
Tiny Coffee Golem |
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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.

Chthonian Sun |

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).

Rune |

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).

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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.

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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.

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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.

Tirion Jörðhár |

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.

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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.

Azaelas Fayth |

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...

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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.

Chthonian Sun |

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.

Dragonamedrake |

... 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.

Skeletal Steve |

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.

Patricius |

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 spoilersThe 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.