
Talonflash |
Waves and Wind are obvious, but Wood is also tempting since I'd like to be somewhat on the martial side - my original plan had been a Sacred Fist but we need a face.
The only curses I find appealing are Haunted, for the flavor and RP, and Lame.
Other party members are Cleric (Artifice, Fire), Sea Reaver Barbarian, Summoner, and one unknown but the player tends towards martials and skillmonkies - I've suggested a Slayer as something he'd like.
I appreciate all input.
TIA

Errant Mercenary |
1 person marked this as a favorite. |

Yeah all mysteries are good. The more obvious are Flames..putting ships on fire is wonderful. Wood, since you spend your time on ships. Battle always great since you want fighty..same for metal.
Waves and Flames can see through fog which is a very commonly used tactic in this AP and one that can reliably shut down many encounters.
If your GM plays meaningfully with your choices, Ancestor can lead to quite interesting stuff. There are many pirates of legends, old mariners lost at sea and tales of the dead to be had from this mystery, as you channel dead relatives. It could be a great way for him to expose some of the setting to all of you.
Juju, while a little amoral (S&Shackles...allowed!) is great and very fitting. City of Seven Spears AP 3 of serpents skull has a gazeteer on general Juju stuff. The Shackles AP has itself the Juju mystery - if you chose it have your GM let you read it!
Lunar oracle is well fitting too. Tides are ruled by the moon. Not only that...there is a very strong faction that would tie this mystery well into the story, again if your GM wants to play a bit with it.
All of Solar's abilities will work well, since all the day can be spent on ship's decks.