What classes are Better and Poorer within this AP?


Skull & Shackles

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I understand Paladin is a no. I suspect any heavy armor class, maybe even medium armor class would be a no since I would fear drowning in the water. Am I being over paranoid about such?

Please feel free to comment on more than Paizo classes but to add 3.5 splat book and especially alternate power source classes as well. I would actually rather play one of these oldie but goody classes.

I already have an invitation to the AP when a group I am friends with finish their current campaign in about a month.


I can't say anything about 3.5 classes, but Gunslinger will have areas where they'll have a hard time with firearms, at least until they can procure magical assistance.

Alchemists will have some issue as well, as without a feat (or discovery, one of the two), they cannot use their bombs underwater. Plus, you can't drink potions underwater.

That being said, anything else with heavy armor is generally a bad idea, as you would expect. You can survive with it, you just have to be careful around water, and find ways to mitigate your armor check penalties as much as possible.

Its also highly recommended you shy away from fire spells on 'most' occasions. They'll be useful sometimes, but not everywhere, and since ships are wooden, thats not one place they're useful.

-----------------

Anything with the ability to gain a swim speed will have a major advantage in certain areas, as well as anything that can breath water. Dextrous classes are generally better off as well, due to the generally lighter armor of most characters. Lots of areas have close quarters combat (Whether or not you like it), so ranged have 'some' issues, unless they can fare well in melee as well. Ships do not have much space, as you can expect.

Ranged attacks are nearly useless underwater due to the -2 attack per 5 rule. The main exception are Underwater Crossbows, which instead are -2 per 20 feet. Thrown weapons are completely useless, except in very rare circumstances.

Surprisingly enough, being able to bullrush is useful, as you can knock people off of boats (hehehe), as well as the ability to call/summon/control aquatic creatures. Most players have a horrible time in the water, so having a summon that can swim is invaluable.


It all depends what role you want to play.

For the alchemist you'd want the Underwater Demolition, Strafe Bomb and Explosive (napalm!) bomb discoveries. You become thje equivalent of a naval tac nuke aboard wooden ships. Mind you, they're quite resistant to flame (the rigging, not so much).

Maybe ask the DM to let you reflavour "create potion" to "create power pill".

For heavy armour, you want a corsair fighter archetype, otherwise I wouldn't bother.

I wouldn't bother with the Sea Reaver archetype for barbarian. It's pretty Meh. Invulnerable Rager, though...

You can find a decent conversion of the 3.5 Swashbuckler (complete Scoundrel) through Adamant Entertainment.

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Sounds like a summoner would do very well. I love summoner though after playing so many recently, I was looking forward to trying something else.

Trident sounds like it might be a good idea(thrown portion aside), or some sort of piercing weapon. So these tight quarters, so tight that reach weapons would be a bad idea? Are their any other type of two handed piercing weapons.

I need to look over Psionic powers to see if any of them have good watery stuff. Same with Incarnum soul melds and Binder vestiges.

Thanks people, please keep the advice coming.


A gillman (Riverfolk) summoner or undine summoner...

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I found that the incarnate and soul born both have water based soul melds from the Magic of Incarnum. Sad part is I was looking for totemist soul melds and either missed any or they just do not have water based soul melds. Some very poor flight ones but I do not think they would be good enough.

I am thinking I might want to try a Swordsage from the Book of 9 Swords, they only use light armor.

Anyone got advice for a Binder from Tomb of Magic in this AP?


Just a few pointers first:

1)I would imagine you have already done this but first off I would check with the GM as to what classes and races he/she is allowing. He may have restrictions on what can and can't be used. (see 3 below)

2) I would be hesitant to use any water dependent races for this AP. Gillmen need to be immersed in water at least once every 24hours. This AP although based at sea is for the most part based on a ship and on land, there are water based encounters but they are few and far between in the later adventures. The first part of the book 1 will prove rather challenging if you go this route.

3) As I undersatnd it the Binder from Tome and Magic uses the pact magic from that book, not the Pathfinder magic system, talk to the GM before using it as he may not want to use this system in his game. Same with any Psionic based class, not Pathfinder specific so ask first.

4) Any Nature based class or water/sea based archtype works really well, seareaver, storm druid, pirate, swashie etc.


ferrinwulf wrote:

Just a few pointers first:

2) I would be hesitant to use any water dependent races for this AP. Gillmen need to be immersed in water at least once every 24hours. This AP although based at sea is for the most part based on a ship and on land, there are water based encounters but they are few and far between in the later adventures. The first part of the book 1 will prove rather challenging if you go this route.

