Skills for a Sailor type


Advice

Grand Lodge

Swim (optional extra - some sailors wanted to drown quick)
Profession Sailor

Any knowledge skills?

How about Survival? Does it work for at sea navigation or does knowledge geography do that?


Swim - obvious
Profession (sailor) - also obvious
Climb - the rigging!
Survival - navigation at sea
Knowledge (geography) - knowing where landmasses are
Knowledge (nature) - knowing about the weather and ocean and fish
Knowledge (local) - knowing where the hives of scum and villainy are
Handle Animal - parrots and monkeys
Intimidate - ARRR!

Grand Lodge

Umbral Reaver wrote:

Swim - obvious

Profession (sailor) - also obvious
Climb - the rigging!
Survival - navigation at sea
Knowledge (geography) - knowing where landmasses are
Knowledge (nature) - knowing about the weather and ocean and fish
Knowledge (local) - knowing where the hives of scum and villainy are
Handle Animal - parrots and monkeys
Intimidate - ARRR!

More skilled than being a Soldier thats for sure... thanks for the update.


Acrobatics is an absolute requirement.

Grand Lodge

Fozbek wrote:
Acrobatics is an absolute requirement.

Slippery surfaces?


Slippery surfaces, pitching decks, waves crashing over the sides, etc.

Remember, Acrobatics covers the old 3.5 Balance skill, and that's a skill that's absolutely critical for being a sailor.


Wow...sounds like sailors need to be really skilled individuals. High INT required to be a successful sailor?

Grand Lodge

FiddlersGreen wrote:
Wow...sounds like sailors need to be really skilled individuals. High INT required to be a successful sailor?

Its killing me... I am trying to make a PFS sailor wizard and I just cant get enough skills to be both Sailor and Wizard.

(I am going for a HMS Pinafore sort of chap, who is a firm believer/Follower of Abadar)

Wizard 1

Strength 12
Dexterity 14
Constitution 12
Intelligence 17
Wisdom 12
Charisma 12

Acrobatics 1 +3
Diplomacy 1 +2
Knowledge (Arcana) 1 (+7)
Knowledge (Nature) 1 (+7)
Knowledge (Religion) 1 (+7)
Profession (Sailor) 1 (+5)
Spellcraft 1 (+7)

While fighters wont won't need to worry about Knowledge Arcana or Spellcraft they are going to suffer from lower Int scores too.

Edit: Wizard isnt the best choice as Sailor but I want to be fun.


Helaman wrote:
FiddlersGreen wrote:
Wow...sounds like sailors need to be really skilled individuals. High INT required to be a successful sailor?

Its killing me... I am trying to make a PFS sailor wizard and I just cant get enough skills to be both Sailor and Wizard.

(I am going for a HMS Pinafore sort of chap, who is a firm believer/Follower of Abadar)

Wizard 1

Strength 12
Dexterity 14
Constitution 12
Intelligence 17
Wisdom 12
Charisma 12

Acrobatics 1 +3
Diplomacy 1 +2
Knowledge (Arcana) 1 (+7)
Knowledge (Nature) 1 (+7)
Knowledge (Religion) 1 (+7)
Profession (Sailor) 1 (+5)
Spellcraft 1 (+7)

While fighters wont won't need to worry about Knowledge Arcana or Spellcraft they are going to suffer from lower Int scores too.

Edit: Wizard isnt the best choice as Sailor but I want to be fun.

look on the bright side, you're not going to have any armour dragging you to the locker. makes swim checks that much easier.

with a pitching deck, grease should be a lot of fun in a fight.

instead of fighter, i think ranger might be the go. more skill points, and more class skills to boot. plus favored terrain bonuses and you've got a serious contender.

Grand Lodge

FuelDrop wrote:


look on the bright side, you're not going to have any armour dragging you to the locker. makes swim checks that much easier.
with a pitching deck, grease should be a lot of fun in a fight.

Ummm - he also has Light Armour proficiency, I am going the Armour caster route for giggles.


Helaman wrote:


Ummm - he also has Light Armour proficiency, I am going the Armour caster route for giggles.

there's no reason to giggle about still being alive. if armour saves you from a single hit per day, it's already outdone toughness. if you have the budget i'd suggest quilted cloth (for dr 3/- against ranged attacks, APG.) and use mage armour to up your ac. not familiar with PFS rules so if APG stuff isn't legal i plead ignorance and throw myself upon the mercy of the court.


I don't know how accurate it is, but I've heard that a lot of old-school sailors didn't bother to learn how to swim, as if you fall off a boat in the middle of the ocean you're dead either way. So maybe (big maybe) swim isn't necessary for flavor reasons?


Officialy Stormwrack has rules/advice on this.

I found this Marine Skills site for Savage Tide very useful. It details Seafaring Roles & Seafaring Skills, though in 3.5 parlance...

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