I need an anti-pirate build


Advice


I am looking for an anti-pirate build to play Friday. I can only play once so I am going to stat out an NPC. The gm told me to go with 18,16,16,14,14,10 for stats.

It can't be a gunslinger and it has to be able to sail a ship.
The race will be human and it will need the leadership feat so I'm looking at level 7.


What do you mean by "anti-pirate"?


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Ninja.


As in a pirate hunter?


Do you prefer spellcasters or weapon users?

If I were going to fight pirates (who presumably travel on ships) I'd probably go with the best Fireball casting build I could find. Kill their crew, light their sails on fire, and burn their ship to the waterline from hundreds of feet away.

FIRE (from Ship Combat):

Fire is an ever-present danger on every wooden ship, but while most ships are not in danger of going up in flames from a dropped torch or lantern, alchemical or magical fires can be much more dangerous. Note that many instantaneous fire spells do not automatically catch a ship on fire, but those that deal fire damage over multiple rounds have a better chance of causing a fire on board a ship (see Magic).

When a ship takes fire damage (such as from Alchemist's fire, flaming arrows, certain spells, and other effects at the GM's discretion), it must immediately make a Fortitude save (DC 10 + damage dealt) or catch fire. Unless an attack specifically targets a ship's means of propulsion (such as sails), it is assumed that such attacks affect the structure of a ship itself.

Once a ship has caught fire, it automatically takes 2d6 points of fire damage per round (ignoring hardness) as the fire spreads. The ship's crew can attempt to extinguish the flames as a full-round action for the entire crew, allowing the ship to make a Reflex save (DC 15 + the number of rounds the ship has been on fire). A successful saving throw means the fire has been put out. A failed saving throw results in the ship taking the normal 2d6 points of fire damage for the round.

A ship must take the “uncontrolled” action each round that its crew attempts to put out a fire, as they are not sailing the ship at this time.

Those who would like more detailed rules for fires, spreading flames, and fighting fires can use the system presented in the “Catastrophe!” article in Pathfinder Adventure Path #30: The Twice-Damned Prince.

Creatures can attack ships with spells. Ships are objects, so spells that can only target creatures have no effect on ships. However, because a ship is actively crewed and piloted, it can make saving throws against spell effects. Ships are immune to most spells that require a Will save. A ship without a crew is considered an unattended object and cannot make saving throws.

The effects of most spells on ships can be determined normally. However, certain spells have different effects in naval combat. The effects of these spells are detailed on the page Spell Effects in Naval Combat. GMs can use these examples as guidelines for determining how other spells not listed here affect ships. For the most part, these effects only apply during ship-to-ship combat, not during normal combat aboard a ship, though some affects (such as starting fires), could still apply, at the GM's discretion.


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Ask the MPAA/RIAA how their build is going. From what I've seen it sucks.


Druid. Water elemental form + warp wood/shape wood. Sink a ship from underneath without ever being seen.


are you talking on the seas or off them? on the seas'd be a naval officer, off them would be the aforementioned ninja.


So I'm guessing he's running a game where the PCs are pirates and he wants you to set up a "Big Bad" NPC/Rival for the pirate crew or summat? That's the assumption I'm going with from how you said it's gonna be an NPC afterward, so I say a Paladin might be good.

He would have an interest in pirate hunting/bringing criminals to justice, he'll have Leadership so he probably has a Wizard/Sorcerer buddy who can Fireball the ever-lovin' bejeezus out of the enemy ship, and if the boarding starts...the fighting would stop. At least for the Evil party members if they wanted to live.


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Ya---arrr.

:/

I, sir, am OFFENDED!

*walks away in a huff*

~P

Liberty's Edge

If your not a fire using spell caster of some kind make sure your cohort is.


Gillman water druid with a cohort of gillmen and skum that scale the ship. Vials of acid (flavor as aboleth acid) that they throw about the ship to cause crazy amounts of holes.


I am just waiting for Liz Courts to just bust in here and absolutely gank Pirate out of nowhere and then like SMOKE BOMB and she's gone


It's called a ninja.


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Man I wish I had thought of that!


Must... resist.. the pun...

*makes Will save*

*fails*

Yep. Rogar got ninja'd!


What if there are innocent prisoners on the pirate boat? Are you going to kill them, too?


The NPC is the son of a wealthy family that was lost at sea and has amnesia. His adventuring is to peace together his past and figure out who he is. The person running the game tends to shy away from spell casters so I thought I would go with a weapons guy.

My original idea was to go with an Archeologist to represent his search of his past and the stuff he went through. I guess the anti pirate bit is fluff so maybe back up the story with sea legs and some ranks in profession sailor?


He He He

It's such a good answer, it needed repeating!


hmm well if you take the rotation of earth this time of the season multiplied by your GM's personality numb... NINJA

Grand Lodge

Horatio Hornblower.

Whooping that pirate butt.

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