Riverfolk variant. They dreade their dependency for a vulnerability to fire.


Ah theres you're answer then, I don't have the advanced race guide so I wouldn't know just the Inner Sea Guide, my mistake.

Just bear in mind that although 3rd party and 3.5 material is compatible you may not be able to use everything. 3.5 has an awful lot of add on systems such as the Tome of Magic that would mean a lot of work for the GM to port over and he may not want the extra work (an AP takes a heck of a lot of work for perepare). The same goes for Psionics, its a 3rd party system which is not part of the Inner Sea so the AP has no Psionics in it at all. Personaly I think you would be best sticking to Pathfinder races/classes/archtypes or 3.5 classes that don't require much work to fit in or port over.

But as I said if you have an idea talk to the GM first before you do all the hard work rolling it up....


Very strong:
Bard
Rogue
Barbarian
Druid
Summoner/Master Summoner

Not reccomended:
Cavalier
Paladins
Gunslinger


Just a few sessions in. My monk player is owning unarmed combat so far. That gives him a very distinct and cinematic edge for at least the first few weeks at sea. The entire AP offers a steady stream of humanoid opposition. If you can justify the lawful requirement in a pirate campaign, this may be the time to try a monk if you've ever considered it.


Spoiler:
What you need to survive at early levels is ranks in the obvious "pirate" skills. You will want positive modifiers in Swim, and other skills. Get them, by traits or other exploits, and be able to handle some physical skill checks.

It doesn't hurt to multiclass, if your main class doesn't get lots of skill points. You'll use them.

Sczarni

We've got a Freebooter Ranger in our party, who's doing pretty nicely. Also a Ninja who's comically bad at being a sailor but makes up for it by being great at murderin'. And an Undine Oracle of Waves, who's awesome underwater. And an alchemist. The alchemist has been shut out of a couple of encounters, and is thinking of switching to a sorcerer.

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You are absolutely right about asking the GM what is allowed. Funny thing is, I introduced Pathfinder to him. He is finishing up an old AP from the Dungeon magazine days with 3.5 rules. His current group is still using 3.5. He wants to run SS but I don't think he has decided yet what rule system he will use. He is an advanced player/GM so I have faith I will be able to play something fun(see below)

I am actually very displeased with most of the Paizo published classes, hence my strong desire to play some of the old 3.5 stuff. I deal with Paizo classes when I have to, like Society play, but I am already recycling characters there because of how little of their work I would actually want to play. Same with most of the old 3.5 classes. I really cannot wait to play older stuff I enjoy and never got the chance back in Living Grayhawk or now in Society play.


Have fun with whatever you choose after all that's what its all about. I know 3rd ed had a whole heap of prestige classes so there may be a good fit there somewhere but the archtypes in pathfinder really do add depth and make the bog standard classes slightly different. We have a Storm Druid, Swashbucker Rouge and a plain wizard but not (he is the ships cook and master gunner, does not look or act like you're regular wizard). Personally I think if you think out of the box you can make some very interseting classes out of the archtypes.

I did toy with the idea of using this AP with the Conan 3rd ed RPG from Mongoose, I think the fit would be pretty good but I the conversion work would have been pretty time consuming as it uses a different magic system and combat rules are slightly different (damn good game imho). If I had the time I think I would have done it though.

One thing I will say. The AP is great. I'm running it and I don't think I have ever had so much fun and enjoyment prepping and playing this in my 20 years roleplaying. Just mention to the GM to look at these boards, there are some really useful ideas on how to change certain bits and making the most of the sandbox on the sea. They are invaluable and add so much more to the books, its good as written but with the help of the boards it can be really good.

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darkwarriorkarg wrote:


For heavy armour, you want a corsair fighter archetype, otherwise I wouldn't bother.

I wouldn't bother with the Sea Reaver archetype for barbarian. It's pretty Meh. Invulnerable Rager, though...

Hello,

I was strongly considering a Sea Reaver, why do you say that it's "Meh"?

Thanks!


Druid is great in this adventure path. You can fly, swim, and have either a flying or swimming animal companion. A lot of your spells work with water and weather, both crucial for sailing. You summon well but can also play melee and you don't rely on armor at all.


