Critique My Buccaneer


Skull & Shackles

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Hey all, so due to some life issues I had to put my Skull & Shackles game on hold.

One of my players is keen to run the campaign with me as a player. He has given us a stat array of 17, 15, 13, 12, 11, 9 (roughly a 25 point buy)

"Lucky" Jim Kidd

History:
Jimetheon Turbulence Kidd was born into slavery in the Thrice Damned Empire of Cheliax. Even as a child Jim Kidd was a rabble rouser, a born liar and a trouble-maker. Enslaved to a particularly cruel captain of the Chelish Navy, Jim won his freedom by signalling to nearby pirates the ship’s location. Since then he’s wandered the Shackles as a talespinner, con-man and gun for hire. He wears the devil’s skull tattoo that marks him as Chelish property as a badge and a reminder that he would not be anyone’s thing again.

Comments, suggestions and critiques are welcome particularly for when I start leveling him up.

I know the plot of Skull & Shackles (as I was to GM it once) but I don't plan to metagame.


As you know the plot I won't tell you how hard it can be to be a Gunslinger at times.

Looks good and you have taken cutlass & dagger to back up his pistol, which he won't have at the start anyway, with all your equipment being locked away.

All I can suggest for a Gunslinger is some Craft alchemy for making powder and bullets when you're days away from the neatest Alchemist.

I'm running it and am up to book 5, it's a great AP for the more exotic character builds, we don't have any tanks and have managed quite well so far.

Our captain is a Bard 2/Witch 10 having great fun socializing and manipulating her away through the Shackles, so your trait and social skills will come in very handy.

DBH

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