"Best" class or combo for Skulls and Shackles (please avoid spoilers)


Advice


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So my RL group will be doing Skulls and Shackles next, though probably not for quite some time. I've never played it and I'm only vaguely familiar with it. Basically it's a pirate campaign that starts off on a desert island. That's all I really know.

Normally I play arcane casters, but I want to avoid that this time.

So, speaking in generalities which classes work well, which don't, and why? I've already been informed that Paladin is probably not the way to go. Thoughts?

Please avoid campaign spoilers. Just speak in generalities.

Thank you.


Same question as above, but for Races please. ;-)


Tiny Coffee Golem wrote:
Same question as above, but for Races please. ;-)

I'm DM'ing S&S right now, and have read all the modules. Take that as you will.

Classes

The adventure path rewards virtually all of the classes, with the following caveats:

Paladins - Are not pirates. Do not get along with pirates. Smite pirates. You will be pirates.

Cavaliers - Not much room for mounts on a ship. Makes early levels tough.

Alchemists - Blow things up. You live on a ship that can be blown up. Ask your DM before picking one of these.

Casters - Make sure you pick spells that are ship-friendly. The player's guide has some advice in that area.

Important classes: rogue, cleric,
Good classes: everyone else who isn't below,
Bad classes: paladin, cavalier.

Races:

Skull and Shackles is probably the only adventure path that consistently rewards aquatic races, but don't pick something that can't spend extended periods out of water.

My players have done very will with a Strix and a Merfolk in the party (flying and swimming respectively).


Strix would be fun, but my DM will never go for it.


About the cavalier; actually mounted combat is a really small part of the classes' abilities. Doubly so if you pick an archetype that loses the "Mount" ability.

I'm rocking a Musketeer cavalier in a S&S campaign and it's going really well (Tactician works wonderful on a crew of 20+ people in tight quarters!).

edit: A monk does really good on this AP. It has the right skill set (Acrobatics, Climb, Intimidate, Perception, Perform, Stealth, Profession, Swim), doesn't depend on armor and can do really well in almost any situation another class would struggle (specially if you take any of the feats that make unarmed strikes piercing damage to negate underwater penalties).


I was contemplating a zen archer.

Grand Lodge

Pathfinder Adventure Path Subscriber

Ranger would do very well. Favored enemy: Human (+++) or aquatic (+) Favored Terrain: Yer on a boat or in the water so bonus almost always (++)

Oracle or Druid. How about a Bard? A monk? Barbarian = win.

Just be sure to take at least one rank in profession sailor.

Dark Archive

Monk will depend on how you feel about the alignment restriction and alignment in general as pirates aren't lawful in the least.

Edit: You will want someone to cover all the bases in general. From what I have seen so far it switches back and forth between a 15 minute workday and this day will never end in some places.

As for races don't be something entirely aquatic as it doesn't make sense story wise. However, something with a swim or climb speed could be fun. Honestly most everything will work and it would be easier if we knew the type of character you wanted.


SaddestPanda wrote:
Monk will depend on how you feel about the alignment restriction and alignment in general as pirates aren't lawful in the least.

My group doesn't focus too much on that. I'll just say I live by a code. ... The pirates code! ARRRRR

Dark Archive

Also, as for aquatic base characters, such as, a merfolk or other such characters that are handicapped on land, you will have to be on land for extended periods.


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Dude, Horizon Walker for the win. I'm making mine a TWF with a hook hand. Can't get better than that.

Or if you would rather, Oracle of Waves.

Dark Archive

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I am GM'ing the S&S series & I have one player who is a merfolk. He took the trait by land or by sea so he gets to walk on legs while on land or on a ship. However when he gets wet, I have him do a will save to resist having his legs turn into fins & be flat-footed for 1 round! He doesn't mind & it adds more flavor to the game.

The Exchange

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I'm saddened that the first post didn't suggest a ninja for a pirate themed adventure path


Aquatic druid fits. Another interesting option is an Animal Speaker Bard, you could have the animal you talk to be sea turtles, or sharks, or sea birds, as long as it fits. And being able to summon swarms of rats with your performance, or giant rats/sharks/sea eagles with the Summon Nature's Ally would be real run and fit with the theme. The only bard ability that you lose that gets much of any use is Inspire Competence, and what you get for it is pretty good.

Combine this with Dawnflower Dervish and you can be deadly. You still keep the Versatile Performance. You 1/2 lose Inspire Courage as it only works on you, but it gives double bonus and can be started as a Move action. Plus, you get Dervish Dance without the Weapon Finesse prerequisite.

Race wise - Suli is interesting, especially if you take the alternate ability that lets you walk on water. Another fun race is Fetchling as you get lots of bonuses that help with nighttime raids.

Silver Crusade

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I think Bard is a good choice here. Keeping pirates amused is always a good thing. They're less likely to keelhaul you if they like you.


Tiny Coffee Golem wrote:
I was contemplating a zen archer.

Probably excellent if you don't specialize too much.

From everything I've read, you WILL spend time in the water.

You can't use a longbow while swiming.

So you need to be able to do something else.


Tahirah wrote:
I'm saddened that the first post didn't suggest a ninja for a pirate themed adventure path

THIS is so full of win!

