist


Hmm...

Sea Singer Bard
Pirate Rogue
Gunslinger (Pistolero maybe? Something that can wield a gun and cutlass)
...And something with a familiar. I believe parrot familiars use the same statistics as ravens.

RPG Superstar 2009 Top 32

Neil Spicer wrote:

Some suggestions:

Alchemist (with a heavy focus on bombs)
Barbarian (sea reaver archetype)
Bard (daredevil, seasinger, or skald archetypes)
Cavalier (definitely a musketeer archetype)
Cleric (of Gozreh, naturally, with access to the Water and Weather domains--as well as the Storms and Oceans subdomains)
Druid (with the Aquatic domain and a seagull animal companion)
Fighter (free hand archetype)
Inquisitor (of Besmara or Calistria, a vengeance-taker)
Monk (drunken master archetype)
Oracle (of Waves or Wind mysteries)
Paladin (NOT!)
Ranger (skirmisher archetype with a viper snake animal companion)
Rogue (rake, swashbuckler, or pirate achetypes)
Sorceror (cross-blooded archetype with marid and elemental bloodlines)
Summoner (with a sea serpent eidolon)
Witch (sea witch archetype)
Wizard (elemental schools of air or water)

My two cents,
--Neil

One problem I am foreseeing with this list is that we don't know what the "conceit" of the Player's Guide is. Will the heroes be starting as mariners/pirates or will they simply be shanghaied for being at the "wrong place at the wrong time"?

So, should the characters actually have any per-existing sailing skills at the start of the AP?


bard, rogue, summoner and druid


Pathfinder Adventure Path, Campaign Setting Subscriber

My group intends to play this campaign, though it'll be awhile (we're currently involved in Runelords and Serpent's Skull, with plans to do Crimson Throne after RotR and Carrion Crown after that).

As things stand at this moment, it appears the group will consist of:

-- half-orc Horizon Walker (captain)
-- gillman bard/gunslinger (ship cook)
-- human fighter (swashbuckler type; ship boarder)
-- race unspecified Drake-Tamer (ship "wizard")

Depending on when we play this, we might have a fifth player, but don't know what he'll play.


Bard
Druid
Sorcerer or Wizard
Barbarian or Fighter.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Roleplaying Game Subscriber

Currently looking at two characters myself, and the other member of our little group has a third.

Haggis McMutton
NG or N Ulfen Beastmorph Alchemist
Str 17, Dex 10, Con 12, Int 16, Cha 13 (20 point buy)
Skills:
Craft (Alchemy), Heal, Kn: Arcana, Kn: Nature, Perception, Perform (Sing), Profession (Sailor), Spellcraft, Swim
Feats:
Fey Foundling, Splash Weapon Mastery
Traits:
Faithful Artist, Shackles Seafarer

Haggis was thrown overboard as an infant while his ship was passing round the Eye of Abendego. Luckily for him he was found you a Nixie swimming nearby. She tried to take him back to the ship, but it was lost amidst the storm before she could reach it. The fate of his parents unknown the Nixie took Haggis in as her own, and raised him in the sodden lands. Owing to his 'mother's' spells he spent the majority of his life underwater, swimming and exploring the Sodden Lands, until he came of age, and set off into the south. He never knew why he had ended up there, but he seemed to take to it well enough, his ulfen blood breeding true as he quickly signed up to the first ship he found. His luck stayed with him, and the crew he signed onto finally gave him a name, and he started to learn both the sailing craft, and a trade from the Captain who took a liking to the strapping boy. Having been raised as he was he loves the sea, and so has turned his new talents towards returning to it, studying beasts and creatures of the land and sea, seeking to mimic their abilities.

Mikacha (I'm terrible at names, so this is a placeholder at the moment)
CN Tengu Tempest Druid
Str 14, Dex 13, Con 10, Int 12, Cha 10 (20 point buy)
Domain: Weather
Skills:
Heal, Kn: Geography, Kn: Nature, Perception, Survival, Swim
Feat:
Endurance
Traits:
Magical Knack, Shackles Seafarer

Growing up in Kwanlai in Tian Xia Mikacha was plagued by omens and signs. Unsure of what was in store for her, and heartily disproving of any great destiny she fled that land as soon as she was able, heading west to Goka, and managing to work her way onto a ship headed for the Inner Sea. Finally believing herself safe from whatever fate had planned for her she gave herself fully to the ship and the sea, reveling in the deck beneath her feet and the sea air. Arriving in Katapesh with not much more than her sword, and the wages from her journey, Mikacha stumbled upon a Marid who began to teach her Druidic ways, and of Gozreh, who seemed to be the Inner Sea version of her own deity, Hei Feng. After several years of learning she parted ways with her marid mentor, and headed west again, seeking out the Eye, which she was sure now must be some sort of divine manifestation of Hei Feng's, and so she found herself in the Shackles, tired and worn-out from her long journey, and without two coins to rub together when she finally arrived. She has yet to see the glory of the storm, and has begun to grow depressed, thieving to survive and drinking her sorrows, until the start of the path...

Intending to multiclass for a few levels of rogue (Pirate of course :p) in the first few levels, and then go straight druid. I can just see her up in the rigging or the crows nest in the middle of a storm, cackling admidst the crashes of thunder... :P

and then there's the other fellow's character; Edward Van Helgen, the Dervish Dancing Bard, with ranks in Profession (Barber), and Perform (Sing). Just need to find someone new to join the group and play Cutthroat Bill, the Dwarven... Fighter? Monk? Ranger maybe... :)

Can't wait to start this RP (though it looks like we've still got half of JR to finish first)


For those advocating Alchemist, wouldn't that result in the possibility of lighting your own ship ablaze? (Bombs do AE fire damage.)

I think spell casters will need to be very careful with their fire spells to avoid swimming with the sharks. Summon water to put out fires may be a necessity.

On a side note, the grease spell could result in lots of things sliding off the ship.

I like the idea of PCs playing underdog misfit monster races, such as goblin, kobold, and ratfolk that otherwise wouldn't get a fair chance in most Adventure Paths.

Lantern Lodge

Pathfinder Adventure Path Subscriber

Alchemist bombs have a generell problem with water^^


Last time I was in a nautical-themed campaign, before we had rolled up characters someone observed, "No heavy armor." I thought about that and pondered a barbarian. I saw the "Naked Courage" ability for the Savage Barbarian Archetype, and ran with it... I wound up with a half-elf Cosmopolitan Naked Barbarian Man Whore with ranks in profession (courtesan) who worshiped Calistria. Not only was he good for a lot of laughs, he did pretty well in combat, too.

I think you could also go with a summoner, maybe Mwangi or Chelaxian, with a serpent-themed eidolon.

Because (if you can't tell) I have an odd sense of humor (and I liked GeraintElberion's thread on an all-goblin party), I'd probably throw in a goblin gunslinger with pretensions of being the party's captain.

To round things out, an oracle of waves... maybe an elf, who acts as the rest of the party's "straight man", thus making everything even more amusing.

Oh... and a Paladin, run by the inevitable player who quits after the first game or two, and whose character the rest of the party can make "walk the plank". >:-)

Is this "ideal"? I don't know, but I'd sure enjoy playing with the group.


Mwangi expanse voodoo user Juju Oracle, named Calypso.


Here's my Vanara druid, ready to submit to a PbP as soon as recruitment is posted. Anybody have any ideas on an avatar pic for the alias? The Vanara aren't exactly well-represented amongst the available images.

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