Pathfinder Adventure Path Subscriber
Casey Hudak wrote:
Druid is great in this adventure path. You can fly, swim, and have either a flying or swimming animal companion. A lot of your spells work with water and weather, both crucial for sailing. You summon well but can also play melee and you don't rely on armor at all.

+1

Having a swim speed on command, and being able to manipulate the weather with ease are really huge when dealing with a ship-based campaign.


We have not started yet but the player who is planning on a storm druid keeps predicting complete game breakage at the higher levels. At least when it comes to wheather control and such.


I'd not consider an Alchemist (throwing underwater, drinking potions) or Gunslinger (again, problems in underwater combat, procurement of ammunition, universally low armour).

Paladin or good Inquisitor : might be fun, if played in a suitably gritty way (say, the Clint Eastwood-path ), but generally, this will be tough cookies.Some people (me included) might take exceptions to an inquisitor of a religion as "un-organized" as the Besmarian one.

Druids ? Meh, IMHO, especially since the final adventures are less "seabourne" than one might expect. We also were stringent about coming aboard a sailing ship while swimming in the water ( which easily moves at 6 miles an hour or more, with 10' high wet sides )

Ranger : Depends upon wise terrain choices. I would be wary.

Personally - in our campaign (we finished a modified-finale campaign a couple of weeks ago) the Witch character rocked massively ( Sleep and Evil Eye) , same went for Oracles and a Fighter/Cavalier Hybrid. Bards proved to be very good as well. Might have been our group though.


Zen Archer (monk) is kicking butt in our campaign.

RPG Superstar 2012 Top 16

A cloak of the manta ray is 7200 gp and completely removes any risk of being underwater via a 60 swim speed, and the ability to breathe. Get one and wear all the heavy armor you want. If you're a fighter, you won't be taking ACP penalties from it for long.

Someone care to tell me why a Ring of Water walking is more then the cloak?

That said, a bard will make the best all around captain for great buffs, skill points to spare for the profession sailor, and the ability to heal the crew. You're still going to need an enforcer/first mate. Both a wizard and cleric or druid with a naval theme will work fine, and a sorceror with one of the water based bloodlines will be fine.

I would like to say a Rogue would be in his element, but for the most part a monk will outperform him, although you'll still need someone to deal with traps...recommend urban ranger or a variant thereof, probably with FE: Human and outsiders/evil

==Aelryinth


Well, I'm running this currently, in book 4. Here are my personal takes on the various classes. Mind you, these are just my opinions.

Alchemist-3/5-A very rough start due to the interactions of water hazards and both throwing bombs and imbibing extracts. However, also a very potent class, due to the ability to make alchemical items to mitigate difficult low level encounters (such as air crystals and alchemist fire). As mentioned above, watch for discoveries that help with water combat, and invest in potion sponges.

Barbarian-4/5- A solid class for the AP, unhindered by the alignment restrictions placed on the class. A strong martial option.

Bard-5/5- A party face such as a bard can work wonders in this AP. The ability to influence crew members, sell loot, and earn reputation are thing that make the Bard shine. Add to this his plethora of skills, both in and out of combat, and the Bard comes across a true hero.

Cavalier-2/5- A poor choice. Due to the nature of the AP, the Cavalier's mount will almost never see play. Players who want to play a cavalier should consider playing a fighter instead. Those who insist on playing a cavalier should talk to their DM about possible aquatic and/or amphibious mounts.

Cleric-Varies- A cleric is often a staple in an adventuring group, and S&S is no different. The big issue here is what god you follow. The obvious good choice is Besmara, though Norberger, Claistria, Cayden, and Gozreh all also work. Try to avoid lawful deities, and especially avoid Asmodeus, as Cheliax plays a role as enemies of the Shackles.

Druid-5/5- An incredibly well suited class to the AP, any druid with a connection to water, air, or coastal environments should do fine. Aquatic, amphibious, and flying companions work well.

Fighter-3/5- A solid choice, neither particularly adept nor a ends with the AP. Consider archetypes that trade heavy armor proficiency, or be prepared to mitigate armor checks.

Gunslinger-2/5- While flavorful and fitting to the setting, Gunslingers are going to have a very difficult time with water combats. Additionally, while guns *DO* appear in the AP, they do not show until the later books. Going against touch AC will not be as large of a boon against most NPCs, as light armor is he norm, though you may benefit from this against some monsters.

