
Kudaku |

I was recently invited to join a S&S game starting at level 1. I've recently played melee classes (currently playing a DD Bard in CotCT, recently played a battle oracle) that heavily focus on self-buffing and a general know-it-all support build (buffer cleric/loremaster), so I'm looking to try out something a little different.
I have read the player's guide, but I figured I'd check in with Pathfinder's awesome fan base before rolling up my character :).
My first thought was some kind of arcane caster. Perhaps Witch with the Sea Witch archetype or a controller-focused Wizard... Any thoughts? Are these character concepts that will fit well with S&S's campaign? Anything in particular I should avoid or give extra focus?
All classes in official paizo books, including the Advanced Class Guide revised play test classes, are available except Paladin.

captain yesterday |

If you like Bards this is the AP for them!
i've had bad results with my witch in this campaign (mostly due to bad rolls but also un-optimal character building) although he is one of my favorite characters, he has a peg leg, a platypus familiar and only wears pantaloons, his catch phrase is "ARRR!, i got a Platypus in me pantaloons!" tragically his hexes always fail, he sucks at arm wrestling, and has failed at every job they give him, also he is terrible at drinking games

Kudaku |

If you like Bards this is the AP for them!
The bard is one of my favorite classes, if not the favorite class! Unfortunately one of the other players has expressed a desire to play a bard and I'd rather not step on his toes.
It sounds like Witch might not be the best fit for the AP? I was slightly worried that the short range on hexes would become an issue if there is much ship-to-ship fighting - the player's guide seemed to have a comprehensive rules set for that.

captain yesterday |

Witches aren't that bad, as i said it was mostly bad rolls and non optimal abilities (i.e. first hex should've been slumber but i went with the Evil Eye)
however i'm running it with a second group where the whole party are bards of some sort (4 PCs, 2 sea singers, 1 cherish diva and a street performer) so far halfway thru book 1 and no toes stepped upon
you literally can't have too many Bards in this AP:)
and a witch will come in handy later on, just like wizards they aren't as great at 1st and 2nd level:)

captain yesterday |

captain yesterday wrote:If you like Bards this is the AP for them!The bard is one of my favorite classes, if not the favorite class! Unfortunately one of the other players has expressed a desire to play a bard and I'd rather not step on his toes.
It sounds like Witch might not be the best fit for the AP? I was slightly worried that the short range on hexes would become an issue if there is much ship-to-ship fighting - the player's guide seemed to have a comprehensive rules set for that.
ya know before the Archetypes i wasn't a bard fan, however now, like you, they are one of my favorites:)

Wiggz |

I was recently invited to join a S&S game starting at level 1. I've recently played melee classes (currently playing a DD Bard in CotCT, recently played a battle oracle) that heavily focus on self-buffing and a general know-it-all support build (buffer cleric/loremaster), so I'm looking to try out something a little different.
I have read the player's guide, but I figured I'd check in with Pathfinder's awesome fan base before rolling up my character :).
My first thought was some kind of arcane caster. Perhaps Witch with the Sea Witch archetype or a controller-focused Wizard... Any thoughts? Are these character concepts that will fit well with S&S's campaign? Anything in particular I should avoid or give extra focus?
All classes in official paizo books, including the Advanced Class Guide revised play test classes, are available except Paladin.
We ran it beginning to end and had much success - it was definitely our favorite AP thus far.
Our group included a Sea Singer Bard and a Master Summoner as well as a Knifemaster and a Barbarian. I'm not going to get into the Bard so much because she has already been discussed, but I have to say the Master Summoner was a godsend, primarily for two reasons:
1) The character was our pilot and his eidolon served as his eyes and ears - having a scout who can fly, swim and breathe underwater with high perception and the ability to communicate back telepathically proved to be beyond useful - and not just when it came to navigating hidden reefs. Incredibly useful aspect of the character.
2) Underwater combat is an absolute nightmare for those who were born on land, and this AP features a fair amount of it... fortunately, when you can summon creatures that are native to the sea - most notably water and air elementals in our case - it makes you much more effective.
On top of that the character had a number of buffs and other useful spells which kept him busy both in and out of combat. Highly recommended.
If a Summoner or Master Summoner isn't your thing, then I'd recommend my 'base' Sorcerer, a caster designed around full versatility to always have just what you need when you need it and as many of whatever you need as is called for. Human Fey-Sylvan Bloodline with an animal companion who takes the Arcane Bloodline via Eldritch Heritage feats and makes full use of the favored class option for Sorcerers. A Roc would make for a nice animal companion, or perhaps a giant gar that trails the ship... its nice to have a protector or mount so that the rest of the party does;t have to task someone with keeping you safe from harm.

Shaun |

Any spell casting class listed in the Player's Guide would fit great. I would say that the pirate archetype for rogue would have the most early advantages in the physical challenges aboard the Wormwood and shouldn't be overlooked. Social skills are going to be very important early on for all PCs and throughout the campaign for at least one PC so don't dump charisma. Finally regarding the first book of the AP, you need a respectable fortitude save so even if you play a caster, have a positive modifier to constitution.

Kudaku |

Thank you for all your feedback, it's been very helpful!
I know a bit more about my party lineup, at the moment we have:
A Tiefling Pirate Rogue.
A Human Lore Warden Fighter.
An Aasimar Arcane Duelist Bard.
After going back and forth a bit I've decided to try out the Arcanist, from the recent ACG revised play test.
Any ideas for a fitting race or suggestions for good startup spells?

Shaun |

Any of the common races fit in the Shackles, but particularly humans, halflings, half-elves and half-orcs. Of the non-traditional races from ARG, tengus are the only ones established in game lore and most pirates treat them as good luck charms or mascots for their supposed ability to soak up bad luck. If your DM is willing to roll with you on that and you want to play a "weird" race, tengu could be interesting. I think that tieflings, and wind or water plane touched wouldn't be totally out of place either.
I don't know how an arcanist differs from a sorcerer or wizard. As far as spells, I'd recommend ones that can increase your rolls on skill checks and/or increase your rolls on saves early on. A good role-playing, NPC attitude-affecting spell. A good defensive spell like mage armor or shield. At some point between 2nd and 3rd level, an area affect spell... trust me on that one.
As far as skill choice, one of either diplomacy, bluff or intimidate is a must for each PC. Swim and climb are absolutes. If you're playing a low STR character, the athletic feat would be a solid choice. Profession: sailor is another one you have to use constatnly. Possibly use a feat like skill focus to buff it too. Although it's only got one very specific use in the module, sleight of hand could prove very effective for one certain thing you might want to try. Some of the knowledge skills will come in handy, specifically local, nature and geography. Survival is going to be very important for someone to have after the midpoint of the module and heal will be just as helpful.
If an arcanist gets a familiar, monkey and parrot (treat as a raven) make the most piratey choices, although both of their bonuses are kind of meh for this AP, but the monkey's is better. A lizard's bonus to climb is going to be huge. A viper's bonus to bluff could be even better if that's the social skill you go for. A rat's bonus to fortitude saves could easily save your life early in this AP and come to think of it none of these three would be out of place. I think that the first module has a list of some animals in the back that might also make decent familiars you could ask you DM about.