Adam Daigle Director of Narrative |
This might help. There are other elements in it as well, but plenty of pirates, swashbucklers, and sailors (and a mystic navigator, too).
Dark_Mistress |
Eric Clingenpeel |
In the APG the Druid and Sorcerer both have aquatic archetypes, and the Wizard has the Air & Water school. Wave Oracles would work well. I've had a rogue character that was a sailor and he was quite fun, took all his skills for moving around and working on the ship (balance, climb, tumble, swim, use rope, prof: sailor). Domains for clerics that could work for pc's are water, weather, air, animal, travel, sun. A Summoner's eidolon could be aquatic with the right evolutions. Fighters, barbarians, paladins, rangers could all be marines on board. Since a paladin isn't 'saddled' with a mount any more, he could choose the weapon bond. Monks would work quite well too, with their movement abilities and skills they'd be quite handy on the deck of a storm tossed ship and wouldn't have to worry about losing their weapons overboard. An inquisitor with the right domains could work too. Witches with the right hex and spell selection could be ok on board a ship as well.
I'm sure they could but its hard to see cavaliers and alchemists in a pirate game. Maybe if the cavalier had an aquatic mount? And since the alchemist is all about tossing bombs around, I don't know if you'd want him on a wooden boat...