Skulls & Shackles build advice


Advice

Sovereign Court

So I am tasked with playing the group's white mage. I am playing a cleric with the merciful healer archetype. Yeah, I already know it's not "optimal", it's for flavor. What are good mercies for this AP?

Here's the list...

At 3rd level: fatigued, shaken, or sickened

At 6th level add to the list: dazed, diseased, or staggered

Add at 9th level: cursed, exhausted, frightened, nauseated, or poisoned

Add at 12th leve: blinded, deafened, paralyzed, or stunned


You were tasked with playing the band-aid? I'd step back for a second and tell the other players to suck it up. There's nothing wrong with player a healer if you want, but don't let yourself get forced into it.

If you want to play a healer without any real ability to do anything else play an Oracle with the Life Mystery.

If you want to play a cleric, there are a lot of ways you could build it depending on what you want.

If you just want to use a wand of cure light wounds bard, ranger, cleric, inquisitor, oracle, paladin can all suffice and heal everyone up between combat.

And of course there is the brand new white mage archetype for the arcansit which will let you cast arcane spells and cure spells.

Don't get shoehorned or bullied into being a bandaid.

Grand Lodge

Band aid isn't a role. If the group is planning to use a strategy that involves one you should tell them to rethink that strategy.

Play what you want. They look to you for healing....say "pirate "

That being said my friend played a crafting mystic theuge. We 2 manned the first 2 books. I was playing a strength magus.

Play something fun that you want to play. Your not dungeon diving much and you will have lots of downtime and rest.

Really get into the pirate theme.


Honestly, there's nothing in the AP that's super challenging in my opinion that will require mid-combat healing. The closest my group has come was an early level combat in which a critical hit was scored followed by an additional attack which took a PC from full hp to about 1/4 hp. He had to disengage from the combat and fall back, but we managed to make it through without anyone dying.

We had a party consisting of monk, bard, ranger, wizard, and warpriest. Even without a dedicated healer you'll do just fine. Heck, if you play a cleric or oracle you don't need to even prepare a healing spell but can use them on the fly if need be.

*Cleric requires you choose a non-evil god to do so, but honestly choosing Besmara the Pirate Queen Goddess is probably the most thematic choice you could make, and she is CN.

I will add, in my opinion good aligned characters are out of place in the adventure, as the AP has you walk a fine line much closer to evil. You could avoid a large part of that if you really wanted, but part of the fun of Skull and Shackles is being Dread Pirates!, which doesn't really mesh with good.


At 3rd level: fatigued or sickened if sea sickness is going to be a thing

At 6th level add to the list: diseased is always a good thing to have (our party has a prostitute in it so that would have been my pick but the pc is also the healer)

Add at 9th level: cursed would be my pick because it seems the worse out of them all

Add at 12th level: paralyzed because if you meat shield cant move to take your damage the you are screwed.

it can be fun to play a dedicated healer and if you are content being elected to do so and are willing to do it go for it (I have been turned into the front liner and I am just going to go with it). if this is the roll the party wants you in make sure they know that if they don't protect the healer you wont heal them. because pirate and all. milk it for all its worth. you could charge them money demand payment towards your deity, Besmara is big in the Shackles and some of her domains are cool. and the payment to her is dumping chests of gold over board. if you go with Besmara and that would be my recommendation enforce her rules and be a pirate.

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