NINJA>Pirates!!!

The Exchange

I think a freebooter ranger would be pretty strong and fit thematically with the AP, go ocean for terrain, and infiltrator for some useful additions.


Celeador wrote:
I think a freebooter ranger would be pretty strong and fit thematically with the AP, go ocean for terrain, and infiltrator for some useful additions.

I can still punch, just not flurry. Right?

The Exchange

Not following TCG =\


Celeador wrote:
Not following TCG =\

Zen archer can only flurry with a bow, but they still get the unarmed damage progression. Right? I'd have to double check, but I'm pretty sure that's right.


oracle of waves is absurdly good for this campaign.

you will also benefit greatly from somebody with a big social skill.

lastly, at least one person should max out profession (sailor).


snex wrote:

oracle of waves is absurdly good for this campaign.

you will also benefit greatly from somebody with a big social skill.

lastly, at least one person should max out profession (sailor).

What abilities do you think would be best for an oracle of waves?


Ice armor is pretty good at the beginning but I'm not sure it scales very well. Water form, water sight, and punitive transformation are pretty good. Fluid travel is just amazingly good in this adventure. It will make many of the encounters way too easy.

Shadow Lodge

TheGuyOverThere9888 wrote:
Just be sure to take at least one rank in profession sailor.

This right here. My character doesn't have a rank in Profession Sailor and he spends every day sea sick. He's an Aquatic Druid, but apparently boats make him queasy. Put one point in Profession Sailor or be prepared to hate your life.

Liberty's Edge

Learn the rules for underwater combat. Keep them in mind when considering what to play. Lots of folks get really nerfed by the ocean, and there's a LOT of ocean out there.

Monks would do very well, but the Zen Archer doesn't mix well with water.


Ninja, Monk, and Gunslinger all prosper in S&S... if the party has the tactical aptitude to position right.

An Archery Ranger can do well in it Especially if they can get their hands on a musket or even a pistol can work.

A vivisectionist Alchemist can do well as can a Summoner.

Note: this comes from only seeing the first 3-5 books from the AP...

Silver Crusade

I'm currently playing a mad bomber alchemist in S&S and predictably everyone is freaking out about the fire, despite the fact that in reality, the only thing that might actually be harmed by the fire is the sails. But it's an easy fix by taking frost bomb at level 2 so that way you can avoid telling your party members that they have no clue how fire really works.


Depends on what era of ship really... most of the ones that S&S replicate it would have no effect, but get an older ship... It would be charred wood quickly.


Emperial Tattoed Sorc 1/Zen Archer 4/Arcain Archer 10/Em Tattoed Sorc 5

16 BAB
13 level Caster
Wisdom to Casting and AC
All the nice goodies from Arcain Archer
All the goodies form Zen Archer

And best of all your Tattoed up and scary good with a bow or with casting.


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... you really love that build don't you...


Nobody is getting to level 20 in vanilla S&S. But good comment higher up: ninjas could be built with good sea-legs. Just say you flunked out of Red Mantis school... that's not too far from Port Peril.

As for Merfolk, the Strongtail alternate racial trait + boots of striding and springing keep them playable. Having one PC who is underwater capable is great early on when you have limited ways of overcoming underwater problems.


One problem anyone who flunks gets killed...

A better background is your family is from a long line of them and you fled to that region.


Azaelas Fayth wrote:
... you really love that build don't you...

I do! Well for a Shackles game I think it would be a lot of fun. I didn't think it up. I just saw it in a random thread and thought it would really be cool in a Pirate Campaign. Unfortunately I have yet to find a Shackles game to test it out. So I will simply pimp the idea out till someone bites and then post up their experience! lol.


One of my players had a similar build for my pirate based campaign. It actually worked okay... until the underwater fights... she couldn't hit the broadside of a Great Wyrm at point blank...


Dawn Reed-Burton wrote:
I am GM'ing the S&S series & I have one player who is a merfolk. He took the trait by land or by sea so he gets to walk on legs while on land or on a ship. However when he gets wet, I have him do a will save to resist having his legs turn into fins & be flat-footed for 1 round! He doesn't mind & it adds more flavor to the game.

What is this trait? I can't seem to find it anywhere. Sorry to necro a thread, but there is no information on it that I can find.


Tiny Coffee Golem wrote:

Normally I play arcane casters, but I want to avoid that this time.

So, speaking in generalities which classes work well, which don't, and why? I've already been informed that Paladin is probably not the way to go. Thoughts?

Please avoid campaign spoilers. Just speak in generalities.

Classes

The group needs to be able to put out AoE damage... this is a MUST early on... nothing further without spoilers
The group also needs divine casters for heals and to remove diseases

Races
Anything that will give you an advantage in aquatic fights

Really, the sky and your GM are the limit here. We are talking nasty, mean pirates who really don't care what you look like are what you have done as long as you follow orders and keep the deck clean. This may be an opportunity to play an evil character -- even an Antipaladin (as long as the code is somewhat geared toward working with a group and biding time). Another suggestion is a negative channeling cleric (could be neutral worshipping neutral deity) as this will allow you to keep heals spells on hand while dishing out AoE damage.

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