Inquisitor-Varies- As clerics, the Inquisitor's deity will determine how well he fits into the campaign. His various bow proficiencies will help in ship to ship combat, and the plethora of times-per-day abilities he has will shine in the short adventuring days on open water (considering that most days while sailing will only have one encounter, if any)

Magus-3/5-In addition to the normal difficulties of spell casting under water, the Magus will be hampered slightly by the interactions of water and scrolls/spellbooks, though his martial prowess makes up for this.

Monk-3/5- The alignment restriction on Monks will mean that most have a hard time, though their skill set is surprisingly appropriate for adventures on the high seas. Consider playing a Martial Artist archetype to circumvent the lawful alignment. Additionally, monks should either have a piercing weapon or some method of making their unarmed strikes piercing for underwater combat.

Oracle-4/5- With all the spells of a cleric but without ties to a deity, oracles fit right in as the healer on any pirate ship.

Paladin-1/5- Between the alignment restriction and the Paladin Code, Paladins are all but unplayable. If you insist on playing one, make sure you have a very good reason for why you are allying with known pirates (at least two other threads cover this concept).

Ranger-5/5- Possibly the best martial class option for the AP. His skill set is perfect for life at sea, favored enemy humanoid(Human) will serve him well from start to end, and favored terrain(aquatic) is all but omnipresent.

Rogue-5/5- While not as quite as adept as the Ranger, the Rogue fits right in in Skull and Shackles. Most NPCs you run across will have at least some levels in Rogue. Capable of being a party face, a pilot, or an excellent combatant, the Rogue shines.

Sorcerer-3/5- Sorcerers are solid choices for Arcane roles in this AP, though they don't particularly shine. Specific bloodlines focusing on storms, water, and nature will be beneficial, though fire bloodlines flounder.

Summoner-3/5- So long as the Summoner spends evolution points on a swim speed and either breath holding or gills, the Summoner is a solid, if lackluster, class. I haven't seen anything out of the summoner at my table that stands out above the other PCs.

Witch-4/5- Probably the best Arcane role for the AP (due in large part to their skill set), witches with patrons based on the aforementioned nautical themes will do fine.

Wizard-3/5- Wizards have to contend with the various hazards of casting in the water, and like Magi will have to contend with limitations on scroll use. That said, their relatively small number of spells per day will be mitigated by short adventuring days throughout the AP.

Samurai-2/5- Like the cavalier it is an alternative class to, the Samurai's lack of mount and reliance on heavier armor will hurt him in this AP.

Ninja-4/5- Ninja is the perfect alternative to Rogue (since it IS an alternate class of Rogue) for those who wish to place a little Tien flavor in their boat. Poisonous creatures are abundant, and poison is easy to obtain in the Shackles. Infiltration will be limited, as you typically see boats coming from miles away. However, it will have its place.

Antipaladin-4/5- If your DM allows evil characters (and this is the AP for it), the Antipaladin fits almost as well as the Paladin does not. The only downside is the wasted potential on heavy armor and shield proficiency.


Lord Twitchiopolis wrote:


Cavalier-2/5- A poor choice. Due to the nature of the AP, the Cavalier's mount will almost never see play. Players who want to play a cavalier should consider playing a fighter instead. Those who insist on playing a cavalier should talk to their DM about possible aquatic and/or amphibious mounts.

I'd massively disagree.. once I'have stopped being too amused.

Go Half-Orc, take the Beast Master Feat (Feat, not class), pick a Pteranodon. Kill charge the oppositions's poop deck or lance archers out of their masttops. Drop a barrel or two of alchemical fire smack on those warmachines.... Invest some feats and skill points into Intimidate and scare enemy crew out of their wits. You are often enough fighting numerous crews of low-level mooks manning the warmachines. Or manning the ropes.
Do a quick strike on the steering wheel, cut apart the steerage crew and wreck the wheel.
I'd really like to see an Anti-Paladin do that... except for posing meanly^^
In an emergency, drop of small sized wizards/casters onto enemy ships (invisible^^). Also, a pteranodon may make a pretty good spotter of enemy ships, coming with an initial bonus of Per +10. Soar up to 500' and take a good long look for sails.... or to 1000'.... Oh, and the mount eats the local food.

Aquatic mounts ? Bad trouble to get them back aboard

Nevermind 4+ skillpoints, tactician and strategist abilities. Standard Bearer anyone ?

