Playing skull and shackles


Advice


Going to play skull and shackles. 15 pt buy. my co players have already chosen bard, barbarian, ranger and undecided. I played this campaign partly threw but we are doing a reboot with a new gm. So I am looking for suggestions on what to play here to compliment my group. I know one is undecided but he normally plays healer, oracle. So I want to play something that will do good on all the skill checks for the beginning and so on but I want a lot of damage.


Looks to me like the party could use an arcane caster, but that won't do the damage you're looking for. A magus will fill a party need and do good melee damage but might lack early on skills.

Also if all those other guys are melee oriented you will have trouble getting into melee range, you might want to go with an archer. An eldritch knight Ranger (trapper)1/Wizard/EK build will get a lot of skill proficiencies via the ranger, a lot of skills via Int, give the party all the arcane spells they need and also fill the damage role nicely with a bow. You could go diviner (scryer) to get the early entry into eldritch knight if you want to keep your BAB from dipping too low early. You'd go Ranger1(trapper)/Wiz1(scryer)/EK10 with this build AND give disable device/trapfinding to the group.


With the party you currently have, excluding the undecided player your major needs are:
Arcane Spellcaster (Wizard or Arcanist for most utility)
Divine Spellcaster (Cleric for utility and healing, Oracle has less utility but can be more specialized to excel at a specific thing)

None of these really deal a lot of damage but they do round out the party.

Early in the campiagn there are a lot of opportunities for stealth and using disable device, so a rogue would also come in handy. However, rogues are particularly adept at dealing damage (Yes, I know sneak attack let's not get into a long discussion about it but it's not a reliable means of damage). I'm currently playing Skull and Shackles, but I'm not sure how much we have missed because we don't have anyone with disable device.

Is your ranger going melee or archery? Honestly, if he is going melee your really don't need another melee character in the mix, especially with the lack of magical support in the group. With your group composition I don't think dealing damage is going to be the issue as much as out of combat utility and ability. You're going to miss full arcane and divine casters if you don't have them.

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