Savage Tide Skill Question


Savage Tide Adventure Path


I am getting ready to start a Savage Tides game in about a month, and I must admit that I need to reread the modules thus far before, however that will take far longer then I have to help one player finish his skills. So those of you that have read and actually remember these things, what would be good skills for an inspiring ship captain to take that will make use in the Savage Tides... obviously Profession (Sailor)... are any other skills used to determine other things like Navigation, ship to ship combat... (I understand that use of common sailor skills like Climb, Use Rope, Swim, etc are good to go with too).


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Knowledge (Geography) is the skill used for navigation in tSWW. Diplomacy or Intimidate can be useful for motivating the crew.

The Exchange

Also, Balance is important for fighting on a ship's deck in rough seas. Otherwise, the skills the two of you mentioned are key.


One of my players took profession-shipwright. Also, you may want to make a rule for players trying to use profession-sailor in place of rope use. IMC, I let them sub at a -5 penalty in most instances.


Dragonchess Player wrote:
Diplomacy or Intimidate can be useful for motivating the crew.

Back in the days when Dungeon also had Polyhedron in the back there was a mini-game called V-for-Victory that was a d20 WWII game. It introduced a skill called Command that I have House Rulled into our D&D games for such situations. With some PCs having military backgrounds it has seen use.

Rez

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