My second-in-command is the only person I can trust - me


Advice


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I'll be running Skull and Shackles soon for my game group, and I'm working on fluffing up the roster of Free Captains a bit. I already made a Dwarf Occultist whose proclivity with relics is reflected in his need to hunt for treasure. His first mate is a Hobgoblin Vivisectionist Alchemist who likes to experiment on his crew.

My next idea is a paranoid captain who can't bring himself to trust anyone to serve as his first mate, and resorted to doing it himself in disguise. Obviously, this is going to be a Vigilante. From there, I'm not too sure how I should build him. I'm looking for guidance!


Oh always have him "busy" in his cabin and have the first mate "relay the info"

If anyone tries to call the bluff have the first mate go in and they hear "they said WHAAAAT" then have the captain storm out and deal out chores and lashes.

I think it's funny.

If you like you could tinker with 3 summoner sibling brood masters who have monkeys that do the sailing for them. That's an idea I had I never got to use. Having like a dozen pets doing all the work would be funny


The hangman archetype makes a really creepy guy with a talent for beating conspiracies.

A zealot (perhaps of some deity which people really don't like) with stern gaze would be probably better at finding a mutinous conspiracy. Less creepy for good or ill.

What sort of level are you thinking of?


avr wrote:

The hangman archetype makes a really creepy guy with a talent for beating conspiracies.

A zealot (perhaps of some deity which people really don't like) with stern gaze would be probably better at finding a mutinous conspiracy. Less creepy for good or ill.

What sort of level are you thinking of?

Level 9ish. Thanks for the suggestions!

Cavall - Cool idea with the Brood Masters!

Sovereign Court

Could try the Twinned eidolon archetype. Your eidolon is your clone.


Wizard with a scroll or three of Simulacrum. The rest of the crew are skeletons.


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Cavall wrote:

Oh always have him "busy" in his cabin and have the first mate "relay the info"

If anyone tries to call the bluff have the first mate go in and they hear "they said WHAAAAT" then have the captain storm out and deal out chores and lashes.

I think it's funny.

If you like you could tinker with 3 summoner sibling brood masters who have monkeys that do the sailing for them. That's an idea I had I never got to use. Having like a dozen pets doing all the work would be funny

Funny, I had a set of triplets, all summoners, as protagonists to a party once...


I did the same for bards. We were.. man we rolled over everything back then. We wouldn't be stoppable with the rules additions since. Something nice about being able to to try and have 2 others being able to help made success a forgone conclusion.


By 9th level a blood kineticist has enough blood-related powers for it to be noticeable. & having the water manipulation talent has to be useful to a pirate, it's at-will control water.

A cult leader warpriest of Besmara, following something like her antipaladin code (but without the extra restrictions of an actual antipaladin), leading a small cult that either is the crew or dominates said crew might be an idea. The cult leader is a little more skilled than the usual run of warpriests, perhaps enough to make it as a captain; an inquisitor would be the next step if that's not enough.

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