Nevermind that...

Spoiler:
wide parts of the later AP take place on land or land based locations
.

Yeah don't play a knight in Heavy Armour, with a high and mighty charger "Lord Stupid"... but take a good look at the knights of St. John or the other medieveal-maritime orders.

I'd say : 4/5; a good heavy replacement for a conventional bard (or a smart addition to it)


Lord Twitchiopolis wrote:

Well, I'm running this currently, in book 4. Here are my personal takes on the various classes. Mind you, these are just my opinions.

Magus-3/5-In addition to the normal difficulties of spell casting under water, the Magus will be hampered slightly by the interactions of water and scrolls/spellbooks, though his martial prowess makes up for this.

Can you expand on the magus, having played the class I would have expected it to be a better fit of S&S.


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The Magus is a solid choice, but it's not particularly suited nor ill suited to the AP. Perhaps the best thing it has going for him is his ability to nova freely, a side effect of the short adventuring days. Otherwise, he's pretty middle of the road for the AP; as good as a Magus gets, but not it's not like this AP is screaming "PLAY A MAGUS IN ME!"

Depending on how strict your DM is, travel through water can play hell with anyone reliant on a spellbook (ever wonder why the loot tables say "Watertight scroll tube containing...?")

Over all, a magus built right fits right into the campaign (using cutlasses, rapiers, and whatnot), but I wouldn't say it really brings anything to the table special for S&S.

Besides, those are just my opinions on the classes fit into S&S. These are by no means rules or even guidelines. Play whatever you want, really.


deathbydice wrote:
Lord Twitchiopolis wrote:


Cavalier-2/5- A poor choice. Due to the nature of the AP, the Cavalier's mount will almost never see play. Players who want to play a cavalier should consider playing a fighter instead. Those who insist on playing a cavalier should talk to their DM about possible aquatic and/or amphibious mounts.

I'd massively disagree.. once I'have stopped being too amused.

Go Half-Orc, take the Beast Master Feat (Feat, not class), pick a Pteranodon. Kill charge the oppositions's poop deck or lance archers out of their masttops. Drop a barrel or two of alchemical fire smack on those warmachines.... Invest some feats and skill points into Intimidate and scare enemy crew out of their wits. You are often enough fighting numerous crews of low-level mooks manning the warmachines. Or manning the ropes.
Do a quick strike on the steering wheel, cut apart the steerage crew and wreck the wheel.
I'd really like to see an Anti-Paladin do that... except for posing meanly^^
In an emergency, drop of small sized wizards/casters onto enemy ships (invisible^^). Also, a pteranodon may make a pretty good spotter of enemy ships, coming with an initial bonus of Per +10. Soar up to 500' and take a good long look for sails.... or to 1000'.... Oh, and the mount eats the local food.

Aquatic mounts ? Bad trouble to get them back aboard

Nevermind 4+ skillpoints, tactician and strategist abilities. Standard Bearer anyone ?

Nevermind that...** spoiler omitted **.

Yeah don't play a knight in Heavy Armour, with a high and mighty charger "Lord Stupid"... but take a good look at the knights of St. John or the other medieveal-maritime orders.

I'd say : 4/5; a good heavy replacement for a conventional bard (or a smart addition to it)

While that's absolutely hilarious imagery, that's the exception, not the rule. Unless someone's going to steal you idea verbatim, their cavalier is going to be losing out on all of their mounted abilities.

As to the portions of the AP that are on land, these sites are roughly 75% very poorly suited to mounted combat. They consist of dungeons, buildings, and rough terrain; all things that bog down mounts.

Over all, the class is just ill suited to the AP.


Lord Twitchiopolis wrote:

While that's absolutely hilarious imagery, that's the exception, not the rule. Unless someone's going to steal you idea verbatim, their cavalier is going to be losing out on all of their mounted abilities.
As to the portions...

Right because ANY type of Witch or Barbarian is such a great fit. Nevermind "any Anti-paladin"....

