
Kids Are Creepy |
I have read many threads and my situations seems to be a bit unique, so i thought i'd ask.
We will have 3 players, myself included, which consist of a bard( full face concepts and skills, all charisma), a seeker oracle and me.
We have a 20 point buy and are trying the hero point system. The rest is RAW, no 3rd party stuff.
I have 3 concepts but am having difficulties as i really do not want to get stuck making something that does not fit the role or is so specialized that he is useless.
Here are the concepts and the difficulties of each, as i see it.
#1.) A Human, Sylph or Elf Kensai
My idea here was to pick up a katana and go to town on people. The DM will not allow Dervish Dancer unless the reason is amazing, so i'd rather focus mainly on Int/Strength. If i could get his charisma high enough, i'd go dragonborn, but i just don't think it's possible.
I have a long story that actually needed to be toned back as it was considered a bit too epic.
No big deal. I see this guy getting Craft Magical Tattoo at level 5 and being a heavy hitter/Mage backup.
My concern is that i would be so focused on just having a katana that i would miss out on any loot for the adventure, also, if it gets disarmed or broken, i may never be able to replace it.
I also don't want to pick bladebound as i just don't want to deal with an intelligent blade. This DM would play that up a lot, so it's not worth the effort.
Without any spoilers, are these very valid concerns? or not a problem?
#2.) A Hexcrafter, not sure on race.
This would be more of a sea character as the son of an infamous pirate who just disappeared one day, captain, ship and crew, thereby leaving the character stuck having to make his own way to find his own fortune.
I'd definately get a raven and play up the whole hex thing.
My biggest concern is that a Hexcrafter relies on his armor, and spells, to keep him safe. Armor on a ship = bad.
I'd not have access to Dervish Dancer, so again a Strength-based Magus.
Are there ways to make a good hexcrafter that rely on little to no armor? Would superstitions get this character into a lot of trouble? ( could be fun, or deadly)
#3.) A Sylph Storm or Sky druid
This character would have a bit of me in it as i enjoy going for a swim on a most summer evenings from 6p-dark just to work out and watch the clouds in the sky.
It's my time to center myself, meditate and think while i gaze at the clouds moving overhead in awe and wonder. I picture myself flying through the clouds as easily as i swim in the water, and i do love the water.
This character would have a love of nature and view most people as nuisances that get in the way as he tries to look up. People would have their purpose as a world without humanoids does not exist, but nature and seeing what's over the next horizon would be his primary goals. I'd take the stargazer trait without hesitation.
Is this character too much of a loner to survive on a pirate ship? Would he fit in the group since we already have a Seeker Oracle and a Bard? Do we need more martial capabilities to even get anywhere in this campaign?
These are my concerns. Any help would be appreciated.
Please note. The DM is very tight-lipped about this game. He was dissapointed when we found out that we start off shanghaied, as stated in the player's guide.
I don't want major spoilers, just basic answers to help make better decisions. I am such a scientist that i hate making uninformed decisions.

Vazt |

So much depends on how the DM runs a game. Your bard should have a high UMD so you can get to the magic you need. With a three man team, I would be looking for a companion to get some more actions in your court. You could go summoner and have a frontliner and some arcane magic as a package deal. Druid is strong for the AP as well. It might not be the most optimized build but I would love to see a hunt master cavalier with a vicious parrot/seagull (just reskin the eagle companion).