Starting Skulls and Shackles soon, need a suggestion(s)


Homebrew and House Rules


Just finished running Rise of the Runelords last night and by god am I happy (first time GM)

It is now someone else's turn and we are doing Skulls and Shackles

The GM has allowed certain new rules/classes in that include the advanced classes and I want to play a shaman.

Now I used to be all over theorycrafting and creating characters but with the last 2 years pretty much devoted to running RotRL I've been a bit out of sorts on the new stuff so I'm asking for help

I will be the main healer of the party, 15 pt build, and I'm probably going to go with my main spirit as life for channel and once I get wandering spirit I wanted to try out Lore so I could get those nifty arcane spells as well. The issue with this in a 15 pt buy is that its so MAD its driving me crazy

PLZ HELP with suggestions, yes i want to stick with shaman as I already have story thought up for him and his story, race is semi-set, the story will fit human and most of the 1/2 breeds


Do you want to be a caster-type Shaman or a melee Shaman? Human Favored Class Bonus can grab Divine Favor so you can basically go battle-cleric/support if you want.

One interesting option is to worship a god with a nice weapon and use the Life Spirit's Channel Energy to pick up Guided Hand. You then use wisdom for attack rolls whenever you choose to fight, so that you're effective with both spells and melee.

If you really want to get fancy, you can pick up a level of Monk (Unchained Monk is ideal but regular/archetype works too) and possibly the Crusader's Flurry feat. You shed your armor in favor of using your Wisdom for AC, and you begin to use Flurry of Blows with your weapon.

If you happen to worship Hei-Feng (who as a chaotic-neutral storm-god is pretty perfect for Shackles), then you can flurry his 9-Ring Broadsword without even having to pick up Crusader's Flurry.

Anyhow, using Guided Hand with most gods it would look something like:

Human or Half-Elf
1.Human or Half-Elf bonus: Weapon Proficiency X / Channel Smite
3.Guided Hand
5.Weapon Focus
7(Monk). Crusader's Flurry / +Monk: Dodge
9.Power Attack

Though it's much easier depending on what your deity's favored weapon is and whether you're just going strength-based battle/support Cleric (in which case you don't need any feats at all to start flurrying with a nice Monk weapon).

If you worship Hei-Feng and use Unchained Monk, then you can start 9-ring kung-fu wisdom-based power-chopping at level 2...


Here's an often overlooked option: Start old.

Of course you need to run it by your GM, but you could start an old man (or woman) from a small village. Perhaps he or she was content being just a grandparent and local village healer until some events force an adventure because:

Skulls and Shackles beginning:
It starts off that you are kidnapped and wake up on a pirate ship. Perhaps you were in town buying herbs or perhaps the pirates raided the village.

Age Effects:
At middle age, –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
At old age, –2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
At venerable age, –3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

These are cumulative. So if you start old, it's –3 to Str, Dex, and Con; +2 to Int, Wis, and Cha.

Pretty big hit to physical score, but if you stay out of combat and only use range weapons and magic, you'll be fine and get much needed bonuses where they matter most to you.


Thanks guys...we start in a week but those were very helpful :)

Monk is probably my absolute favorite class dip EVER so I will probably go with that

I thought about going a little old but my GM has certain ideas in mind about the campaign so no old ppl :(

I'll have to look into the gods and stuff to see if Hei-Fang fits my character

Again thank you guys


My advice is to not get too attached to any character concept you come up with. The crew has a high turnover rate.

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