Of course you have to trim the class to the campaign. And dare me, I'd actually draw-up a "normal" paladin to run that path... things can be done.
A cavalier is NOT the extension of his mount, he gets handed a mount which he can use (as a steed or as a solid wall of meat defending him ). But let's upgrade the pteranodon with "combat reflexes" and "Improved Grab" - so now we find some idiots in positions without Dexterity-bonus, and suddenly we have a mobile "mount-squire" at our back. Who can later grab and drop opposition off-boat, which basically is a kill.
Go Cockatrice order, intimidate masses (go a really sick path and pick the background trait"unnatural presence" allowing you to also intimidate Animals and Vermin) , grab the gold and get the nicest hat.
Pick stuff like "precise Strike Combat Teamwork" for Tactician (hey, all my pals now do Sneak Damage ) , or "outflank" and witness your crew (and group) get murderous. You don't need a mount for that. What you want is the ability to lead.

Ranger : his combat potential drops and rises massively throughout the AP, dependentant upon who you are actually facing

Spoiler:
AP#4 should be a real.... surprise
. And shipboard combat is not maritime (in the water) environment. As always : all rangers depend very much upon how lenient a GM is with "classifying environments", and how many hints the GM drops as to what opposition is to be expected.

Wizard (and possibly witch) : should get a clear +1, especially if they find the slots for item creation feats, which, given the particular loot in the AP, will be absolute lifesavers.


Lord Twitchiopolis wrote:
Summoner-3/5- So long as the Summoner spends evolution points on a swim speed and either breath holding or gills, the Summoner is a solid, if lackluster, class. I haven't seen anything out of the summoner at my table that stands out above the other PCs.

I feel for your Summoner, then, because I've never known a Summoner not to rock.

In our campaign - and to be fair he's running a Master Summoner - he has an eidolon who can fly, swim, breathe underwater, has dark vision, enhanced stealth and perception and can communicate telepathically... do you have ANY idea how useful that is? Between scouting sea-caves, flying ahead to look for ships to engage or just swimming ahead of the ship to help avoid treacherous reefs... our Master Summoner is our pilot andhe and his eidolon make an incredible team.

Now as far as combat goes - you know all that trouble people have in underwater combat, all those penalties they suffer? Well, the water elementals our summoner commands doesn't have any of those issues. Air elementals tear our prey's sails and rigging apart letting us catch up to them. Earth elementals are dominant on land - I'm remeinded in particular of his summoning more than 20 small augmented earth elementals to assault Tidewater Rock... castle walls aren't quite such a deterrent when you can literally walk right through them. Our PC's literally stood on the beach and drank rum while screams resounded throughout the castle, its surviving denizens stumbling out to surrender.

Our Summoner has not only held his weight, he's saved us from TPK's and stolen the show more than once. Its a very strong class in this AP.


See, my summoner holds his own, but he doesn't really bring anything special to the table. Yeah, the eidolon is sometimes a pain in the butt to deal with, but in the end it's no worse than the fighter with an absurdly high AC or the Gorum cleric with the devastating damage, and he's certainly not nearly as valuable of an asset to the party as the rogue who trivializes ship-to-ship, weather, and other encounters. In the end, I wouldn't place it as any better or any worse than any other class, from a base perspective.

Now, I know that any class can be tailored to the campaign, but the topic was which classes fit best, so reviewed them as the most commonly conceived versions of their class. The fact of the matter is that without his mount the cavalier is losing a fair amount of his abilities. It'd be like a rogue (with no archtypes) without thieves tools. Anything you could do with a standard cavalier could be done better as other classes (My friend played a cavalier through PFS to retirement. While it was fun and useful, my friend will be the first to admit that the character would have been much better off as a fighter). Your sample cavalier can be done as a tactician fighter, for example. No matter how you slice it, he's going to be down potential resources more often than not.

The ranger, on the other hand, will be making use of his abilities more often than not. Shipboard IS classified as Water terrain (it specifies both above and below the surface, and unless the ship is truly massive, no other terrain type fits). While he does at times have is abilities rendered useless (as pointed out), it is far less often than the cavalier.

However, I will concede that a crafter is quite the benefit to the party, given the amount of time going from point A to point B.


Unfortunately I am short of time and did not have time to read all of the comments following the original question. The advice I can offer from what our group has experienced so far (just finished book 1) is that multi-classing is beneficial (of which none of us did). Start with a good race/class for the testing/working part of being a pirate, and after surviving to where you feel comfortable with your survivability, then transfer to the class you really want to play. Personal suggestions without giving much away, a fighter based for hp and combat basics, or a rogue type for skill points. And always remember you are a pirate first, so think about what a "real" pirate would need to survive, then what you want your character to be able to do.

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